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AgentDrake |
Posted: Thu Jan 10, 2008 12:50 am |
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Joined: 01 Apr 2007
Posts: 667
Location: Halfway between eccentric and insane...
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Alright, Thran suggested that I post the entire Shadow culture all together, to get a better look at it as a whole. Anyway, I’ll be posting the completed cultures all together in this thread, along with the basic changes from normal LotR.
Since I’m putting the cultures in order posted, the Shadow Dwarves (which are the ones I need comments on) are the third culture in the thread. Thanks!
Terminology Changes:
The ring-bearer has become Hero (tell me if you can think of something better, though.)
The Ring has become The Curse of Morgoth
The Fellowship has become the Company.
The FP player can control sites.
Unique events are events which may only be used once per game. They go in a sort of "dead pile for events" after use. Only Valar events will be unique.
New Keywords:
Guard [Culture] X. (While you can spot another [culture] character, this character is strength +X.)
Corrupted. (This card may be played regardless of unique Free Peoples cards.)
The Cultures:
Dwarven:
Edain:
Elven:
Evil Men:
Gaurwaith:
Morgoth/Sauron:
Orc:
Valar: |
Never kid about politicians. The more bizarre the joke, the more likely it is to come true. |
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AgentDrake |
Posted: Thu Jan 10, 2008 12:51 am |
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Joined: 01 Apr 2007
Posts: 667
Location: Halfway between eccentric and insane...
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Culture 1: The Edain (FP)
40 cards
*Aerin, Wife of Brodda
Companion – Man
Strength 6
Vitality 4
Resistance 7
Rebel.
When you play Aerin, you may spot a rebel and discard card from hand to draw a card.
Each time Aerin wins a skirmish, you may exert her to discard a shadow condition or liberate a site your opponent controls.
“‘Many a man of arms misreads patience and quiet.’”
*Asgon, Rebel Leader
Companion – Man
Strength 6
Vitality 3
Resistance 6
Rebel.
Regroup: Return a rebel to your hand to remove and make the move limit +1 until the end of the turn (limit +1.) If the fellowship moves again this turn, you may discard a rebel from hand to exert X minions, where X is that rebel’s twilight cost.
“‘Therefore go, and do not return, unless you come with strength to deliver us.’”
*Aure Entuluva!
Condition – Support Area
To play, discard a card from hand.
When you play this condition, you may place X tokens here, where X is the number of cards in your hand.
Response: If an companion is about to take a wound in a skirmish, remove two tokens from here or discard this condition to prevent that wound.
“‘Day shall come again!’”
Banner of Hador
Possession – Hand Weapon
Strength +1
Each time bearer wins a skirmish, you may remove a threat.
Response: If bearer wins a skirmish, discard this possession to play an possession from your discard pile.
"…his golden banner was unfurled, and the trumpets sang again in the morning…."
*Brandir, Lord of Brethil
Companion – Man
Strength 6
Vitality 4
Resistance 6
At the start of each fellowship phase, you may discard an card from hand to heal an companion.
While the Company is at a forest site, each of your skirmish events is twilight cost -1 (to a minimum of 1.)
“‘In this dark hour nothing can be foreseen….’”
*Brandir’s Staff, Walking Stick
Possession – Staff
Strength +1
Vitality +1
Bearer must be Brandir.
When you play this, heal Brandir.
Regroup: Discard Brandir’s Staff to draw two cards.
Conquer Alone
Event – Maneuver
Make each other companion strength -1 until the regroup phase to make the hero strength +X until the regroup phase, where X is the number of companions you can spot.
“‘For now you are alone, O Master of Doom, as you should have known it must be.’”
*Dorlas, Headstrong Warrior
Companion – Man
Strength 8
Vitality 3
Resistance 5
Hunter 1.
To play, spot an companion.
While you can spot more minions than companions, Dorlas is defender +1.
Maneuver: Discard Dorlas to take an card (except a companion) into hand from your discard pile.
“‘…I would ever go forward rather than wait for a foe.’”
Drago Morn!
Event – Skirmish
Make an companion strength +2 (or +3 if you can spot .)
“…the court rang with the battle-cry of the Edain of the North….”
Edain Sword
Possession – Hand Weapon
Strength +2
Bearer must be an man.
While bearer has resistance 7 or more, he or she is strength +1.
“‘Let the heir of the House of Hador see the light of your swords!’”
*Gethron, Guide from Dor-Lomin
Companion – Man
Strength 7
Vitality 3
Resistance 6
Curse-bound.
While Gethreon is in your starting company, he is twilight cost -2.
While the Company is at a mountain site, Gethron gains muster.
Maneuver: If the Company is not at a mountain site, exert Gethron to heal another curse-bound companion.
“Then Gethron spoke the message of Morwen before Thingol and Melian…”
Gift Given
Event – Fellowship
Discard an possession or condition from hand to place up to two cards from your discard pile on top of your draw deck.
“‘…I have brought you a gift to mark the day.’”
Gift Returned
Event – Regroup
Exert an companion (or spot Sador) to take an possession or condition into hand from your discard pile.
“‘And now I might as well give you back your gift.’”
*Grithnir, Guardian from Dor-Lomin
Companion – Man
Strength 7
Vitality 3
Resistance 6
Curse-bound.
While Grithnir is in your starting company, he is twilight cost -2.
Regroup: Discard Grithnir to discard two minions and remove .
“…Gethron and Grithnir his guardians….”
*Gurthang, Black Flame
Artifact – Hand Weapon
Strength +3
Resistance -2
Bearer must be Turin.
He is damage +1.
Skirmish: Exert Turin to wound a minion skirmishing him or an unbound companion.
“…the edges of Gurthang flickered like flame in his hand.”
*Gurthang, Iron of Death
Artifact – Hand Weapon
Strength +3
Bearer must be Turin.
He is damage +1.
At the start of each skirmish involving Turin, you may add a burden to play an skirmish event from your discard pile.
“‘From no blood will you shrink.’”
*Helm of Hador, Dragon of Dor-Lomin
Artifact – Helm
Strength +1
Vitality +1
Resistance -1
Bearer must be Hurin or Turin.
At the start of each skirmish involving bearer, you may exert a minion he is skirmishing.
Response: If bearer is about to take a wound, discard this artifact to prevent that wound (and wound a minion skirmishing bearer if bearer is involved in a skirmish.)
“…the face of one that wore it struck fear into the hearts of all beholders, but was itself guarded from dart and fire.”
Hithlum Vagabond
Follower
Aid: Discard a card from hand.
Each time bearer wins a skirmish, you may exert him or her to look at the top three cards of your draw deck. You may choose to replace one of those cards with an card from your discard pile, and discard the replaced card. Return the cards in any order.
*Hunthor, Man of Dor-lomin
Companion – Man
Strength 7
Vitality 3
Resistance 6
Hunter 1.
When you play Hunthor, you may discard an card from hand to take another card into hand from your discard pile.
“‘Happy was the choice that took you for a helper!’”
*Hurin, Defier of Morgoth
Follower
Vitality +1
Resistance +1
Aid: Add a threat and discard a card from hand.
To play, spot an companion.
Bearer gains curse-bound.
Bearer is strength +X, where X is the number of curse-bound companions you can spot (limit +3.)
*Hurin’s Harp
Artifact – Harp
Resistance +1
Bearer must be an companion.
Maneuver: Discard a card from hand to play an follower from hand and attach that follower to a companion.
Lacho Calad!
Event – Skirmish
Make an companion strength +3 (or +4 if that companion is bearing a hand weapon and has resistance 7 or more.)
“And the sun glittered on fifty blades as they leaped forth…”
Mail of the Edain
Possession – Armor
Vitality +1
Skirmish: Discard this possession to make each minion skirmishing bearer lose all damage bonuses and unable to gain damage bonuses until the regroup phase.
*Morwen, Lady of Dor-Lomin
Follower
Vitality +1
Resistance +1
Aid: Discard two cards from hand.
Bearer is strength +X, where X is bearer’s viatlity.
While bearer is an companion, each time he or she wins a skirmish, you may exert bearer and add a threat to remove a burden.
*Nienor, Niniel
Companion – Man
Strength 4
Vitality 4
Ringed Resistance 4
Curse-bound.
While Nienor is your Hero, she is resistance +1 for each companion you can spot.
Each time the Company moves, you may add to heal a companion.
Out of the Woods
Event – Assignment
Exert two companions and spot a minion (or, if you can spot more minions than companions, spot a minion and add ) to play an companion from your discard pile and assign a minion to skirmish that companion.
“Therefore, out of sight in the underwood, Turin made a great noise of stamping and crashing, and then he cried in a loud voice, as if leading many men…”
*Patience and Quiet
Condition – Support Area
Each rebel with resistance 6 or more gains muster.
Each rebel with resistance 7 or more is strength +1.
Each rebel with resistance 8 or more is damage +1.
“‘She did much good among us at much cost.’”
Rebel Knife
Possession – Hand Weapon
Strength +1
Resistance +1
Bearer must be a rebel.
Each time bearer wins a skirmish, you may remove a threat.
“…the thralls had but meat-knives and such things as they could snatch up against daggers and swords…”
Rebel Thrall
Companion – Man
Strength 5
Vitality 3
Resistance 7
Rebel.
At the start of each regroup phase, add a threat or discard this companion.
While you can spot 3 rebels, this companion is strength +3.
Fellowship: Exert this companion twice to take an companion into hand from your discard pile.
“…all the rebels that had the strength followed him….”
*Sador, Old Vagabond
Companion – Man
Strength 6
Vitality 4
Resistance 7
Rebel.
At the start of each regroup phase, you may exert Sador to shuffle a companion into your deck from your discard pile.
Maneuver: Discard a rebel to discard a minion (limit 1.)
“‘You speak too loud, and I too much, for an Easterling’s hall.’”
*Sador, Labadal
Companion – Man
Strength 6
Vitality 3
Resistance 7
To play, spot an companion.
Fellowship: Discard an possession from hand and exert Sador to remove a burden.
“‘I have nothing to equal your gift… but what I can do, I will.’”
Thrall of Hithlum
Companion – Man
Strength 6
Vitality 3
Resistance 7
Rebel.
At the start of each fellowship phase, add a threat or discard this companion. While you can spot 3 rebels, this companion is strength +3.
“…long had they been tame servants, but now they rose with shouts of rebellion.”
Trifles Unbidden
Event – Fellowship
Exert an companion (or spot Sador) to play an possession or artifact with cost or less from your discard pile.
Sador would often of his own accord make great works for the House of Hador, though he rarely completed the tasks which were set before him.
*Turin, Son of Hurin
Companion – Man
Strength 6
Vitality 3
Ringed Resistance 9
Curse-bound.
While Turin is your Hero, each time the company moves, add or a burden.
Skirmish: Exert Turin twice and discard a card from hand to make him strength +4.
“‘I shall go as a soldier with an Elf-King, as soon as I am able.’”
*Turin, Mormegil
Companion – Man
Strength 8
Vitality 3
Ringed Resistance 6
While Turin is your hero, the twilight cost of each artifact and possession played on him is -1.
Skirmish: Exert Turin to make another companion strength +2.
“‘…a mighty Orc-slayer, and he shall be a great help to us, if he lives.’”
*Turin’s Knife, Gift
Possession – Hand Weapon
Strength +1
Bearer must be an companion.
This possession may be borne in addition to one other hand weapon.
While bearer is Turin or Sador, he is resistance +1.
Response: If bearer wins a skirmish, discard this possession to take an event into hand from your discard pile.
“‘This is a gift indeed: a blade of elven steel.’”
Uprisen
Event – Skirmish
Make an companion strength +2 (or if you can spot 3 or more rebels, strength +1 for each rebel you can spot, limit +5.)
*Urwen, Lailath
Follower
Resistance +1
Aid: Discard a card from hand.
Bearer must be an companion.
While bearer has resistance 7 or more, he or she is strength +2.
“‘Fair as an Elf-child is Lailath….’”
Warrior of Dor-Lomin
Companion – Man
Strength 6
Vitality 3
Resistance 6
Each time this companion wins a skirmish, you may exert him to take an card into hand from your discard pile.
“…there they would stand to the end”
Wooden Figures
Possession
Resistance +1
Bearer must be an companion.
While this possession is in your discard pile, at the start of your fellowship phase, you may discard the top card of your draw deck or exert a companion to shuffle this possession into your draw deck.
Fellowship: Discard this possession to reinforce a Free Peoples token.
“He rewarded as he could the kindness of the child, and carved for him the figures of men and beasts….”
[/b] |
Never kid about politicians. The more bizarre the joke, the more likely it is to come true. |
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AgentDrake |
Posted: Thu Jan 10, 2008 12:53 am |
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Joined: 01 Apr 2007
Posts: 667
Location: Halfway between eccentric and insane...
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Culture 2: Morgoth (SH)
32 cards
*The Balrog, Second Lieutenant
Minion – Balrog
Strength 14
Vitality 4
Site 5
Damage +1. Fierce. Toil 1.
The twilight cost of each card is +1.
The Hero is strength -1.
Beat Into Dust
Event – Skirmish
Remove a threat to make a minion with damage +X strength +X. (Limit +4)
“His banner… they trod into the mire of his blood.”
Black Axe
Artifact – Hand Weapon
Bearer must be a Balrog.
Bearer is Damage +1.
While bearer is damage +X, bearer is strength +X
"Gothmog hewed him with his black axe...."
* Boast Made Vain
Condition – Maneuver
To play, Spot Glaurung or exert two Balrogs.
When you play this condition, the Free Peoples player may discard the top two cards of his or her draw deck to discard it.
Each Free Peoples maneuver action gains the cost “Add a burden or a threat.”
Discard this condition at the end of the turn.
“‘Then you are fools….’”
*Dark Cloud
Condition – Support Area
To play, spot a threat and a minion.
At the start of each of your Shadow phases, you may remove a threat to add .
“…a black smoke went up; and he knew that the wrath of Morgoth was kindled….”
*Dark Fire
Condition
Strength -2
To play, spot a Balrog and remove a threat.
Bearer must be a companion (except the hero), limit 1 per bearer.
Each time the company moves, bearer must exert.
Shadow and Flame.
Deep Dungeons
Condition – Support Area
To play, spot a minion.
While there are no more than two cards stacked here, each time your Guard wins a skirmish, you may remove to stack that minion here.
Shadow: Remove a threat to play a minion from here as if from hand. Then discard this condition or remove .
*Dragon’s Greed
Condition – Support Area
To play, spot Glaurung.
When you play this condition, you may place a token here for each threat you can spot.
Shadow: If there are less than X cards stacked here, stack a possession or artifact from hand here, where X is the number of tokens here (limit 4.)
Shadow: Remove to play a possession or artifact stacked here as if from hand.
*Dragon’s Hoard
Artifact – Support Area
To play, spot Glaurung and discard a card from hand.
Each time a companion loses a skirmish involving a minion, you may remove a threat to stack a possession or artifact borne by that companion here.
Each time a companion wins a skirmish involving a minion, the Free Peoples player may add to take his or her possession or artifact stacked here into his or her hand.
*Dragon’s Subtlety
Condition – Support Area
To play, spot Glaurung.
When you play this condition, you may place a token here.
At the start of each shadow phase, you may remove or a threat to reinforce a token here.
Response: If a condition or artifact is about to be discarded, remove 2 tokens from here or discard this condition to prevent that.
Fist of Morgoth
Event – Maneuver
Remove two threats or discard a minion to make a minion damage +1 until the regroup phase.
Gazed Through Malice
Event – Shadow
Exert X minions to add X threats (limit 4). The Free Peoples player may exert X companions to prevent this.
The eyes of the Dark Lord twisted all.
[14] *Glaurung, Great Worm
Minion – Dragon
Strength 18
Vitality 4
Site 6
Damage +1. Enduring. Fierce.
Each time Glaurung wins a skirmish, you may add two threats or a burden.
Each time Glaurung loses a skirmish, you must remove two burdens or discard three cards from hand.
“‘The stench of him is scarce to be endured.’”
[15] *Glaurung, Father of Dragons
Minion – Dragon
Strength 18
Vitality 4
Site 6
Damage +1. Fierce.
Each time Glaurung wins a skirmish, you may exert him to play a condition from your discard pile or draw deck.
Regroup: Discard a condition and exert Glaurung to add a burden.
“‘Then you are fools, both you and your brother,’ said he. ‘And your boast shall be made vain. For I am Glaurung!’”
*Gothmog, Lord of Balrogs
Minion – Balrog
Strength 18
Vitality 4
Site 5
Damage +2.
To play, exert a Balrog twice.
Each of your other Balrogs is strength +1.
“…He drove a dark wedge between the Elven-hosts….”
*Gothmog’s Sword
Artifact – Hand Weapon
Strength +2
Bearer must be a Balrog.
While bearer is Gothmog, he gains Guard 2, and each time he wins a skirmish, you may add a threat.
The blade of the Balrogs was forged in the flames of Angband, and tempered in the Shadows of the North.
Hosts Of Angband
Event – Shadow
Spot 2 minions to play a Balrog from hand. That Balrog’s twilight cost is -4.
“Gothmog, high-captain of Angband, was come….”
Malice
Condition
Strength +1
Resistance -1
To play, spot a minion.
Bearer must be a companion (except the hero.) Limit 1 per bearer.
When bearer has a resistance of 0, discard him or her.
Morgoth’s Ring
Event – Shadow
Exert a minion and remove [X] to add X threats (limit 5).
Sauron’s Ring was a ring of Gold. Morgoth’s Ring was the powers of Arda
*Slowly and Surely
Condition – Support Area
To play, spot a minion.
Each time the Company moves, you may remove a threat to make the Free Peoples player exert a companion or add a burden.
“‘The shadow of my purpose lies upon Arda, and all that is in it bends….’”
Trod Into the Mire
Condition – Support Area
To play, spot 2 Balrogs.
When you play this condition, you may place a token here.
At the start of each regroup phase, if a companion was killed this turn, you may remove 2 tokens from here to add a burden.
Shadow: Remove a threat to reinforce a token here.
“…They beat him into the dust….”
Troll-Guard of Gothmog
Minion - Troll
Strength 12
Vitality 3
Site 4
Damage +1. Toil 1. Guard 2. (While you can spot another minion, this minion is strength +2.)
While you can spot a Balrog, this minion is strength +2.
Only the Troll-Guards of the Balrog Lord could stand against Hurin.
Troll Guardian
Minion – Troll
Strength 10
Vitality 3
Site 4
Damage +1. Toil 1. Guard 2. (While you can spot another minion, this minion is strength +2.)
While you can spot a Balrog, this minion is damage +1.
The trolls of Gothmog ground the Elvenking into the dust.
Troll Henchman
Minion – Troll
Strength 12
Vitality 3
Site 4
Damage +1. Muster.
When you play this minion, you may add a threat.
Shadow: Remove a threat to add .
Skirmish: Remove a threat to make a minion strength +1 (limit +3).
*Troll Warden
Minion – Troll
Strength 11
Vitality 3
Site 4
Toil 1.
Shadow: Exert this minion and discard a card from hand to play a Troll from your discard pile. Its twilight cost is -1.
Troll’s Warspear
Possession – Hand Weapon
Strength +2
Bearer must be a Troll.
When you play this possession, you may remove a threat to add .
The spear wielded by a troll is seldom hampered by mere metal armor.
Twisted Creatures
Event – Skirmish
Choose one: Make a minion gain Guard 2 or make an minion gain Guard 2.
The armies of Morgoth were filled with trolls and orcs, and other twisted creatures.[/i]
Unnumbered Tears
Event – Response
If your minion wins a skirmish, you may add two threats or a burden.
"Thus ended the Nirnaeth Arnoediad, as the Sun went down beyond the Sea."
Valaraukar Crusher
Minion – Balrog
Strength 14
Vitality 3
Site 5
Damage +1. Toil X.
X is the number of threats you can spot (limit 2.)
While you can spot another Balrog, this minion is fierce.
Valaraukar Destroyer
Minion – Balrog
Strength 14
Vitality 3
Site 5
Damage +1. Toil 1.
To play, remove a threat.
Each time this minion wins a skirmish, you may exert it twice to add a threat.
"...a Balrog came behind him..."
Valaraukar Ravager
Minion – Balrog
Strength 11
Vitality 3
Site 5
Damage +1. Toil 1.
To play, remove a threat.
The Balrogs of Morgoth tore the armies of the Free Peoples asunder.
*White Flame
Condition – Support Area
Strength +1
Vitality +1
Resistance +1
Each time bearer wins a skirmish, he or she must exert.
Each time bearer loses a skirmish, add a burden.
Response: If a Balrog wins a skirmish, transfer this condition from your support area to a companion that Balrog was skirmishing.
“…A white flame sprang up from the helm of Fingolfin as it was cloven.” |
Never kid about politicians. The more bizarre the joke, the more likely it is to come true. |
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AgentDrake |
Posted: Thu Jan 10, 2008 12:55 am |
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Joined: 01 Apr 2007
Posts: 667
Location: Halfway between eccentric and insane...
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Culture 3: Dwarves (SH)
31 cards
Ancient Axe SH
Possession – Hand Weapon
Strength +2
Bearer must be a Dwarf minion.
While bearer has muster, he each time he wins a skirmish, you may reinforce a token.
“…in the armouries hung axes and other gear rusted and dusty….”
Ancient Hatred SH
Event – Skirmish
Exert a minion skirmishing a companion to add a burden. If that minion has muster, you may make it strength +2.
The Petty-Dwarves hated all outsiders, and the Elves most of all.
*Betrayal SH
Condition - Support Area
To play, spot a minion.
Response: If your event is about to be placed in the discard pile, you may remove it from the game and remove two of your tokens to add a burden. Discard this condition.
"Thus was the House of Ransom betrayed."
Blood-Flower SH
Event – Skirmish
Make a Dwarf minion strength +1 for each of your tokens you can spot (limit +6.) If that minion has muster, you may exert him and remove to shuffle this event into your draw deck.
“‘See! There is blood on the hilltop.’”
*Brooding SH
Condition – Support Area
Toil 1.
To play, remove a burden.
While you can spot your token, each of your dwarf minions is strength +1.
While you can spot three of your tokens, each of your dwarf minions is strength +1.
While you can spot five of your tokens, each of your dwarf minions is strength +1.
Closed Chambers SH
Event – Shadow
Exert a Dwarf minion with muster to reinforce X tokens, where X is the number of burdens you can spot.
“‘…the chamber that is closed, none shall open it but me.’”
Dim and Haunting SH
Event – Regroup
Stealth.
Exert your minion with muster to add X burdens, where X is that minion’s damage bonus (to a maximum of 3.)
“…when Mim was near unease fell on their talk. They took to speaking ever to one another in whispers.”
Dwarf Cloak SH
Possession – Cloak
Vitality +1
Bearer must be a Dwarf.
Bearer gains muster.
Each time you play a stealth event, you may exert bearer to shuffle that event into your draw deck instead of placing it in your discard pile.
“…they saw three hooded shapes, grey-clad, going stealthily among the stones.”
Dwarven Knife SH
Possession – Hand Weapon
Strength +1
Bearer must be a Dwarf.
Bearer is damage +1.
Skirmish: Exert bearer and discard this possession to add a burden or wound a companion skirmishing bearer.
“…Mim appeared on the summit, and going over to where Beleg lay prostrate and unmoving he gloated over him while he sharpened a knife.”
Dwarven Curse SH
Condition
Resistance -2
To play, spot minions.
Bearer must be a companion (except the Hero.) Limit 1 per bearer.
While bearer has a resistance of 0, at the start of each fellowship phase, wound him or her.
“‘The curse of a dwarf never dies, they say….’”
Gloom and Shadow SH
Event – Shadow
Stealth.
Exert two Dwarf minions to make the Shadow player gain initiative regardless of the Free Peoples player’s hand until the end of the regroup phase.
The Free Peoples player may add a burden to prevent this.
“…the pool became grey and cold and the birches bare….”
*Ibun, Conspiring Devil SH
Minion – Dwarf
Strength 6
Vitality 3
Site 3
Corrupted.(You may play this minion regardless of unique Free Peoples cards.) Damage +1. Guard 2. Lurker.
Regroup: If you have initiative, exert Ibun and remove a token to add a burden.
Ibun and Mim went not for food, but for Orcs.
*Jealousy SH
Condition – Support Area
When you play this condition, you may spot a Dwarf minion to place two tokens here.
Each time the Fellowship moves, you may remove to reinforce a token here.
Skirmish: Remove a token here or discard this condition to make a Dwarf minion strength +2.
“And ever the more did hatred grow in the heart of Mim….”
*Khim, Skulking Devil SH
Minion – Dwarf
Strength 6
Vitality 2
Site 3
Corrupted.(You may play this minion regardless of unique Free Peoples cards.) Damage +1. Lurker.
While you have initiative, Khim is strength +2.
Skirmish: Exert Khim to make a Dwarf minion strength +X, where X is the number of Dwarf minions you can spot with muster.
“‘It is old and small. What harm is in it?’”
Long-Borne Grudges SH
Event – Response
Stealth.
If your Dwarf minion loses a skirmish, you may reinforce a token.
If your Dwarf minion wins a skirmish, add a burden.
“‘…for what you have done my heart is hot.’”
Lurking in Shadow SH
Event – Response
Stealth.
If the Free Peoples player uses a special ability, exert your minion and remove a token from your condition to make the Free Peoples player choose to add a burden or exert a companion.
“Too often he would appear out of some shadowy corner or doorway….”
*Mim, Elf-Hater SH
Minion – Dwarf
Strength 6
Vitality 3
Site 3
Corrupted.(You may play this minion regardless of unique Free Peoples cards.) Damage +1. Guard 2.
While you have initiative, Mim is strength +2.
Response: If the Free Peoples player plays a companion, discard Mim from your hand to make the Free Peoples player add a burden or exert that companion twice.
“The Orc-captain thought that the fate of Beleg might well be lift to Mim….”
*Mim, Nibin-Noeg SH
Minion – Dwarf
Strenth 6
Vitality 3
Site 3
Corrupted.(You may play this minion regardless of unique Free Peoples cards.) Damage +1. Guard 2.
To play, spot a Dwarf minion.
Regroup: Exert Mim to play a condition from your draw deck or discard pile.
“…as he went he muttered in a strange tongue that seemed harsh with ancient hatred….”
*Mistrust SH
Condition – Support Area
To play, spot two Dwarf minions with muster.
Each time the fellowship moves, you may discard a shadow card from hand to add a burden. The Free Peoples player may add to prevent this.
“‘Maybe there are other things besides earth-bread in the wild which Elves have not found and Men must not know!’”
Petty-Dwarf Exile SH
Minion – Dwarf
Strength 6
Vitality 3
Site 3
Damage +1. Muster. Guard 2.
When you play this minion, you may exert it to take a stealth event into hand from your discard pile.
“…they took to lives of stealth….”
Petty-Dwarf Hobbler SH
Minion – Dwarf
Strength 4
Vitality 2
Site 3
Damage +1. Guard 2. Guard 1.
To play, spot a minion.
When you play this minion, you may exert it to draw a card.
“…walking with bent shoulders and quick, furtive steps.”
Petty-Dwarf Skulker SH
Strength 6
Vitality 3
Site 3
Damage +1. Guard 2. Lurker.
While you can spot 6 culture tokens, this minion is twilight cost -2.
Maneuver: Remove to make this minion gain muster until the end of the regroup phase.
Petty-Dwarf Wanderer SH
Minion – Dwarf
Strength 5
Vitality 3
Site 3
Damage +1.
When you play this minion, you may exert it and remove a token from your condition to add a burden. The Free Peoples player may add to prevent this.
“…they hated also the Eldar, and the Exiles most of all….”
Plotting in the Dark SH
Event - Shadow
Exert a Dwarf minion and remove a token from your condition to add [X], where X is the number of tokens remaining on that condition (limit 4.)
"’...you may not live long enough to learn wisdom.’"
Secret Tongue SH
Condition – Support Area
When you play this condition, you may place two tokens here.
Maneuver: Remove a token here or discard this condition to make a Dwarf minion gain muster until the end of the regroup phase.
“‘They have no name, save in the Dwarf-tongue which we do not teach.’”
Secrets Still Unyielded SH
Event – Regroup
Stealth.
Exert your Dwarf minion to reinforce a token twice or play a condition from your discard pile.
“…he did not tell of a secret hidden stair….”
Silent Rage SH
Condition – Support Area
Strength +2
To play, spot a Dwarf minion.
Bearer is damage +1. Limit 1 per bearer.
When you play this condition, you may place a token here.
Each time a minion wins a skirmish, you may reinforce a token here.
Skirmish: If there are three tokens here, remove all tokens from this condition to transfer it to a Dwarf minion.
“And those who were on the watch saw him sitting on through the night silent and still as a stone, save for his sleepless eyes that glinted as they roved in the dark.”
Slinking and Sneaking SH
Condition – Support Area
To play, spot a minion.
At the start of each regroup phase, you may remove two tokens here to add a burden. The Free Peoples player may exert a companion twice to prevent this.
Maneuver: Remove two tokens from your conditions to place a token here.
Mim’s persistent stealth and secrecy took its toll on Turin’s men.
Still Strong SH
Event – Skirmish
Make a minion strength +3 (or +1 for each minion with muster.)
“…they were far stronger than their stature promised….”
*Undiscovered Secrets SH
Condition – Support Area
To play, exert a Dwarf minion.
When you play this condition, you may place a token here.
Regroup: Exert a Dwarf minion with muster and remove a token here to shuffle a stealth event into your draw deck from your discard pile.
“‘Wild Elves know them not; Grey Elves have not found them; the proud ones from over the Sea are too proud to delve.’”
Vicious Struggle SH
Event – Skirmish
Make a minion strength +3 (or +4 if you can spot 4 tokens.)
“…he struggled and bit like a beast.” |
Last edited by AgentDrake on Sun Jan 13, 2008 12:22 am; edited 1 time in totalNever kid about politicians. The more bizarre the joke, the more likely it is to come true. |
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AgentDrake |
Posted: Thu Jan 10, 2008 12:55 am |
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Joined: 01 Apr 2007
Posts: 667
Location: Halfway between eccentric and insane...
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To re-iterate my original concept for the Shadow Dwarves:
"The idea was to make the Shadow Dwarves a harrassment shadow.
The end result, though, is that all their muster, tokens, etc. can all be funneled down into different ways of adding burdens. Theoretically, any of their "resources" can be converted into burdens. If you don’t have the card in hand at the moment to convert, say, muster to burdens, you can change it to whatever you can immediately convert to burdens.
Their muster and card-drawing are also useful for cycling and setting up your hand for the FP."
Actually, looking back over them, I’m not so sure it worked out, but suggestions are welcomed. I may have to make a few more cards just to try to tie them all together.
I’m thinking about throwing together a short (2 or 3 round) DC con to get the last few bits I need, but it’d be nice to know exactly what holes to fill first.
up for grabs.
EDIT: A few changes made, based on suggestions Thran sent me. |
Never kid about politicians. The more bizarre the joke, the more likely it is to come true. |
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