So, I have been experimenting with decks that work with the victory display and it has given me some troubling thoughts on the game in general. I have had some nagging issues for a while, but this deck really cemented my concerns. I want to know what you guys think.
So, ignoring all the many exceptions, the game generally follows the same pattern. 1. You setup stuff in the staging area etc. 2. You start with nothing but heroes and then play out you cards as quickly as possible. 3. You quest each round and reveal 1 encounter card per player.
So, at the beginning of the game you have: 1. Setup threats in staging area 2. Only heroes and nothing else 3. One encounter card per player during questing.
Later in the game, assuming you survive and even stabalize, you have: 1. Nothing in staging area because setup threats are gone 2. Lots of allies and attachments because you have been playing them out 3. One encounter card per player during questing.
Obviously, the game starts hard and gets easier. It has to because of the basic structure of the mechanics. It would probably be better if the game started easy and got hard, but the game structure is such that the designers must intentionally use the quest itself to make this happen because by default it won't. Now a lot of quests do have ways to make things harder later, but it seems like once a player deck gets setup it just smashes through anything.
Consider the victory display mechanic. When you use "none return" or "leave no trace" you are basically doing nothing, but it is an investment for later. The payoff is "the door is closed" which is, honestly, a borderline broken card. In solo, if you play it successfully your quest phase is a harmless breeze. The encounter deck literally does nothing. If you see it coming with Henamarth Riversong then you can commit everyone to the quest without fear and just smash. I built a deck around this with scroll of isuldur and the weaver to get as many plays of door is closed as possible and after you get setup the quest becomes a joke. Now, it takes a lot to setup so you can lose first, but still, it is very strong.
The main problem with this is the deck is so weak at the beginning that it can't really survive. When the game is hardest you can't do anything, but once the game is easy, then you dominate.
The other problem is that there are dozens of decks like that. Is it any more powerful than dwarves? No. I would say most decks are nearly invincible once they get setup. The thing that makes broken decks broken is not their power level but their SPEED. The Seastan Boromir or Love of Tales decks are not really that much more powerful than dwarf or silvan decks or a Gandalf deck. It is just that they get setup in about 1, 2, or 3 turns. Once they are setup, the rest of the game is a generic algorithm, a formality. The specifics of the story or setting is basically irelavent.
For this reason I am tired of the "one deck to rule them all" style of playing. I would rather have a game system and set of quests that let you take a few rounds to get setup in relative ease, then laI'd the smack down (like the troll ambush at the battle of carrock). I would like it if each quest required a unique deck style to defeat it. Instead, I feel forced to build only one style, a deck that absolutely pukes out allies and attachment in the first 1 or 2 rounds. In the end I don't think the victory display/door is closed deck will work because it doesn't do that.
Don't get me wrong, I still totally love this game. I am not being negative. In fact, I am only saying these things because I hope it can spark thought in a direction that improves the game. I would love to hear your responses.
Edited by DukeWellington