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menace64 |
Posted: Thu Dec 14, 2006 3:29 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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To the Vong!
This culture, like Confederacy, likes skirmishing, except instead of swarming, the Vong employ a couple big beefy minions at a time. I decided that they’re strong at breaking down the spirit of the alliance, so expect lots of resistance droppers.
•Absent in the Force [Yuuzhan Vong]
Condition • Support Area
To play, spot a Yuuzhan Vong.
While you can spot a Yuuzhan Vong, force powers may not be played and Yuuzhan Vong may not be the target of force powers.
Discard this condition at the end of the turn.
1R289
Formed in Their Fashion [Yuuzhan Vong]
Condition • Site
To play, spot a Yuuzhan Vong. Limit 1 per site.
While the alliance is in this region, each Yuuzhan Vong is strength +1 for each site condition you can spot.
Regroup: Remove and exert a Yuuzhan Vong to transfer this condition to another site.
1R298
Hopeless [Yuuzhan Vong]
Event • Maneuver
Exert a Yuuzhan Vong to make an undestined companion strength -3 until the regroup phase (and lose all strength bonuses from weapons if that companion has resistance 3 or less).
1R300
Lah Assaulter [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-10
Vitality-3
Roaming-6
Fierce.
Each time this minion is assigned to a skirmish, make an undestined companion resistance -2 until the regroup phase.
1C301
Lah Predator [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-11
Vitality-3
Roaming-6
Fierce.
Each time this minion is assigned to a companion with resistance 3 or less, it is damage +1 until the regroup phase.
Response: If this minion kills a companion in a skirmish, exert it twice to make the Light Side player assign it to an additional skirmish this site.
1R302
Lah Shearer [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-9
Vitality-3
Roaming-6
While bearing a hand weapon, this minion is strength +2 and fierce.
Skirmish: If skirmishing a companion with resistance 3 or less, exert this minion to exert that companion.
1U303
Lah Slasher [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-10
Vitality-3
Roaming-6
Duelist.
Assignment: Spot a companion with resistance 0 to assign this minion to that companion.
1R304
Nowhere to Hide [Yuuzhan Vong]
Condition • Companion
Resistance -2
To play, exert a Yuuzhan Vong. Bearer must be an undestined companion. Limit 1 per companion.
While bearer has resistance 2 or less, at the start of each alliance phase, bearer must exert.
1U306
Worthy Opponent [Yuuzhan Vong]
Condition • Support Area
Resistance -1
Skirmish: Transfer this condition to a companion a Yuuzhan Vong is skirmishing to make that Yuuzhan Vong strength +2. If that Yuuzhan Vong loses the skirmish, discard this condition.
1C322
That’s a healthy boost for the Vong, I think.
Next... hmm. I think Gungans are ripe for completion.
Set Completion Count: 171/365 - 47% |
Last edited by menace64 on Fri Dec 15, 2006 9:01 pm; 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.
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menace64 |
Posted: Fri Dec 15, 2006 7:26 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Okay. The Gungans are more of a splash subculture, but I think they could make it on their own.
Word.
Here we go!
Diversionary Tactics [Republic]
Condition • Support Area
Skirmish: Exert a [Republic] Human to make a Gungan strength +2, or exert a Gungan to make a [Republic] Human strength +2.
Regroup: Spot a Gungan and discard this condition to heal a [Republic] Human.
1U217
Electropike [Republic]
Possession • Hand Weapon
Strength +2
Bearer must be a Gungan.
While bearer is skirmishing a droid, bearer is damage +1.
1C218
Energy Boomba [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a Gungan.
Crossfire: Discard this possession to make a Dark Side player wound a droid twice (you may add to wound a droid twice instead).
1C219
Fambaa Shield Dome [Republic]
Condition • Support Area
To play, spot a Gungan.
Response: Add X [Republic] tokens here, where X is the minion archery total (limit once per crossfire phase).
Skirmish: If a Gungan is about to take a wound, remove a [Republic] token here to prevent that. Add or discard this condition.
1U220
I already did this one. Very basic:
Gungan Energy Shield [Republic]
Possession • Shield
Bearer must be a Gungan.
The minion crossfire total is -1.
Response: If bearer is about to take a wound, discard this possession to prevent that.
1C222
Gungan Infantry [Republic]
Companion • Gungan
Strength-6
Vitality-3
Resistance-6
While bearing a shield possession, this companion may take only 1 wound per skirmish.
1C223
•Jar Jar, Bombad General [Republic]
Companion • Gungan
Strength-6
Vitality-3
Resistance-7
Each time the alliance moves, add or discard a possession.
At the start of each of Jar Jar’s skirmishes, spot X possessions borne by him to discard X cards borne by minions he is skirmishing.
1R225
•Nass, Boss of Otoh Gunga [Republic]
Companion • Gungan
Strength-7
Vitality-4
Resistance-7
While you can spot 2 Gungans, Nass’s twilight cost is -2.
Skirmish: Exert Nass to make a Gungan strength +1 for each possession that Gungan bears (limit once per skirmish).
1U229
•Tarpals, Gungan Warrior [Republic]
Companion • Gungan
Strength-7
Vitality-3
Resistance-6
While you can spot a Gungan, Tarpals’ twilight cost is -1.
While bearing a possession, Tarpals is strength +1.
While skirmishing a droid, Tarpals is damage +1.
1C244
•Tarpals, Hardened Leader [Republic]
Companion • Gungan
Strength-7
Vitality-3
Resistance-6
While you can spot a Gungan, Tarpals’ twilight cost is -1.
Skirmish: Exert Tarpals to make him damage +X, where X is the number of other Gungans you can spot.
1R245
Well I think that’s all of the different subcultures. The Sith culture needs more work; I’ll head that way next.
Set Completion Count: 180/365 - 49% |
Last edited by menace64 on Sat Dec 16, 2006 11:40 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.
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sickofpalantirs |
Posted: Fri Dec 15, 2006 7:58 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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menace64 wrote: To the Vong!
This culture, like Confederacy, likes skirmishing, except instead of swarming, the Vong employ a couple big beefy minions at a time. I decided that they’re strong at breaking down the spirit of the alliance, so expect lots of resistance droppers.
 Formed in Their Fashion [Yuuzhan Vong]
Condition • Site
To play, spot a Yuuzhan Vong. Limit 1 per site.
While the alliance is in this region, each Yuuzhan Vong is strength +1 for each site condition you can spot.
Regroup: Remove  and exert a Yuuzhan Vong to transfer this condition to another site.
1R298
good
 Hopeless [Yuuzhan Vong]
Event • Maneuver
Exert a Yuuzhan Vong to make an undestined companion strength -3 until the regroup phase (and lose all strength bonuses from weapons if that companion has resistance 3 or less).
1R300
I guess it works because of the high twilight cost.
 Lah Assaulter [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-10
Vitality-3
Roaming-6
Fierce.
Each time this minion is assigned to a skirmish, make an undestined companion resistance -2 until the regroup phase.
1C301
OK I guess almost seems overpowered here how about exert him to do that. or would that be underpowered?
 Lah Predator [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-11
Vitality-3
Roaming-6
Fierce.
Each time this minion is assigned to a companion with resistance 3 or less, it is damage +1 until the regroup phase.
Response: If this minion kills a companion in a skirmish, exert it twice to make the Light Side player assign it to an additional skirmish this site.
1R302
humm. almost to good. but the twilight balances I guess
 Lah Shearer [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-9
Vitality-3
Roaming-6
While bearing a hand weapon, this minion is strength +2 and fierce.
Skirmish: If skirmishing a companion with resistance 3 or less, exert this minion to exert that companion.
1U303
you need to make some hand weapons.
 Lah Slasher [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-9
Vitality-3
Roaming-6
Duelist.
Assignment: Spot a companion with resistance 0 to assign this minion to that companion.
1R304
duelist eh? maybe up his twilight 1 and add a strength
 Nowhere to Hide [Yuuzhan Vong]
Condition • Companion
Resistance -2
To play, exert a Yuuzhan Vong. Bearer must be an undestined companion. Limit 1 per companion.
While bearer has resistance 2 or less, at the start of each alliance phase, bearer must exert.
1U306
perfect boy these are great
 Worthy Opponent [Yuuzhan Vong]
Condition • Support Area
Resistance -1
Skirmish: Transfer this condition to a companion a Yuuzhan Vong is skirmishing to make that Yuuzhan Vong strength +2. If that Yuuzhan Vong loses the skirmish, discard this condition.
1C322
very good.
Set Completion Count: 171/365 - 47% |
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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menace64 |
Posted: Fri Dec 15, 2006 9:00 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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I think the Assaulter is all right, considering it can only target undestined companions.
I have the amphistaff already (and for this set that’s the only hand weapon).
Amphistaff [Yuuzhan Vong]
Possession • Hand Weapon
Bearer must be a Yuuzhan Vong.
At the start of the maneuver phase, until the regroup phase, you may make the minion crossfire total +1 or make bearer strength +2.
1C290
I’ll change the Slasher as you suggested.
---
News!
Today I worked out a mini-set idea called Battle of the Great Plains. What it is:
A boutique product printed in two deluxe starter decks, one Gungan-oriented and the other Trade Federation. The cover art would be Ceel and OOM-9, the respective leader of each army at the climax of The Phantom Menace.
I made a cardlist of 26 premium cards that would be found only in those decks, and I’ll work on that set after I finish A Wretched Hive (which has a fairly nice cardlist as of now).
More cards soon! |
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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menace64 |
Posted: Fri Dec 15, 2006 9:30 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Now for a return to the Sith culture, which is all about the darker side of cards. Corrupting, dueling, and just being nasty to alliances.
•Asajj, Sith Assassin [Sith]
Minion • Rattataki
Strength-11
Vitality-3
Roaming-5
Fierce.
At the end of Asajj’s fierce skirmish, if you can spot another [Sith] minion, exert Asajj to kill the companion she is skirmishing.
1C249
Cloak of the Sith [Sith]
Possession • Cloak
Bearer must be a [Sith] minion.
While you can spot 4 burdens, bearer may not take wounds.
Skirmish: Discard this possession to make bearer a duelist until the regroup phase.
1R252
Dark Revelation [Sith]
Event • Response
If a burden is added, spot your [Sith] minion to add a burden.
"’No, Luke. I am your father.’"
1U254
Fulfilling His Destiny [Sith]
Event • Response
If a companion wins a skirmish, exert a [Sith] minion to add a burden.
1U264
Limitless Power! [Sith]
Event • Shadow
Toil 2.
Exert a [Sith] minion to discard the top 5 cards of your draw deck. The Light Side player must wound a companion for each [Sith] card discarded.
1R270
Overwhelmed [Sith]
Event • Skirmish
Exert a [Sith] minion bearing a lightsaber twice to make him or her strength +X, where X is the strength of the companion he or she is skirmishing.
1R276
•Palpatine, Galactic Emperor [Sith]
Minion • Human
Strength-15
Vitality-4
Roaming-5
Damage +1.
If you can spot another minion, Palpatine may not be assigned to a skirmish.
Skirmish: Exert Palpatine to make an [Imperial] minion strength +2.
Response: If a [Sith] minion wins a skirmish, exert Palpatine twice to add a burden.
1R277
Sidious’ Edict [Sith]
Condition • Support Area
Maneuver: Spot Palpatine or exert 2 minions to transfer this condition to a companion. While skirmishing an [Imperial] or [Sith] minion, bearer loses all damage bonuses.
1C282
Next time, I’ll cover all the Vader cards in the Sith culture.
Set Completion Count: 52% w00t! Over half-way there! |
Last edited by menace64 on Sat Dec 16, 2006 11:43 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.
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TheHobbit13 |
Posted: Fri Dec 15, 2006 9:33 pm |
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Joined: 27 Jul 2006
Posts: 1303
Location: minnesota
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nice Cards  |
If you like LOTR then maybe you would like redemption ccg PM me for more info |
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ingold55 |
Posted: Sat Dec 16, 2006 12:51 am |
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Joined: 10 Oct 2005
Posts: 1199
Location: Out on the front line
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wow!!! *shocked silence* what page are the clones and jedi mainly on?
these are awsome cards! |
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sickofpalantirs |
Posted: Sat Dec 16, 2006 8:35 am |
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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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menace64 wrote:
 •Absent in the Force [Yuuzhan Vong]
Condition • Support Area
To play, spot a Yuuzhan Vong.
While you can spot a Yuuzhan Vong, force powers may not be played and Yuuzhan Vong may not be the target of force powers.
Discard this condition at the end of the turn.
1R289
good.
 Diversionary Tactics [Republic]
Condition • Support Area
Skirmish: Exert a [Republic] Human to make a Gungan strength +2, or exert a Gungan to make a [Republic] Human strength +2.
Regroup: Spot a Gungan and discard this condition to heal a [Republic] Human.
1U217
HIDAN? IMO the republic one should be 1 strength and the gungan one 2.
 Electropike [Republic]
Possession • Hand Weapon
Strength +2
Bearer must be a Gungan.
While bearer is skirmishing a droid, bearer is damage +1.
1C218
fine by me droid should be bold though
 Energy Boomba [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a Gungan.
Crossfire: Discard this possession to make a Dark Side player wound a droid twice (you may add  to wound a droid twice instead).
1C219
almost exactly what i was thinking you should do wiht these GP.
 Fambaa Shield Dome [Republic]
Condition • Support Area
To play, spot a Gungan.
Response: Add X [Republic] tokens here, where X is the minion archery total (limit once per crossfire phase).
Skirmish: Remove a [Republic] token here to make a Gungan strength +1. Add  or discard this condition.
1U220
how about remove 2 tokens to prevent a wound to a gungan instead of the second ability?
 Gungan Infantry [Republic]
Companion • Gungan
Strength-6
Vitality-3
Resistance-6
While bearing a shield possession, this companion may take only 1 wound per skirmish.
1C223
fine by me
 •Jar Jar, Bombad General [Republic]
Companion • Gungan
Strength-6
Vitality-3
Resistance-7
Each time the alliance moves, add  or discard a possession.
At the start of each of Jar Jar’s skirmishes, spot X possessions borne by him to discard X cards borne by minions he is skirmishing.
1R225
again fine. maybe make it add 2
 •Nass, Boss of Otoh Gunga [Republic]
Companion • Gungan
Strength-7
Vitality-4
Resistance-7
While you can spot 2 Gungans, Nass’s twilight cost is -2.
Skirmish: Exert Nass to make a Gungan strength +1 for each possession that Gungan bears (limit once per skirmish).
1U229
I guess balanced considering that they can only bear 3 possession. give him resistance 6
 •Tarpals, Gungan Warrior [Republic]
Companion • Gungan
Strength-7
Vitality-3
Resistance-6
While you can spot a Gungan, Tarpals’ twilight cost is -1.
While bearing a possession, Tarpals is strength +1.
While skirmishing a droid, Tarpals is damage +1.
1C244
perfect. almost to good for a common
 •Tarpals, Hardened Leader [Republic]
Companion • Gungan
Strength-7
Vitality-3
Resistance-6
While you can spot a Gungan, Tarpals’ twilight cost is -1.
Skirmish: Exert Tarpals to make him damage +X, where X is the number of other Gungans you can spot.
1R245
again good.
Set Completion Count: 180/365 - 49%
half done almost! |
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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sickofpalantirs |
Posted: Sat Dec 16, 2006 8:41 am |
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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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menace64 wrote: Now for a return to the Sith culture, which is all about the darker side of cards. Corrupting, dueling, and just being nasty to alliances.
 •Asajj, Sith Assassin [Sith]
Minion • Rattataki
Strength-11
Vitality-3
Roaming-5
Fierce.
At the end of Asajj’s fierce skirmish, if you can spot another [Sith] minion, exert Asajj to kill the companion she is skirmishing.
1C249
how about exert her twice. otherwise that is way overpowered and to kill an undestined companion she is skirmishing.
 Cloak of the Sith [Sith]
Possession • Cloak
Bearer must be a [Sith] minion.
While you can spot 4 burdens, bearer may not take wounds.
Skirmish: Discard this possession to make bearer a duelist until the regroup phase.
1R252
sure,.
 Dark Revelation [Sith]
Event • Response
If a burden is added, spot your [Sith] minion to add a burden.
"’No, Luke. I am your father.’"
1U254
good more burden stuff
 Fulfilling His Destiny [Sith]
Event • Response
If a companion wins a skirmish, exert a [Sith] minion to add a burden.
1U264
yes back on track
 Limitless Power! [Sith]
Event • Shadow
Toil 2.
Exert a [Sith] minion to discard the top 5 cards of your draw deck. The Light Side player must wound a companion for each [Sith] card revealed.
1R270
how about add a burden?
 Overwhelmed [Sith]
Event • Skirmish
Exert a [Sith] minion bearing a lightsaber twice to make him or her strength +X, where X is the strength of the companion he or she is skirmishing.
1R276
ba ba ba ba oh the humanity
 •Palpatine, Galactic Emperor [Sith]
Minion • Human
Strength-17
Vitality-4
Roaming-5
Damage +1.
If you can spot another minion, Palpatine may not be assigned to a skirmish.
Skirmish: Exert Palpatine to make an [Imperial] minion strength +2.
Response: If a [Sith] minion wins a skirmish, exert Palpatine twice to add a burden.
1R277
hum. cut his strength by 2
 Sidious’ Edict [Sith]
Condition • Support Area
Maneuver: Spot Palpatine to transfer this condition to a companion. While skirmishing an [Imperial] or [Sith] minion, bearer loses all damage bonuses.
1C282
how about spot palpatine or exert 2 minions
Next time, I’ll cover all the Vader cards in the Sith culture.
Set Completion Count: 52% w00t! Over half-way there!
what was the hive expansion thing center on? |
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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AnxiousChieftain |
Posted: Sat Dec 16, 2006 8:43 am |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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I love the Sith cards!
One thing I noticed though:
Quote:  Limitless Power! [Sith]
Event • Shadow
Toil 2.
Exert a [Sith] minion to discard the top 5 cards of your draw deck. The Light Side player must wound a companion for each [Sith] card revealed.
1R270
Technically, I think you should either say: "...to discard the top 5 cards of your draw deck.... for each [Sith] card discarded." or "to revael the top 5 cards of your draw deck.... for each [Sith] card revealed."
That would make it more consistent. |
MODS RULE. - lem0nhead |
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