One of the biggest challenges new players will face as they begin this game is learning how to build their decks. Figuring out how to balance cost curves, draw engines, and threat management takes time and dozens of decks and games to hone the craft and is something seasoned veterans of the game can continue … Continue reading Ten Decks for New Players
Author: RedSpiderr
Four Player Quests
For many of us, playing with four players is something that might only happen on special occasions, if ever. Some people are fortunate enough to have a local group of friends who play this game as well and are able to meet up on a semi-regular basis to play together. Some others may be able … Continue reading Four Player Quests
Three Player Quests
When the number of players are discussed for this game, solo and two player modes are the most commonly discussed, and while four players is always the goal to be achieved. But three is often the exact numbers of players needed to strike a balance between playing with your friends and the scenario accelerating too … Continue reading Three Player Quests
Two Player Quests
Many of us, including my good self, picked up this game because we were attracted to the fact that you could play this game by yourself. But many more purchased this game because it could facilitate two or more players, especially because it is a cooperative game. Now I am all for the Solo experience, … Continue reading Two Player Quests
Beneath the Sands
The very first encounter card revealed by the vast majority of players of this game is the Forest Spider. Ever since then, Spiders have appeared in over half the cycles of the game, establishing them as one of the premier enemies in the game, after the unmatched Orcs and their ever present supporting Wargs. And … Continue reading Beneath the Sands
Thorongil
This last cycle has been one to change the fundamentals of the game. Contracts have placed restrictions on deck building in exchange for granting boosts and bonuses; Helm of Secrecy has allowed you to swap out your heroes in the middle of the game; and players may take The One Ring with them on their … Continue reading Thorongil
Solo Player Quests
With COVID-19 keeping many of us around the world self-isolating or quarantined, communities like this one can keep connected through the wonders of modern technology. Some of us have had to learn new ways of getting our work done from home, becoming proficient in communications technology so advanced that would have seemed laughable nine years … Continue reading Solo Player Quests
The Mumakil
Every cycle thus far seems to have a quest that almost takes a step back from the traditional adversaries and enemies and has you face the diverse dangers presented by the very nature and native wildlife of Middle-Earth. In the Shadows of Mirkwood cycle we have The Hills of Emyn Muil; the Dwarrowdelf cycle offers us … Continue reading The Mumakil
Testing Quests (or: How I Learned to Stop Worrying and Love My Deck)
You've taken your first steps into a larger world. After learning the game, picking up a few expansions and doing the Core Set quests to death, you want to build some decks that don’t merely involve throwing all the cards of the same colour together. Well first of all I am going to recommend RingsDB, … Continue reading Testing Quests (or: How I Learned to Stop Worrying and Love My Deck)
The Long Arm Of Mordor
There has been a pattern in this card game stretching right back to the Core Set. Well, perhaps I should be more specific, there are in fact several of these patterns. But the one in particular I am referring to is the removal of heroes from the player's control before the game ever begins. It … Continue reading The Long Arm Of Mordor