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NBarden
Posted: Sat Mar 17, 2007 8:32 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Yep. Another crazy mechanic by NBarden.

4 •Ancient Evil Gollum
Condition • Support Area
To play, spot Shelob and Gollum.
Regroup: If the shadow player has lost no skirmishes this turn and each companion is exhausted, discard a minion and spot three burdens and three threats to make the Free Peoples player move back one site on the adventure path.

Hm?
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DáinIronfoot
Posted: Sat Mar 17, 2007 8:37 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
GP Very nice idea, but I highly doubt the text would ever trigger except with very small fellowships.
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elf lvr
Posted: Sat Mar 17, 2007 8:39 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
I think it would work better to move back a fellowship with like... no wounds. Or some indication of their doing well.

Because why hurt a hurting fellowship? If every companion is exhausted, it really doesn’t matter what site they’re at. They’re gonna die.

But a healthy fellowship, one that’s moving well, they deserve to be put back.

See where I’m coming from?
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Anonymous Prodigy
Posted: Sat Mar 17, 2007 8:44 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
I do, and I fully agree with you. How about this...

3 • Ancient Evil Gollum
Condition • Support Area
To play, exert Gollum (or spot Shelob).
Regroup: If the Free Peoples player won every skirmish in this turn, spot 2 unwounded companions to make the Free Peoples player move back 1 site on the adventure path.
I had to put something here.
BattleWarg
Posted: Sat Mar 17, 2007 9:56 pm
Joined: 11 Feb 2007 Posts: 579 Location:
Anonymous Prodigy wrote:
I do, and I fully agree with you. How about this...

3 • Ancient Evil Gollum
Condition • Support Area
To play, exert Gollum (or spot Shelob).
Regroup: If the Free Peoples player won every skirmish in this turn, spot 2 unwounded companions to make the Free Peoples player move back 1 site on the adventure path.

Uh-uh. Shame on you

I do like the idea, but there are two problems with this card.
One, if you play no minions - go to regroup. Each skirmish that took place was won by the Free Peoples player. Okay, I could see it, but put this in with a discarding/condition Shadow deck with (for example) Webs + Gollum in order to play it for 5 twilight when you get it. Don’t play a minion after that. They get stuck in a loop.
Two, which becomes MUCH WORSE in combination, is not having a cost. It has a condition - each skirmish that took place, the fellowship won, and 2 companions are not wounded. But, it’s an action. Which means, once you meet the condition, you can move them to site 1 (or furthur back).

So, I’d suggest exerting a minion for the ability and limiting it to once per turn. That should actually take care of each problem (although, you could just play a minion during regroup - but that’s slightly harder). There’s a minion, indicating at least one skirmish took place.

EDIT: "At the start of the regroup phase," - so you must have had a skirmish and it automatically limits it to once per turn. But still exert.


The other problem, of course, is site control decks. Mr. Green
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WitchKingBlkCapt
Posted: Sat Mar 17, 2007 11:35 pm
Joined: 25 May 2006 Posts: 409 Location: Minas Morgul
That one is simple to solve. All you need is a little line in there saying "if you are not ahead on the site path...." Twisted Evil Twisted Evil Twisted Evil
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BattleWarg
Posted: Sun Mar 18, 2007 12:28 am
Joined: 11 Feb 2007 Posts: 579 Location:
WitchKingBlkCapt wrote:
That one is simple to solve. All you need is a little line in there saying "if you are not ahead on the site path...." Twisted Evil Twisted Evil Twisted Evil

Would it? I would think that would still allow use if you were both on the same site. (I could be wrong, of course)
"If you are behind on the site path", however, would not allow it.
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sickofpalantirs
Posted: Sun Mar 18, 2007 2:15 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.
I would say
at the start of the regroup phase If the Free Peoples player won every skirmish in this turn (and 2 or more minions were assigned to a skirmish), spot 2 unwounded companions to make the Free Peoples player move back 1 site on the adventure path.
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