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Author Topic: The Hobbit TCG, revisited [Moria]  (Read 3900 times)
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ket_the_jet
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« on: November 15, 2009, 03:31:34 PM »
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Okay, so it has been a while since I have made my own legitimate dream cards. Most of them have been a joke, or to flaunt my own ego…anyways, you may remember I started making cards for The Hobbit: TCG. (http://lotrtcgwiki.com/forums/index.php/topic,2799.0.html) I have decided that I wanted to revive this idea with a full dream card set. This set will be 200 cards and as follows:
Ring: 2
Dwarven: 20
Elven: 16
Gollum: 12
Gondor: 20
Moria: 25
Orc: 25
Wraith: 10
Sauron: 4
Shire: 28
Gandalf: 18
[Sites]: 28

A few thoughts as the dream card set arrives:
-The point of The Hobbit was not to bring the Ring to Mount Doom. But you guys are just going to have to suck it up, because I am not changing the game in that regard. I toyed with the idea of racing to site 9 to retrieve the Arkenstone, but that just destroyed the gameplay too much.

-The cards are going to be based on Movie Block sets. That means no toil, muster, or other keywords. We may see similar texts on cards (i.e., a card may have the ability of muster without using the keyword).

-Bringing back another missed area of the early sets is Signets. They will be back as well. As of now, I have the Thorin and Bilbo signet in addition to any other signet from Movie Block.

-I have taken a little bit of liberty with the cultures. Rather than creating a new culture for the men of Laketown, I lumped them in with the Gondor culture because they were close enough to being in the region of Arnor. While we are on that note, the Gandalf culture has been re-named "Wizard" so characters such as Saruman may appear.

-The set is going to be based on the ideas behind the new Hobbit Movies. So if you see someone like Aragorn, it is because he will be in the movie.

-Some new keywords may be introduced as we progress, but for now I will keep everything under wraps.

-There will be some reprints. Some will be obvious (The One Ring, the Ruling Ring) and some will be less so.

Just to reiterate, this is supposed to be its own game, but it will be Movie Block eligible (in concept). If you don't like signets, or Movie Block, or me, well, you know the all-familiar suggestion.

Look forward to plenty of reviews.

Anyways, let's start with the Rings.

The One Ring, the Ruling Ring
Strength +1
Response: If bearer is about to take a wound in a skirmish, he wears The One Ring until the regroup phase. While wearing The One Ring, each time the Ring-bearer is about to take a wound during a skirmish, add a burden instead.
H C 1

The One Ring, Ring of Legend
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.
H R 2

2 •Arkenstone, the Heart of the Mountain Dwarven
Artifact • Support Area
When you play this Artifact, the Ring-Bearer wears the One Ring until the regroup phase.
Fellowship: Exert a Dwarf to place a Dwarven token on this card.
Skirmish: Remove 2 Dwarven tokens to make a companion with the Thorin signet strength +1 for each Dwarf you can spot (limit +4).
H R 3

3 •Balin, Dwarven Lord Dwarven
Companion • Dwarf
Strength 7, Vitality 3
Signet: Gandalf
Damage +1
Response: If your Dwarven condition is about to be discarded by a Shadow card, exert two Dwarf companions to prevent this.
H R 4

2 •Bofur, Yellow-Hooded Adventurer Dwarven
Companion • Dwarf
Strength 6 • Vitality 3
Signet: Thorin
Adventurer
When you play Bombur, you may reinforce a Dwarven token.
H U 5

2 •Bombur, Hearty Dwarf Dwarven
Companion • Dwarf
Strength 5 • Vitality 3
Signet: Gandalf
Adventurer.
While you can spot 3 Dwarves, Bombur is strength +2 and damage +1.
H C 6

2 •Carry Your Load! Dwarven
Condition • Support Area
When you play this condition, you may spot a Dwarf to place 2 Dwarven tokens here.
Maneuver: Discard this condition or remove a Dwarven token from here to exert a minion.
H U 7

1 Clap! Snap! The Black Crack! Dwarven
Event • Fellowship or Maneuver
Spot a Dwarven companion to draw a card (or two cards if that companion is an adventurer).
H C 8

2 Clarinets and Drums Dwarven
Possession • Support Area
Fellowship: Exert a Dwarf at a sanctuary to place a Dwarven token here.
Regroup: Remove two Dwarven tokens here to heal a Dwarf.
H C 9

0 Dwarven Ingenuity Dwarven
Event • Skirmish
Make a Dwarf strength +2 (or strength +4 if at a mountain or underground site.
H C 10

4 The First Army Dwarven
Condition • Support Area
To play, spot a Dwarf. The twilight cost of this condition is -1 for each of the following races you can spot: Man, Elf.
Maneuver: Discard this condition to make each minion lose all damage bonuses and unable to gain damage bonuses until the regroup phase.
H R 11

2 •Gloin, Young Adventurer Dwarven
Companion • Dwarf
Strength 6, Vitality 3
Signet: Bilbo
Adventurer
Maneuver: Exert Gloin to make a Dwarven companion defender +1 until the regroup phase. That companion loses all damage bonuses (and cannot gain damage bonuses).
H U 12

1 I Am King!
Event • Skirmish
Exert Thorin to make a companion strength +3 (and damage +2 if that companion has the Thorin signet).
H C 13

2 •Kili and Fili, Dwarven Brothers Dwarven
Companion • Dwarf
Strength 8, Vitality 2
Signet: Thorin
Damage +1
Response:
If Thorin is about to take a wound or be discarded, place Kili and Fili in the dead pile to prevent that wound.
H U 14

1 Lonely Mountain Axe Dwarven
Strength +2.
Bearer must be a Dwarf.
Each time bearer wins a skirmish, reinforce a Dwarven token.
H C 15

2 •Orcrist, Orc-Beater Dwarven
Possession • Hand Weapon
Strength +2
Bearer must be Thorin. He is damage +1.
At the start of each skirmish, you may add a threat to wound a Moria minion Thorin is skirmishing.
H R 16

2 Our Kin From the North Dwarven
Event • Skirmish
Exert a Dwarf to make another Dwarf strength +3. If you do not have the initiative, you may draw a card.
H C 17

1 •Ravenhill Post  Dwarven
Possession • Support Area
Each time you play a Dwarf, place a Dwarven token on this card.
Skirmish: Make a Dwarf strength +1 for each Dwarven token on this card. Discard this condition.
H U 18

1 Stubbornness Dwarven
Event • Skirmish
Make a Dwarf strength +2 (or strength +3 and damage +1 if that Dwarf is an adventurer).
H C 19

4 •Thorin, Oakenshield Dwarven
Companion • Dwarf
Strength 7, Vitality 4
Signet: Thorin
Damage +1. Adventurer.
Each time you reinforce a Dwarven token, you may heal a companion with the Thorin signet (limit once per phase).
H C 20

4 •Thorin, King Under the Mountain Dwarven
Companion • Dwarf
Strength 7, Vitality 4
Signet: Gandalf
Damage +1.
Skirmish: Discard a Dwarven companion from hand to make Bilbo strength +3 and damage +1.
At the start of the regroup phase, you may spot Gandalf and exert Thorin twice to play a Dwarven companion from your discard pile.
H R 21

2 You Go, My Lad! Dwarven
Event • Regroup
Spot a Dwarven companion and two other Free Peoples cultures to take a Free Peoples event into hand from your discard pile.
H U 22

2 Allied Forces Elven
Event • Skirmish
Make an Elf strength +1 for each Elven token you can spot (limit +5).
H C 23

2 •The Black Forest Elven
Condition • Support Area
While you can spot three Elven tokens on this card, each site on the adventure path is a forest.
H R 24

4 •Elrond, Host of Hobbits and Dwarves Elven
Companion • Elf
Strength 8, Vitality 4
Signet: Gandalf
To play, spot an Elf or Gandalf.
When you play Elrond at a sanctuary, his twilight cost is -1.
At the start of the regroup phase, you may discard 2 cards from hand to heal a companion.
H R 25

1 Elven Bow Elven (reprint)
Possession • Ranged Weapon
Bearer must be an Elf.
Bearer is an archer.
H U 26

1 Elven Halberd Elven
Possession • Hand Weapon
Strength +1
Skirmish: While you cannot spot two threats, add a threat to make bearer strength +1.
H C 27

2 •Hadhafang, Weapon of Old Elven
Possession • Hand Weapon
Strength +2
Bearer must be Arwen or Elrond.
Skirmish: Remove an Elven token to make bearer strength +1.
H R 28

1 •Mirkwood Dungeon Elven
Condition • Support Area
When you play this condition, you may spot an Elf to place 2 Elven tokens on this card.
Maneuver: Remove an Elven token from this condition to reinforce a culture token.
H U 29

2 Mirkwood Elf Elven
Companion • Elf
Strength 5, Vitality 3
Archery: If you can spot more minions than companions exert Mirkwood Elf and add a threat to make the Fellowship Archery total +1.
H C 30

3 Sagely Wisdom Elven
Event • Fellowship
Spot two Elves (or Elrond) and add a threat to heal a companion twice.
H C 31

4 •The Second Army Elven
Condition • Support Area
To play, spot a Elf. The twilight cost of this condition is -1 for each of the following races you can spot: Dwarf, Man.
Maneuver: Discard this condition to make each minion lose fierce and unable to gain fierce until the regroup phase.
H R 32

0 The Seen and the Unseen Elven (reprint)
Event • Fellowship
Exert 2 Elves to discard a condition.
H C 33

3 •Thranduil, Elvenking Elven
Companion • Elf
Strength 7, Vitality 3
To play, spot an Elf.
While you have the initiative, Thranduil is strength +1 for each minion assigned to a skirmish (limit +3).
H U 34

3 •Thranduil, King of Mirkwood Elven
Companion • Elf
Strength 7, Vitality 3
To play, spot an Elf.
Each time the fellowship moves during the regroup phase, exert a companion (except an Elf).
Each time the fellowship moves to a forest during the regroup phase, heal an Elf.
H R 35

3 Troop of Mirkwood Archers Elven
Event • Archery
Make the Fellowship archery total –X (to a minimum of 0) to reinforce X culture tokens.
H U 36

2 Unseen Scouts Elven
Event • Archery
If you have the initiative, spot an Elf archer companion to make the Fellowship archery total +1.
H U 37

5 Wood Elven Feast Elven
Event • Response
If the fellowship moves during the regroup phase, heal each Elven companion.
H R 38

4 All Things Devours Gollum (FP)
Event • Regroup
Spot Smeagol and add two burdens to discard each minion.
H U 39

0 •Corruption Gollum (SH)
Condition • Support Area
While Gollum is skirmishing Smeagol, he is damage +1.
Regroup: Discard this condition to return a Gollum minion to your hand.
H U 40

1 •Fish-bones Gollum (FP)
Possession • Support Area
When the fellowship moves from site 4H, remove a burden.
Skirmish: Discard this condition to wound a minion skirmishing Smeagol.
H C 41

0 A Game Gollum (SH)
Event • Shadow
Play Gollum from your draw deck or discard pile; his twilight cost is -1 for each burden you can spot.
H C 42

2 •Gollum, Dweller of the Underground Lake Gollum (SH)
Minion
Strength 5, Vitality 4
While skirmishing a Ring-Bound companion, Gollum is strength +4.
H C 43

2 •Gollum, Sickly Pale Gollum (SH)
Minion
Strength 5, Vitality 4
When you play Gollum, reinforce a Shadow culture token.
Skirmish: Exert Gollum twice to make him strength +X, where X is the number of free peoples culture tokens you can spot.
H R 44

0 •Smeagol, Lake-Dweller Gollum (FP)
Companion
Strength 3, Vitality 4
Signet: Bilbo
Ring-Bearer (resistance 7).
Each time you play a companion (except in your starting fellowship), add a burden.
Each time you lose initiative, you may wound two companions to remove a burden.
H R 45

0 •Smeagol, Riddler Gollum (FP)
Companion
Strength 3, Vitality 4
Signet: Bilbo
To play, add a burden.
While you have the initiative, the twilight cost of each Shire and Gollum skirmish events is -1.
H C 46

2 •Underground Lair Gollum (SH)
Condition • Support Area
While the Shadow has the initiative, each site on the adventure path is underground.
Shadow: Discard this condition to play a Gollum minion from your discard pile.
H R 47

1 Voiceless, It Cries Gollum (FP)
Condition • Support Area
Response: If Smeagol is about to be overwhelmed in a skirmish, add a burden to make him strength +3.
H R 48

3 We Hates It! Gollum (SH)
Event • Skirmish
Wound a character skirmishing a Gollum minion.
H U 49

3 What Has It Gots? Gollum (FP)
Event • Skirmish
Wound a character skirmishing Smeagol.
H U 50

4 •Aragorn, Messenger of the White Council Gondor
Companion • Man
Strength 8, Vitality 4
Signet: Gandalf
Ranger. Adventurer. To play, spot a Wizard or Gandalf Elf.
Skirmish: Add a threat to make a companion strength +1 (limit 4).
H R 51

5 •Army of Dale Gondor
Companion • Man
Strength 9, Vitality 4
To play, spot two Men (or one Lake-Dweller).
Lake-Dweller.
While the Army of Dale is at a battleground or lake, Army of dale is defender +1.
H R 52

0 At the Brink Gondor
Event • Skirmish
Make a lake-dweller strength +2 (or strength +4 if at a lake).
H C 53

2 •Bard, Chief Negotiator Gondor
Companion • Man
Strength 6, Vitality 3
Signet: Bilbo
Lake-Dweller. Archer.
While skirmishing a unique minion, Bard takes no more than 1 wound during each skirmish phase.
While skirmishing a Dragon, Bard cannot be overwhelmed unless his strength is tripled.
H R 54

2 •Bard, the Bowman Gondor
Companion • Man
Strength 6, Vitality 3
Signet: Thorin
Lake-Dweller. Archer.
While Bard is exhausted, add 1 to the fellowship archery total.
H C 55

2 Boatman Gondor
Companion • Man
Strength 5, Vitality 3
Lake-Dweller.
Fellowship: Play a Gondor possession to heal a companion.
H U 56

1 Canal Support Gondor
Condition • Support Area
Strength -2.
Fortification.
Maneuver: Spot a Gondor Man and discard a card from hand to transfer this condition to a minion.
H U 57

2 Greetings From the Council Gondor
Event • Fellowship
Spot a Man and discard two cards from hand to heal a companion twice.
H C 58

3 •The Emeralds of Girion Gondor
Artifact • Support Area
To play, spot a Lake-Dweller and an Elf.
Fellowship: Stack a Free Peoples card from hand on this artifact.
Archery: Discard an Elven or Gondor card stacked here and add 2 to make the fellowship archery total +1 (limit +2).
H R 59

3 Esgaroth Castellum Gondor
Condition • Support Area
Strength -1, Vitality -1
Fortification.
Maneuver:
Exert a Man or spot three Lake-Dwellers to transfer this condition to a minion skirmishing a Lake-Dweller. Heal that Lake-Dweller.
H U 60

1 Esgaroth Sword Gondor
Possession • Hand Weapon
Strength +2
Bearer must be a Lake-Dweller.
If bearer is at a lake or river, bearer is damage +1.
H C 61

0 Hail! Dragon-Slayer! Gondor
Event • Skirmish
Make a Gondor man strength +2 (or strength +4 if skirmishing a unique minion).
H C 62

2 •Hugin, Herald of Esgaroth Gondor
Companion • Man
Strength 6, Vitality 3
Lake-Dweller. To play, spot a Lake-Dweller.
At the start of the fellowship phase, you may discard two cards from hand to draw a card.
H R 63

2 Laid to Ruin Gondor
Condition • Support Area
When you play this condition, add a Gondor token for each lake or river on the adventure path.
Regroup: Remove three tokens from this condition to discard a card in an opponent's support area.
H U 64

1 •The Lucky Arrow Gondor
Possession • Ranged Weapon
Strength +2.
Bearer must be a Lake-Dweller.
Archery: If bearer is Bard, exert him twice to discard a Dragon. The Shadow Player may discard two minions to prevent this.
H R 65

2 •Master of Laketown Gondor
Companion • Man
Strength 5, Vitality 3
Lake-Dweller.
Regroup: Exert Master of Laketown to play the fellowship's next site if it is a lake or river (replacing opponent's site if necessary ).
H C 66

2 •Ottar, Young Merchant Gondor
Companion • Man
Strength 6, Vitality 3
Signet: Gandalf
Lake-Dweller.
Skirmish: Remove a Gondor or Gandalf token to place a card from hand on top of your draw deck.
H R 67

4 •The Third Army Gondor
Condition • Support Area
To play, spot a Man. The twilight cost of this event is -1 for each of the following races you can spot: Dwarf, Elf.
Maneuver: Discard this condition to make each minion lose archer until the regroup phase.
H R 68

1 United In Purpose Gondor
Condition • Support Area
When you play this condition, reinforce a Gondor token.
Maneuver: Exert a Lake-Dweller to reinforce a culture token.
Discard this condition at the start of the regroup phase.
H C 69

2 Westron Tongues Gondor
Event • Maneuver
Exert a Gondor man to discard a card borne by a minion.
H U 70

1 At the Ready Moria
Event • Skirmish
Wound any number of  minions to make a minion strength strength +1 for each minion wounded in this way (limit +5).
H C 71

2 Badgering Orc Moria
Minion • Orc
Strength 6, Vitality 2
Site 4
Skirmish: Discard a Moria possession to discard a possession borne by an unbound companion this minion is skirmishing.
H U 72

9 Beastly Troll Moria
Minion • Troll
Strength 16, Vitality 4
Site 4
Fierce.
At an underground site, this minion's twilight cost is -3.
H U 73

2 Black Bowman Moria
Minion • Orc
Strength 6, Vitality 1
Site 4
Archer.
H C 74

4 •Black Chasm Commander Moria
Minion • Orc
Strength 10, Vitality 3
Site 4
When you play this minion, you may play a Moria card from your discard pile.
H R 75

3 Burrowing Goblin Moria
Strength 6, Vitality 1
Minion • Orc
Site 4
When you play this minion, you may play a Moria possession from your draw deck.
H R 76

1 Denizens Enraged Moria (Reprint)
Skirmish: Make a Moria Orc strength +1 for each other Moria Orc you spot (limit +4).
H U 77

2 Discouraged Moria
Condition • Support Area
Strength -1
Regroup: Discard a Moria Orc to transfer this condition to an unbound companion.
If bearer is a Dwarf, bearer loses all damage bonuses and is unable to gain damage bonuses.
H U 78

4 The Fourth Army Moria
Condition • Support Area
To play, spot a Moria minion.
Skirmish events and special abilities cannot be used in skirmishes involving unbound companions. Discard this condition at the start of the regroup phase.
H R 79

1 Frightening Orc Moria
Strength 4, Vitality 1
Site 4
The Fellowship archery total is -1.
H C 80

3 Lost in the Dark Moria
Event • Shadow
Discard 5 Moria minions to discard a condition.
H R 81

4 Misty Mountain Archer Moria
Minion • Orc
Strength 8, Vitalty 2
Site 4
Archer.
Each archer skirmishing this minion is strength -2.
H U 82

5 •Misty Mountain Captain Moria
Strength 12, Vitality 2
Site 4
Each time you play a minion stacked on a Moria condition, add 1.
H R 83

2 Misty Mountain Fighter Moria
Minion • Orc
Strength 7, Vitality 1
Site 4
H C 84

1 Misty Mountain Regular Moria
Minion • Orc
Strength 5, Vitality 1
Site 4
When you play this minion, spot a Moria minion to add 2.
H U 85

2 •Misty Mountain Store-room Moria
Condition • Support Area
Response: If a Moria possession is about to be discarded during the skirmish phase, stack that possession here.
Maneuver: Discard three possessions here to discard a card borne by an unbound companion.
H R 86

2 Misty Mountain Swordsman Moria
Minion • Orc
Strength 5, Vitality 1
Site 4
Each companion skirmishing this minion does not gain strength bonuses from weapons.
H C 87

2 Misty Mountain Shaman Moria
Minion • Orc
Strength 4, Vitality 3
Site 4
Response: If a Moria Orc is about to take a wound, remove 3 to prevent that wound.
H U 88

1 Moria Guard Moria
Minion • Orc
Strength 4, Vitality 1
When this minion is discarded, you may add 3.
H C 89

1 Moria Sword Moria
Possession • Hand Weapon
Strength +1
Bearer must be a Moria minion.
While skirmishing an unbound companion, bearer is strength +2.
H C 90

0 Sallet Moria
Possession • Helm
Bearer must be a Moria Orc.
Bearer cannot be overwhelmed unless his strength is tripled.
H C 91

2 Steal Away Moria
Event • Maneuver
Search.
Discard X Moria minions to exert X companions.
H U 92

2 Steel Breastplate Moria
Possession • Armor
Strength +1.
Bearer must be a Moria Orc.
Bearer cannot take wounds.
H R 93

1 Tunnel Away Moria
Condition • Support Area
Search.
Regroup: Stack your Moria minion on this condition.
Shadow: Remove 1 to play a minion stacked on this condition.
H R 94

  • Twisting Tunnels Moria
Event • Shadow or Regroup
Discard a Moria minion to play a Moria minion from your draw deck.
H R 95

To Be Continued...
-wtk
« Last Edit: March 13, 2010, 11:36:56 AM by ket_the_jet » Logged



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« Reply #1 on: November 15, 2009, 03:41:58 PM »
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I'm waiting with baited breath... Popcorn
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« Reply #2 on: November 15, 2009, 03:44:00 PM »
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If you post cards in separate posts, then I get an email telling me that you've posted cards! This is preferable if you want reviews! Tongue

I don't love the subtitle (oh the irony! - what goes around comes around, huh? Wink ) but otherwise seems balanced. Not sure if it speaks The Hobbit to me, but it's fine.

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« Reply #3 on: November 15, 2009, 03:44:59 PM »
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I liked it as Secret Treasure...it may reclaim that title. I also always wished there was a Ring that was subtitled Precious. But we'll see. Do you have a suggestion?
-wtk
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« Reply #4 on: November 15, 2009, 03:46:51 PM »
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Even Ring of Legend sounds better. And you can have the lore text with Galadriel talking about how it got lost from all knowledge, how legend became myth and all that stuff.
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« Reply #5 on: November 15, 2009, 09:26:15 PM »
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First, I am going to introduce the Dwarven component. It is next in line, obviously, and it introduces a new keyword: adventurer. It is an unloaded keyword, but it has some great cards associated across cultures (keep an eye out for them...I'll give you a clue...best one is Shire!)

I will throw out that I am not good at the idea of distributing rares, commons and uncommons throughout a set. I assume that the 36 sites would be uncommon and I'll just figure out the ratio for the remainders.

Some of these might look a little familiar, they appeared in (or are based on) cards in my previous Hobbit set (version 1.0!)

2 •Arkenstone, the Heart of the Mountain Dwarven
Artifact • Support Area
When you play this Artifact, the Ring-Bearer wears the One Ring until the regroup phase.
Fellowship: Exert a Dwarf to place a Dwarven token on this card.
Skirmish: Remove 2 Dwarven tokens to make a companion with the Thorin signet strength +1 for each Dwarf you can spot (limit +4).
H R 3

3 •Balin, Dwarven Lord Dwarven
Companion • Dwarf
Strength 7, Vitality 3
Signet: Gandalf
Damage +1
Response: If your Dwarven condition is about to be discarded by a Shadow card, exert two Dwarf companions to prevent this.
H R 4

2 •Bofur, Yellow-Hooded Adventurer Dwarven
Companion • Dwarf
Strength 6 • Vitality 3
Signet: Thorin
Adventurer
When you play Bombur, you may reinforce a Dwarven token.
H U 5

2 •Bombur, Hearty Dwarf Dwarven
Companion • Dwarf
Strength 5 • Vitality 3
Signet: Gandalf
Adventurer.
While you can spot 3 Dwarves, Bombur is strength +2 and damage +1.
H C 6

2 •Carry Your Load! Dwarven
Condition • Support Area
When you play this condition, you may spot a Dwarf to place 2 Dwarven tokens here.
Maneuver: Discard this condition or remove a Dwarven token from here to exert a minion.
H U 7

1 Clap! Snap! The Black Crack! Dwarven
Event • Fellowship or Maneuver
Spot a Dwarven companion to draw a card (or two cards if that companion is an adventurer).
H C 8

2 Clarinets and Drums Dwarven
Possession • Support Area
Fellowship: Exert a Dwarf at a sanctuary to place a Dwarven token here.
Regroup: Remove two Dwarven tokens here to heal a Dwarf.
H C 9

4 The First Army Dwarven
Condition • Support Area
To play, spot a Dwarf. The twilight cost of this condition is -1 for each of the following races you can spot: Man, Elf.
Maneuver: Discard this condition to make each minion lose all damage bonuses and unable to gain damage bonuses until the regroup phase.
H R 10

2 •Gloin, Young Adventurer Dwarven
Companion • Dwarf
Strength 6, Vitality 3
Signet: Bilbo
Adventurer
Maneuver: Exert Gloin to make a Dwarven companion defender +1 until the regroup phase. That companion loses all damage bonuses (and cannot gain damage bonuses).
H U 11

1 I Am King!
Event • Skirmish
Exert Thorin to make a companion strength +3 (and damage +2 if that companion has the Thorin signet).
H C 12

2 •Kili and Fili, Dwarven Brothers Dwarven
Companion • Dwarf
Strength 8, Vitality 2
Signet: Thorin
Damage +1
Response:
If Thorin is about to take a wound or be discarded, place Kili and Fili in the dead pile to prevent that wound.
H U 13

1 Lonely Mountain Axe Dwarven
Strength +2.
Bearer must be a Dwarf.
Each time bearer wins a skirmish, reinforce a Dwarven token.
H C 14

2 •Orcrist, Orc-Beater Dwarven
Possession • Hand Weapon
Strength +2
Bearer must be Thorin. He is damage +1.
At the start of each skirmish, you may add a threat to wound a Moria minion Thorin is skirmishing.
H R 15

1 •Ravenhill Post  Dwarven
Possession • Support Area
Each time you play a Dwarf, place a Dwarven token on this card.
Skirmish: Make a Dwarf strength +1 for each Dwarven token on this card. Discard this condition.
H U 16

1 Stubbornness Dwarven
Event • Skirmish
Make a Dwarf strength +2 (or strength +3 and damage +1 if that Dwarf is an adventurer).
H C 17

4 •Thorin, Oakenshield Dwarven
Companion • Dwarf
Strength 7, Vitality 4
Signet: Thorin
Damage +1. Adventurer.
Each time you reinforce a Dwarven token, you may heal a companion with the Thorin signet (limit once per phase).
H C 18

4 •Thorin, King Under the Mountain Dwarven
Companion • Dwarf
Strength 7, Vitality 4
Signet: Gandalf
Damage +1.
Skirmish: Discard a Dwarven companion from hand to make Bilbo strength +3 and damage +1.
At the start of the regroup phase, you may spot Gandalf and exert Thorin twice to play a Dwarven companion from your discard pile.
H R 19

2 You Go, My Lad! Dwarven
Event • Regroup
Spot a Dwarven companion and two other Free Peoples cultures to take a Free Peoples event into hand from your discard pile.
H U 20
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« Reply #6 on: November 16, 2009, 08:56:43 AM »
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Nice, I like this. Would be plenty of fun to make some of those in real templates Cheesy Hard part is the pics for the chars lol

But nice cards there! Willing to see the whole set done ^^
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« Reply #7 on: November 16, 2009, 10:52:34 AM »
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First, I am going to introduce the Dwarven component. It is next in line, obviously, and it introduces a new keyword: adventurer. It is an unloaded keyword, but it has some great cards associated across cultures (keep an eye out for them...I'll give you a clue...best one is Shire!)

I will throw out that I am not good at the idea of distributing rares, commons and uncommons throughout a set. I assume that the 36 sites would be uncommon and I'll just figure out the ratio for the remainders.

Some of these might look a little familiar, they appeared in (or are based on) cards in my previous Hobbit set (version 1.0!)

2 •Arkenstone, the Heart of the Mountain Dwarven
Artifact • Support Area
When you play this Artifact, the Ring-Bearer wears the One Ring until the regroup phase.
Fellowship: Exert a Dwarf to place a Dwarven token on this card.
Skirmish: Remove 2 Dwarven tokens to make a companion with the Thorin signet strength +1 for each Dwarf you can spot (limit +4).
H R 3
sure

3 •Balin, Dwarven Lord Dwarven
Companion • Dwarf
Strength 7, Vitality 3
Signet: Gandalf
Damage +1
Response: If your Dwarven condition is about to be discarded by a Shadow card, exert two Dwarf companions to prevent this.
H R 4
you may exert I believe, and I'd cut the damage.

2 •Bofur, Yellow Hood Dwarven
Companion • Dwarf
Strength 6 • Vitality 3
Signet: Thorin
Adventurer
When you play Bombur, you may reinforce a Dwarven token.
H U 5
I guess.

2 •Bombur, Hearty Dwarf Dwarven
Companion • Dwarf
Strength 5 • Vitality 3
Signet: Gandalf
Adventurer.
While you can spot three Dwarfs, Bombur is strength +2 and damage +1.
H C 6
fine. I'd make it toher though.

2 •Carry Your Load!
Condition • Support Area
When you play this condition, you may spot a Dwarf to place 2 Dwarven tokens here.
Maneuver: Discard this condition or remove a Dwarven token from here to exert a minion.
H U 7
fine. 

1 Clap! Snap! The Black Crack! Dwarven
Event • Maneuver
Spot a Dwarven companion to draw a card (or two cards if that companion is an adventurer).
H C 8
I'd make it fellowship.

2 Clarinets and Drums Dwarven
Possession • Support Area
Fellowship: Exert a Dwarf at a sanctuary to place a Dwarven token here.
Regroup: Remove two Dwarven tokens here to heal a Dwarf.
fine.


4 The First Army Dwarven
Condition • Support Area
To play, spot a Dwarf. The twilight cost of this condition is -1 for each race you can spot: Man, Elf.
Maneuver: Discard this condition to make each minion lose all damage bonuses until the regroup phase.
H R 10
for each of the following you mean?  I'd throw dwarf in that list if that is what you are going for.  and unable to gain again.

2 •Gloin, Young Adventurer Dwarven
Companion • Dwarf
Strength 6, Vitality 3
Signet: Bilbo
Adventurer
Maneuver: Exert Gloin to make a Dwarven companion defender +1 until the regroup phase. That companion loses all damage bonuses.
H U 11
make it to gain defender and lose all damage and unable to gain damage until the regroup phase.

1 I Am King!
Event • Skirmish
Exert Thorin to make a companion strength +3 (and damage +2 if that companion has the Thorin signet).
H C 12
fine.

2 •Kili and Fili, Dwarven Brothers Dwarven
Companion • Dwarf
Strength 8, Vitality 2
Signet: Thorin
Damage +1
Response:
If Thorin is about to take a wound, place Kili and Fili in the dead pile to prevent that wound.
H U 13
I'd say if Thorin is about to be killed or discarded.  Up to you.

1 Lonely Mountain Axe Dwarven
Strength +2.
Bearer must be a Dwarf.
Each time bearer wins a skirmish, reinforce a Dwarven token.
H C 14
you may

3 •Orcrist, Orc-Beater Dwarven
Possession • Hand Weapon
Strength +2, Vitality +1
Bearer must be Thorin. He is damage +1.
At the start of each skirmish, you may add a threat to wound a Moria minion Thorin is skirmishing.
H R 15
thats very powerful, threats for instand death to lots of moria.  I'd cut the vitality bonus first of all, and than maybe its ok.  Though you could drop the damage too.

1 Stubbornness Dwarven
Event • Skirmish
Make a Dwarf strength +2 (or strength +3 if that Dwarf is an adventurer).
H C 16
fine.

1 •Tea and Biscuits Dwarven
Possession • Support Area
Each time you play a Dwarf, place a Dwarven token on this card.
Skirmish: Make a Dwarf strength +1 for each Dwarven token on this card. Discard this condition.
H U 17
fine.

4 •Thorin, Oakenshield
Companion • Dwarf
Strength 7, Vitality 4
Signet: Thorin
Damage +1. Adventurer.
Response: While you can spot Gandalf, each time a skirmish event is played, you may exert 3 Dwarven companions to prevent this.
H C 18
would it be to prevent its effect? how do you word it with events? and I'd cut any mention of gandalf and make it 2 dwarfs.

4 •Thorin, King Under the Mountain
Companion • Dwarf
Strength 7, Vitality 4
Signet: Gandalf
Damage +1.
Skirmish: Discard a Dwarven companion from hand to make Bilbo strength +3 and damage +1.
At the start of the regroup phase, you may spot Gandalf and exert Thorin twice to play a Dwarven companion from your discard pile.
H R 19
fine.

2 You Go, My Lad! Dwarven
Event • Regroup
Spot three Free Peoples cultures to take a Free Peoples event into hand from your discard pile.
H U 20
I'd cut cost to 1. thouhg it does have a nice combo with last throw/a three hunters deck to flood the pool and up the move limit.   
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« Reply #8 on: November 16, 2009, 10:55:59 AM »
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I appreciate the thoughts. I will wait until a few more responses come in before I make changes.

Keep in mind that Moria is going to have completely new options here in this set, and this set should be able to play by itself too. As long as there are no fierce Moria minions, it should be fine.
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« Reply #9 on: November 16, 2009, 02:08:11 PM »
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2 •Arkenstone, the Heart of the Mountain Dwarven
Artifact • Support Area
When you play this Artifact, the Ring-Bearer wears the One Ring until the regroup phase.
Fellowship: Exert a Dwarf to place a Dwarven token on this card.
Skirmish: Remove 2 Dwarven tokens to make a companion with the Thorin signet strength +1 for each Dwarf you can spot (limit +4).
H R 3
I think I still have the same problem that I had the first time you posted this card: I completely understand the flavour of wearing the Ring, but it just feels to me like a waste of text while the rest of the card doesn't care whether Bilbo is wearing the Ring or not, or even mention it! I would either make it relevant to the rest of the card, or lose it.

3 •Balin, Dwarven Lord Dwarven
Companion • Dwarf
Strength 7, Vitality 3
Signet: Gandalf
Damage +1
Response: If your Dwarven condition is about to be discarded by a Shadow card, exert two Dwarf companions to prevent this.
H R 4
Sure - quite powerful, but fine.

2 •Bofur, Yellow Hood Dwarven
Companion • Dwarf
Strength 6 • Vitality 3
Signet: Thorin
Adventurer
When you play Bombur, you may reinforce a Dwarven token.
H U 5
Perhaps "Yellow-Hooded Adventurer" or something is a better subtitle than calling him a hood! This looks like a common to me.

2 •Bombur, Hearty Dwarf Dwarven
Companion • Dwarf
Strength 5 • Vitality 3
Signet: Gandalf
Adventurer.
While you can spot three Dwarfs, Bombur is strength +2 and damage +1.
H C 6
Yeah no problem. Apart from "three" would normally be "3" and "Dwarfs" should be "Dwarves".

2 •Carry Your Load!
Condition • Support Area
When you play this condition, you may spot a Dwarf to place 2 Dwarven tokens here.
Maneuver: Discard this condition or remove a Dwarven token from here to exert a minion.
H U 7
Not a very Dwarven ability, but probably fine.

1 Clap! Snap! The Black Crack! Dwarven
Event • Maneuver
Spot a Dwarven companion to draw a card (or two cards if that companion is an adventurer).
H C 8
Yeah sure. Perhaps should be fellowship?

2 Clarinets and Drums Dwarven
Possession • Support Area
Fellowship: Exert a Dwarf at a sanctuary to place a Dwarven token here.
Regroup: Remove two Dwarven tokens here to heal a Dwarf.
Very interesting actually! I like this card a lot. Looks like it should be uncommon.

4 The First Army Dwarven
Condition • Support Area
To play, spot a Dwarf. The twilight cost of this condition is -1 for each race you can spot: Man, Elf.
Maneuver: Discard this condition to make each minion lose all damage bonuses until the regroup phase.
H R 10
"The twilight cost of this condition is -1 for each of the following races you can spot: Man, Elf." Seems okay. I remember this cycle.

2 •Gloin, Young Adventurer Dwarven
Companion • Dwarf
Strength 6, Vitality 3
Signet: Bilbo
Adventurer
Maneuver: Exert Gloin to make a Dwarven companion defender +1 until the regroup phase. That companion loses all damage bonuses.
H U 11
"... (and cannot gain damage bonuses) until the regroup phase"? Interesting.

1 I Am King!
Event • Skirmish
Exert Thorin to make a companion strength +3 (and damage +2 if that companion has the Thorin signet).
H C 12
Yeah awesome.

2 •Kili and Fili, Dwarven Brothers Dwarven
Companion • Dwarf
Strength 8, Vitality 2
Signet: Thorin
Damage +1
Response:
If Thorin is about to take a wound, place Kili and Fili in the dead pile to prevent that wound.
H U 13
Weird stats, and quite restrictive game text - seems like it should be rare.

1 Lonely Mountain Axe Dwarven
Strength +2.
Bearer must be a Dwarf.
Each time bearer wins a skirmish, reinforce a Dwarven token.
H C 14
Yeah solid.

3 •Orcrist, Orc-Beater Dwarven
Possession • Hand Weapon
Strength +2, Vitality +1
Bearer must be Thorin. He is damage +1.
At the start of each skirmish, you may add a threat to wound a Moria minion Thorin is skirmishing.
H R 15
Seems okay. I think I'd prefer it at 2 without the vitality bonus (more like Glamdring).

1 Stubbornness Dwarven
Event • Skirmish
Make a Dwarf strength +2 (or strength +3 if that Dwarf is an adventurer).
H C 16
Sure. Could be +4, or +3 and damage +1.

1 •Tea and Biscuits Dwarven
Possession • Support Area
Each time you play a Dwarf, place a Dwarven token on this card.
Skirmish: Make a Dwarf strength +1 for each Dwarven token on this card. Discard this condition.
H U 17
How do tea and biscuits make you fight better? Grin

4 •Thorin, Oakenshield
Companion • Dwarf
Strength 7, Vitality 4
Signet: Thorin
Damage +1. Adventurer.
Response: While you can spot Gandalf, each time a skirmish event is played, you may exert 3 Dwarven companions to prevent this.
H C 18
You have mixed up the syntax here - you don't need "Each time" if you've got a response, and vice versa. Should be "Response: If a skirmish event is played, spot Gandalf and exert 3 Dwarven companion to cancel that event." This is a very unusual ability (so far in the game, that is) to appear at common, especially as it's very repeatable. I think I would prefer more of a cornerstone for the Dwarven token strategy, which as it stands is very underdeveloped. Or make him rare.

4 •Thorin, King Under the Mountain
Companion • Dwarf
Strength 7, Vitality 4
Signet: Gandalf
Damage +1.
Skirmish: Discard a Dwarven companion from hand to make Bilbo strength +3 and damage +1.
At the start of the regroup phase, you may spot Gandalf and exert Thorin twice to play a Dwarven companion from your discard pile.
H R 19
This guy is fun. Definitely rare.

2 You Go, My Lad! Dwarven
Event • Regroup
Spot three Free Peoples cultures to take a Free Peoples event into hand from your discard pile.
H U 20
Very awesome. Should it spot Dwarven as one of those cultures? "Spot a Dwarven card and 2 other Free Peoples cultures to take a Free Peoples event into hand from your discard pile."

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« Reply #10 on: November 16, 2009, 02:34:06 PM »
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I like your thoughts. Some of my thoughts when making the cards:

Maneuver wounding actually originated with the Dwarven culture. Here Lies Balin, Son of Fundin, Quick as May Be, Baruk Khazad, and Slaked Thirsts are just a few examples.

I want to have a common (or uncommon) Thorin as well as a rare one, and cards that cancel events are something that the game does not really have (or have enough of). The Board Is Set is the only one that comes to mind, so I wanted to create a card with that ability to show that he is a warrior who can change the face of the battle.

Tea and Biscuits probably isn't the most flavorful card...I'll work on something else.

Clap! Snap! might be a Fellowship event thanks to both of you (Thran, SoP) bringing it up.

As for the Arkenstone, I really like the flavor behind it...I am working out the kinks in cards that give advantages for wearing the ring since in The Hobbit it was not a big deal to wear it. Actually, in the original story, Gollum gave up the Ring and Bilbo and he parted amicably! But anyways, I am thinking of a few cards to force on and take off the Ring...I may even alter the rare ring for this set to have the ability to take it off.

As for Orcchrist, I kind of fashioned it more like Anduril or Herugrim...when I should have fashioned it after Sting and Glamdring!

@Thran: You say of Clarinets and Drums: Very interesting, actually! What the #$&*@! is that supposed to mean?! Just kidding.

Thanks for thoughts and I will give it another day before altering any of the cards as posted...then post our next culture.
-wtk
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« Reply #11 on: November 16, 2009, 02:37:22 PM »
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I want to have a common (or uncommon) Thorin as well as a rare one, and cards that cancel events are something that the game does not really have (or have enough of). The Board Is Set is the only one that comes to mind, so I wanted to create a card with that ability to show that he is a warrior who can change the face of the battle.
Of course you need a common Thorin, which is why I suggested someone to deal with Dwarven tokens - a strategy which you've slightly expanded, but could do so more. But the guy is too complicated and flashy for a common - not even MTG has repeatable counterspells at common!
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« Reply #12 on: November 16, 2009, 02:46:58 PM »
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See, well, exerting three Dwarves and spotting Gandalf was supposed to be very restrictive...but I understand what you are saying. Let me think about some things and see what I can come up with. I didn't realize I made one too many cards, so I need to dump one. Maybe the Dwarven Heart reprint but I'll see.
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« Reply #13 on: November 17, 2009, 08:31:46 AM »
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I have changed the common Thorin, Oakenshield quite dramatically. It now deals with tokens, as suggested, but I am afraid it couples very nicely with a few cards (particularly, Clarinets and Drums).

I renamed Tea and Biscuits to something more apt to fighting...Tea and Biscuits may reappear as a Gandalf or Shire title.

Also, I cut the Dwarven Heart reprint. By changing Thorin, Oakenshield and looking at other cultures, I think there will be enough healing.
-wtk
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« Reply #14 on: November 17, 2009, 08:48:40 AM »
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Love the new Thorin. Maybe you should give the FP player a choice? This way it doesn't happen automatically - the FP has to specify that he's doing it.

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« Reply #15 on: November 19, 2009, 06:51:52 PM »
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Okay, I was running through the numbers, and there is no way that I am going to make four sites for each spot. So I have cut the number of sites down to 30 and have added two new cards to Dwarven, two new cards to Elven, and two new cards to Gondor. The two new cards for Dwarven will be released right now, and then I will release the Elven cards today or tomorrow.

For the two new Dwarven cards, we are going to see two events because there was an embarrassing lack of pumps thusfar.

0 Dwarven Ingenuity Dwarven
Event • Skirmish
Make a Dwarf strength +2 (or strength +4 if at a mountain or underground site).

A slightly more versatile version of Their Halls of Stone.

2 Our Kin From the North Dwarven
Event • Skirmish
Exert a Dwarf to make another Dwarf strength +3. If you do not have the initiative, you may and draw a card.

I will put them into the main page.
-wtk
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« Reply #16 on: November 19, 2009, 10:09:36 PM »
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2 Allied Forces Elven
Event • Skirmish
Make an Elf strength +1 for each Elven token you can spot (limit +5).
H C 23

2 •The Black Forest Elven
Condition • Support Area
While you can spot three Elven tokens on this card, each site on the adventure path is a forest.
H R 24

4 •Elrond, Host of Hobbits and Dwarves Elven
Companion • Elf
Strength 8, Vitality 4
Signet: Gandalf
To play, spot an Elf or Gandalf.
When you play Elrond at a sanctuary, his twilight cost is -1.
At the start of the regroup phase, you may discard 2 cards from hand to heal a companion.
H R 25

1 Elven Bow Elven (reprint)
Possession • Ranged Weapon
Bearer must be an Elf.
Bearer is an archer.
H U 26

1 Elven Halberd Elven
Possession • Hand Weapon
Strength +1
Skirmish: While you cannot spot two threats, add a threat to make bearer strength +1.
H C 27

2 •Hadhafang, Weapon of Old Elven
Possession • Hand Weapon
Strength +2
Bearer must be Arwen or Elrond.
Skirmish: Remove an Elven token to make bearer strength +1.
H R 28

1 •Mirkwood Dungeon Elven
Condition • Support Area
When you play this condition, you may spot an Elf to place 2 Elven tokens on this card.
Maneuver: Remove an Elven token from this condition to reinforce a culture token.
H U 29

2 Mirkwood Elf Elven
Companion • Elf
Strength 5, Vitality 3
Archery: If you can spot more minions than companions exert Mirkwood Elf and add a threat to make the Fellowship Archery total +1.
H C 30

3 Sagely Wisdom Elven
Event • Fellowship
Spot two Elves (or Elrond) and add a threat to heal a companion twice.
H C 31

4 •The Second Army Elven
Condition • Support Area
To play, spot a Elf. The twilight cost of this condition is -1 for each of the following races you can spot: Dwarf, Man.
Maneuver: Discard this condition to make each minion lose fierce and unable to gain fierce until the regroup phase.
H R 32

0 The Seen and the Unseen Elven (reprint)
Event • Fellowship
Exert 2 Elves to discard a condition.
H C 33

3 •Thranduil, Elvenking Elven
Companion • Elf
Strength 7, Vitality 3
To play, spot an Elf.
While you have the initiative, Thranduil is strength +1 for each minion assigned to a skirmish (limit +3).
H U 34

3 •Thranduil, King of Mirkwood Elven
Companion • Elf
Strength 7, Vitality 3
To play, spot an Elf.
Each time the fellowship moves during the regroup phase, exert a companion (except an Elf).
Each time the fellowship moves to a forest during the regroup phase, heal an Elf.
H R 35

3 Troop of Mirkwood Archers Elven
Event • Archery
Make the Fellowship archery total –X (to a minimum of 0) to reinforce X culture tokens.
H U 36

2 Unseen Scouts Elven
Event • Archery
If you have the initiative, spot an Elf archer companion to make the Fellowship archery total +1.
H U 37

5 Wood Elven Feast Elven
Event • Response
If the fellowship moves during the regroup phase, heal each Elven companion.
H R 38
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« Reply #17 on: November 20, 2009, 02:39:53 AM »
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0 Dwarven Ingenuity Dwarven
Event • Skirmish
Make a Dwarf strength +2 (or strength +4 if at a mountain or underground site).
This is fine.

2 Our Kin From the North Dwarven
Event • Skirmish
Exert a Dwarf to make another Dwarf strength +3. If you do not have the initiative, you may and draw a card.
"If you do not have initiative, you may draw a card." I think it could be 1 - Dwarven pumps tend to be cheap.

2 Allied Forces Elven
Event • Skirmish
Make an Elf strength +1 for each Elven token you can spot (limit +5).
H C 23
Isn't this a very similar but better version of Sprang Forth Nimbly? I would just reprint that.

2 •The Black Forest
Condition • Support Area
While you can spot three Elven tokens on this card, each site on the adventure path is a forest.
H R 24
Hilarious! Very Time Spiral (if you know anything about MTG sets!). You're missing a culture, but apart from that seems funny.

4 •Elrond, Host of Hobbits and Dwarves Elven
Companion • Elf
Strength 8, Vitality 4
Signet: Gandalf
To play, spot an Elf or Gandalf.
When you play Elrond at a sanctuary, his twilight cost is -1.
At the start of the regroup phase, you may discard 2 cards from hand to heal a companion.
H R 25
The sanctuary text is very meh. I would either make it relevant or lose it. Otherwise he's fine.

1 Elven Halbred Elven
Possession • Hand Weapon
Strength +1
Skirmish: While you cannot spot two threats, add a threat to make bearer strength +1.
H C 27
Halbred? What are you breeding? LOL! Copy of Knight's Spear. Sure.

2 •Hadhafang Elven
Possession • Hand Weapon
Strength +2
Bearer must be Arwen or Elrond.
Skirmish: Remove an Elven token to make bearer strength +1.
H R 28
Sick! But shouldn't it have a subtitle? Oh, and Arwen doesn't really appear in the Hobbit... For the same reason that the original versions of Vilya and Narya could only play on Elrond and Gandalf.

1 •Mirkwood Dungeon Elven
Condition • Support Area
When you play this condition, you may place 2 Elven tokens on this card.
Maneuver: Remove an Elven token from this condition to reinforce a culture token.
H U 29
This is completely splashable - you should probably have to spot an Elf to get the tokens. And why is dungeon helping other cultures?

2 Mirkwood Elf Elven
Companion • Elf
Strength 5, Vitality 3
Archery: If you can spot more minions than companions exert Mirkwood Elf and add a threat to make the Fellowship Archery total +1.
H C 30
Sure.

3 Sagely Wisdom Elven
Event • Fellowship
Spot two Elves (or Elrond) and add a threat to heal a companion twice.
H C 31
Very nice, but could be 2.

4 •The Second Army Elven
Condition • Support Area
To play, spot a Elf. The twilight cost of this condition is -1 for each race you can spot: Dwarf, Man.
Maneuver: Discard this condition to make each minion lose fierce and unable to gain fierce until the regroup phase.
H R 32
"For each of the following races you can spot: Dwarf, Man."

3 •Thranduil, Elvenking Elven
Companion • Elf
Strength 7, Vitality 3
To play, spot an Elf.
While you have the initiative, Thranduil is strength +1 for each minion assigned to a skirmish (limit +3).
H U 34
"While you have initiative..."  I hate limits like that! You read his ability and you think "That's really good" and then you get to the end of the line and realise it's annoyingly not as good as you thought it was. Raise it or remove it.

3 •Thranduil, King of Mirkwood Elven
Companion • Elf
Strength 7, Vitality 3
To play, spot an Elf.
Each time the fellowship moves during the regroup phase, exert a companion (except an Elf).
Each time the fellowship moves to a forest, heal an Elf.
H R 35
I love this guy! I might make the second one also during the regroup phase so that the card is more coherent, and also regroup moving is something the Elves do.

3 Troop of Mirkwood Archers Elven
Event • Archery
Make the Fellowship archery total –X (to a minimum of 0) to reinforce X culture tokens.
H U 36
Sure.

2 Unseen Scouts Elven
Event • Archery
If you have the initiative, spot an Elf archer companion to make the Fellowship archery total +1.
H U 37
Again with the initiative wording. Isn't this just a straight worse version of Double Shot? Not sure that's a bad thing, but I thought I'd point it out.

5 Wood Elven Feast Elven
Event • Response
If the fellowship moves during the regroup phase, heal each Elven companion.
H R 38
Yeah nice.

Thranduil
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« Reply #18 on: November 20, 2009, 06:14:25 AM »
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In response to Allied Forces, I had never seen the card Sprang Forth Nimbly. I think I'd rather give the bonus for the tokens as opposed to the cards with tokens.

I guess in response to the halberd, the long handle and axe-like blade of the "Elven Sword" in the movie was much more like a halberd to me.

In response to Hadafang, I should probably come up with a subtitle. Word on the street is that Liv Tyler signed on for the movie though, so I will probably keep Arwen eligible (my first draft had an Arwen companion, but I deleted her).

For Thranduil, Elvenking, without having a limit, you are opening up dangerous possibilities. Keep in mind that {Moria} is a main Shadow culture...9 companions, each assigned, then Thranduil is strength 16. Is he actually strong enough to beat a Cave Troll? I know he's your namesake, but I suspect not. There needs to be some sort of limit, plus, a lot of cards have them so it sticks with something Decipher has done from the start. Plus, he's an uncommon.
-wtk
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« Reply #19 on: November 20, 2009, 07:59:27 AM »
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I guess in response to the halberd, the long handle and axe-like blade of the "Elven Sword" in the movie was much more like a halberd to me.
I wasn't talking about them having halberds - that's fine. It's just that you misspelled it "halbred"!

For Thranduil, Elvenking, without having a limit, you are opening up dangerous possibilities. Keep in mind that {Moria} is a main Shadow culture...9 companions, each assigned, then Thranduil is strength 16. Is he actually strong enough to beat a Cave Troll? I know he's your namesake, but I suspect not. There needs to be some sort of limit, plus, a lot of cards have them so it sticks with something Decipher has done from the start. Plus, he's an uncommon.
-wtk
My issue isn't about power level, it's about how fun the card is. A +3 limit is really un-fun, and you might notice that, after King block, Decipher stopped using many limits (take Pippin, Steadfast Friend as a prime example). At least raise the limit, or change it to something like "While you can spot 3 companions assigned to a skirmish, Thranduil is strength +2" so that it at least doesn't spoil my fun! Plus, it's a mistake to think that commons/uncommons have to be less powerful than rares. I can show you many examples in MTG where this is not the case - it's just that the percentage of good rare cards has to be higher to stop players being too disappointed with them, seeing as they are so infrequent. Style is the prime difference between common, uncommon and rare.

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« Reply #20 on: November 20, 2009, 02:33:02 PM »
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I wasn't talking about them having halberds - that's fine. It's just that you misspelled it "halbred"!

Oh, whoops.

My issue isn't about power level, it's about how fun the card is. A +3 limit is really un-fun, and you might notice that, after King block, Decipher stopped using many limits (take Pippin, Steadfast Friend as a prime example). At least raise the limit, or change it to something like "While you can spot 3 companions assigned to a skirmish, Thranduil is strength +2" so that it at least doesn't spoil my fun! Plus, it's a mistake to think that commons/uncommons have to be less powerful than rares. I can show you many examples in MTG where this is not the case - it's just that the percentage of good rare cards has to be higher to stop players being too disappointed with them, seeing as they are so infrequent. Style is the prime difference between common, uncommon and rare.

I understand what you are saying, but this set is supposed to mimic the sets between 1 and 7...

Pippin, Steadfast Friend is a poor example. See what happened when they made him? Strength 30 Pippin! How does that at all make sense?

And I don't think just because of it's rarity it has to be better or worse...In fact, it is pretty easy to have him at strength 10 each turn with minimal effort. Personally, I find him to be better than the other one, but he has a more "common" ability. See Denethor, Wizened Steward, Gloin, Friend to Thorin, and even Pippin, Sworn to Service.

Oh yeah, and Unseen Scouts is a crappier version of Double Shot. Exactly.
-wtk
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« Reply #21 on: November 22, 2009, 08:54:52 AM »
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Are you ready for your first surprise of the set? Well, we are up to the Gollum culture (remember! Gandalf was renamed "Wizard," so that will be the last culture!) As I mentioned earlier, there happened to be two Ring-Bearers in this set...and they are the only two people to touch the Ring in The Hobbit! Don't stop me...I know Gollum was only implied to have touched the Ring, but still...here we go!

4 All Things Devours Gollum (FP)
Event • Regroup
Add two burdens to discard each minion.
H U 39

0 •Corruption Gollum (SH)
Condition • Support Area
While Gollum is skirmishing Smeagol, he is damage +1.
Regroup: Discard this condition to return a Gollum minion to your hand.
H U 40

1 •Fish-bones Gollum (FP)
Possession • Support Area
When the fellowship moves from site 4H, remove a burden.
Skirmish: Discard this condition to wound a minion skirmishing Smeagol.
H C 41

0 A Game Gollum (SH)
Event • Shadow
Play Gollum from your draw deck or discard pile; his twilight cost is -1 for each burden you can spot.
H C 42

2 •Gollum, Dweller of the Underground Lake Gollum (SH)
Minion
Strength 5, Vitality 4
While skirmishing a Ring-Bound companion, Gollum is strength +4 and fierce.
H C 43

2 •Gollum, Sickly Pale Gollum (SH)
Minion
Strength 5, Vitality 4
When you play Gollum, reinforce a Shadow token.
Skirmish: Exert Gollum twice to make him strength +X, where X is the number of free peoples culture tokens you can spot.
H R 44

0 •Smeagol, Lake-Dweller Gollum (FP)
Companion
Strength 3, Vitality 4
Signet: Bilbo
Ring-Bearer (resistance 7).
Each time you play a companion (except in your starting fellowship), add a burden.
Each time you lose initiative, you may wound two companions to remove a burden.
H R 45

0 •Smeagol, Riddler Gollum (FP)
Companion
Strength 3, Vitality 4
Signet: Bilbo
To play, add a burden.
While you have the initiative, the twilight cost of each Shire and Gollum skirmish events is -1.
H C 46
2 •Underground Lair Gollum (SH)
Condition • Support Area
While the Shadow has the initiative, each site on the adventure path is underground.
Shadow: Discard this condition to play a Gollum minion from your discard pile.
H R 47

1 Voiceless, It Cries Gollum (FP)
Condition • Support Area
Response: If Smeagol is about to be overwhelmed in a skirmish, add a burden to make him strength +3.
H R 48

3 We Hates It! Gollum (SH)
Event • Skirmish
Wound a character skirmishing a Gollum minion.
H U 49

3 What Has It Gots? Gollum (FP)
Event • Skirmish
Wound a character skirmishing Smeagol.
H U 50

There we go...hope you enjoy!
-wtk
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« Reply #22 on: November 24, 2009, 09:44:30 AM »
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I hate to bump this because it has only been two days, but I thought that the Gollum culture was epic and I didn't want to post Gondor until we got through this!
-wtk
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« Reply #23 on: November 24, 2009, 10:24:48 AM »
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0 Corruption Gollum (SH)
Condition • Support Area
While Gollum is skirmishing Smeagol, he is damage +1.
Regroup: Discard this condition to return a Gollum minion to your hand.
H U 40
You should probably specify "in play" in that regroup action, just to be specific. Otherwise, I'm not sure about 4 of these making Gollum damage +4. I think it could perhaps be unique, or have it make Gollum fierce, something like "At the start of a skirmish in which Gollum is skirmishing Sméagol, Gollum is fierce until the regroup phase".

1 •Fish-bones Gollum (FP)
Possession • Support Area
When the fellowship moves from site 4H, remove a burden.
Skirmish: Discard this condition to wound a minion skirmishing Smeagol.
H C 41
This is quite strong. Not necessarily a bad thing, but it feels like it does 2 very good and unrelated things.

0 A Game Gollum (SH)
Event • Shadow
Play Gollum from your draw deck or discard pile; his twilight cost is -1 for each burden you can spot.
H C 42
Yeah cool. But perhaps not a common - compare to So Polite.

2 •Gollum, Dweller of the Underground Lake Gollum (SH)
Minion
Strength 5, Vitality 4
While skirmishing a Ring-Bound companion, Gollum is strength +4 and damage +1.
H C 43
Yeah, sure. Again quite powerful, especially with that other condition above. I might lose the damage bonus.

2 •Gollum, Sickly Pale Gollum (SH)
Minion
Strength 5, Vitality 4
Skirmish: Exert Gollum twice to make him strength +X, where X is the number of free peoples culture tokens you can spot.
H R 44
For a set with a heavy culture token theme, this is good. But, perhaps he could have a secondary ability as well, something like "When you play Gollum, you may reinforce a Shadow token" or "When you play Gollum, you may discard a Free Peoples token".

0 •Smeagol, Lake-Dweller Gollum (FP)
Companion
Strength 3, Vitality 4
Signet: Bilbo
Ring-Bearer (resistance 7).
Each time you play a companion (except in your starting fellowship), add a burden.
Each time you lose the initiative, you may wound two companions to remove a burden.
H R 45
"... lose initiative" is the standard wording in RotK. How about "Each time you play an unbound companion, add a burden"? I'm never sure about RBs with their own burden removal. Perhaps you could think of something else? But from balance he seems fine.

0 •Smeagol, Riddler Gollum (FP)
Companion
Strength 3, Vitality 4
Signet: Bilbo
To play, add a burden.
While you have the initiative, the twilight cost of each Shire and Gollum skirmish events is -1.
H C 46
Fantastic! Love this guy. But it's a shame that your Gollum/Sméagol don't mirror.

2 Underground Lair Gollum (SH)
Condition • Support Area
While the Shadow has the initiative, each site on the adventure path is underground.
Shadow: Discard this condition to play a Gollum minion from your discard pile.
H R 47
Interesting. Again I might make it unique, just so that it's harder to use and easier for the FP player to discard it.

1 Voiceless, It Cries Gollum (FP)
Condition • Support Area
If Smeagol is about to be overwhelmed in a skirmish, add a burden to make him strength +3.
H R 48
Needs a timing. "Response: If Sméagol is about to be overwhelmed in a skirmish..."

3 We Hates It! Gollum (SH)
Event • Skirmish
Wound a character skirmishing a Gollum minion.
H U 49

3 What Has It Gots? Gollum (FP)
Event • Skirmish
Wound a character skirmishing Smeagol.
H U 50
Haven't I seen something similar somewhere before? Wink

Sorry about the late reviews - I have been very busy, but I had this topic open in my browser reminding me to review!

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« Reply #24 on: November 24, 2009, 10:43:37 AM »
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This is what I love to see! Your pointers always help balance these cards! Thanks and Gold Piece

A few thoughts.

I always thought it was a mis perception that Smeagol and Gollum had to mirror.

Fish-Bones mirrors Eastern Emyn Muil and Cliffs of Emyn Muil. A little more powerful because it isn't site 2, but that's okay.

A Game is indeed similar to So Polite...but also similar to We Must Have It and Captured By the Ring. A shortprint common, perhaps?

I like all of my subtitles except Riddler...any thoughts on something to do with Riddles that can be a good subtitle?

Don't forget who helped with the wording of your wounding events!
-wtk
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« Reply #25 on: November 24, 2009, 11:42:25 AM »
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While skirmishing a Ring-Bound companion, Gollum is strength +4 and fierce.
Just so you know this doesn't work. He's only fierce while he's skirmishing, and so he is not assigned in the fierce assignment phase. You need to specify like my suggestion that he's fierce until the regroup phase.

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« Reply #26 on: November 24, 2009, 11:50:29 AM »
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Hmm...I want to avoid questions like Savagery To Match Their Numbers. Is he strength +4 until the regroup phase as well? Don't want that...just want him fierce. Maybe I'll just make him fierce to begin with.
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« Reply #27 on: November 24, 2009, 11:53:02 AM »
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You can do it like this:

"At the start of each skirmish involving Gollum and a Ring-bound companion, you may make him strength +4 until the end of that skirmish and fierce until the regroup phase."
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« Reply #28 on: November 25, 2009, 11:13:12 PM »
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Happy holidays to those applicable.

Here is the Gondor culture...expanded by two cards, but it's okay...I ran out of site ideas and found that I am missing some stuff for a base set...that's what I get for only having 200 cards in the set.

4 •Aragorn, Messenger of the White Council Gondor
Companion • Man
Strength 8, Vitality 4
Signet: Gandalf
Ranger. Adventurer. To play, spot a Wizard or Gandalf Elf.
Skirmish: Add a threat to make a companion strength +1 (limit 4).
H R 51

5 •Army of Dale Gondor
Companion • Man
Strength 9, Vitality 4
To play, spot two Men (or one Lake-Dweller).
Lake-Dweller.
While the Army of Dale is at a battleground or lake, Army of dale is defender +1.
H R 52

0 At the Brink Gondor
Event • Skirmish
Make a lake-dweller strength +2 (or strength +4 in a fierce skirmish).
H C 53

2 •Bard, Chief Negotiator Gondor
Companion • Man
Strength 6, Vitality 3
Signet: Bilbo
Lake-Dweller. Archer.
While skirmishing a unique minion, Bard takes no more than 1 wound during each skirmish phase.
While skirmishing a Dragon, Bard cannot be overwhelmed unless his strength is tripled.
H R 54

2 •Bard, the Bowman Gondor
Companion • Man
Strength 6, Vitality 3
Signet: Thorin
Lake-Dweller. Archer.
While Bard is exhausted, add 1 to the fellowship archery total.
H C 55

2 Boatman Gondor
Companion • Man
Strength 5, Vitality 3
Lake-Dweller.
Fellowship: Play a Gondor possession to heal a companion.
H U 56

1 Canal Support Gondor
Condition • Support Area
Strength -2.
Fortification.
Maneuver: Discard a card from hand to transfer this condition to a minion.
H U 57

2 Greetings From the Council Gondor
Event • Fellowship
Spot a Man and discard two cards from hand to heal a companion twice.
H C 58

3 •The Emeralds of Girion Gondor
To play, spot a Lake-Dweller and an Elf.
Fellowship: Stack a Free Peoples card from hand on this artifact.
Archery: Discard an Elven or Gondor card stacked here and add 2 to make the fellowship archery total +1 (limit +2).
H R 59

3 Esgaroth Castellum Gondor
Condition • Support Area
Strength -1, Vitality -1
Fortification.
Maneuver:
Exert a Man or spot three Lake-Dwellers to transfer this condition to a minion skirmishing a Lake-Dweller. Heal that Lake-Dweller.
H U 60

1 Esgaroth Sword Gondor
Possession • Hand Weapon
Strength +2
Bearer must be a Lake-Dweller.
If bearer is at a lake or river, bearer is damage +1.
H C 61

0 Hail! Dragon-Slayer! Gondor
Event • Skirmish
Make a Gondor man strength +2 (or strength +4 if skirmishing a unique minion).
H C 62

2 •Hugin, Herald of Esgaroth Gondor
Companion • Man
Strength 6, Vitality 3
Lake-Dweller. To play, spot a Lake-Dweller.
At the start of the fellowship phase, you may discard two cards from hand to draw a card.
H R 63

2 Laid to Ruin Gondor
Condition • Support Area
When you play this condition, add a Gondor token for each lake or river on the adventure path.
Regroup: Remove three tokens from this condition to discard a card in an opponent's support area.
H U 64

1 •The Lucky Arrow Gondor
Possession • Ranged Weapon
Strength +2.
Bearer must be a Lake-Dweller.
If bearer is Bard, exert him twice to discard a Dragon. The Shadow Player may discard two minions to prevent this.
H R 65

2 •Master of Laketown Gondor
Companion • Man
Strength 5, Vitality 3
Lake-Dweller.
Regroup: Exert Master of Laketown to play the fellowship's next site if it is a lake or river (replacing opponent's site if necessary ).
H C 66

2 •Ottar, Young Merchant Gondor
Companion • Man
Strength 6, Vitality 3
Signet: Gandalf
Lake-Dweller.
Skirmish: Remove a Gondor or Gandalf token to place a card from hand on top of your draw deck.
H R 67

4 •The Third Army Gondor
Condition • Support Area
To play, spot a Man. The twilight cost of this event is -1 for each of the following races you can spot: Dwarf, Elf.
Maneuver: Discard this condition to make each minion lose archer until the regroup phase.
H R 68

1 •United In Purpose Gondor
Condition • Support Area
When you play this condition, reinforce a Gondor token.
Maneuver: Exert a Lake-Dweller to reinforce a culture token.
Discard this condition at the start of the regroup phase.
H C 69

2 Westron Tongues Gondor
Event • Maneuver
Exert a Gondor man to discard a card borne by a minion.
H U 70

Hope you enjoy. And to people other than Thranduil...Gold Piece for replying!

To Thranduil: You get Gold Piece anyways for being a good sport!
-wtk
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« Reply #29 on: November 30, 2009, 05:02:41 AM »
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4 •Aragorn, Messenger of the White Council Gondor
Companion • Man
Strength 8, Vitality 4
Signet: Gandalf
Ranger. Adventurer. To play, spot a Wizard or Gandalf Elf.
Skirmish: Add a threat to make a companion strength +1.
H R 51
Did you mean "Spot a Wizard or Elf" or "Spot a Gandalf Wizard or Elf"? Or are you making Gandalf Elves? Very simple and interesting ability. My instinct is either it's completely overpowered or not very good, and I can't decide which! The principle seems fine, but playtesting might make him too good. I might put a +3/4 limit on it to be on the safe side.

5 •Army of Dale Gondor
Companion • Man
Strength 9, Vitality 4
To play, spot two men (or one Lake-Dweller).
Lake-Dweller.
While the army is at a battleground or lake, Army of dale is defender +1.
H R 52
Firstly it should be "Men" not "men". Secondly, I don't like the keyword "Lake-dweller". "Lake-man" fine, but even then I don't like the concept. As I've said many times, I find these restrictive keywords like southron, besieger, knight, corsair that are confined to 1 culture only useless from a design perspective. But the actual card apart from that is fine.

0 At the Brink Gondor
Event • Skirmish
Make a lake-dweller strength +2 (or strength +4 in a fierce skimish.
H C 53
Sure. You need to close your parentheses and put the "r" in skirmish, but otherwise fine.

2 •Bard, Chief Negotiator Gondor
Companion • Man
Strength 6, Vitality 3
Signet: Bilbo
Lake-Dweller. Archer.
While skirmishing a Dragon, Bard cannot be overwhelmed unless his strength is tripled.
H R 54
Is this really useful? I would be gutted if I opened this guy in a pack, because the character is so cool but his text is so annoyingly bad. How about "Bard may not be overwhelmed unless his strength his tripled. While skirmishing a Dragon, Bard may not be overwhelmed" or something like that - you might not even need the second Dragon clause given that the first text is so useful against Dragons without it.

2 •Bard, the Bowman Gondor
Companion • Man
Strength 6, Vitality 3
Signet: Thorin
Lake-Dweller. Archer.
While Bard is exhausted, add 1 to the fellowship archery total.
H C 55
Now this is awesome! And I would also be tempted to swap these 2 around.

2 Boatman Gondor
Companion • Man
Strength 5, Vitality 3
Lake-Dweller.
Each time you play a Gondor possession, you may heal a companion.
H U 56
Yeah sure. Except that he's non-unique... Make it a "Fellowship:" action and we're good.

1 Canal Support Gondor
Condition • Support Area
Strength -2.
Fortification.
Maneuver: Discard a card from hand to transfer this condition to a minion.
H U 57
Yeah sure. Interesting.

2 Greetings From the Council Gondor
Event • Fellowship
Discard two cards from hand to heal a Man twice.
H C 58
I think I would spot a Man to play it and then allow healing any companion. Nice card.

3 •The Emeralds of Girion Gondor
To play, spot a Lake-Dweller and an Elf.
Fellowship: Stack a Free Peoples card from hand on this artifact.
Archery: Discard an Elven or Gondor card stacked here and add 2 to make the fellowship archery total +1 (limit +2).
H R 59
Why do Emeralds kill things?

3 Esgaroth Castellum Gondor
Condition • Support Area
Strength -1, Vitality -1
Fortification.
Maneuver:
Exert a Man or spot three Lake-Dwellers to transfer this condition to a minion skirmishing a Lake-Dweller. Heal that Lake-Dweller.
H U 60
Sure it's okay.

1 Esgaroth Sword Gondor
Possession • Hand Weapon
Strength +2
Bearer must be a Lake-Dweller.
If bearer is at a lake or river, bearer is damage +1.
H C 61
Nice one. Apart from the keyword...

0 Hail! Dragon-Slayer! Gondor
Event • Skirmish
Make a Gondor man strength +2 (or strength +4 if skirmishing a unique minion).
H C 62
Very swish!

2 •Hugin, Herald of Esgaroth Gondor
Companion • Man
Strength 6, Vitality 3
Lake-Dweller. To play, spot a Lake-Dweller.
At the start of the fellowship phase, you may discard two cards from hand to draw a card.
H R 63
Also ver yswish.

2 Laid to Ruin Gondor
Condition • Support Area
When you play this condition, add a Gondor token for each lake on the adventure path.
Regroup: Remove three tokens from this condition to discard a card in an opponent's support area.
H U 64
Lake or river? But unfortunately you can't have this card - give Gondor condition removal and they have everything (apart from burden removal). Make it discard a possession and it's all good.

1 •The Lucky Arrow Gondor
Possession • Ranged Weapon
Strength +2.
Bearer must be a Lake-Dweller.
If bearer is Bard, exert him twice to discard a Dragon. The Shadow Player may discard two minions to prevent this.
H R 65
I prefer Black Arrow, but it's just personal preference. Again though, I would be gutted to open this in a pack because it's so specific. Make it useful against non-Dragons and superb against Dragons, or just give it an ability that is very good against high strength minions.

2 •Master of Laketown Gondor
Companion • Man
Strength 5, Vitality 3
Lake-Dweller.
Regroup: Exert Master of Laketown to play the fellowship's next site ( replacing opponent's site if necessary ).
H C 66
Um... Okay, but perhaps that site should have to be a river or lake.

2 •Ottar, Young Merchant Gondor
Companion • Man
Strength 6, Vitality 3
Signet: Gandalf
Lake-Dweller.
Skirmish: Remove a Gondor or Gandalf token to place a card from hand on top of your draw deck.
H R 67
Why would you do this outside of the Elven culture?

4 •The Third Army Gondor
Condition • Support Area
To play, spot a Man. The twilight cost of this event is -1 for each of the following races you can spot: Dwarf, Elf.
Maneuver: Discard this condition to make each minion lose archer until the regroup phase.
H R 68
Sure.

1 •United In Purpose Gondor
Condition • Support Area
When you play this condition, reinforce a Gondor token.
Exert a Lake-Dweller to reinforce a culture token.
Discard this condition at the start of the regroup phase.
H C 69
Second ability needs a phase, but I like this. It does need to be a rare though.

2 Westron Tongues Gondor
Event • Maneuver
Exert a Gondor man to discard a card borne by a minion.
H U 70
Very good Gondor card. Still should be "Man" with a capital m, but never mind.

Thranduil
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« Reply #30 on: November 30, 2009, 06:22:10 AM »
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Wow, the sloppiest post I have made yet. I am going to make some minor changes if you don't mind looking again.

A few other thoughts:
-Aragorn with a limit? But you hate limits!
-Big faux pas on my part with Army of Dale...compare the first post (your reply with quote) to what it is now.
-The Emeralds represent the pact with the archers of Mirkwood.
-Master of Laketown only plays rivers or lakes.
-The keyword, "lake-dweller" was created in lieu of me creating a new race (which wouldn't have a cool symbol on this site).
-Yes, there will be Gandalf Elves. It is the Wizard culture now, not the Gandalf culture (hence it is last alphabetically).
-I built in Armor for Bard when skirmishing unique minions. Too good?
-A note about the set so far, the common Thorin will end up being a Premium (starter deck) card. Bringing back Starters the way they should have continued!

To people other than Thranduil: What do I have to get you to do for reviews?!
-wtk
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« Reply #31 on: December 03, 2009, 01:45:03 PM »
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If no one else is going to review, I will post the next culture. But I'll give it another day or two...poor Thranduil has been awfully busy being the only person giving me feedback!
-wtk
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« Reply #32 on: December 03, 2009, 02:14:04 PM »
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Don't know what to say man - I love reviewing your cards! Have a Gold Piece!
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« Reply #33 on: December 03, 2009, 02:32:46 PM »
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Haha...thanks. Anyone know where Dain has been?
-wtk
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« Reply #34 on: December 09, 2009, 06:39:04 AM »
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Okay, it's been a while, but here's Moria. Some of you (Thranduil) who have kept up with this set may have been expecting Isengard; however, I have determined that Isengard minions would not be flavorful. Thus, I have taken the minions I originally had as Isengard and made them Orc. I know, I know, I hate the new cultures too, but remember this set is supposed to slide into Movie Block, not Standard. So Orc in these sets will represent any Orcs that weren't associated with Moria and have more multi-cultural Shadow support, whereas Moria will be much more focused. Anyways, here we go.


1 At the Ready Moria
Event • Skirmish
Wound any number of  minions to make a minion strength strength +1 for each minion wounded in this way (limit +5).
H C 71

2 Badgering Orc Moria
Minion • Orc
Strength 6, Vitality 2
Site 4
Skirmish: Discard a Moria possession to discard a possession borne by an unbound companion this minion is skirmishing.
H U 72

9 Beastly Troll Moria
Minion • Troll
Strength 16, Vitality 4
Site 4
Fierce.
At an underground site, this minion's twilight cost is -3.
H U 73

2 Black Bowman Moria
Minion • Orc
Strength 6, Vitality 1
Archer.
H C 74

4 •Black Chasm Commander Moria
Minion • Orc
Strength 10, Vitality 3
Site 4
When you play this minion, you may play a Moria card from your discard pile.
H R 75

3 Burrowing Goblin Moria
Strength 6, Vitality 1
Minion • Orc
Site 4
When you play this minion, you may play a Moria possession from your draw deck.
H R 76

1 Denizens Enraged Moria (Reprint)
Skirmish: Make a Moria Orc strength +1 for each other Moria Orc you spot (limit +4).
H U 77

2 Discouraged Moria
Condition • Support Area
Strength -1
Regroup: Discard a Moria Orc to transfer this condition to an unbound companion.
If bearer is a Dwarf, bearer loses all damage bonuses and is unable to gain damage bonuses.
H U 78

4 The Fourth Army Moria
Condition • Support Area
To play, spot a Moria minion.
Skirmish events and special abilities cannot be used in skirmishes involving unbound companions. Discard this condition at the start of the regroup phase.
H R 79

1 Frightening Orc Moria
Strength 4, Vitality 1
Site 4
The Fellowship archery total is -1.
H C 80

3 Lost in the Dark Moria
Event • Shadow
Discard 5 Moria minions to discard a condition.
H R 81

4 Misty Mountain Archer Moria
Minion • Orc
Strength 8, Vitalty 2
Archer.
Each archer skirmishing this minion is strength -2.
H U 82

5 •Misty Mountain Captain Moria
Strength 12, Vitality 2
Site 4
Each time you play a minion stacked on a Moria condition, add 1.
H R 83

2 Misty Mountain Fighter Moria
Minion • Orc
Strength 7, Vitality 1
Site 4
H C 84

1 Misty Mountain Regular Moria
Minion • Orc
Strength 5, Vitality 1
Site 4
When you play this minion, spot a Moria minion to add 2.
H U 85

2 •Misty Mountain Store-room Moria
Condition • Support Area
Response: If a Moria possession is about to be discarded during the skirmish phase, stack that possession here.
Maneuver: Discard three possessions here to discard a card borne by an unbound companion.
H R 86

2 Misty Mountain Swordsman Moria
Minion • Orc
Strength 5, Vitality 1
Site 4
Each companion skirmishing this minion does not gain strength bonuses from weapons.
H C 87

2 Misty Mountain Shaman Moria
Minion • Orc
Strength 4, Vitality 3
Site 4
Response: If a Moria Orc is about to take a wound, remove 2 to prevent that wound.
H U 88

1 Moria Guard Moria
Minion • Orc
Strength 4, Vitality 1
When this minion is discarded, you may add 3.
H C 89

1 Moria Sword Moria
Possession • Hand Weapon
Strength +1
Bearer must be a Moria minion.
While skirmishing an unbound companion, bearer is strength +2.
H C 90

0 Sallet Moria
Possession • Helm
Bearer must be a Moria Orc.
Bearer cannot be overwhelmed unless his strength is tripled.
H C 91

2 Steal Away Moria
Event • Maneuver
Search.
Discard X Moria minions to exert X companions.
H U 92

2 Steel Breastplate Moria
Possession • Armor
Strength +1.
Bearer must be a Moria Orc.
Bearer cannot take wounds.
H R 93

1 Tunnel Away Moria
Condition • Support Area
Search.
Regroup: Stack your Moria minion on this condition.
Shadow: Remove 1 to play a minion stacked on this condition.
H R 94

  • Twisting Tunnels Moria
Event • Shadow or Regroup
Discard a Moria minion to play a Moria minion from your draw deck.
H R 95
« Last Edit: December 10, 2009, 03:53:40 PM by ket_the_jet » Logged

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« Reply #35 on: December 09, 2009, 06:55:11 AM »
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I think you are a little one-sided with the dwarven, only tokens. But I suppose if this were to be the only expansion, that would make sense.
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« Reply #36 on: December 09, 2009, 07:58:38 AM »
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I think you are a little one-sided with the dwarven, only tokens. But I suppose if this were to be the only expansion, that would make sense.

Thanks for your response. You are the first person that is not Thranduil or myself to post here in a while.

Do you care to elaborate on your response? One thing that I knew going into this set was that culture tokens would be very important. While this set is meant to be compatible with Movie Block sets, it is also meant to stand alone which means that no alternate Ring-Bearers would be used (i.e., no Gimli, Bearer of Grudges). Of course, being The Hobbit,, the only Ring-bearer in the set was Bilbo until I decided to make one Smeagol Ring-bearer.

Considering the Dwarven sample is just 20 cards, I think it is pretty diverse. Yes, token based, but it has healing, strength bonuses, a few damage bonuses and one defender bonus in there. It also has some card recycling with You Go, My Lad! I would say for a base set, it kind of has a good amount of stuff!
-wtk
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« Reply #37 on: December 09, 2009, 08:20:34 AM »
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Yes, it's good. But let's examine the main ways to play the dwarven  culture (I would help with the others, but as I have played dwarves, and so has my main opponent, my entire 8 year career, I know them best):

1: Token Based (Cards like My Axe is Notched). You've got that one covered.
2: Card Stacking (Cards like Here is Good Rock and Hall of our Fathers), got that one covered well too!
3: Wounding (Cards like Quick as may Be and Here lies Balin, Son of Fundin): Meant to be palyed with elves, wounds minions in the manuver phase and compliments elven archery well.
4: Cycle/Recycle (Cards like NPNS and Gimli, OG): Cards that allow you to draw cards until you find the ones you need.
5: Mill (Cards like Then What Are We Waiting For? and NTAD): Another Culture meant to be played with elves, this strategy focuses on discarding the opponent's cards until they deck out.
6: Event Based (Cards Like Flurry of Blows and Honed): Strengthening dwarves be playing events. Usually not a main strategy.
7: Tales (Cards like Dain Ironfoot and GKoMP): Tales that make the opponent's life nasty, also usually used to augment another strategy, and not stand alone.
8: Hunter (Cards like Gimli, Eager Hunter): Self explanatory.

You have about 5 supported, and only 3 supported well. Good for a base set, and for 20 cards. But if you were planning on a few more expansions, it might help to lay the groundwork for the rest of these.
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« Reply #38 on: December 09, 2009, 08:25:59 AM »
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First of all, as explained in the introductory post, Hunter, toil, muster, lurker and any other Shadows and beyond keywords were not going to be included in this set.

Secondly, from a flavor standpoint, the Dwarves in The Hobbit weren't out wounding people pre-skirmish anyways. They really only fought once in the entire book with a few minor skirmishes thrown in (actually, they were kind of #$&*@!--hiding in trees and getting captured three different times!)

It would probably be a good idea to add the Tale keyword into a few cards. That I do agree with. But I would say that for the set they do a lot in those 20 cards and that the balance of those cards is pretty good. Of course they do not have mega-condition removal because Dwarven isn't supposed to do that.

I've also been playing Dwarves since FoTR block, but I've also played enough of the other cultures to see how they all interact. Keep in mind that in The Hobbit, the Dwarves were interacting with Gandalf and Bilbo, not Elves. Wait patiently for those cultures and you might see a few tricks I've unraveled that may do some things you are mentioning, but I would say for the Dwarven set, it is good where it stands.

I may throw the Tale keyword on a few cards, but it would seem like this Gloin is better than the Mines of Moria version anyways!
-wtk
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« Reply #39 on: December 09, 2009, 08:47:09 AM »
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Yes, it's good. But let's examine the main ways to play the dwarven  culture (I would help with the others, but as I have played dwarves, and so has my main opponent, my entire 8 year career, I know them best):

1: Token Based (Cards like My Axe is Notched). You've got that one covered.
2: Card Stacking (Cards like Here is Good Rock and Hall of our Fathers), got that one covered well too!
3: Wounding (Cards like Quick as may Be and Here lies Balin, Son of Fundin): Meant to be palyed with elves, wounds minions in the manuver phase and compliments elven archery well.
4: Cycle/Recycle (Cards like NPNS and Gimli, OG): Cards that allow you to draw cards until you find the ones you need.
5: Mill (Cards like Then What Are We Waiting For? and NTAD): Another Culture meant to be played with elves, this strategy focuses on discarding the opponent's cards until they deck out.
6: Event Based (Cards Like Flurry of Blows and Honed): Strengthening dwarves be playing events. Usually not a main strategy.
7: Tales (Cards like Dain Ironfoot and GKoMP): Tales that make the opponent's life nasty, also usually used to augment another strategy, and not stand alone.
8: Hunter (Cards like Gimli, Eager Hunter): Self explanatory.

You have about 5 supported, and only 3 supported well. Good for a base set, and for 20 cards. But if you were planning on a few more expansions, it might help to lay the groundwork for the rest of these.

Yeah, let's take a look:

1. Covered.
2. Covered.
3. Not Covered.
4. 1/2 Covered
5. Not Covered.
6. Covered.
7. Going to Cover.
8. N/A

So there you have it!
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« Reply #40 on: December 09, 2009, 09:00:24 AM »
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I appreciate the input and hope you continue reviewing the set. But I think you will find, specifically when the Gandalf (which I have renamed "Wizard") and Shire cultures come out that much of what you are concerned about will be answered!
-wtk
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« Reply #41 on: December 09, 2009, 09:01:58 AM »
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Good!
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« Reply #42 on: December 10, 2009, 07:28:13 AM »
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1 At the Ready Moria
Event • Skirmish
Wound X Moria minions. Make a minion strength +X, where X is the number of minions you wound (limit 5).
H C 71
"Wound any number of Moria minions to make a minion strength strength +1 for each minion wounded in this way (limit +5)." This does not feel common, but is a very interesting idea.

2 Badgering Orc Moria
Minion • Orc
Strength 6, Vitality 2
Site 4
Skirmish: Discard a Moria possession to discard a possession borne by an unbound companion this minion is skirmishing.
H U 72
Hmmm... Maybe doing it too many times is too much. How about "At the start of each skirmish involving this minion, you may discard a Moria possession to..." Also could do with a better title, but I'm not really one to talk. Wink

9 Beastly Troll Moria
Minion • Troll
Strength 16, Vitality 4
Site 4
Fierce.
At an underground site, Beastly Troll's twilight cost is -3.
H U 73
You would normally say "this minion" if it's non-unique. Seems fine.

2 Black Bowman Moria
Minion • Orc
Strength 6, Vitality 1
Archer.
H C 74
This guy is quite good, isn't he? Compare to Goblin Bowman who at the end of the day is 2 for 1 wound which is a good deal.

4 •Black Chasm Commander Moria
Minion • Orc
Strength 10, Vitality 3
Site 4
When you play this minion, you may play a Moria card from your discard pile.
H R 75
Very swish.

3 Burrowing Goblin Moria
Strength 6, Vitality 1
Site 4
When you play this minion, you may play a Moria possession from your draw deck.
H R 76
Needs a type and sub-type, but otherwise looks good.

2 Discouraged Moria
Condition • Support Area
Strength -1
Regroup: Discard a Moria Orc to transfer this condition to an unbound companion.
If bearer is a Dwarf, bearer is strength -1.
H U 78
I'd prefer some targetted Dwarf hate, something like "If bearer is a Dwarf, he or she loses all damage bonuses and cannot gain damage bonuses."

4 The Fourth Army Moria
Condition • Support Area
To play, spot a Moria minion.
Skirmish events and special abilities cannot be used. Discard this condition at the start of the regroup phase.
H R 79
THIS IS SICK! Compare to Saruman's Snows. Surely could do with some toning down, and this is about ninety times better than any of the FP versions in this cycle.

1 Frightening Orc Moria
Strength 4, Vitality 1
Site 4
The Fellowship archery total is -1.
H C 80
Nice!

5 Lost in the Dark Moria
Event • Shadow
Discard 5 Moria minions to discard a condition.
H R 81
Cool. Too expensive though - could cost 0 to be competitive.

4 Misty Mountain Archer Moria
Minion • Orc
Strength 8, Vitalty 2
Archer.
While skirmishing an archer, this minion is strength +2.
H U 82
Yeah cool. Perhaps "Each archer skirmishing this minion is strength -2."

5 •Misty Mountain Captain Moria
Strength 12, Vitality 2
Site 4
Each time you play a minion stacked on a Moria condition, add 1.
H R 83
Fun times!

2 Misty Mountain Fighter Moria
Minion • Orc
Strength 7, Vitality 1
Site 4
H C 84
Not sure why I reviewed this one to be honest... Wink

1 Misty Mountain Regular Moria
Minion • Orc
Strength 5, Vitality 1
Site 4
When you play this minion, spot a Moria minion to add 2.
H U 85
Yeah good Goblin Runner reprint.

2 •Misty Mountain Store-room Moria
Condition • Support Area
Response: If a Moria possession is about to be discarded, stack that possession here.
Maneuver: Discard three possessions here to discard a card borne by an unbound companion.
H R 86
Hmmm... I don't love the fact that everything can be automatically stacked there, but I think it's probably fine.

2 Misty Mountain Swordsman Moria
Minion • Orc
Strength 5, Vitality 1
Site 4
Each companion skirmishing this minion does not gain strength bonuses from weapons.
H C 87
Sure. Could be strength 6.

1 Misty Mountain Shaman Moria
Minion • Orc
Strength 4, Vitality 2
Site 4
Response: If a Moria Orc is about to take a wound, remove 2 to prevent that wound.
H U 88
I think I might make him 2 and vitality 3, but yeah fair enough.

1 Moria Guard Moria
Minion • Orc
Strength 4, Vitality 1
When this minion is discarded, you may add 1.
H C 89
This feels like a rare ability. An awesome rare would be a 1 cost minion that had "When this minion is discarded, you may add 4." Also, I thought I'd make sure you know the difference between being discarded and being killed.

1 Moria Sword Moria
Possession • Hand Weapon
Strength +1
Bearer must be a Moria minion.
While skirmishing an unbound companion, bearer is strength +2.
H C 90
Sure it's okay.

0 Sallet Moria
Possession • Helm
Bearer must be a Moria Orc.
Bearer cannot be overwhelmed unless his strength is tripled.
H C 91
What is a sallet? Fine card.

2 Steal Away Moria
Event • Maneuver
Search.
Discard X Moria minions to exert X companions.
H U 92
Yeah sure.

2 Steel Breastplate Moria
Possession • Armor
Bearer must be a Moria Orc.
Bearer cannot take wounds.
H R 93
For a rare, it needs more (like a strength and/or vitality boost and/or other ability). For a un/common it's fine.

1 Tunnel Away Moria
Condition • Support Area
Search.
Regroup: Stack a Moria minion on this condition.
Shadow: Remove 1 to play a minion stacked on this condition.
H R 94
I think it should probably only stack your minions, and removing only 1 to get a guy is very good. I might tie it in with the rest of your theme and have something like "Discard a minion from play to play a minion stacked on this condition" and maybe a small qualifier like "and add 1."

3 Twisting Tunnels Moria
Condition • Support Area
Shadow: Discard a Moria minion to play a Moria minion from your draw deck.
H R 95
I think this should be an event that costs 0 - as a condition it's crazy! Or it should discard the condition to trigger.

Thranduil
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« Reply #43 on: December 10, 2009, 08:01:07 AM »
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About sallet: Don't think this will work. Most of those minions that would have trouble getting overwhelmed are 1 or 2 vitality anyway, so against a dwarf or elf deck, that's useless. Along with many dual culture decks. Needs some support, like person skirmishing bearer loses damage bonuses, or can only take wounds in the skirmish phase, or is also vitality +1.

The Fourth army is fine, since it applies to both sides. Most of these minions are weak enough that that would be a problem to play, and it would reduce the strength of the stronger minions.

Agreed on twisting tunnels. Or maybe a regroup phase action?

Also, combining sallet and Iron Breasplate makes a minion invincible. I would recommend having both a helm or both an armor, unless that was the goal.
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« Reply #44 on: December 10, 2009, 08:38:48 AM »
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Thanks guys for your thoughts. A few responses:

-The title of Badgering Orc was to be the guy who captures the Dwarves and taunts them a bit...taking their weapons. But a better title could be in order...in fact, Taunting Orc could work!

-Lost In the Dark has to be very expensive, because I am giving Moria something that they did not have before. Condition discarding makes Moria very strong (imagine knocking off that Tale of Gil-Galad sitting on Greenleaf or Song of Durin). But maybe 5 and the discarding requirements are bogus...I'll look it over.

-On Moria Guard: The idea is that he couples with Lost in the Dark or Twisting Tunnels to add twilight.

-A sallet is a type of helm that is most closely related to the ones worn in Moria (in the movies). Particularly, see the visored Sallet photo!

-I understand that armor and a helm makes the Orc "invincible" but I needed more Moria possessions and the good Hand Weapons already exist (Goblin Spear, Moria Axe, and the ever-famous Goblin Scimitar). I cannot decide which one, but I want to make one (the Sallet, maybe) bearable by a Moria minion so the Troll can wear it, but I guess the Trolls in Moria walked around close to naked and I don't want the Balrog to get the stuff.

-On Tunnel Away, yeah, it should only stack one's own minions. I never really play multi-player so I didn't take that into consideration.

I'll do some changing in the next day or two. Gold Piece to both for speedy responses!
-wtk
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« Reply #45 on: December 10, 2009, 03:53:25 PM »
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Hey, Thranduil (and anyone else):

I changed the fourth Army to only affect skirmishes with unbound companions. Thoughts?

Everything else was updated, by the way.
-wtk
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« Reply #46 on: March 06, 2010, 04:40:03 PM »
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Well, it has been a while since I have posted here and this seems to have all but died down. And seeing as the original computer that had these files is now half-bludgeoned with a TPX, it looks like now is as good a time as any to finish what I started.

Alas, I'm not really in the mood to do it now. But I'm going to try to get this done.
-wtk
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« Reply #47 on: March 06, 2010, 05:25:53 PM »
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Nice! Okay time for me to give some comments.

First of all, I think a book like The Hobbit should have a 365 cards set, just like FOTR, TT and ROTK. And it could also have 2 expensions of 122 cards each like the books. So if you want to make a lot of DC, go ahead. Tongue

Clarinet and Drums: The twilight cost of this card is very high for what it does. It isn't a really good card to put in any deck. Maybe the first line could be a regroup ability instead which would allow the FP players to heal the companions he exerted at the sanctuary in the next FP phase.

Dwarven Ingenuity is just a stronger version of Their Halls of Stone. If you want it to be as good as THoS you could give the +4 bonus only at mountains. It could also be a +3 bonus and dam +1 bonus at both type of sites. I mean, with a card like this... there are no reasons to use their halls of stone anymore, which is sad.

Our kin from the north: It should just be 'initiative', not 'the initiative'.

How are tokens going to be added on The Black Forest?

Elven Halberd has the same ability has Knight Spear.

The rare Thranduil doesn't look very good. What about: Each time the fellowship moves during the regroup phase, exert a companion (or heal an Elf if the fellowship moved to a forest).

Before I comment on your Smeagol/Gollum culture, I haven't read Bilbo the Hobbit but isn't Gollum only an evil character in the book? Did he help the FP at all? If not, why did you make FP cards for this culture?

All other cards looks great. My favorites are Gloin, Kili and Fili (nice idea to combine them on a single card), Thorin KUtM, The First and Second Army.

Other reviews will be later.

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« Reply #48 on: March 06, 2010, 09:01:42 PM »
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First of all, I think a book like The Hobbit should have a 365 cards set...

[indignation]#$&*@! that.[/indignation]

Haha. Really though. I mean, I started this in the middle of November, it got set aside, I've brought it back up and basically have to do the second half of the set from scratch. It is 200 cards right now, and that is more than plenty for me.

As for your other thoughts, thanks for looking at these cards. I should probably review what I have before I move on (again, basically starting over). So Gold Piece for your thoughts.

To answer a few questions (or respond to your thoughts):
How are tokens going to be added on The Black Forest?
I thought that tokens would be an important part of this set. There are several cards, such as Mirkwood Dungeon and Troop of Mirkwood Archers that reinforce culture tokens. Also, the rare Gandalf in this set is ridiculously bad #$&*@! and deals with tokens specifically.

Elven Halberd has the same ability has Knight Spear.
I don't see this as a problem.

The rare Thranduil doesn't look very good. What about: Each time the fellowship moves during the regroup phase, exert a companion (or heal an Elf if the fellowship moved to a forest).
The rare Thranduil has gone through so many changes I don't even remember what it started as. But I want to stick with the idea of him supporting Elven and screwing the other cultures. A risk/reward companion, like Denethor, Steward of the City.

Before I comment on your Smeagol/Gollum culture, I haven't read Bilbo the Hobbit but isn't Gollum only an evil character in the book? Did he help the FP at all? If not, why did you make FP cards for this culture?
This set is based both upon the books and the current interpretations of the books that will be used in the movie. Word on the street (as of whenever I first posted Gollum stuff) was that he will have a few sympathetic scenes as well.

Plus, it is quite hilarious to read early editions of The Hobbit where, upon finding out that Bilbo has the Ring, Gollum says, "Oh, you've bested me ole' chap. Let me show you the way out of this tunnel." (That's not word for word. But that was how it happened).

All other cards looks great. My favorites are Gloin, Kili and Fili (nice idea to combine them on a single card), Thorin KUtM, The First and Second Army.
Thanks, and I look forward to other reviews!
-wtk
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« Reply #49 on: March 06, 2010, 09:24:41 PM »
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Interesting. I made some Hobbit cards once (wish I could find them; they were on an old computer), but I only had a shadow Gollum culture. But I did have both FP and shadow Elven cards.
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« Reply #50 on: March 06, 2010, 10:21:13 PM »
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I thought that tokens would be an important part of this set. There are several cards, such as Mirkwood Dungeon and Troop of Mirkwood Archers that reinforce culture tokens. Also, the rare Gandalf in this set is ridiculously bad #$&*@! and deals with tokens specifically.
I'm 99% sure that reinforcing a token means adding a token on a card that already has a token on it. The problem with your Black Forest is that it doesn't have a token on it, so you can't reinforce tokens. Maybe there should be a line that say 'When you play Black Forest, add a Elven token on it.' and then you could change the 'spot 3 tokens' to 4.
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« Reply #51 on: March 08, 2010, 09:30:14 AM »
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I'm 99% sure that reinforcing a token means adding a token on a card that already has a token on it.

Are you sure about this? I'm going to go through and make a few changes to some existing cards in the set. I'll repost the changes and then we can move on!
-wtk
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« Reply #52 on: March 08, 2010, 09:53:05 AM »
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I took your suggestion on Dwarven Ingenuity, c-work. You were right--I don't want to make Their Halls of Stone inferior.

0 Dwarven Ingenuity Dwarven
Event • Skirmish
Make a Dwarf strength +2 (or strength +4 if at a mountain site).
H C 10

As for The Black Forest, I've changed it just a little bit:

2 •The Black Forest Elven
Condition • Support Area
When you play this condition, you may discard a card from hand. If you do, place an Elven token on this card.
While you can spot three Elven tokens on this card, each site on the adventure path is a forest.
H R 24

Do you think discarding one card is enough? I think two cards might be more appropriate, but I'll let you judge.

I changed Elven Halberd to be similar, but not the same, as Knight's Spear. Thoughts?

1 Elven Halberd Elven
Possession • Hand Weapon
Strength +1
Skirmish: While bearer is at a forest, add a threat to make bearer strength +1.
H C 27

I didn't change Thranduil, King of Mirkwood on the title page, but what are your thoughts on this? Again, going with the high-risk, high-reward type character:

3 •Thranduil, King of Mirkwood Elven
Companion • Elf
Strength 7, Vitality 3
To play, spot an Elf.
Each character's twilight cost is +1.
While at a forest, each character is strength +1.
H R 35

I slightly changed the first line of Corruption. I don't know if it was necessary, but I changed it to "a Gollum character" instead of Smeagol. Not that there are any other Free Peoples Gollum characters, but...

0 •Corruption Gollum (SH)
Condition • Support Area
While Gollum is skirmishing a Gollum character, he is damage +1.
Regroup: Discard this condition to return a Gollum minion to your hand.
H U 40

I thought about a slight change with this card, but I haven't decided if I like it:

2 •Gollum, Sickly Pale Gollum (SH)
Minion
Strength 5, Vitality 4
When you play Gollum, reinforce a Shadow culture token.
Skirmish: Exert Gollum twice to make him strength +X, where X is the number of free peoples culture tokens you can spot.
H R 44

New text:
When you play Gollum, each player may reinforce a culture token.
Skirmish: Exert Gollum twice to make him strength +X, where X is the number of free peoples culture tokens you can spot.

Minor change, made Smeagol, Lake-Dweller ringed resistance. That way he doesn't have to be your Ring-Bearer.

Surprisingly, I got through the Gondor and Moria cards without any big upsets. That's nice.
-wtk
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« Reply #53 on: March 08, 2010, 11:28:44 AM »
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I'm 99% sure that reinforcing a token means adding a token on a card that already has a token on it.

Are you sure about this? I'm going to go through and make a few changes to some existing cards in the set. I'll repost the changes and then we can move on!
-wtk
Yeah I'm pretty sure c10ckw0rk has it right, otherwise you could "reinforce a token" by adding tokens to random conditions like The Saga of Elendil or Preparations (which you could still remove for "remove a Gondor token"-type cards), which could lead to some weirdness physically.
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« Reply #54 on: March 08, 2010, 11:33:05 AM »
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Yeah, but why shouldn't you be able to put a token on whatever you #$&*@! please?

Edit: I just want to say, your rationale was "You can't because it looks funny."
-wtk
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« Reply #55 on: March 08, 2010, 11:42:39 AM »
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Not so much because it would look funny, but because the game isn't equipped for it. If you have the default setup of red and black tokens, and place a token on The Saga of Elendil which is borne by Ring-bearer Isildur, which color do you use: red (which would be confused for a wound) or black (which would be confused for a burden)? It's not an absolute barrier, but it's reason enough for Decipher to want to disallow it (Decipher doesn't like doing things that might confuse new players, which is why it went with the X-list over errata).

Additionally, the very word "reinforce" implies that a token is already there. If they'd wanted to let you place a token on anything, they would have said something like "add a Gondor token" rather than "reinforce a Gondor token."
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« Reply #56 on: March 08, 2010, 02:22:10 PM »
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Are you sure about this? I'm going to go through and make a few changes to some existing cards in the set. I'll repost the changes and then we can move on!
-wtk
That's the definition of reinforcing: place a token on a card that already has a token on it.

Do you think discarding one card is enough? I think two cards might be more appropriate, but I'll let you judge.
I think it's fine.

1 Elven Halberd Elven
Possession • Hand Weapon
Strength +1
Skirmish: While bearer is at a forest, add a threat to make bearer strength +1.
H C 27
Yeah not bad. Perhaps instead "While bearer is skirmishing a wounded minion"?

3 •Thranduil, King of Mirkwood Elven
Companion • Elf
Strength 7, Vitality 3
To play, spot an Elf.
Each character's twilight cost is +1.
While at a forest, each character is strength +1.
H R 35
I think I'd like the first one to be "non-[Elven]" maybe?

0 •Corruption Gollum (SH)
Condition • Support Area
While Gollum is skirmishing a Gollum character, he is damage +1.
Regroup: Discard this condition to return a Gollum minion to your hand.
H U 40
Yeah good change.

When you play Gollum, each player may reinforce a culture token.
Skirmish: Exert Gollum twice to make him strength +X, where X is the number of free peoples culture tokens you can spot.
Interesting. I'm not sure adding tokens on FP cards is worth it though for +1 strength.

Thranduil
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« Reply #57 on: March 08, 2010, 05:16:17 PM »
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That's the definition of reinforcing: place a token on a card that already has a token on it.
That's the definition of reinforcing in the real world. There's nothing in the CRD about that in the game world.

I think I'd like the first one to be "non-[Elven]" maybe?
Well, in decks with Alliance Reforged (as I mentioned, these are supposed to be Movie Block eligible) or other Elven army types, I am afraid he could be too strong. I want to give him a clear drawback. I just can't think of one that is good enough because otherwise he will only be used in Elven-only decks. I just don't want that.

Interesting. I'm not sure adding tokens on FP cards is worth it though for +1 strength.
Well, that's why I thought to ask. But okay. I'll keep him as he is and we can always change him later.
-wtk
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« Reply #58 on: March 08, 2010, 08:36:20 PM »
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2 •The Black Forest Elven
Condition • Support Area
When you play this condition, you may discard a card from hand. If you do, place an Elven token on this card.
While you can spot three Elven tokens on this card, each site on the adventure path is a forest.
H R 24

I don't really like the first line. Why would the FP player use Black Forest and not want to add a token on it? You could either force the FP to discard a card to add the token or simply have a token on it automaticly when you play it.

EDIT: The new Thranduil is pretty cool BTW.
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« Reply #59 on: March 08, 2010, 08:56:48 PM »
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Thanks. I guess finding balance with the Black Forest is priority numero uno.

I'll try to think some things through and we'll revisit this.
-wtk
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« Reply #60 on: March 08, 2010, 09:44:46 PM »
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That's the definition of reinforcing: place a token on a card that already has a token on it.
That's the definition of reinforcing in the real world. There's nothing in the CRD about that in the game world.
From the starter rulebook for The Hunters:
Reinforce
This verb, used in game text, means to add a culture token to a card that already has a token of the same culture.
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« Reply #61 on: March 09, 2010, 03:26:46 AM »
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That's the definition of reinforcing: place a token on a card that already has a token on it.
That's the definition of reinforcing in the real world. There's nothing in the CRD about that in the game world.
Yeah I think it's weird that I can't find it in the CRD. But I am nevertheless right.

Quote from: Hunters Starter Rulebook
Reinforce
This verb, used in game text, means to add a culture token to a card that already has a token of the same culture. You may choose any of your cards with the appropriate culture token if you have more than one. If an effect lets you reinforce more than one culture token, you may put them all on one card or divide them up however you choose.
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« Reply #62 on: March 10, 2010, 08:46:18 PM »
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Thanks guys for your research. Gold Piece each and shame on me for not reading the Hunters rulebook through, even though I don't play beyond Movie Block anymore.
-wtk

Edit: Hooray for Thranduil! That is your 150th oatmeal cookie! Good job! Gold Piece

Edit, 2: Um, semi-congrats to Sam for a much less impressive ninth gold piece.
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« Reply #63 on: March 11, 2010, 08:35:36 PM »
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Okay, so it is time to introduce the Orc culture. Now, as a reminder, the Orc culture isn't the same as the Orc culture in Standard. In fact, I just needed a culture symbol and Orc fit much better than Isengard as a culture. Anyways, as you remember, the Battle of Five Armies featured, well, five armies--Dwarves, Elves, Laketown Men, Orcs from Moria, and Wargs. Of course, there were other guys and gals, like the Eagles (deus ex machina, anyone?) and Gandalf, but it's called the Battle of Five Armies, not The Battle of Five Armies and Everyone's Friends.

So, we've made it about half-way through the set. I haven't actually counted the cards out, but let's just roll with "about halfway through." I've introduced two new signets, Thorin and Bilbo, an unloaded keyword, adventurer, renamed the Gandalf culture as "Wizard," made a new Smeagol Ring-Bearer, and alluded to some cool Gandalf Elves yet to come. But we have something missing that every base set has had--a new bound keyword. So here we go.

Up to this point in the set, I have introduced an entire culture at a time. But frankly, as I don't have the original completed set anymore and am basically re-doing all of these, I'm just going to introduce a couple at this point.

Anyways, I am nowhere near as creative as Thranduil and (the few) others who have created good keywords. But what I did do was take a great, if not underused, rule and alter it a little bit. So here's an example:

3 Attacking Warg Orc
Minion • Warg
Strength 9
Vitality 2
Site 5
Ambush- Add a threat.

2 Ambushing Warg Orc
Minion • Warg
Strength 5
Vitality 3
Site 5
Ambush- Exert an unbound companion.
Response: If an Orc Warg is about to take a wound, remove 2 or exert this minion to prevent that.

5 • Charging From the Hills
Condition • Support Area
While you have initiative, each Orc minion with ambush is damage +1.
While you can spot 3 threats, each Orc minion with ambush is strength +1.
While you can spot 3 burdens, each Orc minion with ambush is twilight cost -1.

I didn't put the rarity on those cards yet because I am still fixing numbers-titles. But Charging From the Hills is a rare and the others are common and uncommon, respectively. Thoughts are appreciated, like always!
-wtk
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« Reply #64 on: March 11, 2010, 08:50:28 PM »
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This new Ambush is a very nice idea. I like it.

I can see Charging from the Hills as a key card for this kind of deck. Ambushing Warg would fit better with this card with 'Ambush - Add a Burden' or 'Ambush - Discard a card from hand'. Since this Warg is a pretty weak minion, giving it the 'Add a Burden' text could make it better to play. It could also be nice in a swarm deck since burden makes your minions cheaper.

The strenght +1 bonus isn't very attractive compared to the other ones. A strenght +2 would be more fun.
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« Reply #65 on: March 11, 2010, 09:34:09 PM »
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4 All Things Devours Gollum (FP)
Event • Regroup
Add two burdens to discard each minion.
H U 39

No spotting requirement?

0 •Corruption Gollum (SH)
Condition • Support Area
While Gollum is skirmishing Smeagol, he is damage +1.
Regroup: Discard this condition to return a Gollum minion to your hand.
H U 40

Interesting. But Gollum won't be fighting Smeagol very often. What about 'While you can spot Smeagol, Gollum is damage +1'.

1 •Fish-bones Gollum (FP)
Possession • Support Area
When the fellowship moves from site 4H, remove a burden.
Skirmish: Discard this condition to wound a minion skirmishing Smeagol.
H C 41

Looks nice. Does it have to be unique?

0 A Game Gollum (SH)
Event • Shadow
Play Gollum from your draw deck or discard pile; his twilight cost is -1 for each burden you can spot.
H C 42

Looks very nice.

2 •Gollum, Dweller of the Underground Lake Gollum (SH)
Minion
Strength 5, Vitality 4
While skirmishing a Ring-Bound companion, Gollum is strength +4.
H C 43

No very innovative, but good and well balanced.

2 •Gollum, Sickly Pale Gollum (SH)
Minion
Strength 5, Vitality 4
When you play Gollum, reinforce a Shadow culture token.
Skirmish: Exert Gollum twice to make him strength +X, where X is the number of free peoples culture tokens you can spot.
H R 44

Pretty innovative but not very good when your opponent doesn't have cards with tokens. Something fun could be 'When you play Gollum, place a [Smeagol] token on a FP condition.' The FP wont be able to use the token but it makes Gollum strength +1.

0 •Smeagol, Lake-Dweller Gollum (FP)
Companion
Strength 3, Vitality 4
Signet: Bilbo
Ring-Bearer (resistance 7).
Each time you play a companion (except in your starting fellowship), add a burden.
Each time you lose initiative, you may wound two companions to remove a burden.
H R 45

I like the first line. However the second line looks a bit weird but its alright I guess.

0 •Smeagol, Riddler Gollum (FP)
Companion
Strength 3, Vitality 4
Signet: Bilbo
To play, add a burden.
While you have the initiative, the twilight cost of each Shire and Gollum skirmish events is -1.
H C 46

Very cool card. However, reducing the cost of skirmish events won't make a huge difference... maybe removing the 'While you have initiative' would make it better.

2 •Underground Lair Gollum (SH)
Condition • Support Area
While the Shadow has the initiative, each site on the adventure path is underground.
Shadow: Discard this condition to play a Gollum minion from your discard pile.
H R 47

I like this one a lot. Pretty cool.

1 Voiceless, It Cries Gollum (FP)
Condition • Support Area
Response: If Smeagol is about to be overwhelmed in a skirmish, add a burden to make him strength +3.
H R 48

Mmmm... this one may be a bit too strong. Just imagine playing solo Smeagol with this card. It's a good as Footman's Armor. Reducing it to +2 only would be OK but still a very good card to play.

3 We Hates It! Gollum (SH)
Event • Skirmish
Wound a character skirmishing a Gollum minion.
H U 49

Nice one. Simple but efficient. Just like Whirling Strike.

3 What Has It Gots? Gollum (FP)
Event • Skirmish
Wound a character skirmishing Smeagol.
H U 50

Looks like Smeagol and Gollum have similar events. Tongue This one is good, maybe 3 is a bit high but being like the shadow version is nice.

4 •Aragorn, Messenger of the White Council Gondor
Companion • Man
Strength 8, Vitality 4
Signet: Gandalf
Ranger. Adventurer. To play, spot a Wizard or Gandalf Elf.
Skirmish: Add a threat to make a companion strength +1 (limit 4).
H R 51

I like it. Gandalf Elf? This is going to be interesting.

5 •Army of Dale Gondor
Companion • Man
Strength 9, Vitality 4
To play, spot two Men (or one Lake-Dweller).
Lake-Dweller.
While the Army of Dale is at a battleground or lake, Army of dale is defender +1.
H R 52

Pretty cool.

0 At the Brink Gondor
Event • Skirmish
Make a lake-dweller strength +2 (or strength +4 in a fierce skirmish).
H C 53

Why would I want to play this card when I could have Sentinels of Numenor which work with all Gondor companions? Is there any non-gondor lake-dweller? I'd like to see another mechanic than fierce skirmishes. Maybe when facing a damage +1 minion or if you have less than 5 companions or anything else.

2 •Bard, Chief Negotiator Gondor
Companion • Man
Strength 6, Vitality 3
Signet: Bilbo
Lake-Dweller. Archer.
While skirmishing a unique minion, Bard takes no more than 1 wound during each skirmish phase.
While skirmishing a Dragon, Bard cannot be overwhelmed unless his strength is tripled.
H R 54

Very nice card. You just remembered me that there is a Dragon in The Hobbit. Like I said before, I haven't read the book.

2 •Bard, the Bowman Gondor
Companion • Man
Strength 6, Vitality 3
Signet: Thorin
Lake-Dweller. Archer.
While Bard is exhausted, add 1 to the fellowship archery total.
H C 55

Pretty nice.

2 Boatman Gondor
Companion • Man
Strength 5, Vitality 3
Lake-Dweller.
Fellowship: Play a Gondor possession to heal a companion.
H U 56

OK. I don't know what Boatmen are doing in the book, as long as it fits with healing or possessions.

1 Canal Support Gondor
Condition • Support Area
Strength -2.
Fortification.
Maneuver: Discard a card from hand to transfer this condition to a minion.
H U 57

It can be played in any deck?

2 Greetings From the Council Gondor
Event • Fellowship
Spot a Man and discard two cards from hand to heal a companion twice.
H C 58

Cool. Looks like discarding cards from hand is a theme.

3 •The Emeralds of Girion Gondor
Artifact • Support Area
To play, spot a Lake-Dweller and an Elf.
Fellowship: Stack a Free Peoples card from hand on this artifact.
Archery: Discard an Elven or Gondor card stacked here and add 2 to make the fellowship archery total +1 (limit +2).
H R 59

I'm glad there is a limit. Nice card even if I have no idea what the Emeralds of Girion are. Does it shoot arrows?

3 Esgaroth Castellum Gondor
Condition • Support Area
Strength -1, Vitality -1
Fortification.
Maneuver:
Exert a Man or spot three Lake-Dwellers to transfer this condition to a minion skirmishing a Lake-Dweller. Heal that Lake-Dweller.
H U 60

Very cool. I like the healing part.

1 Esgaroth Sword Gondor
Possession • Hand Weapon
Strength +2
Bearer must be a Lake-Dweller.
If bearer is at a lake or river, bearer is damage +1.
H C 61

Nice. Lake sites will be interesting. I hope there will be many.

0 Hail! Dragon-Slayer! Gondor
Event • Skirmish
Make a Gondor man strength +2 (or strength +4 if skirmishing a unique minion).
H C 62

Awesome. Much better mechanic than At the Brink.

2 •Hugin, Herald of Esgaroth Gondor
Companion • Man
Strength 6, Vitality 3
Lake-Dweller. To play, spot a Lake-Dweller.
At the start of the fellowship phase, you may discard two cards from hand to draw a card.
H R 63

Yeah! Hugin. Looks like a nice card to cycle. I'm not sure if the spotting requirement is necessary.

2 Laid to Ruin Gondor
Condition • Support Area
When you play this condition, add a Gondor token for each lake or river on the adventure path.
Regroup: Remove three tokens from this condition to discard a card in an opponent's support area.
H U 64

Condition removal? Nice. It's well balanced because 3 tokens will be hard to get I guess, even if you reinforce them.

1 •The Lucky Arrow Gondor
Possession • Ranged Weapon
Strength +2.
Bearer must be a Lake-Dweller.
If bearer is Bard, exert him twice to discard a Dragon. The Shadow Player may discard two minions to prevent this.
H R 65

Cool. So I get it, Bard is the guy who kills the Dragon in the book.

2 •Master of Laketown Gondor
Companion • Man
Strength 5, Vitality 3
Lake-Dweller.
Regroup: Exert Master of Laketown to play the fellowship's next site if it is a lake or river (replacing opponent's site if necessary ).
H C 66

Mmm... Okay. Is this guy an adventurous man or somebody who stays in Laketown during the entire story? If he is adventurous, the abillity is nice, if not, I'm not sure that choosing sites fits for someone who stays at home.

2 •Ottar, Young Merchant Gondor
Companion • Man
Strength 6, Vitality 3
Signet: Gandalf
Lake-Dweller.
Skirmish: Remove a Gondor or Gandalf token to place a card from hand on top of your draw deck.
H R 67

You will have to tell me why I would want to remove a token to do that.

4 •The Third Army Gondor
Condition • Support Area
To play, spot a Man. The twilight cost of this event is -1 for each of the following races you can spot: Dwarf, Elf.
Maneuver: Discard this condition to make each minion lose archer until the regroup phase.
H R 68

I like the way you made it similar to the First and Second army but different at the same time. Is losing archer good enough? I'm not sure. If you want something stronger, let me suggest 'lose their special abilities'.

1 •United In Purpose Gondor
Condition • Support Area
When you play this condition, reinforce a Gondor token.
Maneuver: Exert a Lake-Dweller to reinforce a culture token.
Discard this condition at the start of the regroup phase.
H C 69

Nice card. Once again, does it really has to be unique?

2 Westron Tongues Gondor
Event • Maneuver
Exert a Gondor man to discard a card borne by a minion.
H U 70

2 is a lot, I would reduce the cost to 1.


I WILL REVIEW MORIA CARDS LATER.
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« Reply #66 on: March 11, 2010, 09:39:29 PM »
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Gold Piece for the reviews. The biggest thing I have taken from your reviews that really helps is that I have a lot of cards that aren't culturally enforced.

I'm going to head out, but I will revisit this tomorrow and see what I can do with some additional effort into some of these.
-wtk
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« Reply #67 on: March 12, 2010, 08:20:57 AM »
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3 Attacking Warg Orc
Minion • Warg
Strength 9
Vitality 2
Site 5
Ambush- Add a threat.

2 Ambushing Warg Orc
Minion • Warg
Strength 5
Vitality 3
Site 5
Ambush- Exert an unbound companion.
Response: If an Orc Warg is about to take a wound, remove 2 or exert this minion to prevent that.
Fantastic! Great idea for ambush - not one I'd thought of. Correct wording for the last one would be "... to prevent that wound."

5 • Charging From the Hills
Condition • Support Area
While you have initiative, each Orc minion with ambush is damage +1.
While you can spot 3 threats, each Orc minion with ambush is strength +1.
While you can spot 3 burdens, each Orc minion with ambush is twilight cost -1.
Seems fun. I agree that the middle one could be more impressive, though 3 threats is probably the easiest to achieve. How about the term "Orc ambusher minion"?

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« Reply #68 on: March 12, 2010, 11:41:51 AM »
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MORIA REVIEWS

1 At the Ready Moria
Event • Skirmish
Wound any number of  minions to make a minion strength strength +1 for each minion wounded in this way (limit +5).
H C 71

Looks good.

2 Badgering Orc Moria
Minion • Orc
Strength 6, Vitality 2
Site 4
Skirmish: Discard a Moria possession to discard a possession borne by an unbound companion this minion is skirmishing.
H U 72

Why unbound only? I'd like to discard Footman's Armor from Isildur or Sting from Frodo.

9 Beastly Troll Moria
Minion • Troll
Strength 16, Vitality 4
Site 4
Fierce.
At an underground site, this minion's twilight cost is -3.
H U 73

Looks good. Well balanced if you compare it to Great Hill Troll.

2 Black Bowman Moria
Minion • Orc
Strength 6, Vitality 1
Archer.
H C 74

Looks too good compared to Goblin Bowman. No site number, I guess it is 4.

4 •Black Chasm Commander Moria
Minion • Orc
Strength 10, Vitality 3
Site 4
When you play this minion, you may play a Moria card from your discard pile.
H R 75

Most minions with strength 10 and vitality 3 cost 5, there are some who cost 4, but high vitality minions in Moria should cost 5.

3 Burrowing Goblin Moria
Strength 6, Vitality 1
Minion • Orc
Site 4
When you play this minion, you may play a Moria possession from your draw deck.
H R 76

Pretty cool. Why does it cost 3? Maybe that you could reduce his cost to 2.

1 Denizens Enraged Moria (Reprint)
Skirmish: Make a Moria Orc strength +1 for each other Moria Orc you spot (limit +4).
H U 77

Isn't there any other cards you could reprint instead? 'At the ready' as a similar effect.

2 Discouraged Moria
Condition • Support Area
Strength -1
Regroup: Discard a Moria Orc to transfer this condition to an unbound companion.
If bearer is a Dwarf, bearer loses all damage bonuses and is unable to gain damage bonuses.
H U 78

This card looks very weak. I wouldn't play it. You could reduce the twilight cost or make it strength -2.

4 The Fourth Army Moria
Condition • Support Area
To play, spot a Moria minion.
Skirmish events and special abilities cannot be used in skirmishes involving unbound companions. Discard this condition at the start of the regroup phase.
H R 79

I like the effect but I feel like the cost may be a bit too high. Saruman's Snows does the same thing for 2 and it affects skirmishes involving RB companions.

1 Frightening Orc Moria
Strength 4, Vitality 1
Site 4
The Fellowship archery total is -1.
H C 80

Cool card. I would put it in my Moria decks for sure.

3 Lost in the Dark Moria
Event • Shadow
Discard 5 Moria minions to discard a condition.
H R 81

This one is going to be pretty hard to play. Spotting 5 minions would make it more usable. You could also reduce the twilight cost, having 5 minions is already a high requirement.

4 Misty Mountain Archer Moria
Minion • Orc
Strength 8, Vitalty 2
Archer.
Each archer skirmishing this minion is strength -2.
H U 82

No site number? I guess it is 4. I like it.

5 •Misty Mountain Captain Moria
Strength 12, Vitality 2
Site 4
Each time you play a minion stacked on a Moria condition, add 1.
H R 83

I love it. Goblin Swarms!

2 Misty Mountain Fighter Moria
Minion • Orc
Strength 7, Vitality 1
Site 4
H C 84

Very simple card. Well balanced.

1 Misty Mountain Regular Moria
Minion • Orc
Strength 5, Vitality 1
Site 4
When you play this minion, spot a Moria minion to add 2.
H U 85

Mmm... why not simply reprint Goblin Runner? You could also make it cost 2 and add 3.

2 •Misty Mountain Store-room Moria
Condition • Support Area
Response: If a Moria possession is about to be discarded during the skirmish phase, stack that possession here.
Maneuver: Discard three possessions here to discard a card borne by an unbound companion.
H R 86

Ok. I have a feeling that the 'maneuver' action will be too hard to achieve. Moria orcs bearing possessions can be killed during the archery phase and it won't be stacked. Also, this condition is more likely to be discarded before you can get 3 possessions here.

2 Misty Mountain Swordsman Moria
Minion • Orc
Strength 5, Vitality 1
Site 4
Each companion skirmishing this minion does not gain strength bonuses from weapons.
H C 87

I would make it strength 6. There is not a single minion that cost 2 with Strength 5 and Vitality 1 in the entire game.

2 Misty Mountain Shaman Moria
Minion • Orc
Strength 4, Vitality 3
Site 4
Response: If a Moria Orc is about to take a wound, remove 2 to prevent that wound.
H U 88

It's very similar to Isengard Shaman, maybe you could modify it a little bit. Random suggestion: discard a Moria possession to prevent the wound. Otherwise, I would run 4 of them and PATHS or any wounding strategy will fail vs my Orcs.

1 Moria Guard Moria
Minion • Orc
Strength 4, Vitality 1
When this minion is discarded, you may add 3.
H C 89

Cool card. Nice idea that can work with some of the other DC you made.

1 Moria Sword Moria
Possession • Hand Weapon
Strength +1
Bearer must be a Moria minion.
While skirmishing an unbound companion, bearer is strength +2.
H C 90

Mmm. Basically, it's a weaker version of Iron Axe. Is there any way to make it better?

0 Sallet Moria
Possession • Helm
Bearer must be a Moria Orc.
Bearer cannot be overwhelmed unless his strength is tripled.
H C 91

Okay. Very original card. Not sure if its good enough to be played.

2 Steal Away Moria
Event • Maneuver
Search.
Discard X Moria minions to exert X companions.
H U 92

Cool. I'd like to discard my Goblin runner to make some exertion in my Moria Archery deck.

2 Steel Breastplate Moria
Possession • Armor
Strength +1.
Bearer must be a Moria Orc.
Bearer cannot take wounds.
H R 93

Nice one.

1 Tunnel Away Moria
Condition • Support Area
Search.
Regroup: Stack your Moria minion on this condition.
Shadow: Remove 1 to play a minion stacked on this condition.
H R 94

Very cool.

  • Twisting Tunnels Moria
Event • Shadow or Regroup
Discard a Moria minion to play a Moria minion from your draw deck.
H R 95

I like how well it works with Moria Guard.
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« Reply #69 on: March 12, 2010, 11:49:55 AM »
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Thanks for the further reviews. A few rebuttals:

Black Chasm Commander only costs 4 because he is unique. Often times, unique minions have a slightly reduced twilight cost (or higher power relative to the twilight cost) because you can't abuse by having four of them out there.

Misty Mountain Swordsman is the guy I consider most powerful in the set. Imagine putting him on a companion who is already skirmishing one or two minions. Frodo loses Sting, Aragorn, Ranger of the North loses Anduril or Ranger's Sword, Durin III loses a lot. By making him strength 6, he's an automatic win against a lot of companions without a skirmish event. By making him a strength 5, he has to fight in a skirmish with another minion--blindsiding them, perhaps.

Again, haven't really sat down to edit a bunch of things, but will do so and take a lot of your suggestions into account.

Also, any guy without a site number should be site 4.
-wtk
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« Reply #70 on: March 12, 2010, 02:46:21 PM »
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Thanks for the further reviews. A few rebuttals:

Black Chasm Commander only costs 4 because he is unique. Often times, unique minions have a slightly reduced twilight cost (or higher power relative to the twilight cost) because you can't abuse by having four of them out there.

Misty Mountain Swordsman is the guy I consider most powerful in the set. Imagine putting him on a companion who is already skirmishing one or two minions. Frodo loses Sting, Aragorn, Ranger of the North loses Anduril or Ranger's Sword, Durin III loses a lot. By making him strength 6, he's an automatic win against a lot of companions without a skirmish event. By making him a strength 5, he has to fight in a skirmish with another minion--blindsiding them, perhaps.

Again, haven't really sat down to edit a bunch of things, but will do so and take a lot of your suggestions into account.

Also, any guy without a site number should be site 4.
-wtk


I agree with what you said about Black Chasm Commander. I didn't see it that way.

However, I still think Misty Mountain Swordsman should be strength 6. Otherwise, he will be destroyed by a weaponless Legolas or weaponless Gimli.
« Last Edit: March 12, 2010, 04:32:20 PM by c10ckw0rk » Logged
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« Reply #71 on: March 12, 2010, 03:51:58 PM »
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I feel like cards like Goblin Armory and this set's Steel Breastplate and Misty Mountain Shaman are fine enough wound prevention.
-wtk
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« Reply #72 on: March 12, 2010, 04:32:53 PM »
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I feel like cards like Goblin Armory and this set's Steel Breastplate and Misty Mountain Shaman are fine enough wound prevention.
-wtk
Oops, I typed Greenleaf instead of Gimli.
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« Reply #73 on: March 12, 2010, 04:54:58 PM »
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I don't think it is a problem that he is a standard 5-1 Moria minion and I am sure that if he cost 1, then you'd agree. But I think that his ability is helpful enough that it warrants a cost of 2. Like I said, it is effectively a strength -2 for the companion built into his gametext if he is skirmishing with other minions and I think he can more than effectively wipe out the Ring-Bearer.

Sure, he'll be a target during maneuver and archery phases, but like Uncle Ben said, "With great power comes great pains in the #$&*@! by people who want to take you down a notch."
-wtk
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« Reply #74 on: March 13, 2010, 09:54:44 AM »
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I dunno if  you have started to make your sites, but Moria Lake with the 'Lake' keyword could be a nice reprint (of course you would have to swap Frodo for another companion).
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« Reply #75 on: March 13, 2010, 11:37:20 AM »
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Some changes to the set before we move on:

4 All Things Devours Gollum (FP)
Event • Regroup
Spot Smeagol and add two burdens to discard each minion.
H U 39

With Voiceless, It Cries, I think that +3 is a fair bonus. Once Smeagol is not about to be overwhelmed, you can't add more burdens, etc. I think it's pretty fair.

0 At the Brink Gondor
Event • Skirmish
Make a lake-dweller strength +2 (or strength +4 if at a lake).
H C 53

1 Canal Support Gondor
Condition • Support Area
Strength -2.
Fortification.
Maneuver: Spot a Gondor Man and discard a card from hand to transfer this condition to a minion.
H U 57

1 •The Lucky Arrow Gondor
Possession • Ranged Weapon
Strength +2.
Bearer must be a Lake-Dweller.
Archery: If bearer is Bard, exert him twice to discard a Dragon. The Shadow Player may discard two minions to prevent this.
H R 65

I realize I didn't have a phase on The Lucky Arrow. I don't know if I like it best for Maneuver, Archery, or Skirmish, but we'll stick with Archery for now seeing as it is an arrow.

As to the question of the Master of Laketown, no. He doesn't help the Dwarves at all in the Hobbit. In fact, he is a #$&*@! who steals a bunch of gold and runs away before he is in danger.

1 United In Purpose Gondor
Condition • Support Area
When you play this condition, reinforce a Gondor token.
Maneuver: Exert a Lake-Dweller to reinforce a culture token.
Discard this condition at the start of the regroup phase.
H C 69

I removed uniqueness here.

2 Misty Mountain Shaman Moria
Minion • Orc
Strength 4, Vitality 3
Site 4
Response: If a Moria Orc is about to take a wound, remove 3 to prevent that wound.
H U 88



Thoughts?
-wtk
« Last Edit: March 14, 2010, 01:37:35 PM by ket_the_jet » Logged

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« Reply #76 on: March 14, 2010, 01:39:18 PM »
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Here's another teaser.

3 Chasing Them To The Trees Orc
Event • Regroup
Spot two Orc Wargs to make the move limit -1 (to a limit of 1).
R

Enjoy.
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« Reply #77 on: March 14, 2010, 01:41:03 PM »
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higher twilight cost me thinks, see great beasts.
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« Reply #78 on: March 14, 2010, 01:41:30 PM »
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How about the term "Orc ambusher minion"?

My problem with that is that is brings up too many problems. What about damaging minion for minions with damage bonuses, etc.?

It reminds me of back when Fellowship came out and there was the Bilbo vs. Bilbo Baggins debate. Most people recognized them as the same thing, but there were some people who were like, "No, you can't exert Bilbo Baggins because it says 'Exert Bilbo.'"

I'd prefer to avoid things like that (although I know you love them).
-wtk
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« Reply #79 on: March 14, 2010, 01:45:00 PM »
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higher twilight cost me thinks, see great beasts.

Quick response, thanks. I think that Raider cards always had higher twilight costs because they were able to generate that twilight during the maneuver and skirmish phases.

What would you think if you had to spot four minions at 3? Or should it be 2 minions at 5? Either way, as an event (and a rare), it only has limited application in decks.
-wtk
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« Reply #80 on: March 14, 2010, 02:43:38 PM »
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2 at 5 is better cause i think then it makes it a harder decision between twilight and minions.
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« Reply #81 on: March 14, 2010, 03:47:26 PM »
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Twilight cost of 5 would be nice. Can this card also work with Relentless Warg, Vicious Warg or Threatening Warg?
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« Reply #82 on: March 14, 2010, 05:59:39 PM »
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Twilight cost of 5 would be nice. Can this card also work with Relentless Warg, Vicious Warg or Threatening Warg?

In theory, it could; however, I am only using the Orc symbol because nothing fits better. Conceptually, they would be of a whole, separate culture. Someone want to make a symbol for them?

And since these cards are supposed to fit into Movie Block, I'm not going out of my way to check legalities and loops with post-Shadows cards.
-wtk
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« Reply #83 on: March 14, 2010, 08:55:07 PM »
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Twilight cost of 5 would be nice. Can this card also work with Relentless Warg, Vicious Warg or Threatening Warg?

In theory, it could; however, I am only using the Orc symbol because nothing fits better. Conceptually, they would be of a whole, separate culture.
Additionally, Relentless Warg, etc., are not technically "wargs" (they're just possessions/mounts without any "warg" keyword).
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« Reply #84 on: March 14, 2010, 09:07:26 PM »
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Additionally, Relentless Warg, etc., are not technically "wargs" (they're just possessions/mounts without any "warg" keyword).

Nice spot, Sam! It comes back to the "you can't put an Easterling Polearm on Ulaire Attea, the Easterling" conversation.

I hadn't really looked at the Orc Wargs in sets 17 and 18 to be honest.
-wtk
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« Reply #85 on: March 14, 2010, 09:11:02 PM »
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Your Orc Wargs are going to be fun to play with Southron Invaders.
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« Reply #86 on: March 15, 2010, 04:11:26 AM »
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Your Orc Wargs are going to be fun to play with Southron Invaders.

Yeah, there is one (to come) that I feel will splash quite nicely with the Raider culture in general. I kept Southron Invaders in mind, so I tried to limit the number of guys who were "Ambush- add a threat" because they fit in very well with the Raider culture.
-wtk
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« Reply #87 on: March 15, 2010, 10:14:04 AM »
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Here's another teaser.

3 Chasing Them To The Trees Orc
Event • Regroup
Spot two Orc Wargs to make the move limit -1 (to a limit of 1).
R

Enjoy.
I've said this in another thread, but I've often thought move limit changers were too steeply costed in general. That said, I think this is a little bit on the low side. I would prefer 5, but there's also nothing wrong with "Exert 2 Orc Wargs..." or some other cost like remove a threat.

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« Reply #88 on: March 15, 2010, 04:33:04 PM »
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It could also be remove a burden and a threat due to the multiple types of  ambush minions you have.
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« Reply #89 on: July 09, 2010, 11:28:36 AM »
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What happened to this DC set ket? I liked it.
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« Reply #90 on: July 09, 2010, 11:36:21 AM »
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So did I....
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« Reply #91 on: July 12, 2010, 02:53:36 PM »
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What happened to this DC set ket? I liked it.

Busyness. Apathy. I don't know.

Maybe one of these days I'll just post everything at once.
-wtk
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