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Only the core set is required. Difficulty level is 2.
This quest is very much about combat and is designed to be playable with the basic Tactics deck, while also providing a decent challenge to a more sophisticated multi-sphere deck. This quest is difficulty 3.
The quest needs only the core set and comes with three new encounter cards.
I recommend you print them out before playing the quest. You can either use
face-down location cards to represent the Tribal Orcs you will encounter, or
else use the new Tribal Orc cards if you prefer. None of these new cards are
shuffled with the encounter deck, so it won't matter if your cards look or feel
different.
This scenario can be played with the core set, plus two additional cards which come with the quest. These cards are not shuffled so it doesn't matter if they look different to the original cards.
This quest requires only cards from the core set.
It is intended to provide a tough challenge - I estimate
difficulty level 6 for solo play or 5 for two players.
The first two days of your journey are uneventful, and in the evening you pitch camp at the mouth of an abandoned lead mine in the foothills of the Misty Mountains. A few hours later, you are awoken by your sentry's urgent wisper - "Orcs! Dozens of them - and coming this way!"
This scenario requires the core set and the Khazad-Dum expansion.
Difficulty is about 5.
Some people have complained that Hunt for Gollum is not much fun to play. The encounter deck is mostly locations, which means the quest tends to be either really easy (if you can get a Northern Tracker or two in play) or quite difficult (if you have a deck which is not great at questing). In either case, the quest has little combat, and losing to a bunch of locations is hardly heroic! If you want to try something different, try playing the quest with the following card sets: Hunt for Gollum; Dol Guldur Orcs; Sauron's Reach; Spiders of Mirkwood. Then, remove the 8 Riverland locations.
The hunt for Gollum has led you South from Mirkwood, towards the desolate and treacherous hills of Emyn Muil...
This quest provides an alternative to the published Hills of Emyn
Muil quest. It requires the core set and the Hunt for Gollum
and Hills of Emyn Muil adventure packs. Difficulty level is 5.
For years there have been orcs living in the hills of Emyn Muil, and they are know to occasionally raid the lands of Rohan. Lately these raids have become more frequent and more destructive, and you have decided to track the orcs back to their camp and put a stop to their raiding.
This quest requires the core set and the Hills of Emyn Muil adventure pack.
Difficulty level 4.
Beorn has heard reports of increased goblin activity along the Anduin river. He has asked you to scout the area to see if these rumours are true.
A Favour for Beorn requires cards from the core set and the
Khazad-Dum expansion. It is designed to work with up to
3 players and is difficulty 5.
This quest requires the core set and the Khazad Dum expansion set. It has been tested with 1 and 2 players. This is a tough quest and I'd rate it as difficulty 7.
This is a quest which uses the cards from the Long Dark and Foundations of Stone cards. It even uses the quest cards from those sets so you don't need to print out any cards at all! I have produced a "Stage 0" card which describes the setup of the quest but it's not really necessary.
Build the quest deck with the following cards: quest cards 1 and 2 from The Long Dark and quest cards 3, 4 (all copies) and 5 from Foundations of Stone. Build the encounter deck with the following cards: The Long Dark; Twists and Turns; and Hazards of the Pit. Set aside the Cave Torch card and the Foundations of Stone cards, out of play, and shuffle the encounter deck.
This quest requires the Long Dark, Foundations of Stone and Khazad-Dum expansions.
It is a tough quest - I'd rate it as difficulty 7.
This quest requires the Long Dark and Khazad-Dum expansions. Difficulty level is 5.
This quest requires the Long Dark, Foundations of Stone and Khazad-Dum expansions.
Difficulty level is 7 and the quest is designed for 1 or 2 players (probably easier with more).
Arwen has been kidnapped by the goblins of the Misty Mountains! Can you lead a daring raid to rescue her from the clutches of the Great Goblin?
This quest requires the core set, Khazad-Dum and The Hobbit: Over Hill and Under Hill
adventure packs. Difficulty level is 7.
The bitter Northern winter has driven a pack of wargs south, and they are menacing the peaceful folk of the Shire. Several sheep have been taken, and farmers no longer feel safe when they venture into the fields. The mayor of Hobbiton has asked for any brave folk to step forward to kill or drive off the wargs.
This quest requires the core set, Khazad-Dum and The Hobbit: Over Hill and Under Hill
adventure packs. This is a short quest and difficulty level is 3.
Elrond has been having trouble with trolls coming down from the Ettenmoors, attacking travellers and destroying treesnear Rivendell. You have volunteered to scour the area and kill or chase away the trolls for him.
This quest requires the core set, Khazad-Dum and The Hobbit: Over Hill and Under Hill
adventure packs. This is a tough quest - I'd put the difficulty level at 8.