LotR 15 - Hunt for Gollum 1

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Here's the deck

Aragorn, Theodred, Eowyn ( Starting Threat - 29)

  • Northern Tracker x3,
  • Gandalf x3,
  • Faramir x3,
  • Guard of the Citadel x3,
  • Snowbourn Scout x3,
  • Lorien Guide x3,
  • Westfold Horsebreaker x3,
  • Steward of Gondor x3,
  • Celebrian's Stone x2,
  • Unexpected Courage x2,
  • Dunedain Mark x3,
  • Ever Vigilant x3,
  • A Test of Will x3,
  • Hasty Stroke x3,
  • Grim Resolve x2,
  • The Galadhrim's Greeting x3,
  • Dwarven Tomb x2
  • Sneak Attack x3

This deck only has Westfold Horse-Breaker and Dunedain Mark from the "Hunt for Gollum" expansion. The deck's creator asserts he won with the deck more than once. Let's give it a try.

I've also entered this deck on RingsDB.

Starting hand:

  1. Unexpected Courage
  2. Ever Vigilant
  3. Celebrian's Stone
  4. A Test of Will
  5. Hasty Stroke
  6. Sneak Attack

Quest setup commands an Encounter card, The West Bank revealed.

Playing this first game on Easy mode.

Round 1

  1. Resource: Spirit 1, Leadership 2, draw Grim Resolve
  2. Planning: Attach Celebrians Stone to Eowyn.
  3. Quest: Eowyn for 6, Theodred for 1, risky if we get surge. Draw Eaves of Mirkwood. Net 2 Progress.
  4. Travel: The West Bank, induces 1 Resource penalty on Attachment play.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 30.

Round 2

  1. Resource: Spirit 2, Leadership 3, draw Ever Vigilant.
  2. Planning: none. I need Ally cards badly. I'm betting the shuffle is completely against me.
  3. Quest: Eowyn for 6 Theodred for 1, draw The East Bank, net 2 Progress. Without getting a questing Ally into play next turn, this game is going into location lock as I won't be able to clear them faster than the Threat is going up.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 31.

Location lock is imminent.

Round 3

  1. Resource: Spirit 3, Leadership 6, draw Lorien Guide, excellent, this will clear The West Bank.
  2. Planning: Play Lorien Guide. Sadly, this runs Spirit out of Resources, which could be ugly if an enemy appears this round.
  3. Quest: Eowyn, Theodred and Lorien Guide. Add 1 R to Eowyn, 1 Progress to The West Bank, clearing it, draw Goblintown Scavengers, which discards Steward of Gondor, which increases its Threat to 3. Fuck. Net 0 Progress. I don't want to cancel that as I may need to cancel Shadow Effects instead. Crap, I forgot I could spend a resource to ready Aragorn from Quest, so, net 2P.
  4. Travel: The East Bank, which induces 1R penalty on Ally cards, but I should be good for that for now.
  5. Encounter: Goblintown Scavenger.
  6. Combat: Aragorn defends, no shadow. Should have taken this as Undefended, and canceled Shadow Effect. Bummer.
  7. Refresh: Threat 32.

Round 4

  1. Resource: Spirit 2, Leadership 7, draw Snowbourn Scout.
  2. Planning: Play Snowbourn Scout.
  3. Quest: Eowyn 6, Aragorn 2, Theodred 1, Lorien 1 for 10 total, draw Gladden Fields net 5P which clears The East Bank and Stage 1.
  4. Travel: Gladden Fields. I think I can handle the additional Threat.
  5. Encounter: Goblin Scavengers already engaged.
  6. Combat: Snowbourn Scout defending from Goblin, no effect these dudes are weak sauce. Aragorn smites with 3 Damage.
  7. Refresh: Threat 34, Gladden Fields, ugh.

This quest is rolling.

Round 5

  1. Resource: Spirit 4, Leadership 5, draw Galadhrim's Greeting.
  2. Planning: I need Allies! Play Unexpected Courage on Theodred.
  3. Quest: Eowyn 6, Aragorn 2, Theodred 1, Lorien Guide 1, draw Misty Mountain Goblins. Net 6P, Gladden Fields cleared.
  4. Travel: Eaves of Mirkwood, Encounter card penalty applies.
  5. Encounter: Misty Mountain Goblins.
  6. Combat: Snowbourn Scout defends, which is a bummer, as I was hoping to get a Faramir into play to get some Quest points on this dude. No Shadow, Scout is minced. Ready Theodred with Unexpected Courage, Aragorn by Spending 1R, deal 5 hits for 4 Damage, Goblins are toast.
  7. Refresh: 33 Threat.

Round 6

  1. Resource: Spirit 4, Leadership 6, draw Lorien Guide, sweet, this will clear The Eaves of Mirkwood.
  2. Planning: Play Lorien Guide.
  3. Quest: Eowyn 6, Aragorn 2, Theodred 1, Lorien Guides 2, examine Banks of the Anduin and Misty Mountain Goblins, keep Banks so to help control the top of the Encounter deck. Net 10 P, Stage 2 cleared…but it resets! I don't have a clue attached to any heros. Bummer. But no big deal as I'm getting some pretty major questing action now.
  4. Travel: Banks of the Anduin. I've outsmarted myself, I need to cycle through the Encounter deck rapidly, but Banks will slow me down.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 34.

Round 7

  1. Resource: Spirit 3, Leadership 8, draw Gandalf. Hrmph.
  2. Planning: Everything but Gandalf is Event. I'll wait to play him.
  3. Quest: 11 Will, draw False Lead and Hunters From Mordor, keep the False Lead for the surge as no clue cards in play. Draw Flooding and remove 2P from Banks of the Anduin, surge River Ninglor. I got this, net 9P and Banks of the Anduin go back to the top of the Encounter deck. I may discard it next round to get rid of it, not so bad after all.
  4. Travel: River Ninglor.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: 35 Threat.

Round 8

  1. Resource: Spirit 4, Leadership 10, draw Dunedain Mark.
  2. Planning: Attach Dunedain Mark to Aragorn.
  3. Quest: Eowyn 6, Theodred 1, Lorien Guides 2, draw Banks of the Anduin and Flooding. Keep Flooding, remove progress from Ninglor, surge Eastern Crows, surge Evil Storm, cancel that bad boy with A Test of Will. Net 8P, clear River Ninglor and Stage 2 (again), and reset.
  4. Travel: none.
  5. Encounter: Eastern Crows.
  6. Combat: Unexpected Courage to ready Theodred, Aragorn does the honors, then we shuffle this back in.
  7. Refresh: Threat 36.

Round 9

  1. Resource: Spirit 6, Leadership 13, draw Faramir, excellent!
  2. Planning: Play Faramir.
  3. Quest: Eowyn 6, Aragorn 2, Theodred 1, Lorien Guides 2, Faramir adds for 15, draw Signs of Gollum and Old Wive's Tales, keep Signs of Gollum. Quest actually clears Stage 2, but Signs of Gollum doesn't attach until after the Quest is successful, hence Stage 2 resets again. Signs of Gollum attached to Aragorn.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 37.

Round 10

  1. Resource: Spirit 6, Leadership 10, draw Guard of the Citadel.
  2. Planning: play Guard of the Citadel.
  3. Quest: Eowyn 6, Aragorn 2, Theodred 1, Lorien 2, Guard 1, Faramir adds 6 for 18, draw Evil Storm and Treacherous Fog. Keep Treacherous Fog and discard an Ever Vigilant. Stage 2 is cleared.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: 38.

I'm pretty sure I can beat this next round.

Round 11

  1. Resource: Spirit 7, Leadership 10, draw Snowbourn Scout.
  2. Planning: play Galadhrim's Greeting to reduce Threat to 32. Play Gandalf, reduce Threat to 27.
  3. Quest: Eowyn 6, Aragorn 2, Theodred 1, Lorien Guides 2, Gandalf 4, Guard of the Citadel 1, Faramir 7, draw Eastern Crows and Misty Mountain Goblins, keep Goblins. Net 21P.
  4. Travel: none.
  5. Encounter: Goblins.
  6. Combat: Ever Vigilent to Ready Gandalf, who defends, no Shadow. Unexpected Courage to Ready Theodred, 1R to ready Aragorn, 6 hits for net 5 Damage and the Goblin been done smoted.
  7. Refresh: 28 Threat.

That was pretty easy. I'll play it again on Normal mode. This would be a good deck for Mirkwood as well.

AAR

Score:

  1. 11 rounds for 110.
  2. Damage 0.
  3. Threat 28.
  4. Dead Heros: 0
  5. Victory Points: 0

Total: 138. Not too bad. Had I been paying more attention to clue cards, I probably could have gotten this under 100.


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