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  1. This is sort of how they describe the last two quests in this box. True. What I like about that approach is that it mirrors the sequene in the books. The Black Gate chapter ends with the troll dropping on Pippin and him falling unconscious, and we don't really know if it was enough until we've followed Frodo and Sam through Mordor.
  2. I could see a timer-type mechanc, where you play Black Gate first, There, you can reveal additional cards (to simulate drawing Sauron's armies out of Mordor), until you get overwhelmed, You note the number of extra reveals and the rounds survived. The latter gives you the time you have to destroy the ring in the final quest, the former affects how many enemies you see.
  3. What I like about Denethor is that he is a great fit for Steward of Gondor. I think the cards here are great for Gondor decks, both mono-Leadership and multisphere. Tri-sphere especially becomes viable with Denethor's ability and the Steward. I'm thinking of something like Mablung, Damrod, Denethor. Also, the card title for Rod of the Steward made me laugh.
  4. The closest comparable to Hithlain seems to be the Explorer's Almanach. Hithlain costs a resource and is less immediate in effect, but it adds extra progress (in a way). Different spheres of course, which is good. The explorer seems very good. 3 WP for 2 resources is strong in lore, and then you get an extra reward for something you want to do anyway. The price tag means you probably want two or three lore heroes in the deck though.
  5. Someone else thinks they maybe try to chage sailing and/or ship enemies? We obviously only have 1 quest to feature sailing, but it seemed to have some flaws. The big Problem for me is, that the best way to Play the sailing quest is to ignore every ship enemie. Keeping threat below their Engagement cost and staying at the best heading allows to fully Focus on questing and ignore combat. I don't think Things will stay this way (FFG should have seen after 2 test Plays that you can just quest through the first quest) as the next 2 quest look like we have to fight enemies on ships to win, but the remaining quests might not have "forced" ship combat and FFG could try Change that. Don't they design all quests before finishing the deluxe though? Anyway, that first sailing quest may not be in the greatest ever, but it's a perfectly fine and playable quest. A dedicated questing deck should be able to win without engaging occasionally, and I doubt you'll be able to avoid all combat consistently (i.e. in a majority of playthroughs).
  6. I think it was a test run. It's a fairly unusual mechanic with little precedent in other games. There is also the issue of how many cards with the keyword there should be. At a high count, it could get somewhat ridculous (still a very niche strategy).
  7. The new Arwen hero has so far mostly been discussed in the context of a twins deck or with Erestor. I think she's also great for any tri-sphere deck due to the inherent ability to smooth resources. When you combine Arwen with Elrond, you get the ability to play (non Lore) 3 cost allies turn 1, and 2 cost cards of other types. Here's a version I came up with running Legolas for attack: Heroes: Elrond Arwen Legolas Allies (20) Galadrim Minstrel (3) Wandering Ent (3) Warden of Healing (3) Galadhorn Archer (3) Galadriel's Handmaiden (3) Galadrim Weaver (3) Lindir (2) Attachments (17) Rivendell blade (3) Dagger of Westernesse (2) Elven Cloak (2) Burning Brand (2) Light of Valinor (3) Ancient Mathom (3) Elven Mail (2) Events (15) Feint (3) Foehammer (3) Test of Will (3) Elrond's Council (3) Elvish Light (3) The setup is relatively simple, Arwen quests, Elrond quests and defends, and Legolas attacks. Allies are mostly for questing with a little bit of chump blocking and attack support.
  8. DunedainLoreKeeper has a point there. Look at the alternatives available when Glorfindel was released: Eowyn (great), Eleanor (never really caught on), Dunhere (only in specific decks), Frodo (actually really good), Dwalin (uhm...yeah). So two actually good spirit heroes you've acutally already been using for quite a while. The next cycle and 3 saga boxes give you the following: 2 dwarfs with very specific applications, 2 hobbits that consistently rank at the bottom of all hero ratings, and Caldara, who is essentially mono spirit specific, i.e. you're usually playing her with Glorfindel. So up to the 4th cycle, you have just about 3 universally good spirit heroes. If you play mono, he's in. If you play 2 spirit heroes, he's still probably in. And the low threat just makes him super easy to splash. By the way, my preferred fix would be to change Light of Valinor to after attached character commits to the quest, ready him.
  9. This is basically a power curve question, i.e. how the power of the encounter deck develops relative to that of the player deck. In a competitive card game you'd distinguish rush decks and controll decks. Rush decks aim to play powerful effects quickly, and to win fast. Controll decks tend to build up to a more powerful late game at the cost of early game power (the controll aspect comes from the requirement to survive until then through controlling the board). In a solo/co-op game, your opponent can not make strategic choices, instead the strategy is essentially given by the average power level of the encounter deck. There is no real build up, but a few things can be done and are done to make the encounter decks power curve more interesting. Some examples: - Quest cards: Conflict at the Carrock is the classic example. It starts easy and hits you hard once you go to the second stage, at which point the game tends to end quickly. Either your set up to deal with the trolls, or that's it. -Encounter cards that depend on the board state. There's (at least) two varieties of these, those that punish you for doing badly, and those that punish you for doing well. The former category are things like engaged enemies making extra attacks, additional negative effects for high threat etc. A good example for the latter category is something like Low on Provisions from the Voice of Isengard, where the shadow effect deals extra damage to undamaged characters, and the when revealed deals damage according to the number of characters in play. - Variance of the encounter deck, specifically individual devastating cards. These are often treacheries, but could also be particularly tough enemies like the Mumak from Heirs of Numenor. The threat of a card that hurts regardless of how well you set up forces faster play and more risk taking. The Cursed Dead are a neat design of a card that gets tougher later in the scenario - and you're not goint to have enough cancellation for this and the treacheries in the scenario.
  10. I'm currently using Tactagorn, Halbarad, Erkenbrand supported by a secrecy Rossiel deck. Amarthuil would be an option in place of Erkenbrand. Less shadow cancellation amd hit points, but better synergy and ressource smoothing. The approach of introducing a homebrew hero over a few adventure packs is pretty cool.
  11. I'm also playing these and even Rivendell scout. With Faramir and a bunch of absurdly cheap allies, you get great questing numbers. Otherwise, it's a similar setup but with spirit Merry instead of Glorfindel, and fewer combat oriented cards, since it gets played in 2 handed with a Dunedain deck.
  12. I've been thinking about something like that, with spirit Merry and probably Pippin instead of Mirlonde. It's going to be quite event heavy. Something like: Allies (19): Arwen (x2) Quickbeam (x2) Ithilien Lookout (x3) Cirduin Traveller (x3) Galadriel's Handmaiden (x3) Warden of Healing (x3) Galadrim Minstrel (x3) Attachments (11): Burning Brand (x2) Light of Valinor (x2) Resourceful (x3) Hobit Pony (x2) Events (21): Leave no Trace (x3) None Return (x3) The Door is Closed (x3) Keen as Lances (x3) Test of Will (x3) Out of the Wild (x3) Daeron's Runes (x3) This definitely needs playtesting though. The ability to flat out cancel 6 encounter deck reveals is huge, and the defense is pretty good. Attack power is lacking, but in multiplayer another player can certainly compensate. For solo, maybe swap Merry for Glorfindel with Fair and Perilous?
  13. I like this concept a lot. Especially since it's something that reduces unnecessary randomness. All these "if only I had Steward/Light of Valinor/Nenya" situations don't need to happen anymore. That said, it needs to be built into the game by design. If I remember correctly, Ashes has much smaller decks and hand sizes. 7 cards of your choice is definitely too many. One card per player or one card per hero would be great though. How about a dedicated card for your hero? Beregond always gets his shield, Leadergorn the Sword that was broken, Galadriel and Elrond their rings? That would add an interesting aspect to hero design. I'd expect this to become quite common in future card games, it's one of those ideas that are so simple they seem obvious in hindsight.
  14. Reading the blog, it's about developping a fan-made variant of the game. Some interesting ideas in there, though I'll stick with the mainstream version
  15. I second that reccomendation. Like LotR, it's brutally hard, highly thematic and plays 1-4. There are 6 or 8 scenarios in the base box, and a lot of material. There's also an expansion (which I haven't tried). It's certainly on the heavier side, but there's a few starting guides etc.
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