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menace64
Posted: Sat Dec 16, 2006 11:42 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Thanks to all four of you (a doubloon for each!).

Haha, SoP. I didn’t even think of HiDaN when I designed DT.

I don’t think droid should be bolded (are cards that target Southrons or Besiegers bolded? Don’t think so).

Fambaa: Wow. Maybe that makes more since, eh? *Changed*

Jar Jar is changed.

With Asajj, I think it’s balanced enough. She has to survive crossfire, then a whole skirmish before she can even possibly confirm a kill. All it takes is a little directed damage and she’s useless.

I’ll trim Palpatine back and edit Edict.

Good call, AC. Made the change.
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: Sat Dec 16, 2006 12:02 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Now for those Vader cards I said I’d do.

1 The Circle is Now Complete [Sith]
Condition • Companion
Resistance -1
To play, spot a [Sith] minion. Bearer must be a Jedi (except the Apprentice).
When you play this condition, spot a [Sith] minion. Each time that minion is assigned to skirmish bearer, add 3. The Light Side player may add a burden to prevent that.
1U251

0 •Revenge of the Sith [Sith]
Condition • Support Area
To play, spot a [Sith] minion.
Shadow: Play a [Sith] minion and remove 2 to add a [Sith] token here.
Response: If a companion dies, spot a [Sith] minion and remove X [Sith] tokens here to make the Light Side player exert companions X times or add X burdens. Discard this condition.
1R280

9 Vader, Sworn to Darkness [Sith]
Minion • Human
Strength-16
Vitality-4
Roaming-5
Damage +1. Fierce. While you can spot 3 burdens, Vader is twilight cost -2.
At the start of Vader’s skirmish, he is strength +1 for each wound on the companion he is skirmishing.
1R285

2 Vader’s Anger [Sith]
Event • Skirmish
Exert a [Sith] minion to make a companion he or she is skirmishing strength -3. If that minion is Vader, exert a companion.
1U286

2 •Vader’s Lightsaber [Sith]
Artifact • Hand Weapon
Strength +3
Lightsaber. Bearer must be Vader.
He is a duelist.
Response: If Vader is about to take a wound, discard 3 [Sith] cards from hand to prevent that and make the Light Side player wound a companion.
1R287

Next to come: Light Side Criminals!

Set Completion Count: 193/365 - 53%
Last edited by menace64 on Sun Dec 17, 2006 1:58 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?
sickofpalantirs
Posted: Sat Dec 16, 2006 3:12 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:
Now for those Vader cards I said I’d do.
now for those vader cards i said I would review Smile
1 The Circle is Now Complete [Sith]
Condition • Companion
Resistance -1
To play, spot a [Sith] minion. Bearer must be a Jedi (except the Apprentice).
When you play this condition, spot a [Sith] minion. Each time that minion is assigned to skirmish bearer, add 3. The Light Side player may add a burden to prevent that.
1U251
hum. Would it maybe make it anytime a minion with that minions title is assigned to bearer...

0 •Revenge of the Sith [Sith]
Condition • Support Area
To play, spot a [Sith] minion.
Shadow: Play a [Sith] minion and remove 2 to add a [Sith] token here.
Response: If a companion dies, spot a [Sith] minion and remove X [Sith] tokens here to make the Light Side player exert companions X times or add X burdens. Discard this condition.
1R280
probably should give it a twilight cost.

9 Vader, Sworn to Darkness [Sith]
Minion • Human
Strength-15
Vitality-4
Roaming-5
Damage +1. Fierce. While you can spot 3 burdens, Vader is twilight cost -2.
At the start of Vader’s skirmish, he is strength +1 for each wound on the companion he is skirmishing.
1R285
to high of a twilight cost. Give him another strength and he is fine

2 Vader’s Anger [Sith]
Event • Skirmish
Exert a [Sith] minion to make a companion he or she is skirmishing strength -3. If that minion is Vader, exert a companion.
1U286

2 •Vader’s Lightsaber [Sith]
Artifact • Hand Weapon
Strength +3
Lightsaber. Bearer must be Vader.
He is a duelist.
Response: If Vader would take a wound, discard 3 [Sith] cards from hand to prevent that and make the Light Side player wound a companion.
1R287
if Vader is about to take a wound, discard 3... otherwise good

Next to come: Light Side Criminals!

Set Completion Count: 193/365 - 53%
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: Sun Dec 17, 2006 1:57 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
For TCiNC, I think the payoff is painless enough to keep it just when the minion is assigned.

Vader is changed, as well as his lightsaber.
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: Sun Dec 17, 2006 3:19 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
I said I’d work on Light Side Criminals, and in a way I will be.

I knew I agreed not to post big bunches of cards again, but I feel like going on a spree tonight and just hitting up every culture.

There’s no great need to get them all reviewed in any sense of time, but if you want to pull a few out, be my guest!

*Ahem*

1 Battle Droid Rifle [Confederacy]
Possession • Ranged Weapon
Strength +2
Bearer must be a [Confederacy] droid.
While you can spot a Separatist, bearer gains long range.
1C10

3 Geonosian Flyer [Confederacy]
Minion • Geonosian
Strength-8
Vitality-2
Roaming-4
To play, spot a [Confederacy] minion.
This minion may not take wounds (except during a skirmish involving it).
1U19

2 Geonosian Swarmer [Confederacy]
Minion • Geonosian
Strength-6
Vitality-2
Roaming-4
This minion is strength +1 for each other Geonosian you can spot.
1C20

0 •Grievous’ Lightsabers [Confederacy]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be Grievous.
He is a duelist.
At the start of each phase, you may exert Grievous. If you do, he is strength +2 until the regroup phase.
1R22

4 •Precise Volley [Confederacy]
Condition • Support Area
Toil 3. To play, exert a Separatist.
Crossfire: Spot X [Confederacy] droids to make the minion archery total +X (limit +4). Discard this condition.
1R32

2 •Dash, Not Such a Bad Guy [Criminal]
Companion • Human
Strength-6
Vitality-3
Resistance-5
While Dash bears a ship or weapon, each minion skirmishing him is strength -2.
Maneuver: Exert Dash and add a threat to play a [Criminal] ship from your draw deck or discard pile.
1U55

1 Hidden Compartments [Criminal]
Condition • Support Area
When you play this condition, add X threats to stack X cards from your hand face down here.
If there are no cards stacked here, discard this condition.
Skirmish: Discard X [Criminal] cards here to make a [Criminal] companion strength +2. If that companion wins the skirmish, remove X threats. Discard a card stacked here.
1C63

2 •Millennium Falcon [Criminal]
Possession • Ship
Strength +1
Enclosed. Bearer must be a [Criminal] companion.
If bearer is Han, each time the alliance moves, you may exert him to play the alliance’s next site.
If bearer is Chewbacca, he is strength +1 for each threat (limit +3).
Response: If bearer would take a wound, discard 2 [Criminal] cards from hand or discard this possession to prevent that.
1R70

2 Sorry About the Mess [Criminal]
Event • Skirmish
Make a [Criminal] companion strength +2 for each skirmish you’ve won at this site. Add or remove a threat.
1C86

(Note that lots of Light Side Criminal cards key off of both having threats and not having threats, so that card - while a strength pump - would be handy as it gives or takes a threat.)

1 Sympathetic Gunrunner [Criminal]
Companion • Human
Strength-5
Vitality-3
Resistance-6
Each time you play a weapon, you may remove 1.
Each time the alliance moves, spot 2 other [Criminal] cards or add 2.
1C87

4 •Calculating Captain [Imperial]
Minion • Human
Strength-9
Vitality-3
Roaming-4
When you play Calculating Captain, make another [Imperial] minion strength +2 until the regroup phase for each site you control.
Assignment: Exert Calculating Captain to make an [Imperial] minion gain lurker until the regroup phase.
1R93

0 Imperial Blaster [Imperial]
Possession • Ranged Weapon
Strength +2
Bearer must be an [Imperial] minion.
While you control 2 sites, bearer is damage +1.
1C102

3 Imperial Snowtrooper [Imperial]
Minion • Human
Strength-9
Vitality-2
Roaming-4
While you control a tundra site, this minion is twilight cost -1 and damage +1.
While at a tundra site, this minion is strength +1.
1C109

0 Stormtrooper Armor [Imperial]
Possession • Armor
Vitality +1
Bearer must be an [Imperial] minion.
Each time bearer is about to take a wound, you may remove 3 to prevent that.
1C117

3 Stormtrooper Marcher [Imperial]
Minion • Human
Strength-8
Vitality-2
Roaming-4
Skirmish: Exert another [Imperial] minion to make this minion strength +1.
1C119

2 Stormtrooper Runner [Imperial]
Minion • Human
Strength-7
Vitality-2
Roaming-4
Each time this minion exerts, add 2.
1C122

3 •At an End, Your Rule Is [Jedi]
Condition • Support Area
To play, spot a Jedi.
Once per turn, if a minion is played, you may exert your Jedi and add a burden to exhaust that minion.
1R135

2 Lightsaber Sweep [Jedi]
Event • Skirmish
Force Power.
Make a companion bearing a lightsaber strength +2. Unless skirmishing a duelist, at the end of the skirmish, discard a minion that companion is skirmishing.
1C147

4 •Qui-Gon, Mindful of the Living Force [Jedi]
Companion • Human
Strength-9
Vitality-3
Resistance-8
Jedi.
Each time a threat is added, you may take a Light Side card into hand from your discard pile.
1C155

3 •Yoda, Exiled Master [Jedi]
Companion
Strength-6
Vitality-4
Resistance-9
Jedi.
Each time you play a training condition, you may add 4 to remove a training token from it.
Regroup: Spot an apparition and exert Yoda to heal the Apprentice twice.
1R165

(Apparition is a keyword that doesn’t appear in this set, but it’s for Jedi who "die" and then come back (like Obi-Wan’s ghost). Here’s what it does:
While this companion is in the dead pile, his or her game text is still active. He or she may not exert or take wounds.)

3 •Yoda, Senior Council Member [Jedi]
Companion
Strength-10
Vitality-4
Resistance-9
Jedi. Yoda’s twilight cost is +1 for each burden.
Each time you play a force power, you may add a burden to take it back into your hand.
1U166

2 A New Hope [Rebel]
Condition
Resistance +1
Bearer must be a [Rebel] companion. Limit 1 per bearer.
Bearer is strength +1 for each companion of a different race in the alliance.
1U168

0 I Am a Jedi [Rebel]
Event • Skirmish
If Luke is a Jedi, exert him to wound a minion he is skirmishing.
1R184

2 •Luke’s Lightsaber [Rebel]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be Luke or Leia.
If bearer has resistance 4 or more, bearer is a duelist.
Skirmish: If bearer is Luke, exert him to take a force power into hand from your draw deck.
1R191

1 Warrior’s Courage [Rebel]
Event • Skirmish
Make a [Rebel] companion strength +2 (or +3 if you can spot 2 threats).
1C205

3 •Wedge, Gifted Pilot [Rebel]
Companion • Human
Strength-7
Vitality-3
Resistance-8
While you can spot a [Rebel] companion, Wedge is twilight cost -1.
Each time Wedge wins a skirmish, you may play a [Rebel] ship from your discard pile.
1C206

1 Humbling [Republic]
Condition • Support Area
Each time a [Republic] Human loses a skirmish, add a [Republic] token here.
Skirmish: Make a Gungan strength +2 for each [Republic] token here. Discard this condition.
1R224

2 Naboo Starfighter [Republic]
Possession • Ship
Strength +1
Enclosed. Bearer must be a [Republic] companion (except a Gungan).
Each time bearer wins a skirmish, you may remove 2 tokens from a capital condition. If that capital has no more tokens, discard it.
1U228

2 •Ric. Bravo Squadron Leader [Republic]
Companion • Human
Strength-6
Vitality-3
Resistance-6
While piloting, at the start of each of Ric’s skirmishes, you may remove a token from a capital condition. If that capital has no more tokens, discard it.
1U241


Ugh. I’m tired. Lucky for you I didn’t get to Sith or Vong. Wink

I don’t know where I’m headed next. Either sites or Dark Side Criminals.

Set Completion Count: 222/365 - 61%
Last edited by menace64 on Sun Dec 17, 2006 6:11 pm; 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?
menace64
Posted: Sun Dec 17, 2006 3:20 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
*Double post... sorry*
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?
sickofpalantirs
Posted: Sun Dec 17, 2006 8:31 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:
I said I’d work on Light Side Criminals, and in a way I will be.

I knew I agreed not to post big bunches of cards again, but I feel like going on a spree tonight and just hitting up every culture.

There’s no great need to get them all reviewed in any sense of time, but if you want to pull a few out, be my guest!
but its my job to review these! Smile

*Ahem*

1 Battle Droid Rifle [Confederacy]
Possession • Ranged Weapon
Strength +2
Bearer must be a [Confederacy] droid.
While you can spot a Separatist, bearer gains long range.
1C10
serperatist. What is serperatist? their leaders of something?

3 Geonosian Flyer [Confederacy]
Minion • Geonosian
Strength-8
Vitality-2
Roaming-4
To play, spot a [Confederacy] minion.
This minion may not take wounds (except during a skirmish involving it).
1U19
nice basic minion

2 Geonosian Swarmer [Confederacy]
Minion • Geonosian
Strength-6
Vitality-2
Roaming-4
This minion is strength +1 for each other Geonosian you can spot.
1C20
nice ability title cohesion

0 •Grievous’ Lightsabers [Confederacy]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be Grievous.
He is a duelist.
At the start of each phase, you may exert Grievous. If you do, he is strength +1 until the regroup phase.
1R22
how about exert grievous to make him strength +1 for each free peoples light saber you can spot?

4 •Precise Volley [Confederacy]
Condition • Support Area
Toil 3. To play, exert a Separatist.
Crossfire: Spot X [Confederacy] droids to make the minion archery total +X (limit +4). Discard this condition.
1R32
make it Toil 2 otherwise good

2 •Dash, Not Such a Bad Guy [Criminal]
Companion • Human
Strength-6
Vitality-3
Resistance-6
While bearing a weapon, each minion skirmishing Dash is strength -1.
Maneuver: Exert Dash and add a threat to play a [Criminal] ship from your draw deck or discard pile.
1U55
While dash is bearing a weapon or while the minion is bearing a weapon?

1 Hidden Compartments [Criminal]
Condition • Support Area
When you play this condition, add X threats to stack X cards from your hand face down here.
If there are no cards stacked here, discard this condition.
Skirmish: Discard X [Criminal] cards here to make a [Criminal] companion strength +2. If that companion wins the skirmish, remove X threats. Discard a card stacked here.
1C63
hum. how about strength +2 for each card discarded?

2 •Millennium Falcon [Criminal]
Possession • Ship
Enclosed. Bearer must be a [Criminal] companion.
If bearer is Han, each time the alliance moves, you may exert him to play the alliance’s next site.
If bearer is Chewbacca, he is strength +1 for each threat (limit +3).
Response: If bearer would take a wound, discard 2 [Criminal] cards from hand or discard this possession to prevent that.
1R70
fine by me maybe make it give strength +1

2 Sorry About the Mess [Criminal]
Event • Skirmish
Make a [Criminal] companion strength +2 for each skirmish you’ve won at this site. Add or remove a threat.
1C86
i like it

1 Sympathetic Gunrunner [Criminal]
Companion • Human
Strength-5
Vitality-3
Resistance-6
Each time you play a weapon, you may remove 1.
Each time the alliance moves, spot 2 other [Criminal] cards or add 2.
1C87
how about each time you play a weapon this companion is strength +1 until the regroup phase?

4 •Calculating Captain [Imperial]
Minion • Human
Strength-9
Vitality-3
Roaming-4
When you play Calculating Captain, make another [Imperial] minion strength +2 until the regroup phase for each site you control.
Assignment: Exert Calculating Captain to make an [Imperial] minion a lurker until the regroup phase.
1R93
gain lurker until the regroup...

0 Imperial Blaster [Imperial]
Possession • Ranged Weapon
Strength +2
Bearer must be an [Imperial] minion.
While you control 2 sites, bearer is damage +1.
1C102
fine by me

3 Imperial Snowtrooper [Imperial]
Minion • Human
Strength-8
Vitality-3
Roaming-4
While you control a tundra site, this minion is twilight cost -1 and damage +1.
While at a tundra site, this minion is strength +1.
1C109
hum. his stats seem kinda pathetic, are you going to make better ones?

0 Stormtrooper Armor [Imperial]
Possession • Armor
Vitality +1
Bearer must be an [Imperial] minion.
Each time bearer is about to take a wound, you may remove 3 to prevent that.
1C117
fine by me

3 Stormtrooper Marcher [Imperial]
Minion • Human
Strength-8
Vitality-2
Roaming-4
Skirmish: Exert another [Imperial] minion to make this minion strength +1.
1C119
fine

2 Stormtrooper Runner [Imperial]
Minion • Human
Strength-7
Vitality-2
Roaming-4
Each time this minion exerts, add 2.
1C122
OK

3 •At an End, Your Rule Is [Jedi]
Condition • Support Area
To play, spot a Jedi.
Once per turn, if a minion is played, you may exert your Jedi and add a burden to exhaust that minion.
1R135
nice how about (or just exert that jedi if it is yoda? (go yoda!Smile)

2 Lightsaber Sweep [Jedi]
Event • Skirmish
Force Power.
Make a companion bearing a lightsaber strength +2. Unless skirmishing a duelist, at the end of the skirmish, discard a minion that companion is skirmishing.
1C147
powerful. make it if he won the skirmish

4 •Qui-Gon, Mindful of the Living Force [Jedi]
Companion • Human
Strength-9
Vitality-3
Resistance-8
Jedi.
Each time a threat is added, you may take a Light Side card into hand from your discard pile.
1C155
have I seen this before?

3 •Yoda, Exiled Master [Jedi]
Companion
Strength-10
Vitality-4
Resistance-9
Jedi. Yoda’s twilight cost is +1 for each burden.
Each time you play a training condition, you may add 4 to remove a training token from it.
Regroup: Spot an apparition and exert Yoda to heal the Apprentice twice.
1R165
YODA my YO-O-O-ODA! YEAH!interesting you are going to make ghosts? I guess he is OK maybe lower his strength by 1 or 2 cause he is broken by the jedi deaths and his failure to kill palpatine

(Apparition is a keyword that doesn’t appear in this set, but it’s for Jedi who "die" and then come back (like Obi-Wan’s ghost). Here’s what it does:
While this companion is in the dead pile, his or her game text is still active. He or she may not exert or take wounds.)

3 •Yoda, Senior Council Member [Jedi]
Companion
Strength-10
Vitality-4
Resistance-9
Jedi. Yoda’s twilight cost is +1 for each burden.
Each time you play a force power, you may add a burden to take it back into your hand.
1U166
fine by me MORE YODA!

2 A New Hope [Rebel]
Condition
Resistance +1
Bearer must be a [Rebel] companion. Limit 1 per bearer.
Bearer is strength +1 for each companion of a different race in the dead pile.
1U168
in the dead pile? shouldn’t it be in your fellowship?

0 I Am a Jedi [Rebel]
Event • Skirmish
If Luke is a Jedi, exert him to wound a minion he is skirmishing.
1R184
fine by me

2 •Luke’s Lightsaber [Rebel]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be Luke or Leia.
If bearer has resistance 4 or more, bearer is a duelist.
Skirmish: If bearer is Luke, exert him to take a force power into hand from your draw deck.
1R191
lots of stuff about force powers can we see some more?

1 Warrior’s Courage [Rebel]
Event • Skirmish
Make a [Rebel] companion strength +2 (or +3 if you can spot 2 threats).
1C205
fineth

3 •Wedge, Gifted Pilot [Rebel]
Companion • Human
Strength-7
Vitality-3
Resistance-8
While you can spot a [Rebel] companion, Wedge is twilight cost -1.
Each time Wedge wins a skirmish, you may play a [Rebel] ship from your discard pile.
1C206
nice good card

2 Humbling [Republic]
Condition • Support Area
Each time a [Republic] Human loses a skirmish, add a [Republic] token here.
Skirmish: Make a Gungan strength +2 for each [Republic] token here. Discard this condition.
1R224
reduce the twilight cost by 1

2 Naboo Starfighter [Republic]
Possession • Ship
Strength +1
Enclosed. Bearer must be a [Republic] companion (except a Gungan).
Each time bearer wins a skirmish, you may remove 2 tokens from a capital condition. If that capital has no more tokens, discard it.
1U228
oh I got it! cool card

2 •Ric. Bravo Squadron Leader [Republic]
Companion • Human
Strength-6
Vitality-3
Resistance-6
While piloting, at the start of each of Ric’s skirmishes, you may remove a token from a capital condition. If that capital has no more tokens, discard it.
1U241
oh so this is a theme of the pilots?


Ugh. I’m tired. Lucky for you I didn’t get to Sith or Vong. Wink

I don’t know where I’m headed next. Either sites or Dark Side Criminals.

Set Completion Count: 222/365 - 61%
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: Sun Dec 17, 2006 6:04 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Separatist is an unloaded keyword for the leaders of the Confederacy (they’re the ones who have to exert for lots of costs, so they’ll usually be around in a good Confederacy deck).

For Grievous’ Lightsabers, I wanted to represent him drawing more blades and getting more tired and "weak" at the same time. I’m actually going to make it +2 for each exert.

Sorry, Dash was worded poorly. It’s while he bears a weapon; I’ll change it.

Hidden Compartments is a card that is good at getting and removing threats (which light side Criminals love either way). The strength bonus is secondary, so I didn’t want to make it too powerful.

Okay, I’ll change the Falcon.

I think the Gunrunner should be weak strength-wise, because he represents smuggling (cheaper costs in the long run for possessions).

I can never get that lurker wording right.

I was wanting to raise the stats on the Snowtrooper, Scout Trooper, and Sandtrooper (they all do the same things for different types of sites). I’ll make ’em stronger.

I already wrote up Qui-Gon, Unorthodox Teacher. Maybe you’re thinking of him (I think he’s on page 2).

You’re right about Yoda, Exiled Master. I think I’ll rework him so he’s "old."

I don’t know what I was thinking with A New Hope. Junky the way I have it. I’ll go with your advice.
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: Sun Dec 17, 2006 6:37 pm
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Sites are pretty easy.

So here’s a horde of ’em. Dancing

1 Coruscant Undercity
Urban. When the alliance moves to here, each Dark Side player may take a bounty into hand from his or her discard pile.
1U327

1 Dagobah Swamp
Swamp. When the alliance moves to here, heal each character who has resistance 5 or more and exert each other character.
1U328

(A functional reprint of Neekerbreekers’ Bog.)

2 Echo Base Stronghold
Military. Tundra. At the start of the alliance phase, you may play a [Rebel] possession to remove a burden.
1U332

3 Endor Forest
Battleground. Forest. Each time your character wins a skirmish, you may make an opponent discard a card from his or her hand.
1U334

2 Kachirho Shores
Battleground. Forest. River. Each character bearing a weapon is damage +1.
1U345

2 Mygeeto Bridge
Battleground. Each time you play a [Confederacy] droid, spot an exhausted companion to heal a Separatist.
1U351

3 Naboo Swamp
Swamp. Alliance: Play a Gungan to remove a threat.
1U353

1 North Ridge
Battleground. Tundra. Shadow: Play an [Imperial] possession to add a threat.
1U354

3 Opulent Office
Battleground. Palpatine is fierce and he must skirmish.
1U357

(The Palpatine in this set can only skirmish if there aren’t any minions, so this makes him fight, which can be good or bad for either player.)

2 Rebel War Room
Military. Skirmish: Exert a [Rebel] companion to make a [Rebel] companion strength +1 for each battleground on the adventure path.
1U359

0 Slave Quarters
Desert. Dwelling. Each time a companion loses a skirmish, the Light Side player must exert that companion or add a burden.
1U360

Back to Bounty Hunters next!

Set Completion Count: 233/365 - 64%
Last edited by menace64 on Wed Dec 20, 2006 7:00 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.

Who am I?
CarpeGuitarrem
Posted: Sun Dec 17, 2006 10:32 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
menace64 wrote:
Sites are pretty easy.

So here’s a horde of ’em. Dancing

1 Coruscant Undercity
Urban. When the alliance moves to here, each Dark Side player may take a bounty into hand from his or her discard pile.
1U327
Pretty good.
1 Dagobah Swamp
Swamp. When the alliance moves to here, heal each character who has resistance 5 or more and exert each other character.
1U328

(A functional reprint of Neekerbreekers’ Bog.)
Yup, so nothing to say here.
2 Echo Base Stronghold
Military. Tundra. At the start of the alliance phase, you may play a [Rebel] possession to remove a burden.
1U332
Good, solid site.
3 Endor Forest
Battleground. Forest. Each time your character wins a skirmish, you may make an opponent discard a card from his or her hand.
1U334
Ouch! Reminds me of those discarding dwarves!
2 Kachirho Shores
Battleground. Forest. River. Each character bearing a weapon is damage +1.
1U345
Good, nice site.
0 Mygeeto Bridge
Battleground. Each time you play a [Confederacy] droid, spot an exhausted companion to heal a Separatist.
1U351
Very interesting. I like this one.
3 Naboo Swamp
Swamp. Alliance: Play a Gungan to remove a threat.
1U353
Very simple, pretty powerful.
2 North Ridge
Battleground. Tundra. Shadow: Play an [Imperial] possession to add a threat.
1U354
Yeeowch! This is a really powerful card! Maybe add something like "and remove 1"?
3 Opulent Office
Battleground. Palpatine is fierce and he must skirmish.
1U357

(The Palpatine in this set can only skirmish if there aren’t any minions, so this makes him fight, which can be good or bad for either player.)
Very interesting.
2 Rebel War Room
Military. Skirmish: Exert a [Rebel] companion to make a [Rebel] companion strength +1 for each battleground on the adventure path.
1U359
Ooh, nice!
0 Slave Quarters
Desert. Dwelling. Each time a companion loses a skirmish, exert that companion or add a burden.
1U360
Ouch! Mighty powerful, but I get.
Back to Bounty Hunters next!

Set Completion Count: 233/365 - 64%
"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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