The Last Homely House

Middle-Earth => Chamber of Mazarbul => Topic started by: DáinIronfoot on October 15, 2008, 08:05:56 AM

Title: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: DáinIronfoot on October 15, 2008, 08:05:56 AM
As promised with the new Saruman at the bottom of this page (http://lotrtcgdb.com/forums/index.php?topic=215.150), today we kick off a culture I probably should have done much closer to the beginning of this set: Dunland! These wild men lasted only one block in LOTR TCG, much like the ill-fated goblins of the [Moria] culture. But like those goblin swarms we all know and love, [Dunland] continues to be a culture that holds up surprisingly well even against cards from the most powerful latter sets of the game. They have their flaws, to be sure, including pitifully low vitality; only 8 of the 29 Dunland minions has more than 1 vitality, and all but one of THOSE has only 2...the lone exception being a Wizard! But the Dunlendings are brutal when it comes to site control, and then swarming with powerful minions that just get tougher as they control those sites. Cards like Dunlending Elder, Hillman Horde, No Retreat, Over the Isen, Ready To Fall, and Burn Every Village are [Dunland] stapes that turn controlled sites into serious pain for the FP player.

Today we begin a quest to bring this long-lost culture back to glory, starting with a new minion and a new version of one of the [Dunland] staples. Enjoy!

[4]•Squint-eyed Southerner, Tall and Leering [Dunland]
Minion • Man
Strength: 9
Vitality: 2
Site: 2
While you can spot Saruman or an [Isengard] minion, Squint-eyed Southerner gains the [Isengard] culture.
Response: If a [Dunland] or [Isengard] Man is about to take any number of wounds, exert Squint-eyed Southerner or Saruman to prevent that.
“‘Do you know, they reminded me at once of that Southerner at Bree....’”

The Southerner is new to this culture, but not new to my sets. In fact, there exist already TWO versions of him, one from this very set and one from the previous set The Road Ahead. I'll re-post them real quick-like....

[4]•Squint-eyed Southerner, Agent of the White Hand [Isengard] (re-post)
Minion • Man
Strength: 9
Vitality: 2
Site: 2
When you play Squint-eyed Southerner, the Free Peoples player must discard a card from hand (or 2 cards if you can spot Saruman).
Each time you play or transfer an [Isengard] condition onto a companion, you may exert an [Isengard] Man to make that companion strength -1 until the regroup phase.
“‘It seems plain now that that Southerner was a spy of Saruman's....’”

[4]•Squint-eyed Southerner, Ill-Favoured Fellow [Dunland] (re-post)
Minion • Man
Strength: 9
Vitality: 2
Site: 2
When you play Squint-eyed Southerner, you may name one: [Isengard], [Sauron], [Wraith]; he gains that culture until the end of the turn.
Each Man of Squint-eyed Southerner's culture is strength +1.
Shadow: Exert Squint-eyed Southerner to reveal X cards from the top of the Free Peoples player’s draw deck, where X is the number of [Isengard], [Sauron], and [Wraith] minions you can spot.
“‘If room isn't found for them, they'll find it for themselves. They've a right to live, same as other folk.’”


Obviously, both Ill-Favoured Fellow and Tall and Leering are quite good when splashed into a [Dunland] deck. Not only do they provide a rare 2-vitality minion (and one that's relatively strong, to boot), but they also provide either a universal strength boost or excellent wound prevention for your other weak Dunlendings, either of which could prove very, very useful.

[4]•NOLINKFreca, Leader of the Wild Men [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
When you play NOLINKFreca, you may draw a card for each other [Dunland] minion you can spot.
Regroup: Spot 2 other [Dunland] minions (or Saruman) and discard NOLINKFreca to take control of a site.
“‘We will fight for you.’”

Rather than just reprint the original Hungry Savage (which is a great card), I opted to take on the task of making a new NOLINKFreca that stood toe to toe with the original in terms of usefulness. I THINK I did alright, but that's for you to judge. ;)
Title: Re: The Way Into Mordor - Dunland (10/15: Old Dunlendings...now New and Improved!)
Post by: Thranduil on October 15, 2008, 10:03:33 AM
[4]•Squint-eyed Southerner, Tall and Leering [Dunland]
Minion • Man
Strength: 9
Vitality: 2
Site: 2
While you can spot Saruman or an [Isengard] minion, Squint-eyed Southerner gains the [Isengard] culture.
Response: If a [Dunland] minion is about to take any number of wounds, exert Squint-eyed Southerner or Saruman to prevent that.
“‘Do you know, they reminded me at once of that Southerner at Bree....’”
Nothing awe-inspiring, but he seems fair enough. Not sure why his ability doesn't apply to [Isengard] minions, though. Maybe it should be "[Dunland] or [Isengard] Man".

[4]•NOLINKFreca, Leader of the Wild Men [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
When you play NOLINKFreca, you may draw a card for each other [Dunland] minion you can spot.
Regroup: Spot 2 other [Dunland] minions (or Saruman) and discard NOLINKFreca to take control of a site.
“‘We will fight for you.’”
Yeah fair enough. Seems perfectly reasonable.

Thranduil
Title: Re: The Way Into Mordor - Dunland (10/15: Old Dunlendings...now New and Improved!)
Post by: sickofpalantirs on October 15, 2008, 10:39:33 AM
both are fine, though I would go with thrans suggestion on the first.
Title: Re: The Way Into Mordor - Dunland (10/15: Old Dunlendings...now New and Improved
Post by: Gate Troll on October 15, 2008, 05:47:13 PM


[4]•Squint-eyed Southerner, Tall and Leering [Dunland]
Minion • Man
Strength: 9
Vitality: 2
Site: 2
While you can spot Saruman or an [Isengard] minion, Squint-eyed Southerner gains the [Isengard] culture.
Response: If a [Dunland] or [Isengard] Man is about to take any number of wounds, exert Squint-eyed Southerner or Saruman to prevent that.
“‘Do you know, they reminded me at once of that Southerner at Bree....’”

Nice. Hides, on the go. Personally I'd prefer him 7/3/2 though. :)

[4]•NOLINKFreca, Leader of the Wild Men [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
When you play NOLINKFreca, you may draw a card for each other [Dunland] minion you can spot.
Regroup: Spot 2 other [Dunland] minions (or Saruman) and discard NOLINKFreca to take control of a site.
“‘We will fight for you.’”

I'd use that. :up:


This reminds me of a game I played with my sister recently. I was at site 6, she at site 4, and I hadn't gotten very many minions into play thanks to her elf choke but I finally managed to get a playable group of minions in hand. I slapped down Freca to control a site, played Hillman Horde and used Hides to ride out the archery phase. During the skirmish phase I played three copies of Burn every Village, two on the Horde and one on Hungry Savage. Her deck was built mostly out of scraps of an old Bearer of Wisdom elf deck and the only event strength pump she had was Valor. Most of my minions were vitality one (except Rabble-rouser and Hillman Horde) so Valor was pretty much useless. I exhausted Legolas with Freca and overwhelmed Haldir with a strength 22 Horde. Once we reached the Regroup phase my sister decided not to move and lick her wounds instead when I suddenly discarded No Retreat and forced her to move again. My sister promptly resigned.  :lol:
Title: Re: The Way Into Mordor - Dunland (10/15: Old Dunlendings...now New and Improved!)
Post by: lem0nhead on October 16, 2008, 02:21:49 AM

[4]•Squint-eyed Southerner, Tall and Leering [Dunland]
Minion • Man
Strength: 9
Vitality: 2
Site: 2
While you can spot Saruman or an [Isengard] minion, Squint-eyed Southerner gains the [Isengard] culture.
Response: If a [Dunland] or [Isengard] Man is about to take any number of wounds, exert Squint-eyed Southerner or Saruman to prevent that.
“‘Do you know, they reminded me at once of that Southerner at Bree....’”

Bah stupid cross culturing. Besides my well known feelings about this, he seems ok.

[4]•NOLINKFreca, Leader of the Wild Men [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
When you play NOLINKFreca, you may draw a card for each other [Dunland] minion you can spot.
Regroup: Spot 2 other [Dunland] minions (or Saruman) and discard NOLINKFreca to take control of a site.
“‘We will fight for you.’”

Yeah i like him he is cool.

Title: Re: The Way Into Mordor - Dunland (10/16: "...burning as they go.")
Post by: DáinIronfoot on October 16, 2008, 07:38:15 AM
A successful start! Yippee. :mrgreen:

Now to get into the meat of Dunlendings with some cheap site-controlling types. Enjoy!

[3] Dunlending Ravisher [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
This minion is strength +2 for each site you control.
“‘Now the wildmen are moving through the Westfold, burning as they go....’”

Really, how does [Dunland] not already have a minion like this? 'Tis a crime, I say. :twisted:

[2] Dunlending Rover [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
Regroup: Spot another [Dunland] or [Isengard] minion and discard this minion to take control of a site.
“‘This was a rich vale and had many homesteads....’”

Simple as they come, eh? Just keep him alive, of course. ;)
Title: Re: The Way Into Mordor - Dunland (10/16: "...burning as they go.")
Post by: Gate Troll on October 16, 2008, 09:01:25 AM

[3] Dunlending Ravisher [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
This minion is strength +2 for each site you control.
“‘Now the wildmen are moving through the Westfold, burning as they go....’”

The title is just wrong. [-X The card is cool.  ;D

[2] Dunlending Rover [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
Regroup: Spot another [Dunland] minion and discard this minion to take control of a site.
“‘This was a rich vale and had many homesteads....’”

Another could-have-been. I'd probably change it to Regroup: Spot another [Dunland] minion or a [isengard] minion and discard this minion to take control of a site though.


More! More! More!  \:D/
Title: Re: The Way Into Mordor - Dunland (10/16: "...burning as they go.")
Post by: sickofpalantirs on October 16, 2008, 10:50:53 AM
fine by me

yeah that title is wrong ;)
Title: Re: The Way Into Mordor - Dunland (10/16: "...burning as they go.")
Post by: Thranduil on October 16, 2008, 11:37:00 AM
These get the "Thranduil seal of approval"! :up:

(I need a stamp or something... 8-) )

Thranduil
Title: Re: The Way Into Mordor - Dunland (10/16: "...burning as they go.")
Post by: Elf_Lvr on October 16, 2008, 04:25:15 PM
I like GT's idea on the Rover. Making it [isengard] splashable is pretty neat. Otherwise, solid.
Title: Re: The Way Into Mordor - Dunland (10/16: "...burning as they go.")
Post by: lem0nhead on October 17, 2008, 12:53:36 AM
Both fine. It can have a lemony stamp as well.
Title: Re: The Way Into Mordor - Dunland (10/17: "...they were unarmed.")
Post by: DáinIronfoot on October 17, 2008, 06:47:28 AM
Ewwwww...my Thranduil Seal™ has lemon juice all over it! :-X

[Dunland] isn't ALL about site control (though it's a theme we are far from done with, believe me). They can do other things too. One of those was teased by Big D with cards like Dunlending Pillager, War Club, Ravage the Defeated and a couple others, and that particular theme comes back into the light today. I bet you can figure it out pretty quickly...you're pretty intelligent folks, even those of you with lemons for brains! :P

[3] Dunlending Plunderer [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
Each time this minion wins a skirmish, you may discard a Free Peoples possession for each site you control.
“‘Not in half a thousand years have they forgotten their grievance that the lords of Gondor gave the Mark to Eorl the Young and made alliance with him.’”

[2] Dunlending Spoiler [Dunland]
Minion • Man
Strength: 6
Vitality: 2
Site: 3
At the start of each skirmish involving this minion, you may discard a weapon borne by a companion or ally in that skirmish. That character may exert to prevent this.
“‘They had no warning. They were unarmed....’”

[2] Dunlending Thief [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
Each time this minion wins a skirmish, you may discard a possession borne by a character in that skirmish.
The rampaging wild men destroyed only what they could not first pillage.
Title: Re: The Way Into Mordor - Dunland (10/17: "...they were unarmed.")
Post by: Gate Troll on October 17, 2008, 07:30:43 AM

[3] Dunlending Plunderer [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
Each time this minion wins a skirmish, you may discard a Free Peoples possession for each site you control.
“‘Not in half a thousand years have they forgotten their grievance that the lords of Gondor gave the Mark to Eorl the Young and made alliance with him.’”

Pretty good. I love [dunland] possession discarding!

[2] Dunlending Spoiler [Dunland]
Minion • Man
Strength: 6
Vitality: 2
Site: 3
At the start of each skirmish involving this minion, you may discard a weapon borne by a companion or ally in that skirmish. That character may exert to prevent this.
“‘They had no warning. They were unarmed....’”

I'd make him 7/1/3.

[3] Dunlending Thief [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
Each time this minion wins a skirmish, you may discard a possession borne by a character in that skirmish.
The rampaging wild men destroyed only what they could not first pillage.

I think I saw that lore somewhere... ...and I'd prefer if he were 8/1/3.

Title: Re: The Way Into Mordor - Dunland (10/17: "...they were unarmed.")
Post by: menace64 on October 17, 2008, 03:35:09 PM
If you want to keep the Thief at those stats, I'd say drop him to [2].
Title: Re: The Way Into Mordor - Dunland (10/17: "...they were unarmed.")
Post by: Thranduil on October 19, 2008, 07:45:26 PM
[3] Dunlending Plunderer [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
Each time this minion wins a skirmish, you may discard a Free Peoples possession for each site you control.
“‘Not in half a thousand years have they forgotten their grievance that the lords of Gondor gave the Mark to Eorl the Young and made alliance with him.’”
Meh. Fair enough.

[2] Dunlending Spoiler [Dunland]
Minion • Man
Strength: 6
Vitality: 2
Site: 3
At the start of each skirmish involving this minion, you may discard a weapon borne by a companion or ally in that skirmish. That character may exert to prevent this.
“‘They had no warning. They were unarmed....’”
Very odd stats for a Dunlending, but fair enough.

[3] Dunlending Thief [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
Each time this minion wins a skirmish, you may discard a possession borne by a character in that skirmish.
The rampaging wild men destroyed only what they could not first pillage.
Yep, seems like strength 8/9 or cost [2].

Thranduil
Title: Re: The Way Into Mordor - Dunland (10/17: "...they were unarmed.")
Post by: lem0nhead on October 20, 2008, 01:11:19 AM

I bet you can figure it out pretty quickly...you're pretty intelligent folks, even those of you with lemons for brains! :P

I resemble that!

[3] Dunlending Plunderer [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
Each time this minion wins a skirmish, you may discard a Free Peoples possession for each site you control.
“‘Not in half a thousand years have they forgotten their grievance that the lords of Gondor gave the Mark to Eorl the Young and made alliance with him.’”

Ooooof. Thats all ill say.

[2] Dunlending Spoiler [Dunland]
Minion • Man
Strength: 6
Vitality: 2
Site: 3
At the start of each skirmish involving this minion, you may discard a weapon borne by a companion or ally in that skirmish. That character may exert to prevent this.
“‘They had no warning. They were unarmed....’”

Nice though this guy doesnt feel like one of the few dunlendings that deserve 2 health.

[3] Dunlending Thief [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
Each time this minion wins a skirmish, you may discard a possession borne by a character in that skirmish.
The rampaging wild men destroyed only what they could not first pillage.

This guy could cost 2 easily.

Title: Re: The Way Into Mordor - Dunland (10/20: ...but the Dunlendings WERE armed.)
Post by: DáinIronfoot on October 20, 2008, 07:36:04 AM
I'll drop the Thief's cost to [2]. Thanks, all! :up:

The Dunlendings may be adept at discarding possessions, but they have several of their own to use as well. Like these!

[1] Hides [Dunland] (reprint)
Possession • Support Area
When you play this possession, you may draw a card.
Response: If a [Dunland] Man is about to take a wound, remove [2] or discard this possession to prevent that wound.
Only heavy animal skins armored the Dunlendings.

Really, how could I NOT reprint this classic?

(0) Hillman Pitchfork [Dunland]
Possession • Hand Weapon
Strength +2
Bearer must be a [Dunland] minion.
Skirmish: Exert bearer to wound a character bearer is skirmishing.
Seemingly every tool and instrument that could be used as a weapon was found in the hands of the Dunlendings.

[1] Razing Torch [Dunland]
Possession • Hand Weapon
Strength +1
Bearer must be a [Dunland] minion. This weapon may be borne in addition to 1 other hand weapon.
Response: If bearer wins a skirmish, discard this possession to take control of a site.
Fire was perhaps the primary threat the Dunlendings wielded.
Title: Re: The Way Into Mordor - Dunland (10/20: ...but the Dunlendings WERE armed.)
Post by: lem0nhead on October 20, 2008, 07:49:56 AM
I'll drop the Thief's cost to [2]. Thanks, all! :up:

The Dunlendings may be adept at discarding possessions, but they have several of their own to use as well. Like these!

[1] Hides [Dunland] (reprint)
Possession • Support Area
When you play this possession, you may draw a card.
Response: If a [Dunland] Man is about to take a wound, remove [2] or discard this possession to prevent that wound.
Only heavy animal skins armored the Dunlendings.

Really, how could I NOT reprint this classic?

Its not cos its a classic you need to reprint it, its cos they die without it!

(0) Hillman Pitchfork [Dunland]
Possession • Hand Weapon
Strength +2
Bearer must be a [Dunland] minion.
Skirmish: Exert bearer to wound a character bearer is skirmishing.
Seemingly every tool and instrument that could be used as a weapon was found in the hands of the Dunlendings.

I like it, very clever.

[1] Razing Torch [Dunland]
Possession • Hand Weapon
Strength +1
Bearer must be a [Dunland] minion. This weapon may be borne in addition to 1 other hand weapon.
Response: If bearer wins a skirmish, discard this possession to take control of a site.
Fire was perhaps the primary threat the Dunlendings wielded.

Nice.  :up:

Title: Re: The Way Into Mordor - Dunland (10/20: ...but the Dunlendings WERE armed.)
Post by: DáinIronfoot on October 20, 2008, 08:10:01 AM
Quote from: lem0nhead
Quote from: DáinIronfoot
(0) Hillman Pitchfork [Dunland]
Possession • Hand Weapon
Strength +2
Bearer must be a [Dunland] minion.
Skirmish: Exert bearer to wound a character bearer is skirmishing.
Seemingly every tool and instrument that could be used as a weapon was found in the hands of the Dunlendings.

I like it, very clever.

Now do you see why I gave the Dunlending Spoiler 2 vitality? NOLINKNasty combo there. :twisted:
Title: Re: The Way Into Mordor - Dunland (10/20: ...but the Dunlendings WERE armed.)
Post by: lem0nhead on October 20, 2008, 08:19:37 AM
Yeah i do fair enough, but i still felt that of the select few dunlendings that got 2 vitality he just didnt feel right to be among one of the honoured. Never mind eh?  8-)
Title: Re: The Way Into Mordor - Dunland (10/20: ...but the Dunlendings WERE armed.)
Post by: Gate Troll on October 20, 2008, 10:02:09 AM

[1] Hides [Dunland] (reprint)
Possession • Support Area
When you play this possession, you may draw a card.
Response: If a [Dunland] Man is about to take a wound, remove [2] or discard this possession to prevent that wound.
Only heavy animal skins armored the Dunlendings.

Yes! Great reprint!   :fire:

(0) Hillman Pitchfork [Dunland]
Possession • Hand Weapon
Strength +2
Bearer must be a [Dunland] minion.
Skirmish: Exert bearer to wound a character bearer is skirmishing.
Seemingly every tool and instrument that could be used as a weapon was found in the hands of the Dunlendings.

And its free! Normally I'd whine about how its (0) and has a exert-to-wound text but with the majority
of Dunlendings being 1 vitality it's perfect.

[1] Razing Torch [Dunland]
Possession • Hand Weapon
Strength +1
Bearer must be a [Dunland] minion. This weapon may be borne in addition to 1 other hand weapon.
Response: If bearer wins a skirmish, discard this possession to take control of a site.
Fire was perhaps the primary threat the Dunlendings wielded.

Sweet!  :P

I need a GT stamp of approval.   =D>
Title: Re: The Way Into Mordor - Dunland (10/21: Taking control & taking kings since 2008)
Post by: DáinIronfoot on October 21, 2008, 06:43:09 AM
Anyone else? Thran? SoP? Bueller? Bueller?

Ah well. Moving on, though if anyone wants to go back and review, I certainly won't object. ;)

Couple big, fierce guys today that help make other Dunlendings stronger. Enjoy!

[4]•NOLINKWulf, Chieftain of Dunland [Dunland]
Minion • Man
Strength: 10
Vitality: 2
Site: 3
Fierce.
Skirmish:
Exert NOLINKWulf to make a companion skirmishing a [Dunland] Man strength -2 (or -3 if that companion is a [Rohan] companion).
Each time a [Dunland] Man wins a skirmish, you may remove [2] to heal Wulf.
Each time NOLINKWulf wins a fierce skirmish, you may exert him to take control of a site.
“‘The king the king! We will take their king.’”

Just as I did with my NOLINKFreca rewrite (http://lotrtcgdb.com/forums/index.php?topic=1001.0), I wanted to make this new version of Wulf distantly similar to the original awesome card, yet different enough to stand on its own and actually have a chance at outshining the original in some instances. I seemed to pull it off with NOLINKFreca...how'd I do here?

[4] Dunlending Marauder [Dunland]
Minion • Man
Strength: 10
Vitality: 1
Site: 3
While you control a site, this minion is fierce.
At the start of the assignment phase, if this minion is fierce, make it lose fierce until the regroup phase to make another [Dunland] Man strength +3 until the regroup phase.
“...wild men were hurrying southward from the Fords of Isen and seemed to be making for Helm's Deep.”

Too complicated? Does it make any sense?
Title: Re: The Way Into Mordor - Dunland (10/21: Taking control & taking kings since 2008)
Post by: lem0nhead on October 21, 2008, 07:00:12 AM
Anyone else? Thran? SoP? Bueller? Bueller?

They werent exactly controversial though were they? Whats bueller anyway u say it a lot?

[4]•NOLINKWulf, Chieftain of Dunland [Dunland]
Minion • Man
Strength: 10
Vitality: 2
Site: 3
Fierce.
Skirmish:
Exert NOLINKWulf to make a companion skirmishing a [Dunland] Man strength -2 (or -3 if that companion is a [Rohan] companion).
Each time NOLINKWulf wins a fierce skirmish, you may exert him to take control of a site.
“‘The king the king! We will take their king.’”

Much more underpowered than the last Wulf. Alright as a unique minion but Wulf should be be better. And yes i have noticed it can work on the RB.

[4] Dunlending Marauder [Dunland]
Minion • Man
Strength: 10
Vitality: 1
Site: 3
While you control a site, this minion is fierce.
Skirmish: If this minion is fierce and in a non-fierce skirmish, make this minion lose fierce to make another [Dunland] Man strength +3 until the regroup phase.
“...wild men were hurrying southward from the Fords of Isen and seemed to be making for Helm's Deep.”

I understand loud and clear, but im trying to rewrite it in my head. How about "If this minion is fierce and has not been assigned to more than 1 skirmish this turn..."  its longer but seems clearer. Meh maybe not. I think its fine anyway, in fact maybe it could be +4 easily.

Title: Re: The Way Into Mordor - Dunland (10/21: Taking control & taking kings since 2008)
Post by: sickofpalantirs on October 21, 2008, 10:40:29 AM
Anyone else? Thran? SoP? Bueller? Bueller?
I was going to review them but I accidentally X'ed out of the tab while i was carpet spamming, and realized I didn't have anything useful to say, though I do think the torch should maybe cost 2.

Ah well. Moving on, though if anyone wants to go back and review, I certainly won't object. ;)

Couple big, fierce guys today that help make other Dunlendings stronger. Enjoy!

[4]•NOLINKWulf, Chieftain of Dunland [Dunland]
Minion • Man
Strength: 10
Vitality: 2
Site: 3
Fierce.
Skirmish:
Exert NOLINKWulf to make a companion skirmishing a [Dunland] Man strength -2 (or -3 if that companion is a [Rohan] companion).
Each time NOLINKWulf wins a skirmish, you may heal him.
Each time NOLINKWulf wins a fierce skirmish, you may exert him to take control of a site.
“‘The king the king! We will take their king.’”
interesting...will there be any vitality boost cards?

[4] Dunlending Marauder [Dunland]
Minion • Man
Strength: 10
Vitality: 1
Site: 3
While you control a site, this minion is fierce.
Skirmish: If this minion is fierce and in a non-fierce skirmish, make this minion lose fierce to make another [Dunland] Man strength +3 until the regroup phase.
“...wild men were hurrying southward from the Fords of Isen and seemed to be making for Helm's Deep.”
it takes a few rereads ;)
I actually agree with lem0n here on the wording, but keep it +3
Title: Re: The Way Into Mordor - Dunland (10/21: Taking control & taking kings since 2008)
Post by: DáinIronfoot on October 21, 2008, 10:51:25 AM
Quote from: sickofpalantirs
...will there be any vitality boost cards?

Maybe, just maybe. If so, I can't imagine more than 1 or 2. [Dunland] is much more about preventing wounds than getting more vitality, so I don't want to mess with that too much. Otherwise, things like my Hillman Pitchfork could quickly spiral out of control.... @-/
Title: Re: The Way Into Mordor - Dunland (10/21: Taking control & taking kings since 2008)
Post by: Thranduil on October 21, 2008, 11:23:45 AM
Anyone else? Thran? SoP? Bueller? Bueller?
Sorry, didn't have time yesterday (and yes I know it's a rare occasion when I don't have time to spend on this board :roll: ). I looked at them, and thought they were fine.

[4]•NOLINKWulf, Chieftain of Dunland [Dunland]
Minion • Man
Strength: 10
Vitality: 2
Site: 3
Fierce.
Skirmish:
Exert NOLINKWulf to make a companion skirmishing a [Dunland] Man strength -2 (or -3 if that companion is a [Rohan] companion).
Each time NOLINKWulf wins a skirmish, you may heal him.
Each time NOLINKWulf wins a fierce skirmish, you may exert him to take control of a site.
“‘The king the king! We will take their king.’”
Unbound companion? To be honest, I don't think he needs his third text anymore, but I would change his second to "Each time a [Dunland] Man wins a skirmish, you may (remove [1] to) heal Wulf" which I think makes him very interesting.

[4] Dunlending Marauder [Dunland]
Minion • Man
Strength: 10
Vitality: 1
Site: 3
While you control a site, this minion is fierce.
Skirmish: If this minion is fierce and has not been assigned to more than 1 skirmish this turn, make him lose fierce to make another [Dunland] Man strength +3 until the regroup phase.
“...wild men were hurrying southward from the Fords of Isen and seemed to be making for Helm's Deep.”
To be honest, this concept seems to me so complicated that I would not put it on a card in that way. Much more simply put, this could be: "At the start of the assignment phase, make this minion lose fierce until the regroup phase to make another [Dunalnd] Man strength +3 until the regroup phase." I would change it to that.

Thranduil
Title: Re: The Way Into Mordor - Dunland (10/21: Taking control & taking kings since 2008)
Post by: Elf_Lvr on October 21, 2008, 07:32:38 PM
Quote
[4]•NOLINKWulf, Chieftain of Dunland [Dunland]
Minion • Man
Strength: 10
Vitality: 2
Site: 3
Fierce.
Skirmish:
Exert NOLINKWulf to make a companion skirmishing a [Dunland] Man strength -2 (or -3 if that companion is a [Rohan] companion).
Each time NOLINKWulf wins a skirmish, you may heal him.
Each time NOLINKWulf wins a fierce skirmish, you may exert him to take control of a site.
“‘The king the king! We will take their king.’”

Wicked. This guy could be seriously troublesome.

Quote
[4] Dunlending Marauder [Dunland]
Minion • Man
Strength: 10
Vitality: 1
Site: 3
While you control a site, this minion is fierce.
Skirmish: If this minion is fierce and has not been assigned to more than 1 skirmish this turn, make him lose fierce to make another [Dunland] Man strength +3 until the regroup phase.
“...wild men were hurrying southward from the Fords of Isen and seemed to be making for Helm's Deep.”

I second Thran's idea. One, it makes the card less complicated. Two, it makes the ability a little weaker - which I think is a good thing. It lets the Freeps plan ahead a little bit, and I think it would keep this ability from being a little too powerful. You could still use it in the fierce assignment phase instead of the first one, anyway, so it leaves a little bit of surprise, too.
Title: Re: The Way Into Mordor - Dunland (10/22: Fire, Thieving, Ash, and Tears)
Post by: DáinIronfoot on October 22, 2008, 06:33:53 AM
Tweaked 'em both. Let me know if they need further changes.

In the meantime....

[2] Dunlending Forager [Dunland]
Minion • Man
Strength: 6
Vitality: 1
Site: 3
Each time you take control of a site, you may discard a Free Peoples possession or ally.
Through fire and thieving, little was left after the wild men raided but ash and tears.

[3] Dunlending Barbarian [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
Each time this minion wins a skirmish, the Free Peoples player must discard one of his or her possessions or allies (or, if you control a site, you may discard a Free Peoples possession or ally).
Blinded by centuries-old rage, the wild men of Dunland showed no mercy to the men and women of Rohan.
Title: Re: The Way Into Mordor - Dunland (10/22: Fire, Thieving, Ash, and Tears)
Post by: lem0nhead on October 22, 2008, 07:11:24 AM

[2] Dunlending Forager [Dunland]
Minion • Man
Strength: 6
Vitality: 1
Site: 3
Each time you take control of a site, you may discard a Free Peoples possession, condition, or ally.
Through fire and thieving, little was left after the wild men raided but ash and tears.

Bit too flexible possibly, cut one of the choices. But i like the idea.

[3] Dunlending Barbarian [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
Each time this minion wins a skirmish, if you control a site, the Free Peoples player must discard one of his or her allies or possessions.
Blinded by centuries-old rage, the wild men of Dunland showed no mercy to the men and women of Rohan.

Possibly phrase it "wins a skirmish AND you control a site".... I *think* thats better.

Title: Re: The Way Into Mordor - Dunland (10/22: Fire, Thieving, Ash, and Tears)
Post by: Thranduil on October 22, 2008, 07:25:46 AM
Tweaked 'em both. Let me know if they need further changes.
They're fine, but I'd still lose the third line on Wulf. And also you need to remove "Skirmish" from the second.

[2] Dunlending Forager [Dunland]
Minion • Man
Strength: 6
Vitality: 1
Site: 3
Each time you take control of a site, you may discard a Free Peoples possession, condition, or ally.
Through fire and thieving, little was left after the wild men raided but ash and tears.
Yes, I think a bit too versatile. I'd probably cut the condition option. That said, I'm not sure I'd use him because it requires him to be alive. This text I think should be on a higher costing higher strength/vitality minion.

[3] Dunlending Barbarian [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
Each time this minion wins a skirmish, if you control a site, the Free Peoples player must discard one of his or her allies or possessions.
Blinded by centuries-old rage, the wild men of Dunland showed no mercy to the men and women of Rohan.
How about: "Each time this minion wins a skirmish, the Free Peoples player must discard one of their allies or possessions (or if you control a site, discard a Free Peoples possession or ally)."?

Thranduil
Title: Re: The Way Into Mordor - Dunland (10/22: Fire, Thieving, Ash, and Tears)
Post by: lem0nhead on October 22, 2008, 08:01:34 AM
Oooohh i like that nasty idea. But that is really cool almost worthy of being rare/unique/harder or all of the above.
Title: Re: The Way Into Mordor - Dunland (10/22: Fire, Thieving, Ash, and Tears)
Post by: sickofpalantirs on October 22, 2008, 11:01:31 AM
I agree with thran, though I think the 6 strength guy is fine as is.
Title: Re: The Way Into Mordor - Dunland (10/22: Fire, Thieving, Ash, and Tears)
Post by: Gate Troll on October 22, 2008, 06:56:22 PM

[4]•NOLINKWulf, Chieftain of Dunland [Dunland]
Minion • Man
Strength: 10
Vitality: 2
Site: 3
Fierce.
Skirmish:
Exert NOLINKWulf to make a companion skirmishing a [Dunland] Man strength -2 (or -3 if that companion is a [Rohan] companion).
Each time a [Dunland] Man wins a skirmish, you may remove [2] to heal Wulf.
Each time NOLINKWulf wins a fierce skirmish, you may exert him to take control of a site.
“‘The king the king! We will take their king.’”

You did... beautifully. I like the anti-rohan bonus, the ability to heal Wulf and a nice dose of good 'ole sight control.  :uh-huh:

[4] Dunlending Marauder [Dunland]
Minion • Man
Strength: 10
Vitality: 1
Site: 3
While you control a site, this minion is fierce.
At the start of the assignment phase, if this minion is fierce, make it lose fierce until the regroup phase to make another [Dunland] Man strength +3 until the regroup phase.
“...wild men were hurrying southward from the Fords of Isen and seemed to be making for Helm's Deep.”

Slightly awkward, but functional.  :up:

Title: Re: The Way Into Mordor - Dunland (10/23: "Death to the robbers of the North!")
Post by: DáinIronfoot on October 23, 2008, 08:26:21 AM
Alrighty, moving away from minions (for the time being, at least) and into some events. Enjoy!

[1] Old Hatred [Dunland]
Event • Maneuver
Spot a [Dunland] Man and a site you control to exert an unbound companion (or wound that companion if it is a Man). Then you may exert that [Dunland] Man to take this event back into hand.
“‘They will not give way now for dusk or dawn, until Théoden is taken, or they themselves are slain.’”

[1] Death To the Forgoil! [Dunland]
Event • Skirmish
Spot 2 sites you control to wound a companion skirmishing a [Dunland] Man. Unless that companion is a [Rohan] Man, the Free Peoples player may make that companion strength -2 until the regroup phase to prevent this.
“‘Death to the Strawheads! Death to the robbers of the North!’”
Title: Re: The Way Into Mordor - Dunland (10/23: "Death to the robbers of the North!")
Post by: Thranduil on October 23, 2008, 10:19:28 AM
[1] Old Hatred [Dunland]
Event • Maneuver
Spot a [Dunland] Man and a site you control to exert an unbound companion (or wound that companion if it is a Man). Then you may exert that [Dunland] Man to take this event back into hand.
“‘They will not give way now for dusk or dawn, until Théoden is taken, or they themselves are slain.’”
Fun, but I don't think it needs to spot a site you control. I would make it wound the companion if you control a site.

[1] Death To the Forgoil! [Dunland]
Event • Skirmish
Spot 2 sites you control to wound a companion skirmishing a [Dunland] Man. Unless that companion is a [Rohan] Man, the Free Peoples player may make that companion strength -2 until the regroup phase to prevent this.
“‘Death to the Strawheads! Death to the robbers of the North!’”
Again, I would make it preventable unless you control 2 sites and not have it as part of the cost. If you want to deal with [Rohan] and/or Men, you can always have a twilight cost reduction for spotting a certain number of [Rohan] Men.

Thranduil
Title: Re: The Way Into Mordor - Dunland (10/23: "Death to the robbers of the North!")
Post by: Gate Troll on October 23, 2008, 10:28:10 AM

[1] Old Hatred [Dunland]
Event • Maneuver
Spot a [Dunland] Man and a site you control to exert an unbound companion (or wound that companion if it is a Man). Then you may exert that [Dunland] Man to take this event back into hand.
“‘They will not give way now for dusk or dawn, until Théoden is taken, or they themselves are slain.’”

Nice.

[1] Death To the Forgoil! [Dunland]
Event • Skirmish
Spot 2 sites you control to wound a companion skirmishing a [Dunland] Man. Unless that companion is a [Rohan] Man, the Free Peoples player may make that companion strength -2 until the regroup phase to prevent this.
“‘Death to the Strawheads! Death to the robbers of the North!’”

Maybe, (0)?

These are good. :up:
Title: Re: The Way Into Mordor - Dunland (10/24: Like Pringles...just not as tasty.)
Post by: DáinIronfoot on October 24, 2008, 10:44:35 AM
I miss lem0n's reviews already. :'( But where's SoP? And EL? :-k

Ah well. They're welcome to review the last batch, especially since Thran didn't seem too happy with them. But here are some new cards for those that HAVE been reviewing. :up: Enjoy!

[2] Dunlending Pilferer [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
Regroup: Stack this minion on a site you control.
Shadow: If stacked on a site you control, play this minion to discard a Free Peoples possession.
The wild men relied on sheer numbers to overwhelm their better-equipped opponents.

[3] Dunlending Bandit [Dunland]
Minion • Man
Strength: 8
Vitality: 1
Site: 3
Regroup: Stack this minion on a site you control.
Shadow: If stacked on a site you control, play this minion to discard an ally. If you can spot no such card, discard a Free Peoples condition.
Many innocent villagers fell to the flood of hillmen storming their homeland.

[4] Dunlending Raider [Dunland]
Minion • Man
Strength: 10
Vitality: 1
Site: 3
Regroup: Stack this minion on a site you control.
Shadow: If stacked on a site you control, play this minion; its twilight cost is -1 for each site you control.
Each village that fell seemed to make the wild men fiercer and bolder in their march across the Westfold.

As the title says, stack 'em up...just like Pringles! I wouldn't recommend eating them, though. Kind of...gamy, I would imagine. :-X

Essentially, these work the same way as the old [Dunland] auto-stackers Dunlending Looter and Hillman Rabble. Those two were stacked when they won skirmishes, whereas these stack if they survive until regroup. Considering their exhausted state, if they DID lose skirmishes, they're likely to be dead by regroup anyway. This provides some interesting potential with wound prevention, though, such as using Hides to keep one that loses alive if they lose a skirmish....

But I digress. I generally frown on stacking strategies, since they're so combo-intensive and usually get complicated in a hurry, but with these guys, as with their earlier cousins in the Looter and the Rabble, it's a cinch since they do it all themselves. Just control a site, and presto! Instant stacking. It's not a theme I will likely continue beyond these three minions (and perhaps a support card or two), but it's a fun little side strategy.
Title: Re: The Way Into Mordor - Dunland (10/24: Like Pringles...just not as tasty.)
Post by: DáinIronfoot on October 27, 2008, 10:59:17 AM
...wow, are they that bad? :'(
Title: Re: The Way Into Mordor - Dunland (10/24: Like Pringles...just not as tasty.)
Post by: Thranduil on October 27, 2008, 11:05:22 AM
...wow, are they that bad? :'
I don't know how I missed these!

[2] Dunlending Pilferer [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
Regroup: Stack this minion on a site you control.
Shadow: If stacked on a site you control, play this minion to discard a Free Peoples possession.
The wild men relied on sheer numbers to overwhelm their better-equipped opponents.
Yep, fair enough.

[3] Dunlending Bandit [Dunland]
Minion • Man
Strength: 8
Vitality: 1
Site: 3
Regroup: Stack this minion on a site you control.
Shadow: If stacked on a site you control, play this minion to discard an ally. If you can spot no such card, discard a Free Peoples condition.
Many innocent villagers fell to the flood of hillmen storming their homeland.
Again fair enough. He might be able to have strength 9.

[4] Dunlending Raider [Dunland]
Minion • Man
Strength: 10
Vitality: 1
Site: 3
Regroup: Stack this minion on a site you control.
Shadow: If stacked on a site you control, play this minion; its twilight cost is -1 for each site you control.
Each village that fell seemed to make the wild men fiercer and bolder in their march across the Westfold.
Again fair enough. Maybe also a minor boost when played from a site like damage +1?

Thranduil
Title: Re: The Way Into Mordor - Dunland (10/24: Like Pringles...just not as tasty.)
Post by: Gate Troll on October 27, 2008, 02:53:20 PM

[2] Dunlending Pilferer [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
Regroup: Stack this minion on a site you control.
Shadow: If stacked on a site you control, play this minion to discard a Free Peoples possession.
The wild men relied on sheer numbers to overwhelm their better-equipped opponents.

Yup. Reminds a great deal of Looter. Except, instead of getting a twilght reduction bonus to get to discard a possession. Snazzy.

[3] Dunlending Bandit [Dunland]
Minion • Man
Strength: 8
Vitality: 1
Site: 3
Regroup: Stack this minion on a site you control.
Shadow: If stacked on a site you control, play this minion to discard an ally. If you can spot no such card, discard a Free Peoples condition.
Many innocent villagers fell to the flood of hillmen storming their homeland.

Nice! Many cards dealing with allies are useless in some decks but this one just transforms into a condition killer. :up:

[4] Dunlending Raider [Dunland]
Minion • Man
Strength: 10
Vitality: 1
Site: 3
Regroup: Stack this minion on a site you control.
Shadow: If stacked on a site you control, play this minion; its twilight cost is -1 for each site you control.
Each village that fell seemed to make the wild men fiercer and bolder in their march across the Westfold.

One again, cool.  I feel completely useless as a reviewer if I don't suggest something so: How about
making it: Shadow: If stacked on a site you control, play this minion; its twilight cost is -1 ( or -2 if you can spot Saruman ) for each site you control.


...wow, are they that bad? :'(


Not at all! I just forgot to check.  ;)
Title: Re: The Way Into Mordor - Dunland (10/28: Wormtongue the Dunlending?)
Post by: DáinIronfoot on October 28, 2008, 10:22:12 AM
I'll tinker with the Dunlending Raider. In the meantime, some new stuff focusing on a different sort of possession-discard strategy. Enjoy!

[2] Hillman Brigand [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
At the start of each skirmish involving this minion, return a possession borne by a character in that skirmish to its owner's hand.
Little remained after a raid by the wild men.

(0) Hear Their Voices [Dunland]
Event • Skirmish
Make a [Dunland] Man strength +2 and return a possession borne by a character in that Man's skirmish to its owner's hand.
“‘I know that tongue. It is an ancient speech of men, and once was spoken in many western valleys of the Mark.’”

These look weaker than pure discarding on the surface. After all, those possessions can just be replayed later, right? Yes, BUT.... :twisted:

[2]•Evils and Follies [Dunland]
Condition • Support Area
To play, spot a [Dunland] minion.
Each time the Free Peoples player plays a possession or artifact, add a [Dunland] token here.
Each time a [Dunland] minion wins a skirmish, you may remove a [Dunland] token from here to exert an ally or unbound companion.
“‘...they were conquered in their weakness by the wild men.’”

Of course, this doesn't require any help from Hillman Brigand or Hear Their Voices or anything else. But it certainly makes for a nice combo, doesn't it?
Title: Re: The Way Into Mordor - Dunland (10/28: Wormtongue the Dunlending?)
Post by: Thranduil on October 28, 2008, 10:25:05 AM
[2] Hillman Brigand [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
At the start of each skirmish involving this minion, you may return a possession borne by a character in that skirmish to its owner's hand.
Little remained after a raid by the wild men.
Make this compulsory - I feel like it captures more of the brigand flavour.

(0) Hear Their Voices [Dunland]
Event • Skirmish
Make a [Dunland] Man strength +2 and return a possession borne by a character in that Man's skirmish to its owner's hand.
“‘I know that tongue. It is an ancient speech of men, and once was spoken in many western valleys of the Mark.’”
I like bounce.

[2]•Evils and Follies [Dunland]
Condition • Support Area
To play, spot a [Dunland] minion.
Each time the Free Peoples player plays a possession or artifact, add a [Dunland] token here.
Each time a [Dunland] minion wins a skirmish, you may remove a [Dunland] token from here to exert an ally or unbound companion.
“‘...they were conquered in their weakness by the wild men.’”
Seems entertaining!

Thranduil
Title: Re: The Way Into Mordor - Dunland (10/28: Wormtongue the Dunlending?)
Post by: DáinIronfoot on October 28, 2008, 10:26:59 AM
Quote from: Thranduil
Quote from: DáinIronfoot
[2] Hillman Brigand [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
At the start of each skirmish involving this minion, you may return a possession borne by a character in that skirmish to its owner's hand.
Little remained after a raid by the wild men.

Make this compulsory - I feel like it captures more of the brigand flavour.

You mean basically take out the "you may"?
Title: Re: The Way Into Mordor - Dunland (10/28: Wormtongue the Dunlending?)
Post by: Thranduil on October 28, 2008, 10:28:02 AM
Yep.
Title: Re: The Way Into Mordor - Dunland (10/28: Wormtongue the Dunlending?)
Post by: DáinIronfoot on October 28, 2008, 10:28:39 AM
Done. Thanks! :up:
Title: Re: The Way Into Mordor - Dunland (10/28: Wormtongue the Dunlending?)
Post by: Gate Troll on October 28, 2008, 06:12:50 PM

[2] Hillman Brigand [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
At the start of each skirmish involving this minion, return a possession borne by a character in that skirmish to its owner's hand.
Little remained after a raid by the wild men.

It would be cool if it were 8/1/3

(0) Hear Their Voices [Dunland]
Event • Skirmish
Make a [Dunland] Man strength +2 and return a possession borne by a character in that Man's skirmish to its owner's hand.
“‘I know that tongue. It is an ancient speech of men, and once was spoken in many western valleys of the Mark.’”

Seems okay.

[2]•Evils and Follies [Dunland]
Condition • Support Area
To play, spot a [Dunland] minion.
Each time the Free Peoples player plays a possession or artifact, add a [Dunland] token here.
Each time a [Dunland] minion wins a skirmish, you may remove a [Dunland] token from here to exert an ally or unbound companion.
“‘...they were conquered in their weakness by the wild men.’”

Ah, nice. Certainly makes the first two worth playing.


Slightly odd, seems okay though.
Title: Re: The Way Into Mordor - Dunland (10/30: Over Large Hillmen That Do Not Quail)
Post by: DáinIronfoot on October 30, 2008, 07:51:07 AM
Just a couple of simple strength pumps today, one of which ties in very nicely with Uruks. Enjoy!

(0) They Will Not Give Way [Dunland]
Event • Skirmish
Spot an Uruk-hai to make a [Dunland] Man strength +3 (and damage +1 if at a battleground or plains site).
“‘But these creatures of Isengard...that the foul craft of Saruman has bred, they will not quail at the sun. And neither will the wild men of the hills.’”

[1] Tall and Grim [Dunland]
Event • Skirmish
Make an unbound companion skirmishing a [Dunland] Man strength -2 (or -3 if that companion is a Hobbit or Dwarf).
“‘...I looked on the hillmen and they seemed over large for me....’”
Title: Re: The Way Into Mordor - Dunland (10/30: Over Large Hillmen That Do Not Quail)
Post by: Thranduil on October 30, 2008, 07:55:20 AM
(0) Tall and Grim [Dunland]
Event • Skirmish
Make an unbound companion skirmishing a [Dunland] Man strength -2 (or -3 if that companion is a Hobbit or Dwarf).
“‘...I looked on the hillmen and they seemed over large for me....’”
I just have this brilliant image of a tall Dunlending standing over a tiny Dwarf and looking straight down into his eyes... :lol:

Cards are fine.

Thranduil
Title: Re: The Way Into Mordor - Dunland (10/30: Over Large Hillmen That Do Not Quail)
Post by: Gate Troll on October 30, 2008, 09:37:56 AM

(0) They Will Not Give Way [Dunland]
Event • Skirmish
Spot an Uruk-hai to make a [Dunland] Man strength +3 (or +4 if at a battleground or plains site).
“‘But these creatures of Isengard...that the foul craft of Saruman has bred, they will not quail at the sun. And neither will the wild men of the hills.’”

One slight quibble, I'd prefer the first sentence to be: "Spot an Uruk-hai to make a [Dunland] Man strength +2 (or +4 if at a battleground or plains site)". Otherwise looks good.

(0) Tall and Grim [Dunland]
Event • Skirmish
Make an unbound companion skirmishing a [Dunland] Man strength -2 (or -3 if that companion is a Hobbit or Dwarf).
“‘...I looked on the hillmen and they seemed over large for me....’”

Good. Simple and effective-looking.


Any sites forthcoming?  ;D
Title: Re: The Way Into Mordor - Dunland (10/30: Over Large Hillmen That Do Not Quail)
Post by: Thranduil on October 30, 2008, 09:39:30 AM
I suddenly noticed that the first card spots an Uruk-hai! It's underpowered, then. +3/+5 seems better, for extra incentive. Or +3/+3 damage +1.

Thranduil
Title: Re: The Way Into Mordor - Dunland (10/30: Over Large Hillmen That Do Not Quail)
Post by: sickofpalantirs on October 31, 2008, 11:15:25 AM
I luv the lore and flavor on thetall and grim, and with the urukhai
I'd make it or damage +1 and +4 if you control a site, KINDa like awkward moment. maybe even spot isnegard culture tokens to make it more interesting.
Title: Re: The Way Into Mordor - Dunland (10/30: Over Large Hillmen That Do Not Quail)
Post by: Gate Troll on November 03, 2008, 08:55:50 AM
Or he could just remove the "Spot an Uruk-hai to" part.
Title: Re: The Way Into Mordor - Dunland (10/30: Over Large Hillmen That Do Not Quail)
Post by: Elf_Lvr on November 04, 2008, 06:34:31 PM
(0) They Will Not Give Way [Dunland]
Event • Skirmish
Spot an Uruk-hai to make a [Dunland] Man strength +3 (or +4 if at a battleground or plains site).
“‘But these creatures of Isengard...that the foul craft of Saruman has bred, they will not quail at the sun. And neither will the wild men of the hills.’”

I like Thran's damage suggestion. [dunland] has enough good events that even though this is a potential +4, even in hybrid decks other events would be used. If it gave damage, however, it'd turn into a deck staple much like Violent Hurl has (while being significantly less OP).

Quote
(0) Tall and Grim [Dunland]
Event • Skirmish
Make an unbound companion skirmishing a [Dunland] Man strength -2 (or -3 if that companion is a Hobbit or Dwarf).
“‘...I looked on the hillmen and they seemed over large for me....’”

Erm. Reducing strength is something that shadow cultures are almost NEVER able to do, and something [dunland] has never done before. I'm not sure I like it so much in a shadow culture already heavy on early-overwhelms.
Title: Re: The Way Into Mordor - Dunland (10/30: Over Large Hillmen That Do Not Quail)
Post by: lem0nhead on November 06, 2008, 03:08:04 AM
Just a couple of simple strength pumps today, one of which ties in very nicely with Uruks. Enjoy!

(0) They Will Not Give Way [Dunland]
Event • Skirmish
Spot an Uruk-hai to make a [Dunland] Man strength +3 (or +4 if at a battleground or plains site).
“‘But these creatures of Isengard...that the foul craft of Saruman has bred, they will not quail at the sun. And neither will the wild men of the hills.’”

Fair enough.

(0) Tall and Grim [Dunland]
Event • Skirmish
Make an unbound companion skirmishing a [Dunland] Man strength -2 (or -3 if that companion is a Hobbit or Dwarf).
“‘...I looked on the hillmen and they seemed over large for me....’”

Always way too nasty to be free. Removing strength from companions is twice as harsh as pumping a minion so should be half as good. Maybe -1 and brackets -2 if you want it to cost 0. Or cost 1.

Title: Re: The Way Into Mordor - Dunland (11/9: Random Hillmen and Wild Men)
Post by: DáinIronfoot on November 09, 2008, 06:35:15 AM
Tweaked both events as suggested. Thanks, boys! :gp: for all! :up:

Not sure when I'll be posted again, so here's a hodgepodge of Dunlendings to tide you over until then. Enjoy!

[6] Wild Men Rabble [Dunland]
Minion • Man
Strength: 12
Vitality: 1
Site: 3
Damage +1. Fierce. Hunter 1.
To play, spot 2 [Dunland] minions (or Saruman).
“‘...Saruman has armed the wild hillmen and herd-folk of Dunland....We were overmastered.’”

[4] Hillman Rampager [Dunland]
Minion • Man
Strength: 10
Vitality: 1
Site: 3
When you play this minion at a dwelling, battleground, or plains site, you may spot X other [Dunland] minions to take control of a site, where X is that site's site number.
“‘And there were battalions of Men, too. Many of them carried torches....’”

[3] Hillman Savage [Dunland]
Minion • Man
Strength: 8
Vitality: 1
Site: 3
Assignment: Spot a site you control to assign this minion to an unbound companion bearing less than 3 Free Peoples cards. If this minion loses that skirmish, the Free Peoples player may liberate a site.
“Whenever the Rohirrim were weak or in trouble the Dunlendings renewed their attacks.”
Title: Re: The Way Into Mordor - Dunland (11/9: Random Hillmen and Wild Men)
Post by: Elf_Lvr on November 09, 2008, 06:41:50 AM
[5] Wild Men Rabble [Dunland]
Minion • Man
Strength: 12
Vitality: 1
Site: 3
Damage +1. Fierce. Hunter 1.
To play, spot 2 [Dunland] minions.
“‘...Saruman has armed the wild hillmen and herd-folk of Dunland....We were overmastered.’”

Yikes. I'd have to see it play to figure balance, but I might make the fierce conditional. Spotting multiple minions is something [dunland] is probably good at doing, eh?

Quote
[4] Hillman Rampager [Dunland]
Minion • Man
Strength: 10
Vitality: 1
Site: 3
When you play this minion, you may spot X other [Dunland] minions to take control of a site, where X is that site's site number.
“‘And there were battalions of Men, too. Many of them carried torches....’”

Pretty easy site control, but I like it. :up:

Quote
[3] Hillman Savage [Dunland]
Minion • Man
Strength: 8
Vitality: 1
Site: 3
Assignment: Spot 2 sites you control to assign this minion to an unbound companion bearing less than 3 Free Peoples cards.
“Whenever the Rohirrim were weak or in trouble the Dunlendings renewed their attacks.”

It should only spot one site you control. The minion's going to be fairly unusable late-game, I think, so it'd be really hard to use this guy to his full potential if you had to wait until 2 sites were controlled.
Title: Re: The Way Into Mordor - Dunland (11/9: Random Hillmen and Wild Men)
Post by: Pepin The Breve on November 09, 2008, 08:36:26 AM
  Hello People. I´m really out of the Dream-card stuff but i may risk some considerations...

   First of all i think we have to consider what i call "culture biases" that is nothing more than say that each culture have their strong and weak points, things that they master and thing that they are unable (or almost) to do.

   For example,  [Gondor] culture is usually good at skirmishing/healing / or even archery but they can´t remove burdens or conditions directly, and so on...

   That said if you think about mixing these new cards with old  [Dunland] cards (which is one i like most) you have to stick think wisely to not create OP combinations. I really loved cards like Hillman Savage, Hillman Rampager and Evils and Follies, but i agree with EL when he states that events that reduce strenght of characters could be really OP in a deck that is known for throwing out a bunch of high strenght minions at one time... to not speak about the possibilty of "site 3 massive pain" (you play one st10 fierce minion with a War Club with some events at hand and watch the the freeps die painfully  :twisted:). It get´s worse if you control 2 sites... play Dunlending Elder and watch him bring down the freeps with reduction strenght + pump events.

   That´s just my toughts... i really like most of the cards here but i think we have to deal with this "culture bias" aproach or we risk to make OP decks.

   Cheers!

Title: Re: The Way Into Mordor - Dunland (11/9: Random Hillmen and Wild Men)
Post by: Gate Troll on November 09, 2008, 03:03:14 PM

[5] Wild Men Rabble [Dunland]
Minion • Man
Strength: 12
Vitality: 1
Site: 3
Damage +1. Fierce. Hunter 1.
To play, spot 2 [Dunland] minions.
“‘...Saruman has armed the wild hillmen and herd-folk of Dunland....We were overmastered.’”

I like the spotting requirement though you should probably remove the damage +1 or the Fierce. Hunter 1 can probably
go as well, a rabble is the complete opposite of a hunter as well as the fact that Hunter goes against the whole Dunlending 'flavor'. Final assessment: Remove the damage +1 and the Hunter. 

[4] Hillman Rampager [Dunland]
Minion • Man
Strength: 10
Vitality: 1
Site: 3
When you play this minion, you may spot X other [Dunland] minions to take control of a site, where X is that site's site number.
“‘And there were battalions of Men, too. Many of them carried torches....’”

I'd definitely change it to: "When you play this minion, you may remove X and spot X other [Dunland] minions to take control of a site where X is that site's site number." Without that it is insane, even with it say, at site 1 or site 2 it is still probably a bit OP.

[3] Hillman Savage [Dunland]
Minion • Man
Strength: 8
Vitality: 1
Site: 3
Assignment: Spot 2 sites you control to assign this minion to an unbound companion bearing less than 3 Free Peoples cards.
“Whenever the Rohirrim were weak or in trouble the Dunlendings renewed their attacks.”

I like the card; aside from that I have one slight nitpick to administer. When Decipher used lore not in the books it
looked like this: Whenever the Rohirrim were weak or in trouble the Dunlendings renewed their attacks.
but not like this:"Whenever the Rohirrim were weak or in trouble the Dunlendings renewed their attacks."

Besides  that it looks good. Keep up the good work! :)
Title: Re: The Way Into Mordor - Dunland (11/9: Random Hillmen and Wild Men)
Post by: lem0nhead on November 10, 2008, 01:59:45 AM

[5] Wild Men Rabble [Dunland]
Minion • Man
Strength: 12
Vitality: 1
Site: 3
Damage +1. Fierce. Hunter 1.
To play, spot 2 [Dunland] minions.
“‘...Saruman has armed the wild hillmen and herd-folk of Dunland....We were overmastered.’”

Ok.

[4] Hillman Rampager [Dunland]
Minion • Man
Strength: 10
Vitality: 1
Site: 3
When you play this minion, you may spot X other [Dunland] minions to take control of a site, where X is that site's site number.
“‘And there were battalions of Men, too. Many of them carried torches....’”

Do you mean shadow site number? And he seems a bit hard, its a very easy way to take a site. Kinda like freca but with no downside.

[3] Hillman Savage [Dunland]
Minion • Man
Strength: 8
Vitality: 1
Site: 3
Assignment: Spot 2 sites you control to assign this minion to an unbound companion bearing less than 3 Free Peoples cards.
“Whenever the Rohirrim were weak or in trouble the Dunlendings renewed their attacks.”

Nice.

Title: Re: The Way Into Mordor - Dunland (11/9: Random Hillmen and Wild Men)
Post by: Thranduil on November 10, 2008, 02:31:58 AM
[5] Wild Men Rabble [Dunland]
Minion • Man
Strength: 12
Vitality: 1
Site: 3
Damage +1. Fierce. Hunter 1.
To play, spot 2 [Dunland] minions.
“‘...Saruman has armed the wild hillmen and herd-folk of Dunland....We were overmastered.’”
I think I would also remove the hunter and maybe make either the fierce or damage conditional.

[4] Hillman Rampager [Dunland]
Minion • Man
Strength: 10
Vitality: 1
Site: 3
When you play this minion, you may spot X other [Dunland] minions to take control of a site, where X is that site's site number.
“‘And there were battalions of Men, too. Many of them carried torches....’”
Good stuff. This doesn't seem OP to me (lem0n: it's site number ie. 1-9). Perhaps he could have strength 9, but I don't think it's necessary. Also a very novel way of approaching site control and I think deserves a :gp:!

[3] Hillman Savage [Dunland]
Minion • Man
Strength: 8
Vitality: 1
Site: 3
Assignment: Spot 2 sites you control to assign this minion to an unbound companion bearing less than 3 Free Peoples cards.
“Whenever the Rohirrim were weak or in trouble the Dunlendings renewed their attacks.”
I think EL's right - he's either an early game card in which case 2 sites is pushing it, or he should be of the Wormtongue build and assign to people bearing 3 or more FP cards.

Thranduil
Title: Re: The Way Into Mordor - Dunland (11/20: A Secret Folk, Hardy and Bold)
Post by: DáinIronfoot on November 20, 2008, 09:36:45 AM
Okay, I tweaked all three cards from the last batch (if you can remember back that far! :P). Let me know how they are now.

But to avoid delaying new stuff even longer, we move on!

[1] Hardy and Bold [Dunland]
Condition • Support Area
Skirmish: Discard this condition to make a [Dunland] Man strength +1 for each of the following that is true: he is at a mountain, battleground, or plains site; he is skirmishing a wounded character; he is bearing a possession; you control a site.
“In the foothills of the western side of the Misty Mountains lived the remnants of the people that the Rohirrim later called the Dunlendings: a sullen folk, akin to the ancient inhabitants of the White Mountain valleys....”

I know not everyone likes these types of conditions, but I do, and I thought it only fair that Movie Block Shadow cultures get them too. The conditions here all seemed to fit old (and continued) [Dunland] staples, with the exception of the wounded character bit. Since these new Dunlendings have a bit of directed wounding (and access to fierce in some cases), I thought that would make for a perfect slightly-tricky-to-get fourth and final strength boost. Really, the others are pretty easy for Dunlendings old AND new to come by.

(0) A Secret Folk [Dunland]
Condition • Support Area
Each time the fellowship moves, discard this condition.
Regroup: Discard a [Dunland] Man to add [1] for each Man you can spot.
“Only in Dunland did Men of this race hold to their old speech and manners...unfriendly to the Dúnedain, hating the Rohirrim....”

Simple but effective double move deterant. Or a lethal combo with fan favorite No Retreat. :twisted:
Title: Re: The Way Into Mordor - Dunland (11/20: A Secret Folk, Hardy and Bold)
Post by: Elf_Lvr on November 20, 2008, 02:58:03 PM
(0) Hardy and Bold [Dunland]
Condition • Support Area
Skirmish: Discard this condition to make a [Dunland] Man strength +1 for each of the following that is true: he is at a mountain, battleground, or plains site; he is skirmishing a wounded character; he is bearing a possession; you control a site.
“In the foothills of the western side of the Misty Mountains lived the remnants of the people that the Rohirrim later called the Dunlendings: a sullen folk, akin to the ancient inhabitants of the White Mountain valleys....”

Make it cost [1], like all the other conditions like this.

Quote
[1] A Secret Folk [Dunland]
Condition • Support Area
Each time the fellowship moves, discard this condition.
Regroup: Discard a [Dunland] Man to add [1] for each Man you can spot.
“Only in Dunland did Men of this race hold to their old speech and manners...unfriendly to the Dúnedain, hating the Rohirrim....”

Alright, I guess.
Title: Re: The Way Into Mordor - Dunland (11/20: A Secret Folk, Hardy and Bold)
Post by: Thranduil on November 20, 2008, 04:07:54 PM
(0) Hardy and Bold [Dunland]
Condition • Support Area
Skirmish: Discard this condition to make a [Dunland] Man strength +1 for each of the following that is true: he is at a mountain, battleground, or plains site; he is skirmishing a wounded character; he is bearing a possession; you control a site.
“In the foothills of the western side of the Misty Mountains lived the remnants of the people that the Rohirrim later called the Dunlendings: a sullen folk, akin to the ancient inhabitants of the White Mountain valleys....”
Yeah it's fine. I personally never use these conditions, but the concept is good. Are the other Shadow ones (0), though? This one should match their twilight costs.

[1] A Secret Folk [Dunland]
Condition • Support Area
Each time the fellowship moves, discard this condition.
Regroup: Discard a [Dunland] Man to add [1] for each Man you can spot.
“Only in Dunland did Men of this race hold to their old speech and manners...unfriendly to the Dúnedain, hating the Rohirrim....”
Although this title is technically not used on a previous card, it effectively is (Secret Folk) and hence I would change it to something else. Nevertheless, the card seems fine.

Thranduil
Title: Re: The Way Into Mordor - Dunland (11/20: A Secret Folk, Hardy and Bold)
Post by: lem0nhead on November 21, 2008, 12:41:58 AM

(0) Hardy and Bold [Dunland]
Condition • Support Area
Skirmish: Discard this condition to make a [Dunland] Man strength +1 for each of the following that is true: he is at a mountain, battleground, or plains site; he is skirmishing a wounded character; he is bearing a possession; you control a site.
“In the foothills of the western side of the Misty Mountains lived the remnants of the people that the Rohirrim later called the Dunlendings: a sullen folk, akin to the ancient inhabitants of the White Mountain valleys....”

Alll those seem relatviely easy to achieve for +4 from a condition not even an event. Still i guess its fine.

[1] A Secret Folk [Dunland]
Condition • Support Area
Each time the fellowship moves, discard this condition.
Regroup: Discard a [Dunland] Man to add [1] for each Man you can spot.
“Only in Dunland did Men of this race hold to their old speech and manners...unfriendly to the Dúnedain, hating the Rohirrim....”

That name has been used before more or less. This could cost 0 easily.

Title: Re: The Way Into Mordor - Dunland (11/20: A Secret Folk, Hardy and Bold)
Post by: sickofpalantirs on November 21, 2008, 10:49:13 AM
Okay, I tweaked all three cards from the last batch (if you can remember back that far! :P). Let me know how they are now.

But to avoid delaying new stuff even longer, we move on!

[1] Hardy and Bold [Dunland]
Condition • Support Area
Skirmish: Discard this condition to make a [Dunland] Man strength +1 for each of the following that is true: he is at a mountain, battleground, or plains site; he is skirmishing a wounded character; he is bearing a possession; you control a site.
“In the foothills of the western side of the Misty Mountains lived the remnants of the people that the Rohirrim later called the Dunlendings: a sullen folk, akin to the ancient inhabitants of the White Mountain valleys....”
I think he is a skirmishing a wounded character should be changed to man

(0) A Secret Folk [Dunland]
Condition • Support Area
Each time the fellowship moves, discard this condition.
Regroup: Discard a [Dunland] Man to add [1] for each Man you can spot.
“Only in Dunland did Men of this race hold to their old speech and manners...unfriendly to the Dúnedain, hating the Rohirrim....”
fine.
Title: Re: The Way Into Mordor - Dunland (11/27: Elders, Vagrants, and Pillagers...oh m
Post by: DáinIronfoot on November 27, 2008, 12:06:20 AM
You know what? Raising a newborn is not necessarily hard work, but it IS very time-consuming. :gah: This includes time I might normally be sleeping. My internal clock just doesn't know what to make of things anymore. :wuh?:

I explain this for two reasons: first, to try and rationalize yet another extended absense after seemingly being back to regular activity last time I posted, and second, to also explain why I am posting DCs at 3:00am. My poor internal clock.... @-/

Anyway, I'd LIKE to think I'm back to a somewhat regular schedule again (Thanksgiving being a bit of an exception, of course), but I thought the same thing LAST time too, and we all know how THAT worked out. So I'll post several DCs this time around. Hopefully it will be a more normal gap between these and the next cards, but in case it's not, then the unusually large number should help tide you over. That and the turkey we'll all be stuffed with in a few hours.... :P

[3] Hillman Elder [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
This minion is strength +1 for each site you control.
This minion gains hunter 1 for each plains site you control.
This minion is damage +1 for each dwelling site you control.
Dunland's hatred of Rohan seemed only to grow with each passing generation.

Obviously a close cousin to the popular Dunlending Elder. How's it stack up?

[3] Hillman Pillager [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
Each time you take control of a site (except during the Shadow phase), you may discard a Free Peoples condition or Free Peoples possession.
“Thus the Rohirrim earned the hatred of the Dunlendings....”

[Dunland] could really use a minion like this, methinks. Too powerful, though?

[3] Hillman Attacker [Dunland]
Minion • Man
Strength: 7
Vitality: 2
Site: 3
While skirmishing a Man, this minion is strength +4 and damage +1.
“They had little love for Gondor, though hardy and bold enough....”

Ah, your standard specific-race-hate minion. At least he's one of those rare 2-vitality Dunlendings if you run into a Man-free FP deck, so he's NEVER exactly useless....

[2] Hillman Vagrant [Dunland]
Minion • Man
Strength: 6
Vitality: 1
Site: 3
While this minion is roaming, it is strength +3.
While this minion is at a plains site, it is strength +3.
“Dunland and Dunlending are the names that the Rohirrim gave to them, because they were swarthy and dark-haired....”

The roaming isn't likely to trigger often, though it certainly makes a nice counter to ranger strategies and such, eh? Hopefully you CAN control the other trigger a bit, throw out some plains, and still turn him into a respectable [2]/9/1 minion, which isn't bad at
Title: Re: The Way Into Mordor - Dunland (11/27: Elders, Vagrants, and Pillagers...oh m
Post by: lem0nhead on November 27, 2008, 01:06:36 AM

[3] Hillman Elder [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
This minion is strength +1 for each site you control.
This minion gains hunter 1 for each plains site you control.
This minion is damage +1 for each dwelling site you control.
Dunland's hatred of Rohan seemed only to grow with each passing generation.

It stacks up insanely. Its either really poor if the sites arent going right or really sick cos you could be stupid damage. Not sure what make of it really.

[3] Hillman Pillager [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
Each time you take control of a site, you may discard a Free Peoples condition or Free Peoples possession.
“Thus the Rohirrim earned the hatred of the Dunlendings....”

No i think its cool.

[3] Hillman Attacker [Dunland]
Minion • Man
Strength: 7
Vitality: 2
Site: 3
While skirmishing a Man, this minion is strength +4 and damage +1.
“They had little love for Gondor, though hardy and bold enough....”

Cool but the fact he is good against men doesnt make his 2 vitality good... rohan horseys?

[2] Hillman Vagrant [Dunland]
Minion • Man
Strength: 6
Vitality: 1
Site: 3
While this minion is roaming, it is strength +3.
While this minion is at a plains site, it is strength +3.
“Dunland and Dunlending are the names that the Rohirrim gave to them, because they were swarthy and dark-haired....”

Fair enough.

Title: Re: The Way Into Mordor - Dunland (11/27: Elders, Vagrants, and Pillagers...oh m
Post by: Thranduil on November 27, 2008, 01:17:24 AM
[3] Hillman Elder [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
This minion is strength +1 for each site you control.
This minion gains hunter 1 for each plains site you control.
This minion is damage +1 for each dwelling site you control.
Dunland's hatred of Rohan seemed only to grow with each passing generation.
Perhaps something less flashy: "While you control a plains site, this minion gains hunter 2. While you control a dwelling site, this minion is damage +1."

[3] Hillman Pillager [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
Each time you take control of a site, you may discard a Free Peoples condition or Free Peoples possession.
“Thus the Rohirrim earned the hatred of the Dunlendings....”
Does seem a little bit good. How about removing a bit of twilight? Or perhaps just spotting enough [Dunland] Men.

[3] Hillman Attacker [Dunland]
Minion • Man
Strength: 7
Vitality: 2
Site: 3
While skirmishing a Man, this minion is strength +4 and damage +1.
“They had little love for Gondor, though hardy and bold enough....”
This is the sort of guy who deserves a vertical cycle. He's alright, though I probably wouldn't use him.

[2] Hillman Vagrant [Dunland]
Minion • Man
Strength: 6
Vitality: 1
Site: 3
While this minion is roaming, it is strength +3.
While this minion is at a plains site, it is strength +3.
“Dunland and Dunlending are the names that the Rohirrim gave to them, because they were swarthy and dark-haired....”
He seems fine.

Thranduil
Title: Re: The Way Into Mordor - Dunland (11/27: Elders, Vagrants, and Pillagers...oh my!)
Post by: Elf_Lvr on November 27, 2008, 04:37:09 AM
[3] Hillman Elder [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
This minion is strength +1 for each site you control.
This minion gains hunter 1 for each plains site you control.
This minion is damage +1 for each dwelling site you control.
Dunland's hatred of Rohan seemed only to grow with each passing generation.

Awesome.

Quote
[3] Hillman Pillager [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
Each time you take control of a site, you may discard a Free Peoples condition or Free Peoples possession.
“Thus the Rohirrim earned the hatred of the Dunlendings....”

I don't know. With stuff like Freca, he could get sorta crazy. Maybe limit it to a certain phase that the site is controlled in. For example, skirmish.

Quote
[3] Hillman Attacker [Dunland]
Minion • Man
Strength: 7
Vitality: 2
Site: 3
While skirmishing a Man, this minion is strength +4 and damage +1.
“They had little love for Gondor, though hardy and bold enough....”

The 2 vit. makes him a little better. I'd say he's okay.

Quote
[2] Hillman Vagrant [Dunland]
Minion • Man
Strength: 6
Vitality: 1
Site: 3
While this minion is roaming, it is strength +3.
While this minion is at a plains site, it is strength +3.
“Dunland and Dunlending are the names that the Rohirrim gave to them, because they were swarthy and dark-haired....”

Hah. Site 2 bomb! A 12 strength guy for [4] at site 2 seems a little good, and with [dunland]'s events, it wouldn't be hard to kill pretty much anyone. But I'd really have to see it played to see if it'd consistently do that. I think it's probably fine.
Title: Re: The Way Into Mordor - Dunland (11/28: Bitter Enemies, Blinded By Hatred)
Post by: DáinIronfoot on November 28, 2008, 07:53:02 AM
Excluded the Shadow phase from the Pillager's ability. Good call. :up: Anything else?

Today we have a sampling of various sides to go with that leftover turkey you know you'll be digging out for lunch (or dinner...or both!). :P Enjoy!

[1]•United By Hatred [Dunland]
Condition • Support Area
While you can spot an [Isengard] or [Uruk] minion, each [Dunland] minion is strength +1.
While you can spot a [Raider] or [Men] minion, each [Dunland] minion gains ambush [1].
While you can spot a [Sauron] or [Orc] minion, each [Dunland] minion gains this ability:
"Skirmish: Exert this minion to wound a companion he is skirmishing."
“...hatred remained unappeased in their descendants, causing them to join with any enemies of Númenor....”

Been wanting to make a card like this for a while. More than likely you won't really use it except with [Isengard], but there's certainly some nice incentive for potential splashing with others....

[2]•Blinded By Hatred [Dunland]
Condition • Support Area
When you play this condition, you may add a [Dunland] token here for each [Dunland] minion in the discard pile.
Response: If a [Dunland] minion is killed, remove X [Dunland] tokens from here (where X is that minion's twilight cost) to make a [Dunland] minion strength +2 or fierce until the regroup phase.
“...Saruman had told them that the men of Rohan were cruel and burned their captives alive.”

Could be truly brutal with the sheer number of Dunlendings you can throw out (and thus end up with in your discard pile). I know a few [Dunland] minions I've made encourage using fewer, strong Dunlendings, but this one is obviously all about the swarm. :twisted:

[2] Pillaged [Dunland]
Event • Maneuver
Spot X [Dunland] Men (minimum 1) to discard a Free Peoples possession or condition with a twilight cost of X or less.
“...they became openly hostile, raiding the herds and studs of the Rohirrim in Westfold.”

Wild Man Raid, reimagined. I think they're different enough to each have their uses without negating the other. They work well together in the same deck, too.... *hint hint, wink wink*
Title: Re: The Way Into Mordor - Dunland (11/28: Bitter Enemies, Blinded By Hatred)
Post by: Thranduil on November 30, 2008, 04:33:08 PM
[2]•Bitter Enemies [Dunland]
Condition • Support Area
While you can spot an [Isengard] or [Uruk] minion, each [Dunland] minion is strength +1.
While you can spot a [Raider] or [Men] minion, each [Dunland] minion gains ambush [1].
While you can spot a [Sauron] or [Orc] minion, each [Dunland] minion gains this ability:
"Skirmish: Exert this minion to wound a companion he is skirmishing."
“...hatred remained unappeased in their descendants, causing them to join with any enemies of Númenor....”
Very entertaining, but this card is promoting friendship between Shadow cultures not enmity and so the title seems a bit off. "United by Hatred" is a more accurate description of it, I think.

[2]•Blinded By Hatred [Dunland]
Condition • Support Area
When you play this condition, you may add a [Dunland] token here for each [Dunland] minion in the discard pile.
Response: If a [Dunland] minion is killed, remove X [Dunland] tokens from here (where X is that minion's twilight cost) to make a [Dunland] minion strength +2 or fierce until the regroup phase.
“...Saruman had told them that the men of Rohan were cruel and burned their captives alive.”
I feel like this card does not need to have such a complicated ability. Why not: "Skirmish: Remove X [Dunland] tokens from here to make a [Dunland] minion with twilight cost X strength +2 or fierce until the regroup phase." That said, I think the ability is a little too strong right now. With the potential huge token addage, I would be inclined to make is strength +1 per X tokens and no fierce option.

[2] Pillaged [Dunland]
Event • Maneuver
Spot X [Dunland] Men (minimum 1) to discard a Free Peoples possession or condition with a twilight cost of X.
“...they became openly hostile, raiding the herds and studs of the Rohirrim in Westfold.”
If you have to spot a minimum of 1 Man, then you can't discard anything with a twilight cost of (0). Is this intentional?

Thranduil
Title: Re: The Way Into Mordor - Dunland (11/28: Bitter Enemies, Blinded By Hatred)
Post by: lem0nhead on December 01, 2008, 12:51:48 AM

[2]•Bitter Enemies [Dunland]
Condition • Support Area
While you can spot an [Isengard] or [Uruk] minion, each [Dunland] minion is strength +1.
While you can spot a [Raider] or [Men] minion, each [Dunland] minion gains ambush [1].
While you can spot a [Sauron] or [Orc] minion, each [Dunland] minion gains this ability:
"Skirmish: Exert this minion to wound a companion he is skirmishing."
“...hatred remained unappeased in their descendants, causing them to join with any enemies of Númenor....”

Could cost 1 i think.

[2]•Blinded By Hatred [Dunland]
Condition • Support Area
When you play this condition, you may add a [Dunland] token here for each [Dunland] minion in the discard pile.
Response: If a [Dunland] minion is killed, remove X [Dunland] tokens from here (where X is that minion's twilight cost) to make a [Dunland] minion strength +2 or fierce until the regroup phase.
“...Saruman had told them that the men of Rohan were cruel and burned their captives alive.”

Erm ok i reckon.

[2] Pillaged [Dunland]
Event • Maneuver
Spot X [Dunland] Men (minimum 1) to discard a Free Peoples possession or condition with a twilight cost of X.
“...they became openly hostile, raiding the herds and studs of the Rohirrim in Westfold.”

Yeah coolio, to address Thran's issue (which i think you intended) you could say with a cost of x or lower?

Title: Re: The Way Into Mordor - Dunland (12/1: "In it...were some Dunlending-horsemen.
Post by: DáinIronfoot on December 01, 2008, 08:57:01 AM
Tweaked the last batch. And now for something completely different, gleaned from some obscure Tolkien texts. :uh-huh:

[2] Dunlending Rider [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
When this minion is played, you may play a [Dunland] mount from your draw deck.
“In its van were some Dunlending-horsemen....”

That's right, boys and girls...mounted Dunlendings. A small theme, to be sure, but one that could be fun. This guy helps set things up...

[3] Dunlending Horseman [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
This minion is strength +1 for each mounted minion you can spot.
“The horsemen and wolfriders fell on the horse-herds...and slew or dispersed them.”

...and this one reaps the benefits. :twisted: Note that he can spot ANY mounted minions, too, so he pairs nicely with our !Warg-riders.

[2] Pillaged Steed [Dunland]
Possession • Mount
Strength +1
Bearer must be a [Dunland] Man.
At the start of each skirmish involving bearer, each Free Peoples character skirmishing bearer must exert.
Unlike most of their plunder, the Dunlendings did not destroy most of the fine Rohirrim horses they came across, but made them their own.

Turning Rohirrim steeds against the FP player...with a typical [Rohan] mount ability. Insult to injury, that is!
Title: Re: The Way Into Mordor - Dunland (12/1: "In it...were some Dunlending-horsemen...")
Post by: Thranduil on December 01, 2008, 05:33:39 PM
[2] Dunlending Horseman [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
When this minion is played, you may play a [Dunland] mount from your draw deck.
“In its van were some Dunlending-horsemen....”
Fair enough. This is from the Battle of the River Isen in Unfinished Tales, right?

[3] Dunlending Dragoon [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
This minion is strength +1 for each mounted minion you can spot.
“The horsemen and wolfriders fell on the horse-herds...and slew or dispersed them.”
I think he should spot a [Dunland] Man to play, or possibly a [Dunland] or [Isengard] minion. But he's fair enough. Dragoon perhaps sounds a bit too organised.

[1] Pillaged Steed [Dunland]
Possession • Mount
Strength +1
Bearer must be a [Dunland] Man.
At the start of each skirmish involving bearer, each Free Peoples character skirmishing bearer must exert.
Unlike most of their plunder, the Dunlendings did not destroy most of the fine Rohirrim horses they came across, but made them their own.
I think this needs to cost [2] definitely - exerting Free Peoples characters is a lot better than exerting Shadow characters and definitely offsets the usual reduction for Shadow possessions. I like it though!

Thranduil
Title: Re: The Way Into Mordor - Dunland (12/1: "In it...were some Dunlending-horsemen...")
Post by: Elf_Lvr on December 01, 2008, 06:53:39 PM
[2] Dunlending Horseman [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
When this minion is played, you may play a [Dunland] mount from your draw deck.
“In its van were some Dunlending-horsemen....”

I've read the mount below. This guy looks fine.

Quote
[3] Dunlending Dragoon [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
This minion is strength +1 for each mounted minion you can spot.
“The horsemen and wolfriders fell on the horse-herds...and slew or dispersed them.”

Dragoon... now there's a minion title that isn't used often. I'll need to remember that. But Thran's right, it's a little odd for [Dunland].

Anyways, the minion looks nice. He'd be wicked fun to splash in [Orc] Wargs, [Isengard] Wargs, or even [Raider] decks.

Quote
[1] Pillaged Steed [Dunland]
Possession • Mount
Strength +1
Bearer must be a [Dunland] Man.
At the start of each skirmish involving bearer, each Free Peoples character skirmishing bearer must exert.
Unlike most of their plunder, the Dunlendings did not destroy most of the fine Rohirrim horses they came across, but made them their own.

Drop the strength bonus or increase cost to [2].
Title: Re: The Way Into Mordor - Dunland (12/1: "In it...were some Dunlending-horsemen...")
Post by: lem0nhead on December 02, 2008, 02:09:24 AM

[2] Dunlending Horseman [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
When this minion is played, you may play a [Dunland] mount from your draw deck.
“In its van were some Dunlending-horsemen....”

Ok....

[3] Dunlending Dragoon [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
This minion is strength +1 for each mounted minion you can spot.
“The horsemen and wolfriders fell on the horse-herds...and slew or dispersed them.”

Cool.

[1] Pillaged Steed [Dunland]
Possession • Mount
Strength +1
Bearer must be a [Dunland] Man.
At the start of each skirmish involving bearer, each Free Peoples character skirmishing bearer must exert.
Unlike most of their plunder, the Dunlendings did not destroy most of the fine Rohirrim horses they came across, but made them their own.

WOW thats nasty, if you keep the text remove strength bonus. Its better than the rohirrim mounts!

Title: Re: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: DáinIronfoot on December 02, 2008, 03:19:22 AM
Fudged around with the titles--"Dragoon" harkens back to my Starcraft-loving days--and upped the cost of the mount to [2].

Early morning diapering and feeding of our little one means you get early morning cards before I try and catch some more Zs. :-Z

[4] Dunlending Conscript [Dunland]
Minion • Man
Strength: 8
Vitality: 2
Site: 3
When you play this minion, you may exert it to play a [Dunland] possession on it from your draw deck.
Skirmish: Exert this minion to wound a companion he is skirmishing.
“...fierce companies of the Dunlendish hillmen were thrown against it.”

I know the name is odd for a Dunlending, but I envision this guy as being more of a soldier than most of his kind, participating in more organized fashion on the battlefield than the masses of looters and robbers most Dunlendings represent.

Anyway, he obviously works nicely with the new mount, but that's not the only thing they've pillaged from the Rohirrim.... :uh-huh:

[1] Pillaged Armor [Dunland]
Possession • Armor
Strength +1
Bearer must be a [Dunland] minion.
Skirmish: Discard this possession to heal bearer.
Response: If bearer is about to take any number of wounds, discard this possession to prevent that.
“They were without body-armour, having only among them a few hauberks gained in theft or loot.”

I was originally trying to find a balanced way to have this come with a vitality bonus, but it just didn't seem feasible without being too expensive or too powerful, especially with my "exert your [Dunland] Man to..." cards. So instead, I opted to allow it to work with the few 2-vitality Dunlendings in Decipher's sets and this set (by healing) or, in most cases, to work as a one-time Hides. If nothing else, that strength boost is nice. :up:
Title: Re: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: Thranduil on December 02, 2008, 04:01:08 AM
[3] Dunlending Conscript [Dunland]
Minion • Man
Strength: 8
Vitality: 2
Site: 3
When you play this minion, you may play a [Dunland] possession on it from your draw deck.
Skirmish: Exert this minion to wound a companion he is skirmishing.
“...fierce companies of the Dunlendish hillmen were thrown against it.”
Um... he has the same stats and ability and twilight cost as a SITE 6 MINION! AND he gets a possession from your draw deck! :o This guy is worth about [5].

[1] Pillaged Armor [Dunland]
Possession • Armor
Strength +1
Bearer must be a [Dunland] minion.
Skirmish: Discard this possession to heal bearer.
Response: If bearer is about to take any number of wounds, remove [1] or discard this possession to prevent that.
“They were without body-armour, having only among them a few hauberks gained in theft or loot.”
It should prevent 1 wound and only discard the possession, not remove twilight, or it is too good! Fine otherwise.

Thranduil
Title: Re: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: lem0nhead on December 02, 2008, 04:52:09 AM

Early morning diapering and feeding of our little one means you get early morning cards before I try and catch some more Zs. :-Z

Yeah this is weird for me! As weird as seeing me that time i was on late! You dont usually post DCs that i review for 3 or 4 more hours!

[3] Dunlending Conscript [Dunland]
Minion • Man
Strength: 8
Vitality: 2
Site: 3
When you play this minion, you may play a [Dunland] possession on it from your draw deck.
Skirmish: Exert this minion to wound a companion he is skirmishing.
“...fierce companies of the Dunlendish hillmen were thrown against it.”

Seems a bit too good overall for a standard minion. Think he'd be ok without the skirmish ability.

[1] Pillaged Armor [Dunland]
Possession • Armor
Strength +1
Bearer must be a [Dunland] minion.
Skirmish: Discard this possession to heal bearer.
Response: If bearer is about to take any number of wounds, remove [1] or discard this possession to prevent that.
“They were without body-armour, having only among them a few hauberks gained in theft or loot.”

I wouldnt say any number of wounds, as that would mean you could remove 1 to prevent 5 damage. If its a response i think its balanced enough to remove 1 per wound, still cheaper than hides and you can do it multiple times.

Title: Re: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: Elf_Lvr on December 02, 2008, 04:57:29 AM
Early morning diapering and feeding of our little one means you get early morning cards before I try and catch some more Zs. :-Z

EL thanks your little one. Dain's DC's are a great way to start the day!

Quote
[3] Dunlending Conscript [Dunland]
Minion • Man
Strength: 8
Vitality: 2
Site: 3
When you play this minion, you may play a [Dunland] possession on it from your draw deck.
Skirmish: Exert this minion to wound a companion he is skirmishing.
“...fierce companies of the Dunlendish hillmen were thrown against it.”

I dunno about this guy. You can auto-play a war club on him, so that's [3]/10/2 already (which is good for [dunland]) plus the other ability.

Quote
[1] Pillaged Armor [Dunland]
Possession • Armor
Strength +1
Bearer must be a [Dunland] minion.
Skirmish: Discard this possession to heal bearer.
Response: If bearer is about to take any number of wounds, remove [1] or discard this possession to prevent that.
“They were without body-armour, having only among them a few hauberks gained in theft or loot.”

It doesn't need to be "better" than hides, because hides already owns. I'd go with Thran - drop the twilight removal thing altogether.
Title: Re: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: DáinIronfoot on December 02, 2008, 09:01:45 AM
If people enjoy early morning DCs so much, I might just have to try it again sometime if I can manage it. 8-)

Changed the armor as recommended and also tweaked the Conscript. How're they now?
Title: Re: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: Thranduil on December 02, 2008, 09:57:12 AM
Much better methinks.

Thranduil
Title: Re: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: sickofpalantirs on December 02, 2008, 11:44:47 AM
Fudged around with the titles--"Dragoon" harkens back to my Starcraft-loving days--and upped the cost of the mount to [2].

Early morning diapering and feeding of our little one means you get early morning cards before I try and catch some more Zs. :-Z

[4] Dunlending Conscript [Dunland]
Minion • Man
Strength: 8
Vitality: 2
Site: 3
When you play this minion, you may exert it to play a [Dunland] possession on it from your draw deck.
Skirmish: Exert this minion to wound a companion he is skirmishing.
“...fierce companies of the Dunlendish hillmen were thrown against it.”
fine.

[1] Pillaged Armor [Dunland]
Possession • Armor
Strength +1
Bearer must be a [Dunland] minion.
Skirmish: Discard this possession to heal bearer.
Response: If bearer is about to take any number of wounds, discard this possession to prevent that.
“They were without body-armour, having only among them a few hauberks gained in theft or loot.”
how would it work with assigning archery?
Title: Re: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: lem0nhead on December 03, 2008, 12:42:27 AM
Archery wounds are placed one by one so it would only counter one wound.
Title: Re: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: DáinIronfoot on December 03, 2008, 07:14:32 AM
Tweaked the response ability on the armor. It works properly against archery now, and I THINK it still works right for skirmishes, since each skirmish is considered its own "phase", is it not?
Title: Re: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: Thranduil on December 03, 2008, 07:42:49 AM
No, it was only balanced if it prevented no more than a single wound from archery - otherwise you're cancelling a whole archery phase by assigning them all to your guy.

Thranduil
Title: Re: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: DáinIronfoot on December 03, 2008, 07:50:25 AM
I understand what you're saying, but I'm not sure that's true.

Consider cards like Grieving the Fallen. They prevent a specific companion from taking archery wounds, yet don't cancel archery...they just force the FP player to assign those wounds elsewhere. I think it would work the same way here: the first wound would be cancelled, yes, but then the others would have to be assigned to other minions.

Or am I just wrong? If so, I'll happily admit it and either change it back or try and come up with something else.
Title: Re: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: Thranduil on December 03, 2008, 07:55:10 AM
I understand what you're saying, but I'm not sure that's true.

Consider cards like Grieving the Fallen. They prevent a specific companion from taking archery wounds, yet don't cancel archery...they just force the FP player to assign those wounds elsewhere. I think it would work the same way here: the first wound would be cancelled, yes, but then the others would have to be assigned to other minions.

Or am I just wrong? If so, I'll happily admit it and either change it back or try and come up with something else.
It would be right (if Lem0n is correct in his statement above) for your previous wording: the guy is about to get a wound from archery, he's about to take any number of wounds (in this case 1) and so you discard the possession to cancel THAT wound. If however you prevent all wounds for the rest of the phase, you as a Shadow player assign ALL archery wounds to this minion and they ALL get prevented.

Thranduil
Title: Re: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: DáinIronfoot on December 03, 2008, 07:57:20 AM
Allllrighty then. I'll change it back.

Thanks! :up:
Title: Re: The Way Into Mordor - Dunland (12/2: A Conscript and More Plunder)
Post by: Gate Troll on January 06, 2009, 11:45:42 AM

[4] Dunlending Conscript [Dunland]
Minion • Man
Strength: 8
Vitality: 2
Site: 3
When you play this minion, you may exert it to play a [Dunland] possession on it from your draw deck.
Skirmish: Exert this minion to wound a companion he is skirmishing.
“...fierce companies of the Dunlendish hillmen were thrown against it.”

I like it. I like the fact that he has to exert for both his abilities so he can either do one or the other.
I'd probably lower the cost or up his strength; [4] is too much to pay for an 8/2 Dunlending. ;)

[1] Pillaged Armor [Dunland]
Possession • Armor
Strength +1
Bearer must be a [Dunland] minion.
Skirmish: Discard this possession to heal bearer.
Response: If bearer is about to take any number of wounds, discard this possession to prevent that.
“They were without body-armour, having only among them a few hauberks gained in theft or loot.”

I don't really understand the first sentence, maybe something like: Bearer may take no more than
one wound each archery phase. I'd cut the redundant first ability and the out-of-place strength bonus. :up: