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Wizard Staff: I see a • in the title... is it unique now?!? I thought cards previously released (the FP packs without the add-ons) weren't subject to change. I don't think it's necessary to make it unique. Playing 2 on site 4 means
more just before site 5 (!), and the skill to fetch spells will work well only if you keep exerting Balin (double the staves, double the strain on Balin).
In respect of
Beorn's House, I found a simple way to fix the hand clogging if you get the Staff before site 4: "
Fellowship: Spot (or play from your draw deck) a
staff to prevent...". It might be a bit too long for the card room, if that's the case by removing the parenthesis should be ok ("Spot or play...").
I change some cards in order to counter more efficently the Free Peoples cards in their packs:
I think it's a good approach to enrich strategy.
. But in some cases can destroy the flavor of a card, in those might be better to create a totally new card and leave the flavor-rich card unchanged to use in another pack...
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Savage Warg: I like it.
It's strong in both effect and (film) flavor. With the Wizard pack, the maximum
cards in play are 6, = up to 3 exertions (with also the White Council pack, = up to 4). So at the end of the game you can grind the Company if you choose a strong Orc to bear it. If proves to be too powerful when playesting, you can add a site keyword requirement to trigger it: "Each time bearer wins a skirmish at
a plains or a battleground...". Therefore Rhudaur, sites 9 (except Thrór's Throne) and
Watchful Orc will trigger it.
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Power Struggle: Seems fine.
to recover a conditions is more balanced. And the passive skill replaces the previous one of Enchanted River.
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Enchanted River: Seems very powerful, yes! Beorn's House can prevent
only Gandalf from triggering that, but then FoT won't
escape from tough skirmishes.
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Such a High Cost: This is an addition only, that's good.
to wound an ally once doesn't seems overpowered, and sometimes that's all you needed to get your first card in the dead pile (if you got another copy, Danger Wrapped in Shadows, or Power Struggle).
Now, if Thorin is dead you won't have the choice to wound or add 2 doubts (like
Isengard Smith, with 5 companions discards all FP possessions but can't touch artifact weapons); you'll only add doubts. If you want it to be a choice, change it to this: "Discard this condition to
choose one: wound a
ally, or add 2 doubts if you cannot spot Thorin".
...
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Banner of Command: I don't like this change
. I understand and like the purpose, but the pervious version of Banner of Command was really good. I'd change the pic and title to "
Orc Banner", and leave the Banner of Command to other packs. Besides, it should spot a minion/an Orc, otherwise you will be able to discard those possessions without playing any minion.
The "prevent wounds" Banner of Command can work really well in Bolg's Pack, replacing the Orkish Bow. Remove the twilight adding part, and add a skill to play it from discard, like "Shadow: Exert Azog or Bolg twice to play this condition from your discard pile". Make it cost
. And even change it to possession, to make it harder to discard...
•Banner of Command
Possession • Support Area
To play, exert an Orc.
Shadow: Exert Bolg or Azog twice to play this possession from your discard pile.Skirmish: Remove
at a battleground to prevent an Orc from taking wounds.
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Jail: "Exert twice" is better against vitality 2 Wise fellows. But then it's too powerful with that tiny cost of discarding just a single minion (think of a Moria Swarm, oh my!). I'd raise the cost to "2 minions", and change the prevention to "
that any wise character may exert twice to prevent this". That way, any other Wise character with vitality 3 or more can try to save Gandalf. Besides, think on Elrond's healing skill: if you exert him once to save Gandalf, he'll be vitality 2 so becomes a target of Jail, but even so Gandalf might pass from vitality 1 to 2 only and won't be saved! This should give them more chances:
"
Regroup: Discard
2 minions to stack a Wise character on this condition.
Any Wise character may exert twice to prevent this. Copies of characters stacked here cannot be played."
...
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The Shadow Arkenstone: Hmmm, I think it will be ok in the Thorin pack with the
version. It'd be stronger in the Smaug sub-pack, because works much better against 3 different FP packs,
and none of those are Thorin Pack. But even against Thorin Pack only, it will provide big problems to the Company:
- Bilbo: He'll be strength 1 without
Sting (Smaug will try it!), or 3 with
Sting. Then as stated before,
Orkish Aggressor/Gollum will be really annoying and perilous, and every Shadow can try that
.
- Thorin: He'll be strength -2, and that's very good for any kind of Shadow (it's similar to Smaug discarding Orcrist!). And +2 doubts are powerful by themselves.
-
Bard: This is no option (
except you are at site 6 and can kill Bard). If you don't want Bilbo as bearer, either way Thorin will be str -2 and will add 2 doubts.
I really feel this is the right way to portray the Shadow Arkenstone. Machiavel's old divide and rule, but without the unclear wording of "non-Wise characters" and "except of bearer's culture (and
if...)".
So it's totally ok if it remains in Thorin Pack.
As long as it's this version, or something with a similar flavor and strength . And Thorin Pack will be less compatible with Mirkwood, Esgaroth and White Council packs, that's an addition I think
.
The Arkenstone is really weak. The way we found to make it much more important is to put a very powerful Shadow Arkenstone in this pack. So a way to counter this Shadow artifact is to play the Arkenstone before the Shadow Arkenstone.
I don't like cards being useful mainly as a counter to other cards, that's fine for TCGs (
Stand Against Darkness,
Curse From Mordor) but not here with such limited options. But we cannot (
I believe) change The
Arkenstone
. So it will be better at Thorin Pack.