Ok, until now I only played this quest solo, but today some friends dropped by and we had a 4 player game of Trouble in Tharbad.
Before I'll get into detail, I'll list some things that can be considered a handicap: We had a pretty threaty party, each player starting the game around 30 threat: Haldir+Beravor+Loragorn=31, Gandalf+Spirfindel+Idraen=30, Imrahil+Celeborn+Elrohir=32, Eomer+Brand+Elladan=30. Also, as you can see, Gandalf is used as a hero, and not even as a part of overly strong "Gandalf Eagle Deck", so leadershit player couldn't sneak attack him and stuff.
Ok, down to the business. With 4 players, this quest is really brutal, or so it seemed to us. At the beginning of the game, you have 4 enemies each of which will remove 1 time token on attack... "whats the problem?!", you'll say, "just don't engage them, their threat cost is 40 for crying out loud!", you'll continue. I'll tell you what's the problem: questing. If you'll be lucky and no engage cost lowering effect pops during first quest round, you'll face a dilemma: engage those spies this turn and suffer the loss of -10 threat out threshold OR keep that 8 threat in the staging area and suffer the same loss later. Fortunately, we revealed only 1 enemy during the first quest and he fell right into my trap, so he was no problem... for now. Other 3 cards were 2 locations and a treachery which forced us to remove 1 time token (because the other effect was A LOT of threat). I was forced to use the lore event to nullify the threat of one of the locations, so we could explore Empty Mug turn 1. Then, we travelled the Streets, engaging every spy with each of us right after. And like that, first round our threat threshold dropped to 40. We managed to kill 3 out of 4 spies the same combat phase, thanks to our strong and potent heroes. And that was just the first turn. Each turn the encounter deck did it best at hasteful time counter removing, we were walking at the brink of existance, barely lowering out threat in time before threat out threshold falls once more. In the end we won, bot GOD it was a tense and close game. To anyone considering this quest as an easy pie - I encourage you to try it with as many players you can muster. Not to tell how thematic it is - trying to hide from everlasting pursuit, entering hideout to catch a breath, brigands retreating to the roofs and patiently waiting to counter attack, Bellach getting lost in the encounter deck but slowly cathing up on us... there is so much theme in this quest.
Funny fact: I used Loragorn's ability to drop myself from 36 to 31 on the turn one to prevent myself from threating out at 40 on the next turn (threshold was already lowered once)... Now that I think of it, I probably had to discard Aragorn because of Empty Mug's victory display effect?.. LOL!
Also, remember that Orc who got into my trap? We thought we were rid of him... then Get That Dwarf! Showed up, and it so happened that for that time this Orc had the highest Attack value
Also, Haldir was a total beast. These times when I was left alone, he easily made a -1 enemy before it even could attack. Leadershit player imbued him with this +1 Attack Dunedain thingy, while Tactics player gracefully granted Haldir both Dagger of Westernesse and Rivendell Blade.
Edited by MyNeighbourTrololo, 02 November 2014 - 02:41 AM.