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DáinIronfoot |
Posted: Fri Mar 23, 2007 5:34 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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This is sinking fast. Bump? |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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NBarden |
Posted: Fri Mar 23, 2007 6:54 pm |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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DáinIronfoot wrote: Thanks, SoP. Made the recommended change to Aroused and Alert.
Dáin’s DC Duos #115
Finally, here are the  Warg mounts. Hope they live up to expectations. Enjoy!
Riding Warg
Possession • Mount
Strength +2
Vitality +1
Bearer must be a  Orc. Discard this mount when at an underground site.
Maneuver: Exert bearer to make him fierce until the regroup phase.
“Then they often got the Wargs to help and shared the plunder with them. Sometimes they rode on wolves like men do on horses.”
Wha? Tough. Real tough. Moria loves underground sites, so this is going to get its own entire new decktype or die.
War-Wolf
Possession • Mount
Strength +3
Vitality +2
Bearer must be a  Orc.
Bearer is fierce.
Maneuver: Exert bearer twice to make him damage +1 until the regroup phase.
“‘They ride upon wolves and Wargs are in their train!’”
That’s better! I love it. |
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DáinIronfoot |
Posted: Sat Mar 24, 2007 11:12 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Dáin’s DC Duos #116
A bit of a break today, as today’s cards don’t focus on Wargs OR Orcs. They are, instead, a couple of the weather cards that populate my sets. Enjoy!
•A Wind And A Rain
Condition • Support Area
Weather. To play, exert a minion.
Each time the fellowship moves to a mountain or plains site, spot another weather condition to make each companion exert.
Regroup: Discard this condition and heal each companion to make the move limit for this turn -1 (to a minimum of 1).
“The wind was howling and the thunder still growling, and they had a business getting themselves and their ponies along.”
•More Than A Thunderstorm
Condition
Weather. To play, exert a minion. Plays on a mountain or river site.
At the start of each phase (except skirmish phases) while the fellowship is at this site, the Free Peoples player must add a burden or exert a companion.
Discard this condition at the end of the turn.
“Then came a wind and a rain, and the wind whipped the rain and the hail about in every direction, so that an overhanging rock was no protection at all.” |
Last edited by DáinIronfoot on Sat Mar 24, 2007 6:25 pm; edited 2 times in totalBest regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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sickofpalantirs |
Posted: Sat Mar 24, 2007 11:17 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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DáinIronfoot wrote: Dáin’s DC Duos #116
A Wind And A Rain
Condition • Support Area
Weather. To play, exert a  minion.
Each time the fellowship moves to a mountain or plains site, spot another weather condition to make each companion exert.
Regroup: Discard this condition to make the move limit for this turn -1.
“The wind was howling and the thunder still growling, and they had a business getting themselves and their ponies along.”
we had a wind and a rain this morning, I was afraid that I wouldn’t be able to plug the computer in . the regroup ability needs to have something else on it, otherwise it is to good. say, discard another weather condition (or 2) or heal each companion or something like that. great beast being an example
 • More Than A Thunderstorm
Condition
Weather. To play, exert a  minion. Plays on a mountain or river site.
At the start of each phase (except skirmish phases) while the fellowship is at this site, the Free Peoples player must add a burden or exert a companion.
Discard this condition at the end of the turn.
“Then came a wind and a rain, and the wind whipped the rain and the hail about in every direction, so that an overhanging rock was no protection at all.”
nice. |
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(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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DáinIronfoot |
Posted: Sat Mar 24, 2007 11:35 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Okay. I liked the healing every companion idea, so I went with that. Thanks!
Anyone else? |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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sickofpalantirs |
Posted: Sat Mar 24, 2007 11:36 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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ya know it might not have been the smartest thing to make another DC thread when right now so many people are all clambering for reviews  |
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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DáinIronfoot |
Posted: Sat Mar 24, 2007 11:39 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Yeah, but it’ll probably literally take YEARS to get through all my cards otherwise. |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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NBarden |
Posted: Sat Mar 24, 2007 4:48 pm |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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DáinIronfoot wrote: Dáin’s DC Duos #116
A bit of a break today, as today’s cards don’t focus on Wargs OR Orcs. They are, instead, a couple of the weather cards that populate my sets. Enjoy!
A Wind And A Rain
Condition • Support Area
Weather. To play, exert a  minion.
Each time the fellowship moves to a mountain or plains site, spot another weather condition to make each companion exert.
Regroup: Discard this condition and heal each companion to make the move limit for this turn -1.
“The wind was howling and the thunder still growling, and they had a business getting themselves and their ponies along.”
Four copies exhausts everyone, and then the Scouting Orc come in on the splash and slaughter
 • More Than A Thunderstorm
Condition
Weather. To play, exert a  minion. Plays on a mountain or river site.
At the start of each phase (except skirmish phases) while the fellowship is at this site, the Free Peoples player must add a burden or exert a companion.
Discard this condition at the end of the turn.
“Then came a wind and a rain, and the wind whipped the rain and the hail about in every direction, so that an overhanging rock was no protection at all.”
Moria corruption. A wind and a rain exhausts everyone, leaving them to auto-corrupt.
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-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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Mouth of Saruman |
Posted: Sat Mar 24, 2007 5:50 pm |
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Joined: 14 Feb 2007
Posts: 190
Location: Orthanc
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DáinIronfoot wrote: Hunting Warg
Minion • Warg
Strength: 8
Vitality: 3
Site: 3
Tracker. Fierce. Hunter 1.
To play, spot a  minion. This minion may not bear possessions.
When you play this minion, you may exert it to take a  search card into hand from your draw deck.
“They left guards at the foot of the tree in which Dori and Bilbo were, and then went sniffling about till they had smelt out every tree that had anyone in it.”
How about from your draw deck or your discard pile?
DáinIronfoot wrote: Roving Warg
Minion • Warg
Strength: 7
Vitality: 2
Site: 3
Tracker.
This minion may not bear possessions.
While you can spot another Warg, this minion’s twilight cost is -1.
While you can spot 3 Wargs, this minion is fierce.
“In a minute there was a whole pack of them yelping all round the tree and leaping up at the trunk, with eyes blazing and tongues hanging out.”
I’m tempted to say that this card might be too weak as is. Perhaps hunter 1? It’s cool, just really conditional to pull off. You’d have to have a Warg swarm in order to make this guy fierce.
DáinIronfoot wrote: Stalking Warg
Minion • Warg
Strength: 7
Vitality: 3
Site: 3
Tracker. Fierce. Hunter 1.
To play, spot 3  minions (or 2  Wargs). This minion may not bear possessions.
You may play this minion any time you could play a maneuver or assignment event.
When you play this minion, you may exert it to wound a companion.
“A wolf snapped at his cloak as he swung up, and nearly got him.”
Nicely done!
DáinIronfoot wrote: Hunting Warg
Minion • Warg
Strength: 8
Vitality: 3
Site: 3
Tracker. Fierce. Hunter 1.
To play, spot a  minion. This minion may not bear possessions.
When you play this minion, you may exert it to take a  search card into hand from your draw deck.
“They left guards at the foot of the tree in which Dori and Bilbo were, and then went sniffling about till they had smelt out every tree that had anyone in it.”
How about from your draw deck or your discard pile?
DáinIronfoot wrote: Roving Warg
Minion • Warg
Strength: 7
Vitality: 2
Site: 3
Tracker.
This minion may not bear possessions.
While you can spot another Warg, this minion’s twilight cost is -1.
While you can spot 3 Wargs, this minion is fierce.
“In a minute there was a whole pack of them yelping all round the tree and leaping up at the trunk, with eyes blazing and tongues hanging out.”
I’m tempted to say that this card might be too weak as is. Perhaps hunter 1? It’s cool, just really conditional to pull off. You’d have to have a Warg swarm in order to make this guy fierce.
DáinIronfoot wrote: Wolves of Wilderland
Minion • Warg
Strength: 12
Vitality: 4
Site: 3
Tracker. Hunter 1.
While you can spot 2 Wargs, this minion is fierce.
While you can spot 3 Wargs, this minion is damage +1.
While you can spot 4 Wargs, this minion may not take wounds.
“All of a sudden there were hundreds of eyes looking at them.”
Maybe add in a toil. This guy is great as he is, so I won’t complain if you don’t, but he’s a tad on the expensive side at the moment.
DáinIronfoot wrote:  • Great Grey Wolf, Warg Chieftain
Minion • Warg
Strength: 10
Vitality: 3
Site: 4
Tracker. Fierce.
To play, spot a Warg. Great Grey Wolf may not bear possessions.
Each Warg and  tracker gains hunter 1 (or hunter 2 if in a fierce skirmish).
Skirmish: Exert Great Grey Wolf and another Warg (or exert Great Grey Wolf twice) to move a card in the Free Peoples player’s support area to its owner’s discard pile.
“He spoke to them in the dreadful language of the Wargs. Gandalf understood it. Bilbo did not, but it sounded terrible to him, and as if all their talk was about cruel and wicked things, as it was.”
Interesting. I’m baffled as to why you have the skirmish ability worded as is. Perhaps I’ll find out as I read the other Duos. Excellent card, however; I love it.
DáinIronfoot wrote: Maddened and Angry
Condition • Support Area
To play, exert a  Warg.
Each time a Warg is exerted or wounded by a Free Peoples event, condition, or special ability, you may remove  to make that Warg enduring until the end of the turn.
Regroup: Discard this condition to heal each Warg (or to heal a  Warg three times).
“...they were leaping and howling round the trunks, and cursing the dwarves in their horrible language, with their tongues hanging out, and their eyes shining as red and fierce as the flames.”
You can drop the ’to’ in the regroup ability. Very inventive idea. It’s a bane to Legolas, Greenleaf and Aragorn, Thorongil.
DáinIronfoot wrote: Howling At The Moon
Event • Skirmish
Search.
Make a  Warg or mounted  Orc strength +1 for each Warg minion you can spot (limit +6).
“All of a sudden they heard a howl away down hill, a long shuddering howl. It was answered by another away to the right and a good deal nearer to them; then by another not far away to the left.”
Simple and basic. Good job!
DáinIronfoot wrote: Keen Smell
Condition • Support Area
Search. Toil 1. To play, spot a  minion.
Response: If the Ring-bearer puts on The One Ring, exert a  Warg to choose one: wound the Ring-bearer; or make the Ring-bearer take off The One Ring until the regroup phase.
Response: If a stealth card is played, spot a  Warg and discard this condition to cancel all effects of that card and discard it.
“Even magic rings are not much use against wolves - especially against the evil packs that lived under the shadow of the goblin-infested mountains, over the Edge of the Wild on the borders of the unknown.”
Not entirely too sure on the wording of the second ability.
DáinIronfoot wrote: Anger and Fright
Event • Skirmish
Make a  Warg strength +1 for each wound on each character in its skirmish.
“The rage of the wolves was terrible to see, and the commotion they made filled all the forest.”
Cool.
DáinIronfoot wrote: Hurrying Multitude
Event • Skirmish
Search.
Make each  minion that is not mounted (or a Warg) a lurker.
“...already their cries and howls rent the air afar.”
I think it should be worded as: "...gain lurker."
DáinIronfoot wrote: Aroused and Alert
Event • Maneuver
Search.
Each  minion in a fierce skirmish is strength +2 until the regroup phase.
“With yells of delight the goblins rushed upon him.”
Reword it to say: "Make each minion in a fierce skirmish strength +2 until the regroup phase."
DáinIronfoot wrote: Slowly Beaten Down
Condition • Support Area
When you play this condition, place a  token here for each  minion you can spot.
Response: If a  minion wins a skirmish, spot X tokens here and discard this condition to play a  minion whose twilight cost is (X) from your discard pile. The Free Peoples player must immediately assign that minion to an unassigned companion.
“His numbers were too few. His flanks were unguarded. Soon the attackers were attacked, and they were forced into a great ring, facing every way, hemmed all about with goblins and wolves returning to the assault.”
tokens! And better yet, they’re on a completely awesome card!
DáinIronfoot wrote: Riding Warg
Possession • Mount
Strength +2
Vitality +1
Bearer must be a  Orc. Discard this mount when at an underground site.
Maneuver: Exert bearer to make him fierce until the regroup phase.
“Then they often got the Wargs to help and shared the plunder with them. Sometimes they rode on wolves like men do on horses.”
No complaints.
DáinIronfoot wrote: War-Wolf
Possession • Mount
Strength +3
Vitality +2
Bearer must be a  Orc.
Bearer is fierce.
Maneuver: Exert bearer twice to make him damage +1 until the regroup phase.
“‘They ride upon wolves and Wargs are in their train!’”
Very powerful but certainly very sweet!
DáinIronfoot wrote: A Wind And A Rain
Condition • Support Area
Weather. To play, exert a  minion.
Each time the fellowship moves to a mountain or plains site, spot another weather condition to make each companion exert.
Regroup: Discard this condition and heal each companion to make the move limit for this turn -1.
“The wind was howling and the thunder still growling, and they had a business getting themselves and their ponies along.”
I’d make it to a minimum of 1.
DáinIronfoot wrote:  • More Than A Thunderstorm
Condition
Weather. To play, exert a  minion. Plays on a mountain or river site.
At the start of each phase (except skirmish phases) while the fellowship is at this site, the Free Peoples player must add a burden or exert a companion.
Discard this condition at the end of the turn.
“Then came a wind and a rain, and the wind whipped the rain and the hail about in every direction, so that an overhanging rock was no protection at all.”
Too good for words, my friend. |
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DáinIronfoot |
Posted: Sat Mar 24, 2007 6:29 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Thanks, guys. I (reluctantly) made A Wind And A Rain unique. I understand why it’s necessary, especially with the potential move limit reduction. I also made several other changes you recommended, MoS.
Thanks!
If you liked Slowly Beaten Down, MoS, you’ll LOVE the next couple cards.  |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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