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Boil & Bubble, Toil & Trouble...

by Patrick Sullivan

Is there anything more exciting than the release of a brand new base set of The Lord of the Rings TCG? Brand new game mechanics, shiny new strategies, spanking new pictures. Is there anything more exciting than that in this whole good green Earth?!

Well... yes. There are probably many more things that are far more exciting. But let's pretend that the release of Shadows is THE defining moment of your generation. Let's also pretend that I didn't get my hair cut last weekend.

What we don't have to pretend is the amount of fun we're going to have playing with the new minion cultures, new site mechanics, new keywords and, at the risk of sounding repetitive, new site mechanics that will forever change your lives.

Writing a strategy article this early in the spoiling process is very challenging because there is SO MUCH terrain to cover. So, to fully encompass my jubilation and excitement, I think I'm just going to jump all over the place and talk about as many different aspects of the set as I can – it's the best way for me to get you as excited about Shadows as I am. My first order of business will be to introduce you to the amazing new keyword, TOIL. Still, the part that gets me most nervous as a competitive player, and yet most excited as a casual player, is the new site mechanics. As such, I couldn't pass up the opportunity to talk about the new site mechanics in my article. For this article, I'll force myself to limit discussion to the new Forest and Underground sites (which the new Orc culture will have a blast with). Then, as a beautiful parting shot, I'll leave you with the spoiler to end all spoilers (DON'T SCROLL DOWN YET! It'll be there later, I promise!).

Toil

Both Free Peoples and Shadow cards will enjoy the benefits of this new keyword. As a rule of thumb, Toil will always be followed by a number (e.g., Toil 2, Toil 3). This number means that you can lower the cost of the card with Toil by exerting characters (be it companions, allies, or minions). The character exerted must be of the same culture as the card you are playing with the Toil keyword. A card with Toil 2 will have its cost lowered by 2 twilight for each exertion. So, three exertions would make a 6-cost card with Toil 2 free. Neat, huh?

Currently, I'm in love with the Elf culture (specifically Uruviel, but that's another matter) so let's look at how the Elves are putting Toil to use. The new condition, Elven Marksmanship, has a daunting cost of 6 twilight, but an incredible effect. Imagine this card being used in conjunction with Gondor Bowmen! Youch! Anyway, 6 twilight is indeed expensive but look! It has Toil 2! Therefore, three exertions from either Galadriel and/or Elrond or any other elf combination will get you this card played for FREE!

Let's check how our friendly neighborhood Orcs are putting Toil to use. The new Champion Orc can be a little pricey at 5 twilight for 13 strength. But this brute has Toil 2 as well. So, you play some of his Orc brethren first (be it the Denizen of the Black Pit, a Watchful Orc, or maybe the VERY pesky Frenzied Orc) and two exertions later you can play your 13-strength Champion Orc for 1 twilight!

The fun doesn't stop there either. You can also reduce the cost of EVENTS that have the presence of a Toil keyword. Imagine the twilight pool is empty and the Free Peoples player is sure that everything is fine and then you go and exert a bunch of minions to play a devastating surprise. What kind of surprise, you ask? Well here's a fun one...

The new Orc assignment event, Undisciplined, initially seems insanely expensive at 8 twilight. However, this one has an even more potent Toil 3, which means for 3 exertions you can play this event for free and assign your new Orc culture minion to any companion you want (except the Ring-bearer, naturally). This can give you a huge strategic advantage; you can assign important minions (ones you don't want to die, such as the Frenzied Orc) to weaker companions so that they fall to the Shadow a little faster than your opponent was expecting.

So that's the basic gist of how Toil functions. It makes for great surprise moments as an anti-choke strategy for the Shadow player and as pro-choke strategy for the Free Peoples player.

Caves 'n' Trees

Since you can make up any site path you want using the new Shadows sites, it's much more feasible to tune your adventure deck with your draw deck. For instance, there are going to be six different underground sites you can have in your adventure deck (including such old-time favorites as the Moria Stairway and a revamped Cavern Entrance!!). If your opponent is also playing underground sites, it is possible for all nine sites to be naturally underground without using the special game texts of minions, such as that of the new Skulking Goblin. Look for an upcoming decklist by Zach "Rubber_Chicken" Shephard in about two days on this very same website that will focus on the new Orc culture and their underground madness!

My favorite new underground site, the Chamber of Mazarbul, basically lets you do the "Dwarf Shuffle" for non-Dwarf cultures. I used the term Dwarf Shuffle back in the day when you could endlessly transfer artifact rings and axes between your dwarf companions for free.

If you are more like me, and focus your adventure deck to aid your fellowship rather than your Shadow, then you'll be happy to know that one possibility for Elf-decks can be completely forest-based! Six of the new sites are forests that you can put together into a golden path for Elves to follow all the way to Mount Doom (three of which you will surely remember – namely Trollshaw Forest, the West Road, and my favorite, Caras Galadhon). Naturally, many of the new Elf cards will key off these forest sites. Examples include the new Arwen, Staunch Defender and the new available-in-starter-decks-only Legolas, Companion of the Ring. Throw the new Blade of Lindon on either one of these companions (especially Arwen) and they'll be cleaving through minions like loose foliage.

Spoiler time!

Well, the time has come to reward you for getting through my long-winded article (I do tend to go on sometimes, don't I?). This spoiler is the new rare Aragorn and he's something quite special. At first glance it may not be obvious, but it's quite remarkable what this companion will do for gameplay during those first few crucial sites.

Anyway here he is. What the heck? No game text? Only a Ranger keyword? Well this guy ain't so special... although 8 resistance is pretty nifty (eat your heart out, Isildur). However, did you notice his twilight cost?!! And I thought Lorien Elf was undercosted!

The biggest ramification of this ONE COST Aragorn is how easily he gets splashed into starting fellowships to make the trip to site 3 as easy as an Easy-Bake Oven (which, by the way, I find insanely difficult to operate). You can now finally start Boromir AND Aragorn together! Or Faramir and Aragorn perhaps? OR, and this is the real kicker.... you can start Boromir, Faramir, Denethor, AND Aragorn all together! This is going to make pure Gondor decks MUCH more potent. Imagine playing 4 copies of Noble Leaders with a starting fellowship like that.

As a special added DVD feature, this Aragorn is also a Ranger that can have lots of fun on a new site path customized to consist of ONLY rivers and forests. How versatile will this Strider turn out to be? Only time will tell. And if you think that he's slightly broken for 1 twilight, imagine if you will that the original version of him had another keyword present... Archer! I'm pretty happy that the playtesters fixed that. :)

OK, well, thanks for reading. I'll be back in a few weeks to talk about the HUGE amount of Marsh sites available (get ready for the Parade of Tentacles!) as well as the effects that corruption and burdens will now have on the game since every companion has resistance.

October 7, 2004

 

 

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