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| macheteman | 
 Posted: Fri Jun 22, 2007 8:50 am | 
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Joined: 07 Dec 2006
Posts: 1200
Location: The Jungle
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OK, here we go:
 
 
 
Foresight
 
 
  •Violent J, Of The Dark Carnival  
 
Companion • Man
 
Strength: 5
 
Vitality: 3
 
Resistance: 5
 
Juggalo.  Violent J is strength +1 and resistance +1 for each   pipeweed you can spot.
 
Skirmish:  Discard a card stacked on a   pipweed to reveal the top card of your draw deck.  If that card is a   card, you may play it.
 
 
Side Note:   is [Juggalo].
 
 
Thranduil
 
 
  • Thranduil, Wise Elf  
 
Companion • Elf
 
Str: 7
 
Vit: 4
 
Res: 7
 
Thranduil is resistance +X where X is the number of wounds in his skirmish.
 
’Long will I tarry, ere I begin this war for gold.’
 
 
BW
 
 
  •Guardian of the Shire, Ranger of the North  
 
Companion • Man
 
7 Strength
 
3 Vitality
 
7 Resistance
 
Ranger.
 
Response:  If your   follower is about to be discarded, exert Guardian of the Shire or discard 2   cards from hand to prevent that and place that follower into your support area.
 
"They were, in fact, sheltered..."
 
 
NB
 
 
  •Hareth, Skilled Assassin  
 
Strength: 8
 
Vitality: 3
 
Site Number: 4
 
Southron. Hunter 2.
 
Each time Hareth wins a skirmish, you may exert him to wound an unbound companion.
 
 
CG
 
 
 •Morluin, Fallen Istar  
 
Minion • Wizard
 
Strength: 6
 
Vitality: 3
 
Site: 4
 
While you can spot 2   conditions, you may play Morluin from your discard pile.
 
Skirmish: Discard a   condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
 
Once one of the Five, he had been greatly corrupted.
 
 
WLC
 
 
  •Nimae, Dreamer  
 
Companion • Elf
 
Strength: 4
 
Vitality: 4
 
Resistance: 8
 
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
 
Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
 
He was not your usual Elf.
 
 
spartiatis
 
 
   •Boromir, High Warden of the White Tower    
 
Companion - Man
 
Strength: 8
 
Vitality: 3
 
Resistance: 5
 
Knight.
 
While Boromir has resistance 3 or more and you can spot another knight,
 
each   companion is strength +1.
 
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"
 
 
SoP
 
 
  Tuilin, Elven Ranger  
 
Companion • Elf
 
Strength • 7
 
Vitality • 3
 
Resistance • 7
 
Archer, Ranger.
 
If Tuilin bears a ranged weapon, each time a minion takes a wound in the archery phase, you may exert Tuilin and add   to wound that minion again (limit once per phase).
 
 
L3333
 
 
  ●Dunedan Ranger  
 
Companion - Man
 
Strength 7
 
Vitality 3
 
Resistance 7
 
Maneuver: Exert Dunedan Ranger to wound a minion
 
Regroup: Exert Dunedan Ranger twice to reconcile your hand
 
 
CBB
 
 
[14] •Gorgothruin, Balrog Commander  
 
Minion • Balrog
 
Strength: 17
 
Vitality: 5
 
Site Number: 4
 
Dark Fire. Damage +1.
 
Each other Balrog is twilight cost -1 and strength +1.
 
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
 
"He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."
 
 
Designer’s Notes:
 
 
Dark fire
 
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion.  Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.
 
 
EL
 
 
  *Haldir, Greycloak  
 
Companion * Elf
 
Strength: 5
 
Vitality: 3
 
Resistance: 7
 
Hunter 1.
 
While you can spot a wounded minion, Haldir is strength +2.
 
Maneuver: Remove 2   tokens to exert a minion (or to wound an Orc).
 
They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly. 
 
 
Dain
 
 
 •Rorin, Dwarven Adventurer  
 
Companion • Dwarf
 
Strength: 6
 
Vitality: 3
 
Resistance: 6
 
Damage +1. Hunter 1.
 
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
 
When you play Rorin (except in your starting fellowship), you may play a   possession on him from your draw deck.
 
Rorin is strength +1 for each minion in his skirmish.
 
“Baruk Sigin-tarâg!”
 
 
AP
 
 
  • Gimli, Sturdy Dwarf  
 
Companion • Dwarf
 
Strength: 6
 
Vitality: 3
 
Resistance: 6
 
Damage +1. Hunter 1.
 
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
 
”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’”
 
 
Glamdring
 
 
  • Hunthor, Turin’s Companion  
 
Companion • Man
 
Strength: 7
 
Vitality: 3
 
Resistance: 5
 
Ranger
 
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains archer.
 
[size=9]"The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest."
 
 
macheteman
 
 
  •Gorki, Ice Bay Chieftan  
 
Companion • Man
 
Strength: 6
 
Vitality: 4
 
Resistance: 4
 
Defender +1. Enduring. Damage +1. Hunter 1.
 
------------------------------------------------------------------
 
 
AKiE:
 
 
  •Aragorn, Son of Arathorn  
 
Companion • Man
 
Strength: 8
 
Vitality: 4
 
Resistance: 8
 
Ranger.
 
Skrimish: If Aragorn is unassigned to a skirmish, you may exert him to replace the Ring-bearer in a skirmish. The shadow player may exert a minion or remove   to prevent this.
 
"’I am Aragorn, son of Arathorn; and if by life or death, I can save you, I will.’"
 
 
 
Remember, give some brief feedback to these designers, and vote for your 3 favorite in descending order.
 
 
 
-mm | 
 
Last edited by macheteman on Sat Jun 23, 2007 10:02 am; edited 5 times in totalCheck out my best article The Utterly Corrupt Corruption, 
 
If at first you don't succeed...Sky-diving isn't for you.
 
"Combat is dangerous. It tends to interupt your breathing process."
 
ROLF!!! | 
 
 
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| lem0nhead | 
 Posted: Fri Jun 22, 2007 9:07 am | 
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Joined: 02 Apr 2007
Posts: 2981
Location: Blood Island
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macheteman wrote: 
Foresight
   • Violent J, Of The Dark Carnival  
Companion • Man
 
Strength: 5
 
Vitality: 3
 
Resistance: 5
 Juggalo.  Violent J is strength +1 and resistance +1 for each    pipeweed you can spot.
 Skirmish:  Discard a card stacked on a    pipweed to reveal the top card of your draw deck.  If that card is a    card, you may play it.
 Dont get this at all as it clearly need sother cards in a set. Could be good if i knew more about the "juggalo" culture.
Side Note:    is [Juggalo].
 
Thranduil
   • Thranduil, Wise Elf   
Companion • Elf
 
Str: 7
 
Vit: 4
 
Res: 7
 
Thranduil is resistance +X where X is the number of wounds in his skirmish.
 ’Long will I tarry, ere I begin this war for gold.’
Too costly for not amazing ability.
BW
   •Guardian of the Shire, Ranger of the North   
Companion • Man
 
7 Strength
 
3 Vitality
 
7 Resistance
 Ranger.
Response:  If your    follower is about to be discarded, exert Guardian of the Shire or discard 2    cards from hand to prevent that and place that follower into your support area.
 "They were, in fact, sheltered..."
Quite like this guy but limited use.
NB
   •Hareth, Skilled Assassin   
Strength: 8
 
Vitality: 3
 
Site Number: 4
 Southron. Hunter 2.
Each time Hareth wins a skirmish, you may exert him to wound an unbound companion.
 I like him he’s cool! Maybe would make him cost 4 but hey ho still neat.
CG
  •Morluin, Fallen Istar  
 
Minion • Wizard
 
Strength: 6
 
Vitality: 3
 
Site: 4
 
While you can spot 2   conditions, you may play Morluin from your discard pile.
 
[b]Skirmish: Discard a   condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
 
Once one of the Five, he had been greatly corrupted.
 
 
[b]This guy is smart as well. Kudos.
WLC
   •Nimae, Dreamer   
Companion • Elf
 
Strength: 4
 
Vitality: 4
 
Resistance: 8
 
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
 Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
 He was not your usual Elf.
Overpowered abilities for me. And strange strength and vitality choices. Nice try with the "unusual" approach but too mental for my liking.
spartiatis
    •Boromir, High Warden of the White Tower     
Companion - Man
 
Strength: 8
 
Vitality: 3
 
Resistance: 5
 Knight.
While Boromir has resistance 3 or more and you can spot another knight,
 
each    companion is strength +1.
 
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"
 Bit bland But ok.
SoP
   Tuilin, Elven Ranger   
Companion • Elf
 
Strength • 7
 
Vitality • 3
 
Resistance • 7
 Archer, Ranger.
If Tuilin bears a ranged weapon, each time a minion takes a wound in the archery phase, you may exert Tuilin and add    to wound that minion again (limit once per phase).
 This guy is awesome. By far id want him in my deck. Cool!
L3333
   ●Dunedan Ranger   
Companion - Man
 
Strength 7
 
Vitality 3
 
Resistance 7
 Maneuver: Exert Dunedan Ranger to wound a minion
 Regroup: Exert Dunedan Ranger twice to reconcile your hand
 Way OP.
CBB
 
[14] •Gorgothruin, Balrog Commander   
Minion • Balrog
 
Strength: 17
 
Vitality: 5
 
Site Number: 4
 Dark Fire. Damage +1.
Each other Balrog is twilight cost -1 and strength +1.
 
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
 "He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."
Interesting. Erm. Very powerful. Not bad but not sure how well he’d work in game.
Designer’s Notes:
Dark fire
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion.  Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.
 
EL
   *Haldir, Greycloak   
Companion * Elf
 
Strength: 5
 
Vitality: 3
 
Resistance: 7
 Hunter 1.
While you can spot a wounded minion, Haldir is strength +2.
 Maneuver: Remove 2    tokens to exert a minion (or to wound an Orc).
 They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly. 
He’s ok certainly useful but doesnt jump out and grab me.
Dain
  • Rorin, Dwarven Adventurer  
Companion • Dwarf
 
Strength: 6
 
Vitality: 3
 
Resistance: 6
 Damage +1. Hunter 1.
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
 
When you play Rorin (except in your starting fellowship), you may play a    possession on him from your draw deck.
 
Rorin is strength +1 for each minion in his skirmish.
 “Baruk Sigin-tarâg!”
Alright. Not too shabby. Maybe bit strong.
 
AP
   • Gimli, Sturdy Dwarf   
Companion • Dwarf
 
Strength: 6
 
Vitality: 3
 
Resistance: 6
 Damage +1. Hunter 1.
 
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
 ”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’”
Very cool Gimli. Wd AP. Shame its a bit limited, unless you make a mental double/treble move deck.
Glamdring
   • Hunthor, Turin’s Companion   
Companion • Man
 
Strength: 7
 
Vitality: 3
 
Resistance: 5
 Ranger
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains  archer.
 
[size=9] "The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest."
Nothing wrong with this guy.
macheteman
   •Gorki, Ice Bay Chieftan   
Companion • Man
 
Strength: 6
 
Vitality: 4
 
Resistance: 4
 Defender +1. Enduring. Damage +1. Hunter 1.
Dont know who gorki is. Name rings a bell but ok. Erm hes ok. Strange not having gametext kinda like a freeps horror of harad. Fair enough.
-mm   
 
 
1. SoP
 
2. NB
 
3. CG | 
 
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: Fri Jun 22, 2007 11:57 am | 
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Joined: 01 May 2007
Posts: 2256
Location: 
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The ones I think have the most potential are:
 
 
BW
 
EL
 
NB
 
 
But AP’s and mm’s were close.
 
 
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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| NBarden | 
 Posted: Fri Jun 22, 2007 12:08 pm | 
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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macheteman wrote: Foresight
 
  • Violent J, Of The Dark Carnival  
Companion • Man
 
Strength: 5
 
Vitality: 3
 
Resistance: 5
 Juggalo.  Violent J is strength +1 and resistance +1 for each    pipeweed you can spot.
 Skirmish:  Discard a card stacked on a    pipweed to reveal the top card of your draw deck.  If that card is a    card, you may play it.
 
Side Note:    is [Juggalo].
 Um...WEIRD! What in the world is this? I’ll wait to see what you do with it...
Thranduil
   • Thranduil, Wise Elf   
Companion • Elf
 
Str: 7
 
Vit: 4
 
Res: 7
 
Thranduil is resistance +X where X is the number of wounds in his skirmish.
 ’Long will I tarry, ere I begin this war for gold.’
Interesting. Not sure about it though.
BW
   •Guardian of the Shire, Ranger of the North   
Companion • Man
 
7 Strength
 
3 Vitality
 
7 Resistance
 Ranger.
Response:  If your    follower is about to be discarded, exert Guardian of the Shire or discard 2    cards from hand to prevent that and place that follower into your support area.
 "They were, in fact, sheltered..."
Nice. A potent ability, but not bad. A little cheap, though, I would have made it  
 
 
CG
 
 
 •Morluin, Fallen Istar [b]
 
Minion • Wizard
 
Strength: 6
 
Vitality: 3
 
Site: 4
 
While you can spot 2   conditions, you may play Morluin from your discard pile.
 
[b]Skirmish: Discard a   condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
 
Once one of the Five, he had been greatly corrupted.
 
 
[b]Wow. Um...kinda...powerful. But with the small stats, I think its okay. Wow.
WLC
   •Nimae, Dreamer   
Companion • Elf
 
Strength: 4
 
Vitality: 4
 
Resistance: 8
 
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
 Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
 He was not your usual Elf.
To powerful. He should be at least  .
spartiatis
    •Boromir, High Warden of the White Tower     
Companion - Man
 
Strength: 8
 
Vitality: 3
 
Resistance: 5
 Knight.
While Boromir has resistance 3 or more and you can spot another knight,
 
each    companion is strength +1.
 
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"
 Perfect.
SoP
   Tuilin, Elven Ranger   
Companion • Elf
 
Strength • 7
 
Vitality • 3
 
Resistance • 7
 Archer, Ranger.
If Tuilin bears a ranged weapon, each time a minion takes a wound in the archery phase, you may exert Tuilin and add    to wound that minion again (limit once per phase).
 Nice. Needs unique, but still like this guy.
L3333
   ●Dunedan Ranger   
Companion - Man
 
Strength 7
 
Vitality 3
 
Resistance 7
 Maneuver: Exert Dunedan Ranger to wound a minion
 Regroup: Exert Dunedan Ranger twice to reconcile your hand
 Um...overpowered? Legolas, Greenleaf comes to mind.
CBB
 
[14] •Gorgothruin, Balrog Commander   
Minion • Balrog
 
Strength: 17
 
Vitality: 5
 
Site Number: 4
 Dark Fire. Damage +1.
Each other Balrog is twilight cost -1 and strength +1.
 
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
 "He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."
Designer’s Notes:
Dark fire
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion.  Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.
 Nice.
EL
   *Haldir, Greycloak   
Companion * Elf
 
Strength: 5
 
Vitality: 3
 
Resistance: 7
 Hunter 1.
While you can spot a wounded minion, Haldir is strength +2.
 Maneuver: Remove 2    tokens to exert a minion (or to wound an Orc).
 They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly. 
Perfect.
Dain
  • Rorin, Dwarven Adventurer  
Companion • Dwarf
 
Strength: 6
 
Vitality: 3
 
Resistance: 6
 Damage +1. Hunter 1.
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
 
When you play Rorin (except in your starting fellowship), you may play a    possession on him from your draw deck.
 
Rorin is strength +1 for each minion in his skirmish.
 “Baruk Sigin-tarâg!”
Perfect.
AP
   • Gimli, Sturdy Dwarf   
Companion • Dwarf
 
Strength: 6
 
Vitality: 3
 
Resistance: 6
 Damage +1. Hunter 1.
 
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
 ”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’”
Nice, but I can’t see this one used over Eager Hunter. Because of course this one’s for brute strength, and Eager Hunter does better.
Glamdring
   • Hunthor, Turin’s Companion   
Companion • Man
 
Strength: 7
 
Vitality: 3
 
Resistance: 5
 Ranger
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains  archer.
 
[size=9] "The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest."
Nice. A bit overpowered, maybe  ?
macheteman
   •Gorki, Ice Bay Chieftan   
Companion • Man
 
Strength: 6
 
Vitality: 4
 
Resistance: 4
 Defender +1. Enduring. Damage +1. Hunter 1.
OP. Make him 5 strength at least, maybe 4. 
 
 
Elf Lvr
 
Dain Ironfoot
 
Spartiatis
 
 
Very close. There are some great DCs in herer. Honorable mention to SoP. | 
 
 -Trade With Me  
 
  Add the popcorn smiley to your sig, help it achieve world domination.
 
What if the hokey pokey really IS what its all about?  
 
As I lay in bed staring at the stars last night, I thought to myself, "where the heck is the ceiling?"
 
  Spotlight on....Sense of Obligation. | 
 
 
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| sickofpalantirs | 
 Posted: Fri Jun 22, 2007 1:16 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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macheteman wrote: OK, here we go:
 
Foresight
   • Violent J, Of The Dark Carnival  
Companion • Man
 
Strength: 5
 
Vitality: 3
 
Resistance: 5
 Juggalo.  Violent J is strength +1 and resistance +1 for each    pipeweed you can spot.
 Skirmish:  Discard a card stacked on a    pipweed to reveal the top card of your draw deck.  If that card is a    card, you may play it.
 
Side Note:    is [Juggalo].
  me confused... 
Thranduil
   • Thranduil, Wise Elf   
Companion • Elf
 
Str: 7
 
Vit: 4
 
Res: 7
 
Thranduil is resistance +X where X is the number of wounds in his skirmish.
 ’Long will I tarry, ere I begin this war for gold.’
 bland bland blander then bland 
BW
   •Guardian of the Shire, Ranger of the North   
Companion • Man
 
7 Strength
 
3 Vitality
 
7 Resistance
 Ranger.
Response:  If your    follower is about to be discarded, exert Guardian of the Shire or discard 2    cards from hand to prevent that and place that follower into your support area.
 "They were, in fact, sheltered..."
 I like this guy 
NB
   •Hareth, Skilled Assassin   
Strength: 8
 
Vitality: 3
 
Site Number: 4
 Southron. Hunter 2.
Each time Hareth wins a skirmish, you may exert him to wound an unbound companion.
  erm...seems overcosted and a little bland 
CG
  •Morluin, Fallen Istar [B ]
 
Minion • Wizard
 
Strength: 6
 
Vitality: 3
 
Site: 4
 
While you can spot 2   conditions, you may play Morluin from your discard pile.
 
[b]Skirmish: Discard a [b ] condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
 Once one of the Five, he had been greatly corrupted.
 What are the names of the 5?interesting 
WLC
   •Nimae, Dreamer   
Companion • Elf
 
Strength: 4
 
Vitality: 4
 
Resistance: 8
 
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
 Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
 He was not your usual Elf.
reminds me of a thread on D, TPBM or something where some guy was expressing how much he liked uruviel... weird
spartiatis
    •Boromir, High Warden of the White Tower     
Companion - Man
 
Strength: 8
 
Vitality: 3
 
Resistance: 5
 Knight.
While Boromir has resistance 3 or more and you can spot another knight,
 
each    companion is strength +1.
 
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"
  interesting...cool! 
L3333
   ●Dunedan Ranger   
Companion - Man
 
Strength 7
 
Vitality 3
 
Resistance 7
 Maneuver: Exert Dunedan Ranger to wound a minion
 Regroup: Exert Dunedan Ranger twice to reconcile your hand
  kinda interesting... 
CBB
 
[14] •Gorgothruin, Balrog Commander   
Minion • Balrog
 
Strength: 17
 
Vitality: 5
 
Site Number: 4
 Dark Fire. Damage +1.
Each other Balrog is twilight cost -1 and strength +1.
 
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
 "He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."
 very interesting 
Designer’s Notes:
Dark fire
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion.  Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.
 
EL
   *Haldir, Greycloak   
Companion * Elf
 
Strength: 5
 
Vitality: 3
 
Resistance: 7
 Hunter 1.
While you can spot a wounded minion, Haldir is strength +2.
 Maneuver: Remove 2    tokens to exert a minion (or to wound an Orc).
 They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly. 
 i never liked 5 companions with possibilities to be 7 
Dain
  • Rorin, Dwarven Adventurer  
Companion • Dwarf
 
Strength: 6
 
Vitality: 3
 
Resistance: 6
 Damage +1. Hunter 1.
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
 
When you play Rorin (except in your starting fellowship), you may play a    possession on him from your draw deck.
 
Rorin is strength +1 for each minion in his skirmish.
 “Baruk Sigin-tarâg!”
 cool! 
AP
   • Gimli, Sturdy Dwarf   
Companion • Dwarf
 
Strength: 6
 
Vitality: 3
 
Resistance: 6
 Damage +1. Hunter 1.
 
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
 ”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’”
nice! 
Glamdring
   • Hunthor, Turin’s Companion   
Companion • Man
 
Strength: 7
 
Vitality: 3
 
Resistance: 5
 Ranger
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains  archer.
 
[size=9] "The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest."
 kinda cool! 
macheteman
   •Gorki, Ice Bay Chieftan   
Companion • Man
 
Strength: 6
 
Vitality: 4
 
Resistance: 4
 Defender +1. Enduring. Damage +1. Hunter 1.
 
 
no thank you. interesting but...
 
 
 
1. BW
 
2. CBB
 
3. CG | 
 
 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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| NBarden | 
 Posted: Fri Jun 22, 2007 1:34 pm | 
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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| elf lvr | 
 Posted: Fri Jun 22, 2007 1:37 pm | 
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Joined: 13 Jun 2006
Posts: 3065
Location: Rivendell
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SoP, my Haldir has Hunter 1. So he can be 8 strength. Ooooh!
 
 
macheteman wrote: OK, here we go:
 
Foresight
   • Violent J, Of The Dark Carnival  
Companion • Man
 
Strength: 5
 
Vitality: 3
 
Resistance: 5
 Juggalo.  Violent J is strength +1 and resistance +1 for each    pipeweed you can spot.
 Skirmish:  Discard a card stacked on a    pipweed to reveal the top card of your draw deck.  If that card is a    card, you may play it.
 
Side Note:    is [Juggalo].  
 
 
Okay... weird. 
 
 
Quote: Thranduil
 
  • Thranduil, Wise Elf   
Companion • Elf
 
Str: 7
 
Vit: 4
 
Res: 7
 
Thranduil is resistance +X where X is the number of wounds in his skirmish.
 ’Long will I tarry, ere I begin this war for gold.’ 
 
 
I’ll wait to see what you do with resistance before making a judgement.
 
 
Quote: BW
 
  •Guardian of the Shire, Ranger of the North   
Companion • Man
 
7 Strength
 
3 Vitality
 
7 Resistance
 Ranger.
Response:  If your    follower is about to be discarded, exert Guardian of the Shire or discard 2    cards from hand to prevent that and place that follower into your support area.
 "They were, in fact, sheltered..." 
 
 
A   man. Sweetness. A bit limmited, but still. I’d have made it "about to be discarded or returned to hand..." becuase of Set Up.
 
 
Quote: NB
 
  •Hareth, Skilled Assassin   
Strength: 8
 
Vitality: 3
 
Site Number: 4
 Southron. Hunter 2.
Each time Hareth wins a skirmish, you may exert him to wound an unbound companion.  
 
 
Needs to be "Minion * Man", and I’d have made him cost 4.
 
 
Quote: CG
 
 •Morluin, Fallen Istar  
 
Minion • Wizard
 
Strength: 6
 
Vitality: 3
 
Site: 4
 
While you can spot 2   conditions, you may play Morluin from your discard pile.
 
[b]Skirmish: Discard a   condition to make a companion skirmishing Morluin strength -3. (limit once per skirmish)
 
Once one of the Five, he had been greatly corrupted. 
 
 
The limit just keeps it from being overpowered.
 
 
Quote: WLC
 
  •Nimae, Dreamer   
Companion • Elf
 
Strength: 4
 
Vitality: 4
 
Resistance: 8
 
At the start of each maneuver and archery phase you may exert Nimae. That phase no events may be played.
 
[b]Skirmish: Discard two events from hand to cancel a skirmish involving Nimae.
 He was not your usual Elf. 
 
 
Too powerful. The ability to skip phases (or drastically limit them) is way strong. And the second ability is also a bit powerful... I might have added some additional cost to that.
 
 
 
Quote: spartiatis
 
   •Boromir, High Warden of the White Tower     
Companion - Man
 
Strength: 8
 
Vitality: 3
 
Resistance: 5
 Knight.
While Boromir has resistance 3 or more and you can spot another knight,
 
each    companion is strength +1.
 
"Let the armies of Mordor Know this: Never again will the Land of my people fall into enemy Hands"  
 
 
Sweet card for knights. Simple, but good. I like it.
 
 
Quote: SoP
 
  Tuilin, Elven Ranger   
Companion • Elf
 
Strength • 7
 
Vitality • 3
 
Resistance • 7
 Archer, Ranger.
If Tuilin bears a ranged weapon, each time a minion takes a wound in the archery phase, you may exert Tuilin and add    to wound that minion again (limit once per phase).  
 
 
Besides the fact that he needs to be unique, he’s really awesome.
 
 
Quote: L3333
 
  ●Dunedan Ranger   
Companion - Man
 
Strength 7
 
Vitality 3
 
Resistance 7
 Maneuver: Exert Dunedan Ranger to wound a minion
 Regroup: Exert Dunedan Ranger twice to reconcile your hand  
 
 
Ultra greenleaf with Reconcile. No-no.
 
 
Quote: CBB
 
[14] •Gorgothruin, Balrog Commander   
Minion • Balrog
 
Strength: 17
 
Vitality: 5
 
Site Number: 4
 Dark Fire. Damage +1.
Each other Balrog is twilight cost -1 and strength +1.
 
When you play Gorgothruin, Discard two Free Peoples cards that belong to the following classes: Hand Weapon, Ranged Weapon, Armor.
 "He was known, next to Gothmog, as the most Evil and cunning of the Valaraukar."
Designer’s Notes:
Dark fire
This is a loaded keyword. Its ability is simple: "When you play this minion, you may spot a companion.  Until the regroup phase, that companion may not be assigned to any non-fierce skirmish.  
 
 
Really interesting. Fairly balanced, I guess.
 
 
Quote: EL
 
  *Haldir, Greycloak   
Companion * Elf
 
Strength: 5
 
Vitality: 3
 
Resistance: 7
 Hunter 1.
While you can spot a wounded minion, Haldir is strength +2.
 Maneuver: Remove 2    tokens to exert a minion (or to wound an Orc).
 They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly.  
 
 
Perfect. What more can I say?    
 
 
Quote: Dain
 
 • Rorin, Dwarven Adventurer  
Companion • Dwarf
 
Strength: 6
 
Vitality: 3
 
Resistance: 6
 Damage +1. Hunter 1.
While you can spot 3 Free Peoples races, Rorin’s twilight cost is -1.
 
When you play Rorin (except in your starting fellowship), you may play a    possession on him from your draw deck.
 
Rorin is strength +1 for each minion in his skirmish.
 “Baruk Sigin-tarâg!” 
 
 
He’s cool.
 
 
Quote: AP
 
  • Gimli, Sturdy Dwarf   
Companion • Dwarf
 
Strength: 6
 
Vitality: 3
 
Resistance: 6
 Damage +1. Hunter 1.
 
If the fellowship has moved more than once this turn, each minion skirmishing Gimli is strength –X, where X is Gimli’s vitality.
 ”’The legs of Men will lag on a rough road, while a Dwarf goes on, be the burden twice his own weight….’” 
 
 
Really neat. Dwarves ought to double a lot anyways. And with a bunch of Endurance, the ability can get big.
 
 
Quote: Glamdring
 
  • Hunthor, Turin’s Companion   
Companion • Man
 
Strength: 7
 
Vitality: 3
 
Resistance: 5
 Ranger
Hunthor cannot take wounds during fierce skirmishes involving him. While at a forest site, Hunthor gains  archer.
 
[size=9] "The Rangers of the south efficiently knew how to use the bow and arrow, while learning to track the signs in the forest." 
 
 
Sort of like Heathen. He’s okay.
 
 
Quote: macheteman
 
  •Gorki, Ice Bay Chieftan   
Companion • Man
 
Strength: 6
 
Vitality: 4
 
Resistance: 4
 Defender +1. Enduring. Damage +1. Hunter 1. 
 
 
Interesting. Be careful not to make it overpowered by the end!
 
 
Faves:
 
SoP
 
DI
 
spartiatis | 
 
Happy Hunting! Elf Lvr
 
Winner of Best Personality in the FPCA. Thanks!
 
Archduke Elf Lvr - Archidoux of the Chosen Ones 
 
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
 
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot | 
 
 
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| sickofpalantirs | 
 Posted: Fri Jun 22, 2007 2:11 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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do you mean I am your fav, or 3 fav?
 
 
elf lvr wrote: SoP, my Haldir has Hunter 1. So he can be 8 strength. Ooooh!  
 
 
pwned me!
 
 
but it wouldn’t really have changed my votes...I will give you a GP though. | 
 
 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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| legoles3333 | 
 Posted: Fri Jun 22, 2007 2:52 pm | 
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Joined: 28 Nov 2006
Posts: 861
Location: In a place that is beyond your imagination
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SP
 
BW
 
CG
 
 
and why is my card OP? you get to either wound 2 minions or reconcil! that is not OP where i come from | 
 
Here's My Trade List
 
I have taken an oath of poverty, to annoy me, send money
 
I am a trained assassin catcher | 
 
 
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| CarpeGuitarrem | 
 Posted: Fri Jun 22, 2007 5:39 pm | 
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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| Quick note...I forgot that [ b ] doesn’t give you the "black mana" symbol but bold coding. Cobra really needs to change that. Anyway, can you change it to [ black ]? | 
 
| "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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