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DáinIronfoot |
Posted: Thu Apr 03, 2008 12:39 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Anonymous Prodigy wrote: DainIronfoot wrote: 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: Bamfurlong
Site 1
Dwelling. Plains. Fellowship: Play a companion to make an opponent discard a card from his or her hand.
...and Hobbits don’t do discard. Make it remove , although I’m afraid it’ll be OP then. Anything but discard, though.
Again, not something I intend to make a new 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! |
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Anonymous Prodigy |
Posted: Thu Apr 03, 2008 12:44 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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In that case, I s’pose they’re balanced. But if you start making a NPE...
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I had to put something here. |
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DáinIronfoot |
Posted: Thu Apr 03, 2008 12:46 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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No no no. Just these couple sites to help them get their foot out the door. |
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! |
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DáinIronfoot |
Posted: Fri Apr 04, 2008 1:47 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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I think we’re finally ready for Site 2. There’s a lot of them, but that just means more variety, right? Enjoy!
Great East Road
Site 2
Forest. Stealth cards are twilight cost +1. Search cards are twilight cost -1.
The Old Forest
Site 2
Forest. Each Tree and weather card is twilight cost -1.
High Hay
Site 2
When the fellowship moves from here, heal each Hobbit and ranger and exert each other companion.
Barrow-downs
Site 2
Plains. Each companion bearing a Shadow condition is strength -1 and resistance -2.
Village of Bree
Site 2
Dwelling. Nazgûl are not roaming.
West-gate of Bree
Site 2
Dwelling. Shadow: Play a or Man to make the Free Peoples player discard a card from hand.
Amon Sûl
Site 2
Skirmish: Exert a Nazgûl (except an enduring Nazgûl) to make a Nazgûl gain twilight or fierce until the regroup phase.
Midgewater Marshes (reprint)
Site 2
Marsh. Each time a Hobbit moves to Midgewater Marshes, that Hobbit must exert.
Bridge of Mitheithel
Site 2
River. While you can spot a ranger or an Elf, the move limit is +1 for this turn.
Coldfells
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! |
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sickofpalantirs |
Posted: Fri Apr 04, 2008 2:04 pm |
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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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DáinIronfoot wrote: I think we’re finally ready for Site 2. There’s a lot of them, but that just means more variety, right? Enjoy!
Great East Road
Site 2
Forest. Stealth cards are twilight cost +1. Search cards are twilight cost -1.
works for me
The Old Forest
Site 2
Forest. Each Tree and weather card is twilight cost -1.
I would make wait maybe...-2? and make it cost 3.
West-gate of Bree
Site 2
Dwelling. Shadow: Play a or 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.
Amon Sûl
Site 2
Skirmish: Exert a Nazgûl (except an enduring Nazgûl) to make a Nazgûl gain twilight or fierce until the regroup phase.
cut cost to 1
Bridge of Mitheithel
Site 2
River. While you can spot a ranger or an Elf, the move limit is +1 for this turn.
snazzy!
Coldfells
Site 2
Plains. Each hunter is strength +1.
Each mounted character is strength +1.
I like it |
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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lem0nhead |
Posted: Fri Apr 04, 2008 3:33 pm |
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Joined: 02 Apr 2007
Posts: 2981
Location: Blood Island
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DáinIronfoot wrote: I think we’re finally ready for Site 2. There’s a lot of them, but that just means more variety, right? Enjoy!
Great East Road
Site 2
Forest. Stealth cards are twilight cost +1. Search cards are twilight cost -1.
Cool.
The Old Forest
Site 2
Forest. Each Tree and weather card is twilight cost -1.
Cool.
High Hay
Site 2
When the fellowship moves from here, heal each Hobbit and ranger and exert each other companion.
Cool.
Barrow-downs
Site 2
Plains. Each companion bearing a Shadow condition is strength -1 and resistance -2.
Guess what?
Village of Bree
Site 2
Dwelling. Nazgûl are not roaming.
Meh ok but understandable. Reprint isnt it?.
West-gate of Bree
Site 2
Dwelling. Shadow: Play a or Man to make the Free Peoples player discard a card from hand.
Bit too Npe for my liking.
Amon Sûl
Site 2
Skirmish: Exert a Nazgûl (except an enduring Nazgûl) to make a Nazgûl gain twilight or fierce until the regroup phase.
Wow thats good, worried it could lead to some broken combos.
Midgewater Marshes (reprint)
Site 2
Marsh. Each time a Hobbit moves to Midgewater Marshes, that Hobbit must exert.
Ok.
Bridge of Mitheithel
Site 2
River. While you can spot a ranger or an Elf, the move limit is +1 for this turn.
Fine.
Coldfells
Site 2
Plains. Each hunter is strength +1.
Each mounted character is strength +1.
Fine.
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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
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Anonymous Prodigy |
Posted: Fri Apr 04, 2008 3:46 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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DáinIronfoot wrote: Great East Road
Site 2
Forest. Stealth cards are twilight cost +1. Search cards are twilight cost -1.
Good.
DáinIronfoot wrote: The Old Forest
Site 2
Forest. Each Tree and weather card is twilight cost -1.
Cool!
DáinIronfoot wrote: High Hay
Site 2
When the fellowship moves from here, heal each Hobbit and ranger and exert each other companion.
Neat.
DáinIronfoot wrote: Barrow-downs
Site 2
Plains. Each companion bearing a Shadow condition is strength -1 and resistance -2.
Nice and balanced.
DáinIronfoot wrote: Village of Bree
Site 2
Dwelling. Nazgûl are not roaming.
Good.
DáinIronfoot wrote: West-gate of Bree
Site 2
Dwelling. Shadow: Play a or Man to make the Free Peoples player discard a card from hand.
Make it "at random."
DáinIronfoot wrote: Amon Sûl
Site 2
Skirmish: Exert a Nazgûl (except an enduring Nazgûl) to make a Nazgûl gain twilight or fierce until the regroup phase.
Drop the site number to .
DáinIronfoot wrote: Midgewater Marshes (reprint)
Site 2
Marsh. Each time a Hobbit moves to Midgewater Marshes, that Hobbit must exert.
Dejá vú.
DáinIronfoot wrote: Bridge of Mitheithel
Site 2
River. While you can spot a ranger or an Elf, the move limit is +1 for this turn.
Excellent!
DáinIronfoot wrote: Coldfells
Site 2
Plains. Each hunter is strength +1.
Each mounted character is strength +1.
Good. |
I had to put something here. |
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Thranduil |
Posted: Sun Apr 06, 2008 10:34 am |
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Joined: 01 May 2007
Posts: 2256
Location:
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DáinIronfoot wrote: Great East Road
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: The Old Forest
Site 2
Forest. Each Tree and 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: High Hay
Site 2
When the fellowship moves from here, heal each Hobbit and ranger and exert each other companion.
Fine.
Anonymous Prodigy wrote: Barrow-downs
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: Village of Bree
Site 2
Dwelling. Nazgûl are not roaming.
No problem.
Anonymous Prodigy wrote: West-gate of Bree
Site 2
Dwelling. Shadow: Play a or Man to make the Free Peoples player discard a card from hand.
Awesome! Maybe a random card from hand
Anonymous Prodigy wrote: Amon Sûl
Site 2
Skirmish: Exert a Nazgûl (except an enduring Nazgûl) to make a Nazgûl gain twilight or fierce until the regroup phase.
Love this one!
Anonymous Prodigy wrote: Bridge of Mitheithel
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: Coldfells
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) |
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DáinIronfoot |
Posted: Wed Apr 09, 2008 11:27 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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There are indeed Tree minions, Thran. Go check out the first few cards of this set’s culture for a refresher.
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!
Like the original Fellowship block, these all cost . 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....
Bombadil’s Country
Site 3
Forest. River. Sanctuary. Tom Bombadil and Goldberry are twilight cost -2.
Rivendell Courtyard
Site 3
Sanctuary. When the fellowship moves from here, remove for each Free Peoples culture you can spot.
Rivendell Hall
Site 3
Sanctuary. Fellowship: Play a tale to remove a threat. If you cannot spot a threat, you may remove instead.
Ford of Rivendell
Site 3
River. Sanctuary. The twilight cost of each hunter played at Ford of Rivendell is -1 (or -2 if a Nazgûl).
Chamber of Heirlooms
Site 3
Sanctuary. Fellowship: Play an artifact or tale to remove . Each player may draw a card.
Gilraen’s Memorial
Site 3
Sanctuary. Each time a character exerts, you may heal that character. Limit once per turn.
House of Elrond (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. |
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! |
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Thranduil |
Posted: Wed Apr 09, 2008 1:03 pm |
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Joined: 01 May 2007
Posts: 2256
Location:
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DáinIronfoot wrote: Bombadil’s Country
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: Rivendell Courtyard
Site 3
Sanctuary. When the fellowship moves from here, remove 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: Rivendell Hall
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: Ford of Rivendell
Site 3
River. Sanctuary. The twilight cost of each hunter played at Ford of Rivendell is -1 (or -2 if a Nazgûl).
Fair enough. For though, it’s not going to be that useful. Perhaps make it the exception at .
DáinIronfoot wrote: Chamber of Heirlooms
Site 3
Sanctuary. Fellowship: Play an artifact or tale to remove . Each player may draw a card.
Quite fun.
DáinIronfoot wrote: Gilraen’s Memorial
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: House of Elrond (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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