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The Treason of Saruman: Attachments Review

by on May 27, 2015


We’ve seen already that the heroes and allies of The Treason of Saruman are both intriguing and powerful. Now, it is time to take a look at the attachments contained in this expansion. Speaking in a general sense, attachments are the card type that have the greatest potential for increasing the power level of particular characters or deck types, so it will be interesting to see if they meet that expectation in this case. With important figures like Theoden and Treebeard needing all the help they can get to meet the dire challenges of Helm’s Deep and a showdown with Saruman, we can only hope that the attachments of Treason are up to the task!


* Arod (Tactics Attachment, 1 cost):


Arod is the horse that was given to Legolas by Eomer as “compensation” for the assumed deaths of Merry and Pippin. Legolas ended up riding this mount throughout the rest of the events of the War of the Ring and even afterwards. As such, Arod is a rather important horse, worthy of his own card, although perhaps not as illustrious as a mount like Shadowfax. In terms of game effects, Arod’s contribution is rather modest:

Attach to a hero or Legolas.

Response: After attached character participates in an attack that destroys an enemy, exhaust Arod to place 1 progress token on any location.

It makes sense that Arod’s ability to place progress after destroying an enemy mirrors the ability on hero Legolas. The difference is that while the two progress from Legolas’ ability is placed on the current quest, which of course goes on the active location first if there is one, the one progress from Arod can be placed on any location in play, as long as it is not immune to player card effects. In practice, this brings a bit of location control to Tactics, which hasn’t really had anything specifically along those lines before. This is certainly useful, although a single point of progress is probably not going to fundamentally change the course of a game in most cases. Perhaps the most obvious use for Arod is to place him on hero Legolas so that each time Legolas destroys an enemy, three total progress will be gained, one of which has to go on a location. Then, you could raise the stakes even further by possibly throwing one or two copies of Blade of Gondolin on Legolas, potentially having a hero that can place five progress every time an enemy is destroyed! The important thing to understand here is that none of these effects are limited, so that if you are able to ready Legolas, then he could place multiple chunks of progress in one round by destroying multiple enemies. Thus, the door is wide open for someone to construct a Legolas/Arod/Blade of Gondolin Tactics deck that aims to push through quests quickly simply by killing enemies.

Arod, however, is not limited to hero Legolas, as he can also be attached to the ally version of Legolas. This could be a nice way of getting even more value out of ally Legolas, and with the two combined, you have a means of adding card draw and location control to a Tactics deck, two areas that such decks usually lack. Of course, if you don’t really care about theme or making Legolas weep, you can always take away his horse and give it to some else, as this attachment can be placed on absolutely any hero without restriction. Speaking of restriction, the advantage of this mount, is that unlike some of the other mounts in this game, it does not have the restricted keyword, meaning it won’t take up one of those valuable slots you might need for a weapon. If you’re really feeling tempted to power game, you could even give Glorfindel both Asfaloth and Arod, which would allow him to place three progress on a single location per turn, as long as there was an available enemy to destroy. Beyond Asfaloth, Arod can obviously pair well with a wide variety of effects that place progress on locations. Overall, Arod is a useful attachment that can help to control locations, which can be especially helpful in three and four-player games. This mount also helps add to a “Legolas Tactics questing machine” deck. However, this is certainly not an auto-include in a Tactics deck, as the ability to place progress on a location might not the be highest priority, and those deck slots might better be spent on a different type of effect.

Versatility: ♦♦♦♦◊

Efficiency: ♦♦◊◊◊

Uniqueness: ♦♦♦♦◊

* Herugrim (Spirit Attachment, 3 cost):


While Tactics Theoden arrived alone on the scene without much help, unlike heroes like Glorfindel or Galadriel who were immediately able to access an array of toys, Spirit Theoden gets love right away with an attachment meant especially for him. In The Lord of the Rings, Herugrim was a truly ancient sword, over 500 years old when it came to Theoden, and claiming and holding the sword once more represented the king’s reclamation of his old strength and shaking off of Grima’s influence. As such, this is a weapon truly worthy of its own card and having it in the game helps to flesh out Theoden as a card and a character. In game terms, Herugrim, boosts the attack strength of any Rohan hero based on that hero’s willpower :

Attach to a Rohan hero. Restricted.
Reduce the cost to play Herugrim on Théoden by 1.
Response: After attached hero is declared as an attacker, exhaust Herugrim to add attached hero’s to its for this attack.

Perhaps the most notable feature of Herugrim is that it is the very first weapon in the Spirit sphere. Spirit is definitely not known for attack boosting effects, and so Herugrim is quite unique in this respect. While this may seem like yet another case of “sphere bleeding”, as effects that are normally restricted to one sphere pop up in another sphere, in this case I think the bleeding is justified and balanced by the fact that only Rohan heroes can make use of it. This gives Spirit Rohan a distinctive edge and a reason to use such characters over others in the Spirit sphere, and these distinctions are what help to give life to deck building. In addition, perhaps Herugrim finally provides a reason for players to experiment with Nor Am I A Stranger. The main drawback of Herugrim is the high cost of three, much higher than most other weapons, and it is for this reason that Theoden will probably be the most popular recipient, as he can equip the sword for only two resources.

With Herugrim, Spirit Theoden can attack for five. This essentially makes him a two willpower, five attack, two defense, and four hit point hero, which is quite fantastic. To put this attack in perspective, it is equal to Beorn’s attack strength! If a weapon can make you the attacking equivalent of a raging, angry bear, then it is certainly worthy of note. Tactics Theoden actually gets even more value out of Herugrim, as since his willpower is boosted to three due to his own ability, he can actually attack for six. This is a neat bit of design, as while Herugrim probably works best with Spirit Theoden, simply because of the natural sphere match, it also gives a good reason for players to give Tactics Theoden another chance. Whichever version of Theoden you use, readying is a must. This is because while five or six attack strength is impressive, there are other heroes that you can use with a lower starting threat if you are merely interested in attack. It is a high attack strength coupled with solid stats in other areas that has the potential to make Theoden distinctive and worthy of his high starting threat, and so being able to use him for multiple roles per turn is necessary. The real question is whether Herugrim is a must-include for a Theoden deck. I suppose it depends on what you plan on using him for, as if Theoden is meant to be mainly a quester and defender, then Herugrim might not be worth the cost and space. However, given the opportunity to potentially transform a Spirit hero into an amazing attacker if you are using Spirit Theoden, it’s really hard to pass up this attachment.

Theoden, however, is not the only game in town, and this is where it gets interesting for those who prefer to be a bit adventurous or experimental in their deck building. There actually aren’t many Rohan heroes with more than one willpower, as besides Theoden, only Eowyn and Grima fit the bill, and it doesn’t make much sense to spend three resources to add a mere point of attack. Thus, the real candidates for now are those two heroes. Grima is intriguing, partly because I’m amused by the idea of him holding onto Theoden’s sword and taking it out for a whirl when he gets bored, and partly because it would give Grima three attack strength, which could be a fascinating twist. However, it is probably Eowyn that is the best choice besides Theoden. Players have long dreamed of seeing her move out of the questing role in order to take on the Witch King-slaying persona that she is so famous for, but there hasn’t really been a feasible means of making this happen…until now. With Herugrim, Eowyn could attack for five after presumably questing for four earlier in the round, probably with the help of Unexpected Courage. This would be unparalleled value for only nine starting threat. The main drawback would be the cost and time it would require to get this setup going, as you would be looking at five resources (the cost of Unexpected Courage and Herugrim), plus needing to draw and play both in a sphere that is not necessarily noted for card draw. Still, I have high hopes for building a super Eowyn deck in the near future! Beyond Rohan heroes, I did mention earlier that Nor Am I A Stranger is a possibility for putting Herugrim on a non-Rohan hero. Just imagine Herugrim on Glorfindel (yes kids, because he needs more reasons to be overpowered!) or a Dain-boosted Thorin Oakenshield (hello eight attack!) or Sam Gamgee.

Finally, an important aspect of Herugrim to consider is that the card does not specify that the “printed” willpower is added, but rather just the willpower. This means that any effects that boost the hero’s willpower will also boost its attack when using Herugrim. The plus side of this is that a card like Celebrian’s Stone, which boosts willpower, also pulls double duty by boosting attack when it is paired with Herugrim. You can also get extra value and flexibility out of a card like Protector of Lorien, allowing it to boost attack as well as willpower and defense, or Lay of Nimrodel, allowing that event to function as a kind of Spirit version of Gondorian Fire. On the other hand, there are also a few limitations to Herugrim that are important to remember. The first is that since it only triggers when the attached hero is declared an attacker, it cannot be used for battle questing. Second, since Herugrim is exhausted when the ability triggers and since the boost only lasts for the duration of the attack in question, the attack boost cannot be used to attack multiple enemies. Overall, though, Herugrim is a moderately strong weapon that is balanced by its cost and limitation to the Rohan trait. It certainly is a worthy representation of Theoden’s sword and should find its way, at the very least, into most Theoden decks. The fact that it has more experimental possibilities is just sauce for the goose. In terms of value and cost analysis, the verdict really depends on who is using it and the willpower they are able to muster. Spirit Theoden getting a boost of two for a cost of two is a fair deal, but not spectacular and roughly on par with most other weapons (and some weapons can outshine it given the right circumstances, with Dagger of Westernesse giving a boost of two for only one cost if the enemy has a higher engagement cost as one example). Eowyn getting a boost of four for a cost of three is a fairly good deal. However, such simple analysis misses the broader picture that such boosts are not generally available in the Spirit sphere and not easy to replicate with only one card/weapon.

Versatility: ♦♦◊◊◊

Efficiency: ♦♦♦◊◊

Uniqueness: ♦♦♦♦♦

Shadowfax (Neutral Attachment, 3 cost):


Finally, the greatest and swiftest of mounts has arrived! Since the Gandalf hero was released, it seemed inevitable that Shadowfax would join him, and it is most fitting that this would happen at that point in the story when the famed horse makes his appearance. Shadowfax grants Gandalf his own specific form of readying, along with the ranged and sentinel keywords:

Attach to Gandalf.

Gandalf gains ranged and sentinel.

Action: Exhaust Shadowfax to ready Gandalf.

I’ll admit that my initial reaction to Shadowfax was to be a bit underwhelmed and disappointed, not because these effects are not powerful but because we have seen them elsewhere and I was hoping to see something unique. However, ultimately the total package that is Shadowfax the card makes sense both thematically and in terms of gameplay. The swiftness of Shadowfax is represented by the fact that he basically allows Gandalf to be literally everywhere on the board, attacking and defending for any player using ranged and sentinel, while readying to be able to cover multiple areas of play. In terms of utility, there is no doubt as to the value here. With the Gandalf hero having the strongest overall stats of any hero in the game, using him effectively has always been about getting a readying effect on him as quickly as possible. Flame of Anor partially helped in this regard, but really a permanent readying attachment like Unexpected Courage was required to really get the most out of Gandalf and his 14 threat. Now, however, Shadowfax gives Gandalf his own specific form of readying.

The question some players might ask is why use Shadowfax, which costs three, instead of Unexpected Courage, which costs two. This question gains special poignancy for solo players, who don’t have much use for ranged or sentinel. To answer this question, it is important to highlight the aspect of Shadowfax that is perhaps easiest to understate at first glance but is actually its most important strength: the fact that it is neutral. By being neutral instead of having a sphere, Shadowfax is a guaranteed first round play regardless of which spheres you are running. In other words, while Unexpected Courage can only be played on the first round if you are running at least two Spirit heroes in conjunction with Gandalf (or if it happens to be the top card of the deck along with one Spirit hero or you use some other shenanigans), since Shadowfax is neutral, any hero can pay for him. This is a great advantage, even beyond the first turn, because it gives maximum flexibility in being able to play this mount as soon as you draw him. Given the importance of action advantage for Gandalf already highlighted earlier, you really want to get a readying attachment on him as soon as you are able, and Shadowfax being neutral is a crucial advantage over Unexpected Courage in this respect, especially since it allows Gandalf himself to help pay for him without the need for any other cards, such as Wizard Pipe, or the fortune of having it be on the top of the deck. Also keep in mind that since Shadowfax is a mount, it can be fetched by the Westfold Horse-breeder. With that ally looking at the top 10 cards of a player’s deck for a mount, this ability far exceeds similar attachment retrieval that could search for Unexpected Courage, giving Shadowfax another advantage.

Beyond being neutral and a mount, though, Shadowfax does do essentially the same thing as Unexpected Courage. However, I wouldn’t be averse to actually including both readying attachments in a Gandalf deck. Not only does this dramatically improve the probability of drawing at least one early in the game, if not the first turn, Gandalf is a hero that can make use of multiple readying attachments, since he is equally good at questing, defending, or attacking. Being able to use him for all three areas is fantastic, as is allowing him to defend multiple times or make multiple attacks. When combined with Flame of Anor, Gandalf can end up doing the job of many heroes at once, just as he does in the books.

Moving on to ranged and sentinel, in multiplayer these keywords are truly useful and sometimes aren’t given the credit they are due. Sentinel in particular can save another player’s bacon when they inevitably have to take on an enemy they didn’t count on, and Gandalf is a very capable defender. Being able to lend attack strength, especially with a boost from Flame of Anor, can be equally valuable under the right circumstances. Even in solo play, ranged could allow Gandalf to use Hands Upon the Bow, perhaps combined with the attack boost from Flame, to annihilate an enemy in the staging area. When you consider that it would take five resources and three separate attachments (Dunedain Signal, Dunedain Cache, Unexpected Courage) to equal what Shadowfax does for three resources and in the form of only one card, the value of this card becomes more clear.

The final point is that Shadowfax is not limited to hero Gandalf, but can also be played on ally versions of Gandalf as well. Obviously, attaching him to Core Gandalf is not wise unless you enjoy wasting resources, but Over Hill and Under Hill Gandalf could definitely make use of Shadowfax. With even better stats than the hero version and the built-in ability to quest without exhausting, OHaUH Gandalf can use Shadowfax to provide even more help in the combat department than he already does. It may seem risky to spend deck space on an attachment that is only good for an ally who may or may not show up (or may show up too late to make a difference), and it certainly is, but when you consider that most readying attachments, including Unexpected Courage, can only be placed on heroes, Shadowfax becomes the only game in town for readying ally Gandalf consistently. I’ve been working on an experimental deck for awhile that focuses on building up OHaUH Gandalf into an unstoppable force with the various Gandalf cards, but its biggest downfall has been a lack of repeatable readying for him. Shadowfax answers these prayers.

When considered as a total package, Shadowfax obviously fits into a very narrow range of decks (those involving Gandalf), but for those decks, this mount is a must-include in most cases.

Versatility: ♦◊◊◊◊

Efficiency: ♦♦♦♦◊

Uniqueness: ♦♦♦◊◊

Ent Draught (Lore Attachment, 1 cost):


With Theoden getting his sword, it would be a bit of a slight to not give the other hero in this expansion, Treebeard, an attachment of his own. Ent Draught is certainly nowhere near as flashy as a shiny sword, yet it is effective for its purpose nonetheless:

Play only if you control at least 1 Ent character.

Attach to a character. Limit 1 per character.

Attached character gets +2 hit points.

If it’s been awhile since you read The Lord of the Rings, you might have forgotten exactly what an Ent Draught is and why it increases hit points. Ent-draughts were mysterious waters drunk by the Ents and apparently possessing the ability to help living things grow. When Merry and Pippin consumed these waters, they ended up becoming the tallest Hobbits in the history of the Shire. Adding hit points seems to be an appropriate reflection of this property of the waters. In game terms, Ent Draught makes perfect sense first as a perfect attachment for hero Treebeard. Since Treebeard boosts his willpower and attack strength by dealing damage to himself, it makes sense to increase his capacity and potential for increasing his stats by broadening his pool of hit points. Since Ent Draught can only be played if you have an Ent character, Treebeard also naturally fulfills this requirement himself. With more hit points, hero Treebeard becomes even mightier, and Ent Draught works well with healing effects to enable Treebeard to use his ability as much as possible. Since it is fairly cheap, costing only one resource, Ent Draught is a must-include for any hero Treebeard deck, in my opinion.

However, Ent Draught is by no means limited to Treebeard, and can in fact be attached to any character. Obviously, heroes like Gloin and Gimli that also reap benefits from damage are natural candidates, but almost any hero can benefit from extra hit points, especially those like Elrohir or Beregond that will be serving as defenders. However, I always keep an eye out to see whether an attachment specifies “hero” or “character”, and when the latter is chosen, I immediately take notice, as this opens the door to ally shenanigans. Ent Draught allows for the possibility of increasing the hit points of an ally and is one of the few attachments to have this flexibility (Hardy Leadership, Ring Mail, Boots from Erebor, Anfalas Herdsman, and Elven Mail also can help allies in this respect but all of these effects are trait-specific). What are some possibilities along these lines? There are too many to explore here, but in order to whet your appetite a bit, here are a few possibilities. You could transform a Defender of Rammas into a near impregnable defender with four defense and three hit points, overcoming the main weakness of that ally, which is that it normally only has one hit point, making it quite vulnerable to direct damage and shadow effects. You could allow Dori or Barliman Butterbur to soak up even more hit points using their abilities. The Watcher of the Bruinen could become far more valuable as a repeatable defender with four hit points rather than two (this was already possible with Elven Mail, but you could actually combine the two together). Although defenders make the most sense as recipients for Ent Draught, this attachment could also be applied to almost any ally to make them into a valuable damage soak for archery or direct damage, which is becoming more and more useful, or to make important questing or support allies less vulnerable to such sources of damage. While I imagine that Ent Draught will likely be most commonly used with Treebeard and other heroes, there is much room for experimental deck building here. Just keep in mind that you need at least one Ent character in play to use the Draught, which is a sizable limitation if you are not using hero Treebeard, as you’ll need to get an Ent ally into play first. Fortunately, Quickbeam is also in the Lore sphere, and you’ll probably be including him in your decks anyway from here on out!

Ent Draught will not win you a game on its own or dramatically alter the balance of power. However, it does boost hero Treebeard’s utility, as well as providing a cheap way of increasing the defensive effectiveness of a hero or ally or increasing the overall pool of hit points you have to work with when facing damage from the encounter deck. As such, it is a valuable tool and a much-needed one as quests continue to turn up the heat and put hit points at a premium, whether you are controlling a combat deck or a questing deck. The main limitation is the necessity of controlling an Ent character.

Versatility: ♦♦◊◊◊

Efficiency: ♦♦♦◊◊

Uniqueness: ♦♦♦◊◊


The attachments in The Treason of Saruman mainly seek to provide support for specific heroes: Theoden, Treebeard, Legolas, and Gandalf. However, there are some broader applications and intriguing possibilities for most of these cards, which prevents them from being truly one-dimensional. While the overall power level is perhaps not quite as high as we saw with the allies in this expansion, there is certainly plenty of utility here.

Readers, what was your favorite attachment in this expansion? What was your least favorite attachment? Is Arod worth a spot in your decks? Is Herugrim an example of too much sphere-bleeding? Does Shadowfax live up to his reputation? What are some interesting uses for Ent Draught?


From → Reviews

  1. Steven A permalink

    So far I’ve only used Herugrim and Ent Draught. Herugrim is certainly nice, allowing Eowyn to kill big enemies, but I swap it in and out of the one deck I’ve used it in depending on the scenario. Ent Draught on the other hand was an immediate auto-include for my Beorn deck and the first time it hit the table it was combining with other effects to take Dori up to 7 hit points. Ultimate damage sponge!

    • TalesfromtheCards permalink

      I love the idea of a Dori/Ent Draught/Beorn deck. I’ll have to give that a whirl!

      • Steven A permalink

        I may well post the decklist on Warden of Arnor at some point. It’s a very fun deck to play.

  2. Kjeld permalink

    I feel that the Ent Draught as a boost to damage soakers is particularly intriguing in combination with the Silvan Tracker, which is in-sphere. As far as I know, it’s the only card native to lore to boost hit points, which makes its addition to the card pool notable given all the healing in that sphere. It’s not often said, but to make healing viable you do need some hit points to start with!

    • There’s Anfalas Herdsman (as mentioned in the article), and there are neutral/Boon attachments as well, but they hardly count due to their specificity.

    • TalesfromtheCards permalink

      Definitely. And the point about healing/hit points is so true when it comes to those squishy Silvan! We did get Elven Mail earlier, but it’s a off-sphere when it comes to Silvan Tracker and other healing, so it definitely is nice to get something within Lore itself.

  3. I love the balance in these new cards. They are all pretty great cards in their respective use cases, and can be made excellent with the right support, but they aren’t just plug and play awesomeness cards.

    • TalesfromtheCards permalink

      Agreed. We really haven’t gotten a ton of outright overpowered stuff since The Steward’s Fear/Outlands, I would say, unless I’m totally blanking on something. Gandalf is surely powerful, but his threat and restrictions tend to moderate him a bit more than Glorfindel/Elrond-Vilya/etc. In fact, I think the Dwarrowdelf cycle was really the high point for “broken” cards and everything tends to be a bit more balanced these days.

  4. Boromir, the ally, would love +2 HP. Combine with Arwen for a 2 or 4 defense defender who can soak up any number of attacks for the whole table, as long as each of them is at least 3/5 and not more than 7/9 (depending on the engagement cost). And as long as you have enough healing to support him (Multiple Wardens + Elrond is recommended, along with some one-shot full heals)

    • TalesfromtheCards permalink

      Nice one. I love the idea of turning Boromir into a super defender. These kinds of decks focused on a certain unique ally are becoming more and more possible and are the next frontier of deck building, in my opinion. All of them, though, need a lot of card draw to work well in order to get the pieces together quickly enough to make a difference. So Lore seems in order, which is good because you can bring along the healing!

  5. Glowwyrm permalink

    Ent Draught has made me consider using a card I haven’t touched yet: Defender of the West. While the possibility of having a damage soaking ally to protect the first player is intriguing, especially in saga mode, you’re paying for an expensive ally and a cheap attachment to absorb maybe one attack. But with Ent Draught and some healing, maybe you have a nice damage soak that floats around the table as a fail safe.

    I like all the attachments in this box. Herugrim might actually give me a reason to run “Nor am I a Stranger.” It would be fun to have a super-Aragorn deck with all of his attachments plus Herugrim and NaIaS.

    • TalesfromtheCards permalink

      Yeah, good idea. I’ve been wanting to use Defender of the West for awhile, but haven’t really found a use for it that seems worth the trouble so far. What allies do you think are the best fit for Ent Draught/Defender?

      • Glowwyrm permalink

        I think the unique dwarf allies are the best match for it. They are all three hit points for three resources, which an Ent Draught bumps up to five. You could take a small undefended attack that way. Bifur (ally) and Bombur are good matches because their the same sphere, but just about any of the unique dwarfs would work. Gimli is a great target for this combo because of his utility in any deck (so passing him around the table works well) and he can benefit as a defender from the extra hit points whether he is taking undefended attacks or not. Beorn is the best fit, this combo would give him eight! hit points, enough for him to comfortably take two attacks (a regular defense and an undefended), and Boromir would be a good fit as well. In fact, I think running an ally super-defender Beorn deck would be fun. He’d make a great secondary defender for the saga campaigns, and it doesn’t hurt to give the first player that extra protection.

  6. Thaddeus permalink

    Minor correction: There is a limit in your proposed Legolas/Arod/Blade of Gondolin progress production machine, in that Arod must exhaust to trigger his ability. But even so, it’s a fun idea, and the repeatable Legolas progress generating is still a fun combo. One I was pulling off tonight with some help from Merry, in fact. 😀

    • TalesfromtheCards permalink

      Ah yes. True. Well, not being able to repeat Arod isn’t that huge a deal, since you can repeat the four progress. Then again, that combo has been available for a long, long time! I guess the difference now is all the readying available in Tactics, like the Warhorse and Merry.

  7. Luke Hector permalink

    I need to ask a query about this whole “readying” aspect with characters. A lot of the time, you and others refer to defenders being able to defend multiple enemies in a round. How does that work?

    When I read the rulebook timeline of actions/phases in a turn, it shows the only action in the combat phase being after shadow cards are dealt out to enemies. After this point you have to resolve all attackers and defenders before you get a chance to use more actions which cards like Shadowfax and Unexpected Courage require to go off. So how does one character manage to defend multiple enemies? Best I get this clarified in case I’ve been accidentally making life harder for myself with facing large enemy based scenarios.

    • Thaddeus permalink

      You can take actions after the resolution of each attack.

      • Luke Hector permalink

        Oh right, the summary reference guide in the back of the rulebook isn’t very clear on that. It shows it like you have to resolve every attack and defence first before you get more actions. Perhaps there’s a better turn guide on BGG somewhere I could use (always forgetting windows in the turn to do actions even to this day)?

        Though on the plus side that would make life a lot easier as I’ve been doing it wrong then for now – you can imagine how desperate some of my battles have gone in the past!

        • Thaddeus permalink

          That reference guide is handy as a reminder about about what order all the phases come in, but it really is incomplete for breaking down all of the action windows.

    • TalesfromtheCards permalink

      The most confusing part about that chart in the back of the rulebook is that the place it says “player actions” are not the only places where you can take actions. In fact, all of the steps that are highlighted in green mean that you can take actions during those steps. You are only prohibited from taking actions during those steps that are highlighted in red. Where it says “player actions”, this is just a reminder that you can take actions during this point even though there isn’t a certain step of the game taking place. I got really confused by this when I first started playing.

      Here’s a file from BGG that makes this a bit more clear:

  8. Glorfindel permalink

    I liked the glorfindel Herugrim combo. FFG have made glorfindel even more overpowered than he already was. Definatly going to try it!

    • TalesfromtheCards permalink

      Let me know how it goes! I haven’t tried it yet, but it definitely seems feasible, as a two card combo shouldn’t be too hard. Maybe Galadriel and the Mirror can help find the pieces more quickly.

  9. I just started playing the game this month, so forgive me for this new-player question. In describing Shadowfax’s ability, you said that Gandalf could potentially defend AND attack. But the way i understand action windows, there is no action window between defending and attacking… Which makes me think you couldn’t use Shadowfax to ready Gandalf right after defending. Am I mis-reading the rules? Sorry for my confusion. Your site has been incredibly helpful for me to learn this game!

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