Poll Results: Most Wanted Attachment

Lembas (1)During my recent adventures fighting (corporate) trolls in the Misty Mountains, the latest poll has sat sadly idle. It’s high time to close the poll and tally the results. This poll asked which attachments players most wanted to see – specifically items, weapons and armor which have been prominently featured in the Lord of the Rings but have yet to be included in any official release.

Readers may recall a recent test of this bear’s nacent skills with Strange Eons to create custom cards for each of these attachments. Since this poll was created, FFG has announced the release of the first of a series of saga expansions based on the Lord of the Rings. This means that we won’t have to dream up our own designs for much longer. Now, we can now look forward to many of these attachments finally being included in official expansions.

Interestingly, Lembas was the attachment that voters most wanted to see printed. The elven waybread that allows the fellowship to hike untold miles without rest proved to be even more popular than other well-known items. Aragorn’s sword, Andúril, and the shields used by the Rohirrim both proved very popular with voters as well. In general, it is important for deck diversity to see more weapons and armor that can be used by characters other than just dwarves and elves.

On the lighter side, Elf-Friend is a fun idea that would lead to some interesting decks. The title lets a non-elf hero use attachments and events that are normally reserved for Silvan and Noldor characters. On the other end of the spectrum, Hasufel, did not prove as popular with voters. This is certainly understandable as the horse that Eomer gives Aragorn by way of apology for the presumed deaths of Merry and Pippin is barely mentioned in the story. Regardless, I for one am hoping that more unique mounts are printed as I find them intriguing both thematically and strategically.

Thanks again to everyone who voted and you are all encouraged to take a look at the latest poll. Without further ado, here are all of the results:

Lembas (Item): 27%

Andúril (Weapon): 23%

Shield of Rohan (Armor): 23%

Elf-Friend (Title): 18%

Hasufel (Mount): 7%

Posted in Poll Results | Tagged , , , , , | 2 Comments

Deck: Flight to the Ford

flight_to_the_ford

‘Ride forward! Ride!’ cried Glorfindel to Frodo.

He did not obey at once, for a strange reluctance seized him. Checking the horse to a walk, he turned and looked back. The Riders seemed to sit upon their great steeds like threatening statues upon a hill, dark and solid, while all the woods and lands about them receded as if into mist. Suddenly he knew in his heart that they were silently commanding him to wait. Then at once fear and hatred awoke in him. His hand left the bridle and gripped the hilt of his sword, and with a red flash he drew it.

‘Ride on! Ride on!’ cried Glorfindel, and then loud and clear he called to the horse in the elf-tongue: noro lim, noro lim, Asfaloth!

After a long absence wandering the Misty Mountains, I have returned to bring you a new deck list. The Steward’s Fear introduced some powerful new player cards. While most of the Adventure Pack focused on character with the new Outlands trait, I find myself more interested in one of the attachment cards.

Ring of BarahirThe Ring of Barahir was originally given to Barahir by the Elven Lord Finrod Felagund, in reward for saving his life in Dagor Bragollach. It was a sign of eternal friendship between Finrod and the House of Barahir and it became an heirloom which Aragorn ultimately inherited.

In game terms, it has a particularly interesting effect, giving the bearer an additional hit point for each Artifact they carry. Since the ring is itself an Artifact, it conveys a minimum of 1 additional hit point to the wearer. With so many powerful artifacts available to the Heir of Isildur, one of the themes of this deck is to load Aragorn up with all of his heirlooms and empower him in his struggle to hold off the Black Riders.

The Flight to the Ford is a critical moment in the Lord of the Rings. The Dark Lord has finally showed his hand and sends the Nazgûl, in broad daylight, to catch Frodo before he can reach the safety of Elrond’s house in Rivendell. If not for the bravery and quick thinking of his companions, Frodo, the One Ring, and the future of all Middle-Earth, would have been lost. This deck is an attempt to recreate this epic moment in the story.

Rather than simply choose all of the most powerful cards, I tried, where possible, to adhere to the most thematically appropriate choices. That is not to say that this deck is not powerful, as the choice of heroes, and many of their corresponding attachments, all have a great deal of synergy. For the Boromir players who prefer more competitive decks, I encourage you to replace the more theme-centered cards with your favorite power cards.

One last note: I designed this deck with one core set in mind. For those who own multiple core sets, or don’t mind proxies, you may want to add 1 additional copy of the following cards: Celebrian’s Stone, Unexpected Courage, Steward of Gondor and A Test of Will. You can cut a copy of Ancient Mathom, Asfaloth, Miruvor and Word of Command to make room for these cards. The deck should play just fine without these extra copies, but you will find that their addition allows it to perform more consistently.

AsfalothFrodo BagginsLore of Imladris

Heroes:
Aragorn (TWitW)
Glorfindel (FoS)
Frodo (CatC)

Allies: 16
Arwen Undomiel x2
Imladris Stargazer x3
Master of the Forge x3
Rivendell Minstrel x2
Northern Tracker x3
Gandalf (Core) x3 (this can be swapped for the Hobbit Gandalf at your preference)

Attachments: 26
Song of Kings x3
Celebrian’s Stone x1
Steward of Gondor x2 (admittedly less thematic)
Sword that was Broken x2 (technically, Aragorn doesn’t get this until he arrives)
Ancient Mathom x2
Miruvor x3
Light of Valinor x3
Ring of Barahir x2
Unexpected Courage x1
Fast Hitch x1
A Burning Brand x2
Asfaloth x2
Self Preservation x2

Events: 8
Elrond’s Counsel x3
A Test of Will x2
Word of Command x2 (Gandalf adds his own touches to the waves of the Bruinen)
Lore of Imladris x1 (The only thing that saves Frodo’s life)

With a low starting threat and heroes with balanced stats, the deck can handle the various challenges that the Dark Lord’s servants might present. The most important thing to look for in the opening hand is a Song of Kings, or at least a card that will help us draw one. Between Master of the Forge, Rivendell Minstrel and Word of Command, there are plenty of ways to find the song. With Word of Command, don’t forget to use it during the Refresh phase, after Gandalf has readied, and before he leaves play, that way we can get the most use from the Istari.

Once you do have Aragorn singing that song, he will be able to assume the title of Steward of Gondor. This allows him to pay for all of the Artifacts that are his birthright. With the Sword that was Broken, Celebrian’s Stone and the Ring of Barahir, Aragorn will have 5 willpower and an impressive 8 hit points. Give him A Burning Brand and a knack for Self Preservation and he will have no problem facing the Black Riders.

Ancient Mathom pairs well with Asfaloth for even more chances at drawing your most need cards. While the horse would normally attach to Glorfindel, you can attach him to Frodo for stylistic bonus points (NOTE: Yes, technically Asfaloth can only be attached to Silvan and Noldor characters; I consider this a design oversight given the horse’s actual role in the story). Miruvor, Light of Valinor, Fast Hitch and Unexpected Courage all provide action advantage, something that is all the more valuable as each of our heroes has at least two good stats. Self Preservation and Lore of Imladris round out the deck with some healing and we can freely use Frodo’s ability to cancel damage from undefended attacks, knowing that Strider will be able to reset our threat later in the game.

While building decks for some of the more difficult recent scenarios, I find that I sometimes lose sight of the deeper beauty of this game. The cards are more than just numbers to be analyzed for maximal utility, they represent actual characters and events from Middle-Earth. The world of Tolkien is a magical place, filled with wonder and adventure, sometimes it’s good to take a step back from the minutiae of strategy and focus on the narrative. With the announcement of the first of new Saga Expansions based specifically on the story of the Lord of the Rings, we can look forward to many more cards to help us build these kinds of thematic decks.

Posted in Deck Building, Deck Lists, Lore, Strategy | Tagged , , , , , , , , , , | 4 Comments

Custom Cards: Most Wanted Attachments

So, I finally got off my furry butt and learned how to use Strange Eons to create custom cards. With my massive paws it’s really hard to use a mouse, so these may not be the best looking cards ever created, but they’re not bad for a first attempt. Since the current poll asks what attachment everyone most wants to see, I decided to go ahead and create custom cards for each of the proposed cards. I hope that you all enjoy them, and if not, I promise to give everyone their money back.

-Hasufel-Front-Face

Image

Image

Elf-friend-Front-Face

Image

Posted in Custom Cards, Lore | Tagged , , , , , , , , , , | 9 Comments

Beorn’s Path: Part 8 – Playtesting (The Hunt For Gollum)

My apologies for the long wait on this article. Spring is a busy time for Bears. Once I shake off my hibernation sickness (really Han Solo, it’s not all that bad), I have Bee Pastures to tend, and whole new generations of smelly Orcs to crush in my massive paws. Fortunately, I’ve managed to stem back the tide of evil long enough to post this playtesting report from my recent Hunt for Gollum.

As the first adventure pack in the Shadows of Mirkwood cycle, the Hunt for Gollum is the first episodic, or multi-part, quest introduced in the game. At the conclusion of this scenario we will not be catching Gollum, we will simply have the clues that we need to continue on our hunt for the wily little creature. This quest has an interesting mix of challenges that will require careful planning and strategy to handle. Rather than be heavy on any one aspect (treacheries, locations, enemies) this scenario has a fairly even mix of everything, but it is the way that the encounter cards can synergize with each other that will most require us to be on our guard.

ImageMost of the enemies in the encounter deck are weak, but in the case of the Hunters From Mordor, they can become very strong, very quickly. With 2 defense and a whopping six hit points, we might be tempted to leave them alone, and worry about finishing them off later. This can be a devastatingly bad mistake to make. Because their threat and attack are each raised by 2 for each Clue card in play, they can very quickly become 6 threat, 6 attack monsters. A big part of our strategy for this quest will be predicated on handling these nasty fellows.

We may end up using Gandalf to weaken them in the staging area, then engage them and throw a chump blocker at them before finishing them off. Alternatively, in a nice bit of irony, we can trap the hunters in a Forest Snare. This is my preferred approach as it is not only strategically effective, but gives that extra bit of entertainment factor from seeing one of the Dark Lord’s hunters helpless caught with their leg in a trap. In such a situation, I can almost imagine Gollum somewhere in the shadows, just out of sight, sticking out his tongue and making faces as the hapless hunter becomes the prey.

Evil StormBut the hunters are not our our only concern in this scenario, we also need to be very careful with threat management. In particular, if we allow our threat to go over 35, Evil Storm can absolutely wreck our strategy of fielding an army of weak allies. Because both the first and second stages have us choosing and revealing additional cards from the encounter deck, we will need to be mindful of when it is safe to let this card trigger, and when it is best to just discard it. Between the extra cards and the synergistic effects, this scenario is very much designed to stall our questing efforts, putting us is much greater risk of an escalating threat and the negative effects that come along with that.

Enemies like Misty Mountain Goblins and Goblintown Scavengers are laughably weak, but they have effects which either raise the threat in the staging area, or actually remove hard-fought progress from the current quest. We should not underestimate these vermin; their stats may not be impressive, but if we do not deal with them swiftly and with precision, they can succeed in their mission to waylay us from our hunt.

The West BankThe East BankThis scenario also includes a plethora of locations that will try to clog up the staging area and slow us down. At 3 threat apiece, The West Bank and The East Bank are locations that we can’t really afford to leave in the staging area, lest we risk location-lock and losing the game. However, both of these locations hamper our abilities during planning, if we choose to travel to them. The West Bank as active location, will make key attachments like Steward of Gondor and Forest Snare that much harder to play. On the other hand, The East Bank makes allies cost an additional resource, a hindrance that our ally-heavy deck can ill afford to have if we are going to successfully field an army and quest to victory.

The golden rule with all of the locations in this quest is be to travel to them when we can, as much as possible, mitigate their effects, and only when we know for certain that we can explore them on our next turn. The Old Ford is another nasty location that can cause us to get stuck, with threat equal to the number of allies in play. Hopefully we can avoid that location, but just in case we should try to save our Secret Paths to cancel its threat on the round that it is revealed. We might be able to survive a round of getting stuck with some locations in the staging area (Gandalf and Faramir are great bail-outs for this), but if we get caught on either bank of the great river for too long, it is very unlikely that we will survive this quest.

Signs of GollumIf all of this wasn’t enough, the encounter deck also features a treachery, Old Wives’ Tales that will punish us for trying to save resources, and hold heroes back for combat. With this in mind, the natural strategy for this quest will be to play as much as we can during planning, quest aggressively, and be careful about where we travel, all while looking out for the Hunters from Mordor.

We don’t need a Signs of Gollum objective until we are ready to pass on to stage 3, and their are some nasty shadow effects that specifically target anyone with one of these objective attached, so there is no reason to claim one of them any earlier. There are treacheries that can shuffle them back into the deck, but in general we shouldn’t worry too much about getting a Clue when we need one, the ability to choose an encounter card from the top of the encounter deck at the beginning of the quest phase in the second stage, combined with Denethor’s own scrying skills, should enable us to claim one of these objectives at the right time.

Setup and Opening Hands

For this quest, the single most important thing is going to be cards that help us quest as quickly as possible. With that in mind we draw our opening hand of:

Valiant SacrificeForest SnareGandalfCelebrian's StoneSelf PreservationFaramir

This hand is perfect. Sure, we don’t have the resource generation that we will ultimately need to help pay for all of these cards, but the cards themselves are exactly what we need for power-questing. Between Celebrian’s Stone and Faramir, we should not have any problem questing very aggressively this game.

River NinglorWe will keep this hand and move on to scenario setup. In this case, setup is quite simple, we only need to reveal 1 card from the encounter deck, which ends up being a River Ninglor. This location is yet another example of an obnoxious hindrance of our stated goal to quest aggressively. If we leave it in the staging area, it will collect there with a bunch of other Riverland locations, only to haunt us later in the game. However, if we travel there, it  will start removing progress from itself and the current quest stage. We will need to tread carefully and only travel to this location when we can mitigate its effects. With setup complete, we are ready to move on to the first round of the game.

Round 1: Stage 1B (0 of 8 progress)
28 threat (First Player)
Hand: Valiant Sacrifice, Forest Snare, Gandalf, Celebrian’s Stone, Self Preservation, Faramir
— Aragorn: 1 resource, 0 damage (5 of 5 hit points)
— Theodred: 1 resource, 0 damage (4 of 4 hit points)
— Denethor: 1 resource, 0 damage (3 of 3 hit points)
Staging Area: River Ninglor

After collecting resources, we draw a Snowbourn Scout. This is actually a great card to draw at this point, as he is cheap, helps add a progress, and with Faramir at the lead, our lowly scout can even contribute to the quest. Later, he might even come in handy as a valiant sacrifice. For planning we will pay our 2 available Leadership resources to attach Celebrian’s Stone to Aragorn. Since we know that later we will have need of the Forest Snare and even potentially the Self Preservation, we will take the risk and have Denethor save his resource.

For the quest phase, we need to keep in mind that, when we quest successfully, we will have to choose and reveal one of the top 3 cards from the encounter deck. So while we want to quest aggressively, we don’t necessarily want to overextend so that we are unable to deal with what else comes off the encounter deck. With a stout heart, we will commit Aragorn and Theodred to the quest. We trigger Theodred’s ability to give Aragorn an extra resource, but we will not be triggering Aragorn’s ability to allow him to be ready. We need to get Faramir into play as quickly as possible, so at this point we are saving resources and hoping to avoid Old Wives’ Tales.

Treacherous FogFor staging we reveal a Treacherous Fog, which increases the River Ninglor’s threat by 1 and brings the total threat in the staging area to 3. With 5 willpower committed to the quest we are successful and place 2 progress on the first stage. Because we quested successfully, we must now look at the top 3 cards of the encounter deck and choose one to be revealed and added to the staging area. The top three cards are False Lead (which would surge), The Old Ford (bad news) and Pursued by Shadow. Given these lovely choices, we will reveal Pursued by Shadow which raises our threat by 1 since Denethor was not committed to the quest.

With that unpleasantness over, and no enemies in the staging area, we will go ahead and exhaust Denethor to trigger his ability. The top card of the encounter deck is the very innocuous Banks of the Anduin, which we will leave where it is. Now that we know what is coming next turn, we can do the math and see that we will be able to clear the River Ninglor if we decide to travel there this round. At the end of the round, it will remove 1 progress token from the first quest stage, but that is a worthwhile price to pay for removing 2 threat (and a Riverland) from the staging area. With travel complete, and no combat, we move on to refresh and raise our threat to 30. The River Ninglor’s effect removes 1 progress from stage 1 and we are left with 7 progress to go.

Round 2: Stage 1B (1 of 8 progress)
30 threat (First Player)
Hand: Valiant Sacrifice, Forest Snare, Gandalf, Self Preservation, Faramir, Snowbourn Scout
— Aragorn: 2 resource, 0 damage (5 of 5 hit points)
— Theodred: 1 resource, 0 damage (4 of 4 hit points)
— Denethor: 2 resource, 0 damage (3 of 3 hit points)
Staging Area: Empty
Active Location: River Ninglor

With resources collected we draw another copy of Faramir. The maybe not be the best thing to draw at this point, but this can at least serve as fuel for a late-game push with Protector of Lorien. Knowing what is coming from the encounter deck will drive our play this round. Since we don’t need to fear losing our resources, we can continue to save up for Faramir. We want other allies to multiply the effects of his ability, so we will spend 1 resource from Theodred’s pool to play the Snowbourn Scout. After he comes into play we will trigger his response and put 1 progress token on River Ninglor. With nothing that he can afford, Denethor will once again save his resources.

Since we know what we are going up against questing will be simple this round. We commit Aragorn and Theodred, again giving 1 resource to Aragorn with Theodred’s ability and again leaving Aragorn exhausted. For staging, surprise, surprise, we see the Banks of the Anduin. With 1 threat in the staging area and 5 willpower committed to the quest we net 4 progress. The first three progress allow us to explore River Ninglor and the last progress is added to current quest card, pushing us back up to 2 out of 8 progress for the first stage. Looking at the top three cards of the encounter deck, we see Hunters from Mordor, Signs of Gollum, and Banks of the Anduin. We already have a Banks of the Anduin in play, and we certainly don’t want to see the Hunters if we can help it, so we will go ahead and choose to reveal Signs of Gollum.

Because it is guarded, we need to reveal an additional encounter card to guard it. In this case, we will not be able to claim the Clue until we travel to the Eaves of Mirkwood. We could have waited longer to add a Clue to the staging area, but there is always the risk that another one might not show up, and with Faramir in hand, we can feel pretty confident that we will be able to power-quest through these first two stages.

In order to free-up the objective, and clean up the staging area, we will go ahead and travel to Eaves of Mirkwood. With no enemies to engage, we will go ahead and trigger Denethor’s ability and peek at The East Bank. As bad as this location can be, there are far worse cards in this encounter deck. Besides, locations free our heroes (namely Denethor) to use their abilities instead of dealing with combat, so we will go ahead and leave it on the top of the deck. After the refresh phase, we stand at 31 threat and move to the next round.

Round 3: Stage 1B (2 of 8 progress)
31 threat (First Player)
Hand: Valiant Sacrifice, Forest Snare, Gandalf, Self Preservation, Faramir, Faramir
— Aragorn: 3 resource, 0 damage (5 of 5 hit points)
— Theodred: 1 resource, 0 damage (4 of 4 hit points)
— Denethor: 3 resource, 0 damage (3 of 3 hit points)
Staging Area: Banks of the Anduin
Active Location: Eaves of Mirkwood

After adding resources we draw a Dunedain Mark. For our planning phase, we will pay 3 resources from Aragorn and 1 from Theodred to play Faramir. Denethor could afford to pay for Self Preservation, but with no damage on any of our heroes, that seems like a waste of resources. For questing, we again know that  a location is coming from the encounter deck, so we will commit Aragorn, Theodred and the Snowbourn Scout. We will trigger Theodred’s ability to give 1 resource to Aragorn, which we will immediately spend from his pool to ready the ranger. Lastly, before we perform staging, we will go ahead and trigger Faramir’s ability to give all of our character’s +1 willpower. After revealing the East Bank, we are left with 4 threat in the staging area against our 8 willpower.

After exploring Eaves of Mirkwood, we place 2 progress on the quest stage, leaving us with 4 out of the 8 that we need to move on to the next stage. Since we quested successfully, we again look at the 3 top cards of the encounter deck, seeing: Misty Mountain Goblins, Old Wives Tales, and Goblintown Scavengers. Since resources are precious, and the Misty Mountain Goblins’ forced effect will only slow us down, we will go ahead and choose to reveal the scavengers. Since we are done with quest resolution, the threat that they add to the staging area is meaningless, and we will be engaging them this round. We do, however, still have to discard the top card of our deck for their effect. Sadly, the Steward of Gondor that we have been looking for all this time has just been looted by the mangy scavengers and sits, taunting us in the discard pile.

With the quest phase complete, we will go ahead and travel to the East Bank. That will make allies cost 1 additional resources, but we will be able to explore it quickly, and we should be able to play around this limitation next round. For the encounter phase, we engage the Goblintown Scavengers. Since we don’t yet have any Clue objectives attached, it should be safe to take an undefended attack, so we will not be blocking the scavengers.

Their shadow card confirms this strategy as the shadow effect of Hunters from Mordor would have done 3 damage to anyone with an objective attack, but in our case does nothing. Aragorn will take the 1 damage from the undefended attack and then kill the scavengers on the counter-attack. Lastly, we will use Denethor to peek at the top card of the encounter deck, which is another Signs of Gollum. Since each Clue is guarded, this card will bring another card as a guard from the encounter deck, in addition to making any hunters that we see just that much nastier. For these reasons, we will go ahead and move this card to the bottom of the encounter deck. With scrying complete, we raise our threat to 32 and move on to round number four.

Round 4: Stage 1B (4 of 8 progress)
32 threat (First Player)
Hand: Valiant Sacrifice, Forest Snare, Gandalf, Self Preservation, Faramir, Dunedain Mark
— Aragorn: 1 resource, 1 damage (4 of 5 hit points)
— Theodred: 1 resource, 0 damage (4 of 4 hit points)
— Denethor: 4 resource, 0 damage (3 of 3 hit points)
Staging Area: Banks of the Anduin
Active Location: East Bank

With resources collected, our deck repays us for the loss of Steward of Gondor, by giving us an Erebor Hammersmith. This is fortuitous, as some resource generation would really help speed up our questing efforts at this stage of the quest. Because the East Bank is the active location, the Hammersmith will cost us 3 Lore resources, but this is a case where it is absolutely worth the extra cost. After playing the Erebor Hammersmith, we will return the Steward of Gondor to our hand. Paying 1 resources from Aragorn and Theodred allows us to attach Steward of Gondor to Denethor, and our resource generation woes are a thing of the past. We can then trigger the Steward and spend 3 resources from Denethor to attach Self Preservation to Aragorn.

For the quest phase, we will commit Aragorn, Theodred, the Erebor Hammersmith, and the Snowbourn Scout. Again we use the resource from Theodred to give Aragorn a resource, but we will leave him exhausted to save the resource for later. Lastly, we will trigger Faramir to improve all of our characters’ questing ability. For staging, we reveal Massing at Night, which in a solo game essentially just does nothing but surge. For the additional encounter card, we have Gladden Fields. Yet another location; this is definitely not the most exciting scenario in the game, but we need to stay focused and clear out the staging area so that we can push through on our Hunt for Gollum.

Evil StormWith 10 total willpower against 4 threat, we make 6 progress. This allows us to explore the East Bank (great, allies are normal-price again!) and put 3 more progress on the stage. This leaves us with only 1 progress left to make in order to clear the first stage. After questing successfully, we again have to look at the top 3 card of the encounter deck, seeing Eastern Crows, Evil Storm and Signs of Gollum. This is why our threat is so important in this quest, with a current threat of 32, we can safely reveal the Evil Storm without any ill-effects. Questing done, we will go ahead and travel to Gladden Fields. This will raise our threat by 1 at the end of the round, but a certain wizard is about to help solve that problem.

That done, we can trigger Denethor to scry the encounter deck and see a Misty Mountain Goblins. Ordinarily, the forced effect from this enemy attacking is something that we want to avoid. In this case, since we plan on clearing the first stage next round, and we then won’t have any progress on the second stage, this effect will be harmless. So we will go ahead and leave the Goblins on the top of the encounter deck. Aragorn still has one damage on him, so before refresh we will go ahead and exhaust Self Preservation to heal him back to full health. After refreshing, the Gladden Fields pushes our threat up to 34, dangerously close to the critical 35 threshold, and we cautiously move on to the next round.

Round 5: Stage 1B (7 of 8 progress)
34 threat (First Player)
Hand: Valiant Sacrifice, Forest Snare, Gandalf, Faramir, Dunedain Mark
— Aragorn: 2 resource, 0 damage (5 of 5 hit points)
— Theodred: 1 resource, 0 damage (4 of 4 hit points)
— Denethor: 1 resource, 0 damage (3 of 3 hit points)
Staging Area: Banks of the Anduin
Active Location: Gladden Fields

After collecting resources, we draw a Guard of the Citadel. This will come in handy shortly, as we want to start building up our ally army to push through to the final stage.  With help from Steward of Gondor, we will pay 1 resource from Aragorn, 1 resource from Theodred and 3 resources from Denethor to play Gandalf. After he enters play, we can lower our threat to 29. This more than offsets the effect of Gladden Fields, as well as keeping us safely out of range of some of the nastier cards in the encounter deck.

For questing, we know that only 2 threat is coming from the encounter deck, so there is no need to go overboard with how many characters we send. We will commit Aragorn (who readies with a resource from Theodred) and Theodred and then trigger Faramir’s ability to give us a total of 7 total willpower. After revealing the Misty Mountain Goblins, we have a total of 3 threat in the staging area. This allows us to explore Gladden Fields and place the last progress on stage 1. We move immediately to stage 2, which fortunately does not require us to do anything until the beginning of the quest phase next round.

Because we quested successfully, the forced effect on stage 1 still triggers, even though we ultimately moved on to the second stage. So for the final time this game, we examine the top 3 cards of the encounter deck and find: two more copies of Gladden Fields and a Signs of Gollum. At this point, we really don’t want the staging area filling up with locations, particularly not ones that raise our threat if we travel to them. So, we will take the risk and reveal another Signs of Gollum. This decision might end up being a bad one as the guardian of this Clue objective is an Eastern Crows, which immediately surges into a Hunters From Mordor. This is exactly the kind of situation that we wanted to avoid, but at least we quested wisely, and have characters held back to help with combat.

For travel, we will finally get the Banks of the Anduin out of the staging area. Although it has 3 quest point and only 1 threat, an advantage of exploring this location next round is that it will give us one more card on the top of the encounter deck that we know about. The more knowledge that we have, the better prepared will be our strategy. For the encounter phase, we will optionally engage the Hunters From Mordor (we have a certain trap waiting for them) and the Goblins and Crows will engage as well.

For combat, we deal shadow cards to each attacker and then it’s time to decide blockers. First off, the Erebor Hammersmith will defend against the Eastern Crows. Their shadow card is a Misty Mountain Goblins. Since we just moved to stage 2, there is no progress to remove so this card has no effect. We will go ahead and have Aragorn defend against the Misty Mountain Goblins and the shadow card is another Hunters from Mordor. Since we have not claimed any Clue objectives yet, this shadow effect does not do anything, and we are glad to see another copy of that in the discard pile. Lastly, we will have the lowly Snowbourn Scout take one for the team and block the Hunters from Mordor. Their shadow card is Pursued by Shadow, which requires us to return an exhausted ally to our hand.

We don’t want to return the scout, as this attack would then be undefended and kill one of our heroes. Fortunately, the Erebor Hammersmith is already exhausted from defending so we can return him to our hand. As a bonus, we might even get to trigger his ability when we play him again. The 6 attack of the Hunters easily kills the poor Snowbourn Scout so we can pay 1 resource from Aragorn to play Valiant Sacrifice. The two cards that we draw are: Secret Paths and Gleowine. Having additional card draw and a way to mitigate the threat from a location will come in handy, very soon.

Hunt for Gollum #1

For counter-attacks, we will have Gandalf kill the Misty Mountain Goblins. Even if we had another character available to kill the Eastern Crows, there would be no reason to do so. Shuffling an enemy with surge back into the encounter deck makes absolutely no sense, particularly one so puny that we can safely take the damage undefended on Aragorn and then heal it with Self Preservation. With combat done, we will trigger Denethor’s ability and find a Goblintown Scavengers on top of the deck. As another fairly harmless enemy, we will leave them where they are. After refresh, our threat increases to 30 and we are ready to take on the second stage of the quest.

Round 6: Stage 2B (0 of 10 progress)
30 threat (First Player)
Hand: Forest Snare, Faramir, Dunedain Mark, Guard of the Citadel, Erebor H., Secret Paths, Gleowine
— Aragorn: 1 resource, 0 damage (5 of 5 hit points)
— Theodred: 1 resource, 0 damage (4 of 4 hit points)
— Denethor: 1 resource, 0 damage (3 of 3 hit points)
Staging Area: Signs of Gollum
Active Location: Banks of the Anduin

Resources added, we draw our card for round 6 and it is: Protector of Lorien. This, combined with the extra cards from Gleowine, should allow us to push through these last two stages of the quest. For planning we will trigger Steward of Gondor and pay 3 resources from Denethor to trap Hunters from Mordor in a Forest Snare. It’s always a sweet irony, when the hunter becomes the hunted. Aragorn and Theodred will each pay 1 resource to pay for Guard of the Citadel. We need to get our ally army mustered as quickly as we can.

For stage 2, we have to choose and reveal one of the top two cards from the encounter deck at the beginning of the quest phase. This is one less card than we looked at in stage 1, but we have the advantage that it happens before we commit characters to the quest, so it makes it easier to know how much willpower we will need to send. This time, the cards on the encounter deck are the Goblintown Scavengers that we scried last round, and West Bank. Since we have the staging area free of locations, it should be safe to add one, and we have no way of knowing how much threat the scavengers will add, or which of our cards they will loot, so we will add West Bank to the staging area. Now we are ready to commit character to the quest. We will commit Aragorn, Theodred and the Guard of the Citadel. Aragorn will stay exhausted and we will trigger Theodred’s ability to give him a resource. Lastly, we trigger Faramir to give each of our characters an additional willpower.

For staging we reveal an Old Wives’ Tales, which discards the resource from Aragorn, and exhausts Denethor. With 9 willpower against 3 threat, we make 6 progress. Banks of the Anduin is explored, and goes back on top of the encounter deck, and we make 3 progress on stage 2 of the quest. We don’t want to risk traveling to West Bank right now, so we will leave it in the staging area. Next round we should be able to use Secret Paths to cancel the threat from this location, so we can safely ignore it for now.

For combat, all of our characters are exhausted, so the Eastern Crows’ attack will be undefended. Fortunately the shadow card, another Hunters from Mordor, has no effect so Aragorn will take 1 point of damage. We immediately exhaust Self Preservation to heal the damage on Aragorn. The Hunter of Mordor engaged with us cannot attack so his shadow card, the Banks of the Anduin that we just explored, is discarded without effect. We refresh and raise our threat to 31, with the hope that we can pass stage 2 next round.

Round 7: Stage 2B (3 of 10 progress)
31 threat (First Player)
Hand: Faramir, Dunedain Mark, Erebor Hammersmith, Secret Paths, Gleowine, Protector of Lorien
— Aragorn: 1 resource, 0 damage (5 of 5 hit points)
— Theodred: 1 resource, 0 damage (4 of 4 hit points)
— Denethor: 1 resource, 0 damage (3 of 3 hit points)
Staging Area: Signs of Gollum, West Bank
Active Location: None

After collecting resource, we draw Henamarth Riversong. Cheap allies are a welcome sight right now, and the Silvan will be put to work quite soon. For now, we will trigger Steward of Gondor then have Denethor pay 2 for Gleowine and 1 to attach Protector of Lorien to Aragorn. Before we commit characters to the quest we need to look at the top two cards of the encounter deck: River Ninglor or Treacherous Fog. We don’t need any more locations in the staging area at this point, and we plan on cancelling the threat from West Bank anyway, so we will go ahead and reveal Treacherous Fog.

With that settled, we will commit Aragorn to the quest (he spends a resource to ready), along with Theodred, Denethor and Guard of the Citadel. Theodred will give a resource to Denethor, then just in case another Old Wives’ Tales is about to be revealed, we will immediately pay 1 from Denethor to play secret paths on West Bank. That location now contributes no threat for the remainder of the phase. Lastly, we will trigger Faramir to give each of our characters +1 willpower.

For staging, we reveal another West Bank. Now we come to a rather subtle nuance of the rules. According to the latest FAQ, Treacherous Fog actually creates a continuous effect (until the end of the phase) in the staging area that adds +1 threat to each location, even ones revealed after Treacherous Fog. This means that the West Bank which was just revealed will contribute 4 threat to the staging area. Fortunately the original West Bank is not contributing any threat, and with our 11 willpower we will make enough progress to complete this stage of the quest. Because we quested successfully, we can trigger the response on Signs of Gollum and attach it to Theodred. We then move on to the final quest stage.

We will go head and travel to West Bank. It makes attachments and events more expensive, but we don’t have any of those in our hand that we actually need to play, and the Old Ford’s shadow effect was a chilling reminder of the risk we are running if we let the staging area fill up with Riverlands locations.

For combat, Aragorn will blow the Eastern Crows. Their shadow card is Old Ford, which, if there had been one more Riverland location in play would have wiped out two of our allies! Fortunately, everyone is safe, and Aragorn does not take any damage. With combat done, we can trigger Gleowine’s ability to draw a Secret Paths. Doh! Now traveling to West Bank doesn’t look like as good of an idea, but this is where resource generation saves the day. With Steward of Gondor attached to Denethor, we will still be able to afford Secret Paths, even at its new, higher cost. After refresh phase, we find ourselves at 32 threat and ready to win the game.

Round 8: Stage 3B (0 of 8 progress)
32 threat (First Player)
Hand: Faramir, Dunedain Mark, Erebor Hammersmith, Henamarth Riversong, Secret Paths
— Aragorn: 2 resource, 0 damage (5 of 5 hit points)
— Theodred: 2 resource, 0 damage (4 of 4 hit points)
— Denethor: 1 resource, 0 damage (3 of 3 hit points)
Staging Area: Signs of Gollum, West Bank
Active Location: West Bank

With resources collected, we draw what should be our final card for the game, another Guard of the Citadel. Theodred will spend 2 resources for the Guard of the Citadel. We will trigger Steward of Gondor, then Denethor will spend 1 resource on Henamarth Riversong. With planning done we are ready for our final quest phase. There is no trickery with the encounter deck in this stage, we simply have keep the objective attached and beat the threat in the staging area by enough to put 8 progress on the last quest card.

Hunt for Gollum #2

Before staging, we will go ahead and spend the last 2 resources from Denethor to play Secret Paths on the West Bank in the staging area. With that done, we will commit everyone except Faramir to the quest, spending a resource to ready Aragorn. Lastly, we will trigger Faramir’s ability to give each character an additional willpower. We now count 17 willpower against 0 threat in the staging area, so barring catastrophe, we should win this round. For staging we reveal: an Evil Storm, which has no effect. With 17 progress we easily explore West Bank and put 14 progress on the final quest stage. We have won the game!

Score and Recap

So after long meanderings on both shores of the Anduin, even into the Eaves of Mirkwood, we have discovered a clue that will help us in our Hunt For Gollum. Through clever planning, and with the help of Self Preservation, we ended the game without any damage on our heroes. We end with a total threat of 32, after 7 full rounds (rounds tally during the refresh phase). The Gladden Fields that we explored early on was worth 3 victory points, so our final score is:

32 (threat) + 70 (rounds) + 0 (damage) – 3 (victory) = 99

In this bear’s humble opinion, The Hunt for Gollum is certainly not the best-designed quest  in the Shadows of Mirkwood cycle, but it does serve as a good test of our strategic skills. Having to manage our threat, handle locations with nasty travel and active effects, and deal with enemies that synergize with other encounter cards, are all skills that we will be putting to use as we continue on our adventures along Beorn’s Path. Until next time, happy travels.

Beorn's Path 8

Posted in Beorn's Path, New Players, Strategy | Tagged , , , , , , , , | 2 Comments

News: The Future of the Hall of Beorn

We’ve got exciting news about the future of the Hall of Beorn. After extensive research, including focus groups with the aid of Saruman the many-colored, the format of this site will be undergoing some dramatic changes. If the 21st century has taught us anything, it is that reading is lame. Why would anyone want to read thousands of pages of the stories of J.R.R. Tolkien when they could just see funny derivative cat pictures based on those stories. Better still, are half-baked references to dimly-remembered scenes from one of the movies based on those stories. When it comes to modern media, the more meta, the better.

The same is true of our beloved Living Card Game. Up to this point, articles have involved in-depth analysis of play strategy and deck building. What we at Orthanc Entertainment Industries LLC™ have learned is that people don’t like to read. Reading is difficult and causes headaches. People mostly visit this site for the pictures and only occasionally do they accidentally read bits of an article when their eyes happen to spot a word that they recognize. Working hard to create something of lasting value is a fool’s errand, it is much easier just to determine the lowest common denominator and then adjust all media to that universal standard of mediocrity.

So without further ado, we at Orthanc Entertainment Industries LLC™ are proud to announce a permanent change to the format of this blog. Henceforth, every article on this site will consist solely of “ironic” Tolkien-themed pictures featuring cute animals, without all of those annoying words. Here is the first installment of what will no doubt become the most popular blog on the internet. Enjoy!

Image

Posted in Community, Fun, News | Tagged , , , , , , , , , , , | 3 Comments

Deck: Two Kingdoms Reunited

This deck is an attempt at combining the best of the Gondor and Dúnedain cards currently in print. Elendil and his sons set sail in nine ships, leaving Númenor and establishing two kingdoms in Middle-Earth. The Dúnedain lead by Aragorn are all that remains of the once-proud northern kingdom of Arnor. The Southern Kingdom of Gondor still stands, and is championed by Boromir, son of Denethor and Steward to the Kings.

The main strategy of this deck is to use superior resource generation to field an army of allies that will provide us with numerical superiority. Sword that was Broken and Faramir will transform otherwise weak-willed allies into questing champions. Similarly, Boromir’s ability will give a boost to the lowliest errand-rider allowing us to overwhelm enemies on the counter-attack. With limited card draw, this deck will often end up with excess resources. In this case, that actually works to our advantage as each of our heroes starts with 2 defense so Blood of Númenor along with some unspent resources can turn them into a rock-solid defender. Alternatively, for bigger enemies we can use a cheap ally as a chump blocker then reap the benefits of our valiant sacrifice.

During testing this deck has performed well, even against more challenging scenarios like Conflict at the Carrock. Damrod’s ability is often maligned, but with 4 trolls and a warg in the staging area, I was able to discard him after questing to lower my threat by 5. Northern trackers help with some location control and errand-riders ensure that resources are where they need to be. As always, Gandalf is a critical piece of this deck, which takes particular advantage of his versatility. With ample resource generation, the wizard can help us draw cards on which to spend our bounty. Alternatively, our starting threat of 30 can be problematic, something that a sneak attacked Gandalf can solve very quickly. Killing pesky enemies in the staging is another specialty of our Istari friend. While the deck can certainly use some bolstering of the the Gondor and Dúnedain traits, it is a solid foundation for these themes.

Boromir (HoN)Blood of NumenorSteward of Gondor

Heroes:
Aragorn (Core)
Boromir (HoN)
Eleanor

Allies: 25
Errand-Rider x3
Envoy of Pelargir x3
Guard of the Citadel x3
Dúnedain Watcher x3
Son of Arnor x2
Faramir x2
Damrod x2
Northern Tracker x2
Citadel Custodian x2
Gandalf (Core) x3

Attachments: 10
Blood of Númenor x2
Steward of Gondor x3
Celebrian’s Stone x2
Sword that was Broken x3

Events: 15
A Very Good Tale x3
Wealth of Gondor x3
Sneak Attack x3
Valiant Sacrifice x3
The Galadhrim’s Greeting x3

Posted in Deck Lists, Fun, Lore, Strategy | Tagged , , , , , , , , , , , | 3 Comments

Deck: Háma Takes Archery Lessons

During the interminable wait for the Against the Shadow cycle to begin, I’ve been replaying the Heirs of Numenor scenarios. Rather than use the standard hyper-aggressive decks (Dwarves, Beorn, Elrond, etc.) I’ve been looking at different approaches that can also be successful. For me, part of the appeal to deck-building is using overlooked cards to make unique designs. This deck is all about taking some familiar cards, in combination with some rarely used cards, to create a lock on the staging area. By killing and disabling enemies as they enter the staging area, this seemingly weak deck can successfully navigate challenging quests like Into Ithilien.

Dunedain CacheHands Upon the BowEveryone is familiar with Háma’s card-recursion abilities, with most decks using Feint to ensure that at least one enemy cannot attack each round. This deck takes a more proactive approach. By attaching Dunedain Cache, Háma gains Ranged, which allows him to use Hands Upon the Bow to attack the staging area. With a deck filled with Eagle allies, Support of the Eagles ensures that Háma will kill any enemy (except the mighty Mumak) that enters the staging area. Ranger Spikes and Feint help slow the initial onslaught, and Hails of Stones is another great option for clearing the staging area, once we get an army of cheap allies into play. Háma is not limited to returning Hands Upon The Bow after he attacks, multiple uses of The Eagles Are Coming! is a great way to fill our hand with helpful eagle allies. Feint can also obviously be used in the traditional style if we need to just hold off an attacking enemy until we can kill it.

Eagles of the Misty MountainsSupport of the EaglesEagles are particularly effective in Battle and Siege quests as they provide high attack or defense for a low cost. Eagles of the Misty Mountains are the most important ally in this deck as they provide insurance for your low-hit point allies. If you are questing in a Battle with all of your eagles and a Blocking Wargs kills your Vassals of the Windlord, the dead Vassals can become attachments on the Eagles. Not only will this help offset the lost attack for the quest, but it will also increase the defense of the Eagles of the Misty Mountain for subsequent Siege quests. It is relatively easy with this deck to get an Eagles of the Misty Mountains that has 5 attack and defense, which ensures that Háma (with Support of the Eagles) can kill anything that enters the staging area. Using Hands Upon the Bow proactively like this is particularly effective with enemies like the Haradrim Elite that will try to attack immediately when they enter play.

Theodred and Bifur are here for support. Not only do they help out with Battle and Siege questing, respectively, but they both have resource smoothing abilities that supplement the extra resources from Steward of Gondor. We want to provide Háma with maximum resources to pay for events and the more expensive allies. Once Steward and Dunedain Cahce are in play, Theodred should usually always send his resource to Bifur.

Lastly, the deck is rounded out with card draw, not only with the aforementioned The Eagles Are Coming!, but Gleowine and Master of the Forge provide it more consistently. Radagast the Brown serves many roles, providing a bit of extra resource generation as well as some healing and a bit of much-needed willpower for the few traditional quest stages. The early game is critical in each of the Heirs of Numenor scenarios, so we have some cheap allies that will serve as chump blockers. The basic strategy of this deck is to stall until we can setup Háma with the necessary attachments to patrol the staging area. Cram allows Háma to take multiple actions, whether killing multiple enemies in the staging area or using the defense boost of Support of the Eagles to block one of the bigger enemies.

HamaTheodredBifur

Heroes:
Háma
Theodred
Bifur

Allies: 24
Snowbourn Scout x3
Vassal of the Windlord x3
Winged Guardian x3
Erebor Hammersmith x2
Gleowine x3
Master of the Forge x3
Descendant of Thorondor x2
Eagles of the Misty Mountains x3
Radagast x2

Attachments: 15
Cram x3
Dunedain Cache x3
Steward of Gondor x3
Ranger Spikes x3
Support of the Eagles x3

Events: 11
The Eagles Are Coming! x3
Feint x3
Hail of Stones x2
Hands Upon the Bow x3

Posted in Deck Lists, Strategy | Tagged , , , , , , , , , , | 9 Comments