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Pipsqueak
Posted: Thu Jan 12, 2006 9:49 pm
Joined: 06 Jan 2006 Posts: 331 Location: A northerner down south
These are some ideas i had ’cause i think it would be kinda cool to take the orcs from the misty mountains (from THE HOBBIT) and turn them into a culture. Cool

So here are just some ideas

(3) Mountain Orc [MM]
Minion • Orc
Strength: 7
Vitality: 1
Site #: 3
When you play Mountain Orc you may spot another [MM] minion to add (2).

(2) Lurking Orc [MM]
Minion • Orc
Strength: 5
Vitality: 2
Site #: 3
LURKER
Shadow: Add (1) for each other lurker you can spot (limit once per turn).

(6) •Mountain Chieftan [MM]
Minion • Orc
Strength: 10
Vitality: 3
Site #: 3
FIERCE
Mountain Chieftan is strength + 1 for each other [MM] minion you can spot.

(3) A Crack in the Wall [MM]
Condition • Support Area
While the fellowship is at an underground site, each [MM] minion is FIERCE.

(2) Mountain Chains [MM]
Condition • Support Area
Strength - 2
Spot a [MM] minion with strength 6 or greater to transfer this condition from your support area to a dwarf or an unbound hobbit (limit one per bearer).

Just in case anyone didn’t pick up on it, [MM] stands for misty mountains.
These orcs are very similar to moria orcs; cheap, they swarm, and they give ya’ some twighlight.
Last edited by Pipsqueak on Mon Feb 06, 2006 5:35 pm; edited 4 times in totalLong live the southern bros. Homage
Guest
Posted: Thu Jan 12, 2006 10:27 pm
Joined: Posts: Location:
Pipsqueak wrote:
These are some ideas i had 'cause i think it would be kinda cool to take the orcs from the misty mountains (from THE HOBBIT) and turn them into a culture. Cool

So here are just some ideas

(3) Mountain Orc [MM]
Minion • Orc
Strength: 7
Vitality: 1
Site #: 3
When you play Mountain Orc you may spot another [MM] minion to add (2).

Fine, nothing wrong with it

(2) Lurking Orc [MM]
Minion • Orc
Strength: 5
Vitality: 2
Site #: 3
LURKER
Shadow: Add (1) for each other lurker you can spot.

Well, this would be an infinite ability. Even with just himself, you could use this ability to add (1) every time you use the ability. So, I'll say "add (1) for each lurker." Then I'll do it again, and again, and again, and again, and again...Make a limit on it.

(6) •Mountain Chieftan [MM]
Minion • Orc
Strength: 10
Vitality: 3
Site #: 3
FIERCE
Mountain Chieftan is strength + 1 for each other [MM] minion you can spot.

Good

(2) A Crack in the Wall [MM]
Condition • Support Area
While the fellowship is at an underground site, each [MM] minion is FIERCE.

Nothin wrong really, seems a lil too...cheap...

(2) Mountain Chains [MM]
Condition • Support Area
Strength - 2
Spot Prison Guard or Underground Enforcer to transfer this condition from your support area to a dwarf or an unbound hobbit.

Maybe make a limit on it. And, it seems a little to needing of specific cards to work....

Just in case anyone didn't pick up on it, [MM] stands for misty mountains.
These orcs are very similar to moria orcs; cheap, they swarm, and they give ya' some twighlight.

All in all, good ideas, I dont get the lurker/fierce minions though, you'd be better off choosing one of them. Do you wan't the minions who stay in the dark and stab the wandering peoples in the back. Or the enraged denizons of the misty mountains that use their scary imagery and ability to strick the peoples with the inability to fight back?
Pipsqueak
Posted: Fri Jan 13, 2006 6:00 pm
Joined: 06 Jan 2006 Posts: 331 Location: A northerner down south
Thanks , dude. You had some pretty good ideas. Very Happy
Pipsqueak
Posted: Fri Jan 13, 2006 6:06 pm
Joined: 06 Jan 2006 Posts: 331 Location: A northerner down south
(2) Roasting Them Alive [MM]
Event • Shadow
You may play WOODEN SPIKE from your discard pile on one of your [MM] minions.

(1) Wooden Spike [MM]
Possesion
Strength + 1
This possesion may not be discarded by any free peoples player.

(2) Murderers and Elf-Friends! [MM]
Event • Skirmish
Make a companion skirmishing a [MM] minion strength - 2 (or strength - 3 if that companion bears MOUNTAIN CHAINS).

(3) Goblin Guard [MM]
Minion • Orc
Strength: 7
Vitality: 3
Site #: 3
Skirmish:Discard this minion and exert another [MM] minion to exhaust a companion or ally this minion is skirmishing.
Last edited by Pipsqueak on Fri Jan 13, 2006 11:25 pm; edited 1 time in total
Guest
Posted: Fri Jan 13, 2006 6:26 pm
Joined: Posts: Location:
Pipsqueak wrote:
Thanks , dude. You had some pretty good ideas. Very Happy


Sure, MAN, you are very welcome. Wink
Pipsqueak
Posted: Sat Jan 14, 2006 3:36 pm
Joined: 06 Jan 2006 Posts: 331 Location: A northerner down south
ESGAROTH

(4) •Laketown Captain [esgaroth]
Companion • Man
Strength: 8
Vitality: 3
Resistance: 4
Laketown Captain is Resistance + 1 for each condition, possesion, and artifact he bears.

(2) Laketown entertainer [esgaroth]
Ally • Man • Site 6
Strength: 2
Vitality: 2
Signet: Bard
Discard Laketown Entertainer to make an [esgaroth] Man strength + 3.

(3) Bow of Bard [esgaroth]
Possesion • Ranged Weapon
Bearer must be an [esgaroth] Man. If bearer has resistance 3 or more, bearer is an ARCHER.
Archery: Discard Bow of Bard to wound a minion.

(1) Escape Boat [esgaroth]
Condition • Support Area
Manuever: Spot an [esgaroth] ally to place an [esgaroth] token here.
Assignment: Remove 3 tokens from here to make an [esgaroth] ally strength + 2 and participate in archery fire and skirmishes.
Discard this condition.

(6) Esgaroth (6)
Site
Fellowship: Exert an unbound companion to play Laketown Captain or Laketown Guard from your drawdeck.
Pipsqueak
Posted: Mon Jan 16, 2006 6:44 pm
Joined: 06 Jan 2006 Posts: 331 Location: A northerner down south
ESGAROTH

(2) •Great Feasting Table [esgaroth]
Condition • Support Area
Assignment: Assign an [esgaroth] companion to a fierce skirmish to add an [esgaroth] token here. Remove 2 tokens from this card, and discard this condition to play an [esgaroth] companion from your dead pile.

(2) Laketown Smithy [esgaroth]
Ally • site 6 • Man
Strength: 4
Vitality: 2
Assignment: Exert this ally and discard two cards from your hand to allow him to participate in archery fire and skirmishes.

(1) Laketown Dagger [esgaroth]
Possesion • Hand Weapon
Strength +1
Bearer must be an [esgaroth] man.
If bearer is an ally, then exert bearer to make bearer participate in archery fire an skirmishes until the regroup phase.
Pipsqueak
Posted: Fri Jan 20, 2006 12:44 pm
Joined: 06 Jan 2006 Posts: 331 Location: A northerner down south
MISTY MOUNTAINS

(1) Winding tunnels [MM]
Condition • Support Area
For each [MM] orc in play at an underground site, the fellowship must add (1) when moving from that site during the regroup phase.
Skirmish: Discard a [MM] orc to make another [MM] orc strength +2 and fierce. Discard this condition.


ESGAROTH

(4) 13 Dwarves and a Hobbit [esgaroth]
Event • Maneuver
TALE
Spot two dwarves and a hobbit to make an [esgaroth] man defender +1 until the regroup phase.
Long live the southern bros. Homage
Pipsqueak
Posted: Sun Jan 22, 2006 5:26 pm
Joined: 06 Jan 2006 Posts: 331 Location: A northerner down south
If anyone has any ideas for Esgaroth or MM culture cards, feel free to post 'em here :D


ESGAROTH

(1) •Bard's Pipe [esgaroth]
Possesion • Pipe
Bearer must be an [esgaroth] man.
Maneuver: Discard this possesion to make a shadow player discard a card from his or her hand at random.
Regroup: Discard this possesion to draw a card (or two cards if you spot a pipeweed possesion).
Long live the southern bros. Homage
Pipsqueak
Posted: Fri Jan 27, 2006 3:07 pm
Joined: 06 Jan 2006 Posts: 331 Location: A northerner down south
ESGAROTH

(2) •Like Fire Through all the Town [esgaroth]
Condition • Suppot Area
Fellowship: Exert an [esgaroth] man to play an [esgaroth] ally from your dead pile. afterward, wound an [esgaroth] companion, or discard this condition.

(1) Particularly Cheerful [esgaroth]
Condition
Resistance +1
Bearer must be a Dwarf or Bilbo.
If bearer is Bilbo, he may not be overwhelmed unless his strength is tripled.

MISTY MOUNTAINS

(2) Hordes of angry Goblins [MM]
Event • Shadow
Play a [MM] orc from you discard pile. The Free Peoples player may add (3) to prevent this.

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