The Last Homely House

Middle-Earth => Chamber of Mazarbul => Topic started by: Thranduil on January 12, 2009, 04:47:58 AM

Title: Light & Shadow - Complete Card List
Post by: Thranduil on January 12, 2009, 04:47:58 AM
Okay, here's the deal: I was bored and couldn't sleep for no discernible reason, so I thought "Heck, why not make a DC set?" So here I am! :mrgreen: (Even though I suspect very few people will actually look at this... :roll: )

Previously I've always approached set-making from a bottom-up !perspective, ie. I would look for card titles, make text to fit the titles, then assign rarities to the cards until I had a well distributed set. This time I thought I'd try to approach this with a top-down method; I first decided how many cards, how many of each rarity, then how many in each culture of each rarity, then now my job is to make the cards.

So the set breakdown looks like this (with rarity divisions in brackets):

[Ring] - 2 (1/0/1)
[Dwarven] - 10 (4/3/3)
[Elven] - 16 (6/5/5)
[Gandalf] - 20 (8/6/6)
[Gollum] - 16 (8 FP, 8 SH) (6/6/4)
[Gondor] - 14 (5/5/4)
[Isengard] - 2 (1/0/1)
[Men] - 20 (9/6/5)
[Moria] - 5 (1/1/3)
[Orc] - 22 (10/6/6)
[Rohan] - 12 (5/4/3)
[Sauron] - 3 (0/0/3)
[Shire] - 20 (8/6/6)
[Uruk] - 16 (6/6/4)
[Wraith] - 24 (10/8/6)
(W) (sites) - 8 (0/8/0)

Name   Rarity   Number   Type   Culture
•The One Ring, The Doom of All   R   1   The One Ring   The One Ring
•The One Ring, The Ruling Ring   C   2   The One Ring   The One Ring
Ancient Halls      C   3   Event • Fellowship   Dwarven
•Durin’s Valour   R   4   Condition • Support Area   Dwarven
Dwarven !Poleaxe   C   5   Possession • Hand Weapon   Dwarven
•Farin, Dwarven Delegate   U   6   Companion • Dwarf   Dwarven
•Frór, Dwarven Delegate   U   7   Companion • Dwarf   Dwarven
•Gimli, Dwarven Delegate   C   8   Companion • Dwarf   Dwarven
•Gimli, Goldentongue   R   9   Companion • Dwarf   Dwarven
•Glóin, Dwarven Delegate   R   10   Companion • Dwarf   Dwarven
Steadfast Companions   U   11   Event • Skirmish   Dwarven
Strength Renowned      C   12   Condition • Support Area   Dwarven
!Agility Renowned   C   13   Condition • Support Area   Elven
•Arwen, The Fairest      R   14   Companion • Elf   Elven
•Arwen, Maiden of Rivendell   C   15   Companion • Elf   Elven
•!Asfaloth, Steed of Rivendell   C   16   Possession • Mount   Elven
•Círdan, Lord of !Mithlond   U   17   Companion • Elf   Elven
•Elrond, Lord of !Imladris   U   18   Companion • Elf   Elven
Elven Sword   C   19   Possession • Ranged Weapon   Elven
Enchanting Songs   C   20   Event • Fellowship   Elven
Expert Marksmanship   U   21   Event • Archery   Elven
•Galadriel, !Exile of Valinor   R   22   Companion • Elf   Elven
•Glorfindel, Lord of the Noldor   R   23   Companion • Elf   Elven
•Haldir, Warrior of Lórien   U   24   Companion • Elf   Elven
•Legolas, Elven Delegate   C   25   Companion • Elf   Elven
•Legolas, Hawkeye   R   26   Companion • Elf   Elven
•!The Mirror of Galadriel, Guide for !the Wise   R   27   Artifact • Support Area   Elven
Staunch Companions   U   28   Event • Skirmish   Elven
Dazzling Flash   C   29   Event • Skirmish   Gandalf
•Gandalf, Agent of the Valar   C    30   Companion • Wizard   Gandalf
•Gandalf, Mover of All   R    31   Companion • Wizard   Gandalf
•!Gandalf’s Staff, !Wizard’s Device   R    32   Artifact • Staff   Gandalf
•!Glamdring, Gleaming Cold and White   R    33   Possession • Hand Weapon   Gandalf
Go Back to the Shadow!   R   34   Event • Response   Gandalf
His Voice Boomed   U    35   Event • Maneuver   Gandalf
Intimidate   C    36   Event • Response   Gandalf
Kindled Hearts   U    37   Condition • Unbound Companion   Gandalf
The Last Race   U    38   Event • Regroup   Gandalf
Lighting the Way   C    39   Event • Maneuver   Gandalf
•!Narya, Hidden Fire   R    40   Artifact • Ring   Gandalf
The Path of Wisdom   U    41   Condition • Support Area   Gandalf
•!Radagast, Traveller in Great Need   U    42   Companion • Wizard   Gandalf
Strength of Spirit   C    43   Event • Response   Gandalf
A True Company   R    44   Condition • Support Area   Gandalf
Wisdom Renowned   C    45   Condition • Support Area   Gandalf
Wise Companions   U    46   Event • Skirmish   Gandalf
Wizard’s Staff   C    47   Possession • Staff
Word of Command   C    48   Event • Fellowship
Cruel Little Hobbitses   U   49   Event • Skirmish   Gollum
A Dramatic Change   C   50   Event • Skirmish   Gollum
Filthy Little Thieves   C   51   Event • Maneuver   Gollum
•Gollum, Corrupted by the Ring   R   52   Minion   Gollum
•Gollum, Duplicitous Creature   C    53   Minion   Gollum
Grisly Ambitions   U    54   Event • Response   Gollum
•My Precious   R    55   Condition • Support Area   Gollum
Nice Little Hobbitses   U   56   Event • Skirmish   Gollum
Off We Go!   C   57   Event • Maneuver   Gollum
Serving !the Master   U   58   Event • Response
•Sméagol, Slippery Creature   R   59   Companion   Gollum
•Sméagol, Sworn to the Precious   C   60   Companion   Gollum
•Sméagol’s Promise   R    61   Condition • Support Area   Gollum
We Wants It!   C   62   Event • Skirmish   Gollum
Wickedness   U   63   Condition • Support Area   Gollum
Wretchedness   U   64   Condition • Support Area   Gollum
•Anduril, Sign of the King   R   65   Artifact • Hand Weapon   Gondor
•Aragorn, Last of His Line   R   66   Companion • Man   Gondor
•Aragorn, Longshanks   C   67   Companion • Man   Gondor
•Boromir, Steward’s Heir   C   68   Companion • Man   Gondor
•Boromir, Valiant Man of the Company   R   69   Companion • Man   Gondor
Elendil! Elendil!   U   70   Event • Maneuver   Gondor
Elendil’s Valor   C   71   Event • Maneuver   Gondor
•Faramir, Captain of Minas Tirith   R   72   Companion • Man   Gondor
•Faramir, Steward’s Son   C   73   Companion • Man   Gondor
Moving Swiftly   C   74   Event • Regroup   Gondor
Noble Companions   U   75   Event • Skirmish   Gondor
Ranger’s Blade   C   76   Possession • Hand Weapon   Gondor
Shield of Minas Tirith   U   77   Possession • Shield   Gondor
!Valor Renowned   C   78   Condition • Support Area   Gondor
•Saruman, Blinded by !Greed   C   79   Minion • Wizard   Isengard
•Saruman, Fallen Istar   R   80   Minion • Wizard   Isengard
•Bill Ferny, !Man of Bree   R   81   Minion • Man   Men
Breeland !Herald   U   82   Minion • Man   Men
Breeland Rogue   C   83   Minion • Man   Men
Breeland Spy   R   84   Minion • Man   Men
Breeland Traitor   C   85   Minion • Man   Men
Cunning Men   C   86   Condition • Support Area   Men
Dunland Ambusher   C   87   Minion • Man   Men
Dunland !Herald   U   88   Minion • Man   Men
Dunland Outrider   U   89   Minion • Man   Men
Dunland Runner   C   90   Minion • Man   Men
Duplicitous Rogues   C   91   Event • Shadow   Men
Forgetful of Danger   C   92   Condition • Unbound Companion   Men
•!Harry Goatleaf, Gate-warden   R   93   Minion • Man   Men
Savage Strength   C   94   Event • Skirmish   Men
Sinister Inquiries   U   95   Condition • Support Area   Men
Spies Everywhere   R   96   Condition • Support Area   Men
Spies From the South   U   97   Event • Response   Men
Under the Ringwraith’s Sway   U   98   Event • Shadow   Men
The Wrong Attention   R   99   Event • Skirmish   Men
•!Wulf, !Warrior of Dunland   C   100   Minion • Man   Men
Awoken in the Darkness   U   101   Event • Shadow   Moria
•The Balrog, Demon of the Ancient World   C   102   Minion • Balrog   Moria
•The Balrog, Nameless !Fear   R   103   Minion • Balrog   Moria
•!The Balrog’s Sword, Weapon of Shadow   R   104   Artifact • Hand Weapon   Moria
•!Whip of Many Thongs, Weapon of Flame   R   105   Artifact   Moria
Abandon Hope   C   106   Event • Skirmish   Orc
•!Ancient Chieftain, Goblin of Moria   R   107   Minion • Orc   Orc
Cruel Scimitar   C   108   Possession • Hand Weapon   Orc
The Darkness of Moria   R   109   Event • Skirmish   Orc
Endless Host      C   110   Event • Shadow   Orc
Filled with !Malice   C   111   Condition • Support Area   Orc
Goblin Mail   R   112   Possession • Armor
Gorbag, Quarrelsome Captain   C   113   Minion • Orc   Orc
!Hopeless Dark   U   114   Event • Shadow   Orc
Orkish Assailant   C   115   Minion • Orc   Orc
Orkish Chaser   C   116   Minion • Orc   Orc
Orkish Domain   R   117   Condition • Support Area   Orc
Orkish !Herald   U   118   Minion • Orc   Orc
Orkish Hunt   U   119   Event • Response   Orc
Orkish Mining   U   120   Condition • Support Area   Orc
Orkish Pursuer   U   121   Minion • Orc   Orc
Orkish Stalker   C   122   Minion • Orc   Orc
Quarrelsome Orc   R   123   Minion • Orc   Orc
Sentry of Cirith Ungol   C   124   Minion • Orc   Orc
Sharkû, Marauding Captain   R   125   Minion • Orc   Orc
Swarms of Orcs   C   126   Event • Skirmish   Orc
Torment   U   127   Condition • Companion   Orc
Courage Renowned   C   128   Event • Skirmish   Rohan
•Éomer, Éodig   C   129   Companion • Man   Rohan
•Éomer, Forthwith !Banished   R   130   Companion • Man   Rohan
•Éowyn, Defender of the People   C   131   Companion • Man   Rohan
•Éowyn, !Warrior of Rohan   R   132   Companion • Man   Rohan
•!Grimbold, !Warrior of Rohan   U   133   Companion • Man   Rohan
Horse of Rohan   C   134   Possession • Mount   Rohan
A Long Road   U   135   Event • Regroup   Rohan
Rohirrim !Armor   U   136   Possession • Armor   Rohan
•Théoden, Lord of the Rohirrim   C   137   Companion • Man   Rohan
•Théoden, Strength Renewed   R   138   Companion • Man   Rohan
Valiant Companions   U   139   Event • Skirmish   Rohan
•Mind Shook Free   R   140   Condition • Support Area   Sauron
•Sauron, Always Searching   R   141   Minion • Maia   Sauron
•!Sceptre of the !Dark Lord, Weapon of !Despair   R   142   Artifact • Support Area   Sauron
•Bilbo, Contented Hobbit   R   143   Companion • Hobbit   Shire
•Bond of the Fellowship   U   144   Condition • Support Area   Shire
Brace of Coneys   C   145   Possession   Shire
Daring Renowned   C   146   Condition • Support Area   Shire
Faithful Companions   U   147   Event • Skirmish   Shire
!Fear of Discovery   R   148   Event • Response   Shire
•Frodo, Chosen by Fate   R   149   Companion • Hobbit   Shire
•Frodo, Mr. Underhill   C   150   Companion • Hobbit   Shire
Get Out of Sight!   U   151   Condition • Support Area   Shire
Hobbit Sword   C   152   Possession • Hand Weapon   Shire
•Pippin, Thain of the Shire   U   153   Companion • Hobbit   Shire
•Merry, The Magnificent   U   154   Companion • Hobbit   Shire
Narrow Escape   U   155   Event • Regroup   Shire
Preparing for the Journey   C   156   Condition • Support Area   Shire
•Sam, Master Gardner   C   157   Companion • Hobbit   Shire
•Sam, The Stout-hearted   R   158   Companion • Hobbit   Shire
Slipping Away   C   159   Event • Skirmish   Shire
•!Sting, !Ancient Blade   R   160   Possession • Hand Weapon   Shire
Stand As One   R   161   Event • Skirmish   Shire
Stout and Sturdy   C   162   Event • Maneuver or Skirmish   Shire
Berserk Fury   C   163   Event • Skirmish   Uruk-hai
Brood of Isengard   U   164   Event • Shadow   Uruk-hai
Exhaustion   U   165   Condition • Unbound Companion   Uruk-hai
Find the Halflings!   U   166   Event • Assignment   Uruk-hai
Frontal Assault   R   167   Condition • Support Area   Uruk-hai
Hard Pressed   C   168   Condition • Support Area   Uruk-hai
Hunting in Secret   U   169   Condition • Support Area   Uruk-hai
Isengard !Herald   U   170   Minion • Uruk-hai   Uruk-hai
Isengard Lackey   U   171   Minion • Uruk-hai   Uruk-hai
Isengard !Pathfinder   C   172   Minion • Uruk-hai   Uruk-hai
Isengard Tracker   C   173   Minion • Uruk-hai   Uruk-hai
•Lugdush, !Servant of Saruman   R   174   Minion • Uruk-hai   Uruk-hai
Quarrelsome Uruk   R   175   Minion • Uruk-hai   Uruk-hai
Ruination   R   176   Event • Skirmish   Uruk-hai
•Shagrat, Quarrelsome Captain   C   177   Minion • Uruk-hai   Uruk-hai
Warrior of Cirith Ungol   C   178   Minion • Uruk-hai   Uruk-hai
Alone in the Darkness   U   179   Event • Response   Wraith
Aura of !Fear   U   180   Condition • Support Area   Wraith
Ceaseless Pursuit   C   181   Event • Maneuver   Wraith
Deadly !Fear   R   182   Condition • Support Area   Wraith
Dark Voices   U   183   Event • Maneuver   Wraith
Failing Fellowship   R   184   Event • Skirmish   Wraith
Hunting for the Ring   U   185   Condition • Support Area   Wraith
Nazgûl Steed   C   186   Possession • Mount   Wraith
!Relentless Shadows   U   187   Event • Response   Wraith
Secretly Searching   C   188   Event • Shadow   Wraith
Terror   C    189   Condition • Companion   Wraith
Timeworn Blade   U   190   Possession • Hand Weapon   Wraith
The Twilight World   R   191   Event • Response   Wraith
•Úlairë Lemenya, !Drawn to Its Power   C   192   Minion • Nazgûl   Wraith
•Úlairë Nertëa, !Drawn to Its Power   C   193   Minion • Nazgûl   Wraith
•Úlairë Otsëa, !Drawn to Its Power   C   194   Minion • Nazgûl   Wraith
•Úlairë Nelya, !Drawn to Its Power   C   195   Minion • Nazgûl   Wraith
•Úlairë Cantëa, !Drawn to Its Power   U   196   Minion • Nazgûl   Wraith
•Úlairë Enquëa, !Drawn to Its Power   U   197   Minion • Nazgûl   Wraith
•Úlairë Toldëa, !Drawn to Its Power   R   198   Minion • Nazgûl   Wraith
•Úlairë Attëa, !Drawn to Its Power   R   199   Minion • Nazgûl   Wraith
Unearthly Senses   C   200   Condition • Support Area   Wraith
•The Witch-King, !Drawn to Its Power   R   201   Minion • Nazgûl   Wraith
•The Witch-King, !Shadow of !Despair   C   202   Minion • Nazgûl   Wraith
•Amon Hen   U   203   Site   Site
•Anduin Shores   U   204   Site   Site
•Frodo’s Bedroom   U   205   Site   Site
•Galadriel’s Glade   U   206   Site   Site
•The Golden Wood   U   207   Site   Site
•Isen Banks   U   208   Site   Site
•Pelennor    U   209   Site   Site
•The Redhorn Gate   U   210   Site   Site

"What are the themes?" you may ask. Well at the moment the only theme I've decided on for definite is a heavy focus on resistance and The One Ring, hence the title of the set.

So, we may as well start with the rare ring:

The One Ring, The Doom of All [Ring]
Str: +1
Vit: +1
Response: If the Ring-bearer is about to take a wound in a skirmish, exert another companion to make him or her wear The One Ring until the regroup phase.
While the Ring-bearer wears The One Ring, each time he or she is about to take a wound, add a burden instead.
"'It is a strange fate we should suffer so much fear and doubt over so small a thing...'"
R

That was pretty simple. One of the other things I'm looking for in this set is the cleanest designs possible, and in that vain I think we'll have a Ring-bearer:

[2] •Frodo, Chosen By Fate [Shire]
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
Skirmish: If Frodo is the Ring-bearer, exert him X times to take off The One Ring, where X is the current region number.
"'Bilbo was meant to find the Ring, in which case you also were meant to have it. And that is an encouraging thought.'"
R

Wearing The One Ring as I said above will be key for several strategies.

So that be it for the moment. Any thoughts would be most appreciated. :up:

Thranduil
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: lem0nhead on January 12, 2009, 05:16:49 AM

The One Ring, The Doom of All [Ring]
Str: +1
Vit: +1
Response: If the Ring-bearer is about to take a wound, exert another companion to make him or her wear The One Ring until the regroup phase.
While the Ring-bearer wears The One Ring, each time he or she is about to take a wound, add a burden instead.
"'It is a strange fate we should suffer so much fear and doubt over so small a thing...'"
R

Think this is slightly better than any ring we have seen before. It can be worn at any time and youre more likely to have free wounds on other companions, and you only get 1 burden for taking the wound. This would be by far my choice of ring. I dont think i could suggest a way to tone it down however so i guess id leave it.

[2] •Frodo, Chosen By Fate [Shire]
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
Skirmish: If Frodo is the Ring-bearer, exert him 3 times to take off The One Ring.
"'Bilbo was meant to find the Ring, in which case you also were meant to have it. And that is an encouraging thought.'"
R

Freakin awesome. Gotta give you a :gp: for that cos it balanced and quite frankly, brilliant. Never seen that done before! :up:
Though with his ability to take off the ring a subtitle more in keeping with still being able to resist its power might be better. Before he reached emyn muil he was still fairly in control and could take it off after that it became impossible without sams help. Something like Resistant Halfling (well thats crap but you get the idea). Nothing wrong with yours im just shooting for flavour.  ;)


Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Thranduil on January 12, 2009, 05:19:37 AM
Think this is slightly better than any ring we have seen before. It can be worn at any time and youre more likely to have free wounds on other companions, and you only get 1 burden for taking the wound. This would be by far my choice of ring. I dont think i could suggest a way to tone it down however so i guess id leave it.
Well the first draft of that Ring exerted 2 companions to wear the Ring. Do you think that's better? Also it's worth pointing out that if all other companions are exhausted, this ring can't be worn.

Though with his ability to take off the ring a subtitle more in keeping with still being able to resist its power might be better. Before he reached emyn muil he was still fairly in control and could take it off after that it became impossible without sams help. Something like Resistant Halfling (well thats crap but you get the idea). Nothing wrong with yours im just shooting for flavour.  ;)
Do you think I should exempt region 3 to represent his lowering resistance, or have the ability only work when he has a certain resistance?

Thranduil
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Pepin The Breve on January 12, 2009, 05:24:58 AM


The One Ring, The Doom of All [Ring]
Str: +1
Vit: +1
Response: If the Ring-bearer is about to take a wound, exert another companion to make him or her wear The One Ring until the regroup phase.
While the Ring-bearer wears The One Ring, each time he or she is about to take a wound, add a burden instead.
"'It is a strange fate we should suffer so much fear and doubt over so small a thing...'"
R

That was pretty simple. One of the other things I'm looking for in this set is the cleanest designs possible, and in that vain I think we'll have a Ring-bearer:

At first glance i must say that i like it, and with some new concept of "parternership" (people would not run it in a solo deck for sure  :hey:) But i rhink the cost it´s a little smaller, exerting one companion to take only one burden seems a little bit powerful. My sugestion is change it to "exert 2 companions" or "2 other companions" to keep even more the parternership idea and keeps it a little more balanced

[2] •Frodo, Chosen By Fate [Shire]
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
Skirmish: If Frodo is the Ring-bearer, exert him 3 times to take off The One Ring.
"'Bilbo was meant to find the Ring, in which case you also were meant to have it. And that is an encouraging thought.'"
R

Wearing the ring should really be a threat for a higher cost to take it out like this. But i must confess that i like the idea of "not overpower rare cards" appearing in the DC sets (cards that can be good within some strategy but are not all that powerful by itself). So i guess i liked very much this card and the start of your DC set (if you made some adjustamnets at the ring it will become even better), i will take a look more often when i pass by  :up:

Wearing The One Ring as I said above will be key for several strategies.

So that be it for the moment. Any thoughts would be most appreciated. :up:

Thranduil
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: lem0nhead on January 12, 2009, 06:17:14 AM
Well the first draft of that Ring exerted 2 companions to wear the Ring. Do you think that's better? Also it's worth pointing out that if all other companions are exhausted, this ring can't be worn.

2 companions seems too much, so much so it would swing the other way for me to 'never used'. It is so close to being balanced it needs only a fine touch to make it right. Maybe not strength +1?

Do you think I should exempt region 3 to represent his lowering resistance, or have the ability only work when he has a certain resistance?

Hmmm maybe, i suppose if you wanted to take the flavour further that would be a great tie in. I just wanted the subtitle changed lol.

Thranduil
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: DáinIronfoot on January 12, 2009, 06:54:04 AM
Yay! Someone else doing a full DC set again! =D>

Quote from: Thranduil
The One Ring, The Doom of All [Ring]
Str: +1
Vit: +1
Response: If the Ring-bearer is about to take a wound, exert another companion to make him or her wear The One Ring until the regroup phase.
While the Ring-bearer wears The One Ring, each time he or she is about to take a wound, add a burden instead.
"'It is a strange fate we should suffer so much fear and doubt over so small a thing...'"
R

Pepin's idea about exerting 2 companions (including, potentially, the Ring-bearer) is a good one. And/Or perhaps just limit it to a certain phase.

Quote from: Thranduil
[2] •Frodo, Chosen By Fate [Shire]
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
Skirmish: If Frodo is the Ring-bearer, exert him 3 times to take off The One Ring.
"'Bilbo was meant to find the Ring, in which case you also were meant to have it. And that is an encouraging thought.'"
R

Couple comments. Number 1, why isn't he simply a Ring-bearer? I don't see any reason to use him over Frenzied Fighter as a non-Ring-bearer companion. Maybe give him a Sam-like ability of becoming the Ring-bearer if the RB is killed (with reduced resistance, of course)? THAT would be sweet.

Anyway, here's a thought, though it potentially makes him a little too powerful: exert him X times for the skirmish ability, where X is the current region number. Either that or I'd make it a flat 2 times and require him to have resistance 4ish or more. Either way captures some of that more-difficult-to-take-it-off-later flavor you're talking about. :up:

Nifty cards, though. :gp: Welcome back to the DC addiction!
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Pepin The Breve on January 12, 2009, 07:10:13 AM
   I liked Dàin´s idea abaout the region stuff. I think that exert 2 companions (one could be the RB itself) is nice different cost. You probably will not use it with Isildur, BoH as your RB but i think add some strategy to the play.
   
   Maybe you could raise the vit bonus to +2, that way i think it should be more at the level of the good rares rings (RoD, ATAR, TGR, etc.) because of its cost. But i think that your original idea wasn´t bad either.
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: lem0nhead on January 12, 2009, 07:48:40 AM
It seems im alone in thinking leave it at 1 exertion but tweak something else slightly. All as i know for sure is that if this ring was printed 1 exertion would make it my 1st or 2nd choice, and 2 exertions would mean it never saw any play ever. Im not exerting 2 people just to wear the ring. Id take ring of rings or sawtc any day as you get most of the benefit from them one way or another but without the cost of 2 wounds on people.
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Pepin The Breve on January 12, 2009, 08:07:32 AM
It seems im alone in thinking leave it at 1 exertion but tweak something else slightly. All as i know for sure is that if this ring was printed 1 exertion would make it my 1st or 2nd choice, and 2 exertions would mean it never saw any play ever. Im not exerting 2 people just to wear the ring. Id take ring of rings or sawtc any day as you get most of the benefit from them one way or another but without the cost of 2 wounds on people.

  So maybe if wearing the ring would give it a higher benefits (due to it´s high cost) our Lemon fellow could change his mind...

  As i said i liked the original version of Thranduil, but i think that a ring with a high cost to wear (one thing that you are not supposed to do very often) is really an innovation to the Hall of the rings (well not that innovation...but at least a nice concept).

  For one instance i don´t want to change so much the original idea of Thran, cause after all this is his DC tread, but i just tried to suggest something that i thaught would make the card even more interesting without being unbalanced. Alternate RB like Isildur have a high cost for fighting, for example, but even so he is probably the best RB for, say, knights and other decks. So i like the concept of a powerfull ring (but not OP, of course) with a high cost, meaning that you will wear it only if you really need to do so. There seems to have a difference compared to other good rings like ATAR, TROD: in these you pay the cost to get some extra bonus (strenght bonus at overall) but this new ring is more like Isildur´s Bane or SaWtC when you already have a good fixed bonus but you must handle other difficulties when cames about wearing the ring...

   Well that´s all my 2 cents for now!
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: lem0nhead on January 12, 2009, 08:10:53 AM
  So maybe if wearing the ring would give it a higher benefits (due to it´s high cost) our Lemon fellow could change his mind...

Perhaps Pepin my friend, perhaps... ;D

Id rather not see the cost escalated to escalate the benefit though, as i see it the benefit just needs to be bought down more in line with the current cost. But ony a teensy weensy bit Thran  ;)
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Pepin The Breve on January 12, 2009, 08:18:29 AM
  So maybe if wearing the ring would give it a higher benefits (due to it´s high cost) our Lemon fellow could change his mind...

Perhaps Pepin my friend, perhaps... ;D

Id rather not see the cost escalated to escalate the benefit though, as i see it the benefit just needs to be bought down more in line with the current cost. But ony a teensy weensy bit Thran  ;)

   Well, that´s another option for sure...

   Looking twice i really found that the good is nice at it´s is (of course i still like my and Dain´s suggestions).

    Maybe i could use this mounth of vacation to think about start my own DC set, just for fun, if i could gather some patience and imagination to do so...
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: lem0nhead on January 12, 2009, 08:23:29 AM
    Maybe i could use this mounth of vacation to think about start my own DC set, just for fun, if i could gather some patience and imagination to do so...

Do it!

*Throws bags of encouragement at Pepin*
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: menace64 on January 12, 2009, 11:25:06 AM
Allow me, briefly, to interject my own opinion into this conversation!

I'm not saying this is a great solution to balancing the Ring, but what if it said "exert a Ring-bound companion" instead of just any other companion? That would slightly elevate the cost without stripping it of its power.

As for Frodo, I think with the lore you've chosen Dain's idea for Frodo gaining the Ring would be awesome but not practical. That would ruin corruption decks forever... Oh, look, my Isildur died... Frodo has the Ring! Oh, look, my Frodo died... Sam has the Ring!

I think Frodo is fine, although it is odd that he isn't just a Ring-bearer since there's no reason to use him otherwise.
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: DáinIronfoot on January 12, 2009, 11:37:52 AM
Quote from: menace64
As for Frodo, I think with the lore you've chosen Dain's idea for Frodo gaining the Ring would be awesome but not practical. That would ruin corruption decks forever... Oh, look, my Isildur died... Frodo has the Ring! Oh, look, my Frodo died... Sam has the Ring!

Hmmmm...hadn't thought about using Sam as a third layer. :-k Perhaps, if you go with my suggestion, prohibit the Ring from being transferred from Frodo once he has it?

Something like this, perhaps:

[2]•Frodo, Chosen By Fate [Shire]
Companion • Hobbit
Strength: 3
Vitality: 4
Ringed Resistance: 10
Ring-bound.
Skirmish: If Frodo is the Ring-bearer, exert him X times to take off The One Ring, where X is the current region number.
Response: If the Ring-bearer is killed, make Frodo the Ring-bearer (resistance 5); no other companion may be the Ring-bearer until the NOLINKend of the game.
"'Bilbo was meant to find the Ring, in which case you also were meant to have it. And that is an encouraging thought.'"
R

I think the response ability works. The first part doesn't HAVE to specify OTHER Ring-bearers, because if Frodo already IS the Ring-bearer and is killed, then obviously the response ability can't trigger, so it covers only other Ring-bearers anyway (saving us lengthy "If Frodo is not the Ring-bearer and..." type text.

The second part prevents Sam (or anyone else) from then becoming Frodo's Ring-bearing backup; once Frodo gets the Ring, that's it...no more transferring it after that.

Yes, he's rather complicated now, but I also think very cool. Versatility is awesome. :up:
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: menace64 on January 12, 2009, 11:39:24 AM
But that's clunky and ultimately unnecessary. There's no real need for another secondary Ring-bearer. People who want one run Sam and Sam does his job well.

Don't listen to Dain, Thranduil! He's the voice of the infidel!!
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: DáinIronfoot on January 12, 2009, 11:49:20 AM
Eh, it DOES seem a bit clunky. But I still like it....

At least go with the region thing. Gives him quite a bit more flavor than an all-the-time 3 exertions.
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Thranduil on January 12, 2009, 12:03:54 PM
Wow, I was not expecting such a huge amount of conversation on these issues! :o It's great, I'm going to give every person who was arguing a :gp:!

Now a few words:

1) On the Ring, I will consider your comments very carefully and think about what to do. I will come back to it in due course.
2) On Frodo, I gave the option for using him as the Ring-bearer because I now think that all RBs should follow the model of the ARBs - look at Bearer of Quality, for example, whose text is only useful if he's the Ring-bearer, but he still is not the RB by default. This is why I put this Frodo (and all other Frodos that I'm going to make in the near future) in this format.

As for his text, though I love your ideas, DI, this set is about clean and simple design and so I don't want anything clunky except on maybe a few select rares. The region thing might also reduce simplicity by too much, I'll have to think about that. Rest assured that I will return to this stuff (and post new cards shortly) and I take my hat off to all those who commented on it. Thanks guys!

Of course, more comments are always welcome :mrgreen:

Thranduil
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Gate Troll on January 14, 2009, 09:56:56 AM
Quote from: menace64
As for Frodo, I think with the lore you've chosen Dain's idea for Frodo gaining the Ring would be awesome but not practical. That would ruin corruption decks forever... Oh, look, my Isildur died... Frodo has the Ring! Oh, look, my Frodo died... Sam has the Ring!

Hmmmm...hadn't thought about using Sam as a third layer. :-k Perhaps, if you go with my suggestion, prohibit the Ring from being transferred from Frodo once he has it?

Something like this, perhaps:

[2]•Frodo, Chosen By Fate [Shire]
Companion • Hobbit
Strength: 3
Vitality: 4
Ringed Resistance: 10
Ring-bound.
Skirmish: If Frodo is the Ring-bearer, exert him X times to take off The One Ring, where X is the current region number.
Response: If the Ring-bearer is killed, make Frodo the Ring-bearer (resistance 5); no other companion may be the Ring-bearer until the NOLINKend of the game.
"'Bilbo was meant to find the Ring, in which case you also were meant to have it. And that is an encouraging thought.'"
R

I think the response ability works. The first part doesn't HAVE to specify OTHER Ring-bearers, because if Frodo already IS the Ring-bearer and is killed, then obviously the response ability can't trigger, so it covers only other Ring-bearers anyway (saving us lengthy "If Frodo is not the Ring-bearer and..." type text.

The second part prevents Sam (or anyone else) from then becoming Frodo's Ring-bearing backup; once Frodo gets the Ring, that's it...no more transferring it after that.

Yes, he's rather complicated now, but I also think very cool. Versatility is awesome. :up:

First part is great, the second part sucks. Actually, I really like the first part. Thran should consider it. :up:
The second part... not so great.  :-X
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Thranduil on January 14, 2009, 10:01:39 AM
I think it's time for another 2 cards here. I will update them with lores as soon as I have access to a copy of the Lord of the Rings (which will be in a few hours).

In many ways, this set is about Gandalf and so it seems like a reasonable place to start. Here are the 2 copies of Gandalf in the set. The second one is based on a crazy card I made in the Never-ending DC threat - weird strategy, but let me know what you think!

[4] •Gandalf, Agent of the Valar [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 8
!Unyielding (Gandalf's resistance is not modified by the number of burdens).
Each other unbound companion is resistance +2.
"They came therefore in the shape of Men, though they were never young and aged only slowly, and they had many powers of mind and hand."
L C 30

[4] •Gandalf, Mover of All [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 8
While the number of twilight tokens is equal to Gandalf’s strength, Shadow events may not be played.
While the number of twilight tokens is equal to Gandalf’s vitality, he cannot take wounds.
While the number of twilight tokens is equal to Gandalf’s resistance, burdens may not be added by Shadow cards.
"'For... this is his victory.'"
L R 31
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: DáinIronfoot on January 14, 2009, 10:15:03 AM
Quote from: Thranduil
[4] •Gandalf, Agent of the Valar [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 8
Defender +1.
Each other unbound companion is resistance +2.
C

No issues here, though I'm not thrilled about the subtitle. Perhaps just simply Olórin? That's how he was known among the Valar, after all....

Quote from: Thranduil
[4] •Gandalf, Mover of All [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 8
While the number of twilight tokens is equal to Gandalf’s strength, Shadow events may not be played.
While the number of twilight tokens is equal to Gandalf’s vitality, he cannot take wounds.
While the number of twilight tokens is equal to Gandalf’s resistance, burdens may not be added by Shadow cards.
R

Again, not thrilled about the subtitle. Perhaps Disturber of the Peace? ;) I think resistance 7 would be better here as well, especially since having the lower resistance would help in this case. He's certainly very interesting, and I'd certainly consider using him for at least the benefits of potentially negating his own wounds. :up:
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: FM on January 14, 2009, 10:24:05 AM
Nice, I liked them both! Specially, of course, the second one, since I'm all for crazy design. If even go as far as throwing in a line that if the number matches all his 3 attributes added together (19 is not easy to pull off), you'd skip the Shadow phase and remove [X] (so they don't get a free DOUBLE, only a free MOVE)! ;)
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: sickofpalantirs on January 14, 2009, 11:09:14 AM
and up the strength and lower the resistance on that Gandalf, or alternatively knock the strength down 2, give him the option of upping it 3 if their are 5 twilight or whatever.

wait...if you had gandalfs staff/glamdring etc. that would effect it right?
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: lem0nhead on January 15, 2009, 01:13:29 AM

[4] •Gandalf, Agent of the Valar [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 8
Defender +1.
Each other unbound companion is resistance +2.
C

Even for a common he seems unreasonably good. I know its basic but still really useful.

[4] •Gandalf, Mover of All [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 8
While the number of twilight tokens is equal to Gandalf’s strength, Shadow events may not be played.
While the number of twilight tokens is equal to Gandalf’s vitality, he cannot take wounds.
While the number of twilight tokens is equal to Gandalf’s resistance, burdens may not be added by Shadow cards.
R

Really ace idea, no idea whether id use him as seems risky. Also the resistance bonus is quite hard to achieve and not worth it really.

Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Thranduil on January 15, 2009, 04:32:20 AM
Perhaps just simply Olórin? That's how he was known among the Valar, after all....
It's a good idea, but I try to make my DC sets consistent and I already have a Gandalf, Olórin! 8-)

I think resistance 7 would be better here as well, especially since having the lower resistance would help in this case. He's certainly very interesting, and I'd certainly consider using him for at least the benefits of potentially negating his own wounds. :up:
I was very keen on the idea that all 3 of this Gandalf's stats should be different to make the deck design even more entertaining. On the other hand, it might be better at strength 8 resistance 7 as SoP suggested. What do you think?

Even for a common he seems unreasonably good. I know its basic but still really useful.
I'm building this set as if it were to go on sale (I know there doesn't seem to be any point, but it's an intellectual exercise!) so there will be some ace commons and some useless rares. My problem with this card was that with just the resistance bonus, I didn't think he was worth it so he needed something else. Is there something better you think?

Thanks for all the reviews guys! =D>

Thranduil
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Gate Troll on January 15, 2009, 07:03:32 AM

[4] •Gandalf, Agent of the Valar [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 8
Defender +1.
Each other unbound companion is resistance +2.
C

The defender +1 is what really catches my eye. The ability is kind of meh.  ;)

[4] •Gandalf, Mover of All [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 8
While the number of twilight tokens is equal to Gandalf’s strength, Shadow events may not be played.
While the number of twilight tokens is equal to Gandalf’s vitality, he cannot take wounds.
While the number of twilight tokens is equal to Gandalf’s resistance, burdens may not be added by Shadow cards.
R

Never was a huge fan of Gandalf getting such-and-such bonus from [X] twilight.
I suppose it works though. And, I gotta say, it does have a lot of flavor.  =D>
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Anvar on January 15, 2009, 10:51:52 AM

[4] •Gandalf, Agent of the Valar [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 8
Defender +1.
Each other unbound companion is resistance +2.
"They came therefore in the shape of Men, though they were never young and aged only slowly, and they had many powers of mind and hand."
L C 30

G for Grand! G for Grand!
I think he's very good, but then he is now competing with Leader of the Company, who is also stupidly good, so I think he's okay.


[4] •Gandalf, Mover of All [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 8
While the number of twilight tokens is equal to Gandalf’s strength, Shadow events may not be played.
While the number of twilight tokens is equal to Gandalf’s vitality, he cannot take wounds.
While the number of twilight tokens is equal to Gandalf’s resistance, burdens may not be added by Shadow cards.
"'For... this is his victory.'"
L R 31

This card is certainly wacky, but it seems like it might be lots of fun. Reminds me of Jack Wilgress from Wars. All his stats do need to be different (at least initially - the fun challenge would be to try to get them to match up to each other for multiple effects) and since I don't think str 8 is justified, he needs to have resistance 8 or 6. 8 seems the more reasonable.


Great stuff, though I'm not sure I really get the theme. Do you have any set keywords or mechanics that tie the set together?

Anvar
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Thranduil on January 15, 2009, 05:51:44 PM
Great stuff, though I'm not sure I really get the theme. Do you have any set keywords or mechanics that tie the set together?
I actually decided against using any new keywords because one of the things I want to do with this set is explore already existing simple design space, which I think there's a lot of. This might turn into a block, though, in which case there might be a new keyword in the second set. As for mechanics, the overriding themes are resistance and wearing The One Ring.

Now some cards which are currently designed with the Mover of All in mind. I'm not sure if that's going to stay that way or not, but never mind.

[2] •!Gandalf’s Staff, !Wizard's Device [Gandalf]
Artifact • Staff
Vit: +1
Bearer must be Gandalf.
At the start of the maneuver phase, you may add [2] to take a [Gandalf] spell into hand from your discard pile.
"'I once knew every spell in all the tongues of Elves or Men or Orcs...'"
L R 32

[2] •!Glamdring, Gleaming Cold and White [Gandalf]
Possession • Hand Weapon
Str: +2
Bearer must be Gandalf.
He is damage +1.
Each time Gandalf wins a skirmish, you may add or remove up to [3].
"From out of the shadow a red sword leaped flaming. Glamdring glittered white in answer."
L R 33

(0) •!Narya, Hidden Fire [Gandalf]
Artifact • Ring
Vit: +1
Bearer must be Gandalf.
Response: If a Shadow card is about to add any number of twilight tokens, discard a [Gandalf] card from hand to prevent that.
"'I am the !servant of the Secret Fire, wielder of the !flame or Anor.'"
L R 40

I know there's some debate on what the lore on that Narya is actually referring to, but I'm going to assume for the purposes of this card that he's talking about his ring! :mrgreen:
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Elrohir on January 15, 2009, 05:58:17 PM
I like your "Gandalf, Mover of all" best  =D> This is a real great card!
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: FM on January 15, 2009, 06:09:05 PM
[2] •!Gandalf’s Staff, !Wizard's Device [Gandalf]
Artifact • Staff
Vit: +1
Bearer must be Gandalf.
At the start of the maneuver phase, you may add [2] to take a [Gandalf] spell into hand from your discard pile.
"'I once knew every spell in all the tongues of Elves or Men or Orcs...'"
L R 32

Wicked cool, I like it a lot!

[2] •!Glamdring, Glowing Cold and White [Gandalf]
Possession • Hand Weapon
Str: +2
Bearer must be Gandalf.
He is damage +1.
Each time Gandalf wins a skirmish, you may remove up to [4].
"From out of the shadow a red sword leaped flaming. Glamdring glittered white in answer."
L R 33

Again, REALLY nice, although it might be a bit over the top, [4] IS a lot to remove (and I'm afrain it might turn it into a choke machine and nothing else), and decks that tend to focus around a character will usually have that character winning quite a few skirmishes. Perhaps you could remove a random amount?

(0) •!Narya, Hidden Fire [Gandalf]
Artifact • Ring
Vit: +1
Bearer must be Gandalf.
Response: If a Shadow card is about to add any number of twilight tokens, exert Gandalf to prevent that.
"'I am the !servant of the Secret Fire, wielder of the !flame or Anor.'"
L R 40

I think this might be too powerful without a cap. I think you could have Narya turn spells into other spells? Like, discarding a spell to get this effect?
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: DáinIronfoot on January 15, 2009, 07:53:52 PM
Quote from: Thranduil
[2] •!Gandalf’s Staff, !Wizard's Device [Gandalf]
Artifact • Staff
Vit: +1
Bearer must be Gandalf.
At the start of the maneuver phase, you may add [2] to take a [Gandalf] spell into hand from your discard pile.
"'I once knew every spell in all the tongues of Elves or Men or Orcs...'"
L R 32

Niftiness.

Quote from: Thranduil
[2] •!Glamdring, Glowing Cold and White [Gandalf]
Possession • Hand Weapon
Str: +2
Bearer must be Gandalf.
He is damage +1.
Each time Gandalf wins a skirmish, you may remove up to [4].
"From out of the shadow a red sword leaped flaming. Glamdring glittered white in answer."
L R 33

Yeah, [4] is a bit much. Perhaps have the amount removed somehow reliant on the minion defeated? Going off their cost or printed vitality or something, perhaps.

Quote from: Thranduil
(0) •!Narya, Hidden Fire [Gandalf]
Artifact • Ring
Vit: +1
Bearer must be Gandalf.
Response: If a Shadow card is about to add any number of twilight tokens, exert Gandalf to prevent that.
"'I am the !servant of the Secret Fire, wielder of the !flame or Anor.'"
L R 40

FM's idea is pretty cool, but this is balanced as is, I think.
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: lem0nhead on January 16, 2009, 12:58:44 AM

[2] •!Gandalf’s Staff, !Wizard's Device [Gandalf]
Artifact • Staff
Vit: +1
Bearer must be Gandalf.
At the start of the maneuver phase, you may add [2] to take a [Gandalf] spell into hand from your discard pile.
"'I once knew every spell in all the tongues of Elves or Men or Orcs...'"
L R 32

Wicked sweet.

[2] •!Glamdring, Glowing Cold and White [Gandalf]
Possession • Hand Weapon
Str: +2
Bearer must be Gandalf.
He is damage +1.
Each time Gandalf wins a skirmish, you may remove up to [4].
"From out of the shadow a red sword leaped flaming. Glamdring glittered white in answer."
L R 33

Probably upto 3 would be more balanced, but interesting.

(0) •!Narya, Hidden Fire [Gandalf]
Artifact • Ring
Vit: +1
Bearer must be Gandalf.
Response: If a Shadow card is about to add any number of twilight tokens, exert Gandalf to prevent that.
"'I am the !servant of the Secret Fire, wielder of the !flame or Anor.'"
L R 40

Wow that seems awfully powerful, not sure if thats too good of an ability to have on gandy at all times...

Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Thranduil on January 16, 2009, 01:53:44 AM
I didn't want Glamdring removing a random amount because I think that significantly reduces its helpfulness with Mover of All. I was also a bit uneasy about Narya reducing Gandalf's vitality when he's trying to keep the twilight pool at a number he likes, so I changed it according to FM's suggestion.

Thanks guys!

Thranduil
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Pepin The Breve on January 16, 2009, 03:02:48 AM
I think it's time for another 2 cards here. I will update them with lores as soon as I have access to a copy of the Lord of the Rings (which will be in a few hours).

In many ways, this set is about Gandalf and so it seems like a reasonable place to start. Here are the 2 copies of Gandalf in the set. The second one is based on a crazy card I made in the Never-ending DC threat - weird strategy, but let me know what you think!

[4] •Gandalf, Agent of the Valar [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 8
Defender +1.
Each other unbound companion is resistance +2.
"They came therefore in the shape of Men, though they were never young and aged only slowly, and they had many powers of mind and hand."
L C 30
I liked it, but i think the defender +1 should have a cost, like Maneuver: "Exert Gandalf to make him defender +1" or it would be too damned good!

[4] •Gandalf, Mover of All [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 8
While the number of twilight tokens is equal to Gandalf’s strength, Shadow events may not be played.
While the number of twilight tokens is equal to Gandalf’s vitality, he cannot take wounds.
While the number of twilight tokens is equal to Gandalf’s resistance, burdens may not be added by Shadow cards.
"'For... this is his victory.'"
L R 31
Just love this guy! Really interesting idea. But you have to be aware to not throw in too many cards with easy pool manipulating, or he will be totally broken (specially against corruptions and burdens decks).
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Pepin The Breve on January 16, 2009, 03:20:25 AM
Great stuff, though I'm not sure I really get the theme. Do you have any set keywords or mechanics that tie the set together?
I actually decided against using any new keywords because one of the things I want to do with this set is explore already existing simple design space, which I think there's a lot of. This might turn into a block, though, in which case there might be a new keyword in the second set. As for mechanics, the overriding themes are resistance and wearing The One Ring.

Now some cards which are currently designed with the Mover of All in mind. I'm not sure if that's going to stay that way or not, but never mind.

[2] •!Gandalf’s Staff, !Wizard's Device [Gandalf]
Artifact • Staff
Vit: +1
Bearer must be Gandalf.
At the start of the maneuver phase, you may add [2] to take a [Gandalf] spell into hand from your discard pile.
"'I once knew every spell in all the tongues of Elves or Men or Orcs...'"
L R 32
I think you should limit it to Skirmish...otherwise you can have total sitepath control with gandy in standard, but i guess that may not be THAT bad... In expanded it would be total brokeness! But agian, i guess expanded IS about total brokeness...
[2] •!Glamdring, Glowing Cold and White [Gandalf]
Possession • Hand Weapon
Str: +2
Bearer must be Gandalf.
He is damage +1.
Each time Gandalf wins a skirmish, you may remove up to [3].
"From out of the shadow a red sword leaped flaming. Glamdring glittered white in answer."
L R 33
Looks fine to me.
(0) •!Narya, Hidden Fire [Gandalf]
Artifact • Ring
Vit: +1
Bearer must be Gandalf.
Response: If a Shadow card is about to add any number of twilight tokens, discard a [Gandalf] card from hand to prevent that.
"'I am the !servant of the Secret Fire, wielder of the !flame or Anor.'"
L R 40
I think it´s better with the discard a [Gandalf] card from hand as the cost.
I know there's some debate on what the lore on that Narya is actually referring to, but I'm going to assume for the purposes of this card that he's talking about his ring! :mrgreen:
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: sickofpalantirs on January 16, 2009, 09:16:05 AM
Great stuff, though I'm not sure I really get the theme. Do you have any set keywords or mechanics that tie the set together?
I actually decided against using any new keywords because one of the things I want to do with this set is explore already existing simple design space, which I think there's a lot of. This might turn into a block, though, in which case there might be a new keyword in the second set. As for mechanics, the overriding themes are resistance and wearing The One Ring.

Now some cards which are currently designed with the Mover of All in mind. I'm not sure if that's going to stay that way or not, but never mind.

[2] •!Gandalf’s Staff, !Wizard's Device [Gandalf]
Artifact • Staff
Vit: +1
Bearer must be Gandalf.
At the start of the maneuver phase, you may add [2] to take a [Gandalf] spell into hand from your discard pile.
"'I once knew every spell in all the tongues of Elves or Men or Orcs...'"
L R 32
sweet!

[2] •!Glamdring, Glowing Cold and White [Gandalf]
Possession • Hand Weapon
Str: +2
Bearer must be Gandalf.
He is damage +1.
Each time Gandalf wins a skirmish, you may remove up to [3].
"From out of the shadow a red sword leaped flaming. Glamdring glittered white in answer."
L R 33
you know, re move or add would be cool with cards like under the living earth

(0) •!Narya, Hidden Fire [Gandalf]
Artifact • Ring
Vit: +1
Bearer must be Gandalf.
Response: If a Shadow card is about to add any number of twilight tokens, discard a [Gandalf] card from hand to prevent that.
"'I am the !servant of the Secret Fire, wielder of the !flame or Anor.'"
L R 40
I disagree ;)
fine.
Title: Re: Light & Shadow - Gandalf!
Post by: Thranduil on January 17, 2009, 10:11:08 AM
Okay, that was Gandalf's gear. Now onto some of Gandalf's toolbox:

One of the things I was looking to do in this set was to accentuate the strengths of each particular culture with very simple designs. Now one of the things Gandalf has always been good at is a toolbox, and that is why I felt that reprinting these cards were important (also with new lores! 8-) ).

[2] Intimidate [Gandalf] (reprint)
Event • Response
Spell.
If a companion is about to take a wound, spot Gandalf to prevent that wound.
“There was a ringing clash and a stab of white fire. The Balrog fell back, and its sword flew up in molten fragments.”
L C 36

[1] Strength of Spirit [Gandalf] (reprint)
Event • Response
Spell.
If a companion is about to exert, spot Gandalf to place no token for that exertion.
“‘He cannot stand alone!’”
L C 43

Other strengths of the [Gandalf] culture is fellowship condition discard and, especially in this set, supporting companions with high resistance. Word of Command is now straight better than Introspection. Do you think that's a problem?

[2] Word of Command [Gandalf]
Event • Fellowship
Spell.
Spot a [Gandalf] Wizard to discard a condition.
“‘The door burst in pieces… All the wall gave way, and the roof of the chamber as well, I think.’”
L C 48

[1] Kindled Hearts [Gandalf]
Condition • Unbound Companion
Res: +2
Spell.
To play, spot a [Gandalf] Wizard. Limit 1 per bearer.
“‘With Dwarf and Hobbit, Elves and Men, / with mortal and immortal folk, / with bird on bough and beast in den, / in their own secret tongues he spoke.’”
L U 37

NOTE: I'm also trying out a new notation here. Just like support area conditions have where they're played as a sub-type, I thought other conditions should follow suit.

And now for a much crazier card! :hey:

(0) Go Back to the Shadow! [Gandalf]
Event • Response
If a Shadow event is played, exert a [Gandalf] Wizard to cancel that event.
You may play this event from your discard pile. If you do, then place the Wizard you exerted in the dead pile.
“With a terrible cry the Balrog fell forward, and its shadow plunged down and vanished.”
L R 34
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: FM on January 17, 2009, 02:08:53 PM
I think the alternate cost is to steep considering that it has a specific timing, but I like it a lot, I miss having a lot of response actions, LotR really didn't quite explore that space.
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: sickofpalantirs on January 17, 2009, 03:48:56 PM



[2] Word of Command [Gandalf]
Event • Fellowship
Spell.
Spot a [Gandalf] Wizard with resistance 6 or more to discard a condition.
“‘The door burst in pieces… All the wall gave way, and the roof of the chamber as well, I think.’”
L C 48
fine

[1] Kindled Hearts [Gandalf]
Condition • Unbound Companion
Res: +2
Spell.
To play, spot a [Gandalf] Wizard. Limit 1 per bearer.
“‘With Dwarf and Hobbit, Elves and Men, / with mortal and immortal folk, / with bird on bough and beast in den, / in their own secret tongues he spoke.’”
L U 37
interesting.. its certainly a new way to format it... even better make it add vitality too ;) IDK up to you.

(0) Go Back to the Shadow! [Gandalf]
Event • Response
If a Shadow event is played, exert a [Gandalf] Wizard to cancel that event.
You may play this event from your discard pile. If you do, then place that Wizard in the dead pile.
“With a terrible cry the Balrog fell forward, and its shadow plunged down and vanished.”
L R 34
I'd say simply spotting him MIGHT be ok.  than make it cost 1...
Title: Re: Light & Shadow - Gandalf!
Post by: lem0nhead on January 19, 2009, 01:18:16 AM

[2] Word of Command [Gandalf]
Event • Fellowship
Spell.
Spot a [Gandalf] Wizard to discard a condition.
“‘The door burst in pieces… All the wall gave way, and the roof of the chamber as well, I think.’”
L C 48

 :up:

[1] Kindled Hearts [Gandalf]
Condition • Unbound Companion
Res: +2
Spell.
To play, spot a [Gandalf] Wizard. Limit 1 per bearer.
“‘With Dwarf and Hobbit, Elves and Men, / with mortal and immortal folk, / with bird on bough and beast in den, / in their own secret tongues he spoke.’”
L U 37

Fine.

(0) Go Back to the Shadow! [Gandalf]
Event • Response
If a Shadow event is played, exert a [Gandalf] Wizard to cancel that event.
You may play this event from your discard pile. If you do, then place that Wizard in the dead pile.
“With a terrible cry the Balrog fell forward, and its shadow plunged down and vanished.”
L R 34

I feel the sentences are in the wrong order which makes it unclear which wizard you mean. Interesting idea though. Crazy balance.

Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Thranduil on January 19, 2009, 05:43:02 AM
I feel the sentences are in the wrong order which makes it unclear which wizard you mean. Interesting idea though. Crazy balance.
The thing is, I was trying to word it in a way that you didn't place the Wizard in the dead pile before you exerted him... :-k

Thranduil
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: FM on January 19, 2009, 06:31:03 AM
"If you do, then place the Wizard you exerted in the dead pile" would work. I STILL think it "might" be a bit harsh, though.
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Thranduil on January 19, 2009, 06:35:06 AM
"If you do, then place the Wizard you exerted in the dead pile" would work. I STILL think it "might" be a bit harsh, though.
Well, the reason I thought not was because having wizards in your dead pile is not the handicap that it is for any other companion; after all there's Sent Back, Well Met Indeed, Pinnacle of Zirakzigil. Would it be less harsh if the card didn't need an exertion but cost twilight instead?

Thranduil
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: Thranduil on January 21, 2009, 03:05:45 AM
Okay, while I'm thinking through keywords in the other thread, I thought I'd post some cards which are very unlikely to change with the introduction of new keywords. First a card which is in the vein of Our Time.

(0) •A True Company [Gandalf]
Condition • Support Area
To play, exert a [Gandalf] Wizard and remove 2 burdens.
If a companion is killed, remove this condition from the game and add 3 burdens.
“‘Then it has all been in vain! The Fellowship has failed.’ ‘Not if we hold true to each other.’”
L R 44

And now we'll see why is it that all the cards play off [Gandalf] Wizards and not just Gandalf! Given that there's a Radagast, I thought it was important that there was some possession that he could bear (hence the reprint) and also that there would be something common for Gandalf to bear as well.

[2] Wizard’s Staff [Gandalf] (reprint)
Possession • Staff
Str: +1
Bearer must be a Wizard.
Skirmish: Exert bearer twice to make a minion strength -3.
“At that moment Gandalf lifted his staff, and crying aloud he smote the bridge before him.”
L C 47

[4] •!Radagast, Traveller in Great Need [Gandalf]
Companion • Wizard
Str: 8
Vit: 4
Res: 6
Unhasty (!Radagast may not be assigned to a skirmish by the Free Peoples player unless a [Gandalf] card allows him to do so).
While you can spot Gandalf, !Radagast’s twilight cost is -2.
Each time you play a [Gandalf] event, !Radagast loses unhasty until the regroup phase.
“‘Gandalf!’ he cried. ‘I was seeking you. But I am a stranger in these parts.’”
L U 42

I'm not sure at all about this Radagast. I was originally thinking of making him cost (0) with "To play, spot Gandalf" but I wasn't sure that with BoO out there this would be too good. Or maybe that would work if his unhasty was more difficult to get around. What do you think?
Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: lem0nhead on January 21, 2009, 03:34:39 AM

(0) •A True Company [Gandalf]
Condition • Support Area
To play, exert a [Gandalf] Wizard and remove 2 burdens.
If a companion is killed, remove this condition from the game and add 3 burdens.
“‘Then it has all been in vain! The Fellowship has failed.’ ‘Not if we hold true to each other.’”
L R 44

How do you expect to get rid of this before a companion dies?

[4] •!Radagast, Traveller in Great Need [Gandalf]
Companion • Wizard
Str: 8
Vit: 4
Res: 6
Unhasty (!Radagast may not be assigned to a skirmish by the Free Peoples player unless a [Gandalf] card allows him to do so).
While you can spot Gandalf, !Radagast’s twilight cost is -2.
Each time you play a [Gandalf] event, !Radagast loses unhasty until the regroup phase.
“‘Gandalf!’ he cried. ‘I was seeking you. But I am a stranger in these parts.’”
L U 42

I quite like him to be honest, though being able to start him with leader of men or BoO is the only advantage to him and is heavily offset by having to use a gandalf fellowship or manuever event to allow him to fight.

Title: Re: Light & Shadow - A new DC set from Thranduil
Post by: sickofpalantirs on January 21, 2009, 10:49:54 AM
Okay, while I'm thinking through keywords in the other thread, I thought I'd post some cards which are very unlikely to change with the introduction of new keywords. First a card which is in the vein of Our Time.

(0) •A True Company [Gandalf]
Condition • Support Area
To play, exert a [Gandalf] Wizard and remove 2 burdens.
If a companion is killed, remove this condition from the game and add 3 burdens.
“‘Then it has all been in vain! The Fellowship has failed.’ ‘Not if we hold true to each other.’”
L R 44
VERY interesting...I'd say readding the 2 would be fine, its still an exertion.  its good as is though

[4] •!Radagast, Traveller in Great Need [Gandalf]
Companion • Wizard
Str: 8
Vit: 4
Res: 6
Unhasty (!Radagast may not be assigned to a skirmish by the Free Peoples player unless a [Gandalf] card allows him to do so).
While you can spot Gandalf, !Radagast’s twilight cost is -2.
Each time you play a [Gandalf] event, !Radagast loses unhasty until the regroup phase.
“‘Gandalf!’ he cried. ‘I was seeking you. But I am a stranger in these parts.’”
L U 42
the other one just seems to much better....though you COULD start him with leader of men...I'm not sure. I'll have to see more.
Title: Re: Light & Shadow - Gollum
Post by: Thranduil on January 22, 2009, 09:40:28 AM
Well, I'm frankly bored of [Gandalf] (though any comments on any of the cards would still be appreciated! ;) ); so I'm going straight into [Gollum] which I think has some pretty awesome stuff in. And here is some of it, starting with our partners in crime, Sméagol and Gollum. Obviously these guys are designed to mirror each other (particularly Sworn to the Precious and Corrupted by the Ring).

Also, have you ever noticed how if you invert the order of Sméagol's attributes, you get Gollum's? 8-)

(0) •Sméagol, Sworn to the Precious [Gollum] (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound.
To play, add a burden.
While the Ring-bearer is not wearing The One Ring, Sméagol is strength and resistance +2.
“‘We’ll be nice to them, very nice, if they’ll be nice to us…’”
L C 60

[2] •Gollum, Corrupted by the Ring [Gollum] (SH)
Minion
Str: 5
Vit: 4
Sit: 3
While the Ring-bearer is wearing The One Ring, Gollum is strength +7 and fierce.
“‘Where iss it, where iss it: my Precious, my Precious? It’s ours, it is, and we wants it.’”
L R 52

[2] •Gollum, Duplicitous Creature [Gollum] (SH)
Minion
Str: 5
Vit: 4
Sit: 3
Each time Gollum wins a skirmish, you may exert him to wound the Ring-bearer.
“‘Throttle us in our sleep, that’s his plan.’”
L C 53

(0) •Sméagol, Slippery Creature [Gollum] (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound.
To play, add a burden.
Response: If a minion uses a special ability, exert Sméagol and add a burden to cancel its effects.
“‘Don’t hurt us! Don’t let them hurt us, precious!’”
L R 59
Title: Re: Light & Shadow - Gollum
Post by: Pepin The Breve on January 22, 2009, 11:34:52 AM
Well, I'm frankly bored of [Gandalf] (though any comments on any of the cards would still be appreciated! ;) ); so I'm going straight into [Gollum] which I think has some pretty awesome stuff in. And here is some of it, starting with our partners in crime, Sméagol and Gollum. Obviously these guys are designed to mirror each other (particularly Sworn to the Precious and Corrupted by the Ring).

Also, have you ever noticed how if you invert the order of Sméagol's attributes, you get Gollum's? 8-)

(0) •Sméagol, Sworn to the Precious [Gollum] (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound.
To play, add a burden.
While the Ring-bearer is not wearing The One Ring, Sméagol is strength and resistance +2.
“‘We’ll be nice to them, very nice, if they’ll be nice to us…’”
L C 60
Great one, i like it. Stay simple, stay effective.

[2] •Gollum, Corrupted by the Ring [Gollum] (SH)
Minion
Str: 5
Vit: 4
Sit: 3
While the Ring-bearer is wearing The One Ring, Gollum is strength +7 and fierce.
“‘Where iss it, where iss it: my Precious, my Precious? It’s ours, it is, and we wants it.’”
L R 52
I guess he shoud have some way of making the RB put the ring? Or maybe he can be splashed in Nazgul deck or something. Anyway i like it.

[2] •Gollum, Duplicitous Creature [Gollum] (SH)
Minion
Str: 5
Vit: 4
Sit: 3
Response: If Gollum wins a skirmish, exert him to exert the Ring-bearer.
“‘Throttle us in our sleep, that’s his plan.’”
L C 53
Just fine for a C Gollum.

(0) •Sméagol, Slippery Creature [Gollum] (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound.
To play, add a burden.
Response: If a minion uses a special ability, exert Sméagol to cancel its effects.
“‘Don’t hurt us! Don’t let them hurt us, precious!’”
L R 59
This one is quite powerfull! Cancel a minion special hability with a response is too much for just one exert! This Smeagol would be one of the best (if not the best) in many decks (any deck that have some way of saving him from overwhelms and such). With one exert he can cancel nasty habilties like Giant Among the Swertings, Scouting Orc, The Mouth of Sauron, Messenger of Mordor, and many more. And he can always be discarded and get fully healead and ready to cancel many actions next turn. Maybe if you raise the cost, like 2 exerts or something (that way he can´t abuse his hability).
Title: Re: Light & Shadow - Gollum
Post by: FM on January 22, 2009, 11:36:28 AM
I don't like the first pair's interaction. It DOES make more sense story-wise, but I don't like how in order to make Sméagol better you make Gollum worse at the same time. It's just me, though.
Title: Re: Light & Shadow - Gollum
Post by: Thranduil on January 22, 2009, 11:38:01 AM
I don't like the first pair's interaction. It DOES make more sense story-wise, but I don't like how in order to make Sméagol better you make Gollum worse at the same time. It's just me, though.
But isn't that the point? If Sméagol is in control, Gollum is always weaker and vice versa.

Pepin: I take your point on the Sméagol. I may do something about it. Thanks! Oh, and there will be a lot of stuff in the set focussed around making the Ring-bearer wear The One Ring, not least some [Gollum] cards.

Thranduil
Title: Re: Light & Shadow - Gollum
Post by: FM on January 22, 2009, 12:17:32 PM
I guess. What bothers me is that, as a Rule of Thumb, Gollum should be the stronger one, and in order for Smeagol to take over, THEN you'd need to jump through hoops, at least that's how it's portrayed in the movie, Smeagol goes through a lot in that "monologue" scene in order to finally be rid of Gollum's influence, and it doens't last that long. But when you tie this to The Ring, of course, there's NO WAY it'd work out the other way around.
Title: Re: Light & Shadow - Gollum
Post by: lem0nhead on January 23, 2009, 12:31:16 AM

(0) •Sméagol, Sworn to the Precious [Gollum] (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound.
To play, add a burden.
While the Ring-bearer is not wearing The One Ring, Sméagol is strength and resistance +2.
“‘We’ll be nice to them, very nice, if they’ll be nice to us…’”
L C 60

Wouldnt it be better to make him 5 strength and 7 res and invert the statement? 'Not' statements are unusual.

[2] •Gollum, Corrupted by the Ring [Gollum] (SH)
Minion
Str: 5
Vit: 4
Sit: 3
While the Ring-bearer is wearing The One Ring, Gollum is strength +7 and fierce.
“‘Where iss it, where iss it: my Precious, my Precious? It’s ours, it is, and we wants it.’”
L R 52

Nice, if you can force the rb to wear it.

[2] •Gollum, Duplicitous Creature [Gollum] (SH)
Minion
Str: 5
Vit: 4
Sit: 3
Response: If Gollum wins a skirmish, exert him to exert the Ring-bearer.
“‘Throttle us in our sleep, that’s his plan.’”
L C 53

Not amazingly useful. Wound the rb would be good.

(0) •Sméagol, Slippery Creature [Gollum] (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound.
To play, add a burden.
Response: If a minion uses a special ability, exert Sméagol and add a burden to cancel its effects.
“‘Don’t hurt us! Don’t let them hurt us, precious!’”
L R 59

Niiiiice.

Title: Re: Light & Shadow - Gollum
Post by: Thranduil on January 23, 2009, 02:49:59 AM
Wouldnt it be better to make him 5 strength and 7 res and invert the statement? 'Not' statements are unusual.
Interesting. I'll think about that... :-k

Not amazingly useful. Wound the rb would be good.
I thought that then it might be too good; if Gollum is unwounded and wins a fight, then he wounds the Ring-bearer 3 times. That seems a bit too strong against, say, Such a Weight to Carry.

Thranduil
Title: Re: Light & Shadow - Gollum
Post by: lem0nhead on January 23, 2009, 02:52:55 AM
Sorry didnt notice it was a reponse, though it was a one time action. In that case its probably too good either way as you say, 3 exertions on the rb is horrible. Why not go for "Each time gollum wins a skirmish exert him to wound the RB" or even dont exert just wound him.
Title: Re: Light & Shadow - Gollum
Post by: leokula on January 23, 2009, 04:17:36 AM
(0) •Sméagol, Sworn to the Precious [Gollum] (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound.
To play, add a burden.
While the Ring-bearer is not wearing The One Ring, Sméagol is strength and resistance +2.
“‘We’ll be nice to them, very nice, if they’ll be nice to us…’”
L C 60

I'd never use it and it doesn't seem over or underpowered. A 5 strength companion that can became 3 is just plain useless for me. I don't like making common cards useless just for the sake of making a common card.

[2] •Gollum, Corrupted by the Ring [Gollum] (SH)
Minion
Str: 5
Vit: 4
Sit: 3
While the Ring-bearer is wearing The One Ring, Gollum is strength +7 and fierce.
“‘Where iss it, where iss it: my Precious, my Precious? It’s ours, it is, and we wants it.’”
L R 52

If you can make the RB wear the one ring, u have a firce 12 strength minion for 2 twilight that can come back every turn. Depending on how you make the RB wear it, I'll think it's over powered. You have to be very very VERY careful with that. I think you could lower the strength bonus and add something else to him, or don't mess with the RB wearing the one ring.

[2] •Gollum, Duplicitous Creature [Gollum] (SH)
Minion
Str: 5
Vit: 4
Sit: 3
Response: If Gollum wins a skirmish, exert him to exert the Ring-bearer.
“‘Throttle us in our sleep, that’s his plan.’”
L C 53

Another useless common I'd never use. Gollum, DaD is miles better. "But DaD is rare and this one is a common!" Whatever, there are a lot of useful good common cards, but useless weaker version of rares are just not needed.

(0) •Sméagol, Slippery Creature [Gollum] (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound.
To play, add a burden.
Response: If a minion uses a special ability, exert Sméagol and add a burden to cancel its effects.
“‘Don’t hurt us! Don’t let them hurt us, precious!’”
L R 59

He can cancel three abilities in one turn :D crazy! He shuts down Saruman, RR, FOTR Enquea, Mauhur, Enquea, ToTo! I'd make him exert twice, and MAYBE heal him once every turn, so he can't use his ability more than once in a turn, and still can use it at least one in a turn.


Just a note about card designing:

This topic is an example of one of the aspects that make me say that professional design is miles ahead DCing: useless common cards that are toned down versions of very powerful rare cards, usually OP or very specific to the little DC set they're in.

People that write DC sets usually design cards that work with they're own designed cards in the same set, and are usually very very lame if used with real sets. And about the commons, it's just not cool to have commons that are useless. D did it some times, but they did a lot of awesome common / uncommon cards like forearmed, seclusion, there came a cry, streaming to the field, host of thousands, burn every village, kings' board, smeagol, poor creature... the list goes on and on.

It's easier to think "well a common card is bad, an uncommon is a bit better and a rare is a good one I'd use"... but that's not the real deal :D finding the right rarity to a card is very difficult, and maybe you shouldn't design with rarity in mind: you should design all cards and then add rarity comparing them to each other. Saying "ok let's design a common" and design a trash card like ur common smeagol and gollum (admit, they're lame and useless) is not the way, IMO.
Title: Re: Light & Shadow - Gollum
Post by: Thranduil on January 23, 2009, 04:33:43 AM
This topic is an example of one of the aspects that make me say that professional design is miles ahead DCing: useless common cards that are toned down versions of very powerful rare cards, usually OP or very specific to the little DC set they're in.

People that write DC sets usually design cards that work with they're own designed cards in the same set, and are usually very very lame if used with real sets. And about the commons, it's just not cool to have commons that are useless. D did it some times, but they did a lot of awesome common / uncommon cards like forearmed, seclusion, there came a cry, streaming to the field, host of thousands, burn every village, kings' board, smeagol, poor creature... the list goes on and on.

It's easier to think "well a common card is bad, an uncommon is a bit better and a rare is a good one I'd use"... but that's not the real deal :D finding the right rarity to a card is very difficult, and maybe you shouldn't design with rarity in mind: you should design all cards and then add rarity comparing them to each other. Saying "ok let's design a common" and design a trash card like ur common smeagol and gollum (admit, they're lame and useless) is not the way, IMO.
Let's say first that this is not how I design cards at all. If you look at the designed cards for this set (and wait for more), you'll see that power level does not just depend on rarity. Look at some of the [Gandalf] cards above. In general, I see card rarity like this:

C - simple cards which do basic things generally effectively (for example, Gandalf, Agent of the Valar a few pages back I think is very strong but very simple)
U - cards with which you can play on themes and support strategies (for example, Radagast above is uncommon, different but not especially good)
R - cards which can be rather crazier and more interesting, but not necessarily better (for example Gandalf, Mover of All is not outright amazing, but crazy, interesting, and a card which you want to build a deck around).

I also refuse to admit that both these common Gollum's and Sméagol's are "lame and useless". Sure they're not at the top of the power curve, but I would probably use them in certain decks. They're simple and they do their job; that's why they're commons.

On the other hand, there have got to be some "bad" cards in any set, because that's one of the ways the game differentiates between good players and bad players: the ability to know what's a good card and what isn't.

I appreciate all criticism, but I wouldn't mind if you criticised me with a little more respect, if that's okay.

Thranduil
Title: Re: Light & Shadow - Gollum
Post by: leokula on January 23, 2009, 04:53:13 AM
I'm sorry, but if you're putting your cards up for review, you have to be ready to read whatever people might write. Whenever I think a card is lame and useless, I'll post so and if you don't wanna get bad reviews, than you can add to your topic "Good reviews only, please".

I wasn't being disrespecful at all. I'm sad that you get offended when I say a card you designed sucks. I thought you were more open to opinions and that the more reviews you got the better, but seems like all you wanna hear is good stuff about your cards or light reviews, so I won't bother with my reviews again.

I pointed out a few mistakes in your design and ur turning the tables on me claiming I'm disrespecful. I find it very low if you ask me.
Title: Re: Light & Shadow - Gollum
Post by: Thranduil on January 23, 2009, 04:55:29 AM
I'm sorry, but if you're putting your cards up for review, you have to be ready to read whatever people might write. Whenever I think a card is lame and useless, I'll post so and if you don't wanna get bad reviews, than you can add to your topic "Good reviews only, please".

I wasn't being disrespecful at all. I'm sad that you get offended when I say a card you designed sucks. I thought you were more open to opinions and that the more reviews you got the better, but seems like all you wanna hear is good stuff about your cards or light reviews, so I won't bother with my reviews again.

I pointed out a few mistakes in your design and ur turning the tables on me claiming I'm disrespecful. I find it very low if you ask me.
No, it wasn't what you said; I can take criticism, in fact I always prefer honesty. It was the way you said it, but just forget it. It doesn't matter.

Thanks for your review! :gp:

Thranduil
Title: Re: Light & Shadow - Gollum
Post by: Pepin The Breve on January 23, 2009, 08:01:44 AM
  Well, i have to say somethings about this card design stuff...

  First of all, "you can´t judge a card only by it´s picture". You can look a common "trash" card and think: "well, this one really sucks" but then, one week later, someone appears with a great new combo around it, using cards from other sets, or just with a fun deck that rely on it. So i guess we don´t need focus on design only "real good cards". A good card dependes on what strategy you stick with and which cards you will put along with.

   For example, i have a friend that looks to some card and he may think "well, this card doesn´t seem quite useful...but hey, if i put that with that other one..." and... BANG! there comes another nice (and orginal deck). I think the "bad" cards have their valor in this way: they can chalenge players to try something new! I prefer by far than a card that is all good by itself, which we have several.

   I´m not saying that more powerful cards shouldn´t exist, just that you may not take all others and leave to the trash can. probably you will avoid design cards like The Weight of a Legacy, but even there you can have fun trying to think in some deck you can use it.

   For me LoTR TCG is not all about "making the most powerful deck around and butcher everyone" but about having good and funny games! Of course that i usually try to make a competitive deck, but the most important part is having fun. I´m not saying that you cannot make an powerful deck and have fun, but we have to respect if someones just waana try an crazy idea.

   I think that people his DC's sets wanna hear some critiscism around it, but if the guy/girl thinks it´s a little offensive if you said that: "his card sucks and he can burn it out" (in a figurative way) then, well... nothing more fair than respect it and change our speach to something like: "well, the cards it´s not that good" and maybe give a suggestion to improve it (if you feel like it). I´m not saying that you have to always put good review on it (in fact sometimes the critic is a lot more helpful, but we can always try to make it in a constructive manner, avoiding that the other one feel offended).

   I´m quite sure that leokula was just trying to help and he doesnt mean to offend anyone, but i think that would be no problem for him change a little the way he express his comments  ;) (having in mind that maybe someone gets offended with it). or maybe if you don´t feel like it you can just see if Thrand doesn´t get offended if you keep commenting that way (for some people doesn´t matter if they use that kind of expressions) or maybe you can just stop posting in his tread. i´m almost sure that people still wanna hear your comments on their stuff.

   I think we may find a way to get everyone nice with it where still contributing to the post.  :up:
Title: Re: Light & Shadow - Gollum
Post by: Thranduil on January 23, 2009, 08:13:21 AM
  Well, i have to say somethings about this card design stuff...

  First of all, "you can´t judge a card only by it´s picture". You can look a common "trash" card and think: "well, this one really sucks" but then, one week later, someone appears with a great new combo around it, using cards from other sets, or just with a fun deck that rely on it. So i guess we don´t need focus on design only "real good cards". A good card dependes on what strategy you stick with and which cards you will put along with.

   For example, i have a friend that looks to some card and he may think "well, this card doesn´t seem quite useful...but hey, if i put that with that other one..." and... BANG! there comes another nice (and orginal deck). I think the "bad" cards have their valor in this way: they can chalenge players to try something new! I prefer by far than a card that is all good by itself, which we have several.

   I´m not saying that more powerful cards shouldn´t exist, just that you may not take all others and leave to the trash can. probably you will avoid design cards like The Weight of a Legacy, but even there you can have fun trying to think in some deck you can use it.

   For me LoTR TCG is not all about "making the most powerful deck around and butcher everyone" but about having good and funny games! Of course that i usually try to make a competitive deck, but the most important part is having fun. I´m not saying that you cannot make an powerful deck and have fun, but we have to respect if someones just waana try an crazy idea.

   I think that people his DC's sets wanna hear some critiscism around it, but if the guy/girl thinks it´s a little offensive if you said that: "his card sucks and he can burn it out" (in a figurative way) then, well... nothing more fair than respect it and change our speach to something like: "well, the cards it´s not that good" and maybe give a suggestion to improve it (if you feel like it). I´m not saying that you have to always put good review on it (in fact sometimes the critic is a lot more helpful, but we can always try to make it in a constructive manner, avoiding that the other one feel offended).

   I´m quite sure that leokula was just trying to help and he doesnt mean to offend anyone, but i think that would be no problem for him change a little the way he express his comments  ;) (having in mind that maybe someone gets offended with it). or maybe if you don´t feel like it you can just see if Thrand doesn´t get offended if you keep commenting that way (for some people doesn´t matter if they use that kind of expressions) or maybe you can just stop posting in his tread. i´m almost sure that people still wanna hear your comments on their stuff.

   I think we may find a way to get everyone nice with it where still contributing to the post.  :up:
Pepin, you always speak the truth! :gp:

LK, I don't want you to stop giving me your opinions (however critical); I respect them and of course I want to hear them. :up:

Thranduil
Title: Re: Light & Shadow - Gollum
Post by: sickofpalantirs on January 23, 2009, 10:47:16 AM
Well, I'm frankly bored of [Gandalf] (though any comments on any of the cards would still be appreciated! ;) ); so I'm going straight into [Gollum] which I think has some pretty awesome stuff in. And here is some of it, starting with our partners in crime, Sméagol and Gollum. Obviously these guys are designed to mirror each other (particularly Sworn to the Precious and Corrupted by the Ring).

Also, have you ever noticed how if you invert the order of Sméagol's attributes, you get Gollum's? 8-)

(0) •Sméagol, Sworn to the Precious [Gollum] (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound.
To play, add a burden.
While the Ring-bearer is not wearing The One Ring, Sméagol is strength and resistance +2.
“‘We’ll be nice to them, very nice, if they’ll be nice to us…’”
L C 60
I'd say strength +3, resistance +2

[2] •Gollum, Corrupted by the Ring [Gollum] (SH)
Minion
Str: 5
Vit: 4
Sit: 3
While the Ring-bearer is wearing The One Ring, Gollum is strength +7 and fierce.
“‘Where iss it, where iss it: my Precious, my Precious? It’s ours, it is, and we wants it.’”
L R 52
coolio.

[2] •Gollum, Duplicitous Creature [Gollum] (SH)
Minion
Str: 5
Vit: 4
Sit: 3
Response: If Gollum wins a skirmish, exert him to exert the Ring-bearer.
“‘Throttle us in our sleep, that’s his plan.’”
L C 53
I think wound the RB would be much more...interesting ;)

(0) •Sméagol, Slippery Creature [Gollum] (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound.
To play, add a burden.
Response: If a minion uses a special ability, exert Sméagol and add a burden to cancel its effects.
“‘Don’t hurt us! Don’t let them hurt us, precious!’”
L R 59
yeah something more like exert twice, healing him every regroup phase perhaps? though I think with the burden adding its ok.
Title: Re: Light & Shadow - Gollum
Post by: Thranduil on January 24, 2009, 10:09:53 AM
Okay, I've changed Duplicitous Creature. Thanks guys!

So now we have some basic support cards for these [Gollum] strategies.

(0) A Dramatic Change [Gollum] (FP)
Event • Skirmish
Make Sméagol strength +2 (or strength +3 if the Ring-bearer is not wearing The One Ring).
“‘No, no!’ said Gollum. ‘Sméagol promised.’”
L C 50

(0) We Wants It! [Gollum] (SH)
Event • Skirmish
Make Gollum strength +2 (or strength +4 if the Ring-bearer is wearing The One Ring).
“‘Lord Sméagol? Gollum the Great? The Gollum?’”
L C 62

(0) Serving !the Master [Gollum] (FP)
Event • Response
If the Ring-bearer is about to take a wound, exert Sméagol or Gollum to prevent that wound.
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
“He would cackle with laughter and caper, if any jest was made, or even if Frodo spoke kindly to him, and weep if Frodo rebuked him.”
L U 58

(0) Grisly Ambitions [Gollum] (SH)
Event • Response
If the Ring-bearer is about to take a wound, exert Gollum or Sméagol to add a burden.
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
“‘But if we was master, then we could help ourselfs, yes, and still keep promises.’”
L U 54
Title: Re: Light & Shadow - Gollum
Post by: lem0nhead on January 26, 2009, 01:09:20 AM

(0) A Dramatic Change [Gollum] (FP)
Event • Skirmish
Make Sméagol strength +2 (or strength +4 if the Ring-bearer is not wearing The One Ring).
“‘No, no!’ said Gollum. ‘Sméagol promised.’”
L C 50

+3 perhaps as most of the tie you wont be wearing the ring.

(0) We Wants It! [Gollum] (SH)
Event • Skirmish
Make Gollum strength +2 (or strength +4 if the Ring-bearer is wearing The One Ring).
“‘Lord Sméagol? Gollum the Great? The Gollum?’”
L C 62

Fine.

(0) Serving !the Master [Gollum] (FP)
Event • Response
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
If the Ring-bearer is about to take a wound, exert Sméagol or Gollum to prevent that wound.
“He would cackle with laughter and caper, if any jest was made, or even if Frodo spoke kindly to him, and weep if Frodo rebuked him.”
L U 58

Alright but not that useful so major hand clog.

(0) Grisly Ambitions [Gollum] (SH)
Event • Response
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
If the Ring-bearer is about to take a wound, exert Gollum or Sméagol to add a burden.
“‘But if we was master, then we could help ourselfs, yes, and still keep promises.’”
L U 54

Fine, but again quite limited.

Title: Re: Light & Shadow - Gollum
Post by: Anvar on January 26, 2009, 10:12:33 AM

(0) Serving !the Master [Gollum] (FP)
Event • Response
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
If the Ring-bearer is about to take a wound, exert Sméagol or Gollum to prevent that wound.
“He would cackle with laughter and caper, if any jest was made, or even if Frodo spoke kindly to him, and weep if Frodo rebuked him.”
L U 58

(0) Grisly Ambitions [Gollum] (SH)
Event • Response
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
If the Ring-bearer is about to take a wound, exert Gollum or Sméagol to add a burden.
“‘But if we was master, then we could help ourselfs, yes, and still keep promises.’”
L U 54

All the cards are fine but I would reverese the sentences on these two cards, so you can see the main point of the card first and then foresee afterwards. The order doesn't really matter on these cards anyway.

Title: Re: Light & Shadow - Gollum
Post by: Thranduil on January 26, 2009, 01:58:25 PM
Well, those cards were pretty straightforward. Now let's continue our mirroring through some fun stuff! 8-)

[2] Filthy Little Thieves [Gollum] (SH)
Event • Maneuver
Search.
Spot Gollum to exert the Ring-bearer (or exert the Ring-bearer twice if he or she has resistance 6 or less).
L C 51

[2] Off We Go! [Gollum] (FP)
Event • Maneuver
Stealth.
Spot Sméagol to heal the Ring-bearer (or heal the Ring-bearer twice if he or she has resistance 6 or more).
L C 57

[1] Cruel Little Hobbitses [Gollum] (SH)
Spot Gollum to make a minion strength +2 (or +4 if the Ring-bearer is exhausted).
“‘But that would kill us, kill us…’”
L U 49

[1] Nice Little Hobbitses [Gollum] (FP)
Event • Skirmish
Spot Sméagol to make a Ring-bound companion strength +2 (or +4 if the Ring-bearer is unwounded).
“‘They won’t hurt us will they…’”
L U 56

[1] Wickedness [Gollum] (SH)
Condition • Support Area
Search.
When you play this condition, you may reveal the top card of your draw deck. If it is a [Gollum] event, you may take it into hand.
While the Ring-bearer has resistance 6 or less, Gollum’s twilight cost is -2.
L U 63

[1] Wretchedness [Gollum] (FP)
Condition • Support Area
Stealth.
When you play this condition, you may reveal the top card of your draw deck. If it is a [Gollum] event, you may take it into hand.
While your [Shire] Ring-bearer has resistance 6 or more, Sméagol cannot be overwhelmed unless his strength is tripled.
L U 64
Title: Re: Light & Shadow - Gollum
Post by: FM on January 26, 2009, 02:11:34 PM
I like them all.
Title: Re: Light & Shadow - Gollum
Post by: DáinIronfoot on January 26, 2009, 08:04:50 PM
Quote from: Thranduil
[1] Filthy Little Thieves [Gollum] (SH)
Event • Maneuver
Search.
Spot Gollum to exert the Ring-bearer (or exert the Ring-bearer twice if he or she has resistance 6 or less).
L C 51

Ironically, this is most painful against non-[Shire] RBs. But it's all fine and good.

Quote from: Thranduil
[1] Off We Go! [Gollum] (FP)
Event • Maneuver
Stealth.
Spot Sméagol to heal the Ring-bearer (or heal the Ring-bearer twice if he or she has resistance 6 or more).
L C 57

Good stuff.

Quote from: Thranduil
[1] Cruel Little Hobbitses [Gollum] (SH)
Spot Gollum to make a minion strength +3 (or +5 if the Ring-bearer is exhausted).
“‘But that would kill us, kill us…’”
L U 49

Okay, I suppose. Might opt for [2] or exerting Gollum...it's borderline.

Quote from: Thranduil
[1] Nice Little Hobbitses [Gollum] (FP)
Event • Skirmish
Spot Sméagol to make a Ring-bound companion strength +2 (or +4 if the Ring-bearer is unwounded).
“‘They won’t hurt us will they…’”
L U 56

Awfully powerful Ring-bearer protection. I think it should be +2/+3.

Quote from: Thranduil
[1] Wickedness [Gollum] (SH)
Condition • Support Area
Search.
When you play this condition, you may reveal the top card of your draw deck. If it is a [Gollum] event, you may take it into hand.
While the Ring-bearer has resistance 6 or less, Gollum’s twilight cost is -2.
L U 63

Should be unique, methinks. Or else make the reduction -1 so it's stackable.

Quote from: Thranduil
[1] Wretchedness [Gollum] (FP)
Condition • Support Area
Stealth.
When you play this condition, you may reveal the top card of your draw deck. If it is a [Gollum] event, you may take it into hand.
While the Ring-bearer has resistance 6 or more, Sméagol cannot be overwhelmed unless his strength is tripled.
L U 64

Very cool. I think I'd prefer [2] cost, though.
Title: Re: Light & Shadow - Gollum
Post by: lem0nhead on January 27, 2009, 12:56:12 AM
Well, those cards were pretty straightforward. Now let's continue our mirroring through some fun stuff! 8-)

[1] Filthy Little Thieves [Gollum] (SH)
Event • Maneuver
Search.
Spot Gollum to exert the Ring-bearer (or exert the Ring-bearer twice if he or she has resistance 6 or less).
L C 51

Wow cheap wound on the RB, maybe 2 cost?

[1] Off We Go! [Gollum] (FP)
Event • Maneuver
Stealth.
Spot Sméagol to heal the Ring-bearer (or heal the Ring-bearer twice if he or she has resistance 6 or more).
L C 57

Because of the brackets id say the same as above, or alter it so the res is like 7 or more.

[1] Cruel Little Hobbitses [Gollum] (SH)
Spot Gollum to make a minion strength +3 (or +5 if the Ring-bearer is exhausted).
“‘But that would kill us, kill us…’”
L U 49

Fine.

[1] Nice Little Hobbitses [Gollum] (FP)
Event • Skirmish
Spot Sméagol to make a Ring-bound companion strength +2 (or +4 if the Ring-bearer is unwounded).
“‘They won’t hurt us will they…’”
L U 56

Nice.

[1] Wickedness [Gollum] (SH)
Condition • Support Area
Search.
When you play this condition, you may reveal the top card of your draw deck. If it is a [Gollum] event, you may take it into hand.
While the Ring-bearer has resistance 6 or less, Gollum’s twilight cost is -2.
L U 63

Sweeeeeeet.

[1] Wretchedness [Gollum] (FP)
Condition • Support Area
Stealth.
When you play this condition, you may reveal the top card of your draw deck. If it is a [Gollum] event, you may take it into hand.
While the Ring-bearer has resistance 6 or more, Sméagol cannot be overwhelmed unless his strength is tripled.
L U 64

Sound.

Title: Re: Light & Shadow - Gollum
Post by: Thranduil on January 27, 2009, 07:58:20 AM
Okay, I'll stew those over a bit and take into account your comments. But now for the final [Gollum] cards of the set:

[1] •My Precious [Gollum] (SH)
Condition • Support Area
To play, spot Gollum.
While you can spot a [Shire] Ring-bearer, Gollum is an aggressor (for each aggressor assigned to a skirmish, each Shadow card's twilight cost is -1).
Skirmish: Discard this condition and exert Gollum twice to make the Ring-bearer wear The One Ring until the regroup phase.
“‘The thieves, the filthy little thieves. Where are they with my Precious? !Curse them! !We hates them.’”
L R 55

[1] •Sméagol’s Promise [Gollum] (FP)
Condition • Support Area
To play, spot Sméagol.
While you can spot a [Shire] Ring-bearer, Sméagol is resistance +2.
Skirmish: Discard this condition and exert Sméagol twice to make the Ring-bearer take off The One Ring.
“‘I will serve the !master of the Precious.’”
L R 61

I'm a bit bored, so let's also have a SAURON! :twisted:

[1][6] •Sauron, Always Searching [Sauron]
Minion • Maia
Str: 24
Vit: 5
Sit: 6
Damage +1. Fierce.
Response: If the Ring-bearer puts on The One Ring, play Sauron from your hand; his twilight cost is -8.
When you play Sauron, you may foresee 3 (look at the top 3 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
L R 141
Title: Re: Light & Shadow - Gollum
Post by: DáinIronfoot on January 27, 2009, 08:14:41 PM
Quote from: Thranduil
[1] •My Precious [Gollum] (SH)
Condition • Support Area
To play, spot Gollum.
While you can spot a [Shire] Ring-bearer, Gollum is an aggressor (for each aggressor assigned to a skirmish, each Shadow card's twilight cost is -1).
Maneuver: Discard this condition and exert Gollum twice to make the Ring-bearer wear The One Ring until the regroup phase.
“‘The thieves, the filthy little thieves. Where are they with my Precious? !Curse them! !We hates them.’”
L R 55

Yowch. Probably balanced, but ugly.

Quote from: Thranduil
[1] •Sméagol’s Promise [Gollum] (FP)
Condition • Support Area
To play, spot Sméagol.
While you can spot a [Shire] Ring-bearer, Sméagol is resistance +2.
Skirmish: Discard this condition and exert Sméagol twice to make the Ring-bearer take off The One Ring.
“‘I will serve the !master of the Precious.’”
L R 61

Probably doesn't need the spotting requirement since both parts require Sméagol anyway.

Quote from: Thranduil
[1][6] •Sauron, Searching for the Ring [Sauron]
Minion • Maia
Str: 24
Vit: 5
Sit: 6
Damage +1. Fierce.
Response: If the Ring-bearer puts on The One Ring, play Sauron from your hand; his twilight cost is -8.
When you play Sauron, you may foresee 3 (look at the top 3 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
L R 141

I certainly understand the subtitle and how it ties in with the text here, but it just doesn't seem worthy of the Dark Lord. Perhaps "The Great Eye" or "Always Searching" or something?
Title: Re: Light & Shadow - Gollum
Post by: lem0nhead on January 28, 2009, 12:55:52 AM
Okay, I'll stew those over a bit and take into account your comments. But now for the final [Gollum] cards of the set:

[1] •My Precious [Gollum] (SH)
Condition • Support Area
To play, spot Gollum.
While you can spot a [Shire] Ring-bearer, Gollum is an aggressor (for each aggressor assigned to a skirmish, each Shadow card's twilight cost is -1).
Maneuver: Discard this condition and exert Gollum twice to make the Ring-bearer wear The One Ring until the regroup phase.
“‘The thieves, the filthy little thieves. Where are they with my Precious? !Curse them! !We hates them.’”
L R 55

Should cost 2. From the maneuver phase?? ouch. Maybe in skirmish...

[1] •Sméagol’s Promise [Gollum] (FP)
Condition • Support Area
To play, spot Sméagol.
While you can spot a [Shire] Ring-bearer, Sméagol is resistance +2.
Skirmish: Discard this condition and exert Sméagol twice to make the Ring-bearer take off The One Ring.
“‘I will serve the !master of the Precious.’”
L R 61

Fair enough.

[1][6] •Sauron, Searching for the Ring [Sauron]
Minion • Maia
Str: 24
Vit: 5
Sit: 6
Damage +1. Fierce.
Response: If the Ring-bearer puts on The One Ring, play Sauron from your hand; his twilight cost is -8.
When you play Sauron, you may foresee 3 (look at the top 3 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
L R 141

Nice, great flavour but really limited. Like him though.

Title: Re: Light & Shadow - Gollum
Post by: Elf_Lvr on January 28, 2009, 03:51:26 AM
[1] •My Precious [Gollum] (SH)
Condition • Support Area
To play, spot Gollum.
While you can spot a [Shire] Ring-bearer, Gollum is an aggressor (for each aggressor assigned to a skirmish, each Shadow card's twilight cost is -1).
Skirmish: Discard this condition and exert Gollum twice to make the Ring-bearer wear The One Ring until the regroup phase.
“‘The thieves, the filthy little thieves. Where are they with my Precious? !Curse them! !We hates them.’”
L R 55

Awesome.

Quote
[1] •Sméagol’s Promise [Gollum] (FP)
Condition • Support Area
To play, spot Sméagol.
While you can spot a [Shire] Ring-bearer, Sméagol is resistance +2.
Skirmish: Discard this condition and exert Sméagol twice to make the Ring-bearer take off The One Ring.
“‘I will serve the !master of the Precious.’”
L R 61

Still awesome.

Quote
[1][6] •Sauron, Always Searching [Sauron]
Minion • Maia
Str: 24
Vit: 5
Sit: 6
Damage +1. Fierce.
Response: If the Ring-bearer puts on The One Ring, play Sauron from your hand; his twilight cost is -8.
When you play Sauron, you may foresee 3 (look at the top 3 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
L R 141

Entertaining. I really like it.

Quote
I'm a bit bored, so let's also have a SAURON!

May I have another?
Title: Re: Light & Shadow - Gollum
Post by: Thranduil on January 28, 2009, 04:07:52 AM
May I have another?
NO! You'll get what's given to you! :twisted: ;)

Anyway, I feel like a slight tangent. This is mainly because I'm avoiding doing work for my exam this afternoon! ;D

Now I've always thought that one of the most important things about this game was that everyone should have the chance to play with their favourite characters, which is why in the early sets there was always a common and rare version of awesome companions, and in some cases, minions like Saruman and The Balrog, for example.

Well, there hasn't been a common Saruman or Balrog for a while, which is definitely something I'm wanting to remedy. With that in mind, let's have some Saruman-ness! 8-) (making up both cards from the [Isengard] culture in this set)

[4] •Saruman, Blinded by !Greed [Isengard]
Minion • Wizard
Str: 8
Vit: 4
Sit: 4
While you can spot 2 Shadow cultures, Saruman’s twilight cost is -2.
When you play Saruman, you may foresee 3. If you foresee a Shadow artifact, you may play it.
L C 79

This is just a toolbox Saruman, basically. In the right deck (and there will be a bit more multiculture Shadow support floating around in this set), he comes out for [2] and you get to fix your deck a bit and get a strength 8 minion.

[4] •Saruman, Fallen Istar [Isengard]
Minion • Wizard
Str: 8
Vit: 4
SIt: 4
While skirmishing a companion with resistance 6 or more, Saruman is strength +3 and damage +1.
Maneuver: Exert Saruman to make a companion (except the Ring-bearer) resistance +2 or -2 until the regroup phase.
L R 80

Now you may say that you don't think minions should be benefiting from high resistance, but the whole point of this Saruman is that he's so devious he uses a companion's own strengths against them.
Title: Re: Light & Shadow - Gollum
Post by: lem0nhead on January 28, 2009, 04:18:06 AM

[4] •Saruman, Blinded by !Greed [Isengard]
Minion • Wizard
Str: 8
Vit: 4
Sit: 4
While you can spot 2 Shadow cultures, Saruman’s twilight cost is -2.
When you play Saruman, you may foresee 3. If you foresee a Shadow artifact, you may play it.
L C 79

Hope he gets some good support stuff....

[4] •Saruman, Fallen Istar [Isengard]
Minion • Wizard
Str: 8
Vit: 4
SIt: 4
While skirmishing a companion with resistance 6 or more, Saruman is strength +4 and fierce.
Maneuver: Exert Saruman to make a companion (except the Ring-bearer) resistance +2 or -2 until the regroup phase.
L R 80

Fine due to your explanation.

Title: Re: Light & Shadow - A Detour into Saruman
Post by: Anvar on January 28, 2009, 09:48:15 AM
May I have another?
NO! You'll get what's given to you! :twisted: ;)

Anyway, I feel like a slight tangent. This is mainly because I'm avoiding doing work for my exam this afternoon! ;D

Now I've always thought that one of the most important things about this game was that everyone should have the chance to play with their favourite characters, which is why in the early sets there was always a common and rare version of awesome companions, and in some cases, minions like Saruman and The Balrog, for example.

Well, there hasn't been a common Saruman or Balrog for a while, which is definitely something I'm wanting to remedy. With that in mind, let's have some Saruman-ness! 8-) (making up both cards from the [Isengard] culture in this set)

[4] •Saruman, Blinded by !Greed [Isengard]
Minion • Wizard
Str: 8
Vit: 4
Sit: 4
While you can spot 2 Shadow cultures, Saruman’s twilight cost is -2.
When you play Saruman, you may foresee 3. If you foresee a Shadow artifact, you may play it.
L C 79

Love the idea. A great toolbox minion.

[4] •Saruman, Fallen Istar [Isengard]
Minion • Wizard
Str: 8
Vit: 4
SIt: 4
While skirmishing a companion with resistance 6 or more, Saruman is strength +4 and fierce.
Maneuver: Exert Saruman to make a companion (except the Ring-bearer) resistance +2 or -2 until the regroup phase.
L R 80

I think the first ability doesn't quite work, as he stops being fierce by the time the fierce assignment phase comes around.
Title: Re: Light & Shadow - A Detour into Saruman
Post by: Thranduil on January 28, 2009, 10:01:26 AM
I think the first ability doesn't quite work, as he stops being fierce by the time the fierce assignment phase comes around.
You're right - that's because I changed it from damage +1 at the last minute because I was worried about the Throne of Isengard. Do you guys think I should be worried, and is damage +1 or fierce better, do you think?

Thranduil
Title: Re: Light & Shadow - A Detour into Saruman
Post by: Pepin The Breve on January 28, 2009, 01:05:39 PM
  Well, you can play gollum at 0 twilight, make the RB put the ring on and then play our Evil Lord for 8... pretty powerful if you ask me, cause you will have two killer minions for 8 twilight (10 depending on the site). I think that force the Rb to wear the ring could be a killer hability in some decks. I should say that Gollum + Sauron + Throne of the Dark Lord + Mount Doom = BIG trouble. Anyway that´s what i think.

   Cruel Little Hobbitses it's a little OP. +3 (maybe +5) pump to ANY minion for 1 twilight it´s too much of a punch. Just compare with Hobbitses Are Dead and you will see. Gollum would be an even better splash in many decks. You play him with CBTH, add a threat then give a nice pump to your guys (maybe some nasty damage +1 minion, or some big one).

   I think that the condition that states that Smeagol cannot be overwhelmed unless tripled should not affect him when he is the RB, or Solo Smeagol would be pretty imune against all non corrupting/direct wounding/mass condition discard shadows.

   You have to change that one that becomes fierce when "skirishing a companion with resist X" otherwise as soon as his skirmish is over he is no longer fierce. Maybe change to "when assigned to a companion with resistence X he is fierce and ..."

   The other cards look really good.

Title: Re: Light & Shadow - A Detour into Saruman
Post by: Thranduil on January 29, 2009, 12:16:33 AM
   Cruel Little Hobbitses it's a little OP. +3 (maybe +5) pump to ANY minion for 1 twilight it´s too much of a punch. Just compare with Hobbitses Are Dead and you will see. Gollum would be an even better splash in many decks. You play him with CBTH, add a threat then give a nice pump to your guys (maybe some nasty damage +1 minion, or some big one).
Hmm... Well,  always think that Shadow pumps have to be much better for their cost than Free Peoples pumps and I don't know how many people actually use Hobbitses Are Dead... But I take your point.

   I think that the condition that states that Smeagol cannot be overwhelmed unless tripled should not affect him when he is the RB, or Solo Smeagol would be pretty imune against all non corrupting/direct wounding/mass condition discard shadows.
I was worried about that as well. Okay, I'll fix it.

Thanks! :up:

Thranduil
Title: Re: Light & Shadow - Gollum
Post by: DáinIronfoot on January 29, 2009, 08:46:28 PM
Quote from: Thranduil
[4] •Saruman, Blinded by !Greed [Isengard]
Minion • Wizard
Str: 8
Vit: 4
Sit: 4
While you can spot 2 Shadow cultures, Saruman’s twilight cost is -2.
When you play Saruman, you may foresee 3. If you foresee a Shadow artifact, you may play it.
L C 79

Nice and simple. Perhaps make his cost -1 for each Shadow culture you can spot?

Quote from: Thranduil
[4] •Saruman, Fallen Istar [Isengard]
Minion • Wizard
Str: 8
Vit: 4
SIt: 4
While skirmishing a companion with resistance 6 or more, Saruman is strength +4 and fierce.
Maneuver: Exert Saruman to make a companion (except the Ring-bearer) resistance +2 or -2 until the regroup phase.
L R 80

I think strength +3 damage +1 would be fine. The maneuver ability alone makes him useful in many decks. :up:
Title: Re: Light & Shadow - A Detour into Saruman
Post by: Thranduil on January 30, 2009, 01:11:19 AM
Great, thanks guys! I've changed the cards accordingly.

I just want another side issue here, so I'm going to try The Balrog. Like I said, I want common versions of most characters, hence this Balrog. You'll also notice he has a new thing going.

[1][2] •The Balrog, Demon of the Ancient World [Moria]
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Damage +1. Fierce.
Discard all other minions.
While skirmishing a companion with resistance 4 or less, The Balrog is strength +3 and damage +1.
L C 102

Now I haven't finished the rare Balrog in a way that I like it yet, so we'll see the other [Moria] cards from the set instead.

[1] •!The Balrog’s Sword, Weapon of Shadow [Moria]
Artifact • Hand Weapon
Str: +3
Bearer must be The Balrog.
Each time The Balrog wins a skirmish, you may exert a companion with resistance 4 or less.
Regroup: Discard The Balrog's Sword to add a burden.
L R 104

[1] •!Whip of Many Thongs, Weapon of Flame [Moria]
Artifact
Res: -3
Bearer must be The Balrog
Skirmish: Exert The Balrog to transfer this artifact to a companion it is skirmishing.
L R 105

(0) Awoken in the Darkness [Moria]
Event • Shadow
Discard any number of minions to play The Balrog from your draw deck. Its twilight cost is -1 (or -2 if the current site is underground) for each minion discarded in this way.
L U 101
Title: Re: Light & Shadow - A Detour into Moria
Post by: Elf_Lvr on January 30, 2009, 05:13:08 AM
[1][2] •The Balrog, Demon of the Ancient World [Moria]
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Fierce.
Discard all other minions.
While skirmishing a companion with resistance 4 or less, The Balrog is strength +3 and damage +1.
L C 102

Interesting. Balrog corruption sounds fun. Fair common, but I might make him a base damage +1.

Quote
[1] •The Balrog’s Sword, Weapon of Shadow [Moria]
Artifact • Hand Weapon
Str: +3
Bearer must be The Balrog.
Each time The Balrog wins a skirmish, you may exert a companion with resistance 4 or less.
L R 104

It's okay. I think I like the base damage from the other sword better - it's more of a guaranteed wound. I think this possession needs something else - perhaps adding a burden during regroup by discarding it, or having burden-adding as the wins-a-skirmish text.

Quote
[1] •Whip of Many Thongs, Weapon of Flame [Moria]
Artifact • Hand Weapon
Res: -3
Bearer must be The Balrog. May be borne in addition to 1 other hand weapon.
Skirmish: Exert The Balrog to transfer this artifact to a companion it is skirmishing.
L R 105

It's interesting. But note it can't be transferred if the companion bears Flaming Brand, Hand Axe, Arwen's Dagger, or some similar weapon. It's very weird to have companions bear shadow artifacts - especially a giant whip made of fire.

Personally, I'd give it some text that exerts the Balrog to lower resistance in addition to the usual strength bonus. But that's just me.

Quote
(0) Awoken in the Darkness [Moria]
Event • Shadow
Discard any number of minions to play The Balrog from your draw deck. Its twilight cost is -1 (or -2 if the current site is underground) for each minion discarded in this way.
L U 101

Yay, Goblin Runner! Though, besides that minion, it could be hard to get a good benefit from this card, but hey - it plays the Balrog from your deck even if you don't discard anything, so it's good.
Title: Re: Light & Shadow - A Detour into Saruman
Post by: lem0nhead on January 30, 2009, 05:23:02 AM

[1][2] •The Balrog, Demon of the Ancient World [Moria]
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Fierce.
Discard all other minions.
While skirmishing a companion with resistance 4 or less, The Balrog is strength +3 and damage +1.
L C 102

Yeah ok for a common.

[1] •The Balrog’s Sword, Weapon of Shadow [Moria]
Artifact • Hand Weapon
Str: +3
Bearer must be The Balrog.
Each time The Balrog wins a skirmish, you may exert a companion with resistance 4 or less.
L R 104

Ok, pretty sound.

[1] •Whip of Many Thongs, Weapon of Flame [Moria]
Artifact • Hand Weapon
Res: -3
Bearer must be The Balrog. May be borne in addition to 1 other hand weapon.
Skirmish: Exert The Balrog to transfer this artifact to a companion it is skirmishing.
L R 105

I see the flavour of the card your going for there, not bad, not bad.

(0) Awoken in the Darkness [Moria]
Event • Shadow
Discard any number of minions to play The Balrog from your draw deck. Its twilight cost is -1 (or -2 if the current site is underground) for each minion discarded in this way.
L U 101

Cool.

Title: Re: Light & Shadow - A Detour into Moria
Post by: FM on January 30, 2009, 09:47:53 AM
Does that whip works under that wording? It should need a "first line does not apply" thing, wouldn't it?
Title: Re: Light & Shadow - A Detour into Moria
Post by: sickofpalantirs on January 30, 2009, 10:48:36 AM
Great, thanks guys! I've changed the cards accordingly.

I just want another side issue here, so I'm going to try The Balrog. Like I said, I want common versions of most characters, hence this Balrog. You'll also notice he has a new thing going.

[1][2] •The Balrog, Demon of the Ancient World [Moria]
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Fierce.
Discard all other minions.
While skirmishing a companion with resistance 4 or less, The Balrog is strength +3 and damage +1.
L C 102
fine
[1] •The Balrog’s Sword, Weapon of Shadow [Moria]
Artifact • Hand Weapon
Str: +3
Bearer must be The Balrog.
Each time The Balrog wins a skirmish, you may exert a companion with resistance 4 or less.
L R 104
fine

[1] •Whip of Many Thongs, Weapon of Flame [Moria]
Artifact • Hand Weapon
Res: -3
Bearer must be The Balrog. May be borne in addition to 1 other hand weapon.
Skirmish: Exert The Balrog to transfer this artifact to a companion it is skirmishing.
L R 105
seems like it should maybe have vitality -1 as well... 

(0) Awoken in the Darkness [Moria]
Event • Shadow
Discard any number of minions to play The Balrog from your draw deck. Its twilight cost is -1 (or -2 if the current site is underground) for each minion discarded in this way.
L U 101
draw deck or discard pile would be better methinks.
Title: Re: Light & Shadow - A Detour into Moria
Post by: DáinIronfoot on January 30, 2009, 09:35:38 PM
I'd rather the whip be left more traditional and its resistance reduction come in the form of a condition in the spirit of Dark Fire, but I think the cards are all fine.
Title: Re: Light & Shadow - A Detour into Moria
Post by: Thranduil on February 02, 2009, 01:42:24 AM
Does that whip works under that wording? It should need a "first line does not apply" thing, wouldn't it?
I think it does: look at the ruling on the new !Warg Riders. "Bearer must be an Orc with strength X or less" only applies when you play it.

Thanks for all the reviews guys! I'll make some changes and post some new cards later! :up:

Thranduil
Title: Re: Light & Shadow - A Detour into Moria
Post by: Thranduil on February 02, 2009, 11:42:06 AM
I'm kind of jumping all over the place at the moment, but what can I say; that's just what I feel like doing!

So now I'm going to go through a cycle of companions, starting with our favourite Dwarf! And I'm going to spice it up with another cycle as well. Bet you can't wait, huh? :roll:

Oh yeah, one of the things I did was use as many subtitles from those silly preview cards as I could and made more interesting versions.

[2] •Gimli, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1.
While Gimli has resistance 6 or more, he is strength +2.
L C 8

[2] •Gimli, Goldentongue [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. !Unyielding (Gimli's resistance is not modified by the number of burdens).
Gimli may use his resistance to resolve skirmishes instead of his strength.
L R 9

[1] Steadfast Companions [Dwarven]
Event • Skirmish
Spot a Dwarf to make an unbound companion strength +2 (and damage +1 if that companion has resistance 4 or more).
“‘Faithless is he that says farewell when the road darkens.’”
L U 11
Title: Re: Light & Shadow - A Detour into Moria
Post by: lem0nhead on February 03, 2009, 12:46:56 AM

[2] •Gimli, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1.
While Gimli has resistance 6 or more, he is strength +2.
L C 8

Good for a common.

[2] •Gimli, Goldentongue [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. !Unyielding (Gimli's resistance is not modified by the number of burdens).
Gimli may use his resistance to resolve skirmishes instead of his strength.
L R 9

Interesting, veeeery interesting. I imagine it will bring to light some really tricky rules questions just like final triumph did.

[1] Steadfast Companions [Dwarven]
Event • Skirmish
Spot a Dwarf to make an unbound companion strength +2 (and damage +1 if that companion has resistance 4 or more).
“‘Faithless is he that says farewell when the road darkens.’”
L U 11

Fine.

Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: sickofpalantirs on February 03, 2009, 10:27:24 AM

[2] •Gimli, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1.
While Gimli has resistance 6 or more, he is strength +2.
L C 8
fine.

[2] •Gimli, Goldentongue [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. !Unyielding (Gimli's resistance is not modified by the number of burdens).
Gimli may use his resistance to resolve skirmishes instead of his strength.
L R 9
works.  but needs lore ;)

[1] Steadfast Companions [Dwarven]
Event • Skirmish
Spot a Dwarf to make an unbound companion strength +2 (and damage +1 if that companion has resistance 4 or more).
“‘Faithless is he that says farewell when the road darkens.’”
L U 11
'
fine
Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: Anvar on February 03, 2009, 10:59:10 AM
I think your Dwarven Delegate is a great design for a common Gimli. So great, I almost convinced myself that a functionally identical card existed already but then I realised that it just seemed like a card Decipher would print.

I also love Goldentongue - a very nice use of your keyword.

Not sure about Steadfast companions though. Any skirmish event that plays on any unbound companion is in danger of being a bit too good. And it isn't something that the Dwarf culture has done in the past.

Anvar
Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: Thranduil on February 03, 2009, 12:45:11 PM
Not sure about Steadfast companions though. Any skirmish event that plays on any unbound companion is in danger of being a bit too good. And it isn't something that the Dwarf culture has done in the past.
You're right about all those things. One of the things I want to do (that I think is somewhat implied by the set's title) is promote multiculture, both FP and Shadow. Steadfast Companions (as the current title of the thread suggests! ;) ) is part of a FP cycle of events that you can play to boost non-culture companions. I have a feeling that LotR does not need as much cultural enforcement as later sets had and it started with basically none in Fellowship block. So this is an experiment, if you like. Let's see the rest of the cycles and maybe think about this stuff again.

You may have noticed the themes for these 3 cycles by now: 1) we have a companion that benefits from high resistance; 2) we have a companion that uses !unyielding in (I hope!) an interesting way, and 3) a splash event that cares about resistance. I've also made a point of different cultures keying off different resistance values, so the Dwarf's resistance number is 4, Gandalf's is 6 and the Elves is 7 etc.

So, continuing by culture:

[2] •Legolas, Elven Delegate [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer.
While Legolas has resistance 6 or more, the fellowship archery total is +1.
L C 25

[2] •Legolas, Hawkeye [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer. !Unyielding (Legolas' resistance is not modified by the number of burdens).
Archery: Exert Legolas to wound a minion whose strength is lower than his resistance.
L R 26

[1] Staunch Companions [Elven]
Event • Skirmish
Spot an Elf to make a minion skirmishing an unbound companion strength -2 (or -3 if that companion has resistance 7 or more).
L U 28
Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: lem0nhead on February 04, 2009, 01:07:33 AM

[2] •Legolas, Elven Delegate [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer.
While Legolas has resistance 6 or more, each minion he is skirmishing is strength -2.
L C 25

Coolio but very powerful for a leggy.

[2] •Legolas, Hawkeye [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer. !Unyielding (Legolas' resistance is not modified by the number of burdens).
Archery: Exert Legolas to wound a minion whose strength is lower than his resistance.
L R 26

Nice twist on greenleaf.

[1] Staunch Companions [Elven]
Event • Skirmish
Spot an Elf to make a minion skirmishing an unbound companion strength -2 (or -3 if that companion has resistance 7 or more).
L U 28

Yeah sound.

Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: Thranduil on February 04, 2009, 06:13:49 AM
Coolio but very powerful for a leggy.
Would something to do with archery instead (like archery total is +1 while he has resistance 6) be within reasonable power limits do you think? I was thinking about it based on the Aragorn who's coming up next... :-k

Thranduil
Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: lem0nhead on February 04, 2009, 06:17:07 AM
Yeah i think thats better dude, cos usually if the lego is gonna have archer he usually doesnt get bonuses for fighting. Its like 1 or the other.
Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: FM on February 04, 2009, 06:18:10 AM
I'd like to say those [Dwarven] cards are awesome. Really. Nothing to add from my side.

[2] •Legolas, Elven Delegate [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer.
While Legolas has resistance 6 or more, each minion he is skirmishing is strength -2.
L C 25

I think it should be "skirmishing him", at least from other D cards. Other than that, I think it's awesome, I like the pairing feel with Gimli.

[2] •Legolas, Hawkeye [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer. !Unyielding (Legolas' resistance is not modified by the number of burdens).
Archery: Exert Legolas to wound a minion whose strength is lower than his resistance.
L R 26

I love how he still adds to the fellowship archery total, since he cannot actually kill huge minions without a lot of effort on the deck's pilot.

[1] Staunch Companions [Elven]
Event • Skirmish
Spot an Elf to make a minion skirmishing an unbound companion strength -2 (or -3 if that companion has resistance 7 or more).
L U 28

Again, I loved it. Pretty balanced and well designed, since it can't affect Ring-bearers.
Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: Thranduil on February 04, 2009, 11:44:06 AM
These cards are seemingly very straightforward, so let's continue our straightforwardness. I may be racing a bit, but I don't think it's very much to catch up on, but if you want me to slow down, tell me.

And yes, I know I need lores. I'm just being a bit lazy! :P I've been wanting to make an Aragorn with this subtitle for so long (i'm not quite sure why...)

[4] •Aragorn, Longshanks [Gondor]
Companion • Man
Str: 8
Vit: 4
Res: 8
Ranger.
While Aragorn has resistance 7 or more, the move limit is +1.
L C 67

[4] •Aragorn, Last of His Line [Gondor]
Companion • Man
Str: 8
Vit: 4
Res: 8
Valiant. !Unyielding (Aragorn's resistance is not modified by the number of burdens).
Maneuver: Exert Aragorn to make a companion (except the Ring-bearer) resistance X until the regroup phase, where X is Aragorn’s resistance.
L R 66

[1] Noble Companions [Gondor]
Event • Skirmish
Spot a [Gondor] Man to make an unbound companion strength +2 (and heal that companion if he or she has resistance 5 or more).
L U 75

A few notes:

• I'm not very happy about Noble Companions, but I don't want it to just add +3 strength because that will step on the toes of the [Gandalf] component of the cycle. I suppose it could be healing, though I was going to do that in [Shire] but I suppose that one could remove burdens... The point of it as currently done is as an anti-aggressor weapon as well as just generally preventing your opponent from playing skirmish events.

• I'm making a conscious design decision to avoid keywords like ranger, knight, valiant and the like because they do not seem to me to be useful design. Decipher realised that Southron, Easterling and Corsair limited deckbuilding too much, for example, which is why they did away with them, and I'm inclined to agree with these FP equivalents. The reason for me is, these keywords are unhelpful while they only encompass a sub-culture. If you had ranger or knight or valiant or twilight or any of these sweeping across cultures, then they become more like creature types from MTG and could lead to fun decks, but at the moment I'm not convinced they're useful design-wise. If you think strongly otherwise, please convince me! ;)

Thranduil
Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: Braler on February 04, 2009, 02:34:13 PM
I am loving this set. I wholeheartedly agree with you on the theme of multicultural decks fitting the theme of LoTR.
Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: FM on February 04, 2009, 03:09:49 PM
I think Longshanks might outshine the rare Aragorn by miles, which is not really very good. Not bad, but I'd try to avoid it.
Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: DáinIronfoot on February 04, 2009, 07:56:20 PM
Quote from: Thranduil
[4] •Aragorn, Longshanks [Gondor]
Companion • Man
Str: 8
Vit: 4
Res: 8
While Aragorn has resistance 6 or more, the move limit is +1.
L C 67

I'd make it resistance 7 or more. And definitely make him a ranger, despite your comments which I now see below. It just really, REALLY makes sense here.

Quote from: Thranduil
[4] •Aragorn, Last of His Line [Gondor]
Companion • Man
Str: 8
Vit: 4
Res: 8
!Unyielding (Aragorn's resistance is not modified by the number of burdens).
Maneuver: Exert Aragorn to make a companion (except the Ring-bearer) resistance X until the regroup phase, where X is Aragorn’s resistance.
L R 66

WOW. Um, since he doesn't do anything else (and isn't a ranger), I think that's okay, but what a resistance boost!

Quote from: Thranduil
[1] Noble Companions [Gondor]
Event • Skirmish
Spot a [Gondor] Man to make an unbound companion strength +2 (and remove [3] if that companion has resistance 5 or more).
L U 75

I think some simple minion exerting would be both appropriate and [Gondor]-esque.
Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: Thranduil on February 05, 2009, 12:48:38 AM
I think some simple minion exerting would be both appropriate and [Gondor]-esque.
Yes it would, but unfortunately that would leave me stuck for ideas on the [Rohan] one! :roll:

About this ranger-ness, do you guys think I ought to throw these keywords on anyway, even if I don't reference them, just for backwards compatibility?

Thranduil
Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: lem0nhead on February 05, 2009, 01:18:04 AM

[4] •Aragorn, Longshanks [Gondor]
Companion • Man
Str: 8
Vit: 4
Res: 8
While Aragorn has resistance 6 or more, the move limit is +1.
L C 67

Ok doke, he could have ranger probably despite your notes, cos he looks to bland without it and its the right flavour for the name plus all gorns tend to have at least 1 keyword or should have!

EDIT: Read Dains review and your subsequent comments. Just give him ranger, sod gameplay the flavour is vital here!

[4] •Aragorn, Last of His Line [Gondor]
Companion • Man
Str: 8
Vit: 4
Res: 8
!Unyielding (Aragorn's resistance is not modified by the number of burdens).
Maneuver: Exert Aragorn to make a companion (except the Ring-bearer) resistance X until the regroup phase, where X is Aragorn’s resistance.
L R 66

Ooof nice, really useful.

[1] Noble Companions [Gondor]
Event • Skirmish
Spot a [Gondor] Man to make an unbound companion strength +2 (and remove [3] if that companion has resistance 5 or more).
L U 75

Im guessing in your set res of 5 will be easy so make it remove 2. 3 seems a lot.

Thranduil
Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: Vroengard on February 05, 2009, 02:39:44 AM
just perfect mate!! Love this set. Great
Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: Thranduil on February 05, 2009, 04:30:10 PM
Okay, change of tactic: I'm going to throw those unloaded keywords I was talking about anywhere the flavour makes sense, but I'm almost certainly not going to reference them anywhere. This way, the cards are both compatible with previous sub-cultures and any future themes that might crop up. :up:

Would Longshanks be better if his ability triggered from resistance 7 or 8?

Okay, that's where the cycles break down. But I'll finish the "Something Companions" cycle of events, and then maybe post a bonus card...

[1] Wise Companions [Gandalf]
Event • Skirmish
Spot a [Gandalf] Wizard to make a companion strength +2 (or strength +3 if that companion has resistance 6 or more).
L U 46

[2] Valiant Companions [Rohan]
Event • Skirmish
Spot a [Rohan] Man to make an unbound companion strength +2 (and exert a minion that companion is skirmishing if he or she has resistance 3 or more).
L U 139

[1] Faithful Companions [Shire]
Event • Skirmish
Spot a Hobbit to make a companion strength +2 (and remove a burden if he or she has resistance 8 or more).
L U

Ooh... looks like a bonus:

[2] •Sam, The Stout-hearted [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound. !Unyielding (Sam's resistance is not modified by the number of burdens).
Sam cannot affected by Shadow events that affect only 1 companion.
L R

I really love this card. What can I say, sometimes I get very excited by my own ideas? :uh-huh:

This phrasing would be defined to mean something like "Shadow events may not spot or affect Sam in any way". So something like Abiding Evil could not modify Sam's strength and Whistling Death would do nothing, but something like Strength in Shadows would continue as normal. I'm not sure about including Shadow cards that make the Free Peoples player choose Sam, like Sting of Shelob.
Title: Re: Light & Shadow - A finished cycle and a bonus!
Post by: FM on February 05, 2009, 05:19:11 PM
What about a "wound every hobbit" card? Would if affect Sam?
Title: Re: Light & Shadow - 3 Free Peoples cycles
Post by: lem0nhead on February 06, 2009, 01:03:14 AM

[1] Wise Companions [Gandalf]
Event • Skirmish
Spot a [Gandalf] Wizard to make a companion strength +2 (or strength +3 if that companion has resistance 6 or more).
L U 46

Ok.

[2] Valiant Companions [Rohan]
Event • Skirmish
Spot a [Rohan] Man to make an unbound companion strength +2 (and exert a minion that companion is skirmishing if he or she has resistance 3 or more).
L U 139

Hmm i see why its costed at 2 but i woukdnt use it at 2. Must cost 1 to make it viable.

[1] Faithful Companions [Shire]
Event • Skirmish
Spot a Hobbit to make a companion strength +2 (and remove a burden if he or she has resistance 8 or more).
L U

Sound.

[2] •Sam, The Stout-hearted [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound.
Sam cannot be targetted by Shadow events.
Response: If Frodo is killed, make the Sam the Ring-bearer.
While bearing The One Ring, Sam is resistance -5.
L R

Ooof, crikey. That might be a bit too good if hes the RB. What does any1 else say?

Title: Re: Light & Shadow - A finished cycle and a bonus!
Post by: Thranduil on February 06, 2009, 01:59:03 AM
What about a "wound every hobbit" card? Would if affect Sam?
I have no idea! Obviously if this was shroud, then it would, but I'm not sure that the concept of shroud is directly transferable from MTG. What do you think?

I actually only realised how good that Sam might be as a Ring-bearer after posting him! Before that, it didn't even occur to me. In fact, I don't think that works because then Sam would be immune to cards like Resistance Becomes Unbearable... 2 options then: 1) make Sam lose that bonus if he's the Ring-bearer, or 2) make Sam lose the ability to become the Ring-bearer. What are people's preferred choice?

Thranduil
Title: Re: Light & Shadow - A finished cycle and a bonus!
Post by: lem0nhead on February 06, 2009, 02:08:29 AM

I actually only realised how good that Sam might be as a Ring-bearer after posting him! Before that, it didn't even occur to me. In fact, I don't think that works because then Sam would be immune to cards like Resistance Becomes Unbearable... 2 options then: 1) make Sam lose that bonus if he's the Ring-bearer, or 2) make Sam lose the ability to become the Ring-bearer. What are people's preferred choice?

Thranduil

Make him lose it if hes the RB. But then he'd be rubbish so make him resistance -4 not 5?
Title: Re: Light & Shadow - A finished cycle and a bonus!
Post by: sickofpalantirs on February 06, 2009, 10:32:29 AM
Okay, change of tactic: I'm going to throw those unloaded keywords I was talking about anywhere the flavour makes sense, but I'm almost certainly not going to reference them anywhere. This way, the cards are both compatible with previous sub-cultures and any future themes that might crop up. :up:

Would Longshanks be better if his ability triggered from resistance 7 or 8?

Okay, that's where the cycles break down. But I'll finish the "Something Companions" cycle of events, and then maybe post a bonus card...

[1] Wise Companions [Gandalf]
Event • Skirmish
Spot a [Gandalf] Wizard to make a companion strength +2 (or strength +3 if that companion has resistance 6 or more).
L U 46
fine.

[2] Valiant Companions [Rohan]
Event • Skirmish
Spot a [Rohan] Man to make an unbound companion strength +2 (and exert a minion that companion is skirmishing if he or she has resistance 3 or more).
L U 139
kewl

[1] Faithful Companions [Shire]
Event • Skirmish
Spot a Hobbit to make a companion strength +2 (and remove a burden if he or she has resistance 8 or more).
L U
I thikning 2 cost perhaps, like hope is kindled.

[2] •Sam, The Stout-hearted [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound.
Unless Sam is the Ring-bearer, he cannot be targetted by Shadow events.
Response: If Frodo is killed, make the Sam the Ring-bearer.
While bearing The One Ring, Sam is resistance -5.
L R
targeted. not targetted.  kewl.
Title: Re: Light & Shadow - A finished cycle and a bonus!
Post by: leokula on February 06, 2009, 11:03:55 AM
I find the targeting thing very odd, especially since the term does not exist in LOTR; this would require rules to be re-written, for a start.

BTW, when does a shadow card "targets" a companion?
Title: Re: Light & Shadow - A finished cycle and a bonus!
Post by: Thranduil on February 07, 2009, 10:28:50 AM
I find the targeting thing very odd, especially since the term does not exist in LOTR; this would require rules to be re-written, for a start.

BTW, when does a shadow card "targets" a companion?
Yeah it doesn't exist, that's why I defined what that phrase would mean. A lot of Shadow events will spot a companion, but a lot don't (like Whistling Death). Is there a better word?

And SoP, "targetted" is the (correct) English spelling! ;)

Thranduil
Title: Re: Light & Shadow - A finished cycle and a bonus!
Post by: Gate Troll on February 07, 2009, 11:17:32 AM
Actually targeted (http://en.wiktionary.org/wiki/targeted) is the correct spelling. Targetted is incorrect; even you switch Firefox's language to English/United Kingdom it still marks it red. :D
Title: Re: Light & Shadow - A finished cycle and a bonus!
Post by: Thranduil on February 07, 2009, 11:32:14 AM
Actually targeted (http://en.wiktionary.org/wiki/targeted) is the correct spelling. Targetted is incorrect; even you switch Firefox's language to English/United Kingdom it still marks it red. :D
Actually it's an older English spelling which is completely acceptable, like travelled. :P

But that's not important right now...

Would it be clearer to word Sam like:

"Sam cannot be affected by Shadow events."

Or maybe I should go for something else which is more clearly defined within the game like:

"Sam cannot be spotted by Shadow cards."

Thranduil
Title: Re: Light & Shadow - A finished cycle and a bonus!
Post by: Anvar on February 09, 2009, 10:42:18 AM
Just saying that Sam can't be spotted by Shadow cards, is unfortunately a useless ability in LotR at the moment. I can't think of very much that that would be a problem for.

"Sam cannot bear shadow cards"
or "Shadow events and conditions that affect only one companion cannot affect Sam"

Anvar
Title: Re: Light & Shadow - Dwarven
Post by: Thranduil on February 10, 2009, 02:30:29 AM
Well, seeing as no more opinions seem to be forthcoming on that Sam, I'll continue (even though I'd prefer you to tell me what you think).

I'm going to start going about this in a more systematic way. So let's go through the [Dwarven] culture. These are the cards we've already seen:

[2] •Gimli, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1.
While Gimli has resistance 6 or more, he is strength +2.
L C 8

[2] •Gimli, Goldentongue [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. !Unyielding.
Gimli may use his resistance to resolve skirmishes instead of his strength.
L R 9

[1] Steadfast Companions [Dwarven]
Event • Skirmish
Spot a Dwarf to make an unbound companion strength +2 (and damage +1 if that companion has resistance 4 or more).
“‘Faithless is he that says farewell when the road darkens.’”
L U 11

And here are some more Dwarves (remember foresee when you look at these cards):

[2] •Farin, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
At the start of each skirmish involving Farin, you may reveal the top card of your draw deck. If it is a Free Peoples card, Farin is strength +2 and damage +1.
L U 6

[2] •Frór, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
At the start of each skirmish involving Frór, you may draw a card. If you do, place a Free Peoples card from hand on top of your draw deck.
L U 7

[2] •Glóin, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Each other Dwarf is resistance +1.
Each time Glóin wins a skirmish, you may place a [Dwarven] card from your discard pile on top of your draw deck.
“Next to Frodo on his right sat a dwarf of important appearance, richly dressed.”
L R 10
Title: Re: Light & Shadow - Dwarven
Post by: lem0nhead on February 10, 2009, 03:22:19 AM

[2] •Farin, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
At the start of each skirmish involving Farin, you may reveal the top card of your draw deck. If it is a [Dwarven] card, Farin is strength +2 and damage +1.
L U 6

Why have you phrased it reveal, dont you mean foresee? Hes cool.

[2] •Frór, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
At the start of each skirmish involving Frór, you may draw a card. If you do, place a [Dwarven] card from hand on top of your draw deck.
L U 7

Hmmm ok but he aint much of a fighter.

[2] •Glóin, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Each other unbound Dwarf is resistance +1.
Each time Glóin wins a skirmish, you may place a [Dwarven] card from your discard pile on top of your draw deck.
“Next to Frodo on his right sat a dwarf of important appearance, richly dressed.”
L R 10

Ok. I might be tempted to make the ability a fierce fight.

Title: Re: Light & Shadow - Dwarven
Post by: Thranduil on February 10, 2009, 06:19:38 AM
Why have you phrased it reveal, dont you mean foresee? Hes cool.
No, foresee 1 is "reveal the top card of your draw deck; you may place that card on top of or below your draw deck." This one, if you notice how sly I've been, is a actually my herald mechanic but without the mechanic! ;)

Thranduil
Title: Re: Light & Shadow - Dwarven
Post by: lem0nhead on February 10, 2009, 06:21:14 AM
Why have you phrased it reveal, dont you mean foresee? Hes cool.
No, foresee 1 is "reveal the top card of your draw deck; you may place that card on top of or below your draw deck."

O ok, fair enough.

This one, if you notice how sly I've been, is a actually my herald mechanic but without the mechanic! ;)

Nope, not noticed at all!

Thranduil
Title: Re: Light & Shadow - Dwarven
Post by: DáinIronfoot on February 10, 2009, 07:06:15 PM
Quote from: Thranduil
[2] •Farin, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
At the start of each skirmish involving Farin, you may reveal the top card of your draw deck. If it is a Free Peoples card, Farin is strength +2 and damage +1.
L U 6

Nifty. Rather Elf-like.

Quote from: Thranduil
[2] •Frór, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
At the start of each skirmish involving Frór, you may draw a card. If you do, place a Free Peoples card from hand on top of your draw deck.
L U 7

Love how he sets up Farin, but he could use a little more of...something. :-k Perhaps make him a rare 7 resistance Dwarf?

Quote from: Thranduil
[2] •Glóin, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Each other unbound Dwarf is resistance +1.
Each time Glóin wins a skirmish, you may place a [Dwarven] card from your discard pile on top of your draw deck.
“Next to Frodo on his right sat a dwarf of important appearance, richly dressed.”
L R 10

I think it would be okay to make ALL other Dwarves resistance +1, since I have no beef with him boosting his son, BoG. He's cool either way. I might consider lem0n's suggestion, though.
Title: Re: Light & Shadow - Dwarven
Post by: Thranduil on February 11, 2009, 05:55:10 AM
Great, thanks guys! :gp:

Those Dwarves were very uncontroversial, so I'll finish the [Dwarven] culture.

One of the things I've been trying to do with this set is follow the simplest designs possible, and reinforcing a culture's strengths at the common level. This was the reasoning behind Word of Command (which we saw a while back, [2] in the fellowship phase spotting a [Gandalf] Wizard to discard a condition), and the inspiration for the first of these cards, but with a little bit of a twist to fit with the set's mechanics.

[2] Ancient Halls [Dwarven]
Event • Fellowship
Tale.
Spot a Dwarf to foresee 1 (look at the top card of your draw deck; you may place that card on top of or beneath your draw deck), then draw 2 cards.
L C 3

Also falling under the category of "simplest possible design", I have been littering this set with sensible reprints (like Intimidate, Strength of Spirit, Elendil's Valor etc.) and I was going to reprint Axe of Khazad-Dum to give the Dwarves a common possession. But, that was when the set was messing around with the site path, which it no longer is, so I changed it to this.

[1] Dwarven !Poleaxe [Dwarven]
Possession • Hand Weapon
Str: +2
Bearer must be a Dwarf.
While bearer has resistance 4 or more, he is damage +1.
L C 5

I was always disappointed with Dwarven Embassy because it looked promising but actually wasn't great. I also always loved Lord of Moria and was very sad when it rotated out of standard. So I thought I'd do a bit of a combination between the 2! And you may remember me telling you that cultures tended to have resistance numbers that they like. Well, as you may have guessed, for the Dwarves that number is 4.

[2] •Durin’s !Valor [Dwarven]
Condition • Support Area
Tale.
While you can spot a Dwarf, each companion with resistance 4 or more is damage +1.
L R 4

This last card is part of a cycle of tale conditions that discard for a boost. This one is one of the least powerful, but it's free.

(0) Strength Renowned [Dwarven]
Condition • Support Area
Tale.
Skirmish: Spot a Dwarf and discard this condition to make that Dwarf strength and resistance +1 and draw a card.
L C 12
Title: Re: Light & Shadow - Dwarven
Post by: lem0nhead on February 11, 2009, 07:00:23 AM

[2] Ancient Halls [Dwarven]
Event • Fellowship
Tale.
Spot a Dwarf to foresee 1 (look at the top card of your draw deck; you may place that card on top of or beneath your draw deck), then draw 2 cards.
L C 3

If youre spotting the dwarf this needs to cost 3 i think then you can foresee 2 i reckon.

[1] Dwarven !Poleaxe [Dwarven]
Possession • Hand Weapon
Str: +2
Bearer must be a Dwarf.
While bearer has resistance 4 or more, he is damage +1.
L C 5

Sound.

[2] Durin’s !Valor [Dwarven]
Condition • Support Area
Tale.
While you can spot a Dwarf, each companion with resistance 4 or more is damage +1.
L R 4

Non unique? Urgh.

(0) Strength Renowned [Dwarven]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a Dwarf strength and resistance +1. Then if you can spot a Dwarf, you may draw a card.
L C 12

Im confused as to why youve phrased it like this. Surely you would put Spot a dwarf and discard this condition to make that dwarf X and draw a card?

Title: Re: Light & Shadow - Dwarven
Post by: sickofpalantirs on February 11, 2009, 12:29:56 PM
Great, thanks guys! :gp:

Those Dwarves were very uncontroversial, so I'll finish the [Dwarven] culture.

One of the things I've been trying to do with this set is follow the simplest designs possible, and reinforcing a culture's strengths at the common level. This was the reasoning behind Word of Command (which we saw a while back, [2] in the fellowship phase spotting a [Gandalf] Wizard to discard a condition), and the inspiration for the first of these cards, but with a little bit of a twist to fit with the set's mechanics.

[2] Ancient Halls [Dwarven]
Event • Fellowship
Tale.
Spot a Dwarf to foresee 1 (look at the top card of your draw deck; you may place that card on top of or beneath your draw deck), then draw 2 cards.
L C 3
fine.

Also falling under the category of "simplest possible design", I have been littering this set with sensible reprints (like Intimidate, Strength of Spirit, Elendil's Valor etc.) and I was going to reprint Axe of Khazad-Dum to give the Dwarves a common possession. But, that was when the set was messing around with the site path, which it no longer is, so I changed it to this.

[1] Dwarven !Poleaxe [Dwarven]
Possession • Hand Weapon
Str: +2
Bearer must be a Dwarf.
While bearer has resistance 4 or more, he is damage +1.
L C 5
fine

[2] Durin’s !Valor [Dwarven]
Condition • Support Area
Tale.
While you can spot a Dwarf, each companion with resistance 4 or more is damage +1.
L R 4
possibly be unique, I mine splashing this in an elf deck would be crazy. or any deck.

(0) Strength Renowned [Dwarven]
Condition • Support Area
Tale.
Skirmish: Spot a Dwarf and discard this condition to make that Dwarf strength and resistance +1 and draw a card.
L C 12
fine.
Title: Re: Light & Shadow - Elven
Post by: Thranduil on February 13, 2009, 02:32:29 AM
Okay, changes made. Thanks guys! :gp:

Well that was the [Dwarven] culture, let's try the Elves! So, first the [Elven] cards we've already seen:

[2] •Legolas, Elven Delegate [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer.
While Legolas has resistance 6 or more, the fellowship archery total is +1.
L C 25

[2] •Legolas, Hawkeye [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer. !Unyielding.
Archery: Exert Legolas to wound a minion whose strength is lower than his resistance.
L R 26

[2] •The !Mirror of Galadriel, Guide for !the Wise [Elven]
Artifact • Support Area
To play, spot Galadriel.
At the start of the maneuver phase, you may exert a companion with resistance 7 or more to foresee 3. Then you may draw a card.
”‘What shall we look for, and what shall we see?’”
L R 27

[1] Staunch Companions [Elven]
Event • Skirmish
Spot an Elf to make a minion skirmishing an unbound companion strength -2 (or -3 if that companion has resistance 7 or more).
L U 28

And now onto some other companions. I tried to choose characters that a) people would care about, and b) seemed to make a lot of difference to the "Light". So first let's have some Arwen (again using the subtitles of those promo cards):

[2] •Arwen, Maiden of Rivendell [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger. !Unyielding (Arwen's resistance is not modified by the number of burdens).
When you play Arwen, you may foresee 2 (look at the top 2 cards of your draw deck; you may place any number of them above or below your draw deck in any order).
L C 15

[2] •Arwen, The Fairest [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 7
While Arwen is assigned to a skirmish, each other Elf (and Aragorn) is resistance +2.
While you can spot 5 companions with resistance 7 or more (except in the Shadow phase), each Shadow card is twilight cost +1.
L R 14

The latter is obviously an anti-aggressor weapon, among other things. And while on the subject of Arwen, what about a horse?

[2] •!Asfaloth, Steed of Rivendell [Elven]
Possession • Mount
Str: +1
Res: +1
Bearer must be an Elf.
Maneuver: If bearer is Arwen or Glorfindel, exert him or her and discard 2 cards from hand to remove a burden.
L C 16
Title: Re: Light & Shadow - Elven
Post by: sickofpalantirs on February 13, 2009, 10:34:53 AM
Okay, changes made. Thanks guys! :gp:

Well that was the [Dwarven] culture, let's try the Elves! So, first the [Elven] cards we've already seen:

[2] •Legolas, Elven Delegate [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer.
While Legolas has resistance 6 or more, the fellowship archery total is +1.
L C 25
wow...thats good. balanced I'd say though.

[2] •Legolas, Hawkeye [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer. !Unyielding.
Archery: Exert Legolas to wound a minion whose strength is lower than his resistance.
L R 26
fine.

[2] •The !Mirror of Galadriel, Guide for !the Wise [Elven]
Artifact • Support Area
To play, spot Galadriel.
At the start of the maneuver phase, you may exert a companion with resistance 7 or more to foresee 3. Then you may draw a card.
”‘What shall we look for, and what shall we see?’”
L R 27
  start of each maneuver phase?

[1] Staunch Companions [Elven]
Event • Skirmish
Spot an Elf to make a minion skirmishing an unbound companion strength -2 (or -3 if that companion has resistance 7 or more).
L U 28
fine.

[2] •Arwen, Maiden of Rivendell [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger. !Unyielding (Arwen's resistance is not modified by the number of burdens).
When you play Arwen, you may foresee 2 (look at the top 2 cards of your draw deck; you may place any number of them above or below your draw deck in any order).
L C 15
fine.

[2] •Arwen, The Fairest [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 7
While Arwen is assigned to a skirmish, each other Elf (and Aragorn) is resistance +2.
While you can spot 5 companions with resistance 7 or more in the skirmish phase, each Shadow card is twilight cost +1.
L R 14
the second ability just seems highly unwieldy, don't know if there is a better way to word it than.  perhaps just each event is twilight cost +1. It'd cover most skirmish stuff, with a little bit of added bonus.

[2] •!Asfaloth, Steed of Rivendell [Elven]
Possession • Mount
Str: +1
Res: +1
Bearer must be an Elf.
Maneuver: If bearer is Arwen or Glorfindel, exert him or her and discard 2 cards from hand to remove a burden.
L C 16
fine.
Title: Re: Light & Shadow - Elven
Post by: Thranduil on February 15, 2009, 07:11:08 PM
Okay so I've tried to clean up the rare Arwen a little bit. I don't want to just make it Shadow events because part of the point of the set is playing things (especially Shadow cards) during the skirmish phase, not just events.

That lot also seem quite uncontroversial but if anyone has another opinion on them, don't hesitate to voice it! ;)

Now to continue through some Elves, and there seem to be quite a lot of them...

[4] •Glorfindel, Lord of the Noldor [Elven]
Companion • Elf
Str: 9
Vit: 3
Res: 7
Ranger. !Unyielding (Glorfindel's resistance is not modified by the number of burdens).
While Glorfindel is assigned to a skirmish, each other companion with resistance 7 or more is strength +2.
L R 23

[2] •Haldir, Warrior of Lórien [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
At the start of the archery phase, you may reveal the top card of your draw deck. If it is a Free Peoples card, you may make Haldir an archer and !unyielding until the regroup phase.
L U 24

And this is the [Elven] card in the Free Peoples pump condition cycle, with Strength Renowned not so long ago being the [Dwarven] one.

[1] !Agility Renowned [Elven]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make an Elf strength +1 and resistance +2.
L C 13
Title: Re: Light & Shadow - Elven
Post by: lem0nhead on February 16, 2009, 01:00:08 AM

[4] •Glorfindel, Lord of the Noldor [Elven]
Companion • Elf
Str: 9
Vit: 3
Res: 7
Ranger. !Unyielding (Glorfindel's resistance is not modified by the number of burdens).
While Glorfindel is assigned to a skirmish, each other companion with resistance 7 or more is strength +2.
L R 23

Sound.

[2] •Haldir, Warrior of Lórien [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
At the start of the archery phase, you may reveal the top card of your draw deck. If it is a Free Peoples card, you may make Haldir an archer and !unyielding until the regroup phase.
L U 24

Wow bit awesome, finally a haldir i might use!


[1] !Agility Renowned [Elven]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make an Elf strength +1 and resistance +2.
L C 13

Meh.

Title: Re: Light & Shadow - Elven
Post by: Gate Troll on February 16, 2009, 12:29:59 PM
[4] •Glorfindel, Lord of the Noldor [Elven]
Companion • Elf
Str: 9
Vit: 3
Res: 7
Ranger. !Unyielding (Glorfindel's resistance is not modified by the number of burdens).
While Glorfindel is assigned to a skirmish, each other companion with resistance 7 or more is strength +2.
L R 23

Funny, I recall seeing this in here (http://lotrtcgdb.com/forums/index.php?topic=88.300).
Not a bad card...
Title: Re: Light & Shadow - Elven
Post by: MR. Lurtzy on February 16, 2009, 03:01:03 PM
Lol, but you gotta admit that the card is awesome.  =D>
Title: Re: Light & Shadow - Elven
Post by: Elf_Lvr on February 16, 2009, 03:04:55 PM
[4] •Glorfindel, Lord of the Noldor [Elven]
Companion • Elf
Str: 9
Vit: 3
Res: 7
Ranger. !Unyielding (Glorfindel's resistance is not modified by the number of burdens).
While Glorfindel is assigned to a skirmish, each other companion with resistance 7 or more is strength +2.
L R 23

Awesome. Gee, how freaky would G for Grand get with him?

Quote
[2] •Haldir, Warrior of Lórien [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
At the start of the archery phase, you may reveal the top card of your draw deck. If it is a Free Peoples card, you may make Haldir an archer and !unyielding until the regroup phase.
L U 24

Very awesome. I do enjoy a decent Haldir.

Quote
[1] !Agility Renowned [Elven]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make an Elf strength +1 and resistance +2.
L C 13

Fair enough.
Title: Re: Light & Shadow - Elven
Post by: Thranduil on February 16, 2009, 03:51:36 PM
Funny, I recall seeing this in here (http://lotrtcgdb.com/forums/index.php?topic=88.300).
Not a bad card...
What are you talking about, you're crazy! :ninja:

Man there are a lot of characters in the [Elven] culture... Not sure if all these guys are necessary, but what do you think of them? They might be very powerful looking over them now...

[4] •Círdan, Lord of !Mithlond [Elven]
Companion • Elf
Str: 7
Vit: 4
Res: 7
!Unyielding.
To play, spot an [Elven] card.
Each time you foresee a Free Peoples card, you may reveal it to make Círdan strength and resistance +1 until the regroup phase.
L U 17

[4] •Elrond, Lord of !Imladris [Elven]
Companion • Elf
Str: 8
Vit: 4
Res: 7
Each other Elf is resistance +1.
At the start of the maneuver phase, you may foresee 2 (look at the top 2 cards of your draw deck; place any number of them on top of or beneath your draw deck).
L U 18

[3] •Galadriel, Lady of the Noldor [Elven]
Companion • Elf
Str: 3
Vit: 3
Res: 7
To play, spot an [Elven] card.
At the start of the fellowship phase, you may search your draw deck for a Free Peoples card, reveal it, then shuffle your draw deck and place that card on top of it.
L R 22
Title: Re: Light & Shadow - Elven
Post by: Anvar on February 17, 2009, 05:34:07 AM
[2] •Celeborn, Silvan Lord [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
!Unyielding.
Each time you foresee a Free Peoples card, you may reveal it to make Celeborn strength and resistance +1 until the regroup phase.
L U 17

I think the ability could be very powerful, and he could get to insane strength and resistance fairly quickly. I think all in all, I would prefer this ability to be on a new Cirdan rather than Celeborn. Cirdan costs 4 to play and I would add a 'to play spot an Elf' requirement so he is splashable but not completely. Also this ability represents Cirdan's role very nicely IMO and would be a good contrast to the other version. I don't think you need necessarily have Celeborn in the set.


[4] •Elrond, Lord of !Imladris [Elven]
Companion • Elf
Str: 8
Vit: 4
Res: 7
Each other Elf is resistance +1.
At the start of the fellowship phase, you may search your draw deck for a Free Peoples card, reveal it, then shuffle your draw deck and place that card on top of it.
L U 18

Wow! That is crazy tutoring. To me, this ability would sit better on Galadriel. It would give you a very powerful reason to play a 3 cost character who can't fight for toffee. Also this looks like a rare ability, not an uncommon one.

[3] •Galadriel, Lady of the Noldor [Elven]
Companion • Elf
Str: 3
Vit: 3
Res: 7
Galadriel’s twilight cost is -1 for each Free Peoples culture you can spot.
At the start of the maneuver phase you may foresee 2 (look at the top 2 cards of your draw deck; put any number of them on top of or beneath your draw deck). Then if the bottom card of your draw deck is a Free Peoples card, you may discard a Shadow condition.
L R 22
Love the cost reduction, very interesting. I would give this Galadriel Elrond's ability and then give Elrond a variation on this ability.

"At the start of the maneuver phase you may foresee 2." It fits with his nature and would work very well on an uncommon card. As an aside, I know I just told you to cut that part of the ability, but if you choose not to cut the bit about revealing the bottom card of your deck, then I would certainly move the reminder text to the end of the paragraph rather than leaving it in the middle.

Very innovative ideas here, well done.

Title: Re: Light & Shadow - Elven
Post by: lem0nhead on February 17, 2009, 05:42:59 AM

[2] •Celeborn, Silvan Lord [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
!Unyielding.
Each time you foresee a Free Peoples card, you may reveal it to make Celeborn strength and resistance +1 until the regroup phase.
L U 17

Crazy #$&*@! mofo! This guy is insane for telepathy decks. Dear lord tone him down!

[4] •Elrond, Lord of !Imladris [Elven]
Companion • Elf
Str: 8
Vit: 4
Res: 7
Each other Elf is resistance +1.
At the start of the fellowship phase, you may search your draw deck for a Free Peoples card, reveal it, then shuffle your draw deck and place that card on top of it.
L U 18

Holy moly power to the extreme but i like it!

[3] •Galadriel, Lady of the Noldor [Elven]
Companion • Elf
Str: 3
Vit: 3
Res: 7
Galadriel’s twilight cost is -1 for each Free Peoples culture you can spot.
At the start of the maneuver phase you may foresee 2 (look at the top 2 cards of your draw deck; put any number of them on top of or beneath your draw deck). Then if the bottom card of your draw deck is a Free Peoples card, you may discard a Shadow condition.
L R 22

Except Elf? Ick hated lady redeemed and this aint so powerful but elves have enough condition discard as it is, id rather she do something more useful and pack a couple of lothy guides in.


Also Anvar makes excellent points, about swapping the abilities and the rarity.
Title: Re: Light & Shadow - Elven
Post by: Thranduil on February 17, 2009, 06:18:04 AM
I think the ability could be very powerful, and he could get to insane strength and resistance fairly quickly. I think all in all, I would prefer this ability to be on a new Cirdan rather than Celeborn. Cirdan costs 4 to play and I would add a 'to play spot an Elf' requirement so he is splashable but not completely. Also this ability represents Cirdan's role very nicely IMO and would be a good contrast to the other version. I don't think you need necessarily have Celeborn in the set.
I understand entirely what you're saying and it's now changed!

Wow! That is crazy tutoring. To me, this ability would sit better on Galadriel. It would give you a very powerful reason to play a 3 cost character who can't fight for toffee. Also this looks like a rare ability, not an uncommon one.
Originally, this was some kind of taking into hand only at a sanctuary but then I decided the site path was not a major theme of the set, and that made a lot of sense with Elrond. But I understand your point again!

Basically, all these versions started of as shadows of their current power, but then I decided I wanted them to be more useful and more splashable and obviously I went over the top! :mrgreen:

Thanks guys! :gp:

Thranduil
Title: Re: Light & Shadow - Elven
Post by: Anvar on February 17, 2009, 07:48:28 AM
Nice changes but I think that Galadriel requires a spotting requirement. Otherwise she can tutor any FP card for any deck. I know that without a cost reduction no one would start her (probably) but she seems a bit good to not have any cultural enforcement at all.

Anvar
Title: Re: Light & Shadow - Elven
Post by: Thranduil on February 18, 2009, 04:07:48 PM
I'm happy to finish the [Elven] culture now; if there are any other points to be made on those last, significantly more controversial cards, then please make them! :)

I've also updated the first post of this thread with a complete card list for the set for those of you who are interested. It may look ugly, but that's because i copied it from a spreadsheet. Were you to copy it into one, it should look quite nice! ;)

I thought it was important to have common possessions available for all Free Peoples cultures. Also, I've always liked Elven Sword! I thought about Elven Bow instead, but I decided it had had enough reprints already.

[1] Elven Sword [Elven] (reprint)
Possession • Hand Weapon
Str: +1
Bearer must be an Elf.
Skirmish: Exert bearer or discard 2 cards from hand to make a minion skirmishing bearer strength -1.
L C 19

And here are 2 events which strongly reinforce what the [Elven] culture is (and should be) good at:

[2] Enchanting Songs [Elven]
Event • Fellowship
Spell. Tale.
Spot an Elf to heal up to 2 companions with resistance 7 or more.
“… he wandered long in a dream of music that turned into running water, and then suddenly into a voice.”
L C 20

[2] Expert Marksmanship [Elven]
Event • Archery
Exert an Elf archer to add +1 to the fellowship archery total (or +2 if that Elf has resistance 7 or more).
“Legolas shot two through the throat.”
L U 21
Title: Re: Light & Shadow - Elven
Post by: Gate Troll on February 18, 2009, 04:18:46 PM
[1] Elven Sword [Elven] (reprint)
Possession • Hand Weapon
Str: +1
Bearer must be an Elf.
Skirmish: Exert bearer or discard 2 cards from hand to make a minion skirmishing bearer strength -1.
L C 19

What can I say? Its a classic. :up:

[1] Enchanting Songs [Elven]
Event • Fellowship
Spell.
Spot an Elf to heal up to 2 companions with resistance 7 or more.
“… he wandered long in a dream of music that turned into running water, and then suddenly into a voice.”
L C 20

Cool.

[2] Expert Marksmanship [Elven]
Event • Archery
Spot an Elf archer to add +1 to the fellowship archery total (or +2 if that Elf has resistance 7 or more).
“Legolas shot two through the throat.”
L U 21

I'd probably make it [1] and cut the second part. Simple and efficient.
Title: Re: Light & Shadow - Elven
Post by: Elf_Lvr on February 18, 2009, 06:34:05 PM
Quote
[1] Enchanting Songs [Elven]
Event • Fellowship
Spell.
Spot an Elf to heal up to 2 companions with resistance 7 or more.
“… he wandered long in a dream of music that turned into running water, and then suddenly into a voice.”
L C 20

Fine, fine.

Quote
[2] Expert Marksmanship [Elven]
Event • Archery
Spot an Elf archer to add +1 to the fellowship archery total (or +2 if that Elf has resistance 7 or more).
“Legolas shot two through the throat.”
L U 21

Even discounting the second part, it still beats the snot out of Many Miles, which requires two archers. It needs some other condition, I think.
Title: Re: Light & Shadow - Elven
Post by: Braler on February 18, 2009, 06:34:42 PM
Love it.
Love it.
Love it.

What else can i say.  These cards are really good.  I am really enjoying this set.
Title: Re: Light & Shadow - Elven
Post by: lem0nhead on February 19, 2009, 12:43:52 AM
No arguments, the healey card is awesome though.
Title: Re: Light & Shadow - Elven
Post by: Anvar on February 19, 2009, 02:00:23 AM

[1] Enchanting Songs [Elven]
Event • Fellowship
Spell.
Spot an Elf to heal up to 2 companions with resistance 7 or more.
“… he wandered long in a dream of music that turned into running water, and then suddenly into a voice.”
L C 20

Can this one be a tale as well? I think I'd like this to cost [2].

[2] Expert Marksmanship [Elven]
Event • Archery
Spot an Elf archer to add +1 to the fellowship archery total (or +2 if that Elf has resistance 7 or more).
“Legolas shot two through the throat.”
L U 21
With unyielding this could fairly consistently give two wounds which might be a bit much. I think this should have to exert the Elf Archer.
Title: Re: Light & Shadow - Gandalf
Post by: Thranduil on February 19, 2009, 03:22:40 PM
Okay, some changes made. Thanks guys! :up:

I've posted most of the [Gandalf] cards much earlier in this thread, so I'm not going to repost them. But here are a few spells:

[2] Lighting the Way [Gandalf]
Event • Maneuver
Spell.
Exert a [Gandalf] Wizard twice to make each companion (except the Ring-bearer) !unyielding until the regroup phase (the resistance of !unyielding companions is not modified by the number of burdens).
L C 39

[2] Dazzling Flash [Gandalf]
Event • Skirmish
Spell.
Make a [Gandalf] Wizard strength +2. If he wins that skirmish, you may remove a burden.
“It flared with a sudden white radiance like lightning; and his voice rolled like thunder.”
L C 29

[3] His Voice Boomed [Gandalf]
Event • Maneuver
Spell.
Exert a [Gandalf] Wizard and add a burden to return a non-fierce minion to its owner's hand.
“‘Fly, if you value your foul skin! I will shrivel you from tail to snout, if you come within this ring.’”
L U 35
Title: Re: Light & Shadow - Gandalf
Post by: Elrohir on February 19, 2009, 04:28:18 PM
His voice boomed is maybe too powerfull.

[3] His Voice Boomed
Event • Maneuver
Spell.
Exert a  [Gandalf] wizard and add a burden to make each minion strength -2 until the start of the regroup phase.
“‘Fly, if you value your foul skin! I will shrivel you from tail to snout, if you come within this ring.’”

Title: Re: Light & Shadow - Gandalf
Post by: Thranduil on February 19, 2009, 04:42:06 PM
Okay, I've changed it a little and I hope it's more balanced now. Thanks! :gp:

Thranduil
Title: Re: Light & Shadow - Gandalf
Post by: lem0nhead on February 20, 2009, 01:11:01 AM

[2] Lighting the Way [Gandalf]
Event • Maneuver
Spell.
Exert a [Gandalf] Wizard to make each companion (except the Ring-bearer) !unyielding until the regroup phase (the resistance of !unyielding companions is not modified by the number of burdens).
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
L C 39

Wow i think this is too powerful, this makes an entire turn completely immune to the resistance effects of burdens? Not sure i like that idea PLUS an extra line bonus.

[2] Dazzling Flash [Gandalf]
Event • Skirmish
Spell.
Make a [Gandalf] Wizard strength +2. If he wins that skirmish, you may remove a burden.
“It flared with a sudden white radiance like lightning; and his voice rolled like thunder.”
L C 29

Sound i like it.

[3] His Voice Boomed [Gandalf]
Event • Maneuver
Spell.
Exert a [Gandalf] Wizard and add a burden to return a non-fierce minion to its owner's hand.
“‘Fly, if you value your foul skin! I will shrivel you from tail to snout, if you come within this ring.’”
L U 35

Too strong, there are non fierce balrogs!

Title: Re: Light & Shadow - Gandalf
Post by: Braler on February 20, 2009, 06:45:06 AM
Okay, some changes made. Thanks guys! :up:

I've posted most of the [Gandalf] cards much earlier in this thread, so I'm not going to repost them. But here are a few spells:

[2] Lighting the Way [Gandalf]
Event • Maneuver
Spell.
Exert a [Gandalf] Wizard to make each companion (except the Ring-bearer) !unyielding until the regroup phase (the resistance of !unyielding companions is not modified by the number of burdens).
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
L C 39
Like the idea here and it fits Gandalf's flavor but may be a bit on the strong side

[2] Dazzling Flash [Gandalf]
Event • Skirmish
Spell.
Make a [Gandalf] Wizard strength +2. If he wins that skirmish, you may remove a burden.
“It flared with a sudden white radiance like lightning; and his voice rolled like thunder.”
L C 29
Good

[3] His Voice Boomed [Gandalf]
Event • Maneuver
Spell.
Exert a [Gandalf] Wizard and add a burden to return a non-fierce minion to its owner's hand.
“‘Fly, if you value your foul skin! I will shrivel you from tail to snout, if you come within this ring.’”
L U 35
3 tokens, a burden, and an exert seems like probably enough for a non-unique minion even if it is Dam +1


Like the cards even if they are on the top edge of the power curve.
Title: Re: Light & Shadow - Gandalf
Post by: Gerontius on February 20, 2009, 07:44:36 AM
Okay, some changes made. Thanks guys! :up:

I've posted most of the [Gandalf] cards much earlier in this thread, so I'm not going to repost them. But here are a few spells:

[2] Lighting the Way [Gandalf]
Event • Maneuver
Spell.
Exert a [Gandalf] Wizard to make each companion (except the Ring-bearer) !unyielding until the regroup phase (the resistance of !unyielding companions is not modified by the number of burdens).
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
L C 39
 Seems very powerful, even with just the unyielding effect... Maybe you could turn this into two different cards? A condition that lets you forsee 2 each time you play a spell?
Fine.
[2] Dazzling Flash [Gandalf]
Event • Skirmish
Spell.
Make a [Gandalf] Wizard strength +2. If he wins that skirmish, you may remove a burden.
“It flared with a sudden white radiance like lightning; and his voice rolled like thunder.”
L C 29

 Seems okay.

[3] His Voice Boomed [Gandalf]
Event • Maneuver
Spell.
Exert a [Gandalf] Wizard and add a burden to return a non-fierce minion to its owner's hand.
“‘Fly, if you value your foul skin! I will shrivel you from tail to snout, if you come within this ring.’”
L U 35


Great Cards!
Title: Re: Light & Shadow - Gandalf
Post by: Thranduil on February 20, 2009, 08:46:58 AM
Okay, I've toned down Lighting the Way so that it is now significantly less powerful. There seem to be mixed feelings about His Voice Boomed so I will think about it a bit more. Thanks all! :up:

Now for the last [Gandalf] cards. The first one is from the cycle of pump conditions.

[1] Wisdom Renowned [Gandalf]
Condition • Support Area
Tale.
Skirmish:
Discard this condition to make a [Gandalf] Wizard strength and resistance +2.
L C 45

These two are a bit more subtle. In general, think of them in terms of Gandalf, Mover of All who cares exactly how much twilight is in the pool.

[2] The Path of Wisdom [Gandalf]
Condition • Support Area
When you play this condition, you may foresee 2.
Maneuver: Exert a [Gandalf] Wizard to reveal the top card of your draw deck. If it is a Free Peoples card, remove [2]. If it is a Shadow card, add [2].
"'... he that breaks a thing to find out what it is has left the path of wisdom.'"
L U 41

[9] The Last Race [Gandalf]
Event • Regroup
When you play this event, you may remove up to [X] where X is the number of companions with resistance 6 or more.
Spot a [Gandalf] Wizard to make the move limit +1 and foresee 3. Each Shadow player may immediately reconcile.
L U 38
Title: Re: Light & Shadow - Gandalf
Post by: sickofpalantirs on February 20, 2009, 11:11:29 AM
Okay, I've toned down Lighting the Way so that it is now significantly less powerful. There seem to be mixed feelings about His Voice Boomed so I will think about it a bit more. Thanks all! :up:

Now for the last [Gandalf] cards. The first one is from the cycle of pump conditions.

[1] Wisdom Renowned [Gandalf]
Condition • Support Area
Tale.
Skirmish:
Discard this condition to make a [Gandalf] Wizard strength and resistance +2.
L C 45
fine.

[2] The Path of Wisdom [Gandalf]
Condition • Support Area
When you play this condition, you may foresee 2.
Maneuver: Exert a [Gandalf] Wizard to reveal the top card of your draw deck. If it is a Free Peoples card, remove [2]. If it is a Shadow card, add [2].
"'... he that breaks a thing to find out what it is has left the path of wisdom.'"
L U 41
fine.

[9] The Last Race [Gandalf]
Event • Regroup
When you play this event, you may remove up to [X] where X is the number of companions with resistance 6 or more.
Spot a [Gandalf] Wizard to make the move limit +1 and foresee 3. Each Shadow player may immediately reconcile.
L U 38
boy this is tough.  I have to say its ok though.
Title: Re: Light & Shadow - Gandalf
Post by: FM on February 22, 2009, 10:38:53 AM
[3] His Voice Boomed [Gandalf]
Event • Maneuver
Spell.
Exert a [Gandalf] Wizard and add a burden to return a non-fierce minion to its owner's hand.
“‘Fly, if you value your foul skin! I will shrivel you from tail to snout, if you come within this ring.’”
L U 35

To be honest, this sucks badly. If you DO want to keep the design, I'd move it to C, and probably just cancel a skirmish. However, eve so, cards that cancel skirmishes are usually a lot better. 3 twilight, exerting a [Gandalf] WIZARD (REALLY specific) AND adding a burden? Really,I'd let it return pretty much any minion, perhaps making it add X threats where X is the minion's strength -10, so it won't cripple Balrogs and such that badly. But it'd require a bit of tweaking.
Title: Re: Light & Shadow - Gandalf
Post by: lem0nhead on February 23, 2009, 12:49:14 AM

[1] Wisdom Renowned [Gandalf]
Condition • Support Area
Tale.
Skirmish:
Discard this condition to make a [Gandalf] Wizard strength and resistance +2.
L C 45

Erm ok i think.

[2] The Path of Wisdom [Gandalf]
Condition • Support Area
When you play this condition, you may foresee 2.
Maneuver: Exert a [Gandalf] Wizard to reveal the top card of your draw deck. If it is a Free Peoples card, remove [2]. If it is a Shadow card, add [2].
"'... he that breaks a thing to find out what it is has left the path of wisdom.'"
L U 41

Could cost 1 i reckon as its not amazing.

[9] The Last Race [Gandalf]
Event • Regroup
When you play this event, you may remove up to [X] where X is the number of companions with resistance 6 or more.
Spot a [Gandalf] Wizard to make the move limit +1 and foresee 3. Each Shadow player may immediately reconcile.
L U 38

Seems overly complicated. Why isnt its cost twilight -X where X is the no of comps with res 6 or more?

Title: Re: Light & Shadow - Gandalf
Post by: Olorin on February 23, 2009, 01:46:15 AM
His voice boomed is maybe too powerfull.

[3] His Voice Boomed
Event • Maneuver
Spell.
Exert a  [Gandalf] wizard and add a burden to make each minion strength -2 until the start of the regroup phase.
“‘Fly, if you value your foul skin! I will shrivel you from tail to snout, if you come within this ring.’”



to powerful? it sucks really badly!

yours is quite better.
Title: Re: Light & Shadow - Gondor
Post by: Thranduil on February 23, 2009, 05:35:14 AM
Seems overly complicated. Why isnt its cost twilight -X where X is the no of comps with res 6 or more?
Because it allows you to exactly count the twilight tokens for Gandalf, Mover of All.

There seem to be seriously mixed feelings about His Voice Boomed. Some people think it's terrible, others think it's too good. Is that a good sign or a bad sign? Not sure... I wanted to prevent fierce minions from being discarded because then your opponent loses 2 skirmishes from perhaps a huge guy and it generally prevents big minions from just being thrown out the window.

I will consider these a bit more and maybe make some changes. As for now, we're moving into [Gondor]! First, let's review the cards we've already seen:

[4] •Aragorn, Last of His Line [Gondor]
Companion • Man
Str: 8
Vit: 4
Res: 8
Valiant. !Unyielding.
Maneuver: Exert Aragorn to make a companion resistance X until the regroup phase, where X is Aragorn’s resistance.
L R 66

[4] •Aragorn, Longshanks [Gondor]
Companion • Man
Str: 8
Vit: 4
Res: 8
Ranger.
While Aragorn has resistance 7 or more, the move limit is +1.
L C 67

[1] Noble Companions [Gondor]
Event • Skirmish
Spot a [Gondor] Man to make an unbound companion strength +2 (and heal that companion if he or she has resistance 5 or more).
L U 75

And now we'll have some more! :twisted:

[3] •Anduril, Sign of the King [Gondor]
Artifact • Hand Weapon
Str: +1
Vit: +1
Res: +1
Bearer must be Aragorn.
While Aragorn is resistance 7 or more, he is defender +1 and damage +1.
L R 65

[3] •Boromir, Steward’s Heir [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 5
Knight. Ranger.
While you can spot Faramir, Boromir’s twilight cost is -2.
Each time Boromir wins a skirmish, you may make another [Gondor] Man strength +2 until the regroup phase.
L C 68

[3] •Faramir, Steward’s Son [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 7
Knight. Ranger.
While you can spot Boromir, Faramir’s twilight cost is -2.
Each time Faramir wins a skirmish, you may make another [Gondor] Man resistance +2 until the regroup phase.
L C 73
Title: Re: Light & Shadow - Gondor
Post by: FM on February 23, 2009, 06:04:07 AM
I think Boromir and Faramir could have 2 versions each, sharing the subtitle. Steward's Son would depict their kinship towards each other, so they'd interact well together. Steward's HEIR, otoh, would show when they have to prepare to step up and take the burden or ruling, thus would work better with other cards, but NOT with each other.
Title: Re: Light & Shadow - Gondor
Post by: Thranduil on February 23, 2009, 06:54:17 AM
I think Boromir and Faramir could have 2 versions each, sharing the subtitle. Steward's Son would depict their kinship towards each other, so they'd interact well together. Steward's HEIR, otoh, would show when they have to prepare to step up and take the burden or ruling, thus would work better with other cards, but NOT with each other.
Excellent thoughts, excellent thoughts. :gp: There is a rare !unyielding version of each brother yet to come which I imagine we'll see soon. I'll come back to this idea then.

Thranduil
Title: Re: Light & Shadow - Gondor
Post by: lem0nhead on February 23, 2009, 07:27:06 AM

[3] •Anduril, Sign of the King [Gondor]
Artifact • Hand Weapon
Str: +2
Vit: +1
Bearer must be Aragorn. He is defender +1.
While Aragorn is assigned to a skirmish, each Shadow card’s twilight cost is +2.
L R 65

Wow, too good dude. This is awesome. Without the twilight bit its already a quality narsil if a bit simple, the ability is amazingly good and tacked onto this makes it OP.

[3] •Boromir, Steward’s Heir [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 5
Knight. Ranger.
While you can spot Faramir, Boromir’s twilight cost is -2.
Each time Boromir wins a skirmish, you may make another [Gondor] Man strength +2 until the regroup phase.
L C 68


[3] •Faramir, Steward’s Son [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 7
Knight. Ranger.
While you can spot Boromir, Faramir’s twilight cost is -2.
Each time Faramir wins a skirmish, you may make another [Gondor] Man resistance +2 until the regroup phase.
L C 73

Hey its Elromir and Borodan! Cool but strength is in the majority, better than resistance so Faramir doesnt feel quite as useful as Bozza.

Title: Re: Light & Shadow - Gondor
Post by: sickofpalantirs on February 23, 2009, 10:53:54 AM


[3] •Anduril, Sign of the King [Gondor]
Artifact • Hand Weapon
Str: +2
Vit: +1
Bearer must be Aragorn. He is defender +1.
While Aragorn is assigned to a skirmish, each Shadow card’s twilight cost is +2.
L R 65
...eesh way to good.  I'd prefer the good old damage +1, and since he's showing men he's a king, methinks it should boost their resistance/strength

[3] •Boromir, Steward’s Heir [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 5
Knight. Ranger.
While you can spot Faramir, Boromir’s twilight cost is -2.
Each time Boromir wins a skirmish, you may make another [Gondor] Man strength +2 until the regroup phase.
L C 68
ah the good old start the brothers thing ;)  just being a knight and a ranger makes this duo amazing, though I'll have to see more cards to discover why faramir is any good

[3] •Faramir, Steward’s Son [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 7
Knight. Ranger.
While you can spot Boromir, Faramir’s twilight cost is -2.
Each time Faramir wins a skirmish, you may make another [Gondor] Man resistance +2 until the regroup phase.
L C 73
fine
Title: Re: Light & Shadow - Gondor
Post by: Anvar on February 23, 2009, 12:24:38 PM
[3] •Anduril, Sign of the King [Gondor]
Artifact • Hand Weapon
Str: +2
Vit: +1
Bearer must be Aragorn. He is defender +1.
While Aragorn is assigned to a skirmish, each Shadow card’s twilight cost is +2.
L R 65

This seems a bit too good to me. I know that you have cards to reduce the cost of shadow cards in the skirmish phase but I don't think you really want a hoser like this. I would make the defender bonus conditional on Aragorn's resistance and then it could give a resistance bonus as well (or Unyielding).
Title: Re: Light & Shadow - Gondor
Post by: Thranduil on February 23, 2009, 12:32:16 PM
Well, we have a general consensus on Anduril, and it is now changed:

[3] •Anduril, Sign of the King [Gondor]
Artifact • Hand Weapon
Str: +1
Vit: +1
Res: +1
Bearer must be Aragorn.
While Aragorn has resistance 9 or more, he is strength +2.
While Aragorn has resistance 7 or more, he is defender +1.
While Aragorn has resistance 5 or more, he is damage +1.
L R 65

On the Faramir, he is absolutely not as good as Boromir, but I'm fine with that! :mrgreen:
Title: Re: Light & Shadow - Gondor
Post by: DáinIronfoot on February 23, 2009, 03:49:50 PM
Quote from: Thranduil
[3] •Anduril, Sign of the King [Gondor]
Artifact • Hand Weapon
Str: +1
Vit: +1
Res: +1
Bearer must be Aragorn.
While Aragorn has resistance 7 or more, he is defender +1 and damage +1.
L R 65

Having not read other comments (trying to keep my comments unbiased), I would actually make it a mini-burrito and separate the damage and defender. Keep the defender at resistance 7+, but perhaps only 5+ or so for the damage? It IS only strength +1, after all, and damage comes free of charge for other Andurils (except King's Blade, of course). But I DO like it. Ultimate beatstick.
Title: Re: Light & Shadow - Gondor
Post by: Thranduil on February 23, 2009, 04:01:39 PM
What can I say? You don't come onto the site for ages, hardly review a thing, but when you come back you convince me straight away with good ideas! ;D :gp:

Thranduil
Title: Re: Light & Shadow - Gondor
Post by: DáinIronfoot on February 23, 2009, 04:16:22 PM
Yeah, I really need to stop doing that. It's so hard with the little one and being unable to get on during the daytime. Been a much harder adjustment than I expected.... :-|
Title: Re: Light & Shadow - Gondor
Post by: Elf_Lvr on February 23, 2009, 06:22:40 PM
Honestly, Thran, I miss a larger strength bonus on Anduril... even with defender and damage, I'm not sure I'd play a [3]-cost sword that only gives strength +1.
Title: Re: Light & Shadow - Gondor
Post by: Thranduil on February 24, 2009, 01:33:31 AM
Honestly, Thran, I miss a larger strength bonus on Anduril... even with defender and damage, I'm not sure I'd play a [3]-cost sword that only gives strength +1.
I was thinking about making it a 3-layered burrito anyway, so I've thrown something on. I was also thinking about some kind of "kingly bonus" for the top one, but I thought that would be too good if it gave each companion something...

Thranduil
Title: Re: Light & Shadow - Gondor
Post by: sickofpalantirs on February 24, 2009, 10:47:37 AM
I wuv the new version.
Title: Re: Light & Shadow - Gondor
Post by: Braler on February 24, 2009, 01:21:28 PM
I think you have it now.  I second SoP.
Title: Re: Light & Shadow - Gondor
Post by: Thranduil on February 24, 2009, 04:45:18 PM
Okay fantastic. Thanks guys! :gp: to all!

I said there was another set of the brothers Elromir and Borodan (lem0n, that was awesome! ;) ) and this seems like a sensible place to put them! They are both unyielding (their resistance is not modified by the number of burdens) and use the fact in slightly different ways. Faramir is a bit more of an obvious use for static high resistance. Not sure about it though - I was having trouble thinking of new ways to use the keyword. Any suggestions would be appreciated! :mrgreen:

[3] •Faramir, Captain of Minas Tirith [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 7
Knight. !Unyielding. Valiant
Skirmish: Exert Faramir twice to make another companion strength +X, where X is Faramir’s resistance.
L R 72

This Boromir is significantly crazier with the rejigged game term "corrupted" as it now applies to any companion. I was thinking that Boromir was quite well represented by being unyielding but suddenly snapping and going crazy. This is what I've tried to capture here, but I'm not sure about the trigger (both rings in this set are worn during the skirmish phase so it has lesser effect). What do you guys think?

[3] •Boromir, Valiant Man of the Company [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 5
Defender +1. Ranger. !Unyielding. Valiant.
While the Ring-bearer is wearing The One Ring, Boromir loses all game text keywords.
L R 69

And now that we've seen these guys, what do we think of FM's thoughts about subtitles (ie. making the first pair "Steward's Son" and this pair "Steward's Heir")?

Thranduil
Title: Re: Light & Shadow - Gondor
Post by: Braler on February 25, 2009, 06:20:42 AM
I do like FM's idea about the names especially with the steward's heir with that last Boromir since the steward himself went a bit nuts.  :)  and they both reflect the risks of ruling where the other pair seem to focus on their relationship.

I'm not completely sold on that Boromir though, i think i might like it better if it was worded like this:

While the Ring-bearer is wearing The One Ring, Boromir loses Unyielding and all defender bonuses.
Title: Re: Light & Shadow - Gondor
Post by: Thranduil on February 25, 2009, 08:04:32 AM
I'm not completely sold on that Boromir though, i think i might like it better if it was worded like this:

While the Ring-bearer is wearing The One Ring, Boromir loses Unyielding and all defender bonuses.
I see your point. I was thinking down 1 of 2 avenues: either some trigger makes Boromir corrupted, but I thought then it might be too good because he's still defender +1 and corrupted doesn't have any rules in itself; or some trigger makes Boromir lose all his game text keywords like you say, but this doesn't use a flashy game word and perhaps doesn't capture the flavour as much. So I went to a sort of halfway point.

The original text was more like:

"While you can spot X burdens, Boromir is corrupted" so that his resistance isn't modified by the number of burdens, until it hits a threshold and it all goes away, but I wasn't sure about this either (evidently, because I changed it!).

What are people's thoughts?

Thranduil
Title: Re: Light & Shadow - Gondor
Post by: Thranduil on February 27, 2009, 06:22:12 AM
No new opinions? In 2 days? Where is everybody? ???

Thranduil
Title: Re: Light & Shadow - Gondor
Post by: lem0nhead on February 27, 2009, 06:55:23 AM
Sorry Thran, missed this because it was on a new page.


[3] •Faramir, Captain of Minas Tirith [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 7
Knight. !Unyielding. Valiant
Skirmish: Exert Faramir twice to make another companion strength +X, where X is Faramir’s resistance.
L R 72

I think hes cool but has too many keywords, if you chop one he becomes just right.

[3] •Boromir, Valiant Man of the Company [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 7
Defender +1. Ranger. !Unyielding. Valiant.
While the Ring-bearer is wearing The One Ring, Boromir is corrupted (he is resistance 0) and loses all defender bonuses.
L R 69

Erm he seems ok, but not amazing,

Thranduil

The flavour seems good, but the balance of use for Boromir isnt great compared to Fazza.
Title: Re: Light & Shadow - Gondor
Post by: Elf_Lvr on February 28, 2009, 08:03:24 AM
I agree with lem0n, here. That Boromir is pretty intense. Not a lot of people deal with Boromir's resistance "issues." Maybe give him one less base resistance, because, well, it's Boromir. I'm sure you have some way to increase it, besides just giving him Ranger's Cloak.
Title: Re: Light & Shadow - Gondor
Post by: Thranduil on March 01, 2009, 05:06:42 AM
Okay, I've changed Boromir so that he has his normal resistance but loses all his keywords when the Ring-bearer wears the ring instead of being corrupted.

Now for some other [Gondor] cards. As I said, one of the things this set is doing is reinforcing a culture's strengths, especially at the common level. This is why I thought this reprint was quite important.

(0) Elendil’s Valor [Gondor] (reprint)
Event • Maneuver
Make a [Gondor] companion defender +1 until the regroup phase.
L C 71

And here are 2 different expressions of [Gondor]'s strengths:

(0) Elendil! Elendil! [Gondor]
Event • Maneuver
Tale.
Exert a [Gondor] Man with resistance 5 or more to remove all game text keywords and special abilities on a minion until the regroup phase.
L U 70

(0) Moving Swiftly [Gondor]
Event • Regroup
Stealth
Exert a [Gondor] Man to foresee 3 (look at the top 3 cards of your draw deck; place any number of them on top of or beneath your draw deck). For each Free Peoples card you foresee, you may reveal it to remove [2].
L C 74
Title: Re: Light & Shadow - Gondor
Post by: Gerontius on March 01, 2009, 03:58:15 PM
 Moving Swiftly seems awfully overpowered to me. Maybe remove [1] for each Free peoples card? Just being able to look at the top 3 is pretty good....
Title: Re: Light & Shadow - Gondor
Post by: Thranduil on March 01, 2009, 04:48:53 PM
Okay, changed it to exert. :gp: Good?

Thranduil
Title: Re: Light & Shadow - Gondor
Post by: lem0nhead on March 02, 2009, 12:44:58 AM
Okay, I've changed Boromir so that he has his normal resistance but loses all his keywords when the Ring-bearer wears the ring instead of being corrupted.

Much prefer that!

(0) Elendil! Elendil! [Gondor]
Event • Maneuver
Tale.
Exert a [Gondor] Man with resistance 5 or more to remove all game text keywords and special abilities on a minion until the regroup phase.
L U 70

Seems a bit powerful tbh. Might have to cost 1 at least even with the exertion.

(0) Moving Swiftly [Gondor]
Event • Regroup
Stealth
Exert a [Gondor] Man to foresee 3 (look at the top 3 cards of your draw deck; place any number of them on top of or beneath your draw deck). For each Free Peoples card you foresee, you may reveal it to remove [2].
L C 74

Ok, dunno if id ever use it though.

Title: Re: Light & Shadow - Gondor
Post by: Braler on March 02, 2009, 08:30:52 AM
(0) Elendil’s Valor [Gondor] (reprint)
Event • Maneuver
Make a [Gondor] companion defender +1 until the regroup phase.
L C 71

And here are 2 different expressions of [Gondor]'s strengths:

(0) Elendil! Elendil! [Gondor]
Event • Maneuver
Tale.
Exert a [Gondor] Man with resistance 5 or more to remove all game text keywords and special abilities on a minion until the regroup phase.
L U 70
I think i like this one, seems pretty good so you might consider upping the twilight just a bit.

(0) Moving Swiftly [Gondor]
Event • Regroup
Stealth
Exert a [Gondor] Man to foresee 3 (look at the top 3 cards of your draw deck; place any number of them on top of or beneath your draw deck). For each Free Peoples card you foresee, you may reveal it to remove [2].
L C 74
This is good, it reinforces the ranger type deck build.
Title: Re: Light & Shadow - Gondor
Post by: Thranduil on March 02, 2009, 09:06:14 AM
Okay, thanks guys! I'm quite happy with those cards I think and I'm happy that the first one is above the curve and the second is below. So, now to finish the [Gondor] culture.

One of the things I thought was important was for most cultures to have a possession at common. Unfortunately, I had a problem choosing a design for [Gondor] swords and I'm wondering if you guys could help me out.

One of my main problems is title. There are so many [Gondor] hand weapons all with similar names (Blade of Gondor, Sword of Gondor, Gondorian Sword, Gondorian Blade) and it's actually really confusing, so in order to think of a new title, I'll certainly be stepping on the toes of numerous others.

An obvious solution would be to reprint one of those swords, but none of them are actually dealing with the themes of this set (ie. resistance, foreseeing, wearing the ring) and so they would all be out of place (my reprint of choice would be Gondorian Blade but this set doesn't deal with the adventure path particularly).

One build I was thinking about was some kind of Ranger's Blade (I know it's a lot like Ranger's Sword :roll: ) but the title would only make sense to me if it was to be born by any ranger (either "Bearer must be a ranger" or "Bearer must be a [Gondor] Man or ranger"). This seems fair enough, but I'm trying to construct this set with the possibility of drafting it, in which case I'm stepping on the toes of the Elven Sword reprint meaning that there are 2 hand weapons to choose from in the set for many Elves (a lot of them are also rangers). One solution might be to print Elven Bow instead, but I'm not sure about that either.

So what do you guys think? Do I really have a problem here or am I just making mountains out of molehills? ;)

Anyway, the result of that complicated preamble is that I don't have a sword to show you but I will once people give me their input on what they think should be done. And so, on with the other cards. Apparently, the [Gondor] culture is the only one that's allowed interesting and/or decent shields (apart from Erkenbrand's Shield, I suppose) and in that vein here is one:

[1] Sword of Minas Tirith [Gondor]
Possession • Hand Weapon
Str: +2
Bearer must be a [Gondor] companion.
Each time bearer wins a skirmish, you may exert him or her to heal another companion with resistance 5 or more.
L C 77

[1] Shield of Minas Tirith [Gondor]
Possession • Shield
Res: +1
Bearer must be a [Gondor] companion.
Bearer wins draws in skirmishes.
L U 76

And this is the [Gondor] component of the pump condition cycle:

(0) Valour Renowned [Gondor]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a [Gondor] companion strength and resistance +1.
L C 78
Title: Re: Light & Shadow - Gondor
Post by: Braler on March 02, 2009, 09:18:09 AM
Ok, how about this for a Gondor sword?  I think it sort of fits the theme of this set, with the resistance enforcement as well as the simple design.

[1] Sword of Minas Tirith [Gondor]
Possession • Hand Weapon
Str: 2
Bearer must be a [Gondor] companion.
While bearer has resistance of 7 or more, bearer is Damage +1.

I will keep thinking on it and perhaps post something else if you still need help.
Title: Re: Light & Shadow - Gondor
Post by: Thranduil on March 02, 2009, 09:48:51 AM
Ok, how about this for a Gondor sword?  I think it sort of fits the theme of this set, with the resistance enforcement as well as the simple design.

[1] Sword of Minas Tirith [Gondor]
Possession • Hand Weapon
Str: 2
Bearer must be a [Gondor] companion.
While bearer has resistance of 7 or more, bearer is Damage +1.

I will keep thinking on it and perhaps post something else if you still need help.
Of course! :gp: I feel pretty dumb now; after making a Shield of Minas Tirith, I still didn't think to make a Sword of Minas Tirith! ](*,)

Okay, post above updated with a sword.

Thranduil
Title: Re: Light & Shadow - Gondor
Post by: sickofpalantirs on March 02, 2009, 10:16:03 AM
I can't even begin to review the shield, in some ways its just like strength +1...but it feels more powerful than that.  like your fundamentally changing a tenet of the game.

IDK, but it gives me the willies ;)

swords OP.  no reason to use any other except for ithilien blade.  maybe make it give another comp a resistance boost until regroup, or foresee 1 or something.
Title: Re: Light & Shadow - Gondor
Post by: Thranduil on March 02, 2009, 10:22:25 AM
I can't even begin to review the shield, in some ways its just like strength +1...but it feels more powerful than that.  like your fundamentally changing a tenet of the game.
Actually, I think it's straight worse than strength +1 because it doesn't prevent you from being overwhelmed. And I think fundamentally changing a tenet of the game is fine and makes fun games - Magic does it all the time and it's one of the reasons I think it's such a fantastic game.

swords OP.  no reason to use any other except for ithilien blade.  maybe make it give another comp a resistance boost until regroup, or foresee 1 or something.
Changed it so that it's significantly more modest! I wanted to reinforce the ability of [Gondor] to heal, so now it's slightly different. Thanks. :gp:

Thranduil
Title: Re: Light & Shadow - Gondor
Post by: lem0nhead on March 03, 2009, 02:10:56 AM

[1] Sword of Minas Tirith [Gondor]
Possession • Hand Weapon
Str: +2
Bearer must be a [Gondor] companion.
Each time bearer wins a skirmish, you may exert him or her to heal another companion with resistance 5 or more.
L C 77

Meh. Thats all there is to say.

[1] Shield of Minas Tirith [Gondor]
Possession • Shield
Res: +1
Bearer must be a [Gondor] companion.
Bearer wins draws in skirmishes.
L U 76

Argh! Urgh! Bleh! No. Lovely idea but its just so wrong i cant state it! Id kill to use it but i feel it goes against all that is LOTR TCG! If you kept it id clear the wording up like "Bearer wins ties in strength during skrimishes."

(0) Valour Renowned [Gondor]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a [Gondor] companion strength and resistance +1.
L C 78

Ok.

Title: Re: Light & Shadow - Quick detour...
Post by: Thranduil on March 03, 2009, 02:38:43 PM
Meh. Thats all there is to say.
I will think more on this one... But I agree with you, it's pretty meh. Not sure if that's a good or a bad thing yet! :P

Argh! Urgh! Bleh! No. Lovely idea but its just so wrong i cant state it! Id kill to use it but i feel it goes against all that is LOTR TCG! If you kept it id clear the wording up like "Bearer wins ties in strength during skrimishes."
I don't understand, why specifically do you have such a big problem with this? And is it really that good? Am I missing something about the card's power level? :-k

If you kept it id clear the wording up like "Bearer wins ties in strength during skrimishes."
That is a fair point, though it becomes a very interesting anti Final Triumph weapon...

Well that was it for the [Gondor] culture. So the next (skipping over [Isengard] which we've already seen) would be [Men], but I don't want to start something big right now when I'm still not sure about that shield. So, instead we'll have a little detour into [Moria].

First, the cards we've already seen (just for completeness):

(0) Awoken in the Darkness [Moria]
Event • Shadow
Discard any number of minions to play The Balrog from your draw deck. Its twilight cost is -1 (or -2 if the current site is underground) for each minion discarded in this way.
L U 101

[1][2] •The Balrog, Demon of the Ancient World [Moria]
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Fierce.
Discard all other minions.
While skirmishing a companion with resistance 4 or less, The Balrog is strength +3 and damage +1.
L C 102

[1] •!The Balrog’s Sword, Weapon of Shadow [Moria]
Artifact • Hand Weapon
Str: +3
Bearer must be The Balrog.
Each time The Balrog wins a skirmish, you may exert a companion with resistance 4 or less.
Regroup: Discard this artifact to add a burden.
L R 104

[1] •!Whip of Many Thongs, Weapon of Flame [Moria]
Artifact
Res: -3
Bearer must be The Balrog.
Skirmish: Exert The Balrog to transfer this artifact to a companion skirmishing The Balrog.
L R 105

And you may remember that I wasn't decided on how the rare Balrog would play out. But, I think I have a fun build for it, and here it is!

[1][2] •The Balrog, Nameless !Fear [Moria]
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Damage +1. Fierce.
When you play The Balrog, you may play a [Moria] artifact from your draw deck or discard pile.
Each companion with resistance 4 or less cannot use special abilities.
L R 103
Title: Re: Light & Shadow - Gondor
Post by: Elf_Lvr on March 03, 2009, 06:49:31 PM
Awesome new Balgy. The ability to pull his weapons from your discard pile is really unique, and really awesome!
Title: Re: Light & Shadow - Quick detour...
Post by: lem0nhead on March 04, 2009, 01:07:25 AM

Argh! Urgh! Bleh! No. Lovely idea but its just so wrong i cant state it! Id kill to use it but i feel it goes against all that is LOTR TCG! If you kept it id clear the wording up like "Bearer wins ties in strength during skrimishes."
I don't understand, why specifically do you have such a big problem with this? And is it really that good? Am I missing something about the card's power level? :-k

Not necessarily powerful, just saying its so anti lotr it gives me "the willies" as sop says. Its just wrong to win ties in strength for the freeps! I guess its not so bad, like i said its a cool idea, its just flavour wise i dont feel comfortable with it.


Ill review the cards later when i got time.
Title: Re: Light & Shadow - Gondor
Post by: Braler on March 04, 2009, 06:14:09 AM
Like the new Balrog alot! The whole artifact playing ability is great and i like the resistance/fear/cannot use special abilities flavor. I'm still not sold on that whip though, it just seems a bit clunky with transfering it to a companion. :-k
Title: Re: Light & Shadow - Men
Post by: Thranduil on March 05, 2009, 05:47:51 AM
Okay thanks for your thoughts. I will think on and address the shield and the whip. :up:

Now for something quite different. I gave my spiel about unloaded keywords a while back. So, though I will be referencing unloaded keywords hardly at all in this set, I did decide to throw them everywhere. And I had already decided that one of the themes for the [Men] culture was going to be Bree, mainly because it was done so badly in Treachery & Deceit. And then my train of thought led me to wanting an unloaded keyword to represent something about them and others, which is why I came up with traitor (which, if you guys like the concept, would also appear on Saruman and the Orcs of Cirith Ungol who started killing each other, and any others where it makes sense). I wasn't sure about the name, but I couldn't think of something better. I was thinking about "turncoat" or "fickle" or something but I wasn't convinced. Any ideas?

This is a simple one:

[3] Breeland Rogue [Men]
Minion • Man
Str: 8
Vit: 1
Sit: 2
Traitor.
While skirmishing a companion with resistance 5 or less, this minion is strength +2.
L C 83

And I said there would be some multiculture Shadow support - well this is one of them.

[4] Breeland Traitor [Men]
Minion • Man
Str: 9
Vit: 2
Sit: 2
Traitor.
This minion is strength +1 for each Shadow culture you can spot.
L C 85

And remember that one of the themes of this set is playing Shadow stuff during the skirmish phase.

[2] •Bill Ferny, !Man of Bree [Men]
Minion • Man
Str: 4
Vit: 1
Sit: 2
Traitor.
While you can spot a companion with resistance 5 or less, Bill Ferny cannot be assigned to a skirmish by the Free Peoples player.
Each companion (except the Ring-bearer) skirmishing Bill Ferny is resistance -3.
L R 81
Title: Re: Light & Shadow - Men
Post by: Braler on March 05, 2009, 06:06:20 AM
Love the new keyword don't change it.  It can fit so many different aspects in Middle Earth as that is a main theme of the stories. 

Breeland Rogue - looks good
Breeland Traitor - interesting flavor with the lack of allegiance
Bill Ferny - seems good if just under the power curve as i see it

One note that i can see, even though im sure you will address this.  With the strength of your Free People's cards at maintaining a high resistance you are going to have to give these guys some good resistance lowering abilities.
Title: Re: Light & Shadow - Men
Post by: Thranduil on March 05, 2009, 09:26:18 AM
One note that i can see, even though im sure you will address this.  With the strength of your Free People's cards at maintaining a high resistance you are going to have to give these guys some good resistance lowering abilities.
Actually, you've raised an important issue which I suddenly realised I hadn't done much about! :whistle: It seems like a made a lot of resistance reductions for the [Wraith] culture, but somehow forgot to do the same for other cultures... And with that thought, I've changed Bill Ferny around a bit.

Thanks for your vigilance in spotting mistakes you didn't even know I'd made! ;) :gp:

Thranduil
Title: Re: Light & Shadow - Men
Post by: lem0nhead on March 06, 2009, 12:45:28 AM
The second guy needs "that you can spot" on the end. And bill needs to be slightly better possibly, feel hes slightly in the shadow of the others.
Title: Re: Light & Shadow - Men
Post by: Thranduil on March 06, 2009, 08:40:13 AM
Okay thanks for all your thoughts! We're just going to see a few more Bree cards...

First a (unique) Harry Goatleaf! Stupid Decipher.... #-o

[3] •!Harry Goatleaf, Gate-warden [Men]
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor.
To play, spot a [Men] or [Wraith] card.
Each minion is site number -2.
L R 93

And this is a card that first appeared from me in the Neverending DC thread. I figured I might as well include.

[X] Breeland Spy [Men]
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor.
This minion’s twilight cost is X, where X is the current region number.
L R 84

And here's a "thesaurus reprint" (you know, like Enduring Evil to Abiding Evil) which I realised after I made it was a combination of 2 cards from Fellowship block. But I'll leave you to work out which! ;)

(0) Spies From the South [Men]
Event • Response
Search.
If the Ring-bearer puts on The One Ring, spot a [Men] minion to discard the Free Peoples player’s hand or the top 5 cards of their draw deck.
L U 97
Title: Re: Light & Shadow - Men
Post by: Gerontius on March 06, 2009, 08:05:11 PM



This is a simple one:

[3] Breeland Rogue [Men]
Minion • Man
Str: 8
Vit: 1
Sit: 2
Traitor.
While skirmishing a companion with resistance 5 or less, this minion is strength +2.
L C 83
Fine. The Traitor keyword seems alright.

And I said there would be some multiculture Shadow support - well this is one of them.

[4] Breeland Traitor [Men]
Minion • Man
Str: 9
Vit: 2
Sit: 2
Traitor.
This minion is strength +1 for each Shadow culture you can spot.
L C 85

Whoa. Imagine the decks you could build around this card! Okay in its own set, I guess.

And remember that one of the themes of this set is playing Shadow stuff during the skirmish phase.

[2] •Bill Ferny, !Man of Bree [Men]
Minion • Man
Str: 4
Vit: 1
Sit: 2
Traitor.
While you can spot a companion with resistance 5 or less, Bill Ferny cannot be assigned to a skirmish by the Free Peoples player.
Each companion (except the Ring-bearer) skirmishing Bill Ferny is resistance -3.
L R 81

Could be very cheap, but alright.

[3] •!Harry Goatleaf, Gate-warden [Men]
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor.
To play, spot a [Men] or [Wraith] card.
Each minion is site number -3.
L R 93

Once again, you could build a very broken deck around this card, but in itself it seems okay.

And this is a card that first appeared from me in the Neverending DC thread. I figured I might as well include.

[X] Breeland Spy [Men]
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor.
This minion’s twilight cost is X, where X is the current region number.
L R 84

See above. Are you designing these to be a site 2-3 swarm?

And here's a "thesaurus reprint" (you know, like Enduring Evil to Abiding Evil) which I realised after I made it was a combination of 2 cards from Fellowship block. But I'll leave you to work out which! ;)

(0) Spies From the South [Men]
Event • Response
Search.
If the Ring-bearer puts on The One Ring, spot a [Men] minion to discard the Free Peoples player’s hand or the top 5 cards of their draw deck.
L U 97

Okay.

Good cards!
Title: Re: Light & Shadow - Men
Post by: Thranduil on March 07, 2009, 11:36:25 AM
Are you designing these to be a site 2-3 swarm?
They are supposed to be good early on. Do you think they're really too powerful?

Thranduil
Title: Re: Light & Shadow - Men
Post by: lem0nhead on March 09, 2009, 01:46:40 AM

[3] •!Harry Goatleaf, Gate-warden [Men]
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor.
To play, spot a [Men] or [Wraith] card.
Each minion is site number -3.
L R 93

Why each minion not [Men] minion?

[X] Breeland Spy [Men]
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor.
This minion’s twilight cost is X, where X is the current region number.
L R 84

Novel, very SWCCG!

(0) Spies From the South [Men]
Event • Response
Search.
If the Ring-bearer puts on The One Ring, spot a [Men] minion to discard the Free Peoples player’s hand or the top 5 cards of their draw deck.
L U 97

Fine i guess.

Title: Re: Light & Shadow - Men
Post by: Thranduil on March 09, 2009, 05:25:44 AM
Why each minion not [Men] minion?
2 reasons: 1) because it should work for Nazgûl as well, and 2) because I'm trying to promote multiculture shadow wherever I can and I didn't want to write [Men] or [Wraith]. In fact, I think I'm going to reduce his reduction to -2 so that it works best for Men and Nazgûl (and Orcs). :up:

Thranduil
Title: Re: Light & Shadow - Men
Post by: sickofpalantirs on March 09, 2009, 10:12:16 AM
is traitor unloaded? kewl.
Title: Re: Light & Shadow - Men
Post by: Thranduil on March 09, 2009, 04:25:27 PM
is traitor unloaded?
Yes indeed!

I think we'll have some other Breelander support.

As I've said before, I've been trying to emphasise the strengths of each culture. One thing I noticed was that the [Men] culture was one of the best Shadow cultures at fetching (basically because of the Mouth of Sauron) and so I thought I might make a bigger deal out of it with these cards:

[1] Sinister Inquiries [Men]
Condition • Support Area
Search.
When you play this condition, you may foresee 1 (look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
Maneuver: Discard this condition and spot a companion with resistance 5 or less to take into hand a [Men] event or [Men] condition from your draw deck.
L U 95

[1] Under the Ringwraith’s Sway [Men]
Event • Shadow
If the fellowship is in region 1, spot a [Men] card to take into hand a Shadow card from your draw deck.
If the fellowship is in region 2 or 3, spot a [Men] card to make an unbound companion resistance -2 until the regroup phase.
L U 98

And now just a funky experiment that I thought I'd throw in! Enjoy! :mrgreen:

[1] Spies Everywhere [Men]
Condition • Support Area
Stealth.
Response: If a minion [Men] minion is played, remove [1] to make that minion gain the [Wraith] culture and traitor until the regroup phase.
L R 96
Title: Re: Light & Shadow - Men
Post by: lem0nhead on March 10, 2009, 01:59:21 AM

[1] Sinister Inquiries [Men]
Condition • Support Area
Search.
When you play this condition, you may foresee 1 (look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
Maneuver: Discard this condition and spot a companion with resistance 5 or less to take into hand a [Men] event from your draw deck.
L U 95

Really not that useful. Instead of packing this condition, pack another event and cut out the middle man!

(0) Under the Ringwraith’s Sway [Men]
Event • Shadow
If the fellowship is in region 1, spot a [Men] card to take into hand a Shadow card from your draw deck.
If the fellowship is in region 2 or 3, spot a [Men] card to make an unbound companion resistance -2 until the regroup phase.
L U 98

Strangely good for a 0 cost card, might make it 1.

[1] Spies Everywhere [Men]
Condition • Support Area
Stealth.
Response: If a minion [Men] minion is played, remove [1] to make that minion gain the [Wraith] culture and traitor until the regroup phase.
L R 96

Traitor maybe but i see no reason to make them ringwraiths even if they did work with them on one occasion.

Title: Re: Light & Shadow - Men
Post by: Braler on March 10, 2009, 12:22:22 PM
Sinister Inquiries - i like it

Under the Ringwraith's Sway - kinda strong as is

Spies Everywhere -  i can certainly see that making some interesting decks with those two cultures... might make it cost a bit more in some way though
Title: Re: Light & Shadow - Men
Post by: Thranduil on March 11, 2009, 05:44:09 AM
Okay, I've changed the first 2 cards and hopefully they're better now. I'm not sure what I'm going to do with Spies Everywhere. I might make it spot a [Wraith] card to activate. Right now, of course, the card has very limited gameplay effect given that I don't plan on referencing Traitor and there are very few cards that say [Wraith] minion in their texts.

Now to finish the Breelander section of the [Men] culture.

This first card is part of reinforcing the [Men] culture's strengths, or rather much more so a strength of the [Raider] culture, but I thought it might be applicable.

[1] Duplicitous Rogues [Men]
Event • Maneuver
Exert a [Men] minion to discard a possession.
L C 91

This condition is part of a Shadow cycle of resistance reducing conditions.

[2] Forgetful of Danger [Men]
Condition • Unbound Companion
Res: -2
To play, spot a [Men] minion. Limit 1 per bearer.
Skirmish: Play this condition from your hand on a companion skirmishing a [Men] minion.
L C 92

And this minion is part of a Shadow & Free Peoples cycle of "!Herald" cards that do stuff with the top card of your draw deck. This one really fits the bill of the [Wraith] !herald - we'll see the [Men] !herald later.

[2] Breeland !Herald [Men]
Minion • Man
Str: 6
Vit: 1
Sit: 2
Traitor.
At the start of the maneuver phase, you may reveal the top card of your draw deck. If it is a [Wraith] card, you may make each companion (except the Ring-bearer) resistance -2 until the regroup phase.
L U 82
Title: Re: Light & Shadow - Men
Post by: Braler on March 12, 2009, 07:18:18 AM
Duplicitous Rogues - like it

Forgetful of Danger - seems good, one little formating thing though - as is it doesnt really need the spotting requirement since you can only play it on a companion skirmishing a [Men] Man, this might clean it up a bit which i know you like for this set

Breeland Herald - i like it, seems quite strong but probably still balanced
Title: Re: Light & Shadow - Men
Post by: Thranduil on March 12, 2009, 07:51:06 AM
Forgetful of Danger - seems good, one little formating thing though - as is it doesnt really need the spotting requirement since you can only play it on a companion skirmishing a [Men] Man, this might clean it up a bit which i know you like for this set
The thing is it can also play as a condition during the Shadow phase, in which case it needed some cultural enforcement.

Thranduil
Title: Re: Light & Shadow - Men
Post by: tim1247 on March 13, 2009, 03:08:02 AM
It would be perfect if i could play your cards but not simply viewing...
Title: Re: Light & Shadow - Men
Post by: Thranduil on March 13, 2009, 03:13:07 AM
It would be perfect if i could play your cards but not simply viewing...
Why thank you! :) If the PC gets going and I'm involved, you never know; you might be!

Okay, now we're getting onto the other theme for the [Men] culture which is aggressors and Dunland!

First, as promised, the [Men] herald.

[3] Dunland !Herald [Men]
Minion • Man
Str: 8
Vit: 2
Sit: 4
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is a [Men] card, you may make each minion strength +1 until the regroup phase.
L U 88

And now 2 generic aggressors to bring us into the other [Men] theme:

[3] Dunland Runner [Men]
Minion • Man
Str: 9
Vit: 2
Sit: 4
Tracker.
While you can spot a companion with resistance 5 or less, this minion is an aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
L C 90

[4] Dunland Outrider [Men]
Minion • Man
Str: 9
Vit: 3
Sit: 4
Tracker. Aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
When you play this minion, you may foresee 1 (look at the top 1 card of your draw deck; place it on top of or beneath your draw deck).
L U 89

[8] The Wrong Attention [Men]
Event • Skirmish
This event’s twilight cost is -1 for each Shadow culture you can spot.
Discard a companion with resistance 5 or less skirmishing a [Men] minion.
L R 99
Title: Re: Light & Shadow - Men
Post by: Thranduil on March 16, 2009, 02:17:06 PM
Not even 1 review? I know that they're quite vanilla, but at least some murmuring of agreement would be appreciated so that I know I'm not going completely crazy!..

Would it help if I spiced up the previous post with a huge fat card to work with aggressors? Well, now there is!

Thranduil
Title: Re: Light & Shadow - Men
Post by: Anvar on March 16, 2009, 03:52:24 PM
[3] Dunland !Herald [Men]
Minion • Man
Str: 8
Vit: 2
Sit: 4
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is a [Men] card, you may make each minion strength +1 until the regroup phase.
L U 88
I like the idea - it works with all cultures but only with a certain amount of cultural enforcement.

[3] Dunland Runner [Men]
Minion • Man
Str: 9
Vit: 2
Sit: 4
Tracker.
While you can spot a companion with resistance 5 or less, this minion is an aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
L C 90

[4] Dunland Outrider [Men]
Minion • Man
Str: 9
Vit: 3
Sit: 4
Tracker. Aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
When you play this minion, you may foresee 1 (look at the top 1 card of your draw deck; place it on top of or beneath your draw deck).
L U 89
No problems with these.

[8] The Wrong Attention [Men]
Event • Skirmish
This event’s twilight cost is -1 for each Shadow culture you can spot.
Discard a companion with resistance 5 or less skirmishing a [Men] minion.
L R 99
Given that your set has a large number of aggressors already, does this event really need another cost reduction? I would just make it cost 6 or 7 and leave out the extra cost reduction. Makes it a bit neater.
Title: Re: Light & Shadow - Men
Post by: lem0nhead on March 17, 2009, 01:45:43 AM
Sorry dude, just busy at the moment.


[3] Dunland !Herald [Men]
Minion • Man
Str: 8
Vit: 2
Sit: 4
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is a [Men] card, you may make each minion strength +1 until the regroup phase.
L U 88

Nice enough.

[3] Dunland Runner [Men]
Minion • Man
Str: 9
Vit: 2
Sit: 4
Tracker.
While you can spot a companion with resistance 5 or less, this minion is an aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
L C 90

Sound.

[4] Dunland Outrider [Men]
Minion • Man
Str: 9
Vit: 3
Sit: 4
Tracker. Aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
When you play this minion, you may foresee 1 (look at the top 1 card of your draw deck; place it on top of or beneath your draw deck).
L U 89

Ok...

[8] The Wrong Attention [Men]
Event • Skirmish
This event’s twilight cost is -1 for each Shadow culture you can spot.
Discard a companion with resistance 5 or less skirmishing a [Men] minion.
L R 99

Maybe should be 4 or less me thinks.

Title: Re: Light & Shadow - Men
Post by: Braler on March 17, 2009, 09:18:39 AM
[3] Dunland !Herald [Men]
Minion • Man
Str: 8
Vit: 2
Sit: 4
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is a [Men] card, you may make each minion strength +1 until the regroup phase.
L U 88
I like it

And now 2 generic aggressors to bring us into the other [Men] theme:

[3] Dunland Runner [Men]
Minion • Man
Str: 9
Vit: 2
Sit: 4
Tracker.
While you can spot a companion with resistance 5 or less, this minion is an aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
L C 90
nice

[4] Dunland Outrider [Men]
Minion • Man
Str: 9
Vit: 3
Sit: 4
Tracker. Aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
When you play this minion, you may foresee 1 (look at the top 1 card of your draw deck; place it on top of or beneath your draw deck).
L U 89
Good

[8] The Wrong Attention [Men]
Event • Skirmish
This event’s twilight cost is -1 for each Shadow culture you can spot.
Discard a companion with resistance 5 or less skirmishing a [Men] minion.
L R 99

I like it, cross culture enforcement and aggressor mechanic. I think it needs to keep the high cost since it straight discards a companion.

Title: Re: Light & Shadow - Men
Post by: Thranduil on March 17, 2009, 10:18:28 AM
Okay, thanks all! :gp:

I'll think more on the Wrong Attention and whether it needs that reduction or not. I wanted to encourage multiculture, and it seemed like a fair enough place to put it, but I'm not sure...

Now we've seen 1 massive event, well let's have another! :evil:

[5] Savage Strength [Men]
Event • Skirmish
Wound a companion skirmishing a [Men] minion. If that companion has resistance 5 or less, wound that companion again.
L C 94

And now a little twist on the aggressor mechanic, playing things which aren't events:

[4] Dunland Ambusher [Men]
Minion • Man
Str: 10
Vit: 2
Sit: 4
Tracker.
When you play this minion, you may spot another [Men] minion to make an unbound companion resistance -3.
Skirmish: Exert a minion to play this minion from your hand.
L C 87

This guy is part of that, but also encompasses my feeling that there should be cool unique characters aplenty at common. As you can see, these guys are trying to be as flexible as possible getting a bonus from being in culture, but not requiring you to.

[4] •!Wulf, !Warrior of Dunland [Men]
Minion • Man
Str: 10
Vit: 2
Sit: 4
Fierce.
While you can spot a [Men] minion, Wulf’s twilight cost is -2 during the skirmish phase.
Response: If a minion wins a skirmish, play Wulf from your hand; he is damage +1 until the regroup phase.
L C 100

And seeing as this seems to be the last card in the [Men] culture, let's have the [Men] component of a common Shadow cycle of 6 companion hate:

[1] Cunning Men [Men]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 6 companions and a [Men] minion, each Shadow card's twilight cost is -1 during the skirmish phase.
L C 86
Title: Re: Light & Shadow - Men
Post by: Anvar on March 17, 2009, 02:45:41 PM
Love the characters, but I think that Cunning Men might get a bit out of hand. With four of them out, for each minion you have assigned you make all your events cost -4. That seems a bit good to me. Should it be unique? Possibly with a discard effect?

Anvar
Title: Re: Light & Shadow - Men
Post by: Thranduil on March 17, 2009, 05:03:49 PM
Love the characters, but I think that Cunning Men might get a bit out of hand. With four of them out, for each minion you have assigned you make all your events cost -4. That seems a bit good to me. Should it be unique? Possibly with a discard effect?
Ah no, it doesn't do that. Aggressor is not currently a scalar keyword - it's all or nothing. Being an aggressor twice is like being fierce twice.

Thranduil
Title: Re: Light & Shadow - Men
Post by: lem0nhead on March 18, 2009, 01:44:31 AM

[5] Savage Strength [Men]
Event • Skirmish
Wound a companion skirmishing a [Men] minion. If that companion has resistance 5 or less, wound that companion again.
L C 94

Im still concerned that 5 resistance is awfully easy to get nearly all companions down to. I like this card but im not sure, just like i said about wrong attention, that it shouldnt be 4 or less.

[4] Dunland Ambusher [Men]
Minion • Man
Str: 10
Vit: 2
Sit: 4
Tracker.
When you play this minion, you may spot another [Men] minion to make an unbound companion resistance -3.
Skirmish: Exert a minion to play this minion from your hand.
L C 87

Interesting, a mega common.

[4] •!Wulf, !Warrior of Dunland [Men]
Minion • Man
Str: 10
Vit: 2
Sit: 4
Fierce.
While you can spot a [Men] minion, Wulf’s twilight cost is -2 during the skirmish phase.
Response: If a minion wins a skirmish, play Wulf from your hand; he is damage +1 until the regroup phase.
L C 100

Yeah hes pretty cool.

[1] Cunning Men [Men]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 6 companions, each [Men] minion is an aggressor.
L C 86

I hear what youre saying to anvar, but if you have lots of minions out that are each aggressors its still going to stack right? Which is REALLY lethal.

Title: Re: Light & Shadow - Men
Post by: Thranduil on March 18, 2009, 03:54:59 PM
Okay, how about this new build:

[1] Cunning Men [Men]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 6 companions and a [Men] minion, each Shadow card's twilight cost is -1 during the skirmish phase.
L C 86

Lem0n, I'd prefer to have all the [Men] stuff at resistance 5. Like I said earlier, I've made a point of making different values of resistance important to different cultures, eg. [Gondor] likes 5, for [Shire] it's 8, [Gandalf] 6, [Orc] it's 4 and [Men] it's 5. So, is there a way you could see to make the cards better without changing the number?

For now, let's also have a bonus card as we move into the [Orc] culture:

[5] •Gorbag, Quarrelsome Captain [Orc]
Minion • Orc
Str: 11
Vit: 3
Sit: 6
Traitor.
Skirmish: Exert Gorbag to play a minion from your hand; that minion comes into play exhausted and is fierce until the regroup phase.
L C 113
Title: Re: Light & Shadow - Men
Post by: lem0nhead on March 19, 2009, 01:48:03 AM
Okay, how about this new build:

[1] Cunning Men [Men]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 6 companions and a [Men] minion, each Shadow card's twilight cost is -1 during the skirmish phase.
L C 86

Better.

Lem0n, I'd prefer to have all the [Men] stuff at resistance 5. Like I said earlier, I've made a point of making different values of resistance important to different cultures, eg. [Gondor] likes 5, for [Shire] it's 8, [Gandalf] 6, [Orc] it's 4 and [Men] it's 5. So, is there a way you could see to make the cards better without changing the number?

If thats your reasoning then no i cant, as making the cost anymore ruins the card so ill just bear that in mind before i criticise. :) But also try to keep in mind when you post a card, that 80% of the companions out there suddenly get screwed by this deck if theres even one burden out!

[5] •Gorbag, Quarrelsome Captain [Orc]
Minion • Orc
Str: 11
Vit: 3
Sit: 6
Traitor.
Skirmish: Exert Gorbag to play a minion from your hand; that minion comes into play exhausted and is fierce until the regroup phase.
L C 113

Sound. Really evil with enduring nazgul!

Title: Re: Light & Shadow - Men
Post by: Thranduil on March 19, 2009, 02:36:40 AM
If thats your reasoning then no i cant, as making the cost anymore ruins the card so ill just bear that in mind before i criticise. :) But also try to keep in mind when you post a card, that 80% of the companions out there suddenly get screwed by this deck if theres even one burden out!
I understand your concerns. I'm hoping that with the [Men] culture having no burden-adding power whatsoever, you'll have to rely on conditions like Wielding the Ring. Obviously you could pair the cards with another culture like [Orc] or [Wraith], but that significantly reduces reliability.

Thranduil
Title: Re: Light & Shadow - Men
Post by: lem0nhead on March 19, 2009, 03:03:16 AM
Ok doke, thats good enough!
Title: Re: Light & Shadow - Men
Post by: Thranduil on March 19, 2009, 06:21:56 PM
Let's stick with Cirith Ungol a bit and have some more Orcs! :twisted: You'll notice I've put their site number up to 6 to represent their home. I'll be doing the same with Cirith Ungol Uruks.

[4] Sentry of Cirith Ungol [Orc]
Minion • Orc
Str: 8
Vit: 3
Sit: 6
Traitor.
This minion’s twilight cost is -1 for each Shadow culture you can spot.
L C 124

This is one of my crazy ideas! :roll: I think it's good though... What do you think?

[4] Quarrelsome Orc [Orc]
Minion • Orc
Str: 9
Vit: 3
Sit: 6
Traitor.
When this minion is played, choose up to 3 minions from your discard pile and stack them faceup beneath this minion.
This minion gains all the gametext keywords of minions stacked beneath it.
L R 123

I was actually originally planning to use something like "This minion gains all gametext keywords from each minion in your discard pile" but decided with hunter and damage going around and stacking, this could get ridiculous, hence the current build. The point is with a lot of these Cirith Ungol guys, by the way, is that they like fighting their own guys! This is especially evident in Gorbag and in this rare which takes advantage of dead minions.

And as a way to start moving into the other theme for the [Orc] culture (Moria), let's also have a thesaurus reprint:

(0) Cruel Scimitar [Orc]
Possession • Hand Weapon
Str: +2
Bearer must be an [Orc] minion.
When you play this possession, you may spot a companion with resistance 4 or less to draw a card.
L C 108
Title: Re: Light & Shadow - Men
Post by: Braler on March 20, 2009, 06:13:35 AM
Ok, i like the idea with the keywords.  I do see one problem though.  What about taking three Damage +1 minions?  That would make the orc Damage +3... basically killing someone if they win.  Not sure if that was your intention but that seems a bit strong to me.
Title: Re: Light & Shadow - Men
Post by: lem0nhead on March 23, 2009, 01:47:03 AM

[4] Sentry of Cirith Ungol [Orc]
Minion • Orc
Str: 8
Vit: 3
Sit: 6
Traitor.
This minion’s twilight cost is -1 for each Shadow culture you can spot.
L C 124

Ok doke.

[4] Quarrelsome Orc [Orc]
Minion • Orc
Str: 9
Vit: 3
Sit: 6
Traitor.
When this minion is played, choose up to 3 minions from your discard pile and stack them faceup beneath this minion.
This minion gains all the gametext keywords of minions stacked beneath it.
L R 123

Hmmm so if i stick sauron or balrog etc on him hes gonna be fierce and damage +2 etc?? Think hes cool but might wanna reinforce him otherwise hes a zany splash.

(0) Cruel Scimitar [Orc]
Possession • Hand Weapon
Str: +2
Bearer must be an [Orc] minion.
When you play this possession, you may spot a companion with resistance 4 or less to draw a card.
L C 108

Ok.

Title: Re: Light & Shadow - Men
Post by: Thranduil on March 23, 2009, 04:07:23 AM
Hmmm so if i stick sauron or balrog etc on him hes gonna be fierce and damage +2 etc?? Think hes cool but might wanna reinforce him otherwise hes a zany splash.
Even in culture you still get Horror of Harad. I'd rather leave it completely open and have a zany splash and open up a hilarious deck! ;)

For now, let's move further into the Moria part of the [Orc] culture. These guys are pretty standard minions followed by the [Orc] Herald:

[1] Orkish Assailant [Orc]
Minion • Orc
Str: 5
Vit: 1
Sit: 4
To play, spot an [Orc] card.
While you can spot a companion with resistance 4 or less, this minion is an aggressor.
L C 115

[5] Orkish Chaser [Orc]
Minion • Orc
Str: 10
Vit: 3
Sit: 4
Tracker.
While skirmishing a companion with resistance 4 or less, this minion is strength +2 and damage +1.
L C 116

[3] Orkish !Herald [Orc]
Minion • Orc
Str: 7
Vit: 1
Sit: 4
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is an [Orc] card card, add a burden and place that card beneath your draw deck.
L U 118
Title: Re: Light & Shadow - Men
Post by: Anvar on March 23, 2009, 10:33:39 AM
I really like all these cards, especially the Herald and the Quarrelsome Orc.

I would love to build a deck out of this guy - lots of Uruks, Balrogs, strength pumps, Horror of Harad etc.

Anvar
Title: Re: Light & Shadow - Men
Post by: lem0nhead on March 24, 2009, 02:08:48 AM
All fine, though teetering on the middle guy being +1 strength not 2.
Title: Re: Light & Shadow - Men
Post by: Thranduil on March 24, 2009, 03:16:12 AM
Good point lem0n, I'll think about that guy.

Just a couple more minions for now with a card inspired by an old [Moria] card but actually now has little or nothing to do with it!

[3] Orkish Pursuer [Orc]
Minion • Orc
Str: 5
Vit: 2
Sit: 4
Tracker.
When you play this minion, you may add [1] for each companion with resistance 4 or less.
L U 121

[3] Orkish Stalker [Orc]
Minion • Orc
Str: 8
Vit: 1
Sit: 4
Aggressor. Tracker.
L C 122

(0) Orkish Mining [Orc]
Condition • Support Area
Engine.
Each time you play an [Orc] possession, foresee 1.
Response: If an [Orc] possession is about to be discarded from play, discard this condition to prevent it.
L U 120

You may be wondering why there's no choice about foreseeing 1. Well, the answer lies with the Cruel Scimitar posted above that draws a card - if they were both optional, the Free Peoples player could choose for the drawing to come before the foreseeing which is just annoying, so I made the foreseeing a required action so that it has to come first.
Title: Re: Light & Shadow - Men
Post by: lem0nhead on March 24, 2009, 04:12:03 AM

[3] Orkish Pursuer [Orc]
Minion • Orc
Str: 5
Vit: 2
Sit: 4
Tracker.
When you play this minion, you may add [1] for companion with resistance 4 or less.
L U 121

Missed an 'each', otherwise fine.

[3] Orkish Stalker [Orc]
Minion • Orc
Str: 6
Vit: 1
Sit: 4
Aggressor. Archer. Tracker.
L C 122

Maybe. Not sure if he should have aggressor as well as archer.

(0) Orkish Mining [Orc]
Condition • Support Area
Engine.
Each time you play an [Orc] possession, foresee 1.
Response: If an [Orc] possession is about to be discarded from play, discard this condition to prevent it.
L U 120

Wow u thought about the actions far more than I would have. Kudos. Good card.

Title: Re: Light & Shadow - Orc
Post by: Thranduil on March 25, 2009, 07:03:30 AM
Okay, I hear you on the Orkish Stalker - he's a bit out of place anyway and now he's changed.

And now some more "off-the-wall" support cards. The first is about emphasising the [Orc] culture's strengths at common and is a "thesaurus reprint" of Host of Thousands.

[1] Endless Host [Orc]
Event • Shadow
Play an [Orc] minion from your discard pile.
L C 110

This second is both doing what the last one did but is also a trick to use with aggressor. :up:

(0) Orkish Hunt [Orc]
Event • Response
Search.
If an [Orc] minion wins a skirmish, play a minion from your discard pile.
L U 119

And this is a bit of a fun card I thought of which some of you may have seen in the Never-Ending DC thread... :ninja:

(0) Orkish Domain [Orc]
Condition • Support Area
Shadow: Discard an [Orc] minion to skip the maneuver and archery phases. The Free Peoples player may add a burden to prevent this. Discard this condition.
L R 117
Title: Re: Light & Shadow - Orc
Post by: lem0nhead on March 25, 2009, 08:18:53 AM
Wow your moving on off the back of just my review? Im honoured! :P

Okay, I hear you on the Orkish Stalker - he's a bit out of place anyway and now he's changed.

(0) Endless Host [Orc]
Event • Shadow
Play an [Orc] minion from your discard pile.
L C 110

Ok the minion potential is vastly better and more various than moria. This card is too good for orcs especially when they have hordes anyway.

(0) Orkish Hunt [Orc]
Event • Response
Search.
If an [Orc] minion wins a skirmish, play a minion from your discard pile.
L U 119

Ok.....?

(0) Orkish Domain [Orc]
Condition • Support Area
Shadow: Discard an [Orc] minion to skip the maneuver and archery phases. The Free Peoples player may add a burden to prevent this. Discard this condition.
L R 117

Theres a lot of "Orkish" things isnt there? :) Nice card me likes its. Good job its rare.

Title: Re: Light & Shadow - Orc
Post by: sickofpalantirs on March 25, 2009, 10:45:28 AM
blurgh.  life is conspiring to kill me.

Okay, I hear you on the Orkish Stalker - he's a bit out of place anyway and now he's changed.

And now some more "off-the-wall" support cards. The first is about emphasising the [Orc] culture's strengths at common and is a "thesaurus reprint" of Host of Thousands.

[1] Endless Host [Orc]
Event • Shadow
Play an [Orc] minion from your discard pile.
L C 110
you changed the twilight cost!...fine...though I'm wondering if its more powerful with orc than with moria, perhaps a orc orc?

(0) Orkish Hunt [Orc]
Event • Response
Search.
If an [Orc] minion wins a skirmish, play a minion from your discard pile.
L U 119
any minion...thats different.

(0) Orkish Domain [Orc]
Condition • Support Area
Shadow: Discard an [Orc] minion to skip the maneuver and archery phases. The Free Peoples player may add a burden to prevent this. Discard this condition.
L R 117
fine by me.
Title: Re: Light & Shadow - Orc
Post by: Aragorn_Ellessar on March 26, 2009, 05:55:50 AM
Okay, I hear you on the Orkish Stalker - he's a bit out of place anyway and now he's changed.

And now some more "off-the-wall" support cards. The first is about emphasising the [Orc] culture's strengths at common and is a "thesaurus reprint" of Host of Thousands.

[1] Endless Host [Orc]
Event • Shadow
Play an [Orc] minion from your discard pile.
L C 110

This second is both doing what the last one did but is also a trick to use with aggressor. :up:

(0) Orkish Hunt [Orc]
Event • Response
Search.
If an [Orc] minion wins a skirmish, play a minion from your discard pile.
L U 119

Make it like, If an [Orc] wins a skirmish, exert that [Orc] minion or remove a threat to play a minion from you discard pile.

And this is a bit of a fun card I thought of which some of you may have seen in the Never-Ending DC thread... :ninja:

(0) Orkish Domain [Orc]
Condition • Support Area
Shadow: Discard an [Orc] minion to skip the maneuver and archery phases. The Free Peoples player may add a burden to prevent this. Discard this condition.
L R 117

Title: Re: Light & Shadow - Orc
Post by: Thranduil on March 26, 2009, 12:10:29 PM
Thanks guys, I haven't had so many reviews in a while! :gp: all round, for what it's worth! :mrgreen:

I think Endless Host is good at [1] (I don't want to make it [2] like the pretty useless Foul Things, I'd rather it was a strong card). So you think something a bit weaker might be better? How about:

[1] Endless Host [Orc]
Event • Shadow
Spot a minion to play an [Orc] minion from your discard pile.

Or something like "Remove a burden to play an [Orc] minion from your discard pile; its twilight cost is -1/-2." or something... Any of those good? (I want to keep it at [Orc] minion because one of the things I'm trying to do is emphasise culture not race so that I can do cunning things with it later... :hey: )

Now we've seen a couple of aggressors but very little to do with them in the [Orc] culture, so here are some (in order of ridiculousness!):

[2] Swarms of Orcs [Orc]
Event • Skirmish
Make an [Orc] minion strength +2 (or +1 for each minion you can spot if that minion is skirmishing a companion with resistance 4 or less).
L C 126

[4] Abandon Hope [Orc]
Event • Skirmish
Spot an [Orc] minion to add a burden.
L C 106

[9] The Darkness of Moria [Orc]
Event • Skirmish
This event’s twilight cost is -1 for each burden.
Spot an [Orc] minion to exert each companion.
L R 109
Title: Re: Light & Shadow - Orc
Post by: Gerontius on March 26, 2009, 01:27:15 PM
[1] Endless Host [Orc]
Event • Shadow
Spot a minion to play an [Orc] minion from your discard pile.

Or something like "Remove a burden to play an [Orc] minion from your discard pile; its twilight cost is -1/-2." or something... Any of those good? (I want to keep it at [Orc] minion because one of the things I'm trying to do is emphasise culture not race so that I can do cunning things with it later... :hey: )

Fine.

Now we've seen a couple of aggressors but very little to do with them in the [Orc] culture, so here are some (in order of ridiculousness!):

[2] Swarms of Orcs [Orc]
Event • Skirmish
Make an [Orc] minion strength +2 (or +1 for each minion you can spot if that minion is skirmishing a companion with resistance 4 or less).
L C 126

Maybe [1]?

[4] Abandon Hope [Orc]
Event • Skirmish
Spot an [Orc] minion to add a burden.
L C 106

I'm not sure about this one. I would prefer something more interesting (e.g. similar to Vision From Afar, etc.).
It's probably fine though, although it might be able to use Toil 1.

[9] The Darkness of Moria [Orc]
Event • Skirmish
This event’s twilight cost is -1 for each burden.
Spot an [Orc] minion to exert each companion.
L R 109

Okay, I think I see a little better what you plan to do with the high cost skirmish events. Some minions with Ambush would probably fit in with this, but be careful because this could become broken real fast!
Title: Re: Light & Shadow - Orc
Post by: lem0nhead on March 27, 2009, 01:52:34 AM

[1] Endless Host [Orc]
Event • Shadow
Spot a minion to play an [Orc] minion from your discard pile.

I still think its overpowered for the new orc culture. This card was all about the moria swarm, lots of cheap useless individually goblins. Any 1 of 20 orcs from the new culture are awesome and such an easy recursion splash is too good for them. I dont like this.


[2] Swarms of Orcs [Orc]
Event • Skirmish
Make an [Orc] minion strength +2 (or +1 for each minion you can spot if that minion is skirmishing a companion with resistance 4 or less).
L C 126

Sweeeeet.

[4] Abandon Hope [Orc]
Event • Skirmish
Spot an [Orc] minion to add a burden.
L C 106

Hmmm.... Not sure. Although the balance feels ok i dont know if any card should just spot a minion to add a burden like this.

[9] The Darkness of Moria [Orc]
Event • Skirmish
This event’s twilight cost is -1 for each burden.
Spot an [Orc] minion to exert each companion.
L R 109

Phrase "For each burden you can spot this event’s twilight cost is -1." Sorry for the pedanticness. Id feel better if this exerted an orc. All this spotting just cos of a high cost sits ill with me.

Title: Re: Light & Shadow - Orc
Post by: Thranduil on March 29, 2009, 07:04:20 PM
Okay, how about this build:

[1] Endless Host [Orc]
Event • Shadow
Play an [Orc] minion with strength 9 or less from your discard pile.

Or do you think it would just be fine as "Play an [Orc] Orc from your discard pile"?

Now some more burden stuff:

(0) Hopeless Dark [Orc]
Event • Shadow
Spot an [Orc] card and remove a burden to make each companion (except the Ring-bearer) resistance -2 until the regroup phase.
L U 114

[2] Torment [Orc]
Condition • Companion
To play, spot an [Orc] minion. Limit 1 per bearer.
Bearer is resistance -1 for each minion he or she is skirmishing.
Skirmish: Play this condition from hand on a companion skirmishing an [Orc] minion.
L U 127

[1] Goblin Mail [Orc]
Possession • Armor
Bearer must be an [Orc] minion.
Each time bearer loses a skirmish, you may make the Free Peoples player add [3] or a burden.
Skirmish: Exert bearer to make him strength -2.
L R 112
Title: Re: Light & Shadow - Orc
Post by: lem0nhead on March 30, 2009, 12:43:40 AM
Okay, how about this build:

[1] Endless Host [Orc]
Event • Shadow
Play an [Orc] minion with strength 9 or less from your discard pile.

Happier with this.

(0) Hopeless Dark [Orc]
Event • Shadow
Spot an [Orc] card and remove a burden to make each companion (except the Ring-bearer) resistance -3 until the regroup phase.
L U 114

-2 MAYBE, even then its insane, but 3 is just lethal.

[2] Torment [Orc]
Condition • Companion
Limit 1 per bearer.
Each time bearer loses a skirmish involving an [Orc] minion, add a burden.
Skirmish: Play this condition on a companion skirmishing an [Orc] minion.
L U 127

Think it should be unique.

[1] Goblin Mail [Orc]
Possession • Armor
Bearer must be an [Orc] minion.
Each time bearer loses a skirmish, you may add a burden.
Skirmish: Exert bearer to make him strength -2.
L R 112

Hmmm this seems to easy to get a burden, kinda screws the freeps as there are a few possession fetching cards and you could run this with tiny minions and im sure you could be burdened very quickly.


Title: Re: Light & Shadow - Orc
Post by: Braler on March 30, 2009, 06:01:56 AM
ok lets see here:

Endless Host:  Like it now alot.

Hopeless Dark: agree with lemon, should be -2 imo

Torment:  like the style, i would prefer if the companion had to lose the skirmish like blade tip

Goblin Mail: seems kinda strong... not really sure on this one
Title: Re: Light & Shadow - Orc
Post by: Thranduil on March 30, 2009, 06:17:35 AM
Okay, changed !Hopeless Dark as suggested and I've done something a bit different with Torment and Goblin Mail. Let me know how they look now. :up:

Thranduil
Title: Re: Light & Shadow - Orc
Post by: lem0nhead on March 30, 2009, 07:16:41 AM
All better.
Title: Re: Light & Shadow - Orc
Post by: Braler on March 30, 2009, 07:49:08 AM
Awsome, like the changes ;D
Title: Re: Light & Shadow - Orc
Post by: Thranduil on March 31, 2009, 01:06:53 PM
Well, it seems like these are quite a jumble, but it turns out that they are the last [Orc] cards so I guess I may as well post them!

The first card is the [Orc] component of the cycle of 6 companion hate at common and I'm worried it might be a bit OP, but then I suppose compared to Unending Life...

I did not make up the name "Muzgash", I was desperately trying to find names of Orcs in the Lord of the Rings (basically because named characters are considerably more exciting than random unique guys like Guard Commander or Uruk Captain) and I found a whole list on the Encyclopedia of Arda of Uruks of Cirith Ungol all serving under Shagrat, none of them under Gorbag. So I just stole one and attached it to an Orc because I was quite desperate by that point!

[2] Filled with !Malice [Orc]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 6 companions, each [Orc] minion is strength +1.
L C 111

[4] •Ancient Chieftain, Goblin of Moria [Orc]
Minion • Orc
Str: 9
Vit: 2
Sit: 4
Each time Ancient Chieftain wins a skirmish, you may place a Shadow card from your discard pile on top of your draw deck (or 2 Shadow cards if skirmishing a companion with resistance 4 or less).
L R 107

[2] •Muzgash, Orc of Cirith Ungol [Orc]
Minion • Orc
Str: 7
Vit: 2
Sit: 6
Aggressor. Traitor.
Muzgash is strength +2 for each wounded minion you can spot.
L R 115
Title: Re: Light & Shadow - Orc
Post by: lem0nhead on April 01, 2009, 02:16:12 AM

[2] Filled with !Malice [Orc]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 6 companions, each [Orc] minion is strength +1.
L C 111

Yeah ok.

[4] •Ancient Chieftain, Goblin of Moria [Orc]
Minion • Orc
Str: 11
Vit: 2
Sit: 4
Each time this minion wins a skirmish, you may place a Shadow card from your discard pile on top of your draw deck (or 2 Shadow cards if skirmishing a companion with resistance 4 or less).
L R 107

That ability is awesome, he needs 9 or 10 strength. Probably 9.

[2] •Muzgash, Orc of Cirith Ungol [Orc]
Minion • Orc
Str: 7
Vit: 2
Sit: 6
Aggressor. Traitor.
Muzgash is strength +2 for each wounded minion you can spot.
L R 115

Aces.

Title: Re: Light & Shadow - Rohan
Post by: Thranduil on April 02, 2009, 04:15:42 AM
Well, I'm bored of Orcs now, let's get into [Rohan]!

First, the cards from the 2 main FP cycles one of which we've already seen, the other of which is new:

[1] Courage Renowned [Rohan]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a [Rohan] companion strength +2 and resistance +1.
L C 128

[2] Valiant Companions [Rohan]
Event • Skirmish
Spot a [Rohan] companion to make an unbound companion strength +2 (and exert a minion that companion is skirmishing if he or she has resistance 3 or more).
L U 139

And while we're in "stuff we've already seen" mode, here's a reprint:

[2] Horse of Rohan [Rohan] (reprint)
Possession • Mount
To play, spot a [Rohan] Man.
Bearer must be a Man, Elf, or Wizard.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
L C 134

And finally, here's one of my favourite cards from the set:

[2] •Éowyn, !Warrior of Rohan [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 7
Knight. Valiant.
At the start of each skirmish involving Éowyn, you may return a [Rohan] possession to your hand to wound a minion she is skirmishing.
L R 132
Title: Re: Light & Shadow - Rohan
Post by: lem0nhead on April 02, 2009, 05:08:51 AM

[1] Courage Renowned [Rohan]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a [Rohan] companion strength +2 and resistance +1.
L C 128

Meh.

[2] Valiant Companions [Rohan]
Event • Skirmish
Spot a [Rohan] companion to make an unbound companion strength +2 (and exert a minion that companion is skirmishing if he or she has resistance 3 or more).
L U 139

Ok.

[2] Horse of Rohan [Rohan] (reprint)
Possession • Mount
To play, spot a [Rohan] Man.
Bearer must be a Man, Elf, or Wizard.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
L C 134

Never liked this card but whatever.


[2] •Éowyn, !Warrior of Rohan [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 7
Knight. Valiant.
At the start of each skirmish involving Éowyn, you may return a [Rohan] possession to your hand to wound a minion she is skirmishing.
L R 132

I can see why you like her shes ace!

Title: Re: Light & Shadow - Rohan
Post by: Anvar on April 02, 2009, 07:58:46 AM
I'm sure you realise, but this Eowyn is really good with Dernhelm's Blade. Too good? Probably not since it works at the start of the skirmish and at least it gives you a good reason not to use Lady of Ithilien.

Very nice cards.

Anvar
Title: Re: Light & Shadow - Rohan
Post by: Thranduil on April 02, 2009, 03:37:39 PM
Okay, so now we'll have the common Éowyn and a nice little trick with the rare one:

[2] •Éowyn, Defender of the People [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 7
!Unyielding. Valiant (Éowyn’s resistance is not modified by the number of burdens).
Éowyn is resistance +1 for each possession she bears.
L C 131

[1] Rohirrim !Armor [Rohan]
Possession • !Armor
Res: +1
Bearer must be a [Rohan] companion.
Skirmish: Play this possession from your hand on a [Rohan] companion with resistance 3 or more to prevent all wounds to that companion.
L U 136
Title: Re: Light & Shadow - Rohan
Post by: lem0nhead on April 03, 2009, 04:01:02 AM
Okay, so now we'll have the common Éowyn and a nice little trick with the rare one:

[2] •Éowyn, Defender of the People [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 7
!Unyielding. Valiant (Éowyn’s resistance is not modified by the number of burdens).
Éowyn is resistance +1 for each possession she bears.
L C 131

Erm ok, to what end is she useful?

[1] Rohirrim !Armor [Rohan]
Possession • !Armor
Res: +1
Bearer must be a [Rohan] companion.
Skirmish: Play this possession from your hand on a [Rohan] companion with resistance 3 or more to prevent all wounds to that companion.
L U 136

Nice card, very novel.

Title: Re: Light & Shadow - Rohan
Post by: sickofpalantirs on April 03, 2009, 10:24:29 AM
agree with lem0n on both.

Well, I'm bored of Orcs now, let's get into [Rohan]!

First, the cards from the 2 main FP cycles one of which we've already seen, the other of which is new:

[1] Courage Renowned [Rohan]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a [Rohan] companion strength +2 and resistance +1.
L C 128
kewl

[2] Valiant Companions [Rohan]
Event • Skirmish
Spot a [Rohan] companion to make an unbound companion strength +2 (and exert a minion that companion is skirmishing if he or she has resistance 3 or more).
L U 139
now I think you had a cycle with these type of cards, but if not, does it need to cost 2? I guess with the exertion probably... finally read the type above answering my question and wasting my time typing this, and the time of anyone who reads it.  owned.


[2] •Éowyn, !Warrior of Rohan [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 7
Knight. Valiant.
At the start of each skirmish involving Éowyn, you may return a [Rohan] possession to your hand to wound a minion she is skirmishing.
L R 132
wow that is crazy good with dernhelms blade giving you a 3 wound combo with a mount...but as Anvar says, at least it gives you a reason not to use lady of ithilien
Title: Re: Light & Shadow - Rohan
Post by: Thranduil on April 04, 2009, 01:13:22 PM
Erm ok, to what end is she useful?
She's not supposed to be very good. I'm trying to design this set with drafting capabilities (mainly because I love drafting MTG and I think it adds a whole different element to play and design) and so she would have her uses as a common unyielding companion who can get very high resistance. Obviously, I can't see myself putting her in a constructed deck, though I might if I just needed another companion for a Rohandalf G for Grand build.

Okay, now all that's left of [Rohan] are some characters. First, let's have some Éomer goodness (Éadig is some title that Éomer gets after he's king, but I can't remember what it means!):

[3] •Éomer, Éadig [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 7
Each other [Rohan] companion’s twilight cost is -1.
While Éomer is assigned to a skirmish, each other [Rohan] companion with resistance 3 or more is strength +1.
L C 129

[3] •Eomer, Forthwith Banished [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 7
!Unyielding. Valiant.
While you can spot a [Rohan] companion, Éomer’s twilight cost is -1.
Each time Éomer wins a skirmish, you may wound a minion with strength less than his resistance.
L R 130

And I've been trying to use cool fun characters that have been underused in the past, so here's one:

[2] •Grimbold, !Warrior of Rohan [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight. Valiant.
At the start of each skirmish involving Grimbold, you may reveal the top card of your draw deck. If it is a [Rohan] card, you may exert each minion Grimbold is skirmishing.
L U 133
Title: Re: Light & Shadow - Rohan
Post by: DáinIronfoot on April 06, 2009, 07:48:38 AM
Quote from: Thranduil
[3] •Éomer, Éodig [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 7
Each other [Rohan] companion’s twilight cost is -1.
While Éomer is assigned to a skirmish, each other [Rohan] companion with resistance 3 or more is strength +1.
L C 129

Actually, my friend, it's "Éadig", which means roughly "fortunate, prosperous, and blessed" in Old English.

He's nice...and excellent splash in any [Rohan] deck. :up: I especially love him with Aldred. :twisted:

Quote from: Thranduil
[3] •Eomer, Forthwith Banished [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 7
!Unyielding. Valiant.
While you can spot a [Rohan] companion, Éomer’s twilight cost is -1.
Each time Éomer wins a skirmish, you may wound a minion with strength less than his resistance.
L R 130

Shouldn't that have a (V)? :-k I like him. [Rohan] could use some more resistance love.

Quote from: Thranduil
[2] •Grimbold, !Warrior of Rohan [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
At the start of each skirmish involving Grimbold, you may reveal the top card of your draw deck. If it is a [Rohan] card, you may exert each minion Grimbold is skirmishing.
L U 133

"If that card is a [Rohan] card..." is probably better. I'd probably make him valiant, too.

Ahhh...it's good to be back. I MISSED this! :mrgreen:
Title: Re: Light & Shadow - Rohan
Post by: lem0nhead on April 07, 2009, 04:15:35 AM

[3] •Éomer, Éadig [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 7
Each other [Rohan] companion’s twilight cost is -1.
While Éomer is assigned to a skirmish, each other [Rohan] companion with resistance 3 or more is strength +1.
L C 129

Yeah really good common.

[3] •Eomer, Forthwith Banished [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 7
!Unyielding. Valiant.
While you can spot a [Rohan] companion, Éomer’s twilight cost is -1.
Each time Éomer wins a skirmish, you may wound a minion with strength less than his resistance.
L R 130

Nice one.

[2] •Grimbold, !Warrior of Rohan [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
At the start of each skirmish involving Grimbold, you may reveal the top card of your draw deck. If it is a [Rohan] card, you may exert each minion Grimbold is skirmishing.
L U 133


Very good also.


Title: Re: Light & Shadow - Rohan
Post by: Smeagollum on April 07, 2009, 07:09:35 AM
[quote ]

[2] •Gollum, Duplicitous Creature [Gollum] (SH)
Minion
Str: 5
Vit: 4
Sit: 3
Response: If Gollum wins a skirmish, exert him to exert the Ring-bearer.
“‘Throttle us in our sleep, that’s his plan.’”
L C 53
I think wound the RB would be much more...interesting ;)

[/quote]

Sorry for my late reaction.. I'm just noticing this topic and like it so far! Thranduil is a great thinker and has immagination.. That's what I like and that's what I try to do in my carddesign as well!

Well about this card: I'm not sure if that would be a good idea to make it wounding. It depends how it works with Promise keeping and with threats...

Now I think of it deeper. I am very sure this is to abusive!!! Winning is a and so part of the skirmishphase. It would mean that when you give a wound to a companion because of the winning. With promise keeping you may exert a companion. Imagine that by winning you kill a companion and there are 4 treaths. Your opponent get's 4 extra wounds and because taking threatwounds is part of the resolvement you may exert 4 times and then you can do the extra wound because of the gametext. You can immidiatly kill a companion and give another wound.

Actually there is an event which does the same. I used that and people didn't like that much. It's too good! Exert would be fine though!
Title: Re: Light & Shadow - Rohan
Post by: sickofpalantirs on April 07, 2009, 11:18:03 AM
Erm ok, to what end is she useful?
She's not supposed to be very good. I'm trying to design this set with drafting capabilities (mainly because I love drafting MTG and I think it adds a whole different element to play and design) and so she would have her uses as a common unyielding companion who can get very high resistance. Obviously, I can't see myself putting her in a constructed deck, though I might if I just needed another companion for a Rohandalf G for Grand build.

Okay, now all that's left of [Rohan] are some characters. First, let's have some Éomer goodness (Éodig is some title that Éomer gets after he's king, but I can't remember what it means!):

[3] •Éomer, Éadig [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 7
Each other [Rohan] companion’s twilight cost is -1.
While Éomer is assigned to a skirmish, each other [Rohan] companion with resistance 3 or more is strength +1.
L C 129
fine.

[3] •Eomer, Forthwith Banished [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 7
!Unyielding. Valiant.
While you can spot a [Rohan] companion, Éomer’s twilight cost is -1.
Each time Éomer wins a skirmish, you may wound a minion with strength less than his resistance.
L R 130
that subtitles already in use methinks.   

[2] •Grimbold, !Warrior of Rohan [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
At the start of each skirmish involving Grimbold, you may reveal the top card of your draw deck. If it is a [Rohan] card, you may exert each minion Grimbold is skirmishing.
L U 133
fine by me.
Title: Re: Light & Shadow - Rohan
Post by: Thranduil on April 10, 2009, 07:33:25 AM
Sorry I haven't been around for a while, and I will give :gp: to all reviewers here, especially DI who we all deeply miss! Good to see you in my thread again. :)

I realised that I had forgotten to mention when I posted the last cards that I have been using those subtitles from the preview cards (like Gimli, Dwarven Delegate, Boromir, Steward's Heir and Eomer, Forthwith Banished) in this set just because it's a shame to lose them on substandard cards! ;)

Now we will finish the [Rohan] culture with some Theodens and a long road:

[3] •Théoden, Lord of the Rohirrim [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 6
Each other [Rohan] companion is resistance +1.
Response: If another companion with resistance 3 or more is about to take a wound, exert Théoden to prevent that wound.
L C 137

[3] •Théoden, Strength Renewed [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 6
!Unyielding. Valiant. (Théoden's resistance is not modified by the number of burdens).
While you can spot a [Rohan] companion, Théoden’s twilight cost is -1.
Théoden’s strength may not be reduced.
L R 138

[3] A Long Road [Rohan]
Event • Regroup
Spot 2 [Rohan] companions to foresee 2 (look at the top 2 cards of your draw deck; place any number of them on top of or beneath your draw deck). Then, if those companions have resistance 3 or more, you may draw 2 cards.
L U 135
Title: Re: Light & Shadow - Rohan
Post by: MuadDib85 on April 10, 2009, 07:43:07 AM
[3] •Théoden, Strength Renewed [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 6
Damage +1. !Unyielding. Valiant. (Théoden's resistance is not modified by the number of burdens).
While you can spot a [Rohan] companion, Théoden’s twilight cost is -1.
Théoden’s strength may not be reduced.
I like this....Unyielding. is excellent.  :up:  8-)
 :gp:
Title: Re: Light & Shadow - Rohan
Post by: Gerontius on April 10, 2009, 08:35:59 AM
I think the combo with the rare Eowyn and Rohirrim armour might be a little crazy. It seems like a great idea, but it could be abused too easily. Unless you compare it to Lady of Ithilien..
I might just say "Discard a possession Eowyn is bearing" which wouldn't be too much less powerful with Swordthain.
Title: Re: Light & Shadow - Rohan
Post by: DáinIronfoot on April 11, 2009, 03:40:24 PM
Quote from: Thranduil
Sorry I haven't been around for a while, and I will give :gp: to all reviewers here, especially DI who we all deeply miss! Good to see you in my thread again. :)
Aw shucks. :P If I hadn't been rocked by a sudden viewing/funeral this week and a part in my church's Good Friday skit I completely forgot about until I was called the night of our rehearsal, I'd have been in this thread even more.

Anyway....

Quote from: Thranduil
I realised that I had forgotten to mention when I posted the last cards that I have been using those subtitles from the preview cards (like Gimli, Dwarven Delegate, Boromir, Steward's Heir and Eomer, Forthwith Banished) in this set just because it's a shame to lose them on substandard cards! ;)
Fair enough, but not ALL of those cards are so worthless. Maiden of Rivendell is nifty, and I actually LOVE Decipher's Forthwith Banished. A [1]-cost damage +1 Eomer? Yes, please!

But again, fair enough.

Quote from: Thranduil
[3] •Théoden, Lord of the Rohirrim [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 6
Each other [Rohan] companion is resistance +1.
Response: If another companion with resistance 3 or more is about to take a wound, exert Théoden to prevent that wound.
L C 137
I like how splashable he is. Good stuff. :up:

Quote from: Thranduil
[3] •Théoden, Strength Renewed [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 6
Damage +1. !Unyielding. Valiant. (Théoden's resistance is not modified by the number of burdens).
While you can spot a [Rohan] companion, Théoden’s twilight cost is -1.
Théoden’s strength may not be reduced.
L R 138
I think he has one too many keywords, even for a rare. Either cut one or drop the cost reduction text.

Quote from: Thranduil
[3] A Long Road [Rohan]
Event • Regroup
Spot 2 [Rohan] companions to foresee 2 (look at the top 2 cards of your draw deck; place any number of them on top of or beneath your draw deck). Then, if those companions have resistance 3 or more, you may draw 2 cards.
L U 135
Looks fine to me!
Title: Re: Light & Shadow - Sauron
Post by: Thranduil on April 13, 2009, 03:51:12 AM
Okay, so I'm reasonably happy with those [Rohan] cards, though any other opinions people have will be greatly appreciated. :gp:

Now we move into something significantly more evil: [Sauron]! :twisted: As it often is these days, [Sauron] appears in this set as a splash culture of only 3 cards, all of them rare. So I figured I might as well just post them. We've already seen the Sauron, the Sceptre you might have seen in the Never-Ending DC thread and the condition may be reminiscent of a card I submitted for EL's Lore of the Rings contest:

[1][6] •Sauron, Always Searching [Sauron]
Minion • Maia
Str: 24
Vit: 5
Sit: 6
Damage +1. Fierce.
Response: If the Ring-bearer puts on The One Ring, play Sauron from your hand; his twilight cost is -8.
When you play Sauron, you may foresee 3 (look at the top 3 cards of your draw deck; place any number of them on top of or beneath your draw deck in any order).
L R 141

(0) •Sceptre of the Dark Lord, Weapon of !Despair [Sauron]
Artifact • Support Area
Each time you play a unique minion, you may add a [Sauron] token here.
Any phase: Remove X tokens from here to make a companion (except the Ring-bearer) resistance -X.
L R 142

[1] •Last Desperate Race [Sauron]
Condition • Support Area
When you play this condition, you may spot a minion to foresee 2 (look at the top 2 cards of your draw deck; place any number of them on top of or beneath your draw deck in any order).
The Free Peoples player wins the game only if the Ring-bearer survives until the end of the regroup phase.
"From all his policies and webs of fear and treachery, from all his stratagems and wars his mind shook free..."
L R 140
Title: Re: Light & Shadow - Sauron
Post by: Anvar on April 13, 2009, 09:28:22 AM
I like the splashiness of these cards. Very little cultural enforcement, but that, I assume, is the point.

Very nice.

Anvar
Title: Re: Light & Shadow - Sauron
Post by: sickofpalantirs on April 13, 2009, 10:38:54 AM
Okay, so I'm reasonably happy with those [Rohan] cards, though any other opinions people have will be greatly appreciated. :gp:

Now we move into something significantly more evil: [Sauron]! :twisted: As it often is these days, [Sauron] appears in this set as a splash culture of only 3 cards, all of them rare. So I figured I might as well just post them. We've already seen the Sauron, the Sceptre you might have seen in the Never-Ending DC thread and the condition may be reminiscent of a card I submitted for EL's Lore of the Rings contest:

[1][6] •Sauron, Always Searching [Sauron]
Minion • Maia
Str: 24
Vit: 5
Sit: 6
Damage +1. Fierce.
Response: If the Ring-bearer puts on The One Ring, play Sauron from your hand; his twilight cost is -8.
When you play Sauron, you may foresee 3 (look at the top 3 cards of your draw deck; place any number of them on top of or beneath your draw deck in any order).
L R 141
kewl.

(0) •Sceptre of the Dark Lord, Weapon of !Despair [Sauron]
Artifact • Support Area
Each time you play a unique minion, you may add a [Sauron] token here.
Any phase: Remove X tokens from here to make a companion (except the Ring-bearer) resistance -X.
L R 142
any phase...now thats interesting it just doesn't seem right as a support area weapon.  you know, it seems like that text would go better with an eye of sauron card.

[1] •Last Desperate Race [Sauron]
Condition • Support Area
When you play this condition, you may spot a minion to foresee 2 (look at the top 2 cards of your draw deck; place any number of them on top of or beneath your draw deck in any order).
The Free Peoples player wins the game only if the Ring-bearer survives until the end of the regroup phase.
"From all his policies and webs of fear and treachery, from all his stratagems and wars his mind shook free..."
L R 140
LOL...I lost a game vs BtO and another person because I forgot there was no regroup phase on site 9...very meh ;) first game my enduring nazzie auto corrupt has lost in...years...
Title: Re: Light & Shadow - Sauron
Post by: lem0nhead on April 16, 2009, 07:44:12 AM

[1][6] •Sauron, Always Searching [Sauron]
Minion • Maia
Str: 24
Vit: 5
Sit: 6
Damage +1. Fierce.
Response: If the Ring-bearer puts on The One Ring, play Sauron from your hand; his twilight cost is -8.
When you play Sauron, you may foresee 3 (look at the top 3 cards of your draw deck; place any number of them on top of or beneath your draw deck in any order).
L R 141

Bit of a hand clog, nice idea but not practical.

(0) •Sceptre of the Dark Lord, Weapon of !Despair [Sauron]
Artifact • Support Area
Each time you play a unique minion, you may add a [Sauron] token here.
Any phase: Remove X tokens from here to make a companion (except the Ring-bearer) resistance -X.
L R 142

Weird!

[1] •Last Desperate Race [Sauron]
Condition • Support Area
When you play this condition, you may spot a minion to foresee 2 (look at the top 2 cards of your draw deck; place any number of them on top of or beneath your draw deck in any order).
The Free Peoples player wins the game only if the Ring-bearer survives until the end of the regroup phase.
"From all his policies and webs of fear and treachery, from all his stratagems and wars his mind shook free..."
L R 140

Awesomness but isnt this splash card the ultimate splash, as in TOO splashable? Theres no penalty or downside?

Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 16, 2009, 09:01:24 AM
Awesomness but isnt this splash card the ultimate splash, as in TOO splashable? Theres no penalty or downside?
The reason I think it's okay is because in 90% of decks it has no effect (apart from foreseeing). How many strategies require regroup phases? Shapes Slowly Advancing, Isengard Orcs and Trap is Sprung seem like the most obvious applications of this card, and that all seems to make fair enough flavour sense. Do you think perhaps that it should not foresee anything?

Let's now continue with [Shire]:

We've already seen the rare Bilbo, it was one of the first cards I posted on this thread. Here is also a common Frodo (part of the cycle of reusing those preview subtitles), and I think a newer version of the set's ring.

[2] •Frodo, Chosen by Fate [Shire]
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
Skirmish: If Frodo is the Ring-bearer, exert him X times to take off The One Ring, where X is the current region number.
"'Bilbo was meant to find the Ring, in which case you also were meant to have it. And that is an encouraging thought.'"
L R 149

[2] •Frodo, Mr. Underhill [Shire]
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
In region 1, Frodo is strength +2.
L C 150

The One Ring, The Doom of All [Ring]
Str: +1
Vit: +1
Response: If the Ring-bearer is about to take a wound in a skirmish, exert another companion to make him or her wear The One Ring until the regroup phase.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound, add a burden instead.
"'It is a strange fate we should suffer so much fear and doubt over so small a thing...'"
L R 1
Title: Re: Light & Shadow - Shire
Post by: lem0nhead on April 17, 2009, 12:41:27 AM
Awesomness but isnt this splash card the ultimate splash, as in TOO splashable? Theres no penalty or downside?
The reason I think it's okay is because in 90% of decks it has no effect (apart from foreseeing). How many strategies require regroup phases? Shapes Slowly Advancing, Isengard Orcs and Trap is Sprung seem like the most obvious applications of this card, and that all seems to make fair enough flavour sense. Do you think perhaps that it should not foresee anything?

No youre right, leave as is.

[2] •Frodo, Chosen by Fate [Shire]
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
Skirmish: If Frodo is the Ring-bearer, exert him X times to take off The One Ring, where X is the current region number.
"'Bilbo was meant to find the Ring, in which case you also were meant to have it. And that is an encouraging thought.'"
L R 149

Sweeeeeet.

[2] •Frodo, Mr. Underhill [Shire]
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
In region 1, Frodo is strength +2.
L C 150

Meh, really poor common.

The One Ring, The Doom of All [Ring]
Str: +1
Vit: +1
Response: If the Ring-bearer is about to take a wound in a skirmish, exert another companion to make him or her wear The One Ring until the regroup phase.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound, add a burden instead.
"'It is a strange fate we should suffer so much fear and doubt over so small a thing...'"
L R 1

Yeah balanced.

Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 17, 2009, 04:43:02 AM
Meh, really poor common.
Even for a Ring-bearer? What would you suggest to make it better?

Thranduil
Title: Re: Light & Shadow - Shire
Post by: lem0nhead on April 17, 2009, 05:15:06 AM
Dunno, but being 5 strength at site 2 and 3 is only useful against those early site evil men, thats the ONLY reason i would use this guy, and you cant guarantee you will face that deck. Dont see what reason you would use him no matter his rarity.

Take weary from the journey or reluctant adventurer. Theyre LOADS better commons, than a small bonus at 2 relatively non dangerous sites.
Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 20, 2009, 10:05:16 AM
Okay, I take your point. I like the design and I like the flavour though... :-k

I had thought about something like "While you can spot 4 Hobbits, Frodo is strength +2" which also captures the flavour of Mr. Underhill very well, but that makes the set's common RB strategy and culture specific, and that doesn't seem great. Perhaps a different subtitle and some kind of bonus that comes from spotting 3/4 Free Peoples cultures? Or do you think Aragorn, Gandalf and Hobbits are enough for Mr. Underhill to say 3 Free Peoples cultures?

Well, let's mosey on anyway. Any thoughts on Mr. Underhill will be greatly appreciated.

We might as well have some Sams right now, including 1 which we saw a while back, but has since been slightly rejigged. And then we'll have a kind of cross between Long Live the Halflings and There and Back Again.

[2] •Sam, Master Gardner [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound.
Each companion with resistance 8 or more is strength +1.
While Sam is the Ring-bearer, he is resistance -5.
Response: If Frodo is killed, make Sam the Ring-bearer.
L C 157

[2] •Sam, The Stout-hearted [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound. Valiant. !Unyielding (Sam's resistance is not modified by the number of burdens).
Sam cannot be affected by Shadow events that affect only one companion.
L R 158

[1] •Bond of the Fellowship [Shire]
Condition • Support Area
Tale.
To play, spot a [Shire] companion.
Maneuver: Discard this condition to make each companion with resistance 8 or more strength +2 until the regroup phase.
“‘You’d have to send us home tied up in a sack to stop us!’”
L U 144
Title: Re: Light & Shadow - Shire
Post by: sickofpalantirs on April 20, 2009, 11:54:12 AM
Awesomness but isnt this splash card the ultimate splash, as in TOO splashable? Theres no penalty or downside?
The reason I think it's okay is because in 90% of decks it has no effect (apart from foreseeing). How many strategies require regroup phases? Shapes Slowly Advancing, Isengard Orcs and Trap is Sprung seem like the most obvious applications of this card, and that all seems to make fair enough flavour sense. Do you think perhaps that it should not foresee anything?
yeah I would cut the foresee.  infin nazgul need regroup too...


[2] •Frodo, Chosen by Fate [Shire]
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
Skirmish: If Frodo is the Ring-bearer, exert him X times to take off The One Ring, where X is the current region number.
"'Bilbo was meant to find the Ring, in which case you also were meant to have it. And that is an encouraging thought.'"
L R 149
I'm curious how useful this actually is...

[2] •Frodo, Mr. Underhill [Shire]
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
In region 1, Frodo is strength +2.
L C 150
a non RB frodo! crazyiness. I think 3 free peoples cultures, or 3 hobbits would be fine. 

The One Ring, The Doom of All [Ring]
Str: +1
Vit: +1
Response: If the Ring-bearer is about to take a wound in a skirmish, exert another companion to make him or her wear The One Ring until the regroup phase.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound, add a burden instead.
"'It is a strange fate we should suffer so much fear and doubt over so small a thing...'"
L R 1
that is sweet!

Okay, I take your point. I like the design and I like the flavour though... :-k

I had thought about something like "While you can spot 4 Hobbits, Frodo is strength +2" which also captures the flavour of Mr. Underhill very well, but that makes the set's common RB strategy and culture specific, and that doesn't seem great. Perhaps a different subtitle and some kind of bonus that comes from spotting 3/4 Free Peoples cultures? Or do you think Aragorn, Gandalf and Hobbits are enough for Mr. Underhill to say 3 Free Peoples cultures?


[2] •Sam, Master Gardner [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound.
Each companion with resistance 8 or more is strength +1.
While Sam is the Ring-bearer, he is resistance -5.
Response: If Frodo is killed, make Sam the Ring-bearer.
L C 157
the other sam is resistance 9...whatever floats your boats I guess.

[2] •Sam, The Stout-hearted [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound. Valiant. !Unyielding (Sam's resistance is not modified by the number of burdens).
Sam cannot be affected by Shadow events that affect only one companion.
L R 158
again, I'm left trying to figure out how useful this really is or isn't.  though the keyword are useful for sure...

[1] •Bond of the Fellowship [Shire]
Condition • Support Area
Tale.
To play, spot a [Shire] companion.
Maneuver: Discard this condition to make each companion with resistance 8 or more strength +2 until the regroup phase.
“‘You’d have to send us home tied up in a sack to stop us!’”
L U 144
reminds me of long live the halflings...
Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 20, 2009, 12:07:16 PM
a non RB frodo! crazyiness.
Not quite. He's a Frodo that follows the ARB template, which is why he has brackets around his resistance like this: (Res), which is my way of indicating Ringed resistance. So you can start him as RB or not.

Thranduil
Title: Re: Light & Shadow - Shire
Post by: lem0nhead on April 21, 2009, 01:42:34 AM

[2] •Sam, Master Gardner [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound.
Each companion with resistance 8 or more is strength +1.
While Sam is the Ring-bearer, he is resistance -5.
Response: If Frodo is killed, make Sam the Ring-bearer.
L C 157

Coolio.

[2] •Sam, The Stout-hearted [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound. Valiant. !Unyielding (Sam's resistance is not modified by the number of burdens).
Sam cannot be affected by Shadow events that affect only one companion.
L R 158

Wow mighty powerful, could be interesting.

[1] •Bond of the Fellowship [Shire]
Condition • Support Area
Tale.
To play, spot a [Shire] companion.
Maneuver: Discard this condition to make each companion with resistance 8 or more strength +2 until the regroup phase.
“‘You’d have to send us home tied up in a sack to stop us!’”
L U 144

Its ok.

Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 22, 2009, 06:17:08 AM
Okay, some miscellaneous stuff for now.

First 2 are part of FP cycles. I'm really not happy with Faithful Companions - can you think of a better thing for [Shire] to do that isn't healing (which is the [Gondor] card)?

[1] Daring Renowned [Shire]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a [Shire] companion strength +1 and resistance +1 until the regroup phase.
L C 146

[1] Faithful Companions [Shire]
Event • Skirmish
Spot a [Shire] companion to make a companion strength +2 (and remove a burden if that companion has resistance 8 or more).
L U 147

And this is just a miscellaneous rare that plays into the set's themes of wearing The One Ring.

[2] !Fear of Discovery [Shire]
Event • Response
Twilight.
If the Ring-bearer is about to put on The One Ring, exert 2 [Shire] companions to remove 2 burdens. Then, if those companions have resistance 8 or more, the Ring-bearer does not put on The One Ring.
At the start of the regroup phase, you may discard this card from your hand and spot 2 [Shire] companions to remove a burden.
“He hardly dared to breathe, and yet the desire to get it out of his pocket became so strong that he began slowly to move his hand.”
L R 148
Title: Re: Light & Shadow - Shire
Post by: lem0nhead on April 22, 2009, 07:08:30 AM

[1] Daring Renowned [Shire]
Condition • Support Area
Tale.
Skirmish: Discard this condition to prevent a [Shire] companion from being overwhelmed unless his strength is tripled.
L C 146

Well too hard. Works for the ringbearer and its just too easy.

[1] Faithful Companions [Shire]
Event • Skirmish
Spot a [Shire] companion to make a companion strength +2 (and remove a burden if he or she has resistance 8 or more).
L U 147

He or she, the shire or the companion?

[2] !Fear of Discovery [Shire]
Event • Response
Twilight.
If the Ring-bearer is about to put on The One Ring, exert 2 [Shire] companions to remove 2 burdens. Then, if those companions have resistance 8 or more, the Ring-bearer does not put on The One Ring.
“He hardly dared to breathe, and yet the desire to get it out of his pocket became so strong that he began slowly to move his hand.”
L R 148

Dont understand the use of this.

Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 22, 2009, 01:05:18 PM
He or she, the shire or the companion?
The companion, you're quite right. But I don't like it - how often are you going to remove burdens when you have resistance 8 companions? I'd like the number to stay at 8, but I don't know what the bonus should be.

Dont understand the use of this.
It's defence against the [Gollum] cards from this set that make the Ring-bearer wear the Ring, and also the resurrection of the twilight Nazgûl strategy, so we're going to see The Twilight World, Resistance Becomes Unbearable and stuff like that reappear. It's a very specific card - I agree not the most useful in the world - but I think it, or something like it, should be in the set and in the play environment.

Made some changes, and would appreciate all comments. Thanks. :up:

Thranduil
Title: Re: Light & Shadow - Shire
Post by: DáinIronfoot on April 22, 2009, 07:24:46 PM
Quote from: Thranduil
[1] Daring Renowned [Shire]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a [Shire] companion strength +1 and resistance +1.
L C 146
Make it last until the regroup phase, and THEN you've really got something.

Quote from: Thranduil
[1] Faithful Companions [Shire]
Event • Skirmish
Spot a [Shire] companion to make a companion strength +2 (and remove a burden if that companion has resistance 8 or more).
L U 147
I'd insert an important "...make another companion...". Makes it slightly less splashable, which I think further balances it a little.

Quote from: Thranduil
[2] !Fear of Discovery [Shire]
Event • Response
Twilight.
If the Ring-bearer is about to put on The One Ring, exert 2 [Shire] companions to remove 2 burdens. Then, if those companions have resistance 8 or more, the Ring-bearer does not put on The One Ring.
“He hardly dared to breathe, and yet the desire to get it out of his pocket became so strong that he began slowly to move his hand.”
L R 148
To make it a little more versatile, perhaps include a clause where it can be used any time to remove a burden. Something like this, perhaps?

[2] !Fear of Discovery [Shire]
Event
Twilight.
Maneuver:
Spot 2 [Shire] companions to remove a burden and heal the Ring-bearer.
Response: If the Ring-bearer is about to put on The One Ring, exert 2 [Shire] companions to remove 2 burdens. Then, if those companions have resistance 8 or more, the Ring-bearer does not put on The One Ring.

Just a thought. 8-)
Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 23, 2009, 02:11:33 AM
You make some very interesting points, DI, and it's good to have you back!

Do you think all of that skirmish event cycle should say "another" companion? It makes a certain amount of sense for [Shire] because then you can't use it to boost the Ring-bearer.

Your !Fear of Discovery is also very interesting, and I will put some thought to that.

Anyone else have any opinions?

Thranduil
Title: Re: Light & Shadow - Shire
Post by: sickofpalantirs on April 23, 2009, 05:01:55 PM
I have opinions, the question is whether they differ from the other peoples

Okay, some miscellaneous stuff for now.
[1] Daring Renowned [Shire]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a [Shire] companion strength +1 and resistance +1.
L C 146
can't really think of anything better...aside from removing burdens.

[1] Faithful Companions [Shire]
Event • Skirmish
Spot a [Shire] companion to make a companion strength +2 (and remove a burden if that companion has resistance 8 or more).
L U 147
kewl


[2] !Fear of Discovery [Shire]
Event • Response
Twilight.
If the Ring-bearer is about to put on The One Ring, exert 2 [Shire] companions to remove 2 burdens. Then, if those companions have resistance 8 or more, the Ring-bearer does not put on The One Ring.
“He hardly dared to breathe, and yet the desire to get it out of his pocket became so strong that he began slowly to move his hand.”
L R 148
now that is interesting... I'd use it.  twilight events...whatever is next.  I like dains idea too.
Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 24, 2009, 02:08:45 AM
Wow, I have my usual 3 reviewers back for once! ;)

I will make some changes to those cards a bit later, but for now I wanted to post some more.

This condition is in some sense a mirror of a [Wraith] card coming later (about search cards). I'm not sure whether I like it especially, but it seemed a fair enough card, I suppose. Anyway, I like the stealth cards following much more! ;)

[1] Preparing for the Journey [Shire]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 2 [Shire] companions, each stealth card is twilight cost -1.
L C 156

[2] Slipping Away [Shire]
Event • Skirmish
Stealth.
Cancel a skirmish involving a [Shire] companion with resistance 8 or more.
L C 159

(0) Get Out of Sight! [Shire]
Event • Response
Stealth.
If a Shadow event is played, spot a [Shire] companion and add a burden to cancel that event.
L U 151
Title: Re: Light & Shadow - Shire
Post by: lem0nhead on April 24, 2009, 02:31:40 AM

[1] Preparing for the Journey [Shire]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 2 [Shire] companions, each stealth card is twilight cost -1.
L C 156

Cool, like how its double eged.

[1] Slipping Away [Shire]
Event • Skirmish
Stealth.
Cancel a skirmish involving a [Shire] companion with resistance 8 or more.
L C 159

Maybe cost 2.

[1] Get Out of Sight! [Shire]
Event • Response
Stealth.
If a Shadow event is played, spot a [Shire] companion and add a burden to cancel that event.
L U 151

Could cost 0 easily.

Title: Re: Light & Shadow - Shire
Post by: DáinIronfoot on April 24, 2009, 01:13:53 PM
Quote from: Thranduil
Wow, I have my usual 3 reviewers back for once! ;)
It's unlikely I'll be posting every day like I used to, but you can expect regular reviews from me again. :up:

Quote from: Thranduil
[1] Preparing for the Journey [Shire]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 2 [Shire] companions, each stealth card is twilight cost -1.
L C 156
The first line needs to be culturally enforced, I think. I might make the cost a little higher and slap some toil on it, but I know you're usually not a big fan of that....

Quote from: Thranduil
[2] Slipping Away [Shire]
Event • Skirmish
Stealth.
Cancel a skirmish involving a [Shire] companion with resistance 8 or more.
L C 159
Better at [2], yeah.

Quote from: Thranduil
[1] Get Out of Sight! [Shire]
Event • Response
Stealth.
If a Shadow event is played, spot a [Shire] companion and add a burden to cancel that event.
L U 151
Kind of hand clogging...but events like this are a necessary evil, methinks. No reason for it to cost [1] when it also adds a burden, though.
Title: Re: Light & Shadow - Shire
Post by: Gerontius on April 24, 2009, 03:45:10 PM
Slipping Away+Bilbo, Melancholy Hobbit= Broken Combo. Maybe up the resistant requirement some, so the fpp has to get out resistance boosting conditions, etc before it becomes too useful.
Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 27, 2009, 01:42:50 AM
Slipping Away+Bilbo, Melancholy Hobbit= Broken Combo. Maybe up the resistant requirement some, so the fpp has to get out resistance boosting conditions, etc before it becomes too useful.
I don't think it's broken - it's certainly quite good, but it seems to me like Daddy Two-foot + No Visitors is a lot more reliable.

I'll lower the cost of Get Out of Sight!. I've also made some changes to the earlier cards; what do you think of the new !Fear of Discovery? For now, let's have some more cards!

[2] •Bilbo, Contented Hobbit [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Ring-bound.
To play, spot a [Shire] card.
Each time the fellowship moves, you may reveal the top card of your draw deck. If it is a Free Peoples card, you may heal a companion of the same culture as that card.
“‘I was very comfortable here, and getting on with my book.’”
L R 143

[2] Support in Fellowship [Shire]
Event • Fellowship
Tale.
Spot a [Shire] companion to heal each companion with resistance 8 or more.
L C 162

[1] •!Sting, !Ancient Blade [Shire]
Possession • Hand Weapon
Str: +2
Bearer must be Bilbo, Frodo or Sam.
While bearer is skirmishing a minion with strength less than bearer's resistance, bearer is strength +2.
L R 160
Title: Re: Light & Shadow - Shire
Post by: lem0nhead on April 27, 2009, 03:38:27 AM
Slipping Away+Bilbo, Melancholy Hobbit= Broken Combo. Maybe up the resistant requirement some, so the fpp has to get out resistance boosting conditions, etc before it becomes too useful.
I don't think it's broken - it's certainly quite good, but it seems to me like Daddy Two-foot + No Visitors is a lot more reliable.

Indeed.

[2] •Bilbo, Contented Hobbit [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Ring-bound.
To play, spot a [Shire] card.
Each time the fellowship moves, you may reveal the top card of your draw deck. If it is a Free Peoples card, you may heal a companion that shares a culture with it.
“‘I was very comfortable here, and getting on with my book.’”
L R 143

Isnt that foresee 1? Shares a culture??? You mean is the same culture?

[2] Support in Fellowship [Shire]
Event • Fellowship
Tale.
Spot a [Shire] companion to heal each companion with resistance 8 or more.
L C 162

Seems bit good, not sure....

[1] •!Sting, !Ancient Blade [Shire]
Possession • Hand Weapon
Str: +2
Bearer must be Bilbo, Frodo or Sam.
While bearer is skirmishing a minion with strength less than his resistance, he is strength +2.
L R 160


Sound.


Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 27, 2009, 04:56:49 AM
Isnt that foresee 1?
No, foresee 1 is look at the top card, then put it on the top or bottom of your deck. This is, once again, an incarnation of my !herald mechanic creeping in. ;)

Thranduil
Title: Re: Light & Shadow - Shire
Post by: lem0nhead on April 27, 2009, 05:31:01 AM
Whats with the weird phrasing of "shares a culture"?
Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 27, 2009, 08:49:37 AM
Whats with the weird phrasing of "shares a culture"?
Ah, I'm thinking in MTG wording. Yeah you're probably right! :gp:

Thranduil
Title: Re: Light & Shadow - Shire
Post by: sickofpalantirs on April 27, 2009, 10:16:10 AM

old cards are fine :up:

[2] •Bilbo, Contented Hobbit [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Ring-bound.
To play, spot a [Shire] card.
Each time the fellowship moves, you may reveal the top card of your draw deck. If it is a Free Peoples card, you may heal a companion of the same culture as that card.
“‘I was very comfortable here, and getting on with my book.’”
L R 143
fine.

[2] Support in Fellowship [Shire]
Event • Fellowship
Tale.
Spot a [Shire] companion to heal each companion with resistance 8 or more.
L C 162
compare to farewell to lorien.  I'd make it 6-7 or more

[1] •!Sting, !Ancient Blade [Shire]
Possession • Hand Weapon
Str: +2
Bearer must be Bilbo, Frodo or Sam.
While bearer is skirmishing a minion with strength less than his resistance, he is strength +2.
L R 160
should it be less than bearers resistance? its kind of confusing otherwise.
Title: Re: Light & Shadow - Shire
Post by: DáinIronfoot on April 27, 2009, 11:54:45 AM
Quote from: Thranduil
[2] •Bilbo, Contented Hobbit [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Ring-bound.
To play, spot a [Shire] card.
Each time the fellowship moves, you may reveal the top card of your draw deck. If it is a Free Peoples card, you may heal a companion of the same culture as that card.
“‘I was very comfortable here, and getting on with my book.’”
L R 143
Cool beans. :up:

Quote from: Thranduil
[2] Support in Fellowship [Shire]
Event • Fellowship
Tale.
Spot a [Shire] companion to heal each companion with resistance 8 or more.
L C 162
Resistance 7 or more might be okay.

Quote from: Thranduil
[1] •!Sting, !Ancient Blade [Shire]
Possession • Hand Weapon
Str: +2
Bearer must be Bilbo, Frodo or Sam.
While bearer is skirmishing a minion with strength less than his resistance, he is strength +2.
L R 160
Why not just say "Bearer must be a Ring-bound Hobbit"? No big deal either way, but I thought I'd ask.

One tweak: "...less than bearer's resistance, bearer is strength +2". Helps avoid confusion. I love this card, though. Brilliant!
Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 27, 2009, 12:20:45 PM
Resistance 7 or more might be okay.
I'd rather it was 8 - I'm trying to keep to each culture liking a particular resistance number, and for [Shire] it's 8.

Why not just say "Bearer must be a Ring-bound Hobbit"? No big deal either way, but I thought I'd ask.
Yep, thought of that. The reason I didn't do it is because (the mechanics reason) there might possibly be other Ring-bound Hobbits in the realm of existence (or ways to make your Hobbits Ring-bound - I'm thinking of your card, DI, that makes everyone with the Frodo signet Ring-bound) and (the aesthetics reason) it just sounds much cooler to name them! ;)

One tweak: "...less than bearer's resistance, bearer is strength +2". Helps avoid confusion.
I didn't think there was any confusion - after all, minions don't have resistance.

Thranduil
Title: Re: Light & Shadow - Shire
Post by: sickofpalantirs on April 27, 2009, 12:45:46 PM
but it still can cause confusion, even if they don't...it makes you do a double take and all.  its just neater as bearer.
Title: Re: Light & Shadow - Shire
Post by: DáinIronfoot on April 27, 2009, 12:58:08 PM
Quote from: sickofpalantirs
but it still can cause confusion, even if they don't...it makes you do a double take and all.  its just neater as bearer.
I agree. The last "he" is especially confusing. Yes, I think we all know what it means, but there is room for ambiguity there, and that's never good.
Title: Re: Light & Shadow - Shire
Post by: Gerontius on April 27, 2009, 03:20:49 PM
Wow. I can see what you mean with No Visitors. I guess I was comparing it to Incognito+Daddy Twofoot+Hobbit Party Guest+Home and Hearth......
Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 27, 2009, 03:44:37 PM
Okay, :gp: to all reviewers! <:)

Now we're going to have a little detour into "reprint and review land". So, to start things off, let's have a thesaurus reprint (I didn't want to reprint Brace of Coneys exactly because I didn't want it to be limited to Ring-bound Hobbits, but I wanted a simple burden removing common, and this seems to do that job quite well!):

[1] Brace of Rabbits [Shire]
Possession
Bearer must be a [Shire] companion.
Fellowship: Discard this possession to remove a burden.
L C 145

Then I will have a tentative replacement for my Mr. Underhill:

[2] •Frodo, Mr. Underhill [Shire]
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
In region 1, Frodo is strength +2.
In region 2, Frodo is strength +1.
L C 150

Is this good? I'm worried it might be too good, and it's competing with Weary from the Journey which is just a really strong RB. I want to do something with either regions or Free Peoples cultures, but I can't think of a decent build of it for a common RB. Do you guys have any ideas?

And I also want your input on something else. I'm trying to use a decent number of reprints, because MTG design has converted me to the view that reprints are important. I need an uncommon [Shire] reprint, which can be from sets 1-10 (this set would rotate King block out) but I'm not sure which to choose. I was thinking Narrow Escape because it's a staple card if you're going to make an all Hobbit deck, but I'm not sure it is anymore thanks to Sam, BoGN and Bill the Pony, Dearly Loved. What do you guys think? What is the [Shire] common or uncommon that you would want reprinted?

Sorry for asking you for all these ideas, but I find [Shire] cards very tough to design.

Thranduil
Title: Re: Light & Shadow - Shire
Post by: Gerontius on April 27, 2009, 04:16:10 PM
Mr. Underhill's second line is pretty powerful, but compared to WftJ it's fine. A reprint Sam, GEW would be awesome, but that isn't a c/u. I think Brave and Loyal is a card I use a fair amount and it makes for some interesting deckbuilding, but I haven't seen many of the more competitive players use it. Other ideas: There and Back Again, You Must Help Us, NFFatrod...
Title: Re: Light & Shadow - Shire
Post by: sickofpalantirs on April 27, 2009, 04:26:55 PM
I like brave and loyal...also sudden fury :twisted:
underhills fine
Title: Re: Light & Shadow - Shire
Post by: lem0nhead on April 28, 2009, 03:17:42 AM
That Frodo is ok now. Sorry but dont particularly like the shire culture so have no desire to see any reprints. The very idea of a bunch of short arse hairy midgets fending off a pack of uruks is absolute bollards, it shouldnt have been a fighting stand alone culture ever.
Title: Re: Light & Shadow - Shire
Post by: Smeagollum on April 28, 2009, 05:03:20 AM
Nothing wrong with this Frodo. Nice combo with Gandalf.
Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 28, 2009, 12:07:35 PM
So once we've sorted out the issue of the reprint (which you can now find at this link (http://lotrtcgdb.com/forums/index.php?topic=2267.0#new)), I look and find that there are only 3 [Shire] cards left to post (except for the obvious Hobbit Sword). So, without further ado, here they are! ;)

[1] •Pippin, Thain of the Shire [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
!Unyielding. Valiant (Pippin's resistance is not modified by the number of burdens).
While you can spot 4 companions with resistance 8 or more, Pippin is strength +3 and cannot take wounds in skirmishes.
L U 153

[1] •Merry, The Magnificent [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
!Unyielding. Valiant (Merry's resistance is not modified by the number of burdens).
While you can spot 4 companions with resistance 8 or more, Merry is strength +3 and defender +1.
L U 154

[1] Stand As One [Shire]
Event • Skirmish
Unless the fellowship is in region 3, exert 5 companions (or 3 [Shire] companions) to remove your [Shire] Ring-bearer from a skirmish.
L R 161
Title: Re: Light & Shadow - Shire
Post by: sickofpalantirs on April 28, 2009, 12:25:29 PM
So once we've sorted out the issue of the reprint (which you can now find at this link (http://lotrtcgdb.com/forums/index.php?topic=2267.0#new)), I look and find that there are only 3 [Shire] cards left to post (except for the obvious Hobbit Sword). So, without further ado, here they are! ;)

[1] •Pippin, Thain of the Shire [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
!Unyielding. Valiant (Pippin's resistance is not modified by the number of burdens).
While you can spot 4 companions with resistance 8 or more, Pippin is strength +3 and cannot take wounds in skirmishes.
L U 153
kewl! :gp:

[1] •Merry, The Magnificent [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
!Unyielding. Valiant (Merry's resistance is not modified by the number of burdens).
While you can spot 4 companions with resistance 8 or more, Merry is strength +3 and defender +1.
L U 154
I likey.

[3] Stand As One [Shire]
Event • Skirmish
Unless the fellowship is in region 3, exert 5 companions (or 3 [Shire] companions) to remove your [Shire] Ring-bearer from a skirmish.
L R 161
I think it could cost less... 3 exertion is a heavy enough cost. 1 twilight would be fine.
Title: Re: Light & Shadow - Shire
Post by: DáinIronfoot on April 28, 2009, 02:09:32 PM
Quote from: Thranduil
[1] •Pippin, Thain of the Shire [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
!Unyielding. Valiant (Pippin's resistance is not modified by the number of burdens).
While you can spot 4 companions with resistance 8 or more, Pippin is strength +3 and cannot take wounds in skirmishes.
L U 153
I understand wanting to do valiant, but storywise, it really doesn't make much sense. Perhaps a knight instead?

Like him a lot, though. :up:

Quote from: Thranduil
[1] •Merry, The Magnificent [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
!Unyielding. Valiant (Merry's resistance is not modified by the number of burdens).
While you can spot 4 companions with resistance 8 or more, Merry is strength +3 and defender +1.
L U 154
Here, valiant makes sense in all respects. A bit weaker than Pip, but that's okay, because he definitely still has his uses.

Quote from: Thranduil
[3] Stand As One [Shire]
Event • Skirmish
Unless the fellowship is in region 3, exert 5 companions (or 3 [Shire] companions) to remove your [Shire] Ring-bearer from a skirmish.
L R 161
It is with cards like this that the lack of lore is most glaring. No real frame of reference, and thus the flavor takes a big hit. But it's a fine card. A bit expensive though, perhaps.... :-k
Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 28, 2009, 02:40:25 PM
I understand wanting to do valiant, but storywise, it really doesn't make much sense. Perhaps a knight instead?
It doesn't make sense in the [Rohan] sense of the word, but I'm not using it like that anymore! You'll notice there was a valiant Sam a while back, and if you ignore the fact that the keyword has only ever before been put on [Rohan] Men, it makes just as much sense on Pippin and Sam as it does in Éomer.

It is with cards like this that the lack of lore is most glaring. No real frame of reference, and thus the flavor takes a big hit.
I could not agree more! This is me being a bit lazy. I keep meaning to go through these cards and give them lores, but I somehow never get round to it.

Thanks for your thoughts, guys! :gp:

Thranduil
Title: Re: Light & Shadow - Shire
Post by: Gerontius on April 28, 2009, 05:39:51 PM
I like the idea of doing the Hobbits as they were after the ring was destroyed-- maybe have something else hinting at the difference between them and the other hobbits. As well as Valiant.
Sweet cards though! :gp:
Title: Re: Light & Shadow - Shire
Post by: lem0nhead on April 29, 2009, 01:48:50 AM

[1] •Pippin, Thain of the Shire [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
!Unyielding. Valiant (Pippin's resistance is not modified by the number of burdens).
While you can spot 4 companions with resistance 8 or more, Pippin is strength +3 and cannot take wounds in skirmishes.
L U 153

Holy moly cant take wounds in skirmishes? I like him but i think thats crazy, you cant kill the little bugger!

[1] •Merry, The Magnificent [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
!Unyielding. Valiant (Merry's resistance is not modified by the number of burdens).
While you can spot 4 companions with resistance 8 or more, Merry is strength +3 and defender +1.
L U 154

Defender +1 aint great on a hobbit but otherwise fine.

[1] Stand As One [Shire]
Event • Skirmish
Unless the fellowship is in region 3, exert 5 companions (or 3 [Shire] companions) to remove your [Shire] Ring-bearer from a skirmish.
L R 161

Stop bypassing rules you big cheat! Nah seriously, i dont like it much to be honest, this screams making a card just to get round a ruling, which as much as you do/dont like it D expressed there reasons very clearly and we should stick to that. It came back in the day when they seemed to actually care about the game so id honour that.

Title: Re: Light & Shadow - Shire
Post by: Smeagollum on April 29, 2009, 03:06:38 AM
Yeah, maybe change that part of Pip in that he can't take more then one wound?

Like Merry!

About the event.. maybe it's better to reassign the minion to another companion and make the minion fierce?
Title: Re: Light & Shadow - Shire
Post by: Thranduil on April 29, 2009, 04:13:32 AM
Stop bypassing rules you big cheat! Nah seriously, i dont like it much to be honest, this screams making a card just to get round a ruling, which as much as you do/dont like it D expressed there reasons very clearly and we should stick to that. It came back in the day when they seemed to actually care about the game so id honour that.
That's interesting, I hadn't actually thought of Stand As One as a way of bypassing the cancelling skirmish rule - I didn't make this card because I don't like that ruling, I actually think it was very sensible - I just wanted a card to save the Ring-bearer. :-k

Yeah, maybe change that part of Pip in that he can't take more then one wound?

About the event.. maybe it's better to reassign the minion to another companion and make the minion fierce?
Both excellent ideas. I will think on these, and I'll probably post some more cards later. In the meanwhile, any other opinions or discussion on this lot would be greatly valued!

Thranduil
Title: Re: Light & Shadow - Shire
Post by: Smeagollum on April 29, 2009, 04:31:49 AM
Stop bypassing rules you big cheat! Nah seriously, i dont like it much to be honest, this screams making a card just to get round a ruling, which as much as you do/dont like it D expressed there reasons very clearly and we should stick to that. It came back in the day when they seemed to actually care about the game so id honour that.
That's interesting, I hadn't actually thought of Stand As One as a way of bypassing the cancelling skirmish rule - I didn't make this card because I don't like that ruling, I actually think it was very sensible - I just wanted a card to save the Ring-bearer. :-k

Yeah, maybe change that part of Pip in that he can't take more then one wound?

About the event.. maybe it's better to reassign the minion to another companion and make the minion fierce?
Both excellent ideas. I will think on these, and I'll probably post some more cards later. In the meanwhile, any other opinions or discussion on this lot would be greatly valued!

Thranduil

Actually.. I made some kind of bypass as well in the cards I've designed. Not that I wanted to x the skirmish, but I just wanted to see some kind of new mechanic... So I see your problem here....
Title: Re: Light & Shadow - Shire
Post by: lem0nhead on April 29, 2009, 05:07:36 AM
Lol you really didnt see it as an alternative to cancel? Its practically a paraphrase of it and does exactly the same thing. Well thats why i dont like it, though if i removed that from my opinion for a second, i think it would probably be balanced.
Title: Re: Light & Shadow - Shire
Post by: sickofpalantirs on April 29, 2009, 10:35:42 AM
what were their express reasons for banning canceling RB skirmishes? it'd be interesting to see what they said.
Title: Re: Light & Shadow - Uruk
Post by: Thranduil on April 29, 2009, 10:59:25 AM
Well, I've had enough of the [Shire] culture. I'll announce the reprint when we have a clear winner - right now it's looking like NFFatRoD.

And so moving on in my list, I find that [Uruk] is the next culture (weird, them being next in the alphabet and all that... :roll: ) And so, I thought I'd throw some minions down. The herald is part of a Shadow cycle of heralds that reveal the top card of your draw deck. Lugdush is the name of a random uruk in Uglúk's patrol, which I got from the Encyclopedia of Arda.

[3] Isengard !Pathfinder [Uruk]
Minion • Uruk-hai
Str: 7
Vit: 2
Sit: 5
Aggressor. Damage +1. Tracker (for each aggressor assigned to a skirmish, the twilight cost of each Shadow card is -1).
When you play this minion, you may spot a companion with resistance 3 or less to draw a card.
L C 172

[3] Isengard !Herald [Uruk]
Minion • Uruk-hai
Str: 8
Vit: 3
Sit: 5
Damage +1.
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is an [Uruk] card, you may exert this minion to exert a companion it is skirmishing.
L U 170

[2] •Lugdush, !Servant of Saruman [Uruk]
Minion • Uruk-hai
Str: 7
Vit: 2
Sit: 5
Damage +1. Tracker.
Response: If a tracker wins a skirmish, play Lugdush from your hand; he is strength +3 and fierce until the regroup phase.
L R 174
Title: Re: Light & Shadow - Uruk
Post by: DáinIronfoot on April 29, 2009, 11:08:43 AM
Quote from: Thranduil
[3] Isengard !Pathfinder [Uruk]
Minion • Uruk-hai
Str: 8
Vit: 2
Sit: 5
Aggressor. Damage +1. Tracker (for each aggressor assigned to a skirmish, the twilight cost of each Shadow card is -1).
When you play this minion, you may spot a companion with resistance 3 or less to draw a card.
L C 172
I don't recall seeing aggressor before, but I think it could get pretty crazy. I'd throw in some cultural enforcement to it, like "for each [culture] aggressor assigned to a skirmish, the twilight cost of each [culture] card is -1". That helps keep it from getting too wild.

The rest seems okay. Brownie points for bringing back tracker!

Quote from: Thranduil
[3] Isengard !Herald [Uruk]
Minion • Uruk-hai
Str: 8
Vit: 3
Sit: 5
Damage +1.
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is an [Uruk] card, you may exert this minion to exert a companion it is skirmishing.
L U 170
Seems alright to me.

Quote from: Thranduil
[2] •Lugdush, !Servant of Saruman [Uruk]
Minion • Uruk-hai
Str: 7
Vit: 2
Sit: 5
Damage +1. Tracker.
Response: If a companion loses a skirmish, play Lugdush from your hand; he is strength +3 and fierce until the regroup phase.
L R 174
I think [3] would be a more appropriate cost. Either that or build in some additional cost to playing him with the response action. Oh, and make sure to limit it to skirmishes lost that involve trackers, or at least [Uruk] minions. Otherwise you'll see him tossed into all MANNER of Shadow decks.
Title: Re: Light & Shadow - Uruk
Post by: Thranduil on April 29, 2009, 11:21:07 AM
I don't recall seeing aggressor before, but I think it could get pretty crazy. I'd throw in some cultural enforcement to it, like "for each [culture] aggressor assigned to a skirmish, the twilight cost of each [culture] card is -1". That helps keep it from getting too wild.

I think [3] would be a more appropriate cost. Either that or build in some additional cost to playing him with the response action. Oh, and make sure to limit it to skirmishes lost that involve trackers, or at least [Uruk] minions. Otherwise you'll see him tossed into all MANNER of Shadow decks.
Yes, you can toss him in any Shadow deck. That's kind of the point... I've very recently been converted to the opinion that there is far too much cultural enforcement in LotR, and this limits your deckbuilding far too much, and this is especially true for the Shadow side. MTG, for example, you have so much more freedom to mix colours and come up with new and fun decks, a possibility that I really don't think exists in LotR. To have an LotR strategy, most of the time the cards need to spoonfeed you (classic example, [Men] support area possession stacking). I say, why does it have to be like that? So I'm just making cards, sometimes without specific strategies in mind, and letting the player put them into decks. I think aggressor lets people do just that - they can throw synergistic cards together without having to limit themselves to a single culture. Aggressor is not a mechanic that every deck will want, which is why I think it's probably alright. However, it could be that I'm not costing it high enough.

Brownie points for bringing back tracker!
That's another of my points that I'm trying to get across with this set, which also ties into my culture argument. While keywords like valiant, knight, ranger, engine, machine, warg-rider, southron etc. are attached only to 1 culture, in my opinion they're completely useless - they're just an unnecessary limit to deckbuilding. Once you start throwing them everywhere the flavour makes sense, they become interesting, and more importantly, breed interesting and fun decks - it's a different way to approach deckbuilding. Instead of building a [Rohan] deck, I can now build a valiant deck. Instead of making an [Uruk] Shadow side, I can make a tracker Shadow side that features minions from across cultures, and these keywords become like creature types in MTG. So, while I'm currently hardly referencing any of these keywords at all, I'm just throwing them around.

I hope you understand what I'm trying to do here. If you have any questions or comments, tell me. I realise that you missed some of this preamble when you were AWOL, and I hadn't really taken that into account.

Thranduil
Title: Re: Light & Shadow - Uruk
Post by: DáinIronfoot on April 29, 2009, 11:34:24 AM
Quote from: Thranduil
Quote from: DáinIronfoot
I don't recall seeing aggressor before, but I think it could get pretty crazy. I'd throw in some cultural enforcement to it, like "for each [culture] aggressor assigned to a skirmish, the twilight cost of each [culture] card is -1". That helps keep it from getting too wild.

I think [3] would be a more appropriate cost. Either that or build in some additional cost to playing him with the response action. Oh, and make sure to limit it to skirmishes lost that involve trackers, or at least [Uruk] minions. Otherwise you'll see him tossed into all MANNER of Shadow decks.
Yes, you can toss him in any Shadow deck. That's kind of the point... I've very recently been converted to the opinion that there is far too much cultural enforcement in LotR, and this limits your deckbuilding far too much, and this is especially true for the Shadow side. MTG, for example, you have so much more freedom to mix colours and come up with new and fun decks, a possibility that I really don't think exists in LotR. To have an LotR strategy, most of the time the cards need to spoonfeed you (classic example, [Men] support area possession stacking). I say, why does it have to be like that? So I'm just making cards, sometimes without specific strategies in mind, and letting the player put them into decks. I think aggressor lets people do just that - they can throw synergistic cards together without having to limit themselves to a single culture. Aggressor is not a mechanic that every deck will want, which is why I think it's probably alright. However, it could be that I'm not costing it high enough.
I'm reluctantly okay with this then. I would just strongly advise not making a bunch of cheap aggressors, lest a Shadow player just load up with them and create the most ridiculous swarm deck of all time. I think this guy, with his stats and cost, is about the lowest you should go with them. I'm all for mixing Shadow cultures--which I also think is a fun idea that Decipher could have run with but mostly squashed--but only if it's done intelligently. It has to make sense, you know? I trust you to be selective with which cultures get aggressors and what those minions look like...but I'll pay close attention in the future. Cool beans?

Quote from: Thranduil
Quote from: DáinIronfoot
Brownie points for bringing back tracker!
That's another of my points that I'm trying to get across with this set, which also ties into my culture argument. While keywords like valiant, knight, ranger, engine, machine, warg-rider, southron etc. are attached only to 1 culture, in my opinion they're completely useless - they're just an unnecessary limit to deckbuilding. Once you start throwing them everywhere the flavour makes sense, they become interesting, and more importantly, breed interesting and fun decks - it's a different way to approach deckbuilding. Instead of building a [Rohan] deck, I can now build a valiant deck. Instead of making an [Uruk] Shadow side, I can make a tracker Shadow side that features minions from across cultures, and these keywords become like creature types in MTG. So, while I'm currently hardly referencing any of these keywords at all, I'm just throwing them around.
I agree with you again...to an extent. I like the idea of mixing valiant into other cultures (I'm doing a little of that in The Way Into Mordor, if you remember), and having a few non-Gondorian knights and rangers, engines and machines showing up in odd cultures here and there...all of that. But again, it has to make sense. I still don't think I agree with a valiant Pippin or Sam, for example, but I can live with that. A [Dwarven] knight or [Rohan] ranger or something just to make a formerly unbound keyword work (I presume you're redefining them as you did valiant, but correct me if I'm wrong...as you said, I'm a little behind the curve after two months away)...something like that I would have a major beef with.

DCs are, in my opinion, only half about whether or not they actually work and are balanced. The other half is flavor. I think spreading around certain keywords into certain places would absolutely destroy the flavor.

So, I'm on board for now. I'm just very curious to see what extent this blending will go to.
Title: Re: Light & Shadow - Uruk
Post by: Thranduil on April 29, 2009, 11:45:46 AM
I'm reluctantly okay with this then. I would just strongly advise not making a bunch of cheap aggressors, lest a Shadow player just load up with them and create the most ridiculous swarm deck of all time. I think this guy, with his stats and cost, is about the lowest you should go with them. I'm all for mixing Shadow cultures--which I also think is a fun idea that Decipher could have run with but mostly squashed--but only if it's done intelligently. It has to make sense, you know? I trust you to be selective with which cultures get aggressors and what those minions look like...but I'll pay close attention in the future. Cool beans?
Yeah, I've lowered the guy's strength by 1 and raised Lugdush's cost - I think you're probably right that I wasn't costing them high enough. I don't really think that there are any 2 (or more) Shadow cultures that don't make sense together - Orcs, Uruks, Men and Nazgûl have all been in the same army after all. But yes, of course it's got to be intelligent. Aggressor is capturing the flavour of being aggressive and fearsome, and I don't think it's too broken because it also requires you to have the Shadow cards to play in the skirmish phase. But yes, please do keep an eye out - I may well go overboard! ;)

I agree with you again...to an extent. I like the idea of mixing valiant into other cultures (I'm doing a little of that in The Way Into Mordor, if you remember), and having a few non-Gondorian knights and rangers, engines and machines showing up in odd cultures here and there...all of that. But again, it has to make sense. I still don't think I agree with a valiant Pippin or Sam, for example, but I can live with that. A [Dwarven] knight or [Rohan] ranger or something just to make a formerly unbound keyword work (I presume you're redefining them as you did valiant, but correct me if I'm wrong...as you said, I'm a little behind the curve after two months away)...something like that I would have a major beef with.

DCs are, in my opinion, only half about whether or not they actually work and are balanced. The other half is flavor. I think spreading around certain keywords into certain places would absolutely destroy the flavor.
Yeah, a Dwarf knight doesn't quite fit, I agree - I don't plan to make one - but a valiant Dwarf sure does, as do [Rohan] knights, bounders could be [Shire] rangers, [Dwarven] fortifications, [Elven] spells etc. In short, I agree flavour is paramount, which is why I'm putting the keywords only where the flavour makes sense. Obviously we seem to have a slightly different opinion on that, but that's cool too. :) I might actually change that Pippin to a knight just because he is of [Gondor] and it's a shame not to have that keyword.

I definitely want you to keep on watching out for brokenness and flavour issues - that's why I post these cards, after all! :gp:

Thranduil
Title: Re: Light & Shadow - Uruk
Post by: DáinIronfoot on April 29, 2009, 11:51:43 AM
Quote from: Thranduil
Quote from: DáinIronfoot
I'm reluctantly okay with this then. I would just strongly advise not making a bunch of cheap aggressors, lest a Shadow player just load up with them and create the most ridiculous swarm deck of all time. I think this guy, with his stats and cost, is about the lowest you should go with them. I'm all for mixing Shadow cultures--which I also think is a fun idea that Decipher could have run with but mostly squashed--but only if it's done intelligently. It has to make sense, you know? I trust you to be selective with which cultures get aggressors and what those minions look like...but I'll pay close attention in the future. Cool beans?
Yeah, I've lowered the guy's strength by 1 and raised Lugdush's cost - I think you're probably right that I wasn't costing them high enough. I don't really think that there are any 2 (or more) Shadow cultures that don't make sense together - Orcs, Uruks, Men and Nazgûl have all been in the same army after all. But yes, of course it's got to be intelligent. Aggressor is capturing the flavour of being aggressive and fearsome, and I don't think it's too broken because it also requires you to have the Shadow cards to play in the skirmish phase. But yes, please do keep an eye out - I may well go overboard! ;)
Cool by me, my friend. :up:

Quote from: Thranduil
Quote from: DáinIronfoot
I agree with you again...to an extent. I like the idea of mixing valiant into other cultures (I'm doing a little of that in The Way Into Mordor, if you remember), and having a few non-Gondorian knights and rangers, engines and machines showing up in odd cultures here and there...all of that. But again, it has to make sense. I still don't think I agree with a valiant Pippin or Sam, for example, but I can live with that. A [Dwarven] knight or [Rohan] ranger or something just to make a formerly unbound keyword work (I presume you're redefining them as you did valiant, but correct me if I'm wrong...as you said, I'm a little behind the curve after two months away)...something like that I would have a major beef with.

DCs are, in my opinion, only half about whether or not they actually work and are balanced. The other half is flavor. I think spreading around certain keywords into certain places would absolutely destroy the flavor.
Yeah, a Dwarf knight doesn't quite fit, I agree - I don't plan to make one - but a valiant Dwarf sure does, as do [Rohan] knights, bounders could be [Shire] rangers, [Dwarven] fortifications, [Elven] spells etc. In short, I agree flavour is paramount, which is why I'm putting the keywords only where the flavour makes sense. Obviously we seem to have a slightly different opinion on that, but that's cool too. :) I might actually change that Pippin to a knight just because he is of [Gondor] and it's a shame not to have that keyword.
I can see all of those, yes, and in fact have at least one valiant Dwarf, [Rohan] knight, [Dwarven] fortification, and [Elven] spell mixed throughout my sets as well. I think our opinions might be closer in line than either of us thought. :P But only time will tell, I suppose. Because...

Quote from: Thranduil
I definitely want you to keep on watching out for brokenness and flavour issues - that's why I post these cards, after all! :gp:
...I've got my eye on you. :suspect: And not just because I work for the government. ;)
Title: Re: Light & Shadow - Uruk
Post by: Thranduil on April 29, 2009, 02:20:55 PM
I've changed my mind again about Lugdush, put his cost back and made him a tracker card. I decided this was going to be one of those rare occasions in this set when I actually refer to unloaded keywords. Good change?

Thranduil
Title: Re: Light & Shadow - Uruk
Post by: Anvar on April 30, 2009, 10:43:23 AM
[2] •Lugdush, !Servant of Saruman [Uruk]
Minion • Uruk-hai
Str: 7
Vit: 2
Sit: 5
Damage +1. Tracker.
Response: If a companion loses a skirmish involving a tracker, play Lugdush from your hand; he is strength +3 and fierce until the regroup phase.
L R 174


Nice cards, but why doesn't Lugdush say "if a tracker wins a skirmish"?
Title: Re: Light & Shadow - Uruk
Post by: Thranduil on April 30, 2009, 11:12:19 AM
Nice cards, but why doesn't Lugdush say "if a tracker wins a skirmish"?
I was under the impression that that was a bit of an ambiguous wording - I'm pretty sure that losing a skirmish is better defined within the rules than winning.

Thranduil
Title: Re: Light & Shadow - Uruk
Post by: sickofpalantirs on April 30, 2009, 12:36:24 PM
I JUST got the usefulness of aggressor. *facepalm*
kewl cards.
Title: Re: Light & Shadow - Uruk
Post by: Thranduil on May 01, 2009, 02:11:55 AM
Okay, let's have some Shadow cycles now. The first is a cycle of 6-companion hate conditions. The second is a cycle of resistance lowering conditions. The third is a cycle of massive rare events.

[1] Hard Pressed [Uruk]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 6 companions, each wounded companion skirmishing an [Uruk] minion is strength -1.
L C 168

[2] Exhaustion [Uruk]
Condition • Unbound Companion
To play, spot an [Uruk] minion.
Bearer is resistance -1 for each wound on him or her.
Skirmish: Play this condition from your hand.
L U 165

[5] Ruination [Uruk]
Event • Skirmish
Search.
This event’s twilight cost is -1 for each companion with resistance 3 or less.
Discard each Free Peoples card borne by characters in a skirmish involving an [Uruk] minion.
L R 176
Title: Re: Light & Shadow - Uruk
Post by: lem0nhead on May 01, 2009, 02:16:47 AM

[3] Isengard !Pathfinder [Uruk]
Minion • Uruk-hai
Str: 7
Vit: 2
Sit: 5
Aggressor. Damage +1. Tracker (for each aggressor assigned to a skirmish, the twilight cost of each Shadow card is -1).
When you play this minion, you may spot a companion with resistance 3 or less to draw a card.
L C 172

Solid.

[3] Isengard !Herald [Uruk]
Minion • Uruk-hai
Str: 8
Vit: 3
Sit: 5
Damage +1.
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is an [Uruk] card, you may exert this minion to exert a companion it is skirmishing.
L U 170

Alright, im teetering on saying wound nto exert.

[2] •Lugdush, !Servant of Saruman [Uruk]
Minion • Uruk-hai
Str: 7
Vit: 2
Sit: 5
Damage +1. Tracker.
Response: If a companion loses a skirmish involving a tracker, play Lugdush from your hand; he is strength +3 and fierce until the regroup phase.
L R 174

Meh, hes ok, id make him twilight cost -2 if played from hand as well.

Title: Re: Light & Shadow - Uruk
Post by: lem0nhead on May 01, 2009, 02:17:01 AM
Im just reviewing the last ones as you post more!

Okay, let's have some Shadow cycles now. The first is a cycle of 6-companion hate conditions. The second is a cycle of resistance lowering conditions. The third is a cycle of massive rare events.

[1] Hard Pressed [Uruk]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 6 companions and an [Uruk] minion, each wounded companion is strength -1.
L C 168

Fine, though could be an issue being non unique.

[2] Exhaustion [Uruk]
Condition • Unbound Companion
To play, spot an [Uruk] minion.
Bearer is resistance -1 for each wound on him or her.
Skirmish: Play this condition from your hand.
L U 165

Ok...

[5] Ruination [Uruk]
Event • Skirmish
Search.
This event’s twilight cost is -1 for each companion with resistance 3 or less.
Discard each Free Peoples card borne by characters in a skirmish involving an [Uruk] minion.
L R 176

Urgh, evil.

Title: Re: Light & Shadow - Uruk
Post by: Anvar on May 01, 2009, 08:17:57 AM
Nice cards, but why doesn't Lugdush say "if a tracker wins a skirmish"?
I was under the impression that that was a bit of an ambiguous wording - I'm pretty sure that losing a skirmish is better defined within the rules than winning.

Thranduil

Nope, I'm fairly sure that winning a skirmish is clearly defined as well. Eg. Kings' Legacy.

Anvar
Title: Re: Light & Shadow - Uruk
Post by: Thranduil on May 05, 2009, 11:41:25 AM
Well I seem to have 1 person's review on that last lot after several days. I'm going to assume that they're reasonably fine, and finally move on.

So let's have some events. As you can imagine, the first is part of a cycle of common massive Shadow skirmish events, so as to work with aggressor (see above for a definition). The second also fits into such a cycle, but I wanted it to be assignment (because I feel that is one of the strengths of the [Uruk] culture) and so I made a little twist. I hope it's worthwhile. And the last is just a fun card, again reinforcing one of the [Uruk] culture's strengths - discarding conditions.

[6] Berserk Fury [Uruk]
Event • Skirmish
Make an [Uruk] minion strength +3 and damage +1 for each wound on that minion.
L C 163

[4] Find the Halflings! [Uruk]
Event • Assignment
Search.
Assign an [Uruk] minion to a companion with resistance 3 or less (except the Ring-bearer).
L U 166

[2] Brood of Isengard [Uruk]
Event • Shadow
Search.
When you play this event, you may foresee 1 (look at the top 1 card of your draw deck; you may place it on top of or beneath your draw deck).
Spot an [Uruk] minion to discard a support area condition.
L U 164
Title: Re: Light & Shadow - Uruk
Post by: sickofpalantirs on May 05, 2009, 12:36:18 PM
I'm s thinking find the halflings should have except the RB...even with the resistance.
Broods fine. though isengard seemed to like discarding all conditions, not just one, until either you do not know fear or pain, on of those.
berserk furys fine.
Title: Re: Light & Shadow - Uruk
Post by: lem0nhead on May 06, 2009, 02:11:00 AM

[6] Berserk Fury [Uruk]
Event • Skirmish
Make an [Uruk] minion strength +3 and damage +1 for each wound on that minion.
L C 163

Nice lol, though its really unlikely to be used, as uruks dont have ambush so itd be hard to get this to work. Adding toil might help but could make it too powerful especially with the gametext. Id tweak something though.

[4] Find the Halflings! [Uruk]
Event • Assignment
Search.
This event’s twilight cost is -1 for each aggressor you can spot.
Assign an [Uruk] minion to a companion with resistance 3 or less (except the Ring-bearer).
L U 166

Do you mean each aggressor not uruk ones?

[2] Brood of Isengard [Uruk]
Event • Shadow
Search.
When you play this event, you may foresee 2 (look at the top 2 cards of your draw deck; you may place any number of those cards on top of or beneath your draw deck).
Spot an [Uruk] minion to discard a support area condition.
L U 164

Hmmm seems a tad too good for the simple cost of 2.

Title: Re: Light & Shadow - Uruk
Post by: Thranduil on May 06, 2009, 06:14:50 AM
Nice lol, though its really unlikely to be used, as uruks dont have ambush so itd be hard to get this to work. Adding toil might help but could make it too powerful especially with the gametext. Id tweak something though.
They don't have ambush, but they do have aggressors. Is that not enough, you think?

Do you mean each aggressor not uruk ones?
It could be [Uruk] aggressor, but I decided against it on the basis that aggressor itself doesn't care about culture.

Thranduil
Title: Re: Light & Shadow - Uruk
Post by: lem0nhead on May 06, 2009, 06:28:33 AM
True, completely forgot about that within a post about aggressors!

Ill let you off then! Still might reduce it to 5 unless there are a gazillion uruk aggressors.
Title: Re: Light & Shadow - Uruk
Post by: DáinIronfoot on May 06, 2009, 07:30:02 AM
Quote from: Thranduil
Well I seem to have 1 person's review on that last lot after several days. I'm going to assume that they're reasonably fine, and finally move on.
Yeah, sorry about that. Been nutso at work the last two days (ended up working late each day, even) and Elaina's been REALLY cranky with teething and a shot she had to have Monday, so she's been requiring lots of extra love and attention in the evenings. But now, if you don't mind me going back now that I DO have time....

Quote from: Thranduil
[1] Hard Pressed [Uruk]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 6 companions and an [Uruk] minion, each wounded companion is strength -1.
L C 168
Yeah, the non-uniqueness is a problem. I'd make it unique, and then make each companion an additional strength -1 for each [Uruk] condition they bear. :up: Still evil, but not a potentially OP -4 for each and every wounded companion. That's just TOO mean.

Quote from: Thranduil
[2] Exhaustion [Uruk]
Condition • Unbound Companion
To play, spot an [Uruk] minion.
Bearer is resistance -1 for each wound on him or her.
Skirmish: Play this condition from your hand.
L U 165
Okay by me. Since it's limited to unbound companions, you might even be able to get away with 1 cost of [1] if you limit the skirmish part to playing on companions skirmishing [Uruk] minions.

Quote from: Thranduil
[5] Ruination [Uruk]
Event • Skirmish
Search.
This event’s twilight cost is -1 for each companion with resistance 3 or less.
Discard each Free Peoples card borne by characters in a skirmish involving an [Uruk] minion.
L R 176
Too mean. Make it each card borne by a single companion and I'm okay with it, but each companion skirmishing an [Uruk] minion?! That's just crazy talk, man!

Quote from: Thranduil
[6] Berserk Fury [Uruk]
Event • Skirmish
Make an [Uruk] minion strength +3 and damage +1 for each wound on that minion.
L C 163
Considering aggressors, this is probably fine.

Quote from: Thranduil
[4] Find the Halflings! [Uruk]
Event • Assignment
Search.
This event’s twilight cost is -1 for each aggressor you can spot.
Assign an [Uruk] minion to a companion with resistance 3 or less (except the Ring-bearer).
L U 166
Hmmm. Tempted to raise the cost to [5], but it might be alright as is. I might just lower it to [3] and remove the special aggressor line, since using them will reduce the cost anyway....

Quote from: Thranduil
[2] Brood of Isengard [Uruk]
Event • Shadow
Search.
When you play this event, you may foresee 2 (look at the top 2 cards of your draw deck; you may place any number of those cards on top of or beneath your draw deck).
Spot an [Uruk] minion to discard a support area condition.
L U 164
Yeah, [3] might be better. Perhaps even go to [4] with a toil 2 or something.
Title: Re: Light & Shadow - Uruk
Post by: Thranduil on May 06, 2009, 07:45:29 AM
Yeah, the non-uniqueness is a problem. I'd make it unique, and then make each companion an additional strength -1 for each [Uruk] condition they bear. :up: Still evil, but not a potentially OP -4 for each and every wounded companion. That's just TOO mean.
I'll fix this. I want it to be non-unique, and there is some really punishing 6-companion hate in the game (compare this to Unending Life, for example) but if you think it's too much, I will raise the cost or lower the power level.

Too mean. Make it each card borne by a single companion and I'm okay with it, but each companion skirmishing an [Uruk] minion?! That's just crazy talk, man!
Whoah! I hadn't even noticed that! #-o I really meant it to discard all Free Peoples card borne by all characters in a single skirmish involving an [Uruk] minion. I will fix it.

EDIT: I looked at it again, and actually it does work - it says "in a skirmish involving an [Uruk] minion" and there is only 1 skirmish happening at any given time, so it's all good! ;)

Tempted to raise the cost to [5], but it might be alright as is. I might just lower it to [3] and remove the special aggressor line, since using them will reduce the cost anyway....
Again, here is something I've missed. Aggressors don't always work here. I realise I should have posted the aggressor wording - it would have cleared a lot of issues!

Aggressor (for each aggressor assigned to a skirmish, each Shadow card's twilight cost is -1)

So given this is an assignment action, it will only trigger off aggressors that have already been assigned by prior assignment actions. Now I didn't notice this little issue when I made the card (I noticed it only just now), and so now I think it's too complicated, and I will probably remove that line of text. I've been a real muppet with these cards... :roll:

Yeah, [3] might be better. Perhaps even go to [4] with a toil 2 or something.
No problem, it can go to [3].

EDIT: I've reduced it to foresee 1 instead. Good?

Thranduil
Title: Re: Light & Shadow - Uruk
Post by: DáinIronfoot on May 06, 2009, 07:55:34 AM
Quote from: Thranduil
[2] Brood of Isengard [Uruk]
Event • Shadow
Search.
When you play this event, you may foresee 1 (look at the top 1 card of your draw deck; you may place it on top of or beneath your draw deck).
Spot an [Uruk] minion to discard a support area condition.
L U 164
Eh...my beef with this was more the condition discarding than the foreseeing (yes, I know all about YDNKF, which I think is a prime example of one of Decipher's last gasp OP cards), but I guess with forseeing 1 and discarding just one condition, this ain't too bad.
Title: Re: Light & Shadow - Uruk
Post by: Anvar on May 06, 2009, 10:16:25 AM

[4] Find the Halflings! [Uruk]
Event • Assignment
Search.
Assign an [Uruk] minion to a companion with resistance 3 or less (except the Ring-bearer).
L U 166

I think I would like this better if the twilight cost was less (2 perhaps) and it required an exertion on the minion.

[2] Brood of Isengard [Uruk]
Event • Shadow
Search.
When you play this event, you may foresee 1 (look at the top 1 card of your draw deck; you may place it on top of or beneath your draw deck).
Spot an [Uruk] minion to discard a support area condition.
L U 164
I actually think this is a bit weak. Compare to YDNKF or to Saruman's Power. I know that these are strong cards but I don't think Foresee is that powerful in LotR, and this card seems very weak. I would remove the 'support area' clause and put it back at Foresee 2.
Title: Re: Light & Shadow - Uruk
Post by: sickofpalantirs on May 06, 2009, 10:52:47 AM
but brood could be used by newbies who were playing standard, or didn't want to wipe their conditions too with sarumans power, and who wouldn't be able to get YDNKF.
Title: Re: Light & Shadow - Uruk
Post by: Thranduil on May 06, 2009, 04:00:46 PM
I actually think this is a bit weak. Compare to YDNKF or to Saruman's Power. I know that these are strong cards but I don't think Foresee is that powerful in LotR, and this card seems very weak. I would remove the 'support area' clause and put it back at Foresee 2.
I have to say that this is what I thought, which led me to the original template. I think TDNKF is a balanced card, but some people seem to think that it's overpowered. I would appreciate any further opinions on this, but I'm now going to move on.

Some slightly random cards here. But let's see what you guys think of 'em.

[4] Isengard Tracker [Uruk]
Minion • Uruk-hai
Str: 9
Vit: 2
Sit: 5
Aggressor. Damage +1. Tracker (for each aggressor assigned to a skirmish, each Shadow card’s twilight cost is -1).
Each companion skirmishing this minion is resistance -2.
L C 173

[4] Isengard Lackey [Uruk]
Minion • Uruk-hai
Str: 9
Vit: 3
Sit: 5
Damage +1. Tracker.
Shadow: Exert this minion to foresee 1. If you foresee a Free Peoples card, you may reveal it to make an unbound companion resistance -3 until the regroup phase.
L U 171

[2] •Frontal Assault [Uruk]
Condition • Support Area
Engine.
While you can spot an [Uruk] minion, the minion archery total is +1.
Shadow: Discard this condition and spot an [Uruk] minion to draw 2 cards, then discard a card from hand.
L R 167
Title: Re: Light & Shadow - Uruk
Post by: sickofpalantirs on May 06, 2009, 04:20:10 PM
I actually think this is a bit weak. Compare to YDNKF or to Saruman's Power. I know that these are strong cards but I don't think Foresee is that powerful in LotR, and this card seems very weak. I would remove the 'support area' clause and put it back at Foresee 2.
I have to say that this is what I thought, which led me to the original template. I think TDNKF is a balanced card, but some people seem to think that it's overpowered. I would appreciate any further opinions on this, but I'm now going to move on.

Some slightly random cards here. But let's see what you guys think of 'em.

[4] Isengard Tracker [Uruk]
Minion • Uruk-hai
Str: 10
Vit: 2
Sit: 5
Aggressor. Damage +1. Tracker (for each aggressor assigned to a skirmish, each Shadow card’s twilight cost is -1).
Each companion skirmishing this minion is resistance -2.
L C 173
fine.

[4] Isengard Lackey [Uruk]
Minion • Uruk-hai
Str: 9
Vit: 3
Sit: 5
Damage +1. Tracker.
Shadow: Exert this minion to foresee 1. If you foresee a Free Peoples card, you may reveal it to make an unbound companion resistance -3 until the regroup phase.
L U 171
fine.

[2] Frontal Assault [Uruk]
Condition • Support Area
Engine.
While you can spot an [Uruk] minion, the minion archery total is +1.
Shadow: Discard this condition and spot an [Uruk] minion to draw 2 cards, then discard a card from hand.
L R 167
orc bowman cost 3 for a similar ability. This is an engine, and has an ability.  should be at least 3.
Title: Re: Light & Shadow - Uruk
Post by: lem0nhead on May 07, 2009, 02:47:17 AM

[4] Isengard Tracker [Uruk]
Minion • Uruk-hai
Str: 10
Vit: 2
Sit: 5
Aggressor. Damage +1. Tracker (for each aggressor assigned to a skirmish, each Shadow card’s twilight cost is -1).
Each companion skirmishing this minion is resistance -2.
L C 173

Hes a really good stock minion, therefore i think hes a bit good for 4.

[4] Isengard Lackey [Uruk]
Minion • Uruk-hai
Str: 9
Vit: 3
Sit: 5
Damage +1. Tracker.
Shadow: Exert this minion to foresee 1. If you foresee a Free Peoples card, you may reveal it to make an unbound companion resistance -3 until the regroup phase.
L U 171

Sound enough.

[3] Frontal Assault [Uruk]
Condition • Support Area
Engine.
While you can spot an [Uruk] minion, the minion archery total is +1.
Shadow: Discard this condition and spot an [Uruk] minion to draw 2 cards, then discard a card from hand.
L R 167

Rather good for a non unique card. Either unique it or make it spot an archer, are you making any uruk archers that arent isengard?

Title: Re: Light & Shadow - Uruk
Post by: Thranduil on May 07, 2009, 04:08:50 PM
Yeah, reduced Tracker's strength by 1 and made Frontal Assault unique. I'm not planning specifically on any [Uruk] archers, but if the flavour works, it will be there. You can make [Uruk] minions archers via Isengard Siege Bow already, but anyway I decided not to do that and make it unique instead!

So these cards might not be the most thrilling in the world, but let's keep going:

You may remember this guy:

[4] Quarrelsome Orc [Orc]
Minion • Orc
Str: 9
Vit: 3
Sit: 6
Traitor.
When this minion is played, choose up to 3 minions from your discard pile and stack them faceup beneath this minion.
This minion gains all the gametext keywords of minions stacked beneath it.
L R 124

Well, here is his friend:

[4] Quarrelsome Uruk [Uruk]
Minion • Uruk-hai
Str: 10
Vit: 2
Sit: 6
Damage +1. Traitor.
Shadow: Discard a minion from your hand to make this minion gain one of the following until the regroup phase: strength +2; fierce; or aggressor.
L R 175

Like the Orc, he loves picking fights with people to make him ever more fearsome! :twisted:

We'll just have the 1 I think, and then I'll finish the [Uruk] culture in the next post so we can go to more interesting things (namely [Wraith], unless I decide to keep the more interesting till last and put in sites first...)
Title: Re: Light & Shadow - Uruk
Post by: lem0nhead on May 08, 2009, 12:55:52 AM

[4] Quarrelsome Uruk [Uruk]
Minion • Uruk-hai
Str: 10
Vit: 3
Sit: 6
Damage +1. Traitor.
Shadow: Discard a minion from your hand to make this minion one of the following until the regroup phase: strength +2; fierce; or an aggressor.
L R 175

Youre missing a 'gain' in there, and you can remove the word 'an'. He seems a bit excellent for 4 cost with 3 health, i think as he is rare he would be ok with 4 cost and 10 strength if he was 2 vitality.

Title: Re: Light & Shadow - Uruk
Post by: sickofpalantirs on May 08, 2009, 09:53:14 AM
yeah I'd knock him down to 2.  whats traitor do?
I think frontal assault can be non-unique like orc bowmen, it just needs to cost more.
Title: Re: Light & Shadow - Uruk
Post by: Thranduil on May 08, 2009, 10:31:48 AM
yeah I'd knock him down to 2.  whats traitor do?
It's unloaded. What do you mean "knock him down"?

Thranduil
Title: Re: Light & Shadow - Uruk
Post by: sickofpalantirs on May 08, 2009, 10:39:38 AM
2 vitality, I was referencing Lem0n's comment.
Title: Re: Light & Shadow - Uruk
Post by: DáinIronfoot on May 08, 2009, 11:24:53 AM
I agree with both of my esteemed colleagues. :up:
Title: Re: Light & Shadow - Uruk
Post by: Thranduil on May 08, 2009, 12:10:14 PM
Okay, this will be the last of the [Uruk] culture for this set, and we're going to stick with the Cirith Ungol theme a little. As I keep saying, named characters are so much more exciting than anonymous ones, and so I definitely wanted at least 1 famous Uruk that had not had many versions at common, and so I decided to have Shagrat.

[3] Warrior of Cirith Ungol [Uruk]
Minion • Uruk-hai
Str: 6
Vit: 2
Sit: 6
Damage +1. Traitor.
This minion is strength +1 for each culture you can spot.
L C 178

[5] •Shagrat, Quarrelsome Captain [Uruk]
Minion • Uruk-hai
Str: 13
Vit: 3
Sit: 6
Damage +1. Traitor. Aggressor (for each aggressor assigned to a skirmish, each Shadow card’s twilight cost is -1).
Each time you play a minion during a skirmish phase, you may make Shagrat strength +3 until the end of that skirmish.
L C 177

And now a random utility card that embodies one of the [Uruk] culture's strengths.

(0) Hunting in Secret [Uruk]
Condition • Support Area
Search. Stealth.
Response: If an [Uruk] minion is about to take a wound, discard this condition to prevent that and foresee 2 (look at the top 2 cards of your draw deck; place any number of those cards on top of or beneath your draw deck).
L U 169
Title: Re: Light & Shadow - Uruk
Post by: sickofpalantirs on May 08, 2009, 12:19:12 PM
all fine by me!
Title: Re: Light & Shadow - Uruk
Post by: DáinIronfoot on May 08, 2009, 12:28:08 PM
Quote from: Thranduil
Okay, this will be the last of the [Uruk] culture for this set, and we're going to stick with the Cirith Ungol theme a little.

Eeeeexcellent. :twisted:

Quote from: Thranduil
[3] Warrior of Cirith Ungol [Uruk]
Minion • Uruk-hai
Str: 6
Vit: 2
Sit: 6
Damage +1. Traitor.
This minion is strength +1 for each culture you can spot.
L C 178
So he's at least 7 strength, and can get huge. Hmmm. :-k I guess it's okay at [3]. Certainly encourages a rainbow Shadow side, which is something I definitely endorse. :up:

Quote from: Thranduil
[5] •Shagrat, Quarrelsome Captain [Uruk]
Minion • Uruk-hai
Str: 13
Vit: 3
Sit: 6
Damage +1. Traitor. Aggressor (for each aggressor assigned to a skirmish, each Shadow card’s twilight cost is -1).
Each time you play a minion during a skirmish phase, you may make Shagrat strength +3 until the end of that skirmish.
L C 177
I know I don't do much with rarities, but shouldn't this be at least uncommon?

Quote from: Thranduil
(0) Hunting in Secret [Uruk]
Condition • Support Area
Search. Stealth.
Response: If an [Uruk] minion is about to take a wound, discard this condition to prevent that and foresee 2 (look at the top 2 cards of your draw deck; place any number of those cards on top of or beneath your draw deck).
L U 169
Shadow stealth? I'm intrigued....

This card is neat. I like.
Title: Re: Light & Shadow - Sites
Post by: Thranduil on May 10, 2009, 07:43:45 AM
Certainly encourages a rainbow Shadow side, which is something I definitely endorse. :up:
There are a cycle of these guys, that get stronger with Shadow cultures.

I know I don't do much with rarities, but shouldn't this be at least uncommon?
Possibly the ability is a bit more uncommon, but I wanted an awesome named Uruk at common. I will give some thought to this.

Shadow stealth? I'm intrigued....
Well, like I said, I'm not planning on making a big deal out of these, it's just that I'm putting keywords wherever the flavour makes sense. Uruks have to be at least a little stealthy to be trackers!

I would still appreciate any more comments on those above cards, and it seems that I have now decided to get the boring stuff out of the way first. There are 8 sites, and I will post them all at once (they don't require an awful lot of comment, I hope).

I had some trouble with names. Basically, I made the texts first, then went through pre-Shadows sites to see if I could find titles to fit my texts, and if not make up my own. Obviously any suggestions you have will be greatly appreciated.

(W) •Amon Hen (0)
Battleground.
Corrupted companions cannot be assigned to a skirmish by the Free Peoples player (companions with resistance 0 are corrupted).
L U 203

(W) •Anduin Shores [2]
River.
When the fellowship moves to this site, each player may foresee 2 (look at the top 2 cards of their draw deck; place any number of them on top of or beneath their draw deck).
L U 204

(W) •Frodo’s Chambers [3]
Dwelling.
Each companion (except the Ring-bearer) is resistance +2.
L U 205

(W) •Galadriel’s Glade [1]
Forest.
Each player must keep the top card of their draw deck face up.
L U 206

(W) •The Golden Wood [3]
Forest.
Companions with resistance 7 or more cannot take wounds during skirmish phases.
L U 207

(W) •Isen Banks (0)
Battleground. River.
Skirmish: Exert your minion (except an enduring minion) to add [1].
L U 208

(W) •The Redhorn Gate [2]
Underground.
When the fellowship moves to this site, each player must place 1 card from their hand on top of their draw deck.
L U 209

(W) •Pelennor Battlefield [1]
Battleground. Plains.
Each card is twilight cost -1 during the skirmish phase.
L U 210
Title: Re: Light & Shadow - Sites
Post by: sickofpalantirs on May 10, 2009, 03:02:15 PM


(W) •Anduin Shores [1]
River.
When the fellowship moves to this site, each player may foresee 2 (look at the top 2 cards of their draw deck; place any number of them on top of or beneath their draw deck).
L U 204
should cost 2.


(W) •Galadriel’s Glade [2]
Forest.
Each player must keep the top card of their draw deck face up.
L U 206
that could be 1 probably...could go either way.

(W) •Isen Banks (0)
Battleground. River.
Skirmish: Exert your minion to add [1].
L U 208
except an enduring minion.

Title: Re: Light & Shadow - Sites
Post by: Anvar on May 10, 2009, 03:50:42 PM
I like these. I find sites hard to comment on but these seem fun and relevant.
Title: Re: Light & Shadow - Sites
Post by: DáinIronfoot on May 11, 2009, 11:08:10 AM
Like Anvar said, I find sites can be difficult to review (and design, for that matter), but I'll give it a shot....

Quote from: Thranduil
(W) •Amon Hen (0)
Battleground.
Corrupted companions cannot be assigned to a skirmish by the Free Peoples player (companions with resistance 0 are corrupted).
L U 203
You're redefining corrupted a bit, which seems more likely to cause potential trouble than it may be worth. Why not just say "Companions with resistance 0 cannot be assigned to a skirmish by the Free Peoples player"?

Quote from: Thranduil
(W) •Anduin Shores [1]
River.
When the fellowship moves to this site, each player may foresee 2 (look at the top 2 cards of their draw deck; place any number of them on top of or beneath their draw deck).
L U 204
Nifty. But SoP may have a point with the Shadow number.

Quote from: Thranduil
(W) •Frodo’s Bedroom [3]
Dwelling.
Each companion (except the Ring-bearer) is resistance +2.
L U 205
"Frodo's Chambers" or something like that sounds better, but that's a very small thing. Seems fine to me, though [2] might be better.

Quote from: Thranduil
(W) •Galadriel’s Glade [2]
Forest.
Each player must keep the top card of their draw deck face up.
L U 206
Iiiiiiinteresting. Hard to judge the Shadow number on this one, but middle of the road ([2] or [1]) is a good rule of thumb for ground-breaking sites like this. Depends on who this hurts more, I guess.

Quote from: Thranduil
(W) •The Golden Wood [3]
Forest.
Companions with resistance 7 or more cannot take wounds during skirmish phases.
L U 207
Ironically helps Hobbits more than anyone else (Elves included!), but that's not really your fault. Probably good at [3].

Quote from: Thranduil
(W) •Isen Banks (0)
Battleground. River.
Skirmish: Exert your minion to add [1].
L U 208
Yeah, much as I would love the evilness of this plus, say, Shelob (Sting of Shelob AND a +14 strength boost...yes, please! :twisted:), I agree with SoP...no enduring guys here.

Quote from: Thranduil
(W) •The Redhorn Gate [2]
Underground.
When the fellowship moves to this site, each player must place 1 card from their hand on top of their draw deck.
L U 209
Again, iiiiinteresting. Sadly I can't think of much else to say.

Quote from: Thranduil
(W) •Pelennor Battlefield [1]
Battleground. Plains.
Each card is twilight cost -1 during the skirmish phase.
L U 210
Nice! Maybe [2], though.
Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 11, 2009, 11:38:41 AM
Okay, fantastic. Thanks guys! That wraps up the sites, and so now we can move into something more inspiring and significantly more evil! :twisted:

First, let's have some Shadow cycle components: a 6-companion hate and a resistance reducer.

[1] Unearthly Senses [Wraith]
Condition • Support Area
Spell.
When you play this condition, you may foresee 1.
While you can spot 6 companions and a Nazgûl, each companion (except the Ring-bearer) is resistance -1.
“From inside the hood came a noise as of someone sniffing to catch an elusive scent…”
L C 200

[3] Terror [Wraith]
Condition • Unbound Companion
Res: -3
Spell.
To play, spot a [Wraith] minion. Limit 1 per bearer.
Skirmish: Play this condition from your hand.
“As soon as he saw the dark shapes creep from the garden, he knew that he must run for it, or perish.”
L C 189

And now we might as well have some Witch-Kings to really bring us into the realm of twilight. I thought long and hard whether I wanted to use the twilight keyword on the Nazgûl. As you will see, I didn't, and later you'll also see why. But this is an example of how important I think it is to have awesome named characters at common, and so there is a rare and common Wikkie.

@ Dáin: I know you raised something about my use of "corrupted" on Amon Hen. I think it's a clean way to refer to this, is very simple to extend from just Ring-bearers, and it represents something flavourful, and so I'm quite keen on it. There isn't that much in this set that uses it, but if I were to make a follow-up set, it would be called "The Twilight World" and would use corruption as a trigger in a big way. For now, it's just a bit of a splash on [Wraith] cards.

[8] •The Witch-king, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, Nazgûl cannot take wounds.
Assignment: Exert The Witch-king twice to assign him to a companion (except the Ring-bearer). Unless that companion is corrupted, he or she may exert to prevent this.
“He sprang forward and bore down on Frodo.”
L R 201
Title: Re: Light & Shadow - Wraith
Post by: DáinIronfoot on May 11, 2009, 11:50:55 AM
Quote from: Thranduil
Okay, fantastic. Thanks guys! That wraps up the sites, and so now we can move into something more inspiring and significantly more evil! :twisted:
Oh dear. Well, someone was just lurking over the computer and waiting for a review so he could pounce at a set of cards he's obviously excited about. Not that I have ANY idea what that feels like.... :whistle:

Quote from: Thranduil
[1] Unearthly Senses [Wraith]
Condition • Support Area
Spell.
When you play this condition, you may foresee 1.
While you can spot 6 companions and a [Wraith] minion, each companion (except the Ring-bearer) is resistance -1.
“From inside the hood came a noise as of someone sniffing to catch an elusive scent…”
L C 200
I think the first line needs a little cultural enforcement. Perhaps just spot a [Wraith] minion to play this in the first place? Also, this doesn't make tons of sense with [Wraith] Orcs, so perhaps spot a Nazgul or Wraith for the second part?

Quote from: Thranduil
[3] Terror [Wraith]
Condition • Companion
Res: -3
Spell.
Plays only on a companion skirmishing a [Wraith] minion. Limit 1 per bearer.
Skirmish: Play this condition from your hand.
“As soon as he saw the dark shapes creep from the garden, he knew that he must run for it, or perish.”
L C 189
I'd limit it to unbound companions. This is too devastating if played on the Ring-bearer.

Quote from: Thranduil
@ Dáin: I know you raised something about my use of "corrupted" on Amon Hen. I think it's a clean way to refer to this, is very simple to extend from just Ring-bearers, and it represents something flavourful, and so I'm quite keen on it. There isn't that much in this set that uses it, but if I were to make a follow-up set, it would be called "The Twilight World" and would use corruption as a trigger in a big way. For now, it's just a bit of a splash on [Wraith] cards.
Fair enough. But I now have a new protest: NOT bringing back twilight. Come on, man! I thought we were finally on the same page with keywords.

I'll hold off real protest until I see your further explanation later, though. Just hope it's a good reason. ;)

Quote from: Thranduil
[8] •The Witch-King, Shadow of !Despair [Wraith]
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 3
Fierce.
Each companion skirmishing The Witch-King is resistance -2.
While skirmishing a corrupted companion, The Witch-King is strength +2 and damage +1 (companions with resistance 0 are corrupted).
“… his terror was swallowed up in a sudden temptation to put on the Ring.”
L C 202
Minor point first: "king" ain't capitalized. I know, it probably should be, but since it isn't on Big D's cards....

That first part is brutal with the Ring-bearer, but since you've likely got lots of other problems if Wikkie is assigned to the Ring-bearer anyway :P, I'll leave it be. Overall a fine card, but with the apparent ease in which you can get 0 resistance companions, perhaps make this a rare exception to the fierce rule and leave that off? I'm just worried he's too good as a common otherwise.

Quote from: Thranduil
[8] •The Witch-King, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, Nazgûl cannot take wounds.
Assignment: Exert The Witch-King twice to assign him to a companion (except the Ring-bearer). Unless that companion is corrupted, he or she may exert to prevent this.
“He sprang forward and bore down on Frodo.”
L R 201
See, maybe I'm nuts, but I think this actually works better as the common and the other as the rare, unless you have several cards that make the Ring be worn. This is balanced just fine, but with the easy out for the FP player on the assignment ability and the general difficultly of forcing the first line to work, this version seems less powerful to me than the other.
Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 11, 2009, 12:00:57 PM
I think the first line needs a little cultural enforcement. Perhaps just spot a [Wraith] minion to play this in the first place? Also, this doesn't make tons of sense with [Wraith] Orcs, so perhaps spot a Nazgul or Wraith for the second part?
Yeah, it was Nazgûl to start with, but then I changed it last minute. Will change it back.

Fair enough. But I now have a new protest: NOT bringing back twilight. Come on, man! I thought we were finally on the same page with keywords.

I'll hold off real protest until I see your further explanation later, though. Just hope it's a good reason. ;)
There's a very good reason! ;) It's a card which deals with twilight and means that it doesn't have to go on the Nazgûl. Basically, I didn't want to put straight on Nazgûl because not all Nazgûl have it, and really the flavour suggests that they all should have it. I guess I'll post the card (Call of the Ring) next.

That first part is brutal with the Ring-bearer, but since you've likely got lots of other problems if Wikkie is assigned to the Ring-bearer anyway :P, I'll leave it be. Overall a fine card, but with the apparent ease in which you can get 0 resistance companions, perhaps make this a rare exception to the fierce rule and leave that off? I'm just worried he's too good as a common otherwise.

See, maybe I'm nuts, but I think this actually works better as the common and the other as the rare, unless you have several cards that make the Ring be worn. This is balanced just fine, but with the easy out for the FP player on the assignment ability and the general difficultly of forcing the first line to work, this version seems less powerful to me than the other.
It's not a question of power level here, it's a question of simplicity. The way I see it, common cards are straightforward and give statement of strategy and culture. Rares, on the other hand, allow you to do something a bit crazy and different and fun. That's why I chose those rarities for them.

However, it may well be that the common WK is just too strong a card and/or the rare one is too weak. But, bear in mind there is a lot of wearing The One Ring in this set (one of the main themes, in fact) including some things like Resistance Becomes Unbearable and the Twilight World, and various others.

Thranduil
Title: Re: Light & Shadow - Wraith
Post by: DáinIronfoot on May 11, 2009, 12:05:17 PM
Very well...!Drawn to Its Power is probably okay at rare then. But Shadow of !Despair is just too powerful for a common, I think. I'd drop one of the lines or, perhaps even better, drop fierce. But that's me. Don't do anything drastic until you get another review or two.
Title: Re: Light & Shadow - Wraith
Post by: FM on May 12, 2009, 08:42:33 AM
I like the cards, although I think Unearthly Senses, even not being unique, is quite subpar. Also, I'm not fond of a fierce, str. 14 minion at common, but that's just me.
Title: Re: Light & Shadow - Wraith
Post by: sickofpalantirs on May 12, 2009, 10:42:04 AM


[1] Unearthly Senses [Wraith]
Condition • Support Area
Spell.
When you play this condition, you may foresee 1.
While you can spot 6 companions and a Nazgûl, each companion (except the Ring-bearer) is resistance -1.
“From inside the hood came a noise as of someone sniffing to catch an elusive scent…”
L C 200
fine...though it almost seems like it should be unique.

[3] Terror [Wraith]
Condition • Unbound Companion
Res: -3
Spell.
To play, spot a [Wraith] minion. Limit 1 per bearer.
Skirmish: Play this condition from your hand.
“As soon as he saw the dark shapes creep from the garden, he knew that he must run for it, or perish.”
L C 189
doesn't it have to be plays on an unbound companion? or does your way work?

[8] •The Witch-King, Shadow of !Despair [Wraith]
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 3
Fierce.
Each companion skirmishing The Witch-King is resistance -2.
While skirmishing a corrupted companion, The Witch-King is strength +2 and damage +1 (companions with resistance 0 are corrupted).
“… his terror was swallowed up in a sudden temptation to put on the Ring.”
L C 202
yar should be U methinks. 

[8] •The Witch-King, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, Nazgûl cannot take wounds.
Assignment: Exert The Witch-King twice to assign him to a companion (except the Ring-bearer). Unless that companion is corrupted, he or she may exert to prevent this.
“He sprang forward and bore down on Frodo.”
L R 201
fine.
Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 12, 2009, 11:31:48 AM
doesn't it have to be plays on an unbound companion? or does your way work?
Well, given that I'm essentially defining how that sub-type bar works, then the answer is yes! :P "Condition • Unbound Companion" means that it can only be played on unbound companions.

yar should be U methinks.
Yeah, I was not happy with a damage bonus on a common [Wraith] card, so I now how a new build. I think that you can't have the Witch-King as anything other than fierce, otherwise it's really disappointing, so what I've done is this:

[8] •The Witch-king, Shadow of !Despair [Wraith]
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 3
Fierce.
Each companion skirmishing The Witch-king is resistance -2.
While skirmishing a corrupted companion, The Witch-king is strength +2 (companions with resistance 0 are corrupted).
“… his terror was swallowed up in a sudden temptation to put on the Ring.”
L C 202

This is still quite powerful, but I imagine it will be tough to get companions to resistance 2 (let alone 0) and then the FP player has to assign those guys to The Witch-King. What do we think?

:gp: to all those reviewers - thanks guys!

Now we move onto the card I've been raving about, and hopefully it will not be a disappointment. So, I wanted twilight to be in the set (because the set is very much about The One Ring), but I didn't want to limit it just to Nazgûl, because that's a bit crap and exactly what I'm trying not to do in this set, so I stuck it on pretty much every card involving The One Ring. Then, when it came to Nazgûl, I didn't want to put it on because most Nazgûl do not have it, even though flavour kind of suggests that they should. So then I went back to square 1 thinking exactly what the flavour of twilight was representing, and then I had it, with this card:

[1] Call of the Ring [Wraith]
Condition • Support Area
Spell. Twilight.
While the Ring-bearer is wearing The One Ring, the Ring-bearer and each Nazgûl gains twilight.
“Their cold eyes glittered, and they called to him with fell voices.”
L U 180

So Frodo puts on The One Ring, and suddenly the Nazgûl turn all white and shiny. Good?

Of course, this screws up Resistance Becomes Unbearable, which is why there's also this card in the set:

[1] Dark Voices [Wraith]
Event • Maneuver
Spell. Twilight.
Exert a Nazgûl to exert the Ring-bearer. If the Ring-bearer is then exhausted, he or she puts on The One Ring until the regroup phase. That Nazgûl loses fierce and cannot gain fierce until the regroup phase.
“Frodo thought that he heard a faint hiss as of venomous breath and felt a thin piercing chill.”
L U 183

Too good? Should it be a on a par with RBU rather than straight better?

And we'll also have a reprint, while on the subject, I suppose. Though I have added a keyword - do you think that's okay?

(0) The Twilight World [Wraith] (reprint)
Event • Response
Twilight.
If the Ring-bearer puts on The One Ring, exert a Nazgûl to add 2 burdens.
“He could see them clearly now: they appeared to have cast aside their hoods and black cloaks, and they were robed in white and grey.”
L R 191
Title: Re: Light & Shadow - Wraith
Post by: sickofpalantirs on May 12, 2009, 12:37:54 PM
doesn't it have to be plays on an unbound companion? or does your way work?
Well, given that I'm essentially defining how that sub-type bar works, then the answer is yes! :P "Condition • Unbound Companion" means that it can only be played on unbound companions.

yar should be U methinks.
Yeah, I was not happy with a damage bonus on a common [Wraith] card, so I now how a new build. I think that you can't have the Witch-King as anything other than fierce, otherwise it's really disappointing, so what I've done is this:

[8] •The Witch-king, Shadow of !Despair [Wraith]
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 3
Fierce.
Each companion skirmishing The Witch-king is resistance -2.
Each corrupted companion skirmishing The Witch-king is strength -2 (companions with resistance 0 are corrupted).
“… his terror was swallowed up in a sudden temptation to put on the Ring.”
L C 202
strength -2 is too powerful, easy for overwhelming. making him +2 would be fine.  I still don't like the idea of a C WK though...


[1] Call of the Ring [Wraith]
Condition • Support Area
Spell. Twilight.
While the Ring-bearer is wearing The One Ring, the Ring-bearer and each Nazgûl gains twilight.
“Their cold eyes glittered, and they called to him with fell voices.”
L U 180
THAT is kewl.

[1] Dark Voices [Wraith]
Event • Maneuver
Spell. Twilight.
Exert a Nazgûl to exert the Ring-bearer. If the Ring-bearer is then exhausted, he or she puts on The One Ring until the regroup phase.
“Frodo thought that he heard a faint hiss as of venomous breath and felt a thin piercing chill.”
L U 183
fine.
Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 12, 2009, 12:46:21 PM
strength -2 is too powerful, easy for overwhelming. making him +2 would be fine.  I still don't like the idea of a C WK though...
I can tell you why I am very sure that there should be a common WK - it's the same reason why there should be a common Balrog, a common Gandalf, Aragorn, Shagrat etc. People want to play named characters, and wherever possible players want awesome characters from the books or film. Having one of the most awesome characters at common (ie. very readily available) is very important for players' experiences of the game. Star Wars CCG suffered from this problem, that all of the Lukes and Vaders were rare - what's the point of playing SW if you can't get your hands on the main characters?

Thranduil
Title: Re: Light & Shadow - Wraith
Post by: DáinIronfoot on May 12, 2009, 01:45:14 PM
Quote from: Thranduil
[8] •The Witch-king, Shadow of !Despair [Wraith]
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 3
Fierce.
Each companion skirmishing The Witch-king is resistance -2.
While skirmishing a corrupted companion, The Witch-king is strength +2 (companions with resistance 0 are corrupted).
“… his terror was swallowed up in a sudden temptation to put on the Ring.”
L C 202
Yeah, I like it better at +2 rather than -2. Good stuff now. :up:

Quote from: Thranduil
[1] Call of the Ring [Wraith]
Condition • Support Area
Spell. Twilight.
While the Ring-bearer is wearing The One Ring, the Ring-bearer and each Nazgûl gains twilight.
“Their cold eyes glittered, and they called to him with fell voices.”
L U 180
This makes all the old-school twilight cards (especially His Terrible Servants and Wraith-world) much, MUCH more powerful, but this card is so cool I can't bring myself to fault it for that. Bravo!

Quote from: Thranduil
[1] Dark Voices [Wraith]
Event • Maneuver
Spell. Twilight.
Exert a Nazgûl to exert the Ring-bearer. If the Ring-bearer is then exhausted, he or she puts on The One Ring until the regroup phase.
“Frodo thought that he heard a faint hiss as of venomous breath and felt a thin piercing chill.”
L U 183
Hmmm. The nice thing about RBU is that it's limited to such a small group of Nazzies. This just seems WAY too easy. Perhaps also make that Nazzie lose fierce until regroup or exert it twice instead or something.

Quote from: Thranduil
(0) The Twilight World [Wraith] (reprint)
Event • Response
Twilight.
If the Ring-bearer puts on The One Ring, exert a Nazgûl to add 2 burdens.
“He could see them clearly now: they appeared to have cast aside their hoods and black cloaks, and they were robed in white and grey.”
L R 191
No qualms on the keyword add...I've actually done the some thing with a couple of my reprints as well. Definitely need to nerf Dark Voices a bit now, however. Otherwise, you're really cranking up the ease of Nazzies burdening you to death to OP levels.
Title: Re: Light & Shadow - Wraith
Post by: Gerontius on May 12, 2009, 05:30:50 PM
WK, Shadow of Despair- Fine with me.
WK, Drawn to its Power- I'm not sure about the second effect. I would say one exertion to assign, one to cancel, and make it limit once per phase.
Call of The Ring- Sweet!
Dark Voices- I agree with Dain. What you've added already makes the Twilight Nazgul deck very powerful, adding this is kind of crazy.

Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 13, 2009, 12:01:41 AM
Okay, I've taken your points on Dark Voices and I've used DI's losing fierce clause so that it becomes less appealing to use this card with non-twilight Nazgûl. Is this okay?

Thranduil
Title: Re: Light & Shadow - Wraith
Post by: DáinIronfoot on May 13, 2009, 09:10:46 AM
Yes. In my opinion, that's much better now. :up:
Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 13, 2009, 10:05:36 AM
I've been doing a little reshuffling, removing as much cultural restrictions as I feel I can get away with. But actually, that has nothing to do with this post, and for now it's just a couple of searchy stealthy cards! The condition is a sort of mirror for a [Shire] card seen a little bit earlier.

(0) !Relentless Shadows [Wraith]
Event • Response
Stealth.
If the Ring-bearer puts on The One Ring, spot a [Wraith] minion to play a minion from your hand; its twilight cost is -1 for each burden (limit -4).
“‘… there was a sort of deeper shade among the shadows across the road, just beyond the edge of the lamplight.’”
L U 187

[1] Secretly Searching [Wraith]
Event • Shadow
Search.
Spot a Nazgûl to foresee 2 (look at the top 2 cards of your draw deck; place any number of them on top of or beneath your draw deck). Then you may draw a card.
“As soon as his back was turned, a dark figure climbed quickly in over the gate and melted into the shadows of the village street.”
L U 188

[1] Hunting for the Ring [Wraith]
Condition • Support Area
Search.
When you play this condition, you may foresee 1.
Each time you play a search card, you may spot a Nazgûl to foresee 1 (look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
“… there black figures entered, like shades of night creeping across the ground.”
L C 185
Title: Re: Light & Shadow - Wraith
Post by: DáinIronfoot on May 13, 2009, 10:21:30 AM
Quote from: Thranduil
(0) !Relentless Shadows [Wraith]
Event • Response
Stealth.
If the Ring-bearer puts on The One Ring, play a [Wraith] minion from your hand; its twilight cost is -4.
“‘… there was a sort of deeper shade among the shadows across the road, just beyond the edge of the lamplight.’”
L U 187
Yowch! Perhaps make it -1 for each burden with a max of -4. Then it's not quite as brutal early on if you get lucky card drawing.

Quote from: Thranduil
[1] Secretly Searching [Wraith]
Event • Shadow
Search.
Spot a Nazgûl to foresee 2 (look at the top 2 cards of your draw deck; place any number of them on top of or beneath your draw deck). Then you may draw a card.
“As soon as his back was turned, a dark figure climbed quickly in over the gate and melted into the shadows of the village street.”
L U 188
Seems alright, yeah.

Quote from: Thranduil
[1] Hunting for the Ring [Wraith]
Condition • Support Area
Search.
When you play this condition, you may foresee 1 (look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
Each time you play a search card, you may spot a Nazgûl to add [1].
“… there black figures entered, like shades of night creeping across the ground.”
L C 185
Needs to be unique, or else this becomes a way to generate ridiculous amounts of twilight. Either that or MAYBE you could get away with exerting the Nazzie instead, but even that seems too easy for culture that's already very good at cheaping and swarming.
Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 13, 2009, 10:24:26 AM
Made a couple of changes. Good changes?

Thranduil
Title: Re: Light & Shadow - Wraith
Post by: sickofpalantirs on May 13, 2009, 11:19:37 AM
I've been doing a little reshuffling, removing as much cultural restrictions as I feel I can get away with. But actually, that has nothing to do with this post, and for now it's just a couple of searchy stealthy cards! The condition is a sort of mirror for a [Shire] card seen a little bit earlier.

(0) !Relentless Shadows [Wraith]
Event • Response
Stealth.
If the Ring-bearer puts on The One Ring, spot a [Wraith] minion to play a minion from your hand; its twilight cost is -1 for each burden (limit -4).
“‘… there was a sort of deeper shade among the shadows across the road, just beyond the edge of the lamplight.’”
L U 187
fine.

[1] Secretly Searching [Wraith]
Event • Shadow
Search.
Spot a Nazgûl to foresee 2 (look at the top 2 cards of your draw deck; place any number of them on top of or beneath your draw deck). Then you may draw a card.
“As soon as his back was turned, a dark figure climbed quickly in over the gate and melted into the shadows of the village street.”
L U 188
fine

[1] Hunting for the Ring [Wraith]
Condition • Support Area
Search.
When you play this condition, you may foresee 1 (look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
Each time you play a search card, you may spot a Nazgûl and discard this condition to add [2].
“… there black figures entered, like shades of night creeping across the ground.”
L C 185
it strikes me that it should be unique...otherwise four of these at once would kill...
Title: Re: Light & Shadow - Wraith
Post by: lem0nhead on May 14, 2009, 02:01:15 AM

(0) !Relentless Shadows [Wraith]
Event • Response
Stealth.
If the Ring-bearer puts on The One Ring, spot a [Wraith] minion to play a minion from your hand; its twilight cost is -1 for each burden (limit -4).
“‘… there was a sort of deeper shade among the shadows across the road, just beyond the edge of the lamplight.’”
L U 187

Meh, hand clog.

[1] Secretly Searching [Wraith]
Event • Shadow
Search.
Spot a Nazgûl to foresee 2 (look at the top 2 cards of your draw deck; place any number of them on top of or beneath your draw deck). Then you may draw a card.
“As soon as his back was turned, a dark figure climbed quickly in over the gate and melted into the shadows of the village street.”
L U 188


Alright, dunno if its worth using for 1.


[1] Hunting for the Ring [Wraith]
Condition • Support Area
Search.
When you play this condition, you may foresee 1 (look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
Each time you play a search card, you may spot a Nazgûl and discard this condition to add [2].
“… there black figures entered, like shades of night creeping across the ground.”
L C 185

Again not sure id use it.

Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 14, 2009, 02:59:11 AM
I've changed Hunting for the Ring again, and I really should have thought of this build to start with. Nevertheless, I'm quite happy to have these as bad cards, so I'll move onto some Nazgûl with a common theme:

[4] •Úlairë Lemenya, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, Úlairë Lemenya is strength +3.
“His enemies laughed at him with a harsh and chilling laughter.”
L C 195

[5] •Úlairë Nelya, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 2
Fierce.
While the Ring-bearer wears The One Ring, Úlairë Nelya is strength +1 and an aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
“… three or four tall black figures were standing there on the slope, looking down on them.”
L C 196

[4] •Úlairë Otsëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 3
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, each unbound companion is resistance -2.
“Terror overcame Merry and Pippin, and they threw themselves flat on the ground.”
L U 198
Title: Re: Light & Shadow - Wraith
Post by: DáinIronfoot on May 14, 2009, 08:08:14 AM
The new HftR is much, much better. :up:

Quote from: Thranduil
[4] •Úlairë Lemenya, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
While the Ring-bearer wears The One Ring, Úlairë Lemenya is strength +3 and fierce..
“His enemies laughed at him with a harsh and chilling laughter.”
L C 195

[5] •Úlairë Nelya, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 2
While the Ring-bearer wears The One Ring, Úlairë Nelya is fierce and an aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
“… three or four tall black figures were standing there on the slope, looking down on them.”
L C 196

[4] •Úlairë Otsëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 3
Sit: 3
While the Ring-bearer wears The One Ring, each unbound companion is resistance -2.
“Terror overcame Merry and Pippin, and they threw themselves flat on the ground.”
L U 198

I actually think these guys are rather...meh. I'd like them better if they were fierce by default and gained twilight (along with the other benefits listed) while the Ring was on. Yes, I know you have twilight covered by CotR, but it would still add a nice flavor to these guys, who could basically have their own built-in CotR then instead and possibly save on deck space.

So, Lemenya would gain strength +3 and twilight, Nelya would gain aggressor and twilight, and Otsëa would still make companions lose resistance but gain twilight as well. All would start out fierce, and thus still have a little more use if things don't go perfectly according to plan. Otherwise I see you kind of throwing them away while you wait for a card that forces the RB to wear the Ring. At least with fierce you'd have decent Nazzies on their own.

Don't get me wrong: I like the overall idea you're going for here. I just think they need a little extra oomph, or else they're pretty useless while you wait for the perfect combo to show up.
Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 14, 2009, 08:48:06 AM
I take your points, and you could well be right. I'd like to hear some other opinions on this first before I change anything, though. :gp:

Thranduil
Title: Re: Light & Shadow - Wraith
Post by: Anvar on May 14, 2009, 10:22:35 AM
I think I agree that they could all do with being naturally fierce. Non-fierce nazgul are generally not very useful. I would however leave off twilight for your condition (which I love by the way, and can't believe that that card has never been made before! That's what In Twilight should have done).

Anvar
Title: Re: Light & Shadow - Wraith
Post by: lem0nhead on May 15, 2009, 02:04:27 AM
I've changed Hunting for the Ring again, and I really should have thought of this build to start with. Nevertheless, I'm quite happy to have these as bad cards, so I'll move onto some Nazgûl with a common theme:

[4] •Úlairë Lemenya, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, Úlairë Lemenya is strength +3.
“His enemies laughed at him with a harsh and chilling laughter.”
L C 195

Sound, id add damage +1 with the ring on as well.

[5] •Úlairë Nelya, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 2
Fierce.
While the Ring-bearer wears The One Ring, Úlairë Nelya is strength +1 and an aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
“… three or four tall black figures were standing there on the slope, looking down on them.”
L C 196

Hmmm i was goin to add something similar to the above, as i feel they arent particulalry good as the rb doesnt often wear the ring. So i suppose it depends on how easy u can force the rb to wear it.

[4] •Úlairë Otsëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 3
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, each unbound companion is resistance -2.
“Terror overcame Merry and Pippin, and they threw themselves flat on the ground.”
L U 198

Ditto above, so maybe -3.

Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 15, 2009, 03:02:51 AM
Hmmm.... I'm not sure what to do about these guys now. I don't really want to put damage +1 on common Wraith cards, so I'm racking my brain to give them something else... I will think on these, and in the meantime any further suggestions would be greatly appreciated. :gp: to all!

I think I've got to rethink some of the other Nazgûl as well. I'll get back to you. For now, some random cards:

[1] Nazgûl Steed [Wraith]
Possession • Mount
Str: +1
Bearer must be a Nazgûl.
Bearer is an aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
“At the same moment the black horses leaped down the hill in pursuit...”
L C 186

[1] Timeworn Blade [Wraith]
Possession • Hand Weapon
Bearer must be a [Wraith] minion.
Bearer is strength +1 for each wound on the Ring-bearer.
“Swords were naked in their pale hands…”
L U 190

[2] Deadly !Fear [Wraith]
Condition • Support Area
Spell.
While the Ring-bearer is wearing The One Ring, each companion skirmishing a Nazgûl loses !unyielding and cannot gain !unyielding.
If this card is foreseen, you may spot a [Wraith] card and discard this card to add a burden.
“‘Suddenly I shivered and felt that something horrible was creeping near…’”
L R 182

Now I wanted a card that made people lose unyielding, but I wasn't sure what the trigger should be (burdens seem a little weird because that's exactly what they're immune to!). Any better thoughts?
Title: Re: Light & Shadow - Wraith
Post by: DáinIronfoot on May 15, 2009, 05:55:27 AM
Quote from: Thranduil
Hmmm.... I'm not sure what to do about these guys now. I don't really want to put damage +1 on common Wraith cards, so I'm racking my brain to give them something else... I will think on these, and in the meantime any further suggestions would be greatly appreciated.
I think that, as commons, they're fine as is. If they were uncommon (or better), then yes, they might need a little more. But I don't think you need to change a thing, personally.

Quote from: Thranduil
[1] Nazgûl Steed [Wraith]
Possession • Mount
Str: +1
Bearer must be a Nazgûl.
Bearer is an aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
“At the same moment the black horses leaped down the hill in pursuit...”
L C 186
Good enough.

Quote from: Thranduil
[1] Timeworn Blade [Wraith]
Possession • Hand Weapon
Bearer must be a [Wraith] minion.
Bearer is strength +1 for each wound on the Ring-bearer.
“Swords were naked in their pale hands…”
L U 190
Should "timeworn" be one word? :-k Otherwise seems fine. I love this with the old-school twilight Nazzies. :twisted:

Quote from: Thranduil
[2] Deadly !Fear [Wraith]
Condition • Support Area
Spell.
While you can spot 3 burdens, each companion skirmishing a Nazgûl loses !unyielding and cannot gain !unyielding.
If this card is foreseen, you may spot a [Wraith] card and discard this card to add a burden.
“‘Suddenly I shivered and felt that something horrible was creeping near…’”
L R 182
I like how it sets itself up. I would use it for the burden-adding, but the other (main?) part is a nice bonus, I suppose.
Title: Re: Light & Shadow - Wraith
Post by: lem0nhead on May 15, 2009, 07:02:22 AM
Yeah Di has said it all.
Title: Re: Light & Shadow - Wraith
Post by: FM on May 15, 2009, 07:55:43 AM
[1] Nazgûl Steed [Wraith]
Possession • Mount
Str: +1
Bearer must be a Nazgûl.
Bearer is an aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
“At the same moment the black horses leaped down the hill in pursuit...”
L C 186

For flavor, I'd discard the mounts if at a River. ;)

[1] Timeworn Blade [Wraith]
Possession • Hand Weapon
Bearer must be a [Wraith] minion.
Bearer is strength +1 for each wound on the Ring-bearer.
“Swords were naked in their pale hands…”
L U 190

I don't like an uncommon weapond with a cost than can give no bonus if the setting is not right. I'd change it a bit and give it inherent strength, plus part of Ulaire Nelya, Ringwraith in Twilight's text, giving a damage +1 bonus for 2 wounds on the Ring-bearer.

[2] Deadly !Fear [Wraith]
Condition • Support Area
Spell.
While you can spot 3 burdens, each companion skirmishing a Nazgûl loses !unyielding and cannot gain !unyielding.
If this card is foreseen, you may spot a [Wraith] card and discard this card to add a burden.
“‘Suddenly I shivered and felt that something horrible was creeping near…’”
L R 182

Wounds on the ring-bearer?
Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 15, 2009, 10:09:35 AM
Some interesting thoughts here, I will think on them. But I also am going to post more stuff for the weekend:

[4] •Úlairë Nertëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
Each time Úlairë Nertëa wins a skirmish, you may exert him to wound the Ring-bearer.
“He reined his horse in, and halted, swaying in his saddle.”
L C 197

[6] •Úlairë Enquëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 11
Vit: 4
Sit: 3
Fierce.
When you play Úlairë Enquëa, you may foresee 1 for each companion over 6.
Each time Úlairë Enqëa wins a skirmish, you may exert him to wound the Ring-bearer.
“… they saw on the top of the hill something small and dark against the glimmer of the moonrise.”
L U 194

[6] •Úlairë Toldëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce.
While the Ring-bearer is exhausted, Úlairë Toldëa’s twilight cost is -3.
Response: If the Ring-bearer puts on The One Ring, exert a Nazgûl to play Úlairë Toldëa from your discard pile.
“There seemed no chance of reaching the Ford before he was cut off by the others that had lain in ambush.”
L R 199
Title: Re: Light & Shadow - Wraith
Post by: DáinIronfoot on May 15, 2009, 10:30:58 AM
Quote from: Thranduil
[4] •Úlairë Nertëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
Each time Úlairë Nertëa wins a skirmish, you may exert him to wound the Ring-bearer.
“He reined his horse in, and halted, swaying in his saddle.”
L C 197
I know you're not a fan of commons having two abilities, but perhaps tie him in with the other commons by healing him whenever the Ring-bearer puts on The Ring? It's okay as is, especially for a common, but that would REALLY make things interesting. :twisted:

Quote from: Thranduil
[6] •Úlairë Enquëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 11
Vit: 4
Sit: 3
Fierce.
When you play Úlairë Enquëa, you may foresee 1 for each companion over 6.
Each time Úlairë Enqëa wins a skirmish, you may exert him to wound the Ring-bearer.
“… they saw on the top of the hill something small and dark against the glimmer of the moonrise.”
L U 194
With Enquëa's high vitality, the direct wounding seems a little too harsh here. Perhaps exert him twice, or change the RB wounding to exerting.

Quote from: Thranduil
[6] •Úlairë Toldëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce.
While the Ring-bearer is exhausted, Úlairë Toldëa’s twilight cost is -3.
Skirmish: If the Ring-bearer is wearing The One Ring, spot a Nazgûl to play Úlairë Toldëa from your discard pile.
“There seemed no chance of reaching the Ford before he was cut off by the others that had lain in ambush.”
L R 199
Ah, and now all that wounding/exerting comes together. I'm back on forth on the balance of the skirmish ability, since he'd be limited to fierce skirmishes, but I still think that exerting the other Nazzie (or spotting more than one) would be better.

Overall, though, good stuff! :up:
Title: Re: Light & Shadow - Wraith
Post by: FM on May 15, 2009, 12:34:45 PM
[4] •Úlairë Nertëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
Each time Úlairë Nertëa wins a skirmish, you may exert him to wound the Ring-bearer.
“He reined his horse in, and halted, swaying in his saddle.”
L C 197

Nice. However, this particular set of abilities tends to fit in better with the twilight nazgul, I'd consider making them twilight.

[6] •Úlairë Enquëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 11
Vit: 4
Sit: 3
Fierce.
When you play Úlairë Enquëa, you may foresee 1 for each companion over 6.
Each time Úlairë Enqëa wins a skirmish, you may exert him to wound the Ring-bearer.
“… they saw on the top of the hill something small and dark against the glimmer of the moonrise.”
L U 194

Ditto.

[6] •Úlairë Toldëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce.
While the Ring-bearer is exhausted, Úlairë Toldëa’s twilight cost is -3.
Skirmish: If the Ring-bearer is wearing The One Ring, exert a Nazgûl to play Úlairë Toldëa from your discard pile.
“There seemed no chance of reaching the Ford before he was cut off by the others that had lain in ambush.”
L R 199

I'd make it a response action, rather. If the Ring-bearer wears The One Ring, you get to sneak him into play, regarless of which phase they're in.
Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 18, 2009, 07:52:12 AM
I will meditate on those first two, and I've changed Toldëa, so thanks guys! :gp:

I think this is the penultimate set of new cards for this set! :'( But I'm hoping they're quite good. I suppose I could have kept a flashy rare for the end... Oh wait, I think I did! ;) But that will be next time. For now, I think mainly random cards. These cards are quite splashable and are meant to be - if you think it's a bit too much, do tell me.

[2] Alone in the Darkness [Wraith]
Event • Skirmish
Search. Twilight.
Spot a [Wraith] minion to make a minion strength +2. Then, if the Ring-bearer is wearing The One Ring, add a burden.
“‘In dark and loneliness they are strongest…’”
L U 179

[2] Ceaseless Pursuit [Wraith]
Event • Maneuver
Search.
Spot a [Wraith] minion to discard a follower or condition.
“‘!They will never stop hunting you.’”
L C 181

[7] Failing Fellowship [Wraith]
Event • Skirmish
This event’s twilight cost is -1 for each Nazgûl assigned to a skirmish.
Make a companion (except the Ring-bearer) strength -1 for each companion with resistance 2 or less, and strength -1 for each corrupted companion.
L R 184

I was thinking of making that last card something like "strength -1 for each companion with resistance 2 or less, and strength -1 for each corrupted companion" or perhaps just "strength -3 for each corrupted companion" - what do you guys think?
Title: Re: Light & Shadow - Wraith
Post by: FM on May 18, 2009, 09:16:28 AM
[3] Alone in the Darkness [Wraith]
Event • Skirmish
Search. Twilight.
Spot a [Wraith] minion to make a minion strength +2. Then, if the Ring-bearer is wearing The One Ring, add a burden.
“‘In dark and loneliness they are strongest…’”
L C 179

Quite expensive for a spot-based event, I think 2 would be most fine. Then, again, I'd probably bump it up to uncommon, since it's a conditional card that's also multicultural, kind of "complex" for what a common should look like, as far as design goes.

[2] Ceaseless Pursuit [Wraith]
Event • Maneuver
Search.
Spot a [Wraith] minion to discard a follower or condition.
“‘!They will never stop hunting you.’”
L C 181

Quite nice.

[7] Failing Fellowship [Wraith]
Event • Skirmish
This event’s twilight cost is -1 for each Nazgûl assigned to a skirmish.
Make a companion (except the Ring-bearer) strength -1 for each companion with resistance 2 or less.
L R 184

This is SO expensive! I don't think it's worth playing it, although it IS a well-designed card, from a strictly designer's point of view, not all rares need be staples.
Title: Re: Light & Shadow - Wraith
Post by: DáinIronfoot on May 18, 2009, 10:20:51 AM
Quote from: Thranduil
[2] Alone in the Darkness [Wraith]
Event • Skirmish
Search. Twilight.
Spot a [Wraith] minion to make a minion strength +2. Then, if the Ring-bearer is wearing The One Ring, add a burden.
“‘In dark and loneliness they are strongest…’”
L U 179
Niftiness!

Quote from: Thranduil
[2] Ceaseless Pursuit [Wraith]
Event • Maneuver
Search.
Spot a [Wraith] minion to discard a follower or condition.
“‘!They will never stop hunting you.’”
L C 181
Heh. I think I made a card almost identical to this in my last set. I might limit it to Nazzies, but it might be okay as is.

Quote from: Thranduil
[7] Failing Fellowship [Wraith]
Event • Skirmish
This event’s twilight cost is -1 for each Nazgûl assigned to a skirmish.
Make a companion (except the Ring-bearer) strength -1 for each companion with resistance 2 or less.
L R 184
I think this would be fine at [6], or perhaps even [5]. Either that or, as you suggested, throw in additional strength reducers for "corrupted" companions.
Title: Re: Light & Shadow - Wraith
Post by: sickofpalantirs on May 18, 2009, 10:38:05 AM


[2] Alone in the Darkness [Wraith]
Event • Skirmish
Search. Twilight.
Spot a [Wraith] minion to make a minion strength +2. Then, if the Ring-bearer is wearing The One Ring, add a burden.
“‘In dark and loneliness they are strongest…’”
L U 179
fine.

[2] Ceaseless Pursuit [Wraith]
Event • Maneuver
Search.
Spot a [Wraith] minion to discard a follower or condition.
“‘!They will never stop hunting you.’”
L C 181
yeah! follower hate! I might prefer a wraith wraith

[7] Failing Fellowship [Wraith]
Event • Skirmish
This event’s twilight cost is -1 for each Nazgûl assigned to a skirmish.
Make a companion (except the Ring-bearer) strength -1 for each companion with resistance 2 or less.
L R 184
probably fine...
Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 18, 2009, 02:00:42 PM
Well, it seems like those are all the reviews I'm going to get, and so it appears that this is the last post for this set! :'( :'( I will post all the cards for any final reviews that anyone would like to add, and any themes or holes in the set itself.

But, I look in my card document and discover that there are 2 Nazgûl remaining. I was struggling with Cantëa, and I'm not sure if this is a good build for him or not. He certainly likes doing stuff with possessions, and I wanted him to do something either for wearing the Ring or taking advantage of it being worn, and so this seemed fairly natural. But is it good?

[5] •Úlairë Cantëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 3
Fierce.
When you play Úlairë Cantëa, you may foresee 2 (look at the top 2 cards of your draw deck; place any number of those cards on top of or beneath your draw deck).
While the Ring-bearer is wearing The One Ring, companions do not gain strength bonuses or keywords from possessions.
“‘Open in the name of Mordor.”’
L U 193

Remember I said I had a flashy rare? Well, this guy's a rare, and he's a little bit flashy I suppose. Again, though, I have no idea whether this is any good...

[6] •Úlairë Attëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce.
When you play Úlairë Attëa, you may foresee 2.
Companions with resistance 2 or less cannot be assigned to Úlairë Attëa.
“Frodo was stricken dumb. He felt his tongue cleave to his mouth, and his heart labouring.”
L R 192

I said at some point earlier that if this were to become a block, the second set would definitely be called !The Twilight World and it would bring in a lot of twilight stuff, and lot of Ring-related things as well as triggering off resistance 0 in a big way. It would be a Shadow heavy set with a healthy number of splahy [Sauron] and [Isengard] cards, and it would deal with characters very much in terms of their cultures (which is something I've been doing throughout this set, and it is for a reason, you might be interested to know!). This would all pave way to a (so far unnamed) third Free Peoples heavy set which would feature a big theme of "culture-shifted" cards, á la Defender of Rohan and more resistance stuff. But that's another story. ;)

I haven't thought that much about these future sets, only enough to make a handful of cards, but I thought I might give you a taster of what may or may not be to come:

[3] •The Great Eye [Sauron]
Condition • Support Area
Twilight.
Each time the Ring-bearer puts on The One Ring and you cannot spot Sauron, this condition becomes a fierce, damage +1 Maia minion entitled “Sauron” until the start of the regroup phase that has strength 12 and vitality 5 and cannot take wounds or bear cards. This card is still a condition.
“‘I see you!’”
T R

(or in this case:

"'Watch this space!'")

And of course, thank you all for having the patience to read through my cards and give me the criticism I deserved! =D>
Title: Re: Light & Shadow - Wraith
Post by: FM on May 18, 2009, 02:31:10 PM
[5] •Úlairë Cantëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 3
Fierce.
When you play Úlairë Cantëa, you may foresee 2 (look at the top 2 cards of your draw deck; place any number of those cards on top of or beneath your draw deck).
While the Ring-bearer is wearing The One Ring, companions do not gain strength bonuses or keywords from possessions.
“‘Open in the name of Mordor.”’
L U 193

I like him.

[6] •Úlairë Attëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce.
When you play Úlairë Attëa, you may foresee 2.
Companions with resistance 2 or less cannot be assigned to Úlairë Attëa.
“Frodo was stricken dump. He felt his tongue cleave to his mouth, and his heart labouring.”
L R 192

I don't know... Kinda "meh" for "a flashy rare".
Title: Re: Light & Shadow - Wraith
Post by: Anvar on May 19, 2009, 07:48:03 AM
Cantea is good and a neat build of the card.

Attea is awesome! In most decks that means you only need 4 burdens before Attea has to go on the Ringbearer! Very powerful indeed and I can see this being the backbone of a new deck.

Anvar
Title: Re: Light & Shadow - Wraith
Post by: DáinIronfoot on May 19, 2009, 07:58:12 AM
Quote from: Thranduil
[5] •Úlairë Cantëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 3
Fierce.
When you play Úlairë Cantëa, you may foresee 2 (look at the top 2 cards of your draw deck; place any number of those cards on top of or beneath your draw deck).
While the Ring-bearer is wearing The One Ring, companions do not gain strength bonuses or keywords from possessions.
“‘Open in the name of Mordor.”’
L U 193
Good enough for an uncommon.

Quote from: Thranduil
[6] •Úlairë Attëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce.
When you play Úlairë Attëa, you may foresee 2.
Companions with resistance 2 or less cannot be assigned to Úlairë Attëa.
“Frodo was stricken dump. He felt his tongue cleave to his mouth, and his heart labouring.”
L R 192
"...stricken dumb" in the lore. I don't recall Frodo being struck by some...digestion problem. :P Like Anvar said, he has serious potential. :up:

Quote from: Thranduil
[3] •The Great Eye [Sauron]
Condition • Support Area
Twilight.
Each time the Ring-bearer puts on The One Ring, this condition becomes a fierce, damage +1 Maia minion entitled “Sauron” until the start of the regroup phase that has strength 12 vitality 5 and cannot take wounds or bear cards. This card is still a condition.
“‘I see you!’”
I don't see any reason to change the title, especially since that becomes a potential conflict if the actual Sauron is on the table. Also need slight rewording: "...that has 12 strength and 5 vitality...". Always was a fan of the Deceived Wizard conditions (even if I never could get them to work right for me), so this is okay in my book. :up:
Title: Re: Light & Shadow - Wraith
Post by: sickofpalantirs on May 19, 2009, 11:13:18 AM
shouldn't it have vitality one like the wizards?
Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 19, 2009, 12:25:12 PM
shouldn't it have vitality one like the wizards?
But it's not a Wizard - that's the point! He has vitality 5 because that's the vitality of Sauron, and he has strength 12 because 24 would be too much for a [3] cost condition, so I gave him half Sauron's strength. And also I want him to conflict with Sauron, because the eye is Sauron. I will make a slight change in that respect so that it's clearer, though.

And we all know that Frodo was struck dump! I mean, come on, DI, did you not read the book? :P

Thanks all! :gp:

Thranduil

EDIT: Below is now the complete card list for the set. Like I said, if you happen to have a spare few minutes and take a look at this stuff and anything jumps out at you, then let me know.

(Had to put this here because there wasn't room in the next post!)

GLOSSARY OF SET KEYWORDS
!Unyielding - (an !unyielding companion's resistance is not modified by the number of burdens).
Foresee X - (to foresee X, look at the top X cards of your draw deck; place any number of those cards on top of or beneath your draw deck).
Aggressor - (for each aggressor assigned to a skirmish, each Shadow card's twilight cost is -1).
Corrupted - (companions with resistance 0 are corrupted).
Title: Re: Light & Shadow - Wraith
Post by: Thranduil on May 19, 2009, 04:09:03 PM
The One Ring, The Doom of All [Ring]
Str: +1
Vit: +1
Response: If the Ring-bearer is about to take a wound in a skirmish, exert another companion to make him or her wear The One Ring until the regroup phase.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound, add a burden instead.
"'It is a strange fate we should suffer so much fear and doubt over so small a thing...'"
L R 1

The One Ring, The Ruling Ring [Ring]
Str: +1
Response: If the Ring-bearer is about to take a wound in a skirmish, make him or her wear The One Ring until the regroup phase.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound, add a burden instead.
“‘One Ring to rule them all…’”
L C 2

[2] Ancient Halls [Dwarven]
Event • Fellowship
Tale.
Spot a [Dwarven] companion to foresee 1 (look at the top card of your draw deck; you may place it on top of or beneath your draw deck), then draw 2 cards.
“‘… of old it was not darksome, but full of light…’”
L C 3

[2] •Durin’s Valour [Dwarven]
Condition • Support Area
Tale.
While you can spot a [Dwarven] companion, each companion with resistance 4 or more is damage +1.
“‘A king he was on carven throne / In many-pillared halls of stone…’”
L R 4

[1] Dwarven !Poleaxe [Dwarven]
Possession • Hand Weapon
Str: +2
Bearer must be a [Dwarven] companion.
While bearer has resistance 4 or more, he is damage +1.
L C 5

[2] •Farin, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Valiant.
At the start of each skirmish involving Farin, you may reveal the top card of your draw deck. If it is a [Dwarven] card, Farin is strength +2 and damage +1.
“‘Heavy have the hearts of our chieftains been since that night.’”
L U 6

[2] •Frór, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Valiant.
At the start of each skirmish involving Frór, you may draw a card. If you do, you may then place a [Dwarven] card from hand on top of your draw deck.
“‘… we, who sit here, and none others, must now find counsel for the peril of the world.’”
L U 7

[2] •Gimli, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. Valiant.
While Gimli has resistance 6 or more, he is strength +2.
“‘… and Gimli, son of Glóin, for the drwarves.’”
L C 8

[2] •Gimli, Goldentongue [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Damage +1. !Unyielding.
Gimli may use his resistance to resolve skirmishes instead of his strength.
“‘It is said that the skill of the Dwarves is in their hands rather than in their tongues… yet that is not true of Gimli.’”
L R 9

[2] •Glóin, Dwarven Delegate [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
Valiant.
Each other [Dwarven] companion is resistance +1.
Each time Glóin wins a skirmish, you may place a [Dwarven] card from your discard pile on top of your draw deck.
“Next to Frodo on his right sat a dwarf of important appearance, richly dressed.”
L R 10

[1] Steadfast Companions [Dwarven]
Event • Skirmish
Spot a [Dwarven] companion to make an unbound companion strength +2 (and damage +1 if that companion has resistance 4 or more).
“‘Faithless is he that says farewell when the road darkens.’”
L U 11

(0) Strength Renowned [Dwarven]
Condition • Support Area
Tale.
Skirmish: Spot a [Dwarven] companion and discard this condition to make that companion strength and resistance +1 and draw a card.
L C 12

[1] !Agility Renowned [Elven]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make an [Elven] companion strength +1 and resistance +2.
L C 13

[2] •Arwen, The Fairest [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 7
While Arwen is assigned to a skirmish, each other Elf (and Aragorn) is resistance +2.
While you can spot 5 companions with resistance 7 or more (except in the Shadow phase), each Shadow card is twilight cost +1.
“… the light of stars was in her bright eyes, grey as a cloudless night…”
L R 14

[2] •Arwen, Maiden of Rivendell [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 7
Ranger. !Unyielding.
When you play Arwen, you may foresee 2 (look at the top 2 cards of your draw deck; you may place any number of them above or below your draw deck in any order).
L C 15

[2] •!Asfaloth, Steed of Rivendell [Elven]
Possession • Mount
Str: +1
Res: +1
Bearer must be an [Elven] companion.
Maneuver: If bearer is Arwen or Glorfindel, exert him or her and discard 2 cards from hand to remove a burden.
“Suddenly into view below came a white horse, gleaming in the shadows, running swiftly.”
L C 16

[4] •Círdan, Lord of !Mithlond [Elven]
Companion • Elf
Str: 7
Vit: 4
Res: 7
!Unyielding.
To play, spot an [Elven] card.
Each time you foresee a Free Peoples card, you may reveal it to make Círdan strength and resistance +1 until the regroup phase.
“‘What power still remains lies with us, here in Imladris, or with Círdan at the havens, or in Lórien.’”
L U 17

[4] •Elrond, Lord of !Imladris [Elven]
Companion • Elf
Str: 8
Vit: 4
Res: 7
Each other [Elven] companion is resistance +1.
At the start of the maneuver phase, you may foresee 2 (look at the top 2 cards of your draw deck; place any number of them on top of or beneath your draw deck).
“‘Now, therefore, things shall be openly spoken that have been hidden from all but a few until this day.’”
L U 18

[1] Elven Sword [Elven] (reprint)
Possession • Hand Weapon
Str: +1
Bearer must be an Elf.
Skirmish: Exert bearer or discard 2 cards from hand to make a minion skirmishing bearer strength -1.
L C 19

[2] Enchanting Songs [Elven]
Event • Fellowship
Spell. Tale.
Spot an [Elven] companion to heal up to 2 companions with resistance 7 or more.
“… he wandered long in a dream of music that turned into running water, and then suddenly into a voice.”
L C 20

[2] Expert Marksmanship [Elven]
Event • Archery
Exert an [Elven] archer to add +1 to the fellowship archery total (or +2 if that Elf has resistance 7 or more).
“Legolas shot two through the throat.”
L U 21

[3] •Galadriel, Lady of the Noldor [Elven]
Companion • Elf
Str: 3
Vit: 3
Res: 7
To play, spot an [Elven] card.
At the start of the fellowship phase, you may search your draw deck for a Free Peoples card, reveal it, then shuffle your draw deck and place that card on top of it.
“‘… ere the fall of Nargothrond or Gondolin I passed over the mountains, and together through ages of the world we have fought the long defeat.’”
L R 22

[4] •Glorfindel, Lord of the Noldor [Elven]
Companion • Elf
Str: 9
Vit: 3
Res: 7
Ranger. !Unyielding.
While Glorfindel is assigned to a skirmish, each other companion with resistance 7 or more is strength +2.
“‘Ai na vedui Dúnadan! Mae govannen!’”
L R 23

[2] •Haldir, Warrior of Lórien [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
At the start of the archery phase, you may reveal the top card of your draw deck. If it is an [Elven] card, you may make Haldir an archer and !unyielding until the regroup phase.
“‘… we dwell now in the heart of the forest, and do not willingly have dealings with any other folk.’”
L U 24

[2] •Legolas, Elven Delegate [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer. Valiant.
While Legolas has resistance 6 or more, the fellowship archery total is +1.
“‘The tidings that I was sent to bring must now be told.’”
L C 25

[2] •Legolas, Hawkeye [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Archer. !Unyielding.
Archery: Exert Legolas to wound a minion whose strength is lower than his resistance.
“‘He stands !not alone,’ said Legolas, bending his bow and fitting an arrow with hands that moved quicker than sight. ‘You would die before your stroke fell.’”
L R 26

[2] •!The Mirror of Galadriel, Guide for !the Wise [Elven]
Artifact • Support Area
To play, spot Galadriel.
At the start of the maneuver phase, you may exert a companion with resistance 7 or more to foresee 3. Then you may draw a card.
”‘What shall we look for, and what shall we see?’”
L R 27

[1] Staunch Companions [Elven]
Event • Skirmish
Spot an [Elven] companion to make a minion skirmishing an unbound companion strength -2 (or -3 if that companion has resistance 7 or more).
“‘There are few even in Rivendell that can ride openly against the Nine…’”
L U 28

[2] Dazzling Flash [Gandalf]
Event • Skirmish
Spell.
Make a [Gandalf] Wizard strength +2. If he wins that skirmish, you may remove a burden.
“It flared with a sudden white radiance like lightning; and his voice rolled like thunder.”
L C 29

[4] •Gandalf, Defender of Middle-Earth [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 8
!Unyielding.
Each other unbound companion is resistance +2.
"They came therefore in the shape of Men, though they were never young and aged only slowly, and they had many powers of mind and hand."
L C 30

[4] •Gandalf, Mover of All [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 8
While the number of twilight tokens is equal to Gandalf’s strength, Shadow skirmish events may not be played.
While the number of twilight tokens is equal to Gandalf’s vitality, he cannot take wounds.
While the number of twilight tokens is equal to Gandalf’s resistance, burdens may not be added by Shadow cards.
"'For... this is his victory.'"
L R 31

[2] •!Gandalf’s Staff, Wizards’ Device [Gandalf]
Artifact • Staff
Vit: +1
Bearer must be Gandalf.
At the start of the maneuver phase, you may add [2] to take a [Gandalf] spell into hand from your discard pile.
"'I once knew every spell in all the tongues of Elves or Men or Orcs...'"
L R 32

[2] •Glamdring, Lightning Brand [Gandalf] (reprint)
Possession • Hand Weapon
Str: +2
Bearer must be Gandalf.
He is damage +1.
Each time you play a spell during a skirmish, you may make Gandalf damage +1 until the end of that skirmish.
"'Thunder they heard, and lightning... smote upon Celebdil, and leaped back broken into tongues of fire.'"
L R 33

(0) Go Back to the Shadow! [Gandalf]
Event • Response
If a Shadow event is played, exert a [Gandalf] Wizard to cancel that event.
You may play this event from your discard pile. If you do, then place the Wizard you exerted in the dead pile.
“With a terrible cry the Balrog fell forward, and its shadow plunged down and vanished.”
L R 34

[3] His Voice Boomed [Gandalf]
Event • Maneuver
Spell.
Exert a [Gandalf] Wizard and add a burden to return a non-fierce minion to its owner’s hand.
“‘Fly, if you value your foul skin! I will shrivel you from tail to snout, if you come within this ring.’”
L U 35

[2] Intimidate [Gandalf] (reprint)
Event • Response
Spell.
If a companion is about to take a wound, spot Gandalf to prevent that wound.
“There was a ringing clash and a stab of white fire. The Balrog fell back, and its sword flew up in molten fragments.”
L C 36

[1] Kindled Hearts [Gandalf]
Condition • Unbound Companion
Res: +2
Spell.
To play, spot a [Gandalf] Wizard. Limit 1 per bearer.
“‘With Dwarf and Hobbit, Elves and Men, / with mortal and immortal folk, / with bird on bough and beast in den, / in their own secret tongues he spoke.’”
L C 37

[9] The Last Race [Gandalf]
Event • Regroup
When you play this event, you may remove up to [X], where X is the number of companions with resistance 6 or more.
Spot a [Gandalf] Wizard to make the move limit +1 and foresee 3. Each Shadow player may immediately reconcile.
L U 38

[2] Lighting the Way [Gandalf]
Event • Maneuver
Spell.
Exert a [Gandalf] Wizard twice to make each companion (except the Ring-bearer) !unyielding until the regroup phase.
L U 39

(0) •!Narya, Hidden Fire [Gandalf]
Artifact • Ring
Vit: +1
Bearer must be Gandalf.
Response: If a Shadow card is about to add any number of twilight tokens, discard a [Gandalf] card from hand to prevent that.
"'I am the !servant of the Secret Fire, wielder of the !flame or Anor.'"
L R 40

[2] The Path of Wisdom [Gandalf]
Condition • Support Area
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
Maneuver: Exert a [Gandalf] Wizard to reveal the top card of your draw deck. If it is a Free Peoples card, remove [2]. If it is a Shadow card, add [2].
“‘… he that breaks a thing to find out what it is has left the path of wisdom.’”
L U 41

[4] •!Radagast, Traveller in Great Need [Gandalf]
Companion • Wizard
Str: 8
Vit: 4
Res: 6
!Unyielding. Unhasty.
While you can spot a [Gandalf] companion, Radagast’s twilight cost is -2.
Each time you play a [Gandalf] event, !Radagast loses unhasty until the regroup phase.
“‘Gandalf!’ he cried. ‘I was seeking you. But I am a stranger in these parts.’”
L U 42

[1] Strength of Spirit [Gandalf] (reprint)
Event • Response
Spell.
If a companion is about to exert, spot Gandalf to place no token for that exertion.
“‘He cannot stand alone!’”
L C 43

(0) •A True Company [Gandalf]
Condition • Support Area
To play, exert a [Gandalf] Wizard and remove 2 burdens.
If a companion is killed, remove this condition from the game and add 3 burdens.
“‘Then it has all been in vain! The Fellowship has failed.’ ‘Not if we hold true to each other.’”
L R 44

[1] Wisdom Renowned [Gandalf]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a [Gandalf] Wizard strength and resistance +2.
L C 45

[1] Wise Companions [Gandalf]
Event • Skirmish
Spot a [Gandalf] Wizard to make a companion strength +2 (or strength +3 if that companion has resistance 6 or more).
L U 46

[2] Wizard’s Staff [Gandalf] (reprint)
Possession • Staff
Str: +1
Bearer must be a Wizard.
Skirmish: Exert bearer twice to make a minion strength -3.
“At that moment Gandalf lifted his staff, and crying aloud he smote the bridge before him.”
L C 47

[2] Word of Command [Gandalf]
Event • Fellowship
Spell.
Spot a [Gandalf] Wizard to discard a condition.
“‘The door burst in pieces… All the wall gave way, and the roof of the chamber as well, I think.’”
L C 48

[1] Cruel Little Hobbitses [Gollum] (SH)
Spot Gollum to make a minion strength +2 (or +4 if the Ring-bearer is exhausted).
“‘But that would kill us, kill us…’”
L U 49

(0) A Dramatic Change [Gollum] (FP)
Event • Skirmish
Make Sméagol strength +2 (or strength +3 if the Ring-bearer is not wearing The One Ring).
“‘No, no!’ said Gollum. ‘Sméagol promised.’”
L C 50

[2] Filthy Little Thieves [Gollum] (SH)
Event • Maneuver
Search.
Spot Gollum to exert the Ring-bearer (or exert the Ring-bearer twice if he or she has resistance 6 or less).
L C 51

[2] •Gollum, Corrupted by the Ring [Gollum] (SH)
Minion
Str: 5
Vit: 4
Sit: 3
While the Ring-bearer is wearing The One Ring, Gollum is strength +5 and fierce.
“‘Where iss it, where iss it: my Precious, my Precious? It’s ours, it is, and we wants it.’”
L R 52

[2] •Gollum, Duplicitous Creature [Gollum] (SH)
Minion
Str: 5
Vit: 4
Sit: 3
Each time Gollum wins a skirmish, you may exert Gollum to wound the Ring-bearer.
“‘Throttle us in our sleep, that’s his plan.’”
L C 53

(0) Grisly Ambitions [Gollum] (SH)
Event • Response
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
If the Ring-bearer is about to take a wound (or a burden in place of a wound), exert Gollum or Sméagol to add a burden.
“‘But if we was master, then we could help ourselfs, yes, and still keep promises.’”
L U 54

[1] •My Precious [Gollum] (SH)
Condition • Support Area
To play, spot Gollum.
While you can spot a [Shire] Ring-bearer, Gollum is an aggressor.
Skirmish: Discard this condition and exert Gollum twice to make the Ring-bearer wear The One Ring until the regroup phase.
“‘The thieves, the filthy little thieves. Where are they with my Precious? Curse them! We hates them.’”
L R 55

[1] Nice Little Hobbitses [Gollum] (FP)
Event • Skirmish
Spot Sméagol to make a Ring-bound companion strength +2 (or +3 if the Ring-bearer is unwounded).
“‘They won’t hurt us will they…’”
L U 56

[2] Off We Go! [Gollum] (FP)
Event • Maneuver
Stealth.
Spot Sméagol to heal the Ring-bearer (or heal the Ring-bearer twice if he or she has resistance 6 or more).
L C 57

(0) Serving !the Master [Gollum] (FP)
Event • Response
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
If the Ring-bearer is about to take a wound (or a burden that is in place of a wound), exert Sméagol or Gollum to prevent that wound.
“He would cackle with laughter and caper, if any jest was made, or even if Frodo spoke kindly to him, and weep if Frodo rebuked him.”
L U 58

(0) •Sméagol, Slippery Creature [Gollum] (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound.
To play, add a burden.
Response: If a minion uses a special ability, exert Sméagol and add a burden to cancel its effects.
“‘Don’t hurt us! Don’t let them hurt us, precious!’”
L R 59

(0) •Sméagol, Sworn to the Precious [Gollum] (FP)
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound.
To play, add a burden.
While the Ring-bearer is not wearing The One Ring, Sméagol is strength and resistance +2.
“‘We’ll be nice to them, very nice, if they’ll be nice to us…’”
L C 60

[1] •Sméagol’s Promise [Gollum] (FP)
Condition • Support Area
To play, spot Sméagol.
While you can spot a [Shire] Ring-bearer, Sméagol is resistance +2.
Skirmish: Discard this condition and exert Sméagol twice to make the Ring-bearer take off The One Ring.
“‘I will serve the master of the Precious.’”
L R 61

(0) We Wants It! [Gollum] (SH)
Event • Skirmish
Make Gollum strength +2 (or strength +4 if the Ring-bearer is wearing The One Ring).
“‘Lord Sméagol? Gollum the Great? The Gollum?’”
L C 62

[1] Wickedness [Gollum] (SH)
Condition • Support Area
Search.
When you play this condition, you may reveal the top card of your draw deck. If it is a [Gollum] event, you may take it into hand.
While the Ring-bearer has resistance 6 or less, Gollum’s twilight cost is -2.
L U 63

[1] Wretchedness [Gollum] (FP)
Condition • Support Area
Stealth.
When you play this condition, you may reveal the top card of your draw deck. If it is a [Gollum] event, you may take it into hand.
While your [Shire] Ring-bearer has resistance 6 or more, Sméagol cannot be overwhelmed unless his strength is tripled.
L U 64

[3] •Andúril, Sign of the King [Gondor]
Artifact • Hand Weapon
Str: +1
Vit: +1
Res: +1
Bearer must be Aragorn.
While Aragorn is resistance 9 or more, he is strength +2.
While Aragorn is resistance 7 or more, he is defender +1.
While Aragorn is resistance 5 or more, he is damage +1.
L R 65

[4] •Aragorn, Last of His Line [Gondor]
Companion • Man
Str: 8
Vit: 4
Res: 8
Valiant. !Unyielding.
Maneuver: Exert Aragorn to make a companion (except the Ring-bearer) resistance X until the regroup phase, where X is Aragorn’s resistance.
“‘I do not want that power. I have never wanted it.’”
L R 66

[4] •Aragorn, Longshanks [Gondor]
Companion • Man
Str: 8
Vit: 4
Res: 8
Ranger.
While Aragorn has resistance 7 or more, the move limit is +1.
“You may meet a friend of mine on the Road: a Man, lean, dark, tall, by some called Strider.”
L C 67

[3] •Boromir, Steward’s Heir [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 5
Defender +1. Ranger. !Unyielding. Valiant.
While the Ring-bearer is wearing The One Ring, Boromir loses all gametext keywords.
“‘My father is a noble man, but his rule is failing. And now our… our people lose faith. He looks to me to make things right and I would do it.’”
L R 68

[3] •Boromir, Steward’s Son [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 5
Knight. Ranger.
While you can spot Faramir, Boromir’s twilight cost is -2.
Each time Boromir wins a skirmish, you may make another [Gondor] companion strength +2 until the regroup phase.
“‘Remember today, little brother. Today, life is good!’”
L C 69

(0) Elendil! Elendil! [Gondor]
Event • Maneuver
Tale.
Exert a [Gondor] companion with resistance 5 or more to remove all game text keywords and special abilities on a minion until the regroup phase.
“Drawing his bright sword and crying Elendil! Elendil! he crashed through the trees.”
L U 70

(0) Elendil’s Valor [Gondor] (reprint)
Event • Maneuver
Make a [Gondor] companion defender +1 until the regroup phase.
“‘You have your own choice to make, Aragorn. To rise above the height of all your fathers since the days of Elendil, or to fall into with all that is left of your kin.’”
L C 71

[3] •Faramir, Steward’s Heir [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 7
!Unyielding. Valiant
Skirmish: Exert Faramir twice to make a companion strength +X, where X is Faramir’s resistance.
“‘I would not use the Ring. Not if Minas Tirith were falling in ruin and I alone could save her.’”
L R 72

[3] •Faramir, Steward’s Son [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 7
Knight. Ranger.
While you can spot Boromir, Faramir’s twilight cost is -2.
Each time Faramir wins a skirmish, you may make another [Gondor] companion resistance +2 until the regroup phase.
“‘If there is need to go to Rivendell, send me in his stead.’”
L C 73

(0) Moving Swiftly [Gondor]
Event • Regroup
Stealth
Exert a [Gondor] companion to foresee 3. For each Free Peoples card you foresee, you may reveal it to remove [2].
“‘Gentlemen, we do not stop till nightfall.’”
L C 74

[1] Noble Companions [Gondor]
Event • Skirmish
Spot a [Gondor] companion to make an unbound companion strength +2 (and heal that companion if he or she has resistance 5 or more).
“‘Yes, there is weakness, there is frailty. But there is courage also, and honour to be found in Men.’”
L U 75

[1] Shield of Minas Tirith [Gondor]
Possession • Shield
Res: +1
Bearer must be a [Gondor] companion.
Bearer wins draws in skirmishes.
L U 76

[1] Sword of Minas Tirith [Gondor]
Possession • Hand Weapon
Str: +2
Bearer must be a [Gondor] companion.
Each time bearer wins a skirmish, you may exert him or her to heal another companion with resistance 5 or more.
“Boromir had a long sword, in fashion like Andúril but of less lineage…”
L C 77

(0) Valour Renowned [Gondor]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a [Gondor] companion strength and resistance +1.
“‘By the blood of our people are your lands !kept safe!’”
L C 78

[4] •Saruman, Blinded by Greed [Isengard]
Minion • Wizard
Str: 8
Vit: 4
Sit: 4
Traitor.
While you can spot 2 Shadow cultures, Saruman’s twilight cost is -2.
When you play Saruman, you may foresee 3. If you foresee a Shadow artifact, you may play it.
“‘Saruman is !coming for the Ring.’”
L C 79

[4] •Saruman, Fallen Istar [Isengard]
Minion • Wizard
Str: 8
Vit: 4
SIt: 4
Traitor.
While skirmishing a companion with resistance 6 or more, Saruman is strength +3 and damage +1.
Any Phase: Exert Saruman to make a companion (except the Ring-bearer) resistance +2 or -2.
“‘!Our list of allies grows thin.’”
L R 80

[2] •Bill Ferny, !Man of Bree [Men]
Minion • Man
Str: 4
Vit: 1
Sit: 2
Traitor.
While you can spot a companion with resistance 5 or less, Bill Ferny cannot be assigned to a skirmish by the Free Peoples player.
Each companion skirmishing Bill Ferny (except the Ring-bearer) is resistance -3.
“‘They will no all the news now, for they have visited Bill Ferny...’”
L R 81

[2] Breeland !Herald [Men]
Minion • Man
Str: 6
Vit: 1
Sit: 2
Traitor.
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is a [Wraith] card, you may make each companion (except the Ring-bearer) resistance -2 until the regroup phase.
“The Men of Bree were brown-haired, broad, and rather short…”
L U 82

[3] Breeland Rogue [Men]
Minion • Man
Str: 8
Vit: 1
Sit: 2
Traitor.
While skirmishing a companion with resistance 5 or less, this minion is strength +2.
“He wondered why the man was so suspicious, and whether anyone had been asking for news of a party of hobbits.”
L C 83

[2] Breeland Scoundrel [Men]
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor.
When you play this minion, you may discard a possession borne by a companion with resistance 5 or less.
“‘A poor old half-starved creature it is,’ said Bob; ‘but he won’t part with it for less than thrice its worth, seeing how you’re placed...’”
L C 84

[X] Breeland Spy [Men]
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor.
This minion’s twilight cost is X, where X is the current region number.
“‘But you’ll find maybe that more folk than old Harry at the gate will be asking you questions. There’s queer folk about.’”
L R 85

[4] Breeland Traitor [Men]
Minion • Man
Str: 9
Vit: 2
Sit: 2
Traitor.
This minion is strength +1 for each Shadow culture you can spot.
“… they belonged to nobody but themselves...”
L C 86

[1] Cunning Men [Men]
Condition • Support Area
When you play this condition, you may foresee 1.
Skirmish: Discard this condition to make a [Men] minion strength +2 (and add [3] if you can spot 6 companions).
“The strangers, especially those that had come up the Greenway, stared at them curiously.”
L C 87

[4] Dunland Ambusher [Men]
Minion • Man
Str: 10
Vit: 2
Sit: 4
Tracker.
When you play this minion, you may spot another [Men] minion to make an unbound companion resistance -3.
Skirmish: Exert a minion to play this minion from your hand.
L C 88

[3] Dunland !Herald [Men]
Minion • Man
Str: 8
Vit: 2
Sit: 4
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is a [Men] card, you may make each minion strength +1 until the regroup phase.
L U 89

[4] Dunland Outrider [Men]
Minion • Man
Str: 9
Vit: 3
Sit: 4
Tracker. Aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
Each time you play a tracker minion, you may foresee 1.
L U 90

[3] Dunland Runner [Men]
Minion • Man
Str: 9
Vit: 2
Sit: 4
Tracker.
While you can spot a companion with resistance 5 or less, this minion is an aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
L C 91

[2] Forgetful of Danger [Men]
Condition • Unbound Companion
Res: -2
To play, spot a [Men] minion. Limit 1 per bearer.
Skirmish: Play this condition from your hand on a companion skirmishing a [Men] Man.
“‘… if I were you, I should stop your friends from talking too much.’”
L C 92

[3] •!Harry Goatleaf, Gate-warden [Men]
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor.
To play, spot a [Men] or [Wraith] card.
Each minion is site number -2.
“‘What do you want, and where do you come from?’”
L R 93

[5] Savage Strength [Men]
Event • Skirmish
Spot a [Men] minion to wound a skirmishing companion. If that companion has resistance 5 or less, wound that companion again.
L C 94

[1] Sinister Inquiries [Men]
Condition • Support Area
Search.
Maneuver: Discard this condition and spot a companion with resistance 5 or less to take into hand a [Men] event from your draw deck.
“‘What may your names be, might I ask?’”
L U 95

[1] Spies Everywhere [Men]
Condition • Support Area
Stealth.
Response: If a [Men] minion is played, remove [1] to make that minion gain the [Wraith] culture and traitor until the regroup phase.
“‘The Enemy has many spies in his service...’”
L R 96

(0) Spies From the South [Men]
Event • Response
Search.
If the Ring-bearer puts on The One Ring, spot a [Men] minion to discard the Free Peoples player’s hand or the top 5 cards of their draw deck.
“‘There’s a party that came up the Greenway from down South last night - and that was strange enough to begin with.’”
L U 97

[1] Under the Ringwraiths’ Sway [Men]
Event • Shadow
If the fellowship is in region 1, spot a [Men] card to take into hand a Shadow card from your draw deck.
If the fellowship is in region 2 or 3, spot a [Men] card to make an unbound companion resistance -2 until the regroup phase.
“‘… already some in Bree are in their clutch.’”
L U 98

[8] The Wrong Attention [Men]
Event • Skirmish
This event’s twilight cost is -1 for each Shadow culture you can spot.
Discard a companion with resistance 5 or less skirmishing a [Men] minion.
“‘Why did you do that? Worse than anything your friends could have said! You have put your foot in it! Or should I say your finger?’”
L R 99

[4] •Wulf, !Warrior of Dunland [Men]
Minion • Man
Str: 10
Vit: 2
Sit: 4
Fierce.
While you can spot a [Men] minion, Wulf’s twilight cost is -2 during the skirmish phase.
Response: If a minion wins a skirmish, play Wulf from your hand; he is damage +1 until the regroup phase.
L C 100

(0) Awoken in the Darkness [Moria]
Event • Shadow
Discard any number of minions to play The Balrog from your draw deck. Its twilight cost is -1 (or -2 if the current site is underground) for each minion discarded in this way.
L U 101

[1][2] •The Balrog, Demon of the Ancient World [Moria]
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Fierce.
Discard all other minions.
While skirmishing a companion with resistance 4 or less, The Balrog is strength +3 and damage +1.
L C 102

[1][2] •The Balrog, Nameless !Fear [Moria]
Minion • Balrog
Str: 17
Vit: 5
Sit: 4
Damage +1. Fierce.
When you play The Balrog, you may play a [Moria] artifact from your draw deck or discard pile.
Each companion with resistance 4 or less cannot use special abilities.
L R 103

[1] •!The Balrog’s Sword, Weapon of Shadow [Moria]
Artifact • Hand Weapon
Str: +3
Bearer must be The Balrog.
Each time The Balrog wins a skirmish, you may exert a companion with resistance 4 or less.
Regroup: Discard this artifact to add a burden.
L R 104

[1] •!Whip of Many Thongs, Weapon of Flame [Moria]
Artifact
Res: -3
Bearer must be The Balrog.
Skirmish: Exert The Balrog to transfer this artifact to a companion skirmishing The Balrog.
L R 105
Title: Re: Light & Shadow - Complete Card List
Post by: Thranduil on May 19, 2009, 04:38:26 PM

[4] Abandon Hope [Orc]
Event • Skirmish
Spot an [Orc] minion to add a burden.
L C 106

[4] •!Ancient Chieftain, Goblin of Moria [Orc]
Minion • Orc
Str: 11
Vit: 2
Sit: 4
Each time Ancient Chieftain wins a skirmish, you may place a Shadow card from your discard pile on top of your draw deck (or 2 Shadow cards if skirmishing a companion with resistance 4 or less).
L R 107

(0) Cruel Scimitar [Orc]
Possession • Hand Weapon
Str: +2
Bearer must be an [Orc] minion.
When you play this possession, you may spot a companion with resistance 4 or less to draw a card.
L C 108

[9] The Darkness of Moria [Orc]
Event • Skirmish
This event’s twilight cost is -1 for each burden.
Exert an [Orc] minion to exert each companion.
L R 109

[1] Endless Host [Orc]
Event • Shadow
Play an [Orc] minion with strength 9 or less from your discard pile.
L C 110

[2] Filled with !Malice [Orc]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 6 companions, each [Orc] minion is strength +1.
L C 111

[1] Goblin Mail [Orc]
Possession • Armor
Bearer must be an [Orc] minion.
Each time bearer loses a skirmish, you may make the Free Peoples player add [3] or a burden.
Skirmish: Exert bearer to make him strength -2.
L R 112

[5] •Gorbag, Quarrelsome Captain [Orc]
Minion • Orc
Str: 11
Vit: 3
Sit: 6
Traitor.
Skirmish: Exert Gorbag to play a minion from your hand; that minion comes into play exhausted and is fierce until the regroup phase.
L C 113

(0) Hopeless Dark [Orc]
Event • Shadow
Spot an [Orc] card and remove a burden to make each companion (except the Ring-bearer) resistance -2 until the regroup phase.
L U 114

[2] •Muzgash, Orc of Cirith Ungol [Orc]
Minion • Orc
Str: 7
Vit: 2
Sit: 6
Aggressor. Traitor.
Muzgash is strength +2 for each wounded minion you can spot.
L R 115

[1] Orkish Assailant [Orc]
Minion • Orc
Str: 5
Vit: 1
Sit: 4
To play, spot an [Orc] card.
While you can spot a companion with resistance 4 or less, this minion is an aggressor.
L C 116

[5] Orkish Chaser [Orc]
Minion • Orc
Str: 10
Vit: 3
Sit: 4
Tracker.
While skirmishing a companion with resistance 4 or less, this minion is strength +2 and damage +1.
L C 117

(0) Orkish Domain [Orc]
Condition • Support Area
Shadow: Discard an [Orc] minion to skip the maneuver and archery phases. The Free Peoples player may add a burden to prevent this. Discard this condition.
L R 118

[3] Orkish !Herald [Orc]
Minion • Orc
Str: 7
Vit: 1
Sit: 4
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is an [Orc] card card, add a burden and place that card beneath your draw deck.
L U 119

(0) Orkish Hunt [Orc]
Event • Response
Search.
If an [Orc] minion wins a skirmish, play a minion from your discard pile.
L U 120

(0) Orkish Mining [Orc]
Condition • Support Area
Engine.
Each time you play an [Orc] possession, foresee 1.
Response: If an [Orc] possession is about to be discarded from play, discard this condition to prevent it.
L U 121

[3] Orkish Pursuer [Orc]
Minion • Orc
Str: 5
Vit: 2
Sit: 4
Tracker.
When you play this minion, you may add [1] for companion with resistance 4 or less.
L U 122

[3] Orkish Stalker [Orc]
Minion • Orc
Str: 8
Vit: 1
Sit: 4
Aggressor. Tracker.
L C 123

[4] Quarrelsome Orc [Orc]
Minion • Orc
Str: 9
Vit: 3
Sit: 6
Traitor.
When this minion is played, choose up to 3 minions from your discard pile and stack them faceup beneath this minion.
This minion gains all the gametext keywords of minions stacked beneath it.
L R 124

[4] Sentry of Cirith Ungol [Orc]
Minion • Orc
Str: 8
Vit: 3
Sit: 6
Traitor.
This minion’s twilight cost is -1 for each Shadow culture you can spot.
L C 125

[2] Swarms of Orcs [Orc]
Event • Skirmish
Spot an [Orc] minion to make minion strength +2 (or +1 for each minion you can spot if that minion is skirmishing a companion with resistance 4 or less).
L C 126

[2] Torment [Orc]
Condition • Companion
To play, spot an [Orc] minion.
Bearer is resistance -1 for each minion he or she is skirmishing.
Skirmish: Play this condition on a companion skirmishing an [Orc] minion.
L U 127

[1] Courage Renowned [Rohan]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a [Rohan] companion strength +2 and resistance +1.
L C 128

[3] •Éomer, Éadig [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 7
Each other [Rohan] companion’s twilight cost is -1.
While Éomer is assigned to a skirmish, each other [Rohan] companion with resistance 3 or more is strength +1.
L C 129

[3] •Eomer, Forthwith Banished [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 7
!Unyielding. Valiant.
While you can spot a [Rohan] companion, Éomer’s twilight cost is -1.
Each time Éomer wins a skirmish, you may wound a minion with strength less than his resistance.
L R 130

[2] •Éowyn, Defender of the People [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 7
!Unyielding. Valiant (Éowyn’s resistance is not modified by the number of burdens).
Éowyn is resistance +1 for each possession she bears.
L C 131

[2] •Éowyn, !Warrior of Rohan [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 7
Knight. Valiant.
At the start of each skirmish involving Éowyn, you may return a [Rohan] possession to your hand to wound a minion she is skirmishing.
L R 132

[2] •!Grimbold, !Warrior of Rohan [Rohan]
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
At the start of each skirmish involving Grimbold, you may reveal the top card of your draw deck. If it is a [Rohan] card, you may exert each minion Grimbold is skirmishing.
L U 133

[2] Horse of Rohan [Rohan]
Possession • Mount
To play, spot a [Rohan] Man.
Bearer must be a Man, Elf, or Wizard.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
L C 134

[3] A Long Road [Rohan]
Event • Regroup
Spot 2 [Rohan] companions to foresee 2 (look at the top 2 cards of your draw deck; place any number of them above or below your draw deck). Then, if those companions have resistance 3 or more, you may draw 2 cards.
L U 135

[1] Rohirrim Armor [Rohan]
Possession • Armor
Res: +1
Bearer must be a [Rohan] companion.
Skirmish: Play this possession from your hand on a [Rohan] companion with resistance 3 or more to prevent all wounds to that companion.
L U 136

[3] •Théoden, Lord of the Rohirrim [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 6
Each other [Rohan] companion is resistance +1.
Response: If another companion with resistance 3 or more is about to take a wound, exert Théoden to prevent that wound.
L C 137

[3] •Théoden, Strength Renewed [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 6
!Unyielding. Valiant.
While you can spot a [Rohan] companion, Théoden’s twilight cost is -1.
Théoden’s strength may not be reduced.
L R 138

[2] Valiant Companions [Rohan]
Event • Skirmish
Spot a [Rohan] companion to make an unbound companion strength +2 (and exert a minion that companion is skirmishing if he or she has resistance 3 or more).
L U 139

[1] •Last Desperate Race [Sauron]
Condition • Support Area
When you play this condition, you may spot a minion to foresee 2.
The Free Peoples player wins the game only if the Ring-bearer survives until the end of the regroup phase.
"From all his policies and webs of fear and treachery, from all his stratagems and wars his mind shook free..."
L R 140

[1][6] •Sauron, Always Searching [Sauron]
Minion • Maia
Str: 24
Vit: 5
Sit: 6
Damage +1. Fierce.
Response: If the Ring-bearer puts on The One Ring, play Sauron from your hand; his twilight cost is -8.
When you play Sauron, you may foresee 3.
L R 141

(0) •!Sceptre of the Dark Lord, Weapon of Despair [Sauron]
Artifact • Support Area
Each time you play a unique minion, you may add a [Sauron] token here.
Any phase: Remove X tokens from here to make a companion (except the Ring-bearer) resistance -X.
L R 142

[2] •Bilbo, Contented Hobbit [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Ring-bound.
To play, spot a [Shire] card.
Each time the fellowship moves, you may reveal the top card of your draw deck. If it is a Free Peoples card, you may heal a companion that shares a culture with it.
“‘I was very comfortable here, and getting on with my book.’”
L R 143

[1] •Bond of the Fellowship [Shire]
Condition • Support Area
Tale.
To play, spot a [Shire] companion.
Maneuver: Discard this condition to make each companion with resistance 8 or more strength +2 until the regroup phase.
“‘You’d have to send us home tied up in a sack to stop us!’”
L U 144

[1] Brace of Rabbits [Shire]
Possession
Bearer must be a [Shire] companion.
Fellowship: Discard this possession to remove a burden.
L C 145

[1] Daring Renowned [Shire]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a [Shire] companion strength and resistance +1 until the regroup phase.
L C 146

[1] Faithful Companions [Shire]
Event • Skirmish
Spot a [Shire] companion to make a companion strength +2 (and remove a burden if he or she has resistance 8 or more).
L U 147

[2] Fear of Discovery [Shire]
Event • Response
Twilight.
If the Ring-bearer is about to put on The One Ring, exert 2 [Shire] companions to remove 2 burdens. Then, if those companions have resistance 8 or more, the Ring-bearer does not put on The One Ring.
“He hardly dared to breathe, and yet the desire to get it out of his pocket became so strong that he began slowly to move his hand.”
L R 148

[2] •Frodo, Chosen by Fate [Shire]
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
Skirmish: If Frodo is the Ring-bearer, exert him X times to take off The One Ring, where X is the current region number.
"'Bilbo was meant to find the Ring, in which case you also were meant to have it. And that is an encouraging thought.'"
L R 149

[2] •Frodo, Mr. Underhill [Shire]
Companion • Hobbit
Str: 3
Vit: 4
(Res): 10
Ring-bound.
In region 1, Frodo is strength +2.
In region 2, Frodo is strength +1.
“‘You’ll have to leave the name of Baggins behind you, for that name is not safe outside the Shire.’”
L C 150

(0) Get Out of Sight! [Shire]
Event • Response
Stealth.
If a Shadow event is played, spot a [Shire] companion and add a burden to cancel that event.
L U 151

[1] Hobbit Sword [Shire]
Str: +2
Bearer must be a Hobbit.
L C 152

[1] •Merry, The Magnificent [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
!Unyielding. Valiant.
While you can spot 4 companions with resistance 8 or more, Merry is strength +3 and defender +1.
L U 153

[1] •Pippin, Thain of the Shire [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
!Unyielding. Valiant.
While you can spot 4 companions with resistance 8 or more, Pippin is strength +3 and cannot take wounds in skirmishes.
L U 154

(0) Nine-Fingered Frodo and the Ring of Doom [Shire]
Event • Skirmish
Tale.
Exert a [Shire] character to remove a burden or 2 threats.
L C 155

[1] Preparing for the Journey [Shire]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 2 [Shire] companions, each stealth card is twilight cost -1.
L U 156

[2] •Sam, Master Gardner [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound.
Each companion with resistance 8 or more is strength +1.
While Sam is the Ring-bearer, he is resistance -5.
Response: If Frodo is killed, make Sam the Ring-bearer.
L C 157

[2] •Sam, The Stout-hearted [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound. Valiant. !Unyielding.
Sam cannot be affected by Shadow events that affect only one companion.
L R 158

[2] Slipping Away [Shire]
Event • Skirmish
Stealth.
Cancel a skirmish involving a [Shire] companion with resistance 8 or more.
L C 159

[1] •!Sting, !Ancient Blade [Shire]
Possession • Hand Weapon
Str: +2
Bearer must be Bilbo, Frodo or Sam.
While bearer is skirmishing a minion with strength less than bearer’s resistance, bearer is strength +2.
L R 160

[3] Stand As One [Shire]
Event • Skirmish
Unless the fellowship is in region 3, exert a companion 3 times (or a [Shire] companion twice) to have that companion replace the Ring-bearer in a skirmish.
L R 161

[2] Support in Fellowship [Shire]
Event • Fellowship
Tale.
Spot a [Shire] companion to heal each companion with resistance 8 or more.
L C 162

[6] Berserk Fury [Uruk]
Event • Skirmish
To play, spot an [Uruk] minion.
Make a minion strength +3 and damage +1 for each wound on that minion.
L C 163

[2] Brood of Isengard [Uruk]
Event • Shadow
Search.
When you play this event, you may foresee 2.
Spot an [Uruk] minion to discard a support area condition.
L U 164

[2] Exhaustion [Uruk]
Condition • Unbound Companion
To play, spot an [Uruk] minion.
Bearer is resistance -1 for each wound on him or her.
Skirmish: Play this condition from your hand.
L U 165

[4] Find the Halflings! [Uruk]
Event • Assignment
Search.
To play, spot an [Uruk] minion.
Assign a minion to a companion with resistance 3 or less.
L U 166

[2] •Frontal Assault [Uruk]
Condition • Support Area
Engine.
While you can spot an [Uruk] minion, the minion archery total is +1.
Shadow: Discard this condition and spot another [Uruk] card to draw 2 cards, then discard a card from hand.
L R 167

[1] Hard Pressed [Uruk]
Condition • Support Area
When you play this condition, you may foresee 1.
While you can spot 6 companions, each wounded companion skirmishing an [Uruk] minion is strength -1.
L C 168

(0) Hunting in Secret [Uruk]
Condition • Support Area
Search. Stealth.
Response: If an [Uruk] minion is about to take a wound, discard this condition to prevent that wound and foresee 2 (look at the top 2 cards of your draw deck; place any number of those cards on top of or beneath your draw deck).
L U 169

[3] Isengard !Herald [Uruk]
Minion • Uruk-hai
Str: 8
Vit: 3
Sit: 5
Damage +1.
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is an [Uruk] card, you may exert this minion to exert a companion it is skirmishing.
L U 170

[4] Isengard Lackey [Uruk]
Minion • Uruk-hai
Str: 9
Vit: 3
Sit: 5
Damage +1. Tracker.
Shadow: Exert this minion to foresee 1. If you foresee a Free Peoples card, you may reveal it to make an unbound companion resistance -3 until the regroup phase.
L U 171

[3] Isengard !Pathfinder [Uruk]
Minion • Uruk-hai
Str: 7
Vit: 2
Sit: 5
Aggressor. Damage +1. Tracker (for each aggressor assigned to a skirmish, each Shadow card’s twilight cost is -1).
When you play this minion, you may spot a companion with resistance 3 or less to draw a card.
L C 172

[4] Isengard Tracker [Uruk]
Minion • Uruk-hai
Str: 9
Vit: 2
Sit: 5
Aggressor. Damage +1. Tracker (for each aggressor assigned to a skirmish, each Shadow card’s twilight cost is -1).
Each companion skirmishing this minion is resistance -2.
L C 173

[2] •Lugdush, !Servant of Saruman [Uruk]
Minion • Uruk-hai
Str: 7
Vit: 2
Sit: 5
Damage +1. Tracker.
Response: If a tracker wins a skirmish, play Lugdush from your hand; he is strength +3 and fierce until the regroup phase.
L R 174

[4] Quarrelsome Uruk [Uruk]
Minion • Uruk-hai
Str: 10
Vit: 2
Sit: 6
Damage +1. Traitor.
Shadow: Discard a minion from your hand to make this minion one of the following until the regroup phase: strength +2; fierce; or an aggressor.
L R 175

[5] Ruination [Uruk]
Event • Skirmish
Search.
This event’s twilight cost is -1 for each companion with resistance 3 or less.
Discard each Free Peoples card borne by characters in a skirmish involving an [Uruk] minion.
L R 176

[5] •Shagrat, Quarrelsome Captain [Uruk]
Minion • Uruk-hai
Str: 13
Vit: 3
Sit: 6
Damage +1. Traitor. Aggressor (for each aggressor assigned to a skirmish, each Shadow card’s twilight cost is -1).
Each time a minion is played during a skirmish involving Shagrat, you may make him strength +3.
L C 177

[3] Warrior of Cirith Ungol [Uruk]
Minion • Uruk-hai
Str: 6
Vit: 2
Sit: 6
Damage +1. Traitor.
This minion is strength +1 for each culture you can spot.
L C 178

[2] Alone in the Darkness [Wraith]
Event • Skirmish
Search. Twilight.
To play, spot a [Wraith] minion.
Make a minion strength +2. Then, if the Ring-bearer is wearing The One Ring, add a burden.
“‘In dark and loneliness they are strongest…’”
L U 179

[1] Call of the Ring [Wraith]
Condition • Support Area
Spell. Twilight.
While the Ring-bearer is wearing The One Ring, the Ring-bearer and each Nazgûl gains twilight.
“Their cold eyes glittered, and they called to him with fell voices.”
L U 180

[2] Ceaseless Pursuit [Wraith]
Event • Maneuver
Search.
Spot a [Wraith] minion to discard a follower or condition.
“‘!They will never stop hunting you.’”
L C 181

[2] Deadly !Fear [Wraith]
Condition • Support Area
Spell.
While the Ring-bearer is wearing The One Ring, each companion skirmishing a Nazgûl loses !unyielding and cannot gain !unyielding.
If this card is foreseen, you may spot a [Wraith] card and discard this card to add a burden.
“‘Suddenly I shivered and felt that something horrible was creeping near…’”
L R 182

[1] Dark Voices [Wraith]
Event • Maneuver
Spell. Twilight.
Exert a Nazgûl to exert the Ring-bearer. If the Ring-bearer is then exhausted, he or she puts on The One Ring until the regroup phase. That Nazgûl loses fierce and cannot gain fierce until the regroup phase.
“Frodo thought that he heard a faint hiss as of venomous breath and felt a thin piercing chill.”
L U 183

[7] Failing Fellowship [Wraith]
Event • Skirmish
This event’s twilight cost is -1 for each Nazgûl assigned to a skirmish.
Make a companion strength -1 for each companion with resistance 2 or less, and strength -1 for each corrupted companion.
L R 184

[1] Hunting for the Ring [Wraith]
Condition • Support Area
Search.
When you play this condition, you may foresee 1.
While you can spot a Nazgûl, each time you play a search card, you may foresee 1 (look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
“… there black figures entered, like shades of night creeping across the ground.”
L C 185

[1] Nazgûl Steed [Wraith]
Possession • Mount
Str: +1
Bearer must be a Nazgûl.
Bearer is an aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
“At the same moment the black horses leaped down the hill in pursuit...”
L C 186

(0) !Relentless Shadows [Wraith]
Event • Response
Stealth.
If the Ring-bearer puts on The One Ring, spot a [Wraith] minion to play a minion from your hand; its twilight cost is -1 for each burden (limit -4).
“‘… there was a sort of deeper shade among the shadows across the road, just beyond the edge of the lamplight.’”
L U 187

[1] Secretly Searching [Wraith]
Event • Shadow
Search.
Spot a Nazgûl to foresee 2 (look at the top 2 cards of your draw deck; place any number of them on top of or beneath your draw deck). Then you may draw a card.
“As soon as his back was turned, a dark figure climbed quickly in over the gate and melted into the shadows of the village street.”
L C 188

[3] Terror [Wraith]
Condition • Unbound Companion
Res: -3
Spell.
To play, spot a [Wraith] minion. Limit 1 per bearer.
Skirmish: Play this condition from your hand.
“As soon as he saw the dark shapes creep from the garden, he knew that he must run for it, or perish.”
L C 189

[1] Timeworn Blade [Wraith]
Possession • Hand Weapon
Bearer must be a [Wraith] minion.
Bearer is strength +1 for each wound on the Ring-bearer.
“Swords were naked in their pale hands…”
L U 190

(0) The Twilight World [Wraith]
Event • Response
Twilight.
If the Ring-bearer puts on The One Ring, exert a Nazgûl to add 2 burdens.
“He could see them clearly now: they appeared to have cast aside their hoods and black cloaks, and they were robed in white and grey.”
L R 191

[6] •Úlairë Attëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce.
When you play Úlairë Attëa, you may foresee 2.
Companions with resistance 2 or less cannot be assigned to Úlairë Attëa.
“Frodo was stricken dump. He felt his tongue cleave to his mouth, and his heart labouring.”
L R 192

[5] •Úlairë Cantëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 3
Fierce.
When you play Úlairë Cantëa, you may foresee 2.
While the Ring-bearer is wearing The One Ring, companions do not gain strength bonuses or keywords from possessions.
“‘Open in the name of Mordor.”’
L U 193

[6] •Úlairë Enquëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 11
Vit: 4
Sit: 3
Fierce.
When you play Úlairë Enquëa, you may foresee 1 for each companion over 6.
Each time Úlairë Enqëa wins a skirmish, you may exert him to wound the Ring-bearer.
“… they saw on the top of the hill something small and dark against the glimmer of the moonrise.”
L U 194

[4] •Úlairë Lemenya, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, Úlairë Lemenya is strength +3.
“His enemies laughed at him with a harsh and chilling laughter.”
L C 195

[5] •Úlairë Nelya, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 2
Fierce.
While the Ring-bearer wears The One Ring, Úlairë Nelya is strength +1 and an aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
“… three or four tall black figures were standing there on the slope, looking down on them.”
L C 196

[4] •Úlairë Nertëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
Each time Úlairë Nertëa wins a skirmish, you may exert him to wound the Ring-bearer.
“He reined his horse in, and halted, swaying in his saddle.”
L C 197

[4] •Úlairë Otsëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 3
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, each unbound companion is resistance -2.
“Terror overcame Merry and Pippin, and they threw themselves flat on the ground.”
L U 198

[6] •Úlairë Toldëa, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce.
While the Ring-bearer is exhausted, Úlairë Toldëa’s twilight cost is -3.
Response: If the Ring-bearer puts on The One Ring, exert a Nazgûl to play Úlairë Toldëa from your discard pile.
“There seemed no chance of reaching the Ford before he was cut off by the others that had lain in ambush.”
L R 199

[1] Unearthly Senses [Wraith]
Condition • Support Area
Spell.
When you play this condition, you may foresee 1.
While you can spot 6 companions and a Nazgûl, each companion (except the Ring-bearer) is resistance -1.
“From inside the hood came a noise as of someone sniffing to catch an elusive scent…”
L C 200

[8] •The Witch-king, !Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, Nazgûl cannot take wounds.
Assignment: Exert The Witch-king twice to assign him to a companion (except the Ring-bearer). Unless that companion is corrupted, he or she may exert to prevent this.
“He sprang forward and bore down on Frodo.”
L R 201

[8] •The Witch-king, Shadow of !Despair [Wraith]
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 3
Fierce.
Each companion skirmishing The Witch-king is resistance -2.
While The Witch-king is skirmishing a corrupted companion, he is is strength +2. (companions with resistance 0 are corrupted).
“… his terror was swallowed up in a sudden temptation to put on the Ring.”
L C 202

(W) •Amon Hen (0)
Battleground. Corrupted companions cannot be assigned to a skirmish by the Free Peoples player (companions with resistance 0 are corrupted).
L U 203

(W) •Anduin Shores [2]
River. When the fellowship moves to this site, each player may foresee 2 (look at the top 2 cards of their draw deck; place any number of them on top of or beneath their draw deck).
L U 204

(W) •Frodo’s Chambers [3]
Dwelling. Each companion (except the Ring-bearer) is resistance +2.
L U 205

(W) •Galadriel’s Glade [1]
Forest. Each player must keep the top card of their draw deck face up.
L U 206

(W) •The Golden Wood [3]
Forest. Companions with resistance 7 or more cannot take wounds during skirmish phases.
L U 207

(W) •Isen Banks (0)
Battleground. River. Skirmish: Exert your minion (except an enduring minion) to add [1].
L U 208

(W) •The Redhorn Gate [2]
Underground. When the fellowship moves to this site, each player must place 1 card from their hand on top of their draw deck.
L U 209

(W) •Pelennor Battlefield [1]
Battleground. Plains. Each card is twilight cost -1 during the skirmish phase.
L U 210