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sammann11 said:
That's an interesting point, Grandspleen. I'll have to try and keep track of that. I read somewhere that the intro quest was a 1 on difficulty, Journey down the Anduin was a 4, and that Dol Guldur was a 7 - the hardest. Is there an official document that lists the difficulty of all the different quests?
The rules that came with each pack say the dificult ratting from FFG. But we all know that some difficult rattings are not quite correct. They depend very much on the number of player.
If you do not have the rules or all the packs, you can see the rules for each pack on the support page of the LotR:LCG javascript:void(0);/*1351070862883*/
Carlos José Matos
I tend to keep score for my own satisfaction, but I use the old scoring system (the one given in the manual). I haven't been adding 10 points per round, so I can't compare my scores to those of others.
Really I was just interested in a win% per quest. I just made a simple excel spreadsheet and listed the quest name, a brief comment describing the quest (e.g. "fight a troll then float down the river"), number of times played, number of times won, and a cell converting that into the win percentage (times won / times played). I also made a cell to track the last date that I played that scenario. I was interested in overall win% as well, so I made two measures for that -- one cell does [total games won] / [total games played]. I also made a separate cell that does an average of all of my win%'s. I made the second one because the "total" win% is heavily influenced by personal choice… that is, if I get frustrated and try Dol Guldur 10 times, my total win% will drop appreciably, but if I was the kind of player who only plays easy quests, that wouldn't happen. The "average win%" measure better reflects my performance in the game overall, I think, with slightly less sensitivity to a preference for breaking myself against hard quests or only attempting the easy ones.
I also use the original scoring system for my own purposes (which is why I stopped reporting on the quest log though I quite enjoyed the tool). I find the adjusted scoring a bit anti-thematic.
sammann11 said:
On a somewhat related note: Is there a good way to keep track of rounds?Thanks!
I've been playing that every time you pass the first player token (assuming there is more than one player), place a progress token on the threat tracker of the player who is passing first player token. If you are doing one player, then every time you raise threat at the end of the turn, put a progress token on your threat tracker.
(aka ArkhamRel)
ricedwlit said:
sammann11 said:
On a somewhat related note: Is there a good way to keep track of rounds?Thanks!
I've been playing that every time you pass the first player token (assuming there is more than one player), place a progress token on the threat tracker of the player who is passing first player token. If you are doing one player, then every time you raise threat at the end of the turn, put a progress token on your threat tracker.
I use a similar method, but you have to be careful - the turn count needs to be adjusted at the end of the round. In between refreshing cards/raising threat/passing first player token and the end of the round, there is the Refresh Action window.
In, for instance, Flight From Moria, it is quite likely that you will complete the scenario in this action window, before you have counted the round for scoring purposes. If you miss this point you will end up counting an extra round against your score.
Without Signature
jjeagle said:
I use a similar method, but you have to be careful - the turn count needs to be adjusted at the end of the round. In between refreshing cards/raising threat/passing first player token and the end of the round, there is the Refresh Action window.
In, for instance, Flight From Moria, it is quite likely that you will complete the scenario in this action window, before you have counted the round for scoring purposes. If you miss this point you will end up counting an extra round against your score.
Agreed - so far this is the one time where an action in the refresh can end the game. When playing that one I put on my rules lawyer hat and take care to add the token after player take actions. I guess it's possible in the future that there will be an event card that lets you directly pay progress onto the quest card (or say kill the final enemy) in which case you would also have this problem. But hey, you just won the game, so take the time to remove the one token you added.
(aka ArkhamRel)
You can end the game in that phase in quite a few quests actually - pretty much any and every one. Just have Legolas finish off an enemy to add enough progress tokens (or fulfill other requirements); it can be Blade of Gondolin, and it can be any other kill in scenarios where elimination is the key.
Of course, you need some special tools for this, like Quick Strike, Hands Upon the Bow, Hail of Stones or Rain of Arrows but it is all perfectly possible.
Earlier in this thread there was some discussion on playing "4 handed", using all 12 Core Set heros with every Core set card in their respective decks to attempt a victory at Dol Guldur.
I am pleased to report that, while not beating the quest, on my first time through I did get all the way to Quest card 3B before I lost, 6 progress tokens shy.
Yes, there was massive confusion potential, but I just went slow and made sure I looked over everything during each phase of the round.
This was by far the most success I've had at this quest. It was quite the mental exercise playing 4 handed, so I may not give it another go until tomorrow or later in the week. But if my brand-new-buns can be this successful during the first attempt, I do feel like it lends some credibility to this strategy!
-sammann11
"Not all heroes dwell in the light. Some limp in shadow." - Paul S. Kemp
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