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Gildor's Counsel


Gildor's Counsel
Type: Event Sphere: Lore
Cost: 3

Play during the Quest phase, before characters are committed to the Quest.
Action: Reveal 1 less card from the encounter deck this phase. (To a minimum of 1.)

"The wide world is all about you: you can fence yourselves in, but you cannot for ever fence it out."
-Gildor, The Fellowship of the Ring

Set: THoEM Number: 80
Quantity: 3
Illustrator: Magali Villeneuve


21 Comments

Awesome card. How can someone rate this with 1 star? Just because he is only playing solo?
It is too expensive for what it does in my opinion. If it would cost 2 or give you the choice of which card not to reveal, OK, but there are too many other (cheaper!) cards that can neutralize or temporarily pass the outcome of encounter cards. I like the idea of the card, but I simply cannot put it into a lore deck that already eats me out of house and home...
    • Cryptid likes this
Personally I find the strength lies in the fact that it is so universally useful. While I agree that there are cheaper cards to neutralize the Encounter cards (like A Test of Will, Ride to Ruin and what not), this card helps against them all and pretty much in any quest.
In my opinion this card is pretty useless for now. Maybe later with other new cards there will be some combo but for now i just cant see the way to play it effective.
There wasn't much love for Gildor's Counsel over at Cardboard of the Rings. Looks like here is not much love, either :P.
Guess I have to believe in the awesomeness alone ;)
This card could be somehow useful soloing against the
Anduin Passage (Core) but I still like it because of its theme.
    • xanferatu likes this

There wasn't much love for Gildor's Counsel over at Cardboard of the Rings. Looks like here is not much love, either :P.
Guess I have to believe in the awesomeness alone ;)


you are not alone sirprim! we won our last 3player game where this card was played two times in the last round to let us easily run over the last questphase
    • Psychorocka likes this
I think this is a win more card. I think it's going to be rare when this wins you a game you wouldn't have won otherwise. My feeling is that a turn's worth of resources should put you ahead on the 1 card you draw from encounter deck - not just draw even. That means if you are behind, (which you generally are at the beginning) then this card just leaves you behind. If you are ahead, then this card is just security. Maybe I'm wrong though, tricky to evaluate.
This card is very strong in my opinion. Best in 3p and 2p, it reduces the encounter deck to one for 1 player less. So your round income is spent very well, because you prevent your own encounter card while you can still help the party. It's like assisting the others 1 round without any resources available. If you have some other effects that gives you resources/cas you can even help more. So a very strong card in my opinion.
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TheNameWasTaken
May 18 2015 03:13 PM

How does this interact with the staging rules from The Black Riders, where each player reveals an encounter card and resolves it, rather than just X cards are revealed? Which player is the one that doesn't reveal a card?

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slothgodfather
May 18 2015 04:03 PM

I believe it would just be the last player in that turn that doesn't have to reveal a card.

    • Psychorocka likes this

One of the most underrated cards in this game ;). Highly thematic for Black Riders (and even better with Pipin after a Good Meal).

    • Psychorocka, CoreSetHeroes and Etemenanki like this

Anything that controls the encounter deck (especially in solo) is welcome... and cannot be stopped by those infamous "immune to player card effects" cards.

Anything that controls the encounter deck (especially in solo) is welcome... and cannot be stopped by those infamous "immune to player card effects" cards.

Wait, there is a minimum of 1. So it doesn't have effect in solo, does it? 

It could get rid of a surged card in a solo game, I guess. If your threat is high or if your stuck with ennemies (it costs 3!).

It could get rid of a surged card in a solo game, I guess. If your threat is high or if your stuck with ennemies (it costs 3!).

Even then, I don't think it's worth it in solo. Too situational. 

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Psychorocka
May 26 2015 12:19 PM

wait how exactly would it stop a surged card? It can only be used before characters are committed to the quest and all it does is reveal one less encounter card during staging. If an encounter card with surge is revealed surge will most definitely still trigger. In solo it is literally useless unless it is used on a special quest stage that reveals multiple cards during staging such as Stage 2 of Journey Along the Anduin or Stage 4 of Breaking of the Fellowship.

In two player or more however this card is very underrated. Easily a very powerful card if used correctly.

    • slothgodfather likes this

Oops... yeah, it can't get rid of a surged card, my mistake. Thanks for pointing that out! 

    • Psychorocka likes this
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Psychorocka
May 28 2015 02:24 AM

no worries =)

Great card for multiplayer, but I feel it a bit expensive. I like everything that allows you to manipulate encounter deck.

Maybe 2 resources would be better, at least you have a resources power house.

You could pay one less with Grima.


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