Here's my ranking from favorite to least favorite SoM quests. Disclaimer - I tend to build decks that I try to run through the full cycle. My tastes probably reflect that tendency.:
Solo
- Conflict at the Carrock - I enjoy the early management of questing to limit progress but avoid threat; Climatic battle against unique trolls that can go pear shaped if you don't play your cards right. Enough Gotcha cards like Sacked and Roasted Slowly along with baddies from the Wilderness encounter deck to make sure that there are no sure wins. Pace of the quest feels like you are scouting ahead for danger and then either picking off the bad guys one at a time or dealing with a wall of nastiness if things go wrong.
- Return to Mirkwood - Tough challenge solo; You are in danger from wicked creatures (wilderness again + new baddies in RtM), skyrocketing threat that you have to manage, attacks on your deck and hand (discards) and quest restrictions. Pace of the quest captures feeling of running the gauntlet with a screaming albatross on your back (who is prone to bite and kill your heroes not named Aragorn, Boromir, Glorfindel and Gimli unless they happen to have plate on). Would be number 1 if they built in more options for solo tactics, but many of the decisions and tactics only show up in multi player.
- Dead Marshes - Good quest that captures theme of chasing down the prey. Quest and Escape mechanisms make for interesting tactical dilemmas. Biggest issue is that if Gollum escapes it starts feeling clunky. It seems like it should be insta loss or better built in mechanics to get him back (cards to retrieve him from deck/discard). Could also use some tougher creatures to provide some Uh Oh moments like pulling the Hill Troll the same turn you pull the unique trolls down in CatC or the Attercap in RtM at the Ambush card.
- Hunt for Gollum - Interesting mechanic with the guarded Signs of Gollum objectives, encounter cards playing off them and quest rules. Surges, extra pulls from quests phases 1 and 2, buffed Hunters and potential guarded cards one after another can create some crazy threat jumps and nasty fights. Again, pace of the quest is reflective of the theme. You feel like you are searching for signs with many dead ends and danger lurking.
- Hills of Emyn Muil - Mechanic of the location exploration and ties to Treachery nastiness are different and sometimes interesting. The pace and theme of slogging through difficult terrain is captured...just not sure it makes for a great playing experience! It's okay, and I see the gotchas with the Falls and Rockslide, but honestly it has not been much of a challenge and I don't even get many (any) of the "Whew, not sure I was gonna pull that off" wins that I get with the others.
- Journey to Rhosgobel - Hey Aragorn, maybe we should just let the **** eagle die? After all we are on a quest that could mean the lives, deaths or enslavement of the Free Peoples of Middle Earth. Anyway, when it first came out, I welcomed the challenge of JtR. It certainly gave the pace and theme of a frantic search for the life saving herb. There are certainly many Gotcha cards throughout the encounter deck. The more I've played it though I really don't feel like my decisions or deck play much of a factor in the outcome. It's an interesting theme and some challenging dilemmas. As more player cards/spheres provide healing, ranged and deck manipulation options I may like this one more.
Multi - Player
- Return to Mirkwood - only change in multi player is that RtM jumps ahead of CatC. Many tactics through quest cards, encounter cards and Gollum come into play with more geeks around the table. Good challenge for threat management, creatures are brutal, treachery cards are, well, treacherous and team work is absolutely required. This one is fun and challenging solo but really shines with multiple players.
- Conflict at the Carrock - trolls are much easier to pull down even if you are are not at low threat to pick them off
- Dead Marshes - seems like Gollum escapes more with multi as more escape treachery cards come into play; Again, when he escapes it plays a little funky.
- Hunt for Gollum - You can get some wild threat numbers on turn 1 with a Signs, Crows, Hunters, Signs, Hunters 2 player set up. This I know from experience
- Hills of Emyn Muil - slogging with friends can be fun
- Journey to Rhosgobel - Okay, who's playing the Red Green deck with Legolas, Brand, Radagast, 15 Eagles and every healing card published?
Overall the SoM cycle was great - everything I hoped for after playing the core quests umpteen times for the first couple months. Can't wait to see the quests in KD and the new APs.
Thoughts? What are your favorites or least favorites and why?
, so it is quite immersive.
... something about drawing repeated signs of gollum early with hunters... Altogether a fun experience, but is fairly one dimensional.
, despite it basically being just a bunch of locations.
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