Author |
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hannibal |
Posted: Wed Jun 27, 2007 4:03 am |
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Joined: 02 Jun 2007
Posts: 62
Location: Finland
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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 |
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hannibal |
Posted: Wed Jun 27, 2007 4:05 am |
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Joined: 02 Jun 2007
Posts: 62
Location: Finland
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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 |
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hannibal |
Posted: Wed Jun 27, 2007 4:10 am |
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Joined: 02 Jun 2007
Posts: 62
Location: Finland
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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 |
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hannibal |
Posted: Wed Jun 27, 2007 6:23 am |
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Joined: 02 Jun 2007
Posts: 62
Location: Finland
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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 |
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hannibal |
Posted: Wed Jun 27, 2007 6:24 am |
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Joined: 02 Jun 2007
Posts: 62
Location: Finland
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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 |
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hannibal |
Posted: Wed Jun 27, 2007 6:28 am |
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Joined: 02 Jun 2007
Posts: 62
Location: Finland
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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 |
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hannibal |
Posted: Wed Jun 27, 2007 6:32 am |
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Joined: 02 Jun 2007
Posts: 62
Location: Finland
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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? |
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hannibal |
Posted: Thu Jun 28, 2007 3:42 am |
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Joined: 02 Jun 2007
Posts: 62
Location: Finland
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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. |
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hannibal |
Posted: Fri Jun 29, 2007 4:43 pm |
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Joined: 02 Jun 2007
Posts: 62
Location: Finland
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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. |
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sickofpalantirs |
Posted: Sat Jun 30, 2007 10:16 am |
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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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can you explain the LOTR map system? |
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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