MECCG Strategy Tips
I started playing the Middle Earth CCG on January 1, 1996, with NO
prior experience in CCGs. I have close friends who've been involved
with that OTHER collectible card game since the Alphas, but they did
their best to keep me away:
"Save yourself! Stay away!
You don't understand...It's a money pit!
And so I remained an elitist role-playing snob...until I heard about
MECCG. I had to see for myself if my very definite visions of the
Professor's work would be violated by this, this "flashcard"
game.
Thankfully, the high standards to which ICE has always adhered
remained intact in the CCG format. You cannot show me a card game
today that has the artwork, the adherence to detail, and the logic of
Middle Earth. I love this game so much that I've recently started
working as a member of ICE's Crown Guard, an organization devoted to
demonstrating ICE products. I can (and have) run demo games of MECCG
and Middle Earth Role-Playing: As a professional teacher, it only
seemed natural for me to be teaching my favorite games to others.
With apologies to Bugs Bunny:
Steve's "Stragety" Suggestions
Resources
- I've spoken with dozens of players who use far too few marshalling
point sources in their decks. My simple rule of thumb is this: Half
of my resource cards are items, factions, allies, and permanent-events
with MP value.
- If you're not getting MP every turn, you're losing. Any strategy
that helps you maintain a constant flow of MP is a good one; any that
relies on long waits and unique cards is suspect.
- The KISS principle works just as well in MECCG as it does in every
other aspect of life: Keep It Simple, Stupid! Relying on complex
plans may not be a sure way to lose, but it sure does increase the
chances that your opponent will be grinning like a fool in the end...
- Most tournaments are nassssty cruel single-deck affairs, so stays
close to the 30/30 resource/hazard minimum to runs as fast as you can.
With all the tassssty expansion cards available, my Precious, I tends
to go with 33/33 these days, I does.
- I apologize for the Gollum-like language in the previous
suggestion. I've been listening to the excellent BBC Radio serialization
of LotR, and their Smeagol was absolutely BRILLIANT!
- In a similar vein to my advice above, try not to rely on the
presence of Gates of Morning for your success. It's been my experience
that the world is full of yahoos who just LOVE to see Doors of Night
in play so they can inflict MAXIMUM DAMAGE on their opponents. IMNSHO,
those types have been playing that OTHER CCG a little too long. They
simply can't see the point of playing a card game if you're not somehow
attacking the other player. Silly boys: Middle Earth CCG is far more
elegant than you'll ever know.
Hazards
- You, yes you, cannot cover every possibility at once. Admit that.
Come on, be brave, you can do it. There, doesn't that feel better?
There's no one, I don't care HOW fan-bloody-tastic a CCG player, who
can construct a 30-35 card hazard deck that will stop every player
cold every time. What if your corruption/Undead deck runs into a
faction/ally resource strategy? What if your "deny the Underdeeps"
Nazgul deck comes up against a Coastal Sea strategy? It's better to
have a sound GENERAL hazard strategy than a killer SPECIFIC strategy
that doesn't apply to your opponent!
- Tournament rules call for a 12-creature minimum. I usually carry
that plus a few more, because I usually carry Nazgul and the Mouth of
Sauron, all of which count as half a creature. I've favored Undead
creatures lately: Thanks to the Dark Minions expansion, there are lots
of Undead creatures playable at Ruins & Lairs sites and in Wilderness
regions now. But hey, three Assassins in the deck can ruin anyone's
day, particularly if they're playing a faction strategy against me.
- My non-creature hazard cards are a broad spectrum of hindrances.
I favor the very annoying Lost in Free-domains as a defense against
the very common 'Factions of Gondor' strategy; the new, hideously-evil
The Moon Is Dead gives real punch to all my Undead creatures; likewise,
Like the Crash of Battering-rams is a new card that makes it downright
dangerous to simply wound a Hobbit and chance the body check against
an overwhelming high-Prowess attack.
- Just as I advised people to avoid reliance on Gates of Morning, so
to do I counsel the avoidance of Doors of Night. You never know when
some punk will Twilight it out from under you and leave you hanging
with a handful of useless hazard cards. And speaking of Twilight, I
almost always have two in my deck: one as a resource, and one as a
hazard, as is allowed.
Characters
Characters in MECCG give the game a great deal of its role-playing
feel. Choose the group with whom you're most comfortable, and choose
the characters who give you the most for your 20 points of general
influence. Here are a few of my favorite starting companies:
- GLORFINDEL (Wa/Sa Elf, 8P/9B, 8 Mind, 2 DI, +1 DI vs. Elves)
- BEORN (Wa/Ra Man, 7P/9B, 7 Mind, 2 DI)
- ANNALENA (Sc/Sa Elf, 3P/8B, 3 Mind; goes under Glorfindel's DI)
- ANBORN (Ra/Sc Dunadan, 2P/8B, 2 Mind; goes under Beorn's DI)
- This group gives you 2 Rangers (important for defending against a
River card), 2 Scouts (for Siege defense and for playing Thorough and
Lucky Search) and the two most powerful fighters in the game. All in
all, the best all-purpose combo I've yet discovered. Using these
characters, you begin play with 6 MP: 3 for Glorfindel, 2 for Beorn,
and 1 for Annalena.
- THRAIN II (Wa/Ra/Sa Dwarf, 7P/8B, 9 Mind, 2 DI, +3 DI vs. Dwarves)
- GLOIN (Wa/Di Dwarf, 5P/7B, 5 Mind, 2 DI; goes under Thrain II's DI)
- OIN (Wa/Ra Dwarf, 3P/8B, 3 Mind)
- KILI (Wa/Sc Dwarf, 3P/8B, 3 Mind)
- This group has but one Scout, but the only two Dwarf Rangers. It
is designed for Underdeeps exploration, and is the company I find myself
playing most often these days. Using this company, you begin play
with 7 MP: 3 for Thrain II, 2 for Gloin, and 1 each for Oin and Kili.
- CELEBORN (Wa/Sa Elf, 6P/9B, 6 Mind, 1 DI; holding an Elf-stone)
- ELLADAN (Wa/Ra Elf, 5P/8B, 4 Mind)
- ELROHIR (Wa/Ra Elf, 5P/8B, 4 Mind)
- ANNALENA (Sc/Sa Elf, 3P/8B, 3 Mind, under Celeborn's DI)
- ARWEN (Sc/Sa Elf, 2P/8B, 3 Mind)
- This is the group I use for my Coastal Sea strategy: 2 Rangers, 2
Scouts (all good for reasons mentioned previously) and not a Body stat
below 8. Gildor Inglorion is an acceptable substitute in case one of the twin
sons of Elrond is unavailable. Using this company, you begin play
with 6 MP: 2 for Celeborn and 1 each for the other 4 characters.
All of the opinions on this page are those of Steve Hess, and do
not necessarily reflect the opinions of any sane person.
© 1997 srbh@worldnet.att.net
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