Part 4: The Ring goes South

In the House of Elrond, the evil wound that Frodo received on Weathertop gets healed. The council decides that the One Ring cannot remain hidden in Rivendell and sends out a party to destroy the ring. This chapter depicts the first part of the journey — up to the entrace to the Mines of Moria through the hidden gate.

The Game

Through the campaign card I earned some boons, I choose to take Sting into my hand because it is the only card I can use. The first hand gets me Thorongil, a Fast Hitch, a Hobbit Cloak and A Test of Will. Even the first two are good enough to keep these cards. I play them and decide to keep one Spirit resource.

Elronds Council in the LCG

The Council of Elrond (stage 1b) lets me reveal 4 cards from my deck. One of them is Resourcefull, which I attach to Pippin, just to have two Lore resources per round ready when drawing my Gaffer Gamgee. The other three cards aren’t noteworthy. Thanks to Pippin, my 5 Hobbit heroes basically negate the increase of my threat from not shuffling Lust for the Ring into the encounter deck.

Early on, I draw Gather Information, which I use to get the Red Book of Westmarch. This costs me an additional round, but with this my Hobbits are well-prepared for the mission. In the final stage the willpower is still not enough (also drawing another location from the encounter deck), which expands the game by another round. I finish the game after 14 minutes and 7 rounds. Everything from the encounter deck inbetween I can handle okay-ish.

Sam Gamgee, Pippin, Tom Cotton, Merry (Valiant Warrior)
Threat 28
Fallen HeroesThreat Penality
Gildor InglorionThe Ring Draws Them
Valiant WarriorEaten Alive!
Sting, Mithril Shirt, Glamdring, Andúril
games played:4
win ratio:100%
time spent (actual playing):109 minutes

The head line picture is from Eligius57. Elonds Council is a card from the game itself, taken from Hall of Beorn. The Lord of the Rings card game is a living card game from Fantasy Flight Games.

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