Quote

"There are some things that it is better to begin than to refuse, even though the end may be dark." - Aragorn,The Two Towers

Monday, September 29, 2014

Looking Back: The Dwarrowdelf Cycle

I loved the Dwarrowdelf Cycle as it was being released (and I think I'm not the only one). Sure, I only played half the scenarios at that point, but the additions to the card pool were fantastic. They blew Mirkwood out of the water. Elves, dwarves, secrecy, and a ton of other just generally useful cards. It is rare that I build a deck without a few cards from this pool. 

And now I get to appreciate all of the quests!

Out of the six quests, I've labeled four as "Favorite Quests": Redhorn Gate, Road to Rivendell, Foundations of Stone, Shadow & Flame. These are the ones I want to return to repeatedly in the future. But you know what? If someone wanted to take on The Watcher in the Water or trek down the Long Dark, I wouldn't pass up that opportunity either. They're still solid quests (even if Watcher is a bit rough with just any old deck).

This is best full cycle released yet and should be a high priority for new players looking to expand their collection. And do you like the dwarf aspect? Then definitely pick up Khazad-dum and the two Hobbit saga expansions. 

Saturday, September 27, 2014

Quest 18: Shadow and Flame

Victory on the fourth attempt!

The Deck

In my first attempt with an new deck, I like to go in "blind." A four-sphere Dwarf deck (thanks to Oin) is something I'd been wanting to play with. So I did, and I lost. Next?

I wasn't quite ready to fully purse others decks yet, but (while looking up clarification on Counter-spell) I saw someone had said tactics + eagles was a sure thing. Alrighty! And that deck may have had promise, but an early hero death stalled out any forward momentum I had and I conceded the match.

Now it's time to look around. And there were a lot of great ideas out there. But before I found the deck I wanted, an idea hit me: Outlands! I've been wanting to run an Elrond Outlands deck and have not gotten around to it yet. So I got the deck together, intending on coming back in the afternoon and finishing the quest, when a I suddenly remembered that someone had mentioned how Secrecy was so great in this quest. Secrecy? Wait a minute...you reset your threat to zero at the start of stage 1B. This quest is perfect for Secrecy! When else can you play three regular-large threat heroes and all the Secrecy cards your heart desires?

So I mixed both ideas together and went for it. I was especially excited to try out Noiseless Movement, from my just-purchased The Three Trials. Until I drew the card. Then I realized it stopped engagement checks, which do not apply to Durin's Bane, and I thus had a useless card in my hand. It was worse when I drew a second one.

No bother, I'll press forward. But a bad blocking choice + a nasty shadow effect left me with Hirulin the Fair dead and the deck is a bit hard to work with if he's not around. I tried to make it work, but death came quickly.

Alright, what can serve the purpose that I intended for Noiseless Movement (namely, holding off the Balrog one more turn). A quick search for Secrecy brought Out of Sight to my attention, a card I have yet to use. Okay, let's switch them out and see how this goes...

Elrond's Outlandish Secret

Heroes
Hirluin the Fair
Eleanor
Elrond

Allies
Anfalas Herdsman x3
Ethir Swordsman x3
Forlong x1
Hunter of Lamedon x3
Knights of the Swan x3
Warrior of Lossarnach x3
Gandalf x3

Attachments
Steward of Gondor x2
Resourceful x3

Events
A Very Good Tale x3
A Test of Will x3
Elrond's Counsel x3
Dwarven Tomb x2
Peace, and Thought x3
Risk Some Light x3
Timely Aid x3
Men of the West x3
Out of Sight x3

Sets Used
Core
The Redhorn Gate
The Watcher in the Water
The Long Dark
Shadow and Flame
Over Hill and Under Hill
Heirs of Numenor
The Steward's Fear
The Druadan Forest
Assault on Osgiliath

An event-heavy deck for Shadow and Flame? "But what about counter-spell?" you might ask. Eleanor, my friend. Her whole purpose is to stand at the ready, uncommitted to the quest, prepared to cancel the When Revealed effects of Counter-spell and Watchful Eyes. A Test of Will x3 is also present to help her out.


The Journey

A slow, but steady start that built into a landside.

Player Setup
Set starting threat to 28
Draw: A Very Good Tale, Out of Sight, Risk Some Light, A Test of Will, Ethir Swordsman, Gandalf
I would like to see a few more Outlands allies and resource capability, but I'm happy to see A Test of Will and Out of Sight. And if I have to pick one Outlands ally to have, Ethir Swordsman is the guy.

Encounter Setup
Add Durin's Bane to the staging area
Flip to stage 1B
Reduce threat to 0
Reveal no cards (1 less than 1)

Round 1
Resource Phase
+1 Hirluin the Fair (1), +1 Eleanor (1), +1 Elrond (1)
Draw: Resourceful

Planning Phase
Play: Resourceful (Hirluin -1)
Play: Risk Some Light. Look at: Stray Goblin, Goblin Tunnels, Leaping Flame. Put Stray Goblin on the deck, with Goblin Tunnels beneath it. Place Leaping Flame on the bottom of the encounter deck.

Quest Phase
Commit: Hirluin the Fair, Eleanor, Elrond
Total willpower: 5
Reveal: Stray Goblin
Total threat: 5
No progress placed

Travel Phase
None

Encounter Phase
None

Combat Phase
None

Refresh Phase
Ready all
Raise threat to 1

Round 2
Resource Phase
+1 Hirluin (1), +1 Eleanor (2), +1 Elrond (2)
+1 Hirluin (2; Resourceful)
Draw: Timely Aid

Planning Phase
Play: Timely Aid (Hirluin -1). Reveal: Timely Aid, Peace and Thought, Knights of the Swan, A Very Good Tale, Elrond's Counsel, Warrior of Lossarnach.
Hmm...I want a few Knights in play eventually, but lets see if I can get the Outlands shields up
Put Warrior of Lossarnach into play, shuffling the other cards back into the player deck
Play: Ethir Swordsman (Elrond -2)
Play: A Very Good Tale. Exhaust Either Swordsman, Warrior of Lossarnach. Discard: Men of the West, Gandalf, Out of Sight, Forlong, Warriror of Lossarnach.
Put Warrior of Lossarnach into play
Not the best draw. I would have loved to see at least two allies get into play.

Quest Phase
Commit: Elrond, Hirluin the Fair, Warrior of Lossarnach
I want to hang out in this stage for a little longer, building up my forces, and I know Goblin Tunnels is coming out next.
Total willpower: 7
Reveal: Goblin Tunnels
Total threat: 7
No progress placed

Travel Phase
Travel to Goblin Tunnels

Encounter Phase
None

Combat Phase
Neglected to give Durin's Bane a shadow card, since I played...
Play: Out of Sight (Eleanor -2)
...and then the shadow would have been discarded. Would have mattered if the second card I peeked at was not revealed already this turn.

Refresh Phase
Ready all
Raise threat to 2

Round 3
Resource Phase
+1 Hirluin (2), +1 Eleanor (1), +1 Elrond (1)
+1 Hirluin (3; resourceful)
Draw: A Very Good Tale

Planning Phase
Play: A Very Good Tale. Warrior of Lossarnach, Ethir Swordsman. Discard: Risk Some Light, Men of the West, Timely Aid, Out of Sight, Anfalas Herdsman
Anfalas Herdsman? These are not very good tales, in my opinion
Put Anfalas Herdsman into play
Play: Gandalf (Hirluin -3, Eleanor -1, Elrond -1). Draw 3 cards: Steward of Gondor, Peace and Thought, Elrond's Counsel
Nice! Elrond's Counsel will buy me a little bit more time to build up this army

Quest Phase
Commit: Hirluin, Elrond, Warrior of Lossarnach Anfalas Herdsman
Total willpower: 8
Reveal: Second Deep
Total threat: 8
Play:  Elrond's Counsel. Reduce threat to 0, increase total willpower to 9
Place 1 progress on Goblin Tunnels

Encounter Phase
Engage Stray Goblin
I have a defender and I want to try to keep this staging area free

Combat Phase
Add shadow card to Stray Goblin
Stray Goblin attacks. Eleanor defends. Shadow: The Mountain's Roots (+1 attack). No damage dealt.
Risky, since loosing a hero to a nasty shadow effect last game cost me the game itself, but this made it possible for...
Gandalf declares an attack on Stray Goblin, destroying it

Refresh Phase
Ready all
Raise threat to 1
Discard Gandalf from play

Round 4
Phew. Made it this far without a single attack from Durin's Bane and a small force building up. Good place to be!
Resource Phase
+1 Hirluin (1), +1 Eleanor (1), +1 Elrond (1)
+1 Hirluin (2; Resourceful)
Draw: Ethir Swordsman

Planning Phase
Play: Steward of Gondor (Hirluin -2). Attach to Hirluin.
Exhaust Steward of Gondor. +2 Hirluin (2)
Play: Ethir Swordsman (Hirluin -2)

Quest Phase
Commit: Elrond, Hirluin the Fair, Ethir Swordsman x2, Warrior of Lossarnach #1
Total willpower: 15
Reveal: Whip Lash
Exhaust Eleanor to cancel When Revealed effect. Reveal a new card.
Reveal: Massing in the Deep. Doomed 1 (Raise threat to 2). Reveal 1 additional card.
Reveal: Inner Flame (+3 attack to Durin's Bane)
Total threat: 7
Place 6 progress on Goblin Tunnels, exploring it
Place 2 progress on stage 1B (2/9)

Encounter Phase
None

Combat Phase
Deal a shadow card to Durin's Bane
Durin's Bane attacks. Anfalas Herdsman defends. Shadow: Ranging Goblins (no effect). Anfalas Herdsman is destroyed.

Refresh Phase
Ready all
Increase threat to 3
Play: Peace and Thought (Elrond -1). Exhaust Elrond, Eleanor. Draw: Elrond's Counsel, Knights of the Swan, Steward of Gondor, A Test of Will, Timely Aid, Peace and Thought
Another Elrond's Counsel! That is nice to see

Round 5
Resource  Phase
+1 Hirluin (1), +1 Eleanor (2), +1 Elrond (1)
+1 Hirluin (2; Resourceful)
Draw: Resourceful
Exhaust Steward of Gondor. +2 Hirluin (4)

Planning Phase
Play: Timely Aid (Hirluin -1). Look at: Hunter of Lamedon, Hunter of Lamedon, Resourceful, Knights of the Swan, Dwarven Tomb.
Not going to miss this opportunity again. Time to start working on my attach strength.
Put Knights of the Swan into play. Shuffle remainder into player deck.
Play: Knights of the Swan (Elrond -1)
Play: Resourceful (Hirluin -1). Attach to Hirluin.

Quest Phase
Commit: Hirluin the Fair, Ethir Swordsman x2, Warrior of Lossarnach x2, Knights of the Swan x2
Total willpower: 19
Reveal: Leaping Flame
Play: A Test of Will (Eleanor -1)
Total threat: 7
Play: Elronds Counsel. Decrease threat to 0, increase total willpower to 20
Place 13 progress on stage 1B, clearing it
Advance to stage 2A, flip to 2B
Place 4 progress on stage 2B (4/16, 2B's effect)

Travel Phase
None

Encounter Phase
None

Refresh Phase
Ready all
Raise threat to 1

Round 6
Resource Phase
+1 Hirluin (3), +1 Eleanor (2), +1 Elrond (1)
+2 Hirluin (5; Resourceful x2)
Draw: Dwarven Tomb
Exhaust Steward of Gondor. +2 Hirluin (7)

Planning Phase
None

Quest Phase
Commit: Elrond, Either Swordsman x2
Total willpower: 9
Reveal: Orc Drummer
Total threat: 10
Increase threat to 2
Place 4 progress on stage 2B (8/16)

Travel Phase
Travel to Second Deep

Encounter Phase
Engage Orc Drummer

Combat Phase
Deal shadow cards to Orc Drummer, Durin's Bane
Orc Drummer attacks. Eleanor defends. Shadow: Massing in the Deep (+1 attack). No damage dealt.
Durin's Bane attacks. Warrior of Lossarnach attacks. Shadow: Inner Shadow (no effect). Warrior of Lossarnach is destroyed.
Hirluin the Fair, Warrior of Lossarnach, Elrond, Knights of the Swan #2 the Swan x2 declare an attack on Durin's Bane. 10 attack vs. 3 shields = 7 damage dealt (7/27).

Refresh Phase
Ready all
Increase threat to 3
Regenerate: Remove 3 damage from Durin's Bane (4/27)

Round 7
Resource Phase
+1 Hirluin (8), +1 Eleanor (3), +1 Elrond (2)
+2 Hirluin (10; Resourceful x2)
Draw: Peace and Thought
Exhaust Steward of Gondor. +2 Hirluin (12)
These resource numbers are based on what they should have been, looking at my notes. As you can see from how I play cards later on, I missed adding some of the extras on Hirluin for this around and probably next. If I realized I could have laid all of my allies out this turn, I would have and would have tried to go for the win one round earlier). 

Planning Phase
None

Quest Phase
Commit: Either Swordsman x2, Knights of the Swan x2
Total willpower: 10
Reveal: Watchful Eyes
Play: A Test of Will (Eleanor -1)
Play: Dwarven Tomb (Eleanor -1)
Play: Elrond's Counsel. Decrease threat to 0, increase willpower to 11.
Total threat: 4
Place 3 progress on Second Deep, exploring it
Place 4 progress on stage 2B (12/16)

Combat Phase
Deal shadow card to Orc Drummer
Orc Drummer attacks. Warrior of Lossarnach defends. Shadow: Many Thronged Whip (no effect). No damage dealt. 
Elrond, Hirluin the Fair declare an attack on Orc Drummer, destroying it

Refresh Phase
Ready all
Raise threat to 1
Play: Peace and Thought. Exhaust Elrond, Eleanor.
Draw: Warrior of Lossarnach, Anfalas Herdsman, Men of the West, Elrond's Counsel.
Regenerate: Remove 3 damage from Durin's Bane (1/27)

Round 8
Resource Phase
+1 Hirluin (13), +1 Eleanor (4), +1 Elrond (2)
+2 Hirluin (15; Resourceful x2)
Draw: Hunter of Lamedon
Exhaust Steward of Gondor. +2 Hirluin (17)

Planning Phase
Play: Anfalas Herdsman (Elrond -1)
Play: Hunter of Lamedon (Elrond -1, Hirluin -1)
Reveal: Gandalf. Discard.
Play: Men of the West (Hirluin -3). Move: Forlong, Anfalas Herdsman, Warrior of Lossarnach to hand
Play: Forlong (Hirluin -3)
Play: Anfalas Herdsman (Hirluin -1)

Quest Phase
Commit: Either Swordsman #1, Knights of the Swan #1
Total willpower: 5
Reveal: Goblin Swordsman
Total threat: 5
Play: Elrond's Counsel. Reduce threat to 0, increase total willpower to 6
Place 1 progress on stage 2B (13/16)

Encounter Phase
Engage Goblin Swordsman

Combat Phase
Deal shadow card to Goblin Swordsman
Goblin Swordsman attacks. Forlong defends. Shadow: Chance Encounter +3 attack. Goblin Swordsman deals 4 damage (4/5, due to two Anfalas Herdsmen in play)
Knights of the Swan, Hunter of Lamedon declare an attack on Goblin Swordsman, destroying it.

Refresh Phase
Ready all
Raise threat to 1
\Regenerate: Remove 1 damage from Durin's Bane (0/27)

Round 9
Resource Phase
+1 Hirluin (10), +1 Eleanor (4), +1 Elrond (1)
+2 Hirluin (12; Resourceful x2)
Draw: Anfalas Herdsman
Exhaust Steward of Gondor. +2 Hirluin (14)

Planning Phase
Play: Anfalas Herdsman (Elrond -1)
Play: Warrior of Lossarnach (Hirluin -2)
Play: Warrior of Lossarnach (Hirluin -2)
Let's take stock of what we have down, in terms of Outlands allies: Forlong, Hunter of Lamedon x1, Ethir Swordsman x2, Knights of the Swan x2, Warrior of Lossarnach x3, Anfalas Herdsman x3. I don't believe a single thing I hear about Outlands being overpowered. 

Quest Phase
Commit: Eleanor, Forlong
Total willpower: 4
Reveal: Second Deep
Total threat: 7
Raise threat to 4
Place 4 progress on stage 2B (2B's effect), clearing it
Advance to stage 3A, flip to 3B
Durin's Bane attacks. Forlong defends. Shadow: Stray Goblin (+1 attack). Forlong is destroyed.
Move Dark Pit to the staging area

Travel Phase
Ready Forlong
Second Deep

Encounter Phase
None

Combat Phase
Deal shadow card to Durin's Bane
Durin's Bane attacks. Anfalas Herdsman #1 defends. Shadow: Second Hall (no effect). Anfalas Herdsman takes 2 damage and survives (2/4, due to Warrior of Lossarnach's effect and Anfalas Herdsman's effect)
Declare an attack on Durin's Bane with: Elrond, Hirluin the Fair, Ethir Swordsman x2, Warrior of Lossarnach x3, Hunter of Lamedon, Anfalas Herdsman x2, Knights of the Swan x2.
31 damage vs. 3 shields = 28 (28/27)

Refresh Phase
Ready all
Raise threat to 5
Regenerate: Heal 3 damage from Durin's Bain (25/27)

Round 10
Resource Phase
+1 Hirluin (11), +1 Eleanor (5), +1 Elrond (1)
+2 Hirluin (13; Resourceful x2)
Draw: A Very Good Tale
I have just about everyone out, so no reason to use this and lose potential questing/fighting power
Exhaust Steward of Gondor. +2 Hirluin (15)

Planning Phase
Play none

Quest Phase
I need to quest just enough to get through the Second Deep, while keeping the firepower around to kill Durin's Bane. I want the ability o deal a minimum of 10 damage to him, in case Inner Shadow comes up.
Commit: Eleanor, Elrond, Anfalas Herdsman x2, Knights of the Swan x2
Total willpower: 12
Reveal: Goblin Scout
Total threat: 7
Place 3 progress on Second Deep, exploring it
Place 2 progress on stage 3B

Travel Phase
Travel to Dark Pit

Encounter Phase
None

Combat Phase
Deal shadow card to Durin's Bane
Durin's Bane attacks. Anfalas Herdsman #1 defends. Shadow: Goblin Swordsman (add to staging area). Anfalas Herdsman is destroyed.
Either Swordsman x2 declare an attack on Durin's Bane, dealing 3 damage (28/27)

Refresh Phase
Ready all
Raise threat to 6
Exhaust Warrior of Lossarnach x3 to trigger Dark Pit's effect. Discard: Hunter of Lamedon, A Test of Will, Hunter of Lamedon.
Durin's Bane is banished into the Pit. Game over!

Final Scoring
9 Completed Rounds x10: 90
Final Threat: 6
Total Damage on Heroes: 0
Total Threat of Destroyed Heroes: 0
Victory Display: 0
Total: 96


The Recap

Let's admit it: I got some great draws from the player deck (the ability to use Elrond's Counsel four times when it was early enough to matter?) and nothing too terrible from the encounter deck. That had nothing to do with me. I did, however, learn my lesson from Attempt #3 and kept the staging area as clear as I possible could.

But, even with the luck I had, I saw that this quest is beatable. This deck idea (which I'm sure I'm not the first one to bring to the table) came about while looking at quite a few other decks (dwarves, tactics, secrecy, dwarves) that other people had success with. I even think the tactics/eagle deck I tried on Attempt #2 could have seen a victory after some polishing.

And this quest felt more fun than just purely tough. I love the element of a life & death struggle with the Balrog, where you're only hope is to banish him somehow. I know Hero Gandalf will have his own chance to go up against this ancient foe soon, but wouldn't it be great to bring him back here as well? Or how about some of those amazing Silvan decks that are possible now?

End the end, I found that this is definitely one challenge I want to go up against again. 

Friday, September 26, 2014

The Half-Way Point

Wow, 36 days in and 1/2 of the challenge completed. I did not expect to have this much done at this point! Can't promise the same rate for the second half (but can't guarantee it will not be the case, either).

Surprise wins, surprise losses (Into the Pit), plenty of small mistakes (too many to list), and a lot of fun. This really is a great game and the designers are continuing to add creativity and freshness to it.

I've started tagging "Favorite Quests." This means the quests that I want to keep in mind to return to often for future games (both solo and multi-player). What makes a favorite quest for me? Balance. I don't want a cake-walk, but I don't want a hopeless situation either. It's okay if a specific attempts gives me either outcome, but there are some quests where you will usually get one or the other with either no challenge or no hope in sight. Easy ones are often worse for me. The game gets boring when it just feels like "Draw, quest, fight a little (or not), repeat x times and done." The game is great when there is variety built into the quest itself (Steward's Fear, Foundations of Stone) or if there are meaningful choices the player has to make. From the previews I've seen, it looks like quests of both nature are on the horizon.

Going Forward

I will take on the last Dwarrowdelf quest, Shadow and Flame, solo, then move onto The Hobbit saga boxes. My wife and I will work on Blood of Gondor and Morgul Vale together, moving onto The Black Riders after that. Massing at Osgiliath and Heirs of Numenor will be solo efforts on my part. We'll wait to see about Voice of Isengard and any Ringmaker Cycle adventures.

The goal was to stop on my purchases, enjoy the game, and then evaluate at the end. But I'm a bit eager to reward myself for getting this far! Some more thought will go into the decision, but don't be surprised to see the Status box updated with a few more quests to complete and player cards in hand!

Thursday, September 25, 2014

Quest 17: Foundations of Stone

Victory on the second attempt!

The Journey

Another "new to me" quest we never quite got to, I had heard this one is A) loved by many and  B) has a neat mechanic of splitting up the team somehow. Wanting to simply test the waters, I went to my standby test deck lately: mono-Spirit dwarves. I have yet to find the right quest for this deck, so I've simply been using it to help me figure out what needs to go into the "real" deck for a given quest. Then, surprise, it wins! And, no surprise, I make a few major mistakes (including not taking all the steps for stage 3B, Washed Away). So scratch that attempt and start again.

Note: Twice, I neglected to add another encounter card due to Watchful Eyes effect. The first was the round before clearing stage 2B, so it would have been washed away itself (but possibly added to the Foundations of Stone deck). The second was during round 6. In both cases, if I had not quested with Nori (who had the card attached), I would have still had enough willpower to proceed to the next stage. Still, a detail I need to watch out for in the future. 

Player Setup
Set starting threat to 26
Draw: Fili, Bofur, Erebor Battle Master x2, Ever My Heart Rises, Khazad! Khazad!
Fili instead of Kili, no A Test of Will, and no Gandalf. I'm going to try my luck again.
Mulligan: Erebor Battle Master, Kili, Heavy Stroke, Unexpected Courage, Gandalf, Khazad! Khazad!
Two of my three-card wish list? I'll take it!

Encounter Setup
Attach Cave Torch to Nori
Advance to stage 1B
Reveal: Goblin Swordsman

Round 1
Resource Phase
+1 Dwalin (1), +1 Nori (1), +1 Oin (1)
Draw: Thror's Key

Planning Phase
Play: Thror's Key (Dwalin -1). Attach to Oin
There are a few locations with effects I would rather mitigate, if possible

Quest Phase
Commit: Nori, Oin
Total willpower: 4
Reveal: Lightless Passsage
Not quite nasty enough for me to want to use the Key
Total threat: 4
No progress placed

Travel Phase
None

Engagement Phase
Engage Goblin Swordsman

Combat Phase
Deal a shadow card to Goblin Swordsman.
Goblin Swordsman attacks. Dwalin defends. Shadow: Branching Paths (no effect). One damage dealt to Dwalin (1/4).
Exhaust Cave Torch. Place 3 progress on Lightless Passage (3/4). Discard: Branching Paths (no effect).

Refresh Phase
Ready all
Raise threat to 28

Round 2
Resource Phase
+1 Dwalin (1), +1 Nori (2), +1 Oin (2)
Draw: Imladris Stargazer

Planning Phase
Play: Gandalf (Dwalin -1, Nori -2, Oin -2)

Quest Phase
Commit: Oin, Nori, Gandalf
Total willpower: 8
Reveal: Watchful Eyes. Attach to Dwalin.
Exhaust Cave Torch. Place 3 progress on Lightless Passage, exploring it. Discard: Fouled Well (no effect).
Total threat: 0
Place 8 progress on stage 1B (8/9)

Encounter Phase
None

Combat Phase
Deal shadow card to  Goblin Swordsman
Goblin Swordsman attacks. Gandalf defends. Shadow: Zigil Mineshaft (no effect). No damage dealt.

Refresh Phase
Ready all
Raise threat to 29
Raise threat to 31 to keep Gandalf in play

Round 3
Resource Phase
+1 Dwalin (1), +1 Nori (1), +1 Oin (1)
Draw: Blue Mountain Trader

Planning Phase
Play: Kili (Dwalin -1, Nori -1, Oin -1). Reduce threat to 30 (Nori's effect). Search deck and put Fili into play. Shuffle.

Quest Phase
Commit: Nori, Gandalf
Total willpower: 6
Reveal: Goblin Swordsman
Total threat: 1
Place 5 progress on stage 1B, clearing it
Proceed to stage 2A, flip to 2B

Encounter Phase
Engage Goblin Swordsman #2

Combat Phase
Deal shadow cards to Goblin Swordsman x2
Goblin Swordsman #1 attacks. Oin defends. Shadow: Goblin Scout (no effect). Deal two damage to Oin (2/4).
Goblin Swordsman #2 attacks. Gandalf defends. Shadow: Watchful eyes (no effect). No damage dealt.
Dwalin, Kili declare an attack on Goblin Swordsman, destroying it. Reduce threat to 28 (Dwalin's effect).
Reveal (Watchful Eyes' effect): Crumbling Ruin. Exhaust Fili. Discard: Fili. Discard Fili from play.
Shame! No chance to get him back into play this game now.

Refresh Phase
Ready all
Raise threat to 29
Raise threat to 31 to keep Gandalf in play

Round 4
Resource Phase
+1 Dwalin (1), +1 Nori (1), +1 Oin (1)
Draw: Kili

Planning Phase
Play: Unexpected Courage (Dwalin -1, Nori -1). Attach to Dwalin.

Quest Phase
Commit: Oin, Nori, Gandalf
Discard (stage 2B's effect): Dwarrowdelf Axe, A Test of Will.
Total willpower: 8
Reveal: Watchful eyes. Attach to Nori
Place 8 progress on stage 2B (8/12)

Travel Phase
None

Encounter Phase
None

Combat Phase
Deal shadow card to Goblin Swordsman
Goblin Swordsman attacks. Gandalf defends. Shadow: Goblin Swordsman (add to staging area). No damage dealt.
Dwalin, Kili declare an attack on Goblin Swordsman, destroying it. Reduce threat to 29 (Dwalin's ability).
Exhaust Unexpected Courage to ready Dwalin
Note: Neglected to add a card for Nori's copy of Watchful eyes. It would have been a Goblin Follower, but I do not know what would have been revealed during the next quest phase.

Refresh Phase
Ready all
Raise threat to 30
Raise threat to 32 to keep Gandalf in play

Round 5
Resource Phase
+1 Dwalin (1), +1 Nori (1), +1 Oin (2)
Draw: Dwarrowdelf Axe

Planning Phase
Play: Imladris Stargazer (Dwalin -1, Nori -1)
As I'm likely going to push past 2B -> 3B -> 4B, I want a chump blocker out. And if I don't need that, then I can use her to get the best card possible for next round.

Quest Phase
Commit: Oin, Nori, Gandalf
Neglected to discard my two cards.
Total willpower: 8
Reveal: Goblin Follower. Engaged by Goblin Follower.
Total threat: 1
Place 7 progress on stage 2B, clearing it.
Proceed to stage 3A, flip to 3B.
Here's where it gets crazy.
Discard Thror's Key into player discard.
Discard Watchful Eyes x2, Cave Torch, Goblin Follower, Goblin Swordsman into encounter discard
Shuffle enemies and treacheries from encounter discard into Foundations of Stone deck.
Remove encounter deck from play, replace with Foundations of Stone deck.
Proceed to stage 4B (after shuffling them around a bit).
Stage 4B: Old One's Lair
Reveal 1: Crumblin Ruin. Exhaust Imladris Stargazer. Discard: Bofur. Discard Imladris Stargazer from play.
Not quite the chump block I was thinking of, but that will work.
Reveal 2: Watchful Eyes. Attach to Dwalin.
Reveal 3: Drowned Treasury
Reveal 4: Goblin Swordsman
That went a lot better than it could have, with some of the nasty enemies in here.

Travel Phase
Travel to Drowned Treasury

Encounter Phase
Encounter Goblin Swordsman

Combat Phase
Deal shadow card to Goblin Swordsman.
Goblin Swordsman attacks. Gandalf defends. Shadow: Cave Torch (no effect). No damage dealt.
At least it's not a nasty effect, but I would have liked to get that back!
Dwalin, Kili declare an attack on  Goblin Swordsman, destroying it. Reduce threat to 30 (Dwalin's effect).

Refresh Phase
Ready all
Raise threat to 31
Raise threat to 33 to keep Gandalf in play

Round 6
Resource Phase
+1 Dwalin (1), +1 Nori (1), +1 Oin (3)
Draw: Untroubled by Darkness

Planning Phase
Play: Blue Mountain Trader (Dwalin -1, Nori -1). Reduce threat to 32 (Nori's effect).

Quest Phase
Commit: Dwalin, Nori, Oin, Gandalf, Kili, Blue Mountain Trader
Total willpower: 11
Reveal: Moria Bats
Total threat: 1
Place 3 progress on Drowned Treasury, exploring it. Draw: Zigil Miner, Ancient Mathom
Place 7 progress on stage 4B, exploring it
Proceed to stage 5A, flip to 5B
Reveal: Watchful Eyes (add to Nori)

Travel Phase
None

Encounter Phase
Engage Moria Bats

Combat Phase
Deal shadow card to Moria Bats.
Moria Bats attack. Undefended. Shadow: Nameless Thing (no effect). Deal one damage to Nori.
Exhaust Unexpected Courage to ready Dwalin
Neglected to reveal a card for Nori's Watchful Eyes

Refresh Phase
Ready all
Raise threat to 33
Raise threat to 35 to keep Gandalf in play

Round 7
Resource Phase
+1 Dwalin (1), +1 Nori (1), +1 Oin (4)
Draw: A Test of Will

Planning Phase
Play none
While I feel confident in winning this turn, I should have played Zigil Miner to reduce my threat by 1.

Quest Phase
Commit: Dwalin, Nori, Oin, Gandalf, Kili, Blue Mountain Trader
Total willpower: 11
Reveal: Goblin Scout
Total threat: 3
Play: Untroubled by Darkness (Oin -2)
Updated total willpower: 16
Place 13 progress on stage 5B, exploring it and winning the game!

Final Scoring
6 Completed Rounds x10: 60
Final Threat: 35
Total Damage on Heroes: 4 (Dwalin 1, Nori 1, Oin 2)
Threat of Destroyed Heroes: 0
Victory Display: 0
Total: 99


The Deck

Once again, Over Hill and Under Hill Gandalf was the MVP of this deck (as he was with the Lore/Tactics deck I tried for The Long Dark). But the runner up was Untroubled by Darkness, which won the final stage for me in one go during both attempts. That was fun, as I've been wanting to see this card live up to its potential for a while.

Will of the Dwarves

Heroes
Dwalin
Nori
Oin

Allies
Bofur (The Redhorn Gate) x2
Imladris Stargazer x3
Zigil Miner x3
Erebor Battle Master x3
Kili x3
Fili x2
Gandalf (Over Hill and Under Hill) x3

Attachments
Thror's Key x3
Unexpected Courage x2
Map of Earnil x3
Miruvor x3

Events
A Test of Will x3
The Galadhrim's Greeting x3
Untroubled by Darkness x3
Power of Orthanc x3
Hasty Stroke x3
Late Adventurer x3
Dwarven Tomb x2

Sets Used
Core
Khazad-dum
The Redhorn Gate
The Long Dark
Foundations of Stone
Shadow and Flame
Over Hill and Under Hill
On the Doorstep
Assault on Osgiliath
The Voice of Isengard


The Recap

I can see why people love this scenario. It has a lot of creativity and variety. Yes, that would come out more in a multiplayer game, but it was enjoyable enough solo. During both attempts, I managed to draw Old One Lair as my stage 4B and get a pretty easy four-card set up, so there was a bit of luck on my side (plus my mistakes...). There are definitely some nasty cards that could have come up and put quite a damper on my day, as well as some more intense stage 4B options. My opinion might be different if I was beat-down by that part of the quest, but as it stands I think I'll be coming back to this one again.

Quest 25: Assault on Osgiliath

Victory on the second attempt

The Deck

Continuing with our Against the Shadow journey, my wife and I took a crack at this with Gondor/Rohan combination. I played mono-Spirit and she played mono-Leadership. They did their parts and were able to get out some crazy questing power. Example: our final turn, we were able to use Mutual Accord + Astonishing Speed to get a whopping 26 willpower going (with Rear Guard on hand to get us to 31). Maybe we'll return to those decks some day, but massive willpower is not what is needed for this quest and we died an early death in round 4 with no locations still claimed (out of 6 in play).

So what type of deck would work well for this quest?

When trying out a new quest, I try to avoid any talks of strategy in the forums (only browsing for answers to tricky questions that come up), so the obvious answer did not come to me right away. I thought about how to clear locations quicker (Thror's Map + Asfaloth?), how to deal with the massive amount of large enemies that could come up (Defender of Ramas?), how to deal with Siege and Battle conditions popping up (Vassal of the Windlord + Winged Guardian?).

Then it suddenly clicked. The combination so many have found before me was: Boromir + Ancient Harbor + The Old Bridge. In a two player game, The Old Bridge can be explored in one, then Ancient Harbor behind it. You simply need to peek & control the top card of the encounter deck (which Denethor can do). Risk Some Light can help to control the deck more, simply delaying the victory until the Resource Phase of the following round.

With the pattern in play, my wife and I decided it would be best for me to just knock this one out solo (which takes out the need to add in The Old Bridge to the equation). Combining the mono-Tactics and mono-Lore deck ideas gave me:

The Tactical Assault of Learned Men

Heroes
Boromir
Grima
Denethor

Allies
Henemarth Riversong x2
Defender of Rammas x3
Winged Guardian x3
Vassal of the Windlord x3
Anfalas Herdsman x3
Erebor Record Keeper x3
Knights of the Swan x3

Attachments
Keys of Orthanc x3
Palantir x3

Events
Daeron's Runes x3
Deep Knowledge x3
Mithrandir's Advice x3
The Seeing-stone x3
Risk Some Light x3
Ravens of the Mountain x3
Behind Strong Walls x3
Feint x3

Sets Used
Core
The Hunt for Gollum
The Dead Marshes
Khazad-dum
Foundations of Stone
Shadow and Flame
On the Doorstep
Heirs of Numenor
Assault on Osgiliath
The Steward's Fear
The Voice of Isengard

The ultimate goal here is to get Risk Some Light in your hand on the draw, the mulligan, or through a combination of The Seeing Stone + Deep Knowledge. This doesn't guarantee an instant win, but makes it just about there. Another good combination would be drawing a Palantir to use in combination with Denethor's ability. Use the Palantir to see if it would be worth having Denethor move the top card or not.


The Journey

Player Setup
Set starting threat to 28
Draw: Keys of Orthanc, Winged Guardian, Behind Strong Walls, Palantir, Knights of the Swan, Henemarth Riversong
No Risk Some Light, Deep Knowledge, or The Seeing-stone, but I'm pretty sure Denethor can get me the win as is. I'll go for it.

Encounter Setup
Search the encounter deck. Add Ancient Harbor and Southron Phalanx to the staging area. Shuffle.

Round 1
Resource Phase
+1 Boromir (1), +1 Grima (1), +1 Denethor (1)
Draw: The Seeing-stone
Alright, let's see if we can get a good combination going here.

Planning Phase
Play: The Seeing-stone (raise threat to 29). Search deck and add Deep Knowledge to hand.
Play: Deep Knowledge (raise threat to 31). Draw: Risk Some Light, Mithrandir's Advice
Nice! Time to manipulate the Encounter Deck for the win
Play: Keys of Orthanc (Boromir -1)
Play: Risk Some Light (Grima -1, Denethor -1, use Grimas ability to lower the cost by one and raise my threat to 32)
Look at the top three cards of the encounter deck: West Quarter, Counter-attack, Southron Support.
So a location was on top! Good thing I'm peeking. And next is a surge card. I'll put the non-surge on top, even though it's Doomed 3 and will make me add an enemy to the staging area. I'll just find another low-threat Southron Phalanx to add.
Move West Quarter to the bottom of the encounter deck
Place Southron Support on top of the deck, with Counter-attack beneath

Quest Phase
Commit: Grima
Total willpower: 2
Reveal: Southron Support. Doomed 3 (raise threat to 35). Search encounter deck and add Southron Phalanx to the staging area
Total threat: 3
Raise threat by 1 (threat 36)
Alright, just need to survive these two attacks with Boromir still alive and we're home free.

Travel Phase
None

Encounter Phase
Engage Southron Phalanx x2

Combat Phase
Deal shadow cards to Southron Phalanx x2
Southron Phalanx #1 attacks. Denethor defends. Shadow: Uruk Soldier (no locations controlled; no effect). No damage dealt.
Play: Behind Strong Walls (Boromir -1). Ready Denethor (+1 shield).
Southron Phalanx #2 attacks. Denethor defends. Shadow: Southron Commander (no effect). No damage dealt.
And here we go. It's best to wait until after all combat to take control of Ancient Harbor, in case an undefended attack slips through and causes you to loose control of the location.
Exhaust Boromir to place 1 progress on Ancient Harbor (1/5)
Ready Boromir (raise threat to 37)
Exhaust Boromir to place 1 progress on Ancient Harbor (2/5)
Ready Boromir (raise threat to 38)
Exhaust Boromir to place 1 progress on Ancient Harbor (3/5)
Ready Boromir (raise threat to 39)
Exhaust Boromir to place 1 progress on Ancient Harbor (4/5)
Ready Boromir (raise threat to 40)
Exhaust Boromir to place 1 progress on Ancient Harbor (5/5), exploring it and taking control of it.

Refresh Phase
Ready all
Raise threat to 41

No locations left unclaimed; game won!

Final Score
1 Completed Round x10: 10
Final Threat: 41
Total Damage on Heroes: 0
Threat of Destroyed Heroes: 0
Victory Display: 0
Total: 51


The Recap

Without the Boromir + Ancient Harbor loop-hole, this quest definitely feels like the 8 it is rated. I really should return and give it a fair shake one day, but it was fun to get the "achievement" of a one-round victory in what seems like an incredibly complex quest at first glance.

Tuesday, September 23, 2014

Quest 16: The Long Dark

Victory on the first attempt!

The Deck

Made a first attempt with a mono spirit dwarf deck, but that was cut short when OCTGN crashed on me. Love the program, but I'm not having much luck using it for a full round this week. I'm going to write it up to something on my end, since the internet has been a bit slow in general.

Anyway, that was enough to show me not to go with the Spirit dwarf deck. I wanted to break out the major questing power, but in a few ways I haven't tried yet (or combining a few ways I've tried in the past).

Unlikely Leadership

Heroes
Sam Gamgee
Thorin Oakenshield
Celeborn

Allies
Bill the Pony x3
Envoy of Pelargir x3
Faramir x3
Gandalf x3
Naith Guide x3
White Tower Watchman x3
Silverload Archer x3

Attachments
Celebrian's Stone x2
Dunedain Quest x3
King Under the Mountain x3
Steward of Gondor x3
Cram x3

Events
A Very Good Tale x3
Durin's Song x3
Rear Guard x3
Sneak Attack x3
Strength of Arms x3

Sets Used
Core
A Journey to Rhosgobel
The Hills of Emyn Muil
Khazad-dum
Over Hill and Under Hill
On the Doorstep
Heirs of Numenor
The Druadan Forest
The Black Riders
The Dunland Trap


The Journey

This is a "New To Me" quest. Strange, for one so old! My wife and I may have tried one attempt, before we put the game on the back shelf for a bit while we pursued other options (until the first Hobbit saga expansion came out), but I honestly don't remember ever coming up against this quest for a true game. Let's see how it goes...

Player Setup
Draw: Steward of Gondor x2, Naith Guide x2, Envoy of Pelargir, Bill the Pony
Nice! I can get the majority of this out on round 1, giving me a few allies to work with.

Encounter Setup
Lightless Passage is my initial location in the staging area.

Round 1
Resource Phase
+1 Sam Gamgee (1), +1 Thorin Oakenshield (1), +1 Celeborn (1)
Draw: King of the Mountain

Planning Phase
Play: Steward of Gondor (Sam -1, Thorin -1). Attach to Sam.
Exhaust Steward of Gondor to give Sam +2 resources (2)
Play: Envoy of Pelargir (Sam -2). Give resource to Thorin (1)
Play: Bill the Pony
Play: Naith Guide (Thorin -1, Celeborn -1). Choose Celeborn not to exhaust to quest. Naith guide gets +1 willpower, +1 attack, +1 shield (Celeborn's ability)

Quest Phase
Quest with all (not exhausting Celeborn)
Total willpower: 13
Reveal: Massing in the Deep. Doomed 1 (raise threat to 32). Reveal 1 additional card.
Reveal: Goblin Follower. Goblin follower automatically engages me. Ready Sam Gamgee, giving him +1 willpower, +1 attack, +1 shield.
Updated willpower: 14
Total threat: 4
Place 10 progress on stage 1B (10/13)

Travel Phase
None
Exhaust cave  torch to put 3 progress on Lightless Passage
If I'm going to exhaust the cave torch anyway (needed if I want to travel there), then I'd rather just work on clearing the location.
Discard: Silent Caverns (no effect)

Encounter Phase
None

Combat Phase
Deal shadow card to Goblin Follower
Goblin Follower attacks. Sam defends. Shadow: Burning Low (+2 attack). Sam takes 3 damage.
Ouch. Was not expecting that. Bill the Pony is the only thing keeping Sam alive now.

Refresh Phase
Ready all
Raise threat to 33

Round 2
Resource Phase
+1 Sam (1), +1 Thorin (1), +1 Celeborn (1)
Draw: Celebrian's Stone
Exhaust Steward of Gondor. +2 resources to Sam (3)

Planning Phase
Play: Celebrian's Stone (Sam -2). Attach to Celeborn.
Play: Naith Guide (Sam -1, Celeborn -1). Choose Celeborn not to exhaust to quest. Naith guide gets +1 willpower, +1 attack, +1 shield (Celeborn's ability)

Quest Phase
Commit: Sam, Thorin, Celeborn (does not exhaust), Bill, Naith Guide (old)
Total willpower: 13
Reveal: Branching Paths
Total threat: 7
Place 6 progress on stage 1B, clearing it
Advance to stage 1A, flip to stage 1B
Locate Test. Discard Steward of Gondor from my hand. Discard Great Cave Troll from the encounter deck. Test failed.
Add Twisting Passages to the staging area. No lost effects to trigger.

Travel Phase
Travel to Lightless Passage

Encounter Phase
None

Combat Phase
Deal shadow card to Goblin Follower
Goblin Follower attacks. Envoy of Pelargir defends. Shadow: Cave Spider (no effect). Envoy is destroyed
Naith Guide (new) and Celeborn declare an attack on Goblin Follower, dealing two damage.

Refresh Phase
Ready all
Raise threat to 34

Round 3
Resource Phase
+ 1 Sam (1), +1 Thorin (2), +1 Celeborn (1)
Draw: Gandalf
Exhaust Steward of Gondor. +2 resources to Sam (3)

Planning Phase
Play: Gandalf (Sam -3, Thorin -1, Celeborn -1)
Draw 3 cards: Dunedain Quest, Durin's Song, Envoy of Pelargir

Quest Phase
Commit: Sam, Thorin, Celeborn, Bill, Gandalf
Total willpower: 16
Reveal: The Mountain's Roots
Play Durin's Song (Thorin -1) to give Thorin +2 willpower, attack, defense
Updated willpower: 18
Exhaust Cave Torch to place 3 progress on Branching Paths, exploring it
Branching Path's Forced effect: Reveal Massing in the Deep, Durin's Greaves, Foul Air. Move Durin's Greaves to the staging area. Place Massing in the Deep and Foul air at the bottom of the encounter deck.
Attach Durin's Greaves to Celeborn.
Cave Torch's Forced effect: Discard Goblin Warlord, adding it to the staging area.
Ha. Should have done those in the opposite order, but you never know. I figured I had drawn a few locations in a row, so the odds of an enemy coming up next were good. Oh well. At least I got a door-prize.
Total threat: 8
Place 1 progress on Lightless Passage, exploring it
Place 9 progress on stage 2B (9/17)

Travel Phase
Travel to The Mountain's Roots

Encounter Phase
Engage Goblin Wardlord. Ready Sam (+2 willpower, attack, defense)

Combat Phase
Deal shadow card to Goblin Warlord, Goblin Follower
Goblin Warlord attacks. Naith Guide defends. Shadow: Lightless Passage (cancel all combat damage dealt to Goblin Warlord). Naith  Guide is destroyed.
Goblin Follower attacks. Naith Guide defends. Shadow: Burning Low (+2 attack). Naith Guide is destroyed.

Refresh Phase
Ready all
Raise threat to 34
Discard Gandalf.

Round 4
Resource Phase
+1 Sam (1), +1 Thorin (1), +1 Celeborn (1)
Draw: Gandalf
Exhaust Steward of Gondor. +2 resources to Sam (3)

Planning Phase
Play: Gandalf (Sam -3, Thorn -1, Celeborn -1)
Destroy Goblin Follower (a bit of a waste, but I need a little security in case my next gamble does not pay off)

Quest Phase
All in.
Total willpower: 16
An encounter card with a threat higher than 4 or something that will mess up my questing power could kill it for me.
Reveal: Goblin Follower. Goblin Follower engages me.
Total threat: 3
Place 1 progress on The Mountain's Roots, exploring it
Place 12 progress on stage 2B, clearing the stage and winning the game!

Final Scoring
2Final threat: 34
Total damage on heroes: 3 (Sam)
Total threat of defeated heroes: 0
Victory Display: 0
Total: 67


The Recap

With few lost effects in play (I think the Goblin Warlord was the only one), I didn't experience the ugly side this quest has to offer. I could see it being much more of a struggle with a mid-low willpower deck. There were some large enemies and nasty effects that never made it in front of me. Not one I'm going to jump at returning to, but one I wouldn't have a problem with either. Now, if I had fallen prone to a series of bad Lost effects I might be singing a different tune.

Monday, September 22, 2014

Quest 15: The Watcher in the Water

Victory on the first attempt

The Deck

After four quests, I wanted a little bit of a break from our dwarven friends. Also, I remember this quest (fairly) well and know it takes a pretty specialized deck to get through it. In fact, as well-tuned deck should be able to conquer the challenge rather quickly. The keys are: questing power, the ability to peek at the encounter deck, and a lot of cards that start with the right letter of the alphabet. Need help? Try starting with this post, which will help you knowing what letters are likely to be needed during a crucial stage of the quest.

Or you could just try to kill the Watcher.

Go for it; you're more than welcome to try.

Legend of the Watcher

Heroes
Elrond
Denethor
Glorfindel (Core)

Allies
Bifur (On the Doorstep) x2
Bombur (Road to Rivendell) x2
Silvan Tracker x3
Warden of Healing x3
White Tower Watchman x3
Gandalf x3
Henamarth Riversong x2
Isengard Messanger x3

Attachments
Self Preservation x3
Thror's Map x2
Asfaloth x3
Protector of Lorien x3

Events
Daeron's Runes x3
Deep Knowledge x3
Mithrandir's Advice x3
Risk Some Light x3
Secret Paths x3
The Seeing-stone x3

Sets Used
Core
The Dead Marshes
Road to Rivendell
The Long Dark
Foundations of Stone
Shadow and Flame
Over Hill and Under Hill
The Steward's Fear
The Druadan Forest
The Voice of Isengard


The Journey

Player Setup
Set starting threat to 33
Draw: Warden of Healing, Mithrandir's Advice, Self Preservation, Henamarth Riversong, White Tower Watchman, Risk Some Light
Nice to see most of the key starting letter's show up: M, S, T, 3k W

Encounter Setup
Reveal: Thrashing Tentacle

Round 1
Resource Phase
+1 Elrond (1), +1 Denethor (1), +1 Glorfiendel (1)
Draw: Bombur

Planning Phase
Play: Henamarth Riversong (Elrond -1)
Play: Warden of Healing (Denethor -1, Glorfindel -1)

Quest Phase
Commit: Glorfindel, Elrond, Henamrth Riversong, Warden of Healing
Total willpower: 8
Reveal: Disturbed Waters (raise threat to 38)
Total threat: 2
Place 6 progress on stage 1B (6/13)

Travel Phase
None

Encounter Phase
Engage Thrashing Tentacle

Combat Phase
Deal shadow card to Thrashing Tentacle
Thrashing Tentacle attacks. Denathor defends. Shadow: Wrapped! (no effect). No damage dealt.

Refresh Phase
Ready all
Raise threat to 39

Round 2
Resource Phase
+1 Elrond (1), +1 Denethor (1), +1 Glofindel (1)
Draw: Henamarth Riversong

Planning Phase
Play: White Tower Watchman (Elrond -1, Denethor -1, Glorfindel -1)
I would really like to have some additional questing power, with the added bonus of help with undefended attacks

Quest Phase
Commit: Elrond, Glorfindel, Henamarth Riversong, Warden of Healing, White Tower Watchman
Total willpower: 9
Reveal: Disturbed Waters (threat raised to 44)
I hope things go quickly from here on out and that no more of these show up.
Total threat: 0
Place 9 progress on stage 1B, clearing it and advancing to stage 2B
Make Door of Durin the active location.
Add The Watcher to the staging area.
Look through the encounter discard and shuffle Wrapped! back into the encounter deck.
Flip to stage 2B

Travel Phase
None

Encounter Phase
None

Combat Phase
Deal shadow card to Thrashing Tentacle
Thrashing Tentacle attacks. Shadow: Black Uruks (no effect). No damage dealt.
Place three damage on Elrond (The Watcher's effect)

Refresh Phase
Ready all
Raise threat to 45
Exhaust Henamarth Riversong to peek at top card of encounter deck: Grasping Tentacle
Hmm...I don't have any G's hiding in my deck. Looks like I need to Risk Some Light next turn

Round 3
Resource Phase
+1 Elrond (1), +1 Denethor (1), +1 Glorfindel (1)
Draw: Henamarth Riversong

Planning Phase
Play: Risk Some Light (Elrond -1, Denethor -1, Glorfindel -1)
It's a bit of a risk playing this now instead of gathering more cards with Mithrandir's Advice, but The Watcher's effect is going to start taking out my heroes soon.
Look at: Grasping Tentacle, Turbulent Waters, Striking Tentacle
Move Turbulent Waters to the bottom of the encounter deck.
Place Striking Tentacle on the top of the encounter deck, with Grasping Tentacle beneath it
Discard Self Preservation to trigger Doors of Durin's action. Discard Striking Tentacle from the Encounter deck. Add Doors of Durin to my victory display.

Quest Phase
Commit: Elrond, Glorfindel, Warden of Healing, White Tower Watchman
Tough decision to commit Warden of Healing instead of using him to help out Elrond, but I know I'm dealing with 6 in the staging area this next turn and I would like to push past the finish line next turn.
Total willpower: 8
Reveal: Grasping Tentacle
Total threat: 6
Place 2 progress on stage 2B (2/5)

Travel Phase
None

Encounter Phase
Engage Grasping Tentacle

Combat Phase
Deal shadow cards to Thrashing Tentacle and Grasping Tentacle
Grasping Tentacle attacks. White Tower Watchman defends. Shadow: Bitter Wind (no resources to discard). One damage dealt to White Tower Watchman.
Thrashing Tentacle attacks. Shadow: Wrapped! (no effect). No damage dealt.
Three damage dealt to Glorfindel (The Watcher's effect).

Refresh Phase
Ready all
Raise threat to 46

Round 4
Resource Phase
+1 Elrond (1), +1 Denethor (1), +1 Glorfindel (1)
Draw: Silvan Tracker

Planning Phase
Play: White Tower Watchman (Elrond -1, Denethor -1, Glorfindel -1)

Quest Phase
Commit: Elrond, Denethor, Glorfindel, Warden of Healing, Henamarth Riversong, White Tower Watchman x2
The nice thing about the Watchmen is that I can go all in for this quest phase and still have a back-up plan for at least two undefended attacks.
Total willpower: 11
Reveal: Bitter Wind (no resources to remove)
Total threat: 4
Place 7 progress on stage 2B, clearing it an winning the game!

Final Score
3 Completed Rounds x10: 30
Final Threat: 46
Damage on Heroes: 6
Threat of Defeated Heroes: 0
Victory Display: -3
Total: 79


The Recap

As hoped, that was fast. The high threat almost did me in, though, as did the decision to continue questing with Warden of Healing (vs. using his phenomenal ability to combo with Elrond and take care of some major healing). 

I cannot imagine going against this quest without a specifically tailored deck, for one attempt at victory or the other. And either way, major questing and defensive capabilities are a must. Encounter decks that specific don't get a whole lot of love from me. But I may return one day to see if I can finally take out The Watcher in the Water. 


Quest 14: Road to Rivendell

Victory on the third attempt

The Deck

Still playing around with the dwarf theme, I realized I've been neglecting the Tactic's trait so far. Leadership and Spirit have both seen a few quests, so it's time for...

Dwarven Tactical Lore

Heroes
Gimli
Ori
Bombur

Allies
Erebor Hammersmith x3
Erebor Record Keeper x3
Miner of the Iron Hills x3
Veteran Axehand x3
Erebor Battle Master x3
Gandalf (Over Hill and Under Hill) x3

Attachments
Blade of Gondolin x3
Dwarrowdelf Axe x3
Ranger Spikes x3
Elf-stone x2
Legacy of Durin x2
Protector of Lorien x3

Events
A Good Harvest x3
Ancestral Knowledge x3
Khazad! Khazad! x3
Heavy Stroke x3
Daeron's Runes x2

Sets Used
Core
Khazad-dum
Th Watcher in the Water
The Long Dark
Foundations of Stone
Over Hill and Under Hill
On the Doorstep
Heirs of Numenor
The Black Riders


The Journey

I did not expect this one to take three attempts to be, but after the second one (having all my characters cleared out by a Sleeping Sentry shadow effect on round 7) I wondered it it would actually take longer. Third time was the charm!

But it was not without its faults. I kind of made my own semi-Nightmare version of the quest. During my first attempt, I came up against a Wild Bear and got it stuck into my head that all Ambush enemies also attack automatically. So you'll be seeing me take way more attacks than I should have. Nothing beneficial came out of that except altering the deal of the encounter deck. Since I was not playing anything that would give me advance knowledge of the encounter deck, we'll call the play good and realize my mistake did nothing but make the journey a bit more of a struggle than it should have been (and affect my score terribly).

Player Setup
Set threat to 27
Take control of Arwen Undomiel
Draw: Gandalf, Legacy of Durin, Daeron's Runes, Erebor Record Keeper, Erebor Battle Master, Legacy of Durin
The quality of this deck is probably apparent in the fact that I've drawn Gandalf early on all three attempts and found his added questing and defense essential for the first two near-victories and the final victory. I probably need a better deck, if it can't float without him.

Encounter Setup
Reveal: Orc Raiders. Ambush!
Engaged by Orc Raiders.
Orc Raiders make an immediate attack and are dealt a shadow card. Bombur defends. Shadow: Black Uraks (no effect). One damage on Bombur (1/5)

Round 1
Resource Phase
+1 Gimli (1), +1 Ori (1), +1 Bombur (1)
Draw: Ranger Spikes
This challenge is helping develop a great love for this card

Planning Phase
Play: Daeron's Runes. Draw: Miner of the Iron Hills, Erebor Record Keeper. Discard Miner of the Iron Hills.
Play: Ranger Spikes (Ori -1, Bombur -1)

Quest Phase
Commit: Ori, Arwen Undomiel
+1 resource to Ori (1; Arwen's ability)
Total willpower: 4
Reveal: Crebain. Attach to Ranger Spikes. Surge.
Reveal: Goblin Taskmaster. Ambush.
Engaged by Goblin Taskmaster. Deal two damage to Ori.
Goblin Taskmaster attacks. Undefended. Shadow: Goblin Taskmaster (no effect). Two damage placed on Gimli.
Total threat: 0
Place 4 progress on stage 1B (4/20)

Travel Phase
None

Encounter Phase
None

Combat Phase
Deal shadow cards to Goblin Taskmaster, Orc Raiders
Goblin Taskmaster attacks. Undefended. Shadow: Pathless Country (no allies in play). Place two damage on Bombur.
Orc Riders attack. Gimli defends. Shadow: Mountain Warg (+1 attack). Two damage placed on Gimli.

Refresh Phase
Ready all
Raise threat to 28

Round 2
Resource Phase
+1 Gimli (2), +1 Ori (2), +1 Bombur (1)
Draw: Veteran Axehand

Planning Phase
Play: Gandalf (Gimli -2, Ori -2, Bombur -1)

Quest Phase
Commit Gimli, Ori, Arwen
+1 resource to Gimli (1; Arwen's ability)
Total willpower: 10
Reveal: Undisturbed Bones. Deal 1 damage to Gandalf.
Total threat: 0
Place 10 progress on stage 1B (14/20)

Travel Phase
None

Encounter Phase
None

Combat Phase
Deal shadow cards to Goblin Taskmaster, Orc Raiders
Goblin Taskmaster attacks. Bombur defends. Reveal Barren Hills. No damage dealt. Return Taskmaster to staging area.
Orc Raiders attack. Gandalf defends. Shadow: Wild Bear (no effect).

Refresh Phase
Ready all
Raise threat to 29
Raise threat to 31 to keep Gandalf in play

Round 3
Resource Phase
+1 Gimli (2), +1 Ori (1), +1 Bombur (1)
Draw: Ranger Spikes

Planning Phase
Play: Veteran Axehand (Gimli -2)
Play: Ranger Spikes (Ori -1, Bombur -1)

Quest Phase
Commit: Gimli, Ori, Arwen, Gandalf
+1 resource to Ori (1; Arwen's ability)
Total willpower: 10
Reveal: Goblin Archer. Attach to Ranger Spikes.
Total threat: 2
Place 6 progress on Along the Misty Mountains, clearing the stage
Proceed to stage 2A, flip to 2B
Add Goblin Gate to the staging area, then make it the active location

Travel Phase
None

Encounter Phase
Engage Goblin Taskmaster. Deal two damage to Gandalf.

Combat Phase
Deal shadow cards to Goblin Taskmaster, Orc Raiders
Goblin Taskmaster attacks, Bobur defends. Shadow: Plundered Armoury (no effect). No damage dealt.
Orc Raiders attacks. Gandalf defends. Shadow: Orc Ambush (no effect). No damage dealt.
Veteran Axehand declares an attac on Orc Raiders, dealing one damage (1/3)

Refresh Phase
Ready all
Raise threat to 32
Raise threat to 34 to keep Gandalf in play

Round 4
Resource Phase
+1 Gimli (1), +1 Ori (2), +1 Bombur (1)
Draw: Khazad! Khazad!
Forgot to take my second draw, forgetting that 1 ally + Bombur's ability fulfills the requirement for Ori's card draw ability. I like my odds stacked against me, apparently.

Planning Phase
Play: Erebor Record Keeper (Ori -1)
Play: Erebor Record Keeper (Ori -1)

Quest Phase
Commit: Gimli, Ori, Arwen, Gandalf
+1 resource to Ori (1; Arwen's ability)
Total willpower: 10
Reveal: Turbulent Waters
Total threat: 3
Place 4 progress on Goblin Gate, exhausting it
Place 3 progress on Orc Outpost (3/7)

Travel Phase
Travel to Turbulent Waters

Encounter Phase
None

Combat Phase
Deal shadow cards to Goblin Taskmaster, Orc Raiders
Orc Raiders attack. Gandalf defends. Shadow: Goblin Taskmaster (no effect). No damage dealt.
Goblin Taskmaster attacks. Bombur defends. Shadow: Goblin Taskmaster (no effect). No damage dealt.
Spend 1 Lore resource (Bombur -1) and exhaust Erebor Record Keeper #1 to ready Gimli
Gimli declares an attack on Goblin Taskmaster, destroying it (6 attack vs. 2 shields =  4 damage).
Spend 1 Lore resource (Ori -1) and exhaust Erebor Record Keeper #2 to ready Gimli
Gimli declares an attack on Orc Raiders, destroying them (6 attack vs. 1 shield = 5 damage)

Refresh Phase
Ready all
Raise threat to 35
Raise threat to 37 to keep Gandalf in play

Round 5
Resource Phase
+1 Gimli (2), +1 Ori (1), +1 Bombur (1)
Draw: Blade of Gondolin
Draw: Heavy Stroke

Planning Phase
None
Saving up for an Erebor Battle Master

Quest Phase
Commit: Gimli, Ori, Arwen, Erebor Record Keeper x1
I'll leave one Erebor Record Keeper up to help Gimli with dispatching another enemy.
+1 resource to Gimli (3; Arwen's ability)
Total willpower: 11
Reveal: Knees of the Mountain
Total threat: 2
Place 2 progress on Turbulent Waters, exploring it
Place 7 progress on stage 2B, clearing it
Proceed to stage 3A, flip to 3B
Reveal: Bitter Wind (Gimli -2, Ori -1, Bombur -1)
So much for seeing the Battle Master this next turn

Travel Phase
Travel to Knees of the Mountain

Refresh Phase
Ready all
Raise threat to 38
Raise threat to 40 to keep Gandalf in play

Round 6
Resource Phase
+1 Gimli (2), +1 Ori (1), +1 Bombur (1)
Draw: Veteran Axehand
Draw: Khazad! Khazad!
Wow. If only I had a massive enemy to take out with these guys.

Planning Phase
Play: Veteran Axehand (Gili -2)

Quest Phase
Commit: Gimli, Ori, Arwen, Gandalf, Erebor Record Keeper x2
+1 resource to Gimli (1; Arwen's ability)
Total willpower: 12
Reveal: Goblin Spearman. Deal 1 damage to Gandalf (Goblin Archer's ability)
Total threat: 2
Place 3 progress on Knees of the Mountain, exploring it
Place 7 progress on stage 3B (7/13)

Encounter Phase
Engage Goblin Spearman

Combat phase
Deal shadow card to Goblin Spearman
Goblin Spearman attacks. Bombur defends. Shadow: Goblin Archer (no effect). No damage dealt.
Gandalf declares an attack on Goblin Spearman, destroying it (4 attack vs. 2 shield = 2 damage).

Refresh Phase
Raise threat to 41
Raise threat to 43 to keep Gandalf in play

Round 7
Resource Phase
+1 Gimli (1), +1 Ori (2), +1 Bombur (2)
Draw: Miner of the Iron Hills
Draw: Blade of Gondolin

Planning Phase
Play: Legacy of Durin (Ori -1). Attach to Ori.
Play: Miner of the Iron Hills (Bombur -2)
Draw (Legacy of Durin's ability): Ancestral Knowledge

Quest Phase
Commit: Gimli, Ori, Arwen, Gandalf, Erebor Record Keeper x2
+1 resource to Gimli (2)
Total willpower: 12
Reveal: Wild Bear. Ambush!
Engaged by Wild Bear. Wild Bear attacks. Deal shadow card. Miner of the Iron Hills defends. Shadow: Undisturbed Bones. Discard Miner of the Iron Hills. Attack is undefended. Place 2 damage on Bombur, destroying him.
Nooo!
Total threat: 0
Place 12 progress on stage 3B, clearing it and winning the game!

Final Score
6 completed rounds x10: 60
Final threat: 43
Damage on Heroes: 6 (4 on Gimli, 2 on Ori)
Threat of Defeated Heroes: 8 (Bombur)
Victory Display: 0
Total: 117


The Recap

Wow. Sleeping Sentry. I've often heard it complained about, but it's different to have it happen to you. Without that card (and I know some people who just remove it), this quest had some of the balance and challenges that Redhorn Gate had as well. But a saved Hasty Stroke (or various other means) can take care of that. All-in-all, I enjoyed these attempts and would like to journey down this road again in the future.

Saturday, September 20, 2014

Quest 13: The Redhorn Gate

Victory on the first attempt

The Recap

Back in my Hunt for Gollum report (you know, way back twenty-one days ago), I mentioned there were two quests that had sentimental value for me. The Redhorn Gate is that second one.

For our fifth anniversary, my wife and I got to escape to a retreat down in Colorado Springs. During one of our free evenings, we headed over to a local Starbucks, busted out some dwarf decks, and tackled The Redhorn Gate. My wife still looks back on it as one of the most romantic nights of her life.

Or maybe that's just me.

Anyway, we had a blast of a time sipping on our fraps and taking out Snow Wargs. The pure, relaxed fun of that night stuck out as a great reminder of why I got this game.

And I love this quest for another reason. Most regular players have their favorite quest or two for trying out new decks. Passage Through Mirkwood is probably the most common, but Journey Down the Anduin comes second. For me, it's The Redhorn Gate. You get some nasty (but not overwhelming) enemies, some tough locations, and some hampering treacheries. Nothing is hopeless, but nothing is a push over. While not every deck would be able to pull out a victory, I mainly enjoy building well-rounded decks that can do most things well. The Redhorn Gate helps show if they live up to that standard or not.


The Deck

I considered going against this quest with a mono-Spirit dwarf deck, but remembered the effect of Caradhras ("When Caradhras is the active location, questing characters get -1 willpower") and the stage 3B effect ("Characters are discarded from play if their willpower is ever 0"). So if I'm going for dwarves, we need to bring Dain back in...

Leading the Dwarves, with Spirit!

Heroes
Dain Ironfoot
Balin
Nori

Allies
Dwalin x2
Fili x3
Kili x2
Longbeard Elder x3
Bofur (The Redhorn Gate) x2
Gloin x2
Zigil Miner x3
Gandalf x3

Attachments
King Under the Mountain x3
Hardy Leadership x2
Steward of Gondor x3
Celebrian's Stone x2
The Favor of the Lady x2
Song of Travel x3

Events
A Test of Will x3
Durin's Song x3
Untroubled by Darkness x3
Sneak Attack x3
A Very Good Tale x3

Sets used
Core Set
The Hills of Emyn Muil
Return to Mirkwood
Khazad-dum
The Redhorn Gate
Foundations of Stone
Shadow and Flame
Over Hill and Under Hill
On the Doorstep

After playing, Song of Travel was debatable in it's usefulness. The goal is to combine this with Steward of Gondor to play 3-cost Leadership and Spirit cards each turn. Could be replaceable with A Good Harvest, possibly.

The Journey

Attempt zero fell pray to an OCTGN crash, which is a shame because I was holding my own pretty well despite an Avalanche! during the setup (exhausting all my characters), followed by two back-to-back Snow Wargs in subsequent rounds. With all that, I still felt I had a win on my hands. Alas, it was not to be. I heard a rumor something might be going on with the internet in general in Asia (I'm in Thailand). Or not. Who knows? Anyways, I was hoping the internet would stay with me throughout the entirety of the next attempt and I was not disappointed.

In the actual finished round, there wasn't much to talk about. Mountain Warg was the only warg to show up (right at the beginning, due to flipping a Warg Lair during the setup). I kept him at bay by lowering my threat (via Nori's ability as I got dwarves into play), then took it out with Gandalf. Sneaking Gandalf in twice helped me overcome some of the larger questing hurdles. Celebdil showed up after a few rounds, saving me the effort of waiting around for victory points to show up.

My last two rounds had the deck questing for 17 willpower, using totally different means. The first time, I had my dwarves hindered by Caradhas's -1 willpower effect, but I was able to sneak in Gandalf and get two Songs of Durin out. The second time, Caradhas was in my victory display and the dwarves (+Arwen) were able to pull out the 17 all by themselves.

While this run-through was nothing to write home about, this is still a quest I love and will be returning to often.

Final Score
5 rounds completed x10: 50
Final threat: 35
Damage on heroes: 0
Threat of  defeated heroes: 0
Victory Display: -5
Total: 80

Blast from the Past: Fight or Flight (or To Kill a Balrog)

I was thinking through Flight from Moria one day (back in 2012), and a crazy idea hit me: would Dunhere's ability ("Dunhere can target enemies in the staging area. When doing so he gets +1 Attack") allow attacks on The Nameless Fear (Immune to player card effects. The Nameless Fear cannot engage or be engaged.). Ultimately, the answer was "no." Nate French, the games designer, answered my email regarding the ability:

Dunhere's effect allows him to "target" enemies in the staging area; the Nameless Fear's immunity prevents him from being targeted by this effect.

But let's play "What if?" and have some fun. Thus, the following session was born. 

My massive mistake for this session? Realizing I had been mishandling undefended attacks wrong the entire time I had been playing the game and putting them on allies (before there were any allies that could take undefended damage). More than just a minor glitch, it helped me play the game that much more correctly from then on. Still, despite it's flaws, enjoy!


A “Flight From Moria” Session Report


Rumors are stirring of a forgotten evil awakened in the heart of Moria. A team of heroes from across Middle Earth have banded together to vanquish this ancient foe. After careful planning, they decide to split into two groups, each with a dwarf to lead them through familiar halls. And something new will be tried: taking horses into Moria!

ThalinBoromir, and Dunhere band together (Team 1), as do GimilLegolas, and Theodred (Team 2). Their hope is to pour all of their energy into supporting Dunhere (the fastest rider of them) as he attacks their common enemy.

At the start of their quest, team 1 feel they have some assets on their side. Dunhere has heard rumors of two ancient mathoms stored in the twisting halls of Moria. Boromir feels he can enlist the support of Landroval in a pinch and Thalin heard that Bofur was on his way to aid the heroes. And there is always the skill of a quick strike at the team’s disposal.

Team 2 begins talking about their strategy and is quickly dissatisfied. They decide to start the conversation from scratch. It turns out the heroes have ties to many allies they can call upon for help: a winged guardian, a watcher of the Bruinen, a veteran axhand and a winged guardian. They know the location of a grave cairn and have the skill of blade mastery on their side.

Round 1 (0 damage on Nameless Fear)

As the teams start to walk the halls of Moria, they are reminded about the foe said to be beyond their power. But it is far way now and no harm befalls them. Still, new devilry is afoot. As their presence becomes more noticeable to the denizens of Moria, a stray goblin wanders out of a tunnel. As the team proceeds through Moria, they can tell that their foe has become stronger. Team 1 realizes they too can call upon a veteran axehand. Team 2 is given the privilege of appointing someone the new Steward of Gonor. Both teams decide to call upon veteran axehands for assistance.

Thalin and the Vetran decide to explore the tunnels, as do Theodred and Gimli. Theodred decides to help Dunhere with a resource to use as he sees fit. But it looks like the heroes have taken a wrong turn. A goblin archer springs out, but is instantly killed by Thalin. An orc spearman jumps out next and is wounded. The heros come upon a dreadful gap, which immediately blocks their travel. Thirsty, they take a drink from a fouled well. This hinders Team 1’s ability to launch a quick strike and Team 2’s ability to call upon a winged guardian (which would be hard to do in a mine as it is). Realizing they need all the help they can get, Team 1 calls upon Bofur who jumps to the aid. His aid is still not enough and the group is made more noticeable to the swarms of goblins. 

Team 1 decides to fight the stray goblin while Team 2 takes on the goblin spearman. Boromir jumps in the path of the stray goblin. They tread upon previously undisturbed bones, which do not phase Boromir. The goblin is not able to damage him. Vetran axehand defends against the goblin spearman, who draws strength from the mountain roots and quickly dispatches the dwarf. Boromir springs back into action, increasing the presence of the heroes, and strikes out at the stray goblin, wounding it. Dunhere takes his first stab at the Nameless Fear lurking in the shadows, doing only a little damage. Legolas kills the spearman and his victory allows the heroes to find a narrower place in the dreadful gap. They decide to back track and work around the wrong turn. With a pause in the action, the heroes prepare for more battle.

Round 2 (1 damage on Nameless Fear)

Team 2 figures out a way to bear one of their allies aloft, while Team 1 works on a plan to call Gandalf. Team 2 declares Legolas to be the Steward of Gondor. A Watcher of the Bruinen comes to their aid. Team 1 spots the two ancient mathoms on the other side of the dreadful gap.
Gimli and Theodred decide to explore the area. Theodred tosses a resource over the Legolas. Thalin, Boromir , and Bofur explore around as well. They find they are heading up! In a chance encounter, the Goblin Spearman returns and faces off against Team 1. (NOTE: error here; the spearman should have engaged Team 2. Don’t feel it would have affected the outcome). A cheftan of the pit runs at the heroes. Legolas decides to use his ability as steward to prepare for future needs. Our heroes are well-matched against the assembled threat, but do not find any progress in clearing the dreadful gap. Team 2 decides to take on the chieftain.

The Watcher of the Bruinen defends against the chieftain, who unsuccessfully tries to create a shadow of fear. Despite this, the Watcher is still vanquished. The veteran axhand defends against the stray goblin, who draws strength from the mountain roots to destroy the axehand. Boromir jumps to the read, increasing the presence of the group, to defend against the goblin spearman. The spearman throws water from a fouled well, which does little to our hero. Legolas shoots an arrow over at the stray goblin, destroying it. A possible shortcut across the dreadful gap is found. Dunhere strikes out against the Nameless Fear again, once again doing only slight damage. The heroes prepare for their next round of battle.

Round 3 (2 damage on Nameless Fear)

Team 1 begins practicing their skills at blade mastery. Team 2 begins devising a plan for a sneak attack. Team 1 calls upon Gandalf and asks his aid in providing more options for them. They realize it would be possible to call upon his help in the future. They receive a reminder on how to feint as well as the secret to calling a Westfold Horsebreaker to their aide. Team 2 is able to call upon the help of Beorn, filling him in on the secret of taking him aloft if needed.

Thalin, Boromir , Gandalf, and Bofur begin exploring the area, as well as Theodred (who decides to keep his resources to himself this time). They stumble upon some abandoned tools, guarded by a stray goblin who is damaged by Thalin. A goblin spearman appears and is also the recipient of damage from Thalin. Once again, the heroes are able to meet the threat presented to them but not progress any further. Team 1 decides to fight the stray goblin. The goblin spearman also joins the battle against Team 1.

The stray goblin sneaks past undefended. He tries to gain aid from a great cave troll, but to no avail. Still, he is able to wound Gandalf, who is distracted by his search. Boromir jumps into the flight, increasing the presence of the heroes once again. He defends against the goblin spearman, who finds no aid from the power of the shadows and is not able to wound Boromir . But a second goblin spearman runs past he line of defense and appears to destroy Gandalf. Beorn, allied with Team 2, defends against the Chieftain of the Pit. The Chieftain tries to call down a cave in, but it does not work. Still, he is full of vigor and severely wounds (but does not destroy) Beorn. Beorn transforms into a beast right before his eyes and the, in the blink of an eye, is picked up by an eagle. Theodred takes time to pause and erect a grave cairn in Beorn’s memory. Dunhere, seeing the cairn, is fueled with rage.

Boromir jumps to the ready again, continuing to draw attention to his party. He attacks the healthiest of the two goblin spearman, wounding it. Boromir jumps to the ready again and destroys the other spearman. Dunhere strikes out with his rage and damages the Nameless Fear in way that would destroy most enemies, but still the foe stands strong. Legolas and Gimli both take this opportunity to attack the Chieftain of the pit. With the aid of their skills in blade mastery, they destroy the Chieftain. As they do, a way across the dreadful gap begins looking more possible. The heroes prepare themselves.

Round 4 (11 damage on Nameless Fear)

Team 2 feels it might be time to start keeping count of their kills. Team 1 is considering calling upon the aid of Arwen in the future. Legolas uses his benefits as Steward to make preparations for the future. Team 2 decides it would be best to keep track of Legolas’ kills. 
Gimili and Theodred begin exploring around (Theodred gifts Thalin with a resource help out). Thalin and Bofur also join the search. In another chance encounter, the Chieftain of the Pit returns from apparent defeat to engage the heroes of Team 2. As our heroes eye their path across the dreadful gap, a sudden cave in blocks their path and forces them to re-think a way around. Fortunately, they had enough people exploring the area and a likely way is found.

The Chieftain is eager to attack Team 2 anew, when Beorn sneakily appears out of nowhere to defend the attack. The Chieftain no longer has his same vigor, but some useful knowledge gives him an added advantage. He is once again able to greatly wound Beorn. The stray goblin decides to attack Boromir , seeking help from an orc drummer but finding none. Boromir is uninjured and decides to take on another attack from the goblin spearman. Water from a fouled well is spit at Boromir , but does nothing to him. Legolas shoots an arrow in to the heart of the spearman, stopping future insults as the spearman falls over. He puts a notch down for a kill and points out a shorter path across the dreadful gap. Dunhere attacks the Nameless Fear, slightly adding to the damage it has already taken. Beorn, wounded but standing, disappears for the time being. The heroes prepare for the next assault.

Round 5 (12 damage on Nameless Fear)

Team 1 discusses a possible quick strike for the future. Team 2 discusses enlisting the help of a Gondorian spearman. Legolas continues to save up for the future, using his benefits as Steward. Team 1 finally calls upon the help of Arwen. And what’s this? Gandalf is not destroyed! He rejoins the battle and sends a deadly blast towards the Chieftain of the Pit, destroying him. Team 2 asks the now-healed Beorn to join the fight again, as well as the Gondorian spearman.

Thalin, Gandalf, Bofur,, and Arwen decide to look around. Arwen gives Beorn the blessing of extra defensive power and the privilege of defending attacks for any team. Gimli and Theodred also look around, with Theodred assisting Boromir in preparing for future need. But new devilry is afoot! Instead of heading up, the heroes now find themselves heading down. A goblin spearman approaches and is damaged by Thalin. Great progress is made across the dreadful gap, but the heroes are still unable to cross it.

Team 1 decides to face off against this new goblin spearman. Boromir first defends against the stray goblin, who calls another goblin spearman out of the shadows to lie in wait. The Gondorian spearman prepares to defend against the goblin spearman and the spear of Gondor fatally wounds the goblin. Dunhere now lashes out against the Nameless Fear, once again wounding it in a very minor way. Legolas shoots at the stray goblin, destroying it, and quickly points out that the team has almost crossed the dreadful gap. He marks a second kill on his record.
Gandalf decides to withdraw for now. As he does, the heroes finally find their way across the dreadful gap! Team 1 makes it to the two ancient mathoms first. They find a Dunedain mark there, a tip on blade mastery, a way to keep count of their kills, and the secret to allying with a watcher of the Bruinen and the ability to call Gandalf to their aid several times. But what is this! The Nameless Fear, while heavily wounded, now seems much more capable of fending of Dunhere’s attacks. The heroes prepare for more battle.

Round 6 (13 damage on Nameless Fear)

Team 2 realizes that winged guardian could fit in these airy tunnels. Team 1 debates feinting a future attack. Legolas continues preparing for the future, using his connections as Steward.

Team 2 decides it is time for Dunhere to start a healthy competition by keeping count with Legolas. Dunhere also draws strength from the Dunain mark. Gandalf makes a new appearance, giving Team 2 the secret of calling a veteran axehand, utilizing a dwarven axe, and feinting yet again. Team 1 decides to hold off on any actions for now.

Gimili, Gandalf, and Theodred begin exploring the area, with Theodred helping Legolas prepare even more. Thalin, Bofur, and Arwen assist in exploring the area (Arwen passing on her blessing of strength and new defensive abilities to Beorn again). The mountains roots begin posing a threat to the party. And there is signs of a massing in the deep. The party’s presence is made more noticeable. They stumble across a crumbling ruin. Beorn jumps aside and is saved by his remembrance of a campfire tale. Boromir jumps to the other side and takes elrod’s council to save his life. A goblin swordsman comes at the party again and, like many goblins before him, is wounded by Thalin. The heroes make small progress in their journey downwards. They decide to travel to the very roots of the mountains.

Team 2 squares off against the goblin swordsman, while Team 1 faces the goblin spearman. The watcher of the Bruinen defends against the goblin swordsman, who uses the power of undisturbed bones to remove the watcher from the battle (note: forgot to re-assign the damage. Let’s say Beorn, who was currently undamaged, took it). Boromir turns aside from his explorations to defend against the spearman. The spearman’s attempt at new devilry does little to phase Boromir . Legolas strikes out and destroys the wounded swordsman, pointing out a quick way around the mountains roots. He takes the time to record a third kill. Boromir again comes back into the action and decides to damage the spearman. Dunhere, now driven by his competition with Legolas and the knowledge the Dunedain mark gave him, strikes out against the Nameless Fear again, still only wounding it slightly but more than before. The heroes prepare for yet more battle as Gandalf withdraw for the time

Round 7 (13 Damage on Nameless Fear)

Team 1 begin rehearsing a battle song, while Team 2 works out a new strategy for having eagles bear someone out of the heat of battle. Legolas continues storing up in preparation.

Team 1 asks the lowly Westfield horsebreaker to join with them, realizing that even the smallest bit of help matters. Dunhere belts out the song of battle the team has learned and call upon the support of the eagles, who are currently nowhere to be found. Team 2 asks for more assistance from Gandalf, who reminds them about their strong allies: the veteran axehand and Beorn. He also reminds them about the rallying power Gondor can have on heroes, even ones from Rohan.

Bofur, Thalin, and Arwen begin looking around. Arwen blesses the Gondorian Spearman as he prepares to defend the heroes. Gimli, Beorn, and Theodred also join the exploration, with Theodred helping Borimir prepare for future events. Something dark and dreadful damages all of the explorers. A shadow of fear spreads, engulfing Boromir . Still, slight progress is made on the journey down.

The Gondorian spearman defends on behalf of Team 1, taking on the goblin spearman. His spear pierces the goblin, destroying it. Dunhere, still keeping count with Legolas and remembering what he learned from the Dunedain mark, strikes out at the Namless Fear again and does more damage. Still, their foe is strong. The heroes prepare for what might be a valiant push to the end, while Gandalf withdraws to help from the sidelines. 

Round 8 (17 damage on the Nameless Fear)

Team 2 realizes they, too, can feint an attack if needed. Team 1 recognizes how powerful of an ally Arwen has been to them and vows to call upon her aid again if she needs to leave the battle. Gimli, on team 2, decides to lend a dwarven axe to Dunhere. Team 2 takes Gandalf’s advice and enlists the help of a veteran axehand. Team 1 is overjoyed to see Landroval fly down the tunnels to their aid.

Beorn and Theodred begin exploring around. Theodred gives Thalin assistance to help in a time of future need. Thalin, Bofur, and Arwen begin exploring around. This time Arwen blesses Gimli’s ability as a defender. Out of the shadows come a cave troll and a goblin archer. The goblin is swiftly taken down by Thalin. The enemies push back our heroes, who are suddenly much more noticeable to the goblins of Moria. Team 1 realizes they are in danger of becoming far too noticeable to survive.

Team 2 decides to fight the cave troll. The veteran axehand jumps in to defend. The cave troll calls out to a goblin spearman, who jumps out and lies in wait, while the troll smashes the dwarven defender. Team 1 lets the goblin spearman breeze by undefended, now more powerful through a chance encounter, and watch as he seems to strike down Arwen. Team 2 is stunned by this attack and pauses to collect their breath. Gathering their senses, they shout out the secret of blade mastery to Dunhere and rally with a cry of: “For Gondor!”

Dunhere draws strength from their efforts. He still continues to keep count against Legolas and keeps in mind the advice etched in the Dunedain mark. Turning to Landroval, he asks for support before running full speed at the Nameless Fear and striking hard.

Great damage is done.

But it is not quite enough.

(25 damage on Nameless Fear)

Dunhere put everything into this attack. While the heroes and their allies still seem fairly strong, he being wondering if they will be able to survive long enough to deliver the last crushing blow to their enemy.

Suddenly, aid comes from an unlikely source. The Westfold horsebreaker runs up and points Dunhere’s steed back at the Nameless Fear. Dunhere’s companions remind him of the quick strike they had discussed.

Dunhere takes the opportunity. He strikes out at the Nameless Fear one last time.

And his attack is powerful enough! That Nameless Fear, the Balrog, goes down in a shout of pain. Moria, while still crawling with goblins and the occasional troll, is much safer now.

(total damage on the Nameless Fear: 33)

Now if they could only find their way back out of this mine…