The Fortress of Nurn 6 – June 12, 2022

Introduction

I made sure this time to set up the game correctly putting 8 cards under the main quest as well as the Storm the Castle side quests. I made another minor tweak subbing The Storm Comes in for A Good Harvest. Hopefully that gives me a player side quest to start, but a lot less likely now with my 6 starting cards and only 4 in my deck to look through with Thurindir.

Decklist

Less Thematic Dunedain Take Fortress of Nurn

Hero (4)
Amarthiúl (The Battle of Carn Dûm)
Beregond (The Flame of the West)
Éowyn (The Flame of the West)
Thurindir (Race Across Harad)

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

Ally (26)
2x Andrath Guardsman (The Mûmakil)
2x Arwen Undómiel (The Watcher in the Water)
2x East Road Ranger (The Wastes of Eriador)
2x Fornost Bowman (The Dread Realm)
2x Guardian of Arnor (The Battle of Carn Dûm)
2x Northern Bowmaster (Under the Ash Mountains)
2x Northern Tracker (Core Set)
2x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
2x Thalion (Fire in the Night)
2x Vigilant Dúnadan (The Sands of Harad)
2x Warden of Annúminas (The Lost Realm)
2x Warden of Healing (The Long Dark)

Attachment (16)
2x Armored Destrier (Temple of the Deceived)
1x Celebrían’s Stone (Core Set)
2x Favor of the Valar (The Battle of Carn Dûm)
1x Hauberk of Mail (The Wilds of Rhovanion)
1x Heir of Valandil (The Lost Realm)
2x Legacy Blade (The Dungeons of Cirith Gurat)
1x Round Shield (Mount Gundabad)
2x The Long Defeat (The Battle of Carn Dûm)
2x Thorongil (The Fortress of Nurn)
2x Unexpected Courage (Core Set)

Event (5)
1x A Good Harvest (The Steward’s Fear)
2x A Test of Will (Core Set)
2x Feint (Core Set)

Player Side Quest (3)
1x Keep Watch (Beneath the Sands)
1x Prepare for Battle (The Mûmakil)
1x The Storm Comes (The Sands of Harad)

4 Heroes, 50 Cards

Deck built on RingsDB.

Starting Hand after Mulligan

  • Favor of the Valar
  • East Road Ranger
  • Unexpected Courage
  • The Long Defeat
  • Thorongil x2
  • I have healing in hand to start this time at least, a nice quester, and Unexpected Courage. I’m not excited for both Thorongils in hand. I should have swapped that extra copy out for The Storm Comes instead of a second copy of A Good Harvest.

Setup

  • Ulchor’s Guard engaged with me.
  • Thane Ulchor in the staging area
  • Covered by Darkness, Tower of Barad-dur, Kabul the Easterling, and Under the Watchful Eye on each Storm the Castle side quest along with 8 cards from my deck.
  • 8 cards under the main quest.
  • Threat – 34
  • Thurindir fails to find a side quest.*

Turn 1

1.3 Draw

  • Armored Destrier

1.3 Action(s)

  • none

2.2 Planning

  • none

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Storm the Castle Quest

  • Under the Watchful Eye added to the staging area.
  • Thorongil x2 discarded.
  • Stronghold of Mordor revealed.
  • Guard Tower added to the staging area.
  • Eowyn
  • Thurindir
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Unwelcome Travelers
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 Stronghold of Mordor progress (2 / 8)

3.4 Action(s)

  • none

4.2 Travel

  • Guard Tower
  • Amarthuil exhausted

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 – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Exhaust a character whiffs (Determined Defense)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none
  • Threat – 33

7 Refresh

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

Turn 2

1.3 Draw

  • Northern Bowmaster
  • Threat – 35

1.3 Action(s)

  • none

2.2 Planning

  • Unexpected Courage and Armored Destrier on Beregond
  • Northern Bowmaster
  • I’m saving Lore up for East Road Ranger. Then we’ll see if I need to play The Long Defeat. I also know Warden of Healing is one of my 2 remaining cards in my deck.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Stronghold of Mordor Quest

  • Eowyn
  • Thurindir
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Easterling Mercenary and choose no progress can be placed on Stronghold of Mordor
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 Guard Tower (2 / 4)

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

  • Easterling Mercenary

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Easterling Mercenary

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Northern Bowmaster exhausted (Determined Defense)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • Threat – 34
  • 6.4.3 Action(s)
    • none
  • Beregond readies with Armored Destrier and discards Ulchor’s Guard’s shadow.

6.4b Enemy – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 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)
    • Ready Beregond with Unexpected Courage.

6.7 Player Attacks

6.8b Target – Ulchor’s Guard

  • 6.8b Attackers
    • Amarthuil
    • Beregond
  • 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)
    • none

7 Refresh

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

Turn 3

1.3 Draw

  • Feint
  • Threat – 36

1.3 Action(s)

  • none

2.2 Planning

  • East Road Ranger

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Stronghold of Mordor Quest

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

3.2 Action(s)

  • none

3.3 Staging

  • Fanaticism attached to Ulchor’s Guard
  • Total Staging Area Threat = 1

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 Guard Tower progress (4 / 4) and explore it.
  • +6 Stronghold of Mordor progress (8 / 8) and add it to the Victory Display.
  • Shuffle 8 cards under it into my deck
  • Warden of Annuminas drawn.
  • Threat – 37

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 – Easterling Mercenary

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack (Soldier of Nurn)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • 6.4.3 Action(s)
    • none
  • Ready Beregond with Armored Destrier and discard Ulchor’s Guard shadow. This works since the shadow card isn’t immune to player card attacks.

6.4b Enemy – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – N/A
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 (2 / 4)
  • 6.4.3 Action(s)
    • Ready with Unexpected Courage

6.7 Player Attacks

6.8b Target – Ulchor’s Guard

  • 6.8b Attackers
    • Amarthuil
    • Northern Bowmaster
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 5
  • 6.8.3 Damage Dealt – 3 (6 / 5)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

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

Turn 4

1.3 Draw

  • Thalion
  • Threat – 39

1.3 Action(s)

  • none

2.2 Planning

  • Thalion

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Unwelcome Travelers Quest

  • Guard Dogs put into play engaged with me.
  • 1 damage to Thurindir. (1 / 4)
  • Eowyn
  • Thurindir
  • East Road Ranger
  • Thalion
  • Total Quest Power = 12

3.2 Action(s)

  • none

3.3 Staging

  • The Dungeons of Dol Rhugar

  • Ulchor’s Rage and Thane Ulchor attacks

  • 6.4b Action(s)

    • none
  • 6.4.1 Defender – Northern Bowmaster

  • 6.4.1 Action(s)

    • none
  • 6.4.2 Shadow – +2 defense (Ulchor’s Rage)

  • 6.4.2 Action(s)

    • none
  • 6.4.3 Determine combat damage – 6

  • 6.4.3 Action(s)

    • none
  • Bowmaster destroyed.

  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 Unwelcome Traveler’s progress (4 / 5) because limited by The Dungeons of Dol Rhugar.

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

  • Thalion readies.

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Guard Dogs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +2 defense (Ulchor’s Guard)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • Threat – 38
  • 6.4.3 Action(s)
    • none
  • Ready Beregond with Armored Destrier and discard Easterling Mercenary’s shadow.

6.4b Enemy – Easterling Mercenary

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 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 – Easterling Mercenary

  • 6.8b Attackers
    • Thalion
    • Amarthuil
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 5
  • 6.8.3 Damage Dealt – 3 (3 / 3)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

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

Turn 5

1.3 Draw

  • Ranger of Cardolan
  • Threat – 40

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 The Dungeons of Dol Rhugar Quest

  • Eowyn
  • Thurindir
  • East Road Ranger
  • Thalion
  • Total Quest Power = 12

3.2 Action(s)

  • none

3.3 Staging

  • Catacombs
  • Total Staging Area Threat = 7

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 The Dungeons of Dol Rhugar progress (4 / 4) and add it to the victory display.
  • Look at cards under Storm the Castle with Tower of Barad-Dur. Find and add Keep Watch to hand.

3.4 Action(s)

  • none

4.2 Travel

  • Catacombs
  • Determined Defense discarded.

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 – Guard Dogs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Character not destroyed and don’t resolve active location travel effect. (Under Guard)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none
  • Threat – 39

7 Refresh

  • 7.3 Threat – 40
  • 7.4 Action(s)
    • none

Turn 6

1.3 Draw

  • East Road Ranger
  • Threat – 41

1.3 Action(s)

  • none

2.2 Planning

  • Keep Watch
  • East Road Ranger

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Keep Watch Quest

  • Eowyn
  • Thurindir
  • Thalion
  • East Road Ranger x2
  • Total Quest Power = 16

3.2 Action(s)

  • none

3.3 Staging

  • Guard Tower
  • Total Staging Area Threat = 5

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 Catacombs progress (4 / 4) and explore it.
  • +7 Keep Watch progress (7 / 6) and add it to the victory display. Thalion becomes a hero with the Tactics resource icon.

3.4 Action(s)

  • none

4.2 Travel

  • Guard Tower
  • Exhaust Ranger of Cardolan.

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 – Guard Dogs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack for each Castle side quest (Easterling Mercenary)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • Threat – 40
  • 6.4.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 41
  • 7.4 Action(s)
    • none

Turn 7

1.3 Draw

  • Favor of the Valar 2
  • Threat – 42
  • I was originally planning of leaving Tower of Barad – Dur but I don’t think I can afford to anymore. I need both Favors to work so the quest with Covered in Darkness will have to stay incompleted. Then I’ll have to play a Favor just before adding Tower of Barad-Dur to the staging area. I’m going to have to stall a bit I think. I really need a defense boost for Beregond before I get Kabul into play or some chumps.

1.3 Action(s)

  • none

2.2 Planning

  • Warden of Annuminas

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Unwelcome Travelers Quest * Soldier of Nurn put into play engaged.

  • Eowyn
  • Thurindir
  • Thalion
  • Total Quest Power = 11

3.2 Action(s)

  • none

3.3 Staging

  • Plaza of Nurn
  • Total Staging Area Threat = 5

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 Guard Tower progress (4 / 4) and explore it.
  • +2 Unwelcome Travelers progress (2 / 2) and add it to the victory display.

3.4 Action(s)

  • none

4.2 Travel

  • Plaza of Nurn
  • 1 damage to Ranger of Cardolan and Warden of Annuminas

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

  • Thalion readies.

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Guard Dogs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Guard Tower)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • Threat – 41
  • 6.4.3 Action(s)
    • none
  • Ready Beregond with Armored Destrier and discard Soldier of Nurn’s shadow.

6.4b Enemy – Soldier of Nurn

  • Favor of the Valar 2 put under Storm the Castle with Kabul the Easterling.
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 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 – Soldier of Nurn

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

7 Refresh

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

Turn 8

1.3 Draw

  • Guardian of Arnor
  • Threat – 43

1.3 Action(s)

  • none

2.2 Planning

  • Guardian of Arnor

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Storm the Castle with Kabul Quest * Castle Garrison and Mordor Olag-hai added to the staging area. * Kabul put into play and engages me.

  • Eowyn
  • Thurindir
  • Thalion
  • I’m holding back because I want to take out Kabul ASAP without using Eowyn’s ability.
  • Total Quest Power = 12

3.2 Action(s)

  • none

3.3 Staging

  • Under Guard deals 1 damage to each East Road Ranger
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +5 Plaza of Nurn progress (5 / 5) and explore it.
  • +1 Castle Garrison progress (1 / 6)

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

  • Mordor Olag-hai

5.3 Action(s)

  • none

6 Combat Phase

  • Thalion readies.

6.2 Action(s)

  • Feint Mordor Olag-hai

6.3 Enemy Attacks

6.4b Enemy – Guard Dogs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Catacombs)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • Threat – 42
  • 6.4.3 Action(s)
    • none
  • Ready Beregond with Armored Destrier and discard Kabul’s shadow.

6.4b Enemy – Kabul

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Guardian of Arnor
  • 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 (2 / 3)
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Kabul

  • 6.8b Attackers
    • Amarthuil
    • Thalion
    • East Road Rangers x2
    • Ranger of Cardolan
    • Warden of Annuminas
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 13
  • 6.8.3 Damage Dealt – 9 (9 / 9)
  • 6.8.3 Action(s)
    • none
  • Kabul destroyed.

7 Refresh

  • 7.3 Threat – 43
  • 7.4 Action(s)
    • none

Turn 9

1.3 Draw

  • Celebrian’s Stone
  • Threat – 44

1.3 Action(s)

  • none

2.2 Planning

  • The Long Defeat on Castle Garrison
  • Celebrian’s Stone on Eowyn.
  • Favor of the Valar

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Castle Garrison Quest

  • Eowyn
  • Thurindir
  • Thalion
  • Total Quest Power = 14

3.2 Action(s)

  • none

3.3 Staging

  • Guard Dogs x2
  • Side Street
  • Total Staging Area Threat = 7

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +7 Castle Garrison progress (8 / 6) and add it to the victory display.
  • Shuffle cards under it into my deck.
  • Warden of Healing drawn.
  • Threat – 45
  • The Long Defeat heals 2 damage on Beregond, 2 on Guardian of Arnor, and 1 on Thurindir.

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

  • Guard Dogs x2

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Guards Dogs 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Kabul the Easterling) OH YEAH! I was worried after having to shuffle the encounter deck again that he’d show up after I did everything to kill him quickly. This was the best case scenario.
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • Threat – 43
  • 6.4.3 Action(s)
    • none
  • Armored Destrier readies Beregond and discards Olag-hai’s shadow

6.4b Enemy – Olag-hai

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Guardian of Arnor
  • 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 This is thanks to having 4 enemies engaged and Keep Watch!
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Guard Dogs 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +2 defense (Ulchor’s Guard)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Ready Beregond with Unexpected Courage

6.4b Enemy – Guard Dogs 3

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack (Soldier of Nurn)
  • 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 – Olag-hai

  • 6.8b Attackers
    • Amarthuil
    • Thalion
    • East Road Rangers x2
    • Warden of Annuminas
    • Ranger of Cardolan
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 13
  • 6.8.3 Damage Dealt – 10 (10 / 9)
  • 6.8.3 Action(s)
    • none
  • Olag-hai destroyed.

7 Refresh

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

Turn 10

1.3 Draw

  • Ranger of Cardolan
  • Threat – 45

1.3 Action(s)

  • none

2.2 Planning

  • Warden of Healing
  • Ranger of Cardolan

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Thurindir
  • Total Quest Power = 13

3.2 Action(s)

  • none

3.3 Staging

  • Plaza of Nurn
  • Total Staging Area Threat = 9

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 quest progress (4 / 3) *I don’t advance because I need more Castle sidequest completed.

3.4 Action(s)

  • none

4.2 Travel

  • Plaza of Nurn
  • deal 1 damage to Eowyn, Thurindir, and Ranger of Cardolan 2.

4.2 Action(s)

  • Warden of Healing heals 1 damage on Eowyn and Thurindir.

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

6 Combat Phase

  • Thalion readies

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Guard Dogs 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +2 attack (Easterling Merecenary)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • Threat – 44
  • 6.4.3 Action(s)
    • none
  • Armored Destrier readies Beregond and discard shadow from Guard Dogs 2.

6.4b Enemy – Guard Dogs 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 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)
    • Unexpected Courage readies Beregond.

6.4b Enemy – Guard Dogs 3

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +2 defense (Ulchor’s Guard)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

7 Refresh

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

Turn 11

1.3 Draw

  • Legacy Blade
  • Threat – 46

1.3 Action(s)

  • none

2.2 Planning

  • Legacy Blade on Amarthuil
  • Warden of Healing heals a damage on each Ranger of Cardolan. I’m doing this now just in case that side quest that deals 1 damage to each character is the one with Tower of Barad-Dur under it.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Storm the Castle with The Tower of Barad-Dur Quest * Lethal Counterattack and The Tower of Barad-Dur added to the staging area. * 1 damage to each character. * Warden of Healing destroyed. * Threat elimination lowered to 45. * Favor of the Valar lowers threat to 40 and discarded.

  • Eowyn
  • Thurindir
  • Thalion
  • East Road Rangers x2
  • Warden of Annuminas
  • Ranger of Cardolan 1
  • Total Quest Power = 26

3.2 Action(s)

  • none

3.3 Staging

  • Guard Tower
  • Total Staging Area Threat = 13

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +5 Plaza of Nurn progress and explore it.
  • +8 Lethal Counterattack progress (8 / 10)

3.4 Action(s)

  • none

4.2 Travel

  • Guard Tower
  • Ranger of Cardolan 2 exhausted.

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

  • Thalion readies.

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Guard Dogs 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +2 attack (Mordor Olag-hai)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • Threat – 39
  • 6.4.3 Action(s)
    • none
  • Armored Destrier readies Beregond and discard Guard Dogs 2’s shadow.

6.4b Enemy – Guard Dogs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 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)
    • Unexpected Courage readies Beregond.

6.4b Enemy – Guard Dogs 3

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack (Soldier of Nurn)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 40
  • 7.4 Action(s)
    • none

Turn 12

1.3 Draw

  • Andrath Guardsman
  • Threat – 41

1.3 Action(s)

  • none

2.2 Planning

  • none

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Lethal Counterattack Quest

  • Eowyn
  • Thurindir
  • Thalion
  • East Road Rangers x2
  • Total Quest Power = 21

3.2 Action(s)

  • none

3.3 Staging

  • Guard Tower 2
  • Total Staging Area Threat = 13

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 Guard Tower 1 progress (4 / 4) and explore it.
  • +4 Lethal Counterattack progress (12 / 10) and add it to the victory display.
  • Cards under shuffled in.
  • Fornost Bowman drawn.
  • Threat – 42

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 – Guard Dogs 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Celebrian’s Stone discarded (The Dark Lord’s Reach)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • Threat – 41
  • 6.4.3 Action(s)
    • none
  • Armored Destrier readies Beregond and discard Guard Dogs 2’s shadow.

6.4b Enemy – Guard Dogs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 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)
    • Unexpected Courage readies Beregond.

6.4b Enemy – Guard Dogs 3

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +2 defense (Ulchor’s Guard)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 42
  • 7.4 Action(s)
    • none
  • Advance to Stage 2
  • The Armies of Mordor added to the staging area.
  • Thane Ulchor attacks
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Guardian of Arnor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Ranger of Cardolan 2 exhausted (Determined Defense).
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 (3 / 3)
  • 6.4.3 Action(s)
    • none
  • Guardian of Arnor destroyed.

Turn 13

1.3 Draw

  • Vigilant Dunadan
  • Threat – 43

1.3 Action(s)

  • none

2.2 Planning

  • Andrath Guardsman and Guard Dogs 1 can’t attack me.
  • Fornost Bowman
  • Vigilant Dunadan

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Thurindir
  • Thalion
  • Ranger of Cardolan
  • Warden of Annuminas
  • East Road Rangers x2
  • Andrath Guardsman
  • Total Quest Power = 22

3.2 Action(s)

  • none

3.3 Staging

  • Soldier of Nurn
  • Total Staging Area Threat = 16

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +6 quest progress (6 / 6)

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

  • Solider of Nurn
  • Thane Ulchor

5.3 Action(s)

  • none

6 Combat Phase

  • Thalion readies.

6.2 Action(s)

  • none

6.3 Enemy Attacks

  • Guard Dogs 1 can’t attack

6.4b Enemy – Soldier of Nurn

  • No cards in hand to add to Castle side quest.
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Fortress Walls)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • Threat – 42
  • 6.4.3 Action(s)
    • none
  • Armored Destrier discards Thane Ulchor’s shadow and readies Beregond

6.4b Enemy – Guard Dogs 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Vigilant Dunadan
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Exhausts Beregond (Determined Defense)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Guard Dogs 3

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Vigilant Dunadan
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none Catacombs
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • Unexpected Courage readies Beregond

6.4b Enemy – Thane Ulchor

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 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 (3 / 4)
  • 6.4.3 Action(s)
    • none
  • Ulchor’s Rage revealed and he attacks again

6.4b Enemy – Thane Ulchor

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Fornost Bowman *I hate to do it, but I need Thalion’s quest power and the Vigilant Dunadan’s multiple defenses more.
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Unexpected Courage discarded. Not as necessary with Vigilant Dunadan in play now.
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 5 (5 / 3)
  • 6.4.3 Action(s)
    • none *Vigilant Dunadan destroyed.

6.7 Player Attacks

6.8b Target – Thane Ulchor

  • 6.8b Attackers
    • Amarthuil
    • Thalion
    • Vigilant Dunadan
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 11
  • 6.8.3 Damage Dealt – 6 (6 / 12) Damage is capped because only 6 progress on the quest.
  • 6.8.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 43
  • 7.4 Action(s)
    • none

Turn 14

1.3 Draw

  • Andrath Guardsman
  • Threat – 44

1.3 Action(s)

  • none

2.2 Planning

  • Andrath Guardsman and Soldier of Nurn can’t attack

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Thurindir
  • Thalion
  • Warden of Annuminas
  • Rangers of Cardolan
  • Total Quest Power = 23

3.2 Action(s)

  • none

3.3 Staging

  • Plaza of Nurn
  • Total Staging Area Threat = 14

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +9 quest progress (15 / 12)
  • All I need to do is survive all the enemy attacks now!.

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

  • Thalion readies.

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Guard Dogs 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Fortress Walls)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • Threat – 43
  • 6.4.3 Action(s)
    • none
  • Armored Destrier readies Beregond and discards Thane Ulchor’s shadow.

6.4b Enemy – Guard Dogs 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Vigilant Dunadan
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Don’t resolve travel effect because it doesn’t destroy a character (Under Guard)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Guard Dogs 3

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Vigilant Dunadan
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Don’t resolve travel effect because it doesn’t destroy a character (Under Guard)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Thane Ulchor

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Andrath Guardsman 1
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – N/A
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 5
  • 6.4.3 Action(s)
    • none
  • Andrath Guardsman 1 destroyed.
  • Ulchor’s Rage revealed. Wow! Thane Ulchor is 2 for 2 revealing this treachery after attacking. That’s nuts.

6.4b Enemy – Thane Ulchor

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Andrath Guardsman 2
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Beregond exhausted (Determined Defense)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 5
  • 6.4.3 Action(s)
    • none
  • Andrath Guardsman 2 destroyed.

6.7 Player Attacks

6.8b Target – Thane Ulchor

  • 6.8b Attackers
    • Amarthuil
    • East Road Rangers x2
    • Vigilant Dunadan
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 13
  • 6.8.3 Damage Dealt – 9 (15 / 12)
  • 6.8.3 Action(s)
    • none
  • Thane Ulchro destroyed and I win!!!

Post Mortem

That was a fun game! It was so close throughout most of the game. I got really lucky finding Keep Watch in the cards I searched for completing The Dungeons of Dol Rhugar. That helped with the Olag-hai and made it very safe keeping Guard Dogs engaged to power up my Dunedain. I realized on my last turn I forgot to deal 2 damage for the last 2 Guard Dogs when they engaged. I think I could have managed taking the damage on a couple heroes if nothing else. At least I did take out all 40 cards for setup this time so I won’t have a huge asterisk on this win. This game also was one of the few times I’ve gotten Warden of Annuminas to be a really good quester. This quest is likely my favorite of the cycle. I really enjoy side quests and getting to leverage the Dunedain side quest bonus cards. That is something I’ll miss when replaying Angmar Awakened with the new campaign. I played through it the first time alternating between side quest bonus and Forth the Three Hunters decks.

I said a while back that once I finished this, I would do some deck testing for the Angmar Awakened campaign. My plan is to play through the campaign with a Dunedain deck and mostly keep the same hero line up. I know I’ll definitely put in Amarthuil at Battle of Carn Dum. Aragorn I’ll probably swap between his Leadership and Tactics versions if there’s a need. Also, I plan to only use cards available in the Revised Core Set and the Angmar Awakened cycle. We’ll see how difficult that is. I’ll probably skip around for deck testing so I don’t burn out on playing the quests before the campaign is available in August.

The Fortress of Nurn 5 – June 4, 2022

Introduction

I tweaked the hero line up again. I put in Tactics Eowyn and Spirit Beregond replacing Spirit Glorfindel and Tactics Aragorn. I think this will make the deck function without Keep Watch and Celebrian’s Stone. RedSpiderr’s original decklist included Aragorn and Thorongil to eventually get his Lore version in for threat reduction. Threat might be an issue later in this quest, but I’ve been having trouble getting more than a few turns in. I think this change will help get to those later turns and then see if the deck can handle whatever else it can throw at me.

Decklist

Less Thematic Dunedain Take Fortress of Nurn

Hero (4)
Amarthiúl (The Battle of Carn Dûm)
Beregond (The Flame of the West)
Éowyn (The Flame of the West)
Thurindir (Race Across Harad)

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

Ally (26)
2x Andrath Guardsman (The Mûmakil)
2x Arwen Undómiel (The Watcher in the Water)
2x East Road Ranger (The Wastes of Eriador)
2x Fornost Bowman (The Dread Realm)
2x Guardian of Arnor (The Battle of Carn Dûm)
2x Northern Bowmaster (Under the Ash Mountains)
2x Northern Tracker (Core Set)
2x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
2x Thalion (Fire in the Night)
2x Vigilant Dúnadan (The Sands of Harad)
2x Warden of Annúminas (The Lost Realm)
2x Warden of Healing (The Long Dark)

Attachment (16)
2x Armored Destrier (Temple of the Deceived)
1x Celebrían’s Stone (Core Set)
2x Favor of the Valar (The Battle of Carn Dûm)
1x Hauberk of Mail (The Wilds of Rhovanion)
1x Heir of Valandil (The Lost Realm)
2x Legacy Blade (The Dungeons of Cirith Gurat)
1x Round Shield (Mount Gundabad)
2x The Long Defeat (The Battle of Carn Dûm)
2x Thorongil (The Fortress of Nurn)
2x Unexpected Courage (Core Set)

Event (6)
2x A Good Harvest (The Steward’s Fear)
2x A Test of Will (Core Set)
2x Feint (Core Set)

Player Side Quest (2)
1x Keep Watch (Beneath the Sands)
1x Prepare for Battle (The Mûmakil)

4 Heroes, 50 Cards

Deck built on RingsDB.

Starting Hand after Mulligan

  • Ranger of Cardolan
  • Thalion
  • Unexpected Courage
  • Hauberk of Mail
  • Thorongil
  • A Good Harvest
  • Unexpected Courage and A Good Harvest are nice to have early. No Arwen or Keep Watch which would have been nice. Unexpected Courage might be enough to help get things going, but we’ll see.

Setup

  • Ulchor’s Guard engaged with me.
  • Thane Ulchor in the staging area
  • Covered by Darkness, Tower of Barad-dur, Kabul the Easterling, and The Armies of Mordor on each Storm the Castle side quest along with 8 cards from my deck.
  • Threat – 34
  • Thurindir fails to find a side quest.*

Turn 1

1.3 Draw

  • Armored Destrier
  • This is really nice with Hauberk. I can reasonably keep 2 enemies engaged and let Amarthuil gain extra resources.

1.3 Action(s)

  • none

2.2 Planning

  • A Good Harvest naming Leadership.
  • Armored Destrier and Hauberk of Mail on Beregond

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Storm the Castle with Armies of Mordor

  • Stronghold of Mordor and Plaza of Nurn added to the staging area.
  • Eowyn
  • Thurindir
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Plaza of Nurn 2
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 Stronghold of Mordor progress (3 / 8)

3.4 Action(s)

  • none

4.2 Travel

  • Plaza of Nurn 2
  • Deal 1 damage to Thurindir

4.2 Action(s)

  • none

5.2 Optional Engagement

  • a

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 – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Guard Tower)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • Threat – 33
  • 6.4.3 Action(s)
    • none
  • Ready with Armored Destrier

6.7 Player Attacks

6.8b Target – Ulchor’s Guard

  • 6.8b Attackers
    • Amarthuil
    • Beregond
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 4
  • 6.8.3 Damage Dealt – 3
  • 6.8.3 Action(s)
    • none

7 Refresh

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

Turn 2

1.3 Draw

  • Heir of Valandil

1.3 Action(s)

  • none

2.2 Planning

  • Thalion
  • I could play Unexpected Courage, but I think I need the willpower more right now.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Stronghold of Mordor

  • Eowyn
  • Thurindir
  • Thalion
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Ulchor’s Rage

6.4b Enemy – Thane Ulchor

  • 6.4b Action(s)

    • none
  • 6.4.1 Defender – Beregond

  • 6.4.1 Action(s)

    • none
  • 6.4.2 Shadow – +2 attack (Mordor Olag-hai)

  • 6.4.2 Action(s)

    • none
  • 6.4.3 Determine combat damage – 3 I’m going to need healing ASAP.

  • 6.4.3 Action(s)

    • none
  • Ready with Armored Destrier

  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +5 Plaza of Nurn progress (5 / 5) and explore it.
  • +1 Stronghold of Mordor progress (4 / 8)

3.4 Action(s)

  • none

4.2 Travel

  • none
  • I think I need to complete Stronghold of Mordor to get the cards and side quest bonuses online soon.

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 – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Fanaticism)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • Threat – 33
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

  • none

7 Refresh

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

Turn 3

1.3 Draw

  • Ranger of Cardolan 2
  • I’m hitting all my expensive allies. I was keeping the option for Unexpected Courage, but I guess I should have saved a Leadership resource for Heir of Valandil.

1.3 Action(s)

  • none

2.2 Planning

  • Ranger of Cardolan 1

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Stronghold of Mordor

  • Eowyn
  • Thurindir
  • Thalion
  • Ranger of Cardolan 1
  • Total Quest Power = 10

3.2 Action(s)

  • none

3.3 Staging

  • The Dark Lord’s Reach deals 1 damage to Eowyn, Thurindir, Thalion, and Ranger of Cardolan.
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +8 Stronghold of Mordor progress (12 / 8) and addi it to the victory display.
  • Shuffle 8 cards under Stronghold of Mordor into my deck
  • Draw Warden of Annuminas
  • The expensive ally parade continues. Good thing I have a Leadership resource for Heir of Valandil.

3.4 Action(s)

  • none

4.2 Travel

  • Plaza of Nurn
  • 1 damage to Thalion and Ranger of Cardolan (2 / 3)
  • I never like keeping too much threat in the staging area. Plus, I might not play another ally next turn.

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

  • Ready Thalion

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Beregond
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Plaza of Nurn)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • Threat – 33
  • 6.4.3 Action(s)
    • none
  • Ready with Armored Destrier

6.7 Player Attacks

  • none

7 Refresh

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

Turn 4

1.3 Draw

  • Sarn Ford Sentry

1.3 Action(s)

  • none

2.2 Planning

  • Heir of Valandil
  • I’m going to try and build up some resources for the other Dunedain allies.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Storm the Castle with Covered in Darkness

  • Covered in Darkness and Lethal Counterattack to the staging area.
  • 1 damage to each character. Thalion and Ranger of Cardolan destroyed. I need healing so bad right now.
  • Threat – 39
  • Eowyn
  • Thurindir
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Ulchor’s Rage

Post Mortem

I concede there because Beregond will die defending Thane Ulchor’s attack. I got a Castle side quest completed. I considered questing against the main quest or the Storm the Castle with Kabul. Eowyn could have killed Kabul but I would have risked losing Beregond. The main quest probably would have been better and hope to find healing next turn. The quest this time did more direct damage than I remember seeing the last couple of times. I’ll have to look back to confirm that impression. It could just be that I had some healing from The Long defeat help out. Lethal Counterattack might be one I hope to see first before I get Wardens of Healing otherwise they’d be toast. I’m tempted to add Honour Guards just to double up on ways to deal with the direct damage. Beregond definitely helped make defense much more manageable without Keep Watch. The deck still wants a player side quest early. The Storm Comes is probably worth subbing in just to increase the odds of having one and smoothing resources for the Dunedain allies.

The Fortress of Nurn 4 – May 21, 2022

Introduction

I went and made RedSpiderr’s Dunedain deck into a Bond of Friendship deck adding Spirit Glorfindel to the line up. I think that will make early willpower and attack much better. Celebrian’s Stone now isn’t a must have for the opening hand. No additional help for Amarthuil defending early on. I just have to hope for Keep Watch or that I can have him survive long enough.

Dunedain take The Fortress of Nurn by RedSpiderr 

Dunedain + Sp Glorfindel FoN

Main Deck

Hero (4)
Amarthiúl (The Battle of Carn Dûm)
Aragorn (The Lost Realm)
Glorfindel (Foundations of Stone)
Thurindir (Race Across Harad)

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

Ally (25)
2x Andrath Guardsman (The Mûmakil)
2x Arwen Undómiel (The Watcher in the Water)
2x East Road Ranger (The Wastes of Eriador)
2x Fornost Bowman (The Dread Realm)
2x Guardian of Arnor (The Battle of Carn Dûm)
2x Northern Bowmaster (Under the Ash Mountains)
2x Northern Tracker (Core Set)
2x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
2x Thalion (Fire in the Night)
2x Vigilant Dúnadan (The Sands of Harad)
1x Warden of Annúminas (The Lost Realm)
2x Warden of Healing (The Long Dark)

Attachment (17)
2x Armored Destrier (Temple of the Deceived)
1x Celebrían’s Stone (Core Set)
2x Favor of the Valar (The Battle of Carn Dûm)
1x Hauberk of Mail (The Wilds of Rhovanion)
1x Heir of Valandil (The Lost Realm)
2x Legacy Blade (The Dungeons of Cirith Gurat)
2x Light of Valinor (Foundations of Stone)
1x Round Shield (Mount Gundabad)
2x The Long Defeat (The Battle of Carn Dûm)
2x Thorongil (The Fortress of Nurn)
1x Unexpected Courage (Core Set)

Event (6)
2x A Good Harvest (The Steward’s Fear)
2x A Test of Will (Core Set)
2x Feint (Core Set)

Player Side Quest (2)
1x Keep Watch (Beneath the Sands)
1x Prepare for Battle (The Mûmakil)

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

Sideboard

Attachment (7)
1x Heir of Valandil (The Lost Realm)
3x Stone of Elostirion (Under the Ash Mountains)
3x Woodmen’s Clearing (The Withered Heath)

Deck built on RingsDB.

Starting Hand after Mulligan

  • East Road Ranger
  • Thorongil
  • Light of Valinor
  • Guardian of Arnor
  • Ranger of Cardolan
  • Feint
  • I was hoping for Keep Watch, but Light of Valinor is great to see. I also have Feint to buy a turn if I need it. I think I can make this work.

Setup

  • Ulchor’s Guard engaged with me.
  • Thane Ulchor in the staging area
  • Covered by Darkness, Tower of Barad-dur, Kabul the Easterling, and Under the Watchful Eye on each Storm the Castle side quest along with 8 cards from my deck.
  • Threat – 35
  • Thurindir finds Prepare for Battle and adds it to my hand. Not what I was hoping for, but better than nothing.

Turn 1

1.3 Draw

  • Andarath Guardsman

1.3 Action(s)

  • none

2.2 Planning

  • Prepare for Battle
  • Light of Valinor on Glorfindel

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Prepare for Battle

  • Aragorn
  • Thurindir
  • Glorfindel
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Fortress Walls
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 Prepare for Battle progress (3 / 6)

3.4 Action(s)

  • none

4.2 Travel

  • Fortress Walls
  • Thorongil put under Storm the Castle with Covered in Darkness
  • I don’t mind losing Thorongil because I know there is another copy in my deck right now thanks to Thurindir’s setup ability.

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)

  • Feint on Ulchor’s Guard

6.3 Enemy Attacks

  • Canceled by Feint.

6.7 Player Attacks

6.8b Target – Ulchor’s Guard

  • 6.8b Attackers
    • Amarthuil
    • Glorfindel
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 6
  • 6.8.3 Damage Dealt – 6 (6 / 5)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

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

Turn 2

1.3 Draw

  • The Long Defeat

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 Prepare for Battle

  • Aragorn
  • Thurindir
  • Glorfindel
  • Ranger of Cardolan
  • Total Quest Power = 9

3.2 Action(s)

  • none

3.3 Staging

  • Ulchor’s Guard
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +6 Fortress Walls progress (6 / 6) 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

  • Ulchor’s Guard

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Amarthuil
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +0 attack because no Castle side quests in the victory display (Easterling Mercenary).
  • 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 – Ulchor’s Guard

  • 6.8b Attackers
    • Glorfindel
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 3
  • 6.8.3 Damage Dealt – 3
  • 6.8.3 Action(s)
    • none

7 Refresh

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

Turn 3

1.3 Draw

  • Ranger of Cardolan 2

1.3 Action(s)

  • none

2.2 Planning

  • East Road Ranger

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Prepare for Battle

  • Thurindir
  • Glorfindel
  • Ranger of Cardolan 1
  • East Road Ranger
  • Total Quest Power = 10

3.2 Action(s)

  • none

3.3 Staging

  • The Dungeons of Dol Rhugar
  • Soldier of Nurn
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 Prepare for Battle progress (7 / 6) and add it to the victory display. Progress is capped because of The Dungeons of Dol Rhugar.

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

  • Soldier of Nurn
  • Put Ranger of Cardolan 2 into play.

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Ranger of Cardolan 2
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Put Guard Dogs into play engaged (Guard Dogs)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Guard Dogs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Guard Tower)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Glorfindel
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Soldier of Nurn

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Amarthuil
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +2 attack (Mordor Olag-hai)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2
  • 6.4.3 Action(s)
    • none
  • Amarthuil destroyed.

I will concede on that.

Post Mortem

Questing is a lot better. I also have some early combat ability if Light of Valinor is on Glorfindel. That doesn’t really fix the issue the original deck had that there are 2 key cards needed to get going. The big temptation is to make the deck even less thematic by replacing Aragorn with Tactics Eowyn and Spirit Glorfindel with Spirit Beregond. I can see those swaps helping tremendously in the early game. Spirit Beregond can also provide threat reduction that will help even if Covered in Darkness hits the board. I think the deck was doing pretty well. I could probably just put in another copy of Keep Watch to increase the likelihood of hitting it, or just try it again as is and hope to get lucky. I can also seeing it doing much worse if I don’t either Keep Watch or Light of Valinor. I’m also concerned about threat in the late game since Covered in Darkness, Under the Watchful Eye, and The Tower of Barad-Dur combo together.

The Fortress of Nurn 3 – May 8, 2022

Introduction

I’m giving RedSpiderr’s Dunedain deck one more shot. Once again I did Thurindir’s setup before scenario set up. If I have questing trouble again, it might be time to convert to a Bond of Friendship deck.

Dunedain take The Fortress of Nurn by RedSpiderr 

Main Deck

Hero (3)
Amarthiúl (The Battle of Carn Dûm)
Aragorn (The Lost Realm)
Thurindir (Race Across Harad)

Ally (25)
2x Andrath Guardsman (The Mûmakil)
2x Arwen Undómiel (The Watcher in the Water)
2x East Road Ranger (The Wastes of Eriador)
2x Fornost Bowman (The Dread Realm)
2x Guardian of Arnor (The Battle of Carn Dûm)
2x Northern Bowmaster (Under the Ash Mountains)
2x Northern Tracker (Core Set)
2x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
1x Thalion (Fire in the Night)
2x Vigilant Dúnadan (The Sands of Harad)
2x Warden of Annúminas (The Lost Realm)
2x Warden of Healing (The Long Dark)

Attachment (19)
2x Armored Destrier (Temple of the Deceived)
1x Celebrían’s Stone (Core Set)
2x Hauberk of Mail (The Wilds of Rhovanion)
2x Heir of Valandil (The Lost Realm)
2x Legacy Blade (The Dungeons of Cirith Gurat)
1x Round Shield (Mount Gundabad)
2x Stone of Elostirion (Under the Ash Mountains)
3x The Long Defeat (The Battle of Carn Dûm)
1x Thorongil (The Fortress of Nurn)
1x Unexpected Courage (Core Set)
2x Woodmen’s Clearing (The Withered Heath)

Event (4)
2x A Test of Will (Core Set)
2x Feint (Core Set)

Player Side Quest (2)
1x Keep Watch (Beneath the Sands)
1x Prepare for Battle (The Mûmakil)

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

Decklist built and published on RingsDB.

Starting Hand after Mulligan

  • Warden of Annuminas
  • Thorongil
  • Celebrian’s Stone It turns out I didn’t need to put this in my hand. I got it on the mulligan
  • Feint
  • Ranger of Cardolan Yay, an ally with 2 willpower!
  • Heir of Valandil
  • Keep Watch added via Thurindir

Setup

  • Ulchor’s Guard engaged with me.
  • Thane Ulchor in the staging area
  • Covered by Darkness, Tower of Barad-dur, The Armies of Mordor and Under the Watchful Eye on each Storm the Castle side quest along with 8 cards from my deck.
  • Threat – 30

Turn 1

1.3 Draw

  • Armored Destrier

1.3 Action(s)

  • none

2.2 Planning

  • Keep Watch

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Keep Watch

  • Thurindir
  • Aragorn
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Fortress Walls
  • 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

  • Fortress Walls
  • Warden of Annuminas placed under the Storm the Castle with The Armies of Mordor under it

4.2 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Amarthuil
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Deal 1 damage to Amarthuil (Ulchor’s Rage)
  • 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 – 31
  • 7.4 Action(s)
    • none

Turn 2

1.3 Draw

  • Fornost Bowman

1.3 Action(s)

  • none

2.2 Planning

  • Celebrian’s Stone on Aragorn

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Keep Watch

  • Thurindir
  • Aragorn
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Under Guard
  • Thorongil put under the Storm the Castle with The Armies of Modor
  • Total Staging Area Threat = 1

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +5 Fortress Walls progress (5 / 6)

3.4 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • Feint Ulchor’s Guard to cancel his attack.

6.7 Player Attacks

6.8b Target – Ulchor’s Guard

  • 6.8b Attackers
    • Amarthuil
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 3
  • 6.8.3 Damage Dealt – 3
  • 6.8.3 Action(s)
    • none

7 Refresh

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

Turn 3

1.3 Draw

  • Woodmen’s Clearing

1.3 Action(s)

  • none

2.2 Planning

  • Woodmen’s Clearing on Fortress Walls
  • Ranger of Cardolan

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Keep Watch

  • Thurindir
  • Aragorn
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Guard Dog
  • Ulchor’s Guard 2
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 Fortress Walls progress (6 / 6) and explore it.
  • Threat – 29
  • +1 Keep Watch progress (1 / 6)

3.4 Action(s)

  • none

5.3 Engagement

  • Guard Dog
  • Deal 1 damage to Ranger of Cardolan
  • Ulchor’s Guard 2

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Guard Dog

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack (Soldier of Nurn)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 3 to Thurindir
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Ulchor’s Guard 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Ranger of Cardolan
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Plaza of Nurn)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2
  • 6.4.3 Action(s)
    • none
  • Ranger of Cardolan destroyed.

6.4b Enemy – Ulchor’s Guard 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Catacombs)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 4 assigned to Aragorn
  • 6.4.3 Action(s)
    • none

It’s looking pretty dire already

6.7 Player Attacks

6.8b Target – Ulchor’s Guard 1

  • 6.8b Attackers
    • Amarthuil
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 3
  • 6.8.3 Damage Dealt – 3
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

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

Turn 4

1.3 Draw

  • Stone of Elostirion, That won’t help right now.

1.3 Action(s)

  • none

2.2 Planning

  • Heir of Valandil on Thurindir
  • Exhaust Heir of Valandil to play Fornost Bowman for 1

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Keep Watch

  • Thurindir
  • Aragorn
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Plaza of Nurn
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 Keep Watch progress (5 / 6)
  • That’s so close. Maybe I can hang in there.

3.4 Action(s)

  • none

4.2 Travel

  • none
  • I want to, but I really have to complete Keep Watch next turn or I’m toast. I need that +1 Willpower and -1 attack from enemies.

4.2 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Guard Dog

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Amarthuil
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Side Street)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Fornost Bowman
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +0 attack (Easterling Mercenary)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 3
  • 6.4.3 Action(s)
    • none
  • Fornost Bowman destroyed.

7 Refresh

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

Turn 5

1.3 Draw

  • Warden of Annuminas
  • I could almost play him. If I don’t complete Keep Watch or get another enemy in stagins that is game over man, game over.

1.3 Action(s)

  • none

2.2 Planning

  • Armored Destrier on Amarthuil

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Keep Watch

  • Thurindir
  • Aragorn
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Under Guard puts Plaza of Nurn 2 into staging.
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 Keep Watch progress (8 / 6) and add it to the victory display.

3.4 Action(s)

  • none

4.2 Travel

  • none
  • Traveling will kill a hero so no.

4.2 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Guard Dog

  • 6.4b Action(s)

    • none
  • 6.4.1 Defender – Amarthuil

  • 6.4.1 Action(s)

    • none
  • 6.4.2 Shadow – none (Fanaticism)

  • 6.4.2 Action(s)

    • none
  • 6.4.3 Determine combat damage – 0

  • 6.4.3 Action(s)

    • none
  • Ready with destrier and discard shadow on Ulchor’s Guard.

6.4b Enemy – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Amarthuil
  • 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

7 Refresh

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

Turn 6

1.3 Draw

  • Sarn Ford Sentry *Finally a card I’m really happy to see.*11

1.3 Action(s)

  • none

2.2 Planning

  • Sarn Ford Sentry drawing Warden of Healing and Ranger of Cardolan
  • Warden of Annuminas with Heir of Valandil discount

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Stronghold of Mordor

  • Catacombs and The Armies of Mordor added to the Staging area.
  • Thurindir
  • Aragorn
  • Sarn Ford Sentry
  • Warden of Ammuninas
  • Total Quest Power = 11

3.2 Action(s)

  • none

3.3 Staging

  • Guard Tower Wow! I can’t gain resources or draw cards while it is in staging. I don’t have a character to exhaust to travel to it. That really sucks.
  • Total Staging Area Threat = 9

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 Stronghold of Mordor progress (2 / 8)

3.4 Action(s)

  • none

4.2 Travel

  • Catacombs, If I don’t travel here, I don’t know that I will be able to quest next turn. Especially since I’m not getting resources or cards next turn.
  • Discard Ulchor’s Guard and put into play engaged with me.

I’m calling this one there. The deck if it can survive a few turns to get Keep Watch explored can start making headway at least. It feels like it needs a lot of luck to get there though. Only 1 copy of Celebrian’s Stone means a lot of opening hands that just can’t make it. Then it is a struggle to get a little more willpower going and hope that Amarthuil can defend enough attacks.

Yes, looking at RedSpiderr’s playthrough, he got lucky the first couple of turns. Unwelcome travelers so that Keep Watch was half completed turn 1. Then a 2 threat Soldier of Nurn for 3 staging area threat to complete it.

I think it is time to come up with a Bond of Friendship version of the deck. The list is pretty much there already with 1 or 2 copies of everything. Then it won’t be reliant on Celebrian’s Stone to be in the opening hand. It just won’t be thematic with all Dunedain. My inner Bilbo player is a little sad at this, but I plan on more Dunedain deck playing for Angmar Awakened too. I’ll have to break out of thematic play to do a Revised set minimum purchase there and might as well start getting into that headspace.

The Fortress of Nurn 2 – May 8, 2022

Introduction

I’m back with another attempt at the Vengeance of Mordor climax! This time instead of taking mulligans until I have Celebrimbor’s Stone, I did Thurindir’s setup before scenario set up. I wanted to see if at least getting Keep Watch makes a big difference.

Dunedain take The Fortress of Nurn by RedSpiderr 

Main Deck

Hero (3)
Amarthiúl (The Battle of Carn Dûm)
Aragorn (The Lost Realm)
Thurindir (Race Across Harad)

Ally (25)
2x Andrath Guardsman (The Mûmakil)
2x Arwen Undómiel (The Watcher in the Water)
2x East Road Ranger (The Wastes of Eriador)
2x Fornost Bowman (The Dread Realm)
2x Guardian of Arnor (The Battle of Carn Dûm)
2x Northern Bowmaster (Under the Ash Mountains)
2x Northern Tracker (Core Set)
2x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
1x Thalion (Fire in the Night)
2x Vigilant Dúnadan (The Sands of Harad)
2x Warden of Annúminas (The Lost Realm)
2x Warden of Healing (The Long Dark)

Attachment (19)
2x Armored Destrier (Temple of the Deceived)
1x Celebrían’s Stone (Core Set)
2x Hauberk of Mail (The Wilds of Rhovanion)
2x Heir of Valandil (The Lost Realm)
2x Legacy Blade (The Dungeons of Cirith Gurat)
1x Round Shield (Mount Gundabad)
2x Stone of Elostirion (Under the Ash Mountains)
3x The Long Defeat (The Battle of Carn Dûm)
1x Thorongil (The Fortress of Nurn)
1x Unexpected Courage (Core Set)
2x Woodmen’s Clearing (The Withered Heath)

Event (4)
2x A Test of Will (Core Set)
2x Feint (Core Set)

Player Side Quest (2)
1x Keep Watch (Beneath the Sands)
1x Prepare for Battle (The Mûmakil)

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

Decklist built and published on RingsDB.

Starting Hand after Mulligan

  • Heir of Valandil
  • Feint x2
  • A Test of Will
  • The Long Defeat
  • Fornost Bowman
  • Keep Watch added via Thurindir
  • I bent the rules on setup so we’ll see if Celebrian’s Stone is really a necessity or not this time. The lack of allies with Willpower will probably problems more than anything

Setup

  • Ulchor’s Guard engaged with me.
  • Thane Ulchor in the staging area
  • Covered by Darkness, Kabul the Easterling, The Armies of Mordor and Under the Watchful Eye on each Storm the Castle side quest along with 8 cards from my deck.
  • Threat – 30

Turn 1

1.3 Draw

  • Unexpected Courage

1.3 Action(s)

  • none

2.2 Planning

  • Keep Watch
  • The Long Defeat on Keep Watch

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Keep Watch

  • Thurindir
  • Aragorn
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Plaza of Nurn
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 Keep Watch progress (2 / 6)
  • I caught a little nice break there with a low threat location.

3.4 Action(s)

  • none

4.2 Travel

  • none
  • I don’t want 5 quest points delaying getting Keep Watch completed.

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 – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Amarthuil
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Attack doesn’t destroy a character so it whiffs (Under Guard)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • 6.4.3 Action(s)
    • none

7 Refresh

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

Turn 2

1.3 Draw

  • Vigilant Dunadan

1.3 Action(s)

  • none

2.2 Planning

  • Heir of Valadil on Thurindir

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Keep Watch

  • Thurindir
  • Aragorn
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Unwelcome Travelers
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 Keep Watch progress (3 / 6)

3.4 Action(s)

  • none

4.2 Travel

  • Plaza of Nurn
  • I don’t think I can afford to have 3 threat in the staging area now especially as I don’t have a good questing ally yet.
  • 1 damage to Thurindir (1 / 4)

4.2 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Amarthuil
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Discard Heir of Valandil (The Dark Lord’s Reach)
  • 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 – 32
  • 7.4 Action(s)
    • none

Turn 3

1.3 Draw

  • Armored Destrier

1.3 Action(s)

  • none

2.2 Planning

  • none
  • I could put out the Bowman to chump but I have 2 Fients which seems better here to let Aragorn still quest and hope I get a better card on the card next turn. Still I’m not clearing the active location this turn no matter what. Even if I had Celebrian’s Stone I would have lost it last turn. I really need an East Road Ranger or Sarn Ford Sentry for some willpower ASAP.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • All heroes
  • Total Quest Power = 5

3.2 Action(s)

  • none

3.3 Staging

  • Guard Dogs
  • Mordor Olag-hai
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 33

I’m going to concede there. I just don’t have the willpower to get through the Olag-hai’s threat. It’s too strong for my heroes to deal with right now. I’ll get one ally next turn hopefully and it is just not enough.

Postmortem

I’m having a lot of concerns about the early game play of this deck. I’ll try it once more starting with Celebrian’s Stone and Keep Watch, but I’m not optimistic.

The Fortress of Nurn – April 18, 2022

Introduction

It’s the last cycle scenario. It has been over 3 years since I decided to really play consistently that I could play and beat them all. I still have standalone scenarios to beat after these (Most of the Sagas I’ve beaten with either Dave or Grant), but it’s still the majority of the game.

I back netdecking for this one. Primarily because I saw RedSpiderr made and beat this scenario with a Dunedain deck. They’re my favorite trait to play and I’ve had this deck saved for a long time. One thing I noticed when loading it up this time is that starting off is going to tricky. The piloting instructions say Celebrian’s Stone and Keep Watch are key. There is only 1 copy of Celebrian’s Stone in the deck. Keep Watch Thurindir can get, if it is still in my deck. The encounter setup removes 32 cards from my deck. Chances are it won’t be there for me to find. I decided that I mulligan for Celebrian’s Stone no matter how many it took, but that I’d play still if I didn’t get Keep Watch.

Dunedain take The Fortress of Nurn by RedSpiderr 

Main Deck

Hero (3)
Amarthiúl (The Battle of Carn Dûm)
Aragorn (The Lost Realm)
Thurindir (Race Across Harad)

Ally (25)
2x Andrath Guardsman (The Mûmakil)
2x Arwen Undómiel (The Watcher in the Water)
2x East Road Ranger (The Wastes of Eriador)
2x Fornost Bowman (The Dread Realm)
2x Guardian of Arnor (The Battle of Carn Dûm)
2x Northern Bowmaster (Under the Ash Mountains)
2x Northern Tracker (Core Set)
2x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
1x Thalion (Fire in the Night)
2x Vigilant Dúnadan (The Sands of Harad)
2x Warden of Annúminas (The Lost Realm)
2x Warden of Healing (The Long Dark)

Attachment (19)
2x Armored Destrier (Temple of the Deceived)
1x Celebrían’s Stone (Core Set)
2x Hauberk of Mail (The Wilds of Rhovanion)
2x Heir of Valandil (The Lost Realm)
2x Legacy Blade (The Dungeons of Cirith Gurat)
1x Round Shield (Mount Gundabad)
2x Stone of Elostirion (Under the Ash Mountains)
3x The Long Defeat (The Battle of Carn Dûm)
1x Thorongil (The Fortress of Nurn)
1x Unexpected Courage (Core Set)
2x Woodmen’s Clearing (The Withered Heath)

Event (4)
2x A Test of Will (Core Set)
2x Feint (Core Set)

Player Side Quest (2)
1x Keep Watch (Beneath the Sands)
1x Prepare for Battle (The Mûmakil)

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

Decklist built and published on RingsDB.

Starting Hand after 7 Mulligans

  • Celebrian’s Stone
  • Northern Bowmaster
  • Arwen Undomiel
  • East Road Ranger
  • Thorongil
  • Vigilant Dunadan

Setup

  • Ulchor’s Guard engaged with me.
  • Thane Ulchor in the staging area
  • Covered by Darkness, Kabul the Easterling, Tower of Barad-dur and Under the Watchful Eye on each Storm the Castle side quest along with 8 cards from my deck.
  • Threat – 30
  • I fail to find a player side quest in the remaining player cards. The deck description says Keep Watch is a key piece. I’m going to try it once this way. Next attempt I may bend the rules to have player setup before encounter set up.

Turn 1

1.3 Draw

  • Andrath Guardsman

1.3 Action(s)

  • none

2.2 Planning

  • Northern Bowmaster

3.1 Quest Phase 3.1 Action(s)

  • none

*3.2 Committed Characters vs Storm the Castle with Under the Watchful Eye

  • Under the Watchful Eye revealed and discard Andrath Guardsman
  • Lethal Counterattack revealed and 1 damage dealt to each character.
  • Northern Bowmaster destroyed.
  • Aragorn
  • Thurindir
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Soldier of Nurn
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 Lethal Counterattack progress (1 / 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

  • Soldier of Nurn

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Soldier of Nurn

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – whiffs because no attachments (The Dark Lord’s Reach)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 3 assigned to Aragorn
  • 6.4.3 Action(s)
    • none
  • Thorongil added to Lethal Counterattack.

6.4b Enemy – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Amarthuil
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – whiffs because no attachments (The Dark Lord’s Reach 2)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • 6.4.3 Action(s)
    • none

7 Refresh

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

Turn 2

1.3 Draw

  • Northern Bowmaster 2
  • Threat – 32

1.3 Action(s)

  • none

2.2 Planning

  • Celebrian’s Stone on Aragorn
  • Northern Bowmaster

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Lethal Counterattack

  • Aragorn
  • Soldier of Nurn
  • Total Quest Power = 6

3.2 Action(s)

  • none

3.3 Staging

  • Under Guards adds Fortress Walls to the staging area
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 Lethal Counterattack progress (3 / 10)

3.4 Action(s)

  • none

4.2 Travel

  • none
  • I don’t think I can afford to lose another card from my hand right now. I’ll lose one already to Soldier of Nurn.

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 – Ulchor’s Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Northern Bowmaster
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Plaza of Nurn)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 4
  • 6.4.3 Action(s)
    • none
  • Defender destroyed.

6.4b Enemy – Soldier of Nurn

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Amarthuil
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Guard Tower)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none
  • Vigilant Dunadan added to Lethal Counterattack.

7 Refresh

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

Turn 3

1.3 Draw

  • Hauberk of Mail
  • Threat – 34
  • I think I’m toast at the combat phase, but we’ll see.

1.3 Action(s)

  • none

2.2 Planning

  • Arwen
  • East Road Ranger
  • Hauberk of Mail on Amarthuil

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Lethal Counterattack Quest

  • Aragorn
  • Thurindir
  • Arwen and Amarthuil +1 defense
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Ulchor’s Rage

I concede because I’ll lose the East Road Ranger that I was counting on to block the Soldier of Nurn.

Postmortem

I see why Keep Watch is really needed. That would have let me get Thurindir to 3 willpower and much easier to take additional attacks. There are going to be many attempts that I lose based on my starting hand or setup it looks like.

I might have to play it where I just have Celebrian’s Stone be in my hand and do Thurindir’s ability before encounter setup. The alternative is modify the deck to have more starting willpower. I think it would be fairly easy to adapt the deck into a Bond of Friendship deck with Spirit Glorfindel. Another alternative would be put in Spirit Beregond and replace Aragorn with Tactics Eowyn. I lose the ability to reset my threat if I replace Aragorn. Also it becomes less of a Dunedain deck. I’ll play the deck unmodified at least a couple times more.