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Tracker1

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  1. Thanks
    Tracker1 got a reaction from wizerdrea in Advice on a threat deck   
    Aragorn lore is your hero for this type of deck. Basically you can allow your threat to skyrocket and then reset it before it gets to 49.
    Any deck you work on building is going to need to use him, unless you go for a low threat secrecy deck, and work your way up from there, although any deck like that is going to need threat reduction cards. The nice thing about Aragorn is that you don't need to include any threat reduction cards and the deck can can totally focus on the other cards in the strategy.
    You might also want to check out using Grima, since him and the keys of Orhtanc can get much needed resources to play cards.
    Palantir is cool theme card but generally I think it adds unnecessary threat increase for what you get from it.
    Other than that, check out the Strategy and deck building section and look for doomed decks to give you ideas.
  2. Like
    Tracker1 got a reaction from Benoit Poulin in What's your favorite card draw?   
    Here is my Favorite, card draw combo currently. This is for solo and you'll he needing Aragorn lore in the deck.
    Deep knowledge for 2 cards, then Scroll of Isildur for 1 resource to to replay DK to draw 2 more cards, and put DK on the bottom of the deck, then play The Seeing Stone to retrieve DK and draw 2 more cards. 6 cards for 1 resource! With Grima you don't even have to pay for the scroll, but that costs 8 threat. In the right deck it's awesome.
  3. Like
    Tracker1 reacted to leptokurt in Lost Realm mini thoughts   
    I've only been playing Chetwood so far, and it feels meh to mee. My Silvan deck got some easy wins, but 80 percent of the games I lost without having a chance from the start.
     
    Feels to me like the only strategy here is to manipulate the encounter deck as often as possible as the outcome of the game depends heavily on the encounter cards that you're drawing. As long as you get locations you're fine. Otherwise you're screwed - badly!
     
    ETA: Haven't used the new player cards yet, but I'm not very enthusiastic about them. Lots of them are useless for solo play and the Dunedain mechanics are not very appealing.
  4. Like
    Tracker1 got a reaction from Spurries in Lost Deck for all 3 scenarios solo.   
    Give it a shot. I tried a lot of dunedain versons solo with the strategies you mentioned. Just did not work out for me. These quests can hit hard and fast, or creep up on you and finish you off slowly, location lock, threat out etc.You might make it through first quest, but the next 2 are very difficult for them, or basically any deck that does not have healing and cancelation. So, IMO lore and Spirit are essential ingredients into a solo deck. Leadership and tactics are going to have a rough go. Those are the spheres of the 2 heroes in the box, so one of the essential spheres will be missing.
    2 handed you can have a support deck to focus on the healing, cancelation, questing etc. while the tactics leadership deck clears house. But solo it does not work out that way. Too many bases to cover.
    If you cook up some Dumedain deck that preforms well on all these scenarios, please share it. Love to see them work solo in the lost realm.
    I'll continue banging my head against the wall trying to figure them out too.
  5. Like
    Tracker1 reacted to CJMatos in Aragorn: Protector of Helm's Deep (solo deck)   
    How do you use Fellowship of the Ring???
     
    Aragorn isn't considered a Ring-bearer just by being in Fellowship sphere... Or am i missing something?
  6. Like
    Tracker1 got a reaction from gandalfDK in Aragorn: Protector of Helm's Deep (solo deck)   
    This deck sets Aragorn up to basically defend Helm's deep all on his own. He'll quest, defend and attack for over 20 if needed and all in the same round. Of course it takes a bit of setup, but it seems to not take as long as it looks. Gandalf helps move through the deck pretty well and Galadriel is just a fantastic ally for this deck.
    In terms of strategy, all I can say is every attachment besides the Gandalf ones go to Aragorn. He'll have like 20 something attachments on him in the end. For the most part Theodred kicks his resource to him every round. Aragorn's ability to ready heroes for 2 resources allows for an absurd amount of action advantage, when he's got a ton of resources on him. All heroes quest every round for the most part.
    The biggest threat that i've encountered was archery damage. So, when Galadriel is in play she can soak some up, also Faramir, but the biggest help is Ring of Barahir. Aragorn can get up to 10hp when he's all decked out.
    There is just so much ally hate in this scenario, along with the threat increasing burdens i have for destroyed allies, it's more advantageous to play without many.
    For the most part, maybe I'm getting lucky, but the last 2 games I've played against the scenario i've dominated it. The active location was never even cleared by the encounter deck and I went directly from stage 2 to 5. Just made sure to hold on to ToW to cancel the treachery that adds 3 progress to the quest if it shows up. I don't even bother taking Poisoned Counsels either.
    Anyway, here's the deck. Questions, comments, and suggestions are always welcomed.
    Deck Created with CardGameDB.com The Lord of the Rings Deckbuilder
    Starting threat: 31 (1 threat penalty acquired last scenario)
    Total Cards: (52)
    Hero: (4)
    1x Aragorn (The Treason of Saruman)
    1x Sam Gamgee (The Black Riders)
    1x Gandalf (The Road Darkens)
    1x Theodred (Core Set)
    Ally: (6)
    3x Galadriel (The Road Darkens)
    3x Faramir (Core Set)
    Attachment: (37)
    3x Dunedain Quest (A Journey to Rhosgobel)
    3x Dunedain Warning (Conflict at the Carrock)
    3x Dunedain Mark (The Hunt for Gollum)
    3x Sword that was Broken (The Watcher in the Water)
    3x Steward of Gondor (Core Set)
    3x Gandalf Staff (The Road Darkens)
    3x Wizard Pipe (The Road Darkens)
    3x Celebrian's Stone (Core Set)
    2x Heir of Mardil (Celebrimbor's Secret)
    3x Unexpected Courage (Core Set)
    2x Ring of Barahir (The Steward's Fear)
    2x Gondorian Fire (Assault on Osgiliath)
    2x Blood of Numenor (Heirs of Numenor)
    Boons in Deck:
    1x Andúril (The Road Darkens)
    1x Glamdring (The Road Darkens)
    Event: (9)
    3x A Test of Will (Core Set)
    3x Lay of Nimrodel (The Morgul Vale)
    3x The Three Hunters (The Treason of Saruman)
    Boons attached to heroes:
    Valiant Warrior (Aragorn)
    Three Golden Hairs (Aragorn) not used during quest
    Beyond all hope (Gandalf)
    Edit removed Fellowship of the Ring Attachment, discovered it was not playable. Deck loses 4 WP. From what i've seen, it should not be problem, but need to play it through again to see.
  7. Like
    Tracker1 got a reaction from Gizlivadi in Aragorn: Protector of Helm's Deep (solo deck)   
    This deck sets Aragorn up to basically defend Helm's deep all on his own. He'll quest, defend and attack for over 20 if needed and all in the same round. Of course it takes a bit of setup, but it seems to not take as long as it looks. Gandalf helps move through the deck pretty well and Galadriel is just a fantastic ally for this deck.
    In terms of strategy, all I can say is every attachment besides the Gandalf ones go to Aragorn. He'll have like 20 something attachments on him in the end. For the most part Theodred kicks his resource to him every round. Aragorn's ability to ready heroes for 2 resources allows for an absurd amount of action advantage, when he's got a ton of resources on him. All heroes quest every round for the most part.
    The biggest threat that i've encountered was archery damage. So, when Galadriel is in play she can soak some up, also Faramir, but the biggest help is Ring of Barahir. Aragorn can get up to 10hp when he's all decked out.
    There is just so much ally hate in this scenario, along with the threat increasing burdens i have for destroyed allies, it's more advantageous to play without many.
    For the most part, maybe I'm getting lucky, but the last 2 games I've played against the scenario i've dominated it. The active location was never even cleared by the encounter deck and I went directly from stage 2 to 5. Just made sure to hold on to ToW to cancel the treachery that adds 3 progress to the quest if it shows up. I don't even bother taking Poisoned Counsels either.
    Anyway, here's the deck. Questions, comments, and suggestions are always welcomed.
    Deck Created with CardGameDB.com The Lord of the Rings Deckbuilder
    Starting threat: 31 (1 threat penalty acquired last scenario)
    Total Cards: (52)
    Hero: (4)
    1x Aragorn (The Treason of Saruman)
    1x Sam Gamgee (The Black Riders)
    1x Gandalf (The Road Darkens)
    1x Theodred (Core Set)
    Ally: (6)
    3x Galadriel (The Road Darkens)
    3x Faramir (Core Set)
    Attachment: (37)
    3x Dunedain Quest (A Journey to Rhosgobel)
    3x Dunedain Warning (Conflict at the Carrock)
    3x Dunedain Mark (The Hunt for Gollum)
    3x Sword that was Broken (The Watcher in the Water)
    3x Steward of Gondor (Core Set)
    3x Gandalf Staff (The Road Darkens)
    3x Wizard Pipe (The Road Darkens)
    3x Celebrian's Stone (Core Set)
    2x Heir of Mardil (Celebrimbor's Secret)
    3x Unexpected Courage (Core Set)
    2x Ring of Barahir (The Steward's Fear)
    2x Gondorian Fire (Assault on Osgiliath)
    2x Blood of Numenor (Heirs of Numenor)
    Boons in Deck:
    1x Andúril (The Road Darkens)
    1x Glamdring (The Road Darkens)
    Event: (9)
    3x A Test of Will (Core Set)
    3x Lay of Nimrodel (The Morgul Vale)
    3x The Three Hunters (The Treason of Saruman)
    Boons attached to heroes:
    Valiant Warrior (Aragorn)
    Three Golden Hairs (Aragorn) not used during quest
    Beyond all hope (Gandalf)
    Edit removed Fellowship of the Ring Attachment, discovered it was not playable. Deck loses 4 WP. From what i've seen, it should not be problem, but need to play it through again to see.
  8. Like
    Tracker1 got a reaction from wlk in Aragorn: Protector of Helm's Deep (solo deck)   
    This deck sets Aragorn up to basically defend Helm's deep all on his own. He'll quest, defend and attack for over 20 if needed and all in the same round. Of course it takes a bit of setup, but it seems to not take as long as it looks. Gandalf helps move through the deck pretty well and Galadriel is just a fantastic ally for this deck.
    In terms of strategy, all I can say is every attachment besides the Gandalf ones go to Aragorn. He'll have like 20 something attachments on him in the end. For the most part Theodred kicks his resource to him every round. Aragorn's ability to ready heroes for 2 resources allows for an absurd amount of action advantage, when he's got a ton of resources on him. All heroes quest every round for the most part.
    The biggest threat that i've encountered was archery damage. So, when Galadriel is in play she can soak some up, also Faramir, but the biggest help is Ring of Barahir. Aragorn can get up to 10hp when he's all decked out.
    There is just so much ally hate in this scenario, along with the threat increasing burdens i have for destroyed allies, it's more advantageous to play without many.
    For the most part, maybe I'm getting lucky, but the last 2 games I've played against the scenario i've dominated it. The active location was never even cleared by the encounter deck and I went directly from stage 2 to 5. Just made sure to hold on to ToW to cancel the treachery that adds 3 progress to the quest if it shows up. I don't even bother taking Poisoned Counsels either.
    Anyway, here's the deck. Questions, comments, and suggestions are always welcomed.
    Deck Created with CardGameDB.com The Lord of the Rings Deckbuilder
    Starting threat: 31 (1 threat penalty acquired last scenario)
    Total Cards: (52)
    Hero: (4)
    1x Aragorn (The Treason of Saruman)
    1x Sam Gamgee (The Black Riders)
    1x Gandalf (The Road Darkens)
    1x Theodred (Core Set)
    Ally: (6)
    3x Galadriel (The Road Darkens)
    3x Faramir (Core Set)
    Attachment: (37)
    3x Dunedain Quest (A Journey to Rhosgobel)
    3x Dunedain Warning (Conflict at the Carrock)
    3x Dunedain Mark (The Hunt for Gollum)
    3x Sword that was Broken (The Watcher in the Water)
    3x Steward of Gondor (Core Set)
    3x Gandalf Staff (The Road Darkens)
    3x Wizard Pipe (The Road Darkens)
    3x Celebrian's Stone (Core Set)
    2x Heir of Mardil (Celebrimbor's Secret)
    3x Unexpected Courage (Core Set)
    2x Ring of Barahir (The Steward's Fear)
    2x Gondorian Fire (Assault on Osgiliath)
    2x Blood of Numenor (Heirs of Numenor)
    Boons in Deck:
    1x Andúril (The Road Darkens)
    1x Glamdring (The Road Darkens)
    Event: (9)
    3x A Test of Will (Core Set)
    3x Lay of Nimrodel (The Morgul Vale)
    3x The Three Hunters (The Treason of Saruman)
    Boons attached to heroes:
    Valiant Warrior (Aragorn)
    Three Golden Hairs (Aragorn) not used during quest
    Beyond all hope (Gandalf)
    Edit removed Fellowship of the Ring Attachment, discovered it was not playable. Deck loses 4 WP. From what i've seen, it should not be problem, but need to play it through again to see.
  9. Like
    Tracker1 reacted to GrandSpleen in How does everybody feel about Saruman's Treason quests?   
    They are playable in 2-handed  My own thematic playthrough used Gimli/Legolas on one side, and Theoden/Eowyn on the other (captives were Merry and Pippin).
  10. Like
    Tracker1 got a reaction from Narsil0420 in Lost Deck for all 3 scenarios solo.   
    Give it a shot. I tried a lot of dunedain versons solo with the strategies you mentioned. Just did not work out for me. These quests can hit hard and fast, or creep up on you and finish you off slowly, location lock, threat out etc.You might make it through first quest, but the next 2 are very difficult for them, or basically any deck that does not have healing and cancelation. So, IMO lore and Spirit are essential ingredients into a solo deck. Leadership and tactics are going to have a rough go. Those are the spheres of the 2 heroes in the box, so one of the essential spheres will be missing.
    2 handed you can have a support deck to focus on the healing, cancelation, questing etc. while the tactics leadership deck clears house. But solo it does not work out that way. Too many bases to cover.
    If you cook up some Dumedain deck that preforms well on all these scenarios, please share it. Love to see them work solo in the lost realm.
    I'll continue banging my head against the wall trying to figure them out too.
  11. Like
    Tracker1 got a reaction from gandalfDK in Campaign question: Threat increase   
    Okay thanks, missed the part about the captive hero. Was too excited to play.
  12. Like
    Tracker1 got a reaction from wyrm187 in Lost Deck for all 3 scenarios solo.   
    Edit: title should be Lost Realm deck. Don't worry, I did get my discarded cards back after playing Deadmen's Dike, they were not lost permanently. .
    Well it's not a Dunedain deck, but it can make it through all the scenarios without modification, although each scenario can be very challenging, so wining is never a guarantee if the encounter deck throws a curve ball.
    The following deck is a hero combination I never tried before, and it seemed to be well suited for the scenarios.
    Elrond, Beregond, and Glorfindel sp.
    There are only 5 lore cards in the deck, but Warden of healing is probably the most important for these scenarios especially the 2nd. Asfaloth, as usual helps out with location control.
    For Elrond, I decided to not include Vilya, and steered clear of that strategy. Early in scenarios he'll be questing, but in later rounds when there are sufficient allies for questing, I'll hold him back to either defend, quite handy on Deadman's or to add a bit of attack. Putting an unexpected courage on him is great, but the first one should go to Beregond.
    Here's the deck, my hunch is it would do pretty well on some of the older scenarios, but have not tired it. All cards in the deck cost 2 or less.
    Deck Created with CardGameDB.com The Lord of the Rings Deckbuilder
    Total Cards: (50)
    Hero: (3) threat - 28
    1x Glorfindel (Foundations of Stone)
    1x Elrond (Shadow and Flame)
    1x Beregond (Heirs of Numenor)
    Ally: (16)
    3x Ethir Swordsman (The Steward's Fear)
    3x Galadriel’s Handmaiden (Celebrimbor's Secret)
    3x Warden of Healing (The Long Dark)
    3x Silvan Refugee (The Drúadan Forest)
    3x West Road Traveller (Return to Mirkwood)
    1x Arwen Undomiel (The Watcher in the Water)
    Attachment: (20)
    3x Light of Valinor (Foundations of Stone)
    3x Rivendell Blade (Road to Rivendell)
    3x Spear of the Citadel (Heirs of Numenor)
    3x Gondorian Shield (The Steward's Fear)
    3x Ancient Mathom (A Journey to Rhosgobel)
    3x Unexpected Courage (Core Set)
    2x Asfaloth (Foundations of Stone)
    Event: (14)
    2x Behind Strong Walls (Heirs of Numenor)
    3x Elrond's Counsel (The Watcher in the Water)
    3x Hasty Stroke (Core Set)
    3x Foe-hammer (Over Hill and Under Hill)
    3x A Test of Will (Core Set)
    Side Quest: (0)
    I'm pretty satisfied with it. I was looking to make a deck that could handle all the scenarios without modification between each. Taking out Mathoms and Foe-hammers for Deadman's might help, since drawing cards during the scenario is not too wise, but I sometimes do if my hand has gone sour.
    After looking at which sets the player cards came from, I was not surprised to find that all of them except one Galadriel's Maiden (could easily be replaced,) came from HoN cycle and earlier.
    I tried many attempts at using some of the new dunedain cards, but could not find a deck to make it past the 1st and 2nd scenario. I did not try a Silvan theme yet from last cycle. The above deck continues to rely on the power cards of old to meet the new challenges. I'm either in a rut or have not figured out how to use some the newer card combinations. Maybe both.
    Questions, comments, and suggestions welcomed.
  13. Like
    Tracker1 got a reaction from wlk in Lost Deck for all 3 scenarios solo.   
    Edit: title should be Lost Realm deck. Don't worry, I did get my discarded cards back after playing Deadmen's Dike, they were not lost permanently. .
    Well it's not a Dunedain deck, but it can make it through all the scenarios without modification, although each scenario can be very challenging, so wining is never a guarantee if the encounter deck throws a curve ball.
    The following deck is a hero combination I never tried before, and it seemed to be well suited for the scenarios.
    Elrond, Beregond, and Glorfindel sp.
    There are only 5 lore cards in the deck, but Warden of healing is probably the most important for these scenarios especially the 2nd. Asfaloth, as usual helps out with location control.
    For Elrond, I decided to not include Vilya, and steered clear of that strategy. Early in scenarios he'll be questing, but in later rounds when there are sufficient allies for questing, I'll hold him back to either defend, quite handy on Deadman's or to add a bit of attack. Putting an unexpected courage on him is great, but the first one should go to Beregond.
    Here's the deck, my hunch is it would do pretty well on some of the older scenarios, but have not tired it. All cards in the deck cost 2 or less.
    Deck Created with CardGameDB.com The Lord of the Rings Deckbuilder
    Total Cards: (50)
    Hero: (3) threat - 28
    1x Glorfindel (Foundations of Stone)
    1x Elrond (Shadow and Flame)
    1x Beregond (Heirs of Numenor)
    Ally: (16)
    3x Ethir Swordsman (The Steward's Fear)
    3x Galadriel’s Handmaiden (Celebrimbor's Secret)
    3x Warden of Healing (The Long Dark)
    3x Silvan Refugee (The Drúadan Forest)
    3x West Road Traveller (Return to Mirkwood)
    1x Arwen Undomiel (The Watcher in the Water)
    Attachment: (20)
    3x Light of Valinor (Foundations of Stone)
    3x Rivendell Blade (Road to Rivendell)
    3x Spear of the Citadel (Heirs of Numenor)
    3x Gondorian Shield (The Steward's Fear)
    3x Ancient Mathom (A Journey to Rhosgobel)
    3x Unexpected Courage (Core Set)
    2x Asfaloth (Foundations of Stone)
    Event: (14)
    2x Behind Strong Walls (Heirs of Numenor)
    3x Elrond's Counsel (The Watcher in the Water)
    3x Hasty Stroke (Core Set)
    3x Foe-hammer (Over Hill and Under Hill)
    3x A Test of Will (Core Set)
    Side Quest: (0)
    I'm pretty satisfied with it. I was looking to make a deck that could handle all the scenarios without modification between each. Taking out Mathoms and Foe-hammers for Deadman's might help, since drawing cards during the scenario is not too wise, but I sometimes do if my hand has gone sour.
    After looking at which sets the player cards came from, I was not surprised to find that all of them except one Galadriel's Maiden (could easily be replaced,) came from HoN cycle and earlier.
    I tried many attempts at using some of the new dunedain cards, but could not find a deck to make it past the 1st and 2nd scenario. I did not try a Silvan theme yet from last cycle. The above deck continues to rely on the power cards of old to meet the new challenges. I'm either in a rut or have not figured out how to use some the newer card combinations. Maybe both.
    Questions, comments, and suggestions welcomed.
  14. Like
    Tracker1 got a reaction from gandalfDK in Lost Deck for all 3 scenarios solo.   
    Give it a shot. I tried a lot of dunedain versons solo with the strategies you mentioned. Just did not work out for me. These quests can hit hard and fast, or creep up on you and finish you off slowly, location lock, threat out etc.You might make it through first quest, but the next 2 are very difficult for them, or basically any deck that does not have healing and cancelation. So, IMO lore and Spirit are essential ingredients into a solo deck. Leadership and tactics are going to have a rough go. Those are the spheres of the 2 heroes in the box, so one of the essential spheres will be missing.
    2 handed you can have a support deck to focus on the healing, cancelation, questing etc. while the tactics leadership deck clears house. But solo it does not work out that way. Too many bases to cover.
    If you cook up some Dumedain deck that preforms well on all these scenarios, please share it. Love to see them work solo in the lost realm.
    I'll continue banging my head against the wall trying to figure them out too.
  15. Like
    Tracker1 got a reaction from OKTarg in Placement of Heroes (aesthetics)   
    Looks like you go for theme.
  16. Like
    Tracker1 got a reaction from Nenya in Lost Deck for all 3 scenarios solo.   
    Edit: title should be Lost Realm deck. Don't worry, I did get my discarded cards back after playing Deadmen's Dike, they were not lost permanently. .
    Well it's not a Dunedain deck, but it can make it through all the scenarios without modification, although each scenario can be very challenging, so wining is never a guarantee if the encounter deck throws a curve ball.
    The following deck is a hero combination I never tried before, and it seemed to be well suited for the scenarios.
    Elrond, Beregond, and Glorfindel sp.
    There are only 5 lore cards in the deck, but Warden of healing is probably the most important for these scenarios especially the 2nd. Asfaloth, as usual helps out with location control.
    For Elrond, I decided to not include Vilya, and steered clear of that strategy. Early in scenarios he'll be questing, but in later rounds when there are sufficient allies for questing, I'll hold him back to either defend, quite handy on Deadman's or to add a bit of attack. Putting an unexpected courage on him is great, but the first one should go to Beregond.
    Here's the deck, my hunch is it would do pretty well on some of the older scenarios, but have not tired it. All cards in the deck cost 2 or less.
    Deck Created with CardGameDB.com The Lord of the Rings Deckbuilder
    Total Cards: (50)
    Hero: (3) threat - 28
    1x Glorfindel (Foundations of Stone)
    1x Elrond (Shadow and Flame)
    1x Beregond (Heirs of Numenor)
    Ally: (16)
    3x Ethir Swordsman (The Steward's Fear)
    3x Galadriel’s Handmaiden (Celebrimbor's Secret)
    3x Warden of Healing (The Long Dark)
    3x Silvan Refugee (The Drúadan Forest)
    3x West Road Traveller (Return to Mirkwood)
    1x Arwen Undomiel (The Watcher in the Water)
    Attachment: (20)
    3x Light of Valinor (Foundations of Stone)
    3x Rivendell Blade (Road to Rivendell)
    3x Spear of the Citadel (Heirs of Numenor)
    3x Gondorian Shield (The Steward's Fear)
    3x Ancient Mathom (A Journey to Rhosgobel)
    3x Unexpected Courage (Core Set)
    2x Asfaloth (Foundations of Stone)
    Event: (14)
    2x Behind Strong Walls (Heirs of Numenor)
    3x Elrond's Counsel (The Watcher in the Water)
    3x Hasty Stroke (Core Set)
    3x Foe-hammer (Over Hill and Under Hill)
    3x A Test of Will (Core Set)
    Side Quest: (0)
    I'm pretty satisfied with it. I was looking to make a deck that could handle all the scenarios without modification between each. Taking out Mathoms and Foe-hammers for Deadman's might help, since drawing cards during the scenario is not too wise, but I sometimes do if my hand has gone sour.
    After looking at which sets the player cards came from, I was not surprised to find that all of them except one Galadriel's Maiden (could easily be replaced,) came from HoN cycle and earlier.
    I tried many attempts at using some of the new dunedain cards, but could not find a deck to make it past the 1st and 2nd scenario. I did not try a Silvan theme yet from last cycle. The above deck continues to rely on the power cards of old to meet the new challenges. I'm either in a rut or have not figured out how to use some the newer card combinations. Maybe both.
    Questions, comments, and suggestions welcomed.
  17. Like
    Tracker1 reacted to Glaurung in Placement of Heroes (aesthetics)   
    Yes that kind of question I like…
    Gimly Pipin Boromir. Pipin in a middle , 2 big warriors should protect him
  18. Like
    Tracker1 reacted to Olorin93 in Placement of Heroes (aesthetics)   
    Nice topic! From left to right, I would go: Boromir, Gimli, Pippin. (Same sphere and higher threat to the left.)
     
    I keep heroes with the same sphere next to each other for clarity. As far as aesthetics go and in trisphere decks it's a bit arbitrary. I think the heroes with higher threat tend to go further to the left. I have thought about these preferences before, and I think at least I follow no rules but it has to be decided for each individual lineup. If I switch out just one hero from a lineup I often use, the other two pretty much always keep their old space. But not always.
     
    So, some examples would be:
    Elrond, Loragorn, Spirfindel. 
    Elrond, Gandalf, Spirfindel.
    Loragorn, Idraen, Spirfindel. (Here I want the two Spirit heroes next to each other, and I'd rather move top-threat hero to the left than move Spirfindel from the rightward position.)
    Gloin/Thorin, Dain, Gimli.
    Elrohir, Elladan, Gimli/Mablung. (Possible logic here could be that defending happens first, and so Elrohir is left of Elladan.)
     
    The dwarf lineup is what my fiancée uses quite often, and I even put the heroes in my own preferred order in her deckbox. But she still rearranges them when they hit the table. Quite rightly, of course. She thought an alternative order "just looked/felt better". It's interesting.
     
    I may have mild ocd, if that's a thing. Especially considering I've edited this post for spelling mistakes about 4 times. Not something fit to joke about, though.
  19. Like
    Tracker1 reacted to krokodiler in Immediate attack!   
    So, I've sent Caleb an e-mail regarding our doubts and he responded:
     
    Hi Michal,
    Thanks for bringing this to my attention. It looks like the answer I gave you previously was incorrect since it does contradict our FAQ. It was, however, the way that I played the scenario myself. I liked the tension it created in my games when I knew that if an enemy attacked me during the quest phase, I would not have the opportunity to respond until the attack was already underway. That way I had to think twice before committing everyone to the quest, even if I had a Sneak Attack in my hand.
    Sadly, I have to concede that the ruling in the FAQ is cleaner and easier to comprehend, so I will recant my previous ruling rather than amend the FAQ. I doubt that many players will be upset like I am to know they have an action window during which time they can ready a character or Sneak Attack one into play in order to defend an immediate attack.
    So, just to be clear: anytime an enemy makes an attack outside of the combat phase, you deal it a shadow card and follow all 4 steps of the ‘resolving enemy attacks’ portion of the combat phase. That also means that you have action windows after each of those 4 steps.
    Cheers,
    Caleb
     
  20. Like
    Tracker1 got a reaction from Denison in Lost Deck for all 3 scenarios solo.   
    Edit: title should be Lost Realm deck. Don't worry, I did get my discarded cards back after playing Deadmen's Dike, they were not lost permanently. .
    Well it's not a Dunedain deck, but it can make it through all the scenarios without modification, although each scenario can be very challenging, so wining is never a guarantee if the encounter deck throws a curve ball.
    The following deck is a hero combination I never tried before, and it seemed to be well suited for the scenarios.
    Elrond, Beregond, and Glorfindel sp.
    There are only 5 lore cards in the deck, but Warden of healing is probably the most important for these scenarios especially the 2nd. Asfaloth, as usual helps out with location control.
    For Elrond, I decided to not include Vilya, and steered clear of that strategy. Early in scenarios he'll be questing, but in later rounds when there are sufficient allies for questing, I'll hold him back to either defend, quite handy on Deadman's or to add a bit of attack. Putting an unexpected courage on him is great, but the first one should go to Beregond.
    Here's the deck, my hunch is it would do pretty well on some of the older scenarios, but have not tired it. All cards in the deck cost 2 or less.
    Deck Created with CardGameDB.com The Lord of the Rings Deckbuilder
    Total Cards: (50)
    Hero: (3) threat - 28
    1x Glorfindel (Foundations of Stone)
    1x Elrond (Shadow and Flame)
    1x Beregond (Heirs of Numenor)
    Ally: (16)
    3x Ethir Swordsman (The Steward's Fear)
    3x Galadriel’s Handmaiden (Celebrimbor's Secret)
    3x Warden of Healing (The Long Dark)
    3x Silvan Refugee (The Drúadan Forest)
    3x West Road Traveller (Return to Mirkwood)
    1x Arwen Undomiel (The Watcher in the Water)
    Attachment: (20)
    3x Light of Valinor (Foundations of Stone)
    3x Rivendell Blade (Road to Rivendell)
    3x Spear of the Citadel (Heirs of Numenor)
    3x Gondorian Shield (The Steward's Fear)
    3x Ancient Mathom (A Journey to Rhosgobel)
    3x Unexpected Courage (Core Set)
    2x Asfaloth (Foundations of Stone)
    Event: (14)
    2x Behind Strong Walls (Heirs of Numenor)
    3x Elrond's Counsel (The Watcher in the Water)
    3x Hasty Stroke (Core Set)
    3x Foe-hammer (Over Hill and Under Hill)
    3x A Test of Will (Core Set)
    Side Quest: (0)
    I'm pretty satisfied with it. I was looking to make a deck that could handle all the scenarios without modification between each. Taking out Mathoms and Foe-hammers for Deadman's might help, since drawing cards during the scenario is not too wise, but I sometimes do if my hand has gone sour.
    After looking at which sets the player cards came from, I was not surprised to find that all of them except one Galadriel's Maiden (could easily be replaced,) came from HoN cycle and earlier.
    I tried many attempts at using some of the new dunedain cards, but could not find a deck to make it past the 1st and 2nd scenario. I did not try a Silvan theme yet from last cycle. The above deck continues to rely on the power cards of old to meet the new challenges. I'm either in a rut or have not figured out how to use some the newer card combinations. Maybe both.
    Questions, comments, and suggestions welcomed.
  21. Like
    Tracker1 got a reaction from Olorin93 in Lost Deck for all 3 scenarios solo.   
    Edit: title should be Lost Realm deck. Don't worry, I did get my discarded cards back after playing Deadmen's Dike, they were not lost permanently. .
    Well it's not a Dunedain deck, but it can make it through all the scenarios without modification, although each scenario can be very challenging, so wining is never a guarantee if the encounter deck throws a curve ball.
    The following deck is a hero combination I never tried before, and it seemed to be well suited for the scenarios.
    Elrond, Beregond, and Glorfindel sp.
    There are only 5 lore cards in the deck, but Warden of healing is probably the most important for these scenarios especially the 2nd. Asfaloth, as usual helps out with location control.
    For Elrond, I decided to not include Vilya, and steered clear of that strategy. Early in scenarios he'll be questing, but in later rounds when there are sufficient allies for questing, I'll hold him back to either defend, quite handy on Deadman's or to add a bit of attack. Putting an unexpected courage on him is great, but the first one should go to Beregond.
    Here's the deck, my hunch is it would do pretty well on some of the older scenarios, but have not tired it. All cards in the deck cost 2 or less.
    Deck Created with CardGameDB.com The Lord of the Rings Deckbuilder
    Total Cards: (50)
    Hero: (3) threat - 28
    1x Glorfindel (Foundations of Stone)
    1x Elrond (Shadow and Flame)
    1x Beregond (Heirs of Numenor)
    Ally: (16)
    3x Ethir Swordsman (The Steward's Fear)
    3x Galadriel’s Handmaiden (Celebrimbor's Secret)
    3x Warden of Healing (The Long Dark)
    3x Silvan Refugee (The Drúadan Forest)
    3x West Road Traveller (Return to Mirkwood)
    1x Arwen Undomiel (The Watcher in the Water)
    Attachment: (20)
    3x Light of Valinor (Foundations of Stone)
    3x Rivendell Blade (Road to Rivendell)
    3x Spear of the Citadel (Heirs of Numenor)
    3x Gondorian Shield (The Steward's Fear)
    3x Ancient Mathom (A Journey to Rhosgobel)
    3x Unexpected Courage (Core Set)
    2x Asfaloth (Foundations of Stone)
    Event: (14)
    2x Behind Strong Walls (Heirs of Numenor)
    3x Elrond's Counsel (The Watcher in the Water)
    3x Hasty Stroke (Core Set)
    3x Foe-hammer (Over Hill and Under Hill)
    3x A Test of Will (Core Set)
    Side Quest: (0)
    I'm pretty satisfied with it. I was looking to make a deck that could handle all the scenarios without modification between each. Taking out Mathoms and Foe-hammers for Deadman's might help, since drawing cards during the scenario is not too wise, but I sometimes do if my hand has gone sour.
    After looking at which sets the player cards came from, I was not surprised to find that all of them except one Galadriel's Maiden (could easily be replaced,) came from HoN cycle and earlier.
    I tried many attempts at using some of the new dunedain cards, but could not find a deck to make it past the 1st and 2nd scenario. I did not try a Silvan theme yet from last cycle. The above deck continues to rely on the power cards of old to meet the new challenges. I'm either in a rut or have not figured out how to use some the newer card combinations. Maybe both.
    Questions, comments, and suggestions welcomed.
  22. Like
    Tracker1 got a reaction from PsychoRocka in Lost Deck for all 3 scenarios solo.   
    Surprisingly, Glorfindel with a blade or 2, and beregond with a spear is enough to handle most enemies. Elrond if not questing can also be used and for 2 of the quests there is Iarion, who can help a good amount when side quest are in play. For Deadmen's I don't bother clearing side quests to take advantage of him more.
  23. Like
    Tracker1 got a reaction from Khamul The Easterling in Lost Deck for all 3 scenarios solo.   
    Edit: title should be Lost Realm deck. Don't worry, I did get my discarded cards back after playing Deadmen's Dike, they were not lost permanently. .
    Well it's not a Dunedain deck, but it can make it through all the scenarios without modification, although each scenario can be very challenging, so wining is never a guarantee if the encounter deck throws a curve ball.
    The following deck is a hero combination I never tried before, and it seemed to be well suited for the scenarios.
    Elrond, Beregond, and Glorfindel sp.
    There are only 5 lore cards in the deck, but Warden of healing is probably the most important for these scenarios especially the 2nd. Asfaloth, as usual helps out with location control.
    For Elrond, I decided to not include Vilya, and steered clear of that strategy. Early in scenarios he'll be questing, but in later rounds when there are sufficient allies for questing, I'll hold him back to either defend, quite handy on Deadman's or to add a bit of attack. Putting an unexpected courage on him is great, but the first one should go to Beregond.
    Here's the deck, my hunch is it would do pretty well on some of the older scenarios, but have not tired it. All cards in the deck cost 2 or less.
    Deck Created with CardGameDB.com The Lord of the Rings Deckbuilder
    Total Cards: (50)
    Hero: (3) threat - 28
    1x Glorfindel (Foundations of Stone)
    1x Elrond (Shadow and Flame)
    1x Beregond (Heirs of Numenor)
    Ally: (16)
    3x Ethir Swordsman (The Steward's Fear)
    3x Galadriel’s Handmaiden (Celebrimbor's Secret)
    3x Warden of Healing (The Long Dark)
    3x Silvan Refugee (The Drúadan Forest)
    3x West Road Traveller (Return to Mirkwood)
    1x Arwen Undomiel (The Watcher in the Water)
    Attachment: (20)
    3x Light of Valinor (Foundations of Stone)
    3x Rivendell Blade (Road to Rivendell)
    3x Spear of the Citadel (Heirs of Numenor)
    3x Gondorian Shield (The Steward's Fear)
    3x Ancient Mathom (A Journey to Rhosgobel)
    3x Unexpected Courage (Core Set)
    2x Asfaloth (Foundations of Stone)
    Event: (14)
    2x Behind Strong Walls (Heirs of Numenor)
    3x Elrond's Counsel (The Watcher in the Water)
    3x Hasty Stroke (Core Set)
    3x Foe-hammer (Over Hill and Under Hill)
    3x A Test of Will (Core Set)
    Side Quest: (0)
    I'm pretty satisfied with it. I was looking to make a deck that could handle all the scenarios without modification between each. Taking out Mathoms and Foe-hammers for Deadman's might help, since drawing cards during the scenario is not too wise, but I sometimes do if my hand has gone sour.
    After looking at which sets the player cards came from, I was not surprised to find that all of them except one Galadriel's Maiden (could easily be replaced,) came from HoN cycle and earlier.
    I tried many attempts at using some of the new dunedain cards, but could not find a deck to make it past the 1st and 2nd scenario. I did not try a Silvan theme yet from last cycle. The above deck continues to rely on the power cards of old to meet the new challenges. I'm either in a rut or have not figured out how to use some the newer card combinations. Maybe both.
    Questions, comments, and suggestions welcomed.
  24. Like
    Tracker1 got a reaction from PsychoRocka in Lost Deck for all 3 scenarios solo.   
    Edit: title should be Lost Realm deck. Don't worry, I did get my discarded cards back after playing Deadmen's Dike, they were not lost permanently. .
    Well it's not a Dunedain deck, but it can make it through all the scenarios without modification, although each scenario can be very challenging, so wining is never a guarantee if the encounter deck throws a curve ball.
    The following deck is a hero combination I never tried before, and it seemed to be well suited for the scenarios.
    Elrond, Beregond, and Glorfindel sp.
    There are only 5 lore cards in the deck, but Warden of healing is probably the most important for these scenarios especially the 2nd. Asfaloth, as usual helps out with location control.
    For Elrond, I decided to not include Vilya, and steered clear of that strategy. Early in scenarios he'll be questing, but in later rounds when there are sufficient allies for questing, I'll hold him back to either defend, quite handy on Deadman's or to add a bit of attack. Putting an unexpected courage on him is great, but the first one should go to Beregond.
    Here's the deck, my hunch is it would do pretty well on some of the older scenarios, but have not tired it. All cards in the deck cost 2 or less.
    Deck Created with CardGameDB.com The Lord of the Rings Deckbuilder
    Total Cards: (50)
    Hero: (3) threat - 28
    1x Glorfindel (Foundations of Stone)
    1x Elrond (Shadow and Flame)
    1x Beregond (Heirs of Numenor)
    Ally: (16)
    3x Ethir Swordsman (The Steward's Fear)
    3x Galadriel’s Handmaiden (Celebrimbor's Secret)
    3x Warden of Healing (The Long Dark)
    3x Silvan Refugee (The Drúadan Forest)
    3x West Road Traveller (Return to Mirkwood)
    1x Arwen Undomiel (The Watcher in the Water)
    Attachment: (20)
    3x Light of Valinor (Foundations of Stone)
    3x Rivendell Blade (Road to Rivendell)
    3x Spear of the Citadel (Heirs of Numenor)
    3x Gondorian Shield (The Steward's Fear)
    3x Ancient Mathom (A Journey to Rhosgobel)
    3x Unexpected Courage (Core Set)
    2x Asfaloth (Foundations of Stone)
    Event: (14)
    2x Behind Strong Walls (Heirs of Numenor)
    3x Elrond's Counsel (The Watcher in the Water)
    3x Hasty Stroke (Core Set)
    3x Foe-hammer (Over Hill and Under Hill)
    3x A Test of Will (Core Set)
    Side Quest: (0)
    I'm pretty satisfied with it. I was looking to make a deck that could handle all the scenarios without modification between each. Taking out Mathoms and Foe-hammers for Deadman's might help, since drawing cards during the scenario is not too wise, but I sometimes do if my hand has gone sour.
    After looking at which sets the player cards came from, I was not surprised to find that all of them except one Galadriel's Maiden (could easily be replaced,) came from HoN cycle and earlier.
    I tried many attempts at using some of the new dunedain cards, but could not find a deck to make it past the 1st and 2nd scenario. I did not try a Silvan theme yet from last cycle. The above deck continues to rely on the power cards of old to meet the new challenges. I'm either in a rut or have not figured out how to use some the newer card combinations. Maybe both.
    Questions, comments, and suggestions welcomed.
  25. Like
    Tracker1 got a reaction from Bullroarer Took in Lost Deck for all 3 scenarios solo.   
    Edit: title should be Lost Realm deck. Don't worry, I did get my discarded cards back after playing Deadmen's Dike, they were not lost permanently. .
    Well it's not a Dunedain deck, but it can make it through all the scenarios without modification, although each scenario can be very challenging, so wining is never a guarantee if the encounter deck throws a curve ball.
    The following deck is a hero combination I never tried before, and it seemed to be well suited for the scenarios.
    Elrond, Beregond, and Glorfindel sp.
    There are only 5 lore cards in the deck, but Warden of healing is probably the most important for these scenarios especially the 2nd. Asfaloth, as usual helps out with location control.
    For Elrond, I decided to not include Vilya, and steered clear of that strategy. Early in scenarios he'll be questing, but in later rounds when there are sufficient allies for questing, I'll hold him back to either defend, quite handy on Deadman's or to add a bit of attack. Putting an unexpected courage on him is great, but the first one should go to Beregond.
    Here's the deck, my hunch is it would do pretty well on some of the older scenarios, but have not tired it. All cards in the deck cost 2 or less.
    Deck Created with CardGameDB.com The Lord of the Rings Deckbuilder
    Total Cards: (50)
    Hero: (3) threat - 28
    1x Glorfindel (Foundations of Stone)
    1x Elrond (Shadow and Flame)
    1x Beregond (Heirs of Numenor)
    Ally: (16)
    3x Ethir Swordsman (The Steward's Fear)
    3x Galadriel’s Handmaiden (Celebrimbor's Secret)
    3x Warden of Healing (The Long Dark)
    3x Silvan Refugee (The Drúadan Forest)
    3x West Road Traveller (Return to Mirkwood)
    1x Arwen Undomiel (The Watcher in the Water)
    Attachment: (20)
    3x Light of Valinor (Foundations of Stone)
    3x Rivendell Blade (Road to Rivendell)
    3x Spear of the Citadel (Heirs of Numenor)
    3x Gondorian Shield (The Steward's Fear)
    3x Ancient Mathom (A Journey to Rhosgobel)
    3x Unexpected Courage (Core Set)
    2x Asfaloth (Foundations of Stone)
    Event: (14)
    2x Behind Strong Walls (Heirs of Numenor)
    3x Elrond's Counsel (The Watcher in the Water)
    3x Hasty Stroke (Core Set)
    3x Foe-hammer (Over Hill and Under Hill)
    3x A Test of Will (Core Set)
    Side Quest: (0)
    I'm pretty satisfied with it. I was looking to make a deck that could handle all the scenarios without modification between each. Taking out Mathoms and Foe-hammers for Deadman's might help, since drawing cards during the scenario is not too wise, but I sometimes do if my hand has gone sour.
    After looking at which sets the player cards came from, I was not surprised to find that all of them except one Galadriel's Maiden (could easily be replaced,) came from HoN cycle and earlier.
    I tried many attempts at using some of the new dunedain cards, but could not find a deck to make it past the 1st and 2nd scenario. I did not try a Silvan theme yet from last cycle. The above deck continues to rely on the power cards of old to meet the new challenges. I'm either in a rut or have not figured out how to use some the newer card combinations. Maybe both.
    Questions, comments, and suggestions welcomed.
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