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AnxiousChieftain
Posted: Wed Feb 21, 2007 10:32 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Cool, moving right along.

Here are the 4 FP Gollum cards.

0 •Smeagol, Two-faced Sneak Gollum
Companion
Strength: 3
Vitality: 4
Resistance: 5
Ring-bound. To play, add a burden.
Each time Smeagol wins a skirmish, you may add a burden and discard Smeagol to take a Shadow card into hand from your discard pile.

0 Bound to the Quest Gollum
Condition • Support Area
At the start of each fellowship phase, you may spot Frodo and Sam to play Smeagol from your discard pile.

1 Secret Stair Gollum
Event • Fellowship
Exert Smeagol and spot Frodo and Sam to play the fellowship’s next site. Until the regroup phase, each minion played at that site must exert.

1 •We Must Go at Once Gollum
Condition • Support Area
Fellowship: Discard Smeagol to heal a companion.
Regroup: Discard Smeagol to remove 3.
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AnxiousChieftain
Posted: Thu Feb 22, 2007 4:04 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Bump. First good review gets a GP! GP
MODS RULE. - lem0nhead
DáinIronfoot
Posted: Thu Feb 22, 2007 4:14 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
AnxiousChieftain wrote:
0 •Smeagol, Two-faced Sneak Gollum
Companion
Strength: 3
Vitality: 4
Resistance: 5
Ring-bound. To play, add a burden.
Each time Smeagol wins a skirmish, you may add a burden and discard Smeagol to take a Shadow card into hand from your discard pile.

Very interesting, but I think the ability may be a little harsh. Perhaps just discard him?

AnxiousChieftain wrote:
0 Bound to the Quest Gollum
Condition • Support Area
At the start of each fellowship phase, you may spot Frodo and Sam to play Smeagol from your discard pile.

Oh. Nevermind then. Razz I see where you’re going with this now. You still may want to consider removing the burden from Smeagol’s ability, though. This helps, but it’s still kinda borderline in my opinion.

AnxiousChieftain wrote:
1 Secret Stair Gollum
Event • Fellowship
Exert Smeagol and spot Frodo and Sam to play the fellowship’s next site. Until the regroup phase, each minion played at that site must exert.

Very cool! I think it balances out, too.

AnxiousChieftain wrote:
1 •We Must Go at Once Gollum
Condition • Support Area
Fellowship: Discard Smeagol to heal a companion.
Regroup: Discard Smeagol to remove 3.

Works very well with Bound to the Quest, You Must Help Us, Very Nice Friends and others.

Good show. I like these very much.
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!
AnxiousChieftain
Posted: Thu Feb 22, 2007 7:42 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Thanks for the review.

Next up, Shadow Gollum cards:

6 •Shelob, Always Hungry Gollum
Minion • Spider
Strength: 8
Vitality: 8
Site Number: 8
Fierce. Hunter 3.
Shelob is strength +1 for each wound on each character in her skirmish.
While Shelob is skirmishing a non-hunter, she is damage +1.

1 •Growing Fear Gollum
Condition • Support Area
At the start of the maneuver phase, you may spot Shelob to make an unbound companion resistance -3 until the regroup phase.
Shadow: Spot X companions with resistance 3 or less to play Shelob; her twilight cost is -X. Discard this condition.

0 Sudden Bound Gollum
Event • Skirmish
Make Shelob strength +2 (or strength +3 and damage +1 if she is skirmishing a companion with resistance 2 or less).
Last edited by AnxiousChieftain on Thu Feb 22, 2007 9:40 pm; edited 1 time in totalMODS RULE. - lem0nhead
NBarden
Posted: Thu Feb 22, 2007 7:50 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
AnxiousChieftain wrote:
Thanks for the review.

Next up, Shadow Gollum cards:

6 •Shelob, Always Hungry Gollum
Minion • Spider
Strength: 8
Vitality: 8
Site Number: 8
Fierce. Hunter 3.
While Shelob is skirmishing a non-hunter, she is damage +1.
While Shelob is skirmishing a companion with resistance 2 or less, she is strength +2.

Nice, but no potential to explode like the other copies of Shelob. Maybe add that she’s strength +1 for each wound on each character in her skirmish, a sorta toned down enduring.

1 •Growing Fear Gollum
Condition • Support Area
At the start of the maneuver phase, you may exert Shelob to make an unbound companion resistance -3 until the regroup phase.
Shadow: Spot X companions with resistance 3 or less to play Shelob; her twilight cost is -X. Discard this condition.

WHOA! Free exertion? That just means tougher for the enduring Shelobs

0 Sudden Bound Gollum
Event • Skirmish
Make Shelob strength +2 (or strength +3 and damage +1 if she is skirmishing a companion with resistance 2 or less).

Basic pump. Nice.


I like the whole low resistance idea.
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DáinIronfoot
Posted: Thu Feb 22, 2007 8:51 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
AnxiousChieftain wrote:
6 •Shelob, Always Hungry Gollum
Minion • Spider
Strength: 8
Vitality: 8
Site Number: 8
Fierce. Hunter 3.
While Shelob is skirmishing a non-hunter, she is damage +1.
While Shelob is skirmishing a companion with resistance 2 or less, she is strength +2.

Yeah, I agree with NBarden. A sort of "half-enduring" would be good here, perhaps even in place of the second ability.

AnxiousChieftain wrote:
1 •Growing Fear Gollum
Condition • Support Area
At the start of the maneuver phase, you may exert Shelob to make an unbound companion resistance -3 until the regroup phase.
Shadow: Spot X companions with resistance 3 or less to play Shelob; her twilight cost is -X. Discard this condition.

Yeah, NB’s right again. Healing might be better than a free exertion, especially since it means you have to get her wounded somehow before the maneuver phase.

AnxiousChieftain wrote:
0 Sudden Bound Gollum
Event • Skirmish
Make Shelob strength +2 (or strength +3 and damage +1 if she is skirmishing a companion with resistance 2 or less).

Nice standard pump. Good stuff.
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!
sickofpalantirs
Posted: Thu Feb 22, 2007 9:29 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.
AnxiousChieftain wrote:
Thanks for the review.

6 •Shelob, Always Hungry Gollum
Minion • Spider
Strength: 8
Vitality: 8
Site Number: 8
Fierce. Hunter 3.
While Shelob is skirmishing a non-hunter, she is damage +1.
While Shelob is skirmishing a companion with resistance 2 or less, she is strength +2.
great card. nothing to say.

1 •Growing Fear Gollum
Condition • Support Area
At the start of the maneuver phase, you may exert Shelob to make an unbound companion resistance -3 until the regroup phase.
Shadow: Spot X companions with resistance 3 or less to play Shelob; her twilight cost is -X. Discard this condition.
again good

0 Sudden Bound Gollum
Event • Skirmish
Make Shelob strength +2 (or strength +3 and damage +1 if she is skirmishing a companion with resistance 2 or less).


again good.

I know I really am not saying much, but I thought it would be worth it to say they were good. :GP:
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AnxiousChieftain
Posted: Thu Feb 22, 2007 10:32 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Thanks for the reviews. Shelob dropped her 2nd ability for a better strength ability, and Growing Fear now only spots Shelob instead of exerting.

Here’s the rest of the Gollum culture:

2 •Gollum, Deceiving Guide Gollum
Minion
Strength: 5
Vitality: 4
Site Number: 3
When you play Gollum, you may exert him to play Shelob from your discard pile.
Skirmish: Exert Gollum twice to exert a companion skirmishing a Gollum minion.

1 Endless Brooding Gollum
Event • Maneuver
Exert Shelob to add a threat. Then you may spot Gollum to add an additional threat for each companion who has resistance 2 or less.

1 Stench of Death Gollum
Condition
Resistance -2
To play, spot Shelob.
Bearer must be an unbound companion (limit 1 per bearer).
When you play this condition, you may remove a threat or a burden to exert bearer.
Last edited by AnxiousChieftain on Fri Feb 23, 2007 4:01 pm; edited 2 times in totalMODS RULE. - lem0nhead
elf lvr
Posted: Thu Feb 22, 2007 10:35 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
AnxiousChieftain wrote:
Thanks for the reviews. Shelob dropped her 2nd ability for a better strength ability, and Growing Fear now only spots Shelob instead of exerting.

Here’s the rest of the Gollum culture:

2 •Gollum, Deceiving Guide Gollum
Minion
Strength: 5
Vitality: 4
Site Number: 3
When you play Gollum, you may exert him to play Shelob from your discard pile.
Skirmish: Exert Gollum twice to exert a companion skirmishing a Gollum minion.
Looks like Ninja Gollum material, right here! Seems pretty good.

1 Endless Brooding Gollum
Event • Maneuver
Exert Shelob to add a threat.
Nice, simple card. Not much I can say. It’d be cool to make it... bigger? Like War Towers... It can add more threats. Maybe, "and add an additional threat for each companion with resistance 2 or less"?

1 Stench of Death Gollum
Condition
Resistance -2
To play, spot Shelob.
Bearer must be a companion (except the Ring-bearer).
When you play this condition, you may remove a threat or a burden to exert bearer.
A free exertion and less resistance. Maybe limit one per bearer? With the exertion thing and all... although you probably wouldn’t have to, seems fine as is.
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AnxiousChieftain
Posted: Fri Feb 23, 2007 10:24 am
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Changes made. Thanks! GP
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