The road goes ever ever ever on…

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annB 5

annB has a newer deck inspired by this one: The road gets by with a little help from my friends

”Bilbo the silly hobbit started this affair, and Bilbo had better finish it, or himself… there will evidently have to be several more chapters, if I live to write them.”
- Bilbo Baggins, talking about himself. The Fellowship of the Ring.

how-to-draw-bilbo-baggins-lord-of-the-rings-bilbo_5e4c995fdf31f4.72101725_48122_3_3.jpg
Bilbo Baggins painted by catlucker.


Bilbo is back! He is no longer dexterous and strong as in his youth, but he's learned a few tricks along the road. And with his cunning and knowledge, he leads Merry and Sam to another adventure. (The knowledge, contacts, and experience of Bilbo is represented in this deck through his access to an additional card per round).

A true Hobbits' deck

This deck is built only with Hobbits. As a prerequisite, all allies, attachments, and events are directly related to them, their behavior and lore. The ones I feel I need to justify are:

  • Traps: they are not directly related to Hobbits in Tolkien's writings, but they match very fine a Hobbits' way of defeating an enemy – rather through cunning than brute force. Old Bilbo's experience would also justify it.

  • Gandalf: well, he is Gandalf...

  • Ents: they are obviously not Hobbits, but both races built a strong relationship that would justify Ents coming to Hobbits' aid and into this deck. Treebeard talking about Hobbits highlights this special relation:

    "Ents, the earthborn; and hungry as hunters, the Hobbit children; they shall remain friends as long as leaves are renewed." (The Two Towers)

There are lots of cards that could've been used to enhance this deck, but my main goal was to keep it true to the Hobbits theme, even if it produced a weaker deck.
For the moment, the only mission I couldn't beat on true solo was Dol Guldur. For that, I had to reply on this non-true Hobbit deck: The road gets by with a little help from my friends .

Mechanics

- Pillars -

As mentioned, Bilbo Baggins is the central pillar, even though he won't shine, won't have great special moments and basically will be a discrete supporter. But it is his ability to grant an additional card what makes this deck work as expected. You are expected to have lots of cards on the hand, and quickly find the ones you need for each moment. He would be your best defender on the beginning of the game. And he can also receive a great boost and help even more in the later game if bound to another Hero (through Friend of Friends) - even though maybe you'd prefer to pair Merry and Sam, depending on your table.

Treebeard is one of the pillars of this deck. Getting him aboard on the initial rounds will allow you to bring in Ent Allies without spending any Heroes' resources. If he is not coming, go for him with Send for Aid and in the middle to the end of the game, your table will be like a Hobbit's garden full of shining strong trees. The Ents are your combat block, specially defending. You can make a great defensive wall with Derndingle Warrior and a Wellinghall Preserver to keep on defending with 5. A couple of both could keep on stopping almost any attacks on the later game.

- Strategy -

Keeping a low threat and picking up your enemies is the main strategy, while you use the main Hobbit forces to complete missions. Keep in mind that this deck takes its time to build up, what you can greatly explore keeping a low threat (with The Shirefolk, Secret Vigil and Gandalf).

An extensive use of traps, as soon as you can afford, will greatly help you control the enemies. Maybe you could reserve the Poisoned Stakes for a tough-high threat enemy that you know that is on your way (as long as it is not immune to traps). These nasty stakes also do wonderfully on missions where enemies do not make engagement checks. On such missions, I'd bring 3 of these traps to the deck. For these missions, also Ithilien Pit are awesome. On the other hand, for some missions, both of these traps are almost useless - if you cannot keep a low threat and/or the enemies engage you right away.

Sam Gamgee leads the expeditionary team, with his 3 willpower, that can be boosted to 4 with the Red Book of Westmarch) - that will also boost most of your allies and grant you more resources. This is the most important card in the deck. If it doesn't seem to appear, you could even Gather Information to find the Book. Sam can also be a great asset to fight against high-threat enemies, because of his readiness when facing them. You could give him the Sting - if you decide to use it - and Friend of Friends to be able to quest, attack and defend by 5, 3 and 3 respectively — a Hobbit monster.

Rosie Cotton is another key character, being able to boost both questing or combating. Giving her a Fast Hitch is one of the best things you can do, as it would allow her to help Sam questing and also help Merry fighting. Save your first Hitch for her.

Merry can also quest, if needed, but his major strength would be killing enemies, what he'll do mighty with the Dagger of Westernesse. In the ideal scenario, you'd have him able to do two attacks of 8 against higher threat enemies (with two Daggers, Friend of Friends and a Fast Hitch.

Curious Brandybuck was included to give a helping hand when traveling. As its effect allows playing him for free, with no sphere match, it is a costless help that can keep you out of locations blocks. Or he could even chump-block an incoming unexpected attack.

Last, Path of Need can greatly help you quickly and effortless to resolve side quests and get what you need. You may use this card as soon as you have a Side Quest at hand, and ideally when you have all the side Quests ready.

- Mulligan -

It is very critical to start with defensive cards on the opening hand (discussed below). For it, Halfling Determination or Feint can save your life on the first or second rounds. Treebeard and Red Book of Westmarch are ideally played as soon as possible, for granting their bonuses earlier.
Your ideal starting hand would have (ordered by priority):

  • The Shirefolk > puts you on secrecy mode;
  • Resourceful > only useful in the first hand with Shirefolk, to use it in secrecy;
  • Feint or Halfling Determination > they really can save your life on the first rounds;
  • Treebeard > ideally, you'd put play him on the second round, for poping free Ent allies;
  • 2 Friend of Friends > it is thrilling when it happens :P
  • Red Book of Westmarch > ideally, play it on round 2 (or 3 if you also have Treebeard) and your life would be mush easier;
  • Rosie Cotton > big bonus for questing or combat;
  • Fast Hitch > allows using Rosie for both quest and combat;
  • Timely Aid > only in secrecy is useful in the first hand, to pop an ally since the first round (luckly Treebeard);


- Main issue -

The weakest point of this deck is a very frail start. For the first rounds, it only counts on the Hobbits Heroes to do everything, and you'll have a poor defense and very few impact points. With very bad luck, shadow effects could weep you out in the very first few minutes. But it will be much harder to lose Heroes after the first three rounds. So, watch out, get a steady starting hand and play safe!



On the other hand, it has been tested on every scenario of Core and The Dark of Mirkwood (both as campaign and individual missions) and it works fine on all of them (except for standalone Dol Guldur). It also does really fine in Angmar.

So, take your time, enjoy the ride and expect lots of fun; just don't expect quick and very easy missions – the life of the Hobbits had never been a garden of roses outside the Shire.


"The Road goes ever on and on
Down from the door where it began.
Now far ahead the Road has gone,
And I must follow, if I can,
Pursuing it with eager feet,
Until it joins some larger way
Where many paths and errands met.
And whither then? I cannot say."


Nadsmith_Green_Hill_Country_m.png
Green Hill Country, painted by Ted Nasmith.
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