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thonnas7
Posted: Wed Jan 31, 2007 12:13 am
Joined: 07 May 2006 Posts: 397 Location: Springfield, OR
T7 to the rescue! Mr. Green

DáinIronfoot wrote:
Dáin’s DC Duos #15.

1 Finding Things Out Gandalf
Event • Maneuver
Stealth.
Exert your Wizard twice and spot a threat to reveal an opponent’s hand. You may discard X cards from your hand to discard X Shadow cards revealed.
“‘...and a nasty dangerous business it was. Even I, Gandalf, only just escaped.’”

I honestly like this card. GP for you. Smile Oh, Gandalf only had 1 stealth card, right?

0 Giving What’s Asked For Gandalf
Event • Fellowship
Exert your Wizard twice to play a Hobbit from your draw deck (or exert that Wizard once if that Hobbit is an ally).
“After a while he stepped up, and with the spike of his staff scratched a queer sign on the hobbit’s beautiful green front-door.”

Hmm...debatable, but I think it’s justified by the fact you have two exertions.
DáinIronfoot
Posted: Wed Jan 31, 2007 10:48 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
thonnas7 wrote:
T7 to the rescue! Mr. Green

It’s a bird! It’s a plane! No, wait it’s...oh, it’s you. Very Happy

thonnas7 wrote:
DáinIronfoot wrote:
1 Finding Things Out Gandalf
Event • Maneuver
Stealth.
Exert your Wizard twice and spot a threat to reveal an opponent’s hand. You may discard X cards from your hand to discard X Shadow cards revealed.
“‘...and a nasty dangerous business it was. Even I, Gandalf, only just escaped.’”

I honestly like this card. GP for you. Smile Oh, Gandalf only had 1 stealth card, right?

Yay. Thanks. You are correct he only has one stealth card, so I guess you earn a GP. Mr. Green I’ll give another GP to the first person that can tell me what set that card was in, and its title.

thonnas7 wrote:
DáinIronfoot wrote:
0 Giving What’s Asked For Gandalf
Event • Fellowship
Exert your Wizard twice to play a Hobbit from your draw deck (or exert that Wizard once if that Hobbit is an ally).
“After a while he stepped up, and with the spike of his staff scratched a queer sign on the hobbit’s beautiful green front-door.”

Hmm...debatable, but I think it’s justified by the fact you have two exertions.

Yeah, when I first made this card I think it was only one exertion, and then I realized that might be a little too good.

Thanks for the review! #16 goes up in a bit...though I never mind a second opinion, so if anyone else wants to take a stab at #15 (and the question about Gandalf’s lone stealth card), be my guest. Smile
DáinIronfoot
Posted: Wed Jan 31, 2007 12:56 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Just FYI, there’s still a chance for a free GP if you can answer the question posed in my last post before this one (up above). Limited time offer! Call now and we’ll throw in a free cookie!

Dáin’s DC Duos #16

The Gandalf Wizard cards are winding down at last. There’s still a whole Gandalf subculture in Lasting Alliances, but we’ll get to that another time. For now, let’s stick to Gandalf himself with a couple Gandalf conditions that actually encourage those evil "rainbow" fellowships abandoned long ago. Enjoy!

0Yet Time For Counsel Gandalf
Condition • Support Area
Each time a minion whose culture you cannot spot is played, you may spot Gandalf to remove 1 for each Free Peoples culture you can spot.
“This is the plan that he made in counsel with the Elvenking and with Bard, and with Dáin, for the dwarf-lord now joined them....”

An awesome rainbow fellowship support card, obviously, but as long as there’s some type of card from the culture of each minion played (condition, support area possession or artifact, another minion, etc.), this is pretty much shut down. Good way to try and catch the opponent napping, though...there’s a chance you get virtually nothing out of this (hence the 0 cost), but also a chance you break things wide open with it. Is it balanced?

2Even Dwarves! Gandalf
Condition • Support Area
While you can spot your Wizard, Dwarf, and Hobbit, each companion of those races is resistance +1.
Skirmish: Discard this condition to make a unique minion strength -1 for each race you can spot in the fellowship (and, if that minion has any damage bonuses, damage -1 if you can spot a Wizard).
“‘Suddenly in my mind these three things came together: the great Dragon with his lust, and his keen hearing and scent; the sturdy heavy-booted Dwarves with their old burning grudge; and the quick, soft-footed Hobbit, sick at heart for a sight of the wide world.’”

Yet another multi-culture and now multi-race helper. If the text about the damage part is confusing, let me know and I can reword it; it’s supposed to essentially make that minion damage -1. By the by, note that minion must be unique, so you can’t use it on just any old baddie.

Tomorrow I think we’ll wrap up Gandalf’s stuff and move on to one of the more interesting aspects of my sets: capturing (and rescuing) characters. Should be fun. Cool
Last edited by DáinIronfoot on Wed Jan 31, 2007 5:30 pm; edited 3 times in total
AnxiousChieftain
Posted: Wed Jan 31, 2007 4:57 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
DáinIronfoot wrote:
Yay. Thanks. You are correct he only has one stealth card, so I guess you earn a GP. Mr. Green I’ll give another GP to the first person that can tell me what set that card was in, and its title.

I believe ’tis Depart Silently. I always did enjoy using that card back in the old days...

DáinIronfoot wrote:
0Yet Time For Counsel Gandalf
Condition • Support Area
Each time a minion whose culture you cannot spot is played, you may spot Gandalf to remove 1 for each Free Peoples culture you can spot.
“This is the plan that he made in counsel with the Elvenking and with Bard, and with Dáin, for the dwarf-lord now joined them....”

Nice, very balanced. Awesome at the early sites too!
DáinIronfoot wrote:
2Even Dwarves! Gandalf
Condition • Support Area
Spot your Wizard, Dwarf, and Hobbit to make each of your companions of those races resistance +1.
Skirmish: Discard this condition to make a unique minion strength -1 for each race you can spot in the fellowship (and lose a damage bonus if you can spot a Wizard).
“‘Suddenly in my mind these three things came together: the great Dragon with his lust, and his keen hearing and scent; the sturdy heavy-booted Dwarves with their old burning grudge; and the quick, soft-footed Hobbit, sick at heart for a sight of the wide world.’”

A couple problems here. First off, the first ability needs to be worded differently: While you can spot your Wizard, Dwarf, and Hobbit, each companion of those races resistance +1. I think that’s better, but it still doesn’t look perfect.

Secondly, I don’t think there’s any way to make a minion damage -1; as far as I know, you have to make the minion loses all his damage bonuses. So, that last part should be worded ’(and lose all damage bonus if you can spot a Wizard)’.

- AC
MODS RULE. - lem0nhead
macheteman
Posted: Wed Jan 31, 2007 5:10 pm
Joined: 07 Dec 2006 Posts: 1200 Location: The Jungle
but he can’t loose a damage bonus if he doesn’t have one. and making it lose all damage bonuses might be too powerful.
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If at first you don't succeed...Sky-diving isn't for you.
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DáinIronfoot
Posted: Wed Jan 31, 2007 5:27 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
AnxiousChieftain wrote:
DáinIronfoot wrote:
Yay. Thanks. You are correct he only has one stealth card, so I guess you earn a GP. Mr. Green I’ll give another GP to the first person that can tell me what set that card was in, and its title.

I believe ’tis Depart Silently. I always did enjoy using that card back in the old days...

Ding ding ding! Have a GP, my friend. Smile

AnxiousChieftain wrote:
DáinIronfoot wrote:
2Even Dwarves! Gandalf
Condition • Support Area
Spot your Wizard, Dwarf, and Hobbit to make each of your companions of those races resistance +1.
Skirmish: Discard this condition to make a unique minion strength -1 for each race you can spot in the fellowship (and lose a damage bonus if you can spot a Wizard).
“‘Suddenly in my mind these three things came together: the great Dragon with his lust, and his keen hearing and scent; the sturdy heavy-booted Dwarves with their old burning grudge; and the quick, soft-footed Hobbit, sick at heart for a sight of the wide world.’”

A couple problems here. First off, the first ability needs to be worded differently: While you can spot your Wizard, Dwarf, and Hobbit, each companion of those races resistance +1. I think that’s better, but it still doesn’t look perfect.

Very good point. I didn’t even think twice about the first ability there. I’ll fix that.

AnxiousChieftain wrote:
Secondly, I don’t think there’s any way to make a minion damage -1; as far as I know, you have to make the minion loses all his damage bonuses. So, that last part should be worded ’(and lose all damage bonus if you can spot a Wizard)’.

I don’t see why there isn’t a way to do that. It SHOULD work the same way as other modifiers: strength can go + or -, as can vitality, resistance, archery totals, etc. If a character goes damage +1, I don’t see why it couldn’t then go damage -1. I know, it hasn’t been done before, but why wouldn’t that work?

It’s certainly safest to do all damage bonuses, as you suggested, but...

macheteman wrote:
but he can’t loose a damage bonus if he doesn’t have one. and making it lose all damage bonuses might be too powerful.

...I agree with mm. I didn’t want to do that for fear of breaking the card.

Maybe the safest thing to do is just get really wordy. Something like:

Skirmish: Discard this condition to make a unique minion strength -1 for each race you can spot in the fellowship (and, if that minion is damage X, make that minion damage X-1 if you can spot a Wizard).

Blech. That’s ugly, too. Hmmmm.... Think

Skirmish: Discard this condition to make a unique minion strength -1 for each race you can spot in the fellowship (and, if that minion has any damage bonuses, damage -1 if you can spot a Wizard).

Still not great, but I think it’s technically correct. The first damage -X I would have ever seen, but I don’t see why it wouldn’t work.

I guess I could just cop out change it to fierce or lurker or something instead. d'oh!

Thoughts?

EDIT: By the way, a GP to you for chipping in on this, mm. I like to give a GP to somebody the first time they review in one of my threads. Smile
DáinIronfoot
Posted: Thu Feb 01, 2007 12:39 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
While I’m trying to figure out what to do with my Even Dwarves! card from yesterday, let’s get to the last couple Gandalf-related cards.

Dáin’s DC Duos #17

Today, we wrap up with Gandalf and his tricks...for the time being at least. The second of today’s cards will form a nice transition into our next topic. Enjoy!

2Glamdring, Beater Gandalf
Possession • Hand Weapon
Strength +2
Bearer must be Gandalf or a unique Elf.
If bearer is Gandalf, he is damage +1.
At the start of each skirmish involving bearer, you may exert bearer to make him or her strength +2 for each Orc in that skirmish.
“Glamdring Turgon aran Gondolin tortha gar a matha i vegil Glamdring gûd daedhe loth, dam an Glamhoth.”

And a true "beater" it is! This is obviously a pure beatstick, especially for Gandalf. Forget all those fancy-schmancy spells and trickery and just turn Gandalf into a tank! Well, against Orcs, at least.

3 A Very Ticklish Business Gandalf
Event • Maneuver
Stealth. Spell.
Exert Gandalf bearing a staff or hand weapon to rescue every captured companion of one culture.
“Just at that moment all the lights in the cavern went out, and the great fire went off poof! into a tower of blue glowing smoke, right up to the roof....”

I know this doesn’t mean much to you, so let me try and give you the nutshell of what "rescuing" and "capturing" mean.

Capturing is a new concept in my sets, in which captured characters are placed in your support area. Captured characters cannot be used by their owner, and the player who captured them can get some benefits from them via other cards. They can only become "un-captured" when their owner rescues them somehow. Basically rescuing (and capturing) works much the same way as site liberation (and control). That’s probably the easiest way of putting it.

Players who capture an opponent’s characters can do all manner of nasty things. They can spot them to add (or remove, if you’re a FP player with captured minions) twilight, threats, and burdens. They can have characters and other cards with text that triggers off captured characters (like "while you can spot a captured character in your support area, this minion is fierce"). They can exert or wound them, giving them a slow or quick death while you watch, helpless to do anything about it. And of course, while one of your unique characters is captured, you can’t play another version in their place, so it’s the equivalent of them being in the dead pile...without you potentially being able to get to them in the dead pile. Yuck.

The one exception? Because it would obviously break the game, you can’t capture the Ring-bearer, much like you can’t discard the Ring-bearer. Sorry, but it ain’t THAT easy, Shadow players. Razz However, you CAN try and capture the bulk of his fellowship, or at least a couple key characters in it. Likewise, FP players can try and capture some of the nastier minions out there and keep them from causing trouble. Heck, capture the Witch-King or Sauron and laugh at they stew in your support area.

We’ll get into this concept more very soon. For now, let’s go back to A Very Ticklish Business. You probably can’t really appreciate it yet, but this is a very, very powerful card. Most capturing/rescuing gametext only does one at a time. Cards that can rescue multiple characters in one fell swoop will be prized possessions in my sets, much less ones that can grab as many as this little event can.

Like I said, I know it’s hard to really get the significance of this yet...I’m mostly just looking for comments on Glamdring, Beater. Mr. Green

But starting tomorrow, we’ll be moving to a whole new culture...kind of. It will actually still be the Gandalf culture, be it will be all Men. And one of their talents is doing a lot of capturing, so we’ll cover that topic more throughout and perhaps you can gain a better understanding of the concept. And when it’s all said and done I’ll likely re-post A Very Ticklish Business and see if you think any more (or less) of it.

So tune in tomorrow. The real fun is about to begin. Very Happy
thonnas7
Posted: Thu Feb 01, 2007 1:15 pm
Joined: 07 May 2006 Posts: 397 Location: Springfield, OR
DáinIronfoot wrote:
Dáin’s DC Duos #17

Today, we wrap up with Gandalf and his tricks...for the time being at least. The second of today’s cards will form a nice transition into our next topic. Enjoy!

2Glamdring, Beater Gandalf
Possession • Hand Weapon
Strength +2
Bearer must be Gandalf or a unique Elf.
If bearer is Gandalf, he is damage +1.
At the start of each skirmish involving bearer, you may exert bearer to make him or her strength +2 for each Orc in that skirmish.
“Glamdring Turgon aran Gondolin tortha gar a matha i vegil Glamdring gûd daedhe loth, dam an Glamhoth.”

Out of interest...why can a unique Elf bear it?

3 A Very Ticklish Business Gandalf
Event • Maneuver
Stealth. Spell.
Exert Gandalf bearing a staff or hand weapon to rescue every captured companion of one culture.
“Just at that moment all the lights in the cavern went out, and the great fire went off poof! into a tower of blue glowing smoke, right up to the roof....”

I like the idea. And since this card costs three, I think it’s balanced.
DáinIronfoot
Posted: Thu Feb 01, 2007 1:38 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
thonnas7 wrote:
DáinIronfoot wrote:
2Glamdring, Beater Gandalf
Possession • Hand Weapon
Strength +2
Bearer must be Gandalf or a unique Elf.
If bearer is Gandalf, he is damage +1.
At the start of each skirmish involving bearer, you may exert bearer to make him or her strength +2 for each Orc in that skirmish.
“Glamdring Turgon aran Gondolin tortha gar a matha i vegil Glamdring gûd daedhe loth, dam an Glamhoth.”

Out of interest...why can a unique Elf bear it?

Because it’s stated in The Hobbit, where much of the material in Lasting Alliances originates, that Glamdring was forged by the Elves and used by the Elf Turgon, King of Gondolin. That’s why the goblins feared it so much, and why they called it "Beater"...it had a history of goblin and orc butt-whooping. Twisted Evil So I figured it wouldn’t hurt to have a version of Glamdring that represented that.

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