The Last Homely House

Middle-Earth => Chamber of Mazarbul => Topic started by: Anvar on May 05, 2008, 02:31:18 AM

Title: Return to the Paths of the Dead - Abandoning All Reason
Post by: Anvar on May 05, 2008, 02:31:18 AM
While the forum is still in a state of flux I thought I would hold back on showing more of my [wraith] culture cards and do something a bit different. To remind you, Return - X means you can play the card from your discard pile for cost X.

[3] •Elladan, Of the Grey Company [Elven]
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Return - add a threat.
Desperation -
While you have no cards in your draw deck, each minion skirmishing Elladan or Elrohir is strength -2.

[3] •Elrohir, Of the Grey Company [Elven]
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Return - add a threat.
Desperation -
  While you have no cards in your draw deck, Elladan and Elrohir gain enduring 2.
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: Thranduil on May 05, 2008, 03:12:34 AM
[3] •Elladan, Of the Grey Company [Elven]
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Return - [2]
Desperation -
While you have no cards in your draw deck, each minion skirmishing Elladan or Elrohir is strength -2.

[3] •Elrohir, Of the Grey Company [Elven]
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Return - [2]
Desperation -
  While you have no cards in your draw deck, Elladan and Elrohir gain enduring 2.
So a very different focus from the other version of the twins. I reckon they're fine: amazing but only late in the game. Return might be a bit cheap though. Perhaps a threat?

Thranduil
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: Kralik on May 05, 2008, 05:20:33 AM
Any text to allow them to be played together in your starting fellowship?
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: Anvar on May 05, 2008, 07:07:35 AM
Return has altered slightly, a bit stricter but if you have one of the twins you can play the other.

I considered giving the twins reduced costs like the original cards but these aren't designed to go in the starting fellowship, they are designed to turn up later on (as they do in the book).

Thanks for the comments so far,
Anvar
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: Thranduil on May 05, 2008, 09:51:22 AM
Not sure if the spotting option makes the return too powerful. But you finally got the sig you always wanted! ;)

Thranduil
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: Anvar on May 05, 2008, 09:58:27 AM
Well, you still have to pay the basic twilight cost.
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: Yanko Markovic on May 05, 2008, 04:08:18 PM
well, it's the first time i read the keyword desesperation, but it wouldn't sound better despair?

just my opinion
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: Kralik on May 05, 2008, 04:13:32 PM
well, it's the first time i read the keyword desesperation, but it wouldn't sound better despair?

just my opinion

Maybe desperate... but despair/despairing has different connotations, IMO. Desperation brings to mind doing something reckless in the face of overwhelming odds against you.
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: lem0nhead on May 06, 2008, 02:01:25 AM
While the forum is still in a state of flux I thought I would hold back on showing more of my [wraith] culture cards and do something a bit different. To remind you, Return - X means you can play the card from your discard pile for cost X.

[3] •Elladan, Of the Grey Company [Elven]
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Return - add a threat (or spot Elrohir).
Desperation -
While you have no cards in your draw deck, each minion skirmishing Elladan or Elrohir is strength -2.

[3] •Elrohir, Of the Grey Company [Elven]
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Return - add a threat (or spot Elladan).
Desperation -
  While you have no cards in your draw deck, Elladan and Elrohir gain enduring 2.

Find their return costs a bit cheap but other than that both fine.
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: DáinIronfoot on May 06, 2008, 07:28:09 AM
It's the Juicy Fruit! He returns! ;D
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: lem0nhead on May 07, 2008, 02:26:02 AM
Hello Dain. Yeah im here. Not sure how active ill be as this just aint the same but i guess i cant just give up on DC reviews!
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: SomeRandomDude on May 07, 2008, 10:45:21 AM
While the forum is still in a state of flux I thought I would hold back on showing more of my [wraith] culture cards and do something a bit different. To remind you, Return - X means you can play the card from your discard pile for cost X.

[3] •Elladan, Of the Grey Company [Elven]
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Return - add a threat (or spot Elrohir).
Desperation -
While you have no cards in your draw deck, each minion skirmishing Elladan or Elrohir is strength -2.

[3] •Elrohir, Of the Grey Company [Elven]
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Return - add a threat (or spot Elladan).
Desperation -
  While you have no cards in your draw deck, Elladan and Elrohir gain enduring 2.

Ah, so here we have a true MtG player. Add a keyword whether you need it or not!

LotR style is to do like

Desperation - [/b]  Elladan and Elrohir gain enduring 2 (insert rules descriptor here)
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: sickofpalantirs on May 07, 2008, 06:27:50 PM
While the forum is still in a state of flux I thought I would hold back on showing more of my [wraith] culture cards and do something a bit different. To remind you, Return - X means you can play the card from your discard pile for cost X.

[3] •Elladan, Of the Grey Company [Elven]
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Return - add a threat (or spot Elrohir).
Desperation -
While you have no cards in your draw deck, each minion skirmishing Elladan or Elrohir is strength -2.
he should have something else... a small hunter bonus maybe?

[3] •Elrohir, Of the Grey Company [Elven]
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Return - add a threat (or spot Elladan).
Desperation -
  While you have no cards in your draw deck, Elladan and Elrohir gain enduring 2.
ditto
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: MR. Lurtzy on May 08, 2008, 06:00:36 PM
While the forum is still in a state of flux I thought I would hold back on showing more of my [wraith] culture cards and do something a bit different. To remind you, Return - X means you can play the card from your discard pile for cost X.

[3] •Elladan, Of the Grey Company [Elven]
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Return - add a threat (or spot Elrohir).
Desperation -
While you have no cards in your draw deck, each minion skirmishing Elladan or Elrohir is strength -2.

[3] •Elrohir, Of the Grey Company [Elven]
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Return - add a threat (or spot Elladan).
Desperation -
  While you have no cards in your draw deck, Elladan and Elrohir gain enduring 2.

Both return costs should be a tad higher. Nice DCs!
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: SomeRandomDude on May 10, 2008, 10:53:49 AM
BTW, Return could get broken with Refuge...may want to keep that in mind.
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: Anvar on May 10, 2008, 03:45:57 PM
[2] •Legolas, Grey Archer [Elven]
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
Archer. Return - add a threat.
Desperation -
at the start of the archery phase you may wound a minion.

[1] •Bow of the Galadhrim, Drawn in Anger [Elven]
Possession • Ranged Weapon
Strength: +1
Legendary - [1]
Bearer must be Legolas.
Each time you play an [Elven] skirmish event in a skirmish involving Legolas, you may scour 4 to exert a minion.
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: sickofpalantirs on May 10, 2008, 07:22:43 PM
[2] •Legolas, Grey Archer [elven]
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
Return - add a threat. Archer.
Desperation - While you have no cards in your draw deck, at the start of the archery phase you may wound a minion.
should it be each archery phase? also with desperation wouldn't you just need to have desperation- at the start of each archery phase you may wound a minion?  keywords should be in bold IMSO

[1] •Bow of the Galadhrim, Drawn in Anger [Elven]
Possession • Ranged Weapon
Strength: +1
Legendary - [1]
Bearer must be Legolas.
Each time you play an [Elven] skirmish event, you may scour 4 to exert a minion.
works for me though the subtitle doesn't...LOL
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: Thranduil on May 11, 2008, 02:33:59 AM
[2] •Legolas, Grey Archer [elven]
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
Return - add a threat. Archer.
Desperation - While you have no cards in your draw deck, at the start of the archery phase you may wound a minion.
Shame 'Of the Grey Company' was taken! Some missing bolds, but whatever. I reckon he's fine. And SoP, the keyword desperation has no rules attached to it - it is just a signifier that such cards work together.

[1] •Bow of the Galadhrim, Drawn in Anger [Elven]
Possession • Ranged Weapon
Strength: +1
Legendary - [1]
Bearer must be Legolas.
Each time you play an [Elven] skirmish event, you may scour 4 to exert a minion.
Awesome subtitle! Looks good.

Thranduil
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: sickofpalantirs on May 11, 2008, 05:17:32 AM
OH Ok...I get it now, I thought desperation was a keyword...he could make it one right?
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: Anvar on May 11, 2008, 09:53:26 AM
Essentially Desperation is a keyword, except that rather than have all of you learn more keywords to review DCs, I thought I'd leave it as a callout keyword, a la Star Trek CCG which doesn't require any extra rules baggage.

Anvar
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: sickofpalantirs on May 11, 2008, 11:53:00 AM
I still think it would be simpler if it was just made a keyword...to each his own I suppose
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: Thranduil on May 11, 2008, 12:45:50 PM
Kralik - remove 'la' for 'led astray'!

That's all I have to say. ;)

Thranduil
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: lem0nhead on May 12, 2008, 02:31:30 AM
[2] •Legolas, Grey Archer [Elven]
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
Return - add a threat. Archer.
Desperation -
While you have no cards in your draw deck, at the start of the archery phase you may wound a minion.

Seems ok.

[1] •Bow of the Galadhrim, Drawn in Anger [Elven]
Possession • Ranged Weapon
Strength: +1
Legendary - [1]
Bearer must be Legolas.
Each time you play an [Elven] skirmish event, you may scour 4 to exert a minion.

Cool.
Title: Re: Return to the Paths of the Dead - The Sons of Elrond
Post by: DáinIronfoot on May 12, 2008, 10:07:09 AM
Quote from: Anvar
[2] •Legolas, Grey Archer [Elven]
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
Return - add a threat. Archer.
Desperation -
While you have no cards in your draw deck, at the start of the archery phase you may wound a minion.
Looks good...though personally, I'd put archer in front of the return text.

Also, a question on desperation. Its text triggers when there are no cards in your deck, right? So is it necessary to put in "While you have no cards in your draw deck"? Couldn't you just say "Desperation - At the start of the archery phase, you may wound a minion"?

Quote from: Anvar
[1] •Bow of the Galadhrim, Drawn in Anger [Elven]
Possession • Ranged Weapon
Strength: +1
Legendary - [1]
Bearer must be Legolas.
Each time you play an [Elven] skirmish event, you may scour 4 to exert a minion.
Nifty, though perhaps limit it to skirmishes involving Legolas but ADD archery events. So something like:

"Each time you play an [Elven] archery event or play an [Elven] event during a skirmish involving Legolas, you may scour 4 to exert a minion."
Title: Return to the Paths of the Dead - Arwen
Post by: Anvar on May 12, 2008, 12:26:20 PM
Ok, I'm bowing to pressure and changing Desperation to a loaded keyword (for now at least). Sorry for lack of lore but I'm a bit busy at the moment to hunt through LotR. Updated versions will come, when I get a moment...

[2] •Arwen, Mortal Queen [Elven]
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
At the start of the fellowship phase you may scour 2 to heal Aragorn or an Elf.
Desperation - Arwen cannot be overwhelmed unless her strength is tripled.

[0 ] •A Mortal Life [Elven]
Condition.
To play spot Aragorn (or 2 Gondor Men).
Bearer must be an Elf.
Bearer gains the [Gondor] culture.
If bearer is Arwen, she is resistance +2.

Anvar
Title: Re: Return to the Paths of the Dead - The Choice of Luthien
Post by: MR. Lurtzy on May 12, 2008, 12:29:25 PM
These two look tasty, but what does scour mean?
Title: Re: Return to the Paths of the Dead - The Choice of Luthien
Post by: Anvar on May 12, 2008, 12:30:41 PM
Sorry, should have reminded people. Scour X is just shorthand for 'discard X cards from the top of your draw deck'.

Anvar
Title: Re: Return to the Paths of the Dead - The Choice of Luthien
Post by: Thranduil on May 12, 2008, 12:40:12 PM
[2] •Arwen, Mortal Queen [Elven]
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
While you can spot Aragorn, Arwen’s twilight cost is -1.
At the start of the fellowship phase you may scour 2 to heal Aragorn or an Elf.
Desperation - Arwen can’t be overwhelmed unless her strength is tripled.
Is that twilight reduction really necessary? Would it even help any decks given that Aragorn is [1] or [4]? I think she's a bit too good anyway, so I'd be tempted to remove it - and she has too much text.

[0 ] •A Mortal Life [Elven]
Condition.
Bearer must be an Elf.
Bearer gains the [Gondor] culture.
If bearer is Arwen, she is resistance +2.
This seems pretty basic and solid. Should it not spot some [Gondor] Men to play, though?

Thranduil
Title: Re: Return to the Paths of the Dead - Arwen
Post by: DáinIronfoot on May 12, 2008, 12:41:07 PM
Quote from: Anvar
[2] •Arwen, Mortal Queen [Elven]
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
While you can spot Aragorn, Arwen’s twilight cost is -1.
At the start of the fellowship phase you may scour 2 to heal Aragorn or an Elf.
Desperation - Arwen can’t be overwhelmed unless her strength is tripled.
I think it should be "cannot" instead of "can't", and there should be a comma after "fellowship phase", but otherwise looks good to me. Well...MAYBE limit the healing to OTHER Elves. Not sure if that's necessary, though.

Quote from: Anvar
[0 ] •A Mortal Life [Elven]
Condition.
Bearer must be an Elf.
Bearer gains the [Gondor] culture.
If bearer is Arwen, she is resistance +2.
Niftiness! I love dual-culture stuff. :D Probably should spot a [Gondor] card or two to play, though.
Title: Re: Return to the Paths of the Dead - The Choice of Luthien
Post by: Anvar on May 12, 2008, 02:45:48 PM
Some changes made. The twilight reduction was a hangover from when my Aragorn cost 4 with a -1 reduction. The current version (and the one I posted) has cost 4 with -2 reduction.

Thanks for the comments and suggestions,
Anvar
Title: Re: Return to the Paths of the Dead - The Choice of Luthien
Post by: Thranduil on May 12, 2008, 02:46:59 PM
You need some square brackets, but other than that looks good!

Thranduil
Title: Re: Return to the Paths of the Dead - Arwen
Post by: lem0nhead on May 13, 2008, 01:26:06 AM

[2] •Arwen, Mortal Queen [Elven]
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
At the start of the fellowship phase you may scour 2 to heal Aragorn or an Elf.
Desperation - Arwen cannot be overwhelmed unless her strength is tripled.

Meh. That all i can say.

[0 ] •A Mortal Life [Elven]
Condition.
To play spot Aragorn (or 2 Gondor Men).
Bearer must be an Elf.
Bearer gains the [Gondor] culture.
If bearer is Arwen, she is resistance +2.

As Thran and Dain get constantly reminded i hate this dual culture thing. I understand the theory and it makes perfect sense but id staill rather it not happen. Unbiased review: Balanced.

Anvar
Title: Re: Return to the Paths of the Dead - The Choice of Luthien
Post by: Anvar on May 13, 2008, 05:17:37 AM
I think that in moderation, dual-culture would be very very interesting, and would open up all sorts of deck-building potential. I think the real question is - how much is moderation? In my set this is the only card and was the result of a top-down design trying to capture the essence of Luthien's choice.

Anvar
Title: Re: Return to the Paths of the Dead - The Choice of Luthien
Post by: sickofpalantirs on May 13, 2008, 05:21:39 AM
Ok, I'm bowing to pressure and changing Desperation to a loaded keyword (for now at least). Sorry for lack of lore but I'm a bit busy at the moment to hunt through LotR. Updated versions will come, when I get a moment...

[2] •Arwen, Mortal Queen [Elven]
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
At the start of the fellowship phase you may scour 2 to heal Aragorn or an Elf.
Desperation - Arwen cannot be overwhelmed unless her strength is tripled.
snazzy!

[0 ] •A Mortal Life [Elven]
Condition.
To play spot Aragorn (or 2 Gondor Men).
Bearer must be an Elf.
Bearer gains the [Gondor] culture.
If bearer is Arwen, she is resistance +2.
it feels like it should have a vitality minuser, and maybe a strength plusser? I'm not sure
Title: Re: Return to the Paths of the Dead - The Choice of Luthien
Post by: lem0nhead on May 13, 2008, 05:28:56 AM
I think that in moderation, dual-culture would be very very interesting, and would open up all sorts of deck-building potential. I think the real question is - how much is moderation? In my set this is the only card and was the result of a top-down design trying to capture the essence of Luthien's choice.

Anvar

Like I said dude, Flavour: Awesome, Gamplay: Not sure it should be messed with.
Title: Re: Return to the Paths of the Dead - The Choice of Luthien
Post by: Anvar on May 13, 2008, 02:04:59 PM
So we've seen some splashy Elf stuff, but now we're hitting the real meat of the culture in the form of Glorfindel, Returned. This is based on the idea that the Gorfindel of the first age is one and the same as the Glorfindel of the third age, though the first died fighting a Balrog. He is the only companion with the twilight keyword straight up (other than the [Gondor] Wraiths).

[4] •Glorfindel, Returned [Elven]
Companion • Elf
Strength: 9
Vitality: 3
Resistance: 7
Twilight. Return - add 2 threats.
Desperation - each [Elven] card in your discard pile gains “Return - remove 3 [Elven] cards in your discard pile from the game”.
"With his last failing senses Frodo heard cries, and it seemed to him that he saw, beyond the Riders that hesitated on the shore, a shining figure of white light..."

[1] Immortal Eyes [Elven]
Condition
Twilight.
Bearer must be an Elf.
Bearer gains twilight.
At the start of each skirmish involving bearer you may look at the top card of your deck, then either replace it or put it at the bottom of your draw deck.

[2] Blade of the West [Elven]
Possession • Hand Weapon
Strength: +1
Bearer must be an Elf.
If bearer is twilight, at the start of each skirmish involving bearer you may scour a card to make a minion strength -2.
Title: Re: Return to the Paths of the Dead - Glorfindel, Returned
Post by: Thranduil on May 13, 2008, 02:16:54 PM
[4] •Glorfindel, Returned [Elven]
Companion • Elf
Strength: 9
Vitality: 3
Resistance: 7
Twilight. Return - add 2 threats.
Desperation - each [Elven] card in your discard pile gains “Return - remove 3 [Elven] cards in your discard pile from the game”.
"With his last failing senses Frodo heard cries, and it seemed to him that he saw, beyond the Riders that hesitated on the shore, a shining figure of white light..."
I think you should have a lore of him dying against the Balrog from the Silmarillion - that would fit his subtitle better. Other than that, the card looks good. Are all cultures going to have a desperation strategy?

[0] Immortal Eyes [Elven]
Condition
Twilight.
Bearer must be an Elf.
Bearer gains twilight.
At the start of each skirmish involving bearer you may look at the top card of your deck, then either replace it or put it at the bottom of your draw deck.
Watch out for the weird 0 twilight thing, you need a space somewhere to stop it becoming a bullet point. Perhaps should cost [1] (free for good telepathy seems too much for me), but other than that looks good.

[2] Blade of the West [Elven]
Possession • Hand Weapon
Strength: +1
Bearer must be an Elf.
If bearer is twilight, at the start of each skirmish involving bearer you may scour a card to make a minion strength -2.
What's the rationale behind this card? I don't understand the relevance of twilight. I'd be tempted to take it out and reduce the strength reducer to -1 and I think it would be fine.

Thranduil
Title: Re: Return to the Paths of the Dead - Glorfindel, Returned
Post by: sickofpalantirs on May 13, 2008, 04:28:48 PM

[4] •Glorfindel, Returned [Elven]
Companion • Elf
Strength: 9
Vitality: 3
Resistance: 7
Twilight. Return - add 2 threats.
Desperation - each [Elven] card in your discard pile gains “Return - remove 3 [Elven] cards in your discard pile from the game”.
"With his last failing senses Frodo heard cries, and it seemed to him that he saw, beyond the Riders that hesitated on the shore, a shining figure of white light..."
I think that second ability totally owns...decipher seemed to think removing cards wasn't enough...make it 4 and I will be happy ;)

[1] Immortal Eyes [Elven]
Condition
Twilight.
Bearer must be an Elf.
Bearer gains twilight.
At the start of each skirmish involving bearer you may look at the top card of your deck, then either replace it or put it at the bottom of your draw deck.
twilights unloaded right?

[2] Blade of the West [Elven]
Possession • Hand Weapon
Strength: +1
Bearer must be an Elf.
If bearer is twilight, at the start of each skirmish involving bearer you may scour a card to make a minion strength -2.
should be the minion skirmishing bearer, otherwise as long as you have cards in your deck and 5 minions nothing can touch your RB...owns swarm.
Title: Re: Return to the Paths of the Dead - The Choice of Luthien
Post by: lem0nhead on May 14, 2008, 01:22:49 AM
should be the minion skirmishing bearer, otherwise as long as you have cards in your deck and 5 minions nothing can touch your RB...owns swarm.

No its fine. You only get at the start of each skirmish involving bearer once, twice if facing a fierce minion.

[4] •Glorfindel, Returned [Elven]
Companion • Elf
Strength: 9
Vitality: 3
Resistance: 7
Twilight. Return - add 2 threats.
Desperation - each [Elven] card in your discard pile gains “Return - remove 3 [Elven] cards in your discard pile from the game”.
"With his last failing senses Frodo heard cries, and it seemed to him that he saw, beyond the Riders that hesitated on the shore, a shining figure of white light..."

Very confusing but interesting!

[1] Immortal Eyes [Elven]
Condition
Twilight.
Bearer must be an Elf.
Bearer gains twilight.
At the start of each skirmish involving bearer you may look at the top card of your deck, then either replace it or put it at the bottom of your draw deck.

Why would an elf be twilight? Other than this strange incongruity its fine.

[2] Blade of the West [Elven]
Possession • Hand Weapon
Strength: +1
Bearer must be an Elf.
If bearer is twilight, at the start of each skirmish involving bearer you may scour a card to make a minion strength -2.

Cool, but again whats with twilight elves?

Title: Re: Return to the Paths of the Dead - Glorfindel, Returned
Post by: DáinIronfoot on May 14, 2008, 08:24:29 AM
Looks balanced and all, but like lem0n, I'm a little leary, flavor-wise, of making regular ol' Elves twilight. Just doesn't quite make sense to me. I can see it for Glorfindel, but others...meh.
Title: Re: Return to the Paths of the Dead - Glorfindel, Returned
Post by: Anvar on May 14, 2008, 08:56:59 AM
Ah, I should have explained the whole Elves being twilight thing. Basically, I expanded the concepting of twilight to mean something like 'beyond the physical world' or 'supernatural'. Glorfindel appears very differently when Frodo sees him with the ring on, and I figured that other Elves might be the same - in some way they have a presence in the other world. To my mind, the flavour of this was tied in with their natural magic and gift of foresight. BTW, no Elf has twilight has a given keyword except for Glorfindel.

Some ammendations and more cards later,
Anvar
Title: Re: Return to the Paths of the Dead - Glorfindel, Returned
Post by: DáinIronfoot on May 14, 2008, 09:00:31 AM
Quote from: Anvar
Ah, I should have explained the whole Elves being twilight thing. Basically, I expanded the concepting of twilight to mean something like 'beyond the physical world' or 'supernatural'. Glorfindel appears very differently when Frodo sees him with the ring on, and I figured that other Elves might be the same - in some way they have a presence in the other world. To my mind, the flavour of this was tied in with their natural magic and gift of foresight. BTW, no Elf has twilight has a given keyword except for Glorfindel.

Makes enough sense for me to give it a hearty thumbs-up. There is certainly no doubt that Elves have a connection to the "supernatural" that other races lack. I'm curious, though...do you plan on any [Gandalf] twilight stuff?
Title: Re: Return to the Paths of the Dead - Glorfindel, Returned
Post by: sickofpalantirs on May 14, 2008, 11:16:47 AM
now THAT would be awesome...maybe ent draught having something to do with twilight?
Title: Re: Return to the Paths of the Dead - Glorfindel, Returned
Post by: DáinIronfoot on May 14, 2008, 11:21:18 AM
now THAT would be awesome...maybe ent draught having something to do with twilight?

I was thinking more Gandalf himself, since he is a Wizard and all. ;) But I suppose you could do some stuff with Ents, or perhaps Eagles....
Title: Re: Return to the Paths of the Dead - Glorfindel, Returned
Post by: Thranduil on May 14, 2008, 11:51:01 AM
Well Gandalf has the same connection to the world beyond and the West that the Elves have as, in essence, the Istari and Elves are the same thing - beings that cannot die but will always return to the West.

Thranduil
Title: Re: Return to the Paths of the Dead - Glorfindel, Returned
Post by: Anvar on May 14, 2008, 01:37:15 PM
Thanks for all comments. I've left the cards above as is for the moment. I could see the point of raising the cost of return for Glorfindel's ability 4 cards, but it's hard without an actual playtest deck. Such is the problem of DCs. To confirm, twilight is unloaded, just as it was with Nazgul in Fellowship block.

A couple of random cards today. A common strength pump and a build-around uncommon condition.

[1] Otherworldly Power [Elven]
Event • Skirmish
Make an Elf companion strength +2 (or spot an Elf to make an unbound twilight companion strength +4).
"...you saw him as he is upon the other side: one of the mighty of the Firstborn."

[1] Passing of Days [Elven]
Condition • Support Area
Each time you scour a twilight card, you may exert an Elf to exert a minion.
Their time in middle-earth was fading, but their might was not yet spent.
Title: Re: Return to the Paths of the Dead - Glorfindel, Returned
Post by: Thranduil on May 14, 2008, 01:48:18 PM
[1] Otherworldly Power [Elven]
Event • Skirmish
Make an Elf companion strength +2 (or spot an Elf to make a twilight companion strength +4).
"...you saw him as he is upon the other side: one of the mighty of the Firstborn."
This seems fine.

[2] Passing of Days [Elven]
Condition • Support Area
Each time you scour a twilight card, you may exert an Elf to exert a minion.
Their time in middle-earth was fading, but their might was not yet spent.
Fantastically interesting, but I think it should be unique and cost [1] because the balance as it is is all off. It's unlikely to trigger yes, but if it does and you have 4 copies it could get crazy. It also doesn't seem that good overall, so all in all [1] and • speaks to me.

Thranduil
Title: Re: Return to the Paths of the Dead - Glorfindel, Returned
Post by: Anvar on May 14, 2008, 01:50:24 PM
I'm not sure this needs to be unique. If it wasn't, then scouring a single card would require multiple exertions to get multiple exertions. Does this still need to be unique with the exertion cost?

Anvar
Title: Re: Return to the Paths of the Dead - Passing of Days
Post by: Thranduil on May 14, 2008, 01:56:06 PM
Not desperately, but I'd still feel happier - especially with (I'm assuming) some [Elven] enduring bonuses.

Thranduil
Title: Re: Return to the Paths of the Dead - Passing of Days
Post by: Anvar on May 14, 2008, 02:13:15 PM
Not desperately, but I'd still feel happier - especially with (I'm assuming) some [Elven] enduring bonuses.

Thranduil

As far as enduring goes, I have posted all Elven companions designed for this set, and so far only Elladan and Elrohir can do enduring, and then only with desperation.

Anvar
Title: Re: Return to the Paths of the Dead - Passing of Days
Post by: Thranduil on May 14, 2008, 02:15:36 PM
Fine, but it's still not worth [2]!

Thranduil
Title: Re: Return to the Paths of the Dead - Passing of Days
Post by: Anvar on May 14, 2008, 02:20:59 PM
Fine, but it's still not worth [2]!

Thranduil

I agree, but Elven conditions often seem overpriced - see the World Ahead. If more people agree, I'll change it.

Anvar
Title: Re: Return to the Paths of the Dead - Passing of Days
Post by: MR. Lurtzy on May 14, 2008, 07:27:18 PM
Well just because the real cards are overpriced doesn't mean that DCs need to be! [1] would be good enough but I would say that this needs to remain non unique. Nice cards!
Title: Re: Return to the Paths of the Dead - Glorfindel, Returned
Post by: lem0nhead on May 15, 2008, 02:12:29 AM

[1] Otherworldly Power [Elven]
Event • Skirmish
Make an Elf companion strength +2 (or spot an Elf to make a twilight companion strength +4).
"...you saw him as he is upon the other side: one of the mighty of the Firstborn."

Seems ok, STILL dont get twilight companions, twilight is twilight by context and meaning, the weird white floaty world of the nazgul, thats the way it should stay. Intepretation is pointless on such a defined aspect.

[2] Passing of Days [Elven]
Condition • Support Area
Each time you scour a twilight card, you may exert an Elf to exert a minion.
Their time in middle-earth was fading, but their might was not yet spent.

Cool.

Title: Re: Return to the Paths of the Dead - Passing of Days
Post by: sickofpalantirs on May 15, 2008, 09:40:50 AM


[1] Otherworldly Power [Elven]
Event • Skirmish
Make an Elf companion strength +2 (or spot an Elf to make a twilight companion strength +4).
"...you saw him as he is upon the other side: one of the mighty of the Firstborn."
  if RB's can be twilight, I would make it except the RB

[1] Passing of Days [Elven]
Condition • Support Area
Each time you scour a twilight card, you may exert an Elf to exert a minion.
Their time in middle-earth was fading, but their might was not yet spent.
you may maybe add 1 instead...or remove an elf token. exertion seems to harsh.
Title: Re: Return to the Paths of the Dead - Passing of Days
Post by: DáinIronfoot on May 15, 2008, 10:27:28 AM
I agree with SoP, though Passing of Days may be okay with the exertion.
Title: Re: Return to the Paths of the Dead - Passing of Days
Post by: Anvar on May 15, 2008, 10:34:24 AM
Thanks for comments, some changes made. Passing of Days needs the exertion, I suspect, as scouring cards is fairly common.

I'm afraid Lemon that if you don't like FP twilight cards, you are going to hate this cycle of Elven events. Sorry. I guess I could have invented a new keyword to describe the idea of supernatural but it seemed a better idea to develop a key word already in existence.

Anyway, on to some more Elven cards.

Anvar

[1] Healing Touch [Elven]
Event • Fellowship
Twilight.
Spot an Elf to scour a card. If it was an [Elven] card, heal a companion. If it was a twilight card, heal a companion.
"'Elrond has cured you: he has tended you for days, ever since you were brought in.'"

[1] Wrath of the Elf-Lords [Elven]
Event • Skirmish
Twilight.
Spot an Elf to scour a card. If it was an [Elven] card, make a minion strength -2. If it was a twilight card make a minion strength -2.
"'Elrond commanded it,' answered Gandalf. 'The river of this valley is under his power, and it will rise in anger when he has great need to bar the Ford.'"[/i]

[2] Walk Between Worlds [Elven]
Event • Maneuver
Twilight.
Exert an Elf to scour a card. If it was an [Elven] card discard a condition. If it was a twilight card discard a condition.
"'...you saw him for a moment as he is upon the other side: one of the mighty of the Firstborn.'"

[3] Power Over the Night [Elven]
Event • Archery
Twilight.
Exert an Elf to scour a card. If it was an [Elven] card exert a minion. If it was a twilight card exert a minion.
"Gilthoniel! O Elbereth! / Clear are thy eyes and bright thy breath!"
Title: Re: Return to the Paths of the Dead - Passing of Days
Post by: DáinIronfoot on May 15, 2008, 10:47:37 AM
Quote from: Anvar
[ 0] Healing Touch [Elven]
Event • Fellowship
Twilight.
Spot an Elf to scour a card. If it was an [Elven] card, heal a companion. If it was a twilight card, heal a companion.
"'Elrond has cured you: he has tended you for days, ever since you were brought in.'"
Considering the awesome telepathy that the [Elven] culture has, this should probably cost [1]. And since both [Elven] cards and twilight cards have the same effect here, you can probably combine them: "If that card was an [Elven] or twilight card, heal a companion."

Quote from: Anvar
[1] Wrath of the Elf-Lords [Elven]
Event • Skirmish
Twilight.
Spot an Elf to scour a card. If it was an [Elven] card, make a minion strength -2. If it was a twilight card make a minion strength -2.
"'Elrond commanded it,' answered Gandalf. 'The river of this valley is under his power, and it will rise in anger when he has great need to bar the Ford.'"[/i]
Same comment here, though the cost is good now.

Quote from: Anvar
[2] Walk Between Worlds [Elven]
Event • Maneuver
Twilight.
Exert an Elf to scour a card. If it was an [Elven] card discard a condition. If it was a twilight card discard a condition.
"'...you saw him for a moment as he is upon the other side: one of the mighty of the Firstborn.'"
...and again. This one MIGHT be okay costing only [1], though.

Quote from: Anvar
[2] Power Over the Night [Elven]
Event • Archery
Twilight.
Exert an Elf to scour a card. If it was an [Elven] card exert a minion. If it was a twilight card exert a minion.
"Gilthoniel! O Elbereth! / Clear are thy eyes and bright thy breath!"
...and once more. 'Twould look so much cleaner if the last two sentences were combined. [1] is probably fine here, too.
Title: Re: Return to the Paths of the Dead - Passing of Days
Post by: sickofpalantirs on May 15, 2008, 10:51:48 AM
Thanks for comments, some changes made. Passing of Days needs the exertion, I suspect, as scouring cards is fairly common.

I'm afraid Lemon that if you don't like FP twilight cards, you are going to hate this cycle of Elven events. Sorry. I guess I could have invented a new keyword to describe the idea of supernatural but it seemed a better idea to develop a key word already in existence.

Anyway, on to some more Elven cards.

Anvar

[ 0] Healing Touch [Elven]
Event • Fellowship
Twilight.
Spot an Elf to scour a card. If it was an [Elven] card, heal a companion. If it was a twilight card, heal a companion.
"'Elrond has cured you: he has tended you for days, ever since you were brought in.'"
again, make it elven or twilight

[1] Wrath of the Elf-Lords [Elven]
Event • Skirmish
Twilight.
Spot an Elf to scour a card. If it was an [Elven] card, make a minion strength -2. If it was a twilight card make a minion strength -2.
"'Elrond commanded it,' answered Gandalf. 'The river of this valley is under his power, and it will rise in anger when he has great need to bar the Ford.'"[/i]
maybe make it if it is a twilight card exert a minion

[2] Walk Between Worlds [Elven]
Event • Maneuver
Twilight.
Exert an Elf to scour a card. If it was an [Elven] card discard a condition. If it was a twilight card discard a condition.
"'...you saw him for a moment as he is upon the other side: one of the mighty of the Firstborn.'"
shouldn't it bed if it was an elven or twilight card?  cut to one

[2] Power Over the Night [Elven]
Event • Archery
Twilight.
Exert an Elf to scour a card. If it was an [Elven] card exert a minion. If it was a twilight card exert a minion.
"Gilthoniel! O Elbereth! / Clear are thy eyes and bright thy breath!"
ditto above
Title: Re: Return to the Paths of the Dead - Passing of Days
Post by: Anvar on May 15, 2008, 11:09:30 AM
I see that there is some misunderstanding of these cards. They are written as they are written for very good reason - they do what they say. If it's an Elven card, you do it once. If it's a twilight card, you do it once. If it's an Elven twilight card, you get the effect twice.

Anvar
Title: Re: Return to the Paths of the Dead - Passing of Days
Post by: DáinIronfoot on May 15, 2008, 11:20:43 AM
I see that there is some misunderstanding of these cards. They are written as they are written for very good reason - they do what they say. If it's an Elven card, you do it once. If it's a twilight card, you do it once. If it's an Elven twilight card, you get the effect twice.
...ooooooh. Nasty. :twisted:

Hmmm. The costs are probably fine as is, then, though Wrath of the Elf-Lords is a borderline [2]. I wouldn't change it unless another reviewer recommends it, though.

I WOULD, however, change the wording to be "If that card was..." instead of "If it is..." for each statement.
Title: Re: Return to the Paths of the Dead - Walk Between Worlds
Post by: Thranduil on May 15, 2008, 04:46:55 PM
[1] Healing Touch [Elven]
Event • Fellowship
Twilight.
Spot an Elf to scour a card. If it was an [Elven] card, heal a companion. If it was a twilight card, heal a companion.
"'Elrond has cured you: he has tended you for days, ever since you were brought in.'"

[1] Wrath of the Elf-Lords [Elven]
Event • Skirmish
Twilight.
Spot an Elf to scour a card. If it was an [Elven] card, make a minion strength -2. If it was a twilight card make a minion strength -2.
"'Elrond commanded it,' answered Gandalf. 'The river of this valley is under his power, and it will rise in anger when he has great need to bar the Ford.'"[/i]

[2] Walk Between Worlds [Elven]
Event • Maneuver
Twilight.
Exert an Elf to scour a card. If it was an [Elven] card discard a condition. If it was a twilight card discard a condition.
"'...you saw him for a moment as he is upon the other side: one of the mighty of the Firstborn.'"

[2] Power Over the Night [Elven]
Event • Archery
Twilight.
Exert an Elf to scour a card. If it was an [Elven] card exert a minion. If it was a twilight card exert a minion.
"Gilthoniel! O Elbereth! / Clear are thy eyes and bright thy breath!"
Perhaps you should split an recombine the abilities so that the same card does 2 different things for [Elven] and twilight cards.

Also: Walk Between Worlds! ;)

Thranduil
Title: Re: Return to the Paths of the Dead - Passing of Days
Post by: lem0nhead on May 16, 2008, 01:36:27 AM


I'm afraid Lemon that if you don't like FP twilight cards, you are going to hate this cycle of Elven events. Sorry. I guess I could have invented a new keyword to describe the idea of supernatural but it seemed a better idea to develop a key word already in existence.

Heck it doesnt matter, im here to review not hate.

[1] Healing Touch [Elven]
Event • Fellowship
Twilight.
Spot an Elf to scour a card. If it was an [Elven] card, heal a companion. If it was a twilight card, heal a companion.
"'Elrond has cured you: he has tended you for days, ever since you were brought in.'"

Fair enough.

[1] Wrath of the Elf-Lords [Elven]
Event • Skirmish
Twilight.
Spot an Elf to scour a card. If it was an [Elven] card, make a minion strength -2. If it was a twilight card make a minion strength -2.
"'Elrond commanded it,' answered Gandalf. 'The river of this valley is under his power, and it will rise in anger when he has great need to bar the Ford.'"[/i]

Hmmm ok.

[2] Walk Between Worlds [Elven]
Event • Maneuver
Twilight.
Exert an Elf to scour a card. If it was an [Elven] card discard a condition. If it was a twilight card discard a condition.
"'...you saw him for a moment as he is upon the other side: one of the mighty of the Firstborn.'"

Balanced.

[2] Power Over the Night [Elven]
Event • Archery
Twilight.
Exert an Elf to scour a card. If it was an [Elven] card exert a minion. If it was a twilight card exert a minion.
"Gilthoniel! O Elbereth! / Clear are thy eyes and bright thy breath!"

Hmmm maybe 3 cost.

Title: Re: Return to the Paths of the Dead - Walk Between Worlds
Post by: sickofpalantirs on May 16, 2008, 05:15:58 AM
I see that there is some misunderstanding of these cards. They are written as they are written for very good reason - they do what they say. If it's an Elven card, you do it once. If it's a twilight card, you do it once. If it's an Elven twilight card, you get the effect twice.

Anvar
I totally misunderstood that...healing touch needs to be 2 then IMSO
Title: Re: Return to the Paths of the Dead - Walk Between Worlds
Post by: Anvar on May 16, 2008, 08:49:14 AM
Right, I'm more or less finished with the [Elven] culture so I think this will be my last post for them. If anyone thinks of anything that I ought to have here and have omitted let me know. Otherwise I'll (re)start the [Wraith] culture on Monday since this site seems to be our new permanent home.

A few juicy cards to tie up the culture. One is a fun card for the sons of Elrond, one is from a very loose cycle of Tomb cards (reminder text included) and the other is from a stricter (and larger) cycle of 'Ride' cards that all trigger on moving and scour 3 cards. Enjoy!

[1] •Brothers in Arms [Elven]
Condition • Support Area
Each time Elladan or Elrohir wins a skirmish you may add an [Elven] token here.
At the start of the regroup phase you may remove X tokens from here and scour X cards to wound X minions.
"So much alike were they, the sons of Elrond, that few could tell them apart: dark-haired, grey-eyed, and their faces elven-fair clad alike in bright mail beneath cloaks of silver-grey."

(0) •Tomb of Gilraen [Elven]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this, stack an [Elven] or [Gondor] companion here from your discard or dead pile.
At the start of each regroup phase you may spot Aragorn and a card stacked here to remove a threat.
“‘I gave Hope to the Dunedain, I have kept no hope for myself.’”

[3] •Ride to the Stone [Elven]
Condition • Support Area
Each time the fellowship moves during the regroup phase you may spot 2 Elves to scour 3 cards. Return each [Elven] card you scour to your hand.
At the end of your turn, discard this condition from play if the fellowship did not move more than once this turn.
"'Friends, forget your weariness! Ride now, ride! We must come to the Stone of Erech ere this day passes, and long still is the way.'"
Title: Re: Return to the Paths of the Dead - Walk Between Worlds
Post by: Thranduil on May 16, 2008, 09:03:28 AM
[1] •Brothers in Arms [Elven]
Condition • Support Area
Each time Elladan or Elrohir wins a fight you may add an [Elven] token here.
Desperation - Elladan and Elrohir are strength +1 for each token here.
"So much alike were they, the sons of Elrond, that few could tell them apart: dark-haired, grey-eyed, and their faces elven-fair clad alike in bright mail beneath cloaks of silver-grey."
This could get seriously crazy with their already built-in desperation bonuses. Perhaps instead something which helps you reach desperation like 'At the start of the regroup phase, you may scour a card for each token here.'

[0 ] •Tomb of Gilraen [Elven]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this, stack an [Elven] or [Gondor] companion here from your discard or dead pile.
At the start of the regroup phase you may spot Aragorn and a card stacked here to remove a threat.
“‘I gave Hope to the Dunedain, I have kept no hope for myself.’”
This looks good.

[5] •Ride to the Stone [Elven]
Condition • Support Area
Each time the fellowship moves during the regroup phase you may spot 2 Elves to scour 3 cards. Return each [Elven] card you scour to your hand.
At the end of your turn, discard this condition from play if the fellowship did not move more than once this turn.
"'Friends, forget your weariness! Ride now, ride! We must come to the Stone of Erech ere this day passes, and long still is the way.'"
Interesting. I think [5] is too much, though - doesn't seem to me to be worth more than [3].

Thranduil
Title: Re: Return to the Paths of the Dead - Walk Between Worlds
Post by: DáinIronfoot on May 16, 2008, 09:42:34 AM
Quote from: Anvar
[1] •Brothers in Arms [Elven]
Condition • Support Area
Each time Elladan or Elrohir wins a fight you may add an [Elven] token here.
Desperation - Elladan and Elrohir are strength +1 for each token here.
"So much alike were they, the sons of Elrond, that few could tell them apart: dark-haired, grey-eyed, and their faces elven-fair clad alike in bright mail beneath cloaks of silver-grey."
Make sure you use "skirmish" and not "fight". ;) I agree with Thran that it should either be capped (maybe at like +3) and the cost raised to [2], or changed to something that helps your scour.

Quote from: Anvar
[0] •Tomb of Gilraen [Elven]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this, stack an [Elven] or [Gondor] companion here from your discard or dead pile.
At the start of the regroup phase you may spot Aragorn and a card stacked here to remove a threat.
“‘I gave Hope to the Dunedain, I have kept no hope for myself.’”
Seems okay, though relying on having a discarded or dead companion before you play it could lead to some hand clogging.

Quote from: Anvar
[5] •Ride to the Stone [Elven]
Condition • Support Area
Each time the fellowship moves during the regroup phase you may spot 2 Elves to scour 3 cards. Return each [Elven] card you scour to your hand.
At the end of your turn, discard this condition from play if the fellowship did not move more than once this turn.
"'Friends, forget your weariness! Ride now, ride! We must come to the Stone of Erech ere this day passes, and long still is the way.'"
With the drawback text, I agree with Thran: this really could cost a lot less, perhaps even as low as [2].
Title: Re: Return to the Paths of the Dead - Tomb of Gilraen
Post by: sickofpalantirs on May 16, 2008, 11:47:39 AM

[1] •Brothers in Arms [Elven]
Condition • Support Area
Each time Elladan or Elrohir wins a fight you may add an [Elven] token here.
Desperation - Elladan and Elrohir are strength +1 for each token here.
"So much alike were they, the sons of Elrond, that few could tell them apart: dark-haired, grey-eyed, and their faces elven-fair clad alike in bright mail beneath cloaks of silver-grey."
wins a skirmish, not fight. maybe if you cannot spot 3-4 tokens here.

  • •Tomb of Gilraen [Elven]

Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this, stack an [Elven] or [Gondor] companion here from your discard or dead pile.
At the start of the regroup phase you may spot Aragorn and a card stacked here to remove a threat.
“‘I gave Hope to the Dunedain, I have kept no hope for myself.’”
start of each regroup phase right?

[5] •Ride to the Stone [Elven]
Condition • Support Area
Each time the fellowship moves during the regroup phase you may spot 2 Elves to scour 3 cards. Return each [Elven] card you scour to your hand.
At the end of your turn, discard this condition from play if the fellowship did not move more than once this turn.
"'Friends, forget your weariness! Ride now, ride! We must come to the Stone of Erech ere this day passes, and long still is the way.'"
it shouldn't be return each elven card to your hand, they didn't come from they're...I don't know what it should be.
Title: Re: Return to the Paths of the Dead - Walk Between Worlds
Post by: lem0nhead on May 19, 2008, 02:11:33 AM

[1] •Brothers in Arms [Elven]
Condition • Support Area
Each time Elladan or Elrohir wins a fight you may add an [Elven] token here.
Desperation - Elladan and Elrohir are strength +1 for each token here.
"So much alike were they, the sons of Elrond, that few could tell them apart: dark-haired, grey-eyed, and their faces elven-fair clad alike in bright mail beneath cloaks of silver-grey."

As SoP said skrimish not fight. Erm mental. The OP of this card is wholly dependant on how easy desperation will occur, and without playtesting with all the scour i just cant tell. Either way id be much happier with +1 for each 2 tokens here.

  • •Tomb of Gilraen [Elven]

Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this, stack an [Elven] or [Gondor] companion here from your discard or dead pile.
At the start of the regroup phase you may spot Aragorn and a card stacked here to remove a threat.
“‘I gave Hope to the Dunedain, I have kept no hope for myself.’”

Hmm weird. Cant tell its balance or usefulness.

[5] •Ride to the Stone [Elven]
Condition • Support Area
Each time the fellowship moves during the regroup phase you may spot 2 Elves to scour 3 cards. Return each [Elven] card you scour to your hand.
At the end of your turn, discard this condition from play if the fellowship did not move more than once this turn.
"'Friends, forget your weariness! Ride now, ride! We must come to the Stone of Erech ere this day passes, and long still is the way.'"

Doesnt need to cost 5. Maybe 3.

Title: Re: Return to the Paths of the Dead - Tomb of Gilraen
Post by: Anvar on May 19, 2008, 05:55:25 AM
Thanks for the comments, some alterations made, especially to Brothers in Arms. Let me know how it looks now.

Wraiths later today.

Anvar
Title: Re: Return to the Paths of the Dead - Tomb of Gilraen
Post by: lem0nhead on May 19, 2008, 06:22:44 AM
Ok.... thats.... COMPLETELY different lol but fine. It seems ok though could mean a mental scouring which means depseration is even easier to achieve and then judging the balance for OP on it is really hard.
Title: Re: Return to the Paths of the Dead - Tomb of Gilraen
Post by: Thranduil on May 19, 2008, 08:34:33 AM
Looks good, I reckon.

Thranduil
Title: Re: Return to the Paths of the Dead - Tomb of Gilraen
Post by: sickofpalantirs on May 19, 2008, 10:26:33 AM
I liked the other brothers in arms more ;) LOL but this one is fine
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: Anvar on May 19, 2008, 12:51:10 PM
So, back to the Wraiths. I posted a few cards just before CC went down, here they are again in slightly revised fashion:

[8] •The Witch-King, Lord of Twilight [Wraith]
Minion • Nazgul
Strength: 14
Vitality: 4
Site: 3
Twilight. Enduring 2.
To play spot a [Wraith] minion or a twilight card.
Return - Remove a threat.
If the Witch-King is killed, remove him from the game.
"'No living man may hinder me!'"

[1] Morgul Wound [Wraith]
Condition • Support Area
Strength: -1
Resistance: -2
Twilight.
Bearer gains twilight.
Response: If your [wraith] or twilight minion wins a skirmish, transfer this condition from your support area to the losing character. Limit 1 per companion.
"Ever since the sun had begun to sink the mist before his eyes had darkened..."

[6] •Ulaire Enquea, Creature of Twilight [Wraith]
Minion • Nazgul
Strength: 11
Vitality: 4
Site: 3
Twilight. Enduring 2.
To play spot a [Wraith] minion or a twilight card.
Each twilight companion is resistance -2.
Each companion with resistance 0 or less is strength -2.
“In their white faces burned keen and merciless eyes...”

And a new card for today:

[5] •Ulaire Nelya, Hunter in Twilight [Wraith]
Minion • Nazgul
Strength: 10
Vitality: 3
Site: 2
Twilight. Enduring 1.
The twilight cost of each other twilight card is -1.
Each time a [Wraith] minion wins a skirmish, you may shuffle a twilight card from your discard pile into your draw deck.
"...in their haggard hands were swords of steel."
Title: Re: Return to the Paths of the Dead - Tomb of Gilraen
Post by: Thranduil on May 19, 2008, 12:55:32 PM
[8] •The Witch-King, Lord of the Twilight [Wraith]
Minion • Nazgul
Strength: 14
Vitality: 4
Site: 3
Twilight. Enduring 2.
To play spot a Wraith or a twilight card.
Return - Remove a threat.
If the Witch-King is killed, remove him from the game.
"'No living man may hinder me!'"
No problems here, except that I think spotting a Nazgûl makes more sense than a Wraith or at least a [Wraith] minion.

(0) Morgul Wound [Wraith]
Condition • Support Area
Strength: -1
Resistance: -2
Twilight.
Bearer gains twilight.
Response: If your [wraith] or twilight minion wins a skirmish, transfer this condition from your support area to a companion he was skirmishing.
"Ever since the sun had begun to sink the mist before his eyes had darkened..."
You need to capitalise your cultures at this board, I'm afraid. Looks good.

[6] •Ulaire Enquea, Creature of Twilight [Wraith]
Minion • Nazgul
Strength: 11
Vitality: 4
Site: 3
Twilight. Enduring 2.
To play spot a Wraith or a twilight card.
Each twilight companion is resistance -2.
Each companion with resistance 2 or less is strength -2.
“In their white faces burned keen and merciless eyes...”
Perhaps he only needs Enduring 1 with 4 vitality, twilight and awesome abilities.

[5] •Ulaire Nelya, Hunter in Twilight [Wraith]
Minion • Nazgul
Strength: 10
Vitality: 3
Site: 2
Twilight.
The twilight cost of each twilight card is -1.
Each time a [wraith] minion wins a skirmish, you may shuffle a twilight card from your discard pile into your draw deck.
"...in their haggard hands were swords of steel."
I love this one, no complaints at all.

Thranduil
Title: Re: Return to the Paths of the Dead - Tomb of Gilraen
Post by: DáinIronfoot on May 19, 2008, 01:02:35 PM
Quote from: Anvar
[8] •The Witch-King, Lord of the Twilight [Wraith]
Minion • Nazgul
Strength: 14
Vitality: 4
Site: 3
Twilight. Enduring 2.
To play spot a Wraith or a twilight card.
Return - Remove a threat.
If the Witch-King is killed, remove him from the game.
"'No living man may hinder me!'"
Agree with Thran. Nice one, though.

Quote from: Anvar
(0) Morgul Wound [Wraith]
Condition • Support Area
Strength: -1
Resistance: -2
Twilight.
Bearer gains twilight.
Response: If your [wraith] or twilight minion wins a skirmish, transfer this condition from your support area to a companion he was skirmishing.
"Ever since the sun had begun to sink the mist before his eyes had darkened..."
I'd prevent you from transferring this to the Ring-bearer, as that resistance -2 is just mean in that case. Probably raise the cost to [1] or even [2] as well. But I like it.

Quote from: Anvar
[6] •Ulaire Enquea, Creature of Twilight [Wraith]
Minion • Nazgul
Strength: 11
Vitality: 4
Site: 3
Twilight. Enduring 2.
To play spot a Wraith or a twilight card.
Each twilight companion is resistance -2.
Each companion with resistance 2 or less is strength -2.
“In their white faces burned keen and merciless eyes...”
I think that lore is in use somewhere else, but beyond that, looks okay to me. Same note here as with Wikkie, though...makes more sense to spot a Nazzie than a Wraith. And actually...yeah, Thran's probably right. Enduring 1 would be better.

Quote from: Anvar
[5] •Ulaire Nelya, Hunter in Twilight [Wraith]
Minion • Nazgul
Strength: 10
Vitality: 3
Site: 2
Twilight.
The twilight cost of each twilight card is -1.
Each time a [wraith] minion wins a skirmish, you may shuffle a twilight card from your discard pile into your draw deck.
"...in their haggard hands were swords of steel."
Probably "each other twilight card" for clarity. But I like it.
Title: Re: Return to the Paths of the Dead - Tomb of Gilraen
Post by: Anvar on May 19, 2008, 01:16:37 PM
Quote
I'd prevent you from transferring this to the Ring-bearer, as that resistance -2 is just mean in that case. Probably raise the cost to [1] or even [2] as well. But I like it.

If your ring-bearer is fighting, and losing, a skirmish with a nazgul, you are most often dead anyway. I see your point but flavour-wise it just would be a shame not to allow it to transfer to the ring-bearer.

Anvar
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: sickofpalantirs on May 19, 2008, 01:30:16 PM
So, back to the Wraiths. I posted a few cards just before CC went down, here they are again in slightly revised fashion:

[8] •The Witch-King, Lord of the Twilight [Wraith]
Minion • Nazgul
Strength: 14
Vitality: 4
Site: 3
Twilight. Enduring 2.
To play spot a [Wraith] minion or a twilight card.
Return - Remove a threat.
If the Witch-King is killed, remove him from the game.
"'No living man may hinder me!'"
noice...I want a deck based around this punk ;)

[1] Morgul Wound [Wraith]
Condition • Support Area
Strength: -1
Resistance: -2
Twilight.
Bearer gains twilight.
Response: If your [wraith] or twilight minion wins a skirmish, transfer this condition from your support area to a companion he was skirmishing.
"Ever since the sun had begun to sink the mist before his eyes had darkened..."
works for me.

[6] •Ulaire Enquea, Creature of Twilight [Wraith]
Minion • Nazgul
Strength: 11
Vitality: 4
Site: 3
Twilight. Enduring 1.
To play spot a [Wraith] minion or a twilight card.
Each twilight companion is resistance -2.
Each companion with resistance 2 or less is strength -2.
“In their white faces burned keen and merciless eyes...”
make it 0 IMSO or 1 or less.

[5] •Ulaire Nelya, Hunter in Twilight [Wraith]
Minion • Nazgul
Strength: 10
Vitality: 3
Site: 2
Twilight.
The twilight cost of each other twilight card is -1.
Each time a [Wraith] minion wins a skirmish, you may shuffle a twilight card from your discard pile into your draw deck.
"...in their haggard hands were swords of steel."
fine by me!
Title: Re: Return to the Paths of the Dead - Tomb of Gilraen
Post by: DáinIronfoot on May 19, 2008, 01:32:20 PM
Quote
I'd prevent you from transferring this to the Ring-bearer, as that resistance -2 is just mean in that case. Probably raise the cost to [1] or even [2] as well. But I like it.

If your ring-bearer is fighting, and losing, a skirmish with a nazgul, you are most often dead anyway. I see your point but flavour-wise it just would be a shame not to allow it to transfer to the ring-bearer.

I understand. Flavor-wise, I do agree. But in terms of balance, it's really, REALLY nasty.

Perhaps have it -1 for all, then an additional -1 if bearer is unbound or something. -1 would still be brutal, but less so for sure.

Oh, and I also just noticed something else: you need to limit it to 1 per bearer. Imagine slapping four of those on the same companion! Bye-bye companion....
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: lem0nhead on May 20, 2008, 04:18:35 AM

[8] •The Witch-King, Lord of the Twilight [Wraith]
Minion • Nazgul
Strength: 14
Vitality: 4
Site: 3
Twilight. Enduring 2.
To play spot a [Wraith] minion or a twilight card.
Return - Remove a threat.
If the Witch-King is killed, remove him from the game.
"'No living man may hinder me!'"

Lord of Twilight not "the" surely? Seems fine to me.

[1] Morgul Wound [Wraith]
Condition • Support Area
Strength: -1
Resistance: -2
Twilight.
Bearer gains twilight.
Response: If your [wraith] or twilight minion wins a skirmish, transfer this condition from your support area to a character he was skirmishing. Limit 1 per character.
"Ever since the sun had begun to sink the mist before his eyes had darkened..."

"to the losing character" is better.

[6] •Ulaire Enquea, Creature of Twilight [Wraith]
Minion • Nazgul
Strength: 11
Vitality: 4
Site: 3
Twilight. Enduring 2.
To play spot a [Wraith] minion or a twilight card.
Each twilight companion is resistance -2.
Each companion with resistance 0 or less is strength -2.
“In their white faces burned keen and merciless eyes...”

Cool but he doesnt seem enquea without 6 companion punishment. How about add While you can spot 6 companions each companions is resistance -1 or 2?

[5] •Ulaire Nelya, Hunter in Twilight [Wraith]
Minion • Nazgul
Strength: 10
Vitality: 3
Site: 2
Twilight.
The twilight cost of each other twilight card is -1.
Each time a [Wraith] minion wins a skirmish, you may shuffle a twilight card from your discard pile into your draw deck.
"...in their haggard hands were swords of steel."

Good but none of these guys feel like theyre being balanced with lack of fierce.

Title: Re: Return to the Paths of the Dead - Wraiths
Post by: Anvar on May 20, 2008, 08:35:28 AM
Thanks for the comments, some changes made.

A few more cards today, playing around with themes of burdens and threats. My wraith minions are partly designed to be supported by other cultures as I think multi-culture shadow sides are under supported and fun, so we may come back to some of these cards later.

[4] •Ulaire Otsea, Twilight Stalker [Wraith]
Minion • Nazgul
Strength: 9
Vitality: 3
Site: 3
Twilight. Enduring 2.
Each time Ulaire Otsea wins a skirmish you may heal him to add a burden for each Shadow card borne by a character he was skirmishing.
"...under their mantles were long grey robes..."

[2] Ride Through the Twilight [Wraith]
Condition • Support Area
To play spot a [Wraith] minion.
Each time the fellowship moves you may scour 3 cards. For each twilight card you scour, add a threat. For each Free Peoples card you scour, remove a threat.
"He stared downward at the hateful Road, leading back westward - to his home. Suddenly, he was aware that two black specks were moving slowly along it, going westward; and looking again he saw that three others were creeping eastward to meet them. He gave a cry and clutched Strider's arm."

[3] Back from the Dead [Wraith]
Condition • Support Area
Desperation - each [Wraith] minion gains “Return - remove a burden or a threat” and "Legendary - [1]".
"'Their horses must have perished, and without them they are crippled. But the Ringwraiths themselves cannot be so easily destroyed.'"
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: DáinIronfoot on May 20, 2008, 08:43:44 AM
Quote from: Anvar
[4] •Ulaire Otsea, Twilight Stalker [Wraith]
Minion • Nazgul
Strength: 9
Vitality: 3
Site: 3
Twilight. Enduring 2.
Each time Ulaire Otsea wins a skirmish you may exert him to add a burden for each shadow card borne by a character he was skirmishing.
"...under their mantles were long grey robes..."

"Shadow" should be capitalized, but the biggest problem I see here is that his text is just too good when comboed with his enduring. Yes, he's not fierce, but there are ways to MAKE Nazzies fierce, and it would be a very painful discouragement to double-moving. I like the general idea, I just think it's too good. Perhaps heal him for the effect instead?

Quote from: Anvar
[1] Ride Through the Twilight [Wraith]
Condition • Support Area
To play spot a [Wraith] minion.
Each time the fellowship moves you may scour 3 cards. For each twilight card you scour, add a threat. For each free peoples card you scour, remove a threat.
"He stared downward at the hateful Road, leading back westward - to his home. Suddenly, he was aware that two black specks were moving slowly along it, going westward; and looking again he saw that three others were creeping eastward to meet them. He gave a cry and clutched Strider's arm."

"Free Peoples" should be capitalized. I also think this should probably be either unique or cost somewhere around [3].

Quote from: Anvar
[3] Back from the Dead [Wraith]
Condition • Support Area
Desperation - each [Wraith] minion gains “Return - remove a burden or a threat”. Each time a [Wraith] minion is killed, remove it from the game.
"'Their horses must have perished, and without them they are crippled. But the Ringwraiths themselves cannot be so easily destroyed.'"

Nifty! No complaints here.
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: Thranduil on May 20, 2008, 09:02:58 AM
Actually, I think the Ride Through the Twilight would be fine at [2] - it's not that good.

My problem with Back from the Dead is that it makes the Witch-King less unique. Could you not think of a different drawback?

Thranduil
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: Anvar on May 20, 2008, 09:21:24 AM
What do you think of Back From the Dead now? It now gives all [wraith] minions legendary, so they go to the dead pile when discarded/killed (if I understand your mechanic correctly).

Anvar
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: Thranduil on May 20, 2008, 09:23:40 AM
That brings up the problem of the Witch-King again. Now he circumvents this disadvantage completely by being removed from the game and so doesn't end up in the dead pile and so you can continue to play copies of him. It certainly makes him powerful and unique, but perhaps too much so.

Thranduil
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: Anvar on May 20, 2008, 09:42:03 AM
If the W-K is killed while the card is out, he removes from the game. But if he is discarded he would go to the dead pile. I like the idea that the W-K is more likely to keep coming back, so this works for me. Did you have another thought in mind?

Anvar
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: Thranduil on May 20, 2008, 10:31:37 AM
No, it's probably fine now. You could combine them into a single sentence though.

Thranduil
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: sickofpalantirs on May 20, 2008, 11:41:15 AM
[4] •Ulaire Otsea, Twilight Stalker [Wraith]
Minion • Nazgul
Strength: 9
Vitality: 3
Site: 3
Twilight. Enduring 2.
Each time Ulaire Otsea wins a skirmish you may heal him to add a burden for each Shadow card borne by a character he was skirmishing.
"...under their mantles were long grey robes..."
maybe heal him to add a burden and leave it at that...anymore seems evil

[2] Ride Through the Twilight [Wraith]
Condition • Support Area
To play spot a [Wraith] minion.
Each time the fellowship moves you may scour 3 cards. For each twilight card you scour, add a threat. For each Free Peoples card you scour, remove a threat.
"He stared downward at the hateful Road, leading back westward - to his home. Suddenly, he was aware that two black specks were moving slowly along it, going westward; and looking again he saw that three others were creeping eastward to meet them. He gave a cry and clutched Strider's arm."
nice what if you scoured a freeps twilight card? nothing happens?

[3] Back from the Dead [Wraith]
Condition • Support Area
Desperation - each [Wraith] minion gains “Return - remove a burden or a threat” and "Legendary - [1]".
"'Their horses must have perished, and without them they are crippled. But the Ringwraiths themselves cannot be so easily destroyed.'"
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: Anvar on May 20, 2008, 02:31:15 PM

nice what if you scoured a freeps twilight card? nothing happens?


Exactly right. Unless you're at maximum threats. If you have three threats and three companions, and your opponent scours 3 FP twilight cards, they try to add three threats, fail, then remvoe three threats. That's why I wrote the effect in that order.

Anvar
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: sickofpalantirs on May 20, 2008, 05:47:52 PM
now that would proverbially suck...
I feel happy now. I figured something out ;)
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: lem0nhead on May 21, 2008, 07:10:57 AM

[4] •Ulaire Otsea, Twilight Stalker [Wraith]
Minion • Nazgul
Strength: 9
Vitality: 3
Site: 3
Twilight. Enduring 2.
Each time Ulaire Otsea wins a skirmish you may heal him to add a burden for each Shadow card borne by a character he was skirmishing.
"...under their mantles were long grey robes..."

Good but again my comment stands about them not being fierce.

[2] Ride Through the Twilight [Wraith]
Condition • Support Area
To play spot a [Wraith] minion.
Each time the fellowship moves you may scour 3 cards. For each twilight card you scour, add a threat. For each Free Peoples card you scour, remove a threat.
"He stared downward at the hateful Road, leading back westward - to his home. Suddenly, he was aware that two black specks were moving slowly along it, going westward; and looking again he saw that three others were creeping eastward to meet them. He gave a cry and clutched Strider's arm."

This is broken with ur mechanic. You could play 4 of this and pair it with freeps desperation tactic and abuse it couldnt you?

[3] Back from the Dead [Wraith]
Condition • Support Area
Desperation - each [Wraith] minion gains “Return - remove a burden or a threat” and "Legendary - [1]".
"'Their horses must have perished, and without them they are crippled. But the Ringwraiths themselves cannot be so easily destroyed.'"

O and theres a shadow desperation tactic as well! Gees. Wow thats insanely hard. Bringing back a wraith for a threat when uve run out of cards is solid. So my comment above stands.

Title: Re: Return to the Paths of the Dead - Wraiths
Post by: Anvar on May 21, 2008, 02:20:08 PM
Don't really know what to do with Lemon's comments here. I see the potential for great power, but remember that if you're playing the shadow side and you have achieved desperation, at the start of each shadow phase all you have in play are things in your support area. If you are scouring cards every turn, you will quickly run out of steam.

We'll have a chance to think about it some more as we look at some more cards.

[6] •Ulaire Toldea, Rider in Twilight [Wraith]
Minion • Nazgul
Strength: 12
Vitality: 3
Site: 3
Twilight.
While this card is in your dead pile, each exhausted twilight minion is fierce.
"...upon their grey hairs were helms of silver..."

[2] Ancient Barrow [Wraith]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this card, stack a [Wraith] minion from your discard or dead pile here.
Shadow: Discard a card stacked here and spot a twilight card to play a [Wraith] minion from your discard pile.
"To his right there loomed against the westward stars a dark black shape. A great barrow stood there."

[1] Standing Stone [Wraith]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this card, stack a [Wraith] card from your discard or dead pile here.
Shadow: Spot a twilight minion and remove [1] to play a possession stacked here as if from hand.
Regroup: Remove [2] to stack a [Wraith] possession here from play.
The dark patches grew darker, but they shrank; and suddenly he saw, towering ominous before him and leaning slightly towards one another like the pillars of a headless door, two huge standing stones."
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: Thranduil on May 21, 2008, 04:14:37 PM
[6] •Ulaire Toldea, Rider in the Twilight [Wraith]
Minion • Nazgul
Strength: 12
Vitality: 3
Site: 3
Twilight.
While this card is in your dead pile, each exhausted twilight minion is fierce.
"...upon their grey hairs were helms of silver..."
I think 'the' is superfluous in his subtitle - Rider in Twilight is awesome in itself. I think I'd just throw the blanket 'each twilight minion is fierce' and it would seem fine to me, because you either have to have tombs out or desperation with your above card that gives Nazgûl legendary.

[2] Ancient Barrow [Wraith]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this card, stack a [Wraith] minion from your discard or dead pile here.
Shadow: Discard a card stacked here and spot a twilight card to play a [Wraith] minion from your discard pile.
"To his right there loomed against the westward stars a dark black shape. A great barrow stood there."
Perhaps this only needs to cost [1] as it has only one chance for an effect.

[2] Standing Stone [Wraith]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this card, stack a [Wraith] card from your discard or dead pile here.
Shadow: Spot a twilight minion and remove [1] to play a possession stacked here as if from hand.
Regroup: Remove [2] to stack a [Wraith] possession here from play.
The dark patches grew darker, but they shrank; and suddenly he saw, towering ominous before him and leaning slightly towards one another like the pillars of a headless door, two huge standing stones."
What's the significance of possessions being in your dead pile here? My point being: does it really need to be a tomb if it just stacks possessions?

Thranduil
Title: Re: Return to the Paths of the Dead - Barrows
Post by: sickofpalantirs on May 21, 2008, 07:15:17 PM
definitly you are treading on thin ice with this new mechanic...the best way would be to playtest it somehow.



[6] •Ulaire Toldea, Rider in the Twilight [Wraith]
Minion • Nazgul
Strength: 12
Vitality: 3
Site: 3
Twilight.
While this card is in your dead pile, each exhausted twilight minion is fierce.
"...upon their grey hairs were helms of silver..."
fine.

[2] Ancient Barrow [Wraith]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this card, stack a [Wraith] minion from your discard or dead pile here.
Shadow: Discard a card stacked here and spot a twilight card to play a [Wraith] minion from your discard pile.
"To his right there loomed against the westward stars a dark black shape. A great barrow stood there."
maybe its twilight cost is -1?

[2] Standing Stone [Wraith]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this card, stack a [Wraith] card from your discard or dead pile here.
Shadow: Spot a twilight minion and remove [1] to play a possession stacked here as if from hand.
Regroup: Remove [2] to stack a [Wraith] possession here from play.
The dark patches grew darker, but they shrank; and suddenly he saw, towering ominous before him and leaning slightly towards one another like the pillars of a headless door, two huge standing stones."
a dead possession? thats just weird...
Title: Re: Return to the Paths of the Dead - Barrows
Post by: Anvar on May 22, 2008, 01:22:24 AM
Good questions, and I should probably have made some of this stuff clear before I posted the cards.

1] Of course, there are some unique [Wraith] possessions, the Pale Blade, the Witch-King's Fell Beast etc. So having possessions in your dead pile can be significant.

2] I was trying to capture the idea that the barrows contain treasure as well as Wights (that's how the Hobbits get their swords after all).

3] Tombs feature as a bit of strategy in their own right, so being able to have 8 [Wraith] tombs in your deck seemed important to me. However, I was concerned about having to stack too many minions in the dead pile.

4] There will be a card or two, for [Wraith] only that will stack more cards on these tombs, so you may well be able to get the effect more than once.

Hope that clears up some of the confusion.

Anvar
Title: Re: Return to the Paths of the Dead - Wraiths
Post by: lem0nhead on May 22, 2008, 02:39:48 AM
Don't really know what to do with Lemon's comments here. I see the potential for great power, but remember that if you're playing the shadow side and you have achieved desperation, at the start of each shadow phase all you have in play are things in your support area. If you are scouring cards every turn, you will quickly run out of steam.

Well i mean, yeah ok the downside to the tactic is of course you draw no cards so ur screwed so yes the upside has to be pretty good, but i feel the return values on these makes the desperation tactic TOO strong. Cos ur barely being penalised for having no cards if you can still play ur guls every turn and doing nasty stuff. Meh nvm.

[6] •Ulaire Toldea, Rider in Twilight [Wraith]
Minion • Nazgul
Strength: 12
Vitality: 3
Site: 3
Twilight.
While this card is in your dead pile, each exhausted twilight minion is fierce.
"...upon their grey hairs were helms of silver..."

Wooo interesting. I like. Opens up a lot of possiblities. And totally helps with my earlier point about lacking fierce! Nice!

[2] Ancient Barrow [Wraith]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this card, stack a [Wraith] minion from your discard or dead pile here.
Shadow: Discard a card stacked here and spot a twilight card to play a [Wraith] minion from your discard pile.
"To his right there loomed against the westward stars a dark black shape. A great barrow stood there."

Cool.

[2] Standing Stone [Wraith]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this card, stack a [Wraith] card from your discard or dead pile here.
Shadow: Spot a twilight minion and remove [1] to play a possession stacked here as if from hand.
Regroup: Remove [2] to stack a [Wraith] possession here from play.
The dark patches grew darker, but they shrank; and suddenly he saw, towering ominous before him and leaning slightly towards one another like the pillars of a headless door, two huge standing stones."

Shadow needs bold tags. Sorry :P. This could cost 1.

Title: Re: Return to the Paths of the Dead - Barrows
Post by: DáinIronfoot on May 22, 2008, 06:24:22 AM
Nothing new to add, really, so I just echo Lem0n's review.
Title: Re: Return to the Paths of the Dead - Barrows
Post by: Anvar on May 22, 2008, 08:35:27 AM
Thanks for the reviews so far.

Today I have the final Nazgul for the moment and some support cards for tombs as mentioned above.

[4] •Ulaire Nertea, Twilight Wraith [Wraith]
Minion • Nazgul
Strength: 9
Vitality: 2
Site: 3
Twilight. Enduring 3.
While Ulaire Nertea is in your dead pile, the twilight cost of each [Wraith] condition is -1.

(0) Cold Be Sleep Under Stone [Wraith]
Event • Shadow
Spot a twilight card to stack a [Wraith] card from hand or your discard pile on a [Wraith] tomb.
“Cold be hand and heart and bone...”

(0) Dread Incantation [Wraith]
Event • Shadow
Play a Shadow card stacked on a tomb as if from hand (and if it is a twilight minion, its cost is -1).
“In the black wind the stars shall die / and still on gold here let them lie...”
Title: Re: Return to the Paths of the Dead - Barrows
Post by: DáinIronfoot on May 22, 2008, 08:51:06 AM
Quote from: Anvar
[4] •Ulaire Nertea, Twilight Wraith [Wraith]
Minion • Nazgul
Strength: 9
Vitality: 2
Site: 3
Twilight. Enduring 3.
While this card is in your dead pile, the twilight cost of each [Wraith] condition is -1.

Nifty. I think it should be "While Ulaire Nertea is in your dead pile", though.

Quote from: Anvar
(0) Cold Be Sleep Under Stone [Wraith]
Event • Shadow
Spot a twilight card to stack a [Wraith] card from hand or your discard pile on a [Wraith] tomb.
“Cold be hand and heart and bone...”

Just what the doctor ordered. Good stuff.

Quote from: Anvar
(0) Dread Incantation [Wraith]
Event • Shadow
Play a Shadow card stacked on a tomb (and if it is a twilight minion, its cost is -2).
“In the black wind the stars shall die / and still on gold here let them lie...”

I like it, but the cost reduction offered scares me a tiny bit. I THINK it's balanced enough.
Title: Re: Return to the Paths of the Dead - Dread Incantation
Post by: Thranduil on May 22, 2008, 09:24:42 AM
Looks good. Perhaps the twilight reduction only needs to be -1, however.

Thranduil
Title: Re: Return to the Paths of the Dead - Dread Incantation
Post by: sickofpalantirs on May 22, 2008, 10:24:28 AM

[4] •Ulaire Nertea, Twilight Wraith [Wraith]
Minion • Nazgul
Strength: 9
Vitality: 2
Site: 3
Twilight. Enduring 3.
While Ulaire Nertea is in your dead pile, the twilight cost of each [Wraith] condition is -1.
nice

(0) Cold Be Sleep Under Stone [Wraith]
Event • Shadow
Spot a twilight card to stack a [Wraith] card from hand or your discard pile on a [Wraith] tomb.
“Cold be hand and heart and bone...”
fine

(0) Dread Incantation [Wraith]
Event • Shadow
Play a Shadow card stacked on a tomb (and if it is a twilight minion, its cost is -1).
“In the black wind the stars shall die / and still on gold here let them lie...”
shouldn't it be as if from hand?
Title: Re: Return to the Paths of the Dead - Dread Incantation
Post by: Anvar on May 23, 2008, 08:50:15 AM
Some relatively uncontroversial cards, which makes a nice change ;)

Anyway, a few more minions today - a vertical cycle of Barrow Wraiths. Perhaps not the most exciting creatures ever designed but it seemed to me that Wights could do with some fairly vanilla cards, and a set with only complicated cards wouldn't be much good either.

[3] Wight of the Shadows [Wraith]
Minion • Wraith
Strength: 7
Vitality: 3
Site: 2
Twilight. Enduring 1.
"Then a grip stronger and colder than iron seized him."

[5] Spirit of Angmar [Wraith]
Minion • Wraith
Strength: 8
Vitality: 3
Site: 2
Twilight. Enduring 2.
"The icy touch froze his bones, and he remembered no more."

[6]•Undead King, Warrior of Old [Wraith]
Minion • Wraith
Strength: 10
Vitality: 4
Site: 2
Twilight. Enduring 2.
While this card is in your dead pile, each [Wraith] minion and Nazgul gains enduring 2.
"Trembling he looked up, in time to see a tall dark figure like a shadow against the stars. It leaned over him. He thought there were two eyes, very cold, though lit with a pale light that seemed to come from some remote distance.
Title: Re: Return to the Paths of the Dead - Barrow Wights
Post by: Thranduil on May 23, 2008, 09:27:28 AM
My only worry is for Spirit of Angmar who seems powerful for its cost for a non-roaming vitality 3 enduring minion.

Thranduil
Title: Re: Return to the Paths of the Dead - Barrow Wights
Post by: FM on May 23, 2008, 09:28:36 AM
They can go to the Dead Pile? Sweet! How does that work in your mechanic? Always wanted to see something like that.
Title: Re: Return to the Paths of the Dead - Barrow Wights
Post by: Thranduil on May 23, 2008, 09:30:10 AM
If you just looked at the top of the page... ;)

Thranduil
Title: Re: Return to the Paths of the Dead - Barrow Wights
Post by: Anvar on May 23, 2008, 09:55:17 AM
I've upped the cost to 5. Any better you think?

Anvar
Title: Re: Return to the Paths of the Dead - Barrow Wights
Post by: Thranduil on May 23, 2008, 10:01:07 AM
Probably. You should hear some other opinions though.

Thranduil
Title: Re: Return to the Paths of the Dead - Barrow Wights
Post by: FM on May 23, 2008, 11:19:53 AM
Ah, NOW i see it! I don't think the cost was THAT low, though, but I guess upping it a bit wouldn't hurt it either or cripple the playability.
Title: Re: Return to the Paths of the Dead - Dread Incantation
Post by: DáinIronfoot on May 23, 2008, 12:58:27 PM
Quote from: Anvar
[3] Wight of the Shadows [Wraith]
Minion • Wraith
Strength: 7
Vitality: 3
Site: 2
Twilight. Enduring 1.

I'd really like these better with some lore...they look so naked without it! Fine otherwise, though.

Quote from: Anvar
[5] Spirit of Angmar [Wraith]
Minion • Wraith
Strength: 8
Vitality: 3
Site: 2
Twilight. Enduring 2.

Ditto here.

Quote from: Anvar
[6]•Undead King, Warrior of Old [Wraith]
Minion • Wraith
Strength: 10
Vitality: 4
Site: 2
Twilight. Enduring 2.
While this card is in your dead pile, each [Wraith] minion gains enduring 2.

Make sure you bold enduring 2....

Yowch. Perhaps limit that specifically to Wraiths and Nazzies, as giving minions like [Wraith] Orcs enduring seems a little silly and contrary to what you're trying to do. Powerful and cool, though. MAYBE consider reducing that hand-out to enduring 1. Maybe.
Title: Re: Return to the Paths of the Dead - Barrow Wights
Post by: Anvar on May 26, 2008, 06:43:25 AM
Thanks for all the comments as usual. A few more Wraithy cards for you today:

[1] Light a Candle of Your Own [Wraith]
Event • Maneuver
Twilight.
Exert a twilight minion to make the Ring-bearer wear The One Ring until the regroup phase. The Free Peoples player may add 2 threats to prevent this.

[1] All Dead, All Rotten [Wraith]
Event • Response
Twilight.
If the Ring-bearer puts on The One Ring, exert a [Wraith] minion to add a burden for each twilight minion you can spot (limit 3).
Title: Re: Return to the Paths of the Dead - Barrow Wights
Post by: Thranduil on May 26, 2008, 06:54:43 AM
[1] Light a Candle of Your Own [Wraith]
Event • Maneuver
Twilight.
Exert a twilight minion to make the Ring-bearer wear the One Ring until the regroup phase. The Free Peoples player may add 2 threats to prevent this.
Could run into a problem with enduring twilight minions. Other than that, the title of the Ring is 'The One Ring' with all words starting with capital letters.

[1] All Dead, All Rotten [Wraith]
Event • Response
Twilight.
If the Ring-bearer wears the One Ring, exert 3 [Wraith] minions to add a burden for each shadow twilight card you can spot.
'Shadow' with a capital 'S'. I think I'd prefer less cost in exertions and more in twilight tokens. You could even have high twilight cost with toil.

Thranduil
Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: SomeRandomDude on May 26, 2008, 07:06:02 AM
Grammar Nazi...

Anyways, I think that enduring minions aren't a problem. I mean, they made Gorgoroth Berserker, didn't they? :twisted: And stuff that require exerting Sauron minions, even though some are enduring.

With the second card, just make it for every twilight card you spot.
Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: sickofpalantirs on May 26, 2008, 11:30:37 AM
Thanks for all the comments as usual. A few more Wraithy cards for you today:

[1] Light a Candle of Your Own [Wraith]
Event • Maneuver
Twilight.
Exert a twilight minion to make the Ring-bearer wear The One Ring until the regroup phase. The Free Peoples player may add 2 threats to prevent this.
fine

[4] All Dead, All Rotten [Wraith]
Event • Response
Twilight.
If the Ring-bearer wears the One Ring, exert 2 [Wraith] minions to add a burden for each Shadow twilight card you can spot.
needs a limit
Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: DáinIronfoot on May 26, 2008, 07:00:15 PM
I'll just echo SoP on these. Good stuff, though.
Title: Re: Return to the Paths of the Dead - Barrow Wights
Post by: lem0nhead on May 27, 2008, 05:35:56 AM
Thanks for all the comments as usual. A few more Wraithy cards for you today:

Stop posting so often #$&*@! it! I cant get round to reviewing them im not active at weekends!

[1] Light a Candle of Your Own [Wraith]
Event • Maneuver
Twilight.
Exert a twilight minion to make the Ring-bearer wear The One Ring until the regroup phase. The Free Peoples player may add 2 threats to prevent this.

Sound.

[4] All Dead, All Rotten [Wraith]
Event • Response
Twilight.
If the Ring-bearer wears the One Ring, exert 2 [Wraith] minions to add a burden for each Shadow twilight card you can spot.

You mean if he "puts on the one ring" not wears it or you can always respond to this, or never depending no which way you look at it. Id prefer the cost to be lower and it toned down to twilight minions or something. Rising costs arent always a good way to balance OP cards.

Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: Thranduil on May 27, 2008, 07:46:00 AM
It's funny how minor expletives look so much worse when they become random punctuation!

Thranduil
Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: Anvar on May 27, 2008, 08:01:20 AM
I've toned down all dead all rotten quite a lot in response to comments. It is now fairly similar to Wraith-world, but has the advantage of being twilight and response timing.

Lemon - blame the bank holiday! I didn't post more than usual...

Today I have a miscellanea of cards (is that a word?) relating to various themes that the Wraiths like to dabble in.

[1] Barrow Patrol [Wraith]
Event • Skirmish
Make a Wraith or Nazgul strength +2 (or +3 if you can spot a  tomb).
"A pale greenish light was growing round him."

[3] Stars Shall Die [Wraith]
Event • Skirmish
Make a [Wraith] minion strength +1 for each card in each dead pile.
“...till the Sun fails and the Moon is dead.”

[1] Black Wind [Wraith]
Event • Regroup
Exert a [Wraith] minion to remove a Free Peoples card in a discard pile from the game.
"Suddenly a song began: a cold murmur, rising and falling."
Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: Thranduil on May 27, 2008, 08:03:48 AM
[1] Barrow Patrol [Wraith]
Event • Skirmish
Make a [Wraith] minion strength +2 (or +3 if you can spot a  tomb).
"A pale greenish light was growing round him."
Seems fine. Perhaps though it should be Wraith or Nazgûl only.

[3] Stars Shall Die [Wraith]
Event • Skirmish
Make a [Wraith] minion strength +1 for each card in the dead pile.
“...till the Sun fails and the Moon is dead.”
Surely 'in each dead pile' if you're using legendary? Awesome though.

[1] Black Wind [Wraith]
Event • Regroup
Exert a [Wraith] minion to remove a Free Peoples card in a discard pile from the game.
"Suddenly a song began: a cold murmur, rising and falling."
Also awesome, but I think it should be a weather card!

Thranduil
Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: DáinIronfoot on May 27, 2008, 08:06:24 AM
I'm with Thran on all counts. :)
Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: Anvar on May 27, 2008, 08:09:46 AM
Ha! I love the idea of Black Wind being a weather card, but it would make no sense at all in my set...

Anvar
Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: DáinIronfoot on May 27, 2008, 08:10:15 AM
Eh, that's okay. Still a nice touch.
Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: sickofpalantirs on May 27, 2008, 11:20:44 AM
I'm with dain on all counts, who is with thran on all counts, so I am with thran on all counts.
Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: lem0nhead on May 28, 2008, 02:25:33 AM
I've toned down all dead all rotten quite a lot in response to comments. It is now fairly similar to Wraith-world, but has the advantage of being twilight and response timing.

Looks much better now!

Lemon - blame the bank holiday! I didn't post more than usual...

Pants!

Today I have a miscellanea of cards (is that a word?) relating to various themes that the Wraiths like to dabble in.

No its not a word :P

[1] Barrow Patrol [Wraith]
Event • Skirmish
Make a Wraith or Nazgul strength +2 (or +3 if you can spot a  tomb).
"A pale greenish light was growing round him."

Sound.

[3] Stars Shall Die [Wraith]
Event • Skirmish
Make a [Wraith] minion strength +1 for each card in each dead pile.
“...till the Sun fails and the Moon is dead.”

Wow, harsh. But ok.

[1] Black Wind [Wraith]
Event • Regroup
Exert a [Wraith] minion to remove a Free Peoples card in a discard pile from the game.
"Suddenly a song began: a cold murmur, rising and falling."

Ouchy! Horrible and petty!

Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: sickofpalantirs on May 28, 2008, 11:42:03 AM
miscellanea
Firefox thinks its a word....
Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: Anvar on May 28, 2008, 02:05:55 PM
Remember Morgul Wound that makes companions twilight? Here are some more things to do once the companions have crossed over to the other side:


Condition • Support Area
Twilight.
Each time bearer is assigned to skirmish a twilight minion, you may remove [1] to add a threat.
Skirmish: Transfer this condition from your support area to a companion skirmishing a twilight minion.
"'Where are you?'"

[2] Wither [Wraith]
Event • Skirmish
Twilight.
Make a Wraith or twilight minion strength +2. Then, if he is skirmishing a twilight companion, you may exert that minion to make him fierce until the regroup phase.
"And behold! there lay his weapon, but the blade was smoking like a dry branch that has been thrust in a fire; and as he watched it, it writhed and withered and was consumed."

And an event the likes of which I don't think LotR has seen:

[3] The Other Side [Wraith]
Event • Shadow
Exert 3 Wraiths or Nazgul to make each card in play gain twilight until the regroup phase (and if the Ring-bearer has resistance 5 or less, he puts on The One Ring until the regroup phase).
"Immediately, through everything else remained as before, dim and dark, the shapes became terribly clear."
Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: Thranduil on May 28, 2008, 02:46:18 PM
[1] Fog on the Barrow-Downs [Wraith]
Condition • Support Area
Twilight.
Each time bearer is assigned to skirmish a twilight minion, you may remove [1] to add a threat.
Skirmish: Transfer this condition from your support area to a companion skirmishing a twilight minion.
"'Where are you?'"
Again, a perfect candidate for a weather card. This seems fair enough.

[3] Wither [Wraith]
Event • Skirmish
Twilight.
Make a Wraith or twilight minion strength +2. If he is skirmishing a twilight companion, you may exert that minion to make him fierce until the regroup phase.
"And behold! there lay his weapon, but the blade was smoking like a dry branch that has been thrust in a fire; and as he watched it, it writhed and withered and was consumed."
Also awesome. Perhaps it could cost [2], though.

[3] The Other Side [Wraith]
Event • Shadow
Exert 3 Wraiths or Nazgul to make each card in play gain twilight until the regroup phase.
"Immediately, through everything else remained as before, dim and dark, the shapes became terribly clear."
Perhaps you could increase the cost and also make the Ring-bearer wear the One Ring - after all, that's what allowed Frodo to see the twilight world.

Thranduil
Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: DáinIronfoot on May 28, 2008, 05:27:05 PM
Quote from: Anvar
[1] Fog on the Barrow-Downs [Wraith]
Condition • Support Area
Twilight.
Each time bearer is assigned to skirmish a twilight minion, you may remove [1] to add a threat.
Skirmish: Transfer this condition from your support area to a companion skirmishing a twilight minion.
"'Where are you?'"

Yeah, this IS a good candidate for weather. You've got a nifty little mini-theme going without meaning to! :mrgreen:

As for the card's current text...nice! You'd need a small rule rewrite to make it clear that the twilight is gained by that companion, though. Otherwise, you might want to word it "Bearer gains twilight".

Quote from: Anvar
[3] Wither [Wraith]
Event • Skirmish
Twilight.
Make a Wraith or twilight minion strength +2. If he is skirmishing a twilight companion, you may exert that minion to make him fierce until the regroup phase.
"And behold! there lay his weapon, but the blade was smoking like a dry branch that has been thrust in a fire; and as he watched it, it writhed and withered and was consumed."

Probably should be "that minion" instead of "he", but not a real big deal there.

Quote from: Anvar
[3] The Other Side [Wraith]
Event • Shadow
Exert 3 Wraiths or Nazgul to make each card in play gain twilight until the regroup phase.
"Immediately, through everything else remained as before, dim and dark, the shapes became terribly clear."

I like Thran's suggestion...'twould make a little more sense then. But I like the idea. Very, very interesting. :twisted:
Title: Re: Return to the Paths of the Dead - The Other Side
Post by: Anvar on May 28, 2008, 05:32:14 PM
Unlike Morgul Wound (above somewhere), Fog on the Barrow Downs doesn't actually make the companion that bears it twilight. Only Morgul Wound and The Other Side can make companions twilight at the moment.

And as to weather cards, the chapter I'm focussing on has the word 'fog' in the title, so I suppose it was inevitable ;-)

Small change made to The Other Side.

Anvar
Title: Re: Return to the Paths of the Dead - All Dead, All Rotten
Post by: lem0nhead on May 29, 2008, 01:28:55 AM

[1] Fog on the Barrow-Downs [Wraith]
Condition • Support Area
Twilight.
Each time bearer is assigned to skirmish a twilight minion, you may remove [1] to add a threat.
Skirmish: Transfer this condition from your support area to a companion skirmishing a twilight minion.
"'Where are you?'"

Reckon this could be free as its not amazing.

[3] Wither [Wraith]
Event • Skirmish
Twilight.
Make a Wraith or twilight minion strength +2. If he is skirmishing a twilight companion, you may exert that minion to make him fierce until the regroup phase.
"And behold! there lay his weapon, but the blade was smoking like a dry branch that has been thrust in a fire; and as he watched it, it writhed and withered and was consumed."

Add a "then" before "if he is", and he should be he/she shouldnt it? :P This could easily cost 1 i really cant see the need for 3.

[3] The Other Side [Wraith]
Event • Shadow
Exert 3 Wraiths or Nazgul to make each card in play gain twilight until the regroup phase (and if the Ring-bearer has resistance 5 or less, he puts on The One Ring until the regroup phase).
"Immediately, through everything else remained as before, dim and dark, the shapes became terribly clear."

Not sure i like such a blanket card, seems to easily made without thought of the implications of everything.

Title: Re: Return to the Paths of the Dead - The Other Side
Post by: Anvar on May 29, 2008, 12:10:14 PM
Thanks for all comments. A couple of support cards today before I finish off the Wraith culture tomorrow with a final group of minions.

[1] Piercing Cry [Wraith]
Event • Maneuver
Exert a [Wraith] minion to add a threat. If you cannot add a threat, add a burden instead.
"Then the Black Captain rose in his stirrups and cried aloud in a dreadful voice, speaking in some forgotten tongue words of power and terror to rend both heart and stone."

[1] Timeworn Blade [Wraith]
Possession • Hand Weapon
Strength: +1
Bearer must be a Wraith or twilight minion.
Bearer gains enduring 1.
"But across their three necks lay one long naked sword."

EDIT: Somehow, I forgot that Ancient Blade is the name of an Elven Condition (obviously). Love the autolink feature for such things.
Title: Re: Return to the Paths of the Dead - The Other Side
Post by: DáinIronfoot on May 29, 2008, 12:22:30 PM
Quote from: Anvar
[1] Piercing Cry [Wraith]
Event • Maneuver
Exert a [Wraith] minion to add a threat. If you cannot add a threat, add a burden instead.
"Then the Black Captain rose in his stirrups and cried aloud in a dreadful voice, speaking in some forgotten tongue words of power and terror to rend both heart and stone."

I know it's wordier, but perhaps add in "(or heal that minion if it is enduring)". I like this, though. Nice and simple.

Quote from: Anvar
[1] Ancient Blade [Wraith]
Possession • Hand Weapon
Bearer must be a Wraith or twilight minion.
Bearer gains enduring 1.
"But across their three necks lay one long naked sword."

Nifty! No complaints.
Title: Re: Return to the Paths of the Dead - The Other Side
Post by: Thranduil on May 29, 2008, 03:50:06 PM
Also no complaints.

Thranduil
Title: Re: Return to the Paths of the Dead - The Other Side
Post by: sickofpalantirs on May 29, 2008, 06:10:51 PM
snazzy. gp
Title: Re: Return to the Paths of the Dead - The Other Side
Post by: lem0nhead on May 30, 2008, 01:20:02 AM
Ha to buck the trend i have complaints! Muhahaha.

Id say spot not exert on the first one. An event to add 1 threat isnt worth exerting and paying a cost for. The burden is just a nice bonus. And on the second one i feel enduring 1 isnt enough to make me use this. Most weapons give +2 strength in addition to some bonus. This only gives 2 strength if youre wounded twice and only becomes ok if youve taken 3 wounds which isnt that good in the first place.
Title: Re: Return to the Paths of the Dead - The Other Side
Post by: Thranduil on May 30, 2008, 02:48:01 AM
Obviously I wasn't paying huge amounts of attention earlier...

I agree with lem0n! :mgreen:

Though, the advantage of the exertion on Piercing Cry is that it boosts your enduring minions.

Thranduil
Title: Re: Return to the Paths of the Dead - The Other Side
Post by: Anvar on May 30, 2008, 07:36:53 AM
Timeworn Blade now gives permanent strength +1. I'm leaving Piercing Cry as is, for the reason Thranduil gave.

Okay, so I'm going to Poland on Sunday for a week, so today's post will be the last update for a while. As such I'm going to wrap up the Wraith culture with a loose cycle of minions, and as a bonus I'll post the only [Sauron] card in my set. As you will see, it fits best with [Wraith] anyway.

[3] Rotten Corpse [Wraith]
Minion • Wraith
Strength: 6 
Vitality: 3
Site: 3
Twilight. Enduring 2.
Each time this minion is assigned to skirmish a twilight companion, you may remove [2] to discard a condition or possession borne by that companion.

[4] Pale Face [Wraith]
Minion • Wraith
Strength: 5
Vitality: 3
Site: 3
Twilight. Enduring 2.
This minion is strength +1 for each card borne by a companion he is skirmishing (and gains damage +1 if that companion is twilight).

[7] •Dead Thing [Wraith]
Minion • Wraith
Strength: 8
Vitality: 4
Site: 3
Twilight. Enduring 2.
To play, spot a twilight minion.
The twilight cost of this card is -1 for each burden and each threat you can spot.
Each time this minion is assigned to skirmish a twilight companion, you may exhaust this minion.


And the bonus:
[6] •Sauron, the Great Eye [Sauron]
Minion • Maia
Strength: 0
Vitality: 5
Site: 6
Twilight.
Sauron cannot take wounds or be assigned to a skirmish.
Response: If the Ring-bearer puts on The One Ring, you may play this minion from hand at twilight cost -3.
Assignment: Exert Sauron to assign a twilight minion to a ringbound companion. The Free Peoples player may exert that companion or add a burden to prevent this and assign that minion.
“'I see you!’”
Title: Re: Return to the Paths of the Dead - The Other Side
Post by: lem0nhead on May 30, 2008, 07:43:40 AM

[2] Candle Corpse [Wraith]
Minion • Wraith
Strength: 6 
Vitality: 3
Site: 3
Twilight. Enduring 2.
Each time this minion is assigned to skirmish a twilight companion, you may remove [2] to discard a condition or possession borne by that companion.

Should cost 3 or drop to 5 strength.

[3] Pale Face [Wraith]
Minion • Wraith
Strength: 5
Vitality: 3
Site: 3
Twilight. Enduring 2.
This minion is strength +1 for each card borne by a companion he is skirmishing (and damage +1 if that companion is twilight).

Cool but similar comment as above unless its a strength of this culture they are undercosted.

[7] •Dead Thing [Wraith]
Minion • Wraith
Strength: 9
Vitality: 4
Site: 3
Twilight. Enduring 2.
To play, spot a Wraith or a twilight card.
The twilight cost of this card is -1 for each burden and each threat you can spot.
Each time this minion is assigned to skirmish a twilight companion, you may exhaust this minion.

Think this is either immensely UP or OP depending. Needs altering im sure maybe a cap?

And the bonus:
[6] •Sauron, the Great Eye [Sauron]
Minion • Maia
Strength: 24
Vitality: 5
Site: 6
Twilight.
Sauron cannot take wounds or be assigned to a skirmish.
Response: If the Ring-bearer puts on The One Ring, you may play this minion from hand at twilight cost -3.
Assignment: Exert Sauron to assign a twilight minion to a ringbound companion. The Free Peoples player may exert that companion or add a burden to prevent this and assign that minion.
“'I see you!’”

LOL nasty. Crazy that if he cant fight u give him his old stats even more so seeing as he is a big eye!

Title: Re: Return to the Paths of the Dead - The Other Side
Post by: Thranduil on May 30, 2008, 07:44:39 AM
[2] Candle Corpse [Wraith]
Minion • Wraith
Strength: 6 
Vitality: 3
Site: 3
Twilight. Enduring 2.
Each time this minion is assigned to skirmish a twilight companion, you may remove [2] to discard a condition or possession borne by that companion.
Isn't there a card called 'Candle Corpses'? Could you not think of another title? Nicely fits into the theme from the Wraith Collection, but enduring 2 allows him to have strength 10 and for a [2] cost site 3 minion, this is far too good. I might consider changing his site number to 6 anyway if he's from the Dead Marshes.

[3] Pale Face [Wraith]
Minion • Wraith
Strength: 5
Vitality: 3
Site: 3
Twilight. Enduring 2.
This minion is strength +1 for each card borne by a companion he is skirmishing (and damage +1 if that companion is twilight).
Is the damage +1 only once or stackable? I think better than the last for balance, but he could still have site 6 more comfortably.

[7] •Dead Thing [Wraith]
Minion • Wraith
Strength: 9
Vitality: 4
Site: 3
Twilight. Enduring 2.
To play, spot a Wraith or a twilight card.
The twilight cost of this card is -1 for each burden and each threat you can spot.
Each time this minion is assigned to skirmish a twilight companion, you may exhaust this minion.
Hmm.... Perhaps strength 8 would sit better? And site 6 might work nicely as well.

[6] •Sauron, the Great Eye [Sauron]
Minion • Maia
Strength: 24
Vitality: 5
Site: 6
Twilight.
Sauron cannot take wounds or be assigned to a skirmish.
Response: If the Ring-bearer puts on The One Ring, you may play this minion from hand at twilight cost -3.
Assignment: Exert Sauron to assign a twilight minion to a ringbound companion. The Free Peoples player may exert that companion or add a burden to prevent this and assign that minion.
“'I see you!’”
Awesomely cool idea. Perhaps better streamline would be to have either the exertion or the burden, as it seems a bit wordy at the moment.

Thranduil
Title: Re: Return to the Paths of the Dead - The Great Eye
Post by: Anvar on May 30, 2008, 07:59:31 AM
Have put some costs up. Damage +1 is only once. I have tried to make it clearer. As for the site numbers, I agree with what you're saying but decided to follow the wraiths of the Wraith Collection which all have site 2 or 3.

The trouble with making Sauron work with only one of exertions or burdens is that the ability is so powerful I wanted to make sure the FP could avoid it fairly easily. I'll give it some thought.

Anvar
Title: Re: Return to the Paths of the Dead - The Great Eye
Post by: sickofpalantirs on May 30, 2008, 05:05:30 PM
[3] Rotten Corpse [Wraith]
Minion • Wraith
Strength: 6 
Vitality: 3
Site: 3
Twilight. Enduring 2.
Each time this minion is assigned to skirmish a twilight companion, you may remove [2] to discard a condition or possession borne by that companion.
nontwilight companion would make more sense IMSO

[4] Pale Face [Wraith]
Minion • Wraith
Strength: 5
Vitality: 3
Site: 3
Twilight. Enduring 2.
This minion is strength +1 for each card borne by a companion he is skirmishing (and gains damage +1 if that companion is twilight).
ditto...

[7] •Dead Thing [Wraith]
Minion • Wraith
Strength: 8
Vitality: 4
Site: 3
Twilight. Enduring 2.
To play, spot a twilight minion.
The twilight cost of this card is -1 for each burden and each threat you can spot.
Each time this minion is assigned to skirmish a twilight companion, you may exhaust this minion.
ditto ditto.  maybe limit -3 on the twilight?


And the bonus:
[6] •Sauron, the Great Eye [Sauron]
Minion • Maia
Strength: 24
Vitality: 5
Site: 6
Twilight.
Sauron cannot take wounds or be assigned to a skirmish.
Response: If the Ring-bearer puts on The One Ring, you may play this minion from hand at twilight cost -3.
Assignment: Exert Sauron to assign a twilight minion to a ringbound companion. The Free Peoples player may exert that companion or add a burden to prevent this and assign that minion.
“'I see you!’”
I see you!?! thats the worst lore I have seen after ARghhh ;) why does he need the strength if he can't fight? I mean saruman having 8 is OK, but this is an eye, he shouldn't have any strength ;)
Title: Re: Return to the Paths of the Dead - The Great Eye
Post by: Thranduil on May 31, 2008, 04:20:41 PM
I see you!?! thats the worst lore I have seen after ARghhh ;) why does he need the strength if he can't fight? I mean saruman having 8 is OK, but this is an eye, he shouldn't have any strength ;)
I think that's an awesome lore! Sums up the Eye of Sauron entirely! It's true though, he could easily have strength 0 which might be quite fun.

Thranduil
Title: Re: Return to the Paths of the Dead - The Great Eye
Post by: Anvar on July 21, 2008, 02:52:21 PM
Right, I've been away for far too long, but I seem to be back now for some time at least. So I thought I'd kick off with a new shadow culture. The theme of the [Men] culture will centre around resistance and burdens. It also builds into a wider theme of the shadow half of the set, of multiculture shadow sides, especially mixtures of Wraith culture and others.

The first card may be somewhat familiar since I entered it into Thranduil's contest a while back, but now it has a new home and a new culture. The second may also look familiar... Looking forward to any and all comments.

[6] •Úlairë Attëa, Khamûl [Men]
Minion • Nazgul
Strength: 12
Vitality: 3
Site: 3
Twilight. Easterling.
While you can spot another twilight minion, Ulaire Attea is strength +1 for each burden you can spot.
While you can spot another Easterling and 2 burdens, Ulaire Attea is fierce and gains enduring 2.
"Khamül the Shadow of the East, abode in Dol Guldur as Sauron’s Lieutenant."

[5] •Khamûl’s Captain [Men]
Minion • Man
Strength: 10
Vitality: 3
Site: 4
Easterling.
Skirmish: Remove [2] and spot a companion with resistance 4 or less to make a [Men] minion strength +1.
Skirmish: Remove [2] and spot a companion with resistance 2 or less to make a [Men] minion strength +2.
Skirmish: Remove [2] and spot a companion with resistance 0 to make a [Men] minion strength +4.

Thranduil's EDIT: Changed so that culture symbols appear correctly.
Title: Re: Return to the Paths of the Dead - The Great Eye
Post by: Thranduil on July 21, 2008, 03:55:16 PM
[6] •Ulaire Attea, Khamul [Men]
Minion • Nazgul
Strength: 12
Vitality: 3
Site: 3
Twilight. Easterling.
While you can spot another twilight minion, Ulaire Attea is strength +1 for each burden you can spot.
While you can spot another easterling and 2 burdens, Ulaire Attea is fierce and gains enduring 2.
"Khamül the Shadow of the East, abode in Dol Guldur as Sauron’s Lieutenant."
Does indeed look weirdly familiar... But, you've either no accent or the wrong one! It should be "Úlairë Attëa, Khamûl".

[5] •Khamul’s Captain [Men]
Minion • Man
Strength: 10
Vitality: 3
Site: 4
Easterling.
Skirmish: Remove [2] and spot a companion with resistance 4 or less to make a [Men] minion strength +1.
Skirmish: Remove [2] and spot a companion with resistance 2 or less to make a [Men] minion strength +2.
Skirmish: Remove [2] and spot a companion with resistance 0 to make a [Men] minion strength +4.
A very [Men]/ [Raider] card - I like!

Thranduil
Title: Re: Return to the Paths of the Dead - Khamul
Post by: lem0nhead on July 22, 2008, 01:24:16 AM
Both sound Anvar!
Title: Re: Return to the Paths of the Dead - The Great Eye
Post by: DáinIronfoot on July 22, 2008, 07:10:36 AM
Quote from: Anvar
[6] •Ulaire Attea, Khamul [Men]
Minion • Nazgul
Strength: 12
Vitality: 3
Site: 3
Twilight. Easterling.
While you can spot another twilight minion, Ulaire Attea is strength +1 for each burden you can spot.
While you can spot another easterling and 2 burdens, Ulaire Attea is fierce and gains enduring 2.
"Khamül the Shadow of the East, abode in Dol Guldur as Sauron’s Lieutenant."

Thran's right on the accenting, and make sure to capitalize "Easterling" and bold "fierce" in the text. But seems good otherwise. Weird, but fine.

Quote from: Anvar
[5] •Khamul’s Captain [Men]
Minion • Man
Strength: 10
Vitality: 3
Site: 4
Easterling.
Skirmish: Remove [2] and spot a companion with resistance 4 or less to make a [Men] minion strength +1.
Skirmish: Remove [2] and spot a companion with resistance 2 or less to make a [Men] minion strength +2.
Skirmish: Remove [2] and spot a companion with resistance 0 to make a [Men] minion strength +4.

Note again on accenting, but awesome other than that. :up:
Title: Re: Return to the Paths of the Dead - Khamul
Post by: Elf_Lvr on July 22, 2008, 11:11:06 AM
Both seem fine.

Ah, the glorious days of Easterling corruption...
Title: Re: Return to the Paths of the Dead - Khamul
Post by: Anvar on July 22, 2008, 11:29:43 AM
Thanks for all reviews. I have made relevant changes to accents, which, like capitalisations, I suspect I will keep slipping up on... Sorry in advance.

[1] Easterling Halberd [Men]
Possession • Hand Weapon
Strength: +2
Bearer must be a [Men] minion or an Easterling.
While skirmishing a companion with resistance 0, bearer is strength +2 and damage +1.

[1] Weight of History [Men]
Condition
Resistance: -1
To play, spot a [Men] minion.
Bearer must be an unbound companion.
Bearer is resistance -1 for each Free Peoples card in the dead pile.
"The same blood flows through my veins, the same weakness."
Title: Re: Return to the Paths of the Dead - Khamul
Post by: Thranduil on July 22, 2008, 11:40:31 AM
[1] Easterling Halberd [Men]
Possession • Hand Weapon
Strength: +2
Bearer must be a [Men] minion.
While skirmishing a companion with resistance 0, bearer is strength +3 and damage +1.
I think I'd prefer "Bearer must be a [Men] Man or Easterling" - there's no real reason Saruman should have access to it, and this way it also works with [Raider] Men too. Good stuff. Perhaps more [Men]-style would be to reduce strength bonus and make them fierce?

(0) Weight of History [Men]
Condition
Resistance: -1
To play, spot a [Men] minion.
Bearer must be an unbound companion.
Bearer is resistance -1 for each free peoples card in the dead pile.
"The same blood flows through my veins, the same weakness."
Compare to Wielding the Ring. Should exert a [Men] minion or cost [1]. Funny that you say Free Peoples card, though! Obviously this is possible with your tombs...

Thranduil
Title: Re: Return to the Paths of the Dead - Khamul
Post by: DáinIronfoot on July 22, 2008, 11:53:13 AM
Quote from: Anvar
[1] Easterling Halberd [Men]
Possession • Hand Weapon
Strength: +2
Bearer must be a [Men] minion or an Easterling.
While skirmishing a companion with resistance 0, bearer is strength +3 and damage +1.

Oof...that's a lot for only [1]. Of course, resistance 0 ain't too easy to achieve, but still. I'd make it strength +2 and damage +1 for that second part.

Quote from: Anvar
[1] Weight of History [Men]
Condition
Resistance: -1
To play, spot a [Men] minion.
Bearer must be an unbound companion.
Bearer is resistance -1 for each free peoples card in the dead pile.
"The same blood flows through my veins, the same weakness."

Seems alright to me. Just remember to capitalize "Free Peoples". :up:
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Anvar on July 22, 2008, 11:54:49 AM
If Saruman can have a Pavise, I don't feel the need to limit this possession, unless others feel strongly.

In my mind, [Men] culture does both Fierce and Damage +1, but rarely does it have either naturally on minions. Damage +1 works more cleanly with skirmishing a companion resistance 0, as Fierce outlasts the combat step.

Anvar
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Elf_Lvr on July 22, 2008, 12:02:50 PM
Maybe add strength at resistance 3, and then the damage at resistance 0, just to make the card more useful.
Title: Re: Return to the Paths of the Dead - Khamul
Post by: lem0nhead on July 23, 2008, 01:38:31 AM

[1] Easterling Halberd [Men]
Possession • Hand Weapon
Strength: +2
Bearer must be a [Men] minion or an Easterling.
While skirmishing a companion with resistance 0, bearer is strength +2 and damage +1.

Fine.

[1] Weight of History [Men]
Condition
Resistance: -1
To play, spot a [Men] minion.
Bearer must be an unbound companion.
Bearer is resistance -1 for each Free Peoples card in the dead pile.
"The same blood flows through my veins, the same weakness."

Wow cool. Awesome flavour.

Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Anvar on July 23, 2008, 04:22:30 PM
My cards have been relatively uncontroversial so far, which is, I suppose, a good thing. Time for a few more, perhaps more difficult cards. I didn't give Easterling Halberd a bonus except at 0 resistance to distinguish it from another possession which is below. The third card is part of a cycle that goes across all cultures, and all scour 3 cards (scour a card means discard the top card of your draw deck).

[6] Muster of Easterlings [Men]
Minion • Man
Strength: 20
Vitality: 3
Site: 4
Easterling.
This minion is strength -X where X is the resistance of the character he is skirmishing.
Skirmish: If you can spot a companion with resistance 2 or less, exert this minion to make it fierce until the regroup phase.

[1] Raider Poleaxe [Men]
Possession • Hand Weapon
Strength: +2
Bearer must be a [Men] minion or Easterling.
While you can spot a companion with resistance 4 or less, bearer is fierce.
While you can spot a companion with resistance 2 or less, bearer cannot take wounds.

[1] Ride Out of the East [Men]
Condition • Support Area
Each the time the fellowship moves you may spot 3 [Men] cards to scour 3 cards. Add a burden for each [Men] card or twilight [Wraith] card you scour. Remove a burden for each Free Peoples card you scour.
Heavily armored kataphracts rode out of the east to join Sauron's armies.
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Thranduil on July 23, 2008, 04:27:38 PM
[6] Muster of Easterlings [Men]
Minion • Man
Strength: 20
Vitality: 3
Site: 4
Easterling.
This minion is strength -X where X is the highest resistance of the characters he is skirmishing.
Skirmish: If you can spot a companion with resistance 2 or less, exert this minion to make it fierce until the regroup phase.
I'm a bit confused. Can he skirmish more than 1 character?

[1] Raider Poleaxe [Men]
Possession • Hand Weapon
Strength: +2
Bearer must be a [Men] minion or Easterling.
While you can spot a companion with resistance 4 or less, bearer is fierce.
While you can spot a companion with resistance 2 or less, bearer cannot take wounds.
Awesome, no problem.

[2] Ride of the Easterlings [Men]
Condition • Support Area
Each the time the fellowship moves you may spot 4 [Men] cards to scour 3 cards. Add a burden for each [Men] card or twilight [Wraith] card you scour. Remove a burden for each Free Peoples card you scour.
Heavily armored kataphracts rode out of the east to join Sauron's armies.
Perhaps 2 [Men] minions instead?

Thranduil
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Anvar on July 23, 2008, 04:33:27 PM
Muster of Easterlings cannot skirmish more than one character, but just in case there would be some way of assigning more than one companion, I thought I'd phrase it a way that can deal with it. I'm sure that there are dream cards allowing team ups...

Ride of the Easterlings spots cards so that it works both times the FP players moves. I thought that seemed more fun to me but I'm open to changing it if you think it overpowered.
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Thranduil on July 23, 2008, 04:35:08 PM
Ride of the Easterlings spots cards so that it works both times the FP players moves. I thought that seemed more fun to me but I'm open to changing it if you think it overpowered.
Ah, no that wasn't my opinion - by suggesting what I did I was trying to make it easier, not harder, but I forgot about the fellowship move thing...

Might even work at 3 [Men] cards.

Thranduil
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: lem0nhead on July 24, 2008, 01:24:55 AM

[6] Muster of Easterlings [Men]
Minion • Man
Strength: 20
Vitality: 3
Site: 4
Easterling.
This minion is strength -X where X is the highest resistance of the characters he is skirmishing.
Skirmish: If you can spot a companion with resistance 2 or less, exert this minion to make it fierce until the regroup phase.

You cant skirmish more than 1 companion at a time so id phrase it where x is the resistance of the character he is skirmishing. Ignore double team DC's for the sake of common sense!

[1] Raider Poleaxe [Men]
Possession • Hand Weapon
Strength: +2
Bearer must be a [Men] minion or Easterling.
While you can spot a companion with resistance 4 or less, bearer is fierce.
While you can spot a companion with resistance 2 or less, bearer cannot take wounds.

4 or less for fierce is quite strong, but its a cool weapon.

[2] Ride of the Easterlings [Men]
Condition • Support Area
Each the time the fellowship moves you may spot 4 [Men] cards to scour 3 cards. Add a burden for each [Men] card or twilight [Wraith] card you scour. Remove a burden for each Free Peoples card you scour.
Heavily armored kataphracts rode out of the east to join Sauron's armies.

Really not worth using you lose 3 cards and you might end up with a net burden removal.

Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Thranduil on July 24, 2008, 02:25:43 AM
Really not worth using you lose 3 cards and you might end up with a net burden removal.
Remember Desperation! This Ride cycle is built to help you reach desperation (ie. when you have no cards in your draw deck).

Thranduil
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: lem0nhead on July 24, 2008, 02:31:40 AM
Im still bearing desperation in mind, i still think its even riskier than hidden knowldege and its still 3 cards you cant use cos youve discarded em. Sorry dont rate it.
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Anvar on July 24, 2008, 03:22:57 AM
Ok, Muster of Easterlings has been altered.

Ride of the easterlings has a new name, and has been reduced to [1] and spot 3 [Men] cards. I understand that one might not use it, but I think that the cycle is entertaining and could be built around.
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: DáinIronfoot on July 24, 2008, 07:03:30 AM
Quote from: Anvar
[6] Muster of Easterlings [Men]
Minion • Man
Strength: 20
Vitality: 3
Site: 4
Easterling.
This minion is strength -X where X is the resistance of the character he is skirmishing.
Skirmish: If you can spot a companion with resistance 2 or less, exert this minion to make it fierce until the regroup phase.

Cool. Mean, but cool.

Quote from: Anvar
[1] Raider Poleaxe [Men]
Possession • Hand Weapon
Strength: +2
Bearer must be a [Men] minion or Easterling.
While you can spot a companion with resistance 4 or less, bearer is fierce.
While you can spot a companion with resistance 2 or less, bearer cannot take wounds.

Harsh, but probably balanced enough.

Quote from: Anvar
[1] Ride Out of the East [Men]
Condition • Support Area
Each the time the fellowship moves you may spot 3 [Men] cards to scour 3 cards. Add a burden for each [Men] card or twilight [Wraith] card you scour. Remove a burden for each Free Peoples card you scour.
Heavily armored kataphracts rode out of the east to join Sauron's armies.

I think it's fine, and especially cool if you have a way to return some [Men] or [Wraith] cards to the top of your deck. Might want to make it unique, though.
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Anvar on July 24, 2008, 05:38:48 PM
Some more easterling support cards. I seem to be a bit short of [Men] minions at the moment, which I shall try to redress next week, but for now you can see another easterling possession, and a maneuver event which is part of a cycle of shadow cards that work in a single culture, but work better if you can spot Nazgul as well.

[1] Easterling Steed [Men]
Possession • Mount
Strength: +2
Bearer must be a [Men] minion or an Easterling.
At the start of each skirmish involving bearer, exert the character he is skirmishing if they have resistance 0 or less.
Skirmish: Exert this minion and spot a companion with resistance 2 to play a [Men] possession on bearer from your discard pile as if from hand.
Heavily armoured and with evil tempers, the mounts of the easterlings rivalled those of Rohan on the battlefield.

[1] Serving Khamul [Men]
Event • Maneuver
Spot a [Men] minion to add [2] (or spot a [Men] minion and a twilight minion to add [2] for each burden you can spot).
The men of the east obeyed Khamul as their lord and master.
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Elf_Lvr on July 24, 2008, 08:27:34 PM
[1] Easterling Steed [Men]
Possession • Mount
Strength: +2
Bearer must be a [Men] minion or an Easterling.
At the start of each skirmish involving bearer, exert the character he is skirmishing if they have resistance 2 or less.
Skirmish: Spot a companion with resistance 0 to play a [Men] possession on bearer from your discard pile as if from hand.
Heavily armoured and with evil tempers, the mounts of the easterlings rivalled those of Rohan on the battlefield.

I think the "As if from hand" is extraneous, unless you have some cards that only work on cards played from hand. I also think it's too strong for its [1] cost. Maybe make it cost [2].

Quote
[1] Serving Khamul [Men]
Event • Maneuver
Spot a [Men] minion to add [2] (or spot a [Men] minion and a twilight minion to add [2] for each burden you can spot).
The men of the east obeyed Khamul as their lord and master.

Nice.
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: DáinIronfoot on July 25, 2008, 06:54:30 AM
I second EL's comments. :up:
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Thranduil on July 26, 2008, 06:55:59 PM
Don't make a [2] cost Shadow possession to be borne by minions - it's simply not ever worth it. I actually think the steed is fine, though perhaps you could switch around the required resistance.

Thranduil
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Anvar on July 27, 2008, 03:03:50 PM
Thanks for reviews. The steed now has the resistance requirements switched, and the play possession from discard pile now requires an exertion.

Some cards today that are a bit simpler in execution:

[1] Might of the East [Men]
Event • Skirmish
Return - remove a burden.
Make a [Men] minion strength +2.

[3] Easterling Servant [Men]
Minion • Man
Strength: 7
Vitality: 3
Site: 4
Easterling.
Skirmish:
Exert this minion and scour a card to make an unbound companion skirmishing a [Men] or twilight minion resistance -2.
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Thranduil on July 27, 2008, 04:32:26 PM
[1] Might of the East [Men]
Event • Skirmish
Return - remove a burden.
Make a [Men] minion strength +2.
Looks fun. You remove from the game after using return, right?

[3] Easterling Servant [Men]
Minion • Man
Strength: 7
Vitality: 4
Site: 4
Easterling.
Skirmish:
Exert this minion and scour a card to make an unbound companion skirmishing a [Men] or twilight minion resistance -1.
Fine, but it's very rare that such a low cost minion has such high vitality. Perhaps reduce the vitality an increase the power of the ability.

Thranduil
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Elf_Lvr on July 27, 2008, 08:45:22 PM
I second Thran's comments.
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Anvar on July 28, 2008, 05:04:35 AM
You only remove the card from the game if the card tells you to do so. For most events, you do remove them afterwards, but removing a burden seemed such a high cost for +2 strength that I thought this would be more fun without that penalty.

The servant has now got vit 3 and makes companions resistance -2.
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Anvar on July 28, 2008, 11:53:33 AM
A couple more cards today supporting the resistance theme:

[1] Under Pressure [Men]
Event • Maneuver
Exert a [Men] minion (or spot a [Men] minion and a twilight minion) to make each unbound companion resistance -2 until the regroup phase.

[4] Easterling Scourge [Men]
Minion • Man
Strength: 9
Vitality: 3
Site: 4
Easterling.
Skirmish:
Remove [1] and remove a [Men] card in your discard pile from the game to make a companion skirmishing this minion resistance -1.
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Thranduil on July 28, 2008, 12:17:40 PM
[1] Under Pressure [Men]
Event • Maneuver
Exert 2 [Men] minions (or exert a [Men] minion and spot a twilight minion) to make each unbound companion resistance -3 until the regroup phase.
I think I'd prefer less cost for less power, like less exertions and resistance -2.

[4] Easterling Scourge [Men]
Minion • Man
Strength: 9
Vitality: 3
Site: 4
Easterling.
Skirmish:
Remove X [Men] cards in your discard pile from the game to make a companion skirmishing this minion resistance -X.
There's no reason for an X there; it could simply be "Remove a [Men] card in your discard from the game to make a companion skirmishing this minion resistance -1." But I think this is perhaps too useful. Maybe add "remove [1]" to the cost.

Thranduil
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: menace64 on July 29, 2008, 10:58:11 AM
Yup yup. Both cards look fine now.
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Anvar on July 29, 2008, 11:07:08 AM
Thanks for those reviews. A few minions and another possession today. Again, exploring old Raider ground in new ways. Let me know what you think.

[3] Khamul’s Footman [Men]
Minion • Man
Strength: 9
Vitality: 2
Site: 4
Easterling.
Each time this minion is assigned to skirmish an unbound companion, you may exert this minion to scour a card. If you scour a [Men] or [Wraith] card, add a burden.

[2] Slave of Khamul [Men]
Minion • Man
Strength: 6
Vitality: 2
Site: 4
Easterling.
Each time this minion is assigned to skirmish an unbound companion, you may exert this minion to scour a card. If you scour a [Men] or [Wraith] card, add a burden.

[2] Tower Shield [Men]
Possession • Shield
Vitality: +1
Bearer must be a [Men] minion.
Return - remove 3 [Men] cards in your discard pile from the game.
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: Thranduil on July 29, 2008, 11:11:25 AM
[3] Khamul’s Footman [Men]
Minion • Man
Strength: 9
Vitality: 2
Site: 4
Easterling.
Each time this minion is assigned to skirmish an unbound companion you may exert this minion to scour a card. If you scour a [Men] or [Wraith] card add a burden.
Interesting, but it's a tough comparison with Easterling Lieutenant. Not sure whether this guy should have strength 8 or 9.

[2] Slave of Khamul [Men]
Minion • Man
Strength: 6
Vitality: 2
Site: 4
Easterling.
Each time this minion is assigned to skirmish an unbound companion you may exert this minion to scour a card. If you scour a [Men] or [Wraith] card add a burden.
This onee's solid.

[2] Tower Shield [Men]
Possession • Shield
Vitality: +1
Bearer must be a [Men] minion.
Return - remove 3 [men] cards in your discard pile from the game.
[2] seems too much. Maybe [1] with an exertion? Or have the possibility of reduction like on Pavise.

Thranduil
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: DáinIronfoot on July 29, 2008, 11:14:40 AM
Quote from: Anvar
[3] Khamul’s Footman [Men]
Minion • Man
Strength: 9
Vitality: 2
Site: 4
Easterling.
Each time this minion is assigned to skirmish an unbound companion you may exert this minion to scour a card. If you scour a [Men] or [Wraith] card add a burden.

Needs commas after "unbound companion" and "[Men] or [Wraith] card", but seems fine otherwise. Well...maybe one less strength, actually.

Quote from: Anvar
[2] Slave of Khamul [Men]
Minion • Man
Strength: 6
Vitality: 2
Site: 4
Easterling.
Each time this minion is assigned to skirmish an unbound companion you may exert this minion to scour a card. If you scour a [Men] or [Wraith] card add a burden.

Same comments on the grammar here. Maybe build in a drawback to these guys, like "If you scour a Free Peoples card, wound this minion" or something.

Quote from: Anvar
[2] Tower Shield [Men]
Possession • Shield
Vitality: +1
Bearer must be a [Men] minion.
Return - remove 3 [men] cards in your discard pile from the game.

Not sure I quite get the title (what "tower"?), but I like it. :up:
Title: Re: Return to the Paths of the Dead - Tower Shield
Post by: Anvar on July 29, 2008, 11:18:45 AM
Tower Shield is a type of shield - like the romans used to use. The shields used by the easterlings in the movie seemed to fall under this name as well as they do under Pavise.

My minions are much more culturally enforced than Easterling Lieutenant. On average, even in the right deck, they will only add a burden 50% of the time. For that reason I felt a small strength boost was justified.

Anvar
Title: Re: Return to the Paths of the Dead - Tower Shield
Post by: Thranduil on July 29, 2008, 11:32:51 AM
My minions are much more culturally enforced than Easterling Lieutenant. On average, even in the right deck, they will only add a burden 50% of the time. For that reason I felt a small strength boost was justified.
Except that the Free Peoples player defines whether the Lieutenant works or not by assigning it to a ring-bound or unbound companion, which is why I thought they were perhaps equivalent.

Thranduil
Title: Re: Return to the Paths of the Dead - Tower Shield
Post by: Anvar on July 29, 2008, 11:52:17 AM
Um, my cards also works when assigned to unbound companions...
Title: Re: Return to the Paths of the Dead - Tower Shield
Post by: Thranduil on July 29, 2008, 11:53:25 AM
Um, my cards also works when assigned to unbound companions...
Oh yeah! :mrgreen:

Thranduil
Title: Re: Return to the Paths of the Dead - Easterlings
Post by: lem0nhead on July 30, 2008, 02:46:22 AM

[3] Khamul’s Footman [Men]
Minion • Man
Strength: 9
Vitality: 2
Site: 4
Easterling.
Each time this minion is assigned to skirmish an unbound companion, you may exert this minion to scour a card. If you scour a [Men] or [Wraith] card, add a burden.

Seems a bit of an effort to get a burden compared to the old easterlings but i guess its bearing desperation in mind again....

[2] Tower Shield [Men]
Possession • Shield
Vitality: +1
Bearer must be a [Men] minion.
Return - remove 3 [Men] cards in your discard pile from the game.

Fair enough.

Title: Re: Return to the Paths of the Dead - Tower Shield
Post by: Elf_Lvr on July 30, 2008, 08:59:29 AM
They all look good. :up:
Title: Re: Return to the Paths of the Dead - Tower Shield
Post by: Anvar on July 30, 2008, 12:04:15 PM
Thanks for the reviews. A small cycle of Easterlings today:

[1] Easterling Outrider [Men]
Minion • Man
Strength: 5
Vitality: 1
Site: 4
Easterling.
To play, spot an Easterling or a twilight minion.
This minion is strength +1 for each burden you can spot.
While this minion is strength 10 or more, it gains fierce.

[2] Easterling Brute [Men]
Minion • Man
Strength: 7
Vitality: 2
Site: 4
Easterling.
This minion is strength +1 for each burden you can spot.
While this minion is strength 14 or more, it gains fierce.

[3] Easterling Champion [Men]
Minion • Man
Strength: 8
Vitality: 3
Site: 4
Easterling.
This minion is strength +1 for each burden you can spot.
While this minion is strength 16 or more, it gains fierce and damage +1.
Title: Re: Return to the Paths of the Dead - Tower Shield
Post by: Thranduil on July 30, 2008, 12:17:21 PM
[1] Easterling Scout [Men]
Minion • Man
Strength: 5
Vitality: 1
Site: 4
Easterling.
This minion is strength +1 for each burden you can spot.
While this minion is strength 10, it gains fierce.
Easterling Scout is already a card title (thank you to autolink!). Sounds a little weird, but the concept is fine. Considering he costs [1], I think I'd also prefer some cultural enforcement on him.

[2] Easterling Brute [Men]
Minion • Man
Strength: 7
Vitality: 2
Site: 4
Easterling.
This minion is strength +1 for each burden you can spot.
While this minion is strength 14, it gains fierce.
Again sounds weird, but fine.

[3] Easterling Champion [Men]
Minion • Man
Strength: 8
Vitality: 3
Site: 4
Easterling.
This minion is strength +1 for each burden you can spot.
While this minion is strength 16, it gains fierce and damage +1.
Fun. Perhaps he doesn't need 3 vitality, though.

Thranduil
Title: Re: Return to the Paths of the Dead - More Easterlings
Post by: Anvar on July 30, 2008, 12:26:00 PM
Name changed to Easterling Outrider. Added some enforcement.

I gave the champion vit 3 as he needs strength +8 to become fierce and damage +1, which is awfully high, even with possessions.

Anvar
Title: Re: Return to the Paths of the Dead - Tower Shield
Post by: DáinIronfoot on July 30, 2008, 12:42:26 PM
Quote from: Anvar
[1] Easterling Outrider [Men]
Minion • Man
Strength: 5
Vitality: 1
Site: 4
Easterling.
To play, spot an Easterling or a twilight minion.
This minion is strength +1 for each burden you can spot.
While this minion is strength 10, it gains fierce.

I'd lower it to 4 initial and 9 to trigger fierce, personally, then probably drop the spotting requirement. It's okay as is, but borderline in my book. VERY borderline.

Quote from: Anvar
[2] Easterling Brute [Men]
Minion • Man
Strength: 7
Vitality: 2
Site: 4
Easterling.
This minion is strength +1 for each burden you can spot.
While this minion is strength 14, it gains fierce.

This one, however, is probably fine. MAYBE 6 strength (with 13 triggering) would be better.

Quote from: Anvar
[3] Easterling Champion [Men]
Minion • Man
Strength: 8
Vitality: 3
Site: 4
Easterling.
This minion is strength +1 for each burden you can spot.
While this minion is strength 16, it gains fierce and damage +1.

No problems here. No, really. :P
Title: Re: Return to the Paths of the Dead - More Easterlings
Post by: Anvar on July 30, 2008, 02:37:50 PM
I wanted all the triggers to work when their strength was doubled - it seemed neater that way.

Anvar
Title: Re: Return to the Paths of the Dead - Tower Shield
Post by: lem0nhead on July 31, 2008, 01:58:23 AM
Thanks for the reviews. A small cycle of Easterlings today:

[1] Easterling Outrider [Men]
Minion • Man
Strength: 5
Vitality: 1
Site: 4
Easterling.
To play, spot an Easterling or a twilight minion.
This minion is strength +1 for each burden you can spot.
While this minion is strength 10, it gains fierce.

Wowser, what a nasty little minion. Gotta be 2 cost surely.

[2] Easterling Brute [Men]
Minion • Man
Strength: 7
Vitality: 2
Site: 4
Easterling.
This minion is strength +1 for each burden you can spot.
While this minion is strength 14, it gains fierce.

Again gotta be 3?

[3] Easterling Champion [Men]
Minion • Man
Strength: 8
Vitality: 3
Site: 4
Easterling.
This minion is strength +1 for each burden you can spot.
While this minion is strength 16, it gains fierce and damage +1.

Erm, you can guess.


Are they designed to only work at 10, 14 and 16, cos as it is if youre 17 strength none of them work.
Title: Re: Return to the Paths of the Dead - More Easterlings
Post by: Anvar on July 31, 2008, 07:29:43 PM
Thanks for the reviews. I wanted the pathfinder to be an aggressively costed minion so I intend to keep it with the spotting requirements and at strength 5.

One final card before we leave the [Men] culture behind and head off to pastures new (I think Rohan culture but I'm not sure yet). This is a card to tie in with desperation. How do you play minions with no cards in your draw deck? Well, this is an attempt at answering that question.

(0) Desperate March [Men]
Condition • Support Area
To play, spot 2 [Men] minions.
Desperation - Shadow: Remove a burden to play a [Men] minion from your discard pile as if from hand. If you can spot a companion with resistance 9 or more, discard this condition.
Title: Re: Return to the Paths of the Dead - Desperate March
Post by: Elf_Lvr on July 31, 2008, 08:56:46 PM
Awesome.
Title: Re: Return to the Paths of the Dead - Desperate March
Post by: MR. Lurtzy on July 31, 2008, 09:16:08 PM
Twilight Cost?
Title: Re: Return to the Paths of the Dead - Desperate March
Post by: lem0nhead on August 01, 2008, 01:39:39 AM
It costs zero lurtzy, when you do brackets o brackets it messes up like that.

Sound card Anvar.
Title: Re: Return to the Paths of the Dead - Desperate March
Post by: Anvar on August 01, 2008, 06:53:41 AM
Sorry about the twilight cost. Always forget that 0 needs round brackets.

Anvar
Title: Re: Return to the Paths of the Dead - More Easterlings
Post by: DáinIronfoot on August 01, 2008, 07:17:59 AM
Yeah, sorry about the brackets on the zero thing. One of those little quirks of SMF forums that I never figured out how to fix, so (0) gets to be the oddball of the bunch.

Quote from: Anvar
(0) Desperate March [Men]
Condition • Support Area
To play, spot 2 [Men] minions.
Desperation - Shadow: Remove a burden to play a [Men] minion from your discard pile as if from hand. If you can spot a companion with resistance 9 or more, discard this condition.

Looks great. This is the sort of card that your scour strategy needs. :up:
Title: Re: Return to the Paths of the Dead - Desperate March
Post by: Anvar on August 03, 2008, 04:39:57 PM
Enter the Rohirrim. When looking at these cards, remember Tombs and Saved from the Fire...:

[2] •Theodred, Doomed to Die [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant.
While you can spot a valiant companion, Theodred is twilight cost -1.
While this card is in your dead pile, Theoden, Eomer and Eowyn are strength +2 and resistance -2.
"They stooped then to lift the body, and found that Theodred still breathed; but he lived only long enough to speak his last words: Let me lie here - to keep the Fords till Eomer comes."

[3] •Theoden, Last of his Line [Rohan]
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
Valiant.
While you can spot a [Rohan] companion, Theoden is twilight cost -1.
While this card is in your dead pile, [Rohan] possessions and companions cannot be discarded by Shadow cards.
"'I myself will go to war, to fall in the front of the battle, if it must be. Thus shall I sleep better.'"
Title: Re: Return to the Paths of the Dead - Theodred, Doomed to Die
Post by: lem0nhead on August 04, 2008, 01:24:15 AM
Its never a good thing to actually rely on companions being dead as the whole point in the game is to have them alive so i was going to moan about theodred but hes not actually the worst of this type ive seen. However Theoden is really not worth is as far as i can see.
Title: Re: Return to the Paths of the Dead - Theodred, Doomed to Die
Post by: Thranduil on August 04, 2008, 06:03:52 AM
I'm also having troubles with Théoden, though I'm not quite sure what those troubles are! His text just feels like something you'd expect on a living character, not a dead one. That said I have no idea what would be better, but something about him is not sitting right with me.

Thranduil
Title: Re: Return to the Paths of the Dead - Theodred, Doomed to Die
Post by: Anvar on August 04, 2008, 06:10:35 AM
Hmmm. I'll give it some thought. Theoden's text is to work with a Desperation strategy, allowing you to get back possessions that you have inadvertently milled. I think I get your point, though, and I'll think about giving him a different text.
Title: Re: Return to the Paths of the Dead - Theodred, Doomed to Die
Post by: lem0nhead on August 04, 2008, 06:17:06 AM
Yeah cos otherwise you wait the entire game to lose your deck AND kill a companion. Not the best strategy when youre trying to win!
Title: Re: Return to the Paths of the Dead - Theodred, Doomed to Die
Post by: DáinIronfoot on August 04, 2008, 06:41:25 AM
I'd at least make them both valiant and perhaps give Theoden his "While you can spot a [Rohan] Man, Theoden's twilight cost is -1" line so they're a LITTLE more useful before their death.

Perhaps some ability for each when they're played, too? Because don't tombs allow potentially getting "dead" characters back?
Title: Re: Return to the Paths of the Dead - Theodred, Doomed to Die
Post by: Anvar on August 04, 2008, 11:28:21 AM
Both companions now have valiant and twilight reduction costs. Theoden has a new text preventing possessions and companions from being discarded.

At present, there is no way of playing companions back from tombs. Also, you probably wouldn't play both of these guys in the same deck, since it would mean losing 2 of your 9 companions, and also losing 1/3 of Theodred's bonus.
Title: Re: Return to the Paths of the Dead - Theodred, Doomed to Die
Post by: DáinIronfoot on August 04, 2008, 11:33:41 AM
Currently, the rewrite on Theoden is actually a liability with cards like the famous Riddermark Javelin, as it prevents discarding your own [Rohan] cards! I'd rewrite it to prevent Shadow cards from discarding them or, better still, go back to a text like you had before that allows pulling them back. I liked that much, MUCH better myself. :up:

Also, I'd recommend Theodred's cost only be reduced if you can spot a valiant companion. Makes it a LITTLE more balanced. Not terrible as is, but since there ARE cards that benefit from Theodred's presense (The Renowned, Bitter Tidings), getting him at [1] by spotting ANY [Rohan] Man is a little too good, methinks.

Sorry to be so nitpicky...just trying to help out! :-[
Title: Re: Return to the Paths of the Dead - Desperate March
Post by: Thranduil on August 04, 2008, 11:38:08 AM
[2] •Theodred, Doomed to Die [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant.
While you can spot a [Rohan] companion, Theodred is twilight cost -1.
While this card is in your dead pile, Theoden, Eomer and Eowyn are strength +2 and resistance -2.
"They stooped then to lift the body, and found that Theodred still breathed; but he lived only long enough to speak his last words: Let me lie here - to keep the Fords till Eomer comes."
Yeah, perhaps go more the way of the current Theodred making the reduction only trigger from particular kinds of [Rohan] Men, valiant, resistance or perhaps only for Eomer and/or Theoden.

[3] •Theoden, Last of his Line [Rohan]
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
Valiant.
While you can spot a [Rohan] companion, Theoden is twilight cost -1.
While this card is in your dead pile, [Rohan] possessions and companions cannot be discarded.
"'I myself will go to war, to fall in the front of the battle, if it must be. Thus shall I sleep better.'"
I do actually like this one much better, but it does have to just prevent Shadow players from discarding your [Rohan] possessions or [Rohan] companions.

Thranduil
Title: Re: Return to the Paths of the Dead - Theodred, Doomed to Die
Post by: Anvar on August 04, 2008, 05:44:19 PM
Thanks for the comments on the last cards. Today, a few support cards for desperation strategies. The first is part of a big cycle but differs in that there isn't a draw back attached to scouring the wrong cards. Enjoy.

[1] Ride to Ruin [Rohan]
Condition • Support Area
To play, spot a mounted [Rohan] Man.
Each time the fellowship moves you may scour 3 cards. For each [Rohan] card you scour wound a minion.
"'...and the world's ending!'"

[1] •Charge of Despair [Rohan]
Condition • Support Area
To play, spot a mounted [Rohan] Man.
Desperation - the move limit is +1.
"'...a sword day, a red day, ere the sun rises!'"
Title: Re: Return to the Paths of the Dead - Theodred, Doomed to Die
Post by: lem0nhead on August 05, 2008, 12:59:33 AM

[1] Ride to Ruin [Rohan]
Condition • Support Area
To play spot a mounted [Rohan] Man.
Each time the fellowship moves you may scour 3 cards. For each [Rohan] card you scour wound a minion.
"'...and the world's ending!'"


Might as well be free as its only a one shot per round regroup action.


[3] Charge of Despair [Rohan]
Condition • Support Area
To play, spot a mounted [Rohan] Man.
Desperation - the move limit is +1.
"'...a sword day, a red day, ere the sun rises!'"

Might as well make it unique, even with desperation its a bit too easy to make the move limit more than +1 permanently.

Title: Re: Return to the Paths of the Dead - Theodred, Doomed to Die
Post by: Thranduil on August 05, 2008, 03:26:36 AM
[1] Ride to Ruin [Rohan]
Condition • Support Area
To play spot a mounted [Rohan] Man.
Each time the fellowship moves you may scour 3 cards. For each [Rohan] card you scour wound a minion.
"'...and the world's ending!'"
Not that I think there's a problem with the card, but what was the thinking behind not putting in a drawback text?

[3] Charge of Despair [Rohan]
Condition • Support Area
To play, spot a mounted [Rohan] Man.
Desperation - the move limit is +1.
"'...a sword day, a red day, ere the sun rises!'"
You'd have to be pretty fast discarding your deck to get desperation when the move limit still matters. Seems too expensive.

Thranduil
Title: Re: Return to the Paths of the Dead - Ride to Ruin
Post by: Anvar on August 05, 2008, 03:36:34 AM
There isn't a drawback text for a few reasons:
-This was the first card of the cycle I designed, and it made the most sense as a way of getting rid of minions on the double.
-Since it only works on the double move anyway, giving it a drawback seemed a bit harsh.
-They are the elite riders of middle-earth, so their 'ride' card is the best ;)
Title: Re: Return to the Paths of the Dead - Ride to Ruin
Post by: lem0nhead on August 05, 2008, 03:44:15 AM
-Since it only works on the double move anyway, giving it a drawback seemed a bit harsh.

Thats the most important factor, it doesnt need a drawback its currently UP anyway.
Title: Re: Return to the Paths of the Dead - Ride to Ruin
Post by: DáinIronfoot on August 05, 2008, 08:14:30 AM
Quote from: Anvar
[1] Ride to Ruin [Rohan]
Condition • Support Area
To play spot a mounted [Rohan] Man.
Each time the fellowship moves you may scour 3 cards. For each [Rohan] card you scour wound a minion.
"'...and the world's ending!'"

Seems okay to me. Needs a comma after "To play", though.

Quote from: Anvar
[1] •Charge of Despair [Rohan]
Condition • Support Area
To play, spot a mounted [Rohan] Man.
Desperation - the move limit is +1.
"'...a sword day, a red day, ere the sun rises!'"

Yeah, I side more with Thran here...not likely to make much difference by the time you scour your whole deck...but then again, it COULD make for a NOLINKnasty surprise if you spring it early enough. Probably fine.
Title: Re: Return to the Paths of the Dead - Ride to Ruin
Post by: Anvar on August 05, 2008, 08:42:59 AM
Imagine that you have Charge of Despair in play, and your fellowship is at site six. All you have to do is achieve Desperation before the end of the Regroup phase at site 8 in order to triple move to 9, which is the most important potential triple in the game.

When you look at it like that, the chances of running out of cards are significantly higher.
Title: Re: Return to the Paths of the Dead - Ride to Ruin
Post by: Anvar on August 05, 2008, 04:21:45 PM
Some Rohan support cards that seem worth grouping together:

[1] Evermind [Rohan]
Event • Fellowship
Spot 2 [Rohan] men to take into hand a [Rohan] companion from your draw deck, or spot a [Rohan] man in the dead pile to take into hand a [Rohan] companion and a [Rohan] possession from your draw deck.
”’Ever has it grown on the tomb of my forebears - now it shall cover the grave of my son.’”

[2] •Snowmane, Master’s Bane [Rohan]
Possession • Mount
Bearer must be a [Rohan] Man.
Strength: +2
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
Desperation - If you have no cards in your draw deck, each time bearer takes a wound he must exert. If bearer is Theoden, he gains enduring 2.
“’Faithful servant yet master’s bane / Lightfoot’s foal, swift Snowmane.’”

(0) •Snowmane’s Howe [Rohan]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this condition, stack a [Rohan] mount here from your discard pile.
While a unique mount is stacked here, each mounted [Rohan] Man gains enduring 1.
”Green and long grew the grass on Snowmane’s Howe, but ever black and bare was the ground where the beast was burned.”
Title: Re: Return to the Paths of the Dead - Ride to Ruin
Post by: lem0nhead on August 06, 2008, 01:34:00 AM

[2] Evermind [Rohan]
Event • Fellowship
Spot 2 [Rohan] men to take into hand a [Rohan] companion from your draw deck, or spot a [Rohan] man in the dead pile to take into hand a [Rohan] companion and a [Rohan] possession from your draw deck.
”’Ever has it grown on the tomb of my forebears - now it shall cover the grave of my son.’”

Fair enough.

[2] •Snowmane, Master’s Bane [Rohan]
Possession • Mount
Bearer must be a [Rohan] Man.
Strength: +1
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
Desperation - If you have no cards in your draw deck, each time bearer takes a wound he must exert. If bearer is Theoden, he gains enduring 2.
“’Faithful servant yet master’s bane / Lightfoot’s foal, swift Snowmane.’”

Really dont see the advantage to this.

(0) •Snowmane’s Howe [Rohan]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this condition, stack a [Rohan] mount here from your discard pile.
While a unique mount is stacked here, each mounted [Rohan] Man gains enduring 1.
”Green and long grew the grass on Snowmane’s Howe, but ever black and bare was the ground where the beast was burned.”

Ok.

Title: Re: Return to the Paths of the Dead - Ride to Ruin
Post by: Thranduil on August 06, 2008, 01:38:28 AM
[2] Evermind [Rohan]
Event • Fellowship
Spot 2 [Rohan] men to take into hand a [Rohan] companion from your draw deck, or spot a [Rohan] man in the dead pile to take into hand a [Rohan] companion and a [Rohan] possession from your draw deck.
”’Ever has it grown on the tomb of my forebears - now it shall cover the grave of my son.’”
Need some capitals on "Man". Perhaps [1] would be enough; it's not as good as Simbelmyne or Last Days of My House.

[2] •Snowmane, Master’s Bane [Rohan]
Possession • Mount
Bearer must be a [Rohan] Man.
Strength: +1
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
Desperation - If you have no cards in your draw deck, each time bearer takes a wound he must exert. If bearer is Theoden, he gains enduring 2.
“’Faithful servant yet master’s bane / Lightfoot’s foal, swift Snowmane.’”
The first part of the text is weird, and though I understand the principle, perhaps the card would be fine with just enduring.

(0) •Snowmane’s Howe [Rohan]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this condition, stack a [Rohan] mount here from your discard pile.
While a unique mount is stacked here, each mounted [Rohan] Man gains enduring 1.
”Green and long grew the grass on Snowmane’s Howe, but ever black and bare was the ground where the beast was burned.”
Fun stuff! It presumably does not count to the rule of 9 though.

Thranduil
Title: Re: Return to the Paths of the Dead - Ride to Ruin
Post by: DáinIronfoot on August 06, 2008, 07:18:08 AM
Quote from: Anvar
[2] Evermind [Rohan]
Event • Fellowship
Spot 2 [Rohan] men to take into hand a [Rohan] companion from your draw deck, or spot a [Rohan] man in the dead pile to take into hand a [Rohan] companion and a [Rohan] possession from your draw deck.
”’Ever has it grown on the tomb of my forebears - now it shall cover the grave of my son.’”

Same note as Thran on capitalization and cost.

Quote from: Anvar
[2] •Snowmane, Master’s Bane [Rohan]
Possession • Mount
Bearer must be a [Rohan] Man.
Strength: +1
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
Desperation - If you have no cards in your draw deck, each time bearer takes a wound he must exert. If bearer is Theoden, he gains enduring 2.
“’Faithful servant yet master’s bane / Lightfoot’s foal, swift Snowmane.’”

The desperation text is useless without Theoden bearing. Perhaps just make it "Desperation - Bearer gains enduring 1 (or enduring 2 if bearer is Theoden)." After all, desperation implies the "If you have no cards in your draw deck", so you don't need that part, right?

Quote from: Anvar
(0) •Snowmane’s Howe [Rohan]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this condition, stack a [Rohan] mount here from your discard pile.
While a unique mount is stacked here, each mounted [Rohan] Man gains enduring 1.
”Green and long grew the grass on Snowmane’s Howe, but ever black and bare was the ground where the beast was burned.”

Yep, looks good. :up: Perhaps allows stacking the mount from your discard pile OR hand. I understand the discard pile connection, but allowing from hand as well would make it a little easier to implement.
Title: Re: Return to the Paths of the Dead - Snowmane, Master's Bane
Post by: Anvar on August 06, 2008, 02:52:56 PM
Evermind now costs 1.

The idea with Snowmane is that it has a disadvantage in Desperate situations. The Desperation bit was supposed to be a penalty, representing the fact that it is 'Master's Bane'. However, when Theoden is riding Snowmane, this penalty at least comes with a slight advantage of enduring. Notice also that Snowmane gives a strength bonus. At the moment, I have upped the strength bonus to 2 and kept the drawback.

Let me know what you think
Title: Re: Return to the Paths of the Dead - Snowmane, Master's Bane
Post by: Thranduil on August 06, 2008, 03:09:50 PM
Evermind now costs 1.

The idea with Snowmane is that it has a disadvantage in Desperate situations. The Desperation bit was supposed to be a penalty, representing the fact that it is 'Master's Bane'. However, when Theoden is riding Snowmane, this penalty at least comes with a slight advantage of enduring. Notice also that Snowmane gives a strength bonus. At the moment, I have upped the strength bonus to 2 and kept the drawback.

Let me know what you think
That does seem better.

Thranduil
Title: Re: Return to the Paths of the Dead - Snowmane, Master's Bane
Post by: Anvar on August 06, 2008, 07:50:55 PM
Okay, thanks for all the comments. I should have made clear that Desperation can sometimes act as a drawback as well as an advantage. Anyway, enjoy today's offerings:

(0) •Burial Mound [Rohan]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this condition, stack a [Rohan] Man here from your discard or dead pile.
Maneuver: Spot a card stacked here and exert a [Rohan] Man to discard a possession from play. The first Shadow player may remove a threat to prevent this.
"'Behold! we are come to the great barrows where the sires of Theoden sleep.'"

[3] •Eomer, !Called to War [Rohan]
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
While you can spot a [Rohan] Man, Eomer’s twilight cost is -1.
Eomer gains enduring 1 for each of the following in your dead pile: Theoden, Theodred, Eowyn.
Desperation - Eomer is damage +1 for each Free Peoples card in your dead pile.
“‘What madness or devilry is this? Death, death, death!  Death take us all!’”
Title: Re: Return to the Paths of the Dead - Snowmane, Master's Bane
Post by: DáinIronfoot on August 06, 2008, 07:56:05 PM
Quote from: Anvar
(0) •Burial Mound [Rohan]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this condition, stack a [Rohan] Man here from your discard or dead pile.
Maneuver: Spot a card stacked here and exert a [Rohan] Man to discard a possession from play. The first Shadow player may remove a threat to prevent this.
"'Behold! we are come to the great barrows where the sires of Theoden sleep.'"

Seems okay. Not outstanding, but okay.

Quote from: Anvar
[3] •Eomer, !Called to War [Rohan]
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
While you can spot a [Rohan] Man, Eomer’s twilight cost is -1.
Eomer gains enduring 1 for each of the following in your dead pile: Theoden, Theodred, Eowyn.
Desperation - Eomer is damage +1 for each free peoples card in your dead pile.
“‘What madness or devilry is this? Death, death, death!  Death take us all!’”

Don't recall that lore...where and when is it from? Eowyn's seeming death after taking down Wikkie?

"Free Peoples" should always be capitalized, and damage +1 should be bolded. I'd make him valiant as well, but other than that, looks good.
Title: Re: Return to the Paths of the Dead - Eomer, Called to War
Post by: Anvar on August 06, 2008, 08:02:04 PM
Stupid capital letters, mutter, mutter....

And yes, you do know the lore - it's from the scene you describe in which Eomer thinks Eowyn has been killed.
Title: Re: Return to the Paths of the Dead - Snowmane, Master's Bane
Post by: lem0nhead on August 07, 2008, 12:57:27 AM
Okay, thanks for all the comments. I should have made clear that Desperation can sometimes act as a drawback as well as an advantage.

And so it should you have no deck left!

(0) •Burial Mound [Rohan]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this condition, stack a [Rohan] Man here from your discard or dead pile.
Maneuver: Spot a card stacked here and exert a [Rohan] Man to discard a possession from play. The first Shadow player may remove a threat to prevent this.
"'Behold! we are come to the great barrows where the sires of Theoden sleep.'"

Seems ok.

[3] •Eomer, !Called to War [Rohan]
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
While you can spot a [Rohan] Man, Eomer’s twilight cost is -1.
Eomer gains enduring 1 for each of the following in your dead pile: Theoden, Theodred, Eowyn.
Desperation - Eomer is damage +1 for each Free Peoples card in your dead pile.
“‘What madness or devilry is this? Death, death, death!  Death take us all!’”

Sheesh. Well. Really useless card until youre near to losing the game because three of your main fighters are dead and you have no cards left in your deck.

Title: Re: Return to the Paths of the Dead - Snowmane, Master's Bane
Post by: Thranduil on August 07, 2008, 02:47:57 AM
(0) •Burial Mound [Rohan]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this condition, stack a [Rohan] Man here from your discard or dead pile.
Maneuver: Spot a card stacked here and exert a [Rohan] Man to discard a possession from play. The first Shadow player may remove a threat to prevent this.
"'Behold! we are come to the great barrows where the sires of Theoden sleep.'"
Are you going to put Théoden's original return text somewhere (about returning possessions)? I might suggest here.

[3] •Eomer, !Called to War [Rohan]
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
While you can spot a [Rohan] Man, Eomer’s twilight cost is -1.
Eomer gains enduring 1 for each of the following in your dead pile: Theoden, Theodred, Eowyn.
Desperation - Eomer is damage +1 for each Free Peoples card in your dead pile.
“‘What madness or devilry is this? Death, death, death!  Death take us all!’”
This guy is awesome! When you're enduring 3 damage +3, who cares how many companions are dead! Put Coif on him and Firefoot then I'll care even less! :hey:

Thranduil
Title: Re: Return to the Paths of the Dead - Snowmane, Master's Bane
Post by: lem0nhead on August 07, 2008, 03:11:55 AM
This guy is awesome! When you're enduring 3 damage +3, who cares how many companions are dead! Put Coif on him and Firefoot then I'll care even less! :hey:

So youre suggesting you would build a deck around a tactic that requires you to kill 3 of your best companions off JUST to make 1 more companion tough? Thus losing (minus your compulsary RB) 45% of your available companions. AND on top the that you then have to discard your ENTIRE deck? Have you thought this through?  :P
Title: Re: Return to the Paths of the Dead - Snowmane, Master's Bane
Post by: Thranduil on August 07, 2008, 04:38:15 AM
This guy is awesome! When you're enduring 3 damage +3, who cares how many companions are dead! Put Coif on him and Firefoot then I'll care even less! :hey:

So youre suggesting you would build a deck around a tactic that requires you to kill 3 of your best companions off JUST to make 1 more companion tough? Thus losing (minus your compulsary RB) 45% of your available companions. AND on top the that you then have to discard your ENTIRE deck? Have you thought this through?  :P
Yes I have.

Éomer, !Called to War
Eomer's Spear
Riddermark Javelin
Firefoot
Coif
Ent Draught

running SftF, for example, to burn those companions you need to grab the support one of the In the Bloom of Health Hobbits, an exhausted Eomer, and you have a strength 22 defender +1 damage +4 companion.

Thranduil
Title: Re: Return to the Paths of the Dead - Eomer, Called to War
Post by: lem0nhead on August 07, 2008, 04:46:43 AM
Yes but its one guy and youd have no deck.... All this setup for one very hard guy, wont save your RB if he gets a minion on him whereas another 3 companions might. Durin 3rd can get that good and you dont see him needing dead unique dwarves and to have discarded youre entire deck.
Title: Re: Return to the Paths of the Dead - Eomer, Called to War
Post by: sickofpalantirs on August 07, 2008, 11:01:12 AM

(0) •Burial Mound [Rohan]
Condition • Support Area
Tomb. (Cards stacked here count as being in the dead pile. If discarded, place all stacked cards in the dead pile).
When you play this condition, stack a [Rohan] Man here from your discard or dead pile.
Maneuver: Spot a card stacked here and exert a [Rohan] Man to discard a possession from play. The first Shadow player may remove a threat to prevent this.
"'Behold! we are come to the great barrows where the sires of Theoden sleep.'"
fine

[3] •Eomer, !Called to War [Rohan]
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
While you can spot a [Rohan] Man, Eomer’s twilight cost is -1.
Eomer gains enduring 1 for each of the following in your dead pile: Theoden, Theodred, Eowyn.
Desperation - Eomer is damage +1 for each Free Peoples card in your dead pile.
“‘What madness or devilry is this? Death, death, death!  Death take us all!’”
I likey
Title: Re: Return to the Paths of the Dead - Eomer, Called to War
Post by: Anvar on August 07, 2008, 07:48:11 PM
Thanks for reviews. Some more traditional cards today:

[2] •Eowyn, No Living Man [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 7
Valiant.
While skirmishing an enduring minion, Eowyn is strength +2 for each wound on that minion.
While skirmishing a twilight or [Wraith] minion, Eowyn gains enduring 1.
“'I am no man!’”

[1] •Windfola, Swift Steed [Rohan]
Possession • Mount
Bearer must be a [Rohan] Man.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
Desperation - If bearer is Eowyn each minion skirmishing bearer and Merry lose fierce and cannot gain fierce until the regroup phase.
Title: Re: Return to the Paths of the Dead - Eomer, Called to War
Post by: Elf_Lvr on August 07, 2008, 08:38:06 PM
[2] •Eowyn, No Living Man [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 7
While skirmishing an enduring minion, Eowyn is strength +2 for each wound on that minion.
While skirmishing a twilight or [Wraith] minion, Eowyn gains enduring 1.
“'I am no man!’”

Neat. Maybe a little to specific to be really useful, though. Maybe just use her, but kill her for Eomer if she doesn't get bonuses from anything...

Quote
[2] •Windfola, Swift Steed [Rohan]
Possession • Mount
Bearer must be a [Rohan] Man.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
Desperation - If bearer is Eowyn all minions skirmishing Eowyn or Merry lose fierce and cannot gain fierce until the regroup phase.

It's okay - but not fantastic. I might add a cost reduction when played on Eowyn, or even a unique [Rohan] companion.

Oh, and maybe add some NOLINKs to those card titles, makes 'em look neater.
Title: Re: Return to the Paths of the Dead - Eomer, Called to War
Post by: lem0nhead on August 08, 2008, 01:21:04 AM

[2] •Eowyn, No Living Man [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 7
While skirmishing an enduring minion, Eowyn is strength +2 for each wound on that minion.
While skirmishing a twilight or [Wraith] minion, Eowyn gains enduring 1.
“'I am no man!’”

Nice.

[2] •Windfola, Swift Steed [Rohan]
Possession • Mount
Bearer must be a [Rohan] Man.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
Desperation - If bearer is Eowyn all minions skirmishing Eowyn or Merry lose fierce and cannot gain fierce until the regroup phase.

All minions should read each minion. Its ok but not that good for 2. Might as well cost 1.

Title: Re: Return to the Paths of the Dead - Eomer, Called to War
Post by: Thranduil on August 08, 2008, 04:13:29 AM
[2] •Eowyn, No Living Man [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 7
While skirmishing an enduring minion, Eowyn is strength +2 for each wound on that minion.
While skirmishing a twilight or [Wraith] minion, Eowyn gains enduring 1.
“'I am no man!’”
Fun. Perhaps Valiant wouldn't go amiss.

[2] •Windfola, Swift Steed [Rohan]
Possession • Mount
Bearer must be a [Rohan] Man.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
Desperation - If bearer is Eowyn all minions skirmishing Eowyn or Merry lose fierce and cannot gain fierce until the regroup phase.
How about "At the start of each skirmish involving bearer and Merry..."? That might make it more worth its cost.

Thranduil
Title: Re: Return to the Paths of the Dead - Eomer, Called to War
Post by: DáinIronfoot on August 08, 2008, 06:34:02 AM
Nothing new to add, really. I agree with the comments of the other three, especially Thran.
Title: Re: Return to the Paths of the Dead - Eomer, Called to War
Post by: Anvar on August 10, 2008, 05:01:23 PM
Thanks for all comments, some minor adjustments made. A trio of skirmish events to kick off the new week. The last two are based on the lament that Eowyn sings at Theodred's funeral:

(0) Desperate Strike [Rohan]
Event • Skirmish
Scour three cards to make a [Rohan] companion strength +2 for each [Rohan] card you scour.
"Then tottering, struggling up, with her last strength she drove her sword between crown and mantle, as the great shoulders bowed before her."

[1] An Evil Death [Rohan]
Event • Skirmish
Make a [Rohan] companion strength +2, or +2 for each unique [Rohan] card in your dead pile.
“An evil death has set forth the !noble warrior”.

[2] Sorrowing Minstrels [Rohan]
Event • Skirmish
Make a [Rohan] companion gain enduring 2.
“That noble cousin who always !held me dear / Now is !held in darkness, enclosed.”
Title: Re: Return to the Paths of the Dead - Eomer, Called to War
Post by: Thranduil on August 10, 2008, 06:01:41 PM
[1] Desperate Strike [Rohan]
Event • Skirmish
Scour three cards to make a [Rohan] companion strength +2 for each [Rohan] card you scour.
"Then tottering, struggling up, with her last strength she drove her sword between crown and mantle, as the great shoulders bowed before her."
Risky, but fair enough. Desperate... *cough* :roll:

[2] An Evil Death [Rohan]
Event • Skirmish
Make a [Rohan] companion strength +2, or +2 for each [Rohan] card in your dead pile.
“An evil death has set forth the noble warrior”.
This one is quite funny. I think it could be [1] though.

[2] Sorrowing Minstrels [Rohan]
Event • Skirmish
Make a [Rohan] companion gain enduring 2.
“That noble cousin who always held me dear / Now is held in darkness, enclosed.”
Awesome!

Thranduil
Title: Re: Return to the Paths of the Dead - Eomer, Called to War
Post by: lem0nhead on August 11, 2008, 01:53:36 AM

[1] Desperate Strike [Rohan]
Event • Skirmish
Scour three cards to make a [Rohan] companion strength +2 for each [Rohan] card you scour.
"Then tottering, struggling up, with her last strength she drove her sword between crown and mantle, as the great shoulders bowed before her."

Seeing as your discarding 3 cards off your deck that could have been say an event that is better than this one i think it could cost 0. No matter what you engineer desperation like, 3 cards is 3 cards you could have used and therefore not a good thing.

[2] An Evil Death [Rohan]
Event • Skirmish
Make a [Rohan] companion strength +2, or +2 for each [Rohan] card in your dead pile.
“An evil death has set forth the !noble warrior”.

Change card to companion, no way you should get bonuses from having non charcters in your dead pile.

[2] Sorrowing Minstrels [Rohan]
Event • Skirmish
Make a [Rohan] companion gain enduring 2.
“That noble cousin who always !held me dear / Now is !held in darkness, enclosed.”

Nice.

Title: Re: Return to the Paths of the Dead - An Evil Death
Post by: DáinIronfoot on August 11, 2008, 07:10:47 AM
I second lem0n. :up:
Title: Re: Return to the Paths of the Dead - An Evil Death
Post by: Anvar on August 11, 2008, 12:20:33 PM
Thanks for all comments. Since I deliberately wanted An Evil Death to work will all types of cards, it now counts unique cards - so it can count cards on Snowmane's Howe but not non-unique Rohan companions.

A pair of events today. The first is based on Eomer's response to finding the body of Eowyn. The second is Rohan's card which is anti-monoculture shadow decks. This is to be the stick that goes with various carrots of playing [Wraith] and other cultures together:

[2] Death Take Us All! [Rohan]
Event • Response
If your [Rohan] Man is about to be placed in the dead pile or stacked on a tomb, exert a [Rohan] companion to make each [Rohan] Man strength +3 until the end of the turn.

[1] Massed Assault [Rohan]
Event • Maneuver
Spot 2 [Rohan] Men and add a threat to discard a possession borne by a minion. You may then discard a possession borne by another minion of the same culture.
"And lo! even as he laughed at despair he looked out again on the black ships, and he lifted up his sword to defy them."
Title: Re: Return to the Paths of the Dead - Death Take Us All!
Post by: sickofpalantirs on August 11, 2008, 04:20:34 PM
cut the second ones cost to 2...rohan has always had a weakness against corsairs it seems...this should help ;)
Title: Re: Return to the Paths of the Dead - An Evil Death
Post by: DáinIronfoot on August 11, 2008, 04:43:35 PM
Quote from: Anvar
[2] Death Take Us All! [Rohan]
Event • Response
If your [Rohan] man is about to be placed in the dead pile, add a threat to make each [Rohan] man strength +3 until the end of the turn.

Nifty. As always, though, make sure to capitalize "Man". ;)

Quote from: Anvar
[3] Massed Assault [Rohan]
Event • Maneuver
Exert a [Rohan] man and add a threat to discard a possession borne by a minion. You may then discard a possession borne by another minion of the same culture.
"And lo! even as he laughed at despair he looked out again on the black ships, and he lifted up his sword to defy them."

Same comment here. Never been too big into minion possession discarding myself, but it sure can be a lifesaver if used at the right time. Considering this exerts AND adds a threat, you can probably bring the cost down to [2], and maybe even [1].
Title: Re: Return to the Paths of the Dead - Death Take Us All!
Post by: Elf_Lvr on August 11, 2008, 05:04:43 PM
[2] Death Take Us All! [Rohan]
Event • Response
If your [Rohan] man is about to be placed in the dead pile, add a threat to make each [Rohan] man strength +3 until the end of the turn.

It seems like an odd cost to add a threat, since that threat would then immediately need to be placed as a threat wound once the companion actually dies. Maybe just make it trigger when the companion is already in the dead pile. Or if you intended the wound to be placed, you could just use an exertion as the cost.

Quote
[3] Massed Assault [Rohan]
Event • Maneuver
Exert a [Rohan] man and add a threat to discard a possession borne by a minion. You may then discard a possession borne by another minion of the same culture.
"And lo! even as he laughed at despair he looked out again on the black ships, and he lifted up his sword to defy them."

Ditto Dain and SoP.
Title: Re: Return to the Paths of the Dead - An Evil Death
Post by: lem0nhead on August 12, 2008, 01:26:11 AM

[2] Death Take Us All! [Rohan]
Event • Response
If your [Rohan] man is about to be placed in the dead pile, add a threat to make each [Rohan] man strength +3 until the end of the turn.

Id add 2 threats and lower cost to 1 seems more balanced, pool is less signifcant to the shadow than threats in the skirmish and this is one helluva bonus.

[3] Massed Assault [Rohan]
Event • Maneuver
Exert a [Rohan] man and add a threat to discard a possession borne by a minion. You may then discard a possession borne by another minion of the same culture.
"And lo! even as he laughed at despair he looked out again on the black ships, and he lifted up his sword to defy them."

Fair enough but could cost to youre already exerting AND getting a threat and rohan are supposed to excel at possession discard.

Title: Re: Return to the Paths of the Dead - An Evil Death
Post by: Thranduil on August 12, 2008, 05:40:55 AM
[2] Death Take Us All! [Rohan]
Event • Response
If your [Rohan] man is about to be placed in the dead pile, add a threat to make each [Rohan] man strength +3 until the end of the turn.
My problem with this card (apart from the fact that I'm not sure whether the threat you just added then triggers or not) is that I wouldn't clog my hand with it. Make it a condition which gets discarded, or I don't think anyone would use it.

[3] Massed Assault [Rohan]
Event • Maneuver
Exert a [Rohan] man and add a threat to discard a possession borne by a minion. You may then discard a possession borne by another minion of the same culture.
"And lo! even as he laughed at despair he looked out again on the black ships, and he lifted up his sword to defy them."
Agreed with lem0n - if it already costs [3], it doesn't need to add a threat. In fact, I'm not sure it needs to cost [3] with just the exertion.

Thranduil
Title: Re: Return to the Paths of the Dead - Death Take Us All!
Post by: Anvar on August 12, 2008, 05:47:49 AM
Death Take Us All now additionally triggers when a Man is about to be stacked on a tomb. Instead of adding a threat (which I agree was a bit confusing) it now exerts a companion.

Massed assault has had the costs toned down a lot, reduced to [1] and a threat instead of an exertion.

Some more cards tonight.
Title: Re: Return to the Paths of the Dead - Death Take Us All!
Post by: Anvar on August 12, 2008, 10:10:18 AM
A couple more possessions today, nearly wrapping up the Rohan culture.

[2] Javelin of the Mark [Rohan]
Possession • Ranged Weapon
Strength: +1
Resistance: +1
Return - add a threat.
Bearer must be a [Rohan] Man.
Archery: Discard this possession to make the fellowship archery total +1.

[3] •!Herugrim, Ancestral Blade [Rohan]
Possession • Hand Weapon
Strength: +2
Vitality: +1
Legendary - [1]
Bearer must be Theoden.
Desperation - Response: If a skirmish event or ability makes a minion strength +X, discard a card from hand to make Theoden strength +X.

EDIT: Herugrim now works with all cards - if you have reached desperation, you aren't likely to have that many cards in hand anyway...
Title: Re: Return to the Paths of the Dead - Death Take Us All!
Post by: DáinIronfoot on August 12, 2008, 11:14:52 AM
Quote from: Anvar
[2] Javelin of the Mark [Rohan]
Possession • Ranged Weapon
Strength: +1
Return - add a threat.
Bearer must be a [Rohan] Man.
Archery: Discard this possession to make the Fellowship archery total +1.

No capitalization necessary on "fellowship". Considering the additional cost, it'd probably be okay to give this a strength +2, or perhaps strength +1 and resistance +1, like Spear of the Mark.

Quote from: Anvar
[3] •Herugrim, Ancestral Blade [Rohan]
Possession • Hand Weapon
Strength: +2
Vitality: +1
Legendary - [2]
Bearer must be Theoden.
Desperation - Response: If a skirmish event or ability makes a minion strength +X, discard a [Rohan] card from hand to make Theoden strength +X.

I'm sorry...I forgot what legendary does...a refresher? Love the rest, though. :up:
Title: Re: Return to the Paths of the Dead - Death Take Us All!
Post by: Anvar on August 12, 2008, 12:19:07 PM
Legendary is one of Thranduil's keywords. Basically, in order for a Shadow player to discard it from play they must pay the additional cost listed. But if they do so, it goes to the dead pile instead of the discard pile.
Title: Re: Return to the Paths of the Dead - Death Take Us All!
Post by: Elf_Lvr on August 12, 2008, 01:18:20 PM
Both look fine to me.
Title: Re: Return to the Paths of the Dead - Death Take Us All!
Post by: lem0nhead on August 13, 2008, 01:29:27 AM

[2] Javelin of the Mark [Rohan]
Possession • Ranged Weapon
Strength: +1
Resistance: +1
Return - add a threat.
Bearer must be a [Rohan] Man.
Archery: Discard this possession to make the fellowship archery total +1.

Hmmm ok.

[3] •!Herugrim, Ancestral Blade [Rohan]
Possession • Hand Weapon
Strength: +2
Vitality: +1
Legendary - [2]
Bearer must be Theoden.
Desperation - Response: If a skirmish event or ability makes a minion strength +X, discard a card from hand to make Theoden strength +X.

I dont think its that legendary it deserves 2, maybe just 1? Thats a cool ability.

Title: Re: Return to the Paths of the Dead - Death Take Us All!
Post by: Anvar on August 13, 2008, 12:58:27 PM
Okay, last two [Rohan] cards going up today. They're both companions based on Unfinished Tales (as was the lore from Theodred a few pages back):

[2] •!Elfhelm, Defender of the Fords [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant.
Return
- add a threat.
Desperation - each [Rohan] possession gains “Return - exert a valiant Man”.
"!Elfhelm had been riding in haste along the horse-road from Edoras... he was expecting battle, but not yet for some days."

[2] •!Grimbold, Defender of the Fords [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant.
Return
- add a threat.
Desperation - you may play a [Rohan] possession any time you could play a skirmish event.
"...and there he found !Grimbold fighting two great axemen for possession of Theodred's body."
Title: Re: Return to the Paths of the Dead - Death Take Us All!
Post by: DáinIronfoot on August 13, 2008, 01:34:58 PM
Quote from: Anvar
[2] •!Elfhelm, Defender of the Fords [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant.
Return
- add a threat.
Desperation - each [Rohan] possession gains “Return - add a threat”.
"!Elfhelm had been riding in haste along the horse-road from Edoras... he was expecting battle, but not yet for some days."

I like him, though I'd prefer either his return or the return he gives to possessions do something other than threats. Exert a valiant Man, perhaps?

Quote from: Anvar
[2] •!Grimbold, Defender of the Fords [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant.
Return
- add a threat.
Desperation - you may play [Rohan] possessions any time you could play a skirmish event.
"...and there he found !Grimbold fighting two great axemen for possession of Theodred's body.

Probably better worded "you may play each [Rohan] possession any time...". But it's nice. :up:
Title: Re: Return to the Paths of the Dead - Death Take Us All!
Post by: Anvar on August 13, 2008, 01:57:57 PM
Great idea Dain.

Thanks.
Title: Re: Return to the Paths of the Dead - Elfhelm and Grimbold
Post by: Thranduil on August 13, 2008, 05:09:59 PM
Good stuff on Elfhelm but the wording on Grimbold is now a bit confusing - as if you have to play all possessions at once. I think I preferred it the way it was.

Thranduil
Title: Re: Return to the Paths of the Dead - Elfhelm and Grimbold
Post by: Anvar on August 13, 2008, 05:24:06 PM
Hmmm. I'll try to clear it up.
Title: Re: Return to the Paths of the Dead - Elfhelm and Grimbold
Post by: Elf_Lvr on August 13, 2008, 06:06:20 PM
[2] •!Elfhelm, Defender of the Fords [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant.
Return
- add a threat.
Desperation - each [Rohan] possession gains “Return - exert a valiant Man”.
"!Elfhelm had been riding in haste along the horse-road from Edoras... he was expecting battle, but not yet for some days."

Pretty cool. Neat Diadem opportunity, here.

Quote
[2] •!Grimbold, Defender of the Fords [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant.
Return
- add a threat.
Desperation - you may play a [Rohan] possession any time you could play a skirmish event.
"...and there he found !Grimbold fighting two great axemen for possession of Theodred's body."

Especially nice with the above guy. Very neat.
Title: Re: Return to the Paths of the Dead - Elfhelm and Grimbold
Post by: DáinIronfoot on August 13, 2008, 06:16:48 PM
Quote from: Thranduil
Good stuff on Elfhelm but the wording on Grimbold is now a bit confusing - as if you have to play all possessions at once. I think I preferred it the way it was.

Whoops...sorry about that! #-o :-[
Title: Re: Return to the Paths of the Dead - Death Take Us All!
Post by: lem0nhead on August 14, 2008, 01:31:15 AM

[2] •!Elfhelm, Defender of the Fords [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant.
Return
- add a threat.
Desperation - each [Rohan] possession gains “Return - exert a valiant Man”.
"!Elfhelm had been riding in haste along the horse-road from Edoras... he was expecting battle, but not yet for some days."

Hmmm my problem with desperation is until you have discarded your deck a lot of cards are useless, and this guy is the worst offender ive seen. You aint gonna get to desperation with companions like this cos hes gonna be dead way before you are at 0 deck. Having realised you can discard this guy and add a threat to play him when youre decked its an ingeniusly clever well thought out card. Smooth going Anvar.

[2] •!Grimbold, Defender of the Fords [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant.
Return
- add a threat.
Desperation - you may play a [Rohan] possession any time you could play a skirmish event.
"...and there he found !Grimbold fighting two great axemen for possession of Theodred's body."

Seems a bit underpowered as you HAVE to combine him with elfhelm and is useless on his own as youre never gonna have possessions in your hand if youre decked.

Title: Re: Return to the Paths of the Dead - Elfhelm and Grimbold
Post by: Anvar on August 14, 2008, 02:37:53 PM
Okay, Rohan culture is done, so we're back to the Shadow cultures, and it's the turn of the Orcs to take centre stage.

All the Shadow cultures support themes in the Wraith culture, as well as having some of their own particular tricks. Men culture worked with burdens and resistance. Orcs work with Wraiths in a bit more of an obvious way (as you will see today), and also work with threats. They also have their own little subtheme.

Okay, so for today a vertical cycle of minions, based on a thesaurus reprint from Fellowship of the Ring:

[2] Morgul Prowler [Orc]
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
When you play this minion you may shuffle up to 2 [Wraith] cards from your discard pile into your draw deck.

[1] Morgul Sneak [Orc]
Minion • Orc
Strength: 4
Vitality: 1
Site: 4
When you play this minion you may shuffle a non-minion [Wraith] card from your discard pile into your draw deck.

[3] •Morgul Creep [Orc]
Minion • Orc
Strength: 9
Vitality: 2
Site: 4
When you play this minion you may shuffle 2 [Wraith] cards from your discard pile, or a [Wraith] card from your dead pile, into your draw deck.
Title: Re: Return to the Paths of the Dead - Elfhelm and Grimbold
Post by: Thranduil on August 14, 2008, 04:39:07 PM
[3] •Morgul Creep [Orc]
Minion • Orc
Strength: 9
Vitality: 2
Site: 4
When you play this minion you may shuffe 2 [Wraith] cards from your discard pile, or a [Wraith] card from your dead pile, into your draw deck.
Remind me which [Wraith] cards can go to the dead pile?

Thranduil
Title: Re: Return to the Paths of the Dead - Enter the Orcs
Post by: Anvar on August 14, 2008, 04:46:24 PM
Only via Tombs.
Title: Re: Return to the Paths of the Dead - Enter the Orcs
Post by: Thranduil on August 15, 2008, 12:52:17 AM
Only via Tombs.
Wasn't there a legendary Witch-King?
Title: Re: Return to the Paths of the Dead - Enter the Orcs
Post by: Anvar on August 15, 2008, 01:49:40 AM
Nope - a Witch King with Return that removes from the game if killed.

Anvar
Title: Re: Return to the Paths of the Dead - Elfhelm and Grimbold
Post by: lem0nhead on August 15, 2008, 01:51:34 AM

[2] Morgul Prowler [Orc]
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
When you play this minion you may shuffle up to 2 [Wraith] cards from your discard pile into your draw deck.

Meh.

[1] Morgul Sneak [Orc]
Minion • Orc
Strength: 4
Vitality: 1
Site: 4
When you play this minion you may shuffle a non-minion [Wraith] card from your discard pile into your draw deck.

Ok.

[3] •Morgul Creep [Orc]
Minion • Orc
Strength: 9
Vitality: 2
Site: 4
When you play this minion you may shuffe 2 [Wraith] cards from your discard pile, or a [Wraith] card from your dead pile, into your draw deck.

Shuffe needs an l! I guess not all DC's can set pulses racing.  :-?

Title: Re: Return to the Paths of the Dead - Elfhelm and Grimbold
Post by: DáinIronfoot on August 15, 2008, 07:02:00 AM
Yeah, these all look fine to me. :up:
Title: Re: Return to the Paths of the Dead - Enter the Orcs
Post by: sickofpalantirs on August 15, 2008, 09:11:10 AM
ditto dain the dwarf...
Title: Re: Return to the Paths of the Dead - Enter the Orcs
Post by: Anvar on August 19, 2008, 02:27:16 AM
Ok then, time to move on. So one of the themes of my [Orc] culture is based on the distinction between being discarded and being killed. This was added late to LotR, and only to break a broken [Men] deck. Before the most recent CRD, if you were killed you were also discarded. This is no longer true. Since the theme of my set is death I present a cycle of Orcs that love being discarded. Note that this theme is especially good against Ithilien Blade:

[2] Morgul Servant [Orc]
Minion • Orc
Strength: 7
Vitality: 2
Site: 4
If this minion is discarded (not killed), wound an unbound companion.

[3] Servant of Isengard [Orc]
Minion • Orc
Strength: 8
Vitality: 2
Site: 4
If this minion is discarded (not killed), exert a companion.

[4] Servant of Ungol [Orc]
Minion • Orc
Strength: 10
Vitality: 3
Site: 4
If this minion is discarded (not killed), discard a condition from play.
Title: Re: Return to the Paths of the Dead - Enter the Orcs
Post by: lem0nhead on August 19, 2008, 02:38:20 AM

[2] Morgul Servant [Orc]
Minion • Orc
Strength: 7
Vitality: 2
Site: 4
If this minion is discarded (not killed), exert a companion.

Sweet though this will trigger in the regroup. Is that intentional?

[3] Servant of Isengard [Orc]
Minion • Orc
Strength: 8
Vitality: 2
Site: 4
If this minion is discarded (not killed), wound an unbound companion.

Swap this text and the one above, as if the little guy gets to the regroup he deserves to wound more than a stronger minion if you get me.

[4] Servant of Ungol [Orc]
Minion • Orc
Strength: 10
Vitality: 3
Site: 4
If this minion is discarded (not killed), discard a condition from play.

Sound.

Title: Re: Return to the Paths of the Dead - Enter the Orcs
Post by: Anvar on August 19, 2008, 02:42:41 AM
Thanks for the comment - you are spot on with the regroup thing. In that regard they are a bit like the Isengard orcs of old. If they survive to the end of the turn then the FP player will be taking quite a lot of pain.

Anvar
Title: Re: Return to the Paths of the Dead - Enter the Orcs
Post by: DáinIronfoot on August 19, 2008, 08:48:00 AM
LOVE the ideas...they all look good. :up:
Title: Re: Return to the Paths of the Dead - Enter the Orcs
Post by: Anvar on August 19, 2008, 02:54:15 PM
Thanks for the reviews. Glad you like the theme. Today we have a Gothmog who works with the theme as seen so far, but also builds the theme of multi culture shadows. The second card is from my big horizontal cycle of Ride cards. Not sure of the power level of this one. Let me know what you guys think:

[6] •Gothmog, Servant of Shadow [Orc]
Minion • Orc
Strength: 13
Vitality: 3
Site: 4
Enduring 1.
If this minion is discarded (not killed) you may spot a [Wraith] card to add 2 threats (if you cannot add a threat, add a burden instead).

(1) Warg Ride [Orc]
Condition • Support Area
To play, spot 2 [Orc] minions.
Each time the fellowship moves, you may scour 3 cards. For each Free Peoples card you scour, remove [2]. For each [Orc] or twilight minion you scour, you may remove [2] to play that minion as if from hand.
Title: Re: Return to the Paths of the Dead - Enter the Orcs
Post by: Thranduil on August 19, 2008, 04:50:12 PM
[6] •Gothmog, Servant of Shadow [Orc]
Minion • Orc
Strength: 14
Vitality: 3
Site: 4
Enduring 1.
If this minion is discarded (not killed) you may discard a [Wraith] minion from hand to add 2 threats (if you cannot add a threat, add 2 burdens instead).
It bugs me a lot that this guy has strength 14 for no particular reason; Gothmog should have strength 13. Other than that, it needs less of a cost for less of a benefit - discarding a [wraith] minion from hand doesn't seem too playable to me.

[3] Warg Ride [Orc]
Condition • Support Area
To play spot 2 [Orc] minions.
Each time the fellowship moves you may scour 3 cards. For each Free Peoples card you scour remove [2]. For each [Orc] or twilight minion you scour you may remove [2] to play that minion as if from hand.
I think you've overcosted this card. It could even cost [1] I reckon.

Thranduil
Title: Re: Return to the Paths of the Dead - Gothmog, Servant of Shadow
Post by: Anvar on August 19, 2008, 06:46:04 PM
Cards have been altered, with reduced cost and effect on Gothmog (not sure why I gave him strength 14).

Anvar
Title: Re: Return to the Paths of the Dead - Enter the Orcs
Post by: lem0nhead on August 20, 2008, 12:41:25 AM


[6] •Gothmog, Servant of Shadow [Orc]
Minion • Orc
Strength: 13
Vitality: 3
Site: 4
Enduring 1.
If this minion is discarded (not killed) you may spot a [Wraith] card to add a threat (if you cannot add a threat, add a burden instead).


Well UP compared to any of the others, a threat is a measly benefit of his ability.


[2] Warg Ride [Orc]
Condition • Support Area
To play spot 2 [Orc] minions.
Each time the fellowship moves you may scour 3 cards. For each Free Peoples card you scour remove [2]. For each [Orc] or twilight minion you scour you may remove [2] to play that minion as if from hand.

Hmmm lower cost to 1 or even 0 as its good but your minions are costing 2 extra and you might even be removing pool for nothing.

Title: Re: Return to the Paths of the Dead - Enter the Orcs
Post by: DáinIronfoot on August 20, 2008, 07:55:26 AM
Quote from: Anvar
[6] •Gothmog, Servant of Shadow [Orc]
Minion • Orc
Strength: 13
Vitality: 3
Site: 4
Enduring 1.
If this minion is discarded (not killed) you may spot a [Wraith] card to add a threat (if you cannot add a threat, add 2 burdens instead).

I'd reverse that: "...add 2 threats (or, if you cannot add 2 threats, add a burden instead)." NOW I think you'd be cooking, as 2 threats is much more menacing and there's also a better chance of the burdens quickly being added instead. :twisted:

Quote from: Anvar
(0) Warg Ride [Orc]
Condition • Support Area
To play spot 2 [Orc] minions.
Each time the fellowship moves you may scour 3 cards. For each Free Peoples card you scour remove [2]. For each [Orc] or twilight minion you scour you may remove [2] to play that minion as if from hand.

I think [1] would be about perfect. :up:

<Grammar Nazi> And don't forgot a comma after "To play", "fellowship moves", and both "you scour"s. </Grammar Nazi>
Title: Re: Return to the Paths of the Dead - Gothmog, Servant of Shadow
Post by: Anvar on August 20, 2008, 01:07:59 PM
Thanks for the great comments.

Going off into Orc and Wraith cards working together for today:

[1] Serving the Shadows [Orc]
Event • Skirmish
Spot an [Orc] minion and a [Wraith] minion to add 2 threats.

[2] Desire for the Ring [Orc]
Event • Regroup
Spot 2 [Orc] minions (or an [Orc] minion and a [Wraith] minion) to make the Free Peoples player choose to either add a threat or discard a companion.
"'One by one it will destroy them.'"
Title: Re: Return to the Paths of the Dead - Gothmog, Servant of Shadow
Post by: DáinIronfoot on August 20, 2008, 01:20:20 PM
Quote from: Anvar
[1] Serving the Shadows [Orc]
Event • Skirmish
Spot an [Orc] minion and a [Wraith] minion to add 2 threats.

Looks good. :up:

Quote from: Anvar
[2] Pull of the Ring [Orc]
Event • Regroup
Spot 2 [Orc] minions (or an [Orc] minion and a [Wraith] minion) to make the Free Peoples player choose to either add two threats or discard a companion.

My only complaint is that this could do the exact same thing as the previous card. I'd make either the last card of the first part of this one a little different.
Title: Re: Return to the Paths of the Dead - Gothmog, Servant of Shadow
Post by: Thranduil on August 20, 2008, 01:32:13 PM
[1] Serving the Shadows [Orc]
Event • Skirmish
Spot an [Orc] minion and a [Wraith] minion to add 2 threats.

[2] Pull of the Ring [Orc]
Event • Regroup
Spot 2 [Orc] minions (or an [Orc] minion and a [Wraith] minion) to make the Free Peoples player choose to either add two threats or discard a companion.
You know that Pull of the Ring is already a card title?

Thranduil
Title: Re: Return to the Paths of the Dead - Gothmog, Servant of Shadow
Post by: Anvar on August 20, 2008, 01:51:19 PM
Oops! Ok, title and effect changed.

Anvar
Title: Re: Return to the Paths of the Dead - Gothmog, Servant of Shadow
Post by: lem0nhead on August 21, 2008, 01:03:04 AM

[1] Serving the Shadows [Orc]
Event • Skirmish
Spot an [Orc] minion and a [Wraith] minion to add 2 threats.

Seeing as youve gotta spot 2 cultures could cost 0, but if your cultures are easy to blend and get out then leave it.

[2] Desire for the Ring [Orc]
Event • Regroup
Spot 2 [Orc] minions (or an [Orc] minion and a [Wraith] minion) to make the Free Peoples player choose to either add a threat or discard a companion.
"'One by one it will destroy them.'"

Hmmm i dont understand how those 2 are comparable, is it purely if you cant add a threat that the purpose of this card is revealed?

Title: Re: Return to the Paths of the Dead - Gothmog, Servant of Shadow
Post by: Anvar on August 21, 2008, 03:59:07 AM
Exactly, Desire for the Ring plays off the fact that the FP player has to choose something he can do. Having maximum threats is a bad thing against my Orcs.

Anvar
Title: Re: Return to the Paths of the Dead - Gothmog, Servant of Shadow
Post by: Anvar on August 21, 2008, 10:10:56 AM
Some conditions today. The first plays on the Unreasonable Choice idea, that you saw in yesterday's cards, and is a common theme in the Orc culture. The second is the [Orc] way of dealing with Desperation as a Shadow player.

[1] Age of the Orc [Orc]
Condition • Support Area
Return - remove a threat.
Each time an [Orc] minion is discarded (not killed), you may make the Free Peoples player choose to either add a threat or scour a card.

[1] Desperate Gambit [Orc]
Condition • Support Area
Return - [2]
To play, spot 2 [Orc] minions.
Desperation - Shadow: Play an [Orc] minion from your discard pile as if from hand. Remove this condition from the game.
Desperation - Shadow: Remove 2 threats to play an [Orc] and a twilight minion from your discard pile as if from hand. Remove this condition from the game.
Title: Re: Return to the Paths of the Dead - Gothmog, Servant of Shadow
Post by: Thranduil on August 21, 2008, 10:34:00 AM
[1] Desperate Gambit [Orc]
Condition • Support Area
Return - [2]
To play, spot 2 [Orc] minions.
Desperation - Shadow: Play an [Orc] minion from your discard pile as if from hand. Remove this condition from the game.
Desperation - Shadow: Remove 2 threats to play an [Orc] and a twilight minion from your discard pile as if from hand. Remove this condition from the game.
But that means you can only get a maximum of 8 minions once your deck is gone which is perhaps too little when each time it costs [1] or [3] and 2 threats.o Not sure though, you'd probably have to playtest it - it depends how early one can get desperation.

Thranduil
Title: Re: Return to the Paths of the Dead - Gothmog, Servant of Shadow
Post by: lem0nhead on August 22, 2008, 01:22:48 AM

[1] Age of the Orc [Orc]
Condition • Support Area
Return - remove a threat.
Each time an [Orc] minion is discarded (not killed), you may make the Free Peoples player choose to either add a threat or scour a card.

Wow i think return on that is horrible, i dont agree with returns of conditions as condition discard is rendered pointless and its quite annyoing packing extra cards to do something that is futile. The effect itself is ok but could be nasty as its non unique.

[1] Desperate Gambit [Orc]
Condition • Support Area
Return - [2]
To play, spot 2 [Orc] minions.
Desperation - Shadow: Play an [Orc] minion from your discard pile as if from hand. Remove this condition from the game.
Desperation - Shadow: Remove 2 threats to play an [Orc] and a twilight minion from your discard pile as if from hand. Remove this condition from the game.

Meh ok.

Title: Re: Return to the Paths of the Dead - Gothmog, Servant of Shadow
Post by: DáinIronfoot on August 22, 2008, 07:43:40 AM
Quote from: Anvar
[1] Age of the Orc [Orc]
Condition • Support Area
Return - remove a threat.
Each time an [Orc] minion is discarded (not killed), you may make the Free Peoples player choose to either add a threat or scour a card.

I'd make it unique. Otherwise it gets nuts REALLY quickly.

Quote from: Anvar
[1] Desperate Gambit [Orc]
Condition • Support Area
Return - [2]
To play, spot 2 [Orc] minions.
Desperation - Shadow: Play an [Orc] minion from your discard pile as if from hand. Remove this condition from the game.
Desperation - Shadow: Remove 2 threats to play an [Orc] and a twilight minion from your discard pile as if from hand. Remove this condition from the game.

Seems alright. It's nice how you can discard this and grab it over and over as needed. :up:
Title: Re: Return to the Paths of the Dead - Age of the Orc
Post by: lem0nhead on August 22, 2008, 07:46:51 AM
You cant DI you have remove it from the game when you use it...
Title: Re: Return to the Paths of the Dead - Age of the Orc
Post by: DáinIronfoot on August 22, 2008, 07:57:04 AM
Oh, good call. #-o Well, it's still nice how you can discard or scour it and then pull it back from discard when your deck has run dry.
Title: Re: Return to the Paths of the Dead - Age of the Orc
Post by: sickofpalantirs on August 22, 2008, 11:23:28 AM
I think the age of the orc is useful because of its nonuniqicity...of course combos most likely abound but hey...whats LOTR without broken combos? ;)
Title: Re: Return to the Paths of the Dead - Age of the Orc
Post by: Anvar on August 27, 2008, 05:46:00 AM
I've realised that once again I don't have enough minions for this culture, having only 7 (3 that recycle Wraith cards, and 4 that like being discarded). I guess I find designing non-named creatures rather boring. I'll have to give it a bit of thought.

Anyway, here are some more cards for you today, mostly based around the scour mechanic (though we will get back to discarding orcs properly soon):

[1] Sudden Attack [Orc]
Event • Skirmish
Scour 3 cards to make an [Orc] minion strength +2 for each Shadow card scoured in this way.

[4] Sudden Onslaught [Orc]
Event • Response
Return - remove 2 threats.
If an [Orc] minion wins a skirmish, you may scour 6 cards to make each [Orc] minion fierce until the regroup phase. Add a threat for each twilight card scoured in this way.

[3] Savage Warg [Orc]
Possession • Mount
Strength: +1
Vitality: +1
Return - [2]
Bearer must be an [Orc] Orc with strength 10 or less.
When you play this possession, exhaust bearer. Bearer gains enduring 1.
If bearer is killed, remove this possession from the game.
Title: Re: Return to the Paths of the Dead - Age of the Orc
Post by: lem0nhead on August 27, 2008, 06:02:50 AM

[1] Sudden Attack [Orc]
Event • Skirmish
Scour 3 cards to make an [Orc] minion strength +2 for each Shadow card you scour.

Right o.

[5] Sudden Onslaught [Orc]
Event • Response
Return - remove 2 threats.
If an [Orc] minion wins a skirmish, you may scour 6 cards to make each [Orc] minion fierce until the regroup phase. Add a threat for each twilight card scoured in this way.

Cool could cost 4 or maybe 3 depends on what everyone else says.

[3] Savage Warg [Orc]
Possession • Mount
Strength: +1
Vitality: +1
Return - [2]
Bearer must be an [Orc] Orc.
When you play this possession, exhaust bearer. Bearer cannot be healed. Bearer gains enduring 1.
If bearer is killed, remove this possession from the game.

Cool.

Title: Re: Return to the Paths of the Dead - Age of the Orc
Post by: DáinIronfoot on August 27, 2008, 07:27:19 AM
Quote from: Anvar
[1] Sudden Attack [Orc]
Event • Skirmish
Scour 3 cards to make an [Orc] minion strength +2 for each Shadow card you scour.

"...scoured in this way" might be better.

Quote from: Anvar
[5] Sudden Onslaught [Orc]
Event • Response
Return - remove 2 threats.
If an [Orc] minion wins a skirmish, you may scour 6 cards to make each [Orc] minion fierce until the regroup phase. Add a threat for each twilight card scoured in this way.

NOW you've got the wording down. ;) Make sure to bold fierce, though. I'd also give the return some other mechanism, since this could easily add those threats (and more) right back.

MAYBE could cost [4].

Quote from: Anvar
[3] Savage Warg [Orc]
Possession • Mount
Strength: +1
Vitality: +1
Return - [2]
Bearer must be an [Orc] Orc.
When you play this possession, exhaust bearer. Bearer cannot be healed. Bearer gains enduring 1.
If bearer is killed, remove this possession from the game.

I'd remove the bit about healing, since it DOES actually hurt you a bit to heal. I'd also strongly recommend limiting the strength of Orcs that can bear this, as with the original [Orc] mounts. Perhaps limit it to Orcs with strength 10 or less.
Title: Re: Return to the Paths of the Dead - Sudden Onslaught
Post by: Anvar on August 28, 2008, 05:41:21 AM
An odd card for today. The idea is twofold - to give you a way and a reason for discarding your Orcs in the regroup phase, but only if the FP still have the option of the double move. Secondly, this is a card designed to be played over and over again with Return, though with a high cost.

[1] Rising Danger [Orc]
Event • Regroup
Return - discard an [Orc] minion.
Spot an [Orc] minion to add a threat.
If the fellowship has moved more than once this turn, remove this card from the game.
Title: Re: Return to the Paths of the Dead - Rising Danger
Post by: lem0nhead on August 28, 2008, 06:20:02 AM
Refresh my memory when does return get used and i thought it was returned to your hand, or does it go straight into play?
Title: Re: Return to the Paths of the Dead - Rising Danger
Post by: Anvar on August 28, 2008, 07:23:15 AM
Return means play from your discard pile as if from hand.

Anvar
Title: Re: Return to the Paths of the Dead - Rising Danger
Post by: lem0nhead on August 28, 2008, 07:37:44 AM
O ok in that case its fine, probably shouldnt even cost 1.
Title: Re: Return to the Paths of the Dead - Rising Danger
Post by: sickofpalantirs on August 28, 2008, 10:24:02 AM
I've realised that once again I don't have enough minions for this culture, having only 7 (3 that recycle Wraith cards, and 4 that like being discarded). I guess I find designing non-named creatures rather boring. I'll have to give it a bit of thought.

Anyway, here are some more cards for you today, mostly based around the scour mechanic (though we will get back to discarding orcs properly soon):

[1] Sudden Attack [Orc]
Event • Skirmish
Scour 3 cards to make an [Orc] minion strength +2 for each Shadow card scoured in this way.
maybe and do something for each freeps card?

[4] Sudden Onslaught [Orc]
Event • Response
Return - remove 2 threats.
If an [Orc] minion wins a skirmish, you may scour 6 cards to make each [Orc] minion fierce until the regroup phase. Add a threat for each twilight card scoured in this way.
I would cut cost to 2...compared to siege engines...i think is what its called

[3] Savage Warg [Orc]
Possession • Mount
Strength: +1
Vitality: +1
Return - [2]
Bearer must be an [Orc] Orc with strength 10 or less.
When you play this possession, exhaust bearer. Bearer gains enduring 1.
If bearer is killed, remove this possession from the game.
fine
Title: Re: Return to the Paths of the Dead - Rising Danger
Post by: Anvar on August 29, 2008, 07:55:47 AM
Ok, last two cards and we're done with the Orcs. The first is just a generally useful possession, especially if you've maxed out on threats. The second is designed to be used with the discarding orcs.

[1] Orcish Whip [Orc]
Possession • Hand Weapon
Bearer must be an [Orc] minion.
Bearer is strength +1 for each threat you can spot.

[1] Abandon All Reason [Orc]
Event • Shadow
Discard X [Orc] minions from play to draw X cards.
Title: Re: Return to the Paths of the Dead - Abandoning All Reason
Post by: sickofpalantirs on August 29, 2008, 11:00:04 AM
shouldn't it be discard X orc minions from play to draw X cards?
Title: Re: Return to the Paths of the Dead - Abandoning All Reason
Post by: menace64 on August 29, 2008, 04:20:36 PM
I don't like the title of the second card (for obvious previous-usage reasons). Maybe something like All Laid Waste or Pitted.
Title: Re: Return to the Paths of the Dead - Sudden Onslaught
Post by: Thranduil on August 31, 2008, 03:39:48 AM
An odd card for today. The idea is twofold - to give you a way and a reason for discarding your Orcs in the regroup phase, but only if the FP still have the option of the double move. Secondly, this is a card designed to be played over and over again with Return, though with a high cost.

[1] Rising Danger [Orc]
Event • Regroup
Return - discard an [Orc] minion.
Spot an [Orc] minion to add a threat.
If the fellowship has moved more than once this turn, remove this card from the game.
I think this card should be free or not be removed from the game - removing [1] (or maybe [2]) in the regroup is normally enough of a cost to prevent abuse of a card like this, but if it's going to be removed then you should get it for free.

No other problems.

Thranduil
Title: Re: Return to the Paths of the Dead - Abandoning All Reason
Post by: DáinIronfoot on August 31, 2008, 11:17:02 AM
Nothing new to add, really. They look good to me. :up:
Title: Re: Return to the Paths of the Dead - Rising Danger
Post by: lem0nhead on September 01, 2008, 01:51:38 AM

[1] Orcish Whip [Orc]
Possession • Hand Weapon
Bearer must be an [Orc] minion.
Bearer is strength +1 for each threat you can spot.

Fair enough though could get REALLY silly.

[1] Abandon All Reason [Orc]
Event • Shadow
Discard X [Orc] minions from play to draw X cards.

Cool but seeing as it triggers off some really nasty minion abilites shouldnt it cost 2?