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Author Topic: Mount Doom  (Read 12302 times)

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July 03, 2009, 11:06:53 AM
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Olorin

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Mount Doom
« on: July 03, 2009, 11:06:53 AM »
When does the effect of that site get activated? Must the fellowship already have moved to that site? Or may I change the site (even Mount Doom) if I am the fpp and one site before Mount Doom?
Mithrandir I am known to the Elves, Tharkun to the dwarves; Olorin was the name in my youth in the West which is forgotten, in the South Incanus, in the North Gandalf; into the East I will not go."

July 03, 2009, 11:28:38 AM
Reply #1

jdizzy001

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Re: Mount Doom
« Reply #1 on: July 03, 2009, 11:28:38 AM »
I would imagine that the effect activates once the card is revealed
*All posts made by jdizzy001, regardless of the thread in which they appear, are expressions of his own opinion and as such are not representative of views shared by any third party unless expressly acknowledged as such by said party.

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July 03, 2009, 11:53:26 PM
Reply #2

Elessar's Socks

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Re: Mount Doom
« Reply #2 on: July 03, 2009, 11:53:26 PM »
Not sure about this. Sites on the adventure path are active, but their game text can't be used unless the fellowship is there. So if no fellowship has landed there yet, wouldn't it still be possible to replace it? (Though once there, the "Until the end of the game" part keeps the effect ongoing.) Otherwise, what's the difference between Mount Doom and say, Steward's Tomb?

July 04, 2009, 03:16:55 PM
Reply #3

Thranduil

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Re: Mount Doom
« Reply #3 on: July 04, 2009, 03:16:55 PM »
Sites game text become active as soon as they are revealed. Unless otherwise specified, a site's game text is only usable when the fellowship whose current turn it is is at that site. It doesn't matter whether anyone's moved to it yet or not.

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July 04, 2009, 03:25:21 PM
Reply #4

Elessar's Socks

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Re: Mount Doom
« Reply #4 on: July 04, 2009, 03:25:21 PM »
So... are you implying you can replace it, or no? :P

July 04, 2009, 03:31:08 PM
Reply #5

Thranduil

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Re: Mount Doom
« Reply #5 on: July 04, 2009, 03:31:08 PM »
I am pretty darn sure that as soon as it hits the table, its game text is active. Therefore, there is never a point when you can replace it, nor any point after it is played when you can replace a site in the region in which Mount Doom resides.

July 05, 2009, 09:58:53 AM
Reply #6

Olorin

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Re: Mount Doom
« Reply #6 on: July 05, 2009, 09:58:53 AM »
So, you say, one cannot replace mount doom with one good turn deserves another if you are at site 1 and mount doom already was played last turn by your opponent as site 2? You say, Mount Doom's text is already activated - so there is no chance of replacement? --> YES, you cannot replace or NO, you can replace - A clear answer would be appreciated by me :P
Mithrandir I am known to the Elves, Tharkun to the dwarves; Olorin was the name in my youth in the West which is forgotten, in the South Incanus, in the North Gandalf; into the East I will not go."

July 05, 2009, 02:47:27 PM
Reply #7

Thranduil

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Re: Mount Doom
« Reply #7 on: July 05, 2009, 02:47:27 PM »
You cannot replace Mount Doom - EVER! ;)

Thranduil

July 05, 2009, 04:59:06 PM
Reply #8

HawkeyeSPF

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Re: Mount Doom
« Reply #8 on: July 05, 2009, 04:59:06 PM »
...or any other sites in the same region.

July 05, 2009, 05:18:25 PM
Reply #9

jdizzy001

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Re: Mount Doom
« Reply #9 on: July 05, 2009, 05:18:25 PM »
So, barring steward's tomb or the site that wounds your characters when you move to it, what good does restricting site replacement do?  I never understood the value of Mount Doom.
*All posts made by jdizzy001, regardless of the thread in which they appear, are expressions of his own opinion and as such are not representative of views shared by any third party unless expressly acknowledged as such by said party.

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July 05, 2009, 05:29:55 PM
Reply #10

Thranduil

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Re: Mount Doom
« Reply #10 on: July 05, 2009, 05:29:55 PM »
So, barring steward's tomb or the site that wounds your characters when you move to it, what good does restricting site replacement do?  I never understood the value of Mount Doom.
Well, apart from the fact of being a mountain underground battleground, which is a very powerful combination of keywords, it also prevents your opponent from doing silly things like Neekerbreekers' and such things. If you see that your opponent is continually replaying these annoying sites like Caras Galadhon or Crags of Emyn Muil, then you can put Mount Doom on the table to stop them doing it.

Thranduil

July 05, 2009, 06:22:55 PM
Reply #11

MuadDib85

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Re: Mount Doom
« Reply #11 on: July 05, 2009, 06:22:55 PM »
So, barring steward's tomb or the site that wounds your characters when you move to it, what good does restricting site replacement do?  I never understood the value of Mount Doom.
Also, It will stop your opponent replaying buckland homestead over and over with Ulaire Nelya, Third of The Nine Riders to ditch all of your conditions, or stop them from replaying anduin banks over and over to kill everyone with just a site.
I don't like having to stay at just 4 companions because a replayed anduin banks can kill all...
If you don't want to put any site manipulation in your deck, Mount Doom is an excellent site.
Oh and if using Throne of The Dark Lord, it can be nice to corrupt the ringbearer 2 burdens early.
If you are worried about an opponent using site replacement early it can also be a good idea to start Mount Doom as your first site.
« Last Edit: July 05, 2009, 06:28:21 PM by MuadDib »

July 05, 2009, 07:13:57 PM
Reply #12

ephen

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Re: Mount Doom
« Reply #12 on: July 05, 2009, 07:13:57 PM »
Is Steward's Tomb active for the rest of the game after it is placed?

July 05, 2009, 08:15:42 PM
Reply #13

MuadDib85

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Re: Mount Doom
« Reply #13 on: July 05, 2009, 08:15:42 PM »
Is Steward's Tomb active for the rest of the game after it is placed?
Steward's tomb only prevents wounds and burdens from being removed while the fellowship is at that site.

You can still heal/remove burdens at any other site (before or after) steward's tomb is played.

July 06, 2009, 02:34:32 AM
Reply #14

Elessar's Socks

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Re: Mount Doom
« Reply #14 on: July 06, 2009, 02:34:32 AM »
Sites on the adventure path (and support areas) are active--good thing too, or cards like Lost in the Woods won't have as many keywords to spot. I guess the part I find strange is that Steward's Tomb and Mount Doom are both active, but "Tomb rules" are in effect only while the fellowship is there, while "Mount Doom rules" are in effect even if the fellowship never sets foot upon it. However, "You cannot replace Mount Doom - EVER!" (...or any other sites in the same region) is a whole lot cleaner than the alternative.