Return to Mirkwood: Quest

Throughout I will refer to the Tactics/Leadership and Spirit/Lore ‘players’.

Setup

Heroes

Tactics/Leadership Spirit/Lore
Thalin Éowyn
Grimbeorn the Old Glorfindel
Aragorn Beravor

Opening hand

Tactics/Leadership Spirit/Lore
Hail of Stones Light of Valinor
Legolas Map of Earnil
Errand-rider Henamarth Riversong
Gandalf Miruvor
Hail of Stones Light of Valinor
Sneak Attack Asfaloth

Keeping Tactics/Leadership is a no-brainer. Any hand with Gandalf/Sneak Attack is a good hand. Spirit/Lore is a tricky one. I really want A Test of Will. The only reason Map of Earnil is in the deck is a desperation method of retrieving A Test of WIll. I’m reluctant to throw away Light of Valinor though, and Asfaloth could be very useful against an encounter deck with 22 locations of which 12 require 2 or less progress. I’ll stick with what I’ve got and hope Daeron’s Runes turns up quickly. Or even A Test of Will itself, I don’t mind.

1A
Through the Forest
Setup: Search the encounter deck for Gollum. Choose a player to guard Gollum at the start of the game, and place Gollum in front of that player. Then shuffle the encounter deck. Reveal 1 card per player from the encounter deck, and add it to the staging area.

As noted previously, always put Gollum with the fighting deck, in this case Tactics/Leadership. Alea iacta est

Here’s a blast from the past. Ungoliant’s Spawn is not as unpleasant as it might seem at first glance, although it’s plenty of that. Its When Revealed effect – Each character currently committed to a quest gets -1 Willpower until the end of the phase – doesn’t apply here, so all we have to do is kill it. My initial thoughts were to use Grimbeorn the Old’s ability to deal it some damage, but the second thought is to use Gandalf/Sneak Attack. The natural instinct is to keep that for Attercop, Attercop, but that might never happen and the problem we have now is more pressing, especially given that Eyes of the Forest might take away Sneak Attack, Alea iacta est indeed.

1B
Quest Points: 12

Round One: Threat – Tactics/Leadership 32 Spirit/Lore 24
1B progress 0/12
1st player is Tactics/Leadership

Resource phase 1

Tactics / Leadership Resources Damage Spirit / Lore Resources Damage
Thalin 1 0 Éowyn 1 0
Grimbeorn the Old 1 0 Glorfindel 1 0
Aragorn 1 0 Beravor 1 0

Cards drawn: Eagles of the Misty Mountains & Warden of Healing. With Ungoliant’s Spawn waiting to pounce, Warden of Healing is surely a Round Two addition from Lore.

Planning phase 1

  1. Pass for Tactics/Leadership. We’ll need Leadership’s resource for Gandalf/Sneak Attack and Grimbeorn the Old’s resource for his ability – After Grimbeorn the Old defends an attack, spend 1 resource from his pool to declare him as an attacker against that enemy (and resolve his attack). The defending enemy gets -2 defence for this attack – against Ungoliant’s Spawn.
  2. Light of Valinor onto Glorfindel at a cost of 1 to him (0 resources left). As we don’t need to keep a Spirit resource back for A Test of Will purposes, we’ll put Miruvor onto Aragorn at a cost of 1 to Éowyn (0). This gives us some leeway if the staging area starts crawling with enemies.

Quest 1 – staging area threat = 5

Thalin 1
Éowyn 4
Glorfindel 3 (no need to exhaust)
Beravor 2
Total willpower 10

That counts as a good outcome. 10 willpower beats 7 threat and we can put 3 progress on 1B (3/12).

Travel phase 1

Great Forest Web does present a dilemma. It’s what Asfaloth was designed for and it is tempting to use the 2 resources Beravor will have in the next planning phase to get Asfaloth into play. When we move onto 2B we’d like to have little in the way of threat in the staging area because The player guarding Gollum cannot commit characters to this quest (unless he is the only player remaining in the game). If the players quest unsuccessfully, Gollum escapes and the players have lost the game. Failure is not an option and remember, willpower = threat = failure. Whatever we do then, there’s no benefit in travelling to Great Forest Web.

Encounter phase 1

I am tempted to use Gandalf to wipe out Goblin Sniper. That way, we won’t have to face its shadow card. However, 4 direct damage on Ungoliant’s Spawn seems a much better use of Gandalf’s ability. Tactics/Leadership optionally engages Ungoliant’s Spawn and Spirit/Lore  optionally engages Goblin Sniper – to paraphrase The Cranberries, we’re not going to let it linger.

Combat phase 1 – defend, shadow cards dealt

Aragorn spends 1 (0) to play Sneak Attack and put Gandalf into play for the phase, applying 4 damage to Ungoliant’s Spawn (4/9) on the way. Grimbeorn the Old and Aragorn together are not enough to kill Ungoliant’s Spawn. Only one of them plus Gandalf will do, so we’ll use Aragorn to do that and have Grimbeorn the Old with his 3 defense take the hit from Ungoliant’s Spawn. Grimbeorn the Old defends against Ungoliant’s Spawn and its shadow, Gollum’s Bite. That bite drew blood – Deal 2 damage to a hero controlled by the player guarding Gollum – on top of the damage done to Grimbeorn from the attack. You’ll see in due course I really should have paid greater attention to this card as a whole. For now, it’s bad enough that Grimbeorn the Old takes 2 damage (2/5) as does Aragorn (2/5). Any thought of passing on Warden of Healing in favour of Asfaloth in the next Planning phase is now gone. Crunching the numbers tells me that I don’t need to use Grimbeorn the Old’s ability to inflict enough damage on Ungoliant’s Spawn so I can keep his resource for later. Aragorn does his sentinel thing to defend against Goblin Sniper on the other side of the table and its shadow, Wood Elf Path. That’s no damage there and having readied Aragorn by discarding Miruvor, and getting him an extra resource to boot (2), we can go on the offensive.

Combat phase 1 – attack

Gandalf and Aragorn combine for 7 attack against Ungoliant’s Spawn 2 defense. That’s 5 damage to kill Ungoliant’s Spawn. Glorfindel exhausts and his 3 attack against Goblin’s Sniper’s 0 defense to inflict 3 damage on it and kill it as well. Smooth with a capital smooth. Gandalf returns to Tactics/Leadership’s hand.

Refresh phase 1

All cards are refreshed. Threat is raised by 1 for each player, Tactics/Leadership 33 Spirit/Lore 25. We don’t have Song of Eärendil so we need to be constantly aware of Tactics/Leadership’s threat thanks to Gollum’s Forced effect – At the end of each round, raise the threat of the player guarding Gollum by 3. Then, that player may choose a new player to guard Gollum. That’s 3 additional threat, Tactics/Leadership 33 Spirit/Lore 25. Gandalf might be using his mundane threat reducing ability rather than the sexy direct damage one the next time he sees play. First player token passes to Spirit/Lore.

Round Two: Threat – Tactics/Leadership 36 Spirit/Lore 25
1B progress 3/12
1st player is Spirit/Lore

Resource phase 2

Tactics / Leadership Resources Damage Spirit / Lore Resources Damage
Thalin 2 0 Éowyn 1 0
Grimbeorn the Old 2 2 Glorfindel 1 0
Aragorn 2 2 Beravor 2 0

Cards drawn: Snowbourn Scout & Warden of Healing. Twice as nice?

Planning phase 2

The thought from the end of the previous round carries over. I don’t have A Test of Will, Song of Eärendil or The Galadhrim’s Greeting, and the resources to play the last one even if I did have it in my hand, so we need to be wary of threat soaring towards 50, with Gollum’s AnguishWhen Revealed: Raise the threat of the player guarding Gollum by 8. That player must choose a new player to guard Gollum, if able – a constant menace. The only question left will be whether to use him to quest or defend/attack.

  1. Warden of Healing goes in at a cost of 2 to Beravor (0). We’ll exhaust him to take 1 damage off Grimbeorn the Old (1/5) and Aragorn (1/5), a play of such blinding obviousness that I did not notice it was a mistake.
  2. Gandalf goes in at cost of 2 to Thalin (0), 1 to Grimbeorn the Old (1) and 2 to Aragorn (0). This allows me to reduce Tactics/Leadership’s threat by 5, Tactics Leadership 31 Spirit/Lore 25.

Quest phase 2 – staging area threat = 2

Gandalf will be questing. Aragorn and Snowbourn Scout will still be ready to deal with any enemies that come out. No prizes for guessing who will be doing what.

Éowyn 4
Glorfindel 3 (no need to exhaust)
Beravor 2
Thalin 1
Gandalf 4
Total willpower 14

14 willpower beats 5 willpower putting 9 progress on 1B (12/12) and clearing it.

2A
Escape Attempt
2B
Quest Points: 3
The player guarding Gollum cannot commit characters to this quest (unless he is the only player remaining in the game).
If the player quest unsuccessfully, Gollum escapes and the player have lost the game.

That went too well. The next quest phase will see what I was hoping to avoid, i.e. a decent wedge of starting threat (4) and only Spirit/Lore to quest against it. If The Brown Lands comes out I will be toast. Even if it doesn’t come out, the 6 progress required for The East Bight means I could be stuck on 2B for a few turns while Gollum causes threat to soar once again. Maybe I should have played Asfaloth. Too late for that now.

Travel phase 2

I have to travel to The East Bight.

Encounter phase 2

No enemies.

Combat phase 2 – defend, shadow cards dealt

Combat phase 2 – attack

No enemies.

Refresh phase 2

All cards are refreshed. Threat is raised by 1 for each player, Tactics/Leadership 32 Spirit/Lore 26. First player token passes to Tactics/Leadership. 3 additional threat for Tactics/Leadership from Gollum, Tactics/Leadership 35 Spirit/Lore 26. Gandalf is discarded.

Round Three: Threat – Tactics/Leadership 35 Spirit/Lore 26
2B progress 0/3
1st player is Tactics/Leadership

Resource phase 3

Tactics / Leadership Resources Damage Spirit / Lore Resources Damage
Thalin 1 0 Éowyn 2 0
Grimbeorn the Old 2 1 Glorfindel 2 0
Aragorn 1 1 Beravor 1 0

Cards drawn: Citadel Plate & Daeron’s Runes. About time Daeron’s Runes made an appearance. We exhaust it so Spirit/Lore can draw two cards: Unexpected Courage & Miruvor. Readying effects are never something to be sniffed at, and I think we have a prime candidate for Unexpected Courage in Grimbeorn the Old while Aragorn worked out pretty well with Miruvor before. We discard Light of Valinor which is a very good trade overall.

Planning phase 3

So eager am I to get Asfaloth into play that something exciting trickles into my brain. Can I put Miruvor onto Beravor then activate it with the intention of getting its resource to pay for Asfaloth? I’m sure I can, and the reason I am so confident is that it has been definitively established that Steward of Gondor can be played then exhausted, and the resources from said exhaustion be used to pay for allies/attachments in the same planning phase. I even get the bonus of one extra willpower for Beravor to contribute towards dealing with that confounded creature and its ‘escape attempt’. This could work out very nicely indeed.

  1. Snowbourn Scout in at a cost of 1 to Aragorn (0). I’ve never stopped before now to wonder what ‘Snowbourn’ is. I always figured it as a variation on ‘Snowbound’. But no, the Snowbourn is an area in Rohan. That’s 1 progress on The East Bight (1/6).
  2. *rubs hands with glee* Éowyn spends 2 (0) to put Unexpected Courage on Grimbeorn the Old. Glorfindel spends 1 (1) to put Miruvor on Beravor. Beravor discards Miruvor to gain 1 willpower for the rest of the round and 1 resource (2), 2 Lore resources we can now use to pay for Asfaloth (0) who goes onto Glorfindel. Note that this manoeuvre would not have worked had Beravor been with the first player as we could not play allies/attachments once the first player had finished their playing of allies/attachments. I am really quite giddy that I picked this up. The quest phase looks much easier now that I know I can clear Woodman’s Glade, which will also mean a drop of 2 threat for the player guarding Gollum,

Quest phase 3 – staging area threat = 4

Remember, we can only commit Spirit/Lore characters to the quest,

Éowyn 4
Glorfindel 3 (no need to exhaust)
Beravor 3 (+1 from Miruvor)
Warden of Healing 1
Total willpower 11

We really need to pile on the willpower here, hence using Warden of Healing, What could possibly go wrong?

  • Goblin Sniper (2)
  • Gollum’s Bite

That’s what can possibly go wrong, the mistake that I have so clunkily foreshadowed. I had noted the shadow for Gollum’s Bite earlier but not paid attention to the When Revealed effect: Deal 4 damage to a hero controlled by the player guarding Gollum. If I had, I would not have committed Warden of Healing to the quest, instead using him to take the 1 damage off each of Grimbeorn the Old and Aragorn. Now I have to kill a Tactics/Leadership hero, and there isn’t a choice here. It has to be Thalin.

What a disaster. Time will tell if it is of Gladden Fields proportions. For now, 11 willpower beats 6 threat, giving me 5 progress. Note that the second part of the When Revealed effect – That player must choose a new player to guard Gollum, if able – doesn’t un-commit Spirit/Lore’s characters from the quest. The character has to be removed from the quest for this to be a problem. Using this action window before the quest resolution, we exhaust Asfaloth to clear Woodman’s Grove (2/2), which has the pleasing effect of reducing Tactics/Leadership’s threat by 2, Tactics/Leadership 33 Spirit/Lore 26. We then use Éowyn’s ability to discard Citadel Plate to give us 1 extra willpower, so 12 willpower beats 4 threat giving us 8 progress to play about with. 5 goes on The East Bight (6/6) to clear it, leaving 3 to go on 2B and clearing it as well.

3A
To the Elven King’s Halls
3B
Quest Points: 7
The player guarding Gollum cannot play cards from his hand.

What’s the Middle-earth equivalent of a Pyrrhic victory?

Travel phase 3

Despite the presence of Asfaloth, I decide to travel to Great Forest Web, Each player must exhaust 1 hero he controls to travel here, which I do by exhausting Grimbeorn the Old and Glorfindel. The benefit of travelling is that I will have two chances of clearing it in the next quest phase, either with progress or by exhausting Asfaloth. In anticipation of taking on Goblin Sniper, I exhaust Unexpected Courage to ready Grimbeorn the Old.

Encounter phase 3

Tactics/Leadership optionally engages Goblin Sniper.

Combat phase 3 – defend, shadow cards dealt

Grimbeorn the Old takes on Goblin Spider and its shadow, Dry Watercourse, so we cope quite comfortably with that.

Combat phase 3 – attack

Aragorn lays 3 attack down on Goblin Sniper’s 0 defense and 2 hit points, killing it outright.

Refresh phase 3

All cards are refreshed. Threat is raised by 1 for each player, Tactics/Leadership 34 Spirit/Lore 27. 3 additional threat for Spirit/Lore from Gollum, Tactics/Leadership 34 Spirit/Lore 30. First player token passes to Spirit/Lore and Gollum passes to Tactics/Leadership. This scenario has a knack of hitting you with double-whammies, so it’s a relief that the impact of Gollum’s Bite was softened by smoothing out the threat. Count your blessings.

Round Four: Threat – Tactics/Leadership 34 Spirit/Lore 27
3B progress 0/7
1st player is Spirit/Lore

Resource phase 4

Tactics / Leadership Resources Damage Spirit / Lore Resources Damage
Thalin X X Éowyn 1 0
Grimbeorn the Old 3 1 Glorfindel 2 0
Aragorn 1 0 Beravor 2 0

Cards drawn: Defender of Rammas & Unexpected Courage. It would be nice to get Defender of Rammas into play but The player guarding Gollum cannot play cards from his hand. Maybe next time.

Planning phase 4

  1. Thankfully we can play attachments onto the characters of the player guarding Gollum, so Glorfindel spends 2 (0) to put Unexected Courage on Aragorn. This is an opportune moment to exhaust Warden of Healing to remove 1 damage each from Grimbeorn the Old (0/5) and Aragorn (0/5). Okay, the truly opportune moment was one round ago but you know what I mean. We’re also going to put Henamarth Riversong into play at a cost of 1 to Beravor (1) and exhaust it to have a peek at the top of the encounter deck: Woodman’s Glade. Excellent. That’s one less treachery to brace ourselves for and a chance to clear it for 2 less threat.
  2. Involuntary pass for Tactics/Leadership.

Quest phase 4 – starting threat = 0

We’re going to commit Aragorn to the quest and pay 1 resource (0) to ready him. On balance, keeping his Unexpected Courage available for the combat phase is better than keeping his resource.

Éowyn 4
Glorfindel 3 (no need to exhaust)
Beravor 2
Aragorn 2 (pay 1 resource (0) to ready)
Total willpower 11

This is the primary reason for keeping threat low and such care is going to reap a reward via Hail of Stones. Before we deal with that, 11 willpower beats 4 threat. We exhaust Asfaloth to clear Woodman’s Glade and allowing us to reduce Spirit/Lore’s threat by 2, Tactics/Leadership 34 Spirit/Lore 25. 11 willpower beats 2 threat giving us 9 progress. We use the first 2 to clear Great Forest Web leaving 7 progress to put on 3B (7/7) and clearing it.

4A
Ambush
4B
Quest Points: 2
Forced: At the beginning of the combat phase, all enemies in play engage the player guarding Gollum.
Players cannot defeat this stage if there are any enemies in play. If players defeat this stage, they have won the game.

So close! We’ll have to deal with Hummerhorns before the combat phase, leaving just Mirkwood Bats to engage with us. That will be a breeze, but there’s still 2 progress required making me slightly wistful about Tactics hero Legolas and his 2 progress after killing an enemy. As it is, we go again.

Travel phase 4

All dressed up and nowhere to go. Let’s get some of that pent-up aggression out by playing Hail of Stones – we can play Tactics/Leadership cards from our hand again – at a cost of 1 to Grimbeorn the Old (2) and exhaust Grimbeorn the Old, Aragorn and Snowbourn Scout, who must be weeping with joy at being able to do something apart from being swallowed by a monster to inflict 3 damage on Hummerhorns, which is cleared to the victory display.  Respective uses of Unexpected Courage ready Grimbeorn the Old and Aragorn.

Encounter phase 4

Tactics/Leadership optionally engages Mirkwood Bats.

Combat phase 4 – defend, shadow cards dealt

Grimbeorn the Old defends against Mirkwood Bats and its shadow, The Spider’s RingIf this attack is undefended, return any current active location to the staging area. The Spider’s Ring becomes the active locaiton [sic]. About the only excitement here is the typo in Card Game DB.

Combat phase 4 – attack

Aragorn attacks Mirkwood Bats with 3 attack to kill it. It’s in danger of becoming a bit of a grind.

Refresh phase 4

All cards are refreshed. Threat is raised by 1 for each player, Tactics/Leadership 35 Spirit/Lore 26. 3 additional threat for Spirit/Lore from Gollum, Tactics/Leadership 38 Spirit/Lore 26. First player token passes to Tactics/Leadership. I exhaust Henamarth Riversong to scry the encounter deck: Wasted Provisions. I couldn’t give two hoots about the first part of this effect – Discard the top 10 cards from the deck of the player guarding Gollum. A case of what we don’t know can’t hurt us. The second part – That player must choose a new player to guard Gollum, if able – is much more worrying. If Gollum switches to Spirit/Lore then Attercop, Attercop comes out…it doesn’t bear thinking about. In fact, I wish I could un-think it.

Round Five: Threat – Tactics/Leadership 38 Spirit/Lore 26
4B progress 0/2
1st player is Tactics/Leadership

Resource phase 5

Tactics / Leadership Resources Damage Spirit / Lore Resources Damage
Thalin X X Éowyn 2 0
Grimbeorn the Old 3 0 Glorfindel 1 0
Aragorn 1 0 Beravor 2 0

Cards drawn: Feint & Song of Eärendil. I was hoping for A Test of Will but Feint might be even better. If Attercop, Attercop does come out then at least I’ll have a chance to keep things under control.

Planning phase 5

  1. Allies allies allies. With Hail of Stones in the arsenal Tactics/Leadership needs as many as possible, so play Defender of Rammas at a cost of 2 to Grimbeorn the Old (1) and Errand-rider at a cost of 1 to Aragorn (0).
  2. Warden of Healing goes in at a cost of 2 to Beravor (0). Despite everything, this is genuinely a willpower play. We only need 2 to get past 4B, and holding more powerful characters in reserve could be crucial for Spirit/Lore.

Quest phase 5 – starting threat = 0

Aragorn 2
Glorfindel 3 (no need to exhaust)
Warden of Healing 1
Warden of Healing 1
Total willpower 7

Spirit/Lore can get 6 attack together if needed. With Feint, it might be enough to keep the monster spider from the door.

  • Wasted Provisions. As expected. I discard 10 cards from the top of the Tactics/Leadership deck. Coincidentally there was a discussion of the impact of this kind of card in the latest episode of Cardboard of the Rings. I’ll share my thoughts on it in the Refresh post. Gollum moves over to be guarded by Spirit/Lore
  • Hill Troll (1)

My initial reaction is one of delight. It’s not Attercop, Attercop and I have Feint so I should have enough to take it out. 7 willpower beats 1 threat giving me 6 progress on 4B (6/2) and now all I have to do is kill the Hill Troll.

Travel phase 5

No locations. I need to apply Hail of Stones now before the Hill Troll leaves the staging area, so we do so at a cost of 1 to Grimbeorn the Old (0) and exhausting Snowbourn Scout – pull yourself together man! – Defender of Rammas and Errand-rider puts 3 damage on the Hill Troll (3/9).

Encounter phase 5

For a blood-curdling moment as I read my notes I thought that I had made a mistake by getting Tactics/Leadership to engage the Hill Troll, that it should have engaged the players guarding Gollum. But that only happens if there are enemies in the staging area at the start of the combat phase, so Tactics/Leadership is allowed to do the engaging.

Combat phase 5 – defend, shadow cards dealt

Unfortunately my plan of battle does not survive contact with the enemy. Literally. I don’t have a Tactics resource left so I can’t play Feint and I can’t trigger Grimbeorn the Old’s ability. The best I can do is defend with Grimbeorn the Old, secure in the knowledge that Warden(s) of Healing will be able to remove the damage pretty quickly and respond with Grimbeorn the Old and Aragorn. Plan duly enacted, Grimbeorn the Old defends against the Hill Troll and its shadow, Marsh Adder. That’s a bust for The Shadow and Grimbeorn the Old takes the 3 damage (3/5).

Combat phase 5 – attack

Readying Grimbeorn the Old via Unexpected Courage, he and Aragorn combine for 6 attack against the Hill Troll’s 3 defense to inflict 3 further damage (6/9). It’s good, but it’s far from over and is getting very grindy. There is time for a moment of delight though. Not using Beravor, and knowing she won’t be needed in the quest phase next round, gives me scope for some serious card draw action. I exhaust her in the hope of drawing A Test of Will. Yeah, I’m bored by the thought as well at this stage. The draw reveals Asfaloth and Hasty Stroke, which is not unwelcome. It gives me some extra control over the Hill Troll.

Refresh phase 5

All cards are refreshed. Threat is raised by 1 for each player, Tactics/Leadership 39 Spirit/Lore 27. 3 additional threat for Spirit/Lore from Gollum, Tactics/Leadership 39 Spirit/Lore 30. First player token passes to Spirit/Lore and Gollum passes to Tactics/Leadership with a sense of relief all round. I exhaust Henamarth Riversong to scry the encounter deck: Great Forest Web. Harmless, but it’s the card under it that we are worried about. This is getting exhausting in every sense of the word aha-ha. The Wardens of Healing exhaust to take the 3 damage off Grimbeorn the Old (0/5) and Beravor exhausts so Spirit/Lore can draw two more cards: Unexpected Courage and Quickbeam. Did I forget to put A Test of Will in the deck?!

Round Six: Threat – Tactics/Leadership 39 Spirit/Lore 30
4B progress 6/2
1st player is Spirit/Lore

Resource phase 6

Tactics / Leadership Resources Damage Spirit / Lore Resources Damage
Thalin X X Éowyn 3 0
Grimbeorn the Old 1 0 Glorfindel 2 0
Aragorn 1 0 Beravor 1 0

Cards drawn: Gondorian Spearman & The Galadhrim’s Greeting. You know what I’m thinking. You know I’m right.

Planning phase 6

  1. We have the luxury of playing The Galadhrim’s Greeting at a cost of 3 to Éowyn (0) to reduce Tactics/Leadership’s threat by 6, Tactics/Leadership 33 Spirit/Lore 30, and still have a resource for Hasty Stroke.
  2. Pass for Tactics/Leadership.

Quest phase 6 – starting threat = 0

Éowyn 4
Glorfindel 3 (no need to exhaust)
Total willpower 7

I don’t think I’ve ever been so relieved to see a Condition attachment. Even if the game were to carry on this would be pretty inconsequential thanks to the proliferation of Unexpected Courage. The game won’t be carrying on though. I attach Caught in a Web to Aragorn. 7 willpower beats 2 threat, and I can exhaust Asfaloth to clear Great Forest Web and reduce it to 0. That’s 7 progress for 4B (13/2). I piled up all that progress in my mind.

Travel phase 6

No locations.

Encounter phase 6

No enemies.

Combat phase 6 – defend, shadow cards dealt

Grimbeorn the Old spends 1 resource (0) to play Feint and prevent the Hill Troll from attacking. The shadow card would have been The East Bight.

Combat phase 6 – attack

Grimbeorn the Old, Aragorn and Defender of Rammas combine for 7 attack to lay 4 damage on the Hill Troll (10/9) and clear it to the victory display. Victory is ours.

Score

Threat 63
Dead heroes 9
Damage tokens 0
Rounds 50
Victory points -9
Total 113

Having delivered Gollum into the care of Thranduil, it’s time to reflect on a road that didn’t go ever on. It only felt like it.

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