Acererak
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Posts posted by Acererak
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The expansion pack contains a whole new Encounter deck exclusive for that quest. Some will reuse the ones contained in the core box, of course. But they won´t be adding new cards to those.
Confirmed by the spanish publisher with access to the first whole cycle (first 6 chapter packs).
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Do you guys really think the time span of this game really allows for diferent Hero versions?
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Yes, I also agree those get discarded even if not active Locations.
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rings said:
He has changed since demos, but whenever you demo'd the game the Sneak/Gandalf combo was highlighted. So I assume it is valid. It is a combo, however, and if you have a perfect set up is only a couple of times a game.
Having 3 Sneak Attacks + 3 Gandalfs in your deck, plus the fact that you could double use each Gandalf card (one with sneak attack, which puts him back in your hand for a ridiculous 1 resource cost, and one paying his usual cost)...well, I see high probabilities of this happening quite a few times during a game.
Experience will tell though, I guess. Thanks for the info.
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fruszu said:
Now the question to all the lucky people who have english version already: What Gandalf says? :-)
Yes, that change has been made. I still find hard to believe that combo is valid. Will wait for official FAQ then since opinions seem varied.
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fruszu said:
You can put into play Gandalf with Sneak Atack and then return him to your hand at the end of the phase, but you cannot use his ability then. Why?:
SNEAK ATTACK: Action: Put 1 ally card into play from your hand. At the end of the phase, if that ally is still in play, return it to your hand.
GANDALF: At the end of the round, discard Gandalf from play.
Response: After you play Gandalf from your hand, (choose 1): draw three cards, discard one enemy from the staging area, or reduce your threat by 5.Sneak attack obliges you to return the ally to your hand sooner (at the end of the phase) than Gandalf's card text (at the end of the round). So you don't have to discard Gandalf in that case.
But you cannot deal damage from Gandalf's ability when you put him into play with Sneak Attack. Because Gandalf's text says: After you play Gandalf from your hand.
Playing and putting into play are two different things, i think (in other card games are: for example in AGoT LCG). The first one means, that you have to play the card with all costs and by the standard rules. Putting into play bypasses normal rules and costs. Page 8 and 25 of the LotR LCG rulebook suggest that there's a difference between playing and putting into play, so i think this rule also applies in LotR.
Then:
You can put Gandalf into play with Sneak Attack, but you cannot use his ability then (but he can still fight
)Completely agree with your reasoning. I am quite sure that is how Sneak Attack + Gandalf combo should be played.
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Enemy cards not defeated remain engaged until defeated or eliminated by other card effects (p.20 of rule book, last paragraph)
Enemies engaged are NOT in the staging area, so they don´t contribute to the threat level for questing. You can see this clearly in the examples and I believe in the tutorial videos of this page.
Hope it helps.
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Apophenia said:
(Rereading it I believe Acererak was actually saying that you shuffle Beorn into the deck because you used his ability after you used Sneak Attack)
Yes, that was exactly what I meant to say. Sorry if it was not stated clearly enough.
I do agree that Beorn goes to discard if he dies but precisely for the same reason i think he goes to deck and not to hand if his ability is used after Sneak Attack : being defeated interrupts the effect on Beorns card, and gets applied before the other effect can be completed. Same thing with Beorn ability after coming into play through Sneak Attack.
Otherwise, Sneak Attack (a 1 resource cost event) is being used with much stronger effects than intended imo (same with Gandalf combo).
Official clarification will be welcomed.
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servant of the secret fire said:
Oh and i forgot to ask you.You said that Gimli alone can manage the troll.You mean with his dwarven axe right?Or he can do the job without his axe?
And I can see a few Gandalfs under your avatar as well, hehe. I did use it that way (discard for extra willpower for Eowyn, he was my last card on hand) once since that point meant one stage completed before a nasty Location was going to force me another 6 quest points. I found it a necesary sacrifice the wizard was willing to make for the good of the fellowship. Ended up winning, by the way.
The Axe, the Citadel Armor, the Gondorian Blade and a few nice Tactic events for combat surely help (and definitely you will probably have some of them if you go for 2 tactic heroes). But the main point is that Gimli has 2 defense + 5 hit points which means he can stand at least one assault from the Troll himself. And in the next round, put a minimum of 6 attack strength to the combined attack on the beast. With the help of some of those assets and the rest of heroes the Troll should fall without making too much damage to your mission.
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servant of the secret fire said:
I plan to make a deck like this(Gimli,Legolas and Eowyn).You use 3 copies of Gandlaf or 2 are enough for this deck ?
Sounds like a great team to me. I would probably go for just 2 copies given Gandalf resurce cost and that you don´t have access to Sneak Attack (specially if you are playing with 2 players and one core set, so your pal can have his 2 copies as well). Otherwise it could be a burden more than anything...although you always have Eowyn´s ability to feed (triggers discarding one card, although doing so with Gandalf seems a bit unrespectful to the old wizard), so probably up to you ;-)
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Read card 2B of that quest deck and you will find out...
Spoiler : Yes, it´s a random choice.
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servant of the secret fire said:
I don't have the game yet but for what i have seen so far i think a tactik deck with Beorn,Gandalf and Gimli(i think a nice combo is to let Gimli have some wounds on him) will be a good solution for troll.On the other hand i don't know how god is tactik with the quest fase but i will find out tomorow.Just Gimli himself is a good solution for the Troll. The question remains on how to tackle the beast at the moment when he (or Aragorn) is not around.
Tactics definitely needs some help in the questing area. Legolas ability is a great asset though.
Gimli + Eowyn combination is working nicely for me so far though.
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I am not usually a fan of FFG marketing strategies, but in this case I think that given this game can be played solo quite well, buying two core sets if you have four friends to play with is not a waste of cards. Just let one of your friends take the extra Encounter/Quest cards back home to train up his deck handling abilities a bit for next gaming session.
And having a fairly succesful single sphere deck definitely needs two sets. Most cards (the best ones usually) of each Sphere don´t come with three copies. You want those for the hard quests for sure.
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As written, I think Beorn text overides Sneak Attack, since you start using the ability after Sneak Attack. The last sentence in Sneak Attack card (using the word "if that Ally is still in play") supports this reasoning.
So Beorn would be going back to your deck.
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Bonzo said:
2. Can heroes also be declared as defenders?
Sure thing
Bonzo said:
3. Can I combine Gandalf with "Sneak attack?" So bring him into game, let him do his damage and then take him back onto my hand? Or do I have to discard him after the phase then?
You just brought up one of the most discussed topics so far (check BGG). My opinion is that Gandalf should not be able to use his special ability with Sneak Attack or that would be almost a quest breaker all the time. So if you Sneak attack him just can use him in one Phase (his stats alone are just awesome) and then back to your hand. If you pay the 5 Resources, then use him for one full round but then discard.
This is almost sure a topic in the first official FAQ though.
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The_Big_Show said:
I'm confused why FFG think you need two sets for 3 or 4 player action. Outside of the threat trackers (and dice will do for that) there is enough in one box for four players.
It´s probably related to the card decks provided in the core set. They are incomplete in number and type of cards to prove capable of overcoming hard quests as they are at the moment by using just single sphere decks (at least most of them, I believe). You can probably get over the first quest, but second and third are a complete different story. That means you need to combine at least two spheres and thus, two players can play with reasonable probabilities of being succesful.
That´s how I see it at least.
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You need to either kill them all after opbjective revealed for a Standard Keeper Victory or in this particular case, slow them down enough for the last event to happen. So I would say you got a stalemate, yes.
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Elbi said:
Acererak said:
Uncontrollable urges can only use this card once per turn per target.Uh, what?
I guess he means "The Keeper can...", which would mean "Once per turn per investigator", imho.
Which, effectively, causes the second sentence to be irrelevant or plain wrong.Not very helpful, to be honest

Well, I think the second sentence mainly clarifies the first (which he might have written in a rush, yes, since does not sound correct to me either).
In any case, the target of UU is either the Investigator move or certain items he is carrying. Which then means the card can be played to force the use of each of these items (or the move) once per turn in each Investigator. That´s how I read it.
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This was my question :
Hi fellows
Several players have realized a problem with the card Uncontrollable Urges. It seems that by using it in combination with other items (Skull) or actions (move Investigator) can be a game breaker in some scenarios, allowing for unwanted and not very funny outcomes.
Could you please confirm if the intent of this card is to be used just once per turn per investigator? Seems that way, all problems will be solved.
Thanks!
And this Corey´s reply :
Uncontrollable urges can only use this card once per turn per target. This means that the keeper can force an investigator to use each item once per turn (and/or move once per turn)
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I hope this answers your question!
-Corey Konieczka
VP of R&D
Fantasy Flight GamesThis fixes most problems ecountered so far, I think. A new important errata that will need to be included in next FAQ, I guess.
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Scilin said:
The game is intended to be thematic not just I pull out the easy win so I would advise just using your discretion when dealing with things like this afterall if your abusing all technicalities and going for nonstop no win scenarios no one will want to play with you anymore, when playing the keeper keep in mind it's still meant to be fun for the investigators, that said make their life hell but don't go overboard on things like those described in this post.
Since the game engine is built around the Keeper bringing hell on to the rest of players, I think is a very risky stuff to leave game limits into the players hands. The game might become a joke for many people. Who decides the limits to the rules? Based on what reasons? What I might find a fun balance, other friend of mine might not. In my opinion, the rules should never need any limit auto imposed by the players to make the game fun. If I am playing by the rules, but that turns the game into something not fun for anyone, I don´t think is my fault, really. I think there is something not working as it should.
That said, my greatest complaint is still the use of this card (UU). I am still waiting for official answer to my queries. In the meantime, I found the need of imposing limits to the game precisely to make it fun and avoid discussions. The use of this card in story 5 is definitely a game breaker. If i can just use it to start making the players shoot each other every turn, the story turns into a bloody cheap western with half the group dead in two turns. Either that, or the Investigators better come unarmed. Just think about the Tommy gun. Spend four Threat in the first turn and pretty much finish off any 6/8 Health Investigator. Why such an option should be allowed by the rules?
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jeffvandenberg said:
I guess what was frustrating was that the game has a long set up and then it was over in three turns. We probably should have reset up with me just making some different choices, particularly a different objective. I had just hoped that that was going to be the most interactive object for the scenario.
This is exactly what I did when the same thing happened in my group during this scenario. The set up to a different Objective took us barely five minutes.
When the first Event triggered this second time, we all laughed at the reference to the doomed room given there. Needless to say, they never entered the room during the second run (actually was not such a good idea in the end) but they learnt the lesson and probably will be thinking twice about rushing to explore haunted houses from now on.
It was a risky decision (because of frustrating results possible) to include such a thing in the game, but for us, worked quite well. I strongly recommend to change the set up slightly right away and go for another Objective as to not waste the set up if this happen to you.
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Well, as you say, thematically could make sense (And you could always house rule it that way if you feel it works better for you)
But by the rules is quite clear. You cannot explore a room until you solve the obstacle card. Since power failiure is one, you need to solve it before getting the rest of cards.
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9-Jack-9 said:
I'm not sure I agree with the last post. I mean, I know we shouldn't be cross-referencing Arkham Horror, but her ability in that game keeps a gate from opening -at all.- I understand that rules for a different and competitive board game necessarily differ, but it does seem to be intended to have roughly the same effect here. The cthonian would not be able to be summoned while Kate's in the room.
This could actually make for a fantastic gameplay mechanic. If the investigators aren't ready for the cthonian, sure, they could potentially keep Kate in the room while another (one? a few?) investigators go rummaging for weapons or items. But in the meantime, there are all kinds of nasty effects the Keeper can play (remember that the mythos & trauma decks are reshuffled when you reach their end), and the event clock is ticking down. I'm not at home to look at the card, but I assume that if the event clocks ticks out, either the investigators or both teams lose.
Well, I believe the wording in the cards leave no doubt :
Objective card : "...reveal this Objective and place a chthonian in the Chapel."
Flux Stabilizer : "Whenever a monster is placed (not moved) into your room, the keeper must instead place the monster in an adjacent room (if able)"
So when conditions for placing the monster are met, the stabilizer will put the monster in adjacent room. "Whenever" means that the cause for placing it does not matter.
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Well, I believe your problem is one that I am afraid many people will have when playing the game. I think this game is not good at telling the story. Actually, the story does not matter at all. Like you say, in most scenarios the Investigators, even if gathering all the clues, won´t have a clear idea of what was going on. The abundant flavor text in the cards is there to help you create a good atmosphere and make for a very good narrative during gameplay. But the story is just a setting, it does not drive the game. The clue following process has no deduction at all, is just a very basic mechanic of keys and locks.
Now the discussion would be wether you were expecting this to be different, and feel disappointed (fair enough, but be ready to keep getting disappointed as you keep playing) or try to understand why the design was made like this. For me, there are two good answers for it :
1. Replayability. If the game just told one story per scenario, with a clear ending to that story, once you played it, you would probably never enjoy playing it again (you know all the details, like reading a book), so what is the point?). Since this game aims at having some replayability (like any boardgame) it had to drop the story telling stuff at some point of the design process. But to get a cool effect : if you try the adventures again,you will find the game turns into something more deceiving when everyone knows what could happen (story obejctives), but is not sure what will do happen (which one picked the Keeper). This is another reason for having Keeper Action cards always provide a bonus (besides sometimes being the way to win the scenario). You can deceive players by making them think you were going for one thing, while you eere actually going for another...
2. Lovecraftian atmosphere. In HP Lovecraft books (and to a certain extent, in the RPG), most of the times the Investigators don´t understand what´s going on (because their puny minds never were meant to), and end up going mad or even comitting suicide. At the end, they realize that it would probably have been much more wise to stay blind and deaf, to not know what was buolding in the shadowy corners of the world. and quite often, they have no chance at all of winning or even just surviving.
I have learnt to love the game for what it really is, and not for what I was expecting it to be. If you want to have a great story told, then pick up any RPG out there. This is a boardgame, don´t forget.

How'd your first game go?
in The Lord of the Rings: The Card Game
Posted
ivory_tower said:
Wow, the tactics deck really cannot be played solo. The combined will of the 3 heroes is only 4 and there is only 1 card in the entire deck that can bumb that up to 5 with Beorn. (of course I forgot to put in Gandalf too but he's only good for one turn, how's he gonna help me quest?) You should at least have a will of 5 or 6 when questing and that means I was never able to quest at all let alone be able to defend myself after exhausting all my characters for the aforementioned pointless questing. There definitley seems to be an imbalance among the decks currently. I played previously with the spirit deck and had no problems earning explored tokens on active locations and the quest.
So are you guys that play solo using two decks as if two people were playing?
I think you are forgetting Legolas awesomeness.
And Gandalf card (2 copies at least) is pretty much a MUST in any deck at the moment. He can help you do many things.