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Thranduil |
Posted: Sun Sep 23, 2007 3:29 pm |
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Joined: 01 May 2007
Posts: 2256
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lem0nhead wrote: Question mate. Have you ever played a tentacle deck for real? Curious.
No, because they were a load of crap. These ones don’t require marshes and might even be playable.
And this Watcher and the two extra tentacles are supposed to replace the ones released in Age’s End (as NB said) because they were boring.
EDIT: Age’s End cards are below!
Thranduil |
Last edited by Thranduil on Sat Jan 19, 2008 2:51 pm; edited 1 time in total'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless
Check out my block based on The Hobbit, my remake of Age's End, and the Fall of Eregion
Vote for your favourite Bilbo, Retired Adventurer(V) |
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sickofpalantirs |
Posted: Sun Sep 23, 2007 5:00 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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Thranduil wrote: Great, I’ve changed the card a little, and I’ve nearly finished the set!
Starting, then, with a previously spoiled card (as one of my burritos) following with the rather slimy semi-reprints that go with it:
• Watcher in the Water, Many-Tentacled Creature
Minion • Creature
Str: 11
Vit: 4
Sit: 4
Damage +1.
Watcher in the Water cannot bear possessions.
While you can spot 3 tentacles, Watcher in the Water is fierce.
While you can spot 5 tentacles, Watcher in the Water is enduring.
While you can spot 7 tentacles, each Creature is strength +3 and cannot take wounds (except in the skirmish phase).
i would knock all tentacle requirements down by 1
Foul Tentacle
Minion • Creature
Str: 7
Vit: 1
Sit: 4
Tentacle.
This minion may not bear possessions.
When you play this minion, you may play a tentacle from your draw deck.
works for me
Huge Tentacle
Minion • Creature
Str: 6
Vit: 1
Sit: 4
Tentacle.
This minion may not bear possessions.
When you play this minion, you may play a tentacle from your draw deck.
Shadow: If the current site is a marsh, play a tentacle from your discard pile.
maybe its twilight cost is -1
Reaching Tentacle
Minion • Creature
Str: 8
Vit: 1
Sit: 4
Tentacle.
This minion may not bear possessions.
When you play this minion, you may play a tentacle from your draw deck (and add if the current site is a marsh).
cool!
Foul Tentacle
Minion • Creature
Str: 9
Vit: 1
Sit: 4
Damage +1. Tentacle.
This minion may not bear possessions.
When you play this minion, you may play a Creature from your draw deck or discard pile.
works |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. |
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lem0nhead |
Posted: Mon Sep 24, 2007 4:06 am |
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Joined: 02 Apr 2007
Posts: 2981
Location: Blood Island
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Thranduil wrote: lem0nhead wrote: Question mate. Have you ever played a tentacle deck for real? Curious.
No, because they were a load of crap. These ones don’t require marshes and might even be playable.
Thats a poor arguement. How can you say theyre crap if youve never played them. I’ve won around 75% of the matches i played using tentacles. Theyre a fun and a viable strategy. And not requiring a marsh is even more poor. How often would you see an octopus squid thing in the middle of the riddermark? Theyre designed like that for a reason.
If you made these cards you would see how broken they can combo. You can choose to ignore me but i have used the deck a lot and can tell you from experience theyre OP.
And this Watcher and the two extra tentacles are supposed to replace the ones released in Age’s End (as NB said) because they were boring.
I got the theory of why youre doing them and this whole set, but the tentacles were fine. Again how do you know they were boring? You havent play tested them.
Thranduil |
Ban shampoo, demand real poo.
My Trade List and CC References
"Smart guy, especially considering his head is filled with lemon juice and seeds. That boy’s juicy brain is FULL of good stuff" ~ DainIronfoot
"No fair! And all I got was an oily unconscious steward!" ~ Pippin.
"Okay, stop me if you've heard this one. An elf, a man, and a dwarf walk into the Riddermark..." ~ Eomer |
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Thranduil |
Posted: Mon Sep 24, 2007 11:27 am |
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lem0nhead wrote: Thats a poor arguement. How can you say theyre crap if youve never played them. I’ve won around 75% of the matches i played using tentacles. Theyre a fun and a viable strategy.
My opinion of them has always been low, after all what’s the point of a swarm that you can only play on 1 site on the site path? That said, from Towers block they were probably a lot better with the card that makes everything a marsh, but I’ve still never seen anyone play them. I wasn’t actually aware that anyone bothered with them, and I’m thrilled that you do.
lem0nhead wrote: And not requiring a marsh is even more poor. How often would you see an octopus squid thing in the middle of the riddermark? Theyre designed like that for a reason.
Yes, but realism often has to be suspended for a better gaming experience. It’s ridiculous, for example, to have Gil-Galad fighting alongside Frodo, and for Barazinbar, a random mountain, to fetch a possession from your draw deck.
lem0nhead wrote: Again how do you know they were boring? You havent play tested them.
They just weren’t very imaginative or interesting, but I freely admit I have never tried them, partly because of my boycott of Age’s End as a terrible terrible set!
lem0nhead wrote: If you made these cards you would see how broken they can combo. You can choose to ignore me but i have used the deck a lot and can tell you from experience theyre OP.
You may well be right. From your experience, therefore, how would I improve them?
Thranduil |
'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless
Check out my block based on The Hobbit, my remake of Age's End, and the Fall of Eregion
Vote for your favourite Bilbo, Retired Adventurer(V) |
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lem0nhead |
Posted: Mon Sep 24, 2007 12:35 pm |
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Joined: 02 Apr 2007
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Location: Blood Island
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Ok.
Huge Tentacle
Minion • Creature
Str: 6
Vit: 1
Sit: 4
Tentacle.
This minion may not bear possessions.
When you play this minion, you may play a tentacle from your draw deck.
Shadow: If the current site is a marsh, play a tentacle from your discard pile.
My beef with this guy is they printed the ages end watcher so he wasnt awesome like the odl one but he did make the swarm viable. Here you are saying you can play an awesome watcher and still do the easy swarm every site. You need to chop the shadow action if its to work in expanded play. If it was just ur block then its fine.
Reaching Tentacle
Minion • Creature
Str: 8
Vit: 1
Sit: 4
Tentacle.
This minion may not bear possessions.
When you play this minion, you may play a tentacle from your draw deck (and add 5 if the current site is a marsh).
This guy is just insane. The only thing thats stops me killing you at site 4 is pool. I play 4 of these and i have a net pool advantage to play more tentacles. Its just too strong. Swarm pool adding is dangerous to mess with. You need to lower it loads or cut it.
Like i say, if u kept it to ur block play, or said u cant mix the old ages end tentacles and the new one maybe ok.
But basically this all allows an escalation of what is capable currently and it works fine and is balanced as it is. |
Ban shampoo, demand real poo.
My Trade List and CC References
"Smart guy, especially considering his head is filled with lemon juice and seeds. That boy’s juicy brain is FULL of good stuff" ~ DainIronfoot
"No fair! And all I got was an oily unconscious steward!" ~ Pippin.
"Okay, stop me if you've heard this one. An elf, a man, and a dwarf walk into the Riddermark..." ~ Eomer |
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Thranduil |
Posted: Mon Sep 24, 2007 1:43 pm |
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Great, thanks lem0n. These cards effectively replace the Watcher and tentacles from Age’s End so there’s no chance of combining them. I’ve reduced the twilight adding but left the replay the way it is to make it more viable. Thanks for all your thoughts!
Now going through the final cards. There are two cards in particular that I left the way they were, the Balrog, Demon of Might and Gollum, Threatening Guide, but I took the idea of the Gollum (ie. taking an iconic version that works with burdens and changing it to threats) and extended it to this Smeagol:
• Smeagol, Pitiable Guide
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound.
To play, add a burden.
Skirmish: Add a threat to make Smeagol strength +2 and unable to take wounds.
I was thinking about replacing the wounds bit with being unable to overwhelmed unless his strength is tripled. What would you guys prefer?
Thranduil |
'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless
Check out my block based on The Hobbit, my remake of Age's End, and the Fall of Eregion
Vote for your favourite Bilbo, Retired Adventurer(V) |
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sickofpalantirs |
Posted: Mon Sep 24, 2007 3:37 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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wouldn’t he be almost identical to slinker if you did that?
keep it as is |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. |
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lem0nhead |
Posted: Tue Sep 25, 2007 2:57 am |
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Joined: 02 Apr 2007
Posts: 2981
Location: Blood Island
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SoP is right. |
Ban shampoo, demand real poo.
My Trade List and CC References
"Smart guy, especially considering his head is filled with lemon juice and seeds. That boy’s juicy brain is FULL of good stuff" ~ DainIronfoot
"No fair! And all I got was an oily unconscious steward!" ~ Pippin.
"Okay, stop me if you've heard this one. An elf, a man, and a dwarf walk into the Riddermark..." ~ Eomer |
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Thranduil |
Posted: Wed Sep 26, 2007 1:21 pm |
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Posts: 2256
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Some introduction to this set I think. Broadly, cards fall into 6 categories:
1) Cards to fill in old and undeveloped strategies (eg. Burning and Pillaging, Naith Long Bow, Army of Specters etc.) This is what Decipher half-heartedly attempted with tentacles and such things, but I’ve taken a broader attitude to it.
2) Characters as they were at the end of the Lord of the Rings (eg. Eowyn, Lady of Gondor, Faramir, Steward of Gondor, Eomer, King of Rohan etc.)
3) Fellowship characters and cards to go with them based on classic FotR cards.
4) Miscellaneous and important artifacts (especially filling in all remaining rings and new versions of the Three).
5) Cards named after a block and a set. The only one missing I think is Bloodlines because I couldn’t think of a good card.
This is basically an attempt to finish LotR properly rather than haphazardly. Hopefully you’ll agree that this small set (double the size of Decipher’s) is worthy to end such a fantastic game.
• The One Ring, The Great Ring
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: If the Ring-bearer is wearing The One Ring, add a burden to make him or her strength +2.
19 P 1
Dunland
Burning and Pillaging
Condition • Support Area
Each time you play a Man during the skirmish phase, it is damage +1 until the regroup phase.
Response: If a Man is about to take a wound, discard this condition to prevent that wound.
19 P 2
Dwarven
• Axe of Erebor, Gimli’s Weapon
Possession • Hand Weapon
Str: +2
Bearer must be Gimli.
Each time Gimli wins a skirmish, you may wound a minion skirmishing a fellowship companion.
19 P 3
• Gimli, Eighth of the Nine Walkers
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Fellowship. Damage +1.
Skirmish: Spot 6 fellowship companions and exert Gimli to make him strength +3.
’... and Gimli son of Gloin for the Dwarves. They are willing to go at least to the passes of the Mountains, and maybe beyond.’
19 P 4
• Ring of Restitution
Artifact • Ring
Vit: +1
Bearer must be a Dwarf.
Bearer is enduring.
19 P 5
• Ring of Vengeance
Artifact • Ring
Str: +1
Bearer must be a Dwarf.
Bearer is damage +1.
Skirmish: Exert bearer twice to play a ring from your discard pile.
19 P 6
Elven
• Age’s End
Condition • Support Area
To play, spot 2 cards.
Fellowship: If the fellowship is in region 1, exert a companion to take an artifact into hand from your draw deck.
While the fellowship is in region 2, each companion bearing an artifact is strength +1.
Maneuver: While the fellowship is in region 3, discard an artifact from play to heal a character. The first Shadow player may also use this ability.
... the Third Age was over, and the Days of the Rings were passed. and an end was come of the story and song of those times.
19 P 7
• Arwen, Royal Maiden
Companion • Elf
Str: 6
Vit: 3
Res: 6
While you can spot Galadriel, Arwen’s twilight cost is -1.
While you can spot Elrond, Arwen is resistance +2.
While you can spot Aragorn, each minion skirmishing Arwen is strength -2.
... and Elrond surrendered his sceptre, and laid the hand of his daughter in the hand of the King...
19 P 8
• Bow of the Galadhrim, Legolas’ Bow
Possession • Ranged Weapon
Str: +1
Bearer must be Legolas.
Each time Legolas wins a skirmish, you may heal a fellowship companion.
19 P 9
• Cirdan, Elven Lord
Companion • Elf
Str: 7
Vit: 4
Res: 7
To play, spot an Elf.
While the fellowship is in region 3, each unbound Elf is resistance +2.
Each minion skirmishing an Elf with resistance 7 or more loses all damage and hunter bonuses.
19 P 10
• Elessar
Artifact
Bearer must be Aragorn.
Each time the fellowship moves, you may add to reinforce a Free Peoples token.
Then Aragorn took the green stone and held it up, and there came a green fire from his hand.
19 P 11
• Elrond, Lord of the Eldar
Companion • Elf
Str: 8
Vit: 4
Res: 7
While you can spot 2 Elves, Elrond’s twilight cost is -2.
While the fellowship is in region 1 and you can spot 3 Elves, Elrond is strength +2 and resistance +2.
While the fellowship is in region 2, Elrond cannot take more than 1 wound in a skirmish.
’But maybe when the One has gone, the Three will fail, and many fair things will fade and be forgotten. That is my belief.’
19 P 12
• Galadriel, Exile of Valinor
Companion • Elf
Str: 3
Vit: 3
Res: 7
While the fellowship is in region 1, Galadriel cannot be overwhelmed unless her strength is tripled.
While the fellowship is in region 2, each Elf is strength +2.
’We must depart into the West, or dwindle to a rustic folk of dell and cave, slowly to forget and to be forgotten.’
19 P 13
• Legolas, Seventh of the Nine Walkers
Companion • Elf
Str: 6
Vit: 3
Res: 6
Fellowship. Archer.
Archery: Spot 6 fellowship companions and exert Legolas to wound a minion. Legolas does not add to the fellowship archery total.
’For the rest, they shall represent the other Free Peoples of the World: Elves, Dwarves, and Men. Legolas shall be for the Elves...’
19 P 14
Naith Long Bow
Possession • Ranged Weapon
Str: +2
Bearer must be an Elf.
Each time bearer wins a skirmish, you may discard a card from hand to exert a minion.
19 P 15
• Narya, Borne By Gandalf
Artifact • Ring
Vit: +1
Res: +1
Bearer must be Gandalf.
Each time the fellowship moves from a region 3 site, you may remove a burden.
As he turned and came towards them Frodo saw that Gandalf now wore openly in his hand the Third Ring...
19 P 16
• Nenya, Borne By Galadriel
Artifact • Ring
Vit: +1
Res: +1
Bearer must be Galadriel.
Each time the fellowship moves from a region 2 site, you may heal a companion.
... she herself seemed to shine with a soft light.
19 P 17
• Realms of the Elf Lords
Condition • Support Area
While you can spot 3 followers or 3 Elf allies, the current site is a forest.
At any site 3 or any site 6, each Elf is strength and resistance +1.
’There is in her and in this land no evil, unless a man bring it hither himself.’
19 P 18
• Vilya, Borne By Elrond
Artifact • Ring
Vit: +1
Res: +1
Bearer must be Elrond.
Each time the fellowship moves from a region 1 site, you may remove .
’Did Gandalf not tell you that the rings give power according to the measure of each possessor?’
19 P 19
Voyage of the Ring-Bearers
Event • Fellowship
Spot 2 Elves to play one of the following from your draw deck or discard pile: Elrond, Galadriel, Gandalf, Frodo, Sam, Bilbo, Cirdan.
19 P 20
Gandalf
• Ents of Fangorn
Condition • Support Area
If you can spot 2 unbound Hobbits at the start of the maneuver phase, each Ent loses unhasty (and cannot gain unhasty) until the regroup phase.
At any site 8, each Ent is damage +1.
... the Ents are going to wake up and find that they are strong.
19 P 21
• Gandalf, Sixth of the Nine Walkers
Companion • Wizard
Str: 8
Vit: 4
Res: 7
Fellowship.
Fellowship or Regroup: Spot 6 fellowship companions and exert Gandalf to play the fellowship’s next site.
’Someone said that intelligence would be needed in the party. He was right. I think I shall come with you.’
19 P 22
• Gandalf’s Staff, Wizard’s Device
Artifact • Staff
Vit: +1
Bearer must be Gandalf.
Response: If a Shadow event is played, spot 6 fellowship companions and exert Gandalf to cancel its effects.
19 P 23
• Glamdring, Gandalf’s Blade
Possession • Hand Weapon
Str: +2
Bearer must be Gandalf.
Gandalf is damage +1.
Each time Gandalf wins a skirmish, you may spot 9 fellowship companions to take into hand 2 Free Peoples events from your discard pile.
19 P 24
• Seeing-Stone of Orthanc, Dangerous Tool
Artifact • Palantir
Bearer must be Aragorn or a Wizard.
Regroup: Add a burden to reveal the top 4 cards of your draw deck. Heal a companion for each Free Peoples card revealed. Add a threat for each Shadow card revealed. Place those cards at the bottom of your draw deck in any order.
’... I am the lawful master of the Stone, and I had both the right and the strength to use it, or so I judged.’
19 P 25
Gollum
• Gollum, Threatening Guide
Minion
Str: 5
Vit: 4
Sit: 3
Gollum is strength +1 for each threat.
Each time Gollum wins a skirmish, you may add a threat.
19 P 26
• Smeagol, Pitiable Guide
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound.
To play, add a burden.
Skirmish: Add a threat to make Smeagol strength +2 and unable to take wounds.
19 P 27
Treachery and Deceit
Condition
Str: -2
Res: -1
To play, spot Gollum.
Plays on Gollum or Smeagol.
Each time bearer wins a skirmish, their owner may transfer this condition to another character.
If bearer is the Ring-bearer, he or she is strength and resistance +1.
19 P 28
Gondor
• Aragorn, Fifth of the Nine Walkers
Companion • Man
Str: 8
Vit: 4
Res: 8
Fellowship. Ranger.
Maneuver: Spot 5 fellowship companions and exert Aragorn to make him defender +1 until the regroup phase.
’Yes,’ he said with a smile. ’I ask leave once again to be your companion, Frodo.’
19 P 29
• Army of Specters
Condition • Support Area
Response: If a Wraith is killed, remove that companion from the game to play a Wraith from your draw deck or discard pile. Discard this condition.
19 P 30
• Boromir, Ninth of the Nine Walkers
Companion • Man
Str: 7
Vit: 3
Res: 6
Fellowship. Ranger.
Skirmish: Spot 6 fellowship companions and exert Boromir to prevent a fellowship companion from being overwhelmed unless his strength is tripled.
’But your road and our road lie together for many hundreds of miles. Therefore Boromir will also be in the Company. He is a valiant man.’
19 P 31
• Faramir, Steward of Gondor
Companion • Man
Str: 7
Vit: 3
Res: 6
Knight. Ranger.
Skirmish: Discard a fortification from play to make a Man strength +2.
... but Aragorn took the rod and gave it back, saying: ’That office is not ended, and it shall be thine and thy heirs’ for as long as my line shall last.’
19 P 32
• The Hunters
Condition • Support Area
While you can spot Gimli, Legolas gains hunter 1.
While you can spot Legolas, Aragorn gains hunter 1.
While you can spot Aragorn, Gimli gains hunter 1.
’We will make such a chase as shall be accounted a marvel among the Three Kindreds...’
19 P 33
• The Return of the King
Condition • Support Area
Res: +2
If you cannot spot a minion at the start of the regroup phase, you may transfer this condition to Aragorn.
While Aragorn bears this condition, each time he wins a skirmish, you may heal a companion, or reinforce a Free Peoples token.
’The King?’ said Sam. ’What king and who is he?’ ’The King of Gondor and Lord of the Western Lands,’ said Gandalf; ’and he has taken back all his ancient realm.’
19 P 34
• Ring of Barahir, Heirloom of the North
Artifact • Ring
Bearer must be Aragorn.
Maneuver: Remove 2 Free Peoples tokens to make a companion strength +1 and defender +1 until the regroup phase (limit twice per phase).
’Little do I resemble the figures of Elendil and Isiuldur as they stand carven in their majesty in the halls of Denethor. I am but the heir of Isildur, not Isildur himself.’
19 P 35
• Seeing-Stone of Minas Anor, Dangerous Tool
Artifact • Palantir
Bearer must be Denethor.
Regroup: Add a threat to reveal the top 4 cards of an opponent’s draw deck. Wound a minion for each Shadow card revealed. Wound a companion for each Free Peoples card revealed. Replace them in the same order.
And as he held it up, it seemed to those that looked on that the globe began to glow with an inner flame...
19 P 36
Isengard
Fires of Industry
Event • Archery or Skirmish
Exert an minion to choose one: heal 3 other Orcs; heal another minion twice; or make the fellowship archery total -3.
19 P 37
• Grima, Sharkey’s Worm
Follower
Sit: -2
Aid -
Bearer gains muster, ambush 1, lurker and hunter 0.
’You do what Sharkey says, always, don’t you, Worm? Well, now he says: follow!’
19 P 38
• Rise of Saruman
Condition • Support Area
While you can spot Saruman and another minion, each companion is resistance -1.
While you can spot Saruman and another or minion, each Man minion is strength +1.
While you can spot Saruman and 3 minions, cards in your support area cannot be discarded by Free Peoples cards.
19 P 39
• Saruman, Sharkey
Minion • Wizard
Str: 8
Vit: 4
Sit: 2
Saruman cannot be assigned to a skirmish or take wounds during the archery phase.
Maneuver: Exert Saruman X times (where X is the current region number) to remove all game text keywords from a character until the regroup phase.
’... evidently you did not expect to see me here.’
19 P 40
• Saruman’s Staff
Artifact • Staff
Str: +2
Vit: +1
Maneuver: Make the first sentence of Saruman’s game text not apply until the regroup phase.
Each time you play a spell or weather card, you may make Saruman strength +2 and fierce until the regroup phase.
19 P 41
• Palantir of Orthanc, Dangerous Tool
Artifact • Support Area
Palantir.
To play, spot Saruman (or exert 2 minions).
Shadow: Exert a minion twice (or exert Saruman) to reveal the top 4 cards of your draw deck. Add for each Free Peoples card revealed. Wound a minion for each Shadow card revealed. Place those cards at the bottom of your draw deck in any order.
’Alas for Saruman! It was his downfall, as I now perceive.’
19 P 42
• The Two Towers
Condition • Support Area
While you can spot a or minion, each and minion gains hunter 1.
Fellowship: Exert an or minion twice to play a or minion from your discard pile. Its twilight cost is -1.
’In all the long wars with the Dark Tower treason has ever been our greatest foe.’
19 P 43
• Urgency
Conditon • Support Area
While you can spot Saruman, the twilight cost of each weather card is -1.
Each time you play a weather card, you may exert a companion or ally.
19 P 44
Moria
The Balrog, Demon of Might
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Damage +2. Fierce.
While at an underground site, skip the archery phase, the maneuver phase, and The Balrog cannot be assigned to skirmish companions of strength 6 or less.
19 P 45
Foul Tentacle
Minion • Creature
Str: 7
Vit: 1
Sit: 4
Tentacle.
This minion may not bear possessions.
When you play this minion, you may play a tentacle from your draw deck.
19 P 46
Huge Tentacle
Minion • Creature
Str: 6
Vit: 1
Sit: 4
Tentacle.
This minion may not bear possessions.
When you play this minion, you may play a tentacle from your draw deck.
Shadow: If the current site is a marsh, play a tentacle from your discard pile.
19 P 47
• Mines of Moria
Condition • Support Area
While the fellowship is in region 2 and you can spot 2 Orcs, each site is underground.
While you can spot 3 or cards, each underground site’s Shadow number is +1.
’The road may lead to Moria, but how can we hope that it will lead through Moria?’
19 P 48
Reaching Tentacle
Minion • Creature
Str: 8
Vit: 1
Sit: 4
Tentacle.
This minion may not bear possessions.
When you play this minion, you may play a tentacle from your draw deck (and add if the current site is a marsh).
19 P 49
Strong Tentacle
Minion • Creature
Str: 9
Vit: 1
Sit: 4
Damage +1. Tentacle.
This minion may not bear possessions.
When you play this minion, you may play a Creature from your draw deck or discard pile.
19 P 50
• Watcher in the Water, Many-Tentacled Creature
Minion • Creature
Str: 11
Vit: 4
Sit: 4
Damage +1.
Watcher in the Water cannot bear possessions.
While you can spot 3 tentacles, Watcher in the Water is fierce.
While you can spot 5 tentacles, Watcher in the Water is enduring.
While you can spot 7 tentacles, each Creature is strength +3 and cannot take wounds (except in the skirmish phase).
19 P 51
Rohan
• Eomer, King of the Mark
Companion • Man
Str: 7
Vit: 3
Res: 7
Valiant.
While Eomer is assigned to a skirmish, each mounted Man is strength +1.
Fellowship: Exert 2 Men (or a Man twice) to play a mount from your draw deck.
Then Eowyn bade those that served to fill the cups, and all there assembled rose and drank to the new king, crying, ’Hail, Eomer, King of the Mark!’
19 P 52
• Eowyn, Lady of Gondor
Companion • Man
Str: 6
Vit: 3
Res: 6
While you can spot Faramir, Eowyn’s twilight cost is -1.
While you can spot Eomer, Eowyn is defender +1.
While you can spot 5 Men assigned to a skirmish, Eowyn is strength +2.
’Thus,’ said Eomer, ’is the friendship of the Mark and of Gondor bound with a new bond, and the more I do rejoice.’
19 P 53
Sauron
• Ithil Stone, In the Hands of the Enemy
Artifact • Support Area
Palantir.
To play, spot 5 minions (or an unique minion).
Each companion bearing an artifact is resistance -1 (or -3 if they bear a palantir).
Regroup: Discard 3 minions to reveal the top 4 cards of your draw deck. Add a burden for each Shadow card revealed. Heal a companion for each Free Peoples card revealed. Place those cards beneath your draw deck in any order.
’The Noldor made them... But there is nothing that Sauron cannot turn to evil uses.’
19 P 54
Sauron’s Might
Event • Maneuver
To play, spot your minion of a culture and choose one: remove a threat; remove a burden; remove a token of the same culture; or remove .
Then, choose one: add a threat; add a burden; reinforce a token of the same culture; or add .
19 P 55
• Siege of Gondor
Condition • Suppoer Area
At any site 7, each besieger is strength +2.
Shadow: Exert 2 Orcs to play an engine from your discard pile.
The watchmen cried aloud, and all men in the City stood to arms. Now ever and anon there was a red flash, and slowly through the heavy air dull rumbles could be heard.
19 P 56
• The War of the Ring
Condition • Support Area
While you can spot 2 Shadow cultures, each site is a battleground.
While you can spot 3 Shadow cultures, each minion gains hunter 1.
While you can spot 4 Shadow cultures, each minion cannot take wounds (except during skirmish phases).
While you can spot 6 cultures, this condition cannot be discarded by Free Peoples cards.
’Mordor draws all wicked things, and the Dark Power was bending its will to gather them there.’
19 P 57
Shire
Barrow-Wight Blade
Possession • Hand Weapon
Str: +1
Res: +1
Bearer must be a Hobbit.
Each minion skirmishing bearer is strength -1.
Each time bearer wins a skirmish, you may spot 9 fellowship companions to remove a burden.
19 P 58
• Bilbo, Old Adventurer
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Ring-bound.
While you can spot Frodo, Bilbo is resistance +2.
While you can spot Gandalf, Bilbo is strength +1.
While you can spot 3 Dwarves, Bilbo cannot take wounds in a skirmish.
’Still, I don’t suppose I have the strength or the luck left to deal with the Ring. It has grown, and I have not.’
19 P 59
• The Fellowship of the Ring
Condition • Support Area
Each time a fellowship companion wins a skirmish, you may add a token here.
Fellowship: Remove 2 tokens from this condition to play a fellowship companion from your draw deck or discard pile.
Skirmish: Remove 2 tokens from this condition to make a fellowship companion strength +1.
’The Company of the Ring shall be Nine; and the Nine Walkers shall be set against the Nine Riders that are evil.’
19 P 60
• Frodo, First of the Nine Walkers
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Fellowship. Ring-bound.
At the start of the fellowship phase, you may add to heal another fellowship companion.
’I think that this task is appointed for you, Frodo; and that if you do not find a way, no one will.’
19 P 61
• Merry, Fourth of the Nine Walkers
Companion • Hobbit
Str: 3
Vit: 4
Res: 9
Fellowship.
Skirmish: If Merry is not assigned to a skirmish, exert him twice to add his strength to a fellowship companion (or exert him once if that companion has resistance 6 or more).
’We have been terrified that you might give us the slip and disappear suddenly, and go off all on your own...’
19 P 62
• Pippin, Third of the Nine Walkers
Companion • Hobbit
Str: 3
Vit: 4
Res: 9
Fellowship.
The twilight cost of the first fellowship companion played each fellowship phase is -2.
’We hobbits ought to stick together, and we will. I shall go, unless they chain me up.’
19 P 63
• Sam, Second of the Nine Walkers
Companion • Hobbit
Str: 3
Vit: 4
Res: 9
Fellowship. Ring-bound.
While Sam bears The One Ring, he is resistance -4.
Fellowship: Spot 4 fellowship companions and exert Sam to remove a burden.
Response: If Frodo is killed, make Sam the Ring-bearer.
’But you won’t send him off alone surely, Master?’
19 P 64
Uruk-hai
• Battle of Helm’s Deep
Condition • Support Area
At any site 7, each Uruk-hai is fierce.
While you can spot 2 Uruk-hai, each machine’s twilight cost is -1.
They heard the roar of voices and the thudding of the rams; and then in a sudden flash of light beheld the peril of the gates.
19 P 65
Wraith
In Twilight
Condition
Bearer must be a Nazgul.
Bearer gains twilight.
Maneuver: Discard a Nazgul or artifact from hand to exert the Ring-bearer.
19 P 66
• Ring of Corruption
Artifact • Ring
Vit: +1
Bearer must be a Nazgul.
Each companion bearing a ring is strength -1.
Response: If a player reconciles, return bearer to its owner’s hand.
19 P 67
• Ring of Despair
Artifact • Ring
Bearer must be a Nazgul.
Bearer is a lurker.
While bearer is assigned to a skirmish, each unbound companion is resistance -1.
Response: If a player reconciles, return bearer to its owner’s hand.
19 P 68
• Ring of Dominion
Artifact • Ring
Str: +1
Bearer must be a Nazgul.
Bearer is fierce.
Each time bearer wins a skirmish, you may replace one of your sites on the site path with a site from your adventure deck.
Response: If a player reconciles, return bearer to its owner’s hand.
19 P 69
• Ring of Shadow
Artifact • Ring
Bearer must be a Nazgul.
Bearer gains hunter 2.
Response: If a player reconciles, return bearer to its owner’s hand.
19 P 70
Shadows
Condition • Support Area
Skirmish: Spot a Nazgul and remove a threat to play a Nazgul from hand. That Nazgul’s twilight cost is -4 and it is fierce until the regroup phase. You may then exert that Nazgul to play a possession or artifact on them from your hand. Discard this condition.
19 P 71
• The Witch-King, Lord of the Nine
Minion • Nazgul
Str: 14
Vit: 4
Sit: 3
Fierce.
While you can spot 3 Nazgul, the Witch-King gains muster.
While you can spot 4 Nazgul, the Witch-King is damage +1.
While you can spot 5 Nazgul, the Witch-King is enduring.
The Lord of Morgul therefore led his companions over Anduin, unclad and unmounted, and invisible to eyes, and yet a terror to all living things...
19 P 72
• Ulaire Attea, Lieutenant of the Nine
Minion • Nazgul
Str: 12
Vit: 3
Sit: 3
Fierce.
At the start of the maneuver phase, you may spot 3 Nazgul to discard a follower or ally (or 5 Nazgul to discard 2 followers or 2 allies). The Free Peoples player may add 2 burdens to prevent this.
19 P 73
• Ulaire Cantea, Phantom of the Nine
Minion • Nazgul
Str: 10
Vit: 3
Sit: 3
Fierce.
Each time Ulaire Cantea wins a skirmish, you may spot 3 Nazgul to make the Free Peoples player discard 2 of their possessions from play (or spot 5 Nazgul to discard 2 possessions from play).
19 P 74
• Ulaire Enquea, Wraith of the Nine
Minion • Nazgul
Str: 11
Vit: 4
Sit: 3
Fierce.
Maneuver: Spot 6 companions (or 5 burdens) and discard a Nazgul from hand to wound an unbound companion.
19 P 75
• Ulaire Lemenya, Hunter of the Nine
Minion • Nazgul
Str: 9
Vit: 2
Sit: 3
Lurker.
Each Nazgul skirmishing a companion bearing a condition gains hunter 1 (or hunter 2 and damage +1 if you can spot 9 Nazgul).
19 P 76
• Ulaire Nelya, Rider of the Nine
Minion • Nazgul
Str: 10
Vit: 3
Sit: 2
Fierce.
While you can spot X other Nazgul, each Nazgul gains toil X.
19 P 77
• Ulaire Nertea, Stalker of the Nine
Minion • Nazgul
Str: 9
Vit: 2
Sit: 3
When you play Ulaire Nertea, you may play a Nazgul from your discard pile. Then, you may spot 3 Nazgul to play a condition from your discard pile.
19 P 78
• Ulaire Otsea, Specter of the Nine
Minion • Nazgul
Str: 9
Vit: 3
Sit: 3
Lurker.
Skirmish: Exert Ulaire Otsea and spot X other Nazgul to make a Nazgul strength +X (or strength +8 and fierce until the regroup phase if you can spot 9 Nazgul).
19 P 79
• Ulaire Toldea, Shadow of the Nine
Minion • Nazgul
Str: 12
Vit: 3
Sit: 3
Fierce.
Each time Ulaire Toldea wins a skirmish, you may spot 3 Nazgul to make the Free Peoples player add a burden or 2 threats.
19 P 80
Thranduil |
'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless
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