My fellow Enola, I found this today but don't know when you added it:
"A big thanks to Durin's Heir for all his help and support during the whole developpement of the game."It has been such an honour my friend! I must thank you instead, for allowing me to participate in this development of such a nice representation of such lovely story.
Someday I will watch the movies with my grandchildren and play with them this good invention, and remember the days when we were squeezing our brains out to get funny and proper mechanics...
I think we can put all Nazguls in one copy and a condition in 3x which can bring the Nazgul back from the discard pile. And 3x a Sword for the Nazguls.
That can be a good solution. I like it!
Then they would mimick the Troll Shadow: 3 conditions, 3 weapons and 9 minions.
But then at least 2 points present in the Troll culture must be assured with the Nazgul:
1. Trolls have a way to protect their much-needed replaying-condition (Bert). Perhaps here the idea may be portrayed as the condition having an ability to "resurrect" itself:
"During the Shadow phase, you may play this condition from your discard pile." Nine for Mortal Men Doomed to Die Condition • Support Area
During the Shadow phase, you may play this condition from your discard pile.
Shadow: Discard a minion from hand to play a Nazgul from your discard pile.
Skirmish: Return your Orc to your hand to make a minion strength +2.
"...Who, above all else, desire power."6 card lines, plus 1 for the lore. Given the available card room, I added a Skirmish ability, but can be replaced by any other skill like "Wise allies may be assigned to
minions." The idea is to take advantage of that free card room and relief the card room of the Nazgul minions a little.
I believe the text and the title fit the story very well, as they become undead servants by the power of their Rings, and are brought back to life in the movies by the domain Sauron had upon their Rings.
2. Each Troll is very strong and disruptive as a single minion. They have a low cost (twilight +
site number + "discard an Orc") and have good strength, pretty high vitality and are fierce. Besides their disruptive skills.
If you want to preserve the base attributes of the LOTR TCG Nazgul (except for the Site Number), you can counter those relatively weak attributes with devastating passive and active skills; they will have plenty of room now. Keep in mind the twilight cost and site number of almost every minion in the Hobbit Draft Game is very low (Gundabad Orcs are more or less
Orcs but with Site Number -3), so the Nazgul must have means to manufacture twilight or reduce twilight cost.
An important point here, as each Nazgul will have only 1 copy, their abilities must be a bit redundant: 2 or 3 Nazgul must have the same goals but achieve them in different ways. If hypothetically a strength pump was the case:
- "Skirmish: Exert 2 minions to make a
minion strength +2"
- "Skirmish: Return your Orc to your hand to make a
minion strength +2"
- "Skirmish: Discard 2 cards from hand to make a
minion strength +2"
Or twilight addition / cost reduction:
- "Shadow: Exert this minion and spot X
minions to add
"
- "Each Nazgul is twilight cost -1"
- "Shadow: Exert 2 minions to add
"
If 3 Nazgul have a strength pump skill, then 1/3 of them would cover that aspect and that's the proportion you used in the Troll culture. Now they will have plenty of card room for 2 or 3 skills each, so you can distribute a single goal in different strategical combinations...