The One Ring, Isildur's Bane (1R1)
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The One Ring, Isildur's Bane (1R1T) |
General Strategy
Isildur's Bane is for most situations preferable to the common Ruling Ring. Both the additional vitality and more flexible Response action allow the Ring-bearer to soak up more damage from the rest of the Fellowship. Unlike The Ruling Ring, at a cost of two burdens per wound, any wound can be turned into burdens, allowing for emergency wound or archery absorption in a pinch. However, the additional burden cost is not to be ignored and can swiftly add up against strong Shadow armies, especially Uruk-hai or other damage +1 minions.
Strengths and Weaknesses
Strong Versus...
- Archery and wounding decks
Weak Versus...
- Heavy burden adding and Nazgul in general
Rules and Clarifications
From the Template:crd 2004 0302.pdf:
The One Ring's first paragraph is a special ability, and therefore optional. The second paragraph of game text is not optional, so once The One Ring is "worn", all wounds taken must be "converted" to burdens. When you are about to take a wound and wear The One Ring, you must take a burden (or burdens) for that wound.
Extra Information
Other Versions of The One Ring
- The Binding Ring (P)
- The Ruling Ring
- Answer To All Riddles
- The Answer To All Riddles (T)
- The Ruling Ring
- The Ruling Ring
- Such a Weight to Carry
- Such A Weight To Carry (T)
- The Binding Ring
- The Ring of Rings
- The Ring of Rings (T)
- The Ruling Ring
- The Ring of Rings (F)
- The Ring of Doom
- The Ruling Ring
- The Ring of Doom (F)
- The Great Ring