Showing posts with label LotR. Show all posts
Showing posts with label LotR. Show all posts

Wednesday, March 11, 2015

Various FFG news updates [Lord of the Rings]

Eesh, I get sick, go to a convention, and get busy, and I immediately slack off on posting.  Well, I'll work to correct that.

So let's see what's come up new from FFG on the Lord of the Rings front since the last time I've posted.

Now May I Make a Right Choice. This covers Boons and Burdens from the upcoming Treason of Saruman Saga Expansion. 

Let's look at these Boons, first:



As mentioned in the article, these all key off traits from some of the Boons you receive from the Black Riders quests. Really, there's not a dud amongst these- Intimidation works really well with some Tactics builds I've toyed around with, for sure, resource generation from Leader of Men is always nice, and Forewarned gives an ability that will frequently come in handy, given the nasty Shadow effects we've been seeing.  Hands of a Healer feels a tad weak, partially because it requires you to exhaust the attached hero to use it, and partially because there's plenty of good healing options out of Lore as is.  Also, there are currently no heroes with the printed Healer trait, meaning you'll have to depend on the results of the previous Saga adventures to get a chance to use it (whereas the other required traits are actually printed on some heroes).  Still, having the ability to get healing in a non-Lore deck would be pretty interesting.  

The Burden listed in the article, Poisoned Counsels, is nasty.


And you should read the article to see how you get it, basically at the beginning of one of the quests, you'll be given a choice to immediately go into battle, or to spend a turn preparing (and getting a free Ally into play).  If you take the latter choice, this gets added to your deck, and drawing it would be just about disastrous.  Eesh, that's going to be a tough choice.

I'm excited to get this box in my hands (and Lost Realm as well), and I'm especially glad my group has started showing interest in playing more of this- we're actually planning to play The Hunt for Gollum in the next couple of weeks- an old quest that I've already beat a few times (mostly solo), but one that the newer players in my group are excited about.


This is the second pack from the Angmar Awakened Cycle, and there's, naturally, a lot of cool stuff in here!


There will also be a new Lore hero, new Ent-focused cards (for Tactics), but I have to say, this new mechanic of triggering off the victory display (as evidenced by Keen as Lances) is just too cool.  Leave no Trace seems like an okay card- it's not amazing in any sense, but it's going to be nice in multi-player games to trim some of the worst cards from the encounter deck, but knowing that me and everyone I'm at the table with is going to be able to use Keen as Lances for CHEAP after two Leave No Traces is nasty.  NASTY.  This is just another case where talking to your team pre-game will come in handy, especially if these quests are as great and involved as the most recent ones from FFG have been anyway.

Anyway, lots of new cards showing up, and still lots of reasons to be and stay excited about Lord of the Rings!  Now to just play more.

Saturday, February 21, 2015

My games played for week ending 2/21/15

This felt like a bit of a slow week for gaming for me, and I certainly am not in the habit of taking great notes when I play, but I wanted to at least have some mention of what I've played this week.

Monday, Ben and I played Warhammer 40K: Conquest on OCTGN.  This was primarily so that I could learn the OCTGN interface, but it was also fun to play a game, of course.  I ran my Ku'gath Plaguefather deck, and Ben ran his current Eldorath deck.  I ended up losing, and probably should have mulliganed my opening hand.  I struggled out of the gate, and then struggled to get anything going, leading to a pretty handy defeat.  Lessons learned!

Tuesday, I played a game of Netrunner with Rob- I ran my Blue Sun deck against his Valencia Keyhole/Eater deck.  Early game went quite happily in his favor, and he got to three agenda points pretty quick (partially due to Notoriety).  I finally managed to get set up, was able to manage the Bad Publicity with Eliza Mills, and start scoring agendas.  However, he finally managed to get a Keyhole out and made some runs on R&D, which did grab a few agendas.  However, he didn't have a convenient way to access Archives.

I finally managed to score my last agenda points, and Rob informed me he had a Hades Shard in his hand, which would have given him a way to access Archives, and a Notoriety he thought he could pull off.  The game ended with a final score of 7-3.

Following that, we played two Lord of the Rings games, with me teaching John, Ben, and Brendon (Rob also played, but he already knew the rules, so wasn't being taught), using the decks posted here.

First, we played the Passage Through Mirkwood in a 4-player game.  Went pretty easily- I was playing Tactics, and grabbed Ungoliant's Spawn when it came up, and was helped by Ben dropping a Forest Snare on it, which let me kill it at my leisure.  So we easily won it.



We then played Journey Down the Anduin in a 3-player game, with Brendon taking the Tactics deck.  Once again, an early Forest Snare kept the Hill Troll from wrecking havoc, and our early game was fine... until the locations started piling up.  Thankfully, a Northern Tracker played by me (now running the Spirit deck) popped up and started clearing them out, and we had a few very favorable Encounter Deck draws.  Things were going well... until we reached the third stage of the quest, and two copies of The Necromancer's Reach came up, and I was basically completely exhausted.  Ugh.  I ended the turn with only Dunhere and Eowyn on the table, both badly damaged, and plenty of new Enemies on the table.  Thankfully, some careful management let us deal with the enemies, and finally beat the quest.  Definitely a close call!






On Thursday, I played two games of Legend of the Five Rings (L5R).  With the new tournament (Kotei) season starting again soon, I figured it was time to start getting my decks a bit more stabilized (prior to the release of Twenty Festivals next month) so that I can prepare.  I brought a Spider swarm deck, running a lot of 3-5 gold cost Personalities, and lots of efficient Strategies to handle particular decks in the meta.  In addition, many of these cheap Spider personalities have Battle actions, which lets me stall a bit in the battle, and hopefully get into a position I can use the Strategies later in battle to win it. 

Anyway, the first game was against Naj's Phoenix deck, which used Fortifications and send home actions to try to delay me from winning the game long enough for him to win by honor.  The early game went pretty well for him, as I launched my first attack on turn 4, but he managed to keep his province safe (at a cost of two cards from his hand).  The second turn, however, I successfully take a province, and at this point I had so many bodies on the table he couldn't draw enough ways to stop me, and soon conceded.


Second game was against Kyle's Unicorn deck.  I start the game getting pretty gold screwed, only getting a Kumite Grounds to bolster my economy, whereas Kyle was up and running by the second turn.  He recruited a personality (an infantry personality, critically), and a Bring Them Forward. I get more gold on turn 2, but Kyle loads up on Followers, and takes one of my provinces Turn 3.

My Turn 3 sees me recruit a Daigotsu Teruo and a Kokujin Dairu, the former of which I immediately use to get my hand overfilled.  He attacks again, seeing only a single 3F personality... and I proceed to use a few fear and bow effects to weaken his personality.  He responds by dropping more followers on the Personality... and I finish by sending him home (twice) using Ideological Differences.

Buying all those followers leaves him no gold to buy Personalities during the Dynasty Phase, and on my turn, I recruit a Ninube Shiho, another small guy, and more gold.  Afraid of Shiho (a non-Cavalry personality can't avoid him!), Kyle doesn't attack next turn... but I do with everything on my next turn.  He defends with a few guys, and immediately Fears out Shiho to prevent me from dumping all his followers.  A long battle later, and with his hand nearly empty, I barely manage to break the province and take out his two non-Follower filled Personalities.  We're now at one province down apiece... and I finish the turn recruiting 4 (!) more Personalities.

Kyle, realizing that the tide is turning against him, decides to attack while Shiho was bowed.  I blow a few Battle actions that are already on the table, in order to 'draw him in' more (for instance, having him recruit his Reserve personality AND use the Fear effects he has on the table).  I then use Sudden Movement to bring in Shiho, use Shiho's Battle action to get the followers off of his personality... and handily win the battle.  With no army, and facing an ever growing horde, Kyle concedes.

Overall, a pretty good week of gaming!  Next week may not see me play as many card games, but the following week is sure to be filled with more!

Friday, February 13, 2015

Decks to help teach Lord of the Rings

So this upcoming week, I'm going to be teaching Lord of the Rings to some of my friends, and I had the task of creating a couple of decks to teach the game.  I decided to build four decks, one in each sphere, using only the contents of two Core Sets and cards from the first cycle.  Primarily the addition of the cycle was due to the limited choices of Ally cards in the Core Set, primarily for Tactics. 

Anyway, I've posted the decks on cardgamedb, so I'll just link to them here:

Leadership Deck
Lore Deck
Spirit Deck
Tactics Deck

I think each of these does a good job of showcasing the strengths of the individual spheres, and start showing some different ways that players can interact with one another AND some of the subthemes in the game (the Tactics deck has a bunch of Eagles, and the Spirit deck has a fairly decent Rohan synergy, or at least as much as could be expected from them at this point in the game's release).

My hope is that these will be fun decks, and since they were all made using a fairly limited card pool, they will allow the players to see the variety of decks and strategies available to Lord of the Rings LCG players early on.

Plus, hopefully it'll create new players, which is the most important thing!

Saturday, February 23, 2013

The Hobbit: On The Doorstep Spoilers (Lord of the Rings)

Bilbo Baggins
Unique Baggins Hero
0 Threat
1 Willpower
1 Attack
1 Defense
3 Hit Points
Hobbit.  Burglar.
Bilbo Baggins does not count against the hero limit and cannot gain resources from non-treasure cards.  The first player gains control of Bilbo Baggins.
Action: Spend 1 Baggins resource to search your deck for a treasure card and add it to your hand.
If Bilbo Baggins leaves play, the players have lost the game.

Balin
Unique Leadership Hero
9 Threat
2 Willpower
1 Attack
2 Defense
4 Hit Points
Dwarf.
Response: Pay 1 resource from Balin's resource pool to cancel a shadow effect just triggered during an attack.  Then, deal the attacking enemy another shadow card (Limit once per attack).

Bard the Bowman
Unique Tactics Hero
11 Threat
2 Willpower
3 Attack
2 Defense
4 Hit Points.
Esgaroth.  Warrior.
Ranged.
When Bard the Bowman makes a ranged attack, the enemy he attacks gets -2 Defense until the end of the phase.

Oin
Unique Spirit Hero
8 Threat
2 Willpower
1 Attack
1 Defense
4 Hit Points
Dwarf.
While you control at least 5 Dwarf characters, Oin gets +1 Attack and gains the Tactics resource icon.

Bombur
Unique Lore Hero
8 Threat
0 Willpower
1 Attack
2 Defense
5 Hit Points
Dwarf.
When counting the number of Dwarf characters you control, Bombur counts as two.

Gloin
Unique Leadership Ally
3 Cost
2 Willpower
1 Attack
1 Defense
3 Hit Points
Dwarf.
While you control at least 5 Dwarf characters, Gloin gains: "Response: After you play Gloin from your hand, choose a hero.  Add 2 resources to that hero's resource pool."

Bifur
Unique Lore Ally
3 Cost
1 Willpower
2 Attack
1 Defense
3 Hit Points
Dwarf.
While you control at least 5 Dwarf characters, Bifur gains: "Response: After you play Bifur from your hand, draw 2 cards".

Dwalin
Unique Spirit Ally
3 Cost
1 Willpower
1 Attack
2 Defense
3 Hit Points
Dwarf
Sentinel.
While you control at least 5 Dwarf characters, lower the cost to play Dwalin by 2.

Straight Shot
Tactics Event
0 Cost
Action: Exhaust a Weapon attachment to choose a non-unique enemy with 0 Defense.  Discard the chosen enemy.

Desperate Alliance
Spirit Event
0 Cost
Action: Choose a hero you control.  Until the end of the phase, give control of that hero and all resources in that hero's resource pool to another player (Limit 1 per phase).

Ravens Of The Mountain
Lore Event
1 Cost
Action: Exhaust a hero you control to shuffle the encounter deck and reveal its top card.  Place progress tokens on the current quest equal to the revealed card's Threat.  Then, put that card back on the top of the encounter deck.

To Me!  O My Kinsfolk!
Leadership Event
1 Cost
Action: If you control at least 1 Dwarf hero, put a Dwarf ally from your discard pile into play under your control.  Put that ally on the bottom of your deck at the end of the phase.

The Lucky Number
Baggins Event
1 Cost
Action: Choose a character in play (other than Bilbo Baggins).  Add Bilbo Baggins' total Willpower, Attack, and Defense to that character's Willpower, Attack, and Defense respectively until the end of the phase.

Great Yew Bow
Tactics Attachment
2 Cost
Item.  Weapon
Attach to a hero with the printed Ranged keyword. Restricted.
Combat Action: Choose an enemy in the staging area.  Exhaust Great Yew Bow and attached hero to make a ranged attack against that enemy.  Declare attached hero as the attacker.  No other attackers can be declared for this attack.

Black Arrow
Unique Tactics Attachment
0 Cost
Artifact.  Item.
Limit 1 per deck.  Attach to a hero with Ranged.
Response: After attached hero declares an attack, add Black Arrow to the victory display to give attached hero +5 Attack for this attack.
Victory 1.

Thror's Key
Unique Spirit Attachment
1 Cost
Artifact.  Item
Attach to a hero.
Response: After a location is added to the staging area, attach Thror's Key to that location.  While attached to a location, Thror's Key gains: "Treat attached location's printed text box as blank, except for traits"

Expert Treasure-Hunter
Lore Attachment
0 Cost
Skill.
Attach to a hero.
Response: After attached hero quests successfully, name a card type and discard the top card of your deck.  If the discarded card is the named type, take it into your hand.

King Under the Mountain
Unique Leadership Attachment
2 Cost
Title.
Attach to a Dwarf hero.
Action: Exhaust King Under the Mountain to look at the top 2 cards of your deck.  Add 1 to your hand and discard the other.

Bilbo's Magic Ring
Unique Treasure (Flies and Spiders)
0 Cost
Artifact. Item.  Ring.
Attach to Bilbo Baggins.
Actions: Exhaust Bilbo's Magic Ring and raise your threat by 1 to gain a Baggins resource (Limit once per round).
Response: After Bilbo Baggins exhausts to defend an attack, exhaust Bilbo's Magic Ring and raise your threat by 3 to cancel all damage from this attack.

The Arkenstone
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact.  Erebor.  Item.
Attach to a hero.
Action: Exhaust The Arkenstone and raise your threat by X to lower by X the cost of the next ally you play this phase that matches the attached hero's sphere.

Mithril Shirt
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact.  Erebor.  Item.
Attach to Bilbo Baggins.
Attached hero gets +1 Defense and +1 Hit Point.

Thror's Battle Axe
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact.  Erebor.  Item.
Attach to a hero.  Restricted.
Attached hero gets +2 Attack.
Response: After attached hero attacks and destroys an enemy, deal 1 damage to another enemy engaged with you.

Thror's Hunting Bow
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact.  Erebor.  Item
Attach to a hero.  Restricted.
Attached hero gains Ranged.
When making a ranged attack, attached hero gets +2 Attack.

Thror's Golden Cup
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact.  Erebor.  Item
Attach to a hero.
Action: Add Thror's Golden Cup to the victory display to draw 3 cards.
Victory 3.

***Encounter Cards***

The Spider's Glade
Encounter Set: Flies and Spiders
Unique Location
1 Threat
9 Quest Points
Forest
Immune to player card effects.
Travel: Exhaust Bilbo Baggins to travel here.
Forced: At the start of each quest phase, search the encounter deck for 1 Spider enemy and add it to the staging area.  (2 Spider enemies instead if 3 or more players are at this stage.)  Shuffle the encounter deck.

Giant Web
Encounter Set: Flies and Spiders
Location
3 Threat
3 Quest Points
Forest.
While Giant Web is the active location, each character gets -1 Willpower, -1 Attack, and -1 Defense for each poison it has.
Response: After Giant Web leaves play as an explored location, ready an unconscious character.

Forest Stream
Encounter Set: Flies and Spiders
Location
2 Threat
4 Quest Points
Forest.  River.
While Forest Stream is the active location, poisoned characters cannot quest.
Response: After Forest Stream leaves play as an explore location, discard 4 poison.

Old Tomnoddy
Encounter Set: Flies and Spiders
Enemy
37 Engagement Cost
3 Threat
5 Attack
2 Defense
4 Hit Points
Creature.  Spider.
Venom.
Forced: At the end of each round, each player must give a hero he controls 1 poison.

Crazy Cob
Encounter Set: Flies and Spiders
Enemy
30 Engagement Cost
2 Threat
3 Attack
2 Defense
2 Hit Points
Creature.  Spider
Venom.
When Revealed: This enemy attacks the character with the most poison attached.
Shadow: Defending character gets 1 poison.

Lazy Lob
Encounter Set: Flies and Spiders
Enemy
33 Engagement Cost
3 Threat
3 Attack
0 Defense
3 Hit Points
Creature.  Spider.
Venom
When Revealed: Each character committed to the quest gets 1 poison.
Shadow: If defending character is poisoned, make that character unconscious.

Fat Spider
Encounter Set: Flies and Spiders
Enemy
28 Engagement Cost
2 Threat
1 Attack
1 Defense
6 Hit Points
Creature. Spider.
Venom.
This enemy gets +3 Attack while engaged with a player who controls at least 1 poisoned character.
Shadow: Defending character gets 1 poison.  (Give 2 poison to a character you control if undefended.)

Wicked Spider
Encounter Set: Flies and Spiders
Enemy
25 Engagement Cost
1 Threat
4 Attack
1 Defense
3 Hit Points
Creature.  Spider.
Venom.
Forced: When this enemy attacks, defending player must attach 1 poison to a character he controls.
Shadow: Defending character gets 2 poison.

Caught In Webs
Encounter Set: Flies and Spiders
Treachery
When Revealed: Choose a hero to be removed from the quest and make that hero unconscious.  If no hero was removed from the quest by this effect, this card gains surge.

Poisoned By Spiders
Encounter Set: Flies and Spiders
Treachery
When Revealed: Each character takes damage equal to the number of poison it has.  If no characters were damaged by this effect, this card gains surge.
Shadow: Discard an unconscious character you control.

Hidden Path
Encounter Set: Wilderland
Location
3 Threat
1 Quest Point
Forest.  Mountain.
While Hidden Path is the active location, locations in the staging area get -1 Threat
Travel: Spend 2 Baggins resources to travel here.

Dark Bats
Encounter Set: Wilderland
Enemy
15 Engagement Cost
2 Threat
2 Attack
0 Defense
1 Hit Point
Creature.
Forced: After Dark Bats damages a character, attach it to that character.  (While attached, counts as a Condition attachment with the text: "Attached character gets -1 Willpower, -1 Attack, and -1 Defense".
Shadow: Attach this card to the defending character.

Fighting Among Friends
Encounter Set: Wilderland
Treachery
When Revealed: The first player names a sphere.  Then, all non-Baggins characters who do not belong to named sphere are removed from the quest.
Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if undefended).

Weighed Down
Encounter Set: Wilderland
Treachery
When Revealed: Until the end of the round, exhausted characters get -1 Willpower, -1 Attack, and -1 Defense.
Shadow: If the defending character is destroyed by this attack, its controller must raise his threat by 5.

A Bare Patch
Encounter Set: The Lonely Mountain
Objective
Information
While attached, Smaug the Magnificent gets -3 Defense.
Response: After the players quest successfully, the first player makes a burgle attempt.  If succesfful, attach a Bare Patch to Smaug the Magnificent.

Smaug the Golden
Encounter Set: The Lonely Mountain
Unique Enemy
50 Engagement Cost
X Threat
6 Attack
9 Defense
20 Hit Points
Dragon
Indestructible.  Immune to player card effects.  Cannot be engaged.
X is the number of non-Burglar characters committed to the quest.
Forced: After the 6th progress token is placed here, the players advance to stage 4A.

Smaug the Magnificent
Encounter Set: The Lonely Mountain
Unique Enemy
50 Engagement Cost
6 Threat
8 Attack
8 Defense
20 Hit Points
Dragon.
Indestructible.  Immune to player card effects.
Cannot leave the staging area (except by quest effects) but is considered to be engaged with the first player.
Forced: If  Smaug the Magnificent is dealt a shadow card with a burgle effect, he makes an additional attack immediately after this one.

Croaking Crows
Encounter Set: The Lonely Mountain
Enemy
33 Engagement Cost
1 Threat
1 Attack
1 Defense
2 Hit Points
Creature.
Surge.
Forced: When a location is revealed from the encounter deck, put 1 progress token on Smaug the Golden.
Burgle: The first player shuffles his deck and reveals the top card.  He may discard 1 card from his hand that matches the revealed card's sphere and type.

The Lonely Mountain
Encounter Set: The Lonely Mountain
Unique Location
12 Threat
4 Quest Points
Mountain.
While at least 1 card is stacked underneath, The Lonely Mountain is immune to player card effects, cannot leave the staging area, and gets -2 Threat for each card stacked underneath it.
Action: While making a burgle attempt, the first player may spend 2 Baggins resources to take the revealed card into hand and reveal the next card of his deck.
Victory 10.

Great Hall
Encounter Set: The Lonely Mountain
Location
4 Threat
4 Quest Points
Underground.
While Great Hall is the active location, it gains: "Forced: Put 1 progress token on Smaug the Golden at the end of each round"
Burgle: The first player shuffles his deck and reveals the top card.  He may discard 3 cards from his hand that match the revealed card's type.

Secret Entrance
Encounter Set: The Lonely Mountain
Location
1 Threat
1 Quest Point
Mountain.
While Secret Entrance is the active location, The Lonely Mountain's Threat is reduced by half (round up).
Travel: The first player must exhaust a hero and name a card type to travel here.  Then, reveal the top card of the encounter deck.  If the revealed card is not the named type, return Secret Entrance to the staging area. (The players can not travel again this round).

Desolation of Smaug
Encounter Set: The Lonely Mountain
Location
3 Threat
3 Quest Points
Wasteland.
While Desolation of Smaug is the active location, the first treachery card revealed each round gains surge.
Burgle: The first player shuffles his deck and reveals the top card.  He may discard 2 cards from his hand that match the revealed card's cost.

Western Slopes
Encounter Set: The Lonely Mountain
Location
2 Threat
5 Quest Points
Mountain
Response: When Western slopes leaves play as an explored location (choose one): the first player draws 2 cards, or remove 1 progress token from Smaug the Golden.
Burgle: The first player shuffles his deck and reveals the top card.  He may discard 2 cards from his hand that match the revealed card's sphere.

Pretending to Sleep
Encounter Set: The Lonely Mountain
Treachery
Surge.
When Revealed: Put 1 progress token on Smaug the Golden.  Then, spend X Baggins resources or advance to stage 4A.  X is the number of progress tokens on Smaug the Golden.
Burgle: The first player shuffles his deck and reveals the top card.  He may discard 2 cards from his hand that match the revealed card's type.

Known To An Ounce
Encounter Set: The Lonely Mountain
Treachery
When Revealed: Each player discards 2 random cards from hand.  Until the end of the phase, each Dragon enemy in plays gains +1 Threat for each event discarded by this effect.
Burgle: The first player shuffles his deck and reveals the top card.  He may discard 1 card from his hand that matches the revealed card's sphere and cost.

Belching Fire
Encounter Set: The Lonely Mountain
Treachery
When Revealed: Each Dragon enemy in the staging area makes an immediate attack against the player with the highest total Willpower committed to the quest. (Do not deal a shadow card for this attack).
Burgle: The first player shuffles his deck and reveals the top card.  He may discard 1 card from his hand that matches the revealed card's type and cost.

Dragon-Spell
Encounter Set: The Lonely Mountain
Treachery
Enchantment.
When Revealed: Attach to the hero with the most resources without Dragon-Spell attached.  (Counts as a Condition attachment with the text: "Attached hero gets -1 Willpower for each resource in its resource pool"
Forced: When attached hero spends resources, attached hero takes X damage.  X is equal to the number of resources spent.)

Misty Mountain Eagle
Encounter Set: The Battle of Five Armies
Objective Ally
3 Willpower
3 Attack
3 Defense
2 Hit Points
Creature.  Eagle.
Action: The first player may spend 2 Baggins resources to (choose one): take control of Misty Mountain Eagle, or discard this ally to discard a non-unique enemy in the staging area.
Shadow: Deal 3 damage to attacking enemy.

Bolg
Encounter Set: The Battle of Five Armies
Unique Enemy
50 Engagement Cost
X Threat
6 Attack
3 Defense
8 Hit Points
Goblin.  Orc.
X is the number of players in the game.
Immune to player card effects.
Cannot leave the staging area.
The first Goblin revealed each round gains surge.

Bodyguard of Bolg
Encounter Set: The Battle of Five Armies
Enemy
35 Engagement Cost
2 Threat
4 Attack
2 Defense
5 Hit Points
Goblin.  Orc.
Bolg cannot take damage.
Forced: When this enemy attacks, deal it an additional shadow card for each quest stage in play with no progress tokens on it.

Gundabad Wolf Rider
Encounter Set: The Battle of Five Armies
Enemy
15 Engagement Cost
1 Threat
3 Attack
0 Defense
3 Hit Points
Goblin.  Orc.
Forced: When this enemy attacks, remove 1 progress token from the current quest.
Shadow: Attacking enemy gets +1 Attack for each quest stage in play with no progress on it.

Gundabad Climber
Encounter Set: The Battle of Five Armies
Enemy
33 Engagement Cost
1 Threat
2 Attack
2 Defense
2 Hit Points
Goblin.  Orc.
When Revealed: Remove 1 progress from every quest stage in play. (2 progress instead if 3 or more players in the game.)

Vanguard of Bolg
Encounter Set: The Battle of Five Armies
Enemy
20 Engagement Cost
1 Threat
1 Attack
1 Defense
4 Hit Points
Goblin.  Orc.
This enemy gets +1 Threat, +1 Attack, and +1 Defense for each quest stage in play with no progress on it.
Shadow: If this attack destroys a character, remove all progress from the current quest.

Gundabad Archer
Encounter Set: The Battle of Five Armies
Enemy
40 Engagement Cost
2 Threat
2 Attack
1 Defense
3 Hit Points
Goblin.  Orc.
When Revealed: Each player must deal 2 damage to a character he controls.
Shadow: Deal 1 damage to defending character for each quest stage in play with no progress on it.

Ravenous Warg
Encounter Set: The Battle of Five Armies
30 Engagement Cost
2 Threat
3 Attack
1 Defense
3 Hit Points
Creature
Forced: When Ravenous Wargs attacks, the defending player must declare the character he controls with the most damage as the defender. (Even if exhausted).
Shadow: Defending character gets -1 Defense for each quest stage in play with no progress on it.

Northern Slopes
Encounter Set: The Battle of Five Armies
Location
3 Threat
3 Quest Points
Mountain
While Northern Slopes is in the staging area, each Goblin enemy gets +1 Attack and +1 Defense.
While Northern Slopes is the active location, it gains: "Forced: When a character leaves play, remove 1 progress from the current quest, if able"

Ruins of Dale
Encounter Set: The Battle of Five Armies
Unique Location
2 Threat
2 Quest Points
Ruins.  Valley.
Immune to player card effects.
Forced: Remove 2 progress tokens from stage 3B at the end of each round, if able.
Travel: Spend 3 Baggins resources to travel here (1 Baggins resource instead if stage 3B is the current quest).
Victory 3

Ravenhill
Encounter Set: The Battle of Five Armies
Unique Location
2 Threat
2 Quest Points
Ruins.  Mountain.
Immune to player card effects.
Forced: Remove 2 progress tokens from stage 4B at the end of each round, if able.
Travel: Spend 3 Baggins resources to travel here (1 Baggins resource instead if stage 4B is the current quest).
Victory 3.

The Front Gate
Encounter Set: The Battle of Five Armies
Unique Location
2 Threat
2 Quest Points
Ruins.  Mountain.
Immune to player card effects.
Forced: Remove 2 progress tokens from stage 2B at the end of each round, if able.
Travel: Spend 3 Baggins resources to travel here (1 Baggins resource instead if stage 2B is the current quest).
Victory 3

Hatred Rekindled
Encounter Set: The Battle of Five Armies
Treachery
When Revealed: Each enemy engaged with a player makes an immediate attack.  Do not deal shadow cards for attacks made by this effect.  If no attacks were made by this effect, this card gains surge.
Shadow: Attacking enemy makes an additional attack immediately after this one.

Goblins Are Upon You
Encounter Set: The Battle of Five Armies
Treachery
When Revealed: Each player must search the encounter deck and discard pile for a Goblin enemy and put it into play, engaged with him.  Then, shuffle the encounter deck.  (This effect cannot be canceled.)
Shadow: Attacking enemy gets +1 Attack for each Goblin enemy engaged with you.

Heedless Of Order
Encounter Set: The Battle of Five Armies
Treachery
Surge.
When Revealed: Choose a different quest to be the current quest until the end of the round, if able.  If the current quest did not change as a result of this effect, this card gains Doomed 3.

*** Quest Cards ***

Flies and Spiders:

1A/1B Into Mirkwood
1A: Setup: Each player may shuffle 1 copy of Bilbo's Magic Ring into his deck.  Search the encounter deck for The Spider's Glade and set it aside, out of play.  Then, shuffle the encounter deck and reveal 1 encounter card per player.
1B (9 Quest Points): Unsonscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters).

2A/2B Lost In The Dark
2B (- Quest Points): When Revealed: Reveal stage 3 and create a separate staging area for the first player using that stage.  Then, all other players advance to stage 4.

3A/3B Captured By Spiders
3A: When Revealed: Remove all resources from each hero's resource pool.  Then, make each character you control (except Bilbo Baggins) unconscious.
3B (11 Quest Points): Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters).
Do not pass the first player token.  When this stage is complete, do not advance to stage 4 until the end of the quest phase. (Combine staging areas if necessary).
Actions: Spend 2 Baggins resources to ready an unconscious character you control.

4A/4B Battle With The Spiders
4A: When Revealed: Add The Spider's Glade to the staging area.
4B (3 Quest Points): Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters).
Progress cannot be placed on this stage while The Spider's Glade is in play.
Action: Spend 2 Baggins resources to ready an unconscious character you control.
If the players defeat this stage, they have won the game and discovered the treasure card Bilbo's Magic Ring.

The Lonely Mountain:

1A/1B A Warm Welcome
1A: Setup: Search the encounter deck for Smaug the Golden, Smaug the Magnificent, The Lonely Mountain, and A Bare Patch.  Set Smaug the Magnificent and A Bare Patch aside, out of play.  Add Smaug the Golden and The Lonely Mountain to the staging area.  Shuffle the five Erebor treasure cards and stack them facedown under The Lonely Mountain.
1B (- Quest Points): Skip the Quest Phase.
Forced: At the end of round, advance to stage 2.

2A/2B The Burglar's Turn
2B (- Quest Points): Forced: After questing successfully, place 1 progress on Smaug the Golden.  Then, the first player makes a burgle attempt.  If successful, the first player takes the top treasure card from under The Lonely Mountain into his hand.  Then, the players may advance to stage 3.
Forced: After the first player makes an unsuccessful burgle attempt, Smaug the Golden attacks the first player.

3A/3B Inside Information
3A: When Revealed: Set Smaug the Golden aside, out of play.  Add Smaug the Magnificent and A Bare Patch to the staging area.
3B (20 Quest Points): Players cannot defeat this stage while Smaug the Magnificent is in play.
Forced: If the total number of progress tokens on this stage is greater than the total remaining hit points on Smaug the Magnificent, remove Smaug the Magnificent from play.
If the players defeat this stage, they have won the game and discovered any treasure successfully burgled from The Lonely Mountain.

4A/4B Thieves!  Fire!  Murder!
4A: When Revealed: Remove all progress from Smaug the Golden and set him aside, out of play.  Then, add Smaug the Magnificent to the staging area.
4B (7 Quest Points): Forced: After placing the 7th progress token on this stage, remove all damage from Smaug the Magnificent and set him aside, out of play.  Then, add Smaug the Golden to the staging area and reset the quest deck to stage 2B.

The Battle of Five Armies:

1A/1B The Gathering of the Clouds
1A: Setup: Search the encounter deck for Bolg and add it to the staging area.  Then, shuffle the encounter deck and reveal 1 encounter card per player.
1B (- Quest Points): Put stage 2, stage 3, and stage 4 into play at the same time.  Then, remove this stage from play.

2A/2B The Eastern Spur
2B (8 Quest Points): Players cannot advance from this stage unless stage 3 and stage 4 are complete.
Forced: If there is no progress on this stage at the end of the round, each player must discard 1 random card from his hand.

3A/3B Battle In The Dale
3B (8 Quest Points): Players cannot advance from this stage unless stage 2 and stage 4 are complete.
Battle.
Forced: If there is no progress on this stage at the end of the round, the first player adds the topmost enemy in the discard pile to the staging area, if able.

4A/4B The Defense Of Ravenhill
4B (8 Quest Points): Players cannot advance from this stage unless stage 2 and stage 3 are complete.
Siege.
Forced: If there is no progress on this stage at the end of the round, each player must discard all resources from each hero's resource pool.

5A/5B The Clouds Burst
5B (- Quest Points): When Revealed: Each player must search the encounter deck and discard pile for a copy of Bodyguard of Bolg and add it to the staging area, if able.  Shuffle the encounter deck.
Progress cannot be placed on this stage.  While Bolg is in the staging area, it is considered to be engaged with the first player.
If Bolg is destroyed, the players win the game.

The Hobbit: On The Doorstep Contents (Lord of the Rings)

1 Bilbo Baggins (x1)
2 Balin (x1)
3 Bard the Bowman (x1)
4 Oin (x1)
5 Bombur (x1)
6 Gloin (x3)
7 Bifur (x3)
8 Dwalin (x3)
9 Straight Shot (x3)
10 Desperate Alliance (x3)
11 Ravens Of The Mountain (x3)
12 To Me! O My Kinsfolk! (x3)
13 The Lucky Number (x3)
14 Great Yew Bow (x3)
15 Black Arrow (x3)
16 Thror's Key (x3)
17 Expert Treasure-Hunter (x3)
18 King Under the Mountain (x3)
19 Bilbo's Magic Ring (x1)
20 The Arkenstone (x1)
21 Mithril Shirt (x1)
22 Thror's Battle Axe (x1)
23 Thror's Hunting Bow (x1)
24 Thror's Golden Cup (x1)
25 The Spider's Glade (x1)
26 Giant Web (x4)
27 Forest Stream (x2)
28 Old Tomnoddy (x3)
29 Crazy Cob (x3)
30 Lazy Lob (x3)
31 Fat Spider (x4)
32 Wicked Spider (x5)
33 Caught In Webs (x2)
34 Poisoned By Spiders (x2)
35 Hidden Path (x3)
36 Dark Bats (x3)
37 Fighting Among Friends (x2)
38 Weighed Down (x2)
39 A Bare Patch (x1)
40 Smaug the Golden (x1)
41 Smaug the Magnificent (x1)
42 Croaking Crows (x3)
43 The Lonely Mountain (x1)
44 Great Hall (x3)
45 Secret Entrance (x2)
46 Desolation of Smaug (x3)
47 Western Slopes (x3)
48 Pretending to Sleep (x3)
49 Known To An Ounce (x2)
50 Belching Fire (x4)
51 Dragon-Spell (x2)
52 Misty Mountain Eagle (x1)
53 Bolg (x1)
54 Bodyguard of Bolg (x4)
55 Gundabad Wolf Rider (x3)
56 Gundabad Climber (x4)
57 Vanguard of Bolg (x4)
58 Gundabad Archer (x2)
59 Ravenous Warg (x3)
60 Northern Slopes (x3)
61 Ruins of Dale (x1)
62 Ravenhill (x1)
63 The Front Gate (x1)
64 Hatred Rekindled (x2)
65 Goblins Are Upon You (x2)
66 Heedless Of Order (x2)
67 Into Mirkwood (x1)
68 Lost In The Dark (x1)
69 Captured By Spiders (x1)
70 Battle With The Spiders (x1)
71 A Warm Welcome (x1)
72 The Burglar's Turn (x1)
73 Inside Information (x1)
74 Thieves!  Fire!  Murder! (x1)
75 The Gathering of the Clouds (x1)
76 The Eastern Spur (x1)
77 Battle In The Dale (x1)
78 The Defense Of Ravenhill (x1)
79 The Clouds Burst (x1)

Tuesday, February 12, 2013

Various happenings from FFG

Man, lots going on from FFG lately, thankfully for all their games.


Call of Cthulhu has a preview of 'The Key and the Gate' expansion, covering primarily Yog-Sothoth.  However, they decided to use the article to focus on a specific card from the expansion, The Festival.

To be honest, I'm probably nowhere near the level of skill I'd need to tackle building a deck around this, but I would love to try to use this to power a deck.  Maybe some sort of Zoog deck (of course, I'd have to work to get the Dreamlands cycle, but that's beside the point).  Maybe try to use Servant from Out of Time to get the cards I want into the discard pile?  I'm not sure, but it would sure be a fun one to try.

Game of Thrones, after quite a delay, released their next Chapter Pack, Reach of the Kraken, introducing the new naval enhancement!  Of course, it's way too early to see how it'll influence the game, but with the included agenda, Black Sails, has a lot of potential that won't be realized for several more releases.  Still, you could fit what, four characters with naval enhancements (including the one neutral character) into a Greyjoy deck for now, so it's possible to get a start.  Another chapter pack release is probably needed before I even try building such a deck though.

The first deluxe expansion for Star Wars, Edge of Darkness, was announced.  Twenty Two new objective sets, eleven for each side make up this expansion which should turn the Scum and Villainy and Smugglers and Spies into fully functional factions.  Admittedly, I'm a little disappointed that I'll have to purchase two copies of the expansion to have a full playset, but overall I'm happy that they're including a lot of different options for the two factions.  Overall, I'll be happy to see it released.  As I'll mention in my next post, I'm not exactly good at Star Wars- I really just don't get the flow of the game very well, but even so, I genuinely enjoy the system, and I really love the cards.  One day, I imagine I'll get better as well.  I like that the capture theme is being strongly supported in this expansion as well.  Really fits the theme, if you ask me.

Lord of the Rings has an article discussing the deck lists from the next Lord of the Rings Saga Expansion (on the doorstep).  They also cover a few more of the cards in the set.  Lord of the Rings is probably the game I play the least these days, but hey, it's still a pretty cool article.

Finally the announcement of the next deluxe expansion for Warhammer: Invasion.  Titled Cataclysm, it finally provides support to the game for more than two players!  Fantastic news, not only is this something that the game really needed, but it's something that seems to be implemented in a unique and fun manner (having to fight over certain location equivalents).  They are also moving Warhammer over to the deluxe expansion distribution method that Call of Cthulhu has.  I'm a little sad to see this happen, but overall, it's probably a good move for the game.  This way, there will be fewer releases, each of which will have a lot more cards.  Although I'm loving the most recent set of Battle Packs, I am a little impatient to see what other options are available for the Raider and Ambush keywords, which are important parts of several cards.  If this was released as a Deluxe Expansion, I'd be able to have a lot more options earlier.  Definitely would be a bonus.

Wednesday, November 21, 2012

Heirs to Numenor Spoilers (Lord of the Rings)

Player cards:

Beregond
Hero (Unique)
Tactics
10 Threat
0 Willpower
1 Attack
4 Defense
4 Hit Points
Gondor. Warrior.
Sentinel.
Lower the cost to play Weapon and Armor attachments on Beregond by 2.

Boromir
Hero (Unique)
Leadership
11 Threat
1 Willpower
3 Attack
2 Defense
5 Hit Points
Gondor. Warrior. Noble.
While Boromir has at least 1 resource in his resource pool, Gondor allies get +1 attack.

Errand-Rider
Ally
Leadership
1 Cost
0 Willpower
0 Attack
0 Defense
2 Hit Points
Gondor.
Action: Exhaust Errand-rider to move 1 resource from the resource pool of a hero you control to another hero's resource pool.

Citadel Custodian
Ally
Leadership
5 Cost
1 Willpower
0 Attack
1 Defense
3 Hit Points
Gondor.
Lower the cost to play Citadel Custodian by 1 for each Gondor ally in play.

Mutual Accord
Event
Leadership
0 Cost
Action: Until the end of the phase, each Gondor card in play gains the Rohan trait, and each Rohan card in play gains the Gondor trait.

Wealth of Gondor
Event
Leadership
0 Cost
Action: Choose a Gondor hero.  Add 1 resource to that hero's resource pool.

Defender of Rammas
Ally
Tactics
2 Cost
0 Willpower
1 Attack
4 Defense
1 Hit Point
Gondor. Warrior

Behind Strong Walls
Event
Tactics
1 Cost
Action: Ready a defending Gondor character.  That character gets +1 Defense until the end of the phase.

Spear of the Citadel
Attachment
Tactics
2 Cost
Item. Weapon.
Attach to a Tactics character.  Restricted.
Limit 1 per character.
Response: After attached character is declared as a defender, deal 1 damage to the attacking enemy.

Damrod
Ally (Unique)
Spirit
4 Cost
1 Willpower
2 Attack
2 Defense
2 Hit Points
Gondor. Ranger.
Action: Discard Damrod from play to lower your threat by 1 for each enemy in the staging area.

Light the Beacons
Event
Spirit
5 Cost
Action: All characters get +2 Defense and do not exhaust to defend until the end of the round.

A Watchful Peace
Event
Spirit
1 Cost
Response: After a location leaves play as an explored location, return it to the top of the encounter deck.

Blood of Numenor
Attachment
Spirit
0 Cost
Condition.
Attach to a Gondor or Dunedain hero.
Action: Spend 1 resource from attached hero's resource pool to give attached hero +1 Defense for each resource in its resource pool until the end of the phase (Limit once per phase.)

Hunter of Lamedon
Ally
Lore
2 Cost
1 Willpower
1 Attack
1 Defense
1 Hit Point
Gondor. Outlands.
Response: After you play Hunter of Lamedon from your hand, reveal the top card of your deck.  If it is an Outlands card, add it to your hand.  Otherwise, discard it.

Ithilien Tracker
Ally
Lore
2 Cost
0 Willpower
1 Attack
0 Defense
3 Hit Points
Gondor.  Ranger.
Action: Exhaust Ithilien Tracker to lower the Threat of the next enemy added to the staging area to 0 until the end of the phase.

Master of Lore
Ally
Lore
3 Cost
1 Willpower
0 Attack
1 Defense
1 Hit Point
Gondor.
Action: Exhaust Master of Lore to name a card type.  Lower the cost for you to play Lore cards of that type by 1 until the end of the phase (to a minimum of 1).

Ranger Spikes
Attachment
Lore
2 Cost
Trap.
Play Ranger Spikes into the staging area unattached.
If unattached, attach Ranger Spikes to the next eligible enemy that enters the staging area.
Players do not make engagement checks against attached enemy.  Attached enemy gets -2 Threat.

Envoy of Pelargir
Ally
Neutral
2 Cost
1 Willpower
1 Attack
0 Defense
1 Hit Point
Gondor.
Response: After Envoy of Pelagrir enters play, add 1 resource to a Gondor or Noble hero's resource pool.

Encounter Cards:

Alcaron's Scroll
Encounter Set: Peril in Pelargir
Objective
Scroll
If unattached, return Alcaron's Scroll to the staging area and it gains: "Action: Exhaust a hero to attach Alacron's Scroll to that hero".
Forced: When the hero with Alcaron's Scroll attached is damaged by an enemy attack, attach Alcaron's Scroll to that enemy.

Harbor Thug
Encounter Set: Peril in Pelargir
Enemy
25 Engagement Cost
2 Threat
3 Attack
1 Defense
3 Hit Points
Thug.
Forced: When the player whose hero has Alcaron's Scroll attached raises his threat, Harbor Thug engages that player.
Shadow:  Any damage dealt by this attack is dealt to the hero with Alcaron's Scroll attached, if able.

The Leading Fish
Encounter Set: Peril in Pelargir
Location (Unique)
2 Threat
6 Quest Points
City.
If Alcaron's Scroll is attached to a hero, The Leading Fish gains: "Forced: At the beginning of the quest phase discard X cards from the top of the encounter deck where X is the number of players in the game.  Add each enemy discarded by this effect to the staging area".
Victory 3.

Pelargir Docks
Encounter Set: Peril in Pelargir
Location
4 Threat
3 Quest Points
City. River.
While Pelargir Docks is the active location, enemies get +1 Attack and +1 Defense.

Harbor Storehouse
Encounter Set: Peril in Pelargir
Location
1 Threat
4 Quest Points
City.
Forced: Each time a location is discarded from the top of the encounter deck, raise each player's threat by 1.
Shadow: Deal attacking enemy an additional shadow card for each Thug enemy in play.

Collateral Damage
Encounter Set: Peril in Pelargir
Treachery
When Revealed: Discard 2 cards from the top of the encounter deck.  Discard an additional 2 cards for each copy of Collateral Damage in the discard pile.  Then, raise each player's threat by 2 for each location discarded by this effect.
Shadow: Any damage dealt by this attack is dealt to the hero with Alcaron's Scroll attached, if able.

Celador
Encounter Set: Into Ithilien
Objective Ally (Unique)
2 Willpower
2 Attack
2 Defense
3 Hit Points
Gondor. Ranger.
While Celador is in the staging area, he is committed to the current quest.
Forced: After players quest unsuccessfully or a character leaves play, deal 1 damage to Celador.
If Celador leaves play, remove him from the game.

Ithilien Guardian
Encounter Set: Into Ithilien
Objective Ally
2 Willpower
2 Attack
1 Defense
2 Hit Points
Gondor. Ranger.
While Ithilien Guardian is in the staging area, he is committed to the current quest.
When Revealed: Add Ithilien Guardian to the staging area and Ithilien Guardian gains surge.
Shadow: Deal 2 damage to the attacking enemy.

Southron Company
Encounter Set: Into Ithilien
Enemy
34 Engagement Cost
1 Threat
3 Attack
1 Defense
5 Hit Points
Harad.
Southron Company gets +2 Threat and +2 Attack while the current quest card has the battle or siege keyword.
Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if the current quest card has a keyword).

Ithilien Road
Encounter Set: Into Ithilien
Location
4 Threat
4 Quest Points
Forest. Road
While Ithilien Road is the active location, the engagement cost of each enemy in the staging area is 0.
Shadow: Return attacking enemy to the staging area after it attacks.

Blocking Wargs
Encounter Set: Into Ithilien
Treachery
Surge.
When Revealed: Deal 1 damage to each character committed to the quest. (If the current quest has the battle or siege keyword, shuffle this card back into the encounter deck.)
Shadow: Deal 1 damage to the defending character.

Orc Scramblers
Encounter Set: The Siege of Cair Andros
Enemy
15 Engagement Cost
1 Threat
2 Attack
1 Defense
2 Hit Points
Orc. Besieger.
Surge.
When Revealed: Deal 1 damage to each Battleground location in play, if able.
Shadow: Deal 2 damage to The Citadel if it is in play.  Otherwise, attacking enemy gets +2 Attack.

Battering Ram
Encounter Set: The Siege of Cair Andros
Enemy
33 Engagement Cost
2 Threat
7 Attack
3 Defense
5 Hit Points
Besieger.
Doomed 2.
When Revealed: If the active location is a Battleground, deal 3 damage to it.
Shadow: Deal 2 damage to The Approach if it is in play.  Otherwise, attacking enemy gets +2 Attack.

Siege Raft
Encounter Set: The Siege of Cair Andros
Enemy
30 Engagement Cost
3 Threat
4 Attack
1 Defense
6 Hit Points
Besieger.
When Revealed: Deal 2 damage to the lowest Threat Battleground location in play, if able.
Shadow: Deal 2 damage to The Banks if it is in play.  Otherwise, attacking enemy gets +2 Attack.

The Citadel
Encounter Set: The Siege of Cair Andros
Location
3 Threat
11 Quest Points
Cair Andros. Battleground
If The Citadel has 11 or more damage, remove it from the game (do not collect its victory points).
Response: After The Citadel leaves play as an explored location, remove stage 4 from the quest deck, if able.
Victory 3.

The Approach
Encounter Set: The Siege of Cair Andros
Location
2 Threat
7 Quest Points
Cair Andros.  Battleground.
If The Approach has 7 or more damage, remove it from the game (do not collect its victory points).
Response: After The Approach leaves play as an explored location, remove stage 3 from the quest deck, if able.
Victory 2.

The Banks
Encounter Set: The Siege of Cair Andros
Location
1 Threat
3 Quest Points
Cair Andros.  Battleground.
If The Banks has 3 or more damage, remove it from the game (do not collect its victory points).
Response: After The Banks leaves play as an explored location, remove stage 2 from the quest deck, if able.
Victory 1.

Orc Assault
Encounter Set: The Siege of Cair Andros
Treachery
When Revealed: Each character gets -2 Attack and -2 Defense until the end of the round.
Shadow: Deal 2 damage to all Battleground locations in play.

Pickpocket
Encounter Set: Streets of Gondor
Enemy
28 Engagement Cost
3 Threat
1 Attack
0 Defense
2 Hit Points
Brigand
Forced: When Pickpocket attacks, the defending player discards 1 resource from one of his heroes' resource pools and 1 card at random from his hand.
Shadow: Defending player discards 1 of his attachments. (Discard all of his attachments instead if undefended.)

City Street
Encounter Set: Streets of Gondor
Location
2 Threat
2 Quest Points
City.
Surge. While City Streets is in the staging area, players cannot travel to a location that does not have the title City Street.
Shadow: Attacking enemy gets +2 Attack.

Market Square
Encounter Set: Streets of Gondor
Location
3 Threat
1 Quest Point
City.
Immune to player card effects.
Travel: Each player must spend 1 resource from one of his heroes' resource pools to travel here.
Shadow: Defending player discards all resources in his heroes' resource pools.

Lost in the City
Encounter Set: Streets of Gondor
Treachery
When Revealed: Each player must search the encounter deck and discard pile for 1 City location and add it to the staging area, if able.  Shuffle the encounter deck.  This effect cannot be canceled.
Shadow: Defending player discards his hand.

Local Trouble
Encounter Set: Streets of Gondor
Treachery
When Revealed: Attach this card to the hero with the highest threat cost without a copy of Local Trouble attached. (Counts as a Condition attachment with the text: "When attached hero exhausts, readies, or triggers an ability, raise its controller's threat by 1").

Zealous Traitor
Encounter Set: Brigands
Enemy
17 Engagement Cost
2 Threat
3 Attack
2 Defense
2 Hit Points
Brigand.
Forced: When Zealous Traitor engages a player, that player must deal 1 damage to each ally he controls. (2 damage instead if Zealous Traitor was not optionally engaged).

Lossarnach Bandit
Encounter Set: Brigands
Enemy
24 Engagement Cost
3 Threat
3 Attack
3 Defense
3 Hit Points
Brigand.
Forced: When Lossarnach Bandit engages a player, that player discards 1 resource from each of his heroes' resource pools (2 resources instead if Lossarnach Bandit was not optionally engaged).

Umbar Assassin
Encounter Set: Brigands
Enemy
40 Engagement Cost
4 Threat
5 Attack
1 Defense
5 Hit Points
Brigand.
Archery 2.
Forced: When Umbar Assassin engages a player, that player must deal 3 damage to a hero he controls. (Discard that hero instead if Umbar Assassin was not optionally engaged).

Lurking In Shadows
Encounter Set: Brigands
Treachery
When Revealed: Return all Brigand enemies engaged with players to the staging area.  If this effect returned no Brigand enemies to the staging area, Lurking in Shadows gains Surge.
Shadow: Return attacking enemy to the staging area after it attacks.

Overgrown Trail
Encounter Set: Brooding Forest
Location
4 Threat
6 Quest Points
Forest.
Action: Exhaust a Ranger character to place 3 progress tokens on Overgrown Trail.
Shadow: Remove X progress tokens from the current quest, where X is the attacking enemy's Threat.

Secluded Glade
Encounter Set: Brooding Forest
Location
3 Threat
3 Quest Points
Forest.
Immune to player card effects.
Shadow: Remove X progress tokens from the current quest, where X is the attacking enemy's Threat.

Lost Companion
Encounter Set: Brooding Forest
Treachery
When Revealed: Each player removes 1 character he controls from the quest, if able.  Then, if any player has no characters committed to the quest, remove all characters from the quest.

Morgul Spider
Encounter Set: Creatures of the Forest
Enemy
25 Engagement Cost
3 Threat
4 Attack
1 Defense
5 Hit Points
Creature. Spider
When Revealed: Until the end of the round, Morgul Spider gets +1 Attack for each character not currently committed to a quest.

Forest Bat
Encounter Set: Creatures of the Forest
Enemy
18 Engagement Cost
1 Threat
1 Attack
1 Defense
1 Hit Point
Creature.
When Revealed: The first player deals 2 damage to a questing hero and removes that hero from the quest.
Shadow: Defending player raises his threat by X where X is the attacking enemy's Threat.

Watcher in the Wood
Encounter Set: Creatures of the Forest
Treachery
When Revealed: Raise each player's threat by the number of questing characters. (If the current quest has the battle or siege keyword, Watcher in the Wood gains surge).
Shadow: Each player raises his threat by the number of enemies engaged with him.

Southron Mercenaries
Encounter Set: Southrons
Enemy
35 Engagement Cost
2 Threat
3 Attack
2 Defense
4 Hit Points
Harad.
Archery X.
X is the number of players in the game.
Shadow: Attacking enemy has +1 Attack (+3 Attack instead if it has the Harad trait).

Haradrim Elite
Encounter Set: Southrons
Enemy
27 Engagement Cost
3 Threat
4 Attack
3 Defense
3 Hit Points
Harad.
Forced: When Haradrim Elite enters play, it makes an immediate attack from the staging area against the first player.
Shadow: This enemy attacks again after this attack resolves (deal a new shadow card for that attack).

Mumak
Encounter Set: Southrons
Enemy
38 Engagement Cost
4 Threat
7 Attack
3 Defense
12 Hit Points
Harad. Creature.
No attachments can be attached to Mumak.
Mumak can not take more than 3 damage each round.

Southron Support
Encounter Set: Southrons
Treachery
Doomed 3.
When Revealed: Each player must search the encounter deck and discard pile for 1 Harad enemy and add it to the staging area, if able.  Shuffle the encounter deck.

Lieutenant of Mordor
Encounter Set: Mordor Elite
Enemy
33 Engagement Cost
2 Threat
5 Attack
2 Defense
5 Hit Points
Mordor.
Allies cannot defend against Lieutenant of Mordor.
When Revealed: Resolve the "when revealed" effect on the topmost treachery card in the encounter discard pile, if able.  This effect cannot be canceled.
Victory 3.

Orc Arbalesters
Encounter Set: Mordor Elite
Enemy
35 Engagement Cost
2 Threat
1 Attack
2 Defense
5 Hit Points
Mordor. Orc.
Archery X.
X is the number of different resource icons (Leadership, Tactics, Spirit, or Lore) on heroes in play.
Shadow: Attacking enemy gets +2 Attack.

Orc Vanguard
Encounter Set: Mordor Elite
Enemy
40 Engagement Cost
2 Threat
8 Attack
3 Defense
5 Hit Points
Mordor. Orc.
While Orc Vanguard is in the staging area, resources cannot be spent from the resource pools of heros who have a Leadership, Spirit, or Lore resource icon.
Shadow: Deal the attacking enemy two additional shadow cards.

Orc War Camp
Encounter Set: Mordor Elite
Location
5 Threat
2 Quest Points
Mordor.
If an Orc enemy is in play, progress tokens cannot be placed on Orc War Camp while it is in the staging area.
Shadow: Attacking enemy gets +1 Attack for each shadow card dealt to it.

The Master's Malice
Encounter Set: Mordor Elite
Treachery
When Revealed: Each player chooses 1 sphere of influence (Leadership, Tactics, Spirit, or Lore).  Each character a player controls that does not belong to his chosen sphere takes 3 damage.

The Power of Mordor
Encounter Set: Mordor Elite
Treachery
Doomed 3.
When Revealed: Count the number of encounter cards in the staging area and shuffle them into the encounter deck.  Then reveal an equal number of cards from the encounter deck and add them to the staging area.  This effect cannot be canceled.

Orc Rabble
Encounter Set: Ravaging Orcs
Enemy
28 Engagement Cost
2 Threat
1 Attack
1 Defense
3 Hit Points
Mordor.  Orc.
Forced: When Orc Rabble is dealt a shadow card, it gets +2 Attack until the end of the phase.
Shadow: Deal the attacking enemy an additional shadow card for each player in the game.

Orc Arsonist
Encounter Set: Ravaging Orcs
Enemy
30 Engagement Cost
3 Threat
3 Attack
2 Defense
3 Hit Points
Mordor. Orc.
Forced: When Orc Arsonist engages a player, deal 1 shadow card to each enemy engaged with that player.
Shadow: Attacking enemy gets +1 Attack.  Deal it another shadow card.

Scourge of Mordor
Encounter Set: Ravaging Orcs
Treachery
When Revealed: Each player discards the top card of his deck.  Until the end of the phase, raise the total Threat in the staging area by X, where X is the total cost of all cards discarded by this effect.
Shadow: Attacking enemy gets +1 Attack.  Deal it another shadow card.

Quest Cards:

Peril In Pelargir:

1A/1B The Leading Fish
1A: Setup: Search the Encounter deck for The Leaping Fish and Alcaron's Scroll.  Make the Leaping Fish the active location and attach Alcaron's Scroll to a hero.
1B (6 Quest Points): Battle.
When Revealed: Each player must search the encounter deck for a copy of Harbor Thug and add it to the staging area.  Shuffle the encounter deck.

2A/2B Fighting in the Streets
2B (13 Quest Points): Battle
The players cannot advance to the next stage unless Alcaron's Scroll is attached to a hero.
When Revealed: Attach Alcaron's Scroll to the highest engagement cost enemy in play, if able.  Otherwise, add Alcaron's Scroll to the staging area.

3A/3B Escape to the Quays
3A: When Revealed: Each player searches the encounter deck and discard pile for 1 enemy and adds it to the staging area.
3B (15 Quest Points): Enemies cannot be optionally engaged.
Forced: The first enemy revealed from the encounter deck each round makes an immediate attack against the player who controls Alcaron's Scroll from the staging area.
The players cannot defeat this stage unless Alcaron's Scroll is attached to a hero.  If the players defeat this stage, they have won the game.

Into Ithilien:

1A/1B Ambush in Ithilien
1A: Setup: Add Celador to the staging area.  Search the encounter deck for a copy of Ithilien Road and make it the active location.  Each player must search the encounter deck for a copy of Southron Company and add it to the staging area.  Shuffle the encounter deck.
1B (15 Quest Points): Battle.
If the players complete this stage with Celador in the staging area, advance to stage 3A (bypassing stage 2).

2A/2B Southron Counter-Attack
2B (9 Quest Points): Siege.  Archery X.
X is the number of players in the game.
After this stage is completed, advance to stage 4A (bypassing stage 3).

3A/3B The Hidden Way
3B (12 Quest Points): When Revealed: The first player takes control of all Ranger objectives in the staging area.
Enemies do not make engagement checks and cannot be optionally engaged.

4A/4B Approaching Cair Andros
4B (15 Quest Points): If any player's threat is 37 or higher, Approaching Cair Andros gains siege.
Forced: At the end of each round, raise each player's threat by 2.
If the players defeat this stage, they have won the game.

The Siege of Cair Andros

1A/1B The Defense
1A: Setup: Add the Approach, the Citadel, and the Banks to the staging area.  Shuffle the encounter deck.
1B (9 Quest Points): Siege.  Players must deal damage from undefended attacks to the lowest Threat Battleground location in play.  If there are no Battleground locations in play, immediately advanced to the next stage.

2A/2B Reinforcing the Banks
2B (9 Quest Points): Reveal 1 additional card from the encounter deck and add it to the staging area during the staging step each round.

3A/3B Breakthrough at the Approach
3B (7 Quest Points): Battle.
Forced: After the players quest unsuccessfully, instead of raising threat, each player must choose and discard 1 character he controls.

4A/4B Breakthrough at the Citadel
4B (5 Quest Points): Siege
Breakthrough at the Citadel adds 5 Threat to the staging area.

5A/5B The Last Battle
5B (15 Quest Points): Siege
When Revealed: Reveal 1 card per player from the encounter deck and add it to the staging area.
If the players have collected 4 or more victory points, the Last Battle gains battle and loses siege.
If the players defeat this stage, they have won the game.

Contents of Lord of the Rings: Heirs to Numenor

1 Beregond (x1)
2 Boromir (x1)
3 Errand-Rider (x3)
4 Citadel Custodian (x3)
5 Mutual Accord (x3)
6 Wealth of Gondor (x3)
7 Defender of Rammas (x3)
8 Behind Strong Walls (x3)
9 Spear of the Citadel (x3)
10 Damrod (x3)
11 Light the Beacons (x3)
12 A Watchful Peace (x3)
13 Blood of Numenor (x3)
14 Hunter of Lamedon (x3)
15 Ithilien Tracker (x3)
16 Master of Lore (x3)
17 Ranger Spikes (x3)
18 Envoy of Pelargir (x3)
19 Alcaron's Scroll (x1)
20 Harbor Thug (x5)
21 The Leading Fish (x1)
22 Pelargir Docks (x2)
23 Harbor Storehouse (x2)
24 Collateral Damage (x4)
25 Celador (x1)
26 Ithilien Guardian (x2)
27 Southron Company (x4)
28 Ithilien Road (x2)
29 Blocking Wargs (x4)
30 Orc Scramblers (x3)
31 Battering Ram (x3)
32 Siege Raft (x2)
33 The Citadel (x1)
34 The Approach (x1)
35 The Banks (x1)
36 Orc Assault (x2)
37 Pickpocket (x3)
38 City Street (x3)
39 Market Square (x2)
40 Lost in the City (x1)
41 Local Trouble (x2)
42 Zealous Traitor (x3)
43 Lossarnach Bandit (x2)
44 Umbar Assassin (x1)
45 Lurking In Shadows (x2)
46 Overgrown Trail (x3)
47 Secluded Glade (x3)
48 Lost Companion (x2)
49 Morgul Spider (x3)
50 Forest Bat (x3)
51 Watcher in the Wood (x2)
52 Southron Mercenaris (x3)
53 Haradrim Elite (x2)
54 Mumak (x1)
55 Southron Support (x2)
56 Lieutenant of Mordor (x1)
57 Orc Arbalesters (x3)
58 Orc Vanguard (x2)
59 Orc War Camp (x2)
60 The Master's Malice (x2)
61 The Power of Mordor (x1)
62 Orc Rabble (x3)
63 Orc Arsonist (x3)
64 Scourge of Mordor (x2)
65 The Leading Fish (x1)
66 Fighting in the Streets (x1)
67 Escape to the Quays (x1)
68 Ambush in Ithilien (x1)
69 Southron Counter-Attack (x1)
70 The Hidden Way (x1)
71 Approaching Cair Andros (x1)
72 The Defense (x1)
73 Reinforcing the Banks (x1)
74 Breakthrough at the Approach (x1)
75 Breakthrough at the Citadel (x1)
76 The Last Battle (x1)

Wednesday, November 14, 2012

Contents of The Battle of Lake-Town

1 Terror From the Mountain (x1)
2 Fire and Water (x1)
3 The Dragon's Wrath (x1)
4 Smaug the Mighty (x3)
5 Smaug the Terrible (x3)
6 Smaug the Magnificent (x3)
7 Lake-Town (x1)
8 The Old Thrush (x1)
9 Close to the Flame (x3)
10 Scorching Blast (x3)
11 Town-Baiting (x3)
12 Dire Magnificence (x3)
13 Catching Fire (x 2)
14 Reckless in His Rage (x2)
15 West Pier (x1)
16 The Master's Manor (x1)
17 South Pier (x1)
18 North Pier (x1)
19 Merchant's District (x4)
20 East Pier (x1)
21 Great House (x1)
22 Great Bridge (x1)
23 Fisherman's Dock (x4)
24 Esgaroth Wharf (x4)

Also, 2 rule cards and a summary card.

Tuesday, June 19, 2012

FFG Posts for 6/18/12

Yeah, I'll probably end up doing this whole thing monthly- I just don't have the time otherwise.

General:
http://www.fantasyflightgames.com/edge_news.asp?eidn=3318

New and updated tournament rules for three of the games!

A Game of Thrones:
http://www.fantasyflightgames.com/edge_news.asp?eidn=3312

Report from the Joust Champion for the Days of Ice and Fire 2012 tournament, including the deck list (a Martell Maester's Path deck).  Pretty good, and interesting article.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3313

Report from the Melee Champion.  Another good article from the point of view of the winning player.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3322

More highlights from the Days of Ice and Fire tournament.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3325

Announcing the new Chapter Pack, A Roll of the Dice, and a card from it: Old Bill Bone.  Looks like a great combo with House Dayne cards (and Starfall), which is mentioned.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3334

Among the best news in the past month: FINALLY reprinting the Ravens cycle for Game of Thrones!  Finally, the cards based around Winter and Summer will be available for everyone, and some of the popular decks (read: Greyjoy Choke), will be available for everyone.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3350

Not as great as the previous one, this is still GREAT news- the deluxe expansions are all being reprinted.  Since I haven't been able to find a copy of 'The Kings of the Storm' for a long time, this is very very good news.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3354

Valar Dohaeris is now available.  There's a review of the cards on cardgamedb.com if you want to see what's coming in the Chapter Pack, and what players think of the cards.

Call of Cthulhu:
http://www.fantasyflightgames.com/edge_news.asp?eidn=3311

Some ideas for the card Corrupted Midwife from the Ebla Restored Asylum Pack.  Some interesting ideas, but nothing earth shattering, if you ask me.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3326

And the announcement that the Asylum Pack is now available (it's definitely in stores).  Even reveals another card, Professor of Folklore, which looks like an awesome addition.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3343

Tournament report from the Munich Regionals, from the 3rd place player.  Contains a deck list.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3360

Preview of the next Asylum Pack, 'Lost Rites'.  Mentioned- two new conspiracies, which have a different ordering of the icon struggles!  Conspiracies that may actually get used, even.  Of course, Hastur gets The King in Yellow Folio, which could really screw with a lot of the investigator decks.  Regardless, exciting stuff on the horizon.

The Lord of the Rings:
http://www.fantasyflightgames.com/edge_news.asp?eidn=3319

A look a Asfaloth from the Foundations of Stone Adventure Pack, and some (fairly obvious) points dealing with it.  Still, good to see a preview of what's in the new pack!

http://www.fantasyflightgames.com/edge_news.asp?eidn=3329

Some previews from the Foundations of Stone Adventure Pack.  Path of Need, for instance, looks like a VERY sweet card.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3344

Preview of the Hero from 'Foundations of Stone': Glorfindel!  And not just any old hero, is he.  With great stats, only 5 starting threat, and a drawback that can be easily negated (they link to Light of Valinor in the article, which is a perfect way to avoid it), he's going to be seeing a LOT of play.

Warhammer:Invasion:
http://www.fantasyflightgames.com/edge_news.asp?eidn=3327

Notice that Fragments of Power is now available (again, I've seen it in stores).  Preview of a card: Snotling Invasion.  That's going to be a lot of fun to use!

http://www.fantasyflightgames.com/edge_news.asp?eidn=3332

Preview of the next pack, 'The Accursed Dead'.  The card, Rebuild the Hold, is an interesting one- one of the first (only?) to allow you to remove burned markers from your hold!  That can keep a Dwarf player in the game a VERY long time.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3346

Focus on Purged By Flame from the upcoming 'The Accursed Dead' pack, including two high-elf decks, both of which look awesome (and one of which, the one based off Eltharion, I've been trying to use myself), and both of which look to use this new card.

Tuesday, May 22, 2012

FFG Posts for 5/22/12

Got a little sick, which really screws with my ability to blog.  Regardless, here's the things off FFG from the last few days.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3284

Warhammer: Invasion card spotlight, on Dance to Loec (a neutral Wood Elf tactic).  Some interesting thoughts, as well as a pretty cool deck idea using developments, Wood Elves, Dwarfs, and aggression to take a quick win.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3287

More information about the A Long Dark Adventure Pack.  Discusses some uses of the new hero included, Hama. 

http://www.fantasyflightgames.com/edge_news.asp?eidn=3293

Preview of the next Chapter Pack for A Game of Thrones, Valar Dohaeris.  Talks a lot about Castle Battlements, and how to get some use out of them.  The extra defense for your locations will be really handy against some decks.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3296

Preview of the next Asylum Pack for Call of Cthulhu, Ebla Restored.  Focuses on the card 'The Gate of the Silver Key' for Yog-Sothoth, and ways you can abuse it.


http://www.fantasyflightgames.com/edge_news.asp?eidn=3297

Strategies involving a new ally from the upcoming Lord of the Rings Adventure Pack (Foundations of Stone).  For some reason, I can't see the ally, so I can't figure out how excited I should be, but since my only successful solo deck uses the Zigil Miner/Gildor Inglorion combo for a ton of resources, and the ally, Imladris Stargazer apparently works with that, I have no choice but to be pretty excited regardless.  Also, mention is made of an error made in the rules insets for the last two Adventure Packs.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3298

Card Spotlight for a new Dwarf card from an upcoming Pack, which seems like a pretty good card.  Probably would make a great card combination with Grombrindal.

Thursday, May 10, 2012

FFG Posts for 5/10/12

http://www.fantasyflightgames.com/edge_news.asp?eidn=3259

Preview of The Long Dark Adventure Pack.  A bunch of GREAT new Dwarf stuff.  Ever My Heart Rises is going to be pretty handy in some of the quests.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3264

A little bit of preview from the upcoming Fragments of Power Battle Pack, mainly focused on the use of the new High Elf support, Tor Elyr (which prevents your opponent from targeting other High Elf support cards).  That's going to be pretty helpful in keeping some of these High Elf decks ticking.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3271

A notice that the new Chapter Pack, Valar Morghulis is available.  I've seen this in stores, so I know it's out there.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3274

Information on the next Chapter Pack for a Game of Thrones, The House of Black and White.  New Arya Stark, the House of Black and White (as a House Stark location?), and mention of changing you and your opponent's characters.  Pretty interesting looking!

Monday, April 30, 2012

FFG Posts for 4/30/12

http://www.fantasyflightgames.com/edge_news.asp?eidn=3238

Designers discuss their favorite cards from the 'A Tale of Champions' cycle of cards.  Mainly highlighting changes to the Melee game and the Joust keyword.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3241

Preview of next Asylum Pack for Call of Cthulhu.  Looks incredibly sweet, I think :).

http://www.fantasyflightgames.com/edge_news.asp?eidn=3244

Preview of next Adventure Pack for the Lord of the Rings LCG, called The Long Dark.


Wednesday, April 25, 2012

FFG Posts from 4/25/12

http://www.fantasyflightgames.com/edge_news.asp?eidn=3236

Watchers in the Water is now available for Lord of the Rings.  The new Aragorn looks really sweet, and the Dwarven attachment they show (Legacy of Durin) is going to be a nice addition.


Wednesday, April 18, 2012

FFG Posts from 4/18/12

http://www.fantasyflightgames.com/edge_news.asp?eidn=3215

Some information and spoilers about a new Battle Pack (Rising Dawn).  The cards mentioned all seem pretty awesome.  New Legend for High Elves (Eltharion), a new Neutral Order unit to make quests really efficient, and a Neutral Destruction unit to hinder your opponents' quests.  Really really sweet stuff.

http://www.fantasyflightgames.com/edge_news.asp?eidn=3218

A bunch of information about using Bilbo Baggins from the upcoming Over Hill and Under Hill Saga Expansion.

Tuesday, April 17, 2012

Attempts at solitaire Lord of the Rings, 4/17/12

Well, I tried to play 'Passage Through Mirkwood' solitaire this evening, just to see how it would go.  I figure that with its difficulty rating of '1', it would be a good warmup for trying some of the more challenging scenarios.

Absolutely not.

First, I tried two games using just the Tactics cards.  Gimli, Legolas, and Thalin, with the Tactics cards from the core set plus the first couple of Adventure Packs.  Couldn't even get out of the first quest area.  Starting with 3 threat means that you'll almost never get any progress right away, given the starting location and Forest Spider, and if you run into even a small rut of locations, you're done for (the monsters you can fairly easily kill, thankfully).

I figured, hey, let's try something else.  Let's go with the Leadership cards!  Aragorn, Theodred, and Gloin took a crack at this quest, and despite handling themselves better, they didn't make it any farther. 

Next time I give it a shot, I'll probably at the very least take an actual constructed deck, with cards from two supporting types.  My mono-color decks certainly don't fly solitaire, haha.

Monday, April 16, 2012

FFG Posts from 4/16/2012

Sneaking Past The Watcher in the Water, Part Three

Gives an example deck list for utilizing the new Secrecy mechanic.  What is possibly the most interesting to me is both that new Aragorn hero card (reset your threat!?), and the Sword that Was Broken Attachment.  Very cool looking stuff.