The (Second) Last Alliance of Men and Elves v 1.6

Description

"You have come to journey's end... We have come now to the end..."

(https://www.youtube.com/watch?v=UoVaK2NXmJA)

These are the four mono-sphere decks me and my wife built and with which we went through basically all the quests in the game (no Nightmare mode and we do not possess the Limited Edition Starter set). When we play each of us controls two decks, usually I handle Leadership and Lore, while she plays Tactics and Spirit). The deck's version for the Lord of the Rings Saga can be found here and here (for the Mount Doom quest)

These decks are now using cards from all the card sets, since we finally completed our collection up to A Shadow in the East, but we only have two copy of the Core Set, so we are limited to two copies of Unexpected Courage.

My girlfriend is extremely fond of attachments and her unwillingness to let go of some of them (and of a lot of cards in general) is the reason why all the decks have more than the usual 50 cards.

The main focus of the fellowship is to create a strong Gondor swarm to face the questing and combat issues, while keeping threat and treacheries at bay with Spirit help and letting Lore go crazy with its tool box. Each deck has its own description with more in-depth details about itself and its interactions with the other decks.

The decks could quite likely be polished a lot for the sake of pure efficiency, but we also wanted to have games playing differently from one another, so we tried to avoid the usual "all the staple cards in 3x" approach and put a lot of 1x and 2x of more specialized cards. There are also some choices which make more sense in 4 players then in solo play. They are still probably not the strongest decks around, but we had a lot of fun with them and that's quite something.

The average running time of a game for us is around 3 hours, so it took quote some time, almost a year and a half total. Quite a lot of the scenarios were won at the first attempt, and only a few took more than 3 tries. For now the most difficult quests we ever faced have been The Wastes of Eriador and The Siege of Annuminas.

Scenarios Completed so Far

Core Set

  • Passage Through Mirkwood, 3 turns, 139 points
  • Journey Down the Anduin, 4 turns, 140 points
  • Escape from Dol Guldur, 4 turns, 164 points

Shadows of Mirkwood

  • The Hunt for Gollum, 7 turns, 197 points
  • Conflict at the Carrock, 4 turns, 165 points
  • A Journey to Rhosgobel, 3 turns, 156 points
  • The Hills of Emyn Muil, 4 turns, 145 points
  • The Dead Marshes, 2 turns, 139 points
  • Return to Mirkwood, 5 turns, 194 points

Khazad-Dum

  • Into The Pit, 5 turns, 205 points
  • The Seventh Level, 4 turns, 157 points
  • Flight from Moria, 8 turns, 270 points

Dwarrowdelf

  • The Redhorn Gate, 6 turns, 138 points [substituted Arwen Undómiel with Éowyn]
  • Road to Rivendell, 4 turns, 152 points [substituted Arwen Undómiel with Éowyn]
  • The Watcher in the Water, 4 turns, 171 points
  • The Long Dark, 6 turns, 191 points
  • Foundations of Stone, 9 turns, 212 points
  • Shadow and Flame, 6 turns, 85 points

Heirs of Numenor

  • Peril in Pelargir, 3 turns, 144 points
  • Into Ithilien, 6 turns, 198 points
  • The Seige of Cair Andros, 5 turns, 211 points

Against the Shadow

  • The Steward's Fear, 6 turns, 144 points
  • The Druadan Forest, 8 turns, 232 points
  • Encounter at Amon Din, 2 turns, 141 points
  • Assault on Osgiliath, 3 turns, 161 points
  • The Blood of Gondor, 5 turns, 201 points [substituted Faramir with Haldir of Lórien]
  • The Morgul Vale, 6 turns, 173 points [substituted Faramir with Haldir of Lórien]

The Voice of Isengard

  • The Fords of Isen, 9 turns, 224 points
  • To Catch an Orc, 10 turns, 185 points
  • Into Fangorn, 6 turns, 192 points

The Ring Maker

  • The Dunland Trap, 8 turns, 213 points
  • The Three Trials, 5 turns, 166 points
  • Throuble in Tharbad, 5 turns, 58 points
  • The Nin-in-Eilph, 5 turns, 233 points
  • Celebrimbor's Secret, 6 turns, 178 points
  • The Antlered Crown, 10 turns, 239 points

The Lost Realm

  • Intruders in Chetwood, 5 turns, 168 points
  • The Weather Hills, 8 turns, 209 points
  • Deadmen's Dike, 5 turns, 176 points

Angmar Awakened

  • The Wastes of Eriador, 11 turns, 283 points
  • Escape from Mount Gram, 7 turns, 167 points
  • Across the Ettenmoors, 4 turns, 157 points
  • The Threachery of Rhudaur, 6 turns, 181 points
  • The Battle of Carn Dum, 6 turns, 229 points
  • The Dread Realm, 8 turns, 253 points

The Grey Havens

  • Voyage Across Belegaer, 4 turns, 171 points
  • Exploring the Island, 11 turns, 254 points
  • Raid on the Gray Havens, 8 turns, 182 points

Dreamchaser

  • Flight of the Stormcaller, 6 turns, 190 points
  • The Thing in the Depths, 5 turns, 128 points
  • Temple of the Deceived, 9 turns, 195 points
  • The Drowned Ruins, 6 turns, 164 points
  • A Storm on Cobas Haven, 4 turns, 161 points
  • The City of Corsairs, 9 turns, 195 points

Sands of Harad

  • Escape from Umbar 8 turns, 235 points
  • Desert Crossing, 5 turns, 150 points
  • The Long Arm of Mordor, 8 turns, 212 points

Haradrim

  • The Mumakil, 8 turns, 197 points
  • Race Across Harad, 9 turns, 240
  • Beneath the Sands, 9 turns, 243 points
  • The Black Serpent, 6 turns, 205 points
  • The Dungeons of Cirith Gurath, 10 turns, 193 points
  • The Crossings of Poros, 12 turns, 230 points

Wilds of Rhovanion

  • Journey Up the Anduin, 8 turns, 180 points
  • Lost in Mirkwood, 10 turns, 172 points
  • The King's Quest, 9 turns, 182 points

Ered Mithrin

  • The Withered Heath, 10 turns, 247 points
  • Roam Across Rhovanion, 7 turns, 214 points
  • Fire in the Night, 6 turns, 115 points
  • The Ghost of Framsburg, 8 turns, 244 points
  • Mount Gundabad, 6 turns, 143 points
  • The Fate of Wilderland,7 turns, 184 points

A Shadow in the East

  • The River Running, 9 turns, 246 points
  • Danger in Dorwinion, 8 turns, 187 points
  • Temple of Doom, 11 turns, 238 points

The Hobbit Over Hill and Under Hill

  • We Must Away, Ere Break of Day, 8 turns, 209 points
  • Over the Misty Mountains Grim, 4 turns, 174 points
  • Dungeons Deep and Caverns Dim, 4 turns, 173 points

The Hobbit On the Doorstep

  • Flies and Spiders, 7 turns, 209 points
  • The Lonely Mountains, 6 turns, 219 points
  • The Battle of the Five Armies, 7 turns, 218 points

Standalone Scenarios

  • The Massing at Osgiliath [6 turns, 184 points]
  • The Battle of Lake-Town [8 turns, 204 points]
  • The Stone of Erech [8 turns, 211 points]
  • The Old Forest [7 turns, 229 points]
  • Fog on the Barrow-downs [13 turn, 268 points]
  • The Ruins of Belegost [9 turns, 233 points]
  • Murder at the Prancing Pony [8 turns, 235 points]
  • The Siege of Annuminas [10 turns, 252 points]
  • Attack on Dol Guldur [8 turns, 245 points]
  • The Wizard's Quest [6 turns, 195 points]
  • The Woodland Realm [5 turns, 218 points]
2 comments

Sep 09, 2019 Denison 404

So many people recommend paring down decks to 50 cards for better consistency. Can you speak to your higher card counts for these decks?

Sep 09, 2019 Alonewolf87 249

As I explained better in the description of the Fellowship is a mix of liking a lot of cards and not wanting to cut them with a desire to avoid repetive games in which you go fish for the usual 2-3 "combos", by adding a lot of 1x and 2x. There are definitely more consistent decks, but at least we have very varied game in which we have to pursue different approaches to the general strategies. Can be fun (and for us it is) but can sometimes be frustrating. There was also some consideration for substituting one Lore hero with Thurindir specifically to go fish for that Gather Information which can be really awesome in four decks especially with all these limited copies of cards.