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thonnas7 |
Posted: Sun Dec 31, 2006 6:14 pm |
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Joined: 07 May 2006
Posts: 397
Location: Springfield, OR
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CarpeGuitarrem wrote: Okay, I’ve decided that  will be the other Free Peoples starter deck culture. So here’s the S-rarity cards!
 •Halbarad, Grey Dunadan
Companion • Man
Strength: 7
Vitality: 3
Resistance: 8
Ranger. Captain 1.
While bearing a  follower, Halbarad is resistance -1 and vitality +1.
At the start of the assignment phase, you may discard a  card from hand and spot X companions bearing  followers to make Halbarad hunter X.
18 S 65
Hmm...I like it. Nice and balanced.
 Grey-Robed Ranger
Companion • Man
Strength: 5
Vitality: 3
Resistance: 7
Ranger. Hunter 1.
Each time a companion bearing a  follower wins a skirmish, the first Shadow player must make a minion lose hunter until the regroup phase.
18 S 66
Sweet title! Also, the Free People should choose a Shadow player.
 Kinsmen to Aragorn
Event • Skirmish
Make a  Man strength +2 (or +4 if that companion has Resistance 6 or more).
18 S 67
I’d make it resistance 5 or more.
 The Grey Company
Condition • Support Area
Each time a companion bearing a  follower wins a skirmish, you may spot a ranger and add  to remove a threat.
18 S 68
I’d make it unique and cost 0.
 •Aragorn, Grim Warrior
Companion • Man
Strength: 6
Vitality: 4
Resistance: 8
Captain 2.
Skirmish: Exert Aragorn and spot X rangers to make him hunter X until the regroup phase.
18 S 69
Hmm...I forgot what captain is...I’ll check up on it. If it doesn’t give a strength boost, give him his normal strength. If it does, good card.
 Arnor Blade
Possession • Hand Weapon
Strength: +1
Bearer must be a  Man.
If bearer is a Captain, bearer is strength +1.
18 S 70
I’d make it also make a captain damage +1. |
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menace64 |
Posted: Mon Jan 01, 2007 11:14 am |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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CarpeGuitarrem wrote:  •Halbarad, Grey Dunadan
Companion • Man
Strength: 7
Vitality: 3
Resistance: 8
Ranger. Captain 1.
While bearing a  follower, Halbarad is resistance -1 and vitality +1.
At the start of the assignment phase, you may discard a  card from hand and spot X companions bearing  followers to make Halbarad hunter X.
18 S 65
It’s best to avoid gametext vitality boosters, and I’d think pinning that booster on a follower is a pretty desparate, last-ditch effort for survival.
I’d consider taking the first part out completely, and leaving the assignment ability.
CarpeGuitarrem wrote:  Grey-Robed Ranger
Companion • Man
Strength: 5
Vitality: 3
Resistance: 7
Ranger. Hunter 1.
Each time a companion bearing a  follower wins a skirmish, the first Shadow player must make a minion lose hunter until the regroup phase.
18 S 66
Neat card. Nice hunter control.
CarpeGuitarrem wrote:  Kinsmen to Aragorn
Event • Skirmish
Make a  Man strength +2 (or +4 if that companion has Resistance 5 or more).
18 S 67
Is it not the strangest thing that the first thought to come into my mind for this card was, "Make it work for Gimli and Legolas"?
Sometimes I confuse myself.
A fine pump.
CarpeGuitarrem wrote:  The Grey Company
Condition • Support Area
Each time a companion bearing a  follower wins a skirmish, you may spot a ranger and add  to remove a threat.
18 S 68
If you aren’t worried about flooding the pool, it’s actually a pretty cool card. I’d maybe add some kind of discard action to do something else, but it’s up to you (it’s fine either way).
CarpeGuitarrem wrote:  •Aragorn, Grim Warrior
Companion • Man
Strength: 7
Vitality: 4
Resistance: 8
Captain 2.
Skirmish: Exert Aragorn and spot X rangers to make him hunter X until the regroup phase.
18 S 69
The only grim warriors would be any shadow players having to face this guy. The way he is now (being able to jump strength many times per skirmish) is just too powerful (especially for a Starter-level companion).
Maybe:
"At the start of each of Aragorn’s skirmishes, you may exert him and spot..."
If it’s like that, then he gets progressively ’grimmer’ the more times he has to fight.
CarpeGuitarrem wrote:  Arnor Blade
Possession • Hand Weapon
Strength: +1
Bearer must be a  Man.
If bearer is a Captain, bearer is strength +1.
If bearer is a ranger, bearer is resistance +1.
18 S 70
Neato. I like how this can satisfy 2 different paths the deck can take.
Swell cards! |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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CarpeGuitarrem |
Posted: Tue Jan 02, 2007 7:57 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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Made suggested changes, and now I’m passing on to the culture...some site path manipulation, as well as some funky tricks with the site path. I’ve also changed to 2R, 1C so that I can have Hobbit Sword, in keeping with the trend to have it reprinted for each new block. And I’ve decided to give 1R to , and taken 1C from to compensate.
Aggressive Rush
Event • Maneuver
Spot 2 Men to make the Free Peoples player control a site at random from their Adventure Deck; when this site is liberated, it is returned to the owner’s Adventure Deck.
18 R 71
Seize the Advantage
Condition • Support Area
Response: If the Free Peoples player controls a site with Shadow number X, discard this condition to add [X].
18 R 72
•Wulf, Ravaging Dunlending
Minion • Man
Strength: 7
Vitality: 3
Site: 4
Maneuver: Exert Wulf and spot a Man to reinforce a token on a site controlled by the Free Peoples player.
Skirmish: Discard Wulf and spot a site with X tokens on it to make a minion Captain X.
18 R 73
Swarthy Dunlending
Minion • Man
Strength: 9
Vitality: 2
Site: 4
While you control two sites, each Man gains Captain 1.
18 R 74
Destroy Their Homes
Event • Skirmish
Spot a site controlled by the Free Peoples player with X tokens on it and remove [X] to make a minion strength +X.
18 R 75
•Vulthan, Raiding Dunlending
Minion • Man
Strength: 7
Vitality: 2
Site: 4
While you can spot a Captain, Vulthan is strength +2.
Response: If Vulthan wins a skirmish, you may remove a token from a site to control a site.
18 R 76 |
Last edited by CarpeGuitarrem on Wed Jan 03, 2007 7:47 pm; edited 1 time in total"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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thonnas7 |
Posted: Wed Jan 03, 2007 3:25 pm |
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Joined: 07 May 2006
Posts: 397
Location: Springfield, OR
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CarpeGuitarrem wrote: Made suggested changes, and now I’m passing on to the  culture...some site path manipulation, as well as some funky tricks with the site path. I’ve also changed  to 2R, 1C so that I can have Hobbit Sword, in keeping with the trend to have it reprinted for each new block. And I’ve decided to give 1R to  , and taken 1C from  to compensate.
 Aggressive Rush
Event • Maneuver
Spot 2  Men to make the Free Peoples player control a site at random from their Adventure Deck; when this site is liberated, it is returned to the owner’s Adventure Deck.
18 R 71
I don’t quite understand...
 Seize the Advantage
Condition • Support Area
Response: If the Free Peoples player controls a site with Shadow number X, discard this condition to add [X].
18 R 72
Free Peoples players cannot control sites...
 •Wulf, Ravaging Dunlending
Minion • Man
Strength: 7
Vitality: 3
Site: 4
Maneuver: Exert Wulf and spot a  Man to reinforce a token on a site controlled by the Free Peoples player.
Skirmish: Discard Wulf and spot a site with X tokens on it to make a  minion Captain X.
18 R 73
Ditto...
 Swarthy Dunlending
Minion • Man
Strength: 9
Vitality: 2
Site: 4
While you control a site, each  Man gains Captain 1.
18 R 74
Wow...it should be 2 sites...
 Destroy Their Homes
Event • Skirmish
Spot a site controlled by the Free Peoples player with X tokens on it and remove [X] to make a  minion strength +X.
18 R 75
 •Vulthan, Raiding Dunlending
Minion • Man
Strength: 7
Vitality: 2
Site: 4
While you can spot a  Captain, Vulthan is strength +2.
Response: If Vulthan wins a skirmish, you may remove a token from a site to control a site.
18 R 76
I see a lot of new mechanics here...mind explaining them? |
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CarpeGuitarrem |
Posted: Wed Jan 03, 2007 7:47 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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Okay, here’s the basic gist of the new mechanics I’m trying out...much of the strategy will focus on sites that are controlled. Cards like Aggressive Rush will actually force the Free Peoples player to remove a random site from their Adventure deck, and then control it, so that it must be liberated. This could put a hitch in their Free Peoples or Shadow strategies, if the controlled site is one that they really need. And they can’t use it. Seize the Advantage basically goes to work when Aggressive Rush is played.
Then, there will be cards, probably one of the U and the C, that place tokens already on sites, to be reinforced for benefits. |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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CarpeGuitarrem |
Posted: Wed Jan 03, 2007 11:34 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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The last of the cards...feel free to comment on them all...
As I understand it, a site in the Free People’s support area may still be spotted...since it’s not a Shadow card...
Basically, this Shadow would have extra clout against a site control shadow, but would still work against a normal Shadow.
Crude Armory
Possession • Support Area
Response: If a minion is about to be discarded from play, discard a card from hand to stack that minion here instead.
Maneuver: Discard three cards stacked here and exert a minion to place a token on a site controlled by the Free Peoples player.
18 U 77
Pillaging Dunlending
Minion • Man
Strength: 7
Vitality: 2
Site: 4
Hunter 1.
When you play this minion, you may exert a Captain and discard a minion to control a site.
At the start of the regroup phase, the Free Peoples player may liberate a site.
18 U 78
Chaos Led
Event • Skirmish
Spot a Captain to make a minion strength +3.
18 C 79
Flaming Torch
Possession • Hand Weapon
Strength: +1
Bearer must be a minion. If bearer is a Captain, bearer is strength +1 and gains hunter 1.
Response: If bearer wins a skirmish, discard this possession to control a site.
18 C 80
Dunlending Frontliner
Minion • Man
Strength: 6
Vitality: 3
Site: 4
Hunter 3. To play, exert a minion.
When you play this minion, you may add two tokens to a site controlled by the Free Peoples player.
18 C 81 |
Last edited by CarpeGuitarrem on Thu Jan 04, 2007 9:48 pm; edited 1 time in total"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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thonnas7 |
Posted: Thu Jan 04, 2007 1:01 am |
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Joined: 07 May 2006
Posts: 397
Location: Springfield, OR
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CarpeGuitarrem wrote: The last of the  cards...feel free to comment on them all...
As I understand it, a site in the Free People’s support area may still be spotted...since it’s not a Shadow card...
Basically, this Shadow would have extra clout against a site control shadow, but would still work against a normal Shadow.
 Crude Armory
Possession • Support Area
Response: If a  minion is about to be discarded from play, discard a  card from hand to stack that minion here instead.
Maneuver: Discard three cards stacked here and exert a  minion to place a token on a site controlled by the Free Peoples player.
18 U 77
Ok...I’ve adapted to the free peoples site control...what’s with the tokens?
 Pillaging Dunlending
Minion • Man
Strength: 7
Vitality: 2
Site: 4
Hunter 1.
When you play this minion, you may exert a Captain and discard a  minion to control a site.
At the start of the regroup phase, the Free Peoples player may liberate a site.
18 U 78
Balanced. Should probably be a common.
 Chaos Led
Event • Skirmish
Spot a  Captain to make a  minion strength +3.
18 C 79
I like it.
 Flaming Torch
Possession • Hand Weapon
Strength: +1
Bearer must be a  minion. If bearer is a Captain, bearer is strength +1 and gains hunter 1.
Response: If bearer wins a skirmish, discard this possession to control a site.
18 C 80
Hmm. Makes sense.
 Dunlending Frontliner
Minion • Man
Strength: 6
Vitality: 3
Site: 4
Hunter 3. To play, exert a  minion.
When you play this minion, you may add a token to a site controlled by the Free Peoples player.
18 C 81
I’d make it add 2 tokens. |
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CarpeGuitarrem |
Posted: Thu Jan 04, 2007 10:09 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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Okay, here’s some cards...expect a lot of delving (pun intended) into Moria...starting with the big guy...
 •The Balrog, Lord of the Black Pit
Minion • Balrog
Strength: 17
Vitality: 5
Site: 4
Fierce. When you play the Balrog, you may exert a goblin with Reinforcements X to make the Balrog twilight cost -X.
Response: If a goblin is about to be discarded, remove a threat to exert a companion it is skirmishing.
18 R 82
•Cannot Get Out
Condition • Support Area
Regroup: Spot 4 goblins (or 2 goblins and a captain) and exert a captain to make the Fellowship choose to move again (if the move limit allows); the Shadow number of the next site is -1. Discard this condition.
18 R 83
Goblin Shaman
Minion • Orc
Strength: 7
Vitality: 3
Site: 4
Captain 1. Goblin. When you play this minion, you may discard an minion with Reinforcements X to make this minion hunter X.
18 R 84
•Azgar, Tall Goblin
Minion • Orc
Strength: 8
Vitality: 2
Site: 4
Captain 1. Goblin. While you can spot a Dwarf, each goblin is hunter 1.
Skirmish: Discard Azgar to make an unbound companion skirmishing a goblin strength -3.
18 R 85
Scouts of Moria
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
Reinforcements 2. Goblin. When you play this minion, you may exert it to reveal the top 3 cards of another player’s draw deck. Choose one of the revealed cards; that player takes it into hand, and places the other two beneath his or her draw deck.
18 R 86 |
Last edited by CarpeGuitarrem on Sun Jan 07, 2007 3:57 pm; edited 1 time in total"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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thonnas7 |
Posted: Fri Jan 05, 2007 1:32 am |
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Joined: 07 May 2006
Posts: 397
Location: Springfield, OR
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CarpeGuitarrem wrote: Okay, here’s some  cards...expect a lot of delving (pun intended) into Moria...starting with the big guy...
  •The Balrog, Lord of the Black Pit
Minion • Balrog
Strength: 17
Vitality: 5
Site: 4
Fierce. When you play the Balrog, you may exert a goblin with Reinforcements X to make the Balrog twilight cost -X.
Response: If a goblin is about to be discarded, remove a threat to exert a companion it is skirmishing.
18 R 82
I love how you’re making Goblin a keyword. Good job! You get a GP! Nice card, btw.
 •Cannot Get Out
Condition • Support Area
Regroup: Spot 4 goblins (or 2 goblins and a  captain) and exert a  captain to make the Fellowship choose to move again (if the move limit allows); the Shadow number of the next site is -1. Discard this condition.
18 R 83
Seems balanced. Why does it have to be unique though?
 Goblin Shaman
Minion • Orc
Strength: 7
Vitality: 3
Site: 4
Captain 1. Goblin. When you play this minion, you may discard an  minion with Reinforcements X to make this minion hunter X.
18 R 84
"...to make this minion hunter X until..." then add end of turn or regroup phase. Whenever.
 •Azgar, Tall Goblin
Minion • Orc
Strength: 8
Vitality: 2
Site: 4
Captain 1. Goblin. While you can spot a Dwarf, each goblin is hunter 1.
Skirmish: Discard Azgar to make an unbound companion skirmishing a goblin strength -2.
18 R 85
I’d make the skirmish ability strong. Maybe -4, but a way to prevent it.
 Scouts of Moria
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
Reinforcements 2. When you play this minion, you may exert it to reveal the top 3 cards of another player’s draw deck. Choose one of the revealed cards; that player takes it into hand, and places the other two beneath his or her draw deck.
18 R 86
I’m going to have to go back and look at Reinforcements. I like the card though, maybe make it stronger. |
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CarpeGuitarrem |
Posted: Sun Jan 07, 2007 3:56 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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Cannot Get Out is unique because it’s a mighty powerful card, able to force a deadly double-move. So you wouldn’t want to be able to have 4x of these out.
I upped Azgar’s ability a little, and added "Goblin" to Scouts of Moria. And I don’t think Shaman needs to be edited, since minions will be discarded anyway, thus he will lose the hunter when he’s discarded.
Delved Too Greedily
Condition • Support Area
Each time bearer moves to an underground site, add (or if bearer is a Dwarf).
Response: If a goblin is played, transfer this condition to a companion.
18 R 87
The Darkness Beneath
Condition • Support Area
To play, spot 3 minions (or 2 goblins).
Maneuver: Discard this condition to play the fellowship’s next site; the Free Peoples player may discard a goblin unless that site is an underground site.
18 R 88
And I’d like some input on this S-rarity card...
Crawling With Goblins
Condition • Support Area
While you can spot a goblin stacked on a site, the shadow number of each underground site is +1.
18 S ?? |
Last edited by CarpeGuitarrem on Fri Jan 12, 2007 12:01 am; edited 2 times in total"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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