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Campaign Mode: The Uruk-hai (Part 1)

by on May 21, 2015

art-lotr-nasmith-riders-of-rohan

When we last left our heroes, the fellowship had been well and truly broken. Gandalf fell in battle with The Balrog, while Pippin gave into the temptation of the Ring, although he ultimately earned redemption, giving his life to save Merry. If that wasn’t a steep enough cost, Boromir and Merry were captured by the Uruk-hai who beset the fellowship on the shores of the Anduin, and they are now being carried to some dark fate at Isengard. The remnants of the fellowship have decided to pursue the Uruk-hai and rescue their friends, and this is where we pick up the story as we crack open The Treason of Saruman and continue the TftC campaign!

In Part 1 of The Uruk-hai entry, I will outline some strategies for taking on the first scenario in the box, as well as discuss how I will adapt the decks I have been using in light of the fall-out from the Breaking of the Fellowship and the new cards that have arrived since The Road Darkens.


Part 1 – Strategy

As tends to be the case with Saga Expansions, the first quest in The Treason of Saruman, The Uruk-hai, is the easiest of the bunch, leading up to two quite difficult scenarios, Helm’s Deep and The Road to Isengard. However, that is not to say that this quest can’t pose challenges of its own, and this is especially the case if you are playing a campaign. This is because earning the amazing boons that are ripe for the taking at the end of this scenario depends on keeping the pursuit value below a certain level. As such, I’ll provide a few thoughts and tips on strategy to guide you in that endeavor.

* Plan for being one hero down

Follow-the-Orcs-1A

By far the most important obstacle that players face in this quest is that they have to play one hero down, as each player’s captive is only rescued at the conclusion of the scenario. Of course, we’ve seen something similar with Escape from Dol Guldur, but the way this quest plays out feels quite different from that Core Set encounter. For one, the presence of Fellowship Aragorn helps to compensate for the loss of a hero, and this is especially important for a pure solo game (definitely much different than Escape in this respect). However, the fact that each player has to work with one fewer hero makes a huge impact, and surprisingly it’s not necessarily the loss of actions that is most significant but rather the wrench thrown in resource distribution. For example, if you have a deck geared towards two Leadership heroes and one Spirit hero, and a distribution of cards in your deck meant for that setup, then losing one of your Leadership heroes might lead to not having enough Leadership resources to pay for cards. Similarly, losing the Spirit hero would obviously have an equally dramatic effect, completely removing the ability to use any Spirit cards. There also is the matter of simply having to make do with one fewer resource each round. Fellowship Aragorn may provide a resource when you control him, but this doesn’t help with normal play, unless you decide to cheat the system a bit by loading up on neutral cards.

Obviously, this means that The Uruk-hai requires some special deck building in order to deal with this situation in campaign play, unless you have been using a mono-sphere deck. Perhaps the easiest dilemma to face (aside from having a mono-sphere deck at your disposal) is having a dual-sphere deck and losing the minority sphere hero as a captive. This would allow you to generate two resources for one sphere, and deck building would be a simple matter of removing all cards from the sphere that was lost. If you are using a tri-sphere deck, then deck building should be centered around removing the cards connected to the sphere of the captive. On the other hand, if you have a dual sphere deck and lose one of the heroes from the majority sphere, then you will have to treat your deck for the scenario almost as a tri-sphere deck, since you will only be generating one resource per hero per turn and you will have to essentially split the cards in your deck between the spheres 50/50. Of course, whatever resource generation effects you have available can alter this scheme a bit. For that matter, resource generation and resource transfer/smoothing effects are at an absolute premium for this scenario. What I would say is that if you are able to beat this quest without too much trouble, then radical restructuring of your deck is probably not necessary, but if you are having any difficulties, it might be related to not getting your resource distribution or the cost of your cards quite right.

* Load up on willpower and attack strength

Uglúk's-Uruk-hai

The Uruk-hai is firmly part of the new breed of scenario that demands both a great deal of willpower and strong combat capability. In terms of mechanics and themes, this is a chase, and so that means you’ll need to be able to throw down as much questing power as possible as quickly as possible in order to beat the scenario before the pursuit value hits 30. There are so many different options for doing this these days that it’s not worth trying to list all the possibilities, but basically the players, however many there are, need to place a high priority on willpower, and global willpower boosting effects, with Faramir and Sword that was Broken being two good examples, are always great for this purpose. Keep in mind that with Fellowship Aragorn around, Sword that was Broken can be placed on him and he can move around the board to provide willpower support. A flexible willpower ability like that on Eowyn can also be quite useful.

However, while willpower is quite import, you can’t simply load up on questing power and call it a day, as the enemies tend to be quite durable. Many of them have the “toughness” keyword, which means they are even harder to take down than is apparent at first glance. Ugluk’s Uruk-hai, for example, have two defense, five hit points, and one point of toughness. This means it takes eight total points of attack strength to defeat one right away, which is a tall task, and there are three copies of them floating around in the encounter deck. To take another example, the Uruk-hai Fighter has two defense, three hit points, and two points of toughness, requiring seven points of attack to defeat out of the gate. This means that the usual “magic number” of six that is often enough to dispatch most enemies in most scenarios doesn’t quite hold true here. So attack power here is just as important as willpower, as leaving enemies in the staging area will lead to an increase in the pursuit value, so enemies must be dealt with through either tanking them or destroying them as they come. The former is not as practical given that the archery keyword will be dealing out direct damage if you leave enemies around. Therefore, marshaling attack strength either through a crowd of allies or with powered up heroes is an important consideration. Keep in mind that there are a few smaller enemies that can be destroyed easily, yet you can’t count on only encountering these instead of the tougher foes.

* Bring along the healing

Just like Breaking of the Fellowship before it, The Uruk-hai includes several enemies with the archery keyword, as well as at least one other direct damage effect (the Isengard Uruk either deals three damage or reveals another encounter card). This focus on direct damage to player characters is not as intense as Journey in the Dark, but it’s still worth considering bringing along some healing, especially if you have heroes and allies with low-to-medium hit point pools.

* Don’t forget location management

The-Wold

The locations in this quest are a bit unique in that most of them focus on providing benefits when they are explored as the active location, with the caveat that they raise the pursuit value as part of their travel cost. On the one hand, this means that you don’t have to worry about many locations with perpetually harmful effects while they remain in play or sit in the staging area. On the other hand, there is an opportunity here to aid questing so that progress can be made more quickly. Keep in mind that if you use a card like Asfaloth or Ride to Ruin to explore a location like The Wold, you won’t get access to the positive effect that only triggers if the location is explored as the active location. However, this may not be as important as simply removing a location’s threat from the staging area before quest resolution, as well as avoiding the travel cost of raising the pursuit value. Thror’s Map is also worthy of consideration in order to travel to these locations without having to worry about this increase.

* Avoid chump blocking, if possible

Several effects in this quest punish chump blocking. The Uruk-hai Fighter, for example, returns to the staging area if he destroys a character. To take another example, the shadow effects on both the Plains of Rohan and Unseen Barrier increases the pursuit value by one if a character is destroyed. None of these effects are necessarily game-ending on their own, but they can have the cumulative effect of leading to defeat through increasing the pursuit value one way or another. For this reason, it is wise to consider using a defender that can actually survive the attack when possible.

Part 2 – Decks

Unfortunately, both decks will have to undergo some major changes in response to the events of the Breaking of the Fellowship, as well as the transition from traveling with Fellowship Frodo to Fellowship Aragorn. In regards to the former, Lore Pippin joined Gandalf in the ranks of fallen heroes, which means that Deck Two, which has kept the same lineup of Sam/Pippin/Merry from the very first quest, will have to make its first hero change. In regards to the latter, Leadership Aragorn has been a key hero for Deck One since the beginning, but now that Fellowship Aragorn has entered the fold, I will have to substitute him out as well. With major changes required, a balance will have to be struck between completely restructuring everything and keeping elements that have been successful thus far.

DECK ONE

With Aragorn forced into his Fellowship incarnation, I can either choose another hero from the Leadership sphere to replace him or give the spot to some other sphere. I could, for example, transition the deck back to a dual-sphere setup by choosing a Spirit hero to replace Aragorn. Either way, I’ll have to consider some changes to the deck specifically to meet the needs of this scenario, as Boromir will be held captive and thus I won’t have access to a Tactics resource match unless I replace Aragorn with a Tactics hero. One important thing to consider is that I will be able to freely change heroes before the next quest, Helm’s Deep, so any changes I make at the moment to cover losses can be viewed as temporary measures.

Hero (3)
Glorfindel (FoS) x1
Theoden (ToS) x1
Boromir (TDM) x1

With Aragorn and the Leadership spheres removed, I’m going to make things easy for myself by replacing him with a Spirit hero. This will allow me to tackle this scenario with two Spirit heroes, which will simplify resource match issues. In terms of which hero to pick from Spirit, there were a few intriguing possibilities. I considered bringing Eowyn back for maximum willpower potential, but this would leave me a bit too vulnerable defensively. Idrean was another good choice, nearly replacing Aragorn’s stats while providing some handy readying. However, ultimately I opted for the new Spirit version of Theoden. Of course, part of this choice was motivated by the newness of the hero and a desire to get him on the table. However, there were also some sound gameplay motivations as well. For one, Theoden could bring a nice balance of defensive solidity along with attacking strength and questing power. In addition, his cost reduction ability could help to mitigate the loss of a hero’s resources, although this necessitates throwing in some more Rohan allies and making this deck more Rohan-focused than it has been before. Fortunately, since this expansion brings the story to Rohan, this seems like a reasonable thematic shift. I will, however, have to struggle to come up with an explanation as to why Theoden has joined the heroes to chase after Uruk-hai when he is supposed to be cooped up in Edoras with Grima! In terms of roles, Glorfindel will obviously be dedicated to questing and attack, while Theoden will have to take on much of the defensive duty. Once he gets Unexpected Courage, or with the help of other readying effects in both decks, he can also either quest or attack. 

Ally (21)
Ethir Swordsman (TSF) x3
Arwen Undomiel (TWitW) x2
Escort from Edoras (AJtR) x3

Added: 

West Road Traveller (RtM) x3
Hama (ToS) x2
Westfold Horse-breeder (VoI) x2
Westfold Horse-breaker (THfG) x3
The Riddermark’s Finest (THoEM) x3

Removed:

Galadriel (TRD) x2
Faramir (Core) x2
Galadriel’s Handmaiden (CS) x2
Squire of the Citadel (TBoG) x3
Vassal of the Windlord (TDM) x3

First, I removed all Tactics and Leadership allies, making this a pure Spirit deck, since I’ll only have Glorfindel and Theoden. I then replaced these lost allies with Rohan allies from the Spirit sphere in order to get the most out of the inclusion of Theoden. The idea is to use his cost reduction to get cheap allies out, saving resources and making up for the loss of a hero and a third resource each round. Since this quest puts a high value on willpower and questing quickly, I’m going for a bit of a classic “Rohan rush” approach. Hopefully, Hama can relieve some of the defensive burden on Theoden, especially if he gets some help from Arwen’s defense boost. Normally, a Rohan deck can rely on chump blocking, but I’ll need to avoid that approach when possible to avoid punishing effects that trigger off of characters being destroyed. The inclusion of the Westfold Horse-breeder might seem strange since this deck lacks mounts, but with Theoden she is free, contributes one willpower, and can be sacrificed in defense or to trigger Helm! Helm!. In addition to the Tactics and Leadership allies, I have removed Galadriel’s Handmaiden to make room for Rohan. Note, however, that I haven’t gone all-out with this focus on Rohan, as I have left both Arwen Undomiel and Ethir Swordsman in the deck. Arwen is just too essential, especially since I am lacking my main defender (Boromir is held captive), as she can help to boost the defense of Theoden or Aragorn and give them sentinel. The Ethir Swordsman, on the other hand, is just too good a quester to leave out.

Attachment (14)
Light of Valinor (FoS) x3
Anduril (TRD) x1
Glamdring (TRD) x1

Added: 

Ancient Mathom (AJtR) x3
Herugrim (ToS) x3
Unexpected Courage (Core) x3

Removed:

Sword that was Broken (TWitW) x2
Steward of Gondor (Core) x3
Captain of Gondor (TAC) x1
Gondorian Shield (TSF) x3
Horn of Gondor (Core) x2
Celebrian’s Stone (Core) x2

Again, I removed all Tactics and Leadership cards, which actually were the bulk of attachments in the deck previously. Unfortunately, this meant jettisoning Sword that was Broken, which otherwise would be quite nice to put on Fellowship Aragorn. I also lost access to the always valuable Gondorian Shield. There weren’t too many Spirit attachments that were worthwhile replacements. Obviously, Light of Valinor was staying in the deck since Glofindel stuck around, and will likely do so for the rest of the campaign (barring death), since he has the Valiant Warrior boon. I added Ancient Mathom for some card draw, which is a big weakness of the deck. I then brought in Herugrim to work in conjunction with Theoden, while Unexpected Courage is absolutely key to give action advantage to Theoden, as well as the new hero I brought in for Deck Two. Having fewer attachments does mean that I have more room for events…

Event (17)
Elrond’s Counsel (TWitW) x3
Hasty Stroke (Core) x2
A Test of Will (Core) x3

Added:

Astonishing Speed (RtM) x2
Helm! Helm! (ToS) x2
Mustering the Rohirrim (THfG) x3
Dwarven Tomb (Core) x1
1 copy of Hasty Stroke

Removed:

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

This time around, I lost Gondorian Discipline and Valiant Sacrifice through the absence of sphere matches, but I was able to keep the key Spirit events: A Test of Will, Elrond’s Counsel, and Hasty Stroke. In fact, I added an extra copy of Hasty Stroke as added protection since my defense will be a bit more shaky. Then, I had plenty of room to add some more Spirit events. To begin, I added Astonishing Speed, which allows the Rohan allies in the deck with fairly modest willpower to become a massive questing army. The two copies will hopefully help to provide at least one key moment where I can rush through a portion of the quest, which will help in catching up with the Uruk-hai. Helm! Helm! will help to deal with enemies. Ride Them Down was another option for this purpose, but since I will be seeking to keep pace with the pursuit value, I won’t want to give up on a round of progress, especially since some of the treacheries in the quest seek to do this on their own. Therefore, Helm! Helm! seemed a better option to allow some of the weaker allies to dispatch some quite tough enemies. Mustering the Rohirrim has long been a coaster due to its cost, but Spirit Theoden has single-handedly made it viable again, since he saves a resource which can go to paying for the card. This will hopefully combine with Ancient Mathom to provide enough card draw for the deck to function. Finally, I added a single copy of Dwarven Tomb to bring back a key card that has been used already, especially A Test of Will or Hasty Stroke, but it generally opens up the discard pile as a “second hand”.

FINAL DECK SIZE: 52 (50 without the boons)

DECK TWO

Deck Two is really in a strange position. For one, I have to alter the hero lineup for the first time to make up for the loss of Pippin. In addition, I will have to manage without Merry for this quest, and he has been the primary attacker for the deck. This means I have some serious thinking to do here. I could replace Merry with a Leadership hero in order to accompany Sam, transforming this deck into functionally a mono-Leadership deck for the quest. However, I don’t want to lose access to Lore, as I really want healing to deal with archery. If I had Merry along, I might be tempted to bring in Bilbo to keep the all-Hobbit focus. However, Bilbo’s stats aren’t strong enough in terms of questing or attack power to carry the deck along with Sam. There is a Lore hero, though, released in this expansion who is quite good at questing and attack…

Hero (3)
Treebeard (ToS) x1
Sam Gamgee (TBR) x1
Merry (TBR) x1

I didn’t originally intend to add both of the new heroes from the Treason of Saruman to my decks, but it turned out that both filled needs in both of them. In the case of Deck Two, Treebeard is a dramatically different hero from Lore Pippin, with a starting threat of 13 (seven higher than Pippin!) and strong stats. While still providing access to the Lore sphere and card draw and healing, Treebeard will be able to fill an attacking and questing role (as well as defense in a pinch). This is vitally important given that Sam and Treebeard will have to carry the deck by themselves, and another Hobbit hero just wouldn’t have the stats to work well in this respect given the absence of Merry as a captive. Sam will primarily serve as a quester. Normally, he also has been a strong defender, but with a much higher starting threat of 29 (taking into account an addition two threat from fallen heroes), he won’t be able to ready and make use of his ability as often. This means I will actually be relying on Fellowship Aragorn, especially with help from Arwen, along with allies to cover defense, while Treebeard strikes back to smash enemies. Again, as with Theoden, Treebeard’s inclusion is a bit strange in terms of theme, but I’ll just have to make it work. The other weird thematic point is that, in my narrative, I had Sam follow Frodo on his path towards Mordor to match the events of the book. However, I can’t drop Sam here until we reach Helm’s Deep without incurring yet another threat penalty, which would just be too much at this point. Instead, I’ll have to figure out some creative way to integrate Sam into the story or explain his presence, while maintaining integrity with the idea that he has accompanied Frodo.

Ally (20)
Bill the Pony (TBR) x1
Gildor Inglorion (THoEM) x1
Elrond (TRD) x2
Warden of Healing (TLD) x3
Errand-rider (HoN) x2

Added

Faramir (Core) x2
Naith Guide (TDT) x3
Erebor Hammersmith (Core) x2
Quickbeam (ToS) x2
Gleowine (Core) x2

Removed:

Defender of Rammas (HON) x3
Beorn (Core) x2
Bofur (OHaUH) x2
Ithilien Tracker (HoN) x2
Landroval (AJtR) x1
1 copy of Bill the Pony

First, I removed all of the Tactics cards from the deck, which unfortunately meant the loss of Beorn, who has been pretty key for this deck at several moments in the campaign. Fortunately, I anticipate his return once/if Merry is rescued. I also removed the Ithilien Tracker, as there are some other Lore allies that I would rather have in the deck. Elrond and Warden of Healing remain in place as key providers of healing, and they will be especially important with the inclusion of Treebeard to help him use his ability as much as possible. I added in Faramir, since Deck One had to remove him, for some willpower assistance. The Naith Guide seemed a good addition (she was part of Deck One at one point) to allow heroes like Theoden or Treebeard to quest without exhausting. In a quest like this, where players have to make do with fewer heroes, extra action advantage is always welcome, especially since there’s no guarantee as to how fast Unexpected Courage will get on the table. To push this point further, Erebor Hammersmith can help to recycle copies of Cram (see attachments), but more importantly he’s a cheap body with a good pool of hit points to help soak archery damage. Quickbeam is pretty much a no-brainer here with amazing stats for a cheap cost. Finally, I added Gleowine to give some card draw to both decks.

Attachment (20)
Elf-stone (TBR) x2
Expert Treasure-hunter (OtD) x3
Sting (TRD) x1

Added:

Self Preservation (Core) x3
Ent Draught (ToS) x2
Protector of Lorien (Core) x2
Steward of Gondor (Core) x3
Dunedain Warning (CatC) x2
Cram (OHaUH) x3

Removed:

Dagger of Westernesse (TBR) x3
Fast Hitch (TDM) x3
Asfaloth (FoS) x2
Hobbit Cloak (TBR) x3
Mithril Shirt (TRD) x1

First, I removed the Tactics attachment (Dagger of Westernesse), as well as the boon, Mithril Shirt, as Frodo has carried it off with him (and it isn’t much good without a Ring-bearer around!). However, I also took out some attachments that have been crucial in the past and these decisions may seem strange at first. For example, I removed Fast Hitch and Hobbit Cloak. In the case of Fast Hitch, there will only be one Hobbit available as a target (Sam), and I just can’t get enough value out of it to make its inclusion worthwhile, especially since Sam won’t be getting his stat boosts as often due to the higher starting threat. This also explains why Hobbit Cloak had to go, as it won’t be able to be used much, and I would rather include something a bit more dependable like Dunedain Warning, which can also be attached to someone like Theoden to boost his defense. Finally, while Asfaloth has been useful and could be useful here, and despite my advice that location management can help, I need those deck slots for other purposes. 

When it comes to additions, Self Preservation and Ent Draught were two automatic choices in order to help Treebeard function at his highest capacity. Protector of Lorien can help to shore up a hero’s defense or add extra questing power, both of which are important here. Steward of Gondor has been brought in here since Deck One removed it, and it is meant to go to Treebeard (how’s that for thematic strangeness?). This deck slants towards Lore cards, some of which are expensive, and this has been intentionally done with the idea that Treebeard will have extra resources to pay for them. To round things out, Cram adds extra action advantage where needed.

Event (10)

Added:

Tighten Our Belts (NiE) x2
Daeron’s Runes (FoS) x3
Gildor’s Counsel (THoEM) x2
The Three Hunters (ToS) x3

Removed:

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

Funnily enough, the entire complement of events that I was running before have been removed. Many of them were Tactics cards, while Frodo’s Intuition is no longer worth the cost given that Sam will be the only Hobbit hero around. Sneak Attack has been great in the past, but since it has mostly been used with Beorn, it isn’t worth the space here. And while Waters of Nimrodel might make sense given a focus on healing, I think it’s one expensive card too many and the other healing options should be sufficient. To replace these events, I’ve added in some Lore and Leadership events that fit the new direction of the deck. Tighten Our Belts is a fantastic card that I rarely regret including, and it can help here in the early game given that I will only be getting one resource per sphere until Steward shows up. Daeron’s Runes is simply a no fuss card draw option and can help get things rolling more quickly. I’ve also finally found the opportunity to include one of my favorite cards, Gildor’s Counsel, and this event should help with setting up a key turn to catch up with the Uruk-hai. Finally, I couldn’t resist trying out The Three Hunters. For one more resource than using Fellowship Aragorn’s ability, I can ready three heroes and gain a stat boost for all of them, so this seems like a great deal.

FINAL DECK SIZE: 51 (50 without the boons)

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

deckonedecktwo

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

In many ways, these decks are merely holding measures to get through this quest until I am able to completely refashion my decks before Helm’s Deep with all three heroes available for each deck. However, it will be interesting to see how they function, and this might indicate what will be kept and what will be removed when it is time to move forward. It will be fascinating to see how a Rohan deck functions that isn’t a pure Rohan deck, as well as whether Treebeard can prop up a two-hero deck.

The fellowship has broken and heroes have fallen, but the fate of Middle-earth has yet to be written. As Frodo continues his journey to Mordor and temporarily moves out of the frame of our story, Aragorn enters the land of Rohan in order to pursue the captured Boromir and Merry. Will he be able to rescue the captives before they end up in the clutches of Saruman or worse? What new friends and foes will he encounter and where will his journey take him? Find out soon!

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From → Strategy

14 Comments
  1. Glowwyrm permalink

    Thanks for sharing the decks! I’ve been so busy with life and the Lost Realm that I haven’t tried out many of the new Treason player cards so I’ll be interested to see how it goes. The Uruk-hai is the only scenario from the box that I’ve played, and I was in the same dilemma with ditching Sam for thematic reasons (but bumping my threat) or keeping him along awkwardly marching across Rohan. I kept him on, thinking “he’ll just double back real fast and catch up to Frodo.” Poor Sam, sprinting across Rohan only to sprint right back! I will be interested to see how the designers handle hero distribution in the next saga box, though.

    The real suspense of the quest is: will you use Beyond all Hope to bring back Pippin or Gandalf? Choices, choices…

    • That’s a no-brainer for me. Gandalf ftw.

    • TalesfromtheCards permalink

      Heh, Sam is the fastest sprinter in all the land. He makes the Three Hunters look like snails by comparison!

      The choice will definitely be tough as to what to pick. The other boons themselves are rather enticing and some of them are quite strong. Then again, how can you resist bringing back a hero? We’ll just have to see…

      • The boon on the returned hero is also pretty amazing – +1 to all stats is quite strong.

        • TalesfromtheCards permalink

          Definitely. And a 4/4/4 Gandalf is ridiculously tempting. It really was such a cool way for the designers to implement the “Gandalf the White” concept without creating a whole new card. On the other hand, a 3/2/3 Pippin would be both amusing and powerful!

          • Glowwyrm permalink

            While the 4/4/4 Gandalf is awesome (and being run in my current campaign), a 3/2/2 Pippin with Fast Hitch and Ent Draught (and Hobbit cloak/Dagger of Westernese) for 6 threat! would be a real powerhouse in the campaign. He’s the near equivalent of Sam without having to engage an enemy higher than your threat. Great in a Hobbit or a Treebeard deck.

            • TalesfromtheCards permalink

              I know! It’s so intriguing to think about the possibilities with a pumped up Pippin, especially since it’s probably the unconventional choice.

  2. Samanar permalink

    I’ve been reading your blog for a long, long time now. Actually based all of my purchases on knowledge provided here and also on Hall of Beorn. Just thought that I’d jump in and say thank you. Thank you for providing us, the fans with the ultimate source for our beloved game. Thank you for sacrificing your free time and taking the effort to produce more and more elaborate and thorough news, reviews and every other piece of content that you upload. It’s obviously a labour of love from your side and I can only hope you would take that post as a long time missing sign of approval and support from the community as a whole. As always I’ll be looking forward for more – soon 🙂

    • TalesfromtheCards permalink

      Thanks for your kind words! To be honest, reading a comment like this is really encouraging and helps to recharge my batteries, so thank you for that!

  3. Michael permalink

    +1!

  4. Jim Beszhak permalink

    As always, love your articles. and have to try these decks out. Wow. There is however; an error in the first paragraph of your article. I think you have Boromir and Pippin backwards.

    • TalesfromtheCards permalink

      Hi Jim. Thanks, glad you enjoy the site! The first paragraph is actually describing the events of my campaign, rather than what happened in the books. In a strange reversal, Pippin fell to evil and was killed, while Boromir was taken captive!

  5. Mithril shirt and other 3 boon cards (Anduril, Glamdring, Sting) are not compulsory for player’s deck?

    • TalesfromtheCards permalink

      No, not compulsory. Here’s the relevant rules:

      “When setting up future scenarios in the current campaign,
      the players may include any boon cards as recorded in the
      Campaign Pool in their decks.”

      The key word is “may”. So the boons you earn are always in the campaign pool, but you have the option of whether or not you want to include them in your decks.

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