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Self Preservation
Submitted
Darksbane
, Jan 23 2011 07:59 PM | Last updated Apr 20 2011 05:25 AM
Type: Attachment Sphere: Lore Cost: 3 Skill. Attach to a character. Action: Exhaust Self Preservation to heal 2 points of damage from attached character. ... how much more of this would they have to endure, or could they endure? - The Two Towers Set: Core Number: 72 Quantity: 2 Illustrator: Empty Room Studios |
© 2011 Fantasy Flight Publishing, Inc., all rights reserved. No part of this product may be reproduced without specific permission. Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises. Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.
8 Comments
Question, if I attach this to one of my partner's heroes who has the choice to take the action? Myself or the other player? (I'm still very new to this game btw)
The player who controls the attached character would gain control of the attachment until it fell out of play and entered your discard pile. Barring any Golden Rule exceptions, obviously.
And welcome to the game--hope you enjoy it!
@Jono, Thanks for the clarification. My play group of 4 (perfect # btw ) tried the game last week and fell in love with it. It's a breath of fresh air from all the other lcgs. We're going to try and get invested in it and maybe attend a Fellowship event or two.
That's awesome. Glad you're enjoying it. Though I feel like I should warn you that the con and FLGS presence of this game is a lot quieter than most of the other LCGs just by nature of it being coop and the fact that it can be hard to find 4 decks that aren't reusing unique cards for pickup games.
If I may recommend--I would start from the beginning and get content more-or-less chronologically (I buy a cycle at a time and use all the Player Cards but some people prefer pack-to-pack). I think it's a better play experience as the Quests of the first Cycle act as a kind of advanced tutorial for the game before you go into the much harder Quests of the later Cycles.
Plus, there are some really clutch, foundational cards in the first cycle that while perhaps not always as powerful as some later cards, are still fundamental deck-building components (things like the Dunedain Signals and the Resource Fixing Songs).
Have fun!