While I have seen the game effectively over turn one to Exhaustion + Festering Wounds in Rhosgobel, I think today's setup + first turn takes the cake.
Escape from Dol Guldur, Lore/Leadership (Denethor, Glorfindel, Gloin) and Spirit/Lore (Beravor, Eleanor, Eowyn) decks
First Objective: Dol Guldur Beastmaster, I'm like, hmm, okay
Second Objective: King Spider, pfft, Denethor and Eleanor exhausted.
Third Objective: Dol Guldur Orcs, WTF! Where are my 3x Necromancer's Reach setups?
Flip over to 1B, Eowyn captured, so now those 2-cost Spirit cards (including UC) are just wasting away.
Turn 1 questing: King Spider (leaving no characters ready) and Dol Guldur Orcs! Jeebuz. Both parties have King Spider + Dol Guldur Orcs up their asses, both undefended. With Dol Guldur Beastmaster and another Enemy out of the Encounter deck engaging turn 2, nobody was left alive for turn 4.
Sometimes I wonder why bother
.
GG.
). I think the problem with the DG setup is that first you have 3 cards out, not many others bring out that many barring surges, not in 2-player/deck generally. Add in that King Spider exhausting heroes, then losing another hero to the quest card (though after the staging draw for the first turn, safe to say didn't make any difference who got captured) and throw in 1B's "one ally per turn", not just per deck/player, but as a whole being able to play just one ally, you're not able to withstand all those enemies.