- Player Card Categories
- Hit Point Bonus
- Burglar Treasure
The best pure hit point boost.
The only description of what the Guard of the Citadel is wearing describes their robe or tabard they and helmets.
The Guards of the gate were robed in black, and their helms were of strange shape, high-crowned, with long cheek-guards close-fitting to the face, and above the cheek-guards were set the white wings of sea-birds; but the helms gleamed with a flame of silver, for they were indeed wrought of mithril, heirlooms from the glory of old days. Upon the black surcoats were embroidered in white a tree blossoming like snow beneath a silver crown and many-pointed stars. This was the livery of the heirs of Elendil, and none wore it now in all Gondor, save the Guards of the Citadel before the Court of the Fountain where the White Tree once had grown.J. R. R. Tolkien. The Lord of the Rings, Return of the King, Chapter 1: Minas Tirith
Assuming the Guards of the Citadel would wear plate armor isn’t a bad assumption. Particularly as the quoted passage notes the guard gets mithril helms handed down from their old glory days. Plate armor if well maintained could be passed down over the years as well.
The hit point bonus provided by the armor is a little bit of thematic miss. The defense stat prevents characters from taking damage to their hit points. Plate armor is designed to deflect slashes of swords and other bladed weapons to keep them from the wearer’s flesh. A defense bonus would seem more appropriate. Players can imagine that instead the armor allowing a character to survive more attacks because of the protection it provides is how it ties to the bonus hit points.
Card Synergies and Interactions
Gloin has the biggest combo with Citadel Plate. More hit points means Gloin can take more damage and gain more resources in a single round. Additionally, the more hit points he has the bigger the attack he can take. Two Citadel Plates and he can take undefended attacks from many of the biggest boss enemies in the game. It is even possible to get Gloin to take all attacks undefended. Citadel Plates are key to that to have plenty of hit points to absorb many attacks. The second piece is to have enough repeatable healing. Warden of Healing boosted with Elrond hero can handle this once Gloin has a Lore resource icon via either Narvi’s Belt or Song of Wisdom. Then Gloin’s resources can be spent to ready Warden to heal each point of damage taken. Song of Mocking and/or Vigilant Guard allows damaged deal to another player’s hero(es) to Gloin.
Gloin’s son has the most straightforward combo with Citadel Plate. His ability scales with the more hit points he has. Two Citadel Plates means his attack can get all the way up to 14 with 12 damage on him.
Heroes with good defense can always benefit from additional hit points. Not quite as good as more defense as hit points are gone once damage is taken until a hero is healed. Still there are some heroes with good defense but not many hit points like Denethor, Amarthuil, and Fastred. An unfortunate strong shadow or chain of shadows could kill them.
More hit points is also helpful for Erkenbrand‘s ability to cancel shadows. More hit points increases the number of uses without needing healing. Beregond + Citadel Plate can also set up playing another expensive attachment like Ancestral Armor and Resourceful on another hero with his 2 cost discount.
Quests with lots of Archery and other direct damage effects it is helpful to have more hit points to take the additional damage. This ensures the heroes can survive until they have healing on the board an/or a good action window. Watcher in the Water has many attacks from tentacles that can become undefended on a hero. The Against the Shadow, Haradhrim, and Vengeance of Mordor cycles have quite a bit of archery. The Lord of the Rings saga quests starting in Treason of Saruman features Archery quite heavily.
Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.
I rate Citadel Plate at 7 rings. Citadel Plate is the best pure hit point boost in the game. The others only add one or two hit points. It can take several attachments to equal the effect of one Citadel Plate. Bonus hit points aren’t quite as good as defense, but it can still be very useful particularly combined with healing. Then there is the Gloin Combo. You can build up Gloin to take several undefended attacks without Citadel Plate, but it gets so much better with Citadel Plates. Gloin can take huge attacks from bosses and all other enemies without much trouble and generate resources all the while. It takes a while to set up but very much worth it. As much fun as that combo is, Citadel Plate is very expensive for a stat that while essential isn’t as important to boost as the others. Defense and healing typically are better to build up to improve characters chances of survival since hit points don’t refresh on their own.
- Dave – 8
- Grant – 8
- Ted – TBR
- Matt – 7
DúneGlóin by Seastan
A Gloin resource acceleration deck using his resources for Dunedain allies.
3x Dúnedain Hunter (The Lost Realm)
2x Dúnedain Watcher (The Dead Marshes)
2x Fornost Bowman (The Dread Realm)
2x Galadhrim Minstrel (Trouble in Tharbad)
3x Gandalf (Core Set)
3x Master of the Forge (Shadow and Flame)
2x Warden of Annúminas (The Lost Realm)
3x Warden of Healing (The Long Dark)
3x A Good Harvest (The Steward’s Fear)
3x Daeron’s Runes (Foundations of Stone)
3x Deep Knowledge (The Voice of Isengard)
3x Peace, and Thought (Shadow and Flame)
3x Sneak Attack (Core Set)
3 Heroes, 50 Cards
Cards up to The Dread Realm
3x Boots from Erebor (Khazad-dûm)
3x We Are Not Idle (Shadow and Flame)
Decklist built and published on RingsDB.