This is to provide players with basic strategy against some selected quests. The overall idea is not to build decks to defeat specific quests, but to have several decks ready and choose the appropriate when facing a scenario. Below are the quests in question and some ideas that should help one succeed. The detailed description of the quest will often try to touch upon all the strategic categories of deck-building.
The Warm-up (details)
The Warm-up for the readers here consists of Journey Down the Anduin (solo) and Escape from Dol Guldur (coop). Dol Guldur solo is a strange quest design as it has a maximum of two heroes facing a minimum of four encounter cards on the first round of the game. It can be won but in the majority of the trials, a re-shuffle will be needed after a round or two (caused by the premature end of the game). Anduin coop, on the other hand, can become quite easy even for skilled beginners, using only the core set material.
The Warm-up (details)
The Warm-up for the readers here consists of Journey Down the Anduin (solo) and Escape from Dol Guldur (coop). Dol Guldur solo is a strange quest design as it has a maximum of two heroes facing a minimum of four encounter cards on the first round of the game. It can be won but in the majority of the trials, a re-shuffle will be needed after a round or two (caused by the premature end of the game). Anduin coop, on the other hand, can become quite easy even for skilled beginners, using only the core set material.