Tag Archives: Location Control

Deck: Brave Explorers

As I play more three and four player games, locations are quickly becoming a thorn in my furry side. Nothing is more frustrating that having all of your soldiers lined up and ready for battle, only to lose to location-lock. With … Continue reading

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Deck: Daughters of Númenor (and Valinor)

One of the nice things about the less difficult scenarios is that they give us a chance to try out unique decks. While it is fun to play top-tier decks, sometimes it is good to mix things up, and play a more … Continue reading

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Key Concepts: Splashing

While mono-sphere decks can be very powerful, a deck is often even more effective if you include one hero from another sphere. Adding just a bit of another sphere is known as splashing. The reason why splashing can improve a … Continue reading

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Beorn’s Path: Part 11 – The Hills of Emyn Muil

“Come, see the lovely landscapes of the central Anduin Valley!”, they said; “Experience the wondrous vistas from the Falls of Rauros”, exclaimed the poster advert; “You have never seen anything like the beauty of Amon Lhaw”, promised the travel agent; … Continue reading

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Deck: Flight to the Ford

‘Ride forward! Ride!’ cried Glorfindel to Frodo. He did not obey at once, for a strange reluctance seized him. Checking the horse to a walk, he turned and looked back. The Riders seemed to sit upon their great steeds like … Continue reading

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Deck: Two Kingdoms Reunited

This deck is an attempt at combining the best of the Gondor and Dúnedain cards currently in print. Elendil and his sons set sail in nine ships, leaving Númenor and establishing two kingdoms in Middle-Earth. The Dúnedain lead by Aragorn are all … Continue reading

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Deck: Location Control

There are many scenarios which could be described as location-heavy. Indeed, several scenarios have a ratio of more than one out of 3 locations to non-location encounter cards. These scenarios can pose real challenges to many deck-archetypes, particularly Tactics and … Continue reading

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