The Last Homely House
Middle-Earth => Chamber of Mazarbul => Topic started by: menace64 on May 27, 2010, 07:48:02 PM
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My post in this thread (http://lotrtcgdb.com/forums/index.php/topic,4521.msg55341.html#msg55341) got me thinking about the final two blocks of LotR TCG and, although there are lots of cards from those sets I really like, a lot of what Decipher did bugs the crap out of me.
So I think I want to try my hand at redesigning the sets, starting with Shadows and moving further along as the work progresses. I would do away with the new shadow cultures, attempt to develop fresh, thematic strategies to be used by the classical cultures, and modify, delete, and retain the Decipher cards as I deem fit.
I've put together a rough cardlist, mainly to show everyone what I'm talking about. I'll need to tweak it a bit as I start rewriting/editing cards in order to make each culture more cohesive, but for now just let me know how it looks.
(I really wish I could turn off auto-link for these with the push of a single button...)
Shadows Revised
1. The One Ring, The Ring of Rings
2. The One Ring, The Ruling Ring
Dunland Culture (20 Cards):
3. Bloodthirsty
4. Driven From the Plains
5. Dunlending Footman
6. Dunlending Rager
7. Dunlending Striker
8. Dunlending Trapper
9. Dunlending Wanderer
10. Dunlending Zealot
11. Elder of Dunland
12. In the Wild Men’s Wake
13. Last Days
14. Lying in Wait
15. Oath Sworn
16. Primitive Brand
17. Pursuing Horde
18. Saruman, Coldly Still
19. Trail of Terror
20. War Trident
21. Warrior of Dunland
22. Wulf, Stampeding Chief
Dwarven Culture (12 Cards):
23. Axe of Khazad-dum
24. Battle to the Last
25. Dwarven Embassy
26. Fallen Lord
27. Farin, Emissary of Erebor
28. Gimli, Lively Combatant
29. Gimli’s Battle Axe, Vicious Weapon
30. Grimir, Dwarven Emissary
31. Hall of Our Fathers
32. Mountain Homestead
33. On Guard
34. Well-equipped
Elven Culture (13 Cards):
35. Arwen, Staunch Defender
36. Blade of Lindon
37. Elven Marksmanship
38. Elven Scout
39. Farewell to Lorien
40. The Lady’s Blessing
41. Legolas, Companion of the Ring
42. Legolas, Woodland Emissary
43. Legolas’ Bow
44. Might of the Elf-lords
45. Nocked
46. Uncertain Future
47. Woodland Sentinel
Gandalf Culture (13 Cards):
48. The Art of Gandalf
49. Ease the Burden
50. Erland, Dale Counselor
51. Final Account
52. G for Grand
53. Gandalf, Leader of the Company
54. Gandalf’s Staff, Ash-staff
55. Glamdring, Foe-hammer
56. Inspiration
57. New Authority
58. New-awakened
59. Prolonged Struggle
60. Shadowfax, Unequaled Steed
Gollum Culture (12 Cards):
61. Frenzied Attack
62. Gollum, Skulker
63. Horribly Strong
64. Incited
65. Led Astray
66. Master Commands It
67. No End of Wickedness
68. Not Yet Vanquished
69. One Good Turn Deserves Another
70. Safe Passage
71. Smeagol, Scout and Guide
72. Strange and Terrible
Gondor Culture (14 Cards):
73. Aragorn, Guide and Protector
74. Aragorn, Strider
75. Armor of the Citadel
76. Battle Cry
77. Boromir, Hero of Osgiliath
78. Bow of Minas Tirith
79. Gondorian Blade
80. The Highest Quality
81. Houses of Healing
82. Madril, Ranger of Ithilien
83. Much-needed Rest
84. Pledge of Loyalty
85. Ranger of Westernesse
86. Well-traveled
Isengard Culture (19 Cards):
87. Bill Ferny, Agent of Saruman
88. Bold and Cunning
89. Corrupted Spy
90. Crooked Townsman
91. Declined Business
92. Desertion
93. Grima, Servant of Another Master
94. Grima’s Dagger
95. Harry Goatleaf, Gate-keeper
96. Henchman’s Dagger
97. Ill News is an Ill Guest
98. Lathspell
99. Lying Counsel
100. Man of Bree
101. Poisonous Words
102. Ruffian
103. Strange-looking Men
104. Swarthy Bree-lander
105. Whispers in the Dark
Moria Culture (24 Cards):
106. Bladed Gauntlets
107. Cave Troll of Moria, Savage Menace
108. Cave Troll’s Hammer, Unwieldy Cudgel
109. Chamber Patrol
110. Conquered Halls
111. Denizen of Khazad-dum
112. Denizen of Moria
113. Denizen of the Black Pit
114. Emboldened
115. Goblin Fiend
116. Goblin Footman
117. Goblin Hordes
118. Goblin Scavengers
119. Goblin Scimitar
120. Goblin Scurrier
121. Goblin Skulker
122. Great Cost
123. Hill Orc
124. Moria Menace
125. Mountain Orc
126. Strength in Shadows
127. Troll’s Keyward, Keeper of the Beast
128. Unforgiving Depths
129. Vile Goblin
Raider Culture (23 Cards):
130. Archer of Harad
131. Armored Easterling
132. Beast of War
133. Caravan From the South
134. Column of Easterlings
135. Easterling Banner-bearer
136. Easterling Host
137. Easterling Runner
138. Easterling Shield Wall
139. Elevated Fire
140. Fletcher of Harad
141. Harad Axeman
142. Harad Invader
143. Harad Standard-bearer
144. Haradrim Detachment
145. Hemmed In
146. Howdah
147. Last Gasp
148. Long Battle Bow
149. Overrun
150. Pavise
151. Poleaxe
152. Whistling Death
Rohan Culture (16 Cards):
153. Eomer, Guardian of the Eastmark
154. Eowyn, Shieldmaiden of Rohan
155. Gamling, Defender of the Hornburg
156. Hrothlac, Man of Rohan
157. Protecting the Hall
158. Rally Cry
159. Riddermark Javelin
160. Riddermark Soldier
161. Rider’s Spear
162. Riders of the Mark
163. Riding Like the Wind
164. Rohirrim Mount
165. Rush of Steeds
166. Sword Rack
167. Theoden, King of the Eorlingas
168. War Now Calls Us
Sauron Culture (21 Cards):
169. Always Threatening
170. Barrage
171. Beastly Olog-hai
172. Beasts of Burden
173. Bound to its Fate
174. Dread and Despair
175. Enemy Upon Enemy
176. Gorgoroth Destroyer
177. Gorgoroth Line-breaker
178. Gorgoroth Raid Commander
179. Mordor Aggressor
180. Mordor Scimitar
181. Orc Barbarian
182. Orc Hammer
183. Orc Marauders
184. Ordnance Grunt
185. Porter Troll
186. Pummeling Blow
187. Spurred to Battle
188. Undisciplined
189. Wielding the Ring
Shire Culture (16 Cards):
190. Concerning Hobbits
191. Crouched Down
192. Farmer Maggot, Hobbit of the Marish
193. Frodo, Protected by Many
194. Habits of Home
195. Hobbit Sword
196. Incognito
197. Merry, Loyal Companion
198. The More, The Merrier
199. Pippin, Brave Decoy
200. Salt from the Shire
201. Sam, Steadfast Friend
202. Sting, Weapon of Heritage
203. Sworn Companion
204. A Task Now to Be Done
205. Unharmed
Wraith Culture (21 Cards):
206. Dark Powers Strengthen
207. Dark Wings
208. Drawn to Its Power
209. Hatred Stirred
210. Keening Wail
211. Lost in the Woods
212. Moving This Way
213. The Pale Blade, Sword of Flame
214. Riders in Black
215. A Shadow Rises
216. Shapes Slowly Advancing
217. Surrounded by Wraiths
218. Ulaire Attea, Second of the Nine Riders
219. Ulaire Cantea, Fourth of the Nine Riders
220. Ulaire Enquea, Sixth of the Nine Riders
221. Ulaire Lemenya, Fifth of the Nine Riders
222. Ulaire Nelya, Third of the Nine Riders
223. Ulaire Nertea, Ninth of the Nine Riders
224. Ulaire Otsea, Seventh of the Nine Riders
225. Ulaire Toldea, Eighth of the Nine Riders
226. The Witch-king, Captain of the Nine Riders
Adventure Path (40 Cards):
227. Barazinbar
228. Dammed Gate-stream
229. East Road
230. Emyn Muil
231. Ettenmoors
232. Expanding Marshland
233. The Great Gates
234. Green Dragon Inn
235. Moria Stairway
236. North Undeep
237. The Prancing Pony
238. Redhorn Pass
239. Shores of Nen Hithoel
240. Trollshaw Forest
241. Cavern Entrance
242. Crags of Emyn Muil
243. Falls of Rauros
244. Fangorn Glade
245. Flats of Rohan
246. Fords of Isen
247. Golden Hall
248. Helm’s Gate
249. Meduseld
250. Mere of Dead Faces
251. Rohirrim Village
252. Starkhorn
253. Valley of Saruman
254. Wold Battlefield
255. City Gates
256. Courtyard Parapet
257. Dagorlad
258. The Dimholt
259. Hall of the Kings
260. Northern Ithilien
261. Nurn
262. Osgiliath Channel
263. Osgiliath Fallen
264. Slag Mounds
265. Slopes of Orodruin
266. Watch-tower of Cirith Ungol
So there it is. Like I said, it isn't perfect (yet), but already I like this version of the set much, much better. More cultures, more diversity, more flavor and fun. And something came to me as I cooked this up, that since Isengard has so many cards and subcultures, why not reintroduce them one set at a time - why not show the evolution of Saruman's realm? So in Shadows you've got his Men in Bree and Grima (although Saruman himself is only in the Dunland culture). Black Rider will introduce Isengard Orcs and Lurtz's detachment. Bloodlines will bring out some of the bigger guns.
As for The Hunters, I plan on redefining what hunter means (since it's such a terrible, terrible keyword) and all of the old trackers will come back in a big way. I already have a pretty cool idea as to what could be done...
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My post in this thread (http://lotrtcgdb.com/forums/index.php/topic,4521.msg55341.html#msg55341) got me thinking about the final two blocks of LotR TCG and, although there are lots of cards from those sets I really like, a lot of what Decipher did bugs the crap out of me.
So I think I want to try my hand at redesigning the sets, starting with Shadows and moving further along as the work progresses. I would do away with the new shadow cultures, attempt to develop fresh, thematic strategies to be used by the classical cultures, and modify, delete, and retain the Decipher cards as I deem fit.
I don't have anything more specific than this at the moment, but let me know if you think the project would have some merit - and feel free to throw your own ideas at me!
I think it could be very interesting to see your take on it, and I'd be more than happy to pitch in when necessary. I agree with you that the new Shadow cultures are a bit ridiculous (though [Men] actually does a fair job of uniting [Raider] with [Dunland], which I'm not sure should have been two different cultures in the first place).
I would say that I think it's important that you keep the best things about post-Shadows LotR, which in my view is the dynamic site path and resistance on all companions (and the loss of signets, though if you were to make a big theme of them, you could keep them around in game text and still have resistance icons). Making cards with those in mind and with the old flavourful Shadow cultures would be straight awesome.
Also, lurker and toil are 2 really great keywords that you don't need to lose.
Would you keep the same set names as a guide to set themes and mechanics?
Thranduil
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Sounds good to me !!
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Yes, the majority of the themes and mechanics introduced in each set would remain untouched, as would the dynamic site path. I'm not going to create entirely new sets here, nor will I venture too far off Decipher's work.
I'll start cooking up a new Shadows card list and post it when it's done.
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If you wanna do that, why not replacing the [Orc], [Men] etc. culture by their pre-shadows culture as well?
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don't forget muster, keep that one too.
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Anyway, welcome back menace64.
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If you wanna do that, why not replacing the [Orc], [Men] etc. culture by their pre-shadows culture as well?
That's the main reason for undertaking this project.
Anywho, I'm really pretty close to getting the new Shadows cardlist finished... it's pretty interesting. It might go up tonight.
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Tentative cardlist is up.
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So will you be just rewriting the shadow cultures (men, orc, uruk) and cards that trigger off them or will you look at every card and their value in being retained or reworked?
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Most of the Free Peoples cards (at least in Shadows) will remain untouched, seeing as there wasn't really anything wrong with them. For Shadow cards, I'll try to keep my version of each card as close to Decipher's original work, but for various reasons some will need to be reworked from scratch.
But yes, I'll be spending time looking at each card. If for nothing else, I know how lazy the lore got after Mount Doom.
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I don't know that I am a huge fan of the whole idea, but, and this is just a thought, what if you re-created the site path to be 1-9 as opposed to having a "move wherever you want" site path?
If your re-created 'Shadows 2 Standard' works, then it would use the site path anyways.
-wtk
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What about the [Uruk-Hai] culture? They all gain the [Isengard] Culture?
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What about the [Uruk-Hai] culture? They all gain the [Isengard] Culture?
No. The [Men], [Orc], and [Uruk] cultures are being abandoned, and their cards are being cycled back into the old shadow cultures (specifically, [Dunland], [Isengard], [Moria], and [Sauron]). The whole idea of this project is to 'undo' the unsavory elements of Decipher's work within the post-Mount Doom environment; mainly getting rid of the new shadow cultures and tidying up the shoddy designs of many cards.
I don't know that I am a huge fan of the whole idea, but, and this is just a thought, what if you re-created the site path to be 1-9 as opposed to having a "move wherever you want" site path?
I wasn't planning on editing the site path rules for the post-Mount Doom environment, but if enough people ask me to I'll look into it. What specifically would you want changed? Are you wanting the adventure path to resemble the movie blocks?
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Chaging the site path is a tough one .... pre Shadows the site path was fixed and made more sense in terms of thematic representation of the books / moves. However, the site path in Shadows allows for more complex gameplay and strategies. The dynamic site path is probably the best thing they did when Shadows was introduced in terms of enhanced gameplay IMO.
A complete rework of Shadows sets and beyond, using the traditional site path, possibly makes sense ... because you are trying to tie it in with Movie block. Perhaps the site path could be redesigned using the traditional method to represent the entire journey, instead of just some of it. ??
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Are you wanting the adventure path to resemble the movie blocks?
Yes.
-wtk
Yes.
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The new site path is much better imo.
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A complete rework of Shadows sets and beyond, using the traditional site path, possibly makes sense ... because you are trying to tie it in with Movie block. Perhaps the site path could be redesigned using the traditional method to represent the entire journey, instead of just some of it. ??
Yeah that thought occurred to me shortly before Shadows was spoiled so many years ago. And it made more sense than what Decipher wound up doing, at least (as you said) thematically. Decipher's dynamic system, however, was much more conducive to gameplay.
All that being reiterated, I think the perfect solution would be a balance between both theme and gameplay. I'm beginning to see a way to achieve this: what if the term region is redefined, and each site has a printed region? Let's say, as is already the case, that region 1 is sites 1-3, and region 2 is sites 4-6, and region 3 is sites 7-9, which corresponds respectively to each movie. In this scenario, every site from Fellowship is a region 1 site, and the same applies to Two Towers and Return of the King. There would still be room to move things around and customize your site path, but the site path itself would become more rigid. This would also remove the (what I perceive to be) extremely clunky "add X while in Y region" rule, since the sites would return to individual shadow costs and would gain a printed region.
...is this a new idea, or am I late to the party?
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i like it
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As do I. =D>
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I think that sounds good. Go for it!
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except that you would have to give every ste 1 a cost since they have none, and every choke deck would have 9 site 1s,
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except that you would have to give every ste 1 a cost since they have none, and every choke deck would have 9 site 1s,
Just as at the moment you can't use more than 3 sites of the same Shadow number, in this case perhaps you would have to have 3 sites from each region.
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except that you would have to give every ste 1 a cost since they have none, and every choke deck would have 9 site 1s,
Just as at the moment you can't use more than 3 sites of the same Shadow number, in this case perhaps you would have to have 3 sites from each region.
i thought that was the intent - 3 region 1, 3 region 2, 3 region 3 - only able to be played within their own region - you can even maintain the cost rule (no more than 3 of each site with the same cost). it seems to be the perfect balance between theme and gameplay.
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Are you wanting the adventure path to resemble the movie blocks?
Yes.
-wtk
Yes.
You guys should try LotR TCG Map System (http://lotrtcgdb.com/community/viewtopic.php?t=4839)
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Since we're on the subject, I suppose we should begin the rewriting process with the sites of Shadows. But before I actually spoil cards, I'd like to spell out how this version of the adventure path will work. The 9 sites are split into 3 regions: sites 1-3 are region 1, sites 4-6 are region 2, and sites 7-9 are region 3. Each region encompasses the entirety of its corresponding film; so every location from Fellowship of the Ring falls somewhere within region 1, and the same is true for The Two Towers and Return of the King.
In the movie block sets, the upper-left of the site always had a printed site number, ranging from 1-9. Now, there is a printed region number, ranging from 1-3. The upper-right of the site is still reserved for the Shadow cost of the particular site. What this does, as far as building an adventure path goes, is to allow a player more flexibility than he once had up and through the Mount Doom set, but still keeping as much of the old thematic, progressive qualities that went with it, as well as balancing customization.
On the first page I have updated the Shadows adventure path, and have broken the sites down into their respective region, so that all region 1 sites come before region 2, and so on. Since this is the base set for the new site mechanics, I've tried to include a variety of different terrain-types into each region.
1 !Barazinbar [2]
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Mountain. At the start of your fellowship phase, you may exert a Dwarf to play a [Dwarven] possession from your draw deck.
So, when before a player could play Barazinbar at any point along the adventure path, now it is limited to site 1, site 2, or site 3 - anywhere in region 1. Since this particular site didn't need to be altered to fit into its new restriction, the twilight cost of [2] remains the same.
But some change is unavoidable.
1 !Emyn Muil (0)
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Forest. Until the end of the turn, the first minion played by each Shadow player is fierce until the Free Peoples player reconciles.
Since the old rules allowed Emyn Muil to be played at any time, Decipher had to reign in its power. Now, however, it can only come out until site 3, which means it needs to pack a little more of a punch. Even played as site 1, this new !Emyn Muil can bring out fierce minions for many sites.
And now that the old Shadow cultures have returned, a different sort of change is required:
2 !Rohirrim Village [4]
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Dwelling. While you can spot 3 [Dunland] minions, [Dunland] Men may not take wounds during the archery phase.
Playable in region 2, this reboot of the old site carries over archery immunity for Dunland Men, except a few things are different now. First, it gets the Dwelling keyword (which didn't exist in Two Towers); and, second, the twilight cost has actually gone up. Why? Well, without the old rule in place where you add [X] to the twilight poll while moving through a specific region, sites will need to doll out twilight more easily than before. After all, what if you saved !Rohirrim Village until site 5 or 6, and it only had a twilight cost of 3? That's abusive, and if too many sites are costed low, every game would become one of choking the opponent. So most region 2 and 3 sites will have raised twilight costs than their older personas, but I'll try to match this increase by adding in additional costs or conditions where they're applicable.
Any questions, or comments on something I may have missed?
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Looks good
Typo in first paragraph - region 2 is sites 4-6 not 2-6.
I like the way you have handled region and site costs.
Choke may be an issue .... For example .... If region 2 has three sites all with a site cost of four what stops me as the free peoples player putting all of them in my site deck and choking opponent by using cards to control the site path (this is potentially more powerful than the current dynamic site path system).
Perhaps more rules are needed to reign in choke decks - such as "Each site deck can contain contain no more than one site of the same site cost within each region" - this could be extended to "Each region can contain no more than one site of the same site cost in play at a time".
Just my thoughts ....
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Perhaps more rules are needed to reign in choke decks - such as "Each site deck can contain contain no more than one site of the same site cost within each region" - this could be extended to "Each region can contain no more than one site of the same site cost in play at a time".
It would solve the problem but I think going in that direction would nullify any freedoms gained from this system. There's enough restriction built in already. It isn't perfect, but neither was the original dynamic adventure path, and I suppose we'll just have to watch how sites are being cost and make sure that, overall, every site produced is slightly more aggressively written.
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1 !Emyn Muil (0)
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Forest. Until the end of the turn, the first minion played by each Shadow player is fierce until the Free Peoples player reconciles.
I worry that having a site that carries on working even if you're not there is confusing, especially for a set that's introducing new site mechanics. I would try and stick with the basics.
Perhaps it could simply be something like: "At the start of the maneuver phase, the first Shadow player may make a minion fierce until the regroup phase" or each Shadow player can fierce his own, or something.
Thranduil
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Are you wanting the adventure path to resemble the movie blocks?
Yes.
-wtk
Agreed. That would be nice. :up:
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Okay guys, here's the deal. The last few weeks have been beyond hectic, and I'm nearly finished moving to my new house in a new town. This project has been on my mind every day since I first started thinking about it, and I have most of the revised cardlists already finished, besides a few tweaks I'll be making in the days to come.
But let me say that - having broken apart every card and put the pieces back together as they should have been - Decipher dropped the ball big time. The post-Mount Doom era could have been the best time of this card game's life
I can't tell you for sure when I'll actually have some cards to showcase, but you'll obviously see it once it's up.
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So we'll be happy to see it!