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Thranduil
Posted: Tue May 08, 2007 11:57 am
Joined: 01 May 2007 Posts: 2256 Location:
To make it really clear, you could say: ’Spot 2 Gandalf Men or a Dragon (or a unique Orc).’
Interesting capturing/rescuing mechanic, I like it better than I do site control, it’s a lot more interesting.

Thranduil
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AgentDrake
Posted: Tue May 08, 2007 12:37 pm
Joined: 01 Apr 2007 Posts: 667 Location: Halfway between eccentric and insane...
I think You Must Claim Your Own is actually correctly worded.
If it was supposed to spot men and dragon together, it would say
"Spot 2 Gandalf Men and a Dragon (or a spot a unique Orc)..."
As it is, its a list of seperated options (since there’s a comma between the men and the dragon) with "or" as "selection criteria."

"X, Y, or Z" as opposed to "X and Y, or Z"

Sorry if that’s confusing, but its the best explination I could come up with. I hate grammar.

A Kick and a Struggle looks good. Thumbs Up
Never kid about politicians. The more bizarre the joke, the more likely it is to come true.
sickofpalantirs
Posted: Tue May 08, 2007 12:50 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.
DáinIronfoot wrote:

3 You Must Claim Your Own Dwarven
Event • Maneuver
Toil 1.
Spot 2 Gandalf Men, a Dragon, or a unique Orc to make a Dwarf strength +2, damage +1, and unable to be overwhelmed unless his strength is tripled until the regroup phase.
“... there is no knowing what a dwarf will not dare and do for revenge or the recovery of his own.”
cut cost to 2.

0 A Kick and a Struggle Dwarven
Event • Maneuver
Spot a Dwarf and exert 2 companions of different races to rescue a captured character of the same culture as one of those companions.
“Well, between them they started to haul up first one dwarf and then another and slash them free.”

nice
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"DáinIronfoot"
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DáinIronfoot
Posted: Tue May 08, 2007 5:16 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
sickofpalantirs wrote:
DáinIronfoot wrote:

3 You Must Claim Your Own Dwarven
Event • Maneuver
Toil 1.
Spot 2 Gandalf Men, a Dragon, or a unique Orc to make a Dwarf strength +2, damage +1, and unable to be overwhelmed unless his strength is tripled until the regroup phase.
“... there is no knowing what a dwarf will not dare and do for revenge or the recovery of his own.”

cut cost to 2.

Done.

Thanks, guys!
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!
DáinIronfoot
Posted: Wed May 09, 2007 8:23 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Dáin’s DC Duos #209

Here’s some very unusual Dwarven cards, and they’re not the last of their kind that you’ll find in my sets, either. Smile Enjoy!

2Sealed Entrance Dwarven
Condition • Support Area
Fortification. To play, exert 2 Dwarf companions.
When you play this condition, place a Dwarven token here for each mountain and underground site you can spot (limit 3).
At the end of the assignment phase, you may discard this condition or remove 2 tokens from here to make each companion strength +1 until the regroup phase.
“So now they began to labour hard in fortifying the main entrance....”

0 Wall of Stone Dwarven
Condition • Support Area
Fortification. To play, spot 3 Dwarves (or 2 unique Dwarves).
The fellowship may not move to the next site.
Each companion takes no more than one wound in a skirmish. Each of your archers and companions bearing a ranged weapon is strength +1.
Regroup: Add 3 to discard this condition. Otherwise continue play as if the fellowship just moved to the current site.
“...blocked with a wall of squared stones laid dry, but thick and high...there were holes in the wall through which they could see (or shoot), but no entrance.”
Last edited by DáinIronfoot on Wed May 09, 2007 10:23 am; edited 5 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!
lem0nhead
Posted: Wed May 09, 2007 8:32 am
Joined: 02 Apr 2007 Posts: 2981 Location: Blood Island
DáinIronfoot wrote:
Dáin’s DC Duos #209

Here’s some very unusual Dwarven cards, and they’re not the last of their kind that you’ll find in my sets, either. Smile Enjoy!

2Sealed Entrance Dwarven
Condition • Support Area
Fortification. To play, exert 2 Dwarf companions.
When you play this condition, place a token here for each mountain and underground site you can spot (limit 3).
Skirmish: Discard this condition or remove 2 tokens from here to make each companion strength +1.
“So now they began to labour hard in fortifying the main entrance....”

Needs to say until the regroup phase or its pointless. But then you need to put limit 1 on it or its like confronting the eye but better! Nice card though.


1 Wall of Stone Dwarven
Condition • Support Area
Fortification. To play, spot 3 Dwarves (or 2 unique Dwarves).
The fellowship may not move to the next site.
Each companion takes no more than one wound in a skirmish. Each of your archers and companions bearing a ranged weapon is strength +1.
Regroup: Add 3 to discard this condition. Otherwise continue play as if the fellowship just moved to the current site.
“...blocked with a wall of squared stones laid dry, but thick and high...there were holes in the wall through which they could see (or shoot), but no entrance.”

What the heck. Erm ok. Well if i ignore the total disregard for rules and meta... Its cool but still OP as adding 3 for the benefit of ignoring damage bonuses? Make that cost more.

Ban shampoo, demand real poo.
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"Smart guy, especially considering his head is filled with lemon juice and seeds. That boy’s juicy brain is FULL of good stuff" ~ DainIronfoot
"No fair! And all I got was an oily unconscious steward!" ~ Pippin.
"Okay, stop me if you've heard this one. An elf, a man, and a dwarf walk into the Riddermark..." ~ Eomer
Anonymous Prodigy
Posted: Wed May 09, 2007 8:51 am
Joined: 10 Jan 2006 Posts: 4197 Location: United States
DáinIronfoot wrote:
2Sealed Entrance Dwarven
Condition • Support Area
Fortification. To play, exert 2 Dwarf companions.
When you play this condition, place a Dwarven token here for each mountain and underground site you can spot (limit 3).
At the end of the assignment phase, you may discard this condition or remove 2 tokens from here to make each companion strength +1 until the regroup phase..
“So now they began to labour hard in fortifying the main entrance....”

There are 2 periods after "regroup phase". Laughing Cool card! Very Happy

DáinIronfoot wrote:
1 Wall of Stone Dwarven
Condition • Support Area
Fortification. To play, spot 3 Dwarves (or 2 unique Dwarves).
The fellowship may not move to the next site.
Each companion takes no more than one wound in a skirmish. Each of your archers and companions bearing a ranged weapon is strength +1.
Regroup: Add 3 to discard this condition. Otherwise continue play as if the fellowship just moved to the current site.
“...blocked with a wall of squared stones laid dry, but thick and high...there were holes in the wall through which they could see (or shoot), but no entrance.”

I would drop the cost to 0. GP for the sweet cards! Mr. Green
I had to put something here.
DáinIronfoot
Posted: Wed May 09, 2007 9:04 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Anonymous Prodigy wrote:
DáinIronfoot wrote:
1 Wall of Stone Dwarven
Condition • Support Area
Fortification. To play, spot 3 Dwarves (or 2 unique Dwarves).
The fellowship may not move to the next site.
Each companion takes no more than one wound in a skirmish. Each of your archers and companions bearing a ranged weapon is strength +1.
Regroup: Add 3 to discard this condition. Otherwise continue play as if the fellowship just moved to the current site.
“...blocked with a wall of squared stones laid dry, but thick and high...there were holes in the wall through which they could see (or shoot), but no entrance.”

I would drop the cost to 0.

Huh. So lem0n thinks it’s overpowered, and AP thinks it’s actually too expensive. My head hurts. Brick wall

Okay, any other opinions? Razz
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!
NBarden
Posted: Wed May 09, 2007 9:33 am
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
I agree with AP.
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lem0nhead
Posted: Wed May 09, 2007 9:57 am
Joined: 02 Apr 2007 Posts: 2981 Location: Blood Island
Awwww Sad Still dont see how though. The card reads "all companions cant take more than 1 wound and some of them are +1 strength but regroup add 3"

How is that not a totally awesome benefit for a measly 3 pool?

EDIT: Ive just realised how this would work. I was assuming you could just move on with this effect but you wouldnt actually have moved anywhere whilst this was active. Doh! d'oh! Yes do what AP says Dain sorry!
Ban shampoo, demand real poo.
Popcorn My Trade List and CC References
"Smart guy, especially considering his head is filled with lemon juice and seeds. That boy’s juicy brain is FULL of good stuff" ~ DainIronfoot
"No fair! And all I got was an oily unconscious steward!" ~ Pippin.
"Okay, stop me if you've heard this one. An elf, a man, and a dwarf walk into the Riddermark..." ~ Eomer

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