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Dark Bats: Hmmm, interesting. Yes, the doubt prevention makes a nice synergy with the Battle of the Five Armies site 9. In Azog's pack, the Were Worms can add twilight by discarding the cards the Bats will be drawing, but you must play the Bats at shadow phase first. Seems right. The prevention might be even better for the Shadow player, if using that site 9, so adding a text like that can be unnecessary I think. Many shadows won't have 3 Orcs to spot but won't suffer anyway, like the 3 Trolls.
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Underground Lake: Even better!
The new text makes it very useful for site mimicking cards.
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He Is Summoning His Servants: Perhaps the Shadow skill should be 1st, and the passive skill be 2nd.
But the skill for allies
must assign the Wise ally to a minion (not merely allow him/her to fight), otherwise Sauron will use all assignment actions to assign all Nazgûls before the normal assignment by the FP takes place. Anyway, the skill might not specify the culture of the minion, to be clearer or shorter.
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The Arkenstone, King's Jewel: Hmmm, alright. I cannot compete with that... the Divide and Rule Arkenstone has a strong disadvantage that just can't be solved, that's
the lack of allies in Thorin's pack, which makes it must be playtested with many other packs in order to measure the effect on allies. I guess I have to surrender.
Now, your Arkenstone has a wording error: "(or 3 doubts to
discard this artifact)". Must be instead "
to discard it".
If
only hypothetically there was a
"Battle of the Five Armies" Pack or so with Dale and Mirkwood allies, an Arkenstone like mine would be great for such
hypotetical pack... (at this stage of things you can surely read my mind: I have a complete prototype for such a pack
)
...
Well, there are still some things I owe you.
3 cards: the Last Lights of Durin's Day, Wrath of the Dragon and Twisted Gold. There's also the "List of Missing Things", and the pictures for the Travellers Pack (I've had problems getting a 48fps version of AUJ, the pictures get too blurry at 24fps). That's all. I'm working on all those
5 2 items.
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Twisted Gold of Dragon: I like A LOT your idea of taking a Shadow card of your choice from the draw deck, portrays well Smaug's clever and psychopathic mind. With 2 copies you might remove
to take Sauron + his Ring of Thrór, to have both monsters on the board. But the cost is immense (Sauron'll require
+
per assignment, and then is Smaug's cost), so shouldn't be a problem. You can get better things for less twilight, like 1 or 2 copies of Dissension or
Anger to burn everything in Smaug's path.
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Wrath of the Dragon: Hmmm, I think the passive skill is redundant with Dragon's
Malice, and that room can be used for something better (and more wrathful) like a skill to fight a 3rd time (like
the Witch King's Beast). Moreover, Dragon's
Malice has 4 copies and this card has 2, so this condition must be a game-changer.
"After all fierce skirmishes have been resolved, you may exert Smaug twice to make him participate in one additional assignment and skirmish phase." 4 card lines. To prevent an easy corruption with Dragon's
Malice, it might also remove 1 or 2 doubts as cost:
"After all fierce skirmishes
are over, you may exert Smaug twice
and remove a doubt to make him participate in one additional assignment and skirmish phase." 4 lines too.
- The Last Lights of Durin's Day: You are right, adding twilight AND doubts is too much.
But wounding each minion twice isn't consistent with the idea of the Dwarves running reckless towards the Mountain (with hordes of Goblins, Wargs or Elves on their trail); the minions must survive and keep the hunt to discourage double moves.
I'd prefer some healing on
companions (because the idea of returning to the Mountain ignited hope into their hearts). That'd be either each time the fellowship moves at regroup, or the cost of a replaying skill:
- "Each time the fellowship moves during the regroup phase, heal 2
companions."
- "
Regroup: Heal 2
companions to play this condition from your discard pile."
The Shadow player chooses who gets healed. I prefer the latter: a replay skill is expensive in twilight, but is more reliable to portray the pressure on the Company (which was a problem of time, you can combat and "discard" an enemy's influence, but not time's influence). Besides, makes the regroup phase more interesting as the Shadow player can affect the double-move decision of the FP player.
Now, this condition makes sense only at sites 1 to 7.
After entering the Mountain they have no reason at all to move fast. So it can discard itself at sites 8 and 9, but then it's totally useless at those sites... this should solve both problems: "At sites 8 and 9, draw up to 3 cards and discard this condition."
That way, if you play it too late it's still useful to draw cards (like an event that costs
). And drawing cards portrays the Company moving
slower, which is what happened inside Erebor to not be surprised by the Dragon (and instead attack him by surprise).
•
The Last Lights of Durin's Day [No culture]
Condition • Support area
At the end of each turn, add a doubt and exert Thorin if the fellowship didn't move more than once.
At sites 8 and 9, draw up to 3 cards and discard this condition.Regroup: Heal 2
companions to play this condition from your discard pile.
"'It is our one chance to find the hidden door.'"I hope you like it.