Yeah, the
and
are just to help differentiate front from back, and yes quests start the game in play.
I knew that 'only Dwarf companions' bit would end up being the less-than-ideal wording; changes made. And yes, any text with
For preceding it is in effect regardless of what side of the quest happens to be up. The
For bit sets parameters for the entire length of the game.
Now for a Shadow quest:
The World is Changing
Quest (Front)
Draw 7 cards instead of 8 for your starting hand. Then, take any Saruman minion into hand from your draw deck.For remainder of game, Orcs are strength -2. Each time you play a unique minion, each player shuffles a random card from his or her discard pile into his or her draw deck. Your
hand weapons may be played on
Uruk-hai.
While this side up, at the end of each of your Shadow phases, you may exert your Uruk-hai to play a machine from your draw deck. Machines with
tokens on them may not be discarded by Free Peoples cards.
Flip this quest if you spot 6 or more
tokens on machines.
Stained With the Blood of Rohan
Quest (Back)
While this side up, each time a companion is placed in the dead pile, add a threat. Characters bearing a hand weapon are strength +1, and each time your non-unique Uruk-hai bearing a hand weapon wins a skirmish, you may transfer that hand weapon to another Uruk-hai. Each time your machine is discarded by its own game text, you may take that machine into hand (and, if you spot Saruman, you may exert him to play that machine).
Flip this quest if you cannot spot a machine or if a site is liberated.
Another cool perk to having quests is they can singlehandedly breathe life into dying strategies, like
machines in this case. There's a lot of inherent power in machine decks, but just not enough support or protection. This offers both, but always at a price. Orcs suck worse, and a lot of your benefits can easily be used by the Free Peoples player. Also, those machines are only immune to discard on the front side; I wanted that to be the case to better illustrate the swinging of battle.
And, yes, this quest was written with Berserkers in mind. To pull a machine each turn you need to exert an Uruk. How beneficial for them! And being able to transfer hand weapons between Berserkers is quite handy. The
line was inserted specifically for
Berserker Torch, which may or may not be taking things too far (+4 strength *per* wound?).
I think the next culture I write a quest for is going to be
, but don't you dare quote me saying that.