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The Treason of Saruman: Allies Review

by on May 14, 2015


Saga Expansions have developed a habit of introducing ally versions of unique characters from the story, particularly those characters that also have hero versions. This seems to be a way of allowing players more options for building thematic decks and including key characters from the story beyond the restriction of three heroes. On the one hand, it’s always great to see different versions of key figures. On the other, this development does create more and more clashes when it comes to multiplayer games and the uniqueness rule. Still, as unique allies tend to be quite powerful, the four new unique allies of The Treason of Saruman certainly provide some strong new options for players to include in their decks.


* Gimli (Leadership Ally, 4 cost, 2 willpower, 2 attack, 2 defense, 3 hit points):


While action advantage is generally important for decks to include, it is rare to see an ally with access to readying. Characters like Treebeard, Forlong, and Boromir are exceptions, and all three are quite expensive and powerful. The ally version of Gimli now enters the fray with perhaps the easiest ally readying effect to activate:


Response: After an enemy is revealed from the encounter deck, ready Gimli.

Unlike ally Treebeard, who needs resources to ready, or ally Boromir, who needs to be damaged, ally Gimli can ready simply when an enemy is revealed from the encounter deck. Obviously, this ability gets better with more players, as more cards revealed during staging increases the probability of an enemy being revealed, to the point that Gimli can be counted on to ready almost every round in a three or four-player game. Even in solo play, the trigger should take place fairly often, and the great aspect of this ability is that it activates based on an enemy being revealed, which is exactly when readying is most necessary. Getting two actions out of a single ally is fantastic value, especially when that ally has hero-level stats. With two willpower, two attack, two defense, and three hit points, ally Gimli is equivalent to a hero with nine starting threat. He also is the Leadership analogue to another four cost ally, Haldir of Lorien from Lore, who is generally regarded as a strong character. While four resources is certainly a hefty cost, it is more manageable for the Leadership sphere than any other sphere due to resource generation. In addition, with most Leadership allies being either focused on effects over stats or specialized towards a certain trait/deck type, Gimli breaks the mold by providing a set of strong, well-balanced stats, while being able to make use of more than one of them per turn in many cases, and he can also fit into nearly any type of deck. Of course, Gimli becomes amazing in a Dwarf deck with Dain, being able to make use of three willpower and three attack, but such a usage of the ally is so obvious that it isn’t worth much discussion. Instead, I prefer to highlight the versatility of Gimli. He does, perhaps, not fit quite as well into a deck that features only one Leadership hero (assuming that hero won’t be making use of Steward of Gondor), but otherwise he is a strong candidate for any other deck that uses Leadership.

In terms of roles, you’ll probably be questing with Gimli each round for two, then making use of his stats and readying to either attack or defend. The exception is when you know that you need Gimli for combat because you are already engaged with an enemy and you aren’t sure whether another enemy will be revealed during staging. Of course, any form of scrying can help in guiding this decision, but such effects aren’t strictly necessary. The real question is whether Gimli is better suited for attack or defense. The presence of the sentinel keyword seems to incline this ally towards defense and two defense and three hit points certainly make him suited for the task. An easy boost provided by Arwen can increase this defense to a very solid three, while Boots of Erebor and/or Ring Mail can both be attached to Dwarf characters, allowing Gimli to be an even more solid defender. Such an option potentially frees up a hero for other duties. On the other hand, attaching a Dwarrowdelf Axe to Gimli makes him quite suitable for an attacking role, as he would have an attack strength of three, in addition to a point of direct damage. Of course, you could potentially load up Gimli with a couple of attachments and use him on either side of combat depending upon the situation. With more and more strong unique allies, there are now more options for partially building decks around such allies rather than heroes, to the point of making use of attachments that are not limited to heroes. The main question is how much deck space you want to devote to this purpose. An advantage to this approach is that it does allow for heroes to focus on other tasks, whether utilizing abilities that require exhaustion or allowing for the selection of heroes with a lower starting threat and weaker stats. The disadvantage is that you have to draw both the target ally and the attachments meant for them before the whole setup can work. Leaving aside the question of any buffs or attachments, though, Gimli can work well on his own merits, without any extra help (a little healing could come in handy though, if you plan on making him a primary defender). As a final note, Gimli’s readying and high cost makes him a perfect target for A Very Good Tale, while he can also make use of Spare Hood and Cloak to ready another character. Overall, he won’t necessarily become a staple, simply because of his high cost, but he is a fantastic option for Leadership-heavy or mono-Leadership decks. Gimli also mostly avoids the uniqueness clash issue faced by some of the other unique allies, as hero Gimli is not used as extensively as some other heroes.

Versatility: ♦♦♦♦◊

Efficiency: ♦♦♦♦◊

Uniqueness: ♦♦♦♦◊

* Legolas (Tactics Ally, 4 cost, 1 willpower, 3 attack, 1 defense, 3 hit points):


It was inevitable that if we received Gimli in any form in The Treason of Saruman, the Saga Expansion focused around Helm’s Deep, then we would have to see a new version of Legolas as well. Anything less would be an affront to Middle-earth’s odd couple. As with Gimli, this is the first time we’ve seen a new version of Legolas since the Core Set. While the hero version accumulates progress through killing enemies, the ally version draws cards instead:

Response: After Legolas participates in an attack that destroys an enemy, draw 1 card.

It is difficult to overstate how huge this ability is for the Tactics sphere. After all, card draw has been one of the most significant weaknesses of the sphere, and Foe-hammer has been the only option. While that Tactics event is fantastic and useful, it still requires some work to get running, between drawing and playing a Weapon attachment and getting the killing process going. Ally Legolas simplifies matters by providing card draw just by himself, meaning that all you have to do is draw and play Legolas himself to begin accessing repeatable and consistent card draw for Tactics. While Foe-hammer nets three cards per use and is still great value, Legolas can draw a card each time he participates in destroying an enemy. In most cases, this means he should be drawing at least one card per round, more if you are able to ready him and have multiple targets (ranged helps with finding more enemies to swing at!). This is quite fantastic, essentially doubling the number of cards drawn for a Tactics deck. Therefore, ally Legolas doesn’t just bring card draw to Tactics, he brings significant card draw to Tactics that is on par with some of the best card draw effects available to other spheres.

Let’s be clear, playing and using ally Legolas by himself is more than sufficient to justify his cost and deck space. However, if you are interested in maximizing Legolas’ efficiency and power, there are several options. First, being able to ready Legolas allows you to potentially use him to draw multiple cards per round, as long as there are multiple enemies on the board that can be killed. One of the better in-sphere options is actually Merry, as Merry and Legolas can combine to kill an enemy, then Merry can use his ability to ready Legolas (another player controlling Brand can do something similar). Unfortunately, there aren’t many other options for readying allies, as opposed to heroes, but an event like Ever Vigilant can do the job, while global readying effects such as Grim Resolve or Strength of Arms (the latter requires mono-Leadership though) can also provide a bit of extra value. A final alternative is to make use of Spare Hood and Cloak, and Gimli might be able to help in this regard. Beyond readying, Legolas can make use of a few weapons thanks to the Silvan trait. Rivendell Blade is an amazing option, boosting Legolas to an effective five attack strength against enemies with at least two defense (as long as they’re not immune to player card effects). Rivendell Bow is an option if you’re planning on using Legolas heavily for ranged attacks, boosting him to four for such attacks, while Bow of the Galadhrim is an even better alternative for this purpose. With such weapons, ally Legolas can become a devastating force. As with Gimli though, the main deck building dilemma revolves around how much deck space you want to devote to building up an ally. It is an event, rather than an attachment, that is perhaps the most intriguing combo piece, and that event is Hands Upon the Bow. Just as with the hero version, ally Legolas can use Hands Upon the Bow to kill an enemy in the staging area after staging, removing threat while also drawing a card. Finally, remember that Arod can attach to the ally version of Legolas, allowing for a bit of location control in addition to card draw.

Despite the incredible power of this ally, there are a few weaknesses. The first is that the hero version of Legolas is still one of the most popular heroes around, and this means that the potential for conflict in multiplayer is high, more so than with Gimli. You won’t be able to always count on being able to use ally Legolas in a deck for this reason when playing with others. The other  weakness of this ally is the cost of four. This is quite expensive and not as easy for the Tactics sphere to overcome as is the case with the Leadership sphere and Gimli. Such a high cost means that a deck using only one Tactics hero might not be able to make good use of Legolas. On the other hand, such a deck will likely have access to card draw options from other spheres, while the Tactics heavy and mono Tactics decks that really need in-sphere card draw will be best positioned to use the ally. I can’t quite call ally Legolas a staple, as most staples tend to be lower in cost. I will say, however, that he is the best ally in the expansion, and one of the best allies around in terms of what he brings to his respective sphere (sorry Gimli, but Legolas has you beat here). This may be surprising, as the next ally to be reviewed is a real stunner and can make an equally strong case for best ally, yet this shows the power of ally Legolas. Never underestimate the power of card draw.

Versatility: ♦♦♦♦◊

Efficiency: ♦♦♦♦♦

Uniqueness: ♦♦♦♦♦

Quickbeam (Lore Ally, 2 cost, 2 willpower, 3 attack, 1 defense, 3 hit points):


Quickbeam is ridiculously good. Play him. Seriously, what are you doing reading this review? Go put him in your decks!

If I was a less disciplined reviewer (some would say less obsessive), I would end my review of this ally here. But I shall instead soldier on and give Quickbeam his due. The newest Ent ally doesn’t so much have an ability as a means of avoiding the usual Ent penalty of entering play exhausted:

Cannot have restricted attachments. Enters play exhausted.
Response: After Quickbeam enters play, deal 1 damage to him to ready him.

Simply by dealing Quickbeam a point of damage when he enters play, he can ready and thus be available for action on his very first turn. To put this ally in perspective then, the ability really just serves to cancel out the normal Ent drawback, which means that you are basically getting an ally with no ability and one fewer hit point than is printed. However, since Ents are built to have much higher stats than their cost would suggest, Quickbeam is essentially an ally with fantastic stats for a low cost without an obvious drawback. For only two resources, you get nine points worth of stats (eight if you take into account the damage needed to ready Quickbeam). Since Quickbeam probably won’t be filling a defensive role, with only one defense and two hit points, really what you are paying for is an ally with two willpower and three attack. It’s difficult to emphasize enough how fantastic this is, though, especially when you consider that it comes in the Lore sphere. Generally, Lore allies have useful abilities rather than great stats, and they often tend to be on the more expensive side as well. Quickbeam completely goes against this grain.

First, consider that there is only one other Lore ally with three attack, Anborn, and that ally costs double the number of resources (four). This means that Quickbeam is by far the best attacking option when it comes to Lore allies, and in fact one of the best attacking ally options for any sphere that is not Tactics. Having such an ally opens up some doors for Lore and dramatically improves its combat capability. Second, although attack strength is Quickbeam’s highest stat and it might be tempting to write him off simply as an attacker, the two willpower should not be ignored either. What makes the Spirit sphere such a strong questing sphere is not necessarily its heroes, but its access to cheap allies with solid willpower, with two cost, two willpower allies serving as the standard. Other spheres just don’t have this same access. However, Lore has slowly started to infringe on this territory, greatly increasing its ability to be a viable questing sphere. The Rivendell Minstrel and Haldir of Lorien both have two willpower, but they cost three and four resources respectively. The brand new Dunedain ally, Sarn Ford Sentry, also has two willpower but costs three resources as well. It is only Quickbeam’s fellow Ent, the Wandering Ent, that is also a two cost, two willpower ally, and that ally has to enter play exhausted. Quickbeam, therefore, instantly becomes not just the best attacking ally in the sphere, but also the best questing ally when you consider points of willpower per resource spent. When you combine Quickbeam with Wandering Ent, Lore can do some serious questing for a reasonable cost.

Of course, this strength in both questing and attack does mean that you will have to choose which area to use Quickbeam for each round, especially in the absence of great readying options for allies, but considering that most two cost allies are only good at one thing, this is more a matter of being spoiled for choice than a true drawback. If you’re using Quickbeam, as well as other Ents, it might be worth it to include something like Ever Vigilant to get additional actions, and keep in mind that ally Treebeard can help Quickbeam ready as well. In terms of Ent synergy, Quickbeam also has the advantage of immediately boosting the attack strength of any copies of Booming Ent in play as well. However, Quickbeam is by no means restricted to Ent decks and can fit into absolutely any deck that has Lore. In fact, there really is no good reason not to add this ally to any deck with Lore, and due to the low cost, Quickbeam seems set to be a new staple for all Lore decks. In fact, Quickbeam is so good that some have started throwing around the dreaded “overpowered” label. Certainly, Quickbeam is more powerful than most other allies in the game if you consider the stats you get in exchange for the cost. What restricts Quickbeam’s power is the mere fact that he is unique, meaning that you can’t get two or three copies out, which would indeed make this ally way too overpowered. As it is, getting one copy out for a Lore deck should quickly improve the board state for that particular deck without necessarily breaking the game.

Versatility: ♦♦♦♦♦

Efficiency: ♦♦♦♦♦

Uniqueness: ♦♦♦♦♦

Hama (Spirit Ally, 3 cost, 1 willpower, 2 attack, 2 defense, 2 hit points):


In some ways, Hama is perhaps the most difficult of the four allies in The Treason of Saruman to judge in terms of pure value. The biggest advantage that Hama brings is providing a strong defensive option for the Spirit sphere:

Combat Action: Ready Háma. He gets +3 until the end of the phase. At the end of the phase, discard Háma. (Limit once per round.)

This ability allows Hama to defend two attacks during a single combat phase at a defensive strength of five. The cost of using this ability is that Hama must be discarded at the end of the phase in which you use it. This ability can be extremely useful to bail a Spirit deck out of a defensive bind. For example, if you end up being engaged with multiple enemies and don’t have any other way of handling these attacks, Hama can allow you to survive the onslaught. This would be a planned use of Hama’s ability to cover two attacks. It is also important, though, to consider the flexibility of this ability and how it interacts with action windows. In other words, you could defend with Hama normally and then reveal a shadow effect that would boost an enemy’s attack enough to destroy Hama. In this case, you could trigger Hama’s ability to ready him and increase his defense. This would allow Hama to survive the first attack, and then having the boosted defense, you could use him to defend against a second attack. This use would be a more reactive application of Hama’s ability. Both uses are valid.

What makes Hama’s ability a bit strange at first glance is that it boosts his attack but then discards him at the end of the phase. Generally, the point of boosting a character’s defense is to preserve that character so that they can survive to see another round. In Hama’s case, however, this cannot be the case as he is discarded automatically at the end of the phase. This means that the purpose of the boosted defense is to make sure that he survives the first attack in order to defend a second. This temporary preservation also helps to avoid effects that trigger when a character is destroyed by an attack, which has become more common over time. Keep in mind that if you are able to ready Hama through other effects, you can get more than two defenses out of him at the boosted attack strength. For this purpose, Eomund is a trait-specific option, as if you can get Eomund out of play, perhaps through using him to chump block another attack, then this would ready all Rohan characters, including Hama. Beyond Eomund, Ever Vigilant, Grim Resolve, Strength of Arms (assuming another player’s mono-Leadership deck can play it), Light the Beacons and Spare Hood and Cloak are other readying alternatives. I suspect, however, that in the great majority of cases, Hama will be defending no more than twice.

Overall, this ability is good, but not exceptional. It does help Spirit with defense, but Spirit has developed a few other options in this respect over time, and a Spirit deck might want to devote deck space for other purposes. Perhaps Hama is better in solo play when you consider that in a multiplayer game, the non-Spirit players might be able to cover enough of the combat duties to render Hama surplus to requirements. Then again, if you can give Hama sentinel, perhaps through Arwen, then he has value in multiplayer as well. Hama does end up leaving play more frequently than I would like. Without using his ability, Hama’s two defense and two hit points are decent, but also far too fragile to defend much without having to use his ability (Arwen does help greatly in boosting his defense to three). All it takes is a single shadow effect that boosts an enemy’s attack or lower the defender’s defense strength and you end up having to trigger Hama’s ability, meaning that you lose him, and there are many shadow effects along these lines. This means that Hama fills the rather odd role of being a temporary super defender for a single crucial moment, rather than a consistent defender.

All of this is not to say that Hama is a bad ally by any means. Hama’s ability skews him towards a defensive role and makes it far too easy to overlook his attack. However, this is a mistake, as an attack of two for only three resources is a great deal for Spirit. In fact, every other ally in Spirit with an attack of two costs one more resource, and the difference between three and four resources is quite significant. This means that Hama is actually the best attacking ally in the Spirit sphere! For this reason, if you are using Spirit and are at all interested in including some combat capability, then Hama is an absolute must-include. Players should consider using Hama in an attacking role until he is needed for defense. In addition, Born Aloft is an interesting option for Hama, as that attachment could allow you to use Hama’s ability and then return him to hand before he is discarded at the end of the phase. Of course,  you would have to pay to get him back into play, but at least you wouldn’t lose him permanently or be stuck waiting around for another copy to show up.

The final issue is Hama’s suitability in Rohan decks versus non-Rohan decks. He doesn’t necessarily have any special synergy with Rohan, other than the fact Spirit Theoden can reduce his cost. Of course, that reduction is huge, as getting Hama into play for two instead of three greatly increases his value. However, Hama can easily slot into non-Rohan decks as well. I don’t think Hama fits into every Spirit decks but he does find a place in any Spirit decks that needs help with attack and/or defense, and his value in terms of stats for cost is good.

Versatility: ♦♦♦♦◊

Efficiency: ♦♦♦◊◊

Uniqueness: ♦♦♦♦◊


The four unique allies in The Treason of Saruman range from very solid to exceptional. From this perspective, this expansion is an outstanding release in terms of the allies. Quickbeam and Legolas in particular are amazing cards that deserve to find their way in countless decks in the present and future. Gimli and Hama are also strong additions to their respective spheres, and there’s certainly nothing even remotely approaching a dud here. The fact that these allies are all unique and three of them have existing hero versions means that uniqueness conflict is an issue, yet it also means that players now have more options for including these key characters in their decks.

Readers, what is your favorite ally in The Treason of Saruman? What is your least favorite ally? Is Quickbeam overpowered? Who wins the Legolas and Gimli battle? Where does Hama rank as an ally?


From → Reviews

  1. ransomman1 permalink

    I’d have to say that I like Legolas better than Gimli all things considered. I feel like we have two major obstacles when playing ally Legolas though. 1.) Hero Legolas is awesome, and Arod makes him uber awesome. 2.) I really want to play ally Gimli *and* ally Legolas in the same deck but they seem so damn expensive!

    I feel like I have to buy a second copy of Over Hill and Under Hill just so that I can have more A Very Good Tales!!

    • TalesfromtheCards permalink

      I’m working on an “experimental”/in progress deck that tries to use both ally Gimli and ally Legolas along with attachments to turn them into combat machines. The temptation is definitely real! I have a hunch that this deck will never end up being the most efficient or practical thing in the world, but it should be fun the few times that it works.

  2. Thaddeus Papke permalink

    It’s quite a set of allies when that Hama is the “weak” one. I’ve happily put copies of all of these allies into various decks. Although, I haven’t gotten to play them all yet. Gimli went into my dwarf deck and Legolas went into my Tactics Ranger deck and a single copy of each went into my Gandalf/Elrond/Galadriel deck (aka “Rockstars of Middle-Earth).
    Quickbeam is certainly far from “overpowered”, I mean, yeah, he’s ridiculously good for his points (“undercosted” is probably a more accurate term), but getting a single ally out for cheap with 2 Willpower and 3 attack (neither of which can be boosted all that easily) sure the heck isn’t going to be the equivalent of playing the game on easy mode.
    Side Note: I was playing an Ent deck against the second Lost Realm quest last night and I did NOT give Quickbeam his damage to activate him, since that quest likes to punish characters with damage on them.

    • TalesfromtheCards permalink

      Definitely a strong set of allies. I think Quickbeam could be accused of being overpowered, but the thing is that overpowered allies, especially a unique one, isn’t really an issue compared to heroes or even attachments that are overpowered.

  3. Gimli is notable for me simply because he is the second dwarf (after the Dwalin ally) to have the Sentinel keyword. I’ve always seen the lack of Ranged and Sentinel as the Dwarves’ defining (and only) weakness, and Gimli having Sentinel works to fix that weakness…

    • TalesfromtheCards permalink

      Good point about the lack of ranged/sentinel for Dwarves. I guess they don’t work well with others!

  4. ishallcallusting permalink

    I know why you only briefly mentioned the synergy with Dain, but a huge reason that Gili is so good is because he is purple. There are almost no dwarf allies in purple to go along with their powerful heroes Dain and Thorin. It is even better for Thorin because he needs the 5 dwarves. This is huge because dwarf decks are so weak…. :-/

    • ishallcallusting permalink

      Gimli, not Gili, stupid autocorrect.

    • TalesfromtheCards permalink

      True. There aren’t a ton of Leadership Dwarves to choose from and they do tend to be heavily slanted towards Lore. Gimli just makes top-tier Dwarf decks even more ridiculous.

  5. Tony F permalink

    Love these allies! All of them have uses in a wide range of decks. One thing you didn’t touch on with Hama is his usefulness for some of the Rohan discard events. If you defend with him and a shadow effect will cause him to perish, you can trigger his ability, even if you don’t have another enemy you need to defend. Then, you can attack with him (which he’s decent at with 2 attack), or you can use him for one of the events that requires the discard of a Rohan character. Ride to Ruin and Helm! Helm! come to mind. The latter is especially notable as you can have a single ally both defend and then discard a nasty enemy on its own! Finally, Hama is a nice target for Sneak Attack since you can trigger his ability and then bring him back to hand at the end of the phase, rather than discard him.

    • TalesfromtheCards permalink

      Good point about the Rohan discard effects. I particularly like the idea of defending a couple of times with Hama and then using him to trigger Helm! Helm! to get rid of an enemy. That’s a great way to get extra value out of the ally. I’ll have to try it! I was wondering about the viability of Sneak Attack with Hama, but after looking at the text, it does seem to follow the same model as ally Beorn so it should be a legit use.

  6. Don Sexton permalink

    Another great analysis. I am so relieved to see new content. There was a point after The Lost Realm review where I feared you’d shipped off to Valinor.

    So let’s see these allies….Quickbeam is perfect. It just doesn’t get much better than 3 attack and two will for two in lore. I expect to see a lot of him in the future. Gimli, balanced stats, action advantage, ANYTHING with Sentinel is good. He’s solid.

    As for Legolas….I think once the honeymoon for this box wears off, we won’t be seeing too much of him. 4 resources is a jagged little pill to swallow in tactics – you can produce 4 attack with the same value with two galahdrim archers, or more with vassals and knights of the swan. And that’s not counting it still robs the table of what is still one of the best heroes in the game. Don’t get me wrong, he’s good (especially the art. It reminds me of Yoshitaka Amano’s work) but I think there are too many factors working against him.

    And while I’m making statements that could make me look like an idiot down the road, I am going to say time will be good to Hama. Considering he’s almost a given for Spirit Theoden, those stats are solid for two resources. And any defense is a welcome sight in spirit. Considering you can do Theoden/Grima discount shenanigans and or tricks like Born Aloft, he can become a higher return on investment than the 1 hp Defender of Rammas or Winged Guardian.

    • TalesfromtheCards permalink

      Heh, thanks! A nasty bout of bronchitis put me down for a good bit of time, and I couldn’t even muster the energy to unwrap my copy of Treason for like five days, let alone write anything! Fortunately, I’m getting back into the swing of things. I’m definitely interested to see how ally Legolas shakes out over time in regards to the meta. The hero remains uber-popular after several years, so it’ll be fascinating to see how much ground the ally can make up and how much he’ll shove the hero version to the side.

  7. Don Sexton permalink

    An addendum to Legolas, while I wrote I completely forgot about Celeborn, Galadriel and O’Lorien. Nevermind, he’s awesome.

    • TalesfromtheCards permalink

      Should definitely be fun to slot him into Silvan decks. 3 cost with 4 attack on the first turn!

  8. Kyle permalink

    I think you should have mentioned that Hama is capable of defending and attacking in the same turn, if necessary. If you’re 2 damage short of killing an enemy you can just ready him and add him to an attack. If he’s about to die from an unexpected shadow effect you can not only save him but also attack back, if there aren’t any more attacks to defend against. You could even attack with him against two different enemies if you really want.
    (Also, you stated “strange at first glance is that it boosts his ATTACK” rather than “defense” in your second paragraph on him.)

    • TalesfromtheCards permalink

      He definitely has that flexibility. I imagine most of the time his ability will be used for defense, simply because of the boost, but attack is certainly a viable option, especially because, as I mentioned in the article, he’s one of the best attacking options around for Spirit.

  9. Pengolodh permalink

    Have yet to try them out, but they look awesome! Some amazing cards in this expansion. Currently playing campaign mode, and stills in Black Riders, but looking forward to fight at Helm’s Deep! Thanks for the great reviews.

    • TalesfromtheCards permalink

      Thanks! Treason is another great Saga Expansion. They’ve been hitting it out of the park with them.

  10. A quick question regarding the Helms Deep quest- the location Helm’s Gate, when it’s the active location, if any player is not engaged with an enemy, the first player reveals an additional encounter card EACH STAGING STEP, so in a 2 player game, 4 cards are revealed, and a 4 player game, 8 cards!!! Is that right? With all the surge, this could be insane!!

    • TalesfromtheCards permalink

      It’s just 1 card at the end of staging, no matter the number of players. Thankfully!

  11. Thanks for the answer, that how I was playing it , but I was a bit thrown by the wording. I had to change my decks a little to deal with this quest, I went with – Haldir, Sporfindel, Eleanor and Eladan, Elrohir, Halbarad. Eleanor and thror’s key help with the treacheries and location effects.

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