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=Gondor Culture=
=====Gondor Culture=====
==Description==
====Description====
The below is a quote from Hayden-William Courtland on Decipher.com
The below is a quote from Hayden-William Courtland on Decipher.com
>Most famous of the Dunedain are the men of Gondor whose rule extended over all lands west of the Sea of Rhun, and whose two Gondorian white towers, erected in the year 3320 of the Second Age, were known across all of Middle Earth. And yet, the years have taken their toll on the Gondorian people - we now see them divided, with a shattered nobility, and little time remaining for them to set their course true. But it is the people of Gondor that must carry Middle Earth into the dawn of a new age and so begins the ultimate journey for redemption.
>Most famous of the Dunedain are the men of Gondor whose rule extended over all lands west of the Sea of Rhun, and whose two Gondorian white towers, erected in the year 3320 of the Second Age, were known across all of Middle Earth. And yet, the years have taken their toll on the Gondorian people - we now see them divided, with a shattered nobility, and little time remaining for them to set their course true. But it is the people of Gondor that must carry Middle Earth into the dawn of a new age and so begins the ultimate journey for redemption.
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>As a culture, Gondor has some difficulty in removing conditions and many of the non-unique characters have low strength values. Nevertheless, such deficiencies are not insurmountable since the culture, largely through Aragorn's effort, can work well with other cultures. By teaming up Gondor with Rohan, Elves, or even Hobbits, there is ample opportunity to balance out the weaknesses with strengths. The Gondorian peoples' ability to unite with other cultures in times of dire need is at your command and with it, the salvation of Middle Earth is at hand!  
>As a culture, Gondor has some difficulty in removing conditions and many of the non-unique characters have low strength values. Nevertheless, such deficiencies are not insurmountable since the culture, largely through Aragorn's effort, can work well with other cultures. By teaming up Gondor with Rohan, Elves, or even Hobbits, there is ample opportunity to balance out the weaknesses with strengths. The Gondorian peoples' ability to unite with other cultures in times of dire need is at your command and with it, the salvation of Middle Earth is at hand!  


==Designer's Notes==
====Designer's Notes====
>by Joe Alread  
>by Joe Alread  
>Game Designer  
>Game Designer  
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>With these ideas in mind, we wanted to expand on them in the new block.
>With these ideas in mind, we wanted to expand on them in the new block.


>=====Roaming and that weird statistic nobody cares about=====
>=Roaming and that weird statistic nobody cares about=


>Ever since I started designing LotR, the site numbers on minions have been screaming "Manipulate us!" to me. Can you think or a reason why we couldn't? A flaw among Fellowship block cards that affected roaming minions was that they were only good for half the game, then became dead. What good is Eregion's Trails if you draw it when you plan to move from site 8 to site 9? By increasing a minion's site number and creating an "artificially roaming minion," those cards could become useful again at any time.
>Ever since I started designing LotR, the site numbers on minions have been screaming "Manipulate us!" to me. Can you think or a reason why we couldn't? A flaw among Fellowship block cards that affected roaming minions was that they were only good for half the game, then became dead. What good is Eregion's Trails if you draw it when you plan to move from site 8 to site 9? By increasing a minion's site number and creating an "artificially roaming minion," those cards could become useful again at any time.
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>Our in-house playtesters continue to tell me we can't make cards that affect a minions site number outside the skirmish phase. As I continue to learn more about design though, a big lesson I've learned is that you can pretty much do anything as long as you cost it correctly. As we continue the roaming debate here the office, I'm sure Gondor will have lots of room expand on their roaming abilities in very large ways in the future.
>Our in-house playtesters continue to tell me we can't make cards that affect a minions site number outside the skirmish phase. As I continue to learn more about design though, a big lesson I've learned is that you can pretty much do anything as long as you cost it correctly. As we continue the roaming debate here the office, I'm sure Gondor will have lots of room expand on their roaming abilities in very large ways in the future.


=====Defender +1 and Healing=====
=Defender +1 and Healing=


>The two abilities above are just simple abilities that Gondor happens to do well. Take the two cards below.
>The two abilities above are just simple abilities that Gondor happens to do well. Take the two cards below.
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>You'll be hard pressed to find better healing and defender +1 cards in Tower block. Why? Because Gondor was slated to be as good as they are with these types of mechanics.
>You'll be hard pressed to find better healing and defender +1 cards in Tower block. Why? Because Gondor was slated to be as good as they are with these types of mechanics.


=====Knights and the story about "nothing"=====
=Knights and the story about "nothing"=


>Fellow designer Tom Lischke and I tend to talk a lot about weird things now and then. One day he just blurts out, "What if there was a group of companions who actually don't rely on possessions?"
>Fellow designer Tom Lischke and I tend to talk a lot about weird things now and then. One day he just blurts out, "What if there was a group of companions who actually don't rely on possessions?"
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>As a result of placing this new mechanic in a subset, the knight cards left me feeling like we left them a little incomplete. There's always a place to make more cards though! There are lots of new fortifications currently in the works, working in much more different and unusual ways than what we first introduced in The Battle of Helm's Deep. So be on the lookout for those, and for now I hope you've enjoyed this tour through the culture of Gondor!  
>As a result of placing this new mechanic in a subset, the knight cards left me feeling like we left them a little incomplete. There's always a place to make more cards though! There are lots of new fortifications currently in the works, working in much more different and unusual ways than what we first introduced in The Battle of Helm's Deep. So be on the lookout for those, and for now I hope you've enjoyed this tour through the culture of Gondor!  


==Heir to the Throne of Gondor==
====Heir to the Throne of Gondor====
by Hayden-William Courtland
by Hayden-William Courtland
The driving force behind the Gondor culture, and indeed, much of the Lord of the Rings trilogy, is Aragorn, Son of Arathorn. As heir to the throne of Gondor, Aragorn is the only one capable of uniting the men of Middle Earth. It therefore comes as no surprise that Aragorn appears as one of the strongest companions in the Lord of the Rings TCG. With 8 strength and 4 vitality, Aragorn is unequaled by other members of the Gondor culture and also better than members of most other cultures - not even Gandalf can boast such baseline statistics!
The driving force behind the Gondor culture, and indeed, much of the Lord of the Rings trilogy, is Aragorn, Son of Arathorn. As heir to the throne of Gondor, Aragorn is the only one capable of uniting the men of Middle Earth. It therefore comes as no surprise that Aragorn appears as one of the strongest companions in the Lord of the Rings TCG. With 8 strength and 4 vitality, Aragorn is unequaled by other members of the Gondor culture and also better than members of most other cultures - not even Gandalf can boast such baseline statistics!
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