hmmm as far as auto-lose or one hit death sort of situations there are only really a few quests that will actually feature these sort of effectsand even then you are sort of expecting it because those particular quests are so notoriously difficult or punishing so you can sort of prepare for these effects. Most loses I encounter are towards the end of a game so I still get to play the majority of a game and even with the loss have fun. I personally love the mechanics of this game and think that they work really well but again am biased because I love the setting and the mechanics tie into the setting and theme so well. The mechanics have definitely gotten a lot better as the game has progressed and admittedly some earlier quests are very basic compared to newer quests but nightmare can definitely address and fix this issue as can handicapping yourself with weaker (but maybe more fun?) decks.
A little on the subject of auto-lose cards, one thing that I wonder about is what people mean. For example, I can sometimes hit a board state where the balance is such that a normally OK card becomes auto-lose. Precious few quests, as Psychorocka says, have actual auto-lose cards, which I take to mean cards that can defeat you no matter what your board state is. If a card defeats you because you have precarious board state, or made a stupid decision that entailed the risk of auto-losing (eg defending against an attack with an objective ally that cannot leave the game, and not taking into account a shadow effect that could cause the character to die in one hit) then that's actually not, in my view, the game's fault, but poor play by the player.
This means that I honestly think that only a very small number of quests have auto-lose cards (the notorious Sleeping Sentry is one card of this type). Usually cards that look like auto-lose are actually just part of each quest's challenge. I recently had real trouble winning The Thing in the Depths, because I was playing my decks as though the final boss fight was a normal boss fight, which it isn't, and this meant that certain shadow effects kept defeating me. I did not really change the decks between plays, but changed how I approached combat.
I don't know. I am very much not trying to be defensive about this game, and it is undoubtedly hard and unforgiving sometimes (and the rules can be complex because of inconsistent wording, which is annoying). It requires investment (financial and temporal), but it is now very rare to find a quest that can, in one turn, defeat you, with one card. That particular criticism is fair at the start, but now a little dated. If it were the case, then it is absolutely bad design - no question there! Big hitting enemies are not 'one-hit-death', really, but problems to be solved. If we don't solve it, then sure, it's one-hit-death, but then that's more about how we play the game more than the design. But given the time and money requirement, I think all LCGs should be considered a lot before investment.
Thanks very much! Yes that's exactly what I meant by "one hit kills." If it's my bad and I learned something, then so much the better, yet if the game has certain states that make it unavoidable, that's bad design. Problems to be solved make the best games, I think, and deck building challenges just give me a chance to do something I love and your recent experience with the Thing in the Depths kind of tells me this is my type of challenge. I change my deck strategy very slowly as I want to give it enough iterations to judge it's effectiveness, but I tend to change different tactics with that build on the fly and it sounds like this game rewards that. A real plus! Let me ask though please, has your investment in this game been worth it to you monkeyrama?
No problem, quite happy to answer that! Although bear with me if this gets verbose...
I got this game when it first came out, so I've been collecting since the beginning, and have seen it gradually mature into a much better game than when it started - although I'm not that active on this forum, I've also been here for years now, and have generally found it to be a positive place, the usual internet bickering aside!
The recent expansions for the game in particular have started to develop interesting mechanics that keep quests challenging throughout their duration (early quests often front-loaded difficulty, which was not great design).
I play many board games socially (when I can) but LOTR is the game for me, because it is mechanic heavy and plays to a theme I enjoy. I like the puzzle (whereas the games I play with other people tend to be clever but lighter games - 7 Wonders is a big favourite, as it Takenoko etc.). So for me, LOTR is my solo game that keeps my brain ticking over on something that is not work. Having a deck slowly piece together in my mind and then trying to make it work in reality is part of the fun for me. For that reason I don't net-deck, even though my own decks kinda suck most of the time! (although I have no problem with net-decking whatsoever)
I also don't get to play as much as many people on the forums do. I am a lecturer, and during semester I struggle to play more than once a week (if that), and therefore I don't have the nightmare packs (not enough time) and I still don't have the latest saga expansion, as I'm catching up on the current Dreamchaser cycle, and I haven't played in over a week, as I'm deep in a period of marking... The current release rate is about spot on for me, and it's absolutely worth it to keep up the collection. One major benefit of the game is that it travels well. If I go to a conference or something similar, I can pack 2 decks and 2 scenarios in a corner of my bag and get the break I need from work after the conference papers finish each evening. All I need is a decent floor space or desk space and I can play, so crappy hotel rooms are no problem!
The only problem I get sometimes is when a quest is on the harder end of the scale, as I don't deck build quite as quickly as others (or as often) and so if the decks I'm currently running hit a wall, it can take ages to beat it (so I have still not won against the last two Angmar cycle packs...). Really beastly quests can stump me for ages, and I usually turn to a few favourite decks to beat them.
As to the reward of solving a puzzle, that's a big part. The Thing in the Deeps situation, eg, was caused because I couldn't quite hit the right tempo between the two quests stages. The scenario changes completely between Stage 1 and Stage 2, and I kept moving too quickly or too slowly. I switched out one hero (sadly dropping Faramir to add in Mablung) and tweaked one deck to include 4 more allies for defense, and that was all it took to shift the play style to beat it. It was satisfying, and if puzzle solving is a draw then this game has it in spades. It is definitely the case that more recent cycles have tried to avoid insta-kill cards and instead offer a more consistent pressure on decks, and I really do think that the developers are starting to hit a sweet-spot in this respect. It's a sign of maturity for the game, as early cycles were less good at this. I like that even if I get a good board state I can rarely switch off my brain, but I also rarely feel like I lost because I could do nothing to prevent it.
Finally, on the rules issue, although the game can be played solo, and sometimes the rules are a little complex in terms of some interactions, you do not need to house-rule to make it work. I don't house-rule at all, and while some combos or cards can evidently be made to be broken (honorable mention to Seastan here among those who show how to break the game, which I find endlessly amusing!), if you don't wanna do that, then don't. The lack of a competitive scene is the final, big draw for me. I used to play 40K in a very competitive club, and I just got bored, because if you didn't play whatever the current power army was, why show up? With this game, I control to a large extent that side of it, and if I don't like a quest, I just don't play it and instead focus on the ones I enjoy.
Hope this helps you make your decision. I am also a big fan of LOTR and the extended world, so that obviously draws me in. Now if only they'd release a Faramir hero that usurps Boromir as a powerhouse...
That wasn't verbose at all, and very informative, Thank You! Okay now I'm really convinced I'll like Lord of the Rings for many reasons my research here has uncovered and I've already discussed so I won't bore you with that further. Most importantly, you confirmed what I thought about the game. That it gets better with the later cycles. I had kind of guessed that as one: all systems evolve and two: one of the designers on another solo game I'm getting into had some design ideas I REALLY liked and came from Lord of the Rings having joined it later in the cycles. The space consideration and puzzle aspect are HUGE for me and what you said about the difficulty answered some of my most important design questions as well ESPECIALLY coming from someone else who has encountered the WarHammer 40k rules set. A game, that for me, is all about paying your dues, studying, picking a strategy, adapting tactics on the fly and getting better, which I love, but I was hoping the players mindset wasn't like that everywhere as I've always wanted to learn to paint well. However, Zombicide Black Plague looks like it could scratch that same itch, is soloable, has 1/8 th the footprint, and gives me a LOT to paint. Hmmmmm. You may have just given me a great idea! Not playing doesn't mean I can't still follow the lore (which I love) Anywho, I digress wildly. Back on topic however you (and others here as well) have convinced me to give it a go. I'd like to follow the path of the releases but that's just not available. What would you suggest for a starting solo kit that would give me the flexibility to puzzle solve? What are the best of those later sets where the "kinks" had been worked out? Can you help me develop a starting set, so to speak? I'm liking the look of the Lost Realm and Angmar Awakened cycle, (all currently available.) but surely I'll need some cards from preceding sets right? Especially since you just said that (along with CrusaderLord) the last two cycle packs were pretty beastly right? So maybe that's not the best starting point? So any suggestions as to kit? Also am I right that if I play two decks as most suggest, that I'll definitely need two core sets? Thanks again for all the help! : )
If you are joining late, like I did, pick a race/faction/tribe... that's your favorite and look below what packs to buy.
https://talesfromthecards.wordpress.com/2013/09/13/new-player-buying-guide/
Personally the quests are what make the game fun so I tend to buy more deluxe expansions as they give more quests per $/€. Adventure packs give more player cards per $/€. So decide if you want to grow your card pool for deck building or your quest pool for playing. Heroes cost the sme no matter waht you buy (except hobbit sage gives a good $/€ per hero, but they are ver dwarf heavy)
A bit of topic but might be good to know for a new player who still wants to spend money on other games.
Yes I'm joining quite late and finding that there are some canny opportunists who are really taking advantage of folk that don't do their research! (Economically, I mean, not on these forums.) So please, am I right that I can start ANYwhere? I'd really like to get the Lost Realm and Angmar Awakens. To spare you my previous walls o' text, I am trying to replace my favorite solo game that's ALL about exploration which is space prohibitive and where my favorite character was an Artemis / Ranger type. So Lost Realm/Angmar looks PERFECT, the fact that CrusaderLord is a solo player who enjoyed all but the last two packs in the cycle is a plus, however he and Monkeyrama have mentioned the difficulty of those last two packs so I'm not SURE. Also, it's available. THANK YOU for that site. It will be a big help! That's some deep research to dive into, just what I was looking for. It should honestly be a sticky for new players along with the resource sheet PsychoRocka linked. I hadn't made the exact link that adventure packs = stuff to deck build with and Deluxe Expansions = stuff to play, is that right? Also I've now read this in several threads, why is being Dwarf heavy a bad thing? Is it for a play reason or is there some reason they just aren't popular with fans of the Mythos? Also, you're not off topic, this was very helpful Thank You! : ) My starting kit so far 1 Core, the Lost Realms, the entire Agmar cycle. I'm also looking at Grey Havens/Dream chaser cycle as adventure plus water looks too good to pass up and that has been mentioned by my "mentors" as well. Again, some of this is based on recommendation some is based on availability. Sound good so far?
Edited by xodarap