Best & Worst Quests

By jjenks476, in The Lord of the Rings: The Card Game

Dislikes include:

Return to Mirkwood threat gain is ridiculous when played solo.

What do you want? Threat decrease and free resources? That's the whole point of that quest. Your threat is rising fast so you need to quick get gollum to the Elf cave. Take out the rapid threat increase and Return to Mirkwood would be ruined. It would lose theme, be really easy, boring, and nothing to it. I think the threat increase is what makes it really fun, tense and unique.

Am I the only one who thinks RtM isn't that bad? :huh: You just have to build a pretty good threat lowering deck with willpower....well, everyone has their own opinion. :)

Edited by Khamul The Easterling

The real problem there is that RtM is one of those quests that play radically differently depending on how many players you've got.

That generally shouldn't happen, in my opinion.

Dislikes include:

Return to Mirkwood threat gain is ridiculous when played solo.

What do you want? Threat decrease and free resources? That's the whole point of that quest. Your threat is rising fast so you need to quick get gollum to the Elf cave. Take out the rapid threat increase and Return to Mirkwood would be ruined. It would lose theme, be really easy, boring, and nothing to it. I think the threat increase is what makes it really fun, tense and unique.

Am I the only one who thinks RtM isn't that bad? :huh: You just have to build a pretty good threat lowering deck with willpower....well, everyone has their own opinion. :)

It's a good quest for multiplayer where you can pass Gollum around to share the load. I just don't think it's a very good solo quest because a lot of the mechanics are lost on the solo game and you have to deckbuild for it.

Like GrandSpleen said, I think there are plenty of good quests that work for both solo and multiplayer, so by comparison RtM has a "fatal flaw." I'd put it in the same tier as Escape from Dol Goldur and We Must Away Ere Break of Day. Good quest, but not balanced for all player counts.

.

Steward of Gondor, because the solo mode is just too hard; it's great though with some house rules.

Steward of Gondor? Do you mean Blood of Gondor or the Stewards Fear?

Just for fun I made a summary of how many votes every quest got. I considered only quests which have been chosen by name (not: i like all AtS-cycle). Exception Black Rider quests cause so many people listed them in general and in my opinion they are not too diferent.

Best

Passage through Mirkwood o
Journey Down the Anduin IIIIIII

Escape from Dol Guldur o
Hunt for Gollum I
Conflict at the Carrock II

Journey to Rhosgobel o
The Hills of Emyn Muil I

The Deadmarshes o
Return to Mirkwood I
Into the Pit III
7th Level IIII

Escape from Moria o
Redhorn Gate IIII
Road to Rivendell III
Watcher in the Water IIIIIII

The Lost Dark o

Foundations of Stone IIIIII
Shadow and Flames I

We must away ere break of day o

Over the misty Mountains o
Dungeons Deep and Caverns Dim I

Flies and Spiders o

The Lonely Mountain o

Battle of Five Armies II
Peril in Pelargir I
Into Ithilien III
Siege of Cair Andros IIIII
The Stewards Fear IIIII
Druadan Forest I
Encounter at Amon Din II

Assault on Osgiliath o

Blood of Gondor I
The MOrgul Vale IIIIII

The fords of Isen o
To catch an orc II

Into Fangorn o

The Dunland Trap II
The Three Trials IIII
Trouble in Tharbad I
Massing at Osgiliath II

Battle at Laketown o

Black Riders IIIIIIII





Worst

Conflict at the Carrock I
Journey to Rhosgobel II
Hills of Emyn Muil IIII
The Dead Marshes III
Return to Mirkwood I
Into the Pit I
The Redhorngate II
Road to Rivendell II
The Watcher in the water I
The Long Dark III
Shadow and Flame II
We must away ere break of Day III
Dungeons Deep and Caverns Dim IIIII
Flies and Spiders IIII
The Lonely Mountain IIII
Peril in Pelargir IIII
Into Ithilien IIII
Siege of Cair Andros I

Druadan Forest I
Assault on OSgiliath I
To catch an orc II
Into Fangorn II
Trouble in Tharbad
Battle at Laketown I

Passage through Mirkwood, Escape from Dol Guldur and Escape from Moria are the only ones that have not been named by anyone, neither as a good nor as a bad quest (although one person liked the whole Khazad Dum Box).

Edited by rekath16

Wow thanks for that rekath 16. It seems clear to me that the Hobbit Saga's are not overly popular, and for good reason.

Except for the battle of 5 armies which IMO is one of the best

I don't understand why so many liked watcher in the water. I thought it was just OK. I also didn't like Against The Shadow cycle save a few quests because many of the encounter cards were so frustratingly hard. Siege of Cair Andros for example I must have played over 30 times with no wins until I gave up on it. I know a mono sphere deck is almost required but that's just not my style.

I also don't understand the love for Watcher. It's not that it's too hard, but there are some effects that are just insane. I mean, that tentancle that forces you to let its attack go undefended, that can kill a hero in turn 1. That's not fun at all. Same thing for the one that renders a hero useless (though with Power of Orthanc it becomes more manageable). I don't know, it was a fun boss fight but some effects were a bit too much, like in RtR.

I also don't understand the love for Watcher. It's not that it's too hard, but there are some effects that are just insane. I mean, that tentancle that forces you to let its attack go undefended, that can kill a hero in turn 1. That's not fun at all. Same thing for the one that renders a hero useless (though with Power of Orthanc it becomes more manageable). I don't know, it was a fun boss fight but some effects were a bit too much, like in RtR.

I think that is partly why I enjoy the quest. It makes you approach combat differently. You really don't want those tentacles to attack (because it might be undefended), so you need to use feints or direct damage to take them out or have someone with a lot of HP. Likewise, you need to be careful with the tentacles that might make you hit one of your characters. It just feels very different and unique when compared to fighting orcs or brigands.

Edited by Teamjimby

I would throw a favorite vote in for Journey to Rhosgobel. I enjoy playing with ranged and eagles characters and the quest is very unique. It also has a time-ish mechanic (with Wilyador's health) and I believe is one of the first, if not the first, to have such a mechanic.

As for least favorite I would have to say the Hills of Emyn Muil. I love that the nightmare version makes this quest a little more enjoyable (i.e. less boring) but ultimately I hate how you can't win until all locations are explored. Pretty much any quest that focuses heavily on locations is a bummer in my opinion. To Catch an Orc came close to being a quest I hated, and with three players it is insane and i am not even sure it is possible to win with 4, but it offers a good challenge at two or one so it avoids the least favorite quests, but those types of encounter decks can be really frustrating depending on the number of players in the game.

Favorite:

The Seventh Level

Journey Along the Anduin

Conflict at the Carrock

Into Ithilien

Journy to Rhosgobel

Dunland Trap

Haters:

Escape from Dol Guldur (after I beat this one, never played again)

Hills of the Emyn Muil (travelling is just the most boring part of the game, so this is the most boring quest of the game)

The Dead Marshes (don't really like the escape test thing and Gollum can get lost in deck, then pop up on the right time and let you do an escape test against 0 cards... That's usually a bit og an anti-climax ending for me..)

The Hunt for Gollum ( I think this quest is usually or too easy or too hard, don't like that)

Favorite:

Dunland Trap

My dear friend, right now my playergroup tried 5x The Dunland Trap with 3 players. It was a depressing series of 5 losses and we are far away from unexperienced players. Maybe you might explain to me why you like so much The Dunland Trap?!

Dunland Trap is certainly a challenge. It requires a LOT of combat prowess and has some strong card draw hate. If you design around that, you should be able to beat it. 3 player definitely increases the difficulty. Seems to be simpler with 1 or 2 players.

Favorite:

Stewards Fear

Return to Mirkwood

The Hunt for Gollum (I prefer nightmare but normal is fine too)

Seventh Level

Massing at Osgiliath

Long Dark (only when multiplayer but still a favorite)

Don't like:

Watcher in Water (annoying)

Conflict at Carrok (so old.....boring)

Catch an Orc (I always got through the encounter deck like 2 times before I explore enough locations to find mugash)

Siege of Cair Andros (so insanely easy)

I'm not the person you are quoting but please see my 2nd post in the first page of this thread. Tl;dr version is that TDT is indeed hard but also exceptionally designed along with The 3 Trials.

In multiplayer the biggest weakness in groups is location management. Good old Asfaloth won't cut it. Try Thror's Key/Map, Strength of Will+Warden of Arnor+idraen+Asfaloth combo, Gildors Counsel etc.

Favorite:

Dunland Trap

My dear friend, right now my playergroup tried 5x The Dunland Trap with 3 players. It was a depressing series of 5 losses and we are far away from unexperienced players. Maybe you might explain to me why you like so much The Dunland Trap?!

Edited by FetaCheese

Favorite:

Dunland Trap

My dear friend, right now my playergroup tried 5x The Dunland Trap with 3 players. It was a depressing series of 5 losses and we are far away from unexperienced players. Maybe you might explain to me why you like so much The Dunland Trap?!

:)

There is a big diference between playing Dunland Trap in 2 players than in 3 players. And i dont want imagine what would happens in 4 players :o

There is a big diference between playing Dunland Trap in 2 players than in 3 players. And i dont want imagine what would happens in 4 players :o

Aye! Tries it 3 player last night and got absolutely spanked each time!

Did you specifically built your decks for this quest? Or you used your regular ones? Because Dunland Trap requires some deck tuning at the very least. The whole purpose of it is to break the metagame.

We just used our generic decks. Nothing specific. It was the first time playing it, and as a result we don't look at the encounter cards beforehand - we just play it blind.

Next time we will tweak our decks to try and beat it.

.

Steward of Gondor, because the solo mode is just too hard; it's great though with some house rules.

Steward of Gondor? Do you mean Blood of Gondor or the Stewards Fear?

Steward's Fear, of course. :wacko:

Edited by leptokurt

I don't understand why so many liked watcher in the water. I thought it was just OK. I also didn't like Against The Shadow cycle save a few quests because many of the encounter cards were so frustratingly hard. Siege of Cair Andros for example I must have played over 30 times with no wins until I gave up on it. I know a mono sphere deck is almost required but that's just not my style.

I think TWitW is cool because it has a strong theme, some cards with awesome artwork and a quest mechanic that allows different approaches to win the scenario.

I finally got to play Trouble in Tharbad. Man this quest is awesome! It feels so thematic, especially locations have a very thematic feel. It also isn't too hard so even if I lose it doesn't get frustrating. Instantly in my top quests!

And Haldir is just amazing in this quest. :3

Best Quest:

To Catch An Orc

A Knife In The Dark

The Stone Of Erech

Return To Mirkwood

The Morgul Vale

A Journey To Rhosgobel

I don't like:

Druadan Forest

Into Ithilien