New Player (and a link to bgg post)

By Fingolfin Fate, in The Lord of the Rings: The Card Game

Hello,

I have been following this game, and the boards for a little while. I finally decided to come and join.

I am also reading the bgg every now and then. Moments ago I discovered an interesting post to which I agree wholeheartedly (from the limited experience with the game). Thus, I shall link it here instead of my own thoughts (which may come later).

https://boardgamegeek.com/thread/1361770/please-give-us-more-thematic-ways-deal-treacheries

Read through the BGG thread you linked and gotta say, I agree that some conditional treachery cancellation would be very welcome. Things like exhaust a hero, discard an ally or random card from hand, add damage to a character, remove progress tokens from quest or location, reveal an extra card, etc all seem like possibilities for having a more options for thematically consistent cancellation without nullifying A Tet of Will or totally nerfing treacheries.

Welcome to the forums! I agree more ways to cancel effects would be welcome, and I'm sure we will see that. (Up until the Voice of Isengard, the only way of dealing with condition attachments was the core set Miner of the Iron Hills. Now we also have Power of Orthanc, Elrond ally and Athelas.)

However, I appreciate that the spheres do different things. I don't think Leadership/Tactics decks should be very proficient at what Spirit does best. Lore/Spirit decks certainly lack in fighting power compared to the other two spheres (granted, Ents are changing that for Lore) and I am all in favour of players needing all four spheres to progress. If Leadership and Tactics gain ways of dealing with treacheries, why would anyone want to play Spirit? This game favours pluralism in the same way the Lord of the Rings itself does - everyone brings something different to the table.

edit: To clarify, I'm not a big fan of meta decks where e.g. A Test of Will is crucial to success either, and I'm hoping for more similar effects to find their way into Spirit in new and creative ways - but I'm not a fan of the spheres bleeding into each other. There shouldn't be a One Deck to rule them all.

Edited by Olorin93

I totally agree that spheres should remain sepparated and keep their specific flavour. Especially while this is the coop game.

I am still torn for example about secret vigil. Threat reduction easilly for 3 for every player for 1 resource in tactics? Well.....

And btw if I remember spoilers correctly some new form of victory manipulation for Lore is comming and it will include treachery cancelation as well.

Edited by OlorinCZ

However, I appreciate that the spheres do different things. I don't think Leadership/Tactics decks should be very proficient at what Spirit does best. Lore/Spirit decks certainly lack in fighting power compared to the other two spheres (granted, Ents are changing that for Lore) and I am all in favour of players needing all four spheres to progress. If Leadership and Tactics gain ways of dealing with treacheries, why would anyone want to play Spirit? This game favours pluralism in the same way the Lord of the Rings itself does - everyone brings something different to the table.

edit: To clarify, I'm not a big fan of meta decks where e.g. A Test of Will is crucial to success either, and I'm hoping for more similar effects to find their way into Spirit in new and creative ways - but I'm not a fan of the spheres bleeding into each other. There shouldn't be a One Deck to rule them all.

Very much this :) the spheres bring their own strengths and certainly should do.

So the thing should be, Eg: all spheres can fight, but Tactics should be able to fight a lot better than the others as that is its specialty.

Sooooo... in that vein, if Treachery cancellation is part of spirits speciality, then Spirit should be so much better at it than other spheres, so it would be nice to add it to other spheres yes, just not as well as spirit and as has been suggested above, make it have a condition.

Maybe it costs a lot more resource than spirits, maybe the card has a limit of "can only be played once every three turns", maybe you have to sacrifice a card/ally etc, maybe you have to put two random cards from your deck straight into discard pile. Something like that so that Spirits version is still better.

Devils advocate:(You could argue that Tactics are tougher and so should be able to take treacheries on the chin, Lore can heal so can heal off treacheries etc.. But I still think a lesser version of treachery cancellation in other spheres would be nice)

So basically, if you introduce an ability to a sphere that is already another spheres speciality, its great to do as long as the effect is lesser or the cost greater :)

I enjoy playing spirit a lot, however Spirit is also hands-down the best a questing, and to give them a monopoly on treachery cancellation as well does tend to make Spirit the most needed sphere. Currently the only ways to cancel treachery are A Test of Will and Elenor, both Spirit, and both core. I can understand a reluctance to print a card that totally nullifies a powerful encounter card (like a Test of Will does), but I wouldn't think it would be so bad if they had cards that were more in like with Elenor's ability. You cancel the treachery card at a price, and that price isn't just resources. Possibly a Doomed event that cancels treachery, or take X damage on a hero to cancel a treachery card, add an enemy to the staging area to cancel a treachery card, not sure what the best solution would be, but I think something is needed.