FAQ is here

By Bohemond2, in The Lord of the Rings: The Card Game

I looks like the crafty Nazgul has found a way to avoid rope traps.

Yeah, the Nazgul no longer falls for my big hole with leaves on top of it. I thought it was a pretty clever hole, myself.

Meanwhile, the clarification section says that "When a card effect removes progress tokens from a quest card, the effect applies specifically to the quest card, and never to the active location." So, does that only mean cards that remove progress tokens from the "quest card" or do ones that just say "quest" count too?

I hope these rulings and errata aren't short sighted but take the long term into account, I'd like it if they stuck around and didn't suddenly get reversed as soon as another set or two are released.

So, accoding to the official FAQ, something now is clear:

  • "Surge, Doomed, and Guarded keywords should be resolved any time the card on which they occur enters play, including during setup"
  • "If a player uses card effects to declare multiple defenders against a single enemy attack, the defending player must assign all damage from that attack to a single defending character."
  • "A player commits all characters he wishes to commit to a quest at once. Responses to the characters committing (such as those on Aragorn and Theodred) can then be triggered in the order of that player’s choice."
  • Chieftan Ufthak gets 1 resource token soon after attack declaration, so his first attack is 5, second is 7...
  • Dol Guldur Beastmaster gets and resolve 2 shadow cards every time he attacks, instead of only one.

but something isn't so clear:

  • "When a card effect removes progress tokens from a QUEST CARD, the effect applies specifically to the quest card, and never to the active location."

This rule applies only to Despair treachery card (remove from current "quest card") or to Misty Mountain Goblins too (remove from "current quest")?

So basicaly, Chieftain Ufthak does attack with 5 already on turn one ?! Ouch!

Also, since they already talk about the Orc Guards they could have mentioned where to but the card after it's defeated...although I'm quite sure it's the discard pile.

I found the bit about committing to the quest interesting. It really nerfs Theodred. It says the first player commits his characters to the quest and resolves any triggers, then the next player commits. So, if Theodred is with the first player, he can't "spread the wealth" so to speak.

@Sorty

The rulebook seems to use "quest" and "quest card" pretty interchangeably.

For example, on page 14, regarding quest resolution, "If the Willpower is higher, the players have successfully quested, and they make progress on the quest. A number of progress tokens equal to the amount by which their Willpower overcame the Threat are placed on the current quest card. Note that if there is an active location (see page 15), progress tokens are placed on that location until it is explored, and the remainder are placed on the current quest."

In the case of Despair and Misty Mountain Goblins, according to the FAQ it seems fairly clear to me that you would remove the progress tokens from the current quest card.

@Mestrahd

Oh, boo! I completely missed that point that you made when I first read the FAQ, that does really hurt Theodred's usefulness. :(

In regards to Theodred: even so, it would depend on who the first player is... But I see this a a positive thing and mainly meant to address the timing of Aragorn and Theodred, so that you can still use Aragorn's ability even if he doesn't start with a resource on him. In any case, I'm still going to allow myself to give Theodred's resource to another player, it just makes sense to me.

I think they'll find the game needs a lot more FAQ. Have they read these forums?

So based on the ruling that "after" actually means "when", this means that the Wargs simply declare themselves as an attacker and then run back to the staging area. Useless wolves

"Damage and Multiple Defenders

If a player uses card effects to declare multiple
defenders against a single enemy attack, the defending
player must assign all damage from that attack to a
single defending character."
And what about the defense values? Are they added up?
The changes to Thalin and the keywords are somewhat strange. Does Doomed resolve on enemies that are instantly killed by Thalin? Why do those Encounter Keywords resolve each time they are revealed? And do they really resolve when the card enters play as a shadow card (by the wording in the FAQ: yes...)?
Based on the number of questions on the official and on the german board, I'm quite disappointed by this FAQ.
Let's hope FAQ 1.1 is already beiing worked on...

judas42 said:

And do they really resolve when the card enters play as a shadow card (by the wording in the FAQ: yes...)?

No, of course not. They wrote this because many players, me too, ignored such keywords in the quest-setup-phase. Then you have to resolve them now. That doesn't affect the way shadowcards work: ONLY if the have the matching symbol you have to resolve shadow-cards.

Paul Grogan said:

So based on the ruling that "after" actually means "when", this means that the Wargs simply declare themselves as an attacker and then run back to the staging area. Useless wolves

Absolutely not. The FAQ only speak about Ukthak and Beastmaster. The Wargs attack and after the attack is resolved, they return to staging area if no shadow effect has appeared, so they get "fast attack and retreat" behaviour. Very thematically.

I also notice they did not address Legolas/Blade. But you can infer from the Despair answer that they only add counters to the quest card and never the active location.

Mestrahd said:

I also notice they did not address Legolas/Blade. But you can infer from the Despair answer that they only add counters to the quest card and never the active location.

Don't think so. IMO, the FAQ just clarifies that locations work as one-way buffers to the quest: you need to go through them to make progress, but they don't protect against progress thieves. So a Legolas/Blade kill would still work on the location first.

I wonder about the Nazgul thing. What the hell has happened? Haven't they had all the time in the world to get the text on the card? Or have they realized only just too late how powerful Forest Snare is?

I myself am not much inclined to do stuff that is not written on cards or in the rulebook...

Every card game ends up with some errata to the actual cards themselves. It is just the nature of card games.

Toqtamish said:

Every card game ends up with some errata to the actual cards themselves. It is just the nature of card games.

I see. I just wondered whether they simply forgot about the Forest Snare or haven't realized?

lleimmoen said:

Toqtamish said:

Every card game ends up with some errata to the actual cards themselves. It is just the nature of card games.

I see. I just wondered whether they simply forgot about the Forest Snare or haven't realized?

Now I've read and got the answer: they did not realize!

lleimmoen said:

Toqtamish said:

Every card game ends up with some errata to the actual cards themselves. It is just the nature of card games.

I see. I just wondered whether they simply forgot about the Forest Snare or haven't realized?

I think they realized that later.Even with one core set the Nazgul comes later in the quest and after you first try you know wen you must use forest snear so you have several rounds to draw a forest snear(especialy with Beravor) and keep it for the Nazgul.So this makes the bigest threat and the nastier enemy of the quest not a big deal for the players and after you can survive the first quest card then the game becomes realy easy if you can ignore the Nazgul with forest snare.

Also thematicaly is a little funny if you could catch a Nazgul with a ropelengua.gif.

servant of the secret fire said:

lleimmoen said:

Toqtamish said:

Every card game ends up with some errata to the actual cards themselves. It is just the nature of card games.

I see. I just wondered whether they simply forgot about the Forest Snare or haven't realized?

I think they realized that later.Even with one core set the Nazgul comes later in the quest and after you first try you know wen you must use forest snear so you have several rounds to draw a forest snear(especialy with Beravor) and keep it for the Nazgul.So this makes the bigest threat and the nastier enemy of the quest not a big deal for the players and after you can survive the first quest card then the game becomes realy easy if you can ignore the Nazgul with forest snare.

Also thematicaly is a little funny if you could catch a Nazgul with a ropelengua.gif.

Whilst I agree that catching some enemies with a forest snare seems not thematically brilliant, I have few arguments. One, the snare needs not mean a rope, it can be anything. Other, and I may address it in a solo thread, I feel like having a winged Nazgul is not very thematic itself, weren't they supposed to fly fell beasts much later in the story?

lleimmoen said:

Whilst I agree that catching some enemies with a forest snare seems not thematically brilliant, I have few arguments. One, the snare needs not mean a rope, it can be anything. Other, and I may address it in a solo thread, I feel like having a winged Nazgul is not very thematic itself, weren't they supposed to fly fell beasts much later in the story?

For other enemies like trolls or the beast moster it is not a promblem.A rope (or an elvish rope) or a trap can hold those creatures but the Nazguls are wraiths and no physical trap can hold them.You can fight with them,you can drove them away but you can't catch them.

As for the fell beasts you are right.First appearance of a winged Nazgul is at Aduin river wen Legolas shoots one down with his bow but we already have Legolas and Gimli fight together and Denethor leaves Gondor for some quests so a winged Nazgul is not the only thematic issue.

lleimmoen said:

I wonder about the Nazgul thing. What the hell has happened? Haven't they had all the time in the world to get the text on the card? Or have they realized only just too late how powerful Forest Snare is?

I myself am not much inclined to do stuff that is not written on cards or in the rulebook...

You haven't played many card games, have you? Errata's happen. Either there is a mistake during printing, or a card turns out to be too strong/weak. When LotR Core set goes into another printing (I guess the 3rd), then the Errata should be on the cards in that printing.

sWhiteboy said:

lleimmoen said:

I wonder about the Nazgul thing. What the hell has happened? Haven't they had all the time in the world to get the text on the card? Or have they realized only just too late how powerful Forest Snare is?

I myself am not much inclined to do stuff that is not written on cards or in the rulebook...

You haven't played many card games, have you? Errata's happen. Either there is a mistake during printing, or a card turns out to be too strong/weak. When LotR Core set goes into another printing (I guess the 3rd), then the Errata should be on the cards in that printing.

Oh come on, boy, don't be rude. I said I understand there'll be mistakes.

I also understand the "improvement", Nazgul should not be caught like that. I questioned Forest Snare the first time I saw it, it seemed a bit too powerful and I wondered whether there be limitations to that.

And I really like the game - VERY much, actually. I just find this to be very silly of them - not to think of this situation in time. I do not claim to be super quick with this stuff and I saw it the first day of owning the game, thinking it won't be such a big deal to deal with the Nazgul as long as you get a Forest Snare - and you have more than a quest card to get it. I wonder how they could miss it whilst playtesting.

I don't like the errata on the Nazgul, either. Considering that Forest Snare is an attachment and therefore can only be played during the planning phase, there will be a confrontation. The Nazgul will get to swing, even if it is for only one turn. Now, you are forced to face him head on. Just making a very difficult scenario for solo players even more difficult. As for thematic interactions, I rarely concern myself with them, it's a card game and most games will have something that doesn't make sense in that way. Legolas is a glaring omission, though.

ClydeCloggie said:

Mestrahd said:

I also notice they did not address Legolas/Blade. But you can infer from the Despair answer that they only add counters to the quest card and never the active location.

Don't think so. IMO, the FAQ just clarifies that locations work as one-way buffers to the quest: you need to go through them to make progress, but they don't protect against progress thieves. So a Legolas/Blade kill would still work on the location first.

I absolutely agree here, and I'm not sure why there's so much confusion about Legolas (of course I mean no offense Mestrahd). The rulebook is very clear about active locatons:

Any progress tokens that would be placed on a quest card are instead placed on the active location. pg 15