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Author Topic: Light & Shadow Block Review  (Read 6477 times)
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Thranduil
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« on: February 16, 2010, 05:02:21 AM »
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So some of you may have noticed that I've finished going through my most recent DC block, consisting of Light & Shadow, The Twilight World and Back to the Light.

And after reading Mark Rosewater's article this week on MTG about design skeletons, I realised that I'd gone through many sets of individual cards, but we have not really seen how the block operates as a whole. So that's what I'm doing here. I will post the complete cultures from each set so that you can not only see and comment on particular cards, but also the shape and directions of cultures as a whole, and the whole set.

This is a brief summary of what this DC block has set out to do:

• It is supposed to follow on from Hunters block, making a new standard which consists of The War of the Ring (Shadows, Black Rider and Bloodlines), Hunters (The Hunters, Rise of Saruman and Treachery & Deceit) and Light & Shadow (Light & Shadow, The Twilight World and Back to the Light). This means that all of movie block is rotated out and that the old Shadow cultures are out of standard (except for occasional splashes). (A quick aside: I decided to keep the new cultures rather than return to the old because, for better or for worse, this is the direction that the game has taken and would have continued with.)

• Its main themes are The One Ring and resistance - making resistance and the Ring truly matter.

• Its secondary theme is multiculture (facilitated in part by toil and the new keyword aggressor). This means that most cards are easily splashable (especially Shadow cards). I made this decision because I feel that the amount of cultural enforcement that is in the game at the moment is harming deck-building potential and creativity, and is ultimately unnecessary - FotR for example had very little of it, and it was not a real issue.

• To support multicultural decks, I've been making a point of using what I call "tribal" keywords wherever the flavour makes sense. Tribal keywords are things like "knight, ranger, tracker, besieger, engine, search, stealth, fortification, valiant" etc. and the new one I created for this block, "traitor". I am no longer confining them to a single culture, but allowing flavour to dictate where they belong - so there are Rohan knights, Evil Men besiegers and so on. This allows for a different avenue of deckbuilding so that you can make tribal decks instead of just culture decks. That said, it is not one of the main themes of the block; it is just a seed which I am planting.

• This DC block is also supposed to be draftable. This is made possible by the very high percentage of characters (more or less 50% - which meant there was not enough room for followers) and the splashability of most of the cards. This is because I think drafting is the best thing about Magic: it means that cards (almost) always have a purpose. When you look through your MTG cards to make a deck, there are lots of cards you would never consider playing in constructed, but are decent, or sometimes excellent, in limited. Unless you allow drafting, then you just have a set made up of many bad cards that have no use whatsoever. This is why I will always push to have as many characters and as many non-culture specific cards as I can.

• Light & Shadow:
         • introduced the block mechanics, including aggressor, unyielding and foresee (which are described below)
         • was 210 cards, 100 Shadow 100 FP, 2 Rings and 8 sites
         • changed the focus of cards to spot cultures instead of races (so a Gondor sword would say "Bearer must be a Gondor companion" instead of "Bearer must be a Gondor Man")
         • spent a lot of cardspace emphasising each culture's strengths and weaknesses

• The Twilight World:
         • reintroduced toil into the mix
         • was 120 cards, 64 Shadow 52 FP and 4 sites
         • redefined the term corruption to apply to all companions

• Back to the Light:
         • reintroduced ambush
         • was 120 cards, 52 Shadow 64 FP and 4 sites
         • started shifting the culture stereotypes, including culture-shifted cards and secondary cultural mechanics.


That was very wordy and probably not very interesting to anyone else but me. But never mind.

I will now summarise the block keywords before getting into some real cards:

Aggressor - (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Ambush X - (Each time this minion is assigned to skirmish by the Free Peoples player, you may add X).
Corrupted - (Companions with resistance 0 are corrupted).
Foresee X - (To foresee X, look at the top X cards of your draw deck; place any number of those cards beneath your draw deck in any order, and the rest on top of your draw deck in any order).
Toil X - (When you play this card, you may exert any number of your characters that share a culture with it; its twilight cost is -X for each character you exert in this way).
Traitor - (Traitor is unloaded).
Unhasty - (This companion cannot be assigned to a skirmish by the Free Peoples player unless a Free Peoples card allows you to do so).
Unyielding - (This companion's resistance is not reduced by the number of burdens).

The next post will be cards! Promise! Wink
« Last Edit: February 18, 2010, 09:31:22 AM by Thranduil » Logged



Thranduil
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« Reply #1 on: February 16, 2010, 05:08:39 AM »
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The Ring
The One Ring, The Doom of All The One Ring
Str: +1
Vit: +1
Response: If the Ring-bearer is about to take a wound in a skirmish, exert another companion to make him or her wear The One Ring until the regroup phase.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound, add a burden instead.
"'It is a strange fate we should suffer so much fear and doubt over so small a thing...'"
L R 1

L&S
2 Ancient Halls Dwarven
Event • Fellowship
Tale.
Spot a Dwarven companion to foresee 1, then draw 2 cards. (To foresee 1, look at the top 1 card of your draw deck; place it on top of or beneath your draw deck in any order).
"‘… of old it was not darksome, but full of light…'"
L C 3

2Durin's Valour Dwarven
Condition • Support Area
Tale.
While you can spot a Dwarven companion, each companion with resistance 4 or more is damage +1.
"‘A king he was on carven throne / In many-pillared halls of stone…'"
L R 4

1 Dwarven Poleaxe Dwarven
Possession • Hand Weapon
Str: +2
Bearer must be a Dwarven companion.
While bearer has resistance 4 or more, he is damage +1.
L C 5

2Farin, Dwarven Delegate Dwarven
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Valiant.
At the start of each skirmish involving Farin, you may reveal the top card of your draw deck. If it is a Dwarven card, Farin is strength +2 and damage +1.
"‘Heavy have the hearts of our chieftains been since that night.'"
L U 6

2Frór, Dwarven Delegate Dwarven
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Valiant.
At the start of each skirmish involving Frór, you may draw a card. If you do, you may then place a Dwarven card from hand on top of your draw deck.
"‘… we, who sit here, and none others, must now find counsel for the peril of the world.'"
L U 7

2Gimli, Dwarven Delegate Dwarven
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. Valiant.
While Gimli has resistance 6 or more, he is strength +2.
"‘… and Gimli, son of Glóin, for the drwarves.'"
L C 8

2Gimli, Goldentongue Dwarven
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. Unyielding. (Gimli's resistance is not reduced by the number of burdens).
Gimli may use his resistance to resolve skirmishes instead of his strength.
"‘It is said that the skill of the Dwarves is in their hands rather than in their tongues… yet that is not true of Gimli.'"
L R 9

2Glóin, Dwarven Delegate Dwarven
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Valiant.
Each other Dwarven companion is resistance +1.
Each time Glóin wins a skirmish, you may place a Dwarven card from your discard pile on top of your draw deck.
"Next to Frodo on his right sat a dwarf of important appearance, richly dressed."
L R 10

1 Steadfast Companions Dwarven
Event • Skirmish
Spot a Dwarven companion to make an unbound companion strength +2 (and damage +1 if that companion has resistance 4 or more).
"‘Faithless is he that says farewell when the road darkens.'"
L U 11

0 Strength Renowned Dwarven
Condition • Support Area
Tale.
Skirmish: Spot a Dwarven companion and discard this condition to make that companion strength and resistance +1 and draw a card.
L C 12

TW
1 Ancient Grudges Dwarven
Event • Skirmish
Tale.
Make a Dwarven companion strength +2 (or strength +3 and damage +1 if skirmishing an Orc or Moria minion).
T C 1

3 Glory Reclaimed Dwarven
Event • Fellowship
Tale.
To play, spot a Dwarven companion.
Exert any number of companions with a total resistance of 9 or more to take the same number of Free Peoples cards from your discard pile into your hand.
T R 2

3Grimir, Dwarven Delegate Dwarven
Companion • Dwarf
Str: 7
Vit: 3
Res: 7
At the start of the fellowship phase, if Grimir has resistance 4 or more, you may play a Free Peoples condition from your discard pile.
T U 3

2Thorin III, Son of Dáin Dwarven
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. Valiant.
Each Dwarven condition you play gains toil 1.
T C 4

BL
2Brand, Ally of Erebor Dwarven
Companion • Man
Str: 6
Vit: 3
Res: 6
Archer. Valiant.
Skirmish: If Brand has resistance 6 or more, exert him to take a Dwarven or Gandalf skirmish event into hand from your discard pile.
B R 1

1 Craft of Erebor Dwarven
Condition • Support Area
Fellowship: Exert a Dwarven companion and either an Elven companion or a Gandalf companion to add a Dwarven token here.
Regroup: Remove a Dwarven token here to play a possession from your discard pile.
B C 2

0 Forgotten Secrets Dwarven
Condition • Support Area
Tale.
When you play this condition, you may spot a Dwarven companion to foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order and the rest beneath your draw deck in any order).
Maneuver: Discard this condition to reveal the top card of your draw deck. If that card is a tale, you may remove up to 4 Shadow cards in a Shadow player's discard pile from the game.
B U 3

2Gimli's Battleaxe, Axe of Moria Dwarven
Possession • Hand Weapon
Str: +2
Bearer must be a Dwarven companion.
Regroup: If bearer is Gimli and he is damage +X, exert him twice to make an opponent discard X Shadow cards from play.
B R 4

0 Hand Axe Dwarven (reprint)
Possession • Hand Weapon
Bearer must be a Dwarf.
This weapon may be borne in addition to 1 other hand weapon.
Archery: Discard this possession to make the fellowship archery total +1.
B U 5

2Legolas, Dwarf-friend Dwarven
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer.
Each time Legolas wins a skirmish, you may heal a Dwarven or Elven companion.
B U 6

2 Nimble Shot Dwarven
Event • Archery
Toil 2.
Spot an Elven companion with resistance 7 or more to wound a minion.
"'That one counts as mine!'"
B C 7

3Thrarin, Emissary of Erebor Dwarven
Companion • Dwarf
Str: 7
Vit: 3
Res: 6
Damage +1.
While Thrarin has resistance 4 or more, each Dwarven and Gandalf event is twilight cost -1.
B C 8
« Last Edit: April 22, 2010, 01:49:51 PM by Thranduil » Logged

Witchkingx5
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« Reply #2 on: February 16, 2010, 05:13:32 AM »
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I like this idea of summing-up, especially cus' I came very late to this boards, so I missed the first 2 expansions.
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« Reply #3 on: February 16, 2010, 11:17:48 AM »
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Gimli, Goldentongue His resistance needs to start higher to make his ability worth it me thinks.

Gimli, dwarven delegate is already taken as a name...
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« Reply #4 on: February 16, 2010, 11:42:52 AM »
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Gimli, Goldentongue His resistance needs to start higher to make his ability worth it me thinks.
Well there are resistance bonuses in the set. But I understand what you're saying. Let's see some more of it and I'll come back here.

Gimli, dwarven delegate is already taken as a name...
Yes indeed. I reused that cycle of cards because they weren't printed or they weren't printed much or something, and I thought I might as well reuse the subtitles.

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« Reply #5 on: February 17, 2010, 08:58:39 PM »
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There are alot of Dwarven companions - 10 out of 24 cards. 2 cards rely on other cultures to be used. This leaves only 12 cards to fill out a pure Dwarven, Frodo ring-bearer deck. It might be enough.

I do like the way the cards are interacting with each other, through the discard pile and top of deck.

I would be interested to see how powerful Gimli Goldentongue can get using resistance pumping as I haven't kept up-to-date with all your cards.

Are there alternate Ring-bearers? Or is everyone using Frodo in this block?

I would really like a card-making tool to put these cards together and actually give this block a play-test for something different to do. Anyone?
« Last Edit: February 17, 2010, 09:01:22 PM by chompers » Logged

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« Reply #6 on: February 18, 2010, 07:05:29 AM »
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There are alot of Dwarven companions - 10 out of 24 cards. 2 cards rely on other cultures to be used. This leaves only 12 cards to fill out a pure Dwarven, Frodo ring-bearer deck. It might be enough.
Well like I said you need about 50% between commons and uncommons to be characters in order for you to be able to draft the set (though this is slightly lower for the companion case and higher for the minions). And I don't expect monoculture decks to come from this block hardly at all, though this will be a lot easier in Elven where there a lot more cards.

Are there alternate Ring-bearers? Or is everyone using Frodo in this block?
The block has no alternate Ring-bearers. There are 3 copies of Frodo and 3 copies of Sam, of which 1 can't be the Ring-bearer, so that makes 3 main + 2 backup. But as I said above, the block makes a standard that includes all alternate Ring-bearers printed post-reflections (Sam, Gandalf, Faramir... Think that's it).

I would really like a card-making tool to put these cards together and actually give this block a play-test for something different to do. Anyone?
Now, I've been working on an easy way to present and print these cards just as text. I will see how well it works and report back.

Thranduil
« Last Edit: February 18, 2010, 09:29:22 AM by Thranduil » Logged

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« Reply #7 on: February 18, 2010, 12:29:44 PM »
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You know what would be amazing?
Yu-Gi-Oh! and MtG already have this:

http://www.yugiohcardmaker.net/
http://magicseteditor.sourceforge.net/

If someone would be able to write a software program like that, that would be great.
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« Reply #8 on: February 21, 2010, 03:43:04 AM »
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L&S (16, 6/5/5)
1 Agility Renowned Elven
Condition • Support Area
Tale.
Skirmish: Discard this condition to make an Elven companion strength +1 and resistance +2.
L C 13

2Arwen, The Fairest Elven
Companion • Elf
Str: 6
Vit: 3
Res: 7
While Arwen is assigned to a skirmish, each other Elven companion is resistance +2.
While you can spot 5 companions with resistance 7 or more (except in the Shadow phase), each Shadow card is twilight cost +1.
"… the light of stars was in her bright eyes, grey as a cloudless night…"
L R 14

2Arwen, Maiden of Rivendell Elven
Companion • Elf
Str: 6
Vit: 3
Res: 7
Ranger. Unyielding. (Arwen's resistance is not reduced by the number of burdens).
When you play Arwen, you may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
L C 15

2Asfaloth, Steed of Rivendell Elven
Possession • Mount
Str: +1
Res: +1
Bearer must be an Elven companion.
Maneuver: If bearer is Arwen or Glorfindel, exert him or her and discard 2 cards from hand to remove a burden.
"Suddenly into view below came a white horse, gleaming in the shadows, running swiftly."
L C 16

4Círdan, Lord of Mithlond Elven
Companion • Elf
Str: 7
Vit: 4
Res: 7
Unyielding. (Círdan's resistance is not reduced by the number of burdens).
To play, spot an Elven card.
Each time you foresee a Free Peoples card, you may reveal it to make Círdan strength and resistance +1 until the regroup phase.
"‘What power still remains lies with us, here in Imladris, or with Círdan at the havens, or in Lórien.'"
L U 17

4Elrond, Lord of Imladris Elven
Companion • Elf
Str: 8
Vit: 4
Res: 7
Each other Elven companion is resistance +1.
At the start of the maneuver phase, you may exert Elrond to foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
"‘Now, therefore, things shall be openly spoken that have been hidden from all but a few until this day.'"
L U 18

1 Elven Sword Elven (reprint)
Possession • Hand Weapon
Str: +1
Bearer must be an Elf.
Skirmish: Exert bearer or discard 2 cards from hand to make a minion skirmishing bearer strength -1.
L C 19

2 Enchanting Songs Elven
Event • Fellowship
Spell. Tale.
Spot an Elven companion to heal up to 2 companions with resistance 7 or more.
"… he wandered long in a dream of music that turned into running water, and then suddenly into a voice."
L C 20

2 Expert Marksmanship Elven
Event • Archery
Exert an Elven archer to add +1 to the fellowship archery total (or +2 if that Elf has resistance 7 or more).
"Legolas shot two through the throat."
L U 21

3Galadriel, Lady of the Noldor Elven
Companion • Elf
Str: 3
Vit: 3
Res: 7
To play, spot an Elven card.
At the start of the fellowship phase, you may search your draw deck for a Free Peoples card, reveal it, then shuffle your draw deck and place that card on top of it.
"‘… ere the fall of Nargothrond or Gondolin I passed over the mountains, and together through ages of the world we have fought the long defeat.'"
L R 22

4Glorfindel, Lord of the Noldor Elven
Companion • Elf
Str: 9
Vit: 3
Res: 7
Ranger. Unyielding. (Glorfindel's resistance is not reduced by the number of burdens).
While Glorfindel is assigned to a skirmish, each other companion with resistance 7 or more is strength +2.
"‘Ai na vedui Dúnadan! Mae govannen!'"
L R 23

2Haldir, Warrior of Lórien Elven
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
At the start of the archery phase, you may reveal the top card of your draw deck. If it is an Elven card, you may make Haldir an archer and unyielding until the regroup phase.
"‘… we dwell now in the heart of the forest, and do not willingly have dealings with any other folk.'"
L U 24

2Legolas, Elven Delegate Elven
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer. Valiant.
While Legolas has resistance 6 or more, the fellowship archery total is +1.
"‘The tidings that I was sent to bring must now be told.'"
L C 25

2Legolas, Hawkeye Elven
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer. Unyielding. (Legolas's resistance is not reduced by the number of burdens).
Archery: Exert Legolas to wound a minion whose strength is lower than his resistance.
"‘He stands not alone,' said Legolas, bending his bow and fitting an arrow with hands that moved quicker than sight. ‘You would die before your stroke fell.'"
L R 26

2The Mirror of Galadriel, Guide for the Wise Elven
Artifact • Support Area
To play, spot an Elven card.
At the start of the maneuver phase, you may exert a companion with resistance 7 or more to foresee 3. Then, you may draw a card. (To foresee 3, look at the top 3 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
"‘What shall we look for, and what shall we see?'"
L R 27

1 Staunch Companions Elven
Event • Skirmish
Spot an Elven companion to make a minion skirmishing an unbound companion strength -2 (or -3 if that companion has resistance 7 or more).
"‘There are few even in Rivendell that can ride openly against the Nine…'"
L U 28

TW (10, 4/3/3)
1 Ancient Struggle Elven
Event • Skirmish
Make a minion skirmishing an Elven companion strength -2 (or -4 if it is a Sauron or Wraith minion).
T C 5

2Calaglin, Silent Sentinel Elven
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
Each time you play an Elven event, you may exert Calaglin to reveal the top card of your draw deck. If it is a Free Peoples card, you may exert a minion.
T C 6

2Celeborn, Lord of the Golden Wood Elven
Companion • Elf
Str: 6
Vit: 3
Res: 7
While you can spot Galadriel, Celeborn's twilight cost is -1.
At the start of the maneuver phase, you may reveal the top card of your draw deck to discard a Shadow condition with twilight cost less than the twilight cost of the card revealed.
T R 7

2Dínendal, Silent Sentinel Elven
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
Each time you play an Elven event, you may foresee 1.
T C 8

3Erestor, Wise Councillor Elven
Companion • Elf
Str: 5
Vit: 3
Res: 7
Unyielding. (Erestor's resistance is not reduced by the number of burdens).
At the start of the regroup phase, if Erestor has resistance 7 or more, you may reconcile your hand.
T U 9

4 Faith in the Valar Elven
Event • Skirmish
Spell. Tale.
Toil 2.
Spot a skirmishing companion to reveal the top card of your draw deck. If that card is a Free Peoples card, prevent all wounds to that companion.
T U 10

4 Ghosts of Men Elven
Event • Maneuver
Twilight.
To play, spot an Elven companion.
Exert any number of companions with resistance 15 or more to foresee the same number of cards (limit 4). For each Free Peoples card you foresee, you may reveal it to remove a burden or wound a twilight minion.
‘"I do not fear them."'
T R 11

1 Lórien Cloak Elven
Possession • Cloak
To play, spot an Elven card.
Bearer must be a companion.
The minion archery total is -1.
Response: If a minion uses a special ability, discard this possession to cancel that ability unless that minion's owner removes 3.
T U 12

2 Power of Foresight Elven
Event • Maneuver
Spell.
Spot an Elven companion to foresee 3. (To foresee 3, look at the top 3 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
T C 13

2 Silent Watchers Elven
Condition • Support Area
Stealth.
Response: If a minion is played, discard an Elven character from hand to wound that minion.
Response: If a Shadow condition is played, discard an Elven character from hand and discard this condition to discard that condition.
T R 14

BL (12, 5/4/3)
4Aragorn, Estel Elven
Companion • Man
Str: 8
Vit: 4
Res: 8
Ranger.
While you can spot Arwen and she has resistance 7 or more, Aragorn's twilight cost is -2.
Each time you play an event during a skirmish involving Aragorn, you may make an Elven or Gondor companion strength +2 until the regroup phase.
B U 9

1Blade and Bow Elven
Condition • Support Area
While you can spot 3 valiant companions with resistance 7 or more, each minion is strength -2 for each wound on that minion.
Discard this condition if the fellowship did not move during the regroup phase.
B R 10

2 Deflection Elven
Event • Response
If a Shadow event is played, spot an Elven companion to foresee 2. Then reveal the top card of your draw deck. If the revealed card is a Free Peoples card, cancel that Shadow event and place it on top of its owner's draw deck. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
B U 11

4Elrond, Ring-bearer Elven
Companion • Elf
Str: 8
Vit: 4
Res: 7
Valiant.
At the start of each skirmish involving Elrond, you may exert him to discard the top card of your draw deck. Make a minion strength -X, where X is the twilight cost of the discarded card.
B C 12

8 Emissaries of the West Elven
Event • Fellowship
Spell. Toil 2.
Spot a Gandalf companion with resistance 6 or more to discard each condition.
B U 13

3Galadriel, Ring-bearer Elven
Companion • Elf
Str: 3
Vit: 3
Res: 7
While you can spot an Elven companion, Galadriel's twilight cost is -3.
At the start of the maneuver phase, you may place a card from your hand on top of your draw deck.
B C 14

2Gimli, Elf-friend Elven
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1.
Each time Gimli wins a skirmish, you may make a Dwarven or Elven companion strength +2 until the regroup phase.
B U 15

3 A Mortal Life Elven
Event • Maneuver
Tale. Toil 2.
Spot a Gondor companion with resistance 5 or more to heal up to 2 other companions.
B C 16

0Nenya, Secret Defence Elven
Artifact • Ring
Vit: +1
Bearer must be Galadriel.
Shadow events are twilight cost +1.
B R 17

1 Resist the Shadow Elven
Condition • Support Area
Fellowship: Exert an Elven companion and either a Gondor companion or a Dwarven companion to add an Elven token here.
Maneuver: Remove an Elven token here to make an unbound companion resistance +2 until the regroup phase.
B C 18

1 Unrelenting Elven
Event • Skirmish
Make a valiant or Elven companion strength +2 (or +3 if skirmishing a wounded minion).
B C 19

0Vilya, Secret Defence Elven
Artifact • Ring
Vit: +1
Bearer must be Elrond.
Response: If a minion uses a special ability, discard 2 cards from hand to cancel its effects.
B R 20
« Last Edit: April 22, 2010, 01:52:07 PM by Thranduil » Logged

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« Reply #9 on: February 21, 2010, 07:26:27 PM »
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Nice job. These cards look pretty nice but why Celeborn, Teleporno?
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« Reply #10 on: February 21, 2010, 09:23:05 PM »
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If you are referring to the name, Wikipedia (always the source for lite nerd reading) says:

Quote from: Wikipedia
Celeborn is also referred to by other names, including "Teleporno" - the High-elven [ed: or, Teleri]version of Celeborn, "Prince of Doriath", "Celeborn the Wise" a name given him by Galadriel as she said he was the wisest of the Elves in Middle-earth and "Lord of Lothlórien" or "Lord of the Wood".

although [snorts] it is a name that could be...misinterpreted, by the less-mature...

Encyclopedia of Arda says the name may have not been fully developed...I haven't picked up a copy of the Silmarillion or Book of Lost Tales in a while, though....why did you pick "Teleporno", Kralik?
« Last Edit: February 21, 2010, 09:26:00 PM by TelTura » Logged

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« Reply #11 on: February 22, 2010, 01:51:18 AM »
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Celeborn subtitles I always find really difficult - the best ones are all already used (lord of Lorien, the Wise, Lord of the Galadhrim etc). I was mainly grasping at straws to be honest!

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« Reply #12 on: February 22, 2010, 04:11:05 AM »
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Possible Subtitles:

Lord of the Golden Wood.
Silver Tree.
Prince of Doriath.
Silver-Hair.
Wisest and Tall.

For what it is worth, Marton Csokas as Celeborn always looked like a cheap male porn star to me. Imagine him with a mustache!
-wtk
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« Reply #13 on: February 23, 2010, 01:20:26 PM »
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OMG, PLEASE name him Teleporno! Seriously, do it! Ok, I'm making a mock set of LotR TCG, Unglued-style! Dibs on this name!
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« Reply #14 on: February 23, 2010, 01:41:24 PM »
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3Galadriel, Ring-bearer Elven
Companion • Elf
Str: 3
Vit: 3
Res: 7
While you can spot an Elven companion, Galadriel's twilight cost is -3.
At the start of the maneuver phase, you may place a card from your hand on top of your draw deck.
B C 14

Okay, I understand the point of this (that Galadriel bore one of the three elven rings), but I worry that it might be confusing:
"You should use Galadriel, Ringbearer."
"But I really need Frodo's text."
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« Reply #15 on: February 23, 2010, 02:45:57 PM »
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Possible Subtitles:

Lord of the Golden Wood.
Silver Tree.
Prince of Doriath.
Silver-Hair.
Wisest and Tall.

For what it is worth, Marton Csokas as Celeborn always looked like a cheap male porn star to me. Imagine him with a mustache!
-wtk
Yeah thanks ket - those are actually quite good! Gold Piece

I think I've said it more than once, the names for pretty much all of the cards are more like playtest names so I desperately want suggestions on new ones for any of them that sound a little bad or confusing (I hear particularly the Galadriel RB argument, but I want to make it clear that her ability is permanent Nenya, Ring of Adamant; i could make her Bearer of Nenya, but then she sounds a little more like a RB (cf. Bearer of Wisdom) and is a little too close to Keeper of Nenya). I'm not a huge fan of Unrelenting, for example.

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« Reply #16 on: February 26, 2010, 07:05:43 AM »
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I changed Celeborn's subtitle (sorry Felipe!).

Now we're onto the next culture.

L&S (20, 8/6/6)
2 Dazzling Flash Gandalf
Event • Skirmish
Spell.
Make a Gandalf companion strength +2. If that companion is a Wizard and he wins that skirmish, you may remove a burden.
"It flared with a sudden white radiance like lightning; and his voice rolled like thunder."
L C 29

4Gandalf, Defender of Middle-Earth Gandalf
Companion • Wizard
Str: 7
Vit: 4
Res: 8
Unyielding. (Gandalf's resistance is not reduced by the number of burdens).
Each other unbound companion is resistance +2.
"They came therefore in the shape of Men, though they were never young and aged only slowly, and they had many powers of mind and hand."
L C 30

4Gandalf, Mover of All Gandalf
Companion • Wizard
Str: 7
Vit: 4
Res: 8
While the number of twilight tokens is equal to Gandalf's strength, Shadow skirmish events may not be played.
While the number of twilight tokens is equal to Gandalf's vitality, he cannot take wounds.
While the number of twilight tokens is equal to Gandalf's resistance, burdens may not be added by Shadow cards.
"'For... this is his victory.'"
L R 31

2Gandalf's Staff, Wizards' Device Gandalf
Artifact • Staff
Vit: +1
Bearer must be Gandalf.
At the start of the maneuver phase, you may add 2 to take a Gandalf spell into hand from your discard pile.
"'I once knew every spell in all the tongues of Elves or Men or Orcs...'"
L R 32

2Glamdring, Lightning Brand Gandalf (reprint)
Possession • Hand Weapon
Str: +2
Bearer must be Gandalf.
He is damage +1.
Each time you play a spell during a skirmish, you may make Gandalf damage +1 until the end of that skirmish.
"'Thunder they heard, and lightning... smote upon Celebdil, and leaped back broken into tongues of fire.'"
L R 33

0 Go Back to the Shadow! Gandalf
Event • Response
If a Shadow event is played, exert a Gandalf Wizard to cancel that event.
You may play this event from your discard pile. If you do, then place the Wizard you exerted in the dead pile.
"With a terrible cry the Balrog fell forward, and its shadow plunged down and vanished."
L R 34

3 His Voice Boomed Gandalf
Event • Maneuver
Spell.
Exert a Gandalf Wizard and add a burden to return a non-fierce minion to its owner's hand.
"‘Fly, if you value your foul skin! I will shrivel you from tail to snout, if you come within this ring.'"
L U 35

2 Intimidate Gandalf (reprint)
Event • Response
Spell.
If a companion is about to take a wound, spot Gandalf to prevent that wound.
"There was a ringing clash and a stab of white fire. The Balrog fell back, and its sword flew up in molten fragments."
L C 36

1 Kindled Hearts Gandalf
Condition • Unbound Companion
Res: +2
Spell.
To play, spot a Gandalf Wizard. Limit 1 per bearer.
"‘With Dwarf and Hobbit, Elves and Men, / with mortal and immortal folk, / with bird on bough and beast in den, / in their own secret tongues he spoke.'"
L C 37

9 The Last Race Gandalf
Event • Regroup
This event's twilight cost is -1 for each companion with resistance 6 or more.
Spot a Gandalf Wizard to make the move limit +1 and foresee 3. Each Shadow player may discard up to 2 cards from hand to draw that many cards. (To foresee 3, look at the top 3 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
L U 38

2 Lighting the Way Gandalf ***
Event • Maneuver
Spell.
Exert a Gandalf Wizard twice to make each companion (except the Ring-bearer) unyielding until the regroup phase. (The resistance of unyielding companions is not reduced by the number of burdens).
L U 39

0Narya, Hidden Fire Gandalf
Artifact • Ring
Vit: +1
Bearer must be Gandalf.
Response: If a Shadow card is about to add any number of twilight tokens, discard a Gandalf card from hand to prevent that.
"'I am the servant of the Secret Fire, wielder of the flame or Anor.'"
L R 40

2 The Path of Wisdom Gandalf
Condition • Support Area
When you play this condition, you may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
Maneuver: Exert a Gandalf Wizard to reveal the top card of your draw deck. If it is a Free Peoples card, remove 2. If it is a Shadow card, add 2.
"‘… he that breaks a thing to find out what it is has left the path of wisdom.'"
L U 41

4Radagast, Traveller in Great Need Gandalf
Companion • Wizard
Str: 8
Vit: 4
Res: 6
Unhasty. Unyielding. (Radagast cannot be assigned to a skirmish by the Free Peoples player unless a Free Peoples card allows him to do so and his resistance is not reduced by the number of burdens).
While you can spot Gandalf, Radagast's twilight cost is -2.
Response: If you play a Gandalf event, allow Radagast to be assigned to skirmishes until the regroup phase.
"‘Gandalf!' he cried. ‘I was seeking you. But I am a stranger in these parts.'"
L U 42

1 Strength of Spirit Gandalf (reprint)
Event • Response
Spell.
If a companion is about to exert, spot Gandalf to place no token for that exertion.
"‘He cannot stand alone!'"
L C 43

0A True Company Gandalf
Condition • Support Area
To play, exert a Gandalf Wizard and remove 2 burdens.
If a companion is killed, remove this condition from the game and add 3 burdens.
"‘Then it has all been in vain! The Fellowship has failed.' ‘Not if we hold true to each other.'"
L R 44

1 Wisdom Renowned Gandalf
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a Gandalf companion strength and resistance +1 (or strength and resistance +2 if that companion is a Wizard).
L C 45

1 Wise Companions Gandalf
Event • Skirmish
Spot a Gandalf Wizard to make a companion strength +2 (or +3 if that companion has resistance 6 or more).
L U 46

2 Wizard's Staff Gandalf (reprint)
Possession • Staff
Str: +1
Bearer must be a Wizard.
Skirmish: Exert bearer twice to make a minion strength -3.
"At that moment Gandalf lifted his staff, and crying aloud he smote the bridge before him."
L C 47

2 Word of Command Gandalf
Event • Fellowship
Spell.
Spot a Gandalf Wizard to discard a condition.
"‘The door burst in pieces… All the wall gave way, and the roof of the chamber as well, I think.'"
L C 48

TW (9, 4/3/2)
2 Friend to Gandalf Gandalf
Condition • Companion
To play, spot Gandalf.
Bearer gains the Gandalf culture and the Gandalf signet.
Regroup: Discard this condition to heal Gandalf.
T U 15

3Great Trials Gandalf
Condition • Support Area
Tale.
While you can spot a Gandalf Wizard, each Free Peoples card gains toil 1.
Response: If you play a card with toil X, exert a Wizard companion to make that card's twilight cost -X.
T R 16

3 Have Patience Gandalf (reprint)
Event • Fellowship
Spot Gandalf to heal an unbound companion twice.
T C 17

2Hugin, Lake-town Ambassador Gandalf
Companion • Man
Str: 5
Vit: 3
Res: 6
Each Gandalf event you play gains toil 1.
T C 18

2Ottar, Lake-town Ambassador Gandalf
Companion • Man
Str: 5
Vit: 3
Res: 6
Fellowship: Exert Ottar to foresee 2; reveal and take into hand each Gandalf card you foresee. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
T C 19

2 Root Out the Shadow Gandalf ***
Event • Skirmish
Search.
Make a Gandalf companion strength +2 (and discard an Isengard or Sauron condition).
T C 20

5Treebeard, Fangorn Gandalf
Companion • Ent
Str: 12
Vit: 4
Res: 7
Unhasty. Unyielding. (Treebeard cannot be assigned to a skirmish by the Free Peoples player unless a Free Peoples card allows him to do so and his resistance is not reduced by the number of burdens).
At the start of the assignment phase, you may reveal the top card of your draw deck. If it is a Gandalf or Shire card, you may assign unhasty companions until the regroup phase.
While Treebeard has resistance 6 or more, he is damage +2.
T U 21

3 United in Bravery Gandalf
Event • Skirmish
Spell.
To play, spot a Gandalf Wizard.
Exert any number of companions to discard a minion with strength less than the total resistance of those companions.
T R 22

7 Valour of the West Gandalf
Event • Skirmish
Tale. Toil 3.
Make a companion with resistance 6 or more strength +5.
T U 23

BL (13, 6/4/3)
18 Alliance of the Free Peoples Gandalf
Event • Maneuver
Toil 2.
Gondor, Rohan, Shire, Elven and Dwarven companions may exert for this card's toil.
Spot Gandalf to make each unbound companion strength and resistance +5 until the regroup phase.
B R 21

3Dáin Ironfoot, Heir of Durin Gandalf
Companion • Dwarf
Str: 7
Vit: 3
Res: 6
Damage +1. Valiant.
While you can spot a Dwarven or Gandalf companion Dáin Ironfoot's twilight cost is -1.
Each time the fellowship moves, if Dáin Ironfoot has resistance 4 or more, you may reinforce a Dwarven or Gandalf token or draw a card.
B R 22

4Gandalf, Olórin Gandalf
Companion • Wizard
Str: 8
Vit: 4
Res: 7
Valiant.
Gandalf gains the cultures of each other companion with resistance 6 or more.
B U 23

1Gandalf's Cart, Purveyor of Fireworks Gandalf
Possession
Res: +1
Bearer must be Gandalf.
Fellowship or Regroup: Exert Gandalf to shuffle up to 2 Shire or Gandalf cards from your discard pile into your draw deck.
B R 24

1Merry, Hasty Hobbit Gandalf
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Skirmish: Exert Merry to make another Shire or Gandalf companion strength +1.
B C 25

3 Moria! Moria! Gandalf
Event • Response
Tale. Toil 2.
If a minion is killed in a skirmish involving a Dwarven companion with resistance 4 or more, that minion's owner must discard the top 8 cards of his or her draw deck.
B U 26

1 Not the First Halfling Gandalf (reprint)
Condition • Support Area
Fellowship: Exert Gandalf and either an Elven companion or a Shire companion to add a Gandalf token here.
Skirmish: Remove a Gandalf token here to make a minion skirmishing an unbound companion strength -2.
B C 27

1Pippin, Hasty Hobbit Gandalf
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Each other Shire and Gandalf companion (except in your starting fellowship) is twilight cost -1.
B C 28

2 Sound Advice Gandalf ***
Event • Maneuver
Stealth. Toil 2.
Make a Shire companion with resistance 8 or more strength +2 until the regroup phase.
B C 29

2 Stay at Your Posts! Gandalf
Condition • Support Area
Fortification. Toil 2.
Maneuver: Discard this condition and spot a Gondor companion with resistance 5 or more to discard a possession from play.
B C 30

3Théoden, Returned Gandalf
Companion • Man
Str: 7
Vit: 3
Res: 6
Valiant.
While you can spot a Gandalf or Rohan companion, Théoden's twilight cost is -1.
Each time you play a Gandalf or Rohan event, you may exert Théoden to exert a minion.
B U 31

3 Treachery Exposed Gandalf ***
Event • Maneuver
Spell. Toil 2.
Spot an Elven companion with resistance 7 or more to reveal each Shadow player's hand.
B U 32

5 Unstoppable Charge Gandalf ***
Event • Regroup
Toil 3.
Spot 2 Rohan companions with resistance 3 or more to discard each minion.
B C 33
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« Reply #17 on: February 26, 2010, 08:42:14 AM »
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Maybe a dumb question, but why isn't it "!•Narya, Flame of Anor?"

Anyways, as for subtitles this round...
Gandalf, Mover of All could be:
Gandalf, Wisest Counsel
Gandalf, Friend to Those In Need
Gandalf, Adamant Counselor

Radagast, Traveler in Great Need could be:
Radagast, Long-Traveled Friend
Radagast, Colors and Hues
Radagast, Bearer of Bad Tidings

Back to the last round...
Elrond, Ring-Bearer could be:
Elrond, Keeper In Secret
Elrond, Wielder of Air
Elrond, Eyebrows

Likewise, Galadriel, Ring-Bearer could be:
Galadriel, Keeper In Secret
Galadriel, Keeper of Adamant
Galadriel, Legs, Tits, and #$&*@!

I love Cate Blanchett. Thoughts?
-wtk
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« Reply #18 on: February 26, 2010, 09:10:07 AM »
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Yeah, Gandalf, Mover Of All sounds like a U-Haul worker, if you're going for a play on the line "For this is the ring of fire and with it you may rekindle hearts in a world that grows chill" you could do something along the lines of Inspiring Leader, or Rousing Leader
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« Reply #19 on: February 26, 2010, 09:17:10 AM »
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Thanks ket! Gold Piece If this was not virtual, I might kiss you! Wink

But, if you're going to go crazy on my subtitles, then please do the same for my non-character card titles - I keep saying they're really playtest names and nobody seems to believe me!

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« Reply #20 on: February 26, 2010, 09:32:45 AM »
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But, if you're going to go crazy on my subtitles, then please do the same for my non-character card titles - I keep saying they're really playtest names and nobody seems to believe me!

I tell you what...I don't mind seeing what I can do, but maybe put an asterisk or use a different color or something by/for card titles that are, well, works in progress. That will hone my search a little bit.
-wtk
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« Reply #21 on: February 26, 2010, 12:07:36 PM »
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The Gandalf culture looks really interesting!

Friend to Gandalf: Looks pretty cool, however what is the point of giving the Gandalf signet when there are no cards working with the Gandalf signet in the set?

Pippin, Hasty Hobbit: So Pippin's twilight cost is -1 as well? Ok.

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« Reply #22 on: February 26, 2010, 12:30:12 PM »
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Pippin, Hasty Hobbit: So Pippin's twilight cost is -1 as well? Ok.
I don't think so; the card's game text doesn't become active until after it's played (compare to cards like Orc Ambusher). Note that cards that specifically reduce their own twilight cost (e.g. Eomer) fall under the cards-override-the-rules exception (similar to Gollum, PD, whose text works when he's in your discard pile rather than in play).

It would help to say "Each other Shire and Gandalf companion..." though.
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« Reply #23 on: February 26, 2010, 03:24:03 PM »
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4Gandalf, Olórin Gandalf
Companion • Wizard
Str: 8
Vit: 4
Res: 7
Valiant.
Gandalf gains the cultures of each other companion with resistance 6 or more.
B U 23

Have you checked this for broken combinations or infinite loops?

I notice that this would let you throw Arwen's Bow and Arwen's Dagger on him, give him both The Saga of Elendil and Coif, or load him up with multiple conditions like Reckless Pride in the same turn, making him too powerful even without some broken combo. What other cards play on "a [culture] companion" without race specifications?
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« Reply #24 on: February 27, 2010, 11:09:05 AM »
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Friend to Gandalf: Looks pretty cool, however what is the point of giving the Gandalf signet when there are no cards working with the Gandalf signet in the set?
It may look a bit bizarre, but I'm not just making cards to support block or standard formats - I have to make cards that support expanded as well. I basically thought that if that card was made in Movie Block, there would be no excuse to leave off the signet, and so I put it on. I'm not sure about it, it might be a little bit too anachronistic.

It would help to say "Each other Shire and Gandalf companion..." though.
Correct, and done. In fact I don't know why I didn't say that in the first place.

Have you checked this for broken combinations or infinite loops?
Not I have not! This would be your job as reviewers, playtesters and deck-builders! Generally I just try to make cool cards and let the deckbuilders work out what to do with them.

What other cards play on "a [culture] companion" without race specifications?
The whole entirety of this block! Wink

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« Reply #25 on: March 02, 2010, 04:57:43 PM »
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I've decided to go through all FP cultures together. So, in that vein, let's have Gollum (titles with asterixes I consider to be particularly bad!):

L&S (8, 3/3/2)
0 A Dramatic Change Gollum (FP)
Event • Skirmish
Make Sméagol strength +2 (or strength +3 if the Ring-bearer is not wearing The One Ring).
"‘No, no!' said Gollum. ‘Sméagol promised.'"
L C 50

1 Nice Little Hobbitses Gollum (FP)
Event • Skirmish
Spot Sméagol to make a Ring-bound companion strength +2 (or +3 if the Ring-bearer is unwounded).
"‘They won't hurt us will they…'"
L U 56

2 Off We Go! Gollum (FP)
Event • Maneuver
Stealth.
Spot Sméagol to heal the Ring-bearer (or heal the Ring-bearer twice if he or she has resistance 6 or more).
L C 57

0 Serving the Master Gollum (FP)
Event • Response
When you play this card, you may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order and the rest beneath your draw deck in any order).
If the Ring-bearer is about to take a wound (or a burden that is in place of a wound), exert Sméagol or Gollum to prevent that wound (or burden).
"He would cackle with laughter and caper, if any jest was made, or even if Frodo spoke kindly to him, and weep if Frodo rebuked him."
L U 58

0Sméagol, Slippery Creature Gollum (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound. Traitor. (Traitor is unloaded).
To play, add a burden.
Response: If a minion uses a special ability, exert Sméagol and add a burden to cancel its effects.
"‘Don't hurt us! Don't let them hurt us, precious!'"
L R 59

0Sméagol, Sworn to the Precious Gollum (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound. Traitor. (Traitor is unloaded).
To play, add a burden.
While the Ring-bearer is not wearing The One Ring, Sméagol is strength and resistance +2.
"‘We'll be nice to them, very nice, if they'll be nice to us…'"
L C 60

1Sméagol's Promise Gollum (FP)
Condition • Support Area
To play, spot Sméagol.
While you can spot a Shire Ring-bearer, Sméagol is resistance +2.
Skirmish: Discard this condition and exert Sméagol twice to make the Ring-bearer take off The One Ring.
"‘I will serve the master of the Precious.'"
L R 61

1 Wretchedness Gollum (FP)
Condition • Support Area
Stealth.
When you play this condition, you may reveal the top card of your draw deck. If it is a Gollum event, you may take it into hand.
While your Shire Ring-bearer has resistance 6 or more, Sméagol cannot be overwhelmed unless his strength is tripled.
L U 64



TW (5, 2/2/1)
1 Go Away! Gollum (FP)
Event • Skirmish
Make a Gollum character strength +2 (and wound a Gollum character he or she is skirmishing).
T C 26

0 Hiding from the Shadow Gollum (FP)
Event • Fellowship or Regroup
Stealth.
Choose one: play Sméagol from your draw deck or discard pile; or spot Sméagol to take into hand a stealth card from your discard pile.
T U 27

0 Leading in Secret Gollum (FP) ***
Event • Regroup
Stealth.
To play, spot Sméagol.
If the total resistance of Ring-bound companions is 21 or more, remove 4 and heal each of those companions.
T R 28

1 Pleasing to Masster Gollum (FP)
Condition • Support Area
Stealth.
Regroup: Exert Sméagol twice to foresee 2. Then reveal the top card of your draw deck. If it is a Gollum or Shire card, you may remove a burden. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order and the rest beneath your draw deck in any order).
T C 29

6 We Must Hurry! Gollum (FP)
Event • Regroup
When you play this card, you may exert any number of Gollum characters to make this card's twilight cost -2 for each character you exerted in this way.
Make the move limit +1.
T U 33



BL (3, 1/1/1)
1Covert Deeds Gollum (FP) ***
Condition • Support Area
Stealth.
To play, spot Sméagol.
Each Shadow player plays with the top card of their draw deck faceup.
Regroup: Discard this condition to discard a minion with the same twilight cost as the top card of a Shadow player's draw deck.
B R 34

1 Secret Ways Gollum (FP) ***
Condition • Support Area
Fellowship: Exert Sméagol and either a Shire or Gondor companion to add a Gollum token here.
Regroup: Remove a Gollum token here to play the fellowship's next site.
B C 37

4 Share the Load Gollum (FP)
Event • Fellowship
Toil 2. (When you play this card, you may exert any number of your Gollum characters to make this card's twilight cost -2 for each character exerted in this way).
Spot a Shire companion to remove 2 burdens.
B U 38
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« Reply #26 on: March 02, 2010, 06:30:05 PM »
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I feel like Pleasing to his master has some crazy loop potential with The Shire Countryside.

We must Hurry has no cultural enforcement, it may makes it too good compared to Last Throw or Durin's Secret.

Cover Deeds is pretty cool.
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« Reply #27 on: March 02, 2010, 11:37:34 PM »
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share the load seems powerful in comparison to the more the merrier, especially since it is a regroup event maybe make it exert a shire companion
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« Reply #28 on: March 03, 2010, 06:29:51 AM »
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I feel like Pleasing to his master has some crazy loop potential with The Shire Countryside.
It's not CRAAZY. It's okay. You get to do it one more time, but this still involves you having more Shire and Gollum cards on the top of your deck. And TSC is on the X-list.

We must Hurry has no cultural enforcement, it may makes it too good compared to Last Throw or Durin's Secret.
Yeah - could be that it should be more expensive. Or maybe it should allow some Shadow players some advantage? I generally think that most cards that add to the move limit aren't especially good for their cost, so I perhaps was trying to push the power level.

share the load seems powerful in comparison to the more the merrier, especially since it is a regroup event maybe make it exert a shire companion
Yeah it is good, but The More, the Merrier has never seemed particularly good to me. I might make it a fellowship event, given there seems to be an overwhelming regroup theme otherwise to the Gollum culture that I had not noticed before...

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« Reply #29 on: March 03, 2010, 09:12:08 AM »
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share the load seems powerful in comparison to the more the merrier, especially since it is a regroup event maybe make it exert a shire companion
Yeah it is good, but The More, the Merrier has never seemed particularly good to me. I might make it a fellowship event, given there seems to be an overwhelming regroup theme otherwise to the Gollum culture that I had not noticed before...

Thranduil

Yeah changing it to fellowship would make it fine
the problem with it is you can add 4 twilight in regroup to remove 2 burdens, then stop moving, fellowship seems to make the toil more necessary.
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« Reply #30 on: March 06, 2010, 04:26:44 PM »
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L&S (14, 5/5/4)
3Andúril, Sign of the King Gondor
Artifact • Hand Weapon
Str: +1
Vit: +1
Res: +1
Bearer must be Aragorn.
While Aragorn is resistance 5 or more, he is damage +1.
While Aragorn is resistance 7 or more, he is defender +1.
While Aragorn is resistance 9 or more, he is strength +2.
L R 65

4Aragorn, Last of His Line Gondor
Companion • Man
Str: 8
Vit: 4
Res: 8
Valiant. Unyielding. (Aragorn's resistance is not reduced by the number of burdens).
Maneuver: Exert Aragorn to make a companion (except the Ring-bearer) resistance X until the regroup phase, where X is Aragorn's resistance.
"‘I do not want that power. I have never wanted it.'"
L R 66

4Aragorn, Longshanks Gondor
Companion • Man
Str: 8
Vit: 4
Res: 8
Ranger.
At the start of each turn, if Aragorn has resistance 8 or more, the move limit for this turn is +1.
"You may meet a friend of mine on the Road: a Man, lean, dark, tall, by some called Strider."
L C 67

3Boromir, Steward's Heir Gondor
Companion • Man
Str: 7
Vit: 3
Res: 5
Defender +1. Ranger. Unyielding. Valiant. (Boromir's resistance is not reduced by the number of burdens).
While the Ring-bearer is wearing The One Ring, Boromir loses all gametext keywords and cannot gain gametext keywords.
"‘My father is a noble man, but his rule is failing. And now our… our people lose faith. He looks to me to make things right and I would do it.'"
L R 68

3Boromir, Steward's Son Gondor
Companion • Man
Str: 7
Vit: 3
Res: 5
Knight. Ranger.
While you can spot Faramir, Boromir's twilight cost is -2.
Each time Boromir wins a skirmish, you may make another Gondor companion strength +2 until the regroup phase.
"‘Remember today, little brother. Today, life is good!'"
L C 69

0 Elendil! Elendil! Gondor
Event • Maneuver
Tale.
Exert a Gondor companion with resistance 5 or more to remove all gametext keywords and special abilities on a minion until the regroup phase.
"Drawing his bright sword and crying Elendil! Elendil! he crashed through the trees."
L U 70

0 Elendil's Valor Gondor (reprint)
Event • Maneuver
Make a Gondor companion defender +1 until the regroup phase.
"‘You have your own choice to make, Aragorn. To rise above the height of all your fathers since the days of Elendil, or to fall into with all that is left of your kin.'"
L C 71

3Faramir, Steward's Heir Gondor
Companion • Man
Str: 7
Vit: 3
Res: 7
Unyielding. Valiant (Faramir's resistance is not reduced by the number of burdens).
Skirmish: Exert Faramir twice to make a companion strength +X, where X is Faramir's resistance.
"‘I would not use the Ring. Not if Minas Tirith were falling in ruin and I alone could save her.'"
L R 72

3Faramir, Steward's Son Gondor
Companion • Man
Str: 7
Vit: 3
Res: 7
Knight. Ranger.
While you can spot Boromir, Faramir's twilight cost is -2.
Each time Faramir wins a skirmish, you may make another Gondor companion resistance +2 until the regroup phase.
"‘If there is need to go to Rivendell, send me in his stead.'"
L C 73

0 Moving Swiftly Gondor ***
Event • Regroup
Stealth
Exert a Gondor companion to foresee 3. For each Free Peoples card you foresee, you may reveal it to remove 2. (To foresee 3, look at the top 3 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest on the bottom of your draw deck in any order).
"‘Gentlemen, we do not stop till nightfall.'"
L C 74

1 Noble Companions Gondor
Event • Skirmish
Spot a Gondor companion to make an unbound companion strength +2 (and heal that companion if he or she has resistance 5 or more).
"‘Yes, there is weakness, there is frailty. But there is courage also, and honour to be found in Men.'"
L U 75

1 Shield of Minas Tirith Gondor
Possession • Shield
Res: +1
Bearer must be a Gondor companion.
Bearer wins draws in skirmishes.
L U 76

1 Sword of Minas Tirith Gondor
Possession • Hand Weapon
Str: +2
Bearer must be a Gondor companion.
Each time bearer wins a skirmish, you may exert him or her to heal another companion with resistance 5 or more.
"Boromir had a long sword, in fashion like Andúril but of less lineage…"
L C 77

0 Valour Renowned Gondor
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a Gondor companion strength and resistance +1.
"‘By the blood of our people are your lands kept safe!'"
L C 78

TW (8, 3/3/2)
1 Armor of Minas Tirith Gondor
Possession • Armor
Res: +1
Bearer must be a Gondor companion.
Bearer is strength +2 while skirmishing more than 1 minion.
T C 36

2Beregond, Soldier of Minas Tirith Gondor
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
At the start of the assignment phase, reveal the top card of your draw deck. If it is a Gondor or Shire card, you may make Beregond defender +1 until the regroup phase.
T C 37

1 Bulwarks of Gondor Gondor
Event • Skirmish
Fortification.
Make a Gondor companion strength +2 (and wound a Evil Men minion skirmishing that companion).
T C 38

2Denethor, Son of Ecthelion Gondor
Companion • Man
Str: 5
Vit: 3
Res: 5
Unyielding. (Denethor's resistance is not reduced by the number of burdens).
Denethor is resistance -2 for each companion in the dead pile (and is corrupted if Boromir is in the dead pile).
Fellowship: Add a burden to play a Gondor condition or Gondor possession from your draw deck (limit once per turn).
T R 39

2 Desperate Resistance Gondor ***
Event • Maneuver
To play, spot a Gondor companion.
Exert any number of companions with a total resistance of 11 or more to wound a minion once for each companion exerted in this way.
T R 40

3Imrahil, Captain of Gondor Gondor
Companion • Man
Str: 7
Vit: 3
Res: 6
Knight. Unyielding. (Imrahil's resistance is not reduced by the number of burdens).
While Imrahil has resistance 5 or more, Shadow special abilities may not be played during skirmishes involving him.
T U 41

3Outer Defences Gondor
Condition • Support Area
Fortification. Toil 1.
Shadow events are twilight cost +1 during skirmishes involving Gondor companions with resistance 5 or more.
Maneuver: Discard this condition to make a Gondor companion defender +1 until the regroup phase.
T U 42

6 Provisions of the City Gondor
Event • Fellowship
Toil 2.
Heal each companion with resistance 5 or more that did not exert for this card's toil.
T U 43

BL (10, 4/3/3)
2Arwen, Queen of Gondor Gondor
Companion • Elf
Str: 6
Vit: 3
Res: 7
Ranger.
Each time you play an event during a skirmish involving Arwen, you may make an Elven or Gondor companion resistance +2 until the regroup phase.
B U 41

3 Dauntless Protectors Gondor ***
Event • Skirmish
Toil 2.
Prevent all wounds to a Rohan or valiant companion with resistance 3 or more.
B U 42

1 Defended Barricade Gondor
Condition • Support Area
Str: -1
Fortification.
Bearer's game text may not be used.
Maneuver: Exert a knight companion with resistance 5 or more to transfer this condition to a minion.
B R 43

0Elessar Gondor
Artifact
Res: +1
To play, spot an Elven card. Bearer must be Aragorn.
At the start of the fellowship phase, you may exert a companion of one culture to heal a companion of a different culture.
"In this hour take the name that was foretold for you, Elessar, the Elfstone of the house of Elendil!"
B R 44

2Éowyn, Lady of Gondor Gondor
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
Maneuver: Play a possession on Éowyn from your hand (that she can bear) to heal her.
B C 45

1 Hands of the King Gondor
Condition • Support Area
Fellowship: Exert a Gondor companion and either a Shire companion or a Rohan companion to add a Gondor token here.
Regroup: Remove a Gondor token here to heal a companion.
B C 46

2 It is Not This Day! Gondor
Condition • Companion
Res: +1
Tale.
To play, spot a Gondor companion. Limit 1 per bearer.
Each time bearer wins a skirmish, you may reinforce a Free Peoples culture token or remove a Shadow culture token.
B U 47

1 Kingsfoil Gondor (reprint)
Possession
Bearer must be a Gondor Man.
Fellowship: Discard this possession from play to heal a companion and, if that companion is a Shire companion, you may discard a condition he or she bears.
B C 48

0 Osgiliath Ambush Gondor
Event • Regroup
Stealth.
Exert a Gondor companion to foresee 2. Then reveal the top card of your draw deck; if that card is an event, you discard a roaming minion. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards beneath your draw deck in any order and the rest on top of your draw deck in any order).
B C 49

2Pippin, Knight of Gondor Gondor
Companion • Hobbit
Str: 5
Vit: 4
Res: 8
Knight.
Skirmish: Exert Pippin twice to make him strength +1 for each Gondor companion you can spot.
B R 50
« Last Edit: April 22, 2010, 04:39:30 PM by Thranduil » Logged

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« Reply #31 on: March 06, 2010, 04:32:30 PM »
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Dauntless Protectors could be renamed:
Guard of the White Tree
You Have My Sword

Scouting Ahead could be renamed:
Osgiliath Ambush
Knowledge of These Paths


I don't know. I'm not feeling particularly motivated or inspired, but hopefully those help you think of something better.
-wtk
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« Reply #32 on: March 06, 2010, 04:52:18 PM »
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Aragorn, Longshanks looks a bit too good and it is a common? I mean, Radagast is a R+ and isn't that good.

Boromir, Steward's Heir already exist.

Shield of Minas Tirith is probably one of the greatest idea I've seen so far. Nice one.

Imrahil, Captain of Gondor 'While Imrahil has resistance 5 or more, Shadow special abilities may not be played (it should be 'used') during skirmishes involving him.'

Provision of the City is gonna be very good in 9 companions fellowships like ents. I hope there will be some shadow cards in your set to counter large fellowships.

I'm not sure if the ranger keyword fits for a royal character like Arwen, QoG.

Defended Barricade, maybe the cost of exerting a knight is too high. Why not just spotting him?

Eowyn, Lady of Gondor looks a bit too much like Eowyn, Daughter of Eomund. You don't have to specify the possession comes from your hand and I guess the "(that she can bear)" part wouldn't be written on the real card. Right?

Pippin's skirmish ability is exactly like Pippin's Sword.


Everything else looks good. Nice job.





« Last Edit: March 06, 2010, 05:26:50 PM by c10ckw0rk » Logged
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« Reply #33 on: March 06, 2010, 05:19:02 PM »
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Don't worry, Thranduil. Let me take a few of these.


Thranduil wanted to reuse the subtitle because it was so good and on a card that wasn't legal in any block.

Pippin's skirmish ability is exactly like Pippin's Sword.
A few cards from that particular subset were based on combining possessions from early blocks with the relevant companion.
-wtk
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« Reply #34 on: March 07, 2010, 12:44:40 AM »
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Don't worry, Thranduil. Let me take a few of these.


Thranduil wanted to reuse the subtitle because it was so good and on a card that wasn't legal in any block.

Pippin's skirmish ability is exactly like Pippin's Sword.
A few cards from that particular subset were based on combining possessions from early blocks with the relevant companion.
-wtk
Thanks ket! [high-five!]

Just want to expand on that last point. There is a group of what I call "spellshapers" (thanks MTG!) which "cast" well known effects on possessions, artifacts or events (sometimes other cards as well, for example Elessar) in Back to the Light. We've seen several of them already, for example Gandalf's Cart. That's what Pippin is doing.

Imrahil, Captain of Gondor 'While Imrahil has resistance 5 or more, Shadow special abilities may not be played (it should be 'used') during skirmishes involving him.'
Yeah, fair point. Changed.

Provision of the City is gonna be very good in 9 companions fellowships like ents. I hope there will be some shadow cards in your set to counter large fellowships.
Wait and see! But I want to make a quick point here: I'm not convinced that the rule of 5 needs to be enforced that much (I made this point in another thread about solo Ring-bearers). Basically, large fellowships are just more fun than small fellowships. For almost everyone. The FP player loves having an army, and the Shadow players like being able to play whatever they like. So while there will be some 6-companion hate, I just wanted to point out my worries about it.

Defended Barricade, maybe the cost of exerting a knight is too high. Why not just spotting him?
That was my original version, though last time I posted it people thought it was too good. Any other thoughts?

Eowyn, Lady of Gondor looks a bit too much like Eowyn, Daughter of Eomund. You don't have to specify the possession comes from your hand and I guess the "(that she can bear)" part wouldn't be written on the real card. Right?
She is an intentional semi-reprint. I was trying to work out what a Rohan companion could bring to the Gondor culture, and one of the main things they have in common is a love of possessions, so I thought of Daughter of Eomund culture-shifted - bringing a recurring Rohan theme into a different culture. I put in that reminder text because I always get confused by things like that and feel like it could do with clarification. If we all think it's obvious, then I will remove it.

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« Reply #35 on: March 07, 2010, 07:29:38 AM »
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What about Aragorn, Longshanks?
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« Reply #36 on: March 07, 2010, 07:44:39 AM »
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Aragorn, Longshanks looks a bit too good and it is a common? I mean, Radagast is a R+ and isn't that good.


Common doesn't equal bad. Common cards can and should be good but they should be simple. Longshanks is significantly simpler than Radagast. Seems fine to me.

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« Reply #37 on: March 07, 2010, 07:49:57 AM »
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I agree with c-work. I think Longshanks makes triple moving pretty easy.

It is tough because move limit modifiers last the turn. So if you manipulate Aragorn's resistance up and down, you could make the move limit +1000.
-wtk
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« Reply #38 on: March 07, 2010, 07:57:24 AM »
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It is tough because move limit modifiers last the turn. So if you manipulate Aragorn's resistance up and down, you could make the move limit +1000.
-wtk
That's not an angle I thought of. Interesting. Would that actually happen? A limit +1 would solve that, but that would look weird.

But, assuming that it works the way intended (ie. no shenanigans to make the move limit infinite), is that still too easy?

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« Reply #39 on: March 07, 2010, 08:06:03 AM »
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I would prefer Resistance +(Aragorn's base resistance +1) and not being able to spot a threat. By making it one more than 'Gorn's base resistance, it prevents a free triple move to site 4 or a free triple move from 6 to 9.

But, yeah, you'd have to put a limit on it otherwise.
-wtk
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« Reply #40 on: March 07, 2010, 08:16:27 AM »
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I would prefer Resistance +(Aragorn's base resistance +1) and not being able to spot a threat. By making it one more than 'Gorn's base resistance, it prevents a free triple move to site 4 or a free triple move from 6 to 9.

But, yeah, you'd have to put a limit on it otherwise.
-wtk
While Aragagorn is resistance 9 or more sounds alright.
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« Reply #41 on: March 08, 2010, 06:31:55 AM »
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I'm reluctant to make Longshanks that difficult to pull off, but I've increased it to 8 and I've included a limit +1. Or alternatively, I could do something like "At the start of the fellowship phase, if Aragorn has resistance 8 or more, the move limit for this turn is +1."

Any other thoughts on these cards?

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« Reply #42 on: March 08, 2010, 08:03:20 AM »
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At the start of the fellowship phase sounds better.
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« Reply #43 on: March 10, 2010, 06:06:32 AM »
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At the start of the fellowship phase sounds better.
Done.

Any other thoughts? On Defended Barricade for example?

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« Reply #44 on: March 11, 2010, 04:36:31 AM »
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Easy short culture for now, so that we are not too overwhelmed. We'll come back to Shadow Isengard another time.

TW - (1, 0/0/1)
4Curunír, The White Wizard Isengard (FP)
Companion • Wizard
Str: 8
Vit: 4
Res: 5
Traitor. Unyielding. (Traitor is unloaded, and Curunír's resistance is not reduced by the number of burdens).
Play with the top card of your draw deck revealed. Curunír is resistance -X, where X is the twilight cost of the revealed card.
Each time a spell card is played, unless Curunír is corrupted, you may add a burden to discard a condition from play. (Companions with resistance 0 are corrupted).
T R 45

BL - (1, 0/0/1)
2Curunír's Staff Isengard (FP)
Artifact • Staff
Vit: +1
Bearer must be Curunír.
The twilight cost of each spell card is -2.
B R 51
« Last Edit: March 11, 2010, 07:29:10 AM by Thranduil » Logged

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« Reply #45 on: March 11, 2010, 04:44:30 AM »
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question, shouldn't you clarify the staff's text so people couldn't play it on Saruman, Curinir?
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« Reply #46 on: March 11, 2010, 06:15:24 AM »
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Based on Gandalf's staff, Curunir's Staff should read:

The twilight cost of each spell is -2.

Also, I think we mentioned this before, but by having all spells -2, both the Gandalf and Isengard cultures benefit. I think this is what you meant, right?
-wtk
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« Reply #47 on: March 11, 2010, 06:50:03 AM »
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Both of these Isengard cards are great. I like them because they are creative.

But what are the repercussion of playing with top card revealed? I'm sure there are a few elves  who would use that. However, I just remembered that the elven cards from TT and ROTK are not available in standard format for this set.
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« Reply #48 on: March 11, 2010, 07:03:35 AM »
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question, shouldn't you clarify the staff's text so people couldn't play it on Saruman, Curinir?
The game only notices titles. It would be mentioned in the equivalent of Kralik's notes, but I don't think it's worth being on the actual card.

Based on Gandalf's staff, Curunir's Staff should read:

The twilight cost of each spell is -2.

Also, I think we mentioned this before, but by having all spells -2, both the Gandalf and Isengard cultures benefit. I think this is what you meant, right?
-wtk
That is what I meant. And fair point.

But what are the repercussion of playing with top card revealed? I'm sure there are a few elves  who would use that. However, I just remembered that the elven cards from TT and ROTK are not available in standard format for this set.
Well, because of the foresee mechanic debuted in this block, the top card of the draw deck is often quite important. But it also allows the Shadow player to see every card that you draw.

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« Reply #49 on: March 11, 2010, 07:17:13 AM »
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question, shouldn't you clarify the staff's text so people couldn't play it on Saruman, Curinir?
The game only notices titles. It would be mentioned in the equivalent of Kralik's notes, but I don't think it's worth being on the actual card.
Yeah. I don't think it has to be mentioned as well. Dead Man of Dunharrow cannot wear Armor even if it says 'bearer must be a man'.
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« Reply #50 on: March 11, 2010, 07:28:12 AM »
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Better example: Ulaire Attea, the Easterling cannot bear an Easterling Polearm.
-wtk
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« Reply #51 on: March 11, 2010, 08:46:52 AM »
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Better example: Ulaire Attea, the Easterling cannot bear an Easterling Polearm.
-wtk

WHAT?!?!?! HE CAN'T?!?!?!
jk
ok I see your point, just kind of weird to me to have a Saruman not named Saruman.
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« Reply #52 on: March 11, 2010, 09:30:00 AM »
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Better example: Ulaire Attea, the Easterling cannot bear an Easterling Polearm.
-wtk

WHAT?!?!?! HE CAN'T?!?!?!
jk
ok I see your point, just kind of weird to me to have a Saruman not named Saruman.
It's the same deal as Gollum and Sméagol. I just didn't want a companion version to stop the Shadow player from playing their minions.
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« Reply #53 on: March 15, 2010, 11:19:48 AM »
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L&S (12, 5/4/3)
1 Courage Renowned Rohan
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a Rohan companion strength +2 and resistance +1.
L C 128

3Éomer, Éadig Rohan
Companion • Man
Str: 7
Vit: 3
Res: 7
Each other Rohan companion with twilight cost is 3 or more is twilight cost is -1.
While Éomer is assigned to a skirmish, each other Rohan companion with resistance 3 or more is strength +1.
L C 129

3Éomer, Forthwith Banished Rohan
Companion • Man
Str: 7
Vit: 3
Res: 7
Unyielding. Valiant. Éomer's resistance is not reduced by the number of burdens).
While you can spot a Rohan companion, Éomer's twilight cost is -1.
Each time Éomer wins a skirmish, you may wound a minion with strength less than his resistance.
L R 130

2Éowyn, Defender of the People Rohan
Companion • Man
Str: 6
Vit: 3
Res: 7
Unyielding. Valiant (Éowyn's resistance is not reduced by the number of burdens).
Éowyn is resistance +1 for each possession she bears.
L C 131

2Éowyn, Warrior of Rohan Rohan
Companion • Man
Str: 6
Vit: 3
Res: 7
Knight. Valiant.
At the start of each skirmish involving Éowyn, you may return a Rohan possession from play to your hand to wound a minion she is skirmishing.
L R 132

2Grimbold, Warrior of Rohan Rohan
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
At the start of each skirmish involving Grimbold, you may reveal the top card of your draw deck. If it is a Rohan card, you may exert each minion Grimbold is skirmishing.
L U 133

2 Horse of Rohan Rohan (reprint)
Possession • Mount
To play, spot a Rohan Man.
Bearer must be a Man, Elf, or Wizard.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
L C 134

3 A Long Road Rohan
Event • Regroup
Spot 2 Rohan companions to foresee 2. Then, if those companions have resistance 3 or more, you may draw 2 cards. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
L U 135

1 Rohirrim Armor Rohan ***
Possession • Armor
Res: +1
Bearer must be a Rohan companion.
Skirmish: Play this possession from your hand on a Rohan companion with resistance 3 or more to prevent all wounds to that companion.
L U 136

3Théoden, Lord of the Rohirrim Rohan
Companion • Man
Str: 7
Vit: 3
Res: 6
Each other Rohan companion is resistance +1.
Response: If another companion with resistance 3 or more is about to take a wound, exert Théoden to prevent that wound.
L C 137

3Théoden, Strength Renewed Rohan
Companion • Man
Str: 7
Vit: 3
Res: 6
Unyielding. Valiant. (Théoden's resistance is not reduced by the number of burdens).
While you can spot a Rohan companion, Théoden's twilight cost is -1.
Théoden's strength may not be reduced by Shadow cards.
L R 138

2 Valourous Companions Rohan
Event • Skirmish
Spot a Rohan companion to make an unbound companion strength +2 (and exert a minion that companion is skirmishing if he or she has resistance 3 or more).
L U 139


TW (4, 2/1/1)
1 Battle of the West-Fold Rohan
Event • Skirmish
Make a Rohan companion strength +2 (and damage +2 if skirmishing an Uruk-hai minion).
T C 71

5 Charge of A Thousand Spears Rohan
Event • Maneuver
Tale.
To play, spot a Rohan companion.
Exert any number of companions with a total resistance of 10 or more to make each of those companions strength +3 and damage +1 until the regroup phase.
T R 72

2Elfhelm, Marshal of the East-Mark Rohan
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
Each other Rohan companion (except in your starting fellowship) gains toil 1.
T C 73

2Háma, Doorwarden Rohan
Companion • Man
Str: 6
Vit: 3
Res: 6
Unyielding. (Háma's resistance is not reduced by the number of burdens).
At the start of the maneuver phase, if Háma has resistance 3 or more, you may discard a Shadow possession borne by a minion.
T U 74


BL (8, 3/3/2)
3Éomer, Saviour of Helm's Deep Rohan
Companion • Man
Str: 7
Vit: 3
Res: 7
Knight. Valiant.
Regroup: Exert Éomer to play a companion from your hand. If that companion is a knight or valiant companion, you may discard a minion.
B U 77

2Haldir, Naith Leader Rohan
Companion • Elf
Str: 6
Vit: 3
Res: 6
Valiant.
While you can spot a valiant companion, Haldir's twilight cost is -1.
B C 78

2Herugrim Rohan (reprint)
Possession • Hand Weapon
Str: +2
Vit: +1
Bearer must be Théoden.
He is damage +1.
B U 79

2Merry, Rider of Rohan Rohan
Companion • Hobbit
Str: 5
Vit: 4
Res: 8
Valiant.
Maneuver: Exert Merry twice to exert a minion for each Rohan companion you can spot.
B R 80

1 Muster the Host Rohan ***
Condition • Support Area
Fellowship: Exert a Rohan companion and either a Gondor companion or a Shire companion to add a Rohan token here.
Regroup: Remove a Rohan token here to draw a card.
B C 81

2 Old Alliance Rohan
Event • Skirmish
Toil 2.
Make a Gondor companion with resistance 5 or more strength +2 for each wound on each minion he or she is skirmishing.
B C 82

1 Rohirrim Armory Rohan ***
Event • Maneuver or Skirmish
Spot a Rohan companion with resistance 3 or more to foresee 2. Then reveal the top card of your draw deck. If it is a possession or artifact, you may play it. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
B U 83

2Shadowfax, Pride of Rohan Rohan
Possession • Mount
Bearer must be Gandalf.
At the start of each skirmish involving Gandalf, each minion skirmishing him must exert.
Skirmish: If Gandalf is not assigned to a skirmish, exert him twice to have him replace an unbound companion with resistance 6 or more in a skirmish.
B R 84
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« Reply #54 on: March 15, 2010, 11:28:03 AM »
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on eomer, forthwith banished, shouldn't the italicized text come directly after the keyword it is clarifying?
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« Reply #55 on: March 15, 2010, 04:48:06 PM »
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These DCs are extremely well made.  The only issue I have with the rohan culture is that it doesn't include a single hand-weapon can be borne by your companions, except Herugrim.
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« Reply #56 on: March 15, 2010, 05:07:45 PM »
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The only issue I have with the rohan culture is that it doesn't include a single hand-weapon can be borne by your companions, except Herugrim.

Nice spot, c-work. Seeing as hand weapons are particularly important in the Rohan culture...
-wtk
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« Reply #57 on: March 16, 2010, 04:34:08 AM »
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These DCs are extremely well made.  The only issue I have with the rohan culture is that it doesn't include a single hand-weapon can be borne by your companions, except Herugrim.
Yeah a fair point. I'll probably replace the armor with a similar sort of sword or something.

How about:

1 Parrying Blade Rohan ***
Possession • Hand Weapon
Str: +2
Bearer must be a Rohan companion.
Skirmish: Play this possession from your hand on a Rohan companion with resistance 3 or more to discard a possession borne by a minion that companion is skirmishing.
L U

I also realised I needed a bit of possession discard for Rohan which I have not really included until then.

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« Reply #58 on: March 16, 2010, 07:13:31 AM »
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Good idea, even if I liked the armor.
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« Reply #59 on: March 21, 2010, 01:53:40 PM »
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Okay the badly named Parrying Blade is going into the set instead of Rohirrim Armor. Looks like I don't even have to change the numbers! Wink

Many of you may know that Shire is my least favourite culture to design. Consequently, I tried to design as few actual Shire cards as possible (as you'll see in Back to the Light). But I could not avoid doing Shire justice in a set revolving around the One Ring, so hopefully I've done a reasonable job.

L&S (20, 8/6/6)
2Bilbo, Contented Hobbit Shire
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Ring-bound.
To play, spot a Shire card.
Each time the fellowship moves, you may reveal the top card of your draw deck. If it is a Free Peoples card, you may heal a companion that shares a culture with it.
"‘I was very comfortable here, and getting on with my book.'"
L R 143

1Bond of the Fellowship Shire
Condition • Support Area
Tale.
To play, spot a Shire companion.
Maneuver: Discard this condition to make each companion with resistance 8 or more strength +2 until the regroup phase.
"‘You'd have to send us home tied up in a sack to stop us!'"
L U 144

1 Brace of Rabbits Shire
Possession
Bearer must be a Shire companion.
Fellowship: Discard this possession to remove a burden.
L C 145

1 Daring Renowned Shire
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a Shire companion strength and resistance +1 until the regroup phase.
L C 146

1 Faithful Companions Shire
Event • Skirmish
Spot a Shire companion to make a companion strength +2 (and remove a burden if he or she has resistance 8 or more).
L U 147

2 Fear of Discovery Shire
Event • Response
Twilight.
If the Ring-bearer is about to put on The One Ring, exert 2 Shire companions to remove 2 burdens. Then, if those companions have resistance 8 or more, the Ring-bearer does not put on The One Ring.
"He hardly dared to breathe, and yet the desire to get it out of his pocket became so strong that he began slowly to move his hand."
L R 148

2Frodo, Chosen by Fate Shire
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
Skirmish: If Frodo is the Ring-bearer, exert him X times to take off The One Ring, where X is the current region number.
"'Bilbo was meant to find the Ring, in which case you also were meant to have it. And that is an encouraging thought.'"
L R 149

2Frodo, Mr. Underhill Shire
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
In region 1, Frodo is strength +2.
In region 2, Frodo is strength +1.
"‘You'll have to leave the name of Baggins behind you, for that name is not safe outside the Shire.'"
L C 150

0 Get Out of Sight! Shire
Event • Response
Stealth.
If a Shadow event is played, spot a Shire companion and add a burden to cancel that event.
L U 151

1 Hobbit Sword Shire (reprint)
Str: +2
Bearer must be a Hobbit.
L C 152

1Merry, The Magnificent Shire
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Unyielding. Valiant. (Merry's resistance is not reduced by the number of burdens).
While you can spot 4 companions with resistance 8 or more, Merry is strength +3 and defender +1.
L U 153

1Pippin, Thain of the Shire Shire
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Unyielding. Valiant. (Pippin's resistance is not reduced by the number of burdens).
While you can spot 4 companions with resistance 8 or more, Pippin is strength +3 and cannot take wounds in skirmishes.
L U 154

0 Nine-Fingered Frodo and the Ring of Doom Shire (reprint)
Event • Skirmish
Tale.
Exert a Shire character to remove a burden or 2 threats.
L C 155

1 Preparing for the Journey Shire
Condition • Support Area
When you play this condition, you may foresee 1. (To foresee 1, look at the top 1 card of your draw deck; place it on top of or beneath your draw deck).
While you can spot 2 Shire companions, each stealth card is twilight cost -1.
L U 156

2Sam, Master Gardner Shire
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound.
Each companion with resistance 8 or more is strength +1.
While Sam is the Ring-bearer, he is resistance -5.
Response: If Frodo is killed, make Sam the Ring-bearer.
L C 157

2Sam, The Stout-hearted Shire
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound. Valiant. Unyielding. (Sam's resistance is not reduced by the number of burdens).
Sam cannot be affected by Shadow events that affect only one companion.
L R 158

2 Slipping Away Shire
Event • Skirmish
Stealth.
Cancel a skirmish involving a Shire companion with resistance 8 or more.
L C 159

1Sting, Ancient Blade Shire
Possession • Hand Weapon
Str: +2
Bearer must be a Ring-bound Hobbit.
While bearer is skirmishing a minion with strength less than bearer's resistance, bearer is damage +1.
L R 160

3 Stand As One Shire
Event • Skirmish
Unless the fellowship is in region 3, exert a companion 3 times (or a Shire companion twice) to have that companion replace the Ring-bearer in a skirmish.
L R 161

2 Support in Fellowship Shire
Event • Fellowship
Tale.
Spot a Shire companion to heal each companion with resistance 8 or more.
L C 162


TW (12, 5/4/3)
1 Boundless Courage Shire
Event • Skirmish
Make a Shire companion strength +2 (and prevent that companion from being overwhelmed if he or she is skirmishing a Wraith or Gollum minion).
T C 85

5 Distraction Shire
Event • Skirmish
Stealth. Toil 2.
Cancel a skirmish.
T U 86

0 Extraordinary Resistance Shire
Event • Response
Twilight.
If a twilight card is played, exert a Shire Ring-bearer to cancel and discard that card.
T U 87

1Farmer Maggot, Willing Conspirator Shire
Companion • Hobbit
Str: 3
Vit: 3
Res: 7
At the start of each skirmish involving Farmer Maggot, reveal the top card of your draw deck. If it is a Shire card, you may remove a burden.
T C 88

1Fredegar Bolger, Willing Conspirator Shire
Companion • Hobbit
Str: 3
Vit: 3
Res: 7
At the start of each skirmish involving Fredegar Bolger, reveal the top card of your draw deck. If it is a Shire card, you may return a stealth card from your discard pile to your hand.
T C 89

2Frodo, Under the Lidless Eye Shire
Companion • Hobbit
Str: 5
Vit: 4
(Res): 10
Ring-bound. Twilight.
While the Ring-bearer is wearing The One Ring, each minion is strength +1 (or +2 if that minion is a twilight minion).
T U 90

2 Help of Many Shire
Event • Fellowship
To play, spot a Shire companion.
Exert any number of companions with resistance 15 or more to heal the Ring-bearer the same number of times and remove the same number of burdens (limit 4).
T R 91

2Mithril-Coat, Shiny Trinket Shire
Artifact • Armor
Bearer must be a Ring-bound Hobbit.
Each minion skirmishing bearer loses all game text keywords.
While bearer is assigned to a skirmish, each minion comes into play exhausted.
T R 92

1Protect the Ring-bearer Shire
Condition • Support Area
While your Shire Ring-bearer has resistance 8 or more, each other companion is unyielding. (The resistance of unyielding companions is not reduced by the number of burdens).
Each time the Ring-bearer puts on The One Ring, add a burden.
T R 93

2Sam, Frodo's Bodyguard Shire
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound.
Skirmish: Add 3 burdens to have Sam replace a Ring-bound companion in a skirmish.
Response: If Frodo dies, make Sam the Ring-bearer.
While Sam bears The One Ring, he is resistance -5.
T U 94

2 Stalwart Defence Shire
Event • Maneuver
Exert your Shire Ring-bearer not wearing The One Ring to make each other companion resistance +2 until the regroup phase.
T C 95

1 Uniting the Free Peoples Shire
Condition • Companion
Res: +1
To play, spot a Shire companion. Limit 1 per bearer.
Response: If you play a tale, exert bearer to make that card's twilight cost -1.
T C 96


BL (9, 3/3/3)
2Beregond, Friend to Pippin Shire
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight. Valiant.
Skirmish: Exert Beregond twice to make an unbound companion strength +1 for each Shire or Gondor card in your discard pile.
B R 90

3 Bilbo's Legacy Shire?
Event • Fellowship
Tale. Toil 2.
Spot a Dwarven companion with resistance 4 or more to draw 3 cards.
B C 91

3Boromir, Defender of the Halflings Shire
Companion • Man
Str: 7
Vit: 3
Res: 5
Valiant.
At the start of the assignment phase, you may exert Boromir and another Shire or Gondor companion to make Boromir defender +1 and unable to take more than 1 wound in a skirmish until the regroup phase.
B U 92

1 Brief Respite Shire
Event • Maneuver or Regroup
Spot a Shire companion to foresee 2. Then reveal the top card of your draw deck; if it is a stealth card, you may heal a companion 3 times. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order and the rest beneath your draw deck in any order).
B R 93

3Faramir, Defender of the Halflings Shire
Companion • Man
Str: 7
Vit: 3
Res: 7
Ring-bound.
At the start of the maneuver phase, you may exert Faramir and another Shire or Gondor companion to remove a minion's game text until the regroup phase.
B U 94

0Phial of Galadriel, A Light in Dark Places Shire
Artifact
Res: +1
To play, spot an Elven character. Bearer must be the Ring-bearer.
Skirmish: Discard this artifact to reveal the top card of your draw deck. If it is a Free Peoples card, discard a Shadow card with twilight cost equal to or less than the revealed card.
B R 95

4 Old Forest Ent Shire
Companion • Ent
Str: 8
Vit: 4
Res: 6
Unhasty. Unyielding. (This companion cannot be assigned to a skirmish by the Free Peoples player unless a Free Peoples card allows it to do so and its resistance is not reduced by the number of burdens).
Assignment: Exert another Shire or [Gandaf] companion with resistance 6 or more to allow this companion to be assigned to a skirmish.
B C 96

2 Rise of the Ents Shire
Condition • Support Area
While you can spot 2 Shire companions with resistance 8 or more, each unhasty companion may be assigned to skirmishes.
Maneuver: Discard this condition and spot a Gandalf companion to discard an engine from play.
B U 97

1 Song of the Shire Shire (reprint)
Condition • Support Area
Fellowship: Exert a Shire companion and either a Rohan companion or a Gandalf companion to add a Shire token here.
Skirmish: Remove a Shire token here to prevent an unbound companion from being overwhelmed unless his or her strength is tripled.
B C 98
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« Reply #60 on: March 21, 2010, 02:13:03 PM »
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Sam, The Stout-hearted has a pretty inovative gametext, but I'm not sure I understand it very well. Can you give actual exemples with cards?

The Sting +2 bonus looks a bit too high for me. I'd rather see +1.

Stand as One is pretty cool.

What happens with Boundless Courage if Frodo is facing Gollum and a Moria Scout?

Extraordinary Resistance sounds like Extraordinary Resilience.

Frodo, Under the Lidless Eye is awesome.

Sam, Frodo's Bodyguard can replace your RB at site 9? It sounds quite powerful.

Rise of the Ents = great.
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« Reply #61 on: March 21, 2010, 02:22:24 PM »
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for brace of rabbits.. why didn't you reprint brace of coneysHuh?
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« Reply #62 on: March 21, 2010, 02:25:58 PM »
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Sam, The Stout-hearted has a pretty inovative gametext, but I'm not sure I understand it very well. Can you give actual exemples with cards?
So you CAN'T use Abiding Evil on him, Whistling Death him, or Treachery him. You CAN Discovered conditions borne by him, Broken in Defeat the minion he is skirmishing, and kill him with Unseen Foe. Reasonably clear?

The Sting +2 bonus looks a bit too high for me. I'd rather see +1.
Yeah I was wondering the same. I think I want a slightly different bonus. Maybe limit the number of wounds he can take? Make him damage +1? Make Shadow events more expensive?

What happens with Boundless Courage if Frodo is facing Gollum and a Moria Scout?
Always with the difficult questions! Tongue I think Gollum's strength does not count to the total strength counted when you check overwhelming. But if the Moria Scout's strength was enough to overwhelm Frodo, then he would still die.

Extraordinary Resistance sounds like Extraordinary Resilience.
Check. Needs a new title.

Sam, Frodo's Bodyguard can replace your RB at site 9? It sounds quite powerful.
It is powerful. It could be too BA9, and I could conceivably remove region 3 from the ability.

for brace of rabbits.. why didn't you reprint brace of coneysHuh?
Because I wanted to reference Shire companions not Hobbits. One of the things I was doing in Light & Shadow and The Twilight World was referencing by culture not race, in preparation for Back to the Light's culture-shifting.

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« Reply #63 on: March 21, 2010, 02:40:23 PM »
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Sam, The Stout-hearted has a pretty inovative gametext, but I'm not sure I understand it very well. Can you give actual exemples with cards?
So you CAN'T use Abiding Evil on him, Whistling Death him, or Treachery him. You CAN Discovered conditions borne by him, Broken in Defeat the minion he is skirmishing, and kill him with Unseen Foe. Reasonably clear?

The Sting +2 bonus looks a bit too high for me. I'd rather see +1.
Yeah I was wondering the same. I think I want a slightly different bonus. Maybe limit the number of wounds he can take? Make him damage +1? Make Shadow events more expensive?
Thanx. It is more clear. For Sting, I would suggest to make him damage +1.
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« Reply #64 on: March 22, 2010, 12:45:53 PM »
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Are there any P cards in your set for eventual starters?
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« Reply #65 on: March 22, 2010, 01:50:38 PM »
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Are there any P cards in your set for eventual starters?
They would be S cards following the model of Shadows. And not currently – I thought about it too late and I couldn't be bothered to incorporate it. But I could...

Perhaps now that we've seen all the FP cards, we could vote on who should be the starter characters. It should probably be 1 companion 1 minion (given it's Light & Shadow) for each set. Would you guys be up for that?

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« Reply #66 on: March 22, 2010, 09:50:12 PM »
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What happens with Boundless Courage if Frodo is facing Gollum and a Moria Scout?
Always with the difficult questions! Tongue I think Gollum's strength does not count to the total strength counted when you check overwhelming. But if the Moria Scout's strength was enough to overwhelm Frodo, then he would still die.
I remember reading a clarification for The Ring's Oppression that said that "a Sauron Orc kills a companion" means "a companion is killed in a skirmish involving a Sauron Orc." In that case Boundless Courage, would prevent Frodo from ever being overwhelmed in any skirmish involving a Gollum or Wraith minion, regardless of how strong the other minions were.
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« Reply #67 on: March 23, 2010, 05:35:43 AM »
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What happens with Boundless Courage if Frodo is facing Gollum and a Moria Scout?
Always with the difficult questions! Tongue I think Gollum's strength does not count to the total strength counted when you check overwhelming. But if the Moria Scout's strength was enough to overwhelm Frodo, then he would still die.
I remember reading a clarification for The Ring's Oppression that said that "a Sauron Orc kills a companion" means "a companion is killed in a skirmish involving a Sauron Orc." In that case Boundless Courage, would prevent Frodo from ever being overwhelmed in any skirmish involving a Gollum or Wraith minion, regardless of how strong the other minions were.
Yeah now that I think about it you might be right about that. I might just word it that way in the first place "(or unable to be overwhelmed if skirmishing a Gollum or Wraith minion)."

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« Reply #68 on: March 23, 2010, 02:00:33 PM »
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We're going to do some sites before Shadow cards (sites are always a drag to end on).

L&S (8, 0/8/0)
Amon Hen 0
Battleground. Corrupted companions cannot be assigned to a skirmish by the Free Peoples player (companions with resistance 0 are corrupted).
L U 203

Anduin Shores 2
River. When the fellowship moves to this site, each player may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order and the rest beneath your draw deck in any order).
L U 204

Frodo's Chambers 3
Dwelling. Each companion (except the Ring-bearer) is resistance +2.
L U 205

Galadriel's Glade 1
Forest. Each player must keep the top card of their draw deck face up.
L U 206

The Golden Wood 3
Forest. Each time a companion with resistance 7 or more is about to take his or her first wound in a skirmish, prevent that wound.
L U 207

Isen Banks 0
Battleground. River. Skirmish: Exert your minion (except an enduring minion) to add 1.
L U 208

The Redhorn Gate 2
Underground. When the fellowship moves to this site, each player must place 2 cards from his or her hand on top of his or her draw deck.
L U 209

Pelennor Battlefield 1
Battleground. Plains. Each card is twilight cost -1 during the skirmish phase.
L U 210


TW (4, 0/3/1)
Pelennor Grassland 1
Plains.
Each card gains toil 1.
T U 117

Shelob's Lair 3
Battleground. Underground.
Shadow: Discard a minion to play Shelob from your draw deck or discard pile; her twilight cost is -X, where X is the discarded minion's twilight cost.
T R 118

Silverlode Banks 2
River.
When the fellowship moves to and from this site, each player shuffles his or her draw deck.
T U 119

Stairs of Cirith Ungol 0
Mountain.
When the fellowship moves to this site, exert the Ring-bearer X times (where X is the current region number).
T U 120



BL (4, 0/4/0)
Bree Gate 1
Shadow: Spot a companion with resistance 5 or less and exert your traitor minion to reveal a player's hand.
B U 117

Helm's Deep 3
Battleground.
Valiant companions with resistance 3 or more are strength +2.
B U 118

Morgul Vale 0
While you can spot 3 burdens, each twilight card is twilight cost -2.
B U 119

Slopes of Amon Hen 2
Battleground.
When the fellowship moves to this site, you may spot your ranger or tracker to foresee 3. (To foresee 3, look at the top 3 cards of your draw deck; place any number of those cards on top of your draw deck in any order and the rest beneath your draw deck in any order).
B U 120
« Last Edit: April 23, 2010, 04:51:31 AM by Thranduil » Logged

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« Reply #69 on: March 23, 2010, 03:21:33 PM »
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Amon Hen could have a cost of 1. I guess that corrupting companions is hard to achieve.

Galadriel's Glade is cool.

I like Shelob's Lair as well. Looks like a Bridge of Kazak-Dun for Spiders hehe.

Wow, Stairs of Cirith Ungol is dangerously strong in region 3. Is there any Ring-bearer wounding after Shadows and in your set?

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« Reply #70 on: March 23, 2010, 03:51:48 PM »
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Wow, Stairs of Cirith Ungol is dangerously strong in region 3. Is there any Ring-bearer wounding after Shadows and in your set?
I'm not sure there's RB wounding (though we'll see later - maybe we should remember this point), but I think there is RB exertion and taking advantage of wounds on the RB.

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« Reply #71 on: March 25, 2010, 08:54:22 AM »
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I'm bored of sites - let's see some cards! Smiley

L&S (8, 3/3/2)
1 Cruel Little Hobbitses Gollum (SH)
Spot Gollum to make a minion strength +2 (or +4 if the Ring-bearer is exhausted).
"‘But that would kill us, kill us…'"
L U 49

2 Filthy Little Thieves Gollum (SH)
Event • Maneuver
Search.
Spot Gollum to exert the Ring-bearer (or exert the Ring-bearer twice if he or she has resistance 6 or less).
L C 51

2Gollum, Corrupted by the Ring Gollum (SH)
Minion
Str: 5
Vit: 4
Sit: 3
Traitor.
While the Ring-bearer is wearing The One Ring, Gollum is strength +5 and fierce.
"‘Where iss it, where iss it: my Precious, my Precious? It's ours, it is, and we wants it.'"
L R 52

2Gollum, Duplicitous Creature Gollum (SH)
Minion
Str: 5
Vit: 4
Sit: 3
Traitor.
Each time Gollum wins a skirmish, you may exert Gollum to wound the Ring-bearer.
"‘Throttle us in our sleep, that's his plan.'"
L C 53

0 Grisly Ambitions Gollum (SH)
Event • Response
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
If the Ring-bearer is about to take a wound (or a burden in place of a wound), exert Gollum or Sméagol to add a burden.
"‘But if we was master, then we could help ourselfs, yes, and still keep promises.'"
L U 54

1My Precious Gollum (SH)
Condition • Support Area
To play, spot Gollum.
While you can spot a Shire Ring-bearer, Gollum is an aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Skirmish: Discard this condition and exert Gollum twice to make the Ring-bearer wear The One Ring until the regroup phase.
"‘The thieves, the filthy little thieves. Where are they with my Precious? Curse them! We hates them.'"
L R 55

0 We Wants It! Gollum (SH)
Event • Skirmish
Make Gollum strength +2 (or strength +4 if the Ring-bearer is wearing The One Ring).
"‘Lord Sméagol? Gollum the Great? The Gollum?'"
L C 62

1 Wickedness Gollum (SH)
Condition • Support Area
Search.
When you play this condition, you may reveal the top card of your draw deck. If it is a Gollum event, you may take it into hand.
While the Ring-bearer has resistance 6 or less, Gollum's twilight cost is -2.
L U 63


TW (8, 3/2/2)
X Craving the Ring Gollum (SH)
Event • Response
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Search. Twilight.
If the Ring-bearer puts on The One Ring, spot Gollum to exert the Ring-bearer X times and make Gollum strength +X until the regroup phase.
T R 24

8 Dirty Tricks Gollum (SH)
Event • Regroup
When you play this card, you may exert any number of Gollum characters to make this card's twilight cost -2 for each character you exerted in this way.
Make the move limit -1.
T U 25

0 Searching for the Precious Gollum (SH)
Event • Shadow
Search.
Choose one: play Gollum from your draw deck or discard pile; or spot Gollum to take into hand a search card from your discard pile.
T U 30

6Shelob, Guardian of Cirith Ungol Gollum (SH)
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Skirmish: Discard a minion from play or from hand to make Shelob strength +2 (or +3 if she is skirmishing a companion with resistance 6 or less).
T C 31

6Shelob, Terror of the Mountains Gollum (SH)
Minion • Spider
Str: 8
Vit: 8
Sit: 8
Fierce.
Skirmish: Spot another Gollum card and remove a minion in your discard pile from the game to make Shelob strength +2.
Skirmish: Discard a skirmishing minion to play Shelob from your hand. If the minion you discarded was unique, you may have Shelob replace it in that skirmish.
T R 32

1 Wicked Masster! Gollum (SH)
Condition • Support Area
Search.
Regroup: Exert Gollum twice to foresee 2. Then reveal the top card of your draw deck. If it is a Gollum or Wraith card, you may add a burden. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest on the bottom of your draw deck in any order).
T C 34

0 You Haven't Got Any Friends! Gollum (SH)
Event • Skirmish
Make a Gollum character strength +2 (and wound a Gollum character he or she is skirmishing).
T C 35


BL (7, 2/1/1)
3 A Difficult Burden Gollum (SH)
Event • Maneuver
Toil 2.
Spot a Sauron card to make the Free Peoples player choose to add 2 burdens or discard 3 cards from their hand.
B U 35

1 Secret Plots Gollum (SH)
Condition • Support Area
Shadow: Exert Gollum and either a Wraith or Sauron minion to add a Gollum token here.
Regroup: Remove a Gollum token here to foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest on the bottom of your draw deck in any order).
B C 36

1 Shelob's Web Gollum (SH)
Possession • Support Area
Response: If your minion is killed or discarded and you cannot spot 3 cards stacked here, exert a Gollum minion to stack that minion here.
Skirmish: Discard a minion stacked here to choose one: make a Gollum minion strength +2; or play a Gollum minion from your discard pile.
B C 39

1Treacherous Deeds Gollum (SH)
Condition • Support Area
Search.
To play, spot Gollum.
The Free Peoples player plays with the top card of his or her draw deck faceup.
Skirmish: Discard this condition to wound a companion skirmishing Gollum with the same twilight cost as the top card of the Free Peoples player's draw deck.
B R 40
« Last Edit: March 26, 2010, 05:05:31 AM by Thranduil » Logged

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« Reply #72 on: March 25, 2010, 08:56:59 AM »
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All the Gollum cards in L&S seem really overpowered. Maybe it's just me.
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« Reply #73 on: March 25, 2010, 11:04:29 AM »
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My Precious would be nasty in Expanded.

Craving the Ring is very cool.

Why not Toil 2 on Dirty tricks?

Shelob, Guardian of Cirith Ungol looks very dangerous. What about a strength +2 (or +3) instead? Or maybe there should be a limit. The other Shelob looks fun hehe.

A Difficult Burden, 2 burdens may be a bit too much. Why not only 1 like DDotR?

The rest is nice. It isn't too overpowered.

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« Reply #74 on: March 26, 2010, 05:09:41 AM »
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Why not Toil 2 on Dirty tricks?
This question gets asked every time I post this card and its FP equivalent! Smiley Compare it to what Toil 2 would say: (When you play this card, you may exert any number of your Gollum characters to make this card's twilight cost -2 for each character you exerted in this way).

Shelob, Guardian of Cirith Ungol looks very dangerous. What about a strength +2 (or +3) instead? Or maybe there should be a limit.
I have a feeling that she was fixed when I originally posted it and somehow I forgot. So I've brought down the strength bonus to +2/3. I'm not adverse to giving "Limit +8" instead of or as well as How YOU Doin'?

A Difficult Burden, 2 burdens may be a bit too much. Why not only 1 like DDotR?
As a one-shot ability, I wasn't sure 1 burden was good enough. But I'm willing to be proved wrong!

All the Gollum cards in L&S seem really overpowered. Maybe it's just me.
I think they're all very playable, and that's mainly because I didn't have many card slots and I had to replace a lot of strategy lost from RotK rotating out. But this is definitely something to watch out for.

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« Reply #75 on: March 26, 2010, 08:01:29 AM »
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I just had an idea for your starter, what about a P Smeagol with a P Gollum (Light and Shadow).
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« Reply #76 on: March 26, 2010, 08:40:28 AM »
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I just had an idea for your starter, what about a P Smeagol with a P Gollum (Light and Shadow).
That's actually a really cool idea! Nice one! Gold Piece I'm not seeing either of the two pairs I've got now working so well - perhaps I should make a new one of each? Doesn't sound like a terrible idea given I was worried there weren't enough versions of them in the block, and more specifically, in draft, so I could conceivably push one of the existing pairs into later sets (I might actually spread them out, Gollum in the Twilight World and Sméagol in Back to the Light).

Then The Twilight World, I'd like to use Frodo, Under the Lidless Eye, and one of the Nazgûl perhaps? The uncommon is Lemenya which looks good to me.

For Back to the Light I want 2 culture-shifted characters. How about Sauron Witch-King and Rohan Haldir?
« Last Edit: March 26, 2010, 08:42:31 AM by Thranduil » Logged

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« Reply #77 on: March 27, 2010, 03:21:22 PM »
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Traitor (Traitor is unloaded).


L&S (20, 9/6/5)
2Bill Ferny, Man of Bree Evil Men
Minion • Man
Str: 4
Vit: 1
Sit: 2
Traitor.
While you can spot a companion with resistance 5 or less, Bill Ferny cannot be assigned to a skirmish by the Free Peoples player.
Each companion skirmishing Bill Ferny (except the Ring-bearer) is resistance -3.
"‘They will no all the news now, for they have visited Bill Ferny...'"
L R 81

2 Breeland Herald Evil Men
Minion • Man
Str: 6
Vit: 1
Sit: 2
Traitor.
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is a Wraith card, you may make each companion (except the Ring-bearer) resistance -2 until the regroup phase.
"The Men of Bree were brown-haired, broad, and rather short…"
L U 82

3 Breeland Rogue Evil Men
Minion • Man
Str: 8
Vit: 1
Sit: 2
Traitor.
While skirmishing a companion with resistance 5 or less, this minion is strength +2.
"He wondered why the man was so suspicious, and whether anyone had been asking for news of a party of hobbits."
L C 83

2 Breeland Scoundrel Evil Men
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor.
When you play this minion, you may discard a possession borne by a companion with resistance 5 or less.
"‘A poor old half-starved creature it is,' said Bob; ‘but he won't part with it for less than thrice its worth, seeing how you're placed...'"
L C 84

X Breeland Spy Evil Men
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor.
This minion's twilight cost is X, where X is the current region number.
"‘But you'll find maybe that more folk than old Harry at the gate will be asking you questions. There's queer folk about.'"
L R 85

4 Breeland Traitor Evil Men
Minion • Man
Str: 9
Vit: 2
Sit: 2
Traitor.
This minion is strength +1 for each Shadow culture you can spot.
"… they belonged to nobody but themselves..."
L C 86

1 Cunning Men Evil Men
Condition • Support Area
When you play this condition, you may foresee 1. (to foresee 1, look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
Skirmish: Discard this condition to make a Evil Men minion strength +2 (and add 3 if you can spot 6 companions).
"The strangers, especially those that had come up the Greenway, stared at them curiously."
L C 87

4 Dunland Ambusher Evil Men
Minion • Man
Str: 10
Vit: 2
Sit: 4
Tracker.
When you play this minion, you may spot another Evil Men minion to make an unbound companion resistance -3.
Skirmish: Exert a minion to play this minion from your hand.
L C 88

3 Dunland Herald Evil Men
Minion • Man
Str: 8
Vit: 2
Sit: 4
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is a Evil Men card, you may make each minion strength +1 until the regroup phase.
L U 89

4 Dunland Outrider Evil Men
Minion • Man
Str: 9
Vit: 3
Sit: 4
Tracker. Aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Each time you play a tracker minion, you may foresee 1. (To foresee 1, look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
L U 90

3 Dunland Runner Evil Men
Minion • Man
Str: 9
Vit: 2
Sit: 4
Tracker.
While you can spot a companion with resistance 5 or less, this minion is an aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
L C 91

2 Forgetful of Danger Evil Men
Condition • Unbound Companion
Res: -2
To play, spot a Evil Men minion. Limit 1 per bearer.
Skirmish: Play this condition from your hand on a companion skirmishing a Evil Men minion.
"‘… if I were you, I should stop your friends from talking too much.'"
L C 92

3Harry Goatleaf, Gate-warden Evil Men
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor.
To play, spot a Evil Men or Wraith card.
Each minion is site number -2.
"‘What do you want, and where do you come from?'"
L R 93

5 Savage Strength Evil Men
Event • Skirmish
Spot a Evil Men minion to wound a skirmishing companion. If that companion has resistance 5 or less, wound that companion again.
L C 94

1 Sinister Inquiries Evil Men
Condition • Support Area
Search.
When you play this condition, you may spot another Evil Men card to foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
Maneuver: Discard this condition and spot a companion with resistance 5 or less to take into hand a Evil Men event from your draw deck.
"‘What may your names be, might I ask?'"
L U 95

1 Spies Everywhere Evil Men
Condition • Support Area
Stealth.
Response: If a Evil Men minion is played, remove 1 to make that minion gain the Wraith culture and traitor until the regroup phase.
"‘The Enemy has many spies in his service...'"
L R 96

0 Spies From the South Evil Men
Event • Response
Search.
If the Ring-bearer puts on The One Ring, spot a Evil Men minion to discard the Free Peoples player's hand or the top 5 cards of their draw deck.
"‘There's a party that came up the Greenway from down South last night - and that was strange enough to begin with.'"
L U 97

1 Under the Ringwraiths' Sway Evil Men
Event • Shadow
If the fellowship is in region 1, spot a Evil Men card to take into hand a Shadow card from your draw deck.
If the fellowship is in region 2 or 3, spot a Evil Men card to make an unbound companion resistance -2 until the regroup phase.
"‘… already some in Bree are in their clutch.'"
L U 98

8 The Wrong Attention Evil Men
Event • Skirmish
This event's twilight cost is -1 for each Shadow culture you can spot.
Discard a companion with resistance 5 or less skirmishing a Evil Men minion.
"‘Why did you do that? Worse than anything your friends could have said! You have put your foot in it! Or should I say your finger?'"
L R 99

4Wulf, Warrior of Dunland Evil Men
Minion • Man
Str: 10
Vit: 2
Sit: 4
Fierce.
While you can spot a Evil Men minion, Wulf's twilight cost is -2 during the skirmish phase.
Response: If a minion wins a skirmish, play Wulf from your hand; he is damage +1 until the regroup phase.
L C 100


TW (10, 4/3/3)
7Castamir of Umbar, Corsair Vandal Evil Men (reprint)
Minion • Man
Str: 14
Vit: 4
Sit: 4
Fierce. Toil 1.
Each wounded Evil Men minion is strength +2.
T R 51

6Desert Lord, Southron Captain Evil Men
Minion • Man
Str: 11
Vit: 3
Sit: 4
Archer. Besieger.
While you can spot a companion with resistance 5 or less, each other Evil Men and besieger minion is strength +1 (and an archer if that companion is corrupted). (Companions with resistance 0 are corrupted).
T R 52

9 Dismay Evil Men
Event • Regroup
Toil 3.
Exert each companion with resistance 5 or less (or wound that companion if he or she is corrupted). (Companions with resistance 0 are corrupted).
T U 53

3 Dunlending Assailant Evil Men
Minion • Man
Str: 8
Vit: 1
Sit: 4
Besieger.
While you can spot a companion with resistance 5 or less, this minion cannot take wounds.
T C 54

4Freca, Dunlending Chieftain Evil Men
Minion • Man
Str: 9
Vit: 1
Sit: 4
Aggressor. Besieger. Fierce. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Each time Freca wins a skirmish, you may play a minion from your hand; that minion is fierce until the regroup phase.
T C 55

3Great Mûmak of Harad Evil Men
Possession • Mount
Str: +3
Vit: +1
Bearer must be a Evil Men minion or Southron.
Each companion (except the Ring-bearer) is resistance -2.
If this possession is discarded, wound bearer and each companion bearer was skirmishing.
T R 56

1 Harrying of Gondor Evil Men
Event • Skirmish
Engine.
Make a Evil Men minion strength +2 (and discard a Gondor possession).
T C 57

X Mûmakil Towers Evil Men
Event • Maneuver
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Engine.
Spot a Evil Men minion to add X threats.
T U 58

2 Southron Assaulter Evil Men
Minion • Man
Str: 6
Vit: 2
Sit: 4
Besieger.
While you can spot a companion with resistance 5 or less, this minion is an archer (and an aggressor if that companion is corrupted). (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1. Companions with resistance 0 are corrupted).
T C 59

3 Southron Freebooter Evil Men
Minion • Man
Str: 8
Vit: 2
Sit: 4
Besieger.
When you play this minion, reveal the top card of your draw deck. If it is a Evil Men or Sauron card, you may discard a possession borne by a companion.
T U 60


BL (10, 4/3/3)
1 Betrayed Evil Men
Condition • Unbound Companion
Res: -2
To play, spot a Evil Men or traitor minion.
B C 56

3 Collusion with the Shadow Evil Men
Event • Skirmish
Toil 2.
Spot a Wraith minion to make the Ring-bearer wear The One Ring until the regroup phase. The Free Peoples player may add a burden to prevent this.
B U 57

4 Death From Above Evil Men
Event • Archery
Spot a Evil Men card to reveal the top X cards of your draw deck where X is the number of companions with resistance 5 or less. Make the minion archery total +1 for each Shadow card revealed.
B R 58

0 Informers of the Enemy Evil Men
Condition • Support Area
When you play this condition, you may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
Maneuver: Spot a traitor character and discard this condition to reveal the top card of your draw deck. If that card is a Shadow card, reveal the Free Peoples player's hand and discard a revealed Free Peoples card.
B R 59

1 Planned Ambush Evil Men
Condition • Support Area
Shadow: Exert a Evil Men minion and either an Orc or Wraith minion to add a Evil Men token here.
Skirmish: Remove a Evil Men token here to add 2.
B C 60

2 Southron Ambusher Evil Men
Minion • Man
Str: 5
Vit: 2
Sit: 4
Aggressor. Ambush 1. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
B C 61

2 Southron Assaulter Evil Men
Minion • Man
Str: 5
Vit: 3
Sit: 4
Aggressor. Besieger. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Skirmish: Exert this minion to play a minion from your hand. If that minion is an Orc minion, you may discard a condition.
B U 62

4Southron Champion Evil Men
Minion • Man
Str: 7
Vit: 2
Sit: 4
Aggressor. Ambush 2. Besieger. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
While there is a Sauron card in your discard pile, Southron Champion is strength +1 for each twilight token.
B R 63

3 Traitor of Edoras Evil Men
Minion • Man
Str: 9
Vit: 2
Sit: 3
Traitor.
When you play this minion, you may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
B C 64

6Úlairë Attëa, Khamûl Evil Men
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce. Traitor.
At the start of each skirmish involving Úlairë Attëa, you may remove 3 to add a burden.
B U 65
« Last Edit: April 24, 2010, 05:57:05 PM by Thranduil » Logged

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« Reply #78 on: March 28, 2010, 09:30:56 PM »
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Wow, nobody answered your post yet, I'll give you my thoughts about these DCs in a few days.
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« Reply #79 on: April 03, 2010, 09:31:26 AM »
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Here are my comments:

I like the cards you made wit ha twilight cost of X. Breeland Spy is fun.

I like Savage Strength, its a cool adaptation of Red Wrath.

Spies Everywhere has some interesting potential.

The Wrong Attention is cool, it looks like a card you could base your entire deck on.

A reprint of the Castamir? It's the first time a see a Rare card being reprinted. I'm not sure it is a good idea.

Desert Lord, should it be 'gains archer'? 'Is an archer' is fine, just asking...

Freca looks like it shouldn't be a common card.

Siege Engines is too close to Siege Engine. What about War Engines, or Siege Towers? But the Siege Towers belongs to the Orcs. Anyway, this card is epic. Adding 9 threats sounds awesome.

I realized that you have a bunch of minions named 'Southron ....', why not give them the Southron keyword as well?

Southron Assaulter, Southron Champion and Ulaire Attea are very cool minions. Can you explain me why Attea is a Evil Men?

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« Reply #80 on: April 03, 2010, 01:34:56 PM »
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Rare cards have been reprinted before, see, nobody tosses a dwarf* and nobody tosses a dwarf

for siege tower why not make it Mumakil tower?
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« Reply #81 on: April 03, 2010, 02:55:19 PM »
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A reprint of the Castamir? It's the first time a see a Rare card being reprinted. I'm not sure it is a good idea.
Not convinced by it either. I don't think reprinting rares is necessarily a bad idea. There's another reprint in the set that I can think of off the top of my head: Cantea, Black Assassin, because it's one of the most famous cards to use corrupted without actually saying it, so I wanted to emphasise that. I reprinted Castamir because I wanted to emphasise the role of toil in the set, and I was feeling a bit lazy. I always think that you should always reprint a card that does the same job as a card you could design - it just is using up design space you don't need do. But on Castamir you could be right.

Freca looks like it shouldn't be a common card.
I think I've mentioned this before, but maybe not recently enough. I basically approach character design from the attitude that non-unique characters are really dull and so I try and make as many unique minions and companions at low rarities all the time (I don't think there's actually a single non-unique companion in the block). He also emphasises the aggressor theme which I'm sometimes a bit low on, and given Evil Men should be one of the best at aggressor, I didn't mind his power so prominently in the set. He's good, but he's simple and he stresses the set's themes, which is why I think I stand by him as common.

Siege Engines is too close to Siege Engine. What about War Engines, or Siege Towers? But the Siege Towers belongs to the Orcs. Anyway, this card is epic. Adding 9 threats sounds awesome.
Good point. I like L3333's title. I will change it.

I realized that you have a bunch of minions named 'Southron ....', why not give them the Southron keyword as well?
Thought about that. It is out of continuity with all of the minions from War of the Ring and Hunters block, but I can see the arguments both ways. I don't like the Southron, Corsair, Easterling keywords on principle, which is another one of my rants which I've had several times. Basically as long as those "tribal" (to borrow an MTG term) keywords remain tied to a single culture (ie. in this case Raider) they act to limit deck design. You can't have a straight Raider deck, you have to choose your tribe. This is my problem with knight and valiant, which as you can see on principle I put wherever the flavour makes sense. Once they are spread across different cultures, then they serve as deck-building catalysts and increase deck creativity - you can build a tracker tribal deck and so on. The problem with Southron et al is that they can by flavour only appear in Raider (or Evil Men) and so they cannot increase deck building potential. You can argue thaat havign them on both Evil Men and Raider cards is enough, but I'm not convinced.

Southron Assaulter, Southron Champion and Ulaire Attea are very cool minions. Can you explain me why Attea is a Evil Men?
Because he was once a Man, and more specifically, he was identified in Mines of Moria as The Easterling. Also, remember that Back to the Light is all about culture and culture bleeding.

Wow that was rant of a post...

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« Reply #82 on: April 04, 2010, 11:51:59 AM »
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You are right, Freca's gametext is simple. It can be a common then.

For the Rare reprints, I didn't remember Nobody tosses a dwarf so I guess it is fine.

Thanx for the info about Attea. I wasn't 100% sure.
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« Reply #83 on: April 08, 2010, 03:41:30 AM »
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I really wish I had my computer so that I could post more cards. Really irritating.

I was going to go into Isengard culture, but I only remember half of the L&S cards, so we'll start with them, and when I get my computer fixed, we'll sort that lot out.


SEE BELOW....
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« Reply #84 on: April 08, 2010, 11:38:41 AM »
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4Saruman, [Can't remember subtitle] Isengard
Minion • Wizard
Str: 8
Vit: 4
Sit: 4
While skirmishing a companion with resistance 6 or more, Saruman is strength +3 and damage +1.
Any phase: Exert Saruman to make a companion (except the Ring-bearer) resistance +2 or -2.
L R
Maybe:
Saruman, Duplicitous Councilor
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« Reply #85 on: April 08, 2010, 12:18:27 PM »
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Both are pretty neat and pretty balanced.

One typing mistake here...

While skirmishing a companion with resistannce 6 or more...
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« Reply #86 on: April 09, 2010, 08:53:34 AM »
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Fixed typo. And I think I've remembered the rare one's subtitle.

What I've give to have my computer back... Sad

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« Reply #87 on: April 12, 2010, 09:42:47 AM »
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FINALLY I HAVE MY COMPUTER! Touchdown! Several of my threads will be updated in celebration. First:

L&S (2, 1/0/1)
4Saruman, Blinded by Greed Isengard
Minion • Wizard
Str: 8
Vit: 4
Sit: 4
Traitor. (Traitor is unloaded).
While you can spot 2 Shadow cultures, Saruman's twilight cost is -2.
When you play Saruman, you may foresee 3. If you foresee a Shadow artifact, you may reveal it and take it into hand. (To foresee 3, look at the top 3 cards of your draw deck; place any number of those cards on top of your draw deck in any order and the rest on the bottom of your draw deck in any order).
"‘Saruman is coming for the Ring.'"
L C 79

4Saruman, Fallen Istar Isengard
Minion • Wizard
Str: 8
Vit: 4
SIt: 4
Traitor.
While skirmishing a companion with resistance 6 or more, Saruman is strength +3 and damage +1.
Any Phase: Exert Saruman to make a companion (except the Ring-bearer) resistance +2 or -2.
"‘Our list of allies grows thin.'"
L R 80


TW (6, 2/2/2)
3 Agent of Saruman Isengard
Minion • Man
Str: 6
Vit: 2
Sit: 3
Traitor.
Response: If the Ring-bearer puts on The One Ring, exert this minion to reveal the top 3 cards of your draw deck (or 5 cards if you can spot a corrupted companion). The Free Peoples player must exert a companion for each Shadow card revealed. Place the revealed cards on the bottom of your deck in any order. (Companions with resistance 0 are corrupted).
T U 44

2Gríma, Treacherous Servant Isengard
Minion • Man
Str: 4
Vit: 3
Sit: 3
Traitor.
Shadow: Exert Gríma to foresee 2. If you foresee a Shadow condition, you may reveal it to make each unbound companion resistance -2 until the regroup phase; take that condition into your hand. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
T C 46

0The Palantír of Orthanc, Dangerous Tool Isengard
Artifact • Support Area
When you play The Palantír of Orthanc, each player may foresee 4. (To foresee 4, look at the top 4 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
At the start of the maneuver phase, you may spot Saruman to look at the top 2 cards of a player's draw deck; replace them in any order.
"‘We do not know who else may be watching.'"
T R 47

3 Saruman's Craft Isengard
Event • Shadow
Engine. Toil 3.
Take a Shadow artifact, Shadow engine or Shadow spell into hand from your draw deck. Shuffle your draw deck.
T U 48

X Sorcery of Orthanc Isengard
Event • Shadow
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Spell.
To play, spot an Isengard card.
Discard conditions with total twilight costs equal to the value of X.
T R 49

2 Spy of Saruman Isengard
Minion • Man
Str: 6
Vit: 2
Sit: 3
Traitor.
While this minion is assigned to a skirmish, each Free Peoples event is twilight cost +1 (or +2 if assigned to a corrupted companion). (Companions with resistance 0 are corrupted).
T C 50


BL (4, 1/1/2)
1Lotho Sackville-Baggins, Chief Shirriff Isengard
Minion • Hobbit
Str: 3
Vit: 4
Sit: 2
Traitor. (Traitor is unloaded).
When you play Lotho Sackville-Baggins, you may take a traitor minion into hand from your draw deck.
Assignment: Assign Lotho Sackville-Baggins to a Shire companion. The Free Peoples player may add a burden to prevent this and assign Lotho Sackville-Baggins.
B R 52

1 Mark of the White Hand Isengard
Condition • Support Area
To play, exert a minion or spot an Isengard traitor character.
Each minion gains the Isengard culture (and is strength +1 if the fellowship is at a battleground site).
Discard this condition at the end of the turn.
B U 53

4 Sharkey's Men Isengard
Minion • Man
Str: 9
Vit: 2
Sit: 2
Traitor.
When you play this minion, you may foresee 2. If you foresee a traitor minion, you may reveal it and take it into hand. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
B C 54

12 Uniting the Two Towers Isengard
Event • Maneuver
Toil 2.
Sauron, Evil Men, Wraith, Orc and Uruk-hai minions may exert for this card's toil.
Spot a unique Isengard minion to allow you to decide the order of skirmishes until the regroup phase.
B R 55
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« Reply #88 on: April 12, 2010, 02:39:32 PM »
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Agent of Saruman: How are you planning to make the RB wear the ring?

Saruman's Craft ---> pretty cool. You said shadow artifact but not shadow spell, does it mean I can grab my Gandalf spells?. I know you like to make things clear... so maybe you could specify shadow spell.

Sorcery of Orthanc is pretty fun.

Mark of the White Hand looks pretty epic haha. It should be "(and is strength +1 if at a battleground site").
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« Reply #89 on: April 12, 2010, 04:53:48 PM »
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Agent of Saruman: How are you planning to make the RB wear the ring?
In the Isengard culture, not particularly at all. The block is geared towards multiculture, especially multiculture Shadow (you'll notice the cultural specifications of most of these cards is essentially none) and so if you were building a strategy around him, you'd probably be using Wraith and/or Evil Men as well.

Saruman's Craft ---> pretty cool. You said shadow artifact but not shadow spell, does it mean I can grab my Gandalf spells?. I know you like to make things clear... so maybe you could specify shadow spell.
Yeah... Probably should say that.

Mark of the White Hand looks pretty epic haha. It should be "(and is strength +1 if at a battleground site").
Done.

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« Reply #90 on: April 15, 2010, 05:02:12 AM »
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L&S (22, 10/6/6)
4 Abandon Hope Orc
Event • Skirmish
Spot an Orc minion to add a burden.
L C 106

4Ancient Chieftain, Goblin of Moria Orc
Minion • Orc
Str: 9
Vit: 2
Sit: 4
While you can spot another Orc card, Ancient Chieftain is fierce.
Each time Ancient Chieftain wins a skirmish, you may place a Shadow card from your discard pile on top of your draw deck.
L R 107

0 Cruel Scimitar Orc
Possession • Hand Weapon
Str: +2
Bearer must be an Orc minion.
When you play this possession, you may spot a companion with resistance 4 or less to draw a card.
L U 108

9 The Darkness of Moria Orc
Event • Skirmish
This event's twilight cost is -1 for each burden.
Exert an Orc minion to exert each companion.
L R 109

1 Endless Host Orc
Event • Shadow
Spot an Orc minion to play a minion with strength 9 or less from your discard pile.
L U 110

2 Filled with Malice Orc
Condition • Support Area
When you play this condition, you may foresee 1. (To foresee 1, look at the top 1 card of your draw deck; you may place that card on top of or beneath your draw deck).
Skirmish: Discard this condition to make a companion skirmishing an Orc minion strength -2 (and add a burden if you can spot 6 companions).
L C 111

1 Goblin Mail Orc
Possession • Armor
Bearer must be an Orc minion.
Each time bearer loses a skirmish, you may make the Free Peoples player add 3 or a burden.
Skirmish: Exert bearer to make him strength -2.
L R 112

5Gorbag, Quarrelsome Captain Orc
Minion • Orc
Str: 11
Vit: 3
Sit: 6
Traitor. (Traitor is unloaded).
Skirmish: Exert Gorbag to play a minion from your hand; that minion comes into play exhausted and is fierce until the regroup phase.
L C 113

0 Hopeless Dark Orc
Event • Shadow
Spot an Orc card and remove a burden to make each companion (except the Ring-bearer) resistance -2 until the regroup phase.
L U 114

2Muzgash, Orc of Cirith Ungol Orc
Minion • Orc
Str: 7
Vit: 2
Sit: 6
Aggressor. Traitor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Muzgash is strength +2 for each wounded minion you can spot.
L R 115

1 Orkish Assailant Orc
Minion • Orc
Str: 5
Vit: 1
Sit: 4
While you can spot a companion with resistance 4 or less, this minion is an aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
L C 116

5 Orkish Chaser Orc
Minion • Orc
Str: 10
Vit: 3
Sit: 4
Tracker.
While skirmishing a companion with resistance 4 or less, this minion is strength +2 and damage +1.
L C 117

0 Orkish Domain Orc
Condition • Support Area
Shadow: Discard an Orc minion from play to skip the maneuver and archery phases. The Free Peoples player may add a burden to prevent this. Discard this condition.
L R 118

3 Orkish Herald Orc
Minion • Orc
Str: 7
Vit: 1
Sit: 4
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is an Orc card card, add a burden and place that card beneath your draw deck.
L U 119

6 Orkish Hunter Orc
Minion • Orc
Str: 13
Vit: 3
Sit: 4
Tracker.
Skirmish: Exert a minion to play this minion to play this minion from your hand; it is fierce until the regroup phase.
While you can spot an Orc minion and a companion with resistance 4 or less, this minion's twilight cost is -2.
L C 120

0 Orkish Mining Orc
Condition • Support Area
Engine.
Each time you play an Orc possession, foresee 1. (To foresee 1, look at the top 1 card of your draw deck; you may place that card on top of or beneath your draw deck).
Response: If an Orc possession is about to be discarded from play, discard this condition to prevent it.
L U 121

3 Orkish Pursuer Orc
Minion • Orc
Str: 5
Vit: 2
Sit: 4
Tracker.
When you play this minion, you may add 1 for each companion with resistance 4 or less.
L U 122

3 Orkish Stalker Orc
Minion • Orc
Str: 8
Vit: 1
Sit: 4
Aggressor. Tracker.(For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
L C 123

2 Orkish Tracker Orc
Minion • Orc
Str: 6
Vit: 2
Sit: 4
Tracker.
The roaming penalty for each other tracker you play is -1.
L C 124

4 Quarrelsome Orc Orc
Minion • Orc
Str: 9
Vit: 3
Sit: 6
Traitor.
Shadow: Exert this minion to stack a minion from your discard pile face up beneath it.
This minion gains all the gametext keywords of minions stacked beneath it.
L R 125

4 Sentry of Cirith Ungol Orc
Minion • Orc
Str: 8
Vit: 3
Sit: 6
Traitor.
This minion's twilight cost is -1 for each Shadow culture you can spot.
L C 126

3 Torment Orc
Condition • Companion
To play, spot an Orc minion.
Bearer is resistance -1 for each Free Peoples card he or she bears.
Skirmish: Play this condition on a companion skirmishing an Orc minion.
L C 127



TW (10, 4/3/3)
X Assembling the Host Orc
Event • Shadow
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Search.
Take an Orc minion with twilight cost X or less into hand from your discard pile.
T U 61

6Gothmog, General of Mordor Orc
Minion • Orc
Str: 13
Vit: 3
Sit: 4
Aggressor. Besieger. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Skirmish: Exert Gothmog to take an Orc or besieger minion into hand from your discard pile.
T C 62

3 Mordor Catapult Orc
Possession • Support Area
Engine. Toil 1.
Maneuver: Discard a besieger minion (or this condition) from play to reveal the top card of your draw deck. Discard a Free Peoples card (except a companion) with the same twilight cost as the revealed card.
T R 63

1 Morgul Assailer Orc
Minion • Orc
Str: 3
Vit: 1
Sit: 4
Besieger.
While the Ring-bearer is wounded, this minion is strength +6 (and fierce if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
T R 64

4 Morgul Assaulter Orc
Minion • Orc
Str: 11
Vit: 2
Sit: 4
Besieger.
While there are 2 wounds on the Ring-bearer, this minion is fierce (and damage +1 if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
T C 65

2 Morgul Harrier Orc
Minion • Orc
Str: 7
Vit: 2
Sit: 4
Besieger.
When you play this minion, you may reveal the top card of your draw deck. If it is an Orc or Wraith card, you may exert the Ring-bearer.
T U 66

5Orc Overseer, Lieutenant of Isengard Orc
Minion • Orc
Str: 10
Vit: 4
Sit: 4
Toil 1 (or toil 2 if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
Each Orc condition gains toil 1.
T C 67

4 Shadow Returns Orc
Event • Shadow
Toil 2.
Play a Shadow condition from your discard pile (or 2 Shadow conditions if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
T U 68

5Siege Commander, Lieutenant of Mordor Orc
Minion • Orc
Str: 12
Vit: 3
Sit: 4
Besieger.
When you play Siege Commander, you may take into hand an engine card from your discard pile.
While you can spot 3 engine cards, each besieger minion is strength +2.
While you can spot 5 engine cards, each besieger minion is fierce.
T R 69

0 War in the Deep Orc
Event • Skirmish
Make an Orc minion strength +2 (or +4 if skirmishing a Dwarven companion).
T C 70


BL (10, 4/3/3)
2 Armies of Mordor Orc
Event • Skirmish
Toil 2.
Play a Evil Men minion from your hand; it is strength +3 and fierce until the regroup phase.
B U 67

0 Gathering to His Call Orc
Event • Shadow or Skirmish
Exert an Orc minion to foresee 2. Then reveal the top card of your draw deck. If it is a search card, you may add 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order and the rest beneath your draw deck in any order).
B C 68

2 Hidden in the Depths Orc
Condition • Support Area
When you play this condition, you may spot another Orc card to search your draw deck for a minion and place it in your discard pile.
Skirmish: Discard this condition and an Orc minion to play a minion from your discard pile; its twilight cost is -8.
B R 69

1 March of Despair Orc
Condition • Support Area
Shadow: Exert an Orc minion and either an Uruk-hai or Wraith minion to add an Orc token here.
Skirmish: Remove an Orc token here to make an unbound companion strength -1.
B C 70

3 Morgul Garrison Orc
Minion • Orc
Str: 6
Vit: 2
Sit: 6
Ambush 1. Traitor.
Skirmish: Exert this minion to play a minion from your hand. If that minion is a Wraith minion, you may add a burden.
B U 71

3 Orkish Footpad Orc
Minion • Orc
Str: 8
Vit: 1
Sit: 4
Ambush 1. Tracker.
When you play this minion, you may place an Orc or tracker minion from your discard pile on the bottom of your draw deck.
B C 72

3 Orkish Officer Orc
Minion • Orc
Str: 7
Vit: 3
Sit: 4
Besieger.
Each time a companion is overwhelmed in skirmish involving an Orc or besieger minion, you may add 3 burdens.
B U 73

4 Orkish Underling Orc
Minion • Orc
Str: 9
Vit: 2
Sit: 4
Ambush 1. Tracker.
When you play this minion, you may spot a companion with resistance 4 or less to take into hand a Shadow event from your discard pile.
B C 74

3 Time of the Orc Orc
Event • Skirmish
Spot an Orc card to reveal the top X cards of your draw deck, where X is the number of companions with resistance 4 or less. Play any number of Orc or besieger minions revealed as if from hand; their twilight costs are each -1.
B R 75

1Ufthak, Tasty Snack Orc
Minion • Orc
Str: 5
Vit: 1
Sit: 6
Traitor.
While Ufthak is in your discard pile or stacked on a Gollum possession, Shelob is strength +2 and damage +1.
B R 76
« Last Edit: April 27, 2010, 12:37:26 PM by Thranduil » Logged

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« Reply #91 on: April 15, 2010, 06:27:35 AM »
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on ancient chieftan i think you chould make it (or two Orc cards)
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« Reply #92 on: April 15, 2010, 07:32:13 AM »
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Cruel Scimitar and Endless Host are basically two toned down reprints of Moria cards. The problem I have with them is that Post-Shadows cards are much stronger than Pre-Shadows cards and if they are weaker than the Moria card, they won't used a lot.

Gorbag is cool, he will be useful in Evil Men decks as well.

Quarrelsome Orc: This sound like a weird action 'to stack a minion from your discard pile face up beneath it'. Shuffling the draw deck after having played a few of these would be funny.

Assembling the Host is pretty weak compared to Endless Host.

I like Mordor Catapult. Very nice shadow version of the Gondor Catapult.

March of Despair: Why did you choose [Uruk-Hai] and Wraith?

Orkish Footpad: It should probably be 'minion from your discard pile to the bottom of your draw deck.

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« Reply #93 on: April 15, 2010, 08:04:10 AM »
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Cruel Scimitar and Endless Host are basically two toned down reprints of Moria cards. The problem I have with them is that Post-Shadows cards are much stronger than Pre-Shadows cards and if they are weaker than the Moria card, they won't used a lot.
Cruel Scimitar yes. This is because Goblin Scimitar is very very good, and Cruel Scimitar fits slightly better on the power curve. Endless Host, however, is not a reprint: notice that it plays any minion from your discard pile.

Also, to think that Pre-Shadows is much less powerful than post-Shadows is I don't think strictly correct. What about Morgul King? Greenleaf? Dauntless Hunter? Durin III? Easterling Captain Crunch? Goblin Swarms? And what about all those terrible cards from Shadows onwards? There are some individual especially powerful cards from Hunters on, like Gothmog, Rapid Reload, Thorongil and so on, but overall I don't think the power level is actually that different. More I would say that Movie block is generally slightly under the power curve (because they didn't know what they were doing) and Hunters onwards is slightly above the power curve (because they weren't as careful with what they were doing).

Anyway, sorry about that rant.

Assembling the Host is pretty weak compared to Endless Host.
Yeah, it's not a very good card. That's luckily fine!

March of Despair: Why did you choose [Uruk-Hai] and Wraith?
Mechanically because no other card did Uruk-hai and Wraith and because they already had a Evil Men thing going. Flavour, because of Isengard and Morgul Orcs.

Orkish Footpad: It should probably be 'minion from your discard pile to the bottom of your draw deck.
I was copying the wording of Goblin Sneak. EDIT: But I actually got it slightly wrong, so now it's corrected.

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« Reply #94 on: April 15, 2010, 12:16:50 PM »
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on ancient chieftan i think you chould make it (or two Orc cards)
I agree; otherwise he would be splashed in a lot of decks to set up key combos.
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« Reply #95 on: April 15, 2010, 04:38:35 PM »
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Okay, taken out the parentheses and added fierce to Ancient Chieftain for spotting an Orc card.

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« Reply #96 on: April 19, 2010, 07:13:17 AM »
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L&S (5, 1/1/3)
0 Awoken in the Darkness Moria
Event • Shadow
Discard any number of minions to play The Balrog from your draw deck or discard pile. Its twilight cost is -1 (or -2 if the current site is underground) for each minion discarded in this way.
L U 101

12The Balrog, Demon of the Ancient World Moria
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Fierce.
Discard all other minions.
While skirmishing a companion with resistance 4 or less, The Balrog is strength +3 and damage +1.
L C 102

12The Balrog, Nameless Fear Moria
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Damage +1. Fierce.
When you play The Balrog, you may play a Moria artifact from your draw deck or discard pile.
Each companion with resistance 4 or less cannot use special abilities.
L R 103

1The Balrog's Sword, Weapon of Shadow Moria
Artifact • Hand Weapon
Str: +3
Bearer must be The Balrog.
Each time The Balrog wins a skirmish, you may exert a companion with resistance 4 or less.
Regroup: Discard this artifact to add a burden.
L R 104

1Whip of Many Thongs, Weapon of Flame Moria
Artifact
Res: -3
Bearer must be The Balrog.
Skirmish: Exert The Balrog to transfer this artifact to a companion skirmishing The Balrog.
L R 105


BL (1, 0/0/1)
4The Mines of Moria Moria
Condition • Support Area
Toil 4.
While the fellowship is at an underground site, each of your Orc cards in play, in hand, in your draw deck or in your discard pile gain the Moria culture, and vice versa.
B R 66
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« Reply #97 on: April 19, 2010, 08:08:15 AM »
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All of these cards are pretty cool. None of these Balrog are as powerful as The Balrog, Demon of Might but I'm not even sure if it is a playable card. The 'and vice versa' part of the last card is pretty unique Tongue, but I guess this is the best way to word it anyway.
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« Reply #98 on: April 21, 2010, 07:09:13 AM »
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L&S (16, 6/6/4)
6 Berserk Fury Uruk-hai
Event • Skirmish
Spot an Uruk-hai minion to make a minion strength +3 (and damage +1 if skirmishing a companion with resistance 3 or less) for each wound on the minion you spotted.
L U 163

2 Brood of Isengard Uruk-hai
Event • Shadow
Search.
When you play this event, you may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
Spot an Uruk-hai minion to discard a support area condition.
L U 164

2 Exhaustion Uruk-hai
Condition • Unbound Companion
To play, spot an Uruk-hai minion.
Bearer is resistance -1 for each wound on him or her.
Skirmish: Play this condition from your hand.
L C 165

4 Find the Halflings! Uruk-hai
Event • Assignment
Search.
Spot an Uruk-hai minion to assign a minion to a companion with resistance 3 or less.
L U 166

2Frontal Assault Uruk-hai
Condition • Support Area
Engine.
While you can spot an Uruk-hai minion, the minion archery total is +1.
Shadow: Discard this condition and spot another Uruk-hai card to draw 2 cards, then discard a card from hand.
L R 167

1 Hard Pressed Uruk-hai
Condition • Support Area
When you play this condition, you may foresee 1. (To foresee 1, look at the top 1 card of your draw deck; place it on top of your beneath your draw deck).
Skirmish: Discard this condition to make an Uruk-hai minion strength +2 (and discard a Free Peoples condition if you can spot 6 companions).
L C 168

3 Isengard Herald Uruk-hai
Minion • Uruk-hai
Str: 8
Vit: 3
Sit: 5
Damage +1.
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is an Uruk-hai card, you may exert this minion to exert a companion it is skirmishing.
L U 169

4 Isengard Lackey Uruk-hai
Minion • Uruk-hai
Str: 9
Vit: 3
Sit: 5
Damage +1. Tracker.
Shadow: Exert this minion to foresee 1. If you foresee a Free Peoples card, you may reveal it to make an unbound companion resistance -3 until the regroup phase. (To foresee 1, look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
L U 170

3 Isengard Pathfinder Uruk-hai
Minion • Uruk-hai
Str: 7
Vit: 2
Sit: 5
Aggressor. Damage +1. Tracker. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
When you play this minion, you may spot a companion with resistance 3 or less to draw a card.
L C 171

2 Isengard Pursuer Uruk-hai
Minion • Uruk-hai
Str: 7
Vit: 2
Sit: 5
Damage +1. Tracker.
Skirmish: Exert a minion to play this minion from your hand; it is fierce until the regroup phase. If you exerted an Uruk-hai minion in this way, you may also foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
L U 172

4 Isengard Tracker Uruk-hai
Minion • Uruk-hai
Str: 9
Vit: 2
Sit: 5
Aggressor. Damage +1. Tracker. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Each companion skirmishing this minion is resistance -2.
L C 173

2Lugdush, Servant of Saruman Uruk-hai
Minion • Uruk-hai
Str: 7
Vit: 2
Sit: 5
Damage +1. Tracker.
Response: If your tracker minion wins a skirmish, play Lugdush from your hand; he is strength +3 and fierce until the regroup phase.
L R 174

4 Quarrelsome Uruk Uruk-hai
Minion • Uruk-hai
Str: 10
Vit: 2
Sit: 6
Damage +1. Traitor.
Shadow: Discard a minion from your hand to make this minion one of the following until the regroup phase: strength +2; fierce; or an aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
L R 175

5 Ruination Uruk-hai
Event • Skirmish
Search.
This event's twilight cost is -1 for each companion with resistance 3 or less.
Discard each Free Peoples card borne by characters in a skirmish involving an Uruk-hai minion.
L R 176

5Shagrat, Quarrelsome Captain Uruk-hai
Minion • Uruk-hai
Str: 13
Vit: 3
Sit: 6
Damage +1. Traitor. Aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Each time a minion is played during a skirmish involving Shagrat, you may make Shagrat strength +3.
L C 177

3 Warrior of Cirith Ungol Uruk-hai
Minion • Uruk-hai
Str: 7
Vit: 2
Sit: 6
Damage +1. Traitor.
This minion is strength +1 for each Shadow culture you can spot.
L C 178


TW (8, 3/3/2)
7 Berserk Rage Uruk-hai
Condition • Support Area
Toil 2.
Each of your wounded minions is strength +1 (or +2 if skirmishing a corrupted companion). (Companions with resistance 0 are corrupted).
T U 97

0 Burning of the Westfold Uruk-hai
Event • Skirmish
Make an Uruk-hai minion strength +2 (or +3 and an aggressor if skirmishing a Rohan companion).
T C 98

7Lieutenant of Orthanc, General of the White Hand Uruk-hai
Minion • Uruk-hai
Str: 12
Vit: 3
Sit: 5
Besieger. Damage +1. Toil 2.
T C 99

3 New Devilry Uruk-hai
Possession • Support Area
Engine. Toil 1.
Shadow: Transfer this possession to an Uruk-hai or besieger minion.
Regroup: If this possession is borne by a minion, discard it to discard each condition. If there are no conditions, wound each character instead.
T R 100

5Orthanc Champion, Minion of the White Hand Uruk-hai
Minion • Uruk-hai
Str: 12
Vit: 2
Sit: 5
Aggressor. Besieger. Damage +1. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Assignment: Make the Free Peoples player assign a companion with resistance 3 or less to Orthanc Champion.
T R 101

3 Orthanc Crossbowman Uruk-hai
Minion • Uruk-hai
Str: 6
Vit: 2
Sit: 5
Archer. Besieger.
When you play this minion, you may reveal the top card of your draw deck. If it is an Uruk-hai or Isengard card, you may exert a companion (or wound a corrupted companion). (Companions with resistance 0 are corrupted).
T U 102

3 Orthanc Devastator Uruk-hai
Minion • Uruk-hai
Str: 8
Vit: 2
Sit: 5
Besieger. Damage +1.
At the start of each skirmish involving this minion and a companion with resistance 3 or less, you may discard a condition from play (or 2 conditions it that companion is corrupted). (Companions with resistance 0 are corrupted).
T C 103

X Reinvigorate Uruk-hai
Event • Skirmish
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Spot an Uruk-hai minion to heal X minions.
T U 104


BL (8, 3/3/2)
0 Browbeat Uruk-hai
Event • Maneuver
Exert an Uruk-hai minion to foresee 2. Then reveal the top card of your draw deck. If it is a Shadow card, you may make an unbound companion resistance -4 until the regroup phase. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
B C 99

2 Fury of Isengard Uruk-hai
Condition • Support Area
Shadow: Exert an Uruk-hai minion and either an Orc or Evil Men minion to add an Uruk-hai token here.
Skirmish: Remove an Uruk-hai token here to exert an unbound companion.
B U 100

3 Isengard Ambusher Uruk-hai
Minion • Uruk-hai
Str: 9
Vit: 2
Sit: 5
Ambush 1. Damage +1. Tracker.
Skirmish: Exert this minion to play a minion from your hand. If that minion is a Evil Men minion, make a companion lose all gametext keywords until the regroup phase.
B U 101

4 Isengard Scourer Uruk-hai
Minion • Uruk-hai
Str: 11
Vit: 3
Sit: 5
Damage +1. Tracker.
When you play this minion, you may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
B C 102

2 Isengard Searcher Uruk-hai
Minion • Uruk-hai
Str: 7
Vit: 2
Sit: 5
Damage +1. Tracker.
While you can spot a companion with resistance 3 or less, this minion is an aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
B C 103

2 Marked Uruk-hai
Condition • Unbound Companion
Str: -1
Res: -1
Search.
To play, exert an Uruk-hai or tracker minion.
Bearer may not use his or her special abilities.
B R 104

2 Tear Them All Down! Uruk-hai
Event • Skirmish
Toil 2.
Spot an Orc minion to discard a condition. The Free Peoples player may discard the top 5 cards of his or her draw deck to prevent this.
B U 105

4Uglúk, Minion of Isengard Uruk-hai
Minion • Uruk-hai
Str: 9
Vit: 3
Sit: 5
Aggressor. Fierce. Tracker. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
The roaming penalty for each tracker minion you play is -2.
While you can spot an Orc minion in your discard pile, each other tracker minion is strength +2.
B R 106
« Last Edit: April 21, 2010, 07:54:38 AM by Thranduil » Logged

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« Reply #99 on: April 21, 2010, 07:48:20 AM »
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When you play a minion with Shagrat, who gets s+3, Shagrat or the minion?

Warrior of Cirith Ungol should have it's twilight cost reduced to 2. Having site number 6 is a huge disadvantage and some of the previous Cirith Ungol Uruks were 7/2/6 and 8/2/6 and costed 2.

Wow, New devilry is pretty strong but can be balanced. Maybe that you could raise it's twilight cost a little bit, to 3.

I'm just thinking, with all these X cards, there could be a Hobbit Apettite reprint with a twilight cost of
  • .

Everything else is fine. Good job.
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« Reply #100 on: April 21, 2010, 07:56:33 AM »
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Did several wording fixes. I thought some of them were confusing as well as Shagrat (which I actually didn't spot).

Hobbit Appetite could be an X card. But X cards are obviously very dangerous for FP cards because you can always add an infinite amount of twilight, and so there are none in this block.
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« Reply #101 on: April 22, 2010, 12:49:31 PM »
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2 •Gimli, Goldentongue Dwarven
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. Unyielding. (Gimli's resistance is not reduced by the number of burdens).
Gimli may use his resistance to resolve skirmishes instead of his strength.
"‘It is said that the skill of the Dwarves is in their hands rather than in their tongues… yet that is not true of Gimli.'"
L R 9

This one kind of bugs me.  It's more or less saying that "Gimli will always have a value of 6 in a skirmish".  Sure, you might say that there are some shadow cards that reduce his resistence but there are more of those than there are shadow cards reducing strength so... why would he ever use his game text?


0 Forgotten Secrets Dwarven
Condition • Support Area
Tale.
When you play this condition, you may spot a Dwarven companion to foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order and the rest beneath your draw deck in any order).
Maneuver: Discard this condition to reveal the top card of your draw deck. Remove X Shadow cards in an opponent's discard pile from the game, where X is the twilight cost of the card revealed.
B U 3

Dang, can you imagine this deck with the Elf manipulators?  "Hi, I'll put Sauron on top of my deck and then take out most of your discard pile."


3 •Galadriel, Lady of the Noldor Elven
Companion • Elf
Str: 3
Vit: 3
Res: 7
To play, spot an Elven card.
At the start of the fellowship phase, you may search your draw deck for a Free Peoples card, reveal it, then shuffle your draw deck and place that card on top of it.
"‘… ere the fall of Nargothrond or Gondolin I passed over the mountains, and together through ages of the world we have fought the long defeat.'"
L R 22

Holy... what is it about Galadriel that makes her lean toward brokeness?  Or are you intending to use her with all those drawing Gimlis?


4 •Glorfindel, Lord of the Noldor Elven
Companion • Elf
Str: 9
Vit: 3
Res: 7
Ranger. Unyielding. (Glorfindel's resistance is not reduced by the number of burdens).
While Glorfindel is assigned to a skirmish, each other companion with resistance 7 or more is strength +2.
"‘Ai na vedui Dúnadan! Mae govannen!'"
L R 23

So, unless your opponent is playing with hard resistence reduction, Glorfindel is always an 11.  He either needs to cost 5/6 or have a printed 7 strength.


2 •Legolas, Elven Delegate Elven
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer. Valiant.
While Legolas has resistance 6 or more, the fellowship archery total is +1.
"‘The tidings that I was sent to bring must now be told.'"
L C 25

Again, a guy with a built-in 2 archery?  Sure you can get a burden out to shut that down but with that many arrows coming at you, how likely is it?


2 •The Mirror of Galadriel, Guide for the Wise Elven
Artifact • Support Area
To play, spot an Elven card.
At the start of the maneuver phase, you may exert a companion with resistance 7 or more to foresee 3. Then, you may draw a card. (To foresee 3, look at the top 3 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
"‘What shall we look for, and what shall we see?'"
L R 27

ANY companion?  Seems like maybe it should be "exert with res >7" to forsee then, if that companion was Elven, you may draw a card.


2 •Calaglin, Silent Sentinel Elven
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
Each time you play an Elven event, you may reveal the top card of your draw deck. If it is a Free Peoples card, you may exert a minion.
T C 6

=O  I'm so going to grab this guy, the 2 shots legolas and stock as many archery events as I can, then DARE the enemy to get a minion to me.


2 •Celeborn, Lord of the Golden Wood Elven
Companion • Elf
Str: 6
Vit: 3
Res: 7
While you can spot Galadriel, Celeborn's twilight cost is -1.
At the start of the maneuver phase, you may reveal the top card of your draw deck to discard a Shadow condition with twilight cost less than the twilight cost of the card revealed.
T R 7

Dang, this guy, combined with Elf manipulation that dwarf card are just mean.  Reveal Sauron, discard any condition then remove it from game.


3 •Erestor, Wise Councillor Elven
Companion • Elf
Str: 5
Vit: 3
Res: 7
Unyielding. (Erestor's resistance is not reduced by the number of burdens).
At the start of the regroup phase, if Erestor has resistance 7 or more, you may reconcile your hand.
T U 9

HOW is this guy not broken?  I'm stocking him with Radaghast then running the heck down the site path.


4 Ghosts of Men Elven
Event • Maneuver
Twilight.
To play, spot an Elven companion.
Exert any number of companions with resistance 15 or more to foresee the same number of cards. For each Free Peoples card you foresee, you may reveal it to remove a burden or wound a twilight minion.
‘"I do not fear them."'
T R 11

When you say "same number of cards" do you mean the number of people you exerted or the total resistence you aimed for?  Still, you can exert above and beyond the res 15, which means you could exert 9 companions, see (I'm assuming) 9 cards and - if you've set it up right - remove 9 burdens.  B@9 anyone?


2 Silent Watchers Elven
Condition • Support Area
Stealth.
Response: If a minion is played, discard an Elven character from hand to wound that minion.
Response: If a Shadow condition is played, discard an Elven character from hand and discard this condition to discard that condition.
T R 14

Yep, I'm putting that in the mondo archery deck too.  Then I'm stocking as many Elf allies I can.



4 •Elrond, Ring-bearer Elven
Companion • Elf
Str: 8
Vit: 4
Res: 7
Valiant.
At the start of each skirmish involving Elrond, you may exert him to discard the top card of your draw deck. Make a minion strength -X, where X is the twilight cost of the discarded card.
B C 12

Wait, can he be a ring-bearer?


3 •Galadriel, Ring-bearer Elven
Companion • Elf
Str: 3
Vit: 3
Res: 7
While you can spot an Elven companion, Galadriel's twilight cost is -3.
At the start of the maneuver phase, you may place a card from your hand on top of your draw deck.
B C 14

See above.  Also: YES I am so making an invincible archery deck.


8 Emissaries of the West Elven
Event • Fellowship
Spell. Toil 2.
Spot a Gandalf companion with resistance 6 or more to discard each condition.
B U 13

Why not just make this a Gandalf event?


3 A Mortal Life Elven
Event • Maneuver
Tale. Toil 2.
Spot a Gondor companion with resistance 5 or more to heal up to 2 other companions.
B C 16

Again, other than the toil thing, why not make this a Gondor event?  I'd be more inclined to throw this into a Knight deck (toil be danged) than bother with it in any Elf deck.
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« Reply #102 on: April 22, 2010, 01:48:06 PM »
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This one kind of bugs me.  It's more or less saying that "Gimli will always have a value of 6 in a skirmish".  Sure, you might say that there are some shadow cards that reduce his resistence but there are more of those than there are shadow cards reducing strength so... why would he ever use his game text?
Obviously I'm not sure you would use his game text as I've never playtested these cards. But my instinct is that it is a cool enough line of text that it doesn't matter! Wink

Dang, can you imagine this deck with the Elf manipulators?  "Hi, I'll put Sauron on top of my deck and then take out most of your discard pile."
I don't think removing 18 cards in your discard pile from the game is that big a deal (how many cards or strategies care that much about the discard pile anyway?). That said, I have been thinking it's a bit out of place with the other similar cards that don't deal with the twilight costs of cards so it might get changed to fixed value like 3.

Holy... what is it about Galadriel that makes her lean toward brokeness?  Or are you intending to use her with all those drawing Gimlis?
I really don't think she's broken. You have to spend 3 twilight in your starting fellowship for a companion that essentially can't fight (not like Lady Redeemed, for example). And, on top of that, you need the other card to be a 1 cost Elven companion to be able to play her in your starting fellowship at all. And if you don't start her, she's not that impressive.

So, unless your opponent is playing with hard resistence reduction, Glorfindel is always an 11.  He either needs to cost 5/6 or have a printed 7 strength.
2 things. 1) this is a resistance themed block, so there will definitely be resistance reductions being played (though perhaps that needs better emphasising). 2) He only pumps other companions.

ANY companion?  Seems like maybe it should be "exert with res >7" to forsee then, if that companion was Elven, you may draw a card.
That's a great suggestion, but I often feel that the game has too much cultural reinforcement. My wording is part of encouraging multiculture strategies.

=O  I'm so going to grab this guy, the 2 shots legolas and stock as many archery events as I can, then DARE the enemy to get a minion to me.
What I might have him do is put the card on the bottom of your draw deck afterwards, or require an exertion. He probably is too good.

HOW is this guy not broken?  I'm stocking him with Radaghast then running the heck down the site path.
As I said, it's a resistance themed block. I think he's okay, but I can see the argument of taking his resistance to 6.

When you say "same number of cards" do you mean the number of people you exerted or the total resistence you aimed for?  Still, you can exert above and beyond the res 15, which means you could exert 9 companions, see (I'm assuming) 9 cards and - if you've set it up right - remove 9 burdens.  B@9 anyone?
It's the number of cards of guys you exerted. Setting up 9 cards would be tough, but I see the argument. In fact, I think almost everywhere else foresee is limited to about 3 or 4 so I may tag that limit on there.

Wait, can he be a ring-bearer?
No sorry! The answer to Galadriel is the same. They're called Ring-bearers because their texts mimic the Reflections Vilya and Nenya respectively. I was indeed looking for new subtitles for them for exactly that reason that they would be confusing, and any suggestions would be most welcome! That goes with quite a lot of cards where the titles are more like playtest names than finished titles.

Why not just make this a Gandalf event?

Again, other than the toil thing, why not make this a Gondor event?  I'd be more inclined to throw this into a Knight deck (toil be danged) than bother with it in any Elf deck.
The Gandalf one also has toil. The whole set is built on culture-shifting, and this is part of the cycle designed to help promote multicultural decks. You may also notice that all of these culture-shifted toil events have effects that could be seen in either culture.

Thanks for the reviews! I will make some changes, and I can't wait for you to take a look at the rest of my cards!

Thranduil
« Last Edit: April 22, 2010, 01:54:28 PM by Thranduil » Logged

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« Reply #103 on: April 22, 2010, 03:14:07 PM »
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I changed Celeborn's subtitle (sorry Felipe!).

Now we're onto the next culture.

L&S (20, 8/6/6)
2 Dazzling Flash Gandalf
Event • Skirmish
Spell.
Make a Gandalf Wizard strength +2. If he wins that skirmish, you may remove a burden.
"It flared with a sudden white radiance like lightning; and his voice rolled like thunder."
L C 29

I dunno... seems like Gandalf has a lot of stuff, can we get some love for Gandalf companions in general?  (maybe, "make +2, if that person was a wizard and wins, remove a burden")

4Gandalf, Mover of All Gandalf
Companion • Wizard
Str: 7
Vit: 4
Res: 8
While the number of twilight tokens is equal to Gandalf's strength, Shadow skirmish events may not be played.
While the number of twilight tokens is equal to Gandalf's vitality, he cannot take wounds.
While the number of twilight tokens is equal to Gandalf's resistance, burdens may not be added by Shadow cards.
"'For... this is his victory.'"
L R 31

That's... interesting.  But on the timing of cards, don't you remove twilight before playing the event, thus skirting around condition 1?  Maybe change it to skirmish special abilities since events don't get enough love?

9 The Last Race Gandalf
Event • Regroup
This event's twilight cost is -1 for each companion with resistance 6 or more.
Spot a Gandalf Wizard to make the move limit +1 and foresee 3. Each Shadow player may immediately reconcile. (To foresee 3, look at the top 3 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
L U 38

The balance toward the shadow player.... doesn't seem to be that much.  I mean, that's probably the last regroup event/action you'd play and so they would reconcile anyway.  Maybe make a reference to radaghast and have the Shadow players discard cards to draw/retrieve from discard pile?

0Narya, Hidden Fire Gandalf
Artifact • Ring
Vit: +1
Bearer must be Gandalf.
Response: If a Shadow card is about to add any number of twilight tokens, discard a Gandalf card from hand to prevent that.
"'I am the servant of the Secret Fire, wielder of the flame or Anor.'"
L R 40

Ouch!  This seems to me to have high broken potential.

4Radagast, Traveller in Great Need Gandalf
Companion • Wizard
Str: 8
Vit: 4
Res: 6
Unhasty. Unyielding. (Radagast cannot be assigned to a skirmish by the Free Peoples player unless a Free Peoples card allows him to do so and his resistance is not reduced by the number of burdens).
While you can spot Gandalf, Radagast's twilight cost is -2.
Each time you play a Gandalf event, you may allow Radagast to be assigned to skirmish until the regroup phase.
"‘Gandalf!' he cried. ‘I was seeking you. But I am a stranger in these parts.'"
L U 42

You could start a fellowship with that one gandalf and this guy.  Also, I think his last text should be, "Response: If a Gandalf event was played, Radagast loses Unhasty until the regroup phase."

0A True Company Gandalf
Condition • Support Area
To play, exert a Gandalf Wizard and remove 2 burdens.
If a companion is killed, remove this condition from the game and add 3 burdens.
"‘Then it has all been in vain! The Fellowship has failed.' ‘Not if we hold true to each other.'"
L R 44

Drop several of these then "sleep caradrahs" to clear them out.  Interesting... though I think they should have some twilight cost.

2 Word of Command Gandalf
Event • Fellowship
Spell.
Spot a Gandalf Wizard to discard a condition.
"‘The door burst in pieces… All the wall gave way, and the roof of the chamber as well, I think.'"
L C 48

Or just stock these to make the previous card easy burden removal.

2 Root Out the Shadow Gandalf ***
Event • Skirmish
Search.
Make a Gandalf companion strength +2 (and discard an Isengard or Sauron condition).
T C 20

I think the () part should be "and if that companion is a wizard, you may discard an Isengard or Sauron condition"

5Treebeard, Fangorn Gandalf
Companion • Ent
Str: 12
Vit: 4
Res: 7
Unhasty. Unyielding. (Treebeard cannot be assigned to a skirmish by the Free Peoples player unless a Free Peoples card allows him to do so and his resistance is not reduced by the number of burdens).
At the start of the assignment phase, reveal the top card of your draw deck. If it is a Gandalf or Shire card, you may assign unhasty companions until the regroup phase.
While Treebeard has resistance 6 or more, he is damage +2.
T U 21

Again, might just streamline it to "all companions lose unhasty".  Also, make it an assignment action.

3 United in Bravery Gandalf
Event • Skirmish
Spell.
To play, spot a Gandalf Wizard.
Exert any number of companions to discard a minion with strength less than the total resistance of those companions.
T R 22

I don't know about this being a skirmish event.  Maybe regroup or maneuver.

7 Valour of the West Gandalf
Event • Skirmish
Tale. Toil 3.
Make a companion strength +5.
T U 23

umm... very B@9.  Drop 2 of these to make my ring bearer strength +10 - who cares about +14 twilight?  Not even for site 9, just any time during a turn where I had no intention or ability to move any more.

3 Moria! Moria! Gandalf
Event • Response
Tale. Toil 2.
If a minion is killed in a skirmish involving a Dwarven companion with resistance 4 or more, that minion's owner must discard the top 8 cards of his or her draw deck.
B U 26

How about "minion killed in a skirmish involving Dwarven, that minion's owner discards X cards from his or her draw deck where X is that companion's resistance (limit 8)"?

That way it won't be completely useless and dead weight in your hand if you resistances get low.

1Pippin, Hasty Hobbit Gandalf
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Each other Shire and Gandalf companion (except in your starting fellowship) is twilight cost -1.
B C 28

Should be phrased: Fellowship: Play a Shire or Gandalf companion.  That companion's twilight cost is -1.
« Last Edit: April 22, 2010, 03:16:28 PM by NateWinchester » Logged
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« Reply #104 on: April 22, 2010, 03:39:33 PM »
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0 Serving the Master Gollum (FP)
Event • Response
When you play this card, you may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order and the rest beneath your draw deck in any order).
If the Ring-bearer is about to take a wound (or a burden that is in place of a wound), exert Sméagol or Gollum to prevent that wound (or burden).
"He would cackle with laughter and caper, if any jest was made, or even if Frodo spoke kindly to him, and weep if Frodo rebuked him."
L U 58

This is just something that kind of bugged me about decipher in general.  I mean, does EVERY culture have to have the latest new mechanic?  I mean, it makes perfect flavor sense for elves and gandalf to have forseeing but gollum?

0Sméagol, Sworn to the Precious Gollum (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound. Traitor. (Traitor is unloaded).
To play, add a burden.
While the Ring-bearer is not wearing The One Ring, Sméagol is strength and resistance +2.
"‘We'll be nice to them, very nice, if they'll be nice to us…'"
L C 60

I kind of wish this was like that Gandalf.  Just make him a 5-4-7 and say, "While the ring-bearer is wearing the One Ring, Smeagol is strength and resistance -2".  That way, the player has to keep up with the less common occurrence than the more common one.

1Sméagol's Promise Gollum (FP)
Condition • Support Area
To play, spot Sméagol.
While you can spot a Shire Ring-bearer, Sméagol is resistance +2.
Skirmish: Discard this condition and exert Sméagol twice to make the Ring-bearer take off The One Ring.
"‘I will serve the master of the Precious.'"
L R 61

This needs SOME alternate effect.  All rings go on during either the maneuver phase, or the skirmish phase.  If I was going to play these "ring-themed" smeagol cards, I would definitely go with a skirmish ring and then always assign lurkers to Frodo/Sam.  Pop on the ring last in the last skirmish phase and it comes off immediately afterwards.

TW (5, 2/2/1)
1 Go Away! Gollum (FP)
Event • Skirmish
Make a Gollum character strength +2 (and wound a Gollum character he or she is skirmishing).
T C 26

I'd have to check... from the phrasing of this card, could you accidentally kill off your own Smeagol?

4 Share the Load Gollum (FP)
Event • Fellowship
Toil 2. (When you play this card, you may exert any number of your Gollum characters to make this card's twilight cost -2 for each character exerted in this way).
Spot a Shire companion to remove 2 burdens.
B U 38

Toil on a Gollum freep card just seems silly.  I mean, the most you'll ever be able to drop it is by 2.
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« Reply #105 on: April 22, 2010, 03:52:44 PM »
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I dunno... seems like Gandalf has a lot of stuff, can we get some love for Gandalf companions in general?  (maybe, "make +2, if that person was a wizard and wins, remove a burden")
Could do. That's not bad. When I designed Light & Shadow, I had only planned on Wizards, then quickly realised it wouldn't work.

That's... interesting.  But on the timing of cards, don't you remove twilight before playing the event, thus skirting around condition 1?
I'm pretty sure this card stops Shadow players from even beginning to play events and so they can't remove twilight for them.

umm... very B@9.  Drop 2 of these to make my ring bearer strength +10 - who cares about +14 twilight?  Not even for site 9, just any time during a turn where I had no intention or ability to move any more.
I'm really not sure that this is an issue. Just discard The Tale of the Great Ring at 9, or Elendil's Valor, or numerable other cards that also save your RB.

This is just something that kind of bugged me about decipher in general.  I mean, does EVERY culture have to have the latest new mechanic?  I mean, it makes perfect flavor sense for elves and gandalf to have forseeing but gollum?
Firstly, it does make flavour sense in Gollum culture - it's him planning and scheming. Secondly, this is not just an LotR thing to put new mechanics in all cultures, it is a generic TCG thing. Thirdly, just as in other TCGs, some mechanics make sense to be in all cultures equally (like toil, for example), some do not. This is a mechanic that does not, which is why it appears the most in Elven, and hardly at all in Gollum and Dwarven for example.

I kind of wish this was like that Gandalf.  Just make him a 5-4-7 and say, "While the ring-bearer is wearing the One Ring, Smeagol is strength and resistance -2".  That way, the player has to keep up with the less common occurrence than the more common one.
That is fair play. Strongly consider it.

I'd have to check... from the phrasing of this card, could you accidentally kill off your own Smeagol?
Yes you could! Perhaps not so accidentally? Maybe there's a crazy combo. Anyway I liked the gimmick of having both the FP and Shadow version of this card having identical texts!

Toil on a Gollum freep card just seems silly.  I mean, the most you'll ever be able to drop it is by 2.
Yeah, so you'll either drop it by 2 or you won't. Given that toil is a mechanic I'm already using in the set, it's sillier to say "When you play this card, you may exert Sméagol..."

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« Reply #106 on: April 22, 2010, 04:27:14 PM »
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3 •Boromir, Steward's Son Gondor
Companion • Man
Str: 7
Vit: 3
Res: 5
Knight. Ranger.
While you can spot Faramir, Boromir's twilight cost is -2.
Each time Boromir wins a skirmish, you may make another Gondor companion strength +2 until the regroup phase.
"‘Remember today, little brother. Today, life is good!'"
L C 69

With Faramir, Captain of Gondor you can start this Boromir for free.  Think about that...

3Boromir, Steward's Heir Gondor
Companion • Man
Str: 7
Vit: 3
Res: 5
Defender +1. Ranger. Unyielding. Valiant. (Boromir's resistance is not reduced by the number of burdens).
While the Ring-bearer is wearing The One Ring, Boromir loses all gametext keywords.
"‘My father is a noble man, but his rule is failing. And now our… our people lose faith. He looks to me to make things right and I would do it.'"
L R 68

Should be "...Boromir loses all keywords and cannot gain keywords."

0 Elendil! Elendil! Gondor
Event • Maneuver
Tale.
Exert a Gondor companion with resistance 5 or more to remove all game text keywords and special abilities on a minion until the regroup phase.
"Drawing his bright sword and crying Elendil! Elendil! he crashed through the trees."
L U 70

This is why you need to be very clear.  Do you mean the minion loses all game text AND keywords or just keywords?  Also, perhaps make it an "or" instead of an "and" event?

1 Shield of Minas Tirith Gondor
Possession • Shield
Res: +1
Bearer must be a Gondor companion.
Bearer wins draws in skirmishes.
L U 76

I don't know... something about this bugs me.

6 Provisions of the City Gondor
Event • Fellowship
Toil 2.
Heal each companion that did not exert for this card's toil.
T U 43

Translated: Pay 6, heal everyone in your fellowship.  Way, WAY too good.

2 It is Not This Day! Gondor
Condition • Companion
Res: +1
Tale.
To play, spot a Gondor companion.
Each time bearer wins a skirmish, you may reinforce a Free Peoples culture token or remove a Shadow culture token.
B U 47

Do you intend for the Gondor ring-bearers to be able to bear 4 of these?
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« Reply #107 on: April 22, 2010, 04:33:15 PM »
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umm... very B@9.  Drop 2 of these to make my ring bearer strength +10 - who cares about +14 twilight?  Not even for site 9, just any time during a turn where I had no intention or ability to move any more.
I'm really not sure that this is an issue. Just discard The Tale of the Great Ring at 9, or Elendil's Valor, or numerable other cards that also save your RB.

True, but most of those require at least some card commitment.  This one gives you a great benefit no matter what ring-bearer you're playing with.  In essence, there's no reason for any deck to not use this card.  Plus, what can the shadow player do against it?

Firstly, it does make flavour sense in Gollum culture - it's him planning and scheming. Secondly, this is not just an LotR thing to put new mechanics in all cultures, it is a generic TCG thing. Thirdly, just as in other TCGs, some mechanics make sense to be in all cultures equally (like toil, for example), some do not. This is a mechanic that does not, which is why it appears the most in Elven, and hardly at all in Gollum and Dwarven for example.

Ah, ok  I understand now.
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« Reply #108 on: April 22, 2010, 04:37:21 PM »
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With Faramir, Captain of Gondor you can start this Boromir for free.  Think about that...
There are more ridiculous starting fellowships in Expanded. (This block would, by the way, rotate out King block in Standard).

Should be "...Boromir loses all keywords and cannot gain keywords."
Fair point.

This is why you need to be very clear.  Do you mean the minion loses all game text AND keywords or just keywords?  Also, perhaps make it an "or" instead of an "and" event?
No, it says "lose all game text keywords". Like Northwoman (except with the errata'd word "game text".

Translated: Pay 6, heal everyone in your fellowship.  Way, WAY too good.
I can pay 3 to heal each companion in my fellowship with Farewell to Lorien. But this one has always been the problem one of that cycle. Might tag on a resistance requirement.

Do you intend for the Gondor ring-bearers to be able to bear 4 of these?
Well, it can be borne by any companion, but yes it should have a limit 1 per bearer. I often forget that, and kind of assume it sometimes. Whistle

True, but most of those require at least some card commitment.  This one gives you a great benefit no matter what ring-bearer you're playing with.  In essence, there's no reason for any deck to not use this card.  Plus, what can the shadow player do against it?
Play corruption? Play any number of the massive Shadow events in the block with all the twilight provided? I can understand your point, but I'm not sure it's any worse than other cards. But again I might tag on a resistance requirement, or limit it to unbound companions.
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« Reply #109 on: April 22, 2010, 04:58:38 PM »
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3Éomer, Éadig Rohan
Companion • Man
Str: 7
Vit: 3
Res: 7
Each other Rohan companion's twilight cost is -1.
While Éomer is assigned to a skirmish, each other Rohan companion with resistance 3 or more is strength +1.
L C 129

Dang!  Let's see... bid a 0.  I can start:
Ring-bearer
This Eomer
An Elite Rider or one of the many Theodens
Aldred, Eored Soldier
Theodred, Second Marshal of the Mark

5 companion starting fellowship?  Yes please!

2 Valiant Companions Rohan
Event • Skirmish
Spot a Rohan companion to make an unbound companion strength +2 (and exert a minion that companion is skirmishing if he or she has resistance 3 or more).
L U 139

Just seems wrong that with that title, this card has NOTHING to do with valiant companions.  Neutral

2Haldir, Naith Leader Rohan
Companion • Elf
Str: 6
Vit: 3
Res: 6
Valiant.
While you can spot a valiant companion, Haldir's twilight cost is -1.
B C 78

Hmmm... I think I could work this guy into my earlier fellowship, letting me start with 6.  Yep, if I use Theoden, Tall and Proud.
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« Reply #110 on: April 22, 2010, 05:06:33 PM »
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There are more ridiculous starting fellowships in Expanded. (This block would, by the way, rotate out King block in Standard).

Was this the set that you were or were not planning on rotation? (sorry, losing track)

I'd actually like to see some of those more ridiculous starting fellowships.

No, it says "lose all game text keywords". Like Northwoman (except with the errata'd word "game text".

Sorry, hadn't realized they had changed the errata'd on it.  Obviously, go with what's standard.

I can pay 3 to heal each companion in my fellowship with Farewell to Lorien. But this one has always been the problem one of that cycle. Might tag on a resistance requirement.

Yeah, except Farewell to lorien requires you to spot an elf and might not heal everyone.  Your card would heal every fellowship regardless.

Play corruption? Play any number of the massive Shadow events in the block with all the twilight provided? I can understand your point, but I'm not sure it's any worse than other cards. But again I might tag on a resistance requirement, or limit it to unbound companions.

Yeah, an unbound limit might help a lot.  And corruption is like... the only hope of a shadow player with this card out there.
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« Reply #111 on: April 22, 2010, 05:14:49 PM »
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This DC block is supposed to continue on from Hunters block, the direction I would have taken the game afterwards. This means King block rotates out with the release of Light & Shadow, and Reflections probably rotates with Back to the Light.

I'd actually like to see some of those more ridiculous starting fellowships.
RB 0
Pippin, In the Bloom of Health 1
Merry, In The Bloom of Health 1
Farmer Maggot, Hobbit of the Marish 1
Quickbeam, Bregalad 0
Skinbark, Fladrif 1
Host of Fangorn 0
Ent Horde 0

That's 8 companions without really thinking. Play Rosie Cotton, Barmaid or Fatty and you've got 9. My favourite is to go halfway with that lot: Pippin, Merry, Bregalad and Huorn or Leader of Men.

And there's already the one with Faramir, Captain of Gondor, Strider, some other Gondor companion, 4 Ranger of the White Tree and whatever else you feel like.
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« Reply #112 on: April 22, 2010, 05:29:14 PM »
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1Pippin, Thain of the Shire Shire
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Unyielding. Valiant. (Pippin's resistance is not reduced by the number of burdens).
While you can spot 4 companions with resistance 8 or more, Pippin is strength +3 and cannot take wounds in skirmishes.
L U 154

You make him unable to be wounded at the same time you make it harder to overwhelm him?  Very very bad.  Only 1 wound per skirmish at least.

2Sam, The Stout-hearted Shire
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound. Valiant. Unyielding. (Sam's resistance is not reduced by the number of burdens).
Sam cannot be affected by Shadow events that affect only one companion.
L R 158

Maybe just "Sam can't be targeted by Shadow events"?

2 Help of Many Shire
Event • Fellowship
To play, spot a Shire companion.
Exert any number of companions with resistance 15 or more to heal the Ring-bearer the same number of times and remove the same number of burdens.
T R 91

Should be either healing or burdens (or some combination).  Otherwise, you could exert to heal 9 wounds and remove 9 burdens.

3Faramir, Defender of the Halflings Shire
Companion • Man
Str: 7
Vit: 3
Res: 7
Ring-bound.
At the start of the maneuver phase, you may exert Faramir and another Shire or Gondor companion to cancel a minion's game text until the regroup phase.
B U 94

Isn't it "remove a minion's gametext and make them unable to gain gametext? (Phial of Galadriel, Star-glass)

2 Rise of the Ents Shire
Condition • Support Area
While you can spot 2 Shire companions with resistance 8 or more, each unhasty companion may be assigned to skirmishes.
Maneuver: Discard this condition and spot a Gandalf companion to discard an engine from play.
B U 97

As stated before: maybe just streamline it to "all companions lose unhasty".
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« Reply #113 on: April 22, 2010, 05:38:39 PM »
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This DC block is supposed to continue on from Hunters block, the direction I would have taken the game afterwards. This means King block rotates out with the release of Light & Shadow, and Reflections probably rotates with Back to the Light.

I'd actually like to see some of those more ridiculous starting fellowships.
RB 0
Pippin, In the Bloom of Health 1
Merry, In The Bloom of Health 1
Farmer Maggot, Hobbit of the Marish 1
Quickbeam, Bregalad 0
Skinbark, Fladrif 1
Host of Fangorn 0
Ent Horde 0

That's 8 companions without really thinking. Play Rosie Cotton, Barmaid or Fatty and you've got 9. My favourite is to go halfway with that lot: Pippin, Merry, Bregalad and Huorn or Leader of Men.

Neat.

And there's already the one with Faramir, Captain of Gondor, Strider, some other Gondor companion, 4 Ranger of the White Tree and whatever else you feel like.

Actually... no you can't.  Ranger of the White tree requires cost 3 UNBOUND companion.  Wait... were you thinking of Halbarad?  After that, you couldn't play anything else unless they too were free.

With your set up, you could replace Halbarad with Boromir and any ring-bearer, would make for a lovely Noble Leaders deck wouldn't it?  Or throw Halbarad into that deck anyway, you would still have 1 twilight available.  Mr. Green!
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« Reply #114 on: April 22, 2010, 05:50:21 PM »
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Actually... no you can't.  Ranger of the White tree requires cost 3 UNBOUND companion.  Wait... were you thinking of Halbarad?  After that, you couldn't play anything else unless they too were free.

With your set up, you could replace Halbarad with Boromir and any ring-bearer, would make for a lovely Noble Leaders deck wouldn't it?  Or throw Halbarad into that deck anyway, you would still have 1 twilight available.  Mr. Green!
Yeah that's right, you need Halbarad. I knew you needed another Gondor companion, but I couldn't remember which one. And I think there might be another one where this works...

Yeah it's:

Frodo RB 0
Faramir, CoG 3
Halbarad 1
Strider 0
4 Ranger of the White Tree 0

also 8 companions.

And you mentioned Noble Leaders - Boromir, BoC, Faramir, CoG, Strider & Denethor, LoMT has got to be one of the most ridiculous fellowships you've ever seen. In the case of my Steward's Heir, you can even lose the BoC, which I think is quite cool.

But like I said, you basically expect that in Expanded. Perhaps, because the Éadig combo you pointed out is all standard, it should be restricted to guys who cost 3 or 2.
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« Reply #115 on: April 22, 2010, 06:07:12 PM »
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We're going to do some sites before Shadow cards (sites are always a drag to end on).

Galadriel's Glade 1
Forest. Each player must keep the top card of their draw deck face up.
L U 206

Seems weird to have a site of the same name and not have this be a functional reprint of it.

The Golden Wood 3
Forest. Each time a companion with resistance 7 or more is about to take a wound in skirmish, prevent that wound.
L U 207

Maybe just "1 wound per skirmish"?  Otherwise, pathfinding fellowships could run invincible most of the time.

TW (4, 0/3/1)
Pelennor Grassland 1
Plains.
Each card gains toil 1.
T U 117

Same question as with the glade.

Silverlode Banks 2
River.
When the fellowship moves to and from this site, each player shuffles his or her draw deck.
T U 119

And again, and for the next 3 repeats as well.

Just curious why so many of them have very little to do with original flavor.
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« Reply #116 on: April 22, 2010, 06:11:42 PM »
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Actually... no you can't.  Ranger of the White tree requires cost 3 UNBOUND companion.  Wait... were you thinking of Halbarad?  After that, you couldn't play anything else unless they too were free.

With your set up, you could replace Halbarad with Boromir and any ring-bearer, would make for a lovely Noble Leaders deck wouldn't it?  Or throw Halbarad into that deck anyway, you would still have 1 twilight available.  Mr. Green!
Yeah that's right, you need Halbarad. I knew you needed another Gondor companion, but I couldn't remember which one. And I think there might be another one where this works...

Yeah it's:

Frodo RB 0
Faramir, CoG 3
Halbarad 1
Strider 0
4 Ranger of the White Tree 0

also 8 companions.

And you mentioned Noble Leaders - Boromir, BoC, Faramir, CoG, Strider & Denethor, LoMT has got to be one of the most ridiculous fellowships you've ever seen. In the case of my Steward's Heir, you can even lose the BoC, which I think is quite cool.

But like I said, you basically expect that in Expanded. Perhaps, because the Éadig combo you pointed out is all standard, it should be restricted to guys who cost 3 or 2.

Yes, I remember those decks (even played one for a little while).

I don't know... there's a reason I just gave up after bloodlines... things were getting too ridiculous and I sort of like expanded.  Well... I could understand Fellowship rotating out because it was so OP with some things but Towers just made me sad.
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« Reply #117 on: April 22, 2010, 06:16:07 PM »
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Seems weird to have a site of the same name and not have this be a functional reprint of it.
If I'm being honest, the game text was written first. Then I trawled through the old sites to find which titles I could reuse. It doesn't bother me that much though - I think the flavour matches pretty well, and I got tired of seeing new site titles all the time when most of the sites in the game had become redundant.
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« Reply #118 on: April 22, 2010, 06:17:51 PM »
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Seems weird to have a site of the same name and not have this be a functional reprint of it.
If I'm being honest, the game text was written first. Then I trawled through the old sites to find which titles I could reuse. It doesn't bother me that much though - I think the flavour matches pretty well, and I got tired of seeing new site titles all the time when most of the sites in the game had become redundant.

I think it would be pretty bold to have a set with NO sites (or very very few, even a major set).
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« Reply #119 on: April 23, 2010, 10:18:20 AM »
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0 Grisly Ambitions Gollum (SH)
Event • Response
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
If the Ring-bearer is about to take a wound (or a burden in place of a wound), exert Gollum or Sméagol to add a burden.
"‘But if we was master, then we could help ourselfs, yes, and still keep promises.'"
L U 54

Wording sounds weird (like you're replacing the wound with something).  Maybe rephrase to: "If the ring-bearer just took a wound (or a burden instead of a wound), ..."

0 We Wants It! Gollum (SH)
Event • Skirmish
Make Gollum strength +2 (or strength +4 if the Ring-bearer is wearing The One Ring).
"‘Lord Sméagol? Gollum the Great? The Gollum?'"
L C 62

Maybe make this a Gollum minion just so Shelob gets SOME love?

TW (8, 3/2/2)
X Craving the Ring Gollum (SH)
Event • Response
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Search. Twilight.
If the Ring-bearer puts on The One Ring, spot Gollum to exert the Ring-bearer X times and make Gollum strength +X until the regroup phase.
T R 24

Wait... I'm confused.  Or... no I think I get it.  Why don't you just phrase it like All Life Flees?  Make it 0 cost and say: "If the ring-bearer puts on the One Ring, spot Gollum and remove X to..."

8 Dirty Tricks Gollum (SH)
Event • Regroup
When you play this card, you may exert any number of Gollum characters to make this card's twilight cost -2 for each character you exerted in this way.
Make the move limit -1.
T U 25

Might just make this a Toil 2. card with text saying you can exert Smeagol to make the card an additional -2 (if I am assuming correctly that is your goal).  Also, do you intend to make this card usable by any culture?  You don't even need anyone alive in the regroup phase, any shadow deck can just stop any fellowship.  In fact, you don't need to play anything.  You could have a 7 card fellowship hand with this one, have the fellowship move once, regroup phase: stop them cold.  Games would get kind of boring as whoever is in the lead and gets their 4 copies of this card first would win every time - regardless of any deck design.

0 Searching for the Precious Gollum (SH)
Event • Shadow
Search.
Choose one: play Gollum from your draw deck or discard pile; or spot Gollum to take into hand a search card from your discard pile.
T U 30

Maybe just rephrase: "Play Gollum from your drawk deck or discard pile (or if you can spot Gollum..."

1 Shelob's Web Gollum (SH)
Possession • Support Area
Response: If your minion is killed or discarded and you cannot spot 3 cards stacked here, exert a Gollum minion to stack that minion here.
Skirmish: Discard a minion stacked here to choose one: make a Gollum minion strength +2; or play a Gollum minion from your discard pile.
B C 39

Wait... this thing is confusing rule wise.
1) If a Gollum minion is about to be killed or discarded, can it exert to stack itself?
2) How does this apply if the freep player stops?  Do you get to exert your Gollum minions to stack minions on there before they are discarded as a game effect?
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« Reply #120 on: April 23, 2010, 11:19:59 AM »
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Wait... I'm confused.  Or... no I think I get it.  Why don't you just phrase it like All Life Flees?  Make it 0 cost and say: "If the ring-bearer puts on the One Ring, spot Gollum and remove X to..."
They function the same, but this way is much more elegant. Also, it allows me to reference these scaling cards, as you'll see when I post the Sauron culture.

Might just make this a Toil 2. card with text saying you can exert Smeagol to make the card an additional -2 (if I am assuming correctly that is your goal).  Also, do you intend to make this card usable by any culture?  You don't even need anyone alive in the regroup phase, any shadow deck can just stop any fellowship.  In fact, you don't need to play again.  You could have a 7 card fellowship hand with this one, have the fellowship move once, regroup phase: stop them cold.  Games would get kind of boring as whoever is in the lead and gets their 4 copies of this card first would win every time - regardless of any deck design.
You're probably right - it's too good in a minionless deck or something. It's supposed to be without enforcement. As I said I think earlier, there's too much cultural enforcement in the game, in my view, and it's harming deckbuilding. This is a whole cycle of cards with the only enforcement being toil. What I will probably do is allow a prevention.

Wait... this thing is confusing rule wise.
1) If a Gollum minion is about to be killed or discarded, can it exert to stack itself?
2) How does this apply if the freep player stops?  Do you get to exert your Gollum minions to stack minions on there before they are discarded as a game effect?
I think the answer to both of those questions is yes. I'm not certain, but I think so.

You do know how to ask difficult questions though! Tongue
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« Reply #121 on: April 23, 2010, 12:14:58 PM »
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They function the same, but this way is much more elegant. Also, it allows me to reference these scaling cards, as you'll see when I post the Sauron culture.

lol I think we may have different views on what's elegant.  Can you at least give me an idea of the mechanic you intend toward the "scaling" cards?

You're probably right - it's too good in a minionless deck or something. It's supposed to be without enforcement. As I said I think earlier, there's too much cultural enforcement in the game, in my view, and it's harming deckbuilding. This is a whole cycle of cards with the only enforcement being toil. What I will probably do is allow a prevention.

Whereas I'm always one looking for further culture reinforcement.  Mr. Green!
Of course, part of me remembers the early nightmares where decks ran wild with just the most powerful cards of each culture thrown in and how crazy it was to fight them.  It wasn't just for flavor that Decipher started reigning in rainbow fellowships.  Wink  Still, you have to remember that with no enforcement, ANY deck will be able to use the card, which means you either need to make them weak, especially if the culture does something similar already.  In this case, why bother with all these conditions etc etc to reduce the move limit when I can just throw this card?  Maybe make them very weak universals that get a bonus (well, more than the toil) if cultures match or make them very, VERY easily preventable unless you have a culture match.

I think the answer to both of those questions is yes. I'm not certain, but I think so.

You do know how to ask difficult questions though! Tongue

Can you tell I used to be a tournament director?  Every time a card came out my first thought was almost always: "Ok, now how can an idiot screw this up."  Doh!
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« Reply #122 on: April 24, 2010, 04:39:22 PM »
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2 Breeland Herald Evil Men
Minion • Man
Str: 6
Vit: 1
Sit: 2
Traitor.
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is a Wraith card, you may make each companion (except the Ring-bearer) resistance -2 until the regroup phase.
"The Men of Bree were brown-haired, broad, and rather short…"
L U 82

Maybe add 1 other culture (like his own) just to expand his use a little.

X Breeland Spy Evil Men
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor.
This minion's twilight cost is X, where X is the current region number.
"‘But you'll find maybe that more folk than old Harry at the gate will be asking you questions. There's queer folk about.'"
L R 85

I dunno... I'm not a big fan of those shadow sides which can't close the deal late game.

4 Dunland Outrider Evil Men
Minion • Man
Str: 9
Vit: 3
Sit: 4
Tracker. Aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Each time you play a tracker minion, you may foresee 1. (To foresee 1, look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
L U 90

I'm trying to remember, is a character "currently skirmishing" one that is "assigned to a skirmish"? (for some reason, I think not, but it has been awhile).  In which case, Aggressors without Lurker are kind of useless unless you manage to get out a whole lot of them (which means you have less shadow in hand for them to even help out).  In other words, I don't see any cause for aggressor to be used over Ambush X.

3 Dunland Runner Evil Men
Minion • Man
Str: 9
Vit: 2
Sit: 4
Tracker.
While you can spot a companion with resistance 5 or less, this minion is an aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
L C 91

Like this guy.  Aggressor just doesn't strike me as something that powerful that it needs such a punishing trigger.  I'd rather this guy be "Ambush 2 for each companion with resistance 5 or less".

1 Sinister Inquiries Evil Men
Condition • Support Area
Search.
Maneuver: Discard this condition and spot a companion with resistance 5 or less to take into hand a Evil Men event from your draw deck.
"‘What may your names be, might I ask?'"
L U 95

Condition becomes useless if you've already cleaned out your draw deck.  Might add discard pile retrieval and keep the draw deck retrieval if you can spot the resistance.

0 Spies From the South Evil Men
Event • Response
Search.
If the Ring-bearer puts on The One Ring, spot a Evil Men minion to discard the Free Peoples player's hand or the top 5 cards of their draw deck.
"‘There's a party that came up the Greenway from down South last night - and that was strange enough to begin with.'"
L U 97

Do you know why the ringwraith equivalent events were hardly ever played?

8 The Wrong Attention Evil Men
Event • Skirmish
This event's twilight cost is -1 for each Shadow culture you can spot.
Discard a companion with resistance 5 or less skirmishing a Evil Men minion.
"‘Why did you do that? Worse than anything your friends could have said! You have put your foot in it! Or should I say your finger?'"
L R 99

Bordering between useless and OP, especially since it can hit the ring-bearer and cause all kinds of rules headaches.  I'd at least put in a "if a companion lost a skirmish..." just to keep it a little balanced.

4Wulf, Warrior of Dunland Evil Men
Minion • Man
Str: 10
Vit: 2
Sit: 4
Fierce.
While you can spot a Evil Men minion, Wulf's twilight cost is -2 during the skirmish phase.
Response: If a minion wins a skirmish, play Wulf from your hand; he is damage +1 until the regroup phase.
L C 100

Yay!  Totally useless minions! XD

6Desert Lord, Southron Captain Evil Men
Minion • Man
Str: 11
Vit: 3
Sit: 4
Archer. Besieger.
While you can spot a companion with resistance 5 or less, each other Evil Men and besieger minion is strength +1 (and an archer if that companion is corrupted). (Companions with resistance 0 are corrupted).
T R 52

I'd switch the icon and besieger just to make it a little clearer on text.

3 Dunlending Assailant Evil Men
Minion • Man
Str: 8
Vit: 1
Sit: 4
Besieger.
While you can spot a companion with resistance 5 or less, this minion cannot take wounds.
T C 54

Again, flat out invincibility is no fun.  I mean it's one thing to fighting someone in armor or using a card to keep a minion alive, but to have something like damage +20, beat the guy 11 to 8 and have nothing happen at all?  It's just enraging.

4Freca, Dunlending Chieftain Evil Men
Minion • Man
Str: 9
Vit: 1
Sit: 4
Aggressor. Besieger. Fierce. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Each time Freca wins a skirmish, you may play a minion from your hand; that minion is fierce until the regroup phase.
T C 55

You do intend for that to be ANY minion?

3Great Mûmak of Harad Evil Men
Possession • Mount
Str: +3
Vit: +1
Bearer must be a Evil Men minion or Southron.
Each companion (except the Ring-bearer) is resistance -2.
If this possession is discarded, wound bearer and the companion bearer was skirmishing.
T R 56

Should be "..and ANY companion bearer was skirmishing." just for clarity.

X Mûmakil Towers Evil Men
Event • Maneuver
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Engine.
Spot a Evil Men minion to add X threats.
T U 58

More or less what I said before.

BL (10, 4/3/3)
1 Betrayed Evil Men
Condition • Unbound Companion
Res: -2
To play, spot a Evil Men or traitor minion.
B C 56

Well this just made the non RB Isildur unplayable.

0 Informers of the Enemy Evil Men
Condition • Support Area
When you play this condition, you may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
Maneuver: Spot a traitor character and discard this condition to reveal the top card of your draw deck. If that card is a Shadow card, reveal the Free Peoples player's hand and discard a revealed Free Peoples card.
B R 59

Binder fodder.

1 Planned Ambush Evil Men
Condition • Support Area
Shadow: Exert a Evil Men minion and either an Orc or Wraith minion to add a Evil Men token here.
Skirmish: Remove a Evil Men token here to add 2.
B C 60

Maybe add "or discard this condition" on there just to give it some added omph for site 9.
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« Reply #123 on: April 24, 2010, 05:06:43 PM »
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I'm trying to remember, is a character "currently skirmishing" one that is "assigned to a skirmish"? (for some reason, I think not, but it has been awhile).  In which case, Aggressors without Lurker are kind of useless unless you manage to get out a whole lot of them (which means you have less shadow in hand for them to even help out).  In other words, I don't see any cause for aggressor to be used over Ambush X.
Yes, all characters are assigned to skirmishes until their particular skirmish is resolved. And I didn't reintroduce ambush until the second set.

Do you know why the ringwraith equivalent events were hardly ever played?
Actually, this is a semi-reprint of the Sauron card Southern Spies. I also don't care whether it's a good card or not, I just think it's quite a nice design!

Bordering between useless and OP, especially since it can hit the ring-bearer and cause all kinds of rules headaches.  I'd at least put in a "if a companion lost a skirmish..." just to keep it a little balanced.
There are no rules headaches: the Ring-bearer is undiscardable.

You do intend for that to be ANY minion?
Yes I did very much intend for that to be any minion. I am a strong believer that too much cultural enforcement harms deckbuilding (which is one of the purposes of aggressor - a keyword that allows you to play the biggest cards from different cultures). If you look at MTG, for example, there are so much fewer cards that require you to have particular colours than in LotR (obviously, MTG also has the built in enforcement of colour requirements, but playing 5 colours is really not that difficult).

Well this just made the non RB Isildur unplayable.
No worse than Wielding the Ring or any of the other resistance reducing conditions. I'm not sure what your problem is here...

Maybe add "or discard this condition" on there just to give it some added omph for site 9.
Hmmm... It's obviously a cycle based on Song of the Shire et al from SoG and they don't discard themselves so I'm not keen on the idea.

lol I think we may have different views on what's elegant.  Can you at least give me an idea of the mechanic you intend toward the "scaling" cards?
I don't intend a mechanic - it's just 1 card really. But you'll see it at some point (I'm waiting for you to get through the rest of the Shadow cards before posting Sauron and Wraith).
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« Reply #124 on: April 24, 2010, 07:51:01 PM »
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How many cultures are left to review before this set can be playtested? It would be fun to have them on GCCG for those who would like to try it. I dunno if it is possible. I'm not a fan of post-Shadows, but if you build me a decklist with cards from this set, I'd be please to playtest them online.
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« Reply #125 on: April 25, 2010, 12:24:05 AM »
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How many cultures are left to review before this set can be playtested? It would be fun to have them on GCCG for those who would like to try it. I dunno if it is possible. I'm not a fan of post-Shadows, but if you build me a decklist with cards from this set, I'd be please to playtest them online.
Cool! Wonderful! We just need Wraith and Sauron and then we're done. I'm also working on very easy (and legal, albeit not very pretty) printouts.
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« Reply #126 on: April 25, 2010, 06:40:02 AM »
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Oh, also you did realize that some of your "play during skirmish" minions are not coming out fierce, right? Wink
Yes I did! I'm fine with that; most of that lot are those that have event-like abilities tagged onto them.
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« Reply #127 on: April 25, 2010, 04:57:24 PM »
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Oh, also you did realize that some of your "play during skirmish" minions are not coming out fierce, right? Wink
Yes I did! I'm fine with that; most of that lot are those that have event-like abilities tagged onto them.

By the way, I accidentally clicked Modify instead of Quote on your post and then deleted everything on it! Please forgive me, I'm very tired! Wink
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« Reply #128 on: April 25, 2010, 05:10:26 PM »
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Oh, also you did realize that some of your "play during skirmish" minions are not coming out fierce, right? Wink
Yes I did! I'm fine with that; most of that lot are those that have event-like abilities tagged onto them.

By the way, I accidentally clicked Modify instead of Quote on your post and then deleted everything on it! Please forgive me, I'm very tired! Wink

I knew you couldn't handle the criticism! XD

I'll get you next time Thranduil!!!!
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« Reply #129 on: April 26, 2010, 07:31:41 PM »
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L&S (2, 1/0/1)
4Saruman, Blinded by Greed Isengard
Minion • Wizard
Str: 8
Vit: 4
Sit: 4
Traitor. (Traitor is unloaded).
While you can spot 2 Shadow cultures, Saruman's twilight cost is -2.
When you play Saruman, you may foresee 3. If you foresee a Shadow artifact, you may take it into hand. (To foresee 3, look at the top 3 cards of your draw deck; place any number of those cards on top of your draw deck in any order and the rest on the bottom of your draw deck in any order).
"‘Saruman is coming for the Ring.'"
L C 79

Shouldn't you add a "reveal" in there somewhere just to cut down on cheating possibilities:?

4Saruman, Fallen Istar Isengard
Minion • Wizard
Str: 8
Vit: 4
SIt: 4
Traitor.
While skirmishing a companion with resistance 6 or more, Saruman is strength +3 and damage +1.
Any Phase: Exert Saruman to make a companion (except the Ring-bearer) resistance +2 or -2.
"‘Our list of allies grows thin.'"
L R 80

The 'any phase' bugs me.  Do we have a precedent for multiple phase actions? (I could swear there's one)  I'd say just pick two phases for him.

TW (6, 2/2/2)
3 Agent of Saruman Isengard
Minion • Man
Str: 6
Vit: 2
Sit: 3
Traitor.
Response: If the Ring-bearer puts on The One Ring, exert this minion to reveal the top 3 cards of your draw deck (or 5 cards if you can spot a corrupted companion). Exert a companion for each Shadow card revealed. Place the revealed cards on the bottom of your deck in any order. (Companions with resistance 0 are corrupted).
T U 44

A directed, possibly 5 exertions could get OP in some decks (especially as you're designing this set to be rainbow friendly).  Could limit it in the following ways:
Freep player picks
You pick 1 companion and exert them x times
Can only exert companions meeting a condition

2Gríma, Treacherous Servant Isengard
Minion • Man
Str: 4
Vit: 3
Sit: 3
Traitor.
Shadow: Exert Gríma to foresee 2. If you foresee a Shadow condition, you may reveal it to make each unbound companion resistance -2 until the regroup phase. Take that condition into your hand. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
T C 46

Should be phrased, "...until the regroup phase and take that condition into hand."

0The Palantír of Orthanc, Dangerous Tool Isengard
Artifact • Support Area
When you play The Palantír of Orthanc, each player may foresee 4. (To foresee 4, look at the top 4 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
At the start of the maneuver phase, you may spot Saruman to look at the top 2 cards of each draw deck; replace them in any order.
"‘We do not know who else may be watching.'"
T R 47

Um... a little TOO powerful there (especially combined with follower Saruman).  Just let it pick 1 draw deck at start of maneuver or place back cards in the exact order they were taken.

X Sorcery of Orthanc Isengard
Event • Shadow
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Spell.
To play, spot an Isengard card in play or in your discard pile.
Discard conditions with total twilight costs equal to the value of X.
T R 49

Way, WAY too powerful as you gave every shadow side a Sleep, C, since you can discard the first one you draw to feed the later ones.

Also, I assume you mean to phrase it this way:
"Discard each condition with a twilight cost of X."

2 Spy of Saruman Isengard
Minion • Man
Str: 6
Vit: 2
Sit: 3
Traitor.
While this minion is assigned to a skirmish, each Free Peoples event is twilight cost +1 (or +2 if assigned to a corrupted companion). (Companions with resistance 0 are corrupted).
T C 50

A 6/2 without Lurker on this is useless.  "Gee, I'll assign him to... well just about any of my companions, they'll beat him up first try then I'll play events in all the other skirmishes without a penalty."

BL (4, 1/1/2)
1Lotho Sackville-Baggins, Chief Shirriff Isengard
Minion • Hobbit
Str: 3
Vit: 4
Sit: 2
Traitor. (Traitor is unloaded).
When you play Lotho Sackville-Baggins, you may take a traitor minion into hand from your draw deck.
Assignment: Assign Lotho Sackville-Baggins to a Shire companion. The Free Peoples player may add a burden to prevent this and assign Lotho Sackville-Baggins.
B R 52

Again, draw deck stuff is great... until you start reaching the end game and realize all of your best cards are already spent.  Should usually have at least some discard retrieval options on there just so they're not useless past site 6.
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« Reply #130 on: April 26, 2010, 11:31:12 PM »
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1Pippin, Thain of the Shire Shire
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Unyielding. Valiant. (Pippin's resistance is not reduced by the number of burdens).
While you can spot 4 companions with resistance 8 or more, Pippin is strength +3 and cannot take wounds in skirmishes.
L U 154

You make him unable to be wounded at the same time you make it harder to overwhelm him?  Very very bad.  Only 1 wound per skirmish at least."

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« Reply #131 on: April 27, 2010, 03:45:04 AM »
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Shouldn't you add a "reveal" in there somewhere just to cut down on cheating possibilities:?
Yes I should! Good catch.

A directed, possibly 5 exertions could get OP in some decks (especially as you're designing this set to be rainbow friendly).  Could limit it in the following ways:
Freep player picks
You pick 1 companion and exert them x times
Can only exert companions meeting a condition
Yeah I'll work that out.

Um... a little TOO powerful there (especially combined with follower Saruman).  Just let it pick 1 draw deck at start of maneuver or place back cards in the exact order they were taken.
I'll probably let you do it to 1 player.

Way, WAY too powerful as you gave every shadow side a Sleep, C, since you can discard the first one you draw to feed the later ones.

Also, I assume you mean to phrase it this way:
"Discard each condition with a twilight cost of X."
Interesting point. I might take out that bit then. But I didn't mean your phrasing: I mean, total up the twilight costs of the conditions up to a total of X and discard them.

You make him unable to be wounded at the same time you make it harder to overwhelm him?  Very very bad.  Only 1 wound per skirmish at least.
I'm assuming you're bringing to my attention that I haven't changed him. I think he's fine - yes he's very powerful, but that's also fine. He's also fairly easy to disrupt I feel. But there should be powerful cards and terrible cards, and I'm absolutely fine having that Pippin as one of the more powerful set.

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« Reply #132 on: April 27, 2010, 04:12:58 AM »
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You make him unable to be wounded at the same time you make it harder to overwhelm him?  Very very bad.  Only 1 wound per skirmish at least.
I'm assuming you're bringing to my attention that I haven't changed him. I think he's fine - yes he's very powerful, but that's also fine. He's also fairly easy to disrupt I feel. But there should be powerful cards and terrible cards, and I'm absolutely fine having that Pippin as one of the more powerful set.

Thranduil
[/quote]

Actually no. my comment got lost somewhere.

I have made most of the cards from this block for use in family games of LOTR. This Pippin is very powerful but is vulnerable to both conditions and minions that you have created in this block that can be played during skirmishes that reduce resistance.

When this has happened multiple wounding or overwhelming is usually the outcome.

There are some that are a bit OP from our gameplay experience if you are interested.
gk
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« Reply #133 on: April 27, 2010, 04:15:26 AM »
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Way, WAY too powerful as you gave every shadow side a Sleep, C, since you can discard the first one you draw to feed the later ones.

Also, I assume you mean to phrase it this way:
"Discard each condition with a twilight cost of X."
Interesting point. I might take out that bit then. But I didn't mean your phrasing: I mean, total up the twilight costs of the conditions up to a total of X and discard them.

Still very bad...
1) Every 0 condition will always be eaten by it.
2) Creates rules headahces with the phrasing, I mean - what happens if you can't discard enough to equal X?  Does the whole thing fizzle?  Do you have to discard shadow cards then?
3) Slows the game way, WAY down (at a point where it's probably slowed up anyway with calculations) as the Shadow player has to get every twilight cost from the Freep player, calculate out what he wants to hit and what he can...

I think Lady Redeemed caused less fights than this card would.

Also, something I just realized, how would aggressor work on these X twilight cards? You have 3 aggressors assigned, does that mean you get an innate +3 to any X you play?  Again, headache inducing.
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« Reply #134 on: April 27, 2010, 04:20:42 AM »
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I have made most of the cards from this block for use in family games of LOTR. This Pippin is very powerful but is vulnerable to both conditions and minions that you have created in this block that can be played during skirmishes that reduce resistance.

When this has happened multiple wounding or overwhelming is usually the outcome.

There are some that are a bit OP from our gameplay experience if you are interested.
gk
Wow cool! I love that you've actually played with my cards - not even I've done that! Please tell me of your experiences. I was going to release a set of easy-to-print cards when the whole block was reviewed.

Also, something I just realized, how would aggressor work on these X twilight cards? You have 3 aggressors assigned, does that mean you get an innate +3 to any X you play?  Again, headache inducing.
Another reason why I'm using the X cards instead of All Life Flees - because it works very well with aggressor. It's not that complicated - MTG does that sort of thing fairly often.

I will think about that Isengard card and get back to you. It's always the obvious things like 0 costing conditions that you forget... Wink I might actually go with your misreading of the card!

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« Reply #135 on: April 27, 2010, 05:16:15 AM »
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Another reason why I'm using the X cards instead of All Life Flees - because it works very well with aggressor. It's not that complicated - MTG does that sort of thing fairly often.

Dude, while Magic is awesome and all, LotR is not M:TG.  They have different rule structures.  It'd be like trying to design new formats of checkers using backgammon rules.

Here's how things would go in play based just on wordings (again, you're not going to be at every table to clarify the cards):

(You choose the value of X. Except when you play this card, its twilight cost is 0).

"Oh I get to pick what X is?  Cool I'll have it be 50."

(For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1)

"Ok, I'll pay 3 for X."
"So X = 0"
"What?"
"You have 3 aggressors assigned.  Each shadow card is twilight -1.  X is the twilight cost of your card, so you have X -3, which means you must pay at least 4 to have X be any greater than 0."
"Oh, well you have Legolas, Dauntless Hunter out there with a hobbit, so how much do my X cards cost?"
"Good question.  If you paid 3, he would increase the cost by 1, making X = to 4, but then you'd have to pay 1 again because of him...  I guess you have to pay infinite twilight to play one?"

Remember, Decipher churned out this game for 19 sets and (at least until Mt Doom apparently) playtested these things heavily.  Why do you suppose they didn't put an (X) into the twilight cost of Hobbit Appetite?  LotR isn't designed for an X twilight cost, it's designed for a flat number.

I should add, I say this with all concern as someone who was there when friendships and tournaments almost ended over how The Witch-King's Beast worked.
« Last Edit: April 27, 2010, 05:19:46 AM by NateWinchester » Logged
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« Reply #136 on: April 27, 2010, 05:44:59 AM »
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NP Thranduil.

Foresee is awesome. Elf decks really manipulate the deck flow and allow you to set up your re-group with brilliant effect.

Unyielding is also a fun keyword.

We have a wizard deck with Curunir, Radagast and an unyielding Gandalf that does a lot of fun spell manipulation.

I will canvas some comments from my fellow players and give you some more feedback including some info on the OP Eowyn you have done!

gk

I can let you have some decklists if you like.
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« Reply #137 on: April 27, 2010, 05:58:31 AM »
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NP Thranduil.

Foresee is awesome. Elf decks really manipulate the deck flow and allow you to set up your re-group with brilliant effect.

Unyielding is also a fun keyword.

We have a wizard deck with Curunir, Radagast and an unyielding Gandalf that does a lot of fun spell manipulation.

I will canvas some comments from my fellow players and give you some more feedback including some info on the OP Eowyn you have done!

gk

I can let you have some decklists if you like.
AMAZING! Gold Piece Send me emails! (there's one attached to my TLHH profile) Which sets are you using? All 3?
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« Reply #138 on: April 27, 2010, 06:16:04 AM »
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Quote
Remember, Decipher churned out this game for 19 sets and (at least until Mt Doom apparently) playtested these things heavily.  Why do you suppose they didn't put an (X) into the twilight cost of Hobbit Appetite?  LotR isn't designed for an X twilight cost, it's designed for a flat number.
I disagree. To be honnest, I think that the (x) cards he made is probably one of the coolest concept of this set.
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« Reply #139 on: April 27, 2010, 06:31:18 AM »
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Remember, Decipher churned out this game for 19 sets and (at least until Mt Doom apparently) playtested these things heavily.  Why do you suppose they didn't put an (X) into the twilight cost of Hobbit Appetite?  LotR isn't designed for an X twilight cost, it's designed for a flat number.
I disagree. To be honnest, I think that the X cards he made is probably one of the coolest concept of this set.

I think they're neat too, I just don't see any reason to have the X in the twilight cost (where they start sparking rules questions, headaches and +4 pages in the CRD) when there's already precedent for the X cost being in the game text and would work perfectly fine there.
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« Reply #140 on: April 27, 2010, 06:55:10 AM »
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Remember, Decipher churned out this game for 19 sets and (at least until Mt Doom apparently) playtested these things heavily.  Why do you suppose they didn't put an (X) into the twilight cost of Hobbit Appetite?  LotR isn't designed for an X twilight cost, it's designed for a flat number.
I disagree. To be honnest, I think that the X cards he made is probably one of the coolest concept of this set.

I think they're neat too, I just don't see any reason to have the X in the twilight cost (where they start sparking rules questions, headaches and +4 pages in the CRD) when there's already precedent for the X cost being in the game text and would work perfectly fine there.
I would compare the creation of cards with (X) twilight cost to the change they made on conditions. There was a precedent were conditions said: Plays to your support area. They decided to just write 'Condition - Support Area' instead to save some space on the card. I don't think that it caused any headaches.

Of course Thranduil could remake each (X) and give them a cost of 0 and add a lot of text on the card. But what is the point? Anyone who has ever played this game and used a card with a X on its gametext knows how it works. I don't understand why it would give headaches to people, unless the person already has an headache each time Might of Numenor is played.

Thranduil, I'd also like to see a edited verson of Hobbit Appetite with a twilight cost of (X). It would be cool if you could fit it in.
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« Reply #141 on: April 27, 2010, 07:22:52 AM »
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Thranduil, I'd also like to see a edited verson of Hobbit Appetite with a twilight cost of (X). It would be cool if you could fit it in.
I agree. If I were to do a version of Hobbit Appetite, then I would want to do the rest of the Free Peoples cycle as well (you may remember what the FP have instead is the cycle of events like The Highest Quality, and some of those I really really like). But FP X cards are very difficult to design, because there is no natural limit on FP twilight costs. Hobbit Appetite is a rare easy one.

X Gondorian Stealth Gondor
Event • Response
If a Shadow player plays event with twilight cost X or less, exert a Gondor companion to cancel its effects.

X Rohirrim Delay Rohan
Event • Maneuver
Exert a Rohan companion to return a minion with twilight cost X or less to its owner's hand.

I'm having trouble coming up with ideas that don't rely on twilight costs...

X Elven Spying Elven
Event • Maneuver
Exert an Elven companion to reveal X cards at random from a Shadow player's hand; you may discard up to 1 revealed Shadow card.


Also, to Nate, the X cards also work nicely with toil in a way that Hobbit Appetite and All Life Flees do not.
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« Reply #142 on: April 27, 2010, 07:25:45 AM »
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If I were to do a version of Hobbit Appetite, then I would want to do the rest of the Free Peoples cycle as well (you may remember what the FP have instead is the cycle of events like The Highest Quality, and some of those I really really like).
Maybe that you could put a few of these in your Reflections set.
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« Reply #143 on: April 27, 2010, 08:26:10 AM »
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I would compare the creation of cards with (X) twilight cost to the change they made on conditions. There was a precedent were conditions said: Plays to your support area. They decided to just write 'Condition - Support Area' instead to save some space on the card. I don't think that it caused any headaches.

Of course Thranduil could remake each (X) and give them a cost of 0 and add a lot of text on the card. But what is the point? Anyone who has ever played this game and used a card with a X on its gametext knows how it works. I don't understand why it would give headaches to people, unless the person already has an headache each time Might of Numenor is played.

Except the type line also had it's own precedence.

And again, this isn't X in the gametext, this is X in the twilight cost which will start being effected by all sorts of cards.

Also, to Nate, the X cards also work nicely with toil in a way that Hobbit Appetite and All Life Flees do not.

Except it won't.  Again, I'm going by the rules and the cards as they are written.  Toil doesn't say "add to X" it says, reduce the twilight cost which means if you toiled an X card... it's not even possible.

Here's the steps on playing a card from the last CRD (and these were invented because of rules headaches that started cropping up like these).  Let's walk an X cost card through these.

1. Reveal The Card from your hand, and it enters the void (not in your hand, not in your discard pile, not in play).

Alright, so far so good.

2. Meet requirements to play The Card.

Ok... things like spot, initiative, etc.  Still good so far.

3. Pay costs to play The Card. This includes both twilight costs and other costs included in game text. If adding or removing Twilight tokens to the pool is part of the cost, it is done first. If the card references itself by name in its game text, it may modify its own cost. If discarding cards from your hand is a cost, then you cannot discard The Card.  It is possible for another card to interrupt the paying of costs so that you cannot finish paying them. If paying costs is interrupted in such a way that you cannot finish paying them all, The Card is placed in your discard pile and any costs already paid remain paid. Do not pay any further costs for that card.

Here comes the headache.  Especially, what part of 3 do you start removing X twilight?  If a card hits the table that adds a cost to my card (say, exerting) that I can't pay - well do I get to declare X = 0 or do I have to declare what X equals first and then start removing twilight?  Since I don't pay further costs, can X be interrupted?  Intending to pay 4 but only paying 2?  Great, now we have to start subdividing the steps to playing a card even FURTHER so people can work all this out.

And again, Toil and aggressor don't SAY "add 1 to X" nor does freep equivalents such as Dauntless Hunter, they say specifically add or subtract from twilight cost.  So again, any freep cards that add would technically make every X card cost infinite twilight.  Any shadow cards that subtracted mean you have to pay that much +1 for X to have any value greater than 0.

Putting the "add/remove X" in the game text solves all of this by making every question about the card relevant only to play step 6.

To get even MORE anal, comprehensive rules:
http://www.scribd.com/doc/17676177/Lord-of-the-Rings-Card-Game-Comprehensive-Rules

Under the glossary for Cost it even says:
If a player is paying costs for a card and a
response action occurs which modifies those costs, that player must continue to pay as many costs as he can, even if it is no longer possible to pay them all. If all the costs cannot be paid, that card has no effect.


So under these rules, if something prevented the X card from being played, that means you have to empty the twilight pool.
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« Reply #144 on: April 27, 2010, 10:44:09 AM »
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3. Pay costs to play The Card. This includes both twilight costs and other costs included in game text. If adding or removing Twilight tokens to the pool is part of the cost, it is done first. If the card references itself by name in its game text, it may modify its own cost. If discarding cards from your hand is a cost, then you cannot discard The Card.  It is possible for another card to interrupt the paying of costs so that you cannot finish paying them. If paying costs is interrupted in such a way that you cannot finish paying them all, The Card is placed in your discard pile and any costs already paid remain paid. Do not pay any further costs for that card.
There are 2 ways to resolve this:

1) Choosing the value of X is a requirement of the card, in which case you choose it in step 2 and pay that cost in step 3 as normal.

2) You choose the value of X when you are paying the cost, which is done first in step 3.

Neither of these options cause any issues with any other interactions, as far as I can see.

As you are playing your card, you choose say 5 and then, because Dauntless Hunter is on the table, you make it 7, and then because you toiled it out with 3 guys and toil 1 you'll pay 4. The value of X is still 5 and so you will still do whatever it is you are doing with X=5. If something interrupts you playing the card, like a response to remove twilight, then you'll remove as much as you can out of what you were going to as normal, and then the card can't be played and goes away.

The point is, no matter which of those 2 ways you run it (and I'm inclined to go for method 1) when you are playing the card, it has a very well-defined twilight cost.

Thranduil
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« Reply #145 on: April 27, 2010, 11:43:08 AM »
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3. Pay costs to play The Card. This includes both twilight costs and other costs included in game text. If adding or removing Twilight tokens to the pool is part of the cost, it is done first. If the card references itself by name in its game text, it may modify its own cost. If discarding cards from your hand is a cost, then you cannot discard The Card.  It is possible for another card to interrupt the paying of costs so that you cannot finish paying them. If paying costs is interrupted in such a way that you cannot finish paying them all, The Card is placed in your discard pile and any costs already paid remain paid. Do not pay any further costs for that card.
There are 2 ways to resolve this:

1) Choosing the value of X is a requirement of the card, in which case you choose it in step 2 and pay that cost in step 3 as normal.

2) You choose the value of X when you are paying the cost, which is done first in step 3.

Neither of these options cause any issues with any other interactions, as far as I can see.

As you are playing your card, you choose say 5 and then, because Dauntless Hunter is on the table, you make it 7, and then because you toiled it out with 3 guys and toil 1 you'll pay 4. The value of X is still 5 and so you will still do whatever it is you are doing with X=5. If something interrupts you playing the card, like a response to remove twilight, then you'll remove as much as you can out of what you were going to as normal, and then the card can't be played and goes away.

The point is, no matter which of those 2 ways you run it (and I'm inclined to go for method 1) when you are playing the card, it has a very well-defined twilight cost.

Thranduil

I'll refer to the Final Triumph board for exhibit A in how bad these things can spiral out of control.

And again, for what?  You're saving (at most) 2 words from the text box which is less than your helper text and you can make the cards work without the rules headaches as is anyway.

i.e.. Instead of Toil 2 and all the headaches from that
"Remove X to discard X cards from play.  You may also exert {type} minions to add 2 to X for each minion exerted."

DC's shouldn't require modifying of existing entries in the CRD and rulebook because otherwise... why not just make your own game?  Or something like... "hey this card cancels skirmishes involving the ring-bearer" -"Um, rules say you can't do that." -"Screw the rules I have money.  Yeah?  Well I'm adding an entry on the rules that says my card can."
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« Reply #146 on: April 27, 2010, 11:55:08 AM »
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DC's shouldn't require modifying of existing entries in the CRD and rulebook because otherwise... why not just make your own game?
Actually, I think they should when necessary. This DC block is the direction I would have taken the game after T&D - that was the whole point of it. If you're just stuck with what you had before, then what's the point of imagining DCs anyway? You might as well just forget it and only talk about Decipher's cards. Every new keyword, new situation and new mechanic for a DC is a possible CRD entry.

This is not the first time I would have adapted an existing rule to suit my purposes, as you do as games evolve. So for example, the current ruling for unhasty is that you can't be assigned unless a Gandalf card allows you to do so. I thought that was unnecessarily restrictive, and all those Free Peoples cards with unhasty you reviewed in my block actually say they can't be assigned to skirmishes unless a Free Peoples card allows you to do so.

And it's not like I'm changing the game. I'm not really adding any rules in this case to the CRD at all, in fact! All you need to do is say that choosing X is part of the requirement for playing the card, and you're done. That's a clarification for these new cards, not for the CRD.

Thranduil
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« Reply #147 on: April 27, 2010, 12:13:41 PM »
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Last one here.

2 Filled with Malice Orc
Condition • Support Area
When you play this condition, you may foresee 1. (To foresee 1, look at the top 1 card of your draw deck; you may place that card on top of or beneath your draw deck).
Skirmish: Discard this condition to make a companion skirmishing an Orc minion strength -2 (and add a burden if you can spot 6 companions).
L C 111

Did Orcs have much voodoo?  I thought that was more of an Uruk thing.

0 Orkish Domain Orc
Condition • Support Area
Shadow: Discard an Orc minion to skip the maneuver and archery phases. The Free Peoples player may add a burden to prevent this. Discard this condition.
L R 118

I'm assuming you mean "from play"?  Remember they started just specifying all the time to reduce mishaps.

6 Orkish Hunter Orc
Minion • Orc
Str: 13
Vit: 3
Sit: 4
Tracker.
Skirmish: Exert a minion to play this minion to play this minion from your hand; it is fierce until the regroup phase.
While you can spot an Orc minion and a companion with resistance 4 or less, this minion's twilight cost is -2.
L C 120

Typo in the game text.

2 Torment Orc
Condition • Companion
To play, spot an Orc minion.
Bearer is resistance -1 for each minion he or she is skirmishing.
Skirmish: Play this condition on a companion skirmishing an Orc minion.
L C 127

Pretty much a "save until you swarm the RBer and insta win isn't it?

3 Mordor Catapult Orc
Possession • Support Area
Engine. Toil 1.
Maneuver: Discard a besieger minion (or this condition) to reveal the top card of your draw deck. Discard a Free Peoples card (except a companion) with the same twilight cost as the revealed card.
T R 63

Again, from play?
Also, just crazy with some cheap besiegers.

5Orc Overseer, Lieutenant of Isengard Orc
Minion • Orc
Str: 10
Vit: 4
Sit: 4
Toil 1 (or toil 2 if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
Each Orc condition gains toil 1.
T C 67

Just say "Each Orc condition that doesn't have toil gains toil 1." just to avoid issues with multiple toils on a card.

2 Armies of Mordor Orc
Event • Skirmish
Toil 2.
Play a Evil Men minion from your hand; it is strength +3 and fierce until the regroup phase.
B U 67

Well this will be fun with Bill Ferny, Agent of Saruman.

2 Hidden in the Depths Orc
Condition • Support Area
When you play this condition, you may spot another Orc card to search your draw deck for a minion and place it in your discard pile.
Skirmish: Discard this condition and an Orc minion to play a minion from your discard pile; its twilight cost is -8.

And here I was just wondering how I could work in some of the Orc cards with twilight nazgul.  This + t.Witch-king + Morgul Harrier = early win for me.

3 Morgul Garrison Orc
Minion • Orc
Str: 6
Vit: 2
Sit: 6
Ambush 1. Traitor.
Skirmish: Exert this minion to play a minion from your hand. If that minion is a Wraith minion, you may add a burden.

Like this guy.  Suddenly Bill and all the cheap orcs from Kings block becomes insta burdens.  Burden for 2?  1?  Yes please.

Man those are some easy cards to break.
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« Reply #148 on: April 27, 2010, 12:24:02 PM »
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DC's shouldn't require modifying of existing entries in the CRD and rulebook because otherwise... why not just make your own game?
Actually, I think they should when necessary. This DC block is the direction I would have taken the game after T&D - that was the whole point of it. If you're just stuck with what you had before, then what's the point of imagining DCs anyway? You might as well just forget it and only talk about Decipher's cards. Every new keyword, new situation and new mechanic for a DC is a possible CRD entry.

Except I didn't say ADD to the CRD, I said edit an existing entry.

And stuck with what you had before?  Decipher was infamous for bringing up intriguing concepts and then letting them drop (Sauron uruk-hai anyone?  Isengard men?)  You could get probably a whole block out of just expanding and developing what was in the game but only half touched.

This is not the first time I would have adapted an existing rule to suit my purposes, as you do as games evolve. So for example, the current ruling for unhasty is that you can't be assigned unless a Gandalf card allows you to do so. I thought that was unnecessarily restrictive, and all those Free Peoples cards with unhasty you reviewed in my block actually say they can't be assigned to skirmishes unless a Free Peoples card allows you to do so.

That's mostly because I had forgotten the details on unhasty.  I knew they had made a change to it and thought it was just "unless a card says otherwise".  Besides that, it had to have been one of the worst mechanics Decipher ever invented.  Of course, under your rules change, that means we can start building decks around Treebeards and One Whom Men Would Follow (or Horn of Boromir if it's legal in the format).  Just imagine what I could do with the Horn, Boromir, Defender of Minas Tirith and Treebeard, Oldest Living Thing.

And it's not like I'm changing the game. I'm not really adding any rules in this case to the CRD at all, in fact! All you need to do is say that choosing X is part of the requirement for playing the card, and you're done. That's a clarification for these new cards, not for the CRD.

NVM, it's Mt Doom all over again...
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« Reply #149 on: April 28, 2010, 09:04:17 AM »
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L&S (3, 0/0/3)
1Last Desperate Race Sauron
Condition • Support Area
When you play this condition, you may spot a minion to foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order and the rest beneath your draw deck in any order).
The Free Peoples player wins the game only if the Ring-bearer survives until the end of the regroup phase.
"From all his policies and webs of fear and treachery, from all his stratagems and wars his mind shook free..."
L R 140

16Sauron, Always Searching Sauron
Minion • Maia
Str: 24
Vit: 5
Sit: 6
Damage +1. Fierce.
Response: If the Ring-bearer puts on The One Ring, play Sauron from your hand; his twilight cost is -8.
When you play Sauron, you may foresee 3. (To foresee 3, look at the top 3 cards of your draw deck; place any number of those cards on top of your draw deck in any order and the rest beneath your draw deck in any order).
L R 141

0Sceptre of the Dark Lord, Weapon of Despair Sauron
Artifact • Support Area
Each time you play a unique minion, you may add a Sauron token here.
Any phase: Remove X tokens from here to make a companion (except the Ring-bearer) resistance -X.
L R 142



TW (10, 3/3/4)
2 Agent of Darkness Sauron
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor. (Traitor is unloaded).
While you can spot a corrupted companion, this minion is strength +3. (Companions with resistance 0 are corrupted).
T C 75

3 Ancient Sorcery Sauron
Event • Regroup
Spell.
Spot a Sauron card to wound a companion (or 2 Gandalf or Elven companions).
T U 76

1 Assault of the Pelennor Sauron
Event • Maneuver
Engine.
Spot a Sauron card to discard a possession (or 2 Rohan or Gondor possessions).
T U 77

1 Enemies of Sauron Sauron
Event • Shadow
Search.
Spot a Sauron card to discard a condition (or 2 Shire or Dwarven conditions).
T U 78

X Eternal Evil Sauron
Event • Skirmish
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Spot a Sauron card to make a companion strength -X.
T R 79

3The Great Eye Sauron
Condition • Support Area
Twilight.
Companions use their resistance instead of their strength during skirmishes involving The Great Eye.
Response: If the Ring-bearer puts on The One Ring, this condition becomes a minion with 9 strength 5 vitality that cannot take wounds or bear other cards, and is immediately assigned to the Ring-bearer, or another twilight companion (removing all other minions from that skirmish). It's still a condition.
"‘I see you!'"
T R 80

3The Mouth of Sauron, Ambassador of Mordor Sauron
Minion • Man
Str: 8
Vit: 3
Sit: 5
Fierce. Traitor. (Traitor is unloaded).
When you play The Mouth of Sauron, spot a Shadow culture. The Mouth of Sauron gains that culture until the end of the turn.
Assignment: Assign The Mouth of Sauron to a corrupted companion. (Companions with resistance 0 are corrupted).
T R 81

3Mustering for War Sauron
Condition • Support Area
Engine. Spell.
To play, spot a Sauron card in play or in your discard pile.
Each non-minion Shadow card gains toil 1.
You may remove burdens instead of twilight tokens to play a card with X in its cost.
T R 82

3 Shifty Southerner Sauron
Minion • Man
Str: 6
Vit: 3
Sit: 2
Traitor. (Traitor is unloaded).
Response: If you play a card with toil X, exert this minion to make that card's twilight cost -X.
T C 83

3 Spy of Sauron Sauron
Minion • Man
Str: 7
Vit: 2
Sit: 2
Traitor. (Traitor is unloaded).
While you can spot 2 Shadow cultures, each companion (except the Ring-bearer) is resistance -1.
T C 84




BL (5, 2/1/2)
4 Agent of Sauron Sauron
Minion • Man
Str: 9
Vit: 2
Sit: 2
Traitor. (Traitor is unloaded).
When you play this minion, you may foresee X, where X is the number of Shadow cultures you can spot (limit 3). (To foresee X, look at the top X cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest on the bottom of your draw deck in any order).
B C 85

X The Call to War Sauron
Condition • Support Area
(You choose the value of X. Except when you play this card, its twilight cost is 0).
When you play this condition, spot a unique minion to place X Sauron tokens here.
Shadow: Remove 3 tokens from here to draw a card.
Skirmish: Remove 2 tokens from here to make a minion strength +1.
Regroup: Remove a token from here to add 1.
B R 86

0 Mark of the Red Eye Sauron
Condition • Support Area
To play, remove a burden or spot a Sauron traitor character.
Each minion gains the Sauron culture.
Discard this condition at the end of the turn.
B C 87

3 Spies in His Service Sauron
Condition • Support Area
While you can spot a traitor character, the roaming penalty for your minions is -1.
Skirmish: Discard this condition to make a traitor minion strength +1 for each culture you can spot.
B U 88

8The Witch-King, General of Mordor Sauron
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 5
Aggressor. Besieger. Fierce. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Each of your other besieger minions is fierce.
While The Witch-King is in your discard pile, your minions are strength -1.
B R 89
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« Reply #150 on: April 28, 2010, 09:47:19 AM »
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I would reduce Agent of Sauron's twilight cost to 4. I feel like this Witch-King should be rare.

Seriously, most of these cards have really interesting and innovative gametexts. Great job.

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« Reply #151 on: April 28, 2010, 11:52:09 AM »
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I feel like this Witch-King should be rare.
I've swapped the rarities of The Witch-King and Spies in His Service.

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« Reply #152 on: April 30, 2010, 03:49:37 AM »
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L&S (24, 10/8/6)
2 Alone in the Darkness Wraith
Event • Response
Search.
If a companion uses a special ability, spot a Wraith minion to cancel its effects (and remove that companion's game text if that companion has resistance 2 or less).
"‘In dark and loneliness they are strongest…'"
L U 179

2 Call of the Ring Wraith
Condition • Support Area
Spell. Twilight.
While the Ring-bearer is wearing The One Ring, the Ring-bearer and each Nazgûl gains twilight.
Response: If your twilight minion wins a skirmish, exert that minion to add a burden. Discard this condition.
"Their cold eyes glittered, and they called to him with fell voices."
L U 180

2 Ceaseless Pursuit Wraith
Event • Maneuver
Search.
When you play this event, you may foresee 1. (To foresee 1, look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
Spot a Wraith minion to discard a follower or condition.
"‘They will never stop hunting you.'"
L C 181

2 Deadly Fear Wraith
Condition • Support Area
Spell.
While the Ring-bearer is wearing The One Ring, each companion skirmishing a Wraith minion loses unyielding and cannot gain unyielding.
If this card is foreseen, you may spot a Wraith card and discard this card to add a burden.
"‘Suddenly I shivered and felt that something horrible was creeping near…'"
L R 182

1 Dark Voices Wraith
Event • Maneuver
Spell. Twilight.
Exert a Nazgûl to exert the Ring-bearer. If the Ring-bearer is then exhausted, he or she puts on The One Ring until the regroup phase. That Nazgûl loses fierce and cannot gain fierce until the regroup phase.
"Frodo thought that he heard a faint hiss as of venomous breath and felt a thin piercing chill."
L U 183

7 Failing Fellowship Wraith
Event • Skirmish
This event's twilight cost is -1 for each Wraith minion assigned to a skirmish.
Make a companion strength -1 for each companion with resistance 2 or less (or strength -2 for each corrupted companion). (Companions with resistance 0 are corrupted).
L R 184

1 Hunting for the Ring Wraith
Condition • Support Area
Search.
When you play this condition, you may foresee 1.
While you can spot a Nazgûl, each time you play a search card, you may foresee 1 (To foresee 1, look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
"… there black figures entered, like shades of night creeping across the ground."
L C 185

1 Nazgûl Steed Wraith
Possession • Mount
Str: +1
Bearer must be a Nazgûl.
Bearer is an aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
"At the same moment the black horses leaped down the hill in pursuit..."
L C 186

0 Relentless Shadows Wraith
Event • Response
Stealth.
If the Ring-bearer puts on The One Ring, spot a Wraith minion to play a minion from your hand; its twilight cost is -1 for each burden (limit -4).
"‘… there was a sort of deeper shade among the shadows across the road, just beyond the edge of the lamplight.'"
L U 187

1 Secretly Searching Wraith
Event • Shadow
Search.
Spot a Nazgûl to foresee 2. Then you may draw a card. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
"As soon as his back was turned, a dark figure climbed quickly in over the gate and melted into the shadows of the village street."
L C 188

3 Terror Wraith
Condition • Unbound Companion
Res: -3
Spell.
To play, spot a Wraith minion. Limit 1 per bearer.
Skirmish: Play this condition from your hand on a companion skirmishing a Wraith minion.
"As soon as he saw the dark shapes creep from the garden, he knew that he must run for it, or perish."
L C 189

1 Timeworn Blade Wraith
Possession • Hand Weapon
Bearer must be a Wraith minion.
Bearer is strength +1 for each wound on the Ring-bearer.
"Swords were naked in their pale hands…"
L U 190

0 The Twilight World Wraith
Event • Response
Twilight.
If the Ring-bearer puts on The One Ring, exert a Nazgûl to add 2 burdens.
"He could see them clearly now: they appeared to have cast aside their hoods and black cloaks, and they were robed in white and grey."
L R 191

6Úlairë Attëa, Drawn to Its Power Wraith
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce.
When you play Úlairë Attëa, you may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
Companions with resistance 2 or less cannot be assigned to Úlairë Attëa.
"Frodo was stricken dumb. He felt his tongue cleave to his mouth, and his heart labouring."
L R 192

5Úlairë Cantëa, Drawn to Its Power Wraith
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 3
Fierce.
When you play Úlairë Cantëa, you may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
While the Ring-bearer is wearing The One Ring, companions do not gain strength bonuses or keywords from possessions.
"‘Open in the name of Mordor."'
L U 193

6Úlairë Enquëa, Drawn to Its Power Wraith
Minion • Nazgûl
Str: 11
Vit: 4
Sit: 3
Fierce.
When you play Úlairë Enquëa, you may foresee 1 for each companion over 6. (To foresee X, look at the top X cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
Each time Úlairë Enqëa wins a skirmish, you may exert him to wound the Ring-bearer.
"… they saw on the top of the hill something small and dark against the glimmer of the moonrise."
L U 194

4Úlairë Lemenya, Drawn to Its Power Wraith
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, Úlairë Lemenya is strength +3.
"His enemies laughed at him with a harsh and chilling laughter."
L C 195

5Úlairë Nelya, Drawn to Its Power Wraith
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 2
Fierce.
While the Ring-bearer wears The One Ring, Úlairë Nelya is strength +1 and an aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
"… three or four tall black figures were standing there on the slope, looking down on them."
L C 196

4Úlairë Nertëa, Drawn to Its Power Wraith
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
Each time Úlairë Nertëa wins a skirmish, you may exert him to wound the Ring-bearer.
"He reined his horse in, and halted, swaying in his saddle."
L C 197

4Úlairë Otsëa, Drawn to Its Power Wraith
Minion • Nazgûl
Str: 9
Vit: 3
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, each unbound companion is resistance -2.
"Terror overcame Merry and Pippin, and they threw themselves flat on the ground."
L U 198

6Úlairë Toldëa, Drawn to Its Power Wraith
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce.
While the Ring-bearer is exhausted, Úlairë Toldëa's twilight cost is -3.
Response: If the Ring-bearer puts on The One Ring, exert a Nazgûl to play Úlairë Toldëa from your discard pile.
"There seemed no chance of reaching the Ford before he was cut off by the others that had lain in ambush."
L R 199

1 Unearthly Senses Wraith
Condition • Support Area
Spell.
When you play this condition, you may foresee 1. (To foresee 1, look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
Skirmish: Discard this condition to make a Wraith minion strength +2 (and make each companion it is skirmishing resistance -2 if you can spot 6 companions).
"From inside the hood came a noise as of someone sniffing to catch an elusive scent…"
L C 200

8The Witch-King, Drawn to Its Power Wraith
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, Nazgûl cannot take wounds.
Assignment: Exert The Witch-king twice to assign him to a companion (except the Ring-bearer). Unless that companion is corrupted, he or she may exert to prevent this. (Companions with resistance 0 are corrupted).
"He sprang forward and bore down on Frodo."
L R 201

8The Witch-King, Shadow of Despair Wraith
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 3
Fierce.
Each companion skirmishing The Witch-king is resistance -2.
While The Witch-king is skirmishing a corrupted companion, he is is strength +2. (Companions with resistance 0 are corrupted).
"… his terror was swallowed up in a sudden temptation to put on the Ring."
L C 202



TW (12, 4/4/4)
4 Fell Spirit Wraith
Minion • Wraith
Str: 14
Vit: 2
Sit: 6
Fierce. Twilight.
While skirmishing a companion with resistance X, this minion is strength -X.
T U 105

3 Forgotten Dead Wraith
Minion • Wraith
Str: 7
Vit: 2
Sit: 6
Twilight.
When you play this minion, you may reveal the top card of your draw deck. If it is a Wraith or Sauron card, you may make each companion (except the Ring-bearer) resistance -2 until the regroup phase.
T C 106

3 Frozen in Terror Wraith
Event • Skirmish
Spell.
Spot a Wraith minion to make each corrupted companion strength -2 until the regroup phase. (Companions with resistance 0 are corrupted).
T U 107

2Guardians of Cirith Ungol Wraith
Condition • Support Area
Twilight.
As long as Guardians of Cirith Ungol is a minion, it is strength +2 for each wound on the Ring-bearer.
Response: If a companion uses a special ability, spot a Wraith card in your discard pile to make Guardians of Cirith Ungol become a fierce Wraith minion until the regroup phase that has 7 strength, 1 vitality and cannot take wounds or bear cards. It's still a condition.
T R 108

1 Morgul Wound Wraith
Condition • Support Area
Res: -2
Response: If a Wraith minion wins a skirmish, transfer this condition to a losing companion.
Limit 1 per bearer.
While the Ring-bearer wears The One Ring, bearer gains twilight and loses all other game text keywords.
T C 109

2 The Nine Abroad Wraith
Event • Skirmish
Search.
Make a Wraith minion strength +2 (and add a burden if skirmishing a Shire companion).
T C 110

7 Piercing Wail Wraith
Event • Shadow
Spell. Toil 2.
Add a burden.
T U 111

2 Tricksy Lights Wraith
Minion • Wraith
Str: 5
Vit: 1
Sit: 6
Twilight.
This minion cannot take wounds (except during skirmishes involving twilight companions).
Assignment: Assign the companion with the highest resistance to this minion.
T R 112

5Úlairë Cantëa, Black Assassin Wraith (reprint)
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 3
Fierce.
Assignment: Assign Úlairë Cantëa to a corrupted companion. (Companions with resistance 0 are corrupted).
Skirmish: Spot 6 companions and another Wraith card to kill a companion Úlairë Cantëa is skirmishing.
T R 113

4Úlairë Lemenya, Black Lieutenant Wraith
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
While the Ring-bearer is wounded, Úlairë Lemenya is strength +2.
While you can spot 2 wounds on the Ring-bearer, Úlairë Lemenya is an aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
While you can spot 3 wounds on the Ring-bearer, Úlairë Lemenya is damage +1.
T U 114

6Úlairë Toldëa, Lieutenant of Mordor Wraith
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce. Toil 2.
T C 115

X The Veil of Shadow Wraith
Event • Assignment
Twilight.
(You choose the value of X. Except when you play this card, its twilight cost is 0).
To play, spot a Wraith minion and the Ring-bearer wearing The One Ring.
Assign a twilight minion to the Ring-bearer. The Free Peoples player may add X burdens to prevent this.
T R 116



BL (10, 4/3/3)
2 Barrow-Wight Creeper Wraith
Minion • Wraith
Str: 5
Vit: 1
Sit: 3
Ambush 1.
When you play this minion, you may foresee 1. (To foresee 1, look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
B C 107

1 Beast of Terror Wraith
Possession • Mount
Str: +1
Vit: +1
To play, discard 2 cards (or 1 Wraith card) from your hand
Bearer must be a Nazgûl.
Bearer is fierce.
Bearer cannot take wounds (except during skirmish phases).
B R 108

3 Dead Watcher Wraith
Minion • Wraith
Str: 7
Vit: 3
Sit: 6
Skirmish: Exert this minion to play a minion from your hand. If that minion is a Sauron or Gollum minion, you may make an unbound companion strength -2 until the regroup phase.
B U 109

0 Drift into Twilight Wraith
Event • Response
Twilight.
If a burden is added, spot a twilight card to add an additional burden.
B U 110

1 Duplicitous Minions Wraith
Condition • Support Area
Shadow: Exert a Wraith minion and either an Sauron or Evil Men minion to add a Wraith token here.
Skirmish: Remove a Wraith token here to make an unbound companion resistance -2 until the regroup phase.
B C 111

2 Hosts of Minas Morgul Wraith
Event • Maneuver or Skirmish
Search.
Spot a Wraith minion to foresee 2. Then reveal the top card of your draw deck; if it is a minion, you may exert the Ring-bearer twice. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
B C 112

2Seeking the Ring Wraith
Condition • Support Area
Twilight.
To play, spot a Wraith card in play or in your discard pile.
Each time a companion loses a skirmish, foresee 1.
Each time a corrupted companion loses a skirmish, you may reveal the top card of your draw deck. If it is a twilight card, the Ring-bearer puts on the The One Ring until the regroup phase.
B R 113

3 Swift Strike Wraith
Event • Skirmish
Search.
Exert a Gollum minion to foresee 2. Then, reveal the top card of your draw deck. It it is a Shadow card, you may wound a companion with resistance 6 or less that minion is skirmishing. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
B U 114

6Úlairë Enquëa, Black Shadow Wraith
Minion • Nazgûl
Str: 11
Vit: 4
Sit: 3
Ambush 2. Fierce.
B C 115

4Úlairë Otsëa, Black Marshal Wraith
Minion • Nazgûl
Str: 9
Vit: 3
Sit: 3
Aggressor. Fierce. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost is -1).
Each time Úlairë Otsëa wins a skirmish, you may reveal the top card of your draw deck. If it is a minion, you may play it; it is fierce until the regroup phase.
B R 116
« Last Edit: April 30, 2010, 11:38:54 AM by Thranduil » Logged

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« Reply #153 on: April 30, 2010, 06:05:20 AM »
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L&S (24, 10/8/6)
2 Alone in the Darkness Wraith
Event • Response
Search.
If a companion uses a special ability, spot a Wraith minion to cancel its effects (and remove that companion's game text if that companion has resistance 2 or less).
"‘In dark and loneliness they are strongest…'"
L U 179

What?  Permanently?

2 Tricksy Lights Wraith
Minion • Wraith
Str: 5
Vit: 1
Sit: 6
Twilight.
This minion cannot take wounds (except during skirmishes involving twilight companions).
Assignment: Assign the companion with the highest resistance to this minion.
T R 112

Phrased it backwards.

X The Veil of Shadow Wraith
Event • Assignment
Twilight.
(You choose the value of X. Except when you play this card, its twilight cost is 0).
To play, spot a Wraith minion and the Ring-bearer wearing The One Ring.
Assign a twilight minion to the Ring-bearer. The Free Peoples player may add X burdens to prevent this.
T R 116

bwahahahahahahaha

Let's see, use this + WK, Shadow of Despair + Terror = instant win if he makes it to the assignment phase.  Throw in Morgul Wound just in case (some how) the RB survives.

0 Beast of Terror Wraith
Possession • Mount
Str: +1
Vit: +1
To play, discard 2 cards (or 1 Wraith card) from hand
Bearer must be a Nazgûl.
Bearer is fierce.
Bearer cannot take wounds (except during skirmish phases).
B R 108

Yep, that will help.
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« Reply #154 on: April 30, 2010, 07:48:15 AM »
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What?  Permanently?
No - effects only last until the end of the phase unless otherwise specified.
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« Reply #155 on: April 30, 2010, 09:11:59 AM »
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I would reduce Frozen in Terror's twilight cost to 2. Corrupting the companion is a cost in itself.

Beast of Terror looks pretty good. Maybe that it should cost 1.

I like all of your foreseeing Nazguls and I like how you managed to find some interesting consequences when the RB puts on the One Ring. From my point of view, this shadow culture is the most interesting you have made. The use of the twilight keyword is great.
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« Reply #156 on: April 30, 2010, 09:41:29 AM »
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I like all of your foreseeing Nazguls and I like how you managed to find some interesting consequences when the RB puts on the One Ring. From my point of view, this shadow culture is the most interesting you have made.
That is probably true! It is certainly the most interesting a flavour-packed to design. Of course, the old Shadow cultures are much deeper in this respect than the newer cultures... but never mind.

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« Reply #157 on: April 30, 2010, 11:13:53 AM »
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That is probably true! It is certainly the most interesting a flavour-packed to design. Of course, the old Shadow cultures are much deeper in this respect than the newer cultures... but never mind.

Thranduil

No argument there.  About the only new culture I could stand was Evil Men and that was only because it was pretty much the Raider culture streamlined.
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« Reply #158 on: May 02, 2010, 05:11:57 AM »
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TAKE A LOOK AT THIS!!!!!!!!!!! Mr. Green!

(the attachment that is)

The order is a little bit chaotic, but they should be the perfect size to cut out and stick in front of sleeved cards. Right now I'm most interested in the first 35 pages (which is Light & Shadow).

They're also not very glamourous, but they are legal for me to distribute on this site!

Let me know if you use them and how it goes!
« Last Edit: September 21, 2010, 06:47:54 AM by Thranduil » Logged

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« Reply #159 on: May 02, 2010, 09:21:19 AM »
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TAKE A LOOK AT THIS!!!!!!!!!!! Mr. Green!

(the attachment that is)

The order is a little bit chaotic, but they should be the perfect size to cut out and stick in front of sleeved cards. Right now I'm most interested in the first 35 pages (which is Light & Shadow).

They're also not very glamourous, but they are legal for me to distribute on this site!

Let me know if you use them and how it goes!
Sounds interesting. However I am not playing real life games anymore. If this ever goes on GCCG (or even SdA), I can playtest it.

The next step would be to PIMP those templates a little bit. I think that you could place some culture-like symbols without any legal issues. Ex. a simple brown rectangle for dwarves, a yellow triangle for Gandalf, a blue circle (without any design) for Elves, etc.
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« Reply #160 on: May 02, 2010, 09:35:29 AM »
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Sounds interesting. However I am not playing real life games anymore.
This is my problem too!

If this ever goes on GCCG (or even SdA), I can playtest it.
I know how to make a spreadsheet that LackeyCCG would recognise, but I'm not sure about GCCG (I've never managed to get it to run on my mac). Does anyone have an answer to that?

Thranduil
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« Reply #161 on: May 02, 2010, 09:37:14 AM »
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Sounds interesting. However I am not playing real life games anymore.
This is my problem too!

If this ever goes on GCCG (or even SdA), I can playtest it.
I know how to make a spreadsheet that LackeyCCG would recognise, but I'm not sure about GCCG (I've never managed to get it to run on my mac). Does anyone have an answer to that?

Thranduil
I've never tried LackeyCCG before, I guess I could play a few games there as well.
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« Reply #162 on: May 02, 2010, 09:38:19 AM »
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Sounds interesting. However I am not playing real life games anymore.
This is my problem too!

If this ever goes on GCCG (or even SdA), I can playtest it.
I know how to make a spreadsheet that LackeyCCG would recognise, but I'm not sure about GCCG (I've never managed to get it to run on my mac). Does anyone have an answer to that?

Thranduil
I've never tried LackeyCCG before, I guess I could play a few games there as well.
Let me clarify what I said: I know how to make a spreadsheet for LackeyCCG, but I haven't actually done it yet!
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« Reply #163 on: May 11, 2010, 07:27:31 PM »
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Sounds interesting. However I am not playing real life games anymore.
This is my problem too!

If this ever goes on GCCG (or even SdA), I can playtest it.
I know how to make a spreadsheet that LackeyCCG would recognise, but I'm not sure about GCCG (I've never managed to get it to run on my mac). Does anyone have an answer to that?

Thranduil
I've never tried LackeyCCG before, I guess I could play a few games there as well.
Let me clarify what I said: I know how to make a spreadsheet for LackeyCCG, but I haven't actually done it yet!
Well, having this set online is the next step... Otherwise you can't do much.
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« Reply #164 on: May 12, 2010, 04:15:28 AM »
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I am not great on the computer when it comes to programming but ....

Looking through the GCCG folders i found where i believe the cards are kept .... as XML documents

File directory ...
GCCG ==> XML ==> LOTR ==> XML document

When you open it the code for the cards seems simple enough - i wonder what happens if you change it and enter a made up card? Or create your own XML document with a fake card in it? Probably doesn't work because to play GCCG you log onto a server and probably need to use the information stored there? I suspect that messing around with this is a good way to stop GCCG from working on your PC Smiley

I really don't know what i am talking about ....... just attempting to use my science logic

@ Thranduil (whoops) - downloaded the pdf and sent an email to my mate - if we ever get time to play some cards again we mght give the cards a test run

Another point that may be of interest - there is a seller on Ebay selling fake Star Trek 1E and 2E cards (also a defunct Decipher product)- created by the community he says? - there seems to be no action against him at this stage perhaps because he has a disclaimer saying it is not endorsed by Decipher, Paramount, etc - i guess they will get him eventually Huh? or does this mean they don't care (Ebay doesn't seem to care as he has been reported).
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« Reply #165 on: May 12, 2010, 04:44:57 AM »
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Problem is I haven't been able to get GCCG to work on my mac, so I can't investigate. I'm also quite busy at the moment (as I'm sure you could tell by my lack of activity in the last week or so) and don't have the time to work it out. But some time this summer I might and I will get back.

There's been one change so far from playtesting:

1 Goblin Mail Orc
Possession • Armor
Bearer must be an Orc minion.
Each time bearer loses a skirmish, you may make the Free Peoples player exert a companion or add a burden.
Skirmish: Exert bearer to make him strength -2.
L R 112

has changed from "add 3 or a burden."


I will post some more updated cards as my playtesters get back to me! Smiley

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« Reply #166 on: May 12, 2010, 11:12:33 AM »
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There's been one change so far from playtesting:

Thranduil

there's playtesting?
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« Reply #167 on: May 12, 2010, 11:51:54 AM »
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There's been one change so far from playtesting:

Thranduil

there's playtesting?
Yes some people made versions of the card for me. He posted a while back in the thread, if you go back a little. And I've had some other interest as well. You can also download the simple cards I produced if you want to playtest yourself!

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« Reply #168 on: July 18, 2010, 05:15:11 PM »
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I'm bumping this thread because I'd like to see 2 other things from this set...

A new X-List for people who wants to play standard with this set and also 6 starters (2 for each set).
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« Reply #169 on: August 15, 2010, 04:27:58 AM »
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For X-list, the goal was to make the X-list not change. In fact, that's basically the goal of any set to be released. I think I've mainly fulfilled that goal.

I will have a browse at some point, but I'm pretty sure the only change involved is adding Frenzy of Arrows to the X-list, where it should have been anyway, because I think there is an Orc archer or two.

As for starters, I can first tell you who the characters are for each set, but I haven't got a card list ready. I was also going to reprint sites as starter cards, but again I can't remember which they were.

Light & Shadow – Sméagol/Gollum

The Twilight World – Freca/Gothmog

Back to the Light – Gimli/Legolas

I'll add some details, hopefully soon, when I have them.

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