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CarpeGuitarrem |
Posted: Mon Dec 11, 2006 9:47 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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menace64 wrote: Jedi Time!
The Jedi culture is a lot like the Gandalf culture, I think. It’s good at doing just about everything, but the pool it generates in the process will be nothing to ignore. All the companions are strong, but they cost quite the pretty penny.
 •Aayla, Twi’lek General [Jedi]
Companion • Twi’lek
Strength-9
Vitality-3
Resistance-6
Damage +1. Jedi. To play, spot a Jedi.
Each time another companion wins a skirmish, you may heal Aayla.
1U86
Good, balanced.
 •Anakin, Bearer of Great Strength [Jedi]
Companion • Human
Strength-7
Vitality-3
Ringed Resistance-6
Destined. Jedi.
While Anakin is the Apprentice, he is resistance +3 while you can spot Obi-Wan, and at the start of each of his skirmishes, add 2 burdens.
Skirmish: Exert Anakin twice to make him strength +5 (limit once per skirmish).
1R88
Nice, balanced downside, etc. I like the skirmish ability...although you probably don’t need a limit on that. How is he going to exert 4 times in a skirmish?
 •Anakin, Headstrong [Jedi]
Companion • Human
Strength-7
Vitality-3
Resistance-6
Destined. Jedi. While in your starting alliance, Anakin is twilight cost -1.
At the start of each of his skirmishes, Anakin is damage +1 for each minion he is assigned to until the regroup phase.
1P89
Good. Wording can go as follows: "At the start of the skirmish phase, make Anakin damage +1 for each minion he is assigned to, until the regroup phase."
(That wording might be fuzzy. Help?)
I had already done Anakin’s Lightsaber, but after making his companion cards I think the saber needs an overhaul:
 •Anakin’s Lightsaber [Jedi]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be a Jedi.
If bearer is Anakin, he is a duelist (Unless this character is skirmishing a duelist, the opponent may not play skirmish events during this character’s skirmish.).
1R90
Wow, nice!
 Be Mindful of Your Future [Jedi]
Event • Alliance
Exert your Jedi to reveal the top 4 cards of your draw deck. You may take a revealed Light Side card into hand. Replace the other cards in any order.
1C93
Very good, like a Mirror of Galadriel.
 Jedi Knight [Jedi]
Companion • Saurin
Strength-6
Vitality-3
Resistance-6
Jedi. While you can spot a Jedi, this companion’s twilight cost is -1.
1C97
Good, basic. You should tweak the title. Aren’t there plenty of human Jedis too?
 Jedi Robes [Jedi]
Possession • Cloak
Resistance +1
Bearer must be a Jedi.
Skirmish: If bearer is skirmishing a duelist, discard this possession to make bearer a duelist until the end of the skirmish.
1C99
I like.
 •Jedi Youngling [Jedi]
Follower
Strength +1
Resistance +1
Aid -  . To play, spot a Jedi.
Bearer is strength +1 for each training token you spot.
Response: If bearer wins a skirmish, discard this follower to remove a training token.
1R101
Ah, clever to use as a follower. And an interesting twist on the training.
 •Well-trained Knight [Jedi]
Follower
Strength +1
Aid -  . To play, spot a Jedi.
Response: If bearer would take a wound, return this follower to your support area to prevent that.
1C121
"If bearer is about to take a wound..." otherwise, fairly strong...and as a Common?
That helped the Jedi out a bit. I think I’ll be back in the same culture next time. More to do. |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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menace64 |
Posted: Mon Dec 11, 2006 9:56 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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With Anakin, BoGS, he could use his ability more than once if he was bearing a Force with a vitality booster.
Good wording on Headstrong. I’ll make the change.
What’s wrong with a "Jedi Knight" title? Too basic? And for the Saurin bit, I wanted to, as much as possible, discourage other decks from running him (so now he can’t be spotted as a Human). The Jedi keyword (I think) will end up being a very nice thing to be able to spot, and I don’t want that kind of thing running out of hand.
I happen to like strong commons. Brings down the big demands in the market. |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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menace64 |
Posted: Tue Dec 12, 2006 2:27 am |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Gosh, I just can’t stop making cards! I’m ecstatic to finally be making a decent SW/LotR-Cross set, and the feedback I’ve gotten so far has been awesome.
Wow. I’m on pain medication because I got ear infections from my wisdom teeth surgery (how odd, right?) and those things make me crazy happy.
I am crazy happy.
Help Me Obi-Wan Kenobi [Jedi]
Condition • Support Area
To play, add a threat.
Each time the alliance moves, if you cannot spot a Jedi, add a threat.
Response: If you play a [Jedi] Jedi, discard this condition to heal a companion of another culture twice (or heal two companions of other cultures once).
1U139
•Obi-Wan, The Enforcer [Jedi]
Companion • Human
Strength-7
Vitality-3
Resistance-7
Destined. Jedi. While in your starting alliance, Obi-Wan’s twilight cost is -1.
Each time Obi-Wan is assigned to skirmish a minion of less strength, he is damage +1 until the regroup phase.
1C151
•Obi-Wan, Wizened Wizard [Jedi]
Companion • Human
Strength-7
Vitality-3
Resistance-7
Destined. Jedi. While in your starting alliance, Obi-Wan’s twilight cost is -1.
If Luke is the Apprentice, each time Obi-Wan is assigned to a skirmish, remove 2 burdens.
Alliance: If Luke is being trained, exert Obi-Wan to heal him.
1R152
•Obi-Wan’s Lightsaber [Jedi]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be a Jedi.
Bearer is damage +1.
If bearer is Obi-Wan, he is a duelist, and at the start of each of his skirmishes, each minion skirmishing him must exert.
1R153
Use the Force [Jedi]
Event • Skirmish
Force Power.
Exert your Jedi. Make a minion he or she is skirmishing strength -3; or reveal the top 4 cards of your draw deck and take a revealed [Jedi] card into hand; or take a [Jedi] force power into hand from your discard pile; or heal an undestined companion twice.
1U163
For the record, I really like cards with lots of options.
Next time, I’m heading back into Confederacy. Gonna start working on the droid minions (don’t have many done).
Set Completion Count: 150/365 - 41% |
Last edited by menace64 on Thu Dec 14, 2006 2:13 am; edited 2 times in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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sickofpalantirs |
Posted: Tue Dec 12, 2006 8:17 am |
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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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menace64 wrote:
 Help Me Obi-Wan Kenobi [Jedi]
Condition • Support Area
To play, add a threat.
Each time the alliance moves, if you cannot spot a Jedi, add a threat.
Response: If you play a [Jedi] Jedi, discard this condition to heal a companion of another culture twice (or heal two companions of other cultures once).
1U96
interesting. kinda like the swept away guarded cards. good job
 •Obi-Wan, The Enforcer [Jedi]
Companion • Human
Strength-7
Vitality-3
Resistance-7
Destined. Jedi. While in your starting alliance, Obi-Wan’s twilight cost is -1.
Each time Obi-Wan is assigned to skirmish a minion of less strength, he is damage +1 until the regroup phase.
1C108
Good job
 •Obi-Wan, Wizened Wizard [Jedi]
Companion • Human
Strength-7
Vitality-3
Resistance-7
Destined. Jedi. While in your starting alliance, Obi-Wan’s twilight cost is -1.
If Luke is the Apprentice, each time Obi-Wan is assigned to a skirmish, remove 2 burdens.
Alliance: If Luke is being trained, exert Obi-Wan to heal him.
1R109
how do you train people again something to do with tokens and all i know?
 •Obi-Wan’s Lightsaber [Jedi]
Artifact • Hand Weapon
Strength +2
Bearer must be a Jedi.
Bearer is damage +1.
If bearer is Obi-Wan, he is a duelist, and at the start of each of his skirmishes, each minion skirmishing him must exert.
1R110
maybe a little but to much, but I guess for 2 it is OK
 Use the Force [Jedi]
Event • Skirmish
Force Power.
Exert your Jedi to make a minion he or she is skirmishing strength -3; or reveal the top 4 cards of your draw deck and take a revealed [Jedi] card into hand; or take a [Jedi] force power into hand from your discard pile; or heal an undestined companion twice.
1U120
how about you automatically make the minion -3 strength, then eliminate one of the abilities otherwise it is to complicated and confusing and the wording could mess people up.
Set Completion Count: 150/365 - 41%
way to go! keep em comin |
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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menace64 |
Posted: Tue Dec 12, 2006 11:38 am |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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A companion is being trained when he or she bears a training condition.
I’ll tweak the wording on Use the Force. |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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menace64 |
Posted: Wed Dec 13, 2006 8:31 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Here’s a horde of Confederacy droids.
Remember:
Droid (This character may not exert or be exerted.)
That means that all the exerting has to be done by the leaders of the Confederacy army (Nute, Grievous, San, etc.).
These guys like to skirmish... and win.
Battle Droid Patroller [Confederacy]
Minion • Droid
Strength-9
Vitality-2
Roaming-4
Droid.
When you play this minion, you may exert a Separatist to make it strength +3 for each time the alliance has moved this turn.
1U7
Battle Droid Protector [Confederacy]
Minion • Droid
Strength-7
Vitality-2
Roaming-4
Droid.
Response: If your [Confederacy] minion is about to take a wound (or if your [Confederacy] condition is about to be discarded by a Light Side card), discard this minion to prevent that.
1C8
Battle Droid Skirmisher [Confederacy]
Minion • Droid
Strength-8
Vitality-2
Roaming-4
Droid.
Assignment: Exert a Separatist to assign this minion to an undestined companion. The Light Side player may exert that companion to prevent that and assign this minion to another companion.
1C10
Battle Droid Squad [Confederacy]
Minion • Droid
Strength-10
Vitality-3
Roaming-4
Droid.
Each time another [Confederacy] minion is assigned to a skirmish, make this minion strength +1 until the regroup phase.
1C11
•Super Battle Droid Commander [Confederacy]
Minion • Droid
Strength-13
Vitality-3
Roaming-4
Droid. To play, exert a Separatist.
While you can spot 3 other [Confederacy] droids, Super Battle Droid Commander is damage +1.
Skirmish: Discard 2 [Confederacy] cards from hand to make another [Confederacy] droid strength +1. If that droid wins the skirmish, it is fierce until the regroup phase.
1R37
Super Battle Droid Suppressor [Confederacy]
Minion • Droid
Strength-12
Vitality-3
Roaming-4
Droid. To play, exert a Separatist.
Each time this minion wins a skirmish, if you can spot an exhausted companion, you may make the Light Side player exert a companion twice.
1U38
Next time... I think it’s appropriate to follow up with those Separatist leaders I keep talking about.
Set Completion Count: 156/365 - 43% |
Last edited by menace64 on Thu Dec 14, 2006 12:10 pm; edited 2 times in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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menace64 |
Posted: Thu Dec 14, 2006 1:14 am |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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It’s not that I’m impatient, I just want to keep things moving briskly.
Okay, so I’ve been thinking a lot about this, and I finally decided to change the Separatist culture to the Confederacy culture. Not only does the name fit better (and it opens up the culture to some future subcultures), but I want to use Separatist as an unloaded keyword for a bunch of minions.
So!
I’m going to update the cardlist with this change, and I’ll go through every post so far and overhaul the cards (including other updates I’ve done since first revisions).
Here are the Confederacy Generals (as I call them in my head). These are the only [Confederacy] minions that can exert (all others are droids), so they are a hot commodity.
•Grievous, Supreme Commander [Confederacy]
Minion • Cyborg
Strength-16
Vitality-4
Roaming-4
Damage +1. Fierce. Separatist.
At the start of the assignment phase, you may exert Grievous to make him damage +1 (and lose fierce) until the regroup phase.
Each time a [Confederacy] minion wins a skirmish, you may heal Grievous.
1R21
•Nute, Neimoidian Pawn [Confederacy]
Minion • Neimoidian
Strength-6
Vitality-3
Roaming-4
Separatist.
Nute may not be assigned to a skirmish.
Each time you play a [Confederacy] droid, if you can spot 3 [Confederacy] droids, you may exert Nute to take a [Confederacy] capital or [Confederacy] possession into hand from your discard pile.
1C28
•Poggle, The Lesser [Confederacy]
Minion • Geonosian
Strength-7
Vitality-3
Roaming-4
Separatist.
Poggle may not be assigned to a skirmish.
Each [Confederacy] droid is strength +1 for each other Geonosian you can spot.
1R31
Rite of Economic Investment [Confederacy]
Condition • Support Area
Vitality +1
Response: If you play a Separatist, transfer this condition from your support area to it.
Response: If bearer dies, transfer this condition to your support area.
1R35
Here’s one I’ve done, but really changed:
•San, Muun Chairman [Confederacy]
Minion • Muun
Strength-5
Vitality-3
Roaming-4
Separatist.
San may not be assigned to a skirmish.
Shadow: Play a [Confederacy] droid. Then, play another [Confederacy] droid to heal San.
1U35
•Shu, Commerce Guild Presidente [Confederacy]
Minion • Gossam
Strength-5
Vitality-3
Roaming-4
Separatist.
Shu may not be assigned to a skirmish.
Shadow: Exert Shu to reinforce a token on a [Confederacy] capital.
1C37
•Wat, Foreman of the Techno Union [Confederacy]
Minion • Skakoan
Strength-7
Vitality-3
Roaming-4
Separatist.
Wat may not be assigned to a skirmish.
While you can spot more companions than minions, Separatists cannot take wounds.
Regroup: Exert Wat to make a Separatist gain muster.
1C45
Remember that these guys are powerful through their vitality. Lots of cards require a Separatist exertion, so most of their gametext is just icing on the cake.
Up next! A return to the Vong!
Set Completion Count: 162/365 - 44% |
Last edited by menace64 on Thu Dec 14, 2006 12:15 pm; edited 1 time in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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sickofpalantirs |
Posted: Thu Dec 14, 2006 8:56 am |
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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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menace64 wrote:
 Battle Droid Patroller [Confederacy]
Minion • Droid
Strength-10
Vitality-2
Roaming-4
Droid.
When you play this minion, you may exert a Separatist to make it strength +3 for each time the alliance has moved this turn.
1U7
nice but should your basic droid have so much strength? maybe make it nine and twilight cost 3 cause these droids should be cheap.
 Battle Droid Protector [Confederacy]
Minion • Droid
Strength-7
Vitality-2
Roaming-4
Droid.
Response: If your [Confederacy] minion is about to take a wound (or if your [Confederacy] condition is about to be discarded by a Light Side card), discard this minion to prevent that.
1C8
fine by me
 Battle Droid Skirmisher [Confederacy]
Minion • Droid
Strength-8
Vitality-2
Roaming-4
Droid.
Assignment: Exert a Separatist to assign this minion to an undestined companion. The Light Side player may exert that companion to prevent that and assign this minion to another companion.
1C10
seems to easy to prevent make it add1 and exert that companion
 Battle Droid Squad [Confederacy]
Minion • Droid
Strength-10
Vitality-3
Roaming-4
Droid.
Each time another [Confederacy] minion is assigned to a skirmish, make this minion strength +1 until the regroup phase.
1C11
ok if you don’t have lurker it is pretty pathetic raise strength by one
 •Super Battle Droid Commander [Confederacy]
Minion • Droid
Strength-13
Vitality-3
Roaming-4
Droid. To play, exert a Separatist.
While you can spot 3 other [Confederacy] droids, Super Battle Droid Commander is damage +1.
Skirmish: Discard a [Confederacy] card from hand to make another [Confederacy] droid strength +1. If that droid wins the skirmish, it is fierce until the regroup phase.
1R37
make the second ability if you have inietive or 2 cards
 Super Battle Droid Suppressor [Confederacy]
Minion • Droid
Strength-12
Vitality-3
Roaming-4
Droid. To play, exert a Separatist.
Each time this minion wins a skirmish, if you can spot an exhausted companion, you may make the Light Side player exert a companion twice.
1U38
fine by me
Set Completion Count: 156/365 - 43% |
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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sickofpalantirs |
Posted: Thu Dec 14, 2006 9:09 am |
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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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menace64 wrote:
 •Grievous, Supreme Commander [Confederacy]
Minion • Cyborg
Strength-16
Vitality-4
Roaming-4
Damage +1. Fierce. Separatist.
At the start of the assignment phase, you may exert Grievous to make him damage +1 (and lose fierce) until the regroup phase.
Each time a [Confederacy] minion wins a skirmish, you may heal Grievous.
1R21
shouldn’t he have duelist? anyway... seems OK i guess
 •Nute, Neimoidian Pawn [Confederacy]
Minion • Neimoidian
Strength-6
Vitality-3
Roaming-4
Lurker. Separatist.
Each time you play a [Confederacy] droid, if you can spot 3 [Confederacy] droids, you may exert Nute to take a [Confederacy] capital or [Confederacy] possession into hand from your discard pile.
1C28
should these guys even be able to skirmish? the neimdoians never fought.
 •Poggle, The Lesser [Confederacy]
Minion • Geonosian
Strength-7
Vitality-3
Roaming-4
Lurker. Separatist.
Each [Confederacy] droid is strength +1 for each other Geonosian you can spot.
1R31
fine by me. ooh I want to see some geonosians
 Rite of Economic Investment [Confederacy]
Condition • Support Area
Vitality +1
Response: If you play a Separatist, transfer this condition from your support area to it.
Response: If bearer dies, transfer this condition to your support area.
1R35
very interesting. maybe make it cost one cause they are investing.
Here’s one I’ve done, but really changed:
 •San, Muun Chairman [Confederacy]
Minion • Muun
Strength-5
Vitality-3
Roaming-4
Lurker. Separatist.
Shadow: Play a [Confederacy] droid. Then, play another [Confederacy] droid to heal San.
1U35
fine by me ditto nute though in not allowing him to skirmish
 •Shu, Commerce Guild Presidente [Confederacy]
Minion • Gossam
Strength-5
Vitality-3
Roaming-4
Lurker. Separatist.
Shadow: Exert Shu to reinforce a [Confederacy] capital.
1C37
wouldn’t it be a token on a confederacy capital?
 •Wat, Foreman of the Techno Union [Confederacy]
Minion • Skakoan
Strength-7
Vitality-3
Roaming-4
Lurker. Separatist.
While you can spot more companions than minions, Separatists cannot take wounds.
Regroup: Exert Wat to give a Separatist muster.
1C45
to make a seperatist gain muster otherwise good
Set Completion Count: 162/365 - 44% |
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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menace64 |
Posted: Thu Dec 14, 2006 12:06 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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You’re absolutely right about the droid minions. I’ll make ’em cheaper.
Oh, and the Squad spots a droid being assigned, not beginning the skirmish. It gets a +1 boost for each minion skirmishing no matter what.
Grievous will gain duelist through his lightsaber(s).
Originally I wasn’t planning on making the Separatists skirmish-free, but maybe I should? I’ll think about it.
Rite of Economic Investment is more about who takes over the Separatist Council. They went by whoever had the most invested in the confederacy. I dunno. I wanted that to be a really easy card to boost the Separatist.
For Shu, I’ll check on the right wording. You’re probably right. |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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