![]() ![]() However, there a couple of important differences: 1) any progress put on the active location on a given turn will reduce its strength as a buffer on subsequent turns while a location will continue to contribute the same threat every turn if it remains in the staging area (barring any player intervention through card effects) and 2) clearing out an active location removes it permanently from the game, while leaving it in the staging area means it will continue to act as a net drag on progress as long as it is in the staging area (i.e. On the other hand, if the Great Forest Web is the active location, then it will soak up 2 progress tokens that would’ve been put on the quest stage. If it is in the staging area, then its threat will cancel out 2 willpower and thus result in 2 less progress tokens towards the quest than if it was not present. For example, the Great Forest Web provides 2 threat and requires 2 quest points to clear. The East Bight from the Core Set provides a classic example of a lopsided threat-to-progress option, in this case heavily weighted towards progress, as it contributes only 1 threat but requires a whopping 6 quest points to explore (of course, in this case you are forced to travel to it, but the raw numbers provide a good example of the concept).What you should understand is that whether a location is in the staging area or sitting as the active location, it detracts from quest progress either way. This ratio is important because it provides your best pure guideline as to which location you should travel to, or whether you should travel to a location at all. ![]() ![]() Just like it sounds, the threat-to-progress ratio is the difference between the threat contributed by a location and the quest points required to fully explore it. This is a concept that I have referenced in previous articles without delving into it in much depth. I will then bring up the issue of card effects and address the whole picture in point #5.ġ) The threat-to-progress ratio is the baseline for making travel decisions. Here we go then, a travel guide in five parts:ĭisclaimer: I will be completely ignoring card effects and card text for the first four points in order to just focus on the numbers and keep the variables simple. That being said, hopefully these general pointers can guide you in a positive direction. There are too many variables for this sort of thing, and I’m thankful for that, as such predictability can render a game boring. Before I begin, I will give a short caveat and say that there is no iron-clad rule or set of rules that you can follow and always make the right choice when it comes to travelling and locations. Therefore, this shortish(?) article will seek to provide a few tips and suggestions for determining the best travel strategy when dealing with various locations. This is appropriate, but it’s important to remember that even the smallest edge can increase your success rate. Because locations are often viewed as the least worrisome of encounter cards, the travel phase can sometimes become an afterthought, eclipsed by the quest and combat phases. This also includes being able to decide between several locations and determine the best travel candidate on a given round. More specifically, a player should hone a strong sense of when it is appropriate to travel to a location and when it is better to leave it in the staging area. With this in mind, a valuable skill for players to develop is sharp decision-making regarding locations. Locations can also set you on a path away from victory in a more subtle way: by preventing quick quest progress and stretching out games so that you end up being swamped with enemies and treacheries that ultimately kill you. Failing to deal with locations can lead to “location lock”, where the threat in the staging area becomes so high that it becomes impossible to clear out the active location, thus leading to threat spiraling out of control and eventual defeat. ![]() Still, this does not mean that a player should totally ignore locations altogether. Locations, by contrast, are often far more benign. Enemies are problematic for obvious reasons, while treacheries often contain some of the worst effects in a given scenario. One of the accepted truisms among players of LOTR LCG, including myself, is that locations are at the bottom of the encounter deck nastiness totem pole. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |