I may be some time…
I may be some time…
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
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?
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?
4 bands of strangers approached the Prancing Pony in Bree. The sign creaked in the night as it flapped in the wind, and the rain drove hard into their faces. All the travellers were huddled under their cloaks, seeking what scant protection they could from the rain, but as they passed inside, there was an audible gasp from the common-room, as they cast aside their hoods, and revealed their faces.
One party were dwarves, 3 stout and sturdy chaps travelled from far to the east, perhaps even from Erebor itself. Some whispered that their leader was none other than Dain Ironfoot himself, the King Under the Mountain.
Most of the others were elves, that was clear to see. Again, the rumours quickly began to spread as to the identities of these mysterious strangers: the Elf-Lord of Imladris, the Prince of the Woodland Realm, even the Lord and Lady of Lothlorien. No-one knew for certain, and it was not long before one drunkard in the corner had confidently proclaimed them Beren and Luthien returned.
The most troubling of the strangers for the folk of Bree stood a little way apart from the others. A huge, dark figure, he said little and moved slowly: indeed those who saw him out of the corner of their eyes seemed to be caught in wonder for a moment, convinced that they had seen a tree.
Fortunately, Barliman Butterbur, proprietor of the Prancing Pony was more accustomed to strange folk visiting his tavern from time to time and, once he had confirmed that they did not require any of his food or ale, he confided in them of the recent murder which had shaken the village. Whoever the incomers were, they were clearly upstanding folk, and they swiftly agreed to investigate the matter for him, and bringing the villain to justice.
Yesterday, we had our first Lord of the Rings Fellowship event, convening at our FLGS to investigate a murder at the Prancing Pony. The format is fairly simple: there are 5 “suspect” enemies, and 5 “hideout” locations. At the start of the game, one of each are selected at random, and put to one side, whilst the remaining 8 cards, along with a couple of irksome treacheries, are shuffled into an “investigation deck” – exploring active locations allows the players to view cards from the investigation deck, and hopefully enables them, by process of elimination, to identify the villain, and where they are hiding.
As the distributors had insisted that the event be run on a weekend, and at short-notice, we just had the one 4-player game going, and we may have brought a sledge-hammer to crack a nut, with the decks we had chosen: Treebeard/Rossiel/Haldir for me, and Celeborn/Legolas/Brand son of Bain, Glorfindel/Elrond/Galadriel, and Dain/Ori/Nori for the others. The player of the Noldor deck was wearing Nenya and an Evenstar, but sadly these were adjudged to have no in-game benefit. Instead, armed with our decks, and a box of biscuits, the Fellowship of the Party Rings set out… (on reflection, maybe I should have brought some Brie as well
Stage 1 requires players to either raise their threat at the start of the round, or reveal extra cards, so we ploughed through as quickly as possible, opting for the threat increase very time: Nori was keeping threat under control for the Dwarf-deck, whilst Galadriel patched things up for the other 3 teams. The quest card has a “max 4 progress per round” limit, and needs 12 progress, so it’s three rounds minimum, but we didn’t take any longer. The highlight of the first stage was Haldir hitting Bill Ferny with a Black Arrow to kill him in the staging area, and get rid of his very irritating effect. We also managed to clear an active location each round, and had successfully eliminated 2 suspects and 3 locations by the time we hit stage 2.
Advancing to Stage 2 reveals a location per player and, having revealed 3 locations in round-3 staging, we were now in an awkward position of having 7 locations in the staging area, and nothing else. The biggest problem was the Market Square, which puts your threat up every time you place progress on a location in the staging area: 2 copies of this at once meant that it would have cost us a staggering 14 threat to trigger one of the Northern Trackers. Fortunately, the dwarf player had Thror’s Map and Key, enabling us to gradually remove the Squares, then track away everything else. I added the first square to go to the Victory display, with Leave No Trace, allowing me cancel the next one to appear, with The Door Is Closed.
Stage 2 is slightly difficult to hang around on: every time you place progress, you are forced to either advance to stage 3 or reveal extra encounter cards. Fortunately, I had drawn Gather Information early on, and when we explored it, another player was able to fetch her copy, letting us kill some time – it also meant that we could find some of the missing pieces for card combos – the Dwarf deck was now in full-swing, and the Elves had double Northern Tracker, but I was pleased to get my very cheesy and unthematic, but helpfully powerful Elf-Friend Treebeard + Silvan Tracker combo out (he was also the Steward of Gondor).
We had narrowed down both the suspect and the hideout to two possibilities, and it felt like every investigation was leading us back into cards we had seen before, so we decided to bite the bullet and make a guess.
When you advance to Stage 3 of this quest, you have to name a suspect and a hideout – if you have successfully eliminated all the other possibilities by looking through the whole investigation deck, this should correspond directly with the two cards put to one side at the start of the game. If not, you have stumbled onto bigger plots, and suddenly find yourself faced with extra villains and locations. Our first player for the turn guessed at Todd the Troll and Bill Ferny’s house – and she was wrong on both counts!
Suddenly, we found ourselves faced with Todd the Troll and Old Orc-Eyes, as well as Bill Ferny’s House and the Combe Storehouse. The suspect enemies automatically engage the first player at the start of the encounter phase, and cannot be damaged whilst there are any Hideouts in play. The hideouts are, of course, large, with nasty travel effects – including the resurrection of Bill Ferny, and the inevitable immunity to player-card effects.
Fortunately, by this time, we had big enough forces out to withstand the onslaught. Todd the Troll’s 7 attack with threat-trample was probably the biggest concern, but was dealt with by the marvellous combination of Dain Ironfoot, made sentinel by Arwen, and auto-healing each round thanks to being an elf-friend, and sharing the table with a Silvan Tracker and Elrond – it turned out to be very powerful, which was fortunate, as we’d only done it because the idea of “elf-friend Dain” seemed funny.
After two rounds we cleared the second hide-out, killed Bill Ferny again for good measure, and jumped on the villains. The silvan/tactics player had clearly been looking forward to this moment, and was fairly close to being able to kill both suspects outright herself, and Brand readying an extra dwarf when the first suspect bit the dust, was enough to finish off the other.
All-in-all, it was a good evening. Whilst the encounter deck certainly had some nasty tricks up its sleeve, and things could easily have gone a lot worse for us, this quest feels much more like the right sort of level for casual, shop-based games than the nightmare quests did (I still don’t really believe that 4-player Nightmare Battle of Five armies is even possible). The quest also feels like it has good replayability value, and whilst there is some frustration to be had from the randomness of the investigation deck, it’s not like Redhorn Gate where you are actually just stuck in an infinite loop – you always have the option to guess and take the extra cards/threat and press on. I can definitely see this one getting played more than just the once on the event night.
I feel like it has taken a while for this game to find the sweet-spot for Organised Play: there are still issues to be ironed out, including how we would have decided the “winners” of the play-mats and quest decks if we’d had a larger group turn up, and the amount of notice and leeway the distributors give the shops to run their events, but I hope this way of doing things continues, and that we get more quests that are this much fun to play.
I’d love hear tales of other people’s fellowship events: epic moments of triumph or despair, any tales worthy to live on in song. Comment below, or on Facebook.
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