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DáinIronfoot |
Posted: Thu Apr 19, 2007 6:40 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Dáin’s DC Duos #166
There’s been some concerns raised about the high site number of these Orcs, making them roaming for much of the game. Here’s a card that can help a lot with that, and another card that does other neat stuff as you play them. Enjoy!
•Fell Beasts Came Hunting
Condition • Support Area
Toil 1.
The roaming penalty of each minion is -1 (or -2 if that minion is a tracker).
“Then the name of the forest was changed and Mirkwood it was called, for the nightshade lay deep there, and few dared to pass through....”
•Servants of Dol Guldur
Condition • Support Area
Each time you play a Orc, add a token here.
Maneuver: Remove 3 tokens from here to add a threat.
“But ever the shadow in Mirkwood grew deeper, and to Dol Guldur evil things repaired out of all the dark places of the world; and they were united again under one will, and their malice was directed against the Elves and the survivors of Númenor.” |
Last edited by DáinIronfoot on Thu Apr 19, 2007 6:50 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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elf lvr |
Posted: Thu Apr 19, 2007 6:43 pm |
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Joined: 13 Jun 2006
Posts: 3065
Location: Rivendell
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DáinIronfoot wrote: Dáin’s DC Duos #166
There’s been some concerns raised about the high site number of these  Orcs, making them roaming for much of the game. Here’s a card that can help a lot with that, and another card that does other neat stuff as you play them. Enjoy!
 • Fell Beasts Came Hunting
Condition • Support Area
To play, spot 3  minions (or 2  Nazgûl).
The roaming penalty of each  minion is -1 (or -2 if that minion is a tracker).
“Then the name of the forest was changed and Mirkwood it was called, for the nightshade lay deep there, and few dared to pass through....”
The spotting requirement is a bit high, especially since you need to play this card early (preferrably before minions) to get it’s full effect. Maybe cut the spotting requirement and make the cost higher, like or . Maybe add toil then, too.
 • Servants of Dol Guldur
Condition • Support Area
Each time you play a  Orc, add a  token here.
Maneuver: Remove 3 tokens from here to add a threat.
“But ever the shadow in Mirkwood grew deeper, and to Dol Guldur evil things repaired out of all the dark places of the world; and they were united again under one will, and their malice was directed against the Elves and the survivors of Númenor.”
Nice. |
Happy Hunting! Elf Lvr
Winner of Best Personality in the FPCA. Thanks!
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And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot |
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DáinIronfoot |
Posted: Thu Apr 19, 2007 6:47 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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elf lvr wrote: DáinIronfoot wrote:  • Fell Beasts Came Hunting
Condition • Support Area
To play, spot 3  minions (or 2  Nazgûl).
The roaming penalty of each  minion is -1 (or -2 if that minion is a tracker).
“Then the name of the forest was changed and Mirkwood it was called, for the nightshade lay deep there, and few dared to pass through....”
The spotting requirement is a bit high, especially since you need to play this card early (preferrably before minions) to get it’s full effect. Maybe cut the spotting requirement and make the cost higher, like or . Maybe add toil then, too.
Good call. Done! |
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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Anonymous Prodigy |
Posted: Thu Apr 19, 2007 6:50 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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DáinIronfoot wrote:  • Fell Beasts Came Hunting
Condition • Support Area
Toil 1.
The roaming penalty of each  minion is -1 (or -2 if that minion is a tracker).
“Then the name of the forest was changed and Mirkwood it was called, for the nightshade lay deep there, and few dared to pass through....”
I would raise the cost to . Neat card!
DáinIronfoot wrote:  • Servants of Dol Guldur
Condition • Support Area
Each time you play a  Orc, add a  token here.
Maneuver: Remove 3 tokens from here to add a threat.
“But ever the shadow in Mirkwood grew deeper, and to Dol Guldur evil things repaired out of all the dark places of the world; and they were united again under one will, and their malice was directed against the Elves and the survivors of Númenor.”
Cool!  |
I had to put something here. |
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Eomer3rdMarshal |
Posted: Fri Apr 20, 2007 6:26 am |
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Joined: 14 Apr 2006
Posts: 163
Location: Riding free in the Westfold
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DáinIronfoot wrote: Dáin’s DC Duos #166
There’s been some concerns raised about the high site number of these  Orcs, making them roaming for much of the game. Here’s a card that can help a lot with that, and another card that does other neat stuff as you play them. Enjoy!
 • Fell Beasts Came Hunting
Condition • Support Area
Toil 1.
The roaming penalty of each  minion is -1 (or -2 if that minion is a tracker).
“Then the name of the forest was changed and Mirkwood it was called, for the nightshade lay deep there, and few dared to pass through....”
Very good. Just the thing your culture needed, too!
 • Servants of Dol Guldur
Condition • Support Area
Each time you play a  Orc, add a  token here.
Maneuver: Remove 3 tokens from here to add a threat.
“But ever the shadow in Mirkwood grew deeper, and to Dol Guldur evil things repaired out of all the dark places of the world; and they were united again under one will, and their malice was directed against the Elves and the survivors of Númenor.”
Good... although it’s hard to tell whether that’s overpowered before seeing what these orcs can do with threats. As far as I know, it’s fine. |
"Forth Eorlingas!" |
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DáinIronfoot |
Posted: Fri Apr 20, 2007 7:38 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Eomer3rdMarshal wrote: DáinIronfoot wrote:  • Servants of Dol Guldur
Condition • Support Area
Each time you play a  Orc, add a  token here.
Maneuver: Remove 3 tokens from here to add a threat.
“But ever the shadow in Mirkwood grew deeper, and to Dol Guldur evil things repaired out of all the dark places of the world; and they were united again under one will, and their malice was directed against the Elves and the survivors of Númenor.”
Good... although it’s hard to tell whether that’s overpowered before seeing what these orcs can do with threats. As far as I know, it’s fine.
They work with threats quite a bit, as you’ll see soon. But I don’t think it’s to an extent that will make this broken. At least, I HOPE not.
Thanks for the reviews, guys! |
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: Fri Apr 20, 2007 12:08 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Okay, I think it’s safe to move on now. Reviews of older cards are always encouraged if you see something that needs fixing, though.
Dáin’s DC Duos #167
Well I made two new Nazgûl today, but I won’t post them just yet. Some more cards dealing Orc cost reduction first. Enjoy!
Dol Guldur Sentry
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
At any site 7 or above, this minion’s twilight cost is -1.
“‘They guard it always....’”
First Stroke
Event • Shadow
Spot X companions and allies to make the twilight cost of the next X Orcs you play this turn -1.
“The Orcs assailed the realm of Thranduil....” |
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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legoles3333 |
Posted: Fri Apr 20, 2007 12:12 pm |
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Joined: 28 Nov 2006
Posts: 861
Location: In a place that is beyond your imagination
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DáinIronfoot wrote: Okay, I think it’s safe to move on now.  Reviews of older cards are always encouraged if you see something that needs fixing, though.
Dáin’s DC Duos #167
Well I made two new  Nazgûl today, but I won’t post them just yet. Some more cards dealing  Orc cost reduction first. Enjoy!
Dol Guldur Sentry
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
At any site 7 or above, this minion’s twilight cost is -1.
“‘They guard it always....’”
wow awesome
First Stroke
Event • Shadow
Spot X  companions and allies to make the twilight cost of the next X  Orcs you play this turn -1.
“The Orcs assailed the realm of Thranduil....”
w00t w00t anyway sweeet card
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Anonymous Prodigy |
Posted: Fri Apr 20, 2007 12:12 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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DáinIronfoot wrote: Dol Guldur Sentry
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
At any site 7 or above, this minion’s twilight cost is -1.
“‘They guard it always....’”
Neat.
DáinIronfoot wrote: First Stroke
Event • Shadow
Spot X  companions and allies to make the twilight cost of the next X  Orcs you play this turn -1.
“The Orcs assailed the realm of Thranduil....”
I would love the to see it cost , but then it would probably be overpowered. Nice cards!  |
I had to put something here. |
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DáinIronfoot |
Posted: Fri Apr 20, 2007 12:21 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Thanks for the reviews!
As you can see, one of the best parts of Orcs is their ability to swarm at the later sites. You CAN use them to swarm earlier with enough effort, but it gets much easier in region 3. |
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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