So, first post ever on these forums . . . "Long time reader, first time poster, yada yada yada." ![]()
Anyway, having really just gotten into the LotR LCG in the last four months, I've really struggled with the idea that to really enjoy "solo" play, you have to play two-handed.
I really, really don't want to have to play two-handed, for a number of reasons. First, there's the time involved to build a second effective deck (it's bad enough to come up with ONE full deck concept I really like, and fits thematically---yes, I'm one of those crazy thematic players who simply can't abide putting Eowyn in with a bunch of dwarves). Two-handed also takes longer to actually play, since you're constantly having to switch hands, you have to track two separate threat trackers, two separate card draws, etc.
So as an experiment, I came up with a house rule variant for solo play that I've found incredibly enjoyable, and thought I'd share it. Granted, it's not as "pure" as just playing two-handed, and I haven't really analyzed its effects on the action economy and game balance. But regardless I find it incredibly fun, and it eases up a bit on the absolute pain of the harder (difficulty 5+) quests.
The basic concept is as follows:
- Add a fourth hero to your hero pool. This hero gains a resource normally, and in all respects acts just the same as all the other heroes.
- Your starting threat level is equal to the 2 highest threat heroes plus the lowest threat hero. E.g., with Aragorn, Elrond, Spirit Glorfindel, and Legolas, you'd have a starting threat of 30 (13 for El, 12 for Ar, 5 for Glor; Legolas is ignored).
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Search your player deck for one non-unique ally costing 3 or less resources, and belongs to the same sphere of influence as one of your heroes. Put that ally into play at no cost.
- All encounter effects / card effects read as if there is only a single player.
- You draw the standard number of cards (6) for one player.
- Now here's the most important part --- most of the time in single player, the "First Player" token doesn't come into play. So what I do instead is swap out the first player token for a coin of some kind, something with heads / tails (I have an oversized coin my wife picked up at a convention a few years ago that works perfectly). What happens is on each turn, the coin alternates from "heads" to "tails" / "tails" to "heads." Depending on which side of the coin you're on, the number of cards you draw from the encounter deck changes from 1 to 2. Typically I treat "heads" as the "green light" side of the coin, and only draw one encounter card. Tails is the "red light" side of the coin, and I draw 2 encounter cards when tails is showing.
- The same number of cards to draw also applies for the player during the resource phase---when the coin is on heads, as a player I only get to draw one card. When the coin is tails, I get to draw two cards from my deck. To mitigate the slightly faster card draw, I'll typically raise the minimum deck size when I use this variant to 60 cards.
- Also, when the coin is on "heads," any cards with "ranged" effects can be put to use (e.g., Bard the Bowman).
The coin flip happens during the resource phase immediately following the player card draw. So for example, on the first turn, the player would draw their card normally during the resource phase, and place the coin into play on the "heads" side. For the first round, you'd only draw one card from the encounter deck.
At the start of the next turn (turn 2) during the resource phase, as a player you'd draw one card, since "heads" is showing. Then you'd immediately flip the coin over to "tails." During the turn 2 questing phase, you'd draw 2 encounter deck cards. Then during the resource phase of turn 3, you'd draw 2 cards into your player deck, then flip the coin back to "heads."
This has a couple of main effects that I like:
- It's much easier to build multi-sphere decks that can handle more situations (i.e., not having any healing because you just can't fit in any Lore cards into your deck).
- It adds a new dimension to the questing phase. When the coin is on the tails / "red light" side, there's a definite ramp up in tension.
- It makes it much, much easier to not get totally brutalized on your first turn by a bad draw.
- If you want to use your solo deck in a multiplayer game, it's much easier to simply remove the 4th hero and tweak a little. When you go back to solo play, add back the 4th hero and any removed cards.
If there's any drawbacks, it's that this variant does make it easier than normal to bring out neutral cards, especially Gandalf, since you now have 4 resources collected each turn instead of 3. But in my experience, this isn't a huge deal, I've found that it raised my win ratio on the harder quests from around 15%, to around 45%, which was exactly what I wanted it to accomplish.
If you try this out and it feels too "easy," then you can simply tweak any of the house rules to suit your desired level of difficulty.
For example:
- Ignore Rule 3 (i.e., only add the 4th hero; do not add the free ally).
- Don't alternate the player card draw; only draw 1 card during resource phase.
- Start the game off on the "tails" side of the coin, meaning you'll draw two encounter cards during the first questing phase.
- Treat all encounter card effects as if there were two players.
- Keep the fourth hero, but only allow him / her to be used during the "tails" side of the coin.
- The fourth hero only collects resources during a "tails" side resource phase.
- The fourth hero can use all of his / her abilities, and your company is treated as having access to the fourth hero's sphere of influence, but the fourth hero never collects resources. In essence, you treat the fourth hero's sphere of influence as a "song" card, attached to one other hero of your choice.