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About monkeyrama

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  1. Since the FAQs seem to come less than once a year, I think the fears of many heroes being errata'd are a little over-stated. It took them *many* years to actually get around to doing something to Boromir or Caldara: by all means I think it's fair to criticise how they errata'd them, but I really doubt that another tranche of erratas are coming down the pipe that soon (rightly or wrongly). I feel like I should add that since I don't tend to use these heroes at all, I am much less affected by the errata, and I concede quite happily the points made by others about Caldara and Hama in particular - they seem a little clumsy. Boromir, on the other hand, seems much less bad, at least in relation to the source material. He wasn't *that* epic in the books...and perhaps it's about time Faramir started to look better in comparison On the quality of the boxes etc., doesn't this have something to do with Asmodee buying FFG? There was definitely a price hike after Asmodee came along, and since Asmodee owns *many* board game companies they are getting close to a monopoly they seem to be acting with a bit more disregard for overall quality etc. I wouldn't really put the designers of LOTR in the firing line for those kinds of decisions, although I was disappointed more generally to see FFG get absorbed by Asmodee.
  2. That's true. I do wonder if the drive to limit the cards in the way that they did wasn't to get them to roughly the same level of power as similar card types (so We Are Not Idle now functions like many other resource generators, and so recycling it is less bad, whereas even a single good use of the old We Are Not Idle could net 10+ resources). I think Hama is the most poorly handled, but I'm surprised that Caldara wasn't once per game in the first place. Plus ça change...some new broken combo will no doubt be discovered!
  3. Ah, good call. Yeah, I think that works. The additional therefore is just to clarify that you have cancelled the encounter card revealed but still have to reveal one to replace it as a separate reveal. I think that helps a lot with the situations described above.
  4. Have only had a very quick look, but on balance I'm not mad at any of these changes. It might be because I don't use many (or even any) of the cards the way that they are being errata'd against, but they all seem fine. Boromir can still do some shenanigans around exhausting to fulfil card effects, but can't now dominate the combat phase without other cards to help, Caldara was a bit silly anyway, and the Out of the Wilds errata is, in my view, a big boost to the card when used normally. Hama is a bit painful, but I guess it was a way to fix it. We are not Idle needed that fix. It's now no longer a silly card. Bit sad about Wingfoot. I never tried one of those silly Wingfoot exploit decks, and now I can't. Oh well. It's still a solid card.
  5. I was going to go and look at Eleanor, but her card is not that useful in this case because she was written before they starting to (try to) standardise wordings, and her text is weird: Frodo in Black Riders says: All the encounter cards that use the word 'additional' obviously don't cancel the previous card. Frankly, if I'm honest, I don't know what the game has to say about cards being cancelled. @GrandSpleen's point, if correct, would mean that this is a way to lessen Bolg's power, because the Surge would be cancelled on the card, but you'd still have revealed the card, so no other card gains Surge. I suppose it comes down to whether or not cancelling a card also cancels it's type(!) or just the effects...maybe ask the developers? I'm inclined to think that 'additional' is just to specify with consistent language that you are revealing another card, since they seem to ditch the 'next card' text from Eleanor after the Core Set (it's used on Grima and the Lonely Mountain).
  6. I am sure that this will be answered better by others, but I was under the impression that the key word here is 'cancelled', which means that the card/effect technically didn't really happen. So, The Door is Closed! cancels the effects, and not the card, but Bolg adds surge to the card. I would say that it counts as the first enemy, but the surge is cancelled. In the latter case it cancels the whole card, so it would not count as the first revealed. But that may well be wrong
  7. Same for me. I hope that this is good, but I am expecting it to be bad. Thank goodness it's not the Silmarillion though. I'm very doubtful that could ever be any good, except as the book. But I'm a sceptic.
  8. For a while I've been mucking around with two decks that are a paired effort to make use of Fastred and Kahliel. Description follows, with the decklists also: Deck 1 - An odd alliance ( Packs: From Core Set (2) to The Black Serpent 26 Starting Threat, 51 Cards Heroes (3) 1x Merry (The Wastes of Eriador) 1x Fastred (The Black Serpent) 1x Faramir (Assault on Osgiliath) Allies (7) 2x Robin Smallburrow (The Drowned Ruins) 2x Mablung (The Land of Shadow) 3x West Road Traveller (Return to Mirkwood) 2x Arwen Undómiel (The Watcher in the Water) 3x Imladris Stargazer (Foundations of Stone) 2x Westfold Horse-breeder (The Voice of Isengard) 2x Galadriel's Handmaiden (Celebrimbor's Secret) Attachments (11) 2x Entangling Nets (Temple of the Deceived) 1x Windfola (A Storm on Cobas Haven) 2x Herugrim (The Treason of Saruman) 1x Snowmane (The Land of Shadow) 2x Unexpected Courage (Core Set) 1x Fast Hitch (The Dead Marshes) 3x Light of Valinor (Foundations of Stone) 3x Ranger Spikes (Heirs of Númenor) 2x Ithilien Pit (Encounter at Amon Dîn) 2x Silver Lamp (The Voice of Isengard) 2x Wingfoot (The Nîn-in-Eilph) Events (5) 3x Tides of Fate (Flight of the Stormcaller) 2x Heed the Dream (Flight of the Stormcaller) 3x Coney in a Trap (The Mûmakil) 3x A Test of Will (Core Set) 3x Renewed Friendship (The Redhorn Gate) This deck requires Elrond's deck to function. The allies are all self-explanatory, although you should usually use Imladris Stargazer on the other deck until you have two in play. The attachments have specific targets. Herugrim and Snowmane play across to the other deck on Éowyn. Light of Valinor and a spare Unexpected Courage go on Elrond. Within this deck, Faramir gets Wingfoot, Merry gets Fast Hitch, while Fastred gets Silver Lamp, Windfola, Golden Shield and Dúnedain Warning from the other deck, and Unexpected Courage. Once set up, he can defend twice with about 7 defense. Most importantly, with Silver Lamp you can make combat very tactical. In a recent game against The Black Serpent this deck had 5 engaged enemies. Jubayr from the other defended 2 enemies, and discarded one problematic shadow effect. Fastred was able to defend 2 more, and I left the last one to Faramir without concern. Fastred is really quite good! (Arwen Undómiel usually boosts Jubayr's defense across the table, but she can boost Fastred if this is necessary). Ranger Spikes help to boost Faramir's attack, while Coney in a Trap, Entangling Nets, and Ithilien Pit help to avoid problems in early combat. Tides of Fate is a useful card in the early game for a free boost to Fastred's defense when needed. Renewed Friendship is useful because the two decks swap so many attachments! Finally, Heed the Dream is an important fixer card, and one I added late in play-testing. The second ability can be triggered by the other deck, and having a fetching card is handy if your early game hand is weak (even after mulligan). Of course A Test of Will is important! The most important cards to look for are Light of Valinor and Silver Lamp. With these two in hand you can handle combat, and the other deck can start to useElrond properly. The decks play really well together. They can easily handle tricky combat situations, and the Harad allies are just overall excellent. This deck plays second-fiddle a little, but it's an interestingly tactical questing deck. Deck 2 - Elrond Summons the Haradrim ( Packs: From Core Set (2) to The Black Serpent 32 Starting Threat (really 29), 51 cards Heroes (3) 1x Kahliel (The Mûmakil) 1x Éowyn (The Flame of the West) 1x Elrond (Shadow and Flame) Allies (7) 2x Yazan (The Mûmakil) 2x Jubayr (The Mûmakil) 2x Firyal (The Mûmakil) 3x Kahliel’s Tribesman (Race Across Harad) 3x Southron Refugee (The Black Serpent) 2x Warden of Healing (The Long Dark) 3x Errand-rider (Heirs of Númenor) Attachments (12) 1x Kahliel's Headdress (The Mûmakil) 2x Haradrim Spear (Beneath the Sands) 1x The Red Arrow (Beneath the Sands) 3x Great Yew Bow (On the Doorstep) 1x Black Arrow (On the Doorstep) 1x Golden Shield (The Flame of the West) 2x Steward of Gondor (Core Set) 2x Dúnedain Warning (Conflict at the Carrock) 2x A Burning Brand (Conflict at the Carrock) 3x Vilya (Shadow and Flame) 1x Gondorian Fire (Assault on Osgiliath) 1x Heir of Mardil (Celebrimbor's Secret) Events (5) 2x Knife-work (A Storm on Cobas Haven) 3x Feint (Core Set) 3x Elrond's Counsel (The Watcher in the Water) 3x Daeron's Runes (Foundations of Stone) 3x Deep Knowledge (The Voice of Isengard) The deck is paired with the Fastred deck. There are relatively few allies, but like an Harad deck the point is to use these allies wisely to maximize their use. Many cards are self-explanatory: Daeron's Runes andDeep Knowledge add card draw, in the latter case for both decks, Elrond's Counsel is used to drop threat a little and questing, and Feint is best early on to survive combat before you are set up. Many attachments, however, go across to the other deck. Black Arrow, The Red Arrow, Great Yew Bow, and Gondorian Fire all go on Faramir, while Dúnedain Warning and Golden Shield go on Fastred.Haradrim Spear goes on Yazan exclusively, since he is the main attacker in the deck (Kahliel is there forKahliel's Headdress and his ability to spend resources on any Harad ally). Éowyn gets Herugrim and Snowmane from the other deck and can help in combat. Trying to combine her and Yazan with Knife-work helps with card draw. Now, Elrond. He gets: Steward of Gondor, A Burning Brand, Heir of Mardil, Vilya, and if you can spare one, a Dúnedain Warning. The other deck plays Light of Valinor and Unexpected Courage on him and useImladris Stargazer to help set up the free play of allies. Steward of Gondor and Heir of Mardil are another way to ensure that he can use Vilya and quest in the same round (along with Light of Valinor from the other deck). Once set up Elrond can pop a card into play for free, quests for free, and then defend an attack up to 3 strength without damage. Elrond is crucial to the deck! Finally, best order of play. The ideal ally to get out early is Jubayr, since the other deck can play Silver Lamp and this allows Jubayr to pick carefully who to defend against and which card to discard. Arwen Undómiel can boost his defense, and usually should! Errand-rider spreads Elrond's wealth, and Kahliel’s Tribesman and Southron Refugee are there to discard for action advantage or for more willpower. After discussion on RingsDB (thank you @dalestephenson) I'm considering dropping 1 Southron Refugee to add another Jubayr, since he's so important for the two decks, and also maybe losing 1 Great Yew Bow, since it only benefits Faramir. The two decks have taken on The Black Serpent 3 times, with 2 wins, and can be surprisingly (to me at least) solid at questing and combat. I am very open to thoughts on these. My next project, I hope, will be a Gondor fellowship, trying to thematically mimic the Ithilien Rangers supporting the main might of the Gondorian army.
  9. I love finishes with the threat level so high! Always tense and exciting! Makes me want to bust out Gimli again and carve some orcs.
  10. This mirrors my concerns about power-questing decks as well. They aren't really that interesting. I find that the interesting decks of that kind deal with questing by manipulation (so basically encounter deck manipulation). That's because those decks actually require some strategic thought about when to apply the effects. Alternatively decks that boost questing by interacting with the staging area a bit more are interesting, but then you have to build in some combat strength. The concern I have re: questing decks that can fight is that they usually include the usual suspects: Glorfindel, Arwen, Galadriel, Elrond etc. The new Eowyn has added some interesting sides to this, and Theoden II is good in that respect too (Rohan in general, thanks to their attachments that double up the use of willpower). I realise that this answer is not an answer. I just agree. Oh. :/
  11. This is true. Well, sooner or later (it seems) all traits will be shareable. I'm not totally mad at LeEomer, but mostly only because he's in my Saga decks, and he has some upgrades in them to make him a bit more potent. Could be interesting, but not a top tier hero. Nice to have more Leadership Rohan though.
  12. Or Late Adventurer, after an enemy is revealed?
  13. OK, now I want to build two decks that just aim to power up Dour-handed and Thurindir. What else triggers off side-quests? Legacy Blade and Halfast Gamgee...hmm. OK, so not that much to work with. Plus I suppose the allies who don't exhaust if there are side quests in the victory display. Speaking of which, are we due an additional one of these in Leadership, since the other three have Halfling Bounder, Vigilant Dunadan, and Rider of Rohan? Is there space in Dungeons of Cirith Gurat?
  14. I very rarely, in this case, use Gather Information for another side quest. I use it to find, for Thurindir's deck, whatever I don't have out of Strider, Resourceful, or Timely Aid. It helps that the other deck then gets to hunt out something useful as well - Steward of Gondor, or Visionary Leadership, for example. In solo I completely agree: Send for Aid or something similar are much better plays. Thurindir makes side quests something worth thinking about, and I appreciate that very much. After they released side quests, they were OK, but with Thurindir they offer compelling strategic questions. And get discussions going on the forum
  15. That is a problem, for sure. I have to say that I built my own Thurindir deck to be played with another deck, and found I could usually get enough progress first turn to explore Gather Information. But when it doesn't work... This is probably a good reason for that style of deck to never be top-tier. I don't think Thurindir is a top-tier hero, but he is very entertaining.