Intruders in Chetwood - 2:364

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The start of a new cycle, Angmar Awakened and The Lost Realm. I've played most of the cycle co-operatively, but I don't recall much about it other than side quests are introduced both as player cards and encounter cards. I'm using the Elrond/Vilya deck which worked through most of the cycle in coop. We'll see how well it does flying solo.

Initial hand:

  1. A Test of Will
  2. A Burning Brand
  3. Daeron's Runes
  4. Light of Valinor
  5. Dwarven Tomb
  6. Hasty Stroke

Not going to mulligan.

Round 1

  1. Resource: 3, draw Warden of Healing.
  2. Planning: Light of Valinor on Elrond. Daeron's Runes draw Thror's Key and Hasty Stroke, discard Hasty Stroke.
  3. Quest: All in, reveal Weight of Responsibility, which essentially surges to Surprising Speed for Doomed 1 and surge Orc War Party. Net +2 Progress.
  4. Travel: Rugged Country.
  5. Encounter: None.
  6. Combat: none.
  7. Refresh: Threat 35.

Round 2

  1. Resource: r, draw Vilya.
  2. Planning: none.
  3. Quest: All in, reveal Surprising Speed for Doomed 1 and surge Angmar Captain. Net +1 Progress on Rugged Country. Threat 36.
  4. Travel: none.
  5. Encounter: Angmar Captain.
  6. Combat: Elrond defends, shadow Weight of Responsibility which would discard Light of Valinor, let's cancel that. Elrond takes 2 hits.
  7. Refresh: Threat 37.

Round 3

  1. Resource: 7, draw Vilya.
  2. Planning: Play Vilya.
  3. Quest: Elrond, Eowyn, reveal Sudden Assault and that's the game as I would be adding another Orc War Party to the staging area, where all three would be coming out faster than I can get chumps out.

This is essentially and "enemy lock" loss. The enemies in this quest are pretty beefy so far.


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