This living card adventure game offers many different expansion scenarios, providing superb storytelling and tactical game challenges. So far i have explored all the Core set & Mirkwood cycle, Khazad-dum & Dwarrowdelf, Isengard & Ringmaker, and from the saga series the two Hobbit boxes, Black Riders and Flame of the West. I have become more selective in buying cycle packs within Lost Realms & Angmar, Grey Havens & Dreamchaser, Sands of Harad & Haradrim. I only play this game solo with one support deck, so this influences my view of which quests i like the best, and I prefer scenarios that provide a themed adventure, rather than remembering complex mechanics. My ongoing thoughts may help steer newcomers around some of the expansion choices to be made.
Here are my favourite adventure quests of the 63 i own (with 56 played so far), from a solo one deck play perspective and combining together themes of the expansions.
1. Passage to Mirkwood (Core Set) & Beneath The Sands (Haradrim Cycle) – Mirkwood is an excellent introductory quest with a spiders theme, which is relatively easy to beat and is worth customizing by adding in alternative cards from the nightmare deck for variety, or to increase the difficulty level. Beneath The Sands searches caverns to destroy a brood mother. A tough solo test which switches your journey from being off track, when you need to search tunnels for the correct path, and being on track when the spider menace increases. This encounter deck has many tricks up its sleeve, and progress is slowed as you can’t apply success to the main quest every turn. I usually ease the difficulty and play without adding the extra forced on track card to the staging area. Return to Mirkwood (Mirkwood Cycle) has a great alternative spider encounter deck with a tough Attercop boss. It requires you to look after Gollum, who causes rising threat each round (which in solo play i add every other round to compensate for only one player), and it is another really enjoyable spider adventure. Flies & Spiders (Hobbit On The Doorstep) is a venom themed encounter with more great artwork but as a quest seems slightly more fiddly to play through.
2. Seventh Level (Khazad-Dum) & Long Dark (Dwarrowdelf Cycle) – are thematic quests in the goblin mines, where enemies attack you thick and fast, and if you are unlucky a troll emerges from the tunnels to make things even more difficult. Goblins should generally be dispatched easily enough, but you need to control them, so allies are essential, but you will also need some condition and shadow help. The Long Dark has an added theme of being lost in the dark tunnels and does have changeable difficulty levels dependent on encounter card draw. Both these scenarios capture the feeling of being over-run by goblins, and whilst being tricky, are very playable with a solo deck. Also in Khazad-Dum is another good mines quest Flight From Moria where you search frantically for your way out against a more location and treachery driven encounter deck, and the opening quest Into The Pit focuses on a torch mechanic and is location heavy, but is not quite as exciting as the high standards set by others. Overall Khazad-Dum is not too tough and is my favourite deluxe box expansion set, with the mines best thematically played using Dwarves.
3. Redhorn Gate (Dwarrowdelf Cycle) – is an escort quest crossing the icy mountains, where snow drifts, blizzards and biting cold will hamper your progress and wargs are a constant threat. This is a great scenario, not overly hard to beat with a decent deck, but is one that constantly meddles with your best plans. The wargs, snow trolls and goblins provide varied enemies and they will be trouble if you let the mountain locations pile up. You will be escorting Arwen Undomiel, who provides helpful questing ability and resources, which helps ease the difficulty. The theme and artwork in this quest is excellent, and it really feels like an adventure with the snowy weather playing a key role. I enjoyed this quest so much that i purchased the nightmare cards to add variety and difficulty. The escort continues with Road To Rivendell (Dwarrowdelf Cycle) moving into goblin territory where enemy ambush is a threat. It is a good adventure, less weather dependent, and is more difficult due to tricky treachery and shadow effects. These two scenarios fit together as a favourite mini set, and works well with Elrohir and Elladan as heroes.
4. Temple of the Deceived & Drowned Ruins (Dreamchaser Cycle) – are a connected adventure set featuring hidden locations and undead. Fate of Numenor (Grey Havens) introduces an amazing lost island exploration theme, where locations only reveal themselves when activated. This is developed further in Temple of the Deceived where you begin with a full map laid out, and you must find the gate key to open the entrance to a grotto. Its unique location set up really works well, and as you start aided by a corsair captain and a raider, it makes solo feel more friendly than most. Drowned Ruins continues the story searching submerged ruins for a sunken shrine, and featuring sea creatures. You will need to decide when to dive underwater, at which point you reveal hidden areas but cannot add allies or attachments until you resurface. I enjoyed all these quests hugely, as they have an excellent story theme, and make the adventure the most important part of the experience.
5. Wastes of Eriador (Angmar Cycle) – has you hunted by a pack of wargs with an ally Amarthiul helping you, as you roam the hills of Armor. This is a tricky quest, as you move from day to night which changes the encounter effects in play. During the day you must quest hard and enemies will remain distant, however when night falls your threat will rise and the wargs will close in as a pack. It is a brilliant idea, and the warg artwork is excellent and well themed too. Now this is very tough to beat solo with the extra night encounter triggering, so i often reduce this to every other night (to compensate for only one player) or maybe add in alternative warg cards. Across the Ettenmoors (Angmar Cycle) continues the Amarthiul hunting theme with trollspawn searching for you, and with roaming giants and large trolls being a constant threat. You will be seeking out safe locations to hide from the numerous enemies that come after you and whilst it is a decent quest, it is fairly tricky to remember all the event triggers in play.
6. Watcher In The Water (Dwarrowdelf Cycle) – is a memorable monster fight encounter with the watcher creature from the lake. You have two ways to defeat this quest, by opening the doors of Durin to escape, or defeating the monster itself. Huge tentacles emerge from the lake to attack your characters, and this battle requires patience as many times the monster will defeat you. The watcher, once fully emerged, will pick off your heroes and allies each round, regardless of whether you have engaged him or not. The secret doors require you to discard precious cards and hope that you unlock the hidden code. This quest gives you some tense endings, and if you want the ultimate challenge then try to both defeat the watcher and open the doors as well. An alternative boss fight is found in Shadows and Flame (Dwarrowdelf Cycle) where you take on the immense Balrog in the mines, an even tougher scenario which requires quite specific deck assistance to beat it and ends up more a puzzle than an adventure, although it is very thematic. Thing in the Depths (Dreamchaser Cycle) offers an alternative deep sea take on the Watcher quest, but i have not played it yet.
7. Escape From Mount Gram (Angmar Cycle) – is a dungeon escape quest where you start with just one hero, and you must first find and then free the others. You begin with two player decks, with one holding all the captured allies and attachments, and you will have to recover these gradually as you search through the prison cells. The goblins encounter deck initially features guards, jailors and torturers, but eventually when you near the end of the quest the Angmar Orcs will join in to hunt you down as you flee. This is a very story driven scenario, has really nice artwork with a slightly different style and is a lovely quest to play. It has an easier difficulty level than most quests, and is one i bought the nightmare cards for. Another dungeon escape quest was Escape From Dol Guldur (Core Box) but here for the solo player it has one of the highest difficulty levels, and is largely a frustrating experience. Dungeons of Cirith Gurat (Haradrim Cycle) is a rescue and escape dungeon jail quest, which i have not yet purchased.
8. Treachery of Rhudaur (Angmar Cycle) & Deadman’s Dike (Lost Realms) – where you enter ancient ruins to fight the undead in atmospheric locations, and featuring Thaurdir as the main wraith boss. In Deadman’s Dike the undead will be draining away your life force by discarding your player deck, and you will lose the game if it runs out, and this clever new design technique works thematically well. Treachery of Rhudaur is arguably even better and continues the story, but this time you are assisted by an ally called Amarthiul, and must try to uncover a series of clues by way of completing side quests, which if obtained add a bonus to your core statistics. You eventually face a deadly pursuit by Thaurdir who will be quickly picking off your party as you try to escape. Both quests are tough but are beatable solo, and have a similar theme to play together. Two more undead quests in the Angmar cycle are The Dread Realm and Battle of Carn Dum but both of these are known to be particularly hard and i have not yet been brave enough to purchase them.
9. Journey Along The Anduin (Core Set) & Nin-In-Eilph (Ringmaker Cycle) – offer wilderness & swampland adventuring with creatures to fight such as snakes and wargs. Anduin is another great core box quest which opens with a tough hill troll battle which you must prepare for, and then features a more leisurely journey down the river. While you travel, goblins may try to shoot you, and enemies will gradually accumulate on the river banks waiting for you to finally land. Eventually if you have not kept the enemies under control you will have a massive end battle on your hands. The swampland quest Nin-In-Eilph is extremely difficult but has become a challenge i really enjoy. You trek through bogs and marshes with various creatures attacking you, and locations shifting around. It has a straightforward adventuring style and a neat boss creature ending. The artwork and theme of both quests are excellent and it is relatively easy to switch in alternative creature encounter cards to tweak the difficulty level.
10. Ruins Of Belegost (Gencon) – are the half sunken ruins of the dwarf city, and this adventure is the closest to a dungeon crawl scenario. You will be searching locations for treasures that you can use, while being threatened by a dragon and other sinister creatures. Whilst this quest is almost impossible to solo with one deck as originally written, i tweak the rules using ‘Stalking the Ruins’ as time counter which after 3 resource tokens brings Naurlhug into play for that one round, before disappearing under the water out of play at the refresh stage, resetting the resource counters on the card to zero. This acts like the time keyword as the dragon still picks off your allies and causes damage, but without remaining to destroy games early on. I also optionally remove the requirement to add a hazard card when using the discover keyword to search for treasure (as this often overloads the staging area for one player). The artwork and theme here is excellent and with amended rules it can become one of the most enjoyable solo quests.
11. Battle of Pelennor Fields (Flame of the West) – is an epic 5 stage quest where you must defend the city of Minas Tirith from the witch king’s army. It has some extremely tough cards such as siege towers, but is cleverly designed and great fun, but may require toning down a little as a solo challenge (the witch king forced effect i reduce to every other round to compensate for one player). Passing Of The Grey Company is a great undead adventure with a small encounter deck focused on escalating threat, where phantom enemies initially increase threat rather than dealing damage, and your starting card hand is depleted, taking time to rebuild. With the right planning it is not too hard and is a great solo scenario. Siege of Gondor sees you attacking corsairs on a fleet of ships, and needs to be played as fast as possible as the fleet strength escalates every round. It is a nicely themed quick quest with a small encounter deck, but is not really as strong as the other two scenarios in the box. This saga box is varied, has brilliant artwork, and provides two of the strongest heroes in the game.
12. Escape from Umbar (Sands of Harad) – provides a city escape where you are pursued by guards, soldiers and archers, and feels like a chase scene. It requires a balance of questing and fighting, and the number of enemies appearing will be critical, and it is really great fun. Trouble in Tharbad (Ringmaker Cycle) is another city escape where spies are searching for a dwarf you are protecting. This is very threat focused, where you sneak around the city streets and inns, and climb onto the rooftops. Once the chief spy sends in orcs to track you down, your threat will rise quickly, so you must act fast to reach the crossing. Overall Sands of Harad is a good box for solo quests with great artwork, supporting the city escape with Crossing the Desert, a quicker arid adventure racing against time as the temperature rises, featuring sand vipers, worms and scorpions, and then you embark on a search, rescue and escape against an Orc encampment in The Long Arm of Mordor.
13. Intruders in Chetwood (Lost Realms) – where you must stop raiding orcs in the dark woods. This quest initially looks straightforward, being a one card scenario, but with side quests constantly diverting your attention, it becomes more tricky to complete than expected. The orc enemies and treachery can play havoc at times, and it results in one of the best orc scenarios. Weather Hills sees you hunting down these orcs, and you will track your kills while dealing with severe weather. This is equally tough to solo as treachery events and orcs trigger extra encounters, and some healing support in your deck is advised. The final quest in this box is Deadman’s Dike features an excellent battle against the undead. This expansion box has you optionally extending adventures by engaging in side quests to receive additional rewards or remove nasty staging effects, bringing in new questing choices, and it works really well. This is an enjoyable expansion box with the strong Angmar cycle following it.
14. Journey To Rhosgobel (Mirkwood Cycle) – is an enjoyable and uniquely different quest where you are on a rescue mission to save a wounded eagle. You are required to find different ways to protect and heal the eagle as you journey to safety, and offers up a nice objective to play, but needs a specially planned support deck. Other favourite quests in this cycle are Return to Mirkwood which features a journey through the forest with captive Gollum and has an alternative spider deck theme, and Hills of Emyn Muir which for me is underrated and journeys across some nice locations against Orc enemies, which i enjoy playing with only core set cards. Conflict at Carrock is a neat troll battle, but is more a tricky puzzle and very hard to solo without resets, but fighting trolls is fun. The remaining quests are not quite as good, Hunt For Gollum swings a bit too much from hard to easy on solo depending on surges and quest encounter triggers, and Dead Marshes features a Gollum escape test, and trying to capture him can become too long and drawn out. Generally easier than the following cycles, you will want to pick them up to start building up important player support cards.
15. Foundations of Stone (Dwarrowdelf Cycle) – is a highly regarded quest with changing paths each time you play. It is an underground quest using the torch which features split routes, and you won’t be sure where you will end up after being swept away. It has two encounter decks that change half way through, but the initial encounter deck can be slightly repetitive early on. It has some great features, is very tough and not all parts of the design will fully impact on solo players, but it really has an adventure feel to it. The Three Trials (Ringmaker Cycle) has changing set ups where you take on three different guardians of three keys in three different barrow locations. It has superb artwork and mixes up the challenge each time you play to keep it interesting. However beating it solo is nearly impossible, and the time rules make it frustrating, with the end location showdown bringing all guardians back to fight again. Both quests are clever, will change each time you play, but are arguably stronger multiplayer than as a solo experience.
16. Knife In The Dark (Black Riders) – finds you trying to escape the clutches of the Witch King and his ringwraith guardians, and features a build up mechanic where you aim to keep out of trouble early on, only to find yourself surrounded by wraiths in a final showdown. The quest features spies at the Prancing Pony Inn and wraiths, and you need to plan ahead because if you get too many wraiths in your encounter deck then you will be unlikely to survive. Also in this box Flight to the Ford is another good and fast to play quest which is treachery heavy. With Frodo injured you face a race against time to get him to safety as his life trickles away. The opening adventure Shadows of the Past requires you to leave Bag End and regularly test your ability to hide from the riders, and so questing choices are the main event, but it is more fiddly to play compared to the other two. All of the black riders box quests have a similar theme and so won’t provide huge variety, but its quests are solo friendly. It also has essential cards to build a hobbit based hero game with deck support and is best played thematically with the hobbits.
17. Voyage of Belegaer (Grey Havens) – you are on a journey sailing the seas with ship allies and enemies doing battle, while your characters fend off boarding raiders. Locations represent varying sea conditions including fog and storms, as you navigate to try and stay on course. This is not the hardest quest around, changes up the gameplay nicely, and is a fun solo quest. Fate of Numenor is my favourite quest in Grey Havens and rated really high in my overall list within its lost island storyline arc, searching for a hidden shrine and fighting off the undead. Raid on Grey Havens features a corsair attack, where elven ships are being set ablaze, it is more a puzzle quest than an adventure, and very tough for solo play. Overall an enjoyable expansion box, with two particularly interesting quests to play through. The Dreamchaser cycle continues on with these sailing and lost island themes.
18. Battle of Five Armies (Hobbit On The Doorstep) – is a thematic battle and a tough scenario that allows you to build a solo deck using more of the tactics theme, as you can quest with your attack power. Flies And Spiders is a spider themed adventure with a venom keyword which will poison your heroes alongside the usual damage, potentially rendering them unconscious. During this quest Bilbo will become the only conscious hero and must quickly revive your party before you are overwhelmed by the spiders, which does add an element of high tension. The final quest in this box The Lonely Mountain has you stealing treasure from Smaug the dragon, which is a really nice idea but plays out as too frustrating due to many instant wipe-outs as he can attack you multiple times. Overall this box has good variety in its quests and is better than the first hobbit set, but does also have some annoying aspects in design.
19. Fords of Isen (Voice Of Isengard) – features battles against the dunlendings boar tribe with encounter cards throwing up tricky forced events, often requiring you to get rid of cards from your hand as soon as possible. This storyline continues in Dunland Trap (Ringmaker Cycle) where you must survive the boar clan chieftain and the trap he has set, and Antlered Crown (Ringmaker Cycle) featuring a final battle with the raven clan. All these quests require you track loads of card triggers. The Voice of Isengard box also contains To Catch an Orc where you must capture Mugash, but the difficulty level again is very high, with emerging encounters having tough forced conditions and the orc escaping is repetitive. Into Fanghorn is a slightly unexciting journey through the famous forest to recapture Mugash, where trees provide a threatening presence, and combat rules have been adjusted. Further in the cycle Celebrimor’s Secret (Ringmaker Cycle) searches for a secret chamber in an older ruined city before the orcs find it, and adds a scour effect constantly bringing in additional staging cards. The Isengard box is generally more frustrating than fun, with a new time mechanic feeling like unnecessary extra difficulty which rushes your progress.
20. Over The Misty Mountains Grim (Over Hill & Under Hill) – is a quest with a two separate decks to play against, featuring giants & goblins. You start in the mountain pass where stone giants are your biggest threat, before journeying down into a goblin town, where the great goblin and his minions await your arrival. This seems an easier quest, the goblins offer a fair fight without relying on trickery to beat you, and it is a relaxing solo adventure. Sadly the other quests in this box are the opposite, becoming mean and annoying due to their more complex rules and tricks, and this does not make them solo friendly. We Must Away features the trolls battle but has really frustrating sack cards that make it the worst quest i have played (Conflict at Carrock is much better). Dungeons Deep & Caverns Dim features Gollum and a riddle deck and feels fiddly, and can be overly zealous on adding cards to the staging area. The mountains are usually where i would choose to play using this set, which overall as a quest expansion has a low rating from me.
Nightmare Versions – generally i find the original quests hard enough to play solo and nightmare decks are not something i need, preferring new expansions instead. However where a quest is particularly enjoyable and thematic and i feel the need for some additional variety or difficulty then i may add it. So far i have 11 nightmare packs : Passage to Mirkwood and Return to Mirkwood as these enable me to build in extra spiders and customise Mirkwood adventures. Redhorn Gate is a unique icy adventure which can definitely take some extra difficulty, and Khazad-Dum (3 quest pack) plus The Long Dark are great mines adventures, although they don’t really need to be too much harder. Wastes of Eriador, Escape from Mount Gram, Temple of the Deceived and Drowned Ruins were added as they have great quest themes and artwork, and apart from Eriador they can take being a bit tougher.
Further thoughts can be seen specifically on some of the > box expansions