LotR 344 - The Three Trials 8

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I've been stuck on this since the last game I played in early June, and I need to get back on the saddle. So I netdecked this one and will be using Chad's Single Core Three Trials. I just don't have the patience to work really hard scenarios out these days. Probably because I've gotten way deeper into Vietnam plays. Building physical decks is becoming increasingly more difficult as the card pool grows, and I also attempt to keep a few decks pre-built, which puts a lot of pressure on staple cards.

Game 344/8

Initial hand:

  1. Elrond's Counsel
  2. Resourceful
  3. Anfalas Herdsman
  4. Quick Strike
  5. Daeron's Runes
  6. Deep Knowledge

This is very cool, as I replaced the Steward of Gondor in the original deck with another Elrond's Counsel and 1 copy of Resourceful. This seems like a pretty good initial hand.

Round 1

  1. Resource: 3, draw A Good Harvest.
  2. Planning: Daeron's Rune draw Deep Knowledge and Dagger of Westernesse, discard Dagger. Play Elrond's Counsel for Threat 19 with +1 Will to Glorfindel. Play Resourceful on Boromir. Play Deep Knowledge for Threat 21 drawing Gondorian Shield and Fast Hitch. Play Fast Hitch on Pippin.
  3. Quest: Pippin, Glorfindel for 6 Will and Threat 22, draw Spirit of the Wild, net 0.
  4. Travel: Cave Barrow.
  5. Encounter: Spirit.
  6. Combat: Undefended against Glorfindel, shadow Spirit of the Wild which whiffs, 1 hit on Glorfindel. Boromir and Pippin put 2 hits on Spirit.
  7. Refresh: Threat 23.

Round 2

  1. Resource: 5, draw A Test of Will.
  2. Planning: Deep Knowledge for Threat 24 and draw Anfalas Herdsman and Gondorian Fire. Gondorian Fire and Shield to Boromir.
  3. Quest: Pippin, Glorfindel for 5 Will Threat 24, reveal Cursed Forest.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: Undefended on Glorfindel, shadow Wild Tenacity which has no effect. Pippin and Boromir kill Spirit.
  7. Refresh: Threat 25.

Round 3

  1. Resource: 8, draw Light of Valinor.
  2. Planning: Play Light of Valinor on Glorfindel.
  3. Quest: Pippin and Glorfindel, reveal Wild Tenacity which I'm canceling. No progress.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Wolf attack, Boromir takes one hit. Threat 26.

Round 4

  1. Resource: 10, draw Elrond'd Counsel.
  2. Planning: Play Elrond's Counsel for Threat 23, +1 Will to Glorfindel. Anfalas Herdsman 2x.
  3. Quest: Pippin and GLorfindel, reveal Spirit of the Wild.
  4. Travel: none.
  5. Encounter: Spirit of the Wild.
  6. Combat: Anfalas defends, shadow Turned Around for no effect. Glorfindel and Boromir kill it.
  7. Refresh: Threat 24.

Round 5

  1. Resource: 12, draw Gondorian Sheild.
  2. Planning: none.
  3. Quest: Pippin, Glorfindel, reveal Turned Around, take a time token from Wolf.
  4. Travel: none.
  5. Encounter: Optionally engage Wolf.
  6. Combat: Boromir defends, shadow Ancient Forest exhaust a Anfalas Herdsman. Pippin, Boromir, Glorfindel put 4 hits on Wolf.
  7. Refresh: Wolf attacks, Anfalas defends, shadow Grim Foothill with no effect. Threat 25.

Round 6

  1. Resource: 16, draw Arwen Unomiel.
  2. Planning: Play Arwen. Play Quick Strike and kill Wolf.
  3. Quest: Pippin, Arwen, Glorfindel, reveal Tangled Woods, net +2 Progress.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 26.

Round 7

  1. Resource: 10, draw Anfalas Herdsman.
  2. Planning: none.
  3. Quest: Pippin, Glorfindel, Arwen, Boromir for 8 Will, reveal Turned Around and put Cave Barrow back into Staging. No net gain.
  4. Travel: Cursed Forest.
  5. Encounter: Spirit.
  6. Combat: Anfalas defends, shadow Ancient Forest to exhaust Glorfindel, which leaves this pest into the next round. Boromir put a hit on him.
  7. Refresh: Threat 27.

Round 8

  1. Resource: 14, draw Ethir Swordsman.
  2. Planning: Ethir Swordsman.
  3. Quest: Glorfindel, Pippin, Arwen, Ethir, reveal Curse of the Wild Men which takes out Ethir and Anfalas, and that's probably the game. Net +2 Progress. This stinks as I would have cleared the location which would have reduced location lock issues.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: Pippin defends, shadow Grim Foothills with no effect. Boromir and Glorfindel take him out.
  7. Refresh: Threat 28.

Round 9

  1. Resource: 17, draw Ancient Mathom.
  2. Planning: Play Ancient Mathom.
  3. Quest: All, reveal Grim Foothill, net +2 whidh clears Cursed Forest, draw Master of the Forge, Dagger of Westernesse, and Peace and Thought.
  4. Travel: Boromir does his thing, travel to Tangled Woods, Threat 29.
  5. Encounter: none.
  6. Combat: none. Action Window Peace and Thought with Glorfindel and Fast Hitch Pippin to draw Asfaloth, Peace and Thought, Deep Knowledge, Dagger of Westernesse, A Good Harvest.
  7. Refresh: Threat 30.

Round 10

  1. Resource: 19, draw Elrond's Counsel.
  2. Planning: Play Elrond's Counsel, Threat 27, Deep Knowledge for Threat 29 drawing Daeron's Runes and Warden of Healing, play Daeron's Runes drawing Gondorian Shield (discard) and Quick Strike. Play Asfaloth on Glorfindel, Warden of Healing, Dagger of Westernesse, Warden of Healing does his thing.
  3. Quest: All, reveal Curse of the Wild Men which kills Warden of Healing. Doesn't quite clear what I need, which is a bummer.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: none. Action Window: Fast Hitch Pippin, with Glorfindel play Peace and Thought to draw Unexpected Courage, Light of Valinor, Daeron's Runes, Master of the Forge, and Gondorian Fire.
  7. Refresh: Threat 31.

Round 11

  1. Resource: 18, draw Warden of Healing.
  2. Planning: Daeron's Runes drawing Miruvor and Ethir Swordsman, discard Light of Valinor. Unexpected Courage on Boromir, Miruvor to Glorfindel.
  3. Quest: All in, reveal Tangled Woods.
  4. Travel: Cave Barrow.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 32.

Round 12

  1. Resource: 19, draw Rohan Warhorse.
  2. Planning: Dagger of Westernesse on Glorfindel.
  3. Quest: All in, reveal The Guardian's Fury and put Wolf back into Staging. Net +4 which clears Stage 1. Boar comes out with Stone Barrow.
  4. Travel: Tangled Woods.
  5. Encounter: none.
  6. Combat: none.
  7. Refresh: Threat 33.

Round 13

  1. Resource: 22, draw Ethir Swordsman.
  2. Planning: Play Master of the Forge.
  3. Quest: Pippin, Glorfindel, Arwen, reveal Spirit of the Wild, discard Miruvor to clear Tangled Woods.
  4. Travel: Stone Barrow and put 2 from Asfaloth.
  5. Encounter: Spirit.
  6. Combat: Boromir defends, Cursed Forest which whiffs. Boromir and Glorfindel kill it.
  7. Refresh: Threat 34. Discard Master of the Forge to Boar.

Round 14

  1. Resource: 24, draw Dwarven Tomb.
  2. Planning: Ethir Swordmans 2x, Anfalas Herdsman.
  3. Quest: Pippin, Glorfindel, Arwen, Ethir 2x, reveal Grim Foothills Threat 36. net +3 discards.
  4. Travel: none.
  5. Encounter: optional engage Boar.
  6. Combat: Boromir defedns, shadow Grim Foothill has no effect. Boromir, Pippin, Glorfindel kill Boar.
  7. Refresh: Threat 35.

Round 15

  1. Resource: 20, draw Peace and Thought.
  2. Planning: none.
  3. Quest: Pippin, Glorfindel, Arwen, Ethir 2x, reveal Grim Foothills for Threat 37. Net +11 discard.
  4. Travel: Grim Foothills.
  5. Encounter: none.
  6. Combat: none. Action Window Pippin and Glorfindel for Peace and Thought drawing Light of Valinor, A Good Harvest, Ancient Mathom, A Test of Will.
  7. Refresh: Threat 38.

Round 16

  1. Resource: 23(?) deck is empty.
  2. Planning: Master of the Forge.
  3. Quest: Pippin, Glorfindel, Arwen, Ethir 2x, reveal Curse of the Wild Men, A Test of Will handles that. Grim Foothills is cleared, Raven comes out.
  4. Travel: Grim Foothills, Asfaloth for 2.
  5. Encounter: Raven is engaged.
  6. Combat: Master of the Forge defends, the deck is empty so there are no shadow cards! Master of the forge is dead. Boromir, Pippin, Glorfindel swing to kill Raven. Advance to Stage 3. This brings all the Guardians back out as being engaged. I think I have a window here where I can play Quick Strike and knoch out Wolf.
  7. Refresh: Threat 39.

Round 17

  1. Resource: 11, no cards.
  2. Planning: none.
  3. Quest: Glorfindel, Arwen, reveal Cursed Forest.
  4. Travel: Hallowed Circle, attacks from Boar and Raven, Anfalas Herdsman defends shadow Turned Around which whiffs; Boromir defends, shadow Ancient Forest exhausr Warden of Healing. Boromir readies Threat 40.
  5. Encounter: none.
  6. Combat: Glorfindel defends Raven's which has a +1 so Glorfindel is dead. Boromir defends shadow Curse of the Wild Men, takes 3 hits. Pippin, 12 hits on Boar.
  7. Refresh: Threat 41.

Round 18

  1. Resource: 6.
  2. Planning: none.
  3. Quest: Pippin, Arwen, Ethir 2x, reveal Grim Foothills, Threat 43. Net +4.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: Warden defends Boar, shadow Cursed Forest remove Time counter from Raven. Boromir defends Raven, shadow Turned Around which whiffs. Boromor for 5 Pippin for 1 kill Boar. Boromir does his thing, Threat 44, swing for 5 + 4 = 9 for
  7. Refresh: Threat 45.

Round 19

  1. Resource: 7.
  2. Planning: none.
  3. Quest: Boromir, Pippin, Arwen, Ethir 2x for 9, Spirit of the Wild. Net +1 Progress.
  4. Travel: none.
  5. Encounter: Spirit of the Wild.

Scooping here, no way I can win it.

I think this deck could do it though.

Game 345/9

I watched Chad's playthrough, and now understand a lot more than I did about how to really do well with this quest.

Initial hand:

  1. Daeron's Runes
  2. Dagger of Westernesse
  3. Warden of Healing
  4. Steward of Gondor
  5. A Test of Will
  6. A Test of Will

Round 1

Raven engages, Pippin draws Peace and Thought.

  1. Resource: 3, draw Miruvor.
  2. Planning: Daeron's Runes draw Daeron's Runes and Warden of Healing, discard Warden of Healing. Play Peace and Thought to put Steward of Gondor on Boromir.
  3. Quest: Pippin, Glorfindel, reveal Ancient Forest for net +3 Threat to 25.
  4. Travel: Hill Barrow.
  5. Encounter: Raven
  6. Combat: Boromir defends, shadow Grim Foothills for 1 hit.
  7. Refresh: Threat 26.

Round 2

  1. Resource: 5, draw Master of the Forge.
  2. Planning: Daeron's Runes drawing Dagger of Westernesse and Gondorian Shield, discard Master of the Forge. Gondorian Shield on Boromir.
  3. Quest: Pippin, Glorfindel (Threat 27), reveal Spirit of the Wild.
  4. Travel: none.
  5. Encounter: Spirit of the Wild, Pippin draws Anfalas Herdsman.
  6. Combat: Boromir defends Grim Foothills for no effect. Undefended on Glorfindel for Spirit shadow Wild Tenacity which whiffs.
  7. Refresh: Threat 28.

Round 3

  1. Resource: 9, draw Gondorian Shield.
  2. Planning: Play Master of the Forge and find Gondorian Shield.
  3. Quest: Pippin, Glorfindel (Threat 29), reveal Wild Tenacity.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: Boromir defends Raven, shadow Tangled Woods with no shadow. Glorfindel undefended from Spirit, shadow The Guardian's Fury which whiffs.
  7. Refresh: Threat 30. Raven puts 1 damage on all characters.

Round 4

  1. Resource: 12, draw Asfaloth.
  2. Planning: Play Asfaloth.

Scooping here as I've been playing the Guardian attacks wrong, they get an extra shadow card on each attack.

Game 346/10

Initial hand:

  1. Ethir Swordsman
  2. Asfaloth
  3. Light of Valinor
  4. Steward of Gondor
  5. Ethir Swordsman
  6. Peace and Thought

Trial of Intuition. Guardian engages, Pippin draws Dagger of Westernesse.

Round 1

  1. Resource: 3, draw Elrond's Counsel.
  2. Planning: Light of Valinor on Glorfy.
  3. Quest: Glorfy, Pippin, reveal Curse of the Wild Men which whiffs.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: Boromir defends Wolf, shadow Spirit of the Wild Boromir takes 3 hits.
  7. Refresh: Threat 23.

Round 2

  1. Resource: 5, draw A Test of Will.
  2. Planning: …

Scooping here, I don't have a game without Gondorian Shield, and I can't get an ally out this turn which means I'm going to lose a hero.

Will continue tomorrow.


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