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| CarpeGuitarrem | 
 Posted: Sun Feb 25, 2007 1:58 am | 
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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Okay, so I’ve been reading up a little on M:TG, and one of the cool little aspects of it that I’ve found is something called the "Color Wheel". Essentially, it divvies up the game’s cards into the basic cultures based upon their abilities and effects.
 
 
http://www.wizards.com/magic/images/mtgcom/fcpics/taste/mc3_pie.jpg
 
 
I like this idea, especially the concept of cultural enforcement that doesn’t actually require cultural enforcement. Instead, cards are grouped together by what they do. So...here’s my idea. What if we arranged the cultures of LOTR (Freeps and Shadow seperately) into a version of the Color Wheel, and used that to make all-new DCs for LOTR? I could even envision a brand-new base set, starting all over...
 
 
Anyhow, I figure that Freeps would be easiest. So...let the discussion begin!
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
I figure that these different cultures can focus on many different aspects of gameplay...for example, threats, burdens, different phases, different card types... | 
 
| "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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| NBarden | 
 Posted: Sun Feb 25, 2007 2:06 am | 
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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Dwarves: Damage...duh. Discarding, but that’s also in others so it wouldn’t work.
 
Elven: Um...lowering minions strength. Telepathy mechanisms (revealing cards from the top of your deck).
 
Gandalf: None really. Random jumbles. Unhasty for ents?
 
Gollum: Site path control, conditions!
 
Rohan: Um....mounted?
 
Shire: Cancelling skirmishes. | 
 
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| BattleWarg | 
 Posted: Sun Feb 25, 2007 2:36 am | 
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Joined: 11 Feb 2007
Posts: 579
Location: 
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Definitly an interesting thought...
 
 
Perhaps:
 
  - Heavy damage in fights (i.e. damage bonuses), knocking down opponent’s deck (don’t see it quite as much anymore, though...)
 
  - Omniscience (revealing cards that aren’t normally seen), Archers, weaking minions without damage
 
  - Support (Decent in most things, giving support to any culture’s weakness, but could be better)
 
  - Sneaking in (small fellowship, has abilities to move quickly and surviving or evading minions when it should be impossible otherwise), Decent with Shire specialties
 
  - Recovery (such as healing), skill (high strength and defender bonuses, but few damage bonuses)
 
  - Backup (gets support out of fellowship phase), Defense (able to keep things that would be taken/discarded - keep possessions out, liberate sites, etc.)
 
  - Resistance (burden control), Stealth (avoid battle, but few tricks once the battle starts)
 
 
What I meant with the   giving support is something like this:
 
 
For any ability that a culture has, the order of skill should be something like:
 
Best - Pure [Culture]
 
Very Good - [Culture]/ 
 
Strong - Pure   or [Culture]/[anything else]
 
Okay -  /[anything else]
 
Bad - Pure [anything else]
 
 
So   cards should duplicate most things, but not quite as well as any other culture does, and would be intended to be used to back up the weaknesses of another culture.
 
The reason pure   and [Culture]/[anything else] are about the same, is that the Gandalf deck has more space for each thing it’s attempting, while the other has roughly half the space it normally would. | 
 
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| sickofpalantirs | 
 Posted: Sun Feb 25, 2007 1:34 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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IDK if i quite understand what you are getting at but,
 
CarpeGuitarrem wrote: 
 
dwarven discard, beatdown.
  
Archery, telepathy, hunter
  
beatdown, splash
  
solo 
  
knights, IB, 
  
assign ring-bearer, beatdown
  
beatdown
 
I figure that these different cultures can focus on many different aspects of gameplay...for example, threats, burdens, different phases, different card types...   | 
 
 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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| CarpeGuitarrem | 
 Posted: Sun Feb 25, 2007 8:08 pm | 
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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BattleWarg wrote: Definitly an interesting thought...
 
Perhaps:
   - Heavy damage in fights (i.e. damage bonuses), knocking down opponent’s deck (don’t see it quite as much anymore, though...)
   - Omniscience (revealing cards that aren’t normally seen), Archers, weaking minions without damage
   - Support (Decent in most things, giving support to any culture’s weakness, but could be better)
   - Sneaking in (small fellowship, has abilities to move quickly and surviving or evading minions when it should be impossible otherwise), Decent with Shire specialties
   - Recovery (such as healing), skill (high strength and defender bonuses, but few damage bonuses)
   - Backup (gets support out of fellowship phase), Defense (able to keep things that would be taken/discarded - keep possessions out, liberate sites, etc.)
   - Resistance (burden control), Stealth (avoid battle, but few tricks once the battle starts)
 
What I meant with the    giving support is something like this:
 
For any ability that a culture has, the order of skill should be something like:
 
Best - Pure [Culture]
 
Very Good - [Culture]/  
Strong - Pure    or [Culture]/[anything else]
 
Okay -   /[anything else]
 
Bad - Pure [anything else]
 
So    cards should duplicate most things, but not quite as well as any other culture does, and would be intended to be used to back up the weaknesses of another culture.
 
The reason pure    and [Culture]/[anything else] are about the same, is that the Gandalf deck has more space for each thing it’s attempting, while the other has roughly half the space it normally would.  
 
Very cool ideas, BattleWarg! I think you’ve got the hang of this.
 
 
NBarden and SoP, this isn’t really about going over the strengths of the current cultures. Mostly, it’s about making new culture strengths, ones that rely less on cultural enforcement.
 
 
Here’s a list of things that might be used:
 
Concepts
 
Burdens
 
Threats
 
Archery
 
Wounding
 
Twilight
 
Roaming Minions
 
Tokens
 
 
And then you can also use phases... | 
 
| "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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| menace64 | 
 Posted: Sun Feb 25, 2007 9:04 pm | 
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Maybe I’ll miss the premise here, but I’ll still give it a whirl.
 
 
First, as big a list of ’things’ as I can come up with.
 
 
Removing burdens
 
Removing threats
 
Removing twilight
 
Adding to the fellowship archery
 
Reducing the shadow archery
 
Exerting minions
 
Wounding minions
 
Increasing site numbers
 
Reducing strength
 
Reducing vitality
 
Adding culture tokens
 
Removing culture tokens
 
Protection from minions
 
Protection from events
 
Protection from conditions
 
Protection from possessions
 
Protection from artifacts
 
Strong with companions
 
Strong with events
 
Strong with conditions
 
Strong with possessions
 
Strong with artifacts
 
Strong with followers
 
Strong with allies (Maybe?)
 
Revealing cards from shadow hands
 
Revealing cards from shadow decks
 
Revealing cards from your own deck
 
Discarding cards from shadow hands
 
Discarding cards from shadow decks
 
Discarding cards from your own deck
 
Strong fellowship phase cards
 
Strong maneuver phase cards
 
Strong archery phase cards
 
Strong assignment phase cards
 
Strong skirmish phase cards
 
Strong regroup phase cards
 
Strong response cards
 
Cheap cost-for-effect cards
 
Cheap damage bonuses
 
Cheap strength bonuses
 
Cheap keyword removal
 
 
And if I missed anything, feel free to add on. Note that those are only positive aspect of the FP side of the wheel. Making a good negative list from that shouldn’t be too hard.
 
 
Well now I’m in the mood, so here is a list for the Shadow side of the wheel.
 
 
Adding burdens
 
Adding threats
 
Adding twilight
 
Reducing the fellowship archery
 
Adding to the shadow archery
 
Exerting companions
 
Wounding companions
 
Decreasing site numbers
 
Reducing strength
 
Reducing vitality
 
Adding culture tokens
 
Removing culture tokens
 
Protection from companions
 
Protection from events
 
Protection from conditions
 
Protection from possessions
 
Protection from artifacts
 
Protection from followers
 
Protection from allies (Maybe?)
 
Strong with minions
 
Strong with events
 
Strong with conditions
 
Strong with possessions
 
Strong with artifacts
 
Revealing cards from FP hand
 
Revealing cards from FP deck
 
Revealing cards from your own deck
 
Revealing cards from other Shadow decks
 
Discarding cards from FP hand
 
Discarding cards from FP deck
 
Discarding cards from your own deck
 
Discarding cards from other Shadow decks
 
Strong shadow phase cards
 
Strong maneuver phase cards
 
Strong archery phase cards
 
Strong assignment phase cards
 
Strong skirmish phase cards
 
Strong regroup phase cards
 
Strong response cards
 
Cheap cost-for-effect cards
 
Cheap damage bonuses
 
Cheap strength bonuses
 
Cheap keyword removal
 
 
I won’t get *too* specific with things like "Strong with fierce", "Strong with muster" and the like, but those things all fall into the wheel. | 
 
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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| BattleWarg | 
 Posted: Sun Feb 25, 2007 9:18 pm | 
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Joined: 11 Feb 2007
Posts: 579
Location: 
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Wow...
 
 
As a thought using that, could have a range of 1-10 (as an example) for each culture, and get points (5 per thing?) and assign them to those.  The lower the score, the worse, with 1 being having maybe a single card that does it, and its probably has a condition to pull it off, while 10 is almost automatic.
 
 
For exerting/wounding minions (as an example), a card with 5 might say "Maneuver:  Spot 2   Men (or exert a   Man) to exert a minion."
 
A card with 1 might say "Maneuver:  Exert 2   Men to exert 2 unwounded minions." or "Maneuver:  Exert a   Man to remove (3).  Any shadow player may exert a minion to prevent this."
 
A card with 10 might have "Maneuver:  Spot a   Man to wound a minion.  If that minion was unwounded, you may wound it again. | 
 
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| menace64 | 
 Posted: Sun Feb 25, 2007 11:01 pm | 
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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That’s what I was thinking, BattleWarg, except a scale of 0-4 might be easier.
 
 
0 - No Aptitude
 
1 - Very Little Aptitude
 
2 - Little Aptitude
 
3 - Moderate Aptitude
 
4 - Exceptional Aptitude
 
 
So, for directed archery-phase wounding:
 
 
  - 1
 
  - 4
 
  - 2
 
  - 3
 
  - 2
 
  - 0
 
 
And, for cancelling skirmishes:
 
 
  - 0
 
  - 0
 
  - 1
 
  - 1
 
  - 2
 
  - 4
 
 
Healing during the fellowship phase:
 
  - 2
 
  - 3
 
  - 4
 
  - 3
 
  - 2
 
  - 4
 
 
And so on... | 
 
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: Mon Feb 26, 2007 2:11 am | 
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Here are some more Shadow attributes.
 
 
Stacking minions
 
Healing minions
 
Discarding companions
 
Discarding possessions
 
Discarding conditions
 
Discarding artifacts
 
Discarding followers/allies
 
Assigning minions
 
Strong against unbound companions
 
Strong against Ring-bound companions
 
Reducing resistance
 
 
Um yeah... this really can go on forever! | 
 
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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| NBarden | 
 Posted: Mon Feb 26, 2007 2:28 am | 
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Joined: 28 Dec 2006
Posts: 5468
Location: I don't know...
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menace64 wrote: That’s what I was thinking, BattleWarg, except a scale of 0-4 might be easier.
 
0 - No Aptitude
 
1 - Very Little Aptitude
 
2 - Little Aptitude
 
3 - Moderate Aptitude
 
4 - Exceptional Aptitude
 
So, for  directed archery-phase wounding:
   - 1
   - 4
   - 2
   - 3  I disagree. Ithilien Blade? Ring-bound wounding?
  - 2  I disagree. 3.
  - 0
 
And, for  cancelling skirmishes:
   - 0
   - 0  1. They do have the voice of nimrodel
  - 1
   - 1
   - 2
   - 4
 Healing during the fellowship phase:
   - 2
   - 3  Again, 4. Elves have legendary healing!
  - 4
   - 3  4. Definitely. Houses of Healing, Ring of Barahir, Athelas, Kingsfoil, etc. they got good healing.
  - 2
   - 4
 
And so on...  | 
 
 -Trade With Me  
 
  Add the popcorn smiley to your sig, help it achieve world domination.
 
What if the hokey pokey really IS what its all about?  
 
As I lay in bed staring at the stars last night, I thought to myself, "where the heck is the ceiling?"
 
  Spotlight on....Sense of Obligation. | 
 
 
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