Core Campaign Escape from Dol Guldur 10 – March 20, 2022

Introduction

I was heartened with my last game despite that I didn’t get much further than usual. An early Northern Tracker made a big difference for questing. I think just had some really bad luck on combat. Time to see if I can get some better luck from the encounter deck.

Modified Warlock000’s strongest Core Set deck for solo play – revised for 2022

Main Deck

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

Ally (24)
1x Beorn (Core Set)
1x Erebor Hammersmith (Core Set)
2x Faramir (Core Set)
3x Gandalf (Core Set)
1x Gléowine (Core Set)
3x Guard of the Citadel (Core Set)
1x Henamarth Riversong (Core Set)
1x Longbeard Orc Slayer (Core Set)
1x Miner of the Iron Hills (Core Set)
3x Northern Tracker (Core Set)
3x Snowbourn Scout (Core Set)
1x Son of Arnor (Core Set)
3x Wandering Took (Core Set)

Attachment (12)
2x Celebrían’s Stone (Core Set)
2x Self Preservation (Core Set)
3x Steward of Gondor (Core Set)
2x The Favor of the Lady (Core Set)
3x Unexpected Courage (Core Set)

Event (13)
3x A Test of Will (Core Set)
1x Ever Vigilant (Core Set)
1x For Gondor! (Core Set)
2x Hasty Stroke (Core Set)
3x Sneak Attack (Core Set)
3x Stand and Fight (Core Set)

Campaign (1)
1x Mendor’s Support (Revised Core Set (Campaign Only))

3 Heroes, 50 Cards
Cards up to Revised Core Set (Campaign Only)

Sideboard

Ally (4)
2x Erebor Hammersmith (Core Set)
2x Miner of the Iron Hills (Core Set)

Attachment (9)
3x Dark Knowledge (Core Set)
3x Forest Snare (Core Set)
3x Protector of Lórien (Core Set)

Event (4)
1x Ever Vigilant (Core Set)
3x Lore of Imladris (Core Set)

Decklist built and published on RingsDB.

Play by Play

Starting Hand

  • Faramir
  • Steward of Gondor
  • Stand and Fight
  • Gandalf
  • Snowbourn Scout
  • Mendor’s Support
  • (I really would have liked Northern Tracker to start again. I’ll take this with Steward, Gandalf, and no dead cards. Besides I might concede on setup.)

Setup

  • Shadow Key guarded by Necromancer’s Reach,
  • No damage dealt because no exhausted characters.
  • Dungeon Torch is guarded by Enchanted Stream.
  • Gandalf’s Map guarded by Caught in a Web and attach it to Eowyn.
  • (Good news I have only 2 threat to start with and can claim Gandalf’s Map right away to rescue Mendor. Bad news, even with Steward Spirit resources are going to be tough. I do still have a Miner of the Iron Hills in the deck. There is also 3 Unexpected Courages to play around it.)
  • Appointed by Fate and Valor attached to Gloin.
  • Threat – 28

Turn 1

1.3 Draw

  • Faramir 2

1.3 Action(s)

  • none

2.2 Planning

  • Steward of Gondor attached to Eowyn.
  • Exhaust Steward for 2 resources. (From now on, I’ll exhaust it during the resource phase and Eowyn will effectively get 3 resources per turn. I won’t record it as an action because it is less typing.)
  • Claim Gandalf’s Map and attach to Eowyn
  • Threat – 30
  • Rescue Mendor and +1 damage (1 / 3)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Eowyn
  • (I’ll leave Mendor in case of an enemy since I have his boosting boon card.)
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Tower Gate
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 quest progress (2 / 9)

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

7 Refresh

  • Spend 2 resources to ready Eowyn.
  • 7.3 Threat – 31
  • 7.4 Action(s)
    • none

Turn 2

1.3 Draw

  • Unexpected Courage (There’s an answer to Caught in a Web.)

1.3 Action(s)

  • none

2.2 Planning

  • Unexpected Courage on Eowyn
  • Snowbourn Scout and +1 progress on Tower Gate to explore it.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Eowyn
  • Total Quest Power = 6

3.2 Action(s)

  • Ready Eowyn with Unexpected Courage

3.3 Staging

  • Necromancer’s Reach deasl 1 damage to Gloin and +1 resource
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 progress (6 / 9)

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

7 Refresh

  • 7.3 Threat – 32
  • 7.4 Action(s)
    • Ready Eowyn with Unexpected Courage

Turn 3

1.3 Draw

  • Erebor Hammersmith

1.3 Action(s)

  • none

2.2 Planning

  • Faramir (I could play Gandalf, but I don’t need to yet. I can save him and hope for Sneak Attack. Especially since I’ll have to deal with the Nazghul later. The faster I can defat it, the better.)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Eowyn (I’m close to advancing. Plus I have ways to adjust Willpower to advance this turn.)
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Great Forest Web
  • Total Staging Area Threat = 4

3.3 Action(s)

  • Exhaust Faramir for +2 willpower (8 total)

3.4 Quest Resolution

  • +4 quest progress (10 / 9)
  • Advance to Stage 2

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

7 Refresh

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

Turn 4

1.3 Draw

  • A Test of Will

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

  • Gloin
  • Eowyn
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Mountains of Mirkwood (I could really use a Northern Tracker)
  • Total Staging Area Threat = 6

3.3 Action(s)

  • Faramir exhausted for +2 willpower (8 total)

3.4 Quest Resolution

  • +2 quest progress (2 / 15)
  • Beravor rescued and deal 1 damage to them (1 / 4).
  • Nazgul of Dol Guldur put into play

3.4 Action(s)

  • Exhaust Beravor to draw Wandering Took and Northern Tracker (hooray!)

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

7 Refresh

  • 7.3 Threat – 33
  • 7.4 Action(s)
    • Ready Eowyn with Unexpected Courage.

Turn 5

1.3 Draw

  • Longbeard Orc Slayer

1.3 Action(s)

  • none

2.2 Planning

  • Northern Tracker

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Eowyn
  • Northern Tracker
  • +1 progress on locations in the staging area
    • Enchanted Stream (1 / 2)
    • Great Forest Web (1 / 2)
    • Mountains of Mirkwood (1 / 3)
  • Mendor
  • (I’m going to leave Beravor up hoping to use them for card draw. I think I won’t need to raise my threat much if I fail questing.)
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Dol Guldur Beastmaster
  • Total Staging Area Threat = 13

3.3 Action(s)

  • Exhaust Faramir for +4 willpower (12 total)
  • Discard Longbeard Orc Slayer for +1 willpower (13 total)

3.4 Quest Resolution

  • No progress but no threat gained.

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none (I’m not engaging anything since Northern Tracker will get 4 threat out of the staging area nex turn. That will let me focus on combat after that a bit more.)

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • Exhaust Beravor to draw The Favor of the Lady and Steward of Gondor 2

7 Refresh

  • 7.3 Threat – 34
  • 7.4 Action(s)
    • Ready Eowyn with Unexpected Courage.

Turn 6

1.3 Draw

  • Son of Arnor

1.3 Action(s)

  • none

2.2 Planning

  • Favor of the Lady on Eowyn.
  • Wandering Took (I think now it is just a matter of building up my army.)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Beravor (I have plenty of cards and Gloin is a good attacker with Valor if I have to engage Beastmaster or a new enemy.)
  • Wandering Took
  • Northern Tracker and +1 progress on staging area locations
    • Great Forest Web (2 / 2) and explore it.
    • Enchanted Stream (2 / 2) and explore it.
    • Mountains of Mirkwood (2 / 3)
  • Total Quest Power = 9

3.2 Action(s)

  • none

3.3 Staging

  • Caught in a Web and canceled with A Test of Will. (I don’t want to lose gaining resources even though I have 6 on him. If I had Self Preservation I probably would have let it through.)
  • Total Staging Area Threat = 9

3.3 Action(s)

  • Exhaust Faramir for +4 willpower (13 total)

3.4 Quest Resolution

  • +4 quest progress (6 / 15)

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

7 Refresh

  • 7.3 Threat – 35
  • 7.4 Action(s)
    • Ready Eowyn with Unexpected Courage.

Turn 7

1.3 Draw

  • Celebrian’s Stone

1.3 Action(s)

  • none

2.2 Planning

  • Celebrian’s Stone on Eowyn
  • Son of Arnor (I’m going to engage them this round anyway. This now lowers staging area threat by 2 for me.)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Northern Tracker and +1 Mountains of Mirkwood progress (3 / 3) and explore it.
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Dol Guldur Beastmaster 2 (Boo!)
  • Total Staging Area Threat = 7

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 quest progress (7 / 15)

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

  • Dol Guldur Beastmaster 2

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dol Guldur Beastmaster

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Snowbourn Scout
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack (Dol Guldur Orcs and Mountains of Mirkwood)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 3 and defender destroyed.
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Dol Guldur Beastmaster 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beravor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Wandering Took exhausted. (King Spider and Endless Caverns)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • 6.4.3 Action(s)
    • Stand and Fight to put Longbeard Orc Slayer into play.
    • Deal 1 damage to each Beastmaster (1 / 5)

6.7 Player Attacks

6.8b Target – Dol Guldur Beastmaster 1

  • 6.8b Attackers
    • Gloin
    • Deal 1 damage (2 / 5) and heal 1 damage on Gloin (0 / 4)
    • Longbeard Orc Slayer
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 4
  • 6.8.3 Damage Dealt – 3 (5 / 5) and target destroyed.
  • 6.8.3 Action(s)
    • none

6.8b Target – Dol Guldur Beastmaster 2

  • 6.8b Attackers
    • Faramir
    • Mendor
    • Son of Arnor
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 4
  • 6.8.3 Damage Dealt – 3 (4 / 5)
  • 6.8.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 36
  • 7.4 Action(s)
    • Ready Eowyn with Unexpected Courage

Turn 8

1.3 Draw

  • Guard of the Citadel

1.3 Action(s)

  • none

2.2 Planning

  • Guard of the Citadel

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Wandering Took
  • Guard of the Citadel
  • Total Quest Power = 9

3.2 Action(s)

  • none

3.3 Staging

  • Ungolaint’s Swarm
  • Total Staging Area Threat = 8

3.3 Action(s)

  • Discard Steward of Gondor 2 for +1 Willpower (10 total)

3.4 Quest Resolution

  • +2 quest progress (9 / 15)

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

  • Ungoliant’s Swarm
  • Exhaust Mendor and Son of Arnor

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dol Guldur Beastmaster

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Faramir
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Enchanted Stream and Necromancer’s Reach)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Ungoliant’s Swarm

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Northern Tracker
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Tower Gate)
  • 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 – Dol Guldur Beastmaster

  • 6.8b Attackers
    • Beravor
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 2
  • 6.8.3 Damage Dealt – 1 (5 / 5) and target destroyed.
  • 6.8.3 Action(s)
    • none

6.8b Target – Ungoliant’s Swarm

  • 6.8b Attackers
    • Gloin and deal 1 damage (1 / 5)
    • Longbeard Orc Slayer
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 4
  • 6.8.3 Damage Dealt – 2 (3 / 5)
  • 6.8.3 Action(s)
    • none

7 Refresh

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

Turn 9

1.3 Draw

  • Unexpected Courage 2

1.3 Action(s)

  • none

2.2 Planning

  • Unexpected Courage on Beravor.
  • Erebor Hammersmith and return Steward of Gondor 2 to hand. (Assuming this round goes well, I’ll plan to engage the Nazghul next turn. I think I have a good enough board state especially with Gandalf in hand.)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Guard of the Citadel
  • Wandering Took
  • Total Quest Power = 9

3.2 Action(s)

  • none

3.3 Staging

  • Iron Shackles attached to my deck.
  • Total Staging Area Threat = 5

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 quest progress (13 / 15)

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 – Ungoliant’s Swarm

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Faramir
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Mountains of Mirkwood)
  • 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 – Ungoliant’s Swarm

  • 6.8b Attackers
    • Gloin
    • Beravor
  • 6.8.1 Action(s)
    • Ready Beravor with Unexpected Courage
  • 6.8.2 Total Attack – 4
  • 6.8.3 Damage Dealt – 2 (5 / 5) and target destroyed.
  • 6.8.3 Action(s)
    • Beravor discards Iron Shackles

7 Refresh

  • 7.3 Threat – 38
  • 7.4 Action(s)
    • Ready Eowyn with Unexpected Courage

Turn 10

1.3 Draw

  • Miner of the Iron Hills

1.3 Action(s)

  • none

2.2 Planning

  • Gandalf and deal 4 damage to the Nazghul of Dol Guldur (It’s time to rush to the end.)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Guard of the Citadel (I’m trying to keep as many characters ready as possible.)
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Ungoliant’s Spwan (Argggh! I had things set up so well. A location or treachery and the Nazghul was in the bag. Now I’ll have to lose 2 allies at least this turn.)
  • Quest Power = 6
  • Total Staging Area Threat = 8

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Discard Steward of Gondor 2 (7 total)
  • Threat – 39

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • Nazgul of Dol Guldur

5.2 Action(s)

  • none

5.3 Engagement

  • Ungoliant’s Spawn

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Nazgul of Dol Guldur

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erebor Hammersmith
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Raise threat by 2 (Under the Shadow)
  • Threat – 41
  • Discard Guard of the Citadel
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 3 and defender destroyed.
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Ungoliant’s Spawn

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Wandering Took
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Steward of Gondor discarded (Cavern Guardian)
  • (I have 10 resources on Eowyn. I don’t need Steward on her anymore.)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 4 and defender destroyed.
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Nazgul of Dol Guldur

  • 6.8b Attackers
    • Gloin and deal 1 damage (5 / 9)
    • Longbeard Orc Slayer
    • Son of Arnor
    • Faramir
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 7
  • 6.8.3 Damage Dealt – 4 (9 / 9 and Nazgul destroyed!
  • 6.8.3 Action(s)
    • none

6.8b Target – Ungoliant’s Spawn

  • 6.8b Attackers
    • Gandalf
    • Mendor
    • Northern Tracker
    • Beravor
  • 6.8.1 Action(s)
    • Mendor’s Support for +2 attack
    • Ready Beravor with Unexpected Courage
  • 6.8.2 Total Attack – 11
  • 6.8.3 Damage Dealt – 9 (9 / 9)
  • (I guess I was worried over nothing. I had more than enough attack for both, haha.)
  • 6.8.3 Action(s)
    • Beravor draws A Test of Will and Hasty Stroke.

7 Refresh

  • 7.3 Threat – 42
  • 7.4 Action(s)
    • Ready Eowyn with Unexpected Courage.
  • Discard Gandalf

Turn 11

1.3 Draw

  • Henamarth Riversong

1.3 Action(s)

  • none

2.2 Planning

  • Henamarth Riversong

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Beravor
  • Mendor
  • Total Quest Power = 10

3.2 Action(s)

  • none

3.3 Staging

  • Chieftain Ufthak (Well the encounter deck has it out for me now.)
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +7 quest progress (20 / 15)

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

  • Chieftain Ufthak

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Chieftain Ufthak

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Faramir
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Necromancer’s Pass)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 (2 / 3)
  • 6.4.3 Action(s)
    • none
  • +1 resources on Chieftain Ufthak

6.7 Player Attacks

6.8b Target – Chieftain Ufthak

  • 6.8b Attackers
    • Gloin and deal 1 damage to Chieftain Ufthak (1 / 6)
    • Son of Arnor
    • Northern Tracker
    • Longbeard Orc Slayer
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 8
  • 6.8.3 Damage Dealt – 5 (6 / 6).
  • Chieftain Ufthak destroyed and added to the victory display.
  • 6.8.3 Action(s)
    • Ready Beravor with Unexpected Courage and draw Guard of the Citadel and Stand and Fight.
    • Henamarth scrys top encounter card is Necomacer’s Pass.

7 Refresh

  • 7.3 Threat – 43
  • 7.4 Action(s)
    • Ready Eowyn with Unexpected Courage

Turn 12

1.3 Draw

  • Gleowine

1.3 Action(s)

  • Claim Skeleton Key and Dungeon Torch and attach both to Gloin.
  • Threat – 47
  • Advance to Stage 3
  • Top card of my deck put into play engaged as Orc Guard.

2.2 Planning

  • Guard of the Citadel
  • Stand and Fight to put Erebor Hammersmith into play

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Eowyn
  • Beravor
  • Mendor
  • Guard of the Citadel
  • Erebor Hammersmith
  • Son of Arnor
  • Henamarth
  • Northern Tracker
  • Longbeard Orc Slayer
  • Total Quest Power = 16

3.2 Action(s)

  • Exhaust Faramir for +10 willpower (26 total)

3.3 Staging

  • Necromancer’s Pass
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +23 progress (23 / 7) and win!

Score 155 = 11 completed rounds * 10 + 47 threat + 2 hero damage + 0 dead heroes – 4 victory points

Campaign Log

  • Passage Through Mirkwood – Ungoliant’s Swarm and Mendor’s Support
  • Journey Along the Anduin – Valor on Gloin and Eowyn Beravor is the prisoner
  • Escape from Dol Gudlur – Mendor

Postmortem

Northern Tracker and Eowyn were MVPs. Tracker got the staging area clear that I could avoid engaging the Nazgul until I had a very strong board state. Eowyn let me send a minimal number of characters to the quest that I could fight the few enemies revealed. Especially since the Beastmasters had quite a few hit points to get through. I needed quite a bit of attack power for them. It also helped to get a very easy start with a Necromancer’s Reach whiffing. Caught in a Web wasn’t great to see, but Steward made it manageable until I drew Unexpected Courage. If wasn’t drawn earlier, it would have been a problem siphoning off resources each round. A lot of this victory is due to the encounter deck having a slower start than many of my other attempts. I had time to build up and get enough attack power for the Beastmasters and eventually the Nazgul, Ungoliant’s Spawn, and Chieftain Ufthak.

Beating this scenario true solo with only Core set cards is an achievement unlocked that I didn’t expect to go for. I’m glad the campaign makes it much more reasonable to do, but not easy. The deck itself still matters and even then it’s not a one and done deal. That said, I’m looking forward to a couple easier quests with The Dark of Mirkwood. It will be a nice break before I go back to the conclusion of the Vengeance of Mordor cycle.

Core Campaign Escape from Dol Guldur 8 & 9 – March 20, 2022

Introduction

I decided to retcon my campaign. Instead of letting Eowyn take the most damage to become the prisoner, now it is going to be Beravor. I could replay Journey Along the Anduin to make that happen, but I want to keep trying Escape from Dol Guldur. Besides, I had plenty of healing and that scenario well in hand. I don’t see this retcon a stretch of the imagination. I’m back to playing at Normal difficulty. I think the changes I made can handle it. If not, I can always go back to Easy mode after a few tries. I also plan to be a little quicker to concede if the setup isn’t good for me.

Modified Warlock000’s strongest Core Set deck for solo play – revised for 2022

Main Deck

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

Ally (24)
1x Beorn (Core Set)
1x Erebor Hammersmith (Core Set)
2x Faramir (Core Set)
3x Gandalf (Core Set)
1x Gléowine (Core Set)
3x Guard of the Citadel (Core Set)
1x Henamarth Riversong (Core Set)
1x Longbeard Orc Slayer (Core Set)
1x Miner of the Iron Hills (Core Set)
3x Northern Tracker (Core Set)
3x Snowbourn Scout (Core Set)
1x Son of Arnor (Core Set)
3x Wandering Took (Core Set)

Attachment (12)
2x Celebrían’s Stone (Core Set)
2x Self Preservation (Core Set)
3x Steward of Gondor (Core Set)
2x The Favor of the Lady (Core Set)
3x Unexpected Courage (Core Set)

Event (13)
3x A Test of Will (Core Set)
1x Ever Vigilant (Core Set)
1x For Gondor! (Core Set)
2x Hasty Stroke (Core Set)
3x Sneak Attack (Core Set)
3x Stand and Fight (Core Set)

Campaign (1)
1x Mendor’s Support (Revised Core Set (Campaign Only))

3 Heroes, 50 Cards
Cards up to Revised Core Set (Campaign Only)

Sideboard

Ally (4)
2x Erebor Hammersmith (Core Set)
2x Miner of the Iron Hills (Core Set)

Attachment (9)
3x Dark Knowledge (Core Set)
3x Forest Snare (Core Set)
3x Protector of Lórien (Core Set)

Event (4)
1x Ever Vigilant (Core Set)
3x Lore of Imladris (Core Set)

Decklist built and published on RingsDB.

Play by Play Attempt 8

Starting Hand after mulligan

  • Unexpected Courage
  • Ever Vigilant
  • Miner of the Iron Hills
  • Steward of Gondor
  • Stand and Fight
  • Gandalf
  • (Steward, Gandalf, Unexpected Courage, Stand and Fight plus Miner I can discard to target. This seems like a decent hand.)

Setup

  • Shadow Key guarded by Endless Caverns.
  • Surge reveals King Spider
  • Dungeon Torch is guarded by Dol Guldur Orcs.
  • Gandalf’s Map guarded by Cavern Guardian.
  • Threat – 30

I scoop on setup. 3 enemies that will all engage first turn is too much.

Play by Play Attempt 9

Starting Hand

  • For Gondor!
  • Self Preservation x2
  • Northern Tracker
  • Steward of Gondor
  • Wandering Took
  • (I don’t like having 2 dead cards to start. I do like having Steward and Northern Tracker to start. That I can play turn 2 and handle locations especially if I get a location heavy start.)

Setup

  • Shadow Key guarded by Great Forest Web
  • Dungeon Torch is guarded by Mountains of Mirkwood.
  • Gandalf’s Map guarded by Dol Guldur Orcs.
  • (This is not ideal. I’ll play at least the first turn. If it doesn’t go well. I’m going to reset.)
  • Appointed by Fate and Valor attached to Gloin.
  • Threat – 28

Turn 1

1.3 Draw

  • Hasty Stroke 1.3 Action(s)
  • none

2.2 Planning

  • Steward of Gondor attached to Eowyn.
  • Exhaust it for resources. (I’ll exhaust it from now on during the Resource Phase essentially giving her 3 resources per round.)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • (I’m leaving Gloin ready for the orcs.)
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Dol Guldur Beastmaster (A bit rough but at least it won’t engage this round.)
  • Total Staging Area Threat = 8

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 32

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

  • Dol Guldur Orcs

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dol Guldur Orcs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Discard all attachments (Cavern Guardian) canceled by Hasty Stroke.
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 damage assigned to Gloin and +2 resources
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Dol Guldur Orcs

  • 6.8b Attackers
    • Gloin
    • Exhaust Valor to deal 1 damage (1 / 3) and heal 1 damage on Gloin.
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 2
  • 6.8.3 Damage Dealt – 2 (3 / 3)
  • 6.8.3 Action(s)
    • none
  • Target destroyed and Gandalf’s Map is not guarded.

7 Refresh

  • 7.3 Threat – 33
  • 7.4 Action(s)
    • none
  • (I don’t want to engage Beastmaster yet, but I could get the staging area relatively clear in a couple turns. I’m going to try it.)

Turn 2

1.3 Draw

  • Stand and Fight

1.3 Action(s)

  • Exhaust Steward.

2.2 Planning

  • Northern Tracker

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Gloin
  • Northern Tracker
  • +1 Great Forest Web (1 / 2) and Mountains of Mirkwood progress (1 / 3)
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Enchanted Stream
  • Total Staging Area Threat = 8

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 34
  • (I could discard a Self Preservation to avoid engaging Beastmaster next turn. I think I’ll end up doing that anyway unless I draw Gandalf or another Northern Tracker.)

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

7 Refresh

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

Turn 3

1.3 Draw

  • Celebrian’s Stone (I wish it was my draw last round.)

1.3 Action(s)

  • none

2.2 Planning

  • Claim Gandalf’s Map and rescue Mendor.
  • Mendor +1 damage (1 / 3)
  • Threat – 37
  • Celebrian’s Stone on Eowyn
  • Wandering Took

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Northern Tracker
  • +1 Great Forest Web progress (2 / 2) and explore it.
  • +1 Mountains of Mirkwood progress (2 / 3)
  • +1 Enchanted Stream progress (1 / 2)
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Enchanted Stream (I’m glad it is not another enemy because now I can deal with the Beastmaster.)
  • Total Staging Area Threat = 8

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 38

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

  • Dol Guldur Beastmaster

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dol Guldur Beastmaster

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Wandering Took
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Endless Caverns) and put Ungoliant’s Swarm into play engaged with me. (Ungoliant’s Swarm)
  • Gloin and Mendor exhausted (So much for dealing with Beastmaster.)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2
  • 6.4.3 Action(s)
    • none
  • Wandering Took destroyed.

6.4b Enemy – Dol Guldur Beastmaster

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Wandering Took
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Endless Caverns) and put Ungoliant’s Swarm into play engaged with me. (Ungoliant’s Swarm)
  • Gloin and Mendor exhausted (So much for dealing with Beastmaster.)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2
  • Wandering Took destroyed.
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Ungoliant’s Swarm

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none (I could Stand and Fight Wandering Took, but I can always hope for a bigger ally to do that next turn. Also if I’d rather lose this turn than next if the undefended attack doesn’t go well.)
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Mountains of Mirkwood)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Gloin and +2 resources.
  • 6.4.3 Action(s)
    • none

7 Refresh

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

Turn 4

1.3 Draw

  • Gleowine (Not an ally I hoped to draw.)

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
  • Northern Tracker (I could leave them up to help with combat, but getting rid of 4 staging area threat means I can just let Eowyn quest next turn.)
  • +1 Mountains of Mirkwood progress (3 / 3) and Enchanted Stream 1 progress (2 / 2) to explore both of them.
  • +1 Enchanted Stream progress (1 / 2)
  • Skeleton Key and Dungeon Torch both not guarded.
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Great Forest Web
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 quest progress (3 / 9)

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)

  • Stand and Fight to put Wandering Took into play.

6.3 Enemy Attacks

6.4b Enemy – Dol Guldur Beastmaster

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Wandering Took
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Eyes in the Forest and Caught in a Web)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2
  • 6.4.3 Action(s)
    • none
  • Wandering Took destroyed.

6.4b Enemy – Ungoliant’s Swarm

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Mendor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Gloin exhausted (Gloin)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 (2 / 3)
  • 6.4.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 39
  • 7.4 Action(s)
    • none

Turn 5

1.3 Draw

  • Snowbourn Scout (Well at least this will let me keep Northern Tracker up for combat.)

1.3 Action(s)

  • none

2.2 Planning

  • Snowbourn Scout
  • +1 Enchanted Stream progress (2 / 2) and explore it.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Driven by Shadow
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 quest progress (6 / 9)

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 – Dol Guldur Orcs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Snowbourn Scout
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Mountains of Mirkwood and Dungeon Jailor)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 and defender destroyed.
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Ungoliant’s Swarm

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Northern Tracker
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Raise Threat by 2 (Under the Shadow)
  • Threat – 41
  • 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 – Dol Guldur Beastmaster

  • 6.8b Attackers
    • Gloin
    • Deal 1 damage to Beastmaster (1 / 5) and heal 1 damage on Gloin (2 / 4)
    • Mendor
  • 6.8.1 Action(s)
    • For Gondor! To give all characters +1 attack (I wanted it for the Nazghul but I really need to stop losing allies every turn. I will likely advance in the next turn or 2.)
  • 6.8.2 Total Attack – 5
  • 6.8.3 Damage Dealt – 4 (5 / 5) and target destroyed.
  • 6.8.3 Action(s)
    • none

7 Refresh

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

Turn 6

1.3 Draw

  • Sneak Attack (This is great to see. I really hope Gandalf or Beorn follows it next turn.)

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
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Chieftain Ufthak
  • Total Staging Area Threat = 4

I’m calling this attempt there.

Postmortem

I finally got the staging area under control but I don’t have the combat power to deal with another beefy enemy. The Ungoliant’s Swarm coming out as a shadow really set me back. I think also if I didn’t have to deal with an enemy right off set up, that would help. Another attempt with all locations or some combination of locations and treacheries at set up should be much easier.

Core Campaign Escape from Dol Guldur 7 – March 1, 2022

Introduction

I switched to Easy Mode for this attempt. I noted some people on r/lotrlcg having success on Easy Mode along with the campaign boons.

Modified Warlock000’s strongest Core Set deck for solo play – revised for 2022

Main Deck

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

Ally (25)
1x Beorn (Core Set)
1x Daughter of the Nimrodel (Core Set)
3x Erebor Hammersmith (Core Set)
2x Faramir (Core Set)
3x Gandalf (Core Set)
2x Gléowine (Core Set)
3x Guard of the Citadel (Core Set)
2x Henamarth Riversong (Core Set)
1x Longbeard Orc Slayer (Core Set)
3x Miner of the Iron Hills (Core Set)
3x Snowbourn Scout (Core Set)
1x Son of Arnor (Core Set)

Attachment (15)
2x Celebrían’s Stone (Core Set)
3x 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 (9)
2x A Test of Will (Core Set)
1x Ever Vigilant (Core Set)
1x For Gondor! (Core Set)
3x Sneak Attack (Core Set)
2x Stand and Fight (Core Set)

Campaign (1)
1x Mendor’s Support (Revised Core Set (Campaign Only))

3 Heroes, 50 Cards
Cards up to Revised Core Set (Campaign Only)

Sideboard

Ally (2)
1x Daughter of the Nimrodel (Core Set)
1x Northern Tracker (Core Set)

Attachment (1)
1x Dark Knowledge (Core Set)

Event (6)
1x Ever Vigilant (Core Set)
2x Hasty Stroke (Core Set)
3x Lore of Imladris (Core Set)

Deck built on RingsDB.

Play by Play

Starting Hand after mulligan

  • For Gondor!
  • Erebor Hammersmith
  • Miner of the Iron Hills
  • Henamarth Riversong
  • Forest Snare x2
  • (I mulliganed a hand with 2 Spirit cards and at least this one doesn’t have any dead cards! )

Setup

  • Shadow Key guarded by Under the Shadow
  • Staging area threat increased by 1 for Setup.
  • Shadow Key is not guarded.
  • Dungeon Torch is guarded by Mountains of Mirkwood.
  • Gandalf’s Map guarded by Cavern Guardian.
  • Threat – 29
  • Eowyn is face down as the prisoner
  • Mendor also face down as a prisoner.
  • Valor attached to Gloin.
  • Appointed by Fate attached to Beravor. (I’ve got lots of Lore cards and no Steward so this makes the most sense right now.)
  • (This setup is manageable I think. My start is going to be pretty similar to last game.)

Turn 1

1.3 Draw

  • Gandalf

1.3 Action(s)

  • none

2.2 Planning

  • Erebor Hammersmith

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Erebor Hammersmith (I’m hoping no second enemy so Gloin can kill the Guardian.)
  • Total Quest Power = 3

3.2 Action(s)

  • none

3.3 Staging

  • Tower Gate (Ugh, I don’t think I can leave 2 locations in staging but both are going to make things more difficult if I travel to them.)
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 32

3.4 Action(s)

  • none

4.2 Travel

  • Tower Gate
  • Top card of my deck becomes a 0/1/1/1 orc enemy engaged with me.

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Cavern Guardian

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Cavern Guardian

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – exhaust Gloin (King Spider)
  • (So much for killing the Guardian.)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Gloin and +2 resources
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Orc Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Enchanted Stream)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 assigned to Gloin and +1 resource
  • 6.4.3 Action(s)
    • none

7 Refresh

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

Turn 2

1.3 Draw

  • Miner of the Iron Hills 2

1.3 Action(s)

  • none

2.2 Planning

  • Henamarth Riversong

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Henamarth (I’m going to leave Gloin and Hammersmith ready. Gloin to attack and heal with Valor. Hammersmith can defend the Guardian pretty safely. Beravor has plenty of hit points for an undefended attack from the Orc Guard. Threat is going up but I have Gandalf to lower my threat by 5 if I can get things moving along here.)
  • Total Quest Power = 3

3.2 Action(s)

  • none

3.3 Staging

  • Mountains of Mirkwood 2
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 34

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 – Cavern Guardian

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erebor Hammersmith
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Endless Cavern)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Orc Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Mountains of Mirkwood 3)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 assigned to Beravor
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Cavern Guardian

  • 6.8b Attackers
    • Gloin
  • Exhaust Valor to deal 1 damage to the target (1 / 2) and heal 1 damage on Gloin.
  • 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)
    • none
  • Target destroyed.
  • Gandalf’s Map is not guarded.

7 Refresh

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

Turn 3

1.3 Draw

  • Self Preservation (I can claim the Shadow Key with this on Gloin easily.)

1.3 Action(s)

  • none

2.2 Planning

  • Self Preservation on Gloin and exhaust it to heal 2 damage.
  • Gandalf and lower threat by 5
  • Threat – 30
  • Claim the Shadow Key and attach it to Gloin
  • Threat – 32
  • Mendor rescued and 1 damage placed on him.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Erebor Hammersmith
  • Gandalf (I’m leaving Beravor ready either for combat and there’s no enemy then to draw cards. Henamarth is ready to hopefully use his ability or can use him in combat. )
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Enchanted Stream
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 Tower Gate progress (1 / 1) and explore it.

3.4 Action(s)

  • Exhaust Beravor to draw Guard of the Citadel and Stand and Fight.

4.2 Travel

  • Enchanted Stream (I have allies to play for a few turns, and I think I can make enough progress next turn to clear it.)

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 – Orc Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Exhaust Mendor and Henamarth (King Spider)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 damage assigned to Gloin and +1 resource
  • 6.4.3 Action(s)
    • none
  • (That didn’t go as planned, but I’m not worried about the Orc Guard. One attack is easy for me to deal with since I can just heal it.)

7 Refresh

  • 7.3 Threat – 33
  • 7.4 Action(s)
    • none
  • Shadow Key deals 1 damage to Gloin and +1 resource.
  • Gandalf discarded.

Turn 4

1.3 Draw

  • None because of Enchanted Stream.

1.3 Action(s)

  • Self Preservation heals 2 damage on Gloin.

2.2 Planning

  • Guard of the Citadel

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Beravor
  • Henamarth
  • Mendor
  • Guard of the Citadel
  • Erebor Hammersmith (I want to make sure to clear Enchanted Stream.)
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Driven by Shadow +2 staging area threat
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 Enchanted Stream progress (2 / 2 ) and explore it.

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 – Orc Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Great Forest Web)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage -1 assigned to Gloin (1 / 4) and +1 resource
  • 6.4.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 34
  • 7.4 Action(s)
    • none
  • +1 damage to Gloin from Shadow Key (2 / 4)

Turn 5

1.3 Draw

  • Celebrian’s Stone (That’s great to see and help my willpower out.)

1.3 Action(s)

  • none

2.2 Planning

  • Celebrian’s Stone on Gloin (I’ve been holding him back to attack and heal but I think I’m getting enough allies that I don’t need to do that. Plus I’m getting low on allies and will need Beravor’s card draw.)
  • Miner of the Iron Hills

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Erebor Hammersmith
  • Henamarth
  • Mendor
  • Guard of the Citadel
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Ungoliant’s Swarm (Damn it. This is why I didn’t want to start with Easy mode because there would be less cards and it would be easier to find this burden. Good thing I have plenty of resources for Forest Snare next round.)
  • Total Staging Area Threat = 7

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 quest progress (1 / 9)

3.4 Action(s)

  • none

4.2 Travel

  • none (I don’t know if there is ever going to be a good time to travel to either Mountain of Mirkwood and deal with the next encounter card. It’s certainly not now when I’m already looking at 2 undefended attacks.)

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • Beravor draws Steward of Gondor and Protector of Lorien. (Swarm will exhaust this character anyway. I might as well draw.)

5.3 Engagement

  • Ungoliant’s Swarm

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Ungolian’s Swarm

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Endless Cavern)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Gloin and +2 resources
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Orc Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Dul Guldur Beastmaster)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 assigned to Gloin (3 / 4) and +1 resource
  • 6.4.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 35
  • 7.4 Action(s)
    • Self Preservation heals 2 damage (1 / 4)
  • Shadow Key deals 1 damage to Gloin (2 / 4) and +1 resource.

Turn 6

1.3 Draw

  • Gleowine

1.3 Action(s)

  • none

2.2 Planning

  • Steward on Beravor and exhaust it for resources. (I won’t record it from here on out. Beravor will essentially get 4 resources per round.)
  • Forest Snare on Ungoliant’s Swarm
  • Gleowine
  • Protector of Lorien on Gloin

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Gleowine
  • Mendor
  • Guard of the Citadel
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Dol Guldur Orcs
  • +2 damage to Gleowine and he is destroyed. (If I draw the other copy then its not a dead card plus the Guard has attack which is something I need on the board right now.)
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • no progress and no threat gained.

3.4 Action(s)

  • none

4.2 Travel

  • none (I think I can clear out the enemies this turn then I can handle traveling to one of the mountains.)

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Dol Guldur Orcs

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dol Guldur Orcs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Miner of the Iron Hills (They might survive the attack. I want Beravor and Henamarth to attack the Orcs.)
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Necromancer’s Reach)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Orc Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +3 attack (Dol Guldur Orcs)

I concede since that 4 damage will kill a hero.

Postmortem

Easy mode I noticed decreased the likelihood of a shadow effect. I’m getting more and more a sense that it was a mistake to not have access to Spirit. Many of the locations in this quest really punish you for traveling to them. I remember the last time I revisited this quest, how helpful location control (specifically Asfaloth) was to clear out locations in the staging area. Northern Tracker wouldn’t be that difficult to get into play with the resource acceleration with Appointed by Fate. I’m considering restarting with a Leadership / Spirit deck. Then Eowyn could give me the early questing power. Aragorn’s built in action advantage and strong attack would be really helpful to get rid of enemies. Unexpected Courage could play around Caught in a Web. The loss of healing to take undefended attacks could be a problem. Stand and Fight might mitigate that since then I could get destroyed allies back.

Core Campaign Escape from Dol Guldur 6 – March 1, 2022

Introduction

I tried again with my more extensive modifications. The setup with the guarded cards was not kind. This game started with me having to go uphill right away against the staging area threat.

Modified Warlock000’s strongest Core Set deck for solo play – revised for 2022

Main Deck

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

Ally (25)
1x Beorn (Core Set)
1x Daughter of the Nimrodel (Core Set)
3x Erebor Hammersmith (Core Set)
2x Faramir (Core Set)
3x Gandalf (Core Set)
2x Gléowine (Core Set)
3x Guard of the Citadel (Core Set)
2x Henamarth Riversong (Core Set)
1x Longbeard Orc Slayer (Core Set)
3x Miner of the Iron Hills (Core Set)
3x Snowbourn Scout (Core Set)
1x Son of Arnor (Core Set)

Attachment (15)
2x Celebrían’s Stone (Core Set)
3x 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 (9)
2x A Test of Will (Core Set)
1x Ever Vigilant (Core Set)
1x For Gondor! (Core Set)
3x Sneak Attack (Core Set)
2x Stand and Fight (Core Set)

Campaign (1)
1x Mendor’s Support (Revised Core Set (Campaign Only))

3 Heroes, 50 Cards
Cards up to Revised Core Set (Campaign Only)

Sideboard

Ally (2)
1x Daughter of the Nimrodel (Core Set)
1x Northern Tracker (Core Set)

Attachment (1)
1x Dark Knowledge (Core Set)

Event (6)
1x Ever Vigilant (Core Set)
2x Hasty Stroke (Core Set)
3x Lore of Imladris (Core Set)

Deck built on RingsDB.

Play by Play

Starting Hand

  • Son of Arnor
  • Erebor Hammersmith
  • Miner of the Iron Hills x2
  • Beorn
  • Forest Snare
  • (I mulliganed a hand like this last time trying to get Steward and ended up getting ally screwed. I think this time I’m going to keep my ally full hand. This way I can play one at least for the first few turns and get a board state going. Forest Snare is nice to see too if I get a big enemy. )

Setup

  • Shadow Key guarded by Enchanted Stream.
  • Dungeon Torch is guarded by Great Forest Web
  • Gandalf’s Map guarded by Cavern Guardian
  • Threat – 29
  • Eowyn is face down as the prisoner
  • Mendor also face down as a prisoner.
  • Valor attached to Gloin.
  • Appointed by Fate attached to Beravor. (I’ve got lots of Lore cards and no Steward so this makes the most sense right now.)
  • (This is the worst set up I’ve had so far. It’s going to be difficult if not impossible to travel to either location. The guardian isn’t difficult to deal with, but its 2 threat puts the staging area at 6 threat before staging.)

Turn 1

1.3 Draw

  • Henamarth Riversong

1.3 Action(s)

  • none

2.2 Planning

  • Erebor Hammersmith

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Erebor Hammersmith (I’m going to leave Gloin ready to kill the Guardian this turn. I don’t think I want to risk keeping an enemy engaged this time after all the losses to unguarded attacks.)
  • Total Quest Power = 3

3.2 Action(s)

  • none

3.3 Staging

  • Dol Guldur Orcs (So much for my plan of not keeping an enemy engaged, haha)
  • 2 damage deal to Erebor Hammersmith
  • Total Staging Area Threat = 8

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 34

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

  • Dol Guldur Orcs
  • Cavern Guardian

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dol Guldur Orcs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Necromancer’s Pass)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Gloin and +2 resources
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Cavern Guardian

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Necromancer’s Pass 2)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Beravor
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Cavern Guardian

  • 6.8b Attackers
    • Gloin
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack -2
  • Exhaust Valor to deal 1 damage to target and heal 1 damage on Gloin
  • 6.8.3 Damage Dealt – 1
  • 6.8.3 Action(s)
    • none
  • Target destroyed.
  • Gandalf’s Map is not guarded.

7 Refresh

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

Turn 2

1.3 Draw

  • Guard of the Citadel

1.3 Action(s)

  • none

2.2 Planning

  • Guard of the Citadel (I could play Son of Arnor, keep him and keep him ready with Hammersmith to attack. I want Gloin to attack to heal with Valor. I’m going to risk another undefended attack and keep my board state building as soon as possible.)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Erebor Hammersmith
  • Guard of the Citadel
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • King Spider

I concede there. I’m going to raise my threat by 2 for failing questing. Then lose a hero to the undefended attack.

Postmortem

I was really hoping for anything but an enemy. Well Dungeon Jailor would have been fine. I could claim Gandalf’s Map to get Mendor and use him to defend an attack as well. I just don’t think I can get out ahead of the encounter deck with this hard of a start.

Core Campaign Escape from Dol Guldur 5 – February 26, 2022

Introduction

I made more modifications to increase the ally count and lower the number of Spirit cards.

In

Out

Modified Warlock000’s strongest Core Set deck for solo play – revised for 2022

Main Deck

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

Ally (25)
1x Beorn (Core Set)
1x Daughter of the Nimrodel (Core Set)
3x Erebor Hammersmith (Core Set)
2x Faramir (Core Set)
3x Gandalf (Core Set)
2x Gléowine (Core Set)
3x Guard of the Citadel (Core Set)
2x Henamarth Riversong (Core Set)
1x Longbeard Orc Slayer (Core Set)
3x Miner of the Iron Hills (Core Set)
3x Snowbourn Scout (Core Set)
1x Son of Arnor (Core Set)

Attachment (15)
2x Celebrían’s Stone (Core Set)
3x 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 (9)
2x A Test of Will (Core Set)
1x Ever Vigilant (Core Set)
1x For Gondor! (Core Set)
3x Sneak Attack (Core Set)
2x Stand and Fight (Core Set)

Campaign (1)
1x Mendor’s Support (Revised Core Set (Campaign Only))

3 Heroes, 50 Cards
Cards up to Revised Core Set (Campaign Only)

Sideboard

Ally (2)
1x Daughter of the Nimrodel (Core Set)
1x Northern Tracker (Core Set)

Attachment (1)
1x Dark Knowledge (Core Set)

Event (6)
1x Ever Vigilant (Core Set)
2x Hasty Stroke (Core Set)
3x Lore of Imladris (Core Set)

Deck built on RingsDB.

Play by Play

Starting Hand after mulligan

  • Stand and Fight
  • Steward of Gondor
  • Gandalf
  • Unexpected Courage
  • Sneak Attack
  • Ever Vigilant
  • (Two dead cards, but Steward of Gondor, Sneak Attack, and Gandalf seems alright. Ever Vigilant to get 2 actions from Gandalf could be really helpful too.)

Setup

  • Shadow Key guarded by Necromancer’s Reach which whiffs
  • Shadow Key unguarded. (What a great time to see that encounter card!)
  • Dungeon Torch is guarded by Dol Guldur Beastmaster
  • Gandalf’s Map guarded by Caught in a Web
  • Caught in a Web attached to Beravor. (Darn, so much for Steward’s extra resources.)
  • Eowyn is face down as the prisoner
  • Mendor also face down as a prisoner.
  • Valor attached to Gloin.
  • Appointed by Fate attached to Gloin.
  • (Only 2 staging area threat to start is not bad. Caught in a Web is a bummer, but I have Steward to mitigate it. Also I increased the Miner in the Iron Hills so I might draw into one sooner than later.)

Turn 1

1.3 Draw

  • Stand and Fight 2 (That’s half of the Spirit cards in the deck. Hopefully it is the last one for quite a while.)

1.3 Action(s)

  • none

2.2 Planning

  • Steward on Beravor
  • Exhaust Steward for 2 resources. (I won’t record doing this from here on out. Beravor will get 3 resources per turn essentially.)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Beravor
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Dol Guldur Beastmaster 2
  • 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)

  • none

5.2 Optional Engagement

  • none (I’ll wait until next turn when I might have the means to take out one of the Beastmasters.)

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

7 Refresh

  • Pay 2 resources to ready Beravor
  • 7.3 Threat – 29
  • 7.4 Action(s)
    • none

Turn 2

1.3 Draw

  • Steward of Gondor 2 (My draws are really not helping me out here.)

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

  • Beravor (I could Sneak Attack Gandalf into play to quest and deal 4 damage to a Beastmaster. Then Gloin could attack and kill it. I really want the card draw to get some allies. If I take the threat hit of underquesting, I can have Gandalf and Gloin kill a Beastmaster and get to draw 3 cards.)
  • Total Quest Power = 2

3.2 Action(s)

  • none

3.3 Staging

  • Necromancers Plass (I was really hoping for a treachery but I’ll take it over a 3rd enemy.)
  • Total Staging Area Threat = 7

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat -34

3.4 Action(s)

  • none

4.2 Travel

  • Necromancer’s Pass (I don’t want to risk losing Sneak or Gandalf. if don’t travel, I’m going to be too far behind in questing.)
  • Randomly discard Gandalf and Stand and Fight.

I concede since now I’ll have to first take an undefended attack with 2 shadows and not be able to kill a Beastmaster. Then I’ll have to engage the second one next round which is going to be too much for my 2 heroes.

Postmortem

My first hand was almost all allies including a Miner of the Iron Hills. I guess I should have kept that hand instead. I’m caulking this one up to just bad luck on draws and encounter cards. I’ll need at least one more attempt to see if my new set of changes helps get things moving along.

Core Campaign Escape from Dol Guldur 4 – February 25, 2022

Introduction

I tried again with the slight changes of another Guard of the Citadel and Erebor Hammersmith and taking out the two copies of Hasty Stroke and a copy of Northern Tracker. My opening hand wasn’t great but it had Self Preservation and Gandalf. Set up was a bit rough with 6 threat in the staging area from the guarded objectives.

Warlock000’s strongest Core Set deck for solo play – revised for 2022

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

Deck built on RingsDB.

Play by Play

Starting Hand after mulligan

  • Henamarth Riversong
  • Self Preservation
  • Gandalf
  • Celebrian’s Stone
  • Dark Knowledge
  • A Test of Will (Henamarth, Celebrian’s Stone, and Henamarth are nice to see. I really wish I had Steward, but Self Preservation can get a resource engine going too. We’ll have to see how this goes)

Setup

  • Shadow Key guarded by Dungeon Jailor
  • Dungeon Torch is guarded by Necromancer’s Pass
  • Gandalf’s Map guarded by Enchanted Stream
  • Eowyn is face down as the prisoner
  • Mendor also face down as a prisoner.
  • Valor attached to Gloin.
  • Appointed by Fate attached to Beravor (I’m changing this up since normally I’m hoping to have an early Steward in play for Beravor. This time I’m hoping turn 2 Self Preservation on Gloin. I’m most likely going to have real trouble questing for a few turns.)

Turn 1

1.3 Draw

  • Snowbourne Scout

1.3 Action(s)

  • none

2.2 Planning

  • Henamarth Riversong

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Beravor
  • Henamarth
  • Total Quest Power = 5

3.2 Action(s)

  • none

3.3 Staging

  • Caught in a Web attached to Beravor
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 29

3.4 Action(s)

  • none

4.2 Travel

  • Necromancer’s Pass (It’s a gamble, but if I don’t questing is going to extremely difficult.)
  • A Test of Will and Dark Knowledge discarded randomly.

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

7 Refresh

  • 7.3 Threat – 30
  • Beravor can’t ready because I don’t have 2 resources to pay for Caught in a Web. (Here’s hoping I draw Miner of the Iron Hills.)
  • 7.4 Action(s)
    • none

Turn 2

1.3 Draw

  • Protector of Lorien (That’s not helpful)

1.3 Action(s)

  • none

2.2 Planning

  • Celebrian’s Stone and Self Preservation on Gloin (I could save resources to ready Beravor, but I think I want to get the Gloin resources engine going. I don’t have a lot that needs Lore resources after Self Preservation. I can use them to ready Beravor next round.)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Henamarth
  • Total Quest Power = 5

3.2 Action(s)

  • none

3.3 Staging

  • Under the Shadow
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 Necromancer’s Pass progress (1 / 2)

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • Dungeon Jailor

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dungeon Jailor

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Enchanted Stream)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Gloin (2 / 4) and +2 resources
  • 6.4.3 Action(s)
    • Exhaust Self Preservation to heal 2 damage. (0 / 4)

7 Refresh

  • Beravor can’t ready.
  • 7.3 Threat – 31
  • 7.4 Action(s)
    • none

Turn 3

1.3 Draw

  • A Test of Will 2

1.3 Action(s)

  • none

2.2 Planning

  • Snowbourne Scout
  • +1 Enchanted Stream progress (1 / 2)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Henamarth
  • Total Quest Power = 5

3.2 Action(s)

  • none

3.3 Staging

  • Hummerhorns
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 Necromancer’s Pass progress (2 / 2) and explore it.
  • Dungeon Torch unguarded in the staging area.
  • +1 quest progress (1 / 9)

3.4 Action(s)

  • none

4.2 Travel

  • none (I need cards. I can’t afford to go to Enchanted Stream.)

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none (Haha, nope!)

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dungeon Jailor

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Chieftain Ufthak, Hey some luck there!)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Gloin and +2 resources
  • 6.4.3 Action(s)
    • Heal 2 damage on Gloin with Self Preservation

7 Refresh

  • Pay 2 resources to ready Beravor
  • 7.3 Threat – 32
  • 7.4 Action(s)
    • none

Turn 4

1.3 Draw

  • For Gondor!

1.3 Action(s)

  • none

2.2 Planning

  • Gandalf and draw Gleowine, Steward of Gondor, and Miner of the Iron Hills (I debated dealing 4 to Hummerhorns but I have a few turns to find another Gandalf. Plus my draw justified getting more cards. I can get rid of Caught in a Web next turn and get Steward of Gondor on Beravor. These cards really help.)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Gandalf (I could hold Gandalf back to attack Jailor but I won’t be able to kill him. Getting my third hero sooner seems like a better plan.)
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Dol Guldur Orcs\
  • 2 damage dealt to Gandalf (I don’t care if he takes damage now. He’s getting discarded at the end of the round.)
  • Total Staging Area Threat = 5

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 quest progress (4 / 9)

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

  • Dol Guldur Orcs

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dungeon Jailor

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Exhaust Henamarth and Snowbourne Scout (King Spider)
  • (Darn, I was going to use the Scout to chump and scry the encounter deck with Henamarth.)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Gloin and +2 resources
  • 6.4.3 Action(s)
    • Heal 2 damage with Self Preservation

6.4b Enemy – Dol Guldur Orcs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – +3 attack (Dol Guldur Orcs)
  • I scoop because that is a dead hero.

Postmortem

It seemed like with the cards I drew from Gandalf that I could start to really gain control of the game. I could have used Beravor to block that last attack. I forgot I had her ready to be honest, but if shadows had been different, I could have killed the orcs with her and Henamarth which would have been great. I’m still getting the impression that I’m not drawing enough allies or attachments to advance my board state consistently in the early game. The deck even after taking out 2 Hasty strokes has 14 events. I think I’m going to cut that down to about 9 and get my ally count up. All 3 copies of Miner of the Iron Hills is a no brainer considering I’ve had 2 games with Caught in a Web either at setup or turn 1. A second copy of Celebrian’s Stone would be very nice too.

Core Campaign Escape from Dol Guldur 3 – February 20, 2022

Overview

I sideboarded in another Guard of the Citadel and Erebor Hammersmith. I want more allies to get a board state going earlier. I took out the two copies of Hasty Stroke and a copy of Northern Tracker. That should help with dead draws in the early game. This attempt has my best start so far. My opening hand has Steward. Staging area threat is low and I didn’t get a hero Caught in a Web.

Warlock000’s strongest Core Set deck for solo play – revised for 2022

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

Deck built on RingsDB.

Play by Play

Starting Hand after mulligan

  • Sneak Attack x2
  • Steward of Gondor
  • Stand and Fight
  • Snowbourne Scout
  • Lore of Imladris (Not great but it has Steward. I’m going to give it a shot.)

Setup

  • Shadow Key guarded by Under the Shadow which raising staging area threat by 1 for Setup.
  • Shadow Key is unguarded
  • Dungeon Torch guarded by Iron Shackles
  • Iron Shackles attached to my deck.
  • Dungeon Torch is unguarded.
  • Gandalf’s Map guarded by Dungeon Jailor. (I might lose an unguarded objective to the encounter deck turn 1, but I’ll take low staging area threat and an enemy I don’t have to deal with right away.)
  • Eowyn is face down as the prisoner
  • Mendor also face down as a prisoner.
  • Appointed by Fate and Valor attached to Gloin.

Turn 1

1.3 Draw

  • Discard Iron Shackles

1.3 Action(s)

  • none

2.2 Planning

  • Steward of Gondor on Beravor
  • Exhaust it for resources (from here on out, I’ll exhaust Steward in the resource phase every round, but record doing so.)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Beravor
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Great Forest Web
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 quest progress (1 / 9)

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

7 Refresh

  • 7.3 Threat – 29
  • 7.4 Action(s)
    • none

Turn 2

1.3 Draw

  • Unexpected Courage (I really wanted Gandalf with my 2 Sneak Attacks.)

1.3 Action(s)

  • Sneak Attack Snowborune Scout

  • +1 Great Forest Web progress (1 / 2) (I don’t like doing this but I can’t have locations build up. This one I won’t be able to travel to for a while.)

  • Snowbourne Scout returns to my hand.

2.2 Planning

  • Snowbourne Scout
  • +1 Great Forest Web progress (2 / 2) and explore it.
  • Claim Skeleton Key (I have Lore of Imladris if damage becomes an issue. Plus now Gloin gets 3 resources per turn.)
  • Threat – 31
  • Mendor flipped over and dealt 1 damage

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Beravor
  • Mendor
  • Total Quest Power = 5

3.2 Action(s)

  • none

3.3 Staging

  • Enchanted Stream
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 quest progress (3 / 9)

3.4 Action(s)

  • none

4.2 Travel

  • none (I need cards to play and traveling to Enchanted Stream will hamper me too much.)

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none (I could engage the Jailor to avoid losing Dungeon Torch into the encounter deck if I don’t quest successfully, but I have an objective to get to Stage 2. I think I can risk it.)

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

7 Refresh

  • 7.3 Threat – 32
  • 7.4 Action(s)
    • none
  • 1 damage to Gloin and +1 resource.

Turn 3

1.3 Draw

  • Mendor’s Support (I should be able to quest successfully with this, but I’m not getting a board state. I think I’ll need to draw with Beravor and offset the willpower loss with this.)

1.3 Action(s)

  • Beravor draws Erebor Hammersmith x2

2.2 Planning

  • Erebor Hammersmith x1

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Mendor
  • Erebor Hammersmiths x1
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Dol Guldur Orcs
  • 2 damage dealt to Erebor Hammersmith
  • Total Staging Area Threat = 5

3.3 Action(s)

  • Mendor’s Support for +2 Willpower

3.4 Quest Resolution

  • +1 quest progress (4 / 9)

3.4 Action(s)

  • none

4.2 Travel

  • Enchanted Stream (I have an ally to play next turn. I can afford to miss a draw now.)

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Dol Guldur Orcs

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dol Guldur Orcs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Discard all attachments (Cavern Guardian)

Postmortem

I concede on that. I’ll lose the Skeleton Key, Valor, Appointed by Fate, and Steward of Gondor. I have a pile of resources already, but I need Valor to kill the Orcs next turn with Gloin. Especially since I won’t be drawing a new card next turn. It’s too bad since this was the best start so far. I hoped for Gandalf with my 2 sneak attacks. Then I could have sneak attacked him twice to quest hard for stage 2 while taking out the Jailor or filled up my hand. Probably would have drawn cards to make sure I could play an ally each turn. Then I’d have the board state to deal with things.

Core Campaign Escape from Dol Guldur 2 – February 19, 2022

Overview

My starting hand ended up being worse than my previous attempt considering no Steward of Gondor. Setup was a bit nicer, kind of. Only 2 staging area threat to start the game with at least! If only the encounter card flips cooperate to let me build up a board state.

Warlock000’s strongest Core Set deck for solo play – revised for 2022

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

Deck built on RingsDB.

Play by Play

Starting Hand after mulligan

  • Erebor Hammersmith
  • Sneak Attack
  • A Test of Will
  • Unexpected Courage
  • Mendor’s Support
  • Forest Snare (Yuck, not a very good starting hand.)

Setup

  • Shadow Key guarded by Eyes of the Forest
  • Sneak Attack, A Test of Will, and Mendor’s Support discarded.
  • Shadow Key is unguarded
  • Dungeon Torch guarded by Dol Guldur Orcs
  • Gandalf’s Map guarded by Caught in a Web
  • Caught in a Web attached to Gloin (Well I might be able to quest successfully. Not a lot in my hand to help get going though.)
  • Eowyn is face down as the prisoner
  • Mendor also face down as a prisoner.
  • Appointed by Fate and Valor attached to Gloin.

Turn 1

1.3 Draw

  • Stand and Fight

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

  • Gloin
  • Beravor
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Necromancer’s Reach deals a damage to Beravor and Gloin
  • +1 resource on Gloin
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 quest progress (2 / 9)

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

  • Dol Guldur Orcs

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dol Guldur Orcs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Caught in a Web)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 damage assigned to Gloin (3 / 4) and +2 resources
  • 6.4.3 Action(s)
    • none

7 Refresh

  • Pay 2 resources to ready Gloin
  • 7.3 Threat – 29
  • 7.4 Action(s)
    • none

Turn 2

1.3 Draw

  • Guard of the Citadel

1.3 Action(s)

  • none

2.2 Planning

  • Erebor Hammersmith (I’m thinking he can block the orcs and survive.)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Total Quest Power = 2

3.2 Action(s)

  • none

3.3 Staging

  • Ungoliant’s Spawn (Here I thought I might get a chance to build up my board state.)
  • Willpower reduced by 1
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 31

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 – Dol Guldur Orcs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erebor Hammersmith
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Necromancer’s Pass)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Dol Guldur Orcs

  • 6.8b Attackers
    • Gloin
    • Exhaust Valor to deal 1 damage to the orcs and heal 1 on Gloin.
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 2
  • 6.8.3 Damage Dealt – 2
  • 6.8.3 Action(s)
    • none
  • Target destroyed and Dungeon Torch unguarded.

7 Refresh

  • Pay 2 resources to ready Gloin
  • 7.3 Threat – 32
  • 7.4 Action(s)
    • none

Turn 3

1.3 Draw

  • Dark Knowledge

1.3 Action(s)

  • none

2.2 Planning

  • Guardian of the Citadel

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Gloin
  • Erebor Hammersmith
  • Total Quest Power = 5

3.2 Action(s)

  • none

3.3 Staging

  • Chieftain Ufthak (That is probably game. I can Forest Snare Ungoliant’s Spawn or Ufthak in a couple turns. Then I don’t know what to do about the other especially since I won’t have enough chump blockers with 1 ally per turn.)
  • Total Staging Area Threat = 5

3.3 Action(s)

  • none

3.4 Quest Resolution

  • No progress and no threat gained.

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

  • Ungoliant’s Spawn

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Ungoliant’s Spawn

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Guard of the Citadel
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Can’t exhaust another character (King Spider)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 5
  • 6.4.3 Action(s)
    • none
  • Defender destroyed.

7 Refresh

  • Pay 2 resources to ready Gloin
  • 7.3 Threat – 33
  • 7.4 Action(s)
    • none

Turn 4

1.3 Draw

  • Hasty Stroke (That’s not helpful.)

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

  • Beravor
  • Gloin
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Iron Shackles attached to my deck
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 quest progress (4 / 9)

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 – Ungoliant’s Spawn

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erebor Hammersmith
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Deal 1 damage to each character (Hummerhorns) and +1 resource on Gloin.
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 4
  • 6.4.3 Action(s)
    • none
  • Defender destroyed.

7 Refresh

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

Turn 5

1.3 Draw

  • Discard Iron Shackles

1.3 Action(s)

  • none

2.2 Planning

  • Forest Snare on Ungoliant’s Spawn.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Gloin
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Necromancer’s Pass
  • Total Staging Area Threat = 5

Postmortem

Ok now it really is game. I’ll have to engage Ufthak and I don’t have enough hit points for 3 attack undefended. One thing I could have done differently was claim an objective to get Mendor. I don’t think he would have helped in this case. I would have been good to claim the Skeleton Key if I found Self Preservation for Gloin. I could also sideboard out some of the Spirit cards. There’s 11 in the deck that are dead until I progress to stage 2. I’ll look into it before my next attempt.

Core Campaign Escape from Dol Guldur 1 – February 19, 2022

Overview

I did not have high hopes that this would be a one and done attempt. I expect it will take many with this deck since my starting willpower is low. I’ll need a combination of good draw and an easy start to make this work. I got a decent draw but the setup wasn’t very forgiving.

Warlock000’s strongest Core Set deck for solo play – revised for 2022

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

Deck built on RingsDB.

Play by Play

Starting Hand after mulligan

  • Lore of Imladris
  • Unexpected Courage
  • Steward of Gondor
  • Guard of the Citadel
  • Miner of the Iron Hills
  • For Gondor!

Setup

  • Shadow Key guarded by Endless Caverns
  • Threat – 29
  • Hummerhorns
  • Dungeon Torch guarded by King Spider
  • Gloin exhausted
  • Gandalf’s Map guarded by Tower Gate (This is a pretty awful setup.)
  • Eowyn is face down as the prisoner
  • Mendor also face down as a prisoner.
  • Appointed by Fate and Valor attached to Gloin.

Turn 1

1.3 Draw

  • Forest Snare

1.3 Action(s)

  • none

2.2 Planning

  • Steward of Gondor on Beravor
  • Exhaust Steward for resources (from here on out, I’ll exhaust it in the resource phase but won’t record it.)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Total Quest Power = 2

3.2 Action(s)

  • none

3.3 Staging

  • Caught in a Web attached to Beravor
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 33

3.4 Action(s)

  • none

4.2 Travel

  • Endless Cavern

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • King Spider

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – King Spider

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Dol Guldur Beastmaster)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 3 assigned to Gloin and +3 resources
  • 6.4.3 Action(s)
    • none

7 Refresh

  • Pay 2 resources to ready Beravor
  • 7.3 Threat – 34
  • 7.4 Action(s)
    • none

Turn 2

1.3 Draw

  • Sneak Attack (I might be able to deal with Hummerhorns if I find Gandalf soon).

1.3 Action(s)

  • none

2.2 Planning

  • Miner of the Iron Hills
  • Discard Caught in a Web

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Gloin
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Necromancer’s Reach deals 1 damage to Gloin an Beravor
  • Gloin discarded

Postmortem

I concede this one. This is about what I expected. It was going to be a rough start questing without Eowyn. I could have planned it to allow one of the others to be captured but that would have meant a lot more dead cards. It didn’t help getting a surge card, but the overall starting threat is about I what I expected for this quest. I think I’ll need to get a little lucky on setup to beat this quest in one way or another.