Site Control: Difference between revisions

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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.  
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.  


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 some of the best liberation cards, like {{Card|That is no Orc Horn}}, {{Card|Elendil, The Tall}}, {{Card|Banner of Westernesse}}, {{Card|Let Us Be Swift}}, {{Card|Fell Deeds Awake}}, and {{Card|Rohan Worker}}.
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.


==Rules Entries==
==Rules Entries==

Revision as of 00:53, 17 January 2022

Site control is a formal game term. Some 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.

This mechanic was introduced in The Two Towers, and appears in almost all later sets. Most Shadow cultures have at least some site control cards, including Isengard, Dunland, Sauron (the besieger subculture focuses on this), 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.

Once the Shadow player has controlled a site, the opposing Free Peoples player can liberate them. Elven, Gondor, and 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 That Is No Orc Horn (5C14) , Banner of Westernesse (6U51) , Elendil, The Tall (9R+32) , and Let Us Be Swift (5C85) . Rohan culture in particular also has powerful, reusable liberation cards that completely stymie site control, like Fell Deeds Awake (10U73) , and Rohan Worker (15R135) , but these cards tend to be a bit less popular since they're mostly dead against many opponents.

Rules Entries

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.

- control section

A Free Peoples player may have a card effect that allows him to liberate a site. Only a site that another player controls may be liberated. You cannot liberate a site on the adventure path, a site in any adventure deck, or a site you control. When you liberate a site, place it back on the adventure path. Any cards on that site are discarded. You must liberate the site with the highest site number controlled by one of your opponents first, regardless of which opponent controls that site. (If you control the site with the highest site number, you must liberate the next highest site controlled by an opponent.)

- liberate section

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