|No Peace on the Return to Mirkwood
A preview of the sixth Adventure Pack for The Lord of the Rings: The Card Game
|The Lord of the Rings: The Card Game | Published 14 November 2011|
“At last, when I had given up the chase and turned to other parts, Gollum was found. My friend returned out of great perils bringing the miserable creature with him.”
–Gandalf, The Fellowship of the Ring
To capture the wicked creature known as Gollum, the heroes of Middle-earth have scoured forest trails for clues, fought their way past fearsome trolls, saved a dying eagle to renew their alliance with the noble creatures, traversed the rocky crags of Emyn Muil, and pushed deep into the Dead Marshes. Now that they have Gollum bound and guarded, they need to Return to Mirkwood, to haul him to King Thranduil’s halls. There, Gandalf hopes Gollum will reveal secrets about Sauron’s Ruling Ring that could provide the heroes with a chance to stave off the gathering shadow…
However, the Dark Lord’s influence extends far beyond the lands of Mordor. His agents and other wicked creatures hunt for Gollum within the forests of Mirkwood, ever closing upon the heroes’ heels. With his crying, his curses, and his tantrums, Gollum draws the lurking predators nearer even as he makes life miserable for his captors.
A fearsome racket
Return to Mirkwood forces a player to escort Gollum each turn, and it is a thankless task. Gollum’s fits and tantrums make life miserable for your weary fellowship. Left unattended for even an instant, Gollum lashes out in rage. He bites, and his fury can also result in Wasted Provisions (Return to Mirkwood, 137). Still, there’s a deadlier risk from Gollum’s rage; his noisome fits draw the forest’s predators to your fellowship.
While your fellowship pushes through Mirkwood forest, a number of predators aim directly for Gollum and the player whose heroes escort him. Mirkwood Bats (Return to Mirkwood, 138) swarm about Gollum and his escorts, ripping into them with tooth and claw. One of the hallmarks of The Lord of the Rings: The Card Game is that each new scenario reinvents the play experience and gives different characters and cards their chances to shine. Mirkwood Bats may soon make Thalin (Core Set, 6) a Return to Mirkwood all-star.
Another predator also rushes directly at the source of the miserable wailing and moaning. The dread Attercop, Attercop (Return to Mirkwood, 139) poses a tremendous threat to the heroes and allies defending Gollum. The knowledge Gollum holds may provide the edge Gandalf and the forces of good need to stave off the evils of Mordor, but how many will die to the Attercop, Attercop to carry this knowledge to Thranduil’s halls?
The great eagles
Not all is darkness along the Return to Mirkwood. The eagles once again lend their aid, further reinforcing Tactics-based decks. The Support of the Eagles (Return to Mirkwood, 120) provides a dramatic boost to an Eagle strategy. While the Winged Guardian (The Hunt for Gollum, 4) makes an excellent defender and the Vassal of the Windlord (The Dead Marshes, 98) makes an excellent attacker, these noble allies return to the air after they swoop in to aid your fellowship. Though you can pay a resource to retain the aid of the Winged Guardian, Support of the Eagles provides a more far-reaching solution. Instead of using the Winged Guardian for its four Defense strength or the Vassal of the Windlord for its three Attack strength, you can exhaust Support of the Eagles to gain the advantages of the Wind Guardian’s tremendous toughness or the Vassal of the Windlord’s ferocity. Whichever boost you trigger remains active until the end of the phase, so Boromir (The Dead Marshes, 95) could ready himself to make use of the bonus several times, as could any hero with Unexpected Courage (Core Set, 57).
Support of the Eagles is not an inexpensive card, nor is it one that functions on its own, but it represents an exciting maturation of the card pool for The Lord of the Rings: The Card Game. New decks, driven by powerful combinations, are becoming increasingly viable.
Look for the Support of the Eagles to aid fellowships in their struggles against Mirkwood Bats, the fearsome Attercop, Attercop, and the other perils of Return to Mirkwood. The final chapter of the epic Shadows of Mirkwood saga is on its way to retailers everywhere!
The Lord of the Rings: The Card Game is a cooperative card game that puts 1-2 players (or up to four with an additional Core Set) in control of the most powerful characters and artifacts of Middle-earth. Players will select heroes, gather allies, acquire artifacts, and coordinate their efforts to face Middle-earth’s most dangerous fiends. The Living Card Game format allows players to customize their gaming experience with monthly Adventure Pack expansions to the core game.
Interesting how many meat we'll need to defeat all Attercops?
Looks like first expansion develops Tactics deck: lots of Eagles and cards for them, Radagast...
The attachment doesn't have to be on a character of the same sign...
More i get info more i understand this one is really good one. So why 2 previous ones was so bad and boring???? Why they cannot every pack good and exiting like this one???
Difficult 7 use wild lands and spiders encounter decks.
It will indeed make Denethor even more of a brick wall, although you'll first have to equip him with a Song of Battle (since the attachment is limited to heroes with a Tactics icon). Agree that it should have had the Eagle trait, just to make The Eagles Are Coming! a bit more useful.
Also, since Attercop always engages whichever player is guarding Gollum, it could make for some decidedly un-cooperative moments. "Here, you guard him and raise your threat. Plus, I'll toss in a special bonus--this giant, ally-munching spider! Have fun :D" Looks like an awesome pack so far.
Support of the Eagles will be great with a Winged Guardian. Stick it on Denethor and he'll be able to soak up most of Attercop's damage
I'm going to start a thread to answer your question see: Middle Earth History
I'm certainly not an expert on Tolkien Lore, but when Aragon was "questing" for Gollum, wasn't Sauron aka "The Necromancer" still in Dol Goldur in Mirkwood? The preview article constantly speaks of Mordor which confuses me a bit. Does anyone care to clear this one up?
Also there is no "Eagle" trait on "Support of the Eagles" which I find a bit sad.
" Well, you don't need more than 1 core set to beat any quest BUT I see no point in buying just one or two adv. packs. No dissing extended :) but it would be like only buying and readin f.ex. The Two Towers choosing not to read the Fellow ship of the ring and Return of the king."
Not a very fitting comparison. You can play any AP without problems without caring about the 'story' at all. A novel is all about the story, for this card game it's just adding flavour.
I wouldn't mind if this one was unbeatable with just 1 core and this pack. As the last pack in the cycle, it should be the most challenging. And chances are, by this point, most people would have picked up at least one other pack. Hunt for Gollum should be beatable with 1 core and that pack, and then they should increase in challenge as the cycle progresses.
Well, you don't need more than 1 core set to beat any quest BUT I see no point in buying just one or two adv. packs. No dissing extended :) but it would be like only buying and readin f.ex. The Two Towers choosing not to read the Fellow ship of the ring and Return of the king. The whole cycle is one long story and is connected so you need all APs in a cycle to get a good experience but other than that you don't need every pack. Can't see a reason not to get them though, unless it's financial but then I think it would be better to just skip all packs.
Can players win just 1 Core set and this expansion win this scenario? I hope FFG is not making the scenarios unwinnable if you don't buy the other adventure packs or more than 1 core set.