Saturday, February 23, 2013

The Hobbit: On The Doorstep Spoilers (Lord of the Rings)

Bilbo Baggins
Unique Baggins Hero
0 Threat
1 Willpower
1 Attack
1 Defense
3 Hit Points
Hobbit.  Burglar.
Bilbo Baggins does not count against the hero limit and cannot gain resources from non-treasure cards.  The first player gains control of Bilbo Baggins.
Action: Spend 1 Baggins resource to search your deck for a treasure card and add it to your hand.
If Bilbo Baggins leaves play, the players have lost the game.

Balin
Unique Leadership Hero
9 Threat
2 Willpower
1 Attack
2 Defense
4 Hit Points
Dwarf.
Response: Pay 1 resource from Balin's resource pool to cancel a shadow effect just triggered during an attack.  Then, deal the attacking enemy another shadow card (Limit once per attack).

Bard the Bowman
Unique Tactics Hero
11 Threat
2 Willpower
3 Attack
2 Defense
4 Hit Points.
Esgaroth.  Warrior.
Ranged.
When Bard the Bowman makes a ranged attack, the enemy he attacks gets -2 Defense until the end of the phase.

Oin
Unique Spirit Hero
8 Threat
2 Willpower
1 Attack
1 Defense
4 Hit Points
Dwarf.
While you control at least 5 Dwarf characters, Oin gets +1 Attack and gains the Tactics resource icon.

Bombur
Unique Lore Hero
8 Threat
0 Willpower
1 Attack
2 Defense
5 Hit Points
Dwarf.
When counting the number of Dwarf characters you control, Bombur counts as two.

Gloin
Unique Leadership Ally
3 Cost
2 Willpower
1 Attack
1 Defense
3 Hit Points
Dwarf.
While you control at least 5 Dwarf characters, Gloin gains: "Response: After you play Gloin from your hand, choose a hero.  Add 2 resources to that hero's resource pool."

Bifur
Unique Lore Ally
3 Cost
1 Willpower
2 Attack
1 Defense
3 Hit Points
Dwarf.
While you control at least 5 Dwarf characters, Bifur gains: "Response: After you play Bifur from your hand, draw 2 cards".

Dwalin
Unique Spirit Ally
3 Cost
1 Willpower
1 Attack
2 Defense
3 Hit Points
Dwarf
Sentinel.
While you control at least 5 Dwarf characters, lower the cost to play Dwalin by 2.

Straight Shot
Tactics Event
0 Cost
Action: Exhaust a Weapon attachment to choose a non-unique enemy with 0 Defense.  Discard the chosen enemy.

Desperate Alliance
Spirit Event
0 Cost
Action: Choose a hero you control.  Until the end of the phase, give control of that hero and all resources in that hero's resource pool to another player (Limit 1 per phase).

Ravens Of The Mountain
Lore Event
1 Cost
Action: Exhaust a hero you control to shuffle the encounter deck and reveal its top card.  Place progress tokens on the current quest equal to the revealed card's Threat.  Then, put that card back on the top of the encounter deck.

To Me!  O My Kinsfolk!
Leadership Event
1 Cost
Action: If you control at least 1 Dwarf hero, put a Dwarf ally from your discard pile into play under your control.  Put that ally on the bottom of your deck at the end of the phase.

The Lucky Number
Baggins Event
1 Cost
Action: Choose a character in play (other than Bilbo Baggins).  Add Bilbo Baggins' total Willpower, Attack, and Defense to that character's Willpower, Attack, and Defense respectively until the end of the phase.

Great Yew Bow
Tactics Attachment
2 Cost
Item.  Weapon
Attach to a hero with the printed Ranged keyword. Restricted.
Combat Action: Choose an enemy in the staging area.  Exhaust Great Yew Bow and attached hero to make a ranged attack against that enemy.  Declare attached hero as the attacker.  No other attackers can be declared for this attack.

Black Arrow
Unique Tactics Attachment
0 Cost
Artifact.  Item.
Limit 1 per deck.  Attach to a hero with Ranged.
Response: After attached hero declares an attack, add Black Arrow to the victory display to give attached hero +5 Attack for this attack.
Victory 1.

Thror's Key
Unique Spirit Attachment
1 Cost
Artifact.  Item
Attach to a hero.
Response: After a location is added to the staging area, attach Thror's Key to that location.  While attached to a location, Thror's Key gains: "Treat attached location's printed text box as blank, except for traits"

Expert Treasure-Hunter
Lore Attachment
0 Cost
Skill.
Attach to a hero.
Response: After attached hero quests successfully, name a card type and discard the top card of your deck.  If the discarded card is the named type, take it into your hand.

King Under the Mountain
Unique Leadership Attachment
2 Cost
Title.
Attach to a Dwarf hero.
Action: Exhaust King Under the Mountain to look at the top 2 cards of your deck.  Add 1 to your hand and discard the other.

Bilbo's Magic Ring
Unique Treasure (Flies and Spiders)
0 Cost
Artifact. Item.  Ring.
Attach to Bilbo Baggins.
Actions: Exhaust Bilbo's Magic Ring and raise your threat by 1 to gain a Baggins resource (Limit once per round).
Response: After Bilbo Baggins exhausts to defend an attack, exhaust Bilbo's Magic Ring and raise your threat by 3 to cancel all damage from this attack.

The Arkenstone
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact.  Erebor.  Item.
Attach to a hero.
Action: Exhaust The Arkenstone and raise your threat by X to lower by X the cost of the next ally you play this phase that matches the attached hero's sphere.

Mithril Shirt
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact.  Erebor.  Item.
Attach to Bilbo Baggins.
Attached hero gets +1 Defense and +1 Hit Point.

Thror's Battle Axe
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact.  Erebor.  Item.
Attach to a hero.  Restricted.
Attached hero gets +2 Attack.
Response: After attached hero attacks and destroys an enemy, deal 1 damage to another enemy engaged with you.

Thror's Hunting Bow
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact.  Erebor.  Item
Attach to a hero.  Restricted.
Attached hero gains Ranged.
When making a ranged attack, attached hero gets +2 Attack.

Thror's Golden Cup
Unique Treasure (The Lonely Mountain)
0 Cost
Artifact.  Erebor.  Item
Attach to a hero.
Action: Add Thror's Golden Cup to the victory display to draw 3 cards.
Victory 3.

***Encounter Cards***

The Spider's Glade
Encounter Set: Flies and Spiders
Unique Location
1 Threat
9 Quest Points
Forest
Immune to player card effects.
Travel: Exhaust Bilbo Baggins to travel here.
Forced: At the start of each quest phase, search the encounter deck for 1 Spider enemy and add it to the staging area.  (2 Spider enemies instead if 3 or more players are at this stage.)  Shuffle the encounter deck.

Giant Web
Encounter Set: Flies and Spiders
Location
3 Threat
3 Quest Points
Forest.
While Giant Web is the active location, each character gets -1 Willpower, -1 Attack, and -1 Defense for each poison it has.
Response: After Giant Web leaves play as an explored location, ready an unconscious character.

Forest Stream
Encounter Set: Flies and Spiders
Location
2 Threat
4 Quest Points
Forest.  River.
While Forest Stream is the active location, poisoned characters cannot quest.
Response: After Forest Stream leaves play as an explore location, discard 4 poison.

Old Tomnoddy
Encounter Set: Flies and Spiders
Enemy
37 Engagement Cost
3 Threat
5 Attack
2 Defense
4 Hit Points
Creature.  Spider.
Venom.
Forced: At the end of each round, each player must give a hero he controls 1 poison.

Crazy Cob
Encounter Set: Flies and Spiders
Enemy
30 Engagement Cost
2 Threat
3 Attack
2 Defense
2 Hit Points
Creature.  Spider
Venom.
When Revealed: This enemy attacks the character with the most poison attached.
Shadow: Defending character gets 1 poison.

Lazy Lob
Encounter Set: Flies and Spiders
Enemy
33 Engagement Cost
3 Threat
3 Attack
0 Defense
3 Hit Points
Creature.  Spider.
Venom
When Revealed: Each character committed to the quest gets 1 poison.
Shadow: If defending character is poisoned, make that character unconscious.

Fat Spider
Encounter Set: Flies and Spiders
Enemy
28 Engagement Cost
2 Threat
1 Attack
1 Defense
6 Hit Points
Creature. Spider.
Venom.
This enemy gets +3 Attack while engaged with a player who controls at least 1 poisoned character.
Shadow: Defending character gets 1 poison.  (Give 2 poison to a character you control if undefended.)

Wicked Spider
Encounter Set: Flies and Spiders
Enemy
25 Engagement Cost
1 Threat
4 Attack
1 Defense
3 Hit Points
Creature.  Spider.
Venom.
Forced: When this enemy attacks, defending player must attach 1 poison to a character he controls.
Shadow: Defending character gets 2 poison.

Caught In Webs
Encounter Set: Flies and Spiders
Treachery
When Revealed: Choose a hero to be removed from the quest and make that hero unconscious.  If no hero was removed from the quest by this effect, this card gains surge.

Poisoned By Spiders
Encounter Set: Flies and Spiders
Treachery
When Revealed: Each character takes damage equal to the number of poison it has.  If no characters were damaged by this effect, this card gains surge.
Shadow: Discard an unconscious character you control.

Hidden Path
Encounter Set: Wilderland
Location
3 Threat
1 Quest Point
Forest.  Mountain.
While Hidden Path is the active location, locations in the staging area get -1 Threat
Travel: Spend 2 Baggins resources to travel here.

Dark Bats
Encounter Set: Wilderland
Enemy
15 Engagement Cost
2 Threat
2 Attack
0 Defense
1 Hit Point
Creature.
Forced: After Dark Bats damages a character, attach it to that character.  (While attached, counts as a Condition attachment with the text: "Attached character gets -1 Willpower, -1 Attack, and -1 Defense".
Shadow: Attach this card to the defending character.

Fighting Among Friends
Encounter Set: Wilderland
Treachery
When Revealed: The first player names a sphere.  Then, all non-Baggins characters who do not belong to named sphere are removed from the quest.
Shadow: Attacking enemy gets +1 Attack (+2 Attack instead if undefended).

Weighed Down
Encounter Set: Wilderland
Treachery
When Revealed: Until the end of the round, exhausted characters get -1 Willpower, -1 Attack, and -1 Defense.
Shadow: If the defending character is destroyed by this attack, its controller must raise his threat by 5.

A Bare Patch
Encounter Set: The Lonely Mountain
Objective
Information
While attached, Smaug the Magnificent gets -3 Defense.
Response: After the players quest successfully, the first player makes a burgle attempt.  If succesfful, attach a Bare Patch to Smaug the Magnificent.

Smaug the Golden
Encounter Set: The Lonely Mountain
Unique Enemy
50 Engagement Cost
X Threat
6 Attack
9 Defense
20 Hit Points
Dragon
Indestructible.  Immune to player card effects.  Cannot be engaged.
X is the number of non-Burglar characters committed to the quest.
Forced: After the 6th progress token is placed here, the players advance to stage 4A.

Smaug the Magnificent
Encounter Set: The Lonely Mountain
Unique Enemy
50 Engagement Cost
6 Threat
8 Attack
8 Defense
20 Hit Points
Dragon.
Indestructible.  Immune to player card effects.
Cannot leave the staging area (except by quest effects) but is considered to be engaged with the first player.
Forced: If  Smaug the Magnificent is dealt a shadow card with a burgle effect, he makes an additional attack immediately after this one.

Croaking Crows
Encounter Set: The Lonely Mountain
Enemy
33 Engagement Cost
1 Threat
1 Attack
1 Defense
2 Hit Points
Creature.
Surge.
Forced: When a location is revealed from the encounter deck, put 1 progress token on Smaug the Golden.
Burgle: The first player shuffles his deck and reveals the top card.  He may discard 1 card from his hand that matches the revealed card's sphere and type.

The Lonely Mountain
Encounter Set: The Lonely Mountain
Unique Location
12 Threat
4 Quest Points
Mountain.
While at least 1 card is stacked underneath, The Lonely Mountain is immune to player card effects, cannot leave the staging area, and gets -2 Threat for each card stacked underneath it.
Action: While making a burgle attempt, the first player may spend 2 Baggins resources to take the revealed card into hand and reveal the next card of his deck.
Victory 10.

Great Hall
Encounter Set: The Lonely Mountain
Location
4 Threat
4 Quest Points
Underground.
While Great Hall is the active location, it gains: "Forced: Put 1 progress token on Smaug the Golden at the end of each round"
Burgle: The first player shuffles his deck and reveals the top card.  He may discard 3 cards from his hand that match the revealed card's type.

Secret Entrance
Encounter Set: The Lonely Mountain
Location
1 Threat
1 Quest Point
Mountain.
While Secret Entrance is the active location, The Lonely Mountain's Threat is reduced by half (round up).
Travel: The first player must exhaust a hero and name a card type to travel here.  Then, reveal the top card of the encounter deck.  If the revealed card is not the named type, return Secret Entrance to the staging area. (The players can not travel again this round).

Desolation of Smaug
Encounter Set: The Lonely Mountain
Location
3 Threat
3 Quest Points
Wasteland.
While Desolation of Smaug is the active location, the first treachery card revealed each round gains surge.
Burgle: The first player shuffles his deck and reveals the top card.  He may discard 2 cards from his hand that match the revealed card's cost.

Western Slopes
Encounter Set: The Lonely Mountain
Location
2 Threat
5 Quest Points
Mountain
Response: When Western slopes leaves play as an explored location (choose one): the first player draws 2 cards, or remove 1 progress token from Smaug the Golden.
Burgle: The first player shuffles his deck and reveals the top card.  He may discard 2 cards from his hand that match the revealed card's sphere.

Pretending to Sleep
Encounter Set: The Lonely Mountain
Treachery
Surge.
When Revealed: Put 1 progress token on Smaug the Golden.  Then, spend X Baggins resources or advance to stage 4A.  X is the number of progress tokens on Smaug the Golden.
Burgle: The first player shuffles his deck and reveals the top card.  He may discard 2 cards from his hand that match the revealed card's type.

Known To An Ounce
Encounter Set: The Lonely Mountain
Treachery
When Revealed: Each player discards 2 random cards from hand.  Until the end of the phase, each Dragon enemy in plays gains +1 Threat for each event discarded by this effect.
Burgle: The first player shuffles his deck and reveals the top card.  He may discard 1 card from his hand that matches the revealed card's sphere and cost.

Belching Fire
Encounter Set: The Lonely Mountain
Treachery
When Revealed: Each Dragon enemy in the staging area makes an immediate attack against the player with the highest total Willpower committed to the quest. (Do not deal a shadow card for this attack).
Burgle: The first player shuffles his deck and reveals the top card.  He may discard 1 card from his hand that matches the revealed card's type and cost.

Dragon-Spell
Encounter Set: The Lonely Mountain
Treachery
Enchantment.
When Revealed: Attach to the hero with the most resources without Dragon-Spell attached.  (Counts as a Condition attachment with the text: "Attached hero gets -1 Willpower for each resource in its resource pool"
Forced: When attached hero spends resources, attached hero takes X damage.  X is equal to the number of resources spent.)

Misty Mountain Eagle
Encounter Set: The Battle of Five Armies
Objective Ally
3 Willpower
3 Attack
3 Defense
2 Hit Points
Creature.  Eagle.
Action: The first player may spend 2 Baggins resources to (choose one): take control of Misty Mountain Eagle, or discard this ally to discard a non-unique enemy in the staging area.
Shadow: Deal 3 damage to attacking enemy.

Bolg
Encounter Set: The Battle of Five Armies
Unique Enemy
50 Engagement Cost
X Threat
6 Attack
3 Defense
8 Hit Points
Goblin.  Orc.
X is the number of players in the game.
Immune to player card effects.
Cannot leave the staging area.
The first Goblin revealed each round gains surge.

Bodyguard of Bolg
Encounter Set: The Battle of Five Armies
Enemy
35 Engagement Cost
2 Threat
4 Attack
2 Defense
5 Hit Points
Goblin.  Orc.
Bolg cannot take damage.
Forced: When this enemy attacks, deal it an additional shadow card for each quest stage in play with no progress tokens on it.

Gundabad Wolf Rider
Encounter Set: The Battle of Five Armies
Enemy
15 Engagement Cost
1 Threat
3 Attack
0 Defense
3 Hit Points
Goblin.  Orc.
Forced: When this enemy attacks, remove 1 progress token from the current quest.
Shadow: Attacking enemy gets +1 Attack for each quest stage in play with no progress on it.

Gundabad Climber
Encounter Set: The Battle of Five Armies
Enemy
33 Engagement Cost
1 Threat
2 Attack
2 Defense
2 Hit Points
Goblin.  Orc.
When Revealed: Remove 1 progress from every quest stage in play. (2 progress instead if 3 or more players in the game.)

Vanguard of Bolg
Encounter Set: The Battle of Five Armies
Enemy
20 Engagement Cost
1 Threat
1 Attack
1 Defense
4 Hit Points
Goblin.  Orc.
This enemy gets +1 Threat, +1 Attack, and +1 Defense for each quest stage in play with no progress on it.
Shadow: If this attack destroys a character, remove all progress from the current quest.

Gundabad Archer
Encounter Set: The Battle of Five Armies
Enemy
40 Engagement Cost
2 Threat
2 Attack
1 Defense
3 Hit Points
Goblin.  Orc.
When Revealed: Each player must deal 2 damage to a character he controls.
Shadow: Deal 1 damage to defending character for each quest stage in play with no progress on it.

Ravenous Warg
Encounter Set: The Battle of Five Armies
30 Engagement Cost
2 Threat
3 Attack
1 Defense
3 Hit Points
Creature
Forced: When Ravenous Wargs attacks, the defending player must declare the character he controls with the most damage as the defender. (Even if exhausted).
Shadow: Defending character gets -1 Defense for each quest stage in play with no progress on it.

Northern Slopes
Encounter Set: The Battle of Five Armies
Location
3 Threat
3 Quest Points
Mountain
While Northern Slopes is in the staging area, each Goblin enemy gets +1 Attack and +1 Defense.
While Northern Slopes is the active location, it gains: "Forced: When a character leaves play, remove 1 progress from the current quest, if able"

Ruins of Dale
Encounter Set: The Battle of Five Armies
Unique Location
2 Threat
2 Quest Points
Ruins.  Valley.
Immune to player card effects.
Forced: Remove 2 progress tokens from stage 3B at the end of each round, if able.
Travel: Spend 3 Baggins resources to travel here (1 Baggins resource instead if stage 3B is the current quest).
Victory 3

Ravenhill
Encounter Set: The Battle of Five Armies
Unique Location
2 Threat
2 Quest Points
Ruins.  Mountain.
Immune to player card effects.
Forced: Remove 2 progress tokens from stage 4B at the end of each round, if able.
Travel: Spend 3 Baggins resources to travel here (1 Baggins resource instead if stage 4B is the current quest).
Victory 3.

The Front Gate
Encounter Set: The Battle of Five Armies
Unique Location
2 Threat
2 Quest Points
Ruins.  Mountain.
Immune to player card effects.
Forced: Remove 2 progress tokens from stage 2B at the end of each round, if able.
Travel: Spend 3 Baggins resources to travel here (1 Baggins resource instead if stage 2B is the current quest).
Victory 3

Hatred Rekindled
Encounter Set: The Battle of Five Armies
Treachery
When Revealed: Each enemy engaged with a player makes an immediate attack.  Do not deal shadow cards for attacks made by this effect.  If no attacks were made by this effect, this card gains surge.
Shadow: Attacking enemy makes an additional attack immediately after this one.

Goblins Are Upon You
Encounter Set: The Battle of Five Armies
Treachery
When Revealed: Each player must search the encounter deck and discard pile for a Goblin enemy and put it into play, engaged with him.  Then, shuffle the encounter deck.  (This effect cannot be canceled.)
Shadow: Attacking enemy gets +1 Attack for each Goblin enemy engaged with you.

Heedless Of Order
Encounter Set: The Battle of Five Armies
Treachery
Surge.
When Revealed: Choose a different quest to be the current quest until the end of the round, if able.  If the current quest did not change as a result of this effect, this card gains Doomed 3.

*** Quest Cards ***

Flies and Spiders:

1A/1B Into Mirkwood
1A: Setup: Each player may shuffle 1 copy of Bilbo's Magic Ring into his deck.  Search the encounter deck for The Spider's Glade and set it aside, out of play.  Then, shuffle the encounter deck and reveal 1 encounter card per player.
1B (9 Quest Points): Unsonscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters).

2A/2B Lost In The Dark
2B (- Quest Points): When Revealed: Reveal stage 3 and create a separate staging area for the first player using that stage.  Then, all other players advance to stage 4.

3A/3B Captured By Spiders
3A: When Revealed: Remove all resources from each hero's resource pool.  Then, make each character you control (except Bilbo Baggins) unconscious.
3B (11 Quest Points): Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters).
Do not pass the first player token.  When this stage is complete, do not advance to stage 4 until the end of the quest phase. (Combine staging areas if necessary).
Actions: Spend 2 Baggins resources to ready an unconscious character you control.

4A/4B Battle With The Spiders
4A: When Revealed: Add The Spider's Glade to the staging area.
4B (3 Quest Points): Unconscious characters cannot quest, attack, defend, collect resources, trigger abilities, be poisoned, or ready (except by effects that target unconscious characters).
Progress cannot be placed on this stage while The Spider's Glade is in play.
Action: Spend 2 Baggins resources to ready an unconscious character you control.
If the players defeat this stage, they have won the game and discovered the treasure card Bilbo's Magic Ring.

The Lonely Mountain:

1A/1B A Warm Welcome
1A: Setup: Search the encounter deck for Smaug the Golden, Smaug the Magnificent, The Lonely Mountain, and A Bare Patch.  Set Smaug the Magnificent and A Bare Patch aside, out of play.  Add Smaug the Golden and The Lonely Mountain to the staging area.  Shuffle the five Erebor treasure cards and stack them facedown under The Lonely Mountain.
1B (- Quest Points): Skip the Quest Phase.
Forced: At the end of round, advance to stage 2.

2A/2B The Burglar's Turn
2B (- Quest Points): Forced: After questing successfully, place 1 progress on Smaug the Golden.  Then, the first player makes a burgle attempt.  If successful, the first player takes the top treasure card from under The Lonely Mountain into his hand.  Then, the players may advance to stage 3.
Forced: After the first player makes an unsuccessful burgle attempt, Smaug the Golden attacks the first player.

3A/3B Inside Information
3A: When Revealed: Set Smaug the Golden aside, out of play.  Add Smaug the Magnificent and A Bare Patch to the staging area.
3B (20 Quest Points): Players cannot defeat this stage while Smaug the Magnificent is in play.
Forced: If the total number of progress tokens on this stage is greater than the total remaining hit points on Smaug the Magnificent, remove Smaug the Magnificent from play.
If the players defeat this stage, they have won the game and discovered any treasure successfully burgled from The Lonely Mountain.

4A/4B Thieves!  Fire!  Murder!
4A: When Revealed: Remove all progress from Smaug the Golden and set him aside, out of play.  Then, add Smaug the Magnificent to the staging area.
4B (7 Quest Points): Forced: After placing the 7th progress token on this stage, remove all damage from Smaug the Magnificent and set him aside, out of play.  Then, add Smaug the Golden to the staging area and reset the quest deck to stage 2B.

The Battle of Five Armies:

1A/1B The Gathering of the Clouds
1A: Setup: Search the encounter deck for Bolg and add it to the staging area.  Then, shuffle the encounter deck and reveal 1 encounter card per player.
1B (- Quest Points): Put stage 2, stage 3, and stage 4 into play at the same time.  Then, remove this stage from play.

2A/2B The Eastern Spur
2B (8 Quest Points): Players cannot advance from this stage unless stage 3 and stage 4 are complete.
Forced: If there is no progress on this stage at the end of the round, each player must discard 1 random card from his hand.

3A/3B Battle In The Dale
3B (8 Quest Points): Players cannot advance from this stage unless stage 2 and stage 4 are complete.
Battle.
Forced: If there is no progress on this stage at the end of the round, the first player adds the topmost enemy in the discard pile to the staging area, if able.

4A/4B The Defense Of Ravenhill
4B (8 Quest Points): Players cannot advance from this stage unless stage 2 and stage 3 are complete.
Siege.
Forced: If there is no progress on this stage at the end of the round, each player must discard all resources from each hero's resource pool.

5A/5B The Clouds Burst
5B (- Quest Points): When Revealed: Each player must search the encounter deck and discard pile for a copy of Bodyguard of Bolg and add it to the staging area, if able.  Shuffle the encounter deck.
Progress cannot be placed on this stage.  While Bolg is in the staging area, it is considered to be engaged with the first player.
If Bolg is destroyed, the players win the game.

The Hobbit: On The Doorstep Contents (Lord of the Rings)

1 Bilbo Baggins (x1)
2 Balin (x1)
3 Bard the Bowman (x1)
4 Oin (x1)
5 Bombur (x1)
6 Gloin (x3)
7 Bifur (x3)
8 Dwalin (x3)
9 Straight Shot (x3)
10 Desperate Alliance (x3)
11 Ravens Of The Mountain (x3)
12 To Me! O My Kinsfolk! (x3)
13 The Lucky Number (x3)
14 Great Yew Bow (x3)
15 Black Arrow (x3)
16 Thror's Key (x3)
17 Expert Treasure-Hunter (x3)
18 King Under the Mountain (x3)
19 Bilbo's Magic Ring (x1)
20 The Arkenstone (x1)
21 Mithril Shirt (x1)
22 Thror's Battle Axe (x1)
23 Thror's Hunting Bow (x1)
24 Thror's Golden Cup (x1)
25 The Spider's Glade (x1)
26 Giant Web (x4)
27 Forest Stream (x2)
28 Old Tomnoddy (x3)
29 Crazy Cob (x3)
30 Lazy Lob (x3)
31 Fat Spider (x4)
32 Wicked Spider (x5)
33 Caught In Webs (x2)
34 Poisoned By Spiders (x2)
35 Hidden Path (x3)
36 Dark Bats (x3)
37 Fighting Among Friends (x2)
38 Weighed Down (x2)
39 A Bare Patch (x1)
40 Smaug the Golden (x1)
41 Smaug the Magnificent (x1)
42 Croaking Crows (x3)
43 The Lonely Mountain (x1)
44 Great Hall (x3)
45 Secret Entrance (x2)
46 Desolation of Smaug (x3)
47 Western Slopes (x3)
48 Pretending to Sleep (x3)
49 Known To An Ounce (x2)
50 Belching Fire (x4)
51 Dragon-Spell (x2)
52 Misty Mountain Eagle (x1)
53 Bolg (x1)
54 Bodyguard of Bolg (x4)
55 Gundabad Wolf Rider (x3)
56 Gundabad Climber (x4)
57 Vanguard of Bolg (x4)
58 Gundabad Archer (x2)
59 Ravenous Warg (x3)
60 Northern Slopes (x3)
61 Ruins of Dale (x1)
62 Ravenhill (x1)
63 The Front Gate (x1)
64 Hatred Rekindled (x2)
65 Goblins Are Upon You (x2)
66 Heedless Of Order (x2)
67 Into Mirkwood (x1)
68 Lost In The Dark (x1)
69 Captured By Spiders (x1)
70 Battle With The Spiders (x1)
71 A Warm Welcome (x1)
72 The Burglar's Turn (x1)
73 Inside Information (x1)
74 Thieves!  Fire!  Murder! (x1)
75 The Gathering of the Clouds (x1)
76 The Eastern Spur (x1)
77 Battle In The Dale (x1)
78 The Defense Of Ravenhill (x1)
79 The Clouds Burst (x1)

Glory of Days Past Spoilers (Warhammer: Invasion)

Thorek Ironbrow
Unique Dwarf Legend
3 Cost (2 Loyalty)
1 Power Kingdom/Quest, 2 Power Battlefield
3 Hit Points
Forced: When this legend enters play, you must burn 3 zones instead of 2 in order to win for the rest of the game.
Action: When this legend attacks, put a Dwarf support card of cost X or less from your hand into play.  X is the number of resources in your pool

Recover Mithril Lode
Unique Dwarf Quest
0 Cost (3 Loyalty)
Mission
Play in any opponent's zone under your control.
When you assign combat damage to this zone, you may place any number of that combat damage on this quest instead.
Forced: When the 3rd damage token is placed here, sacrifice this quest to put the top 4 cards of your discard pile into play as developments in any single zone.

Mine Engineers
Dwarf Unit
3 Cost (1 Loyalty)
1 Power
3 Hit Points
Engineer
Dwarf Only.  Ambush 2.
Action: When this unit ambushes, heal up to 3 damage from your capital.

Karak Hirn Mine
Dwarf Support
1 Cost (1 Loyalty)
1 Power
Building
If you control a non-Dwarf card, sacrifice this card.

Ostland Greatswords
Empire Unit
3 Cost (1 Loyalty)
1 Power
3 Hit Points
Warrior.
Raider 2.

Fulminating Cage
Empire Tactic
5 Cost (3 Loyalty)
Epic Spell
Empire only.  Ambush 3.
Action: Cancel the current attack.  Your opponent cannot declare another attack this turn.

Master of Qhaysh
High Elf Unit
2 Cost (2 Loyalty)
1 Power
2 Hit Points
Mage.
Action: When this unit survives an attack on an opponent's zone, put 1 resource token on a card with at least 1 resource on it.

Guarding Boon
High Elf Tactic
1 Cost (2 Loyalty)
Spell
Action: Until the end of the phase, each Mage unit you control deals +1 damage in combat and gains: "Redirect the first point of damage dealt to this unit to target unit in any corresponding zone."

White Lion Master
High Elf Support
1 Cost (2 Loyalty)
Attachment.  Title.
Attach to a target unit you control.
This card enters play with 1 resource token on it.
Action: Remove 1 resource token from this card to cancel an action just triggered that targets attached unit.

Borgut Facebeater
Unique Orc Unit
4 Cost (3 Loyalty)
3 Power
4 Hit Points
Elite.  Warrior.
Action: When this unit attacks for the second time in one turn, put an Orc unit from your hand into your battlefield, declared as an attacker.

Boar Rider
Orc Unit
3 Cost (2 Loyalty)
1 Power
3 Hit Points
Cavalry
Raider 1.
Action: When this unit attacks for the second time in one turn, it gains 2 Power until the end of the turn.

Get 'Em Ladz!
Orc Tactic
2 Cost (1 Loyalty)
Orc only.  Ambush 0.
Action: Choose a zone.  Until the end of the phase, draw a card for each damage dealt to that zone.

Chaos Dragon
Chaos Unit
7 Cost (3 Loyalty)
5 Power
5 Hit Points
Creature.  Dragon.
Battlefield only.
Action: When this unit attacks, discard the top card of your deck.   If the discarded card is a unit, corrupt target unit in the defending zone.

Wasting Disease
Chaos Tactic
1 Cost (3 Loyalty)
Disease.
Action: Choose a trait.  Until the end of the phase, all units with that trait lose Power and get -1 hit points while participating in combat.

Painful Mutation
Chaos Support
1 Cost (2 Loyalty)
Attachment.  Mutation.
Attach to a target unit in any battlefield zone.
Attached unit gains 2 Power.
Forced: At the beginning of your turn, deal X indirect damage to attached unit's controller.  X is attached unit's total Power.

Outlaw Sorcerer
Dark Elf Unit
2 Cost (1 Loyalty)
1 Power
2 Hit Points
Sorcerer.
Dark Elf only.  Ambush 1.
Action: When this unit ambushes, discard a card at random from attacking opponent's hand.

Ghrond Errand Riders
Dark Elf Unit
2 Cost (2 Loyalty)
1 Power
2 Hit Points
Cavalry.
Action: When a card is discarded from an opponent's hand, move this unit to another one of your zones.

Marked For Death
Dark Elf Support
0 Cost (2 Loyalty)
Attachment
Attach to a target unit.
When attached unit leaves play, attached unit's controller must discard X cards from the top of his deck.  X is the attached unit's cost.

Rogue Warrior
Neutral Unit
3 Cost
0 Power
2 Hit Points
Ambush 1.  Raider 1.
This unit deals +3 damage in combat.
Forced: When this unit survives an attack on an opponent's zone, turn this unit facedown as a development.

Strength Of Emperors
Neutral Tactic
1 Cost
Action: Heal all damage on target legend, then draw X cards.  X is the number of damage healed.

Glory of Days Past Contents (Warhammer: Invasion)

61 Thorek Ironbrow (x3)
62 Recover Mithril Lode (x3)
63 Mine Engineers (x3)
64 Karak Hirn Mine (x3)
65 Ostland Greatswords (x3)
66 Fulminating Cage (x3)
67 Master of Qhaysh (x3)
68 Guarding Boon (x3)
69 White Lion Master (x3)
70 Borgut Facebeater (x3)
71 Boar Rider (x3)
72 Get 'Em Ladz! (x3)
73 Chaos Dragon (x3)
74 Wasting Disease (x3)
75 Painful Mutation (x3)
76 Outlaw Sorcerer (x3)
77 Ghrond Errand Riders (x3)
78 Marked For Death (x3)
79 Rogue Warrior (x3)
80 Strength of Emperors (x3)

Thursday, February 21, 2013

Cyber Exodus Spoilers (Android: Netrunner)

Nerve Agent
Anarch Program
3 Install Cost
1 Memory Cost
2 Influence Value
- Strength
Virus
Whenever you make a successful run on HQ, place 1 virus counter on Nerve Agent.
Each virus counter after the first on Nerve Agent allows you to access 1 additional card from HQ whenever you access cards from HQ.

Joshua B.
Unique Anarch Resource
1 Install Cost
3 Influence Value
Connection
When your turn begins, you may gain Click.  If you do, take 1 tag when this turn ends.

Emergency Shutdown
Criminal Event
0 Cost
2 Influence Cost
Sabotage
Play only if you made a successful run on HQ this turn.
Derez a piece of ice.

Muresh Bodysuit
Criminal Hardware
1 Install Cost
1 Influence Cost
Gear
Prevent the first meat damage each turn.

Snitch
Criminal Program
3 Install Cost
1 Memory Cost
2 Influence Cost
- Strength
Once per run, you may expose an unrezzed piece of ice when you approach it.  You may then jack out.

Chaos Theory: Wunderkind
Shaper Identity
0 Base Link
40 Minimum Deck Size
15 Influence Limit
G-mod
+1 Memory Unit.

Test Run
Shaper Event
3 Cost
3 Influence Cost
Search your stack or heap for a program.  Install that program, ignoring all costs.  Shuffle your stack if you searched it.  When the turn ends, add the program to the top of your stack if it is still installed.

Dinosaurus
Unique Shaper Hardware
5 Install Cost
2 Influence Cost
Console
Dinosaurus can host a single non-AI icebreaker.  The memory cost of the hosted icebreaker does not count against your memory limit.
Hosted icebreaker has +2 strength.
Limit 1 console per player.

Personal Workshop
Shaper Resource
1 Install Cost
4 Influence Cost
Location
Click: Host a program or a piece of hardware from your grip on Personal Workshop and place power counters on it equal to its install cost.
1 Credit: Remove 1 power counter from a hosted card.
When your turn begins, remove 1 power counter from a hosted card.
When there are no power counters left on a hosted card, install it, ignoring all costs.

Public Sympathy
Neutral Resource
2 Install Cost
0 Influence Cost
Your maximum hand size is increased by 2.

Project Vitruvius
Haas-Bioroid Agenda
3 Advancement Requirement
2 Agenda Points
Research
When you score Project Vitruvius, place 1 agenda counter on it for each advancement token on it over 3.
Hosted agenda counter: Add 1 card from Archives to HQ

Viper
Haas-Bioroid ICE
3 Rez Cost
1 Influence Cost
4 Strength
Code Gate.  Tracer
- Trace (3) - If successful, the Runner loses Click, if able.
- Trace (3) - If successful, end the run.

Edge of World
Jinteki Asset
0 Rez Cost
2 Influence Cost
0 Trash Cost
Ambush
If Edge of World is installed and you pay 3 Credits when the Runner accesses it, do 1 brain damage for each piece of ice protecting this server.

Sunset
Jinteki Operation
0 Cost
1 Influence Cost
Choose a server.  Arrange the ice protecting that server in any order.

Marked Accounts
NBN Asset
0 Rez Cost
1 Influence Cost
5 Trash Cost
Transaction
When your turn begins, take 1 Credit from Marked Accounts, if able.
Click: Place 3 Credits from the bank on Marked Accounts

Pop-up Window
NBN ICE
0 Rez Cost
1 Influence Cost
0 Strength
Code Gate.  Advertisement.
When the Runner encounters Pop-up Window, you gain 1 Credit.
- End the run unless the Runner pays 1 Credit.

Woodcutter
Weyland ICE
4 Rez Cost
3 Influence Cost
2 Strength
Sentry.  AP.
Woodcutter can be advanced only while rezzed and gains "- Do 1 net damage" for each advancement token on it.

Commercialization
Weyland Operation
0 Cost
1 Influence Cost
Transaction
Choose a piece of ice.  Gain 1 Credit for each advancement token on that ice.

Private Contracts
Neutral Asset
3 Rez Cost
0 Influence Cost
5 Trash Cost
Transaction
Place 14 Credits from the bank on Private Contracts when it is rezzed.  When there are no credits left on Private Contracts, trash it.
Click: Take 2 Credits from Private Contracts.

Chimera
Neutral ICE
2 Rez Cost
0 Influence Cost
0 Strength
Mythic
When you rez Chimera, choose sentry, code gate, or barrier.  Chimera gains that subtype until derezzed.
When a turn ends, derez Chimera.
- End the run.

Cyber Exodus Contents (Android: Netrunner)

41 Nerve Agent (x3)
42 Joshua B. (x3)
43 Emergency Shutdown (x3)
44 Muresh Bodysuit (x3)
45 Snitch (x3)
46 Chaos Theory (x3)
47 Test Run (x3)
48 Dinosaurus (x3)
49 Personal Workshop (x3)
50 Public Sympathy (x3)
51 Project Vitruvius (x3)
52 Viper (x3)
53 Edge of World (x3)
54 Sunset (x3)
55 Marked Accounts (x3)
56 Pop-Up Window (x3)
57 Woodcutter (x3)
58 Commercialization (x3)
59 Private Contracts (x3)
60 Chimera (x3)

Tuesday, February 19, 2013

Firestorm Armada rules released for free!

Man, I'm really behind the times.  Still, this is great news

Although the rulebook is pretty sloppy, the game itself is pretty strong, and certainly worth trying out if you have any interest in space combat.  And hell, the rules are free- you can't beat a price like that!

Thursday, February 14, 2013

First games using Venethrax, 1/30/13

Alright, time for some sweet battle report goodness.

On the 30th of last month, I broke out some Warmachine, and more specifically, broke out some Venethrax, who I had recently assembled, and had been interested in playing.

So, I enlisted Mr. Rob to play some games, breaking out his Khador.

Game 1:

The list I took for both games was this:
Lich Lord Venethrax
* Deathripper
* Stalker
* Deathjack
Bane Knights (Leader and 5 Grunts)
Bane Thralls (Leader and 5 Grunts)
Mechanithralls (Leader and 9 Grunts)
The Withershadow Combine
Bane Lord Tartarus
General Gerlak Slaughterborn
Pistol Wraith
Pistol Wraith
Warwitch Siren

Admittedly, this isn't a terrible original list compared to the list I take with ANY caster, but I promise- I'm working on getting some new Cryx stuff up and running.

Rob's list for game one was a Tier 4 Full Assault list:
Forward Kommander Sorscha
* Conquest
* Demolisher
Battle Mechaniks (Leader and 5 Grunts)
Winter Guard Infantry (Leader and 9 Grunts)
* Winter Guard Infantry Officer & Standard
* 3 Winter Guard Infantry Rocketeers
Winter Guard Mortar Crew (Leader and Grunt)
Winter Guard Mortar Crew (Leader and Grunt)
Gun Carriage

This looked pretty impressive on the table, with the Colossal and the Battle Engine.

We decided to play a Steamroller 2013 scenario, and ended up rolling Outflank.  Basically, two circles around the middle of the table, and you need 5 Victory Points to win.  You score one for controlling a circle, and two for dominating it (meaning your warcaster is in it, and it's not contested by your opponent).

Rob won the roll to go first, we set up our forces, and were off.

Turn 1:

Rob started the game off by running his large unit of Winter Guard central to the table, with a two in the zone to my right.


I had set up my caster on the right, after all, and at the very least, Rob wanted to make sure I was forced to engage him to dominate the zone.

With the Theme Force, Rob's mortars received a free pre-game move, meaning they were in position to try for acting from the first turn.  He attempted to take a long range shot at the Deathjack, missed, but the deviation stayed on the Deathjack, still doing no damage.

Sorscha cast Boundless charge on a bunch of Rob's models, moved towards the center, and was joined by the rest of Rob's forces.


I start my turn by running my entire army forward aside from Venethrax and the Deathjack.  No sense in risking the jack so early, I thought, and decided that Venethrax needed to set the town early.  He walked forward a little, and used the Deathripper to arc a Blood Rain into the Winter Guard, which hit and killed four.  Pretty good start to the game, from my perspective.


Turn 2:

Rob starts working to soften me up by shooting.  His mortars take shots at my Bane Knights, and manage to kill one.  The Winter Guard follow up by hoping over the fence, getting into position, and spray into my Banes, killing 2 Bane Thralls and a Bane Knight.  Unfortunately, Rob forgets to give his guys the Bob & Weave order (for the extra defense).

The Winter Guard who didn't spray down my Banes take a CRA shot at my Deathripper, and at 'Dice plus 5' roll snake eyes, dealing a total of 7 damage (and to add even more insult, he rolls a column that ends up disabling none of my systems).

The Conquest tries to get into the action, walks forward, and begins shooting.  He ends up killing Gerlak and drops four more damage onto the Deathripper, which I believe disabled the movement?  I can't remember.

Rob followed this up by advancing his other big model, the Gun Carriage into the zone, and shooting as well, but only managed to kill a single Bane Knight.


His turn ends with him advancing Sorscha up to cast Iron Flesh on the Winter Guard.  With Bob and Weave, that would have been incredible, but yeah, as mentioned above, it's just not fully there, sadly.


At this point, I've actually taken quite a bit of casualties from shooting, but I see that I've got a lot of space on my right to take over the zone, and scoring early will set me up for a good chance to win.

I start out by activating Venethrax, who moves into the zone, and casts a Blood Rain through the Deathripper into the Winter Guard, killing 3.  I follow with Bane Lord Tartarus charging into them, killing another one, and finish with charging by Bane Thralls and a Bane Knight into them, killing yet another one.  The poor Winter Guard decide they've had enough, and even with the Standard Bearer, fail their command check.  At this point, I'm guaranteed to Dominate the zone on my right.

The other two Bane Knights charge into the Gun Carriage and between them and the Pistol Wraith (who activated earlier) manage to deal 14 damage to it, not enough to kill it.

The Deathjack ends the turn by killing another two Winter Guard, grabbing me two more souls to use for getting into the action next turn.  I gain two control points, for dominating the right zone.


Turn 3:

Rob decides his chances are perfect for an assassination, and goes for it.  He starts with Sorscha activating, and popping her feat.  She then tries to shoot at my Deathripper, misses, and casts Iron Flesh on herself.

Rob activates the Conquest, aims, boosts, and takes a shot from the main gun into Venethrax, who I think had no focus on him (oops!).  He needs a 9 to hit, but rolls an 8, which scatters to no effect.  With his best shot to end me gone, he has the Conquest use his other shots to kill a Bane Knight, a Bane Thrall, and put 6 damage onto Bane Lord Tartarus, as well as kills one of my Pistol Wraiths.

The Gun Carriage activates, and kills a Bane Knight in combat with it.

Rob hasn't given up on his assassination though.  The Mortars both take shots again Venethrax, both miss, and Rob is forced to concede (he can't stop me from scoring enough control points to win).

So, first game over, and I still don't feel like I have any feel for Venethrax.  Plus, I really screwed up my setup.  My Mechanithralls spent the entire game behind my army, unable to find a way to get out and into the action.  We had decided to play another game, and I was determined to not make that mistake for this one.

Game 2!:

I took the same list as before.  Rob chose to run:

Vladimir Tzepesci, Great Prince of Umbrey
* Berserker
* Conquest
* Devastator
* Drago
Battle Mechaniks (Leader and 5 Grunts)
Kayazy Assassins (Leader and 9 Grunts)
* Kayazy Assassin Underboss

Pretty heavy list.  I won the roll to go first this time.

Turn 1:

I run everything forward, but have Venethrax cast Dragon Slayer on himself and advance.


Rob basically does the same thing.  Everything runs up but Vlad, who casts Hand of Fate on the Conquest.


Turn 2:

I am still out of range to do anything, and again basically run everything forward.  I can't score points this turn, so choose to get as far forward as I can to put pressure on Rob.

Rob responds by upkeeping Hand of Fate on Conquest, and getting to work.  The Conquest aims his Main Gun at the Deathripper, and hits, dealing 12 damage to my poor little jack, disabling the Arc Node.  His other shots manage to kill a Bane Thrall and a Bane Knight.  He also throws down two templates in front of my Bane Knights, to try to limit my movement.

The Berserker attempts to charge my Stalker (off far to my right), but is a few inches out of range.

Drago walks forward and kills my lead Mechanithrall (I had sent the unit into the left zone to try to keep Rob back in his zone).  Vlad joins in the fun, pops his feat, and charges a Mechanithrall, killing it.  His side steps kill another two, and his Sprints back to safety.  Rob's goal was to get forward to kill one of my Pistol Wraiths, but failing to do so, chose to get back to where he wasn't in danger.

The Kayazy activate and charge into the Mechanithralls as well, killing another two.  They were a little too far out to get at the rest of them, unfortunately.

Rob ends the turn by advancing his Devastator, attempting to threaten my right zone some.


Turn 3:

I decide that the Kayazy are probably my biggest concern at this point.  With some luck, they could get through all of my infantry, and if Rob managed to successfully contest my right zone, I'd have a hard time getting enough to the left to fight him.  So I go all in, trying to kill them.

The Bane Knights, Bane Lord Tartarus, Mechanithralls, and a Pistol Wraith are thrown at them, and I manage to kill 5 of the Assassins, plus the Underboss.  The Mechanithralls were of particular note, because with the 4 remaining, I manage to drag down two Assassins, needing elevens to hit.

The Deathjack charges and kills the Berserker, clearing out my zone for the moment.  The Pistol Wraith on my far left Death Chills Drago, saving my poor infantry from being horribly annihilated.  Whew!

With nothing in my right zone, and Venethrax right in the middle, I again dominate it, and gain 2 control points.



Rob has two objectives this turn.  First, he needs to contest my right zone well enough to stop me from winning soon, and he needs to score some control points himself.  He probably considers assassination at some point here (I don't actually know, I'm not a mind reader), but I'm camping some of my focus and have Dragon Slayer upkept by the Withershadow Combine, so I'm around armor 23.

Rob starts on clearing the left zone.  His Kayazy go off to my left more, and kill a Pistol Wraith and a Mechanithrall.

The Conquest follows up by advancing towards the middle of the table (and doesn't contest my zone, importantly), and shoots into the large cluster of troops I have, killing, when it's all over with, 3 Bane Knights, 2 Bane Thralls, 2 Mechanithralls, a Pistol Wraith, and one of his Kayazy, as well as takes a point off of Gerlak.  Not half bad!

Drago can't move and activate, so elects to move out of the way of Vlad, who charges Gerlak.  Several crappy rolls by Rob later, Gerlak eventually dies, and Vlad kills the last Bane Knight in the zone, clearing it.

He ends the turn by moving the Devastator into my zone, contesting it, and scores two control points for dominating his zone, tying us at 2-2.




Turn 4:

Unfortunately for Rob, he reminds me that I can throw models, and I happily do so, moving the Deathjack forward to throw the Devastator out of my zone (I sure wasn't going to kill it!).  I run everything else up to block the far side of my zone so that the Battle Mechaniks and the Conquest can't get into it.

I charge Bane Lord Tartarus at Vlad, but sadly, he's out of range.  The remaining two Bane Knights attempt to be heroes, but sadly, don't manage to hit Vlad.  I end my turn, and go up 4-2.

Rob realizes that he can't contest my zone, and that scoring his doesn't help him, and decides he HAS to assassinate Venethrax.  He uses Flashing Blade to try to clear the Bane Knights engaging him, but sadly only manages to kill one, meaning he has to Flashing Blade AGAIN to clear a charge path. 

Vlad charges, but now, I have all my focus camped, and prove too difficult to kill.  Casters don't count as contesting zones, and Rob can't stop me from scoring what I need to win.

Summary:

Although winning is nice, I feel a little disappointed in that I didn't really get any use from Venethrax.  I completely forgot about his feat (which isn't very good anyway), and other than a few castings of Blood Rain, pretty much didn't need to use his spells.

Rob's had a difficult time with Cryx, and as he pointed out, it doesn't matter what caster I take in the end, it's my army itself that is causing him issues.  We may end up trying to switch it up just so that I can see how I would do against Cryx.  In the meantime, I'll probably switch to Skorne for a while, just to keep my friends ;).

The Conquest didn't feel like it made much of an impact on either game, sadly.  Sure, it killed some infantry with its shooting, but I never bothered trying to put damage on it (meaning the Mechaniks did nothing through both games).  I suspect Rob needs to focus on getting the Conquest into a zone to contest it, and force me to deal with him.  With this particular Cryx list, it might actually be a problem, especially if enough of my Bane Thralls die before getting there.  The Deathjack can certainly hurt it, but I don't think I can kill it (especially with Mechaniks repairing it) before I'm crushed. 

One day, I'll get Venethrax on the table again, hopefully against a Hordes opponent, and see how much mileage I get out of him in a matchup he's designed to be more useful for.

Wednesday, February 13, 2013

My recent LCG gaming

I have not been completely idle lately in actually breaking my games out, and figured I'd post about my recent games.

Let's go over my recent games by game.

Android: Netrunner
I've managed to get quite a few games of this in recently, all against Rob.  In the past few weeks, we've played a total of 7 games, 5 of them with me running a Criminal deck against Rob's various Jinteki builds, and 2 of them with me running Haas-Bioroid against Rob's Anarch deck.

I'm not completely familiar with the cards in the game, although I'm getting better, so I definitely walked into quite a few traps when playing against the Jinteki decks.  Overall, I didn't fare too horribly (I went 2-3), and I tended to win in landslides, or lose by net damage.  I've started to get better about protecting myself from the net damage, however.  It's hard to be patient as Criminals, but sometimes you can't afford to run when you don't have cards in your hand to suffer the backlash!

With the Corporation decks, I'm doing pretty well (2-0 against Rob's Anarch deck).  Both our games took quite a bit of time, as I tend to build up slowly, but they both ended about the same way.  Rob ran, figured he had a good setup, and I ended up rezzing either Archer or Janus 1.0, which he couldn't deal with at the time, and set him back so far that he couldn't recover.

Since Netrunner was released, my overall record has been 3-3 with the Runner, and 3-0 with the Corporation.  Not too terrible a start, but I really wish I could play more!

Game of Thrones:
Played two games against Rob.  Both times I took my Greyjoy Kings of Winter choke deck, which I'm trying to get the hang of.  The first game, Rob took a basic Stark Tully based deck that he hadn't updated in a while (no House of Dreams'd Riverrun?) and destroyed me.  He got three power on The Blackfish quickly, with a dupe on him, and I couldn't do anything to slow him down.  End score was 15-0.

Second game, I took the same deck against Rob's Lannister clansmen deck.  This one went much better for me, and I took a 15-0 win, as I managed to basically keep Rob's income low enough to prevent him from playing anything.

So... two games in, and I really couldn't tell you how good my deck was.  A lot of it is likely just my inexperience running such a deck, and I haven't really done any tuning to it yet.  If I could play it more, I probably could improve it though.

Star Wars
I've played two more games of this recently, again against Rob.  Played once as the Light Side, and once as the Dark Side, and both times ended up being absolutely crushed.  I mean, it wasn't even close.

I'm not sure what it is about this game.  I really love the mechanics, and the game as a whole seems to have a LOT of promise.  I just don't seem to 'get' it.  The overall flow of the game is just off for me.  I'm pretty sure I didn't win a single battle, nor a single edge battle, in either of these games.  For now, I'm not really sure what I can do to rectify this either.  My thinking is that I may just take all the cards, build the starter sets out of the box, and just keep playing against myself until I get a good feel for when I should attack, when I should defend, and so on.  There's some basic tactical step I'm missing here, and it's hard playing this until I figure it out.   I will though.  And with the great-looking upcoming expansions, I really want to do so quickly.

Warhammer: Invasion
I've only managed to get a single game of this in.  I've been trying to get it seen at the local game store (Games and Stuff), and managed to rope Rob into a game.  I let him use a copy of the High Elf deck that won the world championship (basically a combo deck that uses Eltharion the Grim to end the game), and I took a basic Orc Rush deck that I had built, with the goal of at least letting Rob get a feel for the game, and playing a deck which had a style that I thought closely matched his.

As you can imagine, I got crushed, which wasn't unexpected.  Still, it was a good time, and I did learn quite a bit from the game.  I don't know what I could do with Orcs to make the game any closer (aside from waiting for errata from FFG for a few cards), but even so, I think that with other decks, I might be able to stand a chance.  And hey, I managed to get a few people to see the Warhammer was a game that was played, so next time I have a Thursday free, I'll head over there, and maybe get some games in!

Tuesday, February 12, 2013

Various happenings from FFG

Man, lots going on from FFG lately, thankfully for all their games.


Call of Cthulhu has a preview of 'The Key and the Gate' expansion, covering primarily Yog-Sothoth.  However, they decided to use the article to focus on a specific card from the expansion, The Festival.

To be honest, I'm probably nowhere near the level of skill I'd need to tackle building a deck around this, but I would love to try to use this to power a deck.  Maybe some sort of Zoog deck (of course, I'd have to work to get the Dreamlands cycle, but that's beside the point).  Maybe try to use Servant from Out of Time to get the cards I want into the discard pile?  I'm not sure, but it would sure be a fun one to try.

Game of Thrones, after quite a delay, released their next Chapter Pack, Reach of the Kraken, introducing the new naval enhancement!  Of course, it's way too early to see how it'll influence the game, but with the included agenda, Black Sails, has a lot of potential that won't be realized for several more releases.  Still, you could fit what, four characters with naval enhancements (including the one neutral character) into a Greyjoy deck for now, so it's possible to get a start.  Another chapter pack release is probably needed before I even try building such a deck though.

The first deluxe expansion for Star Wars, Edge of Darkness, was announced.  Twenty Two new objective sets, eleven for each side make up this expansion which should turn the Scum and Villainy and Smugglers and Spies into fully functional factions.  Admittedly, I'm a little disappointed that I'll have to purchase two copies of the expansion to have a full playset, but overall I'm happy that they're including a lot of different options for the two factions.  Overall, I'll be happy to see it released.  As I'll mention in my next post, I'm not exactly good at Star Wars- I really just don't get the flow of the game very well, but even so, I genuinely enjoy the system, and I really love the cards.  One day, I imagine I'll get better as well.  I like that the capture theme is being strongly supported in this expansion as well.  Really fits the theme, if you ask me.

Lord of the Rings has an article discussing the deck lists from the next Lord of the Rings Saga Expansion (on the doorstep).  They also cover a few more of the cards in the set.  Lord of the Rings is probably the game I play the least these days, but hey, it's still a pretty cool article.

Finally the announcement of the next deluxe expansion for Warhammer: Invasion.  Titled Cataclysm, it finally provides support to the game for more than two players!  Fantastic news, not only is this something that the game really needed, but it's something that seems to be implemented in a unique and fun manner (having to fight over certain location equivalents).  They are also moving Warhammer over to the deluxe expansion distribution method that Call of Cthulhu has.  I'm a little sad to see this happen, but overall, it's probably a good move for the game.  This way, there will be fewer releases, each of which will have a lot more cards.  Although I'm loving the most recent set of Battle Packs, I am a little impatient to see what other options are available for the Raider and Ambush keywords, which are important parts of several cards.  If this was released as a Deluxe Expansion, I'd be able to have a lot more options earlier.  Definitely would be a bonus.

Friday, February 1, 2013

Hobby progress for January, 2013

This month:

Dreadball: 
* All miniatures from Dreadball box are assembled
* Played a game of Dreadball, to learn the rules.
Malifaux:
* Played two games of Malifaux using my Neverborn.
* Re-based some of the Lilith crew onto Victorian bases.

Warmachine/Hordes:
* Terminus completely assembled.
* Cataphract Arcuarii completely assembled.
* Got main body of Wraith Engine assembled.
* Played two games, using my Cryx.

Hell Dorado:
* Got two of the Westerner Arquebusiers assembled.