Sign in to follow this  
Followers 0
PsychoRocka

Full Dunland Trap spoilers!

99 posts in this topic

Yup, this is exactly what I think as well Psychorocka. It seems that Raven, Boar and Wolf are going to be the spirit guardians as well as the three conflicting clans of the Dunlendings. The swords are going to be the key objectives as well, that somehow unlock the Antlered Crown itself. I think this is a pretty interesting story and it is clear that the design team has decided to give Dunland a much deeper and detailed culture, which I think is amazing. I like how they have kept the mystery about the Crown itself. What is it really? My guess is that it's a magical artifact capable of uniting the clans, sort of like a powerful authority symbol that all clans must bow to, and to the one who bears it. Can't wait to see where this cycle goes!

Edited by Gizlivadi
PsychoRocka and Kerstoid like this

Share this post


Link to post
Share on other sites

Let this be a lesson to some. No matter how many times you repeat something, it does not necessarily make it any truer.

Share this post


Link to post
Share on other sites

Now that most of us have overcome the Chief Turch issue let's talk about the quest I general. As a solo player I feel there is a formula to it, but that's not too unusual really. The thing that worries me is that the quest is SO complex that it earned a Player's Tip to play slow and make sure you check all the triggers. Is this a trend we need to be worried about?

Simple and hard versus complex and easier?

The quest is pretty cool. There are plenty of forced effect to keep track of, but I don't find it any more complex as some others. The more complex quests like this usually see less repeated plays because when I want to have a quick causal game that I like to test new decks on i'll choose something else. There is definitely a formula that has to be figured out to win. Alot of the formula comes down to the transition between stages in this one. Once you know what these transitions are you build a deck accordingly. The transitions between quest cards in this scenario are quite dramatic, and are going to effect your early choices, and the 1st stage messes with a turtle strategy, since you are having to discard your hand every couple turns, but if you speed things up and blast into the 2nd stage you might be unprepared for what you face, and stage 2 intentionally messes up any early preparations any way. All this creates a tense balance of how to proceed.

I decided after losing with eomer/eowyn/imrahil twice to go with my other deck that came out of VoI Grima/ Aragorn/Mirlonde Kamikaze draw deck, and to my surprise it's won 2 out of 3. It's quite funny to play, since my opening strategy is to select the Boar enemy that gets a shadow card when cards are drawn, so before the first quest phase I'll draw like crazy until i get song of kings, Gandalf, and sneak attack, drop a ranger spikes into the staging area while I'm at it and then sneak Gandalf in for quest phase and deal 4 damage to the guy and remove a heap of shadow cards. It's actually not to hard to do with this deck. This deck can get to the 2nd stage pretty easily and does not suffer from the transition all that bad, it actually benefits a bit since my discard pile gets reshuffled into my deck. Dealing with the bear clan chief relies on some chump blockers, and Gandalf a bunch of times. Playing Gandalf for full cost in the last round when the last time counter is removed is a good strategy, since he can defend the chief in combat, then Gandalf will ready in refresh, time counter will be removed, chief attacks again, and Gandalf defends again for the win. I guess the chief never hast to be attacked and defeated to win, not to hard to do, but would add a bit more to the win condition other then just having to defend with all your heroes remaining.

Share this post


Link to post
Share on other sites

Hey tracker! haven't seen you around for a while.. been cooking some new decks or waiting for the full cycle?

Let this be a lesson to some. No matter how many times you repeat something, it does not necessarily make it any truer.

In this case it SHOULD be true.

Edited by booored

Share this post


Link to post
Share on other sites

Hey tracker! haven't seen you around for a while.. been cooking some new decks or waiting for the full cycle?

Let this be a lesson to some. No matter how many times you repeat something, it does not necessarily make it any truer.

In this case it SHOULD be true.

I kind of stalled out there for awhile, was mostly making decks with spoiled cards, but I'm working on a new deck mostly designed for dunland trap, but probably will be good on other quests too. The heroes for the deck are Eowyn, Eomer, and Beregond. Eomer, in my opinion has become the best attacker in the game. With one Rohan Warhorse and Firefoot he can do some serious damage. Firefoot puts him at 5 attack, which is great, because then he does not need to rely on allies leaving play regularly, when I need to bump him up to 7 I'll use spirit bofur. Pairing him up with the best defender and quester in the game makes for an interesting deck that can handle most things without relying on a ton of allies.

I was almost going to hold off building decks until I had the whole cycle in hand, since I find it kind of pointless to build a silvan deck with Celeborn right now when we are only scratching the surface of silvan synergy. Secrecy, is also intriguing, but i don't necessarly see how it would help on a quest like Dunland Trap. It's probably the worst quest to try it out on since an enemy is engaged in set up, and turtle strategy seems to suffer. I would love to get all player cards right away, but Then it would be very clear which cards were headed to the box, at least I might try some of the cards that seem a bit lack luster and may even find a use for a card that I thought was worthless, so I guess I'm okay with it. Also scenarios that are earlier in the cycle become easier with all the player cards for the cycle, so I did not want to miss out on that challenge.

Share this post


Link to post
Share on other sites

yeah, I pre-order the entire cycle and get them delivered in a go for the same reason. Just not enough cards in a pack to bother.

Share this post


Link to post
Share on other sites

Tracker - you've mentioned twice that you can't durdle on this quest, but I beg to differ.  It is true that you will probably be throwing away a lot of cards every other turn, but if you are digging for specific cards that can really help you.  Remember that the quest lets you draw a lot of cards too.  Here's my example:  I took my super-hero attachment deck and added a bunch of non-item attachments, especially Dunedain Warning.  To play these I need some Songs so I added extra copies of those.  It's important when using this strategy to really lower the cost of the cards in your deck so that you can play these cards when you draw them and not keep pitching them away of course, but the Songs and Warnings cost 1.  After drawing all of my attachments, and hopefully a Warden of Healing I'm ready to progress to the end step with out much to fear.

 

I'm 4 & 1 with this strategy and the one loss was really bad luck.  Even poor drawing is pretty much a win.

Share this post


Link to post
Share on other sites

Tracker - you've mentioned twice that you can't durdle on this quest, but I beg to differ.  It is true that you will probably be throwing away a lot of cards every other turn, but if you are digging for specific cards that can really help you.  Remember that the quest lets you draw a lot of cards too.  Here's my example:  I took my super-hero attachment deck and added a bunch of non-item attachments, especially Dunedain Warning.  To play these I need some Songs so I added extra copies of those.  It's important when using this strategy to really lower the cost of the cards in your deck so that you can play these cards when you draw them and not keep pitching them away of course, but the Songs and Warnings cost 1.  After drawing all of my attachments, and hopefully a Warden of Healing I'm ready to progress to the end step with out much to fear.

 

I'm 4 & 1 with this strategy and the one loss was really bad luck.  Even poor drawing is pretty much a win.

Your absolutly right, after playing a few decks against it, i've found the card draw the scenario provides let's you dig for those cards you need. I dont even have any card draw in my deck since the scenario is so generous. It makes a lot more sense to go with a non item attachment deck then trying to build up an ally army. Once all this is figured out it's pretty simple. Funny thing is that i took some of these deck that work for this scenario against some easier scenarios and they really struggle. That's why this is not a good scenario to test new decks on, since so many of the normal mechanics are altered. It does make for a good challenge though.

Share this post


Link to post
Share on other sites

I have a feeling that this quest really opens up in multi-player.  It seems like we are saying that a lot lately and I might have to bite the bullet and build a pair of complimentary decks and try things that way.  I think I've been reluctant to do so because I tried that in the early days and things got so easy that it really put me off.  And second, there is already so much going on that trying to play two handed will lead to more mistakes for sure.

 

Oh well... I just got my Khazad-Dum Nightmare pack so I'll try that first.

Share this post


Link to post
Share on other sites

As someone who generally plays two-handed solo I can honestly say that some of the recent quests are not easier because of the encounter decks ability to string surges and combine effects against the player. 

 

One thing I would like to ask for some people who have played the Dunland Trap quest (SPOILER ALERT): Do you ever see the lose condition of 1 hero dying as kind of random? For instance, I played a game where I pretty much crushed the encounter deck and had a handle on it throughout the entire game - only to go back and realize I actually lost because Chief Turch got one of those dunland beserker shadowcards that allows for an additional attack (and then he got +1 attack in a new shadow card and that took out my Glorfindel).  How do other people feel about the "lose 1 hero, lose the game" approach? 

 

In general, I like the difficulty of this quest but that particular part (where you lose all but one ally) can make it pretty impossible depending on the encounter cards that come out (especially if some of your heroes are already exhausted from questing. Besides Frodo/Beorn absorbing damage is there any way people have found to combat this? 

Edited by DC06675
PsychoRocka likes this

Share this post


Link to post
Share on other sites

I get laughed at for trying to play this way, but to me the whole "chump blocker" and playing for score don't feel very Tolkien at all. So I design my decks and play style so that I can beat the quest (or at least try to) without losing anybody. In the game I played yesterday the only time I lost allies were at 2A and I can easily rationalize that as those allies escaping from the trap because the heroes stayed back to cover them. (This style can make for some long games however and it also limits the card pool.) So I don't have a problem with lose a hero lose the game.

Share this post


Link to post
Share on other sites

As someone who generally plays two-handed solo I can honestly say that some of the recent quests are not easier because of the encounter decks ability to string surges and combine effects against the player. 

 

One thing I would like to ask for some people who have played the Dunland Trap quest (SPOILER ALERT): Do you ever see the lose condition of 1 hero dying as kind of random? For instance, I played a game where I pretty much crushed the encounter deck and had a handle on it throughout the entire game - only to go back and realize I actually lost because Chief Turch got one of those dunland beserker shadowcards that allows for an additional attack (and then he got +1 attack in a new shadow card and that took out my Glorfindel).  How do other people feel about the "lose 1 hero, lose the game" approach? 

 

In general, I like the difficulty of this quest but that particular part (where you lose all but one ally) can make it pretty impossible depending on the encounter cards that come out (especially if some of your heroes are already exhausted from questing. Besides Frodo/Beorn absorbing damage is there any way people have found to combat this?

I like the different win condition, all heroes having to survive the last stage is something we have not seen yet, and it make the story seem more realistic. There are plenty of other scenarios I have won with only 1 or 2 heroes left, sure I won but if I were continuing on a real adventure those heroes had been lost. When you play and you don't care if your heroes make it or not, it's more about winning and a bit less about the theme of the game, or something like that.

Anyway, for soloOne-hand I've played a few decks on this scenario, but there are 2 decks that I'm having fun with. that are nearly identical except for a hero change and a few different cards. I have eomer, eowyn , and either Beregond or Eleanor. In either case Eleanor and Beregond become super defenders. I'll put as many copies of UC on them as I can draw, Miruvor comes in handy to, and so does Behind Strong Walls. I also have a few copies of Gondorian discipline and Close Call, in case damage sneaks through. The key card is Blood of Gondor and letting resources pile up on the hero, because when the Gondorian shield is lost in stage 2 you want to make sure you have at least 2 UC, BoG, and at least 5+ resources to spare, especially if your playing with Eleanor. I plan on facing at least 2 -3 attacks in the final stage each round, until time is up, when time is up at end of the resource phase UC and hero refreshes before the final attacks so the hero can defend again.

In 2 player mode I think I would try to turn Beregond into a super defender and load both decks with readying effects that allow him to defend the entire board if possible as sentinel. In 2 player I would probably include cards that negate attacks, and can imagine thicket of spears being quite useful if your lucky to have it in had at the end of the game.

I find the treachery condition cards that deal damage to be the toughest to deal with, they can turn a smooth ride into a loss quickly. Since I have been playing Spirit Tactics I've found the Power of Orthanc to be key on this quest, early on in my first few decks I was even Including The Seeing Stone to fetch it if I was in trouble. I also discovered a good use for The seeing Stone and Close Call on shadow cards that chain into a number of +x attack. It's pretty nifty to take advantage of the action window before damage is calculated and use The Seeing Stone to fetch Close Call and then turn the excess damage into threat, it saved a hero a few times. Cool trick, but I have abandoned the strategy in the deck since it took up to much deck space.

Anyway it is cool scenario, but the decks I designed for this are pretty pitiful on some of the older scenarios I like to play, since I have put les emphasis on allies in the deck, I'm even playing cards like Favor of the Lady to give Eowyn just a bit more willpower. The scenario does not take a ton of willpower to be successful. Defending multiple attacks and dealing with damage is the challenge.

One last note, as I said before, Eomer, Firefoot and Rohan Warhorse is a force to be reckoned, and with if an ally leaves play he'll clear 2 - 3 beefy Dunlandings a round. Pretty cool really to bad this only lasts for stage 1.

DC06675 likes this

Share this post


Link to post
Share on other sites

 

Thanks for the heads up on this. I don't have a new version planned until after the weekend, but I will include this fix in the next release.

Share this post


Link to post
Share on other sites

Thanks Tracker, I will try some of those suggestions. I only have 1 core set so unfortunately I cannot "put as many UC on them as possible" but I do try to utilize Miruvor, Cram, and other readying affects as well. And perhaps I made an ambiguous statement with my earlier comment. I do actually like the win and lose condition (from a thematic point especially).  What I meant with random was the idea that without as many allies and with being stripped of many items, it can make it hard depending on certain conditions which attach to locations or treacheries that require each player to look for a dunland enemy, etc. - and then on top of that putting the Chief into play (followed by 'enemy makes additional' attacks). I suppose that is what makes it challenging and trying to combat that is the fun part. It just stinks sometimes having the game "handled", and then the game ends really shortly after 3A even when you still have a pretty good hand or game going.  

danpoage likes this

Share this post


Link to post
Share on other sites

The more I play this quest the more I like it. It can be a real nail biter in the last stage. With a few enemies engaged, and trying to do everything to defend the attacks. Attacking back becomes less the priority, it's all about how to survive the onslaught. Most games when I win I often don't feel feel like It was a triumphant victory. I might still have three Dunlandings facing me, and I'm wondering how I would deal with them next round. It's a very well laid Trap, and this is exactly what the designers intended, and I think they did a fantastic job of capturing the feel of being on the edge of defeat. Love it! and it fit in perfectly with the story line, they nailed it. In my opinion they perfectly matched, theme, storyline, and game play mechanics in this one.

In a few of my post earlier, I was saying it's not a great deck tester. We'll that's coming from the perspective of trying to create one deck to rule them all. Interesting thing is that some of my rule them all decks do not do so well on this quest, and the decks I tailor to this quest do not do so well on other scenarios. I like this, and I hope more scenarios will have this type of unique feel to them, as much as it can be a pain building or altering decks for specific scenarios, I do enjoy how it lets me search for solutions in the pool of cards I seldom use. I'd rather use most if not all of all the player cards I have, rather than paying hundreds of dollars and only using a 50 cards that can beat all scenarios.

I hope future scenarios continue down this road. Two thumbs up!

Spurries likes this

Share this post


Link to post
Share on other sites

As someone who generally plays two-handed solo I can honestly say that some of the recent quests are not easier because of the encounter decks ability to string surges and combine effects against the player. 

 

One thing I would like to ask for some people who have played the Dunland Trap quest (SPOILER ALERT): Do you ever see the lose condition of 1 hero dying as kind of random? For instance, I played a game where I pretty much crushed the encounter deck and had a handle on it throughout the entire game - only to go back and realize I actually lost because Chief Turch got one of those dunland beserker shadowcards that allows for an additional attack (and then he got +1 attack in a new shadow card and that took out my Glorfindel).  How do other people feel about the "lose 1 hero, lose the game" approach? 

 

In general, I like the difficulty of this quest but that particular part (where you lose all but one ally) can make it pretty impossible depending on the encounter cards that come out (especially if some of your heroes are already exhausted from questing. Besides Frodo/Beorn absorbing damage is there any way people have found to combat this? 

I don't actually have the quest yet, but plan to use Elrohir with Steward, Dunedain Warning and (hopefully!) Gondorian Shield attached, Arwen buffing him and his natural ability to block as many attacks as possible.

Focusing on non-item attachments (titles rule!) and one or two key allies and then just hoping for good draws on stage 3 where your items, mounts and allies are safe seems to be the key with this quest.

DC06675 likes this

Share this post


Link to post
Share on other sites

 

As someone who generally plays two-handed solo I can honestly say that some of the recent quests are not easier because of the encounter decks ability to string surges and combine effects against the player. 

 

One thing I would like to ask for some people who have played the Dunland Trap quest (SPOILER ALERT): Do you ever see the lose condition of 1 hero dying as kind of random? For instance, I played a game where I pretty much crushed the encounter deck and had a handle on it throughout the entire game - only to go back and realize I actually lost because Chief Turch got one of those dunland beserker shadowcards that allows for an additional attack (and then he got +1 attack in a new shadow card and that took out my Glorfindel).  How do other people feel about the "lose 1 hero, lose the game" approach? 

 

In general, I like the difficulty of this quest but that particular part (where you lose all but one ally) can make it pretty impossible depending on the encounter cards that come out (especially if some of your heroes are already exhausted from questing. Besides Frodo/Beorn absorbing damage is there any way people have found to combat this? 

I don't actually have the quest yet, but plan to use Elrohir with Steward, Dunedain Warning and (hopefully!) Gondorian Shield attached, Arwen buffing him and his natural ability to block as many attacks as possible.

Focusing on non-item attachments (titles rule!) and one or two key allies and then just hoping for good draws on stage 3 where your items, mounts and allies are safe seems to be the key with this quest.

 

You lose all your items and all but one of your allies.  Choose wisely.

PsychoRocka and DC06675 like this

Share this post


Link to post
Share on other sites

 

 

As someone who generally plays two-handed solo I can honestly say that some of the recent quests are not easier because of the encounter decks ability to string surges and combine effects against the player. 

 

One thing I would like to ask for some people who have played the Dunland Trap quest (SPOILER ALERT): Do you ever see the lose condition of 1 hero dying as kind of random? For instance, I played a game where I pretty much crushed the encounter deck and had a handle on it throughout the entire game - only to go back and realize I actually lost because Chief Turch got one of those dunland beserker shadowcards that allows for an additional attack (and then he got +1 attack in a new shadow card and that took out my Glorfindel).  How do other people feel about the "lose 1 hero, lose the game" approach? 

 

In general, I like the difficulty of this quest but that particular part (where you lose all but one ally) can make it pretty impossible depending on the encounter cards that come out (especially if some of your heroes are already exhausted from questing. Besides Frodo/Beorn absorbing damage is there any way people have found to combat this? 

I don't actually have the quest yet, but plan to use Elrohir with Steward, Dunedain Warning and (hopefully!) Gondorian Shield attached, Arwen buffing him and his natural ability to block as many attacks as possible.

Focusing on non-item attachments (titles rule!) and one or two key allies and then just hoping for good draws on stage 3 where your items, mounts and allies are safe seems to be the key with this quest.

 

You lose all your items and all but one of your allies.  Choose wisely.

 

Get to keep two when playing two handed =) Hoping for Arwen and Treebeard.......

Multiple uses out of Treebeard plus he can help play other Ents in stage 3!

Share this post


Link to post
Share on other sites

I have played this. My first time. I have played it without seeing any encounter card spoiler...

 

It was funny because i felt into the trap! aaaaagh lol. I had to discard 8 allies from play (when i past to 2a). Omg! I didnt know it. Pffffffffff.... :lol: .

I had a very powerful army in play, and my hand was empty. But... into the trap... i was alone!!!

sparrowpisuke likes this

Share this post


Link to post
Share on other sites

Still waiting for The Dunland Trap. Can't wait to build around Celeborn. It's estimated to arrive this week, starting today. The agony!

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0