The Last Homely House
Middle-Earth => Chamber of Mazarbul => Topic started by: Thranduil on February 23, 2010, 04:22:24 PM
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So I said several times that Light & Shadow block (currently going through review at the link you can find in my sig) was leading towards another Reflections set, called uninspiringly: Reflections II (I might attach a subtitle to that as we go through, but for the moment that's what it looks like).
It will be 81 cards (40 FP (20R, 20R+), 40 SH (20R, 20R+) and 1 Ring (R+)) and will include some iconic reprints (though not many).
The first Reflections set dealt with the Rings of Power and the Last Alliance of Elves & Men primarily. So the obvious question is: what will Reflections II focus on?
The answer:
The run up to the Lord of the Rings (like the War of the Dwarves and Orcs, the defeat of the Necromancer at Dol Guldur, Balin's expedition to Moria, the founding of Helm's Deep) and some of the minor action during that doesn't get much coverage (the Grey Company, the Woses).
What's new in Reflections II?
The set will introduce a "semi-new" keyword: enduring X. Does what it says on the tin really - strength +X for each wound. This will rewrite all previous cards that use enduring to read enduring 2 except for Orc Slaughterer who will now suddenly read enduring 4 as his game text.
Other than that, all the mechanics and keywords are reruns, including: fortifications, engines, besiegers, valiant, toil, foresee (from L&S block).
Also I mentioned several times that in making L&S block draftable, the fraction of characters at C/U in the set had to be around 50% or more, and so there was simply no room at all for followers. This is going to be rectified in Reflections II which will bring back followers in a BIG way - the introduction they always really deserved. This is going to involve some rewriting of older cards, which we'll see later (MTG had to do this as well with the "great creature type update" and such things, so I don't feel too bad doing it! I would make something like the equivalent of MTG's Oracle to store the correct text of updated cards).
So without further ado, let's see a card!
The other day I was having crazy fun with some crazy ideas for Rings. But some of them didn't work so well and some of them were not flavourful and it was very tough to work out which of my fairly off-the-wall cards were good ones.
This I think is one of the best I came up with. I'm not sure about its subtitle as yet (as you'll see), but I wanted to make a Ring that impacts how you play your entire game much more than just how you put it on and stuff, like the Binding Ring which you can build a whole deck around (I may post some of these other ideas at a later date).
So what do you guys think?
•The One Ring, Needs to Run [Ring]
The One Ring
Str: +1
Vit: +1
Res: +1
At the end of each regroup phase, if the fellowship did not move on during that phase, add 2 burdens.
Response: If the Ring-bearer is about to take a wound in a skirmish, make him or her wear The One Ring until the regroup phase.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound, add a burden instead.
"'The Ring is already at work in the Fellowship...'"
R2 R+ 1
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2 burdens for not double moving seems to be a lot. Why not only one?
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The set will introduce a "semi-new" keyword: enduring X. Does what it says on the tin really - strength +X for each wound. This will rewrite all previous cards that use enduring to read enduring 2 except for Orc Slaughterer who will now suddenly read enduring 4 as his game text.
Good. IMO, that's what they should have done in the first place (it offers greater flexibility and some interesting mechanics, e.g., a 2-strength, 3-vitality minion with enduring 6).
•The One Ring, Needs to Run [Ring]
The One Ring
Str: +1
Vit: +1
Res: +1
At the end of each regroup phase, if the fellowship did not move on during that phase, add 2 burdens.
Response: If the Ring-bearer is about to take a wound in a skirmish, make him or her wear The One Ring until the regroup phase.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound, add a burden instead.
"'The Ring is already at work in the Fellowship...'"
R2 R+ 1
As worded, it seems the burdens would be added even if the move limit is reached, i.e., 2 burdens a turn. If that's the intent, maybe it would be better to just say, "At the end of each turn, add 2 burdens." If the intent is only to add 2 burdens if the FP player single-moves, change it to, "At the end of each turn during which the fellowship did not move during the regroup phase, add 2 burdens."
I do agree that 2 burdens for single-moving is a bit steep for +1 vit/res versus The Ruling Ring; maybe make the bonuses a little bigger.
Also, "needs to run" sounds like a dog or something. Maybe "Borne With Great Haste"?
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Are you planning to have alternate ring-bearers in your set?
I've been thinking, why isn't there a Deagol Ring-bearer? I mean, all alternate RBs are characters who have had the ring (ex. Bilbo) or could potentially have it (ex. Boromir). Why not Déagol?
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Are you planning to have alternate ring-bearers in your set?
I've been thinking, why isn't there a Deagol Ring-bearer? I mean, all alternate RBs are characters who have had the ring (ex. Bilbo) or could potentially have it (ex. Boromir). Why not Déagol?
There will be ARBs. This is because most of them (except Sam, Gandalf and Faramir) will have rotated out and I think ARBs are very healthy for the game. Most of them will be reprints, but there will be at least 1 high profile new version. I currently do not have a Déagol planned, though it's not ridiculous as it all happens in the early 3rd Age, which is one of the set's themes. I will give it some thought.
As worded, it seems the burdens would be added even if the move limit is reached, i.e., 2 burdens a turn. If that's the intent, maybe it would be better to just say, "At the end of each turn, add 2 burdens." If the intent is only to add 2 burdens if the FP player single-moves, change it to, "At the end of each turn during which the fellowship did not move during the regroup phase, add 2 burdens."
Indeed good points. I think I intended to add 2 burdens when you didn't move on, but adding some burdens at the end of each turn is not such a bad idea either.
Also, "needs to run" sounds like a dog or something. Maybe "Borne With Great Haste"?
Yeah like I said, that was a functional subtitle, not a real subtitle. I need something that represents something to do with the lore about the ring slowly corrupting the fellowship so they need to go as fast as they can.
I think I ought to post some of my other ideas so that you know what I was thinking about when I came up with this version. As I said above, the idea was to make a Ring that fundamentally altered the way you play your game. These were my ideas (though again, subtitles are descriptions NOT real subtitles!):
IDEA #1
•The One Ring, Likes to Be Alone [Ring]
The One Ring
Str: +1
Vit: +1
Res: +1
The total twilight cost allowed for your starting companions is reduced by 1.
RR
OR
Each time you play a companion, if you can spot 6 companions, place a companion in the dead pile.
RR
OR
Each time the fellowship moves, if you can spot 6 companions, place a companion in the dead pile
RR
OR
The maximum number of companions you may have in your fellowship is reduced by 2.
RR
IDEA #1.5
Friendly Ring
The total cost of companions in your starting fellowship is increased by 1.
AtAR
IDEA #2
•The One Ring, Needs to Run [Ring]
The One Ring
Str: +2
Res: +2
The fellowship must move on each regroup phase if the move limit allows.
RoR
OR
The template above.
IDEA #4
•The One Ring, Preventing Potential [Ring]
The One Ring
Str: +1
Vit: +1
Res: +1
Your maximum hand size is 6.
RR
OR
You may only draw a maximum of 4 cards each turn.
RR
OR
Each event and condition you play is twilight cost +1.
RoR
IDEA #5
•The One Ring, Selfish Ring [Ring]
The One Ring
Str: +2
Vit: +1
While wearing the OR, each other companion is strength -1.
RoR
I also have reasons why I didn't use any of the templates I've shown above, but I'd like to see your reactions to them first.
NB: When I put a ring subtitle under game text, I mean that's the template for how the RB takes wounds as burdens (ie. it's the difference between the RR which you can only put on during a skirmish and RoR which you can put on at any time - except for idea #1.5 which uses the AtaR template of adding a burden during a skirmish, not the strength pump).
Thranduil
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•The One Ring, Needs to Run [Ring]
The One Ring
Str: +1
Vit: +1
Res: +1
At the end of each regroup phase, if the fellowship did not move on during that phase, add 2 burdens.
Response: If the Ring-bearer is about to take a wound in a skirmish, make him or her wear The One Ring until the regroup phase.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound, add a burden instead.
"'The Ring is already at work in the Fellowship...'"
R2 R+ 1
Maybe make it based on when the Free People's Player reconciles rather than at the end of each regroup phase? I understand there are cards that allow you to reconcile outside of the end of your turn, but it seems like that would be much easier for wording since moving again occurs at the end of the regroup phase.
As for the response part, this is straight off of The One Ring, the Ruling Ring.
Response: If the Ring-bearer is about to take a wound in a skirmish, he or she wears The One Ring until the regroup phase.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound in a skirmish, add a burden instead.
:gp: for Sam for the BEST subtitle!
-wtk
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yeah, just change it to at the end of turn or when the free peoples player reconciles and it'll be fine.
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You can't be serious with those subtitles.
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You can't be serious with those subtitles.
He's not.
These were my ideas (though again, subtitles are descriptions NOT real subtitles!):
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Response: If the Ring-bearer is about to take a wound in a skirmish, he or she wears The One Ring until the regroup phase.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound in a skirmish, add a burden instead.
Yeah quite right. I made these cards on a train where I didn't have internet!
So we know how to fix my original given template: "When you reconcile in a regroup phase, if you did not move more than once this turn, add 2 burdens".
But, what are your opinions about the other templates?
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the friendly ring seems cool, but, it could easily be abused, maybe this one
The total twilight cost allowed for your starting companions is reduced by 1.
but make it so it's affects each player, that would be better than a single person getting the bonus
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the friendly ring seems cool, but, it could easily be abused, maybe this one
The total twilight cost allowed for your starting companions is reduced by 1.
but make it so it's affects each player, that would be better than a single person getting the bonus
But you can't because your Ring is only active in your turn, not your opponent's turns. I don't think there is a way to cleanly do that.
Thranduil
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wait, what if you did something along the lines of Aragorn, WTG, like extra bonuses if the RB is the only companion you can spot
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You could name your set "Deflections" or "Refractions", as a spoof but ALSO as creative names to tie it in with the first one's idea. ;)
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IDEA #1
•The One Ring, Likes to Be Alone [Ring]
The One Ring
Str: +1
Vit: +1
Res: +1
The total twilight cost allowed for your starting companions is reduced by 1.
RR
OR
Each time you play a companion, if you can spot 6 companions, place a companion in the dead pile.
RR
OR
Each time the fellowship moves, if you can spot 6 companions, place a companion in the dead pile
RR
OR
The maximum number of companions you may have in your fellowship is reduced by 2.
RR
How about:
•The One Ring, Source of Discord [Ring]
The One Ring
Str: +1
Vit: +1
Res: +1
Each time the fellowship moves while you can spot 4 companions, exert the Ring-bearer or add a threat. Do this once for each companion over 3.
RR
"It's no use. I must go to Mordor alone."
Not sure if the quote is exactly right, but you get the idea.
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wait, what if you did something along the lines of Aragorn, WTG, like extra bonuses if the RB is the only companion you can spot
I can tell you the reason I was not so keen on any of the Likes to Be Alone models: because I think solo (or low companion) decks are not as much fun for the Shadow player as big companion fellowships. It's always fun to be able to play what's in your hand, and solo decks stop Shadow players from doing this. I think it should be a legitimate strategy - many people like playing solo decks, and good for them; the mark of a good TCG is versatility - but I don't think it's something I need to actively encourage. This is the same reason I wasn't sure about the Selfish Ring (again it encourages you not to play other companions).
I can also tell you why I didn't like the Preventing Potential models: because it's very easy to build around them so that they no longer matter. If it's one of the card draw ones, just build a deck that doesn't draw cards. If it's the event/condition one, build a deck that doesn't play events/conditions. This might well be fine, but I wanted something that would always impact the game and so I was restricted to effects that trigger off something that always happens, so I looked at moving on.
So my question, would you play this Ring?
•The One Ring, Borne With Great Haste [Ring]
The One Ring
Str: +1
Vit: +1
Res: +1
At the end of your turn, if the fellowship did not move more than once that turn, add 2 burdens.
Response: If the Ring-bearer is about to take a wound in a skirmish, make him or her wear The One Ring until the regroup phase.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound in a skirmish, add a burden instead.
"'The Ring is already at work in the Fellowship...'"
R2 R+ 1
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If it had a bigger strength or resistance bonus, then most definitely. As it is, I still might play it.
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I'd probably take TRoD/AtAR instead because the bonus is bigger and they're more flexible, and putting it on once leaves you no closer to corruption than single-moving once, and putting it one three times leaves you no closer to corruption than single-moving twice (not to mention that you have one less burden to be spotted).
Maybe if I had a deck that I was really confident could move quickly and enough healing to skip site 6 (or the ability to triple to 6), or if I expected my Ring-bearer to skirmish a lot, although if my Ring-bearer was skirmishing a lot I'd probably still want AtAR/TRoD for the extra strength and just throw in more burden removal.
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I suppose your sets have decent burden removal. I don't see a problem with the Ring as it stands.
-wtk
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well it is better than the binding ring...
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The purpose of the binding ring is to pull your rings. Unless you have a burden-heavy meta, it's useful in ring decks, especially since its ability is pretty cheap when you're up against a deck that doesn't really use burdens.
Which, actually, makes it interesting inasmuch as it lacks functionality as a One Ring, but makes up for it by having a function like a normal card (pulling rings from your draw deck).
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So my question, would you play this Ring?
•The One Ring, Borne With Great Haste [Ring]
....
I once took a look at the likes of Gandalf, Defender of the West, and Gandalf, Mithrandir, thinking "wtf? why would I want to play a Gandalf that punishes me?" and only then was it brought to my attention that those gandalfs are strength 9 and 10, respectively. Would I pay such a cost for a cost 4, strength 10, uber-useable companion? sure, under the right circumstances. I'm with L-3333, perhaps if you gave it a solid strength or vitality boost (+3 strength, or, +2 vitality and +2 strength when wearing it) would certainly make it playable. Large payout, large risk.
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Personally, I think that the way the card is built, it fits the theme. If a larger strength, resistance, or vitality bonus is included, solo Ring-Bearer decks will likely become more prominent.
I like this Ring, Thran, and I would probably use it in two of my decks. Considering sites 1-3 is usually a "gimme," I would likely stop at four, run through five, and hopefully have the resistance to make it to nine at my leisure.
-wtk
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If you want to encourage the player to run i would change the attributes. Perhaps ...
Str +2
Vit 0
Res 0
If you want to try and stop Solo decks abusing it - you could trigger it off other companions such as:
Exert another companion to wear the One Ring ... or similar ... while earing the ring bearer is strength +2 ?
Good luck with the card - as it stands i wouldn't use it until a better player showed me a reason to use it. I like what you are trying to achieve :)
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I like the ring now actually...
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I think this ring is balanced and, as Thranduil states, doesn't boost solo decks. The disadvantage is hard, but it is the only ring that boosts every stat on your bearer. I think this is a good ring for ARB. I'm looking forward to the rest of the set!
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Argument is fantastic! The fact that you are divided about it probably means it's absolutely fine! :P Have a :gp: all of you, and do keep expressing your opinions!
I may throw another cog into the mix a little bit later.
Thranduil
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This set is going to be flashy. I'm apologising in advance, but it's still going to happen!
But, this post is not going to be as flashy as I had planned because the card I was going to post I am no longer happy with in the slightest. Such is life.
But, I can still find something exciting in my repertoire. Try this for size:
[1][2] •Army of the Dead [Gondor]
Companion • Wraith
Str: 9
Vit: 5
Res: 0
Defender +1. Enduring 3. Toil 2. (Army of the Dead is strength +3 for each wound on him).
To play, add 3 threats.
"'... for in the gloom the !Shadow Host seemed to grow !stronger and more terrible to look upon.'"
R2 R+ 29
Literally, size.
So I said what I'm dealing with in this set are some of the backstories of LotR (as seems to be the purpose of Reflections-type sets). The Army of the Dead is a very important backstory in the book that gets a fair amount of screen time in the film, and so you can be assured of seeing more Wraiths and more Corsairs in the future. Plus, mechanically I could not have an enduring themed set and leave out the favoured standard-bearers of the mechanic, even though this guy is somewhat less useful with RotK rotated out (put I'm sure he's a card those expanded players would love).
Thranduil
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I don't see any problem with this guy size, cost, or power-wise.
-wtk
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looks good, sort of like a companion tom bombadil
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I like your Army of the Dead. It's pretty sick that it can have a strength of 21, but its hard too play I guess.
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I actually think toil might make it way too abusable, most Wraiths BEG for exertions anyway...
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I actually think toil might make it way too abusable, most Wraiths BEG for exertions anyway...
My thoughts on this would be that some Wraiths enter play exhausted (eg. Dead Men of Dunharrow) so you might have to work a little, and also I'm hoping that adding 3 threats after you've played a bunch of Wraiths to exert should be fairly difficult. Though, it is supposed to be powerful and I suspect playtesting is the best way to find out what it's like.
Thranduil
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I'm going to go slowly through this set, mainly so that I can make sure the cards are really top quality before I post them.
We'll continue through the Army of the Dead subtheme for a little bit, starting with one of the major themes of this set: followers.
So as I've mentioned before, the previous block Light & Shadow did not contain any followers in order that it could be draftable. Consequently, this Reflections II is completely packed with followers. This is the first one I'll post:
[1] Dunharrow Soldiers [Gondor]
Follower • Wraith
Aid - add a threat.
When this follower is transferred from your support area to a companion, exert that companion twice (or wound that companion twice if that companion is not a [Gondor] companion).
Bearer gains enduring 1. (Bearer is strength +1 for each wound on him or her).
R2 R 30
A different kind of Wraith for the new world of standard.
Now I'm trying to be inventive. I could not justify a flavour reason why Followers should not have races. Obviously this might cause a little confusion with cards like Axe Strike, but I think it's fairly obviously implied that they mean characters only. I said there might be a lot of clarification with this set: now I'm not completely sold on the idea of follower races, but if it went ahead there would be clarifications on many older cards that mention race to include the stipulation "character". As for things like Spectral Sword, the overarching rule that followers can't bear cards still applies, except in the case where a card deliberately contradicts this ie. by saying "Bearer must be a follower" (I was following the argument about Whisper in the Dark earlier, and this is the cleanest clarification that I can see - analogous to the dead pile rule that always applies except when cards like Sent Back deliberately contradict it, unlike in the case of O Elbereth Gilthoniel! where it is not deliberately contradicted and so the overarching rule that skirmishes involving the Ring-bearer can't be cancelled applies).
Another batch of errata would be the inclusion of races on previous followers (for example, Radagast, Tender of Beasts would say "Follower • Wizard"). This is analogous to the "Great Creature Type Update" which happened with MTG where a lot of older cards got their sub-types (and in some cases super-types) updated. Both of these things would necessitate a kind of "Oracle" (to use the MTG equivalent) - a searchable database that included all relevant updates and errata.
Other than those technical broad ideas for the set and overall development of the game which I'd really love to hear your views on, the card itself is actually very straightforward. It looks like a [Gondor] Wraith (it adds threats, exerts and gives enduring) and hopefully feels like a [Gondor] Wraith. As I said above, a [Gondor] Wraith for the new Standard.
Thranduil
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Dunharrow Soldier is pretty neat as well. Very good idea.
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I actually think toil might make it way too abusable, most Wraiths BEG for exertions anyway...
I had the same thoughts. Toil 3 means only four wounds on companions and its free. Toil 2 perhaps? Alternatively, lower strength to make the enduring aspect more important to make it a good companion.
The thing I am not so sure about with this companion is once it is in play it seems almost invincible - high strength, defender +1, enduring 3.
I like Dunharrow Solider. Is it meant to be non-unique? It's probably not a problem if its not because of all the threats mutiple copies would need to add.
Enduring 1, 2 ,3 etc - is a top idea :up:
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The thing I am not so sure about with this companion is once it is in play it seems almost invincible - high strength, defender +1, enduring 3.
Yeah fair enough. I just brought his strength down significantly to 5. His top is still 17 which is nothing to sneeze at, but you have to work before he becomes especially ridiculous. I think Toil 2 might also be a good idea but after changing the strength, I wouldn't mind hearing some opinions on that change first. It could be he needs both.
I like Dunharrow Solider. Is it meant to be non-unique? It's probably not a problem if its not because of all the threats mutiple copies would need to add.
He is indeed supposed to be non-unique. So far I've made a lot of non-unique followers. I don't think it would be an issue regardless of aid cost, but we'll see what you guys think.
Thranduil
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As for Army of the Dead, there's one thing you're all missing: overwhelming.With starting stregth of 5, and if you don't have any possibilities to exret this guy, you can actually die pretty soon.
Aynway, Toil 3 seems a bit like overkill, I also play wraiths and I mostly keep just a couple of comanions exhausted, so I don't think there will be any problems with playing this guy for free. Make it Toil 3.
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Considering you exert a bunch of your guys EXCEPT him, he's now close to sucking. You pay a fair and sheer price for a companion that, unless you ALSO has ways of exerting right away, dies to random Orcs. Can you picture an ARMY as having the same destructive power as GOBLIN RUNNER?!?!? I'd actually make him cost MORE and probably lose his toil, for ULTIMATE size, perhaps only giving him a "wounds on this companion can't be prevented" clause.
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I see your points. I wasn't sure if making you work for it was the right solution, and you guys seem to think that it isn't, so that's answered that question! Brought him back to 9 with Toil 2?
Thranduil
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Now, what if he didn't have a toil cost? I mean, he would be like a really powerful Ent character...only without the twilight cut.
Or maybe even toil 1. Or give him real text:
When you play this companion, you may exert three companions to remove [5].
That way he can exert once too.
-wtk
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Yeah - but this is where he combos off other cards - such as Dunharrow Soldiers. He is now Enduring 4 (I assume) and has two wounds once they are attached. The following turn he will have four wounds. The only problem you have to solve is all the threats and you have the biggest companion in the game - and only two cards to trigger it's gametext. Too easy IMO.
Designing a deck to exert him a few times shouldn't be that hard.
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With the 3 threats, I think he might actually be better as a splash companion in a healing/wounding [gondor] deck than with wraiths (who might have trouble with the 3 threats).
By the way, since toil isn't a phase action, could you use it to run this guy in your starting fellowship (say in a Gondorian Prowler large fellowship)? That is could you start:
Faramir, BoQ (ringbearer)
Gondorian Prowler x4 (1 twilight each=4 twilight)
Madril, DoO (0 twilight)
Army of the Dead (6 exertions=0 twilight)
I presume there's no problem with exerting companions to play companions in your starting fellowship (where it's not a phase action), since you can add a burden to play a companion in your starting fellowship (Smeagol).
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Sam,
You can't use Toil in a starting fellowship. The difference between Toil and Smeagol is that adding a burden is a condition for playing Smeagol whereas Toil is an optional payment.
Edit: On the same note, consider Pippin, Hobbit of Some Intelligence*. When you play him, you remove a burden from your bid. Or consider Dead Man of Dunharrow. If you start a pair of them, you start the game with two threats and those guys exhausted.
-wtk
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You can't use Toil in a starting fellowship. The difference between Toil and Smeagol is that adding a burden is a condition for playing Smeagol whereas Toil is an optional payment.
No I'm almost certain you can. Nowhere does it specify a timing for toil, except for "when you play it". You wouldn't be able to toil out a Ring-bearer (I mean, apart from his cost being (0) anyway) and obviously you'd have to play your companions in the right order, but toil works fine. I don't think there's ever been a companion with toil before, which is why this has not come up.
Thranduil
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Well, by the rules the One Ring and the Ring-Bearer are "placed" on the table...not "played."
Each other character in the starting Fellowship is "played." Here's what the CRD has to say on toil:
toil
When you play a card that has the toil keyword, you may reduce its twilight cost by the number specified. You do this by exerting one of your characters of the same culture as that card.
You may exert multiple characters of the same culture. Each different character you exert reduces the twilight cost by the number specified. You may exert a given character only once when playing a toil card.
I guess that I stand corrected, but I am still unsure on that. Toil is an optional payment; I can't think of any other optional payment cards that could play in the Starting Fellowship.
-wtk
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I don't think there are any other optional cost reducers - why would you, from the FP player's standpoint, want to be able to choose to reduce the cost of your card or not? But there's nothing about optional actions when talking about starting fellowship. If a companion said "When you play ~, you may..." then you could definitely use it.
Thranduil
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I still think the solution I gave you would solve the biggest issues, just give him text, make him unable to have wounds prevented. He would not be able to be overabused, and a single well-timed Hate would make him cost a TON and backfire, which is why I also suggested losing toil. I like toil on a companion, but not on a Wraith.
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I still think the solution I gave you would solve the biggest issues, just give him text, make him unable to have wounds prevented. He would not be able to be overabused, and a single well-timed Hate would make him cost a TON and backfire, which is why I also suggested losing toil. I like toil on a companion, but not on a Wraith.
I really wanted a simple card that expressed everything that Wraiths express. Toil just seemed perfect and I just finished a DC block developing it, so I'm reluctant to give it up. I'm also not a fan of giving him more text purely because his simplicity is what I find appealing about the card. If it's still too powerful, I can drop defender, his cost, his strength, his vitality, his enduring to 2 - loads and loads of options that I'd rather take, basically.
I do find it ironic that I post a simple card and no one complains. I post the next card introducing one of the most major rules changes the game has ever seen, and no one cares - they just start taking apart the first card! :lol:
Never mind.
I will throw the last Wraith into the mix and then we'll think about the whole subtheme (though there will be more from the Grey Company, they just won't actually be Wraiths):
[4] •King of the Dead, Lord of the !Shadow Host [Gondor]
Companion • Wraith
Str: 7
Vit: 4
Res: 0
Enduring 3.
To play, add 2 threats and spot Aragorn.
Each time King of the Dead wins a skirmish, exert another non-exhausted character or heal another exhausted character.
R2 R+ 32
Basically, there needs to be a way to protect your non-Wraith that are also part of the Grey Company. I'm suggesting this is it.
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This King of the Dead is way more powerful than the previous one. So powerful that there is no point playing the previous one anymore. I would remove the response ability or make it 'add 2 threats' instead.
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Pretty powerful stuff. This ruins hate and direct wound decks, provided i have a good threat removal mechanic. He seems able to protect himself - which in itself is very powerful.
You might need some restrictions here. Perhaps stop him from protecting himself so he becomes a target or weakness of the deck? He can also splash into any deck, as he can save any exhausted companion regardless of culture.
Also, the two wraiths are going to have such high strength. Add to that the followers and strength is through the roof - before i add possessions or anything else! High strength and wound prevention covers alot of bases and you only need a few cards to achieve it.
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I knew he was powerful when I posted him, but he is probably too powerful - you are right.
How about the new version?
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make it so he can't exert himself and i think it's fine.
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He still looks pretty strong. Maybe you could remove the "or spot Aragorn" part.
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Yeah done.
So right now we have:
[4] •King of the Dead, Lord of the !Shadow Host [Gondor]
Companion • Wraith
Str: 7
Vit: 4
Res: 0
Enduring 3.
To play, add 2 threats and spot Aragorn.
Each time King of the Dead wins a skirmish, exert another non-exhausted character or heal another exhausted character.
R2 R+ 32
[1][2] •Army of the Dead [Gondor]
Companion • Wraith
Str: 7
Vit: 5
Res: 0
Enduring 3. Toil 2. (Army of the Dead is strength +3 for each wound on him).
To play, add 3 threats.
While you can spot 3 exhausted companions, Army of the Dead is defender +1.
"'... for in the gloom the !Shadow Host seemed to grow !stronger and more terrible to look upon.'"
R2 R+ 29
[1] Dunharrow Soldiers [Gondor]
Follower • Wraith
Aid - add a threat.
When this follower is transferred from your support area to a companion, exert that companion twice (or wound that companion twice if that companion is not a [Gondor] companion).
Bearer gains enduring 1. (Bearer is strength +1 for each wound on him or her).
R2 R 30
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[4] •King of the Dead, Lord of the !Shadow Host [Gondor]
Companion • Wraith
Str: 7
Vit: 4
Res: 0
Enduring 3.
To play, add 2 threats and spot Aragorn.
Each time King of the Dead wins a skirmish, exert another non-exhausted character or heal another exhausted character.
R2 R+ 32
Enduring 3 is obviously better than Enduring 2. The first King of the Dead had stregth 7 and so do this one. In terms of strength this version is better. The play requirements is also better, because he can now play in any deck with Aragorn. I'd also say the ability is better, as before he only helped Aragorn, but made himself stronger.
The new ability is still good but less effective than the last version.
I wonder if the theme of Enduring 3 should lower their starting strength (as per Army of the Dead). So both the King and Army start at say strength 5? There has be a drawback to playing them other than threats (I can design a deck to deal with that). If they start with lower strength I also need to solve the problem of getting some wounds on them to make them work. It seems to be more challenging to design a deck and to get them working, and then it might also make me choose between using these versions or the older ones.
I had a thought about Army of the Dead - don't know if you will like it but here it is:
[4] * Army of the Dead [Gondor]
Companion * Wraith
Str: 5
Vit: 5
Res: 0
Defender +1. Enduring 3. (Army of the Dead is strength +3 for each wound on him).
To play, add 3 threats.
Fellowship: Add [3] to exert Army of the Dead.
Costing might be out along with his starting strength. But, the stronger you make him when you play him, the higher the risk (more shadow). Strength 17 defender +1 companion that aids you companions when he wins for 16 shadow.
Probably doesn't make much sense in terms of story however. Perhaps the low strength represent their lack of willingness to fight. They are dead, so vitality doesn't really represent life-force - perhaps this just represents their willingness to cooperate.
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I like the improved version of KotD. However, I just read Army of the Dead's text and I feel like a defender +1 companion with a possible strenght of 21 is a bit overpowered and would beat every beatdown deck. Does it really need to have a permanent defender +1 bonus?
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maybe change army of the dead to be defender when unwounded...
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maybe change army of the dead to be defender when unwounded...
:up:
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I've experimented with the defender bonus and brought down the army's strength to 7 (which seemed like a reasonable compromise between 9 which some think is too strong and 5 which some people think is pathetic!). Let me know.
In the meantime, this is a card which is not a Wraith (which is one of the reasons I have not been so specific about Wraiths on the Wraith cards) but a member of the Grey Company:
[3] •Halbarad, !Of the Grey Company [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 6
Ranger.
Halbarad’s twilight cost is -1 for each exhausted companion you can spot.
Maneuver: Spot Aragorn and discard 2 cards from hand to remove a threat or exert a minion.
R2 R 31
I'm not sure I like him, I'm especially unsure of the twilight reduction. What do you guys think?
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i would say lose the twilight reduction and make his second ability more powerful, like wound a minion.
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I like the twilight reduction. I would keep it. The abillity is alright.
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I've never played evil men and haven't played against them much but they have alot of cards that target low resistance. How big an implication will this have on the wraiths? I like that they are resistance 0, and i hope this might be a weakness of the deck.
Onto Halbarad - seems neat enoough. Nice easy threat removal. And he might be free. All the companions seem really good and he fits in very well with the wraiths. I am still worried about balance, because the combinations of cards so far seems really good, maybe too good?
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I have to say I don't like like it. Not very Grokable. It just looks like a blend of complementing the different facets of Wraiths. I think you need to focus him down more. What specific task should he be for?
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Interesting points I've seen here. I'll start with posting some guys that I think I am quite happy with, and then I'll come back to this one which I'm not.
[3] •Elladan, !Of the Grey Company [Elven]
Companion • Elf
Str: 7
Vit: 3
Res: 7
Ranger.
Elrohir’s twilight cost is -2.
Each time Elladan or Elrohir wins a skirmish, you may remove a threat.
R2 R 13
[3] •Elrohir, !Of the Grey Company [Elven]
Companion • Elf
Str: 7
Vit: 3
Res: 7
Ranger.
Elladan’s twilight cost is -2.
Each time Elladan or Elrohir wins a skirmish, you may heal a companion.
R2 R 14
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Wow. Those guys are awesome. Each time one of them wins, you can remove a threat AND heal a companion?! That's really good and will make them the universal starting companions, no matter what the deck is.
Make an Elrond that removes a burden when winning for the trifecta!
Edit: And ranger to boot!
-wtk
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Wow. Those guys are awesome. Each time one of them wins, you can remove a threat AND heal a companion?! That's really good and will make them the universal starting companions, no matter what the deck is.
Make an Elrond that removes a burden when winning for the trifecta!
Edit: And ranger to boot!
-wtk
Yeah power level is probably off - I seemed to be thinking high power when I made these cards... But I liked the concept enough.
Some power fixes:
spot some exhausted companions
exert them to get the effect
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I don't mind the exerting idea. Or sticking with the event themes of the previous guys. Like, Each time you play an [Elven] event in a skirmish involving X, do Y.
-wtk
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maybe something like:
•Elrohir, Of the Grey Company
Companion • Elf
Str: 7
Vit: 3
Res: 7
Ranger.
Elladan's twilight cost is -2.
Each time Elrohir wins a skirmish during which you played an [elven] skirmish event, you may heal a companion.
R2 R 14
and similar for the other guy
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I think there is too much going on with Sweet's version.
-wtk
Edit:
Thranduil, what do you think about keeping the power levels the same, but making the stipulations a little different. Like this:
Elrohir:
Each time Elladan wins a skirmish, X.
Elladan:
Each time Elrohir wins...
So each brother triggers when the other brother does something.
-wtk
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Some great ideas here - thanks guys!
I think ket's last idea is the one I like the best:
[3] •Elladan, !Of the Grey Company [Elven]
Companion • Elf
Str: 7
Vit: 3
Res: 7
Ranger.
Elrohir’s twilight cost is -2.
Each time Elrohir wins a skirmish, you may remove a threat.
R2 R 13
[3] •Elrohir, !Of the Grey Company [Elven]
Companion • Elf
Str: 7
Vit: 3
Res: 7
Ranger.
Elladan’s twilight cost is -2.
Each time Elladan wins a skirmish, you may heal a companion.
R2 R 14
What do we think?
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nice :gp:
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Sounds good.
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I like them! :up:
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I think that they are pretty well balanced now. Considering that they have the Ranger keyword, it is fair enough that they each help each other (but not themselves, necessarily).
What if they had ranger while you could spot a ranger (or spot Aragorn) and then give them something else like a defender bonus for one and a damage bonus for the other if you can spot Elrond.
So it might look like:
Elohir's twilight cost is -2.
While you can spot a ranger, Elladan is a ranger.
While you can spot Elrond, Elladan is defender +1.
And:
Elladan's twilight cost is -2.
While you can spot a ranger, Elohir is a ranger.
While you can spot Elrond, Elohir is damage +1.
Not really what you had in mind with the original cards, but I kind of like the idea that they are team players and conform to what is around them.
-wtk
-wtk
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I realised why I was failing with Halbarad - because I was stepping on the twins' toes. I had to ask then question: What can [Elven] bring to the Grey Company? The answer is healing and some threat removal. Then the answer to the question about [Gondor], you'll see below:
[3] •Halbarad, !Of the Grey Company [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 6
Ranger.
Maneuver: Exert Halbarad and another companion, and spot a minion to choose one: wound that minion; or discard a follower borne that minion.
R2 R 31
So the main point is maneuver wounding which is something [Gondor] is quite good at (Defend it and Hope, No Travelers in this Land etc.) and it helps exert your enduring guys. What do you think about a small cost reduction? Maybe -1 for an exhausted companion, or a unique ranger, or something?
It also contains a little spoiler for some things that may be coming. There will not be many Shadow followers, I think a maximum of 1 in certain cultures, and that's one of the reasons for mass errata (for example, the Horns and the Librarian would be changed to say "Discard your follower..." which is clearly what they should have always said).
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I think that guy fits into the [Gondor] Wraiths pretty well. I don't mind him costing three and not having a cost-reducer. I think that fewer companions in general should have cost-reducers.
-wtk
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'Exert 2 companions' isn't enough for me. I'd like if you could specify the race or the culture of the companions you can or cannot exert. Maneuver wounding as always been an extremely powerful ability.
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exert halbarad and another companion would work better i think
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Okay so that's the Army of the Dead finished with. But to couple it, we have to also see their enemies:
[3] The Black Fleet [Men]
Possession • Support Area
Engine.
When you play this possession, you may exert any number of [Men] minions to add that number of [Men] tokens here.
Shadow: Remove X tokens from here to play a [Men] minion with twilight cost X from your discard pile.
R2 R+ 38
So this is a rejigged [Men] version of the old [Raider] ships, mainly a riff off Black Sails of Umbar.
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[3] Black Ships of the South [Men]
Possession • Support Area
Engine.
When you play this possession, you may exert any number of [Men] minions to add that number of [Men] tokens here.
Shadow: Remove X tokens from here to play a [Men] minion with twilight cost X or less from your discard pile.
R2 R+ 38
Did any of the old ships use the word "vessel?" What about "frigate?" Those are the only words that come to mind. The card itself seems pretty balanced. I am not specifically familiar with any possible enduring [Men] minions, but I know that enduring is a key to this set here.
By the way, I thought my best idea for the [Elven] Brothers was here (http://lotrtcgdb.com/forums/index.php/topic,4118.msg49372.html#msg49372). What are your thoughts on that?
-wtk
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Depending on whether you're making more than one ship, you could title it either "Corsair Transport" (if this is one of many ships) or "Black Fleet" (if this is the only [men] ship).
Also you can probably remove "or less" from the ability, since there's nothing requiring players to remove a certain number of tokens. If there are 3 tokens on there, and I only want to play a 2-cost minion, I'll just remove 2 tokens.
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I have a feeling [3] might be a bit too much. This card is really weak compared to Black Sails of Umbar. It doesn't reduce the cost the of minion you play from your discard pile and requires you to exert plenty of minions to add tokens. It's easier to play a minion using Foul Things than with this DC you made. I would reduce the cost to [2].
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By the way, I thought my best idea for the [Elven] Brothers was here (http://lotrtcgdb.com/forums/index.php/topic,4118.msg49372.html#msg49372). What are your thoughts on that?
I thought the idea was great and I would strongly consider using it in a different set, but not in this one - it doesn't fit well enough within the the set's themes. Why don't you use it for something else?
Also you can probably remove "or less" from the ability, since there's nothing requiring players to remove a certain number of tokens. If there are 3 tokens on there, and I only want to play a 2-cost minion, I'll just remove 2 tokens.
Hmmm... Fair point. I can't quite remember why that was there in the first place.
I have a feeling [3] might be a bit too much. This card is really weak compared to Black Sails of Umbar. It doesn't reduce the cost the of minion you play from your discard pile and requires you to exert plenty of minions to add tokens. It's easier to play a minion using Foul Things than with this DC you made. I would reduce the cost to [2].
Well, it's worse than Foul Things because the [Moria] culture is much better at recursion than [Men]. On the other hand it is repeatable and there's a fair amount of [Men] token reinforcement now (Pirate Cutthroat, Caravan from the South, Corsair Grappling Hook etc.), let alone what's coming in this set. But a good point, and very much worth bearing in mind.
Thranduil
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Maybe you could do something like this:
[3] The Black Fleet [Men]
Possession • Support Area
Engine.
When you play this possession, you may exert any number of [Men] minions to add that number of [Men] tokens here.
Shadow: Remove X [Men] tokens from here to play a [Men] minion with twilight cost X from your discard pile. You may remove Y additional tokens to reduce that minions twilight cost by Y.
R2 R+ 38
I know Y has never been used before, so this probably wouldn't work, but you could do something similar.
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Maybe to get rid of the "Y", make the ability:
Shadow: Remove X [men] tokens from here to play a [men] minion of twilight cost X from your discard pile; you may remove up to X additional [men] tokens from here to make that minion's twilight cost -1 for each token removed in this way.
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Maybe you could do something like this:
[3] The Black Fleet [Men]
Possession • Support Area
Engine.
When you play this possession, you may exert any number of [Men] minions to add that number of [Men] tokens here.
Shadow: Remove X [Men] tokens from here to play a [Men] minion with twilight cost X from your discard pile. You may remove Y additional tokens to reduce that minions twilight cost by Y.
R2 R+ 38
I know Y has never been used before, so this probably wouldn't work, but you could do something similar.
I don't love it, but it is something which has been done in card games before. Do you think the twilight reduction is necessary to make the card worth while? If so, then I'll let it give toil 1 to the minion you get back.
Thranduil
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While we think about the Black Fleet, here are 2 corsairs as I finalise the R+ corsair for the next post:
The first one is a semi-reprint.
[2] Corsair Raider [Men]
Minion • Man
Str: 6
Vit: 3
Sit: 6
When you play this minion, you may discard a possession to reinforce 2 [Men] tokens.
R2 R 41
And the 2nd is a utility card, emphasising one of the [Men] culture's strengths - fetching.
[4] Corsair Captain [Men]
Minion • Man
Str: 10
Vit: 3
Sit: 6
When you play this minion, you may exert it to play a [Men] condition or [Men] possession from your draw deck. Then you may reinforce a [Men] token.
R2 R 39
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These two minions would be fine in any regular set. However, from my point of view, a 'Reflections' set shouldn't include such normal minions. The first Reflections set had Sauron, Lord of the Rings and Host of Moria. Reprints or semi-reprints shouldn't be in a Reflections set.
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These two minions would be fine in any regular set. However, from my point of view, a 'Reflections' set shouldn't include such normal minions. The first Reflections set had Sauron, Lord of the Rings and Host of Moria. Reprints or semi-reprints shouldn't be in a Reflections set.
Interesting point. I think you can make the argument for the Corsairs and the Army of the Dead because they appeared in 2 sets and then never really again, so it really is a "Reflection" to go back to see them again in a new light. Very good point - anyone else have thoughts about this?
I'd also want to point out that I'm planning a bigger set than Reflections I (it's going to be 81 cards) - I'm not sure if that's a good justification, it's just a fact!
Maybe I will try to think some more off-the-wall ideas to put in... I already stole one of your ideas from your Sanctuary thread for a kickass card! ;)
Thranduil
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Why name it Reflections II then? It's probably too big to be Expanded Middle Earth II, but it is the same idea as ordinary-ish minions that really tie cultures together.
-wtk
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Why name it Reflections II then? It's probably too big to be Expanded Middle Earth II, but it is the same idea as ordinary-ish minions that really tie cultures together.
-wtk
It shares a lot in common with both concepts - that's because the concepts of both sets are quite similar. Reflections dealt with the first time the Ring was forged, which was why it included Sauron, the Lord of the Rings and Elendil, Gil-galad & co. It also took some of what goes on in the story and took it to a new level, for example featuring alternate Ring-bearers, and looking at stuff which didn't make it into the book like Tom Bombadil. Expanded Middle-Earth only dealt with stuff that didn't make it into the film and not LotR's history (even Dain Ironfoot is depicted as he is in the War of the Ring rather than the Hobbit or the War of the Dwarves & Orcs) and had no vast strategy breakthroughs (except arguably Grimbeorn which introduced a different way of building decks).
So just as Reflections I does all of those things, Reflections II also does all of those things - it deals with some backstories, takes followers to a new level, and includes some history of the Third Age. I would say this makes Reflections II precisely the right name.
Thranduil
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Fair enough. But I don't know what this set is really reflecting on...in fact, it is kind of in the midst of the action.
-wtk
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What about 'Expanded Reflections about the Middle-Earth'?
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Fair enough. But I don't know what this set is really reflecting on...in fact, it is kind of in the midst of the action.
-wtk
Only so far. ;) You haven't seen the rest of the cards, I just chose to start with the Army of the Dead.
For example:
[5] •Castamir the Usurper (http://www.glyphweb.com/arda/c/castamir.html) [Men]
Minion • Man
Str: 10
Vit: 3
Sit: 6
Enduring 2. Fierce
Maneuver: Exert Castamir twice to reinforce a culture token on each Shadow condition or possession and remove a culture token from each Free Peoples condition or possession.
At the start of each skirmish involving Castamir the Usurper, discard a [Men] or [Gondor] condition or possession from play or discard him.
R2 R+ 40
I've been having this problem quite a lot with titles. You see a fair number of titles Decipher used for semi-generic characters are actually from the history of Middle-Earth that I'm now looking at, so this guy is not to be confused with Castamir of Umbar who was around during the war of the ring. You can click on his link to find out more about him.
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[6] •Castamir the Usurper (http://www.glyphweb.com/arda/c/castamir.html) [Men]
Minion • Man
Str: 10
Vit: 3
Sit: 6
Enduring 2. Fierce
Maneuver: Exert Castamir twice to reinforce a token on each Shadow condition and remove a token from each Free Peoples condition.
At the start of each skirmish involving Castamir the Usurper, discard a [Men] or [Gondor] condition from play or discard him.
R2 R+ 40
First things first, this guy would just be "Enduring," not "Enduring 2." Keep in mind that a rule book associated with this set would errata each card that is "Enduring" to automatically mean "Enduring 2" so it's not necessary to add the "2" there.
The card is pretty well balanced...I might forgo fierce just due to the discarding clause, but that's just my opinion. Reinforcing a token on each shadow condition might be overkill as cards like Shapes Slowly Advancing really become powerful.
-wtk
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I would suggest reducing his cost to 5. The regular Castamir cost 7 but has +4 Strength and +1 Vitality. The discarding clause also makes him less interesting to use, another reason why I would reduce the cost to 5.
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Taken his cost to [5]. I like the aggressive pricing - I was going for a high risk, high reward card, and I think reducing his cost was a good idea. I also hope that he's fun to play and will produce a lot of interesting decks.
Putting corsairs aside, let's move to a different area of history I'm looking at: Helm Hammerhand (http://www.glyphweb.com/arda/h/helm.html).
How about this pair? Helm and his Horn:
[4] •Helm, Hammerhand [Rohan]
Companion • Man
Str: 8
Vit: 4
Res: 6
Enduring 1. Valiant.
At the start of each fellowship phase, you may exert Helm to search your draw deck for a fortification card, reveal it and take it into your hand. If you do, shuffle your draw deck.
Helm cannot be healed by sanctuaries.
R2 R+ 60
[2] •Horn of Helm, !Herald of Victory [Rohan]
Possession • Support Area
Fortification.
While you can spot a [Rohan] companion in the dead pile, each companion is valiant.
At the start of the maneuver phase, you may exert a valiant companion to exert a minion for each companion in the dead pile.
R2 R+ 62
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I think on helm it should be "can not heal at sanctuaries" not "does not heal at sanctuaries." as for the horn, it is much better than the original one. i like it.
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He is cheaper and stronger than Gil-Galad and Elendil. I think you should reconsider that and then I will review the cards more.
I will say that I don't see any fort-like values in a horn.
-wtk
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He is cheaper and stronger than Gil-Galad and Elendil.
Fair point - he doesn't need strength 10. Changed to more of an Aragorn.
I will say that I don't see any fort-like values in a horn.
Well it is a slight stretch, but then again it's built into the battlements and does help the defenders, so I'm willing to buy it.
Thranduil
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Is putting a card into hand from the draw deck different from taking a card into hand? (rule of 4)
These 2 cards are very good ideas. The Horn can be a fortification.
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Is putting a card into hand from the draw deck different from taking a card into hand? (rule of 4)
No it isn't. I was trying a clearer wording (taking some lessons from MTG), maybe I should revert to the standard.
Thranduil
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For the sake of flavor, I would make Helm unable to bear possessions (or at least hand weapons) from the story that he killed men with his bare hands.
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[4] •Helm, Hammerhand [Rohan]
Companion • Man
Str: 8
Vit: 4
Res: 6
Enduring 1. Valiant.
At the start of each fellowship phase, you may exert Helm to search your draw deck for a fortification card, reveal it and take it into your hand. If you do, shuffle your draw deck.
Helm cannot heal at sanctuaries.
R2 R+ 60
I really like the idea that he cannot heal at sanctuaries...sort of. I like if he can't heal with the regular five heals at a sanctuary site; however, I don't see any reason someone could not use a card like Might of Numenor for some maneuver healing even if he is at a site three or six.
Much better at strength eight, by the way.
[2] •Horn of Helm, !Herald of Victory [Rohan]
Possession • Support Area
Fortification.
While you can spot a [Rohan] companion in the dead pile, each companion is valiant.
At the start of the maneuver phase, you may exert a valiant companion to exert a minion for each companion in the dead pile.
R2 R+ 62
Oh, Thranduil...stretching the limits of unbound keywords. I still don't think that a Horn has any reason to be a fortification. What would be quite cool is if it tutored fortifications...like, blow the horn (hehe) for reinforcements.
It works very well with Saved From the Fire, which, alas, will be rotated out of your block. But it is a very neat card otherwise.
-wtk
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I really like the idea that he cannot heal at sanctuaries...sort of. I like if he can't heal with the regular five heals at a sanctuary site; however, I don't see any reason someone could not use a card like Might of Numenor for some maneuver healing even if he is at a site three or six.
Good point - I had not thought of that. Reworded it "healed by sanctuaries". Hopefully that's clear.
For the sake of flavor, I would make Helm unable to bear possessions (or at least hand weapons) from the story that he killed men with his bare hands.
Well I rather think that he can at the moment beat up most minions with his bare hands! But weapons will help. It's a good flavour point, and worth putting on another version of Helm and making a point of, but unfortunately I don't feel there's room for that design space on this Helm.
Thranduil
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I'd love to see a strength 16, vitality 2 Helm with a sword that makes him strength -4 and vitality +2.
-wtk
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For the sake of flavor, I would make Helm unable to bear possessions (or at least hand weapons) from the story that he killed men with his bare hands.
Well I rather think that he can at the moment beat up most minions with his bare hands! But weapons will help. It's a good flavour point, and worth putting on another version of Helm and making a point of, but unfortunately I don't feel there's room for that design space on this Helm.
Thranduil
You're probably right there. I don't think this set is big enough to warrant multiple copies of one character, either.
Anyways, I think I'll post my version of Helm here.
[4] ºHelm, King of Rohan [Rohan]
Companion-Man
Str- 8
Vit- 3
Res- 5
Valiant.
If the fellowship is in region 1, Helm's twilight cost is -2.
If the fellowship is in region 3, Helm is strength +3, damage +1, vitality -1, and cannot bear hand weapons.
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For the sake of flavor, I would make Helm unable to bear possessions (or at least hand weapons) from the story that he killed men with his bare hands.
Well I rather think that he can at the moment beat up most minions with his bare hands! But weapons will help. It's a good flavour point, and worth putting on another version of Helm and making a point of, but unfortunately I don't feel there's room for that design space on this Helm.
Thranduil
You're probably right there. I don't think this set is big enough to warrant multiple copies of one character, either.
Anyways, I think I'll post my version of Helm here.
[4] ºHelm, King of Rohan [Rohan]
Companion-Man
Str- 8
Vit- 3
Res- 5
Valiant.
If the fellowship is in region 1, Helm's twilight cost is -2.
If the fellowship is in region 3, Helm is strength +3, damage +1, vitality -1, and cannot bear hand weapons.
I prefer Thranduil's version. However, preventing him from bearing hand weapons is a nice idea due the the story of him killing minions with bare hands as someone said before. Thranduil, why can't he heal at sanctuaries anyway? I guess that you could make him unable to wear hand weapons instead.
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I prefer Thranduil's version. However, preventing him from bearing hand weapons is a nice idea due the the story of him killing minions with bare hands as someone said before. Thranduil, why can't he heal at sanctuaries anyway? I guess that you could make him unable to wear hand weapons instead.
I stole the idea from you! I thought that would be a really awesome drawback for an enduring companion and so I nabbed it for Helm. But I did have a flavour reason as well. Helm's Deep was T6 sanctuary and Helm was fighting there. Similarly in his time, T3 (Edoras) was conquered by the Dunlendings so he couldn't rest there either. I was trying to give him an always fighting, no rest for the weary sort of feel.
Also I would put the unable to bear hand weapons clause on a Helm that cared about possessions or where it had some clear functionality, just as I would put an unable to be healed clause on an enduring companion that exerts himself.
Hopefully those two reasons are clear.
Thranduil
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[4] ºHelm, King of Rohan [Rohan]
Companion-Man
Str- 8
Vit- 3
Res- 5
Valiant.
If the fellowship is in region 1, Helm's twilight cost is -2.
If the fellowship is in region 3, Helm is strength +3, damage +1, vitality -1, and cannot bear hand weapons.
Not a fan. All you have to do is play a hand weapon on him at sites 1-6 and you are golden.
Reworded it "healed by sanctuaries". Hopefully that's clear.
I think the line should be akin to:
Helm cannot heal using a sanctuary's game text.
That makes it clear that he can't heal at the start of the Fellowship phase but also limits cards like Beacon of Minas Tirith and the many cards in Standard.
-wtk
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My Helm was designed pretty quickly, and as ket pointed out, I forgot to add "discard all weapons Helm bears" to the second line. Also, I quite like Thran's original, and I was just exploring some of the other possibilities for the character.
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A few more thematic Helm's Deep cards.
[2] Helm’s Deep Battlements [Rohan]
Condition • Support Area
Fortification.
To play, spot a [Rohan] or valiant companion.
Each minion skirmishing a valiant companion loses all damage and enduring bonuses (and cannot gain damage or enduring bonuses).
R2 R 61
[1] Men Defended It [Rohan]
Event • Fellowship
Spot a Man companion to search your draw deck for a fortification card, reveal it, and take it into your hand.
R2 R+ 63
I wasn't sure about this last one. Originally Helm did something else and this was the fortification tutor, but I'm not sure they need 2. Still, if there was a culture that should get it, it is [Rohan]. Maybe you should be able to fetch possessions as well?
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Both cards look balanced. However, Helm Deep's Battlements doesn't really deserve to be in a Reflections set.
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Both cards look balanced. However, Helm Deep's Battlements doesn't really deserve to be in a Reflections set.
Yeah we've had this discussion before. Let me think on that...
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Both cards look balanced. However, Helm Deep's Battlements doesn't really deserve to be in a Reflections set.
Yeah we've had this discussion before. Let me think on that...
Yeah sorry, I keep repeating myself. :P
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the wording on Helm's deep battlements seems a little awkward, maybe "lose enduring and all damage bonuses."
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I mentioned before that one of the problems with doing this period in history is that a lot of the names of characters are already in use (eg. Wulf, Haleth). I wasn't entirely sure how to get around this problem, as I especially wanted to do Wulf from the war with Helm (http://www.glyphweb.com/arda/w/wulf.html).
So he has a slightly different title. Confusing? Let me know what you think might work better. Anyway, here he is:
[4] •!Wulf I, Enemy of Rohan [Men]
Minion • Man
Str: 9
Vit: 2
Sit: 3
Besieger. Traitor.
When you play !Wulf I, you may discard a fortification.
Each other [Men] minion is strength +2 (and damage +1 if skirmishing a Man companion).
R2 R+ 47
Just as Helm loves fortifications, Wulf hates them, and all FP Men.
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I mentioned before that one of the problems with doing this period in history is that a lot of the names of characters are already in use (eg. Wulf, Haleth). I wasn't entirely sure how to get around this problem, as I especially wanted to do Wulf from the war with Helm (http://www.glyphweb.com/arda/w/wulf.html).
So he has a slightly different title. Confusing? Let me know what you think might work better. Anyway, here he is:
[4] •!Wulf I, Enemy of Rohan [Men]
Minion • Man
Str: 9
Vit: 2
Sit: 3
Besieger. Traitor.
When you play !Wulf I, you may discard a fortification.
Each other [Men] minion is strength +2 (and damage +1 if skirmishing a Man companion).
R2 R+ 47
Just as Helm loves fortifications, Wulf hates them, and all FP Men.
Why not making him Strength 10 like the other Wulf? Everything of this card sounds logical. The name is alright.
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Why not making him Strength 10 like the other Wulf? Everything of this card sounds logical. The name is alright.
Well I was in two minds about that - on the one hand he identifies him with the other Wulf, but on the hand I'm not sure I want to do that given that he's a different character.
Thranduil
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My computer has decided to die a horrible death, and given all my files are in mac format and I'm now stuck using a PC, I don't have any of the cool cards I was going to post.
Let's see if I can remember one though. We'll take a change of pace and look at one of the other backstories of LotR: Balin.
[1] •!Herald of the Balrog [Orc]
Minion • Orc
Str: 3
Vit: 1
Sit: 4
Maneuver: If the fellowship is at an underground site and the only minion you can spot is !Herald of the Balrog, discard him to end the maneuver phase and skip the archery phase.
If !Herald of the Balrog is discarded from play, play The Balrog from your draw deck or discard pile; its twilight cost is -6. Shuffle your draw deck.
R2 R+
[2] •Óri, Chronicler of Moria [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 7
At the start of each fellowship phase, you may play a non-event Free Peoples tale from your discard pile.
R2 R
They were something like that at any rate...
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I'm not fond of the Orc. I think he should at least be two vitality so that he doesn't get iced with the first maneuver action.
High-risk, and probably not enough reward.
As for the Dwarf, I like the thought, but how prominent are Tales in Standard anyways? They seemed to die off after FotR block.
-wtk
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I'm not fond of the Orc. I think he should at least be two vitality so that he doesn't get iced with the first maneuver action.
High-risk, and probably not enough reward.
You could be right. But do you like the concept?
As for the Dwarf, I like the thought, but how prominent are Tales in Standard anyways? They seemed to die off after FotR block.
-wtk
Well noticed! I use tales a little in the block immediately preceeding this, and they sort of make a comeback in Treachery & Deceit, but this set has more plans for tales.
Thranduil
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As for the Orc, wouldn't you rather play Troll Swarm or something where you can play multiple large minions instead of maybe one minion?
I don't think I would use him in Movie Block either. Anyways, that's a lot of text to squeeze onto one card.
-wtk
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What about:
When you play this minion, if it is the only minion you can spot, discard it to play the Balrog from your draw deck or discard pile and end your Shadow phase.
-wtk
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I think that 'you may play a Free Peoples tale non-event card from your discard pile' could be reworded like that 'you may play a non-event tale from your discard pile'. Shadow cards are inactive during your fellowship phase so I don't think you can play them anyway. You also don't need to specify that it is a card.
If you want your Herald of the Balrog to survive to Quick as May Be, you could say 'At the start of the maneuver phase...'. Can you also explain a bit what the Herald of the Balrog is doing in the books?
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I think that 'you may play a Free Peoples tale non-event card from your discard pile' could be reworded like that 'you may play a non-event tale from your discard pile'. Shadow cards are inactive during your fellowship phase so I don't think you can play them anyway. You also don't need to specify that it is a card.
I would rather specify Free Peoples card for the sake of super clarity. Just as there is no ambiguity in the wording of MTG cards, I try to make my LotR cards have no ambiguity.
If you want your Herald of the Balrog to survive to Quick as May Be, you could say 'At the start of the maneuver phase...'. Can you also explain a bit what the Herald of the Balrog is doing in the books?
Tis true, but there should be ways round him like QaMB or NTitL I felt. It is a bit of a flavour stretch: obviously there's no character in the book or the film who has that name or that role per se, but I wanted to represent The Balrog ambushing Balin's company in Moria and I thought the idea was cool enough to carry me through. Obviously, if I'm wrong and the idea is not a particularly good one, then there is no need for him!
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Why not just make the Orc a condition? Like, a three cost condition or something that plays the Balrog from draw deck or discard for -6 if you cannot spot a minion. You can still have the "you cannot play other minions" stipulation, but I wouldn't immediately end the Shadow phase otherwise you can't add the cool weapons on the Balrog.
-wtk
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meh, I like the orc. Though he seems a little too middlground. Maybe get rid of the other stuff and just make him reduce the Balrog's cost by [1](0).
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I think that 'you may play a Free Peoples tale non-event card from your discard pile' could be reworded like that 'you may play a non-event tale from your discard pile'. Shadow cards are inactive during your fellowship phase so I don't think you can play them anyway. You also don't need to specify that it is a card.
I would rather specify Free Peoples card for the sake of super clarity. Just as there is no ambiguity in the wording of MTG cards, I try to make my LotR cards have no ambiguity.
Ok, you can keep Free Peoples for the sake of clarity but you don't have to specify that it is a card...
'you may play a Free Peoples non-event tale'
Goblin Scavengers doesn't specify that the weapon has to be a card.
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I think that 'you may play a Free Peoples tale non-event card from your discard pile' could be reworded like that 'you may play a non-event tale from your discard pile'. Shadow cards are inactive during your fellowship phase so I don't think you can play them anyway. You also don't need to specify that it is a card.
I would rather specify Free Peoples card for the sake of super clarity. Just as there is no ambiguity in the wording of MTG cards, I try to make my LotR cards have no ambiguity.
Ok, you can keep Free Peoples for the sake of clarity but you don't have to specify that it is a card...
'you may play a Free Peoples non-event tale'
Goblin Scavengers doesn't specify that the weapon has to be a card.
No indeed - that's a bit of an MTG wording. Just testing it out for size, probably will remove it.
Thranduil
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As happened for Reflection I, you get through the block and realise there are hardly any [Dwarven] cards to make them a viable strategy. This led to the creation of all the Dwarf-lords, especially Durin III who is a [Dwarven] powerhouse.
So I go through Light & Shadow block knowing there aren't enough [Dwarven] cards (who unfortunately, do not have an awful lot to say about the block's themes) and also remember that Durin III & co. are now all rotated out. So I tried to make a sort-of replacement, as you can see:
[4] •Balin, Last King of Moria [Dwarven]
Companion • Dwarf
Str: 7
Vit: 4
Res: 7
Enduring 2. Valiant.
Balin is damage +1 for each wound on him.
R2 R+ 3
And then, while I was dealing with Balin's retaking of Moria, I should include cards like Óri and the Book of Mazarbul. You'll notice a small dead pile theme (cf. The Horn of Helm a while back).
[2] •Book of Mazarbul, Chronicles of Moria [Dwarven]
Possession • Support Area
Tale.
Each time a minion is killed in a skirmish involving a [Dwarven] companion, you may stack that minion here.
Skirmish: Discard a card stacked here to make an unbound companion strength +1 and damage +1 for each companion in the dead pile.
R2 R+ 4
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i like both of them a lot
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I like them both.
Balin is good, bringing in Valiant on the Dwarf culture.
Book of Mazarbul, what about using tokens instead of stacking minions on the fellowship side?
Each time a minion is killed in a skirmish involving a [dwarf] companion, you may place a token here.
Skirmish: Remove a token to make an unbound companion strength +2 and damage +1 for each companion in the dead pile.
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Book of Mazarbul, what about using tokens instead of stacking minions on the fellowship side?
Each time a minion is killed in a skirmish involving a [dwarf] companion, you may place a token here.
Skirmish: Remove a token to make an unbound companion strength +2 and damage +1 for each companion in the dead pile.
I understand that and it's a good point. My instinct is that stacking minions rather than having them go to the discard pile is a better weapon against the [Orc] or [Moria] cultures, which may be worth considering.
Thranduil
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Good thinking. But if the minion is stacked and you discard, it still goes back into the Shadow dispard pile. What about 'removing from the game'? I personally don't like that mechanic, just throwing stuff out there.
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I think that this Book of Mazarbul is overpowered. I would reduce it to strength +1 and damage +1.
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Toned down the book. Let's see what else I've got for [Dwarven]...
How about some followers? The first [Dwarven] followers in the history of the game.
[1] Dwarven Axemen [Dwarven]
Follower • Dwarf
Str: +1
Aid - discard the top 3 cards of your draw deck.
Skirmish: Discard your tale condition from play to exert a minion bearer is skirmishing. If that card was a [Dwarven] tale, draw a card.
R2 R 6
[2] Dwarven Longbeards [Dwarven]
Follower • Dwarf
Aid - discard the top 2 cards of your draw deck.
Skirmish: Exert bearer and transfer this follower to your support area to play a [Dwarven] skirmish event from your discard pile.
R2 R 7
[1] •Carc, Raven of Erebor [Dwarven]
Follower • Beast
Str: +2
Aid - spot a [Dwarven] companion and draw a card.
Each time bearer wins a skirmish, each player discards the top 2 cards of his or her draw deck.
R2 R+ 5
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These followers are pretty cool. I like the 'Aid' you chose.
Carc might need a bit of cultural enforcement.
Are you sure that you have toned down the Book? Your previous post is still un-edited.
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These followers are pretty cool. I like the 'Aid' you chose.
Carc might need a bit of cultural enforcement.
Changed. And is slightly different.
Are you sure that you have toned down the Book? Your previous post is still un-edited.
Yes it is, but I changed it in my database! Forgot to change it here...
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Seems like Carc is really a bit good. Draws a card every maneuver phase while giving one of your characters +2 strength. I would play this in every combat deck BUT dwarves who have a bit of a penalty, to my mind at least.
I would want to see a reason not to play it in a dwarf free deck.
Anvar
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Seems like Carc is really a bit good. Draws a card every maneuver phase while giving one of your characters +2 strength. I would play this in every combat deck BUT dwarves who have a bit of a penalty, to my mind at least.
I would want to see a reason not to play it in a dwarf free deck.
Yeah... Not sure what I was thinking. Rejigged.
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Carc still seems pretty powerful (free card and strength +2). His effect may be annoying, but its annoying to everyone (moreso to your opponents who can't see it coming).
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I'll have to think about Carc. I think it conveys bringing messages reasonably well, but I may well change it when I have inspiration to do so.
Now some more follower orientated [Dwarven] cards:
[3] Assembled Host [Dwarven]
Event • Fellowship
Tale.
Draw a card for each of your [Dwarven] followers you can spot.
R2 R 2
[5] •Fire of Their !Anger [Dwarven]
Condition • Support Area
Tale. Toil 2.
Each [Dwarven] follower you play gains toil 1.
Each companion bearing your [Dwarven] follower is enduring 1.
R2 R+ 8
[2] •Náin, Lord of the Iron Hills [Dwarven]
Companion • Dwarf
Str: 5
Vit: 4
Res: 7
Valiant.
While bearing your follower, Náin is strength +2.
Regroup: Exert Náin twice to transfer your [Dwarven] follower to him.
”Then Náin stood before the Gate and cried with a great voice, ’Azog, if you are in come out! Or is the play in the valley too rough?’”
R2 R 10
I also realised that the Óri I posted before from memory was not exactly the card I had in my metaphorical file. So here he is:
[2] •Óri, Chronicler of Moria [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
At the start of each fellowship phase, you may exert Óri to take a Free Peoples tale or a [Dwarven] possession into hand from your discard pile.
R2 R 11
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I like all of these cards. However I still wouldn't specify Free Peoples tale card on Ori.
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I've thought about people's complaints that a lot of these cards didn't feel exciting enough to be in a Reflections set, and I've redone some of them (and a lot more which you won't have seen yet):
[4] Corsair Captain [Men]
Minion • Man
Str: 8
Vit: 3
Sit: 6
Enduring 2.
When you play this minion, you may exert him any number of times to play the same number of [Men] conditions or [Men] possessions from your draw deck. Shuffle your draw deck.
R2 R 40
[2] Corsair Raider [Men]
Minion • Man
Str: 6
Vit: 3
Sit: 6
When you play this minion, you may spot a companion with X wounds to reinforce a [Men] token X times.
R2 R 41
I've also rethought the Ring for the set and decided to go with something completely different (bear in mind the subtitle is obviously a work in progress!):
•The One Ring, Needs Allies [Ring]
Str: +1
Res: +1
Maneuver: Make the Ring-bearer wear The One Ring until the regroup phase.
Maneuver: If the Ring-bearer is not wearing The One Ring, add 2 burdens to transfer a follower from your support area or companion to him or her.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound, add a burden instead.
R2 R+ 1
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Corsair Captain is cool.
Corsair Raider, I'm not sure about the wording here... When you play this minion, you may spot a companion with X wounds to reinforce X [men] tokens. would sound better but I'm not familiar with how post-shadows cards are worded.
This One Ring is weird. You want to transfer companions on the ring-bearer? A ring that works with followers can be cool I guess. Just like the one from the previous Reflections set worked with Rings.
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Corsair Raider, I'm not sure about the wording here... When you play this minion, you may spot a companion with X wounds to reinforce X [men] tokens. would sound better but I'm not familiar with how post-shadows cards are worded.
As far as I understand it, the current wording allows you to reinforce tokens only one 1 condition. Your wording allows you to spread them however you like.
This One Ring is weird. You want to transfer companions on the ring-bearer? A ring that works with followers can be cool I guess. Just like the one from the previous Reflections set worked with Rings.
It's quite rough at the moment, but I realised I should have been emphasising the follower theme and I was trying to think about the best way to do that. (Plus, I wanted to reuse the moving Ring I had already designed somewhere else). This was just my original rough idea, but I'm more than open for suggestions.
Thranduil
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Any other reviews? Not even 1? Rings normally get a lot of responses.
Not that I don't value your opinion Cw0rk!... ;)
Thranduil
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the subtitle should be more along the lines of "In Need Of Support" or "In The Hands Of The Fellowship" other then that it's good
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What about a follower-like ring. It's just a quick idea, it doesn't have to be exactly like that.
•The One Ring [Ring]
Str: +1
Aid - Add a burden.
Each time you transfer The One Ring to a companion except the ring-bearer, this companion is corrupted.
Each time bearer is about to take a wound, add a burden instead.
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What about a follower-like ring. It's just a quick idea, it doesn't have to be exactly like that.
•The One Ring [Ring]
Str: +1
Aid - Add a burden.
Each time you transfer The One Ring to a companion except the ring-bearer, this companion is corrupted.
Each time bearer is about to take a wound, add a burden instead.
I think the idea is really frikkin' awesome! But I wonder what happens if the RB is not wearing The Ring? Does that mean losing the game? I don't know - it's a bit of a rules minefield.
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•The One Ring [Ring]
Str: +1
Aid - Add a burden.
At the start of the game, this ring must be placed in your support area, under your Ring-bearer.
Each time you transfer The One Ring to a companion except the Ring-bearer, this companion is corrupted. Each time bearer is about to take a wound, add a burden instead.
Burdens are added on your initial Ring-bearer.
OK. Here is a very long version of the idea I had. I think that it would make more sense.
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This is taking a bit too long to go through the whole thing and I've let momentum slip and all that, which usually means reviews are not going to be forthcoming. So I'm going to post the complete mini-set of 81 cards and I'll take any comments people have with great joy!
Set Mechanics
Enduring X — A minion with enduring X is strength +X for each wound on it.
Foresee X — To foresee X, look at the top X cards of your draw deck; place any number of those cards on top of or beneath your draw deck.
Traitor — Traitor is unloaded.
•The One Ring, Threat to Free Peoples [Ring]
Str: +1
Res: +1
Maneuver: Make the Ring-bearer wear The One Ring until the regroup phase.
Maneuver: If the Ring-bearer is not wearing The One Ring, add 2 burdens to transfer a follower from your support area or companion to him or her.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound, add a burden instead.
R2 R+ 1
DWARVEN
[3] Assembled Host [Dwarven]
Event • Fellowship
Tale.
Draw a card for each [Dwarven] follower you can spot.
R2 R 2
[4] •Balin, Last King of Moria [Dwarven]
Companion • Dwarf
Str: 7
Vit: 4
Res: 7
Enduring 2. Valiant.
Balin is damage +1 for each wound on him.
R2 R+ 3
[2] •Book of Mazarbul, Chronicles of Moria [Dwarven]
Possession • Support Area
Tale.
Each time a minion is killed in a skirmish involving a [Dwarven] companion, you may stack that minion here.
Skirmish: Discard a card stacked here to make an unbound companion strength +1 and damage +1 for each companion in the dead pile.
R2 R+ 4
[1] •Carc, Raven of Erebor [Dwarven]
Follower • Beast
Res: +1
Aid - spot a [Dwarven] companion and draw 2 cards.
Each time bearer is assigned to a skirmish, discard the top 2 cards of your draw deck.
R2 R+ 5
[1] Dwarven Axemen [Dwarven]
Follower • Dwarf
Aid - discard the top 3 cards of your draw deck.
While you can spot a [Dwarven] condition, bearer is damage +1.
Skirmish: Discard your tale card from play to exert a minion skirmishing bearer.
R2 R 6
[2] Dwarven Longbeards [Dwarven]
Follower • Dwarf
Aid - discard the top 2 cards of your draw deck.
Skirmish: Exert bearer and transfer this follower to your support area to play a [Dwarven] skirmish event from your discard pile.
R2 R 7
[5] •Fire of Their !Anger [Dwarven]
Condition • Support Area
Tale. Toil 2.
Each [Dwarven] follower gains toil 1.
Each companion bearing a [Dwarven] follower is enduring 1.
R2 R+ 8
[2] •Gimli, Bearer of Grudges [Dwarven] (reprint)
Companion • Dwarf
Str: 6
Vit: 3
Res: 4
Damage +1.
At the start of each skirmish involving Gimli, add 2 threats or 2 burdens.
Gimli is resistance +X, where X is his damage bonus.
R2 R+ 9
[2] •Náin, Lord of the Iron Hills [Dwarven]
Companion • Dwarf
Str: 5
Vit: 4
Res: 7
Valiant.
While bearing your follower, Náin is strength +2.
Regroup: Exert Náin twice to transfer your [Dwarven] follower to him.
”Then Náin stood before the Gate and cried with a great voice, ’Azog, if you are in come out! Or is the play in the valley too rough?’”
R2 R 10
[2] •Óri, Chronicler of Moria [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
At the start of each fellowship phase, you may exert Óri to take a Free Peoples tale or a [Dwarven] possession into hand from your discard pile.
R2 R 11
ELVEN
[3] •Council of the White Wizards [Elven]
Condition • Support Area
Tale. Toil 2.
Maneuver: Place an [Elven] or [Gandalf] companion in the dead pile to remove 2 burdens and heal 2 companions.
Regroup: Add 2 burdens, exert 2 companions and discard this condition to remove an [Elven] or [Gandalf] companion in your dead pile from the game.
R2 R+ 12
[3] •Elladan, !Of the Grey Company [Elven]
Companion • Elf
Str: 7
Vit: 3
Res: 7
Ranger.
Elrohir’s twilight cost is -2.
Each time Elrohir wins a skirmish, you may remove a threat.
R2 R 13
[3] •Elrohir, !Of the Grey Company [Elven]
Companion • Elf
Str: 7
Vit: 3
Res: 7
Ranger.
Elladan’s twilight cost is -2.
Each time Elladan wins a skirmish, you may heal a companion.
R2 R 14
[4] •Elrond, Ally of the Free Peoples [Elven]
Follower • Elf
Str: +2
Res: +2
Aid - [2].
When you play Elrond, you may spot another [Elven] card to heal a companion of each culture (except [Gollum]).
R2 R+ 15
[3] •Galadriel, Bearer of Foresight [Elven]
Companion • Elf
Str: 3
Vit: 3
(Res): 7
While Galadriel bears The One Ring or an artifact, each time you play an artifact or follower, you may exert her to foresee 1.
“‘I it was who first summoned the White Council.’”
R2 R+ 16
[1] Lórien Archers [Elven]
Follower • Elf
Aid - [3].
To play, spot an [Elven] card.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
R2 R 17
[4] Lothlórien Sentinels [Elven]
Event • Archery
Stealth.
Exert a minion for each companion you can spot bearing an [Elven] follower.
R2 R 18
[7] Support of Rivendell [Elven]
Event • Regroup
Tale. Toil 1.
To play, spot an [Elven] card.
Characters bearing [Elven] followers can exert for this card’s toil.
Transfer any number of followers from your support area to companions. Transfer any number of Shadow followers borne by characters to their owner’s support area.
R2 R+ 19
GANDALF
[1] Beorning [Gandalf]
Follower • Man
Aid - [2].
To play, spot a [Gandalf] card.
At the start of each skirmish involving bearer, you may reveal a character from your hand to make bearer strength +2 and damage +1.
”In spite of the dangers of this far land bold men had of late been making their way back into it from the South…”
R2 R 20
[2] •Ghân-Buri-Ghân, Friendly Guide [Gandalf]
Follower • Man
Str: +1
Aid - [3].
When you transfer Ghân-Buri-Ghân to a Man companion, you may play the fellowship’s next site.
While at a forest site, bearer cannot be overwhelmed unless his or her strength is tripled.
R2 R+ 21
[3] Great Aid [Gandalf]
Event • Skirmish
Spell.
Spot a [Gandalf] Wizard to make each companion bearing a follower strength +2 until the regroup phase.
R2 R 22
[2] •Landroval, Misty Mountain Eagle [Gandalf]
Follower • Eagle
Aid - [5].
When you transfer Landroval to a [Gandalf] companion, discard each condition and possession from play.
R2 R+ 23
[1] Unlikely Allies [Gandalf]
Event • Fellowship
Spot a [Gandalf] Wizard to play a Free Peoples follower from your draw deck. Shuffle your draw deck.
R2 R+ 24
[1] Wose Warrior [Gandalf]
Follower • Man
Aid - [2].
To play, spot a [Gandalf] card.
When you transfer this follower to a companion, you may foresee 1. If you foresee a stealth card, you may reveal it to remove [2].
R2 R 25
GOLLUM
[5] •Pass of Cirith Ungol [Gollum] (SH)
Condition • Support Area
Toil 2.
Shelob gains ambush [8].
Maneuver: Discard this condition to take a [Gollum] Shadow card into hand from your discard pile.
R2 R+ 26
GONDOR
[3] Allies of Gondor [Gondor]
Condition • Support Area
Tale.
Each [Gondor] companion that bears a follower cannot take more than 1 wound in a skirmish.
Response: If a [Gondor] follower is about to be discarded from play, discard this condition to prevent that.
R2 R 27
[4] •Aragorn, Bearer of Heritage [Gondor]
Companion • Man
Str: 8
Vit: 4
(Res): 3
Aragorn is resistance +1 for each Free Peoples culture you can spot.
Each time the fellowship moves, if Aragorn bears The One Ring, discard a Free Peoples card from play or wound Aragorn 3 times.
“‘Set aside the Ranger. Become who you were borne to be.’”
R2 R+ 28
[1][2] •Army of the Dead [Gondor]
Companion • Wraith
Str: 7
Vit: 5
Res: 0
Enduring 3. Toil 2.
To play, add 3 threats.
While you can spot 3 exhausted companions, Army of the Dead is defender +1.
"'... for in the gloom the !Shadow Host seemed to grow !stronger and more terrible to look upon.'"
R2 R+ 29
[1] Dunharrow Soldiers [Gondor]
Follower • Wraith
Aid - add a threat.
When this follower is transferred from your support area to a companion, exert that companion twice (or wound that companion twice if that companion is not a [Gondor] companion).
Bearer gains enduring 1.
R2 R 30
[3] •Halbarad, !Of the Grey Company [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 6
Ranger.
Maneuver: Exert Halbarad and another companion to wound a minion or discard a Shadow follower borne by a minion.
R2 R 31
[4] •King of the Dead, !Cursed of Erech [Gondor]
Companion • Wraith
Str: 7
Vit: 4
Res: 0
Enduring 3.
To play, add 2 threats and spot Aragorn.
Each time King of the Dead wins a skirmish, you may spot another exhausted companion to choose one: heal that companion; or remove a threat.
R2 R+ 32
[2] •Malbeth, the Seer [Gondor]
Follower • Man
Aid - add a threat.
When Malbeth is transferred to a [Gondor] companion, you may foresee 3.
Regroup: If Malbeth is borne by a companion, discard Malbeth to search your draw deck for a Free Peoples card of that culture and place it on top of your draw deck. Shuffle your draw deck.
“Renewed was the !sword that was broken, / the Crownless again shall be King.”
R2 R+ 33
[1] Trebuchets [Gondor]
Event • Maneuver
Fortification.
Exert a Man companion to wound a minion.
At the start of the regroup phase, you may exert a Man companion to take this event into hand from your discard pile.
R2 R 34
ISENGARD
[5] Berserk Mechanic [Isengard]
Minion • Uruk-hai
Str: 9
Vit: 4
Sit: 5
Besieger. Enduring 1.
When you play this minion, you may take an engine or machine into hand from your draw deck. Shuffle your draw deck.
Each time this minion exerts or takes a wound, you may reinforce a token on an engine or machine.
R2 R 35
[1] •!Gríma, Sharkey’s Worm [Isengard]
Follower • Man
Traitor. Aid - remove a threat.
When you transfer !Gríma to a unique minion, you may foresee 2.
Free Peoples events may not be played during skirmishes involving bearer.
”’You do what Sharkey says, always, don’t you, Worm? Well, now he says: follow!’”
R2 R+ 36
MEN
(0) Betrayed [Men]
Event • Maneuver
Return a traitor minion to its owner’s hand to return a follower to its owner’s hand.
R2 R 37
[3] The Black Fleet [Men]
Possession • Support Area
Engine.
When you play this possession, you may exert any number of [Men] minions to add that number of [Men] tokens here.
Shadow: Remove X tokens from here to play a [Men] minion with twilight cost X or less from your discard pile.
R2 R+ 38
[6] •Bribery [Men]
Condition • Unbound Companion
Res: -2
Toil 2.
Bearer gains traitor and followers cannot be transferred to bearer.
Assignment: Discard 3 cards from your hand to prevent bearer from being assigned to skirmishes until the end of the turn.
R2 R+ 39
[5] •Castamir the Usurper [Men]
Minion • Man
Str: 10
Vit: 3
Sit: 6
Enduring 2. Fierce
Maneuver: Exert Castamir to reinforce a culture token on each Shadow condition or possession and remove a culture token from each Free Peoples condition or possession.
At the start of each skirmish involving Castamir the Usurper, discard a [Men] or [Gondor] condition from play or discard him.
R2 R+ 39
[4] Corsair Captain [Men]
Minion • Man
Str: 10
Vit: 3
Sit: 6
Enduring 2.
When you play this minion, you may exert it to play a [Men] condition or [Men] possession from your draw deck. Shuffle your draw deck.
Each time this minion wins a skirmish, you may reinforce a [Men] token.
R2 R 40
[2] Corsair Raider [Men]
Minion • Man
Str: 6
Vit: 3
Sit: 6
When you play this minion, you may spot a companion with X wounds to reinforce a [Men] token X times.
R2 R 41
[3] Dunlening Besieger [Men]
Minion • Man
Str: 7
Vit: 1
Sit: 3
Besieger.
This minion is strength +2 for each wound on each companion it is skirmishing.
At the start of each skirmish involving this minion and a companion, you may remove 2 [Men] tokens to exert that companion.
R2 R 42
[1] Gathering Spies [Men]
Event • Shadow
Search.
Spot a [Men] minion to search your draw deck for a Shadow follower, reveal it and put it in your hand. Shuffle your draw deck.
R2 R+ 43
[1] Siege Ram [Men]
Possession • Support Area
Engine.
Shadow: Play a besieger minion to add a [Men] token here.
Maneuver: Remove all tokens from this possession to transfer it to a besieger minion; that minion is strength +1 until the regroup phase for each token removed in this way.
R2 R 44
[1] Traitor of Rohan [Men]
Follower • Man
Traitor. Aid - [2].
Each time bearer wins a skirmish, you may discard a follower borne by a companion. That companion may exert to prevent this.
R2 R+ 45
[1] Weapons of War [Men]
Event • Skirmish
Exert your besieger minion and spot your engine to choose one: make that minion strength +1 for each token on that engine; or reinforce a token on that engine.
R2 R 46
[4] •!Wulf I, !Betrayer of Rohan [Men]
Minion • Man
Str: 9
Vit: 2
Sit: 3
Besieger. Traitor.
When you play !Wulf I, you may discard a fortification card from play.
Each other [Men] minion is strength +2 (and damage +1 if skirmishing a Man companion).
R2 R+ 47
ORC
[8] •Azog, Orc Warlord [Orc]
Minion • Orc
Str: 14
Vit: 4
Sit: 4
Enduring 1. Fierce. Toil 2.
When you play Azog, you may discard a tale card from play.
Each other [Orc] minion gains enduring 1 (or enduring 2 if skirmishing a [Dwarven] companion).
R2 R+ 48
[1] Cannot be Trusted [Orc]
Event • Shadow
Exert an [Orc] minion to discard a follower. The Free Peoples player may discard 3 cards from his or her hand to prevent this.
R2 R 49
[3] •Cave Troll of Moria, Chained Beast [Orc]
Follower • Troll
Str: +2
Vit: +2
Aid - spot another [Orc] card and discard the top 5 cards of your draw deck.
While Cave Troll of Moria is borne by a minion, the Free Peoples player may choose to skip the archery phase.
Bearer is damage +1, fierce and each time he or she takes a wound during the archery phase, you may wound an archer companion.
R2 R+ 50
[3] •Engineered Tunnels [Orc]
Possession • Support Area
Engine.
At the end of the assignment phase, add an [Orc] token here for each [Orc] minion assigned to a skirmish.
Skirmish: Remove X tokens from here to transfer a follower with twilight cost X from a companion to the Free Peoples player’s support area.
R2 R 51
[1] •!Herald of The Balrog [Orc]
Minion • Orc
Str: 5
Vit: 1
Sit: 4
When !Herald of The Balrog is killed or discarded, search your draw deck or discard pile for The Balrog and play it as if from hand; its twilight cost is -6 and is fierce until the regroup phase.
Maneuver: If the current site is underground and you cannot spot another minion, discard Herald of The Balrog.
R2 R+ 52
[1] •Mantlets [Orc]
Possession • Support Area
Engine.
Shadow: Play a besieger minion to place an [Orc] token here.
While you can spot 4 tokens here, each besieger minion is vitality +1.
R2 R+ 53
[3] Misty Mountain Mechanic [Orc]
Minion • Orc
Str: 7
Vit: 2
Sit: 4
Besieger.
When you play this minion, you may reinforce a token on an engine.
Response: If your engine is about to be discarded, remove [3] to prevent that.
R2 R 54
[5] Misty Mountain Vanguard [Orc]
Minion • Orc
Str: 5
Vit: 4
Sit: 4
Archer. Besieger. Enduring 2. Toil 1. Tracker.
R2 R 55
[3] •Troll’s Keyward, Fodder for the Beast [Orc]
Minion • Orc
Str: 8
Vit: 2
Sit: 4
When you play Troll’s Keyward while the fellowship is at an underground site, you may spot another [Orc] card to take a Troll card from your discard pile into your hand.
Each Troll card you play gains toil 2.
R2 R 56
[7] Surrounded [Orc]
Event • Assignment
Search. Toil 2.
Spot an [Orc] card to choose a companion who must be assigned to a skirmish this turn if able.
R2 R+ 57
ROHAN
[2] •Fréalaf, King of Rohan [Rohan]
Companion • Man
Str: 5
Vit: 3
Res: 7
Valiant.
At the start of each fellowship phase, if you can spot 3 exhausted companions, the move limit for this turn is +1.
R2 R 59
[4] •Helm, Hammerhand [Rohan]
Companion • Man
Str: 8
Vit: 4
Res: 6
Enduring 1. Valiant.
At the start of each fellowship phase, you may exert Helm to search your draw deck for a fortification card, reveal it and put it into your hand. If you do, shuffle your draw deck.
Helm cannot be healed by sanctuaries.
R2 R+ 60
[1] Helm’s Deep Battlements [Rohan]
Condition • Support Area
Fortification.
Skirmish: Transfer this condition to a minion skirmishing a valiant companion.
Bearer loses enduring and all damage bonuses (and cannot gain enduring or damage bonuses).
R2 R 61
[2] •Horn of Helm, !Herald of Victory [Rohan]
Possession • Support Area
Fortification.
While you can spot a [Rohan] companion in the dead pile, each companion is valiant.
At the start of the maneuver phase, you may exert a valiant companion to exert a minion for each companion in the dead pile.
R2 R+ 62
[1] Men Defended It [Rohan]
Event • Fellowship
Spot a Man companion to take a Free Peoples fortification card into hand from your draw deck.
R2 R+ 63
[1] Stalwart Villagers [Rohan]
Follower • Man
Res: +1
Villager. Aid - exert a companion.
Each minion skirmishing bearer loses all attribute bonuses from possessions.
R2 R 64
SAURON
[1] War of the Ring [Sauron]
Condition • Support Area
Engine.
When you play this condition, add a [Sauron] token here for each Shadow culture you can spot.
Shadow: Play a minion to add a [Sauron] token here.
Regroup: Remove a token from here to discard the top card of the Free Peoples player’s draw deck.
’Mordor draws all wicked things, and the Dark Power was bending its will to gather them there.’
R2 R 65
SHIRE
[2] •Bilbo, Bearer of Things Burgled [Shire] (reprint)
Companion • Hobbit
Str: 3
Vit: 4
(Res): 8
Each time the fellowship moves during the fellowship phase, if you cannot spot 2 tokens in the twilight pool, add [3].
Regroup: Add a burden to play a Free Peoples tale non-event card from your hand.
R2 R+ 66
[5] Memories of the Shire [Shire]
Event • Maneuver
Remove a burden for each companion bearing a [Shire] follower.
R2 R 67
WRAITH
[3] Ancient Dead [Wraith]
Minion • Wraith
Str: 8
Vit: 2
Sit: 6
Enduring 2. Twilight.
Each time the Free Peoples player assigns this minion to a companion, you may spot another twilight card and remove [2] to add a threat.
R2 R 68
[2] •Barrow-Wight Ancient [Wraith]
Follower • Wraith
Twilight. Aid - remove a burden.
Each time you transfer this follower to a minion, you may exert the Ring-bearer.
Bearer is strength +1 for each wound on the Ring-bearer.
R2 R 69
[5] Corrupting Aura [Wraith]
Event • Skirmish
Spell. Toil 1.
Spot a [Wraith] minion to make a companion strength -1 for each wounded minion you can spot.
R2 R+ 70
[4] •Host of !Dol Guldur [Wraith]
Minion • Wraith
Str: 9
Vit: 3
Sit: 6
Enduring 2. Twilight.
While the Ring-bearer wears The One Ring, each [Wraith] and twilight minion cannot be healed by Free Peoples cards.
A power and mind of !malice guided it.
R2 R+ 71
[1] Intimidation [Wraith]
Event • Shadow
Search.
Exert your [Wraith] minion to discard a Free Peoples follower. The Free Peoples player may make you draw 2 cards to prevent this.
R2 R 72
[6] Loneliness [Wraith]
Event • Maneuver
Search. Spell.
Spot a [Wraith] minion to discard each follower borne by the Ring-bearer (or borne by each companion if the Ring-bearer wears The One Ring).
“‘To bear a Ring of Power is to be alone.’”
R2 R+ 73
[3] Long Dead Servants [Wraith]
Condition • Support Area
Tale. Twilight.
Each of your twilight minions is fierce.
At the start of the regroup phase, unless you can spot 5 burdens, discard this condition from play.
R2 R+ 74
(0) •Ring of Shadow [Wraith]
Artifact • Ring
Bearer must be a Nazgûl.
Bearer gains twilight and enduring 1.
Response: If a player reconciles, return bearer to its owner’s hand.
R2 R 75
[4] •Sauron, The Necromancer [Wraith]
Follower • Maia
Str: +2
Vit: +1
Aid - wound each minion.
Bearer gains fierce and enduring 2.
Response: If a spell is played and Sauron is borne by a minion, transfer Sauron to your support area to cancel its effects and place it on top of that player’s draw deck.
R2 R+ 76
[3] Shadow of !Dol Guldur [Wraith]
Minion • Wraith
Str: 6
Vit: 2
Sit: 6
Enduring 6. Twilight.
Any phase: Wound this minion.
R2 R 77
(0) Terrifying Power [Wraith]
Event • Regroup
Spell.
Spot a [Wraith] minion with X wounds to discard up to X Free Peoples conditions from play.
R2 R 78
[6] •Úlairë Enquëa, Servant of the Necromancer [Wraith]
Minion • Nazgul
Str: 11
Vit: 4
Sit: 3
Twilight.
While the Ring-bearer is wounded, Ulaire Enquea is enduring 2.
While there are 2 wounds on the Ring-bearer, Ulaire Enquea is fierce.
While there are 3 wounds on the Ring-bearer, each [Wraith] or twilight minion cannot take wounds or be exerted (except by Shadow cards).
”Out of the wreck rose the !Black Rider, tall and threatening…”
R2 R+ 79
[4] •Úlairë Nertëa, Agent of the Necromancer [Wraith]
Minion • Nazgul
Str: 9
Vit: 2
Sit: 3
Enduring 2.
While you can spot 3 burdens (or 6 companions), each [Wraith] and twilight minion is site number -3.
”Upon it sat a shape, black-mantled...”
R2 R 80
[8] •The Witch-King, Sorceror of Darkness [Wraith]
Minion • Nazgul
Str: 14
Vit: 4
Sit: 3
Enduring 1.
When you play The Witch-King, you may spot a [Wraith] or twilight minion to take a Shadow spell card into hand from your discard pile.
Each time you play a spell card and The Witch-King is not exhausted, you may add a burden.
’A great king and sorceror he was of old, and now he wields a deadly fear.’
R2 R+ 81
-
elrond, ally of the free people should have a spotting requirement, too good with the horns
Landroval seems way too good for decks packing artifacts, like elves and gondor, but i don't know how to change it.
I love pass of cirith ungol, sting of shelob just got playable
allies of gondor should probably be only gondor followers
Malbeth is way, way too good with horn, you can get companions now not just followers
holy crap grima is good, imagine him and saruman, servant of sauron on bill ferny, maybe make it special abilities instead
Castimar The Usurper can exert too easily maybe make it when you play him instead
Corsair Raider + Howdah *shivers*
On siege ram, does it go back to the support area or is it borne like a normal possession and discarded accordingly?
I'm cringing reading gathering spies, captured by the ring for Saruman, Servant Of Sauron
I like cave troll's play on cave troll's chain
troll's keyward, troll card? or just troll?
Helm Hammerhand should say cannot heal I think
I'm not sure what Stalwart Villagers means
-
•The One Ring, Threat to Free Peoples [Ring]
Str: +1
Res: +1
Maneuver: Make the Ring-bearer wear The One Ring until the regroup phase.
Maneuver: If the Ring-bearer is not wearing The One Ring, add 2 burdens to transfer a follower from your support area or companion to him or her.
While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound, add a burden instead.
R2 R+ 1
How do you transfer a companion to the ring bearer? If you attach Aragorn to him, does it mean that your RB has strength +8 and vitality +4?
DWARVEN
[3] Assembled Host [Dwarven]
Event • Fellowship
Tale.
Draw a card for each [Dwarven] follower you can spot.
R2 R 2
Cool.
[4] •Balin, Last King of Moria [Dwarven]
Companion • Dwarf
Str: 7
Vit: 4
Res: 7
Enduring 2. Valiant.
Balin is damage +1 for each wound on him.
R2 R+ 3
This guy is epic.
[2] •Book of Mazarbul, Chronicles of Moria [Dwarven]
Possession • Support Area
Tale.
Each time a minion is killed in a skirmish involving a [Dwarven] companion, you may stack that minion here.
Skirmish: Discard a card stacked here to make an unbound companion strength +1 and damage +1 for each companion in the dead pile.
R2 R+ 4
Great.
[1] •Carc, Raven of Erebor [Dwarven]
Follower • Beast
Res: +1
Aid - spot a [Dwarven] companion and draw 2 cards.
Each time bearer is assigned to a skirmish, discard the top 2 cards of your draw deck.
R2 R+ 5
Pretty fun.
[1] Dwarven Axemen [Dwarven]
Follower • Dwarf
Aid - discard the top 3 cards of your draw deck.
While you can spot a [Dwarven] condition, bearer is damage +1.
Skirmish: Discard your tale card from play to exert a minion skirmishing bearer.
R2 R 6
Nice job.
[2] Dwarven Longbeards [Dwarven]
Follower • Dwarf
Aid - discard the top 2 cards of your draw deck.
Skirmish: Exert bearer and transfer this follower to your support area to play a [Dwarven] skirmish event from your discard pile.
R2 R 7
Cool and powerful.
[5] •Fire of Their !Anger [Dwarven]
Condition • Support Area
Tale. Toil 2.
Each [Dwarven] follower gains toil 1.
Each companion bearing a [Dwarven] follower is enduring 1.
R2 R+ 8
Pretty nice. I love your 'Enduring X' concept.
[2] •Gimli, Bearer of Grudges [Dwarven] (reprint)
Companion • Dwarf
Str: 6
Vit: 3
Res: 4
Damage +1.
At the start of each skirmish involving Gimli, add 2 threats or 2 burdens.
Gimli is resistance +X, where X is his damage bonus.
R2 R+ 9
[2] •Náin, Lord of the Iron Hills [Dwarven]
Companion • Dwarf
Str: 5
Vit: 4
Res: 7
Valiant.
While bearing your follower, Náin is strength +2.
Regroup: Exert Náin twice to transfer your [Dwarven] follower to him.
”Then Náin stood before the Gate and cried with a great voice, ’Azog, if you are in come out! Or is the play in the valley too rough?’”
R2 R 10
I'm not too sure if I understand the use of this regroup ability.
[2] •Óri, Chronicler of Moria [Dwarven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 6
At the start of each fellowship phase, you may exert Óri to take a Free Peoples tale or a [Dwarven] possession into hand from your discard pile.
R2 R 11
Nice. Overall, the Dwarven Culture is perfect. I like how you managed to introduce new stuff and still use what the [dwarven] culture does best.
ELVEN
[3] •Council of the White Wizards [Elven]
Condition • Support Area
Tale. Toil 2.
Maneuver: Place an [Elven] or [Gandalf] companion in the dead pile to remove 2 burdens and heal 2 companions.
Regroup: Add 2 burdens, exert 2 companions and discard this condition to remove an [Elven] or [Gandalf] companion in your dead pile from the game.
R2 R+ 12
Pretty cool stuff. Can you explain me the link between the Council of White Wizard and the dead pile? I dunno what is that Council doing.
[3] •Elladan, !Of the Grey Company [Elven]
Companion • Elf
Str: 7
Vit: 3
Res: 7
Ranger.
Elrohir’s twilight cost is -2.
Each time Elrohir wins a skirmish, you may remove a threat.
R2 R 13
Fun.
[3] •Elrohir, !Of the Grey Company [Elven]
Companion • Elf
Str: 7
Vit: 3
Res: 7
Ranger.
Elladan’s twilight cost is -2.
Each time Elladan wins a skirmish, you may heal a companion.
R2 R 14
He is okay as well. Why not removing a burden instead?
[4] •Elrond, Ally of the Free Peoples [Elven]
Follower • Elf
Str: +2
Res: +2
Aid - [2].
When you play Elrond, you may spot another [Elven] card to heal a companion of each culture (except [Gollum]).
R2 R+ 15
I like the idea of making all these followers. Why not [Gollum]?
[3] •Galadriel, Bearer of Foresight [Elven]
Companion • Elf
Str: 3
Vit: 3
(Res): 7
While Galadriel bears The One Ring or an artifact, the twilight cost of each artifact and follower that you play is -1.
“‘I it was who first summoned the White Council.’”
R2 R+ 16
She is too powerful compared to Galadriel, Bearer of Wisdom.
[1] Lórien Archers [Elven]
Follower • Elf
Aid - [3].
To play, spot an [Elven] card.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
R2 R 17
OK. Nothing special there.
[4] Lothlórien Sentinels [Elven]
Event • Archery
Stealth.
Exert a minion for each companion you can spot bearing an [Elven] follower.
R2 R 18
Nice one. Cool idea.
[7] Support of Rivendell [Elven]
Event • Regroup
Tale. Toil 1.
To play, spot an [Elven] card.
Characters bearing [Elven] followers can exert for this card’s toil.
Transfer any number of followers from your support area to companions. Transfer any number of Shadow followers borne by characters to their owner’s support area.
R2 R+ 19
Interesting. I'm still not sure to understand the full potential of this card. Overall the Elven culture is good. I still prefer the [Dwarven] one.
GANDALF
[1] Beorning [Gandalf]
Follower • Man
Aid - [2].
To play, spot a [Gandalf] card.
At the start of each skirmish involving bearer, you may reveal a character from your hand to make bearer strength +2 and damage +1.
”In spite of the dangers of this far land bold men had of late been making their way back into it from the South…”
R2 R 20
He's alright.
[2] •Ghân-Buri-Ghân, Friendly Guide [Gandalf]
Follower • Man
Str: +1
Aid - [3].
When you transfer Ghân-Buri-Ghân to a Man companion, you may play the fellowship’s next site.
While at a forest site, bearer cannot be overwhelmed unless his or her strength is tripled.
R2 R+ 21
Interesting. I like how you managed to use the text of the companion version.
[3] Great Aid [Gandalf]
Event • Skirmish
Spell.
Spot a [Gandalf] Wizard to make each companion bearing a follower strength +2 until the regroup phase.
R2 R 22
More follower love. Looks like it's the theme of this set. Good idea.
[2] •Landroval, Misty Mountain Eagle [Gandalf]
Follower • Eagle
Aid - [5].
When you transfer Landroval to a [Gandalf] companion, discard each condition and possession from play.
R2 R+ 23
Great idea. Perhaps it should also give a stat bonus. Otherwise there is no reason for anyone to transfer it to someone else than a [Gandalf] companion.
[1] Unlikely Allies [Gandalf]
Event • Fellowship
Spot a [Gandalf] Wizard to play a Free Peoples follower from your draw deck. Shuffle your draw deck.
R2 R+ 24
Well thought, a event à la A wizard is never late.
[1] Wose Warrior [Gandalf]
Follower • Man
Aid - [2].
To play, spot a [Gandalf] card.
When you transfer this follower to a companion, you may foresee 1. If you foresee a stealth card, you may reveal it to remove [2].
R2 R 25
I'm not sure that I have understood the full potential of foreseeing yet. Overall I like the Gandalf culture as well. I like it more than the Elves, but less than the Dwarves.
GOLLUM
[5] •Pass of Cirith Ungol [Gollum] (SH)
Condition • Support Area
Toil 2.
Shelob gains ambush [8].
Maneuver: Discard this condition to take a [Gollum] Shadow card into hand from your discard pile.
R2 R+ 26
Pretty cool card. Bringing ambush back is what you did in your Light and Shadow set. It's a good idea.
GONDOR
[3] Allies of Gondor [Gondor]
Condition • Support Area
Tale.
While you can spot a [Gondor] companion, each companion bearing a follower cannot take more than 1 wound in each skirmish phase.
Response: If a [Gondor] follower is about to be discarded from play, discard this condition to prevent that.
R2 R 27
The first ability is quite powerful, but I don't consider it to be OP.
[4] •Aragorn, Bearer of Heritage [Gondor]
Companion • Man
Str: 8
Vit: 4
(Res): 3
Aragorn is resistance +1 for each Free Peoples culture you can spot.
Each time the fellowship moves, if Aragorn bears The One Ring, discard a Free Peoples card from play or wound Aragorn 3 times.
“‘Set aside the Ranger. Become who you were borne to be.’”
R2 R+ 28
Pretty cool idea. Nice quote. A card like this will require a lot of playtesting, but it looks well balanced.
[1][2] •Army of the Dead [Gondor]
Companion • Wraith
Str: 7
Vit: 5
Res: 0
Enduring 3. Toil 2.
To play, add 3 threats.
While you can spot 3 exhausted companions, Army of the Dead is defender +1.
"'... for in the gloom the !Shadow Host seemed to grow !stronger and more terrible to look upon.'"
R2 R+ 29
This Wraith is quite epic. The R+ rarity is well deserved.
[1] Dunharrow Soldiers [Gondor]
Follower • Wraith
Aid - add a threat.
When this follower is transferred from your support area to a companion, exert that companion twice (or wound that companion twice if that companion is not a [Gondor] companion).
Bearer gains enduring 1.
R2 R 30
I love it.
[3] •Halbarad, !Of the Grey Company [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 6
Ranger.
Maneuver: Exert Halbarad and another companion to wound a minion or discard a Shadow follower borne by a minion.
R2 R 31
He's cool. I guess that we will see more anti-follower cards later.
[4] •King of the Dead, !Cursed of Erech [Gondor]
Companion • Wraith
Str: 7
Vit: 4
Res: 0
Enduring 3.
To play, add 2 threats and spot Aragorn.
Each time King of the Dead wins a skirmish, you may spot another exhausted companion to choose one: heal that companion; or remove a threat.
R2 R+ 32
Nice job. The additional spotting requirement makes him harder to play and worth the Enduring 3 bonus.
[2] •Malbeth, the Seer [Gondor]
Follower • Man
Aid - add a threat.
When Malbeth is transferred to a [Gondor] companion, you may foresee 3.
Regroup: If Malbeth is borne by a companion, discard Malbeth to search your draw deck for a Free Peoples card of that culture and place it on top of your draw deck. Shuffle your draw deck.
R2 R+ 33
Interesting card. But who is Malbeth?
[1] Trebuchets [Gondor]
Event • Maneuver
Fortification.
Exert a Man companion to wound a minion.
At the start of the regroup phase, you may exert a Man companion to take this event into hand from your discard pile.
R2 R 34
Sounds like a good idea. Overall, I like the [Gondor] culture a lot. It is as interesting as the dwarves.
ISENGARD
[5] Berserk Mechanic [Isengard]
Minion • Uruk-hai
Str: 9
Vit: 4
Sit: 5
Besieger. Enduring 1.
When you play this minion, you may take an engine or machine into hand from your draw deck. Shuffle your draw deck.
Each time this minion exerts or takes a wound, you may reinforce a token on an engine or machine.
R2 R 35
Very good idea. It allows you to show how the enduring 1 bonus would be on the old Uruks.
[1] •!Gríma, Sharkey’s Worm [Isengard]
Follower • Man
Traitor. Aid - remove a threat.
When you transfer !Gríma to a minion, you may foresee 2.
Free Peoples events may not be played during skirmishes involving bearer.
”’You do what Sharkey says, always, don’t you, Worm? Well, now he says: follow!’”
R2 R+ 36
Interesting. I wonder how the Traitor keyword is going to make him do something special as a follower.
I'll check the rest later.
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A quick word on the horns: Erkenbrand's Horn is completely ridiculous. It would be errata'd before the release of this set to once per turn, if not on the X-list. And all of the horns (and guys like the Librarian) will specify "your follower" as they always should have done.
On siege ram, does it go back to the support area or is it borne like a normal possession and discarded accordingly?
It is borne like a normal possession and stuff. Kinda makes sense - after you've used a battering ram, you can't really use it again.
troll's keyward, troll card? or just troll?
I specify "card" sometimes to be perfectly clear I was including, for example, the Cave Troll follower in this set.
I'm not sure what Stalwart Villagers means
Do you mean the title or his game text?
How do you transfer a companion to the ring bearer? If you attach Aragorn to him, does it mean that your RB has strength +8 and vitality +4?
No you can transfer a follower from another companion to the RB without paying aid costs. Same deal with Náin (you can either transfer a follower to him from your support area or one that's borne by another companion).
Pretty cool stuff. Can you explain me the link between the Council of White Wizard and the dead pile? I dunno what is that Council doing.
It's a tenuous link. The White Council defeated Sauron in Dol Guldur. This card is representing their sacrifices for the greater good. But like I said, tenuous.
I like the idea of making all these followers. Why not [Gollum]?
Not sure it's necessary, but it didn't seem to me to make any flavour sense.
She is too powerful compared to Galadriel, Bearer of Wisdom.
Hmm... Perhaps. I was trying to make a multi-cultural Galadriel RB (you'll notice the only ARBs I reprinted are the cross-culture ones). But then she is very weak (3/3/7 is worse than Frodo in all situations). Maybe she would like something like foreseeing instead?
Great idea. Perhaps it should also give a stat bonus. Otherwise there is no reason for anyone to transfer it to someone else than a [Gandalf] companion.
Unless you didn't want to discard all your stuff and just wanted a follower to sit around on your guys so that you can use support like Great Aid. I quite like the idea of a follower who does nothing except when you transfer him when he completely changes the board. Dunno, I'll think on it.
Interesting card. But who is Malbeth?
Malbeth is the seer who foretold that Aragorn would become the King of Gondor and Arnor. I think, but I might be mistaken here, that the poem Gandalf quotes in his letter to Frodo is Malbeth's prophecy (you know "Renewed is the sword that was broken / the crownless again shall be King").
Other good comments, I will look through them and make some changes later.
Thranduil
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On stalwart villagers, i meant the attribute bonuses wording
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On stalwart villagers, i meant the attribute bonuses wording
Though hardly ever used, attribute is the collective word for strength/vitality/resistance/site number. So it removes all strength and vitality bonuses that possessions give them.
Thranduil
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ok, i wasn't sure if it included damage, fierce, special abilities and things like that
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To quote:
"Wose Warrior
Follower • Man
Aid - .
To play, spot a card.
When you transfer this follower to a companion, you may foresee 1. If you foresee a stealth card, you may reveal it to remove .
R2 R 25
I'm not sure that I have understood the full potential of foreseeing yet. Overall I like the Gandalf culture as well. I like it more than the Elves, but less than the Dwarves."
My gaming group have been using the Shadow & Light cards for a several months now and I have to say forsee is really cool. It was made for the elves and using some of Thranduil's S&L cards, we have some realy awesome forsee decks.
It's a pity Decipher never came up with this keyword.
gk.
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It's a pity Decipher never came up with this keyword.
I didn't come up with it either! You can thank MTG's Scry which foresee is a word for word copy of.
Thranduil
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I would specify 'or FROM A companion' on you One Ring otherwise, I thought that you could transfer companions on the ring-bearer. It didn't make sense.
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I would specify 'or FROM A companion' on you One Ring otherwise, I thought that you could transfer companions on the ring-bearer. It didn't make sense.
That is what I said! "... transfer a follower from your support area or companion..." not "... transfer a follower or companion from your support area..."!
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Typing mistake on Dunlending Beseiger's name.
The [Men] culture is fun but it includes many cards that aren't very impressive for a set with R and R+ cards. Some of these card could easily be common or uncommon. However, all the R+ cards are neat.
The Cave Troll follower is pretty cool. Perhaps it could give a S+3 bonus instead of S+2.
I would make Mantlets R+ instead of Engineered Tunnels, I think that it's gametext is more epic.
Overall, the [Orc] culture is cool. Unlike the [Men] culture, all the cards here deserves to be R and R+.
For Helm, what does 'Helm does not heal at sanctuary' mean? Does it stop him to benefit from the 5 heals at sanctuary or prevent him all healing at sanctuaries, ex. Might of Numenor?
There is a ? next to the Horn of Helm's twilight cost. I like the [Rohan] culture. Nice job.
War of the Ring looks interesting. You better have condition removal when you are facing this. I'm affraid that with a lot of reinforcing (I dunno what are the possibilities in your sets), this card might be overpowered. I could put 4 of these in my deck and fill the rest with minions that reinforce tokens.
I like how you reprinted Bilbo and specified 'non-event' card.
Your [wraith] culture is nice. I like the Witch-King, can you grab [Gandalf] spells with it? I feel like Sauron should always be a [Sauron] card.... the [Sauron] culture has his name!
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Terrifying Power has no twilight cost.
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Made some changes. A few clarifications:
1) [Men] I will have to sort out (again). For some reason this one has always been the problem.
2) For Helm, the intention was that a sanctuary's text didn't heal him, but if you healed him by other means, then that would be fine. I have now made that clear.
3) The ? sometimes appears when I post cards and it's hard to get rid of them for some reason.
4) The only token reinforcing in my sets is that which you see in front of you! This set is the only one to deal with tokens in a big way.
5) I have clarified the Witch-King - it was not my intention to recur FP cards.
6) Terrifying Power was supposed to be (0). Don't know where it went when I copied and pasted.
Changed cards:
Galadriel, Bearer of Foresight
Allies of Gondor
Weapons of War
Helm, Hammerhand
Loneliness
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Here are a few characters like "Wulf I" that you could use to make your [Men] culture more impressive.
Ulfang the Easterling and his sons.
http://www.glyphweb.com/arda/u/ulfang.html
Broda an Easterling Ruler
http://www.glyphweb.com/arda/b/brodda.html
Lorgan an Easterling Leader
http://www.glyphweb.com/arda/l/lorgan.html
Fuinur, Lord of the Haradhrim
http://www.glyphweb.com/arda/f/fuinur.html
A follower of Sauron
http://www.glyphweb.com/arda/h/herumor.html
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Cool! Thanks. I don't want to deal with Númenor, but the others are great ideas! :gp:
Thranduil
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http://en.wikipedia.org/wiki/Easterlings#Wainriders
Here are 3 other potential ideas for your [Men] culture...
Wainriders
Balchoth
Variags of Khand
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Great stuff! Thank you. At some point, I'll get to changing the [Men] cards into something interesting.
Thranduil