menace64
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« on: June 28, 2011, 10:30:06 PM » |
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The Star Wars Block01 Star Wars (Click here to view the card list!)- The first set! Introduces the cultures (Fringe, Imperial, Jedi, Rebellion, Sith, Tatooine) and sets the stage for later developments. Innovations include the Creature deck and Force Rares.
02 A Few Maneuvers (Click here to view the card list!)- Starships! Just like artifacts were held off from the first set in LotR, starships are an advanced card type that can change the nature of your entire game.
03 The Death Star- The Death Star finally makes its appearance in the game (since we're pretending that A New Hope just came out). The Sith culture gets starships of its own.
The Empire Block04 The Empire Strikes Back- Introducing the Bespin culture! Speeders, Snowtroopers, new creatures and - of course - Imperial Walkers!
00 Star Wars Anthology- A collection of 18 reprints from the previous block, re-written in the flowing script of Aurebesh, along with booster packs of each of the 3 sets in the block, this anthology is a great introduction to the game for players new and old, and is a sought-after prize for collectors.
05 Hunters and Heroes- The long-awaited appearance of Yoda and the gang of Vader's bounty hunters, H&H brings new tools and weapons to both sides of your deck! New tools of the Sith make corrupting the Apprentice even easier.
00 Star Wars Box Set: A New Hope- A limited-edition collector's item, featuring 10 all-new cards, most with images custom-designed by Industrial Light and Magic. This box set brings older cultures up to date and promises to keep the game fresh and exciting.
06 Shadows of the Empire- Based on the new ("new") and bestselling novel and games of the same name, this set explores the seedy underbelly of the galaxy, showing off such classic characters as Xizor and Dash Rendar.
The Jedi Block07 Return of the Jedi- Enter the Ewoks! Don't fall prey to Jabba and his horde of ruffians!
00 Empire Strikes Back Anthology- A collection of 18 reprints from the previous block, re-written in the flowing script of Aurebesh, along with booster packs of each of the 3 sets in the block, this anthology is a great introduction to the game for players new and old, and is a sought-after prize for collectors.
08 Sentry Moon- Now the Rebellion takes the fight to the Empire. New subcultures for both the Imperial and Rebellion cultures based around the jungle-world of Endor, along with powerful new cards for all the cultures.
00 Star Wars Box Set: Empire Strikes Back- A limited-edition collector's item, featuring 10 all-new cards, most with images custom-designed by Industrial Light and Magic. This box set brings older cultures up to date and promises to keep the game fresh and exciting.
09 Reflections- Introducing Alternate Apprentices! Along with new, rare artifacts and special characters from every culture and across all 3 movies - and with brand-new images designed by Industrial Light and Magic specifically for Star Wars TCG - this is a set you don't want to miss!
10 The Power of the Dark Side- Emperor Palpatine - at long last - makes his debut, bringing with him a slew of Sith minions and powerful cards! The climatic battle above Endor brings a sense of closure to this game!
00 Return of the Jedi Anthology- A collection of 18 reprints from the previous block, re-written in the flowing script of Aurebesh, along with booster packs of each of the 3 sets in the block, this anthology is a great introduction to the game for players new and old, and is a sought-after prize for collectors.
11 The True Nature of the Force- An all-inclusive, commemorative box set featuring 40 premium-level cards found nowhere else in the game, this set hails the end of Star Wars TCG, embracing the favorite aspects of an amazing journey! New versions of favorite characters - along with new cards featuring images designed by Industrial Light and Magic - this set is a must-have for any player or collector!
I've already created cardlists for each of the 9 primary sets, developing mechanics and themes along the way, generally getting a feel for the progression of the game in much the same way as LotR TCG evolved and expanded. I pretended that these sets released as the Star Wars films hit theatres (just like LotR!), so major plot points were saved for expansions, and characters like Yoda and the Emperor missed the base sets entirely.[/list]
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« Last Edit: September 09, 2011, 11:19:57 PM by menace64 »
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« Reply #1 on: June 29, 2011, 03:00:50 AM » |
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I'll review anything (eventually)!  Thran
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TheJord
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« Reply #2 on: June 30, 2011, 04:49:47 PM » |
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I have considered toying with the Star Wars TCG/LotR style crossover, but I know you did one on CC so I didn't want to compete.
I have also considered a Harry Potter crossover. Seems viable...
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« Reply #3 on: July 28, 2011, 07:57:27 AM » |
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Harry Potter would be cool. Instead of Ring-bearers you could have Prophecy bearers, and you could have Neville or Harry  . But to stop Hijacking your thread menace, I would be quite interested in reviewing Star Wars cards again.
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Felipe Musco: (after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School...  ), Elf Lvr: Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way. Ahhh!!! SoP, you're a genius!!!  ~Menace64 SoP's Trade ListLike Muscle Cars? Check out themusclecarplace.com
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menace64
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« Reply #4 on: August 06, 2011, 05:49:00 PM » |
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Here's the complete cardlist of the first set (aptly named Star Wars). I'll follow-up either tonight or tomorrow with a detailed description of how the cultures should feel. Ask any questions!
The Force (2 Cards): 1. The Force, Bound to All Living Things (Rare) 2. The Force, The Source of Power (Common)
Fringe Culture (40 Cards): 3. Bandolier (Alliance Possession, Uncommon) 4. Boasting (Alliance Event, Common) 5. Boba, Hired Killer (Minion, Rare) 6. Boring Conversation Anyway (Alliance Event, Uncommon) 7. BoShek, Rogue Tech (Companion, Uncommon) 8. Cantina Denizens (Shadow Event, Common) 9. Chewie, First Mate (Companion, Rare) 10. Chewie, Noble Wookiee (Companion, Common) 11. Chewie's Bowcaster (Alliance Possession, Rare) 12. Corellian Pilot (Companion, Common) 13. Dannik, Anzati Assassin (Minion, Rare) 14. Disintegrator Pistol (Shadow Possession, Common) 15. For Any Credit (Shadow Event, Common) 16. Greedo, Bounty Hunter (Minion, Uncommon) 17. Han, Captain of the Falcon (Companion, Common) 18. Han, In It for the Money (Companion, Rare) 19. Han's Heavy Blaster (Alliance Possession, Rare) 20. Hidden Compartments (Alliance Condition, Rare) 21. I'll Bet You Have (Alliance Condition, Common) 22. It's Too Late (Shadow Condition, Common) 23. Jabba, Hutt Crimelord (Minion, Rare) 24. Jabba's Bounty (Shadow Condition, Uncommon) 25. Mercenary's Armor (Shadow Possession, Uncommon) 26. Mos Eisley Cur (Minion, Common) 27. Mos Eisley Hunter (Minion, Rare) 28. Mos Eisley Messenger (Minion, Common) 29. Mos Eisley Robber (Minion, Common) 30. Mos Eisley Savage (Minion, Common) 31. Mos Eisley Scum (Minion, Uncommon) 32. Mos Eisley Spy (Minion, Common) 33. Mos Eisley Villain (Minion, Uncommon) 34. Negotiation (Alliance Condition, Common) 35. A Price On His Head (Shadow Condition, Rare) 36. Quick Shot (Alliance Event, Uncommon) 37. Quite a Mercenary (Shadow Condition, Uncommon) 38. Right Here Waiting (Alliance Event, Common) 39. Scoundrel's Blaster (Alliance Possession, Common) 40. Sorry About the Mess (Alliance Event, Rare) 41. Treadwell Droid (Alliance Follower, Uncommon) 42. Ultimatum (Shadow Condition, Common) 43. A Wonderful Human Being (Alliance Condition, Uncommon)
Imperial Culture (40 Cards): 44. Assault Blaster (Possession, Rare) 45. Code Cylinder (Event, Uncommon) 46. Crossfire (Event, Rare) 47. Counter Assault (Event, Uncommon) 48. A Day Long Remembered (Event, Common) 49. Death Star Detachment (Minion, Uncommon) 50. Death Star Patrol (Minion, Uncommon) 51. Destroyed Homestead (Condition, Rare) 52. Entanglement (Event, Common) 53. Full Scale Alert (Condition, Uncommon) 54. Garindan, Imperial Informant (Minion, Rare) 55. Imperial Besieger (Minion, Common) 56. Imperial Guard (Minion, Common) 57. Imperial Officer (Minion, Uncommon) 58. Imperial Sentry (Event, Common) 59. Imperial Soldier (Minion, Common) 60. Imperial Trooper (Minion, Common) 61. Imperial Vanguard (Minion, Rare) 62. Imperial Warrior (Minion, Uncommon) 63. Interrogation Droid (Follower, Uncommon) 64. Motti, Senior Commander (Minion, Rare) 65. Mouse Droid (Follower, Common) 66. No Escape (Event, Common) 67. Precision Targeting (Event, Uncommon) 68. Pursuit Just Behind (Event, Rare) 69. Scanning Crew (Event, Uncommon) 70. Sinister Agents (Condition, Rare) 71. Slaughtered (Event, Rare) 72. Standard-issue Blaster (Possession, Common) 73. Stormtrooper Armor (Possession, Common) 74. Stormtrooper Brigade (Minion, Uncommon) 75. Stormtrooper Fanatic (Minion, Rare) 76. Stormtrooper Recruit (Minion, Common) 77. Stormtrooper Reinforcements (Event, Uncommon) 78. Stormtrooper Utility Belt (Possession, Common) 79. Tagge, Imperial General (Minion, Uncommon) 80. Tarkin, Fear-monger (Minion, Rare) 81. Tarkin, Grand Moff (Minion, Common) 82. Tracking (Condition, Uncommon) 83. Vader, Agent of the Emperor (Minion, Force Rare)
Jedi Culture (30 Cards): 84. Affect Mind (Event, Rare) 85. Alter (Event, Common) 86. Attunement (Condition, Uncommon) 87. A Bad Feeling (Event, Common) 88. The Circle of Destiny (Event, Rare) 89. Cleaving Blow (Event, Common) 90. Deep in Thought (Condition, Uncommon) 91. Early Training (Event, Common) 92. Gift of the Mentor (Event, Rare) 93. Guardian (Condition, Uncommon) 94. Knight's Robes (Possession, Uncommon) 95. Krayt Dragon Howl (Event, Common) 96. Let Go (Event, Uncommon) 97. Moment of Respite (Condition, Rare) 98. A More Civilized Age (Condition, Rare) 99. Mysterious Wizard (Event, Common) 100. Noble Sacrifice (Event, Common) 101. Obi-Wan, Aged Mentor (Companion, Rare) 102. Obi-Wan, Old Ben (Companion, Common) 103. Obi-Wan's Lightsaber (Artifact, Rare) 104. Obi-Wan's Wisdom (Condition, Uncommon) 105. Old Fossil (Event, Rare) 106. Parry (Event, Uncommon) 107. Sense (Condition, Common) 108. Stand Against Darkness (Event, Common) 109. A Strong Influence (Event, Common) 110. This One's Not Worth the Trouble (Condition, Common) 111. Training Remote (Follower, Rare) 112. Trust Me (Condition, Common) 113. Use the Force, Luke (Event, Uncommon)
Rebellion Culture (37 Cards): 114. Anakin's Lightsaber (Artifact, Rare) 115. Artoo, Astromech Droid (Follower, Uncommon) 116. Artoo, Overweight Glob of Grease (Follower, Rare) 117. Biggs, Friend of Luke (Companion, Common) 118. Charming to the Last (Verb, Common) 119. Chewie, Idealistic Fighter (Companion, Force Rare) 120. Deft Words (Verb, Uncommon) 121. A Diplomatic Mission (Condition, Common) 122. Escape Pod (Verb, Uncommon) 123. Extraordinary Resilience (Event, Common) 124. Fearless (Verb, Rare) 125. The Force is Strong With This One (Verb, Uncommon) 126. Greatest Need (Event, Rare) 127. Here to Rescue You (Verb, Common) 128. Hidden Base (Verb, Rare) 129. Honor and Heroism (Event, Common) 130. Leia, Freedom Fighter (Companion, Common) 131. Leia, Imperial Senator (Companion, Rare) 132. Leia's Blaster (Possession, Uncommon) 133. Luke, Attuned to the Force (Companion, Uncommon) 134. Luke, Student of Kenobi (Companion, Rare) 135. Manipulator Arm (Possession, Uncommon) 136. Narrow Escape (Event, Common) 137. Our Lot in Life (Event, Rare) 138. Our Most Desperate Hour (Verb, Uncommon) 139. Rebel Blaster (Possession, Common) 140. Rebel Guard (Companion, Uncommon) 141. Rebel Trooper (Companion, Common) 142. Rebel's Hope (Event, Common) 143. Resourcefulness (Condition, Common) 144. Revolution (Verb, Rare) 145. Stolen Armor (Possession, Uncommon) 146. Strength of Spirit (Event, Common) 147. Taken Captive (Verb, Rare) 148. Threepio, Mindless Philosopher (Follower, Rare) 149. Threepio, Protocol Droid (Follower, Common) 150. Trooper's Helmet (Possession, Rare)
Sith Culture (29 Cards): 151. Alternative Form of Persuasion (Event, Common) 152. Backstabber, Black Squadron Ace (Minion, Common) 153. Black Squadron Pilot (Minion, Rare) 154. Closing In (Event, Common) 155. Come With Me (Event, Uncommon) 156. Dark Collaboration (Condition, Common) 157. Dark Curse, Black Squadron Ace (Minion, Rare) 158. Dark Fury (Event, Common) 159. Dark Hours (Verb, Uncommon) 160. The Emperor's Will (Event, Uncommon) 161. Face Him Alone (Event, Rare) 162. I Find Your Lack of Faith Disturbing (Verb, Common) 163. In the Dark Jedi's Wake (Verb, Rare) 164. Mauler, Black Squadron Ace (Minion, Uncommon) 165. Mind Probe (Event, Rare) 166. Not Easily Destroyed (Condition, Uncommon) 167. Relentless (Verb, Common) 168. Sith Armor (Artifact, Rare) 169. Sith Power (Event, Common) 170. Sith Strangle (Event, Rare) 171. Tarkin, Aligned to Evil (Minion, Uncommon) 172. Terror (Event, Uncommon) 173. Trapped and Alone (Condition, Uncommon) 174. A Tremor in the Force (Condition, Uncommon) 175. Vader, Devoted to the Force (Minion, Common) 176. Vader, Sith Warrior (Minion, Rare) 177. Vader's Obsession (Verb, Rare) 178. Weapon of the Sith (Artifact, Rare) 179. You Are Weak (Condition, Rare)
Tatooine Culture (44 Cards): 180. Ambushed (Shadow Verb, Rare) 181. Artoo, Quirky and Troublesome (Companion, Common) 182. Bantha (Shadow Possession, Rare) 183. Beru, Guardian of Luke (Companion, Common) 184. Blue Milk (Alliance Event, Common) 185. Crash Site Memorial (Alliance Condition, Rare) 186. Desert Poncho (Alliance Possession, Common) 187. Droid Caller (Shadow Possession, Common) 188. Droid Detector (Shadow Possession, Uncommon) 189. Droid Junkheap (Shadow Condition, Rare) 190. Gaderffi Stick (Shadow Possession, Common) 191. A Hard Life (Alliance Event, Uncommon) 192. Hiding Their Numbers (Shadow Event, Common) 193. Hunting Rifle (Alliance Possession, Common) 194. Hydroponics Droid (Alliance Follower, Common) 195. Jawa Deceiver (Minion, Uncommon) 196. Jawa Ion Gun (Shadow Possession, Common) 197. Jawa Leader (Minion, Common) 198. Jawa Shaman (Minion, Rare) 199. Jawa Thief (Minion, Common) 200. Jawa Trader (Minion, Common) 201. Jawa Warden (Minion, Rare) 202. Landspeeder (Alliance Possession, Rare) 203. Luke, Young Farmhand (Companion, Common) 204. Macrobinoculars (Alliance Possession, Uncommon) 205. Nebit, Tribal Leader (Minion, Rare) 206. On the Edge (Alliance Event, Common) 207. Owen, Guardian of Luke (Companion, Common) 208. Power Droid (Alliance Follower, Uncommon) 209. Restraining Bolt (Shadow Possession, Common) 210. Sandcrawler (Shadow Possession, Uncommon) 211. Threepio, Just an Interpreter (Companion, Uncommon) 212. Tusken Chieftain (Minion, Rare) 213. Tusken Follower (Minion, Rare) 214. Tusken Marksman (Minion, Common) 215. Tusken Nomad (Minion, Uncommon) 216. Tusken Raiders (Minion, Common) 217. Tusken Rifle (Shadow Possession, Rare) 218. Tusken Sharpshooter (Minion, Rare) 219. Tusken Slayer (Minion, Rare) 220. Tusken Vagabond (Minion, Uncommon) 221. Tusken Warrior (Minion, Common) 222. Vaporator (Alliance Possession, Uncommon) 223. Wuher, Gruff Bartender (Companion, Rare)
Creature Deck (12 Cards): 224. Dark Waters (Condition, Common) 225. Dianoga (Creature, Rare) 226. Greater Dragon Bones (Condition, Uncommon) 227. Jerba (Creature, Uncommon) 228. Krayt Dragon (Creature, Force Rare) 229. Scurrier (Creature, Common) 230. Sunsdown (Condition, Common) 231. Tentacle (Event, Common) 232. Wild Bantha (Creature, Uncommon) 233. Wild Dewback (Creature, Uncommon) 234. Wild Ronto (Creature, Uncommon) 235. Womp Rat (Creature, Common)
Adventure Deck (33 Cards): 236. Anchorhead (Common) 237. Cantina (Uncommon) 238. Cell Block 1138 (Uncommon) 239. Conference Room (Common) 240. Control Core (Common) 241. Control Room (Common) 242. Death Star War Room (Uncommon) 243. Dense Jungle (Common) 244. Docking Bay 94 (Common) 245. Docking Bay 327 (Common) 246. Dune Sea (Common) 247. Empty Hallway (Uncommon) 248. Falcon's Cabin (Common) 249. Falcon's Cockpit (Uncommon) 250. Grand Audience Chamber (Uncommon) 251. Imperial Cell (Common) 252. Jawa Camp (Common) 253. Jawa Canyon (Uncommon) 254. Jundland Wastes (Common) 255. Krayt Dragon Pass (Uncommon) 256. Lars' Moisturefarm (Common) 257. Massassi Ruins (Common) 258. Mos Eisley Alley (Common) 259. Mos Eisley Avenue (Common) 260. Obi-Wan's Hut (Uncommon) 261. Obi-Wan's Living Room (Common) 262. Scrap-pile (Common) 263. Staging Area (Common) 264. Tatooine Spaceport (Common) 265. Trading Route (Common) 266. Trash Compactor (Uncommon) 267. Tusken Canyon (Common) 268. Yavin War Room (Uncommon)
3 Force Rares 70 Rares 80 Uncommons 115 Commons
One thing I'd like to point out right away is that last bit, my breakdown of card rarities. Fellowship of the Ring (and the other two big base sets for LotR) was 365 cards, and a whole third of that was rares. Personally, I hated that. It meant more boxes. So I tweaked the allotments to fit a slimmer collection - now, with only 70 rares in a base set, it's easier to collect and play, but the 'Force Rares' still keep an element of difficulty for those out for the hard road. Having only 3 in a base set, Force rares aren't even guaranteed in a box, making them extremely hard to find.
So, like I said before, if you'd like to contribute to this project, feel free to throw out your ideas or even - if you're so inclined - write up a few cards pulled from the cardlist!
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« Last Edit: August 28, 2011, 08:53:43 PM by menace64 »
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menace64
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« Reply #5 on: August 06, 2011, 08:30:28 PM » |
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First, a few necessary terminology changes: Ring-bearer becomes Apprentice.The One Ring is The Force.Burdens are now temptations.Fellowship is now Alliance.Archery Phase is now the Crossfire Phase.Twilight token is now Credit.Currently, the only new unloaded keywords are Force-skill, which replaces Spell, and bounty, which is akin to Search or Weather. I'm also using Knight. All of the original loaded keywords return, and I might bring in the newer ones along with a few we come with that make sense. Get creative! The Creature DeckI'm open to suggestions and whatever ideas you have. This is a whole-new approach to how non-sentient beings are brought into this game (previously I had a Creature culture, and it was dumb). Now, all of your creature cards form an entirely new side-deck which would sit, inactive, next to your adventure deck until... ...You come across a site with the Wild keyword. Wild X, actually, and the X represents how many cards you can draw from your Creature deck at the start of your shadow phase. Those drawn cards form a secondary hand (the creature hand), and you can play any of those cards as you would from your primary hand. There are a few notes here, though: - Cards in the Creature Deck have no credit cost, and are neither Alliance nor Shadow. If you begin your shadow phase at a site with Wild X you can draw the top X cards of your Creature Deck, playing any of those cards immediately and/or saving some (like Creature Deck events) for later in the turn.
- If you opt to draw cards from the Creature Deck, you cannot play minions at that site! You may still play other shadow cards - paying their credit costs as you would normally - but the presence of a creature keeps your sentient fellas from getting involved! Note that any other Shadow players are not inhibited by your decision, and they may play minions even if you go for creatures.
- Once in play, a creature may be targeted as a minion or character (unless specifically noted otherwise), and the Alliance player may direct his or her crossfire total towards creatures instead of an individual Shadow player.
- Any discarded/killed creature cards go directly (and face-up) to the bottom of the Creature Deck. At the start of the regroup phase, any creature cards in play cycle in the same fashion back into the Creature Deck, along with any creature cards still in your hand. When the top card of the Creature Deck is face-up (meaning all cards have cycled through), simply turn the deck over and reshuffle.
- Any unique Creature Deck card is unique for the deck, meaning you can only have 1 of it in said deck. You only get 1 Krayt Dragon!
- I want a size-restriction on the Creature Deck, but I haven't really decided on a number yet. Of course you just couldn't have a maximum set like 20, because then you could just run 1 Krayt Dragon and keep him coming out every site! So I'd probably go with the rule of 'If you have a Creature Deck, you must have exactly X cards in that deck' but haven't decided what X would be.
I know that seems pretty wordy, but almost all of that is fairly intuitive, and once you get the gist of it all you can apply common sense to almost the entire thing. What do you think? Hmmm... do you think this could work in LotR, too? Cultural IdentityFringe (Alliance)Han and Chewie are the lead-off companions in this culture. As a culture, it has lower resistance and almost no consideration of temptations or The Force. It excels at keeping your deck in repair (mainly through discard control - saving cards from entering the discard pile, retrieving cards, recycling back into the draw deck, etc.), and the culture prefers taking actions during the Crossfire phase. It likes Credits, which means that its cards are on the higher end of the costing curve. Strong, independently-minded companions (think Boromir) make this a tough culture to tackle in a direct fight. Fringe (Shadow)This culture focuses initially on Mos Eisley, but as the game progresses it will include all of the bounty hunters, Xizor and Black Sun, along with Jabba's little empire. Everything about this culture is invested in Credit costs (increasing the cost of things already in play and spotting expensive Alliance cards to reap great bonuses). Bounty cards increase the twilight cost of borne companions, and when that companion leaves play nets the bounty's owner fantastic rewards. This culture has very-limited access to temptations/The Force, almost no presence in the Regroup phase, but absolutely loves the Maneuver phase. ImperialSite control. Site replacement. Site destruction... the Empire is all about controlling the galaxy, which in this game is represented by the adventure path. Given more interest in temptations and The Force than Fringe, it's still not as good as the Sith culture at corrupting an Apprentice but has a few tricks of its own. This culture cares most about the Shadow and Crossfire phases, and after a few sets it will have its Imperial boots in just about every shadow mechanic. JediThe Jedi culture is very-nearly a direct grafting of how the  culture behaved in the opening block of Lord of the Rings. This culture is the catch-all, being proficient in all mechanics, yet limited by its sole companion: Obi-Wan. It won't see another companion until the fifth set, so until that time it will be limited to a support function. That being said, this culture is best at increasing resistance, removing temptations, and saving other companions from unfortunate ends. RebellionFor the majority of the game's life, this culture is the only one where you might find the Apprentice (Luke), so - naturally - there's a lot of focus on temptations and The Force, along with tricks to keep the Apprentice alive. Being a culture of rebels and insurgents, it operates fluidly in any phase, and can even cause opponents trouble during the Shadow phase! Companions in this culture have, for the most part, higher resistance than other cultures. SithThe ultimate power in corruption, almost everything about this culture, initially, revolves around forcing the Apprentice to fight and punishing him at every other turn. In fact, this culture has a few ways to coerce individual companions into contest with its own big-hitter, Darth Vader, who - for most of the game - is its only strong minion. Like Gollum, Vader has several ways of getting back into play, and always has his eye on the resistance of companions. If you hadn't guessed yet, this culture adores the Assignment phase. Tatooine (Alliance)This culture feels a lot like the  culture, in that it relies heavily on support cards, healing companions and cancelling skirmishes. Add in elements of  cycling and a fantastic image of this culture begins to emerge: strength in the Alliance phase, bringing out cards swiftly, and doing its best to outright-ignore minions wherever possible. It also has an Apprentice Luke, along with a lot of droids and 'harvest' cards. Lots of possessions. Tatooine (Shadow)Split into two distinct sub-cultures, this culture truly shines once a balance has been struck between Jawas, who can flood the pool through various tricks involving droids, and Tuskens, higher-cost minions with a lot of love for creatures and a devastating ability to show up when nobody's paying attention. This culture is strongest in the Regroup phase, but has tricks to play throughout the turn. Again, lots of possessions! Gimme some feedback! I want to make this into something good!
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« Last Edit: August 07, 2011, 08:01:30 PM by menace64 »
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« Reply #6 on: August 06, 2011, 08:50:15 PM » |
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Sounds awesome! Very well thought out. I like the separate creature deck idea a lot. But you made it sound like not every deck would have one. Is there any drawback to having one? I feel like there needs to be or else everyone would use one and with the limited number of different creature cards to choose from, that could get dull after a while.
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menace64
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« Reply #7 on: August 06, 2011, 09:09:32 PM » |
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A Creature deck is not required, but I've already illustrated the drawback: You can't play minions, and unless you're facing an extraordinarily weak Alliance, creatures alone won't win you the game. Let's go through a few scenarios. - The Alliance moves to Trash Compactor, a site with Wild 3. You, the Shadow player, draw 3 cards from your Creature Deck at the start of your Shadow phase. You draw 2 creatures and a condition, and you play all three immediately for free. Now you can't play any minions that you may have in your hand since you've got a creature in play. At the start of the regroup phase, not only do those creature disappear, but so does the condition, and suddenly the Alliance player has little keeping him from moving again. You cycle your draw deck less and potentially miss out on drawing the perfect card you need. The Creature Deck does not set up, it cannot plan ahead - it's not sentient, and it just isn't as reliable as your draw deck.
- Same situation as before, but now it's a multiplayer game (4 players, let's say). You draw 3 Creature cards and get the same cards as before; you drop 2 creatures and the condition. The next Shadow player does the same thing, but comes up short and ends up playing no creatures, having drawn 3 Creature Deck events (which he could end up using to boost your creatures, but maybe not!). The final Shadow player either has no Creature deck or chooses not to draw anything, and goes instead with his primary hand and drops a few stormtroopers. The Crossfire phase comes around and the Alliance player targets Creatures - suddenly all of your creatures die and you've got nothing to show for it, and even that second Shadow player who drew events is up the creek with nothing to do.
- But that can work out so much better. What if all three Shadow players draw 3 Creature Deck cards apiece, and they're all creatures? It would be a stampede, certainly, but every one of those Shadow players would be sacrificing a turn to set up their respective draw decks, and any experienced player would tell you how important cycling is!
There are 8 different creatures in the base set, and each additional set adds 1 or more, along with various support cards to encourage diversity. And if that isn't enough, the randomness/unreliability of the Creature Deck (along with the fact that one of those creatures is the Krayt Dragon, a Force Rare) ensures a generally-unique feel to how creatures unfold throughout the game. Very well thought out.
This better be! I've been working on this for, uh, like the last four years. It's a pet of mine at this point. Thanks for your interest!
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« Last Edit: August 06, 2011, 09:24:11 PM by menace64 »
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Sabrien Reed
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« Reply #8 on: August 07, 2011, 03:44:36 AM » |
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What an amazing project. Is the plan to make it work with GCCG?
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menace64
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« Reply #9 on: August 07, 2011, 10:52:36 AM » |
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What an amazing project. Is the plan to make it work with GCCG?
Hadn't considered it, but honestly that would be the most gratifying thing ever.
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sickofpalantirs
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« Reply #10 on: August 07, 2011, 11:10:28 AM » |
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Ok, why is a card type "verb?" otherwise, awesome.
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Felipe Musco: (after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School...  ), Elf Lvr: Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way. Ahhh!!! SoP, you're a genius!!!  ~Menace64 SoP's Trade ListLike Muscle Cars? Check out themusclecarplace.com
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menace64
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« Reply #11 on: August 07, 2011, 11:58:17 AM » |
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Ah, sorry, I meant to elaborate on that. 'Verb' is just a stand-in for 'Event or Condition,' since the card itself hasn't been designed but will obviously become one of those two types. Decipher did that years ago for SWCCG, and it was just a design habit that I picked up on! Anyways, last night after a few rounds of drinks downtown I came home and decided that the time for actual card design had finally come, so I sat down and wrote up the most-basic cards for each culture: strength pumps. These form the basis of how any given culture generally operates, and from here a clearer picture will emerge as to how the finished product will look. EDIT: Keep in mind that this is the first set of a brand-new game. There is no power creep! The two strongest minions in Star Wars are Boba and Vader, and their power levels will be similar to Lurtz, Servant of Isengard and The Witch-king, Lord of Angmar. Most of the cards in this set are going to be simple and entry-easy, fueled more by basic cultural identities and flavor than intricate strategy. In FotR, Goblins swarmed, Uruks hit hard, Orcs wounded, and Nazgul were fierce. Pretty basic stuff! Fringe (Alliance) Right Here Waiting [Fringe] Event * Skirmish Make a [Fringe] companion strength +2 (and damage +1 if skirmishing a [Fringe] minion). 1C38 Like I pointed out earlier, Fringe companions will always have difficulty keeping the credit pool small, and even their simple strength enhancers will be a risk often-undertaken. Almost nothing comes free to them. Fringe (Shadow) For Any Credit [Fringe] Event * Skirmish Make a [Fringe] minion strength +X, where X is the credit cost of a companion it is skirmishing. 1C15 Made up mostly of bounty hunters, grifters, and hustlers, this shadow culture thrives on bagging the biggest prize, and the opening set illustrates this attraction to expensive quarries through manipulation of credit costs (a similar mechanic to Ring-bound Rangers and their initial interest in site numbers). This event is free-to-play, but will only offer big payoffs after you've got your strategy established. Imperial Entanglement [Imperial] Event * Skirmish Make an [Imperial] minion strength +2 (or +4 if you control a site). 1C52 I totally robbed Burn Every Village for this one, since the Imperial culture will have almost as much invested in site control as Dunland did. Jedi Mysterious Wizard [Jedi] Event * Skirmish Make Obi-Wan strength +2 (or +4 if you cannot spot 5 temptations). 1C99 And here again all I did was graft an already-existing card (this time, even keeping the same name!) into the right culture, and since Obi-Wan cares as much for the Apprentice's well-being as Gandalf did for Frodo's, the card's text makes perfect sense. Rebellion Honor and Heroism [Rebellion] Event * Skirmish Make a [Rebellion] companion bearing a weapon strength +3. 1C129 A Rebel can't fight a war without weapons, and this simple fact will likely permeate the culture. Most Rebellion cards will be on the cheaper side of the costing-curve, but they'll have more spotting requirements than, say, Fringe, since the Rebels must always stay armed and prepped to fight against a galactic power. Sith Dark Fury [Sith] Event * Skirmish Exert a [Sith] minion to make that minion strength +3. 1C158 Bred For Battle returns! Using that card's ability makes perfect sense for this culture, as you'll come to see - the Sith exert for a lot of things, as they draw on emotions and the Force to empower themselves. Tatooine (Alliance) On the Edge [Tatooine] Event * Skirmish Make a minion skirmishing your [Tatooine] companion strength -2. 1C206 Tatooine companions are not natural fighters, relying instead on the harshness of their world to help bring down their foes. These companions spend their lives working for every ounce of precious water, and any enemy that meets them in that arena will be in for some hurt. Tatooine (Shadow) Hiding Their Numbers [Tatooine] Event * Skirmish Make your Tusken strength +2. If it wins the skirmish, add  . 1C192 Imagine the pains you can cause an Alliance if you have a few of these tucked away in your hand. Tuskens love a good ambush, and with how many credits they can get into the pool before a regroup phase, they'll often leave the Alliance player wondering how dangerous it would be to move again.
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« Last Edit: August 07, 2011, 02:14:10 PM by menace64 »
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azogsbane
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« Reply #12 on: August 07, 2011, 01:22:41 PM » |
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What if all three Shadow players draw 3 Creature Deck cards apiece, and they're all creatures? It would be a stampede, certainly, but every one of those Shadow players would be sacrificing a turn to set up their respective draw decks, and any experienced player would tell you how important cycling is![/li][/list]
I quite understand the importance of cycling. But I still think that I would use a creature deck with any deck as using the cards would be purely optional. When you draw from your creature deck, they enter a different separate "creature hand", correct? In that case, having those cards to draw only provides you with more options, it doesn't limit you in any way unless you actually play them. So I would want a creature deck available in any deck, just in case the situation was one in which I would want to play them. You can weigh the benefits and drawbacks of playing creatures versus playing minions minions from your regular deck when the situation arises. Again, it just gives you more options, which is always helpful. Here's something you could do to deter this mentality: Impose a mild penalty on all the sites that have the keyword Wild X, such as "when you play this site, you must discard the top three cards of your drawdeck." Or you could make it the rule that if you even *draw* cards from your creature deck you cannot play any minions that shadow phase.
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menace64
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« Reply #13 on: August 07, 2011, 01:58:57 PM » |
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Or you could make it the rule that if you even *draw* cards from your creature deck you cannot play any minions that shadow phase.
That's precisely what came to mind right as I read your first paragraph, and unless there are any objections I think it would work perfectly!
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menace64
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« Reply #14 on: August 07, 2011, 05:07:28 PM » |
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Before I get to posting cards, I'd like to reiterate that any of you are welcome to come up with your own ideas, preferably within the bounds of what I've already given for cultural identities but not necessarily. I have a lot already worked up, yet I'd like this to be a collaborative project!
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« Reply #15 on: August 07, 2011, 07:53:25 PM » |
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*The Force, Bound to All Living Things Strength +1 Vitality +1 Response: If bearer is about to take a wound, he or she uses The Force until the start of the regroup phase. While using The Force, each time the Apprentice is about to take a wound, add 2 temptations instead. 1R1*The Force, The Source of Power Strength +1 Response: If bearer is about to take a wound in a skirmish, he or she uses The Force until the start of the regroup phase. While using The Force, each time the Apprentice is about to take a wound during a skirmish, add a temptation instead. 1C2 Fringe (Alliance) - All Cards Written! Bandolier [Fringe] Possession * Armor Bearer must be a [Fringe] companion. Crossfire: Discard 2 [Fringe] cards from hand to take a [Fringe] card into hand from your discard pile. 1U3  Boasting [Fringe] Event * Maneuver Exert a [Fringe] companion to wound a minion not bearing any cards. 1C4  Boring Conversation Anyway [Fringe] Event * Maneuver Spot 2 [Fringe] companions to shuffle up to 3 [Fringe] cards from your discard pile into your draw deck. 1C6  *BoShek, Rogue Tech [Fringe] Companion * Human Strength 5 Vitality 3 Resistance 6 To play, spot a [Fringe] companion. Response: If your other [Fringe] card is about to be discarded, exert BoShek to return it to your hand instead. 1U7  *Chewie, First Mate [Fringe] Companion * Wookiee Strength 7 Vitality 3 Resistance 6 Damage +1. To play, spot Han. Each time a [Fringe] companion wins a skirmish, you may draw a card. 1R9  *Chewie, Noble Wookiee [Fringe] Companion * Wookiee Strength 7 Vitality 3 Resistance 6 Damage +1. (When this companion wins a skirmish, add 1 extra wound to the defender.) To play, spot Han. At the start of your alliance phase, you may exert Chewie to heal Han. 1C10  *Chewie's Bowcaster [Fringe] Possession * Ranged Weapon Strength +2 Bearer must be Chewie. He is a marksman.Each time a minion or creature takes a wound during the crossfire phase, you may shuffle a [Fringe] event from your discard pile into your draw deck. 1R11  Corellian Pilot [Fringe] Companion * Human Strength 5 Vitality 2 Resistance 5 While you can spot a [Fringe] starship, this companion is strength +1. 1C12  *Han, Captain of the Falcon [Fringe] Companion * Human Strength 6 Vitality 3 Resistance 5 Marksman. While in your starting alliance, Han's credit cost is -1. At the end of your alliance phase, you may exert Han to take a [Fringe] event into hand from your discard pile. 1C17  *Han, In It for the Money [Fringe] Companion * Human Strength 6 Vitality 3 Resistance 5 Marksman. While in your starting alliance, Han's credit cost is -1. Skirmish: Discard a [Fringe] card from hand to make Han strength +1. 1R18  *Han's Heavy Blaster [Fringe] Possession * Ranged Weapon Strength +3 Bearer must be Han. Crossfire: Discard 2 [Fringe] cards from your hand to wound a minion. 1R19  Hidden Compartments [Fringe] Condition * Support Area To play, exert a [Fringe] companion. Each time another of your [Fringe] conditions is discarded, you may add  to stack that condition here instead. Regroup: Shuffle 4 [Fringe] cards from your discard pile into your draw deck to take a card stacked here into your hand. 1R20  I'll Bet You Have [Fringe] Condition * Support Area Each [Fringe] companion bearing a weapon may not be overwhelmed unless his or her strength is tripled. Skirmish: Exert a [Fringe] companion to make him or her damage +1 (or damage +2 if that companion is also a marksman). Discard this condition. 1C21  *Negotiation [Fringe] Condition * Support Area Each time your [Fringe] companion wins a skirmish, you may heal another companion. Skirmish: Discard this condition to make a [Fringe] companion not bearing a weapon strength +2. 1C34  Quick Shot [Fringe] Event * Crossfire Spot your [Fringe] marksman to make the alliance crossfire total +1. 1U36  Right Here Waiting [Fringe] Event * Skirmish Make a [Fringe] companion strength +2 (and damage +1 if skirmishing a [Fringe] minion). 1C38  Scoundrel's Blaster [Fringe] Possession * Ranged Weapon Strength +2 Bearer must be a [Fringe] companion. If bearer is a marksman, he or she is damage +1.1C39  Sorry About the Mess [Fringe] Event * Response If your [Fringe] companion wins a skirmish, shuffle 2 [Fringe] cards from your discard pile into your draw deck to discard a Shadow condition. 1R40  Treadwell Droid [Fringe] Follower Strength +1 Droid. Aid – add  . To play, spot a [Fringe] companion. Each time bearer wins a skirmish, you may shuffle 2 cards of bearer's culture from your discard pile into your draw deck. 1U41  A Wonderful Human Being [Fringe] Condition * Support Area Each unique [Fringe] minion skirmishing your [Fringe] companion is strength -1. Crossfire: Discard this condition to heal your [Fringe] companion. 1U43
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« Last Edit: August 15, 2011, 08:20:58 PM by menace64 »
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« Reply #16 on: August 07, 2011, 07:53:37 PM » |
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Fringe (Shadow) - All Cards Written! *Boba, Hired Killer [Fringe] Minion * Human Strength 13 Vitality 3 Site Number 3 Hunter. Marksman. To play, spot a [Fringe] character. Each companion's credit cost is +1. Maneuver: Spot a companion whose credit cost is 6 or more to make Boba fierce until the start of the regroup phase. 1R5 (Note: Hunter is not the same as Hunter X from LotR. In this game, hunter is an unloaded keyword used to signify a bounty hunter.)  Cantina Denizens [Fringe] Event * Maneuver Spot X [Fringe] minions to make a companion's credit cost +X until the start of the regroup phase. 1C8  *Dannik, Anzati Assassin [Fringe] Minion * Anzati Strength 10 Vitality 4 Site Number 3 Damage +1. Skirmish: Heal a wound on a companion skirmishing Dannik to heal Dannik. 1R13  Disintegrator Pistol [Fringe] Possession * Ranged Weapon Strength +3 Bearer must be a [Fringe] minion. Each time bearer wins a skirmish, you may discard an armor or helm possession borne by the losing companion. 1C14  For Any Credit [Fringe] Event * Skirmish Make a [Fringe] minion strength +X, where X is the credit cost of a companion it is skirmishing. 1C15  *Greedo, Bounty Hunter [Fringe] Minion * Rodian Strength 7 Vitality 2 Site Number 3 Hunter. Maneuver: Exert Greedo to make a companion credit cost +1 until the start of the regroup phase. 1U16  It's Too Late [Fringe] Condition * Support Area Each time a companion bearing a bounty leaves play, add  . Skirmish: Make a [Fringe] minion skirmishing a companion bearing a bounty strength +2. Discard this condition. 1C22  *Jabba, Hutt Crimelord [Fringe] Minion * Hutt Strength 8 Vitality 4 Site Number 3 Each hunter is strength +1. Maneuver: Exert Jabba to play a bounty from your discard pile. 1R23  Jabba's Bounty [Fringe] Condition Bounty. To play, exert a [Fringe] minion. Bearer must be a companion. Limit 1 per companion. Bearer's credit cost is +2. 1U24 (Bounty is an unloaded keyword.)  Mercenary Armor [Fringe] Possession * Armor Bearer must be a [Fringe] minion. While you can spot a bounty, bearer may not take wounds (except during a skirmish). 1U25  Mos Eisley Cur [Fringe] Minion * Rodian Strength 6 Vitality 1 Site Number 3 1C26  Mos Eisley Hunter [Fringe] Minion * Twi'lek Strength 11 Vitality 2 Site Number 3 Hunter.This minion is strength +1 for each bounty you spot. 1R27  Mos Eisley Messenger [Fringe] Minion * Human Strength 8 Vitality 2 Site Number 3 Maneuver: Exert this minion to take a bounty into hand from your discard pile. 1C28  Mos Eisley Robber [Fringe] Minion * Ishi Tib Strength 7 Vitality 2 Site Number 3 While skirmishing a companion with credit cost 3 or more, this minion is damage +1.1C29  Mos Eisley Savage [Fringe] Minion * Shistavanen Strength 9 Vitality 2 Site Number 3 Hunter. To play, spot a [Fringe] minion. Skirmish: Exert another hunter to make this minion strength +1. 1C30  Mos Eisley Scum [Fringe] Minion * Saurin Strength 8 Vitality 1 Site Number 3 Hunter.When you play this minion, you may spot a companion bearing a bounty to replace the alliance's current site. 1U31  Mos Eisley Spy [Fringe] Minion * Human Strength 5 Vitality 3 Site Number 3 When you play this minion, you may make the Alliance player discard a card at random from his or her hand. 1C32  Mos Eisley Villain [Fringe] Minion * Rodian Strength 9 Vitality 2 Site Number 3 While skirmishing a companion bearing a bounty, this minion is strength +2. 1U33  A Price on His Head [Fringe] Condition Bounty. To play, exert a [Fringe] minion. Bearer must be a companion. Limit 1 per companion. Bearer's credit cost is +1. Each time a hunter is assigned to skirmish bearer, add  , where X is bearer's credit cost. 1R35  Quite a Mercenary [Fringe] Condition Resistance -1 To play, exert a [Fringe] minion. Bearer must be a companion (except the Apprentice). Limit 1 per companion. Each time bearer loses a skirmish, the Alliance player must exert another companion. 1U37  Ultimatum [Fringe] Condition * Support Area Each time you play a bounty, you may spot 2 [Fringe] minions to add  . 1C42
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« Last Edit: August 13, 2011, 04:35:01 PM by menace64 »
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« Reply #17 on: August 07, 2011, 07:53:48 PM » |
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Imperial - All Cards Written! Assault Blaster [Imperial] Possession * Ranged Weapon Strength +3 Bearer must be a Clone. Bearer is damage +1. Skirmish: Exert bearer to make it strength +1. 1R44  Code Cylinder [Imperial] Event * Response If you play an [Imperial] minion, take all copies of that card in your discard pile and shuffle them into your draw deck. 1U45  Crossfire [Imperial] Event * Crossfire Make each [Imperial] minion bearing a ranged weapon a marksman. 1R46  *Counter Assault [Imperial] Condition * Support Area Each time a Clone wins a skirmish, you may spot your [Imperial] Human and discard an [Imperial] card from hand to take control of a site. 1U47  A Day Long Remembered [Imperial] Event * Regroup Spot an [Imperial] minion and a site you control to make the Alliance player wound a companion. 1C48  Death Star Detachment [Imperial] Minion * Clone Strength 9 Vitality 3 Site Number 4 While you control 2 sites, this minion is damage +2.1U49  Death Star Patrol [Imperial] Minion * Clone Strength 8 Vitality 2 Site Number 4 Response: If another [Imperial] Clone wins a skirmish, exert this minion to take control of a site. 1U50  Destroyed Homestead [Imperial] Condition * Site To play, spot an [Imperial] minion. Plays on a site you control. Limit 1 per site. At the start of your shadow phase, add  (or add  if this site is a dwelling). 1R51  Entanglement [Imperial] Event * Skirmish Make an [Imperial] minion strength +2 (or +4 if you control a site). 1C52  *Full Scale Alert [Imperial] Condition * Support Area Maneuver: Spot a site you control to play a minion stacked here (limit once per site). Regroup: Stack your unwounded [Imperial] Clone here. 1U53  *Garindan, Imperial Informant [Imperial] Minion * Kubaz Strength 5 Vitality 3 Site Number 2 When you play Garindan, you may spot a site you control to play an [Imperial] Clone from your discard pile. Clones are not roaming. Assignment: Exert Garindan to replace the alliance's current site. 1R54  Imperial Besieger [Imperial] Minion * Clone Strength 8 Vitality 2 Site Number 4 Each time this minion wins a skirmish, you may exert it and spot another [Imperial] minion to take control of a site. 1C55  Imperial Guard [Imperial] Minion * Clone Strength 6 Vitality 1 Site Number 4 1C56  Imperial Officer [Imperial] Minion * Human Strength 8 Vitality 3 Site Number 4 Response: If another [Imperial] minion is about to take a wound, exert this minion to prevent that wound. 1U57  Imperial Sentry [Imperial] Event * Maneuver Exert your [Imperial] Clone and spot a companion (except the Apprentice). Until the start of the regroup phase, that companion does not gain strength bonuses from weapons. 1C58  Imperial Soldier [Imperial] Minion * Clone Strength 5 Vitality 2 Site Number 4 While at a battleground or station site, this minion is strength +3. 1C59  Imperial Trooper [Imperial] Minion * Clone Strength 7 Vitality 1 Site Number 4 Response: If another [Imperial] minion is about to take a wound, wound this minion to prevent that. 1C60  Imperial Vanguard [Imperial] Minion * Clone Strength 9 Vitality 4 Site Number 4 While you control a site, this minion is damage +1. Skirmish: Exert this minion to make another [Imperial] Clone strength +1. 1R61  Imperial Warrior [Imperial] Minion * Clone Strength 9 Vitality 2 Site Number 4 While skirmishing a [Rebellion] companion, this minion is strength +1. 1U62  Interrogation Droid [Imperial] Follower Droid. Aid – remove a temptation. Each companion skirmishing bearer is resistance -2. Skirmish: Exert bearer to return to its owner's hand a weapon borne by a companion skirmishing bearer. 1U63  *Motti, Senior Commander [Imperial] Minion * Human Strength 8 Vitality 3 Site Number 4 Shadow: Exert Motti to play an [Imperial] Clone; its credit cost is -1. 1R64  Mouse Droid [Imperial] Follower Droid. Aid – remove  . (At the start of the maneuver phase, you may remove to transfer this follower to a minion.)Each time bearer wins a skirmish, if the top card of your discard pile is an [Imperial] event, you may take that card into your hand. 1C65  No Escape [Imperial] Event * Skirmish Make a companion skirmishing an [Imp] minion strength -1 for each site you control (limit -4). 1C66  Precision Targeting [Imperial] Event * Crossfire Exert an [Imperial] minion bearing a ranged weapon to wound a companion (except the Apprentice). 1U67  Pursuit Just Behind [Imperial] Event * Regroup Spot 2 [Imperial] minions and a companion. Until the end of the turn, that companion may not be assigned to skirmishes. 1R68  Scanning Crew [Imperial] Event * Shadow Exert an [Imperial] minion to reveal the Alliance player's hand. 1U69  Sinister Agents [Imperial] Condition * Support Area To play, exert an [Imperial] minion. Shadow: Remove  and spot X temptations to make the Alliance player reveal X cards at random from hand. You may discard a revealed card. 1R70  Slaughtered [Imperial] Event * Response If a companion is killed, discard your [Imperial] minion to take control of a site. 1R71  Standard-issue Blaster [Imperial] Possession * Ranged Weapon Strength +2 Bearer must be an [Imperial] minion. 1C72  Stormtrooper Armor [Imperial] Possession * Armor Vitality +1 Bearer must be an [Imperial] Clone. 1C73  *Stormtrooper Brigade [Imperial] Minion * Clone Strength 10 Vitality 4 Site Number 4 To play, spot an [Imperial] minion. At the start of the regroup phase, you may discard another [Imperial] Clone to take control of a site. 1U74  *Stormtrooper Fanatic [Imperial] Minion * Clone Strength 10 Vitality 2 Site Number 4 To play, spot an [Imperial] minion. Stormtrooper Fanatic is strength +1 for each [Imperial] condition you can spot. 1R75  Stormtrooper Recruit [Imperial] Minion * Clone Strength 6 Vitality 2 Site Number 4 When you play this minion, you may spot an [Imperial] Human to add  . 1C76  Stormtrooper Reinforcements [Imperial] Event * Regroup Spot X sites you control to play up to X [Imperial] minions from your discard pile. 1U77  Stormtrooper Utility Belt [Imperial] Possession * Belt Bearer must be an [Imperial] Clone. Each time bearer is assigned to a skirmish, you may discard this possession to take an [Imperial] skirmish event into hand from your discard pile. 1C78  *Tagge, Imperial General [Imperial] Minion * Human Strength 6 Vitality 3 Site Number 4 Regroup: Exert Tagge and discard an [Imperial] Clone to take control of a site. 1U79  *Tarkin, Fear-monger [Imperial] Minion * Human Strength 7 Vitality 3 Site Number 4 Tarkin may not be assigned to a skirmish. Skirmish: Exert Tarkin and spot X [Imperial] minions assigned to a skirmish to make a companion skirmishing an [Imperial] minion strength –X. 1R80  *Tarkin, Grand Moff [Imperial] Minion * Human Strength 7 Vitality 3 Site Number 4 Tarkin may not be assigned to a skirmish. At the start of the regroup phase, you may exert Tarkin and discard 2 [Imperial] minions to take control of a site. 1C81  Tracking [Imperial] Condition * Site To play, spot an [Imperial] minion. Plays on a site on the adventure path. Limit 1 per site. When you take control of this site, you may play an [Imperial] minion from your discard pile; that minion is credit cost -2 and is fierce until the end of the turn. 1U82  *Vader, Agent of the Emperor [Imperial] Minion * Human Strength 14 Vitality 4 Site Number 3 Sith. Fierce.Each time Vader wins a skirmish, you may exert him and spot another [Imperial] minion to take control of a site. 1F83
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« Last Edit: August 16, 2011, 10:15:54 AM by menace64 »
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« Reply #18 on: August 07, 2011, 07:53:58 PM » |
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Jedi - All Cards Written!An important note about this culture is that - at least for this first set - I wanted as many  cards as I could realistically include to be woven into what you'll find below. The cultural identity of the Jedi culture is similar enough to Gandalf's that it just makes sense to recycle what Decipher created; plus, reusing so many cards helps insure that this set will be balanced. So instead of announcing each time I've copied a card, see if you can't find the five or six cards that I made myself!  Affect Mind [Jedi] Event * Skirmish Force-skill.Spot Obi-Wan to make a minion strength -3. 1R84 (Force-skill is an unloaded keyword, used the same as Spell.)  Alter [Jedi] Event * Skirmish Force-skill.Make a minion skirmishing a knight lose all strength or damage bonuses. 1U86  Attunement [Jedi] Condition * Support Area Force-skill. Response: If a companion is about to take a wound, spot 4 twilight tokens and exert Obi-Wan to prevent that wound. 1C86  A Bad Feeling [Jedi] Event * Response Force-skill.If a skirmish event is played during a skirmish involving a companion (except the Apprentice), exert a knight to cancel that event. 1C87  The Circle of Destiny [Jedi] Event * Assignment Exert Obi-Wan to assign him to skirmish a minion. That minion is strength -4 during that skirmish. 1R88  Cleaving Blow [Jedi] Event * Skirmish Make a companion bearing a hand weapon strength +2 and damage +1.1C89  *Deep in Thought [Jedi] Condition * Support Area To play, spot Obi-Wan. At the start of each maneuver phase, you may discard a [Jedi] card from hand to take a [Jedi] card of the same card type into hand from your discard pile. 1U90  Early Training [Jedi] Event * Alliance If the credit pool has fewer than 2 credits, spot Obi-Wan to look at the top 2 cards of your draw deck. Take one card into hand and discard the other. 1C91  Gift of the Mentor [Jedi] Event * Alliance If the credit pool has fewer than 3 credits, spot Obi-Wan to look at the top 4 cards of your draw deck. Take 2 of those cards into hand and discard the rest. 1R92  Guardian [Jedi] Condition Bearer must be a knight. Response: If a companion of less strength than bearer's is about to take a wound in a skirmish, exert bearer to prevent that wound. 1U93  Knight's Robes [Jedi] Possession * Cloak Resistance +1 Bearer must be a knight. Bearer takes no more than 1 wound during each phase. 1U94  Krayt Dragon Howl [Jedi] Event * Alliance Force-skill.Exert Obi-Wan to discard every condition. 1C95  Let Go [Jedi] Event * Regroup Force-skill.Spot Obi-Wan and discard a possession borne by a companion to heal that companion twice. 1U96  *Moment of Respite [Jedi] Condition * Support Area At the start of the regroup phase, you may discard 2 cards from hand to heal a knight. 1R97  A More Civilized Age [Jedi] Condition To play, exert a knight. Bearer must be a companion. Limit 1 per bearer. Bearer is strength +1 for each lightsaber you can spot. 1R98  Mysterious Wizard [Jedi] Event * Skirmish Make Obi-Wan strength +2 (or +4 if you cannot spot 5 temptations). 1C99  Noble Sacrifice [Jedi] Event * Skirmish Exert Obi-Wan to make another companion strength +3. 1C100  *Obi-Wan, Aged Mentor [Jedi] Companion * Human Strength 8 Vitality 3 Resistance 9 Knight.Each time you play a force-skill, you may draw a card. 1R101  *Obi-Wan, Old Ben [Jedi] Companion * Human Strength 8 Vitality 3 Resistance 9 Knight. Alliance: Exert Obi-Wan to play a companion; that companion's credit cost is -1. 1U102  Obi-Wan's Lightsaber [Jedi] Artifact * Hand Weapon Strength +2 Lightsaber. Bearer must be Obi-Wan. He is damage +1.Each time Obi-Wan wins a skirmish, you may exert him to discard a minion he is skirmishing. 1R103  Obi-Wan's Wisdom [Jedi] Condition * Support Area The credit cost of each possession or artifact played on Obi-Wan (or the Apprentice) is -1. 1U104  Old Fossil [Jedi] Event * Alliance Play Obi-Wan from your draw deck. 1R105  Parry [Jedi] Event * Maneuver Spot a knight to return a weapon to its owner's hand. 1U106  *Sense [Jedi] Condition * Support Area Force-skill. To play, exert a knight. The credit cost of each Shadow event is +1. 1C107  Stand Against Darkness [Jedi] Event * Maneuver Exert a knight to discard a [Sith] condition, [Sith] possession, or a [Sith] starship. 1C108  A Strong Influence [Jedi] Event * Response Force-skill.If a companion is about to take a wound, spot a knight to prevent that wound. 1C109  *This One's Not Worth the Trouble [Jedi] Condition Force-skill.To play, exert a knight. Bearer must be a companion who is not a knight. Skirmish: Exert a knight to cancel a skirmish involving bearer. Discard this condition. 1C110  Training Remote [Jedi] Follower Resistance +2 Droid. Aid – add a temptation. To play, spot a knight. Each time bearer wins a skirmish, you may draw a card. 1R111  *Trust Me [Jedi] Condition * Support Area Each time Obi-Wan wins a skirmish, you may exert him to remove a temptation. 1C112  Use the Force, Luke [Jedi] Event * Alliance Force-skill.Spot Obi-Wan to reveal an opponent's hand. 1U113
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« Last Edit: August 16, 2011, 04:41:21 PM by menace64 »
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« Reply #19 on: August 07, 2011, 07:54:11 PM » |
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Rebellion - All Cards Written! *Anakin's Lightsaber [Rebellion] Artifact * Hand Weapon Strength +2 Lightsaber. Bearer must be Luke. He is damage +1. Assignment: Assign a minion not bearing a weapon to skirmish Luke. Exert that minion. 1R114  *Artoo, Astromech Droid [Rebellion] Follower Droid. Aid – Add  . To play, spot 2 [Rebellion] companions. Cards borne by bearer may not be discarded or returned to your hand by a Shadow player. 1U115  *Artoo, Overweight Glob of Grease [Rebellion] Follower Droid. Aid – Add  . To play, spot 2 [Rebellion] companions. Each time you play a skirmish event during a skirmish involving bearer, make bearer strength +2. 1R116  *Biggs, Friend of Luke [Rebellion] Companion * Human Strength 6 Vitality 3 Resistance 7 Skirmish: Exert Biggs to make Luke strength +1. 1C117  *Charming to the Last [Rebellion] Condition * Support Area Response: If your [Rebellion] companion (except the Apprentice) is about to be killed, discard this condition to return him or her to your hand instead. 1C118  *Chewie, Idealistic Fighter [Rebellion] Companion * Wookiee Strength 7 Vitality 3 Resistance 6 Damage +1.Each time Chewie wins a skirmish, you may make a [Rebellion] companion strength +3 until the start of the regroup phase. 1F119  Deft Words [Rebellion] Event * Response If a Shadow player plays an event or condition, exert your [Rebellion] companion to return that card to its owner's hand. 1U120  A Diplomatic Mission [Rebellion] Condition * Support Area Response: If a [Rebellion] companion is about to take a wound in a skirmish, discard this condition to prevent that wound. 1C121  Escape Pod [Rebellion] Event * Regroup Return a [Rebellion] companion (and all cards borne by that companion) to its owner's hand. 1U122  Extraordinary Resilience [Rebellion] Event * Response If the Apprentice is about to heal, remove a temptation instead. 1C123  *Fearless [Rebellion] Condition Vitality +1 Bearer must be a [Rebellion] companion (except the Apprentice). Skirmish: Discard this condition to make bearer strength +2. 1R124  *The Force is Strong With This One [Rebellion] Condition * Support Area Each time Luke wins a skirmish, you may heal him or remove a temptation. 1U125  Greatest Need [Rebellion] Event * Skirmish Exert a [Rebellion] companion to discard cards from the top of your draw deck until you choose to stop (limit 5). Make that companion strength +1 for each Alliance card discarded in this way. 1R126  Here to Rescue You [Rebellion] Event * Regroup Spot a [Rebellion] companion with resistance 6 or more to heal another companion. 1C127  *Hidden Base [Rebellion] Condition * Support Area Each time a Shadow player takes control of a site, you may make your [Rebellion] companion strength +1 until the end of the turn. Skirmish: If bearing a weapon, exert your [Rebellion] companion (except the Apprentice) to wound a minion he or she is skirmishing twice. Discard this condition. 1R128  Honor and Heroism [Rebellion] Event * Skirmish Make a [Rebellion] companion bearing a weapon strength +3. 1C129  *Leia, Freedom Fighter [Rebellion] Companion * Human Strength 6 Vitality 3 Resistance 7 Leia may not be overwhelmed unless her strength is tripled. 1C130  *Leia, Imperial Senator [Rebellion] Companion * Human Strength 6 Vitality 3 Resistance 7 Each time a [Rebellion] companion wins a skirmish, you may exert Leia to discard an [Imperial] card. Response: If Leia wins a skirmish, exert her to discard a Shadow card borne by a companion. 1R131  *Leia's Blaster [Rebellion] Possession * Ranged Weapon Strength +2 Bearer must be a [Rebellion] companion. If bearer is Leia, she is a marksman.1U132  *Luke, Attuned to the Force [Rebellion] Companion * Human Strength 6 Vitality 3 Resistance 8 Apprentice. Alliance: Exert another companion to heal Luke. 1U133  *Luke, Student of Kenobi [Rebellion] Companion * Human Strength 6 Vitality 3 Resistance 8 Apprentice. Skirmish: Add a temptation to take a Force-skill into hand from your discard pile. "I want to learn the ways of the Force and become a Jedi like my father."1R134  Manipulator Arm [Rebellion] Possession * Attachment Bearer must be a droid. At the start of the regroup phase, if you cannot spot a minion, you may take the top card of your discard pile into your hand. 1U135  Narrow Escape [Rebellion] Event * Skirmish Unless the Alliance is at a battleground site, cancel a skirmish involving your [Rebellion] companion. 1C136  Our Lot in Life [Rebellion] Event * Alliance Spot 2 [Rebellion] companions to play a droid from your draw deck. 1R137  Our Most Desperate Hour [Rebellion] Condition * Support Area To play, spot 2 [Rebellion] companions. Each time a [Rebellion] companion loses a skirmish, you may discard this condition to make another [Rebellion] companion strength +2 until the start of the regroup phase. 1U138  Rebel Blaster [Rebellion] Possession * Ranged Weapon Strength +2 Bearer must be a [Rebellion] companion. While skirmishing a minion not bearing a possession, bearer is damage +1.1C139  Rebel Guard [Rebellion] Companion * Human Strength 5 Vitality 3 Resistance 6 While bearing a weapon, this companion is strength +2. 1U140  Rebel Trooper [Rebellion] Companion * Human Strength 5 Vitality 3 Resistance 7 1C141  Rebel's Hope [Rebellion] Event * Skirmish Add a temptation to make a [Rebellion] companion strength +3. 1C142  *Resourcefulness [Rebellion] Condition Bearer must be a [Rebellion] companion. Maneuver: Discard this condition to make each [Rebellion] companion strength +2 until the start of the regroup phase. 1C143  *Revolution [Rebellion] Condition * Support Area To play, spot 3 [Rebellion] companions. You may liberate a site at the end of each turn during which no companion lost a skirmish. 1R144  Stolen Armor [Rebellion] Possession * Armor Bearer must be a [Rebellion] companion. Each time an [Imperial] or [Sith] Clone exerts, you may remove  . 1U145  Strength of Spirit [Rebellion] Event * Response If a companion is about to exert, spot 2 [Rebellion] companions bearing weapons to place no token for that exertion. 1C146  *Taken Captive [Rebellion] Condition Bearer must be a [Rebellion] companion (except the Apprentice). Bearer may not be assigned to a skirmish. Regroup: Discard this condition to discard a minion. 1R147  *Threepio, Mindless Philosopher [Rebellion] Follower Droid. Aid – add  . To play, spot 2 [Rebellion] companions At the start of each skirmish involving bearer, you may exert a minion assigned to the same skirmish. 1R148  *Threepio, Protocol Droid [Rebellion] Follower Droid. Aid – add  . (At the start of the maneuver phase, you may remove to transfer this follower to a companion.)To play, spot 2 [Rebellion] companions. While bearer does not bear a weapon, he or she is strength +1. 1C149  Trooper's Helmet [Rebellion] Possession * Helm Bearer must be a [Rebellion] character. Minions skirmishing bearer lose all damage bonuses. 1R150
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« Last Edit: August 16, 2011, 05:05:53 PM by menace64 »
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« Reply #20 on: August 07, 2011, 07:54:20 PM » |
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Sith - All Cards Written! Alternative Form of Persuasion [Sith] Event * Maneuver Spot a Sith to wound a companion (except the Apprentice) with resistance 3 or less. 1C151  *Backstabber, Black Squadron Ace [Sith] Minion * Clone Strength 9 Vitality 2 Site Number 3 Assignment: Exert Backstabber to assign him to skirmish a companion. The Alliance player may exert that companion to prevent this. 1C152  Black Squadron Pilot [Sith] Minion * Clone Strength 8 Vitality 2 Site Number 3 When you play this minion, you may play a [Sith] minion from your discard pile. 1R153  Closing In [Sith] Event * Shadow Play a [Sith] minion from your draw deck. 1C154  Come With Me [Sith] Event * Shadow Exert a [Sith] minion to play a [Sith] minion from your discard pile. 1U155  *Dark Collaboration [Sith] Condition * Support Area Each time a [Sith] minion wins a skirmish, heal an [Imperial] minion. Skirmish: Discard an [Imperial] minion to make a [Sith] minion strength +1. 1C156  *Dark Curse, Black Squadron Ace [Sith] Minion * Clone Strength 10 Vitality 2 Site Number 3 When you play Dark Curse, you may spot 4 temptations to make another [Sith] minion strength +3 until the start of the regroup phase. 1R157  Dark Fury [Sith] Event * Skirmish Force-skill.Exert a [Sith] minion to make that minion strength +3. 1C158  *Dark Hours [Sith] Condition To play, exert a Sith. Bearer must be a companion (except the Apprentice). Bearer may not be assigned to a skirmish. Discard this condition at the start of the regroup phase. 1U159  The Emperor's Will [Sith] Event * Regroup Spot a Sith and an exhausted companion to add a temptation. The Alliance player may exert a companion to prevent this. 1U160  Face Him Alone [Sith] Event * Assignment Spot 4 temptations and exert a Sith to assign a companion (except the Apprentice) to skirmish that Sith. 1R161  I Find Your Lack of Faith Disturbing [Sith] Event * Skirmish Spot 3 temptations to make a Sith strength +1 and damage +1, or spot 6 temptations to make a Sith strength +3 and damage +2.1R162  In the Dark Jedi's Wake [Sith] Event * Response If a Sith wins a skirmish, the Alliance player chooses to either exert the Apprentice or add a temptation. 1R163  *Mauler, Black Squadron Ace [Sith] Minion * Clone Strength 9 Vitality 2 Site Number 3 When you play Mauler, you may spot 3 temptations to take a [Sith] condition into hand from your discard pile. 1U164  Mind Probe [Sith] Event * Shadow Force-skill.Exert a Sith to reveal the Alliance player's hand. Discard a revealed Alliance card. 1R165  Not Easily Destroyed [Sith] Condition * Support Area Shadow: Discard 3 [Sith] cards from hand to play a Sith from your discard pile. 1U166  Relentless [Sith] Event * Response If a Sith was just assigned to skirmish a companion, until the start of the regroup phase that Sith may only be assigned to that companion. 1C167  *Sith Armor [Sith] Artifact * Armor Vitality +1 Bearer must be Vader. The Alliance crossfire total is -1. Response: If Vader is about to take a wound, discard a [Sith] force-skill from hand to prevent that wound. 1R168  Sith Power [Sith] Event * Assignment Force-skill.Exert a Sith to discard 2 Alliance conditions. 1C169  Sith Strangle [Sith] Event * Maneuver Force-skill.Exert a Sith to wound a companion (except the Apprentice). 1R170  *Tarkin, Aligned to Evil [Sith] Minion * Human Strength 7 Vitality 3 Site Number 4 Tarkin may not be assigned to a skirmish. Each time another [Sith] minion would exert or take a wound, you may exert Tarkin to place no token for that exertion or wound. 1U171  Terror [Sith] Event * Shadow Force-skill.Spot a Sith and a companion. Until the start of the regroup phase, followers may not be transferred to that companion. 1U172  Trapped and Alone [Sith] Condition To play, exert a Sith. Bearer must be a companion. Limit 1 per companion. Add a burden at the end of each turn during which bearer was not assigned to a skirmish (and another companion was). 1U173  A Tremor in the Force [Sith] Condition To play, exert a Sith. Bearer must be a companion. When bearer leaves play, add  . 1U174  *Vader, Devoted to the Force [Sith] Minion * Human Strength 14 Vitality4 Site Number 3 Sith. Fierce.Each time Vader wins a skirmish, you may exert him to add a temptation (or 2 temptations if the Apprentice is using The Force). 1C175 (Sith is an unloaded keyword.)  *Vader, Sith Warrior [Sith] Minion * Human Strength 14 Vitality 4 Site Number 3 Sith. Fierce. Skirmish: Exert Vader twice to make him strength +1 for each temptation you spot (limit +5). 1R176  Vader's Obsession [Sith] Event * Shadow Play a Sith. Its credit cost is -2. 1R177  *Weapon of the Sith [Sith] Artifact * Hand Weapon Strength +2 Lightsaber. Bearer must be Vader. He is damage +1. Skirmish: Exert Vader and spot a companion he is skirmishing. That companion does not gain strength bonuses from possessions. 1R178  You Are Weak [Sith] Condition * Support Area Resistance -1 Response: If a companion loses a skirmish to a [Sith] minion, transfer this condition from your support area to that companion. Limit 1 per bearer. To heal a wound from this companion, the Alliance player must first add  . 1R179
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« Last Edit: August 16, 2011, 06:40:21 PM by menace64 »
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« Reply #21 on: August 07, 2011, 07:54:30 PM » |
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Tatooine (Alliance) - All Cards Written! *Artoo, Quirky and Troublesome [Tatooine] Companion * Droid Strength 4 Vitality 4 To play, spot a [Tatooine] companion. Artoo may not exert or be exerted. Artoo is strength +1 while bearing an attachment. 1C181  *Beru, Guardian of Luke [Tatooine] Companion * Human Strength 5 Vitality 3 Resistance 7 Skirmish: Exert Beru to make a minion skirmishing a [Tatooine] companion strength -1. 1C183  *Beru's Stew [Tatooine] Condition * Support Area While the alliance is at a dwelling site, at the start of the alliance phase, you may heal a [Tatooine] companion. Regroup: Discard this condition to remove a temptation. 1U184  Blue Milk [Tatooine] Event * Alliance Spot 2 [Tatooine] companions to heal a [Tatooine] companion. 1C185  *Crash Site Memorial [Tatooine] Condition * Support Area To play, exert a [Tatooine] companion. Response: If there are no cards stacked here, spot your [Tatooine] card that is about to be discarded to stack it here instead. Alliance: Add  to take a card stacked here into your hand. 1R186  Desert Poncho [Tatooine] Possession * Cloak Bearer must be a [Tatooine] companion. The minion crossfire total is -1. 1C187  Going Nowhere [Tatooine] Condition * Support Area Skirmish: Discard this condition to cancel a skirmish involving a [Tatooine] companion that is not bearing a weapon. 1C191  A Hard Life [Tatooine] Event * Skirmish Unless the alliance is at a battleground site, cancel a skirmish involving a [Tatooine] companion. 1U192  Hunting Rifle [Tatooine] Possession * Ranged Weapon Strength +2 Bearer must be a [Tatooine] companion. At the start of the crossfire phase, you may wound a creature. 1C194  Hydroponics Droid [Tatooine] Follower Droid. Aid – add  . (At the start of the maneuver phase, you may remove to transfer this follower to a companion.)To play, spot a [Tatooine] companion. While at a dwelling site, bearer is strength +2. 1C195  Landspeeder [Tatooine] Possession * Vehicle Strength +1 Bearer must be a [Tatooine] companion. Each time the alliance moves during the regroup phase, you may heal bearer. 1R203  *Luke, Young Farmhand [Tatooine] Companion * Human Strength 6 Vitality 3 Resistance 8 Apprentice.At the start of each alliance phase, you may spot another [Tatooine] companion to heal Luke. 1C204  Macrobinoculars [Tatooine] Possession Bearer must be a [Tatooine] companion. Alliance: Exert bearer to reveal the top card of your draw deck. If that card is a [Tatooine] card, you may take it into hand. 1U205  On the Edge [Tatooine] Event * Skirmish Make a minion skirmishing your [Tatooine] companion strength -2. 1C207  *Owen, Guardian of Luke [Tatooine] Companion * Human Strength 5 Vitality 3 Resistance 7 While Luke has less than 2 wounds, Owen is strength +2. 1C208  Power Droid [Tatooine] Follower Droid. Aid – discard 2 cards from hand. To play, spot a [Tatooine] companion. Each time bearer wins a skirmish, you may draw a card. 1U209  *Threepio, Just an Interpreter [Tatooine] Companion * Droid Strength 3 Vitality 3 To play, spot a [Tatooine] companion. Threepio may not exert or be exerted. Each other [Tatooine] companion is strength +1 while skirmishing a minion of a different race. 1U212  Vaporator [Tatooine] Possession * Support Area To play, spot a [Tatooine] companion. The credit cost of each desert site is -1 (to a minimum of 1). Regroup: Play a [Tatooine] possession from your discard pile. Discard this possession. 1U222  *Wuher, Gruff Bartender [Tatooine] Companion * Human Strength 6 Vitality 3 Resistance 6 Droid followers may not be transferred to Wuher. Alliance: If the alliance is at a dwelling site, exert Wuher to heal another companion. 1R223
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« Last Edit: August 16, 2011, 07:41:30 PM by menace64 »
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« Reply #22 on: August 07, 2011, 07:54:44 PM » |
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Tatooine (Shadow) - All Cards Written! Ambushed [Tatooine] Event * Assignment Spot a Tusken to play a Tusken. 1R180  Bantha [Tatooine] Possession * Mount Strength +2 Bearer must be a Tusken. When you play this possession, you may reveal the top card of your creature deck. If that card is a creature, you may play it; if not, place it at the bottom of your creature deck. 1R182  Droid Caller [Tatooine] Possession Strength +1 Bearer must be a Jawa. Limit 1 per bearer. Each droid companion is strength -1 while skirmishing a [Tatooine] minion. Regroup: Exert bearer to discard a droid follower. 1C188  *Droid Junkheap [Tatooine] Condition * Support Area Each time a droid is discarded, you may spot a Jawa to stack a [Tatooine] card from your hand here. Each time the alliance moves during the regroup phase, the Alliance player must wound a companion for each card stacked here. 1R189  Gaderffi Stick [Tatooine] Possession * Hand Weapon Strength +3 Bearer must be a Tusken. 1C190  Hiding Their Numbers [Tatooine] Event * Skirmish Make your Tusken strength +2. If it wins the skirmish, add  . 1C193  Jawa Deceiver [Tatooine] Minion * Jawa Strength 6 Vitality 3 Site Number 5 Maneuver: Exert this minion to add  . 1U196  Jawa Ion Gun [Tatooine] Possession * Ranged Weapon Strength +2 Bearer must be a Jawa. Skirmish: Exert bearer to make it strength +1 for each droid you can spot. 1C197  Jawa Leader [Tatooine] Minion * Jawa Strength 8 Vitality 3 Site Number 5 While you can spot 4 Jawas, [Tatooine] minions are credit cost -1. 1C198  Jawa Shaman [Tatooine] Minion * Jawa Strength 9 Vitality 3 Site Number 5 Each time you play a [Tatooine] minion, you may exert this minion to make that minion's credit cost -2. 1R199  Jawa Thief [Tatooine] Minion * Jawa Strength 7 Vitality 2 Site Number 5 Shadow: Exert this minion to add  . 1C200  Jawa Trader [Tatooine] Minion * Jawa Strength 4 Vitality 1 Site Number 5 When you play this minion, you may spot a droid to add  . 1C201  *Jawa Warden [Tatooine] Minion * Jawa Strength 7 Vitality 3 Site Number 5 For each droid you can spot, other Jawas are strength +1. 1R202  *Nebit, Tribal Leader [Tatooine] Minion * Jawa Strength 9 Vitality 2 Site Number 5 While the alliance is at a desert site, [Tatooine] minions are not roaming. Skirmish: Exert Nebit and spot X [Tatooine] minions to make him strength +X. 1R206  Restraining Bolt [Tatooine] Possession To play, spot a Jawa. Bearer must be a droid follower. While you can spot a Jawa, bearer may not be transferred to companions. 1C210  Sandcrawler [Tatooine] Possession * Vehicle Strength +3 Bearer must be a Jawa. Bearer may not take wounds (except during a skirmish). 1U211  *Tusken Chieftain [Tatooine] Minion * Tusken Strength 11 Vitality 2 Site Number 5 While Tusken Chieftain is unwounded, other Tuskens may not take wounds. 1R213  Tusken Follower [Tatooine] Minion * Tusken Strength 9 Vitality 2 Site Number 5 Each time a [Tatooine] minion wins a skirmish, you may make this minion strength +2 or damage +1 until the start of the regroup phase. 1R214  Tusken Marksman [Tatooine] Minion * Tusken Strength 8 Vitality 1 Site Number 5 Marksman. (Add 1 to the minion crossfire total.)1C215  Tusken Nomad [Tatooine] Minion * Tusken Strength 8 Vitality 1 Site Number 5 While at a desert site, your Tuskens are not roaming. 1U216  Tusken Raiders [Tatooine] Minion * Tusken Strength 9 Vitality 2 Site Number 5 At the start of the regroup phase, you may reveal the top card of your creature deck. If the revealed card is a creature, you may play a Tusken from your discard pile. 1C217  Tusken Rifle [Tatooine] Possession * Ranged Weapon Strength +2 Bearer must be a Tusken. Bearer is a marksman.At the start of the crossfire phase, add  for each Tusken minion you can spot. 1R218  Tusken Slayer [Tatooine] Minion * Tusken Strength 7 Vitality 2 Site Number 5 When you play this minion, you may play a [Tatooine] possession from your draw deck. 1R219  *Tusken Vagabond [Tatooine] Minion * Tusken Strength 10 Vitality 2 Site Number 5 While bearing a weapon, Tusken Vagabond is strength +1. 1U220  Tusken Warrior [Tatooine] Minion * Tusken Strength 6 Vitality 2 Site Number 5 1C221
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« Last Edit: August 16, 2011, 07:38:40 PM by menace64 »
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« Reply #23 on: August 07, 2011, 07:54:57 PM » |
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The Creature Deck - All Cards Written!
Before I really get started with showing these off, I'd like to explain the Habitat mechanic. I realized when I started designing these creatures that their cards would actually look quite empty - no culture to speak of, no credit cost, and no resistance or site numbers in the bottom-left corner. Boring! So the first thing I thought up stuck: each creature has, instead of resistance or site numbers, a habitat icon, and each site keyword would get its own unique icon. For example, desert sites will have a little desert-themed picture somewhere on its card, and when you play a creature you'll know if it's at the right site based on if the icons match up.
The habitat bonus is extremely simple: when a creature is in its habitat, it's strength +1. I was going for flavor more than anything, that and the need to fill up space on an otherwise-barren card.
Make sure to look back on the first page for a detailed explanation of how the Creature Deck works.
\C/ Dark Waters Condition * Site Limit 1 per site. When you play this condition, you may draw up to 2 more cards from your creature deck. This site gains Wild 2. 1C224
(Basically, you play it and get 2 extra cards, and if another player happens to move to the site later on, you still get 2 more cards!)
\C/ Dianoga Creature Strength 10 Vitality 4 Habitat: Swamps Fierce. A companion skirmishing this creature is strength -1 for each wound that companion has. 1R225
\C/ Greater Dragon Bones Condition * Support Area Each creature in its habitat may not be exerted by Alliance cards. Skirmish: Discard this condition to make a creature damage +1. 1U226
\C/ Jerba Creature Strength 6 Vitality 2 Habitat: Deserts, dwellings Skirmish: Discard this creature to make another creature strength +3. 1U227
\C/ *Krayt Dragon Creature Strength 16 Vitality 3 Habitat: Deserts Each time Krayt Dragon wins a skirmish, you may exert it to make it fierce until the start of the regroup phase. Skirmish: Discard another creature to make Krayt Dragon damage +1. 1F228
\C/ Scurrier Creature Strength 5 Vitality2 Habitat: Dwellings This creature may not take wounds during the crossfire phase. 1C229
\C/ Sunsdown Condition * Support Area Creatures may not take more than 1 wound during each phase. Regroup: Discard this condition to shuffle any creature deck. 1C230
\C/ Tentacle Event * Assignment Exert a creature to assign it to skirmish a companion. That companion may exert to prevent this. 1C231
\C/ Wild Bantha Creature Strength 9 Vitality 3 Habitat: Deserts You may play Tuskens as if no creatures were in play. 1U232
\C/ Wild Dewback Creature Strength 9 Vitality 3 Habitat: Deserts You may play [Imperial] Clones as if no creatures were in play. 1U233
\C/ Wild Ronto Creature Strength 9 Vitality 3 Habitat: Deserts, dwellings You may play Jawas as if no creatures were in play. 1U234
\C/ Womp Rat Creature Strength 3 Vitality 1 Habitat: Dwellings (While at a dwelling site, this creature is strength +1.) 1C235
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« Last Edit: August 16, 2011, 07:49:42 PM by menace64 »
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« Reply #24 on: August 07, 2011, 07:55:11 PM » |
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The Adventure Path - All Cards Written! Anchorhead Dwelling. No more than 1 minion can be assigned to each skirmish. <----- 1C236  Cantina Dwelling. Each character bearing a weapon is damage +1. <----- 1U237  Cell Block 1138 Station. Characters may not be overwhelmed unless their strength is tripled. -----> 1U238  Conference Room Station. Shadow: Play a Sith to discard a condition. <----- 1C239  Control Core Station. Each time your character wins a skirmish, you may heal a character of another culture. -----> 1C240  Control Room Battleground. Station. At the end of your shadow phase, you may exert your [Imperial] Human to play an [Imperial] condition from your discard pile. <----- 1C241  Death Star War Room Station. Shadow: Spot 5 [Imperial] Clones to prevent the alliance from moving again this turn. -----> 1U242  Dense Jungle Forest. Swamp. Wild 4. Creatures are strength +1. -----> 1C243  Docking Bay 94 Battleground. At the start of your alliance phase, you may add a temptation to play a [Fringe] companion from your draw deck. -----> 1C244  Docking Bay 327 Station. Skirmish: Exert your character to make it strength +2. -----> 1C245  Dune Sea Desert. Wild 3. Each time your creature wins a skirmish, you may heal it. <----- 1C246  Empty Hallway Battleground. Station. Maneuver: Remove  and exert your minion to make that minion fierce until the start of the regroup phase. <----- 1U247  Falcon's Cabin  At the start of your alliance phase, you may discard a [Fringe] card from hand to heal your [Fringe] companion. <----- 1C248  Falcon's Cockpit  Your [Fringe] companions are each resistance +1. -----> 1U249  Grand Audience Chamber  When the alliance moves to this site, the Alliance player may play a [Rebellion] weapon from his or her discard pile. -----> 1U250  Imperial Cell Battleground. Station. Each character bearing a weapon is strength +2. <----- 1C251  Jawa Camp Desert. Mountain. Each time you play an artifact or possession on your character, you may draw a card. -----> 1C252  Jawa Canyon Desert. Wild 3. Each time you play a Jawa, you may exert it to add  . -----> 1U253  Jundland Wastes Desert. Wild 5. While you can spot a creature, the alliance crossfire total is -2. -----> 1C254  Krayt Dragon Pass Desert. Wild 6. Shadow: Discard 2 \C/ cards (from hand or from play) to play a creature from your creature deck (limit once per turn). <----- 1U255  Lars' Moisturefarm Desert. Dwelling. At the start of your alliance phase, you may exert 2 [Tatooine] companions to play a [Tatooine] companion from your draw deck. -----> 1C256  Massassi Ruins Forest. Wild 2. At the start of the crossfire phase, you may spot 2 [Rebellion] companions to wound a creature. <----- 1C257  Mos Eisley Alley Wild 2. Each character (except [Fringe] characters) is credit cost +1. <----- 1C258  Mos Eisley Avenue  Each unique [Fringe] character is damage +1. <----- 1C259  Obi-Wan's Hut Dwelling. Each time a knight wins a skirmish, the Alliance player may discard a condition. -----> 1U260  Obi-Wan's Living Room Dwelling. Alliance: Exert Obi-Wan to play a lightsaber from your draw deck. -----> 1C261  Scrap-pile  Each droid is credit cost +2. -----> 1C262  Staging Area Alliance: Discard a [Rebellion] card from hand to heal a [Rebellion] companion. <----- 1C263  Tatooine Spaceport Desert. Each companion is credit cost +2. <----- 1C264  Trading Route Desert. Mountain. The minion crossfire total is +2 for each companion in the alliance over 4. <----- 1C265  Trash Compactor Station. Swamp. Wild 5. Skip the crossfire phase. -----> 1U266  Tusken Canyon Desert. Mountain. The first Tusken played at this site is credit cost -4. <----- 1C267  Yavin War Room  Each time a companion wins a skirmish, you may discard a card of the same culture from your hand to heal that companion. -----> 1U268
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« Last Edit: August 16, 2011, 08:19:17 PM by menace64 »
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« Reply #25 on: August 07, 2011, 08:32:54 PM » |
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So everything I've designed is up now. Take a look at the setlist back on page one, and if you see a card that you'd like to claim as your own just write it up and hit submit!
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« Last Edit: August 07, 2011, 09:02:29 PM by menace64 »
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azogsbane
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« Reply #26 on: August 08, 2011, 08:11:17 PM » |
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 Jabba's Bounty [Fringe] Condition Bounty. To play, exert a [Fringe] minion. Bearer must be a companion. Limit 1 per companion. Bearer's credit cost is +2. 1U24 I love it! Your whole bounty hunter/credit cost thing is a really cool idea!  *Owen, Guardian of Luke [Tatooine] Companion * Human Strength 5 Vitality 3 Resistance 7 While Luke has less than 2 wounds, Owen is strength +2. 1C207 I think this card needs to be re-worded. I'll bet you are planning to make some alternate apprentices at some point. So what happens if you don't have Luke at all? Things would be more clear if you made it "While you can spot Luke and he has less than two wounds..."
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menace64
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« Reply #27 on: August 08, 2011, 08:47:40 PM » |
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Honestly, man, I knew that would end up being an issue down the road when Alternate Apprentices show up, but I still "assumed" when I wrote Owen that Luke would always be in play. Keep in mind that I'm making a conscious effort to stay 'in character' when making this set: Star Wars is currently breaking all kinds of blockbuster records - it's in its thirteenth week in theatres and is showing no signs of slackening in attendance - and I, the lead designer for the base set, can only base my knowledge of the universe based on this first movie. Everyone knows there will be sequels, but they just don't exist yet! That's also why I'm not using any Destined or unbound mechanics yet... all of our heroes are struggling along the same plot. I just posted most of the [Sith] culture!
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« Last Edit: August 08, 2011, 08:55:32 PM by menace64 »
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azogsbane
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« Reply #28 on: August 09, 2011, 06:43:32 AM » |
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Gotcha.
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LOTRFreak15
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« Reply #29 on: August 09, 2011, 07:46:03 AM » |
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Dude these are sick!
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« Reply #30 on: August 09, 2011, 10:47:31 PM » |
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I've been avoiding all of the followers, mostly because I just don't think I'm very good at writing follower cards. They're all droids in this set, and every Alliance culture gets at least one. If you feel like giving it a shot, here is a list of them:
(Twilight Cost) Treadwell Droid [Fringe] Follower Droid. Aid - 1U41
(Twilight Cost) Training Remote [Jedi] Follower Droid. Aid - 1R111
(Twilight Cost) *Artoo, Astromech Droid [Rebellion] Follower Droid. Aid - 1U115
(Twilight Cost) *Artoo, Overweight Glob of Grease [Rebellion] Follower Droid. Aid - 1R116
(Twilight Cost) *Threepio, Mindless Philosopher [Rebellion] Follower Droid. Aid - 1R148
(Twilight Cost) *Threepio, Protocol Droid [Rebellion] Follower Droid. Aid - 1C149
(Twilight Cost) Hydroponics Droid [Tatooine] Follower Droid. Aid - 1C194
(Twilight Cost) Power Droid [Tatooine] Follower Droid. Aid - 1U208
Droid is an unloaded keyword. Down the road there will be a class of possessions that play onto droids (there's one in this first set called Manipulator Arm), and droids won't always be followers - Artoo and Threepio show up in the Tatooine culture as companions. I need help developing a good 'droid' flavor for these cards! Any ideas?
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sickofpalantirs
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« Reply #31 on: August 10, 2011, 07:50:20 AM » |
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Are you having shadow followers or all these all free peoples followers?  Alternative Form of Persuasion [Sith] Event * Maneuver Spot a Sith to wound a companion (except the Apprentice) with resistance 3 or less. 1C151 Heck, I'd say if the Apprentice has less then 3 resistance let them wound him too! you might want to give it cost (1) if you did that though...  *Backstabber, Black Squadron Ace [Sith] Minion * Clone Strength 9 Vitality 2 Site Number 3 Assignment: Exert Backstabber to assign him to skirmish a companion. The Alliance player may remove  to prevent this. 1C152 Wait, is this a canon name? Wait what? Why would the Alliance not want to prevent that? I'd just leave it with the standard may exert that companion...then if you exhaust them  . But then an exception for the RB might be in order.  *Dark Collaboration [Sith] Condition * Support Area Each time an [Imperial] minion wins a skirmish, heal a [Sith] minion. Skirmish: Discard an [Imperial] minion to make a [Sith] minion strength +1. 1C156 I'd make the healing from Sith to Imperial.  *Dark Curse, Black Squadron Ace [Sith] Minion * Clone Strength 11 Vitality 2 Site Number 3 When you play Dark Curse, you may spot 4 temptations to make another [Sith] minion strength +3 until the start of the regroup phase. 1R157 strength 11 seems a tad bit high, especially for the first set. Is there going to be a pilot keyword at all?  The Emperor's Will [Sith] Event * Regroup Spot a Sith and an exhausted companion to add a temptation. The Alliance player may exert a companion to prevent this. 1U160 Love it.  *Sith Armor [Sith] Artifact * Armor Vitality +1 Bearer must be Vader. The Alliance crossfire total is -1. Response: If Vader is about to take a wound, discard a [Sith] force-skill to prevent that wound. 1R168 Are there force-skill conditions? or should it be elaborated as from hand?  A Tremor in the Force [Sith] Condition To play, exert a Sith. Bearer must be a companion. When bearer leaves play, add  . 1U174 how much does that actually help? I guess to stop a double move. I'd like add a temptation personally.  *Vader, Devoted to the Force [Sith] Minion * Cyborg Strength 14 Vitality4 Site Number 3 Sith. Fierce.Each time Vader wins a skirmish, you may exert him to add a temptation (or 2 temptations if the Apprentice is using The Force). 1C175 cool alright...cool cool, alright   *Vader, Sith Warrior [Sith] Minion * Cyborg Strength 14 Vitality 4 Site Number 3 Sith. Fierce. Skirmish: Exert Vader twice to make him strength +1 for each temptation you spot (limit +5). 1R176 thats kinda nasty with Vader's armors vitality bonus   You Are Weak [Sith] Condition * Support Area Resistance -1 Response: If a companion loses a skirmish to a [Sith] minion, transfer this condition from your support area to that companion. Limit 1 per bearer. To heal a wound from this companion, the Alliance player must first add  . 1R179 I feel like the wording is a little off. Perhaps each time bearer heals, add  ? That leaves it open to shadow healer exploitation though.
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« Last Edit: August 10, 2011, 08:01:01 AM by sickofpalantirs »
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Felipe Musco: (after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School...  ), Elf Lvr: Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way. Ahhh!!! SoP, you're a genius!!!  ~Menace64 SoP's Trade ListLike Muscle Cars? Check out themusclecarplace.com
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« Reply #32 on: August 10, 2011, 12:01:08 PM » |
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Yes, all of those followers are Alliance. There are a few Shadow followers in the set, and more will come up in expansions.
I made a bunch of changes in response to your suggestions. Good calls.
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« Reply #33 on: August 11, 2011, 08:17:55 AM » |
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 Precision Targeting [Imperial] Event * Crossfire Exert an [Imperial] minion bearing a ranged weapon to make he minion crossfire total +1. 1U67 Compare to Cloud of Arrows. Granted, we are in the first base set, but still. I'd say put it at cost 1 at the most. And it should be the minion crossfire, not he minion crossfire  This is the only Imperial card I had a problem with. Rest are awesome!
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Felipe Musco: (after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School...  ), Elf Lvr: Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way. Ahhh!!! SoP, you're a genius!!!  ~Menace64 SoP's Trade ListLike Muscle Cars? Check out themusclecarplace.com
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« Reply #34 on: August 11, 2011, 11:53:37 AM » |
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I kinda fell it should, well, "target", if you know what I mean.
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« Reply #35 on: August 11, 2011, 11:57:49 AM » |
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 Precision Targeting [Imperial] Event * Crossfire Exert an [Imperial] minion bearing a ranged weapon to wound a companion (except the Apprentice). 1U67 How about that?
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« Reply #36 on: August 11, 2011, 12:22:25 PM » |
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So what's the conceptual objective of the game? You have to "carry" the force through 9 sites for what? Who's going to be the apprentice after luke?
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« Reply #37 on: August 11, 2011, 03:23:47 PM » |
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Hmm I hadn't really thought much about it, and I guess the answer would be:
Follow the adventures of Luke as he calls upon his friends and new allies in order to take on the evil might of the Empire. Luke must learn in the ways of the Force if he is to triumph over galactic darkness!
So it's not that he's carrying the Force, but instead his journey is learning to develop and control it. Hopefully I can come up with some good ideas for Alternate Apprentices, though, since Leia is the only other character that comes to mind and she's also in the [Rebellion] culture. What might happen is that I'll have a Han apprentice that says "Han may not use The Force" but he'd still gain and built-in strength/vitality/resistance bonuses.
And on that note, a big difference between this first set and Fellowship of the Ring is the lack of Sam. I justify giving Luke a base strength of 6 because, A) his starting resistance is 8 instead of 10; B) there are no other companions that can take The Force if he dies; and C) well, it would just be weird to give him less strength than Leia!
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« Last Edit: August 11, 2011, 03:25:27 PM by menace64 »
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azogsbane
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« Reply #38 on: August 12, 2011, 07:44:44 PM » |
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Hopefully I can come up with some good ideas for Alternate Apprentices, though, since Leia is the only other character that comes to mind and she's also in the [Rebellion] culture.
How about Anikin? I know you're not going to go into the prequels at all (and that's good), but even in the originals it is mentioned how he was once Obi Wan's apprentice.
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« Reply #39 on: August 12, 2011, 08:21:28 PM » |
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I do like your idea for Starwars tcg. 
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menace64
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« Reply #40 on: August 12, 2011, 09:23:04 PM » |
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How about Anikin? I know you're not going to go into the prequels at all (and that's good), but even in the originals it is mentioned how he was once Obi Wan's apprentice.
Maaaaaybe he'll show up in this game's equivalent of Age's End, from his fateful retaliation against the Emperor. It's a good idea, for sure! But yeah, I won't go anywhere near the prequels, and as far as this game is concerned there was only (and forever will be) only 3 movies. I do like your idea for Starwars tcg.  Thanks! It's helpful to hear that people like what I'm doing. This has been a long project for me, and I'm really happy with the results.
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« Reply #41 on: August 12, 2011, 10:12:09 PM » |
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Thanks! It's helpful to hear that people like what I'm doing. This has been a long project for me, and I'm really happy with the results.
You should be! 
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« Reply #42 on: August 13, 2011, 09:18:34 AM » |
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I don't think Vader is a "Cyborg"... "Sith" probably would fit better. Even "Dark Jedi" is closer. He still technically is 1% human.  Nice cards on the whole though. Keep it up!
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« Reply #43 on: August 13, 2011, 02:23:25 PM » |
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I went through that same line of thought when it came time for me to give Vader a race. Sith (and Dark Jedi) doesn't really work because it's more of a title at that point in the Star Wars universe, and I certainly didn't want him to be Human, either. I don't like Cyborg, but at the moment I just don't have a good enough alternative.
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« Reply #44 on: August 13, 2011, 05:05:10 PM » |
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Hmm, ok. I still feel that "Human" is a better representation of him than a robot, as he still was a man and could use the force and what not. And in the end, Vader technically becomes Anakin Skywalker again. On a side note, it would be fun to do an Ages End set with a post-vader Anakin. 
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« Reply #45 on: August 13, 2011, 05:51:05 PM » |
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lol okay you convinced me! Vader's a Human again.
Also, the Imperial culture is finished. All that's left is a few cards in Rebellion, Sith, and Tatooine, and then the adventure path!
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Sabrien Reed
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« Reply #46 on: August 15, 2011, 10:50:05 AM » |
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This set is awesome. I see you are trying to get it into GCCG too. I'd love to playtest it when it's ready!
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menace64
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« Reply #47 on: August 15, 2011, 07:07:24 PM » |
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I've taken a few little glimpses into porting my cards into GCCG, and it doesn't look hopeful. I don't have a mind for such things, but if someone can dumb things down for me, I can easily type everything into the program (I'm a typing wizard).
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menace64
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« Reply #48 on: August 15, 2011, 08:15:33 PM » |
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Well that was easier than I'd expected, and I did it in just over a week! That's an average of 26.8 cards a day! lol I've outdone myself...
So I'm going to let all of those cards simmer a bit while I look into grafting them onto GCCG. I encourage you to single out an entire culture (all on page 2 of this thread) and look for obvious power issues or confusing cards, or just whatever that stands out to you as funky/wrong. I'm pretty pleased with the results, and I'm looking forward to cranking out the next set, A Few Maneuvers... if starships turn out as I've imagined, it's going to be neat!
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« Last Edit: August 15, 2011, 09:21:47 PM by menace64 »
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« Reply #49 on: August 24, 2011, 06:43:18 PM » |
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I'm currently steeped in graphic card design, but while making the transition from text to picture, I've been rolling around my ideas for the new card type being introduced in the second set, A Few Maneuvers: starships.In previous iterations of this cross-project, I had dolled out starships as a special form of a borne possession, and honestly I was never happy with my own design. It took my grievances against cards like Mumak (an enormous beast ridden by one dude!) to a whole new level, and it just felt bulky and, uh, lazy (as far as design innovation is concerned). This time around, the answer was so simple and organic that it hasn't really changed much from its first inception. Starships - a card type, like artifacts were in LotR - are introduced only after the players have had a few months to familiarize themselves with the game, and they really do change the way it's played. They aren't borne by companions at all, but instead play to the support area, and depending on how you manage their power they can give you any number of boosts. For example, here's a basic design for a starship:  Medium Freighter [Fringe] Starship * Freighter Power 2.Shields (Power 2): Prevent companions from taking wounds during the crossfire phase. Speed (Power 2): At the start of the regroup phase, make the move limit for this turn +1. Weapons (Power 1): Make a [Fringe] companion strength +1. This is an extreme example, written to illustrate many points (however, the Fringe culture will have very versatile ships, so expect something like this on an upcoming card!). First, I'd like to explain what the Power X keyword is. Any card with Power X generates X power tokens at the start of its owner's turn, and any remaining power tokens on said card reset to that level as the turn begins. This prevents storing power for massive payoffs, and reinforces the varying levels of strengths inherent to starship designs. Some ships are built solely for brute force, while others tend to favor protection, and yet even more go for speed. Using my Power X mechanic, such differences can be brought onto the cards! During a player's turn, he can spend his Power tokens however he likes, but there's a drawback to being too liberal with your power: if, at any time, your ship is without power (no Power tokens), it is discarded! So, in the above example, you could use your Medium Freighter for a few different things: A) a one-time catch against wounds in the crossfire phase; B) a one-time move limit increase; C) a +1 strength bonus to any Fringe companion once a turn; or D) a one-time +2 strength to Fringe companions. A lot of options, some more risky than others. The card representation of the Millennium Falcon would generate more Power than the Medium Freighter, and would be less-likely to run out of power and thus leave play, but there will be many cards that drain power or boost power, making for all sorts of troublesome scenarios. Your thoughts?
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sickofpalantirs
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« Reply #50 on: August 25, 2011, 06:26:40 AM » |
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Oooo...shiny.
The concept seems good, and as long as abilities reflect the different abilities of the ships (X-wings should be able to take out other fighters for instance) it could work quite well. Will their be any sort of "pilot" keyword? Or cards that help ships? and how big do you think these ships will get? Dreadnaughts? Star Destroyers?...Death stars?
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« Reply #51 on: August 25, 2011, 10:39:20 AM » |
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I think it doesn't feel like a ship at all... how do you represent people being inside it? I mean, it protects and all, but if it gets discarded, who dies with it? Is everybody inside a ship always? How does it work with multiple ships?
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menace64
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« Reply #52 on: August 25, 2011, 11:00:01 AM » |
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I think it doesn't feel like a ship at all... how do you represent people being inside it? I mean, it protects and all, but if it gets discarded, who dies with it? Is everybody inside a ship always? How does it work with multiple ships?
I took all of that into consideration at the beginning of design, and really it just came down to how complicated I wanted ships to be. I mean, I could have made a card like Millennium Falcon which says "Load 4 companions onto this ship" and have some difficult jargon referring to companions in play versus companions on ships... yes, a headache! It's something I tried years ago and hated every second of it. This new design represents the support of ships (hence support area) without the difficulty of translating into a card mechanic people actually dwelling aboard them. I mean, how would you even create a Star Destroyer with any hope of accurately portraying its size and power? The concept seems good, and as long as abilities reflect the different abilities of the ships (X-wings should be able to take out other fighters for instance) it could work quite well. Will their be any sort of "pilot" keyword? Or cards that help ships? and how big do you think these ships will get? Dreadnaughts? Star Destroyers?...Death stars?
I haven't quite made up my mind about a pilot keyword yet. Almost every character in Star Wars is capable of flying a ship, it almost goes without saying that a companion is a pilot (this would be nearly akin to a Warrior keyword in LotR). This upcoming second set will focus heavily on starships, and each culture will have its own tricks to play when it comes to supporting/sabotaging them. And yes, there will be a Death Star starship (two different versions, in fact). But that's the third set. 
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« Last Edit: August 25, 2011, 11:02:17 AM by menace64 »
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leokula
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« Reply #53 on: August 25, 2011, 12:01:17 PM » |
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It's just hard to analyse the designs because it's impossible not to compare it to SW:CCG which is almost flawless in all its mechanics and nuances... the way it did ships and space and ground and light sabers and force... it's such a tough challenge to top it.
I don't mean to turn you down at all, it's just that the LOTR TCG format was made to suit the movie, where there's a quest (only on the ground lol) and everything surrounds it... it's all about the ring and what happens to it and evil forces trying to stop it... whereas in Star Wars, it's not that linear, it's not like there's only one thing going on.
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menace64
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« Reply #54 on: August 25, 2011, 03:02:36 PM » |
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I agree with you 100%, and half the fun in doing these cards is finding a way to translate the flavor of Star Wars in the LotR TCG format. Doesn't always work (#$&*@!, even LotR doesn't translate correctly every time), but since less people here would be interested in straight SWCCG dream cards - I'm not even sure I'd remember how to write them! - I'm forced to work with what's available to me.  I wouldn't expect to see many updates from me until early next week. Going on vacation and wont be on the computer very often. But graphic cards will start popping up soon!
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« Reply #55 on: August 28, 2011, 08:53:22 PM » |
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A Few Maneuvers
Fringe Culture (24 Cards): 1. Chewie, Proficient Mechanic (Companion, Common) 2. Corellian Bloodstripes (Alliance Verb, Common) 3. Evazan, The Mad Doctor (Minion, Force Rare) 4. Falcon's Turrets (Alliance Possession, Uncommon) 5. Freighter Captain (Companion, Common) 6. Got It Where It Counts (Alliance Verb, Uncommon) 7. Grounded (Shadow Verb, Rare) 8. Han, Not a Revolutionary (Companion, Rare) 9. Heroes of the Clone Wars (Alliance Condition, Rare) 10. Hold-out Blaster (Shadow Possession, Common) 11. Juri Juice (Shadow Verb, Uncommon) 12. Local Trouble (Shadow Verb, Common) 13. Medium Freighter (Alliance Starship, Common) 14. Millennium Falcon (Alliance Starship, Rare) 15. Mos Eisley Pilot (Minion, Common) 16. Mos Eisley Thug (Minion, Rare) 17. Mos Eisley Trouncer (Minion, Uncommon) 18. Patrol Craft (Shadow Starship, Common) 19. Pirate Blastboat (Shadow Starship, Rare) 20. Ponda, Aqualish Thug (Minion, Uncommon) 21. Prohibited Blaster (Alliance Possession, Common) 22. Special Modifications (Alliance Verb, Rare) 23. Tonnika Sisters, Slippery Con Artists (Minion, Rare) 24. You'll Be Dead! (Shadow Verb, Common)
Imperial Culture (28 Cards): 25. Blast Points (Verb, Rare) 26. Devastator (Starship, Rare) 27. Dewback (Possession, Uncommon) 28. Discovered (Verb, Rare) 29. Imperial Ace (Minion, Rare) 30. Imperial Enforcer (Minion, Common) 31. Imperial Patroller (Minion, Uncommon) 32. Imperial Pilot (Minion, Common) 33. Imperial Sandtrooper (Minion, Common) 34. Imperial Scout (Minion, Uncommon) 35. Imperial Star Destroyer (Starship, Uncommon) 36. Imperial Wingman (Minion, Common) 37. Landing Shuttle (Starship, Uncommon) 38. Local Help (Verb, Common) 39. Overrun (Verb, Common) 40. Overwhelmed (Verb, Uncommon) 41. Praji, Imperial Commander (Minion, Uncommon) 42. Short-range Fighters (Verb, Common) 43. Stop That Ship! (Verb, Common) 44. Stormtrooper Backpack (Possession, Common) 45. Stormtrooper Battalion (Minion, Rare) 46. Stormtrooper Rifle (Possession, Common) 47. Stunned (Verb, Common) 48. Tallon Roll (Verb, Common) 49. TIE Fighter (Starship, Common) 50. TIE Scout (Starship, Common) 51. TIE Wing (Verb, Rare) 52. Turbolaser Battery (Possession, Uncommon)
Jedi Culture (10 Cards): 53. Another Fate (Verb, Common) 54. Awareness (Verb, Common) 55. Blast Helmet (Possession, Rare) 56. Crazy Wizard (Verb, Rare) 57. The Force is With Him (Verb, Common) 58. A Healthy Skepticism (Verb, Uncommon) 59. Hokey Religion (Verb, Common) 60. Kenobi's Ward (Verb, Uncommon) 61. Kenobi's Secret (Verb, Rare) 62. That's Your Uncle Talking (Verb, Common)
Rebellion Culture (23 Cards): 63. All Wings Report In (Verb, Rare) 64. Artoo, Luke's Astromech (Follower, Common) 65. Biggs, Luke's Wingman (Companion, Common) 66. Blockade Runner (Starship, Common) 67. Corellian Slip (Verb, Uncommon) 68. Darklighter Spin (Verb, Common) 69. Hang On Back There! (Verb, Uncommon) 70. Immediate Repairs (Verb, Common) 71. Light Armor (Possession, Uncommon) 72. Perseverance (Verb, Common) 73. Raymus, Corellian Captain (Companion, Rare) 74. Rebel Rifle (Possession, Common) 75. Rebel Tech (Companion, Uncommon) 76. Rebel X-wing (Starship, Common) 77. Rebel Y-wing (Starship, Uncommon) 78. Red Three (Starship, Uncommon) 79. Red Two (Starship, Rare) 80. S-foils (Possession, Common) 81. Snubfighter Shielding (Possession, Uncommon) 82. Tantive Four (Starship, Rare) 83. Threepio, Always Left Behind (Follower, Common) 84. Wedge, Elite Star-pilot (Companion, Rare) 85. Wedge, Rebel Warrior (Companion, Common)
Sith Culture (10 Cards): 86. Black-squadron TIE (Starship, Uncommon) 87. Boosted TIE Cannons (Possession, Uncommon) 88. Dark Alter (Verb, Common) 89. Dark Sense (Verb, Common) 90. Imperial Envoy (Minion, Rare) 91. Incisive (Verb, Uncommon) 92. No One to Stop Us This Time (Verb, Uncommon) 93. TIE Advanced (Starship, Rare) 94. Vader's Grasp (Verb, Uncommon) 95. Vader's Reach (Verb, Rare)
Tatooine Culture (25 Cards): 96. Aging Sandcrawler (Shadow Possession, Uncommon) 97. Band of Thieves (Minion, Rare) 98. Beru's Stew (Alliance Verb, Common) 99. Camie, Friend to Luke (Companion, Common) 100. Clever Diversion (Shadow Verb, Common) 101. Communication Droid (Alliance Follower, Common) 102. Fixer, Friend to Luke (Companion, Uncommon) 103. A Greater Destiny (Alliance Verb, Common) 104. Humble Homestead (Alliance Verb, Uncommon) 105. Jawa Longrobes (Shadow Possession, Common) 106. Jawa Miscreant (Minion, Uncommon) 107. Jawa Pistol (Shadow Possession, Rare) 108. Jawa Scurrier (Minion, Common) 109. Jawa Stalker (Minion, Common) 110. Luke, Not Going Anywhere (Companion, Common) 111. Riding Bantha (Shadow Possession, Common) 112. Shutting Up, Sir (Alliance Verb, Rare) 113. Sliven, Young Warrior-raider (Minion, Rare) 114. They Belong to Us Now (Alliance Verb, Rare) 115. They'll Soon Be Back (Shadow Verb, Uncommon) 116. Tusken Ambusher (Minion, Common) 117. Tusken Champion (Minion, Rare) 118. Tusken Leader (Minion, Uncommon) 119. Tusken Pillager (Minion, Common) 120. Wioslea, Spaceport Dealer (Companion, Force Rare)
Creature Deck (5 Cards): 121. The Dangerous Wilds (Verb, Rare) 122. Predatory (Verb, Uncommon) 123. Riled Up (Verb, Common) 124. Rogue Bantha (Creature, Uncommon) 125. Something Alive in Here (Verb, Common)
Adventure Deck (9 Cards): 126. Briefing Room (Site, Uncommon) 127. Command Station (Site, Common) 128. High Orbit (Site, Common) 129. Lars' Garage (Site, Uncommon) 130. Massassi Outpost (Site, Common) 131. Sunken Courtyard (Site, Common) 132. Tatooine Approach (Site, Uncommon) 133. Tosche Station (Site, Uncommon) 134. Yavin Approach (Site, Uncommon)
2 Force Rares 32 Rares 40 Uncommons 60 Commons
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Sabrien Reed
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« Reply #56 on: August 30, 2011, 05:12:38 PM » |
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You know how we had Ring-bound and Unbound? What about Land and Space? You can have characters who come with a ship that they are in. You can also have Possessions that turn a Land character into a Space one. Just thinking out loud here.
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menace64
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« Reply #57 on: September 03, 2011, 10:06:44 PM » |
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I hadn't thought about that before, and while I don't think those would quite work as keywords, I'm sure that down the road there will be decks devoted entirely to starships. But what will happen with Empire Strikes Back (the second base set) is the introduction of the keyword Destined and its mechanical mate, undestined. It will reflect Luke going off on his own (just like Frodo at the end of Fellowship), and characters like Yoda and maybe Obi-Wan's apparition (I've yet to decide whether or not it will be a companion) will also be Destined. Anywho, it's been some time since I put up the new cardlist and I'd like to start getting into card designs. I was going to post a few simple cards, but one thing led to another and I ended up writing nearly half of the [Fringe] cards...  Medium Freighter [Fringe] Starship * Freighter Power 2. To play, spot a [Fringe] companion. Shields (Power 1): If a companion is about to take a wound, exert a [Fringe] companion to prevent that. Weapons (Power 2): Damage an opponent's starship. 2C13 This is the fairly-basic form that starships are going to take. Reference a few posts up for the rule specifics, but basically here you'd get 2 power tokens at the start of the turn (this number resets; you can't accumulate more power by saving over many turns), and from there you can spend those tokens to gain effects. But if your starship has 0 power tokens on it, it's discarded. Lots of options on these cards, and it takes me a few goes at each starship to really arrive at a sense of balance versus worth. Originally I gave the Freighter a credit cost, but really I think it gives a better flavor for these to be the cheapest cards available to the culture (remember, Alliance Fringe cards always come with a credit cost). Lowering the starship costs makes them stand out. I'd like to note right off the bat that in my mind I envision a different card template layout for starships, allowing for a bit more space in the text box. A stripped-down version of the character template might work out. Also, the finished design will have little symbols to replace the Shield, Speed, and Power keywords to help manage the space. Oh, and I guess I forgot to mention what damaging a starship actually means - all you do is remove a single power token. It sounds easy enough, but getting damaged at the wrong time can ruin a starship's usefulness for the turn or outright destroy it; but the balance is that since the power resets each turn, all damage is automatically 'repaired'.  *Chewie, Proficient Mechanic [Fringe] Companion * Wookiee Strength 7 Vitality 3 Resistance 6 Damage +1. To play, spot Han. At the start of your alliance phase, you may exert Chewie to make your [Fringe] starship power +1 until the end of the turn. 2C1 A very simple companion that can give you a real boost later on.  *Falcon's Turrets [Fringe] Possession Plays on your [Fringe] starship. While you can spot 2 [Fringe] companions, this starship's weapons require 1 less power. 2U4 Originally I wanted to write something similar to Gondor Bowmen, but in the end I stuck to something much easier. With these three cards alone you can really wreak some havoc. Chewie gives the +1 power and the Turrets drop the Freighter's weapons by 1 - and suddenly you can safely damage another starship twice in the same turn (or a third time if you don't mind losing the Freighter). Can you imagine yet how strategic this can get, given that it's likely your opponents also have these mechanics available to them?  Freighter Captain [Fringe] Companion * Human Strength 5 Vitality 3 Resistance 5 Response: If your starship is about to be damaged, exert this companion to prevent that. 2C5 Something like this will be available to all the cultures, and it's yet another thing that Fringe will excel at.  Got It Where It Counts [Fringe] Event * Skirmish Spot your [Fringe] starship to make a [Fringe] companion strength +3. 2U6 Compare to Right Here Waiting, which gives +2 strength and a potential damage bonus, this new strength pump is geared solely towards starships. Once again, though, the pump receives a high credit cost.  *Millennium Falcon [Fringe] Starship * Freighter Power 5. To play, spot Han or Chewie. Shields (Power 3): Make the minion crossfire total -2. Speed (Power 2): At the start of the regroup phase, exert Han or Chewie to make the move limit for this turn +1 (limit once per turn). Weapons (Power 3): Damage an opponent's starship. 2R14 I was wanting to save this for down the road, but if there's an issue with the core of starship design I want you to point it out now, so it just makes sense to reveal the heavy-hitter in the set. I don't imagine power levels going much higher than 5 (except for the Death Star and the Executor, since they've got to be much harder to kill), but I was trying to capture the feeling of everything the Falcon is: fast, strong, hardy. Something else just came to mind... is it too powerful to allow the Weapons to be used at any time? I mean, what I can see happening is a lot of regroup phase destruction, since all you have to do is save a free power token that long. What I really don't want is a stall/delay war, and restricting the use of Weapons to a certain phase would help even things out. What do you think? I'll post some shadow stuff next time!
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« Last Edit: September 09, 2011, 11:18:23 PM by menace64 »
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azogsbane
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« Reply #58 on: September 04, 2011, 02:13:55 PM » |
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I love the starships!
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sickofpalantirs
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« Reply #59 on: September 04, 2011, 03:46:40 PM » |
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 Medium Freighter [Fringe] Starship * Freighter Power 2. To play, spot a [Fringe] companion. Shields (Power 1): If a companion is about to take a wound, exert a [Fringe] companion to prevent that. Weapons (Power 2): Damage an opponent's starship. 2C13 In your explanation you said this was power 3...is it meant to be 3? or 2 like you have here. So can every action be used at any time?  *Chewie, Proficient Mechanic [Fringe] Companion * Wookiee Strength 7 Vitality 3 Resistance 6 Damage +1. To play, spot Han. At the start of your alliance phase, you may make your [Fringe] starship power +1 until the end of the turn. 2C1 Seems undercosted. A damage +1 character with 7 strength and a very handy ability? I guess you want to be able to start Chewie and Han, but I'd rather make him cost 3 and cost -1 while you spot Han.  *Falcon's Turrets [Fringe] Possession Plays on your [Fringe] starship. This starship's weapons require 1 less power. 2U4 Seems like it should do something extra special when on the Falcon. Could get ridiculous depending on how many ways you have for action to cost less power.  *Millennium Falcon [Fringe] Starship * Freighter Power 5. To play, spot Han or Chewie. Shields (Power 3): Make the minion crossfire total -2. Speed (Power 2): At the start of the regroup phase, exert Han or Chewie to make the move limit for this turn +1 (limit once per turn). Weapons (Power 3): Damage an opponent's starship. 2R14 That seems like a really easy way to triple move. I don't know. Maybe it's ok. Something else just came to mind... is it too powerful to allow the Weapons to be used at any time? I mean, what I can see happening is a lot of regroup phase destruction, since all you have to do is save a free power token that long. What I really don't want is a stall/delay war, and restricting the use of Weapons to a certain phase would help even things out. What do you think?
It would be kinda nice to have a weapons phase (or maybe multiple weapons phases) because if it is just response it could get weird very fast.
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menace64
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« Reply #60 on: September 09, 2011, 11:11:15 PM » |
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You've got good points, and I fear that the only way to really get an idea as to how powerful these cards are would be to actually play with them. However, given how many ways there are to damage starships, I don't think they'd stay around very long against an opponent determined to get rid of them. I gave Chewie an exertion cost and added a restriction to the Turrets. Here is another batch of starship cards, this time Imperial!  Imperial Ace [Imperial] Minion * Clone Strength 9 Vitality 2 Site Number 4 Skirmish: Remove 2 power tokens from your [Imperial] fighters to make this minion damage +1.2R29 Basic utility minion. Rare but weak, which is common of early sets.  Imperial Star Destroyer [Imperial] Starship * Capital Power 6. To play, discard an [Imperial] minion. Weapons (Power 2): Damage an opponent's capital starship. Weapons (Power 4): Damage an opponent's starship. 2U35 What I want from capital starships is a difficulty dealing with fighters, which I've captured fairly well here. Also, given that this has got 6 power, I don't need to give it a Shields power - it has built-in resistance to damage.  Imperial Wingman [Imperial] Minion * Clone Strength 6 Vitality 2 Site Number 4 For each [Imperial] fighter you can spot, this minion is strength +1. 2C36  Landing Shuttle [Imperial] Starship * Shuttle Power 3. To play, spot 2 [Imperial] minions. Speed (Power 2): If the Alliance moves during the regroup phase, play an [Imperial] Clone from your discard pile; its credit cost is -2. 2U37 Keep in mind that having leftover power by the regroup phase can be difficult (I think), so I want something good in such a situation. But let's be realistic here, this card is pretty worthless!  Overwhelmed [Imperial] Event * Skirmish Exert an [Imperial] Clone and spot an [Imperial] starship to make a companion it is skirmishing strength -3. 2U40  Short-range Fighters [Imperial] Event * Shadow Spot an [Imperial] minion to play an [Imperial] fighter from your discard pile.. 2C42 Gotta have a card like this.  Tallon Roll [Imperial] Event * Maneuver Exert an [Imperial] Clone and spot an [Imperial] fighter to discard a possession attached to an Alliance starship. 1C48 I really like the utility cards like this that have so many functions. Falcon's Turrets giving you trouble? That Targeting Computer scaring you? Tallon Roll it!  TIE Fighter [Imperial] Starship * Fighter Power 2. (At the start of your turn, reset this starship to having 2 power tokens. If this starship has no power tokens on it, discard it.)Weapons (Power 1): Discard an [Imperial] card from hand to damage an opponent's starship. 2C49 At first I gave the TIE Fighter power 1, but I realized immediately how useless it would be, so I think 2 is the minimum that a starship can really have. And since these fighters have gotta be weak, I gave it another cost to use its weapons.  TIE Scout [Imperial] Starship * Fighter Power 2. Speed (Power 1): At the start of the maneuver phase, spot 2 [Imperial] minions to add  . 2C50 Basic basic basic!  TIE Wing [Imperial] Event * Skirmish Make an [Imperial] Clone strength +1 for each [Imperial] fighter you can spot (limit +5). 2R51 And yet another vanilla strength pump. To tell you the truth, I like this simpler cards, but I look forward to writing cards a few blocks down the road, where I'll get to come up with all kinds of zany rules that require lines and lines of text on common cards. But these early cards are fun too!
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« Last Edit: September 09, 2011, 11:16:41 PM by menace64 »
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