Alonewolf87
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Posts posted by Alonewolf87
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8 hours ago, Rogue3 said:Hey everyone,
So i have just started getting into this game and was wondering if there was a recommended buying guide/order you would recommend for a new player. I currently have 2 core sets, but with so much content out there, it's hard to know where to go from here. I would love some input!
Thanks!
If I were you I would simply start buying anything I can get a hold of (and you have the money to buy confortably) since reprinting and restocking for this game is very....random.
As a more general advice the latest cycles usually have better crafted quest and a more solid narrative. I could recommend starting from The Lost Realm and working from there. Otherwise Wilds of Rhovanion and the Ered Mitrhin cycle are another good place to start. Maybe wait going for Shadow in the East and Vengeance of Mordor until later
Springing for the LOTR saga could be good too.
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9 hours ago, TwiceBorn said:1) At the end of the round, I played the Forced response on stage 2b before completing the second part of the Ranger of Cardolan's response (i.e., I placed 2 damage on the Ranger, and did not reshuffle him into the deck because of the passive text on Craft Remedy). Was I correct in triggering the Forced effect on Craft Remedy before the second half of the Ranger's response? Forced effects usually take precedence over Responses, but should I have triggered the Ranger's response first because the response as a whole had been initiated during the engagement phase?
I would say that the Ranger Response sets up a delayed passive effect for the end of the round, that would take precedence over Forced effects and Responses.
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12 minutes ago, Bobbymcbobface said:Vision of the Palantir spoils a new event for trap decks https://visionofthepalantir.com/2020/12/08/a-long-extended-party/
That's a really interesting card, I can see it work well in a generic Dunedain deck (maybe with Vigilant Dunadan and some of the other high cost Dunedain allies) with Outmatched and Followed or in a more straightforward trap deck (mabye a Gondor themed one). Another very good game design.
Bobbymcbobface reacted to this -
2 hours ago, JusticeLizard said:I'm looking for anybody who is interested to play this over the internet.
Is it on OCTGN? Or do you mean other groups that have the pack that want to play Epic Multiplayer?
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Celebrimbor's Secret was a real breeze, I had only played it as a 4 players Fellowship before and I was expecting more problems, but since The Orc's Search basically never triggered and the only Scour Effect I saw was the mandatory one from passing from Stage 1 to Stage 2 it was all super easy, despite the fact that my deck performed slightly worse than usual.
I must say this Silvan combo deck is really something, I would not use it in a Fellowship (both for the Doomed and for the extremely long Planning Phases), but against lots of solo quests it really rocks.
Here is the usual Playthrough
Celebrimbor's Secret
Opening Hand (after mulligan): The Seeing-Stone, Galadriel's Handmaiden, Deep Knowledge, Galadhrim Minstrel, Feigned Voices, Peace and Thought
Setup: add The Orc's Search, Bellach and Secret Chamber to the staging area, attach Celebrimbor's Mould to Secret Chamber, add City Remains to the staging area, 3 Time Counters on Stage 1
Turn 1 (27 Starting Threat)
Draw: Henamarth Riversong
Planning Phase: play Deep Knowledge (TD 29, draw Nenya and Galadhrim Weaver); play The Seeing-Stone (TD 30, add 2nd Deep Knowledge to my hand); play 2nd Deep Knowledge (TD 32, draw Steward of Gondor and Unlikely Friendship); play Unlikely Friendship (draw A Test of Will, add 1 resource to Celeborn's pool); play Steward of Gondor on Galadriel; exhaust Steward of Gondor to add 2 resources to Galadriel's pool; play Henamarth Riversong; exhaust Henamarth Riversong to look at the top card of the encounter deck (Prowling Wolf); play Nenya on Galadriel; play Galadhrim Minstrel (add 2nd Unlikely Friendship to my hand); play 2nd Unlikely Friendship (draw O Lorien, add 1 resource to Bifur's pool; resources left Bifur (1), Celeborn (0), Galadriel (0)
Quest Phase: send Galadhrim Minstrel to the quest; reveal Prowling Wolf; exhaust Galadriel and Nenya to add Galadriel's Willpower to the Minstrel's; 6 Willpower against 7 Threat, quest failed (TD 33)
Travel phase: travel to City Remains
Engagement phase: engage Prowling Wolf
Combat phase: deal Shadow Card; play Feigned Voices (returning Henamarth Riversong to hand) on Prowling Wolf; Bifur, Celeborn and Minstrel attack and destroy Prowling Wolf (1+2+1 Attack against 1 Defense, 3 damage)
Refresh Phase/End of Round: TD 34, play Peace and Thought exhausting Bifur and Celeborn (draw Orophin, Daeron's Runes, 2nd Minstrel, The Tree People, We Are not Idle), 2 Time Counters
Turn 2
Draw: 2nd Steward of Gondor
Planning Phase: exhaust Steward of Gondor to add 2 resource to Galadriel's pool; play Galadhrim Weaver (shuffle Peace and Thought back in the deck); play The Tree People (returning Weaver to hand) and put 2nd Weaver in play (shuffle Feigned Voices back in the deck); play Henamarth Riversong; exhaust Henamarth Riversong to look at the top card of the encounter deck (Desecrated Ruins); play We Are not Idle for 0 (draw 2nd Daeron's Runes); play 1st Daeron's Runes (draw Galion and Legacy of Numenor, discard 2nd Steward of Gondor); play Legacy of Numenor (TD 38, add 1 resource to each hero's pool); play 2nd Daeron's Runes (draw Host of Galadhrim and Haldir of Lorien, discard Haldir of Lorien); play O Lorien on Celeborn; exhaust O Lorien and play 2nd Minstrel for 1 (add Feigned Voices to my hand); play Galion; play Galadriel's Handmaiden (TD 37); resources left Bifur (0), Celeborn (1), Galadriel (1)
Quest Phase: send both Minstrels (1st exhausts), Weaver, Handmaiden and Galion to the quest; reveal Desecrated Ruins (cancel it with A Test of Will); exhaust Nenya and Galadriel to add Galadriel's Willpower to Galion's; 14 Willpower against 1 Threat; 13 progress, 3 to clear City Remains (no Scour effect to trigger) and 10 on Stage 1
Travel phase: remove 3 progress from Stage 1 (down to 7) to travel to Secret Chamber
Engagement phase: nothing
Combat phase: nothing
Refresh Phase/End of Round: TD 38, 1 Time Counter
Turn 3
Draw: 2nd We Are Not Idle
Planning Phase: exhaust Steward of Gondor to add 2 resource to Galadriel's pool; play 2nd Galadhrim Weaver (shuffle A Test of Will back in the deck); play 2nd We Are not Idle for 0 (draw 2nd The Tree People); exhaust Henamarth Riversong to look at the top card of the encounter deck (Orc Skirmisher); play 2nd The Tree People (returning Galion to hand) and put in play Woodland Courier (no location to place progress on); exhaust O Lorien and play Orophin for 2 (return Haldir of Lorien to my hand); exhaust Galadriel (TD 37, draw 2nd Host of Galadhrim); play 1st Host of Galadhrim putting back in play Henamarth, Orophin (no Silvan to take back), Woodland Courier (no location to put progress on), Galadriel's Handmaiden (TD 36); 2 Weavers (shuffle 2nd The Tree People and 2nd We Are Not Idle in the deck) and 2 Minstrels (add 3rd Deep Knowledge and 3rd Unlikely Friendship to my hand); play 3rd Unlikely Friendship (draw 2nd Handmaiden, add 1 resource to Galadriel's pool); resources left Bifur (0), Celeborn (0), Galadriel (1)
Quest Phase: send 2 Minstrels, 2 Weavers, Courier, Handmaiden, Galion, Henamarth and Orophin to the quest; reveal Orc Skirmisher; 20 Willpower against 3 Threat; 17 progress, 6 to clear Secret Chamber (attach Celebrimbor's Mould to Bifur), 11 on Stage 1 for 18 total, clearing it and advancing to Stage 2; trigger all Scour effects (only Bellach's basically, add Bellach's Scout to the staging area); Bellach attacks, Celeborn defends (shadow is Bellach Scout, no effect, 5 Attack vs 2 Defense, 3 damage), attach Celebrimbor's Mound to Bellach, 3 Time Counters on Stage 2
Travel phase: nothing
Engagement phase: engage Orc Skirmisher (remove 1 Time Counter, down to 2)
Combat phase: deal Shadow Cards; play Feigned Voices (returning Galion to hand) on Skirmisher; all the other allies attack and destroy Skirmisher (I will not bother taking track here)
Refresh Phase/End of Round: TD 39, 1 Time Counter
Turn 4
Draw: 2nd The Seeing-Stone
Planning Phase: exhaust Steward of Gondor to add 2 resources to Galadriel's pool; exhaust Henamarth Riversong to look at the top card of the encounter deck (Broken Lands); exhaust Galadriel (TD 38, draw 3rd Handmaiden); play 2nd Handmaiden (TD 37); play 3rd Deep Knowledge (TD 39, draw Galadhrim Healer and A Test of Will); exhaust O Lorien to play Galadhrim Healer for 1 (heal 1 damage from Celeborn, down to 2); play 3rd Handmaiden (TD 38); play 2nd The Seeing-Stone (TD 39, add 2nd Legacy of Numenor to my hand); play 2nd Legacy of Numenor (TD 43, add 1 resource to each hero's pool); play 2nd Host of Galadhrim putting back in play Healer (heal 1 damage from Celeborn down to 1), Orophin, Courier, Henamarth, 3 Handmaidens (TD 40); 2 Minstrels (add 2nd The Tree People and 2nd We Are Not Idle to hand); and 2 Weavers (shuffle 2nd The Seeing Stone and 2nd Legacy of Numenor back in the deck); play Galion; resources left Bifur (0), Celeborn (0), Galadriel (0)
Quest Phase: send 2 Minstrels, 2 Weavers, 3 Handmaidens, Healer, Courier, Henamarth, Orophin, and Galion to the quest; reveal Broken Lands; 28 Willpower against 4 Threat; 24 progress on Stage 2
Travel phase: travel to Broken Lands; exhaust Galadriel (TD 39, draw 2nd Legacy of Numenor)
Engagement phase: optionally engage Bellach; play 2nd The Tree People (returning Galion to hand) and put in play 3rd Minstrel (add 2nd Peace and Thought to my hand);
Combat phase: deal Shadow Card; Woodland Courier defends Bellach (shadow is Spies of Mordor, discard Nenya, 5 Attack against 1 Defense 1 damage), Courier is destroyed; Bifur, Celeborn and all the allies attack and destroy Bellach (1 Bifur +2 Celeborn +3 Handmaidens +3 Minstrels +2 Henamarth + 3 Orophin + 1 Healer = 16 Total against 4 Defense, 12 damage), attach Celebrimbor's Mould to Bifur and win the game
Final Score = 3 Completed Rounds (x10) + 39 Threat +1 damage on Celeborn – 8 Victory Points = 62
General_Grievous reacted to this -
About the new players Ships, in particular the one that allows one Hero to gain another one's traits, would you guys think that a Lothiriel - Treebeard/Skinbark deck to get around some of the ents usual limitations or a Lothiriel/Tactis Imrahil - Gwaihir deck to keep a steady supplies of Eagles be worhty a spin?
General_Grievous reacted to this -
The Dunland Trap was another quest that worried me due to its particular mechanics. I rushed through Stage 1 to get ahead with my allies army's destruction so that I could rebuilt it again. This ended up having me hover over 45 Threat for a long time due to having to use again all the Doomed events but I was still able to score a first attempt victory, with Henamarth Riversong being a clear MVP. 0 Valar Tokens again.
Here is the usual playthrough
The Dunland Trap
Opening Hand (after Mulligan): Legacy of Numenor, Galadhrim Minstrel, Nenya, Feigned Voices, Unlikely Friendship, Deep Knowledge
Setup: make Old South Road the active location, put Boar Clan Warrior in play engaged with me, 2 Time Counters on the quest
Turn 1 (27 Starting Threat)
Draw: Peace and Thought
Planning Phase: play Deep Knowledge (TD 29, draw Galadriel's Handmaiden and Daeron's Runes), deal 1 shadow card to Boar Clan Warrior); play Daeron's Runes (draw 2nd Handmaiden and 2nd Minstrel, discard 2nd Handmaiden, deal 1 shadow card to Boar Clan Warrior for 2 total); play Unlikely Friendship (draw A Test of Will, add 1 resource to Bifur's pool, deal 1 shadow card to Boar Clan Warrior for 3 total) play Legacy of Numenor (TD 33, add 1 resource to each hero's pool); move 1 resource from Celeborn's pool to Bifur's pool; play 1st Minstrel (add 2nd Deep Knowledge to my hand): play 2nd Deep Knowledge (TD 35, draw Wooland Courier and Galadhrim Weaver, deal 1 shadow card to Boar Clan Warrior for 4 total); play 2nd Minstrel (add 2nd Legacy of Numenor to my hand); play Galadhrim Weaver (shuffle 2nd Deep Knowledge in the deck) play 2nd Legacy of Numenor (TD 39, add 1 resource to each hero's pool); play Nenya on Galadriel with 1 resource from Celeborn's pool; play Galadriel's Handmaiden (TD 38); resources left Bifur (1), Celeborn (1), Galadriel (0)
Quest Phase: send Bifur, both Minstrels, Handmaiden and Weaver to the quest; reveal Hills of Dunland; exhaust Galadriel and Nenya to add Galadriel's Willpower to Bifur's; 15 Willpower against 2 Threat; 13 progress, 4 to clear Old South Road (add it to the victory display), 9 on Stage 1
Travel phase: travel to Hills of Dunland (draw 2nd Weaver, deal 1 shadow card to Boar Clan Warrior for 5 total)
Engagement phase: nothing
Combat phase: deal Shadow Card (for 6 shadow cards total on Boar Clan Warrior); play Feigned Voices (returning 1st Weaver to hand) on Boar Clan Warrior; Celeborn, both Minstrels and Handmaiden attack and destroy Boar Clan Warrior (2+1+1+1 Attack against 1 Defense, 4 damage)
Refresh Phase/End of Round: TD 39; play Peace and Thought exhausting Bifur and Celeborn (draw We Are Not Idle, Steward of Gondor, 2nd We Are Not Idle, O Lorien, Henamarth Riversong), 1 Time Counter
Turn 2
Draw: 3rd We Are Not Idle (!!!)
Planning Phase: play Henamarth Riversong; exhaust Henamarth Riversong to look at the top card of the encounter deck (Dunlending Ambush); play 1st We Are Not Idle for 0 (draw 3rd Minstrel), play 2nd We Are Not Idle for 0 (draw 2nd Test of Will); play 3rd We Are Not Idle for 0 (draw 2nd Daeron's Runes); play 2nd Daeron's Runes (draw 2nd The Tree People and 3rd Daeron's Runes, discard 2nd The Tree People); play 3rd Daeron's Runes (draw 2nd Handmaiden and The Seeing-Stone, discard 3rd Minstrel); play The Seeing-Stone (TD 40, add 3rd Legacy of Numenor to my hand); play 3rd Legacy of Numenor (TD 44, add 1 resource to each hero's pool); play O Lorien and Steward of Gondor on Galadriel; exhaust Steward of Gondor to add 2 resources to Galadriel's pool; exhaust O Lorien and play 2nd Handmaiden for 1 (43 TD); play 1st The Tree People (taking Henamarth back in hand) and putting Orophin in play (return 3rd Minstrel to my hand) play both Weavers (shuffle back 1st The Tree People and 3rd Legacy of Numenor in the deck) ; resources left Bifur (1), Celeborn (0), Galadriel (1)
Quest Phase: send both Minstrels, both Handmaidens, both Weavers and Orophin to the quest; reveal Dunlending Ambush (cancel its effect with 1st Test of Will) surges into Hithaeglir Stream; exhaust Galadriel and Nenya to add Galadriel's Willpower to Orophin's; 18 Willpower against 3 Threat; 15 progress, 3 to clear Hills of Dunland, 12 on Stage 1 clearing it; advance to stage 2: make Munuv Duv Ravine the active location, no Items or Mounts to discard, discard all allies except for Orophin, search the encounter deck for Boar Clan Stalker and put it in play engaged with me, shuffle my discard pile in my deck and draw 1 card (1st The Tree People)
Travel phase: nothing
Engagement phase: nothing
Combat phase: deal Shadow Card; Orophin defends Boar Clan Stalker (shadow is In Need of Rest, no effect, 2 Attack against 1 Defense, 1 damage); play The Tree People (taking Orophin back in hand) and put 1st Galadriel's Handmaiden in play (TD 42); end of combat phase advance to Stage 3: put Chief Turch in play engaged with me, 5 Time Counters
Refresh Phase/End of Round: TD 43, 4 Time Counters
Turn 3
Draw: 1st Daeron's Runes (add 1 resource token to Boar Clan Stalker)
Planning Phase: exhaust Steward of Gondor and add 2 resource to Galadriel's pool; play 1st Daeron's Runes (draw 1st Legacy of Numenor and 2nd The Tree People, discard Henamarth Riversong, add 1 resource to Boar Clan Stalker for 2 total); exhaust Galadriel (TD 42, draw Unlikely Friendship, add 1 resource to Boar Clak Stalker for 3 total); play Unlikely Friendship (draw 1st Feigned Voices, add 1 resource to Celeborn's pool, add 1 resource to Boar Clan Stalker for 4 total since it's the maximum I will stop keeping track of this); play 1st Legacy of Numenor (TD 46, let's live dangerously, add 1 resource to each hero's pool); play Orophin (get Henamarth Riversong back to hand); exhaust O Lorien and play Galadhrim Minstrel for 1 (add 1st Deep Knowledge to my hand); play Henamarth Riversong; exhaust Henamarth Riversong to look at the top card of the encounter deck (Low Provisions); play 2nd The Tree People (taking Henamarth Riversong back in hand) and put 1st Galadhrim Weaver in play (shuffle 1st Legacy of Numenor in the deck); play Henamarth again; play Wooland Courier (put 1 progress on Munuv Duv Ravine); play Deep Knowledge (TD 48, draw Galion and We Are Not Idle); play We Are Not Idle for 0 (draw Peace and Thought); move 1 resource from Galadriel's pool to Bifur's pool; resources left Bifur (1), Celeborn (0), Galadriel (1)
Quest Phase: send Handmaiden (exhausts), Minstrel, Weaver, Henamarth, Courier, Galion and Orophin to the quest; reveal Low Provisions (cancel it with 2nd A Test of Will); 15 Willpower against 3 Threat; 12 progress, 5 to clear Munuv Duv Ravine (add it to the victory display)7 on Stage 3 but they do not count
Travel phase: travel to Hithaeglir Stream
Engagement phase: nothing
Combat phase: deal Shadow Cards; play Feigned Voices (returning Galion to hand) on Chief Turch; Celeborn defends Boar Clan Stalker (shadow is Plains of Enedwaith, +1 Attack, 5 Attack against 2 Defense, 3 damage, dodged a bullet here); Bifur, Minstrel, Orophin, Henamarth and Courier attack and destroy Boar Clan Stalker (1+1+3+2+2, 9 Attack against 4 Defense, 5 damage)
Refresh Phase/End of Round: TD 49; play Peace and Thought exhausting Bifur and Celeborn (draw 2nd Handmaiden, The Seeing-Stone, 2nd Unlikely Friendship, 2nd We Are Not Idle, 2nd Weaver), 3 Time Counters
Turn 4
Draw: 1st Legacy of Numenor and 2nd Deep Knowledge (due to the active location effect)
Planning Phase: exhaust Steward of Gondor to add 2 resource to Galadriel's pool; exhaust Henamarth Riversong to look at the top card of the encounter deck (Dunland Tribesman); exhaust Galadriel (TD 48, draw 2nd Peace and Thought); play 2nd We Are Not Idle for 0 (draw 2nd Minstrel); exhaust O Lorien and play 2nd Minstrel for 1 (add 2nd Daeron's Runes to my hand); play 2nd Daeron's Runes (draw 3rd Handmaiden and 2nd O Lorien, discard 2nd O Lorien); play 2nd Unlikely Friendship (draw 2nd Host of Galadhrim add 1 resource to Galadriel's pool); play 2nd and 3rd Galadriel's Handmaiden (TD 46); play Deep Knowledge (TD 48, draw Galadhrim Healer and 3rd We Are not Idle); play 3rd We Are not Idle for 0 (draw 2nd Feigned Voices) ; resources left Bifur (0), Celeborn (1), Galadriel (0)
Quest Phase: send 3 Handmaidens (1st one exhausts), 2 Minstrels (1st exhausts), Weaver (exhaust) and Galion to the quest; reveal Dunland Tribesman (draw 3rd Daeron's Runes); play 3rd Daeron's Runes (draw 3rd Deep Knowledge and 2nd Legacy of Numenor, discard The Seeing-Stone); 14 Willpower against 1 Threat; 13 progress, 4 to clear Hithaeglir Stream, 9 on Stage 3 but they do not count
Travel phase: nothing
Engagement phase: engage Dunland Tribesman
Combat phase: deal Shadow Cards; play 2nd Feigned Voices (returning Galion to the hand) on Chief Turch; Woodland Courier defends Dunland Tribesman (shadow is Plains of Enedwaith, +1 Attack, 5 Attack against 0 Defense, 5 damage, Woodlance Courier is destroyed); Orophin, 2nd and 3rd Handmaiden and 2nd Minstrel attack and destroy Tribesman (2+1+1+1 Attack against 2 Defense, 3 damage)
Refresh Phase/End of Round: TD 49, 2 Time Counters
Turn 5
Draw: 2nd The Seeing-Stone
Planning Phase: exhaust Steward of Gondor to add 2 resource to Galadriel's pool; exhaust Henamarth Riversong to look at the top card of the encounter deck (Frenzied Attack); exhaust Galadriel (TD 48, draw 3rd Weaver): exhaust O Lorien and play Galadhrim Healer for 1 (heal 1 damage from Celeborn down to 2); play 2nd Weaver (shuffle Woodlance Courier back in the deck); play 1st Host of Galadhrim putting back in play 3 Handmaidens (TD 45), 2 Weavers (shuffle 2nd Feigned Voices and 3rd Daeron's Runes in the deck) 2 Minstrels (add 3rd Unlikely Friendship and 3rd The Tree People to my hand), 1 Healer (heal 1 more damage from Celeborn down to 1), Orophin (no ally to take back) and Henamarth; play 3rd Unlikely Friendship (draw 2nd Feigned Voices and add 1 resource to Galadriel's pool); play 3rd Weaver shuffling 3rd Unlikely Friendship back in the deck) play Galion; play 3rd The Tree People (returning Galion to hand) and putting 3rd Minstrel in play (add 3rd Host of Galadhrim to my hand); play Galion again ; resources left Bifur (0), Celeborn (0), Galadriel (0)
Quest Phase: send all the allies to the quest; reveal Frenzied Attack (draw Haldir of Lorien, discard Haldir of Lorien); 30 Willpower against 0 Threat; 30 progress more on Stage 3 but they do not count
Travel phase: nothing
Engagement phase: nothing
Combat phase: deal Shadow Card; play 2nd Feigned Voices on Chief Turch (returning Galion to hand)
Refresh Phase/End of Round: TD 48, 1 Time Counter
Turn 6
Draw: 3rd Legacy of Numenor
Planning Phase: exhaust Steward of Gondor to add 2 resource to Galadriel's pool; exhaust Henamarth Riversong to look at the top card of the encounter deck (Hithaeglir's Foothills); play 2nd Host of Galadhrim playing again Orophin (take Haldir back in hand), 3 Weavers (shuffle back 2nd Feigned Voices, 3rd The Tree People and 1st Host of Galadhrim in the deck), 3 Minstrels (add 1st Test of Will, 3rd Unlikely Friendship and 3rd The Tree People to my hand), Healer (heal 1 more damage from Celeborn down to 0) and Henamarth; play Galion; play 3 Unlikely Friendship (draw 3rd Daeron's Runes and add 1 resource to Bifur's pool); play 3rd Daeron's Runes (draw 2nd Feigned Voices and 1st Host of Galadhrim) ; resources left Bifur (1) Celeborn (0), Galadriel (1)
Quest Phase: send all the allies to the quest; reveal Hithaeglir's Foothills, surges into In Need of Rest (no effect): 30 Willpower against 0 Threat; 30 Will progress more on stage 3 but they do not count
Travel phase: travel to Hithaeglir's Foothills
Engagement phase: nothing
Combat phase: deal Shadow Card; play 2nd Feigned Voices on Chief Turch (returning Galion to hand); exhaust Henamarth Riversong to look at the top card of the encounter deck (Dunland Chieftain); exhaust Galadriel (TD 44, draw 3rd Peace and Thought
Refresh Phase/End of Round: TD 45; exhaust Galadriel (TD 44, draw 2nd Steward of Gondor) 0 Time Counters, make engagement checks, Chief Turch attacks, the Healer takes it to the chin, it's destroyed and I win the game
Final Score = 5 Completed Rounds (x10) + 44 Threat – 4 Victory Points = 90
rlogan4 and General_Grievous reacted to this -
So in January we will play against A Shadow in the East/ Vengeance of Mordor with the addition of cards from LOTR Saga.
Thanee has selected The River Running and RNG has selected The City of Ulfast and Under the Ash Mountains, so prepare yourselves for some great hardships.
The mandatory heroes list is Leadership Frodo, Smeagol, Lothiriel and Gildor Inglorion
General_Grievous reacted to this -
I had my worries about how the mechanics of To Catch An Orc might broke the combo of my Silvan Deck but luckily I had one copy of Host of Galadhrim in my hand at the start of the game, and another Host of Galahdrim with 2 copies of Galadhrim Weaver in what was left of my deck. My thinned down deck thus worked on my favor and soon the combo was firing off and I steamrolled the quest even though it took quite some time to find Mugash. 0 Valar Tokens
Here is the usual playthrough (quite long Planning Phases with this deck)
To Catch an Orc
Opening Hand (after mulligan): Unlikely Friendship, O Lorien, Host of Galadhrim, We Are not Idle, Galadhrim Minster, Galadriel's Handmaiden
Setup: set aside 20 cards of my deck in a secondary deck and shuffle Mugash in the secondary deck, search and add Methedras to the staging area, advance to Stage 2 (2 Time Counters)
Turn 1 (27 Starting Threat)
Draw: Deep Knowledge
Planning Phase: play Deep Knowledge (draw A Test of Will and Galadhrim Weaver) TD 29; play Unlikely Friendship (add 1 resource to Galadriel's pool, draw Feigned Voices); play We Are Not Idle for 0 (draw Steward of Gondor); exhaust Galadriel (TD 28, draw Woodland Courier); move 1 resource from Galadriel's pool to Bifur's pool; play Galadhrim Minstrel (add Peace and Thought to the hand) ; resources left Bifur (0), Celeborn (1), Galadriel (1)
Quest Phase: send Bifur, Celeborn and Minstrel to the quest; reveal Orc Hunting Party (no effect) surges into Prowling Wolf; 7 Willpower against 5 Threat; 2 progress on stage 2 (canceled, add 1 Time Counter for 3 total)
Travel phase: travel to Methedras
Engagement phase: Prowling Wolf engages
Combat phase: deal Shadow Card; Minstrel defends Prowling Wolf (shadow is Orc Territory, no effect, 1 Attack against 1 Defense, no damage);
Refresh Phase/End of Round: TD 29, 2 Time Counters
Turn 2
Draw: Deep Knowledge
Planning Phase: play Deep Knowledge (TD 31, draw 2nd Handmaiden and 2nd Peace and Thought); exhaust Galadriel (TD 30, draw Legacy of Numenor); play Legacy of Numenor (TD 34, add 1 resource to each hero's pool); play Steward of Gondor and O Lorien on Galadriel; exhaust Steward of Gondor to add 2 resources to Galadriel's pool; exhaust O Lorien and play 1st Handmaiden for 1 (TD 33); play 2nd Handmaiden (TD 32); resources left Bifur (2), Celeborn (0), Galadriel (2)
Quest Phase: send Bifur, Minstrel and both Handmaidens to the quest; reveal Mugash's Lair; 9 Willpower against 5 threat; 4 progress, 3 to clear methedras (Search 3, add Henamarth Riversong to my hand, discard The Seeing Stone and Daeron's Runes), 1 on Stage 2 (canceled, add 1 Time Counter for 3 total)
Travel phase: travel to Mugash's Lair
Engagement phase: reveal top card of the secondary deck (Legacy of Numenor, discard it)
Combat phase: deal Shadow Card; play Feigned Voices and return Minstrel to hand to block Prowling Wolf attack; Celeborn and both Handmaidens attack and destroy Prowling Wolf;
Refresh Phase/End of Round: TD 33, 2 Time Counters
Turn 3
Draw: 2nd Minstrel
Planning Phase; exhaust: Steward of Gondor to add 2 resources to Galadriel's pool; exhaust Galadriel (TD 32, draw Unlikely Friendship; play Unlikely Friendship (add 1 resource to Bifur's pool, draw 2nd Weaver); play 1st Minstrel (add 2nd Host of Galadhrim to hand); exhaust O Lorien to play 2nd Minstrel for 1 (add Feigned Voices to hand); play Henamarth Riversong, exhaust Henamart to look at the top card of the encounter deck (Orc Skirmisher); play 1st Weaver (shuffle Unlikely Friendship back in the deck), play 1st Host of Galadhrim playing again Weaver (shuffling Feigned Voices back in the deck), both Minstrels (add Unlikely Friendship and 2nd Feigned Voices to the hand), both Handmaidens (TD 30) and Henamarth; resources left Bifur (0), Celeborn (0), Galadriel (1)
Quest Phase: send Weaver, Henamarth, both Handmaidens and both Minstrels to the quest; reveal Orc Skirmisher; 14 Willpower against 3 Threat, 11 progress, 2 to clear Mugash's Lair, 9 on Stage 2 (canceled, add 1 Time Counter for 3 total)
Travel phase: nothing
Engagement phase: engage Orc Skirmisher (remove 1 Time Counter, down to 2 total)
Combat phase: deal Shadow Card; play 1st Feigned Voices on Orc Skirmisher; Bifur, Celeborn and all the allies destroy the Skirmisher
Refresh Phase/End of Round: TD 31, 1 Time Counter
Turn 4
Draw: The Tree People
Planning Phase: exhaust Steward of Gondor to add 2 resource to Galadriel's pool; play Unlikely Friendship (draw Orophin add 1 resource to Celeborn's pool); exhaust Galadriel (TD 30, draw 2nd The Tree People); play 2nd Weaver (shuffle Unlikely Friendship in the deck); exhaust Henamarth Riversong to look at the top card of the encounter deck (Orc Hound); play 2nd Host of Galadhrim playing again both Weavers (shuffling Feigned Voices and 1st Host of Galadhrim back in the deck), both Minstrels (add Unlikely Friendship and 1st Host of Galadhrim to the hand), both Handmaidens (TD 28) and Henamarth; resources left Bifur (0), Celeborn (1), Galadriel (1)
Quest Phase: send both Weavers, both Minstrels, both Handmaidens and Henamarth to the quest; reveal Orc Hound, surges into Orc Cave; 16 Willpower against 4 Threat, 12 progress on Stage 2 (canceled, add 1 Time Counter for 2 total)
Travel phase: travel to Orc Cave (discard Prowling Wolf)
Engagement phase: engage Orc Hound (exhaust Henamarth Riversong)
Combat phase: deal Shadow Card; Celeborn defends Orc Hound (shadow is Orc Hunter, additional attack, 2 Attack against 2 Defense, no damage); Bifur defends Orc Hound additional attack (shadow is methedras Orc, 2 Attack against 2 Defense, no damage); play The Tree People on Henamarth putting Galadhrim Healer in play; all the allies attack and destroy Orc Hound
Refresh Phase/End of Round: TD 29, 1 Time Counter
Turn 5
Draw: 2nd Feigned Voices
Planning Phase: exhaust Steward of Gondor to add 2 resources to Galadriel's pool; play Henamarth Riversong; exhaust O Lorien to play Woodland Courier for 1 (place 1 progress on Orc Cave); exhaust Henamarth to look at the top card of the encounter deck (methedras); play 1st Host of Galadhrim playing again both Weavers (shuffling 1st The Tree People and 2nd Host of Galadhrim back in the deck), both Minstrels (adding 2nd Host of Galadhrim and 1st The Tree People to the hand), both Handmaidens (TD 27), Woodland Courier (add 1 progress on Orc Cave), Healer and Henamarth; resources left Bifur (0), Celeborn (0), Galadriel (1)
Quest Phase: send all the allies to the quest; reveal methedras; 20 Willpower against 2 Threat, 18 progress, 2 to clear Orc Cave (search 5, add 3rd Handmaiden to hand, discard Legacy of Numenor, Galion, We Are not Idle, 3rd The Tree People), 16 on Stage 2 (canceled, add 1 Time Counter for 2 total)
Travel phase: travel to methedras; exhaust Galadriel (totally forgot, TD 26, draw 3rd Minstrel)
Engagement phase: nothing
Combat phase: nothing
Refresh Phase/End of Round: TD 27, 1 Time Counter
Turn 6
Draw: 2nd Unlikely Friendship
Planning Phase: exhaust Steward of Gondor to add 2 resources to Galadriel's pool; exhaust Henamarth Riversong to look at the top card of the encounter deck (Orc Hunter); exhaust O Lorien to play 3rd Handmaiden for 1 (TD 26); exhaust Galadriel (TD 25, Deep Knowledge); play 2nd Host of Galadhrim playing again both Weavers (shuffling 3rd The Tree People and We Are not Idle back in the deck), both Minstrels (adding 3rd The Tree People and We Are Not Idle to the hand), 3 Handmaidens (TD 22), Woodland Courier (add 1 progress on methedras), Healer and Henamarth; resources left Bifur (0), Celeborn (0), Galadriel (1)
Quest Phase: send all the allies to the quest; reveal Orc Hunter and choose to reveal another encounter card, reveal Orc Territory (get back another methedras from the discard pile); 24 Willpower against 5 Threat; 19 progress, 2 to clear methedras (Search 3, add Mugash to the staging area, add 3rd Weaver to my hand, discard Daeron's Runes) 17 on stage 2 and advance to stage 3 since Mugash is finally in play (3 Time Counters on Stage 3)
Travel phase: travel to Methedras
Engagement phase: engage Mugash
Combat phase: add Shadow Card; play Feigned Voices on Mugash (return 2nd Weaver to hand), everyone except Bifur attacks Mugash (13 Attack against 4 Defense, 9 damage) exhaust Bifur and attack Mugash to it
Refresh Phase/End of Round: TD 23, 2 Time Counters
Turn 7
Draw: The Seeing Stone (deck empty)
Planning Phase: exhaust Steward of Gondor to add 2 resources to Galadriel's pool; exhaust Henamarth to look at the top card of the encounter deck (Methedras Orc); play 2nd and 3rd Weaver (shuffling Feigned Voices and Daeron's Runes in the deck); play 1st Host of Galadhrim playing again 3 Weavers (shuffling 2nd Host of Galadhrim, Galion and Legacy of Numenor in the deck), both Minstrels (adding 2nd Host of Galadhrim and Feigned Voices to the hand), 3 Handmaidens (TD 20), Woodland Courier (add 1 progress on Methedras), Healer and Henamarth; exhaust Galadriel (TD 19, draw Galion); play Galion; resources left Bifur (0), Celeborn (0), Galadriel (0)
Quest Phase: send Celeborn and all the allies to the quest; reveal Methedras Orc; 30 Willpower against 5 Threat; 25 progress, 2 to clear Methedras, 23 to clear stage 3 winning the game
Final Score = 6 completed rounds (x10) + 19 Threat = 79 points
rlogan4 and General_Grievous reacted to this -
@dalestephenson how are things going? Is not trouble for me to keep the League going, just wanted to know if everything is okay.
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Welcome to the LOTR Solo League. This month we'll be playing three quests from The Voice of Isengard and The Ringmaker. The quests are:
1) To Catch an Orc
2) The Dunland Trap
3) Celebrimbor's SecretHere are the rules:
1) Each player will construct a 50+ card deck, then use that exact deck against all three quests. You may use that deck freely against any quests (include the three quests in the league) prior to the run for testing purposes, but you may not use any trial runs for your official results.
2) At least one of the heroes must be from a box with those quests. This means that you must have at least one of Tactics Eomer, Grima, Celeborn and Galadriel
3) Your score against each quest will be how much help you need to defeat it, based on the Grace of the Valar variant invented by Seastan. It works like this:
For each token you have, you can choose to draw a card or give a hero a resource. This happens one at a time, so if I use my first token to draw a card, I see the card before I decide whether to use my second token for a card or a resource. This can be done *anytime* during setup.
The original variant starts at zero tokens and gains two tokens if you lose quickly (first five turns) and one if you do not -- however, for the purposes of this league I will allow you to start a quest at any number of tokens, and adjust by as many as you want. The only rules for adding/reducing tokens are these:
Rule 1) If you lose a quest with X tokens, you cannot play that quest again with X or less tokens.
Rule 2) If you defeat a quest with Y tokens, you cannot play that quest again with Y or more tokens.So for example, if I start with six tokens against Into the Pit and defeat it, I can play it again with 0-5 tokens. If I then try with three tokens and lose, I can play it again with 4 or 5 tokens. If I try with four and lose, I can play it again with 5 tokens. If I win, my final score for that quest is 5, and if I lose my final score for the quest is 6. (Alternatively, I could've decided that 6 was a good enough score the first time I played it, and just have my final score be 6 without playing again.)
Remember that tokens do not carry over between quests. When playing Foundations of Stone it does not matter how many tokens I needed to defeat Road to Rivendell.
4) You are not required to publish your deck, but providing a ringsdb link is encouraged (otherwise I may need to ask you for your decklist at the end of the month if required for a tiebreaker). You are required to reveal which Heroes you used, and how many cards in your deck came from outside The Lost Realm/Angmar Awakened, SoH/Haradrim and a single core. Do not include outside heroes in this count, only cards in the deck itself.
Note: Contracts (from the most recent cycle) are not part of the deck and should not be counted. A Loot Deck (from the Burglar's turn contract) is also not part of the deck and should not be counted. The One Ring or the Messenger of the King ally/hero should also not be counted *unless* your deck uses those cards to reach 50 -- the Master card fetched by the One Ring should be counted. You may follow contract/One Ring setup instructions at the same as hero setup, ignoring Caleb's ruling.
5) Tiebreakers have frequently mattered in this league. Here are the tiebreakers, in order:
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1st) The number of outside cards (i.e. not from The Voice of Isengard/The Ring-Maker, HoN/Against the Shadow or a single core) used in the deck. Do not count outside heroes in this count, only cards in the deck. Less cards is better.2nd) The number of heroes specifically from The Voice of Isengard/The Ring-Maker and HoN/Against the Shadow. More is better.
3rd) The number of heroes used from this list: Tactics Eomer, Grima, Celeborn and Galadriel. More is better.
4th) The number of cards in the deck outside The Voice of Isengard/The Ring-Maker and HoN/Against the Shadow. Less is better, and core cards are considered "outside" for this tiebreaker.
5th) The number of cards outside The Voice of Isengard, The Dunland Trap and Celebrimbor's Secret. Less is better, and core cards are considered "outside" for this tiebreaker.
6th) Performance in November's Solo League (if you didn't play or finish Novemberr's League, a median performance will be assumed). Whoever did worst wins this tiebreaker.
---6) 1st place gets to choose the cycle for February's league, 2nd place gets to choose a quest from that cycle, and 3rd place gets to choose a quest *not* to be used from that cycle. In an effort to expand the diversity of decks used, the last place player will choose an additional cycle that may be used for deckbuilding in February's league.
7) Weekly deadlines will at 11:59pm Eastern on the 14th, 21st, and 28th. Only the final deadline really matters for scoring and cannot be extended -- the first two deadlines are only to be included in intermediate standings.
To Catch an Orc: December 14th
The Dunland Trap: December 21st
Celebrimbor's Secret: December 28th8 ) I've created a google spreadsheet for results here:
https://docs.google.com/spreadsheets/d/1zCBGP_y9pGYW6YHsfSoQM749xb1CFFdvlO3cNn_NcdM/edit#gid=0To join the league, merely add your name and information about your deck to the spreadsheet, then enter your results as you have them. Please give a link to your deck if you built or published it on ringsdb, but it is not required.
If you wish you may run additional decks against the quests and record your results, but only the first entry will be considered for the competition itself.
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Final standings:
0 Alonewolf87 (4)
1 Thanee (33)
2 General_Grievous (6)
27 Bobbymcbobface (0)I win the League and I will choose a cycle for January League. I will select A Shadow in The East / Vengeance of Mordor since the cycle is finally complete.
@Thanee is in second place and will choose a quest to play from that cycle. @General_Grievous is in third place and will choose a quest from that cycle to exclude. @Bobbymcbobface is in last place and gets to choose a supplemental cycle for player cards.
Join us in the next Solo League as we do Saruman's bidding and play To Catch an Orc, The Dunland Trap and Celebrimbor's Secret
Bobbymcbobface and General_Grievous reacted to this -
Some encounter cards effects (like the treachery Knife in the Back or Secret Cultist or one of the quest stages of Wastes or Eriador) simply state "discard an ally" instead of "player discards an ally", so it can make a difference there. The intent of the card is clear but the wording can be interpreted as if it's the encounter deck who is making the discard.
I think there are also some treacheries to that effect in the competite play quests (like where is the opposing team that chooses and discards the ally. Still a player doing the discard, but that's also a possibile point of contention.
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6 minutes ago, Bobbymcbobface said:The first spoiler article is up for the new deluxe, THE CHILDREN OF EORL!!!!! We're going to Rohan!!!
https://www.alongextendedparty.com/2020/11/the-children-of-eorl.html
The spoiled cards are awesome, I really like the setting of the quests and the characters involved. Can't wait to have them available.
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1 minute ago, sappidus said:I think it is understating it to say: no. No, you are not.
Do you want to share some of your worst moments with that quest?
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20 minutes ago, TrueLolzor said:Interesting. While playing it solo, I was under impression that this quest becomes easier with the player count, due to there being only 1 extra encounter card from night regardless of the number of players, so if in solo you're basically drawing twice the number of encounter cards during the night turn, in 4 player you're drawing just 25% more encounter cards, therefore less pressure.
As if often the case it's the relatively high number of treacheries and their awful combinations (that you usually only see in high players count that really brought us down), like seeing Biting Wings + Freezing Blast in a Night round, possibly with Make Camp out, even better if Weight of Responsibility brought out Cold From Angmar too (yeah that happened...twice in two different games...)
Sudden Darkness also wrecked our plans a couple of times during Day rounds when we ended up without Test of Will and Eleanor already exhausted from another treachery. The same can be said for Eriador Wastes (though a well timed Thror's Key can help there)
The extra encounter card from the Night shift was often less of a problem since there are at least a couple of treacheries that basically do nothing (Biting Winds and Freezing Blast, doomed aside of course).
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I am the only one who finds The Wastes of Eriador exceedingly difficult in 4 players?
Despite having played all the quests of the game with our 4 decks we still find this quest to be one of the most difficult around, on par with stuff like Attack on Dol Guldur. Last time we played we saw a 18 threat increase over 4 rounds and a buckload of treacheries we could not respond to, due to it being Night, that really wrecked us.
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The first time around was a sound defeat in 3 rounds, but we were able to defeat Thane Ulchor at the second attempt, courtesy of some very well timed player's side quests. They are really amazing against this quest. All things considered a hard, but manageable quest. The narrative part was amazing in my opinion, a truly apt ending to it all.
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The Fate of Wilderland went well, once again a 0 tokens win. The Dale machine went online during the 2nd and 3rd turn and it was all downhill from there, even though the progress on The Goblins' Assault was climbing worringly
Here is the usual playthrough
The Fate of Wilderland
Opening Hand (after mulligan): Warden of Arnor, Black Arrow, Redwater Sentry, Round Shield, Hauberk of Mail, Traffic from Dale
Setup: add The Heroes' Defense, The Goblins' Assault and Urdug to the staging area, discard cards until I get 1 enemy (discard Fierce Attack, Urdug's Elite) add Urdug's Elite to the staging area
Turn 1 (28 Starting Threat)
Draw: Warrior of Dale
Planning Phase: play Black Arrow on Lanwyn (draw King of Dale); play Round Shield on Bard (draw North Realm Lookout); play King of Dale on Bard; exhaust King of Dale to reduce by 2 the cost of the next Dale ally and play Redwater Sentry for 1; play Hauberk of Mail for free on Redwater Sentry (draw A Test of Will) ; resources left Bard (0), Brand (0), Lanwyn (0)
Quest Phase: send Bard, Brand and Lanwyn to the quest; reveal Fierce Attack (TD 29, 1 progress on The Goblins' Assault); 8 Willpower against 4 Threat; 4 progress on Stage 1 (even though it doesn't matter)
Travel phase: nothing
Engagement phase: engage Urdug's Elite (1 progress on The Goblins' Assault, 2 total)
Combat phase: deal Shadow Card; Redwater Sentry defends Urdug's Elite (shadow is Goblin Troop, +2 Attack, 5 Attack against 4 Defense, 1 damage)
Refresh Phase/End of Round: TD 30, 1 progress on the Goblins' Assault (3 total)
Turn 2
Draw: Map of Rhovanion
Planning Phase: exhaust King of Dale to reduce by 2 the cost of the next Dale ally and play North Realm Lookout for free; play Map of Rhovanion on Lookout (draw Wild Stallion); play Warden of Arnor on Lanwyn; play Traffic from Dale on Bard (add 4 resource); play Wild Stallion; resources left Bard (2), Brand (0), Lanwyn (0)
Quest Phase: send Bard, North Realm Lookout and Wild Stallion to the quest; reveal Hilltop Battlements (add 1 progress with Warden of Arnor); 7 Willpower against 5 Threat; 2 progress for 6 total
Travel phase: travel to Hilltop Battlements
Engagement phase: nothing
Combat phase: deal Shadow Card; Redwater Sentry defends Urdug's Elite (shadow is Dark Clouds, discard Warden of Arnor, 3 Attack against 4 Defense, no damage); Lanwyn, Bard and North Realm Lookout attack (3+3+1 Attack against 2 Defense, 5 damage) and destroy Urdug's Elite; add1 resource to The Heroes' Defense
Refresh Phase/End of Round: TD 31, 1 progress on The Goblins' Assault (4 total), advance to Stage 2, shuffle discard pile into encounter deck, discard until I discard 1 enemy (discard Hilltop Battlements, Gate of Gundabad, Worg Rider) add Warg-Rider to the staging area
Turn 3
Draw: Guardian of Esgaroth
Planning Phase: exhaust King of Dale to reduce by 2 the cost of the next Dale ally and play Warrior of Dale for 1 ; resources left Bard (2), Brand (1), Lanwyn (1)
Quest Phase: send Bard, Brand, North Realm Lookout (add 1 progress to Battlements) and Wild Stallion to the quest; reveal Swarm of Bats (cancel it with A Test of Will); 9 Willpower against 5 Threat; 4 progress, 1 to explore Hilltop Battlements (discard Lonely Lands), 3 on Stage 2 (even though it doesn't matter)
Travel phase: nothing
Engagement phase: engage Warg-Rider
Combat phase: deal Shadow Card; Redwater Sentry defends Warg-Rider (shadow is Dwarven Watchtower, place 1 progress on the Goblins' Assault for 5 total, 4 Attack against 4 Defense, no damage); add 1 more progress on the Goblins' Assault due to Stage 2 effect for 6 total; Lanwyn, Warrior of Dale and North Realm Lookout attack and destroy Warg-Rider (3+2+1 Attack against 1 Defense, 5 damage); add 1 resource to The Heroes's Defense for a total of 2
Refresh Phase/End of Round: TD 32,
Turn 4
Draw: Squire's Helm
Planning Phase: exhaust King of Dale to reduce by 2 the cost of the next Dale ally and play Guardian of Esgaroth for free; play Squire's Helm on Guardian (draw Bow of Yew); play Bow of Yew on Warrior of Dale (draw 2nd North Realm Lookout); attach Wild Stallion to Guardian of Esgaroth; play 2nd Lookout ; resources left Bard (1), Brand (1), Lanwyn (1)
Quest Phase: send Bard, Brand and both Lookouts to the quest (1st do not exhausts); reveal Fierce Vanguard; 9 Willpower against 4 Threat; 5 progress on Stage 2 for 8 total
Travel phase: nothing
Engagement phase: engage Fierce Vanguard (+2 Attack)
Combat phase: deal Shadow Card; Redwater Sentry defends Fierce Vanguard (shadow is Dwarven Watchtower, 4 Attack against 4 Defense, no damage), add 1 more progress on the Goblins' Assault due to Stage 2 effect for 7 total; Lanwyn, Warrior of Dale, 1st Lookout and Guardian of Esgaroth attack (3+3+4+1 against 2 Defense, 9 damage) and destroy Fierce Vanguard, add 1 resource to The Heroes's Defense for a total of 3
Refresh Phase/End of Round: TD 33
Turn 5
Draw: Long Lake Fisherman
Planning Phase: exhaust King of Dale to reduce by 2 the cost of the next Dale ally and play Long Lake Fisherman for free (declare 2, find 2nd Fisherman); play 2nd Fisherman (declare 2, find 2nd Guardian of Esgaroth); play 2nd Guardian of Esgaroth ; resources left Bard (2), Brand (0), Lanwyn (0)
Quest Phase: send Bard, both Lookouts (1st does not exhaust), both Fisherman and 2nd Guardian to the quest; reveal Stray Goblin, that surges into Urdug's Command, Urdug makes an Immediate Attack, Redwater Sentry defends Urdug (discard Hills of Wilderland, so +0 Attack, shadow is another Urdug's Command so +1 Attack, 4 Attack vs 4 Defense, no damage) add 1 progress on the Goblins' Assault due to Stage 2 effect for 8 total; 10 Willpower against 3 Threat, 7 progress on Stage 2 (15 total)
Travel phase: nothing
Engagement phase: nothing
Combat phase: deal Shadow Cards; nothing
Refresh Phase/End of Round: TD 34, advance to Stage 3, shuffle discard pile into encounter deck, discard until I discard 1 enemy (discard Warg-Rider), add Warg-Rider to the staging area
Turn 6
Draw: The Galadhrim's Greeting
Planning Phase: play The Galadhrim's Greeting (TD 28) ; resources left Bard (0), Brand (1), Lanwyn (1)
Quest Phase: send Bard, Brand, both Lookouts (1st does not exhaust), both Fishermen, 2nd Guardian to the quest; reveal Dark Clouds; 12 Willpower against 9 Threat; 3 progress on stage 3 (even though it doesn't matter
Travel phase: nothing
Engagement phase: engage Warg-Rider (Stray Goblin Forced effect makes it engage too)
Combat phase: deal Shadow Cards; Redwater Sentry defends Warg-Rider (shadow is Gathering Gloom, +1 Attack, 5 Attack against 4 Defense, 1 damage for 2 total); 1st Guardian defends Stray Goblin (shadow is Stray Goblin, add it to the staging area; 2 Attack against 4 Defense, no damage); Lanwyn attacks (3 Attack against 0 Defense, 3 damage) and destroys engaged Stray Goblin; add 1 resource to The Heroes' Defense for 4 total; Warrior of Dale and 1st Lookout attack Warg Rider (3+1 Attack against 1 Defense 3 damage, plus 1 damage from Bow of Yew, 4 damage total) and destroy Warg-Rider; add 1 resource to The Heroesì Defense for 5 total (now Urdug is considered to be engaged with me)
Refresh Phase/End of Round: TD 29, add 2 progress to The Goblins' Assault for 10 total
Turn 7
Draw: 2nd Galadhrim's Greeting (ok wow)
Planning Phase:play 2nd Galadhrim's Greeting (TD 23) ; resources left Bard (0), Brand (2), Lanwyn (0)
Quest Phase: send Bard, both Lookouts (1st does not exhaust), both Fishermen, 2nd Guardian to the quest; reveal Slopes of Gundabad (add 1 progress to the Goblins' Assault for 11 total); 10 Willpower against 5 Threat; 5 progress on stage 3, for 8 total
Travel phase: travel to Slopes of Gundabad
Engagement phase: nothing
Combat phase: deal Shadow Card; Redwater Sentry defends Urdug (shadow is Dark Clouds, discard Round Shield from Bard, discard Fierce Vanguard so +2 Attack, 5 Attack Against 4 Defense, 1 damage for 3 total); Brand, Lanwyn (triggers Black Arrow), 1st Lookout, Warrior of Dale and 1st Guardian attack (3+8+1+3+4 19 Attack against 4 Defense, 15 damage) and destroy Urdug, winning the game
6 completed turns (x10) + 23 threat -1 Victory points = 82 final score
General_Grievous reacted to this -
2 hours ago, silverthorn said:then put Galadriel into play (searching Asfaloth, Miner of the Iron Hills, Expert Treasure-Hunter, Flame of Arnor, Warden of Healing, Elrond's Counsel, Unexpected Courage, Vilya, Rhovanion Outrider, Flame of Arnor, attaching Unexpected Courage to Elrond and shuffling the rest back into my deck) and exhausting Unexpected Courage to refresh Elrond.
Galadriel ally triggers only when played from your hand, and searches only 5 cards.
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2 hours ago, Ismar said:Does that mean that I can only pass a last stand if some of the damage/fear is face down? So if I have a limit of 4, no more than 3 of it can be face-up?
If you have a Fear limit of 4 and you have 4 face up Fear cards than yes you are basically out of the game.
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2 hours ago, Ismar said:Rules Reference, page 18, Last Stands: A bullet point should be added to the end of section 54.3 to read, “If a hero has a number of faceup damage cards equal to or greater than their damage limit or a number of faceup fear cards equal to or greater than their fear limit, that hero cannot pass any last stand test. When performing a last stand test, that hero must select the ‘Fail’ button.”
Well since passing a Last Stand only discards facedown Fear/Damage even if the hero passes the test you will then immediately need to make another one (at +1 difficulty) since you are still over your Fear/Damage limit and so forth until you fail. The rule basically tells you to avoid doing a lot of unnecessary tests since the end result is unavoidable.
Ismar and Birdman137 reacted to this -
57 minutes ago, General_Grievous said:Eleanor is pretty essential as I would say the worst things are more treacheries per round (as well as more locations). So you burn out your test of Wills early or you bring the Gondorian noblewoman and let her rock
I agree we used her in our 4 players Fellowship that we used to took on all the game's quests and she always rocked, from Mirkwood to Rhun.

Solo League 28 - Voice of Isengard/Ring-maker with HoN/Against the Shadow cards
in The Lord of the Rings: The Card Game
Posted
The notice of the closure of the forums here on this website is quite the sad news, but I hope we will be able to carry on with these monthly leagues elsewhere...