Halfling Bounder is essentially a slightly more naunced Dunedan Lookout. They have similar abilities, similar stats and cost, and were both released in the same cycle. However, the former can cancel the "when revealed" effects of any encounter card, while the latter applies only to enemies. But because Halfling Bounder needs a side quest in the victory display to trigger its ability, it is slightly more difficult to use. The end result is pretty self-explanetory: use Halfling Blunder in a side quest deck, and Dunedain Lookout in any other one. They're both solid cards, and occasionally their respective abilities can be game-saving.

I put this card in when there is a specific location I know of that I might want to visit again and again. In the core set, Old Forest Road and Forest Gate could be nice to visit again. hallofbeorn.com and hallofbeorn.com . Very helpful with Forest Grove in A Journey to Rhosgobel. hallofbeorn.com Also useful for other helpful locations such as Oak-wood Grove in CatC. Journeying again to Woodman's Glade could also be helpful: hallofbeorn.com



I have a soft spot for cards that are relatively niche but if set up right can be over the top. Vigilant Dunedain falls right into this category. At first glance he looks like an expensive ally that has some situational use, but definitely not an auto include. Four resources feels about right for his stats and ability, but at the same time can be seen as a bit of a turn-off, as Tactics resources are in high demand. In addition, his ability seems handy, but not great. With only 2 defense and 3 hit points, a premature death feels likely to appear on the horizon. After all, it will only be so long before the inevitable shadow card or boss enemy does away with him. Finally, the requirement of a completed side quest can also be tricky for tactics, a sphere that is weak on willpower. All of these things make this card one that requires a bit of deck building to bring to his full potential.

Let’s start with the side quest requirement. Tactics has been willpower deficient from time out of mind, so at this point you should know how to build a deck that makes up for that. It will still be a bit harder, because you’ll probably want two Tactics heroes with the Dunedain, but it is still entirely possible. As far as which side quest to include in your deck, the obvious choice here is Keep Watch. It will not only get the Vigilant Dunedain’s ability up and running, but gives all enemies negative one attack. This essentially allows him to defend enemies with a printed attack of up to 3. On a side note, since you’ll need more than one side quest in the deck, another good one to include is Gather Information, which will allow you to pull up Keep Watch.

So far the Dunedain can defend attacks of up to 3, which is serviceable, but his life expectancy is still relatively short. In addition, you’ll still need other defenders to handle a boss enemy when it shows up. So, include Honor Guard. With one on the table, insurance is provided against shadow damage, and with more than the one, the Dunedain takes on the status of a boss defender. Now, there are limited ways to boost defensive stats on this particular card, because it does not have the warrior trait. However, one might consider Mighty Warrior and Raiment of War as a feasible combination. The benefits defensively are in my opinion worth the three resources. In addition, his attack value gets boosted as well, making him a monster in all aspects of the combat phase.

Now at this point, you’ll have spent around ten tactics resources on the Vigilant Dunedain, which is . . . a lot! Is setting up this card worth that much? The answer, in my opinion, is a resounding yes. With all of this set up, the Dunedain will almost single handedly be able to handle your combat. Think of it! He can defend unlimited enemies, and then be up and ready to assist other attackers, or sometimes even take one down all by himself. Moreover, because of the setup required, you will not have to be play him right away, allowing you to save up for him. Now in a quest that punches you in the mouth right off the bat, the Vigilant Dunedain will be trickier to handle. But if you’re looking for a card that can have a deck built around it, give the man a shot!

Sorry about a mistake, mighty warrior only goes on a hero, so Raiment of War us actually not possible —
Round Shield can go on him though. Nice for a little extra shadow insurance. —
Start him with the hero contract, stack with equipment. —
@NoSoup4you Messenger of the King only works on unique allies. Same with Sword-thain. —

Yes, the errata'd version of this card is much maligned, but it has its place, imo. Consider its use in Lore/Tactics decks as resource acceleration, especially in a sphere that has barely any (Lore) outside of Master of Lore (which also got nerfed!). However, I've used it on with Song of Battle to give that much needed resource boost to Lore and it has saved me a time or two. Sure it's nowhere near as good, but it's still handy for that niche.

Lets play Same but Different, Wiglaf and Brok Ironfist edition!!

Same: both Warriors with 2/2/1 statline. Both overcosted at 5 & 6 resources respectively (1 resource buying you a single ). Their abilities technically both fall into the resource acceleration category.

Different: their abilities are pretty much on extreme ends of the spectrum on usefulness. Wiglaf has built in resource acceleration and readying; he'd only need card draw for the holy trinity of deck design (even though the included-in-pack Ancestral Armor is the clear match).

Brok... let me tell you the tale of his glory (based on a true story). In this alternate history of Middle Earth, at the Bridge of Khazad-dum, Dáin Ironfoot sacrifices (discards) himself in hopes of enabling his fellow's escape from their confrontation with The Balrog. Suddenly, from the shadows, the pipe smoking Foreman of the Pre-errata Zigil Miner Dwarfs (because I always thought they wanted to unionize and who better to oust from the top of their hierarchy, aka deck; well, I guess Beorn... but we're losing focus, back to the narrative!) emerges from a nearby passageway. Inspired by his striking visage, the weary Gandalf takes a reflective drag from his own Wizard Pipe and summons the Flame of Anor to discard a second hallucinatory image of their savior dwarf to lead the bedraggled fellowship to land an Ironfisted blow and vanquish the ancient evil (to the Victory Display, cha-ching)!

(Note: the adept player has 2 core sets and has carefully planned the use of both Brok Ironfists for this very purpose)

So ya, they're similar, but different. But overall Wiglaf is a really solid defender and if you were jumping into the game at this cycle and/or have a limited card pool he's right up there with about as good as it gets.