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flightmaster101

Playing solo, 2 handed

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I am still here & enjoying this. I went through the same journey at the beginning of the year although I started out with the two handed version. I have now tried single player & can't imagine going back ;) TBH I have a buddy to play 2 player with now & Octgn is tricky 2 handed …

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Good to know!  I'll hopefully have an update on Dwarrodelf soon.  Right now I'm stuck on Road to Rivendell.  I keep questing with Arwen then getting a shadow card that says: " Discard exhausted allies."  And when Arwen leaves you loose, so that sucks.  Anyways thanks for the feedback and I'll try to post again soon.

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flightmaster101 said:

Good to know!  I'll hopefully have an update on Dwarrodelf soon.  Right now I'm stuck on Road to Rivendell.  I keep questing with Arwen then getting a shadow card that says: " Discard exhausted allies."  And when Arwen leaves you loose, so that sucks.  Anyways thanks for the feedback and I'll try to post again soon.

 

Tip - don't quest with Arwen.  Early game or in emergencies you may have to but once you have some ally questing power she is better off at home along with as many heroes as possible.  I do not like the design of those two killer cards Sleeping Sentry & Orc Ambush but you can play around the first & the Ambush is very random (helpful if it pulls down a sniper).   I got huge satisfaction from beating this with my spiritless deck twice in a row now. 

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Pickles said:

Tip - don't quest with Arwen.  Early game or in emergencies you may have to but once you have some ally questing power she is better off at home along with as many heroes as possible.  I do not like the design of those two killer cards Sleeping Sentry & Orc Ambush but you can play around the first & the Ambush is very random (helpful if it pulls down a sniper).   I got huge satisfaction from beating this with my spiritless deck twice in a row now. 

That is exactly what happened, early killer card.   In the first two turns I used her to quest for 2 reasons: 1. Will until I had Allies out and 2. Resource generation for Spirfindel.  So you can imagine my frustration shuffling three decks, prepping the play area only to lose in the combat phase of turn two.

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I have only played this game solo 2-Handed, but I have found it to be a bit easier but tons more fun if you use slighty modified rules as follows:

Lord of the Rings, Living Card Game House Rules

Version 2.01 

 

  1. In the original game a player only gained resource tokens equal to the number of Heroes, one per Hero. This severely hinders playing with less than 3 Heroes and significantly penalizes a player who loses a Hero. Instead, make it so that each player ALWAYS gets 3 Resource Tokens each turn and they can allocate these 3 resource tokens to the Hero or Heroes of their choice. This way, playing with less than 3 Heroes, is more playable, AND players can now shift which spheres of Influence gain resources each turn, depending on what cards they hope to cast.
  2. Scoring Changes. Victory points were way too few, Change the scoring system as follows:
    • Victory points are gained at 2 times the number printed on a card. Victory points are also gained for killing enemies in combat and for exploring locations.
    • For enemy cards killed in combat: divide the Hit Points by 2 and round UP to get the victory points gained (in addition to the 2* victory points printed on the card as above).
    • For locations Explored: divide the Quest Points by 2 and round UP to get Victory points gained (in addition to 2* victory points printed on the card – this way those that are really important count more).
    • Also, instead of adding 10 times the number of rounds played, now add 5 times the total of the number of rounds played minus the Difficulty Level, i.e. 5*(# of rounds – difficulty level).

To facilitate this scoring system use decimal dice to record the number of rounds played, and another set of decimal dice to keep a record of victory points gained.

  1. Exhausted Heroes and Gandalf can try to attack engaged enemies, but if they succeed they do so with attack strength of 1 or 2. To attempt to attack, each exhausted Hero rolls 1D6 and they can attack if the roll is less than or equal to (2 + their Attack Strength). If (2 + Attack Strength) is less than 6, and they succeeded in the 1D6 roll, then they attack with an Attack Strength of 1. If (2+Attack Strength) is greater than or equal to 6 then they can automatically attack with an Attack Strength of 2. They can combine with other Heroes or allies of the same player. This way, besides defending and/or questing, exhausted Heroes (and Gandalf) have a chance to make some contribution to the attack phase too, depending on how good they are at combat.
  2. Do allow Heroes armor (shield) Defense Strength number to absorb damage from an undefended attack. However, every undefended attack will still result in at least 1 damage to the Hero. Also, an Undefended attack will only kill a Hero if they had only 1 hit point left, i.e. if the Hero had 2 or more hit points at the beginning of the undefended attack, then they will take at least 1 point of damage up to a maximum of (#Hit Points they have – 1). That way it takes at least 2 undefended attacks to kill a Hero. This makes Heroes a bit tougher and gives the players a chance to heal their Heroes before they get into critical condition.


 

 

Questions with answers

  1. Do encounter cards with victory points get shuffled back in the deck or held aside? YES, they do get shuffled back in after the victory points are recorded (in this version).
  2. Do engaged enemies stay engaged after refresh? YES
  3. Do cards attached to other cards exhaust independently? YES
  4. Does a player “control” enemy encounter cards attached to one of their characters? YES, see page 25 of rulebook.

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Well it will certainly be a lot easier with those changes. I don't  track score so I don't care about that one, except it completely messes up some quests notably Hills of Emyn Muil. You need to double the VP needed for that one.

Really it's a solo game so you can play it however you want to. Making it really easy will be a bit pointless for steamrollering the scenarios with the strongest decks but will widen the pool of viable cards & decks so if that's what you want have at it! 

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I tired the house rules posted and I just think its too easy.

1) There is no stress on resouces, especially during Dol Guldur and Jouney down the Anduin.  In Anduin you have low enough threat to avoid the troll, get a forest snare, and a weak ally and sacrifice your ally, snare the troll and enough resources to "Gandalf" him in like 2 turns.

2) Using exhausted characters to attack makes the planning phase almost irrelivant.  I can defend with Gandalf use his 4 def + 4 hp and turn around and attack with him also.  The dice method means Gandalf will always get an attack and Aragorn or Gimli or any hero really with attachments can be guarenteed an attack also, with a greater attack than heroes who have a chance at failure.

Since I didnt play a vp specific game I have no comment about the vp rules.

It just seems to me these rules have eliminated much of the "cost" of questing and defending, and therefore you will dominate every game with very rudamentary planning.  There is also a puzzle factor to this game thay goes arwy when you eliminate these things.  For instance for Journey with only the core set your best friend is "forest snare", but with the ability to go in with the low threat of one hero and literally buy your way out of trouble makes the scenario moot.

I dont like games that I just dominate by showing up, I like the failures of Dwarrowdelf (for instance) they make success feel all the better.  And knowing how easy it is to fail makes the excitement of putting that last progress tokien on the last quest card very rewarding.

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I usuallly always play 2P and have never tried single played 2-handed.  I can completely understand why some people would do this, especially if you have no-one else to play with and you want to make use of all the cards you payed for, but does it not make the game too easy?  The rules state that players 'cannot name or read out loud directly from cards in their hand, or from cards that they have seen but the rest of the players have not', presumably so that it's not too easy to set up combos etc.  Obviously this element is removed in a 2-handed game.

No disresepect to people who play like this - like I said, I understand why you would want to - but do you not feel like you're *whispers* cheating the game a little bit?

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Further to my last post also, it seems that a lot of people who play '2-handed' are under the belief that the game is easier in 2 player.  Over the last 18 months or so of playing, I have simply found this not to be true.  I play almost exclusively 2P, but when I do play solo I almost always find things a lot easier and my win rate goes up.  I dunno… maybe my partner is just a bit rubbish sonreir

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2 player is easier with a lot of scenarios such as those in the core set & return to Mirkwood. I expect it is not easier in eg Into Ithilien where you burn through the deck faster  & have much more chance of hitting a Warg Apocalypse.

Another thing I suspect is that 2 player will work with slightly less good decks a reasonable part of the time so it's a chance to try out weaker stuff & still win sometimes.  & one more thing is probably 2 decks not synergising as well as one deck does.

 

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bollywongaloid said:

I usuallly always play 2P and have never tried single played 2-handed.  I can completely understand why some people would do this, especially if you have no-one else to play with and you want to make use of all the cards you payed for, but does it not make the game too easy?  The rules state that players 'cannot name or read out loud directly from cards in their hand, or from cards that they have seen but the rest of the players have not', presumably so that it's not too easy to set up combos etc.  Obviously this element is removed in a 2-handed game.

No disresepect to people who play like this - like I said, I understand why you would want to - but do you not feel like you're *whispers* cheating the game a little bit?

 

I played pure solo for a long time before moving to 2-handed play, and I haven't looked back since. To me, it's not about making the game easier, it's just a lot more fun to actually be able to use "ranged" and "sentinel" and to build two decks that work together. As far as whether or not this is "cheating", I guess that is in the eye of the beholder. Personally, I always thought the "table talk" rule was pointless and misguided. The game is supposed to be cooperative, and players should be able to freely discuss whatever they want with each other. I don't think the "table talk" rule adds anything to the game, and it doesn't fundamentally make the game easier to ignore it. 

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flightmaster101 said:

Playing solo also eliminates some good mechanics (like FOS) and makes a few scenarios unwinnable, which is why i started going to a 2 deck game.

Hmmm i play mostly solo and i win against every scenarios which is here for current day.

2 player game si more fun bu much most of scenarios is too easy for 2 player game special if they are good players and both have good synergy decks.

But HON change it! So now 2 or more player game is much more interesting and hard then before.

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Glaurung said:

Hmmm i play mostly solo and i win against every scenarios which is here for current day.

2 player game si more fun bu much most of scenarios is too easy for 2 player game special if they are good players and both have good synergy decks.

But HON change it! So now 2 or more player game is much more interesting and hard then before.

Can you beat Shadow and Flame with only cards released up to that point?

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flightmaster101 said:

Glaurung said:

 

Hmmm i play mostly solo and i win against every scenarios which is here for current day.

2 player game si more fun bu much most of scenarios is too easy for 2 player game special if they are good players and both have good synergy decks.

But HON change it! So now 2 or more player game is much more interesting and hard then before.

 

 

Can you beat Shadow and Flame with only cards released up to that point?

Yes sure. With Elrond/Hama/Glorifindel(spirit) deck. There is a eagles as well, feint ( to stop the Balrog) and Vilya mechanic. Actually this deck can beat any quests Up to SAF date.

I have another deck which one can beat any quest Up to date now! If you go to Strategy and deck buliding part of this forum you will see topic Thorin complany dwarves deck. Check it out! IS most powerfull solo deck in my opinion now. Can win all quests and HON as well.

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Glaurung said:

flightmaster101 said:

 

Glaurung said:

 

Hmmm i play mostly solo and i win against every scenarios which is here for current day.

2 player game si more fun bu much most of scenarios is too easy for 2 player game special if they are good players and both have good synergy decks.

But HON change it! So now 2 or more player game is much more interesting and hard then before.

 

 

Can you beat Shadow and Flame with only cards released up to that point?

 

 

Yes sure. With Elrond/Hama/Glorifindel(spirit) deck. There is a eagles as well, feint ( to stop the Balrog) and Vilya mechanic. Actually this deck can beat any quests Up to SAF date.

I have another deck which one can beat any quest Up to date now! If you go to Strategy and deck buliding part of this forum you will see topic Thorin complany dwarves deck. Check it out! IS most powerfull solo deck in my opinion now. Can win all quests and HON as well.

Here is a deck list of the Elrond wisdom deck. Can manage SAF and all other quests. HON i didn try but i think have a good chance to win  as well.

Total Cards (50)

Hero (3)
Elrond (SaF) x1
Glorfindel (FoS) x1
Hama (TLD) x1

Ally (20)
Arwen Undomiel (TWitW) x2
Eagles of the Misty Mountains (RtM) x3
Gandalf (Core) x3
Gildor Inglorion (THoEM) x1
Gleowine (Core) x2
Haldir of Lorien (AJtR) x1
Winged Guardian (THfG) x2
Imladris Stargazer (FoS) x3
Vassal of the Windlord (TDM) x3

Attachment (15)
A Burning Brand (CatC) x2
Asfaloth (FoS) x2
Healing Herbs (FoS) x3
Light of Valinor (FoS) x3
Unexpected Courage (Core) x2
Vilya (SaF) x3

Event (15)
A Test of Will (Core) x3
Daeron's Runes (FoS) x3
Dwarven Tomb (Core) x1
Elrond's Counsel (TWitW) x3
Feint (Core) x3
The Galadhrim's Greeting (Core) x2

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There's just too many mechanics that only profit from 'dual-wielding' two decks, so I'd rather play 2.

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***Update***

I dont know how many have been waiting around, but I made it 5/6th of the way through Dwarrowdelf and continue to get creamed on Shadow and Flame.  I did some analysis on my decks and realized that I have only 18 characters in my Lead/Tactics deck.  So I took out a few attachments and added some low cost characters as sacraficial lambs to Durin's Bane.  Unfortunatly this means I will have to play all 6 again to make sure these decks work for the entire cycle.  I also will change from a core x1 to a core x3 since Amazon had that sale, and I may as well use all my cards.  This will give me feint x3, I think that will be benificial over the whole cycle.

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Marginal0 said:

There's just too many mechanics that only profit from 'dual-wielding' two decks, so I'd rather play 2.

So true bro too many mechanics in palyer and enqounter cards go off in 1 deck play ,its like u r playing the game in a wrong way ! all the way !!!

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*** Update ***

 

I have changed my deck significantly to pass SAF.  Mainly taking our events and attachments and adding 1 and 2 cost allies to be sacraficial lambs to Durin's Bane.  I will be playing through the rest of the cycle to see if these decks can make it through the entire cycle and are not just specialized to SAF.

 

The basics of what I am using is a Spirit/Lore and Lead/Tactics with Aragorn, Elrond, Spirfindel and Elrohir, Elledan, and Legolas.  The idea is to make "Elf" decks, and I think it works with the theme of Dwarrodelf since you are first going from Lorien to Rivendell then Elrond asks you to go to Moria.  The second reason is because there are a lot of killer Dwarf decks out there and I havent seen a relly good Elf Deck yet, so why not make one myself.

For the spriit/lore deck the MOST improtant thing is getting "Light of Valinor" (FOS) on Glorfindel so he can quest "for free".  2nd is getting Vilya out on Elrond and the other is having the L/T deck get Celeborn's Stone out for Aragorn.  Vilya and Celeborn's stone are not as important as getting the Light on Glorfindel.

For the L/T deck I dont really have a "must have" starting hand except maybe getting Rivendell Blade on Legolas might be nice, and getting "Stewart of Gondor" or "Resourceful" on Elrohir would be nice, but not necessary.  This deck is made to get "support of the eagles" on Legolas (for attack) or Elrohir (for defense) and use "Eagles of the Misty Mountains" stacked with "Vassal of the Windlord" and "Winged Guardian" to make them have super attack or defense.

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***Update***

So this deck was a little worse for entire cycle, but better for SAF.  I initially had some trouble out of the gate with Redhorn Gate, I almost changed my deck again becuase I thought it was going to be impossible.  The basic strategy behind my deck is the entry above.  Basically get the Light of Valinor on Glorfindel and get 2 copies of Feint in the other hand for Hama to disable enemies with.

The biggest reason I had to change decks was becasue my Lead/Tac deck was 50% events 30% char and 20% att.  And while it worked well on 5 of the 6 chapters it failed miserably in SAF.  First Legolas went bye bye and Hama was added for his ability to get Feint back into my hand.  So that deck changed to include more low cost characters and slim down the events and attachments, I even reduced so many card I put some resource generation in.  My Spirit/Lore deck suffered because going strictly on theme gave me too many high cost allies, which again worked well for 5 of the 6 chapters but when you cant get a low cost ally out to sacrafice to Durin's Bane it really hurts saying goodbye to a hero.

So once again my "theme" of Elves got spit up and I ended up with some men and dwarves in to help the elves out.  I'm just disspointed mainly because there are so many great "dwarf decks" out there that really stick to a dwarves only theme.  So for both Mirkwood and Dwarrowdelf I had to blow up my theme to get something that worked for the entire cycle.

So my scores went (score, wins/losses): TRG 198 1/4, RTR 119 1/2, TWITW 116 1/1, TLD 134 1/2, FOS 202 1/2, SAF 169 1/1.

My decks went like this:

Heroes:

Loragorn, Elrond, Spirfindel                                                                                    Elrohir, Elledan, Hama

Allies:  (Spirit, Lore, Neutral)                                                                                  (Leadership, Tactics, Neutral)

Lorien Guidex3                                                                                                     Guard of the Citadel x3

Northern Tracker x2                                                                                              Snowbourn Scout x3

Bofur x1                                                                                                              Veteran Axehand x3

Arwen Undomiel x2                                                                                              Gondorian Spearman x3

Imladris Stargazer x3                                                                                           Winged Guardian x3

Daughter of the Nimrondel x3                                                                                Vassal of the Windlord x3

Erebor Hammersmith x3                                                                                       Eagles of the Misty Mountains x3

Henamarth Riversong x2                                                                                       Watcher of the Bruinen x3

Gleowine x2                                                                                                        Trollshaw Scout x3

Miner of the Iron Hills x3                                                                                       Gandalf x3

Haldir of Lorien x1

Gildor Inglorioin x1

Master of the Forge x3

Gandalf x 2

Events:  (same order)

The Galadrim's Greeting x3                                                                                 Sneak Attack x3

A Test of Will x3                                                                                                Feint x3

Elrond's Counsel x3                                                                                           Unseen Strike x3

Lore of Imladris x2                                                                                             

Attachments: (same order)

The Favor of the Lady x1                                                                                    Steward of Gondor x1

Light of Valinor x3                                                                                             Celebrian's Stone x1

A Burning Brand x2                                                                                           Horn of Gondor x1

Asfaloth x1                                                                                                       Support of the Eagles x1

Vilya x1                                                                                                            Keeping Count x3

                                                                                                                        Rivendell Blade x3

                                                                                                                        Resourceful x1

 

Sorry for the delay for all those who like to check up on this.  This is a tough cycle, and I have only had time to play about 3x a week lately and when you fail as much as I was it takes a while to get stuff done.  Let me know if people out there are still interested, I should be moving on to my HoN box next and I am still thinking of a theme for that deck.  I am thinking a Gondor/Rohan mix, but let me know what has worked out there for you guys.

Also for the community: am I too strict with my theme?  When you guys theme a deck for say "Gondor" do you include dwarves, elves and rohan types to help? 

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