Side Quests and Perils

Description

Claiming territories and taking hostages, these fellows have no fear in enemy territory.

Threat Proof game Plan:

  1. This uses the A Perilous Voyage Contract - adding a massive amount of deck space for all the cards needed to build up Beregond with defense boosts, Frodo Baggins and his posy of Hobbits, and Aragorn's attack bonusses and Dunedain crew.
    • The Contracts impossible threat reduction is circumvented by a key term differentiation - Hero Cards are not Player Cards - and therefore, Frodo Baggins's and Beregond's Card Text has the potential to lower threat every turn by 2 points. This allows the Contract's effect to be utilized and useful in drawing cards.
  2. Each Hero performs the same task throughout the coerce of the game.
    • Aragorn is a Quester, and is the main attacker in the party. He supplies resources to , , and is the only source of in the game - with the help of Thorongil making him is alternate form Aragorn. The Aragorn/Aragorn couple is so instramental to massive threat reduction in the Party - and must be played before this Party reaches 49 on the threat dial.
    • Beregond is the main defender - it needs to defend one attack every turn for Threat Reduction and subsequent card draw.
    • Frodo Baggins is the quester. Sting can be applied to him in the beginning of the game for stats boost in , but Sting will ultimately end up on Sam Gamgee or Pippin with Sword-thain to become an attacker (the ally used depends on how threat is being managed in the game - high threat, use Sam Gamgee, low threat, use Pippin) It should also be said that Frodo Baggins's purse underpins the entier game - so many key cards are in the Sphere.
  3. Threat Proof must have a starting hand with Gondorian Shield, and a plus is Steed of the North.
  4. Card List devoted to Beregond:
  5. Card List devoted to Aragorn:
  6. Frodo Baggins Card List:
  7. Other Heroes that come into play:
    • Thalion and Sam Gamgee. They help with Resource's and are simply cool. Because their is a potential for 5 Heroes in the party - and the need for resources throughout the game - I included 3 Bilbo's Spoons in earlier versions of the deck. (if the Campaign Cards are illegal - I would trade them out for 3 Bilbo's Spoons and one Unexpected Courage)

Capturing and Taking Game Play:

  1. This uses the Contract The Last Alliance - This pairs Silvan and Dunedain traits - and maximizes the use of Silvan Tracker's healing to heal the Dunedain characters in "Threat Proof" by exhausting The Last Alliance. This contract also saves resources used on allies for 's and 's for adding Encounter Cards into the Victory Display.
  2. This is a questing Deck - it is centered around the Haldir of Lórien's card text - so that Capturing and Taking does not engage any enemies. (So that Haldir of Lórien can snipe enemies before they can attack.) Rossiel and Thurindir can defend and attack with the help of Horn-call of Buckland and Steed of the North respectedly late in game, but should not be necessary. (Steed of the North is from "Threat Proof".)
  3. Opining hand must contain Glamdring and it must be played by round 2. Round one usually needs Scout Ahead and a Dunedain quester East Road Ranger or Sarn Ford Sentry, but any turn one is good.
  4. Cards devoted to Haldir of Lórien:
    • Glamdring = Attack boost on Haldir of Lórien that is so needed for one shot sniping Enemies as they engage "Threat Proof" before they can attack a character. This drives the essential mechanic of this fellowship and allows Threat Proof to engage enemies early, one per round, and take on one more than they can handle. (especially if Aragorn is powered up) Card Draw for the "Capturing and Taking" Crew is important - their are a lot of cards that take hand space if gotten in early game (Keen as Lances, Helm of Secrecy, Ranger Summons).
    • Legacy Blade really makes Haldir of Lórien a snipe machine, and makes this Fellowship of Berserker Warriors and Quest Wizards synergize so well - The Side Questing giving time to equip your crew on both sides, and give and bonuses to key characters.
  5. Cards Devoted to Rossiel:
    • Box of Earth realy helps with getting lands explored.
    • Leave No Trace, None Return fuel the Victor Display Mechanic - removing cards from the game and giving and bonuses to Rossiel, so that Keen as Lances can reduce threat and Woodland Sentry can remove repetitive cards in the Staging Aria. I wish this part of the Fellowship was strengthened, but previous attempts to do so compromised the questing prowess of the Capturers and Takers, and the Engaging and Destroying bloodlust of Threat Proof (as well as healing their Dunedain characters).
    • With the victory display filled with traits of enemies slayed by Haldir of Lórien and Aragorn, Horn-call of Buckland turns our sweet sole sucking / essence capturing Rossiel into a clutch defender. (though I don't like using 's as fodder, Galadhrim Minstrel works well to take on enemy attacks)
  6. Cards Devoted to Thurindir:
  7. Adding another Hero:
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