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Anonymous Prodigy
Posted: Thu May 18, 2006 1:37 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
5 The Trainman, Minion of the Merovingian
Culture: M Program
Minion: Program
Strength: 10
Vitality: 4
Site Number: 5
Damage +1.
Maneuver: Exert The Trainman to make Neo strength -1 until the regroup phase (limit 2).

9 The Merovingian, Owner of the Keymaker
Culture: M Program
Minion: Program
Strength: 6
Vitality: 3
Site Number: 5
Maneuver: Exert The Merovingian to make every human strength -2 until the regroup phase (limit 1).
Regroup: Exert The Merovingian to discard every exhausted companion.

3 The Keymaker, Handy Program
Culture: ZC Program
Ally: Program
Strength: 4
Vitality: 2
Signet: Trinity
Skirmish: Discard The Keymaker to make every human strength +2.

3 There Is No Spoon
Culture: Human
Condition
Regroup: Discard this condition to exhaust any minion.

2 Room 303
Culture: Human
Condition
Skirmish: Exert Neo to cancel a skirmish involving him.

5 The Nebuchadnezzar
Culture: Human
Possession: Support Area
Bearer must be Morpheus, Trinity, or Tank.
Bearer is damage +2, fierce, and strength +2.

1 Show Me
Culture: Human
Condition
Maneuver: Exert Morpheus to make Neo strength +2 until the regroup phase.

2 Temet Nosce
Culture: Human
Condition
Skirmish: Every human is strength +2.

4 Trinity, Defender of Zion
Culture: Human
Companion: Human
Strength: 8
Vitality" 4
Signet: Morpheus
Skirmish: Exert Trinity to make her strength +2.

6 Neo, The One
Culture: Human
Companion: Human
Strength: 12
Vitality: 4
Signet: Morpheus
Maneuver: Exert Neo twice to remove any companion from the dead pile and take it into your hand.

12 Agent Smith, Enemy of Mr. Andersen
Culture: M Program
Minion: Program
Strength: 19
Vitality: 5
Site Number: 3
Fierce. Damage +1.
Skirmish: While skirmishing Neo, Agent Smith is strength +2.

4 Morpheus, Captain of the Nebuchadnezzar
Culture: Human
Companion: Human
Strength: 8
Vitality: 4
Signet: Neo
Maneuver: Exert Morpheus to make every minion lose strength bonuses from weapons until the regroup phase.

3 Cypher, Envious of Neo
Culture: M Human
Minion: Human
Strength: 7
Vitality: 3
Site Number: 4
Skirmish: Exert Cypher to make him strength +1.
I had to put something here.
sperzdechly
Posted: Thu May 18, 2006 5:57 pm
Joined: 05 May 2006 Posts: 131 Location: Warsaw (Poland)
I love these cards. I started wonder why there is no Matrix card game? Or did I missed something?
Anonymous Prodigy wrote:
5 The Nebuchadnezzar
Culture: Human
Possession: Support Area
Bearer must be Morpheus, Trinity, or Tank.
Bearer is damage +2, fierce, and strength +2.

Support area possesion with bearer? Somthing is wrong.

How would you show difference between the matrix and the real world? Maybe something like inverters in WARS (are you familiar with this idea?)?
Anonymous Prodigy
Posted: Thu May 18, 2006 6:44 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
[quote="sperzdechly"]Support area possesion with bearer? Somthing is wrong.quote]

My bad, sperzdechly.



Regarding the difference between the real world and the Matrix, it is almost clear; every Battery card (I chose the name for this culture becuase every card in this culture will be of someone who has not been unplugged or a card helping them). I suppose I could change the keywords from plugged and unplugged to Real World and Matrix, but, you tell me. Wink
I had to put something here.
sperzdechly
Posted: Thu May 18, 2006 6:57 pm
Joined: 05 May 2006 Posts: 131 Location: Warsaw (Poland)
I think that inverter is good idea. Is done like that - you have another stats and another game text printed upside down on a card. So when you twist it by 180 degrees you can use this second part. For example:

6 Neo, The One
Culture: Human
Companion: Human
[normal]
Strength: 12
Vitality: 4
Signet: Morpheus
Maneuver: Exert Neo twice to remove any companion from the dead pile and take it into your hand.
Maneuver: Exert Neo and add 3 to plugg him into Matrix until the start of the regroup phase..
[inverted]
Strength: 20
Vitality: 4
Signet: Neo
Skirmish: Exert Neo to wound each minion he is skirmishing
Anonymous Prodigy
Posted: Thu May 18, 2006 7:53 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
Good suggestions.

1 Uzi
Culture: Human
Possession: Hand Weapon


Bearer must be Neo or Trinity.
Bearer gains damage +1.
I had to put something here.
syndrome
Posted: Thu May 18, 2006 8:11 pm
Joined: 20 Jul 2005 Posts: 423 Location: A cold place.
Cultures should be Zion and Matrix for the different humans.
http://myspace/delicatesituation
Anonymous Prodigy
Posted: Fri May 19, 2006 1:08 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
Great suggestion, Phaz.
I had to put something here.
Anonymous Prodigy
Posted: Tue May 23, 2006 4:54 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
3 Ignorance Is Bliss
Culture: Human
Minion: Human
Skirmish: Discard this condition to make Cypher damage +1 and strength +3.
I had to put something here.
Anonymous Prodigy
Posted: Mon May 29, 2006 4:18 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
0 Beginning To Believe
Condition - Human
Skirmish: Neo is strength +1. This condition is discarded at the end of the regrup phase.

2 B-212 Helicopter
Possession
Bearer must be Trinity. While in a fierce skirmish, Trinity is damage +2. Discard this possession to heal Trinity.
I had to put something here.
Anonymous Prodigy
Posted: Mon May 29, 2006 9:21 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
3 Steel Pole
Possession - Hand Weapon
Bearer must be Neo. He is strength +3 and damage +1.
I had to put something here.

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