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DECIPHER.com > Lord of the
Rings > Expansions
> Reflections
Visiting the Dictionary
by Geoffrey Snider
Game Developer, TCG Studio
It
has a cool name, doesn't it? What the heck does asperity mean? I looked
it up at Merriam-Webster Online and found the following entry:
Main Entry: as·per·i·ty
Pronunciation: a-'sper-&-tE,
Function: noun
Inflected Form(s): plural -ties
Etymology: Middle English asprete, from Old French aspreté, from
aspre rough, from Latin asper, from (assumed) Old Latin absperos, from ab-
ab- + -speros; akin to Sanskrit apasphura repelling, Latin spernere to spurn
-- more at SPURN
1 : RIGOR, SEVERITY
2 a : roughness of surface : UNEVENNESS; also : a tiny projection from a
surface b : roughness of sound
3 : roughness of manner or of temper : HARSHNESS
Calling this ring's ability 'harsh' is an understatement! With the ability
to begin wounding companions before the skirmish phase even begins, it's
no wonder that our playtesters latched onto this ring from the get go. I
don't need to tell you exactly what it's capable of doing to increase the
fighting capabilities of your nazgûl, but I feel I owe an explanation
on its other ability. In the testing of past expansions, there've been many
a time where cards popped up looking something like this:
Random Orc #10
[Culture]
Minion * Orc
Twilight Cost:4
Strength: 10
Vitality: 3
Site #: 4
Text:
Regroup: Return this minion to its owner's hand.
Aside from weighing its strengths against those of other minions, take
a second to consider how to use this card in a deck... or at least consider
how its ability would help your Shadow strategy to function better. A typical
game scenario would find this lone orc surviving to the regroup phase of
the fellowship's first move. There are probably one or two tokens remaining
in the Twilight Pool. Do you use his ability? Doing so would remove any
additional risk to your opponent's Ring-bearer (if he decided to move again,
there'd be one less minion to worry about). In theory, you would re-play
the minion when the fellowship moved again, but would you really have enough
resources to bolster him with other minions? Hopefully you could cause a
few wounds by winning skirmishes if you did manage to play enough minions.
Do you want to take the risk of taking the card back into hand, reducing
the amount of card cycling you'll be capable of? Do you want to reduce the
potential number of Free Peoples cards you'll be able to play on your next
turn because you're clogging your hand with this minion? There are just
too many gambles you have to make when using this minion's ability.
This is, however, how the nazgûl rings began their existence. "Regroup:
Return bearer to his owner's hand." How would this make the nazgûl
rings any better than those old minions we'd phased out during testing in
years past? I thought that if there were a way to give the Shadow player
a greater breadth of options while using these rings, they might have a
chance. I just hated the thought of having to make the decision of returning
a minion to my hand before the Free Peoples player made the decision whether
or not to move a second time during their turn. The bonus of gaining that
ability almost wasn't a bonus any longer. If only there were a way to make
the ability a response to the Free Peoples player's decision to 'not move.'
While looking for sections of the rulebook that might allow us to exploit
it to our advantage, we discovered that if you were to respond to the reconciling
of the Free Peoples player's hand, the function would work perfectly. My
nazgûl would sit on the table until the very last possible moment
before flying back to my hand. Their regroup ability that would previously
have encouraged the opponent to move a second time (even though it should
discourage such a thing) would now allow my Shadow strategy to keep pressure
on the fellowship, while allowing me to tune my hand by saving a minion
for future moves.
Interestingly enough, in one solution we discovered another solution.
Since using the 'response' abilities of these rings allows you to take your
minion back into hand if you (or your opponent) reconcile to eight cards,
you'll get an additional card in your hand during your next turn. This cuts
down on the lack of card cycling you may have experienced otherwise (it
won't prevent you from drawing that one additional card). It also ties the
abilities of the rings into our core mechanics for the Return of the
King block: threats and initiative. Here are the other two nazgûl
rings and the definitions of their names:
Main
Entry: ire
Pronunciation: 'Ir
Function: noun
Etymology: Middle English, from Middle French, from Latin ira; perhaps akin
to Greek oistros gadfly, frenzy
: intense and usually openly displayed anger
synonym see ANGER
- ire transitive verb
- ire·ful /-f&l/ adjective
Here at the office, we like to joke about Bill Ferny (well, at least I
do) because he's capable of quite a few things these days. Currently he
can be an archer (Gothmog), and damage +2 (Nazgûl Scimitar and Ring
of Ire), and who knows what he may be capable of by the time the Mount Doom
expansion releases! On a side note, this card is pretty darned good with
our new enduring nazgûl!
Main
Entry: ran·cor
Pronunciation: 'ra[ng]-k&r, -"kor
Function: noun
Etymology: Middle English rancour, from Middle French ranceur, from Late
Latin rancor rancidity, rancor, from Latin rancEre
: bitter deep-seated ill will
synonym see ENMITY
Can anyone tell me what I can do with the ability to heal a nazgûl
in the maneuver phase? Anyone? This ring is useful mainly with Ringwraiths
from Fellowship of the Ring block right now (Úlairë Enquëa,
Lieutenant of Morgul, The Witch-king, Lord of the Nazgûl and Úlairë
Cantëa, Lieutenant of Dol Guldur), but with enduring nazgûl becoming
more prevalent the further into Return of the King block we get, there'll
be many more candidates worthy of bearing it.
April 22, 2004
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