About the rule of 9. I think your idea is great, but since I keep all the rules coming from LOTR TCG, I will keep this one too. It will need to many playtests to fix this .
I'm waiting for all the players reports after our playtest, thursday evening. I'll let you know.
That's alright. I said it was an insane idea, and I'm glad you liked it. But that sort of ideas work better in a Constructed TCG environment, where big and brainy decks may be assembled at the individual's own taste and crazy strategies, instead of a Draft Game with a limited and random card pool.
If anyone else wants to pick that Rule of 5 and use it in his/her own Hobbit or LOTR dream-card game, definitively I wouldn't oppose...
The Elrond+Ottar combo in FOTR block is too powerful, so we can only use The Master once.
Thanks a lot. I change most of the followers during my update today.
Those changes look nice! I like Thorin's new text, it's more affordable now. The aid cost of
Gwaihir, Óin and Ori makes them able to cycle. A wise player will transfer Ori first...
As for
The Master, the combo of
Elrond, LoR +
Ottar is overpowered since each turn they draw from 1 to 4 cards by the cost of just sitting there.
The Master shouldn't be that way, you are right. What do you think about giving him a cost for his healing? Remember it's a card from Booster deck, something similar to a Rare card in a TCG, and not just a common one like
ARfM...
•
The MasterAlly - Man - Site 6
Fellowship: Exert
The Master to discard up to 3 cards from hand and draw an equal number of cards.
Fellowship: Add a doubt to heal
an ally whose home site is 6 (except Bard).
There it is a suggestion: cycling cards by paying doubts. The underlined text can be changed to "
The Master" or "a
Man (except Bard)" if there aren't more Site 6 Allies, or to shorten the card's text.
To sum up, the Extension set (Second Booster deck) will include:
- Slopes of the Lonely Mountain
- Dale (or Entrance of Erebor)
- Forges of Erebor
- Thranduil (Shadow as follower or condition ?) + Elves
- White Council
- Sauron/Necromancer
- and weapons
- Ruling Ring
- Key of Erebor
There are other things we can add:
- Wargs as minions (and support area cards to play
Warg minions when a
Warg mount gets discarded from play...)
- Stone Giants.
-
Fortifications.
- Barney Butterbur and good Breelanders; Bill Ferny Sr. and bad ones...
- Alternative versions of key characters (Thorin, Bilbo, Azog, maybe Smaug and Elrond...)
- Site manipulation cards for Gandalf (
"Where are you leading us?") and Dwarves (
Thror's Map and The Key)
- More sites, as the Caves of the High Pass (where they were caught)...
- More Eagles. And the Birds of Yore...
-
Riddle and
Stealth events/conditions for Bilbo and Gollum.
- Thror and his Ring of Power (as
tale events/conditions, not character/item).
- More tale cards, and dynamics with that keyword.
- Thrain II (I saw the Extended Edition, actually Thrain isn't captive and joins the plot at some point).
- Items, lots of them: The Black Arrow,
Mithril-Coat, Azog's
Warg and Mace, The Deathless and the Oakenshield for Thorin, Forging or War Hammers...
An alternative Bilbo may pay a cost at sites 7 and onwards to play
possessions from draw deck/discard pile (
to RECOVER the lost Arkenstone)...
That
Warg support card I mean should be like this:
Drink Their Blood! [Gundabad]
Condition - Support Area
Each time a [Gundabad] Mount with twilight cost X is discarded from play, you may play a [Gundabad]
Warg from hand or discard pile; it's twilight cost is -X.
Each
Warg minion should be
fierce.
You killed the rider but not yet the mount! It might have a cost like "remove a doubt to..." or "discard a Shadow card from hand to..." if it ends up being overpowered. As it is by now, it may be combined with
Goblin Swarms. Here's another one:
The Scent of Fear [Gundabad]
Condition - Support Area
Shadow: Discard a [Gundabad] minion from hand to play a [Gundabad] Mount from your discard pile.
There's an additional point... If Legolas or Thranduil end up as allies/companions, since Legolas wieldes the Orcrist at Esgaroth after seizing it, just maybe, it should be an
weapon instead of
, bearable by Thorin or an Elf.
(In respect of Smaug's gametext) Unfortunately, it's not the same syntax as LOTR TCG, I will keep the previous one.
That's fine. It would have mattered only if there was a lack of space.
(In respect of mountain keyword and Site 9) You are right, I have done it in a previous version, but I will now change my version for your version. Thank you.
... (In respect of river keyword and Sites 6 and 7) Ok I will change this.
Yeah I know and also: We must have it. Since I made all cards in this way, I will keep the events unchanged.
I think we have to make simple but interesting cards in order to be playable by many players.
We will put all the and weapons in the extension set.
Those events look good, covering each Shadow tactic as you said. Minions will be stronger with the Expansion, thus then there will be a bigger need of weapons and tricks...
As for the weapons, in the book they travelled unarmed most of the time... Here at least they may rely on followers (teamwork!) or powerful events like Take Up Arms or
Battle Fury (more teamwork). It should be fine as it is.
Maybe some damage bonus would not be unnecesary (Wargriders, Trolls and Smaug have huge vitality and strength). The Arkernstone might say "
Skirmish: Discard a
card from hand to make a Dwarf strength +2
or Damage +1". Or "... hand to make a Dwarf strength +2 or Damage +1 (or strenght +2 AND Damage +1 if it's a
tale)" to give use of
tale keyword (O My Kinsfolk!, Battle of Azanulbizar and Ancestral Knowledge might be tales; The Arkenstone itself too).
And Beorn seems like an orc-killer, he could give Damage +1; besides, his vitality addition looks great but goes away at the end of the turn: if bearer is exhausted and Elrond doesn't heal him, he'll be killed (therefore, most of the times will just add +2 strength). Anyway, I'm not saying that Vitality addition should be removed.
(In respect of The Key) We will add this in the extension set. But it's a great idea.
There are too many options here, we must work them prior to decide the definitive one. But at least it's clear it will be a starting card as Bilbo, and it will be preserved inside the Company... Here's a short article.
http://lotr.wikia.com/wiki/Key_to_the_Side-doorhttp://img2.wikia.nocookie.net/__cb20130611194431/lotr/images/5/59/The_key_to_erebor.jpgWe will see this during playtest, but it's the only way a Gollum corruption can win. It must have a good corruption engine.
It's OK to not change Gollum's corruption dynamics, but then Bilbo or The One Ring should give better chances of survival... By the way, I'd replace in the Gollum Pack 1x Better Than Nothing for another copy of Gollum, to give more chances of pulling him (he's the center card of the whole culture and 2x means too small chances in my opinion).
Bilbo will need to use The Ring often in his skirmishes, and Gollum (and
Orkish Sneak) will force him to fight.
The One Ring may have a little change to its Skirmish ability:
Skirmish: Add a doubt
or exert Bilbo to wear The One Ring until the regroup phase.
That way, The Ring can give a strength bonus without adding doubts
as far as Bilbo doesn't lose the skirmish. There is only one pump for him (
Noble Intentions) so he'll be relying on followers and The Ring often to survive. And thus will pay often their costs of use.
I think site 4 Great Goblin's Cavern could be good for many Shadows (except Spiders, but they have the site 5) : weapons for and Troll, no Ring for Gollum, weapons for Wargs if they splash minion to play scimitar.
Great Goblin's Cavern seems ok, as powerful cards as Forges of Erebor and either Dale or Entrance of Erebor will be in the Extension Set. Along with Saruman, Thranduil, The Necromancer...
Thanks Enola and everyone reading for your patience!