Hi there. Can't remember if I have posted before but it has been a long time since if I have. I am posting here to find out what people's experiences are of Battle of Cairn Dum and whether any of you have ideas for dealing with it.
The main issues seem to be as follows:
i. the opening setup has a location which requires battle to be used in place of questing. However, once this has been defeated, we go back to good old questing as questing. Having the right balance of both is not easy. This is compounded by the fact that...
ii. the best ways of cancelling stuff are almost all spirit cards, and spirit is low on battle. It is further compounded by the fact that...
iii. even once you have moved onto using questing rather than battle, there are a fair few monsters which need to be fought. You've probably exhausted most of your guys just trying to get enough to burn through the first location, something which you will probably only achieve if you don't see any sorcery ( as this doubly screws you by bringing in additional shadow cards which up the threat of some of the enemies in the staging area ) and if you don't see too many surge cards ( of which there are many ). They also throw in an 8 threat guy so even if the other bods are still 40 or more ( and they won't be if the main guy flips ) you will probably still have to deal with something.
Added to all of this is the fact that most of the monsters have an attack which far outweighs the defence of most heroes. If one of you has a fighting deck to deal with that side of things, even then you are only likely to be able to deal with stuff if the main guy does not flip, as your starting threat is likely to be over thirty and will thus ensure you end up with everyone going for you in the engagement phase if the big guy has been flipped by sorcery.
You can probably tell that I think this quest is particularly daft. I found myself laughing on many an occasion the other night as we tried it. There are times where, even if the encounter deck had been played by a player drawing cards similarly to the players of heroes, it could not have screwed us over more thoroughly. We've tried with two, three and four decks, each with the same result.