Hello everyone,
I am completely new here, just
discovered the website, and haven't had a chance to browse through much. Anyway, I haven't had the opportunity to play LOTR in years, but I really enjoyed the game (even if I did only play with my brother and about three friends). After sorting some stuff in my room for heading off to university, I found my collection of LOTR cards which sparked my interest into whatever became of the game after its cancellation, which brought me here.
Anyway, I don't know if anyone's ever bothered to do this (probably), but a long while ago I started to create my own dream sets based on the titles of the sets Decipher never released (I also did my own revisionist take on the Hunters Block). I hadn't sat down to create any new mechanics; I just created new cards that played with existing mechanics, sometimes in new ways.
Anyway, my designs are very flavor (particularly book-flavor) driven and I have no idea about their power level as they've never been play-tested and development is not really my strong suit (and I can't say that the LOTR metagame was anything I was intimately familiar with). But, nonetheless, here are some - enjoy, feel free to comment and critique!
*The One Ring, The Precious
Strength: +2
Vitality: -
Resistance: -2
Manuever: Add 2 threats to make bearer wear The One Ring until the regroup phase.
While bearer wears The One Ring, he or she cannot be overwhelmed unless his or her strength is tripled, and each time bearer is about to take a wound in a skirmish, add a burden instead.
"'... of all the works of Sauron the only fair. It is precious to me, though I bide it with great pain.'''R
*Axe of Erebor, Foe-Cleaver
Possession * Hand Weapon
Strength: +2
Bearer must be a Dwarf.
Bearer is
damage +1.
If bearer is Gimli and you have initiative, whenever he would assign a number of wounds to a minion in his skirmish greater than that minion's vitality, you may exert Gimli and discard a
event from hand to assign any unassigned wounds to a minion skirmishing a Dwarf or a hunter companion.
R
*Gimli, Second of the Three Hunters
Companion * Dwarf
Strength: 6
Vitality: 3
Resistance: 7
Damage +1. Enduring. Hunter 2.Each time the fellowship moves during the regroup phase, you may spot 3 hunters to choose one: exert Gimli, or heal Gimli.
"'I think, nonetheless, that we no longer need any trail to tell us which way to go.'"R
*Asfaloth, White Fire
Possession * Mount
Bearer must be an Elf or Frodo.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
While bearer is Arwen, Glorfindel, or Frodo and assigned to a skirmish, the Ring-bearer is strength and resistance +2.
"The riders behind were falling back: even their great steeds were no match in speed for the white Elf-horse...."R
*Legolas, Third of the Three Hunters
Companion * Elf
Strength: 6
Vitality: 3
Resistance: 7
Archer. Hunter 2.While you have initiative and can spot 3 hunter characters, the move limit for this turn is +1.
Each time Legolas wins a skirmish, you may wound a minion assigned to skirmish a hunter companion.
"'We have come far to seek them....'"R
*Smeagol, River-Hobbit
Companion
Strength: 3
Vitality: 4
Resistance: 5
Ring-bound. To play, add a burden.
While the fellowship is in region 1, each time the fellowship moves, add a threat.
While the fellowship is in region 2, while you can spot 2 Ring-bound Hobbits, each time the fellowship moves, remove a burden.
While the fellowship is in region 3, Smeagol is strength +2 and cannot be overwhelmed unless his strength is tripled.
R
*Anduril, For the Dunedain
Artifact * Hand Weapon
Strength: +2
Resistance: +1
Bearer must be Aragorn. He may not bear other weapons.
Bearer is
unyielding.
Each time Aragorn wins a skirmish, discard all minions skirmishing him.
"'Anduril goes to war. The Blade that was Broken shines again!'"R
*Aragorn, Leader of the Three Hunters
Companion * Man
Strength: 8
Vitality: 4
Resistance: 8
Ranger. Hunter 2.Each time the fellowship moves during the regroup phase, the Shadow player must wound a minion for each hunter companion you can spot (limit three).
"'With hope or without hope we will follow the trail of our enemies. And woe to them, if we prove the swifter!'"R
*Boromir, Lord of Men
Companion * Man
Strength: 7
Vitality: 3
Resistance: 5
Ring-bound. Ranger.While Boromir has resistance 0, at the start of skirmish involving him, add a burden or 2 threats.
While you can spot 6 threats, Boromir is strength +3 and defender +1.
Response: If Boromir is killed, remove 4 threats.
"I am sorry. I have paid... I have failed."R
*Hasufel
Possession * Mount
Bearer must be Aragorn.
At the start of each skirmish involving Aragorn, each minion he is skirmishing must exert.
While you can spot 2 other Free Peoples mounts, each time the fellowship moves during the regroup phase, you may draw a card for each hunter companion you can spot (limit three).
"We beg you to use all the speed you can. Hasufel shall bear Aragorn...."R
*Ravenous Cutthroat
Minion * Orc
Strength: 11
Vitality: 3
Site: 5
Fierce. Hunter 2.Each time Ravenous Cutthroat wins a skirmish, you may exert a companion assigned to skirmish your hunter minion.
While each companion is wounded, the move limit for this turn is -1.
"What about their legs? They look tasty. They won't be needing them."R
*Guthwine,
For the Mark Possession * Hand Weapon
Strength: +2
Bearer must be Eomer.
He is
damage +1.
You may play this possession at any time you could play a skirmish event.
When you play this possession, you may spot another hand weapon to liberate a site.
"The two swords flashed from the sheath as one." R
*Frodo, Favorite Nephew
Companion * Hobbit
Strength: 3
Vitality: 4
Ringed-Resistance: 10
Ring-bearer. Ring-bound.While the fellowship is in region 1, each time the fellowship moves, spot an unbound companion to remove a burden.
While the fellowship is in region 2, each time the fellowship moves, spot another Ring-bound companion to heal Frodo.
While the fellowship is in region 3, Frodo is strength +2.
R
*Frodo's Cloak, Clever Disguise
Possession * Cloak
Bearer must be a Ring-bound Hobbit.
At the start of the Fellowship phase, you may exert bearer to name a site keyword. Until the end of the turn, when the fellowship moves to a site with that keyword, remove
.
Skirmish: Discard this possession to cancel a skirmish involving bearer. You may add 2 burdens to transfer this possession to another Ring-bound Hobbit instead.
R
*Merry, Meriadoc Brandybuck
Companion * Hobbit
Strength: 3
Vitality: 4
Resistance: 9
While the fellowship is in region 1, if you can spot 4
companions, the move limit is +1.
While the fellowship is in region 2, if you can spot another unbound companion, Merry cannot be overwhelmed unless his strength is tripled.
While the fellowship is in region 3, at the start of each skirmish involving Merry, each minion skirmishing Merry must exert.
R
*Pippin, Peregrine Took
Companion * Hobbit
Strength: 3
Vitality: 4
Resistance: 7
While the fellowship is in region 1, Pippin is strength +1 for each Ring-bound companion assigned to a skirmish.
While the fellowship is in region 2, if you can spot another unbound companion, Pippin cannot be overwhelmed unless his strength is tripled.
While the fellowship is in region 3, Pippin is strength and resistance +2.
R
*Sam, Samwise Gamgee
Companion * Hobbit
Strength: 3
Vitality: 4
Resistance: 10
Ring-bound.While the fellowship is in region 1, Sam is
damage +1 and takes no more than 1 wound each skirmish.
While the fellowship is in region 2, each time the fellowship moves, you may spot two other Ring-bound companions to remove
.
While the fellowship is in region 3, Sam is strength +2 and
unyielding.
R
*
Sting,
Elven Blade Possession * Hand Weapon
Strength: +2
Bearer must be a Ring-bound Hobbit.
Skirmish: If bearer is Bilbo, exert him to wound an Orc he is skirmishing.
If bearer is Frodo, each minion skirmishing him loses all
damage bonuses and
ambush.
If bearer is Sam, he is
hunter 3.
R
Advance Uruk-hai Regular
Minion * Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Fierce. Hunter 1.While you have initiative, this minion is
damage +1.
Advance Uruks are lighter armed to allow for multiple, quick strikes as opposed to devastating blows. C
Advance
Uruk-hai Scout Minion * Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Fierce. Hunter 1.While you have initiative, this minion is strength +3 (or +5 if skirmishing an exhausted companion).
Lurtz's band of Uruk-hai included the most deft and alert. C
Advance Uruk-hai Soldier
Minion * Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Fierce. Hunter 1.While you have initiative, this minion cannot take wounds.
Uruk-hai troops need little rest. C
Advance Uruk-hai Tracker
Minion * Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Fierce. Hunter 1.While there are 2 characters in the dead pile, the Free Peoples player must have 2 additional cards in hand to have initiative.
The Uruk-hai rely on all their senses to track their prey. C
Advance Uruk-hai Warrior
Minion * Uruk-hai
Strength: 10
Vitality: 2
Site: 5
Fierce. Hunter 1.Each time this minion is assigned to a skirmish, the Free Peoples player must discard a random card from hand.
The Uruk-hai are a toughened, elite breed of Orc. Each individual is its own unique threat. C
Enraged Uruk-hai
Minion * Uruk-hai
Strength: 9
Vitality: 2
Site: 5
Fierce. Hunter 1.This minion is strength +2 for each character in the dead pile.
Willing to kill or be killed, Uruks are vicious combatants.U
Feral Uruk-hai
Minion * Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Fierce. Hunter 1.Each time this minion is assigned to a skirmish, the Free Peoples player must discard a random card from hand.
Intent on their prey, Uruk-hai will not stop the hunt. C
*Furious Uruk-hai
Minion * Uruk-hai
Strength: 12
Vitality: 3
Site: 5
Fierce. Hunter 2.This minion is strength +2 for each character in the dead pile.
Each time this minion kills a character in a skirmish, you may add
, where X is that character's twilight cost.
A single Uruk warrior can be as deadly as an army of Orcs.R
*Lugdush
Halfling Guard
Minion * Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Fierce. Hunter 1.Assignment: If you have initiative or can spot 3 hunters, exert Lugdush to assign him to an unbound companion. The Free Peoples player may discard that companion to prevent this.
"‘They're not to be killed, unless the filthy whiteskins break through.'"R
Slaughtering Uruk-hai
Minion * Uruk-hai
Strength: 10
Vitality: 2
Site: 5
Fierce. Hunter 1.While there are 2 characters in the dead pile, this minion is strength +6.
An Uruk's willingness to fight does not come from a thirst to spill blood, but a need to enrich the spirit.C
Vicious Uruk-hai
Minion * Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Fierce. Hunter 1.While there are 2 characters in the dead pile, this minion is strength +6.
Since as men they were once great hunters, the hunt is the most thrilling sport for an Uruk-hai.C
What About Their Legs?
Condition * Support Area
Each time a character is killed in a skirmish involving an
hunter, you may heal that minion.
Skirmish: Discard this condition to make an Uruk-hai strength +2 for each character in the dead pile.
"We've had nothing to eat but maggoty bread for three stinking days!"C