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DECIPHER.com > Lord of the
Rings > Expansions
> Mount Doom
Myths and Confusing Cards
by Brad DeFruiter
Decipher Game Designer
When someone asks me to review an article that they write for Decipher.com
or for DGMA.com, I often tell them that their article is too long and to
cut it back... someone should tell me to take my own advice. This article
is a whopper but it is broken into two parts: myths and confusing cards.
Myths, Legends, and Misunderstandings
I want to start off by dispelling some myths that seem to be out there
about The Lord of the Rings TCG.
Myth #1: Decipher hates possessions.
This is just not true. In fact, it may be just the opposite. We love possessions
and enjoy making good and strong possessions. But possessions have been
ruling the game a bit too much. So much that conditions and events are rarely
looked at. Instead of escalating skirmish events and conditions that can
help in a skirmish, we have made it so that players cannot rely on possessions
as much.
If it seems like there are too many cards that discard possessions, it
is just because we want to make sure that cultures that can do something
about possessions have access to those cards. I think once Mount Doom is
released and the play environment has a chance to settle down, players will
realize that their really isn't a lot of possession hate out there and that
possessions are still playable they just won't be a guarantee.
Myth #2: Decipher hates Rohan.
This one makes me smile just because we don't make new cards for
Rohan doesn't mean that we hate Rohan. When Reflections and Mount Doom were
being designed, Rohan was top of the heap and didn't really need any new
cards.
And for anyone that thinks there are Shadow cards in Mount Doom that specifically
mention Rohan, I'll let you know that there are just as many Shadow cards
that do things to Shire cards and we sure don't hate Shire.
Myth #3: Decipher wants beginners to play Shire.
We want beginners to play all the cultures. Just because more Shire cards
fall into the common and uncommon rarity does not mean that we want beginners
to play Shire. It just means that more Shire cards are common and uncommon.
Myth #4: Decipher is hypocritical about cards that are Bad At 9.
The funny thing about this is that I think only one person in the Game
Studio uses the term BA9. We try to always keep an eye on cards that can
give the Free Peoples a free ride at the last site on the site path. This
is why cards like Brave and Loyal [10U105] exclude the Ring-bearer. Cards
like The Tale of the Great Ring [10U116] don't cause concern for inequality
at the last site on the site path, because it has such a simple and easy
to get around buy out.
Myth #5: Decipher does not play test cards anymore.
We have actually moved in the other direction with playtesting. What used
to be our in-house lead playtesters system is now our development system.
Instead of cards being handed from design to playtesting, cards are now
handed over to another team to work cards in conjunction with remote playtesters.
Developers actually make the majority of the changes to cards now instead
of the designers. This allows actual game data to influence card development
more than theory would. Some people have pointed out that the quality of
game play in the recent set has gone up and this is a direct response to
developers working the cards.
But of course cards will slip though they always do. And as we
get more and more cards into the environment, it increases the chances that
something will slip by.
Myth #6: Decipher's policy of not spoiling every card image early is
stupid.
It actually puts more excitement back into the purchase of the product.
Opening boosters (both in real life and online) is that much more exciting
when you can find new things as you open the cards. That sense of exploration
and excitement is a fundamental human trait and why not revel in it when
getting new cards.
Plus, it gives more things for players to talk about on the message boards.
Myth #7: Decipher shouldn't start making cards that mess with the Free
Peoples cards during the fellowship phase or cards that mess with Shadow
cards during the shadow phase.
From the first Lord of the Rings TCG set, there have been cards
that do these things or have the potential to do these things. Cards like
Goblin Domain [1R175] exhaust companions when they are played (companions
are typically played in the fellowship phase) and Verily I Come [2R94] specifically
mentions the fellowship phase.
But there have also been plenty of Shadow cards that could be played during
the fellowship phase such as Wariness [1U161] or Relentless [1U194]
if only there was a stealth event that played during the fellowship phase...
hmmmm, I wonder what a stealth event that played during the fellowship phase
would look like?
Myth #8: Decipher is escalating game play.
We are always concerned about escalation. We like to keep the cards in
each set at a consistent level. But the way we are designing and developing
cards now, we are making fewer cards that are boring and fall into specific
decks only. The end result is more cards in each set of that quality and
it looks as though the game is escalating but really what is happening is
that we are learning how to make more quality cards.
Also, remember that when one thing appears to be bettered another thing
is weakened. So, in a way, game play stays balanced. And if some escalation
does happen it is a direct result of how many cards we now have in the environment.
It just becomes too hard to introduce something new and exciting when there
are so many exciting and reliable cards already in the game.
Myth #9: Decipher didn't wrap up things right in Mount Doom because
there wasn't XYZ card in it.
This myth kinda upsets me. It seems to imply that we need to wrap certain
things up. Nothing needs to be wrapped up! We have plans to make this game
for years to come. You don't wrap things up in the middle you wrap
them up in the end.
Myth #10: Brad is a stunningly handsome man.
I actually don't think this is a myth. I am indeed a stunningly handsome
man.
Cards that make you go Huh?
With many players finding out more about the cards in Mount Doom, more
and more questions pop up. Some cards have players scratching their heads
trying to figure out how a new card works or how it works with existing
cards. I hope that I can clear up some questions about some of the Mount
Doom cards and for those of you who have not gotten cards from The
Lord of the Rings Online game or have not read some of the spoilers
that have been generated from players who have gotten their online cards,
I'll have a spoiler or two for both of you.
An article about confusing cards can sometimes get... well, confusing.
So, I'm going to start off with a grapefruit pitch here:
Twilight cost 1
Elven
Fleet-footed
Event Skirmish
Make a minion skirmishing an Elf strength –2. Spot a site in a support
area to place this event on top of your draw deck.
Not all Elven weapons are carried in sheath or quiver.
10 C 10
I know what you are thinking, "What is confusing about this card?" And
I have to agree it isn't that hard to noggin through. But like I said, we
are starting out easy.
It does not matter which player's support area the site is in. It can
be in your support area or an opponent's support area. You see sites are
always active. Let me read a bit from the rulebook on this please
turn your holy comprehensive rulebook version 3.0 to page 33 and read along
with me ahem
"Like a site on the adventure path, a controlled site is always active
and may be spotted."
So, this is actually a Free Peoples card that can benefit from a strategy
your Shadow cards are using. Cool, eh?
I
know you have already seen this card on Saturday and I'm sure that people
have cleared up any confusion about it but for those of you who missed it,
there is no helper text on this card. Each wound on Orc Slaughterer makes
it strength +4. That is +2 for the enduring and +2 for his ability.
Couldn't he have been "Enduring 4" instead? No, Virginia, he couldn't.
Enduring, like archer or fierce, doesn't stack up. If a character is enduring,
it is. There is no double enduring. Now, if Enduring read like "enduring
+2", then it would stack up like damage +X but then we couldn't have neat
cards like Seasoned Leader.
Yes,
another card you have already seen. Where is the confusion in a straightforward
card like this? It is the preventing wounds part. Cards like The One Ring
do not prevent wounds. It turns wounds into burdens. But with Éowyn,
Lady of Rohan it is different. She actually does prevent a wound (hint
you can tell because her text uses the word prevent) even though it does
look like she is turning a wound into 1 twilight and an exertion.
And Armor? Well, I'm not sure what Armor is (I could go ask someone from
the Rules Committee but that would be no fun) but what I know for sure is
that Armor is not wound prevention. So, if the card says prevent a wound,
you cannot do it while at the Steward's Tomb. And if a card does not say
that it prevents a wound, it doesn't prevent a wound.
Whoa,
pretty neat, eh? The confusion? There are a couple points but I'll start
with sub-race. "Sub-race" is a term used to describe a keyword that is used
to separate out some minions from other minions of the same culture and
race. Examples of sub-races are Besieger, Corsair, Easterling, and the like.
This new Phial removes those keywords from those minions.
Losing a sub-race keyword has caused some people to wonder what happens
to a Mûmak on a Southron when he is no longer a Southron? The answer
is: nothing happens. No, the Mûmak doesn't fall off. The text of cards
that say 'bearer must be a BLAH' are restrictions as to what that card can
be played on and not some sort of magnet that keeps that card on the BLAH
when it stops becoming a BLAH.
The other confusing point that the Star Glass brings up is: What is game
text? I feel like a little "lightning round" action for this part so...
The Is it game text? Game Show
Card Title?
No.
Subtitle?
No.
Twilight cost?
No.
Culture icon?
No.
Card type?
Yes. But Star Glass doesn't remove Card type.
Race?
Yes. But Star Glass doesn't remove race.
To play requirements?
Yes.
Keywords?
Yes.
Special abilities?
Yes.
Strength?
No.
Vitality?
No.
Site number?
No.
Lore/flavor text?
No.
Collector's number?
No.
Copyright information?
No.
How do you know this? It is on pages 3 and 4 of the Comprehensive Rulebook
version 3.0. Unfortunately the little red line that points to game text
is a bit vague. That is why I'm here to clear that up.
The Star Glass removes game text from a minion and prevents it from gaining
any game text. So, if your Sauron minion is affected by the Star Glass and
wins a skirmish, you can play Enheartened Foe on it (because it is still
a Sauron Orc) but it will not become fierce (because fierce is game text).
During
development this card was called "Damage +1 Exploiter III: The Search for
Spock" but everyone around here called it "Trample." [Now hold on one
second! This card was not called 'search for spock' as some sort of trek
reference. It was called that out of a movie sequel reference. We had a
card that was called "Damage +1 Exploiter" and another called "Damage +1
Exploiter II: The Quickening."]
This card was reworded many times. It wasn't that its ability was changed
but rather that it kept on getting reworded to get across what the card
actually did.
More Yet to Come makes sure that one can maximize the damage potential
of a Dwarf. A damage +5 Dwarf against a 1 vitality minion is like a using
a shotgun to swat a fly. But now with More Yet to Come, the unused damage
bonus gets put on other minions. I think the final wording came out clear
but wanted to write about the card because it had muddy wording all along
the development process. And remember, those minions that get the excess
damage wounds cannot be currently assigned to a skirmish when they take
their wounds.
Yep,
Gollum jumps out of the shadows and tries to whack a companion upside the
head. I believe this is the first Lord of the Rings TCG card that
suspends a phase. It creates its own little skirmish phase and once that
skirmish is resolved, it drops you back into the original phase. It is kind
of a "welcome to my world" where Gollum can break out some of his rock-fu
on a companion.
Confusion?
Once you get past the whole idea of a skirmish in the middle of the fellowship
phase, questions pop up like:
Does Gollum stay in play if he is not killed or discarded in the skirmish?
Yes. Nothing in this card's game text discards Gollum.
Can I play a second Gollum during the Shadow phase?
Not if he wasn't killed or discarded in the Dark Shape Sprang skirmish;
he is still in play and he is still unique.
When we are returned to the suspended phase, when in that phase are we
returned?
Right after the possession is played, so if there are any other responses
to a possession being played that a player wants to take advantage of, they
still can.
How do required actions work with this?
Just like the rules say they do (p. 29). All players must perform all required
responses to a possession being played on a companion before A Dark Shape
Sprang can be played. So, for example, if Shadowfax [4R100] is played on
Gandalf, all hand weapons must be discarded from Gandalf before A Dark Shape
Sprang can be played.
What happens if Éowyn's Sword is played on Éowyn during
a skirmish and during the Dark Shape Sprang skirmish, Gollum kills Éowyn?
When returned to the suspended phase, what happens? Does someone win?
Yes, Gollum wins his skirmish and then when the player goes back to the
suspended phase, the minion (or minions) win that skirmish. You can read
more about winning skirmishes when characters leave a skirmish on page 27
of the Comprehensive Rulebook Version 3.0.
This also means that if there were a card that said, "Each time a minion
wins a skirmish, ... ", it would trigger twice once for Gollum and
once for the minion that was originally assigned to the companion.
If I could draw the timing it would look something like:
Assmignment
Skirmish
Possession played
A Dark Shape
Sprang played
---Skirmish suspended---
Whole
new skirmish starts and resolves
---Back to the skirmish---
Skirmish resolves
Next skirmish
{{You know Kendrick Summers explains this timing really well with his
hands he kinda has them next to each another and when it comes to
the Dark Shape Sprang skirmish he lifts up one of his hands higher than
the other.}}
Continuing the Dark Shape Sprang skirmish inside another skirmish phase
thing, if Fey He Seemed [7C231] was played on Éowyn before the Dark
Shape skirmish, she would not still have that strength bonus in the Dark
Shape skirmish because that strength bonus only lasts for the skirmish it
was played in. AND if Fey He Seemed were played in the Dark Shape Sprang
skirmish, the strength bonus would not last outside of that skirmish.
There are other questions about a skirmish inside a skirmish phase but
if one takes time and think it through (and checks the rulebook), the answers
are all there.
I hope that this article cleared some things up.
July 6, 2004
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