![]() ![]() You’re going to need a plan for how you’re going to deal with each of the 3 Objectives, and probably which one you’ll take first. Chances are you’ll fail the quest a few times too due to how many cards start in the staging area. There’s plenty of Doomed 1 to go around, there’s an Enemy that raises your threat by 7 when you kill it, there are a few shadow effects that raise your threat by 4-8 depending on various effects, and it costs 6 threat just to claim all 3 Objectives (one of which raises your threat by an extra 2 each round). Threat is another major problem in this quest. You’re also only allowed to “play” 1 Ally per turn, so you have to either cheat more in with “put into play” cards like A Very Good Tale or Elf-stone or make sure that your Allies are super-efficient, out-questing whatever just came out of the encounter deck while also helping you defend and kill the enemies that engage you. You have to quest steadily while dealing with enemies with low engagement costs (of which there are many in the deck). You’re down a hero for the first quest phase, so that means you’re probably only generating 2 resources per turn. This quest demands a lot right off the bat, and doesn’t let up. You have to suffer the ill effects of all 3 Objectives every round by yourself.At minimum you have to raise your threat by 6 to claim all 3 Objectives.You have to quest past 4 encounter cards on turn 1 all by yourself.Your deck can’t rely on any one specific hero, since you’re guaranteed to lose one of them and there’s nobody around to pick up the slack until you can get your footing. ![]() Losing 1 hero out of 3 is much worse than 1 out of 6, or 2 out of 9.There are so many ways in which this quest is just not meant for solo play: There’s a new submechanic where certain Dol Guldur Locations accumulate resource tokens through various card effects and then do bad things with them, but honestly I didn’t feel like it deeply characterized the quest as much as any of the other mechanics that were already in place. It also adds a rule to capture a second prisoner when playing with 3 or 4 players. You’ll find some nasty new shadow cards that punish you for not picking up the objectives early or which capture additional heroes when they take damage. Oh yeah, and to top it all off the players as a group can only play 1 Ally per round during the first two stages.Īs with all of the Core Set quests, the Nightmare version of the quest tightens up the theme a bit, adding in a bunch more dungeon-related cards that make you feel like you’re sneaking through an orc-infested dungeon to rescue someone. Quest stage 3 spawns a 1/1/1 Enemy for each player to fight each round, requires 8 progress, and cannot be defeated while the Nazgûl is in play. Quest stage 2 requires 15 progress to complete, as well as requiring you to control all 3 Objectives in order to advance. Placing a single progress on quest stage 2 rescues the prisoner and adds the 5-threat, 40 engagement Enemy Nazgûl of Dol Guldur to the staging area. You aren’t allowed to move on to quest stage 2 until you have placed 9 progress on stage 1 and have claimed at least one of the Objectives. Each of these Objectives requires you to (1) clear the card guarding it, and then (2) raise your threat by 2 to attach it to one of your heroes, after which it will do something nasty to you every single round. This quest also starts with 3 Guarded Objectives sitting in the staging area, which means you have to quest past 3 cards right off the bat. The prisoner is turned facedown, and “cannot be used, cannot be damaged, and does not collect resources”. The original version of the quest starts by robbing the players (as a group) of one of their Heroes, who is considered the “prisoner”. The first post (this one) will be focused on an analysis of the quest itself and all of the different ways it can grind you into paste, while the second post describes my deckbuilding process. There’s a lot of information to cover about this quest, so I’m going to break this article into two separate posts. It scales incredibly unevenly based on the number of players such that it’s a somewhat reasonable quest at high player counts but it’s soul-crushingly difficult in solo. To this day, I’m convinced that the whole purpose of this quest was to give players a reason to want to play 4-player. ![]()
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