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Dawn Take You All


Dawn Take You All
Type: Quest
Encounter Set: We Must Away, Ere Break of Day
Encounter Info: Western Lands
Quest Points:
0
When Revealed: Remove all Troll enemies and Sack cards from the game. If Troll Cave is in the victory display, the players have discovered the treasure cards Sting, Glamdring, and Orcrist.
The players have won the game

"Dawn take you all, and be stone to you!" said a voice that sounded like William's but it wasn't. For just at that moment the light came over the hill, and there was a mighty twitter in the branches. William never spoke for he stood turned to stone as he stooped; and Bert and Tom were stuck like rocks as they looked at him. - The Hobbit
Set: OHaUH Number: 25
Quantity: 1
Illustrator: Titus Lunter


4 Comments

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asgardianphil
Dec 06 2015 09:24 PM
Just been playing this quest. If there is an unexplored active location that's been travelled to when this quest is revealed do you still win straight away or must you first explore the active location?

The win condition for a quest is always specified on the last quest card and it is always complete - what is written is final. So here we have a When Revealed effect with one instruction, one campaign specific conditional check, and an imperative non-conditional statement "The players have won the game.", part of the When Revealed effect. In other words, the cards says - when revealed, you have won this scenario.

    • slothgodfather and RichardPlunkett like this
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asgardianphil
Dec 21 2015 05:01 PM
Thanks. I thought that was the case. Then I find the act of trying to explore the cave to get the treasure very frustrating and hard and can't understand the theme. So when the dawn takes the trolls and I've won I can't just go to the cave and find the treasure? You can't travel to/explore the cave until you have the troll key and optionally the purse and the chances are you've had to hurt or kill the troll to get those objectives at which point your winning being slaughtered or the encounter deck has almost run out. This doesn't leave much time to quest and explore the cave. I think it would have been better if it had said you win the game and explore the cave if its the active location. It seems to me that you really have to cultivate a deck to beat this quest properly and that to me takes out the fun of deck building as you absolutely have to include certain cards.

Look at it that way - the trolls are out for hunting on a "Troll camp", away from their cave. You may run directly into them and kill them there and now. But then, how would you know where these foul creatures actually came from and that there is anything of value at all where they inhabit? I see the struggle through the deck as the sneaking after the trolls until you find a way to get the necessary information (I admit, troll "key" and "purse" sound stupid) about how to fell them, while actually coming across some pretty valuable treasure. And those cards you need to achieve it - those are the skills and allies able to track back the trail to the cave.


© 2011 Fantasy Flight Publishing, Inc., all rights reserved. No part of this product may be reproduced without specific permission. Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises. Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.