must.....resist.....temptation......AAAARGHHHH!
.....I couldn't.....the power of the card took control over me just a second.......sorry Frodo....Frodo?.....FRODO!!!!
Faramir sounds awsome!
must.....resist.....temptation......AAAARGHHHH!
.....I couldn't.....the power of the card took control over me just a second.......sorry Frodo....Frodo?.....FRODO!!!!
Faramir sounds awsome!
Nice art ... thanks sparrowpisuke for sharing
PS: now comes Rich to write he looks like David Wenham etc
He looks like David Wenham etc.
...no im joking, he looks fine to me. the art gets the official richsabre seal of non-filmy approval
the cards seem great in this pack, plenty of weapons that i asked for. thanks Santa! (edit. FFG)
interest that we got the spirit book....which is much like dwarven tomb
Edited by richsabremaybe even better than dwarven tomb in a spirit deck, since you might use it twice and cost coulb be even the same ![]()
Very cool cards all around, and I'm happy Faramir works with Ithilien stuff and also I'm happy we got more Ithilien stuff like rangers, bows, etc. My only nitpick is that we got no allies that synergize with Leadership Boromir, but I hope that gets fixed ASAP.
Also, more Outlands? Really? They got just so much better now, it was not necessary.
Edited by GizlivadiThose leadership Outland cards are just insane. Sword of Morthond is just oozing with potential, can turn the lowly errand rider into a force naught to be reckoned with. The men of the west covers one of the only weakness of outlands ensuring you'll be able to survive those zealous traitors and what-not. My mono leadership outlands deck is salivating in anticipation.
The tactics cards are just ok. The knight has good stats but its a bummer his effect requires all tactics as he would have been nice with the newer Boromir to turn into a 4 attack ally. The fire of Gondor is like the opposite of the spirit attachment we received in the HoN box which no one really seems to use so we'll see if this one gets any play either.
Spirit is good, both cards only useful in mono sphere although. The carpenter will be a nice 3 will power and the book while redundant with dwarves tomb (now I know haha) still has a decent enough effect to possibly run along side
The lore cards are cool, but unless its the ithilien pit one generally would not bother to kill enemies in traps (unless they have archery I suppose) when will we see Anborn?!
Good stuff I'm excited to get my hands on it
Those leadership Outland cards are just insane. Sword of Morthond is just oozing with potential, can turn the lowly errand rider into a force naught to be reckoned with.
The good news is that Sword of Morthond is Unique... only one Gondor ally in play obtains the outlander trait...
Yeah, I forget that. Sword of Morthrond, Earnil's Map and The Palantir are unique items.
Thank you very much
and his stats are ?
Faramir stats...
Cost: 11
Willpower: 2
Attack: 2
Defense: 2
Hit points: 5
Mission: only 1 mission card, and difficulty level 8.
88888888!!!!!!!!! Wow il ove you FFG!!!!
Now the real game begin!
hahahaha It's your dream come true!!!! (and mine kinda)
I have a feeling that blood of gondor will be very unique quest different from others, with a new mechanic. And Morgul Vale will be hard quest. please let us know how the quest is. very excited to know.
Asfaloth, you are amazing!
I know people say this a lot, and I often do too, still I really love the cards, almost all of them, pretty much all of them. For me Faramir is perhaps the weakest card (on the first glance, which of course means very little). Too bad Morthond's Sword is unique (I know Outlands hardly need getting any better, the strange thing is that a Gondor ally can now turn Outlands, whilst I was originally thinking the opposite - but it makes sense since Outlands are much more developed than Gondor; and again, Gondor just get little love as a synergy trait)... Men of the West is insanely good, it seems.
Edited by lleimmoenmaybe even better than dwarven tomb in a spirit deck, since you might use it twice and cost coulb be even the same
But only in a full Spirit line-up. And only for events. Still, I hear you, the card is pretty strong.
Thanks for the spoilers folks! I was hoping Faramir would be Spirit, but after seeing the Lore traps I doubted it. I guess we know two more cards from the coming packs. Have we seen the Artisan keyword before?
My only nitpick is that we got no allies that synergize with Leadership Boromir, but I hope that gets fixed ASAP.
Well the Tactics Ally will get a boost so you'll do a free attack with 4, pretty good. That ally also synergizes well with the Ranger strategy of keeping things in the staging area.
Faramir is PERFECT!!!
I find both Tactics cards slightly above average. I know it is a big "if" to have a mono-sphere, but then the Knight becomes very, very strong, Son of Arnor plus the great bonus of attacking the enemy (and he can get the easy bonus from Boromir across the table).
And the Fire goes great with the Tactics Boromir, to boost his attack by one or two is often good enough to wipe a string of enemies. And there are few attack modifiers in the Tactics sphere (surprisingly). There is Support of the Eagles - hard to set up. Keeping Count - almost impossible to set up right. Dwarven Axe - silly for other than Dwarves. But this becomes a great option, hopefully we'll see more resource acceleration outside the Leadership sphere.
Edited by lleimmoenThe fire of Gondor is like the opposite of the spirit attachment we received in the HoN box which no one really seems to use so we'll see if this one gets any play either.
I just used Blood of Numenor to great effect during Into Ithilien's last stage. (It basically won the game for me).
These abilites are amazing during Seige and Battle quests and I have a feeling that we will be seeing a lot of Seige and Battle in the upcoming quests.
I'm really freaking out about the awesome synergy between Faramir and a mono-lore ranger deck and a ranged partner deck with Legolas and Bard
Edited by Narsil0420
My only nitpick is that we got no allies that synergize with Leadership Boromir, but I hope that gets fixed ASAP.
Well the Tactics Ally will get a boost so you'll do a free attack with 4, pretty good. That ally also synergizes well with the Ranger strategy of keeping things in the staging area.
Faramir is PERFECT!!!
That works only if all your heroes are tactics.
Edited by GizlivadiBut wait, does Earnil's Map even work with A Test of Will? I would say no, since it is an action and there will be no room to play it. So by far the most powerful Spirit event is left out from the equation, isn't it? That makes Dwarven Tomb an infinity better. I actually cannot think of a Spirit event I would like to recycle that much... of course the Leadership version will be a totally different matter...
These are spoilers about the quest so if you want to know nothing about it stop reading from now.
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I warned you.
Assault on Osgiliath has an only card.
The set up in 1A is: "Each player chooses 1 enemy and 1 unique location and adds them to the staging area".
The 1B has not progress points and it reads:
Effects of the players cards can not put progress tokens on the locations in the staging area.
Forced: When an Osgiliath Location leaves play as explored location, the first player takes control of that location.
If the players control all the Osgiliath locations in game at the end of the round, they win.
Edited by asfalothOk, so I'm gonna make the question: are we gonna get pictures or not? I respect that some of the spanish players respect edge's policy on posting pictures, but now that we know the abilities and all, I guess it would not really matter if we saw them just for the art.
Cool. Let me (and others) know when you have played the quest since I am most interested in how the quest plays and stuff. Spoilers are cool, but I really want to know about the quest after you've played it.
Thanks,
Khamul
Re-reading the cards' text, I will point out that Knight of Minas Tirith gains a response of "after he enters play," which works with A Very Good Tale, Sneak Attack, Stand and Fight. Just, none of them are Tactics, so you need a Song or Good Harvest to play them...
And artisan may be craftsman which we've seen with Erebor Hammersmith or Master of the Forge. I'm hoping we'll see cards that boost these traits, especially the so-far neglected warrior trait.
So far I played it two times. We were two players. I dont know if we made something wrong because of the hurry, but the first time it was really easy and I was wondering where was the 8 difficulty. Any way I recognize that we were really lucky with the encounter cards that first time. We won just when a mumakil came from the encounter deck.
Second time was different. We won again but striving more to achive it. We didnt suffer too much as in Ithilien or Cair Andros, but the threat of losing the game was very present. This time we saw the real potential of this quest. It has a different "tempo" than Ithilien or Cair Andros. It has power but at least let you take position and the problems come like waves.
I think the difficulty of this quest depends a lot on the cards that are drawing from the encounter deck and certain combinations between them. Imagine a first round with a mumakil and a Mordor Lt. And I think two players mode is precisely the easiest way to beat it.
4 players will sweat a lot I think, because the encounter deck is full of hard enemies and treacheries and 4 cards in the quest phase at the same time with this encounter deck could be too much.
A solo player is almost suicide (that's the reason of the 8) because you need help to explore and take control of the locations (some locations ask you to spend resources or exhaust heroes to put progress tokens on it).
Owning the locations gives some power to the enemies according to the number of locations that you own. Imagine if you as solo player have all of them and all the bonus of the enemies are applicable only against you to the maximum. With more players the locations of Osgiliath are shared, and the bonus for the enemies is reduced with each player.
Of course, Osgiliath locations that you own can be lost for different reasons as losing a character, let an attack undefended, etc. In that case they return to the staging area.
I think is a great quest and I've liked. Ithilien and Cair Andros are always too thug. AoO seems can be everything, a walk or a hell I think. And the hell comes surely if it takes you much time to accomplished the quest.
I must be sure that I made everything right and play it again. I'm sure it will be ruthless the next time so I must not be over confident.
Its a good quest. Buy it. ![]()
PD: We played with monosphere Lore and Spirit. In Spirit I use Spiritfindel and he is a little cheat i must say. Very powerful to this quest.
Edited by asfalothAnd artisan may be craftsman which we've seen with Erebor Hammersmith or Master of the Forge. I'm hoping we'll see cards that boost these traits, especially the so-far neglected warrior trait.
That is right, artisan is craftsman. I'll change it.
A solo player is almost suicide (that's the reason of the 8) because you need help to explore and take control of the locations (some locations ask you to spend resources or exhaust heroes to put progress tokens on it).
Glaurung, my friend, you and I will be busy
I hope I'm not asking too much of you asfaloth, but if you find the time, it would be great to hear how you did playing Assault solo! Thanks,
khamul