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The first scenario is clever, because in it, you complete the first two objectives and then there is a Fork in the Road and you pick the final part at random - you either stay on the path and find your way out or you stray off the path and you have to kill the big spider to escape. That pretty much got me playing and I played it 3 times solo with the core set Leadership deck and lost each time.
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I watched Rodney Smith's series of videos to learn how to play it, browsing over the rule book as I did. I figured there were probably enough session reports detailing how much trouble they had getting through Mirkwood, so I didn't write it up. Then finally, I play the New Game, which was The Lord of the Rings: The Card Game. But in addition to pointing you at those, I have a few additional comments while I tie the thing together in this blog post. Now one advantage (?) of a solo game is that you can take notes as extensive as you like to aid in the write-up of the game and I wrote up enough to make full-on session reports. I sketched out a plan for the day and the first two were what I thought of as my first solo games. But more on that game later.Ĭome Saturday morning, up early (I have a canine alarm clock). I had a nice chat with the guy in the store about it too. I knew what game I wanted that to be, but my nearest game store, I knew, was out of stock so I went to another, hoping against hope they would have it (while making a mental note of some back-up options should they be out). The first part (which was actually Friday night) was going to the game store (always an important move) to get a game I could play solo. The answer, which should be no shock to anyone reading the subject line, was a Solo Game Marathon. My wife suggested to me some work in the garden I might do while they were away, but regrettably it pretty much rained all day Saturday. I got left behind, partly because I had to work and partly because it simplified the 'what do we do with the pets?' question. My set of teaching core decks.A couple of weekends ago, my wife took the kids out of town for Spring Break, taking in some roller coasters and museums down in the Charlotte area. Hopefully enough economy to give the new corp player a chance, but not give them impression that jinteki is too rich! Theres junebugs, snares and even corporate troubleshooter. So here's a teaching deck to give that to them, but also to introduce concept of bluffing in netrunner. Often the corporation beginners go to first, Jinteki is all about traps and bluffing to the beginner. Their purpose would be to give a good, broad, richly thematic introduction to the game of netrunner, with some introduction into deck building. Please keep in mind, these arent tournament decks or anything. you'll see decklist, followed by some rationale after them. So with these 6 criteria, I set about my task. So these decks had to meet a few criteria:ġ) core set only (albeit multiple cores, given that those teaching, may well have multiples, and most beginners don't start by buying all data packs).Ģ) must give the player a feeling for the theme of that faction, as well as overall introduction to the netrunner theme.ģ) legal decks and introduction of 45/15 principle of constructionĤ) introduction to most of the core mechanics of the game, including traces, damage, tags, etc.ĥ) introduction to use of influence, and how that can plug gaps or improve decksĦ) each is fairly competitive with the other in a casual setting.
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One sure way of failing to hook a new player is to try and teach them how to play with your Andromeda anarch datasucker deck, or your tricky professor deck, or your crazy no ICE NBN2 deck. And since im a blog for beginners, I thought maybe I should give it a try. This does get asked occasionally on the forums, if people have decks suited for teaching. So having now taught like 25 people how to play this awesome game, I decided to whip together a teaching deck for each faction.