The Watcher in the Water: Planning

Card pool at the time of writing

Lacking the necessary lingo, I didn’t realise for a long time that I was ‘teching‘ for each quest. It took me even longer to realise that teching isn’t always necessary. Of the first fourteen quests, only A Journey to Rhosgobel really needs a certain set of skills, i.e. it’s impossible without lots of healing. And before you say ‘Escape from Dol Guldur’, the certain set of skills required there is crazy amounts of luck. Building my first multi-scenario deck was a pleasing turn of events, and opened up the possibility that I could pick up a couple of ready-made decks for scenarios rather than making bespoke ones each time.

This is a scenario which needs some heavy duty teching. Continue reading “The Watcher in the Water: Planning”

Ring Mail

If someone had told me when I first got the game that my investment in it would amount to €826.10, I would have told them they were insane, not only for the suggestion that I would have spent that much but for being the kind of saddo who would have access to such a ludicrously precise figure.

Yet here we are. I have spent €826.10 on the game and I am the saddo who has access to this ludicrously precise figure. Continue reading “Ring Mail”

Road to Rivendell: Planning

Card pool at the time of writing

So it is on the Road to Rivendell, the doom of our time will be decided. This quest was the genesis of the blog. Imagine coming back to it having not played it for years to run full-force into the mailed fist that is…well, originally I thought there was only one truly devastating treachery, but coming back to it now having not played it in year(s) I discover that particular treachery most definitely does not creep up on the party all by its lonesome. Continue reading “Road to Rivendell: Planning”

The Redhorn Gate: Refresh

There was a delightful post on BGG recently singing the virtues of Passage Through Mirkwood. As ‘Jason K’ notes:

Sometimes Chief Ufthak comes out; Sometimes it’s about Ungoliant and her spawn; sometimes those damn Hummerhorns strike at just the wrong time; and sometimes the Dol Guldur orcs savage your people in the quest. But they always combine in different, unexpected ways.

The sense that the encounter cards allow for a different experience every time is a facet of the game that I’ve appreciated for a long time, and Jason K does a great job articulating this. What’s more, the post comes out while I was experiencing a scenario that is a prime example of it.

Once again, I find myself regretfully concluding that I was playing a scenario wrong the first time round. Continue reading “The Redhorn Gate: Refresh”