Updated: Sep 16, 2019
I remember as a young child the first time that Tolkien really blew my mind. I had heard of elves and orcs and wizards but the idea of trees that could walk and talk, that held me spellbound. So when FFG announced that we would venturing into Isengard and the forest of Fangorn for our next installment of the Lord of the Rings LCG, I literally jumped for joy.
In this first scenario our heroes ride to the aid of the king's aid, Grima Wormtongue, who is beset on all sides by the wildmen of Dunland.
Before we can talk about the scenarios in the Voice of Isengard expansion we must first discuss the new Time mechanic. The designers and developers over at FFG found that players were often “Turtling” during games, using the unlimited time of each stage to lower their threat and build up before rushing the scenario. The Time Mechanic is designed to stop that. Personally I found the scenarios difficult enough without the Time element, I might occasionally wait a round to get some more allies into play, but I would not deliberately put off attacking the scenario.
Anyway, Time X appears on a lot of quest cards going forwards. A number of Time Tokens equal to X are placed on the stage and one token is removed at the end of each round (more can be removed by enemies, locations and treachery cards). When the last token is removed an event occurs, which quite often resets the clock, meaning the event will occur again in X rounds.
This mechanic basically puts a time pressure on the players as the effects of the timed events are almost always bad, as you will see when we take a look at the scenario.
The Fords of Isen
A small band of mounted Rohan warriors, knights of King Théoden’s household, were trapped at the center of the ford. From both sides of the river, scores of Wild Men from Dunland were attacking. Many of the Dunlendings brandished leather shields emblazoned with the crude sigil of an angry boar.