In one of our games we managed to cycle through the full deck three or four times, and still didn’t get a chance to complete the mission before losing to a high threat value. Which makes the rest of the game a potentially very long slog to try to find the card again, and doesn’t preclude the card appearing only to be discarded again (for example as a shadow card). Whilst this is thematically quite pleasing, the challenge being to prevent Gollum from escaping your clutches, there are enough of these tests in the game to make it fairly likely that Gollum will disappear. Enough tokens on Gollum, and he disappears into the deck. At the start of the game, the Gollum card is placed in the staging area, and at various times (including the end of each round) the players are required to pass a test, similar to the standard questing: if they pass, nothing happens, should they fail, some tokens get placed on Gollum (and depending on situation, their threat level might rise). It has a difficulty rating of 5, putting it roughly in the middle of all of the scenarios thus far in the series.įor this adventure the developers have again devised a new mechanic: the escape test. ![]() Continuing the Shadows of Mirkwood saga, The Dead Marshes adventure pack is the fifth in the cycle, and finds the heroes trying to corner and capture the creature Gollum in the treacherous mires, before he escapes for good.
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