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thonnas7 |
Posted: Wed Jan 31, 2007 12:26 am |
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Joined: 07 May 2006
Posts: 397
Location: Springfield, OR
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Made the changes you suggested AC. Didn’t realize the library wasn’t culturally enforced and I was debating on wounds or exertions for Knife-work. Your opinion helped. Now, here are some more...nothing that big tonight
Experienced Defenders
Condition • Support Area
Skirmish: Exert a Naith to make a minion skirmishing another Naith strength -3. (Limit once per skirmish)
Rare
•Mirkwood Forest
Condition • Support Area
To play, spot an Elf.
While the fellowship is in region 2, each time the free peoples player reconciles each shadow player discards a card at random from his or her hand.
Regroup: Exert 2 Elves to wound each minion. Discard this condition.
Rare
•Asks For No Quarter
Condition • Support Area
While you can spot 3 archers, the fellowship archery total is +1.
Archery: If an archer is about to take a wound, discard this condition to prevent that wound.
Uncommon |
Last edited by thonnas7 on Thu Feb 01, 2007 2:49 am; edited 1 time in total |
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sickofpalantirs |
Posted: Wed Jan 31, 2007 8:32 am |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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thonnas7 wrote: Made the changes you suggested AC. Didn’t realize the library wasn’t culturally enforced and I was debating on wounds or exertions for Knife-work. Your opinion helped. Now, here are some more...nothing that big tonight
Experienced Defenders
Condition • Support Area
Skirmish: Exert a Naith to make a minion skirmishing another Naith strength -3.
Rare
maybe limit once per skirmish or something like that.
•Mirkwood Forest
Condition • Support Area
To play, spot an Elf.
While the fellowship is in region 2, each time the free peoples player reconciles each shadow player discards a card at random from his or her hand.
Regroup: Exert 2 Elves wound each minion. Discard this condition.
Rare
misworded that second ability should be, to wound each minion otherwise good
•Asks For No Quarter
Condition • Support Area
While you can spot 3 archers, the fellowship archery total is +1.
Archery: If an archer is about to take a wound, discard this condition to prevent that wound.
Uncommon
shouldn’t it be Ask For No Quarter?
its great. |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. |
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DáinIronfoot |
Posted: Wed Jan 31, 2007 10:42 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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thonnas7 wrote: Experienced Defenders
Condition • Support Area
Skirmish: Exert a Naith to make a minion skirmishing another Naith strength -3.
Rare
I think this would work better as an event. Either that or, as SoP suggested, limit it to once per turn.
thonnas7 wrote: •Mirkwood Forest
Condition • Support Area
To play, spot an Elf.
While the fellowship is in region 2, each time the free peoples player reconciles each shadow player discards a card at random from his or her hand.
Regroup: Exert 2 Elves wound each minion. Discard this condition.
Rare
I think the regroup ability should be limited somehow, like only working at forests and sanctuaries or something. Otherwise, just make the little correction SoP pointed out and it looks good.
thonnas7 wrote: •Asks For No Quarter
Condition • Support Area
While you can spot 3 archers, the fellowship archery total is +1.
Archery: If an archer is about to take a wound, discard this condition to prevent that wound.
Uncommon
Nice little card. I’ve always been a fan of discard-to-do-cool-stuff conditions that ALSO do cool stuff while they’re in play. And this is a good one. |
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thonnas7 |
Posted: Thu Feb 01, 2007 2:56 am |
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Joined: 07 May 2006
Posts: 397
Location: Springfield, OR
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Thanks for the reviews guys. I made some of the small changes your suggested.
Now, we’re nearing the end of the Elves. What else is in store?
•Erethón, Valiant Bowman
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 5
To play, spot an Elf. Archer. True Shot. (Archery fire that is added to the free peoples/shadow archery total by this companions text are assigned by the free peoples/shadow player.)
Regroup: Exert Erethón and add to remove a threat.
Uncommon
Careful Aim
Event • Archery
Make an archer gain True Shot until the end of the archery phase.
Common
Forestall
Event • Regroup
Spot 3 minions to heal an Elf twice.
Common |
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DáinIronfoot |
Posted: Thu Feb 01, 2007 10:46 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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thonnas7 wrote: •Erethón, Valiant Bowman
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 5
To play, spot an Elf. Archer. True Shot. (Archery fire that is added to the free peoples/shadow archery total by this companions text are assigned by the free peoples/shadow player.)
Regroup: Exert Erethón and add to remove a threat.
Uncommon
Archer and True Shot should come first, for one thing. And I think you can probably dispense with the explanation in ()s...I knew Decipehr was going downhill when they started doing that with their new abilities. Just read the rules, lazy people!
*cough* Anyway. The rest looks good. Nice ability for an Elf. Makes a lot of sense.
thonnas7 wrote: Careful Aim
Event • Archery
Make an archer gain True Shot until the end of the archery phase.
Common
Yeah, with the new ability they could use something like this.
thonnas7 wrote: Forestall
Event • Regroup
Spot 3 minions to heal an Elf twice.
Common
Either make it heal just once or give it a mild cost.
Nice batch. Which culture’s next? |
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thonnas7 |
Posted: Fri Feb 02, 2007 2:58 am |
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Joined: 07 May 2006
Posts: 397
Location: Springfield, OR
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I’m still deciding on the next culture. There’s a couple that I...erm...want to get out of the way. But I may save them for later. Anyways, here are some more.
Naith Longbowman
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Naith.
While this compainion bears a ranged weapon, he is resistance +2 and may only take 1 wound per skirmish phase and does not add to the fellowship archery total.
Common
Bow of Lorien
Possession • Ranged Weapon
Bearer must be an companion.
While bearer is an unique Elf, bearer is an archer.
At the start of each skirmish involving bearer, you may exert bearer to wound a minion he or she is skirmishing. If that minion is killed, you may heal bearer.
Common
•Haldir’s Sword
Possession • Hand Weapon
Strength: +2
Bearer must be a Naith.
If bearer is Haldir, he is damage +1.
Skirmish: Exert Haldir to make another Naith strength +2.
Uncommon |
Last edited by thonnas7 on Mon Feb 05, 2007 12:06 am; edited 1 time in total |
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DáinIronfoot |
Posted: Fri Feb 02, 2007 10:03 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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thonnas7 wrote: I’m still deciding on the next culture. There’s a couple that I...erm...want to get out of the way. But I may save them for later. Anyways, here are some more.
Oops. I thought last time was the last of the Elves. My bad.
thonnas7 wrote: Naith Longbowman
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Naith.
While this compainion bears a ranged weapon, he is resistance +2 and may only take 1 wound per skirmish phase and does not add to the fellowship archery total.
Common
Very much like the old TTT Elves. Nice.
thonnas7 wrote: Bow of Lorien
Possession • Ranged Weapon
Strength: +1
Bearer must be an companion.
While bearer is an unique Elf, bearer is an archer.
Skirmish: Exert bearer to wound a minion he or she is skirmishing. If that minion is killed, you may heal bearer.
Common
I think it’s too good; it makes other Elven bows much weaker in comparison. Either increase the cost to , or drop either the strength boost or the "bearer is an archer text. Personally, I’d either up the cost or drop the strength bonus.
And you might want to consider the skirmish text triggering only at the start of a skirmish, as it’s pretty powerful, too.
thonnas7 wrote: •Haldir’s Sword
Possession • Hand Weapon
Strength: +2
Bearer must be a Naith.
If bearer is Haldir, he is damage +1.
Skirmish: Exert Haldir to make another Naith strength +2.
Uncommon
Yeah, that works. I always thought he should have his own blade. |
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