The Last Homely House

Middle-Earth => Chamber of Mazarbul => Topic started by: DáinIronfoot on July 31, 2008, 08:17:56 AM

Title: Wild and crazy card ideas!
Post by: DáinIronfoot on July 31, 2008, 08:17:56 AM
I've had some silly card ideas over the years, cards I don't know if I'd ever actually make seriously. But I've also had some ideas that MIGHT work, though they turn some of the very concepts of LOTR TCG on their heads.

In this thread (which will be updated very, very randomly), I will post some of these cards. And I encourage anyone else who has wild and wacky ideas (I'm looking at you, Menace :P) to post them here as well. You know you want to. You KNOW you've had these nutty card ideas you're just DYING to share. Post 'em!

I'll get things started....

(0)•Frodo, Noble Halfling [Shire]
Companion • Hobbit
Strength: 3
Vitality: 4
Ringed Resistance: 10
Ring-bearer. Ring-bound.
At the start of each of your turns, you may reveal another copy of Frodo from your hand to draw a card.
Fellowship: Reveal another copy of Frodo from your hand to make Frodo gain that card's game text until the end of the turn.
“Saruman rose to his feet, and stared at Frodo. There was a strange look in his eyes of mingled wonder and respect and hatred. ‘You have grown, Halfling,’ he said. ‘Yes, you have grown very much.’”

The idea is that the Frodo that returns to the Shire is a much different one than the Frodo that left it. He has grown through his experiences, changing along the way to be a very wise and noble figure by the time he leads the retaking of the Shire from Saruman and his lackeys.

Of course, this would require some potential hand clog, which the first line of text attempts to combat; the first Frodo you keep "in reserve" is basically free. But you could have as many as three different Frodos in your hand and use ALL their abilities on this one card, as long as you're willing to absorb the clogging. Imagine this with the combined text of, say, Master of the Precious & Resolute Hobbit? Or the ultimate fighting Frodo: Weary From The Journey & Frenzied Fighter? :twisted:

At the very least, this lets you essentially start each turn with 9 cards in your hand, which has its own benefits, no?
Title: Re: Wild and crazy card ideas!
Post by: lem0nhead on July 31, 2008, 08:20:52 AM
Interesting Dain, no idea if its unbalanced or broken, i imagine it could get out of hand but i like it.
Title: Re: Wild and crazy card ideas!
Post by: DáinIronfoot on July 31, 2008, 08:23:26 AM
Are the "another copy"s necessary, do you think?
Title: Re: Wild and crazy card ideas!
Post by: AgentDrake on July 31, 2008, 03:56:29 PM
Yeah, I think so, otherwise he seems to be referencing himself.

I've got a few odd ideas I might just throw out there, myself....
Title: Re: Wild and crazy card ideas!
Post by: MR. Lurtzy on July 31, 2008, 07:13:06 PM
Do they have to be family friendly? :twisted:
Title: Re: Wild and crazy card ideas!
Post by: Thranduil on August 01, 2008, 03:51:59 AM
This is very cool. I'd want to combo this with Inspiration. :hey:

Thranduil
Title: Re: Wild and crazy card ideas!
Post by: DáinIronfoot on August 04, 2008, 11:38:02 AM
Quote from: MR. Lurtzy
Do they have to be family friendly? :twisted:

Uh, yes. Just like everything else on the boards, please.

But feel free to post your own ideas, folks! I'll have some more before long myself, I'm sure. ;D
Title: Re: Wild and crazy card ideas!
Post by: Thranduil on August 04, 2008, 11:42:42 AM
I have loads of crazy cards. Remember this guy? :hey:

[4] • Annatar, Lord of Gifts [Sauron] (Free Peoples)
Companion • Maia
Str: 7
Vit: 4
Res: 0
Enduring 1.
To play, spot 3 companions of the same culture and play an artifact of that culture from your draw deck.
Annatar’s resistance cannot be modified.
Skirmish: Exert Annatar and spot a character bearing an artifact to make that character strength +2. While you can spot 4 burdens, the first Shadow player may also use this ability.
"... his hue was still that of one both fair and wise."

And these? There are 2 versions of these rings, 1 Free Peoples ([Elven]) and the other Shadow ([Sauron]).

(0) Lesser Ring [Elven] or [Sauron]
Artifact • Ring
Str: +1
Res: -1
To play, spot an [Elven] or [Sauron] card.
Bearer must be a unique character.

(0) Ring of Power [Elven] or [Sauron]
Artifact • Ring
Str: +1
Res: -2
To play, spot a [Sauron] or [Elven] card.
Bearer must be a unique character.
Each time bearer is about to take a wound in a skirmish, his or her owner may discard the top 2 cards of their draw deck to prevent that wound.
Title: Re: Wild and crazy card ideas!
Post by: DáinIronfoot on August 04, 2008, 11:46:46 AM
Well, okay, here's one more now. :)

[6]•Legolas & Gimli, Strange Friends [Elven] / [Dwarven]
Companions • Elf & Dwarf
Strength: 11
Vitality: 3
Signet: Aragorn
Archer. Damage +1.
While at a battleground, Legolas & Gimli are defender +1.
Archery: Discard a (G) or [Elven] archery event from hand to make the fellowship archery total +1.
Skirmish: Discard an [Elven] or [Dwarven] skirmish event from hand to wound a minion skirmishing Legolas & Gimli.
“We have heard the tale that Legolas took Gimli Glóin’s son with him because of their great friendship, greater than any that has been between Elf and Dwarf.”

Unlike most of my so-called "dual characters", this one features not only more than one culture, but more than one race. It also costs significantly more than seperate Legolas and Gimli cards would...50% more, actually. I hate to do this, but I had to to compensate for their stats, keywords, and abilities, which are nothing short of brutal for the opponent.

This will probably be the most controversial of my dual-character cards once we get to it in my Return of the King-centric set The End Of All Things, but now you get a sneak peak to tear it apart. :P
Title: Re: Wild and crazy card ideas!
Post by: DáinIronfoot on August 04, 2008, 11:48:22 AM
Quote from: Thranduil
[4] • Annatar, Lord of Gifts [Sauron] (Free Peoples)
Companion • Maia
Str: 7
Vit: 4
Res: 0
Enduring 1.
To play, spot 3 companions of the same culture and play an artifact of that culture from your draw deck.
Annatar’s resistance cannot be modified.
Skirmish: Exert Annatar and spot a character bearing an artifact to make that character strength +2. While you can spot 4 burdens, the first Shadow player may also use this ability.
"... his hue was still that of one both fair and wise."

(0) Lesser Ring [Elven] or [Sauron]
Artifact • Ring
Str: +1
Res: -1
To play, spot an [Elven] or [Sauron] card.
Bearer must be a unique character.

(0) Ring of Power [Elven] or [Sauron]
Artifact • Ring
Str: +1
Res: -2
To play, spot a [Sauron] or [Elven] card.
Bearer must be a unique character.
Each time bearer is about to take a wound in a skirmish, his or her owner may discard the top 2 cards of their draw deck to prevent that wound.

Ooooooh yeah, how could I forget? I seem to recall that I supported the ideas based around those rings only after extensive rewrites. :P
Title: Re: Wild and crazy card ideas!
Post by: Thranduil on August 04, 2008, 11:50:54 AM
[6]•Legolas & Gimli, Strange Friends [Elven] / [Dwarven]
Companions • Elf & Dwarf
Strength: 11
Vitality: 3
Signet: Aragorn
Damage +1. Defender +1.
Archery: Play an [Elven] archery event to make the fellowship archery total +1.
Skirmish: Discard an [Elven] or [Dwarven] skirmish event from hand to wound a minion skirmishing Legolas & Gimli.
“We have heard the tale that Legolas took Gimli Glóin’s son with him because of their great friendship, greater than any that has been between Elf and Dwarf.”
I think they should be a damage +1 archer and probably both abilities should discard the cards from hand and should apply to both cultures (just in case you happen to have made a [Dwarven] archery event, but also it just seems more aesthetically pleasing that way!)

Thranduil
Title: Re: Wild and crazy card ideas!
Post by: menace64 on August 05, 2008, 03:06:55 AM
Thinking of card-type combos...

...like companion-possessions/artifacts (even though this isn't a true example):

(0) •The One Ring, Already at Work [Ring]
Minion • The One Ring
Strength-0
Vitality-1
Site Number-1
To play, spot 6 burdens and remove The One Ring from the game. When this card is discarded, return The One Ring to the game.
This minion may not be exerted, take wounds, or be assigned to a skirmish.
At the start of each assignment phase, you may spot a companion with resistance 2 or less. That companion cannot be assigned to a skirmish until the end of the turn.
"'One by one it will destroy them all.'"
Title: Re: Wild and crazy card ideas!
Post by: DáinIronfoot on August 05, 2008, 08:23:40 AM
Yeah, I figured you'd show up sooner or later, Menace. ;)

Quote from: menace64
(0) •The One Ring, Already at Work [Ring]
Minion • The One Ring
Strength-0
Vitality-1
Site Number-1
To play, spot 6 burdens and remove The One Ring from the game. When this card is discarded, return The One Ring to the game.
This minion may not be exerted, take wounds, or be assigned to a skirmish.
At the start of each assignment phase, you may spot a companion with resistance 2 or less. That companion cannot be assigned to a skirmish until the end of the turn.
"'One by one it will destroy them all.'"

Very, very interesting. 'Twould probably be better to simply have it as a support area artifact or something, like this:

(0)•The One Ring, Already at Work [Ring]
Artifact • The One Ring
To play, spot 6 burdens and remove The One Ring from the game. When this card is discarded, return The One Ring to the game. Plays to your support area.
At the start of each assignment phase, you may spot a companion with resistance 2 or less. That companion cannot be assigned to a skirmish until the end of the turn.
Discard this artifact at the end of the turn.
"'One by one it will destroy them all.'"

But hey, either way works. I like the ability for sure. Very Ring-esque. :up:
Title: Re: Wild and crazy card ideas!
Post by: CarpeGuitarrem on August 05, 2008, 12:20:24 PM
Now that's cool.
Title: Re: Wild and crazy card ideas!
Post by: AgentDrake on August 05, 2008, 03:52:36 PM
Here's a weird idea I came up with... Broken, I'm sure, but nevertheless....


(0) •Fredegar Bolger, Decoy Bearer [Shire]
Companion - Hobbit
Strength 4
Vitality 4
Resistance 5 [Ring]
While Fredegar Bolger is your ring-bearer, at the start of each of your turns, add [2].
Skirmish: If Fredegar Bolger is your ring-bearer, spot a minion he is skirmishing to transfer The One Ring and all burdens to another eligible bearer.
"'Not me! I haven't got it!'"
Title: Re: Wild and crazy card ideas!
Post by: DáinIronfoot on August 05, 2008, 04:03:06 PM
Not totally off the wall, actually. I have a similiar card that actually appears in my set The Road Ahead, and reviewers actually "passed" it:

[2] I Will Take The Ring [Elven]
Event • Maneuver
To play, spot an Elf.
At any site 3, transfer The One Ring and all burdens to another eligible bearer.
At any other site, exert 2 Elves to heal the Ring-bearer and remove a burden.
“‘But if you take it freely, I will say that your choice is right; and though all the mighty elf-friends of old, Hador, and Húrin, and Túrin, and Beren himself were assembled together your seat should be among them.’”
Title: Re: Wild and crazy card ideas!
Post by: NappyKorn on August 05, 2008, 04:37:28 PM
I always wanted to see a [rohan] Ring-bearer even though it wouldn't fit with the whole story of middle earth from what I can recall. So here is an odd idea.

•Theoden, Bearer of Risk
Companion • Man
Str. 7
Vit. 3
Res. 7  [Ring]
Each time the fellowship moves and you can't spot 2 [Rohan] mounts add a burden or wound 2 [Rohan] companions.
Fellowship: While Theoden bears the One Ring you may add 2 burdens to play a [Rohan] mount from your draw deck.
Each time the fellowship moves and you can't spot a mount add a burden or wound 2 [Rohan] companions.
The Lords of Rohan depended heavily on the use of mounts to defend their lands.
Title: Re: Wild and crazy card ideas!
Post by: NappyKorn on August 05, 2008, 04:58:49 PM
How about an idea where the shadow player can steal the One Ring and then a way for that to hurt the feelowship.

[2] • It Has Been Returned [Ringwraith]
Condition • Support Ares
While the One Ring it stacked on this card at the start of each shadow phase you exhaust a companion.
Regroup: Exert your [Ringwraith] minion and spot an exhausted companion to transfer the One to a Ring-Bound companion.
...and all that opposed the returning of the ring felt it's burden.

[3] It Has Been Taken [Ringwraith]
Event • Response
If a Nazgul wins a skirmish exert that Nazgul and remove all burdens from the Ring-Bearer to transfer the One Ring to It Has Been Return.

Just a few ideas, I'm sure they can be made better but it would be cool if the shadow could get their hands on the one ring especially the Nazgul as that was what they tried to do anyway.
Title: Re: Wild and crazy card ideas!
Post by: Thranduil on August 06, 2008, 01:43:52 AM
It's fun, but you need more safeguards built into the card texts so that it works. Stealing The One Ring is fine, but I reckon it should only be for a turn at maximum and then should return to the Ring-bearer. That could make an awesome deck strategy; conditions you have to fulfil to steal the one ring, then cards which can spot it once you've stolen it for huge effects!

Thranduil
Title: Re: Wild and crazy card ideas!
Post by: NappyKorn on August 06, 2008, 01:54:24 AM
How about this:

 • It Has Been Returned [Wraith]
Condition • Support Ares
While the One Ring it stacked on this card at the start of each shadow phase you exhaust a companion.
Regroup: Exert your [Wraith] minion twice or return the One Ring back to the Ring-Bearer
...and all that opposed the returning of the ring felt it's burden.
Title: Re: Wild and crazy card ideas!
Post by: Thranduil on August 06, 2008, 01:57:30 AM
The only confusion comes when the Ring-bearer was killed in between you nabbing the Ring and the regroup phase! :hey:

Thranduil
Title: Re: Wild and crazy card ideas!
Post by: CarpeGuitarrem on August 06, 2008, 01:33:37 PM
Isn't that still a loss? Because he remains the Ring-bearer...and if the RB dies...
Title: Re: Wild and crazy card ideas!
Post by: Thranduil on August 06, 2008, 03:11:38 PM
Isn't that still a loss? Because he remains the Ring-bearer...and if the RB dies...
Yeah, fair enough; I can see that.

From a strictly flavour point of view though, the Shadow player stealing the Ring would also represent a loss. After all, the Ring-bearer survives in order to deny the Ring to Sauron.

Thranduil
Title: Re: Wild and crazy card ideas!
Post by: AgentDrake on August 06, 2008, 08:16:57 PM
Okay, here's something odd. You remember those statues in the book that made Sam feel like he was being watched until he started shouting something-or-other about Elbereth? Well, they're now minions.

[2] Silent Sentinel [Sauron]
Minion - Statue
Strength 0
Vitality 2
Site 6
This minion may not be spotted and may not take wounds.
This minion is strength +1 for each burden you can spot.
Each companion with resistance 4 or less is strength -2.

[3] Watchful Sentinel [Sauron]
Minion - Statue
Strength 0
Vitality 2
Site 6
This minion may not be spotted and may not take wounds.
While you can spot no other minions, this minion is strength +6.
While you can spot a companion with resistance 4 or less, this minion is strength +2.

[4] Sentinel Guardian [Sauron]
Minion - Statue
Strength 0
Vitality 2
Site 6
This minion may not be spotted and may not take wounds.
While you can spot no other minions, this minion is strength +8.
While you can spot a companion with resistance 4 or less, this minion is strength +4.

[6] Lidless Gaze [Sauron]
Event - Maneuver
Toil 2.
Discard a [Saruon] statue to add two burdens. The Free Peoples player may exert a ring-bound companion twice to prevent this.

[2] •Unseen Watchers [Sauron]
Condition - Support Area
To play, remove a threat.
While you cannot spot a minion, each companion is resistance -1.
While you can spot 4 threats, each statue minion is strength +1 for each burden you can spot.
Regroup: If you cannot spot a minion, discard a [Sauron] card from hand or from play to add a burden. Discard this condition.
Title: Re: Wild and crazy card ideas!
Post by: lem0nhead on August 07, 2008, 12:54:54 AM
Like the idea AD, only thing is they get a bonus from being solo but im sure there was a pair of them that made Sam feel weird.
Title: Re: Wild and crazy card ideas!
Post by: Thranduil on August 07, 2008, 02:51:42 AM
[2] •Unseen Watchers [Sauron]
Condition - Support Area
To play, remove a threat.
While you cannot spot a minion, each companion is resistance -1.
While you can spot 4 threats, each statue minion is strength +1 for each burden you can spot.
Regroup: If you cannot spot a minion, discard a [Sauron] card from hand or from play to add a burden. Discard this condition.
In order to make this one fit into the strategy, I think either the threats clauses should be removed or this card (or some others) should add threats. But all these guys are great! I love how that they only become deadly when no one's watching... :ninja:

Thranduil
Title: Re: Wild and crazy card ideas!
Post by: Elessar's Socks on August 07, 2008, 03:50:12 AM
I'm laughing at the thought of the roads from the Shire to NOLINKMount Doom being lined with Watchers. :D

Maybe they could be like Enduring Evil given form. Instead of strength pumping, they could follow the lead of the Silent Sentinel and NOLINKfocus on strength subtracting, with further bonuses as resistance goes down.
Title: Re: Wild and crazy card ideas!
Post by: DáinIronfoot on August 20, 2008, 12:42:00 PM
To get this going again, here's an idea I've had for a while now (not necessarily in relation to Ents, just in general):

(0) Very Odd Indeed! [Gandalf]
Event • Response
If the fellowship is about to move, spot an Ent to prevent that and continue the current turn as if the fellowship has moved to the next site.
“‘Do not be hasty, that is my motto.’”

The best part is that the title is ALSO a Treebeard quote. Fits perfectly here, eh? :whistle:
Title: Re: Wild and crazy card ideas!
Post by: AgentDrake on August 20, 2008, 01:36:09 PM
Yeah, I love the idea of controlling movement, but why would the FP want to do that?

I mean, the Shadow would love to push the fellowship back on the sitepath, but why would the FP want to?
Would need some sorta "If the fellowship has not moved this turn" texted cards, and some way to double fairly often, to make up for it, which could be hard as heck to balance with existing cards....
Title: Re: Wild and crazy card ideas!
Post by: FM on August 20, 2008, 02:07:30 PM
Simple. Both Fellowships are on the edge, totally depleted, but the other player survived his turn. Then, it's YOUR turn, and you'll certainly die, unless he drew NOTHING at all (a very unlikely scenario), so you DON'T move, ship the turn back, HE/SHE will have to move, and you win.
Title: Re: Wild and crazy card ideas!
Post by: sickofpalantirs on August 20, 2008, 04:27:04 PM
no but it says continue as if you moved...so wouldn't the shadow player get to play minions?
Title: Re: Wild and crazy card ideas!
Post by: Thranduil on August 20, 2008, 05:02:23 PM
But perhaps if the next site is something like Anduin Banks and you know that you'll die if you move there you'd want to not go on.

Thranduil
Title: Re: Wild and crazy card ideas!
Post by: FM on August 21, 2008, 08:38:12 AM
He would, but you ALREADY moved, so if you played nothing during the fellowship phase, he'd not have twilight (since it is added as you move, and you already moved) to play anything with a cost higher than 0.
Title: Re: Wild and crazy card ideas!
Post by: sickofpalantirs on August 21, 2008, 05:04:08 PM
got it...so you can effectively skip your turn since he wouldn't get any twilight and whack him...clever.