Having barely escaped from Moria, the Company of the Ring flees into the forest of Lórien where they are welcomed by the Elves of the Golden Wood and supplied with boats and other gifts by their Lord and Lady, Celeborn and Galadriel. Then they set out upon the River Anduin. But soon they are swarmed by enemies and are forced to go ashore. Seduced by the Ring and divided what to do next, the party splits up.
Trapped inside the Mines of Moria, the Company of the Ring must find their way tto reach the eastern door. But with every step they take into the Mines, there is a growing sense of dread, named the Balrog.
In the House of Elrond, the evil wound that Frodo received on Weathertop gets healed. The council decides that the One Ring cannot remain hidden in Rivendell and sends out a party to destroy the ring. This chapter depicts the first part of the journey — up to the entrace to the Mines of Moria through the hidden gate.
The third part concludes the first of the six saga expansion boxes for the Lord of the Rings (LCG). I did not liked this quest, because you get swarmed by Nasguls and as far as I rember you have to use the addional burden deck cards a lot to cancel all the attacks. Also, the ring bearers‘ life is ticking away which makes it quite uncomfortable to play.
Continuing my campaign from the Lord of the Rings (LCG), reaching the Prancing Pony and continuing to Weathertop.
Winter time. Stay-at-home season. Get a candle (or two). Best mood to play through the Lord of the Rings (LCG) campaign. Last time that I’ve played the campaign, only half of the game boxes for narrative game play were published, so I had to stop half way through. Now, I have all the needed expasions. Lets see how far I get.
Taking some advice from the community into account (mostly from dalestephenson), I revised my Outlands cards. Gogasgil can now generate resources himself. The allies are a bit more steamlined (they either can participate at questing or use their boni) and the events share the game mechanic revolving around cards at the bottom of the deck. Trade-off is the Sword of Morthond is not that much pushed anymore.
With the recent cycle many traits got buffed. A very old trait got no love. The Outlands. One could argue that with the current meta that trait does not need to be strengthened more. Partways, I have to disagree. While using them in a mixed deck (like my Drinking Outlands deck) they are strong, if not to say overpowered and very easy to play at the same time, but not in a somewhat all purple deck. Even within the original cycle where they appeared first was Lord of Morthond, a card that was ment to fix a downside (card draw) of a pure purple Outlands deck, but at no time of the game that card was somewhat powerfull. So, in conclusion, Lord of Morthond never had its place in an Outlands deck.
This beeing said, I think that playing all purple Outlands today would result in a weak deck and could use some buffs to be on par with todays meta. I had the idea to explore the Outlands trait a bit and design cards to strengthen them, but especially with all-purple-heroes in mind.
Hero Grimbeorn the Old can defend and kill within one tiny action – all over the board. Combined with Armored Destrier he can do that multiple times, given enough resources at hands. For this he does have 5 build in attack power. As nowadays most enemies do need an attack power of 6 be killed, he needs a bit of a strenthening. Instead of wasting restricted slots he can use the Dunedain signals. Still beeing vulnerable at the first attack, we need some shadow canceling. For this we do use hero Balin.
The card listing, as well as a detailed description of each cards purpose, can be found on ringsdb.com