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===Cost and Effect===
===Cost and Effect===
''Main articles: [[Cost]], [[Effect]]''
''Main articles:[[Cost]],[[Effect]]''


All actions have at least two parts to them: a ''cost'', and an ''effect''.  All costs ''must'' be paid before the effects of the action can occur, period.  Costs can include, but are not limited to:
All actions have at least two parts to them: a ''cost'', and an ''effect''.  All costs ''must'' be paid before the effects of the action can occur, period.  Costs can include, but are not limited to:


* Twilight tokens
* Twilight tokens
* [[spot|Spotting]] X characters
*[[spot|Spotting]] X characters
* Exerting X characters
* Exerting X characters
* Discarding cards from hand
* Discarding cards from hand
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Effects happen as a result of paying the cost, and they're often the meat of the action, usually the whole reason you chose to make that particular move.  Effects ''can'' be essentially "do-nothing"; for instance, a card whose effect is to "discard a card from the top of your opponent's draw deck" does nothing if your opponent has no more cards in his draw deck remaining, though its costs are still paid.   
Effects happen as a result of paying the cost, and they're often the meat of the action, usually the whole reason you chose to make that particular move.  Effects ''can'' be essentially "do-nothing"; for instance, a card whose effect is to "discard a card from the top of your opponent's draw deck" does nothing if your opponent has no more cards in his draw deck remaining, though its costs are still paid.   


* [[lotr09005|{{ cards:lotr09005.jpg?300 |Like you didn't have enough damage already.  }}]]
[[lotr09005|{{ cards:lotr09005.jpg?300 |Like you didn't have enough damage already.  }}]]
''Linnar has both an optional triggered action (triggered by a Dwarf winning a fierce skirmish) and a special ability with a cost of "Discard a [dwarven] card from hand" and an effect of "make a Dwarf damage +1."''
''Linnar has both an optional triggered action (triggered by a Dwarf winning a fierce skirmish) and a special ability with a cost of "Discard a[dwarven] card from hand" and an effect of "make a Dwarf damage +1."''


===Triggers vs. Special Abilities===
===Triggers vs. Special Abilities===
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Not all actions can be activated at any time, and mastering the timing of when actions are activated is fundamental to mastering the game.   
Not all actions can be activated at any time, and mastering the timing of when actions are activated is fundamental to mastering the game.   


The most basic limitation on actions are phase restrictions; special abilities are all prefaced with a bold word that indicates which phase you may activate it in.  Some actions have multiple phases they can be activated in such as Speak "Friend" and Enter; such actions are clearly marked.  Besides the phase markers is a unique special ability labeled Response.  Response actions are special abilities that can be optionally activated by the player whenever the trigger is activated.  For instance, [[lotr01076|Intimidate]] reads "Response: If a companion is about to take a wound, spot Gandalf to prevent that wound."  This means that anytime a companion is about to receive a wound, whether as an effect of an action or a cost of an action of the result of a skirmish, you as the player optionally have the opportunity to play the event and activate the special ability.  Response actions can therefore be very powerful, as their trigger could possibly occur in any phase, but you never have to worry about being forced to use them.
The most basic limitation on actions are phase restrictions; special abilities are all prefaced with a bold word that indicates which phase you may activate it in.  Some actions have multiple phases they can be activated in such as Speak "Friend" and Enter; such actions are clearly marked.  Besides the phase markers is a unique special ability labeled Response.  Response actions are special abilities that can be optionally activated by the player whenever the trigger is activated.  For instance,[[lotr01076|Intimidate]] reads "Response: If a companion is about to take a wound, spot Gandalf to prevent that wound."  This means that anytime a companion is about to receive a wound, whether as an effect of an action or a cost of an action of the result of a skirmish, you as the player optionally have the opportunity to play the event and activate the special ability.  Response actions can therefore be very powerful, as their trigger could possibly occur in any phase, but you never have to worry about being forced to use them.


Triggered actions have timing as varied as Response actions without the agency of choice.  As stated above, these actions are usually marked with a sentence beginning When, Each time, or While.  "When" actions are usually one-time or activate rarely: "When you play this card" is the most common variant.  "Each time" is a repeated action: "Each time a Dwarf wins a skirmish" "Each time the Fellowship moves" "Each time this minion is assigned to a skirmish".  "While" is a passive action, activated by the trigger and active so long as the trigger is still true: "While Merry bears a hand weapon" "While you have initiative" "While this minion is exhausted".   
Triggered actions have timing as varied as Response actions without the agency of choice.  As stated above, these actions are usually marked with a sentence beginning When, Each time, or While.  "When" actions are usually one-time or activate rarely: "When you play this card" is the most common variant.  "Each time" is a repeated action: "Each time a Dwarf wins a skirmish" "Each time the Fellowship moves" "Each time this minion is assigned to a skirmish".  "While" is a passive action, activated by the trigger and active so long as the trigger is still true: "While Merry bears a hand weapon" "While you have initiative" "While this minion is exhausted".   
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A ''loop'' is when the effects of one action trigger or enable the cost of another, thus allowing certain chains of actions to be performed many times in a row without repercussions.  Many of the most powerful (and broken) combos in the game are based around clever loops that allow players to do things such as filter their entire deck for the cards they want, boost character's strength to unreasonably high levels, or other such extremely OP effects.   
A ''loop'' is when the effects of one action trigger or enable the cost of another, thus allowing certain chains of actions to be performed many times in a row without repercussions.  Many of the most powerful (and broken) combos in the game are based around clever loops that allow players to do things such as filter their entire deck for the cards they want, boost character's strength to unreasonably high levels, or other such extremely OP effects.   


The simplest of loops aren't infinite, they're just a simple chain of actions.  Typically, the more cards you need to pull off a particular loop, the less likely that people will call shenanigans on it.  Very occasionally a 2-card combo comes into play, such as between Gondorian Captain and Base of Mindolluin, and actions need to be taken to either [[errata]] the cards involved, or ban the use of one.   
The simplest of loops aren't infinite, they're just a simple chain of actions.  Typically, the more cards you need to pull off a particular loop, the less likely that people will call shenanigans on it.  Very occasionally a 2-card combo comes into play, such as between Gondorian Captain and Base of Mindolluin, and actions need to be taken to either[[errata]] the cards involved, or ban the use of one.   


See also cost, effect, requirement,  
See also cost, effect, requirement,  


[[Category: Comprehensive Rules References That Need Fixed]]'''From the Comprehensive Rules 4.0:'''
[Category: Comprehensive Rules References That Need Fixed]'''From the Comprehensive Rules 4.0:'''


Nearly everything that occurs during the game is some kind of action. Players perform actions to play cards, use special abilities, move their fellowships, reconcile, and so on.
Nearly everything that occurs during the game is some kind of action. Players perform actions to play cards, use special abilities, move their fellowships, reconcile, and so on.
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