Glorfindel (Spirit Hero)

  • Cycle
    • Darrowdelf
  • Set
    • Foundations of Stone 

The Glorfindel hero you want to play.

Background

Glorfindel we meet in the Lord of the Rings trilogy after Frodo is stabbed by the Morgul blade. He finds Strider and the Hobbits on their way to Rivendell. He takes Frodo from them and carries him swiftly to Rivendell. When confronted by the ringwraiths at the ford, he reveals his spiritual presence to drive the wraiths into the river. Then they are swept away in the ensuing flood. Those unfamiliar with books will note this part is filled by Arwen in the Peter Jackson film adaption.

Glorfindel, however, has a much more extensive story than his cameo in Lord of the Rings. In the First Age, he is one of the captains of Gondolin, the hidden elf city. He is most well known for slaying a Blarog in single combat covering the elves’ flight from the city after it fell. After the fatal blow, the Balrog began to fall into an abyss and dragged Glorfindel down with him. Glorfindel died, but the Valar brought him back from the Halls of Waiting.

He lived in Valinor after his resurrection until coming back to Middle Earth in the Second Age. Glorfindel most likely returned to Middle Earth with the Blue Wizards. He was sent to aid King Gil-galad and Elrond in fighting Sauron. Not much is known of his deeds during the end of the second age and early third age. He did fight Sauron’s forces in Eriador. There, most notably, he gave the prophecy that the Witch-King would not fall by the hand of a man.

Card Theme

Glorfindel is obviously a powerful Nolder as a First Age Elf that took down a Balrog single handedly. His strong stat line is well justified there. The low threat then is a reflection of his involvement in the War of the Ring. Hero threat is explained as the attention the hero draws from Sauron. Powerful leaders like Elrond or Gandalf have high threat because they’re high profile and powerful threats to Sauron. Hobbits have low threat because they generally below his notice. Glorfindel only returning shortly after the forging of The One Ring and believed to not openly display his unseen presence much if at all, likely was not well known. Later as previously mentioned he helped Frodo get to Rivendell, but was rejected from The Fellowship as his power would draw too much attention. This brings us to his Forced effect. Glorfindel’s power is hidden because it stems from his strong presence in the unseen world. He could reveal and unleash it as he did with the Nazghul. Doing so more often would eventually draw Sauron’s attention represented by the Forced effect raising a player’s threat.

Card Synergies and Interactions

Does Not Exhaust to Quest

The drawback to Glorfindel’s low threat cost is the Forced effect on his card. Every time he exhausts to quest, the player has to raise their threat by 1. The work around to this is either not to quest or use Light of Valinor that came in the same pack to quest without exhausting. Strider can also provide the a way around exhausting to quest, but the player can only control 2 or less heroes. If using the Grey Wanderer contract, either one of these could be put into play right at the start of the game.

Secrecy

Glorfindel’s low threat cost is great to enable Secrecy decks. Prior to Smeagol and Messenger of the King, his 5 threat cost was the lowest threat (tied with Mirlonde in Mono-Lore). On top of that, he had 3’s in two stats. Most low threat heroes in the first few cycles had 2’s with Sam Gamgee as the notable exception. Secrecy cards can provide tremendous value in a game. Resourceful and Timely Aid each only one cost can provide tremendous resource acceleration. Out of the Wild and Risk Some Light can control the encounter deck. Allies with Secrecy like Celduin Traveler, Ithilien Lookout, Dunedain Wander, and Rivendell Scout are great values for their Secrecy cost with each having at least a 2 stat.

Asfaloth

Asfaloth, the location control card that because it could put 2 progress on any location resulted in locations getting many more quest points. It is easy to forget that it normally only places 1 progress when used with any other Noldor or Silvan hero because it almost always played with Glorfindel. The 2 progress per round is huge in clearing locations and avoiding location lock. In early cycles it will clear many locations in a single turn. Later cycles it might take a few turns but still it will eventually clear many locations and avoid nasty travel effects.

Attack Boosts

Glorfindel is often going to attack to utilize his robust attack stat. Attacking additionally avoids triggering his Forced effect. His attack easily can be better considering his traits qualify him for some of the best attack boosting attachments. Furthermore, his low threat works well with Dagger Westernesse extra bonus attack when players engage enemies with greater engagement cost higher than their threat.

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

I rate Spirit Glorfindel hero at 1 ring. His very low threat, great stats, Spirit access, Asfaloth, and easy way to avoid his drawback make him fit into numerous decks. The 5 threat cost gives players lots of room to include high threat cost heroes. If they use lower threat cost heroes as well, it can be easy to avoid many engagements and avoid being overwhelmed early in the game. Not to mention enabling using the Secrecy discount when kept under 20 threat. While other heroes have low threat cost, none have double 3’s and the bevy of hit points that Glorfindel does. Then Light of Valinor in addition to negating his drawback, lets him use both stats every round. It is incredibly efficient. If he wasn’t powerful enough, he makes one of the best location control cards better. It can’t be understated how that 2 progress from Asfaloth changed location design in the game because it was so powerful with Glorfindel.

The real downside to Glorfindel is that he can become a crutch. When making a hero line up, he can help round out many of them. Need more willpower to start off with a lot of threat in the staging area or need to progress quickly, Spirit Glorfindel can help the questing hero do it. Need more attack power to deal with an big enemy early, Spirit Glorfindel can help with a more dedicated attacking hero. Facing a lot of archery, direct damage, or undefended attacks, His big pool of hit points can help. Need to keep starting threat low, to avoid engagements, Spirit Glorfindel can help. He just brings a lot to the table.

  • Dave – 2
  • Grant – 1.5
  • Ted – TBR
  • Matt – 1

External Links

Sample Decks

Gandalf’s Noble Hunters by kattattack22

A Three Hunters deck featuring Spirit Glorfindel.

Main Deck

Hero (3)
Denethor (Flight of the Stormcaller)
Gandalf (The Road Darkens)
Glorfindel (Foundations of Stone)

Contract (0)
1x Forth, The Three Hunters! (The City of Ulfast)

Attachment (41)
3x Ancestral Armor (Roam Across Rhovanion)
3x Armored Destrier (Temple of the Deceived)
1x Celebrían’s Stone (Core Set)
3x Gandalf’s Staff (The Road Darkens)
3x Golden Belt (Challenge of the Wainriders)
2x Gondorian Shield (The Steward’s Fear)
2x Heir of Mardil (Celebrimbor’s Secret)
3x Light of Valinor (Foundations of Stone)
2x Livery of the Tower (The Flame of the West)
2x Shadowfax (The Treason of Saruman)
3x Shining Shield (The Fortress of Nurn)
3x Silver Circlet (Wrath and Ruin)
2x Staff of Lebethron (The Land of Shadow)
3x Unexpected Courage (Core Set)
3x Valiant Sword (Under the Ash Mountains)
3x Wizard Pipe (The Road Darkens)

Event (9)
3x A Test of Will (Core Set)
3x Campfire Tales (The Hunt for Gollum)
3x Open the Armory (The Dungeons of Cirith Gurat)

3 Heroes, 50 Cards
Cards up to The Fortress of Nurn

Sideboard

Attachment (10)
3x Expert Treasure-hunter (On the Doorstep)
1x Staff of Lebethron (The Land of Shadow)
3x Steed of Imladris (Across the Ettenmoors)
3x Sword of Númenor (The Dread Realm)

Event (9)
3x Daeron’s Runes (Foundations of Stone)
3x Elrond’s Counsel (The Watcher in the Water)
3x Power of Orthanc (The Voice of Isengard)

Decklist built and published on RingsDB.

Victory-a Secret by stokesbook

A Secrecy enabled victory display encounter control deck.

Main Deck

Hero (3)
Glorfindel (Foundations of Stone)
Mirlonde (The Drúadan Forest)
Rossiel (Escape from Mount Gram)

Ally (8)
2x Celduin Traveler (The Nîn-in-Eilph)
3x Galadhrim Minstrel (Trouble in Tharbad)
1x Gildor Inglorion (The Hills of Emyn Muil)
2x Ithilien Lookout (The Dunland Trap)

Attachment (13)
2x A Burning Brand (Conflict at the Carrock)
2x Asfaloth (Foundations of Stone)
1x Cloak of Lórien (Celebrimbor’s Secret)
2x Lembas (Trouble in Tharbad)
3x Light of Valinor (Foundations of Stone)
3x Resourceful (The Watcher in the Water)

Event (29)
3x A Test of Will (Core Set)
3x Daeron’s Runes (Foundations of Stone)
3x Elrond’s Counsel (The Watcher in the Water)
2x Fair and Perilous (Across the Ettenmoors)
3x Keen as Lances (Escape from Mount Gram)
3x Leave No Trace (Escape from Mount Gram)
3x Mithrandir’s Advice (The Steward’s Fear)
3x None Return (Across the Ettenmoors)
3x Out of the Wild (Road to Rivendell)
3x The Door is Closed! (The Treachery of Rhudaur)

Player Side Quest (1)
1x Scout Ahead (The Wastes of Eriador)

3 Heroes, 51 Cards
Cards up to The Treachery of Rhudaur

Sideboard

Hero (2)
Galdor of the Havens (The Grey Havens)
Pippin (The Black Riders)

Ally (5)
3x Galadhrim Weaver (The Treachery of Rhudaur)
2x Henamarth Riversong (Core Set)

Attachment (5)
2x Leaf Brooch (The Three Trials)
3x The Long Defeat (The Battle of Carn Dûm)

Event (11)
3x A Elbereth! Gilthoniel! (Shadow and Flame)
3x Hasty Stroke (Core Set)
2x Lórien’s Wealth (Core Set)
3x Risk Some Light (Shadow and Flame)

Decklist built and published on RingsDB.

Deadman’s Dike with a Revised Card Pool Minimum Purchase Deck – January 20, 2023

Introduction

This quest for those have not played it before has an additional loss condition. The player(s) lose if their deck is empty. Much like a mill deck in Magic the Gathering, it forces players to discard cards from their deck in order to win. Those that haven’t played Magic, it is the evil version of the Dwarf Mining mechanism. (I know the designers called it Delving in a livestream back in 2021. I called it mining long before that because it make sense with Dwarves and similar to milling from Magic.)

Knowing about the additional loss condition, I made two changes to my deck to counter it.

  1. Removed almost all card draw
  2. Added 2 copies of Will of the West

Card draw accelerates the end of the game. It is unfortunate I’ll have to do without it considering how reliant the deck is on Steward of Gondor. Will of the West basically is the hard counter to encounter deck mining you, but I had to hope both copies and Dwarven Tomb aren’t mined.

Recursion effects are handy in this quest letting the player(s) pull back something that is mined. Erebor Hammersmith and a second copy of Stand and Fight added to take advantage of this. Miner of the Iron Hills added because of Heavy Curse. Heavy Curse is a treachery condition attachment that increases resource cost of a card if a copy is in the discard. It can really bog down the game since the discard pile quickly fills up. Heavy Curse and some similar effects in the quest is why many cards only have 2 copies instead of 3.

Decklist

Deadman’s Dike Party – Revised Card Pool Minimum Purchase

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

Ally (26)
1x Beorn (Core Set)
2x Daughter of the Nimrodel (Core Set)
2x East Road Ranger (The Wastes of Eriador)
2x Erebor Hammersmith (Core Set)
1x Faramir (Core Set)
3x Galadhrim Weaver (The Treachery of Rhudaur)
3x Gandalf (Core Set)
1x Henamarth Riversong (Core Set)
2x Miner of the Iron Hills (Core Set)
2x Northern Tracker (Core Set)
3x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
2x Snowbourn Scout (Core Set)

Attachment (11)
2x Celebrían’s Stone (Core Set)
1x Star Brooch (The Lost Realm)
3x Steward of Gondor (Core Set)
2x Sword of Númenor (The Dread Realm)
3x Unexpected Courage (Core Set)

Event (13)
3x A Test of Will (Core Set)
1x Dwarven Tomb (Core Set)
2x Hasty Stroke (Core Set)
3x Sneak Attack (Core Set)
2x Stand and Fight (Core Set)
2x Will of the West (Core Set)

3 Heroes, 50 Cards

Deck built on RingsDB.

Play by Play

Starting Hand after mulligan

  • Sarn Ford Sentry
  • Unexpected Courage x2
  • East Road Ranger
  • Steward of Gondor
  • Hasty Stroke

Setup

  • Thaudir and his burdens set aside.
  • Protect the Innocent with 2 damage and Fornost Square in the staging area.
  • Iarion under my control with his pendant attached.
  • Stalwart attached to Denethor
  • Threat – 27
  • Easy mode – 1 resource on each hero.
  • Flip the quest card and put Baleful Shade engaged with me.
  • Seal the Tomb and Baleful Shade 2 revealed. I’m very tempted to just reset. If I don’t clear it turn 1 then I most likely will.

Turn 1

1.3 Draw

  • Snowbourn Scout

1.3 Action(s)

  • none

2.2 Planning

  • Steward of Gondor on Denethor.
  • Exhaust Steward for +2 resources.
  • East Road Ranger

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Seal the Tomb Quest

  • Eowyn
  • Halbarad
  • Iarion
  • East Road Ranger
  • Total Quest Power = 13

3.2 Action(s)

  • none

3.3 Staging

  • Broken Battlements
  • Total Staging Area Threat = 5

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +8 Seal the Tomb progress (8 / 8) and add it to the victory display.

3.4 Action(s)

  • none

4.2 Travel

  • Fornost Square

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

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 – Baleful Shade

  • Gandalf mined (discarded from my deck) and Baleful Shade +2 attack
  • +1 resource on Fornost Square (1)
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack (Cursed Dead)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • +1 damage on Protect the Innocent.
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Baleful Shade

  • 6.8b Attackers
    • Halbarad
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 2
  • 6.8.3 Damage Dealt – 1 (1 / 5)
  • 6.8.3 Action(s)
    • Ready Denethor with Unexpected Courage
    • Denethor exhausts to see top encounter card is Dead Lord and put it on the bottom.

7 Refresh

  • 7.3 Threat – 28
  • 7.4 Action(s)
    • none
  • Ranger of Cardolan discarded from my deck.
  • +1 resource on Fornost Square (2)
  • -1 time from Broken Battlements (2 / 3)

Turn 2

1.3 Draw

  • Steward of Gondor 2

1.3 Action(s)

  • Exhaust Steward for +2 resources (I’m just going to do this every turn from here on out but won’t record it.)

2.2 Planning

  • Sarn Ford Sentry and draw Celebrian’s Stone
  • Snowbourn Scout and +1 progress on Broken Battlements

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent Quest I need the extra willpower to make sure I clear the active location so side questing it is.

  • Eowyn
  • Halbarad
  • East Road Ranger
  • Sarn Ford Sentry
  • Total Quest Power = 11

3.2 Action(s)

  • none

3.3 Staging

  • Broken Battlements 2
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 Fornost Square progress (4 / 4) and explore it.
  • -1 Protect the Innocent damage (2 / 10)

3.4 Action(s)

  • none

4.2 Travel

  • Broken Battlements 1
  • Sneak Attack mined.

4.2 Action(s)

  • none

5.2 Optional Engagement

  • Baleful Shade 2

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 – Baleful Shade

  • Galadhrim Weaver mined and +2 attack
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Fornost Square)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Denethor readies with Unexpected Courage

6.4b Enemy – Baleful Shade 2

  • Northern Tracker mined and +2 attack
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Snowbourn Scout
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (The Shadow World)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 3 (3 / 1)
  • +1 Protect the Innocent damage (3 / 10)
  • 6.4.3 Action(s)
    • none
  • Defender destroyed.

6.7 Player Attacks

6.8b Target – Baleful Shade 1

  • 6.8b Attackers
    • Halbarad
    • Denethor
    • Iarion
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 5
  • 6.8.3 Damage Dealt – 4 (5 / 5)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

  • 7.3 Threat – 29
  • 7.4 Action(s)
    • none
  • Will of the West mined.
  • -1 time from Broken Battaments 1 (1 / 3) and 2 (2 / 3)

Turn 3

1.3 Draw

  • Daughter of Nimrodel

1.3 Action(s)

  • none

2.2 Planning

  • Daughter of Nimrodel

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent Quest

  • Eowyn
  • Halbarad
  • East Road Ranger
  • Sarn Ford Sentry
  • Total Quest Power = 11

3.2 Action(s)

  • none

3.3 Staging

  • Baleful Shade 3
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +5 Broken Battlements 1 progress (6 / 6) and explore it.
  • -2 Protect the Innocent damage (1 / 10)

3.4 Action(s)

  • none

4.2 Travel

  • Broken Battlements 2

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

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 – Baleful Shade 2

  • A Test of Will mined.
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Steward of Gondor, Miner of the Iron Hills, and Star Brooch mined for +2 attack (Terror of the North)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage readies Denethor.

6.7 Player Attacks

6.8b Target – Baleful Shade 2

  • 6.8b Attackers
    • Halbarad
    • Iarion
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 4
  • 6.8.3 Damage Dealt – 3 (3 / 5)
  • 6.8.3 Action(s)
    • Denethor exhausts to see the top encounter card is Baleful Shade 4 and put it on the bottom of the deck.
    • Daughter of Nimrodel

7 Refresh

  • 7.3 Threat – 30
  • 7.4 Action(s)
    • none
  • Unexpected Courage 3 mined
  • -1 time on Broken Battlements 2 (1 / 3)

Turn 4

1.3 Draw

  • Miner of the Iron Hills

1.3 Action(s)

  • none

2.2 Planning

  • Celebrian’s Stone on Eowyn.
  • Unexpected Courage 2 on Denethor.
  • Miner of the Iron Hills

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Halbarad
  • Sarn Ford Sentry
  • Iarion
  • Total Quest Power = 13

3.2 Action(s)

  • none

3.3 Staging

  • Terror of the North mines Erebor Hammersmith, Henamarth Riversong, Dwarven Tomb for +4 staging area threat
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +6 Broken Battlements 2 progress (6 / 6) and explore it.
  • +1 quest progress (1 / 11)

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Baleful Shade 3

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Baleful Shade 2

  • Sneak Attack 2 mined.
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +X attack for mined card canceled with Hasty Stroke. (Haunted Keep) I didn’t want to risk Gandalf or Beorn being the mined card.
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage readies Denethor.

6.4b Enemy – Baleful Shade 3

  • Hasty Stroke 2 mined.
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack (Cursed Dead)
  • 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 – Baleful Shade 2

  • 6.8b Attackers
    • Halbarad
    • Miner of the Iron Hills
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 3
  • 6.8.3 Damage Dealt – 2 (5 / 5)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

6.8b Target – Baleful Shade 3

  • 6.8b Attackers
    • East Road Ranger
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 2
  • 6.8.3 Damage Dealt – 1 (1 / 5)
  • 6.8.3 Action(s)
    • Unexpected Courage 2 readies Denethor
    • Denethor sees the top encounter card is Fornost Square and put it back on top.
  • Target destroyed.

7 Refresh

  • 7.3 Threat – 31
  • 7.4 Action(s)
    • none
  • Faramir mined.

Turn 5

1.3 Draw

  • Stand and Fight 1

1.3 Action(s)

  • none

2.2 Planning

  • none

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Halbarad
  • Sarn Ford Sentry
  • Total Quest Power = 10

3.2 Action(s)

  • none

3.3 Staging

  • Fornost Square
  • Total Staging Area Threat = 1

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +9 quest progress (10 / 11)

3.4 Action(s)

  • none

4.2 Travel

  • Fornost Square

4.2 Action(s)

  • Denethor exhausts and sees the top encounter card is Thaurdir’s Damned and put it back on top. That’s a perfect card to see as a shadow!

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • Unexpected Courage readies Denethor

6.3 Enemy Attacks

6.4b Enemy – Baleful Shade

  • A Test of Will 2 mined.
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Thaurdir’s Damned)
  • 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 – Baleful Shade

  • 6.8b Attackers
    • Halbarad
    • Iarion
    • Miner of the Iron Hills
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 5
  • 6.8.3 Damage Dealt – 4 (5 / 5)
  • 6.8.3 Action(s)
    • Unexpected Courage 2 readies Denethor
    • Denethor exhausts to see the top card is The Power of Angmar and put it on the bottom.
  • Target destroyed.

7 Refresh

  • 7.3 Threat – 32
  • 7.4 Action(s)
    • none
  • Northern Tracker 2 mined.

Turn 6

1.3 Draw

  • East Road Ranger 2

1.3 Action(s)

  • none

2.2 Planning

  • East Road Ranger 2
  • Use Stalwart’s planning action to play Unexpected Courage 3 on Denethor.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Sarn Ford Sentry
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Norbury Tombs
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 Fornost Square progress (4 / 4) and explore it.
  • +2 quest progress (12 / 11)
  • Advance to Stage 2
  • Thaurdir added to the staging area with Thaurdir’s Spite attached. Of course it’s the one of the three that I really, really didn’t want. I’ll just have to make sure to keep Denethor healed or find a way for Eowyn to take some damage safely.
  • Cursed Dead revealed and add Iarion’s Pendant to the victory display to cancel the when revealed effect.

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Cursed Dead
  • Thaurdir

5.3 Action(s)

  • Denethor exhausts to see the top encounter card is Dark Sorcery and leave it on top.
  • Unexpected Courage readies Denethor.

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Thaurdir

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Miner of the Iron Hills I can’t risk losing Denethor to a bad shadow effect.
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Ranger of Cardolan mined for +4 attack (Haunted Keep)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 9 (9 / 2)
  • +1 damage Protect the Innocent (2 / 10)
  • 6.4.3 Action(s)
    • none
  • Defender destroyed and mined Stand and Fight 2, Galadhrim Weaver 2, and Celebrian’s Stone 2 to keep Thaurdir engaged.

6.4b Enemy – Cursed Dead

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – whiffs because no copy of Denethor in my discard pile (Dark Sorcery)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage 2 readies Denethor.

6.7 Player Attacks

6.8b Target – Cursed Dead

  • 6.8b Attackers
    • Halbarad
    • Denethor
  • 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)
    • Unexpected Courage 3 readies Denethor
  • Target destroyed.

6.8b Target – Thaurdir

  • 6.8b Attackers
    • Iarion
    • East Road Ranger x2
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 6
  • 6.8.3 Damage Dealt – 2 (2 / 9)
  • 6.8.3 Action(s)
    • Denethor sees the top encounter card is Heavy Curse and put it on the bottom of the deck.

7 Refresh

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

Turn 7

1.3 Draw

  • Beorn

1.3 Action(s)

  • none

2.2 Planning

  • none

3.1 Quest Phase 3.1 Action(s)

  • Denethor exhausts to see the top card is Ancient Causeway and put it back on top.

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Halbarad
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Ancient Causeway
  • Total Staging Area Threat = 5

3.3 Action(s)

  • Discard Steward of Gondor 2 for +1 willpower

3.4 Quest Resolution

  • +3 quest progress (4 / 13)

3.4 Action(s)

  • none

4.2 Travel

  • Ancient Causeway

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • Unexpected Courage readies Denethor.
  • Denethor exhausts to see the top card is Unnatural Fog and leave it on top.
  • Unexpected Courage 2 readies Denethor.

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Thaurdir

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Unnatural Fog)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 (2 / 3)
  • +1 Protect the Innocent Damage (3 / 10)
  • 6.4.3 Action(s)
    • Unexpected Courage 3 readies Denethor

6.7 Player Attacks

6.8b Target – Thaurdir

  • 6.8b Attackers
    • Halbarad
    • Iarion
    • East Road Ranger x2
    • Sarn Ford Sentry
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 9
  • 6.8.3 Damage Dealt – 5 (7 / 9)
  • 6.8.3 Action(s)
    • Denethor exhausts and sees top card is Deadman’s Gate and put it back on top.
    • Daughter of Nimrodel heals 2 damage on Denethor.

7 Refresh

  • 7.3 Threat – 34
  • 7.4 Action(s)
    • none

Turn 8

1.3 Draw

  • Sarn Ford Sentry 2

1.3 Action(s)

  • none

2.2 Planning

  • Sarn Ford Sentry 2 and draw Gandalf. I have plenty of resources to play Gandalf now, deal damage to Thaurdir, and quest for the win. I think I can manage another turn to clear off most of the damage from Protect the Innocent.
  • Stand and Fight to put Faramir into play.
  • Gandalf and reduce my threat to 29.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent Quest

  • Eowyn
  • Halbarad
  • Sarn Ford Sentry
  • Total Quest Power = 10

3.2 Action(s)

  • none

3.3 Staging

  • Deadman’s Gate
  • Total Staging Area Threat = 6

3.3 Action(s)

  • Exhaust Faramir for +3 willpower (13 quest power)

3.4 Quest Resolution

  • +2 Ancient Causeway progress and explore it.
  • Threat – 31
  • -3 Protect the Innocent damage (0 / 10)

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • Denethor exhausts to see the top card is Restless Evil and put it back on top.
  • Unexpected Courage readies Denethor.

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Thaurdir

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Gandalf
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack and defense (Restless Evil)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 3 (3 / 4)
  • +1 Protect the Innocent damage (1 / 10)
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Thaurdir

  • 6.8b Attackers
    • Halbarad
    • East Road Ranger x2
    • Iarion
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 8
  • 6.8.3 Damage Dealt – 3 (10 / 9)
  • 6.8.3 Action(s)
    • Denethor exhausts to see the top card is Norbury Tombs 2 and put it back on top.

7 Refresh

  • 7.3 Threat – 30
  • 7.4 Action(s)
    • none
  • Gandalf discarded.

Turn 9

1.3 Draw

  • Daughter of Nimrodel 2

1.3 Action(s)

  • none

2.2 Planning

  • Daughter of Nimrodel 2

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Halbarad
  • Denethor
  • Iarion
  • East Road Ranger x2
  • Daughter of Nimrodel x2
  • Sarn Ford Sentry x2
  • Total Quest Power = 19

3.2 Action(s)

  • Exhaust Faramir for +10 willpower (29 quest power)

3.3 Staging

  • Norbury Tombs 2
  • Total Staging Area Threat = 8

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +21 quest progress (25 / 13) to win!

Score

99 = 8 rounds * 10 + 30 threat + 0 hero damage + 0 dead heroes – 11 victory points

Campaign Resolution

  • 1 Protect the Innocent damage
  • Protect the Innocent becomes Arnor Ravaged.
  • Added to the campaign pool
  • Thaurdir’s Spite
  • Amarthuil’s Courage Iarion’s Pendant has been great, but +1 hit point on Amarthuil is going to be big for making him into a solid secondary defender. I also know it will really help when I get to Battle of Carn Dum.

Postmortem

Denethor with Unexpected Courage made this much easier especially once I cleared out the shades. Also Iarion’s Pendant canceling the When Revealed on the Cursed Dead at just the right moment. It’s going to hurt not having it for later scenarios but it goes into my deck and Amarthuil’s Courage will be put into play at setup. As Ted often points out a card is only good if you draw it. I won’t have an issue with that for Amarthuil’s Courage.

Boots from Erebor

  • Player Card Categories
    • Hit Point Bonus
    • Ally Attachment
    • Burglar Treasure

A mundane bonus for a mundane item.

Background

The Lonely Mountain (Erebor) was a large mountain in northeastern Rhovanion that was a major Dwarven stronghold and source of the river Running. The Kingdom under the Mountain was established in T.A. 1999 by Thráin I after he fled from the awakening of Durin’s Bane in the capital of Khazad-dûm. The dwarves dug halls and caves to form the underground city, and the increased prosperity of the area led to the founding of the town of Dale. Thorin I abandoned the Mountain in T.A. 2210 for the Grey Mountains, but after the War of the Dwarves and Dragons, Thrór led a group of dwarves back to Erebor, reestablishing it as the capital of Durin’s folk. The great dragon Smaug attacked the mountain and drove out the dwarves in T.A. 2770, and the mountain remained empty for almost 200 years, with Smaug sleeping in the innermost chamber.

In T.A. 2941, King Thorin II and his company, with the help of Bilbo Baggins, retook the city and the treasure, but Thorin became ill with Dragon Sickness and refused to give any treasure to the Men of Esgaroth. The dwarves were placed under siege, but with the help of Gandalf and the alliance of Elves, Men, and Dwarves, they were victorious against the Orcs and Wargs in the Battle Under the Mountain. Thorin was mortally wounded, and Dáin took up the kingship and returned the Longbeards to the Lonely Mountain. The kingdom was rebuilt, including various improvements to the mountain, but the kingdom and its occupants were not immune to the great Shadow that rose in the last years of the Third Age. During the War of the Ring, the Kingdom of Dale was invaded by an army of Easterlings, and the Dwarves aided the Men of Dale in the great battle at the feet of the mountain. King Brand and King Dáin were killed, but the Men and Dwarves held out until they heard news of Sauron’s defeat in the south.

Card Theme

The game highlights the importance of defensive boosts in increasing a character’s odds of survival. Armor cards like Citadel Plate, Ancestral Armor, Ring Mail, or Raiment of War all offer an added layer of protection in combat by granting extra hit points. This makes complete sense, as the purpose of armor is to guard the wearer from harm and enhance their chances of making it through a battle unscathed.

However, armor isn’t the only piece of apparel that can have a significant impact on a character’s well-being. Boots are a prime example of an overlooked, yet crucial piece of a character’s gear. The characters in The Hobbit and The Lord of the Rings walk for countless miles on their adventures. The significance of having a sturdy pair of boots that can protect their feet and keep them comfortable. Not only does it allow them to traverse difficult terrain, but it also reduces the risk of injury and fatigue, giving them a better chance of making it through their journey intact. In short, Boots from Erebor provide a layer of protection and comfort.

Card Synergies and Interactions

Gloin and Gimli

The Core Set father son duo that rewarded players for taking damage. Gloin gave players additional resources and additional attack on Gimli. The more hit points each have, the more bonuses the players could gain. Even better is the boots are not restricted and do not block putting 2 Citadel Plates on either one. This is very important to Gloin Voltron decks that seek to maximize the undefended attacks he can take to generate resources.

Hobbits

The Hobbits in general are in desperate need of hit points. Only Fatty Bolger, Sam Gamgee, and Tom Cotton have more than 2. Anyway the Hobbits can get more hit points makes them more likely to survive. Especially in scenarios with lots of Archery or direct damage. Spirit Frodo and Tom Cotton will benefit more than the others as the more defensively inclined Hobbit heroes.

Erestor Gift Deck

Erestor can easily cycle through a deck quickly but playing all the cards can be the challenge. Unless the deck is mostly full of zero cost attachments to spread around the table to other players. If the Erestor player knows someone is playing Hobbits or Dwarves then Boots can be a good inclusion.

Beorn Hero and Dori Ally

Beorn hero can’t be healed because he is immune to player card effects. Dori ally, however, can redirect damage since his ability targets the damage. More hit points on Dori increase the chances he can survive using his response until he can be healed. Messenger of the King makes this more reliable as Dori can start in play as a hero.

Burglar’s Turn

A player can technically choose the Boots to include in the loot deck. Doing so actually increases the cost to put the Boots into play since a location needs to be explored first. It really is not a great choice for the contract and it is a bit of a nonbo.

Quest Specific

Having a higher hit point count is advantageous in quests with a high concentration of archery and direct damage effects. This increases the chances of survival until healing or a favorable action opportunity becomes available. The Watcher in the Water, Against the Shadow, Haradhrim, and Vengeance of Mordor quests all contain significant amounts of archery, as do the Lord of the Rings Saga quests starting from Treason of Saruman.

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

I would only rate Boots from Erebor a measly 8 rings. It’s barely a filler card, due to its minimal impact. While it may have been useful in a limited card pool like its release in the Khazad-Dum deluxe, it was only a decent 47th to 50th card because it was a zero-cost neutral attachment that could provide a hit point. As the card pool has grown, Dwarves and Hobbits have more options to increase their hit points. Not to mention many more allies and attachments that do a lot more for each trait. The best use for the Boots would be in a Gloin deck, but even then, the deck has numerous alternatives, so it may not even make the final cut with only a single copy.

  • Dave – 4
  • Grant – 6
  • Ted – TBR
  • Matt – 8

External Links

Sample Decks

Bond of Hobbitship by Dave Walsh

Bond of Friendship Hobbit Good Stuff deck.

Main Deck

Hero (4)
Frodo Baggins (Conflict at the Carrock)
Merry (The Black Riders)
Pippin (The Black Riders)
Sam Gamgee (The Black Riders)

Contract (0)
1x Bond of Friendship (The Fortress of Nurn)

Ally (20)
2x Bilbo Baggins (The Road Darkens)
2x Bill the Pony (The Black Riders)
2x Boromir (The Road Darkens)
2x Farmer Maggot (The Black Riders)
2x Gaffer Gamgee (Mount Gundabad)
2x Gandalf (Core Set)
2x Quickbeam (The Treason of Saruman)
2x Rosie Cotton (The Mountain of Fire)
2x Treebeard (The Antlered Crown)
2x Warden of Healing (The Long Dark)

Attachment (18)
2x Boots from Erebor (Khazad-dûm)
2x Dagger of Westernesse (The Black Riders)
2x Fast Hitch (The Dead Marshes)
2x Hobbit Cloak (The Black Riders)
2x Red Book of Westmarch (The Land of Sorrow)
2x Ring Mail (The Long Dark)
2x Spare Pipe (The Land of Sorrow)
2x The Arkenstone (The Withered Heath)
2x Unexpected Courage (Core Set)

Event (12)
2x A Test of Will (Core Set)
2x Hasty Stroke (Core Set)
2x Peace, and Thought (Shadow and Flame)
2x Raise the Shire (The Mountain of Fire)
2x Sneak Attack (Core Set)
2x The Shirefolk (Mount Gundabad)

4 Heroes, 50 Cards
Cards up to The Fortress of Nurn

Decklist built and published on RingsDB.

Khazad Dum Minimum Purchase 3 by Darkling Door

This is a deck built from just Core Set + Khazad-dûm cards for Path Less Traveled, an ongoing series on his blog, Darkling Door.

Main Deck

Hero (3)
Bifur (Khazad-dûm)
Gimli (Core Set)
Glóin (Core Set)

Ally (22)
1x Brok Ironfist (Core Set)
3x Daughter of the Nimrodel (Core Set)
2x Erebor Hammersmith (Core Set)
3x Erebor Record Keeper (Khazad-dûm)
2x Faramir (Core Set)
3x Gandalf (Core Set)
2x Gléowine (Core Set)
2x Longbeard Orc Slayer (Core Set)
2x Miner of the Iron Hills (Core Set)
2x Veteran Axehand (Core Set)

Attachment (14)
3x Boots from Erebor (Khazad-dûm)
2x Citadel Plate (Core Set)
2x Dwarrowdelf Axe (Khazad-dûm)
3x Narvi’s Belt (Khazad-dûm)
2x Protector of Lórien (Core Set)
2x Self Preservation (Core Set)

Event (14)
3x Ancestral Knowledge (Khazad-dûm)
3x Durin’s Song (Khazad-dûm)
2x Quick Strike (Core Set)
2x Radagast’s Cunning (Core Set)
2x Secret Paths (Core Set)
2x Sneak Attack (Core Set)

3 Heroes, 50 Cards
Cards up to Khazad-dûm

Decklist built and published on RingsDB.

protect the bear by doomguard

Messenger of the King Dori protects hero Beorn by taking The One Ring and all the bonus hit point attachments.

Main Deck

Hero (3)
(MotK) Dori (Messenger of the King Allies)
Beorn (Over Hill and Under Hill)
Galadriel (Celebrimbor’s Secret)

Ally (6)
1x Bilbo Baggins (The Road Darkens)
1x Gaffer Gamgee (Mount Gundabad)
3x Honour Guard (The Wastes of Eriador)
1x Robin Smallburrow (The Drowned Ruins)

Attachment (33)
1x Boots from Erebor (Khazad-dûm)
3x Citadel Plate (Core Set)
2x Golden Belt (Challenge of the Wainriders)
3x Lembas (Trouble in Tharbad)
1x Magic Ring (The Crossings of Poros)
3x Mirror of Galadriel (Celebrimbor’s Secret)
3x Nenya (Celebrimbor’s Secret)
3x Ring of Barahir (The Steward’s Fear)
2x Self Preservation (Core Set)
2x Silver Harp (The Treachery of Rhudaur)
1x Song of Mocking (The Dead Marshes)
2x Spare Pipe (The Land of Sorrow)
1x The One Ring (A Shadow in the East)
2x Thrór’s Key (On the Doorstep)
1x Thrór’s Map (Over Hill and Under Hill)
2x Unexpected Courage (Core Set)
1x Well Preserved (Under the Ash Mountains)

Event (13)
3x A Test of Will (Core Set)
1x Beorn’s Rage (The Withered Heath)
3x Drinking Song (Mount Gundabad)
3x Feint (Core Set)
3x Well-Equipped (The Blood of Gondor)

Player Side Quest (1)
1x Keep Watch (Beneath the Sands)

3 Heroes, 53 Cards
Cards up to The Land of Sorrow

Sideboard

Hero (1)
Éowyn (Core Set)

Ally (3)
3x Erebor Toymaker (Mount Gundabad)

Decklist built and published on RingsDB.

The Weather Hills with Wandering the Lost Realm a Revised Card Pool Minimum Purchase Deck 3 – January 20, 2023

Introduction

I put in some more repeatable healing with a third Daughter of Nimrodel and 2 Self Preservations. I also put in another East Road Ranger and 2 Hasty Strokes taking out the Curious Brandybucks, Lore of Imladris, Will of the West, and 1 Stand and Fight. Hopefully the deck performs a bit more consistently this time around.

Decklist

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

Ally (26)
1x Beorn (Core Set)
3x Daughter of the Nimrodel (Core Set)
3x East Road Ranger (The Wastes of Eriador)
1x Faramir (Core Set)
3x Galadhrim Weaver (The Treachery of Rhudaur)
3x Gandalf (Core Set)
2x Gléowine (Core Set)
1x Henamarth Riversong (Core Set)
2x Northern Tracker (Core Set)
3x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
2x Snowbourn Scout (Core Set)

Attachment (11)
2x Celebrían’s Stone (Core Set)
2x Self Preservation (Core Set)
1x Star Brooch (The Lost Realm)
3x Steward of Gondor (Core Set)
3x Unexpected Courage (Core Set)

Event (13)
3x A Test of Will (Core Set)
1x Dwarven Tomb (Core Set)
2x Hasty Stroke (Core Set)
3x Sneak Attack (Core Set)
1x Stand and Fight (Core Set)
3x Valiant Sacrifice (Core Set)

3 Heroes, 50 Cards

Deck built on RingsDB.

Play by Play

Starting Hand after mulligan

  • Sarn Ford Sentry x2
  • Unexpected Courage x2
  • Gandalf
  • Ranger of Cardolan

Setup

  • Orc deck created
  • Hunting the Orcs, Protect the Innocent with 2 damage, and Weathered Hilltop in the staging area.
  • Exposed Ridge is the active location
  • Threat – 27
  • Easy mode – 1 resource on each hero.
  • Grace of the Valar – Use 2 tokens to draw East Road Ranger and Snowbourn Scout and 1 token for a resource on Denthor.

Turn 1

1.3 Draw

  • A Test of Will

1.3 Action(s)

  • none

2.2 Planning

  • Unexpected Courage on Denethor
  • East Road Ranger
  • Snowbourn Scout and +1 Weathered Hilltop progress (1 / 5)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent Quest

  • Eowyn
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Ancient Causeway
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • No progress but no threat gained.

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • Denethor exhausts and sees top encounter card is Tragic Discovery. Put it on the bottom of the deck.
  • Unexpected Courage readies Denethor
  • Denethor exhausts and sees top encounter card is Bitter Wind. Put it back on top of the deck.

7 Refresh

  • 7.3 Threat – 28
  • 7.4 Action(s)
    • none
  • Exposed Ridge deals 1 damage to East Road Ranger (1 / 3)

Turn 2

1.3 Draw

  • Valiant Sacrifice

1.3 Action(s)

  • none

2.2 Planning

  • none

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent Quest

  • Eowyn
  • East Road Ranger
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Bitter Wind deals 2 damage to Eowyn.
  • +1 resource on Weathered Hilltop
  • Total Staging Area Threat = 5

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 Exposed Ridge progress (2 / 3)

3.4 Action(s)

  • Exhaust Denethor to see the top encounter card is Find Shelter and put it on the bottom of the deck.
  • Unexpected Courage readies Denethor.
  • Exhaust Denethor to see the top encounter card is Ice Storm and back on top of the deck. I think I can deal with the damage more than a location or enemy. I could cancel it with A Test of Will if I don’t get healing on my next draw.

7 Refresh

  • 7.3 Threat – 29
  • 7.4 Action(s)
    • none
  • Exposed Ridge deals 1 damage to East Road Ranger (2 / 3)

Turn 3

1.3 Draw

  • Valiant Sacrifice 2

1.3 Action(s)

  • none

2.2 Planning

  • Ranger of Cardolan

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent Quest

  • Eowyn
  • East Road Ranger
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Ice Storm canceled by A Test of Will.
  • Total Staging Area Threat = 5

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 Exposed Ridge progress (3 / 3) and explore it.
  • -1 Protect the Innocent damage (1 / 10)
  • Angmar Orc revealed from the Orc deck.
  • Discard Snowbourn Scout.
  • Valiant Sacrifice draws Hasty Stroke and Gandalf 2.

3.4 Action(s)

  • none

4.2 Travel

  • Weathered Hilltop

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Angmar Orc

5.3 Action(s)

  • Exhaust Denethor to see the top card is Cornered Orc and put it back on top.
  • Unexpected Courage readies Denethor.

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Angmar Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack (Cornered Orc)
  • 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 – Angmar Orc

  • 6.8b Attackers
    • Halbarad
    • Ranger of Cardolan
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 4
  • 6.8.3 Damage Dealt – 1 (1 / 3)
  • 6.8.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 30
  • 7.4 Action(s)
    • none

Turn 4

1.3 Draw

  • Sneak Attack

1.3 Action(s)

  • none

2.2 Planning

  • none

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent Quest

  • Halbarad
  • Eowyn
  • East Road Ranger
  • Total Quest Power = 9

3.2 Action(s)

  • none

3.3 Staging

  • Weathered Hilltop 2
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 Weathered Hilltop progress (5 / 5) and explore it.
  • -1 Protect the Innocent damage (0 / 10)
  • Concealed Orc-camp revealed.

3.4 Action(s)

  • none

4.2 Travel

  • Ancient Causeway

4.2 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Angmar Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Cold from Angmar)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage readies Denethor.

6.7 Player Attacks

6.8b Target – Angmar Orc

  • 6.8b Attackers
    • Halbarad
    • Denethor
    • Ranger of Cardolan
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 5
  • 6.8.3 Damage Dealt – 2 (3 / 3)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.
  • +1 Hunting the Orcs resource (1 / 4)

7 Refresh

  • 7.3 Threat – 31
  • 7.4 Action(s)
    • none

Turn 5

1.3 Draw

  • Gleowine

1.3 Action(s)

  • none

2.2 Planning

  • Gleowine
  • Exhaust Gleowine to draw Snowbourn Scout 2.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent Quest

  • Eowyn
  • East Road Ranger
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Ruins of Arnor
  • Total Staging Area Threat = 5

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 Ancient Causeway progress (2 / 2) and explore it.
  • Threat – 33
  • Angmar Orc revealed by the Orc deck.
  • Discard East Road Ranger.

3.4 Action(s)

  • none

4.2 Travel

  • Ruins of Arnor

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Angmar Orc

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Angmar Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Sheltered Valley)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage readies Denethor.

6.7 Player Attacks

6.8b Target – Angmar Orc

  • 6.8b Attackers
    • Halbarad
    • Denethor
    • Ranger of Cardolan
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 5
  • 6.8.3 Damage Dealt – 2 (2 / 3)
  • 6.8.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 34
  • 7.4 Action(s)
    • none

Turn 6

1.3 Draw

  • Beorn

1.3 Action(s)

  • Gleowine draws Hasty Stroke 2.

2.2 Planning

  • Snowbourn Scout
  • +1 Concealed Orc-camp progress (1 / 2)
  • Unexpected Courage 2 on Denethor.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent Quest

  • Halbarad
  • Eowyn
  • Ranger of Cardolan
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Cornered Orc
  • Total Staging Area Threat = 5

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 Ruins of Arnor progress (3 / 3) and explore it.
  • Angmar Marauder revealed.

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Angmar Marauder
  • Cornered Orc and it attacks.
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Snowbourn Scout
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Sheltered Valley)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • +1 Protect the Innocent damage (1 / 10)
  • 6.4.3 Action(s)
    • none
  • Defender destroyed.

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 – Deal 1 damage (Bitter Wind) (1 / 3)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage readies Denethor.

6.4b Enemy – Angmar Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Weathered Hilltop)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage 2 readies Denethor.

6.4b Enemy – Cornered Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Make Camp)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Sneak Attack to put Gandalf in play and draw the Daughter of Nimrodel, Star Brooch, and Ranger of Cardolan. No Steward of Gondor, but getting healing is great. I was originally planning to play a Sentry next turn for more willpower and card draw. Now, it might be better to get healing going.

6.7 Player Attacks

6.8b Target – Angmar Marauder

  • 6.8b Attackers
    • Gandalf
    • Halbarad
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 6
  • 6.8.3 Damage Dealt – 4 (4 / 4)
  • 6.8.3 Action(s)
    • none
  • Target destroyed. +1 Hunting the Orcs resource (2 / 4)
  • Gandalf returns to hand.
  • Valiant Sacrifice draws East Road Ranger 2 and Henamarth Riversong.

7 Refresh

  • 7.3 Threat – 35
  • 7.4 Action(s)
    • none

Turn 7

1.3 Draw

  • Self Preservation

1.3 Action(s)

  • Gleowine draws Sneak Attack 2.

2.2 Planning

  • Daughter of Nimrodel
  • Star Brooch attached to Halbarad.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent Quest

  • Eowyn
  • Halbarad
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Ruins of Arnor
  • Total Staging Area Threat = 5

3.3 Action(s)

  • none

3.4 Quest Resolution

  • -1 Protect the Innocent damage (0 / 10)

3.4 Action(s)

  • none

4.2 Travel

  • Ruins of Arnor

4.2 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Angmar Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – attack considered undefended (Tragic Discovery)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Halbarad.
  • +1 Protect the Innocent damage (1 / 10)
  • 6.4.3 Action(s)
    • Unexpected Courage readies Denethor.

6.4b Enemy – Cornered Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +2 attack (Cornered Orc)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • +1 Protect the Innocent damage (2 / 10)
  • 6.4.3 Action(s)
    • Unexpected Courage 2 readies Denethor.

6.7 Player Attacks

6.8b Target – Angmar Orc

  • 6.8b Attackers
    • Halbarad
    • Ranger of Cardolan
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 4
  • 6.8.3 Damage Dealt – 1 (3 / 3)
  • 6.8.3 Action(s)
    • Denethor sees the top encounter card is Freezing Blast and put it on the bottom of the deck.
    • Daughter of Nimrodel heals 2 damage from Denethor (0 / 3)

7 Refresh

  • 7.3 Threat – 36
  • 7.4 Action(s)
    • none

Turn 8

1.3 Draw

  • Celebrian’s Stone

1.3 Action(s)

  • Gleowine draws Stand and Fight. I can Beorn into play permanently if I can get 6 Spirit resources. Also I’ve drawn half my deck and no Steward yet.

2.2 Planning

  • none I want to get some more allies out but I really need Lore resources. I also want to keep a Leadership resource for Sneak attack and a Spirit one for Hasty Stroke. Next turn I think I’ll get to put more into play. Hopefully I don’t clear the active location for another enemy.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent Quest

  • Halbarad
  • Eowyn
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Exposed Ridge
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 Ruins of Arnor progress (1 / 3) I got what I hoped for but now questing is going to be difficult.

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • Denethor sees the top encounter card is Find Shelter. Put it back on top.
  • Unexpected Courage readies Denethor.

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Cornered Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Find Shelter)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage 2 readies Denethor.

6.7 Player Attacks

6.8b Target – Cornered Orc

  • 6.8b Attackers
    • Halbarad
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 2
  • 6.8.3 Damage Dealt – 1 (1 / 2)
  • 6.8.3 Action(s)
    • Daughter of Nimrodel heals 2 damage on Eowyn (0 / 3)
    • Denethor sees the top card of the encounter deck is Search the Ruins and put it on the bottom of the deck.

7 Refresh

  • 7.3 Threat – 37
  • 7.4 Action(s)
    • none

Turn 9

1.3 Draw

  • Daughter of Nimrodel 2

1.3 Action(s)

  • Gleowine draws Daughter of Nimrodel 3. *Still no Steward.

2.2 Planning

  • Celebrian’s Stone on Eowyn.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent Quest

  • Halabard
  • Eowyn
  • Total Quest Power = 9

3.2 Action(s)

  • none

3.3 Staging

  • Mysterious Omens
  • Cornered Orc 2
  • Total Staging Area Threat = 8

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 Ruins of Arnor progress (2 / 3)

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Cornered Orc 2 and it attacks.
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack (Freezing Blast)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage readies Denethor.

5.3 Action(s)

  • a

6 Combat Phase

  • Only Cornered Orc 1 gets a shadow because encounter deck ran out.

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Cornered Orc 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Search the Ruins)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage 2 readies Denethor.

6.4b Enemy – Cornered Orc 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – N/A
  • 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 – Cornered Orc 2

  • 6.8b Attackers
    • Halbarad
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 2
  • 6.8.3 Damage Dealt – 1
  • 6.8.3 Action(s)
    • Daughter of Nimrodel heals 2 damage on Halbarad (0 / 4)

7 Refresh

  • 7.3 Threat – 38
  • 7.4 Action(s)
    • none

Turn 10

1.3 Draw

  • Sneak Attack 3

1.3 Action(s)

  • Gleowine draws Gandalf 3.

2.2 Planning

  • Sarn Ford Sentry and draw Galadhrim Weaver and Faramir. I guess my deck really doesn’t want me to draw any of the 3 copies of Steward?!
  • Galadhrim Weaver and shuffle Valiant Sacrifice from the discard back into my deck. Hopefully the shuffle puts Steward on top.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Mysterious Omens Quest

  • Daughter of Nimrodel 3 randomly discarded.
  • Halbarad
  • Eowyn
  • Galadhrim Weaver
  • Sarn Ford Sentry
  • Total Quest Power = 12

3.2 Action(s)

  • none

3.3 Staging

  • Tragic Discovery
  • Threat – 40
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 Ruins of Arnor progress (3 / 3) and explore it.
  • +5 Mysterious Omens progress (5 / 9)
  • Concealed Orc-camp revealed from the orc deck.

3.4 Action(s)

  • none

4.2 Travel

  • Exposed Ridge

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • Exhaust Denethor to see the top encounter card is Sheltered Valley and put it back on top.
  • Unexpected Courage readies Denethor

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Cornered Orc 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none Sheltered Valley
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage 2 readies Denethor

6.4b Enemy – Cornered Orc 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Deal 1 damage to defender (Bitter Wind)
  • 6.4.2 Action(s)
    • Daughter of Nimrodel heals 1 damage on Denethor.
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 41
  • 7.4 Action(s)
    • none
  • Exposed Ridge deals 1 damage to Gleowine.

Turn 11

1.3 Draw

  • A Test of Will

1.3 Action(s)

  • Gleowine draws Steward of Gondor! At last!

2.2 Planning

  • Steward of Gondor on Denethor and exhaust it for 2 resources.
  • Sarn Ford Sentry and draw East Road Ranger 3 and Celebrian’s Stone 2.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Mysterious Omens Quest * Daughter of Nimrodel 2 randomly discarded. Well, at least I have Self Preservation if I need more healing.

  • Halbarad
  • Eowyn
  • Galadhrim Weaver
  • Sarn Ford Sentry x2
  • Total Quest Power = 14

3.2 Action(s)

  • none

3.3 Staging

  • Ancient Causeway
  • Total Staging Area Threat = 8

3.3 Action(s)

  • Discard Faramir for +1 willpower. This is to set up Stand and Fight. I need willpower more than combat power so no Beorn via Stand and Fight this game.

3.4 Quest Resolution

  • +3 Exposed Ridge progress (3 / 3) and explore it.
  • +4 Mysterious Omens progress (9 / 9) and add it to the victory display.
  • Stalwart attached to Denethor.
  • Concealed Orc-camp 3 revealed from the Orc deck.

3.4 Action(s)

  • none

4.2 Travel

  • Ancient Causeway

4.2 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Cornered Orc 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +6 attack (Angmar Marauder) canceled with Hasty Stroke.
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage readies Denethor.

6.4b Enemy – Cornered Orc 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Search the Ruins)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage 2 readies Denethor.

6.7 Player Attacks

6.8b Target – Cornered Orc 1

  • 6.8b Attackers
    • Halbarad
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 2
  • 6.8.3 Damage Dealt – 1 (2 / 2)
  • 6.8.3 Action(s)
    • Daughter of Nimrodel heals 1 damage on Denethor. (0 / 3)
  • Target destroyed.
  • +1 Hunting the Orcs resource (4 / 4)
  • Flip to Savage Counterattack and advance to Stage 2.
  • Phase ends.
  • Orc Ambush and Amon Forn revealed.
  • Angmar Orc found and put into play engaged with me.

7 Refresh

  • 7.3 Threat – 42
  • 7.4 Action(s)
    • none

Turn 12

1.3 Draw

  • Self Preservation 2

1.3 Action(s)

  • Gleowine draws Dwarven Tomb.

2.2 Planning

  • Stand and Fight to put Faramir into play.
  • East Road Ranger

3.1 Quest Phase

  • Discard a resource from Savage Counterattack (3 / 4) 3.1 Action(s)
  • none

3.2 Committed Characters vs Main Quest

  • Halbarad
  • Eowyn
  • Ranger of Cardolan
  • Sarn Ford Sentry x2
  • East Road Ranger
  • Total Quest Power = 16

3.2 Action(s)

  • none

3.3 Staging

  • Sheltered Valley
  • Total Staging Area Threat = 13

3.3 Action(s)

  • Faramir exhausts for +6 willpower.
  • Quest Power = 22

3.4 Quest Resolution

  • +2 Ancient Causeway progress (2 / 2) and explore it.
  • Threat – 44
  • +7 quest progress (7 / 20)

3.4 Action(s)

  • none

4.2 Travel

  • Amon Forn

4.2 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Angmar Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +0 attack (Exposed Ridge)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage readies Denethor.

6.4b Enemy – Cornered Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack (Cornered Orc)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage 2 readies Denethor.

6.7 Player Attacks

6.8b Target – Cornered Orc

  • 6.8b Attackers
    • Halbarad
    • Denethor
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 3
  • 6.8.3 Damage Dealt – 1 (2 / 2)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

  • 7.3 Threat – 45
  • 7.4 Action(s)
    • none

Turn 13

1.3 Draw

  • Steward of Gondor 2

1.3 Action(s)

  • none

2.2 Planning

  • Henamarth Riversong
  • Ranger of Cardolan 2

3.1 Quest Phase

  • Discard a resource from Savage Counterattack (2 / 4) 3.1 Action(s)
  • Sneak Attack Gandalf and lower threat
  • Threat – 40
  • Denethor sees the top encounter card is Weathered Hilltop and leave it on top of the deck.

3.2 Committed Characters vs Main Quest

  • Halbarad
  • Eowyn
  • Ranger of Cardolan x2
  • Sarn Ford Sentry x2
  • East Road Ranger
  • Gandalf
  • Gleowine
  • Galadhrim Weaver
  • Henamarth
  • Total Quest Power = 24

3.2 Action(s)

  • +11 willpower from Faramir
  • Quest Power =35

3.3 Staging

  • Weathered Hilltop
  • Total Staging Area Threat = 10

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +6 Amon Forn progress (6 / 6), explore it, and add it to the victory display.
  • +19 quest progress (26 / 20) and win!

Campaign Resolution

  • Mysterious Omens removed.
  • Protect the Innocent has 2 damage.
  • Stalwart attached to Denethor. The big downside to getting this now, is I won’t be able to put it on Amarthuil. I wouldn’t get him as a hero until Battle of Carn Dum anyway.

Score

  • 152 = 12 completed rounds * 10 + 40 threat + 0 hero damage + 0 dead heroes – 8 victory points

Postmortem

I noticed in creating this post that I forgot on turn 2 to give Biting Wind surge. Oops

The grace of the Valar made up for not having Steward early. I actually had Steward in my first hand but only 2 allies and no healing. I still didn’t have healing but I liked having more allies to start with. The Unexpected Courages also made defending much easier. Also as I suspected after my last game, I needed to be more careful about when I explored an active location to avoid getting too many enemies. I’m sure I could have played this over and over to get the right sequence to win without Valar tokens. Guardians of Arnor also would be pretty awesome in this quest. It only takes 1 enemy to get them to 2 defense to block Cornered and Angmar Orcs. It’s not hard to get to 3 enemies. All the Dunedain with engaged enemy bonus would work well in this quest there’s a number of enemies but they’re fairly low attack except the Angmar Captain. Shadows would be a problem for keeping them around but Forest Snare would help with that. I almost got location locked, but if I had found Norther Tracker then it wouldn’t have been an issue. Ancient Causeway, Concealed Orc-camp, and Exposed Ridge all have 2 or 3 quest points. Not a big deal for the tracker. A bit of missed opportunity to highlight the Dunedain allies and Heir of Valandil with this quest. Still it worked especially since the late game is all a big questing sprint.

I already know I’ll have to modify the deck again for Deadman’s Dike. Will of the West at the very least needs to go back in. Most likely much of the card draw will need to be taken out. Stand and Fight and Erebor Hammersmith will also be good tech to put in. We’ll see if I can manage to put that all in or not.

Gloin (Hero)

  • Player Card Categories
    • Resource Acceleration

Pain is truly gain with this hero.

Background

Gloin was a member of Thorin’s Company in the quest to retake Erebor and father of Gimli. Gloin in The Hobbit is described as wearing a white hood and good at making fires. He fought in and survived the Battle of Five Armies. Afterwards, his share of the treasure made him wealthy.

He also appears in The Fellowship of the Ring. He and Gimli had come to Rivendell to inquire about Balin’s colony at Moiria. He tells Frodo about Erebor since the Battle of Five Armies while he recovers from the Morgul blade wound. He also speaks at the council relating how a messenger from Mordor came to Erebor asking about Hobbits.

Card Theme

Gloin trading damage for resources is pretty thematic. This is if you consider he took long arduous journey, fought in a big battle, lost some kin in the process, but in the end had a lot of gold to show for it all. Some players will be refer to resources as money or dollars since you have to pay to play the card. Once the resources are spent they’re gone until the player gains more. The mechanics work then work to represent Gloin’s wealth from retaking Erebor although it came at a personal cost.

Card Synergies and Interactions

Healing

Healing lets a player basically turn Gloin into a resource generation machine. The Core Set included Self Preservation that did this well since it healed 2 damage a round. Many of the enemies in the first cycle had 2 attack that was fairly safe to take undefended. It could be assigned to Gloin and fully healed with Self Preservation. It essentially turned into second Steward of Gondor.

Darrowdelf, the second cycle, introduced the best healing card in the game with Warden of Healing. One point of healing isn’t great for Gloin, but then Elrond hero also released in the same cycle. Elrond boosts to healing 2 damage. The Warden’s action also lets it ready for 2 Lore resources. Giving Gloin a Lore resource icon then lets him take damage again and again. Then use the resources generated to just heal it all. The Warden then at the same time can heal 2 damage from any other character.

There were of course other healing cards introduced in later cycles. Many the healing cards were more one time effects that aren’t as effective as Self Preservation or Warden. Then the last cycle introduced 2 more healing attachments with easily repeatable healing. Well Preserved in particular is fantastic for Gloin. It can be found with The One Ring at the start of the game, gives Gloin +1 hit point, and will heal all damage once per round. It is fast to set up and get Gloin generating resources from taking damage right at turn 1.

Song of Healing trades cards in hand for 1 point of healing. It synergizes with Gloin thanks to Elven-light. Once Gloin has the Spirit icon, his resources can be used to draw cards. Elrond allows Gloin to net 1 resource for each Elven-light discarded and played.

Hit Point Boosts

The more hit points Gloin has, the more damage he can take at once. This has become more important as the game introduced enemies with higher and higher attack values to allow Gloin to absorb those attacks safely.

Damage Redirection + Ent Heroes

The other trick to generating resources on Gloin is have him take damage. Defending enemy attacks, undefended attacks, damage from the Archery keyword, or other encounter direct damage effects are always options available. There are limits to this especially in multiplayer since players are limited to one optional engagement each. Song of Mocking helps get around the limitation on engaging enemies. Another play just has to make sure to assign all damage to the hero selected by Song of Mocking. It is not limited and multiple copies can go on Gloin to cover more players. Vigilant Guard is similar although it doesn’t move all damage. It has 3 big advantages over Song of Mocking.

  1. It gives Gloin 2 additional hit points.
  2. The damage is redirection is a response.
  3. It is not limited to damage deal to heroes.

Gloin will need to gain the Warrior trait from Mighty Warrior. Once set up, however, just any source of damage can be sent to Gloin. This is huge because with the 2 Ent heroes, players can trigger the resource generation. Treebeard hero is best for this since the ability only deals 1 damage, and he can use his ability 5 times per phase. He won’t get the bonus if the damage is redirected because he isn’t paying the damage cost. Still 5 resources in a single phase is a Gandalf ally into play. Quickbeam can also work for this although he will still take a damage and it can only be used 1 per phase. Quickbeam also has to exhaust first before the action will work.

Resource Smoothing

Resource smoothing really opens up what players can do with the pile of resources on Gloin. I previously mentioned that with Lore or Spirit icons, Gloin can continuously ready Warden of Healing or draw cards from Elven-light. Narvi’s Belt and A Good Harvest are two of the best smoothing options since they can smooth for any sphere over a phase. The cycle of Song attachments provide a more permanent way for Gloin to get the right resource icon.

High Cost Cards

Gloin can enable playing some of the most expensive and powerful cards in the game even including his son, Gimli. Players can get unique allies with hero level stats and abilities, make an ally into hero, ready all their characters, or have a heroes (or all heroes in valour) defend and attack without exhausting.

Dunedain Allies

The Dunedain allies work very well with Gloin enabling their engaged enemy bonuses and providing much needed resources. Many of the Dunedain allies cost 3 or more resources and more resources in all spheres can help get them into play. A built up Gloin ideally with healing and plenty of hit points can just take several undefended attacks making it easier for Dunedain to keep enemies engaged round after round.

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

I rate Gloin at 3 rings. He basically has a whole deck type centered around his ability to turn damage into resources. There isn’t just one build of it, but most of the very effective ones do share a few cards in common like Elrond hero and Warden of Healing. The Gloin voltron deck though is very vulnerable to attachment removal from the encounter deck. It can also be quite slow to set up. They can do some crazy combos like drawing the entire player deck in a few turns, reduced all player threat to zero, or attack every enemy in the staging are without heroes exhausting. The investment in Gloin can be very worthwhile.

There are some builds are less centered on Gloin using just a little healing and not going all in on additional hit points. Core Set builds in particular work well as an alternative to Steward and gain action advantage by taking undefended attacks. These less centric builds can even include Dwarf decks considering he will have 3 willpower and 3 attack when Leadership Dain is in play and ready. The addition of Well Preserved with The One Ring I think makes it easier to include Gloin without having the entire deck center around maximizing his ability. His threat cost of 9 is not high although he doesn’t bring much stat wise with 2 willpower and attack (sans Dain), but he can still slot in pretty well into a variety of decks.

Dave – 5

  • Grant – 7
  • Ted – TBR
  • Matt – 3

External Links

Sample Decks

Sample Decks

The Dain and the Discard by Dave Walsh

A Dwarf Mining voltron deck although Gloin is really only used for Leadership access.

The Dain and the Discard

Main Deck

Hero (3)
Dáin Ironfoot (The Ghost of Framsburg)
Gandalf (The Road Darkens)
Glóin (Core Set)

Ally (17)
2x Erebor Guard (The Sands of Harad)
3x Erebor Toymaker (Mount Gundabad)
3x Ered Luin Miner (Temple of the Deceived)
3x Ethir Swordsman (The Steward’s Fear)
2x Gimli (The Treason of Saruman)
1x Glorfindel (Flight of the Stormcaller)
3x Warden of Healing (The Long Dark)

Attachment (24)
1x Ancestral Armor (Roam Across Rhovanion)
2x Gandalf’s Staff (The Road Darkens)
1x Hardy Leadership (Shadow and Flame)
2x King Under the Mountain (On the Doorstep)
2x Narya (The Grey Havens)
1x Ring of Barahir (The Steward’s Fear)
2x Ring of Thrór (The Ghost of Framsburg)
2x Shadowfax (The Treason of Saruman)
1x Silver Lamp (The Voice of Isengard)
3x Squire’s Helm (The Withered Heath)
2x Steward of Gondor (Core Set)
3x Unexpected Courage (Core Set)
2x Wizard Pipe (The Road Darkens)

Event (15)
3x Durin’s Song (Khazad-dûm)
3x Hidden Cache (The Morgul Vale)
3x The Galadhrim’s Greeting (Core Set)
3x Well-Equipped (The Blood of Gondor)
3x Will of the West (Core Set)

3 Heroes, 56 Cards
Cards up to Mount Gundabad

Decklist built and published on RingsDB.

My strongest Core Set deck for solo play – revised for 202 by warlock000

Core Set only deck that can handle each of the Core Set quests in campaign mode.

2

Main Deck

Hero (3)
Beravor (Core Set)
Éowyn (Core Set)
Glóin (Core Set)

Ally (20)
1x Beorn (Core Set)
2x Erebor Hammersmith (Core Set)
2x Faramir (Core Set)
3x Gandalf (Core Set)
1x Gléowine (Core Set)
2x Guard of the Citadel (Core Set)
1x Henamarth Riversong (Core Set)
1x Longbeard Orc Slayer (Core Set)
2x Miner of the Iron Hills (Core Set)
1x Northern Tracker (Core Set)
3x Snowbourn Scout (Core Set)
1x Son of Arnor (Core Set)

Attachment (14)
1x Celebrían’s Stone (Core Set)
1x Dark Knowledge (Core Set)
2x Forest Snare (Core Set)
2x Protector of Lórien (Core Set)
3x Self Preservation (Core Set)
3x Steward of Gondor (Core Set)
2x Unexpected Courage (Core Set)

Event (16)
3x A Test of Will (Core Set)
1x Ever Vigilant (Core Set)
2x For Gondor! (Core Set)
2x Hasty Stroke (Core Set)
2x Lore of Imladris (Core Set)
3x Sneak Attack (Core Set)
3x Stand and Fight (Core Set)

3 Heroes, 50 Cards
Cards up to Core Set

Sideboard

Ally (2)
1x Erebor Hammersmith (Core Set)
1x Guard of the Citadel (Core Set)

Event (1)
1x Ever Vigilant (Core Set)

Decklist built and published on RingsDB.

Gloin Resource Engine (Single Core Only) by Tribster

Core Set only deck focused on Gloin gaining resources to play allies and build up the board state.

Gloin Resource Engine (Single Core Only) 6.0

Main Deck

Hero (3)
Denethor (Core Set)
Glóin (Core Set)
Glorfindel (Core Set)

Ally (20)
3x Daughter of the Nimrodel (Core Set)
2x Erebor Hammersmith (Core Set)
2x Faramir (Core Set)
3x Gandalf (Core Set)
2x Gléowine (Core Set)
3x Guard of the Citadel (Core Set)
1x Henamarth Riversong (Core Set)
2x Longbeard Orc Slayer (Core Set)
2x Miner of the Iron Hills (Core Set)

Attachment (10)
1x Celebrían’s Stone (Core Set)
1x Dark Knowledge (Core Set)
2x Forest Snare (Core Set)
2x Protector of Lórien (Core Set)
2x Self Preservation (Core Set)
2x Steward of Gondor (Core Set)

Event (20)
2x Common Cause (Core Set)
2x Ever Vigilant (Core Set)
2x For Gondor! (Core Set)
1x Grim Resolve (Core Set)
3x Lore of Imladris (Core Set)
2x Lórien’s Wealth (Core Set)
2x Radagast’s Cunning (Core Set)
2x Secret Paths (Core Set)
2x Sneak Attack (Core Set)
2x Valiant Sacrifice (Core Set)

3 Heroes, 50 Cards
Cards up to Core Set

Decklist built and published on RingsDB.

The Dain and the Discard by Dave Walsh

A Dwarf Mining voltron deck although Gloin is really only used for Leadership access.

The Dain and the Discard

Main Deck

Hero (3)
Dáin Ironfoot (The Ghost of Framsburg)
Gandalf (The Road Darkens)
Glóin (Core Set)

Ally (17)
2x Erebor Guard (The Sands of Harad)
3x Erebor Toymaker (Mount Gundabad)
3x Ered Luin Miner (Temple of the Deceived)
3x Ethir Swordsman (The Steward’s Fear)
2x Gimli (The Treason of Saruman)
1x Glorfindel (Flight of the Stormcaller)
3x Warden of Healing (The Long Dark)

Attachment (24)
1x Ancestral Armor (Roam Across Rhovanion)
2x Gandalf’s Staff (The Road Darkens)
1x Hardy Leadership (Shadow and Flame)
2x King Under the Mountain (On the Doorstep)
2x Narya (The Grey Havens)
1x Ring of Barahir (The Steward’s Fear)
2x Ring of Thrór (The Ghost of Framsburg)
2x Shadowfax (The Treason of Saruman)
1x Silver Lamp (The Voice of Isengard)
3x Squire’s Helm (The Withered Heath)
2x Steward of Gondor (Core Set)
3x Unexpected Courage (Core Set)
2x Wizard Pipe (The Road Darkens)

Event (15)
3x Durin’s Song (Khazad-dûm)
3x Hidden Cache (The Morgul Vale)
3x The Galadhrim’s Greeting (Core Set)
3x Well-Equipped (The Blood of Gondor)
3x Will of the West (Core Set)

3 Heroes, 56 Cards
Cards up to Mount Gundabad

Decklist built and published on RingsDB.

DúneGlóin by Seastan

Gloin’s resources help play and power up the Dunedain.

Main Deck

Hero (3)
Elrond (Shadow and Flame)
Glóin (Core Set)
Mablung (The Nîn-in-Eilph)

Ally (20)
3x Dúnedain Hunter (The Lost Realm)
2x Dúnedain Watcher (The Dead Marshes)
2x Fornost Bowman (The Dread Realm)
2x Galadhrim Minstrel (Trouble in Tharbad)
3x Gandalf (Core Set)
3x Master of the Forge (Shadow and Flame)
2x Warden of Annúminas (The Lost Realm)
3x Warden of Healing (The Long Dark)

Attachment (15)
3x Citadel Plate (Core Set)
3x Narvi’s Belt (Khazad-dûm)
3x Self Preservation (Core Set)
3x Song of Mocking (The Dead Marshes)
3x Song of Wisdom (Conflict at the Carrock)

Event (15)
3x A Good Harvest (The Steward’s Fear)
3x Daeron’s Runes (Foundations of Stone)
3x Deep Knowledge (The Voice of Isengard)
3x Peace, and Thought (Shadow and Flame)
3x Sneak Attack (Core Set)

3 Heroes, 50 Cards
Cards up to The Dread Realm

Sideboard

Ally (2)
1x Fornost Bowman (The Dread Realm)
1x Warden of Annúminas (The Lost Realm)

Attachment (3)
3x Boots from Erebor (Khazad-dûm)

Event (3)
3x We Are Not Idle (Shadow and Flame)

Decklist built and published on RingsDB.

Seventeen a Round by Seastan

Gloin gains 17 resources per round thanks to Treebeard hero + Song of Healing + Elven-light. Note,

Main Deck

Hero (3)
Elrond (Shadow and Flame)
Glóin (Core Set)
Treebeard (The Treason of Saruman)

Ally (4)
1x Nori (Challenge of the Wainriders)
3x Rivendell Minstrel (The Hunt for Gollum)

Attachment (28)
2x Boots from Erebor (Khazad-dûm)
1x Citadel Plate (Core Set)
2x Dwarven Axe (Core Set)
3x Ent Draught (The Treason of Saruman)
1x Golden Belt (Challenge of the Wainriders)
1x In Service of the Steward (Flight of the Stormcaller)
3x Mighty Warrior (Race Across Harad)
1x Nor am I a Stranger (Conflict at the Carrock)
3x Song of Battle (The Dead Marshes)
3x Song of Healing (The Land of Sorrow)
3x Song of Travel (The Hills of Emyn Muil)
1x Sword-thain (The Dread Realm)
3x Vigilant Guard (A Storm on Cobas Haven)
1x War Axe (The City of Ulfast)

Event (18)
3x A Good Harvest (The Steward’s Fear)
3x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
3x Elven-light (The Dread Realm)
3x Heed the Dream (Flight of the Stormcaller)
1x Hour of Wrath (The Dread Realm)
1x Oath of Eorl (The Black Serpent)
1x The Hammer-stroke (The Blood of Gondor)

3 Heroes, 50 Cards
Cards up to Challenge of the Wainriders

Sideboard

Event (2)
1x Khazâd! Khazâd! (Khazad-dûm)
1x The Galadhrim’s Greeting (Core Set)

Decklist built and published on RingsDB.

To Catch An Orc with a Minimum Purchase Deck 3 – January 19, 2020

Introduction

I was traveling last weekend and didn’t a chance to try The Weather Hills again. Instead I have another attempt at To Catch An Orc with my minimum purchase deck for that quest. If you missed my earllier attempts, they are linked below.

I made a few changes to the deck after the first couple attempts. I replaced Saruman with Gandalf. I often found when I might play Saruman that he wouldn’t have a target for his ability. Also the deck needed more threat reduction which Gandalf can do. The Wizards’s Voice replaced with Rohan Warhorse x2 and a The Galadhrim’s Greeting. More threat reduction and hopefully a way for Eomer to attack twice since it is easy in the quest to get 2 enemies engaged.

Decklist

To Catch An Orc – Minimum Purchase

Hero (3)
Éomer (The Voice of Isengard)
Éowyn (Core Set)
Gríma (The Voice of Isengard)

Ally (27)
2x Erebor Hammersmith (Core Set)
3x Gandalf (Core Set)
1x Gléowine (Core Set)
3x Gondorian Spearman (Core Set)
1x Henamarth Riversong (Core Set)
3x Isengard Messenger (The Voice of Isengard)
3x Lórien Guide (Core Set)
2x Northern Tracker (Core Set)
3x Veteran Axehand (Core Set)
3x Westfold Horse-breeder (The Voice of Isengard)
3x Westfold Outrider (The Voice of Isengard)

Attachment (6)
2x Blade of Gondolin (Core Set)
2x Keys of Orthanc (The Voice of Isengard)
2x Rohan Warhorse (The Voice of Isengard)

Event (17)
2x A Test of Will (Core Set)
3x Deep Knowledge (The Voice of Isengard)
1x Dwarven Tomb (Core Set)
2x Feint (Core Set)
2x Secret Paths (Core Set)
3x Stand and Fight (Core Set)
2x Strength of Will (Core Set)
2x The Galadhrim’s Greeting (Core Set)

3 Heroes, 50 Cards

Deck built on RingsDB.

Play by Play

Setup: Methedras selected to be in the staging area. Stage 2b has 2 time. Threat is 28.

Starting Hand: Deep KnowledgeWestfold Horse-breederRohan WarhorseStrength of WillGondorian Spearman, and Lórien Guide.

Turn 1: Westfold Horse-breeder drawn. Play deep knowledge to draw Stand and Fight and Secret Paths. Threat is 30. Use Grima ability to help play Gondorian Spearman and threat is 31. Play Westfold Horse-breeder and no mount found. Eowyn and Grima quest for 6. Staging adds Orc Hound and Mugash’s Lair for 7 threat. Play Secret Paths to ignore Lair threat and quest successfully. Time is 3. Travel to the Lair. Stand and Fight discarded from out of play deck for Lair. Orc Hound engages and exhaust breeder. Spearman defends, deals a damage, shadow exhausts Eomer, and Spearman dies. Refresh, threat is 32, and time is 2.

Turn 2: Westfold Outrider drawn. Use Grima ability to play Westfold Horse-breeder and threat is 33. Rohan Warhorse #2 found and played on Eomer. Grima and Eowyn quest for 6. Take cover deals a damage to them and Methedras Orc added to the staging area from surge for 5 threat. Discard the second warhorse to explore the Lair. Time is 3. Travel to Methedras. Orc engages, attacks, and Lórien Guide shuffled into out of play deck. Breeder defends, shadow exhausts 2nd breeder, and 1st one dies. Hound attack undefended, no shadow, and Eomer takes 2 damage. Eomer attacks and kills the hound, readies via warhorse, and attacks orc for 2 damage. Refresh, threat is 34, and time is 2.

Turn 3: Strength of Will drawn. Use Grima ability to play Stand and Fight and put Gondorian Spearman back into play. Threat is 35. Play Westfold Outrider. Grima and Eowyn quest for 6. Staging adds Orc Skirmisher for 3 threat. Methedras explored, search 3, no enemies, and add Gandalf to hand. Time is 3. Orc Skirmisher engages. Remove a time and time is 2. Spearman defends Methedras orc, deals a damage, no shadow, and dies. Breeder defends the Skirmisher, dies, and shadow removes a time. Time is 1. Eomer attacks the Methedras orc for 5 dealing 2 damage to kill it. Then readies with warhorse. Eomer and Outrider attack Skirmisher for 7 killing it. Refresh, threat is 36, last time removed. Broken lands and Skirmisher added to the staging area. Time is 2.

Turn 4: Gondorian Spearman drawn and played with Doomed 1. Threat is 37. Play Gandalf lowering threat by 5 to 32. Eowyn, Grima, and Gandalf quest for 10. Staging adds Orc Cave for total threat of 8. Time is 3. Travel to the cave and discard Orc Territory from the encounter deck. Skirmisher engages and deals 3 damage to Gandalf. Spearman defends, deals 1 damage, shadow exhausts Outrider, and Spearman dies. Eomer attacks Skirmisher for 5 killing it. Discard Gandalf, refresh, threat is 33, and time is 2.

Turn 5: Blade of Gondolin drawn and played for Doomed 1. Threat is 34. Eowyn and Grima quest for 6. Orc Territory adds Methedras to the staging area for 4 threat. 2 progress on Orc Cave and time is 3. Refresh, threat is 35, and time is 2.

Turn 6: Deep Knowledge drawn and played drawing Veteran Axehand and Northern Tracker. Threat is 37. Play Axehand with Doomed 1 and threat is 38. Eowyn and Grima quest for 6. Broken Lands #2 added to the staging area for 6 threat. Time is 1. (This is looking like game over.) quest forces effect adds 4 threat to the staging area and my next draw will only add 2 more willpower. Scoop to location lock.

Postmortem

Gandalf definitely helps with threat management. The shadows that exhaust a character are tough to deal with. Hesitant to put in Hasty Stroke because the deck for trisphere is already pretty spirit heavy. Losing Lórien Guide to out of play deck hurt. Those were awesome in my earlier plays.

Boromir (Tactics Hero)

Pre-Errata

The top tier version

Background

Eldest son of Gondor’s Steward and a commander in their army. Driven by a dream he had to go to Rivendell where he joined the Fellowship of the Ring. He fell to the temptation of the Ring and tried to take it from Frodo causing the breaking of the Fellowship. Shortly afterwards, the Uruk-Hai attacked Merry and Pippin as they searched for Frodo and lead to Boromir’s demise as he defended them. As he lay dying, he confessed his attempt to take the Ring to Aragorn.

Card Theme

The pre-errata Boromir hero card reflected his combat capabilities from the book very well. He slew many of the orcs that had Merry and Pippin surrounded when they had been out searching for Frodo at the breaking of the Fellowship. Then at least 20 more before another host overpowered him to take the Hobbits. The pre-errata version could ready as much as the player had threat available to attack every enemy and if that wasn’t enough then discard him to finish off the enemies.

Card Synergies and Interactions

Stat Boosts

Boromir’s built-in readying means that every stat boost can be utilized more. His strong attack and decent defense put him disposed to combat. Fortunately, the Tactics sphere has most of the weapon and armor attachments that can maximize his combat potential. In particular, Gondorian Shield a defensive staple boosts his defense to 4 putting him on par with the Beregond that has the highest printed defense. Raiment of War and Captain of Gondor work well to boost both his attack and defense. Blade of Gondolin grants a conditional attack boost, but more importantly it turns his combat ability into a way to help quest by placing progress for each enemy defeated. While not in sphere, Valiant Sword and Shining Shield synergize with the drawback of his ability since they each provide a +2 bonus once at a player’s threat is 40 or higher.

Support of the Eagles + Eagle allies is an older more expensive way to boost Boromir’s combat ability. It still can be quite effective. Eagles of the Misty Mountains with a few facedown attachments maximizes the boost, but even Vassal of the Windlord‘s 3 attack or Winged Guardian‘s 4 defense are huge for Boromir.

The zenith of his combat ability is achieved not with weapons or armor attachments, but two tied his Numenorian ancestry often referred to simply as “Blood and Fire”. Blood of Numenor and Gondorian Fire will boost defense or attack, respectively, by the amount of resources on the hero at the cost of 1. A few turns building up with Steward of Gondor and gaining 3+ to either stat is easily achievable.

The errata limiting Boromir’s readying to once per phase made willpower boosts on Boromir more worthwhile. Tactics doesn’t have many ways to boost willpower although Tactics Theoden hero and The Red Arrow give a couple options. Grappling Hook is generally going to be the better option for Boromir to contribute to the quest since even without any boosts, it turns his 3 attack into 3 willpower. Leadership offers more options with Celebrian’s Stone, Dunedain Quest, and Visionary Leadership. Spirit has The Favor of the Lady, Windfola, and Silver Circlet although the later two requires Boromir to gain the Spirit icon first.

The One Ring and the Master trait attachments provide a quick way to boost Boromir’s stats because each gives +1 to a stat and a player gets to fetch Master trait card during setup and there. Strength and Courage’s response doesn’t work that well with his readying since it only affects 1 attack. Inner Strength’s is likely the most useful to Boromir since it puts his defense on par with the likes of Erkenbrand and Grimbeorn plus can cancel a shadow. Power of Command provides a willpower boost but the response will depend on the number of unique characters in the deck. There are a couple downsides to playing these with Boromir, and that is the reduced elimination level and they also increase threat. It can easily become too much threat too quickly.

Forth, The Three Hunters Contract

This contract really enables a “voltron” Boromir build to maximize his readying. It requires each hero have 2 restricted attachments in order to flip to side B. Once on side B, each hero gets +1 willpower for each restricted attachment. The Most restricted attachments are weapons and armor that Boromir wants already to improve his attack and defense. The even contract increases the restricted attachment limit from 2 to 3. This can get Boromir up to 3 or 4 willpower pretty easily while also improving his combat effectiveness. It will also provide repeatable healing which is handy since Boromir isn’t the best defender without some set up.

Threat Reduction

Threat reduction is key to using Boromir’s readying as much as possible in game. Tactics only has 1 option in sphere with Secret Vigil that is conditional on the enemy it can be played on. The good news is Boromir won’t have trouble destroying the enemy to trigger the threat reduction. There are two solid neutral cards for threat reduction, Core Set Gandalf and Favor of the Valar. Lore Aragorn hero offers the largest potential threat reduction. A Boromir player could get all the way to 49 and reset back to their starting threat. Spirit offers the staple Galadhrim’s Greeting. More notably Spirit has heroes that can reduce threat every turn. Beregond and Fastred can do so by defending. Merry just needs an enemy revealed during staging. There is one more that is a twofer in a Boromir deck.

Galadriel Hero

Galadriel can exhaust every round to reduce a player’s threat by 1. That is essentially a free ready on Boromir. Additionally she can boost Bormir’s willpower with her ring Nenya and some readying of her own.

Hero Revival

Normally losing a hero can set a player way back in a game. Boromir’s second ability is used rarely because of the lost resources of being down a hero. When used it usually is because the player would likely lose Boromir anyway or as a game finishing move in a scenario that requires all enemies to be defeated. The game does have Landroval, Fortune or Fate, and Houses of Healing that can bring Boromir back after using his second ability. They are all very expensive at 5 resources making it very difficult to build around using his direct damage multiple times in a game.

Quest Specific

The best quests to use Tactics Boromir in are quests with enemy swarms or start off with a lot of enemies in play. Seventh Level, Over the Misty Mountains Grim, and Fate of the Wilderland can easily see swarms of enemies coming out. Massing at Osgiliath starts off with 3 enemies in play per player. Boromir being able to defend and attack or attack twice right away can really help even the odds against those 3 enemies.

Scenarios to watch out for using him in are those with enemies that prevent readying or feature lots of Doomed or other effects that raise threat. The Haradrim cycle in particular has scorpion and spider enemies that can prevent a character from readying until the end of the round. Threat focused scenarios like Return to Mirkwood and Murder at the Prancing Pony are going to be tough for Boromir to use his readying. The Steward’s Fear, The Crossing of Poros, and The King’s Quest can possibly have a significant amount of raise threat effects. The Steward’s Fear depends on the plot revealed in Stage 3. The Crossing of Poros has a quest stage and encounter set that has a lot of threat but that might only be seen instead of a direct damage focused one. The King’s Quest it is at the player’s discretion to raise threat or add another location to the staging area. Temple of Doom and Fortress of Nurn can also feature lots of threat depending on the cards revealed from the Power of Mordor deck.

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

I rate Boromir at 2 rings. The built-in readying and solid attack, defense, and hit points make him good at combat immediately. A couple boosts and he’s great. Blood of Numenor and Gondorion Fire with some resource acceleration and he’s amazing at combat. It’s also not that difficult to give him decent willpower so questing and using him in combat is worthwhile. Even post-errata it is still great considering there are some scenarios that have enemies that attack when a player engages them or make immediate attacks when revealed. Boromir can ready and help to defend them all. It is conceivable to use him in every phase of the game thanks to cards like Captain’s Wisdom and Quick Strike.

I mentioned Forth, The Three Hunters contract works really well with Boromir but really a few of them can work well with him. Fellowship gives all nine unique characters in play +1 to every stat which Boromir’s readying can make great use of. Grey Wanderer let’s the player start at 11 threat providing lots of threat to use with Boromir’s ability. The contract even gives him another way to ready. Then on top of that Strider gives him a willpower boost and not exhausting to quest. Grey Wanderer Boromir then can ready at least twice during combat and doesn’t need to exhaust to quest. Plus, doesn’t need a resource match to play Blood of Numenor if it is the first card played. Not to mention he will start in Secrecy for Resourceful to fuel Blood and Fire. Council of the Wise offers repeatable threat reduction for just playing events. As mentioned before, Boromir already starts off with solid combat stats and doesn’t need much to get going and would fit right into an event heavy deck.

I’ve noticed in this game that veterans (myself included) will avoid certain powerful cards in the card pool. I do this to experiment with different deck builds and enjoy the variety of deck types out of there. Others likely have similar reasoning or may just want to preserve the challenge in the game. It could be they are disappointed he can’t endlessly ready anymore. No matter the reasoning, Boromir is still a very effective hero albeit straightforward one. I would rate him at 1 ring pre-errata since he could just effectively handle combat on his own. Post-errata he needs more to do everything in combat, but still can do a lot for the players even just readying once per phase.

  • Dave – 4 (originally 5)
  • Grant – 5
  • Ted – 4
  • Brandon – 1
  • Matt – 2
  • Average – 3.2

External Links

Sample Decks

Screw You Fate of the Wilderland by kattattack22

As the title says, I built this to handle Fate of the Wilderland. The plan is basically Eomer and Boromir quest primarily to avoid gaining too much threat. Boromir readies before combat. Grimbeorn defends and uses his response to hopefully kill the attacker. Boromir is back up defender or can hopefully finish off the enemy.

Main Deck

Hero (3)
Boromir (The Dead Marshes)
Éomer (The Mountain of Fire)
Grimbeorn the Old (The Withered Heath)

Contract (0)
1x Forth, The Three Hunters! (The City of Ulfast)

Attachment (44)
3x Armored Destrier (Temple of the Deceived)
3x Dagger of Westernesse (The Black Riders)
3x Firefoot (The Dunland Trap)
3x Golden Belt (Challenge of the Wainriders)
3x Gondorian Shield (The Steward’s Fear)
2x Hauberk of Mail (The Wilds of Rhovanion)
3x Raiment of War (The Thing in the Depths)
3x Rohan Warhorse (The Voice of Isengard)
3x Round Shield (Mount Gundabad)
3x Secret Vigil (The Lost Realm)
3x Shining Shield (The Fortress of Nurn)
3x Spear of the Mark (The Morgul Vale)
3x Valiant Sword (Under the Ash Mountains)
3x War Axe (The City of Ulfast)
3x Warrior Sword (The Ghost of Framsburg)

Event (6)
3x Foe-hammer (Over Hill and Under Hill)
3x Open the Armory (The Dungeons of Cirith Gurat)

3 Heroes, 50 Cards
Cards up to The Fortress of Nurn

Sideboard

Event (3)
3x Sterner than Steel (The Flame of the West)

Decklist built and published on RingsDB.

Optimus Prime… SUPER MODE! by BeestThouNotInHaste

Gondor is strong, but the might of Gondor wanes, and even under the leadership of the great Optimus Prime (Boromir), his meager 2 and 3 are not enough to stand up to the forces of evil. Fortunately for his troops, Boromir has a secret weapon he can use to face the darkness: he can invoke the power of the Matrix Of Combination (Support of the Eagles) to combine with his trailer (Eagles of the Misty Mountains) to enter into…

Optimus Prime… Super Mode!

Main Deck

Hero (3)
Boromir (The Dead Marshes)
Galadriel (Celebrimbor’s Secret)
Mablung (The Nîn-in-Eilph)

Ally (23)
3x Descendant of Thorondor (The Hills of Emyn Muil)
3x Eagles of the Misty Mountains (Return to Mirkwood)
3x Galadriel’s Handmaiden (Celebrimbor’s Secret)
2x Gandalf (Core Set)
2x Gwaihir (Trouble in Tharbad)
3x Vassal of the Windlord (The Dead Marshes)
2x Westfold Horse-breeder (The Voice of Isengard)
2x Westfold Outrider (The Voice of Isengard)
3x Winged Guardian (The Hunt for Gollum)

Attachment (18)
3x Ancient Mathom (A Journey to Rhosgobel)
2x Born Aloft (Conflict at the Carrock)
2x Mirror of Galadriel (Celebrimbor’s Secret)
3x Nenya (Celebrimbor’s Secret)
2x Power in the Earth (Core Set)
2x Rohan Warhorse (The Voice of Isengard)
3x Support of the Eagles (Return to Mirkwood)
1x Unexpected Courage (Core Set)

Event (9)
2x A Test of Will (Core Set)
2x Feint (Core Set)
3x The Eagles Are Coming! (The Hunt for Gollum)
2x The Galadhrim’s Greeting (Core Set)

3 Heroes, 50 Cards
Cards up to Celebrimbor’s Secret

Sideboard

Event (2)
2x Power of Orthanc (The Voice of Isengard)

Decklist built and published on RingsDB.

The Very Wise Captain by Seastan

Play Song of Travel on Boromor. Then use Captain’s Wisdom, Steward of Gondor, and Leadership Denethor to give Boromir 8 resources turn 1 for Blood and Fire.

Main Deck

Hero (3)
Boromir (The Dead Marshes)
Denethor (Flight of the Stormcaller)
Erestor (The Treachery of Rhudaur)

Ally (10)
2x Anfalas Herdsman (The Steward’s Fear)
2x Arwen Undómiel (The Watcher in the Water)
3x Envoy of Pelargir (Heirs of Númenor)
3x Ethir Swordsman (The Steward’s Fear)

Attachment (16)
2x Blood of Númenor (Heirs of Númenor)
3x Gondorian Fire (Assault on Osgiliath)
3x Gondorian Shield (The Steward’s Fear)
2x Silver Harp (The Treachery of Rhudaur)
3x Song of Travel (The Hills of Emyn Muil)
3x Steward of Gondor (Core Set)

Event (24)
3x A Test of Will (Core Set)
3x Captain’s Wisdom (The Thing in the Depths)
3x Daeron’s Runes (Foundations of Stone)
3x Elrond’s Counsel (The Watcher in the Water)
3x Gaining Strength (The Steward’s Fear)
3x The Galadhrim’s Greeting (Core Set)
3x Wealth of Gondor (Heirs of Númenor)
3x Will of the West (Core Set)

3 Heroes, 50 Cards
Cards up to The Thing in the Depths

Sideboard

Ally (3)
3x Galadriel’s Handmaiden (Celebrimbor’s Secret)

Attachment (6)
3x Dúnedain Cache (The Dead Marshes)
3x Favor of the Valar (The Battle of Carn Dûm)

Decklist built and published on RingsDB.

The Weather Hills with Wandering the Lost Realm a Revised Card Pool Minimum Purchase Deck 2 – January 7, 2023

Introduction

My opening hand after taking a mulligan looked promising. Primarily because of Steward, Gandalf, and Valiant Sacrifice. I thought this would mean that I wouldn’t have the same ally screw issue like the last game. I can definitely say this one played out quite differently.

Decklist

Wandering the Lost Realm – A Revised Card Pool Minimum Purch

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

Ally (26)
1x Beorn (Core Set)
2x Curious Brandybuck (The Wastes of Eriador)
2x Daughter of the Nimrodel (Core Set)
2x East Road Ranger (The Wastes of Eriador)
1x Faramir (Core Set)
3x Galadhrim Weaver (The Treachery of Rhudaur)
3x Gandalf (Core Set)
2x Gléowine (Core Set)
1x Henamarth Riversong (Core Set)
2x Northern Tracker (Core Set)
3x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
2x Snowbourn Scout (Core Set)

Attachment (9)
2x Celebrían’s Stone (Core Set)
1x Star Brooch (The Lost Realm)
3x Steward of Gondor (Core Set)
3x Unexpected Courage (Core Set)

Event (15)
3x A Test of Will (Core Set)
1x Dwarven Tomb (Core Set)
2x Lore of Imladris (Core Set)
3x Sneak Attack (Core Set)
2x Stand and Fight (Core Set)
3x Valiant Sacrifice (Core Set)
1x Will of the West (Core Set)

3 Heroes, 50 Cards

Deck built on RingsDB.

Play by Play

Starting Hand after mulligan

  • Dwarven Tomb
  • Steward of Gondor
  • Celebrian’s Stone
  • Galadhrim Weaver
  • Valiant Sacrifice
  • Gandalf

Setup

  • Orc deck created
  • Hunting the Orcs, Protect the Innocent with 2 damage, and Weathered Hilltop in the staging area.
  • Exposed Ridge is the active location
  • Threat – 27
  • Easy mode – 1 resource on each hero.
  • Grace of the Valar – Use 1 token to draw Snowbourn Scout.

Turn 1

1.3 Draw

  • Ranger of Cardolan

1.3 Action(s)

  • none

2.2 Planning

  • Steward of Gondor on Denethor. I considered putting it on Halbarad because I have more Leadership cards, but Lore has more expensive cards. Spirit was also a consideration, but that would only really help if I had Northern Tracker.
  • Exhaust Steward for +2 resources.
  • Ranger of Cardolan
  • Galadhrim Weaver

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent

  • Eowyn
  • Galadhrim Weaver
  • Total Quest Power = 5

3.2 Action(s)

  • none

3.3 Staging

  • Cornered Orc
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 Exposed Ridge progress (2 / 3)

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Cornered Orc and it attacks.
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Halbarad
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – None (Sheltered Valley)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Cornered Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – None (Ancient Causeway)
  • 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 – Cornered Orc

  • 6.8b Attackers
    • Ranger of Cardolan
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 2
  • 6.8.3 Damage Dealt – 1 (1 / 2)
  • +1 Protect the Innocent damage (3 / 10)
  • 6.8.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 28
  • 7.4 Action(s)
    • none
  • +1 damage to Eowyn (1 / 3)

Turn 2

1.3 Draw

  • Will of the West

1.3 Action(s)

  • none

2.2 Planning

  • none

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent

  • Halbarad
  • Eowyn
  • Galadhrim Weaver
  • Total Quest Power = 5

3.2 Action(s)

  • none

3.3 Staging

  • Cornered Orc 2 Well that sucks. Hopefully whatever the Orc Deck reveals won’t engage.
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 Exposed Ridge progress (3 / 3) and explore it.
  • -1 Protect the Innocent damage (2 / 10)
  • Orc Deck revealed Angmar Orc. Galadhrim Weaver discarded. Damn, good thing I have Gandalf in hand.

3.4 Action(s)

  • none

4.2 Travel

  • Weathered Hilltop

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Angmar Orc
  • Cornered Orc and attacks
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 3 assigned to Halbarad (3 / 4)
  • 6.4.3 Action(s)
    • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Angmar Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Halbarad
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Assign 2 damage among characters. 1 to Eowyn (2 / 3) and 1 to Ranger of Cardolan (1 / 3) (Ice Storm).
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Cornered Orc 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Ranger of Cardolan
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Threat increased by 3 to 31. (Tragic Discovery)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Cornered Orc 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Weathered Hilltop)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 32
  • 7.4 Action(s)
    • none

Turn 3

1.3 Draw

  • Sneak Attack Hooray!

1.3 Action(s)

  • none

2.2 Planning

  • none I need my 2 Leadership resources for Sneak Attack and Valiant Sacrifice. Celebrian’s Stone can wait since I’m fine questing wise.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Protect the Innocent

  • Eowyn
  • Halbarad
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Search the Ruins
  • Freezing Blast removes both my questers (Quest Power = 0)
  • Threat – 34
  • Cornered Orc
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Theat – 36 Wow, that was an awful turn for me.

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Cornered Orc
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Halbarad
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Find Shelter)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • Sneak Attack Gandalf and deal 4 damage to Cornered Orc 3. I’d rather keep the Angmar Orc engaged as long as possible. The encounter deck is already running low and I’d rather avoid shuffling it in again soon if I can.
  • +1 resource on Hunting Orcs.

6.3 Enemy Attacks

6.4b Enemy – Angmar Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Ranger of Cardolan
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Deal 1 damage to the defender (Bitter Wind)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0 (2 / 3)
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Cornered Orc 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Deal 1 damage to the defender (Bitter Wind 2)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0 (1 / 3)
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Cornered Orc 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Gandalf
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +4 attack because I have 4 damaged characters (Exposed Ridge)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 (2 / 4)
  • +1 Protect the Innocent damage (3 / 10)
  • 6.4.3 Action(s)
    • none
  • Return Gandalf to hand.
  • Valiant Sacrifice draws Stand and Fight and Gandalf 2

7 Refresh

  • 7.3 Threat – 37
  • 7.4 Action(s)
    • none
  • Search the Ruins raises threat by 2
  • Threat – 39

Turn 4

1.3 Draw

  • Galadhrim Weaver 2

1.3 Action(s)

  • none

2.2 Planning

  • Galahdrim Weaver and shuffle Valiant Sacrifice back into my deck.
  • Snowbourn Scout
  • +1 Weathered Hilltop progress (3 / 5)
  • Gandalf and draw Unexpected Courage, Lore of Imladris, and Northern Tracker. *I went with card draw because I have plenty of resources. I’d like to kill another enemy but more allies will help stabilize my position more. It looks like I got some cards that should help do just that.
  • Lore of Imladris heals 3 damage on Halbarad (0 / 4).
  • Unexpected Courage on Denethor.

3.1 Quest Phase 3.1 Action(s)

  • none

**3.2 Committed Characters vs **

  • Halbarad
  • Eowyn
  • Galadhrim Weaver
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Make Camp
  • Cornered Orc 3
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 Weathered Hilltop progress (5 / 5) and explore it.
  • +3 Search the Ruins progress (3 / 8)
  • Angmar Marauder revealed.

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Angmar Marauder
  • Cornered Orc and it attacks.
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Ranger of Cardolan
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Mysterious Omens)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

  • Cornered Orc 3 didn’t get a shadow because the encounter deck ran out. I’ll take that little break.

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 – +1 attack (Ruins of Arnor)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 (2 / 3)
  • +1 Protect the Innocent damage (4 / 10)
  • 6.4.3 Action(s)
    • Unexpected Courage readies Denethor

6.4b Enemy – Angmar Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Weathered Hilltop)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Cornered Orc 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Snowbourn Scout
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Sheltered Valley)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 (1 / 1)
  • +1 Protect the Innocent damage (5 / 10)
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Cornered Orc 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Halbarad
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Cold from Angmar)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Cornered Orc 3

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – N/A
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Halbarad (2 / 4)
  • +1 Protect the Innocent damage (6 / 10)
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Cornered Orc 3

  • 6.8b Attackers
    • Gandalf
  • 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.
  • +1 Hunting Orcs resource (2 / 4).

7 Refresh

  • 7.3 Threat – 40
  • 7.4 Action(s)
    • none
  • Search the Ruins raises my threat by 2.
  • Threat – 42
  • Gandalf discarded.

Turn 5

1.3 Draw

  • Galadhrim Weaver 3

1.3 Action(s)

  • none

2.2 Planning

  • Gandalf and draw Unexpected Courage 2, Valiant Sacrifice 2, and Northern Tracker 2. Still no Daughters of Nimrodel for repeatable healing. Although I can’t heal right now anyway.
  • Unexpected Courage 2 on Denethor.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Search the Ruins

  • Halbarad
  • Eowyn
  • Galadhrim Weaver
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Sheltered Valley
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +5 Search the Ruins progress (8 / 8) and add it to the victory display.
  • Threat – 39

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

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 – Angmar Marauder

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Gandalf
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +4 attack (Exposed Ridge)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 3 (3 / 4) +1 Protect the Innocent damage (7 / 10)
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Angmar Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Deal 1 damage to the defender which destroys Denethor.

I concede.

Postmortem

I at least feel validated about keeping my hand with 2 Daughters of Nimrodel last game. The repeatable healing would have saved this game for me, but I couldn’t find one despite having my card draw this time. The 2 copies were pretty far down. I think I need to swap a Lore of Imladris for another daughter. I got the best the Lore of Imladris could do for me at the time with 3 damage on Halbarad. It might be really good if I had it for Beorn ally, but the daughters are going to be much better. This game would have been great for Guardian of Arnor and Fornost Bowman. I got so many enemies pretty quickly. I probably should have held off on traveling to Weathered Hilltop. 1 threat was easy enough to quest over and I was pretty lucky with the weather treacheries. The swarm of enemies really made a huge difference considering I only made it to turn 5 this time and it took much longer to play as well. I’ll make a couple minor tweaks and hopefully next game I can prevail.

+2 Valar tokens (3 total)

Sarn Ford Sentry

Alternate Art

  • Card Talk Season 6 Episode 1
    • Video episode
    • Audio episode
  • Cycle
    • Angmar Awakened
  • Set
    • The Lost Realm
  • Player Card Categories
    • Card Draw
    • Enters Play

The card draw Dunedain ally

Background

Sarn Ford Sentry is one of the Rangers of the North with the Dunedain and Ranger traits. The Rangers of the North are the descended from the people of Gondor’s sister kingdom, Arnor. Arnor split into three smaller kingdoms, Cardolan, Arthedain, and Rhudar. The people of these successor kingdoms dwindled after wars with Angmar and a plague until only scattered settlements and wandering bands remained.

There are not many Dunedain in the LOTR books besides Aragorn. Halbarad is the only other named one that in The Passing of the Grey Company arrives with 30 of his kinsmen to support Aragorn. Dunedain Hunters gives the game another way to represent members of the Grey Company.

Sarn Ford Sentry comes from one of appendices. There it is reported that the Rangers of the North defended the Sarn Ford at the southern border of the Shire. The Ringwraiths, however, forced the sentries away from their post when they came to the Shire looking for The One Ring.

Card Theme

This game often represents knowledge as card draw. The Lore sphere in particular is full of examples cards representing Middle-Earth’s knowledge, stories, and songs with Gleowine, Daeron’s Runes, Deep Knowledge, Erestor, Drinking Song, and Mithrandir’s Advice representing the knowledge, stories, and songs present in Middle Earth. The knowledge in this case is very specific but fits well with the Dunedain getting effects for engaging enemies. The Sarn Ford sentries engaged the Ringwraiths learning the Nine were abroad.

Card Synergies and Interactions

Early Engagement Effects

Much like Halbarad hero, there can be a timing mismatch between playing the sentry and engaging enemies later in the round. Especially if enemies have abilities like Goblin Sniper that prevent engagement or the player just didn’t want to defend so many enemies. Mablung ally, Son of Arnor, Dunedain Hunter, Lore Faramir ally, and Westfold Outrider can all help increase the card draw effect without having to defend the enemy first. Dunedain Hunter can also help in situations where many enemies are not being revealed or in a true solo game.

Traps

Specifically, Forest Snare and Entangling Nets synergize very well with the sentry and are in sphere. Forest Snare allows a player to just keep an enemy engaged for the entire game without having to worry about defending or any shadows. Entangling Nets is similar because of the attack reduction making defending easier. The action disadvantage of defending can be offset with Outmatched or just taking the attack undefended. Shadows effects can still be an issue with it in some scenarios.

Gloin hero

Gloin can be an interesting way to increase the card draw effect. Song of Wisdom or Narvi’s Belt or a Warden of Healing make it that Gloin can heal all damage done to him quite easily. Some hit point bonuses from attachments like Citadel Plate, and he can take undefended attacks even from boss level enemies. Provided shadow effects don’t discard attachments, it can be quite easy to keep several enemies engaged without much trouble. The Sarn Ford Sentry can help find those attachments for Gloin or more allies to quest through the rest of the scenario.

Attack Cancellation

Attack cancelation effects like Coney in a Trap, Andrath Guardsman, Feint, Thicket of Spears, The Wizard’s Voice, and Out of Sight can help increase the card draw and reduce the risk of the engaged enemies. Granted, it is just temporary. Hobbit decks have a couple additional options available through Gaffer Gamgee and Hobbit-sense although it prevents the player from attacking as well.

Quest Specific

The Angmar Awakened cycle features quite a few scenarios that can swarm enemies powering up the sentry’s card draw. Especially any with the Cursed Dead enemy as each one can bring any and all copies in the discard pile back to the staging area and engage the player again. The Seventh Level, second half of Over the Misty Mountains Grim, and Fate of the Wilderland also bring out many enemies quickly.

There are a few scenarios that it would be better to leave Sarn Ford Sentry out because of the card draw. The players lose in Deadman’s Dike and Under the Ash Mountains if their deck runs out of cards and it is best to leave out card draw. The Ringmaker cycle is full of encounter cards that penalize players for cards in hand or drawing cards.

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

I rate Sarn Ford Sentry at 6 rings. Lore allies with 2 willpower tend to cost 3 resources unless they are unique or have a drawback like Wandering Ent that enters play exhausted or Lindon Navigator that is discarded or the player has to discard a card from hand. It is pretty average in that regard. It’s ability is pretty general purpose. Card draw is pretty fundamental to helping decks find what they need to succeed. It is the condition that can make it difficult to trigger and more so to draw multiple cards from. Lore however has many, many options to draw cards for lower cost both in resources and opportunity. Still the card is very much needed in Dunedain decks for the willpower and card draw. Sarn Ford Sentry sees some play in decks with Hobbit heroes due to their additional attack cancelation options and similar bonuses for engaging enemies. Mono Lore decks won’t need the additional card draw but 2 willpower for 3 and possibly drawing a card can be decent filler. It is a fine card but the condition on the card draw keeps it to a few different decks rather than a generally good always under consideration for inclusion.

  • Dave –
  • Grant –
  • Ted –
  • Matt – 6

External Links

Sample Decks

Dunedain Ambush the Orcs in the Weather Hills by kattattack22

Solo Dunedain deck mixing engagement and side quest bonus. It also utilizes Send for Aid, A Very Good Tale, and Elf-Stone to pump out allies quickly.

Main Deck

Hero (3)
Aragorn (The Watcher in the Water)
Halbarad (The Lost Realm)
Thurindir (Race Across Harad)

Ally (25)
3x East Road Ranger (The Wastes of Eriador)
2x Faramir (Core Set)
3x Guardian of Arnor (The Battle of Carn Dûm)
3x Ranger of Cardolan (The Wastes of Eriador)
3x Sarn Ford Sentry (The Lost Realm)
2x Thalion (Fire in the Night)
3x Vigilant Dúnadan (The Sands of Harad)
3x Warden of Healing (The Long Dark)
3x Weather Hills Watchman (The Lost Realm)

Attachment (12)
3x Elf-stone (The Black Riders)
3x Forest Snare (Core Set)
3x Steward of Gondor (Core Set)
3x Sword that was Broken (The Watcher in the Water)

Event (12)
3x A Very Good Tale (Over Hill and Under Hill)
3x Deep Knowledge (The Voice of Isengard)
3x Horns! Horns! Horns! (Challenge of the Wainriders)
3x Legacy of Númenor (The Voice of Isengard)

Player Side Quest (1)
1x Send for Aid (The Treachery of Rhudaur)

3 Heroes, 50 Cards
Cards up to Challenge of the Wainriders

Decklist built and published on RingsDB.

The Hobbit-Stroke by teamjimby

Hobbit heroes want to engage all enemies and cancel attacks with Hobbit-sense and Out of Sight.

Main Deck

Hero (3)
Frodo Baggins (Conflict at the Carrock)
Merry (The Wastes of Eriador)
Pippin (The Black Riders)

Ally (11)
2x Celduin Traveler (The Nîn-in-Eilph)
3x Northern Tracker (Core Set)
3x Sarn Ford Sentry (The Lost Realm)
3x Warden of Annúminas (The Lost Realm)

Attachment (9)
3x Fast Hitch (The Dead Marshes)
3x Leaf Brooch (The Three Trials)
3x Resourceful (The Watcher in the Water)

Event (30)
3x A Good Harvest (The Steward’s Fear)
3x A Test of Will (Core Set)
3x Daeron’s Runes (Foundations of Stone)
2x Dwarven Tomb (Core Set)
3x Hobbit-sense (Encounter at Amon Dîn)
3x Out of Sight (The Long Dark)
3x Out of the Wild (Road to Rivendell)
3x Peace, and Thought (Shadow and Flame)
3x The Galadhrim’s Greeting (Core Set)
3x The Hammer-stroke (The Blood of Gondor)
1x Will of the West (Core Set)

3 Heroes, 50 Cards
Cards up to The Wastes of Eriador

Decklist built and published on RingsDB.

2022 Retrospective

In the first retrospective, I shared some stats over the first year of reviews (July 10, 2021 – July 10, 2022.) I’ve decided that going forward I would like to these at calendar year end instead at the blog anniversary. This is to make the stat collection and compilation much easier. Apologies this will overlap some with the first anniversary retrospective, but it will be all new next time.

Overall

Views43,701
Visitors18,981
Posts169
Card Reviews55
Written Playthroughs69
Most Viewed PostFAQ on Revised Core Set and New LOTR LCG Release Model (6,021 views)
Most Viewed Card ReviewTactics Glorfindel – Spoiler Review (534)
Most Viewed Card Review Excluding Spoiler ReviewsLeadership Aragorn (323)
Most Viewed Written PlaythroughCore Campaign Escape from Dol Guldur 6 – March 1, 2022 (202)

The most viewed posts continued to be those most beneficial to new players. You can see this with the most popular card review and playthrough are both from the Core Set. Then there is the FAQ I wrote because there were many questions about what was different and if the older expansions would continue or not. I was answering those questions often on reddit and wanted something I could just link to people. It consistently has been the top viewed post since it was published. I’m so glad many people are finding it and hope it helped answered their questions.

Traffic really took off with the release of the revised Core Set and the new Starter decks. I’m sure it brought an influx of people looking to learn more about the game. Then it settled down again until the first anniversary extravaganza when I had posts every weekday. The rest of the year has settled down again and has stayed very solid aside from November which I’m sure is just due to the holidays.

Card Reviews

I reviewed a total of 39 cards in 2022. My average rating was 4.9, but 7 rings was my most common rating. As you can see below, I give nearly half of the cards 4 rings or better. Not many cards got a 5 or 6 especially compared to how many I gave a 7 to. It is possible this year we just had more limited use or niche cards to rate. Still I’m going give some more thought to what a middle of the road card is to me.

Below I’ve broken down the reviews by sphere with the average ring rating for that sphere. (I know Neutral is not a sphere, but you get the idea.) Leadership isn’t my lowest rated sphere but Fellowship hardly counts with its 1 card I’ve reviewed. I blame a number of more niche cards being reviewed this year. I’ll have to squeeze in Steward of Gondor next year to help that average. The rest are all pretty close around 4 or 4.5.

SphereReviewsRing Rating Average
Leadership96.2
Lore74.5
Neutral44
Spirit64.2
Tactics114.5
Fellowship18
Grand Total394.9

I’d be remiss if I didn’t mention that the blog also featured reviews by other members of the community! We had 2 from Joe Hoffman, and stoneoferic. Joe, our resident Rohan fan Horseback Archer for our series of Core Set reviews. It sports the most complex ring rating determination on the blog thus far. stoneoferic reviewed Gleowine known as one of the best early card pool card draw cards and gaining a new relevance with Messenger of the King.

We also had 16 community reviews from participants in the blog’s first contest. People generally picked cards they really liked. In a few cases, card they really disliked. This is great because they wrote some fantastic reviews about cards they were passionate about. I’m glad to feature all of them here.

Playthroughs

Written playthroughs surpassed card reviews this year with 64. I expect this to continue considering I still have many more from 2020 and 2021 that are unpublished and I continue to make more as I play the game.

Scenarios and Cycles Covered

  • Paths of Mirkwood campaign (includes Core Set and Dark of Mirkwood scenarios)
  • Against the Shadow Cycle
  • Fords of Isen
  • To Catch an Orc
  • Into Fangorn
  • The Dunland Trap
  • Intruders in Chetwood
  • The Weather Hills
  • Deadman’s Dike
  • Fire in the Night
  • Under the Ash Mountains
  • The Land of Sorrow
  • Fortress of Nurn
  • Massing at Osgiliath

The playthroughs covered a double different ends of the game because this last year I was nearing the end of the cycles. The playthroughs from when I started logging quests began with Against the Shadow. There were also detours to play the new exciting stuff like the Paths of Mirkwood campaign. Now I’m finally playing the Angmar Awakened campaign with a revised card pool minimum purchase deck.

Thanks

Thank you everyone that has come here and read a news, card review, and/or playthrough post. It’s been a great year of reviews at the blog that I plan to continue through 2023!