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Thranduil |
Posted: Tue May 08, 2007 11:57 am |
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Joined: 01 May 2007
Posts: 2256
Location:
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To make it really clear, you could say: ’Spot 2 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 |
'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless
Check out my block based on The Hobbit, my remake of Age's End, and the Fall of Eregion
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AgentDrake |
Posted: Tue May 08, 2007 12:37 pm |
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Joined: 01 Apr 2007
Posts: 667
Location: Halfway between eccentric and insane...
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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 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.  |
Never kid about politicians. The more bizarre the joke, the more likely it is to come true. |
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sickofpalantirs |
Posted: Tue May 08, 2007 12:50 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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DáinIronfoot wrote:
You Must Claim Your Own
Event • Maneuver
Toil 1.
Spot 2  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.
A Kick and a Struggle
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 |
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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DáinIronfoot |
Posted: Tue May 08, 2007 5:16 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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sickofpalantirs wrote: DáinIronfoot wrote:
You Must Claim Your Own
Event • Maneuver
Toil 1.
Spot 2  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! |
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DáinIronfoot |
Posted: Wed May 09, 2007 8:23 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Dáin’s DC Duos #209
Here’s some very unusual cards, and they’re not the last of their kind that you’ll find in my sets, either. Enjoy!
•Sealed Entrance
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).
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....”
Wall of Stone
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 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! |
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lem0nhead |
Posted: Wed May 09, 2007 8:32 am |
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Joined: 02 Apr 2007
Posts: 2981
Location: Blood Island
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DáinIronfoot wrote: Dáin’s DC Duos #209
Here’s some very unusual  cards, and they’re not the last of their kind that you’ll find in my sets, either.  Enjoy!
 • Sealed Entrance
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.
Wall of Stone
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  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.
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Ban shampoo, demand real poo.
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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Anonymous Prodigy |
Posted: Wed May 09, 2007 8:51 am |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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DáinIronfoot wrote:  • Sealed Entrance
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).
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". Cool card!
DáinIronfoot wrote: Wall of Stone
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  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 . for the sweet cards!  |
I had to put something here. |
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DáinIronfoot |
Posted: Wed May 09, 2007 9:04 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Anonymous Prodigy wrote: DáinIronfoot wrote: Wall of Stone
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  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  .
Huh. So lem0n thinks it’s overpowered, and AP thinks it’s actually too expensive. My head hurts.
Okay, any other opinions?  |
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! |
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NBarden |
Posted: Wed May 09, 2007 9:33 am |
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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lem0nhead |
Posted: Wed May 09, 2007 9:57 am |
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Joined: 02 Apr 2007
Posts: 2981
Location: Blood Island
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Awwww 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! Yes do what AP says Dain sorry! |
Ban shampoo, demand real poo.
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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