Full Dunland Trap spoilers!

By PsychoRocka, in The Lord of the Rings: The Card Game

Wow, fast!

Lol, the long delayed made us a lot of anxious, and the firts day it has been released also is just now uploaded in the web, lol.

Not much to do with anything but I keep reading the headline for this post as "Funland Trap Spoilers" :)

Just looked at each enouncter and quest card as well as the two encounter sets used from Voice of Isengard and the quest looks pretty hard! Looks fun and very unique, the last stage especially and its win condition as well!

From first scrutiny it looks like FFG have done a really really good job with this quest, can't wait to get my hands on it and hopefully get proven correct!

some nice cards in thos one

Edited by booored

Yes this one looks really difficult and i love it! Sounds like this quest give you some new cool options and looks amazing in 3 4 players game.

I think, this quest is "either defeat all enemies before advancing to the second stage or lose".

First, the leaked spoilers from so long ago that were found on Beorn's site were only partially correct. Some changes have been made.

Second, While I understand the idea of resetting the player's board so that it's not so easy to steamroll through stages 2 & 3, this might be a bit too extreme. A lot of decks will simply flat out fail here. This is without playing it though, there could be some subtleties I am missing.

Third... My pack is in. I'll be playing it tonight. Woot!

I already played this quest a couple times and it is definitely very difficult. You want to play all your cards because the time counter is only 2 and makes you discard your hand, but you do not want to play all your allies and attachments because the second quest card destroys all of those. Lots of strategy has to go into this when you play, and timing is everything. I only won once but it was very close. This is going to be a quest that sees a lot of play throughs. Hope you all enjoy it soon!

Won my first time through. Did I get lucky? Maybe. We've been waiting so long that I read all the spoilers and had a really good idea of what end quest was doing when so it wasn't like a blind play through at all. And I was playing a deck that was tuned to handle Isengard and the Dunlanders. So I was able to make my own luck by knowing which cards were important and which weren't. Note that I didn't change a single card in my deck, I just knew what was important. If I were to tune my deck going forward I would hope for more success.

Some simple solutions to own this quest....

Hammersmith / fat gross hobbit eating leadership event

Hold till you discard your attachments. As with all effects that trigger at the same time you choose the order, so place attachments in order.. Cast your attachment retrival.. and bang you back in power.

Use Calandra for mass ally recursion.

Stand and Fight - Ally recursion

Will of the west - Deck Recursion

Why WIll of the West? Cards will be shuffled back into the deck by a quest effect.

loving the location art in this pack

I can stand watching this picture some minutes without stopping

Plains-of-Enedwaith.jpg

truly beautiful ...

One of your best articles so far! Great read while I wait for my copy =)

Played the quest 3 times now, twice single player once two player and have lost each time. It is quite tricky and I do appreciate the unique challenges of the quest stages.

This was an extremely good article, Kerstoid. As I've stated before, Dunland and the Dunlendings is one of my favorte factions in Middle Earth and possibly my favorite of the enemy ones. I certainly agree that a 21st century perspective can offer interesting possibilities regarding Dunland. They have an interesting culture and lots of room for creativity and for the mind to "wander freely". Something that I would also have mentioned that, as MECCG did in the past, they have given the Dunlendings a fairly "Pictish" visual style, albeit a bit more primitive. The Boar and Raven clans, guardian spirits and Standing Stone cirlces as we'll see in the Three Trials point to an explicit celtic inspiration for the Dunlendings, which I absolutely love. I also expect FFG to develop the dunlending's morality, as you said, in a more mature and sympathetic way so they're portrayed as more than mere "wild people". Also hopefully we will see the Dunlending's dwellings, their duns, from which I think Dunland takes its name. In fact, seeing as the Dunland Trap ends in sort of a cliffhanger and that we start the Three Trials under the protection of the Raven clan, I speculate that at the end of this first adventure we will be rescued by a Raven clan ambush on our assailants, and as payment for their help we will accept these "three trials" to recover the crown.

So as I said, I have great expectations for Dunland in this cycle. My only hope is that it won't fall into the cliched, tired "who's the savage" storyline a la Pocahontas or Avatar.

Lost again solo, need to tweak it more but my silvan combination of Celeborn, Elrond, and Glorfindel may not be the ideal matchup for this quest. Needs a bit of setup and with this quest you really need to be good to go from the onset. Pleased with the challenge thus far. This past time I made it all the way to the end but lost when all the engaged enemies attack a second time after the last time counter is removed. Just didnt have an answer for a second assault from Chief Turch

Take Tactics Boromir.

Thank you, Master of Lore, for an amazing article.

Gizlivadi, stage 1A of The Three Trials (from the preview) reads: "At the edge of a cursed forest, the Boar Shaman explains that you must undertake three trials in order to recover the Antlered Crown, or face death." So I expect we're now either prisoners or semi-allies of the Boar Clan. If the Boar Clan controls the Antlered Crown after this scenario, that might explain why war has broken out in Dunland by the sixth adventure pack. Perhaps the Raven clan, who we're fighting in that scenario, is trying to claim the Antlered Crown from the Boar Clan. As Master of Lore points out, perhaps we end up inadvertently uniting the Dunlendings under Sauruman's influence.

Ah you're right Estel Edain. It was the Boar clan who gives us this mission. I guess that we're taken as prisoners by Chief Turch after the Trap.

Take Tactics Boromir.

I thought of using him as well, equipped with a gondorian shield and maybe even a juiced gondorian fire he would do wonders against this quest. Just finished up a 2 player attempt where we finally won. Gave my friend the silvan deck and I used a mono tactics deck of Eomer, Beregond, and Legolas (thought about using Boromir instead of Eomer but I really wanted to try out Firefoot)