The Last Homely House

Middle-Earth => Chamber of Mazarbul => Topic started by: GarrisonofGondor on October 04, 2008, 03:20:08 PM

Title: GoG's DC Thread ( The Dale Archers! )
Post by: GarrisonofGondor on October 04, 2008, 03:20:08 PM
 I am soooooo new at this so here is what I have so far.

 [3] •Oimun, Dwarven Lord  [Dwarven]
 Companion • Dwarf
 Strength: 7
 Vitality: 3
 Resistance: 7
 Damage +1
 While a Dwarf is Damage + [X]
 That Dwarf is Twilight cost -  [X]
 Oimun is strength +1 for each Orc you can spot
 The only Dwarf to use a Buckler, Oimun is Fierce in battle.

 [3] Oimun's Buckler  [Dwarven]
 Possesion • Shield
 Vitality +1
 Toil 1
 Bearer must be Oimun
 The Minion archery total is -1
 Made of wood, but extremely sturdy.
 
 So this is the new guy's card thread. Go ahead and criticize it. #-o
Title: Re: GoG's DC Thread
Post by: Gate Troll on October 04, 2008, 05:28:05 PM
I am soooooo new at this so here is what I have so far.

 We need more DC'ers and every little is a gain. Join the club.
 
[3] •Oimun, Dwarven Lord  [Dwarven]
 Companion • Dwarf
 Strength: 7
 Vitality: 3
 Resistance: 7
 Damage +1
 While a Dwarf is Damage + [X]
 That Dwarf is Twilight cost -  [X]
 Oimun is strength +1 for each Orc you can spot
 The only Dwarf to use a Buckler, Oimun is Fierce in battle.

Great, I'd probably just re-word it as such:
[3] •Oimun, Dwarven Lord  [Dwarven]
 Companion • Dwarf
 Strength: 7
 Vitality: 3
 Resistance: 7
 Damage +1
 Spot a Damage + [X] dwarf to make its Twilight cost -  [X].
 Oimun is strength +1 for each Orc you can spot
 The only Dwarf to use a Buckler, Oimun is fierce in battle.

 [3] Oimun's Buckler  [Dwarven]
 Possesion • Shield
 Vitality +1
 Toil 1
 Bearer must be Oimun
 The Minion archery total is -1
 Made of wood, but extremely sturdy.
 
I could easily see this costing [2] or even [1] without the Toil.  :up:

 So this is the new guy's card thread. Go ahead and criticize it. #-o
I'm just trying to help!  :vader:
Title: Re: GoG's DC Thread
Post by: Thranduil on October 04, 2008, 05:54:21 PM
[3] •Oimun, Dwarven Lord  [Dwarven]
 Companion • Dwarf
 Strength: 7
 Vitality: 3
 Resistance: 7
 Damage +1
 While a Dwarf is Damage + [X]
 That Dwarf is Twilight cost -  [X]
 Oimun is strength +1 for each Orc you can spot
 The only Dwarf to use a Buckler, Oimun is Fierce in battle.
Who is Oimun? Where did you get the name? Presumably he's one of the Seven Dwarf-Lords, right? I would word it, actually, as:

"Each Dwarf's twilight cost is -X, where X is that Dwarf's damage bonus."

Though this does raise some weird timing issues, like with Dwarven Embassy or Lord of Moria and I'm not sure whether you would get the bonus or not. If you do, this seems crazy as you could make each of your Dwarves twilight -8 at least! :o Perhaps better would be:

"Each Dwarf with a damage bonus is twilight cost -1."

+1 for each Orc also seems a bit restrictive - rubbish against most people, but perhaps too good against Orcs. I might replace both lines with a test something like:

"Each Dwarf with a damage bonus is strength +1 (or +2 if skirmishing an Orc)."

[3] Oimun's Buckler  [Dwarven]
 Possesion • Shield
 Vitality +1
 Toil 1
 Bearer must be Oimun
 The Minion archery total is -1
 Made of wood, but extremely sturdy.
Yep, I agree with GT - this could cost [1] without toil. But it might be more interesting to have another ability on it to justify its high cost.

I had a lot to say about these cards, but that's always a good sign - it means I like your ideas! And :gp: for joining the DC makers! =D>

Thranduil
Title: Re: GoG's DC Thread
Post by: GarrisonofGondor on October 04, 2008, 06:55:14 PM
 Good comments thank you. The point of the Damage bonas - Twighlight cost thing was to make dwarfs cost less in the Starting Fellowship.
Title: Re: GoG's DC Thread
Post by: Gate Troll on October 04, 2008, 07:06:17 PM
Good comments thank you. The point of the Damage bonas - Twighlight cost thing was to make dwarfs cost less in the Starting Fellowship.

Thats what I thought. It's a neat idea. Oh, and have another :gp:.
Title: Re: GoG's DC Thread
Post by: menace64 on October 04, 2008, 09:22:28 PM
I am soooooo new at this so here is what I have so far.

 [3] •Oimun, Dwarven Lord  [Dwarven]
 Companion • Dwarf
 Strength: 7
 Vitality: 3
 Resistance: 7
 Damage +1
 While a Dwarf is Damage + [X]
 That Dwarf is Twilight cost -  [X]
 Oimun is strength +1 for each Orc you can spot
 The only Dwarf to use a Buckler, Oimun is Fierce in battle.

*Actually* guys, his wording is correct, but could use a bit of nitpicking on spacing:
"While a Dwarf is damage +X, that Dwarf is twilight cost -X."
Also (this is another nitpick), the strength +1 sentence should go before the twilight reduction bit.

[3] Oimun's Buckler  [Dwarven]
 Possesion • Shield
 Vitality +1
 Toil 1
 Bearer must be Oimun
 The Minion archery total is -1
 Made of wood, but extremely sturdy.

Should be unique! Toil 1 should have a period after it, as should both sentences in the gametext, and minion shouldn't be capitalized.

If you haven't yet noticed, I'm the resident nitpicker.
Title: Re: GoG's DC Thread
Post by: GarrisonofGondor on October 05, 2008, 10:19:25 AM
 Here is some Gondor stuff I came up with. The new keyward is Shadow. Shadow means that while that character is at a Forest site, he is strength + x.

 [3] •Halberad, Chief ShadowRanger
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 7
 Ranger. Shadow 2.
 Halberad is strength +1 for each other Shadow Companion you can spot.
Leader ot the Northern Rangers.....

 [3] •Socanu, Halberad's Second
 Companion • Man
 Strngth: 6
 Vitality: 3
 Resistance: 6
 Ranger. Shadow 1.
 While you can spot a Shadowranger, Socanu is twighlight cost - [X] where [X] is that Ranger's shadow bonus.
 Tall and Muscular, Swift and Deadly.

 [2] Northern Ranger
 Companion • Man
 Strength: 5
 Vitality: 3
 Resistance: 6
 Ranger. Shadow 1.
 Silent as Shadows...

 [1] Blackened Blade
 Possesion • Hand Wepon
 Strngth: +2
 Bearer must be a Ranger.
 Bearer gains Shadow 1.
 Fire-Smoked blades make for more stealth.

 [1] Shadow Cloak
 Possesion • Cloak
 Vitality: +2
 Bearer must be a Shadowranger
 Each time bearer moves to a Plains site, beare must exert.
 ...... Light yet Sturdy.

 [2] Master's of the Shadow's
 Condition • Suppot Area
 To play spot a  [Gondor] man.
 While you can spot 3 Shadowrangers, the move limit is +1.

 What do you think???
 
Title: Re: GoG's DC Thread ( The Shadowrangers )
Post by: Gate Troll on October 05, 2008, 03:09:59 PM
Here is some Gondor stuff I came up with. The new keyward is Shadow. Shadow means that while that character is at a Forest site, he is strength + x.

I'd probably change 'Shadow' to 'Stealth'.
Also Btw, Shadowranger brings to mind someone wrangling a shadow.  :lol:

 [3] •Halberad, Chief Ranger
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 7
 Ranger. Shadow 2.
 Halberad is strength +1 for each other Shadow Companion you can spot.
Leader of the Northern Rangers.....

Dude, where is his culture? Oh, and you don't need to capitalize so much in the lore.

 [3] •Socanu, Halberad's Second
 Companion • Man
 Strngth: 6
 Vitality: 3
 Resistance: 6
 Ranger. Shadow 1.
 While you can spot a Shadowranger, Socanu is twighlight cost - [X] where [X] is that Ranger's shadow bonus.
 Tall and Muscular, Swift and Deadly.

Mostly just spelling errors. And the nouns in the lore do not need capitalization.

 [2] Northern Ranger
 Companion • Man
 Strength: 5
 Vitality: 3
 Resistance: 6
 Ranger. Shadow 1.
 Silent as Shadows...

Ditto my above comment about the lore.

 [1] Blackened Blade
 Possesion • Hand Wepon
 Strength: +2
 Bearer must be a Ranger.
 Bearer gains Shadow 1.
 Fire-Smoked blades make for more stealth.

Instead of 'gains Shadow 1.' I would put 'is Shadow +1.'

 [1] Shadow Cloak
 Possesion • Cloak
 Vitality: +2
 Bearer must be a Shadowranger
 Each time bearer moves to a Plains site, bearer must exert.
 ...... Light yet Sturdy.

You haven't yet given ShadowRanger to anyone so unless you change it it's pretty useless. The Vitality bonus should probably be toned down as well.

 [2] Masters of the Shadow's
 Condition • Support Area
 To play spot a  [Gondor] man.
 While you can spot 3 Shadowrangers, the move limit is +1.

Good, thought it could probably be [1] and you don't need an apostrophe in 'Masters'.

 What do you think???
 
#1: You really need more synergy to this than plain old strength bonuses with a few twilight reductions. #2: They definitely need a culture. #3: ShadowRanger as all one word looks cheesy and since you haven't given it to anyone it is pointless. #4: The keyword looks good, but needs to be refined a little.  :up:
Title: Re: GoG's DC Thread
Post by: Thranduil on October 05, 2008, 04:24:09 PM
Here is some Gondor stuff I came up with. The new keyward is Shadow. Shadow means that while that character is at a Forest site, he is strength + x.
It's fair enough as a keyword, but I want something more stealthy and shadowy like "Each event you play during a skirmish involving this character is twilight cost -X" or "Each opponent's event played during a skirmish involving this character is twilight cost +X" or something about forests like "While at a forest site, this character cannot be targetted by opponents' cards [unless they remove [X] ]" the last one either as variable or invariable.

[3] •Halberad, Chief ShadowRanger
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 7
 Ranger. Shadow 2.
 Halberad is strength +1 for each other Shadow Companion you can spot.
Leader ot the Northern Rangers.....
It seems to me that with Pathfinder and other site path manipulation this card is [3] for 8/3/7, which is really quite good especially as he gets even stronger in a devoted deck. I'm not sure that rangers should be out to get huge strength - they should be trying to defeat minions in more subtle ways rather than charging forward with fury.

[3] •Socanu, Halberad's Second
 Companion • Man
 Strngth: 6
 Vitality: 3
 Resistance: 6
 Ranger. Shadow 1.
 While you can spot a Shadowranger, Socanu is twighlight cost - [X] where [X] is that Ranger's shadow bonus.
 Tall and Muscular, Swift and Deadly.
Needs to be a space in between "shadow" and "ranger", but other than that he looks nicely balanced.

[2] Northern Ranger
 Companion • Man
 Strength: 5
 Vitality: 3
 Resistance: 6
 Ranger. Shadow 1.
 Silent as Shadows...
Comparing this to many other [2] cost non-unique guys, this one would not be used. He would have to have strength 6 or Shadow 2 or another ability.

[1] Blackened Blade
 Possesion • Hand Wepon
 Strngth: +2
 Bearer must be a Ranger.
 Bearer gains Shadow 1.
 Fire-Smoked blades make for more stealth.
Yeah, fair enough. I might take the strength down to +1 for more Shadow.

[1] Shadow Cloak
 Possesion • Cloak
 Vitality: +2
 Bearer must be a Shadowranger
 Each time bearer moves to a Plains site, beare must exert.
 ...... Light yet Sturdy.
"Shadowy Cloak" makes more sense - this is not a cloak made of shadows! ;) And presumably you mean a "shadow ranger" which doesn't need capitals nor to be bold and needs to be 2 words as I mentioned above. Vitality +2 from a single card does also seem exceedingly over the top. I also feel like that this needs to add more to stealth rather than power, following my points from before.

[2] Master's of the Shadow's
 Condition • Suppot Area
 To play spot a  [Gondor] man.
 While you can spot 3 Shadowrangers, the move limit is +1.
Title should be "Masters of the Shadows", it should be "Man" and it should spot "3 shadow rangers". Ah, and also the keyword name "shadow" i've just realised could be misleading - "Shadow ranger" would by default be a Shadow card with the ranger keyword - and so it would be better if it had a different name to avoid confusion (it's like having a loaded keyword "Minion" on a companion). Other than that, it should be unique or have a penalty for moving on, but is otherwise a solid card.

Thranduil
Title: Re: GoG's DC Thread ( The Shadowrangers )
Post by: Elf_Lvr on October 05, 2008, 06:58:18 PM
Six DC's. I like your style.

[3] •Halberad, Chief ShadowRanger
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 7
 Ranger. Shadow 2.
 Halberad is strength +1 for each other Shadow Companion you can spot.
Leader ot the Northern Rangers.....

First of all, I'd like to say that I like the keyword. It's a lot more balanced than hunter rangers. At least you have to work to manipulate the site path.

Since Halberad seems like the central guy for the Shadow strategy, I might give him some sort of reduction text so you could start him.

Quote
[3] •Socanu, Halberad's Second
 Companion • Man
 Strngth: 6
 Vitality: 3
 Resistance: 6
 Ranger. Shadow 1.
 While you can spot a Shadowranger, Socanu is twighlight cost - [X] where [X] is that Ranger's shadow bonus.
 Tall and Muscular, Swift and Deadly.

Huh. Well, maybe I spoke too soon about Halbarad, as these guys can start together. So long as you don't have a way to give a companion a ton of Shadow, he's fine.

 
Quote
[2] Northern Ranger
 Companion • Man
 Strength: 5
 Vitality: 3
 Resistance: 6
 Ranger. Shadow 1.
 Silent as Shadows...

Maybe up to Shadow 2, or give him some sort of ability. Path control would fit nicely.

 
Quote
[1] Blackened Blade
 Possesion • Hand Wepon
 Strngth: +2
 Bearer must be a Ranger.
 Bearer gains Shadow 1.
 Fire-Smoked blades make for more stealth.

Fine.

 
Quote
[1] Shadow Cloak
 Possesion • Cloak
 Vitality: +2
 Bearer must be a Shadowranger
 Each time bearer moves to a Plains site, beare must exert.
 ...... Light yet Sturdy.

I'd second Thran's comments on the phrase Shadowranger. Bearer is misspelled, by the way. I'd drop the vitality bonus down to 1 and remove the exert text, but add some other ability. Something to do with skirmish events or path control, I think.

 
Quote
[2] Master's of the Shadow's
 Condition • Suppot Area
 To play spot a  [Gondor] man.
 While you can spot 3 Shadowrangers, the move limit is +1.

"Masters of the Shadows."

Needs unique. Otherwise, awesome.

Don't these cards need cultures?

Keep up the DC's! Maybe you could start up a set soon, eh? And drop by and make some reviews yourself, if you have the time.

 :gp: for the new DC'er, at any rate. How'd you feel about a DC contest? I really miss those, and I'd like to start one...

 
Title: Re: GoG's DC Thread ( The Shadowrangers )
Post by: GarrisonofGondor on October 05, 2008, 07:42:35 PM
  :-[ Forgot Culture. I would love to do a DC contest. Just explain how to do one???
Title: Re: GoG's DC Thread ( The Shadowrangers )
Post by: lem0nhead on October 06, 2008, 01:33:46 AM
Start a thread explaining your contest. I.e. What you will be asking of us, how to vote and other miscellaneous like prize support if any and deadlines etc....

Then ask for contestants and wait for those to post.

Once you have enough to start post a request and we have until your specified date to go away and make your DC(s) and PM it you. At which time you post the entries you have and then set a deadline for everyone to vote. It helps to make contestant votes compulsary (and state they cant vote for themselves!) as people are lazy when it comes to voting, this is the biggest problem with DC contestant; lacklustre effort. Used to be great now its like pulling teeth.
And also get used to sending reminders to people that they owe you an entry as certain people *cough* DI & SOP *cough* can often forget or just miss the deadline.

Then once the vote deadline arrives tally the votes. If you are eliminating the lowest then do so or if youre running something else like cumulative points then do a running total etc...

The post the next challenge and deadline.

Rinse lather repeat.
Title: Re: GoG's DC Thread ( The Shadowrangers )
Post by: GarrisonofGondor on October 06, 2008, 12:23:29 PM
 Got som more stuff.

 [2] •Gardu, Cunning Spy  [Gondor]
 Follower
 Strength: +1
 Aid- [2]
 When you transfer this to a Ranger you may add a burden to replace the fellowships current site with a site from you adventure deck.
 The Rangers often bought his information.

 [2] Choice of a Ranger  [Gondor]
 Condition
 Bearer must be a Ranger
 Chose one: bearer gains Hunter 1, bearer gains Muster or bearer gains Shadow 2.
 A Rangers choice is not made in haste.
 
 [1] Furious  [Gondor]
 Event • Skirmish
 Exert a Ranger to chose one: make a Ranger strength +3 or replace the current site with one from your adventure deck.
 Furious with Sauron, furious with Saruman.

 [1] United  [Gondor]
 Condition • Support Area
 Each Ranger gains Shadow 1
 Each time a minion is played you may exert a Ranger to exert that minion.
 The greater the enemy, the greater the fury.

 What do you think?
Title: Re: GoG's DC Thread ( The Shadowrangers )
Post by: Gate Troll on October 06, 2008, 12:40:59 PM
Got som more stuff.

 [2] •Gardu, Cunning Spy  [Gondor]
 Follower
 Strength: +1
 Aid- [2]
 When you transfer this to a Ranger you may add a burden to replace the fellowships current site with a site from you adventure deck.
 The Rangers often bought his information.

Cool card. His name is pretty cool as well. BTW, where are you getting the Ranger's names from?  :)

 [2] Choice of a Ranger  [Gondor]
 Condition
 Bearer must be a Ranger
 Chose one: bearer gains Hunter 1, bearer gains Muster or bearer gains Shadow 2.
 A Rangers choice is not made in haste.
 
Sweet. ;D

 [1] Furious  [Gondor]
 Event • Skirmish
 Exert a Ranger to chose one: make a Ranger strength +3 or replace the current site with one from your adventure deck.
 Furious with Sauron, furious with Saruman.

You're on a roll.  =D>

 [1] United  [Gondor]
 Condition • Support Area
 Each Ranger gains Shadow 1
 Each time a minion is played you may exert a Ranger to exert that minion.
 The greater the enemy, the greater the fury.

The second ability is insane. Try making it [4] or removing the second ability.  :-k

 What do you think?

Keep it up.  :up:
Title: Re: GoG's DC Thread ( The Shadowrangers )
Post by: Thranduil on October 06, 2008, 03:01:58 PM
[2] •Gardu, Cunning Spy  [Gondor]
 Follower
 Strength: +1
 Aid- [2]
 When you transfer this to a Ranger you may add a burden to replace the fellowships current site with a site from you adventure deck.
 The Rangers often bought his information.
I think I would make it not add a burden but only replace the current site with a forest from your adventure deck.

[2] Choice of a Ranger  [Gondor]
 Condition
 Bearer must be a Ranger
 Chose one: bearer gains Hunter 1, bearer gains Muster or bearer gains Shadow 2.
 A Rangers choice is not made in haste.
The ability needs to be a bit clearer: "When you play this condition, choose one of the following for the condition to confer to its bearer: hunter 1; muster; or shadow 2." But that's messy - this is hard to word. And those three bonuses are not equivalent - in no sense is hunter 1 the same power level as muster, and shadow 2 seems better than both of them. I would make it shadow 1 but i suppose leave muster.
 
[1] Furious  [Gondor]
 Event • Skirmish
 Exert a Ranger to chose one: make a Ranger strength +3 or replace the current site with one from your adventure deck.
 Furious with Sauron, furious with Saruman.
The first one ain't worth it - look at Noble Intentions, A Marvel, For Gondor! which are all bad skirmish pumps. The whole card I think can spot instead, and maybe should only play forest sites.

 [1] United  [Gondor]
 Condition • Support Area
 Each Ranger gains Shadow 1
 Each time a minion is played you may exert a Ranger to exert that minion.
 The greater the enemy, the greater the fury.
Yes, this is crazy - anything like this desperately needs to be unique. I would make it unique, cost [2] and apply the exertions only at forest sites (or maybe, for something quite unusual, one of your sites not your opponent's).

Thranduil
Title: Re: GoG's DC Thread ( The Shadowrangers )
Post by: sickofpalantirs on October 06, 2008, 03:05:22 PM
Got som more stuff.

 [2] •Gardu, Cunning Spy  [Gondor]
 Follower
 Strength: +1
 Aid- [2]
 When you transfer this to a Ranger you may add a burden to replace the fellowships current site with a site from you adventure deck.
 The Rangers often bought his information.
fine

 [2] Choice of a Ranger  [Gondor]
 Condition
 Bearer must be a Ranger
 Chose one: bearer gains Hunter 1, bearer gains Muster or bearer gains Shadow 2.
 A Rangers choice is not made in haste.
choose, not chose...I'm not sure on the wording, maybe when played choose one, bearer gains choice till end of game>
  
 [1] Furious  [Gondor]
 Event • Skirmish
 Exert a Ranger to chose one: make a Ranger strength +3 or replace the current site with one from your adventure deck.
 Furious with Sauron, furious with Saruman.
fine

 [1] United  [Gondor]
 Condition • Support Area
 Each Ranger gains Shadow 1
 Each time a minion is played you may exert a Ranger to exert that minion.
 The greater the enemy, the greater the fury.
works
Title: Re: GoG's DC Thread ( The Shadowrangers )
Post by: GarrisonofGondor on October 07, 2008, 03:53:47 PM
 Lets move on to..........Dale Archers =D> This is one of my favorites.

 [2] Brand, Expert Archer [Gandalf]
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 6
 Archer
 Each [Gandalf] Archer is Strength +1.
 Archery: Exert Brand twice to make a Companion gain Archer untill the end of the turn.
 Brand had the best eyes of any bowbeast.

 [2] Jorgon, Swift Shooter  [Gandalf]
 Companion • Man
 Strength: 7
 Vitality: 3
 Resistance: 6
 Archer
 Archery: Exert Jorgon to wound a minion.
 Jorgon could fit an arrow to a bow faster than even Legolas.

 [2] Dale Archer  [Gandalf]
 Companion • Man
 Strength: 4
 Vitality: 3
 Resistance: 7
 Archer
 While this companion is in your starting fellowship, it is twilight cost -1.
 Dale men were great archers

 [2] •Fiorn, Hunting Falcon  [Gandalf]
 Follower
 Strength: +2
 Aid-[2]
 Each time bearer wins a skirmish, you may wound a minion.
 Fiorn was Brand's great hunting bird.

 [2] •Orc-Fate, Brand's Longsword  [Gandalf]
 Possesion • Hand Wepon
 Strength: +3
 Bearer must be Brand
 Skirmish: Exert Brand to wound an  Orc he is skirmishing.
 ...Orcs bowed low before his blade...

 [1] Dale Longbow  [Gandalf]
 Possesion • Ranged Wepon
 Bearer must be a [Gandalf] Man
 Bearer is an Archer
 The Dale Men made formidable longbows.
 
 [2] Instincts of a Hunter  [Gandalf]
 Event • Archery
 Spot 2 [Gandalf] Archers to make the fellowship archery total +1( or +3 if you can spot more minions than Companions.)
 Dales Men had instincts like a tiger.

 [3] •Fury and Rage  [Gandalf]
 Condition • Support Area
 Archery: Discard this condition to make th fellowship archery total +1 for each Archer you can spot.
 ...Rage and Fury, Fury and Rage.

 What do you think?

 
 
 
Title: Re: GoG's DC Thread ( The Dale Archers! )
Post by: sickofpalantirs on October 07, 2008, 05:28:04 PM
Lets move on to..........Dale Archers =D> This is one of my favorites.

 [2] Brand, Expert Archer [Gandalf]
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 6
 Archer
 Each [Gandalf] Archer is Strength +1.
 Archery: Exert Brand twice to make a Companion gain Archer untill the end of the turn.
 Brand had the best eyes of any bowbeast.
until, not until.  up cost to 3. and again, not sure if he should start with archer

 [2] Jorgon, Swift Shooter  [Gandalf]
 Companion • Man
 Strength: 7
 Vitality: 3
 Resistance: 6
 Archer
 Archery: Exert Jorgon to wound a minion.
 Jorgon could fit an arrow to a bow faster than even Legolas.
no...much better than legolas greenleaf...perhaps if you can spot 4 gandalf archers, you may exert jorgon and another gandalf archer to wound a minion...than up his cost to 3, and drop strength to 6 ;)

 [2] Dale Archer  [Gandalf]
 Companion • Man
 Strength: 4
 Vitality: 3
 Resistance: 7
 Archer
 While this companion is in your starting fellowship, it is twilight cost -1.
 Dale men were great archers
humm...now this is interesting.. make it cost 3.

 [2] •Fiorn, Hunting Falcon  [Gandalf]
 Follower
 Strength: +2
 Aid-[2]
 Each time bearer wins a skirmish, you may wound a minion.
 Fiorn was Brand's great hunting bird.
make it exert a mion, and you may add say 1 to exert a minion

 [2] •Orc-Fate, Brand's Longsword  [Gandalf]
 Possesion • Hand Wepon
 Strength: +3
 Bearer must be Brand
 Skirmish: Exert Brand to wound an  Orc he is skirmishing.
 ...Orcs bowed low before his blade...
works

 [1] Dale Longbow  [Gandalf]
 Possesion • Ranged Weapon
 Bearer must be a [Gandalf] Man
 Bearer is an Archer
 The Dale Men made formidable longbows.
NO. maybe if bearer has resistance something or more bearer is an archer...there should never be another elven bow though.
 
 [2] Instincts of a Hunter  [Gandalf]
 Event • Archery
 Spot 2 [Gandalf] Archers to make the fellowship archery total +1( or +3 if you can spot more minions than Companions.)
 Dales Men had instincts like a tiger.
you need to get better lore ;) though the card itself is fine.

 [3] •Fury and Rage  [Gandalf]
 Condition • Support Area
 Archery: Discard this condition to make the fellowship archery total +1 for each Archer you can spot.
 ...Rage and Fury, Fury and Rage.

 
needs a limit, perhaps plus 2, then increase cost to 5 and give it toil 2.
Title: Re: GoG's DC Thread ( The Shadowrangers )
Post by: Thranduil on October 07, 2008, 05:37:30 PM
[2] Brand, Expert Archer [Gandalf]
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 6
 Archer
 Each [Gandalf] Archer is Strength +1.
 Archery: Exert Brand twice to make a Companion gain Archer untill the end of the turn.
 Brand had the best eyes of any bowbeast.
I think he should make only [Gandalf] Men into archers, but otherwise he seems like a solid card. Should be unique, though...

[2] Jorgon, Swift Shooter  [Gandalf]
 Companion • Man
 Strength: 7
 Vitality: 3
 Resistance: 6
 Archer
 Archery: Exert Jorgon to wound a minion.
 Jorgon could fit an arrow to a bow faster than even Legolas.
Also should be unique, and also compare this guy to Greenleaf who himself is one of the best companions ever printed! :o Clearly this guy needs to be toned down a LOT. I would make him cost [3], make him spot some [Gandalf] Men to play and probably also make him not add to the archery total by using his ability like Greenleaf.

[2] Dale Archer  [Gandalf]
 Companion • Man
 Strength: 4
 Vitality: 3
 Resistance: 7
 Archer
 While this companion is in your starting fellowship, it is twilight cost -1.
 Dale men were great archers
Not unique archer companions are a serious taboo - you shouldn't make them. They should support the strategy in a different way like keying off wounds on minions, playing archery events and stuff, but they should not be archers themselves. Also, I would add some enforcement to them like "To play, spot a [Gandalf] Man."

[2] •Fiorn, Hunting Falcon  [Gandalf]
 Follower
 Strength: +2
 Aid-[2]
 Each time bearer wins a skirmish, you may wound a minion.
 Fiorn was Brand's great hunting bird.
Again, no cultural enforcement whatsoever makes this card ridiculously overpowered. It needs a huge penalty for transferring to anyone except for a [Gandalf] Man. Alternatively, I might have a smaller penalty and have the wounding apply only if it is borne by Brand.

[2] •Orc-Fate, Brand's Longsword  [Gandalf]
 Possesion • Hand Wepon
 Strength: +3
 Bearer must be Brand
 Skirmish: Exert Brand to wound an  Orc he is skirmishing.
 ...Orcs bowed low before his blade...
Fair enough, but seems out of character for what [Gandalf] Men seem to do. They like [Gandalf] tokens and very high strength, not such direct wounding.

[1] Dale Longbow  [Gandalf]
 Possesion • Ranged Wepon
 Bearer must be a [Gandalf] Man
 Bearer is an Archer
 The Dale Men made formidable longbows.
This is absolutely more than enough to make your Dale Archers into archers making it even more pertinent that you remove the archer keyword from that companion.
 
[2] Instincts of a Hunter  [Gandalf]
 Event • Archery
 Spot 2 [Gandalf] Archers to make the fellowship archery total +1( or +3 if you can spot more minions than Companions.)
 Dales Men had instincts like a tiger.
Yeah, fair enough.

[3] •Fury and Rage  [Gandalf]
 Condition • Support Area
 Archery: Discard this condition to make th fellowship archery total +1 for each Archer you can spot.
 ...Rage and Fury, Fury and Rage.
Doubling the archery total with 1 card? I'm not convinced this is very fair. It should at least be [Gandalf] archer and spot some [Gandalf] Men to play, and I might want to have some exertions on [Gandalf] archers to pull off the ability as well.

Thranduil
Title: Re: GoG's DC Thread ( The Dale Archers! )
Post by: GarrisonofGondor on October 08, 2008, 11:15:34 AM
 [2] •Brand, Expert Archer
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 6
 Archer
 Each [Gandalf] Archer is Strength +1.
 Archery: Exert Brand twice to make a Companion gain Archer untill the end of the turn.
 Brand had the best eyes of any bowbeast.

 [3] •Jorgon, Swift Shooter 
 Companion • Man
 Strength: 7
 Vitality: 3
 Resistance: 6
 To play, spot a [Gandalf] Man.
 Archer
 Archery: Exert Jorgon to wound a minion.
 Jorgon could fit an arrow to a bow faster than even Legolas.

 [2] Dale Archer 
 Companion • Man
 Strength: 4
 Vitality: 3
 Resistance: 7
 While this companion is in your starting fellowship, it is twilight cost -1.
 Dale men were great archers

 [2] •Fiorn, Hunting Falcon 
 Follower
 Strength: +2
 Aid-[2]
 Each time bearer wins a skirmish, you may wound a minion.
 Fiorn was Brand's great hunting bird.

 [1] •Orc-Fate, Brand's Longsword 
 Possesion • Hand Wepon
 Strength: +3
 Bearer must be Brand
 Skirmish: Exert Brand to wound an  Orc he is skirmishing.
 ...Orcs bowed low before his blade...

 [1] Dale Longbow 
 Possesion • Ranged Wepon
 Bearer must be a [Gandalf] Man
 While bearer has resistance 5 or more, bearer is an Archer
 The Dale Men made formidable longbows.
 
 [2] Instincts of a Hunter 
 Event • Archery
 Spot 2  Archers to make the fellowship archery total +1( or +3 if you can spot more minions than Companions.)
 Dales Men had instincts like a tiger.

  [5] •Fury and Rage 
 Condition • Support Area
 Archery: Discard this condition to make th fellowship archery total +1 for each Archer you can spot.
 ...Rage and Fury, Fury and Rage.

 Changed it up.
Title: Re: GoG's DC Thread ( The Dale Archers! )
Post by: sickofpalantirs on October 08, 2008, 03:54:12 PM
jorgon is still way too good...cut the ability and he is maybe balanced.
last one should be for each dale archer you can spot, with a limit of +2
make instincts or +2 if more minions thatn companions
the longbow is okay I guess, maybe 6 or more though
up orc fate to twilight cost 2
and brand shouldn't be an archer...than where good. maybe.
Title: Re: GoG's DC Thread ( The Dale Archers! )
Post by: MR. Lurtzy on October 08, 2008, 07:09:51 PM
I dunno about the lore though
Title: Re: GoG's DC Thread ( The Dale Archers! )
Post by: Gate Troll on October 09, 2008, 11:18:13 AM

[2] •Brand, Expert Archer
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 6
 Archer
 Each [Gandalf] Archer is Strength +1.
 Archery: Exert Brand twice to make a Companion gain Archer untill the end of the turn.
 Brand had the best eyes of any bowbeast.

Definitely should be [3] but I would suggest a cost reduction if he is in your starting fellowship.

 [3] •Jorgon, Swift Shooter 
 Companion • Man
 Strength: 7
 Vitality: 3
 Resistance: 6
 To play, spot a [Gandalf] Man.
 Archer
 Archery: Exert Jorgon to wound a minion.
 Jorgon could fit an arrow to a bow faster than even Legolas.

I think you should remove either the Archer bonus or his ability. I'd also down his strength to 6.
 
[2] Dale Archer 
 Companion • Man
 Strength: 4
 Vitality: 3
 Resistance: 7
 While this companion is in your starting fellowship, it is twilight cost -1.
 Dale men were great archers

How about this as well: Maneuver: Exert Dale Archer twice to play a ranged weapon from your draw deck on him.
 
[2] •Fiorn, Hunting Falcon 
 Follower
 Strength: +2
 Aid-[2]
 Each time bearer wins a skirmish, you may wound a minion.
 Fiorn was Brand's great hunting bird.

 I like!  ;D

 [1] •Orc-Fate, Brand's Longsword 
 Possesion • Hand Wepon
 Strength: +3
 Bearer must be Brand
 Skirmish: Exert Brand to wound an  Orc he is skirmishing.
 ...Orcs bowed low before his blade...

I'd make his ability Regroup.

 [1] Dale Longbow 
 Possesion • Ranged Wepon
 Bearer must be a [Gandalf] Man
 While bearer has resistance 5 or more, bearer is an Archer
 The Dale Men made formidable longbows.
 
Good one.   :up:

 [2] Instincts of a Hunter 
 Event • Archery
 Spot 2  Archers to make the fellowship archery total +1( or +3 if you can spot more minions than Companions.)
 Dales Men had instincts like a tiger.

lol, tigers aren't even in LotR. That lore is seriously horrible. Especially since this is the second time you used it.
The way I see it is, if you aren't going to use lore from Tolkien you might as well not use any lore at all.

  [5] •Fury and Rage 
 Condition • Support Area
 Archery: Discard this condition to make th fellowship archery total +1 for each Archer you can spot.
 ...Rage and Fury, Fury and Rage.

Okay, I guess. The lore is really kind of cheesy though. Most of your lore goes like this: "such and such is so wonderful" or "such and such owned this weapon" or "such and such was friends with this guy". I don't mind if you give us a little history about them each time you post but I do mind when it becomes the lore.

 Changed it up.
Title: Re: GoG's DC Thread ( The Dale Archers! )
Post by: Thranduil on October 09, 2008, 03:05:01 PM
[2] •Brand, Expert Archer
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 6
 Archer
 Each [Gandalf] Archer is Strength +1.
 Archery: Exert Brand twice to make a Companion gain Archer untill the end of the turn.
 Brand had the best eyes of any bowbeast.
Perhaps his ability could affect each other [Gandalf] archer, or reduce his strength to 5.

[3] •Jorgon, Swift Shooter 
 Companion • Man
 Strength: 7
 Vitality: 3
 Resistance: 6
 To play, spot a [Gandalf] Man.
 Archer
 Archery: Exert Jorgon to wound a minion.
 Jorgon could fit an arrow to a bow faster than even Legolas.
As I said, Greenleaf is one of the best companions ever printed, and this guy is much better! He still needs serious toning down.

[2] Dale Archer 
 Companion • Man
 Strength: 4
 Vitality: 3
 Resistance: 7
 While this companion is in your starting fellowship, it is twilight cost -1.
 Dale men were great archers
You could have something as well like "Each ranged weapon played on this companion is twilight cost -1."

[2] •Fiorn, Hunting Falcon 
 Follower
 Strength: +2
 Aid-[2]
 Each time bearer wins a skirmish, you may wound a minion.
 Fiorn was Brand's great hunting bird.
This one still needs cultural enforcement - one of the dangerous things about followers is they often have none, or very little.

[1] •Orc-Fate, Brand's Longsword 
 Possesion • Hand Wepon
 Strength: +3
 Bearer must be Brand
 Skirmish: Exert Brand to wound an  Orc he is skirmishing.
 ...Orcs bowed low before his blade...
Certainly needs to cost [2] like it was originally.

[1] Dale Longbow 
 Possesion • Ranged Wepon
 Bearer must be a [Gandalf] Man
 While bearer has resistance 5 or more, bearer is an Archer
 The Dale Men made formidable longbows.
Yeah, fair enough.
 
  [5] •Fury and Rage 
 Condition • Support Area
 Archery: Discard this condition to make th fellowship archery total +1 for each Archer you can spot.
 ...Rage and Fury, Fury and Rage.
[/quote]
More appropriately costed, but i think it's too big an effect for too big a cost - a lower cost and lower effect would be preferable to me. Also, should be [Gandalf] archer - otherwise this goes in every archery deck.

Thranduil
Title: Re: GoG's DC Thread ( The Dale Archers! )
Post by: GarrisonofGondor on October 17, 2008, 10:05:55 AM
 I have been really busy so I have not been able to post in a while. So, here are some new ones.

 [2]•Ishtar, Queen of Dale [Gandalf]
 Companion • Man
 Strength: 5
 Vitality: 3
 Resistance: 6
 Brand is twilight cost -1
 While the fellowship is at a Forest site, Brand cannot be overwhelmed unless his strength is tripled.
 ...Beautiful as the Moon...

 [1] Dale Longsword [Gandalf]
 Possesion • Hand Wepon
 Strength: +2
 Bearer must be a [Gandalf] Man
 While bearer is at a Forest site, bearer is Damage +1
 Dale men could also fight hand to hand.

 [1] Quiver [Gandalf]
 Possesion • Quiver
 Resistance: +1
 Bearer must be a [Gandalf] Man
 Fellowship: Exert bearer to reinforce a [Gandalf] token.
 Dale Archers prefered shoulder quivers.

 (0) Rage Fire [Gandalf]
 Event • Archery
 Archery: Make the fellowship archery total -X ( to a maximum of 0 ), to rienforce X [Gandalf] tokens.
 Fury made them do incredible things...

 [2] Tree Cover [Gandalf]
 Condition • Support Area
 While the fellowship is in region 1, the fellowship archery total is +1
 While the fellowship is in region 2, the fellowship archery total is +2
 While the fellowship is in region 3, the fellowship archery total is +3
 Discard this condition during the regroup phase.
 Dale Archers used all cover.
 
 [1]•Full Quiver [Gandalf]
 Condition • Support Area
 When you play this condition, add a [Gandalf] token here for each Quiver you can spot.
 Archery: Remove 2 [Gandalf] tokens from this condition or dicard this condition to make the fellowship archery total +1
 With their quivers full they set off.
 
 So, what do you think?
 
 
Title: Re: GoG's DC Thread ( The Dale Archers! )
Post by: sickofpalantirs on October 17, 2008, 11:05:15 AM
on the longsword I would prefer a bear is resistance +1...it just seems...more interesting.

on the quiver...you know, I think its fine. but maybe, at the start of the fellowship phase, so you can only do it once.
tree cover should be unique, and I think it should make the minion archery total -1 in region 1, minus 2 in region 2, and make the fellowship archery total +1 in region 3.

full quiver is fine.
perhaps make it cost 2 though.
Title: Re: GoG's DC Thread ( The Dale Archers! )
Post by: Thranduil on October 19, 2008, 08:19:00 PM
[2]•Ishtar, Queen of Dale [Gandalf]
 Companion • Man
 Strength: 5
 Vitality: 3
 Resistance: 6
 Brand is twilight cost -1
 While the fellowship is at a Forest site, Brand cannot be overwhelmed unless his strength is tripled.
 ...Beautiful as the Moon...
I'm not a big fan of just making up characters for DCs (especially as you're shamelessly using the name of a Babylonian goddess - at least find a Tolkienesque Lake-town name! :P ) because Tolkien's universe is so unbelievably rich there's no reason at all to be doing this as there are so many places from which to draw ideas. Also, if you're going to make up lore texts you don't need to surround them with ellipses ("..." is an ellipsis, by the way) as this makes it look like you've taken them from LotR in the middle of a sentence. Also, why forest sites? What to the Dalemen have to do with forests? If any terrain at all, surely "river"? That said, I don't think it would be too good if it happened at every site.

[1] Dale Longsword [Gandalf]
 Possesion • Hand Wepon
 Strength: +2
 Bearer must be a [Gandalf] Man
 While bearer is at a Forest site, bearer is Damage +1
 Dale men could also fight hand to hand.
See my point on forests above.

[1] Quiver [Gandalf]
 Possesion • Quiver
 Resistance: +1
 Bearer must be a [Gandalf] Man
 Fellowship: Exert bearer to reinforce a [Gandalf] token.
 Dale Archers prefered shoulder quivers.
It's a quiver, and therefore I feel it should have abilities during the archery phase. So, I would probably change it to an archery action. Then, because it seems very strong, I would either up the cost to [2] or make it an "At the start of the archery phase" action so that you can only use it once per turn.

(0) Rage Fire [Gandalf]
 Event • Archery
 Archery: Make the fellowship archery total -X ( to a maximum of 0 ), to rienforce X [Gandalf] tokens.
 Fury made them do incredible things...
What does "Rage Fire" mean? I'm sure you could think of a better title! You also mean "minimum of 0", but never mind. This I feel should cost about [2], and you also don't need the bolded phase in the text - that's already part of the subtype.

[2] Tree Cover [Gandalf]
 Condition • Support Area
 While the fellowship is in region 1, the fellowship archery total is +1
 While the fellowship is in region 2, the fellowship archery total is +2
 While the fellowship is in region 3, the fellowship archery total is +3
 Discard this condition during the regroup phase.
 Dale Archers used all cover.
Firstly, this should clearly be unique - otherwise, I save all 4 copies in my hand until region 3 and triple for the win with +12 archery. Secondly, it certainly needs to spot some [Gandalf] Men to play. Thirdly, this card is a BA9 (Bad At 9) which means that it's simply too good at site 9 and therefore should not exist. To remedy this, I would invert the archery bonuses so that you got the least in region 3. Fourthly, even unique, spotting [Gandalf] Men and inverting the bonuses, this card still needs to cost more, about [3] I reckon.
 
[1]•Full Quiver [Gandalf]
 Condition • Support Area
 When you play this condition, add a [Gandalf] token here for each Quiver you can spot.
 Archery: Remove 2 [Gandalf] tokens from this condition or dicard this condition to make the fellowship archery total +1
 With their quivers full they set off.
I would actually add tokens for ranged weapons, or perhaps better: "add a [Gandalf] token for each [Gandalf] archer you can spot" which I think makes the most sense. Other than that, seems an interesting card. It should probably cost more though (at least [2]) and maybe exert a [Gandalf] Man or 2 to play.

Thranduil