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NBarden
Posted: Sat Apr 28, 2007 5:50 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
DáinIronfoot wrote:
Cool beans. Thanks, guys!

Dáin’s DC Duos #184

I was going to save these for last, but I’ll go ahead and spoil them now. Shelob had a couple cool possessions, and her offspring get some nasty ones, too. Twisted Evil Enjoy!

1 Abominable Threads Green
Possession
Bearer must be a Spider.
Response: If bearer wins a skirmish, spot 2 threats and remove a threat to capture a character in that skirmish. Discard this possession.
“Something like a strong sticky string was against his left hand, and when he tried to move he found that his legs were already wrapped in the same stuff....”

Hm...I still think the whole capturing thing is overpowered. But okay, if its not.

1Great Strands Green
Possession
To play, spot 2 Spiders. Plays on the current site.
The fellowship may not move during the regroup phase.
Discard this possession if you cannot spot a Spider.
“With that he turned and found that the last space between two tall trees had been closed with a web....”

lol. The fellowship can’t move during the regroup phase anyway. They move after the regroup phase. Maybe, Regroup: Make the Free Peoples player choose not to move again.

Better wipe out all those Spiders if you want to escape. Twisted Evil
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What if the hokey pokey really IS what its all about? Shocked
As I lay in bed staring at the stars last night, I thought to myself, "where the heck is the ceiling?"
Arrow Spotlight on....Sense of Obligation.
DáinIronfoot
Posted: Sat Apr 28, 2007 8:05 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
NBarden wrote:
DáinIronfoot wrote:
1Great Strands Green
Possession
To play, spot 2 Spiders. Plays on the current site.
The fellowship may not move during the regroup phase.
Discard this possession if you cannot spot a Spider.
“With that he turned and found that the last space between two tall trees had been closed with a web....”

lol. The fellowship can’t move during the regroup phase anyway. They move after the regroup phase. Maybe, Regroup: Make the Free Peoples player choose not to move again.

Understood, and thanks for the suggestion, but that’s not exactly what I was going for. I know the way I had it worded suggests that, but that’s just my silly mistake. Embarassed

What’s it’s SUPPOSED to do is keep the fellowship pinned at the current site, but continue play as if they moved until they get rid of the condition somehow. I reworded it to try and show 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!
AnxiousChieftain
Posted: Sat Apr 28, 2007 8:25 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
DáinIronfoot wrote:
1 Abominable Threads Green
Possession
Bearer must be a Spider.
Response: If bearer wins a skirmish, spot 2 threats and remove a threat to capture a character in that skirmish. Discard this possession.
“Something like a strong sticky string was against his left hand, and when he tried to move he found that his legs were already wrapped in the same stuff....”

Yeah, I still don’t like the idea of Shadow players capturing companions at all, especially when they can do it this easily. But I won’t get into that thing, so I’ll just skip reviewing this. Wink

DáinIronfoot wrote:
1Great Strands Green
Possession
To play, spot 2 Spiders. Plays on the current site.
The fellowship may not move from this site. At the end of each turn, continue play as if the fellowship moved to the next site.
Discard this possession if you cannot spot a Spider.
“With that he turned and found that the last space between two tall trees had been closed with a web....”

Hmm... I see what you’re getting at, but it’s rather overpowered IMHO. If you spring it upon an un-prepared fellowship, they have to continually fight at that site, and if they have no support cards in hand then there’s a good chance that the game is over.

If I were you, I would drop that entire idea for Great Strands. It’s just not the type of thing I like.

- AC
MODS RULE. - lem0nhead
DáinIronfoot
Posted: Sun Apr 29, 2007 12:51 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
How about if Great Strands just keeps them there for one turn?
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: Sun Apr 29, 2007 2:41 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:

1 Abominable Threads Green
Possession
Bearer must be a Spider.
Response: If bearer wins a skirmish, spot 2 threats and remove a threat to capture a character in that skirmish. Discard this possession.
“Something like a strong sticky string was against his left hand, and when he tried to move he found that his legs were already wrapped in the same stuff....”
sure

1Great Strands Green
Possession
To play, spot 2 Spiders. Plays on the current site.
The fellowship may not move from this site. At the end of each turn, continue play as if the fellowship moved to the next site.
Discard this possession if you cannot spot a Spider.
“With that he turned and found that the last space between two tall trees had been closed with a web....”

the rules issues this would bring up our...outstanding yeah make it just one turn
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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. Razz
DáinIronfoot
Posted: Sun Apr 29, 2007 2:49 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Okay, I THINK I have it worded to only last one turn now. Better?
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: Sun Apr 29, 2007 2:51 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.
yeah I think, it would still need a good page in the rulebook but yeah...it works.
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
Anonymous Prodigy
Posted: Sun Apr 29, 2007 3:40 pm
Joined: 10 Jan 2006 Posts: 4197 Location: United States
DáinIronfoot wrote:
1 Abominable Threads Green
Possession
Bearer must be a Spider.
Response: If bearer wins a skirmish, spot 2 threats and remove a threat to capture a character in that skirmish. Discard this possession.
“Something like a strong sticky string was against his left hand, and when he tried to move he found that his legs were already wrapped in the same stuff....”

Good. Thumbs Up

DáinIronfoot wrote:
1Great Strands Green
Possession
To play, spot 2 Spiders. Plays on the current site.
The fellowship may not move from this site. At the end of the turn, continue play as if the fellowship moved to the next site.
Discard this possession at the start of your Shadow phase (or if you cannot spot a Spider).
“With that he turned and found that the last space between two tall trees had been closed with a web....”

I think it should be a condition, and I would raise the cost to 3. Neat cards! Smile
I had to put something here.
DáinIronfoot
Posted: Mon Apr 30, 2007 10:09 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
I raised the cost of Great Strands to 3, but I’d rather keep it as a possession, personally.

I think we’re ready to move on. If anyone still has a problem with either of those last two cards, let me know, but I think they’re much better balanced (and less controversial) now. Thanks! Thumbs Up

Dáin’s DC Duos #185

Okay, here’s a couple simple Spiders that should NOT cause any controversy or rulebook changes. Razz Enjoy!

2 Great Spider Green
Minion • Spider
Strength: 4
Vitality: 4
Site: 7
Enduring.
“He could only see the things’s eyes, but he could feel its hairy legs....”

As simple as they come. When exhausted, this little guy has 10 strength, which isn’t bad at all for a 2-cost minion, eh?

3 Spider Harasser Green
Minion • Spider
Strength: 5
Vitality: 5
Site: 7
Enduring.
Each time this minion loses a skirmish, you may heal it.
“‘Now we see you, you nasty little creature! We will eat you and leave your bones and skin hanging on a tree.’”

This little sucker could be VERY hard to kill. Twisted Evil You better hope for some direct wounding, or he’s just going to keep on coming!
Last edited by DáinIronfoot on Mon Apr 30, 2007 10:19 am; 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!
Anonymous Prodigy
Posted: Mon Apr 30, 2007 10:10 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
DáinIronfoot wrote:
2 Great Spider Green
Minion • Spider
Strength: 4
Vitality: 4
Site: 7
Enduring.
“He could only see the things’s eyes, but he could feel its hairy legs....”

Nice and simple. Smile

DáinIronfoot wrote:
3 Spider Harasser Green
Minion • Spider
Strength: 5
Vitality: 5
Site: 7
Enduring.
Each time this minion loses a skirmish, you may heal it.
“‘Now we see you, you nasty little creature! We will eat you and leave your bones and skin hanging on a tree.’”

Awesome! GP
I had to put something here.

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