The Last Homely House

Middle-Earth => Chamber of Mazarbul => Topic started by: Cw0rk on June 03, 2012, 09:51:05 AM

Title: The Hunt for Gollum - Full DC Set With Images
Post by: Cw0rk on June 03, 2012, 09:51:05 AM
A fan set inspired from a fan film...

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The Hunt for Gollum is a fan film about Gandalf sending Aragorn on a quest to find Gollum. It takes place between Bilbo's birthday party and the departure of Frodo from the Shire. The movie can be seen at www.thehuntforgollum.com (http://www.thehuntforgollum.com).

Following that short movie, I've decided to create a DC set which could be played alongside the current Fellowship Block cards. I've first thought about doing a 122 cards set, but because of the length of the movie and the absence of several cultures inside it, I've decided to make a 61 cards mini set instead.

The key elements of that set are the introduction of the fifth Shadow culture [gollum] and the use of the search and stealth keywords which are also the key elements of the film. These two keywords are now present in both Free Peoples and Shadow cards.

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All cards with images can be found there:
http://s769.beta.photobucket.com/user/c10ckw0rk/library/HFG (http://s769.beta.photobucket.com/user/c10ckw0rk/library/HFG)

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½U1
½C2
½R3
½C4
½U5
½U6
½R7
½C8
½R9
½C10
½R11
½C12
½U13
½C14
½R15
½U16
½R17
½U18
½C19
½U20
½U21
½C22
½C23
½R24
½R25
½C26
½U27
½U28
½R29
½U30
½C31
½R32
½U33
½R34
½C35
½R36
½R37
½C38
½C39
½R40
½U41
½U42
½U43
½R44
½U45
½R46
½U47
½R48
½C49
½C50
½R51
½U52
½U53
½C54
½R55
½R56
½C57
½U58
½U59
½C60
½P61
•Dug Far and Deep
Lords of the Mountains
Mine Exploration
Battle is Coming
•Celehedras, Elf Of The Great Wood
Elanor
•Elven Lights
Lords of the Forests
•You Have My Heart
•Gandalf, The Grey Wanderer
Interrogate
Knowledge Is His Strength
Silent Reflections
Wizard Hat
Wizardly Instructions
•Baggins Has It
•Gollum, Former Owner of the Ring
•His Lurking Shadow
Locked Doors
Roof Climbing
Snatching
Tree Climbing
We Should Have Squeezed It
We'll Put Out It's Eyes
We'll Wring It's Neckses
•Aragorn, Dunadan
•Aragorn's Cloak
•Arithir, Ranger of Arnor
Camouflage
Campfire Folklore
Double-Kill
Luring Techniques
A Ranger's Foresight
Snare-Trap
Bree Thugs
Saruman's Fog
•Danger of the Unexplored
Goblin Raiders
Invisible In The Dark
Seeking The Ring
The Road Will Not Be Easy
•Úlairë Cantëa, Rider in Black
•Úlairë Toldëa, Rider in Black
Bring Him to Me
•Dabgash, Morgul Scout
•Goblok, Orc Chief
Gorgoroth Cudgel
•Mordor Detachment
Orc Aggressor
Orc Deserter
Orc Investigator
•Snaga, Mordor Scout
Hobbit-Like Tracks
Hobbit Taverner
•Lily Mugwort, Bree-hobbit
Send the Hobbits to Bree
Bree Inn Entrance
Gladden Fields
Rivendell Promenade
The Misty Mountains
•Gollum, Spy of Sorts
Condition
Condition
Event
Event
Companion
Possession
Condition
Condition
Condition
Companion
Event
Event
Event
Possession
Event
Condition
Minion
Condition
Condition
Event
Event
Event
Event
Event
Event
Companion
Possession
Companion
Condition
Event
Event
Event
Event
Event
Minion
Condition
Condition
Minion
Event
Condition
Condition
Minion
Minion
Event
Minion
Minion
Possession
Minion
Minion
Minion
Minion
Minion
Condition
Ally
Ally
Event
Site
Site
Site
Site
Minion
Dwarven
Dwarven
Dwarven
Elven
Elven
Elven
Elven
Elven
Elven
Gandalf
Gandalf
Gandalf
Gandalf
Gandalf
Gandalf
Gollum
Gollum
Gollum
Gollum
Gollum
Gollum
Gollum
Gollum
Gollum
Gollum
Gondor
Gondor
Gondor
Gondor
Gondor
Gondor
Gondor
Gondor
Gondor
Isengard
Isengard
Moria
Moria
Wraith
Wraith
Wraith
Wraith
Wraith
Sauron
Sauron
Sauron
Sauron
Sauron
Sauron
Sauron
Sauron
Sauron
Shire
Shire
Shire
Shire
Site
Site
Site
Site
Gollum

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[Dwarven] Culture

[1] •Dug Far and Deep [Dwarven]
Condition
Plays to your support area.
Site 6 is an underground site.
Skirmish: Discard this condition to make a Dwarf strength +2.
"'You fear to go into those mines, don't you? The Dwarves delved too greedily and too deep.'"
½U1

(0) Lords of the Mountains [Dwarven]
Condition
Tale. Plays to your support area.
The Balrog's twilight cost is +2 for each Dwarf you can spot.
Discard this condition if you move to a site that is not a mountain or an underground site.
"'Seven to the Dwarf Lords, great miners, and craftsmen of the mountain halls.'"
½C2

[1] Mine Exploration [Dwarven]
Event
Search.
Fellowship: Exert a Dwarf to discard the top card of a Shadow player's draw deck for each underground site on the adventure path.
"'While I am searching, will you each make ready to enter the Mines?'"
½R3


[Elven] Culture

[1] Battle is Coming [Elven]
Event
Skirmish: Make an Elf strength +2 (or +4 if skirmishing a tracker).
"'My friend, battle is coming.'"
½C4

[2] •Celehedras, Elf Of The Great Wood [Elven]
Companion • Elf
Strength: 5
Vitality: 3
To play, spot an Elf.
Celehedras is strength +1 for each forest site on the adventure path.
"'...this Gollum? ...I for one am glad that he is safely kept by the watchful Elves of Mirkwood.'"
½U5

[1] Elanor [Elven]
Possession
To play, spot an Elf. Bearer must be a companion.
Response: If any number of burdens are about to be added, place this possession beneath your draw deck instead.
"Before them lay a long lawn of shining grass, studded with golden elanor that glinted in the sun."
½U6

[1] •Elven Lights [Elven]
Condition
Search.
To play, spot 3 Elf companions. Plays on an [elven] ally.
Each time the fellowship moves, add [1].
Bearer participates in archery fire and skirmishes.
"They bore no lights, yet as they walked a shimmer... seemed to fall about their feet."
½R7

(0) Lords of the Forests [Elven]
Condition
Tale. Plays to your support area.
Each Elf archer is strength +2.
Discard this condition if you move to a site that is not a forest or a river.
"'Three were given to the Elves, immortal, wisest... fairest of all beings.'"
½C8

[1] •You Have My Heart [Elven]
Condition
Strength: +1
Vitality: +1
To play, exert Arwen. Bearer must be Aragorn.
While Aragorn is the only other companion you can spot (except the Ring-bearer), Arwen cannot take more than 1 wound during each skirmish phase.
"'You are the heir of Elendil... you have the strength of your forefathers and... you have my heart.'"
½R9


[Gandalf] Culture

[4] •Gandalf, The Grey Wanderer [Gandalf]
Companion  • Wizard
Strenght: 7
Vitality: 4
Signet: Gandalf
While you have more cards in your hand than an opponent, Gandalf is strength +2.
"'It has seldom been heard of that Gandalf... sought for aid, one so cunning and so wise, wandering about the lands, and concerning himself in every business...'"
½C10

[2] Interrogate [Gandalf]
Event
Search.
Assignment: Assign a minion to Gandalf to exhaust that minion.
"'What did you learn, Gandalf?'"
½R11

[1] Knowledge Is His Strength [Gandalf]
Event
Skirmish: Make Gandalf strength +1 for each Free Peoples search card in your discard pile.
"'Nevertheless, by Gollum's capture, we know the enemy's next move.'"
½C12

[2] Silent Reflections [Gandalf]
Event
Search. Spell.
Response: If one of your condition or possession is about to be discarded, spot Gandalf to prevent that.
"'The matter is more complicated... I overlooked something important... something dangerous.'"
½U13

(0) Wizard Hat [Gandalf]
Possession • Helm
Bearer must be a Wizard.
Bearer may not be exerted or wounded by Shadow cards during the maneuver phase.
"He had a long white beard and bushy eyebrows that stuck out beyond the brim of his hat."
½C14

[3] Wizardly Instructions [Gandalf]
Event
Spell.
Fellowship: Spot 2 companions with the Gandalf signet to discard a shadow condition.
"'We guarded this creature day and night, at Gandalf's bidding, much though we wearied of the task. But Gandalf bade us hope still for his cure...'"
½R15


[Gollum] Culture

[2] •Baggins Has It [Gollum]
Condition
To play, exert Gollum. Plays to your support area.
Each time a Free Peoples card makes you discard a card from the top of your draw deck, add a burden.
"'The foolish Hobbit revealed his name...'"
½U16

[2] •Gollum, Former Owner of the Ring [Gollum]
Minion
Strength: 5
Vitality: 4
Site Number: 3
Each time the fellowship moves, you may add 2 burdens.
"'Its heart was tortured with longing for what he had lost, and hatred for the thief who took it.'"
½R17

[2] •His Lurking Shadow [Gollum]
Condition
Stealth. To play, exert Gollum. Plays to your support area.
At the start of your shadow phase, add [1].
Shadow: Discard this condition to play Gollum from your discard pile.
"'Lurking by a stagnant mere, peering in the water as the dark eve fell... Gollum. He was covered with green slime.'"
½U18

(0) Locked Doors [Gollum]
Condition
Stealth. To play, spot Gollum. Plays on a site.
While the fellowship is at this site, allies cannot be assigned to skirmishes.
Discard this condition at the end of the turn.
"'The villagers lock their doors tight against the dark.'"
½C19

[1] Roof Climbing [Gollum]
Event
Stealth.
Maneuver: Exert Gollum to prevent him from taking any wounds until the end of the archery phase.
"'Come down Gollum!'"
½U20

[1] Snatching [Gollum]
Event
Stealth.
Shadow: At sites 1 to 4, spot Gollum to discard a possession that has a twilight cost of 0. At any other sites, spot Gollum to discard a pipe.
"'...snatching a sleeping child from a cot, a fresh fish from an open window.'"
½U21

[1] Tree Climbing [Gollum]
Event
Stealth.
Assignment: Exert Gollum to prevent him from being assigned to skirmishes until the regroup phase.
"'In the outlying villages they speak of a ghost that drinks blood, a horror that lurks in the trees...'"
½C22

(0) We Should Have Squeezed It [Gollum]
Event
Response: If a stealth card is played, spot Gollum to exert the Ring-bearer.
"'And we will precious... We will.'"
½C23

[2] We'll Put Out It's Eyes [Gollum]
Event
Response: If the Free Peoples player chooses to move during the regroup phase, spot Gollum to wound a companion twice (except the Ring-bearer).
"'We wouldn't hurt a fly...'"
½R24

[3] We'll Wring It's Neckses [Gollum]
Event
Response: If the Free Peoples player chooses to move during the regroup phase, spot Gollum to exhaust a companion.
"'We promises we'll be very nice...'"
½R25


[Gondor] Culture

[4] •Aragorn, Dunadan
Companion • Man
Strength: 8
Vitality: 4
Signet: Aragorn
Ranger.
While you are behind an opponent on the adventure path, Aragorn is strength +2.
"'The Dunadan,' said Bilbo. 'He is often called that here. But I thought you knew enough Elvish at least to know dun-udan: Man of the West, Numenorean.'"
½C26

(0) •Aragorn's Cloak [Gondor]
Possession • Cloak
Bearer must be Aragorn.
Maneuver: Exert Aragorn to discard a search condition.
"A travel-stained cloak of heavy dark-green cloth was drawn close about him... he wore a hood that overshadowed his face..."
½U27

[2] •Arithir, Ranger of Arnor [Gondor]
Companion • Man
Strength: 5
Vitality: 3
Ranger.
While you are behind an opponent on the adventure path, the roaming penalty of each minion is +1.
"'I'm a Ranger of Arnor. I swear allegiance to the Seven Stars and Seven Stones.'"
½U28

[2] Camouflage [Gondor]
Condition
Stealth. Plays to your support area.
Response: If a minion uses a special ability, discard this condition or your cloak from play to cancel that ability.
"'I can usually avoid being seen if I wish, but to disappear entirely... that is a rare gift.'"
½R29

[1] Campfire Folklore [Gondor]
Event
Tale.
Fellowship or Regroup: Spot 2 companions with the Aragorn signet to play the fellowship's next site (replacing opponent's site if necessary). Heal a companion if you play a sanctuary.
"'I went first to meet him and hear his tale.'"
½U30

(0) Double-Kill [Gondor]
Event
Response: If a [Gondor] or [Dwarven] companion kills a minion in a skirmish, wound another minion.
"'This land does not belong to you.'"
½C31

[2] Luring Techniques [Gondor]
Event
Search.
Skirmish: Exert an unassigned ranger to have him or her replace another companion (except the Ring-bearer) in a skirmish.
"'You're coming with me... to the North.'"
½R32

[4] A Ranger's Foresight [Gondor]
Event
Search.
Fellowship: Discard a ranger to make the move limit +1 for this turn.
"'You have the foresight of your people. If you can't find him... no one can.'"
½U33

[1] Snare-Trap [Gondor]
Event
Search.
Assignment: Exert a ranger to prevent a minion from being assigned to skirmishes until the regroup phase. Unless that minion is strength 5 or less, it may exert to prevent this.
"'Be still. You will not escape.'"
½R34


[Isengard] Culture

[4] Bree Thugs [Isengard]
Minion • Man
Strength: 9
Vitality: 2
Site Number: 2
Each time an [isengard] search event is played, you may exert this minion to add a burden. Discard this minion if underground.
"But there were several questions asked that made Frodo a little uneasy. One of the Bree-landers... wanted to know where the Underhills lived..."
½C35

[3] Saruman's Fog [Isengard]
Condition
Spell. Stealth. Weather.
To play, exert an [Isengard] minion. Plays on a site.
While the fellowship is at this site, skip the assignment and skirmish phases.
Discard this condition at the end of the turn.
"...beyond the wall the fog was thick, cold and white. The air was silent, heavy and chill."
½R36


[Moria] Culture

[2] •Danger of the Unexplored [Moria]
Condition
Search. Stealth.
To play, exert a [Moria] minion. Plays to your support area.
At the end of each of your shadow phases, if the Free Peoples player cannot spot more companions than minions, add a burden.
"...save to walk blindly with him into the darkness?"
½R37

[5] Goblin Raiders [Moria]
Minion • Orc
Strength: 11
Vitality: 2
Site Number: 4
Shadow: Exert this minion to add [1] for each [Moria] search card you can spot.
"'...raiding Orcs prowl the shores of Anduin, plundering the villages by night.'"
½C38


[Wraith] Culture

[1] Invisible In The Dark [Wraith]
Event
Stealth.
Response: If your [wraith] minion is about to be killed or discarded, return it to your hand instead.
"'I fear the Nine have returned.'"
½C39

(0) Seeking The Ring [Wraith]
Condition
To play, exert a Nazgul. Plays to your support area.
If you can spot 9 [Wraith] search cards, the Ring-bearer is corrupted.
"'I think,' answered Frodo slowly... 'There is a connexion with Bilbo's old adventures, and the Riders are... searching, for him or for me.'"
½R40
 
(0) The Road Will Not Be Easy [Wraith]
Condition
To play, exert a [wraith] tracker (or exert a tracker and remove [2]). Plays to your support area.
The shadow number of each site is +1.
"'Yes, I think we will move on now,' said Frodo; 'but not on the road -in case that rider comes back, or another follows him.'"
½U41

[5] •Úlairë Cantëa, Rider in Black [Wraith]
Minion • Nazgul
Strength: 10
Vitality: 3
Site Number: 2
Tracker.
The shadow number of each site is +1 for each weapon you can spot.
"'We have all been scared,' said Pippin... 'You would have been, too, if you had been chased for two days by Black Riders.'"
½U42

[6] •Úlairë Toldëa, Rider in Black [wraith]
Minion • Nazgul
Strength: 12
Vitality: 3
Site Number: 2
Tracker.
The twilight cost of each [wraith] search card is -1.
"'What are these black men after, and where do they come from, I'd like to know?'"
½U43


[Sauron] Culture

(0) Bring Him to Me [Sauron]
Event
Search.
Assignment: Assign a [sauron] Orc to a companion (except the Ring-bearer). Unless that Orc is Goblok, the Free Peoples player may discard 3 cards from hand to prevent that.
"'Find him! Bring him to me!'"
½R44

[3] •Dabgash, Morgul Scout [Sauron]
Minion • Orc
Strength: 9
Vitality: 2
Site Number: 6
Tracker.
The roaming penalty for each [Sauron] minion you play is -1.
Shadow: Exert Dabgash to take a [Sauron] search event into hand from your discard pile.
"'We'll get ourselves a nice juicy villager.'"
½U45

[5] •Goblok, Orc Chief [Sauron]
Minion • Orc
Strength: 10
Vitality: 4
Site Number: 6
Shadow: Play a [sauron] condition on a companion or a [sauron] possession on a [sauron] Orc to make Goblok strength +3 until the regroup phase.
"'Look out for Goblok, he ain't just meat.'"
½R46

[1] Gorgoroth Cudgel [Sauron]
Possession • Hand Weapon
Strength: +3
Bearer must be a [Sauron] Orc. If bearer is Goblok, he is damage +1 while skirmishing a Man or Elf.
"'Goblok says there's trouble so look out or you'll get what's coming to ya.'"
½U47

[4] •Mordor Detachment [Sauron]
Minion • Orc
Strength: 11
Vitality: 3
Site Number: 6
While you can spot your site 4, this minion has the gametext of that site.
"'These lands will not be safe much longer... soon they will even be this side of the mountains.'"
½R48

[2] Orc Aggressor [Sauron]
Minion • Orc
Strength: 10
Vitality: 2
Site Number: 6
Each time a minion loses a skirmish, Orc Aggressor is strength -2 until the regroup phase.
"'We should be preparing for the war.'"
½C49

[1] Orc Deserter [Sauron]
Minion • Orc
Strength: 8
Vitality: 2
Site Number: 6
Stealth.
At the start of each skirmish involving this minion and a Man or an Elf, discard this minion.
"'Forget this stinking raid!'"
½C50

[4] Orc Investigator [Sauron]
Minion • Orc
Strength: 10
Vitality: 2
Site Number: 6
While the Free Peoples player has no cards in his or her hand, the move limit for this turn is -1 (to a minimum of 1).
"'I don't know how long they tortured him... but amidst the endless screams and inane babble, they discerned two words.'"
½R51

[2] •Snaga, Mordor Scout [Sauron]
Minion • Orc
Strength: 6
Vitality: 2
Site Number: 6
Tracker.
The roaming penalty for each [Sauron] minion you play is -1.
Shadow: Exert Snaga to take a [Sauron] search condition into hand from your discard pile.
"'You big dumb knuckle-heads are all the same...'"
½U52


[Shire] Culture

[2] Hobbit-Like Tracks [Shire]
Condition
Search. Plays to your support area.
Skirmish: Discard a Free Peoples search card from hand to exert a minion skirmishing a companion with the Frodo signet.
"'And then, by fortune, I came suddenly on what I sought: the marks of soft feet beside a muddy pool.'"
½U53

[1] Hobbit Taverner [Shire]
Ally • Home 1 • Hobbit
Strength: 2
Vitality: 2
Skirmish: Exert this ally to make Merry or Pippin strength +1.
"The Bree-hobbits were, in fact, friendly and inquisitive..."
½C54

[1] •Lily Mugwort, Bree-Hobbit [Shire]
Ally • Home 1 • Hobbit
Strength: 1
Vitality: 3
At the start of each of your turns, heal Lily Mugwort.
Fellowship: Exert this ally twice to heal a Man ally.
"The landlord introduced the newcomers to the Bree-folk... Some of the hobbits had similar names. The Mugworts, for instance, seemed numerous."
½R55

[1] Send the Hobbits to Bree [Shire]
Event
Search.
Skirmish: Exert a Hobbit or Man ally to add that ally's strength to a Hobbit companion.
"'As soon as the Shire-hobbits entered, there was a chorus of welcome from the Bree-landers.'"
½R56


(s) Culture

1 Bree Inn Entrance
Fellowship: Add a burden to play a [Gandalf] Man from your draw deck.
½C57

7 Gladden Fields [6]
Marsh. River.
Maneuver: Spot a [Gondor] Man to make the Ring-bearer puts on The One Ring until the end of this phase.
½U58

3 Rivendell Promenade [1]
Sanctuary.
When the fellowship moves from this site, you may play Elrond from your draw deck. Discard Aragorn.
½U59

4 The Misty Mountains [2]
Mountain.
Orcs are fierce and not roaming.
½C60


Premium Card

[2] •Gollum, Spy of Sorts [Gollum] (Shadow)
Minion
Strength: 5
Vitality: 4
Site Number: 3
When you play Gollum, you may take a Shadow stealth card into hand from your discard pile.
"'...small in size, yet cunning.'"
½P61



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Starter Card List

1C290
1C2

1U319
1U336
1U338
1C346
1C349
2U120
½U58
1C356
1U360

2C114
1C303
1C306
1C299
3C108
½C54
1C297
1U301
1U309
1C315
1U293
1C296
1C298
3C114

½P61
2U232
1U235
½U42
½C50
½U18
1C283
2U79
½C23
½C39
2C91

•Frodo, Son of Drogo
The One Ring, The Ruling Ring

Bag End
Weathertop
Ford of Bruinen
Moria Lake
The Bridge of Khazad-dum
Valley of the Silverlode
Gladden Fields
Anduin Banks
Emyn Muil

•Sam, Proper Poet
•Merry, From O'er the Brandywine
•Pippin, Friend to Frodo
Hobbit Sword
Frying Pan
Hobbit Taverner
Hobbit Party Guest
•Master Proudfoot, Distant Relative of Bilbo
•Rosie Cotton, Hobbiton Lass
Stout And Sturdy
Halfling Deftness
Hobbit Intuition
Hobbit Stealth
Three Monstrous Trolls

•Gollum, Spy of Sorts
Ulaire Enquea, Ringwraith In Twilight
Ulaire Ostea, Lieutenant of Morgul
Ulaire Cantea, Rider in Black
Orc Deserter
•His Lurking Shadow
You Bring Great Evil
Resistance Becomes Unbearable
We Should Have Squeezed It
Invisible In The Dark
Southern Spies
1
1

1
1
1
1
1
1
1
1
1

1
1
1
2
2
3
2
1
1
2
2
2
2
2

2
3
2
2
3
2
2
2
3
2
2

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NOTE: This set is not endorsed by Decipher, the Tolkien Estate, New Line Cinema or the makers of The Hunt for Gollum short film. I made this set because I am a fan their work and I do not intend to make any profit out of this.
Title: Re: The Hunt for Gollum - DC Set
Post by: Not a Zombie on June 03, 2012, 11:35:18 AM
I'd like to see gandalf.
Title: Re: The Hunt for Gollum - DC Set
Post by: Cw0rk on June 04, 2012, 03:49:49 AM
I'd like to see gandalf.

The [Gandalf] culture is mainly based on search cards as Gandalf is the character who sends Aragorn on the quest to find Gollum.


[Gandalf] Culture

[4] •Gandalf, The Grey Wanderer [Gandalf]
Companion  • Wizard
Strenght: 7
Vitality: 4
Signet: Gandalf
You can mulligan more than once. Each time you decide to mulligan, draw one less card.
½C11

Note: Mulligan allows you to search for the cards you really want to start the game with. I choose the Gandalf signet because Gandalf, The Grey Wizard is the worst Gandalf of Fellowship block. This would be the only non-rare non-premium Gandalf of the block.


[1] His Knowledge Is His Strength [Gandalf]
Event • Skirmish
Make Gandalf strength +1 for each Free Peoples search card in your discard pile.
½C12

Note: There are 8 different Free Peoples search cards in this set. The maximum potential bonus would be +32. However, these FP search cards don't have much synergy with each other so I don't think that stuffing a deck with all of them would be very good.


[1] Interrogate [Gandalf]
Event • Maneuver
Search. Spell.
Exert Gandalf to exhaust a minion. That minion cannot take wounds until the start of the skirmish phase unless its owner decides to reveal his or her hand.
½R13

Note: Not killing the minion too early allows you to get the information you want. If the Shadow player want to reveal his hand, its because he thinks its beneficial for him that the minion to receive the archery wounds.


[2] Silent Reflections [Gandalf]
Event • Response
Search. Spell.
If one of your condition or possession is about to be discarded, spot Gandalf to prevent that.
½C14

Note: Can also work with Staff Asunder and can stop one of your condition from being discarded by Sleep, Caradhras.


(0) Wizard Hat [Gandalf]
Possession • Helm
Strength: +1
Plays to your support area.
Each time a spell is played, you may transfer this possession from your support area to a Wizard.
At the end of the regroup phase, return this possession to your support area.
½R15

Note: The picture of the card would show the hat on a table next to Gandalf, so he doesn't wear it yet. I thought it would be legit to allow the hat to be transferred by Shadow spell too. Why would Gandalf not wear his hat when Saruman's Snows is around?


[3] Wizardly Instructions [Gandalf]
Event • Fellowship
Spell.
Spot 2 companions with the Gandalf signet to discard a shadow condition.
½U16

Note: In this set, each signet strategy will be helped by one new card. That one allows cultures in which discarding shadow condition is not possible to have a costly backup option.
Title: Re: The Hunt for Gollum - DC Set
Post by: Cw0rk on June 05, 2012, 02:49:15 AM
Here is something new I wanted to try, an uncommon ring. Its sort of a mix between the common and the rare rings. I think its better than the rare ring at preventing wounds but the risk of being overwhelmed is higher.


[Ring] Culture

•The One Ring, The Last Ring of Power [Ring]
Vitality: +1
While wearing The One Ring, each time the Ring-bearer is about to take a wound, add a burden instead.
Response: If bearer is about to take a wound, he wears The One Ring until the regroup phase.
½U1

Note: The subtitle comes from a quote from the film.
Title: Re: The Hunt for Gollum - DC Set
Post by: Thranduil on June 05, 2012, 02:59:12 AM
[4] •Gandalf, The Grey Wanderer [Gandalf]
Companion  • Wizard
Strenght: 7
Vitality: 4
Signet: Gandalf
You can mulligan more than once. Each time you decide to mulligan, draw one less card.
½C11
This is a cool, interesting ability. There is a problem that it only does anything for people interested in tournament or tournament-style play.

[1] His Knowledge Is His Strength [Gandalf]
Event • Skirmish
Make Gandalf strength +1 for each Free Peoples search card in your discard pile.
½C12
Nice flavour-ability connection, and a good strength pump. I think it's fine particularly because it only works on Gandalf.

[1] Interrogate [Gandalf]
Event • Maneuver
Search. Spell.
Exert Gandalf to exhaust a minion. That minion cannot take wounds until the start of the skirmish phase unless its owner decides to reveal his or her hand.
½R13
Interesting. So this represents capturing the minion. I like it a lot. But I don't see why it's a spell.

[2] Silent Reflections [Gandalf]
Event • Response
Search. Spell.
If one of your condition or possession is about to be discarded, spot Gandalf to prevent that.
½C14
This is a fine place for a spell.

(0) Wizard Hat [Gandalf]
Possession • Helm
Strength: +1
Plays to your support area.
Each time a spell is played, you may transfer this possession from your support area to a Wizard.
At the end of the regroup phase, return this possession to your support area.
½R15
That's really weird. How can a hat not be borne by someone? And how does a hat grant a strength bonus? No, not a fan here.

[3] Wizardly Instructions [Gandalf]
Event • Fellowship
Spell.
Spot 2 companions with the Gandalf signet to discard a shadow condition.
½U16
Love it.

•The One Ring, The Last Ring of Power [Ring]
Vitality: +1
While wearing The One Ring, each time the Ring-bearer is about to take a wound, add a burden instead.
Response: If bearer is about to take a wound, he wears The One Ring until the regroup phase.
½U1
This is supposed to be in Fellowship block, yes? I wonder if having a ring that's so similar to Isildur's Bane is more of a bane for your set than a boon. Try something quite different, I would.

Thran
Title: Re: The Hunt for Gollum - DC Set : Uncommon ring??? WTF!!!
Post by: Cw0rk on June 06, 2012, 05:18:14 AM
I agree with you for Interrogate. At first I made it a spell, just like Intimidate was one but it makes more sense to keep it as a search card only.

Here are a new ring and hat....

•The One Ring, The Last Ring of Power [Ring]
Vitality: +1
Skirmish: Add a burden to wear The One Ring and prevent all wounds to the Ring-bearer until the regroup phase.
½U1

Note: Here I tried something like Gimli's Helm. I don't want the ring to be too fancy since its an uncommon card.


(0) Wizard Hat [Gandalf]
Possession • Helm
Bearer must be a Wizard.
While you can spot [1] twilight token, bearer cannot take wounds during the maneuver phase.
½R15

Note: For me, the maneuver phase is a pretty wizardly phase. Archers got archery and warriors got the skirmish phase. Perhaps, I won't make it rare.
Title: Re: The Hunt for Gollum - DC Set : New Ring and Wizard Hat!
Post by: Cw0rk on June 07, 2012, 10:12:16 PM
Here is the Isengard culture. It is not present in the movie so only two cards were made. Please tell me which culture you want to see next and feel free to comment all previous cards.


[Isengard] Culture


[4] Bree Thugs [Isengard]
Minion • Man
Strength: 9
Vitality: 2
Site Number: 2
Each time an [isengard] search event is played, add a burden.
½U35

Uruk corruption has always been a waste. Here I try to make it work. Saruman's Reach, Wariness and Brought Back Alive (TT) are the only [isengard] search event which were ever made. They are difficult to play as they require exertion of Uruks but I still think this card needs playtesting in order to be sure that corruption cannot happen too easily. I might make it a Rare card.


[2] Saruman's Fog [Isengard]
Condition
Spell. Stealth. Weather.
To play, exert a [Isengard] minion. Plays on a site.
While the fellowship is at this site, skip the assignment and skirmish phases.
Discard this condition at the end of the turn.
½C36

That one is to help [Isengard] orcs a little bit. It can also help some [sauron] strategies such as discard or Orc Slayer / Morgul Slayer. It will also be helpful to the [gollum] culture which I will post later.
Title: Re: The Hunt for Gollum - DC Set : Good Isengard Corruption!?!
Post by: Zielak on June 08, 2012, 07:27:54 AM
I think Bree Thugs should be unique. If you can drop e.g. Ugluk and 4 thugs, it could add lots of burdens. In early sets there are not many efficent ways to remove burdens (like Sting WoH or Glamdring FH) except Sam, who can be easily killed by Toldea.
Title: Re: The Hunt for Gollum - DC Set : Good Isengard Corruption!?!
Post by: Cw0rk on June 09, 2012, 02:09:44 AM
I think Bree Thugs should be unique. If you can drop e.g. Ugluk and 4 thugs, it could add lots of burdens. In early sets there are not many efficent ways to remove burdens (like Sting WoH or Glamdring FH) except Sam, who can be easily killed by Toldea.
I think that making it unique would indeed reduce the possibility of an overpowered bomb. However, I would rather try to keep it non-unique and just reword it a little bit.

[4] Bree Thugs [Isengard]
Minion • Man
Strength: 9
Vitality: 2
Site Number: 2
Discard this minion if underground.
At the end of each phase during which an [isengard] search event was played, add a burden.
½U35

What about that one?
Title: Re: The Hunt for Gollum - DC Set : Good Isengard Corruption!?!
Post by: Cw0rk on June 11, 2012, 12:49:42 AM
Here is another suggestion for Wizard Hat:

(0) Wizard Hat [Gandalf]
Possession • Helm
Bearer must be a Wizard.
Maneuver: Reveal X [gandalf] spell from your hand to add or remove (X) (limit once per turn).
½R15


The [Dwarven] culture is also underrepresented in the movie so there are few cards. The card pictures would be pictures of mountains and underground places, which is also what the cards are about.


[Dwarven] Culture


[1] •Dug Far and Deep [Dwarven]
Condition
Plays to your support area.
Site 6 is an underground site.
Response: If a [Dwarven] card is discarded from the top of your draw deck, discard this condition to take that card into hand instead.
½U2

Note: This card is sort of a double-edged sword as the Balrog would not be discarded. However, it has a lot of potential, such as allowing the Fellowship to skip the site 6 sanctuary if it has a bunch of Till Durin Wakes Again.


(0) Lords of the Mountains [Dwarven]
Condition
Tale. Plays to your support area.
The Balrog's twilight cost is +2 for each Dwarf you can spot.
Discard this condition if you move to a site that is not a mountain or an underground site.
½C3

Note: That common card can be quite useful to avoid meeting the Balrog. Quite useful if you use the previous one. The tale keyword can be useful with cards like Mines of Khazad-Dum and Bilbo Baggins at other sites.


[1] Mine Exploration [Dwarven]
Event • Fellowship
Search.
Exert a Dwarf to discard the top card of a Shadow player's draw deck for each underground site on the adventure path.
½R4

Note: I know some people hate discard, but I would argue that it isn't such a strong strategy in FOTR block anyway, so that card can give it a little boost.
Title: Re: The Hunt for Gollum - DC Set : Underground site 6?
Post by: Zielak on June 18, 2012, 12:56:36 PM
Idea of Wizard Hat is interesting, mixed with cards like deep in thought or spells from Towers block.
Dig far and deep is useless for me, unless the sitepath has mountains (to make strategy with Till Durin wakes Again efficient). Lords of the Mountains should be unique (Balrog for 34? Thanks a lot).
Title: Re: The Hunt for Gollum - DC Set : Underground site 6?
Post by: Cw0rk on June 20, 2012, 03:24:31 AM
Idea of Wizard Hat is interesting, mixed with cards like deep in thought or spells from Towers block.
Dig far and deep is useless for me, unless the sitepath has mountains (to make strategy with Till Durin wakes Again efficient). Lords of the Mountains should be unique (Balrog for 34? Thanks a lot).

Thanx for your comments. I think that Dug Far And Deep can be useful, it can also work with Gimli, DotM, Their Halls of Stone, Realm of Dwarrowdelf and to some extent, with Speak "Friend" and Enter. It also works with Mine Exploration. I would like to keep Lords of the Mountains non-unique, it is not THAT strong compared to Hobbit Stealth which can help you avoid the Balrog too. However, if others also think it should be unique, I will change it.

Title: Re: The Hunt for Gollum - DC Set : Underground site 6?
Post by: Cw0rk on June 22, 2012, 10:49:32 PM
I believe that the [Wraith] Culture is already one of the strong shadow culture in FOTR Block so it doesn't need too much improvement. Instead, I decided to introduce a new strategy with [Wraith] trackers which focus on increasing the shadow number of each site (versus their ranger counterpart).


[Wraith] Culture

[1] Escape Through the Dark [Wraith]
Event • Shadow or Skirmish
Stealth.
Remove a burden to prevent all exertions to a Nazgul until the end of the current phase.
½U39

Note: Facilitate the use of cards like Bent on Discovery and can be nice with some Nazgul like Ulaire Cantea, LoDG. I didn't want to include Maneuver because of Ulaire Enquea, LoM. The remove a burden requirement was included in order to not make it too powerful when combined with the next card...


(0) Seeking the Ring [Wraith]
Condition
To play, exert a Nazgul. Plays to your support area.
While you can spot 5 burdens and 5 [Wraith] search cards, the Ring-bearer is corrupted.
½R40

Note: [wraith] search cards are Bent on Discovery, Paths Seldom Trodden and The Nine Servants of Sauron.

 
[3] The Road Will Not Be Easy [Wraith]
Condition
To play, exert a tracker (or exert a [wraith] tracker and add a burden). Plays to your support area.
The shadow number of each site is +1.
½U41

Note: It can be used in most decks as each culture will have trackers, except [Moria] and [Gollum]. I decided to make this to counter choke strategies which can be quite annoying, so annoying that Decipher had to ban cards. The add a burden twist is interesting as I believe that corruption is much harder to achieve in FOTR block than in other format.


[5] •Úlairë Cantëa, Rider in Black [wraith]
Minion • Nazgul
Strength: 10
Vitality: 3
Site Number: 2
Tracker.
The shadow number of each site is +1 for each weapon you can spot.
Fellowship: Play this minion from your hand to end the current fellowship phase.
½U42

[6] •Úlairë Toldëa, Rider in Black [wraith]
Minion • Nazgul
Strength: 12
Vitality: 3
Site Number: 2
Tracker.
The shadow number of each site is +2 (or +4 if you can spot 4 burdens).
Fellowship: Play this minion from your hand to end the current fellowship phase.
½U43

Note: These two Nazgul are uncommon, making them more accessible to players. Having the Tracker keyword, they are not fierce and got site number 2 instead of 3. I decided to make them playable during the fellowship phase because it fits with the concept of trackers arriving first.
Title: Re: The Hunt for Gollum - DC Set : Nazgul Trackers!?!
Post by: hsiale on June 25, 2012, 01:22:48 PM
Rules problem: Shadow player is not allowed to perform fellowship actions.

Possible rewording: Response: If you can spot 5/6 twilight tokens during the fellowship phase, play this minion from your hand to make the Free Peoples player pass his next fellowship action.

Remark: "make the FP player pass his next fellowship action" instead of "end current fellowship phase" because of a few reasons - movement happens still during the fellowship phase, sometimes required amount of twilight is reached in the middle of some action and stopping it halfway could lead to other problems etc.

Possible problem: should those minions be playable at site 1? Should they cost 2 more then?
Title: Re: The Hunt for Gollum - DC Set : Nazgul Trackers!?!
Post by: tanzhamster on June 25, 2012, 02:46:34 PM
Sarumans Fog is totally OP with Isengard warrior or spies of saruman...so the orcs would be played and the freeps player would have nearly no chance to do something against them exept for condition discard in the maneuver

Interrogate makes LoM nearly useless to protect from 6+ Companion Freeps and big minions like the balrog nearly unplayable against any sort of archery.

I don't like Gandalfs abillity, because it circumvents the rules just like radagast with his +1 movement increasing.
Title: Re: The Hunt for Gollum - DC Set : Nazgul Trackers!?!
Post by: hsiale on June 26, 2012, 03:31:58 AM
[2] Saruman's Fog [Isengard]
Condition
Spell. Stealth. Weather.
To play, exert a Isengard minion. Plays on a site.
While the fellowship is at this site, at the start of the assignment phase you may exert/discard X [Isengard] minions to end this phase immediately.
Discard this condition at the end of the turn.

Exert or discard and appropriate X to make it balanced need to be found by playtesting.
Title: Re: The Hunt for Gollum - DC Set : Nazgul Trackers!?!
Post by: Cw0rk on June 29, 2012, 10:26:45 PM
Thanx for all the comments guys.

Hsiale: You are right with the rules. I will write it another way. For Saruman's Fog, I understand that your goal is to make it more difficult to play but I still prefer the simplicity of the original one. Instead, I will increase it's twilight cost to [3] and see how it goes.

tanzhamster: I agree that combined with Isengard Warrior and Spies of Saruman, Saruman's Fog is quite strong. For Interrogate, I didn't think about making it an Enquea protection card when I made it... Perhaps that should be a concern. Nevertheless, I'll make its cost increase to [2]. I also initially though that I could make the cost "Exhaust Gandalf to exhaust..." instead of "Exert...". However, you can't kill a big minion using Interrogate and Archery because "That minion cannot take wounds until the start of the skirmish phase...". For Gandalf, I agree with you. Just thinking how complicated it would be if it was integrated into a software (like Gemp) makes me want to change it.
Title: Re: The Hunt for Gollum - DC Set : Nazgul Trackers!?!
Post by: tanzhamster on June 30, 2012, 02:01:52 AM
I think to increase the twilightcost of Interrogate wouldn't help here because it is barely usable in maneuver and afterwards. It seems to me that this card will end very close to Terrible and Evil but only with exertions. Maybe adding a burden for each placed exertion could be an option. It would be something new and even with archery everyone would have to consider if it's worth to play it or not...
Title: Re: The Hunt for Gollum - DC Set : Nazgul Trackers!?!
Post by: Not a Zombie on June 30, 2012, 09:17:22 AM
I would think interrogate would be better as something like this:

Exert Gandalf to exert a minion twice. Then wound that minion unless the shadow player chooses to reveal their hand.

I think this makes more flavor sense, because the minion would be giving up the information in order to stop the torture. It would also regulate the power some (exhausting a minion that easily is ridiculous, even this may need to be brought down to one exertion or an increase in twilight).
Title: Re: The Hunt for Gollum - DC Set : Nazgul Trackers!?!
Post by: Cw0rk on June 30, 2012, 08:15:38 PM
What about that one? It solves the Enquea problem, and makes it more like a true 1 on 1 interrogation. Also, it makes it more different from Terrible and Evil.

(0) Interrogate [Gandalf]
Event • Assignment
Search.
Assign a minion to Gandalf to exhaust that minion.
½R13

Here is my suggestion for a new common Gandalf...

[4] •Gandalf, The Grey Wanderer [Gandalf]
Companion  • Wizard
Strenght: 7
Vitality: 4
Signet: Gandalf
While you have more cards in your hand than an opponent, Gandalf is strength +2.
½C11

I also edited the 2 Nazguls. If the fellowship is at site 1, even if you can spot 5/6 you can't play them, its like playing the Dunland guys in the skirmish phase, if you don't have enough twilight, you don't play them.

[5] •Úlairë Cantëa, Rider in Black [wraith]
Minion • Nazgul
Strength: 10
Vitality: 3
Site Number: 2
Tracker.
The shadow number of each site is +1 for each weapon you can spot.
Response: If you can spot 5 twilight tokens during the fellowship phase, play this minion from your hand.
½U42

[6] •Úlairë Toldëa, Rider in Black [wraith]
Minion • Nazgul
Strength: 12
Vitality: 3
Site Number: 2
Tracker.
The shadow number of each site is +1 for each burden you can spot.
Response: If you can spot 6 twilight tokens during the fellowship phase, play this minion from your hand.
½U43

I also edited the first post and put all the updated cards.
Title: Re: The Hunt for Gollum - DC Set : Nazgul Trackers!?!
Post by: Cw0rk on July 01, 2012, 12:22:00 AM
Here are the Elves! My objective for this set was to make Elves playable as a culture on their own in FOTR block.


[Elven] Culture


[1] Battle is Coming [Elven]
Event • Skirmish
Make an Elf strength +2 (or +4 if skirmishing a tracker).
½C5

Note: Here is a much needed pump for Elves which only had Ancient Enmity, Defiance and Border Defenses. The introduction of several trackers in this set will make it even more useful.


[2] Elanor [Elven]
Possession
To play, exert an Elf. Bearer must be a companion.
At the end of each regroup phase, if bearer is exhausted, heal him or her.
½U6

Note: Its a kind of flower. Can be useful, especially against Blade Tip.


[1] •Elven Lights [Elven]
Condition
Search.
To play, spot 3 Elf companions. Plays on an [elven] ally.
Each time the fellowship moves, add [1].
Bearer participates in archery fire and skirmishes.
½R7

Note: A key card to turn an ally into a companion (why not Elrond?) and make Elves playable on their own in FOTR Block. The spot 3 elves requirement makes it more difficult to play in other decks.

[2] •Gildor, Elf in Exile [Elven]
Companion • Elf
Strength: 5
Vitality: 3
To play, spot an Elf.
Gildor is strength +1 for each forest on the adventure path.
½U8

Note: The Elf in the movie. I thought that he looked like Gildor Inglorion. Like Haldir, EotGW, he gets stronger in late game.

(0) Lords of the Forests [Elven]
Condition
Tale. Plays to your support area.
Each Elf bearing a ranged weapon is strength +2.
Discard this condition if you move to a site that is not a forest or a river.
½C9

Note: This is one of my favorite. Its the Elven counterpart of "Lords of the Mountains" and will really give a boost to the Elf culture especially in FOTR block with all the rivers and forests. The card is quite strong, but the ranged weapon (I hesitated with archer) requirement makes it tougher to play. I know that card might be too good outside movie block, but this set is not meant to be played in that format.

[1] •You Have My Heart [Elven]
Condition
Strength: +1
Vitality: +1
To play, exert Arwen. Bearer must be Aragorn.
While Aragorn is the only other companion you can spot (except the Ring-bearer), Arwen cannot be overwhelmed unless her strength is tripled.
½R10

Note: Finally a card to help the Aragorn-Arwen strategy...
Title: Re: The Hunt for Gollum - DC Set : Playable FOTR Elves
Post by: hsiale on July 01, 2012, 04:20:45 AM
The problem of making a viable pure [Elven] deck is that Aragorn just works too well with Elves. Elven Lights needs two cards to be played before you can play it (3rd Elf companion and Elrond - as Elrond is the only ally worth using with it, others are too weak). This will take a lot of cards to set up quickly - way easier to play Aragorn instead. Especially as you introduce a card that (together with The Saga of Elendil) can make Aragorn vitality 6.

I think that to make it work we need a new Elrond as well. Maybe something like this:

[5] •Elrond, Last Prince of Noldor [Elven]
Ally • Home 3 • Elf
Strength 8
Vitality 4
When you play Elrond, discard Gandalf and Aragorn. You may not play Gandalf or Aragorn. When you play Elrond, you may play an [Elven] character and an [Elven] condition from your draw deck.
Fellowship or Regroup: If the fellowship is at site 2, exert Elrond to play the fellowship's next site (replacing opponent's site if necessary).

The deck idea behind this is the following: start Greenleaf and Arwen. Preferably go first to play Hobbiton Woods, use it to play Breeland Forest or Trollshaw Forest. Play 4x Elrond, hopefully you get him site 1 or at most site 2. Get Gildor, get Elven Lights for Elrond, play Rivendell Waterfall. You are more or less set up: 5 companions that don't trigger Savagery to Match Their Numbers, two of strength 8.

The deck still has problems, the biggest being no non-unique [Elven] weapon. But at least it can set up in reasonable time. It will struggle a bit mid-game (Bridge of Khazad-dum may be hard), but if it can survive, it will be better late game once Bows and Lords of the Forests are in play, though it will probably need a lot of site path control (to avoid: Galadriel's Glade and Dimrill Dale site 6, Anduin Confluence and Anduin Wilderland site 7). It may make Gift of Boats playable (though at a cost of not using Lothlorien Woods or Caras Galadhon, which means not getting the 4th forest for Gildor).
Title: Re: The Hunt for Gollum - DC Set : Playable FOTR Elves
Post by: Ringbearer on July 01, 2012, 04:35:07 AM
 •Elven Lights
Condition
Search.
To play, spot 3 Elf companions. Plays on an  ally.
Each time the fellowship moves, add .
Bearer participates in archery fire and skirmishes.
½R7

I find this card a tad strong, especially as the ally doesnt trigger the 6 comp threshold.
Title: Re: The Hunt for Gollum - DC Set : Playable FOTR Elves
Post by: Cw0rk on July 01, 2012, 10:16:16 AM
 There wont be any Elrond in the set as he isnt in the short film. Technically, if you start Legolas and 2 Lorien Elf, Elven Lights becomes playable quickly, perhaps too quickly. I'm now worried that someone could do that and then sacrifice the Lorien Elves. I think I will change "To play, spot 3 Elf companion" into "If you cannot spot 3 Elf companions, discard this condition."
Title: Re: The Hunt for Gollum - DC Set : Playable FOTR Elves
Post by: hsiale on July 02, 2012, 03:41:43 AM
Technically, if you start Legolas and 2 Lorien Elf, Elven Lights becomes playable quickly, perhaps too quickly. I'm now worried that someone could do that and then sacrifice the Lorien Elves. I think I will change "To play, spot 3 Elf companion" into "If you cannot spot 3 Elf companions, discard this condition."
No difference, the card will be equally useless.

Any deck using Lorien Elf is technically playable. So FotR Elves are "technically playable" with no new cards. But I guess you want to make them really playable. And for this you need to give players a reason not to play Aragorn.

Aragorn :
- is a str 8 vit 4 companion (highest base strength in the game) with no spotting requirements and with powerful ability,
- has really good weapons, making him a strong fighter both in archery and skirmish (Ranger's Sword, Aragorn's Bow, Armor, Flaming Brand),
- is easy to set up - The Prancing Pony, even if you're overbid chances are good your opponent uses this site as well, and even if not, Aragorn is one card, so putting 4 copies into your deck doesn't hurt that much - the extra ones can be used for healing,
- gives Elves access to several cards either important for their deck strategy (Gondor Bowmen, Last Alliance of Elves and Men) or generally useful (Athelas, Might of Numenor).

This is quite a lot, so a replacement should be strong as well. I like the idea of Elven Lights turning Elrond into a companion, but alone it's too weak. To pull it off, you need to get 3rd Elf companion and Elrond, then Elven Lights. 3 cards which you need for your deck to work. Would probably take 4x Elrond, 4x Gildor/Haldir, 3x Elven Lights. This is one third of a deck - it takes way less deck space to fit Aragorn and all his support cards. To make this viable, first and foremost there must be a way to set it up so that you don't need so many extra copies of cards. If not via introducing an Elrond dedicated to use with this, then maybe a new site can work. Maybe something like this:

[2] Trollshaws (site 2)
Forest. Regroup: Spot two Elves and discard all companions (except Frodo and Elves) to take 3 [Elven] cards (except Galadriel) into hand from your draw deck.

This works with Gildor (is a forest), allows setup in reasonable time (still a bit late as you will probably be playing all those cards site 3 and if you end up at Hollin afterwards you will be really hurt) and makes it harder to add Aragorn into the mix (as you can't use The Prancing Pony and need to wait with playing Aragorn from hand). Galadriel exception because I feel getting Lady of Light so easily would be too good.
Title: Re: The Hunt for Gollum - DC Set : Playable FOTR Elves
Post by: Cw0rk on July 02, 2012, 12:28:50 PM
Hsiale, thanks for taking the time to explain me your point of view so clearly. I now understand the importance of making these cards playable more easily and I think that your suggestion of using a site is quite good.

Let me suggest a site idea...

3 Rivendell Alley (0)
Sanctuary.
At the end of the fellowship phase, you may spot an Elf to play Elrond and an [Elven] card on him from your draw deck. Discard Aragorn.

It's somehow related to the idea that Elrond did not approve the relationship between Arwen and Aragorn (at first). Perhaps it can be reworded better, the main idea is play Elrond and 1 card for him, then if you have Aragorn, discard him. If you don't have Aragorn, you still can play Elrond. You could get Vilya, Elven Lights, Elven Bow (works with Lords of the Forests), Elven Cloak, The Tale of Gil-Galad (I think that's it). I'm not too concerned about the possibility of having Dwarves, Hobbits, Gandalf, or even Boromir. I just think that taking Aragorn out of the mix is enough to bring more variety and help mono-Elf.
Title: Re: The Hunt for Gollum - DC Set : Playable FOTR Elves
Post by: Cw0rk on July 04, 2012, 03:39:55 AM
I've decided to change the ability of Dug Far And Deep from "Response: If a [dwarven] card is discarded from the top of your draw deck, discard this condition to take that card into hand instead." into the simple but more useful "Skirmish: Discard this condition to make a Dwarf strength +2."

See first post for updated cards.
Title: Re: The Hunt for Gollum - DC Set : Moria Corruption?!
Post by: Cw0rk on July 04, 2012, 04:35:19 AM
[Moria] Culture

This culture is not very present in The Hunt of Gollum short film so there are only 2 cards. The goal of these two cards is to help weak Moria strategies.

[2] •Danger of the Unexplored [Moria]
Condition
Search. Stealth.
To play, exert a [Moria] minion. Plays to your support area.
At the end of each of your shadow phases, if the Free Peoples player cannot spot more companions than minions, add a burden.
½R37

Note: Nearly impossible to corrupt someone with Moria unless you pull out some tricky moves with Lost to the Goblins I hope this card could launch new deck ideas, maybe even taking Goblin Spear out of the useless cards tablet. The picture would show Aragorn searching inside a dark cave. I've made it both a search (Aragorn is searching) and stealth card (minions might be hiding in there).


[5] Goblin Raiders [Moria]
Minion • Orc
Strength: 11
Vitality: 2
Site Number: 4
Shadow: Exert this minion to add [1] for each [Moria] search card you can spot.
½C38

Note: Take out Goblin Reinforcements out of your trash! Other than Danger of the Unexplored, other search cards are Goblin Domain, Through the Misty Mountains and What Is This New Devilry?. I also wanted to give high strength and cost to this guy in order to make it compatible with the less used Moria Beatdown (Goblin Patrol Troop, Goblin Flankers) strategy.
Title: Re: The Hunt for Gollum - DC Set : Shire makes Erland useful?!?
Post by: Cw0rk on July 22, 2012, 12:16:13 AM
[Shire] Culture

Here is the Shire! As it is not present in the Hunt for Gollum short film, there are only 4 cards. 3 of them are I focused on Bree and Bree-Hobbits, a place which is shown at the beginning of the film. Quick shots of the people in the Prancing Poney could be used to make visual virtual cards of the allies.


[1] Hobbit Taverner [Shire]
Ally • Home 1 • Hobbit
Strength: 2
Vitality: 2
Skirmish: Exert this ally to make Merry or Pippin strength +1.
½C53

Note: Frodo and Sam got The Gaffer for healing, Merry and Pippin got Farmer Maggot. Sam has Rosie Cotton to get a strength bonus, Merry and Pippin now has Hobbit Taverner.


[1] •Lilly  Mugwort, Bree-Hobbit [Shire]
Ally • Home 1 • Hobbit
Strength: 1
Vitality: 3
At the start of each of your turns, heal Lilly Mugwort.
Fellowship: Exert this ally twice to heal a Man ally.
½R54

Note: She is the Hobbit Party Guest of the Prancing Poney. Can be useful in FOTR block to heal Barliman Butterbur, Albert Dreary or good old unused Hugin. I made her Vitality 3 and exert twice to avoid abusing her if used with Hobbit Party Guest and Barliman. Also has some potential with TT allies.


[1] Send the Hobbits to Bree [Shire]
Event • Skirmish
Exert a Hobbit or Man ally to add that ally's strength to a Hobbit companion.
½R55

Note: Similar effect to Merry, FtS, this card will make Hobbit decks involving Gandalf better. The strongest Man ally being Erland at 5, followed by Hugin and Jarnsmid at 4, might make you take some unused cards out of your trashcan. Can also be cool with Rohan allies which usually reach strength 4.


[2] Tracks Like Those Of A Hobbit [Shire]
Condition
Search. Plays to your support area.
Skirmish: Discard a Free Peoples search card from hand to exert a minion skirmishing a companion with the Frodo signet.
½U56

Note: A card to help the Frodo signet strategy. Works well in FOTR Block with Blade of Gondor, Frying Pan and PATHS. It would become better later with the other skirmish wounding Frodo signet cards in TT.
Title: Re: The Hunt for Gollum - DC Set : Shire makes Erland useful?!?
Post by: Cw0rk on July 23, 2012, 06:13:02 AM
EDITS (see the first page)

I've changed the format in which Events are written to the one that was used in FOTR cards. I have small changes in some [wraith] cards.

[1] Escape Through the Dark [Wraith]
Event
Stealth.
Response: If your [wraith] minion is about to be killed or discarded, return it to your hand instead.
½C39

Note: I didn't like the previous version. This one works with all [wraith] minion, even Bill Ferny. Returning [wraith] cards to hand is a theme that is exploited in later sets with Ulaire Attea, TotO and [wraith] Rings from Reflections.

(0) Seeking the Ring [Wraith]
Condition
To play, exert a Nazgul. Plays to your support area.
At the end of the turn, if you can spot 5 burdens and 5 [Wraith] search cards, the Ring-bearer is corrupted.
½R40

Note: I have added "At the end of the turn". It should make it more difficult to use with cards like Bent on Discovery.

[5] •Úlairë Cantëa, Rider in Black [wraith]
Minion • Nazgul
Strength: 10
Vitality: 3
Site Number: 2
Tracker.
The shadow number of each site is +1 for each weapon you can spot.
Response: If the fellowship is about to move, play this minion from  hand.
½U42

Note: I rewrote the response action in a simpler way.

[6] •Úlairë Toldëa, Rider in Black [wraith]
Minion • Nazgul
Strength: 12
Vitality: 3
Site Number: 2
Tracker.
The shadow number of each site is +1 for each archer you can spot.
Response: If the fellowship is about to move, play this minion from hand.
½U43

Note: +1 for archer instead of burdens because I didn't want him to interact too much with The Road Will Not Be Easy. I also rewrote the response action in a simpler way.

I have also edited Hobbit Taverner and Bree Thugs.

Always look at the first post for the most uptaded cards.
Title: Re: The Hunt for Gollum - DC Set : Uruk Corruption and Tentacles LOVES Site 7
Post by: Cw0rk on July 28, 2012, 08:32:08 AM
Before I introduce the [Sauron] culture in a few days, I want to show these 4 new sites. They should help strategies which are currently weaker in FOTR block and uses locations from The Hunt for Gollum film.

Sites [I don't know how to make culture sign for sites]

1 Bree Inn Entrance
Fellowship: Add a burden to play a [Gandalf] Man from your draw deck.
½C57

Note: Can be used as a massive way to filter 6 cards out of your deck if you use all [gandalf] allies. I use the add a burden cost because The Prancing Pony requires adding a burden. Getting Barliman Butterbur out for any deck can be useful with the new Wizardly Instructions event which doesn't require spotting Gandalf. Getting Erland out quickly is nice if you plan to use Send the Hobbits to Bree.


7 Gladden Fields [6]
Marsh. River.
When the fellowship moves to Gladden Fields with a Man, the Ring-bearer puts on The One Ring until the end of the archery phase.
½U58

Note: Decks having Man are much better than other fellowships in FOTR Block. Silverode Banks is annoying for those who don't use Rangers. Let's try to change this a little bit. Gladden Fields is where Isildur got ambushed and dropped the ring. That card doesn't only give a Marsh to the Watcher in the Water, it makes all of those cards nobody uses (with the exception of The Twilight World) worth using. Take Southern Spies, Too Much Attention and Uruk Spy out of your trashbin! Its until the end of the archery phase because of Return to its Master.


3 Rivendell Alley (0)
Sanctuary.
When you move from Rivendell Alley, you may spot an Elf to play Elrond and an [elven] card on him from your draw deck. Discard Aragorn.
½U59

Note: I've mentioned that one earlier. Discarding Aragorn represents Elrond not approving the relationship with Arwen. I made this because I don't want Gondor-Elves deck to get much benefits from this site. Instead, it should make Elves worth playing with Elrond and Elven Lights.


4 The Misty Mountains [2]
Mountain.
Orcs are fierce and not roaming.
½C60

Note: Uruks got Holin, Nazguls got their site 2 and 3. [Sauron] orcs got no good sites which would specifically help them. This site will mainly help [Sauron] Beatdown (one of the worst shadow side at the moment) and [Moria] Beatdown which is played much less than Swarm and Archery. The site's text is quite strong, so I reduce its twilight number to 2.
Title: Re: The Hunt for Gollum - DC Set : Improved Sauron Orcs Get Rid of Pipeweed
Post by: Cw0rk on July 31, 2012, 04:53:29 AM
Here are the [Sauron] Orcs! In order for the set to have enough minion cards in it, the [sauron] culture mostly includes this type of card. The aim of these cards is to improve all [Sauron] strategies, especially [Sauron] Beatdown, one of the weakest Shadow strategy in FOTR Block.

[Sauron] Culture

[3] •Dabgash, Morgul Scout [Sauron]
Minion • Orc
Strength: 9
Vitality: 2
Site Number: 6
Tracker.
The roaming penalty for each [Sauron] minion you play is -1.
Shadow: Exert Dabgash to take a [Sauron] search event into hand from your discard pile.
½U44

Note: [Sauron] search events include Host Avails Little, All Thought Bent On It and Get Off The Road! He is the [sauron] tracker with the highest strength in FOTR Block. He has black skin, so I guess he is from Morgul.


[5] •Goblok, Orc Chief [Sauron]
Minion • Orc
Strength: 10
Vitality: 4
Site Number: 6
Shadow: Play a [sauron] condition on a companion or a [sauron] possession on a [sauron] orc to make Goblok strength +2 and damage +1 until the regroup phase.
½R45

Note: He starts with low strength for his costs, but he can become pretty big and dangerous. Sauron Beatdown decks would usually include hand weapons and/or conditions to play on companions. He should fit in different style of [Sauron] decks.


[1] Gorgoroth Cudgel [Sauron]
Possession • Hand Weapon
Strength: +3
Bearer must be a [Sauron] Orc. If bearer is Goblok, he is damage +1 while skirmishing a Man or Elf.
½U46

Note: That's Goblok's weapon. He has more than one so I didn't make it unique.


[4] •Misty Mountains Detachment [Sauron]
Minion • Orc
Strength: 11
Vitality: 3
Site Number: 6
While you can spot your site 4, this minion has the gametext of that site.
½R47

Note: Can be used with Moria Stairway, [Moria] Archers with Great Chasm, [Moria] Swarm with Mithril Mine, [Isengard] with Pass of Caradhras, and more importantly with the new The Misty Mountains and Orc Beatdown decks. You just have to make sure that your site 4 is there. Try Dark Places, Ulaire Nelya or Paths Seldom Trodden.


[2] Orc Aggressor [Sauron]
Minion • Orc
Strength: 10
Vitality: 2
Site Number: 6
Each time a minion loses a skirmish, Orc Attacker is strength -2 until the regroup phase.
½C48

Note: Strong orcs have such a high cost that they are difficult to play, especially when they are roaming until site 6. That one will solve that problem. He doesn't have spotting requirement so people might want to use it in all type of beatdown decks.


[1] Orc Deserter [Sauron]
Minion • Orc
Strength: 8
Vitality: 2
Site Number: 6
Stealth.
At the start of each skirmish involving this minion and an Elf or Man companion, discard this minion.
½C49

Note: The strongest minion you can play for [1]. Can be nice in a swarm deck. The stealth keyword that I've put on it will be useful later.


[4] Orc Investigator [Sauron]
Minion • Orc
Strength: 10
Vitality: 2
Site Number: 6
While the Free Peoples player has no cards in his or her hand, the move limit is -1.
½R50

Note: I know some of you hate discard. But its not good enough and it needs a little boost. Here is that little boost. Can make Southern Spies and new site Gladden Fields pretty efficient.


[2] •Snaga, Mordor Scout [Sauron]
Minion • Orc
Strength: 6
Vitality: 2
Site Number: 6
Tracker.
The roaming penalty for each [Sauron] minion you play is -1.
Shadow: Exert Snaga to take a [Sauron] search condition into hand from your discard pile.
½U51

Note: Journey Into Danger, Seeking It Always, Spies of Mordor, The Dark Lord's Summons, The Number Must Be Few, and especially  Under The Watching Eye are the [sauron] search conditions in FOTR Block. I expect him to help [Sauron] wounding the most.


(0) Unhealthy Habits [Sauron]
Event
Shadow: Spot a [Sauron] minion to discard all pipes.
½C52

Note: Pipe decks are difficult to counter in FOTR Block and they are especially annoying to [Sauron] Orcs which try to wound and add burdens. This card would have a picture à la Southern Spies.
Title: Re: The Hunt for Gollum - DC Set : Improved Sauron Orcs Get Rid Of Pipes
Post by: hsiale on July 31, 2012, 07:25:08 AM
7 Gladden Fields [6]
Marsh. River.
When the fellowship moves to Gladden Fields with a Man, the Ring-bearer puts on The One Ring until the end of the archery phase.
½U58

Note: Decks having Man are much better than other fellowships in FOTR Block. Silverode Banks is annoying for those who don't use Rangers. Let's try to change this a little bit. Gladden Fields is where Isildur got ambushed and dropped the ring. That card doesn't only give a Marsh to the Watcher in the Water, it makes all of those cards nobody uses (with the exception of The Twilight World) worth using. Take Southern Spies, Too Much Attention and Uruk Spy out of your trashbin! Its until the end of the archery phase because of Return to its Master.
To make all those cards playable, you need to make FP player put the ring on after the shadow phase, as otherwise 99% of the time there will be no minion to spot when the effect happens.
Title: Re: The Hunt for Gollum - DC Set : Improved Sauron Orcs Get Rid Of Pipes
Post by: Cw0rk on August 01, 2012, 06:55:03 AM
7 Gladden Fields [6]
Marsh. River.
When the fellowship moves to Gladden Fields with a Man, the Ring-bearer puts on The One Ring until the end of the archery phase.
½U58

Note: Decks having Man are much better than other fellowships in FOTR Block. Silverode Banks is annoying for those who don't use Rangers. Let's try to change this a little bit. Gladden Fields is where Isildur got ambushed and dropped the ring. That card doesn't only give a Marsh to the Watcher in the Water, it makes all of those cards nobody uses (with the exception of The Twilight World) worth using. Take Southern Spies, Too Much Attention and Uruk Spy out of your trashbin! Its until the end of the archery phase because of Return to its Master.
To make all those cards playable, you need to make FP player put the ring on after the shadow phase, as otherwise 99% of the time there will be no minion to spot when the effect happens.
Thanx. You are right. I will make it:

At the end of the shadow phase, if there is a Man in the fellowship, the Ring-Bearer puts on The One Ring until the end of the archery phase.
Title: Re: The Hunt for Gollum - DC Set : Improved Sauron Orcs Get Rid Of Pipes
Post by: hsiale on August 02, 2012, 03:26:30 AM
To make it 100% clear, I'd change it to start of maneuver phase (there can be multiple shadow phases in case of a multiplayer game, while there always is exactly one maneuver phase on a site during a turn).
Title: Re: The Hunt for Gollum - DC Set : Improved Sauron Orcs Get Rid Of Pipes
Post by: Cw0rk on August 04, 2012, 06:56:19 PM
Thanx hsiale.

7 Gladden Fields [6]
Marsh. River.
Maneuver: Spot a Man in the fellowship to make the Ring-bearer puts on The One Ring until the end of the assignment phase.
½U58


Time for the [Gondor] culture now! As Aragorn is tracking Gollum in the movie, it mainly focused on search cards and introduces a new mechanic in which you benefit from being behind your opponent. I think I took the idea from some cards created by Thranduil. That strategy would mostly benefit those looking for a shadow kill.


[Gondor] Culture

[4] •Aragorn, Dúnedain
Companion • Man
Strength: 8
Vitality: 4
Signet: Aragorn
Ranger.
While you are behind an opponent on the adventure path, Aragorn is strength +2.
½C26

Note: A common Aragorn for the FOTR Block. Simple text. Gets a strength bonus, just like the common Gandalf I've introduced some time ago.


(0) •Aragorn's Cloak [Gondor]
Possession • Cloak
Bearer must be Aragorn.
Maneuver: Exert Aragorn to discard a search condition.
½U27

Note: Similar mechanic as Boromir's Cloak. With cards like Goblin Raiders and Seeking the Ring that I've introduced earlier in the set, search cards will become more used.


[2] •Arithir, Ranger of Arnor [Gondor]
Companion • Man
Strength: 6
Vitality: 3
Ranger.
While the fellowship is at a forest, the roaming penalty of each minion is +1.
½U28

Note: The other ranger in the movie. I didn't create a weapon for him, so I've decided to give him a text which can be useful without having him to fight. He can be useful in the early game, just like Gimli, DotM is useful in mid game. His text is not THAT great considering that there are only a few forest sites #2 and #3, but lets be honest, we don't really need another strong ranger in FOTR Block.


[1] Camouflage [Gondor]
Condition
Stealth. Plays to your support area.
Response: If a minion uses a special ability, discard this condition or your cloak from play to cancel that ability.
½R29

Note: I don't remember much people using cloaks before. I hope this condition makes more people use Elven Cloak, Boromir's Cloak and Aragorn's Cloak. [Gandalf] culture had 1 stealth card with Depart Silently. That one if the stealth card for [gondor]. There is no spotting requirement so you can use it in any deck.


(0) Campfire Folklore [Gondor]
Event
Tale.
Maneuver: Make a companion with the Aragorn signet defender +1 for each tale borne by that companion.
½U30

Note: Each signet got a new card. You can discard it with Answering the Cries.


[1] Double-Kill [Gondor]
Event
Response: If a Man or a Dwarf kills a minion in a skirmish, wound another minion.
½C31

Note: [Dwarven] only had 3 cards in the set. I thought it would be nice to make another card to help them.


[2] Luring Techniques [Gondor]
Event
Search.
Skirmish: Exert an unassigned ranger to have him or her replace another companion (except the Ring-bearer) in a skirmish.
½R32

Note: Considering that many people use Aragorn as their main fighter, that card can be pretty good. That mechanic appears in set 12.


[1] Sensing Footsteps [Gondor]
Event
Search.
Fellowship or Regroup: Spot a ranger and an opponent who is ahead on the adventure path to make each minion roaming until the end of the regroup phase.
½U33

Note: Eregion's Trail and What Are They? can now be used more effectively.


[1] Snare-Trap [Gondor]
Event
Search.
Assignment: Exert a ranger to prevent a minion from being assigned to skirmishes until the regroup phase. Unless that minion is strength 5 or less, it may exert to prevent this.
½R34

Note: Aragorn captures Gollum in the film using this trap.
Title: Re: The Hunt for Gollum - DC Set : Gondor Makes You Play Cloaks
Post by: Cw0rk on August 11, 2012, 01:58:33 AM
Gollum is the premium card of this 61 cards set. Stay tuned as I will be posting the cards for the [gollum] culture tomorrow.

[2] •Gollum, Spy of Sorts [Gollum] (Shadow)
Minion
Strength: 5
Vitality: 4
Site Number: 3
When you play Gollum, you may take a Shadow stealth card into hand from your discard pile.
½P61

Note: There will be 5 [Gollum] Shadow stealth cards for you to take back from your discard pile. You can look at the first post to see all Shadow stealth cards from other culture that will be in the set. I think that the most interesting combo would be with Orc Deserter in a swarm deck.
Title: Re: The Hunt for Gollum - DC Set : Premium Gollum
Post by: Not a Zombie on August 11, 2012, 09:17:35 AM

[1] Camouflage [Gondor]
Condition
Stealth. Plays to your support area.
Response: If a minion uses a special ability, discard this condition or your cloak from play to cancel that ability.
½R29

Seems mighty powerful for only (1)

(0) Campfire Folklore [Gondor]
Event
Tale.
Maneuver: Make a companion with the Aragorn signet defender +1 for each tale borne by that companion.
½U30

This is the first time for a defender +x type card, because it is really powerful. I'd have to look at what tales can be born, but it might be a bit OP.

[1] Sensing Footsteps [Gondor]
Event
Search.
Fellowship or Regroup: Spot a ranger and an opponent who is ahead on the adventure path to make each minion roaming until the end of the regroup phase.
½U33

Unfortunately, the way the rules work the fellowship half of this card would do nothing, because there are no minions in play at the time. I don't remember the specific ruling, but cards that give other cards traits only apply to cards in play. Could someone back me up on this?
Title: Re: The Hunt for Gollum - DC Set : Premium Gollum
Post by: Cw0rk on August 11, 2012, 11:45:54 AM
For Camouflage, I look forward to know the opinion of others... perhaps I could make it cost 2.

Well, for Campfire Folklore, I think it will mostly just end up in def +0, +1 or +2. Unless you really want to play 4 The White Arrows of Lorien on an Elf or if you use Stone Troll.

For Sensing Footsteps, you may be right, its probably better if I make it Maneuver or Regroup.
Title: Re: The Hunt for Gollum - DC Set : Premium Gollum
Post by: Cw0rk on August 11, 2012, 10:19:32 PM
Before I post the [Gollum] cards. I want to say that I've decided to get rid of the uncommon Ring in order to have an equal number of Free Peoples and Shadow cards in the set. No one really liked it anyway.

The [Gollum] culture main strategy is to slow down your opponent. Cards like Depths of Moria, Wizard Storm or Spies of Mordor did that before, but there were no culture that did that as its main strategy. It fits perfectly with what happens in the film as Gollum is put in the bag and is extra weight to carry, slowing down Aragorn. Stealth cards are also very important for the [Gollum] culture, and very useful with the premium Gollum showed earlier. A deck using many of these [Gollum] cards would use stealth to make sure that Gollum makes it to the regroup phase and would then rely on other cards which punish the Free Peoples player if he decides to move again.

Also, the [Gollum] culture in this set is highly event based compared to other Shadow cultures which mostly relies on conditions.


[Gollum] Culture

[1] Baggins Has It! [Gollum]
Event
Response: If the Ring-bearer puts on The One Ring, spot Gollum to make the move limit -1 for this turn (to a minimum of 1).
½U16

Note: Works well with the new site 7.


[2] •Gollum, The Former Owner of the Ring [Gollum]
Minion
Strength: 5
Vitality: 4
Site Number: 3
Each time the fellowship moves, you may add 2 burdens.
½R17

Note: To be used in corruption decks.


[2] •His Lurking Shadow [Gollum]
Condition
Stealth. To play, exert Gollum or a tracker. Plays to your support area.
At the start of your shadow phase, if the twilight pool has fewer than 10 twilight tokens, add [2].
Shadow: Discard this condition to play Gollum from your draw deck or discard pile.
½U18

Note: This is how you are supposed to get Gollum back in play in FOTR block context. As it is a stealth card, you can always get it back if you play the premium Gollum. Can also be played in most decks against annoying FOTR Block choke cards (which got banned later).


[2] Locked Doors [Gollum]
Condition
Stealth. Plays to your support area.
While you can spot Gollum, allies cannot be assigned to skirmishes.
½C19

Note: An attempt to solve the Horn of Gondor issue. Also good against the new Elven Lights card. Maybe your opponent won't play allies, but it's a stealth card so you can discard it and grab it anytime with the premium Gollum.


[1] Roof Climbing [Gollum]
Event
Stealth.
Maneuver: Exert Gollum to prevent him from taking any wounds until the end of the archery phase.
½U20

Note: To make Gollum survive the archery phase.


[2] Snatching [Gollum]
Event
Stealth.
Skirmish: Exert Gollum to discard a possession borne by a character he is skirmishing.
½R21

Note: There is a lack of possession removal in FOTR Block. I hope this helps a little bit.


[1] Tree Climbing [Gollum]
Event
Stealth.
Assignment: Exert Gollum to prevent him from being assigned to skirmishes until the regroup phase.
½C22

Note: To make Gollum survive the skirmish phase.


(0) We Should Have Squeezed It! [Gollum]
Event
Response: If a stealth card is played, spot Gollum to exert the Ring-Bearer.
½C23

Note:Interesting with the new Shadow stealth cards. Can be useful with Twilight Nazguls or Isengard Warrior.


[2] We'll Put Out It's Eyes! [Gollum]
Event
Response: If the Free Peoples player chooses to move during the regroup phase, spot Gollum to wound a companion twice (except the Ring-bearer).
½R24

Note: To be used in wounding decks or/and with the next card. Could be interesting with Wizard Storm.


[3] We'll Wring It's Filthy Neckses! [Gollum]
Event
Response: If the Free Peoples player chooses to move during the regroup phase, spot Gollum to exhaust a companion.
½U25

Note: To be used in wounding decks, perhaps with the previous card. Can also work on the Ring-bearer.
Title: Re: The Hunt for Gollum - DC Set : All Cards Posted
Post by: ket_the_jet on August 12, 2012, 05:32:58 AM
[2] •Gollum, The Former Owner of the Ring [Gollum]
Minion
Strength: 5
Vitality: 4
Site Number: 3
Each time the fellowship moves, you may add 2 burdens.
½R17
I don't dislike the card beyond the subtitle.

I think that Locked Doors should be the kind of condition that plays on a site. I don't know if it is fair to handicap an entire deck design.

I like the rest of the ideas though.
-wtk
Title: Re: The Hunt for Gollum - DC Set : All Cards Posted
Post by: Cw0rk on August 15, 2012, 03:51:50 AM
[2] •Gollum, The Former Owner of the Ring [Gollum]
Minion
Strength: 5
Vitality: 4
Site Number: 3
Each time the fellowship moves, you may add 2 burdens.
½R17
I don't dislike the card beyond the subtitle.

I think that Locked Doors should be the kind of condition that plays on a site. I don't know if it is fair to handicap an entire deck design.

I like the rest of the ideas though.
-wtk
I like your idea for Locked Doors.

(0) Locked Doors [Gollum]
Condition
Stealth. To play, spot Gollum. Plays on a site.
While the fellowship is at this site, allies cannot be assigned to skirmishes.
Discard this condition at the end of the turn.
½C19

I'll change The Former Owner Of The Ring into Former Owner Of The Ring. It's a minor change but maybe the The was not necessary. It's from a quote from the film.
Title: Re: The Hunt for Gollum - DC Set : All Cards Posted
Post by: Cw0rk on August 17, 2012, 06:41:18 AM
Here is what the starter pack would look like. The set is 61 cards so there is only one starter.

1C290
1C2

1U319
1U336
1U338
1C346
1C349
2U120
½U58
1C356
1U360

2C114
1C303
1C306
1C299
3C108
½C53
1C297
1U301
1U309
1C315
1U293
1C296
1C298
3C114

½P61
2U232
1U235
½U42
½U43
½C49
½U18
3C84
2U79
½C23
½C39
½U25
½C22

•Frodo, Son of Drogo
The One Ring, The Ruling Ring

Bag End
Weathertop
Ford of Bruinen
Moria Lake
The Bridge of Khazad-dum
Valley of the Silverlode
Gladden Fields
Anduin Banks
Emyn Muil

•Sam, Proper Poet
•Merry, From O'er the Brandywine
•Pippin, Friend to Frodo
Hobbit Sword
Frying Pan
Hobbit Taverner
Hobbit Party Guest
•Master Proundfoot, Distant Relative of Bilbo
•Rosie Cotton, Hobbiton Lass
Stout And Sturdy
Halfing Deftness
Hobbit Intuition
Hobbit Stealth
Three Monstrous Troll

•Gollum, Spy of Sorts
Ulaire Enquea, Ringwraith In Twilight
Ulaire Ostea, Lieutenant of Morgul
Ulaire Cantea, Rider in Black
Ulaire Toldea, Rider in Black
Orc Deserter
•His Lurking Shadow
They Will Never Stop Hunting You
Resistance Becomes Unbearable
We Should Have Squeezed It!
Invisible In The Dark
We'll Wring It's Filthy Neckses!
Tree Climbing
1
1

1
1
1
1
1
1
1
1
1

1
1
2
2
2
3
2
1
1
2
2
2
2
1

2
3
2
1
1
2
2
1
2
3
3
1
2
Title: Re: The Hunt for Gollum - DC Set [COMPLETE - NO IMAGE]
Post by: Cw0rk on December 13, 2012, 04:37:43 AM
I've changed a few cards that I wasn't satisfied with (see first post). I'm especially happy with the new [wraith] cards and Seeking The Ring.

(0) Seeking The Ring [wraith]
Condition
To play, exert a Nazgul. Plays to your support area.
If you can spot 9 [wraith] search cards, the Ring-bearer is corrupted.
"'The last ring of power had reawaken. Its evil master Sauron was seeking it.'"
½R40

I've added lores to almost every card using quotes from the film. However, I still have several blank spaces to fill up.

Could anyone please help me find lores for the following cards (as I only own a French version of the books)? Thank you.

•Dug Far and Deep
Lords of the Mountains
Mine Exploration
Elanor
Lords of the Forests
Wizard Hat
•Aragorn, Dúnedain
•Aragorn's Cloak
Camouflage
Bree Thugs
Saruman's Fog
•Danger of the Unexplored
Unhealthy Habits
Hobbit Taverner
•Lilly Mugwort, Bree-hobbit
Title: Re: The Hunt for Gollum - DC Set [Deck #1: Wraith Search Corruption]
Post by: Cw0rk on January 02, 2013, 07:13:34 PM
I've found lore for every cards (check first post)! Technically, everything would be ready for playtesting or turning these into nice graphical DCs (if I had the skills).


Here is a first deck idea using the cards from this DC Set! The format is FOTR Block. Would it be overpowered? Would it be too weak? Let me know! Do you have other deck ideas?


NEW CARD USED FROM THIS SET

(0) Seeking The Ring [Wraith]
Condition
To play, exert a Nazgul. Plays to your support area.
If you can spot 9 [Wraith] search cards, the Ring-bearer is corrupted.
"'I think,' answered Frodo slowly... 'There is a connexion with Bilbo's old adventures, and the Riders are looking, or perhaps one ought to say searching, for him or for me.'"
½R40

[6] •Úlairë Toldëa, Rider in Black [wraith]
Minion • Nazgul
Strength: 12
Vitality: 3
Site Number: 2
Tracker.
The twilight cost of each [wraith] search card is -1.
"What are these black men after, and where do they come from, I'd like to know?'"
½U43

[Wraith] Search Corruption (30)
4x Ulaire Toldea, Rider in Black
3x Ulaire Attea, The Easterling
3x Ulaire Otsea, Lieutenant of Morgul
4x Morgul Skulker
2x Seeking The Ring
4x The Nine Servants of Sauron
4x Paths Seldom Trodden
4x Bent on Discovery
2x Too Great and Terrible

Play your search conditions as soon as possible in order to corrupt the Ring-bearer with Seeking The Ring. Morgul Skulker, Ulaire Attea and Too Great and Terrible are there against cards that could potentially discard your conditions.
Title: Re: The Hunt for Gollum - DC Set [Deck #2: FOTR Solo Elves]
Post by: Cw0rk on January 04, 2013, 12:54:00 AM
Here is a second deck using elves (which are nearly impossible to play competitively at the moment) in FOTR Block.

NEW CARD USED FROM THIS SET

[2] •Celehedras, Elf Of The Great Wood [Elven]
Companion • Elf
Strength: 5
Vitality: 3
To play, spot an Elf.
Celehedras is strength +1 for each forest site on the adventure path.
"'...this Gollum? What became of him?' ... 'He is in prison, but no worse,' said Aragorn. '...I for one am glad that he is safely kept by the watchful Elves of Mirkwood.'"
½U5

[1] •Elven Lights [Elven]
Condition
Search.
To play, spot 3 Elf companions. Plays on an [elven] ally.
Each time the fellowship moves, add [1].
Bearer participates in archery fire and skirmishes.
"They bore no lights, yet as they walked a shimmer, like the light of the moon above the rim of the hills before it rises, seemed to fall about their feet."
½R7

(0) Lords of the Forests [Elven]
Condition
Tale. Plays to your support area.
Each Elf archer is strength +2.
Discard this condition if you move to a site that is not a forest or a river.
"'Three were given to the Elves, immortal, wisest... fairest of all beings.'"
½C8

3 Rivendell Promenade [1]
Sanctuary.
When the fellowship moves from this site, you may play Elrond from your draw deck. Discard Aragorn.
½U59


Solo Elves (33) with Rivendell Promenade
1x Legolas, Greenleaf
1x Arwen, Daughter of Elrond
2x Lorien Elf
1x Haldir, Elf of the Golden Wood
1x Celehedras, Elf of the Great Wood
2x Elrond, Herald to Gil-Galad
1x Galadriel, Lady of the Golden Wood
2x Song of the Blessed Realms
2x Elven Lights
4x Lords of the Forests
4x Elven Bow
1x Gwemegil
1x Asfaloth
1x Bow of the Galadhrim
1x Long-Knives of Legolas
1x Sting
1x Vilya
2x Secret Sentinels
4x Hobbit Stealth

Elrond nearly becomes a companion once he get Elven Lights on (and heals twice every turn). Use Hobbit Stealth or kill your Lorien Elves until you reach the forest/river sites 6-7-8-9 where Lords of the Forests will make your Elves very hard to kill.
Title: Re: The Hunt for Gollum - DC Set [Deck #3: Isengard Corruption]
Post by: Cw0rk on January 05, 2013, 10:05:16 PM
One of my objective when creating this DC set was to make unused cards useful in FOTR Block and change the meta. I think that this Isengard Corruption deck is a good example of it.

NEW CARDS USED FROM THIS SET

[4] Bree Thugs [Isengard]
Minion • Man
Strength: 9
Vitality: 2
Site Number: 2
Each time an [isengard] search event is played, you may exert this minion to add a burden. Discard this minion if underground.
"But there were several questions asked that made Frodo a little uneasy. One of the Bree-landers, who seemed to have been in the Shire several times, wanted to know where the Underhills lived and who they were related to."
½C35

7 Gladden Fields [6]
Marsh. River.
Maneuver: Spot a [Gondor] Man to make the Ring-bearer puts on The One Ring until the end of this phase.
½U58


[Isengard] Corruption (30) with Gladden Fields
4x Bree Thugs
4x Uruk Spy
4x Uruk Shaman
3x Uruk Captain
2x Orthanc Berserker
2x Dark Places
4x Saruman's Reach
3x Evil Afoot

Bree Thugs can add some burdens when combined with Saruman's Reach. Evil Afoot is there to shuffle back your Thugs after you have used them. The real power of this deck is when facing a fellowship that has a [gondor] man (Aragorn is everywhere in FOTR Block). Play Gladden Fields using Dark Places to activate Uruk Spy, which can be healed by Uruk Shaman, and add tons of burdens.

Would it be overpowered? Would it be too weak? Let me know! Do you have other deck ideas?
Title: Re: The Hunt for Gollum - DC Set [ISENGARD CARD IMAGES]
Post by: Cw0rk on January 11, 2013, 11:17:09 AM
Hi guys!

I spent quite some time this evening with the templates from menace64 and some fonts I found on the Internet to make these two cards. I want to know what you think of them and if you guys think I should make more of them...

http://s769.beta.photobucket.com/user/c10ckw0rk/media/HFG/35_zpscc33d398.jpg.html (http://s769.beta.photobucket.com/user/c10ckw0rk/media/HFG/35_zpscc33d398.jpg.html)

Title: Re: The Hunt for Gollum - DC Set [MORE IMAGES TO COME]
Post by: Cw0rk on January 22, 2013, 06:11:38 AM
I've decided that I will make more cards with images. I've already collected all the images I need from The Hunt For Gollum film and trailers.

More to come soon...
Title: Re: The Hunt for Gollum - Full DC Set With Images
Post by: Cw0rk on January 29, 2013, 12:16:50 AM
Hey guys! Here are all the DCs with images! I think they are not perfect, but still good.

http://s769.beta.photobucket.com/user/c10ckw0rk/library/HFG
Title: Re: The Hunt for Gollum - [Deck #4: Isengard and Sauron Orc Wounding]
Post by: Cw0rk on February 15, 2013, 04:08:44 AM
NEW CARD USED FROM THIS SET
(https://lotrtcgwiki.com/forums/proxy.php?request=http%3A%2F%2Fi769.photobucket.com%2Falbums%2Fxx340%2Fc10ckw0rk%2FHFG%2F36_zpsa641815d.jpg&hash=bbc781f4132bd45fd98e856d83c8ae05a6cd1c19)

[Isengard] and [Sauron] Orc Wounding (31)
2x Orc Overseer
4x Isengard Worker
4x Isengard Warrior
4x Isengard Servant
4x Morgul Slayer
4x Orc Slayer
4x Saruman's Fog
3x You Bring Great Evil
2x The Trees Are Strong

Use Saruman's Fog to skip skirmishes and Isengard Worker to cancel archery actions.  Use the [Sauron] Orcs to unleash more damage and prevent healing with You Bring Great Evil.

In the past, people pointed out that Saruman's Fog might be overpowered, it would require testing. What do you think? Is it too strong?
Title: Re: The Hunt for Gollum - Full DC Set With Images
Post by: dmaz on March 08, 2013, 07:03:49 PM
Cw0rk:
I really want to let you know how impressed I am with your dream card set! The delivery is perfect. After looking them over, I see great effort in both making them playable and well-designed.

I personally took a liking to Bree Thugs. I really liked Goblin Man in the first block, and the idea of Saurman's loyal underlings keeping an eye on Bree, as I'm sure they were :)

I really wonder if we could pull something together like Star Wars CCG did by making a player's committee, in which we would issue official new card sets, make amendments, etc.

Overal, love it! Congrats :)
Title: Re: The Hunt for Gollum - Full DC Set With Images
Post by: Cw0rk on April 20, 2014, 10:22:58 AM
Thanks dmaz for your comments.

I didn't look at these DCs for a long time, and I've decided to modify 2 of them...

[1] Campfire Folklore [Gondor]
Event
Tale.
Fellowship or Regroup: Spot 2 companions with the Aragorn signet to play the fellowship's next site (replacing opponent's site if necessary). Heal a companion if you play a sanctuary.
"'I went first to meet him and hear his tale.'"
½U30

Initially it was giving defender bonuses. I prefer to make it change sites as I feel that controlling the path is more important in this set.


(0) The Road Will Not Be Easy [Wraith]
Condition
To play, exert a [wraith] tracker (or exert a tracker and remove [2]). Plays to your support area.
The shadow number of each site is +1.
"'Yes, I think we will move on now,' said Frodo; 'but not on the road -in case that rider comes back, or another follows him.'"
½U41

It initially had a cost of (2) and would add (2) if it was played via [wraith] tracker. As an anti-choke card, I felt that it was important to be playable at a low cost.


I've also put the pictures in the right order, from 1 to 61, on:
http://s769.beta.photobucket.com/user/c10ckw0rk/library/HFG (http://s769.beta.photobucket.com/user/c10ckw0rk/library/HFG)


I might do more DCs like these in the future if another fan film inspires me as much as this one.