LotR 51 - Into the Pit (1)

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Using the basic trisphere deck just to get started on Into the Pit as I'm kind of bored with Escape from Dol Guldur, and Return to Mirkwood has a reputation almost as bad for solo play. So Khazad Dum here we come. At some point I'll put together a pure dwarf deck for the Khazad Dum quests, but not today.

Initial hand:

  1. Stand and Fight
  2. Snowbourn Scout
  3. Gandalf
  4. Gandalf
  5. Sneak Attack
  6. Gleowine

Not a great hand maybe, but let's see how it works.

Round 1

  1. Resource: 3, draw Guard of the Citadel.
  2. Planning: none.
  3. Quest: Eowyn, Theodred, Beravor draw Zigil Mineshaft, threat 5, so 0 net progress on East Gate. Play Sneak Attack with Gandalf for Threat 22, +4 P on East Gate.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 23.

Round 2

  1. Resource: 6, draw Snowbourn Scout.
  2. Planning: play Snowbourn Scout with P on Zigil. Play Gandalf for Threat 18.
  3. Quest: Theodred, Eowyn, Gandalf, Beravor for Will 11, draw Dark and Dreadful, 1 D to everyone. Net 4 which clears East Gate.
  4. Travel: First Hall, Threat 21.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 22.

Round 3

  1. Resource: 4, draw Dwarben Tomb.
  2. Planning: play Snowbourn Scout.
  3. Quest: Eowyn, Theodred, Beravor for 6 Will, draw Crumbling Ruin, which discards one of my Snowbourn Scouts. Now I have an Action Window after revealing, before Quest resolution, so I'm going to spend 1 and use Stand and Fight to bring this Snowbourn Scout back into play, which will add one more P to Zigil. Now I'm going to spend 3 Threat to clear Zigil Mineshaft from staging. This puts me at Threat 25. That clears First Hall and puts 2 more on Entering the Mines.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 26.

I need to get the card drawing going.

Round 4

  1. Resource: 6, draw A Test of Will.
  2. Planning: play Gleowine and Guard of Citadel.
  3. Quest: Eowyn, Theodred, Guard of Citadel for 7 Will, draw Signs of Conflict Doom 2 for Threat 28 and surge Signs of Conflict Threat 30 and surge Stairs of Nain. Dang. So much for threat control. Net 3 P to clear Bridge of Khazad Dum.
  4. Travel: Goblin Tunnels, too risky to leave it there. Beravor draws Will of the West and Forest Snare.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 31.

If I hadn't run my threat very low at the beginning, I'd be close to losing from Threat 50. already.

Round 5

  1. Resource: 6, draw Guard of the Citadel.
  2. Planning: play Guard of the Citadel.
  3. Quest: Eowyn, Theodred, Guard of Citadel x 2 for 7 Will, draw Branching Paths. Net +4 P on Goblin Tunnels.
  4. Travel: none. Beravor draws Faramir and Stand and Fight, Gleowine draws Steward of Gondor.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 32.

Round 6

  1. Resource: 8, draw Northern Tracker.
  2. Planning: play Steward of Gondor on Eowyn, play Northern Tracker.
  3. Quest: Eowyn, Theodred, Northern Tracker, Guard of Citadel x 2 for 8 Will, draw Fouled Well, dang, just needed 1 more to clear Goblin Tunnels. This could be costly. I'm retconning Gleowine into this quest, which will clear Goblin Tunnels. Actually, I should have discarded something for Eowyn, which would be legit. I knew there was something I was missing.
  4. Travel: Branching Paths. Beravor draws Hasty Stroke and Gleowine.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 33.

Mistake: I played this wrong regardless, Branching Paths adds +1 Threat to all Dark locations in Staging area, which I did not do. No big deal, I won't count this as a clean win.

Round 7

  1. Resource: 8, draw Stand and Fight.
  2. Planning: none.
  3. Quest: Eowyn, Theodred, Northern Tracker, Guard x 2, Gleowine and draw Lightless Passage. Discard extra Gleowine to get 10 for +1 P on Branching Paths. I'm missing these locations by 1 P consistently.
  4. Travel: none. Beravor draws Miner of the Iron Hills and extra Faramir.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 34.

Need to do some threat control here.

Mistake: forgot to trigger Steward of Gondor this round.

Round 8

  1. Resource: 14, draw Henamarth Riversong.
  2. Planning: play Henamarth Riversong and Faramir, Gandalf for Threat 29. Henamarth scries Burning Low, which we'll cancel with A Test of Will.
  3. Quest: Eowyn, Theodred, Gandalf, Guard x 2, Northern Tracker, draw Burning Low and cancel with A Test of Will. Need to exhaust Faramir to bring 18 to clear Stage 1. Goblin Patrol Leader in Staging.
  4. Travel: Fouled Well. Beravor draws Steward of Gondor and Northern Tracker. Gleowine draws Gandalf.
  5. Encounter: Patrol Leader, we'll draw him out this turn and snare him next turn.
  6. Combat: Snowbourn Scout defends, Shadow Branching Paths no effect.
  7. Refresh: Threat 30.

Round 9

  1. Resource: 9, draw Snowbourn Scout.
  2. Planning: play Snowbourn Scout. Scry Goblin Follower. Play Northern Tracker. Play Forest Snare.
  3. Quest: Eowyn, Theodred, Northern Tracker x 2, Guard of Citadel x 2, which clears both locations from Staging area. On to Stage 3, where we find out we don't collect Resources, which I don't think matters for me now given the huge questing I can muster.
  4. Travel: none. Beravor draws Lore of Imladris and The Galadhrim's Greeting, Gleowine draws Miner of the Iron Hill.s
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 31.

Round 10

  1. Resource: 2, draw Unexpected Courage.
  2. Planning: Scry Watchful Eyes.
  3. Quest: Everybody for 22 Will, and that's the game.

AAR

This was an easier quest than I thought it would be.

Also, this deck freakin' rocks.


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