Hi all, and thanks for the replies to my other post.
Eventually fed up with never finishing a game, I set up my own 2 player game and decided to type up what happened so that the wise ones can pick through it and work out what I did wrong. I also put some rules questions at the end of it. So, apologies for the long post and the formatting. If you want the rules questions, just skip to the end.
Setup: Tethior sets up Deck C. Starting hand: Fellowship, Wormsbane, Concealment, Not at Home, The Dwarves are Upon You, Iron Hill Dwarves, Hundreds of Butterflies, Seized by Terror
Andraax sets up Deck B. Starting hand: Rangers of the North, Dodge, Balin, Alone and Unadvised, Ghosts, Lure of Nature, Twilight, Lure of Expedience
Turn 1
Tethior plays Fellowship and then discards Cram so that the group may move to Dead Marshes. Tethior draws River, Twilight. Andraax draws Rescue Prisoners, Dodge and Alatar. Hazard limit is 5. Andraax plays Lure of Expedience on Gloin. Lure of Nature cannot be played as the company is all Dwarves. He then plays Ghosts,Kili, Oin and Dori take the strikes and all tap. With the fellowship in play, they each have 4 prowess. Kili rolls a 5 making the strike ineffectual, Dori rolls a 6 and defeats his strike, Oin rolls a 3 and then 7 on the body check – he is wounded. He doesn’t need to make his corruption check for being wounded, as the fellowship means that he cannot be affected.
Tethior plays Hundreds of Butterflies to untap Kili – this increases the Hazard limit by 1. Andraax plays no further cards. End of the movement phase; Tethior has 8 cards. Andraax discards Alone and Unadvised.
In the site phase, Tethior plays Concealment and taps Kili to cancel the automatic attack. Thorin then taps to play Wormsbane. Gloin has to make a corruption check because of the lure and rolls a 4.
End of turn. Tethior chooses not to discard a card and draws A Friend or Three and Thror’s Map. Andraax discards Lure of Nature and draws The Moon is Dead.
Turn 2
Andraax plays Alatar, joining the company in place of Elrond, who stays in Rivendell. Elladan now follows Alatar, and the group head for Bree. Elrond stays in Rivendell. Andraax draws Chill Douser, Tethior draws Twilight. Tethior plays no cards and then discards a Twilight. In the site phase, Andraax plays Rangers of the North, using Alatars unused 6 influence. The roll is 8, which is enough. At the end of the turn, Andraax draws Lucky Search and Muster. Tethior discards River and draws Cave Worm.
Turn 3
Gloin attempts to remove the corruption card and fails. The group travel to the Iron Hill Drawrf Hold. Tethior draws Men of Dorwinion and Enruned Shield. Andraax draws Lure of Expedience, Chill Douser and Rescue Prisoners.
Andraax plays The Moon is Dead, and Lure of Expedience on Thorin. The 2 Chill Dousers cannot be played. At the end of the movement phase, Tethior discards Men of Dorwinion and Twilight. Andraax discards Muster and Rescue Prisoners.
In the site phase, Thorin taps to try and play the Iron Hill Dwarves. All his direct influence is used up controlling Kili and Dori, he decides to play safe and play A Friend or Three. 8 is rolled, which is enough. Kili then taps to play Thrors map, which forces a corruption check for Thorin and Gloin. Both pass ok. Tethior draws Quickbeam, Wake of War and Pallando. Andraax discards Twilight and draws Slayer and Safe from the Shadow.
Turn 4
Tethior chooses to bring a Ghosts from sideboard into his playdeck. Alatars company heads for Carn Dum. Balin could not be brought into play since Alatar is now in the game and he would need to be at the site.
Andraax draws Scroll of Isildur and Vilya. Tethior draws Gildor Inglorion, Full of Froth and Rage and Hauberk of Bright Mail. Hazard limit is 2 because Tethior chose to sideboard. Tethior first plays Seized by Terror on Erkenbrand. Roll is 8 – not enough. Erkenbrand splits off and goes to Bree. Tethior then plays Cave Worm since it is keyed to Angmar. Elladan faces the drake, taps and rolls 6, not enough. Body check is 8, so he is wounded. At the end of the movement phase, Andraax discards Safe from the Shadows and Dodge. Tethior discards Gildor Inglorion.
Elrond still has a movement phase, though he is not moving. No new cards are drawn, but Tethior plays Full of Froth and Rage. There isn’t really anything in the discard pile needed at the moment, so Andraax chooses not to play Vilya. At the end of the phase, Tethior draws Bounty of the Hoard.
In the site phase, Alatar enters Carn Dum. Each character faces 1 strike and Tethior assigns the extra strike to Elladan. Orophin taps and succeeds. Alatar doesn’t tap and rolls 8 and is ok. Elladan is at 3 prowess from being wounded – and a further -1 for facing 2 strikes. another 8; he is ok too. Alatar then taps and plays the Scroll of Isildur. Since all characters are tapped, there is no point playing Rescue Prisoners.
End of turn, Andraax discards dodge and draws Lure of Nature and Gates of Morning. Tethior chooses not to discard and keeps his 8 cards.
Turn 5
Pallando comes into play in his own company at Rivendell. Thorin taps to try and remove the corruption card and succeeds. Gloin then succeeds on a corruption check to transfer Cram to Thorin. Thorins company moves to the Caves of Ulund, Pallado doesn’t risk moving on his own and stays in Rivendell. Tethior draws 2xLesser Spiders and the Book of Mazarbul. Andraax draws Dragon-sickness, Many Turns and Doublings and Alone and Unadvised.
Andraax first plays Dragon-sickness on Thorin, who in response discards Cram to untap. He then rolls a 5 and avoids corruption. The company then faces a Chill Douser, which because of The Moon is Dead card is 4 strikes at 9 prowess. All except Oin face a strike. Dori taps and rolls 5 – ineffectual. Kili taps and rolls 9. Gloin doesn’t tap and rolls a 6 – just ok. Thorin doesn’t tap but only rolls a 3! On a body check of 8, Thorin is wounded. Andraax follows this up with another Chill Douser, which is now 5 strikes at 10. Tethior plays The Dwarves are Upon You. All characters face 1 strike. Thorin is at 8 prowess and defeats his strike. Oin, Kili and Dore all defeat their strikes. Deciding not to enter the site this turn, Gloin also taps to face the final strike, defeating it too. This removes The Moon is Dead. Tethior breathes a sigh of relief and Andraax plays no more hazards.
Pallando has a movement phase, no cards are drawn. Andraax plays Lure of Nature on him and then draws another Rescue Prisoners at the end of the phase.
In the site phase, the wounded Thorin decides not to enter the Dragons lair.
End of turn. Andraax discards Rescue Prisoners and draws Risky Blow.
Turn 6
Alatar stays at Carn Dum, Elrond stays at Rivendell. Erkenbrand heads off to Carn Dum to try and meet up with Alatar. In the movement phase, Andraax draws The Windlord found me and Elrohir. Tethior draws Ghosts and Bow of Dragonhorn. Erkenbrands hazard limit is the minimum of 2. Tethior plays Wake of War, followed by Lesser Spiders. Erkenbrand alone faces an attack of 5 strikes at 10. These strikes are all applied to Erkenbrand who fights at -4. He taps the shield to give him +1 prowess and then plays Risky Blow for another +3. This cancels out the -4 for the multiple strikes, and he taps so he fights with a prowess of 5. The roll is 10 – he defeats the spiders and arrives at Carn Dum tapped. Full of Froth and Rage is discarded.
Meanwhile, Alatar’s company can only have hazards keyed to the site. Tethior plays Ghosts. Each character faces 1 strike. Andraax plays Many Turns and Doublings to cancel the attack. The movement phase ends for Alatar, Tethior draws Balin. In Elronds movement phase, Elrond plays Vilya and shuffles back in Many Turns and Doublings, Risky Blow and Dodge. The movement phase over, Erkenbrand joins Alatars company.
The site is entered (again); the orcs attack. Alatar plays Dodge. Andraax then plays Rescue Prisoners. The spider attack is 3 strikes at 8. Alatar faces one of the strikes; Tethior chooses where the other 2 strikes go. He chooses Orophin and Erkenbrand. Orophin fails to defeat his strike and is wounded. Erkenbrand and Alatar defeat theirs (Alatar choosing not to tap). Alatar then taps to play Rescue Prisoners.
End of turn. Andraax discards Balin and draws Gildor Inglorion, Gates of Morning, Risky Blow and The Cock Crows.
Turn 7
Balin enters play at Rivendell under the control of Pallando. Pallando taps and removes the corruption card. Neither company chooses to move anywhere. No cards are drawn or played in the movement phase, and Tethior draws another Fellowship at the end.
In the site phase, Thorin enters the caves and plays Not at Home to cancel the dragon attack. Gloin taps to play the Hauberk of Bright Mail. Then Kili discards Thror’s map to untap the site, taps it again to play the Enruned Shield, and then finally, Tethior plays Bounty of the Hoard and taps Dori to play the Bow of Dragon-horn. At the end of the turn, Tethior draws Boromir, Celeborn, Not at Home, Despair of the Heart and Marvels Told. Andraax discards The Cock Crows and draws another Alone and Unadvised.
Turn 8
Elrohir comes into play under the control of Elrond at Rivendell. Alatars company reorganises, with Alatar now controlling Erkenbrand, Orophin and Elladan. Alatar heads back to Rivendell using starter movement. Elrond decides to stay at Rivendell.
In the movement phase, Andraax draws Crown of Flowers and Twilight. Tethior draws Wake of War and Seized by Terror (2 cards instead of 3 because of Alatar). Tethior plays Crown of Flowers (not really sure I understand this card), and also Gates of Morning (no reason, just want to get the card out of hand). Tethior plays Seized by Terror on Erkenbrand again – he fails the roll and is too scared to leave Carn Dum, so stays there. He then plays Wake of War and Lesser Spiders. Alatars company faces 5 strikes at 8. Everyone is tapped or wounded, so each character gets 1 strike, and Tethior assigns the 2 remaining strikes to Elladan. Alatar defeats his strike, Orophin rolls an 8, making the strike against him ineffectual. Elladan plays Risky Blow and rolls a 4, just making the 8 needed to ignore the strike. The company arrive in Rivendell. Andraax draws Alatar and Risky Blow. Tethior draws Pallando.
Elronds movement phase: no cards are drawn. Tethior plays Despair of the Heart on Elrohir and then draws Magical Harp.
End of turn, both players discard their additional wizard cards; Tethior draws Wargs, Andraax draws Many turns and Doublings.
Turn 9
Tethior brings Boromir into play at Rivendell, controlled by Pallando. Thorin heads to Lorien using starter movement. Pallando heads to Moria using region movement.
Pallando movement first. Tethior draws Full of Froth and Rage, Andraax draws Sword of Gondolin, Escape and Lure of Nature. Andraax plays 3 corruption cards; Lure of Nature on Pallando and Alone and Unadvised on Balin and Boromir. At the end of the movement phase, Boromir has to make 3 corruption checks. He has 4 corruption points and the roll is modified by +2, so if he rolls 2, he is lost. He rolls ok. Pallando too has to make 3 corruption checks and is also ok.
Thorins movement phase. Tethior draws Pallando; Andraax draws Beretar and Stirring Bones. First up, Andraax plays Stirring Bones. Dori taps the bow to reduce this to 1 strike of 9 and then taps himself to face the strike. He rolls a 6 and defeats the attack. Andraax then plays the Slayer, keyed to the border-lands of the Anduin Vales. Andraax sends the slayer against the wounded Oin, but Kili taps to prevent one of the attacks. Oin rolls a 5, which is not enough, but then survives the body check so is not killed. At the end of the movement phase, Tethior discards Pallando.
In the site phase, Pallando chooses to enter Moria. Andraax chooses to put the extra strike on Balin. Balin taps and succeeds. Boromir does not tap and rolls 8. Pallando also does not tap and rolls 8. Pallando then taps to play the book of Mazarbul.
End of turn: Tethior discards the Magical Harp and draws Cave Worm and Fili. Andraax discards Gates of Morning and draws Orcrist.
Turn 10
Elladan and Orophin heal. Alatar then stores the Rescue Prisoners and the Scroll of Isildur (making the corruption check). Alatar is still tapped however as he cannot store the prisoners until after the Untap phase. Andraax also brings into play Gildor Inglorion under direct control of Elrond. Elrohir taps to remove the corruption card. Elrond and Alatar combine companies. Andraax chooses to risk moving Erkenbrand to Rivendell on his own; the other company stay where they are.
In the movement phase, Andraax draws Gollum, Tethior draws Great Road, Wargs and Watcher in the Water. The Hazard limit is 2 and Tethior has a number of options. The Cave Worm cannot be played as Erkenbrand used Starter movement. Tethior plays Wargs. Erkenbrand taps the shield and fights with 6 prowess, defeating the Wargs. Tethior then plays the second Wargs. Andraax plays Risky Blow on Erkenbrand and rolls a 7, defeating the second set of Wargs. Carn Dum is discarded and Erkenbrand once again joins the party. Andraax draws Haldir, Tethior discards Fili.
In Alatars movement phase, no cards are drawn, but Tethior plays Full of Froth and Rage and then draws Despair of the Heart.
End of turn: Andraax discards Twilight to draw Corpse Candle.
Turn 11
Thorin and Oin heal at Lorien. Andraax plays a second Fellowship card on Thorins company. All 3 characters in Pallando’s company tap to try and remove their corruption cards. Pallando and Balin succeed. Gloin also taps but fails to remove his corruption card. Tethior plays Great Road on Thorins company and moves to Wellinghall. Pallando stays at Moria.
In the movement phase, Thorin moves along the Great Road; Tethior draws Concealment. Andraax draws Bofur and Slayer. Andraax plays Corpse-Candle. Not worried by the corruption checks, Kili taps to fight the Undead. Because of the 2 fellowships, everyone automatically passes their corruption checks and Kili easily defeats the Corpse Candle. Andraax discards Bofur, Tethior draws A Friend or Three.
In Pallando’s movement, no cards are drawn or played. In the site phase, Dori taps to play Quickbeam and then at the end of the turn, they return to Lorien. Tethior draws Giant Spiders, Andraax discards Haldir and draws Neeker Breekers.
Turn 12
Andraax has all characters now in one place, untapped. He splits into 2 companies, then plays Beretar under direct influence of Alatar, and then reorganises again. Alatar controls Erkenbrand and Beretar and is also in a company with Elladan. Elrond controls Orophin, Elrohir and Gildor.
Elrond heads for Moria using region movement, Alatar moves to Goblin-Gate. Elronds movement first, Andraax draws Stirring Bones and Alatar, Tethior draws Giant Spiders, Durins Axe and Full of Froth and Rage. First up, Tethior plays Giant Spiders: 2 strikes at 12. Andraax plays Many Turns and Doublings to cancel the attack. Tethior follows it up with a second Giant Spiders. Andraax plays Escape, wounding Orophin. 3rd card is Watcher in the Water. Each character faces a strike at 10. Orophin fights first, fails and then misses his body check and is dead. Andraax plays it safe and taps the remaining 3 characters; Gildor fails his roll and is wounded. Finally, Tethior plays Cave Worm, keying it to Redhorn Gate. All characters are tapped, so Tethior chooses Elrond to face the drake. He fails the roll and then rolls 10 on the body check and is eliminated.
At this point, Andraax concedes the game.
Rules:
Wounded characters – treated as tapped, so cant use Cram – cant tap to play anything?
If I play an item at a site but do not leave next turn, the site card remains in play tapped. Can I then not move, and next turn play Rescue Prisoners. Do I face the automatic attack again?
Game report and rules questions
@your questions:
- I didn't understand what you mean with "Wounded characters - treated as tapped", but no, a wounded character can't tap to play anything. The 3 status of the game are: untapped, tapped and wounded. A wounded character will remain in such status until an effect makes him heal or he is at a haven during organization phase.
- Yes, you can stay at the site and play rescue prisoners later and you always face the automatic attack before entering a site, so you have to deal with it again
- I didn't understand what you mean with "Wounded characters - treated as tapped", but no, a wounded character can't tap to play anything. The 3 status of the game are: untapped, tapped and wounded. A wounded character will remain in such status until an effect makes him heal or he is at a haven during organization phase.
- Yes, you can stay at the site and play rescue prisoners later and you always face the automatic attack before entering a site, so you have to deal with it again
- Konrad Klar
- Rules Wizard
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You can also play Rescue Prisoners in the same site phase (the same turn) if you have untapped characters in company (if there is no untapped characters after Spiders attack it will be merely legal but not effective play). There is no "one resource per site phase per company" limit.PaulGrogan wrote:If I play an item at a site but do not leave next turn, the site card remains in play tapped. Can I then not move, and next turn play Rescue Prisoners. Do I face the automatic attack again?
We will not speak of such things even in the morning of the Shire.
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Yep, but I either didnt have it in hand then, or I did have it in hand but was all tapped out and chose to wait a turn - one or the other.Konrad Klar wrote:You can also play Rescue Prisoners in the same site phase (the same turn) if you have untapped characters in company (if there is no untapped characters after Spiders attack it will be merely legal but not effective play). There is no "one resource per site phase per company" limit.PaulGrogan wrote:If I play an item at a site but do not leave next turn, the site card remains in play tapped. Can I then not move, and next turn play Rescue Prisoners. Do I face the automatic attack again?
