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player3351457

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Everything posted by player3351457

  1. You are correct... my apologies for any confusion. I was thinking in the context of the deck resetting, the beginning of the quest phase is the first opportunity. Although even that is incorrect... you could play a guarded card and that would reset it first
  2. Yes. Unless otherwise stated on the encounter, shadow, location, enemy or quest card, you only reset the encounter deck at the very beginning of the quest phase.
  3. My buddy and I ran my mining deck with this contract across from an erestor-elrond-denethor deck against Attack on Dol Guldur. Though it was severely under prepared for locations (we went in blind) mining works exceptionally well with this contract. I felt like the plethora of cards was less of a cost and more of a resource. I also did not toy around with side B as we ended the game at 48 threat. In short-- this contract is a lot more fun in practice than in theory.
  4. Do you need 3 copies of each besides black gate?
  5. Hey all, I am considering getting the pieces for all the epic multiplayer quests. We just welcomed our third child a few weeks ago and with this game seemingly going the way of the dodo bird, I was thinking of trying to complete my quest collection so that some day my kids and I can gather around the gaming table and play some quests! I know certain quests need more than one copy of the game. Does anyone know all the quests that can be played EMP style? Also, what pieces/copies are needed for each? Finally, does EMP make an exception to the uniqueness rule?
  6. House rules: -play the text of the card, not the errata. (I.e. older cards are better!) The reason is more or less laziness AND the fact that I got into the game later in the life so I never got to experience the thrill of some of the game breaking combos. Took/Earendil comes to mind. -if we make a mistake, we rewind if possible, or remedy the best we see fit (no scoops-- if anything we give it an *) -except in the rarest of circumstances (when the victory conditions are known) a hero lost results in a scoop. -setup conditions, as stated above -pretty lax on the table talk rules -pretty lax on the action windows in resource/planning phase (except for ordering of attachments -- gotta know who is first player for Steward) Other than that, we play pretty strictly to the rules, as it generally helps us more than it hurts... i.e. knowing when action windows occur and the order of operations gives us MORE control of the game instead of less.
  7. So even though I built a deck that utilizes the contract, I am not quite sure the payoff is worth the price. First of all, theoretically, you could build a workable 100 card deck any time you want. Erestor + mining makes it possible. But the lack of threat reduction gives me pause as to whether or not the cost of 1 threat allowing you to essentially take 2 cards, 1 of choice, each round. A simple 50 x2 and card draw x2 at least balances out ratios. But is the 1 threat, getting you closer to elimination, worth the ability to optionally choose your card? If threat reduction were possible I would say yes, but without threat reduction, chosing this option is trading a round of play for a single card. Not worth it. Threat raising in the grey wanderer is worth it because you are granted a pool of threat to give, while you would want to run 3 heroes in this contract to maximize the benefit of the backside. Secondly, and perhaps most importantly, you don't double the size of your starting hand, OR even grant you an additional two mulligans (the first one gives you even odds on card search and hand to deck, while second allows you to equal odds of getting your ideal starting hand of 6). This is a huge oversight, or a huge cost. The nonexhaust payout on side B is a weak payout, IMHO. Haldan and Light of Valinor, plus a plethora of readying options tells me that a nonexhaust option for all three of my heroes is not worth nearly threating out to achieve. Plus, once you flip to B, you don't even have access to your card draw anymore. In theory, by the time you flip the contract, it is expected that you ought to have your board set up. But this lends itself to a marathon style of play... since you will have to get through more of your deck to get your board established. The better payout is that you get a built in -10 reduction, effectively raising your threat elimination level to 60 (or 55 with the ring). One could argue that two cards (galadrim's greeting) is better, and might be worth the cost. Or if running noldor, three elronds council gets you there... spirit merry is incredibly effective and beregond in a marathon game pays his debts to threat. That doesnt even mention loragorn. There are ways to control threat and I am not sure giving them all up for a one time -10 makes it helpful. (Not to mention the controversy surrounding threat above 50 listed in the above discussion) So to recap: Cost-- 1. Double deck 2. No threat control 3. Wacked out ratios in starting hand size and draw while on side A. 4. More cards cost threat Payout-- 1. Card control 2. Threat elmination level raised 3. Nonexhaust questing heroes. I think this is the least effective of all the contracts. Change my mind (please)
  8. Interesting. So you don't think it works like Favor of the Valar, where you essentially drop it 10 below your elimination level? Can your threat be set above your elimination level, even momentarily when calculating? That seems weird to me. Like there isnt any rule about what happens to excess threat, whether it fizzles if it puts you past your elimination level.
  9. I rebuilt my mining deck around this, utilizing, more than anything, the fact I can run high threat heroes with an effective threat elimination of 60. Let me know your thoughts: https://ringsdb.com/decklist/view/17880/miningdeckwithspoiledcontract-1.0
  10. Yeah this is only contract you want to stay on side A. Practically no benefit to side B, except for maybe a final push with a helm of secrecy or something. Because if you have a threat heavy deck you are out in less than 10 turns and other than the no exhausting to quest, you are out of benefits. Mining decks love this contract.
  11. Hero Erestor's card text does not include the word "forced". Does that mean his ability (and consequent response) is optional? I cant seem to find an answer in the rule book but I thought I read somewhere that unless a player card texts says "Forced:" you do not have to trigger the ability
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