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The Necromancer's Tower


The Necromancer's Tower
Type: Quest
Encounter Set: Escape from Dol Guldur
Encounter Info: Dol Guldur Orcs, Escape from Dol Guldur, Spiders of Mirkwood
Quest Points: 9

Setup: Search the encounter deck for the 3 objective cards, and place them in the staging area. Also, place the Nazgul of Dol Guldur face up but out of play, alongside the quest deck. Then, shuffle the encounter deck, and attach 1 encounter to each objective card.
When Revealed: Randomly select 1 hero card (among all the heroes controlled by the players) and turn it facedown. The hero is now considered a "prisoner", cannot be used, cannot be damaged, and does not collect resources, until it is "rescued" (as instructed by card effects) later in this quest.

The players, as a group, cannot play more than 1 ally card each round.

Players cannot advance to the next stage of this quest unless they have at least 1 objective card.
The Lady Galadriel of Lorien has asked you to investigate the area in the vicinity of Dol Guldar. While doing so, one of your allies was ambushed by Orcs, captured, and is now held in a dungeon cell...
Set: Core Number: 123
Quantity: 1
Illustrator: Ben Zweifel


17 Comments

so limiting to start right away with just 2 heros
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DigitalCulture
Jun 11 2012 08:13 PM
It is a really tough quest, even now.
Really. I never lose this one i 2 players game. In 3 ans up players is piece of cake.
Every player should to lose 1 hero so then is really cool! And you suppose to have 1 nazgul for every capture hero then it wil be ok.
Seriosly when you start to play this game better you will understand is easy quest much more easy then other diffivult 7 quest.
ehm.. playing in multiplayer makes quests much easier, go play it alone and let's see if you will still think the same thing
This quest not manage to play solo. Yes you can win with certain luck or if you create deck specialy against this quest . With new players card maybe you can get win ratio 70-30. But this not whart im after for. I like to build up decks working against any scenarios.

"The players, as a group, cannot play more than 1 ally card each round."

 

Does this mean you can only bring one ally from your hand into play (as a group), or does this mean only one ally may participate in combat / etc each round? 

 

I don't know the definition of "play."

 

Amazing game...thank you in advance for the imput.

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TheNameWasTaken
Aug 23 2016 08:16 AM

"Play" means to pay the resource cost of a card to put it into play during the planning phase. So you can only do that once per turn - but any card effects that get allies into play without playing them (for example, Sneak Attack or Stand and Fight) don't count towards that and can be used as many times as you can afford (and have the cards).

    • zane1 likes this
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slothgodfather
Aug 23 2016 02:39 PM

To clarify, the game rules makes a distinction between a card that is "played" and a card that is "put into play".  The first, like Taken mentions, is to pay the cost of the card during the planning phase to play it.  "Put into play" uses other cards like Sneak Attack to by-pass the cost to put a character into play.

 

So for this round, the players (as a group) can only play 1 ally card during the planning phase each round, but each of you could use cards like Sneak Attack to cheat them into play.

    • RichardPlunkett and zane1 like this

My thanks to both:

 

TheNameWasTaken

 

slothgodfather

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TheNameWasTaken
Sep 23 2016 12:44 PM

Just noticed I might have been playing this wrong. Does the instruction to shuffle the encounter deck and add one card to each objective is there as a reminder to resolve the guarded effects, or is it in addition to the guarded keyword (in which case there would be two encounter cards attached to each objective)?

Just noticed I might have been playing this wrong. Does the instruction to shuffle the encounter deck and add one card to each objective is there as a reminder to resolve the guarded effects, or is it in addition to the guarded keyword (in which case there would be two encounter cards attached to each objective)?

We played one additional per objective (guarded+adventure card)

Might as well focus soley on buffing, healing, and readying your heroes in this quest. Haven't gotten around to beating it yet, but I imagine a lot of luck comes in during the second and third stages.
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slothgodfather
Sep 27 2016 03:55 PM

oh man I don't think I've ever played that quest correctly then...

 

So you are down a hero AND have extra guarded cards to start with contributing their threat from the get-go?!

Jup. Needs a lot of luck. We never made it in nightmare mode...

We played one additional per objective (guarded+adventure card)

 

Now wait a minute. I knew I read something about that, so I dug into the FAQ. There it is ( FAQ v. 1.7, page 16):

 

Q: During the Setup for stage 1A of The
Necromancer’s Tower (Core 123), should each
objective have one encounter card attached to it, or
two?
A: One. When you reveal a Guarded objective, you
must reveal the top card of the encounter deck and
attach it to that objective, guarding it. The additional
instruction on The Necromancer’s Tower to “... attach
1 encounter to each objective card” is there as a
reminder, so that players know to attach 1 encounter
card to each Guarded objective.

 

Don't scare me like that. Ironically, from the 5 or 6 attempts we made on this quest with two players we beat it 4 times, not without some lucky draws here and there. Generally, we had it under control (yeah, hard even for me to believe that), but if we had to put 3 more cards there...

 

PS: I think the above is because the game was still young and they were still writing a reminder or two about some of the rules on the cards. I remember seeing keyword clarifications like that in W40K Conquest for example - keyword defined in the rulebook, explained again on the card in parenthesis.

    • Friman and Palpa like this
Ah, now it's peace of cake. ;) really should read all that FAQ on old quests
    • Valdemart likes this

 
PS: I think the above is because the game was still young and they were still writing a reminder or two about some of the rules on the cards. I remember seeing keyword clarifications like that in W40K Conquest for example - keyword defined in the rulebook, explained again on the card in parenthesis.

Yeah. But it is ambiguous.
Obviously FFG noticed that. In GOT 2nd edition they placed reminders in brackets and italic font, way better

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