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DECIPHER.com > The Lord of
the Rings > Expansions
> Shadows
What Lurks In the Shadows?
by Richard Peiper
Every once in a while we get the feeling that someone or something has
it in for us. It is never very clear who or what that thing is, but we know
something is there. Anyone living in Florida these days will say that something's
name is Charley, Frances, Ivan, or Jeanne, depending on which hurricane
caused them the most discomfort. The release of The Lord of the Rings
TCG expansion Shadows brings its own sense of foreboding, with surprises
like the Lurker.
Lurker is a minion-only keyword that makes a minion resolve his skirmish
last. It's a rather tasty twist to the normal "Kill that guy first because
he is trouble." I immediately had flashbacks to some of my favorite cards
I wanted to go back and add Lurker to, such as the Guard Commander from
the first set. Unfortunately, I couldn't talk the designers into making
a Lurker Guard Commander but they did make some REALLY nice cards anyway.
Who brought the Faerie?
Lurker
minions make an appearance in almost every culture including the Gollum
Culture... I will allow you to speculate on what minion THAT might be and
what he does. You will find all kinds of game text on Lurker minions; 1)
minions that pump other minions, 2) minions who get bigger for each unassigned
minion (just flat out insane on a Lurker by the way), 3) minions who get
bigger when other minions win their respective fights, and 4) my personal
favorite (do I get a drumroll or anything here? Not even a Rubber Chicken?),
a minion who can discard himself to pump another minion! He was probably
going to die anyways, but now he can go out a Martyr! A Martyr Faerie?
Hmmm... I know I am very excited about this new keyword, and it has to
be one of my favorites in this new set. You can be sure you will see plenty
of Lurker minions in my decks.
What? Are you guys still here? OK fine... you want more information
you got it. Now someone catch that Faerie! We already have the various terrain
keywords like Mountain, Plains, Battleground, etc. Shadows adds a new keyword
for sites Dwelling. This appears on various house-like locations
such as The Prancing Pony, Green Dragon Inn, etc. In general, Dwelling sites
are higher twilight sites, which assist the fellowship with their game text.
Hobbits love the Dwelling sites, but with the higher twilight numbers it
becomes a risk/reward scenario. The hobbits do have some cards that will
help them offset the Dwelling site risks, but it is still a risk nonetheless.
Hobbits have always been tough little suckers, with a lot of vitality,
low strength, and some of the best support cards in the game. The new resistance
mechanic gives the Hobbits another leg up on the other cultures by having
the highest average resistance of them all. The average Hobbit has a resistance
of 9, and with so many cards triggering off of a resistance of 4 or 5, Hobbots
have a lot of buffer room.
Gandalf
also likes high resistance companions, so players can get an obvious synergy
between the hobbits and Gandalf with new cards that remove burdens (such
as the new Glamdring),
permanent strength boosts, and direct damage based off of resistance. Watch
out for the Gandalf/Hobbit decks, they are going to be very good! No...
there are no Faeries in the Gandalf deck, but there is a Sam! Rumor has
it Sam got up to a base strength of 19 (21 with There and Back Again) during
testing. I will give you a hint how... bring along a Farmer, a Wizard, and
a Salt Box. Best of luck, see you on the site path, and beware the Martyr
Faerie!
Richard Peiper is a regular contributor to DGMA and has been playing
Lord of the Rings since early in the Fellowship Block. He is the reigning
Back to Back Austin Powers World Champion and can be reached for comments
at richardpeiper@bellsouth.net.
October 11, 2004
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