Editing Run
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Running is an informal game term. Running means moving down the [[Site Path|site path]] with your [[Fellowship]] as fast as you possibly can, making a [[Double Move|double move]] (or more, with [[Move Limit]]-increasing cards) every turn that it wouldn't skip past a [[Sanctuary]], and sometimes even skipping Sanctuaries if you can afford it. The usual strategy for a run is to go from site 1 to site 3 on turn one, get to site 6 on turn 3, and finish the game on turn 5. | |||
If you think your [[Free Peoples]] deck is much stronger than the opponents [[Shadow Alignment|Shadow]] deck, you probably want to run. [[Ent]]s are generally very good at running. | If you think your [[Free Peoples]] deck is much stronger than the opponents [[Shadow Alignment|Shadow]] deck, you probably want to run. [[Ent]]s are generally very good at running. | ||
The opposite of running is being [[Stop|stopped]]. If your Shadow deck prevents the Free Peoples player from double-moving, you forced a stop. | The opposite of running is being [[Stop|stopped]]. If your Shadow deck prevents the Free Peoples player from double-moving, you forced a stop. | ||
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