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DáinIronfoot |
Posted: Fri Feb 09, 2007 5:23 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Dáin’s DC Duos #28
Okay, time for today’s second Duo. Here’s another Man ally, and a card that makes all the allies even better. Enjoy!
Esgaroth Counselor
Ally • Home 7 [LA] & 8 [LA] • Man
Strength: 4
Vitality: 3
To play, spot two Men.
Each time you play a character, you may exert this ally to draw a card.
“So he spoke to the Master and his councillors and said that soon he and his company must go on towards the Mountain.”
Yeah...I don’t really know what to say about him. His ability really speaks for itself, doesn’t it? Moving on....
A Warm Welcome
Condition • Support Area
Each time the fellowship moves to a river or dwelling site, you may choose one: heal a ally; or exert a Man ally to heal a companion.
Maneuver: If the fellowship is at a sanctuary, exert a Man ally whose home is that site to heal a companion.
“They were all doctored and fed and housed and pampered in the most delightful and satisfactory fashion.”
The healing makes having some allies almost a must if you have a lot of rivers or dwellings on the sitepath. As for the second ability, no, I’m NOT completely nuts. It works with the Fellowship block’s allies (site 3 for all of them), but it also works with the new allies in this set, despite initial appearances. Remember this line from Master of Laketown, Leader of Esgaroth’s gametext...?
"Any site 8 [LA] is a sanctuary."
Pair the Master with some other allies, and suddenly site 8 turns into a mega-sanctuary. Risky to linger there too long lest your opponent race ahead and win, but exerting some allies as you pass through can help make it easier to breeze through town. |
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: Sat Feb 10, 2007 1:24 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Hrm. Well I have another Duo ready to roll, but I don’t want to post it until the last one gets a review or two.... |
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: Sat Feb 10, 2007 1:35 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 #28
Okay, time for today’s second Duo. Here’s another  Man ally, and a card that makes all the allies even better. Enjoy!
Esgaroth Counselor
Ally • Home 7 [LA] & 8 [LA] • Man
Strength: 4
Vitality: 3
To play, spot two  Men.
Each time you play a character, you may exert this ally to draw a card.
“So he spoke to the Master and his councillors and said that soon he and his company must go on towards the Mountain.”
Ally....hm....other than that drawback, nice.
Yeah...I don’t really know what to say about him. His ability really speaks for itself, doesn’t it? Moving on....
A Warm Welcome
Condition • Support Area
Each time the fellowship moves to a river or dwelling site, you may choose one: heal a  ally; or exert a  Man ally to heal a companion.
Maneuver: If the fellowship is at a sanctuary, exert a  Man ally whose home is that site to heal a companion.
“They were all doctored and fed and housed and pampered in the most delightful and satisfactory fashion.”
Nice. Just change man ally to ally. And I still think you’re nuts with the second ability.
The healing makes having some  allies almost a must if you have a lot of rivers or dwellings on the sitepath. As for the second ability, no, I’m NOT completely nuts. It works with the Fellowship block’s  allies (site 3 for all of them), but it also works with the new allies in this set, despite initial appearances. Remember this line from Master of Laketown, Leader of Esgaroth’s gametext...?
"Any site 8 [LA] is a sanctuary."
Pair the Master with some other allies, and suddenly site 8 turns into a mega-sanctuary. Risky to linger there too long lest your opponent race ahead and win, but exerting some allies as you pass through can help make it easier to breeze through town. |
-Trade With Me
Add the popcorn smiley to your sig, help it achieve world domination.
What if the hokey pokey really IS what its all about?
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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NBarden |
Posted: Sat Feb 10, 2007 1:52 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 #28
Okay, time for today’s second Duo. Here’s another  Man ally, and a card that makes all the allies even better. Enjoy!
Esgaroth Counselor
Ally • Home 7 [LA] & 8 [LA] • Man
Strength: 4
Vitality: 3
To play, spot two  Men.
Each time you play a character, you may exert this ally to draw a card.
“So he spoke to the Master and his councillors and said that soon he and his company must go on towards the Mountain.”
Ally....hm....other than that drawback, nice.
Yeah...I don’t really know what to say about him. His ability really speaks for itself, doesn’t it? Moving on....
A Warm Welcome
Condition • Support Area
Each time the fellowship moves to a river or dwelling site, you may choose one: heal a  ally; or exert a  Man ally to heal a companion.
Maneuver: If the fellowship is at a sanctuary, exert a  Man ally whose home is that site to heal a companion.
“They were all doctored and fed and housed and pampered in the most delightful and satisfactory fashion.”
Nice. Just change man ally to ally. And I still think you’re nuts with the second ability.
The healing makes having some  allies almost a must if you have a lot of rivers or dwellings on the sitepath. As for the second ability, no, I’m NOT completely nuts. It works with the Fellowship block’s  allies (site 3 for all of them), but it also works with the new allies in this set, despite initial appearances. Remember this line from Master of Laketown, Leader of Esgaroth’s gametext...?
"Any site 8 [LA] is a sanctuary."
Pair the Master with some other allies, and suddenly site 8 turns into a mega-sanctuary. Risky to linger there too long lest your opponent race ahead and win, but exerting some allies as you pass through can help make it easier to breeze through town. |
-Trade With Me
Add the popcorn smiley to your sig, help it achieve world domination.
What if the hokey pokey really IS what its all about?
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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sickofpalantirs |
Posted: Sat Feb 10, 2007 2:02 pm |
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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.
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DáinIronfoot wrote: Dáin’s DC Duos #28
Okay, time for today’s second Duo. Here’s another  Man ally, and a card that makes all the allies even better. Enjoy!
Esgaroth Counselor
Ally • Home 7 [LA] & 8 [LA] • Man
Strength: 4
Vitality: 3
To play, spot two  Men.
Each time you play a character, you may exert this ally to draw a card.
“So he spoke to the Master and his councillors and said that soon he and his company must go on towards the Mountain.”
a site 7 home could be pretty good. how about site 6?
A Warm Welcome
Condition • Support Area
Each time the fellowship moves to a river or dwelling site, you may choose one: heal a  ally; or exert a  Man ally to heal a companion.
Maneuver: If the fellowship is at a sanctuary, exert a  Man ally whose home is that site to heal a companion.
“They were all doctored and fed and housed and pampered in the most delightful and satisfactory fashion.”
you have allies with home 8? again thats seems to far ahead to be balanced IMO. Are there any non-man gandalf allies? if not remove the ma part from the second part of the first ability.
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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.  |
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AnxiousChieftain |
Posted: Sat Feb 10, 2007 3:43 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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DáinIronfoot wrote: Esgaroth Counselor
Ally • Home 7 [LA] & 8 [LA] • Man
Strength: 4
Vitality: 3
To play, spot two  Men.
Each time you play a character, you may exert this ally to draw a card.
“So he spoke to the Master and his councillors and said that soon he and his company must go on towards the Mountain.”
Cool.
DáinIronfoot wrote: A Warm Welcome
Condition • Support Area
Each time the fellowship moves to a river or dwelling site, you may choose one: heal a  ally; or exert a  Man ally to heal a companion.
Maneuver: If the fellowship is at a sanctuary, exert a  Man ally whose home is that site to heal a companion.
“They were all doctored and fed and housed and pampered in the most delightful and satisfactory fashion.”
Wow, very very nice. This card would be vital in a Man ally deck.
By the way, why does the first line of text say ’ ally’ at one point but then say ’ Man ally’? It seems interesting that you could heal Treebeard, Earthborn (or Treebeard, Oldest Living Thing) with that ability.
- AC |
MODS RULE. - lem0nhead |
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DáinIronfoot |
Posted: Sat Feb 10, 2007 6:21 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Wow, three reviews. Thanks, guys.
I’ll change A Warm Welcome to be consistently Man allies rather than partly that and partly regular old allies. I think that was just a fubar. Right now the only non-Man allies are a couple versions of Treebeard, as AC pointed out, but there will be some other allies in my sets that are not Men OR Ents. (I bet you could figure out what race they are if you really thought about it. ) Some Man cards help such allies, while others do not. I think this one should fall in the "do not" category.
Anyway, thanks again for all the reviews. You all get a GP for responding to my plea.  |
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: Sat Feb 10, 2007 6:55 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Dáin’s DC Duos #29
Back to Lakemen companions for today, both of which work very well with all those threats Men rack up. And with this being a weekend posting, you get an extra card...something both these knights can use. Enjoy!
•Hilan, Soldier of Esgaroth
Companion • Man
Strength: 5
Vitality: 3
Resistance: 6
Knight.
For each threat you can spot, Hilan is strength +1 (limit +3).
Each time Hilan wins a skirmish, you may remove a threat.
Long without battle but also long under siege, the men of Laketown have kept their skills—and spears—sharpened for battle.
Now we start getting into names that I just pulled out of my butt. Hey, Decipher can do it, so why can’t I?
Hilan has some text common to a few Lakemen: getting stronger by spotting threats. If you remember, the generic Laketown Guard had such text, and the other companion below has it, too. What they do NOT have, though, is Hilan’s ability to remove threats. Hilan is pretty weak without them, and since his strength boost caps at +3, he has a lot to lose by getting rid of threats. But if you’re willing to put him more in harm’s way, his ability is one of the best methods the Lakemen have to get rid of all those threats they add. It can be an agonizing gamble and mean the difference between Hilan being really useful and really dead, but the ability to choose makes this otherwise unremarkable companion very nice to have around.
•Tarn, Esgaroth Watchman
Companion • Man
Strength: 5
Vitality: 3
Resistance: 6
Knight.
For each threat you can spot, Tarn is strength +1 (limit +3).
Response: If an opponent plays a minion, exert Tarn twice to remove [X], where X is the vitality of that minion.
“‘The lights again! Last night the watchmen saw them start and fade from midnight until dawn.’”
Like I said above, Tarn benefits from threats, too. But his real strength is in his other ability. Lasting Alliances has some big, tough minions. Smaug the dragon has 6 vitality, and the Spiders of Mirkwood, much like big bad Shelob, have very high vitality as well...most in the 5-7 range. So Tarn can potentially remove a LOT of twilight with his response ability.
Esgaroth Long Sword
Possession • Hand Weapon
Strength +2
Bearer must be a knight.
Skirmish: If you cannot spot three threats, add two threats to make bearer damage +1. Then you may add another threat to make him or her damage +1 again.
Though known throughout the northern lands for their skill with bow and spear, the Lakemen were proficient swordsmen as well.
Every good culture of Men needs a sword, right? This isn’t completely bogus, though I can only find record of them using swords once in The Hobbit:
"The elves were the first to charge. Their hatred for the goblins is cold and bitter. Their spears and swords shone in the gloom with a gleam of chill flame, so deadly was the wrath of the hands that held them. As soon as the host of their enemies was dense in the valley, they sent against it a shower of arrows, and each flickered as it fled as if with stinging fire. Behind the arrows a thousand of their spearmen leapt down and charged. The yells were deafening. The rocks were stained black with goblin blood. Just as the goblins were recovering from the onslaught and the elf-charge was halted, there rose from across the valley a deep-throated roar. With cries of "Moria!" and "Dain, Dain!" the dwarves of the Iron Hills plunged in, wielding their mattocks, upon the other side; and beside them came the men of the Lake with long swords."
Hey, at least there’s SOME proof. I almost found none at all.
This sword is pretty enticing, too. As powerful as the spears posted in Duo #23 were, it’s hard to turn down the potential damage bonus(es) of the sword. Yeah, it’s not cheap, but slap it on a knight like Hilan or Tarn, and they get a further strength bonus from those threats, too.
Not sure if I’ll get to more cards tomorrow...I have a lot of schoolwork this weekend. But every time I’ve said that I’ve gotten to cards anyway, so you can probably expect it this time, too.
EDIT: Made a change to Tarn, so you can now either choose to exert him twice or exert him and another Man, as recommended by SoP.[/quote]
EDIT 2: More changes to Tarn and the sword after AC’s review. |
Last edited by DáinIronfoot on Mon Feb 12, 2007 11:29 am; 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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sickofpalantirs |
Posted: Sat Feb 10, 2007 8:11 pm |
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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.
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DáinIronfoot wrote: Dáin’s DC Duos #29
Back to Lakemen companions for today, both of which work very well with all those threats  Men rack up. And with this being a weekend posting, you get an extra card...something both these knights can use. Enjoy!
 • Hilan, Soldier of Esgaroth
Companion • Man
Strength: 5
Vitality: 3
Resistance: 6
Knight.
For each threat you can spot, Hilan is strength +1 (limit +3).
Each time Hilan wins a skirmish, you may remove a threat.
Long without battle but also long under siege, the men of Laketown have kept their skills—and spears—sharpened for battle.
Now we start getting into names that I just pulled out of my butt.  Hey, Decipher can do it, so why can’t I?
NO DAIN DON"T GO TO THE DARK SIDE OF DC MAKING NOO-OO-OO-OO
anyway ,conflicting abilities. Maybe to give him a little more cohesion, make it while you cannot spot 4 threats hilan is strength...
 • Tarn, Esgaroth Watchman
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Knight.
For each threat you can spot, Tarn is strength +1 (limit +2).
Response: If an opponent plays a minion, exert Tarn twice to remove [X], where X is the vitality of that minion.
“‘The lights again! Last night the watchmen saw them start and fade from midnight until dawn.’”
I think exhausting him is a bit much. maybe, Exert tarn and another Gandalf man
Esgaroth Long Sword
Possession • Hand Weapon
Strength +2
Bearer must be a  knight.
Skirmish: If you cannot spot three threats, add two threats to make bearer damage +1.
Though known throughout the northern lands for their skill with bow and spear, the Lakemen were proficient swordsmen as well.
fine by me. oh wait gandalf knight? ok it still works thouh
Not sure if I’ll get to more cards tomorrow...I have a lot of schoolwork this weekend. But every time I’ve said that I’ve gotten to cards anyway, so you can probably expect it this time, too. 
I thought you were like 30, or 40. |
Sop's haves/ top wants
(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.  |
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DáinIronfoot |
Posted: Sat Feb 10, 2007 8:19 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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sickofpalantirs wrote: DáinIronfoot wrote:  • Hilan, Soldier of Esgaroth
Companion • Man
Strength: 5
Vitality: 3
Resistance: 6
Knight.
For each threat you can spot, Hilan is strength +1 (limit +3).
Each time Hilan wins a skirmish, you may remove a threat.
Long without battle but also long under siege, the men of Laketown have kept their skills—and spears—sharpened for battle.
Now we start getting into names that I just pulled out of my butt.  Hey, Decipher can do it, so why can’t I?
NO DAIN DON"T GO TO THE DARK SIDE OF DC MAKING NOO-OO-OO-OO
anyway ,conflicting abilities. Maybe to give him a little more cohesion, make it while you cannot spot 4 threats hilan is strength...
Heheh...I went to the dark side long ago. Mwahahohoteeheehee!
I’d rather have a second opinion before I change him. I LIKE the fact that they’re conflicting...it’s designed to make you make a potentially hard choice. But we’ll see if someone else agrees. If so, I’ll change it.
sickofpalantirs wrote: DáinIronfoot wrote:  • Tarn, Esgaroth Watchman
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Knight.
For each threat you can spot, Tarn is strength +1 (limit +2).
Response: If an opponent plays a minion, exert Tarn twice to remove [X], where X is the vitality of that minion.
“‘The lights again! Last night the watchmen saw them start and fade from midnight until dawn.’”
I think exhausting him is a bit much. maybe, Exert tarn and another Gandalf man
Okay, I can do that.
sickofpalantirs wrote: DáinIronfoot wrote: Not sure if I’ll get to more cards tomorrow...I have a lot of schoolwork this weekend. But every time I’ve said that I’ve gotten to cards anyway, so you can probably expect it this time, too. 
I thought you were like 30, or 40.
I’ll be 27 in July, but I’m now in a master’s program online...at my wife’s strong recommendation. You don’t say no to the wife. Just one class at a time so I don’t go insane, but it’s still a lot of work doing that AND a full-time job. Ugh. DC-making is my escape from all 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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