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theOmnipotentOne |
Posted: Wed Aug 30, 2006 3:23 pm |
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Joined: 13 Jul 2006
Posts: 44
Location:
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Okay, so I’m going to [personally] make a set of DCs relevant to the time period of 1800-1900 III when Arthedain was under attack by the armies of Angmar.
The Set will be 180 Cards [60, 60, 60]
Dwarves - 16
Elves - 8
Gandalf - 13
Gondor - 36
Men - 24
Orc - 28
Shire - 22
Wraith - 25
Sites - 8
First up I’ll make Dwarves:
There are 16 of them. So I’ll make 4 companions, 6 events, 5 conditions, and 1 possession.
1:
*Nain, Son of Gror
Strength: 6
Vitality: 3
Resistance: 6
Companion * Dwarf
Damage +1. To play, spot a Dwarf.
Each time your Dwarf wins a skirmish against a minion, you may draw a card.
2:
*Gror, King of Durin’s Folk
Strength: 8
Vitality: 3
Resistance: 6
Companion * Dwarf
To play, spot 2 Dwarves.
Maneuver: Discard your possession to make your companion strength +1 and damage +1 until the start of the regroup phase.
3:
Petty Dwarf
Strength: 5
Vitality: 2
Resistance: 4
To play, spot a
Each time this Dwarf wins a skirmish, you may add a burden to draw a card.
4:
*Fror, Son of Dain
Strength: 6
Vitality: 3
Resistance: 6
Companion * Dwarf
Muster.
Regroup: Add a burden to make each of your Dwarves gain muster until the end of the turn.
5:
Ancient Artifacts
Event * Fellowship
Discard a card from hand to draw a card, if that card is a card, remove .
6:
Movement in the West
Event * Response
If a shadow player is about to play or replace a site, you may exert 2 Dwarves to prevent that and play or replace that site with your own.
7:
Thirst for Battle
Event * Skirmish
Make your Companion strength +4.
8:
A War We Must All Fight
Event * Assignment
Toil 2. If the fellowship is in region 1 or 2, you may spot X more minions than companions to make your Dwarf defender +X. Otherwise make your Dwarf defender +1.
9:
Swift-Stroke
Event * Skirmish
Make your Dwarf strength +1 for each minion you can spot over 3.
10:
Bitterness
Event * Fellowship
Add [X] to draw X cards. (limit 3)
11:
*Wrought of Rock
Condition * Support Area
To play, spot a Dwarf.
While you can spot 3 unwounded Dwarves, the current site gains underground.
12:
Battle Preparations
Condition * Support Area
Skirmish: Discard this condition to make a Dwarf strength +3.
13:
Relaxation Before A Battle
Condition
Plays on a Dwarf. Each time the Fellowship moves, you may heal bearer.
At the start of each skirmish involving bearer, discard this condition.
14:
*A Frightening Prospect
Condition * Support Area
Toil 3.
Maneuver: Discard this condition to make each Dwarf strength +2 and damage +1 until the start of the regroup phase.
15:
Whispers
Condition
Plays on the current site. Limit 1 per site.
When the fellowship moves from this site, you may discard this condition to take a event from your discard pile into hand.
16:
Ancient Mattock
Strength: +2
Possession * Hand Weapon
Bearer must be a Dwarf.
At the start of each skirmish involving bearer, you may discard a card from hand to make the shadow player choose a card from your discard pile, take that card into hand. |
~n00blit eater
Minnesota Twins > BoSox, Yankees, Dodgers, AND Mets... COMBINED. |
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elf lvr |
Posted: Wed Aug 30, 2006 3:45 pm |
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Joined: 13 Jun 2006
Posts: 3065
Location: Rivendell
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theOmnipotentOne wrote: Okay, so I’m going to [personally] make a set of DCs relevant to the time period of 1800-1900 III when Arthedain was under attack by the armies of Angmar.
The Set will be 180 Cards [60, 60, 60]
Dwarves - 16
Elves - 8
Gandalf - 13
Gondor - 36
Men - 24
Orc - 28
Shire - 22
Wraith - 25
Sites - 8
First up I’ll make Dwarves:
There are 16 of them. So I’ll make 4 companions, 6 events, 5 conditions, and 1 possession.
1:
 *Nain, Son of Gror
Strength: 6
Vitality: 3
Resistance: 6
Companion * Dwarf
Damage +1. To play, spot a Dwarf.
Each time your Dwarf wins a skirmish against a  minion, you may draw a card.
Okay.
2:
 *Gror, King of Durin’s Folk
Strength: 8
Vitality: 3
Resistance: 6
Companion * Dwarf
To play, spot 2 Dwarves.
Maneuver: Discard your  possession to make your  companion strength +1 and damage +1 until the start of the regroup phase.
Interesting... although is there any particular reason why you would want to discard your possessions?
3:
 Petty Dwarf
Strength: 5
Vitality: 2
Resistance: 4
To play, spot a
Each time this Dwarf wins a skirmish, you may add a burden to draw a card.
Alright. Perhaps a bit underpowered, adding a burden is a high cost.
4:
 *Fror, Son of Dain
Strength: 6
Vitality: 3
Resistance: 6
Companion * Dwarf
Muster.
Regroup: Add a burden to make each of your Dwarves gain muster until the end of the turn.
More burden adding? hmm....
5:
 Ancient Artifacts
Event * Fellowship
Discard a card from hand to draw a card, if that card is a  card, remove  .
Nice.
6:
 Movement in the West
Event * Response
If a shadow player is about to play or replace a site, you may exert 2 Dwarves to prevent that and play or replace that site with your own.
Good! A great stopper to forestguls and swarm.
7:
 Thirst for Battle
Event * Skirmish
Make your  Companion strength +4.
Wow. A bit powerful. Even for the cost.
8:
 A War We Must All Fight
Event * Assignment
Toil 2. If the fellowship is in region 1 or 2, you may spot X more minions than companions to make your Dwarf defender +X. Otherwise make your Dwarf defender +1.
Nice.
9:
 Swift-Stroke
Event * Skirmish
Make your Dwarf strength +1 for each minion you can spot over 3.
More swarm protection. Good.
10:
 Bitterness
Event * Fellowship
Add [X] to draw X cards. (limit 3)
People would most definately rather use No Pauses, No Spills but still a good card.
11:
 *Wrought of Rock
Condition * Support Area
To play, spot a Dwarf.
While you can spot 3 unwounded Dwarves, the current site gains underground.
Cool.
12:
 Battle Preparations
Condition * Support Area
Skirmish: Discard this condition to make a Dwarf strength +3.
A lot like Dwarven Skill.
13:
 Relaxation Before A Battle
Condition
Plays on a Dwarf. Each time the Fellowship moves, you may heal bearer.
At the start of each skirmish involving bearer, discard this condition.
Good. But I think that maybe it should be when the dwarf is NOT assigned, because if you are healing your dwarf, you wouldn’t be assigning them to skirmish anyway.
14:
 *A Frightening Prospect
Condition * Support Area
Toil 3.
Maneuver: Discard this condition to make each Dwarf strength +2 and damage +1 until the start of the regroup phase.
Okay.
15:
 Whispers
Condition
Plays on the current site. Limit 1 per site.
When the fellowship moves from this site, you may discard this condition to take a  event from your discard pile into hand.
Good.
16:
 Ancient Mattock
Strength: +2
Possession * Hand Weapon
Bearer must be a Dwarf.
At the start of each skirmish involving bearer, you may discard a card from hand to make the shadow player choose a card from your discard pile, take that card into hand.
Nice! |
Happy Hunting! Elf Lvr
Winner of Best Personality in the FPCA. Thanks!
Archduke Elf Lvr - Archidoux of the Chosen Ones
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot |
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Felipe Musco |
Posted: Wed Aug 30, 2006 3:51 pm |
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Joined: 18 May 2006
Posts: 2434
Location: Florianópolis, SC, Brasil
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theOmnipotentOne wrote:
1:
 *Nain, Son of Gror
Strength: 6
Vitality: 3
Resistance: 6
Companion * Dwarf
Damage +1. To play, spot a Dwarf.
Each time your Dwarf wins a skirmish against a  minion, you may draw a card.
Nice.
2:
 *Gror, King of Durin’s Folk
Strength: 8
Vitality: 3
Resistance: 6
Companion * Dwarf
To play, spot 2 Dwarves.
Maneuver: Discard your  possession to make your  companion strength +1 and damage +1 until the start of the regroup phase.
Again, nice.
3:
 Petty Dwarf
Strength: 5
Vitality: 2
Resistance: 4
To play, spot a
Each time this Dwarf wins a skirmish, you may add a burden to draw a card.
Spot a what?
4:
 *Fror, Son of Dain
Strength: 6
Vitality: 3
Resistance: 6
Companion * Dwarf
Muster.
Regroup: Add a burden to make each of your Dwarves gain muster until the end of the turn.
Powerful, liked it very much.
5:
 Ancient Artifacts
Event * Fellowship
Discard a card from hand to draw a card, if that card is a  card, remove  .
"...if that card..." should be a new sentence, but other than that, cool.
6:
 Movement in the West
Event * Response
If a shadow player is about to play or replace a site, you may exert 2 Dwarves to prevent that and play or replace that site with your own.
Cool!
7:
 Thirst for Battle
Event * Skirmish
Make your  Companion strength +4.
No "strength +4 and damage +1 if he’s bearing a hand weapon" or something?
8:
 A War We Must All Fight
Event * Assignment
Toil 2. If the fellowship is in region 1 or 2, you may spot X more minions than companions to make your Dwarf defender +X. Otherwise make your Dwarf defender +1.
Very, very nice, and surprisingly well-balanced.
9:
 Swift-Stroke
Event * Skirmish
Make your Dwarf strength +1 for each minion you can spot over 3.
With a Gimli R-b, this is ust MEAN to swarms!
10:
 Bitterness
Event * Fellowship
Add [X] to draw X cards. (limit 3)
Maybe dropping the cost and tampering with exertions?
11:
 *Wrought of Rock
Condition * Support Area
To play, spot a Dwarf.
While you can spot 3 unwounded Dwarves, the current site gains underground.
I think unwounded is a bit too much... Maybe dropping to 2 dwarves?
12:
 Battle Preparations
Condition * Support Area
Skirmish: Discard this condition to make a Dwarf strength +3.
I can’t link the name with the phase... It should have something to do with the maneuver phase, maybe.
13:
 Relaxation Before A Battle
Condition
Plays on a Dwarf. Each time the Fellowship moves, you may heal bearer.
At the start of each skirmish involving bearer, discard this condition.
Cool, I think.
14:
 *A Frightening Prospect
Condition * Support Area
Toil 3.
Maneuver: Discard this condition to make each Dwarf strength +2 and damage +1 until the start of the regroup phase.
Too powerful I think. Maybe Toil 2 would be more balanced.
15:
 Whispers
Condition
Plays on the current site. Limit 1 per site.
When the fellowship moves from this site, you may discard this condition to take a  event from your discard pile into hand.
Since you would have to play it during the Fellowship phase, and that means the Fellowship HAS to move aniway, why not make it a simple Condition? This way, you could use it for a double-move.
16:
 Ancient Mattock
Strength: +2
Possession * Hand Weapon
Bearer must be a Dwarf.
At the start of each skirmish involving bearer, you may discard a card from hand to make the shadow player choose a card from your discard pile, take that card into hand.
Too underpowered. Maybe taking a card or event/condition, or letting him choose any 2 cards for you to take into hand.
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AnxiousChieftain |
Posted: Wed Aug 30, 2006 9:16 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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Quote: 1:
 *Nain, Son of Gror
Strength: 6
Vitality: 3
Resistance: 6
Companion * Dwarf
Damage +1. To play, spot a Dwarf.
Each time your Dwarf wins a skirmish against a  minion, you may draw a card.
Nice. You might want to say ’Man’ instead of ’ minion’, to make it more usable.
2:
 *Gror, King of Durin’s Folk
Strength: 8
Vitality: 3
Resistance: 6
Companion * Dwarf
To play, spot 2 Dwarves.
Maneuver: Discard your  possession to make your  companion strength +1 and damage +1 until the start of the regroup phase.
Fun.
3:
 Petty Dwarf
Strength: 5
Vitality: 2
Resistance: 4
To play, spot a
Each time this Dwarf wins a skirmish, you may add a burden to draw a card.
lol, ’Petty’...
I think you could drop the burden adding - he’s so petty, that if they use a companion slot for him they should get a decent reward for winning a skirmish.
4:
 *Fror, Son of Dain
Strength: 6
Vitality: 3
Resistance: 6
Companion * Dwarf
Muster.
Regroup: Add a burden to make each of your Dwarves gain muster until the end of the turn.
You do know that this will only help with double moves, right? Muster triggers at the start of the regroup phase.
5:
 Ancient Artifacts
Event * Fellowship
Discard a card from hand to draw a card, if that card is a  card, remove  .
I would change it to draw 2 cards.
6:
 Movement in the West
Event * Response
If a shadow player is about to play or replace a site, you may exert 2 Dwarves to prevent that and play or replace that site with your own.
Sweet...
7:
 Thirst for Battle
Event * Skirmish
Make your  Companion strength +4.
A bit too powerful. Maybe include an exertion in there, or raise the cost to 3.
8:
 A War We Must All Fight
Event * Assignment
Toil 2. If the fellowship is in region 1 or 2, you may spot X more minions than companions to make your Dwarf defender +X. Otherwise make your Dwarf defender +1.
Fun...
9:
 Swift-Stroke
Event * Skirmish
Make your Dwarf strength +1 for each minion you can spot over 3.
Sweet.
10:
 Bitterness
Event * Fellowship
Add [X] to draw X cards. (limit 3)
Needs to be culturally enforced!
11:
 *Wrought of Rock
Condition * Support Area
To play, spot a Dwarf.
While you can spot 3 unwounded Dwarves, the current site gains underground.
Cool.
12:
 Battle Preparations
Condition * Support Area
Skirmish: Discard this condition to make a Dwarf strength +3.
Reminds me a bit of Dwarven Skill....
13:
 Relaxation Before A Battle
Condition
Plays on a Dwarf. Each time the Fellowship moves, you may heal bearer.
At the start of each skirmish involving bearer, discard this condition.
I would add a cost to the healing - maybe adding .
14:
 *A Frightening Prospect
Condition * Support Area
Toil 3.
Maneuver: Discard this condition to make each Dwarf strength +2 and damage +1 until the start of the regroup phase.
Increase the cost by 2.
15:
 Whispers
Condition
Plays on the current site. Limit 1 per site.
When the fellowship moves from this site, you may discard this condition to take a  event from your discard pile into hand.
Sweet.
16:
 Ancient Mattock
Strength: +2
Possession * Hand Weapon
Bearer must be a Dwarf.
At the start of each skirmish involving bearer, you may discard a card from hand to make the shadow player choose a card from your discard pile, take that card into hand.
Weird, but good. Maybe increase the cost to 2.
I look forward to the Elves! |
MODS RULE. - lem0nhead |
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theOmnipotentOne |
Posted: Sat Sep 02, 2006 3:36 pm |
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Joined: 13 Jul 2006
Posts: 44
Location:
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Okay, now Elves: 4 Events and 4 Conditions.
17:
Scowering the Northland
Event • Maneuver
Spot your companion and remove 3 tokens to wound a minion 3 times.
18:
Watching From Afar
Event • Fellowship
Spot an Follower to take an event from your discard pile into hand.
19:
Answering the Threat
Event • Assignment
Play an Companion. He is defender +1 until the start of the regrou phase.
20:
Peccability
Event • Skirmish
Make a minion skirmishing your unbound strength -7.
21: I’m lazy. They’ll come later.
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~n00blit eater
Minnesota Twins > BoSox, Yankees, Dodgers, AND Mets... COMBINED. |
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Anonymous Prodigy |
Posted: Sat Sep 02, 2006 3:47 pm |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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theOmnipotentOne wrote: Okay, now Elves: 4 Events and 4 Conditions.
17:
 Scowering the Northland
Event • Maneuver
Spot your  companion and remove 3  tokens to wound a minion 3 times.
Good card, maybe a little too powerful.
18:
 Watching From Afar
Event • Fellowship
Spot an  Follower to take an  event from your discard pile into hand.
Sweet card!
19:
 Answering the Threat
Event • Assignment
Play an  Companion. He is defender +1 until the start of the regrou phase.
I can’t wait to use cards that focus on the all-new regrou phase.
20:
 Peccability
Event • Skirmish
Make a minion skirmishing your unbound  strength -7.
Too powerful. Drop the cost to 3 and the strength loss to -4.
21: I’m lazy. They’ll come later.
I know.
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AnxiousChieftain |
Posted: Sun Sep 03, 2006 9:18 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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theOmnipotentOne wrote:  Scowering the Northland
Event • Maneuver
Spot your  companion and remove 3  tokens to wound a minion 3 times.
Umm... ouch! I think it’s too powerful.
theOmnipotentOne wrote: 18:
 Watching From Afar
Event • Fellowship
Spot an  Follower to take an  event from your discard pile into hand.
Powerful, and it might be balanced, although I’m inclined to believe that it’s too good.
theOmnipotentOne wrote: 19:
 Answering the Threat
Event • Assignment
Play an  Companion. He is defender +1 until the start of the regrou phase.
I like the regrou phase.
theOmnipotentOne wrote: 20:
 Peccability
Event • Skirmish
Make a minion skirmishing your unbound  strength -7.
what? Companion? Also, giving a higher twilight cost doesn’t always justify such a huge ability. I think this card is just over-powered. |
MODS RULE. - lem0nhead |
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Felipe Musco |
Posted: Sun Sep 03, 2006 10:06 pm |
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Joined: 18 May 2006
Posts: 2434
Location: Florianópolis, SC, Brasil
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theOmnipotentOne wrote: Okay, now Elves: 4 Events and 4 Conditions.
17:
 Scowering the Northland
Event • Maneuver
Spot your  companion and remove 3  tokens to wound a minion 3 times.
Maybe raise the cost, add toil and make it usable up to 3 times?
18:
 Watching From Afar
Event • Fellowship
Spot an  Follower to take an  event from your discard pile into hand.
I think it should be Fellowship or Regroup, otherwise it’s fairly limited.
19:
 Answering the Threat
Event • Assignment
Play an  Companion. He is defender +1 until the start of the regrou phase.
Missing a "p" in regroup. Maybe put that companion in the dead pile after? Otherwise, too powerful. But I liked it.
20:
 Peccability
Event • Skirmish
Make a minion skirmishing your unbound  strength -7.
Bizarre, but cool. Why the number choice?
21: I’m lazy. They’ll come later.
Waiting for it.
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