This is one of the more gimmicky decks I've built, but I didn't know what else to do.
The Secret Smeagol Slide
Ring-bearer:
Smeagol, Bearer of Great SecretsRing:
The One Ring, Such a Weight to CarryAdventure deck:
EttenmoorsMorannon PlainsNeekerbreekers' BogFords of IsenMere of Dead FacesWindow on the WestDammed Gate-streamGreen Dragon InnThe Prancing PonyFree Peoples Draw Deck (36 cards):
1x
Frodo, Frenzied Fighter (Starting)
1x
Sam, Resolute Halfling (Starting)
1x
Anborn, Skilled Huntsman1x
Boromir, Steward's Heir1x
Faramir, Son of Denethor4x
Ranger of Ithilien1x
Bilbo, Aged Ring-bearer4x
Release Them4x
Something Slimy1x
Follow Smeagol1x
Gladden Homestead4x
Herbs and Stewed Rabbit4x
Poor Wretch4x
Secret Paths4x
There's Another WayShadow Draw Deck (36 cards):
3x
Gollum, Old Villain2x
Shelob, Eater of Light1x
Shelob, Her Ladyship3x
Web4x
Captured by the Ring4x
Horribly Strong4x
Led Astray3x
So Polite3x
Deceit2x
Evil-smelling Fens1x
Fat One Wants It1x
Final Strike1x
Incited4x
It's MineYou'd probably do well to cut the deck down to 30/30: I'd recommend -4x
Release Them, -1x
Gladden Homestead, and -1x
Poor Wretch for the Free Peoples and -2x
Evil-smelling Fens, -1x
Fat One Wants It, and -3x
Led Astray for the Shadow. There's probably a lot of missed opportunity for site optimization and manipulation here, and some tweaking could be done to the quantities. I made a few edits after the maiden voyage, but nothing major.
With 4x
Secret Paths, you can probably guess the goal: use Smeagol's regroup ability to coast to site 9. Ring-bound Rangers are there to up the threat limit and provide cushion for the first few moves; with 8 companions (and no threats) you can play all of your
Secret Paths and move from 3 to 9, though in the handful of games I played I could only move from 3 to 8. If your opponent's shadow side has cycling you're pretty much screwed.
I've bid 0 and started
Green Dragon Inn when able, otherwise hopefully as the 2nd site with Prancing Pony or
Dammed Gate-stream (depending on which I need) for site 3. The sites are basically all situational, I'd try to reserve Smeagol's vitality for using
Follow Smeagol if you pulled/drew it early or
Mere of Dead Faces with
There's Another Way to ensure a crucial favorable site. Still, I haven't needed to depend on them one way or another. Neekerbreeker's Bog and
Morannon Plains are theoretically cool, but there's probably something better that could go here. I didn't have a chance to try
Window on the West or
Fords of Isen but I have high hopes for them.
Having a Ranger in your opening hand is crucial (maybe I should start Prancing Pony instead?) because of how low the strength of the starting fellowship. Between
Herbs and Stewed Rabbit,
Poor Wretch, and
There's Another Way Smeagol is usually plenty stacked by site 3 (Strength ranging from 11-15). Sam should be used to discard any Shadow cards you've got because there's a lot of digging you need to do. I use
Something Slimy as a placeholder for
Secret Paths and only use it to pull something else if I can get my max copies out (hopefully 4, but at least 3).
Gladden Homestead is a fine way to clog the opponent's hand, but I'd spread the uses out rather than push all the conditions back at once.
The Shadow side is only here to help your Free Peoples, but so far it
looks scary enough to keep your opponent from moving too fast (Ninja Gollum and what all). Play Gollum and exert him three times with
It's Mine to get what you need.
Horribly Strong is a great bonus because it lets you do this again. There are 11 distinct companions total in the deck, so don't worry if you discard Rangers.
Incited only has one copy, but should probably move up to 3. Gollum will only be skirmishing for the first 3-4 sites if all goes well, which means he'll be much stronger than companions and can win skirmishes just by discarding your extra Shadow cards. If you can use
Incited, I wouldn't use it to grab anything but a lost Free Peoples condition or a used
Something Slimy. Playing Shelob at all is a secondary goal.
Eater of Light pulls
Web and thus bumps your shot at drawing your Free Peoples cards, but
Her Ladyship stops moves better and if your opponent figures out that your Shadow side is toothless soon enough, there's a chance you could be out-raced by an opponent with an increased move limit (
Radagast, mostly). I'm not sold on either one. Just remember that the focus here is to help your Free Peoples get set up.