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hannibal
Posted: Wed Jun 27, 2007 4:03 am
Joined: 02 Jun 2007 Posts: 62 Location: Finland
Old card:
Eastfold
Site
Game Text: Plains. Shadow: Spot 3 Isengard trackers to prevent the fellowship from moving again this turn.
Lore:
Twilight Cost: 2
Strength:
Vitality:
Site Number/Signet: 2
Collector’s Info: 4 U 331

Standard version:
Eastfold
Site
Game Text: Plains. Shadow: Spot 3 Isengard trackers in region 2 to prevent the fellowship from moving again this turn.
Lore:
Twilight Cost: 0
Strength:
Vitality:
Site Number/Signet: <
Collector’s Info: 4 U 331

Problem:
Should this be to every tracker?

Solution:
Remove the word Isengard?
Last edited by hannibal on Wed Jun 27, 2007 11:58 am; edited 1 time in total
hannibal
Posted: Wed Jun 27, 2007 4:05 am
Joined: 02 Jun 2007 Posts: 62 Location: Finland
Old card:
Rohirrim Village
Site
Game Text: Each Dunlending Man may not take wounds during the archery phase.
Lore:
Twilight Cost: 3
Strength:
Vitality:
Site Number/Signet: 2
Collector’s Info: 4 U 334

Standard version:
Rohirrim Village
Site
Game Text: Dwelling. Each Dunlending Man in region 1 may not take wounds during the archery phase.
Lore:
Twilight Cost: 1
Strength:
Vitality:
Site Number/Signet: <
Collector’s Info: 4 V 334

Problem:
Should this be to all Men minions?

Solution:
Remove word Dunlending?
Last edited by hannibal on Wed Jun 27, 2007 11:59 am; edited 2 times in total
hannibal
Posted: Wed Jun 27, 2007 4:10 am
Joined: 02 Jun 2007 Posts: 62 Location: Finland
Old card:
Caverns of Isengard
Site
Game Text: Underground. The Free Peoples player wins the game only if the Ring-bearer survives until Shadow players reconcile.
Lore:
Twilight Cost: 9
Strength:
Vitality:
Site Number/Signet: 9
Collector’s Info: 5 U 120

Standard version:
Caverns of Isengard
Site
Game Text: Underground. In region 3 The Free Peoples player wins the game only if the Ring-bearer survives until Shadow players reconcile. In region 1 or 2, the twilight cost of the first minion played each Shadow phase is -1.
Lore:
Twilight Cost: 0
Strength:
Vitality:
Site Number/Signet: <
Collector’s Info: 5 V 120

Problem:
The original site is too weak? so I added more game text. Is there too much text now?

Solution:
Put the original text and increase the shadow dumber?
Remove word Dunlending?
Last edited by hannibal on Wed Jun 27, 2007 11:59 am; edited 1 time in total
hannibal
Posted: Wed Jun 27, 2007 6:23 am
Joined: 02 Jun 2007 Posts: 62 Location: Finland
Old card:
Rohirrim Road
Site
Game Text: Fellowship: Exert an Elf to make the twilight cost of each condition and possession +2 until the end of the turn.
Lore:
Twilight Cost:
Strength:
Vitality:
Site Number/Signet: 1
Collector’s Info: 7 U 332

Standard version:
Rohirrim Road
Site
Game Text: Dwelling. Fellowship: Exert an Elf to make the twilight cost of each condition and possession +2 until the end of the turn.
Lore:
Twilight Cost: 3
Strength:
Vitality:
Site Number/Signet: <
Collector’s Info: 7 V 332

Problem:
The original site is too powerful?

Solution:
At the start of the fellowship phase action?
Last edited by hannibal on Wed Jun 27, 2007 11:59 am; edited 1 time in total
hannibal
Posted: Wed Jun 27, 2007 6:24 am
Joined: 02 Jun 2007 Posts: 62 Location: Finland
Old card:
Steps of Edoras
Site
Game Text: Each Rohan companion is defender +1 until the end of the turn.
Lore:
Twilight Cost:
Strength:
Vitality:
Site Number/Signet: 1
Collector’s Info: 7 U 334

Standard version:
Steps of Edoras
Site
Game Text: Dwelling. Each Rohan companion not in region 3 is defender +1 until the end of the turn.
Lore:
Twilight Cost:
Strength:
Vitality:
Site Number/Signet: <
Collector’s Info: 7 V 334

roblem:
The original site is too powerful.

Solution:
I put region restriction.
Last edited by hannibal on Wed Jun 27, 2007 11:59 am; edited 1 time in total
hannibal
Posted: Wed Jun 27, 2007 6:28 am
Joined: 02 Jun 2007 Posts: 62 Location: Finland
Old card:
Cross Roads
Site
Game Text: Shadow: Spot 2 Raider Men and remove a threat to add 2 twilight.
Lore:
Twilight Cost: 8
Strength:
Vitality:
Site Number/Signet: 8
Collector’s Info: 7 U 356

Standard version:
Cross Roads
Site
Game Text: Forest. Shadow: Spot 2 Men minion and remove a threat to add 2 twilight.
Lore:
Twilight Cost: 1
Strength:
Vitality:
Site Number/Signet: >
Collector’s Info: 7 V 356

Problem:
The original too weak? Only raiders...

Solution:
Make it work with all Men minions...
Last edited by hannibal on Wed Jun 27, 2007 12:00 pm; edited 1 time in total
hannibal
Posted: Wed Jun 27, 2007 6:32 am
Joined: 02 Jun 2007 Posts: 62 Location: Finland
Old card:
Watchers of Cirith Ungol
Site
Game Text: Skirmish: Spot your Nazgûl Orc and remove 2 threats to make that Nazgûl Orc strength +3.
Lore:
Twilight Cost: 8
Strength:
Vitality:
Site Number/Signet: 8
Collector’s Info: 10 U 120

Standard version:
Watchers of Cirith Ungol
Site
Game Text: Skirmish: Spot your Wraith Orc and remove 2 threats to make that Wraith Orc strength +3.
Lore:
Twilight Cost: 2
Strength:
Vitality:
Site Number/Signet: >
Collector’s Info: 10 V 120

Problem
The new version is too weak?

Solution
Should it be make to work with all Orcs.. -> too powerful? Or with all Wraight minions?
hannibal
Posted: Thu Jun 28, 2007 3:42 am
Joined: 02 Jun 2007 Posts: 62 Location: Finland
Old card:
Northern Ithilien
Site
Game Text: Shadow: Remove 2 threats and play Gollum from your discard pile to add 1 burdens.
Lore:
Twilight Cost: 8
Strength:
Vitality:
Site Number/Signet: 8
Collector’s Info: 7 U 359

Standard version:
Northern Ithilien
Site
Game Text: Forest. Shadow: In region 2 remove 2 threats and play Gollum from your discard pile to add 2 burdens.
Lore:
Twilight Cost: 0
Strength:
Vitality:
Site Number/Signet: >
Collector’s Info: 7 V 359

Problem:
The original card is too powerful

Solution:
I put region restrictionand reduce the burdens, but the card may be too powerful even now...
Maybe we need whole new game text, and forget the old.
hannibal
Posted: Fri Jun 29, 2007 4:43 pm
Joined: 02 Jun 2007 Posts: 62 Location: Finland
Old card:
Golden Hall
Site
Game Text: Sanctuary. When the fellowship moves to Golden Hall, all Free Peoples weapons must be discarded.
Lore:
Twilight Cost: 1
Strength:
Vitality:
Site Number/Signet: 3
Collector’s Info: 4 U 338


Standar version:
Golden Hall
Site
Game Text: Dwelling. When the fellowship moves to Golden Hall in region 1, all Free Peoples weapons must be discarded.
Lore:
Twilight Cost: 1
Strength:
Vitality:
Site Number/Signet: >
Collector’s Info: 4 V 338

Problem:
The new site does not work with LOTR tcg MAP system, or is just too powerfull...

Solution:
How about changing the card text like this.
Golden Hall
Site
Game Text: Dwelling. When the fellowship moves to Golden Hall in region 1, all Free Peoples weapons must be returned to owner’s hand.
Lore:
Twilight Cost: 1
Strength:
Vitality:
Site Number/Signet: >
Collector’s Info: 4 V 338

This way it’s not so bad, but can cause havok. It also is more story oriented. The weapons are not dismantled, but confiscated.
sickofpalantirs
Posted: Sat Jun 30, 2007 10:16 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.
can you explain the LOTR map system?
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