Had a great time soloing Warhammer Quest: The Adventure Card Game. Up to mission two of the campaign now. I don’t think it’s as hard as people said it is, but I accidentally picked what to be considered the strongest character pair: the Waywatcher and the Warrior Priest. They work exactly as I imagined, with the Warrior Priest being a front line fighter utilizing his guaranteed damage on multi target attacks. The Waywatcher is a great support. While her attack isn’t too hot, she’s capable of dealing unblockable damage with her aid action (and boosting the Warrior Priest’s attack/other actions). She’s also great at controlling the battlefield. Sending enemies back to the shadows is absolutely priceless when you’re about to fly off a room.
I think the Sadlers are my favorite game designers right now. They knock it outta the park with Descent 2nd Ed, and now WQTACG is doing what other dungeon crawlers can’t. Even without a map WQTACG is doing great with forming the battle lines, differentiating the vanguards and the supports. WoW-like aggro mechanism is present, and it does feel like a swirling combat where you’re trying to manage your opponents with what you have. While it still suffers from minor “whittling the heroes” syndrome, there’s a pacing control here, as with each new room the tension is heightened once more. What’s better though, you have control on the pacing. Do you want to progress with enemies on your tail, or can you afford to delay while killing the monsters? The dice are fantastic, and I absolutely love when they explode.
The only mechanism I don’t like is the forced timer, but I do think that it’s a necessity to prevent heroes from turtling. And in this one the designers use it as a narrative device, which is a plus.
Finally, it being a card game means that you need to remember more rules than usual as card games are worse than board games on the subject of structuring a game.