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Full Dunland Trap spoilers!


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#1 PsychoRocka

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Posted 26 June 2014 - 04:20 AM

http://www.cardgamed...e-dunland-trap/

 

Full spoilers on cardgame db which FFG purchased apparently. Pretty awesome of them to put them up the second its out so I can see them before my two week wait over here in Australia =)


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#2 Mndela

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Posted 26 June 2014 - 04:24 AM

Wow, fast!

 

Lol, the long delayed made us a lot of anxious, and the firts day it has been released also is just now uploaded in the web, lol.


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#3 Nerdmeister

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Posted 26 June 2014 - 04:35 AM

Not much to do with anything but I keep reading the headline for this post as "Funland Trap Spoilers" :)


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#4 PsychoRocka

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Posted 26 June 2014 - 04:50 AM

Just looked at each enouncter and quest card as well as the two encounter sets used from Voice of Isengard and the quest looks pretty hard! Looks fun and very unique, the last stage especially and its win condition as well!

From first scrutiny it looks like FFG have done a really really good job with this quest, can't wait to get my hands on it and hopefully get proven correct!



#5 booored

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Posted 26 June 2014 - 05:57 AM

some nice cards in thos one

Edited by booored, 26 June 2014 - 05:58 AM.

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#6 Glaurung

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Posted 26 June 2014 - 07:51 AM

Yes this one looks really difficult and i love it! Sounds like this quest give you some new cool options and looks amazing in 3 4 players game.


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#7 MyNeighbourTrololo

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Posted 26 June 2014 - 08:18 AM

I think, this quest is "either defeat all enemies before advancing to the second stage or lose".


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#8 Bullroarer Took

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Posted 26 June 2014 - 09:34 AM

First, the leaked spoilers from so long ago that were found on Beorn's site were only partially correct.  Some changes have been made.

 

Second, While I understand the idea of resetting the player's board so that it's not so easy to steamroll through stages 2 & 3, this might be a bit too extreme.  A lot of decks will simply flat out fail here.  This is without playing it though, there could be some subtleties I am missing.

 

Third... My pack is in.  I'll be playing it tonight.  Woot!


Nearly all of my comments are from the perspective of the single handed solo player.

#9 kyrie

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Posted 26 June 2014 - 06:19 PM

I already played this quest a couple times and it is definitely very difficult. You want to play all your cards because the time counter is only 2 and makes you discard your hand, but you do not want to play all your allies and attachments because the second quest card destroys all of those. Lots of strategy has to go into this when you play, and timing is everything. I only won once but it was very close. This is going to be a quest that sees a lot of play throughs. Hope you all enjoy it soon!


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#10 Bullroarer Took

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Posted 26 June 2014 - 08:55 PM

Won my first time through. Did I get lucky? Maybe. We've been waiting so long that I read all the spoilers and had a really good idea of what end quest was doing when so it wasn't like a blind play through at all. And I was playing a deck that was tuned to handle Isengard and the Dunlanders. So I was able to make my own luck by knowing which cards were important and which weren't. Note that I didn't change a single card in my deck, I just knew what was important. If I were to tune my deck going forward I would hope for more success.
Nearly all of my comments are from the perspective of the single handed solo player.

#11 danpoage

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Posted 26 June 2014 - 10:43 PM

Hall of Beorn Card Search now includes The Dunland Trap, as well:

http://hallofbeorn.c...he Dunland Trap


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#12 booored

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Posted 26 June 2014 - 11:51 PM

Some simple solutions to own this quest....

 

Hammersmith / fat gross hobbit eating leadership event

Hold till you discard your attachments. As with all effects that trigger at the same time you choose the order, so place attachments in order.. Cast your attachment retrival.. and bang you back in power. 

 

Use Calandra for mass ally recursion. 

 

Stand and Fight - Ally recursion

 

Will of the west - Deck Recursion


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#13 MyNeighbourTrololo

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Posted 27 June 2014 - 01:12 AM

Why WIll of the West? Cards will be shuffled back into the deck by a quest effect.


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#14 richsabre

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Posted 27 June 2014 - 03:22 AM

loving the location art in this pack


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#15 Mndela

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Posted 27 June 2014 - 06:53 AM

I can stand watching this picture some minutes without stopping

 

Plains-of-Enedwaith.jpg


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A wizard is never late..., he arrives precisely when it is the last round


#16 richsabre

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Posted 27 June 2014 - 06:59 AM

truly beautiful ...


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#17 Kerstoid

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Posted 28 June 2014 - 02:14 AM

Wholeheartedly agree on the location art; it's gorgeous.  The Old South Road is the most evocative road art yet, in my opinion.  I love it.

 

For more on the lore of these locations and the Dunlending enemies, please check out my latest post at Master of Lore about The Dunland Trap encounter cards.

 

http://masteroflore....ncounter-cards/

 

old-south-road_the-dunland-trap_16.jpg


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#18 PsychoRocka

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Posted 28 June 2014 - 03:44 AM

One of your best articles so far! Great read while I wait for my copy =)

#19 Pharmboys2013

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Posted 28 June 2014 - 07:19 AM

Played the quest 3 times now, twice single player once two player and have lost each time.  It is quite tricky and I do appreciate the unique challenges of the quest stages.   


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#20 Gizlivadi

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Posted 28 June 2014 - 10:54 AM

This was an extremely good article, Kerstoid. As I've stated before, Dunland and the Dunlendings is one of my favorte factions in Middle Earth and possibly my favorite of the enemy ones. I certainly agree that a 21st century perspective can offer interesting possibilities regarding Dunland. They have an interesting culture and lots of room for creativity and for the mind to "wander freely". Something that I would also have mentioned that, as MECCG did in the past, they have given the Dunlendings a fairly "Pictish" visual style, albeit a bit more primitive. The Boar and Raven clans, guardian spirits and Standing Stone cirlces as we'll see in the Three Trials point to an explicit celtic inspiration for the Dunlendings, which I absolutely love. I also expect FFG to develop the dunlending's morality, as you said, in a more mature and sympathetic way so they're portrayed as more than mere "wild people". Also hopefully we will see the Dunlending's dwellings, their duns, from which I think Dunland takes its name. In fact, seeing as the Dunland Trap ends in sort of a cliffhanger and that we start the Three Trials under the protection of the Raven clan, I speculate that at the end of this first adventure we will be rescued by a Raven clan ambush on our assailants, and as payment for their help we will accept these "three trials" to recover the crown.

 

So as I said, I have great expectations for Dunland in this cycle. My only hope is that it won't fall into the cliched, tired "who's the savage" storyline a la Pocahontas or Avatar. 


"A straight road lay westward, now it is bent."





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