As a way to ease into playing as or against minion, consider participating in one of the All-Expansions Seal Collection events that I host online each summer!
Rules that matter most for opponents of minions:
- Minion characters that would normally be discarded on a corruption check are tapped instead. Ringwraith characters ignore corruption but cannot use items.
- Minion players always have 5 additional unused general influence that cannot be used to control characters. Additionally, influence attempts across alignments have a -5 penalty.
- Successful strikes from detainment attacks tap instead of wound. Detainment attacks cannot be defeated. The following attacks become detainment against minion companies:
* Keyed to a Dark-domain (by name or symbol).
* Keyed to a Shadow-land (by name or symbol) if man, orc, troll, or undead.
* Keyed to a Darkhaven, Dark-hold, or Shadow-hold (by name or symbol). However, these six Shadow-holds state otherwise: Moria, Under-gates, Under-leas, Dead Marshes, Shelob's Lair, Goblin-gate.
* All Nazgul attacks.
* All Agent attacks.
* Spider of the Morlat permanent-event attacks. - Creatures without an * are worth no MP to minions, although they can be used as trophies by full-blooded orcs and trolls.
- These hazards do not affect minion players (and can't be played against them): All hazard events that require an agent, Bane of the Ithil-stone, The Black Enemy's Wrath, Foul Fumes, In the Heart of His Realm, Mordor in Arms, Mûmak, Worn and Famished.
- The following cards can't be played against Balrog players, but against Balrog may be removed from hand at any time to bring any card from sideboard into the play deck: The Balrog (Ally), The Black Council, Durin’s Bane, Balrog of Moria, Reluctant Final Parting.
- All minion players (including Balrog) must play Sudden Call to "call" the game. Opponents of minions can play Sudden Call as a hazard to force them to call so that the hazard player gets the last turn.
- It is possible for Ringwraith players to journey no further than their starting Darkhavens to play 1 MP factions, or (even tapped) Dark-holds to play 1 MP non-unique items and allies. They also have plenty of places to play 2 (or even some higher) MP resources without traveling in any Wilderness, Border-land, or Free-domain. This can make hindering via creatures difficult, but also zero risk with non-* against companies without orcs or trolls.
- They only have two major items worth 2 MP, and both are unique. Other than some factions (dragons or three West of the Misty Mountains), their resources that are worth more than 3 points all require another card (gold ring or opponent character), storing at Barad-dur, or playing at the Under-gates or Under-leas. This means they often have less potential than heroes for large, unforseen MP swings.
- As meager balance to corruption resistance, minion items often give one more corruption for the amount of MP. Corruption can be particularly useful against rings because their basic gold rings (while worth 2 MP) give 4 corruption and force corruption checks each turn.
- They have worse event support for influence and corruption.
- Orcs and Trolls tend to have higher prowess and body for their mind and skills. Company vs. Company Combat is always a threat.
- A few minion resources can also force your characters at the same site as their company to make corruption (and body) checks. These occur during your opponent's turn, when you cannot normally play resource cards or tap to support corruption.
- Black Rain can drop The One Ring within one turn's easy move for the win. If opponent has a company at or moving to a R&L, consider stashing any in-hand characters on-guard or discarding. Black Rain almost never works against players who keep the threat in mind.