The Dark Side of the Lodge
Hi, Mages!Our journey keeps going and we have finally arrived in the darkest wing of the Lodge, where the most sinister rooms are, rooms where necromancers and conspirators feel comfortable, but where the other mages enter only if forced, just to obtain the obscure powers of the Gray rooms!
In this room, Demonologists and Necromancers perform their bloodthirsty rites to get the power they crave for. Sometimes sacrifices are little, just a few drops of blood from wounds they inflict themselves, but other times they get the altar itself claiming the blood of a mage in the Lodge and then, thanks to an ancient spell, it happens that someone in the Lodge pays for someone else.
This insidious room, if activated, can inflict damage to a mage, wherever he/she is in the lodge (but, as always, the starting rooms of all mages are immune to this effect). This effect may seem not of much importance, but if used at the right time it can make you get a trophy otherwise impossible to obtain. Furthermore, if used together with a spell that deals damage, it can provide you with the extra damage you need to eliminate an opponent. The Sacrificial Altar is a very tactical room that can bring you great satisfaction!
Many ordinary men and women have swapped in the Lodge over the centuries: attendants, soldiers, servants, and so on when they passed away were buried here in this gloomy and sad wing of the Lodge. A place of peace and prayer, you say, and it should have been like that, but unfortunately, when you are dealing with mages, very few things remain as they should. During a past Rose War, a Necromancer named Skullptor decided to win victory by entering the cemetery and animating all the bodies buried here to generate an army of undead that would lead to victory. Unfortunately, something went wrong and instead of evoking his army of darkness he obtained that the resurrection spell was indissolubly linked to this place and so any mage who enters here can revive the skeleton of a deceased and do whatever he/she wants.
A mage who activates this room can then summon an Undead and rule over it in his own evocations. The usefulness of this room is clear: if you have Necromancy cards in your deck, having an extra undead is always helpful, and every Undead is potentially a Superior Undead if you have drawn the right card. If you are a Necromancer, this room will be useful even if you have not activated it: remember that many of your spells influence any Undead in the Lodge, not only yours!
In the depths of the Lodge there is the place where the mages who died during the Wars of the Rose are buried together with their secrets. Many powerful mages are buried here and their power is still able to be unleashed through the narrow tunnels of these catacombs. Mages, often in great secrecy, go to pay tribute to these wise of the past, talking to them as if they were still alive and confessing their secrets and their discoveries... and the dead mages seem to listen in silence, perhaps holding a grudge towards their alive brothers.
If activated, this room will allow a mage to remove 2 cards in his/her Memories from the game. This is an effect that experienced card game players will immediately recognize as very useful. Removing 2 cards will, in fact, allow you to lighten your deck from cards that are no longer useful, and having fewer cards in the deck will increase the chances that you will draw the right cards at the right time.
However, you should not underestimate the power of this room, since it could give you the chance to optimize your deck much better than your opponents!
Today our journey is over, but before meeting up again tomorrow, when we will explore the Blue rooms, as asked by many of you, I say goodbye with an overview of recently unlocked miniatures.
Stay tuned and spread the word!