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Campaign Mode: Breaking of the Fellowship (Part 1)

by on February 19, 2015

ring goes south

Our fellowship has emerged victorious from the mines of Moria, with Durin’s Bane defeated and Frodo alive and well to carry his burden forward. However, there was a heavy cost to be paid, as the fellowship has suffered its first fallen hero. Gandalf the Grey returned to the West, sacrificing his life to help destroy The Balrog so that the rest could live. Now, it’s a matter of picking up the pieces and carrying on to the third scenario of The Road Darkens: Breaking of the Fellowship. This scenario focuses on the fellowship’s journey down the Anduin, including the skirmish with the Uruk-hai and up to the fateful choice by Frodo to strike out on his own. As is evident in the name of the quest itself, the fellowship will soon be broken, but how this will happen, and the heroic deeds and ignominious moments that will lead to that schism, have yet to be written.

In Part 1 of the Breaking of the Fellowship entry, I will outline some possible strategies against this surprisingly tricky scenario, as well as the changes I have made to my decks in response to the loss of Gandalf and the specific demands of this particular encounter deck.


Part 1 – Strategy

I don’t think it’s a controversial statement to say that Journey in the Dark is the most difficult quest in The Road Darkens expansion. However, Breaking of the Fellowship is no slouch either. Between arrows flying from every direction and some tricky quest/location mechanics, simply expecting to coast through this one won’t do at all. Some careful planning and strategy can go a long way towards ensuing that your body is not sent over the falls in a grand ceremonial gesture.

* Stock up on willpower

The-Great-River-1B

Willpower is perhaps not quite as essential for the Breaking of the Fellowship as it is for Journey in the Dark, but you will still need plenty of it. In large part, this is because of the nature of stage 1 – The Great River. During this stage, you are completely barred from engaging enemies. In addition, just in case you were planning on doing some sniping with Haldir, Dunhere, Great Yew Bow, or Hands Upon the Bow, all enemies get +2 to their defense. This is not even taking into account the toughness keyword, which negates the first X points of damage dealt to an enemy, serving as extra protection against staging area attacks or simple direct damage (i.e. Hail of Stones, Descendant of Thorondor, etc.). In many ways, this mechanic is a reboot of Journey Along the Anduin, as this stage is also meant to represent the heroes traveling down a river and being unable to engage enemies because they are in a boat while their foes gather on the shore. This, however, is a much trickier version because of the aforementioned defense boosts to enemies and the flat restriction on engaging enemies. What all this means is that you need to have enough willpower to make it through the 12 quest points of stage 1 before enemies pile up in the staging area. If you fail to move quickly enough, then either the threat may become so severe that questing becomes impossible or you will end up flooded with too many enemies to handle by the time you progress to stage 2, which brings them all down. Of course, stage 1 also adds another wrinkle by requiring you to explore two unique locations, Sarn Gebir and The Argonath, in order to advance. All in all, what this means is that you can’t shortchange willpower and need to be able to blast through stage 1 in as few rounds as possible. That all being said, if you do run into a few fortunate quest phases where no enemies are revealed, this can give you a bit of time and breathing round to build up your forces in preparation for the combat-heavy latter half of the quest, but dawdling too long can be fatal.

* Prepare for combat

In many ways, these strategy tips might seem like a rehash of the ones provided for Journey in the Dark, but this is because Breaking of the Fellowship also requires both strong questing power and a great deal of combat prowess. The good news is that there is no boss enemy, such as The Balrog in Journey in the Dark (or even the Orc-chieftain). However, on the flip side, each enemy in this scenario is pretty strong, and there aren’t really any weak ones that you can simply roll over. This is because we are now dealing with the Uruk-hai, that superior breed of Orc that are mightier, faster, and tougher than the Orcs we’ve encountered before. The new toughness keyword reflects this aspect, and cancels out the first X points of damage dealt to an enemy (with X being equal to the numerical value after the toughness keyword). The Uruk-hail also tend to have higher attack values, with four being the average. The Uruk-hai Captain is perhaps the most problematic, as it has five attack, but also prevents allies with fewer printed hit points than itself from defending against it. This means that any ally with just one or two hit points cannot defend against the Captain, and given its high attack, that is probably the enemy that you most want to use a chump blocker against. The Uruk-hai Archer is another terrible enemy, as he discards an ally every time he is revealed, and possesses an archery value equal to the number of players. Individually, these Uruk-hai may not be the most fearsome enemies you’ve ever faced. However, the problem is that they tend to swarm and flood, and dealing with several four or five attack enemies at once, some of which prevent chump blocking, can end your adventure in a flash. This is all facilitated by the mechanics of the quest, as stage 1 causes the staging area to build up with enemies that cannot be engaged, while stage 2 sadistically reduces all their engagement costs down to zero, which means that likely each player will have to take on at least a couple of enemies, while some of their allies may have been picked off by the Archer along the way. The best way to deal with this is probably loading up on action advantage for your more combat capable heroes. A strong defensive hero with action advantage can stand against the tide, and cover for the loss of chump blocking as a viable option against certain enemies, while attackers with readying can help take out more than one enemy at once, which is especially important given the toughness keyword. Speaking of toughness, this is not a quest that favors direct damage strategies, as keep in mind that each instance of damage has go through the toughness barrier. In the case of Breaking of the Fellowship, simplicity is best and simply having heroes that are good in combat paired with readying is your best. Alternatively, you can hope to have attack cancellation available for those key moments when a horde of enemies is released.

* Bring along the healing

Again, we have a similarity with Journey in the Dark, although here the name of the game is simple archery. Two of the four enemies have the archery keyword, with the Uruk-hai Archer’s value being one to four based on the number of players (at a given stage). Theremed_warden-of-healing-tld also, however, are treacheries and locations that add further archery. Black Feathered Arrows is this quest’s version of We Cannot Get Out, adding an archery value to the current quest stage based on the number of allies at that stage. In most cases, We Cannot Get Out is worse, but Black Feathered Arrows can certainly be deadly. It especially punishes ally swarm decks and does so with aplomb. For this reason, and because of the scenario’s hatred of chump blocking, I almost feel compelled to say that Breaking of the Fellowship is best tackled by an uber-hero strategy of loading up heroes with attachments, rather than using a swarm of allies. However, the latter strategy can work provided you have some cancellation available to deal with Black Feathered Arrows. It also helps if your allies have a sturdy pool of hit points of their own (such as Dwarves with Hardy Leadership) so that they can help soak up the archery damage that they caused. The final piece of the archery puzzle is Wooded Shoreline, which is a location that adds two points of archery damage just by being in the staging area, with the added trouble of having to search and add an enemy to the staging area to travel to it. What all this means is that you will be dealing with archery damage constantly and can be whittled down over the course of the game to death or near death. Including healing effects, such as the reliable Warden of Healing, can help to deal with this situation and keep the damage manageable. Waters of Nimrodel is also an option here, as a damage “reset button”, while other healing alternatives can work as well (i.e. Silvan Tracker with Silvan heroes, Hobbits/Fast Hitch/Healing Herbs, etc.).

* Condition removal is not optional

Fallen-Into-Evil

Breaking of the Fellowship features probably my favorite encounter card of all time: Fallen Into Evil. This condition attachment transforms one of your trusty, loyal heroes into a raving enemy intent on your destruction. Those who are familiar with my custom First Age expansion know that I’m a big fan of the corruption theme in Tolkien’s world and created a whole mechanic based around it. Fallen Into Evil does the same thing but on the level of one single card. The beauty of it is that such a simple effect and treachery can have such rich story-telling implications. Which hero will fall? Do you kill that hero to save yourself? Or do you try to stave them off until a solution can be found? What all this means is that condition removal is not optional for this quest, especially if you are playing Campaign Mode, as any hero that ends the game with Fallen Into Evil attached is considered to be a Fallen Hero, meaning that they are removed from your campaign and incur the threat penalty just like a hero that was destroyed. Of course, a simple A Test of Will can get rid of this problem as well, but having some condition removal is important in case your treachery cancellation is not available when Fallen Into Evil shows up.

* Make use of the individual quest stages

There have been scenarios before that have split players up to face their own individual quest stages, with Foundations of Stone being the most notable example. What makes Breaking of the Fellowship truly unique, though, is that it not only still allows for players to interact with each other, it actually builds in such interaction and cooperation into the quest stages themselves. The are four different stage 3’s: Searching the Woods, Guard the Hobbits, The Seat of Amon Hen, and Orc Hunting, and each gives players a unique bonus after questing successfully, from discarding a location to readying a player’s heroes to drawing cards/lowering threat to discarding an engaged enemy. All of these can be useful and the great part from a strategic and gameplay perspective is that each player gets to choose which stage they want to take on. I wouldn’t necessarily say that any one of these stages is the optimal choice, as it really depends upon the deck you are using. For example, if you have high willpower and/or location control, then Searching the Woods isn’t really the best option as  you can handle locations on your own without extra help (then again, maybe another player isn’t so fortunate). On the other hand, if you are relatively weak in combat, then the enemy discard from Orc Hunting can be invaluable. In fact, Orc Hunting is one of my favorites, as there are very few effects in this game that let you just outright get rid of an engaged enemy, so I do feel that at least one player should choose this particular stage, unless everyone is so strong in combat that you feel comfortable doing without. The readying of heroes through Guard the Hobbits can obviously be powerful, but again this is all deck dependent, as if you are running a ton of readying effects across the board, then this effect may just be redundant. Finally, the card draw and threat reduction of The Seat of Amon Hen is perhaps the most universally useful, although you may have other priorities. The beauty of all these effects is that they can be bestowed on any player, not just the one at that given stage, so it’s really not a matter of assigning stages to the right player but deciding which stages as a whole need to be on the board for the best overall benefit based on the decks available and the number of players.

Part 2 – Decks

As mentioned in the introduction, Gandalf became the first Fallen Hero of my campaign. This has two major consequences. The first is that I can no longer use any version of Gandalf in my decks, including both ally versions. The second is that both of my decks will have a permanent +1 boost to their starting threat. As for the burdens from Journey in the Dark, defeating The Balrog meant that I only needed to pick two out of the four burdens to add to my campaign pool. Between Pursued by the Enemy and Shadow of Fear, I chose Pursued by the Enemy. Immediate attacks from engaged enemies can certainly be nasty, but there are ways to prepare, whereas the blanking of text boxes of every character in play can wreck an entire game. It can be especially nasty for my Hobbit deck, leaving Sam unable to ready and Merry devoid of attack. For this reason, Pursued by the Enemy is the better choice. As for the objectives, Overcome by Grief is clearly worse than Grievous Wound. The latter can essentially take a hero out of the game, or at least put a ticking clock on them, as every exhaustion leads to one damage. Overcome by the Grief, on the other hand, exhausts the attached hero every time a character is destroyed, and prevents them from readying until the subsequent round. Losing a turn can hurt, but there is a larger measure of control here, as you can at least mitigate the effect by minimizing the frequency of characters leaving play. You can also attach it to a hero that will have the least impact when they miss time (such as Pippin in my fellowship), or build in action advantage so they can ready after the round in question.

DECK ONE

I now have the tough task of retooling Deck One after the loss of Gandalf. I have done so once already when I had the opportunity to replace Eowyn with Gandalf, but this is a tougher task as it has been forced upon me, and I have grown to enjoy the strong questing and combat potential of the Aragorn, Glorfindel, and Gandalf combination. There are a few potential replacements that jump out at me. The first is Galadriel. Thematically, this choice would make perfect sense, as the fellowship has fled to the safety of Lothlorien, and Galadriel could certainly be seen as a force guiding them from afar. She also would allow me to keep the composition of the deck relatively similar, as I would be returning to the two Spirit hero/one Leadership hero dynamic that I used before with Eowyn. The card draw and threat reduction of Galadriel would also be a great help, and I would have fantastic willpower to blast through stage 1 of Breaking of the Fellowship. On the other hand, she does have one main weakness, which is that she will contribute absolutely nothing to combat, both defensively and offensively. This would be a huge loss, especially since Gandalf was my primary defender and could hit hard on the attack as well. Another option, while keeping the two Spirit hero/one Leadership hero distribution, is Idraen. She would lower my willpower potential slightly (one fewer point than Gandalf), but has in-built or readily available action advantage like Aragorn and Glorfindel and could help with both defense and attack. Thematically, I could easily imagine a scenario in which Idraen is waiting for the fellowship in Lothlorien, possibly even due to a summons from Galadriel.

However, I am going to pass on the Idraen option as well. While there are compelling arguments in favor of it, especially in terms of keeping the deck largely intact, there is one other hero that calls to me both thematically and strategically: Boromir. This might be an unorthodox choice as it involves fundamentally changing the nature of Deck One into a tri-sphere deck while it has always fundamentally been a dual-sphere build (even with Gandalf). However, I feel this is the right choice, despite the radical reconstruction required. As far as gameplay is concerned, Boromir provides a neat solution to the flood of Uruk-hai unleashed in the latter part of the scenario, as his nearly limitless action advantage, coupled with Gondorian Shield, completely covers for the deck’s defensive responsibilities. He also happens to have strong attack and can combine powerfully with Aragorn and Glorfindel, just as Gandalf did, to eliminate foes. In fact, in terms of combat capability, he surpasses Gandalf (with the exception of Flame of Anor) because of the sheer ground that he can cover when it comes to actions. His biggest gameplay disadvantage will be a significant loss of willpower, especially in the early game, but I feel that the deck has enough willpower in other areas to cover questing sufficiently. Beyond gameplay, though, there is an irresistible thematic motivation at work here. Boromir is one of my favorite characters in the entire The Lord of the Rings story, as I find his tragic yet ultimately redemptive arc to be uniquely compelling. In terms of my campaign narrative, Boromir has been included in the story so far, but has rarely hit the table as an ally in Deck Two. It would seem particularly fitting to thrust him into the spotlight as a hero at this point, as the “Breaking of the Fellowship” is the moment of his fall, but also his epic sacrifice. This quest thus certainly seems ripe for Boromir to enter the campaign narrative in earnest, and thus he will slot into Deck One to replace Gandalf.

Hero (3)
Glorfindel (FoS) x1
Aragorn (Core) x1
Boromir (TDM) x1

Now all three heroes have in-built action advantage or easy access to it (in the case of Glorfindel). Together, they can strike for a total of 10 attack, with Glorfindel’s Valiant Warrior bonus included, and this goes even higher with Anduril or Glamdring on the table. Even better, Boromir’s readying allows him to combine with Aragorn and Glorfindel in various combinations to get rid of enemies more quickly. He also is probably the best defensive solution Deck One has yet had, when you take into account Gondorian Shield. The willpower machine of Sword that was Broken will now be more important than ever, though, to cover for Boromir’s paltry one point of willpower.

Ally (20)
Ethir Swordsman (TSF) x3
Galadriel (TRD) x2
Arwen Undomiel (TWitW) x2
Faramir (Core) x2
Galadriel’s Handmaiden (CS) x2

Added: 

Escort from Edoras (AJtR) x3
Squire of the Citadel (TBoG) x3
Vassal of the Windlord (TDM) x3

Removed:

Bilbo Baggins (TRD) x3
Naith Guide (TDT) x3
Envoy of Pelargir (HoN) 3x
1 copy of Galadriel’s Handmaiden

Including a third sphere, Tactics, means I have to remove some of the previous Spirit and Leadership allies to achieve the proper distribution. The victims are Bilbo Baggins, Naith Guide, Envoy of Pelargir, and 1 copy of Galadriel’s Handmaiden. Bilbo isn’t as necessary anymore without Gandalf and his Wizard Pipe, and he would mainly be just a questing body, which I already can get through other allies. The Naith Guide was useful, but now that Gandalf is gone and Boromir has arrived with action advantage of his own, the Guide won’t have as much to do. The Envoy is simply a casualty of deck space. On the other hand, moving to tri-sphere means adding in a few one-cost allies to make sure I at least have some options available even with a lack of resources, so the Squire of the Citadel and Vassal of the Windlord enter the fray as defensive and offensive options respectively. I also will add in 3 copies of the Escort from Edoras, who can help provide huge chunks of willpower for that first stage of Breaking of the Fellowship (as well as any necessary quest pushes later in the quest). All three of these allies are geared towards leaving play, which is intentional as well to help feed the Horn of Gondor and Valiant Sacrifice, with the Horn being a brand new option for resource generation with Boromir now in the fold. I’ve kept Arwen, Ethir Swordsman, Galadriel, Faramir, and Galadriel’s Handmaiden as a core backbone of the willpower engine. Arwen will also be essential to boost Boromir’s defense and give him sentinel, allowing him to defend powerfully for both decks.

Attachment (18)
Sword that was Broken (TWitW) x2
Light of Valinor (FoS) x3
Steward of Gondor (Core) x3
Anduril (TRD) x1
Glamdring (TRD) x1

Added: 

Captain of Gondor (TAC) x1
Gondorian Shield (TSF) x3
Horn of Gondor (Core) x2
Celebrian’s Stone (Core) x2

Removed:

1 copy of Sword that was Broken
Unexpected Courage (Core) x2
Fellowship of the Ring (TRD) x2
Wizard Pipe (TRD) x1
Gandalf’s Staff (TRD) x3

When it comes to attachments, the main focus here was removing all of Gandalf’s “toys”, such as Wizard Pipe and Gandalf’s Staff and replacing them with Boromir’s “toys”, such as Gondorian Shield and Captain of Gondor. The latter two attachments will transform Boromir into a defensive, as well as offensive powerhouse, making Deck One into a true combat force. I’ve also added in the Horn of Gondor for added resource generation for either Deck One or Deck Two, depending on who needs it more at any given moment. This will pair well with some of the expendable and flighty allies I’ve added to the deck. Celebrian’s Stone used to be in Deck Two, but now I’ll put it in Deck One as a way of compensating for Boromir’s lack of willpower and helping to smooth resources by giving Aragorn the Spirit resource icon. On the flip side, I’ve removed Unexpected Courage, which might seem strange, but it really is a bit redundant since all three heroes have better readying options and Deck Two has Fast Hitch. Finally, although Fellowship of the Ring proved invaluable for Journey in the Dark, Frodo is out of commission for a large portion of Breaking of the Fellowship (and Fellowship of the Ring must be attached to him), so I’d rather not spend the deck space on such a small and temporary advantage.

Event (14)
Elrond’s Counsel (TWitW) x3
Hasty Stroke (Core) x2
A Test of Will (Core) x3

Added:

Gondorian Discipline (EaAD) x3
Valiant Sacrifice (Core) x3

Removed:

1 copy of Hasty Stroke
Flame of Anor (TRD) x3

The core of threat reduction and cancellation remains, but I’ve obviously removed the three copies of Flame of Anor, which are useless without Gandalf. I’ve added in Valiant Sacrifice for some needed card draw and extra synergy with the allies that will be leaving play. I’ve also included three copies of Gondorian Discipline, which work perfectly with Boromir as an extra layer of security, backup plan in case Gondorian Shield hasn’t shown up yet, or even as a means for soaking archery.

FINAL DECK SIZE: 52 (50 without the boons)

DECK TWO

As usual, Deck Two has remained relatively stable while Deck One undergoes significant changes.

Hero (3)
Pippin (TBR) x1
Sam Gamgee (TBR) x1
Merry (TBR) x1

This trio started the adventure together and will not break apart…yet.

Ally (20)
Bill the Pony (TBR) x2
Gildor Inglorion (THoEM) x1
Defender of Rammas (HON) x3
Beorn (Core) x2
Bofur (OHaUH) x2
Elrond (TRD) x2
Warden of Healing (TLD) x3
Errand-rider (HoN) x2
Ithilien Tracker (HoN) x2

Added

Landroval (AJtR) x1

Removed:

Boromir (TRD) x1

The only real change here is removing Boromir, since he now conflicts with the hero version in Deck One. I’ve replaced him with another expensive unique Tactics ally as potential fodder for Elf-stone: Landroval. This Eagle can potentially save a hero from death, which is an imminent possibility with all the archery and Uruk-hai I am about to face.

Attachment (18)
Dagger of Westernesse (TBR) x3
Fast Hitch (TDM) x3
Asfaloth (FoS) x2
Hobbit Cloak (TBR) x3
Elf-stone (TBR) x2
Sting (TRD) x1
Mithril Shirt (TRD) x1

Added:

Expert Treasure-hunter (OtD) x3

Removed:

Celebrian’s Stone (Core) x2

For Deck Two’s attachments, I’ve removed two copies of Celebrian’s Stone and moved them over to Deck One. This gives me space to include extra, repeatable card draw through Expert Treasure-hunter. The beauty of this attachment is that it can also be sent over to Deck One to help with card draw, and although Deck Two already has great options with Pippin and Frodo’s Intuition, more card draw is always a good thing in a tri-sphere deck, as finding the right cards for the right sphere for the right resource situation often requires a little extra help. The unique structure of Breaking of the Fellowship also plays a part in this choice too, as the long initial stretch of the game where enemies can’t be engaged means that Pippin won’t be drawing any cards for the deck during the crucial ramping up period.

Event (14)
Sneak Attack (Core) x2
Halfling Determination (TBR) x2
Feint (Core) x3
Frodo’s Intuition (TBR) x3
Unseen Strike (TRG) x2
Waters of Nimrodel (TAC) x2

Added:

1 copy of Frodo’s Intuition

Removed:

1 copy of Sneak Attack
1 copy of Unseen Strike

Here, I’ve simply made some slight adjustments in terms of copies of certain cards. Since I don’t need quite the huge attack numbers that were required for Journey in the Dark, I can cut one copy of Sneak Attack (usually paired with Beorn) and one copy of Unseen Strike. This gives me room to add the third copy of Frodo’s Intuition back in, which will be vital for extra willpower and card draw. Waters of Nimrodel proved its utility last game around, and with all the archery damage lurking ahead, I’ll definitely keep it in the deck.

FINAL DECK SIZE: 52 (50 without the boons)

The final decks look like this (not including the boons):

deck onedeck two

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

———————————————————————————————————————————————————————————————

Gandalf has fallen but our fellowship remains resolute, united around the shared, sacred obligation to defend the Ring-bearer at all costs. As they prepare to leave Lothlorien, however, and journey down the Anduin, little do they know that the Uruk-hai of Isengard have been set on their own task. Will the fellowship survive the arrows and blades of the White Hand? Will a member of the fellowship give into temptation? Who will be captured and who will join Frodo in his journey to Mordor? Find out soon!

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From → Strategy

12 Comments
  1. Traekos77 permalink

    Kudos on your strong deck choices. My power combination is very similar: Tactic Boromir, Spirit Glorfindel and Lore Aragorn. They don’t win all the time but they do win often enough that I feel bad for the Encounter Deck.

    • TalesfromtheCards permalink

      It’s actually not a combination that I’ve used before (at least that I can remember), but you definitely get a ton of value for a decent starting threat.

  2. Veve7 permalink

    The Council of Elrond

    ,,Setup: Set Lust for the Ring , Redhorn Pass, Doors of Durin and Watcher in the Water aside, out of play. Shuffle the encounter deck.

    Forced: At the end of the planning phase, each player places the top card of his deck faceup in front of him, in player order, until there are a total of 4 faceup cards between the players. The first player chooses 1 faceup card to be played for 0 cost, 1 to add to its owner’s hand, 1 to discard, and 1 to shuffle into its owner’s deck. Then, either shuffle Lust for the Ring into the encounter deck, or raise each player’s threat by 5. Advance to stage 2.”
    In solo player I must reveal 4 cards in one round or just one?
    Thank you!

    • TalesfromtheCards permalink

      You take the top 4 cards of your deck and place them faceup. Then, you get to choose 1 to put into play, 1 to discard, 1 to put in your hand, and 1 to shuffle into your deck.

      • Veve7 permalink

        Thank you!This is the way I played,but on ,,The end may be dark” blog I saw played with just one card.

  3. Oh man, that Fallen into Evil treatchery is one of the worst in the game as far as I am concerned. I love it for thematic standpoint, but it is brutal in solo play. It basicaly instantly destroys your hero and replace it with potent enemy with wery low encounter cost. It’s a GG moment if you don’t have cancelation. For this treatchery alone I can justify putting 3 coppies of Power of Orthanc in my deck.

    • TalesfromtheCards permalink

      Yeah, it’s one of those treacheries that you definitely have to be aware of and prepare for. Such treacheries have an interesting deck building effect, as they force players to consider how much deck space to devote to countering it.

      • I finally beat this quest last night and encountered this treatchery twice. Even though I draw about 30 cards I didn’t find any cancelation (there was 3 copies of Power of Orhanc, 2 copies of Miner of the Iron Hills and one copy of Elrond ally). Tactics Merry was helping Sauron for almost 8 turns and I was glad that he has 0 attack 🙂

  4. I have a question about Expert Treasure Hunter. Obviously when Gandalf was around it’s inclusion was a no-brainer since you could see the top card of your deck. Are you hoping to get lucky here, or am missing something?

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  1. Campaign Mode: Breaking of the Fellowship (Part 2) | Tales from the Cards
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  3. Campaign Mode: Helm’s Deep (Part 2) | Tales from the Cards

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