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DáinIronfoot |
Posted: Sat Mar 24, 2007 6:38 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Dáin’s DC Duos #117
I have at least one fan of tokens so far. But Slowly Beaten Down is like an iceberg: it might look menacing, but there’s worse under the surface. Like the following cards. Enjoy!
•Misery Me!
Condition • Support Area
To play, spot 2 minions.
Each time you play a minion, if you cannot spot 3 tokens here, you may place a token here.
Response: If a minion wins a skirmish, remove 2 tokens from here or discard this condition to exhaust or capture an unbound companion.
“‘It will not be long now before the goblins win the Gate, and we are all slaughtered or driven down and captured.’”
•Could Not Pierce Their Ranks
Condition • Support Area
To play, spot 2 minions.
Each time a companion, ally, or minion is killed and you cannot spot 3 tokens here, you may place a token here.
Response: If a minion wins a skirmish, discard this condition to make the Free Peoples player exert a companion for each token here.
“Already behind him among the goblin dead lay many men and many dwarves, and many a fair elf that should have lived yet long ages merrily in the wood. And as the valley widened his onset grew ever slower.” |
Last edited by DáinIronfoot on Sat Mar 24, 2007 7:34 pm; edited 1 time 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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NBarden |
Posted: Sat Mar 24, 2007 7:21 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 #117
I have at least one fan of  tokens so far. But Slowly Beaten Down is like an iceberg: it might look menacing, but there’s worse under the surface. Like the following cards.  Enjoy!
 • Misery Me!
Condition • Support Area
To play, spot 2  minions.
Each time you play a  minion, spot no more than 3 tokens here to place a  token here.
Response: If a  minion wins a skirmish, remove 2 tokens from here or discard this condition to exhaust or capture an unbound companion.
“‘It will not be long now before the goblins win the Gate, and we are all slaughtered or driven down and captured.’”
Kinda like chaotic clash. You get to choose how many tokens you spot. Should be, "Each time you play a minion, if you cannot spot 3 tokens here, you may place a token here. Anyway, ouch card. Rather powerful
 • Could Not Pierce Their Ranks
Condition • Support Area
To play, spot 2  minions.
Each time a companion, ally, or  minion is killed, you may place a  token here.
Response: If a  minion wins a skirmish, discard this condition to make the Free Peoples player exert a companion for each token here.
“Already behind him among the goblin dead lay many men and many dwarves, and many a fair elf that should have lived yet long ages merrily in the wood. And as the valley widened his onset grew ever slower.”
And splash in Ulaire Enquea to kill off 3 companions. Powerful. Try limiting it.... |
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Add the popcorn smiley to your sig, help it achieve world domination.
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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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DáinIronfoot |
Posted: Sat Mar 24, 2007 7:35 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Made some changes. Thanks! |
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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DáinIronfoot |
Posted: Sun Mar 25, 2007 2:40 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Anyone else? I prefer at least two reviews before I move on. Especially when the cards are as powerful as those in the last Duo....  |
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: Sun Mar 25, 2007 2:50 pm |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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DáinIronfoot |
Posted: Sun Mar 25, 2007 9:16 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Pwetty, pwetty pwease? Don’t make me do the pitiful quivering lip. My wife HATES that.  |
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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Mouth of Saruman |
Posted: Sun Mar 25, 2007 9:19 pm |
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Joined: 14 Feb 2007
Posts: 190
Location: Orthanc
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If you insist.
DáinIronfoot wrote:  • Misery Me!
Condition • Support Area
To play, spot 2  minions.
Each time you play a  minion, if you cannot spot 3 tokens here, you may place a  token here.
Response: If a  minion wins a skirmish, remove 2 tokens from here or discard this condition to exhaust or capture an unbound companion.
“‘It will not be long now before the goblins win the Gate, and we are all slaughtered or driven down and captured.’”
Absolutely brilliant. I love how you’ve gave the culture tokens to use. Not only that, but what a powerful way for them to use them! Certainly a work of art.
DáinIronfoot wrote:  • Could Not Pierce Their Ranks
Condition • Support Area
To play, spot 2  minions.
Each time a companion, ally, or  minion is killed and you cannot spot 3 tokens here, you may place a  token here.
Response: If a  minion wins a skirmish, discard this condition to make the Free Peoples player exert a companion for each token here.
“Already behind him among the goblin dead lay many men and many dwarves, and many a fair elf that should have lived yet long ages merrily in the wood. And as the valley widened his onset grew ever slower.”
More tokens? Astounding!
While not as powerful as the first, I would definitely say this one has a power of its own. My only suggestion would be to lower the cost to since you have a hefty spotting requirement. |
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macheteman |
Posted: Sun Mar 25, 2007 9:22 pm |
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Joined: 07 Dec 2006
Posts: 1200
Location: The Jungle
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i won’t bother posting the cards, as i think they are both excellent. i don’t really see anything that needs changing. |
Check 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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AnxiousChieftain |
Posted: Sun Mar 25, 2007 10:11 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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Here’s that review you’ve been waiting for...
DáinIronfoot wrote:  • Great Goblin, Truly Tremendous One
Minion • Orc
Strength: 9
Vitality: 3
Site: 4
Fierce. Lurker.
To play, spot a  Orc.
Each time a  Orc wins a skirmish, you may exert Great Goblin twice to capture a character in that skirmish.
“‘Murderers and elf-friends!...Take them away to dark holes full of snakes, and never let them see the light again!’”
Pretty powerful, but a cool card.
DáinIronfoot wrote: Hobgoblin
Minion • Orc
Strength: 6
Vitality: 3
Site: 4
Tracker. Enduring. Fierce.
To play, spot a  Orc.
“‘...right among the slopes of the Grey Mountains, and they are simply stiff with goblins, hobgoblins, and rest of the worst description.’”
Nice.
DáinIronfoot wrote:  • Goblin Captain
Minion • Orc
Strength: 9
Vitality: 3
Site: 4
Damage +1. Fierce.
Each  Orc at a mountain or underground site is fierce.
“‘There is a shadow by the door. Something is outside!’”
I would drop the vitality to 2.
DáinIronfoot wrote: Goblin-Driver
Minion • Orc
Strength: 5
Vitality: 1
Site: 4
This minion is strength +1 for each captured character in your support area.
“‘Swish, smack! Whip crack! / Batter and beat! Yammer and bleat! / Work, work! Nor dare to shirk....’”
Awesome.
DáinIronfoot wrote: Goblin Rider
Minion • Orc
Strength: 5
Vitality: 2
Site: 5
Tracker. Hunter 1.
When you play this minion, you may exert it to play a  mount on it from your draw deck.
“...already their cries and howls rent the air afar.”
Those stats are pretty good... you might want to drop his strength to 4.
DáinIronfoot wrote: Wild Warg
Minion • Warg
Strength: 10
Vitality: 3
Site: 3
Tracker.
To play, spot 2  minions (or a  Warg). This minion may not bear possessions.
Response: If this minion takes a wound, it is fierce until the regroup phase.
“The Wargs and the goblins often helped one another in wicked deeds.”
Cool.
DáinIronfoot wrote: Clever Things
Event • Shadow
Exert your  Orc to play a machine or engine from your draw deck.
“...they invented some of the machines that have since troubled the world, especially the ingenious devices for killing large numbers of people at once, for wheels and engines and explosions always delighted them....”
Neat.
DáinIronfoot wrote: Goblin-Raid
Event • Maneuver
Search.
Spot X  Orcs to make X  Wargs (or X mounted  Orcs) strength +1 until the regroup phase.
“...even the Wargs dared not attack them if there were many together, or in the bright day. But now they had planned with the goblins’ help to come by night upon some of the villages nearest the mountains.”
I would definitely make it a skirmish event.
DáinIronfoot wrote: Out Of The Frying-Pan, Into The Fire
Event • Response
If a companion wins or cancels a skirmish involving a  minion, you may exert your unassigned  Orc or  Warg to assign it that companion.
“‘Escaping goblins to be caught by wolves!’”
Definitely drop the cost to 0.
DáinIronfoot wrote:  • Spread In Secret
Condition • Support Area
To play, spot two threats.
While the fellowship is at a mountain or underground site, the twilight cost of each of your  Orcs is -1 (to a minimum of 1).
“Out jumped the goblins, big goblins, great ugly-looking goblins, lots of goblins, before you could say rocks and blocks.”
Yikes! I would give it a cost every turn to keep it alive; something like "At the start of the regroup phase, discard a minion or discard this condition."
DáinIronfoot wrote: Bent Sword
Possession • Hand Weapon
Strength +2
Bearer must be a  Orc.
At the start of each skirmish involving bearer, you may exert him to exert a character in that skirmish.
Goblin blades are as deadly as they are crude.
Awesome.
DáinIronfoot wrote: Heavy Spear
Possession • Hand Weapon
Strength +2
Bearer must be a  Orc.
Archery: Discard this possession to make the minion archery total +1.
Though not very accurate, goblins spears are devastating when they hit their intended targets.
Maybe drop the strength bonus to 1?
DáinIronfoot wrote: Goblin Gnasher
Minion • Orc
Strength: 6
Vitality: 1
Site: 4
Fierce.
“They make no beautiful things, but they make many clever ones.”
BBB (bland but balanced), but every set needs its share of bland cards.
DáinIronfoot wrote: Goblin Slasher
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
While bearing a hand weapon, this minion is damage +1.
“‘Clash, crash! Crush, smash!’”
I would drop the vitality to 1, to keep him more like Goblin Spearman.
DáinIronfoot wrote: Goblin Soldier
Minion • Orc
Strength: 5
Vitality: 2
Site: 4
Tracker. Hunter 1.
While bearing a hand weapon, this minion is damage +1.
“Others waved their spears and clashed the shafts against their shields.”
This seems just way too much better than the previous minion, because the hunter bonus is almost always better than the guaranteed 1 strength; even if he does go against a hunter, he at least negates his opponent’s hunter bonus (which can be a very nice trade-off against guys like Gimli, Eager Hunter).
I would drop the vitality to 1 and the strength to 4, or maybe give him a different ability.
DáinIronfoot wrote: Goblin Guard
Minion • Orc
Strength: 5
Vitality: 2
Site: 4
While in a fierce skirmish, this minion gains hunter 1.
Each time the fellowship moves, this minion is strength +2 and fierce.
“‘Go back up the passage!’”
Cool.
DáinIronfoot wrote: Alone And In Despair
Condition • Support Area
To play, spot a  Orc and remove a threat.
Each time a companion of the same culture as the Ring-bearer is killed, add a burden and a threat.
“Now of Isildur it is told that he was in great pain and anguish of heart....”
I like it. Brings back memories of Drawn to Its Power...
DáinIronfoot wrote:  • Not Afraid of Fire
Condition • Support Area
Each time a  spell is played, you may exert your  Orc (or spot 3  minions) to exert a companion.
“Others rushed round and stamped and beat, and beat and stamped, until nearly all the flames were put out-but they did not put out the fire nearest to the trees where the dwarves were.”
Sweet!
DáinIronfoot wrote:  • Menacing Silence
Condition • Support Area
To play, spot 3  minions.
Each time the fellowship moves, you may add a threat for each  minion you can spot (limit 3).
Regroup: Discard this condition to add a threat.
“‘Careful now, or this way will lead you to worse things.’”
Awesome. Great protection against double-moving.
DáinIronfoot wrote:  • Rekindled to Fury
Condition • Support Area
To play, spot a Dwarf (or spot 3  minions in your discard pile).
Response: If a  minion is killed, remove a threat to make each minion of the same race strength +1 until the end of the turn.
Regroup: Discard this condition and remove X threats to take X  minions into hand from your draw deck or discard pile.
“Tidings they had gathered in secret ways; and in all the mountains there was a forging and an arming.”
I would change "Response: If a.." to "Each time a...", and then of course you would want to add "you may".
DáinIronfoot wrote: Goblin Rabble
Minion • Orc
Strength: 11
Vitality: 3
Site: 4
Fierce.
While in a fierce skirmish, this minion gains hunter 1.
“They were aroused, alert, ready for anything.”
Interesting. I’m thinkin’ that his strength ought to drop the 10, or his vitality to 2.
DáinIronfoot wrote: Goblin Gatekeeper
Minion • Orc
Strength: 9
Vitality: 2
Site: 4
While you can spot a unique  Orc, this minion is damage +1.
While you can spot 2  possessions, this minion is strength +2.
While you can spot 4  possessions, this minion may not take wounds.
“...goblins in full armour with drawn swords sitting just inside the door, and watching it with wide eyes, and watching the passage that led to it.”
Yoiks! Definitely drop the strength to 8 or make him unique.
DáinIronfoot wrote: Goblin Whip
Possession • Hand Weapon
Strength +1
Bearer must be a  or  Orc.
This weapon may be borne in addition to 1 other hand weapon.
While you can spot a captured character in your support area, bearer gains hunter 1.
“...the goblins took out whips and whipped them with a swish, smack!, and set them running as fast as they could in front of them....”
Fun fun fun! You might wanna drop the cost to 0 though.
DáinIronfoot wrote:  • Marching To War
Condition • Support Area
Each  Orc is strength +1 for each possession it bears.
At the end of the turn, remove a threat, discard a  Orc, or discard this condition.
“Also he could see the glint of the moon on goblin spears and helmets, as long lines of the wicked folk crept down the hillsides from their gate and wound into the wood.”
Hmm... seems a bit weak; you could probably drop the maintenance cost.
Kewl cards!
- AC |
MODS RULE. - lem0nhead |
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DáinIronfoot |
Posted: Mon Mar 26, 2007 9:41 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Thanks, AC. for tackling all those.
Thanks to those who reviewed the last Duo, too. Much appreciated!
Dáin’s DC Duos #118
Down to only six (maybe seven) more Duos for the culture. I know, that’s still a pretty decent number, but I can’t believe we’re even THAT close. The culture is HUGE in Lasting Alliances, so getting this far in this amount of time is quite a feat, I do say. Thanks for all the reviews, everyone!
Due to my greed for more reviews yesterday , I didn’t get a Duo up for...well, I think the first time since I started them here. Horrors. So, to make it up, here’s a couple of the most powerful goblins the culture has ever seen. (One comment: note their site number before you nail me for the rather low costs. ) I was holding them in reserve to post closer to the end, but I think a missed day merits doing it now. Enjoy!
•Bolg, Goblin of the North
Minion • Orc
Strength: 10
Vitality: 3
Site: 8
Lurker. Hunter 3. Toil 1.
Each other Orc is strength +1.
Each time Bolg takes a wound, remove or discard a Orc.
Skirmish: Exert Bolg to make a Orc damage +1.
“‘The Goblins are upon you! Bolg of the North is coming.’”
Bodyguard of Bolg
Minion • Orc
Strength: 11
Vitality: 3
Site: 8
Fierce. Damage +1. Hunter 1.
To play, spot a unique Orc.
When you play this minion, you may exert it to play a possession on it from your draw deck.
Response: If Bolg is about to take a wound, exert this minion to prevent that wound.
“...goblins of huge size with scimitars of steel.” |
Last edited by DáinIronfoot on Mon Mar 26, 2007 8:25 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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