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

Tuesday, January 26, 2016

Taste It Again: Conflict at the Carrock

One fact often on my mind, in regards to this blog, are the 'completed' quests where I made a pretty big error or ones that I haven't actually tackled solo yet. Browsing through the logs today I found, much to my pleasant surprise, that the number of these quests were much smaller than I realized. I decided to clean up one of those records today and try a mistake-free attempt at Conflict at the Carrock.

The Deck

Ever since its release, I felt Conflict at the Carrock needed to be taken on with a solo Tactics deck. It is a conflict, after all. This was a pretty fanciful concept in the early days of the game, when Tactics was poorly rounded out as a sphere, but the currently rich card pool allows for multiple successful options.

The four (unique) trolls in this quest are nasty and the last thing I want to do is go up against them in a fair fight. Two options are staying under 34 threat and taking them on at leisure, or disregarding threat and stopping their attacks. I tried the first option twice and it just was not panning out. For the second option, Hama + Thicket of Spears seemed like the way to go. So the plan became shoring up my board with allies and attachments during stage 1 then progressing to stage 2 once I had Thicket of Spears in hand (or once my threat was getting to a dangerous level).

A Tactical Conflict

Heroes
Theoden (The Morgul Vale)
Hama
Dori (Across the Ettenmoors)

Allies
Dunedain Hunter x3
Eagles of the Misty Mountains x3
Winged Guardian x3
Vassal of the Windlord 3
Skinbark x1
Honour Guard x3
Derndingle Warrior x3

Attachments
Dwarrowdelf Axe x3
Book of Eldacar x3
Secret Vigil x3
Support of the Eagles x3
Rohan Warhorse x2
The Favor of the Valar x1

Events
Hold Your Ground! x3
Heavy Stroke x3
Khazad! Khazad! x3
Thicket of Spears x3
The Eagles Are Coming! x3

Side Quests
Gather Information

Sets Used
Core Set
The Hunt for Gollum
The Dead Marshes
Return to Mirkwood
Khazad-dum
The Long Dark
Foundations of Stone
Encounter at Amon Din
The Morgul Vale
The Voice of Isengard
The Lost Realm
The Wastes of Eriador
Escape from Mount Gram
Across the Ettenmoors
The Battle of Carn Dum
The Land of Shadow

A highlight here of Derndingle Warrior + Honor Guard. This is a match made in heaven, my friends. The best part is that you can have the Guard protect a hero instead of the Warrior twice before you are at risk of loosing the Warrior (in most cases).


The Journey

Player Setup
Set starting threat to 31
Draw: Heavy Stroke, Heavy Stroke, Support of the Eagles, Skinbark, Dunedain Hunter, Derndingle Warrior
Not a terrible hand, but no strong synergy for any strategy. I have Heavy Stroke's, but no way to boost Dori. Support of the Eagles, but no eagles. Derndingle Warrior, but no Honor Guard. I am a fan of seeing Skinbark and Dunedain Hunter, but let's see what I can get by doing this again.
Draw: Honor Guard, The Eagles Are Coming!, The Eagles Are Coming!, Derndingle Warrior, Eagles of the Misty Mountains, Vassal of the Windlord
Coming? The eagles are here, my friend!

Encounter Setup
Stage 1A. Add The Carrock to the staging area. Shuffle in one copy of Sacked!. Advance to stage 1B.

Round 1
Resource Phase
+1 Theoden (1), +1 Hama (1), +1 Dori (1)
Draw: Hold Your Ground

Planning Phase
Play: The Eagles Are Coming! Look at the top 5 cards (player) and add Eagles of the Misty Mountains to my hand.
Play: The Eagles Are Coming! Look at the top 5 cards (player) and add non to my hand.
Thicket of Spears would have been my next draw if I had not played the first Eagles and another Thicket came up in the 5 cards for the second peek.
Play: Derndingle Warrior (Hama-1, Dori -1).

Quest Phase
Commit: Theoden (3), Hamma (2)
Total Willpower: 5
Reveal: Gladden Fields
Total Threat: 5
No progress placed.

Travel Phase
Travel to Gladden Fields

No Engagements or Combat

Refresh Phase
Ready all. Raise threat to 33 (Gladden Fields).

Round 2
Resource Phase
+1 Theoden (2), +1 Hama (1), +1 Dori (1)
Draw: Dunedain Hunter

Planning Phase
Play: Eagles of the Misty Mountains (Theoden -2, Hama -1, Dori -1)
Play: Dunedain Hunter. Look at top 5 cards (Encounter) and put Misty Mountain Goblins in play engaged with me.

Quest Phase
Commit: Theoden (3), Hama (2)
Total Willpower: 5
Reveal: Despair (no progress to remove)
Total Threat: 2
Place 3 progress on Gladden Fields, exploring it and adding it to the victory display (3)

No Travel or Engagements

Combat Phase
Deal shadow card to Misty Mountain Goblins. Attacks! Eagles of the Misty Mountains defends. Shadow: The East Blight (no effect). No damage dealt. Eomer + Dunedain Hunter declare an attack on Misty Mountain Goblins, destroying them.

Refresh Phase
Ready all. Raise threat to 34.

Round 3
Resource Phase
+1 Theoden (1), +1 Hama (1), +1 Dori (1)
Draw: Derndingle Warrior

Planning Phase
Play: Honour Guard (Theoden -1, Hama -1)

Quest Phase
Commit: Theoden (3), Hama (2)
Total Willpower: 5
Reveal: A Frightened Beast (raise threat by two to 36)
Total Threat: 2
Place 3 progress on stage 1B (3/7)

No Travel Engagements or Combat

Refresh Phase
Ready all. Raise threat to 37.

Round 4
Resource Phase
+1 Theoden (1), +1 Hama (1), +1 Dori (2)
Draw: Thicket of Spears
And here we go! Ready to party...eventually. 

Planning Phase
Play: Eagles of the Misty Mountains #2 (Theoden -1, Hama -1, Dori -2)

Quest Phase
Commit: Theoden (3), Eagles of the Misty Mountains #1 (2)
Total Willpower: 5
Reveal: Muck Adder
Total Threat: 3
Place 2 progress on stage 1B (5/7)

Travel Phase
No travel

Encounter Phase
Engage Muck Adder

Combat Phase
Deal shadow card to Muck Adder. Derndingle Warrior defends. Deal 1 damage to Derndingle Warrior to give it +3 defense for this attack. Exhaust Honour Guard to cancel damage dealt to Derndingle warrior. Shadow: Marsh Adder (Derndingle Warrior gets -1 defense). No damage dealt.
Dunedain Hunter declares an attack on Marsh Adder, destroying it.

Refresh Phase
Ready all. Raise threat to 38.

Round 5
Resource Phase
+1 Theoden (1), +1 Hama (1), +1 Dori (1)
Draw: Eagles of the Misty Mountains #3

Planning Phase
Play nothing

Quest Phase
Commit: Dori (2), Eagles of the Misty Mountains (2)
I could advance to stage 2 this round, but I want to wait and try to build up my party a little more.
Total Willpower: 4
Reveal: Banks of the Anduin
Total Threat: 3
Place 1 progress on stage 1B (6/7)

Travel Phase
Travel to Banks of the Anduin

No Engagements or Combat

Refresh Phase
Ready all. Raise threat to 39.

Round 6
Resource Phase
+1 Theoden (2), +1 Hama (2), +1 Dori (2)
Draw: Dunedain Hunter

Planning Phase
Play: Dunedain Hunter #2. Look at the top 5 cards (encounter deck) and put Misty Mountain Goblins in play, engaged with me.
Play: Eagles of the Misty Mountains (Theoden -2, Hama -2)

Quest Phase
Commit: Theoden (3), Eagles of the Misty Mountains #1 (2), Eagles of the Misty Mountains #2 (2)
Total Willpower: 7
Reveal: Misty Mountain Goblins
Total Threat: 4
Place 3 progress on Banks of the Anduin, exploring it and placing it on top of the encounter deck.

Travel Phase
No travel

Encounter Phase
Engage Misty Mountain Goblins #2

Combat Phase
Deal shadow cars to Misty Mountain Goblins x2
Misty Mountain Goblins #1 attacks. Dori defends. Shadow: Banks of the Anduin (no shadow). No damage dealt.
Misty Mountain Goblins #2 attacks. Derndingle Warrior defends. Deal 1 damage to Derndingle Warrior to give it +3 defense for this attacks. Exhaust Honour Guard to cancel the damage dealt to Derndingle Warrior. Shadow: Bee Pastures (no effect). No damage dealt.
Dunedain Hunter #1 + Eagles of the Misty Mountains #3 declare an attack on Misty Mountain Goblins #1, destroying them.
Hama + Dunedain Hunter #2 declare an attack on Misty Mountain Goblins #2, destroying them.

Refresh Phase
Ready all. Raise threat to 40.

Round 7
Resource Phase
+1 Theoden (1), +1 Hama (1), +1 Dori (3)
Draw: Dwarrowdelf Axe

Planning Phase
Play: Vassal of the Windlord (Dori -1)
Play: Dwarrowdelf Axe (Dori -1). Attach to Dori.

Quest Phase
Commit: Hama
Total Willpower: 2
I am retyping this from an OCTGN report and I honestly have no idea why I didn't advance at this point. Possible reason: watching Downton Abbey in the background with my wife while playing.
Reveal: Roasted Slowly (no effect).
Total Threat: 2
No progress placed

No Travel, Engagements, or Combat

Refresh Phase
Ready all. Raise threat to 41.

Round 8
Resource Phase
+1 Theoden (2), +1 Hama (2), +1 Dori (2)
Draw: Rohan Warhorse

Planning Phase
Play nothing.

Quest Phase
Commit: Theoden (3), Eagles of the Misty Mountains #1 (2), Eagles of the Misty Mountains #2 (2), Eagles of the Misty Mountains #2 (2)
Total Willpower: 9
Reveal: Goblin Sniper
Total Threat: 4
Place 5 progress on stage 1B, clearing it. Make The Carrock the active location.
Advance to stage 2A. Place Louis, Rupert, Morris, Stuart in the staging area.

No Travel

Encounter Phase
Engage Louis, Rupert, Morris, Stuart

Combat Phase
Deal shadow cards to Louis, Rupert, Morris, Stuart
Play: Thicket of Spears (Theoden -1, Eomer -1, Dori -1)
Let the cakewalk begin!
Hama + Dori + Dunedain Hunter #1 + Dunedain Hunter #2 + Vassal of the Windlord declare an attack on Louis, destroying him. Hama: Return Thicket of Spears to hand and discard Rohan Warhorse.
Discard Vassal of the Windlord. Place upside down under Eagles of the Misty Mountains #1.
Discard shadow cards.
Forced (Goblin Sniper): Deal one damage to Derndingle Warrior. Exhaust Honour Guard to cancel the damage.

Refresh Phase
Ready all. Raise threat to 42.

Round 9
Resource Phase
+1 Theoden (2), +1 Hama (2), +1 Dori (2)
Draw: Heavy Stroke

Planning Phase
Play nothing.

Quest Phase
Commit: Theoden (3), Eagles of the Misty Mountains (2), Derndingle Warrior (1)
Total Willpower: 6
Reveal: Sacked! Attach to Theoden.
Total Threat: 2
Place 4 progress on The Carrock (4/6).

No Travel

Encounter Phase
Engage Goblin Sniper

Combat Phase
Deal shadow cards to Goblin Sniper, Rupert, Morris, Stuart
Play: Thicket of Spears (Theoden -1, Hama -1, Dori -1)
Eagles of the Misty Mountains #2 declares an attack on Goblin Sniper, destroying it.
Hama + Dori + Eagles of the Misty Mountains #1 + Dunedain Hunter #1 + Dunedain Hunter #2 declare an attack on Stuart, destroying him. Hama: Return Thicket of Spears to hand and discard Heavy Stroke. Discard Sacked! from Theoden.
Discard shadow cards.

Refresh Phase
Ready all. Raise threat to 43.

Round 10
Resource Phase
+1 Theoden (2), +1 Hama (2), +1 Dori (2)
Draw: Heavy Stroke

Planning Phase
Play nothing.

Quest Phase
Commit: Theoden (3), Eagles of the Misty Mountains #2 (2), Eagles of the Misty Moutains #3 (2)
Total Willpower: 7
Reveal: River Langflood (+2 threat due to two trolls in play)
Total Threat: 4
Place 2 progress on The Carrock, exploring it.
Place 1 progress on stage 2B (1/1)

Travel Phase
Travel to River Langflood

No Engagments

Combat Phase
Deal shadow cards to Rupert, Morris
Play: Thicket of Spears (Theoden -1, Hama -1, Dori -1)
Hama + Dori + Eagles of the Misty Mountains #1 + Dunedain Hunter #1 declare an attack on Rupert, destroying him. Hama: Return Thicket of Spears to hand and discard Heavy Stroke.
Discard shadow cards.

Refresh Phase
Ready all. Raise threat to 44.

Round 11
Resource Phase
+1 Theoden (2), +1 Hama (2), +1 Dori (2)
Draw: Book of Eldacar

Planning Phase
Play nothing.

Quest Phase
Commit: Theoden (3), Eagles of the Misty Mountains #2 (2)
Total Willpower: 5
Reveal: Oak-wood Grove
Place 3 progress on River Langflood, exploring it.

Travel Phase
Travel to Oak-wood Grove

No Engagements

Combat Phase
Deal shadow card to Morris.
Play: Thicket of Spears (Theoden -1, Hama -1, Dori -1)
Hama + Dori + Eagle of the Misty Muntains #1 + Dunedain Hunter #1 declare an attack on Morris, destroying him and winning the game!

Final Scoring
10 Completed Rounds x10: 100
Ending Threat: 44
Total Damage on Heroes: 0
Threat of Defeated Heroes: 0
Victory Display: -3
Total Score: 141

The Recap

It took me three attempts to work out the best deck for this quest, but once I had the right deck the quest became a push-over. Funnily enough, some of my main strategies (Dori + Dwarf-boosting events and Eagles + their Support) never made a real appearance. Hama + Thicket of Spears were the real all stars, greatly aided by strong allies and Theoden's questing boost to all tactics heroes (himself included).

This is a fun quest with a clear challenge and not an unreasonable amount of variation. Now that my goal of solo-Tactics victory has been accomplished, I think it is time to try scoring a victory with every sphere. Or how about mono-Tactics with no Feint/Thicket/Wizard's Voice allowed? Good luck with that!

Friday, January 22, 2016

Quest 31: The Dunland Trap

Victory on the eleventh attempt!


The Deck

My many failed attempts to escape the trappings of Dunland began with a grand idea of Theoden, Eomer, and Prince Imrahil riding down their enemies as they trampled past locations and off into the sunset. And then I found out this quest basically hates Rohan and its horses. I still gave it a fighting chance, making tweaks here and there, but kept washing up on that final stage. Eomer was hard to let go of, since his boosted attack value could take out almost every (non-boosted) enemy in the quest. Prince Imrahil and Halbarad switched out a few times, both providing the same basic bonus (questing + defense or attack). Despite the Mount hate, I kept making it within a hairs breath of victory.

Towards the middle of the attempts I threw in a few experiments, such as a mono-Leadership Dunedain deck and a mono-Lore deck highlighting Rossiel and all the cards that pertain to her. Both need a lot of work and were thoroughly trounced by the encounter deck.

I returned to my Rohan roots, with Eowyn taking the place of Theoden. Things still were not working out and, a rare move of desperation for me, I went netdecking. Much to my surprise, I found that Master of Lore found success using a deck just slightly different than what I had been using for the second half of my own attempts. You can find his deck, and the reasoning behind it, here.

Good questing, good attack, and a way to deal with Condition Attachments (would you like Lore or Spirit today?) are essential for brewing a deck that can regularly hold its own against this quest. You want to build up marks, traits, and songs vs. items and mounts. Even with all of that factored in, it was still a close call for me...


The Journey

Player Setup
Starting Threat: 30
Draw: Squire of the Citadel, A Test of Will, Envoy of Pelargir, Escort from Edoras, Unexpected Courage, Feint

Encounter Setup
Stage 1A. Chief Turch and Munuv Duv Ravine set aside. Old South Road made the active location.
Search encounter deck for Boar Clan Stalker and put in play engaged with me.
Flip to 1B. Place two time counters on stage 1B.

Round 1
Resource Phase
+1 Eowyn (1), +1 Eomer (1), +1 Prince Imrahil (1)
Draw: Stand and Fight
Forced (Boar Clan Stalker): Add 1 resource (1).

Planning Phase
Play: Squire of the Citadel (Prince Imrahil -1).

Quest Phase
Commit: Eowyn (4), Price Imrahil (2)
Total Willpower: 6
Reveal: Hithaeglir Stream
Total Threat: 3
Discard Escort from Edoras to give Eowyn +1 willpower.
Updated Willpower: 7
Place 4 progress on Old South Road, exploring it and adding it to the victory display (1).

Travel Phase
Travel to Hithaeglir Stream

Encounter Phase
No engagements

Combat Phase
Deal shadow card to Boar Clan Stalker. Attacks! Squire of the Citadel defends. Shadow: Boar Clan Stalker (no effect). Add 1 resource to Prince Imrahil (1). Squire of the Citadel is destroyed. Eomer gets +2 attack until the end of the rounds. Ready Prince Imrahil.
Eomer + Prince Imrahil declare an attack on Boar Clan Stalker, destroying it.

Refresh Phase
Ready all. Raise threat to 31.
Remove 1 time counter from stage 1B (1/2).

Round 2
Resource Phase
+1 Eowyn (2), +1 Eomer (2), +1 Prince Imrahil (2)
Draw: Dunedain Warning
Note: I transcribed this from my OCTGN feed two weeks after the fact, so it looks like I missed what my second draw was here. No big deal, since there were no forced effects triggered. 

Planning Phase
Play: Dunedain Warning (Prince Imrahil -1). Attach to Prince Imrahil.
Play: Envoy of Pelargir (Eomer -2). Add 1 resource to Eowyn's pool (3).
Play: Stand and Fight (Eowyn -1). Return Squire of the Citadel to play.
Play: Unexpected Courage (Ewoyn -2). Attach to Eomer

Quest Phase
Commit: Eowyn (4), Prince Imrahil (2), Envoy of Pelargir (1)
Total Willpower: 7
Reveal: Hills of Dunland
Total Threat: 2
Discard Escort from Edoras to give Eowyn +1 willpower
Total Willpower: 8
Place 4 progress on Hithaeglir Stream, exploring it
Place 2 progress on stage 1B (2/18)

Travel Phase
Attempt to travel to Hills of Dunland
Draw: Gandalf
Forced (Hills of Dunland): Discard Hithaeglir Foothills (no effect)
Travel to Hills of Dunland

No Engagements or Combat
Refresh Phase
Ready all. Raise threat to 32.
Remove final time counter from stage 1B.
Discard: Ganalf, Feint, A Test of Will
Draw: Power of Orthanc, Envoy of Pelargir
Place two time counters on stage 1B

Round 3
Resource Phase
+1 Eowyn (1), +1 Eomer (1), +1 Prince Imrahil (2)
Draw: Squire of the Citadel

Planning Phase
Play: Envoy of Pelargir (Eowyn -1, Eomer -1). Add 1 resource to Eowyn's pool (1).
Play: Squire of the Citadel (Prince Imrahil -1).

Quest Phase
Commit: Eowyn (4), Prince Imrahil (2), Envoy of Pelargir #1 (1), Envoy of Pelargir #2 (1)
Total Willpower: 8
Reveal: Hills of Dunland
Total Threat: 2
Place 3 progress on Hills of Dunland, exploring it
Place 3 progress on stage 1B (5/18)

Travel Phase
Attempt to travel to Hills of Dunland
Draw: Close Call
Forced (Hills of Dunland): Discard Dunland Tribesman. Put in play engaged with me.
Travel to Hills of Dunland

No Engagements

Combat Phase
Deal shadow car to Dunland Tribesman. Attacks! Squire of the Citadel defends. Shadow: In Need of Rest (no effect). Squire is destroyed. Add 1 resource to Prince Imrahil (2). Ready Prince Imrahil. Eomer gets +2 attack until the end of the round.
Eomer + Prince Imrahil declare an attack on Dunland Tribesman, destroying it.

Refresh Phase
Ready all. Raise threat to 33.
Remove one time counter from stage 1B (1/2).

Round 4
Resource Phase
+1 Eowyn (2), +1 Eomer (1), +1 Prince Imrahil (3)
Draw: Feint

Planning Phase
Play nothing.

Quest Phase
Commit: Eowyn (4), Prince Imrahil (2), Envoy of Pelargir #1 (1), Envoy of Pelargir #2 (1)
Total Willpower: 8
Reveal: Dunlending Ambush. Attach to Hills of Dunland. Surge.
Reveal: Boar Clan Warrior
Total Threat: 2

Play: Power of Orthanc. Doomed 2 (raise threat to 35). Discard Dunlending Ambush.
Place 3 progress on Hills of Dunland, exploring it.
Place 3 progress on stage 1B (8/18)

Travel Phase
No travel

Encounter Phase
Engage Boar Clan Warrior

Combat Phase
Deal shadow card to Boar Clan Warrior. Attacks! Squire of the Citadel defends. Shadow: Off Track (no effect). Squire is destroyed. Add 1 resource to Prince Imrahil (4). Ready Prince Imrahil. Eomer gets +2 attack until the end of the round.

Refresh Phase
Ready all. Raise threat to 36.
Remove final time counter from stage 1B.
Discard: Feint, Close Call.
Draw: Escort from Edoras, Snowbourn Scout
Add two time counters to stage 1B

Round 5
Resource Phase
+1 Eowyn (3), +1 Eomer (2), +1 Prince Imrahil (5)
Draw: Hasty Stroke

Planning Phase
Play: Escort from Edoras (Eowyn -2)

Quest Phase
Commit: Eowyn (4), Prince Imrahil (2), Escort from Edoras (4), Envoy of Pelargir #1 (1)
Total Willpower: 11
Reveal: Frenzied Attack. Draw: Sneak Attack. Discard: Snowbourn Scout.
Place 12 progress on stage 1B (19/18), clearing it.
Advance to stage 2A. Make Munuv Duv Ravine the active location. Choose Envoy of Pelargir #1. Discard Escort from Edoras and Envoy of Pelargir #2.
Flip to side 2B. Search encounter deck for Boar Clan Warrior. Put into play engaged with me. Shuffle player discard into player deck.
Draw: Minas Tirith Lampwright
Forced (Boar Clan Warrior): Deal shadow card

No Travel or Engagements

Combat Phase
Deal shadow card to Boar Clan Warrior. Attacks! Envoy of Pelargir defends. Shadow #1: Dunlan Berserker (makes an additional attack. Shadow #2: Off Track (no effect). Envoy is destroyed. Ready Prince Imrahil. Eomer gets +2 attack until the end of the round.
Boar Clan Warrior attacks again! Deal new shadow card. Prince Imrahil defends. Shadow #3: Hills of Dunland (no effect). Prince Imrahil takes 2 damage (2/4).
Advance to stage 3A. Put Chief Turch in play, engaged with me.
Flip to side 3B. Place 5 time counters on stage 3B.

Refresh Phase
Ready all. Raise threat to 37.
Remove one time counter from stage 3B (4/5).


Round 6
Resource Phase
+1 Eowyn (2), +1 Eomer (3), +1 Prince Imrahil (6)
Draw: Dunedain Warning


Planning Phase
Play: Dunedain Warning (Prince Imrahil -1). Attach to Eomer.
Play: Minas Tirith Lampwright (Eowyn -1)

Quest Phase
Commit: Eowyn (4), Prince Imrahil (2).
Total Willpower: 6
Reveal: Dunlening Ambush. Attach to Munuv Duv Ravine. Surge.
Reveal: Hithaeglir Stream
Total Threat: 3
Place 3 progress on Munuv Duv Ravine (3/6)


No Travel or Engagements

Combat Phase
Deal Shadow card to Chief Turch. Attacks! Minas Tirith Lampwright defends. Shadow: Low on Provisions (+2 attack). Lampwright is destroyed. Ready Prince Imrahil. Eomer gets +2 attack until the end of the round.
Discard shadow card.

Refresh Phase
Ready all. Raise threat to 38.
Remove one time counter from stage 3B (3/5)


Round 7
Resource Phase
+1 Eowyn (2), +1 Eomer (3), +1 Prince Imrahil (6)
Draw: Unexpected Courage

Planning Phase
Play: Unexpected Courage (Eowyn -2). Attach to Prince Imrahil.

Quest Phase
Commit: Eowyn (4), Prince Imrahil (2)
Total Willpower: 6
Reveal: Low on Provisions (Deal 3 damage). Deal 2 damage to Eowyn (2/3). Deal 1 damage to Prince Imrahil (3/4).
Total Threat: 3
Place 3 progress on Munu Duv Ravine, exploring it and adding it to the victory display (4).
Forced (Dunlending Ambush): Search encounter deck and put Boar Clan Stalker in play, engaged with me. Shuffle. Forced (Chief Turch): Remove a time counter from stage 3B (2/5).

Travel Phase
Travel to Hithaeglir Stream

Encounter Phase
No engagements

Combat Phase
Deal shadow cards to Chief Turch, Boar Clan Stalker
Boar Clan Stalker attacks. Undefended. Shadow: Dunlending Ambush (no effect). No damage dealt.
Chief Turch attacks. Eomer defends. Shadow: Dunland Chieftain (no effect). Eomer takes 2 damage (2/4).
Exhaust Unexpected Courage to ready Eomer.
Eomer + Prince Imrahil declare an attach on Boar Clan Stalker, destroying it.

Refresh Phase
Ready all. Raise threat to 39.
Remove one time counter from stage 3B (1/5).


Round 8
Resource Phase
+1 Eowyn (1), +1 Eomer (4), +1 Prince Imrahil (7)
Draw: Sneak Attack (Prince Imrahil -1)
Draw: Gandalf
Wow. That is an amazing draw and might just win me the game, when I kind of thought I would be loosing this attempt.
Play: Sneak Attack. Put Gandalf into play. Draw: Gandalf, Feint, Dunedain Mark
Return Gandalf to hand

Planning Phase
Play: Gandalf (Eomer -2, Prince Imrahil -3). Draw: A Test of Will, Stand and Fight, Close Call

Quest Phase
Commit: Eowyn (4)
Total Willpower: 4
Reveal: Wild Men of Dunland. Attach to stage 3B. Surge.
Reveal: Frenzied Attack. Draw: Stand and Fight. Discard: Gandalf.
Total Threat: 0
Place 4 progress on Hithaeglir Stream, exploring it.

No Travel and No Engagments

Combat Phase
Deal shadow card to Chief Turch. Attacks! Gandalf defends. Shadow: Dunland Chieftain (no effect). Deal 1 damage to Gandalf (1/4).

Refresh Phase
Ready all. Raise threat to 40.
Remove final time counter from stage 3B.
No engagements.
Deal shadow card to Chief Turch. Attacks! Gandalf defends. Shadow: Plains of Enedwaith (+1 attack). Deal 2 damage to Gandalf (2/4).
Game over!


Final Scoring
7 Completed Rounds x10: 70
Ending Threat: 40
Total Damage on Heroes: 7 (2 Eown, 2 Eomer, 4 Prince Imrahil)
Threat of Defeated Heroes: 0
Victory Display: -4
Total Score: 113

The Recap

An amazingly smooth ride, with almost no enemies or locations exploding with evil upon my every card draw, and yet I only made it out alive due to the magical Christmas land of that Sneak Attack + Gandalf draw on the final round. The Dunland Trap is not a broken quest (here's looking at you, To Catch an Orc), but it is unforgiving and cruel. As someone who wants to see this game grow in popularity, I cannot give my approval to the decision of opening up a cycle with a quest of this difficulty.

There is a challenge to be enjoyed here, though. Can you survive a boss battle with basically your opening set up (or rather Round 2 set up, since you get to keep one ally)? But wait! First, survive an 18 quest point stage with your heroes in good enough shape to make it through that boss battle.

While The Dunland Trap is not going down as a favorite quest, it is a memorable one that faced me with a unique puzzle. There will be a night in the future where I am brewing a deck and wonder if maybe, just maybe, this deck could survive the challenges of Dunland.