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menace64
Posted: Mon Dec 11, 2006 12:58 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Okay, so I’m still not sure about the main Rebel themes and such. But, with everything I know about the Rebellion in mind, I’ll just jump into some cards and see what I come up with.

0 Antilles Maneuver [Rebel]
Event • Skirmish
Exert a [Rebel] companion bearing a ship to make a minion he or she is skirmishing strength -3.
1C170

2 •Dodonna, Rebel Tactician [Rebel]
Companion • Human
Strength-6
Vitality-3
Resistance-8
Skirmish: Exert Dodonna to make a [Rebel] companion strength +2 (or make a minion skirmishing an undestined companion strength -1).
1U176

0 Exchange of Fire [Rebel]
Event • Skirmish
Make a [Rebel] companion strength +1 for each ranged weapon you can spot.
1C180

1 Threat to the Empire [Rebel]
Condition • Support Area
Each time an [Imperial] minion is played, you may exert a [Rebel] companion to remove a threat.
Response: If a [Rebel] companion wins a skirmish, exert him or her to exert an [Imperial] minion not assigned to a skirmish.
1U201

2 •Trench Warfare [Rebel]
Condition • Support Area
Each time the alliance moves, add a [Rebel] token here.
Skirmish: Remove 3 [Rebel] tokens here to make a minion skirmishing a [Rebel] companion strength -2. If that companion wins the skirmish, liberate a site.
1U204

Well, I think the Rebel culture is beginning to shape up. They have the ability to go + strength, or go - strength on minions. With Trench Warfare, they are the only Light Side culture so far that can liberate sites, and I’m sure they’ll be good with fighters.

Which I’ll get into next time!
Last edited by menace64 on Thu Dec 14, 2006 2:05 am; edited 1 time in totalRiddle 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?
CarpeGuitarrem
Posted: Mon Dec 11, 2006 1:28 am
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
menace64 wrote:
Okay, so I’m still not sure about the main Rebel themes and such. But, with everything I know about the Rebellion in mind, I’ll just jump into some cards and see what I come up with.

0 Antilles Maneuver [Rebel]
Event • Skirmish
Exert a [Rebel] companion bearing a ship to make a minion he or she is skirmishing strength -3.
1C127
Yeah, pretty cool. Glimmers of elvents.
Okay... that’s pretty cool. Let’s keep going.

2 •Dodonna, Rebel Tactician [Rebel]
Companion • Human
Strength-6
Vitality-3
Resistance-8
Skirmish: Exert Dodonna to make a [Rebel] companion strength +2 (or make a minion skirmishing an undestined companion strength -1).
1U133
Nice!
0 Exchange of Fire [Rebel]
Event • Skirmish
Make a [Rebel] companion strength +1 for each ranged weapon you can spot.
1C137
Good!
1 Threat to the Empire [Rebel]
Condition • Support Area
Each time an [Imperial] minion is played, you may exert a [Rebel] companion to remove a threat.
Response: If a [Rebel] companion wins a skirmish, exert him or her to exert an [Imperial] minion not assigned to a skirmish.
1U158
Hmm...that’s pretty powerful right there. Although it *does* only work against Imperials...
2 •Trench Warfare [Rebel]
Condition • Support Area
Each time the alliance moves, add a [Rebel] token here.
Skirmish: Remove 3 [Rebel] tokens here to make a minion skirmishing a [Rebel] companion strength -2. If that companion wins the skirmish, liberate a site.
1U161
Nice!
Well, I think the Rebel culture is beginning to shape up. They have the ability to go + strength, or go - strength on minions. With Trench Warfare, they are the only Light Side culture so far that can liberate sites, and I’m sure they’ll be good with fighters.

Which I’ll get into next time!
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
sickofpalantirs
Posted: Mon Dec 11, 2006 8:54 am
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.
menace64 wrote:
Okay, I threw the Champion around a bit:

6 •Stormtrooper Champion [Imperial]
Minion • Human
Strength-12
Vitality-3
Roaming-4
Damage +1.
Each time Stormtrooper Champion wins a skirmish, you may spot another [Imperial] minion to take control of a site.
1R75

Costs 1 more, and needs to spot another Imperial to take a site.

Let’s see. Rebels need work! I’m going to be working on them for a bit, but I’ll start easy and introduce the Ewoks. Fairly simple idea - followers that can be spotted for even more bonuses.

I already spoiled him, but here’s Threepio, The Golden One.

2 •Threepio, The Golden One [Rebel]
Companion • Droid
Strength-3
Vitality-4
Droid.
Each time you transfer an ewok follower to a companion, you may discard a card from hand to draw a card.
1C159

And here are the new cards:

0 •The Battle of Endor [Rebel]
Condition • Support Area
To play, spot 3 [Rebel] companions.
Each time you transfer an ewok follower to a [Rebel] companion, you may add a [Rebel] token here.
Skirmish: Remove 2 [Rebel] tokens here to make an [Imperial] minion skirmishing your [Rebel] companion strength -2. Transfer an ewok follower from your companion to your support area or discard this condition.
1R130

2 •Chirpa, Chieftain [Rebel]
Follower
Ewok. Aid - 3.
Each time you transfer this follower to a companion, except a [Rebel] companion, discard a possession he or she bears.
Skirmish: Exert bearer to make a companion bearing an ewok strength +1 for each ewok follower attached to a companion you can spot (limit +3).
1R131

1 Ewok Assault [Rebel]
Event • Skirmish
Make a [Rebel] companion strength +2 (and damage +2 if bearing an ewok follower).
1C134

0 Ewok Resourcefulness [Rebel]
Event • Skirmish
Transfer an ewok follower from your companion to your support area to draw a card or heal a [Rebel] companion.
1C135

1 Ewok Spearman [Rebel]
Follower
Strength +1
Ewok. Aid - Add a burden.
Each time you transfer this follower to a companion, except a [Rebel] companion, discard a possession he or she bears.
Skirmish: Transfer this follower to your support area to exert a minion skirmishing bearer.
1C136

2 •Logray, Shaman [Rebel]
Follower
Resistance +1
Ewok. Aid - 2.
Each time you transfer this follower to a companion, except a [Rebel] companion, discard a possession he or she bears.
Response: If you play an event during bearer’s skirmish, transfer this follower to your support area to heal bearer.
1U144

2 •Kazak, Elder [Rebel]
Follower
Ewok. Aid - 3.
Each time you transfer this follower to a companion, except a [Rebel] companion, discard a possession he or she bears.
While you can spot 2 other ewok followers, bearer may not take wounds.
1C149

2 •Paploo, Extremist [Rebel]
Follower
Ewok. Aid - Add a threat.
Each time you transfer this follower to a companion, except a [Rebel] companion, discard a possession he or she bears.
Bearer is strength +1 for each threat you spot (limit +4).
1R150

And who can forget about this guy:

2 •Wicket, Befriended [Rebel]
Follower
Strength +1
Resistance +1
Ewok. Aid - 3.
Each time you transfer this follower to a companion, except a [Rebel] companion, discard a possession he or she bears.
When you transfer this follower to a [Rebel] companion, you may take an ewok follower into hand from your draw deck or discard pile.
1R165

Those were fun (even though I think I’m horrible at designing followers).
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
menace64
Posted: Mon Dec 11, 2006 11:17 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
lol... should I thank you for your in-depth reviews, sop?

Laughing
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?
menace64
Posted: Mon Dec 11, 2006 1:56 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Anywho. Moving right along... here are the first real attempts at ship possessions, and they’re the last big group of cards in the Rebel culture.

Keep in mind that "piloting" means the same thing as "mounted." Nothing loaded with it. Just a fun term.

2 Rebel X-wing [Rebel]
Possession • Ship
Enclosed. Bearer must be a [Rebel] companion.
Discard artifacts and other possessions borne by bearer. Bearer may not bear artifacts or other possessions.
Bearer is strength +1 for each [Rebel] ship you can spot.
1C196

I don’t know how that looks, but keep in mind that enclosed means bearer can’t take wounds during the crossfire (archery) phase.

Let’s keep going.

2 Rebel Y-wing [Rebel]
Possession • Ship
Vitality +1
Enclosed. Bearer must be a [Rebel] companion.
Discard artifacts and other possessions borne by bearer. Bearer may not bear artifacts or other possessions.
Response: If bearer is about to take a wound in a skirmish, discard 3 [Rebel] cards from hand to prevent that.
1C197

2 Rogue Squadron Pilot [Rebel]
Companion • Human
Strength-6
Vitality-3
Resistance-7
While piloting, this companion is damage +1.
1C199

2 Targeting Computer [Rebel]
Condition • Support Area
Assignment: Transfer this condition from your support area to a piloting [Rebel] companion. Limit 1 per bearer.
While piloting, bearer is strength -1, damage +1, and gains:
"Skirmish: Discard 2 [Rebel] cards from hand to exert a minion this companion is skirmishing."
1U200

I’m not sure with that one. I think I sacrificed simplicity (and in the end, usefulness) for "realness", but whateves! Here’s a guy that I’m going to make *really* good.

3 •Wedge, Rogue Squadron Leader [Rebel]
Companion • Human
Strength-7
Vitality-3
Resistance-8
While piloting, Wedge may not be the target of Dark Side cards and he may not take wounds.
Skirmish: If piloting, exert Wedge to cancel the game text of a minion he is skirmishing.
1R207

I might have gone overboard with him, but that’s fine because he is a B.A.M.F. behind the wheel.

With this batch, the Rebel culture is mostly finished. There’s just some more companions (like Leia) to be done, and some nice, icing-on-the-cake rares.

Next on the to-do list is... Jedi!
Last edited by menace64 on Thu Dec 14, 2006 2:07 am; edited 1 time in totalRiddle 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?
TheHobbit13
Posted: Mon Dec 11, 2006 1:58 pm
Joined: 27 Jul 2006 Posts: 1303 Location: minnesota
Sweetness you have some good ideas Mr. Green
sickofpalantirs
Posted: Mon Dec 11, 2006 3:47 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.
menace64 wrote:
lol... should I thank you for your in-depth reviews, sop?

Laughing

crud my computer erased it and messed up my reviews. oh well most of them were pretty good but reduce chirpa’s and Kazak’s aid and twilight cost by one. was the basic gist. most of them were good
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
CarpeGuitarrem
Posted: Mon Dec 11, 2006 8:13 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
menace64 wrote:
Anywho. Moving right along... here are the first real attempts at ship possessions, and they’re the last big group of cards in the Rebel culture.

Keep in mind that "piloting" means the same thing as "mounted." Nothing loaded with it. Just a fun term.

2 Rebel X-wing [Rebel]
Possession • Ship
Enclosed. Bearer must be a [Rebel] companion.
Discard artifacts and other possessions borne by bearer. Bearer may not bear artifacts or other possessions.
Bearer is strength +1 for each [Rebel] ship you can spot.
1C153
Doesn’t feel like a Rare, more like an Uncommon. The strength ability is also incredibly powerful, considering that it gives both enclosed and a huuuge strength bonus...compare it to a Shadowfax.
I don’t know how that looks, but keep in mind that enclosed means bearer can’t take wounds during the crossfire (archery) phase.

Let’s keep going.

2 Rebel Y-wing [Rebel]
Possession • Ship
Vitality +1
Enclosed. Bearer must be a [Rebel] companion.
Discard artifacts and other possessions borne by bearer. Bearer may not bear artifacts or other possessions.
Response: If bearer is about to take a wound in a skirmish, discard 3 [Rebel] cards from hand to prevent that.
1C154
Good and balanced.
2 Rogue Squadron Pilot [Rebel]
Companion • Human
Strength-6
Vitality-3
Resistance-7
While piloting, this companion is damage +1.
1C156
Nice.
2 Targeting Computer [Rebel]
Condition • Support Area
Assignment: Transfer this condition from your support area to a piloting [Rebel] companion. Limit 1 per bearer.
While piloting, bearer is strength -1, damage +1, and gains:
Skirmish: Discard 2 [Rebel] cards from hand to exert a minion this companion is skirmishing.
1U157
Very good!
I’m not sure with that one. I think I sacrificed simplicity (and in the end, usefulness) for "realness", but whateves! Here’s a guy that I’m going to make *really* good.

3 •Wedge, Rogue Squadron Leader [Rebel]
Companion • Human
Strength-7
Vitality-3
Resistance-8
While piloting, Wedge may not be the target of Dark Side cards and he may not take wounds.
Skirmish: If piloting, exert Wedge to cancel the game text of a minion he is skirmishing.
1R164
Whoa...you really did go overboard on that first gametext...not able to take wounds, ever???
I might have gone overboard with him, but that’s fine because he is a B.A.M.F. behind the wheel.

With this batch, the Rebel culture is mostly finished. There’s just some more companions (like Leia) to be done, and some nice, icing-on-the-cake rares.

Next on the to-do list is... Jedi!
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)
menace64
Posted: Mon Dec 11, 2006 8:24 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Well the X-wing is common, not rare.

Don’t you think not being able to bear *any* other possessions/artifacts is a fair trade off for the strength boost?
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?
menace64
Posted: Mon Dec 11, 2006 9:38 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Jedi Time!

The Jedi culture is a lot like the Gandalf culture, I think. It’s good at doing just about everything, but the pool it generates in the process will be nothing to ignore. All the companions are strong, but they cost quite the pretty penny.

4 •Aayla, Twi’lek General [Jedi]
Companion • Twi’lek
Strength-9
Vitality-3
Resistance-6
Damage +1. Jedi. To play, spot a Jedi.
Each time another companion wins a skirmish, you may heal Aayla.
1U129

3 •Anakin, Bearer of Great Strength [Jedi]
Companion • Human
Strength-7
Vitality-3
Ringed Resistance-6
Destined. Jedi.
While Anakin is the Apprentice, he is resistance +3 while you can spot Obi-Wan, and at the start of each of his skirmishes, add 2 burdens.
Skirmish: Exert Anakin twice to make him strength +5 (limit once per skirmish).
1R131

3 •Anakin, Headstrong [Jedi]
Companion • Human
Strength-7
Vitality-3
Resistance-6
Destined. Jedi. While you can spot Obi-Wan, Anakin’s twilight cost is -1.
At the start of Anakin’s skirmish, make him damage +1 for each minion he is assigned to until the regroup phase.
1P132

(That wording might be fuzzy. Help?)

I had already done Anakin’s Lightsaber, but after making his companion cards I think the saber needs an overhaul:

2 •Anakin’s Lightsaber [Jedi]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be a Jedi.
If bearer is Anakin, he is a duelist.
1R133

3 Be Mindful of Your Future [Jedi]
Event • Alliance
Exert your Jedi to reveal the top 4 cards of your draw deck. You may take a revealed Light Side card into hand. Replace the other cards in any order.
1C136

3 Jedi Knight [Jedi]
Companion • Saurin
Strength-6
Vitality-3
Resistance-6
Jedi. While you can spot a Jedi, this companion’s twilight cost is -1.
1C140

1 Jedi Robes [Jedi]
Possession • Cloak
Resistance +1
Bearer must be a Jedi.
Skirmish: If bearer is skirmishing a duelist, discard this possession to make bearer a duelist until the end of the skirmish.
1C142

2 •Jedi Youngling [Jedi]
Follower
Strength +1
Resistance +1
Aid - 3. To play, spot a Jedi.
Bearer is strength +1 for each training token you spot.
Response: If bearer wins a skirmish, discard this follower to remove a training token.
1R144

2 •Well-trained Knight [Jedi]
Follower
Strength +1
Aid - 2. To play, spot a Jedi.
Response: If bearer would take a wound, return this follower to your support area to prevent that.
1C164


That helped the Jedi out a bit. I think I’ll be back in the same culture next time. More to do.

I ran some numbers, and with this batch of cards, I’m 40% through the entire set! Wow!
Last edited by menace64 on Thu Dec 14, 2006 2:11 am; edited 2 times in totalRiddle 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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