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Savage Warg: Ok for "killed" instead of "discarded" or "killed or discarded". And great for strength 9. But there are 2 things I dislike: vitality 1 is too little, 2 was better; and remove the "and cannot bear other cards", it's not needed as unlike
A Shadow Rises it will not return to the support area but instead will be discarded as a regular minion at the end of the turn. Even in the case of
A Shadow Rises, it can bear other cards under very specific circumstances, and those are discarded anyway when
A Shadow Rises is converted into a minion again:
"NOTES: When you make this card a minion, move it out of your support area. When this card is no longer a minion, move it back to your support area.
For example: if a character bearing Phial of Galadriel, Starglass is skirmishing A Shadow Rises and discards the Phial of Galadriel, A Shadow Rises loses "Fierce" and can bear other cards. If A Shadow Rises bears cards when its maneuver special ability is used, those cards are discarded."
http://lotrtcgwiki.com/wiki/lotr11216So besides not being needed at all (there isn't a possession that may be borne by any minion, by any [Gundabad] minion or by a
Warg), it will prevent Free Peoples cards like fortifications from being transferred to Savage
Warg. And wastes some card room
.
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War Axe: I like the goal of the new text, but...
should this weapon discard The One Ring if Bilbo loses against bearer? It MUST be possessions and followers only. And I think that should discard only 1 card at your choice, it's a response action so you can use it more than once per victory, as far as you have vitality to keep exerting. Will be borne by high vitality minions like Trolls and Wargriders, and the FP player can try to control bearer's vitality in order to defend some possessions and followers. And unlike the
Ring of Thrór, it can be replayed by Goblin Footman, so it will be very persistent.
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Stealth Sorcery: I was thinking in the same move limit rule. But that rule is clear only to experienced people and to new players it may lead to confusion. Instead, "At the start of the maneuver/assignement phase, MAKE Wise allies... until the regroup phase/end of the turn" can't generate any doubt to new players. Anyway, I'm glad that you accepted the need of adding a sustained counter
.
The previous suggestions, "At the start of the assignment phase, make Wise allies may participate in skirmishes" may be enough as it lasts during the same assignment phase when it's discarded.
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Enchanted River: I didn't notice before but Enchanted River should be unique, or else the exertions when moving to site 5 will stack.
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Underground Lake: I don't like the cost of this card. Gives too much for too little: healing a minion twice and adding a doubt, without having to exert or spot anyone, discard X Shadow cards from hand/play, or win a skirmish. Besides, MUST be unique, imagine some copies of this card and a mounted Assaulting Goblin (for a vitality bonus): the Goblin might exert twice to make a fellow Orc strength +6, and repeat once (+ adding a doubt) per each copy you discard... too much I think.
It can be too easy to add doubts with this and Stone Giants, not only in a constructed format but also in a Draft Game. I'd change it to this:
"
Underground Lake
. Condition • Support Area. Each site on the adventure is an underground. Response: If Bilbo loses a skirmish, discard this condition to add a doubt and heal a minion twice."
If Gollum is not present, you can always force Bilbo to fight or add a doubt with
Orkish Aggressor. Given the response trigger, might be non-unique without too much problem.
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Stone Giants: Seems good by itself: is unique, requires a mountain site and to play a minion in the Shadow phase (otherwise there won't be a Maneuver phase) and to remove
. But there's a combo that worries me a bit: The Wolves Army. You can discard this at maneuver for a doubt, then exert Azog to play The Wolves Army and repeat the Stone Giants (which need
to be played and
again to add a doubt); once per turn. Frankly, I can't see if it's an overpowered combo or just a moderate one, so try to put some attention to this trick in the playtesting.
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Goblin Reinforcements: Ranks Without Number can be compared to Power Struggle very well, but not to this one. That's because there's a huge difference between an attached follower and a defender ally. Followers here replace weapons and other recurrent ways of pumping strength or giving skills (that otherwise'd be portrayed by means of allies, possessions,
conditions and events). On the other hand, a defending ally means a minion less for a swarm or a beatdown on the fellowship. Plus, we have to considerate the problem of Swarming Goblin and
Goblin Runner adding twilight (or Dark Bats reducing that Orc's cost to 0), while
minions don't provide such threats... To sum up, cripples too much the Company and is too powerful without an additional cost like "discard a Shadow card from hand to" or "remove
to".
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The Evil Becomes Stronger: Good title!
There's a missing word in the lore text: "Tell me,
mellon, when...".
I like most of it, except that the previous version excluded Thranduil (as he isn't an archer) and the new one doesn't; and that Legolas and Tauriel won't win any skirmish without a strength bonus (except against a
Goblin Runner or Swarming Goblin), so they require a strength pump included in this card. Perhaps calling Thranduil to fight is too much: he's too strong, he can allow himself with his own text and he didn't want his people helping the Dwarves. Only "
archers" would mean only Legolas, Tauriel and Elf Army (all Mirkwood Elves except Thranduil).
As said before, Legolas and Tauriel need a pump, while Thranduil would be too powerful when pumped. And I don't know if they should fight ANY minion (Orcs, Trolls, Wargs, Nazgûl, Sauron and...
yes, Smaug), so I'd limit it to only Orcs and perhaps Trolls too: "Spot an
archer to exert 2 minions. Until the regroup phase, that ally partipates in archery fire, is strength +2 and may be assigned to skirmish Orcs."
Or even your idea of "an
ally whose home is site 5" which includes Thranduil, but I don't like to allow so easily a Mirkwood Elf to be a cannon fodder against Smaug, or to fight the Nazgûl (which only companions and Wise allies should do).
Only Orcs (and perhaps Trolls or Wargs). Given the current cards you can use Thranduil at site 8 to face Smaug: you exert Thorin twice or discard a
artifact, and a fully healed Thranduil will survive the 1st skirmish before Smaug and die in the 2nd; my point is, I think we don't want to make it easier.
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Alfrid: Hmmm, add the Windlance instead of Alfrid. Or Percy, he supported Bard before Smaug's attack and after that he was his lieutenant...
Denethor can't be compared to a mere invented wicked couselor. He's not only a character made by Tolkien, he's one of his most complex and developed: Denethor II was the ruler of Gondor and keeper of the Throne, father of Boromir and Faramir. He organized the defence of Minas Tirith, and even won a struggle of wills against Sauron himself. Denethor II and Aragorn II met when the ranger was in service to Steward Ecthelion II under the name of "
Thorongil", and both rivaled in knowledge, bravery, strength, military skills and the love of their people.
I never liked the way Denethor and the cards that surround him were made by Decipher, they depose him of all his role and character. When young he was a valaint and fearsome fighter and captain like Boromir but then he assumed the stewardship, and the Steward was banned from leaving the walls of Minas Tirith while the King wasn't present. So he shouldn't have been a mere strength 8 defender, instead should have provided powerful tricks and bonuses to other Gondorians and to Pippin
while he hasn't been assigned by the FP player. More or less like a wicked version of Gandalf. And the Palantír should have been a key card in the King Block, not a mere stone in Reflections set...
"'Or why should I sit here in my tower and think, and watch, and wait, spending even my sons? For I can still wield a brand.'
He stood up and cast open his long black cloak, and behold! he was clad in mail beneath, and girt with a long sword, great-hilted in a sheath of black and silver. 'Thus have I walked, and thus now for many years have I slept,' he said, 'lest with age the body should grow soft and timid.'"On the other hand, Alfrid was created to be another Grima, but with less poetry. And he acts as such. There isn't a single FP
version of Grima. A Shadow follower version of Alfrid fits better, or even a minion version (which can't participate in archery nor skirmishes). But we are talking about the FP card slot of the Esgaroth Add-ons, therefore Percy or the Windlance should take that place. Or even
Athelas. For the Windlance I have only vague ideas, not yet a card; for Percy I've been working on these are 2 versions:
•
Percy, Bard's Lieutenant [Dale]
Ally • Home 6 • Man
Strength 6 Vitality 3
Archer.While another [Dale] Man may participate in skirmishes, Percy may participate in archery fire and skirmishes.
Skirmish: Exert Percy to make a [Dale] Man strength +2 until the regroup phase.
"'Bard! Orcs are storming over the causeway!'" •
Percy, Porter of Lake-town [Dale]
Follower • Man
Strength +1 Vitality +1
Aid - Exert a [Dale] ally and add
.
Bearer must be a companion or ally.
Bearer is an
archer. If bearer is a [Dale] Man, each [Dale] ally is strength +1 and gains
home site 9."'He brought the beast down! Shot him dead with a Black Arrow.'"The addition of home site 9 is another way of making Dale men fight at the Battle of the 5 Armies.