Escape from Mount Gram with a Revised Card Pool Minimum Purchase Deck – March 5, 2023

Introduction

It’s Halbarad to the rescue!

Decklist

Escaping Mount Gram – ROC Minimum Purchase Deck

Main Deck

Hero (3)
Denethor (Core Set)
Éowyn (Core Set)
Halbarad (The Lost Realm)

Ally (29)
1x Beorn (Core Set)
2x Daughter of the Nimrodel (Core Set)
2x Faramir (Core Set)
2x Galadhrim Weaver (The Treachery of Rhudaur)
3x Gandalf (Core Set)
1x Gléowine (Core Set)
3x Guard of the Citadel (Core Set)
3x Guardian of Arnor (The Battle of Carn Dûm)
1x Henamarth Riversong (Core Set)
3x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
3x Snowbourn Scout (Core Set)
3x Weather Hills Watchman (The Lost Realm)

Attachment (15)
3x Celebrían’s Stone (Core Set)
2x Self Preservation (Core Set)
1x Star Brooch (The Lost Realm)
3x Steward of Gondor (Core Set)
3x Sword of Númenor (The Dread Realm)
3x Unexpected Courage (Core Set)

Event (6)
3x Sneak Attack (Core Set)
3x Valiant Sacrifice (Core Set)

Campaign (2)
1x Amarthiúl’s Courage (Angmar Awakened Campaign Expansion)
1x Stalwart (Angmar Awakened Campaign Expansion)

3 Heroes, 52 Cards
Cards up to Angmar Awakened Campaign Expansion

Sideboard

Ally (24)
3x Curious Brandybuck (The Wastes of Eriador)
1x Daughter of the Nimrodel (Core Set)
3x East Road Ranger (The Wastes of Eriador)
3x Erebor Hammersmith (Core Set)
1x Galadhrim Weaver (The Treachery of Rhudaur)
2x Gléowine (Core Set)
2x Lindir (The Battle of Carn Dûm)
3x Miner of the Iron Hills (Core Set)
3x Northern Tracker (Core Set)
3x Warden of Annúminas (The Lost Realm)

Attachment (12)
3x Favor of the Valar (The Battle of Carn Dûm)
3x Forest Snare (Core Set)
2x Heir of Valandil (The Lost Realm)
1x Self Preservation (Core Set)
3x Silver Harp (The Treachery of Rhudaur)

Event (21)
3x A Test of Will (Core Set)
3x Dwarven Tomb (Core Set)
3x Hasty Stroke (Core Set)
3x Lore of Imladris (Core Set)
3x Stand and Fight (Core Set)
3x The Galadhrim’s Greeting (Core Set)
3x Will of the West (Core Set)

Decklist built and published on RingsDB.

Play by Play

Campaign Pool

  • Stalwart on Denethor
  • 1 damage on Arnor Ravaged
  • Amarthuil’s Courage
  • Thaudir’s Spite
  • Determination
  • Starting threat lowered by 2 for completing Fend Off Despair in Wastes of Eriador
  • Amarthuil is Determined
  • Fend Off Despair

Starting Hand

  • Doesn’t matter because it is going to get shuffled in.

Setup

  • Starting hand shuffled
  • Halbarad picked as the starting hero.
  • Captured Deck created.
  • +3 resources on Halbarad (2 from the quest and 1 for Easy mode)
  • Threat – 10
  • Jailor Gornakh, Southern Gate, and Angmar Orcs encounter cards set aside.
  • Starting Hand

    • Steward of Gondor x2
    • Sneak Attack
  • Stalwart set aside
  • Loot the Dungeons in the staging area with bottom 5 Captured cards under it.
  • Advance to 2A and capture 7 under it.
  • Prison Cell revealed and capture 3.

Turn 1

1.3 Draw

  • Unexpected Courage

1.3 Action(s)

  • none

2.2 Planning

  • Steward of Gondor on Halbarad
  • +2 resources on Halbarad As usual, I’ll exhaust Steward at 1.3 Action Window but won’t report it to save time.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Halbarad
  • Total Quest Power = 2

3.2 Action(s)

  • none

3.3 Staging

  • Interrogation discards Gandalf from my Captured Deck.
  • Threat – 15
  • Total Staging Area Threat = 1

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 progress and rescue Gandalf from under Stage 2B.

3.4 Action(s)

  • none

4.2 Travel

  • Prison Cell
  • See under it is Faramir, Celebrian’s Stone, and Gleowine.
  • Faramir rescued and put into play.

4.2 Action(s)

  • none

7 Refresh

  • 7.3 Threat – 16 (only 1 quest card completed.)
  • 7.4 Action(s)
    • none

Turn 2

1.3 Draw

  • Unexpected Courage 2

1.3 Action(s)

  • none

2.2 Planning

  • none

3.1 Quest Phase 3.1 Action(s)

  • Sneak Attack Gandalf
  • Threat – 11

3.2 Committed Characters vs Main Quest

  • Halbarad
  • Faramir
  • Gandalf
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Tunnels of Mount Gram and capture 1.
  • Total Staging Area Threat = 1

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 Prison Cell progress (3 / 3), explore it, and rescue Celebrian’s Stone and Gleowine.
  • +4 quest progress rescuing Eowyn, Guardian of Arnor, and Celebrian’s Stone x2. Willpower shouldn’t be an issue from here on out.

3.4 Action(s)

  • none

  • Gandalf returned to my hand.

4.2 Travel

  • Tunnels of Mount Gram

4.2 Action(s)

  • none

7 Refresh

  • 7.3 Threat – 12
  • 7.4 Action(s)
    • none

Turn 3

1.3 Draw

  • Self Preservation

1.3 Action(s)

  • none

2.2 Planning

  • Celebrian’s Stone on Eowyn.
  • Guardian of Arnor

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Loot the Dungeon Quest

  • Eowyn
  • Faramir
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Prison Cell and capture 1
  • Total Staging Area Threat = 1

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 Tunnels of Mount Gram progress (4 / 4), explore it, and rescue Daughter of Nimrodel
  • +3 Loot the Dungeon progress (3 / 8)

3.4 Action(s)

  • none

4.2 Travel

  • Prison Cell
  • See Henamarth underneath and put him into play.

4.2 Action(s)

  • Exhaust Henamarth to see the top encounter card is Dungeon Guard.

7 Refresh

  • 7.3 Threat – 13
  • 7.4 Action(s)
    • none

Turn 4

1.3 Draw

  • Sneak Attack

1.3 Action(s)

  • none

2.2 Planning

  • Unexpected Courage on Halbarad.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Loot the Dungeon Quest

  • Eowyn
  • Faramir
  • Total Quest Power = 8

3.2 Action(s)

  • Discard Celebrian’s Stone 2 for +1 willpower (9 Total)

3.3 Staging

  • Dungeon Guard and capture 1.
  • Total Staging Area Threat = 1

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 Prison Cell progress (3 / 3) and explore it.
  • +5 Loot the Dungeon progress (8 / 8), add it to the victory display, rescue Sword of Numenor x2, Beorn, Guard of the Citadel, and Guardian of Arnor 2.
  • Mail of Earnur picked and added to my hand. If I was playing with a full card pool Silverthorn would be tempting. I like victory display decks and curious if it would help make it better in solo play. Something to consider whenever I decide to replay this campaign. The Mail of Earnur makes the most sense though. Usually I concede when Denethor dies to a bad shadow because of his 3 hit points. It will be great on Amarthuil too at Battle of Carn Dum.

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • Dungeon Guard

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dungeon Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Guardian of Arnor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack (Patrol Room)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • Arnor Ravaged moves a damage to Guardian of Arnor (2 / 3)
  • 6.4.3 Action(s)
    • none 6.7 Player Attacks

6.8b Target – Dungeon Guard

  • 6.8b Attackers
    • Halbarad
    • Henamarth Riversong
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 3
  • 6.8.3 Damage Dealt – 2 (2 / 2)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.
  • Ranger of Cardolan rescued and put into play.

7 Refresh

  • 7.3 Threat – 15 (1 quest card and 1 side quest in the victory display)
  • 7.4 Action(s)
    • none

Turn 5

1.3 Draw

  • Unexpected Courage 3

1.3 Action(s)

  • none

2.2 Planning

  • Sword of Numenor x2 on Halbarad
  • Guardian of Arnor
  • Guard of the Citadel

3.1 Quest Phase 3.1 Action(s)

  • Henamath exhausts and see top encounter card is Dungeon Guard.
  • Time to stall and see if I can get to Denethor before advancing to Stage 3.

3.2 Committed Characters vs Main Quest

  • Guard of the Citadel
  • Total Quest Power = 1

3.2 Action(s)

  • none

3.3 Staging

  • Dungeon Guard and capture 1.
  • Total Staging Area Threat = 1

3.3 Action(s)

  • none

3.4 Quest Resolution

  • No progress and no threat gained.

3.4 Action(s)

  • none

5.2 Optional Engagement

  • Dungeon Guard

5.2 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dungeon Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Guardian of Arnor 2
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Exhaust Guardian of Arnor 2 (Feeble and Weary)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Dungeon Guard

  • 6.8b Attackers
    • Halbarad
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 4
  • 6.8.3 Damage Dealt – 3 (3 / 2)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.
  • Weather Hills Watchman rescued and put into play.

7 Refresh

  • 7.3 Threat – 17
  • 7.4 Action(s)
    • none

Turn 6

1.3 Draw

  • Valiant Sacrifice

1.3 Action(s)

  • none

2.2 Planning

  • none

3.1 Quest Phase 3.1 Action(s)

  • Henamarth sees the top encounter card is Fend Off Despair

3.2 Committed Characters vs Main Quest

  • none
  • Total Quest Power = 0

3.2 Action(s)

  • none

3.3 Staging

  • Fend Off Despair
  • Total Staging Area Threat = 0

3.3 Action(s)

  • none

3.4 Quest Resolution

  • No progress and no threat gained.

3.4 Action(s)

  • none

7 Refresh

  • 7.3 Threat – 19
  • 7.4 Action(s)
    • none

Turn 7

1.3 Draw

  • Determination

1.3 Action(s)

  • none

2.2 Planning

  • none

3.1 Quest Phase 3.1 Action(s)

  • Henamarth sees the top encounter card is Cruel Torturer.

3.2 Committed Characters vs Main Quest

  • Faramir
  • Total Quest Power = 2

3.2 Action(s)

  • none

3.3 Staging

  • Cruel Torturer and capture 1
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • No progress and no threat gained.

3.4 Action(s)

  • none

5.2 Optional Engagement

  • Cruel Torturer

5.2 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Cruel Torturer

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Guardian of Arnor 1 The Forced effect on Cruel Torturer will capture him. I’ll rescue him. Then replay him getting him fully healed.
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Sound the Alarm!)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – It would be 1 but instead the Guardian is captured.
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Cruel Torturer

  • 6.8b Attackers
    • Halbarad
    • Ranger of Cardolan
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 6
  • 6.8.3 Damage Dealt – 4 (4 / 3)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.
  • Guardian of Arnor and Weather Hills Watchman rescued.

7 Refresh

  • 7.3 Threat – 21
  • 7.4 Action(s)
    • none

Turn 8

1.3 Draw

  • Self Preservation

1.3 Action(s)

  • none

2.2 Planning

  • Guardian of Arnor (formerly 1 now 2)
  • Weather Hills Watchman 2

3.1 Quest Phase 3.1 Action(s)

  • Henamarth sees the top encounter card is Stop the Executions!

3.2 Committed Characters vs Main Quest

  • none
  • Total Quest Power = 0

3.2 Action(s)

  • none

3.3 Staging

  • Stop the Executions and capture 5.
  • Time is 4.
  • Total Staging Area Threat = 0

3.3 Action(s)

  • none

3.4 Quest Resolution

  • No progress and no threat gained.

3.4 Action(s)

  • none

7 Refresh

  • 7.3 Threat – 23
  • 7.4 Action(s)
    • none
  • Time is 3.

Turn 9

1.3 Draw

  • Valiant Sacrifice

1.3 Action(s)

  • none

2.2 Planning

  • Henamarth sees the top encounter card is Interrogation.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Stop the Exectuions! Quest

  • Eowyn
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Interrogation discards Sarn Ford Sentry from my captured deck.
  • Threat – 27
  • Total Staging Area Threat = 0

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +6 Stop the Executions! progress (6 / 6), add it to the Victory Display, and rescue Denethor, Guard of the Citadel x2, Sarn Ford Sentry, and Ranger of Cardolan.I just need to rescue the third copy of Gandalf to avoid not being able to have him in my deck for the rest of the campaign.
  • Stalwart attached to Denethor.

3.4 Action(s)

  • none

7 Refresh

  • 7.3 Threat – 30 (1 quest card and 2 side quests)
  • 7.4 Action(s)
    • none

Turn 10

1.3 Draw

  • Valiant Sacrifice 3

1.3 Action(s)

  • none

2.2 Planning

  • Unexpected Courage x2 and Mail of Earnur on Denethor.
  • Ranger of Cardolan 2
  • Guard of the Citadel 2 and 3.

3.1 Quest Phase 3.1 Action(s)

  • Denethor sees the top encounter card is Prison Cell and leave it on top.

3.2 Committed Characters vs Fend Off Despair Quest

  • Faramir
  • Total Quest Power = 2

3.2 Action(s)

  • none

3.3 Staging

  • Prison Cell and capture 1.
  • Total Staging Area Threat = 1

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 Fend Off Despair progress (1 / 8)

3.4 Action(s)

  • none

4.2 Travel

  • Prison Cell and see captured card is Galadhrim Weaver. Then put it into play. Shuffle Sarn Ford Sentry into my deck.

4.2 Action(s)

  • Unexpected Courage readies Denethor.
  • Denethor sees the top encounter card is Feeble and Weary. Put it back on the bottom.
  • 2nd Unexpected Courage readies Denethor.
  • Denethor sees the top encounter card is Patrol Room and put it back on top.

7 Refresh

  • 7.3 Threat – 33
  • 7.4 Action(s)
    • none

Turn 11

1.3 Draw

  • Sarn Ford Sentry

1.3 Action(s)

  • none

2.2 Planning

  • none

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Fend Off Despair Quest

  • Eowyn
  • Galadhrim Weaver
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Patrol Room and capture 2
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 Prison Cell (3 / 3) and explore it.
  • +1 Fend Off Despair progress (2 / 8)

3.4 Action(s)

  • none

4.2 Travel

  • Patrol Room
  • Threat – 36

4.2 Action(s)

  • Unexpected Courage readies Denethor.
  • Denethor sees the top encounter card is Tunnels of Mount Grame. Put it back on top.

7 Refresh

  • 7.3 Threat – 39 I think I’ll have to clear Fend Off Despair so I don’t raise my threat by 1 using Sneak Attack Gandalf.
  • 7.4 Action(s)
    • none

Turn 12

1.3 Draw

  • Steward of Gondor

1.3 Action(s)

  • none

2.2 Planning

  • none

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Fend Off Despair Quest

  • Eowyn
  • Galadhrim Weaver
  • Faramir
  • Total Quest Power = 9

3.2 Action(s)

  • none

3.3 Staging

  • Tunnels of Mount Gram and capture 1.
  • Total Staging Area Threat = 1

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 Patrol Room progress (2 / 2) and explore it.
  • Faramir 2 and Weather Hills Watchman 3 rescued. I forgot I put a second copy in the deck. Good thing I rescued it.
  • +6 Fend Off Despair progress (8 / 8) and add it to the victory display.

3.4 Action(s)

  • none

4.2 Travel

  • Tunnels of Mount Gram

4.2 Action(s)

  • Denethor sees the top encounter card is Captives of Gornakh and put it on the bottom.
  • Unexpected Courage readies Denethor.
  • Denethor sees the top encounter card is Prison Cell. Put it back on the top.

7 Refresh

  • 7.3 Threat – 44
  • 7.4 Action(s)
    • none

Turn 13

1.3 Draw

  • Sneak Attack 3

1.3 Action(s)

  • none

2.2 Planning

  • Daughter of the Nimrodel

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Galadhrim Weaver
  • *I think I need to advance now. The 2 sneak attacks I have will only get me 2 more turns to avoid losing to threat. I’ll need at least a couple turns on Stage 3.
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Prison Cell and capture 1
  • Total Staging Area Threat = 1

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 Tunnels of Mount Gram progress (4 / 4), explore it, and rescue Galadhrim Weaver.
  • +2 quest progress and rescue Snowbourn Scout x2.
  • Advance to Stage 3A.
  • Jailor Gornakh and Southern Gate added to the staging area.
  • Angmar Orcs encounter cards added to the encounter deck.
  • Dungeon Guard revealed and captured 1.

3.4 Action(s)

  • none

4.2 Travel

  • Prison Cell and don’t use its response.

4.2 Action(s)

  • none

5.2 Optional Engagement

  • Jailor Gornakh

5.2 Action(s)

  • none

5.3 Engagement

  • Dungeon Guard

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Jailor Gornakh

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Orc Ambush)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 (1 / 5)
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Dungeon Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Guardian of Arnor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Exhaust Guardian of Arnor 2 (Feeble and Weary)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Daughter of the Nimrodel heals 1 damage from Denethor (0 / 5)
    • Unexpected Courage readies Denethor.
    • Sneak Attack to put Gandalf into play.
    • Threat – 39

6.7 Player Attacks

6.8b Target – Jailor Gornakh

  • 6.8b Attackers
    • Halbarad
    • Gandalf
    • Faramir
    • Ranger of Cardolan
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 11
  • 6.8.3 Damage Dealt – 8 / 8
  • 6.8.3 Action(s)
    • none
  • Target Destroyed and added to the victory display.
  • +2 resources on Halbarad.

6.8b Target – Dungeon Guard

  • 6.8b Attackers
    • Ranger of Cardolan 2
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 3
  • 6.8.3 Damage Dealt – 2 / 2
  • 6.8.3 Action(s)
    • Denethor sees the top encounter card is Angmar Orc and put it on the bottom.
    • 2nd Unexpected Courage readies Denethor.
    • Denethor sees the top encounter card is Angmar Marauder and leave it on top.
  • Target destroyed.
  • Daughter of the Nimrodel 2 rescued.
  • Gandalf returned to hand.

7 Refresh

  • 7.3 Threat – 44
  • 7.4 Action(s)
    • none

Turn 14

1.3 Draw

  • My deck is empty.

1.3 Action(s)

  • none

2.2 Planning

  • Galadrhim Weaver 2 and shuffle Sneak Attack back into my deck.
  • Snowbourn Scout x2 and +2 Prison Cell progress (2 / 3)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Galadhrim Weavers x2
  • Guard of the Citadel x3
  • Weather Hills Watchman x3
  • Total Quest Power = 14
  • I read the campaign resolution again. I’m pretty sure I don’t need to rescue the last copy of Gandalf. It says to take note of any unique cards in there and not in play. As long as Gandalf is in play when I win then I won’t lose the ability to include him in future decks.

3.2 Action(s)

  • none

3.3 Staging

  • Angmar Marauder
  • Total Staging Area Threat = 6

3.3 Action(s)

  • Faramir exhausts for +9 willpower (23 total)

3.4 Quest Resolution

  • +1 Prison Cell progress (3 / 3), explore it, and rescue Ranger of Cardolan 3.
  • +16 quest progress (16 / 16)

3.4 Action(s)

  • none

4.2 Travel

  • Southern Gate

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Angmar Marauder

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Angmar Marauder

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – whiffs because not an ally (Captives of Gornakh)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 / 5
  • 6.4.3 Action(s)
    • Daughter of the Nimrodel heals 1 damage from Denethor (0 / 5)

6.7 Player Attacks

6.8b Target – Angmar Marauder

  • 6.8b Attackers
    • Halbarad
    • Ranger of Cardolan
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 6
  • 6.8.3 Damage Dealt – 4 / 4
  • 6.8.3 Action(s)
    • Denethor sees the top encounter card is Angmar Captain.
    • Put it back on the bottom.
    • Unexpected Courage readies Denethor.
    • Denethor sees the top encounter card is Angmar Orc and leave it on top.
    • Sneak Attack Gandalf
    • Threat – 39
  • Target destroyed.

7 Refresh

  • 7.3 Threat – 44
  • 7.4 Action(s)
    • none

Turn 15

1.3 Draw

  • Sneak Attack

1.3 Action(s)

  • none

2.2 Planning

  • Gleowine
  • Ranger of Cardolan 3

3.1 Quest Phase 3.1 Action(s)

  • Sneak Attack Gandalf
  • Threat – 39

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Halbarad
  • Denethor
  • Galadhrim Weaver x2
  • Ranger of Cardolan x3
  • Weather Hills Watchman x3
  • Guard of the Citadel x3
  • Henamarth Riversong
  • Gleowine
  • Guardian of Arnor x2
  • Snowbourn Scout x2
  • Gandalf
  • Daughter of the Nimrodel
  • Total Quest Power = 32

3.2 Action(s)

  • none

3.3 Staging

  • Angmar Orc and discard a Snowbourn Scout
  • Total Staging Area Threat = 2

3.3 Action(s)

  • Faramir exhausts for +21 willpower (53 total)
  • Determination attached to Gandalf to ready him.

3.4 Quest Resolution

  • +8 Southern Gate progress (8 / 8), explore it, add it to the victory display, and win!

Score

  • 142 = 14 completed rounds * 10 + 39 threat + 0 hero damage + 0 dead heroes – 37 victory points

Campaign Resolution

  • Starting threat lowered by 2 for completing Fend Off Despair.
  • Mail of Earnur added to the Campaign Pool.
  • Gandalf is Determined.
  • A copy of Gandalf is the only unique card in the Captured Deck, but a copy is in play. No cards barred from being in my deck for future scenarios.

Postmortem

My deck worked although not optimized for this scenario. I really shouldn’t have included Valiant Sacrifice, Gleowine, and Beorn. Beorn could still be useful with Sneak Attack but it was a big risk with just a single copy and the campaign resolution. The card draw from Gleowine and Valiant Sacrifice really wasn’t needed. Favor of the Valar would be a good addition as insurance in case rescuing Gandalf or Faramir takes a long time. I probably could have also kept a couple copies of A Test of Will and/or Hasty Stroke. Even Faramir probably wasn’t necessary, he does make getting Stage 3 completed much easier. I also thought Ranger Summons would work well in this scenario since it can put an ally into play although not an ally card. Also the Easy mode encounter deck on stage 2 isn’t that thick. I only had a few cards left when I advanced to Stage 3.

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