Berserker

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Berserkers are referring to a cycle of cards introduced in Battle of Helm's Deep and Ents of Fangorn, representing the unarmored berserkers in the Isengard army assaulting Helm's Deep. Each of these minions gets stronger based on the number of wounds they and their assigned Companion have, and usually have an ability which can exert themselves (and which usually interacts with Machines, another source of easy exertions).

This mechanic was more or less encoded as the Enduring keyword in later sets, and although various minions named "Berserk" or "Berserker" showed up again, they seldom followed this subculture's identity.

Berserker Cards[edit]

Portrait Card Name Culture Card Type Game Text
Berserk Rager (5U45) Isengard Minion • Uruk-hai Damage +1.

Berserk Rager is strength +1 for each wound on a character in its skirmish.

Skirmish: Remove 3 tokens from a machine and exert Berserk Rager twice to wound every ally twice.

Berserk Savage (5R46) Isengard Minion • Uruk-hai Damage +1.

Berserk Savage is strength +1 for each wound on a character in its skirmish.

Skirmish: Remove 4 tokens from a machine and exert Berserk Savage twice to make it strength +8.

Berserk Slayer (5R47) Isengard Minion • Uruk-hai Damage +1.

Berserk Slayer is strength +2 for each wound on a character in its skirmish.

Skirmish: Remove 5 tokens from a machine and exert Berserk Slayer twice to wound every companion.

Uruk-hai Berserker (5U63) Isengard Minion • Uruk-hai Damage +1.

This minion is strength +1 for each wound on a character in its skirmish.

Berserk Butcher (6R60) Isengard Minion • Uruk-hai Damage +1. Berserk Butcher is strength +1 for each wound on each character in its skirmish. Maneuver: Remove an token from a machine and exert Berserk Butcher twice to prevent all wounds to Uruk-hai until the assignment phase.
Berserker Torch (12U136) Uruk-hai Possession • Hand Weapon Toil 1. (For each character you exert when playing this, its twilight cost is –1.)

Bearer must be an Uruk-hai.

Bearer is strength +2 for each wound on each character in its skirmish. ​





Gameplay
Game Setup Starting FellowshipBiddingMulligan
Deck Building Considerations UniquenessX-ListR-ListErrataFormat
General Strategies BeatdownBombCorruptionHand ExtensionRun/StopSkirmish CancellationSwarmWin ConditionWound PreventionWounding
Deck Archetypes Auto-Corruption BombBeasterlingsBerserkersBouncing HobbitsElventsForestgulsHobbit HospitalFruit LoopsGondor KnightsGondor RangersGondor WraithsMoria ArcheryMoria BeatdownMoria NavyMoria SwarmMoria TentaclesNazgul BeatdownNinja GollumOrc CorruptionRainbow WoundingSauron GrindSauron InitiativeSauron RoamingSauron ThreatsSolo SmeagolSouthron ArcherySouthron InitiativeStupid SwarmSuper FriendsTelepathyThreatgulsToken TanksTroll SwarmUruk ArcheryUruk MachinesUruk TrackersWarg Super Swarm
Rules Rule of 4Rule of 9
Mechanics BearDiscardDraw DeckExertExhaustedFellowshipInitiativeIn Play/Leave PlayMove LimitReconcileRoamingSite ControlSpotStackSupport AreaThreats
Gameplay Terms BoatBodyBroken/NPE/OPBuff/NerfChokeComboCultural EnforcementCyclingDead DrawFetchFilterFloodGrindHand ClogHateInteractionItemLoopMatchupMetaMillNewbie TrapPilePower CreepPumpRainbowRecursionRemovalResourceRogueRule of 6SideSite ManipulationSpeed BumpSplashSubcultureTankOther Terms