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Author Topic: The Hobbit TCG  (Read 1014 times)
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ket_the_jet
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« on: August 13, 2009, 07:55:10 PM »
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First half...Free Peoples.

The One Ring, Secret Treasure
Strength +3.
Fellowship: Add two threats to play a Tale from your draw deck.
Maneuver: Add two burdens to wear The One Ring until the regroup phase.
While wearing The One Ring, each time the Ring-Bearer is about to take a wound, add a burden instead.

2 •Arkenstone, The Heart of the Mountain Dwarven  
Artifact, Support Area
When you play this Artifact, the Ring-Bearer puts on the One Ring until the regroup phase.
Fellowship: Exert a Dwarf with resistance 5 or more to place a Dwarven tokens on this card.
Skirmish: Remove 3 Dwarven tokens from this artifact to make a companion strength +1 for each Dwarven companion you can spot (limit +3).

3 •Balin, Lord of Moria Dwarven  
Companion, Dwarf
Strength 7, Vitality 3.
Resistance 7.
Damage +1
Response: If your Dwarven condition is about to be discarded by a Shadow card, exert two Dwarf companions to prevent this.

1 Clap! Snap! The Black Crack! Dwarven
Event. Maneuver.
Spot a Dwarven companion to draw a card (or 2 cards if that companion is resistance 7 or higher).

2 •Gloin, Young Adventurer Dwarven  
Companion. Dwarf.
Strength 6, Vitality 3
Resistance 6.
Damage +1
Maneuver:
Exert Gloin to make a Dwarven companion defender +1 until the regroup phase. That companion loses all damage bonuses.

2 •Kili and Fili, Dwarven Brothers Dwarven  
Companion. Dwarf.
Strength 8, Vitality 2.
Resistance 6.
Damage +1
Response: If Thorin Oakenshield is about to take a wound, place Kili and Fili in the dead pile to prevent that wound.

6 •The First Army Dwarven  
Condition. Support Area.
Toil 1.
To play, spot a dwarf.
Maneuver: Spot a Dwarven, Elven, and Gandalf companion and discard this condition to make each minion lose all damage bonuses until the regroup phase

1 Misty Mountain Axe  Dwarven
Possession. Hand Weapon.
Strength +2.
Bearer must be a  companion.
Each time bearer wins a skirmish you may reinforce a Dwarven token.

2 •Orcrist, Orc-Beater  Dwarven
Possession. Hand Weapon.
Strength +2. Resistance +1.
Bearer must be a  companion.
If bearer is Thorin Oakenshield, at the start of each skirmish, add a threat to wound an Orc minion skirmishing him.

4 •Thorin Oakenshield, King Under the Mountain  Dwarven
Companion, Dwarf
Strength 7, Vitality 4.
Resistance 6.
Damage +1, Muster
Response: Each time a Dwarven companion is killed, you may play a Dwarven possession or artifact from your discard pile.

4 •Thorin Oakenshield, Son of Thrain Dwarven
Companion, Dwarf
Strength 7, Vitality 4.
Resistance 6.
Damage +1
Skirmish:
Discard a Dwarven companion to make Bilbo strength +3 and damage +1.
Regroup: Exert Thorin Oakenshield twice and spot Gandalf to play a  Dwarven companion from your discard pile. (Limit once per turn).

4 •Thorin Oakenshield, Treasure Hunter Dwarven
Companion, Dwarf.
Strength 7, Vitality 4.
Ringed Resistance 4.
Damage +1
While Thorin Oakenshield is the Ring-Bearer, each time the fellowship moves, add two burdens or discard an artifact.
While Thorin Oakenshield bears The One Ring, he is Resistance +1 for each Dwarven artifact you can spot.

4 •Elrond, Host of Hobbits and Dwarves  Elven
Companion, Elf.
Strength 8, Vitality 4.
Resistance 8.
Muster
Response: If a companion is about to be overwhelmed in a skirmish, exert Elrond twice to take an event into hand from the discard pile.

2 Mirkwood Elf  Elven
Companion. Elf.
Strength 5, Vitality 3.
Resistance 6.
Archery: If you can spot more minions than companions, exert Mirkwood Elf to make the Fellowship Archery total +1.

6 •The Second Army Elven
Condition. Support Area.
Toil 1.
To play, spot a Elf.
Maneuver: Spot a Dwarven, Elven, and Gandalf companion and discard this condition to make each minion lose fierce until the regroup phase.


2 •Thranduil, Elvenking  Elven
Companion, Elf
Strength 6, Vitality 3
Resistance 6
Each time the fellowship moves to a forest site, exert each non-Elven companion.
Each time the fellowship moves to a mountain site, heal a non-Elven companion.

2 •Thranduil, King of Mirkwood  Elven
Companion, Elf
Strength 5, Vitality 3
Resistance 6
To play, spot an Elf.
Thranduil is strength +1 for each minion assigned to a skirmish (limit +3).

5 •Army of Dale  Gandalf
Strength 9, Vitality 4.
Resistance 6.
To play, spot two Gandalf men.
Archer.
While the fellowship is on at a battleground or marsh, Army of Dale is Defender +1.

2 •Bard, Chief Negotiator  Gandalf
Companion. Man.
Strength 6, Vitality 3.
Resistance 7.
Archer.
While skirmishing a Dragon, Bard cannot be overwhelmed unless his strength is tripled.

2  •Bard, the Bowman Gandalf
Companion, Man
Strength 6, Vitality 3
Resistance 7
Archer.
While Bard is exhausted, add 1 to the fellowship archery total.

4 •Beorn, the Shapeshifter  Gandalf
Companion, Man
Strength 6, Vitality 4
Maneuver: Discard two cards from hand and exert Beorn twice to make Beorn strength +X until the regroup phase, where X is the combined twilight cost of the cards discarded.

2 The Eagles Are Coming!  Gandalf
Event. Fellowship.
To play, spot a Gandalf or Shire companion.
Play a follower from your draw deck.


3 •The Emeralds of Girion Gandalf
Artifact. Support Area.
To play, spot a Gandalf Man and an Elf.
Fellowship: Stack a Free Peoples card from hand on this artifact.
Archery: Discard a Elven or Gandalf card stacked here and add 2 to make the fellowship archery total +1 (limit +2).


1 Fire From the Trees Gandalf
Event. Skirmish.
Spell.
Spot a Wizard to make a companion strength +2 (or strength +4 if skirmishing a mounted minion).

4 •Gandalf, Member of the White Council Gandalf  
Companion, Wizard.
Strength 8, Vitality 4.
Resistance 8.
Ring-Bound. Gandalf is resistance -1 for each wizard you can spot.
Maneuver: Spot three Gandalf companions to make each minion lose lurker until the regroup phase.

4 •Gandalf, Trouble Maker  Gandalf
Companion, Wizard
Strength 7, Vitality 4.
Resistance 7.
At the start of each Fellowship phase, you may exert Gandalf and spot Bilbo to play a Dwarven companion from your draw deck. That companion's twilight cost is -1.

2Gandalf's Staff, Maian Symbol Gandalf
Artifact. Staff.
Strength +1, Resistance +1.
Bearer must be a Wizard.
If bearer is Gandalf, each time you play a spell, you may exert Gandalf to heal another companion.

1 •The Lucky Arrow  Gandalf
Possession. Ranged Weapon.
Strength +2.
Bearer must be a Gandalf Man. If bearer is Bard, exert him twice to discard a dragon. The shadow player may discard two minions to prevent this.

4 •Saruman, Member of the White Council Gandalf
Companion. Wizard.
Strength 8, Vitality 4.
Resistance 4.
Each time a shadow skirmish event is played, exert a Wizard.
Skirmish: Exert Saruman to make a minion strength -2 and damage +1.

2Saruman's Staff, Maian Symbol Gandalf
Artifact, Staff.
Strength +2.
Bearer Must Be a Wizard.
Fellowship: Exert twice to discard a Shadow condition (or if bearer is Saruman, discard two Shadow conditions).

6 •The Third Army Gandalf
Condition. Support Area.
Toil 1.
To play, spot a  Man.
Maneuver: Spot a Dwarven, Elven, and Gandalf companion and discard this condition to make each minion lose hunter until the regroup phase.

1 •United In Purpose  Gandalf
Condition, Support Area
When you play this condition, reinforce a Gandalf token.
Exert Gandalf Man to reinforce another culture's token.
Discard this condition at the start of the regroup phase.

4 •Aragorn, Long Hunted Gondor
Strength 8, Vitality 4
Resistance 8
Damage +1
Skirmish:
Add a threat to make Gondor a Rohan or Gandalf man strength +1.

2 And Beats High Mountains Down Shire
Condition. Support Area.
While Bilbo is the Ring-Bearer, Gollum minions cannot be assigned to a skirmish. Discard this condition at the end of the regroup phase.

2 •Bilbo Baggins, Burgler  Shire
Companion, Hobbit.
Strength 4, Vitality 4.
Ringed Resistance 8.
Ring-Bound.
While Bilbo Baggins is the Ring-Bearer, at the start of each skirmish involving him, each Shadows player may draw two cards.
The twilight cost of each Shire artifact, possession, and tale played on Bilbo Baggins is -1.

2 •Bilbo, Dragged Into Adventure Shire
Companion, Hobbit
Strength 4, Vitality 4.
Ringed Resistance 8.
Ring-Bound.
While Bilbo is the Ring-Bearer, discard two cards from hand at the start of each skirmish involving him.
Maneuver: Exert Bilbo twice to draw two cards or play an Artifact from your draw deck. The shadow player may remove 3 to prevent this.

1 Golden Treasure Inside Is Hid Shire
Event. Skirmish.
Exert a Ring-Bound hobbit to make him strength +3 (or strength +4 if skirmishing a Gollum minion).

2 Hobbit Riddles  Shire
Event. Maneuver.
Spot a Ring-Bound hobbit and Gandalf to discard a shadow condition.

2 Invisible! Shire
Event. Skirmish.
While at an underground site, make a Ring-Bound hobbit strength +2. At any other site, draw a card.

2Mithril-Coat, Kingly Gift  Shire
Artifact. Armor.
Strength +1. Resistance +1
To play, spot a Dwarf. Bearer must be a Ring-Bound Hobbit.
Each minion skirmishing bearer loses strength bonuses from weapons and loses all damage bonuses.
Skirmish: If bearer loses a skirmish, you may add a burden to remove two threats.

1Sting, Newly Found Elf-Knife Shire
Possession, Hand Weapon
Strength +2. Resistance +1.
Bearer must be a Ring-Bound Hobbit.
While bearer is skirmishing a Troll or Spider, bearer is strength +3.
« Last Edit: November 19, 2009, 06:58:05 PM by ket_the_jet » Logged



ket_the_jet
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« Reply #1 on: August 13, 2009, 08:02:51 PM »
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Bad guys.

2 •Gollum, Dweller of the Underground Lake Gollum
Minion.
Strength 5, Vitality 4.
Site 3.
While skirmishing a Ring-bound hobbit, Gollum is strength +4 and damage +1.
Assignment: Remove 3 to assign Gollum to a Ring-bound hobbit. The free peoples can discard two conditions to prevent this.

1 Fleeing Man of Dale  Evil Men
Strength 3, Vitality 1, Site 4
This minion cannot be assigned to a skirmish.
Each Gandalf man is strength -1.

5  •King of Esgaroth, Master of Lake-Town Evil Men
Minion. Man.
Strength 10, Vitality 3. Site 4.
While you can spot Smaug, King of Esgaroth Fierce.
While you can spot 2 Evil Men men, King of Esgaroth is strength +3.

3 •Traitors of Dale Evil Men
Strength 9, Vitality 3, Site 4
Assignment: Exert Traitors of Dale to assign this minion to a Gandalf man. The free peoples player may make this minion fierce to prevent this.


1 Azog's Revenge Orc
Event. Skirmish.
Make an Orc strength +2 (or strength +4 if skirmishing a dwarf).

2 Berserk Warg Orc
Posession. Mount.
Strength +2, Vitality +1.
Bearer must be an Orc Orc whose strength is 9 or less.
Skirmish: Discard two Orc mounts to discard an artifact.

6 •Bolg, Son of Azog Orc
Minion
Strength 12, Vitality 3
Site 4
Shadow: Exert Bolg twice and spot another Orc to draw three cards. The Free Peoples player may add two threats to prevent this.
Skirmish: Remove a threat to make an Orc strength +1.

4 •Don't Let Your Imagination Run Away With You  Orc
Condition. Support Area.
Unique Orc minions are strength +1.
Response: Each time an Orc minion wins a skirmish, place an Orc token on this card.
Shadow: Remove five tokens here to play a Orc minion from hand. It's twilight cost is -3.

1 Goblin of the Mountain Orc
Minion, Orc.
Strength 5, Vitality 1.
Site 4.
Assignment: Discard another Orc to assign this minion to an unbound companion.

9 •Smaug, Dragon of the Mountain  Orc
Minion.
Strength 14, Vitality 3.
Site 5.
Enduring. Fierce.
While skirmishing a dwarf, Smaug is damage +2.
While skirmishing a Ring-bound hobbit, Smaug is strength -4 and damage +1.
While skirmishing a Gandalf man, Smaug is Strength +1 and damage +1.

1 Stone's Throw Orc
Event. Regroup.
Discard two Orc minions to wound the Ring-Bearer.

3 Taunting Warg  Orc
Possession. Mount.
Strength +4.
Bearer must be an Orc Orc whose strength is 9 or less.
Shadow: Spot three Orc mounts to play a mount from your discard pile. The Free Peoples player may draw a card.

6 •Ulaire Attea, Khamul  Wraith
Minion. Wraith.
Strength 12, Vitality 3. Site 3.
Fierce.
Skirmish:
Remove 3 to make this minion Damage +1.


8  •The Witch-King, Angmar's Shadow Wraith
Minion, Nazgul.
Strength 14, Vitality 4.
Site 3.
Damage +1.
Assignment: Exert the Witch-King to assign him to the companion with the highest strength. The free peoples player may wound that companion to prevent this.
« Last Edit: August 16, 2009, 09:00:06 PM by ket_the_jet » Logged

DáinIronfoot
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« Reply #2 on: August 13, 2009, 08:50:38 PM »
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At a glance, I like most all of these. Thumbs Up Hope you plan on more in the future, when I have more time to review them regularly.

Mind if I do some reviewing when I have time this weekend? Or do you want this to be a pretty closed thread?
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Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".
ket_the_jet
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« Reply #3 on: August 14, 2009, 05:30:11 AM »
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At a glance, I like most all of these. Thumbs Up Hope you plan on more in the future, when I have more time to review them regularly.

Mind if I do some reviewing when I have time this weekend? Or do you want this to be a pretty closed thread?

Oh, comments and opinions are certainly appreciated!  I was going to designate a few of the better cards as "Rare" as opposed to "Commons" and "Uncommons." Then, because I want to be just like Decipher, I am going to make three or four really #$&*@! cards and label them "Rare" as well and make the odds of getting them in a pack 1:3.
-wtk
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DáinIronfoot
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« Reply #4 on: August 16, 2009, 07:03:15 PM »
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* DáinIronfoot cracks his knuckles and settles in with a tall, cold drink.

Okay, let's do this.

Quote from: ket_the_jet
The One Ring, Secret Treasure
Strength +3.
Maneuver: Add two burdens to wear The One Ring until the regroup phase.
While wearing The One Ring, each time the Ring-Bearer is about to take a wound, add a burden instead.
Seems like too many burdens to me. But on the flip side, it's nice protection with high-resistance Ring-bearers that need strength help (like Hobbits and Galadriel). Still...hmmm. Think Perhaps give it vitality +1, or give it a minor ability like the fellowship ability of The Binding Ring. Perhaps something that, I don't know, work with tales?

Quote from: ket_the_jet
2 *Arkenstone, The Heart of the Mountain Dwarven 
Artifact, Support Area
When you play this artifact, the Ring-Bearer puts on the One Ring until the regroup phase.
Fellowship: Exert a Dwarf with resistance five or more to place a  tokens on this card.
Skirmish: Remove 3  tokens from this artifact to make a companion strength +1 for each Dwarven companion you can spot (limit +3).
You're missing "Dwarven" in front of "tokens" in the fellowship and skirmish abilities. Embarrassed "Five" should also be the number "5". With the reinforcement Dwarves have, this is fine.

Quote from: ket_the_jet
3 *Balin, Lord of Moria Dwarven 
Companion, Dwarf
Strength 7, Vitality 3.
Resistance 7.
Damage +1
Response: If your Dwarven condition is about to be discarded by a shadow card, exert two dwarf companions to prevent this.
'Twould be best to bold "Response: and capitalize "Dwarf" and "Shadow" (which are both always capitalized), but otherwise this seems fine.

Quote from: ket_the_jet
1 Clap! Snap! The Black Crack!   Dwarven
Event. Maneuver.
Spot a Dwarven companion to draw a card.
I think this would be perfectly fine at 1, or possibly with a second optional bonus...something like "(or 2 cards if that companion has resistance 7 or more)".

Quote from: ket_the_jet
2 *Gloin, Young Adventurer Dwarven 
Companion. Dwarf.
Strength 6, Vitality 3
Resistance 6.
Damage +1
Maneuver:
Exert Gloin to make a Dwarven companion defender +1 until the regroup phase. That companion loses damage bonuses.
I'd bold "defender +1", and probably say "That companion loses all damage bonuses", but I like him!

Quote from: ket_the_jet
2 *Kili and Fili, Dwarven Brothers Dwarven 
Companion. Dwarf.
Strength 8, Vitality 2.
Resistance 6.
Damage +1
Response: If Thorin Oakenshield is about to take a wound, place Kili and Fili in the dead pile to prevent that wound.
Nifty!

Quote from: ket_the_jet
6 *The First Army Dwarven 
Condition. Support Area.
Toil 1.
To play, spot a dwarf.
While you can spot a companion of the following races:  Dwarven, Elven, Gandalf, make each minion lose damage bonuses until the regroup phase. Discard this condition at the beginning of the regroup phase.
I'm assuming you mean to spot a companion of EACH of those races, but right now that's not really clear. I'd instead say simply "While you can spot a Dwarven, Elven, and Gandalf companion, each minion loses all damage bonuses. Discard this condition at the start of the regroup phase."

Perhaps even better would be "Maneuver: Spot a Dwarven, Elven, and Gandalf companion and discard this condition to make each minion lose all damage bonuses until the regroup phase." Saves on a lot of text. Thumbs Up

That all being said, this doesn't seem all that great. It COULD be huge against the right deck, like one chock full of Uruks, but even then it just seems too expensive. I'd either up the toil to toil 2 or drop the cost a bit.

Quote from: ket_the_jet
1 Misty Mountain Axe  Dwarven
Possession. Hand Weapon.
Strength +2.
Bearer must be a  companion.
Each time bearer wins a skirmish you may reinforce a Dwarven token.
Missing your "Dwarven" again. But this is brilliant otherwise. I'd LOVE to be able to actually use this. Gold Piece

Quote from: ket_the_jet
2 *Orcrist, Orc-Beater  Dwarven
Possession. Hand Weapon.
Strength +2. Resistance +1.
Bearer must be a  companion.
If bearer is Thorin Oakenshield, at the start of each skirmish, add a threat to wound an  minion skirmishing him.
Missing your culture icons again. Doh! I'm assuming the Shadow one that's missing is something like Moria or Orc, in which case this is fine, except you should put "you may" in front of "add a threat"; it's a required action as written now.

Quote from: ket_the_jet
4 *Thorin Oakenshield, King Under the Mountain  Dwarven
Companion, Dwarf
Strength 7, Vitality 4.
Resistance 6.
Damage +1, Muster
Response: Each time a  companion is killed, you may play a Dwarven possession or artifact from your discard pile.
Once again, I suspect there's a Dwarven icon missing in front of "companion" in the response ability (and "Response:" should still be bolded...I know, I know, I'm a stickler Roll Eyes). With muster, he's okay, but that's a rather so-so ability for such an awesome character, in my humble opinion.

Quote from: ket_the_jet
4 *Thorin Oakenshield, Son of Thrain Dwarven
Companion, Dwarf
Strength 7, Vitality 4.
Resistance 6.
Damage +1
Skirmish:
Discard a  companion to make Bilbo strength +3 and damage +1.
Regroup: Exert Thorin Oakenshield twice and spot Gandalf to play a  Dwarven companion from your discard pile. (Limit once per turn).
Should that be "Discard a Dwarven companion..."? "Damage +1" needs bolding. Looks good other than that, though. I like this version a lot more than the last. Thumbs Up

Quote from: ket_the_jet
4 *Thorin Oakenshield, Treasure Hunter Dwarven
Companion, Dwarf.
Strength 7, Vitality 4.
Ringed Resistance 4.
Damage +1
While Thorin Oakenshield is the Ring-Bearer, each time the fellowship moves, add two burdens or discard an artifact.
While Thorin Oakenshield bears The One Ring, he is Resistance +1 for each artifact you can spot.
Ooooo, THREE Thorins. And a Ring-bearer version, too! I like him, but the artifact discarding seems too easy an alternative to me for such a powerful Ring-bearer. Think Perhaps only increase his resistance for each Dwarven artifact you can spot. I'd like that much, much better.

Quote from: ket_the_jet
4 *Elrond, Host of Hobbits and Dwarves  Elven
Companion, Man.
Strength 8, Vitality 4.
Resistance 8.
Muster
Response: If a companion is about to be overwhelmed in a skirmish, exert Elrond twice to take an event into hand from the discard pile.
Bold "Response:", pretty please. Very interesting ability. I might recommend changing it slightly to "...take an event of that companion's culture into hand...", but that's not strictly necessary. I like him just fine either way.

Quote from: ket_the_jet
2 Mirkwood Elf  Elven
Companion. Elf.
Strength 5, Vitality 3.
Resistance 6.
Archery: If you can spot more minions than companions, exert Mirkwood Elf to add one to the fellowship archery total.
Might be better to say "...to make the fellowship archery total +1". I generally don't like "more minions than companions" companions, but this pairs so beautifully with Gildor Inglorion that I'm willing to overlook that here. Thumbs Up Still...maybe strength 6?

Quote from: ket_the_jet
6 *The Second Army 
Condition. Support Area.
Toil 1.
To play, spot a Elf.
While you can spot a companion of the following races: Dwarven, Elven, Gandalf, make each minion lose fierce until the regroup phase. Discard this condition at the beginning of the regroup phase.
Oooo, a little theme. I'd recommend the same wording changes that I did for The First Army, so "Maneuver: Spot a Dwarven, Elven, and Gandalf companion and discard this condition to make each minion lose fierce until the regroup phase." Also like The First Army, I'd also increase the toil or drop the cost...and you're missing Elven after the card title. But now that I see this, I like both it and The First Army a bit better, seeing as how you can toss both of them into the right deck and cover damage and fierce minions (and presumably something else with a Gandalf card I haven't gotten to yet). I'd REALLY recommend lowering the cost somehow, though...I think 5 cost with a toil 2 would be best, as it takes enough work just to get enough

Quote from: ket_the_jet
2 *Thranduil, Elvenking  Elven
Companion, Elf
Strength 6, Vitality 3
Resistance 6
When the fellowship moves to a forest site, exert a  Dwarven companion.
When the fellowship moves to a mountain site, heal a  Dwarven companion.
The "when"s would likely be better as "Each time"s. You could probably make him a rare 2/7/3 companion since he doesn't actually help his own culture.

Quote from: ket_the_jet
2 *Thranduil, King of Mirkwood  Elven
Companion, Elf
Strength 5, Vitality 3
Resistance 6
Thranduil is strength +1 for each minion assigned to a skirmish (limit +3).
He's too easy to splash...I'd use him in just about EVERY deck I have with his lack of cultural enforcement. Spot an Elf or two to play him, and then we're talking. Thumbs Up Love him, just don't want him to be so easy to toss in with just anybody.

Quote from: ket_the_jet
5 *Army of Dale  Gandalf
Strength 9, Vitality 4.
Resistance 6.
To play, spot two dwarves or two Gandalf men.
Archer.
While the fellowship is on at a battleground or marsh, Army of Dale is Defender +1.
No need for "on". Tongue I like it a lot, but for the spotting requirement, I'd probably go with "To play, spot a Dwarf and a Gandalf Man".

Quote from: ket_the_jet
2 *Bard, Chief Negotiator  Gandalf
Companion. Man.
Strength 6, Vitality 3.
Resistance 7.
Archer.
While skirmishing a dragon, Bard cannot be overwhelmed unless his strength is tripled.
I'm assuming "Dragon" is a race, so it should be capitalized. Seeing as how he's really just a Dragon deterant, he's fine.

Quote from: ket_the_jet
2  *Bard, the Bowman Gandalf
Companion, Man
Strength 6, Vitality 3
Resistance 7
Archer.
While Bard is exhausted, add one to the fellowship archery total.
"One" would be better as "1". But I like him.

Quote from: ket_the_jet
4 *Beorn, the Shapeshifter  Gandalf
Companion, Man
Strength 6, Vitality 4
Maneuver: Discard two cards from hand and exert Beorn twice to make Beorn strength +X until the regroup phase, where X is the combined twilight cost of the cards discarded.
That's a fun little mechanic. I think I'd like him better with 5 vitality and auto-healing (like Grimbeorn), and make sure to give him a resistance number, but he's good.

Quote from: ket_the_jet
3 The Eagles Are Coming!  Gandalf
Event. Fellowship.
Play a follower from your draw deck.
I think if you require spotting a Gandalf or Shire companion to use it (which I'd recommend anyway), you could safely drop the cost, probably all the way to 1.

Quote from: ket_the_jet
3 The Emeralds of Girion Gandalf
Artifact. Support Area.
To play, spot a  man and an elf.
Fellowship: Stack a card from hand on this artifact.
Archery: Discard a Elven or Gandalf card stacked here and add  to make the fellowship archery total +1 (limit +2).
Missing a Gandalf icon in the first line, I believe, as well as a twilight icon between "and add" and "to make". Hard to fully judge without knowing what the number is, but unless that number is crazy high, this is probably fine.

Quote from: ket_the_jet
1 Fire From the Trees Gandalf
Event. Skirmish.
Spell.
Spot a Wizard to make a companion strength +2 (or strength +4 if skirmishing a mounted minion).
Looks fine to me.

Quote from: ket_the_jet
4 *Gandalf, Member of the White Council Gandalf 
Companion, Wizard.
Strength 9, Vitality 4.
Resistance 8.
Ring-Bound. Gandalf is resistance -1 for each wizard you can spot.
Maneuver: Spot three Gandalf companions to make each minion lose lurker until the regroup phase.
Hmmm. I can see him at 8 strength, but 9 is just too much. Being Ring-bound actually prevents him from using some good Gandalf cards that only work on unbound companions, but I love the combo potential it creates. I also like how his maneuver ability potentially combos so well with your The _____ Army cards, covering yet another minion keyword. Thumbs Up

Quote from: ket_the_jet
4 *Gandalf, Trouble Maker  Gandalf
Companion, Wizard
Strength 7, Vitality 4.
Resistance 7.
At the start of each Fellowship phase, you may exert Gandalf twice and spot Bilbo to play a Dwarven companion from your draw deck. That companion's twilight cost is -1.
Since that ability can only be used once per turn, and it also requires spotting Bilbo, I think a single exertion might be alright.

Quote from: ket_the_jet
2 *Gandalf's Staff, Maian Symbol Gandalf
Artifact. Staff.
Strength +1, Resistance +1.
Bearer must be a Wizard.
If bearer is Gandalf, each time you play a spell, you may exert Gandalf to heal another companion.
Odd stat boosters for Gandalf's Staff, but I like this a lot.

Quote from: ket_the_jet
1 *The Lucky Arrow  Gandalf
Possession. Ranged Weapon.
Strength +2.
Bearer must be a Gandalf Man. If bearer is Bard, exert him twice to discard a dragon. The shadow player may discard two minions to prevent this.
Wow. Very specific, but also very, very sweet.

Quote from: ket_the_jet
4 *Saruman, Member of the White Council Gandalf
Companion. Wizard.
Strength 8, Vitality 4.
Resistance 4.
Each time a shadow skirmish event is played, exert a Wizard.
Skirmish: Exert Saruman to make a minion strength -2 and damage +1.
Bold the "Skirmish:" and "damage +1", my friend. Wink I'd limit his skirmish ability to minions skirmishing unbound companions, but I love how useful and yet dangerous he is to use all at once.

Quote from: ket_the_jet
2 *Saruman's Staff, Maian Symbol Gandalf
Artifact, Staff.
Strength +2.
Bearer Must Be a Wizard.
Fellowship: Exert twice to discard a Shadow condition (or if bearer is Saruman, discard two Shadow conditions).
"Exert bearer twice...", yes? I want to say it's a bit too good, but eh, what the heck? I like it too much to complain.

Quote from: ket_the_jet
6 *The Third Army Gandalf
Condition. Support Area.
Toil 1.
To play, spot a  Man.
While you can spot a companion of the following races: Dwarven, Elven, Gandalf, each minion loses hunter until the regroup phase. Discard this condition at the beginning of the regroup phase.
Missing your Gandalf icon. Other than that, same comments as I had for the other Army cards.

Quote from: ket_the_jet
1 *United In Purpose  Gandalf
Condition, Support Area
When you play this condition, reinforce a Gandalf token.
Exert Gandalf Man to reinforce another culture's token.
"Exert a Gandalf Man..."? You also need a phase. I think this would also be a good candidate to auto-discard at the start of the regroup phase.

Quote from: ket_the_jet
4 *Aragorn, Long Hunted Gondor
Strength 7, Vitality 4
Resistance 8
Damage +1
Skirmish:
Add a threat to make Gondor a Gandalf or  man strength +1.
I think you've got your culture icons in the wrong places. He's probably okay at 8 strength, or perhaps with some hunter.

Quote from: ket_the_jet
2 And Beats High Mountains Down Shire
Condition. Support Area.
While Bilbo is the Ring-Bearer,  minions cannot be assigned to a skirmish. Discard this condition at the end of the regroup phase.
I'd love to know which culture icon is missing there for those minions (I'm assuming Gollum, which would be sweet), but I like this. Perhaps an alternative to discarding would be nice...something that lets you pay some cost to keep it around.

Quote from: ket_the_jet
2 Bilbo Baggins, Burgler  Shire
Companion, Hobbit.
Strength 4, Vitality 4.
Ringed Resistance 8.
Ring-Bound.
While Bilbo Baggins is the Ring-Bearer, at the start of each skirmish involving him, each Shadows player may draw two cards.
The twilight cost of each  artifact, possession, and tale played on Bilbo Baggins is -1.
I think you're missing a Shire icon in there, but I like him. Why isn't he simply "Bilbo", though?

Quote from: ket_the_jet
2 *Bilbo, Dragged Into Adventure Shire
Companion, Hobbit
Strength 4, Vitality 4.
Ringed Resistance 8.
Ring-Bound.
While Bilbo is the Ring-Bearer, discard two cards from hand at the start of each skirmish involving him.
Maneuver: Exert Bilbo twice to draw two cards or play an Artifact. The shadow player may remove 3 to prevent this.
Play an artifact from hand? That's kind of so-so. From your deck? Now that would be pretty cool.

Quote from: ket_the_jet
1  Golden Treasure Inside Is Hid Shire
Event. Skirmish.
Exert a Ring-Bound hobbit to make him strength +3 (or strength +4 if skirmishing a Gollum minion).
"Hobbit" needs to be capitalized. Most people would probably take issue with such a good Ring-bound Hobbit helper, but personally, I love it. Thumbs Up

Quote from: ket_the_jet
2 Hobbit Riddles  Shire
Event. Maneuver.
Spot a Ring-Bound hobbit and Gandalf to discard a shadow condition.
Capitalization of race here again, my friend, and also "Shadow", as always. I like it muchly, though.

Quote from: ket_the_jet
2 Invisible! Shire
Event. Skirmish.
While at an underground site, make a Ring-Bound hobbit strength +2. At any other site, draw a card.
I hate to do it, because you really tried, but in this case, the bolding you have is unnecessary. Sorry, man. Wink I think 1 would be fine here...as long as you require spotting a Ring-bound Hobbit to play it in the first place. Otherwise, that second part splashes in with ANY culture, whether you have Hobbits or not. I'm assuming you did NOT intend that.

Quote from: ket_the_jet
2 *Mithril-Coat, Kingly Gift  Shire
Artifact. Armor.
Strength +1. Resistance +1
To play, spot a Dwarf. Bearer must be a Ring-Bound Hobbit.
Each minion skirmishing bearer loses strength bonuses from weapons and loses all damage bonuses.
Skirmish: If bearer loses a skirmish, you may add a burden to remove two threats or add a threat to remove two burdens.
Bold damage, as per usual. I'd pick one or the other for the skirmish ability, because otherwise you're looking at a potential loop that lets you remove all burdens and/or all threats. Lose a skirmish, add a burden to remove 2 threats, then lose again, add a threat to remove 2 burdens (including the one you added before), lose again, add a burden to remove the threat you just added and one more...see where I'm going here?

Quote from: ket_the_jet
1 *Sting, Newly Found Elf-Knife Shire
Possession, Hand Weapon
Strength +2. Resistance +1.
Bearer must be a Ring-Bound Hobbit.
While bearer is skirmishing a Troll or Spider, bearer is strength +3.
Depending on how strong your Spiders are, this could turn bearer into a real Spider killer. Trolls...not so much, but it certainly keeps them from overwhelming you. Some would likely say this is too good. Me? I think that since it's so specific, it's just fine. Thumbs Up

Whew! I made it! Okay, sometime soon I'll try and get to the Shadow cards. Looks like a much smaller list, which is good. Tongue
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Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".
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« Reply #5 on: August 16, 2009, 08:11:29 PM »
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Wow. Yeah, I copied my original lists to MS Word, so I lost a lot of the icons and must've forgotten to put them back in. Check back and they should be fixed.
-wtk
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« Reply #6 on: August 18, 2009, 06:48:35 AM »
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Regarding Thorin Oakenshield, King Under The Mountain:
he's okay, but that's a rather so-so ability for such an awesome character, in my humble opinion.

Anyways, you have to have the starter deck version!
-wtk
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« Reply #7 on: August 20, 2009, 06:06:20 AM »
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The One Ring, Secret Treasure
Strength +3.
Fellowship: Add two threats to play a Tale from your draw deck.
Maneuver: Add two burdens to wear The One Ring until the regroup phase.
While wearing The One Ring, each time the Ring-Bearer is about to take a wound, add a burden instead.
Balance seems perfectly reasonable, but I'm not sure about flavour. Fetching tales is not speaking "The One Ring" to me at the moment...

2 •Arkenstone, The Heart of the Mountain Dwarven  
Artifact, Support Area
When you play this Artifact, the Ring-Bearer puts on the One Ring until the regroup phase.
Fellowship: Exert a Dwarf with resistance 5 or more to place a Dwarven tokens on this card.
Skirmish: Remove 3 Dwarven tokens from this artifact to make a companion strength +1 for each Dwarven companion you can spot (limit +3).
Putting on the ring is very flavourful, but mechanically pointless. I see what you're trying to do, but unless the card itself has something to do with the Ring then the flavour to me is not worth the extra words on the card. You could capture this flavour in another card, something with Bilbo sneaking off to give artifacts to other people. I also don't think it needs a limit with the steep token-adding cost.

n[3] •Balin, Lord of Moria Dwarven  
Companion, Dwarf
Strength 7, Vitality 3.
Resistance 7.
Damage +1
Response: If your Dwarven condition is about to be discarded by a Shadow card, exert two Dwarf companions to prevent this.
Would you use this guy over Feared Axeman?

1 Clap! Snap! The Black Crack! Dwarven
Event. Maneuver.
Spot a Dwarven companion to draw a card (or 2 cards if that companion is resistance 7 or higher).
Yeah, seems fine. Not sure about the title though - it seems more like the title of a Shadow card.

2 •Gloin, Young Adventurer Dwarven  
Companion. Dwarf.
Strength 6, Vitality 3
Resistance 6.
Damage +1
Maneuver:
Exert Gloin to make a Dwarven companion defender +1 until the regroup phase. That companion loses all damage bonuses.
Now this is very cool, and very cleanly designed. Nice one!

2 •Kili and Fili, Dwarven Brothers Dwarven  
Companion. Dwarf.
Strength 8, Vitality 2.
Resistance 6.
Damage +1
Response: If Thorin Oakenshield is about to take a wound, place Kili and Fili in the dead pile to prevent that wound.
Weird. He's okay, but I think I would prefer them as different characters or to make some rules for the fact that they are 2 characters in one (DI has some good ideas on how to do these dual characters, and I've tried my own hand at it in the past exactly for this purpose - so that you could have Bilbo, Gandalf and 13 Dwarves in 9 companions).

6 •The First Army Dwarven  
Condition. Support Area.
Toil 1.
To play, spot a dwarf.
Maneuver: Spot a Dwarven, Elven, and Gandalf companion and discard this condition to make each minion lose all damage bonuses until the regroup phase
You don't need the line "to play spot a Dwarf" because you already have that implicit in toil and explicit in the maneuver ability. I would also suggest reducing the cost or increasing the toil to 2 or the card is a bit too expensive. Or you could leave it as it is and make minion's lose all gametext keywords?

1 Misty Mountain Axe  Dwarven
Possession. Hand Weapon.
Strength +2.
Bearer must be a  companion.
Each time bearer wins a skirmish you may reinforce a Dwarven token.
Very nice. I'm assuming there's a Dwarven missing.

2 •Orcrist, Orc-Beater  Dwarven
Possession. Hand Weapon.
Strength +2. Resistance +1.
Bearer must be a  companion.
If bearer is Thorin Oakenshield, at the start of each skirmish, add a threat to wound an Orc minion skirmishing him.
Yeah, seems fine.

4 •Thorin Oakenshield, King Under the Mountain  Dwarven
Companion, Dwarf
Strength 7, Vitality 4.
Resistance 6.
Damage +1, Muster
Response: Each time a Dwarven companion is killed, you may play a Dwarven possession or artifact from your discard pile.
Muster is a very good keyword for a King Under the Mountain. You don't need both the response and the each time - you choose one or the other depending on whether you think it should be repeatable, and so in this case it seems to me like it should be "each time".

4 •Thorin Oakenshield, Son of Thrain Dwarven
Companion, Dwarf
Strength 7, Vitality 4.
Resistance 6.
Damage +1
Skirmish:
Discard a Dwarven companion to make Bilbo strength +3 and damage +1.
Regroup: Exert Thorin Oakenshield twice and spot Gandalf to play a  Dwarven companion from your discard pile. (Limit once per turn).
I think I'd prefer if he discarded Dwarven companions from hand for his skirmish ability so that he does not also have a built in way of saving any Dwarf from death.

4 •Thorin Oakenshield, Treasure Hunter Dwarven
Companion, Dwarf.
Strength 7, Vitality 4.
Ringed Resistance 4.
Damage +1
While Thorin Oakenshield is the Ring-Bearer, each time the fellowship moves, add two burdens or discard an artifact.
While Thorin Oakenshield bears The One Ring, he is Resistance +1 for each Dwarven artifact you can spot.
I'm being completely honest here - I hate this idea with a passion! Thorin never carried the ring, he never had an opportunity to, and it makes no story sense for him to have that option, and it doesn't really make game sense for the Dwarven culture to have more than 1 RB. Just make more Dwarves, please!

4 •Elrond, Host of Hobbits and Dwarves  Elven
Companion, Man.
Strength 8, Vitality 4.
Resistance 8.
Muster
Response: If a companion is about to be overwhelmed in a skirmish, exert Elrond twice to take an event into hand from the discard pile.
... "your discard pile" but otherwise interesting and fine.

2 Mirkwood Elf  Elven
Companion. Elf.
Strength 5, Vitality 3.
Resistance 6.
Archery: If you can spot more minions than companions, exert Mirkwood Elf to make the Fellowship Archery total +1.
Hardly necessary - it's not like Elven culture is in dire need of more decent non-unique 2 cost companions. Make him into something more interesting.

6 •The Second Army Elven
Condition. Support Area.
Toil 1.
To play, spot a Elf.
Maneuver: Spot a Dwarven, Elven, and Gandalf companion and discard this condition to make each minion lose fierce until the regroup phase.
Oh, I see what you're going for here. I would save design space in the set and but them all on one card called "The Battle of the Five Armies" or something similar and do what I suggested above; make them lose all gametext keywords.

2 •Thranduil, Elvenking  Elven
Companion, Elf
Strength 6, Vitality 3
Resistance 6
Each time the fellowship moves to a forest site, exert a Dwarven companion.
Each time the fellowship moves to a mountain site, heal a Dwarven companion.
He's okay, but I don't see many people using him. How about something with a bit more obvious flavour, something like:

"While the fellowship is at a forest site, each other companion cannot take more than 1 wound in a skirmish.
Each time the fellowship moves to a forest site, exert a non-[Elven] companion."

Or something similar that it gives your guys a bonus at forest sites, but harms Dwarves or Hobbits if they try and get the same bonus?

2 •Thranduil, King of Mirkwood  Elven
Companion, Elf
Strength 5, Vitality 3
Resistance 6
To play, spot an Elf.
Thranduil is strength +1 for each minion assigned to a skirmish (limit +3).
Yeah, nothing wrong.

5 •Army of Dale  Gandalf
Strength 9, Vitality 4.
Resistance 6.
To play, spot two Gandalf men.
Archer.
While the fellowship is on at a battleground or marsh, Army of Dale is Defender +1.
Very smooth. I might suggest making a new terrain keyword "lake" though - marsh is not a good descriptor of Esgaroth.

2 •Bard, Chief Negotiator  Gandalf
Companion. Man.
Strength 6, Vitality 3.
Resistance 7.
Archer.
While skirmishing a Dragon, Bard cannot be overwhelmed unless his strength is tripled.
I would give him a different "fighting" subtitle, something like "Dragon Slayer". I also can't see this guy as the most useful in the world, given that he does very little except when skirmishing Smaug. So either I would make him incredibly powerful fighting Dragons (some exert/discard cards to wound ability?) or give him an ability that is generally useful, but particularly useful against Smaug (perhaps just "Bard cannot be overwhelmed unless his strength is tripled").

2  •Bard, the Bowman Gandalf
Companion, Man
Strength 6, Vitality 3
Resistance 7
Archer.
While Bard is exhausted, add 1 to the fellowship archery total.
This guy I love!

4 •Beorn, the Shapeshifter  Gandalf
Companion, Man
Strength 6, Vitality 4
Maneuver: Discard two cards from hand and exert Beorn twice to make Beorn strength +X until the regroup phase, where X is the combined twilight cost of the cards discarded.
Yep, no problems. He needs a resistance value.

2 The Eagles Are Coming!  Gandalf
Event. Fellowship.
To play, spot a Gandalf or Shire companion.
Play a follower from your draw deck.
Oooh, very nice!

3 •The Emeralds of Girion Gandalf
Artifact. Support Area.
To play, spot a Gandalf Man and an Elf.
Fellowship: Stack a Free Peoples card from hand on this artifact.
Archery: Discard a Elven or Gandalf card stacked here and add 2 to make the fellowship archery total +1 (limit +2).
Seems fair enough.

1 Fire From the Trees Gandalf
Event. Skirmish.
Spell.
Spot a Wizard to make a companion strength +2 (or strength +4 if skirmishing a mounted minion).
I'm not getting the connection of text to title here... Should probably also be 2 given that it saves the RB.

4 •Gandalf, Member of the White Council Gandalf  
Companion, Wizard.
Strength 8, Vitality 4.
Resistance 8.
Ring-Bound. Gandalf is resistance -1 for each wizard you can spot.
Maneuver: Spot three Gandalf companions to make each minion lose lurker until the regroup phase.
Resistance -1 for each Wizard? How many other Wizards are there? (answer: 4, but 3 of them are very rare, so it just seems like he can have a worse penalty, maybe -3 for each Wizard). Otherwise fine.

4 •Gandalf, Trouble Maker  Gandalf
Companion, Wizard
Strength 7, Vitality 4.
Resistance 7.
At the start of each Fellowship phase, you may exert Gandalf and spot Bilbo to play a Dwarven companion from your draw deck. That companion's twilight cost is -1.
Hilarious! I think the twilight reduction might be a bit too much, but otherwise a very nice card.

2Gandalf's Staff, Maian Symbol Gandalf
Artifact. Staff.
Strength +1, Resistance +1.
Bearer must be a Wizard.
If bearer is Gandalf, each time you play a spell, you may exert Gandalf to heal another companion.
Okay, nice. I think I'd probably prefer its usual vitality bonus rather than its current attribute bonuses.

1 •The Lucky Arrow  Gandalf
Possession. Ranged Weapon.
Strength +2.
Bearer must be a Gandalf Man. If bearer is Bard, exert him twice to discard a dragon. The shadow player may discard two minions to prevent this.
Is this not called "The Black Arrow"?

4 •Saruman, Member of the White Council Gandalf
Companion. Wizard.
Strength 8, Vitality 4.
Resistance 4.
Each time a shadow skirmish event is played, exert a Wizard.
Skirmish: Exert Saruman to make a minion strength -2 and damage +1.
I don't like Saruman being Gandalf culture - after all he is not subservient to Gandalf the way Radagast is, for example - and so I always think he should be Isengard culture (like Gollum Free Peoples). Very interesting Saruman, though. I would also suggest that you change his name to Curunír, because that way it does not stop your opponent from playing their Sarumans.

2Saruman's Staff, Maian Symbol Gandalf
Artifact, Staff.
Strength +2.
Bearer Must Be a Wizard.
Fellowship: Exert twice to discard a Shadow condition (or if bearer is Saruman, discard two Shadow conditions).
Yeah, fine.

6 •The Third Army Gandalf
Condition. Support Area.
Toil 1.
To play, spot a  Man.
Maneuver: Spot a Dwarven, Elven, and Gandalf companion and discard this condition to make each minion lose hunter until the regroup phase.
See my note above. I think better to combine these cards so that you have room for more cards in the set.

1 •United In Purpose  Gandalf
Condition, Support Area
When you play this condition, reinforce a Gandalf token.
Exert Gandalf Man to reinforce another culture's token.
Discard this condition at the start of the regroup phase.
It needs a phase to activate the ability, but otherwise fun and fine.

4 •Aragorn, Long Hunted Gondor
Strength 8, Vitality 4
Resistance 8
Damage +1
Skirmish:
Add a threat to make Gondor a Gandalf or Gandalf man strength +1.
I'm not sure where the flavour is coming from here. Did Aragorn ever spend time in Lake-Town?

2 And Beats High Mountains Down Shire
Condition. Support Area.
While Bilbo is the Ring-Bearer, Gollum minions cannot be assigned to a skirmish. Discard this condition at the end of the regroup phase.
Interesting. Quite a bad at 9 card, but it's probably okay.

2 •Bilbo Baggins, Burgler  Shire
Companion, Hobbit.
Strength 4, Vitality 4.
Ringed Resistance 8.
Ring-Bound.
While Bilbo Baggins is the Ring-Bearer, at the start of each skirmish involving him, each Shadows player may draw two cards.
The twilight cost of each Shire artifact, possession, and tale played on Bilbo Baggins is -1.
Entertaining! I like this guy. His title has to be just "Bilbo" though, to fit in with previous versions.

2 •Bilbo, Dragged Into Adventure Shire
Companion, Hobbit
Strength 4, Vitality 4.
Ringed Resistance 8.
Ring-Bound.
While Bilbo is the Ring-Bearer, discard two cards from hand at the start of each skirmish involving him.
Maneuver: Exert Bilbo twice to draw two cards or play an Artifact from your draw deck. The shadow player may remove 3 to prevent this.
It should say "Any Shadow player..." for multiplayer, but here a very cool and interesting card.

1 Golden Treasure Inside Is Hid Shire
Event. Skirmish.
Exert a Ring-Bound hobbit to make him strength +3 (or strength +4 if skirmishing a Gollum minion).
Nice.

2 Hobbit Riddles  Shire
Event. Maneuver.
Spot a Ring-Bound hobbit and Gandalf to discard a shadow condition.
Okay. What does Gandalf have to do with riddles?

2 Invisible! Shire
Event. Skirmish.
While at an underground site, make a Ring-Bound hobbit strength +2. At any other site, draw a card.
You need to phrase it as: "Spot a Ring-bound Hobbit at an underground site to make that Hobbit strength +2 at an underground site. At any other site, spot a Ring-bound Hobbit to draw a card." Or something similar.

2Mithril-Coat, Kingly Gift  Shire
Artifact. Armor.
Strength +1. Resistance +1
To play, spot a Dwarf. Bearer must be a Ring-Bound Hobbit.
Each minion skirmishing bearer loses strength bonuses from weapons and loses all damage bonuses.
Skirmish: If bearer loses a skirmish, you may add a burden to remove two threats.
That ability needs to be a response, but otherwise it seems fine. Not sure about the resistance bonus, I might take that out and it would still be fine.

1Sting, Newly Found Elf-Knife Shire
Possession, Hand Weapon
Strength +2. Resistance +1.
Bearer must be a Ring-Bound Hobbit.
While bearer is skirmishing a Troll or Spider, bearer is strength +3.
Again not sure about the resistance bonus, but otherwise fine.

I'll do Shadow cards another time.

Overall, I'm very much liking what I see.

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« Reply #8 on: August 20, 2009, 07:12:50 AM »
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The One Ring, Secret Treasure
Balance seems perfectly reasonable, but I'm not sure about flavour. Fetching tales is not speaking "The One Ring" to me at the moment...
My rationale on this is that Tales are something that Dwarves, Elves, and Hobbits are all pretty much in line with. And those are kind of the main races in The Hobbit.

Arkenstone, The Heart of the Mountain
Putting on the ring is very flavourful, but mechanically pointless. I see what you're trying to do, but unless the card itself has something to do with the Ring then the flavour to me is not worth the extra words on the card. You could capture this flavour in another card, something with Bilbo sneaking off to give artifacts to other people. I also don't think it needs a limit with the steep token-adding cost.
Yeah, but the idea is that he did[/d] put on the One Ring to steal it...I'd kind of like to keep that as part of the text. Ideas on how to change it?

Balin, Lord of Moria
Would you use this guy over Feared Axeman?
If you wanted to use Gimli, Bearer of Grudges, then yes.

Clap! Snap! The Black Crack!
Yeah, seems fine. Not sure about the title though - it seems more like the title of a Shadow card.
It was a song the dwarves were singing.

Gloin, Young Adventurer
Now this is very cool, and very cleanly designed. Nice one!

Kili and Fili, Dwarven Brothers
Weird. He's okay, but I think I would prefer them as different characters or to make some rules for the fact that they are 2 characters in one (DI has some good ideas on how to do these dual characters, and I've tried my own hand at it in the past exactly for this purpose - so that you could have Bilbo, Gandalf and 13 Dwarves in 9 companions).
Well...the idea is that you cannot have more than 9 companions, so if you wanted to combine a few of the brothers, make them stronger at the cost of vitality. Like the "Army of" cards.

The First Army
You don't need the line "to play spot a Dwarf" because you already have that implicit in toil and explicit in the maneuver ability. I would also suggest reducing the cost or increasing the toil to 2 or the card is a bit too expensive. Or you could leave it as it is and make minion's lose all gametext keywords?
Maybe I'll drop the cost, but every card set needs five to seven really crappy rares that no one wants getting. Mechanically, if you throw them all out at the same time at site eight or nine, that might be nice though.


Misty Mountain Axe
Very nice. I'm assuming there's a Dwarven missing.
Yeah, but it should just be "Bearer must be a dwarf."

Orcrist, Orc-Beater
Yeah, seems fine.
Thanks!

Thorin Oakenshield, King Under the Mountain  Dwarven
Muster is a very good keyword for a King Under the Mountain. You don't need both the response and the each time - you choose one or the other depending on whether you think it should be repeatable, and so in this case it seems to me like it should be "each time".
Thanks! I'm glad you supported the "Muster" idea.

Thorin Oakenshield, Son of Thrain
I think I'd prefer if he discarded Dwarven companions from hand for his skirmish ability so that he does not also have a built in way of saving any Dwarf from death.
That makes sense. I'll change that.

Thorin Oakenshield, Treasure Hunter
I'm being completely honest here - I hate this idea with a passion! Thorin never carried the ring, he never had an opportunity to, and it makes no story sense for him to have that option, and it doesn't really make game sense for the Dwarven culture to have more than 1 RB. Just make more Dwarves, please!
Okay, here's my rationale on this...if you are just playing "Hobbit Block" (sets 20-22?), then Bilbo would be your only Ring-Bearer. So there will probably be an elven Ring-Bearer coming (probably another Galadriel) and a Gandalf one too.

Elrond, Host of Hobbits and Dwarves
... "your discard pile" but otherwise interesting and fine.
Gotcha.

Mirkwood Elf 
Hardly necessary - it's not like Elven culture is in dire need of more decent non-unique 2 cost companions. Make him into something more interesting.
I know that among the thousands of already produced cards he is superfluous, but you have to think of this as its own set, too. He's probably a common that you get in a starter. No harm in producing him.

The Second Army
Oh, I see what you're going for here. I would save design space in the set and but them all on one card called "The Battle of the Five Armies" or something similar and do what I suggested above; make them lose all gametext keywords.
I might cut the cost a little, but I'll probably keep it as three cards.

Thranduil, Elvenking
He's okay, but I don't see many people using him. How about something with a bit more obvious flavour, something like:
"While the fellowship is at a forest site, each other companion cannot take more than 1 wound in a skirmish.
Each time the fellowship moves to a forest site, exert a non-[Elven] companion."
Or something similar that it gives your guys a bonus at forest sites, but harms Dwarves or Hobbits if they try and get the same bonus?
Oh, I like that idea of just making it non-Elven.

Thranduil, King of Mirkwood
Yeah, nothing wrong.
Sorry your namesake isn't strength 1000.

Army of Dale
Very smooth. I might suggest making a new terrain keyword "lake" though - marsh is not a good descriptor of Esgaroth.
Lake Keyword would probably be new. He's similar to Rohirrim Army or Garrison of Gondor...just another "Army" guy.

Bard, Chief Negotiator 
I would give him a different "fighting" subtitle, something like "Dragon Slayer". I also can't see this guy as the most useful in the world, given that he does very little except when skirmishing Smaug. So either I would make him incredibly powerful fighting Dragons (some exert/discard cards to wound ability?) or give him an ability that is generally useful, but particularly useful against Smaug (perhaps just "Bard cannot be overwhelmed unless his strength is tripled").
I might do that. He is pretty focused. I was going to have one of my sites be similar to Bridge of Khazad-Dum in Fellowship. It's the only one, play Smaug from your draw deck or discard pile, so he might see more play than you think...but we'll see. This is all a work in progress.

Bard, the Bowman
This guy I love!
Me too!

Beorn, the Shapeshifter 
Yep, no problems. He needs a resistance value.
I'll fix that pronto!

The Eagles Are Coming!
Oooh, very nice!
Thanks!

The Emeralds of Girion
Seems fair enough.
I thought it was neat.

Fire From the Trees
I'm not getting the connection of text to title here... Should probably also be 2 given that it saves the RB.
The idea was when the Wargs attacked and the Dwarves and Bilbo and Gandalf climbed the trees to hide. Gandalf shot fire from his staff at the wargs until they ran away. I think I originally had it as two twilight...don't remember.

Gandalf, Member of the White Council
Resistance -1 for each Wizard? How many other Wizards are there? (answer: 4, but 3 of them are very rare, so it just seems like he can have a worse penalty, maybe -3 for each Wizard). Otherwise fine.
I might do -2, but I liked the White Council deck idea...

Gandalf, Trouble Maker  Gandalf
Hilarious! I think the twilight reduction might be a bit too much, but otherwise a very nice card.
Thanks! I thought it was fun too!

Gandalf's Staff, Maian Symbol Gandalf
Okay, nice. I think I'd probably prefer its usual vitality bonus rather than its current attribute bonuses.
Didn't want too much healing. Plus, with the resistance, some people might play it on Saruman rather than Gandalf for other effects. I wanted people to have to choose between which staff to give which wizard.

The Lucky Arrow 
Is this not called "The Black Arrow"?
It is referred to as both; The Lucky Arrow after the shot is made...I think I liked that better, but it doesn't matter either way.

Saruman, Member of the White Council
I don't like Saruman being Gandalf culture - after all he is not subservient to Gandalf the way Radagast is, for example - and so I always think he should be Isengard culture (like Gollum Free Peoples). Very interesting Saruman, though. I would also suggest that you change his name to Curunír, because that way it does not stop your opponent from playing their Sarumans.
Changing his name is a good idea, but just because it is called the Gandalf culture doesn't mean he is subservient! Until I actually read the rule-book (I learned to play with a friend without it) I always referred to it as "Wizard" culture. A simple re-name does it. I wanted to make the Lake-Town guys their own race, anyways, but didn't want to shake things up too much!

Saruman's Staff, Maian Symbol
Yeah, fine.
Again, Saruman or Gandalf can bear this.

The Third Army
See my note above. I think better to combine these cards so that you have room for more cards in the set.
I hear you.


United In Purpose
It needs a phase to activate the ability, but otherwise fun and fine.
Ah! A phase! How foolish of me.

Aragorn, Long Hunted
I'm not sure where the flavour is coming from here. Did Aragorn ever spend time in Lake-Town?
It's gonna piss a lot of people off, but word on the street is that Viggo Mortensen is going to play Aragorn in the Hobbit movies...and HAVE FIGHT SCENES! Anyways, might as well just roll with it.

And Beats High Mountains Down
Interesting. Quite a bad at 9 card, but it's probably okay.
My worry is that every deck will have four!

Bilbo, Burgler 
Entertaining! I like this guy. His title has to be just "Bilbo" though, to fit in with previous versions.
Fixing...

Bilbo, Dragged Into Adventure
It should say "Any Shadow player..." for multiplayer, but here a very cool and interesting card.
Thanks!

Golden Treasure Inside Is Hid
Nice.
Just a pump. Common, uncommon. You get it.

Hobbit Riddles 
Okay. What does Gandalf have to do with riddles?
Meh. Nothing. But Gandalf is the wise one in the group and discarding conditions isn't really the Shire's M.O.

Invisible!
You need to phrase it as: "Spot a Ring-bound Hobbit at an underground site to make that Hobbit strength +2 at an underground site. At any other site, spot a Ring-bound Hobbit to draw a card." Or something similar.
Gotcha.

Mithril-Coat, Kingly Gift
That ability needs to be a response, but otherwise it seems fine. Not sure about the resistance bonus, I might take that out and it would still be fine.
It may be overpowered...I'll think about that one.

Sting, Newly Found Elf-Knife
Again not sure about the resistance bonus, but otherwise fine.
Thanks. The resistance is because Sting was so focused...against Trolls and Spiders...

I'll do Shadow cards another time.

Overall, I'm very much liking what I see.

I really appreciate you taking the time to go through these...I know there are a lot and there are more coming. Either way,  Gold Piece for your efforts. I wish they meant something!
-wtk
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« Reply #9 on: August 22, 2009, 02:03:07 PM »
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2 •Gollum, Dweller of the Underground Lake Gollum
Minion.
Strength 5, Vitality 4.
Site 3.
While skirmishing a Ring-bound hobbit, Gollum is strength +4 and damage +1.
Assignment: Remove 3 to assign Gollum to a Ring-bound hobbit. The free peoples can discard two conditions to prevent this.
Whaoh! This seems like Ring-bearer death. What if they don't have any conditions? Too much of a magic bullet against some decks, I feel. First line is fine, I would make the assignment action something like: Assignment: Remove 3 to assign Gollum to a Ring-bound Hobbit. The Free Peoples player may add a burden to prevent this, and assign Gollum" or something else which the FP player can always do regardless of their deck.

1 Fleeing Man of Dale  Evil Men
Strength 3, Vitality 1, Site 4
This minion cannot be assigned to a skirmish.
Each Gandalf man is strength -1.
Funny. Seems okay.

5  •King of Esgaroth, Master of Lake-Town Evil Men
Minion. Man.
Strength 10, Vitality 3. Site 4.
While you can spot Smaug, King of Esgaroth Fierce.
While you can spot 2 Evil Men men, King of Esgaroth is strength +3.
He's not the king, is he? Just call him "•The Master of Lake-Town" and leave it at that. And also, from the book you get the impression that he's not much of a fighter - he's a bit more like a Gríma or Bill Ferny sort of Evil Men minion.

3 •Traitors of Dale Evil Men
Strength 9, Vitality 3, Site 4
Assignment: Exert Traitors of Dale to assign this minion to a Gandalf man. The free peoples player may make this minion fierce to prevent this.
Yeah, sure. Doesn't need to be unique, and you need at the end "... and assign this minion." or you could do it more than once.

1 Azog's Revenge Orc
Event. Skirmish.
Make an Orc strength +2 (or strength +4 if skirmishing a dwarf).
Yeah, fair enough.

2 Berserk Warg Orc
Posession. Mount.
Strength +2, Vitality +1.
Bearer must be an Orc Orc whose strength is 9 or less.
Skirmish: Discard two Orc mounts to discard an artifact.
Whoah, I'm not a fan. When do Bolg's armies destroy artifacts? Plus, it's just fairly easy artifact destruction, of which there should be exceedingly little.

6 •Bolg, Son of Azog Orc
Minion
Strength 12, Vitality 3
Site 4
Shadow: Exert Bolg twice and spot another Orc to draw three cards. The Free Peoples player may add two threats to prevent this.
Skirmish: Remove a threat to make an Orc strength +1.
Yeah, fair enough.

4 •Don't Let Your Imagination Run Away With You  Orc
Condition. Support Area.
Unique Orc minions are strength +1.
Response: Each time an Orc minion wins a skirmish, place an Orc token on this card.
Shadow: Remove five tokens here to play a Orc minion from hand. It's twilight cost is -3.
Can't be response, because then it's infinitely repeatable. I'm not getting the connection between the first line and the third line, nor the title and the text.

1 Goblin of the Mountain Orc
Minion, Orc.
Strength 5, Vitality 1.
Site 4.
Assignment: Discard another Orc to assign this minion to an unbound companion.
Yeah, seems interesting.

9 •Smaug, Dragon of the Mountain  Orc
Minion.
Strength 14, Vitality 3.
Site 5.
Enduring. Fierce.
While skirmishing a dwarf, Smaug is damage +2.
While skirmishing a Ring-bound hobbit, Smaug is strength -4 and damage +1.
While skirmishing a Gandalf man, Smaug is Strength +1 and damage +1.
I would recommend making Smaug Sauron culture instead (since the whole point of the Hobbit was to stop Smaug joining Sauron in the War of the Ring). Seems okay, just a bit small! Surely a Balrog ain't got nothin' on a Dragon! Wink

1 Stone's Throw Orc
Event. Regroup.
Discard two Orc minions to wound the Ring-Bearer.
Sure. Regroup RB wounding brings up the issue of whether they can wear the Ring in the regroup phase or not, however...

3 Taunting Warg  Orc
Possession. Mount.
Strength +4.
Bearer must be an Orc Orc whose strength is 9 or less.
Shadow: Spot three Orc mounts to play a mount from your discard pile. The Free Peoples player may draw a card.
Should probably exert bearer to get that ability, gut otherwise fun.

6 •Ulaire Attea, Khamul  Wraith
Minion. Wraith.
Strength 12, Vitality 3. Site 3.
Fierce.
Skirmish:
Remove 3 to make this minion Damage +1.
A bit boring for such an important character. I bet you could make a better card for this guy! I like your idea of taking a Evil Men ability and throwing it on Khamûl, but you could surely pick a better one!

8  •The Witch-King, Angmar's Shadow Wraith
Minion, Nazgul.
Strength 14, Vitality 4.
Site 3.
Damage +1.
Assignment: Exert the Witch-King to assign him to the companion with the highest strength. The free peoples player may wound that companion to prevent this.
See, this one is fun and interesting! I'd probably stick with fierce though.

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« Reply #10 on: August 22, 2009, 02:30:39 PM »
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•Ulaire Attea, Khamul  Wraith
Minion. Wraith.
Strength 12, Vitality 3. Site 3.
Fierce.
Skirmish:
Remove 3 to make this minion Damage +1.
A bit boring for such an important character. I bet you could make a better card for this guy! I like your idea of taking a Evil Men ability and throwing it on Khamûl, but you could surely pick a better one![/quote]

Well, the idea did indeed originate because Attea (number 2) was the only named Wraith in all of Tolkien's work (The Witch-King was unique, but just "The Witch-King." The second wraith was named Khamul). Anyways, the idea was that because he was an Easterling, he should work well with Evil Men. But I couldn't figure anything out except that I wanted him to be named Khamul. So...that's that.

As for the Witch-King...can't have him fierce because that could possibly kill off the character with the highest strength during the fierce skirmish...Just a thought...
-wtk
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« Reply #11 on: August 22, 2009, 02:37:26 PM »
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•Ulaire Attea, Khamul  Wraith
Minion. Wraith.
Strength 12, Vitality 3. Site 3.
Fierce.
Skirmish:
Remove 3 to make this minion Damage +1.
A bit boring for such an important character. I bet you could make a better card for this guy! I like your idea of taking a Evil Men ability and throwing it on Khamûl, but you could surely pick a better one!

Well, the idea did indeed originate because Attea (number 2) was the only named Wraith in all of Tolkien's work (The Witch-King was unique, but just "The Witch-King." The second wraith was named Khamul). Anyways, the idea was that because he was an Easterling, he should work well with Evil Men. But I couldn't figure anything out except that I wanted him to be named Khamul. So...that's that.[/quote]
Yeah I understand that, but there are better Evil Men abilities. How about something that adds twilight?

As for the Witch-King...can't have him fierce because that could possibly kill off the character with the highest strength during the fierce skirmish...Just a thought...
Yeah, but the WK has to have enough vitality - this is unlikely between archery and a previous skirmish phase. It's just that damage +1 is not a usual Wraith keyword, and fierce is.

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« Reply #12 on: August 22, 2009, 02:40:35 PM »
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Very well. Gold Piece for your thoughts!

Keep checking. When I am bored and creative enough, I will make more!
-wtk
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« Reply #13 on: August 31, 2009, 07:00:14 PM »
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6 •Ulaire Attea, Khamul Wraith
Minion•Wraith
Strength 12, Vitality 3, Site 3
Fierce.
Response: If a Nazgul is about to take a wound, remove a threat to prevent that wound.

What do you think about that?
-wtk
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« Reply #14 on: September 01, 2009, 06:21:56 AM »
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Much much cooler. I'd say balanced and fun. Nice one!

Thranduil
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