LotR 47 - Escape from Dol Guldur (5)

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This time, will discard for Eowyn to boost Will.

Initial hand:

  1. Stand and Fight
  2. Gandalf
  3. Faramir
  4. Sneak Attack
  5. Northern Tracker
  6. Snowbourn Scout

Initial Encounter:

  1. Shadow Key/Tower Gate.
  2. Dungeon Torch/Great Forest Web
  3. Gandalf's Map/ Dungeon Jailor.

Round 1

  1. Resource: 2, draw Dwarven Tomb.
  2. Planning: play Snoiwbourn Scout, 1 P on Tower Gate.
  3. Quest: Eowyn, discard Stand and Fight, draw Necromancer's Pass Threat 28.
  4. Travel: Great Forest Web.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 29.

Round 2

  1. Resource: 3, draw The Galadhrim's Greeting.
  2. Planning: none.
  3. Quest: Eowyn, Theodred (R to Theodred), Sneak Attack for Threat 24, quest with Gandalf for 9 Will, draw Caught in a Web, put that on Beravor. This clears Great Forest Web and puts 4 P on Stage 1.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 25.

Round 3

  1. Resource: 5, draw Hasty Stroke.
  2. Planning: play Gandalf, threat 20.
  3. Quest: Eowyn, Theodred, Gandalf for 9 Will, draw Endless Caverns which surges for Ungoliant's Spawn. Crap. I was hoping to get through Stage 1, but not even close and I"ve kind of shot my wad here.
  4. Travel: Necromancer's Pass, randomly discard Hasty Stroke and Galadhrim's Greeting. Ok well that pain is done. Now I just need to rebuild my resources. I have only three cards left in my hand.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 21.

Round 4

  1. Resource: 3, draw Lore of Imladris.
  2. Planning: none.
  3. Quest: Eowyn, Theodred, draw Enchanted Stream, discard Lore of Imladris, net -1 P Threat 22.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 23.

I think I'm in Location Lock.

Round 5

  1. Resource: 6, draw Miner of the Iron Hills, which I need to keep.
  2. Planning: none.
  3. Quest: Eowyn, Theodred (R to Eowyn), draw Under the Shadow. Committed 5 Will, there is 7 Threat in the staging area, +1 for Under the Shadow, Threat is now 26. Dang. And will be 27 after this round finishes.
  4. Travel: none. Location locked.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 24.

Round 6

  1. Resource: 9, draw Henamarth Riversong.
  2. Planning: Northern Tracker.
  3. Quest: Eowyn, Theodred, Northern Tracker, draw Mountains of Mirkwood, net -3 P, Threat 27. Northern Tracker will help if I can keep him alive long enough.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 28.

Round 7

  1. Resource: 8, draw Faramir.
  2. Planning: play Faramir.
  3. Quest: Eowyn, Theodred, Northern Tracker, Faramir for 9 Will, draw Eyes of the Forest discard Dwarven Tomb. Eowyn discards Henamarth to get another P on Stage 1.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 29. Ungoliant's Spawn is lurking. That will likely be the game if it engages.

Mistake to not have played Dwarven Tomb to get Galadhrim's Greeting back in my hand.

Round 8

  1. Resource: 7, draw Snowbourn Scout.
  2. Planning: play Snowbourn Scout, P on Mountains of Mirkwood. Things are looking up.
  3. Quest: Eowyn, Theodred (R to Beravor), Northern Tracker, Snowbourn Scout, Faramir for 10 Will, draw Mountains of Mirkwood, net +4 P and Stage 1 is cleared. Dungeon Torch on Theodred.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 31.

Will be able to play Miner of the Iron Hills next turn.

Retconned the Dungeon Torch onto Theodred, it would not have made any other difference in game play, and really just means Ungoliant's Spawn is coming out at least one round sooner.

Round 9

  1. Resource: 10, draw Northern Tracker.
  2. Planning: Play Northern Tracker as Beravor is still prisoner.
  3. Quest: Eowyn, Theodred (R to Eowyn, 5 total R right now), Northern Tracker x 2, Snowbourn Scout, Faramir for 12 Will. Draw Driven by Shadow, increases Threat by 3, net +3 on Stage 2 Through the Caverns. Beravor now is rescued.
  4. Travel: none. Beravor draws Forest Snare and Will of the West. This game has possibility.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 33.

I need to find a way to deal with Ungoliant's Spawn real soon now.

Forgot to move Nazgul into Staging area. It has Threat 5. This would have changed my previous turn somewhat. If I win this one, I'm considering it "tainted."

I made a mistake somewhere, I didn't get enough R on Beravor to play Miner of the Iron Hills this turn, which was a big mistake as I really needed the card draw.

Round 10

  1. Resource: 10, draw A Test of Will.
  2. Planning: play Henamarth Riversong, scry Dol Goldur Orcs, whaddya know.
  3. Quest: Eowyn, Theodred (R to Beravor), Northern Tracker, Faramir, Snowbourn Scout. Draw Dol Goldur Orcs net 0 P.
  4. Travel: none.
  5. Encounter: Ungoliant's Spawn and Dol Goldor Orcs.
  6. Combat: Snowbourn Scout defends Ungoliant's Spawn, Shadow Dol Goldur Orcs for +1 attack, Scout is dead. Northern Tracker defend on Dol Goldur Orcs, Shadow Necromancer's Reach, no effect and no damage.
  7. Refresh: Threat 35.

Round 11

  1. Resource: 13, draw Will of the West.
  2. Planning: play Forest Snare on Ungoliant's Spawn. Scry Great Forest Web, no big deal.
  3. Quest: Eowyn, Theodred, Snowbourn Scout, Faramir, draw Great Forest Web, net 0 P.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: Northern Tracker defend Dol Goldur Orcs, Shadow draw King Spider, which means I can't kill it this turn, I have to exhaust a character which would be one of the Northen Trackers. This sucks because I need both of them next turn to deal with Great Forest Web.
  7. Refresh: Threat 37.

Nazgul is two turns away unless I can lower threat a lot.

Round 12

  1. Resource: 13, draw Gleowine. If I can get through the next couple of turns, I might just have a chance at this.
  2. Planning: play Miner of Iron Hills. Scry Chieftain Ufthak. Beravor draws Sneak Attack and Steward of Gondor. I need a Gandalf now. The Nazgul will be coming into play now I think, I don't see any way to get around it. Play Steward of Gondor on Eowyn.
  3. Quest: Eowyn, Theodred (R on Eowyn), Northern Tracker x 2, Miner of the Iron Hills, Faramir for 12 Will, draw Chieftain Ufthak, net +4 P.
  4. Travel: none.
  5. Encounter: Chieftain Ufthak.
  6. Combat: Snowbourn Scout defends against Chieftain Ufthak, Shadow is Necromancer's Reach, no effect, Scout dies. Faramir defends against Dol Goldur Orcs, Shadow card is Necromancer's Pass, no effect and no damage.
  7. Refresh: Threat 39.

Getting down to the wire. Dungeon Jailer is coming out next turn. This is going to be rough. But I think I can do it. The key is taking out the Nazgul, then playing Will of the West to get some good cards back into play.

Mistake here: Faramir should not have defended.

Round 13

First thing is not to worry about Chieftain Ufthak, because his ass is snared in a couple of rounds. We'll let him pummel the Snowbourn Scout this round, maybe a tracker next round.

  1. Resource: 18, draw Lore of Imladris.
  2. Planning: Play Gleowine, Gleowine draws Forest Snare, which of course can't be played because don't have enough Resource for it. Beravor draws Gandalf and Miner of the Iron Hills. Henamarth scries Tower Gate.
  3. Quest: Eowyn, Threodred (R to Beravor). I'm in a bind here. Everything coming out, I'm going to roll with it. The game breaker was not being able to put out the Forest Snare on Chieftain Ufthak. I think it was almost doable had I managed that. I'll play it out to see how the Nazgul works. Add Northern Tracker to clear Tower Gate. Net 0 Progress. Nazgul doesn't come out, but Dungeon Jailor does.
  4. Travel: None.
  5. Encounter: Dungeon Jailer.
  6. Combat: Faramir defends against Dol Goldur Orcs with Shadow card Caught in a Web for no effect and no damage. Snowbourn Scout defends against Chieftain Ufthak, Shadow is Cavern Guardian, need to discard attachment which will be the Dungeon Torch for some respite. Gandalf (Sneak Attack) defends against Dungeon Jailor, Shadow is Dol Goldur Beastmaster for no effect. Ungoliant's Spawn has a Dol Goldur Orcs Shadow. Attcking back, Miner of Iron Hills destroys Dol Goldur Orcs.
  7. Refresh: Threat 40.

Mistake here: I thought Dol Guldur Orcs was 4 hits, it's not, it's 3, I probably could have cleared them out last turn or maybe earlier.

Mistake this turn was made in the previous turn: Steward of Gondor should have been played on Beravor.

Round 14

  1. Resource: 19, draw A Test of Will.
  2. Planning: play Gandalf. Scry Dungeon Jailor. Dang. Gleowine draws Snowbourn Scout, awesome, perfect, play it. Beravor draws Erebor Hammersmith and Stand and Fight.
  3. Quest: Eowyn, Theodred (R on Beravor), Eowyn discards Erebor for extra W, net 0, draw Dungeon Jailor. Now the ugliness begins.
  4. Travel: none.
  5. Encounter: Dungeon Jailer, Nazgul.
  6. Combat, defense: * Snowbourn Scout: Nazgul with Shadow Necromancer's Reach for no effect, Scout is gone. Discard Gleowine for Nazgul effect. * Northern Tracker: Dungeon Jailor with Shadow Iron Shackles, put that on the top of the player deck. * Northern Tracker: Dungeon Jailer with Shadow card Cavern Guardian discard attachment, which would be Steward of Gondor. Crap. Time to execute Will of the West. * Miner of the Iron Hills: Chieftain Ufthak with Shadow card King Spider, which means I need to exhaust a character. Well screw you Mr King Spider, I just happen to have someone ready to go. Exhaust Faramir. * Gandalf takes out the Nazgul.
  7. Refresh: Threat 41.

That was a heck of a turn.

Round 15

  1. Resource: 18, draw Iron Shackles. Play Will of the West and reshuffle.
  2. Planning: Scry Hummerhorns. OFFS. Beravor draw Lore of Imladris and Guard of the Citadel. Play Forest Snare on Ufthak. Play Guard of the Citadel.
  3. Quest: Eowyn, net +3 P for 12/15, draw Hummerhorns. Dang. That stings.
  4. Travel: none.
  5. Encounter: Hummerhorns, remove Beravor.
  6. Combat: defense:
    • Guard of the Citadel: Hummerhorns, with Shadow Mountains of Mirkwood. Guard is dead.
    • Northern Tracker: Dungeon Jailor with Enchanted Stream, no effect.
    • Northern Tracker: Dungeon Jailor with Shadow Dol Guldur Beastmaster for no effect.
    • Attack: Theodred and Faramir kill Hummerhorns.
  7. Refresh: Threat 42.

Round 16

  1. Resource: 13, draw For Gondor.
  2. Planning: scry King Spider.
  3. Quest: Eowyn, draw King Spider, discard Miner of the Iron Hills, net +3 which will clear the quest once I acquire the Objectives.
  4. Travel: none.
  5. Encounter: King Spider.
  6. Combat: defense:
    • Northern Tracker: Dungeon Jailor, Shadow Dol Guldur Orcs, +1 attack, net 1 D on Northern Tracker.
    • Faramir: Dungeon Jailor with Endless Caverns card for Shadow, no effect.
    • Northern Tracker: King Spider with Shadow Under the Shadow, Raise Threat by 3 to Threat 45. That's the game unless I can draw a Gandalf next turn to lower threat and grab objectives. One D on Northern Tracker.
  7. Refresh: Threat 46.

If it weren't for the Under the Shadow shadow card I drew, I could have snagged all the Objective cards this round, and quested with everyone next round to win.

Round 17

  1. Resource: 15, draw Sneak Attack.
  2. Planning: scry Mountains of Mirkwood.
  3. Quest: Eowyn, draw Mountains of Mirkwood.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: same as above, repeated, with result I don't care.

Checking the top of the draw deck, I won't get a Gandalf for 4 turns, there is no reason to continue.

AAR

There were a number of mistakes in this game which might have resulted in a win had I been a bit more experienced. I should work through them, but not right now, it's late and this was grueling.


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