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Reply: The Lord of the Rings: The Card Game:: Rules:: Re: Ranged - Does it Require The Active Player's Participation in the Attack?

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by decadence20

Agreed, but I don't think I articulated my question well enough:

My question is *must* Player A have one of his characters attack in order for a ranged character to be able to participate in an attack during Player A's attack phase?

Reply: The Lord of the Rings: The Card Game:: Rules:: Re: Ranged - Does it Require The Active Player's Participation in the Attack?

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by GeckoTH

When it's Player A's attack step, if he wants to declare an attack against an enemy, he must exhaust a character as an attacker.

Rulebook, Pg. 20:
In order to declare an attack, a player must exhaust at
least 1 ready character.



So Player A cannot declare an attack without an attacker, then have Player B 'participate' in that attack. But in the situation you describe, that's not a problem. In your example, you can have Player A simply not declare any attacks. Then, during Player B's attack step, he can declare an attack against Player A's enemy with Brand, and if he kills it, ready Brand with Rohan Warhorse. Then Player A can declare an attack on a different enemy, and Brand can exhaust to attack that one as well.

Keep in mind that a Player can only declare one against each enemy during his turn, but a character can attack as many times as he wants, provided that he's ready and each attack is legally declared.

Reply: The Lord of the Rings: The Card Game:: Rules:: Re: Ranged - Does it Require The Active Player's Participation in the Attack?

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by decadence20

Thanks Tom - it looks like I gave a bad example. Let me try again :)

Let's say you have Brand under control of Player B and Merry under control of Player A. Every character on Player A's side of the table is exhausted, and thus cannot participate in an attack when it's Player A's turn to declare attackers. If Player A had more than 1 enemy engaged with him/her, then (if the way I was playing it was valid), Brand could kill an enemy, ready Merry because of his effect, and then Merry and Brand together could attack the 2nd enemy. Since I was incorrect in how I interpreted the rule, this is not possible. Brand would have to attack on Player B's turn, and even though he could still ready Merry it would be inconsequential because Merry's window of opportunity to attack (Player A's turn) has passed.

Very informative, thanks everyone!

Thread: The Lord of the Rings: The Card Game:: Strategy:: We Must Away, Ere Break of Day:

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by Bodasafa


These Trolls are kicking my ass. I am trying to run this quest with a thematic Dwarf deck with Thorin Oakenshield, Bifur and Nori playing normal mode with shadow cards. Even when I have a good selection of Allys when the trolls show up I get smashed bad. Do all three of the following troll special criteria take effect as soon as you start stage 2B?
Bert: Players cannot play attachment cards on Troll enemies.
William: Troll enemies not engaged with a player cannot take damage.
Tom: Troll enemies can only be attacked by one character at a time.

Seems like it would take forever to kill these guys if you can only attack one character at a time as that means most Allys can’t do even one damage to these trolls and and only a few Heroes can even do 1 to 2 damage a single phase. Doing the math it would take at least 10 full phases to kill even two of these three named. I attack any of them in the staging area or even damage them in the staging area from Gandalf’s 4 damage option.

Could really use some suggestions on this quest.
My deck is built from Core set, both Hobbit saga’s, Mirkwood cycle and Khaza-Dom expansion (don’t have all the AP’s to that yet).

Reply: The Lord of the Rings: The Card Game:: Strategy:: Re: We Must Away, Ere Break of Day:

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by Milarky

i found out you can quest past the trolls other day! missed that 1st time, theirs a trash the encounter deck type power on the stage for over questing, you have to quest for about 20-25ish though..

do you have that dwarf that gains + attack per dwarf ( might be kaz dum expansion) not very thematic as hes not a Story dwarf but he kicks toll behind! with a load of dwarf heros and allies ..

Reply: The Lord of the Rings: The Card Game:: Strategy:: Re: We Must Away, Ere Break of Day:

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by Bodasafa

Milarky wrote:

i found out you can quest past the trolls other day! missed that 1st time, theirs a trash the encounter deck type power on the stage for over questing, you have to quest for about 20-25ish though..

Where does it say that?

do you have that dwarf that gains + attack per dwarf ( might be kaz dum expansion) not very thematic as hes not a Story dwarf but he kicks toll behind! with a load of dwarf heros and allies ..

I think you mean the Hardy Leadership attachment from Shadow and Flame but I don't have that yet.

Thread: The Lord of the Rings: The Card Game:: General:: which nightmare quests do you consider a real gain?

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by malteh

so after those nightmare variants stick around for quite some while... what good do they bring to the quests? which are worthwhile, which are not regarding their very hefty price tag...

Reply: The Lord of the Rings: The Card Game:: Strategy:: Re: We Must Away, Ere Break of Day:

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by Leonce

Yes, all the passive abilities of the trolls become active as soon as they enter play.

I may be not the most experienced player with this quest but I have beaten it about three times after it crushed me horribly in my first attempts. I was playing two-handed solo which I guess is quite a bit easier when it comes to the showdown with the trolls. On the other hand I just used heroes from the Hobbit story (even if Beorn fighting the trolls is not thematically correct) and my decks didn't overly depend on power combos. Nothing really fancy and it was still doable.

Some tips from which i remember:

First you need to stall the first quest stage for a good while so you can build up an army of possible attackers and defenders. You need a bunch of chump blockers or one good equipped defending hero (for example with burning brand and citadel plate).
Threat reduction will come in handy so that not all the trolls attack you at once as soon as you enter the second stage.
The perfect situation would be a Troll Camp in play and Bilbo equipped with Unexpected Courage or Fast Hitch to ready him. Then you can easily remove sacked cards fro heroes.

The first troll you should kill is Tom. After that you can quickly bring the other two down with your army.

Timing is very crucial in this quest and the moment the trolls arrive at the scene it seemed to me that the whole situation becomes a strategic puzzle were you have to carefully choose and plan what to do in the next rounds.


Too be honest I own all the expansions and can't imagine to do it without having the whole cardpool at hand to choose from. Warden of Healing was very helpful and Erebor Battle Master is a beast and made for killing trolls alone despite his recent nerf. And as I said I think two-handed solo would be a lot easier just because of the pure mass of allies you can have altogether (besides that two-handed solo is so much more fun). Adiitionally you need healing, threat reducing and strong attackers and all those tasks are better splitted over two decks than to pack it all in one.
A very helpful hero is Beorn who can defend two times against a troll and even deal a decent amount of damage against it. Not very thematic but also a one-man-troll-killing-machine could be a bumped up Gimli.

The other approach (that I never tried) would be to build a heavy questing deck with a lot of threat reduction and just try to rush through the encounter deck till sunrise.

I believe there are a lot of strategy tips here in the forum which you should browse a bit and there are probably a lot more tips. If it is of any use for you I can PM you my decklists if you want.

Good luck and good hunt!

Reply: The Lord of the Rings: The Card Game:: Strategy:: Re: We Must Away, Ere Break of Day:

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by Leonce

Bodasafa wrote:

Milarky wrote:

do you have that dwarf that gains + attack per dwarf ( might be kaz dum expansion) not very thematic as hes not a Story dwarf but he kicks toll behind! with a load of dwarf heros and allies ..

I think you mean the Hardy Leadership attachment from Shadow and Flame but I don't have that yet.


No, I think he means the Leadership hero Daín Ironfoot. He gives of course one of the best buffs to dwarf one coan imagine. In my experience it is doable without him but considering you don't own the Dwarrodelf cycle but Mirkwood it could be a good try to use him as a hero.

Reply: The Lord of the Rings: The Card Game:: General:: Re: which nightmare quests do you consider a real gain?

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by DrWhoWho

only if you are any type of masochist...

There is so much content, I personally don't think you need em.

Unless you have all the content, beat it all, and are bored.

But, I do recommend the Gen Con packs, those are cool, and pretty tough. I really like Battle of Laketown and especially the art.

Reply: The Lord of the Rings: The Card Game:: General:: Re: New player new question

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by RayLancer

Just wanted to thank everyone for their feedback. It made me look more into the game and watched the Watch It Played series on YouTube. My Core Set just came in from Amazon. I'm really excited to play it soon. My only regret is I wish I had look at this more instead of Pathfinder Adventure Card Game.

Reply: The Lord of the Rings: The Card Game:: Strategy:: Re: We Must Away, Ere Break of Day:

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by rmunn

Leonce wrote:

Bodasafa wrote:

Milarky wrote:

do you have that dwarf that gains + attack per dwarf ( might be kaz dum expansion) not very thematic as hes not a Story dwarf but he kicks toll behind! with a load of dwarf heros and allies ..

I think you mean the Hardy Leadership attachment from Shadow and Flame but I don't have that yet.


No, I think he means the Leadership hero Daín Ironfoot. He gives of course one of the best buffs to dwarf one coan imagine. In my experience it is doable without him but considering you don't own the Dwarrodelf cycle but Mirkwood it could be a good try to use him as a hero.


The "dwarf that gains +attack per dwarf" would be the Erebor Battle-Master, from The Long Dark. He was recently nerfed to gain +attack for each other dwarf ally you control, rather than +attack for each other dwarf you control, giving him effectively a -3 to his attack. But even with that nerf, he's still probably going to be your strongest dwarf for attacking Tom, especially if you can play Khazad! Khazad! or Heavy Stroke (or better yet, both) on him as well.

Reply: The Lord of the Rings: The Card Game:: Rules:: Re: Ranged - Does it Require The Active Player's Participation in the Attack?

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by rmunn

GeckoTH wrote:


Rulebook, Pg. 20:
In order to declare an attack, a player must exhaust at
least 1 ready character.



Oh wow. I thought I understood the attack rules, but I've been missing this one. There were several cases in my recent game where my questing/defense deck exhausted all its characters on defense, and I had to rely on the ranged deck to kill the enemies engaged with the defense deck. I was "declaring" the attack with the defense deck (so that the ranged deck could declare a second attack on the same enemy if needed), which was incorrect. Since all my attacks "across the table" killed the enemies in a single attack, it didn't make a difference in the end (the ranged deck could have been the one declaring the attack and it would have worked out), but if I had ever had an enemy that took two attacks to kill (I had put Unexpected Courage on Legolas so he could participate in multiple attacks), I would have been playing it wrong. I would have been "declaring" attacks from the defense deck whose characters were all exhausted, which would have been incorrect.

I'm really glad I saw this. Thanks, GeckoTH! I've just given you a GG tip because that rule correction was immensely valuable to me.

Thread: The Lord of the Rings: The Card Game:: Variants:: Removing (most of) the Luck - Variant

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by Phate999

For any of you that are like me and think that luck should be mitigate in a game for it to be more enjoyable, you may find this variant to be to your liking:

1.) When making your deck, it may be 43 or higher.

2.) You may begin the game with a pre-made hand of up to three cards. The cards can be any cards that you want.

3.) There is no mulligan. You draw up to your usual beginning hand of 7 cards, even if you chose not to start with any pre-made hand.


What this variant does is takes the luck out of getting a card or cards that make your deck concept work in your opening hand. Need Steward of Gondor? Keys of Orthanc? Light of Valinor? King Under the Mountain?

You may now construct your decks not based on luck, but certainty.

I find this to be a much more fun way to play that mitigates the (what I find annoying) luck factor, allows you not to have to draw wasted duplicate unique cards all the time, and does not totally break the game. After all, you are not changing anything in the game. You still have to pay for the cards you place in your pre-made hand. In fact, if you were really lucky, it is possible to draw the hand how you did anyhow.

What it does do is insure that the concept of your deck will work out, initially, how you want it to. For me, this makes designing a deck a little easier and is less frustrating when playing. If you get defeated, you just didn't pre-plan well enough. Not that you had a terrible hand even after taking a mulligan.

For those of us that don't have as much time on our hands, this also makes the games progress quicker for the most part.

It is impossible to take all of the luck out of this game. But from a deck designing prospective, for me, this alteration makes the game more fun. And less luck-based while at the same time maintaining the spirit of the game without breaking it entirely.

Reply: The Lord of the Rings: The Card Game:: Strategy:: Re: We Must Away, Ere Break of Day:

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by chadgar24

I have posted in a session report a thematic dwarf deck using Thorin, Nori, Ori solo victory, I think I have won everytime easily with it, and claimed all the treasures. Please read for some ideas.
EDIT: it is in the correct forum...The Hobbit: OHUH

Session: The Lord of the Rings: The Card Game:: Shortest game ever?

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by Furious Neutral

Beravor, Théodred and Eowyn try their hand at Journey Down the Anduin...

And it's a disaster.

The Brown Lands and the Hill Troll are in the staging area. I take a chance and send all three heroes on the quest (Will 7), but Necromancer's Pass (threat 3) is revealed and so my threat level goes up. Sauron befuddles me and I FORGET to travel to The Brown Lands. Cripes.

Next turn sees another Necromancer's Pass added to the staging area; again I fail to quest, and AGAIN I forget to travel to The Brown Lands!

My threat level has now rocketed, and a Marsh Adder enters the fray. Henamarth Riversong gets pummelled by the Hill Troll, that adds another five to my threat level.

Next turn I fail to quest again and Théodred feeds himself to the Hill Troll. My threat is now so high it's embarrassing.

Turn four and I have a threat of 48, a Hill Troll and Marsh Adder to fight, and six threat in the staging area. If I quest I won't have anyone to defend the attacks, and if I defend the attacks my threat is going to go over 50 anyway!

Two of The Galadhrim's Greeting cards were played, but to no avail.

So, four cruddy turns! Was that karma for having my first solid X-wing victory earlier in the day (Rebels: 60, Imperials: 0). Or was it the distraction of a family member watching a 1964 Doctor Who story? Or it could be I just suck at games.

Reply: The Lord of the Rings: The Card Game:: Variants:: Re: Removing (most of) the Luck - Variant

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by malteh

Sounds like another "easy mode" to me. Fair enough, but I don't bother with difficulty or luck.

Reply: The Lord of the Rings: The Card Game:: General:: Re: which nightmare quests do you consider a real gain?

Reply: The Lord of the Rings: The Card Game:: Sessions:: Re: Best ending to Journey Down the Anduin Solo EVER [win]

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by Baimi


Dan: That's a good catch! I thought NR only damages characters committed to a quest? If that's the case, none of the OP's characters should have died :laugh:

Reply: The Lord of the Rings: The Card Game:: Sessions:: Re: Best ending to Journey Down the Anduin Solo EVER [win]

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by TheSapient

He doesn't specifically say, but it seems likely he used those characters to quest.
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