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| [[File:LOTR-EN04S071.0_card.jpg|frame|right|{{Card|Haldir, Emissary of the Galadhrim}} both grants a bonus if no opponent has yet controlled a site, and grants you the tools to liberate a site once it is controlled.]] | | '''Site control''' is a formal game term. Some [[Shadow Alignment|Shadow]] cards can "take control of a site," thematically representing the enemies of Middle-Earth occupying or overrunning that location. This isn't permanent, because cards can later '''liberate''' that site. When you control a site, take the lowest-numbered uncontrolled [[site]] in the site path and put it in your [[support area]]. If your opponent liberates a site, you take the highest-numbered site you control (if any) and put it back on the site path where it was before. Sites can only be controlled once both players' [[Fellowship]] has passed them by, and each site can only be controlled by one player at a time. (Any effect that would control a site when there is no legal site to control is wasted.) Controlling a site doesn't give any inherent benefits, but many Shadow cards want to [[spot]] controlled sites, or [[stack]] other cards on them for benefits. |
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| '''Site control''' is a formal game term referring to a mechanic introduced in [[The Two Towers]], which represents the forces of evil slowly conquering the lands of Middle-earth. Some [[Shadow Alignment|Shadow]] cards can "take control of a site," thematically representing the enemies of Middle-Earth occupying or overrunning that location. This isn't permanent, because cards can later '''liberate''' that site.
| | This mechanic was introduced in [[The Two Towers]], and appears in almost all later sets. Most Shadow [[culture]]s have at least some site control cards, including {{C|Isengard}}, {{C|Dunland}}, {{C|Sauron}} (the [[besieger]] subculture focuses on this), {{C|Men}}, and {{C|Uruk-hai}}. The {{C|Raider}} culture has a few cards that deal with site control, but these are few and far between and only one, {{Card|Southron Archer}}, is of any real worth. |
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| When you control a site, take the lowest-[[Site Number|numbered]] uncontrolled [[site]] in the site path and put it in your [[support area]]. If your opponent liberates a site, you take the highest-numbered site you control (if any) and put it back on the site path where it was before. Sites can only be controlled once both players' [[Fellowship]] has passed them by, and each site can only be controlled by one player at a time. (Any effect that would control a site when there is no legal site to control is wasted.) Controlling a site doesn't give any inherent benefits, but many Shadow cards want to [[spot]] controlled sites, or [[stack]] other cards on them for benefits.
| | Once the Shadow player has controlled a site, the opposing [[Free Peoples]] player can liberate them. {{C|Elven}}, {{C|Gondor}}, and {{C|Rohan}} cultures have the bulk of the cards that can liberate sites. The most popular site liberation cards also do something else useful, just in case your opponent isn't playing site control. These cards include {{Card|That is no Orc Horn}}, {{Card|Banner of Westernesse}}, {{Card|Elendil, The Tall}}, and {{Card|Let Us Be Swift}}. {{C|Rohan}} culture in particular also has powerful, reusable liberation cards that completely stymie site control, like {{Card|Fell Deeds Awake}}, and {{Card|Rohan Worker}}, but these cards tend to be a bit less popular since they're mostly [[Dead Draw|dead]] against many opponents. |
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| This mechanic was introduced in [[The Two Towers]], and appears in almost all later sets. Most Shadow [[culture]]s have at least some site control cards, including {{C|Isengard}}, {{C|Dunland}}, {{C|Sauron}} (the [[besieger]] subculture focuses on this), {{C|Men}}, and {{C|Uruk-hai}}. The {{C|Raider}} culture has a few cards that deal with site control, but these are few and far between and only one, {{Card|Southron Archer}}, is of any real worth.
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| Once the Shadow player has controlled a site, the opposing [[Free Peoples]] player can liberate them. {{C|Elven}}, {{C|Gondor}}, and {{C|Rohan}} cultures have the bulk of the cards that can liberate sites. The most popular site liberation cards also do something else useful, just in case your opponent isn't playing site control. These cards include {{Card|That is no Orc Horn}}, {{Card|Banner of Westernesse}}, {{Card|Elendil, The Tall}}, {{Card|Crack into Rubble}}, and {{Card|Let Us Be Swift}}. {{C|Rohan}} culture in particular also has powerful, reusable liberation cards that completely stymie site control, like {{Card|Fell Deeds Awake}}, and {{Card|Rohan Worker}}, but these cards tend to be a bit less popular since they're [[Dead Draw|dead]] against many opponents.
| | ==Rules Entries== |
| {{clear}}
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| ==Comprehensive Rules Entries== | |
| {{RulesQuote | | {{RulesQuote |
| |source=control | | |source=control |
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| ==Cards That Control Sites== | | ==Cards That Control Sites== |
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| {{CompactTable
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| |filter= CR.GameText RLIKE '(?<!you )(?<!about to )(take control of{{!}}control a site)' AND {{PromoFilter}}
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| |sort= C.Culture, {{StandardSort}}
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| }}
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| ==Cards That Liberate Sites== | | ==Cards That Liberate Sites== |
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| {{CompactTable
| | ==Cards That Benefit From Controlled Sites== |
| |filter= CR.GameText RLIKE 'liberate ' AND {{PromoFilter}}
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| |sort= C.Culture, {{StandardSort}}
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| }}
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| ==Cards That Interact With Controlled Sites== | |
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| {{CompactTable
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| |filter= CR.GameText RLIKE '(you control{{!}}controls{{!}}about to take control{{!}}about to control{{!}}stacked on a site)' AND {{PromoFilter}}
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| |sort= C.Culture, {{StandardSort}}
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| }}
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| ---- | | ---- |
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| {{Gameplay_Table}} | | {{Gameplay_Table}} |