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Rajam

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Everything posted by Rajam

  1. ^ Why didn't you play Vilya + Beorn on round 1 to defend against the Southron Company?
  2. Rajam

    The toughest ever

    What happens with the attachments that read: "Attached ally gains X" when the attached ally becomes a hero with Sword-thain? What happens with the attachments that read: "Attached hero gains X" when the attached hero becomes an ally (thinking in Spirit Prince Imrahil here)?
  3. I play two-handed, and I'm aiming at building a pair of decks capable of handling every single quest in the game, including nightmares... and without losing, ever. That means I'm not just aiming at having 'correct' winning ratios, but even further, 100% victory ratio (or at last as close as I can get to that). No sideboard (I really want to avoid the mess of swapping in-and-out cards for different quests). My decks should be prepared to handle even the hardest nightmare quests, like Escape from Dol-Guldur, Return to Mirkwood, Shadow and Flame, HoN cycle, To Catch an Orc, Deadman's Dike, Battle of Carn-Dum, Battle of Five Armies, etc etc etc Currently, my decks are: Denethor-Elrond-Gandalf Main Deck Hero (3) Denethor (Flight of the Stormcaller) Elrond (Shadow and Flame) Gandalf (The Road Darkens) Ally (21) 1x Beorn (Core Set) 1x Bilbo Baggins (The Road Darkens) 3x Envoy of Pelargir (Heirs of Númenor) 2x Erebor Hammersmith (Core Set) 1x Faramir (Core Set) 2x Firyal (The Mûmakil) 1x Gildor Inglorion (The Hills of Emyn Muil) 1x Henamarth Riversong (Core Set) 1x Legolas (The Treason of Saruman) 2x Master of the Forge (Shadow and Flame) 1x Quickbeam (The Treason of Saruman) 1x Treebeard (The Antlered Crown) 3x Warden of Healing (The Long Dark) 1x Yazan (The Mûmakil) Attachment (23) 1x A Burning Brand (Conflict at the Carrock) 1x Armored Destrier (Temple of the Deceived) 3x Dúnedain Warning (Conflict at the Carrock) 3x Expert Treasure-hunter (On the Doorstep) 2x Favor of the Valar (The Battle of Carn Dûm) 1x Gandalf's Staff (The Road Darkens) 1x Magic Ring (The Crossings of Poros) 1x Shadowfax (The Treason of Saruman) 3x Steward of Gondor (Core Set) 1x Thror's Map (Over Hill and Under Hill) 2x Unexpected Courage (Core Set) 3x Vilya (Shadow and Flame) 1x Wizard Pipe (The Road Darkens) Event (5) 3x Daeron's Runes (Foundations of Stone) 2x Word of Command (The Long Dark) Player Side Quest (1) 1x Gather Information (The Lost Realm) and... Caldara 2.0 Arwen-Caldara-Círdan Hero (3) Arwen Undómiel (The Dread Realm) Caldara (The Blood of Gondor) Círdan the Shipwright (The Grey Havens) Ally (27) 1x Bofur (The Redhorn Gate) 1x Elfhelm (The Dead Marshes) 3x Elven Jeweler (Escape from Mount Gram) 3x Glorfindel (Flight of the Stormcaller) 2x Imladris Stargazer (Foundations of Stone) 3x Jubayr (The Mûmakil) 3x Northern Tracker (Core Set) 3x Pelargir Shipwright (Assault on Osgiliath) 3x Prince Imrahil (The Flame of the West) 3x Rhovanion Outrider (Temple of the Deceived) 2x Zigil Miner (Khazad-dûm) Attachment (7) 3x Light of Valinor (Foundations of Stone) 3x Narya (The Grey Havens) 1x Necklace of Girion (The Wilds of Rhovanion) Event (15) 3x A Test of Will (Core Set) 3x A Very Good Tale (Over Hill and Under Hill) 3x Dwarven Tomb (Core Set) 3x Elven-light (The Dread Realm) 1x The Galadhrim's Greeting (Core Set) 2x Will of the West (Core Set) Player Side Quest (1) 1x Gather Information (The Lost Realm) Any help would be appreciated, either suggested cards, or changing heroes, or even small changes like amount of certain cards.
  4. Rajam

    Nightmare Decks

    I've all the nightmare packs released but only played about 30% or 40%% of them due to time constrains. What I've played is: - Mirkood cycle except for Escape from Dol Guldur and the Dead Marshes. Return to Mirkwood is the one I recommend as well. Hills of Emyn Muil the least. - Khazad Dum cycle except for Shadow and Flame. Flight From Moria is super swingy depending on which quests you get (the one that makes you reveal 1 encounter per player is brutal in multiplayer), and probably the hardest. 7th level and Into the Pit are fun, although not that hard. - Peril in Pelargir is your average nightmare quest. I've also played The Siege of Cair Andros and The Morgul Vale with a group of 4 people, and I'm pretty sure we didn't achieve any victory in a whole day playing those quests o_O - The Fords of Isen, To Catch an Orc, Into Fangorn, The Nin-in-Eilph and Celebrimbor's Secret from the Voice of Isengard cycle. To Catch an Orc is the toughest, although I dislike the mechanic of removing like half your deck. The Nin-in-Eilph is recommended if you like challenges. Celebrimbor's Secret is easy and not that recommended tbh - I played the whole Angmar Awakened cycle and this is definitely the cycle I recommend the most. It has the best nightmare quests I've played: Intruders in Chetwood, Deadman's Dike, The Treachery of Rhudaur, Battle of Carn Dum, The Dread Realm. The "easiest" quest imo is Across the Ettenmoors, despite having some titanic monsters, it doesn't add any sort of special mechanic. Escape From Mount Gram becomes one of the hardest quests after being one of the easiest in regular mode. My personal favorite is Battle of Carn Dum and probably the nightmare I'd recommend the most. As a side bonus, the NM art is superb in this cycle. - The Fate of Numenor is the only nightmare I've played from the Grey Havens cycle and is a recommended one, with an overall better balance (all encounter cards feel about equally punishing). (Haven't played NM Saga quests yet) Honestly, the NM quests only get better as you go on. The Mirkood cycle is a bit meh, but then you get Angmar Awakened and NM quests shine. I recently got the last NM packs from the Grey Havens cycle and I'm confident they'll be top notch material : )
  5. Rajam

    Three Men Go To Gondor (v1.0)

    1 Bilbo and 3 Wizard Pipes Ring of Barahir and Thror's Map instead of Self Preservation. Your deck will have 6? artifacts for Gandalf (not counting Vilya and necklace of Girion), which means 6 hp for Gandalf, for only 1 resource and no restricted slot used! Or if you're planning on using Elrond to defend, he already has Vilya, and then add Magic Ring, Necklace of Girion and Ring of Barahir for 4 hp With such high will power (9 from heroes right from the go), try to make room for the 'Gather information' side quest Some other cards to consider: Expert Treasure Hunters Steward of Gondor Firyal Beorn Treebeard Jubayr Legolas Rhovanion Outrider instead of Northern Trackers if you play solo. Cheaper and with more willpower, and in solo you shouldn't have much locations in the staging area Master of the Forge Cards I'd take out: Miner of the Iron Hills 1 Arwen Ethir Swordsman (add Firyal, Faramir and some other power ally instead) Glamdring (you already have enough attack, and if you want to draw cards, expert treasure-hunters is better) 1 Asfaloth 1 or 2 Galadhrim Greating. Instead add Favor of the Valar, or maybe better, Will of the West to recycle Elrond's Counsel and whatever valuable ally/attachment you may lose Hasty Stroke. With Burning Brand and Gandalf Staff you should be ok. Instead add more card draw or resource acceleration to find your key pieces faster
  6. Fresh Tracks... is not a good card imo. I'd replace those cards and move the Ithilien Lookouts to the Hobbit deck due to Secrecy, which would leave 3 cards open for the trap deck. Then I'd swap out Thalin and add Legolas, plus 3 Hands upon the bow. Maybe add Great Yew Bow. With Legolas you also have more targets for those 3 Bow of the Galadhrim. -1 Glorfindel, +1 Firyal
  7. About Cold-drake: "Cannot have attachments or take non-combat damage. Cold-Drake gets +1 and +1 for each Dragon Sign in the victory display. Forced: After Cold-Drake is dealt a shadow card with no shadow effect, the defending character cannot ready until the end of the round. " Does the Forced effect trigger if you discard the shadow card (with something like Armored Destrier, for example)? Does it trigger if you cancel the shadow effect (With A Burning Brand, for example)? --- Some encounter cards say: "During a certain phase, return this card to the staging area and do X". If the card was already in the staging area, do you still have to trigger X? Example: Stage 2B in 'The King's Quest' quest reads: "Fire-drake cannot leave the staging area or take damage. " Meanwhile, The Fire-drake has the next forced effect: "Forced: After the active location is explored, Fire-drake returns to the staging area and makes an immediate attack against each player in turn order." So, if I explore the active location and the Fire-drake is already in the staging area, does it still immediately attack each player in turn order? --- In the 'Lost in Mirkwood' quest, is it possible to put the objective-locations (like this one) back into the staging area after traveling to them, with Thrór's Map? ("Attach to a hero. Travel Action: Exhaust Thrór's Map to choose a location in the staging area. Make that location the active location. (If there is another active location, return it to the staging area.") --- If the active location and the current quest have a forced effect when cleared, which forced effect do you trigger first when clearing both that location and that quest at the same time?
  8. *Reserved for later*
  9. Rajam

    Several questions

    Thanks for your responses. About Cold-drake and A Burning Brand: Do you still have to check if the shadow card dealt to Cold-drake had a shadow effect (even if you're canceling it with A Burning Brand), or because you're canceling the shadow effect, the forced effect on Cold-drake will always trigger?
  10. Rajam

    Favourite Ally?

    Leadership Faramir Lore Firyal Tactics Yazan Neutral Treebeard Spirit Rhovanion Outrider
  11. Helpful rules and links Newbie Guide: Introduction for new players. Basic Rules: Reading these rules, along with the game's specific rules, will help you understand the game. Common Roles: Includes a description of the roles both commonly and uncommonly found in Mafia. Ruleset Disputes with and private questions for me should be handled through PM or instant messaging. If you notice that I have made a simple mistake or if you have a simple question, please address them in the thread in bold. I reserve the right to not answer any questions. Dead men tell no tales. Once you have died in the game, you are dead (unless, later, I tell you you're not). Dead players are not allowed to make any more posts in the thread for any reason whatsoever. No communication about this game is allowed with non-players or players who are dead, even if you yourself are dead (If you are dead, you may not discuss the game with anyone who is currently playing, even if you could while you were alive). Breaking this rule may blacklist you from future games, and definitely prevents you from being revived in this game. Unless your role PM specifically allows you the power, you are not to communicate with anyone about this game outside of this game thread. This includes posting content outside of the game thread and linking to it in the game thread. Editing your posts is not allowed. I reserve the right to deny anyone from signing up/replacing. Personally attacking another player is not allowed. You are not allowed to quote any mod communication of any kind, real or fake. You must paraphrase all information you wish to claim. You are not allowed to post or refer to any images in your role PM, nor may you post metadata about mod PMs in an attempt to break the game (e.g., message ID in the URL, time of day the message was sent, etc.). 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When feasible, I will tell you if I'm considering replacing/modkilling you. If you will be inactive for an extended period of time, you must notify me in advance. Unexcused or particularly long absences may result in your replacement or modkill. We will have strict Day Phase cycles set on 72 hours in real life. The town must stay active and be willing to punish inactive players if they hope to succeed. I do not expect to grant deadline extensions, barring extenuating circumstances. In the event I need to replace a player, I may extend the deadline to accommodate the new player. Certain game events may also result in a change of deadline. Nights will generally last approximately 24 hours. If you have a Night action and do not wish to use it, please send me a PM to that effect, lest I have to wait until the deadline for naught. Special Notes Everyone’s win conditions are not necessarily uniform! I would like to actively encourage everyone to pressure players that are inactive and punish them by lynching them if necessary. I will replace players that need to be replaced, but the town shouldn't let that be an excuse to let players get away with staying quiet. Knowledge of Mario Kart: Double Dash isn't necessary to play, but it might be useful. Check out the Mario Kart: Double Dash Wiki Page if you want to read up. Your character identity is important! Some people may be given special information or hints about your character, so protect your identity at all costs. If you rely on flavor, you might get burned. Try to focus on information and player actions if you want to succeed. Trust no one and make no assumptions. All roles are assigned entirely at random. Modkills only end Day Phases if the player being modkilled is town-aligned. Otherwise, Day continues. In the event that a player is modkilled during Twilight/Night, the modkill will affect the next Day Phase (meaning that Day Phase would automatically end if the player is Town and that Day Phase would continue as normal if otherwise). Exceptions to this rule may be made based on the state of the game and my personal judgment. In the event of a conflict between the ruleset and any game-specific rules or mod communication, the game-specific rules/mod communication take precedence. Players @Madaghmire @PodRacer @GhostofNobodyInParticular @TheToad @Caldias @CaribbeanNinja @wjuseck @Visovics Replacements @Onidsen Important Events
  12. Rajam

    The Withered Heath preview

    I might be wrong on this one, but Straight Shot also works on indestructible enemies, like Brown Water Rats and Undead Thrall, who need the defense debuff in order for Straight Shot to work
  13. With the inclusion of Folco I don't see the point in making decks with less than 3 heroes
  14. End of cycle. The Crossings of Poros was a tough quest: the first rounds I was barely making any progress (in the very 1st turn I revealed two Desolate Land: a location whose threat is equal to the highest number of characters controlled by a single player), and I almost died by threat (reached 48 with the Gandalf-Elrond deck). To make things worse, the side quest which doesn't let me to reduce my threat appeared. Northern Trackers + Rhovanion Outriders were the MVP in this quest, as in round 4 or 5 I could clear all the locations in the staging area and finally was able to make significant progress. Cleared the encounter side quest, triggered the response to reduce my threat by 3, and next turn I cleared Double Back to reduce my threat even further. During stage 2 the encounter set was Mountains of Shadow: the one that increases my threat rapidly. During stage 3 the random chosen set was Desert Creatures. When I reached stage 4, I had to add four extra enemies from the set-aside sets, which joined the Black Serpent and another enemy previously revealed that round. I was fully setup when this happened: Gandalf with Shadowfax, 3 Dúnedain Warning and A Burning Brand, plus Hour of Wrath (credits to the Tactics deck) to make things super easy. Final results: Campaign log: Arwen Undómiel, Caldara, Círdan the Shipwright, Aragorn, Háma, Mablung, Denethor, Elrond, Gandalf Fallen heroes: none Grace of the Valar tokens earned: 1 --- With the exception of The Mûmakil, it was the first time I played the quests from the Harad cycle. It was an... alright cycle. Actually I think this is the cycle I like the least, but that doesn't mean it's a bad cycle or something like that; the story is cool, but some quests were a bit disappointing, and I would've liked even more desert (and desserts ) and less Orcs. maybe I need to wait for the Nightmare decks before making a final judgment. Dungeons of Cirith Gurat was obnoxious; I don't enjoy quests which drag you around forever. My favorite quests in this cycle were Escape from Umbar, Desert Crossing, The Mûmakil, and Race Across Harad. Mostly The Mûmakil; it was refreshing to fight new types of enemies. Hardest quests were Escape from Umbar and The Long Arm of Mordor, easiest were Desert Crossing and The Mûmakil. Personally I also found The Black Serpent quite easy, maybe I need to try it more times since it's supposed to be DL 8. I might play a cycle on Nightmare mode next. I'm thinking in Khazad-Dûm because I have played none of the quests in this cycle in NM mode. Don't know yet. The Grace of the Valar tokens is a really cool idea. You people should try it and report your results!
  15. Rajam

    The Withered Heath preview

    Such well distributed stats on Grimbeorn Grimbeorn + Captain of Gondor + Armored Destrier + The Day's Rising + Some other restricted attachment + Raven-winged helm Armored Destrier could be replaced with Raiment of War
  16. Played The Dungeons of Cirith Gurat last night. I had to restart my first attempt because I forgot the "reveal an encounter when cards are rescued" forced effect on stage 1, and the game was clearly rigged. The official gameplay lasted forever, easy top 3 in terms of game duration; might as well be the longest (took me ~3 hours o_O). During stage 1 I cleared 6 side quests (3 player and 3 encounter), and also I didn't bother that much by attempting to prevent getting allies captured all the time, and those were the main reasons this game took so long. The first rounds I got swarmed by enemies but thanks to Háma + Thicket of Spears I could endure. By the end, the Gandalf-Elrond deck got emptied, and I cycled the Caldara deck twice. I think I put into play every possible ally/attachment in those decks. Despite the game was so long, threat was never an issue thanks to Double Back, Favor of the Valar, Secret Vigil, and the encounter side quest which reduces threat when the allies it captures are rescued. Thror's Map is an awesome card; those pesky locations with their travel effects weren't an issue Campaign log: Arwen Undómiel, Caldara, Círdan the Shipwright, Aragorn, Háma, Mablung, Denethor, Elrond, Gandalf Fallen heroes: none Grace of the Valar tokens earned: 1
  17. Rajam

    Add and Surge

    If an encounter card with surge (and/or doomed) is added to the staging area, does the surge/doomed keyword resolve?
  18. The Black Serpent was surprisingly easy. Maybe I got lucky as I never got overwhelmed by enemies; I had plenty of bothersome locations though. The Serpent's Redoubt was specially recurrent. Only recently I realized I played the forced effect on that location wrongly as it only applies to allies played from hand; I was exhausting everything, even Vilya'd allies and A Very Good Tale'd allies. I turtled stage 1 as much as I wanted, defeating several side quests and swarming the table with allies. Definitely didn't felt as a difficulty 8 quest; maybe in solo it's harder ¿? Campaign log: Arwen Undómiel, Caldara, Círdan the Shipwright, Aragorn, Háma, Mablung, Denethor, Elrond, Gandalf Fallen heroes: none Grace of the Valar tokens earned: 1
  19. Beneath the Sands was a bit tough, at some point I almost got a game over because I had two locations on the staging area whose threat is equal to the number of characters controlled by the 1st player, and the 1st player had... 13 characters o_O. Despite questing with something like 48, I still lost that quest phase by 6 points, reaching threats over 45 with two decks. In the next turn I cleared those locations thanks to Northern Trackers + Rhovanion Outriders and I could breath with the help of Secret Vigil plus Double Back. Campaign log: Arwen Undómiel, Caldara, Círdan the Shipwright, Aragorn, Háma, Mablung, Denethor, Elrond, Gandalf Fallen heroes: none Grace of the Valar tokens earned: 1
  20. Race Across Harad wasn't really a problem either. The most fearsome moment came when the location with 5 threat that adds itself onto the Orcs' area came into play, and I had to cancel its effect to prevent the Orcs clearing their quest before I do. Other than that, the quest was pretty long and my threat was pretty high, although under control thanks to Favor of the Valar. Campaign log: Arwen Undómiel, Caldara, Círdan the Shipwright, Aragorn, Háma, Mablung, Denethor, Elrond, Gandalf Fallen heroes: none Grace of the Valar tokens earned: 1
  21. The Mûmakil was a piece of cake. I Vilya'd Firyal turn 1 which discarded several encounter cards with surge, and cancelled the dangerous treacheries when needed along with A Test of Will. Gandalf equipped with Dúnedain Warnings, A Burning Brand and several attachments to ready him helped to control the attacks of the wild Mûmaks. Campaign log: Arwen Undómiel, Caldara, Círdan the Shipwright, Aragorn, Háma, Mablung, Denethor, Elrond, Gandalf Fallen heroes: none Grace of the Valar tokens earned: 1
  22. Played The Long Arm of Mordor. I won in my second attempt. In the first one I stupidly tried to turtle stage 1 and kill the initial enemies before advancing, which was my mistake as I slowly got location-locked and lacked enough resources in general. Died by threat on round 6. On the second attempt I rushed stage 1 and turtled stage 2 which worked pretty fine. The Caldara deck got Firyal, the Tactigorn deck got Yazan, and the Elrond-Gandalf deck got Kahliel. I switched the Firyal and Yazan allies on this last deck for Gimli and Vigilant Dúnadan to avoid duplicates. On my second attempt I also used some of my sideboard: I switched the Pelargir Shipwright allies for Ethir Swordsman on the Caldara deck. I should've also switched out Thicket of Spears and Oath of Eorl on the Tactigorn deck but I was too lazy to do so. On this second attempt I used the Grace of the Valar token I earned by losing in my 1st attempt and decided to begin with an extra resource on all decks. Campaign log: Arwen Undómiel, Caldara, Círdan the Shipwright, Aragorn, Háma, Mablung, Denethor, Elrond, Gandalf Fallen heroes: none Grace of the Valar tokens earned: 1
  23. 17 Denethor (Leadership) 14 Legolas (Tactics) 13 Elrond (Lore) 12 Arwen Undómiel (Spirit) 10 Aragorn (Tactics) 10 Gandalf (Neutral) 8 Damrod (Lore) 8 Pippin (Lore) 7 Aragorn (Lore) 7 Glorfindel (Spirit)
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