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- 15083Magic: The Gathering
- 037Fluxx
- 1541Sentinels of the Multiverse
- 27737 Wonders
- 1026LOTR: The Fellowship of the Ring Deck-Building Game
- 4001Caylus
- 017Dominion
- 3112Love Letter
- 2161Operation: Maccabee
- 134Android: Netrunner
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- (134) Dominion
- (115) 7 Wonders
- (92) Pandemic
- (90) Carcassonne
- (89) The Settlers of Catan
- (83) Ticket to Ride
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- (70) Munchkin
- (65) Small World
- (64) Agricola
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- 1650 Caylus
- 545 7 Wonders
- 435 Sentinels of the Multiverse
- 216 Operation: Maccabee
- 210 Kingdom Builder
- 187 Ascension: Chronicle of the Godslayer
- 180 Through the Ages
- 167 The Settlers of Catan
- 162 Carcassonne
- 155 Dominion
- (# of hearts given, updated every hour)
- 424 Magic: The Gathering
- 354 7 Wonders
- 247 Sentinels of the Multiverse
- 181 Fluxx
- 177 DC Comics: Deck-Building Game
- 175 Mice and Mystics
- 161 Poison
- 138 Android: Netrunner
- 136 Arkham Horror
- 131 Dominion
- (# of times played, updated every 12 hours)
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The cost to play a card can vary a lot, but just as important is the fact that individual decks have significantly different access to resources. For example, a traditional Leadership deck gives you several opportunities to get more resources (such as the awesome Steward of Gondor attachment and the traits of Théodred and Glóin) and to re-allocate resources (e.g. the Parting Gifts attachment from the A Journey to Rhosgobel Adventure Pack). On the other hand, I have often found myself playing Lore decks with great high-cost cards on my hand, but never enough resources to get them in play. The situation gets worse if and when you need to use Glorfindel‘s resources to heal damage. Those rounds you have only 2 resource tokens to play with.
Thus, be mindful of how many high-cost cards you include in your deck and adjust the amount to the specific traits of the deck. Most Leadership decks can stomach a high ratio of expensive cards, whereas Lore-only decks should focus on a large amount of inexpensive cards, so that the player does not get stuck and cannot heal for several turns while saving resources just to get an ally in play. I love Haldir of Lórien (from the A Journey to Rhosgobel Adventure Pack) and Gildor Inglorion (from the Hills of Emyn Muils Adventure Pack), but I will leave most of them when playing Lore-decks in the future.
Leadership sphere has some very key cards in it’s sphere, one of them being Sneak Attack which is one of the top 3 Events in the game. I currently run Prince Imrahil in my Spirit/Rohan deck to great success. Imrahil because his ability keys off nicely with all the Rohan allies who leave play and by having Leadership in the deck, it allows me to play Sneak Attack and Steward of Gondor. Steward of Gondor usually ends up on one of the Spirit Heroes while Imrahil’s Leadership resources are used to sneak attack Gandalf, Faramir, or Eomund. Dropping Gandalf for 1 resource really needs no explanation as to how good that is. (his ability lets you draw 3, lower threat by 5, or do 4 wounds to one enemy when he comes into play… all for 1 resource is huge!), Faramir’s Will boosting ability is great when you suddenly have a large stack of cards in the staging area, and to be able to drop him for 1 is helpful. With Gandalf costing 5 and Faramir costing 4, those are expensive allies that require a bit of banking of resources, sneak attacking them allows for quick uses of their abilities almost as if they were event cards. Eomund is another character that Sneak Attack works well on in a Rohan deck since you can Sneak Attack him, quest with him then when he disappears all your other Rohirrim ready just in time for the combat phase.
I’m missing some of the Kazad-dun adventure packs and the core set, so I haven’t seen if Sneak Attack synergizes with any other Leadership/Spirit allies yet, but if they do, I’ll be sure to post an updated gametip.
Until next time, have fun questing!
During your first couple of games I recommend not using Shadow Cards. With will makes your quest much easier and you’ll be able to get the basics of the game down without getting destroyed by the minions of evil on your first few turns.
Most of the time when I play CCGs, eventually after playing for a while I wind up focusing strictly on game mechanic. There could basically be white cards with mechanic text and that’s it, no pictures, no flavor text, no title, no art and I wouldn’t even notice. I’ve observed that a lot with gamers and ccgs over my 10+ years of card gaming. With Lord of the Rings I try to take a different approach and allow myself to get caught up in the setting. So when my group plays, I turn on the stereo and pop in one of the Lord of the Rings soundtrack CDs (or pull up the playlist on youtube, or start up iTunes, etc). While playing I take the time to read the card titles and sometimes the flavor text, instead of, for example, just paying 3 resources and saying “I’m lowering my threat by 6″ when playing The Galadhrim’s Greeting. The music really draws you into the Tolkien’verse and I feel it’s enriched my gaming experience while playing this great game. It’s really made the game that much better for me and I hope it enhances it for you as well, but as always, YMMV! Enjoy!
I’ve tryed this decks and so far so good they are handling all quests. Would you like to try it?
Here it is:
Deck 1 ( 43 cards)
Theodred, Beravor and Glorfindel
(2) Sneak Attack, (1) Lorien’s Wealth, (3) Lore of Imladris, (2) Secret Paths, (2) Ever Vigilant, (2) Radagast Cunning, (2) Self Preservation, (2) Steward of Gondor, (1) Celebrian’s Stone, (1) Protector of Lorien, (2) Forest Snare, (1) Beorn’s Hospitality, (2) Longbeard Orc Slayer, (2) Snowbourn Scout, (2) Faramir, (1) Daughter of Nimrodel, (2) Gleowine, (2) Guard of the Citadel, (2) Gandalf, (1) Henamarth Riversong, (1) Brok Ironfist and (2) Erebor Hammersmith
Deck 2 ( 43 cards)
Éowyn, Gimli and Legolas
(2) Hasty Stroke, (1) Swift Strike, (2) A Light in the Dark, (2) Dwarven Axe, (2) Blade Mastery, (2) Thicket of Spears, (2) Feint, (2) Quick Strike, (1) Power in the Earth, (1) Unexpected Courage, (1) Blade of Gondolin, (1) Will of the West, (1) Fortune or Fate, (1) The Favor of the Lady, (1) A Test of Will, (1) The Galadhrim’s Greeting, (2) Rain of Arrows, (2) Valiant Sacrifice, (2) Northern Tracker, (2) Wondering Took, (2) Gandalf, (1) Beorn, (2) Lorien Guide, (1) Gondorian Spearman and (2) Veteran Axehand
Try it with the Dol Guldur adventure.
Namarie
Undefended attacks by monsters can be rather disastrous, especially when a nasty Shadow effect is added to the attack. So, it’s a rather automatic response to make sure all attacks are defended.
However, sometimes it can be beneficial not to defend against an attack so that you have one more character that can strike back. The (undefended) attack will deal more damage, but you’ll get rid of the Enemy sooner, so in the long run, you’ll sustain less damage.
This approach can be especially useful if you can assign the damage to a hero such as Gimli or Gloin, for whom the damage triggers some positive effect. Furthermore, if you have some way to predict or cancel the Shadow effect, you can prevent this approach from backfiring. But even if you cannot control the Shadow effect, sometimes it’s worth it (and neccessary) to take the risk.
This game is very difficult played solo unless you’re an accomplished deck constructor. I am not one of those people, in fact this is my first game of this type. I was reliably beat by this game in my first many solo games as I played single-sphere, out of the box decks.
I do like a challenge but this was beginning to sour my taste for the game. Then I tried playing “two-handed” (or “two-fisted”, i.e. as if two players). This did incredible things for me in rekindling my enjoyment of the game. Without the need to construct multi-sphere decks I was now able to see the great interactions between the various spheres. Plus, it brought the game into the range of challenge where I can win (some of the time).
So, if you’re playing solo and finding the game too tough, try playing with two hands and see if Middle-Earth isn’t habitable for you again.
Be wary when building your deck that a common problem you’re likely to run into is Location card buildup in your staging area. This can be devastating if you get distracted with killing monsters and you can’t generate enough willpower to get past them.
So ensure your decks have enough allies and events to deal with potential buildups (e.g., Northern Tracker and Strength of Will) or that you can generate massive amounts of willpower to punch through them. Legolas always comes in handy too.
When you first play the game out of the box you’ll have four decks, one for each sphere. On their own these decks are passable, but a little weak, since each sphere focuses on one thing. You’ll be able to face stronger challenges when you start building your own decks.
An easy starting point is to take the starting Lore (Blue) and Leadership (Purple) decks and just combine them. Choose any three heroes (I prefer Aragorn, Eowyn, and Theodred) with at least one from each sphere and start playing. After each adventure, remove cards from your deck that you’re not finding useful. Soon you’ll have a great deck capable of facing many challenges.
It is easy to be seduced by the power of the high cost cards. Cards that cost 4 or 5 should be limited to those cards which will help you execute your strategy.
If you are to be seduced by a 5 cost card, Gandalf should be up there in the running. In the first few months of the game, he was a staple of every deck.
The problem with these powerful cards is that they end up being a waste, sitting in your hand with not enough resources to play them.
For these reasons, make sure to build your deck with a 0 cost card (if one fits your sphere), a couple of 1 cost cards, and a good number of 2 cost cards.
The number of times it has even been difficult for me to play a 3 cost card, even one as awesome as Forest Snare leads me to believe, even 3 cost cards are often times too expensive.
If it does not directly help your decks strategy, beware that cost.
The exception to this is, of course, if you play a resource heavy Leadership deck.