The Lost Realm

Hey everybody,

I’m not sure if I’m actually going to reinstate the whole Tuesday-game-day thing in 2021, but hopefully I can write more about my games here as the year goes on! We’re now in Lockdown #3 here in the UK, where staying home is pretty much the new way of life for us, so what’s better than playing loads of games, right?! Today, I thought I’d have a bit of a ramble about my latest endeavour, playing through more of the Lord of the Rings scenarios that I’ve never explored. Given that the game ended last year (well, went on hiatus), I’m probably a bit late to this party! But it’s among my all-time favourite games, and I want to devote more time to it.

Lord of the Rings LCG

If you’ve been reading my blog for a while, you might have noticed a slip here – I’ve long thought of Lord of the Rings LCG as “my favourite game”, even when it was curb-stomping me, and even when I wasn’t playing it regularly. Now, however, I’m much more into Arkham Horror LCG as being a better overall game experience, though I come back to Middle Earth for the nostalgia trip!

Anyway.

Over Christmas, I decided to make the effort to play at least one full cycle from one of the five or six later ones that I’d never taken the time to explore, and settled eventually on the Angmar Awakened cycle. This one begins with The Lost Realm deluxe expansion, which brings the game into the north of Middle Earth, and explores the area to the north of the Shire, in the Lost Realm of Arnor. Hence the name!

There is a very strong Dúnedain theme developed across the player cards of the cycle, where the main focus is around engaging enemies. It was recently pointed out to me that this theme was telegraphed from way back in the core set with Son of Arnor, which I find pretty neat.

As the cycle moved on, and certainly as further cards came out in subsequent cycles, we’ve seen the Dúnedain theme become quite strong, rewarding players for engaging multiple enemies (although, I have to say, there are few defensive cards associated with the trait than I’d like!) It’s almost a high risk strategy, which sort of brings me to the next new thing in this cycle, Valour. A lot of cards have two effects, labelled Action and Valour Action. The Valour Action can only be triggered if your threat is above 40, but usually gives a much bigger effect – such cards have effects like ‘ready a character you control’ for the normal Action, and ‘ready all characters’ for the Valour Action.

But let’s talk about the quests in this box!

There are three, of course, and they’re all pretty middling difficulty, if I’m honest. I think this is due to the new Side Quest mechanic introduced in this cycle – cards that are shuffled into either your player deck, if it’s a player side quest, or into the encounter deck, and which act as an alternative to the main quest going on. Obviously, they depend upon being drawn to have an effect (although the second scenario, The Weather Hills, does instruct you to set one up in stage 2B), and having one (or more!) in play can make things extremely difficult!

Side quests are almost like extra active locations, in a sense – progress is placed there instead of the ‘main’ quest, and completing the quest does not advance the quest deck. Player quests can have some powerful effects, whereas encounter side quests can bolster enemies in play, so need to be removed!

The first scenario is Intruders in Chetwood, and serves to set the story up. The heroes are helping the Dúnedan Rangers in clearing out some Orcs that are marauding through Bree. In many ways, it’s similar to scenarios of the past – we have the objective-ally Iârion whom we need to keep alive, in a scenario full of enemies and nasty effects, some of which can trap him.

The Weather Hills is a bit more brutal, as we pursue the Orcs into, well, the Weather Hills. However, it seems that there is foul sorcery afoot! There is an objective card in play that collects tokens when enemies are defeated and, when flipped over, acts as something of a timer for the quest.

We pursue the Orcs into the old border fort of Amon Forn, where we discover the remnants of some depraved ritual having been carried out. Rescuing at least some of the prisoners from Bree, we take them to Fornost and have a chat with Aragorn, no less! But then – the sun goes down, and all hell breaks loose when Thaurdir, the spokesman for the prisoners, turns out to have been an undead wight!!

Deadman’s Dike tasks us with defeating the undead hordes roused by Thaurdir, though it is very much a ‘just survive’ type of quest. Thaurdir cannot be defeated, but if he doesn’t have damage on him equal to his hit points when the final progress token is placed on the quest, we haven’t yet won!

The story ends as Thaurdir escapes with Iârion captive, and we swear to his younger brother Amarthiúl that we will help to rescue him.

It was a bit odd for me to be playing a deck that included Amarthiúl from the start, although his hero card wasn’t released until the penultimate pack in the cycle! I’ve been playing two-handed solo, which is a completely new experience for me, and was actually a whole lot of fun – not least because I was finally able to experience both the Ranged and Sentinel keywords, so that was good! Whether it was helped by the fact I’ve been playing Arkham Horror in this manner for a while now, I found this way of playing really quite straightforward, and didn’t really get that confused by everything that was going on. The one concession I made, though, was to not pass the first player token.

The scenarios were really good, I have to say. I played the first one years ago, but don’t remember doing too well. However, aside from a miserable failure with the first Harad quest back in 2018, this box marks the first time in a long time that I have played “new” quests in this game! So that was pretty exciting to realise! There is a lot of theme in the scenarios, I think, and they don’t seem entirely impossible when playing with two decks, so that is nice! I was playing Standard mode, and still managed to make it through each one, at any rate – though I have read online that this was the first cycle that really tried to address the issue of scaling the game for 1-4 players, rather than assuming an optimum two.

At any rate, this was definitely an enjoyable experience for me, and I think it’s gone a long way to rekindling my love for the game, after the sound thrashing of the Ring-Maker cycle before it putting me off for years! As far as the Angmar Awakened cycle itself goes, I was a play-tester for that, so have played each one back in the day – albeit with cut-out bits of paper with text and no art! Not that I remember a great deal about it (it was 5 or 6 years ago, now), but I’m looking forward to going through the cycle in pursuit of Iârion, so stay tuned for more updates!

Christmas Eve catch-up!

Hey everybody,

The festive season is well and truly upon us, although it’s a stranger one this year because of all the restrictions that are in place. I’ve got five days off work now, so I’m hoping for a bit of a break from things – mainly because there’s so little that we can do!

Of course, being a huge nerd, I feel almost like I’ve been preparing for lockdown my entire life! I’ve got an almost 15 month old baby to keep me occupied during the day, of course, and during naps and the evenings, I’ve got plenty of hobby-backlog to work through!

In an effort to get more models finished before January, today I put the finishing touches to my Necron Overlord from the Indomitus box. It’s a very nice model, even though all the Necrons from that set have got sculpted damage on them, which I’m not a fan of, but I think I’m slowly getting over that now!

I’ve been working most recently on my Delaque gangers, who are finally coming close to being finished! I’m very excited for that of course, though I do think that I’ve taken my time with them, when you think it’s been around 2 years since I first started to build them! I think they’re looking really great, anyway, and as I’m planning another game of Necromunda against myself in the near future, it’ll be nice to have that much more painted up!

Speaking of games, I’ve started to play The Lost Realm for Lord of the Rings, as well, playing the first scenario, Intruders in Chetwood, earlier this week. That was a great game, albeit really quite involved! I’m sure that I played a couple of things incorrectly, as there were a great deal of moving parts to that quest, but I really enjoyed myself – while it definitely provided a challenge, it never felt completely impossible, which was nice to see. So often in the past with this game I’ll have lost due to location lock, where the threat in the staging area is just too high for me to cope with. The encounter deck seemed to be a decent blend of cards, though, which I think is key here. Too many enemies or locations can lead to the game just beating you down hard. I was also playing with Shadow effects, as I feel I’ve been missing out on this aspect for my playing career so far! It probably helped me more than I realised, having that ability to cycle through the encounter deck and effectively discard some locations and enemies without having to deal with them, so I definitely appreciated that!

I think my decks need looking at fairly urgently, though – a lot of the time I felt as though I had too much of a mix of questers, and fighters, meaning that I probably wasn’t dealing with enemies effectively. Of course, I’m still a bit of a novice when it comes to this aspect of play, but I do feel like the decks need to have their balance addressed, so that they fall down either as ‘the questing deck’ or ‘the fighting deck’. That’s not to say that they will fulfil that role exclusively, but just have a greater emphasis, rather than trying to do both equally.

I can probably make better use of Sentinel cards, also!

Hopefully I’ll be able to get more games played over the next few days – I’m hoping to get some Arkham Horror played, as well as more Lord of the Rings!

Hope you all have a wonderful festive weekend, whatever you end up doing!

Happy Solstice

Hey everybody,
Christmas is approaching, for those of you with the inclination, but the recent announcements over lockdowns in the UK has seemingly put a damper on things. This is as much as I’ll talk about with politics, of course, as I try to make this blog more of a haven from such things, but I think I’ll probably be posting a lot over the coming days as I try to take my mind off things – and, hopefully, yours, too!

It was my birthday on Friday, and I had a decent haul of Arkham Horror LCG stuff, which was great! I mean, a couple of those bits I’d kept back from recent purchases, such as the Dexter Drake novella and Guardians of the Abyss. I think the birthday haul is pretty indicative of what is on my radar right now, though – between the card game and Necromunda! I haven’t had a proper chance to do more than flick through House of Artifice, but I’m looking forward to digesting that over the coming days! I do want to get another game of Necromunda in at some point, even if it is by myself, because I’m really hooked right now!

I have started to play Lord of the Rings again, though, thinking that I’d start off with Passage Through Mirkwood, the introductory scenario. And it absolutely brutalised me! I had a very bad series of draws from the encounter deck, and playing two-handed was obviously increasing the cards seen over the course of the game, but jeez!

There are a couple of things that I want to mention here, of course. First of all, playing two-handed is actually a real joy. I had the odd moment of “where am I up to?” of course, but those tended to be in the late game where a lot was going on, already. I think perhaps playing two investigators in Arkham Horror has prepared me well for this one, and I think in part that, in comparison, Lord of the Rings is definitely a much simpler game. It surprised me because there is a much more linear plan for the game: you do the same thing round after round, and the variety of it all comes from the different cards being revealed from the encounter deck. Having played a lot of Arkham Horror lately, which has got that element of a board game from having investigators moving around different locations, and the RPG feel of leveling-up cards etc, it gives for a much more complex game. While there are those elements in common, such as effectively playing against the encounter deck and such, it really surprised me that I had that feeling!

Of course, the decks that I was playing were not really built for this way of playing – each one was effectively a solo deck, so they could have dealt with the majority of the game by themselves. As such, I think I could tweak the decks back to dual-sphere and have each one cover the other better.

Interestingly, I went back to basics on this one as well, and read through the instruction manual, as well as watching the tutorial stuff again, and tried to get it right. Back when I first started playing this game, in 2011, I had incorporated a couple of house rules I suppose, to make it more manageable for actual solo play, and I just kept playing it that way. The ‘Basic Game’ as explained in the rulebook does suggest not revealing shadow cards while you get into it, and I’ve played that way pretty much ever since! I was also playing the game whereby if I had optionally engaged an enemy, I would attack it first rather than allowing for all enemies to attack me first, regardless of who engaged who. In my mind, it made sense that I would be able to do this, because otherwise it’s the equivalent of going up to someone for a fight, and letting them hit you first? Of course, there are player cards that allow you to dodge attacks and the like, but it always struck me as really odd that I couldn’t natively attack first when it was my choice to engage with that enemy!

Anyhow, playing the game correct, I thought, would be a lot of work, but as it happened the first game was over in 5 rounds, as I was just unable to overcome the threats in the staging area, due to bad draws from both the encounter and player decks! Any allies that I had were dying to enemy attacks as I threw them under the bus to just try to deal damage to the enemies engaged with me, but as time went on, I had to throw my heroes at them as defenders, meaning I was in a holding pattern of doom until round 5, when four of my six heroes were killed off. It was shocking!

I did later that same day play again, after briefly considering trying out the official Easy Mode of removing some of the encounter cards, but in the end went for a straightforward shuffle-up-and-reset, and I managed to prevail. The game was a lot longer than I’d expected, though I think that was in part because of the two-handed thing, but also simply because I was trying to defeat Ungoliant’s Spawn, which was the fourth card from the bottom of the deck. Still playing without shadow cards, I wasn’t drawing as many encounter cards as perhaps I could have been!

It’s interesting though, to me, that playing without shadow cards can be such a dual-edged sword; on the one hand, you’re potentially buffing enemies when they can already be a bit unwieldy, but almost in return you get to cycle through the encounter deck quicker, and can potentially avoid having so many locations or so many enemies coming into play. I suppose this is something to think about when we’re talking about implementing house rules or whatever – the game has been tested to play in a certain way, and is as balanced as possible based on its own rules. Adding to these, or changing things, can tip that balance and sometimes lead to a less-than-optimum experience. Certainly something I need to bear in mind when I’m complaining about “how tough is this game?!”

Lord of the Rings LCG

I’m still going to be playing through one of these cycles over the Christmas period – at least one, maybe more! – so look forward to hearing more of my musings as I properly get back into what I have always been calling my favourite game!

I picked up the latest White Dwarf this morning and, as I have the day off (yay!) I had a fairly leisurely breakfast while flicking through its pages. There’s a lot of Age of Sigmar stuff in there, which I kinda glossed over because I’m not big into Spiderfang Grots, but I was reading Robin Cruddace’s column on the new 40k rules, and it was quite interesting to see why they changed some of the rules from 8th to 9th edition.

I’ve talked briefly about this recently, but in some ways I think 9th edition coming out in the middle of a global pandemic, when there are so many restrictions in place that the GW stores themselves can’t even run demos of the game or have people in there for any longer than absolutely necessary, does seem to be a bit of a swing and a miss. Any sort of excitement around the new edition has been, for me, tempered by the fact that I couldn’t immediately play it, and the few games that I have managed to play since it arrived were a weird sort of hodge-podge of rules, in part because I was playing an 8th edition codex in a new game. Granted, it wasn’t massively different, though for something like Necrons, trying to play with the army when Reanimation Protocols had changed, but we didn’t have the rest of the rules yet, was such a weird experience. Now, I know plenty of other folks will have been through the pain barrier between editions where they’re using a book from an edition or two ago, but it’s difficult to get my head around!

It’s curious, although perhaps not totally unexpected, to see how I’ve almost gone off 40k in recent weeks. I think the lack of any outlet to play has a lot to do with this, as I’ve got no real motivation to paint anything up while there’s no end in sight to these lockdowns! I’ve moved into solo-able games so much that 40k has almost been left behind, but I do think it’s about time I used some of the down-time to get some projects finished, so that I can play with fully painted models when this is all over! I’m sure there’ll be more on this to come in the next couple of weeks – if only from the now-inevitable Hobby Resolutions blog! Now is not the time for a retrospective on that one, of course, but it’s definitely been a mixed bag in 2020, with some successes as well as some that have fallen by the wayside. Stay tuned for that blog, coming up sometime next week, no doubt!

Post 999!

Hey everybody!
It’s my 999th post on this blog! What an incredible milestone! I honestly didn’t give things much thought back when I started this endeavour back in 2014, but I suppose as time has gone on, I suppose it’s been quite exciting to see the blog growing – even if it is with my inane babble! As we gear up for post number 1000, which is already written and scheduled to go live tomorrow, I thought I’d have a bit of a catch-up blog with you all, and dip into some of the stuff that has been going on in recent weeks!

Curtain Call

Recently, I’ve been playing a lot of Arkham Horror LCG, and enjoying myself immensely. Back when I first played the game upon release, I definitely knew that I enjoyed the game, but always seemed to struggle to get round to actually playing it. It wasn’t until last year, almost three years after the initial release, that I got round to actually trying out a full campaign.

Now, however, I’m firmly entrenched in the whole thing, having really revitalized my enjoyment of the game and throwing myself in whole-heartedly! I’ve made my way through two full campaigns now, and I’m poised to start on a third over the festive season, tackling The Circle Undone with Diana Stanley and Joe Diamond. Having sleeved the cards for this cycle, it’s been exciting to see that this one focuses more on the classic trope of regular cultists trying to bring about the end of the world, rather than fantastical creatures and the like. I’ve been recording my games here on the blog, and I’ve set up a page specifically to collect these posts together. I’m sure I’ll be trying out some campaigns multiple times, too, but I want to try out all the game has to offer me, and make up for lost time!

Interestingly, all of this Arkham Horror LCG has got me thinking about trying my other great card-game love, Lord of the Rings LCG. It’s been a long time since I have last played this game, I think I tried my hand in one of the early scenarios in the summer-time, but playing this game has really dropped off my radar in recent years. It’s interesting, of course, because I still really love it, and I still call it my all-time favourite card game. I suppose part of the reason for me having stepped back a bit from it resides in the fact there is just so much of it now. The game wound up a few months ago, after the last cycle took an absolute age to actually see all six packs released – in total, we have nine full cycles, eight deluxe Saga expansions, and about a dozen standalone scenarios. It’s quite mind-boggling, really, and the player cards have become quite the beast to wrangle!

Earlier this week, as it happens, I spent a sleepless night looking through my collection once more, and reliving some past memories as well as tinkering a little with my favourite Rohan deck. The whole thing was brought about because I wanted to re-sleeve some of the cards, requiring the transparent sleeves for Arkham Horror as it happens, but it really took me on that journey down memory lane, to the time when I would excitedly play each pack in the Mirkwood cycle as it was released – spending yet another sleepless night back in, what, 2011, playing The Dead Marshes. Ah, memories!

I’ve currently got four decks built up and ready for the game – the Rohan deck, a Dwarf deck, an Elf deck, and more of a generic/mix that uses a number of Dúnedain and Outlands cards. Going over these (and re-sleeving them), and sorting out a lot of the later packs from Harad, Rhovanion and Mordor, has got me thinking how I’ve never really ventured very far into this game, always returning to Mirkwood and the Dwarrowdelf, without really exploring any of the cycles from Ringmaker onwards, really! Looking back, I got as far as The Dunland Trap from that cycle (the game’s fourth, just fyi!) while playing what I would call regularly, back in 2015, and have pretty much given up, since! Sporadic plays of a scenario from Angmar and Harad notwithstanding, I’ve pretty much let the bulk of this game pass me by, whilst still compulsively collecting it!

Well, hopefully that will change soon!

Lord of the Rings LCG

I’ve got my eye on playing some of the newer quests, potentially with that Dúnedain deck, or else with the re-tuned Rohan deck, over the festive period (although probably more like the new year weekend). I’ve even been considering building up an entirely new deck, using the newer player cards to build around the Dale theme. I’ve got my eye on trying maybe The Lost Realm, or else Vengeance of Mordor as that has struck me as a very intriguing cycle. I’ve heard so many good things about the Ered Mithrin cycle, though, so that is also a strong contender. Of course, I playtested on the Angmar Awakened cycle, but I think I came into the game after the playtesting for the deluxe expansion had finished. I have lots of bad memories of never being able to escape from the dungeons, but it’ll be nice to actually play the game in its finished form, with artwork and not the badly-formatted black-and-white printouts that were sleeved on top of other cards!

So that’ll be something good to look forward to!

What else has been going on?

Well, I’m quite excited to say that I’ve pretty much finished my first major terrain piece! I mean, I’ve painted up some ammo crates before, but I’m quite excited for this one! The Sector Mechanicus stuff is really nice, and I have rather a lot of it after all, but I think after the game of Necromunda the other week has got me thinking more about terrain and whatnot, so I think it’ll be nice to have some done. I’ve been working on a Galvanic Magnavent lately, building it up to reflect the back of the box rather than the “standard” build from the front (I’m pretty sure I did that with another piece, too…) so I think when I have these big pieces painted up they’ll look really good out on the table!

Let’s talk about Necromunda though, as it’s something I’m hoping to try out again over the festive break (first Lord of the Rings, more Arkham Horror, and now this?! Where will I find the time…) I’ve been reading up the rules for scenery from the Book of Peril, and I’m quite excited by just how interactive the battlefield can get! So it should be really interesting to see how all of that works (although it might not be something that I get to straight away, as there are a lot of moving parts in this game, after all!)

It’s not all about the scenery though, as I’ve also been building up some more Van Saar folks as the excitement around House of Artifice increases! My current leader comes in at a whopping 310 credits – I know Van Saar are expensive, but that’s a third of the starting gang, so I needed to slim them down a bit. This chap, above, is a much more respectable 245, which means I can actually fit in another body, between trimming down the leader and champion options. I think that game I linked to earlier definitely showed just how much the advantage of numbers can go in your favour – and expensive gangers are of no use to anybody if they’re Prone and Pinned!

Finally…

We need to talk about this. I don’t think I’ve properly recovered yet, of course! But 10 new Star Wars series’ is just phenomenal! The Mandalorian is showing that Star Wars can absolutely have a future on the small screen, and I am so excited to see what they’re going to do with it all. I probably need to confine my thoughts on this to a separate piece, but suffice it to say, I’m really happy with what’s going on there right now!

So, folks, that’s almost a thousand posts finished! Come back tomorrow to celebrate my birthday with Post 1000 itself – I think it’ll be a good one!

What’s New?!

Hey everybody!
Well, it feels like a long time since I’ve had the time for some rambling here on the old blog, but there seems to be so much going on right now, even considering the ongoing global pandemic, that I feel I just have to try and catch up with it all!

Of course, it was the Warhammer Preview again today, and we’ve seen a bunch new boxed games coming from the vaults of Nottingham, such as the new Blood Bowl, and the next season of Warhammer Underworlds:

Forget about the Lumineth – we’re getting Slaanesh cultists, even a Slaangor!

Look at these guys! They look amazing, so perfect and stuff. Exactly what I would want to see from Slaaneshi cultist models. Have we got all the flavours of Chaos cultists now? I really hope that this signifies the release of actual Slaanesh mortal cultist models – for years, all that we’ve had are the Hellstriders, we definitely need more. With these, and the upcoming boxset with Daughters of Khaine, it seems like Slaanesh is firmly back in the frame!

I still haven’t even tried Warhammer Underworlds, but I won’t let that stop me grabbing this for the Slaaneshi chaps!

So, I wasn’t expecting this. In truth, I don’t know what to make of it, either. Warcry is fast becoming Age of Sigmar: Skirmish, and it feels a bit wrong. I mean, one of the best things about the game is how much it is focused on the Chaos warbands in the Varanspire, vying for the attention of Archaon. Hm. At any rate, Warcry is getting battletomes, which seems to be an effort to combine what happened with the Tome of Champions and peppering in stuff like the Monsters and Mercenaries book, and the White Dwarf articles. Interesting.

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Is your Kill Team ready to enter the Pariah Nexus?

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And what’s more, there’s this! It seems there’s been a lot of talk about what is in store for Kill Team with the new edition of 40k out in the wild. Well, it hasn’t been forgotten, at least! But while we’re seemingly getting Marines vs Necrons, I’m hoping that we’re going to get something similar to the Rogue Trader box of yesteryear, with the Inquisition getting some amazing new plastics! Well, hope springs eternal…

What else?

The last adventure pack for Lord of the Rings LCG has been released, and I’m a bit sad by that fact! I mean, let’s talk about this for a moment; I haven’t played it for quite some time, and I certainly haven’t played some of the later cycles, so I certainly have a lot still to get through, regardless of the fact that it’s finished! I think the latest pack that I’ve played up to is the Haradrim cycle, although it’s all very patchy following the Ringmaker cycle… I’ve got plenty more years of this game left to me, anyway!

I’m really feeling in the mood to get into the Arkham Horror LCG again though, as it’s been well over twelve months since I had the run through the Dunwich Legacy cycle, and Innsmouth is of course a classic location for the mythos. I really need to get to grips with this game, as it’s such a great way to get my Lovecraft fix!

However, for the time being, I’ve been thinking about trying to actually accomplish something as we’re heading into Lockdown number two, and I’ve been thinking about finally getting some of the Ossiarch Bonereapers models that I was so excited about last year. I mean, sure, I’ve got plenty to be getting on with, but I thought it might be nice to get a bit of a special project going on – and it’ll give me something to focus my Arkhan the Black around! So stay tuned for that!

A catch-up!

Hey everybody!
It feels like it’s been a while, doesn’t it? After celebrating my blog’s sixth birthday, it seems like other things have come into play, and I’ve not had a great deal of time for much else… well, let’s see, shall we?

To start with – check it out! I’m calling these chaps done for now – last weekend, there was a painting competition at my local Games Workshop (that is, a competition that was held via facebook, given the current climate). The brief was to paint an infantry unit at minimum squad size, and while there are perhaps a couple of details I could improve upon, I still like the fact that I’ve managed to get these done! The start of my Blood Angels – so let’s see what comes next, eh?

In the meantime, I’ve decided to resurrect this old project, and have been putting some details on to the chap in the middle there with the plasma gun. They’re real nice models, as you can see, and while the trim there is quite fiddly, it’s nevertheless really gratifying when these things start to come together like this! Of course, it’s going to make it difficult to keep going with the entire platoon, for sure, but it’ll be worth it!

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#nowReading #Warhammer40k

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This week, I’ve started to read The Emperor’s Legion, the first book in the Watchers of the Throne series by Chris Wraight. I’m only about a third of the way through it, but already it’s gotten me really hooked! I’ve felt a little let-down with some of the 40k novels that I’ve read lately, so it’s really nice to finally be enjoying one again! The book has three point-of-view characters, one of whom is a Silent Sister, and one a Custodian Guard. I’ve been considering building up the Custodians that came with the Battle of Prospero box back in the day, and I’ve also thought about getting on with the Sisters of Silence that have been built since 2016!

Yet again, lovely models!

Let’s move away from plastic now, and instead take a look at some paper products! Arkham Horror LCG is something that I want to keep playing, but haven’t really had a great deal of time for since baby Phoebe came along last year! I did manage to get through the entire Dunwich Legacy campaign before her birth, though, and it’s certainly whetted my appetite, and while I’d been buying all of the cycles without playing, the most recent cycle, the Dream Weavers, was the first one that I didn’t get. I was actually thinking about calling it a day with the Circle Undone, but now that we’re off to Innsmouth, I’m thinking I may need to invest in this one, as well!

The expansion feels like it’s a bit of a return to some aspects from the classic board game, with blessings and curses, and flooding locations!

As the Lord of the Rings LCG appears to draw to a close with the Vengeance of Mordor cycle, the fourth pack of which arrived last week, I think it’s time to get back into this game above all, and get playing more once again. I’m hoping that I can persuade Jemma to join me on this venture, as well – husband and wife against the shadow of Sauron, what could be better?

I’ll be sure to update you all with progress, at any rate!

Magic the Gathering is something that I’ve definitely moved away from in the last year or so. I think War of the Spark was the last set I bought cards from, and haven’t actually played the game for a long time! However, Ikoria has caught my eye because (a) it has massive creatures, and (b) we’re seeing a return of the Tarkir shards! There’s a massive creature in the Mardu colours (red, white and black – my favourite!) that is a “dinosaur cat nightmare” – I mean, what’s not to like?!

The Shards also get Ultimatums, there are new tri-lands with the land types so that you can tutor for them; the Tarkir dual lands are back, and we even get a new Narset planeswalker card! There are a lot of nice cards in this set, and a lot of them would fit nicely into decks that I remember playing and enjoying from back in the day. I need to fight the impulse to get some of these cards!! But they’re so nice…

Oh, Ikoria is testing my resolve not to buy more cardboard crack!


Finally, let me go off-topic now, and fill you in on what I’ve been doing in the couple of weeks since my last blog. I’ve started work on another blog – though don’t worry, I’ll still be sharing my ramblings with you all here! I’ve been learning French once again, after having gone sixteen years since I did my A levels, and thought it’d get me into doing a lot more with it, as I try to put everything that I’m learning into practice! So I’ve started a blog as I try to make sense of it all, which can be found here, if you’re interested in that kind of thing!

Games updates!

Hey everybody!
I may be in the middle of moving house, but I’m still trying to keep abreast of all the goings-on in the games world! There is, after all, quite a great deal happening in the world, and I feel like it’s a glorious time for us nerds as we move into the summer.

First up, I want to talk about Lord of the Rings, and the first pack preview for the upcoming Vengeance of Mordor cycle.

After your adventures in A Shadow in the East, Dorwinion seems to be bright and beautiful, free from the taint of evil that the mysterious cult had swept over the land. After a month of peaceful travel, your band of adventurers have made their way back to the capital city to enjoy one last night of the citizens’ hospitality before returning home. You are glad for the rest, but your thoughts cannot help but drift back to the horrors you witnessed in the shadow of Mordor, and wonder whether the evil has truly been rooted out.

Your fears are confirmed when you awake in the middle of the night to the sounds of clashing steel and cries of fear pouring in from the streets. The enemy has gotten Inside the Walls. Thane Ulchor, a traitor to Dorwinion, has returned to the city with an army of Easterlings. His agents within the city slew the guards and opened the gate to let them in, and now the battle rages in the streets. It is up to you to defend the helpless citizens, support the city guard, and push back the invading forces before the city falls into the clutches of darkness.

I feel very much like this cycle is setting itself up a little like Against the Shadow, which was an urban cycle focused on Gondor, and began with a pack set in the city with the task of rooting out a traitor. While comparisons can be made with controlling locations and Assault on Osgiliath, I think this one could be quite interesting, with the locations you control having effects on them that remain in play even after the card has left play.

Of course, the most interesting aspect of this pack is the new Tom Bombadil ally card, which is shuffled into the encounter deck if you manage to play a copy of the Tom Bombadillo! card from your hand. It’s an interesting way to bring in an ally like this – previously, they’ve been included in the encounter deck as Objectives. It’s exciting to see that the game is still bringing us new ways to play, even this far in the game’s history.

I’ve not been playing Lord of the Rings nearly as much as I’d like to this year, though I have rediscovered my love for the adventure card game with Arkham Horror LCG, and recently picked up the Return to Night of the Zealot box from my local store. While I’ve finally made it to playing The Dunwich Legacy, I think it might be fun to give this one a try and see how much more difficult the additional cards make things!

I’m still not caught up with the current cycle, which I think has now seen the final pack released, but I am looking forward to the next box already, as it looks really interesting with its dual-planes of play. I’ve already talked about this in a previous blog, of course, but I really need to catch up with this game and put some time aside to really investigate what it has to offer. I mean, it’s really not that I dislike the game, it just doesn’t seem to have the table-time that I think it needs. Symptomatic of the times, of course, as I don’t seem to be playing anywhere near as much as I’d like. I guess I’m mainly painting miniatures these days, which brings me on to…

Warcry, the skirmish game set in the Mortal Realms, the game I’d nearly forgotten about with everything else going on, has had another warband revealed, and it is just weird!

The Unmade are just…well, weird! They look like some wonderful Drukhari experiment or something, and I can probably see myself getting hold of some of these models simply to paint, though I’m not sure if they’ve taken the spot of the Iron Golems as my favourite.

They look… I don’t know, almost too-40k. Especially that elongated champion-like figure. Very much John Blanche-esque, make no mistake!

They could also make some useful Cultists for 40k, thinking about it…

Model of the set is probably this chap with the chain, though. The models coming out of Nottingham these days are all pretty amazing, but the sense of movement in these warbands is just phenomenal, and I thought it just looks really, really cool!

Of course,

Where the hell did this come from?! Talisman: Batman?! Not only a re-skin of the classic game, but a Super Villains edition, where you navigate the hallways of Arkham Asylum, evading Batman to free the inmates! Sounds hilarious, and it’s always interesting when you have the opportunity to play as the villains!

I’m actually trying to thin out the boardgames collection once more, as space is currently at a premium while we get settled in the new house and prepare for the arrival of the firstborn, but it is definitely very tempting, I have to say!!

Core Set 2020 is now out, with no real storyline as such (well, it’s a Core Set, so…) but focusing on the life of everybody’s favourite pyromancer, Chandra Nalaar. The set focuses on three-colour wedges, which I like because it’s the first time we’re seeing this since Tarkir block, the set that I really started playing in. I’ve not played in prerelease, of course, but I would like to get my hands on some of those cards for my decks!

There is always something quite nice about a new Magic set, and especially seeing a Core Set again. I’m really trying hard not to fall into the spiral of the cardboard crack, but Magic is probably the best one-on-one card game experience I can think of, so I think it will always be there in some form, and I enjoy collecting at least a few cards from each set and seeing what I can do with them!

A Shadow in the East

Wow, you guys! Wow!

Lord of the Rings LCG is getting an eighth deluxe expansion pack, A Shadow in the East, and it sounds spectacular! We’re heading to Rhûn for this and the subsequent Vengeance of Mordor cycle, and I for one simply cannot wait!

The three quests that come in the expansion are all a little reminiscent of the Against the Shadow cycle, with their urban feel and sinister cults, but there is also the added feeling of the oppression of Mordor, with the idea of mysterious ruined temples built in honour of Sauron. Wow!

This has been great news, I have to say. It’s always exciting to see more come out for this game, which I have frequently said is my all-time favourite board/card game in my collection. We’re getting new quests of course, and we’re travelling to another new area of the map, so what’s not to like? Some very interesting new theme and mechanics coming on the cards we’ve seen spoiled so far – and we’re getting The One Ring once again!

I’m not sure whether this new Ring card will make it into my decks (although I’m also wondering whether it will be a stipulation of playing the quests?) as I’m a fairly cautious player at times, and reducing my threat elimination level by 5 to play with it seems a bit too much for me! But I’m sure, in time, I’ll try and experience how it changes things – especially seeing as how there will be new cards that interact with it, as well.

The first double-sided Hero card is here, too! I’m sure I’ve seen fans speculating about the possibility of a Sméagol/Gollum card for years, so I’m sure there are plenty of folks excited by this! With two cards shuffled into the encounter deck that give him a chance to flip to the Enemy side, I can see having the Ring’s ability to counter encounter cards in this way could be quite powerful! He’s otherwise quite decent-looking, and his cost is splendid! Reminds me of the Spirit Glorfindel from back in the day!


I’m really excited to see a new deluxe expansion – I’ve been concerned for a while now that The Wilds of Rhovanion would be the end of the game in its paper form, as it seems to have a real “last hurrah” feel to it. You can read more about that here, though! There is still some strong speculation online that the language used in the announcement feels a bit final – “it has all led to this” etc – plus the question of just what was happening within the time period the game is supposed to be following, leading many folks to think we could be in for news of the final expansion pack soon.

Previous LCGs from Fantasy Flight have come to an end when they have about this much content out there for them, of course. We’re coming to the end of the eighth cycle for the game, which has also included seven deluxe expansions and eight Saga deluxe expansions, as well as eleven standalone expansion packs, not to mention all of the Nightmare expansion packs! There is a heck of a lot of content out there right now for this game, and while the amount of content doesn’t always equal bloat for a game like this, there is nevertheless quite a high barrier to entry at this point, and I wonder if the designers might be feeling the need to draw things to a close. I guess we can but wait and see on this.

At least we’re in for more Lord of the Rings LCG for a while yet, and I cannot wait to see what we’re going to be up to in this upcoming cycle! I think it might be time to crack out some decks and see how far I can get once more!

Lord of the Rings LCG

Hey everybody!
It’s my birthday today, so for today’s game day, I thought I’d ramble for a bit about my favourite game of all, Lord of the Rings LCG from Fantasy Flight Games!

Lord of the Rings LCG

It’s my favourite for so many reasons, not all of them linked to how wonderful the game is to simply play, but also my memories of playing it over the last seven years. I’ve featured the game on my blog before as a game day extravaganza, but I’ve recently been playing more of it again, so I wanted to talk a bit about my enjoyment of these games, and see where I go from there!

I’ve been playing the Shadows of Mirkwood and Dwarrowdelf quests once more, which are some of my absolute all-time favourites. I’ve been trying to play them all, rather than going through those that I know I enjoy and skipping the others, and it has led to me almost rediscovering these early packs as if they were brand new! For instance, the last time I played A Journey to Rhosgobel prior to this most recent playthrough was 2012!

Getting to play these old favourites has really taken me back to my glory days of gaming, when I had so much more time for these sorts of things. In particular, I remember how excited I used to get to take delivery of the latest Adventure Pack, and would have tried it out within days (if not hours!) of getting it. I recall my first plays with The Dead Marshes being almost at the dead of night, as I just couldn’t wait to give it a go! Happy times, indeed.

As the game matured and evolved, though, I think that faded for me, as the quests seemed to get harder and harder almost on purpose. Some of those from the fourth cycle onwards (the Ringmaker cycle) felt a little like they were too much like a game, and not as much like an exploration of Middle Earth, and I seem to recall it was around this time that my attention waned somewhat. I’ve certainly never been as excited for the latest expansions to arrive since – although Sands of Harad was perhaps one exception!

I recently gave a couple of new scenarios a try, while still intending to play through the entire game from start to finish, and I think it surprised me at just how difficult things have become! Sands of Harad has been on my radar for a long while now, as I love the desert theme and whatnot, but I was a little surprised at how brutal the first quest was – having an automatic “you lose” if there are no progress tokens on a quest, as well as a proliferation of enemies to keep you pinned down and make questing difficult, seemed a far cry from the banks of the Anduin! The Nightmare decks for scenarios are supposed to represent an opponent tweaking his deck to give you a slightly tougher challenge, but I thought this was quite tough to begin with, so would hate to see how bad Nightmare mode makes this one!

I’ve been using an elven-themed deck, which features a lot of comparatively new cards from the Ringmaker cycle. I’ve previously talked about the deck here, and you can see the full breakdown in that blog also. However, I think I might need to include some of the newer-still cards if I’m to make it through these new scenarios!

Shadows of Mirkwood

Of course, my all-time favourite scenario remains The Hills of Emyn Muil. It’s widely dismissed by the internet community as being “too easy” and has been consigned to oblivion since 2011. But I would vehemently defend this as being the most thematic, Tolkien-esque expansion for the game that FFG has ever produced. Nowhere is the breadth of Middle Earth more clearly brought to the tabletop than in this expansion, as we wander almost lost and aimless through the expanse of Emyn Muil, desperately trying to pick up the trail of Gollum once again. It manages to capture the feel of the books, and even that of the movies, so amazingly well that I always look forward to playing this one. It might be easy to play as a game, but as a gameplay experience, it is just nothing short of wonderful.

The Dwarrowdelf cycle is one that I feel another special sort of kinship with, though I always feel like I need to play with my Dwarven deck whenever I head into the Mines of Moria. Part of that is a game reason, of course, as the deck includes a lot of cards designed to work with the Underground locations within that cycle, but even so, there is a very strong theme here that comes from the fact that Dwarves were the first deck archetype to be really supported in the game.

The cycle is obviously FFG trying to tell the central story from Fellowship of the Ring, as the merry band of heroes travels through the Mines on their way to Lórien, from the time when the company didn’t have the licence to produce games based on the books themselves. While we’ve since had the Saga expansions that actually tell that tale, I still enjoy the Dwarrowdelf cycle for what it is: an attempt to tell an original tale within the framework of the novel itself. I like it, anyway, and I think I’ve returned to this cycle much more than I’ve attempted to play through the Saga expansion itself!

My recent playthrough of the three scenarios from Khazad-dûm this past weekend has shown that, between some luck and the amazing synergy that a Dwarven deck can build, the scenarios are nowhere near as difficult as they once were. I think it’s not so much the whole Dwarrowdelf cycle support for the theme, but also the two Hobbit Saga expansions that really helped to flesh out the archetype – the increased bonuses granted for having more than five Dwarf characters in play, combined with some of the cheaper generic Dwarves from the core set and early packs, really help to build the theme early on.

For reference, then, here’s my Dwarf deck that I enjoy:

Dáin Ironfoot (leadership)
Óin (spirit)
Ori (lore)

Allies:
Glóin
Gimli
Dori
Bifur
Bofur
Fili
Kili
Dwalin
Zigil Miner
Longbeard Orc Slayer
Miner of the Iron Hills
Longbeard Map-Maker
Erebor Hammersmith
Erebor Record Keeper
Erebor Battle Master

Attachments:
Song of Battle
Song of Kings
Ever My Heart Rises (2)
Dwarrowdelf Axe (2)
Narvi’s Belt (2)
Boots from Erebor
Legacy of Durin (2)
Hardy Leadership
Cram

Event: 
Khazâd! Khazâd!
Dwarven Tomb
Untroubled by Darkness (2)
Durin’s Song (2)
To me! O my kinsfolk! (2)
Lure of Moria (2)
Strength of Will (2)
Daeron’s Runes
Ever Onward
Ancestral Knowledge (2)
Fresh Tracks (2)
A Good Harvest
We Are Not Idle
Quick Strike
Sneak Attack

The deck is one of my favourites, though as I said above, it can get on-line pretty quickly and make short work of some of these earlier scenarios. There are a lot of effects that trigger of specific location-types, which means I probably wouldn’t bring it out if I knew there were none of those locations coming in the deck. The return of Underground and Dark locations in the Ered Mithrin cycle has made me think once more about seeing how this deck fares with those newer scenarios, though, so I may well give it a go in the near future!

Lord of the Rings LCG may well be coming to the end of its life cycle soon, as it feels very much like FFG is winding down the game. It has grown significantly over the last 7 years, and it’s currently their longest-running card game still being produced, with a card pool that really shows that. While I do appreciate the fact that core set cards remain valid in decks built to take on the very latest expansions (the above example with Sands of Harad being a case in point), I think there is a general pervasive feeling that the game is coming to its end, with the current Ered Mithrin cycle feeling very much like one last hurrah through Middle Earth before it’s done. Seeing scenarios that re-use encounter sets from the core set, as well as returning to mechanics such as Underground and Dark locations, feels very much like a last ride through the fan favourites before calling it a day.

I will naturally be saddened to see the end of the game, should that come to pass, but I think, of all the games I own, this is one that I have kept coming back to, and will keep coming back to, time and time again. Not just for the wonderful memories it has given me, or the beautiful card art, or the breathtaking narrative each Adventure Pack brings, but just because it’s such a good game, overall. It’s a fantastic adventure game, while managing to be as under-stated as Tolkien could be.

I just love it!

Getting back to Mirkwood, part one

Hey everybody!
I’m having something of a card game renaissance lately, getting back into both Arkham Horror LCG and my all-time favourite game, Lord of the Rings LCG! I’ve rambled previously about these events, of course, and today will be a little more of a ramble, as I talk about revisiting three of the absolute classics of the game, the first half of the Shadows of Mirkwood cycle!

I’ve waxed lyrical about this game in a number of posts now, but I really can’t quite describe just how much joy I get from playing this game!

If you read my original look through the Mirkwood cycle linked above, you’ll know just how much I like to wax lyrical about this cycle. I wrote that back in 2014, but it all pretty much still stands up as true! The cycle is just so classic for me, and so quintessentially what this game is all about. This was released before the Saga expansions of course, when I think FFG didn’t have licence to produce games set to follow the books themselves, so had to work around that by producing these side-stories. We see this most clearly with the Dwarrowdelf cycle, of course, but even with things like the Dead Marshes here, we’re attempting to visit book locations while not telling the story of Frodo and Sam.

While I’ve been a huge fan of this cycle since I originally bought it, I don’t normally play Conflict at the Carrock or A Journey to Rhosgobel, as I like the cinematic feel of playing packs I, IV, V and VI in that order. Missing out the ‘side quests’ has become so normal for me that actually playing them this time has been a lot of fun! A Journey to Rhosgobel in particular was almost something of a discovery, as I’d forgotten so much of that scenario!

I was playing through them with my Elves deck, which is made up of a lot of cards from the Ringmaker cycle, something that I was curious to see whether it would have much of an effect on these comparatively older expansions. As it happens, the answer is no. Don’t get me wrong, I think there’s a lot to be said for playing with a much more synergistic deck like all-elves or all-dwarves, as FFG have really made some great attempts to bring these cards together into often quite powerful archetypes, whereas trying to play with the wider synergies of the entire sphere could see you struggle, but I don’t think it makes things particularly easier to manage. My elven deck can allow Legolas and Glorfindel to become real powerhouses, of course, but I still managed to end up with Glorfindel Sacked! in Conflict at the Carrock, and I did still lose A Journey to Rhosgobel after having only discovered one Athelas plant.

I’m really thinking I might play Rhosgobel again, as I feel like I barely know that pack! It was a lot of fun – well, the whole playthrough was a lot of fun! But yeah, might get back to that one before I move on into the Hills of Emyn Muil


I’ve got the second half of these quests to play through as well, of course, but I’m also thinking about playing through on Nightmare mode before I move on to Khazad-dûm. It’s something I definitely don’t normally do, as I find a lot of the time, Nightmare mode feels like it breaks the original theme for the sake of making an otherwise really enjoyable game unnecessarily difficult. However, when I’ve previously looked through the cards for the Mirkwood Nightmares, I seem to recall they’re actually very thematic as well. Maybe I’m unjustly hating on Nightmare mode? Anyway. We shall see!

The Lord of the Rings LCG remains my all-time favourite game, and I am really looking forward to getting back into playing through some of my favourite quests, as well as playing the newer scenarios that I have yet to experience! Stay tuned!