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Puzzle2

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Posts posted by Puzzle2


  1.  There was mention of an expansion, Sudden Death, at their GenCon In-Flight Report today, but no details. I actually introduced a friend to the game this last week and we talked about the same opportunities to build the game up. Really hoping to see more as we get into Q4.


  2. Vase said:

     

    I double checked the wording of the new scoring system and it says that 10 points are added on "at the end of each round."  So if I beat the scenario in the 4th round, does that mean I would only add on 30 points?  10 at the end of the first round, 10 at the end of the second, and 10 at the end of the third?  We won the game in the questing phase of the 4th round.  I added on 40 points, but if that is wrong and I should have only added 30, we scored 100 points even.

    You are correct with 100 points; you add ten during the refresh phase. I made the same mistake with the new scoring system when it first came out.


  3. This is the reason that I wish the Quest Log would actually give us the statistics for both victories and defeats. Finding out percentages, averages for the community, and seeing where the means lie would be something we could all benefit from. As it stands I can only compare victory scores, and really only to one person at a time. If FFG makes this change we could see who the outliers are and actually strengthen the play of the community in this manner. 

    To be honest though, I am a 'Pippin' player and probably bring all of the averages down with my goofy attempts at combos and theme decks.


  4. lleimmoen said:

    I do not have the card yet but I hope the answer is there is no travel effect - they might have mentioned it to make sure though.

    Also, it is interesting that is says "after you play it from your hand", which means it does not take effect when you use Stand and Fight or Sneak Attack, right?

    Sneak Attack says specifically to " put 1 ally card into play from your hand", so you should still be able trigger this effect. You are correct that Stand and Fight would not work though because it comes into play from he discard pile.


  5. Titan said:

    I've been toying with the idea of making 4 mono decks and play them against several of the quests and see what happens.

    It would be interesting to compare how each sphere does against a given quest, say HfG. I think this is what most people did when they first got the core set and used the given mono-sphere decks to get a feel for the game. I can still remember getting stomped running mono tactics in a core game :)

    That being said, I would tend to agree with starhawk. As a solo player I don't see doing the mono-sphere thing unless I am simply going for the novelty of it. If I were in a multiplayer game though, I would certainly be for it.


  6. lleimmoen said:

    Glaurung said:

     

    What can i say??? I dont why you cannot win??? For me is really easy one. When i play i take out Grimbeorn and 2 locations ( i dont remember the name) when they explore go back to the top of encounter deck. Cose with this cards quest for me is to easy sounds like cheating. Without Grimbeorn is much more harder and cool.  

    If you cannot win this one it means you really understand something wrong about the game........

     

     

    Are you even being serious this time? Your strategy depending on Grimbeorn? You know that chances he is coming early are not that great. You can do the math. Plus to get 8 Leadership resources in solo game may not be an easy task either. When I beat the Carrock (and I do quite often), I rarely use Grimbeorn even though I like to.

    I think you are misunderstanding Glaurung. It sounds like he is removing both Grimbeorn and Banks of the Anduin from the encounter deck when he plays to increase difficulty.

    That being said I do agree with you about the importance of Grimbeorn in solo play. I can only recall one time that I won the scenario without him. Keep in mind that the Bee Pastures location does increase your chances of bringing him in. 


  7. guciomir said:

    Casual players will tell you that the game is very hard, experienced players will be complaining that they are winning too much. The truth is somewhere in the middle. Give a game a try, buy a core set. If you like it, think about buying expansions.

    // edit: so far just one quest is extremaly hard solo (third scenario from core set).

    To echo guciomir it really does depend on the type of gamer you are and whether or not your purpose is for the experience of good thematic gameplay, or to have the highest winning percentage.

    As a strictly solo player, I find that my win percentage is around 50% normally for each quest, but then again I try to create theme decks or weird combos. I know I have said this before, but keep in mind this is a co-op game with the option for solo play, not the other way around. It scales nicely to two people with combos being played with your partners cards, etc.

    If you are a fan of the LORT universe, or simply games with very strong thematic appeal, I would say this is a must have.


  8. It has been awhile since I played this encounter, but I had a great deal of success with a straight Leadership/Lore deck: Imrahil, Theodred, Beravor. As mentioned earlier, the Miner of the Iron Hills is great for keeping the Sacked! card at bay. Really the idea was to use the card draw of Lore and the resource development of Leadership to hold most of my deck in hand and then play as needed. I used Gandalf to reduce threat to a point where I could manage the trolls. Using Sneak Attacks and chump blockers allows you to pull double duty with Imrahil and play cards like Valiant Sacrifice, furthering your card drawing.

    As for taking on the trolls, I chose this order: Rupert, Stuart, Morris, Louis. Rupert has IMO the least negative of the Forced affects. Louis could bring other trolls into the fight since he raises your threat, so save him for last. Also, you should always pay for Grimbeorn. Throw a Self Preservation on him and keep him around to take out trolls. 

    Remember that you don't want to advance too fast, so strong questers are not needed. In the end I just used Theodred with a couple of boosts, and maybe Imrahil if I knew I would be able to ready him during the attack phase.


  9. leptokurt said:

    DurinIII said:

     

    Yeah, perhaps I don't play enough to notice it, but Gandalf is hardly ever the make or break of my games.  I still don't think he is "too good."    

    I basically agree, but I also have to say that in combination with Born Aloft, Second Breakfast and Erebor Hammersmith I am able to play him eleven times. And Bilbo makes sure that I will draw my whole deck before I finished the game. Additionally one could call him three times with Sneak Attack.

    This combo you described would cost 64 resources and spreads across three different spheres. Even with Steward of Gondor this would take you over 12 turns of playing nothing else. I wouldn't say this is broken.

    Back to the original topic I have enjoyed this round of player cards. I just got my pack and haven't actually gone through the quest yet, but I already see a lot of utility for previous quests and hopefully future ones as well. I am a theme deck builder myself and having another Eagle with a strong attack ability will make my creature deck more viable, especially for cost of 1. I will also be using Song of Mocking on Frodo in my Tactics/Spirit deck.


  10. Mighty Jim said:

    I'm a bit surprised by the amount of Imrahil love around here. What's so great about him? I used him a few times when he first appeared, but have basically given up since.

    His stats are good, sure but that just makes him very expensive threat-wise. His ability is only much use if you've got lots of characters leaving play (ideally one per round) which makes him pretty hopeless in a quest like Escape from Dolguldur, where there's an Ally cap, and nobody wants to waste it on someone for chump-blocking.

    Lastly, and I think, most crucially, his lack of useful keywords. Aragorn is obviously the most similar character to Imrahil, and the fact that he is "sentinel" makes him far more useful. All too often, Imrahil sits around and doesn't do anything.

    On the contrary to your last statement, I find that Imrahil gets used for two different actions almost every turn (quest/attack in early game and defend/attack in late game). While the chump block is the most obvious moment an ally leaves play, there are so many player cards that allow you to control when your cards leave play. Events like Sneak Attack, Ride to Ruin, and Born Aloft bring allies out of play. Also, many allies have abilities that require them to leave play. You can discard Westfold Horse-Breaker to ready one hero, and then because it leaves play, you can ready Imrahil as well.

    Since most of my play has been solo, I can't really comment on the usefulness of sentinel. I have seen ranged get a lot of action, but I can't recall in my limited co-op experience us ever using the sentinel keyword. 

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