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card review Here, There, or Yonder

Card Review
Here, There, or Yonder: click to enlarge
Here, There, or Yonder

Card text:

Tap a character during his site phase at a tapped or untapped Ruins & Lairs [R]. Make a roll (or draw a #) modified by +3 if the character is a diplomat. An ally may be played and placed under the character's control if the result is greater than 6 plus the ally's mind stat and the ally is not restricted from moving in this site's region. If an ally is played, tap the site if it is not already tapped.

  • Card Number: TD047
  • Rarity: Uncommon2
  • Card Type: Resource Event
  • Alignment: Hero
  • Artist: Chris Cocozza
Here, There, or Yonder
written by  Premium Member LV46
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For one thing, I would have written the third sentence differently; i.e., An ally may be played and placed under the character's control if the die roll is greater than (six plus the ally's mind stat) AND the ally may normally be found in that region.

Why use this card:
What do you do if you want to bring several allies into play but they share a common site? Answer: try to catch them walking about ruins and lairs, be it here, there or yonder.

Tom Bombadil and Goldberry share Old Forest. The four ent allies and the Ents of Fangorn faction share Wellinghall. Gwaihir and the Great Eagles share Eagles' Eyrie.

Taking the first pair as an example, have your company visit the Old Forest. Share in the hospitality of Tom Bombadil and have him ally with one of your characters, with another character packing away a bit of cram for a rainy day. Next, travel to the Barrow-downs to pick up a major item (and a minor item.) Because you don't want Tom to pine away while supporting your cause, you can have Goldberry join you, provided your diplomat rolls better than a five. Five, because the end result must be greater than 6 + 2 (Goldberry's mind stat) = 8. Subtract the diplomat character's bonus; 8 - 3 = 5. Note that this is not an influence attempt, so no modifiers beyond the +3 for a diplomat from the card.

This is never a sure thing, and the higher the mind of the ally, the less likely the ally will join your side via this card. Granted, you do not have to discard the ally if you fail the roll; still, that makes for lost turns and lost potential MPs. Too, your company may end up being all tapped out at the Ruins &Lairs when you have this card and an ally in hand.

Also, this card takes up another slot in your deck. Is this the best use of the slot, or is there some MP generating card or some other card which better advances your companies towards a victory in the council?

So, this card offers flexibility and alternatives, for a price -- lack of certainty.


Original card review taken from :
With the authorization of the webmaster.

The reviewing team consisted of Gwaihir (Chris Farrell), Gimli (Nathan Bruinooge), Ohtar (Charles E. Bouldin, Esq.), Radagast (James Kight), Joshua B. Grace (Beorn), Martijn Steultjens (Fram Frumgarson), Jason Klank (Saruman) and Jeffery Dobberpuhl (Wormtongue)


Modified on July 21, 2011 05:41 pm

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Discussion about this Card Review
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Avatar for ultimate_d
Subject:    Posted: February 23, 2006 11:51 am Reply with quote Report content icon

wow....poor soul..should i say?but its nice to see someone putting tons of effort into a game barely anyone else knows exists.
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patrick Premium Member
LV46 Canada send message

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Member since
April 20, 2005
Subject:    Posted: February 23, 2006 12:26 pm Reply with quote Report content icon

The middle-earth community always exist. Take a look at

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duff6551 Premium Member
LV66 United States send message

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Member since
November 15, 2002
Subject:    Posted: July 21, 2011 05:41 pm Reply with quote Report content icon

card management versus creativity - the name of the game is to win but also have fun with it - i guess its all according to which part of the game means more to YOU
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