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DáinIronfoot
Posted: Thu Apr 03, 2008 12:39 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Anonymous Prodigy wrote:
DainIronfoot wrote:
White Bucklebury Ferry
Site 1
River. Fellowship: Exert 2 Hobbits to play the fellowship’s next 2 sites (replacing opponent’s sites if necessary). Each player may draw a card for each dwelling or forest site played in this way.

I’d make it just 1 site. Hobbits and site manipulation don’t mix IMO...

Don’t worry...it’s not going to become a theme for them or anything. But I wanted to nod to Hobbiton Woods without just copying it outright. Any more balanced suggestions?

Anonymous Prodigy wrote:
DainIronfoot wrote:
White Bamfurlong
Site 1
Dwelling. Plains. Fellowship: Play a Shire companion to make an opponent discard a card from his or her hand.

...and Hobbits don’t do discard. Make it remove 1, although I’m afraid it’ll be OP then. Anything but discard, though. Razz

Again, not something I intend to make a new Shire theme, but I figured one site to help them get started (I think Hobbits’ biggest weakness is surviving the early sites to properly set up) couldn’t hurt. It IS pretty limited, after all, since it can’t work with the starting fellowship....
Last edited by DáinIronfoot on Thu Apr 03, 2008 12:46 pm; edited 1 time in totalBest regards, Dáin, Vice Aftokrator of the Chosen Ones

Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!

Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North!
Anonymous Prodigy
Posted: Thu Apr 03, 2008 12:44 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
In that case, I s’pose they’re balanced. But if you start making a Shire NPE...

Razz
I had to put something here.
DáinIronfoot
Posted: Thu Apr 03, 2008 12:46 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
No no no. Just these couple sites to help them get their foot out the door. Smile
Best regards, Dáin, Vice Aftokrator of the Chosen Ones

Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!

Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North!
DáinIronfoot
Posted: Fri Apr 04, 2008 1:47 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
I think we’re finally ready for Site 2. There’s a lot of them, but that just means more variety, right? Smile Enjoy!

White Great East Road 1
Site 2
Forest. Stealth cards are twilight cost +1. Search cards are twilight cost -1.

White The Old Forest 2
Site 2
Forest. Each Tree and Wraith weather card is twilight cost -1.

White High Hay 1
Site 2
When the fellowship moves from here, heal each Hobbit and ranger and exert each other companion.

White Barrow-downs 1
Site 2
Plains. Each companion bearing a Shadow condition is strength -1 and resistance -2.

White Village of Bree 1
Site 2
Dwelling. Nazgűl are not roaming.

White West-gate of Bree 0
Site 2
Dwelling. Shadow: Play a Wraith or Sauron Man to make the Free Peoples player discard a card from hand.

White Amon Sűl 2
Site 2
Skirmish: Exert a Nazgűl (except an enduring Nazgűl) to make a Nazgűl gain twilight or fierce until the regroup phase.

White Midgewater Marshes 1 (reprint)
Site 2
Marsh. Each time a Hobbit moves to Midgewater Marshes, that Hobbit must exert.

White Bridge of Mitheithel 3
Site 2
River. While you can spot a ranger or an Elf, the move limit is +1 for this turn.

White Coldfells 2
Site 2
Plains. Each hunter is strength +1.
Each mounted character is strength +1.
Best regards, Dáin, Vice Aftokrator of the Chosen Ones

Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!

Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North!
sickofpalantirs
Posted: Fri Apr 04, 2008 2:04 pm
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.
DáinIronfoot wrote:
I think we’re finally ready for Site 2. There’s a lot of them, but that just means more variety, right? Smile Enjoy!

White Great East Road 1
Site 2
Forest. Stealth cards are twilight cost +1. Search cards are twilight cost -1.
works for me

White The Old Forest 2
Site 2
Forest. Each Tree and Wraith weather card is twilight cost -1.
I would make wait maybe...-2? and make it cost 3.

White West-gate of Bree 0
Site 2
Dwelling. Shadow: Play a Wraith or Sauron Man to make the Free Peoples player discard a card from hand.
can site 2’s cost 0? cause if they can barrow downs and bree should definitly be 0.

White Amon Sűl 2
Site 2
Skirmish: Exert a Nazgűl (except an enduring Nazgűl) to make a Nazgűl gain twilight or fierce until the regroup phase.
cut cost to 1

White Bridge of Mitheithel 3
Site 2
River. While you can spot a ranger or an Elf, the move limit is +1 for this turn.
snazzy!

White Coldfells 2
Site 2
Plains. Each hunter is strength +1.
Each mounted character is strength +1.

I like it
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
lem0nhead
Posted: Fri Apr 04, 2008 3:33 pm
Joined: 02 Apr 2007 Posts: 2981 Location: Blood Island
DáinIronfoot wrote:
I think we’re finally ready for Site 2. There’s a lot of them, but that just means more variety, right? Smile Enjoy!

White Great East Road 1
Site 2
Forest. Stealth cards are twilight cost +1. Search cards are twilight cost -1.

Cool.

White The Old Forest 2
Site 2
Forest. Each Tree and Wraith weather card is twilight cost -1.

Cool.

White High Hay 1
Site 2
When the fellowship moves from here, heal each Hobbit and ranger and exert each other companion.

Cool.

White Barrow-downs 1
Site 2
Plains. Each companion bearing a Shadow condition is strength -1 and resistance -2.

Guess what? Razz

White Village of Bree 1
Site 2
Dwelling. Nazgűl are not roaming.

Meh ok but understandable. Reprint isnt it?.

White West-gate of Bree 0
Site 2
Dwelling. Shadow: Play a Wraith or Sauron Man to make the Free Peoples player discard a card from hand.

Bit too Npe for my liking.

White Amon Sűl 2
Site 2
Skirmish: Exert a Nazgűl (except an enduring Nazgűl) to make a Nazgűl gain twilight or fierce until the regroup phase.

Wow thats good, worried it could lead to some broken combos.

White Midgewater Marshes 1 (reprint)
Site 2
Marsh. Each time a Hobbit moves to Midgewater Marshes, that Hobbit must exert.

Ok.

White Bridge of Mitheithel 3
Site 2
River. While you can spot a ranger or an Elf, the move limit is +1 for this turn.

Fine.

White Coldfells 2
Site 2
Plains. Each hunter is strength +1.
Each mounted character is strength +1.

Fine.

Ban shampoo, demand real poo.
Popcorn My Trade List and CC References
"Smart guy, especially considering his head is filled with lemon juice and seeds. That boy’s juicy brain is FULL of good stuff" ~ DainIronfoot
"No fair! And all I got was an oily unconscious steward!" ~ Pippin.
"Okay, stop me if you've heard this one. An elf, a man, and a dwarf walk into the Riddermark..." ~ Eomer
Anonymous Prodigy
Posted: Fri Apr 04, 2008 3:46 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
DáinIronfoot wrote:
White Great East Road 1
Site 2
Forest. Stealth cards are twilight cost +1. Search cards are twilight cost -1.

Good.

DáinIronfoot wrote:
White The Old Forest 2
Site 2
Forest. Each Tree and Wraith weather card is twilight cost -1.

Cool! Thumbs Up

DáinIronfoot wrote:
White High Hay 1
Site 2
When the fellowship moves from here, heal each Hobbit and ranger and exert each other companion.

Neat.

DáinIronfoot wrote:
White Barrow-downs 1
Site 2
Plains. Each companion bearing a Shadow condition is strength -1 and resistance -2.

Nice and balanced.

DáinIronfoot wrote:
White Village of Bree 1
Site 2
Dwelling. Nazgűl are not roaming.

Good.

DáinIronfoot wrote:
White West-gate of Bree 0
Site 2
Dwelling. Shadow: Play a Wraith or Sauron Man to make the Free Peoples player discard a card from hand.

Make it "at random." Thumbs Up

DáinIronfoot wrote:
White Amon Sűl 2
Site 2
Skirmish: Exert a Nazgűl (except an enduring Nazgűl) to make a Nazgűl gain twilight or fierce until the regroup phase.

Drop the site number to 2.

DáinIronfoot wrote:
White Midgewater Marshes 1 (reprint)
Site 2
Marsh. Each time a Hobbit moves to Midgewater Marshes, that Hobbit must exert.

Dejá vú. Razz

DáinIronfoot wrote:
White Bridge of Mitheithel 3
Site 2
River. While you can spot a ranger or an Elf, the move limit is +1 for this turn.

Excellent! Very Happy

DáinIronfoot wrote:
White Coldfells 2
Site 2
Plains. Each hunter is strength +1.
Each mounted character is strength +1.

Good. Smile
I had to put something here.
Thranduil
Posted: Sun Apr 06, 2008 10:34 am
Joined: 01 May 2007 Posts: 2256 Location:
DáinIronfoot wrote:
White Great East Road 1
Site 2
Forest. Stealth cards are twilight cost +1. Search cards are twilight cost -1.

Meh. Probably wouldn’t use it, though I imagine you have made quite a few of both.

Anonymous Prodigy wrote:
White The Old Forest 2
Site 2
Forest. Each Tree and Wraith weather card is twilight cost -1.

Are there Tree minions? If not, then this is really not that useful and I would probably drop the Tree bit altogether as the likelihood of stopping here is low.

Anonymous Prodigy wrote:
White High Hay 1
Site 2
When the fellowship moves from here, heal each Hobbit and ranger and exert each other companion.

Fine.

Anonymous Prodigy wrote:
White Barrow-downs 1
Site 2
Plains. Each companion bearing a Shadow condition is strength -1 and resistance -2.

You’d have to be amazingly lucky to get Shadow conditions on companions at site 2! Removing the word ’shadow’ would at least be a little better, but I’d probably remake this site and re-use the text on site 4 or 7.

Anonymous Prodigy wrote:
White Village of Bree 1
Site 2
Dwelling. Nazgűl are not roaming.

No problem.

Anonymous Prodigy wrote:
White West-gate of Bree 0
Site 2
Dwelling. Shadow: Play a Wraith or Sauron Man to make the Free Peoples player discard a card from hand.

Awesome! Maybe a random card from hand Twisted Evil

Anonymous Prodigy wrote:
White Amon Sűl 2
Site 2
Skirmish: Exert a Nazgűl (except an enduring Nazgűl) to make a Nazgűl gain twilight or fierce until the regroup phase.

Love this one!

Anonymous Prodigy wrote:
White Bridge of Mitheithel 3
Site 2
River. While you can spot a ranger or an Elf, the move limit is +1 for this turn.

Yeah, fine.

Anonymous Prodigy wrote:
White Coldfells 2
Site 2
Plains. Each hunter is strength +1.
Each mounted character is strength +1.

I’d probably go for one or the other rather than put both on the same card.

Thranduil
'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless

Check out my block based on The Hobbit, my remake of Age's End, and the Fall of Eregion
Vote for your favourite Bilbo, Retired Adventurer(V)
DáinIronfoot
Posted: Wed Apr 09, 2008 11:27 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
There are indeed Tree minions, Thran. Go check out the first few cards of this set’s Wraith culture for a refresher. Twisted Evil

I got hammered by the realization I had a major project for my current master’s class that I have simply missed until now...and the class ends next Wednesday! So needless to say, I’ve been too busy for much DCing (or even forum chatting) the last few days. However, I have picked away at new stuff during short breaks...enough so that I have my Site 3s ready to go. So here they are! Smile

Like the original Fellowship block, these all cost 0. And like my first set, Lasting Alliances, one of these is far removed from the others, but still makes a lot of sense if you think about it. (In Lasting Alliances, Rivendell was again the bulk of Site 3, with the outlier being the Troll-cave where the party finds Glamdring, Orcrist, and Sting). It won’t take you long to spot the oddball site here.... Rolling Eyes

White Bombadil’s Country 0
Site 3
Forest. River. Sanctuary. Tom Bombadil and Goldberry are twilight cost -2.

White Rivendell Courtyard 0
Site 3
Sanctuary. When the fellowship moves from here, remove 1 for each Free Peoples culture you can spot.

White Rivendell Hall 0
Site 3
Sanctuary. Fellowship: Play a tale to remove a threat. If you cannot spot a threat, you may remove 1 instead.

White Ford of Rivendell 0
Site 3
River. Sanctuary. The twilight cost of each hunter played at Ford of Rivendell is -1 (or -2 if a Nazgűl).

White Chamber of Heirlooms 0
Site 3
Sanctuary. Fellowship: Play an artifact or tale to remove 1. Each player may draw a card.

White Gilraen’s Memorial 0
Site 3
Sanctuary. Each time a character exerts, you may heal that character. Limit once per turn.

White House of Elrond 0 (reprint)
Site 3
Sanctuary. When the fellowship moves to House of Elrond, the Free Peoples player may spot 2 Elves to remove a burden.


With the busyness of things, might be a few days before I get more cards up, but at least this is something to tide ya over. Smile
Last edited by DáinIronfoot on Wed Apr 09, 2008 3:50 pm; edited 1 time in totalBest regards, Dáin, Vice Aftokrator of the Chosen Ones

Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!

Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North!
Thranduil
Posted: Wed Apr 09, 2008 1:03 pm
Joined: 01 May 2007 Posts: 2256 Location:
DáinIronfoot wrote:
White Bombadil’s Country 0
Site 3
Forest. River. Sanctuary. Tom Bombadil and Goldberry are twilight cost -2.

Fair enough. Have you made new versions of those two by the way?

DáinIronfoot wrote:
White Rivendell Courtyard 0
Site 3
Sanctuary. When the fellowship moves from here, remove 1 for each Free Peoples culture you can spot (except the Ring-bearer’s culture).

I have to say that those parentheses make it really wordy and I think it’s absolutely fine without them.

DáinIronfoot wrote:
White Rivendell Hall 0
Site 3
Sanctuary. Fellowship: Play a tale to remove a threat.

Not likely to get so many threats by site 3. Perhaps an option to do something else as well?

DáinIronfoot wrote:
White Ford of Rivendell 0
Site 3
River. Sanctuary. The twilight cost of each hunter played at Ford of Rivendell is -1 (or -2 if a Nazgűl).

Fair enough. For 0 though, it’s not going to be that useful. Perhaps make it the exception at 1.

DáinIronfoot wrote:
White Chamber of Heirlooms 0
Site 3
Sanctuary. Fellowship: Play an artifact or tale to remove 1. Each player may draw a card.

Quite fun.

DáinIronfoot wrote:
White Gilraen’s Memorial 0
Site 3
Sanctuary. Each time a character exerts, you may heal that character. Limit once per turn.

Does this mean one player could use the ability and prevent their opponent from using it? A little weird, but interesting.

DáinIronfoot wrote:
White House of Elrond 0 (reprint)
Site 3
Sanctuary. When the fellowship moves to House of Elrond, the Free Peoples player may spot 2 Elves to remove a burden.

BROKEN!

Thranduil
'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless

Check out my block based on The Hobbit, my remake of Age's End, and the Fall of Eregion
Vote for your favourite Bilbo, Retired Adventurer(V)

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