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Author Topic: The Hobbit DC "set": An Unexpected Journey (The Canadian set)  (Read 13537 times)
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sheriffharry
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« Reply #15 on: January 02, 2013, 10:58:51 PM »

Here is an (unoriginal, but functional..) Gundabad Warg-riders set:

7 •Azog, the Defiler [Gundabad]
Minion • Warg-rider
Strength: 13
Vitality: 3
Site: 4
Damage +1
Maneuver:Spot another Warg-rider to make Azog fierce until the Regroup phase.
Skirmish:Spot a dwarf and exert Azog to add a threat.

4 •Azog's Warg [Gundabad]
Possession
Strength+4
Vitality+2
Bearer must be a warg-rider. If bearer is Azog he is Damage +1.
Skirmish:Exert bearer to cancel a companion's gametext.

3 Orc Rider [Gundabad]
Minion • Warg-rider
Strength: 8
Vitality: 3
Site: 4
Add a threat each time this minion inflicts a wound.
Skirmish: Exert this minion twice to make him +1 or to add a threat.

2 Gundabad Rider [Gundabad]
Minion • Warg-rider
Strength: 7
Vitality: 2
Site: 4
Add a threat each time this minion inflicts a wound.

3 Gundabad Warg [Gundabad]
Possession
Strength+3
Vitality+1
Bearer must be a warg-rider.
Skirmish:Exert bearer to cancel an event.

2 Smell of fear [Gundabad]
Condition • Support Area
Maneuver: Remove 3 threats to exert a companion (except Bilbo/the ring-bearer).
« Last Edit: January 03, 2013, 02:50:24 PM by sheriffharry » Logged


sheriffharry
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« Reply #16 on: January 02, 2013, 11:25:16 PM »

I'm worried about sites...
Here are my thoughts:

- I want to go back to sites numbers from 1 to 9 BUT also keep Regions (sites 1-3=Region1, 4-6=Region 2, etc.)
- Sites 1 will obviously all be in Hobbiton, Sites 3 Rivendell, sites 6 ?? or should Rivendell be 6 ?
- Obvious sites/gametexts would be site 1 that plays dwarves from the draw deck, trollshaws..., misty mountains-undergrounds with various bonus for goblins..
- In order to play Riddle events there should be enough underground sites 5-6-7-8. 5-6 should ALL be underground. No sites 9 should be underground (a fresh ring on Bilbo at the Maneuver phase of site 9 would be very anti-climatic). How do you call that cliff at the end of the Movie ??

That leaves a lot of holes to fill...
Feel free to contribute names/game texts!
 
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sheriffharry
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« Reply #17 on: January 03, 2013, 12:03:27 AM »

And here is a very basic Misty-Mountains Goblins set:

6 •The Goblin-King, Great Goblin Moria
Minion • Goblin
Strength: 10
Vitality: 4
Site: 6
Maneuver: While you can't spot another goblin, exert to play a goblin from your draw deck.
Maneuver: Exert twice to play a goblin from your draw deck.

4 Misty-Mountains Goblin Moria
Minion • Goblin
Strength: 6
Vitality: 2
Site: 6
Maneuver: Exert this minion and remove 1 to add a goblin token (treat it as a Goblin minion with Strength: 3 Vitality:1).

3 Misty-Mountains Goblin Moria
Minion • Goblin
Strength: 5
Vitality: 2
Site: 6
Maneuver: Exert this minion and remove 1 to add a goblin token (treat it as a Goblin minion with Strength: 3 Vitality:1).

1 Misty-Mountains Goblin Moria
Minion • Goblin
Strength: 4
Vitality: 1
Site: 6
Skirmish: Discard this minion to make a goblin Strength +2.

2 Strength in number Moria
Condition • Support Area
Skirmish: Discard three assigned goblins, including Goblin tokens, to wound a companion (except Bilbo/the ring-bearer).

[zero] Goblin Ferocity Moria
Event
Skirmish: Make a goblin strength +1. Then make another goblin strength +1.

[zero] Goblin HordesMoria
Event
Regroup: Remove 1 to shuffle a goblin from your discard pile into your deck (up to three times).

« Last Edit: January 04, 2013, 01:45:10 AM by sheriffharry » Logged
sheriffharry
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« Reply #18 on: January 03, 2013, 01:18:22 AM »

Here's my take at a site path. Comments welcomed.

Notes: As sites are defined for a given region, Shadow number are the total twilight tokens added to the pool (no +3 for Region 2 or +6 for Region 3)

Bilbo's Hole
Site 1 • Region 1
Shadow Number: 0
Fellowship: Exert a dwarf to play a dwarf from your draw deck.

East of Bree
Site 2 • Region 1
Shadow Number: 2
Shadow: The first minion cost 2 less.

Camp on the Great East Road
Site 3 • Region 1
Shadow Number: 0
Sanctuary Forest
Fellowship: Add 2 to draw a card (maximum twice).

Troll's Forest
Site 4 • Region 2
Shadow Number: 3
Skirmish: Exert a troll to exert a dwarf.

Rhudaur Plains
Site 5 • Region 2
Shadow Number: 6
Shadow: Exert a warg-rider to play a warg from your draw deck.

Rivendell
Site 6 • Region 2
Shadow Number: 3
Sanctuary
Dwarves cannot heal more than one wound at this sanctuary

Misty Mountains Cave
Site 7 • Region 3
Shadow Number: 6
Underground
Maneuver: Spot three Goblin to exert every companion, except dwarves.

Realm of the Goblin-King
Site 8 • Region 3
Shadow Number: 8
Underground
Shadow: Exert a goblin to play a goblin from your draw deck.

Cliff beyond the Mountains
Site 9 • Region 2
Shadow Number: 9
Forest
Skirmish: Warg-riders are Strength+1. Goblins are Strength-1.


+  a new possession,  a new event and a new (extreme?) condition:

1 Dwarven bow Dwarven
Bearer must be a dwarf.
Exert bearer to add one to archery. If you cannot exert bearer, add one to archery.

2 Burning Fir Cone Gandalf
Event
To play spot Gandalf.
Spell
Skirmish: Make a companion Strength +1, Strength +3 against Warg-riders.

2 Flight to the Carrock Gandalf
Condition • Support Area
Fellowship: Exert Gandalf twice and add 3 to put a Gandalf token here.
Maneuver: Remove 5 Gandalf tokens here to skip the Skirmish Phase(s) this turn.

« Last Edit: January 04, 2013, 01:45:48 AM by sheriffharry » Logged
sheriffharry
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« Reply #19 on: January 03, 2013, 01:32:17 AM »

Current wishlist:

- The other dwarves + a couple of possession and events for them.
- Gandalf + a couple of spells/allies + Glamdring
- Some wraith/"Nazgul"/corruption/Dol Guldur/Spiders? cards
- Some Shire cards/allies (pipeweed!)
- the 3 trolls

I guess that would put us close to 64 cards, more or less.

Strength is in numbers... Every card is welcomed to the project! (or constructive criticism on cards already here)
« Last Edit: January 03, 2013, 03:55:16 AM by sheriffharry » Logged
macheteman
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Formats: movie, FOTR and towers standard
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« Reply #20 on: January 03, 2013, 02:12:39 AM »

6 • Sauron, The Necromancer Wraith
Minion - Mia
Strength: 6
Vitality: 6
Site Number: 6
Lurker. Enduring.
When you play Sauron, you may add a burden.
Each time a Wraith minion is about to take a wound, you may exert Sauron to Prevent that wound.

This represents sauron in his fallen state. he continues to corrupt the world, and gathers his nazgul to him.

2 • The Fortress At Dol-Guldur Wraith
Condition - Fortress
Plays to your support area.
Skirmish: Heal Sauron, The Necromancer, to make a Wraith minion damage +1.

« Last Edit: January 03, 2013, 02:28:39 AM by macheteman » Logged
sheriffharry
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« Reply #21 on: January 03, 2013, 03:19:40 AM »

Nice!

Now. How about a wraith-knight or two, and... a Morgul Blade ?
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macheteman
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« Reply #22 on: January 03, 2013, 03:51:00 AM »

I don't think i like the idea of wraith-knights, but i was planning on doing witch-king and morgul blade combo:

8 • The Witch-King, Resurrected Wraith
Minion - Nazgul
Strength: 14
Vitality: 4
Site Number: 3
Sauron's twilight cost is -2.
Exert the witch-king to play a Wraith hand-weapon on him from your draw deck.

2 • The Witch-King's Sword, Not of the Living Wraith
Possession - Hand-Weapon
Strength: +3
Plays on the Witch-King.
If the Witch-King is about to win a skirmish, you may cancel that skirmish to add a burden instead.
« Last Edit: January 03, 2013, 03:57:20 AM by macheteman » Logged
macheteman
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« Reply #23 on: January 03, 2013, 04:39:29 AM »

Ok, so while i was doing the staff, i thought of adjusting the previous ones, what do you think?

4Radagast, Addled Wizard Gandalf
Companion • Wizard
Strength: 8
Vitality: 4
Resistance: 7
When you play Radagast you may heal a companion.
Regroup: Exert Radagast, and discard two cards from hand to draw a card.

2Radagast's sled Gandalf
Artifact - Staff
Strength: +1
Fellowship: Exert Radagast to play Radagast's Sled from your draw deck.
Regroup: If you have initiative, add 1 and discard a card from hand to heal a companion.

2Radagast's sled Gandalf
Possession - Mount
Vitality +1
Bearer must be Radagast.
The move limit is +1.
Skirmish: Exert Radagast three times to cancel a skirmish involving another companion (except Bilbo/the Ring-bearer).
« Last Edit: January 03, 2013, 04:42:35 AM by macheteman » Logged
sheriffharry
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« Reply #24 on: January 03, 2013, 01:25:28 PM »


Great (just corrected the card's name):

2Radagast's staff Gandalf
Artifact • Staff
Strength: +1
Fellowship: Exert Radagast to play Radagast's Sled from your draw deck.
Regroup: If you have initiative, add 1 and discard a card at random from hand to heal a companion.
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macheteman
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« Reply #25 on: January 03, 2013, 01:59:37 PM »

lol, my bad. was copy/pasting for the template.
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sheriffharry
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« Reply #26 on: January 03, 2013, 03:09:52 PM »

And here is a Stone Trolls set...:

[10] •Bert, Clever Troll [Gundabad]
Minion • Troll
Strength: 15
Vitality: 4
Site: 3
Fierce
Spot William or Tom to make Bert twilight cost -2.
While you can spot William and Tom, Bert is Damage+1.

9 •William, Hungry Troll [Gundabad]
Minion • Troll
Strength: 14
Vitality: 4
Site: 3
Fierce
Spot Bert or Tom to make William twilight cost -2.
Maneuver: Spot Bert and Tom to add two threats (limit once).

8 •Tom, Dumb Troll [Gundabad]
Minion • Troll
Strength: 12
Vitality: 4
Site: 3
Fierce
Spot Bert or William to make Tom twilight cost -2.
While you can spot Bert and William, Tom is strength+2.

1 •Troll's Stew [Gundabad]
Possession
Strength+2
Bearer must be a troll.
Skirmish: Discard to heal a troll.

[zero] Three Stone Trolls [Gundabad]
Event • Shadow
Maneuver: Exert a troll to make him strength+1  (up to three times).

[zero] Have you smelled them? Shire
Event • Fellowship
To play spot a hobbit.
Skirmish: Make a troll strength-3.

2 Turn to Stone Gandalf
Event • Fellowship
Spell
Skirmish: Exert Gandalf twice to cancel a skirmish with a troll.
« Last Edit: January 03, 2013, 06:28:08 PM by sheriffharry » Logged
bibfortuna25
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« Reply #27 on: January 03, 2013, 05:10:17 PM »

Here is my idea for Thorin:

(2)*Thorin, Oakenshield Dwarven

STR 8 VIT 3 RES 6

Damage +1. To play, spot 2 Dwarves.
Each time Thorin loses a skirmish, exert the Ring-bearer.
Fellowship: Add 2 threats to play a Dwarven artifact from your draw deck (limit 1).
« Last Edit: January 03, 2013, 05:13:04 PM by bibfortuna25 » Logged

All cards do what they say, no more, no less.
sheriffharry
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« Reply #28 on: January 03, 2013, 05:53:05 PM »

Nice Thorin. Would work well with lotr's dwarves.

Here is a Gandalf set, not very original, but true to the culture I hope...:

4 •Gandalf, Morning Walker Gandalf
Companion - Wizard
Strength: 7
Vitality: 4
Resistance: 7
The twilight cost of each dwarf companion is -1.

2Glamdring, Troll's treasure Gandalf
Artifact • Hand Weapon
Strength: +2
Bearer Must be Gandalf.
Bearer is Damage +1.
Fellowship: Exert Gandalf and add 2 to take a spell from your draw deck (limit 1).

2Gandalf's Staff, Magic Lighter Gandalf
Possession
Vitality+1
Bearer Must be Gandalf.
Maneuver: Exert Gandalf twice to Heal an exhausted companion.

2 Looking behind Gandalf
Event • Fellowship
[Spell]
Skirmish: Make Gandalf strength+2 (or strength+4 if you spot two exhausted companions)
« Last Edit: January 03, 2013, 06:57:33 PM by sheriffharry » Logged
sheriffharry
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« Reply #29 on: January 03, 2013, 07:15:34 PM »


A small elvish set:

4 •Elrond, Wise Elf Elven
Ally • Home 6 • Elf
Strength: 8
Vitality: 4
Resistance: 8
Skirmish: Exert Elrond to make him strength+1.
Regroup: Exert Elrond to heal an elf ally.

2 Elf of Rivendell Elven
Ally • Home 6 • Elf
Strength: 5
Vitality: 2
Resistance: 6
Archer
This ally can participate in skirmishes at site 5.
Archery: Exert to add one to Archery.

2 Galadriel's Advice Elven
Event • Fellowship
To play spot Gandalf or an elf ally.
Regroup: Remove a threat or heal a companion.

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