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Gate Troll
Posted: Wed Sep 06, 2006 2:37 pm
Joined: 15 Aug 2006 Posts: 384 Location: Udun Vale, Home of the one and only... Gate Troll!
New Keywords: Apprentice, Force, Lightsaber and Jedi. Apprentice = Ringbearer, Lightsaber = Means that bearer may not bear any hand weapons or crossfire weapons. Crossfire = The name for the Archery Total. Ranged = The Keyword given to a character that adds to the Crossfire Total. V = A sort of R+ that
can be found in any set. Force X = The given force sensitivity of a character. A battle droid would be
Force 0 for example while Yoda might be force 9 and Anakin [As a little boy] might be 3.



•The Force [Jedi]
Strength +1
Bearer must be the Apprentice.
At the start of each skirmish involving
the apprentice wound the Apprentice,
Each time the Apprentice is about to
receive a wound in a skirmish, add a
temptation.
1C1

•The Force [Jedi]
Strength +1
Vitality +1
Bearer must be the Apprentice.
Each time the Apprentice is about
to take a wound in a skirmish add
two temptations.
1R2

1 Concentrate [Jedi]
Condition • Support Area
Each time a Jedi wins a skirmish
Add a token here. Fellowship: Remove
two tokens from this card to take a
card into hand from your discard pile.
Remove three tokens from here to
reveal your opponent’s hand.
Discard one of the revealed cards.
1C3

4 •Jedi Focus [Jedi]
Condition • Support Area
Toil 2. Each time a Jedi wins a
skirmish make it strength +1
and Defender +1.
1C4

0 Meditate [Jedi]
Event • Skirmish
Heal a Jedi.
1R5

3 Jedi Agility [Jedi]
Event • Assignment
Exert a Jedi to cancel a
skirmish involing that Jedi.
1U6

1 Lightsaber Slash [Jedi]
Event • Skirmish
Make a Jedi Strength +2
or +3 if that Jedi is bearing
a Lightsaber.
1C7

0 Force Push [Jedi]
Event • Skirmish
Force. Make a minion
strength -2 or –3
if that minion has 5
strength or less.
1U8

2 Jedi Lightsaber [Jedi]
Possession • Lightsaber
Strength +2
Resistance +1
Lightsaber. Bearer must be a
Jedi. The Ranged Total is –1.
1R9

1 Green Lightsaber [Jedi]
Possession • Lightsaber
Strength +1
Vitality +1
Lightsaber. Bearer must be a
Jedi. The Ranged Total is –1.
1U10

2 Blue Lightsaber [Jedi]
Possession • Lightsaber
Strength +2
Lightsaber. Bearer must be a
Jedi. Bearer is Damage +1.
The Ranged Total is –1.
1U11

4 •Qui-gon-Jinn, Jedi Master [Jedi]
Companion • Human
Strength 8
Vitality 4
Resistance 8
Jedi. Force 8. Each time you play
a Jedi, heal the Apprentice and
add 2.
1C12

2 •Obi-wan-Kenobi, Jedi Apprentice [Jedi]
Companion • Human
Strength 6
Vitality 3
Resistance 7
Jedi. Force 7. While you can spot
Qui-gon-Jinn, Obi-wan-Kenobi is
Damage +1.
1U13

1 Jedi Youngling [Jedi]
Ally • Human • Site • 7
Strength 4
Vitality 2
Resistance 4
Jedi. Force 2. Skirmish: Exert Jedi
Youngling to allow it to skirmish.
Jedi Youngling is strength +1 for each
Jedi you can spot.
1C14
Last edited by Gate Troll on Wed Sep 06, 2006 7:37 pm; edited 2 times in total
sickofpalantirs
Posted: Wed Sep 06, 2006 5:33 pm
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.
out of curiosity have you seen menace 64’s thread?

oh and could you maybe make cards a few at a time to make it easier for me to review?

your choice of course
ArrowSop's haves/ top wantsExclamation
(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. Razz
Gate Troll
Posted: Wed Sep 06, 2006 5:42 pm
Joined: 15 Aug 2006 Posts: 384 Location: Udun Vale, Home of the one and only... Gate Troll!
All New Razz !

Sites:

1 Space Above Naboo, Trade Federation Control Ship
2 Naboo Swamp, Otoh Gunga
3 Planet Core, Control Ship Bridge
4 Theed Waterway, Theed Palace Steps, Theed Hangar Entrance
5 Mos Eisley, Watto’s Shop, Skywalker’s Hovel, Boonta Eve Circuit,
6 Coruscant Platform, Senator Palpatine’s Apartment, Galactic Senate
7 Gungan Sacred Place, Gungan Watchpost, Theed Street, Theed Hangar
8 Naboo Plains, Naboo Atmosphere, Theed Generators, Generator Catwalk
9 Breaking-Up Conrol Ship, Laser Gates, Generator Core, Theed Main Square
CarpeGuitarrem
Posted: Wed Sep 06, 2006 7:14 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
Gate Troll wrote:
New Keywords: Apprentice, Force, Lightsaber and Jedi. Apprentice = Ringbearer, Lightsaber = Means that bearer may not bear any hand weapons or crossfire weapons. Crossfire = The name for the Archery Total. Ranged = The Keyword given to a character that adds to the Crossfire Total. V = A sort of R+ that
can be found in any set. Force X = The given force sensitivity of a character. A battle droid would be
Force 0 for example while Yoda might be force 9 and Anakin [As a little boy] might be 3.



•The Force [Jedi]
Strength +1
Bearer must be the Apprentice.
At the start of each skirmish involving
the apprentice wound the Apprentice,
Each time the Apprentice is about to
receive a wound in a skirmish, add a
temptation.
1C1
The second part should be a "Response:" action. But otherwise it looks good.
•The Force [Jedi]
Strength +1
Vitality +1
Bearer must be the Apprentice.
Each time the Apprentice is about
to take a wound in a skirmish add
two temptations.
1R2
Looks like a good card, although there should be a drawback if the Apprentice is supposed to be powerful.
1 Concentrate [Jedi]
Condition • Support Area
Each time a Jedi wins a skirmish
Add a token here. Fellowship: Remove
two tokens from this card to take a
card into hand from your discard pile.
Remove three tokens from here to
reveal your opponent’s hand.
Discard one of the revealed cards.
1C3
That should be split up into two actions, and the second one (removing three tokens to reveal opponent’s hand) should also require the discarding of the condition. It should also be unique.
4 •Jedi Focus [Jedi]
Condition • Support Area
Toil 2. Each time a Jedi wins a
skirmish make it strength +1
and Defender +1.
1C4
Hmm...so is this permanent or only until the end of the turn? It looks fairly sound.
0 Meditate [Jedi]
Event • Skirmish
Heal a Jedi.
1R5
Interesting. Make it cost something.
3 Jedi Agility [Jedi]
Event • Assignment
Exert a Jedi to cancel a
skirmish involing that Jedi.
1U6
This should be a Skirmish action.
1 Lightsaber Slash [Jedi]
Event • Skirmish
Make a Jedi Strength +2
or +3 if that Jedi is bearing
a Lightsaber.
1C7
Nice card.
0 Force Push [Jedi]
Event • Skirmish
Force. Make a minion
strength -2 or –3
if that minion has 5
strength or less.
1U8
Cost of 1, probably. I like the anti-swarm mechanic.
2 Jedi Lightsaber [Jedi]
Possession • Lightsaber
Strength +2
Resistance +1
Lightsaber. Bearer must be a
Jedi. The Ranged Total is –1.
1R9
Pretty spiffy.
1 Green Lightsaber [Jedi]
Possession • Lightsaber
Strength +1
Vitality +1
Lightsaber. Bearer must be a
Jedi. The Total is –1.
1U10
I’d assume it’s "Ranged Total"? It looks like a good card...
1 Blue Lightsaber [Jedi]
Possession • Lightsaber
Strength +2
Lightsaber. Bearer must be a
Jedi. Bearer is Damage +1.
The Ranged Total is –1.
1U11
Good...although damage +1 with a 2 possession?
4 •Qui-gon-Jinn, Jedi Master [Jedi]
Companion • Human
Strength 8
Vitality 4
Resistance 8
Jedi. Force 8. Each time you play
a Jedi, heal the Apprentice and
add 1.
1C12
Nice companion. I love the balance, although it should be "add 2"...1 is just not enough of a balance.
2 •Obi-wan-Kenobi, Jedi Apprentice [Jedi]
Companion • Human
Strength 6
Vitality 3
Resistance 7
Jedi. Force 7. While you can spot
Qui-gon-Jinn, Obi-wan-Kenobi is
Damage +1.
1U13
Good card.
1 Jedi Youngling [Jedi]
Ally • Human • Site • 7
Strength 4
Vitality 2
Resistance 4
Jedi. Force 2. Exert Jedi Youngling
to allow it to skirmish. Jedi Youngling
is strength +1 for each Jedi you can spot.
1C14
The action needs a phase. I like the strength boost.
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
Gate Troll
Posted: Wed Sep 06, 2006 7:39 pm
Joined: 15 Aug 2006 Posts: 384 Location: Udun Vale, Home of the one and only... Gate Troll!
SoP I have seen Menace64’s thread, that’s where I found Apprentice,
Crossfire, Ranged,etc...
sickofpalantirs
Posted: Fri Sep 08, 2006 1:43 pm
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.
OK oh what does force do either have it do something or better yet have it replace resistance for companions.
ArrowSop's haves/ top wantsExclamation
(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. Razz
Gate Troll
Posted: Fri Sep 08, 2006 5:13 pm
Joined: 15 Aug 2006 Posts: 384 Location: Udun Vale, Home of the one and only... Gate Troll!
Force is sort of like of Spell, an unloanded keyword. Also I prefer Resistance
because it is like resistance to turning to the Dark Side [Corruption].
sickofpalantirs
Posted: Fri Sep 08, 2006 7:16 pm
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.
OK you should make cards that key off force.
ArrowSop's haves/ top wantsExclamation
(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. Razz
Gate Troll
Posted: Sat Sep 09, 2006 7:46 pm
Joined: 15 Aug 2006 Posts: 384 Location: Udun Vale, Home of the one and only... Gate Troll!
I will do that.
Gate Troll
Posted: Sat Sep 09, 2006 7:48 pm
Joined: 15 Aug 2006 Posts: 384 Location: Udun Vale, Home of the one and only... Gate Troll!
A Kiffarr is a near-human

3 Quinlan Vos, Erratic Jedi [Jedi]
Companion • Kiffar
Strength 7
Vitality 3
Resistance 4
Each time a Bounty Hunter
wins a skirmish heal Quinlan Vos.
Bounty Hunters may not be assigned
to Jedi.
Last edited by Gate Troll on Sat Sep 09, 2006 7:53 pm; edited 1 time in total

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