The Last Homely House
Middle-Earth => Bag End => Topic started by: Glow on April 17, 2012, 01:18:20 AM
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Alright, so I played back in the days when the fellowship block was complete and first set in the towers block had been released. Since then I haven't played lotr but v:tes instead. Now suddenly I got the feeling that I wanted to pick up this game again so now I kind of need to know what format is the most popular one. If someone could tell me briefly what all the newer expansions is all about it would be great as well.
I also got the feeling that most of the games are now being held at GCCG, rather than IRL due the players being scarce, is that correct?
I'm living in Gothenburg, Sweden, any local players from here lurking these forums? Contact me for a game:)
Thanks in advance!
EDIT: What is the most effective way of obtaining cards with the starting 100.00 in GCCG? Is it to get some boosters and work from there?
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I'd say Gemp-LotR has become most popular lately. You can find it at http://www.gempukku.com/gemp-lotr and read about it in this thread: http://lotrtcgdb.com/forums/index.php/topic,7476.0.html. Every day more than 100 games are played there.
Both at GCCG and at Gemp you should not worry too much about obtaining cards as first thing to do, as it is possible to play without having them - at GCCG decks using cards you own are used only to obtain promo cards, at Gemp they are needed only in one league - no need for them in other leagues and casual games.
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I think as far as your question about format goes, the most popular formats (current leagues excepted) are probably Fellowship block, Movie block, and Expanded. You can find info on those formats in the Lothlorien board (http://lotrtcgdb.com/forums/index.php/board,3.0.html); there is also an explanation on formats in gemp.
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Alright, I'm on GCCG trying to learn the interface. I was just worried that people were somewhat against using proxies.
I'll check out Gemp later. What are all the later expansions all about?
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after the obvious ones that follow the movie, the remaining expansions were essentially an extended "what-if" scenerio, with a major change to the culture definitions and way the sites are arranged.
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I see, that makes me want to stick with the movie sets right now.
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Not a bad decision. There's plenty of variety within the movie block format; although expanded can still be a bit of a zany blast every now and again, with everything from a 24-strength Sauron to an Isildur Ring-bearer.
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everything from a 24-strength Sauron to an Isildur Ring-bearer.
Both those things are possible in a Movie Block game as well :)
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Aha, you're right. Shows how long I've confined myself to fellowship...
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What is a threat counter and what are they used for?
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Threat counter is counting threats ;)
Threats are game mechanics added in Return of the King set. There are various cards, both FP and Shadow, that add or remove threats to do various other things (or do those things to add or remove threats). Additionally, whenever a Free Peoples character (companion or ally) is killed, all threats are removed and FP player must place wounds (number of them equal to number of threats removed) on his or her companions.
Example cards working with threats: Duty of Two, Hearts Raised, Southron Captain, The Witch-king, Morgul King, Aragorn, Driven by Need.
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Worth mentioning is the fact that the number of threats may never at any time exceed the number of active companions when being added (not sure about after, if, say, you return a companion to your hand).
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True, I forgot to write about the limit. If a companion leaves play any other way than being killed and threats are on the max, they are not removed (and this is the only way to have number of threats go over number of companions).
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Seems like a game mechanic that needs a lot of effort to trigger it. How usefull is it actually?
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You can compare threats in their gameplay usage to burdens. Plenty of strategies are based entirely on adding threats and using them to win (by the domino effect of killing one companion and then having to distribute, say, five threat wounds, repeat ad infinium), but there are plenty other strategies that use threats as either a side tactic or do unorthodox things with them (such as Shadow removing threats to play minions from discard or Free Peoples adding threats to prevent wounds...see PATHS for an equivalent example with burdens). All in all, not super complicated, and a rather nice addition, really.
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Ok, so I know that the towers block added the mechanism of site controlling, the harrad and easterling guys and knights /w fortification. Is there anything more worth mentioning in that block?
What other mechanism besides threats was added in the king block?
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I think site control was actually added with Towers block. The Smeagol/Gollum/Shelob mechanics also deserve a mention, I think.
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And in Movie Block, there are several sites that do things with threats. Hall of the Kings, City Gates, and all of the site 8s.
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I think site control was actually added with Towers block.
I believe that's what I wrote, at least I meant to write it he he
And in Movie Block, there are several sites that do things with threats. Hall of the Kings, City Gates, and all of the site 8s.
Drawing cards for threats seems good, as long as one can make sure that no one dies.
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Indeed, it is one of the more commonly-used site 3s. However, by the time you get there, you should have some idea of what your opponent's Shadow side is trying to do, and so you will have to judge whether or not you want to risk adding those threats or not.
For example, if you're up against Ninja Gollum, [Wraith] Orcs, besiegers, corsairs or Seasoned Leader/Desert Lord shenanigans, it's probably not a good idea to add those threats, because those types of decks are the ones that can punish you the most for having a lot of threats.
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How effective would it be to obfuscate your shadow deck untill the opponent have done their site 3 actions? By just pretending to have a bad hand. Because most of the time I feel that it's hard to do proper damage not just to be healed away at site 3 anyway. At least in fotr block.
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Depends on what's in your hand, really. This game only has 6-7 turns for each side max, so if you really want to waste one turn bluffing your opponent, that's up to you I guess. Personally I'd rather play what I can in the early sites so I can start cycling my deck and drawing new stuff.
Besides, the turn(s) before the first sanctuary aren't really about doing damage; they're about setting up your respective sides for the more dangerous areas of the site path later on in the game. If you do more wounds than can be healed at site 3, then great. If not, that's fine too. One trap some players tend to fall into in this game is to hold onto cards for too long, clogging their hand. In 95% of your games, the best option is for you to play every possible card you have in your hand during each turn.
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The best way to come out is to deck yourself in the last turn. That also depends the decksize as some shadows go faster trough their deck and warrant maybe a 35/35 or more, while others decks should stay closer to 30/30. Its just playing the deck several times. if you notice you have each game a lot of cards left, you need to thinnen it. Also, if you deck each time around site 7, it is too small.