Ultra-Campaign Playthrough Series

The following series comes to us from Carter, who will be going through the entire game in progression style, but with some additional rules to make the entire experience feel more like a cohesive campaign.

Ultra-Campaign Rules

Here are the rules I will be using for my ultra-campaign. I attempted to make things as fun as possible while still maintaining a degree of simplicity, so there are only six rules in total to keep track of. In general, the ultra-campaign is composed of many “mini-campaigns,” each of which is a grouping of specific quests. For example, the first mini-campaign is the Mirkwood Paths campaign, which consists of the five quests from the Core Set and Dark of Mirkwood Expansion. After Mirkwood Paths, the next mini-campaign will be the remaining 6 quests from the Shadows of Mirkwood Cycle. While some of my rules extend throughout the entirety of the ultra-campaign, the start of each mini-campaign also offers a checkpoint where certain rules reset. Without further ado, let’s jump right into the ultra-campaign rules!

  1. Hero Persistence: While you can rebuild your player deck at any time, your heroes must remain constant between quests, with some exceptions. If a hero is in the discard pile after successfully completing a scenario, they become a Fallen Hero. They are permanently removed for the rest of the ultra-campaign, and you must choose a replacement for the following quest. For each replacement hero that is chosen in this way, you must take a +1 permanent starting threat penalty in future scenarios.
    • This rule essentially follows the hero persistence rules from the FFG campaigns, except for the fact that you cannot choose to change heroes in exchange for a higher threat level. My other rules lead to enough hero cycling that I didn’t think this option would be necessary.
  2. Mini-Campaign Rules: Within each mini-campaign, follow FFG’s standard campaign rules: apply boons and burdens as normal (if FFG has provided a campaign mode for that mini-campaign), and track starting threat penalties for fallen heroes. After completing a mini-campaign, all boons, burdens, and threat penalties are reset.
    • I wanted to integrate the campaign rules from FFG’s revised content, but the game would very soon become broken if you had to carry starting threat penalties forward across dozens of quests, for example. Thus, FFG campaign rules are always reset at the beginning of each mini-campaign.
  3. Progression Style: You may only use player cards and heroes that were available when each quest was originally released.
    • This makes the campaign more accessible to new players and encourages creative deckbuilding with a limited card pool.
  4. Exhaustion: After each victory, randomly select 1 hero (without permanents) and 5 player cards from your deck that become “exhausted.” These cards cannot be used for the remainder of the current mini-campaign. Exhausted cards become available again at the start of the next mini-campaign.
    • Now we’re getting into some of my added rules to make things even more interesting. This exhaustion rule is intended to keep the players on their toes with deckbuilding throughout each cycle – you can’t just always rely on your best cards! Instead, you will be forced to be creative and adaptable with your deckbuilding.
  5. Failure Consequences: For every 5 losses, randomly select one hero you control (without permanents) to become a Fallen Hero. This hero can no longer be used in the ultra-campaign and you must choose a replacement. These Fallen Heroes do not contribute to starting threat penalties.
    • This is where things get interesting. I wanted to make sure even losses mean something. Ever play a quest 10 times in a row before finally winning? Well, that should influence the narrative in a story mode. In the ultra-campaign, that would be two dead heroes right there. This incentivizes the player to build decks tuned to the specific quest, in an attempt to minimize losses. I anticipate this to get progressively harder and harder for myself, as I am most familiar with quests earlier in the game. Once I get through the first few mini-campaigns, I expect to be more surprised by the encounter decks, and it may take me a few attempts to tune effective player decks.
  6. Hero Revival: Track Victory Points across all successful scenarios. At any point, you can trade in 10 VPs to bring back a single dead hero of your choice.
    • This is the light at the end of the tunnel. I expect to start losing many heroes due to losses to difficult quests, so an opportunity to revive dead heroes seemed necessary. But you have to earn it first!

Playthrough logs

Passage through Mirkwood
Journey Along the Anduin
Escape from Dol Guldur
The Oath
The Caves of Nibin-Dum
The Hunt for Gollum
Conflict at the Carrock
A Journey to Rhosgobel
The Hills of Emyn Muil
The Dead Marshes
Return to Mirkwood
Into the Pit
The Seventh Level
Flight from Moria
The Redhorn Gate
Road to Rivendell
The Watcher in the Water
The Long Dark
Foundations of Stone
Shadow and Flame
Peril in Pelargir
Into Ithilien
The Siege of Cair Andros
The Steward’s Fear
The Druadan Forest
Encounter at Amon Din
Assault on Osgiliath
The Blood of Gondor
The Morgul Vale
The Fords of Isen
To Catch an Orc
Into Fangorn
The Dunland Trap
The Three Trials
Trouble in Tharbad
The Nin-in-Eilph
Celebrimbor’s Secret
The Antlered Crown
Intruders in Chetwood
The Weather Hills
Deadmen’s Dike
The Wastes of Eriador
Escape from Mount Gram
Across the Ettenmoors
The Treachery of Rhudaur
The Battle of Carn-Dum
The Dread Realm
Voyage across Belegaer
The Fate of Numenor
Raid on the Grey Havens
Flight of the Stormcaller
The Thing in the Depths
The Temple of the Deceived
The Drowned Ruins
A Storm on Cobas Haven
The City of Corsairs
Escape from Umbar
Desert Crossing
The Long Arm of Mordor
The Mumakil
Race Across Harad
Beneath the Sands
The Black Serpent
The Dungeons of Cirith Gurat
The Crossings of Poros
Journey Up the Anduin
Lost in Mirkwood
The King’s Quest
The Withered Heath
Roam Across Rhovanion
Fire in the Night
The Ghost of Framsburg
Mount Gundabad
The Fate of Wilderland
The River Running
Danger in Dorwinion
The Temple of Doom
Wrath and Ruin
The City of Ulfast
The Challenge of the Wainriders
Under the Ash Mountains
The Land of Sorrow
The Fortress of Nurn