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The most treachery hated card


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#1 Mndela

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Posted 19 February 2014 - 06:12 AM

We can open a new post with the next theme: the most treachery hated card.

 

In all the game, we have very bad experiencies about one treachery, and you finally hate that card a lot.

 

Which is this one, or various? (without thinking about Test of Will neither Eleanor :))

 

My vote is for:

 

ffg_wind-whipped-rain-ohauh.jpg

 

You are preparing the combat against trolls and just before it is revealed: aaagh!


Edited by Mndela, 19 February 2014 - 06:12 AM.

A wizard is never late..., he arrives precisely when it is the last round


#2 Chris51261

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Posted 19 February 2014 - 06:37 AM

I don't know that it's the worst treachery by any stretch, but I really, really hate Southron Support. Doomed 3 is often annoying enough, as it shows up in quests like Into Ithilien where I'm trying to carefully engage enemies when I can handle them, but then adding two more? Argh. I always seemed to be doing well when this would turn up, and it almost always turned things against me. Just a nightmare of a card!
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#3 Spurries

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Posted 19 February 2014 - 06:37 AM

Anything from Rhosgobel is nasty, basically got fed up with that quest.  With an encounter deck so big, one would think I wouldn't get an Exhaustion and Swarming Insects within the 3rd turn of every game I played.  Woof.



#4 jjeagle

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Posted 19 February 2014 - 06:40 AM

I vote for:

 

ffg_the-power-of-mordor-hon.jpg

 

Not because it is necessarily the nastiest, but because:

- it makes a complete mess of the Siege of Cair Andros if it reshuffles the locations

- it's not clear how it works with the Captains/To the Tower in Morgul Vale

 

For most horrible (with more than one player, anyway):

 

ffg_southron-support-hon.jpg


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#5 Scroll Lock

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Posted 19 February 2014 - 09:14 AM

M1762.png

The worst treachery card.

But the best shadow effect :D



#6 Noccus

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Posted 19 February 2014 - 09:21 AM

M1336.pngM1407.pngM1593.pngM1742.png

 

In no particular order; though sleeping sentry is probably the worst in the game.

I choose these as they also have horrible shadow effects.


Edited by Noccus, 19 February 2014 - 09:22 AM.

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#7 leptokurt

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Posted 19 February 2014 - 09:25 AM

M1762.png

The worst treachery card.

But the best shadow effect :D

 

Yep. This card is horrible for all solo players. But that's not all. Even worse:

 

ffg_the-masters-malice-hon.jpg    plus    ffg_orc-vanguard-hon.jpg

 

 

Why are both these cards in the same set? If you don't have a mono tactics deck, one of these two will punish you in a way that ususally means "game over". Drawing the Orc Vanguard early in the game doesn't give you many options to counter it. Because you can't play no cards no more.

 

As for The Master's Malice - why did't they word it "deal 1 damage plus X where X is the number of players"?



#8 Mndela

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Posted 19 February 2014 - 10:09 AM

Sleeping Sentry is actually in dude: if you dont have any exhausted character, the second part not triggers. So if you see it is coming (by scrying), you could make the choice of loss the quest no commiting nobody (or use unexpected courage, etc) to avoid this treachery.

 

M1407.png

 

Pitfall: when you are first player not forget quest a chump ally

 

M1336.png

 

Lost in the city: i chose and add the City Street copies to avoid his surge

 

M1742.png   ffg_city-street-hon.jpg


Edited by Mndela, 19 February 2014 - 10:14 AM.

A wizard is never late..., he arrives precisely when it is the last round


#9 GrandSpleen

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Posted 19 February 2014 - 10:27 AM

Sleeping Sentry is actually in dude: if you dont have any exhausted character, the second part not triggers. 

 

  

 

 

*sigh*  I am still prickly about that ruling.  Gotta be a mistake...



#10 Raven1015

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Posted 19 February 2014 - 10:42 AM

Not the worst, but one that drives me up the wall. It always seems to show up for me towards the end when I'm trying to knock out one last stage.

 

M1689.png


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#11 MyNeighbourTrololo

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Posted 19 February 2014 - 10:47 AM

My vote is for sleeping sentry. 


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#12 GrandSpleen

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Posted 19 February 2014 - 10:47 AM

I think people have covered most of the super evil treacheries in the game.  So I'll pitch in to add some of the most annoying:

 

M1347.png and M1093.png

 

How many times have you gotten saddled with two copies of Watchful Eyes in the first round?  Ughh.  And Necromancer's Reach, all that little plink-plink-plink damage adds up, and makes you afraid to commit Hobbits to the quest.


Edited by GrandSpleen, 19 February 2014 - 10:48 AM.

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#13 Mndela

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Posted 19 February 2014 - 10:55 AM

M1762.png

The worst treachery card.

But the best shadow effect :D

 

And the best treachery if you play monosphere: it becomes a Gildor Counsel :rolleyes:


Edited by Mndela, 19 February 2014 - 10:55 AM.

A wizard is never late..., he arrives precisely when it is the last round


#14 Mndela

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Posted 19 February 2014 - 12:00 PM

This card is very nasty. Dificult that it happens, but, for example, last time i played in Redhorn Gate, it did:

 

ffg_avalanche-trg.jpg

 

When it forces to you to pass to 3a-3b (and Caradhras becomes active location -because Caradhras makes -1wp to each commited character, and 3b writes that all characters with 0wp is discarded). It is very bad, because you loss all characters that has not 2wp at least.

 

PD: the idea is very good, and it seems real. When you are in the climb of the mountain, and it gets an avalanche, almost all characters die. Yes, real.


Edited by Mndela, 19 February 2014 - 12:03 PM.

A wizard is never late..., he arrives precisely when it is the last round


#15 Mndela

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Posted 19 February 2014 - 12:04 PM

Not the worst, but one that drives me up the wall. It always seems to show up for me towards the end when I'm trying to knock out one last stage.

 

M1689.png

Surge, in adition. Pffffffff...


A wizard is never late..., he arrives precisely when it is the last round


#16 Dain Ironfoot

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Posted 19 February 2014 - 12:11 PM

I vote for:

 

ffg_the-power-of-mordor-hon.jpg

 

Not because it is necessarily the nastiest, but because:

- it makes a complete mess of the Siege of Cair Andros if it reshuffles the locations

- it's not clear how it works with the Captains/To the Tower in Morgul Vale

 

this has been answered by Caleb:

 

You count the Captains - but they cannot be removed - so it makes for an extra card revealed when this treachery shows up! i.e., you count the captain - but don't remove them.


Edited by Dain Ironfoot, 19 February 2014 - 12:48 PM.


#17 Mndela

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Posted 19 February 2014 - 12:39 PM

Wow, captain counts... i didnt know it.

 

PD: i hate it because, in adittion, if you have any enemy trapped, you loss the trap.


A wizard is never late..., he arrives precisely when it is the last round


#18 camacazio

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Posted 19 February 2014 - 12:56 PM

The necromancer's reach is the earliest card to give that "be careful, that one sucky card is in this encounter deck" feel. Treachery that ends the game right there, particularly punishing the multi sphere solo deck, is annoying, but I find I wouldn't really lose without it which is important. I think this is a big part as to why there is so little treachery cancellation, and probably why there shouldn't be. That said, orc vanguard and southron support both feel like total disasters every time they pop out.


Edited by camacazio, 19 February 2014 - 01:00 PM.


#19 FreddieG

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Posted 19 February 2014 - 01:22 PM

 

 

My vote is for:

 

ffg_wind-whipped-rain-ohauh.jpg

 

 

 

I second this - especially when I have my Song Cards in play... so annoying. 



#20 jjeagle

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Posted 19 February 2014 - 01:53 PM

 

I vote for:

 

ffg_the-power-of-mordor-hon.jpg

 

Not because it is necessarily the nastiest, but because:

- it makes a complete mess of the Siege of Cair Andros if it reshuffles the locations

- it's not clear how it works with the Captains/To the Tower in Morgul Vale

 

this has been answered by Caleb:

 

You count the Captains - but they cannot be removed - so it makes for an extra card revealed when this treachery shows up! i.e., you count the captain - but don't remove them.

 

I have seen this ruling referred to online, but I haven't actually seen the ruling itself - do you have a link? Presumably you would also count "To the Tower", by this ruling, since it is also in the staging area and cannot leave it.

 

I struggle to understand the rationale of this ruling giving the "Then" clause for the second sentence.


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