![]() As he says to the Heroes: “Should we not seek the old powers of Beren, of Gondolin, of Númenor… Of Isildur?” For this dwarf claims to have found an ancient Elven secret, something thought lost to the ages… For through the knowledge of the previous ages, the White Wizard sees a chance to defeat the enemy. Play if: You want to fight Dunlendings.Encounter sets: The Dunland Trap, Dunlending Warriors, and Weary Travelers.But during the night, war cries echo through the night, and bearded Dunlendings are approaching with weapons drawn and fire in their eyes! The Dunland Trap The heroes leave Isengard, along the Old South Road leading to Tharbad, through the hills of Dunland. ![]() You like surprises (do not read on if you do) – You enjoy quests like Foundations of Stone where the game “resets” midway. What is different about this quest: You are fighting men and not orcs.You enjoy the pressure of the time mechanic. You have to have a strategy for the later stages as your board state is thrown to the wind. Solo or Multiplayer?: Multiplayer allows the encounter deck to run some nasty combos of card draw and punishment for card draw.Attachments are hated, and you will have to keep your heroes alive until the very end. Solo is hard if your deck is not geared for combat. Can I run Side-Quests for this scenario?: You definitely can through stage 1b.So playing it in 2-player will likely be the best setup, with both decks capable to handle combat. Just remember that every round you spend here may cause you to discard and draw more cards. The nice thing about the side-quests is that they stay in play after the shift halfway through. The scenario has no new unique keywords but features the Time mechanic first introduced in Voice of Isengard.Ĭombat orientated cards like Keep Watch are definitely recommended. A quest card with Time X enters play with X time counters, and 1 time counter is removed every refresh phase (or through encounter card effects). ![]() The idea of the Time keyword was to discourage turtling and force players into action. Personally, this author dislikes the rush, but it certainly forces you to progress. The scenario focuses on punishing card draw.
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