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Lord of the Rings LCG


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Recent Card Discussion
The Necromancer's Tower
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Aug 24 2016 03:37 PM by zane1

My thanks to both:

 

TheNameWasTaken

 

slothgodfather

The Necromancer's Tower
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Aug 23 2016 02:39 PM by slothgodfather

To clarify, the game rules makes a distinction between a card that is "played" and a card that is "put into play".  The first, like Taken mentions, is to pay the cost of the card during the planning phase to play it.  "Put into play" uses other cards like Sneak Attack to by-pass the cost to put a character into play.

 

So for this round, the players (as a group) can only play 1 ally card during the planning phase each round, but each of you could use cards like Sneak Attack to cheat them into play.

The Necromancer's Tower
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Aug 23 2016 08:16 AM by TheNameWasTaken

"Play" means to pay the resource cost of a card to put it into play during the planning phase. So you can only do that once per turn - but any card effects that get allies into play without playing them (for example, Sneak Attack or Stand and Fight) don't count towards that and can be used as many times as you can afford (and have the cards).

Frodo Baggins
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Aug 22 2016 09:15 PM by slothgodfather

There are also things where the encounter deck gets meaner when the One Ring is exhausted.  So if you use this, it still may or may not pan out in your benefit.  Just like actually using the One Ring.

The Necromancer's Tower
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Aug 22 2016 06:19 PM by zane1

"The players, as a group, cannot play more than 1 ally card each round."

 

Does this mean you can only bring one ally from your hand into play (as a group), or does this mean only one ally may participate in combat / etc each round? 

 

I don't know the definition of "play."

 

Amazing game...thank you in advance for the imput.

Frodo Baggins
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Aug 22 2016 08:57 AM by Nerdmeister

You still reveal a new card to replace it, which you then in turn cannot readily cancel like this; might give you trouble this way.

Also this is specific only for the saga quests and as such the designers can build in more unique effects than in a card open to the general deck-building.

Frodo Baggins
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Aug 21 2016 09:43 PM by whaggardjr

do you all play that canceling the effects of the card cancels every effect?  Passive, When Revealed, Etc.?  This is how I interpret the FAQ.  Just looking for some outside opinions because I've used it this way and it seems so incredibly powerful.

Blood of Numenor
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Aug 19 2016 07:14 PM by Palpa
Thx for clarification!
Blood of Numenor
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Aug 18 2016 10:00 PM by slothgodfather

I also agree.  Timing says that it is checking after you pay the cost, so it is +2.

Blood of Numenor
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Aug 18 2016 06:26 AM by Palpa

I think it is +2, as you have already spent the resource to trigger the ability in the first place. I don't have much time to double-check, though. Someone might want to confirm.

I'd say the same

Blood of Numenor
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Aug 17 2016 03:31 PM by Valdemart

Not 100% sure on the timing. I have three ressources, pay one to trigger the effect. Do I get +2 or +3 defense? 

(same for "Gondorian Fire")

 

I think it is +2, as you have already spent the resource to trigger the ability in the first place. I don't have much time to double-check, though. Someone might want to confirm.

Blood of Numenor
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Aug 17 2016 02:56 PM by Palpa

Not 100% sure on the timing. I have three ressources, pay one to trigger the effect. Do I get +2 or +3 defense? 

(same for "Gondorian Fire")

Map of Earnil
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Aug 14 2016 02:02 AM by Serazu

I know. Hence the "get back and replay when needed" wording instead of "trigger".

Scouting Party
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Aug 13 2016 10:20 PM by LoricatusLupus
...although could combo with Ride Them Down?
Scouting Party
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Aug 13 2016 10:20 PM by LoricatusLupus
Not convinced that this is worth both resources. I might consider using it with a designated questing deck when supporting other players, but only if all my characters met the requirements (already limiting my deck build) and it was make-or-break time. Too situational to be of real benefit in Spirit, which has quite enough questing power as it is.
Beregond
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Aug 13 2016 07:50 PM by Palpa
True. I thought of a mono-spirit deck to support the group in heavy-enemy adventures when one aggro deck is not enough. The economy will be a problem, though. Will try and see how it works, but blood of numenor is the better option
Map of Earnil
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Aug 13 2016 07:42 PM by Palpa

The Tomb is better for another reason too: it allows us to get back and replay when needed the Spirit events with "Response" in their texts, which evade the Map. A Test of Will and Hasty Stroke anyone?

True. However, note that you cannot play the Tomb and then Test of will to cancel a "when revelead effect". You have to play the tomb to revive the Test before the encounter card is revelead, as the Tomb is an action and not a response
Map of Earnil
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Aug 13 2016 12:03 PM by Serazu
The Tomb is better for another reason too: it allows us to get back and replay when needed the Spirit events with "Response" in their texts, which evade the Map. A Test of Will and Hasty Stroke anyone?
Map of Earnil
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Aug 13 2016 11:31 AM by RichardPlunkett

Yep, you have to pay the card's cost, just as if you were playing it from hand. Same as for Tome of Atanator, Scroll of Isildur and Book of Eldacar.

But while the Tome of Atantaor is handy for leadership, this one seems inferior to Dwarven Tomb, which would allow you to replay non-event spirit cards if desired.

Map of Earnil
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Aug 13 2016 09:02 AM by Serazu
I suppose I still have to pay the cost of the duplicated card, i.e. if I control three Spirit heroes and I copy a Greeting, the total cost should be 1+3=4. Correct?


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