LotR 154 - Over the Misty Mountains Grim (1)
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First play of the second quest in Over Hill and Under Hill. I'm going in completely blind, no idea what this quest is about or how it behaves. I expect to spanked pretty hard. And setting up, my expectations are right in line: "first play" is a bit of a misnomer, as the initial setup beat me twice before even starting:
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Scoop 1: Pull Suspicious Crow which surged another Stone Giant. Now there are two of the three Stone Giants in play at set up. Requires questing for 9 just to break even. Not happening. (Note: I set this up incorrectly, Suspicious Crow pulls from top of discard, it doesn't Surge like normal.)
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Scoop 2: First encounter flip is Guffawing of Giants, which requires engaging Stone Giant this turn. There is no way I can get two allies out right away. Since giant swings for 6, that's dicey for Gimli. Actually, it takes 7 to kill Gimli, let's give this a shot even though I'm having a hard time seeing how it will work.
Initial hand:
- Erebor Battle Master
- Citadel Plate
- Dwarven Tomb
- Stand and Fight
- Miner of the Iron Hills
- The Galadhrim's Greeting.
Encounter: Guffawing of Giants.
Round 1
- Resource: 4, draw Forest Snare.
- Planning: none.
- Quest: Ori, draw Lone Lands, Threat 31.
- Travel: Lone Lands.
- Encounter: Stone Giant.
- Combat: Gimli defends, shadow Cave Entrance for no effect, Gimli takes 4 hits.
- Refresh: Threat 32.
Round 2
- Resource: 8, draw Dwarven Tomb.
- Planning: Miner of the Iron Hills, which uses up my Lore resources.
- Quest: Oin, draw Suspicious Crow, pull Cave Entrance into Staging area. Net 0.
- Travel: None.
- Encounter: none.
- Combat: Miner defends, shadow Lone Lands Miner is dead. Suspicious Crow undefended, shadow Cave Entrance for 1 hit on Oin. Gimli, Ori, Bilbo swing for 9, 6 hits on giant.
- Refresh: Threat 33.
Round 3
- Resource: 10, draw Forest Snare.
- Planning: Erebor Battle Master, what a waste, but at least first Stone Giant is toast this round, hopefully.
- Quest: Oin, draw Galluping Boulders which puts 3 hits on Oin which is the game.
AAR
The initial quest card require 16 progress to clear, which is kind of insane with a 4 threat deficit from the beginning. The deck I used here "A Hobbit Goes Adventuring" really doesn't generate a lot of quest power. It doesn't need so much to get through We Must Away Ere Break of Day. Beating this quest might require another custom deck build.