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menace64
Posted: Tue Nov 28, 2006 10:19 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Set list added, culture explanations expanded... keywords announced!
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?
menace64
Posted: Wed Nov 29, 2006 4:32 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Here’s the first look at the Imperial culture:

0 Imperial Malice [Imperial]
Condition • Support Area
To play, exert an [Imperial] minion.
At the start of each regroup phase, the Light Side player must exert a companion for each different race in the alliance over 2.
1R104

2 Propaganda [Imperial]
Event • Maneuver
Spot a [Rebel] companion (except the Apprentice) to exert a companion of another culture.
1U115

5 Stormtrooper Raiding Party [Imperial]
Minion • Human
Strength-10
Vitality-3
Roaming-4
While you control a site, this minion is strength +2.
Each time this minion wins a skirmish, you may spot another [Imperial] minion to take control of a site.
1U121

0 •Subjugation [Imperial]
Condition • Site
Plays on a site you control.
Regroup: Remove 1 to stack your [Imperial] minion here.
Shadow: Play an [Imperial] minion stacked here as if from hand; its twilight cost is -1.
1C123

Oh, and here are the two different versions of The Force (with the common one being identical to The Ruling Ring from LotR).

•The Force, Bound to All
Vitality +1
Maneuver: Exert bearer to use The Force until the regroup phase.
While using The Force, the Apprentice is strength +1 for each event you play during his or her skirmish, and each time he or she would take a wound, add 2 burdens instead.
1R1

•The Force, The Powerful Ally
Strength +1
Response: If bearer is about to take a wound in a skirmish, he or she uses The Force until the regroup phase.
While using The Force, each time the Apprentice would take a wound during a skirmish, add a burden instead.
1C2
Last edited by menace64 on Thu Dec 14, 2006 1:27 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?
sickofpalantirs
Posted: Wed Nov 29, 2006 8:57 am
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.
First off this will probably work better and be cooler if M64 makes the cards and we review them. That way eh could get his concepts to work and maybe tweak them a bit to perfection from various points of view

menace64 wrote:
Here’s the first look at the Imperial culture:

0 Imperial Malice [Imperial]
Condition • Support Area
To play, exert an [Imperial] minion.
At the start of each regroup phase, the Light Side player must exert a companion for each different race in the alliance over 2.
1R61
fine good card

2 Propaganda [Imperial]
Event • Maneuver
Spot a [Rebel] companion (except the Apprentice) to exert a companion of another culture.
1U72
interesting has to be versus a certain culture I think it is good

5 Stormtrooper Raiding Party [Imperial]
Minion • Human
Strength-10
Vitality-3
Roaming-4
While you control a site, this minion is strength +2.
Each time this minion wins a skirmish, you may spot another [Imperial] minion to take control of a site.
1U78
a controlling sites. Is this going to be an imperial theme?

0 •Subjugation [Imperial]
Condition
Plays on a site you control.
Regroup: Remove 1 to stack your [Imperial] minion here.
Shadow: Play an [Imperial] minion stacked here as if from hand; its twilight cost is -1.
1C80
interesting very interesting. maybe make it Plays on a battleground you control. your choice though.
Oh, and here are the two different versions of The Force (with the common one being identical to The Ruling Ring from LotR).

•The One Ring, Bound to All
Vitality +1
Maneuver: Exert bearer to use The Force until the regroup phase.
While using The Force, the Apprentice is strength +1 for each event you play during his or her skirmish, and each time he or she would take a wound, add 2 burdens instead.
1R1
um it should be the force bound to all. humm... I guess it is OK
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
AnxiousChieftain
Posted: Wed Nov 29, 2006 9:17 am
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Hey Menace, shouldn’t you change The One Ring to The Force? Very Happy
MODS RULE. - lem0nhead
menace64
Posted: Wed Nov 29, 2006 1:42 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Haha, whoops!

Old habits die hard, I guess. Embarassed
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?
menace64
Posted: Wed Nov 29, 2006 2:08 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
SoP - Yes, Imperials will be able to take sites. Some other things they do well is swarm and hate on specific cultures.

Here’s some more.

1 Dewback [Imperial]
Possession • Mount
Strength +1
Bearer must be an [Imperial] minion.
While at a desert site, bearer is strength +1 and may not take wounds.
1C97

3 Imperial Sandtrooper [Imperial]
Minion • Human
Strength-8
Vitality-3
Roaming-4
While you control a desert site, this minion is twilight cost -1 and damage +1.
While at a desert site, this minion is strength +1.
1C106

3 Ominous Display [Imperial]
Event • Response
If your [Imperial] minion just won a skirmish, discard a support area condition to take control of a site.
1R112

2 Overrun [Imperial]
Event • Skirmish
Make an [Imperial] minion strength +2 (or +3 if you can spot 3 other [Imperial] minions).
1C113

3 Voices Suddenly Silenced [Imperial]
Event • Response
If you just took control of a site, spot an [Imperial] minion to wound an undestined companion twice.
1C128
Last edited by menace64 on Thu Dec 14, 2006 1:29 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?
sickofpalantirs
Posted: Wed Nov 29, 2006 3:03 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.
menace64 wrote:
SoP - Yes, Imperials will be able to take sites. Some other things they do well is swarm and hate on specific cultures.

Here’s some more.

1 Dewback [Imperial]
Possession • Mount
Strength +1
Bearer must be an [Imperial] minion.
While at a desert site, bearer is strength +2 and may not take wounds.
1C54
humm... maybe cut the bonus by one strength

3 Imperial Sandtrooper [Imperial]
Minion • Human
Strength-8
Vitality-3
Roaming-4
While you control a desert site, this minion is twilight cost -1 and strength +1.
While at a desert site, this minion is strength +2.
1C64
make the controlled ability slightly better and the other one slightly worse

2 Ominous Display [Imperial]
Event • Response
If your [Imperial] minion just won a skirmish, discard a support area condition to take control of a site.
1R69
it should be discard one of your conditions otherwise IMO it is to good.

2 Overrun [Imperial]
Event • Skirmish
Make an [Imperial] minion strength +2 (or +3 if you can spot 3 other [Imperial] minions).
1C70
humm where have I heard this title before?

(That’s a very normal strength pump. One of the bad points with Imperial is strength enhancers don’t go easily with them.)

3 Voices Suddenly Silenced [Imperial]
Event • Response
If you just took control of a site, spot an [Imperial] minion to wound an undestined companion twice.
1C85
maybe make it an uncommon
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
menace64
Posted: Wed Nov 29, 2006 6:07 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Training X (When you play this, add X training tokens here. At the start of each of your turns, remove a training token here. When there are no training tokens here, training is complete; discard this condition and all benefits of the training last until the End of the Game.)

This is a mechanic the Jedi use to strengthen other companions, and one that the Sith really like to mess with.

2 Knight’s Training [Jedi]
Condition
Training 2. To play, spot a Jedi. Bearer must be a non-Jedi companion.
When this training is complete, bearer gains Jedi and is resistance +1.
1U145

4 •Qui-Gon, Unorthodox Teacher [Jedi]
Companion • Human
Strength-9
Vitality-3
Resistance-8
Duelist. Jedi.
At the start of each of your turns, you may exert Qui-Gon to remove a training token.
Regroup: Spot X training conditions and exert Qui-Gon to take X [Jedi] events into hand from your discard pile.
1R156

0 Skywalker’s Training [Jedi]
Condition
Resistance +1
Training 3. To play, spot a Jedi. Bearer must be Anakin, Luke, or Leia.
When this training is complete, bearer gains Jedi, is damage +1 while bearing a lightsaber, and each time he or she wins a skirmish, you may remove a burden.
1R161

0 The Chosen One [Sith]
Condition
Resistance -1
Bearer must be a companion bearing a training condition.
At the start of each of the Light Side player’s turns, you may spot another [Sith] card to make the Light Side player wound a companion.
When bearer’s training is complete, discard this to reveal your hand. If you reveal 5 or more [Sith] cards, bearer is killed.
1R250

2 Poisonous Words [Sith]
Event • Shadow
Toil 2.
Exert your [Sith] minion to add a token to a training condition. If the companion being trained is the Apprentice, you may also discard 2 [Sith] cards from hand to add a burden.
1R279
Last edited by menace64 on Thu Dec 14, 2006 1:31 am; 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?
Turin06
Posted: Thu Nov 30, 2006 5:56 am
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
That is a fantastic keyword I love it. I really want to play with it as weel. Very well done indeed.
menace64
Posted: Thu Nov 30, 2006 4:55 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Well if you like training, let me introduce another keyword. This is one that was created out of necessity, because I felt the robotic characters needed some kind of separation from flesh-and-bloods.

Here’s what I came up with:

Droid (This character may not exert or be exerted.)

At face value, I think people would either say "that is too powerful!" or "that is too underpowered!" I’d like to think it’s both. On one hand, your droid can only be wounded by the opponent, but it also limits your ability to use said droid.

Here’s a basic Threepio, and then I’ll begin spoiling some of the Separatist droids.

2 •Threepio, The Golden One [Rebel]
Companion • Droid
Strength-3
Vitality-4
Droid.
Each time you transfer an ewok follower to a companion, you may discard a card from hand to draw a card.
1C202


Before I start with the Confederacy, let me lay down how they function. Since the droids can’t exert to complete actions, the Separatists (Wat Tambor, Nute Gunray, etc.) really do take charge and command the armies.

1 Activate the Droids [Confederacy]
Condition • Support Area
Maneuver: Exert a Separatist X times to make X [Confederacy] droids strength +2 until the regroup phase. Discard this condition.
1C4

6 Battle Droid Regiment [Confederacy]
Minion • Droid
Strength-13
Vitality-4
Roaming-4
Droid. To play, spot a [Confederacy] minion.
Maneuver: Exert a Separatist to make this minion fierce until the regroup phase.
Skirmish: Exert a Separatist to make this minion damage +1 (limit +1).
1R9

Included in the culture are several capital starships, which until just now I hadn’t really thought of too much. Note that Capital is an unloaded keyword. Here’s one:

2 •InterGalactic Banking Frigate [Confederacy]
Condition • Support Area
Capital. To play, spot a [Confederacy] minion.
While there are less than 4 tokens here, each time your Separatist exerts, you may place a [Confederacy] token here.
Response: If your Separatist exerts, remove 2 [Confederacy] tokens here to place no token for that exertion.
1U24

3 •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

(Pretty basic minion, but his biggest attribute is his ability to exert for costs. That healing ability only makes him better.)

And there it is, the culture all about budgeting and spending funds in just the right way. More will be coming soon.
Last edited by menace64 on Thu Dec 14, 2006 1:34 am; 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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