Ever Onward

Event. Cost: 3.

Response: After players quest unsuccessfully, choose a player. That player does not raise his threat.


Khazad-dûm #5. Leadership.

Ever Onward

Ever Onward is an interesting idea, but it's execution is somewhat lacking. I think it's main use is to prevent a threat gain on a make-or-break turn where you really need to clear out some enemies and hold everyone back for combat. But it costs three resources and only helps out one player, the main drawbacks of this card. It could also be said that if you're questing unsuccessfully by enough to warrant Ever Onward, you've already lost the game.