The Mark of Troll's Stony Boots

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Darksatin
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The Mark of Troll's Stony Boots

Post by Darksatin » Tue Jul 19, 2011 6:33 pm

THE MARK OF TROLLS' STONY BOOTS

"... I met two of Elrond's people. They were hurrying along for fear of trolls. It was they who told me that three of them had come down from the mountains and settled in the woods not far from the road; they had frightened everyone away from the district, and they waylaid strangers." - Hob

A group of three Trolls have come down from the mountains for mischief, and are waylaying travelers on the road. Elrond, Master of Rivendell, has sent out a patrol with the following charge:
Find the three Trolls and defeat them, rescuing any captives and recovering any items;
Warn the local peoples of the danger, and convince them to start their own patrols to secure Rhudaur against firther Troll incursions.

1. Characters: No more than three characters, with a total of no more than 12 mind, and with a Home Site of Bree of Rivendell. At least one must be an Elf.

2. The Mark of Trolls' Stony Boots is a solitaire scenario in Troll country - Rhudaur and the wild lands just west of the Misty Mountains. You will need the following to play this scenario:

Two non-unique minor items

A site deck which must include:
Barrow-downs
Cameth Brin or Dunnish Caln-hold
Dimrill Dale
Ettenmoors
Goblin-gate
Moria
Mount Gram
Ost-in-Edhil
Rivendell
Tharbad
Weathertop
If one of the above sites is unavailable, you may substitute with any of the following: Ruined Signal Tower, The White Towers. All sites but Rivendell are considered Troll Hideouts.

3. A play deck of 30 cards, which must include:
"William"
"Bert"
"Tom"
Doors of Night (x3)
Minions Stir (x2)
Wake of War (x2)
20 creatures (at least 6 must be of the Wolf, Spider, or Animal type)
10 keyed to single Wilderness
5 keyed to double or triple Wilderness
5 keyed to Shadow-holds or Shadow-lands
10 resource events or minor items of your choice. You may not include Muster.
No more than 1 of each unique card, and no more than 3 of each non-unique card may be included in this deck.

4. A resource sideboard, which must include:
one character of your choice, with a mind of 6 or less
one weapon of your choice
one faction: either Hillmen or Dunlendings

5. Resource hand :
You start with no cards in your resource hand.

6. Card Layout :
Lay out all 11 sites on the playing surface in any order you choose. You may wish to group sites by region or by the order you intend to search them.
Shuffle the play deck, and deal four cards to each of the 10 Troll Hideouts. Place the four cards face down beneath each site card.
Begin your company at Rivendell.

THE TURN SEQUENCE
1. Untap Phase: Characters may untap if tapped. Wounded characters may heal only at Rivendell.

2. Organization Phase: You may transfer items between characters. Choose the site to which the company will travel this turn.

3. Long-event Phase: Play any resource long-events. Resource long-events last for two turns in this scenario.

4. Movement/Hazard Phase: If the company is moving to one of the ten Troll Hideouts: Remove cards from beneath the destination site card. Turn over all cards, and play them in the following order:

Hazard events: Any hazard events enter play first. For this scenario, Minions Stir, Wake of War, and Lost in the Wilderness are considered permanent-events. Once in play, they remain in play for the rest of the game, unless removed by a resource (such as Marvels Told). Dupplicates of events already in play are discarded.

Hazard creatures (except "Bert," "Tom," "William"): The company faces all creatures playable on the site path or at the destination site. Creatures are played in a manner that is most disadvantageous to the company. If a creature is defeated, it is eliminated from the game. If the creature is not defeated or is not playable, it is put in the discard pile.
"Bert," "Tom," "William": Place them at the site (to be resolved at the site phase).

Resource cards: Place them at the site (to be received during the site phase). Any minor item revealed at a site where minor items are not playable is immediately removed from the game. If the company is moving to Rivendell:
Shuffle the discard pile. Deal cards one at a time, up to the company's hazard limit. If the card is a hazard creature playable on the site path, the company faces the creature. Otherwise, the card still counts against the hazard limit, but is returned to the discard pile unplayed.

5 Site Phase:
A. Choose whether or not the company will enter the site. If the site is not entered, go below to 6, End-of-Turn Phase.
B. The company faces any automatic-attacks.
C. The company enters the site.
D. If "Bert," "Tom," or "William" are at the site, they are faced immediately. If more than one is at the site, they are faced in the following order: "William" first, then "Bert," then "Tom." If defeated, place their card with the company (as proof that they were defeated).
E. If "Bert," "Tom," or "William" was defeated at the site, any untapped character in the company may tap to receive one of the following cards from the sideboard:
· The first troll defeated in the game allows the charater to be rescued (played with the company). He enters play tapped.
· The second troll defeated allows the weapon to be played with the company, on the character who taps to receive it. This item may be played even if the site does not normally allow play of an item of that type.
· The third troll defeated allows the faction to be recruited at their site. (If the site where the third troll is defeated is not the faction's site, the company must travel to the faction's site to recruit them.)
F. If no trolls were defeated at the site, any untapped character in the company may tap to receive a resource found at the site.
If playable, a minor item is played with the character (see Resource cards in the Movement/Hazard Phase section above).
A permanent-event or short-event may be played immediately, or placed in a resource hand to be played on a later turn. There is no limit to the size of the resource hand.
Long-events are placed in the resource hand until they are played during a long-event phase.

6. End-of-Turn Phase: Any resources not received by the company are eliminated from the game. Any of "Bert," "Tom," or "William" not defeated this turn remain at the site to be defeated next turn (the company must face any automatic-attacks again next turn).

VICTORY CONDITIONS :
Elrond's adventurers successfully complete their mission when they defeat "Bert," "Tom," and "William," they rescue the waylaid character, recover the lost weapon, and warn the local people of the danger of marauding Trolls (recruit either the Hillmen or Dunlendings).
The company fails if all characters in the company are killed.

SPECIAL RULES :
Assigning Strikes: Assign normal strikes in the following order, against untapped characters first, then tapped characters, then wounded characters. Assign prowwess modifications (from extra strikes) in the same order.

Corruption: No corruption checks are required during this scenario, even when transferring items between characters.

Long-events: All long-events remain in play for two turns.

Marshalling Points: Marshalling points are not counted for this scenario.

Movement: The company may either use starter or region movement, althought the company may not move to any site for which they have no site card. They may not move to a Troll hideout more than once during the game. They may move to Rivendell as many times as the player wishes.
The company must move to a new site each turn, unless an undefeated "Bert," "Tom," or "William" remains at the site which the company could not defeat on the turn they arrived at the site. In this case, the company may remain at the site for a maximum of one turn for each undefeated "Bert," "Tom," or "William" at the site. They must face the site's automatic-attack each turn, before facing "Bert," "Tom," or "William."

MARK OF TROLLS' STONY BOOTS :

Resources :
Block (x2)
Dark Quarrels (x2)
Healing Herbs
Marvels Told
Risky Blow (x2)
Tempering
Friendship (x2)

Hazards :
"Bert" (Bûrat)
Doors of Night (x3)
Minions Stir (x2)
Wake of War (x2)
Cave-drake
Dire Wolves
Giant
Giant Spiders (x2)
Half-trolls of Far Harad
Hobgoblins
Olog-hai (Trolls)
Orc-guard
Orc-lieutenant
Orc-raiders
Orc-warband * 2
Orc-warriors
Orc-watch
"Tom" (Tûma)
Wargs (x2)
"William" (Wûluag)
Wolves (x3)

Characters :
Starting Characters with minor items :
Gildor Inglorion with Dagger of Westernesse
Glorfindel II with Elven Cloak

Main Sites :
Barrow-downs
Cameth Brin
Dimrill Dale
Ettenmoors
Goblin-gate
Moria
Mount Gram
Ost-in-Edhil
Rivendell
Tharbad
Weathertop

Sideboard :
Beretar
Hillmen
Orcrist

The Mark of Trolls' Stony Boots can be found on pages 28-31 of the Middle-earth: The Wizards Casual Companion and is copyright ©1997 ICE
Last edited by Darksatin on Wed Jul 20, 2011 9:06 pm, edited 3 times in total.

zirilan
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Re: The Mark of Troll's Stony Boots

Post by zirilan » Tue Jul 19, 2011 11:55 pm

:?: There are only 37 cards in the demo deck, not enough to spread 4 to each of the 10 sites.

:| once you face the 1st Troll you are pinned to the site and cannot leave. With one Minions Stir in play, its 2 strikes (both tapped) and noone is able to tap to play Beretar .. (deadlock, Game Over).

Darksatin
Posts: 423
Joined: Tue Jan 16, 2007 6:14 pm
Location: Chalon sur Saône, France

Re: The Mark of Troll's Stony Boots

Post by Darksatin » Wed Jul 20, 2011 5:29 pm

zirilan wrote::?: There are only 37 cards in the demo deck, not enough to spread 4 to each of the 10 sites.
Sorry, add 2 * Orc War-band and 1 * Wolves (this is my personal version)
zirilan wrote: :| once you face the 1st Troll you are pinned to the site and cannot leave. With one Minions Stir in play, its 2 strikes (both tapped) and noone is able to tap to play Beretar .. (deadlock, Game Over).
Glorfindel can face a strike untapped (with Block or Risky Blow)....

zirilan
Posts: 348
Joined: Tue Oct 07, 2008 5:56 pm
Location: c:\

Re: The Mark of Troll's Stony Boots

Post by zirilan » Wed Jul 20, 2011 8:52 pm

The problem I noticed is, you can only receive resource cards, after facing all the hazards on the way to the new site + the automatic attack and have to tap afterwards per single resource you want to get. If you don't get them they are removed from game.

The pinning to a given site, a Unique Troll is revealed and not beeing able to defeat him with 2 tries is too hard.

Darksatin
Posts: 423
Joined: Tue Jan 16, 2007 6:14 pm
Location: Chalon sur Saône, France

Re: The Mark of Troll's Stony Boots

Post by Darksatin » Mon Jul 25, 2011 2:12 pm

I have played this solitaire scenario a few times again.
I have succeeded once, and another time lost on the last dice roll (for the faction).
So, it is not unrealizable.

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