Lonely Gamer: Success on Anduin!

My second one, using this deck. I decided to log the full game while trying out the deck.

My main snafus should have killed the deck:

  • Forgot all my Gandalfs. I realized this and shuffled them in after I’d gotten 1/3rd of the way through the game, not that I drew him until over halfway through.

  • Played Steward of Gondor on Eowyn instead of Bereavor. This deprived me of many important Lore cards, but the deck still ran on enough juice to overcome that. It just made things… exciting.

And here’s the log, beneath the break.

Beravor, Gloin, Eowyn; starting threat is 28.

Hand: Lorien’s Wealth, Hasty Stroke, Snowbourn Scout, Lore of Imladris, Wandering Took, Henamarth Riversong. Worth keeping.

QUEST SETUP

Encounter deck reveals Dol Guldor Orcs, who deal damage to nobody.

QUEST 1

Pull out the Hill Troll.

Turn 1

Resources: 1 Lore, 1 Leadership, 1 Spirit.

Draw Guard of the Citadel.

Play Henamarth Riversong. Tap to look at top card of Encounter deck: see Marsh Adder. Tap Beravor to draw two cards: Forest Snare, Will of the West.

Quest with Eowyn and Gloin for 6 willpower; staging reveals Marsh Adder, for a total threat of 6.

Engagement check results in Dol Guldor Orcs engaging. On their attack, shadow card is Necromancer’s Reach, no effect. I let them deal their full two damage to Gloin, gaining two resources as a result of his special power text.

Threat is now 29.

Turn 2

Resources: 1 Lore, 4 Leadership, 2 Spirit.

Draw A Test of Will.

Play Guard of the Citadel. Tap Riversong to see The Necromancer’s Reach.

Quest with Eowyn for 4 willpower; staging reveals The Necromancer’s Reach, which is canceled by A Test of Will, for a total threat of 4. Tap Beravor, draw Gleowine and Daugther of the Nimrodel.

No Engagement. Dol Guldor Orcs attack, block with Guard of the Citadel; shadow card is Evil Storm, no effect. Goodbye, Guard of the Citadel.

Gloin attacks, Orcs have two damage.

Threat is now 30.

Turn 3

Resources: 2 Lore, 3 Leadership, 2 Spirit.

Draw Northern Tracker.

Play Wandering Took. Tap Riversong to see Gladden Fields.

Quest with Eowyn and Beravor for 6 willpower; staging reveals Gladden Fields for 7 total threat. Discard Will of the West to bring questing up to 7 willpower.

Travel to Gladden Fields (might as well).

Hill Troll engages. Blocking Hill Troll with Wandering Took, letting Dol Guldor Orcs go through with a prayer. Hill Troll shadow card is The East Bight, no effect; he pulverizes Wandering Took and threat is dialed up to 35. Dol Guldor Orcs shadow card is Banks of the Anduin, no effect, and they deal two damage to Beravor.

Threat is now 37. (Thanks to Gladden Fields.)

Turn 4

Resources: 3 Lore, 4 Leadership, 1 Spirit.

Draw the Galadhrim’s Greeting and curse that there’s (for the time being) only one Spirit resource.

Forest Snare the Troll, of course.

Play Snowbourn Scout and progress token on the Gladden Fields. Tap Riversong to see the East Bight. Tap Beravor, draw Lorien Guide and Steward of Gondor. Play Steward of Gondor on Eowyn (?? ((Two question marks are known in chess as “WTF were you thinking?!” and pretty much sums up the result of doing this.))), tap it to add two Spirit resources to her pool and spend it all on Galadhrim’s Greeting, bringing threat down to 31.

Quest with Eowyn and Gloin for 6 willpower; reveal East Bight for 4 total threat. 2 Progress tokens placed on Gladden Fields, ending it so I can set it aside for 3 victory points later.

No engagement. Dol Guldor Orcs attack, blocking with Snowbourn Scout. Shadow card is Hill Troll, no effect. (I’ve been quite lucky with the shadow effects.) Goodbye Snowbourn Scout.

Travel to the East Bight because we must.

Threat is now 32.

Turn 5

Resources: 1 Lore, 2 Leadership, 1 Spirit.

Draw Forest Snare. It’s tempting.

Tap Steward of Gondor for 2 Spirit resources and spend it all on Lorien Guide. Tap Riversong to see Dol Guldor Orcs. Little bastards.

Quest with Eowyn and Lorien Guide for 5 willpower; place progress token on East Bight. Reveal Orcs, deal 2 damage to Eowyn.

Engagement: Second Dol Guldor Orcs. Block each with Beravor, Gloin, and pray. Shadow card for Gloin’s Orcs bounce Riversong into my hand, and Gloin suffers 1 damage and gains 1 resource. Shadow card for Beravor’s Orcs is Goblin Sniper, no effect, and Beravor suffers no damage.

Threat is now 33.

Turn 6

Resources: 2 Lore, 4 Leadership, 1 Spirit.

Draw Lorien’s Wealth, regret not giving Steward of Gondor to Beravor.

Tap Steward for two Spirit resources. Play Lore of Imladris on Gloin to heal him of all wounds.

Quest with Eowyn and Lorien Guide for 5 willpower; place progress token on East Bight. Reveal Gladden Fields… for 6 threat. Discard Lorien’s Wealth to match with 6 willpower.

Tap Beravor out of desperation to draw Hasty Stroke and Gleowine. Curses.

No engagement. Orcs attack, block one with Gloin and let the other through. Blocked orcs reveal Goblin Sniper, no effect, and deal one damage and resource to Gloin.

(Suddenly realize I have been playing with NO GANDALFS. Shuffle the missing three in.)

Unblocked Orcs have a shadow card of Gladden Fields, no effect. Two more damage dealt to Gloin for that many more resources.

Threat is now 34.

Turn 7

Resources: 1 Lore, 8 Leadership, 4 Spirit.

Pray for Gandalf. Draw Erebor Hammersmith.

Tap Beravor, draw Faramir and Lore of Imladris. Play Faramir. Play Northern Tracker. Tap Steward of Gondor for heck of it to get 2 Spirit resources.

Quest with Eowyn and Lorien Guide for 5 willpower; place progress token on East Bight. Staging reveals Despair, but unfortunately there are no progress tokens on the quest card itself (just the active location). We are already in the nadir of despair, dark forces; you cannot touch us. Discard excess Gleowine for 6 willpower to match the 6 threat.

No engagement. Orcs attack, block one with Northern Tracker and one with Faramir. Tracker’s Orcs get shadow card Misty Mountain Goblins, but no progress tokens on quest to remove. Faramir’s Orcs get shadow card The Necromancer’s Reach, no effect. No damage dealt all around.

Gloin, annoyed as he is (although not stronger for it) attacks and kills the oldest Orcs with two damage tokens on them.

Threat is now 35. Damnit. Now would be a good time to show up, Gandalf!

Turn 8

Resources: 2 Lore, 5 Leadership, 3 Spirit.

Pray for Gandalf. Draw The Favor of the Lady.

Tap Beravor, draw Will of the West and Snowbourn Scout. Tap Steward of Gondor and play Favor of the Lady on Eowyn. Play Lore of Imldadris on Gloin. Play Snowbourn Scout and place progress token on Gladden Fields.

Tap Faramir to give +1 Willpower to everybody going on the quest: Eowyn (6 total willpower), Northern Tracker (2 willpower, progress token on Gladden Fields), Lorien Guide (2 willpower, progress token on East Bight) for 10 willpower thus far. Staging reveals Necromancer’s Pass for 9 total threat. Discard Erebor Hammersmith for 11 willpower, and place 2 tokens on the damned East Bight to finish it off.

Travel to Gladden Fields. Argh.

No engagement. Scout blocks Orcs, whose shadow card is Wolfrider. Hasty Stroke that crap. Snowbourn Scout is dead, Gloin attacks for 2 damage.

Threat is 37 and there’s no end in sight.

Turn 9

Resources: 1 Lore, 5 Leadership, 3 Spirit.

Pray for Gandalf. Draw Sneak Attack. Ok.

Tap Beravor. Draw Faramir and Wandering Took. Great. Play Riversong. Tap Steward of Gondor, play Wandering Took. Tap Riversong, see Driven by Shadow.

Quest with Eowyn, Lorien Guide (1 progress token on Gladden Fields, finish it off for another 3 victory points at endgame), Northern Tracker (1 progress token on Necromancer’s Reach), Wandering Took; total 8 willpower. Staging reveals Driven by Shadow, giving a total of 8 Shadow. Shrug it off.

No engagement. Faramir blocks the Orcs, whose shadow card is Misty Mountain Goblins for essentially no effect. Gloin kills them. Finally.

Now, Gandalf! Please?

Threat is now 38.

Turn 10

Resources: 1 Lore, 6 Leadership, 4 Spirit.

Pray for Gandalf. Draw Guard of the Citadel.

Tap Beravor, draw Lorien Guide and Dwarven Tomb. Where is Gandalf? Tap Riversong to see Banks of the Anduin. Tap Steward for two more Spirit resources. Play a second Lorien Guide. Play Guard of the Citadel. Ok.

Faramir taps. So now we quest with Eowyn (6 willpower), Gloin (3), two Lorien Guides (4), Northern Tracker (2, progress token on Necromancer’s Pass, killing it), Wandering Took (2), Guard of the Citadel (2); total 19 willpower. Reveal Banks of the Anduin for 4 threat. Place 15 progress tokens on current quest and finish it… except there is this damn troll.

We travel to the Banks of the Anduin. Why we can’t just leave the Troll back there all Snared up is anybody’s guess.

Threat is now 39.

PLEEEEEAAASE GANDALF.

Turn 11

Resources: 2 Lore, 5 Leadership, 4 Spirit.

Pray for Gandalf. Draw GANDALF. Thank you, sir, at last.

Sneak attack Gandalf to reduce threat dial to 34. Riversong sees… Wargs. Tap Steward for 2 Spirit resources. Bounce Gandalf back to my hand.

Eowyn quests with two Lorien Guides for 7 willpower. Staging reveals Wargs, for 5 total threat. Banks of the Anduin is finished, but it goes back on top of the encounter deck, where it is welcome to stay. One progress token overflows onto the quest.

Wargs engage. Faramir blocks. Shadow card is another Banks of the Anduin, so the Wargs don’t stay but do strike 1 damage at Faramir before running away. Everybody else attacks the troll: Gloin (2 attack), Beravor (2), Northern Tracker (2), Wandering Took (1), Guard of the Citadel (1) for 8 total attack. The Troll (with 3 defense) receives 5 damage.

Threat is now 35.

Turn 12

Resources: 3 Lore, 5 Leadership, 7 Spirit.

Draw The Galadhrim’s Greeting.

Play that greeting, reducing threat to 29. Play Gandalf and deal 4 damage to the troll, vaporizing it for 4 victory points, assuming we survive! The quest stage goes poof.

QUEST 2

We are now ready to paddle our way down the Anduin fast

Tap Faramir to give everybody else +1 Willpower, because everyone is participating: Eowyn (6 willpower), Gloin (3), Beravor (3), both Lorien Guides (4), Northern Tracker (2), Wandering Took (2), Guard of the Citadel (2), Henamarth Riversong (2), Gandalf (5) for a total of 29 willpower. Staging reveals Chieftan Ufthak (oof) and Despair, but there are no progress tokens on the quest… yet. Total threat is 7, so we place 22 progress tokens on the quest stage, which also goes poof.

That was fast.

QUEST 3

Ambush as we get out of the boats! We reveal: Eastern Crows (surges Pursued by Shadow which… does nothing because everybody was questing) and Enchanted Stream. Threat is at 29, so we only engage the Wargs, but we have no defenders, because we can’t do math! Yay!

The Wargs attack! Their shadow card is Massing at Night, which draws another shadow card, Misty Mountain Goblins, but there are no progress tokens to remove, Messrs Goblins. Wargs deal 3 damage to Gloin, who gains three resources as well.

Gandalf departs.

Threat is now 30.

Turn 13

Resources: 4 Lore, 7 Leadership, 2 Spirit.

Draw The Favor of the Lady. Tap Steward of Gondor and play it on Eowyn. Play The Will of the West and shuffle my discard into my deck. Tap Beravor to draw Beorn’s Hospitality and Protector of Lorien.

Quest with Eowyn and Gloin for 8 willpower versus the 8 threat on the table.

Crows engage. Block Crows with the took and Faramir blocks the Wargs. Wargs’ shadow card is Dol Guldor Orcs for no effect, so they bite Faramir for one and take off. Crows’ shadow card is Enchanted Stream, for no effect. They are shot down by a Lorien Guide.

Threat is now 31.

Turn 14

Resources: 5 Lore, 8 Leadership, 4 Spirit.

Draw Gandalf! Yay Gandalf! Play Gandalf and smite Ufthak for 4 damage.

Quest with Eowyn, Gloin, and Northern Tracker (1 progress token on Enchanted Stream) for 9 Willpower versus 9 in staging.

We choose to engage Ufthak, who we then Forest Snare. The Wargs engage us as well. Faramir blocks, giving up his life, and Treacherous Fog as the shadow card has no effect, so the Wargs run away. Hrm.

Gandalf attacks Ufthak with a Lorien Guide, and kills him off for moar victory points at endgame. Beravor taps to draw Guard of the Citadel and Will of the West.

Gandalf departs once more.

Threat is now 32.

Turn 15

Resources: 3 Lore, 4 Leadership, 5 Spirit.

Draw Snowbourn Scout. Tap Beravor to draw Erebor Hammersmith and Lore of Imladris. Play the extra Faramir we had in hand. Play Erebor Hammersmith to take the recently discarded Forest Snare back in hand. Tap Steward for 2 more Spirit resources.

Quest with Eowyn and Norther Tracker (1 progress token on Enchanted Stream, finishing it) for 7 willpower versus 5 threat on the table.

Wargs engage. Faramir blocks. Shadow card Treacherous Fog for no effect, Faramir has 1 damage, Wargs retreat.

Everyone else hangs out.

Threat is now 33.

Turn 16

Resources: 2 Lore, 1 Leadership, 8 Spirit.

Draw Sneak Attack. Play Snowbourn Scout for the heck of it. Beravor taps to draw Lore of Imladris and Hasty Stroke. Tap Steward for some more Spirit resources.

Eowyn quests for 6 against 5 threat.

Engage the Adder. Wargs engage. Snowbourne Scout blocks the Adder, Faramir blocks the Wargs (again). Adder attacks, raises threat to 34, and reveals shadow card The Brown Lands ((Which we were really quite lucky not to land in.)) for no effect. Bye-bye, Scout. Wargs’ shadow card is also the Brown Lands… for no effect, so they run off after biting Faramir.

Both Lorien Guides, Wandering Took, Northern Tracker, Gloin, and Guard of the Cital attack for 8 versus 1 defense on the Adder, dealing it 7 damage and killing it for moar vikotry.

All that’s left are the Wargs. And that’s what the Snare is for.

Threat is now 35.

Turn 17

Resources: 3 Lore, 1 Leadership, 11 Spirit.

Draw Lore of Imladris. Tap Steward for 2 more Spirit Resources just because.

Eowyn quests for 6 against 2 threat.

We choose to engage the Wargs (why not), then play Forest Snare on it. It can’t attack, so it doesn’t have a chance to run back to the staging area.

Faramir and Gloin whack it, 4 attack versus 1 shield for 3 damage, and it’s dead at long last.

And… we won. Even with the various screw-ups.

Final Score

Final Threat: 35
No dead heroes: 0
Damage on remaining heroes: 7
Victory points earned: -17

TOTAL: 25.

Wow.

It was fun to not get murdered for once on this scenario.

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One thought on “Lonely Gamer: Success on Anduin!

  1. nice report, but just a note you can’t play the forest snare (attachment) in the middle of a turn, has to be done at the very start of a turn.. so you’ve gotta wait for those pesky wargs to stick around before you can snare em.

    Nice deck though, I use pretty much the same except with Denethor instead of Beravor.

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