Khamul The Easterling said:
I have heard many differant opinions about this senario. Most say its bad solo but i've heard quite a few say its one of thier their favorite quests solo. I am a solo player (athough I could switch to two handed any time) and I have expansions 2-4 in the Mirkwood cycle and 2,3,5 in the Dwarrowdelf. I also have KD. I have a few questions. I know that everyone has differant opinions, but please answer these questions in your opinion:
1. Were all the bad comments about solo Return to Mirkwood when people just had the Mirkwood cycle or is it still generally bad for solo with all the new expansions?
2. What makes this senario bad for solo play?
3. What do you players that play two handed think of Return to Mirkwood?
4. Do you like this for solo play?
5. Is this quest one of your favorites solo or mulitplayer?
6. What are you final comments about this quest?
I'm a bit confused with people saying differant things about this senario, so im trying to get some more opinions.
Thanks so much,
I can offer only limited input here, since I rarely play solo, but I think I can answer several of your questions.
RtM is one of the most challenging quests solo because of the "guarding Gollum" mechanic. One player guards Gollum, and as a result there are several very nasty encounter card effects that will target them. Raise your threat by 8, discard 10 cards come to mind. Additionally, you have to raise your threat by an additional 3 every round if you have Gollum -- you can juggle the threat burden in multiplayer, but in solo games that means a sure 4 threat per round (3 plus the regular refresh).
As if that weren't bad enough, the quest cards themselves have text like: the player with Gollum can't play any cards. Basically, as a solo player you are severely are mercilessly crippled. This reduces the fun factor unless you are die-hard for a challenge.
Considering cards that have been released after Return to Mirkwood, there are just a very few cards that might help to surmount some of the challenges posed to the solo player in this scenario. Vilya + Elrond can help you continue to play cards even under the quest card restriction mentioned above. Add Imladris Stargazer to the mix to make this a bit more strategic. There're a few more options for threat management now, too (Elrond's Counsel, Lore Aragorn). And a little bit more help pulling cards out of the discard pile (Hama, To Me! O My Kinsfolk!). Still, the challenge of this scenario is considerable for the solo player, and in ways that could be considered ureasonable.
I think it's great fun as a 2-player game, so you might enjoy it playing 2-handed.