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Escape from Mount Gram: Events and Side Quests Review

by on August 19, 2015

escape from mount gram

The player cards carousel waits for no reviewer, with The Land of Shadow beckoning invitingly. That means it’s time to finish taking a look at the Escape from Mount Gram player cards, but that doesn’t mean we’ll be giving them short shrift by any means. One notable aspect of this pack is that it does not include any new attachments, which is slightly strange, as I can’t remember that ever being the case in the past (someone can correct me if I’m wrong). In a way this makes sense, though, as Rossiel gains support through events, rather than attachments. With the hero of this pack keying in on new victory display mechanics and the allies providing a smattering of support for Gondor, Ents, and Noldor, what exactly do the events and side quests in this Adventure Pack bring to the table? Are they worth incorporating in your decks? Or should they be left to rot in a prison cell? Read on to find out!


* Descendants of Kings (Leadership Event, 1 cost):


Descendants of Kings adds another piece of the puzzle to the emerging Dunedain deck, providing some needed readying:

Action: Ready up to X Dúnedain characters you control. X is the number of enemies engaged with you.

I say that readying is much-needed for the Dunedain trait for a few reasons. First, is that while Leadership Aragorn and Idraen have in-built readying, the new Dunedain heroes in The Lost Realm, Tactics Aragorn and Halbarad do not (granted, one of Halbarad’s ability is a form of action advantage). Second, and most importantly, if you are constantly going to be taking on enemies and keeping enemies engaged, which is the whole point of a Dunedain deck, you definitely need readying to handle those combat demands. Not only does this action advantage help to dispatch enemies more quickly, it’s also important to account for the fact that shadow effects that trigger additional attacks are increasingly common and can wreck your calculations. Third, a Dunedain character like Tactics Aragorn is a powerhouse, and the more you can ready him, the better off you will be. This also goes for Dunedain allies with strong stats, such as the Dunedain Hunter or even the tried-and-true Northern Tracker.

So the potential value is clear, but what are the likely scenarios for this card in terms of actual value for the cost? Having one enemy engaged is the most common situation for any deck. Paying one resource to ready one character is decent value and equivalent to cards like Ever Vigilant and Swift and Silent. Those cards, however, don’t tend to get the most play because repeatable action advantage through attachments is generally preferred, and giving up not just one resource, but a whole deck slot, just to ready one character once is often too marginal an effect. Once we up the benefit to readying two Dunedain characters, given two engaged enemies, then the tide starts to turn. Anything beyond that is obviously quite spectacular (three characters for three enemies engaged, four characters for four enemies engaged, etc.), but the “two for two” situation seems to be the most realistic and common goal for a Dunedain deck. With the variety of shenanigans Dunedain decks can employ, from Dunedain Hunter to keeping an enemy around with Forest Snare to pulling over more with Tactics Aragorn, taking on two at once is quite attainable. The great part about Descendants of Kings, compared to some other Dunedain effects, is that it can and will be used during the combat phase itself, when you will have more enemies engaged than any other phase and when you most need the help.

With all this in mind, Descendants of Kings is probably a must-include in any Dunedain deck that uses Leadership and justifies at least two copies. It’s worth mentioning that it synergizes well with cards like Distant Stars or Expert Trackers that require a Ranger/Scout character to be exhausted, given that Dunedain characters have those traits as well. The knock against a card like Expert Trackers has been that the cost of exhausting a character is too much and Descendants of Kings can help to mitigate this a bit. I also previously discussed how the Ranger of Cardolan was a great ally with superb stats but suffered a bit from the lack of readying for allies. Lo and behold, this event arrives to squeeze more value out of the Ranger of Cardolan! Overall, then, Descendants of Kings gets a solid endorsement as a valuable contributor to Dunedain decks.

Versatility: ♦♦◊◊◊

Efficiency: ♦♦♦♦◊

Uniqueness: ♦♦♦◊◊

* Boomed and Trumpeted (Tactics Event, 1 cost):


Some traits and new deck types take awhile to receive enough support to actually be a force in the game. Others hit the stage with a sound and fury that causes players to immediately sit up and pay attention. The Ents definitely fall into the latter category, with ally Treebeard, hero Treebeard, Wandering Ent, and Booming Ent all that was needed to start building some strong decks that could take advantage of powerful Ent characters. As the Angmar Awakened cycle continues, and Ent support carries on as well, the Ents are only growing stronger. Boomed and Trumpeted is a brand new events that aims to get the most out of powerful Ent characters:

Response: After an Ent character takes any amount of damage, ready it. That character gets +3 until the end of the phase.

As just discussed in regards to Descendants of Kings, readying is a key effect that can sometimes feel marginal when it comes in the form of a one-time event that only applies to one character. However, Boomed and Trumpeted adds a sweetener in the form of a three point attack boost. This is a substantial boost, as three attack is equivalent to having a Pocket Legolas lying around (any three attack hero could have been used as an example here, but I wanted to say Pocket Legolas once in my life) and can be the difference between dispatching an enemy and having to leave it around for another turn. Experienced LOTR LCG players will know that such seemingly small differences can be the margin of error between victory and defeat. In addition, what also pulls in Boomed and Trumpeted’s favor is that it is not just a readying effect, but a readying effect for powerful characters. After all, action advantage is only as good as the card it is applied to, and every single Ent is a card worth readying.

There are tons of different uses for Boomed and Trumpeted within the Ent archetype. There is an additional trigger for this card beyond paying a resource, which is for the Ent character in question to take damage, but fortunately taking damage is kind of what Ents are all about. For example, hero Treebeard can deal damage to himself at will to take great advantage of this card at any moment and  transform into a boss-killer all on his own. The most ridiculous combo would be Ent Draught + hero Treebeard + Boomed and Trumpeted, which could get Treebeard up to 11 attack strength! The best part is you could declare the attack, then deal the damage and trigger Boomed and Trumpeted to ready Treebeard, only then resolving the attack. This would allow Treebeard to apply his mammoth attack to two enemies in a single phase. I rue the day I ever said that Ent stats seemed a bit underpowered (relative to the books) when they were first spoiled. A Booming Ent is also a great target, as they can often acquire high attack strengths from their own abilities, and may just have received another boost from being damaged, so Boomed and Trumpeted could raise this even higher. A Booming Ent probably won’t be exhausted when it comes time to attack, though, as attacking is their main purpose, but if you put a point of archery or direct damage on them, Boomed and Trumpeted could be used to ready one on the turn it enters play. Alternatively, you could defend with a Booming Ent, knowing it will be damaged, only to activate this event. Note that the archery/direct damage trick can be used with any Ent to avoid the “enters play exhausted” effect. Beyond Booming Ent, almost any other Ent character is a candidate for this event, since they all have strong stats. A couple of final ones worth mentioning are the Derndingle Warrior, who can deal a damage to itself to defend for five, then ready and attack for four, and Skinbark, who could attack an Orc for seven while ignoring defense.

The final cherry on top is that Boomed and Trumpeted has the Ent trait, which means it can be fetched with Entmoot. When all of this is added together, Boomed and Trumpeted is an absolute must-have for any deck that places any kind of emphasis on Ents. Even with a few Ents included, I’d be tempted to include at least a couple of copies of this one. Any hero Treebeard deck that includes Tactics should come running for this card as well, as it is a valuable bit of readying for a hero that benefits from as much action advantage as possible. All in all, a fantastic card, and well worth the resource and deck slot.

Versatility: ♦♦◊◊◊

Efficiency: ♦♦♦♦♦

Uniqueness: ♦♦♦◊◊

* Leave No Trace (Lore Event, 1 cost):


Rossiel’s abilities, which are keyed off of locations and enemies in the victory display, requires support in order to function, and we’ve received one of these support cards right away in the same pack. Leave No Trace allows for locations without victory points to be placed in the victory display:

Limit 3 copies of Leave No Trace in the victory display.

Response: After a non-unique location is explored, add Leave No Trace to the victory display to add that location to the victory display.

The main use of this card is also the most obvious: putting locations in the victory display so that Rossiel can take advantage of her willpower boost. I already discussed Rossiel and her interaction with locations at length in the Escape from Mount Gram Hero Review, so I won’t spend too much time in discussing this aspect of Leave No Trace. It’s enough to say that if you are playing Rossiel, then three copies of Leave No Trace should go right into your deck as well, no questions asked.


However, are there any other uses for Leave No Trace other than supporting Rossiel? Sure, although the jury is out as to whether these uses justify including this card without that hero. First, placing a copy of a location in the victory display means that it will not show up again when the encounter deck is reset. Leave No Trace could therefore be used to decrease the possibility of facing the worst location(s) in a particular quest by removing some of the copies of that location. Although this kind of encounter deck manipulation is appealing to me, I do have to admit that this seems more like an extra bonus for using Leave No Trace in a Rossiel deck rather than a solid reason to include this event in its own right. While some locations can certainly be nasty, there are other ways of dealing with such troublesome locations, and locations in general still tend to be a bit less worrisome than enemies or treacheries. In fact, by removing locations, you actually are skewing the encounter deck slightly more towards those other types, assuming you don’t remove them to the victory display as well.

Another use of Leave No Trace could be to fund a card like Keen As Lances, which has its cost reduced for each card worth no victory points in the victory display. Since Leave No Trace adds both itself and a location to the victory display, this essentially reduces the cost of Keen As Lances by two. Again, though, you’d probably be running Keen As Lances, along with Leave No Trace, in a deck centering around victory display mechanics anyway, so this also seems to be a bit of synergy rather than a distinct use. Long story short: If you’re using Rossiel, you should use Leave No Trace. Otherwise, it doesn’t really have a place.

Versatility: ♦◊◊◊◊

Efficiency: ♦♦◊◊◊

Uniqueness: ♦♦♦♦◊

* Distant Stars (Lore Event, 0 cost):


Distant Stars is another Lore event that, much like Leave No Trace, seems to have been designed as Rossiel support. In this case, the effect is to replace the active location with a different location:

Action: Exhaust a Ranger or Scout character to discard a non-unique active location. Then, search the encounter deck and discard pile for a non-unique location and make it the active location. Shuffle the encounter deck.


How does this help Rossiel? Well, remember that she gains a willpower bonus of two when the active location shares a trait with a location in the victory display. Now imagine that the current active location does not have a matching trait.  You could use Distant Stars to discard this location and replace it with one that does have the desired trait. Since you can search the entire encounter deck and discard pile, you are pretty much guaranteed to grab what you want. This makes Distant Stars another essential card for a Rossiel deck, making it much more likely that you will be able to take advantage of her willpower boost as often as possible.

However, unlike Leave No Trace, Distant Stars is also broadly useful outside of a Rossiel victory display deck as well. For example, Distant Stars can be used to work around the worst aspects of locations. For example, if a location has a harmful effect when it is the active location, but you need to travel to it for some reason, you can make it the active location, then use the action window during the travel phase to immediately get rid of it and replace it with a location that doesn’t do anything when it is the active location (or even has a beneficial effect). This works in a similar way for locations that hurt you as long as they are in play, as you can travel to such a location and immediately discard it without having to bother putting any progress on it. This could be a potentially huge deal, especially for truly nasty Nightmare locations with a high number of quest points. Also note that Distant Stars provides a way to make a location the active location without having to satisfy any travel effect. This becomes important when considering a location like Eastemnet that rewards you for exploring it as the active location, but has a travel effect that you might not want to deal with normally. You could thus travel to a location without a travel effect, then use Distant Stars to grab the location with the beneficial effect.

Yet another use for Distant Stars is to move locations out of the staging area that have high threat and/or an annoying effect while it remains in the staging area, but that also require a ton of progress to explore. For example, the Crumbling Stairs from Nightmare Shadow and Flame has the annoying effect of bumping up the cost of events by one while it is in the staging area. This would make you want to travel to it, but then it has seven quest points, which is a serious buffer to questing. With Distant Stars, you could travel to it, then instantly discard it, replacing it with a location with fewer quest points. In fact, just in general Distant Stars can help with faster quest progress. Replace a location with four or five quest points with one that has two or three quest points and you’ve save yourself a few points of needed progress.  There also are some trait-specific uses, like setting up Cloak of Lorien, as well as perhaps some quest-specific ones.

So it’s clear that Distant Stars is quite the useful card, but what about cost? You can’t really argue with zero cost, but there is also the additional cost of exhausting a Ranger or Scout character. Any exhaustion of a character can be a hefty cost, and often I find that I end up cutting cards with this requirement as it is often difficult to spare any actions during a game. Will this be the case with Distant Stars? It’s honestly hard to say. Fortunately, there are a couple of low-cost Scout or Ranger characters with stats that I wouldn’t mind sparing, like the lowly Snowbourn Scout or the Ithilien Tracker. In addition, there are more effects that allow for the readying of allies being introduced into the card pool (the character exhausted doesn’t have to be an ally, but you’re probably not going to waste a hero’s action for it in most cases). As a final verdict, I’ll say that Distant Stars is a must-have for Rossiel decks and multiplayer decks focused on location management. It’ll be a bit harder to find room for it in solo decks, as those decks tend to have less room for specialized cards of this type. It’s safe to say that it’s great to see more location management cards and this instantly becomes one of the best of them. I’ll also be finding excuses to include this card as much as possible simply because the art is amazing and I want to stare at it all day.

Versatility: ♦♦◊◊◊

Efficiency: ♦♦♦◊◊

Uniqueness: ♦♦♦♦◊

* Keen As Lances (Neutral Event, 5 cost):


Another piece of fantastic art adorns Keen As Lances, which is a neutral utility card designed to meet a variety of needs:

Reduce the cost to play Keen as Lances by 1 for each card worth no victory points in the victory display.

Action: Add Keen as Lances to the victory display. Then, choose one: add 2 resources to a hero’s resource pool, draw 3 cards, or reduce your threat by 4.


Here we have yet another card designed to interact with the new victory display mechanic. In this case, the cost of Keen As Lances is actually reduced based on the number of cards worth no victory points in the victory display. This cost reduction is pretty much a necessity as the base cost of five is too high for what this card offers. After all, two resources are great, but not if it costs five to get them! Three cards is also fantastic, but there are cheaper ways of getting card draw, and you might as well play Gandalf if you are going to drop five resources (the same applies for threat reduction as well). So it’s safe to say that the real value of Keen As Lances is in getting these useful and powerful effects at a discount.

For example, with one play of Leave No Trace, the cost of Keen As Lances is reduced to three (both Leave No Trace and a location are added to the staging area). At this cost, Keen As Lances is still not the best deal around for resource generation, card draw, or threat reduction. However, there is value in being able to choose between the three, instead of drawing a card draw effect when you really need threat reduction, for example. There is also value in having an additional source of one of these effects to complement other cards. Keep in mind, though, that once Keen As Lances is played in this situation, then the next copy would cost only two to play, as the card adds itself to the victory display as part of its action. At one or two resources, Keen As Lances becomes a fantastic deal, and with the plethora of victory display shenanigans available in a good Rossiel deck, it should even be possible to get this card for free eventually.

Reading between the lines of everything I’ve said about this card so far, what I’m really saying is that it takes a bit of work and time to make Keen As Lances viable. This is certainly a mark against it when so often the hallmark of a good card in this game is that it is always useful when it shows up, and that it can make an impact early in a game. However, there is room for mid-to-late game cards that can make a difference when the outcome of a quest is in doubt. A valid criticism of earlier scenarios was that they tended to start out difficult, but then became trivial if a player gained control, making such mid-to-late game cards into “win more” cards. However, more recent scenarios tend to be much better in keeping difficulty elevated throughout, making these cards much more valuable. Thus, Keen As Lances has a place if you are including cards that will add cards to the victory display consistently (in other words, Rossiel decks). It becomes especially handy in multiplayer games as well, where multiple players could run it to increase the speed at which the cost is reduced. One final point is that, as a neutral card, Keen As Lances is a flexible way to add card draw or threat reduction to sphere that don’t have easy access to those effects. If a deck has solid resource generation, it could conceivably pay a premium for this out-of-sphere access. Then again, as some “sphere bleed” continues to occur with such effects popping up in various spheres, this use will tend to decline. Overall, a strong card in the right deck.

Versatility: ♦♦◊◊◊

Efficiency: ♦♦♦◊◊

Uniqueness: ♦♦♦◊◊


Double Back (Spirit Side Quest, 0 cost, 4 quest points):



Previously we’ve seen a Neutral and Lore side quest. Now it’s time for Spirit to receive its share of the spoils with a side quest based around threat reduction:

Limit 1 per deck.

Response: When this stage is defeated, reduce each player’s threat by 5.


On the one hand, threat reduction is always useful, and threat reduction that can be applied to every single player is even better. Reducing each player’s threat by five can be a huge help, especially against certain quests. On the other hand, there is already quite a bit of threat reduction floating around in the game now, although admittedly none is as strong as this one, at least in a multiplayer game. Getting this reduction for ostensibly no cost is a huge point in the plus column as well.

Of course, there is a cost to Double Back, which is the same for all player side quests: taking away time from the main quest. So far, I haven’t found myself using side quests as much as I planned, simply because many of the recent quests force you to move ahead and any delay can be fatal. In addition, several encounter card effects in the current cycle punish players based on the number of side quests, which also tend to take away the incentive to use these cards. I haven’t used player side quests much against quests outside this cycle, but I suspect that they are more useful in that context, at least against those quests that don’t require a fast pace. I have to say overall that side quests are well balanced, as all of them so far, including Double Back, have incredibly powerful effects, but they are difficult to pull off consistently and they are limited to only one per deck.

As always, the question comes down to whether Double Back is worth a spot in your deck. In solo play, I’d have to say that the answer is probably not, as if you are running Spirit anyway, then you probably have enough threat reduction options that you won’t need to bother with the extra trouble of a side quest. If you are playing multiplayer, I’d say it’s worth a single slot in your deck to potentially bail out several players at once. There is one big caveat, however, in that certain quests will be a poor fit for all side quests, including Double Back, so this seems to me like a sideboard card that you will move in and out of your Spirit decks depending on the scenario.

Versatility: ♦♦♦◊◊

Efficiency: ♦♦♦◊◊

Uniqueness: ♦♦◊◊◊


Wrapping up the TftC review of the Escape from Mount Gram player cards, it’s safe to say that there are some strong cards in this pack. Boomed and Trumpeted is a particular standout, while Descendants of Kings provides needed support for Dunedain decks. Rossiel meanwhile received a set of cards in Leave No Trace, Distant Stars, and Keen As Lances that provide a solid basis for decks to be built around this new hero. Add in a new side quest for Spirit and there’s definitely room for experimental deck builders to have a ball. Dunedain decks? Ent decks? Victory display decks? Pick your poison!

Readers, what was your favorite card in this AP? What was your least favorite card?


From → Reviews

  1. Did I miss something or were there no attachments in this pack?

  2. Thaddeus permalink

    I’m feeling your end statement there regarding various deck types. I’m still having fun playing with secrecy hobbits and engagement-happy dunedain, but now I’m also chomping at the bit to try out a deck with Rossiel and one with ents! I’ll also certainly want to give trap decks another go once I get the newest saga box.

    • TalesfromtheCards permalink

      So many new types to try and so little time!

  3. Steven A permalink

    I think Leave No Trace without Rossiel could easily be one of those cases where a lot of the time it’s not so useful but then for certain Nightmare quests it suddenly becomes amazing. Skewing the deck further towards enemies/treacheries in general doesn’t sound so great, but if it’s a case of removing Hives and Hives or Gladden Marshlands, in a multiplayer game where we’ll be cycling through the deck multiiple times, I think I’d consider that well worth it.

    • TalesfromtheCards permalink

      That’s true. One of the interesting things about Nightmare is that you’d think it would reward just picking decks with all the staples and optimal cards, but in my experience, I’ve brought out marginal cards quite a few times that provided specific answers to Nightmare problems.

  4. My daugther, for sure, is going to want to try Rossiel in her new “only girls” deck! A good choice if She wants to change bi-sphere to mono-lore or try new combinations. I think FFG is giving her good tools to build around it. (more details in my latest entry in my blog, spanish language)

  5. Pharmboys2013 permalink

    So much success with boomed and trumpeted. The ents, in general as stated are insane. Been having a lot of fun with them in a Scorpigorn, Merry (tactics), Pippin (lore) deck paired with a thematic Rohan deck of Theoden (spirit Grey-company swag alt art), Eowyn, and Erkenbrand. Have not used descendant of kings yet as I’m still not sold on the dunedain archetype. With the current support right now, I still dont feel like its a sustainable strategy to consistently have as many enemies engaged with you for as long as possible. I’m hoping the next dunedain hero we get this cycle is defense oriented to provide some stability to the archetype. Havent tried the victory display mechanic things out yet, waiting till next AP when we get the enemy event for Rossiel

    • TalesfromtheCards permalink

      I’m with you on Dunedain. It’s usable right now, but not where it needs to be to compete with some other deck types. Eventually it will get there (hopefully) and Descendants will be a strong part. I’m also waiting for the next AP to build my Rossiel deck as well, as it really needs the enemy event.

  6. Ainah permalink

    Well I have been trying out a two-handed combination of Rossiel/Beravor/Galadriel (victory display tactics plus Treebeard ally and ents) teamed up with Caldara/Eleanor/Eowyn (discard tactics plus cancelation) and I am having a great time! Love both ways of playing and the fact that they are able to help each other quite a bit. And the amount of card draw…both decks have 55 cards and you usually dig through both decks by the end game. So far it’s been pretty effective too. 🙂

    • Thaddeus permalink

      All female heroes too, I see. Have you been getting much use out of Caldara’s ability? Bringing her back with Fortune or Fate?

    • TalesfromtheCards permalink

      Nice combinations! The Caldara/Eleanor/Eowyn really gives a lot of cancellation, control, and questing. And Beravor would definitely be helpful to get Rossiel her events more quickly!

      • Ainah permalink

        Yes, and by putting three Northern Trackers in play for free pretty soon you have the staging area under control.

        The Rossiel Deck also has a tremendous cancellation card in “The door is closed”, usually mid- to lategame. Both decks also have two copies of “A test of will” but between them only one “Hasty stroke” as I trust Rossiel’s unexpected courage and burning brand to sooner than later cancel all shadow cards. Arwen (other Deck) Target her for defence boost and Sentinel.

        There are so many different ways to play this game! And soon Erestor knocks on the door. 🙂

  7. Ainah permalink

    I use her ability 3-4 times per game, each time getting 2 “free” allies. Sometimes 3 when I have been able to attach Sword-thain (proxied, it will shop with the last Adventure pack of the Angmar Awakened cycle: “The Dread Realm”).

    Imladris Stargazer/Zigil Miner, Emery, Elven Jeweler all help out as well as Eowyn’s excellent action that place a card (ally) in the discard pile. The card “Protector of Lórien” is also great to have attached on a Hero of both decks (Rossiel for defence, and Eowyn for questing) as Eowyn then may discard 3 more cards to help Caldara do her magic.

    A special mention here: “Keen as lances” is fantastic to have when paired with a Rossiel deck as it don’t tanke too long until you can play them for free. I Love this combination. 🙂

    • Ainah permalink

      ..and yes I also have the upcoming Lore events “None Return” and “The door is closed” proxied on the iPad while waiting for them to ship. Without those I’d say that a Rossiel Deck would be so so.

    • Thaddeus permalink

      I am looking forward trying out a Rossiel/Keen as Lances deck. I’m pondering trying to do it as a secrecy deck to make use of Out of the Wild.
      I’m still confused by the efficacy of the Caldara deck, though. If you’re using Stargazer/Zigil Miner so you can afford Fortune or Fate, wouldn’t it be easier to just pay for the allies outright? It just seems like a lot of hoping for the right combination of cards in order to get a fairly marginal benefit.

      • Ainah permalink

        I just enjoy this way of playing the game. I’m sure there are plenty of more efficient ways to play. And I am sure someone will look into that when all relevant cards are released. 😉

        I have three “Hidden Cache” and Stargazer/Miner help you discard he right allies or a cach so you get some resources back. Anyway, it’s pretty useful to be able to discard Caldara for two 4-cost allies for “free” and then by the time you get the resources to bring her back you have set up the discard pile for another goodbye to Caldara (poor girl).

        And “A good havest” + “Steward of Gondor” makes sure the Deck can afford this playstyle.

        • Ainah permalink

          Regarding “Out of the wild”, I actually have one copy of that card in the Lore Deck just in case. And I have been using it from time to time (paying 3) when I really needed to get an enemy trait to the victory display.

          • TalesfromtheCards permalink

            It’s so cool when an older card like that gets brought back. I’ve wanted it to be relevant for a long time, because it’s a good idea in theory, but too expensive most of the time, but Rossiel gives a good reason to use it now!

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