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DECIPHER.com > The Lord of
the Rings > Expansions
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What's So Special About Special Abilities?
by Mark Tuttle
"Elrond"
Shortly after the release of The Lord of the Rings TCG: The Two
Towers, I got an email from a player, thanking me for the card Weapons of
Isengard (4 R 211). It seems that in a recent game, he had gotten 4 copies
of this card into play, played 8 Uruk-hai, then discarded all 4 in one archery
phase delivering a whopping 32 points of minion archery total to his opponent.
Needless to say, this wiped out his opponent's fellowship.
Further, his friend will no longer play with him.
The first thing I did was point out that this was wrong from a rules standpoint,
and a bad thing to do to your friends. The root of this problem is a misunderstanding
of the workings of special abilities.
Rules Summary
In The Lord of the Rings TCG, special abilities are actions that
are featured on certain cards. Recognizing a special ability is very simple
and they are quite easy to define.
A special ability is game text on any card (except an event, more on that
later) that begins with a bolded timing word followed by a colon. Examples
are:
Legolas, Greenleaf
1 R 50
Archer. Archery: Exert Legolas to wound a minion; Legolas does
not add to the fellowship archery total.
Frodo, Tired Traveller
4 C 302
Ring-bearer (resistance 10). Fellowship: Play a Ring-bound companion
to remove a burden.
In the above two cards, the "Archery:" action and "Fellowship:" action
and all text that follow, are special ability actions. Note that the keywords
"archer" and "Ring-bearer" are NOT special abilities, but rather keywords.
Other special ability text could include the keywords Response:,
Shadow:, Skirmish:, Maneuver:, Assignment:,
and Regroup:. Again, we are talking about non-event cards, so you'll
only find special abilities on characters, sites, conditions, possessions,
artifacts, and the Rings.
Other types of text on cards is generally referred to as game text. This
is text that is not a special ability and only happens once when triggered.
Under The Watching Eye
1 C 281
Search. To play, exert a [Sauron] tracker. Plays to your support area.
Each time the fellowship moves, the Free Peoples player must exert a companion.
Note this card has no bolded timing word followed by a colon. Thus, this
is not a special ability. This text is then activated only once, when the
fellowship moves.
Another example that I get frequently:
The Witch-King, Lord of the Nazgûl
2 R 85
Twilight. Return to Its Master may not be played. Each time the Witch-king
wins a skirmish, you may exert him to wound the Ring-bearer twice.
This text is, again, not a special ability since there is no bolded timing
word. That makes it straight game text that activates once when something
happens. In this case, when The Witch-King wins a skirmish, the Shadow player
may exert him to wound the Ring-bearer twice. Since this is not a special
ability, there is no option to activate this text multiple times.
Using Special Abilities
Special abilities are unique in that they are actions that can be declared
multiple times. This means that one card can perform an action many times.
This is great for deck-building because it makes for good card efficiency.
You must remember though that each time you declare an action you must first
meet all requirements, pay any costs, and then resolve that action before
performing another. Let's look at an example:
Greed
1 R 125
To play, spot an Uruk-hai. Plays to your support area. Maneuver:
Spot 6 companions and remove 2 to wound a companion (except the Ring-bearer).
This card is a condition so once I get it into play, I can use it in my
maneuver phase as often as I wish. Let's say we enter the maneuver phase
and the free peoples player passes, having no maneuver action. I declare
Greed's special ability. I meet the requirements (spot 6 companions) and
pay my costs (remove 2) and wound a companion. It is now the free peoples
player's turn to play an action. He still has no maneuver actions, so it's
my turn. Since I can still meet requirements and pay the costs for Greed,
I may declare this action again, because it is a special ability. In fact,
as long as there are 6 companions, and I have twilight to remove, I can
perform it over and over.
We're skipping over a more detailed description of the action procedure
here. You can find that discussion in my Help Clinic article entitled "Maneuver
Phase and the Action Procedure". What is important to note here, is that
although the Shadow player used Greed's special ability multiple times,
he did so one action at a time. Special ability actions MAY NOT BE COMBINED.
Each one must be initiated, paid for, and resolved separately. Let's return
to our Weapons of Isengard example from the beginning of this article and
determine what our player did wrong.
Weapons of Isengard
4 R 211
Machine. Plays to your support area. Shadow: Play an [Isengard]
archer to place an [Isengard] token on this card. Archery: Remove
2 [Isengard] tokens from this card to make the minion archery total +2.
Discard this condition.
Wow. There's a lot going on with this card. Note that there are two special
abilities on this card. The first is a Shadow: special ability meaning
that this action may be performed in the Shadow phase. The action allows
the Shadow player to play an [Isengard] archer (from hand for its normal
cost) and place an [Isengard] token on this machine. This means that you
are initiating a single action to play that archer to place a token. If
you had multiple copies of Weapons of Isengard in play, you would not be
able to place multiple tokens since the action allowing the playing of the
archer and placing the tokens is a single, special ability action. So, the
player from our email made a mistake when he played one Uruk-hai archer,
and placed a token on four different copies of Weapons of Isengard.
Second, let's look at the second special ability. This is an Archery:
action that allows you to remove 2 [Isengard] tokens to make the minion
archery total +2, THEN DISCARD THE CONDITION. Again, let's look at this
from the fact that each special ability action is separate, and must resolve
before you can initiate another. It is possible to have more than 2 tokens
on Weapons of Isengard, sure. However, when you declare this archery action,
you remove 2 tokens, and add 2 to your minion archery total. But now, you
MUST discard the condition to fulfill this action before you could attempt
to initiate it again. So after removing 2 and adding 2, the condition is
discarded. All other tokens are lost.
One last example looks at special abilities from the cost point of view.
Let's use Weapon Store for this example:
Weapon Store
4 R 294
Plays to your support area. Fellowship: Exert a [Rohan] Man to
play a hand weapon from your discard pile.
This card is not unique so you may have multiples in play. Remember that
you can never combine special ability actions and the cost of that action
is no exception. With 4 copies of Weapon Store in play, you may not exert
a [Rohan] Man to pay the cost of each. I have many players ask me if they
can exert a Man once to play 4 hand weapons from the discard pile. No, each
special ability must be paid for individually.
Naming Special Abilities
Sometimes a type of special ability is differentiated by the phase in
which it's played in. Certain cards have specific affects on "skirmish special
abilities".
Sharku's Warg
5 R 59
Bearer must be a warg-rider. If bearer is Sharku, he is damage +1. Response:
If a skirmish special ability is used in a skirmish involving bearer,
exert bearer to cancel that action.
A "skirmish special ability" would then be any special ability that is
denoted with the "Skirmish:" keyword.
It Looks Like a Duck....
One tricky thing about special abilities is where they are NOT found.
Event cards have text that looks like special abilities, but they are not.
Event Cards
Event cards in The Lord of the Rings TCG are cards that play from
your hand, have their effect, and then leave play. They have timing words
followed by colons, so they look like special abilities but they are not.
The timing word states WHEN the card may be played and the duration the
effect lasts. For example:
Dagger Strike
1 C 102
Skirmish: Make a [Gondor] or [Shire] companion bearing a hand weapon
strength +2 and damage +1.
This card may be played during the skirmish phase, and its effect (strength
+2, damage +1) lasts the duration of the skirmish in which it was played.
So, Dagger Strike is NOT a special ability, although it is a skirmish event.
This is an important distinction to cards like Faramir, Son of Denethor
(4 C 117) who prevents special abilities and skirmish events and Wargs
(5 C 65) who may cancel special abilities but wouldn't be able to cancel
Dagger Strike.
Conclusion
This is a lot of information, but it's not that difficult once you begin
to recognize the special ability. If you have any questions, please email
me at Elrond@decipher.com.
June 12, 2003
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