And he passed through the mazes that Melian wove about the kingdom of Thingol, even as she had foretold; for a great Doom lay upon hm. – The Silmarillion
Particularly in his tales of the first Age, Tolkien seems to have held a fascination with Doom – great yet dark fates which awaited some of the mightiest figures of his Lore, and which could not be prevented by human hands.
The LotR LCG does not buy in to fated outcomes quite so readily – there is nothing your characters can do to change the fate of Lord Alcaron or of Iarion, but success or failure in a quest (well failure, at least) remains in your hand.
Doom in the card game is, rather, a question of threat. A card with the “Doomed” Keyword increases the threat of every player at the table – an untimely dose of Doom from the Encounter deck could see your threat rise in sudden and unexpected ways – that enemy you thought you could leave in the staging area might be coming to get you, that benefit you were getting from something have an engagement level higher than your threat could vanish, or you might find that secrecy card suddenly far too expensive to play. In a worst-case scenario, it could take you beyond 50 and see you eliminated from the game altogether. It often sits as a stinger on treachery cards, so that even if the particular “When Revealed” effect doesn’t trigger on that occasion, there is still punishment to be faced.
There is in her and in this land no evil, unless a man bring it hither himself. Then let him beware! – Aragorn, Fellowship of the Ring
The Doom we carry inside
Doom on Encounter cards has been with us since the days of the Core set, and has never really gone away. Everybody hates it, but there’s not a lot we can do about it.
Player card Doom is rather different.
There was one card way back in the days of the Core Set which could put people’s threat up – the Wandering Took, and there were a few Heroes early on that could boost it, specifically Tactics Boromir and Spirit Glorfindel. However, aside from the Wandering Took, these cards only ever raised the threat of the player controlling them, and given that they are probably the two heroes most often accused of being broken/over-powered, it clearly wasn’t a major issue, provided you knew how to build around things. The Gandalf from the Hobbit box was another example of a high-impact card, but with an added threat-cost to the controlling player.
Then, in the Voice of Isengard, we started to get player cards which actually had the Doomed keyword printed on them. Effects much more powerful that you would normally expect to see on a player card of that cost, but which pushed players’ threat way up. I played around with this for a bit –there was a deck I built using Theodred, Lore-Aragorn and Grima, which could regularly get Hobbit Gandalf out on turn 1, and hit things hard from the get-go, before resetting threat on about turn 3 as it had already hit the high forties. It was fun enough in solo, but very-much a 1-trick pony which made all quests feel very similar if you survived, and which would die to certain quests that it just didn’t have the tools to deal with (i.e. anything which it couldn’t just hit in a high-aggro fashion.) It was an interesting diversion, but not really something which was going to keep its place in my decks.
That was it for a long time – I never really thought about Doomed player cards that much again. Until the rise of Rings DB. Judging by the cards I run into there, a lot of people are still using Doom, particularly for resource acceleration and card-draw (not so much love for Grima).
Back just before Easter, when I was still playing the game quite a bit, but growing very frustrated in the process, I turned up at a game night at the FLGS with Seastan’s 2-handed Boromir deck. I had read the assertions that this could not only beat any current quest in 2-player, but also handle it with a 3rd player’s worth of cards coming off the Encounter deck, and built it. What I hadn’t done, I realised, was play-test it, or think at all about how it would go down at the table.
When we meet up for games at the FLGS, there’s a good chance someone will be playing Hobbits. Back then, I think it was mostly the Black Riders 3, although these days it’s more likely to be Spirit Merry.
Either way, however much I might want 2 extra cards, and a resource for every hero, it turns out that the Hobbit player doesn’t generally want you raising his threat by 5 on turn 1, especially if you do that before he gets a chance to play his resourceful.
That particular evening was a disaster on any number of levels (as a consolation, we did manage to escape from Tharbad), and I soon dismantled those decks for big-group play, but it left me with this lingering question: when is it ok to play Doomed?
Friends don’t let Friends do Doom
Lots of decks I’ve looked at on RingsDB have had Doomed cards in them – Deep Knowledge seems to be the most common, followed by Legacy of Numenor, with a smattering of the other options. In real life, I’ve only ever really seen cards of this ilk hit the table in the form of allies that carry optional Doom.
Broadly speaking, games of LotR I play fall into 2 categories – the ones where I build all the decks, and the ones where a variety of people turn up to play. For the first category, it’s not too bad – if I’m putting in Doom, I just need to make sure that the other decks can handle it, as well as paying attention to the quest: If everyone’s carefully balanced their deck for a starting threat of 28 on Journey Along the Anduin, then nudging everyone up into Hill Troll territory is probably a bad idea.
For “public” games though, it’s trickier. Is it ever ok to just turn up with Doomed? If you do, then you need to ask the question of what happens if you do have a player reliant upon low-threat, and your deck has been built so that it only really functions with those extra effects. I’m fairly certain that there’s absolutely nothing another player can do to stop you, if you insist on playing the card, but it could still very easily come back to bite you later on – for example when you need them to optionally engage an enemy, or do a spot of sentinel defending for you…
I think for me, the final position has to be that I just won’t play Doomed out in public – and by extension, I’m unlikely to play it at home, unless I’m custom building for true solo. All things considered, not doing it in public just feels like the most civil option, the one in keeping with the spirit of Fellowship (not doing it at home is just a matter of being too lazy to re-build decks all the time). That said, it feels a shame to have an entire sub-section of player cards, even if it is only a small one, out-of-bounds, simply because it might cause issues.
I’d be really interested to know what other people think on this? What approach do you take to using Doomed cards, particularly in decks that might be for pick-up games – do you tend to steer well clear? Or throw them in anyway? Have you encountered much resistance, or are people generally happy to get the cards/resources?