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  1. This is similar to my current campaign, which is on hard mode and so I need lots of ways to generate inspiration: Guardian Aragorn with sword, banner, and cloak. I took Captain role for first 3 missions to get Master Tactician. Aragorn's job is to guard, support the party with his ability, and do everything else reasonably well too. The Banner generates inspiration for him and nearby heroes whenever possible, and it gives him cleave when fully upgraded. I splashed in Burglar role as well for Embrace the Darkness. This gives him endless opportunities to hide, which generates inspiration from the banner, and he can get rid of the fear with gift of men or with help from Elena or musician Legolas. The banner also means he can get access to pierce (sword) and cleave, or smite (sword) and cleave, so he is good on the offense as well. Pathfinder Elena with dagger, harp, and travel garb. Elena's job is to be a super pathfinder by using the upgraded travel garb to scout for sprint cards. She also generates inspiration for the party with her ability and her harp, and trailblazer generates inspiration for her. Plus, she can heal the party, hide, and rest. The latter two also generate inspiration with Aragorn's banner. I splash in the burglar and captain roles for their sprint cards (quick thinking and wind among the grass). Musician Legolas with great bow and cloak. The Musician role is to generate inspiration for himself (endless wonder and endless melody) and the party (travel song), as well as boost the upgraded bow, Mourning Song (which has lethal). The cloak upgrades into fanghorn cloak/slipthorn which eventually gives him economical access to pierce (pierce + lethal is really good offense) and allows him to prevent extra damage or fear. I splashed in hunter role for On the Hunt, which also generates inspiration. Legolas is my hard hitter of the group, obviously.
  2. I do miss the scout bonus, but it's offset by the fact that Gimli not only reveals an extra card every time he attacks, but he can also place one of those cards on top for the next test (be it negation or through interacting with a token). I also really like how Gimli has 4 spirit. There's a lot of darkness tests throughout the course of this campaign, and even negate tests are commonly either might, agility, or spirit (Gimli with the travel garb is amazing at 2/3 of those, and still ok at the other). Aragorn is really good, too for the reasons you mentioned. I don't think one is better than the other, they're just different. Legolas is so good at dispatching enemies without taking hits it can make things seem too easy at times. But on the other hand, Legolas gets overwhelmed much more easily than Gimli, because he's not doing so well on 2/3 of those negate tests, or on darkness tests, and he ends up taking a beating if he gets swarmed. Thus, I like to pair Legolas up with a guardian, or give him lots of hide cards. I don't necessarily miss him if I don't use him either. One option is Beravor, who is a decent character on her own right and can use the bow decently well, along with her other tricks. Another option is letting the enemies come to you. If I'm Gimli (quite tough), or the guardian role, or hidden, sometimes I just play out my interactions and wait for the enemies to come to me, so as to not waste my actions moving around to kill them.
  3. I agree with everything you just said. Actually I play mainly solo, with 2 characters since I don't feel like managing three, and juggling 2 different roles is pretty much the norm for 2-players. And yeah, this build might actually be better on Aragorn! If you don't have Aragorn, this would be a nice alternative. As for not drawing the cards you need, I have several potential solutions to that: 1) switch roles depending on what's needed for the mission. For example, if you're investigating an Inn, you *probably* don't need strike cards, so you can switch your hunter to an alternate role. Or, if you're "racing to the brandywine" you might want to take pathfinder. The basic role cards are 3, including one that is auto-prepared, so that alters the deck quite a bit. 2) Master Tactician card. But, there's still the issue of drawing it... 3) wanderer's wish (upgraded travel garb): Allows you to scout a lot when exploring. Even the level 2 one helps a lot. 4) trinkets that let you scout or prepare extra cards: eg. tome, pipe Also I'm going to be posting another Gimli build, one centered on the Pathfinder role, with the same equipment. The equipment does overlap with Aragorn's ideal equipment... I'll add a section on suitable partners, then. These Gimli builds will work better with anyone but Aragorn (exception for Aragorn with a staff or some other different build).
  4. With the recent clarification of Gimli's ability, it's clear that Gimli's main strength lies in attacking, possibly more so than any other hero thus far. In addition to attacking he's also amazing at defense, through the use of his ability as well as his amazingly high 4 might and 4 spirit, which helps negate a lot of damage and fear. Gimli is someone it's best to build your team around, since his role is so clearly combat-oriented. With that in mind, I've come up with some potential "best builds" in terms of roles and equipment: Guardian/Striker: Essential role cards: Ready Defense (Guardian), On the Hunt (Hunter) Optional Role Cards: Guarded Strike (Guardian), Master Tactician (Captain) Starting Equipment: Sword, Banner, Travel Garb The idea with this is to be able to prepare lots of cards using the upgraded travel garb, and fight as often as possible in order to strike and guard as often as possible. The banner gives inspiration for guarding and Guarded Strike gives inspiration for striking. I put it as optional because there's a lot of other good options for 7 exp cards in the Hunter pool, especially if you want a certain modifier, like lethal. Master Tactician really helps preparing and scouting for successful attacks, although it works just as well on another team member. On the Hunt is the best card to have for attacking, since it will give an inspiration every turn you or someone nearby attacks, and can always be discarded for 2 hits when really needed. Ready Defense is the best card for defense, and its 7-exp cost seals the deal. The upgraded banner also provides cleave and extra hits, not to mention the upgraded sword providing an extra card on the attack. This combo, along with the inspiration gained, makes it far better than the axe in this build. They also upgrade sooner, and the maximum damage is only slightly lower (11 hits versus 13 hits). Recommended teammates: Any team member would benefit from Gimli's abilities to deal with combat, to guard, and to manipulate the deck (master tactician). An ideal teammate would also be able to support Gimli by providing inspiration (Elena or musician role), movement (pathfinder role), or scouting (Aragorn). Team members that benefit from Gimli include those that are more frail than he is (everyone) because he can guard for them, and team members who can also dish out the damage, so they can benefit from On the Hunt. Build #2: Pathfinder/Burglar Essential role cards: Honed Instinct (Pathfinder), Unstoppable (Pathfinder), Quick Thinking (Burglar) Optional Role Cards: Master Tactician (Captain) Starting Equipment: Sword, Banner, Travel Garb This is a variant on the first role, to be used when Gimli's teammate is a guardian/hunter. The starting equipment is the same, only now it provides inspiration when Gimli hides using the burglar cards. The burglar role is very good at economizing inspiration through the use of Self-Sufficient (burglar) and the hidden mechanics. In addition to that, the Pathfinder role is good at generating inspiration through Trailblazer (Pathfinder). Pathfinder also helps Gimli do more combat by not wasting time on moving. It's also an essential role for making certain missions a lot easier. Honed Instinct has a dual purpose for allowing huge sprints in those big map quests, and giving him a hide card. Quick Thinking allows more preparation in addition to having another sprint card, plus the other ability. A very good, flexible card to have. Unstoppable is more of a late game card that can help you net max damage when it's needed, or you use it to sprint 2, but that's secondary. Master Tactician as noted before, has amazing utility. Recommended teammates: Guardian role is pretty much mandatory here, in order to take full advantage of the banner. With that in mind, Aragorn and Elena stand out since they come with other benefits for being nearby. more builds to come...
  5. I assume each campaign is independent. So, you start over every time. Maybe this isn't correct? It would be neat to keep going, and clearly the items were designed with a potential for a stage 4 upgrade (the stage 3 items have lore thresholds). Personally, I'd like to see more role cards in the existing roles, to add more choices.
  6. Yeah this is a good example of the randomness and/or foreknowledge factor. Before playing the campaign once, it's impossible to know all of these tricks. In addition, not finding the torch REALLY hurts against the final boss. It makes (or would've made) a huge difference. There also aren't that many cards that can provide stun or smite, so you'd have to run coordinated strike, run crescendo of dawn, or have that fire-y title, or prepare from before the first mission by taking weapons that can get those modifiers (or even all of those things). Once you know the tricks, it becomes a lot easier. But probably the game is balanced towards not knowing them.
  7. Thanks for the review! I completely agree with you here. I don't have much experience with campaign games outside of playing Dungeons and Dragons with friends, but I would echo your statements about this game's mechanics being very smooth. It cuts down on analysis, setup, take down, and you can even skim the flavour text if you're not as into that stuff. Even though the game's stated runtime is 60-90 minutes, I can often setup, take down, and play an adventure in that time. So the games themselves can be completed faster, especially the battle maps.
  8. The bold type means it is a keyword, so you follow the description as per the parenthetical on Trailblazer. So yes, you discard.
  9. I never did receive a reply, but it seems I no longer need one! This is just what I was hoping for. A clear and concise answer as to how to use his power, and one that seems to fit with Gimli's overall design in my opinion, which is as a tank. To be honest, I'm not even sure ringmail is a good idea on him, since agility is a fairly commonly used statistic. With a cloak, a couple inspiration, and a success on top of the deck, he's set to shrug off most attacks anyway. And he's got easy access to guard and rest as well. Anyway, thank you to Grace for this clarification.
  10. Find a Way (pathfinder) allows you to become determined as you sprint 1 (with the same card). Then if you engage an enemy and use determined to when you test your attack and have Quick Thinking (burglar) prepared, you can discard Quick Thinking to gain hidden and prevent the damage or become emboldened and attack again with extra power. Guarded Strike (Guardian) gives you an inspiration when you strike, and Strider (Aragorn) allows you to strike 3, and is a character card that comes with 2 copies by default. Add in more strike cards and you've got an easy way to deal lots of damage with Aragorn. What's in my Pocket (burglar), and Quiet (burglar) allow you to gain inspiration when you discard them instead of hidden, and Embrace the Darkness (burglar) allows you to become hidden without discarding a card (but you gain 1 fear). This can help to boost successes on attacks, prevent damage, and boost inspiration. Burglar has a pretty good card engine I think. Unstoppable (pathfinder) can give you extra successes, especially if you have trailblazer prepared as a pathfinder. Honed Instinct (pathfinder) can give your sprint cards hide and strike 2, giving you more options to boost successes or damage.
  11. I think it's probably a balance thing, as mentioned. That's why I really like abilities that can give you ongoing inspiration. Cards like "On the Hunt" (hunter), "Guarded Strike" (guardian), "trailblazer" (pathfinder), or "Quiet" (burglar). Yes, most of those cards require discarding something, but generally they give another benefit along with the inspiration. Another way to mitigate the dead cards is to use "Master Tactician" (captain), although I haven't tried captain much in 2-player as I'm not sure it's the best role for a 2-player game (same with musician). I like the flavour aspect of the titles though. And the abilities are usually good enough to warrant preparation over a weakness card or a basic card.
  12. That would be hilarious! I'm guessing the umbrella can stun enemies? If there was another hobbit it would be nice to be able to equip 2 hands, just saying. Although maybe the 1-handed thing will be tied to hobbit characters in general. A hobbit with a short bow would be cool. The hobbit archers reeked havoc on Sharku's ruffians once the lazy Pippin and co finally returned.
  13. I mean, that's a fair point. I've been playing it my way as well (putting a card from the attack test back on top immediately). If this was a minor rule I wouldn't think too hard about it, but this is a character ability and it has a pretty significant effect. This game was designed quite well and if possible I'd like to follow the designer's wish for this ability, or at the least know what that wish was.
  14. Thank you! But I think the questions remain to be stated: 1) If the wording "after the attack" resolves after step 4 (counterattack), when does the last stand fit into all of this? 2) How can you place "one card from the test" if you already had to shuffle` (and if you set it aside, doesn't that mess with the odds in weird ways, thereby breaking up the seamless card mechanics -- eg. I could set aside a weakness to improve the negate test odds)? 3) which test is "the test" (attack or negate)? Edit: I submitted these to admin. Hopefully there'll be an answer, because I really like using Gimli.
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