The Last Homely House
Middle-Earth => Chamber of Mazarbul => Topic started by: DáinIronfoot on May 29, 2008, 11:00:49 AM
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Well, now that the move over here is about as complete as it's going to get, I think it's time to stop just posting random cards and get back on track, working through my third DC set--my Two Tower centric set--The Way Into Mordor.
For those who faithfully reviewed my cards at CC, you probably remember I was working my way through the [Isengard] culture (http://lotrtcgdb.com/community/viewtopic.php?t=6175). I had already done [Isengard] Men and a couple different versions of Saruman, but there is much, MUCH more still to do. I was working through Uruk trackers at the time of CC's untimely demise, and after that we still have warrior Uruks (like those at Helm's Deep) and Orcs and perhaps a few other surprises as well. :twisted:
For now, though, let's get back to the trackers. To review, here are the cards I had already posted:
[4]•Uglúk, Patrol Leader [Isengard]
Minion • Uruk-hai
Strength: 9
Vitality: 3
Site: 5
Tracker. Fierce. Hunter 2.
The roaming penalty for each other [Isengard] tracker you play is -2.
Each time Uglúk wins a fierce skirmish, you may exert 2 trackers (or 1 tracker twice) to capture a companion assigned to skirmish an [Isengard] tracker.
“‘We took the prisoners....We came out of Isengard, and led you here, and we shall lead you back by the way we choose.’”
[3]•Mauhúr, Expert Scout [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 1.
While the fellowship is at a battleground, forest, or plains site, each other [Isengard] tracker gains hunter 1 and you may play Mauhúr any time you could play an assignment event.
Assignment: Exert Mauhúr to play an [Isengard] tracker from your hand. That tracker gains hunter 2 until the regroup phase.
“Then suddenly the answering cries of orc-voices came...from the direction of the forest and the mountains. Mauhúr had apparently arrived....”
[5]•Lugdush, Isengarder [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 5
Tracker. Fierce.
Each unbound Hobbit is strength -1.
Skirmish: Exert Lugdush to cancel a skirmish involving an [Isengard] tracker. The Free Peoples player may make the move limit -1 for this turn to prevent this.
“‘Put those Halflings down!’ ordered Uglûk....‘You, Lugdush, get two others and stand guard over them!’”
[2] Uruk Captor [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 2
Site: 5
Tracker. Fierce.
While you can spot another tracker, this minion gains hunter 2 for each captured companion you can spot (or hunter 3 if that companion is a Hobbit).
“‘Kill all but NOT the Halfings; they are to be brought back ALIVE as quickly as possible.’”
[3] Uruk Trailer [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 1.
This minion is strength +1 for each search card you can spot.
“‘And we march day and night. That clear?’”
[3] Uruk Traveler [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 3
Site: 5
Tracker. Fierce. Hunter 1.
Each time a search card is played on a companion, you may exert this minion to exert that companion.
“‘We’ll find a use for your legs before long. You’ll wish you had got none before we get home.’”
These all seemed to be approved by reviewers, so let's get going again with some all-new cards. Enjoy! ;D
[2] Uruk Shadower [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 1
Site: 5
Tracker. Fierce. Lurker.
Each time an [Isengard] tracker wins a fierce skirmish, this minion is strength +2 and damage +1 until the regroup phase.
“‘We have ways of paying for tricks that you won't like, though they won't spoil your usefulness for the Master.’”
[3] Uruk Hounder [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 2.
During a fierce skirmish involving this minion, it is strength +3 and damage +1.
“Boromir had blown his great horn till the woods rang, and at first the Orcs had been dismayed and had drawn back; but when no answer but the echoes came, they had attacked more fierce than ever.”
[5]•Isengarder Company [Isengard]
Minion • Uruk-hai
Strength: 11
Vitality: 3
Site: 5
Tracker. Fierce.
While you can spot 2 other hunters, Isengarder Company gains hunter 2.
While you can spot 2 other trackers, Isengarder Company is damage +1.
At the start of each skirmish involving Isengarder Company, each character in that skirmish bearing a search card must exert.
“‘We are the fighting Uruk-hai! We slew the great warrior.’”
Some old-school trackers, especially Uruk Hounder (which is a very close relative of no less than four trackers: Uruk Chaser, Uruk Runner, Uruk Foot Soldier, and Uruk Plains Runner). Uruk Shadower is in the same vein, while the Isengarder Company is a big Uruk group that gets better under certain conditions, like a number of similiar [Uruk] Uruks.
Again, several references to search cards. We'll get to some--old and new--shortly, I promise. :ninja:
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[2] Uruk Shadower [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 1
Site: 5
Tracker. Fierce. Lurker.
Each time an [Isengard] tracker wins a fierce skirmish, this minion is strength +2 and damage +1 until the regroup phase.
“‘We have ways of paying for tricks that you won't like, though they won't spoil your usefulness for the Master.’”
Perhaps this guy could have 2 separate abilities, one for normal skirmishes that lasts until the fierce assignment phase, then the one above.
[3] Uruk Hounder [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 2.
During a fierce skirmish involving this minion, it is strength +3 and damage +1.
“Boromir had blown his great horn till the woods rang, and at first the Orcs had been dismayed and had drawn back; but when no answer but the echoes came, they had attacked more fierce than ever.”
Fair enough.
[5]•Isengarder Company [Isengard]
Minion • Uruk-hai
Strength: 11
Vitality: 3
Site: 5
Tracker. Fierce.
While you can spot 2 other hunters, Isengarder Company gains hunter 2.
While you can spot 2 other trackers, Isengarder Company is damage +1.
At the start of each skirmish involving Isengarder Company, each character in that skirmish bearing a search card must exert.
“‘We are the fighting Uruk-hai! We slew the great warrior.’”
Looks good I think. But I'm always bad at balancing big minions...
Thranduil
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[2] Uruk Shadower [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 1
Site: 5
Tracker. Fierce. Lurker.
Each time an [Isengard] tracker wins a fierce skirmish, this minion is strength +2 and damage +1 until the regroup phase.
“‘We have ways of paying for tricks that you won't like, though they won't spoil your usefulness for the Master.’”
ditto thran
[3] Uruk Hounder [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 2.
During a fierce skirmish involving this minion, it is strength +3 and damage +1.
“Boromir had blown his great horn till the woods rang, and at first the Orcs had been dismayed and had drawn back; but when no answer but the echoes came, they had attacked more fierce than ever.”
cut hunter to 1
[5]•Isengarder Company [Isengard]
Minion • Uruk-hai
Strength: 11
Vitality: 3
Site: 5
Tracker. Fierce.
While you can spot 2 other hunters, Isengarder Company gains hunter 2.
While you can spot 2 other trackers, Isengarder Company is damage +1.
At the start of each skirmish involving Isengarder Company, each character in that skirmish bearing a search card must exert.
“‘We are the fighting Uruk-hai! We slew the great warrior.’”
fine
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[2] Uruk Shadower [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 1
Site: 5
Tracker. Fierce. Lurker.
Each time an [Isengard] tracker wins a fierce skirmish, this minion is strength +2 and damage +1 until the regroup phase.
“‘We have ways of paying for tricks that you won't like, though they won't spoil your usefulness for the Master.’”
Nice balance with the fierce thing but still really nasty.
[3] Uruk Hounder [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 2.
During a fierce skirmish involving this minion, it is strength +3 and damage +1.
“Boromir had blown his great horn till the woods rang, and at first the Orcs had been dismayed and had drawn back; but when no answer but the echoes came, they had attacked more fierce than ever.”
Hmmm again really nasty.
[5]•Isengarder Company [Isengard]
Minion • Uruk-hai
Strength: 11
Vitality: 3
Site: 5
Tracker. Fierce.
While you can spot 2 other hunters, Isengarder Company gains hunter 2.
While you can spot 2 other trackers, Isengarder Company is damage +1.
At the start of each skirmish involving Isengarder Company, each character in that skirmish bearing a search card must exert.
“‘We are the fighting Uruk-hai! We slew the great warrior.’”
Arent all your isengard hunters trackers?
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Arent all your isengard hunters trackers?
Not necessarily. The majority of trackers are also hunters, yes, but not all. And there are a few hunters that are not trackers.
But we'll get to them later. For now, we stick with our trackers, and finally get to some of the promised search cards. Old-school LOTR TCG players will probably remember these from the Tower block, though Big D didn't do as much with them as they could have, and thus it was only a moderately effective strategy (much like [Isengard] Men and their conditons that played on companions, which we covered at the start of this culture over at CC). I hope to make it a little more painful--and thus more viable--without being overpowered. Let's see how I do...enjoy!
First, we'll get a couple reprints out of the way....
[1] Weary [Isengard] (reprint)
Condition
Search. Plays on a Free Peoples character. Limit 1 per bearer.
Each time the Free Peoples player assigns bearer to skirmish an [Isengard] tracker, bearer must exert.
“‘There is some will that lends speed to our foes and sets an unseen barrier before us....’”
[1] Many Riddles [Isengard] (reprint)
Condition
Strength -1
Search. To play, exert an [Isengard] tracker. Plays on a companion (except the Ring-bearer).
Assignment: Exert an [Isengard] tracker and remove [2] to assign that tracker to bearer. Bearer may exert to prevent this.
“‘Aragorn and his companions searched far and wide about the field of battle, but the light faded, and evening soon drew down, dim and misty.’”
Hopefully you can tell what I'm going for with search by these two cards I've brought back: exerting and some direct assigning. To me, these concepts make the most sense with trackers, as they're after specific targets and those targets have to work hard to stay away from the rabid Uruks on their tail. :twisted:
Here's a new one in this same vein....
[1] Wasted on Cross-Country [Isengard]
Condition
Strength -1
Search. To play, exert an [Isengard] tracker. Plays on an unbound companion. Limit 1 per bearer.
Each time the fellowship moves during the regroup phase, the Free Peoples player must add [3] or wound bearer.
“‘Three days and nights pursuit. No food, no rest, no sign of our quarry but what bare rock can tell.’”
You can try to run away down the sitepath, but if you do, you have to work extra hard (wound) or make it easier on your pursuers to harass you (adding twilight). Not a very pleasant choice, eh? Perhaps it's better to take a rest while you can and NOT try double-moving, eh?
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I think I'd prefer a reduced cost for reduced ability. I'd be more likely to spend [1] for adding [2] than [2] for [3].
Thranduil
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listen to the elf ;)
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Id prefer a reduced cost for the same ability. Theres no way this 1 card is worth 2 for 3 or 1 for 2. 1 for 3 makes it useable as you cant guarantee youre facing a running fellowship. And for it to target just one comp per card. Gotta be just change the cost.
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Alright, changed as suggested.
Here's a new one, and another reprint to make all search cards more viable. Enjoy!
[2] A Bitter End [Isengard]
Condition
Resistance -1
Search. To play, exert an [Isengard] tracker. Plays on an unbound companion. Limit 1 per bearer.
Each time bearer exerts, you may exert an [Isengard] tracker to make the Free Peoples player choose one: exert bearer again; or make bearer strength -2 until the regroup phase.
“‘The stars are faint; and I am weary as I have seldom been before, weary as no Ranger should be with a clear trail to follow.’”
(0) Kill Them Now [Isengard] (reprint)
Event • Shadow
Make an [Isengard] tracker strength +2 (or +4 if skirmishing a character bearing a search card).
“‘Evening's coming on, and we ought to get a move on.’”
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Alright, changed as suggested.
Here's a new one, and another reprint to make all search cards more viable. Enjoy!
[2] A Bitter End [Isengard]
Condition
Resistance -1
Search. To play, exert an [Isengard] tracker. Plays on an unbound companion. Limit 1 per bearer.
Each time bearer exerts, you may exert an [Isengard] tracker to make the Free Peoples player choose one: exert bearer again; or make bearer strength -2 until the regroup phase.
“‘The stars are faint; and I am weary as I have seldom been before, weary as no Ranger should be with a clear trail to follow.’”
Wow thats sick on eowyn greenleaf etc. Might tone it down a bit to maybe no resistance loss or unique.
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Alright, changed as suggested.
Here's a new one, and another reprint to make all search cards more viable. Enjoy!
[2] A Bitter End [Isengard]
Condition
Resistance -1
Search. To play, exert an [Isengard] tracker. Plays on an unbound companion. Limit 1 per bearer.
Each time bearer exerts, you may exert an [Isengard] tracker to make the Free Peoples player choose one: exert bearer again; or make bearer strength -2 until the regroup phase.
“‘The stars are faint; and I am weary as I have seldom been before, weary as no Ranger should be with a clear trail to follow.’”
Again, doesn't seem worth [2]. [1] would probably be fine. Though I'd like something simpler as it seems a bit too complex now. Maybe 'Each time bearer exerts, he or she is strength -1 until the regroup phase.
Wow thats sick on eowyn greenleaf etc. Might tone it down a bit to maybe no resistance loss or unique.
I really can't see it's that good. It takes [2] from the pool and exerts a tracker to play, then you have to exert a tracker each time you want to use its ability.
Thranduil
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[2] A Bitter End [Isengard]
Condition
Resistance -1
Search. To play, exert an [Isengard] tracker. Plays on an unbound companion. Limit 1 per bearer.
Each time bearer exerts, you may exert an [Isengard] tracker to make the Free Peoples player choose one: exert bearer again; or make bearer strength -2 until the regroup phase.
“‘The stars are faint; and I am weary as I have seldom been before, weary as no Ranger should be with a clear trail to follow.’”
Again, doesn't seem worth [2]. [1] would probably be fine. Though I'd like something simpler as it seems a bit too complex now. Maybe 'Each time bearer exerts, he or she is strength -1 until the regroup phase.
For once, overruled. The main point of this is to force the FP player to exert again, as such a stiff strength reduction could mean the difference between mere defeat and overwhelming...especially with some of the staple exert-for-cool-ability companions lem0n mentioned. I think a pat -1 reduction would make this a very weak card.
Wow thats sick on eowyn greenleaf etc. Might tone it down a bit to maybe no resistance loss or unique.
I really can't see it's that good. It takes [2] from the pool and exerts a tracker to play, then you have to exert a tracker each time you want to use its ability.
Yes, but the fact that it practically shuts down some of the most powerful companions in the game makes it plenty good, methinks. I'd rather leave it as is, especially since one reviewer thinks it's OP and the other thinks it's UP. That usually means it's perfect. :P
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It's fine. Putting the hurt on powerful companions is never bad.
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Alright, changed as suggested.
Here's a new one, and another reprint to make all search cards more viable. Enjoy!
[2] A Bitter End [Isengard]
Condition
Resistance -1
Search. To play, exert an [Isengard] tracker. Plays on an unbound companion. Limit 1 per bearer.
Each time bearer exerts, you may exert an [Isengard] tracker to make the Free Peoples player choose one: exert bearer again; or make bearer strength -2 until the regroup phase.
“‘The stars are faint; and I am weary as I have seldom been before, weary as no Ranger should be with a clear trail to follow.’”
I wikey...
so one think sits OP, one thinks its UP and one thinks its perfect...and then theres menace ;)
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so one think sits OP, one thinks its UP and one thinks its perfect...and then theres menace ;)
But you forget... only my opinion matters. :twisted:
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Okay, we'll get back to conditions again soon, but before we get too much further with them, I want to get back to some possessions for our Uruk trackers. Two of these are reprints (well, more like one and a half...you'll see what I mean :roll:), but two are all-new and hopefully pretty cool. You tell me! ;D
[1] Broad-bladed Sword [Isengard] (reprint)
Possession • Hand Weapon
Strength +2
Bearer must be an Uruk-hai.
Bearer may not take wounds (except during skirmish phases).
“...Uglúk's followers leaped over him and cut down another with their broad-bladed swords.”
The first reprint is from the old Towers block, and yes, I know it is far from tracker-exclusive. In fact, this useful blade can be used by ANY Uruk of ANY culture. That alone makes it worthy of a reprint my mind. But more to the point, the help it offers in preventing wounds is almost tailor-made for trackers, since many of their better abilities (especially with their search conditions) require exerting later in the turn, after the FP player would have a chance to already lay some archery or other wounds on them. This helps swing the tide back in your favor in that regard. :twisted:
[1]•Uglúk's Sword, Fearsome Weapon [Isengard]
Possession • Hand Weapon
Strength +2
Bearer must be an Uruk-hai tracker. Bearer gains hunter 1.
If bearer is Uglúk, he is damage +1.
“‘I am Uglúk. I have spoken.’”
This is the first version of Uglúk's fiersome blade, the first two being the original (http://lotrtcgdb.com/pages/LOTR04177.html) with its' +3 strength and discard-a-minion-to-play-another trick, and the second being Weapon of Command, with only +1 strength but gaining the wound-preventing text of Broad-bladed Sword and a damage bonus if the bearer is Uglúk himself. This harkens back more the original, with essentially +3 strength again, but also borrows the damage from WoC, turning it into a simple, no frills beatstick, which I think is very appropriate considering Uglúk's penchant for...uh...Vader-style leadership. :roll:
[1] Uruk-hai Bow [Isengard] (reprint from The Road Ahead)
Possession • Ranged Weapon
Bearer must an Uruk-hai.
Bearer gains hunter 1.
If bearer is a tracker, bearer is an archer.
“The hobbits were left with the Isengarders: a grim dark band, four score at least of large, swart, slant-eyed Orcs with great bows....”
That's right...I'm reprinting my own cards now! Hey, if Decipher can do it over and over with Hobbit Sword, I can do a little too. :P In truth, I probably should have saved this exclusively for this set, but I figured the smaller [Isengard] tracker subculture of the last set needed a boost like this, so I jumped the gun and threw it in there. Still makes SO much sense with these new and improved trackers too, however, that I figured I'd just put it in BOTH sets and be done with it. So I did. ;) The only thing different is the lore (which is all new for ALL these cards, even the other reprint above).
[1] Uruk Draught [Isengard]
Possession
Bearer must an Uruk-hai. Limit 1 per bearer.
If played on a tracker, this possession's twilight cost is -1.
Assignment or Regroup: Discard this possession to heal an Uruk-hai or exert a companion bearing an [Isengard] condition.
“Uglúk thrust a flask between his teeth and poured some burning liquid down his throat: he felt a hot fierce glow flow through him. The pain in his legs and ankles vanished. He could stand.”
Anyone who's read The Two Towers or seen the extended edition of the film remembers this disturbing slop drink. Much like the "real" thing, this card version can either help out your Uruks or make your opponent's characters more miserable...and on trackers, it's free! :hey:
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All good, but I absolutely wouldn't pay more than [1] for Ugluk's sword, and just so that you know it's not personal, I would also never pay [2] for its reprint in Weapon of Command.
Thranduil
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[2]•Uglúk's Sword, Fearsome Weapon [Isengard]
Possession • Hand Weapon
Strength +2
Bearer must be an Uruk-hai tracker. Bearer gains hunter 1.
If bearer is Uglúk, he is damage +1.
“‘I am Uglúk. I have spoken.’”
Meh.
[1] Uruk-hai Bow [Isengard] (reprint from The Road Ahead)
Possession • Ranged Weapon
Bearer must an Uruk-hai.
Bearer gains hunter 1.
If bearer is a tracker, bearer is an archer.
“The hobbits were left with the Isengarders: a grim dark band, four score at least of large, swart, slant-eyed Orcs with great bows....”
Never seen this before i dont think, seems a bit on the good side. Especially as trackers dont use archery or bows.
[1] Uruk Draught [Isengard]
Possession
Bearer must an Uruk-hai. Limit 1 per bearer.
If played on a tracker, this possession's twilight cost is -1.
Assignment or Regroup: Discard this possession to heal an Uruk-hai or exert a companion bearing an [Isengard] condition.
“Uglúk thrust a flask between his teeth and poured some burning liquid down his throat: he felt a hot fierce glow flow through him. The pain in his legs and ankles vanished. He could stand.”
Fine. The comp exert makes it useful.
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I think the bow is fine...
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But dont i have a point? At what point did any of the trackers you see between captuing merry and pip and getting slaughtered by the rohirrirm, carry or fire bows? Makes no sense.
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It does from the books when Boromir is killed by a whole load of Uruk trackers with bows.
Thranduil
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I would like to come back to a point ive made before that the cards are based on the films, if this card was made find me an image from towers film where ugluk and his uruks have a bow.
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Except that lore comes from the books, including DI's lore on that very same card which clearly states that the Uruks have bows! ;)
I think we can safely leave this argument alone, though - there's not much point arguing over nothing in particular. :clown:
Thranduil
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Im not arguing over nothing dude you make a good point but thats why decipher released elves in the bohd expansion cos its based on the films. DI's card makes no sense to me as far as trackers having bows at all. Cos they simply didnt, like i said you wont find a scene to take an image from if you were to make this card.
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Uh...Lurtz? I know he isn't in The Two Towers, but he's evidence that at least SOME of the Uruks in that group had bows. Big, NOLINKnasty ones, too. :twisted:
My sets are a mesh of material from the films AND novels though, including some things that only appear in one or the other. Heck, my entire first set was based on events not depicted in ANY film to date, and I have an entire CULTURE that isn't in the films. :P Why the sudden problem with it now?
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Ok fair enough, but Lurtz isnt a tracker in the games sense. he's never been given that ability, and clearly you are doing ugluk and his men and they arent archers. Thats all my point is.
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He was a tracker in my last set and no one raised a ruckus then. ;) TWO different versions got it, even!
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Ok ok fine! Continue.... :roll:
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Well while we're being controversial, let's get back to another tracker trick...everyone's favorite concept: capturing! :P Now before you scream about how broken capturing and rescuing are, remember that the new and improved concept (described over here (http://lotrtcgdb.com/community/viewtopic.php?t=6327)) seemed to meet everyone's approval, so keep that in mind as you review. And try to enjoy. :)
[3] Uruk Sentinel [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 1. To play, spot an [Isengard] minion.
Each time this minion wins a skirmish, you may spot another tracker and exert this minion to capture a companion or ally in that skirmish.
“‘We took the prisoners. We are the servants of Saruman the Wise, the White Hand: the Hand that gives us man's-flesh to eat.’”
[1] They’re Fresh [Isengard]
Event • Shadow
You may discard an [Isengard] card from hand or from play to play this event during the regroup phase.
Spot a captured character in your support area to choose one: play a tracker from your hand or discard pile; or wound that captured character twice.
“‘What about their legs? They don’t need those. Ooh, they look tasty.’”
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[3] Uruk Sentinel [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 1.
Each time this minion wins a skirmish, you may spot another tracker and exert this minion to capture a non-hunter companion or ally in that skirmish.
“‘We took the prisoners. We are the servants of Saruman the Wise, the White Hand: the Hand that gives us man's-flesh to eat.’”
Is it an oversight you havent stated an [Uruk] tracker?
(0) They’re Fresh [Isengard]
Event • Shadow
You may discard an [Isengard] card from hand or from play to play this event during the regroup phase.
Spot a captured character in your support area and remove [X] to play or discard a tracker and wound that captured character X times.
“‘What about their legs? They don’t need those. Ooh, they look tasty.’”
I see what it does but it gets a bit confusing at the end. Why would you want to wound a comp youve captured?
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[3] Uruk Sentinel [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 1.
Each time this minion wins a skirmish, you may spot another tracker and exert this minion to capture a non-hunter companion or ally in that skirmish.
“‘We took the prisoners. We are the servants of Saruman the Wise, the White Hand: the Hand that gives us man's-flesh to eat.’”
Is it an oversight you havent stated an [Uruk] tracker?
I assume you mean [Isengard] tracker, but no, it is not. :twisted: Remember that there's a whole subculture of [Sauron] trackers we'll be getting to later, and some of the cards from each of the tracker groups will work very well together, like this guy. Maybe I should add a "to play, spot an [Isengard] minion" to him, though?
(0) They’re Fresh [Isengard]
Event • Shadow
You may discard an [Isengard] card from hand or from play to play this event during the regroup phase.
Spot a captured character in your support area and remove [X] to play or discard a tracker and wound that captured character X times.
“‘What about their legs? They don’t need those. Ooh, they look tasty.’”
I see what it does but it gets a bit confusing at the end. Why would you want to wound a comp youve captured?
Because it's sneaky way to potentially kill off a companion or ally. Essentially, this is direct wounding, but since it's so powerful, it requires comboing with some capturing. If you recall, the (G) Spiders had a couple cards like this too, representing how they capture their prey and THEN suck them dry. :twisted:
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Yeah id culturally enforce him a bit.
And i thought the idea was once they were captured you could get bonuses off them and it was a good thing. Why would you wanna kill something youve gone through all the effort to capture?
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And i thought the idea was once they were captured you could get bonuses off them and it was a good thing. Why would you wanna kill something youve gone through all the effort to capture?
In many cases, you're exactly right. For example, take this guy that I spoiled over at CC (and again at the beginning of this thread):
[2] Uruk Captor [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 2
Site: 5
Tracker. Fierce.
While you can spot another tracker, this minion gains hunter 2 for each captured companion you can spot (or hunter 3 if that companion is a Hobbit).
“‘Kill all but NOT the Halfings; they are to be NOLINKbrought back ALIVE as quickly as possible.’”
However, once you have them captured, you can either have a little fun with them, or just try to finish them off. The choice is yours, and there will be enough cards spread throughout my sets that you'll be able to choose one or the other to focus on...or even mix in some of both. There's fun to be had for ALL evil Shadow players! :twisted:
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Ok in that case i think its a lot of effort to pack wounding captured characters stuff. Id rather wound ones that are still alive and free! To win, capture, control, have fun THEN wound is just too much effort. Sorry DI. Thran should be around anytime to disagree with me though :D
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[3] Uruk Sentinel [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 1. To play, spot an [Isengard] minion.
Each time this minion wins a skirmish, you may spot another tracker and exert this minion to capture a non-hunter companion or ally in that skirmish.
“‘We took the prisoners. We are the servants of Saruman the Wise, the White Hand: the Hand that gives us man's-flesh to eat.’”
I'd take out the non-hunter restriction for 2 reasons: 1) it makes the card too wordy and 2) how annoyed would you be as a Shadow player if you manage to guarantee a winning skirmish with this guy only to see your opponent assign a hunter to him?
(0) They’re Fresh [Isengard]
Event • Shadow
You may discard an [Isengard] card from hand or from play to play this event during the regroup phase.
Spot a captured character in your support area and remove [X] to play or discard a tracker and wound that captured character X times.
“‘What about their legs? They don’t need those. Ooh, they look tasty.’”
Personally I think it's too complex. You could easily and simply say: 'If you have captured a character, play a tracker' - I'm also not sure what the discarding option is for.
How about a choice card, like:
'If you have captured a character, choose one: play a tracker from your hand or discard pile; or wound that character twice.'
Then throw a spotting requirement on and you have a much simpler and nicer card. That's my two cents, anyway.
Thranduil
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I understand your point, lem0n, but remember that the cards that wound captured characters usually do so in multiples (meaning they'll kill most characters off with very little in the way of possible prevention by their owners), and they usually come easier and cheaper than direct wounding at other times.
I agree that you're likely not going to have some fun with captured characters and THEN kill them, but it's certainly possible. Requires a little more work, yes, but it can be done, and probably more easily than you might think. Most the time, players will probably capture for the sole purpose of playing around with captured characters OR to kill them off, but it's not all-exclusive. The flexibility (and uncertainly for the opponent) is what makes it fun and interesting. I hope.
Thran, just saw your review, and I like your ideas. I'll make some tweaks. :up:
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Yeah, I had no problem with the concept of wounding your captured characters (as lem0n said I wouldn't ;) ) I just thought that the card could easily be a lot simpler and just as effective.
Thranduil
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Yeah, I had no problem with the concept of wounding your captured characters (as lem0n said I wouldn't ;) )
See? See? Its a flaming conspiracy i tell you to disrepute my reviews! Fine! Im standing by it seems #$&*@! of an effort for a mechanic!
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It is a bit of an effort, but if you're capturing people anyway, at least you can get some above average wounding out of it if you want.
Thranduil
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Yeah, I had no problem with the concept of wounding your captured characters (as lem0n said I wouldn't ;) )
See? See? Its a flaming conspiracy i tell you to disrepute my reviews! Fine! Im standing by it seems #$&*@! of an effort for a mechanic!
Duly noted. ;) Hopefully you'll warm up to it over time.
It is a bit of an effort, but if you're capturing people anyway, at least you can get some above average wounding out of it if you want.
Bingo! My thoughts exactly.
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By the way i had no idea the opposite of heaven is considered a swear word, i unsurprisingly have the filter off.
Dain a question that might help clear things up for me. What happens once youve captured them, do they stay there? Or do they escape after so long? You have to maintain them there like your prison idea, or do they just die eventually?
Trying clear up why you'd want to wound your captured guys.
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Yeah, a restatement of the mechanic in its entirety would not be a bad idea. :mrgreen:
Thranduil
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As stated in the thread I linked to over at CC (and linked again here (http://lotrtcgdb.com/community/viewtopic.php?t=6327)), the concept we agreed on is as follows:
The original concept (which nearly everyone thought was badly overpowered) was that you could capture an opponent’s character much like controlling an opponent’s site. Captured characters go in your support area. Captured characters cannot be used by their owner, and the player who captured them can get some benefits from them. They can only become "un-captured" when their owner rescues them somehow. Companions, allies, and minions can all be captured, though it usually isn’t terribly easy to do so, especially for Shadow players.
Captured companions/allies remain captured ONLY while there are minions in play. As soon as the last minion is killed or discarded, all captured companions/allies are automatically rescued...which makes a lot of sense if you think about it. Captured minions, however, remain captured indefinately...which also makes sense, since there are obviously always companions in play to keep those minions captured.
However, each time the fellowship moves, each player must pay twilight equal to the total printed cost of all characters they have captured. Any character NOT paid for in this way is automatically rescued.
Rescued companions/allies are automatically returned to the fellowship, and rescued minions return to play, free to harass the fellowship again. This is true whether automatically rescued as described above, or if some other type of card is played or effect takes place that rescues a character.
I was originally trying to fix it with a new card type called a "prison" that would hold a certain number of captured characters, and also a version of the upkeep concept someone else (Foresight, I think) invented, but that was nixed by others as too complicated and, ultimately, unnecessary.
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Seeing as the comps get freed at the end of the turn or when there are no minions left wounding one whilst captured is ace DI, i withdraw my review. :up:
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Time is once again limited as schoolwork is getting oppresive during this final stretch. Just one more card for now....
[3] Uruk Ambusher [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 1. Ambush [1].
While the fellowship is at a battleground, you may play this minion any time you could play an assignment event.
Each time you play a tracker (except during a Shadow phase), you may exert an unwounded unbound companion (or wound that companion if he or she bears a search card).
“But they had not gone far on the way back when they were attacked again, by a hundred Orcs at least, some of them very large....”
This guy harkens back to one the tracker leaders:
[3]•Mauhúr, Expert Scout [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 1.
While the fellowship is at a battleground, forest, or plains site, each other [Isengard] tracker gains hunter 1 and you may play Mauhúr any time you could play an assignment event.
Assignment: Exert Mauhúr to play an [Isengard] tracker from your hand. That tracker gains hunter 2 until the regroup phase.
“Then suddenly the answering cries of orc-voices came...from the direction of the forest and the mountains. Mauhúr had apparently arrived....”
When I originally posted Mauhúr, people thought he was cool but didn't quite "get" his ability to play other trackers (and himself) during the assignment. Sure, the extra hunter 2 was nice, and skipping archery and all was good, but it didn't seem to be all that great. Combo him with the new, appropriately-titled Ambusher. He turns that assignment-Uruk-playing into extra exertions...or even wounds under the right cicumstances. :twisted:
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[3] Uruk Ambusher [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 1. Ambush [1].
While the fellowship is at a battleground, you may play this minion any time you could play an assignment event.
Each time you play a tracker (except during a Shadow phase), you may exert an unwounded unbound companion (or wound that companion if he or she bears a search card).
“But they had not gone far on the way back when they were attacked again, by a hundred Orcs at least, some of them very large....”
But when you play this guy in the assignment phase, his ability doesn't take effect because he isn't already in play. I think this strategy needs a cycle of vanilla minions for this strategy, rather this complex guy. Simple cards like 'When you play this minion (except during the Shadow phase), do X...' I'd prefer a fair number of them, then this minion losing a few keywords (there's no precedent for ambush on uruks, for example) and keeping only his 'each time' ability so that he supports those other vanilla minions.
[3]•Mauhúr, Expert Scout [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 1.
While the fellowship is at a battleground, forest, or plains site, each other [Isengard] tracker gains hunter 1 and you may play Mauhúr any time you could play an assignment event.
Assignment: Exert Mauhúr to play an [Isengard] tracker from your hand. That tracker gains hunter 2 until the regroup phase.
“Then suddenly the answering cries of orc-voices came...from the direction of the forest and the mountains. Mauhúr had apparently arrived....”
Again, I don't know whether these are the only 2 cards you wanted for this theme, but I think you should definitely make at least another 3 or 4 vanilla guys to go with it.
Thranduil
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There will be more support for it, yes. And I know the Ambusher's ability doesn't work on itself...but it DOES work on OTHER Ambushers. You could potentially load up your hand with Mauhúr and a few Ambushers, play just enough during the Shadow phase to keep the turn going, and then play a slew of minions during assignment. After the first Ambusher is in play, you can use its ability on all the others you play after that.
There will be more support on top of this, though. Don't worry. I'm just sliding around between search cards, capturing, and out-of-phase playing for now as my brain is having a hard time finding enough room to NOLINKfocus on just one for too long. :P
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That's fair enough, but I don't think the ambusher should have the in-built playing in the assignment phase as well as an ability that triggers when others do it. Something like that should be reserved for figures like Mauhúr.
Thranduil
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[3] Uruk Ambusher [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 1. Ambush [1].
While the fellowship is at a battleground, you may play this minion any time you could play an assignment event.
Each time you play a tracker (except during a Shadow phase), you may exert an unwounded unbound companion (or wound that companion if he or she bears a search card).
“But they had not gone far on the way back when they were attacked again, by a hundred Orcs at least, some of them very large....”
Not quite sure i agree with Thran, it doesnt seem to matter that he can do it himself much, but i understand it lessens Mauhurs skill if you dont need his ability to do it.
[3]•Mauhúr, Expert Scout [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 1.
While the fellowship is at a battleground, forest, or plains site, each other [Isengard] tracker gains hunter 1 and you may play Mauhúr any time you could play an assignment event.
Assignment: Exert Mauhúr to play an [Isengard] tracker from your hand. That tracker gains hunter 2 until the regroup phase.
“Then suddenly the answering cries of orc-voices came...from the direction of the forest and the mountains. Mauhúr had apparently arrived....”
This could become some scary combo, its a major tactic as far as im concerned just like the skirmish appearing dunlendings so id be careful how many other "themes" you implement within trackers DI.
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Ugh. Been one of THOSE days. More like one of THOSE 48 hours, actually. :-\ I haven't really had a chance to do much DCing the last couple days, though hopefully I'll be able to make up for it this weekend.
I don't want to leave you in the lurch, though, so here's a bonus of sorts. :roll: Enjoy!
[4]•Grishnákh, Crook-Legged Captain [Sauron]
Minion • Orc
Strength: 11
Vitality: 3
Site: 6
Tracker. Hunter 1.
The site number of each [Sauron] Orc is -3.
While you can spot an Uruk-hai, each other [Sauron] Orc gains hunter 1 (or hunter 2 if that Orc is a tracker).
Regroup: Spot an Uruk-hai, discard Grishnákh, and spot a tracker to capture an unbound companion with less strength than that tracker. The Free Peoples player may take that companion into his or her hand to prevent this.
“‘Enjoying your nice rest? Or not? A little awkwardly placed, perhaps: swords and whips on one side, and NOLINKnasty spears on the other!’”
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He looks good to me all round.
Thranduil
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Wow. You have me trained to EXPECT you to tell me that such cards are way too complex. But I'll take it. :mrgreen:
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It's a little complex, but for Grishnakh it's fine! For some random Orc that nobody cares about, it's unnecessary! ;)
Thranduil
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I echo Thran, lot for a grishnak but ok!
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Sorry for the delay in new cards. The final push is on for my master's degree, and time is as scarse as it's ever been. :-\
For the time being, we'll stick with [Sauron] trackers. I'll get back to [Isengard] soon enough. For now, enjoy!
[3]•Orc Searcher [Sauron]
Minion • Orc
Strength: 7
Vitality: 3
Site: 6
Tracker. Hunter 1.
The site number of each [Sauron] Orc is -2.
If you have initiative when you play this minion, you may draw a card for each other tracker you can spot (limit 3).
“‘Why don't we search them and find out? We might find something that we could use ourselves.’”
[3] Orc Follower [Sauron]
Minion • Orc
Strength: 6
Vitality: 2
Site: 6
Tracker. Hunter 1.
The site number of each [Sauron] Orc is -1.
If the fellowship has moved more than once this turn, this minion is strength +5 and may be played during the assignment phase.
“‘The other swine are legging it to the forest. You'd better follow.’”
So far, nothing groundbreaking. Most of the old-school [Sauron] trackers had text that made use of initiative, drew extra cards, or gave them ridiculous strength pumps under certain conditions. So these guys (and their comrades to be posted later) do much of the same. There will be a few surprises, though, such as the ability to play during the assignment phase on the second guy (which pairs nicely with a few [Isengard] tracker cards, you may remember) and some force-moving-during-regroup stuff. :twisted: I may even create some [Sauron] search cards, but I haven't decided for sure yet. We'll see.
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Not sure about the balance on Orc Searcher. Perhaps I'd feel better if he made the site number -1 or had 1 less strength.
Thranduil
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make orc searcher one less strength
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Both cool though i have a nagging doubt as to the searcher. Not sure why but he seems very good for a little bog standard minion.
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That's why he's unique, my juicy friend! ;)
More cards soon-ish. My brain is about three steps behind the rest of me today. ???
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More cards soon-ish. My brain is about three steps behind the rest of me today. ???
Wow, that must be quite disgusting...
Thranduil
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Yeah, kinda creeping some of my coworkers out. The rest are just glad for a welcome distraction from the dull cubicles. :popcorn:
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Sticking with our [Sauron] trackers for now, here's one that represents a nice big pack of the "maggots", and another that harkens back to what many old-school [Sauron] Orcs did best. :twisted: Enjoy!
[4]•Orc Rabble [Sauron]
Minion • Orc
Strength: 11
Vitality: 3
Site: 6
Tracker. To play, spot a tracker.
The site number of each [Sauron] Orc is -3.
Each time you play another [Sauron] tracker, you may exert a tracker to draw a card.
“‘There's only one thing those maggots can do: they can see like gimlets in the dark.’”
[3] Orc Hunter [Sauron]
Minion • Orc
Strength: 5
Vitality: 3
Site: 6
Tracker. Hunter 2. To play, spot a tracker.
The site number of each [Sauron] Orc is -1.
Skirmish: Discard another [Sauron] card and exert this minion to wound a companion he is skirmishing.
“‘Do you think I can't search you to the bones? Search you! I'll cut you both to quivering shreds.’”
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[4]•Orc Rabble [Sauron]
Minion • Orc
Strength: 11
Vitality: 3
Site: 6
Tracker. To play, spot a tracker.
The site number of each [Sauron] Orc is -3.
Each time you play another [Sauron] tracker, you may exert a tracker to draw a card.
“‘There's only one thing those maggots can do: they can see like gimlets in the dark.’”
Is this not the easiest [Sauron] Orcs have ever drawn cards? Seems to me that his ability needs to be quite a bit weaker, and his strength seems a bit high.
[3] Orc Hunter [Sauron]
Minion • Orc
Strength: 5
Vitality: 3
Site: 6
Tracker. Hunter 2. To play, spot a tracker.
The site number of each [Sauron] Orc is -1.
Skirmish: Discard another [Sauron] card and exert this minion to wound a companion he is skirmishing.
“‘Do you think I can't search you to the bones? Search you! I'll cut you both to quivering shreds.’”
So this is only 1 hunter, as opposed to Orc Hunters! ;) I reckon he should probably have strength 4 (or hunter 1) or not need the site number reduction.
Thranduil
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Sticking with our [Sauron] trackers for now, here's one that represents a nice big pack of the "maggots", and another that harkens back to what many old-school [Sauron] Orcs did best. :twisted: Enjoy!
[4]•Orc Rabble [Sauron]
Minion • Orc
Strength: 11
Vitality: 3
Site: 6
Tracker. To play, spot a tracker.
The site number of each [Sauron] Orc is -3.
Each time you play another [Sauron] tracker, you may exert a tracker to draw a card.
“‘There's only one thing those maggots can do: they can see like gimlets in the dark.’”
gimlets? are those baby Gimlis ;)
[3] Orc Hunter [Sauron]
Minion • Orc
Strength: 5
Vitality: 3
Site: 6
Tracker. Hunter 2. To play, spot a tracker.
The site number of each [Sauron] Orc is -1.
Skirmish: Discard another [Sauron] card and exert this minion to wound a companion he is skirmishing.
“‘Do you think I can't search you to the bones? Search you! I'll cut you both to quivering shreds.’”
um...yeah cut hunter to 1
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LOL @ SoP. Yes that right dude, baby Gimlis can see awesome in the dark as you would expect. ;D
[4]•Orc Rabble [Sauron]
Minion • Orc
Strength: 11
Vitality: 3
Site: 6
Tracker. To play, spot a tracker.
The site number of each [Sauron] Orc is -3.
Each time you play another [Sauron] tracker, you may exert a tracker to draw a card.
“‘There's only one thing those maggots can do: they can see like gimlets in the dark.’”
To play spot a tracker doesnt culturally enforce it and seeing as it doesnt work with any other trackers why not specifiy [sauron] anyway? In fact i dont think you need that anyway. You could play him first no probs.
[3] Orc Hunter [Sauron]
Minion • Orc
Strength: 5
Vitality: 3
Site: 6
Tracker. Hunter 2. To play, spot a tracker.
The site number of each [Sauron] Orc is -1.
Skirmish: Discard another [Sauron] card and exert this minion to wound a companion he is skirmishing.
“‘Do you think I can't search you to the bones? Search you! I'll cut you both to quivering shreds.’”
Im not in favour of cutting the hunter, hes only max 7 for 3 cost which sint very good. 6 for 3 cost is dire regardless of ability.
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Alright, since I have completely run out of steam on trackers for the time being (initially derailed by the last week of my master's and just having trouble getting back on task), we'll be switching to warrior Uruks for now. :twisted: This also ties in better with the [Dwarven] thread (http://lotrtcgdb.com/forums/index.php?topic=319.0) I have going right now, as that focused on the same battle--Helm's Deep--that the vast majority of these Uruks will be centered around.
So, with new cards likely not coming until after the weekend, let's kick things off with a bang and post several cards for you to peruse. And as with the [Dwarven] thread, since 2/3 of my normal reviewers are off relaxing miles away from their computers (and my DCs! :'(), YOU get to reap the benefits: all helpful reviews here until they return in a week and a half or so will net you some :gp:! Can't beat that, right?
Now let's kick things off with a mixed bag of Uruk stuff. Enjoy! :mrgreen:
[3] Orthanc Pikeman [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 3
Site: 5
This minion is strength +1 if bearing a pike.
Skirmish: Exert this minion X times to wound a mounted character he is skirmishing X times.
Saruman's armies came fully prepared for battle with the horseman of Rohan.
What could a pike be, I wonder? You'll find out soon. ;)
[4] Berserk Brute [Isengard]
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site: 5
Damage +1. Hunter 1. Berserker 1. (This character is strength +1 for each wound on each character in its skirmish.)
While exhausted, this minion is fierce.
Incited into a mad rage, berserkers are thrown at the enemy and carve a foothold for the army.
Berserkers will be a big part of this set, and while they're much like some of the old-school ones, they have a few new tricks as well...like hunter.
[5] Berserk Swordsman [Isengard]
Minion • Uruk-hai
Strength: 12
Vitality: 2
Site: 5
Damage +1. Enduring. Hunter 2. Berserker 1. (This character is strength +1 for each wound on each character in its skirmish.)
To play, spot an Uruk-hai.
Each time this minion wins a skirmish, you may exert a companion not assigned to a skirmish.
Berserkers of Saruman’s Uruk armies are bred and armed to cause as much death as possible before their own end.
...and a couple new goodies (or baddies, depending on which side you're on) here as well. :twisted:
[2]•Wave Upon Wave [Isengard]
Condition • Support Area
Each time you play an Uruk-hai berserker, you may place an [Isengard] token here.
Maneuver: Remove X [Isengard] tokens from here to play an Uruk-hai from hand; that minion’s twilight cost is -X.
For every assaulter struck down or thrown from the walls, it seemed two more took its place.
[3]•Defenses Swept Away [Isengard]
Condition • Support Area
Each time an Uruk-hai wins a skirmish, you may place an [Isengard] token here (or 2 [Isengard] tokens if that Uruk-hai is a berserker).
Regroup: Spot 2 [Isengard] tokens here and discard an Uruk-hai to take control of a site (or 2 sites if you can spot at least 5 [Isengard] tokens here). Discard this condition.
“Over the wall and under the wall the last assault came sweeping like a dark wave upon a hill of sand.”
TOLD you berserkers would be a key. ;)
[2]•Blasting Fire [Isengard]
Condition • Support Area
Machine.
Each time an Uruk-hai wins a skirmish, you may exert that Uruk-hai to add an [Isengard] token here.
Regroup: Spot an Uruk-hai and discard this machine and to make the Free Peoples player place X wounds on their characters, where X is the number of [Isengard] tokens here.
“Then there was a crash and a flash of flame and smoke.”
As will machines. :twisted: You either love them or hate them, but they're back, baby!
(0) Crept In the Culvert [Isengard]
Event • Shadow
Discard an [Isengard] machine with X tokens on it to play an Uruk-hai; that minion's twilight cost is -X.
“...a gaping hole was blasted in the wall. A host of dark shapes poured in.”
And there will be several events and other cards that key off machines, like this little beauty. Turn your machines into swarm potential!
Okay, that should be enough to wet your appetite. More next week! :up:
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[3] Orthanc Pikesman [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 3
Site: 7
This minion is strength +1 if bearing a pike.
Skirmish: Exert this minion X times to wound a mounted character he is skirmishing X times.
Saruman's armies came fully prepared for battle with the horseman of Rohan.
Wow... site SEVEN? That's harsh. I think he's way underpowered, as is, I probably wouldn't play a 5-twilight minion for a strength bonus and the eventual ability to wound mounted companions...
[4] Berserk Brute [Isengard]
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site: 5
Damage +1. Hunter 1.
This minion is strength +1 for each wound on a character in its skirmish.
While exhausted, this minion is fierce.
Incited into a mad rage, berserkers are thrown at the enemy and carve a foothold for the army.
He should read each wound on each character, shouldn't he? I, for one, love berserkers, so I like this guy a lot. However, I think his vitality is too low, he'll die off too easily for the investment.
[5] Berserk Swordsman [Isengard]
Minion • Uruk-hai
Strength: 12
Vitality: 2
Site: 5
Damage +1. Enduring. Hunter 2.
To play, spot an [Isengard] minion.
This minion is strength +1 for each wound on a character in its skirmish.
Each time this minion wins a skirmish, you may exert a companion not assigned to a skirmish.
Berserkers of Saruman’s Uruk armies are bred and armed to cause as much death as possible before their own end.
This one I like! Evil, just evil!
[2]•Wave Upon Wave [Isengard]
Condition • Support Area
Each time you play an Uruk-hai with Berserk or Berserker in its title, you may place an [Isengard] token here.
Maneuver: Remove X [Isengard] tokens from here to play an Uruk-hai from hand; that minion’s twilight cost is -X.
Regroup: Exert an Uruk-hai and discard it to take control of a site (or 2 sites if you can spot at least 3 [Isengard] tokens here). Discard this condition.
For every assaulter struck down or thrown from the walls, it seemed two took its place.
Whoa! That's... too much, I think, you get to invest in lowering your Uruk's costs, and then take control of a BUNCH of sites at once? Even being unique and having to discard the condition, I think it's too much. The FP player should at least have a way to prevent the last ability, or, you could add a site to the condition, just like minions! Make it cost more earlier on! Wow, THAT would be cool!
[2]•Blasting Fire [Isengard]
Condition • Support Area
Machine.
Shadow or Maneuver: Discard this machine to make the Free Peoples player place X wounds on their characters, where X is the number of [Isengard] tokens here.
Skirmish: Exert an Uruk-hai to add an [Isengard] token here.
“Then there was a crash and a flash of flame and smoke.”
I like machines, but I think this one is a little too much with berserkers. You get a free way to boost them, and then you dish out a lot of wounds? Ouch!
(0) Crept In the Culvert [Isengard]
Event • Shadow
Discard an [Isengard] machine with X tokens on it to play an Uruk-hai; that minion's twilight cost is -X.
“‘...a gaping hole was blasted in the wall. A host of dark shapes poured in.’”
With a condition that does it way more easily, I don't think no one would end up playing this.
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Made several tweaks. See if you like them better now. :up: or :down:?
He should read each wound on each character, shouldn't he?
Not in this case. The old-school berserkers had four (Berserk Rager, Berserk Savage, Berserk Slayer, Uruk-hai Berserker) that read as "on a character in its skirmish"; I read this as indicating you pick a character (presumably the one with the most wounds), spot the number of wounds on it, and then boost the berserker's strength by that amount. Ones that read like you're suggesting, "for each character in its skirmish" (Berserk Butcher and Berserker Torch being the only examples I can find), would instead spot every wound on EVERY character in that skirmish, making it a much more potent ability.
But my wording is much more widely used. In addition to the berserkers I mentioned, there's also the newer card Vicious Uruk, so Big D didn't abandon the wording...they feature both in different circumstances. Easterling Banner-bearer, for instance, features the "each" wording again. So they're both still around and both, I presume, mean different things.
Perhaps this would be a good question to ask in the gameplay forum, though...?
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He should read each wound on each character, shouldn't he?
Not in this case. The old-school berserkers had four (Berserk Rager, Berserk Savage, Berserk Slayer, Uruk-hai Berserker) that read as "on a character in its skirmish"; I read this as indicating you pick a character (presumably the one with the most wounds), spot the number of wounds on it, and then boost the berserker's strength by that amount. Ones that read like you're suggesting, "for each character in its skirmish" (Berserk Butcher and Berserker Torch being the only examples I can find), would instead spot every wound on EVERY character in that skirmish, making it a much more potent ability.
But my wording is much more widely used. In addition to the berserkers I mentioned, there's also the newer card Vicious Uruk, so Big D didn't abandon the wording...they feature both in different circumstances. Easterling Banner-bearer, for instance, features the "each" wording again. So they're both still around and both, I presume, mean different things.
Perhaps this would be a good question to ask in the gameplay forum, though...?
Well, after consulting the gameplay experts in this thread (http://lotrtcgdb.com/forums/index.php?topic=394.0), it looks like "each" was an eventual replacement for "a", so the wording you suggested is correct. I've fixed it for the berserkers I posted above and will keep that in mind for the others yet to be posted. Thanks for getting the gears in my head turning. :gp:
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I just realized I broke 10,000 posts on CC before it went down...someone remind me here when I get close...I don't want to forget it.
[3] Orthanc Pikesman [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 3
Site: 5
This minion is strength +1 if bearing a pike.
Skirmish: Exert this minion X times to wound a mounted character he is skirmishing X times.
Saruman's armies came fully prepared for battle with the horseman of Rohan.
fine
[4] Berserk Brute [Isengard]
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site: 5
Damage +1. Hunter 1.
This minion is strength +1 for each wound on each character in its skirmish.
While exhausted, this minion is fierce.
Incited into a mad rage, berserkers are thrown at the enemy and carve a foothold for the army.
I never liked hunter on berserkers...but fine
[5] Berserk Swordsman [Isengard]
Minion • Uruk-hai
Strength: 12
Vitality: 2
Site: 5
Damage +1. Enduring. Hunter 2.
To play, spot an [Isengard] minion.
This minion is strength +1 for each wound on each character in its skirmish.
Each time this minion wins a skirmish, you may exert a companion not assigned to a skirmish.
Berserkers of Saruman’s Uruk armies are bred and armed to cause as much death as possible before their own end.
make the freeps exert a comp...IMSO
[2]•Wave Upon Wave [Isengard]
Condition • Support Area
Each time you play an Uruk-hai with Berserk or Berserker in its title, you may place an [Isengard] token here.
Maneuver: Remove X [Isengard] tokens from here to play an Uruk-hai from hand; that minion’s twilight cost is -X.
Regroup: Discard 2 Uruk-hai to take control of a site (or 2 sites if you can spot at least 5 [Isengard] tokens here), then discard this condition. The Free Peoples player may discard 2 Free Peoples cards to prevent this.
For every assaulter struck down or thrown from the walls, it seemed two took its place.
uh...I think either ability would be good enough...with both up cost to 3
[2]•Blasting Fire [Isengard]
Condition • Support Area
Machine.
Shadow or Maneuver: Discard this machine to make the Free Peoples player place X wounds on their characters, where X is the number of [Isengard] tokens here.
Each time an Uruk-hai wins a skirmish, you may exert that Uruk-hai to add an [Isengard] token here.
“Then there was a crash and a flash of flame and smoke.”
personally I think the abilities should be the other way around.
(0) Crept In the Culvert [Isengard]
Event • Shadow
Discard an [Isengard] machine with X tokens on it to play an Uruk-hai; that minion's twilight cost is -X.
“‘...a gaping hole was blasted in the wall. A host of dark shapes poured in.’”
fine
Okay, that should be enough to wet your appetite. More next week! :up:
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I just realized I broke 10,000 posts on CC before it went down...someone remind me here when I get close...I don't want to forget it.
Uh...okay. Only 2000 to go, so you should get there in a couple weeks. :P
[2]•Wave Upon Wave [Isengard]
Condition • Support Area
Each time you play an Uruk-hai with Berserk or Berserker in its title, you may place an [Isengard] token here.
Maneuver: Remove X [Isengard] tokens from here to play an Uruk-hai from hand; that minion’s twilight cost is -X.
Regroup: Discard 2 Uruk-hai to take control of a site (or 2 sites if you can spot at least 5 [Isengard] tokens here), then discard this condition. The Free Peoples player may discard 2 Free Peoples cards to prevent this.
For every assaulter struck down or thrown from the walls, it seemed two took its place.
uh...I think either ability would be good enough...with both up cost to 3
After your review and FM's, I decided to split it into two cards. Check it again now.
[2]•Blasting Fire [Isengard]
Condition • Support Area
Machine.
Shadow or Maneuver: Discard this machine to make the Free Peoples player place X wounds on their characters, where X is the number of [Isengard] tokens here.
Each time an Uruk-hai wins a skirmish, you may exert that Uruk-hai to add an [Isengard] token here.
“Then there was a crash and a flash of flame and smoke.”
personally I think the abilities should be the other way around.
I don't quite follow what you mean. You talking about switching around the phases somehow? ???
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no I mean
"Each time an Uruk-hai wins a skirmish, you may exert that Uruk-hai to add an Isengard token here."
should be first followed by the shadow or maneuver ability...it just seems better to me.
the other 2 are fine
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Oh, gotcha. :up: Will do.
Thanks, buddy! :gp:
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Alright, with Thranduil and lem0nhead still out this week and now SoP going away too, ALL of my regular reviewers are MIA. So it's all hands on deck for anyone else who wants to review in their absense (and maybe even continuing after they return :roll:). Remember that you'll get some shiny :gp: for each helpful review of my DCs over the next week.
Anyway...back on track. I'm going to cheat a little bit here. :P The following cards HAVE been posted before, though never in the DC forums. Anyone that can figure out where I HAVE posted these before (and it WAS in a CC forum) gets a cookie. I mean...uh...extra gold. And maybe a cookie if you can find me. And I can get my wife to share one of her cookie recipes with me. And I have the right ingredients handy. And Cookie Monster doesn't get to them first. If you can read this, you don't need glasses.
Okay! On to the cards. Enjoy! :mrgreen:
[6]•Champion of Orthanc [Isengard]
Minion • Uruk-hai
Strength: 12
Vitality: 3
Site: 5
Damage +1. Fierce.
To play, spot 2 [Isengard] minions.
Assignment: Exert Champion of Orthanc to assign it to a companion with strength 7 or higher. The Free Peoples player may exert 2 companions (or the Ring-bearer) to assign it to another companion instead.
“‘This is no parley.’”
[5]•Orthanc Commander [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 5
Damage +1.
Maneuver: Exert Orthanc Commander to make another Uruk-hai fierce or strength +2 until the regroup phase.
“‘Do you wish to see the greatness of our army? We are the fighting Uruk-hai.’”
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Well I guess I don't need glasses.
Alright, with Thranduil and lem0nhead still out this week and now SoP going away too, ALL of my regular reviewers are MIA. So it's all hands on deck for anyone else who wants to review in their absense (and maybe even continuing after they return :roll:). Remember that you'll get some shiny :gp: for each helpful review of my DCs over the next week.
Anyway...back on track. I'm going to cheat a little bit here. :P The following cards HAVE been posted before, though never in the DC forums. Anyone that can figure out where I HAVE posted these before (and it WAS in a CC forum) gets a cookie. I mean...uh...extra gold. And maybe a cookie if you can find me. And I can get my wife to share one of her cookie recipes with me. And I have the right ingredients handy. And Cookie Monster doesn't get to them first. If you can read this, you don't need glasses.
Okay! On to the cards. Enjoy! :mrgreen:
[6]•Champion of Orthanc [Isengard]
Minion • Uruk-hai
Strength: 12
Vitality: 3
Site: 5
Damage +1. Fierce.
To play, spot 2 [Isengard] minions.
Assignment: Exert Champion of Orthanc to assign it to a companion with strength 6 or higher. The Free Peoples player may exert 2 companions (or the Ring-bearer) to prevent this.
“‘This is no parley.’”
He prolly should exert twice for his special ability.
[5]•Orthanc Commander [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 5
Damage +1.
Maneuver: Exert Orthanc Commander to make an Uruk-hai fierce or strength +2 until the regroup phase.
“‘Do you wish to see the greatness of our army? We are the fighting Uruk-hai.’”
Could easily cost [4].
Gonna take a wild guess that these were posted in the Member's lounge?
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[6]•Champion of Orthanc [Isengard]
Minion • Uruk-hai
Strength: 12
Vitality: 3
Site: 5
Damage +1. Fierce.
To play, spot 2 [Isengard] minions.
Assignment: Exert Champion of Orthanc to assign it to a companion with strength 6 or higher. The Free Peoples player may exert 2 companions (or the Ring-bearer) to prevent this.
“‘This is no parley.’”
Ouch! He's good, sure, but... isn't his price a bit TOO harsh? I mean, for 4 measily burdens you got to assign a site 3, 12 strength Toldea to anyone twice, and that was just by spending 6 twilight, nothing else required.
[5]•Orthanc Commander [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 5
Damage +1.
Maneuver: Exert Orthanc Commander to make an Uruk-hai fierce or strength +2 until the regroup phase.
“‘Do you wish to see the greatness of our army? We are the fighting Uruk-hai.’”
REALLY cool. Can definitely see him being heavily played. Kinda reminds me of Orthanc Assassin, you know, without sucking. :D
[/quote]
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Well I guess I don't need glasses.
Ha! Well played. ;)
[6]•Champion of Orthanc [Isengard]
Minion • Uruk-hai
Strength: 12
Vitality: 3
Site: 5
Damage +1. Fierce.
To play, spot 2 [Isengard] minions.
Assignment: Exert Champion of Orthanc to assign it to a companion with strength 6 or higher. The Free Peoples player may exert 2 companions (or the Ring-bearer) to prevent this.
“‘This is no parley.’”
He prolly should exert twice for his special ability.
Hmmm. I'll do something similiar and allow the FP player not only to prevent, but specifically assign it as well. Then its ability can still be used for the fierce skirmish, though. :twisted:
Ouch! He's good, sure, but... isn't his price a bit TOO harsh? I mean, for 4 measily burdens you got to assign a site 3, 12 strength Toldea to anyone twice, and that was just by spending 6 twilight, nothing else required.
Yes and no. 4 burdens takes at least a little bit of work, though I agree Ulaire Toldea, Messenger of Morgul is probably a little easier. HOWEVER, keep in mind that unlike Toldea, this guy is also damage +1. In my mind, that makes a BIG difference.
Oh, that and the fact that this guy could theoretically get assigned to the RB if the FP player is using Boromir BoC or Gandalf BoO or something. :twisted:
Still...do you think I should drop the exerting the Ring-bearer clause and allow only exerting 2 companions in the get-out clause?
Gonna take a wild guess that these were posted in the Member's lounge?
Nope. Good guess, though. You both still get gold for reviewing, at least. :up:
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Btw, I'm pretty sure they were posted in either the RP Forum or the Open Discussion... Can't remember exactly now, but I'd go with open Discussion.
I like the champion now. His text shnould read to assign it to another companion, shouldn't it?
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Btw, I'm pretty sure they were posted in either the RP Forum or the Open Discussion... Can't remember exactly now, but I'd go with open Discussion.
It's not Open Discussion. Again, good guess though.
I like the champion now. His text shnould read to assign it to another companion, shouldn't it?
Yes, it probably should. Fixed. :up:
Alright, time for mucho possession stuff. We'll do some today and get into more tomorrow. Enjoy!
[1] NOLINKArmor of Orthanc [Isengard]
Possession • NOLINKArmor
The fellowship archery total is -1.
Response: If bearer is about to take a wound, discard this possession to prevent that wound.
“‘Their armor is thick, and their shields broad.’”
Remember the pikesman? Here are some pikes for him to play with. Pike will be an unbound keyword slapped on certain possessions across several Shadow and Free Peoples cultures. Some cards (like the pikesman) will specifically spot them, but for the most part, they're usually just weapons with above-average damage to mounts. Like these!
[1] Uruk-hai Gisarme [Isengard]
Possession • Hand Weapon
Strength +2
Pike. Bearer must be an Uruk-hai.
While bearer is skirmishing a mounted character, bearer is damage +1.
The pikes and long spears of the Uruks made up in lethality what they lacked in appearance.
[1] Uruk-hai Pike [Isengard]
Possession • Hand Weapon
Strength +1
Pike. Bearer must be an Uruk-hai.
While bearer is skirmishing a mounted character, bearer is strength +2.
Skirmish: Exert bearer and discard this possession to discard an NOLINKarmor, shield, or mount borne by a character skirmishing this minion.
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Btw, I'm pretty sure they were posted in either the RP Forum or the Open Discussion... Can't remember exactly now, but I'd go with open Discussion.
It's not Open Discussion. Again, good guess though.
I like the champion now. His text shnould read to assign it to another companion, shouldn't it?
Yes, it probably should. Fixed. :up:
Alright, time for mucho possession stuff. We'll do some today and get into more tomorrow. Enjoy!
[1] Armor of Orthanc [Isengard]
Possession • Hand Weapon
The fellowship archery total is -1.
Response: If bearer is about to take a wound, discard this possession to prevent that wound.
“‘Their armor is thick, and their shields broad.’”
Armor as a hand weapon? Is it a shield? Otherwise it's good.
Remember the pikesman? Here are some pikes for him to play with. Pike will be an unbound keyword slapped on certain possessions across several Shadow and Free Peoples cultures. Some cards (like the pikesman) will specifically spot them, but for the most part, they're usually just weapons with above-average damage to mounts. Like these!
[1] Uruk-hai Gisarme [Isengard]
Possession • Hand Weapon
Strength +2
Pike. Bearer must be an Uruk-hai.
While bearer is skirmishing a mounted character, bearer is damage +1.
The pikes and long spears of the Uruks made up in lethality what they lacked in appearance.
Good.
[2] Uruk-hai Pike [Isengard]
Possession • Hand Weapon
Strength +1
Pike. Bearer must be an Uruk-hai. Bearer is damage +1.
While bearer is skirmishing a mounted character, bearer is strength +1.
Skirmish: Exert bearer and discard this possession to discard a mount borne by a character skirmishing this minion.
Seems good, but prolly doesn't need to cost [2].
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[1] NOLINKArmor of Orthanc [Isengard]
Possession • NOLINKArmor
The fellowship archery total is -1.
Response: If bearer is about to take a wound, discard this possession to prevent that wound.
“‘Their armor is thick, and their shields broad.’”
Pretty simple, yet useful. You can play it on unused twilight left over, and it might save you TWO wounds on an important minion. Simple, yet elegant. Loved it.
[1] Uruk-hai Gisarme [Isengard]
Possession • Hand Weapon
Strength +2
Pike. Bearer must be an Uruk-hai.
While bearer is skirmishing a mounted character, bearer is damage +1.
The pikes and long spears of the Uruks made up in lethality what they lacked in appearance.
Again, pretty simple concept. I'm curious as to how many horses actually see play nowadays, but still, pretty simple design, straightforward as it may be.
[2] Uruk-hai Pike [Isengard]
Possession • Hand Weapon
Strength +1
Pike. Bearer must be an Uruk-hai. Bearer is damage +1.
While bearer is skirmishing a mounted character, bearer is strength +1.
Skirmish: Exert bearer and discard this possession to discard a mount borne by a character skirmishing this minion.
NOW I think you messed up the Pike idea. If it's supposed to work as a regular pike, like readying it against a charge, then stick with damage bonuses against mounted companions, do not swtich them around for a better weapon. Or simply put in TWO damage clauses, a regular one AND one against mounted companions. Sweetness! Don't quite see ability as being relevant, though, pretty hard to use effectively, and probably won't work very well when you DO get the random chance to use it. Not sure where to go with it, though. Perhaps making their mounts lose their game text?
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Tweaked the Uruk-hai Pike. No damage now, but the strength offered is potentially higher and the ability is more useful now. Better?
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Much better, yeah.
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Good. Thanks, man. I hope you're able to continue reviewing even when lem0n, Thran, and SoP finally return next week, as your reviews have been very insightful and helpful. :up:
Anyway, I promised more possession stuff next time, and right now...is "next time". :P So here we go. Enjoy!
[2]•Ghastly Hand of Isengard [Isengard]
Condition • Support Area
To play, spot an [Isengard] minion.
While the fellowship is at a battleground site, the twilight cost of each [Isengard] possession is -1.
Shadow or Skirmish: Discard this condition to play an [Isengard] possession from your discard pile on your Uruk-hai.
“...boiling and crawling with black shapes, some squat and broad, some tall and grim, with high helms and sable shields.”
[2] Orthanc Swordsman [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 3
Site: 5
Damage +1.
This minion is strength +1 (or +2 if at a battleground site) for each possession it bears.
“...some tall and grim, with high helms and sable shields.”
And to stick with the battleground theme (and the [2] "theme", apparently :P)...a bonus card, since I likely won't get any new ones up during tomorrow's holiday.
[2]•Crawled and Clambered [Isengard]
Condition • Support Area
Each time you play an [Isengard] Uruk-hai at a battleground site, if you cannot spot 4 tokens here, you may remove [1] to add an [Isengard] token here.
Skirmish: Remove an [Isengard] token from here to make an Uruk-hai strength +2.
“They streamed down from Helm’s Gate until all above the Dike was empty of them, but below it they were packed like swarming flies.”
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I'll try to stick around, yeah, it's good to get the rust off by writing some reviews! :D
[2]•Ghastly Hand of Isengard [Isengard]
Condition • Support Area
To play, spot an [Isengard] minion.
While the fellowship is at a battleground site, the twilight cost of each [Isengard] possession is -1.
“...boiling and crawling with black shapes, some squat and broad, some tall and grim, with high helms and sable shields.”
I think it might be a bitt too narrow. It's unique, you see, so you won't play a lot of them in a deck and risk a hand clog. But then, you won't see it early enough in most games to matter. Perhaps you could give it a secondary ability, like discarding it from hand during a skirmish to give a bonus to a minion? Oh, make it a condition/event! So cool!
[2] Orthanc Swordsman [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site: 5
Damage +1.
This minion is strength +1 (or +2 if at a battleground site) for each possession it bears.
“...some tall and grim, with high helms and sable shields.”
Pretty cool! At a battleground, you could easily "tank" him up, but I'd either raise his vitality (making it a utility minion as well, and perhaps lowering his strength a bit), or make it fierce, making him a double-edged blade, since he'd either be dead (losing both skirmishes at a low strength) or killing ("tanking" twice), and perhaps then raise his cost to [3]. Either way, I'd make him strength 5, I think.
[2]•Crawled and Clambered [Isengard]
Condition • Support Area
To play, spot an [Isengard] minion.
Each time you play an [Isengard] Uruk-hai at a battleground site, if you cannot spot 4 tokens here, you may remove [1] to add an [Isengard] token here.
Skirmish: Remove an [Isengard] token from here to make an Uruk-hai strength +2.
“They streamed down from Helm’s Gate until all above the Dike was empty of them, but below it they were packed like swarming flies.”~
Seems good, but I'd lose the spotting requirement.
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Good. Thanks, man. I hope you're able to continue reviewing even when lem0n, Thran, and SoP finally return next week, as your reviews have been very insightful and helpful. :up:
Anyway, I promised more possession stuff next time, and right now...is "next time". :P So here we go. Enjoy!
[2]•Ghastly Hand of Isengard [Isengard]
Condition • Support Area
To play, spot an [Isengard] minion.
While the fellowship is at a battleground site, the twilight cost of each [Isengard] possession is -1.
“...boiling and crawling with black shapes, some squat and broad, some tall and grim, with high helms and sable shields.”
This should prolly have some other ability, like discarding to boost minions or play possesions.
[2] Orthanc Swordsman [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site: 5
Damage +1.
This minion is strength +1 (or +2 if at a battleground site) for each possession it bears.
“...some tall and grim, with high helms and sable shields.”
Fierce would be a nice addition to this guy.:up:
And to stick with the battleground theme (and the [2] "theme", apparently :P)...a bonus card, since I likely won't get any new ones up during tomorrow's holiday.
[2]•Crawled and Clambered [Isengard]
Condition • Support Area
To play, spot an [Isengard] minion.
Each time you play an [Isengard] Uruk-hai at a battleground site, if you cannot spot 4 tokens here, you may remove [1] to add an [Isengard] token here.
Skirmish: Remove an [Isengard] token from here to make an Uruk-hai strength +2.
“They streamed down from Helm’s Gate until all above the Dike was empty of them, but below it they were packed like swarming flies.”
What FM said. ;D
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Gee, thanks. :D
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[3] Orthanc Pikesman [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 3
Site: 5
This minion is strength +1 if bearing a pike.
Skirmish: Exert this minion X times to wound a mounted character he is skirmishing X times.
Saruman's armies came fully prepared for battle with the horseman of Rohan.
I would make him strength +2 while bearing a pike and base strength 7.
[4] Berserk Brute [Isengard]
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site: 5
Damage +1. Hunter 1.
This minion is strength +1 for each wound on each character in its skirmish.
While exhausted, this minion is fierce.
Incited into a mad rage, berserkers are thrown at the enemy and carve a foothold for the army. have a few new tricks as well...like hunter.
[5] Berserk Swordsman [Isengard]
Minion • Uruk-hai
Strength: 12
Vitality: 2
Site: 5
Damage +1. Enduring. Hunter 2.
To play, spot an [Isengard] minion.
This minion is strength +1 for each wound on each character in its skirmish.
Each time this minion wins a skirmish, you may exert a companion not assigned to a skirmish.
Berserkers of Saruman’s Uruk armies are bred and armed to cause as much death as possible before their own end.
I think one of these guys should get hunter 1 for each wound on each character in its skirmish. Otherwise seem fine, though I think the second one should spot an Uruk-hai instead.
[2]•Wave Upon Wave [Isengard]
Condition • Support Area
Each time you play an Uruk-hai with Berserk or Berserker in its title, you may place an [Isengard] token here.
Maneuver: Remove X [Isengard] tokens from here to play an Uruk-hai from hand; that minion’s twilight cost is -X.
For every assaulter struck down or thrown from the walls, it seemed two more took its place.
This seems rather too good. I think I would make it non-unique and make the ability discard the condition.
[3]•Defenses Swept Away [Isengard]
Condition • Support Area
Each time an Uruk-hai wins a skirmish, you may place an [Isengard] token here (or 2 [Isengard] tokens if that Uruk-hai has Berserk or Berserker in its title).
Regroup: Spot 2 [Isengard] tokens here and discard an Uruk-hai to take control of a site (or 2 sites if you can spot at least 5 [Isengard] tokens here). Discard this condition.
“Over the wall and under the wall the last assault came sweeping like a dark wave upon a hill of sand.”
This one looks good, but how about you increase the number of tokens required so that you can decrease the twilight cost?
[2]•Blasting Fire [Isengard]
Condition • Support Area
Machine.
Each time an Uruk-hai wins a skirmish, you may exert that Uruk-hai to add an [Isengard] token here.
Shadow or Maneuver: Discard this machine to make the Free Peoples player place X wounds on their characters, where X is the number of [Isengard] tokens here.
“Then there was a crash and a flash of flame and smoke.”
A 'Blasting Fire' is not quite a machine but rather the result of a machine, but okay. I think it should be a regroup ability which also fits better with [Isengard] strategies as well as being a bit more balanced.
(0) Crept In the Culvert [Isengard]
Event • Shadow
Discard an [Isengard] machine with X tokens on it to play an Uruk-hai; that minion's twilight cost is -X.
“...a gaping hole was blasted in the wall. A host of dark shapes poured in.”
I like this one. More of this type stuff, like a skirmish pump, and I'll be very happy!
[6]•Champion of Orthanc [Isengard]
Minion • Uruk-hai
Strength: 12
Vitality: 3
Site: 5
Damage +1. Fierce.
To play, spot 2 [Isengard] minions.
Assignment: Exert Champion of Orthanc to assign it to a companion with strength 6 or higher. The Free Peoples player may exert 2 companions (or the Ring-bearer) to assign it to another companion instead.
“‘This is no parley.’”
I would make the strength 7 or higher thereby decreasing the likelihood of this guy being too nasty against Ring-bearers. I think I would also prefer him not to be fierce so that he can't do it twice, even if that reduces his cost.
[5]•Orthanc Commander [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 5
Damage +1.
Maneuver: Exert Orthanc Commander to make an Uruk-hai fierce or strength +2 until the regroup phase.
“‘Do you wish to see the greatness of our army? We are the fighting Uruk-hai.’”
I think it should definitely be 'another Uruk-hai' like the original Lurtz.
[1] NOLINKArmor of Orthanc [Isengard]
Possession • NOLINKArmor
The fellowship archery total is -1.
Response: If bearer is about to take a wound, discard this possession to prevent that wound.
“‘Their armor is thick, and their shields broad.’”
This is excellent stuff.
Remember the pikesman?
Someone carrying a pike is called a Pikeman, not a Pikesman.
[1] Uruk-hai Gisarme [Isengard]
Possession • Hand Weapon
Strength +2
Pike. Bearer must be an Uruk-hai.
While bearer is skirmishing a mounted character, bearer is damage +1.
The pikes and long spears of the Uruks made up in lethality what they lacked in appearance.
[1] Uruk-hai Pike [Isengard]
Possession • Hand Weapon
Strength +1
Pike. Bearer must be an Uruk-hai.
While bearer is skirmishing a mounted character, bearer is strength +2.
Skirmish: Exert bearer and discard this possession to discard an NOLINKarmor, shield, or mount borne by a character skirmishing this minion.
I have to say that I don't feel the need for a special pike keyword. I would have no problem with the original Pikeman getting his bonus from carrying a hand weapon instead and it just seems a bit unnecessary. Also, in warfare the pike was pretty much as deadly against infantry as cavalry. The cards themselves though I have no problem with.
[2]•Ghastly Hand of Isengard [Isengard]
Condition • Support Area
To play, spot an [Isengard] minion.
While the fellowship is at a battleground site, the twilight cost of each [Isengard] possession is -1.
“...boiling and crawling with black shapes, some squat and broad, some tall and grim, with high helms and sable shields.”
Sounds fun! But compared to Saruman's Ambition, it seems a bit underpowered. I would probably either give it a minor discarding ability or make it non-unique and bring the cost down to [1] or even (0).
[2] Orthanc Swordsman [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site: 5
Damage +1.
This minion is strength +1 (or +2 if at a battleground site) for each possession it bears.
“...some tall and grim, with high helms and sable shields.”
This one looks nice. I think I would perhaps be more likely to use him as a [3] strength 7 card though. Or perhaps you could reduce his vitality to 1 and increase his strength to 7?
[2]•Crawled and Clambered [Isengard]
Condition • Support Area
To play, spot an [Isengard] minion.
Each time you play an [Isengard] Uruk-hai at a battleground site, if you cannot spot 4 tokens here, you may remove [1] to add an [Isengard] token here.
Skirmish: Remove an [Isengard] token from here to make an Uruk-hai strength +2.
“They streamed down from Helm’s Gate until all above the Dike was empty of them, but below it they were packed like swarming flies.”
I think the removing [1] is probably unnecessary, but otherwise looks good.
Thranduil
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Welcome back, Thran! How was your trip?
After your massive review (and yes, you get :gp: too :mrgreen:), as well as FM's and Lurtzy's latest reviews, I've made several changes to the cards dating back to the Pikeman (no longer Pikesman ;)).
And with Thran being back and lem0n (I think) returning sometime this weekend, I'll post a slew of new cards now to take us through the long weekend and into Monday. :up: Enjoy!
(0) Siege Machine [Isengard]
Possession • Support Area
Machine. To play, spot an [Isengard] minion.
Shadow: Play an Uruk-hai to place an [Isengard] token on a machine that already has a token on it.
Response: If another machine is about to be discarded by an opponent, discard this machine to prevent that.
“Ropes with grappling hooks were hurled over the parapet....”
A very close rewrite of Siege Engine, but with some key differences. With these new machines no longer being conditions, I didn't want to make it TOO hard for the FP player to potentially discard them, so I nerfed both the Shadow and response abilities here a tiny bit. Compare to Siege Engine to see what I mean. :up:
[1] Heavy Timber [Isengard]
Possession • Support Area
Machine. To play, spot 2 [Isengard] minions or another machine.
Shadow: Exert an Uruk-hai to add an [Isengard] token here.
Skirmish: Spot X [Isengard] tokens here (minimum 1) and discard this machine to discard a fortification or support area possession with a twilight cost of X or less. The Free Peoples player may exert X companions to prevent this.
“Again and again the great rams swung and crashed.”
Remember, the Rohirrim get several fortifications in this set, so this may not be as useless as it first appears.
[1] War Ladder [Isengard]
Possession • Support Area
Machine.
Shadow: Exert an Uruk-hai to add an [Isengard] token here.
Skirmish: Remove X [Isengard] tokens here to make an Uruk-hai strength +X (limit +5). Then, if you control a site, make that minion damage +1. Discard this machine.
“...a hundred ladders were raised against the battlements.”
Nothing fancy here, but hopefully helpful. :up:
[2] Orthanc Ballista [Isengard]
Possession • Support Area
Machine.
Maneuver: Exert an [Isengard] archer to add an [Isengard] token here. That minion loses archer until the regroup phase.
Archery: Remove an [Isengard] token from here to make the minion archery total +2. Discard an [Isengard] machine.
“Some found a mark. The assault on Helm's Deep had begun....”
Not much to say here. Basically turns one archery into two, but at the cost of losing the ability to spot a archer. As we'll see later, that may or may not matter depending on how you play things.
One last thing: note that I've made these machines as possessions rather than their original conditions. I figured that made more sense from a realism standpoint, and also helps keep cards like Namarie from trashing them, turning this into more of a [Raider] corsair type pain in the back of the lap. :twisted:
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Welcome back, Thran! How was your trip?
It was not bad, very enjoyable. Though it's a little weird going to a country where the main tourist attraction is no more than ancient ruins. But don't get too used to me being here again, I'm going away on Sunday again!
(0) Siege Engine [Isengard] (reprint)
Possession • Support Area
Machine.
Shadow: Play an Uruk-hai to place an [Isengard] token on a machine.
Response: If one or more machines are about to be discarded by an opponent, discard this machine to prevent that.
“Ropes with grappling hooks were hurled over the parapet....”
I would argue against making machines into possessions. In many ways, machines are the antithesis of fortifications, and therefore while fortifications are conditions machine possessions don't sit comfortably with me.
[1] Heavy Timber [Isengard]
Possession • Support Area
Machine. To play, spot 2 [Isengard] minions and another machine.
Shadow: Exert an Uruk-hai to add an [Isengard] token here.
Skirmish: Spot X [Isengard] tokens here (minimum 1) and discard this machine to discard a fortification or support area possession with a twilight cost of X or less. The Free Peoples player may exert X companions to prevent this.
“Again and again the great rams swung and crashed.”
You could definitely take the spotting requirement down anyway to 1 [Isengard] minion and no machine, or just 1 machine.
[1] War Ladder [Isengard]
Possession • Support Area
Machine.
Shadow: Exert an Uruk-hai to add an [Isengard] token here.
Skirmish: Remove X [Isengard] tokens here to make an Uruk-hai strength +X (limit +5). Discard this machine.
“...a hundred ladders were raised against the battlements.”
Looks good. Maybe 'and damage +1 if you control a site/at a battleground...' or something.
[2] Orthanc Ballista [Isengard]
Possession • Support Area
Machine.
Maneuver: Exert an [Isengard] archer and make that minion lose archer until the regroup phase to add an [Isengard] token here.
Archery: Remove an [Isengard] token from here to make the minion archery total +2. Discard an [Isengard] machine.
“Some found a mark. The assault on Helm's Deep had begun....”
This one's quite interesting. Are there any Uruk Crossbowmen types with more than 2 vitality? If so, it makes this card exceedingly interesting. I think perhaps you should have the option to discard an Uruk-hai to keep it in play?
Thranduil
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So.... should I stay or should I go, then? ;) Well, since I'm here, let's get some reviewing done.
[1] Heavy Timber [Isengard]
Possession • Support Area
Machine. To play, spot 2 [Isengard] minions and another machine.
Shadow: Exert an Uruk-hai to add an [Isengard] token here.
Skirmish: Spot X [Isengard] tokens here (minimum 1) and discard this machine to discard a fortification or support area possession with a twilight cost of X or less. The Free Peoples player may exert X companions to prevent this.
“Again and again the great rams swung and crashed.”
Cool, but right now it seems a little... bad. You have a TON of requirements, and then it's a 1 for 1 card trade? Of course, you get to exert berserkers, but still, seems a little bad...
[1] War Ladder [Isengard]
Possession • Support Area
Machine.
Shadow: Exert an Uruk-hai to add an [Isengard] token here.
Skirmish: Remove X [Isengard] tokens here to make an Uruk-hai strength +X (limit +5). Discard this machine.
“...a hundred ladders were raised against the battlements.”
REALLY nice for the berserkers, I like it. Simple, straightforward and GOOD.
[2] Orthanc Ballista [Isengard]
Possession • Support Area
Machine.
Maneuver: Exert an [Isengard] archer and make that minion lose archer until the regroup phase to add an [Isengard] token here.
Archery: Remove an [Isengard] token from here to make the minion archery total +2. Discard an [Isengard] machine.
“Some found a mark. The assault on Helm's Deep had begun....”
Pretty cool, let's see how it turns. The maneuver ability, however, should read more like Exert an [Isengard] archer to make that minion lose archer until the regroup phase and add an [Isengard] token here. or Exert an [Isengard] archer and add an [Isengard] token here. That minion loses archer until the end of the regroup phase.
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And with Thran being back and lem0n (I think) returning sometime this weekend, I'll post a slew of new cards now to take us through the long weekend and into Monday. :up: Enjoy!
Yeehaw im back girls and boys!
[1] Heavy Timber [Isengard]
Possession • Support Area
Machine. To play, spot 2 [Isengard] minions and another machine.
Shadow: Exert an Uruk-hai to add an [Isengard] token here.
Skirmish: Spot X [Isengard] tokens here (minimum 1) and discard this machine to discard a fortification or support area possession with a twilight cost of X or less. The Free Peoples player may exert X companions to prevent this.
“Again and again the great rams swung and crashed.”
Any other machine or an isengard one? Too much downside for the uruks, even bearing in mind what you say. Either remove the get out or make it slightly better.
[1] War Ladder [Isengard]
Possession • Support Area
Machine.
Shadow: Exert an Uruk-hai to add an [Isengard] token here.
Skirmish: Remove X [Isengard] tokens here to make an Uruk-hai strength +X (limit +5). Discard this machine.
“...a hundred ladders were raised against the battlements.”
Cost 0 would be better. :up:
[2] Orthanc Ballista [Isengard]
Possession • Support Area
Machine.
Maneuver: Exert an [Isengard] archer and make that minion lose archer until the regroup phase to add an [Isengard] token here.
Archery: Remove an [Isengard] token from here to make the minion archery total +2. Discard an [Isengard] machine.
“Some found a mark. The assault on Helm's Deep had begun....”
Sounds good.
One last thing: note that I've made these machines as possessions rather than their original conditions. I figured that made more sense from a realism standpoint, and also helps keep cards like Namarie from trashing them, turning this into more of a [Raider] corsair type pain in the back of the lap. :twisted:
Yeah sweetness! Though it makes the siege engine harder as posessions are desalt with by less cultures than conditions, just.
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Alrighty then! I made some changes to the last batch, based on Thran's, FM's, and lem0n's combined suggestions. Welcome back, Juicy Fruit. ;D Like when a couple guys on a hockey team come out of the penalty box, it's good to be back at full strength. :up:
And FM, you are most welcome to keep reviewing even with my normal reviewers back. As I said before, your reviews have been very insightful and I enjoy having you whenever you have the time to spare and are in the mood. Feel very free to stick around, and you may find yourself still gathering gold from time to time. ;)
Okay, last batch, as I said, has been tweaked. The biggest changes are to the Siege Engine reprint, which I have now changed into a similiar but entirely new card. It's basically a Siege Engine with nerfed abilities and a spotting requirement, which hopefully helps make the machines-as-possessions idea more feasible.
Anyway, before we proceed with more Uruks, let's get to a key piece of this whole Warrior Uruk/machine strategy with one of my rare dual character cards.
For those who haven't seen them before and are confused as to how such "dual characters" work, just pop me off a PM and I'll send you a detailed explanation. It's kinda long, so I'd rather not post it here and clutter up the post if I can avoid it. :roll: Anyway...enjoy!
[5]•Saruman & •Gríma, The Wizard and the Worm [Isengard]
Minions • Wizard & Man
Strength: 11
Vitality: 4
Site: 4
When you play Saruman & Gríma, you may play an [Isengard] machine from your draw deck.
Saruman & Gríma may not be assigned to a skirmish.
Shadow: Exert Saruman & Gríma to make an [Isengard] minion strength +2 until the regroup phase.
“‘This night the land will be stained with the blood of Rohan! March to Helm’s Deep!’”
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[6]•Saruman & •Gríma, The Wizard and the Worm [Isengard]
Minions • Wizard & Man
Strength: 11
Vitality: 4
Site: 4
Saruman & Gríma may not take wounds during the archery phase and may not be assigned to a skirmish.
When you play Saruman & Gríma, you may play an [Isengard] machine from your draw deck.
Shadow: Exert Saruman & Gríma to make an [Isengard] minion strength +2 until the regroup phase.
fine by me
have I reviewed this before?
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[6]•Saruman & •Gríma, The Wizard and the Worm [Isengard]
Minions • Wizard & Man
Strength: 11
Vitality: 4
Site: 4
Saruman & Gríma may not take wounds during the archery phase and may not be assigned to a skirmish.
When you play Saruman & Gríma, you may play an [Isengard] machine from your draw deck.
Shadow: Exert Saruman & Gríma to make an [Isengard] minion strength +2 until the regroup phase.
have I reviewed this before?
Probably a long time ago, yeah. Not the first time I've ever posted it, just the first time in a good long while. ;)
Thanks for the review, man. Good to have you back. Have some :gp: for your troubles.
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I posted have I reviewed this before and got a GP...w00t!
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[6]•Saruman & •Gríma, The Wizard and the Worm [Isengard]
Minions • Wizard & Man
Strength: 11
Vitality: 4
Site: 4
Saruman & Gríma may not take wounds during the archery phase and may not be assigned to a skirmish.
When you play Saruman & Gríma, you may play an [Isengard] machine from your draw deck.
Shadow: Exert Saruman & Gríma to make an [Isengard] minion strength +2 until the regroup phase.
As usual, the only critique I have is actually a nitpick: The "When you play" action needs to come first. Then the classic Saruman text, then the shadow ability. Duh!
Just one question: Since this is a "Minions" card, would you be able to spot "more than 1 minion" or does it still count as 1 minion? How would this kind of mechanic work with a card like Brand, King of Dale? Okay, that was two questions...
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If you cant assign them to a skirmish it seems a lot of effort and cost to play a machine and get a +6 pump.
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Just one question: Since this is a "Minions" card, would you be able to spot "more than 1 minion" or does it still count as 1 minion? How would this kind of mechanic work with a card like Brand, King of Dale? Okay, that was two questions...
Yes, it counts as two minions that happen to share the same card...in this case, a Wizard AND a Man.
Let me post the full mechanic explanation....
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A dual-character card, such as Saruman & Gríma, is a single card that represents two characters. This means that if a card requires you to spot characters, you may spot either character on that card or spot both. In the case of Saruman & Gríma, a card requiring you to spot two [Isengard] minion would be satisfied by this one dual-character card, since it represents two distinct characters even though it is a single card. Similiarly, you could spot a Wizard, a Man, or both. However, because it IS a single card, the two characters are considered to be “joined at the hip”, per se. Anything that happens to one of the characters on a dual-character card automatically happens to the other. For example, if one character is killed, the other character also dies. If you have Merry & Pippin in play and a card that targets Pippin is played, Merry is affected also. If a card allows you to play one of the characters on a dual-character card for a reduced cost, both characters on that card are played at the reduced cost. And so on.
On a dual-character card, the two characters represented have a single strength, vitality, and signet/resistance/site. Strength is considered to be the combined variables of those characters, though in some cases it may be higher or lower than the actual combination of those characters’ strength from the game. Merry & Pippin, who are normally 3 strength individually, combine for a total of 6 strength on their dual-character card. Legolas & Gimli, however, who are both 6 strength by themselves, combine for only 11 rather than 12. Also note that, since these numbers are combined, any card that boosts one character’s strength automatically boosts the other’s. If a Dwarven Axe is played on Gimli from Legolas & Gimli, for example, they now combine for 13 strength rather than 11. If the Bow of the Galadhrim is then played on Legolas, with its strength +1 boost, Legolas & Gimli now combine for a total of 14 strength, and of course special abilities from BOTH weapons may be used by this single card.
Vitality, unlike strength, is typically not a combined number for dual-character cards. For Boromir & Faramir, who normally both have a vitality of 3 by themselves, the dual-character card also has a vitality of only 3. The reason vitality is not combined while strength is lies in how a dual-character card acts in battle. If (a “single-character card” version of) Boromir were to skirmish an Orc, his strength would be matched against that Orc, and if it were lower than the Orc’s strength, he would lose, thus taking a wound. If Faramir were to somehow join that same battle, he would add his strength to Boromir’s, and that combined strength would be matched against that Orc. If their combined strength was still lower, both would lose and both would take a wound. Thus on a dual-character card, the strength is combined and the vitality is not...just as it works if those characters are acting independently.
Twilight cost IS typically combined (thus, as you might have guessed, dual-character cards tend to be quite pricey), though like strength, it may be higher or lower than one would expect. Note again that cards that reduce twilight cost (or increase it, for that matter) apply to both characters on a dual-character card. Cards that lower the twilight cost of Hobbits by 1, for instance, would reduce Merry & Pippin’s cost by 2, not just 1, since both individual characters fit the condition (being a Hobbit). A card doing the same for Elves would only the reduce the cost by 1 for Legolas & Gimli; Legolas, as an Elf, qualifies, while Gimli, as a Dwarf, clearly does not.
In the case of companions, the signet or resistance number applies to both companions on a dual-character card. If another signet is added--such as with the Horn of the Mark--or the resistance number is changed, this change applies to both companions. For minions, the site number is also the same for both on a dual-character card. Both minions are roaming if played before their site, thus counting as two roaming minions even though it is one card. If another card has an effect on roaming minions, such as a strength addition or subtraction, it is applied to both minions. For example, if Advance Captain were to be played and that shadow player had a dual-character roaming [Sauron] Orc, that dual-character card would receive a combined damage +2, not a single damage +1. This is also true of strength and defender bonuses, but not vitality, since again, that is not a combined number. A card boosting all minions’ vitality by 1 would only add one vitality to our dual-character [Sauron] Orc, not two. The addition of keywords such as ranger, archer, valiant, and enduring also apply only once (unless explicitly noted otherwise), since the combined characters are considered to be a single ranger or archer and, in the case of enduring, take wounds together and have combined strength that is boosted when they take a wound.
Dual-character cards are obviously very powerful, but there are a number of serious risks to consider as well. As mentioned before, cards that affect one character on such a card affect both. In some cases, such as cards that allow you to discard a character rather than place it in the dead pile, this is a good thing. In such a case, both characters would be discarded together. However, with a card that does something NOLINKnasty if two unbound Hobbits can be spotted, Merry & Pippin definitely qualify. Or worse still, if a card kills or discard a character on a dual-character card (and you don’t WANT it discarded this time!), you lose both characters at once. Ouch. Cards that let the opponent discard a card from your hand sound particularly nasty now, as you lose two characters if they pick a dual-character card. Double ouch.
Dual-character cards can be an interesting and, played properly, powerful addition to both sides of the table. Just understand that with their appeal comes new hazards, also. Play with dual-characters at your own risk!
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Hope that helps.
In light of lem0n's review, I think I will take the cost of Saruman & Gríma down to [5]. I'd rather that than allow them to skirmish. I will also allow them to take archery fire and save your other [Isengard] minions from it, making this like a super-powered Rabble-rouser. Better?
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Well it hasnt changed so far, but when you do i think that would be better. Make sure you phrase it archery wounds cannot be assigned to.... rather than cannot take wounds during the archery phase, that means u can assign all the wounds to him but take no tokens for it....
:)
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Anything that triggers off of killing a minion would trigger twice, then, right? I find it a bit weird, since it'll be a single skirmish, but I guess it's fine. I'd advise you to look at MtG's "morph", "flip" and "split" cards for more ideas on these.
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Anything that triggers off of killing a minion would trigger twice, then, right? I find it a bit weird, since it'll be a single skirmish, but I guess it's fine. I'd advise you to look at MtG's "morph", "flip" and "split" cards for more ideas on these.
Will do. Thanks! :up:
Just one card for now...been a little busy. But I, at least, like this one. :up: Kinda specific, yes, but hopefully useful enough to still consider tossing into a deck, especially since villagers ARE back in force in the [Rohan] culture (http://lotrtcgdb.com/community/viewtopic.php?t=5827) in this set...and into the next once we get that far.
[2] Pressed Into Service [Isengard]
Event • Shadow
Exert 2 Uruk-hai to wound each villager and each Man companion that does not have a keyword.
“‘Farmers, farriers, stable boys...these are no soldiers.’”
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For instance, how would this card work with double minions? Would you exert it twice?
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Well the first bit doesnt seem that good and the second bit is just evil and nasty. So maybe balanced but could hurt a fellowship too easily. Also did you intend the lack of cultural enforcement. This can be used by new uruks and sauron uruks.
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For instance, how would this card work with double minions? Would you exert it twice?
Ah...a very good question.
Hmmm. If you theoretically had a dual-character Uruk-hai, you would exert it just once. Vitality is the exception to the "rule", since it is shared between the two characters on a dual-character card. Similiarly, a card like Safe Paths would wound a dual-character minion only once. I think. :P I confess that's one scenario I didn't consider.
And yes, lem0n, I intended it to lack true [Isengard] enforcement. Would correcting that help it out, do you think?
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wait so can duel characters still only have 1 of each class of possession?
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And yes, lem0n, I intended it to lack true [Isengard] enforcement. Would correcting that help it out, do you think?
Not really, i just cant predict the balance on it.
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I still think dual characters are too messy to work as they are, I think you should either work with the idea of a flip/split card or a dual-sided card (but then, it'd require sleeves to be used, not that there's something wrong with it, after all, it's just a DC...)
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I still think dual characters are too messy to work as they are, I think you should either work with the idea of a flip/split card or a dual-sided card (but then, it'd require sleeves to be used, not that there's something wrong with it, after all, it's just a DC...)
Well, the only potential messiness I see is with cards that exert or wound, as you mentioned. Everything else, I think, is covered.
I don't intend to have a lot of them, either. The only ones I can think of off-hand are:
Saruman & Gríma (this set)
Boromir & Faramir (this set)
Merry & Pippin (this set)
Frodo & Sam (already in my set The Road Ahead)
Úlairë Attëa & Úlairë Cantëa (already in my set The Road Ahead)
Fíli & Kíli (already in my set Lasting Alliances)
Legolas & Gimli (future set)
Úlairë Lemenya & Úlairë Nertëa (future set)
Maybe a couple more, so you're looking at a grand total of 10-12.
If I can get the exert/wound thing cleared up and clarified (and I really think saying they BOTH take the exertion/wound and thus the vitality, since it shared, is only affected once clears it up just fine), the rest works out, I think. But I'll take a look at flip/split and see if I can get some more ideas there. :up:
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Back to some Berserkers today: one of the smallest, and one of the biggest. :twisted: Enjoy!
[3] Berserk Grunt [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1. Berserker 1. (This character is strength +1 for each wound on each character in its skirmish.)
While exhausted, this minion is fierce.
“Again and again the Orcs gained the summit of the outer wall....”
[6]•Battle-Scarred Berserker [Isengard]
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site: 5
Damage +1. Hunter 2. Berserker 1. (This character is strength +1 for each wound on each character in its skirmish.)
While exhausted, Battle-Scarred Berserker is fierce.
Regroup: Discard Battle-Scarred Berserker to wound X companions, where X is the number of Free Peoples cultures you spot over 2.
Few of Saruman’s berserkers survive to become veterans. Those that do are incredibly deadly warriors.
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[3] Berserk Grunt [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1. Hunter 1.
This minion is strength +1 for each wound on a character in its skirmish.
While exhausted, this minion is fierce.
“Again and again the Orcs gained the summit of the outer wall....”
Seems excessively good, even for a beserker. I like him, i mean hes great! But for a standard minion he does rock socks a bit. Should a berserker be a hunter? Perhaps thats whats wrong, maybe remove that for balance, as its not flavoursome either.
[6]•Battle-Scarred Berserker [Isengard]
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site: 5
Damage +1. Hunter 2.
Battle-Scarred Berserker is strength +1 for each wound on each character in its skirmish.
While exhausted, Battle-Scarred Berserker is fierce.
Regroup: Exert Battle-Scarred Berserker and discard it to wound X companions, where X is the number of Free Peoples cultures you spot over 2.
Few of Saruman’s berserkers survive to become veterans. Those that do are incredibly deadly warriors.
Similar note on hunter.... Doesnt fit. The regroup text is not that good also. You want him to be wounded so you wont have the spare exertion and even then its barely worth it unless you face 3 hunters and only just then.
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Well while we're being controversial, let's get back to another tracker trick...everyone's favorite concept: capturing! :P Now before you scream about how broken capturing and rescuing are, remember that the new and improved concept (described over here (http://lotrtcgdb.com/community/viewtopic.php?t=6327)) seemed to meet everyone's approval, so keep that in mind as you review. And try to enjoy. :)
[3] Uruk Sentinel [Isengard]
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site: 5
Tracker. Fierce. Hunter 1. To play, spot an [Isengard] minion.
Each time this minion wins a skirmish, you may spot another tracker and exert this minion to capture a companion or ally in that skirmish.
“‘We took the prisoners. We are the servants of Saruman the Wise, the White Hand: the Hand that gives us man's-flesh to eat.’”
fairly balanced...I don't any necessity to make him have to spot a minion to be played though...
[1] They’re Fresh [Isengard]
Event • Shadow
You may discard an [Isengard] card from hand or from play to play this event during the regroup phase.
Spot a captured character in your support area to choose one: play a tracker from your hand or discard pile; or wound that captured character twice.
“‘What about their legs? They don’t need those. Ooh, they look tasty.’”
fine
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...wha? Those cards are WAY old, my friend. :)
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now...how did I find those i wonder...agree with lem0n on the correct cards.
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A *bit* better now Dain. :up:
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[3] Berserk Grunt [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1.
This minion is strength +1 for each wound on a character in its skirmish.
While exhausted, this minion is fierce.
“Again and again the Orcs gained the summit of the outer wall....”
I think it could be a little bit better, right now seems like an overcosted minion that'll end up dead in the archery phase, or get assigned to any tanking companion that'll tear it to pieces, I'd never want to draw these early on a game. Perhaps raising his strength to 8 might help, or maybe raise his cost a bit and give him the Troop of Uruk-hai ability? Btw, Dáin, I think you should assign rarity to your cards, makes easier to judge them. For instance, this card is fine as a common, could have 8 strength as an uncommon and could be better as a rare.
[6]•Battle-Scarred Berserker [Isengard]
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site: 5
Damage +1. Hunter 2.
Battle-Scarred Berserker is strength +1 for each wound on each character in its skirmish.
While exhausted, Battle-Scarred Berserker is fierce.
Regroup: Discard Battle-Scarred Berserker to wound X companions, where X is the number of Free Peoples cultures you spot over 2.
Few of Saruman’s berserkers survive to become veterans. Those that do are incredibly deadly warriors.
Now THIS one, on the other hand, is nice! However, again, it's great as a rare, but as an uncommon, I think it has too much game-text (it'd never cut it as a common, so I won't bother).
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Yeah, you're not the first to recommend assigning C/U/R/R+ status to my cards. It's something I plan on fully implementing for my upcoming, final two planned sets, as the DCs I'm designing for those sets come with rarity as part of the text. I just lazily haven't done it for my first two sets, and haven't yet for THIS set. I intend to go back and do it, I really do. I just haven't yet. :roll:
I imagine in this case, however, that the Grunt would be a common and the BsB a rare.
If you intend to keep reviewing, I'll make an effort to start with rarities with the cultures in THIS set from here on out. So once [Isengard] and [Dwarven] are finished, rarity will begin showing up in the future. Deal? ;)
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Deal. ;)
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Hey how come when i ask for rarities i get "yeah yeah ill do it REAL soon :twisted:" but when FM bats his eyelashes at you, you quick march double time!
Think theres some favouritism going on here.
Hurumph! :-[
:mrgreen:
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Like I said, FM wasn't "the first to recommend assigning C/U/R/R+ status to my cards". Who did you THINK I meant when I told him that, my juicy friend? ;)
Alright, I've done conditions that play on companions for [Isengard] Men and [Isengard] trackers, so why not a couple for our [Isengard] warriors, too? :twisted: Enjoy!
[3] Exhaustion [Isengard]
Condition
Strength -1
Response: If a skirmish involving an Uruk-hai is about to end, exert that Uruk-hai to play this condition on a Free Peoples character in that skirmish.
Each time bearer uses a special ability in his or her game text, he or she must exert.
“...as he ran he stumbled in his weariness. At once his enemies leapt forward.”
Ouch. Too potent, do you think?
[1] Evil News [Isengard]
Condition
Skirmish: Play this condition on a companion skirmishing an Uruk-hai.
Bearer may not be spotted by other Free Peoples cards (unless borne by bearer) and may not spot other Free Peoples cards (unless borne by bearer).
Discard this condition at the start of the regroup phase.
“‘I last saw him fighting on the ground behind the wall, but the enemy swept us apart.’”
Does the wording make sense? Basically, it's supposed to "cut off" the bearer from using any FP conditions, events, and/or support from the abilities of other characters. They get to keep and use any cards they bear, but nothing else. So did I word it correctly?
[1] Things Go Ill [Isengard]
Event • Skirmish
Exert an Uruk-hai (or heal an Uruk-hai berserker) to exert a companion skirmishing that Uruk-hai and bearing an [Isengard] condition.
“Up came the Orcs, yelling, with their long arms stretched out to seize him.”
Works very nicely with pretty much any of the play/transfer-to-a-FP-character [Isengard] conditions I've made...which, as I said, there are quite a few of already. This + the damage bonuses many Uruks have could mean instant death for companions if they lose. :twisted:
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[2] Exhaustion [Isengard]
Condition
Strength -1
Response: If a skirmish involving an Uruk-hai is about to end, exert that Uruk-hai to play this condition on a Free Peoples character in that skirmish.
Each time bearer uses a special ability in his or her game text, he or she must exert.
“...as he ran he stumbled in his weariness. At once his enemies leapt forward.”
Make it unique if youre having playable on any target as a sneak attack. Takes out your worst enemy without them seeing it coming so needs some restriction.
[1] Evil News [Isengard]
Condition
Skirmish: Play this condition on a companion skirmishing an Uruk-hai.
Bearer may not be spotted by other Free Peoples cards (unless borne by bearer) and may not spot other Free Peoples cards (unless borne by bearer).
Discard this condition at the start of the regroup phase.
“‘I last saw him fighting on the ground behind the wall, but the enemy swept us apart.’”
I see what youre going for but without too much thought effort (im tried) this could have more ramifications on gameplay than you might think. Removing a char as being spottable might mess up rules perhaps.
[1] Things Go Ill [Isengard]
Event • Skirmish
Exert a companion bearing an [Isengard] condition in a skirmish involving an Uruk-hai.
“Up came the Orcs, yelling, with their long arms stretched out to seize him.”
Phrase it exert a comp skirmishing an x bearing an x. And id up the cost somehow, dont mind twilight or otherwise but seems excessively cheap.
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[1] Evil News [Isengard]
Condition
Skirmish: Play this condition on a companion skirmishing an Uruk-hai.
Bearer may not be spotted by other Free Peoples cards (unless borne by bearer) and may not spot other Free Peoples cards (unless borne by bearer).
Discard this condition at the start of the regroup phase.
“‘I last saw him fighting on the ground behind the wall, but the enemy swept us apart.’”
I see what youre going for but without too much thought effort (im tried) this could have more ramifications on gameplay than you might think. Removing a char as being spottable might mess up rules perhaps.
Possibly, but I THINK it be alright since it "expires" in regroup. But those are the kinds of things I have you faithful reviewers to help me wade through! :P
[1] Things Go Ill [Isengard]
Event • Skirmish
Exert a companion bearing an [Isengard] condition in a skirmish involving an Uruk-hai.
“Up came the Orcs, yelling, with their long arms stretched out to seize him.”
Phrase it exert a comp skirmishing an x bearing an x. And id up the cost somehow, dont mind twilight or otherwise but seems excessively cheap.
I'll exert the Uruk and rephrase it. :up:
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Like I said, FM wasn't "the first to recommend assigning C/U/R/R+ status to my cards". Who did you THINK I meant when I told him that, my juicy friend? ;)
Alright, I've done conditions that play on companions for [Isengard] Men and [Isengard] trackers, so why not a couple for our [Isengard] warriors, too? :twisted: Enjoy!
[3] Exhaustion [Isengard]
Condition
Strength -1
Response: If a skirmish involving an Uruk-hai is about to end, exert that Uruk-hai to play this condition on a Free Peoples character in that skirmish.
Each time bearer uses a special ability in his or her game text, he or she must exert.
“...as he ran he stumbled in his weariness. At once his enemies leapt forward.”
I think its fine...
[1] Evil News [Isengard]
Condition
Skirmish: Play this condition on a companion skirmishing an Uruk-hai.
Bearer may not be spotted by other Free Peoples cards (unless borne by bearer) and may not spot other Free Peoples cards (unless borne by bearer).
Discard this condition at the start of the regroup phase.
“‘I last saw him fighting on the ground behind the wall, but the enemy swept us apart.’”
wait...so you play it from your hand instead of transferring it? tad odd, but ok
[1] Things Go Ill [Isengard]
Event • Skirmish
Exert an Uruk-hai (or heal that Uruk-hai if it has Berserk or Berserker in its title) to exert a companion skirmishing that Uruk-hai and bearing an [Isengard] condition.
“Up came the Orcs, yelling, with their long arms stretched out to seize him.”
couldn't this be 0?
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Where is Thran? ??? I thought he was back by now. I was waiting on a review from him, but....
Oh well. Just one card for now. Yeah, I'm stalling a bit. :P
[2]•The Two Towers [Isengard]
Condition • Support Area
To play, spot an [Isengard] minion and a [Sauron] minion.
Each time a [Sauron] event or condition adds a threat, you may exert an [Isengard] minion to add a threat.
Each time an [Isengard] event or condition adds [X], you may exert a [Sauron] minion to add [X] (limit [3]).
“‘The world is changing. Who now has the strength to stand against the armies of Isengard and Mordor?’”
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Where is Thran? ??? I thought he was back by now. I was waiting on a review from him, but....
Thats a question thats been puzzling me, he said he was back now hes vanished, and Anvar's not about either. ???
[3]•The Two Towers [Isengard]
Condition • Support Area
To play, spot an [Isengard] minion and a [Sauron] minion.
Each time a [Sauron] event or condition adds X threats, you may exert an [Isengard] minion to add X threats.
Each time an [Isengard] event or condition adds [X], you may exert a [Sauron] minion to add [X].
“‘The world is changing. Who now has the strength to stand against the armies of Isengard and Mordor?’”
I like the idea but it has acres of potential to be broken, a card that adds 4 threats shouldnt be doubled just for an exertion. Perhaps cap it?
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Tweaked the card rather significantly, and dropped the cost a little to compensate. Better, or has it gone too far the OTHER way now?
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Bingo :up: Spot on.
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listen to the lem0n...it works for me
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Sorry for the lack of updates lately. Been trying to decide where to go next with this culture. I think that question will be answered in everybody's minds after the cards that follow. ;) Enjoy!
[4] Uruk-hai Ravager [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Damage +1.
This minion is strength +2 for each site you control.
“‘They bring fire, and they are burning as they come, rick, cot, and tree.’”
[9]•Uruk-hai Footmen [Isengard]
Minion • Uruk-hai
Strength: 17
Vitality: 3
Site: 5
Damage +1.
While you control a site, Uruk-hai Footmen is twilight cost -2.
While you control 2 sites, Uruk-hai Footmen is fierce.
While you control 4 sites, Uruk-hai Footmen gains hunter 4.
“‘Now they could hear, borne over the dark, the sound of harsh singing.’”
(0) Burning As They Come [Isengard]
Event • Shadow
Play an Uruk-hai; its twilight cost is -1 for each site you control (limit -4).
“Then they saw torches countless points of fiery light upon the black fields behind, scattered like red flowers, or winding up from the lowlands in long flickering lines. Here and there a larger blaze leapt up.”
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Pretty cool, I loved site-controlling Uruks in Tower Block.
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Sorry for the lack of updates lately. Been trying to decide where to go next with this culture. I think that question will be answered in everybody's minds after the cards that follow. ;) Enjoy!
Where have you gone with them? ???
;)
[4] Uruk-hai Ravager [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Damage +1.
This minion is strength +2 for each site you control.
“‘They bring fire, and they are burning as they come, rick, cot, and tree.’”
Fine.
[9]•Uruk-hai Footmen [Isengard]
Minion • Uruk-hai
Strength: 17
Vitality: 3
Site: 5
Damage +1.
While you control a site, Uruk-hai Footmen is twilight cost -2.
While you control 2 sites, Uruk-hai Footmen is fierce.
While you control 4 sites, Uruk-hai Footmen gains hunter 4.
“‘Now they could hear, borne over the dark, the sound of harsh singing.’”
Ouch vanguard eat your heart out. Run for your lives!
(0) Burning As They Come [Isengard]
Event • Shadow
Play an Uruk-hai; its twilight cost is -1 for each site you control (limit -4).
“Then they saw torches countless points of fiery light upon the black fields behind, scattered like red flowers, or winding up from the lowlands in long flickering lines. Here and there a larger blaze leapt up.”
Dark Approach for uruks? Ichee wowa.
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[5]•Saruman & •Gríma, The Wizard and the Worm [Isengard]
Minions • Wizard & Man
Strength: 11
Vitality: 4
Site: 4
When you play Saruman & Gríma, you may play an [Isengard] machine from your draw deck.
Saruman & Gríma may not be assigned to a skirmish.
Shadow: Exert Saruman & Gríma to make an [Isengard] minion strength +2 until the regroup phase.
“‘This night the land will be stained with the blood of Rohan! March to Helm’s Deep!’”
I want at least something to tie Saruman and Grima to [Isengard] conditions played on companions, but other than that looks fine. How about make the first ability play an [Isengard] machine or [Isengard] condition?
[2] Pressed Into Service [Isengard]
Event • Shadow
Exert 2 Uruk-hai to wound each villager and each Man companion that does not have a keyword.
“‘Farmers, farriers, stable boys...these are no soldiers.’”
Every Man companion has a keyword: 2, in fact - companion, and Man. You mean 'game text keyword' in which case it's very interesting, but I think it should be a maneuver event. Nice though.
[3] Berserk Grunt [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1.
This minion is strength +1 for each wound on a character in its skirmish.
While exhausted, this minion is fierce.
“Again and again the Orcs gained the summit of the outer wall....”
Seems decent.
[6]•Battle-Scarred Berserker [Isengard]
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site: 5
Damage +1. Hunter 2.
Battle-Scarred Berserker is strength +1 for each wound on each character in its skirmish.
While exhausted, Battle-Scarred Berserker is fierce.
Regroup: Discard Battle-Scarred Berserker to wound X companions, where X is the number of Free Peoples cultures you spot over 2.
Few of Saruman’s berserkers survive to become veterans. Those that do are incredibly deadly warriors.
Again looks good. I would prefer though a reduction of 1 or 2 strength in favour of 1 additional vitality.
[3] Exhaustion [Isengard]
Condition
Strength -1
Response: If a skirmish involving an Uruk-hai is about to end, exert that Uruk-hai to play this condition on a Free Peoples character in that skirmish.
Each time bearer uses a special ability in his or her game text, he or she must exert.
“...as he ran he stumbled in his weariness. At once his enemies leapt forward.”
Seems fine with such a hefty cost.
[1] Evil News [Isengard]
Condition
Skirmish: Play this condition on a companion skirmishing an Uruk-hai.
Bearer may not be spotted by other Free Peoples cards (unless borne by bearer) and may not spot other Free Peoples cards (unless borne by bearer).
Discard this condition at the start of the regroup phase.
“‘I last saw him fighting on the ground behind the wall, but the enemy swept us apart.’”
Very interesting card. Also interesting that you've gone for surprise conditions rather than the Blade Tip/Black Breath/Lost in the Woods approach when you know that your doom is nigh! I think it should be discarded at the end of the turn, otherwise it doesn't seem like the most useful thing.
[1] Things Go Ill [Isengard]
Event • Skirmish
Exert an Uruk-hai (or heal that Uruk-hai if it has Berserk or Berserker in its title) to exert a companion skirmishing that Uruk-hai and bearing an [Isengard] condition.
“Up came the Orcs, yelling, with their long arms stretched out to seize him.”
Seems good. Could even cost (0) because you have to get the condition on them first.
[2]•The Two Towers [Isengard]
Condition • Support Area
To play, spot an [Isengard] minion and a [Sauron] minion.
Each time a [Sauron] event or condition adds a threat, you may exert an [Isengard] minion to add a threat.
Each time an [Isengard] event or condition adds [X], you may exert a [Sauron] minion to add [X] (limit [3]).
“‘The world is changing. Who now has the strength to stand against the armies of Isengard and Mordor?’”
Have I seen this card before? Looks fun. Not actually sure how useful it is, though, not knowing off-hand how many [Sauron] events add threats and how many [Isengard] cards add twilight.
[4] Uruk-hai Ravager [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Damage +1.
This minion is strength +2 for each site you control.
“‘They bring fire, and they are burning as they come, rick, cot, and tree.’”
This looks reasonable. I hate site control, but it looks fine. Perhaps he could even have strength 9.
[9]•Uruk-hai Footmen [Isengard]
Minion • Uruk-hai
Strength: 17
Vitality: 3
Site: 5
Damage +1.
While you control a site, Uruk-hai Footmen is twilight cost -2.
While you control 2 sites, Uruk-hai Footmen is fierce.
While you control 4 sites, Uruk-hai Footmen gains hunter 4.
“‘Now they could hear, borne over the dark, the sound of harsh singing.’”
I'd be far more likely to use this guy if his twilight cost was 1 or 2 less, with his strength down to match. Of course, I probably wouldn't anyway because I hate site control!
(0) Burning As They Come [Isengard]
Event • Shadow
Play an Uruk-hai; its twilight cost is -1 for each site you control (limit -4).
“Then they saw torches countless points of fiery light upon the black fields behind, scattered like red flowers, or winding up from the lowlands in long flickering lines. Here and there a larger blaze leapt up.”
My problem is that Uruk-hai are not Nazgûl and this seems very good for Uruk-hai, as well as also diminishing the uniqueness of Dark Approach. I'd want a lower limit, or a spotting requirement, or a fixed reduction for X sites or something like that.
Thranduil
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[4] Uruk-hai Ravager [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Damage +1.
This minion is strength +2 for each site you control.
“‘They bring fire, and they are burning as they come, rick, cot, and tree.’”
Meh. Up strength to 9, at least. Normally you can get 11 strength for 4 twilight, esp. out of an uruk-hai.
[9]•Uruk-hai Footmen [Isengard]
Minion • Uruk-hai
Strength: 17
Vitality: 3
Site: 5
Damage +1.
While you control a site, Uruk-hai Footmen is twilight cost -2.
While you control 2 sites, Uruk-hai Footmen is fierce.
While you control 4 sites, Uruk-hai Footmen gains hunter 4.
“‘Now they could hear, borne over the dark, the sound of harsh singing.’”
Interesting. I think it'd be more "uruk-style" if it got up to D+2 somehow.
(0) Burning As They Come [Isengard]
Event • Shadow
Play an Uruk-hai; its twilight cost is -1 for each site you control (limit -4).
“Then they saw torches countless points of fiery light upon the black fields behind, scattered like red flowers, or winding up from the lowlands in long flickering lines. Here and there a larger blaze leapt up.”
I like the Dark Approach styled card.
In response to Thran's comment, controlled sites are slightly harder to achieve than forests on the adventure path, so the same limit seems reasonable.
Besides, it's a better card for Uruks than Nazzies; site control Uruks were more swarm-based sometimes even without this card, and this is just icing on the big, beautiful, companion-mashing cake.
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Keeping with site control, here are a couple ways to actually GET those sites.
[2]•Overmastered [Isengard]
Condition • Support Area
Each time an [Isengard] or [Dunland] minion wins a skirmish, you may exert or discard that minion to place an [Isengard] token here.
Regroup: Remove 2 [Isengard] tokens from here to take control of a site (or 2 sites if you can spot 3 [Isengard] or [Dunland] minions).
“‘Alas for my folk!...It grieves me to fly before them.’”
A relative of both Poised For Assault and Down To The Last Child, the latter of which more or less inspired my choice of lore and the inclusion of [Dunland]. I want to tie those two cultures together a little more anyway.
(0)•Greatness of Their Army [Isengard]
Condition
Strength +1
Bearer must be an [Isengard] Uruk-hai.
Each time bearer wins a skirmish, you may choose one: discard an ally; add an [Isengard] token on a machine; or remove an [Isengard] token to take control of a site.
“‘How shall any tower withstand such numbers and such reckless hate?’”
And this is bascially an [Isengard] version of Fury Of The Evil Army.
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[2]•Overmastered [Isengard]
Condition • Support Area
Each time an [Isengard] or [Dunland] minion wins a skirmish, you may exert that minion to place an [Isengard] token here.
Regroup: Remove 3 [Isengard] tokens from here to take control of a site (or 2 sites if you can spot 3 [Isengard] or [Dunland] minions).
“‘Alas for my folk!...It grieves me to fly before them.’”
Pretty Similar to DttLC and PfA, like you said. No real complaint, but it seems worse than those two because of two things: The exertion (which by the way is nearly impossible with [dunland] minions) and a heftier token requirement.
(0)•Greatness of Their Army [Isengard]
Condition
Strength +1
Bearer must be an [Isengard] Uruk-hai.
Each time bearer wins a skirmish, you may choose one: discard an ally; add an [Isengard] token on a machine; or remove an [Isengard] token to take control of a site.
“‘How shall any tower withstand such numbers and such reckless hate?’”
Fine, I guess. Altered FotEA.
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Reduced Overmastered to 2 tokens. Better?
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Well, [dunland] minions (unless you made more with 2+ vitality) still can't really use it, as they have to exert for the token, yknow?
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[2]•Overmastered [Isengard]
Condition • Support Area
Each time an [Isengard] or [Dunland] minion wins a skirmish, you may exert that minion to place an [Isengard] token here.
Regroup: Remove 2 [Isengard] tokens from here to take control of a site (or 2 sites if you can spot 3 [Isengard] or [Dunland] minions).
“‘Alas for my folk!...It grieves me to fly before them.’”
Perhaps give an option to discard that minion to place the token, making an interesting quandary between spotting the minions in the regroup phase or adding the tokens?
(0)•Greatness of Their Army [Isengard]
Condition
Strength +1
Bearer must be an [Isengard] Uruk-hai.
Each time bearer wins a skirmish, you may choose one: discard an ally; add an [Isengard] token on a machine; or remove an [Isengard] token to take control of a site.
“‘How shall any tower withstand such numbers and such reckless hate?’”
Seems reasonable. I'd prefer this as a hand weapon, though, like a banner.
Thranduil
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[2]•Overmastered [Isengard]
Condition • Support Area
Each time an [Isengard] or [Dunland] minion wins a skirmish, you may exert or discard that minion to place an [Isengard] token here.
Regroup: Remove 2 [Isengard] tokens from here to take control of a site (or 2 sites if you can spot 3 [Isengard] or [Dunland] minions).
“‘Alas for my folk!...It grieves me to fly before them.’”
Sound. :up:
(0)•Greatness of Their Army [Isengard]
Condition
Strength +1
Bearer must be an [Isengard] Uruk-hai.
Each time bearer wins a skirmish, you may choose one: discard an ally; add an [Isengard] token on a machine; or remove an [Isengard] token to take control of a site.
“‘How shall any tower withstand such numbers and such reckless hate?’”
Adding 1 token doesnt seem equal to discard of an ally or taking a site, thats my only niggle though.
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Alright, here's one area I haven't covered much yet. Remember this card?
[2] Orthanc Ballista [Isengard]
Possession • Support Area
Machine.
Maneuver: Exert an [Isengard] archer and make that minion lose archer until the regroup phase to add an [Isengard] token here.
Archery: Remove an [Isengard] token from here to make the minion archery total +2. Discard an [Isengard] machine.
“Some found a mark. The assault on Helm's Deep had begun....”
Or this one?
[1] Uruk-hai Bow [Isengard] (reprint from The Road Ahead)
Possession • Ranged Weapon
Bearer must an Uruk-hai.
Bearer gains hunter 1.
If bearer is a tracker, bearer is an archer.
“The hobbits were left with the Isengarders: a grim dark band, four score at least of large, swart, slant-eyed Orcs with great bows....”
Well, those are the only times I've touched on Uruk archers thus far. Time to remedy that with some new cards. :)
[2] Uruk Archer [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 2
Site: 5
Archer.
While at a battleground, this minion gains hunter 1.
Archery: Exert this minion to make the Free Peoples player wound an unbound companion or ally; this minion does not add to the minion archery total.
“‘Out of the darkness arrows whistled.’”
[5]•Uruk Crossbow Company [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 2
Site: 5
Archer.
At the start of the archery phase, you may remove an [Isengard] token from a machine to make the minion archery total +1. Then you may repeat this for each other [Isengard] archer you can spot.
“But the Orcs laughed with loud voices; and a hail of darts and arrows whistled over the wall....”
[4]•Ranged Commander, Leader of the Orc-archers [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Archer.
The twilight cost of each other [Isengard] archer is -1.
When you play Ranged Commander, you may reinforce an [Isengard] token.
Each time the minion archery total is increased by an [Isengard] card, you may exert a unique [Isengard] archer to make the minion archery total +1.
“‘Get down or we will shoot you from the wall.’”
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[2] Orthanc Ballista [Isengard]
Possession • Support Area
Machine.
Maneuver: Exert an [Isengard] archer and make that minion lose archer until the regroup phase to add an [Isengard] token here.
Archery: Remove an [Isengard] token from here to make the minion archery total +2. Discard an [Isengard] machine.
“Some found a mark. The assault on Helm's Deep had begun....”
Liked it then, like it now.
[1] Uruk-hai Bow [Isengard] (reprint from The Road Ahead)
Possession • Ranged Weapon
Bearer must an Uruk-hai.
Bearer gains hunter 1.
If bearer is a tracker, bearer is an archer.
“The hobbits were left with the Isengarders: a grim dark band, four score at least of large, swart, slant-eyed Orcs with great bows....”
Ok, I've gotta rant. I just HATE bows that don't make bearer an archer. I mean, the guy's bearing a bow (and probably some arrows). Therefore, he can shoot arrows. Period. I'd switch the abilities around, makes much more sense for a Tracker to be a Hunter rather than any Uruk, instead of it being an archer.
[2] Uruk Archer [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 3
Site: 5
Archer.
Archery: Exert this minion to make the Free Peoples player wound an unbound companion or ally; this minion does not add to the minion archery total.
“‘Out of the darkness arrows whistled.’”
Fine. But I think the site requirement hurts these guys too much...
[5]•Uruk Crossbow Company [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 2
Site: 5
Archer.
Archery: Remove an [Isengard] token from a machine to make the minion archery total +1. You may repeat this for each other [Isengard] archer you can spot.
“But the Orcs laughed with loud voices; and a hail of darts and arrows whistled over the wall....”
Very nice.
[4]•Ranged Commander, Leader of the Orc-archers [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Archer.
The twilight cost of each other [Isengard] archer is -1.
When you play Ranged Commander, you may reinforce an [Isengard] token.
Each time the minion archery total is increased, you may exert a unique [Isengard] archer to make the minion archery total +1.
“‘Get down or we will shoot you from the wall.’”
Very nice as well, love the combo potential to "go off" at a given site (Anduin Banks?).
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[2] Orthanc Ballista [Isengard]
Possession • Support Area
Machine.
Maneuver: Exert an [Isengard] archer and make that minion lose archer until the regroup phase to add an [Isengard] token here.
Archery: Remove an [Isengard] token from here to make the minion archery total +2. Discard an [Isengard] machine.
“Some found a mark. The assault on Helm's Deep had begun....”
Fair enough.
[1] Uruk-hai Bow [Isengard] (reprint from The Road Ahead)
Possession • Ranged Weapon
Bearer must an Uruk-hai.
Bearer gains hunter 1.
If bearer is a tracker, bearer is an archer.
“The hobbits were left with the Isengarders: a grim dark band, four score at least of large, swart, slant-eyed Orcs with great bows....”
Second FM.
[2] Uruk Archer [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 3
Site: 5
Archer.
Archery: Exert this minion to make the Free Peoples player wound an unbound companion or ally; this minion does not add to the minion archery total.
“‘Out of the darkness arrows whistled.’”
OP. The only other [Isengard] archer with 3 vitailty and this ability costs [7]. And he's unique. Strength doesn't matter in an archery deck. You get 2 wounds out of 2 twilight. Plus, he's so darn splashable in any wounding deck; Good-bye Desert Lord, I can get your ability for [4] less twilight! Drop vitality, and maybe do something else.
[5]•Uruk Crossbow Company [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 2
Site: 5
Archer.
Archery: Remove an [Isengard] token from a machine to make the minion archery total +1. You may repeat this for each other [Isengard] archer you can spot.
“But the Orcs laughed with loud voices; and a hail of darts and arrows whistled over the wall....”
Well, right now he's OP, because you can just use the same ability over and over even if you can only spot him. "At the start of the archery phase" would make this ability balanced, as currently the second line doesn't do a thing.
[4]•Ranged Commander, Leader of the Orc-archers [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Archer.
The twilight cost of each other [Isengard] archer is -1.
When you play Ranged Commander, you may reinforce an [Isengard] token.
Each time the minion archery total is increased, you may exert a unique [Isengard] archer to make the minion archery total +1.
“‘Get down or we will shoot you from the wall.’”
Odd(er) wording, but I guess he works. Although, how WOULD he work with Anduin Banks? Since the archery total is increased from the moment the fellowship moves there, really there's no possible way to use his ability with that site. I don't know if that was intended or not... there's plenty of [isengard] cards that make him work just fine.
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[2] Uruk Archer [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 3
Site: 5
Archer.
Archery: Exert this minion to make the Free Peoples player wound an unbound companion or ally; this minion does not add to the minion archery total.
“‘Out of the darkness arrows whistled.’”
EL's right, this is seriously OP. With vitality 2 he'd be fine; just a low-level Uruk Crossbowman.
[5]•Uruk Crossbow Company [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 2
Site: 5
Archer.
Archery: Remove an [Isengard] token from a machine to make the minion archery total +1. You may repeat this for each other [Isengard] archer you can spot.
“But the Orcs laughed with loud voices; and a hail of darts and arrows whistled over the wall....”
Apart from the first ability being OP in itself, this doesn't really make any sense either. A special ability can always be repeated as long as you can continue to pay the cost. It needs to be at the start of the archery phase, and even then it's pushing the realms of balance. Perhaps if he wasn't himself an archer?
[4]•Ranged Commander, Leader of the Orc-archers [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Archer.
The twilight cost of each other [Isengard] archer is -1.
When you play Ranged Commander, you may reinforce an [Isengard] token.
Each time the minion archery total is increased, you may exert a unique [Isengard] archer to make the minion archery total +1.
“‘Get down or we will shoot you from the wall.’”
A better trigger would be something like "Each time you use an archery special ability..." or something like that, because as it is I don't know when it triggers and when it doesn't.
Thranduil
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Alright, tweaked all three archers. Musta been drunk when I made those. :P (Just kidding, of course.) Better now?
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[5]•Uruk Crossbow Company [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 2
Site: 5
Archer.
At the start of the archery phase, you may remove an [Isengard] token from a machine to make the minion archery total +1. Then you may repeat this for each other [Isengard] archer you can spot.
“But the Orcs laughed with loud voices; and a hail of darts and arrows whistled over the wall....”
I still think that he's too good. You only need 1 Siege Engine and suddenly you've doubled your archery total (you play X archers, add X [Isengard] tokens, then remove X tokens to add +X to the archery total).
Thranduil
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Wow only 1 batch in my missing 5 days. Cool saves me time and effort!
Alright, here's one area I haven't covered much yet. Remember this card?
[2] Uruk Archer [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 2
Site: 5
Archer.
While at a battleground, this minion gains hunter 1.
Archery: Exert this minion to make the Free Peoples player wound an unbound companion or ally; this minion does not add to the minion archery total.
“‘Out of the darkness arrows whistled.’”
Fair enough.
[5]•Uruk Crossbow Company [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 2
Site: 5
Archer.
At the start of the archery phase, you may remove an [Isengard] token from a machine to make the minion archery total +1. Then you may repeat this for each other [Isengard] archer you can spot.
“But the Orcs laughed with loud voices; and a hail of darts and arrows whistled over the wall....”
Wowser this guy is immense, id say up his cost but even then i think hes insane. 1 pedantic point i'd cut the "Then".
[4]•Ranged Commander, Leader of the Orc-archers [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Archer.
The twilight cost of each other [Isengard] archer is -1.
When you play Ranged Commander, you may reinforce an [Isengard] token.
Each time the minion archery total is increased by an [Isengard] card, you may exert a unique [Isengard] archer to make the minion archery total +1.
“‘Get down or we will shoot you from the wall.’”
Poor subtitle Dain you can do better than that! Sound card though.
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Jeez, I haven't touched this since July?! :o Holy cow. I knew it had been a while, but I had no idea it had been THAT long.
I thought Uruks would be easy, especially those of the Helm's Deep warrior variety, but I seem to keep getting bogged down as I design Uruk after Uruk. It's hard to be creative with a race that's already had SO many varied minions, but I'll keep trying.
So, with a renewed vigor (for now, at least :P), let's dive back into these guys. And what better place to dive in then into a sea of Uruks themselves? :mrgreen: Swarming Uruks, here we come!
[5] Orthanc Trooper [Isengard]
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site: 5
Damage +1.
This minion's twilight cost is -1 for each other [Isengard] Uruk-hai you can spot.
“...the men of the Mark amazed looked out, as it seemed to them, upon a great field of dark corn, tossed by a tempest of war, and every ear glinted with barbed light.”
Not sure if this would really see much use, but I THINK it's costed about right.
Another problem with these Uruks (and others I'm designing) is finding good lore that hasn't already been used. To me, at least, lore is a BIG part of designing a proper DC, and there aren't really any good ways to search for lore that I know of...even my otherwise mighty DLB and SdA offer no help in that department, and nor does our own otherwise impressive LOTR TCG DB. So if you know of another card that has the lore of these cards--or any other [Isengard] cards I post in this thread--let me know and I'll gladly change it. But best as I can tell, the lores I'm using SHOULD still be available. I think.
Anyway, onto a more conventional swarming method....
[9]•Orthanc Assaulters [Isengard]
Minion • Uruk-hai
Strength: 16
Vitality: 3
Site: 5
Damage +1. Toil 2.
While the fellowship is at a battleground, Orthanc Assaulters is fierce and may be played any time you could play an assignment event.
“They wavered, broke, and fled back; and then charged again, broke and charged again; and each time, like the incoming sea, they halted at a higher point.”
Mwaha! :twisted:
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The Trooper is, sorry to say, quite pathetic. A [2]-cost, 7 strength guy is still vastly superior.
Give him strength 10. Now we're talking.
Other guy looks pretty good.
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[5] Orthanc Trooper [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1.
This minion's twilight cost is -1 for each other [Isengard] Uruk-hai you can spot.
“...the men of the Mark amazed looked out, as it seemed to them, upon a great field of dark corn, tossed by a tempest of war, and every ear glinted with barbed light.”
[9]•Orthanc Assaulters [Isengard]
Minion • Uruk-hai
Strength: 16
Vitality: 3
Site: 5
Damage +1. Toil 2.
While at a battleground, Orthanc Assaulters is fierce.
“They wavered, broke, and fled back; and then charged again, broke and charged again; and each time, like the incoming sea, they halted at a higher point.”
I know [Isengard] Uruks are supposed to have damage +1, but still, the first card seems grossly overcosted, even with it's potential cost reduction, and the second one, well, ok, it DOES have toil, but what's with a swarm-oriented, 16-strength minion? It seems... pointless. Then again, swarming uruks tend to be more about the wound-piling than the overwhelming, so I think it there could be minions like Backstabber, which get a huge damage boost when swarming.
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[5] Orthanc Trooper [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1.
This minion's twilight cost is -1 for each other [Isengard] Uruk-hai you can spot.
“...the men of the Mark amazed looked out, as it seemed to them, upon a great field of dark corn, tossed by a tempest of war, and every ear glinted with barbed light.”
[9]•Orthanc Assaulters [Isengard]
Minion • Uruk-hai
Strength: 16
Vitality: 3
Site: 5
Damage +1. Toil 2.
While at a battleground, Orthanc Assaulters is fierce.
“They wavered, broke, and fled back; and then charged again, broke and charged again; and each time, like the incoming sea, they halted at a higher point.”
Uruks in general have been seriously overcosted in the past because Decipher made the mistake of valuing damage equally or greater to fierce, which is simply not true. The first one having strength 10 would make it very competitive - I would perhaps make it 9 just to be on the safe side. The Orthanc Assaulters I think is actually costed fairly with the toil, though he could probably be [8] so that 4 minions gets him out for free. Maybe he could have a text which plays him in the skirmish phase? Dunno why, just seems to fit a little.
Thranduil
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definitly up the first guy to 9...as 3 cost for a 9 strength damage guy ain't bad, and you only need 2 minions to do that...cut the second guy to 8, but otherwise I like him.
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[5] Orthanc Trooper [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1.
This minion's twilight cost is -1 for each other [Isengard] Uruk-hai you can spot.
“...the men of the Mark amazed looked out, as it seemed to them, upon a great field of dark corn, tossed by a tempest of war, and every ear glinted with barbed light.”
Think he could easily be 4 and rare.
[9]•Orthanc Assaulters [Isengard]
Minion • Uruk-hai
Strength: 16
Vitality: 3
Site: 5
Damage +1. Toil 2.
While at a battleground, Orthanc Assaulters is fierce.
“They wavered, broke, and fled back; and then charged again, broke and charged again; and each time, like the incoming sea, they halted at a higher point.”
Seems vaguely familiar! :-?
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Some mostly random cards to get this going again. I've been all over the place with this culture. #-o
[2]•Devilry of Saruman [Isengard]
Condition • Support Area
Each Uruk-hai is strength +1 for each site you control.
Maneuver: Spot 2 Uruk-hai and discard an [Isengard] machine with at least 2 tokens on it to take control of a site. Discard this condition.
“‘The NOLINKDeeping Wall is taken, lord, and all the defence swept away....’”
(0) Cloud of Arrows [Isengard] (reprint)
Event • Archery
Exert an [Isengard] archer to make the minion archery total +1 and the fellowship archery total -1.
“Behind them orc-archers crowded, sending a hail of darts against the bowmen on the walls.”
[2] Out of the Darkness [Isengard]
Event • Archery
Discard an [Isengard] archer to exert an unbound companion (twice if that companion is unwounded).
“Then the Orcs screamed, waving spear and sword, and shooting a NOLINKcloud of arrows at any that stood revealed upon the battlements....”
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Some mostly random cards to get this going again. I've been all over the place with this culture. #-o
[2]•Devilry of Saruman [Isengard]
Condition • Support Area
Each Uruk-hai is strength +1 for each site you control.
Maneuver: Spot 2 Uruk-hai and discard an [Isengard] machine with at least 2 tokens on it to take control of a site.
“‘The NOLINKDeeping Wall is taken, lord, and all the defence swept away....’”
How about just discard the tokens instead of the condition?
(0) Cloud of Arrows [Isengard] (reprint)
Event • Archery
Exert an [Isengard] archer to make the minion archery total +1 and the fellowship archery total -1.
“Behind them orc-archers crowded, sending a hail of darts against the bowmen on the walls.”
Classic...
[2] Out of the Darkness [Isengard]
Event • Archery
Discard an [Isengard] archer to wound an unbound companion (twice if that companion is unwounded).
“Then the Orcs screamed, waving spear and sword, and shooting a NOLINKcloud of arrows at any that stood revealed upon the battlements....”
I wish decipher had released a card like this 15 sets ago. Oh well. :roll:
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[2]•Devilry of Saruman [Isengard]
Condition • Support Area
Each Uruk-hai is strength +1 for each site you control.
Maneuver: Spot 2 Uruk-hai and discard an [Isengard] machine with at least 2 tokens on it to take control of a site.
“‘The NOLINKDeeping Wall is taken, lord, and all the defence swept away....’”
I think the second ability should probably discard this condition. Otherwise, it's a REALLY good way of controlling multiple sites at once.
(0) Cloud of Arrows [Isengard] (reprint)
Event • Archery
Exert an [Isengard] archer to make the minion archery total +1 and the fellowship archery total -1.
“Behind them orc-archers crowded, sending a hail of darts against the bowmen on the walls.”
Broken as a television smashed in with a sledgehammer.
:P
[2] Out of the Darkness [Isengard]
Event • Archery
Discard an [Isengard] archer to wound an unbound companion (twice if that companion is unwounded).
“Then the Orcs screamed, waving spear and sword, and shooting a NOLINKcloud of arrows at any that stood revealed upon the battlements....”
I don't know. Compared to Volley Fire this is pretty good, especially with the parenthesis. Uruks aren't really good at direct wounding anyways - more exerting. I'd change it to exert once (or twice...)
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I agree with Elf_Lvr on exerting with OotD. As for DoS, I also thought discarding itself was the best way to go (as it is, I'd say it's on the fence. You could "safely" go either way, I think).
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[2]•Devilry of Saruman [Isengard]
Condition • Support Area
Each Uruk-hai is strength +1 for each site you control.
Maneuver: Spot 2 Uruk-hai and discard an [Isengard] machine with at least 2 tokens on it to take control of a site. Discard this condition.
“‘The NOLINKDeeping Wall is taken, lord, and all the defence swept away....’”
You don't need the "at least", but tis a solid card.
[2] Out of the Darkness [Isengard]
Event • Archery
Discard an [Isengard] archer to exert an unbound companion (twice if that companion is unwounded).
“Then the Orcs screamed, waving spear and sword, and shooting a NOLINKcloud of arrows at any that stood revealed upon the battlements....”
I think this no longer needs to discard an archer, just exert it.
Thranduil
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Where are the machines?
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[2]•Devilry of Saruman [Isengard]
Condition • Support Area
Each Uruk-hai is strength +1 for each site you control.
Maneuver: Spot 2 Uruk-hai and discard an [Isengard] machine with at least 2 tokens on it to take control of a site. Discard this condition.
“‘The NOLINKDeeping Wall is taken, lord, and all the defence swept away....’”
You don't need the "at least", but tis a solid card.
Actually, it sorta does, but it'd be better worded as "With 2 or more."
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Where are the machines?
probably forthcoming ;)
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[2]•Devilry of Saruman [Isengard]
Condition • Support Area
Each Uruk-hai is strength +1 for each site you control.
Maneuver: Spot 2 Uruk-hai and discard an [Isengard] machine with at least 2 tokens on it to take control of a site. Discard this condition.
“‘The NOLINKDeeping Wall is taken, lord, and all the defence swept away....’”
Wow that first ability is sickeningly good, i was gonna suggest you up the cost but its just too good anyway. Uruks can take sites like theres no tomorrow.
[2] Out of the Darkness [Isengard]
Event • Archery
Discard an [Isengard] archer to exert an unbound companion (twice if that companion is unwounded).
“Then the Orcs screamed, waving spear and sword, and shooting a NOLINKcloud of arrows at any that stood revealed upon the battlements....”
Could cost 1 or probably 0 even as youre losing a minion for it.
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Where are the machines?
probably forthcoming ;)
Actually, I already posted the bulk of them earlier in this thread...five of them, with only one being unique. They start back on Page 6, I believe.
Which reminds me...I've really been all over the place with this culture, haven't I? So while today's card probably seems like ANOTHER random change of pace, this time I promise that there's a method to my madness. I'll be starting another culture (in another thread) after I post this that should explain everything. Even without that, though, the text works quite well with Uruks in general, so he's not TOTALLY out of place.
Anyway...enjoy!
[4]•Saruman, The Wise [Isengard]
Minion • Wizard
Strength: 8
Vitality: 4
Site: 4
Saruman may not be assigned to a skirmish.
Shadow: Exert Saruman twice to take an [Isengard] or [Dunland] card into hand from your draw deck.
Maneuver: Spot 2 other [Isengard] or [Dunland] minions and exert Saruman twice to take control of a site.
“‘It is ill dealing with such a foe: he is a wizard both cunning and dwimmer-crafty, having many guises....His spies slip through every net, and his birds of ill omen are abroad in the sky.’”
After careful deliberation, I decided NOT to try and make a new [Dunland] version of Saruman, partly because Rabble-rouser is already pretty well perfect in that role. (Gotta hand it to Decipher...as much as I bemoan their later cards, it's because their earlier cards like Rabble-rouser were so darned brilliant.) So this is the closest I get. Yes, he's perfectly good without any [Dunland] cards whatsoever, as the site control and card picking are certainly very helpful for [Isengard] alone. But they also happen to be great with [Dunland] as well, and this card can be the centerpiece of any Uruk/Dunlending hybrid deck, which the previously-posted cards I will repost below also hint at....
[4]•Saruman, Grown Very Strong [Isengard] (re-post)
Minion • Wizard
Strength: 8
Vitality: 4
Site: 4
Lurker.
When you play Saruman, you may name one: [Dunland], [Sauron], [Uruk]; he gains that culture until the end of the turn.
Each time a minion of Saruman's culture wins a skirmish, you may heal Saruman.
Skirmish: Exert Saruman to make a minion of Saruman's culture strength +1 (or +2 if skirmishing a character bearing a condition of Saruman's culture).
“‘He has taken Orcs into his service, and Wolf-riders, and evil Men...we are likely to be beset both east and west.’”
[2]•Overmastered [Isengard] (re-post)
Condition • Support Area
Each time an [Isengard] or [Dunland] minion wins a skirmish, you may exert that minion to place an [Isengard] token here.
Regroup: Remove 3 [Isengard] tokens from here to take control of a site (or 2 sites if you can spot 3 [Isengard] or [Dunland] minions).
“‘Alas for my folk!...It grieves me to fly before them.’”
[1] Grim and Horrible [Isengard] (re-post)
Event • Skirmish
Make an [Isengard] or [Dunland] Man strength +2 (or +3 if you can spot Saruman).
“‘All Saruman's people were marching away....And there were battalions of Men, too.’”
And to a lesser degree....
(0) Evil Folk [Isengard] (re-post)
Event • Shadow
Spot an [Isengard] minion to add [1] for each Shadow culture you can spot.
“‘...whether he was working with the Black Riders, or for Saruman alone, I do not know. It is difficult with these evil folk to know when they are in league, and when they are cheating one another.’”
Anyway, my plan after this for [Isengard] is to do some more cards (mostly minions) that work with the [Dunland] culture as well, at least to some degree.
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He seems fair enough. Makes his staff very good for the vitality bonus. Also not a big fan of the subtitle, but never mind.
Thranduil
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He seems fair enough. Makes his staff very good for the vitality bonus.
I'd considered that, especially since you can pull Fallen Istar's Stave and then still exert him twice more to use either ability again. Or you can use it to pull Wizard's Device if you want him to fight. :twisted: I don't think either makes for an OP combo, but they're certainly nice options.
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I don't like his subtitle either... perhaps, uniter of enemies or something sinister ? (yeah I know my idea sucks but...)
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I like the entire card.
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Now, in the theme of the mutual goal of [Isengard] and [Dunland] to control sites, here are a couple relatively easy site-controlling minions. Enjoy!
[2] Uruk Rampager [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 1
Site: 5
Hunter 1. Each time this minion wins a skirmish, take control of a site.
While you control a site, this minion cannot take wounds (except during skirmishes).
“‘They do not come to destroy Rohan’s crops or villages....’”
The title and lore are inspired by Uruk Village Rager, which shares almost identical text as well. It's a goodie that was simply too good to pass up semi-reprinting, especially since I wanted some "village raging" Uruks of my own.
[3] Uruk Marauder [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1. Hunter 1.
Each time this minion wins a skirmish, spot X [Isengard] or [Dunland] minions to take control of a site, where X is that site's site number.
“‘We were driven back yesterday over the Isen with great loss; many perished at the crossing.’”
Yes, he can be splashed in very easily with Dunlendings. I think this is alright since the many cards that protect Dunlendings from taking wounds would not help this guy at all, and it would reduce the effectiveness of cards that require spotting multiple [Dunland] minions by thinning out your pool of minion Men. Of course, he's perfectly good (and perhaps preferrable) with fellow Uruks as well. :up:
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[2] Uruk Rampager [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 1
Site: 5
Hunter 1. Each time this minion wins a skirmish, take control of a site.
While you control a site, this minion cannot take wounds (except during skirmishes).
“‘They do not come to destroy Rohan’s crops or villages....’”
I'd prefer vitality 2, but it's your call.
[3] Uruk Marauder [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1. Hunter 1.
Each time this minion wins a skirmish, spot X [Isengard] or [Dunland] minions to take control of a site, where X is that site's number.
“‘We were driven back yesterday over the Isen with great loss; many perished at the crossing.’”
Oooh, I would use him. Nice splash card.
I think I'm going to copy these stats to index cards and test-play them. ;D
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I'd cut a keyword of the marauder.
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[2] Uruk Rampager [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 1
Site: 5
Hunter 1. Each time this minion wins a skirmish, take control of a site.
While you control a site, this minion cannot take wounds (except during skirmishes).
“‘They do not come to destroy Rohan’s crops or villages....’”
These guys have all seemed pretty terrible to me, but never mind. No reason why he can't have a damage bonus.
[3] Uruk Marauder [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1. Hunter 1.
Each time this minion wins a skirmish, spot X [Isengard] or [Dunland] minions to take control of a site, where X is that site's number.
“‘We were driven back yesterday over the Isen with great loss; many perished at the crossing.’”
Which number do you mean? Site number or Shadow number? You need to be specific; if it's the site number I would word it as: "that site's site number" so as to avoid all confusion.
Thranduil
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Rampager is fine as-is. I second Thran when it comes to the Marauder.
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[2] Uruk Rampager [Isengard]
Minion • Uruk-hai
Strength: 5
Vitality: 1
Site: 5
Hunter 1. Each time this minion wins a skirmish, take control of a site.
While you control a site, this minion cannot take wounds (except during skirmishes).
“‘They do not come to destroy Rohan’s crops or villages....’”
Nice.
[3] Uruk Marauder [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1. Hunter 1.
Each time this minion wins a skirmish, spot X [Isengard] or [Dunland] minions to take control of a site, where X is that site's site number.
“‘We were driven back yesterday over the Isen with great loss; many perished at the crossing.’”
Not so sure why he is either very good or very poor.
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Aaaaargh! I don't know why I'm having such trouble with Uruks! ](*,) I thought they'd be so easy...but instead I'm finding that they're so common in LOTR TCG already that it's hard to come up with fresh ideas.
So while I continue to rack my brain with them, let's move on to an [Isengard] subculture that also touches on site control and plains sites, both of which will help connect them to the [Dunland] culture a bit. Enjoy!
[2] Plains Rider [Isengard]
Minion • Orc
Strength: 5
Vitality: 1
Site: 4
NOLINKWarg-rider. Hunter 2.
While the fellowship is at a plains site, this minion's twilight cost is -1.
It was not wise to wander the grasslands of Rohan while Saruman's warg-riders roamed the plains.
[3] Plains Scout [Isengard]
Minion • Orc
Strength: 7
Vitality: 3
Site: 4
NOLINKWarg-rider. Hunter 1.
While the fellowship is at a plains or battleground site or while you control a site, the site number of each NOLINKwarg-rider is -1.
“‘What is it? What do you see?’”
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[2] Plains Rider [Isengard]
Minion • Orc
Strength: 5
Vitality: 1
Site: 4
Warg-rider. Hunter 2.
While the fellowship is at a plains site, this minion's twilight cost is -1.
It was not wise to wander the grasslands of Rohan while Saruman's warg-riders roamed the plains.
Meh. I'm not a fan of Warg-riders. This guys alright.
[3] Plains Scout [Isengard]
Minion • Orc
Strength: 7
Vitality: 3
Site: 4
Warg-rider. Hunter 1.
While the fellowship is at a plains or battleground site or while you control a site, the site number of each warg-rider is -1.
“‘What is it? What do you see?’”
Meh. Again, I'm not thrilled by this one. I think I would have it with a different title (less "scouty") and a strength boost.
Thranduil
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[2] Plains Rider [Isengard]
Minion • Orc
Strength: 5
Vitality: 1
Site: 4
Warg-rider. Hunter 2.
While the fellowship is at a plains site, this minion's twilight cost is -1.
It was not wise to wander the grasslands of Rohan while Saruman's warg-riders roamed the plains.
I'd prefer to see it with 2 vitality. :up:
[3] Plains Scout [Isengard]
Minion • Orc
Strength: 7
Vitality: 3
Site: 4
Warg-rider. Hunter 1.
While the fellowship is at a plains or battleground site or while you control a site, the site number of each warg-rider is -1.
“‘What is it? What do you see?’”
I'd make it something like this:
[3] Plains Scout [Isengard]
Minion • Orc
Strength: 7
Vitality: 3
Site: 4
NOLINKWarg-rider. Hunter 1.
Shadow: Spot a site you control and exert this minion to play a minion. That
minion is twilght cost -1 for each Plains and Battleground site on the site path.
“‘What is it? What do you see?’”
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Hmmm...I'll tinker with those guys. It would help to have another review or two, so :gp: to Thran and GT and a promised :gp: to anyone who goes back and reviews those two initial NOLINKwarg-riders.
In the meantime, let's try to ramp things up a bit....
[2] Feral NOLINKWarg [Isengard]
Possession • Mount
Strength +3
Vitality +1
Bearer must be a NOLINKwarg-rider. While bearer is not exhausted, he is fierce.
Response: If an event is played during a skirmish involving bearer, exert bearer to cancel that event.
“‘I saw the enemy go: endless lines of marching Orcs; and troops of them mounted on great wolves.’”
The old-school warg-riders ALL had the text "While {this minion} is not exhausted, he/it is fierce." For these new guys, I opted (in most cases) to free up their text space for other things and instead slap the same fierce text on the Wargs themselves.
Speaking of which, the old-school Wargs all had the text "Response: If a special ability is used during a skirmish involving bearer, exert bearer to cancel that action." A nifty ability, especially considering the high vitality that mounted warg-riders typically had. But I didn't want to just make new Wargs with that same text and different costs/stats, as that would be extremely boring. So instead, I chose to focus on events, which have become a bit more commonplace since the days of Tower block.
[4] Battle NOLINKWarg [Isengard]
Possession • Mount
Strength +4
Vitality +2
Bearer must be a NOLINKwarg-rider. While bearer is not exhausted, he is fierce.
Response: If an event is played during a skirmish involving bearer, exert bearer to cancel that event.
Response: If bearer is killed, discard this possession to play an [Isengard] NOLINKWarg from your draw deck.
“As they went the howling of the wolves broke out anew.”
Same story here. This has an additional trick up its sleeve, though: if the rider is killed, the Warg itself can spring from your deck and become a minion of its own. The lore and context (with Gimli and Aragorn contending with still-very-dangerous Wargs after their riders were dispatched) make this very appropriate, I think.
Of course, that implies I have Wargs TO pull from the deck. I do, of course, and long-time reviewers probably remember the [Moria] Wargs found in both of my previous sets (Lasting Alliances and The Road Ahead), and thus have some idea what to expect with the [Isengard] Wargs. Those that don't know will just have to wait a little longer. :whistle:
[5]•Sharkû's NOLINKWarg, Vicious Beast [Isengard]
Possession • Mount
Strength +5
Vitality +3
Bearer must be a NOLINKwarg-rider. Bearer is fierce (and damage +1 if bearer is Sharkû).
Response: If an event is played during a skirmish involving a NOLINKwarg-rider, exert a NOLINKwarg-rider to cancel that event.
“Borne upon the wind they heard the howling of wolves. Their hearts were heavy, remembering the many men that had fallen in battle in this place.”
Not that much different from the others, but the damage +1 for a certain minion certainly makes this a killer when slapped on....
[2]•Sharkû, Terror of the Plains [Isengard]
Minion • Orc
Strength: 7
Vitality: 2
Site: 4
NOLINKWarg-rider. Hunter 1.
While Sharkû is not exhausted, he is fierce.
When you play Sharkû, you may play an [Isengard] mount or [Isengard] NOLINKWarg from your draw deck.
Sharkû and his warg-riders harrassed Rohan's villagers and even their mighty Riders for many years.
Both previous versions were pretty good. Warg-captain had a brilliant tie-in to [Isengard] mounts, and Vile Marauder turned all that excess vitality (5 rather easily) into twilight to strongly discourage regroup moving. For this new version (perhaps not the last in this set, by the way), I opted to go back to the mount tie-in, with a twist: this version also lets you pull that previously-teased [Isengard] Warg minions as well. :twisted: It's also THE best way to get him paired up with his special NOLINKWarg, which alone makes it a fantastic toss-in to many decks besides a rider-exclusive one. :up:
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[2] Feral NOLINKWarg [Isengard]
Possession • Mount
Strength +3
Vitality +1
Bearer must be a NOLINKwarg-rider. While bearer is not exhausted, he is fierce.
Response: If an event is played during a skirmish involving bearer, exert bearer to cancel that event.
“‘I saw the enemy go: endless lines of marching Orcs; and troops of them mounted on great wolves.’”
Yeah, fair enough. The fierce text makes more sense on the Wargs anyway, though it's never seemed to me particularly good.
[4] Battle NOLINKWarg [Isengard]
Possession • Mount
Strength +4
Vitality +2
Bearer must be a NOLINKwarg-rider. While bearer is not exhausted, he is fierce.
Response: If an event is played during a skirmish involving bearer, exert bearer to cancel that event.
Response: If bearer is killed, discard this possession to play an [Isengard] NOLINKWarg from your draw deck.
“As they went the howling of the wolves broke out anew.”
This one is very entertaining! You do realise that this card can technically also pull the card "Warg"?
[5]•Sharkû's NOLINKWarg, Vicious Beast [Isengard]
Possession • Mount
Strength +5
Vitality +3
Bearer must be a NOLINKwarg-rider. Bearer is fierce (and damage +1 if bearer is Sharkû).
Response: If an event is played during a skirmish involving a NOLINKwarg-rider, exert a NOLINKwarg-rider to cancel that event.
“Borne upon the wind they heard the howling of wolves. Their hearts were heavy, remembering the many men that had fallen in battle in this place.”
The ability's alright, but I want something more useful (like something which isn't on every mount anyway).
[2]•Sharkû, Terror of the Plains [Isengard]
Minion • Orc
Strength: 7
Vitality: 2
Site: 4
NOLINKWarg-rider. Hunter 1.
While Sharkû is not exhausted, he is fierce.
When you play Sharkû, you may play an [Isengard] mount or [Isengard] NOLINKWarg from your draw deck.
Sharkû and his warg-riders harrassed Rohan's villagers and even their mighty Riders for many years.
This guy is perfectly reasonable, but I've never seen Warg-riders played (they always seemed pretty terrible to me) so I'm not sure about the power level of this strategy. As it is, he seems slightly underpowered.
Thranduil
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Hmmm...I'll tinker with those guys. It would help to have another review or two, so :gp: to Thran and GT and a promised :gp: to anyone who goes back and reviews those two initial NOLINKwarg-riders.
In the meantime, let's try to ramp things up a bit....
[2] Feral NOLINKWarg [Isengard]
Possession • Mount
Strength +3
Vitality +1
Bearer must be a NOLINKwarg-rider. While bearer is not exhausted, he is fierce.
Response: If an event is played during a skirmish involving bearer, exert bearer to cancel that event.
“‘I saw the enemy go: endless lines of marching Orcs; and troops of them mounted on great wolves.’”
nice and basic...should it be 3 though?
[4] Battle NOLINKWarg [Isengard]
Possession • Mount
Strength +4
Vitality +2
Bearer must be a NOLINKwarg-rider. While bearer is not exhausted, he is fierce.
Response: If an event is played during a skirmish involving bearer, exert bearer to cancel that event.
Response: If bearer is killed, discard this possession to play an [Isengard] NOLINKWarg from your draw deck.
“As they went the howling of the wolves broke out anew.”
coolio.
[5]•Sharkû's NOLINKWarg, Vicious Beast [Isengard]
Possession • Mount
Strength +5
Vitality +3
Bearer must be a NOLINKwarg-rider. Bearer is fierce (and damage +1 if bearer is Sharkû).
Response: If an event is played during a skirmish involving a NOLINKwarg-rider, exert a NOLINKwarg-rider to cancel that event.
“Borne upon the wind they heard the howling of wolves. Their hearts were heavy, remembering the many men that had fallen in battle in this place.”
fine.
[2]•Sharkû, Terror of the Plains [Isengard]
Minion • Orc
Strength: 7
Vitality: 2
Site: 4
NOLINKWarg-rider. Hunter 1.
While Sharkû is not exhausted, he is fierce.
When you play Sharkû, you may play an [Isengard] mount or [Isengard] NOLINKWarg from your draw deck.
Sharkû and his warg-riders harrassed Rohan's villagers and even their mighty Riders for many years.
fine. are there no warg mounts? OH i get it, not mount wargs.
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[2] Feral NOLINKWarg [Isengard]
Possession • Mount
Strength +3
Vitality +1
Bearer must be a NOLINKwarg-rider. While bearer is not exhausted, he is fierce.
Response: If an event is played during a skirmish involving bearer, exert bearer to cancel that event.
“‘I saw the enemy go: endless lines of marching Orcs; and troops of them mounted on great wolves.’”
I always thought wargs were way to too cheap. I'd make it [3]. ;)
[4] Battle NOLINKWarg [Isengard]
Possession • Mount
Strength +4
Vitality +2
Bearer must be a NOLINKwarg-rider. While bearer is not exhausted, he is fierce.
Response: If an event is played during a skirmish involving bearer, exert bearer to cancel that event.
Response: If bearer is killed, discard this possession to play an [Isengard] NOLINKWarg from your draw deck.
“As they went the howling of the wolves broke out anew.”
I don't like having two Responses and the first ability reeks OP. Seeing on every gad-darned warg and warg-rider isn't any better either. >:(
[5]•Sharkû's NOLINKWarg, Vicious Beast [Isengard]
Possession • Mount
Strength +5
Vitality +3
Bearer must be a NOLINKwarg-rider. Bearer is fierce (and damage +1 if bearer is Sharkû).
Response: If an event is played during a skirmish involving a NOLINKwarg-rider, exert a NOLINKwarg-rider to cancel that event.
“Borne upon the wind they heard the howling of wolves. Their hearts were heavy, remembering the many men that had fallen in battle in this place.”
I don't like seeing the same event flying around all the time and what with the vitality of most warg riders I think I'd
prefer "Response: If an event is played during a skirmish involving a NOLINKwarg-rider, exert a NOLINKwarg-rider twice to cancel that event." or even "Response: If an event is played during a skirmish involving a NOLINKwarg-rider, exhaust a NOLINKwarg-rider to cancel that event." Your average War-rider canceling three events just seems wrong. :roll:
[2]•Sharkû, Terror of the Plains [Isengard]
Minion • Orc
Strength: 7
Vitality: 2
Site: 4
NOLINKWarg-rider. Hunter 1.
While Sharkû is not exhausted, he is fierce.
When you play Sharkû, you may play an [Isengard] mount or [Isengard] NOLINKWarg from your draw deck.
Sharkû and his warg-riders harrassed Rohan's villagers and even their mighty Riders for many years.
Needs a spotting requirement. Preferably a mounted warg-rider or two. Aside from that, sweet! ;D
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I may fiddle with the last batch a bit, but for now here are some of those promised [Isengard] Wargs. No, not mounts...minions. :twisted: Enjoy!
[2] Wolf of Isengard [Isengard]
Minion • !Warg
Strength: 6
Vitality: 2
Site: 4
Fierce. Hunter 1.
This minion may not bear possessions.
While skirmishing a wounded non-hunter character, this minion is damage +1.
“‘Stinking creature....’”
[3] Mountain !Warg [Isengard]
Minion • !Warg
Strength: 7
Vitality: 2
Site: 4
Fierce. Hunter 1.
This minion may not bear possessions.
While at a mountain or plains site, this minion gains hunter 2.
While skirmishing a wounded non-hunter character, this minion is damage +1.
“‘!Warg! We're under attack!’”
These share some things in common with the [Moria] Wargs I've made in the past: fierce and hunter, both of which make lots of sense with Wargs, in my opinion. These guys have a new twist, however, with their damage bonuses. Get a companion wounded, then release the hounds to finish them off! :twisted:
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[2] Wolf of Isengard [Isengard]
Minion • !Warg
Strength: 6
Vitality: 2
Site: 4
Fierce. Hunter 1.
This minion may not bear possessions.
While skirmishing a wounded non-hunter character, this minion is damage +1.
“‘Stinking creature....’”
He seems alright.
[3] Mountain !Warg [Isengard]
Minion • !Warg
Strength: 8
Vitality: 2
Site: 4
Fierce. Hunter 1.
This minion may not bear possessions.
While at a mountain or plains site, this minion gains hunter 2.
While skirmishing a wounded non-hunter character, this minion is damage +1.
“‘!Warg! We're under attack!’”
I would cut its original hunter bonus, cut the conditional by 1 or reduce his strength by 1. Other that, he seems fair enough.
Thranduil
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[2] Wolf of Isengard [Isengard]
Minion • !Warg
Strength: 6
Vitality: 2
Site: 4
Fierce. Hunter 1.
This minion may not bear possessions.
While skirmishing a wounded non-hunter character, this minion is damage +1.
“‘Stinking creature....’”
Neat! Cool idea. ;D
[3] Mountain !Warg [Isengard]
Minion • !Warg
Strength: 7
Vitality: 2
Site: 4
Fierce. Hunter 1.
This minion may not bear possessions.
While at a mountain or plains site, this minion gains hunter 2.
While skirmishing a wounded non-hunter character, this minion is damage +1.
“‘!Warg! We're under attack!’”
You could probably screw around with a roaming twilight reduction. For now, it looks pretty good.
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The roaming thing is a fun idea. I'll consider that. :up:
Just one card for now, but it's a goodie. Enjoy!
[1]•Leave The Dead [Isengard]
Condition • Support Area
Regroup: Spot 2 [Isengard] mounts (or 2 [Isengard] Wargs) and a character in the dead pile to make the Free Peoples player choose to move again this turn (if the move limit allows). Discard this condition.
“‘Get the wounded on horses. The wolves of Isengard will return.’”
The dead pile part might seem tough, but remember that [Isengard] Wargs are excellent at picking characters off with their fierceness and damage bonuses. Getting just one character in the dead pile might not be as difficult as you'd think. And once you do...mwaha. :twisted:
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Yeah, seems good.
Thranduil
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Nobody else? *sniffle*
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Nobody else? *sniffle*
Isn't my opinion enough? :P Now you see how I felt when I was spoiling DCs. There isn't a whole lot of interest right now, I think. I guess the hope is that people have looked over this card and decided it was fine, so didn't comment.
Thranduil
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[2] Leave The Dead [Isengard]
Condition • Support Area
Regroup: Spot 2 [Isengard] mounts (or 2 [Isengard] Wargs) and a character in the dead pile to make the Free Peoples player choose to move again this turn (if the move limit allows). Discard this condition.
“‘Get the wounded on horses. The wolves of Isengard will return.’”
I love making freeps move again! It's so much fun and you get so much twilight out of it. :D Considering the requirements I'd probably make it [1]. Neat card.
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You could lower the cost to [1] and add some spotting to play. Whichever way you feel is best.
I might add uniqueness, though. Doing this turn after turn could get a little intense. Or perhaps pretty OP in multiplayer, when the move limit is naturally increased.
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Nobody else? *sniffle*
I've been busy.
it already has spotting to play...but I think you could definitly make it cost 1.
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[2] Leave The Dead [Isengard]
Condition • Support Area
Regroup: Spot 2 [Isengard] mounts (or 2 [Isengard] Wargs) and a character in the dead pile to make the Free Peoples player choose to move again this turn (if the move limit allows). Discard this condition.
“‘Get the wounded on horses. The wolves of Isengard will return.’”
Urgh i hate forced march style cards theyre so NPE. Id up this to spotting 3 at least because as you rightly saying getting 1 guy in the dead pile aint usually too hard and you gotta be careful of the power of it. Love the title and lore tie in to the feel of it though.
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Made it unique and cost [1]. How's that?
Here are a couple other NOLINKWarg-rider possessions to tide you over until I can post again. You didn't think they ONLY bore Wargs, did you? :whistle: Enjoy!
(0) Rider's Scimitar [Isengard]
Possession • Hand Weapon
Strength +2
Bearer must be an [Isengard] Orc.
When you play this possession on a mounted minion, you may exert an unbound companion.
The one-handed scimitars favored by Sharkû's warg-riders allow for quick, devestating slashes as they fly by their prey.
Keeping with the tradition of [Isengard] Orcs getting free weapons that do something when played, like Isengard Axe and this card's cousin Isengard Scimitar.
[2] NOLINKWarg-rider's Bow [Isengard]
Possession • Ranged Weapon
Bearer must be an [Isengard] Orc.
While you control a site, bearer gains hunter 1.
While bearer is at a plains site, bearer gains ambush [1].
Archery: If bearer is mounted, exert him twice to exert an unbound companion.
NOLINKWarg-rider bows were crude and wildly inaccurate, but deadly once their bearers closed the distance to their targets.
Yes, some of them actually had bows. Check out Isengard Rider if you don't believe me. ;)
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(0) Rider's Scimitar [Isengard]
Possession • Hand Weapon
Strength +2
Bearer must be an [Isengard] Orc.
When you play this possession on a mounted minion, you may exert an unbound companion.
The one-handed scimitars favored by Sharkû's warg-riders allow for quick, devestating slashes as they fly by their prey.
Pretty cool.
[2] Rider's Bow [Isengard]
Possession • Ranged Weapon
Bearer must be an [Isengard] Orc.
While you control a site, bearer gains hunter 1.
While bearer is at a plains site, bearer gains ambush [1].
While bearer is mounted, bearer gains hunter 1 and ambush [1].
NOLINKWarg-rider bows were crude and wildly inaccurate, but deadly once their bearers closed the distance to their targets.
Well, it does need a different title. Decipher already used that one.
Anyways, it's a lot of text for a simple possession - and since it IS a bow, I rather think I'd prefer some type of exerting text. The last ability is okay as-is, but I might cut one of the first two abilities and change the remaining one to allow it to exert when played, or to make the minion an archer, to to exert a guy when he wins... some wound/exertion ability like that.
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Made it unique and cost [1]. How's that?
Still horrible sorry just hate those cards.
(0) Rider's Scimitar [Isengard]
Possession • Hand Weapon
Strength +2
Bearer must be an [Isengard] Orc.
When you play this possession on a mounted minion, you may exert an unbound companion.
The one-handed scimitars favored by Sharkû's warg-riders allow for quick, devestating slashes as they fly by their prey.
Adding 1 from the axe is nowhere near as good as exerting someone mind you it has to be mounted. Im not sure whether i have a case for lowering to 1 strength bonus.
[2] NOLINKWarg-rider's Bow [Isengard]
Possession • Ranged Weapon
Bearer must be an [Isengard] Orc.
While you control a site, bearer gains hunter 1.
While bearer is at a plains site, bearer gains ambush [1].
While bearer is mounted, bearer gains hunter 1 and ambush [1].
NOLINKWarg-rider bows were crude and wildly inaccurate, but deadly once their bearers closed the distance to their targets.
Could easily cost 1 or maybe 0.
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(0) Rider's Scimitar [Isengard]
Possession • Hand Weapon
Strength +2
Bearer must be an [Isengard] Orc.
When you play this possession on a mounted minion, you may exert an unbound companion.
The one-handed scimitars favored by Sharkû's warg-riders allow for quick, devestating slashes as they fly by their prey.
Seems alright. I'm not sure I'd play it (you need enough combos to get the Wargs and their riders working without throwing in extra combo-heavy possessions).
[2] NOLINKWarg-rider's Bow [Isengard]
Possession • Ranged Weapon
Bearer must be an [Isengard] Orc.
While you control a site, bearer gains hunter 1.
While bearer is at a plains site, bearer gains ambush [1].
While bearer is mounted, bearer gains hunter 1 and ambush [1].
NOLINKWarg-rider bows were crude and wildly inaccurate, but deadly once their bearers closed the distance to their targets.
Blech! I don't like this card. It's like a burrito, but the three abilities are ungroggable and unrelated. I want a bow to do exerting stuff as EL said, but I also want a possession for Warg-riders to take more advantage of their large vitality.
Thranduil
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FINALLY getting back to these. I went back and tweaked the bow so that is keeps some burrito qualities, but drops one for a nifty archery ability that definately makes use of their high vitality. :twisted:
Now, some new stuff! \:D/ Enjoy!
[1]•Perilous Journey [Isengard]
Condition • Support Area
Each time the fellowship moves, add [X], where X is the number of [Isengard] mounts and Wargs you can spot.
“‘I fled far north out of my way, pursued by wolves.’”
This one ties in nicely with Leave The Dead, don't you think? ;)
[1]•Pits of Orthanc [Isengard]
Condition • Support Area
Regroup: If there are fewer than 2 cards stacked here, discard an [Isengard] Orc to stack an [Isengard] possession or [Isengard] Warg here, or discard an [Isengard] mount or [Isengard] Warg to stack an [Isengard] Orc here.
Shadow: Play a minion or possession stacked here as if played from hand.
“Thousands could dwell there, workers, servants, slaves, and warriors with great store of arms; wolves were fed and stabled in deep dens beneath.”
Lore I've been trying to use on a card for a while...I just had to wait for the right idea to hit me. How's this?
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[2] Perilous Journey [Isengard]
Condition • Support Area
Each time the fellowship moves, add [X], where X is the number of [Isengard] mounts and Wargs you can spot.
“‘I fled far north out of my way, pursued by wolves.’”
Maybe unique it.
[2]•Pits of Orthanc [Isengard]
Condition • Support Area
Regroup: If there are fewer than 2 cards stacked here, discard an [Isengard] Orc to stack an [Isengard] possession or [Isengard] Warg here, or discard an [Isengard] mount or [Isengard] Warg to stack an [Isengard] Orc here.
Shadow: Play a minion or possession stacked here as if played from hand.
“Thousands could dwell there, workers, servants, slaves, and warriors with great store of arms; wolves were fed and stabled in deep dens beneath.”
Fair enough, I guess.
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[2] Perilous Journey [Isengard]
Condition • Support Area
Each time the fellowship moves, add [X], where X is the number of [Isengard] mounts and Wargs you can spot.
“‘I fled far north out of my way, pursued by wolves.’”
Yeah, does seem that [1] and unique would sit better. I like your ability on the bow, by the way - good thought! You should have more cards that exerts a lot for a lot of effect.
[2]•Pits of Orthanc [Isengard]
Condition • Support Area
Regroup: If there are fewer than 2 cards stacked here, discard an [Isengard] Orc to stack an [Isengard] possession or [Isengard] Warg here, or discard an [Isengard] mount or [Isengard] Warg to stack an [Isengard] Orc here.
Shadow: Play a minion or possession stacked here as if played from hand.
“Thousands could dwell there, workers, servants, slaves, and warriors with great store of arms; wolves were fed and stabled in deep dens beneath.”
A good lore for a good card! Perhaps could also cost [1].
Thranduil
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[2] Perilous Journey [Isengard]
Condition • Support Area
Each time the fellowship moves, add [X], where X is the number of [Isengard] mounts and Wargs you can spot.
“‘I fled far north out of my way, pursued by wolves.’”
Thran do be right. 1 and unique me thinks.
[2]•Pits of Orthanc [Isengard]
Condition • Support Area
Regroup: If there are fewer than 2 cards stacked here, discard an [Isengard] Orc to stack an [Isengard] possession or [Isengard] Warg here, or discard an [Isengard] mount or [Isengard] Warg to stack an [Isengard] Orc here.
Shadow: Play a minion or possession stacked here as if played from hand.
“Thousands could dwell there, workers, servants, slaves, and warriors with great store of arms; wolves were fed and stabled in deep dens beneath.”
Sweetness.
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FINALLY getting back to these. I went back and tweaked the bow so that is keeps some burrito qualities, but drops one for a nifty archery ability that definately makes use of their high vitality. :twisted:
Now, some new stuff! \:D/ Enjoy!
[2] Perilous Journey [Isengard]
Condition • Support Area
Each time the fellowship moves, add [X], where X is the number of [Isengard] mounts and Wargs you can spot.
“‘I fled far north out of my way, pursued by wolves.’”
fine...if I could remember what leave the dead said and wasn't too lazy/busy to go look it up, yes ;) :P
This one ties in nicely with Leave The Dead, don't you think? ;)
[2]•Pits of Orthanc [Isengard]
Condition • Support Area
Regroup: If there are fewer than 2 cards stacked here, discard an [Isengard] Orc to stack an [Isengard] possession or [Isengard] Warg here, or discard an [Isengard] mount or [Isengard] Warg to stack an [Isengard] Orc here.
Shadow: Play a minion or possession stacked here as if played from hand.
“Thousands could dwell there, workers, servants, slaves, and warriors with great store of arms; wolves were fed and stabled in deep dens beneath.”
I think you could safely cut cost to 1
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Both of those conditions are now [1] and unique, as suggested. Thanks, boys! Have some Thanksgiving gold...a little-known Turkey Day tradition. ;)
As I said in the Dunland thread, my absense (and late-night posting tonight) is thanks to our wonderful new daughter. I really can't complain--mostly because she's so darn CUTE--but it's really wrecking any semblence of a normal life.
Ah well. I SHOULD be back regularly again (with the exception of Thanksgiving, of course), but who knows if that will hold up. In case it doesn't, here are some more interesting riders than the first pair I posted. Shame on me...these are actually the only guys I've posted other than those two and Sharkû! :-[
[3] Plains Flanker [Isengard]
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
!Warg-rider. Hunter 2.
At the start of each skirmish involving this minion, you may exert it twice to discard a possession borne by a companion in that skirmish. Then, if that possession was a mount, heal this minion.
“They were very swift and skilled in avoiding ordered men in close array...but at need they would pass with reckless ferocity through any gaps in companies of horsemen, slashing at the bellies of the horses.”
[2] Plains Traveler [Isengard]
Minion • Orc
Strength: 5
Vitality: 2
Site: 4
!Warg-rider. Hunter 1.
When you play this minion, you may exert it to take an [Isengard] mount into hand from your draw deck (or discard pile if the current site is a plains site).
Shadow: Exert this minion X times to play an [Isengard] Orc or [Isengard] mount from hand; its twilight cost is -X.
“But he also guessed rightly that the wolfriders were only the forerunners of a force far too great for him to oppose....”
[4] Plains Cavalry [Isengard]
Minion • Orc
Strength: 9
Vitality: 2
Site: 4
!Warg-rider. Hunter 1.
Each time a !Warg-rider wins a skirmish, you may exert this minion to take control of a site.
“‘He has taken Orcs into his service, and Wolf-riders...and he has closed the Gap against us, so that we are likely to be beset both east and west.’”
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[3] Plains Flanker [Isengard]
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
!Warg-rider. Hunter 2.
At the start of each skirmish involving this minion, you may exert it twice to discard a possession borne by a companion in that skirmish. Then, if that possession was a mount, heal this minion.
“They were very swift and skilled in avoiding ordered men in close array...but at need they would pass with reckless ferocity through any gaps in companies of horsemen, slashing at the bellies of the horses.”
Nice.
[2] Plains Traveler [Isengard]
Minion • Orc
Strength: 5
Vitality: 2
Site: 4
!Warg-rider. Hunter 1.
When you play this minion, you may exert it (or spot it if the current site is a plains site) to take an [Isengard] mount into hand from your draw deck.
Shadow: Exert this minion X times to play an [Isengard] Orc or [Isengard] mount from hand; its twilight cost is -X.
“But he also guessed rightly that the wolfriders were only the forerunners of a force far too great for him to oppose....”
Fair enough.
[4] Plains Cavalry [Isengard]
Minion • Orc
Strength: 9
Vitality: 2
Site: 4
!Warg-rider. Hunter 1.
Each time a !Warg-rider wins a skirmish, you may exert this minion to take control of a site (or 2 sites if the current site is a battleground or plains site).
“‘He has taken Orcs into his service, and Wolf-riders...and he has closed the Gap against us, so that we are likely to be beset both east and west.’”
Nice.
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[3] Plains Flanker [Isengard]
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
!Warg-rider. Hunter 2.
At the start of each skirmish involving this minion, you may exert it twice to discard a possession borne by a companion in that skirmish. Then, if that possession was a mount, heal this minion.
“They were very swift and skilled in avoiding ordered men in close array...but at need they would pass with reckless ferocity through any gaps in companies of horsemen, slashing at the bellies of the horses.”
I like this guy. Good to see uses coming through for large vitality.
[2] Plains Traveler [Isengard]
Minion • Orc
Strength: 5
Vitality: 2
Site: 4
!Warg-rider. Hunter 1.
When you play this minion, you may exert it (or spot it if the current site is a plains site) to take an [Isengard] mount into hand from your draw deck.
Shadow: Exert this minion X times to play an [Isengard] Orc or [Isengard] mount from hand; its twilight cost is -X.
“But he also guessed rightly that the wolfriders were only the forerunners of a force far too great for him to oppose....”
Um... "Traveller" is not very evil or miniony. I would remove the parentheses because the wording is not clean and I don't see the necessity, but then I would say this is an awesome card.
[4] Plains Cavalry [Isengard]
Minion • Orc
Strength: 9
Vitality: 2
Site: 4
!Warg-rider. Hunter 1.
Each time a !Warg-rider wins a skirmish, you may exert this minion to take control of a site (or 2 sites if the current site is a battleground or plains site).
“‘He has taken Orcs into his service, and Wolf-riders...and he has closed the Gap against us, so that we are likely to be beset both east and west.’”
I'm not sure you should be able to take 2 sites per exertion for a vitality 5/6 guy! :o Take out the parentheses and again I'd say you had a fine card.
Thranduil
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Ditto Thran. Pretty awesome set of cards.
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Dropped the parenthesis on the Cavalry altogether, but I opted to change it to something entirely different for the Traveler. How's that? :marx:
Some mostly random cards today as I attempt to give these !Warg-riders an identity and shore them up a bit. Enjoy!
[1] Carrion-Beasts [Isengard]
Event • Skirmish
Heal an [Isengard] !Warg or mounted [Isengard] minion for each companion you can spot in the dead pile.
“‘Grievous is the fall of your men; but you shall see that at least the wolves of the mountains do not devour them. It is with their friends, the Orcs, that they hold their feast: such indeed is the friendship of their kind.’”
As already established with Leave The Dead and the !Warg-riders' other exerting possessions (!Warg-rider's Bow and Rider's Scimitar), these guys like killing companions and then spotting them for fun times. This card only helps reinforce that, and pairs particularly evilly with that bow! :twisted:
[1] Send Out Your !Warg-riders [Isengard]
Event • Shadow
Play an [Isengard] !Warg-rider or [Isengard] mount from your draw deck. Then, if you can spot Saruman or Sharkû, you may shuffle this event into your draw deck.
“‘He has taken Orcs into his service, and Wolf-riders....’”
Nothing fancy here. I figured that a subculture so reliant on pairing up Orcs AND their !Warg rides could always use some help getting the two together. Bring one of their leaders into the equation and things get even easier. :up:
[2] Swift and Silent [Isengard]
Event • Maneuver or Archery
Spot 2 mounted [Isengard] minions (or 2 [Isengard] !Wargs) to end the current phase.
“Before Elfhelm had any warning of the approach of enemies on his side of the river the wolfriders were between him and Grimbold's camp; and they were also attempting to surround each of his small groups of Riders.”
I think this one speaks for itself. :uh-huh: I expect a little controversy with this one, but keep in mind that the FP player DOES get an action before you can play this. Still...too much? Should I perhaps allow archery totals to still take effect?
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Dropped the parenthesis on the Cavalry altogether, but I opted to change it to something entirely different for the Traveler. How's that? :marx:
Meh. It's fine.
[1] Carrion-Beasts [Isengard]
Event • Skirmish
Spot X companions in the dead pile to heal an [Isengard] !Warg or mounted [Isengard] minion X times.
“‘Grievous is the fall of your men; but you shall see that at least the wolves of the mountains do not devour them. It is with their friends, the Orcs, that they hold their feast: such indeed is the friendship of their kind.’”
Fair enough. Could be (0).
[1] Send Out Your !Warg-riders [Isengard]
Event • Shadow
Play an [Isengard] mount from your draw deck. Then, if you can spot Saruman or Sharkû, you may shuffle this event into your draw deck.
“‘He has taken Orcs into his service, and Wolf-riders....’”
Unfortunately, this card doesn't make it easier to get the riders and mounts together: now it requires you to have the riders, mounts AND this event. If this event could fetch either the mount or its rider, then fair enough. As it is, it seems pretty useless.
[2] Swift and Silent [Isengard]
Event • Maneuver or Archery
Spot 2 mounted [Isengard] minions (or 2 [Isengard] !Wargs) to end the current phase.
“Before Elfhelm had any warning of the approach of enemies on his side of the river the wolfriders were between him and Grimbold's camp; and they were also attempting to surround each of his small groups of Riders.”
No, I think this is absolutely fair enough. Fun card.
Thranduil
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[1] Carrion-Beasts [Isengard]
Event • Skirmish
Spot X companions in the dead pile to heal an [Isengard] !Warg or mounted [Isengard] minion X times.
“‘Grievous is the fall of your men; but you shall see that at least the wolves of the mountains do not devour them. It is with their friends, the Orcs, that they hold their feast: such indeed is the friendship of their kind.’”
You should make it more flexible and say heal a warg for each companion in dead pile...so you can spread the healing.
[1] Send Out Your !Warg-riders [Isengard]
Event • Shadow
Play an [Isengard] mount from your draw deck. Then, if you can spot Saruman or Sharkû, you may shuffle this event into your draw deck.
“‘He has taken Orcs into his service, and Wolf-riders....’”
Id go 1 further and add if u spot them add 1 so effectively this card is free.
[2] Swift and Silent [Isengard]
Event • Maneuver or Archery
Spot 2 mounted [Isengard] minions (or 2 [Isengard] !Wargs) to end the current phase.
“Before Elfhelm had any warning of the approach of enemies on his side of the river the wolfriders were between him and Grimbold's camp; and they were also attempting to surround each of his small groups of Riders.”
Hmmm i think its ok.
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Tweaked Carrion-beasts as lem0n suggested and Send Out Your !Warg-riders as Thran suggested. :up: Thanks again, boys.
Now some randomish cards as we wrap up these wolfriders. Enjoy!
[1] At The Fore [Isengard]
Condition • Support Area
Each time you play an [Isengard] mount or [Isengard] Warg, you may exert an [Isengard] minion to add an [Isengard] token here.
Shadow: Remove X [Isengard] tokens from here to play an [Isengard] minion; its twilight cost is -X (limit -4). Discard this condition.
“But before them, swift and silent, went several troops of the dreaded wolfriders.”
(0) In Disarray [Isengard]
Event • Response
If a Free Peoples event is played or a special ability is used during a skirmish involving a mounted [Isengard] or [Dunland] minion, cancel it.
“He could not reach Grimbold, though he...had been about to come to his aid when attacked by the wolfriders.”
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Tweaked Carrion-beasts as lem0n suggested and Send Out Your !Warg-riders as Thran suggested. :up: Thanks again, boys.
Now some randomish cards as we wrap up these wolfriders. Enjoy!
[1] At The Fore [Isengard]
Condition • Support Area
Each time you play an [Isengard] mount or [Isengard] Warg, you may exert an [Isengard] minion to add an [Isengard] token here.
Shadow: Remove X [Isengard] tokens from here to play an [Isengard] minion; its twilight cost is -X (limit -4). Discard this condition.
“But before them, swift and silent, went several troops of the dreaded wolfriders.”
fine.
[1] In Disarray [Isengard]
Event • Response
If a Free Peoples event is played or a special ability is used during a skirmish involving a mounted [Isengard] or [Dunland] minion, cancel that.
“He could not reach Grimbold, though he...had been about to come to his aid when attacked by the wolfriders.”
I think 0 would actually be ok...
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[1] At The Fore [Isengard]
Condition • Support Area
Each time you play an [Isengard] mount or [Isengard] Warg, you may exert an [Isengard] minion to add an [Isengard] token here.
Shadow: Remove X [Isengard] tokens from here to play an [Isengard] minion; its twilight cost is -X (limit -4). Discard this condition.
“But before them, swift and silent, went several troops of the dreaded wolfriders.”
Unique it.
[1] In Disarray [Isengard]
Event • Response
If a Free Peoples event is played or a special ability is used during a skirmish involving a mounted [Isengard] or [Dunland] minion, cancel that.
“He could not reach Grimbold, though he...had been about to come to his aid when attacked by the wolfriders.”
I think the "that" should be "it." (0) would be fine.
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[1] At The Fore [Isengard]
Condition • Support Area
Each time you play an [Isengard] mount or [Isengard] Warg, you may exert an [Isengard] minion to add an [Isengard] token here.
Shadow: Remove X [Isengard] tokens from here to play an [Isengard] minion; its twilight cost is -X (limit -4). Discard this condition.
“But before them, swift and silent, went several troops of the dreaded wolfriders.”
Yeah, seems fine. Doesn't need to be unique though it is quite powerful.
(0) In Disarray [Isengard]
Event • Response
If a Free Peoples event is played or a special ability is used during a skirmish involving a mounted [Isengard] or [Dunland] minion, cancel it.
“He could not reach Grimbold, though he...had been about to come to his aid when attacked by the wolfriders.”
Probably should say "cancel that event" but fair enough. I would do this differently: I would make the card cost [1] or [2] and spot any [Isengard] or [Dunland] minion, then have a reduction that makes it (0) if the minion is mounted.
Thranduil
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[1] At The Fore [Isengard]
Condition • Support Area
Each time you play an [Isengard] mount or [Isengard] Warg, you may exert an [Isengard] minion to add an [Isengard] token here.
Shadow: Remove X [Isengard] tokens from here to play an [Isengard] minion; its twilight cost is -X (limit -4). Discard this condition.
“But before them, swift and silent, went several troops of the dreaded wolfriders.”
Could cost 0 and i dont think you need to discard it either.
(0) In Disarray [Isengard]
Event • Response
If a Free Peoples event is played or a special ability is used during a skirmish involving a mounted [Isengard] or [Dunland] minion, cancel it.
“He could not reach Grimbold, though he...had been about to come to his aid when attacked by the wolfriders.”
Fine.
The title of your post at the moment is very amusing. :lol:
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Alright, I think we're pretty much done with wolfriders, so I want to transition back to Helm's Deep Uruks. Today's cards form a very nice bridge between the two. :uh-huh:
[1] It Is Over [Isengard]
Event • Skirmish
Make a companion skirmishing an [Isengard] minion strength -1 for each card in the dead pile.
“‘So much death. What can Men do against such reckless hate?’”
Nice and simple. Should it be [2] instead?
[2]•Lament of the Fallen [Isengard]
Condition • Support Area
Each time a companion of a culture is killed, you may exert an [Isengard] minion to exert a companion of that same culture X times, where X is the number of characters of that culture in the dead pile.
“‘Out of a grey country darkness lies / And all paths are drowned deep in shadow....’”
Too confusing? Let me know if you have a better wording suggestion.
The lore, by the way, is the translation of "Haldir's Lament", sung in Elvish as Haldir falls in the Two Towers film.
[2]•How Did It Come To This? [Isengard]
Condition • Support Area
When you play this condition, add an [Isengard] token here for each character in the dead pile.
Regroup: Discard 2 [Isengard] minions and remove X [Isengard] tokens to place a companion with strength X in the dead pile.
“‘The days have gone down in the West behind the hills into shadow. / Who shall gather the smoke of the dead wood burning, / Or behold the flowing years from the Sea returning?’”
Bwahaha! :twisted:
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[2] It Is Over [Isengard]
Event • Skirmish
Make a companion skirmishing an [Isengard] minion strength -1 for each card in the dead pile.
“‘So much death. What can Men do against such reckless hate?’”
No, leave it as is.
[2]•Lament of the Fallen [Isengard]
Condition • Support Area
Each time a companion of a culture is killed, you may exert an [Isengard] minion to exert a companion of that same culture X times, where X is the number of characters of that culture in the dead pile.
“‘Out of a grey country darkness lies / And all paths are drowned deep in shadow....’”
You can cut the first "of a culture" and change "that same culture" to "the same culture". And i also thing its very nasty if used correctly, once the bodies start piling up though this is gonna add to them REAL fast. Fair enough idea though.
[2]•How Did It Come To This? [Isengard]
Condition • Support Area
When you play this condition, add an [Isengard] token here for each character in the dead pile.
Regroup: Discard 2 [Isengard] minions and remove X [Isengard] tokens to kill a companion with strength X.
“‘The days have gone down in the West behind the hills into shadow. / Who shall gather the smoke of the dead wood burning, / Or behold the flowing years from the Sea returning?’”
Hmmm im not sure you should ever phrase it kill. Place in dead pile maybe, but even though you have clearly designed it like this for a reason im not sure it should be done.
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Alright, I think we're pretty much done with wolfriders, so I want to transition back to Helm's Deep Uruks. Today's cards form a very nice bridge between the two. :uh-huh:
[2] It Is Over [Isengard]
Event • Skirmish
Make a companion skirmishing an [Isengard] minion strength -1 for each card in the dead pile.
“‘So much death. What can Men do against such reckless hate?’”
Nice and simple. Should it be [1] instead?
yes.
[2]•Lament of the Fallen [Isengard]
Condition • Support Area
Each time a companion of a culture is killed, you may exert an [Isengard] minion to exert a companion of that same culture X times, where X is the number of characters of that culture in the dead pile.
“‘Out of a grey country darkness lies / And all paths are drowned deep in shadow....’”
cut cost to 1
[2]•How Did It Come To This? [Isengard]
Condition • Support Area
When you play this condition, add an [Isengard] token here for each character in the dead pile.
Regroup: Discard 2 [Isengard] minions and remove X [Isengard] tokens to place a companion with strength X in the dead pile.
“‘The days have gone down in the West behind the hills into shadow. / Who shall gather the smoke of the dead wood burning, / Or behold the flowing years from the Sea returning?’”
fine.
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[1] It Is Over [Isengard]
Event • Skirmish
Make a companion skirmishing an [Isengard] minion strength -1 for each card in the dead pile.
“‘So much death. What can Men do against such reckless hate?’”
I think this card is fine as is.
[2]•Lament of the Fallen [Isengard]
Condition • Support Area
Each time a companion of a culture is killed, you may exert an [Isengard] minion to exert a companion of that same culture X times, where X is the number of characters of that culture in the dead pile.
“‘Out of a grey country darkness lies / And all paths are drowned deep in shadow....’”
I think it's cool. There should be an [Elven] card called "Haldir's Lament" as well.
[2]•How Did It Come To This? [Isengard]
Condition • Support Area
When you play this condition, add an [Isengard] token here for each character in the dead pile.
Regroup: Discard 2 [Isengard] minions and remove X [Isengard] tokens to place a companion with strength X in the dead pile.
“‘The days have gone down in the West behind the hills into shadow. / Who shall gather the smoke of the dead wood burning, / Or behold the flowing years from the Sea returning?’”
Hilarious! I think the condition should discard itself, but this card is cool - it's like a bomb which you have to work your way to like Devilry of Orthanc.
Thranduil
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Ironically, today's cards are rather similiar to Menace's Grey Company cards in that they target specific FP races. I like his much better, but hopefully these are useful enough in their own right. Enjoy!
[2] Orthanc Skirmisher [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1. To play, spot an Uruk-hai.
Each Elf and Dwarf skirmishing this minion is strength -2.
Even many long-time warriors of Middle-earth were at a disadvantage against Saruman's Uruk-hai, having had little contact with them.
[2] Orthanc Slaughterer [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1. To play, spot an Uruk-hai.
Each Man skirmishing this minion is strength -2.
Even the bravest and heartiest men of Rohan quickly grew to fear Saruman's Uruk-hai warriors as they rampaged through the Riddermark.
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I mean, I wouldn't use them in a deck, but they're fine.
Thranduil
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I think you could safely cut each to 2.
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Yeah, they'd be fine at 2.
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Yeah, they'd be fine at 2.
No, I don't agree. Orthanc Warrior is fine at [2] - another card I wouldn't use in a deck, but is inherently balanced the way it is.
Thranduil
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Why so? You said yourself, you wouldn't use it a deck, so it pretty much sucks (and I think it does). Just because D DOES make minions that suck, it doesn't mean they must be taken as a cap to OTHER minions. It's really hard to weigh cards against vanilla minions. For a MtG-related comparison, take a look at Tarmogoyf and Grizzly Bears. Should Wizards use the Bears as a cap to making ceatures?!?
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Think theyre both ok at 2 cos its a risk using them if not facing the right deck.
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Why so? You said yourself, you wouldn't use it a deck, so it pretty much sucks (and I think it does). Just because D DOES make minions that suck, it doesn't mean they must be taken as a cap to OTHER minions. It's really hard to weigh cards against vanilla minions. For a MtG-related comparison, take a look at Tarmogoyf and Grizzly Bears. Should Wizards use the Bears as a cap to making ceatures?!?
Obviously there is a power curve, but also looking at MTG there are a lot of cards that have the appropriate costs but are not construction worthy. These guys are like that.
Though to be honest, I don't really care either way, and I wouldn't use them if they cost [2] either.
Thranduil
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But some might, you see. This way, you give some sort of incentive for them in playing the guys. Orthanc Warrior had its time, so now he should step aside for the new guys to have some love. And costing 3, they wouldn't get any.
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Funny how the simplest cards sometimes cause the biggest discussion. :lol:
Okay, a fair compromise: I lowered their costs to [2], but added a very simple (and not even culturally enforced!) spotting requirement to compensate. That should make them more viable than if they were [3] while keeping them from completely overshadowing Orthanc Warrior. So...how is that?
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fine.
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yeah, fine, but thran still won't use them...
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yeah, fine, but thran still won't use them...
You took the words right of my very mouth! I'm glad people are grasping my repeatedly stated opinions so clearly! :mrgreen: :lol: :gp:
Thranduil
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I think they should be damage +2.
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Oh jeez. Here we go again.... :lol:
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and while you're at it dain, i'd like a pony...
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b2 stealth bomber please.
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Alright, moving on. Nothing more to see here!
Perhaps a little more racism will get us past the last controversy.... :roll:
[3] Berserk Raider [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1. Berserker 1. (This character is strength +1 for each wound on each character in its skirmish.)
While you can spot 3 Free Peoples cultures, this minion is fierce.
While you can spot 4 Free Peoples cultures, this minion gains hunter 4.
Their hatred for the free peoples of Middle-earth was fierce.
Yep, back to berserkers. I noticed that some of the newer [Uruk] berserkers had some culture hate built in, so since I'm currently working that in as a mini-theme for the Uruk-hai, I figured it made sense to bring that and berserkers together. So it keeps the old-school berserker text--gaining strength while spotting wounds--and picks up some unusual-for-berserker bonuses against rainbow fellowships.
[5]•Rampaging Berserker [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 5
Fierce. Berserker 2. (This character is strength +2 for each wound on each character in its skirmish.) To play, spot 2 [Isengard] minions.
Rampaging Berserker is damage +1 for each Free Peoples culture you can spot over 1.
The unexpected presence of Elves and a very persistent Dwarf at Helm's Deep just made Saruman's forces--and the already !enraged berserkers in particular--all the more !bloodthirsty.
This guy, on the other hand, forgoes fancy-schmancy hunter bonuses and such and goes right for the jugular. :twisted: He's fierce by default, for one thing, which is pretty rare for damage +1 Uruks (or any damage-enhanced minions but Trolls, Sauron, and Ol' Balgy). But in addition to that, he doubles the normal strength-for-wounds bonus and can rack up some serious damage bonuses! Yes, it takes a bit of work to get him going (especially with the spotting requirement), but once you do, watch out! Especially you rainbow fellowships out there. :ow:
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Why don't you make berserk into an ability, like hunter? I did that in every set I designed berserkers. I particularly like the second dude, seems amazingly good, insanely powerful and yet balanced just enough to let it slip. And I think berserk Raider could cost 2... NAH, just kidding! :D He's fine as he is!
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[3] Berserk Raider [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1.
This minion is strength +1 for each wound on a character in its skirmish.
While you can spot 3 Free Peoples cultures, this minion is fierce.
While you can spot 4 Free Peoples cultures, this minion gains hunter 4.
Their hatred for the free peoples of Middle-earth was fierce.
Yeah he looks fine. Only really devastating if you can spot 4 FP cultures and not fighting a hunter.
[5]•Rampaging Berserker [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 5
Fierce. To play, spot 2 [Isengard] minions.
Rampaging Berserker is strength +2 for each wound on a character in its skirmish.
Rampaging Berserker is damage +1 for each Free Peoples culture you can spot over 1.
The unexpected presence of Elves and a very persistent Dwarf at Helm's Deep just made Saruman's forces--and the already !enraged berserkers in particular--all the more !bloodthirsty.
Hmmmm..... I think FP culture over 2 would be better, otherwise he seems perhaps too strong. Also, I think he should exert 2 [Isengard] minions to play to limit him slightly and yet help your Berserker strategy! :twisted:
I was also thinking something similar to FM, though in my sets Berserker was made up of enduring X and bloodlust X.
Thranduil
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Why don't you make berserk into an ability, like hunter? I did that in every set I designed berserkers.
Yeah, I've thought long and hard about a keyword for Berserkers, but I didn't want to leave out the old-school Berserkers, since they were some of Decipher's better cards ever, in my opinion, especially on the Shadow side. So if I DO ever refer to berserkers specifically, I do so with the phrase "with Berserk or Berserker in its title" (as I have already with cards like Things Go Ill (http://lotrtcgdb.com/forums/index.php?topic=215.105) {very bottom of the linked page}). Very clunky, I know, but at least it DOES include ALL berserkers, both mine and the awesome ones we already have.
We'll see, though. I'm still considering it, even before you and Thran said something.
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Well, you COULD simply reprint them and change the text to the smaller berserk ability. MtG does that all the time. More recently, Shroud and Flash. Go to wizards.com/magic, check the Gatherer and search for Mystical Snake. Read its text from Apocalypse and the one from Time Spiral. That is what happens, basically. They're considered to having been errata'ed with the new text, and if they ever see new printing, they do so with the updated text.
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:gp: A good thought, and one I'll strongly consider. :-k
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I never, ever get a chance to put forth a new thought with your cards, Dain, because others respond too quickly...
...but I agree with them.
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[3] Berserk Raider [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1.
This minion is strength +1 for each wound on a character in its skirmish.
While you can spot 3 Free Peoples cultures, this minion is fierce.
While you can spot 4 Free Peoples cultures, this minion gains hunter 4.
Their hatred for the free peoples of Middle-earth was fierce.
Do you mean "a character" or "each character" cos the first aint clear who it should be. Fine card though.
[5]•Rampaging Berserker [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 5
Fierce. To play, spot 2 [Isengard] minions.
Rampaging Berserker is strength +2 for each wound on a character in its skirmish.
Rampaging Berserker is damage +1 for each Free Peoples culture you can spot over 1.
The unexpected presence of Elves and a very persistent Dwarf at Helm's Deep just made Saruman's forces--and the already !enraged berserkers in particular--all the more !bloodthirsty.
Ditto phrasing. Niceness!
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Do you mean "a character" or "each character" cos the first aint clear who it should be. Fine card though.
They're the same thing. The wording changed from Battle of Helms Deep to Ents of Fangorn but they definitely mean the same thing.
Thranduil
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Im not sure I accept that, though if youre quoting rules or CRD then I will.
As far as I'm concerned 'each' makes more sense and is grammatically more correct, and I'd be happier phrased that way.
You dont want to make me sad do you DI? :(
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Im not sure I accept that, though if youre quoting rules or CRD then I will.
As far as I'm concerned 'each' makes more sense and is grammatically more correct, and I'd be happier phrased that way.
You dont want to make me sad do you DI? :(
Check it for yourself. Look at Berserk Rager, Berserk Savage and see Kralik's note. Then look at Berserk Butcher and you'll see the wording changed.
Thranduil
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Yeah i know what its supposed to do and how it works but if thats what your basing on it i stand by 'each' is the correct phrasing and that decipher bodged up using the word 'a' because it makes less sense even if it does work.
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I'm with lem0n. I know they ARE synonymous (and I made those cards with that knowledge in mind), but they SHOULDN'T be. Of course, that's not the first time Big D has stretched the English language a bit. :-S
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[3] Berserk Raider [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1.
This minion is strength +1 for each wound on a character in its skirmish.
While you can spot 3 Free Peoples cultures, this minion is fierce.
While you can spot 4 Free Peoples cultures, this minion gains hunter 4.
Their hatred for the free peoples of Middle-earth was fierce.
fine.
[5]•Rampaging Berserker [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 5
Fierce. To play, spot 2 [Isengard] minions.
Rampaging Berserker is strength +2 for each wound on a character in its skirmish.
Rampaging Berserker is damage +1 for each Free Peoples culture you can spot over 1.
The unexpected presence of Elves and a very persistent Dwarf at Helm's Deep just made Saruman's forces--and the already !enraged berserkers in particular--all the more !bloodthirsty.
I guess its fine, though I would be more comfortable with each culture over 2.
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[3] Berserk Raider [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1.
This minion is strength +1 for each wound on a character in its skirmish.
While you can spot 3 Free Peoples cultures, this minion is fierce.
While you can spot 4 Free Peoples cultures, this minion gains hunter 4.
Their hatred for the free peoples of Middle-earth was fierce.
I'd probably make it:
'yadda-yadda 2 Free Peoples cultures, yadda-yadda'
'yadda-yadda 3 Free Peoples cultures, yadda-yadda'
as opposed to the current:
'yadda-yadda 3 Free Peoples cultures, yadda-yadda'
'yadda-yadda 4 Free Peoples cultures, yadda-yadda' ;)
[5]•Rampaging Berserker [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 5
Fierce. To play, spot 2 [Isengard] minions.
Rampaging Berserker is strength +2 for each wound on a character in its skirmish.
Rampaging Berserker is damage +1 for each Free Peoples culture you can spot over 1.
The unexpected presence of Elves and a very persistent Dwarf at Helm's Deep just made Saruman's forces--and the already !enraged berserkers in particular--all the more !bloodthirsty.
Yeah! Nice beserker. :)
I've been gone too long... #-o
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Okay, I think I've finally got this figured out.
I have decided to turn berserker into a keyword similar to hunter. It will be incremental, meaning it will work like this:
Berserker X. (This character is strength +X for each wound on each character in its skirmish.)
In most cases, it will be simply berserker 1 (including for these actual Berserkers), though there will be a small handful of exceptions...like the Rampaging Berserker in the last post! ;)
The beauty of this is that now, not only can I spot berserkers without having to say "minion with Berserk or Berserker in its title", but I can make a minion a berserker without having to actually give them berserker text. Why is this important? Because I want to integrate the old-school Berserkers like Berserk Slayer and Berserk Butcher and Uruk-hai Berserker, so I want to give them the keyword berserker...WITHOUT inadvertantly doubling their wounds-for-strength abilities. If berserker with no numbers at the end triggered the strength-boosting text, then giving, say, Berserk Rager the keyword berserker would essentially be changing its current "Berserk Rager is strength +1 for each wound on a character in its skirmish" to "Berserk Rager is strength +2 for each wound on a character in its skirmish". Oops.
But of course, berseker as a hunter-like keyword doesn't work that way. Giving a minion berserker 1 would do what I described with the Rager, but giving it simply berserker adds no additional abilities/text, yet still makes that minion spottable as a berserker.
Now that I have likely melted your brains by overcomplicating that which is very simple, let's get to a couple new cards.
[2] Berserker Cleaver [Isengard]
Possession • Hand Weapon
Strength +3
Bearer must be an Uruk with Berserk or Berserker in its title.
Bearer is a berserker.
Each time bearer wins a skirmish, you may exert a character.
Wrought of solid iron, these massive, spiked blades were able to clear a wide space around their wielder, devestating any unfortunate victim that got in its way.
If you don't recall what this weapon is, just click here (http://ecx.images-amazon.com/images/I/415ECMW7XQL._SL500_AA280_.jpg) for a reminder. :twisted:
This blade serves two purposes. First, it's a method of bringing the old Berserkers up to date by giving them the new keyword. But mainly, it serves to turn your berserker beatsticks into TRUE terrors.
[2]•Bloodlust [Isengard]
Condition • Support Area
Each time a Free Peoples character is killed or a follower is discarded, you may exert an Uruk-hai to place an [Isengard] token here.
Skirmish: Discard this condition or remove an [Isengard] token from here to make a berserker strength +2 (or +3 if that minion is a berserker).
The more enemies that fell before the Berserkers, the fiercer they became.
Working with the dead pile again--a mini-theme for [Isengard] in this set--but mainly working with berserkers. :twisted:
(Oh, and yes, I have gone back through this thread and added the new keyword to my Berserkers, as well as subbing the long "with Berserk or Berserker in its title" for simply "berserker" wherever that appeared. So this keyword is fully integrated now. :up:)
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You're losing it in the last part. You see, simply "update" the rules for your sets, so that Berserk Rager's text reads:
[5] •Berserk Rager [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 5
Berserk 1. Damage +1.
Skirmish: Remove 3 [Isengard] tokens from a machine and exert Berserk Rager twice to wound every ally twice.
Simple as this. Reprint them if you want, even.
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Yeah, I think the easiest thing for you to do is to reprint the ones you like and that support your strategies with the berserker keyword. Or as FM says, simply "retcon" your rules change into previous cards, something which MTG has done in the past.
[2] Berserker Cleaver [Isengard]
Possession • Hand Weapon
Strength +3
Bearer must be an Uruk with Berserk or Berserker in its title.
Bearer is a berserker.
Each time bearer wins a skirmish, you may exert a character.
Wrought of solid iron, these massive, spiked blades were able to clear a wide space around their wielder, devestating any unfortunate victim that got in its way.
There's no variable berserker on this one. I think it should just be "Bearer must be an Uruk berserker."
[3]•Bloodlust [Isengard]
Condition • Support Area
Each time a Free Peoples character is killed or a follower is discarded, you may exert an Uruk-hai to place an [Isengard] token here.
Skirmish: Remove an [Isengard] token from here to make a berserker strength +2 for each character in the dead pile.
Skirmish: Discard this condition to make an Uruk-hai strength +2 (or +3 if that minion is a berserker) for each token here.
The more enemies that fell before the Berserkers, the fiercer they became.
Fair enough, but I'd prefer to have less cost for less effect (it's too expensive). Could you add tokens more easily but have +1 for each for both abilities?
Thranduil
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[2] Berserker Cleaver [Isengard]
Possession • Hand Weapon
Strength +3
Bearer must be an Uruk with Berserk or Berserker in its title.
Bearer is a berserker.
Each time bearer wins a skirmish, you may exert a character.
Wrought of solid iron, these massive, spiked blades were able to clear a wide space around their wielder, devestating any unfortunate victim that got in its way.
Ooh, nasty. I love it. :twisted:
[3]•Bloodlust [Isengard]
Condition • Support Area
Each time a Free Peoples character is killed or a follower is discarded, you may exert an Uruk-hai to place an [Isengard] token here.
Skirmish: Remove an [Isengard] token from here to make a berserker strength +2 for each character in the dead pile.
Skirmish: Discard this condition to make an Uruk-hai strength +2 (or +3 if that minion is a berserker) for each token here.
The more enemies that fell before the Berserkers, the fiercer they became.
Scary! I'd probably tone it done by lowering some strength bonuses, that card could get really nasty.
Some sort of Toil would be awesome as well. Oh, btw, why not just give some berserkers Enduring.
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[2] Berserker Cleaver [Isengard]
Possession • Hand Weapon
Strength +3
Bearer must be an Uruk with Berserk or Berserker in its title.
Bearer is a berserker.
Each time bearer wins a skirmish, you may exert a character.
Wrought of solid iron, these massive, spiked blades were able to clear a wide space around their wielder, devestating any unfortunate victim that got in its way.
will their be uruks with berseker in their title without berserk? or is it meant to work with old berserkers?
[3]•Bloodlust [Isengard]
Condition • Support Area
Each time a Free Peoples character is killed or a follower is discarded, you may exert an Uruk-hai to place an [Isengard] token here.
Skirmish: Remove an [Isengard] token from here to make a berserker strength +2 for each character in the dead pile.
Skirmish: Discard this condition to make an Uruk-hai strength +2 (or +3 if that minion is a berserker) for each token here.
The more enemies that fell before the Berserkers, the fiercer they became.
fine. though I would make the second ability a simple plus 2, just for kicks if your out of tokens
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[2] Berserker Cleaver [Isengard]
Possession • Hand Weapon
Strength +3
Bearer must be an Uruk with Berserk or Berserker in its title.
Bearer is a berserker.
Each time bearer wins a skirmish, you may exert a character.
Wrought of solid iron, these massive, spiked blades were able to clear a wide space around their wielder, devestating any unfortunate victim that got in its way.
I dont understand its second line's point.
[3]•Bloodlust [Isengard]
Condition • Support Area
Each time a Free Peoples character is killed or a follower is discarded, you may exert an Uruk-hai to place an [Isengard] token here.
Skirmish: Remove an [Isengard] token from here to make a berserker strength +2 for each character in the dead pile.
Skirmish: Discard this condition to make an Uruk-hai strength +2 (or +3 if that minion is a berserker) for each token here.
The more enemies that fell before the Berserkers, the fiercer they became.
I really think the first abiltiy should just be a flat +2. Its so easy to reinforce beserker tokens this could easily get out of hand. Other than that its cool.
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the second line works with old uruks I guess...but thats almost too good than now that I think about it.
and I agree with lem0n on the second one.
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Okay, sorry for the silence for a couple days. #-o
The main point of wording the Cleaver the way I did was to allow it to give the berserker keyword to old-school Berserkers. I understand the merits of FM's method of simple reprinting, and while I may still do that for a couple of them, I'd rather not reprint all eight of those minions plus the berserkers I'm creating in this set. If I had that many, even with many of them bring reprints, I may as well rename the whole set "Berserker Madness" or something. :P I'd rather pick and choose a couple of them to reprint and slap the new keyword on, and let the Cleaver and a couple other cards reach back to integrate the rest.
As for Bloodlust, I greatly simplified it based on reviews. Better now, or TOO simple?
Sticking with berserkers today. We'll get to some more berserker-related (non-minion) cards tomorrow.
[3] Berserk Stormer [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1. Berserker 2. (This character is strength +2 for each wound on each character in its skirmish.)
To play, spot 2 Uruk-hai (or another berserker).
Regroup: Discard this minion and 2 other [Isengard] minions to take control of a site.
“Some of the Riders were driven back, further and further into the Deep, falling and fighting as they gave way, step by step, towards the caves.”
As I was doing my final internal reviews of the berserker subculture, I realized I was missing two important ingredients. Site control was one of them, which this guy and a card tomorrow should cover nicely.
[5]•Berserk Assaulter [Isengard]
Minion • Uruk-hai
Strength: 12
Vitality: 2
Site: 5
Damage +1. Berserker 1. (This character is strength +1 for each wound on each character in its skirmish.)
While exhausted, Berserk Assaulter is fierce.
Skirmish: Remove 3 [Isengard] tokens from a machine to make a berserker strength +3.
“The defence was swept away.”
The other ingredient is something that many old-school berserkers had but I had unwittingly left out until now: working with tokens on machines. Nearly all old [Isengard] berserkers did SOMETHING with tokens, and I made it a special point to bring machines back in a big way in this culture (starting back on Page 6 (http://lotrtcgdb.com/forums/index.php?topic=215.75), I think), so it seemed almost a crime to go without the two meeting once again. Rather than add some token text onto my already-otherwise-finished berserkers, I went with this guy, who can pretty much give some blanket token text to any berserker, even if it's just him. Lazy? Perhaps. But I think it makes for one heckuva cool berserker "commander" to focus a deck around, don't you? :uh-huh:
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You don't really get what I'm saying. YOu don't need to reprint all of them, you basically reprint ONE with the new wording, to show that that full text, now, "reads" berserk X. Cleaver does not need to give the keyword because of the old ones, unless you want it to give to other minions. THEN it's fine. Otherwise, there's no need, even with no reprint those berserkers would still have berserk X in their updated rules text, for example.
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[3] Berserk Stormer [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1. Berserker 2. (This character is strength +2 for each wound on each character in its skirmish.)
To play, spot 2 Uruk-hai (or another berserker).
Regroup: Discard this minion and 2 other [Isengard] minions to take control of a site.
“Some of the Riders were driven back, further and further into the Deep, falling and fighting as they gave way, step by step, towards the caves.”
Meh think hes ok.
[5]•Berserk Assaulter [Isengard]
Minion • Uruk-hai
Strength: 12
Vitality: 2
Site: 5
Damage +1. Berserker 1. (This character is strength +1 for each wound on each character in its skirmish.)
While exhausted, Berserk Assaulter is fierce.
Skirmish: Remove 3 [Isengard] tokens from a machine to make a berserker strength +3.
“The defence was swept away.”
Cool i like him.
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[3] Berserk Stormer [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
Damage +1. Berserker 2. (This character is strength +2 for each wound on each character in its skirmish.)
To play, spot 2 Uruk-hai (or another berserker).
Regroup: Discard this minion and 2 other [Isengard] minions to take control of a site.
“Some of the Riders were driven back, further and further into the Deep, falling and fighting as they gave way, step by step, towards the caves.”
Meh. I hate site control. This guy's fine.
[5]•Berserk Assaulter [Isengard]
Minion • Uruk-hai
Strength: 12
Vitality: 2
Site: 5
Damage +1. Berserker 1. (This character is strength +1 for each wound on each character in its skirmish.)
While exhausted, Berserk Assaulter is fierce.
Skirmish: Remove 3 [Isengard] tokens from a machine to make a berserker strength +3.
“The defence was swept away.”
Cool. Maybe combine some tokens with site control like Uruk Village Assassin.
Thranduil
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Cool. Maybe combine some tokens with site control like Uruk Village Assassin.
A fun idea! I'll have to do something like that...although there IS this previously-spoiled card:
(0)•Greatness of Their Army [Isengard]
Condition
Strength +1
Bearer must be an [Isengard] Uruk-hai.
Each time bearer wins a skirmish, you may choose one: discard an ally; add an [Isengard] token on a machine; or remove an [Isengard] token to take control of a site.
“‘How shall any tower withstand such numbers and such reckless hate?’”
For now, though, it's time for some skirmish events. I have shockingly few of them so far for this culture (only 2 thus far). Time to fix that. :twisted:
[3] First Assault [Isengard]
Event • Response
If a berserker wins a skirmish, make that berserker participate in an additional assignment and skirmish phase and assign that berserker to an unassigned companion (except the Ring-bearer).
The berserkers' attacks were so sudden and fierce that many fell to their long blades before being able to mount any kind of proper counterattack.
Figured I'd get the most potentially controversial one out of the way first. ;)
(0) Over The Walls [Isengard]
Event • Response
If an Uruk-hai berserker wins a skirmish, discard that berserker and another Uruk-hai to take control of a site.
“‘The Deeping Wall is taken, lord, and all the defence swept away....’”
Technically, I already used that lore, but I liked it so much for this card that I went back and redid the lore for the card that already had it. Ah, if only Big D had had that kind of power...and hadn't screwed up so much in the first place! :lol:
(0) Roared Like a Sea [Isengard]
Event • Skirmish
Make an Uruk-hai strength +2 (or enduring if that Uruk-hai is a berserker).
“Before the wall's foot the dead and broken were piled like shingle in a storm; ever higher rose the hideous mounds, and still the enemy came on.”
Someone suggested putting berserker and enduring together. I figured I'd oblige, in a roundabout way.
[2] Ever Higher They Rose [Isengard]
Event • Skirmish
Make an Uruk-hai strength +1 for each [Isengard] machine you can spot.
“Hundreds of long ladders were lifted up....and Orcs sprang up them like apes in the dark forests of the South.”
Just to show they're not ALL berserker-centric.
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(0)•Greatness of Their Army [Isengard]
Condition
Strength +1
Bearer must be an [Isengard] Uruk-hai.
Each time bearer wins a skirmish, you may choose one: discard an ally; add an [Isengard] token on a machine; or remove an [Isengard] token to take control of a site.
“‘How shall any tower withstand such numbers and such reckless hate?’”
Just fine and dandy, although I'd like to see it non-unique with a 'limit 1 per minion' clause. It would add to the 'army' feel.
[2] First Assault [Isengard]
Event • Response
If a berserker wins a skirmish, assign that berserker to an unassigned companion (except the Ring-bearer).
The berserkers' attacks were so sudden and fierce that many fell to their long blades before being able to mount any kind of proper counterattack.
That's nasty. I like nasty cards and think this one is fine, but if you want it to be a little more balanced make it cost [3].
[2] Over The Walls [Isengard]
Event • Skirmish
If a berserker wins a skirmish, discard that berserker and another Uruk-hai to take control of a site.
“‘The Deeping Wall is taken, lord, and all the defence swept away....’”
My first reaction was to make it cost (0). But [2] is fine.
Also, it should be a response if you want to keep the wording as-is.
[1] Roared Like a Sea [Isengard]
Event • Skirmish
Make an Uruk-hai strength +2 (and enduring if that Uruk-hai is a berserker).
“Before the wall's foot the dead and broken were piled like shingle in a storm; ever higher rose the hideous mounds, and still the enemy came on.”
I'd rather it be strength +2 or enduring if it's a berserker.
[2] Ever Higher They Rose [Isengard]
Event • Skirmish
Make an Uruk-hai strength +1 for each [Isengard] machine you can spot.
“Hundreds of long ladders were lifted up....and Orcs sprang up them like apes in the dark forests of the South.”
'Tis fine.
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Cool. Maybe combine some tokens with site control like Uruk Village Assassin.
A fun idea! I'll have to do something like that...although there IS this previously-spoiled card:
(0)•Greatness of Their Army [Isengard]
Condition
Strength +1
Bearer must be an [Isengard] Uruk-hai.
Each time bearer wins a skirmish, you may choose one: discard an ally; add an [Isengard] token on a machine; or remove an [Isengard] token to take control of a site.
“‘How shall any tower withstand such numbers and such reckless hate?’”
fine
[3] First Assault [Isengard]
Event • Response
If a berserker wins a skirmish, assign that berserker to an unassigned companion (except the Ring-bearer).
The berserkers' attacks were so sudden and fierce that many fell to their long blades before being able to mount any kind of proper counterattack.
hmm...wouldn't it be something about started a skirmish phase between them?
[2] Over The Walls [Isengard]
Event • Response
If an Uruk-hai berserker wins a skirmish, discard that berserker and another Uruk-hai to take control of a site.
“‘The Deeping Wall is taken, lord, and all the defence swept away....’”
fine
[1] Roared Like a Sea [Isengard]
Event • Skirmish
Make an Uruk-hai strength +2 (and enduring if that Uruk-hai is a berserker).
“Before the wall's foot the dead and broken were piled like shingle in a storm; ever higher rose the hideous mounds, and still the enemy came on.”
fine
[2] Ever Higher They Rose [Isengard]
Event • Skirmish
Make an Uruk-hai strength +1 for each [Isengard] machine you can spot.
“Hundreds of long ladders were lifted up....and Orcs sprang up them like apes in the dark forests of the South.”
I'd put a limit on it. +7 maybe?
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(0)•Greatness of Their Army [Isengard]
Condition
Strength +1
Bearer must be an [Isengard] Uruk-hai.
Each time bearer wins a skirmish, you may choose one: discard an ally; add an [Isengard] token on a machine; or remove an [Isengard] token to take control of a site.
“‘How shall any tower withstand such numbers and such reckless hate?’”
I remember this. It's cool.
[3] First Assault [Isengard]
Event • Response
If a berserker wins a skirmish, assign that berserker to an unassigned companion (except the Ring-bearer).
The berserkers' attacks were so sudden and fierce that many fell to their long blades before being able to mount any kind of proper counterattack.
SoP's right, I don't think there'd be any sort of skirmish between the two characters, unless of course there were other fierce minions.
That said, it's mean, but self-assigning is a classic [isengard] way to kill people, and Uruks are a beat-down shadow, after all.
[2] Over The Walls [Isengard]
Event • Response
If an Uruk-hai berserker wins a skirmish, discard that berserker and another Uruk-hai to take control of a site.
“‘The Deeping Wall is taken, lord, and all the defence swept away....’”
Make it cost (0). Discarding two guys is already a big cost - it opens up a double easily enough. Plus, a lot of cool [Isengard] events and abilities have such high costs already that it makes a lot of them unplayable together. Uruks need a few tricks, and this would be a cool card for it. It's hard to surprise an opponent when you count out 14 twilight and then only play for 8 or 9 of it. :lol:
[1] Roared Like a Sea [Isengard]
Event • Skirmish
Make an Uruk-hai strength +2 (and enduring if that Uruk-hai is a berserker).
“Before the wall's foot the dead and broken were piled like shingle in a storm; ever higher rose the hideous mounds, and still the enemy came on.”
Cruel. I love it. Though perhaps Menace's suggestion holds merit.
[2] Ever Higher They Rose [Isengard]
Event • Skirmish
Make an Uruk-hai strength +1 for each [Isengard] machine you can spot.
“Hundreds of long ladders were lifted up....and Orcs sprang up them like apes in the dark forests of the South.”
*grumble*More high costing events...*grumble*
It's a cool card, and well-costed, but yet again expectable.
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[3] First Assault [Isengard]
Event • Response
If a berserker wins a skirmish, assign that berserker to an unassigned companion (except the Ring-bearer).
The berserkers' attacks were so sudden and fierce that many fell to their long blades before being able to mount any kind of proper counterattack.
That's cool. It's too expensive, though - I don't think I'd play it. Quite a lot of your berserkers are fierce right?
[1] Over The Walls [Isengard]
Event • Response
If an Uruk-hai berserker wins a skirmish, discard that berserker and another Uruk-hai to take control of a site.
“‘The Deeping Wall is taken, lord, and all the defence swept away....’”
Sure, but I would never pay any twilight if I'm already discarding 2 of my minions. Should be (0).
[1] Roared Like a Sea [Isengard]
Event • Skirmish
Make an Uruk-hai strength +2 (and enduring if that Uruk-hai is a berserker).
“Before the wall's foot the dead and broken were piled like shingle in a storm; ever higher rose the hideous mounds, and still the enemy came on.”
Rather, I think I'd make it "or enduring if that Uruk-hai is a berserker" and make it cost (0) - Shadow events that cost twilight are not very useful.
[2] Ever Higher They Rose [Isengard]
Event • Skirmish
Make an Uruk-hai strength +1 for each [Isengard] machine you can spot.
“Hundreds of long ladders were lifted up....and Orcs sprang up them like apes in the dark forests of the South.”
Again, this could be [1]. And it definitely should not have a limit because it significantly limits the fun of the card.
Thranduil
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[3] First Assault [Isengard]
Event • Response
If a berserker wins a skirmish, assign that berserker to an unassigned companion (except the Ring-bearer).
The berserkers' attacks were so sudden and fierce that many fell to their long blades before being able to mount any kind of proper counterattack.
Oooooh i like it, i might say exert him to assign though. Then its a double edged sword, it can either give him a strength bonus or he may not have the vitality to do it.
[1] Over The Walls [Isengard]
Event • Response
If an Uruk-hai berserker wins a skirmish, discard that berserker and another Uruk-hai to take control of a site.
“‘The Deeping Wall is taken, lord, and all the defence swept away....’”
Two guys for one site? Meh ok i guess.
[1] Roared Like a Sea [Isengard]
Event • Skirmish
Make an Uruk-hai strength +2 (and enduring if that Uruk-hai is a berserker).
“Before the wall's foot the dead and broken were piled like shingle in a storm; ever higher rose the hideous mounds, and still the enemy came on.”
Well youd only really use this in a berserker deck so its gonna make one immense so maybe should cost 2.
[2] Ever Higher They Rose [Isengard]
Event • Skirmish
Make an Uruk-hai strength +1 for each [Isengard] machine you can spot.
“Hundreds of long ladders were lifted up....and Orcs sprang up them like apes in the dark forests of the South.”
Cool.
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While working on [Elven] cards, I was combing around for good lore and ran across a familiar exchange from the Two Towers film that I think works very well for some [Isengard] fun. Seemed as a good a place as any to finally incorporat some resistance hate into the Uruks.
[2] So Much Death [Isengard]
Condition • Support Area
Resistance -2
Response: If an unbound companion loses a skirmish involving an [Isengard] Uruk-hai, exert that Uruk-hai to transfer this condition from your support area to that companion. Limit 1 per bearer.
Each time another companion of bearer's culture loses a skirmish, the Free Peoples player must exert bearer or add a burden.
“‘Look at my men. Their courage hangs by a thread....’”
Softening those companions up a bit, knocking down their resistance and laying on some exertions.
[3] Lost In Despair [Isengard]
Condition
Resistance -3
To play, exert an [Isengard] Uruk-hai. Bearer must be an unbound companion. Limit 1 per bearer.
Each time the Free Peoples player assigns bearer to a skirmish, the Free Peoples player must add [2] or exert a companion.
“‘They're frightened. You can see it in their eyes.’”
More softening, especially in terms of resistance.
[2] Frightened [Isengard]
Event • Maneuver
Exert an Uruk-hai and spot a companion in the dead pile to exert each companion with resistance 3 or less.
“‘And they should be....they cannot win this fight. They are all going to die!’”
And now...the bomb! :twisted: Of course, this works equally well with resistance [Uruk] Uruks and makes for a very nasty surprise.
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[2] So Much Death [Isengard]
Condition
Resistance -2
Response: If an unbound companion loses a skirmish involving an [Isengard] Uruk-hai, exert that Uruk-hai to transfer this condition from your support area to that companion. Limit 1 per bearer.
Each time another companion of bearer's culture loses a skirmish, the Free Peoples player must exert bearer or add a burden.
“‘Look at my men. Their courage hangs by a thread....’”
I think it needs "Condition • Support Area," since it begins in your support area. It's a Worry-ish card. I like it.
[1] Lost In Despair [Isengard]
Condition
Resistance -3
To play, exert an [Isengard] Uruk-hai. Bearer must be an unbound companion. Limit 1 per bearer.
Each time the Free Peoples player assigns bearer to a skirmish, the Free Peoples player must add [2] or exert a companion.
“‘They're frightened. You can see it in their eyes.’”
It's good. I might up the cost or lower the resistance drop.
[2] Frightened [Isengard]
Event • Maneuver
Exert an Uruk-hai and spot a companion in the dead pile to exert each companion with resistance 3 or less.
“‘And they should be....they cannot win this fight. They are all going to die!’”
Awesome.
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[2] So Much Death [Isengard]
Condition • Support Area
Resistance -2
Response: If an unbound companion loses a skirmish involving an [Isengard] Uruk-hai, exert that Uruk-hai to transfer this condition from your support area to that companion. Limit 1 per bearer.
Each time another companion of bearer's culture loses a skirmish, the Free Peoples player must exert bearer or add a burden.
“‘Look at my men. Their courage hangs by a thread....’”
Flippin heck, thats not nice!
[2] Lost In Despair [Isengard]
Condition
Resistance -3
To play, exert an [Isengard] Uruk-hai. Bearer must be an unbound companion. Limit 1 per bearer.
Each time the Free Peoples player assigns bearer to a skirmish, the Free Peoples player must add [2] or exert a companion.
“‘They're frightened. You can see it in their eyes.’”
Its a horrible nasty card and there is no way the freeps can prevent it! I think it needs a way of avoiding it like above, rather than just slapping it on a comp and laughing manically.
[2] Frightened [Isengard]
Event • Maneuver
Exert an Uruk-hai and spot a companion in the dead pile to exert each companion with resistance 3 or less.
“‘And they should be....they cannot win this fight. They are all going to die!’”
Nice i likey.
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[2] So Much Death [Isengard]
Condition • Support Area
Resistance -2
Response: If an unbound companion loses a skirmish involving an [Isengard] Uruk-hai, exert that Uruk-hai to transfer this condition from your support area to that companion. Limit 1 per bearer.
Each time another companion of bearer's culture loses a skirmish, the Free Peoples player must exert bearer or add a burden.
“‘Look at my men. Their courage hangs by a thread....’”
It seems fine to me. Is [Isengard] corruption a realistic strategy with your cards?
[2] Lost In Despair [Isengard]
Condition
Resistance -3
To play, exert an [Isengard] Uruk-hai. Bearer must be an unbound companion. Limit 1 per bearer.
Each time the Free Peoples player assigns bearer to a skirmish, the Free Peoples player must add [2] or exert a companion.
“‘They're frightened. You can see it in their eyes.’”
This seems fine - adding [2] is useless in the assignment phase unless the Shadow player happens to have cards to use it.
[2] Frightened [Isengard]
Event • Maneuver
Exert an Uruk-hai and spot a companion in the dead pile to exert each companion with resistance 3 or less.
“‘And they should be....they cannot win this fight. They are all going to die!’”
Yeah, fair enough. A nice card to build a deck around.
Thranduil
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Is [Isengard] corruption a realistic strategy with your cards?
No, but that's not really the point anyway. The goal is not to corrupt (which is better left to [Wraith] and [Gollum] and others, and makes more sense with them too), but to lower the resistance of companions OTHER than the Ring-bearer, and then beat them up with cards like Frightened.
I was never actually a fan of the resistance hate that [Uruk] dabbled in during the War of the Ring block, but it's grown on me. So much so that I am bringing it back (in a limited fashion, at least) for [Isengard] Uruks. Today, we focus on the Uruks that can lower resistance...and after this, we will see what other nasty things they can do to resistance-weakened companions.
[3] Orthanc Desecrator [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 3
Site: 5
Damage +1.
Each unbound companion skirmishing an [Isengard] minion is resistance -2 for each site you control.
Each village and battlefield conquered by the advancing horde further weakened the hearts of Rohan's defenders.
A natural pairing that I was surprised Decipher never tied in with [Uruk] resistance hate. Seems to make perfect sense to me.... :whistle:
[4] Orthanc Decimator [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 2
Site: 5
Damage +1.
Each unbound companion is resistance -2 for each [Isengard] condition he or she bears.
While capable of killing in a single blow, the Uruk-hai were just as able to wear down opponents in drawn out combat.
Yet another natural pairing with the plethera of [Isengard] conditions you can slap on companions, in this set especially.
[4]•Suppressing Uruk [Isengard] (reprint)
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site: 5
Damage +1.
While there is a companion in the dead pile, each unbound companion is resistance -4.
Few fighters are skilled enough to outstrip the natural instincts of the Uruk-hai.
Here's one pairing Decipher DID get right, and since dead pile stuff is already a theme with these guys, I figured I'd bring this guy back in a new (old) culture. After all, why remake what is already a perfect card for my purposes? Just pair this guy with Frightened and WHAMO! :twisted: Though the lore is rather...bleh. :-X Might have to change that....
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[3] Orthanc Desecrator [Isengard]
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site: 5
Damage +1.
Each unbound companion skirmishing an [Isengard] minion is resistance -2 for each site you control.
Each village and battlefield conquered by the advancing horde further weakened the hearts of Rohan's defenders.
I might reduce his strength in favor of another vitality. This is a guy you wouldn't want to die too easily.
[4] Orthanc Decimator [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 5
Damage +1.
Each unbound companion is resistance -2 for each [Isengard] condition he or she bears.
While capable of killing in a single blow, the Uruk-hai were just as able to wear down opponents in drawn out combat.
Awesome.
[4]•Suppressing Uruk [Isengard] (reprint)
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site: 5
Damage +1.
While there is a companion in the dead pile, each unbound companion is resistance -4.
Few fighters are skilled enough to outstrip the natural instincts of the Uruk-hai.
When Decipher "reprinted" cards into different cultures, they usually just changed the name - Goblin Scavengers / Scavenging Goblins, for example. It seems sort of dumb sometimes, but since changing a culture makes it different than a straight-out reprint, you may want to consider something like that instead.
Anyways, it's a fair choice to use as a "reprinted" card.
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[3] Orthanc Desecrator [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 3
Site: 5
Damage +1.
Each unbound companion skirmishing an [Isengard] minion is resistance -2 for each site you control.
Each village and battlefield conquered by the advancing horde further weakened the hearts of Rohan's defenders.
Seems nice.
[4] Orthanc Decimator [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 5
Damage +1.
Each unbound companion is resistance -2 for each [Isengard] condition he or she bears.
While capable of killing in a single blow, the Uruk-hai were just as able to wear down opponents in drawn out combat.
Again, ok. Might be a little too powerful, considering Orthanc Assassin, but I always thought Orthanc Assassin was the one that sucked, so...
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[3] Orthanc Desecrator [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 3
Site: 5
Damage +1.
Each unbound companion skirmishing an [Isengard] minion is resistance -2 for each site you control.
Each village and battlefield conquered by the advancing horde further weakened the hearts of Rohan's defenders.
[4] Orthanc Decimator [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 5
Damage +1.
Each unbound companion is resistance -2 for each [Isengard] condition he or she bears.
While capable of killing in a single blow, the Uruk-hai were just as able to wear down opponents in drawn out combat.
Fine. I think I would give the second one vitality 2 or lower strength because his resistance stuff does not require diluting your resistance-lowering strategy with site control supplementation.
Thranduil
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Dropped the vitality of the Decimator to 2. :up:
I've been working so much with [Elven] tokens lately that I was inspired to do the same with [Isengard]. In their case, we already have plenty of token conditions, but not a whole lot of minions that work directly with them. Time to fix that!
[4] Orthanc Engineer [Isengard]
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site: 5
Damage +1.
When you play this minion, you may play an [Isengard] machine from your draw deck.
The twilight cost of each [Isengard] machine is -1.
While Saruman's Orcs and the Wizard himself were the chief designers of Orthanc's siege engines, several Uruk-hai were conscripted for this specialized work as well.
[2] Orthanc Sapper [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
When you play this minion, you may reinforce an [Isengard] token (or reinforce 2 [Isengard] tokens on machines).
Not all of Saruman's warriors were bred for direct combat; some were created and trained as engineers to manufacture and operate his war machines.
And the coup de grâce.... :twisted:
[4] Orthanc Sieger [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Damage +1.
This minion is strength +1 for each [Isengard] machine that has an [Isengard] token on it.
The machines used at Helm's Deep--and the armies behind them--were unlike anything seen before in Middle-earth.
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[4] Orthanc Engineer [Isengard]
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site: 5
Damage +1.
When you play this minion, you may play an [Isengard] machine from your draw deck.
The twilight cost of each [Isengard] machine is -1.
While Saruman's Orcs and the Wizard himself were the chief designers of Orthanc's siege engines, several Uruk-hai were conscripted for this specialized work as well.
Okay, fair enough. I think I'd prefer [3] without the twilight reduction and put that onto a different card.
[2] Orthanc Sapper [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
When you play this minion, you may reinforce an [Isengard] token (or reinforce 2 [Isengard] tokens on machines).
Not all of Saruman's warriors were bred for direct combat; some were created and trained as engineers to manufacture and operate his war machines.
Okay, fair enough.
[4] Orthanc Sieger [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Damage +1.
This minion is strength +1 for each [Isengard] machine that has an [Isengard] token on it.
The machines used at Helm's Deep--and the armies behind them--were unlike anything seen before in Middle-earth.
I think he should just be strength +1 for each [Isengard] machine; no reason to put tokens into the equation I feel.
Thranduil
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[4] Orthanc Engineer [Isengard]
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site: 5
Damage +1.
When you play this minion, you may play an [Isengard] machine from your draw deck.
The twilight cost of each [Isengard] machine is -1.
While Saruman's Orcs and the Wizard himself were the chief designers of Orthanc's siege engines, several Uruk-hai were conscripted for this specialized work as well.
Id swap the lines around but fine.
[2] Orthanc Sapper [Isengard]
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site: 5
When you play this minion, you may reinforce an [Isengard] token (or reinforce 2 [Isengard] tokens on machines).
Not all of Saruman's warriors were bred for direct combat; some were created and trained as engineers to manufacture and operate his war machines.
Fine.
[4] Orthanc Sieger [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Damage +1.
This minion is strength +1 for each [Isengard] machine that has an [Isengard] token on it.
The machines used at Helm's Deep--and the armies behind them--were unlike anything seen before in Middle-earth.
Ooooh nice. Likey.
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all fine.