LOTRs Trick Taking Game: Chapter 7 – Solo Player

Chapter 7 is At the Sign of the Prancing Pony. This includes a couple of newer characters. Mr Underhill and Barliman Butterbur are the two required characters. I then need to choose two of the three characters to complete the quest from Sam, Merry and Pippin. I think I will choose Pippin as the easiest and Merry, since he is much easier and less complicated than Sam.

Here is the quote from Chapter 7 of the Lord of the Rings:

Above the arch there was a lamp, and beneath it swung a large sign board, a fat white pony reared up on its hind legs. Over the door was painted in white letters
THE PRANCING PONY BY BARLIMAN BUTTERBUR.
Many of the lower windows showed lights behind thick curtains.

In order to pass Chapter 7, all four characters must meet their win conditions. Mr Underhill must win one or more tricks and each time he wins, the trick must include at least one Ring card. Mr Underhill also starts the round, and since Frodo is not chasing Rings in this chapter, he should be able to gather them. Barliman Butterbur must win at least one of the last three tricks. He may win others, as long as his condition is met. Pippin must finish with fewer wins than anyone else, and zero wins counts. Merry must win one or two tricks.

Only one trade happens during a solo game. Mr Underhill traded the 5 of Mountains for Barliman Butterbur’s 1 of Rings. The 1 of Rings is such an important card, and it matters that Mr Underhill holds it.

The cards were dealt and the exchange made. Since this is solo, that single swap is all that happens. In a group game, each eligible character might trade, but not here.

Mr Underhill began the game with the 6 of Mountains, as stated on his character card. In solo play I know what will be played. Pippin had no Mountain, so he laid a Ring card. The others followed with Mountains. A few important things happened in this hand. A Ring card entered play, and Mr Underhill won his first trick with his first Ring card. Wishing to keep the momentum, he led the 4 of Rings and won his second Ring card.

Now Mr Underhill has two wins and two Ring cards.

The run continued beautifully. Mr Underhill played the 3 of Rings, and Pippin and Merry used the chance to shed their higher value cards. They cannot win many tricks, so this helped keep their paths clear.

Mr Underhill claimed his third win. He now held the 2, 3, and 4 of Rings.

Mr Underhill led the 4 of Hills and Barliman Butterbur won by playing the 5 of Hills. Barliman can win as many tricks as he likes, as long as he secures one of the last three tricks.

After winning this hand, I decided Merry should take a win. Merry captured the trick with the 8 of Mountains.

After winning this hand, I decided Merry should take a win. Merry captured the trick with the 8 of Mountains.

Since Merry must win one or two tricks, the first step was complete. I placed the token on Merry’s card. Of course I would double check at the end to make sure they won with the win conditions.

Merry began the next trick with the 6 of Hills and Mr Underhill won by playing the one card to rule them all, the 1 of Rings.

That card is special. It wins the trick outright. There is nothing higher than the 1 of Rings.

Now Mr Underhill has won the 1, 2, 3, and 4 of Rings!

I took a moment to admire the card beside Mr Underhill’s character card.

Mr Underhill led the next round with the 4 of Shadows. Pippin played the 2 of Forest. Barliman Butterbur played the 3 of Mountains. Merry won with the 8 of Mountains.

This became Merry’s second win. That meant he could not take another.

Merry opened with the 6 of Forest and Barliman Butterbur won the trick with the 7 of Forest. Then Mr Underhill played the 5 of Rings. It is important to remember that the 1 of Rings is the only card that can win across suits in this way.

With the 7 of Forest, Barliman Butterbur secured the trick. It happened within the final few rounds, which satisfied his requirement. I placed a token on Barliman Butterbur’s card.

Barliman Butterbur won the next round by starting with the 4 of Mountains. It was not a surprise, since it was the last round of the game and Pippin held a 1 of Mountains.

He won the last two tricks of the game.

Let us recap the characters and their win conditions. Mr Underhill won with the 1, 2, 3, and 4 of Rings, and each time he won, a Ring card was included. Pippin finished with zero tricks, which can be harder than it looks. Merry won two tricks. Barliman Butterbur won the last two tricks of the game and therefore at least one of the final three.

Each character met the requirement, and Chapter 7 was successfully completed. Now we can step into Chapter 8.

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