Voyage is the first of the adventures where you start at the Grey Havens and set out to sea. I was very skeptical that they would botch the seafaring aspect since some of the verbiage they used in the rules book indicated that they really didn’t understand sailing, but in terms of actual game play it works quite well. At the start of each quest phase the first player must dedicate a number of characters to sailing the ship and trying to get it back on course. You then discard one encounter card for each character (plus some bonuses here and there) and count up the sailing icons on the bottom left corner of the encounter cards to check for success. I was very happy to see it wasn’t tied to willpower which means that tactics isn’t penalized for sailing. Then you enter the quest phase as normal. You want to stay on course by the way as there are some pretty severe penalties if you don’t, and some nice advantages if you do.
The quest is rated a 5 and that seems about right. I played against it with a couple of Noldor decks that I don’t feel are particularly strong, but not too weak either. All in all I really enjoyed it, but it seems to be a very long quest. I beat it on my first try, but it was a near thing. As usual I did much better on my second attempt because I knew what to expect and what the real dangers were.
Take care of your ships! You have no way to heal them. Fortunately Feint works. There is no Doomed or Surge in the encounter deck, but keeping control of your threat is important as you want to engage the enemy ships on your terms. And there are a lot of them! The Middle Earth Coast Guard needs to step up its game.
Feel free to ask questions.