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card review Down Down to Goblin-town

Card Review
Down Down to Goblin-town: click to enlarge
Down Down to Goblin-town

Card text:

Playable during the organization phase on a moving company. If the company moves to a Ruins & Lairs [R], no hazard creatures may be played (by type or by name) keyed to regions against his company.
"The passages there were crossed and tangled in all directions, but the goblins knew their way..."-Hob

  • Card Number: LE178
  • Rarity: Uncommon
  • Card Type: Resource Event
  • Alignment: Minion
  • Artist: Liz Danforth
Down Down to Goblin-town
written by LV45
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This card is an exact duplicate of the hero card Secret Passage, so it's worth only a quick review, as the general benefits of the card are probably well-known to everyone. The reason I bring it up is that it is far more useful for minions than Secret Passage is for heroes. I can think of two reasons why:

1. At least from where I stand, two of the very common hazard strategies against minions are wolf-spider-animal and elves, and Goblin-town can evade both rather nicely. Elves (and especially the nasty Elf-lord) tend to be keyed to regions, not sites, and thus a deadly trip through multiple wilderness can be rendered harmless by one simple card, allowing you to save your Hides and Ruses for another day. With the exception of Lesser Spiders, wolves & spiders also tend to get played keyed to regions, not sites, so those too can be easily avoided. Granted, there are hazard strategies that Goblin-town simply can't touch (like Undead), but it works very well against two of the most common ones, which is something worth shaking a stick at.
2. Heroes, no matter how much ruins & lairs hopping that they do, will always (well, not always anymore, but still close) have to go to a border-hold or free-hold for their factions. And if they have a number of factions in their deck, they'll have to do that several times, so any Secret Passages will only be usable for a portion of their destinations. But for minions, it's possible and perhaps even lucrative to do all their faction and item collecting exclusively at Ruins & Lairs. Both dragon and wolf factions are playable at ruins, so a minion company has a couple different options in that regard, and Goblin-town will almost always be useful, no matter when you draw it.

There are other cards like this, too - easily glossed over because they duplicate hero cards that aren't often used. But with the subtly different ways that minions operate, some of those cards are definitely worth revisiting. Keep your eyes open.


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 August 10, 2011 07:58 am

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LV65 United States send message

Avatar for duff6551
Member since
November 15, 2002
Subject:    Posted: August 10, 2011 07:58 am Reply with quote Report content icon

if you loved the review for "Secret Passage" (as stated) this one is quite similar -
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