
Fireworks
Isn't the scan of the "mastering" book from an ICE publication?
Besides that the very concept of the card is that you renew the spirits and vigor of the free peoples by display of grand and magical fire.
You ain't impressing the ents this way. It just makes sense.
On the other hand, playing 4 ents is the only reason to play fireworks that is good enough to put it in a deck...
Besides that the very concept of the card is that you renew the spirits and vigor of the free peoples by display of grand and magical fire.
You ain't impressing the ents this way. It just makes sense.
On the other hand, playing 4 ents is the only reason to play fireworks that is good enough to put it in a deck...
- Bandobras Took
- Rules Wizard
- Posts: 3157
- Joined: Wed Jan 31, 2007 2:30 pm
Tower Guard of Minas Tirith, Men of Anorien, Palantir of Minas Tirith? 

It seems that eastern people likes fireworks as well 
gobel mirlond/ raider-hold: multiple major items and a lot of allies/ dark numbers/ wild horses...
or Eastern factions: haradrim/ southrons, easterlings/ wain-easterlings

gobel mirlond/ raider-hold: multiple major items and a lot of allies/ dark numbers/ wild horses...
or Eastern factions: haradrim/ southrons, easterlings/ wain-easterlings
Let me rephrase: Wellinghall is two things with respect to Fireworks:
1 - The best / most advantageous / obvious place to use it.
2 - Quite sensible to exclude on principle of the thematic elements of the game.
This poses two questions:
A - Is the card overpowered if you allow Wellinghall? Maybe not, shades to yes.
B - Is it good enough to use if you exclude Wellinghall? Probably, under the right circumstances.
So if your answers to A/B are:
Yes/Yes - from a game design standpoint, disallow use at Wellinghall.
Yes/No - burn your copies of the card, or use them as bookmarks.
No/Yes - allow use at Wellinghall.
No/No - allow use at Wellinghall, unless it isn't even good enough to use if you can use Wellinghall, in which case, see Yes/No.
Using fuzzy logic, I answer A/B as follows: 60%/75% with a 100% usable if Wellinghall is permitted.
Therefore the result is:
45% disallow
40% allow
15% don't care, (essentially damned if you do, damned if you don't)
I say in this case, go with spirit of the game, you're not impressing Ents with fire. "A wizard should know better."
1 - The best / most advantageous / obvious place to use it.
2 - Quite sensible to exclude on principle of the thematic elements of the game.
This poses two questions:
A - Is the card overpowered if you allow Wellinghall? Maybe not, shades to yes.
B - Is it good enough to use if you exclude Wellinghall? Probably, under the right circumstances.
So if your answers to A/B are:
Yes/Yes - from a game design standpoint, disallow use at Wellinghall.
Yes/No - burn your copies of the card, or use them as bookmarks.
No/Yes - allow use at Wellinghall.
No/No - allow use at Wellinghall, unless it isn't even good enough to use if you can use Wellinghall, in which case, see Yes/No.
Using fuzzy logic, I answer A/B as follows: 60%/75% with a 100% usable if Wellinghall is permitted.
Therefore the result is:
45% disallow
40% allow
15% don't care, (essentially damned if you do, damned if you don't)
I say in this case, go with spirit of the game, you're not impressing Ents with fire. "A wizard should know better."
- Nerdmeetsyou
- Posts: 667
- Joined: Mon Mar 12, 2007 6:30 pm
and how should you play more than one ent in a game, without this card?