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Hey guys, it's Bob here. So today's video is going to be weird for two things. Number one, I'm setting out on a personal quest to not do vocal tics as much. You've probably noticed, I've already had to fight the urge like four times, that in my videos I often do a lot of uh-ing and um-ing. So if you've ever had a, you know, a public speaking course before, they criticize you quite harshly for vocal tics, for just dragging on with ums and uhs while your brain is trying to figure out which word to spit out next. So I'm on a quest to stop doing that.
I'm probably still gonna do it a few times, but if you're feeling hilarious, you could count how many times I do it and put it in the chat to make fun of me. That's always fun. Okay, so other reason that this is a weird video today. I am doing one that's specifically on advice for newer players. This is assuming, yeah, see there's one already. This is assuming you've played two or three games and you know the rules and you know a lot of the cards. So I'm not going to exhaustively go through all the cards for what you should and shouldn't look out for.
I tried doing that earlier actually and something got messed up with the recording so the screen was black for half of the time. So it was a little too depressing to try and go through all that again, so I'm not doing it anymore. Instead what I think is more helpful anyway, because most of those cards will become apparent over a couple games, is going through, I have four ideas here, four concepts that aren't always obvious right away when you start playing that I think are very helpful to know. Number one, and this is I think the most important one to learn by far, is that it's a race.
It's not about whether you can, it's about how fast you can. So newer players are a lot of the time worried about whether the fellowship will be able to get to step five here, whether they'll actually be able to dunk the ring, because you know after reading through the rules it says that if this corruption marker ever gets up to 12, the game is over and you lose immediately, which obviously isn't the point, like you're trying to not lose. But that sounds a lot scarier than it is, like the stats for the games played online, the vast majority of games are decided by either a shadow player military victory or a free people's ring victory.
So the point being, sometimes it's worth taking the bit of damage to go faster and that's not obvious to new players a lot of the time. For example, sometimes people are scared to reveal through Moria. Revealing in Moria can, you know, result in multiple tile draws and can be really scary, but you know, you've been hit like once and this is your second time getting hit, like say you've moved for the fifth time and it's a revealing step, but you're scared of going through Moria because you don't want the extra reveals so you got the high pass route.
Like that's not an insane choice, but at the same time you are putting yourself a whole step behind just to skip one tile draw and you're also, you also might get hit on that step anyway. So it is often advisable to be willing to risk a bit more corruption for going faster or you don't want to move a second time against three eyes because you'll probably get hit. Like yes you'll probably get hit, but next turn you might roll no movement. Like you don't know when the gods of this game will give you more movement, so you really got to run with that fellowship.
And likewise with the shadow player, being efficient in moving your armies and trying to get to ten points quickly, like that is how you're usually going to win the game. Not with this guy up here, this guy down here. Like I know they're both tiny little red things that can win you the game, but you like this one, you don't like that one. Just statistically again the vast majority of wins are either shadow player military victory or free people's ring victory. That being said it's not like there's never a spot to care about corruption, but just that in terms of priority speed is usually more important than corruption.
So yeah that's point number one, that it's a race. Point number two I have are that dice aren't all important, and what I mean by that is that the significance of having Gandalf the White in the game for a fifth die, or the significance of crowning Aragorn and getting a sixth die is often overrated by newer players because this was me a lot when I first started playing game. I was like I could have a sixth die every turn forever? That's amazing! That's game-changing! And to be fair, yes it is important, but the thing to appreciate is that the game doesn't last forever.
Sometimes games are done as early as turn seven or eight, you know the average is more like turn nine or ten. So if it's only turn four or five and you're crowning Aragorn, you're only going to get you know like three to five dice out of him. So looking at it like that puts it into perspective, and of course keeping Strider in the Fellowship has a lot of value too because he allows you to hide and move faster. Yeah it is often seen that at the higher elo most players usually plan on keeping Strider in the Fellowship and just running, unless the cards give them a good reason to separate Strider.
Like if you have Challenge of the King and Dead Men in hand and you can crown Aragorn right now then that no consider it. But yeah that being said, yeah there's another one. Don't just take my word for it. You really got to play these things out for yourself. Like a lot of newer players are also like what if you just start going for a free people's military win from turn one? Or what if you just put in three eyes every turn? There are reasons for why that's not, why neither of those ideas are played as much.
But at the same time you don't really learn just from some random guy online saying well if you put in three eyes every turn they're just gonna move slowly. You know you really got to just play it and figure it out for yourself and see what other people do. And that's how you learn. You get better at the game is you just play and figure it out for yourself you know. So yeah the other side to dice aren't all important. Like obviously as the shadow player you want to get Saruman in the game. Usually turn one is preferable.
And another mistake is that newer players will be excited to get Helm's Deep because it's right there but scared of losing Saruman at the same time. So many people will leave this army here all game and then still at the end of the game leave some units behind to protect Saruman because you're scared of losing the die. Now that's not necessarily wrong but at the same time those extra units might make the difference between winning Helm's Deep. And if those are the last two points you need then it's pretty okay to lose Saruman.
That's my typical way of playing it anyway is that I'll just leave that army there to protect him against Ent's Hull game and then if I need this army use it right at the end to get Helm's Deep and let Saruman die. So as a shadow player you can hinder yourself and slow yourself down by being too scared to lose a die. Similarly you know a newer player might specifically send a hobbit to you know like say the Witch King's in play. He's gone stomping along and he's besieged Minas Tirith and the free people's player happens to have a hobbit there.
You might know that there's the card out there Blade of Westerness where the hobbit has a shot at killing the Witch King. At the same time as a shadow player I'm not that scared of that because even if you kill the Witch King that's Mithral Koton's thing gone. Like that's a huge asset for the free people. So like I still might try to avoid it but at the same time I wouldn't completely derail my plans as shadow for winning on military just because there's a slight chance they might play that card and kill the Witch King. So all that to say dice aren't the most important.
Similarly the free people's players shouldn't always be scared of throwing Gandalf under the bus like with a card of like why here we prove the Swifter to try to hold on to this stronghold if it's close to the end of the game and that makes the difference. You absolutely should be willing to risk losing a die for it. So anyway that's point number two. Point number three is asking the question what can my opponent do this turn or what might my opponent do this turn. A very easy mistake to make when you're newer in the game. Say this army was besieging Lorian and you conquered Lorian. Great, good job Witch King.
And then you leave this stronghold and you think well you look at Rohan. We'll say Rohan's buffed up a little bit. Say they played Eomer and say this army is a little bit weaker. And you're thinking I should really bring all these units because I want to have all the strength I can to take on this stronghold. Now that's a reasonable thought but the problem is you need to ask yourself what your opponent might be able to do.
So if you go stomping in here and put Helm's Deep under siege and Rohan gets all the way down to war then guess what they might be able to you know muster up a regular there and if they have a few H's they might be able to go and retake Lorian. So obviously that's a lot to process for just one turn but it's asking the question what can my opponent do this turn. This often means you know leaving a regular behind in a stronghold especially around the do line.
I got punished for this as a newer player and I've seen other newer players get punished for this where after conquering Woodland Realm they'll leave it empty and then and then yes and then a unit man just to sneak into it again later and then you have to reconquer it. So especially when the free peoples has H dice you've got to think about what they might do with it or as a shadow player you can also notice I don't like that roll give me a different one that's better okay you can notice if the care if the free peoples has no musters you can also ask yourself like what is there to do about that this turn.
A couple handy spots to keep an eye on anyway are Dol Amroth for instance like this army will often end up sitting in Umbar and waiting for corsairs to show up or if it doesn't then they'll run by themselves and if you happen upon a turn like this anyway one two three four five six okay I should have one more down there sorry I'm on anyway now give me those dice back I want to roll this again give me a better roll. Man I wish I could do that in the game huh just ask for a better roll.
So this has enough attacks to get you to Dol Amroth now and if the free peoples rolls that and they have no musters you can ask yourself what can I do right now since they have no musters and one answer could be you could pivot the Nazgul down here and just run at Dol Amroth again say supposing you had enough attacks for that like this is a real thing that I've gotten to take advantage of and have been punished by in the past anyway where because the free peoples doesn't have any musters or say like you had a muster but you already used it on something else this turn now it doesn't matter that I'm gonna put Gondor at war when I attack Palargeir I'm still gonna get Dol Amroth under siege without you being able to muster it at all because yeah you don't have any musters this turn.
So another spot where this can come up is in Rohan here setting it back up to the original state it's pretty typical for the free peoples to move like that they might move them straight to Helmsdeep but oftentimes people move it to Fords of Isen if the free peoples also has no H's you know no hybrids or wills of the West sometimes you can catch this army out and you can sneak around with a different army and get Helmsdeep so that's another question to ask like if they you know if they can't protect themselves in a certain way this is a great time to go and punish that.
Also asking what might my opponent be able to do say Lorian is you know there and the free peoples this actually this kind of segues itself neatly into point number four say they've already played Celeborn's Galadrim and you were coming this way so that's a bummer that they played Celeborn but guess what you don't need to do after you've got this army at siege or if the elves aren't at war yet you don't need to rush down this stronghold right now because Celeborn has already happened like this stronghold is not going to get any stronger like maybe Pyre 2 great will show up so that's not as good of an example but say you've got Woodland Realm under siege here and they've already played Thranduil there is no need to rush the stronghold right now because it's not going to get any stronger if Thranduil hadn't been played yet yes by all means rush that stronghold down so you can move on but if you have another army that's in the middle of doing something like you don't need to rush to get Woodland Realm like why not rush and go get Dol Amroth right now because there is very much a chance that could get stronger there's Cirdan's ships out there there's Imrahil out there he might still be able to muster it by hand so kind of just asking that question of what is my opponent able to do in response to what I'm doing similarly as the free peoples if you have an extra H it feels bad just retreating this army to Helm's Deep but like the number of times where I've made someone spend a ring walking this army back or a character die when they really needed to move the fellowship it's it's non-trivial anyway so it feels nicer to wait for Amr and see if you can leave a regular behind but yeah it's it's kind of just looking to protect yourself in future turns in case you don't have the appropriate dice and they do have a chance of punishing you too uh-huh there's another one what else is there you can also look at the shadow player what they might be able to not do like if they don't have a lot of attacks and the dwarves you know okay a good example here is that the north are active say this guy was in the way but he got killed so they're a step down and then the shadow player rolls no attacks this turn and you have a bunch of musters it might be worth looking into to muster the north down a couple times so that you could muster an elite in there or if you had fear fire foes in hand then it's worth looking into because you know that the shadow player can't just step on Dale right now anyway I know that's a fairly unlikely situation but but just asking the question like what can my opponent do or not do right now and how should I play in response to that last point I have is don't disclose info before you do have to for point number four so like I was saying like because the free people's never mind I guess that doesn't quite tie in with the point I've said before so right now the shadow player might be thinking like yes woodland realm is already at max strength but I want to finish it quickly so I can move on to Erebor before Dane iron foot shows up and you have Dane iron foot in hand you should avoid playing it until after they put Erebor to siege in general because if I play Dane now then they know they don't have to rush on woodland realm because they know they don't have to rush for Erebor because it's already as strong as it's going to get and it also gives them a heads up about how strong you're going to be if you know you just walk this guy over like usual I'm still as a shadow player thinking like ooh that is a lot weaker than it would be if Dane showed up so I want to rush and get this army up there real quick so that it can join up with this to take Erebor but if you play Dane first before I do all that moving then I'm going to be a little more relaxed about how fast I go and I'll wait and probably muster up more because I know part a it's not getting any stronger part B because it is that strong I know I need reinforcements whereas if you play it first then I know oh crap Dane's there I should wait for many Kings or I should wait for Horde from the east or I should just muster a few more olyphans in whereas if you let me do that first now my army might not be strong enough and then I'd have to reinforce and come back again and that wastes a lot of my time so it's it's a tough call with things like Thranduil or Celeborn because like say this shadow armies over here and you haven't and you have Celeborn in your hand and you haven't played it yet at the same time getting to play it but allows you to cycle cards like especially if you have Gandalf the Grey as the guide still and you have Palantir's and you want to play them it might be the right call it might not it's just it's a little hard to tell sometimes you know but just keeping that concept in mind that if you can avoid revealing info it's better to do it that way this also comes down to which actions you play first so let's say okay this is your role you're obviously going to move the fellowship and you might want to do that first before there's an asgore on you but let's say that there's an asgore on you and there's no strongholds that you'd need to quick muster up before the shadow player attacks like why not pass why not wait and let your opponent do something first before you drop any bombs about where you're gonna move armies or where you're gonna muster up and if you have a move you're obviously going to do anyway it's better to lead with that one so say I'm gonna you know do something crazy it's better to just move the fellowship first because he knows I'm obviously going to move the fellowship sooner or later anyway okay so there are my four main points for you today that it's a race dice aren't all important always ask the question what can my opponent do this turn or what might he do this turn and don't disclose information before you have to hope that's helpful if you disagree or think there's other really good advice for newer players feel free to add that in the comments and yeah thanks for watching have a good one.