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menace64
Posted: Thu Dec 28, 2006 3:18 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Okay everybody, here it is! This is the second set (the first expansion) of my fourth attempt at a SW/LotR Cross game - using the rules of Lord of the Rings with the themes of Star Wars.

Follow this link to see the complete spoiler list for the first base set, Legacy of the Force.

A Wretched Hive introduces the Alien Culture, kind of a hodgepodge of creatures and wild beings in the galaxy. Also are brand new subcultures, like Geonosians and Delta Squad.

Here’s the layout for the cultures in A Wretched Hive.

Alien Culture
Calling all creatures! This new culture brings Jawas, Tusken Raiders, and the various monsters of the galaxy into the fold. These guys benefit from the most hazardous of sites - tundras, deserts, and you’d better watch out for the Space Slug if you go wandering off into space!

Confederacy Culture
The Geonosians attack! The droid army of the Confederacy was constructed in large part by the Geonosian Hive, but that doesn’t mean the little bugs can’t fight. With Sonic Blasters at the ready, the Swarm invades!

Criminal Culture
Is it bounty hunting, or assassination? Who can really tell now? In AWH, the Criminal baddies get a huge boost, with beloved villains like Aurra Sing and Zuckuss. The scum of the Outer Rim need to make ends meet, and it’s usually easiest to get paid by killing someone.

Imperial Culture
"Fear will keep the local systems in line."
While the Imperial culture doesn’t get a lot of new cards in AWH, what they have are cards that will really strike fear and terror into even the hardiest of alliances. Apprentices beware!

Jedi Culture
Even in the darkest slums of Coruscant, a Jedi can have a profound effect on corrupted beings. In AWH, the Jedi fight to counter the oppressive alure that is the Dark Side.

Rebel Culture
The Rebels, forced away from their hidden base at Yavin IV, have found refuge on the ice world Hoth. Constructing a subterranean fortress in the snow, they’re more than ready to fight to repel the overwhelming forces of the Empire.

Republic Culture
When the Republic needed the job done, they called Delta Squad. In AWH, Delta Lead and his 3 commandoes are all that stand between the Confederacy and galactic domination. They can take them all - bugs, bounty hunters... it doesn’t matter!

Sith Culture
"He will join us or die."
The Sith have given the Apprentice the choice. Either be corrupted, or let us kill you. It’s up to him to decide his fate.

Dancing And here is the cardlist! All cards have been finished! Dancing

Alien Culture (38 Cards):
1. Ambush
2. Asteroid Field
3. Bantha
4. Bloodlust
5. Datcha, Jawa Wrangler
6. Dianoga
7. Ferocity
8. Gaffi Stick
9. Hunting Rifle
10. Iasa, Traitor of Jawa Canyon
11. Ice Wampa
12. Jawa Adventurer
13. Jawa Creeper
14. Jawa Ion Gun
15. Jawa Lurker
16. Jawa Nomad
17. Jawa Scout
18. Jawa Sneak
19. Mos Eisley Dagger
20. Mos Eisley Thug
21. Mos Espa Ruffian
22. Mos Espa Scoundrel
23. The Rancor, Terror of Jabba’s Palace
24. RR’uruurr, Ferocious Tusken
25. Sandcrawler
26. The Sarlacc, Terror of the Dune Sea
27. Space Slug
28. Sudden Attack
29. This is No Cave
30. Trash Compactor
31. Tusken Brute
32. Tusken Raiders
33. Tusken Rampager
34. Tusken Savage
35. Tusken Sharpshooter
36. Tusken Tribe
37. Tusken Warrior
38. URoRRoR’R’R, Vicious Tusken

Confederacy Culture (19 Cards):
39. The Council of Separatists
40. Dooku, Head of State
41. Droid Assembly
42. Droid Foundry
43. Durge, Hired to Hunt
44. Exoskeleton
45. Geonosian Barbarian
46. Geonosian Detachment
47. Geonosian Drone
48. Geonosian Gunner
49. Geonosian Overseer
50. Geonosian Predator
51. Geonosian Soldiers
52. Grievous’ Wheel Bike
53. Hive Colony
54. Orray
55. Petranaki Picador
56. Poggle, Archduke
57. Sonic Blaster

Criminal Culture (35 Cards):
58. Assassination Droid
59. Aurra, Jedi Hunter
60. Boba, Fearless
61. Cantina Brawl
62. Civil Disorder
63. Cloud City Blaster
64. Cloud City Trooper
65. Concussion Rifle
66. Death Sticks
67. Elan, Drug Dealer
68. A Few Tricks Left
69. Han, Clever Spacer
70. Hard Merchandise
71. Hidden Explosives
72. I Expect to be Well-paid
73. Jabba, Lord of Tatooine
74. Jabba’s Bounty
75. Jango’s Twin Blasters
76. Jet Pack
77. Jodo, Imposter
78. Kaminoan Saber-dart
79. Kouhun Worms
80. Lando, Baron Administrator
81. Leebo, Refined Repair Droid
82. Let the Wookiee Win
83. Lucrative Exports
84. Palace Gambler
85. Palace Guard
86. Palace Robber
87. Planetary Ring
88. Relentless Hunter
89. She’s Fast Enough for You
90. Sniper Rifle
91. Zam, Professional Hunter
92. Zuckuss, Gand Findsman

Imperial Culture (12 Cards):
93. Devastator
94. Dominance
95. Fear Will Keep Them in Line
96. Human High Culture
97. Humans Are the Future
98. Imperial Garrison
99. Imperial Tyranny
100. A New Era
101. A New Hatred
102. A New Order
103. Overwhelming Defenses
104. Xenophobia

Jedi Culture (10 Cards):
105. Anakin, Enraged
106. At Peace
107. A Certain Point of View
108. Deft Interception
109. Jedi Archives
110. Let Me Buy You a Drink
111. Obi-Wan, Old Ben
112. Persuasion
113. Reckless Encounter
114. Strong Influence on the Weak-minded

Rebel Culture (11 Cards):
115. Artoo, Glob of Grease
116. Bren, Echo Base Officer
117. Echo Base Trooper
118. Effective Adaptations
119. Escape Pod
120. Leia, Ice Princess
121. A New Secret Base
122. Planet Defender Ion Cannon
123. Rebel Mechanic
124. The Shield Doors Must be Closed
125. Threepio, Mindless Philosopher

Republic Culture (14 Cards):
126. Boss, Delta Lead
127. Commando Armor
128. DC-17 Anti-armor Launcher
129. DC-17 Sniper Rifle
130. DC-17 Stock Blaster
131. Demanding Mission
132. Elite Unit
133. Fixer, Delta Slicer
134. It Smells Like Bugs
135. Retractable Vibro-blade
136. Scorch, Delta Ordnance
137. Sev, Delta Sniper
138. Supremely Efficient
139. Zero Hour

Sith Culture (11 Cards):
140. Dark Powers
141. Dark Temptation
142. The Dealings of Tyranus
143. Dooku, Darth Tyranus
144. Emergency Powers
145. A Great Disturbance
146. He’s Still Alive
147. Mara, Arica
148. Palpatine’s Ambition
149. Palpatine’s Domain
150. Undercover Mission

Yuuzhan Vong Culture (5 Cards):
151. Bring Us Their Heads
152. Calling for a Cease-fire
153. Galactic Betrayal
154. Invader’s Ultimatum
155. Yuuzhan Vong Interloper

Adventure Path (9 Cards):
156. Entrance Cavern
157. Holding Cell
158. Ice Valley
159. Jawa Camp
160. Jundland Wastes
161. Mos Espa Tavern
162. The Pit of Carkoon
163. Prefect’s Office
164. Tusken Camp

Terminology changes:
Ring-bearer becomes Apprentice
Ring-bound becomes Destined
Ringed Resistance becomes Destined Resistance
Unbound becomes Undestined
Free Peoples becomes Light Side
Shadow becomes Dark Side
Fellowship Phase becomes Alliance Phase
Shadow Phase becomes Dark Side Phase
The Fellowship becomes The Alliance
Archery Phase becomes Crossfire Phase
Archer becomes Long Range

New Loaded Keywords:
Apparition (While this companion is in the dead pile, his or her game text is still active. He or she may not exert or take wounds.)
Bounty X (When bearer loses a skirmish to a bounty hunter minion, that minion’s owner may discard this condition to draw up to X cards.)
Droid (This character may not exert or be exerted.)
Duelist (Unless this character is skirmishing a duelist, the opponent may not play skirmish events during this character’s skirmish.)
Enclosed (Discard other possessions and artifacts borne by bearer. Bearer may not take wounds during the crossfire phase.)
Location. (When you play this condition, discard all other active locations.)
Savage (This character may not bear possessions.)
Shroud (At the start of this minion’s skirmish, you may remove [X]. The opposing companion’s strength must be X more than this minion’s strength in order for the Light Side player to win the skirmish.)
Training X (When you play this, add X training tokens here. At the start of each of your turns, remove a training token here. When there are no training tokens here, training is complete; discard this condition and all benefits of the training last until the end of the game.)

New Unloaded Keywords:
Bounter Hunter (for Boba and company)
Burrow (for the Geonosians)
Capital (for support area conditions representing large ships)
Delta (for the Delta Commandoes)
Ewok (for specific [Rebel] followers)
Jedi (yeah... for Jedi)
Lightsaber (for hand weapons)
Separatist (for the leaders of the Confederacy)

Other:
- Smaller starships and vehicles are now possessions (Possession • Ship and Possession • Vehicle, respectively).
- A character is piloting when he or she is bearing a ship.
- A charcter is unenclosed when he or she is not bearing an enclosed card.

Here we go!
Last edited by menace64 on Mon Jan 15, 2007 8:51 am; edited 19 times in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
menace64
Posted: Thu Dec 28, 2006 4:06 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Well here are 3 cards I already have done to start things off.

5 Ice Wampa [Alien]
Minion • Wampa
Strength-11
Vitality-3
Roaming-3
While at a tundra, this minion is damage +1 and fierce.
This minion is strength +1 for each tundra in the current region.
2R36

3 •Han, Clever Spacer [Criminal]
Companion • Human
Strength-7
Vitality-3
Resistance-7
Destined. While you cannot spot any threats, Han’s twilight cost is -2.
While bearing a Dark Side condition, Han may not be exerted by Dark Side cards.
2C67

4 Hidden Explosives [Criminal]
Event • Dark Side
Exert your bounty hunter to discard a Light Side capital with X tokens on it. The Light Side player must place X wounds on companions.
2U69

Set Completion Count: 3/164 - 2%
Last edited by menace64 on Fri Dec 29, 2006 7:09 am; edited 2 times in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
CarpeGuitarrem
Posted: Thu Dec 28, 2006 5:12 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
menace64 wrote:
Well here are 3 cards I already have done to start things off.

5 Ice Wampa [Alien]
Minion • Wampa
Strength-11
Vitality-3
Roaming-3
While at a tundra, this minion is damage +2.
This minion is strength +2 for each tundra in the current region.
1R36
Ouch!! This is a really powerful card, especially considering that one site back from Legacy of the Force that made companions minus strength for tundras in the current region. Drop the damage bonus, or make the strength bonus smaller, or give it a limit, or increase the cost, or something.
3 •Han, Clever Spacer [Criminal]
Companion • Human
Strength-7
Vitality-3
Resistance-7
Destined. While you cannot spot any threats, Han’s twilight cost is -2.
While bearing a Dark Side condition, Han may not be exerted by Dark Side cards.
1C67
Ah, very good.
3 Hidden Explosives [Criminal]
Event • Dark Side
Exert your bounty hunter and discard a Light Side capital with X tokens on it. The Light Side player must wound his or her companions X times.
1U69
"Exert your bounty hunter to discard..." and "must wound a companion X times..." or "must wound a companion for each token that was on that capital." This is a really powerful condition, and I mean really powerful. Up its twilight cost to balance it.
Set Completion Count: 3/164 - 2%

Shouldn’t all the collectors’ info stuff be 2C1, etc.? It is the second set, right?
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
menace64
Posted: Fri Dec 29, 2006 7:07 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
I changed a bit around on the Wampa, and I upped the twilight cost on Explosives to 4 and reworded it like you suggested.

Also... yeah it’s set 2. It’s just that after doing 365 cards with a 1, it’s a habit to keep going.
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
menace64
Posted: Fri Dec 29, 2006 7:49 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
To officially kick off the spoilers, I’ll do 1 card per culture (and will probably continue this for a little while).

1 Sudden Attack [Alien]
Event • Skirmish
Play an [Alien] minion; it is fierce until the regroup phase.
2U27

2 The Council of Separatists [Confederacy]
Event • Shadow
Discard X Dark Side cards from hand to play X Separatists from your discard pile.
2R39

0 Death Sticks [Criminal]
Possession
Vitality -1
Bearer must be a [Criminal] minion.
Each time bearer would exert, wound bearer instead.
Bearer is strength +3 for each wound it has, and when bearer is killed, you may return this possession to your hand to add 2.
2U68

0 Humans Are the Future [Imperial]
Condition
Strength -2
If a non-Human companion is played, you may spot an [Imperial] card to play this condition from you hand on that companion. Limit 1 per companion.
2C97

3 •Jedi Archives [Jedi]
Condition • Support Area
When you play this condition, spot a Jedi to stack the top 5 cards of your draw deck here.
Each time a minion is played, you may add 1 to take a [Jedi] card stacked here into hand.
2R109

2 •Threepio, Mindless Philosopher [Rebel]
Companion • Droid
Strength-3
Vitality-4
Droid.
Each time the alliance moves, you may spot a wounded companion to make that companion resistance +2 until the regroup phase.
2U125

0 Supremely Efficient [Republic]
Event • Response
If a [Republic] Clone wins a skirmish, exert him to wound a minion not assigned to a skirmish. If that Clone is delta, add 3 to discard that minion instead.
2U138

2 Dark Temptation [Sith]
Condition • Companion
To play, exert a [Sith] minion. Limit 1 per bearer.
Each time bearer wins a skirmish, you may spot another companion bearing a [Sith] condition to make the Light Side player choose to either wound the Ring-bearer or add a burden.
2R141

2 Galactic Betrayal [Yuuzhan Vong]
Event • Skirmish
Exert a Yuuzhan Vong to make a companion he or she is skirmishing strength -1 for each other companion you spot.
2R153

0 The Pit of Carkoon
Desert. Battleground. The first savage minion played each shadow phase is damage +1 until the regroup phase.
2U162

Set Completion Count: 13/164 - 8%
Last edited by menace64 on Wed Jan 03, 2007 9:56 am; edited 3 times in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
sickofpalantirs
Posted: Fri Dec 29, 2006 8:23 am
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.
menace64 wrote:
To officially kick off the spoilers, I’ll do 1 card per culture (and will probably continue this for a little while).

1 Sudden Attack [Alien]
Event • Skirmish
Play an [Alien] minion; it is fierce until the regroup phase.
2U27
fine by me

2 The Council of Separatists [Confederacy]
Event • Shadow
Discard X Dark Side cards from hand to play X Separatists from your discard pile.
2R39
OK it works

0 Death Sticks [Criminal]
Possession
Vitality -1
Bearer must be a [Criminal] minion.
Each time bearer would exert, wound bearer instead.
Bearer is strength +3 for each wound it has, and when bearer is killed, you may return this possession to your hand to add 2.
2U68
this is shadow criminal I presume? One quip death sticks cost money, but your death sticks are free.

0 Humans Are the Future [Imperial]
Event • Response
If a non-Human companion is played, spot 3 [Imperial] cards and a Human character to make that companion strength -3 until the end of the turn.
2C97
again make is cost 1

3 •Jedi Archives [Jedi]
Condition • Support Area
When you play this condition, spot a Jedi to stack the top 5 cards of your draw deck here.
Each time a minion is played, you may add 1 to take a [Jedi] card stacked here into hand.
2R109
did Tuirin06 make a card like this? I think I have seen something like it before

2 •Threepio, Mindless Philosopher [Rebel]
Companion • Droid
Strength-3
Vitality-4
Droid. To play, spot a [Rebel] companion.
Each time the alliance moves, you may spot a wounded companion to make that companion resistance +2 until the regroup phase.
2U125
personally I don’t see why he costs 2 either make him cost one, or have a better ability

0 Supremely Efficient [Republic]
Event • Response
If a [Republic] Clone wins a skirmish, exert him to wound a minion not assigned to a skirmish. If that Clone is delta, discard that minion instead.
2U138
make it cost 1

2 Dark Temptation [Sith]
Condition • Companion
To play, spot a [Sith] minion. Limit 1 per bearer.
Each time bearer wins a skirmish, you may spot another companion bearing a [Sith] condition to make the Light Side player choose to either wound the Ring-bearer or add a burden.
2R141
I like the showing of the join or die thing(aren’t I articulate today Wink). make ti exert a sith minion.

2 Galactic Betrayal [Yuuzhan Vong]
Event • Skirmish
Exert a Yuuzhan Vong to make a companion he or she is skirmishing strength -1 for each other companion you spot.
2R153
ow. I guess for the exert and twilight it is good though

0 The Pit of Carkoon
Desert. Battleground. The first savage minion played each shadow phase is damage +1 until the regroup phase.
2U162
fine by me

Set Completion Count: 13/164 - 8%
ArrowSop's haves/ top wantsExclamation
(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. Razz
menace64
Posted: Fri Dec 29, 2006 8:57 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
A Dwarven Axe takes time and money and labor to make, yet it costs 0. Not everything reflects entirely what it represents. Death Sticks is balanced enough not to need a twilight cost.

Humans Are the Future takes having 3 conditions already in play (each costing anywhere from 0 to 4), and then it needs multiple races in the alliance to trigger. There’s no need to give it a twilight cost.

If Turin did a Jedi Archives like mine, that’s just both of us properly representing a library. I don’t recall his version.

I removed the To Play cost, allowing Threepio to pop up in non-Rebel decks.

Raised Supremely Efficient’s cost.

Dark Temptation takes an exertion.
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
menace64
Posted: Fri Dec 29, 2006 9:24 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
0 Ambush [Alien]
Condition • Support Area
While you can spot 6 companions, each time you play an [Alien] minion outside the shadow phase, you may exert a companion (except the Apprentice).
Response: If an [Alien] minion is played outside the shadow phase, discard this condition to make it strength +3 until the regroup phase.
2R1

3 •Grievous’ Wheel Bike [Confederacy]
Possession • Vehicle
Strength +1
Vitality +1
Bearer must be Grievous.
When you play this possession, you may replace the current site.
At the end of each phase, you may exert Grievous to exert a companion bearing a mount or a vehicle.
2R52

1 I Expect to be Well-paid [Criminal]
Event • Alliance
Spot a [Criminal] companion and add X threats to remove [X].
2C74

1 •A New Era [Imperial]
Condition • Support Area
To play, exert an [Imperial] minion.
While you control 3 sites, each [Imperial] minion is strength +1 and each minion of another culture is strength -2.
Shadow: Spot an [Imperial] minion and X sites you control to draw X cards. Discard this condition.
2R100

2 Reckless Encounter [Jedi]
Event • Assignment
Discard a [Jedi] artifact or [Jedi] possession borne by a Jedi and assign him or her to skirmish a minion. Discard all cards borne by that minion.
2U113

(That’s from when Anakin pursued Zam in AotC, losing his lightsaber in the process.)

1 •Rebel Mechanic [Rebel]
Follower
Resistance +1
Aid - 2. To play, spot a [Rebel] companion.
When you transfer this follower to a companion bearing a ship or vehicle, heal that companion.
2U123

1 Commando Armor [Republic]
Possession • Armor
Resistance +1
Bearer must be a [Republic] Clone.
While you can spot 4 [Republic] Clones, bearer may take only 1 wound per skirmish.
2C127

0 A Great Disturbance [Sith]
Event • Response
If the Free Peoples player is about to draw a card (except during the regroup phase), exert your [Sith] minion to discard the top 3 cards of his or her draw deck.
2U145

1 •Bring Us Their Heads [Yuuzhan Vong]
Condition
To play, exert a Yuuzhan Vong and spot a companion in the dead pile. Bearer must be a companion of the same culture.
While skirmishing a Yuuzhan Vong, bearer is strength -2 for each card in the dead pile.
2R151

2 Jundland Wastes
Desert. Tusken minions gain ambush 2.
2U160

Next Up: I’m itching to do Delta Squad, so yeah... they’re next!

Set Completion Count: 23/164 - 14%
Last edited by menace64 on Sat Dec 30, 2006 7:50 pm; edited 1 time in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
menace64
Posted: Sat Dec 30, 2006 2:13 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Here is Delta Squad. Starting with Boss, the Premium for one of A Wretched Hive’s starter decks.

3 •Boss, Delta Lead [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. While in your starting alliance, Boss’ twilight cost is -1.
Boss is strength +1 for each other Delta you spot.
At the start of each alliance phase, you may exert Boss to play a Delta from your draw deck.
2P126

And the other three:

2 •Fixer, Delta Slicer [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. To play, spot a Delta.
Each time the alliance moves, if Fixer bears a possession and you can spot another Delta, you may exert him to make an opponent discard a Dark Side condition.
2C133

2 •Scorch, Delta Ordnance [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. To play, spot a Delta.
At the start of Scorch’s skirmish, if he has a damage bonus, you may exert him to make an opponent discard a minion assigned to skirmish a delta.
2C136

2 •Sev, Delta Sniper [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. To play, spot a Delta.
At the start of the crossfire phase, if Sev has long range, you may exert him to make an opponent discard a minion.
2C137

And now support cards.

2 DC-17 Anti-armor Launcher [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a Delta. While bearer is not exhausted, he gains long range.
Crossfire: Exert bearer twice to make an opponent place X wounds on minions, where X is the number of deltas you spot.
2R128

2 DC-17 Sniper Rifle [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a Delta. Bearer is damage +1.
Crossfire: Exert bearer to exert a minion.
2C129

2 DC-17 Stock Blaster [Republic]
Possession • Ranged Weapon
Strength +2
Bearer must be a Delta.
While bearer bears no other possessions, bearer is strength +2.
2C130

2 Demanding Mission [Republic]
Event • Skirmish
Make a Delta enduring.
2C131

3 •Elite Unit [Republic]
Condition • Support Area
Each time a Delta wins a skirmish, add a [Republic] token here.
Skirmish: Remove 2 [Republic] tokens here to make a Delta damage +1.
2U132

2 •It Smells Like Bugs [Republic]
Condition • Support Area
At the start of the skirmish phase, make each Delta assigned to a skirmish strength +1 until the end of that skirmish.
Skirmish: Make a Delta strength +2 for each minion he is skirmishing. If he wins the skirmish, he is damage +2. Discard this condition.
2R134

1 Retractable Vibro-blade [Republic]
Possession • Hand Weapon
Strength +1
Bearer must be a Delta.
Bearer is strength +1 for each wound on each minion he is skirmishing.
2C135

0 Zero Hour [Republic]
Event • Regroup
Exert 2 Deltas to discard 2 minions. If the move limit allows, move again this turn.
2R139

Those were fun!
Oh, and by the way, the Republic culture is done. Wink

Next Up: The first in-depth look at the Alien culture.

Set Completion Count: 35/164 - 21%
Last edited by menace64 on Sat Dec 30, 2006 8:00 pm; edited 2 times in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
sickofpalantirs
Posted: Sat Dec 30, 2006 8:22 am
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.
menace64 wrote:
0 Ambush [Alien]
Condition • Support Area
While you can spot 6 companions, each time you play an [Alien] minion outside the shadow phase, you may exert a companion (except the Apprentice).
Response: If an [Alien] minion is played outside the shadow phase, discard this condition to make it strength +3 until the regroup phase.
2R1
show about, while you can spot 6 companions each alien minion gains ambush 2?

3 •Grievous’ Wheel Bike [Confederacy]
Possession • Vehicle
Strength +1
Vitality +1
Bearer must be Grievous.
When you play this possession, you may replace the current site.
At the end of each phase, you may exert Grievous to exert a companion bearing a mount or a vehicle.
2R52
hum. if you wanted to you could cut the replace a site and cut the twilight by one but that is your choice

1 I Expect to be Well-paid [Criminal]
Event • Alliance
Spot a [Criminal] companion and add X threats to remove [X].
2C74
i guess it works

1 •A New Era [Imperial]
Condition • Support Area
To play, exert an [Imperial] minion.
While you control 3 sites, each [Imperial] minion is strength +1 and each minion of another culture is strength -2.
Shadow: Spot an [Imperial] minion and X sites you control to draw X cards. Discard this condition.
2R100
fine

2 Reckless Encounter [Jedi]
Event • Assignment
Discard a [Jedi] artifact or [Jedi] possession borne by a Jedi and assign him or her to skirmish a minion. Discard all cards borne by that minion.
2U113
it works though almost seems a little underpowered

(That’s from when Anakin pursued Zam in AotC, losing his lightsaber in the process.)

1 •Rebel Mechanic [Rebel]
Follower
Resistance +1
Aid - 2. To play, spot a [Rebel] companion.
When you transfer this follower to a companion bearing a ship or vehicle, heal that companion.
2U123
perfect

1 Commando Armor [Republic]
Possession • Armor
Resistance +1
Bearer must be a [Republic] Clone.
While you can spot 4 [Republic] Clones, bearer may take only 1 wound per skirmish.
2C127
fine by me

0 A Great Disturbance [Sith]
Event • Response
If the Free Peoples player is about to draw a card (except during the regroup phase), exert your [Sith] minion to discard the top 3 cards of his or her draw deck.
2U145
how about ...Free Peoples player is about to draw or reveal a card.... like they are starting to see the future, then you destroy it or something

1 •Bring Us Their Heads [Yuuzhan Vong]
Condition • Companion
To play, exert a Yuuzhan Vong and spot a companion in the dead pile. Bearer must be a companion of the same culture.
While skirmishing a Yuuzhan Vong, bearer is strength -2 for each card in the dead pile.
2R151
conditions that ply on people are just plain conditions. Ie The Weight of a Legacy

2 Jundland Wastes
Desert. Tusken minions gain ambush 2.
2U160
seems to fit.

Next Up: I’m itching to do Delta Squad, so yeah... they’re next!

Set Completion Count: 23/164 - 14%
ArrowSop's haves/ top wantsExclamation
(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. Razz

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