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Beginning of Turn 1 |
Right off the bat, I draw a hand of entirely allies. I'm really tempted to mulligan, and fish for Steward of Gondor but I decide to stick with it. I've seen worse hands. At least most of the allies are Leadership, so they will work well with my two Leadership heroes.
I decide to play nothing for my first planning phase, since I need to save up to deploy some worthwhile allies. So moving onto the Quest phase, I commit Eowyn and Theodred to the quest. Their combined Spirit is 5, up against 3 in the staging area at the moment. However I draw another location card, raising the threat to 5. I decide to activate Eowyn's ability, discarding an archer. Since this is a single player game, I'm not enthralled by their Ranged ability, and would rather put out the beefier dwarves I have in my hand. This raises my Spirit to 6, allowing me to put a travel token on the quest.
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I then decide to travel to the new location, Forest Gate, which actually allows me to draw 2 new cards. One of them was Steward of Gondor! I was hoping to get this early. Now I can likely rush out as many allies as I want.
In the encounter phase, the Forest Spiders engages me. I only have Aragorn ready, but I decide to take the damage with him undefended, so he can attack back, inflicted 2 damage on the Spiders. Next turn I will be far more prepared.
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Beginning of Turn 2 |
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There are no new encounters, and the Forest Spider devours my scouts, only to be struck down by Aragorn and the Longbeard.
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Beginning of Turn 3 |
Turn 3 I come out the gate swinging, deploying more Scouts, finishing my active location with their ability. I also deploy a Silverlode Archer to help with combat, and a Northern Tracker with a special ability that allows them to place progress tokens on all locations in the staging area! Now that's what I'm talking about.
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I engage the Orcs, and tragedy strikes. Their shadow card forces me to discard Steward of Gondor! Hopefully I can find another one soon. I effortlessly block with my Longbeards, and strike them down with Aragorn. I'm starting to really miss Legolas and his ability to rack up progress tokens with his kills.
Turn 4 passes rather uneventfully. I play an even which allows me to draw a card, getting nothing immediately useful. I decide to hoard my resources, since I'm a bit short at the moment. Questing proceeds smoothly, finishing off my active location, and putting a token on the Quest. Some more Forest Spiders come out, but their Shadow card doesn't activate. I throw my Scout in their path, and Aragorn and my Longbeard gut him.
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Beginning of Turn 5 |
In Turn 5 I manage to deploy a Lorien Guide, who has the bonus ability of being able to add extra tracking tokens to the active location. I commit most of my characters with spirit to the quest, holding back my Tracker in case I need someone to block with while my Longbeard and Aragorn do the damage. I figure I'm in a good position, since my Spirit is 7, the staging area only has a threat of 1 at the moment, and I only need to succeed by 4 in order to move onto the next Quest card.
However, the new card that comes out is a Location with a threat of 3, dashing my hopes. I decide to activate Eowyns ability again, discarding Dunedain Mark. It's an attachment I don't think I will have much use for. This allows me to raise my Spirit by that extra one, and onward and upward I go. I decide not to travel anywhere, and so ends turn 5, with no enemies in sight.
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Beginning of Turn 6 |
Turn 6 I finally hoard enough resources to deploy Brok Ironfist. He's powerful enough to be a hero in his own right! I commit most of my heroes with spirit to the quest again, easily matching the threat in the staging area, including the Dol Guldur Beastmaster that comes out. I place my two progress tokens and move onto the final stage of the Quest!
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Now this encounter step, this might get ugly. Luckily my threat is low enough that the Beastmaster does not engage yet! I really hope I get a card that lowers my threat next turn so I can focus on the Spawn. I deal it a Shadow Card which would discard another of my attachments, but I don't have any this time. Sadly, it's time for my Longbeard to fall on his Axe. I sacrifice him to the Spawn so that Brok and Aragorn can do some damage. The Spawn survives...for now.
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Beginning of Turn 7 |
I'm tempted to completely throw the questing phase, so that I can keep all my heroes to kill the Spawn. But I'll need at least 2 meat shields to take the attacks from the Spawn, as well as the Orcs. Hopefully a 3rd monster doesn't also come out. I think to hedge my bets, I will still commit Eowyn to the quest, since she's mostly useless in combat anyways.
The only thing that comes out is a Treachery card, which I then cancel using an event I had in my hand. Now it's just me against the monsters.
I throw my Scout at the Spawn, and I toss my Guide at the Beastmaster. The Spawn's Shadow Card was a dud, but the Orc gets two thanks to his special ability, and both increase his attack power! Well, that's fine, I wasn't expecting to get that guide back anyhow. Now lets see if I have enough power left over to defeat the Spawn and win the game! I need to deal a combined total of 8 damage. Aragorn, Theodred, Brok and my Archer makes 9, so that's the game! My final score ends up being 40. 35 for my threat, and 5 for the damage on my heroes. It's a score I guess?
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Sweet Victory |
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