Lord of the Rings LCG: Reflections

I have spent several months away from the Lord of the Rings LCG. When I first started to review this game and discuss it with people, I often threw around the title “Date Night has a whole new meaning” in reference to how nice it was to play this game with a lady friend.

Once my last relationship ended, my playing of LOTR dropped off the face of Middle Earth. As far as the game’s release schedule goes, it was probably the best time for such a thing. We’d played all the quests to completion at least once and no big cycles were coming out.

Now comes the difficult part of trying to dive back in to a collectible game. Remembering and picking up the rules isn’t so bad, but finding a new dynamic, time, and group to play with can be a real challenge. It is just so easy to regularly play a game when to do so you just say to someone you are living with, “Hey, want to throw down with Mordor this evening?”

The ease of creating decks in Star Wars LCG has already spoiled me when compared to other card games with its objective set strategy.

So, after saying all this, where am I going exactly?

Well, how about a strategy to pick back up with a game after dropping it for so long? I’ve been play testing this game for a while, so fortunately I am familiar with all the newer cards even though I have not used them in “legit” non-playtest decks yet.

One thing I am going to do to make it easy on myself is to use an old deck of trusty fella’s, short stout stunties that wreck shop against almost any type of quest.

All DWARVES

Hero (3) Dain Ironfoot (RtM) x1 Gimli (Core) x1 Ori (OHaUH) x1

Ally (27) Veteran of Nanduhirion (KD) x2 Erebor Battle Master (TLD) x3 Longbeard Elder (FoS) x3 Longbeard Orc Slayer (Core) x2 Veteran Axehand (Core) x3 Dori (OHaUH) x2 Erebor Hammersmith (Core) x3 Erebor Record Keeper (KD) x3 Longbeard Map-Maker (CatC) x3 Miner of the Iron Hills (Core) x3

Attachment (8) Steward of Gondor (Core) x1 Hardy Leadership (SaF) x2 Legacy of Durin (TWitW) x2 Horn of Gondor (Core) x1 Dunedain Warning (CatC) x1 Dunedain Mark (THfG) x1

Event (11) Khazad! Khazad! (KD) x3 Lure of Moria (RtR) x3 Feint (Core) x2 A Very Good Tale (OHaUH) x3

The strategy for this deck is pretty simple. Allies are so versatile in that they can quest big, stack attacks, and block as a sacrifice to save heroes early on. Dwarves are durable enough that a lot of Treachery cards that might wipe out a portion of your force will be of no concern, especially if you can get out a Hardy Leadership. Dain lets you quest with a good value starting pretty early on with just a couple of characters and then if you can get out an Erebor Battle Master, even the toughest and biggest baddies will be no problem to you at all. The deck might benefit from an extra Steward of Gondor, but I just don’t like the feel of having more than one, thematically. I’d like to have no SoGs in there, its just so darn powerful!

Next time: I’ll dive into Allies and what makes them so great. Which allies should I send, EVERYONE!

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About dhunterphillips

Visit my Facebook Fan Page to connect: http://www.facebook.com/DavidHunterPhillips While not working as a GeoInt Analyst in the Washington DC metro area, D. Hunter Phillips enjoys a life-long love of sci-fi, fantasy, role-playing games, and a great many other nerdy things that he explores through writing and games. D. Hunter regularly writes board game reviews at BoardGaming.com. Through his writing, D. Hunter hopes to inspire and speculate on the future and the past. He seeks deeper meanings within pulp genres of fantasy and sci-fi. D. Hunter enjoys the tales of John Ringo and Charles Stross. D. Hunter's readings lead him in a never ending cycle of sci-fi, history, physics, and psychology. D. Hunter enjoys going to DC area Goth clubs and seeing some of his favorite bands, such as VNV Nation. He also loves his home life with his partner in crime and several pets.
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