Tag Archives: Fun

Return of the Rings

Today it’s time for one of my (very) occasional articles. I will be a (mostly) rant-free discussion. This article, like Lord of the Rings, is meant to be the story of a journey. Our quest to rediscover the fun of Lord of the Rings the Card Game.

 

The Task

I decided that I wanted to work through a full campaign. My wife wanted something set in Gondor or Arnor, which confronting either the Heirs of Numenor (need mono-sphere and the ability to tackle siege/battle questing) or Carn Dum (a definite top-five contender for worst quest ever). I decided to go for Arnor, as Carn Dum is a fair way down the line, and by then we would either have figured things out well enough to make a creditable attempt, or given up.

Taking the Hobbits to Angmar (mar, mar, mar)

Treebeard

Don’t be hasty

The next task was to build decks. The only original/recently-built deck I had, was a Hobbit/Ent deck – Black Riders Merry & Pippin + Folco, with Folco being there to offer early resources then, if necessary, drop threat so that you can avoid enemies long enough to get a board full of Ents established (Treebeard being the most important). For a cycle like Angmar Awakened, I wasn’t at all convinced that would work – it was too slow, and the heroes had too few hit-points. Still, I figured I’d test it out.

Playing on Easy mode, I managed to get Treebeard and a Booming Ent out on turn 1 – knowing I didn’t need to make any optional engagements, I quested with everyone for 7. I revealed a side quest, losing Iarion, but made a single progress. Turn 2, more Ents in play, Treebeard and the Booming Ent ready – then I got a treachery that revealed another card for each quest in play (2), then drew a location, an Angmar Orc (when revealed: discard an ally from play or reveal another card) then another one. Then yet another enemy. Despite questing with all my heroes and an ally, I’d failed questing by 6!

Angmar-OrcThe Angmar Orc is a great example of how the game has skewed so badly in recent years. For one thing, he’s a hefty enemy – 3 hit points, 3 defence is no joke – Treebeard was the only character who could even damage him on his own. In any of the early cycles, those stats alone would be plenty for the card to contain. Now though, he comes with this pseudo-surge effect: previously surge like this was for flimsy little goblins only. “Easy” mode is anything but.

The Orc War Party, who are the centre-piece of this quest, prevent enemies in the staging area from being damaged, which meant that there was no point even trying my Direct Damage deck (Thalin, Argalad, Beregond), as too many of the features simply wouldn’t work. I was left with a choice of either trying out my Silvan/Victory Display fellowship, or trying to build a new pair of decks.

 

Where Now are the Dunedain?

I needed something that could handle lots of enemies – realistically that meant a Dunedain deckAragornAmarthiul, Halbarad, Mablung (not a Dunedan, but fits the archetype well). Then I would need a support deck, something that could quest a lot, and could heal (ideally with card draw and threat control as a bonus). Elrond and Glorfindel + someone seemed a good fit here (Elrond for healing, Glorfindel for low threat, both give access to powerful Noldor cards, and you can get Asfaloth, Vilya etc). Amarthiul appears in objective ally form in several of the quests in this cycle, so I ruled him out.

FellowshipIn the end, I created a completely illegal, but fun-looking fellowship that I called The Once and Future King – A Halbarad/Mablung/Tactics Aragorn deck on one side, and an Elrond/Spirit Glorfindel/ Lore Aragorn deck on the other. Rather than include them here, you can find the Fellowship on Rings DB.

Both of the decks struggled a bit with card draw, and there were definitely issues getting some of the key cards (I really needed Song of Kings, as Mablung racked up an ever-bigger stack of cash, and I only found Leadership cards to play).

I’d used Sword that was Broken in Dunedain decks in the past, but found it really hard to get out cost-wise, and that I wasn’t sending enough people to the quest to make it worthwhile. For this fellowship, adding it to Loragorn meant that the Willpower boost was typically a lot more effective/worthwhile, even though it’s still hard to afford early on.

Raiment of War (for Vigilant Dunedain) – 6 is a lot of resources, but you get a 3 defence, 5 hit-point, non-exhausting enemy (that can be healed)

The version here is more-or-less what I used from Deadman’s Dyke onwards. Early drafts had more mounts and fewer weapons, but this just felt a bit easier to leverage.

Beginng the Campaign

The first two quests – Intruders in Chetwood and the Weather Hills – saw a fair amount of chopping and changing on our part, as we got used to the rhythm of the decks.

Orc-AmbushOne thing I did notice about ‘Easy Mode’ is how thick and fast the side quests come. This was the first box to feature side quests, so there were quite a lot of them anyway but, as none of them get removed when filtering out the non-easy cards, the concentration is quite high early on, making the Encounter Cards that are X “Where X is the number of quest cards in play” particularly nasty. However, that also means that, once you’ve weathered the early assault, you’re probably fairly well set, as most of the really game-wrecking treacheries have been removed.

 

Continuing the Journey

Sudden-DarknessThe next steps went well too – we cleared Deadman’s Dyke, and the first quest of the cycle proper, Wastes of Eriador. I’m still not a fan of Wastes – it has an annoying feature where every other round it’s night and you can’t place progress on any quest, plus an incredibly irritating treachery that suddenly makes it night mid-way through the quest phase. Fortunately, in “Easy Mode” you can survive the extra rounds (there is still A LOT of combat, and the Wardens of Healing + Elrond’s effect were working overtime), and we got out the other side in one piece.

Getting out of Here

Escape from Mount Gram is probably the quest I know best in this cycle, I haven’t started it quite as many times as Battle of Carn Dum, but a lot of that is down to the fact that it’s (broadly) an easier quest), at least for solo play. For anyone not familiar with it, this quest is basically a prison break – all your allies, mounts, items and artifacts are taken away, and you need to get out of the dungeon despite starting with only a single hero, and whatever was left of your deck (generally events and condition attachments).

Glorfindel

Looks like you’re on your own

One of the biggest challenges of this scenario was the way it splits your party up – the Elf deck was alright starting with Glorfindel only, particularly with a decent chance of drawing into Light of Valinor and/or Unexpected Courage early on, but solo Halbarad is a different proposition altogether: on our first attempt, I had to engage a couple of enemies to avoid the staging area getting completely gridlocked, and then got killed by a nasty shadow card or 2. Second time round, things went a bit better: I was still mostly just treading water, but managed to survive long enough to team up with the elves. A lot of cards in this scenario have the “capture” mechanic, with some of the cards that were taken away from you at the start being hidden underneath them and returned to your hand (or sometimes directly to play) when that card is dealt with. By the time we joined together, Elrond and Glorfindel, were backed up by Arwen, Yazan, Gildor, a stargazer and a healer!

The Dunedain came good in the end, managing to 1-shot the boss enemy as we burst out of the dungeon. Victory at the second attempt, and onto the next.

There’s Moor!

Once you make it out of Mount Gram, you need to head Across the Ettenmoors, where you will find a lot of trolls. It’s a quest I’ve only played once or twice, notorious for being the pack which gave us the truly dreadful Hero Dori.

This is an odd quest, and re-playing it didn’t massively alter my feelings in that regard – Stage 1 forces you to have a side quest in play every round, and as mentioned already, the side-quests come pretty thick and fast in Easy Mode anyway. By the end of the game, we’d cleared out the full set of side quests, and with only a limited number of enemies in the deck, it was just a case of surviving until the side-quests had been cleared, then a fairly easy move to the end.

Quiet-the-SpiritsAfter the Ettenmoors, came the Treachery of Rhudaur – this is very much a momentum quest, with a hard-cap 5-round time-limit on stage 1, as you try to collect various side-quests which turn into objective-attachment rewards. This was definitely a quest where the easy-mode set-up made a big difference, and even though there were points where we got a bit swamped by enemies, we got all 3 objectives, and completed the quest fairly comfortably.

Battles lost and… lost

Thaurdir-CaptainThe penultimate quest in this cycle is The Battle of Carn Dum. Quite possibly the worst quest ever designed for the game. Being tortured by Nazgul who want you to surrender the location of the one ring is probably quite pleasant in comparison.

For a 2-player game, you start with a 4-threat boss enemy in the staging area, a 2-threat location, and 2 1-threat* enemies. (so, that’s 8).

Thaurdir-ChampionCarn Dum does a lot of playing with Shadow cards: the “1-threat” enemies get +1 threat for each shadow card they have. The boss enemy deals a shadow card to each enemy in play every time a treachery with the Sorcery keyword is revealed. So, each sorcery treachery is cranking the threat up by 2, as well as its effect (and some have surge). Shadow Cards in Carn Dum are only discarded once they are resolved, so as long as these sit in the staging area, the threat is just going up and up.

Of course, you can engage the enemies to avoid their threat – but at 4 attack, 3 defence and 5 hit points, you’re likely to take significant damage, and probably won’t kill it in a single round.

I haven’t crunched the numbers, but I think realistically you’re looking at having at least 12 threat to quest against in round 1, as well as having to take on at least an enemy each (and a big one at that).

Every few rounds, the boss enemy is going to get up to having 3 shadow cards on him, at which point he flips, makes an immediate attack against the first player, and suddenly lowers the engagement cost of every other enemy in play by 10, at which point you get swarmed by anything that hasn’t engaged you already.

We played this 3 times, not coming close to beating it on any occasion.

The point of this exercise was to play through a full cycle with a pair of decks – I’ve made tweaks as we go along, and certainly wouldn’t mind making a few more. But there’s a difference between tweaking and completely custom-building new decks, and I just can’t see any version of these decks beating the quest. Given that the other point of this whole activity was to have some fun, I decided to just give up and move on…

The Final Battle

DaechanarFinal scenario in the cycle is The Dread Realm – we definitely had to grapple with this one, taking a long time to get anywhere. The big new thing, is face-down cards from players decks (or occasionally their discard piles) being “reanimated” as 2-2-2-2 undead enemies – there are lots of effects that will reanimate more cards, and other cards which key off of it, so this is a fairly major thing to deal with. Once you get through the early part of the game, there is also a fairly nasty end-of-campaign boss in Daechanar (an evil spirit who has stolen the body of your kidnapped friend who you have spent the campaign trying to rescue). He gets +1 attack for every sorcery card in play (there are various treacheries with this keyword that turn into attachments), and cannot be damaged whilst these are in play – instead you remove a Sorcery card from the game for each instance of damage: as there’s a chance that more sorcery will be churned out every round, you need multiple ways to damage him each round to be able to take him down.

We got there in the end, but it was a bit of a slog, and we felt pretty exhausted by the end.

 

Final Thoughts

As I said at the start, this campaign was about trying to recapture the fun of this game, and overall I think it succeeded. In some instances “easy” mode definitely was easy, and I wouldn’t have minded a bit more of a challenge, but there were plenty of other times when it was still tough, and at least one scenario (Carn Dum) that remained stupid and broken.

I like this approach to the game – building a pair of decks and trying to take them through a broader sweep of scenarios. Inevitably, I think that’s going to need to still be on Easy Mode, because I don’t want to have to micro-tweak the deck before/after each and every scenario. I no longer promise/threaten regular content updates on this blog, but I might post periodic threads like this if the content presents itself.

Are We Having Fun?

I’ve been playing Lord of the Rings the Living Card Game since it was release, back in 2011. Aside from some more recent Nightmare packs, and last year’s GenCon Quest (which hasn’t reached the shops here yet) I own every quest released, and I have always considered this to be one of my most-played games.

Going out of Fashion?

Recently, I had a sense that this game wasn’t getting played as much as it used to, so I decided to run the numbers and check:

AveragesIf I want to go all the way back to 2011, I only have figures for how often I won this game. In this context, long-term numbers look healthy. After an initial wave of excitement, gameplay really fell off in 2012 (not coincidentally, 2012 was when I started my first real job), but then rose year-on-year for the next three years. 2015s average was over 9 plays per month. 2016 has been quiet so far: only averaging just over 4.5 wins per month by the end of the first quarter.

Figures for the number of times this has actually hit the table are slightly harder to get at, as I only have these logged from Christmas 2014 onwards. In this light, 2016 doesn’t look so barren: 14.6 last year down to 10.7 this year.  However, if you take out the 17 failed attempts I had at beating Battle of Carn Dum over a single weekend in January (I’m considering getting a new version of Thaurdir printed with a white whale as the artwork), it plummets.

I was also interested to see the shifts in the number of play-counts for games over the years. Again, it fluctuates, but overall, solo is on the rise, whilst big-group games have been in decline for a while now.

At the end of the day, that’s quite a convoluted way of saying that I definitely do still play this game, and whilst I’m not playing it as much currently as I have in the past, the shift isn’t cataclysmic.

Fun?

Despite all of that, the question I’ve been asking myself more recently, is whether I’m still enjoying it? I had a vague sense that whenever a new quest came out, I was more struck by the trial of having to take on a new quest, and figure out how to beat it than I was excited about getting to build with the new player-cards.

I think it’s definitely the case that quests over the past year or so have increasingly presented unique challenges, and that it isn’t possible to beat nearly as many quests with One Deck to Rule them All as it used to be- it’s also the case that quest difficulty generally seems to be getting harder, which is bad news if you’re as bad at deck-building as I am.

War-Pig-Front-Face

Sorry Peter Jackson, no war-pigs in organised play…

Once a month (health and basic organisational competence permitting, and so far in 2016 it hasn’t!) I play LotR LCG at the Friendly Local Gaming Store- I’ll be providing 1 or 2 decks (mine, and my wife’s if she’s around) and playing with a mixture of other folks who turn up with their own decks. The rest of the month, will mostly be playing at home, 2-player or solo games, but with the possibility that occasionally some friends will come round wanting a 4-player game, and I need to work out at short notice whether I have 4 decks which can all play together, and what quest they will be able to beat. In practice, this leads to lots of cards being swapped back and forth between decks, lots of cards then being forgotten about (because they got borrowed by another deck and never returned). At home, I use custom cards, both my own and those created by the good people of the internet, but I do then need to remember to take them out when going to more official events.

IncompleteAs it stands, ignoring Nightmare and as-yet-unavailable Print On Demand quests, there are only 2 quests I have yet to complete in 2-player on standard difficulty, 10 needing a solo run, 16 for 3-player, and 19 for 4-player. The part of me that likes spread-sheets (in fairness, that’s most of me) sees the opportunity for a 4-player game, and really wants to win, so I can tick one off of the list, and keep the “incomplete” record down to a single sheet. However, as most people will be aware, winning a pick-up game in multi-player is by no means guaranteed – as often as not, we’ll reach the end of store game night, without a victory under our belts.

Under Pressure

All of this leads to a general, over-arching sense of pressure.  Playing Lord of the Rings stops being fun, and just becomes a chore, something that needs to be kept on top of.

In a recent episode (not all that recent, I was just several episodes behind) of the Grey Company Podcast, several of the team praised the designers for the innovative decisions they had made in designing recent quests, as they felt it ensured that the game stayed fresh, rather than stagnating. I found myself listening and feeling the exact opposite: In recent times, the only time I can recall being actually excited by new quest mechanics were in Escape From Mount Gram and Murder at the Prancing Pony. The rest of the Angmar Awakened cycle, and all the Grey Havens quests just felt fiddly and annoying:

  • 20 more willpower committed than threat in the staging area? – sorry no progress, as that treachery just made it Night again.
  • That undead enemy you killed? He’s back again.
  • There’s a Safe Location over there… never, mind a troll smashed your head in before you could get to it. (the troll revealed from the encounter deck, not the troll who decided to print the Dori Hero)
  • Sailing was a pain: it felt too random, and the swing in difficulty of effects depending on whether or not you were on course was too big (on course, everything is basically simple, off-course, you might as well just give up now).
  • Double-sided locations! That’s cool right? Well no, it just felt awkward really. Another thing not behaving like it should and making it harder to keep track of what’s actually happening in the game.

Now, I don’t want this to sound like I think the designers are doing a bad job – for one thing, there are clearly plenty of people out there who are getting plenty of enjoyment out of the new content, and even without that, the fact that I’m not appreciating the latest things doesn’t necessarily mean that the content itself is bad.

That said, there’s definitely a problem. I only really feel like I can experiment with new decks for two-player games, and even then, a lot of the time, if I want to try out something new, it feels like we’re being funnelled towards a very narrow set of quests that don’t have lots of awkward mechanics.

Too hard, too fiddly

It seems like there are two distinct elements at play in the game: increased complexity and increased difficulty. I’ll say straight out for anyone who’s not familiar with my overall thoughts: this game is too hard.

thaurdir_captainI’ve long since bowed out of getting new Nightmare decks, but even in standard difficulty, there are just too many quests which are nothing short of stupid – Battle of Carn Dum remains the standout example (in 3 or 4 player, unless I see a video or a card-by-card account of a supposed victory, I don’t believe it happened), but the overall trend seems to be for ALL new quests to incline this way.

The problem with making quests this difficult, is the way it constricts deck-building. It is basically impossible to build thematic decks in this game, if you also want to be able to tackle a decent spread of modern quests – now, I’m not saying that every deck should be able to defeat every quest in every player count, but the ratio should be better than it is.

Obviously, there are some very talented deck-builders out there, both in terms of people who build very efficient “normal” decks, and the people who find broken combos, post them on the internet, and inspire an FAQ which spoils the game for the rest of us. This last seems to be another major issue: it feels like when the designers produce a new set, they’re working on the assumption that the only people playing the game are Seastan and the Grey Company.

What’s the game again?

Many people, perhaps most notably Matthew from The Grey Company, have complained about people who limit themselves by refusing to build non-thematic decks. I certainly agree it’s possible to take this too far: “I won’t have a single dwarf in this elf-deck regardless of how good it would be mechanically” is the kind of restriction which will clearly inhibit your deck’s power-level. However, at the end of the day, a lot of people are playing this game specifically because it’s Lord of the Rings. There’s a reason characters aren’t called “generic defending guy 2” or “leadership questing character 1” if you don’t pay ANY attention to theme when you’re deck building, then why play a game themed around an IP in the first place? Why does it matter whether that card I’m trying to take out is an Orc, a TIE fighter, Cthulhu, or a Traffic Warden? There has to be some sense in which this game remains part of Tolkien’s world, or else there’s no point playing a Lord of the Rings card game.

It’s also worth reiterating the fact that this is the only cooperative LCG out there. When I play Game of Thrones, I expect a level of sharpness and complexity to people’s play – if I turn up to a tournament with a poor deck, or not having practised enough and I get smashed, that’s only to be expected. But that’s also why most of the people I know who play Game of Thrones are fairly hard-core tournament gamers.

Silas-Surrounded-Board-Game

I’d still rather be facing this lot than fighting Thaurdir…

Lord of the Rings used to be a game I could introduce to friends with only a more casual interest in gaming, the sort of people who would never consider getting sufficiently invested in a competitive LCG to play it well, and the nature of the game meant that it didn’t matter if I built all their decks, they could still pilot them fairly autonomously, without my increased knowledge of what they had skewing the game balance. That no longer feels like the case – If I’ve got a group of friends over, we’re more likely to have a game of Zombicide, where we feel we can still do things and have fun before dying horribly, than take a punch to the face from the undead armies of middle earth.

Moving On

So there you are: I’m still playing a fair amount of Lord of the Rings – although not quite as much this year as last. Overall though, the biggest problem is that playing this game increasingly feels like a chore, and I need to do something about that.

I could stop playing this game. Inevitably that would mean that this blog came grinding to a halt, which I don’t want to do, but this optional is unappealing for more reasons than that: I’ve invested a lot of time and money into this game over the years, and simply to walk away would be a shame.

I could stop caring about completion. I say that. I’m not entirely confident that I could – having lists to write, quests to cross off, it all gives structure to the meta-gameplay (in case you hadn’t guessed, I’m quite OCD). This might relieve pressure in a sense, but I don’t know that it would bring back the fun.

One obvious possibility is to play more Easy Mode. Already, this seems to be how we have to play quests first time round, but there’s still a part of me that can’t get over the idea that beating a quest in Easy Mode “doesn’t really count.” Of course, from the completionist angle I’d then need to go back and replay the whole of the first two or three cycles in Easy Mode, as it didn’t exist at the time.

MountGramThe thing I would most like to see, is the one thing I certainly can’t see happening: More fun quests like Escape From Mount Gram or Trouble in Tharbad. Interestingly, both of these quests are very different from the basic “just make x progress per stage” and/or “kill this boss baddie,” but the difficulty is low enough to actually have fun building decks and trying out different styles and strategy: perhaps I wouldn’t hate Hide tests, enemy recursion, hand-size hate or whatever else it might be if the quests they came in weren’t already hammering you with so many other things. They would still be able to cater for the masochists with Nightmare decks, but they could stop punishing the rest of us by making them the target audience for the main product-line.

Where do we go from here?

I said above that I don’t think the designers are doing a bad job- but I do think they’re getting the balance of the game wrong, and I think that may be – at least in part – due to the fact that most of the noise on the internet is from the “Too Easy” crowd. That’s a large part of why I’ve written this rather rambling article, instead of just packing up and disappearing – I want to be sharing my opinion that they’re not hitting the right spots.

I’m not quite sure how I’ll proceed from here – it may go a little quiet on here for a while, although I certainly won’t let this be the last post. If I do decide to shut down, I’ll post something properly. Maybe I just need to take a short break from the game, or find some other way to refresh things, who knows…