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The Lord of the Rings: The Card Game» Forums » General

Subject: Tactics Martial Deck - Passage through Mirkwood rss

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Chris Pendleton
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Hi all,

I played this game for the first time last night. I got utterly destroyed. Is this normal? I'm guessing so.

I did get some of the rules wrong, which played into my destruction. When questing, I drew cards for all engaged characters instead of per player. I kept getting the terms hero, character, and player mixed up. Regardless, I watched some videos last night and have a much better understanding.

So, my question ...

I see lots of posts about Leadership and Lore decks from the core used in the quests in the core. However, I rarely see posts about the Martial deck. Is there a reason for that? Is the Tactics deck considered weak? I love the theme and art of the Tactics deck (so far).

Thanks!
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Zac Jensen
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Sedro Woolley
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Tactics deck is very weak for solo play.

Check the forums for the Back to Basics Killer Deck. Play with that and the game will be much easier. I just started this game and have easily beat the first scenario 3 times. If you sort the forums by "top" this deck will be the top forum post.
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Chris Pendleton
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Thanks Zac!
 
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Iain
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I'd recommend trying it, but you will soon see why. There is almost no willpower in the deck, so actually working through the questions is almost impossible.

Things do improve as you add expansions in though.
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Juan Valdez
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Pen242 wrote:
I see lots of posts about Leadership and Lore decks from the core used in the quests in the core. However, I rarely see posts about the Martial deck. Is there a reason for that? Is the Tactics deck considered weak? I love the theme and art of the Tactics deck (so far).

Thanks!


Tactics deck is weak at directly questing, very strong at fighting. This is a problem with location-heavy scenarios.

For the first scenario (Passage Through Mirkwood), Leadership is probably the best core mono sphere deck to play first, followed by Spirit, then Lore, then Tactics last.
 
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Todd
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Tactics deck is very weak for questing, but great for combat.

I second Zac's suggestion to start with https://boardgamegeek.com/thread/1108855/back-basics-killer-... that deck. It's a great all-around core deck, and then you can tweak it once you're more familiar with the game and pick up expansions. I've had fun using it from core all the way through most of the Dwarrowdelf cycle.
 
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Sam Cook
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Denton
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Pen242 wrote:
When questing, I drew cards for all engaged characters instead of per player.


Ouch, yeah, that will do it!

The core tactics deck only works solo if you happen to draw lots of enemies since killing things with legolas is the most reliable way it can make progress. I've beaten the first quest before using it, but I think it was more luck than skill for sure.
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Drake Faris
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I just got this game too and I love it. But like yourself, I have been getting wrecked. I haven't made it through the first quest card in the first quest (Passage through Mirkwood) which is embarrassing I feel like.

One thing I've noticed is that using the pre-made core decks, while helpful in getting to know the spheres, isn't ideal when attempting to beat quests. You'll want to mix spheres to make a more powerful deck. Checking the resources other players have listed in this thread, or even checking out this site will help: http://ringsdb.com/

As for myself, is there hope? I don't know. But I love the game even if I'm not good at it. I noticed a rule in the back of the rule book called "Basic Game." Essentially, you don't use the "deal a shadow card" mechanic when battling. I think I'll have to use this version of the game until I get better at playing.

Good luck to you!... And me hopefully.
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Dale Stephenson
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Tactics deck is fine *if* it is played alongside another deck. If you have two players or are playing two-handed solo, there's no issue with playing the starter tactics deck.

All four of the starter decks are mostly useful for getting to know the cards. Once you start deckbuilding, it will be a few cycles before you will want to construct monosphere decks.
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Juan Valdez
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Donkler wrote:
Pen242 wrote:
When questing, I drew cards for all engaged characters instead of per player.


Ouch, yeah, that will do it!

The core tactics deck only works solo if you happen to draw lots of enemies since killing things with legolas is the most reliable way it can make progress. I've beaten the first quest before using it, but I think it was more luck than skill for sure.


Yes, that's how it works, it does depend on drawing more enemies than locations. This is why "easy" mode is harder for pure tactics, it removes too many enemies. It does take some considerable skill though, don't sell it short!

I found Lore quite difficult as a mono deck, probably due to being unlucky the first few times I played it, drawing almost all enemies and few locations. Funny how that goes.
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Greg Darcy
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Blue Mountains
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All of the above.
Another resource worth it's weight in palantirs is Beorn's Path
https://hallofbeorn.wordpress.com/beorns-path/
 
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Jonathan Nicol
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In my opinion one of the shortcomings of the rule book is that it does not warn players that the starter "decks" included in the core set are really just a mish mash of cards that are grouped together by virtue of belonging to the same sphere of influence.

Further, the rule book could warn players that the Tactics deck played by itself may struggle to win against even the easiest scenario, due to its willpower deficit. In many Fantasy games the warrior/fighter class is a good all rounder, so it is what new players reach for first - I certainly did.

Part of the problem, I think, is that when Nate French designed the game he didn't anticipate how many people would be playing solo (Escape from Dol Guldur makes this obvious). I suspect he imagined that there would be two or more players, and if one player chose the Tactics deck then the other players could balance things out by choosing questing decks.

It is very useful to play each of the starter decks a few times to familiarise yourself with the strengths and weaknesses of each sphere, but to make progress in the game you will need to start building custom decks, probably using cards from two or more spheres.

P.S. Welcome to the game! If you have any rules questions, people here are always happy to help out

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Todd
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SheriffShaq wrote:
Essentially, you don't use the "deal a shadow card" mechanic when battling. I think I'll have to use this version of the game until I get better at playing.


That's exactly what I did when I started until I got better at the game. And then you'll learn that dealing shadow cards can be a good thing too, like when that second Hill Troll shows up as one.
 
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