Old Content Buying Guide for New Players

by TheDimitrios

Originally posted at r/lotrlcg and reproduced with permission. Original thread can be found here. Please visit and give it an up vote!

TheDimitrios over at r/lotrlcg recently made a buyers guide of Deluxes and APs. It specifically focuses on player cards that doesn’t overlap with the revised card pool much and enjoyable quests. With their permission, it is now featured over at the Card Talk Blog

Link to the Reddit thread
* https://www.reddit.com/r/lotrlcg/comments/10auu2x/old_content_buying_guide_for_new_players/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button

If you are a new player like me and you have all the reprinted content… you might ask yourself what you could get from the old stuff. I went down that rabbithole and maybe this saves you some time.

I followed these basic principles:

  • As little duplicates as possible
  • No unusable Scenario/Quest cards
  • No Sets that collide with planned reprints in the new format
  • The purchase should open up new ways to play, not just add a few cards to existing archetype-decks

So this is what i bought based on those premises:

1) Sands of Harad Deluxe

Allows for some fun new Combo decks, most prominently with Legolas and Gimli.

Only 2 Duplicates between this and the starter decks.

2) Race across Harad

Since we have the Deluxe, we can even use the quest. So this gives you again some Combo stuff and nice Dunedain stuff as well. Furthermore, we get our first card for a doomed Deck.

No duplicates between this and the starters.

3) Shadow in the East Deluxe

Fun contract and cool new stuff all around.

No duplicates between this and the starters.

4) Challenge of the Wainriders

Fun contract and a bunch of good stuff for a doomed deck. Also, we can use the quest since we have the Deluxe.

Only 1 duplicate between this and the starters.

5) Voice of Isengard

A bunch of stuff for a doomed Deck. With the RaH and CotW cards there is enough to have a playable deck.

There are 4 Duplicates with the starters, but in return you are able to play a doomed deck

Editor’s Note: Rohan Warhorse and Westfold Horse-breeder it really doesn’t hurt to have duplicates of.

There are still a lot of interesting cards from the old content that you miss after buying these, but I feel this is the most fun for your money if you want to fill the gaps of the reprint.

Core Set Combos – Dunhere + Quick Strike

Dunhere + Quick Strike is questing and combat twofer combo. Quick Strike being an action let’s a character attack an eligible enemy during any action window. Dunhere because he can attack into the staging area makes it possible to attack an enemy revealed during staging in the subsequent action window. Dunhere then can kill the enemy and remove its threat from the staging area. This pseudo questing by removing staging area is one of the few ways to the Core Set has to adjust the outcome of the quest phase like Eowyn’s and ally Faramir’s abilities. The second benefit is then a player doesn’t have to defend against an attack from the enemy. Some enemies that are better to target than others. Dol Guldur Orcs have no defense and only 3 hitpoint so Dunhere doesn’t need help to kill them. Hummerhorns can kill a hero when it engages a player and killing it in the staging avoids the 5 direct damage effect. Chieftan Ufthak gets more attack power every time he attacks and keeping him from attack because a player never has to engage him can be a huge benefit.

Giving Dunhere more attack, of course, makes this combo more reliable. In the core set, there are only a few cards that can and none in Spirit unfortunately. Tactics appropriately has the most with Dwarven Axe, Blade of Gondolin, and Blade Mastery. Blade of Gondolin‘s is conditional on the enemy being an orc, but it trades that off to help with questing by placing progress. Leadership only offers For Gondor! which is not efficient to use it for just Dunhere.

Core Set Combos – Gloin + Self Preservation

Gloin + Self Preservation creates a resource acceleration engine that rivals or even can exceed Steward of Gondor. Gloin gains a resource for each point of damage taken. Self Preservation heals 2 damage from him each turn. Many of the enemies have 2 attack in the core set. Gloin defending or even being assigned damage from undefended attacks can generate 1 – 3 resources per turn with one Self Preservation. Self Preservation doesn’t a limit per character or Restricted keyword. This means you can have multiple copies on him and generate more resources. Attachments like Citadel Plate also in the Core Set make this even easier. He then can take up to 7 damage before needing to heal. This let’s player do the healing more efficiently since there might be times when Gloin only has 1 damage but it is prudent to heal him before taking another attack considering shadows might add attack power to an enemy.

Of course there are other cards in the Core Set that can heal too. Daughter of Nimrodel is a solid alternative because it also can heal 2 damage on a hero per turn. It is just vulnerable to direct damage and ally discard effects. Lore of Imladris also works for a one time heal. It’s value is best when Gloin has a Citadel Plate or 2, and it can heal a lot of damage netting more resources than the 2 cost to play it. The Revised Core Set also has the Valor Boon card that can heal a damage when attached hero attacks. Gloin can take an undefended attack, attack the enemy, and heal 1 damage while also gaining resources!

Timing and Shadow Considerations

One thing to be aware of in using this combo is when to heal Gloin since Self Preservation, Daughter of Nimrodel, and Lore of Imladris are all actions. There are 2 action windows during an enemy attack but before damage is place you can heal. The distinction between the two is very important if he’s already damaged and what shadow effect you might face. The 6.4.1 action window is right before you reveal the shadow card and the other is right after. Right before is important if there are shadow effects that deal damage to the defending character. Direct damage on a shadow effect is placed as soon as it is revealed. If Gloin only has 1 hit point left, best to heal him before chancing that the Shadow could deal that 1 damage. If there’s attack boosts but no direct damage, a player can heal him after the Shadow is revealed in the 6.4.2 action window. This is because the 6.4.3 step is when damage is calculated from enemy’s attack + shadow + less defender’s defense and then placed.

Another consideration in using Gloin with the Core Set and Shadows of Mirkwood cycle is being careful in taking undefended attacks. It’s a great value to get resources and action advantage, but in the first cycle there’s a large risk. Many of the shadow effects are worse if the attack is undefended. Shadow cancelation like Hasty Stroke or shadow scrying with Dark Knowledge can make it safer to take those undefended attacks.

Core Set Combos – Eowyn + Stand and Fight

Eowyn + Stand and Fight is a way to smooth resources or “splash” an off-sphere card or cards (this means include cards that don’t match any of your heroes) in the Core Set. Eowyn’s ability let’s any player discard any card from your hand for +1 willpower. If a non-neutral ally is discarded, it can be targeted by Stand and Fight and put into play. They don’t have to be Spirit, but you have to use Spirit resources to pay for them.

For example, you can include ally Beorn in Leadership & Spirit decklist from the Revised Core rulebook. Discard him to give Eowyn +1 willpower during the quest phase. Later during the combat phase, play Stand and Fight for 6 Spirit resources to put Beorn into play ready to defend or attack. There is another example that can be a great tactical play to counter the 5 threat 1 quest point location Brown Lands. In the action window after staging, discard Snowbourn Scout to Eowyn’s ability, then play Stand and Fight targeting Snowbourn Scout, and place a progress on Brown Lands to explore it.

A common mistake made with this combo is trying to target Core Gandalf. Stand and Fight says, “the chosen ally can belong to any sphere.” This phrasing has confused many players as it seemed to mean Stand and Fight could target any ally, but it is actually a restriction. The first FAQ ruled that neutral cards do not belong to a sphere making neutral allies ineligible targets.

Another important rules distinction is that Stand and Fight puts the ally into play but it is not considering “playing” the ally. The combo then is very helpful in quests like Escape from Dol Guldur that limit the number of allies you can play per round. It also means that cards like Erebor Hammersmith that have effects that trigger when you play the card, putting them into play with Stand and Fight doesn’t trigger the ability.

Core Set Combos – Gimli + Citadel Plate

Gimli’s attack bonus scales with the amount of damage he can take. Each Citadel Plate then increases his maximum attack by 4. Two Citadel Plates increases his hit points to 13. At 12 damage, he has 14 attack power! This can help tremendously against the Hill Troll and other beefy enemies in the Core Set. Once he takes 9 damage, Gimli has 11 attack. That is enough for him to kill the Hill Troll in one shot considering its 2 defense and 9 hit points. One Citadel Plate and he can even take an attack from the troll without dying in the process.

Core Set Combos – Sneak Attack + Beorn

This is similar to the Sneak Attack + Gandalf combo. You don’t get a bevy of additional options like Gandalf. You do get to use Beorn’s strong combat stats for the entire phase. He has hero level defense and more hit points than any hero other than his own hero version. He can block and most likely survive to return to your hand. If you don’t need him to block, you can activate his action ability to attack for 8. Then you can return him to your hand thanks to the resolution of Sneak Attack and Beorn’s ability both of occurring at the end of the phase. When effects would occur simultaneously, the first player gets to choose the order of resolution per FAQ 1.02.

Core Set Combos – Thalin vs Eastern Crows

This isn’t a combo in the classic sense since the player can’t control when Eastern crows will show up. This is more of scenario tech. FFG clarified in the first FAQ that Thalin’s ability triggers before Surge and any when revealed effects of enemies:


Thalin CORE 6
When an enemy card is revealed from the encounter deck, Thalin’s ability resolves before any keyword or “When Revealed” card effects on the encounter card


This means his ability kills the crows and surge doesn’t get a chance to trigger and reveal an additional encounter card.

A core set combo with Thalin worth mentioning is Gondorian Spearman. If an enemy has 2 hit points Thalin will damage them for 1. Then Gondorian Spearman can block that enemy and kill it with its direct damage ability before step 6.3 when it would deal damage to the spearman.

FAQ on Revised Core Set and New LOTR LCG Release Model

Updated November 29, 2022

Is the Revised Core Set compatible with the old expansions?

Yes 100% compatible because it is not a new edition. The rules and cards are the same.

If it’s not a new edition, why is it called the Revised Core Set?

It’s called the Revised Core Set because the contents of it have changed slightly.

  • It now has 3 copies of every player card except heroes, Gandalf, and the new campaign cards. The original Core Set sometimes only had 1 or 2 copies of a player card.
  • It now has enough tokens and threat trackers for 4 players out the box. The old core set had only 2 threat trackers.
  • Resource, progress, and damage tokens now have 1, 3, and 5 value denominations. The original Core Set tokens only had denominations of 1.
  • A new campaign mode added with campaign, boon, and burden cards added. These are also available as Print and Play for anyone with an original Core Set.
  • It comes with 2 rulebooks, a Learn to Play and Rules Reference that includes campaign rules. The original Core Set only had a single rulebook. Original rulebook didn’t have campaign rules because it was introduced later with the Lord of the Rings Saga expansions.

What is the new release model?

At the 2021 In Flight Report, FFG announced it will re-release some but not all the cycle expansions (deluxe + 6 associated adventure packs.) as 2 expansions instead. Each re-released cycle will have a scenario expansion with all the quests, encounter cards, and a new campaign mode. All the player cards will be released in a player card box.

Which ones will be re-released?

FFG announced Angmar Awakened will be the first cycle released as campaign and player card boxes in March 2022 and it released in July and August 2022.

Fellowship of the Ring that repackaged The Black Riders and The Road Darkens Saga expansions released in October 2022. It is anticipated that 2 more boxes will repackage the 4 remaining Saga expansions (Treason of Saruman + The Land of Shadow and The Flame of the West + The Mountain of Fire).

Dream-Chaser and Ered Mithren are also expected to be repackaged. This is not announced but pieced together from an interview with Caleb Grace (go to the 48 minute mark) where he said he avoided using cards from repackaged cycles in the four starter decks. Stephan of the LOTR Players Facebook Group, identified that there were no cards in them from Angmar Awakwened, Dream-Chaser, Ered Mithren, and the LOTR Sagas. The Angmar Awakened announcement and subsequent release backs up Caleb’s statement.

I bought the Revised Core Set, what should I get next?

Community consensus is look at getting Dark or Mirkwood and/or Saga expansions next.

Dark of Mirkwood is a re-release of 2 quests from the Limited Edition 2 Player Starter Set. Both are good introductory scenarios that are only a little more difficult than the first Core Set scenario, Passage Through Mirkwood. It also will come with new campaign cards that continue the Revised Core Set campaign after Escape from Dol Guldur. The one downside is this pack doesn’t have new player cards if you want more deckbuilding options.

The Saga expansions cover the events of The Hobbit and Lord of the Rings in 8 deluxe sized boxes (the new LOTR Saga expansions are or will be in 3 revised core set sized boxes). They each come with lots of player cards and 3 scenarios (6 scenarios in revised Saga boxes.) The scenarios are designed to be playable with just the included player cards and a core set. Many of the included player cards are quite good. The first Hobbit one is Over Hill and Under Hill. The first LotR one is The Black Riders or The Fellowship of the Ring.

Should I wait for new re-released cycles or buy the old deluxe expansions and 6 adventure packs if they’re available?

At this point, new players should just wait for the repackaged expansions. Players on r/lotrlcg and Discord report stock of the old deluxe and adventure pack expansions is extremely difficult if not near impossible to find. If you’re looking to get all the old scenarios and full card pool, the best bet is to find someone selling their collection.

If you do find the older expansions, don’t worry about missing out on any new campaign added to re-released cycles. FFG has released all new campaign cards for the Core Set, Dark of Mirkwood, and Angmar Awakened as Print and Play.

For more on the deluxe and adventure pack expansions see Dave’s New Player Buying Guide

What are the new Starter Decks?

They are 4 pre-built player decks centered around the Dwarf, Silvan, Gondor, and Rohan traits. These are fully playable 50 card decks out of the box with additional cards to customize. You can find more details in our New Starter Decks Announced and Starter Decklists Spoiled news posts.

What are Nightmare Packs? Do I need them?

Nightmare packs are small expansions that added difficulty and often refined older scenarios. They’re not essential and not recommended for newer players.

Core Set Combos – Son of Arnor + Forest Snare

The main drawback to Forest Snare is you usually have to take an attack from an enemy before you can play it on them. This is because it can attachments can only be played during the Planning phase. Engagement happens a few phases later in the turn. Players then have to engage the enemy during the engagement phase, endure the attack in the following phase., and finally next turn can snare the enemy.

Son of Arnor fixes all of that. He lets the player engage an enemy when he enters play. Note this doesn’t have to be in the staging area. It can be an enemy engaged with another player. Still to avoid an attack ideally you’re pulling an enemy down during planning to immediately put Forest Snare on it. You can do this even more cheaply with Sneak Attack to put the Son of Arnor into play, engage an enemy, and then snare it.

This is fantastic tech for Journey Along the Anduin for the Hill Troll. The troll’s 6 will outright kill most heroes in the core set even without shadows. Chump blocking with an ally isn’t ideal since any excess damage becomes threat. Staying low on threat, then using Son of Arnor to engage the troll and snare it avoids any threat gain or potentially dead heroes. The Troll then can be dealt with over several turns as the player builds up their board state. The player(s) can basically choose when to advance to Stage 2 when they’re ready for it.

Core Set Combos – Aragorn + Theodred

One of the more obvious combos in the core set. Aragorn can ready after questing by spending a resource. Theodred can give a questing hero a resource. You trigger Theodred’s response to give Aragorn a resource. Then use it for Aragorn’s response to ready him. It works since responses all happen at the same time. This then let’s the first player choose the order the responses occur. In solo that will always be the player controlling Aragorn and Theodred. In higher player counts, generally will happen this way since the game is cooperative. That is unless someone is trying to grief the other players and makes it so it doesn’t work by reordering the effects.