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==Mechanics==
==Mechanics==


'''Damage''' is a Numeric [[Loaded Keywords|Loaded Keyword]] that modifies the result of a [[Skirmish Phase|skirmish]].  Normally, when a skirmish is resolved, the winning side causes exactly one wound to every character on the losing side.  However, if a winning character has a '''Damage''' modifier, then add as many wounds as indicated by the '''Damage''' bonus to each character on the losing side.  To quote the [[comprehensive_rules_4-0#damage_bonus|Comprehensive Guide]]:
'''Damage''' is a Numeric[[Loaded Keywords|Loaded Keyword]] that modifies the result of a[[Skirmish Phase|skirmish]].  Normally, when a skirmish is resolved, the winning side causes exactly one wound to every character on the losing side.  However, if a winning character has a '''Damage''' modifier, then add as many wounds as indicated by the '''Damage''' bonus to each character on the losing side.  To quote the[[comprehensive_rules_4-0#damage_bonus|Comprehensive Guide]]:


>''Aragorn wins a skirmish while facing two Orcs. If Aragorn has '''damage + 1''', then each Orc takes two wounds. But if both Orcs have '''damage + 1''' and they win the skirmish, then Aragorn takes three wounds instead.''
>''Aragorn wins a skirmish while facing two Orcs. If Aragorn has '''damage + 1''', then each Orc takes two wounds. But if both Orcs have '''damage + 1''' and they win the skirmish, then Aragorn takes three wounds instead.''
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==Strategy==
==Strategy==
This stacking ability is particularly used by the [[Dwarven Culture]] [Dwarf], where it is not uncommon for [[Expanded Format|Expanded]] Dwarves to reach '''damage + 5''' or higher (easily double or triple that, if you have Thrarin, Smith of Erebor with Proud and Able on the table).  Many cards, starting in [[King Block]], take this excess of damage and turn it into other avenues for victory, such as wounds for other minions (Battle in Earnest, Unheard of, More Yet to Come),  Strength bonuses (Honed), [[Condition]] removal (Blood Runs Chill), and other such usages.
This stacking ability is particularly used by the[[Dwarven Culture]][Dwarf], where it is not uncommon for[[Expanded Format|Expanded]] Dwarves to reach '''damage + 5''' or higher (easily double or triple that, if you have Thrarin, Smith of Erebor with Proud and Able on the table).  Many cards, starting in[[King Block]], take this excess of damage and turn it into other avenues for victory, such as wounds for other minions (Battle in Earnest, Unheard of, More Yet to Come),  Strength bonuses (Honed),[[Condition]] removal (Blood Runs Chill), and other such usages.


Uruk-hai, especially in [[Fellowship block]], almost all came with '''Damage + 1'''.  This of course lead to Uruks being used in [[Beatdown]] decks, as they only had to win half as many skirmishes to achieve the same results.  Uruk Savage in particular became popular as a splash minion in non-[[Isengard culture|Isengard]] decks, having no spotting requirements, low cost, high vitality, and '''damage + 1''', potentially becoming a nightmare when splashed with similar-cost [[Swarm]] minions.
Uruk-hai, especially in[[Fellowship block]], almost all came with '''Damage + 1'''.  This of course lead to Uruks being used in[[Beatdown]] decks, as they only had to win half as many skirmishes to achieve the same results.  Uruk Savage in particular became popular as a splash minion in non-[[Isengard culture|Isengard]] decks, having no spotting requirements, low cost, high vitality, and '''damage + 1''', potentially becoming a nightmare when splashed with similar-cost[[Swarm]] minions.


==Countering==
==Countering==
Especially in the earlier blocks, '''damage''' insurance is a must, lest a game turn from promising to dismal in two bad skirmishes or less.  One method is of course to avoid skirmishes altogether with excessive Gondor]][Gondor], [[Dwarven Culture|Dwarves]][Dwarf], or [[Shire Culture|Hobbits]][Shire]) then there are possessions that can be equipped by your heaviest-hitters to negate '''damage''' bonuses (namely, Armor, Gimli's Helm/Belt of Erebor, and Mithril Coat).  With [[Elven Culture|Elves]][Elven](assuming you didn't go Archery, which you should) or [[Gandalf Culture|Gandalf]][Gandalf], your best bet may be mass [[healing or wound prevention (a la Intimidate).
Especially in the earlier blocks, '''damage''' insurance is a must, lest a game turn from promising to dismal in two bad skirmishes or less.  One method is of course to avoid skirmishes altogether with excessiveGondor]][Gondor],[[Dwarven Culture|Dwarves]][Dwarf], or[[Shire Culture|Hobbits]][Shire]) then there are possessions that can be equipped by your heaviest-hitters to negate '''damage''' bonuses (namely, Armor, Gimli's Helm/Belt of Erebor, and Mithril Coat).  With[[Elven Culture|Elves]][Elven](assuming you didn't go Archery, which you should) or[[Gandalf Culture|Gandalf]][Gandalf], your best bet may be mass[[healing or wound prevention (a la Intimidate).


==Rulebook Entry==
==Rulebook Entry==
[[Category: Comprehensive Rules References That Need Fixed]]'''From the [[comprehensive_rules_4-0##damage_bonus|Comprehensive Rules 4.0]]:'''
[Category: Comprehensive Rules References That Need Fixed]'''From the[[comprehensive_rules_4-0##damage_bonus|Comprehensive Rules 4.0]]:'''


When the winning side in a skirmish phase has one or more characters with the keyword damage +1, then each losing character takes one additional wound for each damage +1. (Damage +2 adds two wounds, and so on.) This is called a damage bonus, which may be added to or removed by various effects.
When the winning side in a skirmish phase has one or more characters with the keyword damage +1, then each losing character takes one additional wound for each damage +1. (Damage +2 adds two wounds, and so on.) This is called a damage bonus, which may be added to or removed by various effects.
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