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sickofpalantirs
Posted: Fri Jan 19, 2007 2:27 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.
DáinIronfoot wrote:
Dáin’s DC Duos #4

2Óin, Son of Gróin Dwarven
Companion • Dwarf
Strength: 5
Vitality: 3
Signet: Thorin
While you can spot a Dwarf, Óin’s twilight cost is -1.
When you play Óin (except in your starting fellowship), you may play a Dwarven condition from your draw deck.
“Óin and Glóin wanted to light a fire at the door to dry their clothes....”
since you can only either start him for free, or use his ability he is fine

2Glóin, Skilled Fire-starter Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Signet: Thorin
When you play Glóin (except in your starting fellowship), you may play a Tinder-box from your draw deck (ignoring cost and spotting requirements).
Maneuver: While at an underground or forest site, exert Glóin and add 1 (or spot two other unbound Dwarves) to heal a companion.
“‘...perhaps we can make a little light, and have a look round before the luck turns.’”
gah its like menace64 all over again. good card
Now, the other part of his text requires today’s third card....

1 Tinder-box Dwarven
Possession • Box
To play, spot two Dwarves. Bearer must be an unbound companion.
Fellowship: Discard this possession and add 2 to remove a burden.
Regroup: Discard this possession and add X threats to heal X companions.
“Dwarves have never taken to matches even yet.”
tolkien mentioned matches? funny, i remember reading somewhere that the hobbits had wristwatches to. Personally I think you should only keep one of the ability’s but that is probably just because i want to say something.
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
DáinIronfoot
Posted: Sat Jan 20, 2007 1:51 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #5

I’m in the process of adding a GP to the folks that have been kind enough to review my cards in this thread. I really appreciate reviews, and I think that’s an excellent way of saying thanks. Smile

You’ll find that most of my posting is during the work week; it’s rare that I’ll post over the weekend. So when I do, you tend to get a bonus card.

There’s two different trios I could post, so I’ll go with a set of three cousins from Thorin’s Company. Enjoy!

2Bifur, Dwarf of Moria Dwarven
Companion • Dwarf
Strength: 5
Vitality: 3
Signet: Thorin
Bifur is strength +1 for each minion in his skirmish.
At the start of the assignment phase, while Bifur is damage +X, you may exert him to make him defender +X (limit +2) until the regroup phase.
“...for Bifur and Bombur had given a lot of trouble, and fought like mad, as dwarves will when cornered.”

At first, Bifur doesn’t seem very good. But he can quickly turn into one of your top fighters. He gets stronger for every minion in his skirmish, for one thing. Granted, that still doesn’t turn him into a powerhouse by any means, but it’s nice.

His REAL bonus is a bit tougher to get. He doesn’t come with any damage bonuses, obviously, but it’s well worth the effort to get him some. I don’t think I need to go into why. Smile

2Bofur, Dwarf of Moria Dwarven
Companion • Dwarf
Strength: 5
Vitality: 3
Signet: Thorin
Bofur may not be overwhelmed unless his strength is tripled.
If a Shadow card is about to discard a possession borne by your skirmishing companion, exert Bofur to prevent that.
“Only Bofur and Bombur were left behind to guard the ponies and such stores as they had brought with them from the river.”

His text really speaks for itself, methinks. Is that ability of his worded properly, though? What do you think?

2Bombur, Exceptionally Fat Dwarven
Companion • Dwarf
Strength: 5
Vitality: 4
Signet: Thorin
While you can spot two other Dwarves, Bombur is strength +1.
Bombur takes no more than one wound each skirmish phase.
At the start of each regroup phase while the fellowship is at a sanctuary, you may discard a card from hand to heal a Dwarf.
“‘I would give a good deal for the feel of a strong drink in my throat, and for a soft bed after a good supper!’"

In my opinion, Bombur was the most useless Dwarf in the whole company that retook Erebor. All he seemed to do was get into trouble and end up being helped by the other Dwarves. Of course, he also seemed to be extremely lucky that no greater harm came to him, and the Dwarves DID seem to be better off, as a group, when they pulled together to help him. I tried to capture all that with one of the more unique Dwarf companions out there. What do you think?
Last edited by DáinIronfoot on Sat Jan 20, 2007 5:58 pm; edited 4 times in total
CarpeGuitarrem
Posted: Sat Jan 20, 2007 2:34 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
DáinIronfoot wrote:
Dáin’s DC Duos #5

I’m in the process of adding a GP to the folks that have been kind enough to review my cards in this thread. I really appreciate reviews, and I think that’s an excellent way of saying thanks. Smile

You’ll find that most of my posting is during the work week; it’s rare that I’ll post over the weekend. So when I do, you tend to get a bonus card.

There’s two different trios I could post, so I’ll go with a set of three cousins from Thorin’s Company. Enjoy!

2Bifur, Dwarf of Moria Dwarven
Companion • Dwarf
Strength: 5
Vitality: 3
Signet: Thorin
Bifur is strength +1 for each minion in his skirmish.
At the start of the assignment phase, while Bifur is damage +X, you may exert him to make him defender +X (limit +2) until the regroup phase.
“...for Bifur and Bombur had given a lot of trouble, and fought like mad, as dwarves will when cornered.”
Hmm...So he’s base 6 strength, and then each time a minion (strength typically 6-8, or more) enters, he gets a +1 boost. A cool idea...but I can’t see it working. Increase his strength by 1 and increase the enemy’s strength by 6-9? But he looks good as a pincoushin for enemies. Any way to prevent overwhelming?
At first, Bifur doesn’t seem very good. But he can quickly turn into one of your top fighters. He gets stronger for every minion in his skirmish, for one thing. Granted, that still doesn’t turn him into a powerhouse by any means, but it’s nice.

His REAL bonus is a bit tougher to get. He doesn’t come with any damage bonuses, obviously, but it’s well worth the effort to get him some. I don’t think I need to go into why. Smile

2Bofur, Dwarf of Moria Dwarven
Companion • Dwarf
Strength: 5
Vitality: 3
Signet: Thorin
Bofur may not be overwhelmed unless his strength is tripled.
If a Shadow card is about to discard a possession borne by your skirmishing companion, exert Bofur to prevent that.
“Only Bofur and Bombur were left behind to guard the ponies and such stores as they had brought with them from the river.”
Very nice! I like him.
His text really speaks for itself, methinks. Is that ability of his worded properly, though? What do you think?

2•Bombur, Exceptionally Fat Dwarven
Companion • Dwarf
Strength: 5
Vitality: 4
Signet: Thorin
While you can spot two other Dwarves, Bombur is strength +1.
Bombur takes no more than one wound each archery phase and two wounds each skirmish phase.
At the start of each regroup phase while the fellowship is at a sanctuary, you may heal a Dwarf.
“‘I would give a good deal for the feel of a strong drink in my throat, and for a soft bed after a good supper!’"
Laughing I always did love Bombur. And that’s a good healing ability. I’d limit it to one wound both in archery and skirmishes: "Bombur takes no more than one wound in the archery phase and in the skirmish phase."
In my opinion, Bombur was the most useless Dwarf in the whole company that retook Erebor. All he seemed to do was get into trouble and end up being helped by the other Dwarves. Of course, he also seemed to be extremely lucky that no greater harm came to him, and the Dwarves DID seem to be better off, as a group, when they pulled together to help him. I tried to capture all that with one of the more unique Dwarf companions out there. What do you think?
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
elf lvr
Posted: Sat Jan 20, 2007 2:41 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
DáinIronfoot wrote:
Dáin’s DC Duos #5

I’m in the process of adding a GP to the folks that have been kind enough to review my cards in this thread. I really appreciate reviews, and I think that’s an excellent way of saying thanks. Smile

You’ll find that most of my posting is during the work week; it’s rare that I’ll post over the weekend. So when I do, you tend to get a bonus card.

There’s two different trios I could post, so I’ll go with a set of three cousins from Thorin’s Company. Enjoy!

2Bifur, Dwarf of Moria Dwarven
Companion • Dwarf
Strength: 5
Vitality: 3
Signet: Thorin
Bifur is strength +1 for each minion in his skirmish.
At the start of the assignment phase, while Bifur is damage +X, you may exert him to make him defender +X (limit +2) until the regroup phase.
pi[“...for Bifur and Bombur had given a lot of trouble, and fought like mad, as dwarves will when cornered.”[/i]

At first, Bifur doesn’t seem very good. But he can quickly turn into one of your top fighters. He gets stronger for every minion in his skirmish, for one thing. Granted, that still doesn’t turn him into a powerhouse by any means, but it’s nice.

His REAL bonus is a bit tougher to get. He doesn’t come with any damage bonuses, obviously, but it’s well worth the effort to get him some. I don’t think I need to go into why. Smile

A Dwarven swarm-stopper, at the very least. I like the strength bonus, but I dont think it would be worth assigning 3 minions to him just to get it... but at least it helps him survive.

2Bofur, Dwarf of Moria Dwarven
Companion • Dwarf
Strength: 5
Vitality: 3
Signet: Thorin
Bofur may not be overwhelmed unless his strength is tripled.
If a Shadow card is about to discard a possession borne by your skirmishing companion, exert Bofur to prevent that.
“Only Bofur and Bombur were left behind to guard the ponies and such stores as they had brought with them from the river.”

His text really speaks for itself, methinks. Is that ability of his worded properly, though? What do you think?

Maybe you could word it: If a shadow card is about to discard a possession borne by a companion in a skirmish... but that still sounds wierd.

2•Bombur, Exceptionally Fat Dwarven
Companion • Dwarf
Strength: 5
Vitality: 4
Signet: Thorin
While you can spot two other Dwarves, Bombur is strength +1.
Bombur takes no more than one wound each archery phase and two wounds each skirmish phase.
At the start of each regroup phase while the fellowship is at a sanctuary, you may heal a Dwarf.
“‘I would give a good deal for the feel of a strong drink in my throat, and for a soft bed after a good supper!’"

In my opinion, Bombur was the most useless Dwarf in the whole company that retook Erebor. All he seemed to do was get into trouble and end up being helped by the other Dwarves. Of course, he also seemed to be extremely lucky that no greater harm came to him, and the Dwarves DID seem to be better off, as a group, when they pulled together to help him. I tried to capture all that with one of the more unique Dwarf companions out there. What do you think?

Drop the archery ability, as it could actually hurt the fellowship. You could give him 3 vitality and make him only take 1 wound in a skirmish. Maybe add a cost, like discarding a card from hand, to the regroup abilty.
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
DáinIronfoot
Posted: Sat Jan 20, 2007 6:14 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Thanks for the reviews, guys. GPs all around!

As for Bifur, good old Dwarven Armor will give him some better survivability. The Dwarves have plenty of strength pumps that will help too, like Battle Fury, Battle Tested, Awkward Moment, and especially Honed (considering he likely has several damage bonuses already).

There’s also this:

3 You Must Claim Your Own Dwarven
Event • Maneuver
Toil 1.
Spot a Dragon or unique Orc to make a Dwarf strength +2, damage +1, and unable to be overwhelmed unless his strength is tripled until the regroup phase.
“... there is no knowing what a dwarf will not dare and do for revenge or the recovery of his own.”
sickofpalantirs
Posted: Sat Jan 20, 2007 6:54 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.
DáinIronfoot wrote:


There’s also this:

3 You Must Claim Your Own Dwarven
Event • Maneuver
Toil 1.
Spot a Dragon or unique Orc to make a Dwarf strength +2, damage +1, and unable to be overwhelmed unless his strength is tripled until the regroup phase.
“... there is no knowing what a dwarf will not dare and do for revenge or the recovery of his own.”

its underpowered make it orc in general.
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
DáinIronfoot
Posted: Mon Jan 22, 2007 10:40 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
sickofpalantirs wrote:
DáinIronfoot wrote:
3 You Must Claim Your Own Dwarven
Event • Maneuver
Toil 1.
Spot a Dragon or unique Orc to make a Dwarf strength +2, damage +1, and unable to be overwhelmed unless his strength is tripled until the regroup phase.
“... there is no knowing what a dwarf will not dare and do for revenge or the recovery of his own.”

its underpowered make it orc in general.

Heh. And here I was worried someone would say it was OVERpowered.
How about I make it strength +3 then? That better?
DáinIronfoot
Posted: Mon Jan 22, 2007 10:57 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #6

Okay, I’m beginning to tire of all these Dwarves a little bit, so I’m going to try and hurry this along.

Here’s another trio for you, including one of my new concepts, a Dual-Character. More on that in a sec.

If these get a couple reviews in the next few hours, then I’ll post the final Dwarf from Thorin’s Company today, as well as a couple more Dwarves from Lasting Alliances, and then we’ll move on to something else beginning tomorrow. Get it? Got it? Good. Smile

Here we go. I’ll withhold comments aside from a long description of Dual-Characters at the end. Enjoy!

2Fíli, Sister-son of Thorin Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Signet: Thorin
Fíli is strength +1 for each wound on him.
Response: If a Shadow event is played, exert Fíli or discard a card from hand to reveal the top card of your draw deck and take it into your hand. If it is a Dwarven card, you may heal a Dwarf.
“‘Now make haste and let us have no more words, or your master may have something to say to you.’”

2Kíli, Dwarf of the Blue Mountains Dwarven
Companion • Dwarf
Strength: 5
Vitality: 4
Signet: Thorin
Kíli may not take more than one wound (unless allowed by a Free Peoples card) or exert more than once in each phase.
Response: If another Dwarf is about to take any number of wounds in a skirmish, you may place those wounds on Kíli instead.
“Fíli and Kíli, however, who were young (for dwarves)...came out more or less smiling, with only a bruise or two and a stiffness that soon wore off.”

Now, last but not least....

A dual-character card is a single card that represents two characters. This means that if a card requires you to spot characters, you may spot either character on that card or spot both. For example, in the case of Boromir & Faramir, a card requiring you to spot two Gondor Men would be satisfied by this one dual-character card, since it represents two distinct characters even though it is a single card. However, because it IS a single card, the two characters are considered to be “joined at the hip”, per se. Anything that happens to one of the characters on a dual-character card automatically happens to the other. For example, if one character is killed, the other character also dies. If you have Merry & Pippin in play and a card that targets Pippin is played, Merry is affected also. If a card allows you to play one of the characters on a dual-character card for a reduced cost, both characters on that card are played at the reduced cost. And so on.

On a dual-character card, the two characters represented have a single strength, vitality, and signet/resistance/site. Strength is considered to be the combined variables of those characters, though in some cases it may be higher or lower than the actual combination of those characters’ strength from the game. Merry & Pippin, who are normally 3 strength individually, combine for a total of 6 strength on their dual-character card. Legolas & Gimli, however, who are both 6 strength by themselves, combine for only 11 rather than 12. Also note that, since these numbers are combined, any card that boosts one character’s strength automatically boosts the other’s. If a Dwarven Axe is played on Gimli from Legolas & Gimli, for example, they now combine for 13 strength rather than 11. If the Bow of the Galadhrim is then played on Legolas, with its strength +1 boost, Legolas & Gimli now combine for a total of 14 strength, and of course special abilities from BOTH weapons may be used by this single card.

Vitality, unlike strength, is typically not a combined number for dual-character cards. For Merry & Pippin, who normally both have a vitality of 4 by themselves, the dual-character card also has a vitality of only 4. The reason vitality is not combined while strength is lies in how a dual-character card acts in battle. If (a “single-character card” version of) Merry were to skirmish an Orc, his strength would be matched against that Orc, and if it were lower than the Orc’s strength, he would lose, thus taking a wound. If Pippin were to join that same battle, he would add his strength to Merry’s, and that combined strength would be matched against that Orc. If their combined strength was still lower, both would lose and both would take a wound. Thus on a dual-character card, the strength is combined and the vitality is not...just as it works if those characters are acting independently.

Twilight cost IS typically combined (thus, as you might have guessed, dual-character cards tend to be quite pricey), though like strength, it may be higher or lower than one would expect. Note again that cards that reduce twilight cost (or increase it, for that matter) apply to both characters on a dual-character card. Cards that lower the twilight cost of Gondor Men by 1, for instance, would reduce Boromir & Faramir’s cost by 2, not just 1, since both individual characters fit the condition (being a Gondor Man). A card doing the same for Elves would only reduce the cost by 1 for Legolas & Gimli; Legolas, as an Elf, qualifies, while Gimli, as a Dwarf, clearly does not.

In the case of companions, the signet or resistance number applies to both companions on a dual-character card. If another signet is added, such as with the Horn of the Mark, or the resistance number is changed, this change applies to both companions. For minions, the site number is also the same for both on a dual-character card. Both minions are roaming if played before their site, thus counting as two roaming minions even though it is one card. If another card has an affect on roaming minions, such as a strength addition or subtraction, it is applied to both minions. For example, if Advance Captain were to be played and that shadow player had a dual-character roaming Sauron Orc, that dual-character card would receive a combined damage +2, not a single damage +1. (Note again, though, that possessions are a bit of an exception to this rule. A possession that makes a Gondor Man damage +1, when played on Boromir & Faramir, would result in that dual-character being damage +1 rather than damage +2, since both characters cannot bear that weapon.) This is also true of strength and defender bonuses, but not vitality, since again, that is not a combined number. A card boosting all minions’ vitality by 1 would only add one vitality to our dual-character Sauron Orc, not two. The addition of keywords such as ranger, archer, valiant, enduring, and muster also apply only once (unless explicitly noted otherwise), since the combined characters are considered to be a single ranger or archer, muster applies to one specific character unless otherwise noted, and in the case of enduring, the characters take wounds together and have combined strength that is boosted when they take a wound.

Dual-character cards are obviously very powerful, but there are a number of serious risks to consider as well. As mentioned before, cards that affect one character on such a card affect both. In some cases, such as cards that allow you to discard a character rather than place it in the dead pile, this is a good thing. In such a case, both characters would be discarded together. However, with a card that does something nasty if two unbound Hobbits can be spotted, Merry & Pippin definitely qualify. Or worse still, if a card kills or discard a character on a dual-character card (and you don’t WANT it discarded this time!), you lose both characters at once. Ouch. Cards that let the opponent discard a card from your hand sound particularly nasty now, as you lose two characters if they pick a dual-character card. Double ouch.

Dual-character cards can be an interesting and, if played properly, powerful addition to both sides of the table. Just understand that with their appeal comes new hazards, also. Play with dual-characters at your own risk!

Now, with that all said, here’s one such Dual-Character...of the companions posted above! I figured the young brothers deserved two versions in Lasting Alliances considering their prominence in the story, so a second version of them combined seemed to fit well. Enjoy, and let me know what you think of the concept.

5Fíli & Kíli, Of The Race of Durin Dwarven
Companions • Dwarves
Strength: 10
Vitality: 4
Signet: Thorin
While you can spot Gandalf, Fíli & Kíli gain the Gandalf signet.
Each time the fellowship moves to a mountain or underground site, you may heal a Dwarf.
At the start of each maneuver phase, you may exert Fíli & Kíli to reveal the top card of your draw deck. If it a Dwarven card, you may add 1 to take it into your hand.
“‘We have found a dry cave, not far round the next corner; and ponies and all could get inside.’”
Last edited by DáinIronfoot on Tue Jan 23, 2007 10:50 am; edited 1 time in total
CarpeGuitarrem
Posted: Tue Jan 23, 2007 12:43 am
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
DáinIronfoot wrote:

2Fíli, Sister-son of Thorin Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Signet: Thorin
Fíli is strength +1 for each wound on him.
Response: Each time a Shadow event is played, you may exert Fíli or discard a card from hand to reveal the top card of your draw deck and take it into your hand. If it is a Dwarven card, you may heal a Dwarf.
“‘Now make haste and let us have no more words, or your master may have something to say to you.’”
Very nice, I must say. I like this one. One quibble..."Response: Each time..." is not good wording...either say "Response: If..." or "Each time...".
2Kíli, Dwarf of the Blue Mountains Dwarven
Companion • Dwarf
Strength: 5
Vitality: 4
Signet: Thorin
Kíli may not take more than one wound (unless allowed by a Free Peoples card) or exert more than once each phase.
Response: If another Dwarf is about to take any number of wounds in a skirmish, you may apply those wounds to Kíli instead.
“Fíli and Kíli, however, who were young (for dwarves)...came out more or less smiling, with only a bruise or two and a stiffness that soon wore off.”
Should be "more than once in each phase". And the ability should read "you may place those wounds..." But I like this concept.

5Fíli & Kíli, Of The Race of Durin Dwarven
Companions • Dwarves
Strength: 10
Vitality: 4
Signet: Thorin
While you can spot Gandalf, Fíli & Kíli gain the Gandalf signet.
Each time the fellowship moves to a mountain or underground site, you may heal a Dwarf.
At the start of each maneuver phase, you may exert Fíli & Kíli to reveal the top card of your draw deck. If it a Dwarven card, you may add 1 to take it into your hand.
“‘We have found a dry cave, not far round the next corner; and ponies and all could get inside.’”
Wierd...but it’s a really cool idea! But I really don’t see the hazards of this "companion".
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
DáinIronfoot
Posted: Tue Jan 23, 2007 10:49 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Thanks for the kind words, CG. Corrections have been made. Also, I’m adding a GP for you and elf lvr for your first reviews in this thread. Just my way of saying thanks.

But for now....

Dáin’s DC Duos #7

Yesterday I said I’d post several Dwarves today. As you’ll quickly learn, I change my mind a lot. I think I have ADD when it comes to DCs. Razz I’ll save some of the other Dwarves for another day. So instead, here’s the last Dwarf of Thorin’s Company, as well as the only member of the company I haven’t posted yet. Smile Enjoy!

2Dwalin, Generous Dwarf Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Signet: Thorin
When you play Dwalin, you may play a Dwarven possession from your draw deck.
Fellowship or Maneuver: Add 1 to transfer a possession borne by a Dwarf to another eligible companion.
“‘You will have to manage without pocket-handkerchiefs, and a good many other things, before you get to the journey’s end. As for a hat, I have got a spare hood and cloak in my luggage.’”

4Gandalf, Tharkûn Gandalf
Companion • Wizard
Strength: 7
Vitality: 4
Signet: Thorin
While you can spot a Dwarf and another Free Peoples culture, Gandalf’s twilight cost is -1.
Regroup: Spot three Free Peoples cultures and exert Gandalf to make the move limit +1 (limit once per turn). Each Shadow player may take a card into hand from his or her discard pile.
“He had not had many dealings with the Dwarves; though he was a friend to those of good will, and liked well the exiles of Durin’s Folk who lived in the West.”

And eh, what the heck. I DID promise three cards today, so here’s another Dwarven one that can work nicely with Dwalin.

0 Dwarf Cloak Dwarven
Possession • Cloak
To play, spot a Dwarf. Bearer must be a Dwarf or Hobbit.
Bearer may not have their strength or vitality reduced by weather conditions.
“...Bilbo was wearing a dark-green hood (a little weather-stained) and a dark-green cloak borrowed from Dwalin.”

There will be several new weather conditions (and events) in my sets (and they won’t all be related to Saruman), so this isn’t as useless as it might seem.

Tomorrow, we’ll move on to something other than Dwarves (probably), and I’ll move to a new thread. Keep an eye out for that. Thanks!

EDIT: Made a recommended change to Gandalf.
Last edited by DáinIronfoot on Tue Jan 23, 2007 1:06 pm; edited 2 times in total

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