Site Control: Difference between revisions

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==Cards That Benefit From Controlled Sites==
==Cards That Benefit From Controlled Sites==
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{{Gameplay_Table}}

Revision as of 00:23, 17 January 2022

Site control is a mechanic that thematically represents the Shadow Player occupying or overrunning a location. The Comprehensive Rules 4.1 state:

"Shadow players may use effects to take control of sites on the adventure path. When you take control of a site, place that site in your support area, lengthwise.

A controlled site, once placed in a player's support area, is no longer a site on the adventure path.

A Shadow player may only take control of a site on the adventure path if all player markers are on sites with higher site numbers.

When all player markers are at site 2 or higher, you may take control of site 1. When a Shadow player takes control of a site, the site on the adventure path with the lowest site number must be selected.

An opponent controls site 1 and all player markers are at site 3 or higher, so you must take control of site 2. The game text of a controlled site cannot be used by any player. Exception: The keywords of a controlled site still apply.

A player may "control a battleground." When your opponent controls a site from your adventure deck, it's still your site. Some cards can replace a controlled site. Move any cards stacked on the site being replaced to the new site, then return the old site to its owner's adventure deck."

This mechanic was introduced in The Two Towers and is a playable mechanic in Isengard, Sauron(specifically the besieger subculture), Dunland, Men, and Uruk-Hai. The Raider culture has a few cards that deal with site control, but these are few and far between and only one, Southron Archer (4R245) , is of any real worth.

The counter to controlling sites would be Liberating them. Certain Free Peoples cultures are adept at this, namely Elven and Gondor, with That Is No Orc Horn (5C14) and Elendil, The Tall (9R+32) , respectively.

Cards That Control Sites

Cards That Liberate Sites

Cards That Benefit From Controlled Sites


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