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Kiwina

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About Kiwina

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  1. Heroes: Denethor, Elrond, Glorfindel(Foundations of Stone) Game 1 Result: 81 Final Threat Level: 34 Threat Cost of Each Dead Hero: 0 Damage Tokens on Remaining Heroes: 0 Victory Points Earned: 3 Number of Rounds Completed: 5 Game 2 Result: 149 Final Threat Level: 29 Threat Cost of Each Dead Hero: 0 Damage Tokens on Remaining Heroes: 0 Victory Points Earned: 3 Number of Rounds Completed: 12 Game 3 Result: Loss Final Threat Level: Threat Cost of Each Dead Hero: Damage Tokens on Remaining Heroes: Victory Points Earned: Number of Rounds Completed: Total Score: 172.5 Posting Your Results: My pool was all the cards from Core-Dwarrowdelf only buying 1 of each product. The strategy of my deck was to be able to manipulate the encounter deck as much as possible in order to reach stage two, and then complete it as quickly as possible. Shadow of the Past was my win condition card for exploring Durin's Gate. The second game took longer because I wasn't drawing any of my cards that shared the first letter with cards in the encounter discard pile. I was able to Forest Snare The Watcher in that game, which was pretty fun and helped me survive until I drew the right card. The last game was kind of a no-win scenario with Doomed 5 and Mountain Wargs for Setup and the Striking Tentacle from questing. Denethor needed to block and was killed due to shadow effects on round 1. The Striking Tentacle was unblockable on round 2, so my two remaining heroes fell to the tentacle and the Warg.
  2. You don't actually target a hero when you use their resources, otherwise Beorn would be incapable of using his resources at all. The difference in who can/can't affected by each of those cards is in the nuance of who they target an who their action effects affect. Quick Strike targets a character, and allows that character to make an attack outside of the normal combat phase. It targets a character, so Beorn can't be affected by it. The card effects of Quick never actually targets the enemy, just the character who is declaring a attack. Since the Smaug can be hurt by attack made by characters, he will take damage if your character is strong enough to break though his defense. Like Angus said, Stand together is basically the same. The card effect only affect characters, not the enemy. Thicket of Spears is the only card of the three who's written effects affect enemy cards, so Smaug would be immune to it. This next comment is going back to some earlier posts about Beorn's immunity to attachments. There is one benefit to it. He is also immune to encounter attachments. Sack cards (Carrock and We Must Away) and Tentacle attachments (Watcher) don't affect him either.
  3. It looks like the hero sets could work just fine. I would personally try to include one hero from each sphere in the sets of six, but that has to do with Resource management. One thing I have found playing this game is that certain decks are strong/weak in certain quests. It will be difficult to succeed in every quest with every deck pairing. For example, decks with a lower starting threat usually have an easier time dealing with the troll at the beginning of Journey Down the Anduin. The extra turn or two used to prepare for the troll are very useful. If you're not changing the cards in each deck, be prepared to have to use different pairings in order to complete some of the quests. As far as deck-building advise goes, it looks like you've set up one pair to play mostly Dwarf themed cards and another pair to work well with the Rohan themed cards. That is a good idea. Radagast is best with the Eagle cards, and whatever deck Radagast is in should also have Word of Command to make Word of Command more playable. That being said, the deck Radagast is in should probably be a 2 - 1 Tactics - Lore. In regards to your question about spending resources, I seem to remember that being addressed shortly after the game was released, but I can't find where. The ruling I remember though was that you may only spend your resources for your cards unless the card says otherwise (Ex. Eowyn). I would have to spend all 5 Resources to cast a Gandalf, and my teammate can't help split the cost. Likewise, if I want to increase my Long-beard Mapmaker's willpower I must use the Lore Resources from a hero I control, and my teammate is unable to activate the Mapmaker's ability with his own Lore Resources. The best place to get an answer to that question is here: http://www.fantasyflightgames.com/edge_faq.asp
  4. You are correct. Aragorn still only gets 1 resource each round, but he can use his resources as spirit or leadership resources when Celeborian's Stone is attached.
  5. guciomir said: Kiwina said: I do hope the future quests have more player-scaling mechanics. I've recently been playing this game normally with 3 players, but when I first bought it I spent a lot of time playing solo. One of the major draws for me was that I could play this game solo or with other people. I was fairly disappointed by Return to Mirkwood, because it is designed so there is no possible way to beat it solo. It doesn't even give an illusion of being beatable solo the way Escape from Dol Guldur does. That being said, I still love playing this game, and I hope to see it get better as time goes on. Did you ever try playing Return to Mirkwood? What decks did you use? Or do you say its not possible to beat quest just by looking at cards? Legolas - Theodred - Eowin holds 9 wins 17 loses record against this adventure. I think the difficulty level of the quest relies heavily on the deck that you use. For instance, for my deck it works other way round: there is no chance for me to beat Dol Guldur (unless we count super easy encounter draws), while I am able to fight back in RtM. Honestly I haven't tried it solo yet. I've only played it with my two other roommates, so I say it's nearly impossible for solo based on my experience with 3 players. Which has a 1 win out of 4 or 5 games. The only game we won was the one where we didn't see any Addercop, Addercop cards and only saw about 2 tantrums. We found the Addercops and tantrums extremely crippling cards. I just couldn't imagine beating the game solo. It seemed like you'd have to be really lucky to win, but then again you have a 50%+ win ratio against it.
  6. I think mine is Radagast. I like him a lot. It was one of the few previewed cards that I was counting down the days to get.
  7. I do hope the future quests have more player-scaling mechanics. I've recently been playing this game normally with 3 players, but when I first bought it I spent a lot of time playing solo. One of the major draws for me was that I could play this game solo or with other people. I was fairly disappointed by Return to Mirkwood, because it is designed so there is no possible way to beat it solo. It doesn't even give an illusion of being beatable solo the way Escape from Dol Guldur does. That being said, I still love playing this game, and I hope to see it get better as time goes on.
  8. Shelfwear makes a good point. Are you buying the AP for the quest or the player cards? If it's just for the quest I'd recommend Hunt for Gollum. Rhosgobel is a very different kind of quest from the core quests. It is okay for solo or two player games, but it almost requires you to play with Lore cards. Return to Mirkwood is practically unbeatable if you are playing solo. If player cards are also important to you then I'd look at the different cards you get in each AP, and make a decision from there.
  9. I would like to second the op. The quest log is nice, but it has so much more potential.
  10. I don't think it's necessary to customize a deck to play the expansions, but it does make it easier. Since the difficulty of each expansion quest is different, it's hard to say what is doable with just the starter decks. I've always added some of the new player cards from the expansion to whatever deck I was using for the new quest. If you do buy an expansion, I don't see why you wouldn't just toss the extra player cards into the starter decks. As far as card choice goes for two-player games and one core set, that depends on how many cards you want your decks to have. If you do 50 card decks the cards are very limited. If you make 30 or 40 card decks you'll have more options. When I would introduce friends to the game, I would usually give them a deck with all the cards from one sphere. At first it was just the starter decks, but as I bought more expansions, the mono-sphere decks became bigger.
  11. I'm not sure what would cause that. The summary shows 0 quests successfully completed? What date did you enter for your logged quests? If it was before November, those quests won't show up on the Summary page, because that is when the scoring system was changed. You can also check the quests you've already logged by going to the Log Quest page and scrolling down to the bottom. It should show all quests you've entered. There is an edit option in the bottom-right corner of each quest. You can edit them and see if you forgot to enter something.
  12. I know the change has already been made, but I figured I'd add my vote to 1 entry per player. I'd rather see 10 different names in the top 10 than several repeats of the same player.
  13. You used the right word. I've had that same issue when mixing two different decks of playing cards, but never with any of the LotR cards. Although, I have been putting all my LotR cards into penny sleeves, and I think I started doing that before JtR. I haven't had any issues with shuffling, but the sleeves might be helping with that.
  14. If you do return Windlord to your hand in order to keep it from being discarded, you must use the action before damage is resolved. That would mean the Windlord's attack strength wouldn't be added to the damage unfortunately.
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