The Last Homely House

Middle-Earth => Chamber of Mazarbul => Topic started by: sheriffharry on January 02, 2013, 07:11:35 AM

Title: The Hobbit DC "set": An Unexpected Journey (The Canadian set)
Post by: sheriffharry on January 02, 2013, 07:11:35 AM
New member here, been playing LOTR TCG since the very first week in 2001, played at the Worlds in 2002 (eliminated on the first round though..). Love the game but disliked all the change in "Shadows", especially the new cultures and site path, and drop a bit from the scene then, but that's another story...

I saw the new Hobbit movie three times and I think the LOTR TCG potential is enormous.
I think there's enough talent on this board to build a modest fan-made "virtual set".

Here's what I have in mind:

- Let's have a modest objective: about 64 cards, just enough to play a full game with just the new cards.

- Cultures: Dwarves, Shire, Gandalf (including Radagast,s stuff), Elves, Gundabad(NEW/Warg-riders), Moria(=Misty mountains goblins, including Trolls), Nazgûls (for wraiths and everything Corruption-related), Gollum, Dragon(NEW, for the next movie, just a couple of "foreshadowing" cards)

- For the game Mechanics, the most important thing would be to establish a new ring-less beginning of the game and possibly totally ring-less games. Rules would be the same, but Corruption could be added without an actual ring-bearer and winning/loosing should be mostly a survival test. Bilbo would key to winning/loosing, even without the ring, so you still have to protect "The Hobbit" to win. This will need some thinking..

- I would return the site path to a 1 to 9 numbering scheme. The THREE regions could still be used for game-text, I'd like a combination of the two.

- We would need something like two new loaded keywords and two new unloaded keywords at minimum. Dwarven are obviously the key target of one of these, maybe Wargs for the other. We could recycle a lot of the old Moria stuff for the Goblins and Trolls. Warg-riders are pretty much already established, as all other cultures. "Dragon" should be something special, but indirectly affecting the game for now.

- Conditions/Events/Allies would recycle a lot of the old mechanics. Some "Riddle" cards for Gollum are a must.

That's about it to start with.

Obvious cards:
New Ring

Thorin+ the 12 dwarves (Maybe 2 by card in some cases to respect the 9 companions limit..)
Gandalf (rare+common?)
Bilbo (rare+common ?)
Gollum (+new Riddle cards=events/conditions??)
Radagast (+hat, sledge, house, staff, etc.)
Elrond
Random Elves
Random Dwarves
Random Hobbit allies
Eagles

Azog
Random Wargs/Warg riders
Goblin-King
Random Goblins
The Three trolls
Stone Giant (maybe not..)
Dol Guldur's Wraith
Mirkwood Giant Spiders

Sting
Glamdring
Pipe-weed/pipes
Fir cones
Contract
Ponies
Mirkwood evil taint
Necromancer (condition ?)
Smaug's sleep (condition)

Sites:
Bilbo's Hole
Trollshaws
Rivendell (site 3 or 6?)
Misty Mountain (outside)
Misty Mountains (inside)
Buckland
Rhudaur plains
Rhudaur forest
----

I'll stop here.
Anybody in ?

Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 02, 2013, 10:00:43 AM
Ok let's start with a couple of simple rules for this:

1) Anybody can submit a card lore. Let's stick to the list in the first post at first. (Except maybe new events/conditions/sites/possessions would be welcomed)

2) DO NOT redo a card already submitted, propose CHANGES to the card lore instead.

3) Try to re-use mechanics and keywords from others. There should not be more than 3 or 4 new keywords in the set.

That's about it. The result will surely be a bit shaky at first, coming from different minds, but the initial goal is to reach a "playable" set of 64+ cards. We can fine-tune things as we go on.
Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 02, 2013, 10:05:19 AM
Here's a first new rule. Nothing fancy, but it's a start..

Ring-less rules
------------------
1) With cards of this set, you start the game with Biblo Baggins (from the new set) as a "ring-bearer" but no One Ring (set it aside). All other starting fellowship rules applies.
2) While you have no ring, burdens go on Bilbo. If Bilbo dies or is corrupted, you lose the game.
3) Biblo can acquire the One Ring (through the playing of 2-3 "Riddle" event ??) during the game

Obviously the new ring should make Bilbo much harder to kill, and the Bilbo card should read something like "Resistance+5 while not wearing the One Ring".



Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 02, 2013, 11:36:12 AM
OK, let's get this train on the road.. here are two new cards for the set:

[4] •Radagast, Wizard with an addled mind [Gandalf]
Companion • Wizard
Strength: 8
Vitality: 4
Resistance: 7
Exert Radagast to play Radagast's Sled from your draw deck.
Any phase: Discard two cards at random from hand to draw a card. If you do, do not reconcile your hand during the Regroup phase.
---

[2] •Radagast's sled [Gandalf]
Possession • Support Area
To play, spot Radagast.
The move limit is +1.
Skirmish: Exert a companion three times to cancel a skirmish involving him (except Bilbo/the Ring-bearer).


Title: Re: The Hobbit DC "set"?
Post by: macheteman on January 02, 2013, 01:01:28 PM
I do not yet have any card ideas (i'm sure i will later) but i'll start by giving my 2 cents on what you have so far!

[4] •Radagast, Wizard with an addled mind [Gandalf]
Companion • Wizard
Strength: 8
Vitality: 4
Resistance: 7
Exert Radagast to play Radagast's Sled from your draw deck.
Any phase: Discard two cards at random from hand to draw a card. If you do, do not reconcile your hand during the Regroup phase.

title is a bit too long, mybe "radagast, woodland friend" or something shorter "radagast, the simple", or maybe even "radagast, addled wizard"

i would probably go with a different kind of game text. something like this:

when you play radagast, you may heal a companion. (representing his care of other creatures and his healing of the hedgehog in the film)
Regroup: discard 2 cards from hand to draw a card.


[2] •Radagast's sled [Gandalf]
Possession • Support Area
To play, spot Radagast.
The move limit is +1.
Skirmish: Exert a companion three times to cancel a skirmish involving him (except Bilbo/the Ring-bearer).

love where this one is going! radagast's sled was awesome. fast. and in fitting with radagast's already present move limit +1 theme, we should indeed make the sled move limit +1.

I think it would be better to make the sled play onto radagast and be vitality +1 and say "exert Radagast 3 times to cancel a skirmish involving a companion (except bilbo...)" this would represent how radagast drew the wargs away from the company.

those are my 2 cents. i've always enjoyed making DC's for the Hobbit, so i'm sure i will be back to make some before long.
Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 02, 2013, 01:03:10 PM
Bilbo, Gollum, Smeagol, The One Ring and Riddle events:

[zero] •Bilbo Baggins, Respectable Hobbit [Shire]
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 8
Ring-bearer
While Bilbo do not possess the One Ring he is Resistance +6.
Minions skirmishing Bilbo gain:
Skirmish: Exert this minion twice to exert Bilbo once.
---
•The One Ring, Gollum's precious
While wearing the One Ring, each time bearer is about to take a wound, add a burden instead.
[Maneuver:] Wear the One Ring until the Regroup Phase.
[Skirmish:] While wearing the One Ring, add four burdens to cancel a skirmish involving the ring-bearer.
---
[2] •Gollum, Foul Minion [Gollum]
Minion
Strength: 5
Vitality: 4
Site: 6
To play, spot an underground site.
Assignement: Exert Gollum three times to assign him to Bilbo. No other minion can be assign to that skirmish.
---
[2] •Smeagol, Fun Companion [Gollum]
Companion
Strength: 3
Vitality: 4
Site: 6
Ring-bound To play add a burden.
Discard Smeagol if not underground.
Fellowship: Pay [3] and exert Smeagol three times to take a Riddle card from your draw deck.
---
[2] Thirty white horses on a red hill... [Shire]
Event(Riddle)
Play at an underground site.
To play in Region 1, spot Gollum or Smeagol.
Maneuver: Put this riddle under Bilbo. If you spot Smeagol, discard him.
---
[2] What have I got in my pocket? [Shire]
Event(Riddle)
Play at an underground site.
To play discard a riddle from under Bilbo.
To play in Region 1 or 2, spot Gollum or Smeagol.
Maneuver: Play The One Ring on Bilbo. If you spot Smeagol, discard him.
---
[1] This thing all things devours... [Gollum]
Event(Riddle)
Maneuver or Skirmish: Cancel a Riddle event or make Gollum strength +3.
---
Note: No site 9 should be underground.



Now, who else wants to try a new card ??
Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 02, 2013, 01:11:03 PM
Great suggestions!
New Radagast and Radagast's sled:

[4] •Radagast, Addled Wizard [Gandalf]
Companion • Wizard
Strength: 8
Vitality: 4
Resistance: 7
When you play Radagast you may heal a companion.
Exert Radagast to play Radagast's Sled from your draw deck.
Regroup: Exert Radagast and discard two cards at random from hand to draw a card.
---

[2] •Radagast's sled [Gandalf]
Possession
Vitality +1
Bearer must be Radagast.
The move limit is +1.
Skirmish: Exert Radagast three times to cancel a skirmish involving him (except Bilbo/the Ring-bearer).
Title: Re: The Hobbit DC "set"?
Post by: macheteman on January 02, 2013, 01:35:07 PM
[3] • Thorin, Oakenshield
Companion - Dwarf
Strength: 7
Vitality: 3
Resistance: 6
Bilbo and each Dwarf you spot is strength +1.
At the start of each skirmish phase you may spot bilbo or 3 dwarves to reinforce a [shire] or [dwarven] token.

Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 02, 2013, 01:42:00 PM
[3] • Thorin, Oakenshield
Companion - Dwarf
Strength: 7
Vitality: 3
Resistance: 6
Bilbo and each Dwarf you spot is strength +1.
At the start of each skirmish phase you may spot bilbo or 3 dwarves to reinforce a [shire] or [dwarven] token.


I had something similar in mind for the dwarves (bonus when 3+ attacking, using a loaded keyword). But this might be a simpler way!
Now we need a dwarf condition that uses those tokens. Pay 2, with two tokens on it already, remove a token for +1 strength for a dwarf? called... "Glory of Erebor" or something like it... ? Can you finish my thought ?

Also: All dwarves should be DAMAGE +1
Title: Re: The Hobbit DC "set"?
Post by: macheteman on January 02, 2013, 01:51:25 PM
[2] The Lonely Mountain Calls
Condition - Support Area
When you play this condition, place a [dwarven] token on this card.
Skirmish: Spot Bilbo and remove a [dwarven] token from this condition to make a Dwarf strength +1.
Title: Re: The Hobbit DC "set"?
Post by: macheteman on January 02, 2013, 02:01:18 PM
i tend to disagree about the damage +1. usually they do, but the lack of damage can emphasize their uniqueness. for instance, this thorin will never be less than 8 strength, probably never less than 9 (bilbo ringbearer) and strengthens all the other dwarves. reinforcing tokens all the way. maybe we could add twilight -1 when in starting fellowship. but i think it best to leave damage +1 for some of the older and more grizzled dwarves of the company.

Title: Re: The Hobbit DC "set"?
Post by: macheteman on January 02, 2013, 02:30:05 PM
[2] • Orcrist, Biter
Artifact - Hand Weapon
Strength: +2
Bearer Must be Thorin.
Bearer is Damage +2.
" the goblins simply called it Biter. They hated it and hated worse anyone that carried it."
Title: Re: The Hobbit DC "set"?
Post by: Zurcamos on January 02, 2013, 02:36:39 PM
I think the idea of Bilbo not starting with the ring is the best idea I've heard for a Hobbit expansion (it should be by default), though him getting burdens while not bearing it doesn't make sense to me.  That's the whole point of burdens.
Title: Re: The Hobbit DC "set"?
Post by: macheteman on January 02, 2013, 02:41:35 PM
the opponent could place the burdens on the ring, and then they will be assigned to bilbo when he finally gets the ring. just an idea...
Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 02, 2013, 02:46:33 PM

1) I agree on dwarves. They are different dwarves! (not +1)

2) As for burdens... I don't think you can remove them completely from the game. But by making Bilbo Resistance 14 without the Ring (see his card) I doubt a corruption victory would be a common occurence. This is a choice from the Fellowship player: get the One Ring to make Bilbo less vulnerable, but then Corruption by burdens becomes a problem. One could see burdens as battle weariness, as Bilbo wanting to abandon the quest, as he did in the movie and book. And without Bilbo, there is no success possible, as we all know.

but I agree this could need reworking.
Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 02, 2013, 02:58:51 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).
Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 02, 2013, 03:25:16 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!
 
Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 02, 2013, 04:03:27 PM
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 Hordes[Moria]
Event
Regroup: Remove [1] to shuffle a goblin from your discard pile into your deck (up to three times).

Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 02, 2013, 05:18:22 PM
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 [Dwarf]
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.

Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 02, 2013, 05:32:17 PM
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)
Title: Re: The Hobbit DC "set"?
Post by: macheteman on January 02, 2013, 06:12:39 PM
[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.

Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 02, 2013, 07:19:40 PM
Nice!

Now. How about a wraith-knight or two, and... a Morgul Blade ?
Title: Re: The Hobbit DC "set"?
Post by: macheteman on January 02, 2013, 07:51:00 PM
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.
Title: Re: The Hobbit DC "set"?
Post by: macheteman on January 02, 2013, 08:39:29 PM
Ok, so while i was doing the staff, i thought of adjusting the previous ones, what do you think?

[4] •Radagast, 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.

[2] •Radagast'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.

[2] •Radagast'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).
Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 03, 2013, 05:25:28 AM

Great (just corrected the card's name):

[2] •Radagast'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.
Title: Re: The Hobbit DC "set"?
Post by: macheteman on January 03, 2013, 05:59:37 AM
lol, my bad. was copy/pasting for the template.
Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 03, 2013, 07:09:52 AM
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.
Title: Re: The Hobbit DC "set"?
Post by: bibfortuna25 on January 03, 2013, 09:10:17 AM
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).
Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 03, 2013, 09:53:05 AM
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.

[2] •Glamdring, 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).

[2] •Gandalf'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)
Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 03, 2013, 11:15:34 AM

A small elvish set:

[4] •Elrond, Wise Elf [Elf]
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 [Elf]
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 [Elf]
Event • Fellowship
To play spot Gandalf or an elf ally.
Regroup: Remove a threat or heal a companion.

Title: Re: The Hobbit DC "set"?
Post by: Ringbearer on January 03, 2013, 03:32:26 PM
 Galadriel's Advice
Event • Fellowship
To play spot Gandalf or an elf ally.
Regroup: Remove a threat or heal a companion.

How does this work? Its a fellowship event, but it goes in regroup?

From what I can see you're really just spamming cards to make cards. Read your work through and through, to catch erors like this. Another example is your Radagast, whom can exert to play his sled.... but not mentioning the phase where this is possible.
Title: Re: The Hobbit DC "set"?
Post by: sheriffharry on January 03, 2013, 05:48:51 PM

I'm cancelling this project.

Please remove this thread.
Title: Re: The Hobbit DC "set"? CANCELLED
Post by: bibfortuna25 on January 04, 2013, 06:52:51 AM
I don't see a reason why we can't chime in with our own ideas, though. Here are some of mine:

(1) Moment of Pity [Shire]

Event - Response

If the fellowship moves in the regroup phase, spot Bilbo to return a minion to its owner's hand. If that minion is Gollum, remove 2 burdens or 2 threats.


(1) *Game of Riddles [Shire]

Condition - Support Area

Tale.
Each time you play a [Shire] riddle, add a [Shire] token here. Bilbo is strength +1 for each [Shire] token here (limit +3).


(1) Golden Treasure Inside Is Hid [Shire]

Event - Skirmish

Riddle.
Make a Hobbit strength +1 for each Free Peoples card that has a culture token on it (or +2 if you spot Gollum).


(0) What Have I Got in My Pocket? [Shire]

Event - Maneuver

Riddle.
Spot Bilbo to guess a number. Reveal the top card of a Shadow player's draw deck. If the twilight cost of that card matches the number you guessed, remove a burden and play the fellowship's next site. Otherwise, exert Bilbo.
Title: Re: The Hobbit DC "set": An Unexpected Journey (The Canadian set)
Post by: sheriffharry on January 26, 2013, 03:52:24 PM
Here is the full set.
It's been play-tested enough to post here.
Use, re-use or don't use as you wish..!

Constructive criticism is always welcomed.

Cheers from Canada!
 :mrgreen:
---
LOTR TCG - The Hobbit: An Unexpected Journey expansion

New rules:
---
Ring-less rules
1) With cards of this set, you start the game with Bilbo Baggins (from the new set) as a "ring-bearer" but no One Ring (set it aside). All other starting fellowship rules applies.
2) While you have no ring, burdens go on Bilbo. If Bilbo dies or is corrupted, you lose the game.
3) Bilbo can acquire the One Ring during the game, by playing the new Riddle events.
(In this expansion, "Burdens" represent Bilbo wanting to abandon the quest and go home.)
----
Doom tokens
Put Doom token in the "Doom token Zone", near the dead pile.
You cannot put more Doom tokens than there are companions in the fellowship.
Shadow: The shadow player can remove a Doom token from the Doom token Zone to add a twilight token to the pool.
---
The site path revert to the old 1 through 9 pattern of the Movie block.
Shadow number=total number of twilight tokens added for a site.
Regions still are used on some gametext: Region 1=Site 1-3, region 2=site 4-6, region 3=site 7-9.
---

New cards:
---
1
•The One Ring, Gollum's precious
Strength: +1
While wearing the One Ring, each time bearer is about to take a wound, add a burden instead.
[Maneuver:] Add two burdens to wear the One Ring until the Regroup Phase, bearer is strength+2.

2
[2] •Gollum, Foul Minion [Gollum]
Minion
Strength: 5
Vitality: 4
Site: 3
To play, spot an underground site in the site path.
Assignment: Exert Gollum three times to assign him to Bilbo. No other minion can be assigned to that skirmish.

3
[zero] •Smeagol, Fun Ally [Gollum]
Ally • Home 7 • Smeagol
Strength: 3
Vitality: 4
Ring-bound To play add a burden.
The fellowship current site gains underground
Fellowship: Exert Smeagol three times to take a Riddle card from your draw deck.

4
[zero] This thing all things devours... [Gollum]
Event • Shadow, Maneuver or Skirmish
Riddle
Shadow: Play Gollum from your discard pile.
Maneuver: Cancel a Riddle event.
Skirmish: Make Gollum strength +1.

5
[7] •Azog, the Defiler [Gundabad]
Minion • [Gundabad] orc
Strength: 13
Vitality: 3
Site: 4
Damage +1
Maneuver: Spot another [Gundabad] orc to make Azog fierce until the Regroup phase.
Maneuver: Spot a dwarf and exert Azog twice to add a Doom token.

6
[4] •Azog's Warg [Gundabad]
Possession
Strength+4
Vitality+2
Bearer must be a [Gundabad] orc.
Each other warg-rider bearing a warg is Strength+1
 
7
[4] Orc Rider [Gundabad]
Minion • [Gundabad] orc
Strength: 9
Vitality: 3
Site: 4
Ambush 1
When you play this minion, spot a warg to remove a possession.
Discard this minion if he looses a skirmish and you can spot Azog.

8
[2] Gundabad Rider [Gundabad]
Minion • [Gundabad] orc
Strength: 7
Vitality: 2
Site: 4
Ambush 1
Each time this minion wins a skirmish, add a Doom token.

9
[3] Orc of Gundabad [Gundabad]
Minion • [Gundabad] orc
Strength: 8
Vitality: 3
Site: 4
Ambush 1
Shadow: Play a [Gundabad] orc, you may play a warg from your discard pile.

10
[3] Rider of Gundabad [Gundabad]
Minion • [Gundabad] orc
Strength: 7
Vitality: 2
Site: 4
Ambush 1
This minion is strength+1 for each Doom token you can spot.

11
[3] Gundabad Warg [Gundabad]
Possession
Strength+3
Vitality+1
Bearer must be a [Gundabad] orc.
Maneuver: Remove two Doom tokens to exert a companion (except Bilbo/the ring-bearer).

12
[2] Smell of fear [Gundabad]
Condition • Support Area
Add a Doom token each time a companion is killed in a skirmish involving a [Gundabad] orc.
Maneuver: Remove two Doom tokens to add a burden.

13
[zero] Enmity [Gundabad]
Event • Skirmish
Skirmish: Make a [Gundabad] orc bearing a possession strength+2 until the Regroup phase.

14
[10] •William, Clever Troll [Gundabad]
Minion • Troll
Strength: 15
Vitality: 4
Site: 4
Fierce
Spot bert or Tom to make Bert twilight cost -2, -4 if you spot both.
While you can spot Bert or Tom, William is Damage+1.

15
[9] •Tom, Hungry Troll [Gundabad]
Minion • Troll
Strength: 14
Vitality: 4
Site: 4
Fierce
Spot Bert or William to make Tom twilight cost -2, -4 if you spot both.
Maneuver: Exert Tom twice and spot Bert or William to remove a possession.

16
[7] •Bert, Dumb Troll [Gundabad]
Minion • Troll
Strength: 12
Vitality: 3
Site: 4
Fierce
Spot Tom or William to make Bert twilight cost -2, -4 if you spot both.
While you can spot Tom or William, Bert is strength+2.

17
[zero] Three Stone Trolls [Gundabad]
Event • Maneuver
Maneuver: Exert a troll to make him strength+1  (limit 2 times).

18
[6] •The Goblin-King, Great Goblin [Moria]
Minion • Goblin
Strength: 11
Vitality: 4
Site: 5
Each other Goblin is Strength+1.
Shadow: While you can't spot another Goblin, exert this minion to play a Goblin from your draw deck.
Shadow: Exert this minion twice to play a Goblin from your draw deck.

19
[4] Misty-Mountains Goblin [Moria]
Minion • Goblin
Strength: 9
Vitality: 2
Site: 5
Maneuver: Exert this minion to add a Goblin token (Goblin minion with Strength: 3 Vitality:1).

20
[3] Underground Goblin [Moria]
Minion • Goblin
Strength: 8
Vitality: 2
Site: 5
Maneuver: Exert this minion to add a Goblin token (Goblin minion with Strength: 3 Vitality:1).

21
[3] Goblin Archer [Moria]
Minion • Goblin
Strength: 6
Vitality: 2
Site: 5
Archer
Skirmish: Discard this minion to make a Goblin Strength +2 until the Regroup phase.

22
[2] Goblin Host [Moria]
Minion • Goblin
Strength: 6
Vitality: 1
Site: 5
When you play this minion draw a card.
Shadow: Play a Goblin and remove [1] to draw a card.

23
[2] Goblin Volunteer [Moria]
Minion • Goblin
Strength: 6
Vitality: 1
Site: 4
this minion must take archery wounds, if possible.
Shadow: Add [1] and spot a Goblin to play this minion from the discard pile.

24
[2] Strength in number [Moria]
Condition • Support Area
Skirmish: Discard three assigned Goblins, including Goblin tokens, to wound a companion (except Bilbo or the ring-bearer).

25
[zero] Goblin Ferocity [Moria]
Event • Skirmish
Skirmish: Make a Goblin strength +1 until the Regroup phase. At an underground site, make another Goblin strength +1 until the Regroup phase.

26
[zero] Goblin Hordes [Moria]
Condition • Support Area
Regroup: Remove [1] to shuffle a Goblin from your discard pile into your deck (limit 3).

27
[1] Depths of Misty Mountains [Moria]
Condition • Support Area
Regroup: Discard two Goblins from play to add a [Moria] token here.
Shadow: Remove [1] and remove a [Moria] token here to put a Goblin token into play (Minion with Strength:3 Vitality:1)

28
Goblin Token [Moria]
Minion • Goblin TOKEN
Strength: 3
Vitality: 1

29
[4] •Sauron, The Necromancer [Wraith]
Minion • Wraith
Strength: 12
Vitality: 3
Site Number: 6
Sauron may not take wounds during the archery and cannot be assigned.
Spot 6 companions or 4 burdens and exert Sauron twice to wound a companion twice.
Skirmish: Exert Sauron to make a minion strength+1, or a Wraith strength+2.

30
[8] •The Witch-King, Undead Ghost [Wraith]
Minion • Wraith
Strength: 14
Vitality: 4
Site Number: 6
[Fierce]
Sauron is twilight cost is -2.
If the Witch-King is about to win a skirmish, you may cancel that skirmish to discard a condition or an ally instead.

31
[2] •Morgul Blade, Not of the Living [Wraith]
Possession - Hand-Weapon
Strength: +3
Plays on the Witch-King. He is Damage +1.
If the Witch-King is about to win a skirmish, you may exert the Witch-King to add a burden.

32
[6] Dol Guldur's Wraith [Wraith]
Minion • Wraith
Strength: 12
Vitality: 3
Site: 6
Fierce
Each time this minion wins a skirmish, add a burden.

33
[zero] Dol Guldur's Shadow [Wraith]
Event • Skirmish
[Skirmish:] Make a Wraith strength+1, or make a Wraith strength+3 and Damage+1 if you spot 3 burdens.

34
[3] Dol Guldur's Spider [Wraith]
Minion • Spider
Strength: 10
Vitality: 3
Site: 6
When this minion wins a skirmish, it deals no wound and adds a Doom token.

35
[4] •Gandalf, Morning Walker [Gandalf]
Companion • Wizard
Strength: 7
Vitality: 4
Resistance: 7
The twilight cost of each dwarf companion is -1.
Bilbo's resistance is +1.

36
[2] •Glamdring, Troll's treasure [Gandalf]
Possession • Hand Weapon
Strength: +2
Bearer must be Gandalf.
Bearer is Damage +1.
At the start of the Fellowship phase you may add [2] to take a spell from your draw deck into your hand.

37
[2] •Gandalf's Staff, Magic Lighter [Gandalf]
Artifact • Staff
Strength: +1
Vitality+1
Bearer Must be Gandalf.
Skirmish: Exert Gandalf twice to prevent a wound.

38
[2] Looking behind [Gandalf]
Event • Skirmish
Spell
Skirmish: Spot Gandalf to make a companion strength+2, or strength+4 if you spot two exhausted companion.

39
[2] Looking ahead [Gandalf]
Event • Fellowship
Spell
Fellowship: Spot a Wizard and add a burden to discard a condition.

40
[2] Burning Fir Cone [Gandalf]
Event • Skirmish
To play spot Gandalf.
Spell
Skirmish: Make a companion Strength +1, Strength +3 against [Gundabad] orcs.

41
[2] Flight to the Carrock [Gandalf]
Condition • Support Area
Fellowship: Exert Gandalf twice to put a [Gandalf] token here. Gandalf cannot be healed this turn.
Maneuver: Spot Gandalf and Remove 5 [Gandalf] tokens here to skip the Assignment and Skirmish phases this turn (except at site 9).

42
[1] Turn to Stone [Gandalf]
Condition • Support Area
Skirmish: Spot two trolls and exert Gandalf twice to cancel a skirmish with a troll not involving Gandalf.

43
[4] •Radagast, 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 at random from hand to draw a card.

44
[2] •Radagast's Sled [Gandalf]
Possession
Vitality +1
Bearer must be Radagast.
The move limit is +1.
Skirmish: Exert Radagast two times to cancel a skirmish involving him.

45
[2] •Radagast's Staff [Gandalf]
Artifact • Staff
Vitality: +1
Fellowship: Exert Radagast to play Radagast's Sled from your draw deck.
At the start of the Regroup phase, you may add a Doom token to heal a companion.

46
[4] •Elrond, Wise Elf [Elf]
Ally • Home 6 • Elf
Strength: 8
Vitality: 4
Skirmish: Exert Elrond to make him strength+1.
Regroup: Exert Elrond to heal an elf ally.

47
[2] •Elf of Rivendell [Elf]
Ally • Home 6 • Elf
Strength: 5
Vitality: 2
Archer
This ally can participate in the archery and skirmish phases at site 5.
Archery: Exert this ally to make the Fellowship archery total+1.

48
[2] Galadriel's Advice [Elf]
Event • Regroup
To play spot Gandalf or an elf ally.
Regroup: Remove a Doom token or heal a companion.

49
[3] •Thorin, Oakenshield [Dwarf]
Companion • Dwarf
Strength: 8
Vitality: 3
Resistance: 6
Each other Dwarf you spot is strength +1.
At the start of each skirmish involving Thorin, you may spot Gandalf or 3 dwarves to reinforce a Dwarven token.

50
[2] •Balin, Son Fundin [Dwarf]
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 7
At the start of the Fellowship phase you may discard a card to play a [dwarf] Tale from your draw deck.
Skirmish: Exert Balin to make him strength+1 for each tale in play (limit +3)

51
[2] •Kili, Brother of Fili [Dwarf]
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Archer
Fellowship: Exert Kili to play Fili from your draw deck.

52
[2] •Fili, Brother of Kili [Dwarf]
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Fellowship: Exert Fili to play Kili from your draw deck.
Regroup: Exert Fili to heal Kili.

53
[3] •Dwalin, Bald Dwarf [Dwarf]
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage+1
Each time Dwalin wins a skirmish, exert him to remove a Doom token.

54
[2] •Dori, Gentle Dwarf [Dwarf]
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Fellowship: If you cannot spot Dori, discard Dori from hand to heal a dwarf.

55
[2] •Gloin, Father of Gimli [Dwarf]
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Exert Gloin to make him Strength+2.

56
[2] •Bombur, Fat Dwarf [Dwarf]
Companion • Dwarf
Strength: 6
Vitality: 4
Resistance: 6
Skirmish: If Bombur is not assigned to a skirmish, add [2] to make a dwarf+2 (limit 1).
Each time the Fellowship move during the Regroup phase add [1].

57
[2] •Bofur, Dwarf with a Tuque [Dwarf]
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
At the start of the Maneuver phase you may remove 2 [Dwarf] cards from your discard pile to make each dwarf strength+1 until the Regroup phase.

58
[2] •Oin, Deaf Dwarf [Dwarf]
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
At the start of the Fellowship phase, you may add a Doom token to reinforce a [dwarf] token or to play a [dwarf] possession from your draw deck.

59
[1] •Ori, Young Dwarf [Dwarf]
Companion • Dwarf
Strength: 5
Vitality: 3
Resistance: 6
At the start of the archery phase, reveal the top card of your deck, if it's a free people card you may discard it to make the Fellowship archery+1.

60
[2] •Nori, Musician Dwarf [Dwarf]
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
At the start of the Maneuver phase discard one [dwarven] possession from play to discard a possession from play.

61
[2] •Bifur, Dwarf Fighter [Dwarf]
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Bifur is +2 against Goblins.
When Bifur wins a skirmish, make another dwarf strength+2 until the Regroup phase.

62
[3] • Orcrist, Biter [Dwarf]
Artifact • Hand Weapon
Strength+2
Vitality+1
Bearer must be Thorin.
Bearer is Damage +1.
Assignment: Assign two Goblins to Thorin.

63
[1] Erebor Axe [Dwarf]
Possession • Hand Weapon
Strength+2
Bearer must be a dwarf.
Skirmish: Exert bearer to exert minion he is skirmishing.

64
[1] Small Axe [Dwarf]
Possession • Hand Weapon
Strength+1
Bearer must be a dwarf.
This weapon van be borne in addition to one other hand weapon.
Skirmish: Exert bearer to exert a minion in another skirmish.

65
[2] •The Lonely Mountain Calls [Dwarf]
Condition - Support Area
[Tale]
When you play this condition, place two [dwarven] tokens on this card.
Skirmish: Remove a [dwarven] token from this condition to make a Dwarf strength +1.

66
[1] One I could follow [Dwarf]
Condition
[Tale]
Play on a dwarf other than Thorin.
While you can spot Thorin and that dwarf and neither are exhausted, Thorin is strength+1.

67
[2] •Thorin's Company [Dwarf]
Condition • Support Area
Skirmish: Discard a [dwarf] card from hand to play a [dwarf] event from the discard pile.

68
[zero] Erebor's Pride [Dwarf]
Event • Skirmish
Skirmish: Make a dwarf strength+2, and Damage+1 if you spot 4 dwarves, until the Regroup phase.

69
[zero] •Bilbo Baggins, Burglar [Shire]
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 9
Ring-bearer
While Bilbo do not possess the One Ring he is Resistance -2.
Fellowship: Exert Bilbo to take a Riddle from your draw deck or discard pile into your hand.

70
[1] Sting [Shire]
Possession
Strength+2
Bearer must be a hobbit.
Fellowship: Exert bearer to look at opponent's hand, you may discard Sting to remove a shadow card from that hand. If you do the shadow player draws two cards.

71
[1]•Pipe's Smoke [Shire]
Possession - Support Area
When you play this possession, you may add two [shire] tokens here.
Fellowship: Add [1] and remove a [Shire] token here to heal Bilbo.

72
[1] Good Morning [Shire]
Event • Fellowship
[Fellowship:] Exert Bilbo to play a Wizard from your draw deck.

73
[1] •Pumpkin Hobbit [Shire]
Ally • Home 1 • Hobbit
Strength: 2
Vitality: 2
Skirmish: Exert this ally to prevent Bilbo from being overwhelmed unless Bilbo's strength is tripled.

74
[zero] Have you smelled them? [Shire]
Event • Skirmish
To play spot a hobbit.
Skirmish: Make a minion strength-1 or a troll strength-3.

75
[1] Thirty white horses on a red hill... [Shire]
Event • Maneuver
Riddle
Play at an underground site.
To play in Region 1, spot Gollum or Smeagol.
Maneuver:Put this riddle under Bilbo.

76
[1] What have I got in my pocket? [Shire]
Event • Maneuver
Riddle
Play at an underground site.
To play discard a Riddle from under Bilbo.
To play in Region 1 or 2, spot Gollum or Smeagol.
Maneuver: Play The One Ring on Bilbo. If you spot Smeagol, discard him.

77
Bilbo's Door
Site 1 • Region 1
Shadow Number: 0
Fellowship: Exert a dwarf to play a dwarf from your draw deck.

78
East of Bree
Site 2 • Region 1
Shadow Number: 2
Shadow: The first [Gundabad] orc played here has no roaming penalty.

79
Camp on the Great East Road
Site 3 • Region 1
Shadow Number: 0
Sanctuary Forest
Fellowship: Add [2] to draw a card (limit 2).

80
Troll's Forest
Site 4 • Region 2
Shadow Number: 2
Forest
Shadow: The twilight cost of the first [Gundabad] troll you play is -2.

81
Troll's Camp
Site 4 • Region 2
Shadow Number: 3
Forest
Shadow: If you cannot spot a troll, you may play a [Gundabad] troll from your draw deck.

82
Rhudaur Plains
Site 5 • Region 2
Shadow Number: 6
Shadow: Exert a [Gundabad] orc to play a warg from your draw deck.

83
Rivendell
Site 6 • Region 2
Shadow Number: 3
Sanctuary
Dwarves cannot heal more than one wound at this sanctuary

84
Misty Mountains Cave
Site 7 • Region 3
Shadow Number: 6
Underground Mountain
At the start of the Maneuver phase, spot three Goblin to exert every companion, except dwarves.

85
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.

86
Cliff beyond the Mountains
Site 9 • Region 2
Shadow Number: 9
Forest
[Gundabad] orcs are Strength+1.
Title: Re: The Hobbit DC "set": An Unexpected Journey (The Canadian set)
Post by: Ringbearer on January 27, 2013, 04:12:16 AM
At first glance this looks nice. Just work on the wording a little bit, to make it more consistent with current wording.
Also, it can be a bit confusing to have the Moria orcs suddenly side numebr 5, as they have always been site number 4.
props for the use of tokens tho, but dont forget to make a rules line how tokens work. Do they go to the discard, are they removed, can they stack upon Goblin Swarms?
Title: Re: The Hobbit DC "set": An Unexpected Journey (The Canadian set)
Post by: sheriffharry on January 27, 2013, 09:48:42 AM
Thanks for looking!

First things first: we develop the new cards to be played as a stand-alone game. I'm not sure what would result from mix and matching with older LOTR TCG cards. This is almost a new game using the same rules (except for ring-less bearer and Doom tokens).

Misty Mountains Goblins use the Moria culture, but they're basically a whole new thing.
(Honestly it was simply easier to use the Moria template to photoshop the physical cards..)
We played them at site 6 for a while, as they appear later in the actual movie, but that wasn't perilous enough, so we made them site 5. Orcs of Gundabad and Trolls are at site 4 and Wraiths of Dol Guldur are at site 6 (even if only Radagast encounters them..).
All those numbers mainly results from lot of play-testing and trying to develop a fun game and that is also thematically linked to the story of the first Hobbit movie.

Goblin Tokens are minions for every purpose during all phases, but they are removed from the game at the end of the turn and cannot be put in/on any other pile, hand, card or deck. Nonetheless, you can discard them to put [Moria] tokens on the condition "Depths of Misty Mountains". That mechanic works fine and is a whole new swarm flavor.

One more thing: Doom tokens are limited exactly as Threats: you cannot put more Doom tokens than there are companions in the Doom token zone.
Title: Re: The Hobbit DC "set": An Unexpected Journey (The Canadian set)
Post by: Cw0rk on January 27, 2013, 10:01:31 AM
Can you rearrange cards by putting all cards of the same culture together? It would make easier to read and understand potential combinations.
Title: Re: The Hobbit DC "set": An Unexpected Journey (The Canadian set)
Post by: sheriffharry on January 27, 2013, 11:29:30 AM
Can you rearrange cards by putting all cards of the same culture together? It would make easier to read and understand potential combinations.

Done.
Title: Re: The Hobbit DC "set": An Unexpected Journey (The Canadian set)
Post by: Cw0rk on January 27, 2013, 07:58:38 PM
To be honest, I'm not a big fan of the Doom tokens... LOTR TCG already have wounds, burdens, threats, twilight tokens.... add Doom tokens to that and it sounds like too much tokens to me.
Title: Re: The Hobbit DC "set": An Unexpected Journey (The Canadian set)
Post by: sheriffharry on January 28, 2013, 07:33:23 AM
To be honest, I'm not a big fan of the Doom tokens... LOTR TCG already have wounds, burdens, threats, twilight tokens.... add Doom tokens to that and it sounds like too much tokens to me.

Of course mileage may vary. In the realm of DC anything goes really, and I guess that's why there will never be a consensus "committee" that decides what is good and what's not for this game for everybody.

Personally I'm not a big fan of the "Shadows" site rules, the new shadow cultures, Followers and "Hunter". In fact I never use any of those when I play.

However there are two things that are a must: new mechanics must come with new expansions (re-using the same old things again and again will not work with the new movie...) and those new mechanics should be balanced and don't create NPE.
After a lot of play-testing, Doom tokens and Goblin tokens work on both counts. Since there are no threats with these cards and that Goblin tokens are physical cards, you don't really need to materially "add" anything to the game to play (You may even use the Dead Pile as the Doom token zone).

But then again, I doubt there will ever be a "LOTR TCG" DC expansion that rally more than its creators and very close friends..
It's fun to play with DC anyway!

Title: Re: The Hobbit DC "set": An Unexpected Journey (The Canadian set)
Post by: sheriffharry on March 14, 2013, 06:25:10 AM
LOTR TCG - The Hobbit "Canadian set": "Out of the frying pan... and into the fire" expansion
(35 new cards)

New cards:
---
1
[5] Orc Captain [Gundabad]
Minion • [Gundabad] orc
Strength: 10
Vitality: 3
Site: 4
Ambush 1
Fierce
Skirmish: Spot 1 Doom token and remove [2] to make Orc Captain Strength+1.
Skirmish: Spot 2 Doom token and remove [2] to make Orc Captain Strength+2.
Skirmish: Spot 3 Doom token and remove [2] to make Orc Captain Strength+3.

2
[1] Old Enemies [Gundabad]
Condition
To play on a dwarf exert Azog (or 2 Gundabad orcs).
Bearer is strength -1 (or -2 versus Gundabad orcs).
Skirmish: Remove this condition and spot X wargs to add X Doom tokens.

3
[4] Big Fat Goblin [Moria]
Minion • Goblin
Strength: 10
Vitality: 3
Site: 5
Skirmish: Exert this minion to make him strength+1.

4
[4] •Stone Giant [Moria]
Ally
Vitality: 5
The current site gains Mountains.
Archery: Exert Stone Giant to make the Free people player exert a companion. The Free people player may discard a possession from play or make the fellowship archery-1 (minimum 0) to cancel this.

5
[3] High Fells Morc [Wraith]
Minion • Orc
Strength: 8
Vitality: 2
Site: 6
While you can spot a Wraith, this minion is strength+2.
While you spot 3 burdens, the minion archery is +2.
If this minion kills a companion, add a burden.

6
[4] •Gandalf, Helper in time of need [Gandalf]
Companion • Wizard
Strength: 7
Vitality: 4
Resistance: 7
You can play Gandalf at any time you could play a Skirmish event if you can spot an exhausted companion. If you do, make another companion Strength+1.

7
[2] •Gandalf's pipe [Gandalf]
Possession • Pipe
Bearer must be Gandalf.
Response: If Gandalf killed a minion, remove a burden (limit once).

8
[2] •Gwahir, Lord of the Eagles [Gandalf]
Follower
Aid - [2]
Each time you transfer this to an exhausted companion you may heal him/her.
While you can spot a Wizard, bearer is strength+1.

9
[2] •Saruman, Lord of Isengard [Gandalf]
Follower
Strength+2
Aid - Add a burden (cannot be transfered to Bilbo or the ring-bearer)
Add as many Doom tokens as you can (or at site 9 add 2 burdens).
Bearer wins first skirmish involving him this turn.

10
[2] •Elrond, Lord of the Elves [Elf]
Follower
Aid - [3]
While you can spot 2 elves or 3 [Gandalf] cards in play, bearer is strength+2 and at the start of the Assignement phase you can discard two Gandalf or Elf cards from play to discard the minion with the lowest strength.

11
[2] •Galadriel, Lady of Lothlorien [Elf]
Follower
Aid - [2]
Each time you transfer this to a companion, if you cannot spot a wizard or an elf exert bearer.
At the end of the Fellowship phase, look at the top 6 cards of your draw deck, put one aside. Shuffle your deck, put that card on top of it.
Minions skirmishing bearer are strength-1.

12
[2] •Elf Cavalier Captain [Elf]
Ally • Home 6 • Elf
Strength: 6
Vitality: 2
Archer
At the start of the Archery phase you may exert this ally to wound a minion. If you do Elf Cavalier Captain does not add to the fellowship archery total.

13
[1] •Elrond's bow [Elf]
Possession • Ranged Weapon
Bearer must be Elrond.
Bearer is an archer.
At the start of the Regroup phase, you may make the shadow player wound a wounded minion.

14
[2] Help from Rivendell [Elf]
Event • Maneuver
Maneuver: Exert an elf ally. Until the Regroup phase, that ally is strength+1 and participates in archery, assignement and skirmish phases.

15
[2] •Moon Runes [Elf]
Condition - Support Area
To play spot Gandalf or an elf.
Fellowship: Discard this condition to play the fellowship next site.
Response: When the fellowship moves to the next site, you may discard this condition and exert 3 dwarves to cancel the current site's gametext until the Regroup phase.

16
[3] •Thorin, Oakenshield [Dwarf]
Companion • Dwarf
Strength: 8
Vitality: 3
Resistance: 6
Each other Dwarf you spot is strength +1.
Skirmish: Discard a unassigned dwarf from play to prevent two wounds in a skirmish (Except for a skirmish involving Bilbo or the ring-bearer).

17
[2] •Kili, Brother of Fili [Dwarf]
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Archer
As long as you can spot Fili not exhausted, Kili is strength+1.

18
[2] •Fili, Brother of Kili [Dwarf]
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
As long as you can spot Kili not exhausted, Fili is strength+2. 

19
[1] Kili's bow [Dwarf]
Possession • Ranged Weapon
Strength+1
Bearer must be Kili.
At the start of the first Assignement phase, you may exert Kili to exert a wounded minion.

20
[3] •Thror's Heirlooms [Dwarf]
Possession - Support Area
At the beginning of the first Assignement phase, you may heal an exhausted dwarf.

21
[zero] Erebor's rage [Dwarf]
Event • Skirmish
Skirmish: Make a dwarf strength+2 and Damage+1. Make a minion skirmishing the same dwarf Damage+1.

22
[2] Hobbit Matron [Shire]
Follower
Vitality+1
Aid - add a burden
Bearer is strength+1 for each Hobbit in play  (limit: 2).

23
[1] •Bilbo's pony [Shire]
Possession - Mount
Bearer must be Bilbo.
At the start of the Maneuver phase you may exert bearer to remove a Doom token,
At the start of the Regroup phase you may add two burdens to make a Shadow player discard a minion or a possession or a condition from play.

24
[1] •Bilbo's new handkerchief [Shire]
Possession
Bearer must be Bilbo.
Response: When you're about to exert Bilbo and he is exhausted, you may heal him (limit once per turn).
Skirmish: Discard Bilbo’s handkerchief to make him strength+1.

25
[1] A box without hinges...[Shire]
Event • Skirmish
Riddle
Play at an underground site.
To play discard a Riddle from under Bilbo.
To play in Region 1 or 2, spot Gollum or Smeagol.
Skirmish: Play The One Ring on Bilbo. If you spot Smeagol, discard him.
Make Bilbo strength+1 (or +2 if skirmishing a Goblin).

26
Bilbo's Bench
Site 1 • Region 1
Shadow Number: 0
Fellowship: At the start of the fellowship phase you may play a Shire or Gandalf card from your draw deck.

27
Dark Road
Site 2 • Region 1
Shadow Number: 2
Shadow: The first [Wraith] minion played here has no roaming penalty and comes in play with a wound.

28
Night Campfire
Site 3 • Region 1
Shadow Number: 1
Sanctuary Forest
Dwarves are strength+1 versus [Gundabad] orcs.

29
Troll's Hoard
Site 4 • Region 2
Shadow Number: 4
Forest Underground
Fellowship: Exert a companion to play a possession from draw deck (limit: 2).

30
Plains of Wilderlands
Site 5 • Region 2
Shadow Number: 6
Skirmish: Make a minion Strength-3 and Damage+1 (limit once per turn).

31
White Council Rotunda
Site 6 • Region 2
Shadow Number: 3
Sanctuary
Fellowship: Exert a companion to play a follower from the draw deck (limit twice).

32
Rhosgobel
Site 6 • Region 2
Shadow Number: 3
Sanctuary - Heal 6 wounds here
Shadow: The first [Wraith] minion is twilight cost -2.

33
Misty Mountains Trail
Site 7 • Region 3
Shadow Number: 7
Underground Mountain
At the start of the Maneuver phase, spot three [Gundabad] orcs to discard a possession.

34
Gollum's Island
Site 8 • Region 3
Shadow Number: 8
Underground
Shadow: Remove [2] to play Gollum from your draw deck.

35
Misty Mountains Forest
Site 9 • Region 2
Shadow Number: 9
Forest
Maneuver: Remove 3 goblins from play to make all Goblins fierce.
Title: Re: The Hobbit DC "set": An Unexpected Journey (The Canadian set)
Post by: thetimewarptrio on January 17, 2014, 10:29:25 AM
what about the arkenstone?

the arkenstone, heart of the mountain
artifact, +1 vitality
to play, spot a dwarf. bearer must be bilbo, the elven king, or a dwarf
wound bearer twice to play a possession from your draw deck