Disquiet of Our People (2C2): Difference between revisions

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= Strategy =
= Strategy =
== Gameplay Strategy ==
== Gameplay Strategy ==
''In this section, describe:''
At first glance, Disquiet of Our People doesn't seem to be much: 2 minions are usually at least 10 strength combined, 3 might overwhelm even a strong companion. Throw an exertion in the mix and this card may as well simply make the Free Peoples player kill a companion. Often that is exactly what it does: but importantly, the Free Peoples player is the one choosing a companion to kill and not the Shadow player. At site 4 or 5 when many minions stop roaming, the Shadow player has had a few turns to build a good hand, and the Free Peoples player hasn't gotten through much of their deck, Disquiet of Our People can mean the difference between a minor setback and the end of the game. At sites 7-9 when Shadow players have built up their support areas and are able to dish out real damage, it lets the Free Peoples player set the pace of their demise and keep the one companion that matters -- the Ring-bearer -- alive to the end.


* ''General usage''
While obviously it is more potent when facing Orcs, any Shadow deck can have their progress set back by a timely defender bonus on unessential companions. Uruk-hai are expensive and tend to rely on damage bonuses to tear a fellowship apart; piling two of them onto a companion who would die from one gives the Free Peoples player time to build up other companions and fare better down the road. Nazgul have enough strength to overwhelm weaker companions; when the fellowship's fighters are exhausted after the first round of skirmishes this card can keep losses down to the least important companion.
* ''Unorthodox or subtle usage''
 
* ''Common pitfalls of using this card''
Note that this card can be used to make a Dwarf ally gain a defender bonus, although to get any use of it you will need a third card to either heal {{Card|Thrarin, Dwarven Smith}} in the maneuver phase / increase his vitality or allow {{Card|Grimir, Dwarven Elder}} to skirmish.


== Deckbuilding Strategy ==
== Deckbuilding Strategy ==
''In this section, describe:''
The card can be game-winning at some times, or a dead card burying the most important ones a little further down at others. In the end, every companion except the Ring-bearer is expendable and could make use of this card in different circumstances, but if those circumstances are rare then removing this card will make the rest of the deck run better. Due to its situational nature there are few good reasons to have more than 1 or 2 copies of this card in a deck.


* ''Cards and strategies this card works well with''
Since the biggest cost of this event is holding it until it is needed, recursion such as {{Card|Great Works Begun There}} or {{Card|Ring of Guile}} goes a long way in improving its value (especially if you only include one copy and draw it too early). {{Card|Aragorn, Ranger of the North}} may be a better choice if he would not bring the Free Peoples up to 4 cultures or 6 companions: though expensive, he can soak up to 4 minions on his own and doesn't take up space in hand waiting for his moment. His high vitality and strength make him flexible against other strategies as well.
* ''Cards and strategies this card works particularly well or poorly against''
 
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''
Against Orcs specifically {{Card|Here Lies Balin, Son of Fundin}} may sometimes be a better choice as it allows a Dwarf to kill a minion (or two) outright, then potentially kill another in a skirmish rather than be overwhelmed or merely survive a skirmish and keep those minions on the table. It is most threatening against {{C|Moria}} (where minions tend to have low vitality), but {{Card|Goblin Armory}} offers protection and can nullify Here Lies Balin if the Free Peoples relies exclusively on it for swarm prevention. Disquiet of Our People can be just as useful against a Shadow side with no Orcs, while Here Lies Balin cannot.


= Strengths and Weaknesses =
= Strengths and Weaknesses =
== Synergizes With... ==
== Synergizes With... ==


* ''List friendly cards that work well with this card''
* {{Card|Dwarf Guard}}, whose duty is to die so it may as well be spectacular
* {{Card|Great Works Begun There}} or {{Card|Ring of Guile}}, to allow this card to be taken into hand at the right moment
* {{Card|Shoulder to Shoulder}} to heal back the exertion
* {{Card|Dwarven Armor}}, especially combined with {{Card|Gimli's Helm}}
* {{Card|Preparations}}, which can split wounds among any number of minions skirmishing a single Dwarf
* {{Card|Ring of Guile}},
* {{Card|Durin III, Dwarven Lord}}, who actually stands a good chance at winning skirmishes against multiple minions and may not get much other use from his vitality
 


== Strong Versus... ==
== Strong Versus... ==


* ''List enemy cards this card does well against''
* Swarm strategies and especially swarm bombs, which almost always include {{Card|Goblin Runner}} for the additional twilight and may not be able to try to swarm again for several sites
* {{C|Moria}}, especially when {{Card|Cave Troll of Moria, Scourge of the Black Pit}} or {{Card|The Balrog, Flame of Udun}} are played and would guarantee a kill anyway
*
 


== Weak Versus... ==
== Weak Versus... ==


* ''List enemy or friendly cards to avoid playing this card with''
* Wounding and corruption Shadow sides, which rarely care about winning skirmishes


= Rulings =
= Rulings =
''In this section'':
{{RulesQuote
 
|source=Dwarven Axe
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''
|text=This card can trigger only once for each Shadow player with a minion in that skirmish, regardless of how many minions that player had.
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''
}}
* ''Link to rules discussions on TLHH''
 
= See Also =
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''
* ''Link to decks that use this card''
[[Category:Cards That Need Work]]

Revision as of 18:32, 26 October 2021

Beneath the Mountains (2R1)
Back to Mines of Moria Index
Dwarven Bracers (2U3)

Disquiet of Our People (2C2) is a Dwarven Event from the Mines of Moria set.


Collection Info
Title Disquiet of Our People
Unique No
Collectible Yes
Set 2 - Mines of Moria
Rarity C - Common
Card Number 2
Language EN - English
Revision 0
Gameplay Info
Playable Yes
Culture Dwarven
Side Free Peoples
Card Type Event
Twilight Cost 1
Game Text Maneuver: Exert a Dwarf to make that Dwarf defender +1 (or defender +2 if you spot an Orc) until the regroup phase.
Lore “‘Ah, alas!...When will the day come of our revenge?'”
Translations
DE - German
Card Name Die Rastlosigkeit unseres Volkes
Game Text Manöver: Strenge einen Zwerg an, um diesen bis zur Sammelphase Verteidiger +1 zu machen (oder Verteidiger +2, wenn du einen Ork entdeckst).
Lore "O wehe, wehe! ... Wann wird der Tag unserer Rache kommen?“
ES - Spanish
Card Name Inquietud de nuestra gente
Game Text Maniobra: Esfuerza un Enano para darle a ese Enano defensor +1 (o defensor +2 si avistas un Orco) hasta la fase de reagrupación.
Lore “¡Ay, Ay!... ¿Cuándo será el día de nuestra venganza?”
FR - French
Card Name Un Tumulte en Notre Peuple
Game Text Manœuvre : Affaiblissez un Nain pour rendre ce Nain défenseur +1 (ou défenseur +2 si vous désignez un Orque) jusqu’à la phase de ralliement.
Lore « “Ah, hélas! Quand viendra le jour de notre vengeance?” »
IT - Italian
Card Name La Sofferenza della Nostra Gente
Game Text Manovra: Sforza un Nano per renderlo Difensore +1 (o Difensore +2 se avvisti un Orco) fino alla fase di raccolta.
Lore “‘Ahimè!... Quando verrà infine il giorno della nostra vendetta?'”
PL - Polish


Technical Info
Wiki Base Card ID LOTR-EN02S002.0
TLHH ID LOTR02002
GEMP ID 2_2
LOTRO Hex ID 62 48 E8 01
LOTRO Image ID 02_002


Strategy

Gameplay Strategy

At first glance, Disquiet of Our People doesn't seem to be much: 2 minions are usually at least 10 strength combined, 3 might overwhelm even a strong companion. Throw an exertion in the mix and this card may as well simply make the Free Peoples player kill a companion. Often that is exactly what it does: but importantly, the Free Peoples player is the one choosing a companion to kill and not the Shadow player. At site 4 or 5 when many minions stop roaming, the Shadow player has had a few turns to build a good hand, and the Free Peoples player hasn't gotten through much of their deck, Disquiet of Our People can mean the difference between a minor setback and the end of the game. At sites 7-9 when Shadow players have built up their support areas and are able to dish out real damage, it lets the Free Peoples player set the pace of their demise and keep the one companion that matters -- the Ring-bearer -- alive to the end.

While obviously it is more potent when facing Orcs, any Shadow deck can have their progress set back by a timely defender bonus on unessential companions. Uruk-hai are expensive and tend to rely on damage bonuses to tear a fellowship apart; piling two of them onto a companion who would die from one gives the Free Peoples player time to build up other companions and fare better down the road. Nazgul have enough strength to overwhelm weaker companions; when the fellowship's fighters are exhausted after the first round of skirmishes this card can keep losses down to the least important companion.

Note that this card can be used to make a Dwarf ally gain a defender bonus, although to get any use of it you will need a third card to either heal Thrarin, Dwarven Smith (1U27) in the maneuver phase / increase his vitality or allow Grimir, Dwarven Elder (1U17) to skirmish.

Deckbuilding Strategy

The card can be game-winning at some times, or a dead card burying the most important ones a little further down at others. In the end, every companion except the Ring-bearer is expendable and could make use of this card in different circumstances, but if those circumstances are rare then removing this card will make the rest of the deck run better. Due to its situational nature there are few good reasons to have more than 1 or 2 copies of this card in a deck.

Since the biggest cost of this event is holding it until it is needed, recursion such as Great Works Begun There (2C9) or Ring of Guile (9R8) goes a long way in improving its value (especially if you only include one copy and draw it too early). Aragorn, Ranger of the North (1R89) may be a better choice if he would not bring the Free Peoples up to 4 cultures or 6 companions: though expensive, he can soak up to 4 minions on his own and doesn't take up space in hand waiting for his moment. His high vitality and strength make him flexible against other strategies as well.

Against Orcs specifically Here Lies Balin, Son of Fundin (1C19) may sometimes be a better choice as it allows a Dwarf to kill a minion (or two) outright, then potentially kill another in a skirmish rather than be overwhelmed or merely survive a skirmish and keep those minions on the table. It is most threatening against Moria (where minions tend to have low vitality), but Goblin Armory (1R173) offers protection and can nullify Here Lies Balin if the Free Peoples relies exclusively on it for swarm prevention. Disquiet of Our People can be just as useful against a Shadow side with no Orcs, while Here Lies Balin cannot.

Strengths and Weaknesses

Synergizes With...


Strong Versus...


Weak Versus...

  • Wounding and corruption Shadow sides, which rarely care about winning skirmishes

Rulings

This card can trigger only once for each Shadow player with a minion in that skirmish, regardless of how many minions that player had.

- Dwarven Axe section