The Last Homely House

Middle-Earth => Chamber of Mazarbul => Topic started by: Gate Troll on October 04, 2008, 07:56:46 PM

Title: • The Daily Five • Wild men of the Dunland fells
Post by: Gate Troll on October 04, 2008, 07:56:46 PM
[4] •Olórin, Istari (S)
Companion • Istar
Strength: 7
Vitality: 4
Resistance: 7
Defender +1. You may not play any companion with the title Gandalf. Cards with gametexts referencing
Gandalf reference Olórin instead  At the start of the maneuver phase, you may shuffle a Free Peoples spell from
your discard pile into your draw deck.

[3] •Olórin's Staff, Istari's Weapon (S)
Artifact • Staff
Vitality: +2
Bearer must be Olórin. Each Spell is twilight cost -1. Olórin may not be overwhelmed.
Response: Each time Olórin wins a skirmish you may exert him to take a
Spell involved in that skirmish and place it on the bottom of your draw deck

[5] Might of the Valar (S)
Spell. Regroup: Exhaust an Istar to discard X minions while you
can spot X companions.

[2] Ancient Magic (S)
Condition • Support Area
Response: Each time you play a Spell, instead of discarding it you
may add [1] to stack it here.
Fellowship or Regroup: Exert and Istar to take a Spell stacked here into hand.

[1] Arcane Fire (S)
Event • Skirmish
Spell. Make an Istar strength +2.
If that Istar wins his skirmish you may discard one of your opponent's Shadow conditions.

•EDIT• I modified some of the cards based on Thran's suggestions and changed 'Gandalf' to Olórin.
•EDIT• I changed the culture symbol from [Gandalf] to (S) my placeholder for a 'Valar' culture.
Title: Re: • The Daily Five • (It's back!)
Post by: MR. Lurtzy on October 04, 2008, 09:07:22 PM
Might of the Valar is waaay overpowered.  [-X [-X
Title: Re: • The Daily Five • (It's back!)
Post by: FM on October 04, 2008, 09:20:57 PM
I think Ancient Magic may be more.
Title: Re: • The Daily Five • (It's back!)
Post by: Gate Troll on October 05, 2008, 04:17:54 AM
Any suggestions?
Title: Re: • The Daily Five • (It's back!)
Post by: Thranduil on October 05, 2008, 04:33:36 PM
[4] •Gandalf, Istari[Gandalf]
Companion • Istar
Strength: 7
Vitality: 4
Resistance: 7
Defender +1. Maneuver: Spot X companions to shuffle X Spells
from you discard pile into your draw deck.
Um... This card shuffles every spell from your discard pile into your draw deck every turn! :o Much more balanced would be something like "At the start of the maneuver phase, you may shuffle a Free Peoples spell from your discard pile into your draw deck." Other than that, defender +1 makes this an interesting card.

[3] •Gandalf's Staff, Istari's Weapon [Gandalf]
Artifact • Staff
Strength: +1
Vitality: +1
Resistance: + 1
Each Spell is twilight cost -1. Gandalf may not be overwhelmed.
Far too good on Gandalf, BoO. Also too good on Gandalf because it combines with Greatest of the Mearas for +2 to all stats. First sentence is fine, but I'd like this staff to cost [2], have its normal +1 vitality only and have another text that triggers when you play spells.

[5] Might of the Valar [Gandalf]
Spell. Maneuver: Exhaust Gandalf to discard X minions while you
can spot X companions.
Make it regroup, I'd be happy. Alternatively, placing Gandalf in the dead pile seems a much more appropriate cost and also the capability to discard 9 minions with a single event is just simply wrong. "Place Gandalf in the dead pile to discard up to 2 minions" seems balanced for [5].

[2] Ancient Magic [Gandalf]
Condition • Support Area
Response: Each time you play a Spell, instead of discarding it you
may add [1] to stack it here.
Skirmish: Play a Spell from here as if played from hand.
This is misleading. What happens if that spell is the Might of the Valar above or some other non-skirmish event? I would allow Gandalf to exert in the fellowship or perhaps regroup phase to take a spell into hand from this condition.

[1] Arcane Fire [Gandalf]
Event • Skirmish
Spell. Make Gandalf strength +X while you can spot X minions. (limit +3).
If Gandalf wins his skirmish you may discard one of your opponent's Shadow conditions.
I hate low limits like this one. You read the first part of the card and think "whoa!" and then you see the limit and you are phenomenally disappointed. Easy solutions: make it cost a huge amount and take out or raise the limit (like big twilight and an exertion); or have it make Gandalf strength +2 and let the point of the card be discarding Shadow conditions.

All in all, I really like some of your ideas, but the power level needs to come down considerably.

Thranduil
Title: Re: • The Daily Five • (It's back!)
Post by: Gate Troll on October 05, 2008, 05:34:40 PM
[4] •Curunir, Istari (S)
Companion • Istar
Strength: 9
Vitality: 4
Resistance: 6
Damage +1. While you can spot Saruman, Curinur is strength -2. While Curinur's resistance is 0 the Ringbearer
is strength -2 and Resistance -1.

[2] •NOLINKCurunir's Staff, Stave of the Cunning (S)
Artifact • Staff
Strength: +2
Vitality: +1
Resistance: -2
Bearer must be NOLINKCurunir. Regroup: Spot X Istari, exert an
Istar X times and add [X] to discard X Shadow conditions.

[2] Smooth Words (S)
Event • Skirmish
Spell. Skirmish: Make NOLINKCurunir Resistance -X until the Regroup phase to
make a minion Strength -X.

(0) NOLINKFortitude of Heart (S)
Condition
Strength -1
Resistance +2
Bearer must be an Istar.

[2] •NOLINKCurunir's Cloak, Istar's Vestment (S)
Possession • Cloak
Vitality +1
Skirmish: Discard this possession to make NOLINKCurunir strength +3
and Damage +1.

•EDIT• Made some modifications based on Thran's critique
•EDIT• Changed 'Curinir' to 'Curunir' I got it wrong the first time.  :-[
Title: Re: • The Daily Five • (It's back!)
Post by: Thranduil on October 05, 2008, 05:47:29 PM
[4] •Curinir, Istari [Gandalf]
Companion • Istar
Strength: 9
Vitality: 4
Resistance: 6
Damage +1. While you can spot Saruman, Curinir is strength -2. While Curinir's resistance is 0 the Ringbearer
is strength -2 and Resistance -1.
I'm a big fan of companions called Curunir, but since as he is ultimately still Saruman I think his culture should be [Isengard] as the White Hand is his symbol just as Gandalf's hat is Gandalf's. He is quite nice though. Good one!

[2] Curinir's Staff, Stave of the Cunning [Gandalf]
Strength: +2
Vitality: +1
Resistance: -2
Bearer must be Curinir. Regroup: Spot X Istari, exert an
Istar X times and add [X] to discard X Shadow conditions.
Should probably be unique and have card type/sub-type. Seems interesting, but I would again make it [Isengard].

[2] Smooth Words [Gandalf]
Event • Skirmish
Spell. Make Curinir Resistance -X to make a minion Vitality -X.
This seems too good. "Make Curunir resistance -X until the regroup phase to make a minion strength -X" seems better (though it could cost less) and perhaps even then it should exclude people skirmishing the Ring-bearer. And I would make it [Isengard].

(0) Fortitude of Heart [Gandalf]
Condition
Strength -1
Resistance +1
Bearer must be an Istar.
This could be a spell, but other than that I'm not sure I'd use it - I would if it gave resistance +2.

[2] •Curinir's Cloak, Istar's Vestment [Gandalf]
Possession • Cloak
Vitality +1
Discard this possession to make Curinir strength +3.
Needs a phase for the ability and could cost [1], but otherwise looks solid. I would also make it [Isengard] though.

Thranduil
Title: Re: • The Daily Five • (It's back!)
Post by: Gate Troll on October 06, 2008, 05:49:57 AM
Perhaps I should use  (S) as a sort of 'Valar' or 'Istari' culture?
Title: Re: • The Daily Five • (It's back!)
Post by: sickofpalantirs on October 06, 2008, 10:22:13 AM
[4] •Curinir, Istari [Gandalf]
Companion • Istar
Strength: 9
Vitality: 4
Resistance: 6
Damage +1. While you can spot Saruman, Curinir is strength -2. While Curinir's resistance is 0 the Ringbearer
is strength -2 and Resistance -1.
likey.

[2] •Curinir's Staff, Stave of the Cunning [Gandalf]
Artifact • Staff
Strength: +2
Vitality: +1
Resistance: -2
Bearer must be Curinir. Regroup: Spot X Istari, exert an
Istar X times and add [X] to discard X Shadow conditions.
add to the regroup ability, discard this artifact,

[2] Smooth Words [Gandalf]
Event • Skirmish
Spell. Make Curinir Resistance -X to make a minion Vitality -X.
hmmmm I personally would like something with canceling skirmishes, like exert him X times to make a minion with vitality X unable to skirmish until the regroup phase, captures the words more IMSO and then make it a manuever event

(0) Fortitude of Heart [Gandalf]
Condition
Strength -1
Resistance +1
Bearer must be an Istar.
make it vitality + 1 as well, and cost 1 and your good.

[2] •Curinir's Cloak, Istar's Vestment [Gandalf]
Possession • Cloak
Vitality +1
Discard this possession to make Curinir strength +3.
I would make it resistance +1 and I think it should have some sort of ability like if you play a spell, you may discard it to heal a each Istar or something. IDK
Title: Re: • The Daily Five • (It's back!)
Post by: Gate Troll on October 06, 2008, 07:26:57 PM
[4] •Aiwendil, Istari (S)
Companion • Istar
Strength: 8
Vitality: 4
Resistance: 7
You may not play any companion with the title Radagast. Cards with gametexts referencing
Radagast reference Aiwendil instead. Animals are twilight cost -1. Regroup: If the top card on
your discard pile is a (S) Animal you may exert Aiwendeil to shuffle it into your draw deck.

[1] Young Robin (S)
Follower • Bird
Aid- [1]
Animal. Bearer must be an (S) Istar. Limit one per bearer. If bearer is Aiwendil the move limit is +1.

[2] Golden Eagle (S)
Follower • Bird
Strength +1
Aid- [2]
Animal. Bearer must be an (s) Istar. Limit one per bearer. If bearer is Aiwendil, minions
skirmishing him lose all damage bonuses and may not use skirmish abilities.

[1] Aiwendil's Staff (S)
Artifact • Staff
Vitality +1
Bearer must be Aiwendil. He is damage +1. Each time you play a Follower
on Aiwendil you may remove [1].

[2] Disfigurement (S)
Condition • Support Area
Strength -2
Spell. Exert a Istar to play this condition on a minion. Bearer loses all damage bonuses.
Title: Re: • The Daily Five • (It's back!)
Post by: MR. Lurtzy on October 06, 2008, 07:34:05 PM
You could probably make animals an unloaded keyward seeing as there are none currently.
Title: Re: • The Daily Five • (It's back!)
Post by: sickofpalantirs on October 07, 2008, 11:34:53 AM
[4] •Aiwendil, Istari (S)
Companion • Istar
Strength: 8
Vitality: 4
Resistance: 7
You may not play any companion with the title Radagast. Cards with gametexts referencing
Radagast reference Aiwendil instead. Animals are twilight cost -1. Regroup: If the top card on
your discard pile is a (S) Animal you may exert Aiwendeil to shuffle it into your draw deck.
IDK how discard pile works, but sure.

[1] Young Robin (S)
Follower • Bird
Aid-[1]
Bearer must be an (S) Istar. If bearer is Aiwendil the move limit it +1.
that seems a tad good to me...maybe he is strength +1? and have a resistance boost?

[2] Golden Eagle (S)
Follower • Bird
Strength +1
Aid-[2]
Bearer must be an (s) Istar. If bearer is Aiwendil minions skirmishing him lose
all damage and fierce bonuses.
coolio

[1] Aiwendil's Staff (S)
Artifact • Staff
Vitality +1
Bearer must be Aiwendil. He is damage +1. Each time you play a Follower
on Aiwendil you may remove [1].
should be transfer a follower to aiwendil

[2] Disfigurement (S)
Condition • Support Area
Strength -2
Spell. Exert a Istar to play this condition on a minion. Bearer loses all damage bonuses.

maybe and strength bonuses from possessions? and it should be a manuever ability maybe, and to transfer it to a minion.
Title: Re: • The Daily Five • (It's back!)
Post by: Thranduil on October 07, 2008, 12:45:08 PM
[4] •Aiwendil, Istari (S)
Companion • Istar
Strength: 8
Vitality: 4
Resistance: 7
You may not play any companion with the title Radagast. Cards with gametexts referencing
Radagast reference Aiwendil instead. Animals are twilight cost -1. Regroup: If the top card on
your discard pile is a (S) Animal you may exert Aiwendeil to shuffle it into your draw deck.
The discard pile has no top card, or rather every card in the discard pile could be the top card - the order is irrelevant. That said, I don't think it would be too good if it just exerted him to shuffle an animal from the discard pile into your draw deck.

[1] Young Robin (S)
Follower • Bird
Aid-[1]
Bearer must be an (S) Istar. If bearer is Aiwendil the move limit it +1.
Followers have never before had race keywords, because they do not have races. Surely though this guy should have the animal keyword? As long as he's unique, this card is fine but playing 4, transferring all to Radagast and moving 6 sites in a turn is just sickening, especially as it doesn't even go away if Radagast is killed or this card is discarded.

[2] Golden Eagle (S)
Follower • Bird
Strength +1
Aid-[2]
Bearer must be an (s) Istar. If bearer is Aiwendil minions skirmishing him lose
all damage and fierce bonuses.
There are no "fierce bonuses" - it should say: "each minion skirmishing him loses fierce until the regroup phase and all damage bonuses." Again, it should have the keyword animal and I think it should be unique.

[1] Aiwendil's Staff (S)
Artifact • Staff
Vitality +1
Bearer must be Aiwendil. He is damage +1. Each time you play a Follower
on Aiwendil you may remove [1].
This should definitely be unique. I also want an ability less directly tied to offsetting followers' costs like but for some other bonus like playing animals from the top of your draw deck or exerting him to remove something bigger like a threat or burden.

[2] Disfigurement (S)
Condition • Support Area
Strength -2
Spell. Exert a Istar to play this condition on a minion. Bearer loses all damage bonuses.
You need to specify when this card transfers (which you presumably mean given that it's a support area condition). Other than that, it seems fine.

Thranduil
Title: Re: • The Daily Five • (It's back!)
Post by: Gate Troll on October 08, 2008, 09:16:15 AM
I forgot to post the daily 5 yesterday so today you get 10 cards to review.  :P

[4] •NOLINKAlatar, Istari (S)
Companion • Istar
Strength: 6
Vitaltiy: 5
Resistance: 6
While you can spot NOLINKPallando, NOLINKAlatar is twilight cost -2.NOLINKPallando may not be overwhelmed.

[2] •NOLINKAlatar's Staff, Istar's Weapon (S)
Artifact • Staff
Strength: +1
Vitality: +1
Bearer must be NOLINKAlatar.
Response: Each time NOLINKAlatar wins a skirmish discard a
card from the top of your opponents draw deck.
Maneuver: Discard this artifact to make your
opponent discard X cards from hand where X is the amount of Istari you can spot.

[3] Istari Blade (S)
Possession • Hand Weapon
Strength: +3
Resistance: +1
Bearer must be an Istar. If bearer is resistance 5 or higher bearer is Damage +1.

[3] Lightning (S)
Condtion • Support Area
Each time you play a (S) card you may exert an Istar to add a token here.
Skirmish or Regroup: Discard X tokens here to wound X minions.
Each minion may not be wounded more than once.

[1] Into the East (S)
Event • Maneuver
To play, spot an (S) Istar. Discard a roaming [raider] Easterling.



And today’s Daily 5:

[4] •NOLINKPallando, Istari (S)
Companion • Istar
Strength: 7
Vitality: 4
Resistance: 6
While NOLINKPallando is in your starting fellowship he is twilight cost -2.
NOLINKAlatar may not be overwhelmed.

[2] •NOLINKPallando's Staff, Istar's Weapon (S)
Artifact • Staff
Bearer must be NOLINKPallando. He is Damage +2.
Maneuver: Discard this artifact to heal NOLINKPallando once (or twice if at a sanctuary).

[4] •The Blue Istar (S)
Condition  • Support Area
To play, spot NOLINKAlatar and NOLINKPallando.
While in Region 1 NOLINKPallando and NOLINKAlatar are strength+2
While in Region 2 NOLINKPallando and NOLINKAlatar are strength +1 and damage +1.
While in Region 3 NOLINKPallando and NOLINKAlatar are damage +2.
If NOLINKPallando or NOLINKAlatar dies discard this condition.

[3] Small Fireball (S)
Event • Skirmish
Spell. Exert an Istar to discard one of your opponents  machines or mounts.
If you discard a mount you may wound its bearer once.

[2] Tornado (S)
Event • Fellowship
Spell. To play exhaust an Istar and spot three conditions. Flip all non-unique conditions
over and pick three of your own conditions and X of your opponents conditions at random.
Add [X] and discard all chosen conditions.
 
Title: Re: • The Daily Five • (It's back!)
Post by: sickofpalantirs on October 08, 2008, 11:17:01 AM
I forgot to post the daily 5 yesterday so today you get 10 cards to review.  :P

[4] •NOLINKAlatar, Istari (S)
Companion • Istar
Strength: 6
Vitaltiy: 5
Resistance: 6
While you can spot NOLINKPallando, NOLINKAlatar is twilight cost -2.
NOLINKPallando may not be overwhelmed.
cut vitality to 4 and we have a deal

[2] •NOLINKAlatar's Staff, Istar's Weapon (S)
Artifact • Staff
Strength: +1
Bearer must be NOLINKAlatar. Response: Each time NOLINKAlatar wins a skirmish discard three
cards from the top of your opponents draw deck. Maneuver: Discard this artifact t
o make your opponent discard X cards from hand.
WAYYYY too good...maybe discard the top card, but I'd prefer some kinda of spell recursion, add a threat to take a spell into hand perhaps?

[3] Istari Blade (S)
Artifact • Hand Weapon
Strength +3
Bearer must be an Istar. Bearer is Damage +2.
make it while bearing a staff or something they're damage +1...I'd prefer a resistance boost myself though

[4] Lightning (S)
Condtion • Support Area
Each time you play a (S) card you may exert an Istar to add a token here.
Skirmish or Regroup: Discard X tokens here to wound X minions.
Each minion may not be wounded more than once.
REMOVE X tokens...and I think you don't need the limit text

[1] Into the East (S)
Event • Maneuver
Discard a roaming [raider] Easterling.
I'd just say roaming raider is fine...



And today’s Daily 5:

[4] •NOLINKPallando, Istari (S)
Companion • Istar
Strength: 7
Vitality: 4
Resistance: 6
While NOLINKPallando is in your starting fellowship he is twilight cost -2.
NOLINKAlatar may not be overwhelmed.
fine.

[2] •NOLINKPallando's Staff, Istar's Weapon (S)
Artifact • Staff
Bearer must be NOLINKPallando. He is Damage +2.
Maneuver: Discard this artifact to heal NOLINKPallando once (or twice if at a sanctuary).
maybe damage+1 and have it give a +1 strength boost?

[4] •The Blue Istar (S)
Condition  • Support Area
To play, spot NOLINKAlatar and NOLINKPallando.
While in Region 1 NOLINKPallando and NOLINKAlatar are strength+2
While in Region 2 NOLINKPallando and NOLINKAlatar are strength +1 and damage +1.
While in Region 3 NOLINKPallando and NOLINKAlatar are damage +2.
If NOLINKPallando or NOLINKAlatar dies discard this condition.
works for me.

[3] Small Fireball (S)
Event • Skirmish
Exert an Istar to discard one of your opponents  machines or mounts,
if you discard a mount you may wound its bearer once.
if you choose a mount, you may wound a minion perhaps? I'd just make it condition or mount

[2] Tornado (S)
Event • Fellowship
To play exhaust an Istar. Flip all non-unique conditions over and pick three of your own conditions and X of your opponents conditions at random. Add [X] and discard all chosen conditions.
interesting
Title: Re: • The Daily Five • (It's back!)
Post by: Gate Troll on October 08, 2008, 11:37:24 AM
Hey SoP, I made Alatar's staff the way it is because technically all a staff would do is refine the damage to your target.
It wouldn't actually make the bearer more powerful.  ;)
Title: Re: • The Daily Five • (It's back!)
Post by: sickofpalantirs on October 08, 2008, 03:54:55 PM
are you talking about pallandos staff?
Title: Re: • The Daily Five • (It's back!)
Post by: Gate Troll on October 09, 2008, 07:48:31 AM
Yeah I was.  :-[ My error.
Title: Re: • The Daily Five • (It's back!)
Post by: DáinIronfoot on October 09, 2008, 11:51:26 AM
Quote from: Gate Troll
[4] •NOLINKAlatar, Istari (S)
Companion • Istar
Strength: 6
Vitaltiy: 5
Resistance: 6
While you can spot NOLINKPallando, NOLINKAlatar is twilight cost -2.NOLINKPallando may not be overwhelmed.

I agree with SoP: vitality 4 would be best. I'd also put the overwhelming thing on a second line for cleanliness. And why isn't he simply a Wizard? :-k

Quote from: Gate Troll
[2] •NOLINKAlatar's Staff, Istar's Weapon (S)
Artifact • Staff
Strength: +1
Bearer must be NOLINKAlatar. Response: Each time NOLINKAlatar wins a skirmish discard two
cards from the top of your opponents draw deck. Maneuver: Discard this artifact to make your
opponent discard X cards from hand where X is the amount of Istari you can spot.

Again, put the response action on a new line, and then the maneuver action on a third line.

Now, as for the actual text...far too good. I'm with SoP again here, so read his comments. Also, what is 'X' in the maneuver ability? :-?

Quote from: Gate Troll
[3] Istari Blade (S)
Artifact • Hand Weapon
Strength: +3
Resistance: +1
Bearer must be an Istar. Bearer is Damage +1.

I'd like it better as a possession, since that's what Glamdring is. I'd also make the damage conditional, perhaps on them being unwounded or having a certain resistance or something.

Quote from: Gate Troll
[3] Lightning (S)
Condtion • Support Area
Each time you play a (S) card you may exert an Istar to add a token here.
Skirmish or Regroup: Discard X tokens here to wound X minions.
Each minion may not be wounded more than once.

"...more than once in this way." Powerful, but probably not overly so.

Quote from: Gate Troll
[1] Into the East (S)
Event • Maneuver
Discard a roaming [raider] Easterling.

Any ol' roaming [Raider] Man is fine since it's so specific, or perhaps even any Man minion. I'd require spotting a Wizard/Istar to use it, though. NO cultural enforcement right now.

Quote from: Gate Troll
[4] •NOLINKPallando, Istari (S)
Companion • Istar
Strength: 7
Vitality: 4
Resistance: 6
While NOLINKPallando is in your starting fellowship he is twilight cost -2.
NOLINKAlatar may not be overwhelmed.

I like how you can start with him and Alatar...nice touch.

Quote from: Gate Troll
[2] •NOLINKPallando's Staff, Istar's Weapon (S)
Artifact • Staff
Bearer must be NOLINKPallando. He is Damage +2.
Maneuver: Discard this artifact to heal NOLINKPallando once (or twice if at a sanctuary).

Limit it to damage +1, perhaps with a small strength boost.

Quote from: Gate Troll
[4] •The Blue Istar (S)
Condition  • Support Area
To play, spot NOLINKAlatar and NOLINKPallando.
While in Region 1 NOLINKPallando and NOLINKAlatar are strength+2
While in Region 2 NOLINKPallando and NOLINKAlatar are strength +1 and damage +1.
While in Region 3 NOLINKPallando and NOLINKAlatar are damage +2.
If NOLINKPallando or NOLINKAlatar dies discard this condition.

"is killed" is probably better than "dies". Could be a little cheaper and/or have some toil on it.

Quote from: Gate Troll
[3] Small Fireball (S)
Event • Skirmish
Spell. Exert an Istar to discard one of your opponents  machines or mounts,
if you discard a mount you may wound its bearer once.

No need for the "once". Everything from "if you discard" and on should be a new sentence, too.

Quote from: Gate Troll
[2] Tornado (S)
Event • Fellowship
Spell. To play exhaust an Istar. Flip all non-unique conditions over and pick three of your own conditions and X of your opponents conditions at random. Add [X] and discard all chosen conditions.

A Wizard tornado, eh? Hard to judge the balance...perhaps require spotting 3 of your own conditions (unique or not) so it's not something you can drop at any ol' time.
Title: Re: • The Daily Five • (It's back!)
Post by: Gate Troll on October 09, 2008, 12:25:00 PM
First, I feel like Wizard doesn't work as a race. NOLINKPallando's race isn't that of a Wizard any more than NOLINKAragorn's race is that of Warrior. Thats kind of like having a NOLINKSauron's that is 'Minion • Dark Lord'. With NOLINKAlatar's health I wanted variety. I purposely didn't do it 7/4/7 because that would make him to similar too NOLINKPallando.

Second, I corrected the X part on NOLINKAlatar's Staff. You probably just read SoP's comments with my DC's in the quote. Don't do that. I may have corrected something after he posted. ;)

Third, I corrected Istari Blade. :)

Fourth, corrected Lightning.

Fifth, I added a modifier. :up:

Sixth, no comment.

Seventh, once again, as I told SoP, I wanted something a little bit different in the way of staffs.

Eighth, took your advice on Blue Istar.

Ninth, re-did Small Fireball

Tenth, modified Tornado.
Title: Re: • The Daily Five • (It's back!)
Post by: Thranduil on October 09, 2008, 03:32:25 PM
[4] •NOLINKAlatar, Istari (S)
Companion • Istar
Strength: 6
Vitaltiy: 5
Resistance: 6
While you can spot NOLINKPallando, NOLINKAlatar is twilight cost -2.NOLINKPallando may not be overwhelmed.
I actually think that in Tolkien's world, "Wizard" is most definitely a race (it's not a profession, it's a word which only describes the 5 Istari) but obviously you've gone for an Istari thing here. I also don't think that it's a problem if all the Wizards have essentially the same stats - they are after all essentially very similar. I would prefer for vitality 5 to be reserved for [5] cost companions and the likes of Balrogs and Sauron.

[2] •NOLINKAlatar's Staff, Istar's Weapon (S)
Artifact • Staff
Strength: +1
Vitality: +1
Bearer must be NOLINKAlatar.
Response: Each time NOLINKAlatar wins a skirmish discard a
card from the top of your opponents draw deck.
Maneuver: Discard this artifact to make your
opponent discard X cards from hand where X is the amount of Istari you can spot.
Your response action currently says "If Alatar wins a skirmish, discard your opponent's draw deck!" so you need to take out the word "response" or have a limited cost like exerting Alatar. Assuming it works the way you intended it to, I think it's fine.

[3] Istari Blade (S)
Possession • Hand Weapon
Strength: +3
Resistance: +1
Bearer must be an Istar. If bearer is resistance 5 or higher bearer is Damage +1.
Fair enough. I would prefer a lower cost for less stat bonus ([2] for +2/+1 would seem fine).

[3] Lightning (S)
Condtion • Support Area
Each time you play a (S) card you may exert an Istar to add a token here.
Skirmish or Regroup: Discard X tokens here to wound X minions.
Each minion may not be wounded more than once.
I would reduce the cost of this card and have the special ability discard the condition instead, which clears up your wording: "Remove X tokens from here to wound X minions. Discard this condition" means implicitly that you can only wound each minion once - the fact that you can repeat your action as it currently stands does not and necessitates the extra sentence.

[1] Into the East (S)
Event • Maneuver
To play, spot an (S) Istar. Discard a roaming [raider] Easterling.
Yeah, should be a "roaming minion (or an Easterling)".

[4] •NOLINKPallando, Istari (S)
Companion • Istar
Strength: 7
Vitality: 4
Resistance: 6
While NOLINKPallando is in your starting fellowship he is twilight cost -2.
NOLINKAlatar may not be overwhelmed.
Rather than your current cost reductions, I would have each one say "While you can spot [the other], [this one] is twilight cost -4". Just seems nicer symmetry that way.

[2] •NOLINKPallando's Staff, Istar's Weapon (S)
Artifact • Staff
Bearer must be NOLINKPallando. He is Damage +2.
Maneuver: Discard this artifact to heal NOLINKPallando once (or twice if at a sanctuary).
I think I would agree with DI - damage +1 with a +1 strengh +1 vitality boost.

[4] •The Blue Istar (S)
Condition  • Support Area
To play, spot NOLINKAlatar and NOLINKPallando.
While in Region 1 NOLINKPallando and NOLINKAlatar are strength+2
While in Region 2 NOLINKPallando and NOLINKAlatar are strength +1 and damage +1.
While in Region 3 NOLINKPallando and NOLINKAlatar are damage +2.
If NOLINKPallando or NOLINKAlatar dies discard this condition.
"The Blue Istari" should surely be the title? Yes, I would put some toil on this condition, but otherwise seems fine.

[3] Small Fireball (S)
Event • Skirmish
Spell. Exert an Istar to discard one of your opponents  machines or mounts.
If you discard a mount you may wound its bearer once.
A bit of a silly title, but nevermind. I'm sure "Fireball" would be more than adequate.

[2] Tornado (S)
Event • Fellowship
Spell. To play exhaust an Istar and spot three conditions. Flip all non-unique conditions
over and pick three of your own conditions and X of your opponents conditions at random.
Add [X] and discard all chosen conditions.
I don't understand the significance of flipping conditions - do you mean them to have no effect when the wrong way up? If so, you need to specify. Or do you mean as a method of determining conditions randomly? Basically, I'm very unsure what this card actually does so if you could explain it to me, I'd be most grateful!

Thranduil
Title: Re: • The Daily Five • (It's back!)
Post by: Gate Troll on October 09, 2008, 03:43:06 PM
Hey Thran, the whole point of flipping the conditions in Tornado is to make sure that they're picked randomly.
Title: Re: • The Daily Five • (It's back!)
Post by: Gate Troll on October 09, 2008, 07:23:20 PM
Five more today and a new keyword; Dragon. Having a beast with Dragon in play means that beast can not be wounded during the archery phase. Otherwise Dragon is an unloaded keyword much like Easterling. Also, if you look, you'll see that Large Dragon is not 'Minion • Dragon' it is 'Creature • Dragon'. Why the shift? Not all Dragons are enslaved to a dark power and I didn't want Dragons to be spotted as minions. Creatures can't bear possessions either, once again setting them apart from minions can, instead relying on conditions and events for needed bonuses. There is also a new culture, the Creature culture which contain only animals. Now more about their strategy. Dragons are tanks. Plain and simple. They rely on a key condition, Dragon Hordes, to keep them coming back again and again, they use their [Dragon] ability to avoid arrows and they rely on their high strength and high vitality to hit hard and absorb wound after wound.

All Dragons are site 9. Every one. There are sites and conditions that will alleviate the roaming costs somewhat and make the Dragon strategy a little more viable but you will never see a normally roaming Dragon until site 9.  ;) Here is Smaug:

[1][7] •Smaug,The Magnificent (R)
Creature • Dragon
Strength: 18
Vitality: 5
Site: 9
Dragon. Damage +2. Fierce.
Regroup: Exert Smaug and remove [2] to control a site.
Regroup: Add [2] to stack this minion on an eligible condition.
"My armor is like ten-fold shields, my teeth are swords, my claws spears, the
shock of my tail a thunderbolt, my wings a hurricane, and my breath death!"



This is the definitive Dragon condition and the basis for all Dragon decks.

[3] Dragon-Hoard (R)
Condition • Support Area
To play, spot a Dragon. Dragons may be stacked here.
Each time a Dragon kills a companion you may exert your
Dragon to add X (R) tokens here where X is the amount of
possessions or artifacts the companion was bearing.
Shadow: Spot X tokens here to add [X].
"...His heart was filled and pierced with enchantment and with the desire
of dwarves; and he gazed motionless, almost forgetting the frightful guardian,
at the gold beyond price and count..."



A Dragon strength pump with an 'if you win' twist.

[2] Flame-Breath (R)
Event • Skirmish
Make a Dragon strength +3. If that Dragon wins it skirmish you
may discard all free peoples cards that companion was bearing.
"Fire leaped from the Dragon's jaws. He circled for a while high in the air above them lighting all the lake; the trees
by the shores shone like copper in like blood with leaping shadows of dense black at their feet..."

Hides, Dragon style.

(0) •Scale NOLINKArmor (R)
Condition • Support Area
To play, spot a Dragon.  Response: If a Dragon is about to take a wound,
remove [2] or discard this condition to prevent that wound.
"...and still no arrow hindered Smaug or hurt him more than a fly from the marshes..."


And finally, a site to alleviate roaming Dragons.

Dragon's Cave
[4]
Site
Underground. Dragons are not roaming.
Title: Re: • The Daily Five • (It's back!)
Post by: Thranduil on October 10, 2008, 05:10:59 AM
[1][7] •Smaug,The Magnificent (R)
Creature • Dragon
Strength: 18
Vitality: 6
Site: 9
Dragon. Beast. Damage +2. Fierce.
Regroup: Exert Smaug and remove [2] to control a site.
Regroup: Add [2] to stack this minion on an eligible condition.
"My armor is like ten-fold shields, my teeth are swords, my claws spears, the
shock of my tail a thunderbolt, my wings a hurricane, and my breath death!"
Smaug is no match for Sauron - he should have a maximum of vitality 5. Is "beast" unloaded? I would, I think, rather that Creature was a loaded keyword that meant you couldn't bear possessions and the card type was "minion". That said, that would give you too many keywords so if beast doesn't do anything else, it doesn't seem very necessary nor apt - Smaug is much more than a simple beast.

[3] Dragon-Hoard (R)
Condition • Support Area
To play, spot a Dragon. Dragons may be stacked here.
Each time a Dragon kills a companion you may exert your Dragon 
add X tokens here where X is the amount of of possessions or artifacts the companion was bearing.
"...His heart was filled and pierced with enchantment and with the desire of dwarves; and he gazed motionless,
almost forgetting the frightful guardian, at the gold beyond price and count..."
Quote
Why do you want tokens here? And you need to specify that they are (R) tokens.

[2] Flame-Breath (R)
Event • Skirmish
Make a Dragon strength +3. If that Dragon wins it skirmish you may exhaust the companion it was skirmishing.
"Fire leaped from the Dragon's jaws. He circled for a while high in the air above them lighting all the lake; the trees
by the shores shone like copper in like blood with leaping shadows of dense black at their feet..."
If dragons have damage bonuses, this card seems next to useless. Make it discard that companion instead.

[2] Scale NOLINKArmor (R)
Condition • Support Area
To play, spot a Dragon.  Response: If a Dragon is about to take a wound,
remove [2] or discard this condition to prevent that wound.
"...and still no arrow hindered Smaug or hurt him more than a fly from the marshes..."
Could cost [1] or maybe (0).


Dragon's Cave
[4]
Site
Underground. Dragons are not roaming.
[3] cost is fine - [4] is too much.

Thranduil
Title: Re: • The Daily Five • Dragons
Post by: Gate Troll on October 16, 2008, 05:26:56 PM
The daily 5 is back after a lapse of a few days.  ;)

First up is the Young Dragon. This creature continues in the Dragon theme while adding several variations.

[6] Young Dragon (R)
Creature • Dragon
Strength: 10
Vitality: 4
Site: 9
Dragon. Damage +1. Fierce.
Maneuver: Discard a (R) condition to wound a companion.
Regroup: Add [1] to stack this minion on an eligible condition.
Even the youngest Dragon is a creature to be reckoned with.

Next is Dragon Hatchling which plays off the weakness of exhausted companions.

[3] Dragon Hatchling (R)
Creature • Dragon
Strength: 6
Vitality: 3
Site: 9
Dragon. Fierce. Skirmish: If this minion is skirmishing an exhausted companion you
may exert it to make it strength +2 (or strength +3 if it is in a Fierce skirmish).
Regroup: Spot a wounded companion (or add [1]) to stack this minion on an eligible condition.
Hatchling dragons fight with a frenzy that belies their size

This condition has a nice bonus and packs a punch when combined with Young Dragon’s condition discarding.

[2] A Dragon's Fury (R)
Condition • Support Area
To play, spot a Dragon. Dragons are strength +1. If this condition is discarded you
may reinforce a (R) token (or two (R) tokens if it is discarded during the maneuver phase).
"…The dragon’s wrath blazed to its height, till he was blind and mad with it."

Smaug’s Wrath continues in the vein  of condition discarding and token-adding and
introduces site control. The requirement to spot Smaug limits it somewhat hopefully balancing it well.

[2] Smaug's Wrath (R)
Condition • Support Area
Tale. Each time a (R) condition is discarded you may reinforce a (R) token here.
Regroup: Spot Smaug and two tokens on this condition to discard this condition and
take control of a site.
"Barrel-rider!" he snorted. "Your feet came from the waterside and up the water you came
without a doubt. I don’t know your smell, but if you are  not one those men of the Lake, you
had their help. They shall see me and remember who is the real NOLINKKing under the Mountain!"


A rather expensive, but effective way to exhaust companions that fits in well with Dragon Hatchling.

[3] Blinding Flame(R)
Condition • Support Area
To play, spot a Dragon. Exert a Dragon (or spot Smaug) to transfer
this condition to a companion and exhaust that companion.
"Fire leaped from thatched roofs and wooden beam-ends as he hurtled past…"

Let’s see some reviews! :)
Title: Re: • The Daily Five • Dragons
Post by: FM on October 17, 2008, 11:19:46 PM
Blinding Flame needs a timing.
Smaug's Wrath actually seems kinda weak, site-control uruks did it easier in Tower Block.
Title: Re: • The Daily Five • Dragons
Post by: Thranduil on October 19, 2008, 08:23:50 PM
[6] Young Dragon (R)
Creature • Dragon
Strength: 10
Vitality: 4
Site: 9
Dragon. Damage +1. Fierce.
Maneuver: Discard a (R) condition to wound a companion.
Regroup: Add [1] to stack this minion on an eligible condition.
Even the youngest Dragon is a creature to be reckoned with.
Surely "wound an unbound companion"? Even then, it might be too good. I would make it "wound an unwounded companion" which works nicely with this guy's damage bonus.

[3] Dragon Hatchling (R)
Creature • Dragon
Strength: 6
Vitality: 3
Site: 9
Dragon. Fierce. Skirmish: If this minion is skirmishing an exhausted companion you
may exert it to make it strength +2 (or strength +3 if it is in a Fierce skirmish).
Regroup: Spot a wounded companion (or add [1]) to stack this minion on an eligible condition.
Hatchling dragons fight with a frenzy that belies their size
This seems good.

[2] A Dragon's Fury (R)
Condition • Support Area
To play, spot a Dragon. Dragons are strength +1. If this condition is discarded you
may reinforce a (R) token (or two (R) tokens if it is discarded during the maneuver phase).
"…The dragon’s wrath blazed to its height, till he was blind and mad with it."
Seems to me that this could give a bigger bonus. Maybe strength +1 and site number -2?

[2] Smaug's Wrath (R)
Condition • Support Area
Tale. Each time a (R) condition is discarded you may reinforce a (R) token here.
Regroup: Spot Smaug and four tokens on this condition to discard this condition and
take control of a site.
"Barrel-rider!" he snorted. "Your feet came from the waterside and up the water you came
without a doubt. I don’t know your smell, but if you are  not one those men of the Lake, you
had their help. They shall see me and remember who is the real NOLINKKing under the Mountain!"
Shadow tales can't exist nowadays thanks to A Dragon's Tale. Other than that, it does seem a little weak, but it's alright.

[3] Blinding Flame(R)
Condition • Support Area
To play, spot a Dragon. Exert a Dragon (or spot Smaug) to transfer
this condition to a companion and exhaust that companion.
"Fire leaped from thatched roofs and wooden beam-ends as he hurtled past…"
This looks fun.

Thranduil
Title: Re: • The Daily Five • Dragons
Post by: Gate Troll on October 20, 2008, 09:56:10 AM
Now lets move on to (R) Spiders. Once again, we have a two new keywords, both unloaded; Poison. and NOLINKWeb.

Most Spiders will have low attacks and high vitality. Mirkwood spider is a good example:
and helps recycle Poison conditions.

[2] Mirkwood Spider (R)
Creature • Spider
Strength: 4
Vitality: 4
Site: 6
Fierce. When you play this card you may take a (R)
Poison condition from your discard pile and place it beneath your draw deck.
"Suddenly he saw , too that there were spiders huge and horrible sitting in the branches above him…"

This spider has low attack, but don’t let that dissuade you from using him. He’s strength +1 for
each Poison condition and he’s only [1], cheap and potentially nasty.

[1] Spider Attacker (R)
Creature • Spider
Strength: 3
Vitality: 3
Site: 6
Lurker. This creature is strength +1 for
each (R) Poison condition you can spot.
"Then the great spider, who had been busy tying him up
while he dozed, came from behind him and came at him."


Weak Poison is the first Poison condition to be spoiled, relatively weak, but effective.
Spiders rely on tons of strength reducers to get companions down to their level.

[2] Weak Poison (R)
Condition • Support Area
Strength -1
Poison. Exert a Spider (or spot three Spiders) to play this condition on
an unbound companion. Each time bearer is assigned to skirmish a Spider bearer must exert.
" ‘You were quite right,’ they said, ‘the meat’s alive and kicking!’ "

Spider use swarm tactics, and while this event might be OP in a deck with high strength creatures the low
strength of these creatures make it more balanced but still powerful as well as fitting in with their abilities.

[1] Swarm of Spiders (R)
Event • Assignment
Spot a spider assigned to a companion (except the Ring-bearer) to assign another spider
to that companion. (the free peoples player may discard two cards from hand to prevent this).
"Practically all the spiders in the place came after him…"

Spider healing, Spiders ‘eat’ the minions to heal and add tokens here. NOLINKWeb possessions won’t be
limited to that however, they will also be bases for spiders stacking tactics and wounding and burdens.

[2]Ensnaring NOLINKWeb (R)
Possession • Support Area
Web. Maneuver: Remove [X] and discard a minion from hand to add X tokens here.
Regroup: Remove X tokens from here to heal a Spider X times, then add [1] for each remaining token here.
"…flinging out their long threads in all directions, till the air seemed full of waving snares."

Title: Re: • The Daily Five • Dragons
Post by: DáinIronfoot on October 20, 2008, 10:24:02 AM
Quote from: Gate Troll
[2] Mirkwood Spider (R)
Creature • Spider
Strength: 4
Vitality: 4
Site: 5
Fierce. Lurker. When you play this card you may take a (R)
Poison condition from your discard pile and place it below your draw deck.
"Suddenly he saw , too that there were spiders huge and horrible sitting in the branches above him…"

I think it's "beneath" instead of "below", but it's fine.

Quote from: Gate Troll
[1] Spider Attacker (R)
Creature • Spider
Strength: 3
Vitality: 3
Site: 6
Lurker. This creature is strength +1 for
each (R) Poison condition you can spot.
"Then the great spider, who had been busy tying him up
while he dozed, came from behind him and came at him."

Nifty. I might like it better at [2]/3/4, as I assume Poisons can be out in droves, but it might be okay as is.

Quote from: Gate Troll
[2] Weak Poison (R)
Condition • Support Area
Strength -1
Poison. Exert a Spider (or spot three Spiders) to play this condition
on an eligible companion. Each time bearer is assigned to a skirmish bearer must exert.
" ‘You were quite right,’ they said, ‘the meat’s alive and kicking!’ "

Who IS eligible? Doesn't specify anywhere on the card. I would assume it's any unbound companion, in which case it should be "...to play this condition on an unbound companion". Or perhaps even better: "To play, exert a Spider (or spot 3 Spiders). Bearer must be an unbound companion."

Quote from: Gate Troll
[1] Swarm of Spiders (R)
Event • Assignment
Spot a spider assigned to a companion
(except the Ring-bearer) to assign another spider to that companion.
"Practically all the spiders in the place came after him…"

I'd give the FP player a get-out clause, like wounding that companion or making him strength -2 or something. Then it still helps either way, but is kept a little more in check in case you have several copies of this in your hand.

Quote from: Gate Troll
[3]Ensnaring NOLINKWeb (R)
Possession • Support Area
NOLINKWeb. Maneuver: Remove X and discard a minion from hand to reinforce X tokens here.
Remove a token at a (R) Spider's site to heal a Spider X times (limit three times) and
add [1] for each remaining token.
"…flinging out their long threads in all directions, till the air seemed full of waving snares."

Just FYI: probably better to say "Remove [X]" instead of "Remove X". Avoids confusion.

Speaking of confusion, I don't understand the "at a (R) Spider's site" thing at all. Also, how do you get tokens on this possession in the first place? :-k Did you mean "to add X tokens here" instead of "to reinforce X tokens here"?

I think I'd recommend this wording, unless I'm missing something with this "Spider's site" stuff....

NOLINKWeb. Maneuver: Remove [X] and discard a minion from hand to add X (R) tokens here.
Maneuver:Remove a (R) token from here to heal a Spider, then add [1] for each (R) token here.

Not quite sure on the balance of the twilight-adding part. I think I'd like it better if your Poisoned played in the maneuver phase or a later phase (like skirmish) rather than Shadow, since this would then give you the twilight necessary to pay for them.
Title: Re: • The Daily Five • Attercop, Attercop; The Spiders of Mirkwood
Post by: sickofpalantirs on October 20, 2008, 10:44:39 AM
Dain has said what I would.
Title: Re: • The Daily Five • Attercop, Attercop; The Spiders of Mirkwood
Post by: Gate Troll on October 20, 2008, 01:09:13 PM
Dain, what I meant, and what I didn't express very well in Ensnaring NOLINKWeb was that if you used it on a spider
with site number of 6 it could only be played while the opposing fellowship was at that site. The idea is a little awkward
so I'm going to remove it. :up:
Title: Re: • The Daily Five • Dragons
Post by: Thranduil on October 21, 2008, 11:15:00 AM
[2] Mirkwood Spider (R)
Creature • Spider
Strength: 4
Vitality: 4
Site: 6
Fierce. Lurker. When you play this card you may take a (R)
Poison condition from your discard pile and place it beneath your draw deck.
"Suddenly he saw , too that there were spiders huge and horrible sitting in the branches above him…"
Fair enough. Fierce is a huge disadvantage on this guy though.

[1] Spider Attacker (R)
Creature • Spider
Strength: 3
Vitality: 3
Site: 6
Lurker. This creature is strength +1 for
each (R) Poison condition you can spot.
"Then the great spider, who had been busy tying him up
while he dozed, came from behind him and came at him."
This guy is good. Also, there is a big problem with a strategy that has so many lurkers (it makes the keyword redundant) so you need some Spiders without it.

[2] Weak Poison (R)
Condition • Support Area
Strength -1
Poison. Exert a Spider (or spot three Spiders) to play this condition on
an unbound companion. Each time bearer is assigned to a skirmish bearer must exert.
" ‘You were quite right,’ they said, ‘the meat’s alive and kicking!’ "
Rather I would have "Each time bearer is assigned to skirmish a Spider..."

[1] Swarm of Spiders (R)
Event • Assignment
Spot a spider assigned to a companion (except the Ring-bearer)
to assign another spider to that companion. (the free peoples player may add [2] to prevent this).
"Practically all the spiders in the place came after him…"
The Free Peoples player will ALWAYS add [2], just because the FP player CAN always add [2]. It needs to be something that they might not want to do like a threat or two, discarding cards from hand etc. Other than that, certainly a novel idea.

[3]Ensnaring NOLINKWeb (R)
Possession • Support Area
Web. Maneuver: Remove X and discard a minion from hand to add X  tokens here.
Maneuver:Remove a token from here to heal a Spider, then add 1 for each token here.
"…flinging out their long threads in all directions, till the air seemed full of waving snares."
Do you mean [X] and [1]? Assuming you do, I think I would prefer the adding tokens and removing tokens in different phases like the healing in the regroup phase seems strong.

Thranduil
Title: Re: • The Daily Five • Attercop, Attercop; The Spiders of Mirkwood
Post by: Gate Troll on October 22, 2008, 05:31:39 PM
Now it's time to meet another Shelob. IMHO Shelob is a unused resource, there was so much Decipher could have done with Shelob and they only made three different copies ](*,) (though they probably intended to do more with her with the canceled set, Shelob's Lair). This one is a little bit unorthodox and has a few nasty tricks up her sleeve.  :twisted:

[6] Shelob, Rivaled by None (R)
Creature • Spider
Strength: 8
Vitality: 8
Site: 8
Enduring. Fierce. Toil 2. You may play
Shelob any time you could play a assignment event.
"But none could rival her, Shelob the Great, NOLINKlast
child of Ungoliant to trouble the unhappy world."


Now before someone complains about five health going to this non-unique spider seeing that so many people think that
five health is exclusive to Balrogs and Sauron  etc. let me say this: Sauron and The Balrog have obscenely large strength
stats. These spiders do not. Piercing the big baddies defenses is meant to be the hard part, and having cracked open
Sauron's suit of armor it probably wouldn't be too hard to kill him if you had a big enough sword (and assuming the ring was never conceived). Now people, these spiders don't have +17 strength. I think you'll agree that five vitality shouldn't be taboo. Here is the next addition to the spider's arsenal, so to speak.

[4] Large Spider (R)
Creature • Spider
Strength: 5
Vitality: 5
Site: 6
Damage +1. This creature is strength +2 while
skirmishing a companion bearing a Poison condition.
"-only to meet an old, slow, wicked fat-bodied
spider who had remained to guard the prisoners..."


Next up is another Poison condition:

[2] Numbing Poison (R)
Condition • Support Area
Poison. Exert a Spider (or spot three Spiders) to play this
condition on an unbound companion. The loaded keywords in bearer's gametext do not apply.
"Some how or other Fili was got on to the branch, and then he did his best
to help the hobbit, although he was felling very sick and ill from spider-poison..."


This is a take off my old favorite: Enraged.   8-)

[2] Poisonous Injection (R)
Condition • Support Area
Strength -4
Poison. Skirmish: Exert a spider to transfer this
to a companion it is skirmishing. Limit 1 per bearer.
Discard this condition at the end of the turn.
Spiders usually knock out their prey with a strong dose
of poison before they wrap it, to keep it from struggling


This card focuses on keeping the fellowship at the same site as long as possible.

[2] Uneven Fight (R)
Event • Regroup
Spot a Spider and X NOLINKWeb or Poison cards to
make the move limit 1 where X is the current site's site number.
Spiders rarely engage in head on attacks
Title: Re: • The Daily Five • Presenting: Shelob
Post by: Gate Troll on October 23, 2008, 10:24:30 AM
No reviews?  :-S
Title: Re: • The Daily Five • Attercop, Attercop; The Spiders of Mirkwood
Post by: DáinIronfoot on October 23, 2008, 10:40:17 AM
Whoops...missed these somehow. #-o Let's rock 'n roll!

Quote from: Gate Troll
[6] Shelob, Rivaled by None (R)
Creature • Spider
Strength: 8
Vitality: 8
Site: 8
Enduring. Fierce. Toil 2. You may play
Shelob any time you could play a skirmish event.
"But none could rival her, Shelob the Great, NOLINKlast
child of Ungoliant to trouble the unhappy world."

The toil is what makes her great. Good stuff...though what would be the point of playing her during skirmish? :-k Yes, she could still do a fierce skirmish then, but I don't understand the point of it. During the assignment phase, however, would have some real potential.... :twisted:

Quote from: Gate Troll
[4] Large Spider (R)
Creature • Spider
Strength: 5
Vitality: 5
Site: 6
Damage +1. This creature is strength +2 while
skirmishing a companion bearing a Poison condition.
"-only to meet an old, slow, wicked fat-bodied
spider who had remained to guard the prisoners..."

You'll find a number of folks that can't stand 5-vitality minions other than Sauron and Ol' Balgy...but I ain't one of them. I think it makes sense for Spiders considering the crazy vitality Decipher slapped on Shelob. I got no problems here...though it might be a tad more interesting to make it +1 for each Poison, adding incentive to get several on the same companion.

Quote from: Gate Troll
[2] Numbing Poison (R)
Condition • Support Area
Poison. Exert a Spider (or spot three Spiders) to play this
condition on an unbound companion. Bearer's loaded keywords do not apply.
"Some how or other Fili was got on to the branch, and then he did his best
to help the hobbit, although he was felling very sick and ill from spider-poison..."

I think it's better to say "Bearer loses each loaded keyword," but I guess either is fine.

Quote from: Gate Troll
[3] Poisonous Injection (R)
Condition • Support Area
Strength -4
Poison. Skirmish: Exert a spider to transfer this
to a companion it is skirmishing. Limit 1 per bearer.
Discard this condition at the end of the turn.
Spiders usually knock out their prey with a strong dose
of poison before they wrap it, to keep it from struggling

Only the discarding keeps it balanced. Considering its cost, I think -4 is actually okay.

Quote from: Gate Troll
[2] Uneven Fight (R)
Event • Shadow
Spot X NOLINKWeb or Poison cards to make the move
limit 1 where X is the current site's site number.
Spiders rarely engage in head on attacks

I think it should be "make the move limit -1 (to a minimum of 1)", but it certainly makes sense as is. I'd probably require spotting a Spider or two as well and make it a regroup event so the FP player has some way of potentially getting out of it.
Title: Re: • The Daily Five • Attercop, Attercop; The Spiders of Mirkwood
Post by: Thranduil on October 23, 2008, 11:21:57 AM
[6] Shelob, Rivaled by None (R)
Creature • Spider
Strength: 8
Vitality: 8
Site: 8
Enduring. Fierce. Toil 2. You may play
Shelob any time you could play a skirmish event.
"But none could rival her, Shelob the Great, NOLINKlast
child of Ungoliant to trouble the unhappy world."
You need a subtitle that has something to do with surprising people. A problem might be, though, that it's often very advantageous to have Shelob during the archery phase though she does at least miss IB.

[4] Large Spider (R)
Creature • Spider
Strength: 5
Vitality: 5
Site: 6
Damage +1. This creature is strength +2 while
skirmishing a companion bearing a Poison condition.
"-only to meet an old, slow, wicked fat-bodied
spider who had remained to guard the prisoners..."
Yeah, fair enough. I can see myself agreeing with DI on this one.

[2] Numbing Poison (R)
Condition • Support Area
Poison. Exert a Spider (or spot three Spiders) to play this
condition on an unbound companion. Bearer's loaded keywords do not apply.
"Some how or other Fili was got on to the branch, and then he did his best
to help the hobbit, although he was felling very sick and ill from spider-poison..."
You need to specify "game text keyword", but otherwise seems good.

[3] Poisonous Injection (R)
Condition • Support Area
Strength -4
Poison. Skirmish: Exert a spider to transfer this
to a companion it is skirmishing. Limit 1 per bearer.
Discard this condition at the end of the turn.
Spiders usually knock out their prey with a strong dose
of poison before they wrap it, to keep it from struggling
I think it doesn't need to cost [3] if all your Spiders have such low strength, though if a lot of them are enduring then it's probably balanced.

[2] Uneven Fight (R)
Event • Shadow
Spot X NOLINKWeb or Poison cards to make the move
limit 1 where X is the current site's site number.
Spiders rarely engage in head on attacks
Yep, should be a regroup event that spots a Spider and X web or poison cards. But fun!

Thranduil
Title: Re: • The Daily Five • Presenting: Shelob
Post by: Gate Troll on October 23, 2008, 01:56:31 PM
Since I do five days worth of daily 5 in each culture, today will be the last day I make (R) culture DC's until I've gone through the other cultures. We're going to do some spiders similar to the Mirkwood spiders, but more tied to Shelob.
The first card is not meant to represent one spider, on the contrary it is meant to represent a relatively large group of spiders.

[1](0) •Spawn of Shelob (R)
Creature • Spider
Strength: 10
Vitality: 10
Site: 6
Damage +1. Toil 2. To play, spot Shelob.
"Far and wide her lesser broods, bastards of the miserable mates, her own offspring
that she slew, spread from glen to glen, from the Ephel Duath to the Eastern hills,
to Dol Guldur and the fastnesses of Mirkwood."


This next one is a bit of an oddity, but with skill could be turned into a devasting swarm.

(0) Small Spider (R)
Creature • Spider
Strength: 2
Vitality: 2
Site: 6
Lurker. To play, exert a spider (or spot Shelob).
Assignment: Assign this creature to any companion. You may
include up to eight copies of this creature in your draw deck. This creature
may not be overwhelmed unless its strength is matched five times over.
Shelob's offspring grew to all sizes

To anyone who's played with [moria] swarms the next card should seem reminiscent of Host of Thousands.  ;D

(0) Attack from Above (R)
Event • Shadow
Play a non-unique minion from your discard pile as if from hand.
Spiders prefer to drop down on their prey

This one is pretty basic, spider wins a fight and bites someone.  ;)

[1] Spider Bite (R)
Condition • Support Area
Strength: -1
Vitality: -1
Poison If a spider wins a skirmish you may exert that spider to transfer this
condition to the losing character. Bearer may not be healed or have burdens removed.
"...he was feeling very sick and ill from the spider poison..."

Some site 6 price reduction.

6 The Spider's Clearing [3]
Site - Forest.
NOLINKWeb and Poison card are twilght cost -1.
Title: Re: • The Daily Five • Presenting: Shelob
Post by: Thranduil on October 23, 2008, 04:30:29 PM
[1](0) •Spawn of Shelob (R)
Creature • Spider
Strength: 10
Vitality: 10
Site: 6
Damage +1. Toil 2. To play, spot Shelob.
"Far and wide her lesser broods, bastards of the miserable mates, her own offspring
that she slew, spread from glen to glen, from the Ephel Duath to the Eastern hills,
to Dol Guldur and the fastnesses of Mirkwood."
Very very limited. I would rather "To play, spot a Spider" and have him gain something when Shelob is around (like the damage bonus). Otherwise, this card seems fun!

(0) Small Spider (R)
Creature • Spider
Strength: 2
Vitality: 2
Site: 6
Lurker. To play, exert a spider (or spot Shelob).
Assignment: Assign this creature to any companion. You may
include up to eight copies of this creature in your draw deck. This creature
may not be overwhelmed unless its strength is matched five times over.
Shelob's offspring grew to all sizes
It would be better practice, rather than to just throw the bizarre nature of this card in game text, to make up a keyword which encompasses these things. I also think that no minion should come out for free like that - it should exert a Spider whether Shelob is in play or not, I reckon. Again, I might make the assignment ability apply only when you can spot Shelob. You also need some balancing going on because currently with this card you play a hand of 8 of them, and assign every one of those 8 to the Ring-bearer. It needs to be "Assignment: Assign this creature to an unassigned companion.[/b]" As I said, very interesting and bizarre, but with streamlining and expansion it could be an interesting concept. I'm not sure it needs the overwhelming text though - it's fun and perhaps good enough without it.

(0) Attack from Above (R)
Event • Shadow
Play a non-unique minion from your discard pile as if from hand.
Spiders prefer to drop down on their prey
"Spot an (R) creature to..." would be a lot more balanced, I think.

[1] Spider Bite (R)
Condition • Support Area
Strength: -1
Vitality: -1
Poison If a spider wins a skirmish you may exert that spider to transfer this
condition to the losing character. Bearer may not be healed or have burdens removed.
"...he was feeling very sick and ill from the spider poison..."
Vitality is pushing it. Resistance would be fine.

6 The Spider's Clearing [3]
Site - Forest.
NOLINKWeb and Poison card are twilght cost -1.
Fair enough. You need to specify which site 6 it is, though.

Thranduil
Title: Re: • The Daily Five • Shelob's Spawn
Post by: Gate Troll on October 23, 2008, 05:25:40 PM
Okay then. Here's a new keyword:Limit X Basically, whatever number the X is is the limit you may have in your draw deck. ie: Limit 8 (limit eight copies of this card in your draw deck).
Title: Re: • The Daily Five • Shelob's Spawn
Post by: Gate Troll on October 24, 2008, 07:36:02 PM
Now its time to see some Goblins. The [moria] culture symbol will represent that of the Goblins of the Misty Mountains.
Goblin Taskmasters represents a mean, blood-thirsty minion with a nasty Enduring-like ability.  :twisted:

[6] Goblin Taskmaster [moria]
Minion • Goblin
Strength: 9
Vitality: 2
Site: 3
Fierce. When you play this minion you may add [2], or [4] if the fellowship has moved
again this turn. Goblin Taskmaster is strength +1 for each wound on a character he is skirmishing.
""He is a liar, O truly tremendous one!" said one of the drivers."

Goblin Guard is good as cannon-fodder to protect the Great Goblin or other minions.

[3] Goblin Guards [moria]
Minion • Goblin
Strength: 8
Vitality: 3
Site: 3
Assignment: At the end of the assignment phase, you may spot a companion assigned
to a [moria] minion with strength 8 or higher to assign that companion to Goblin Guards instead.
The Great Goblin had many guards

Goblin Blade. Simple, but deadly.

(0) Goblin Blade [moria]
Possession • Hand Weapon
Strength +1
Bearer must be a goblin. When you play this you may add [1].
"...and the bent swords that they use."

Once again simple, gives us a feel for the new goblins.

(0) Goblin Whip [moria]
Possession • Whip
Bearer must be a goblin. Bearer is damage +1.
Each time bearer wins a skirmish you may exert him and
discard this possession to wound a companion.
"Swish, smack! Whip crack!"

And finally, a good one-use bomb, that if set up well can be devastating.

[3] •Surrounded [moria]
Condition • Support Area
To play spot three goblins. At the start of the regroup phase, if no Goblin has lost a
skirmish at this site, you may discard this condition and each minion from play to wound
each unbound companion once (or twice if that companion is unwounded).
""Slash them! Beat them! Bite them! Gnash them!""


Title: Re: • The Daily Five • Shelob's Spawn
Post by: Thranduil on October 26, 2008, 08:18:48 PM
[6] Goblin Taskmaster [moria]
Minion • Goblin
Strength: 9
Vitality: 2
Site: 3
Fierce. When you play this minion you may add [3].
Goblin Taskmaster is strength +1 for each wound on a character he is skirmishing.
""He is a liar, O truly tremendous one!" said one of the drivers."
Apart from his second ability being the berserker ability, it's fine. Also, there should be a condition, I feel, on the twilight adding (see Goblin Flankers) like at an underground site, spotting an exhausted companion etc.

[3] Goblin Guards [moria]
Minion • Goblin
Strength: 8
Vitality: 3
Site: 3
Assignment: You may spot an an companion assigned to skirmish a minion
with strength 8 or higher to assign that companion to Goblin Guards instead.
The Great Goblin had many guards
The wording of this ability is tricky, as is the timing. For example, I'm not entirely sure when usual assignments happen in relation to assignment events and abilities. I might word this ability like so: "At the end of the assignment phase, you may spot a companion assigned to a [Moria] minion with strength 8 or higher to assign that companion to Goblin Guards instead."

(0) Goblin Blade [moria]
Possession • Hand Weapon
Strength +1
Bearer must be a goblin. When you play this you may add [1].
Each time bearer wins a skirmish you may exert him and discard
this possession to wound a companion.
"...and the bent swords that they use."
Firstly, this card kills the Ring-bearer. Secondly, I'd use it just for the adding [1]. So all in all, this card is overpowered! I would go one way or the other; make it a copy of Isengard Axe or change it to exerting a companion skirmishing its bearer.

(0) Goblin Whip [moria]
Possession • Whip
Bearer must be a goblin. Bearer is damage +1.
"Swish, smack! Whip crack!"
This could give a +1 strength bonus no problem.

[3] •Surrounded [moria]
Condition • Support Area
To play spot three goblins. Response: At the end of the skirmish phase if all
goblins have won their skirmishes you may discard this condition and all minions
in play to wound each companion once (or twice if that companion is unwounded).
""Slash them! Beat them! Bite them! Gnash them!""
Unfortunately this ability doesn't work at the moment because there are several skirmish phases. It needs to trigger at the start of the regroup phase, and I would tone it down slightly to: "At the start of the regroup phase, if no Goblin has lost a skirmish at this site, you may discard this condition and each minion from play to wound each unbound companion once (or twice if that companion is unwounded)." Otherwise, seems fun! As "Goblin" is a race, though, be sure to start it with a capital "G"! :P

Thranduil
Title: Re: • The Daily Five • Shelob's Spawn
Post by: DáinIronfoot on October 27, 2008, 10:46:42 AM
Quote from: Gate Troll
[6] Goblin Taskmaster [moria]
Minion • Goblin
Strength: 9
Vitality: 2
Site: 3
Fierce. When you play this minion you may add [3].
Goblin Taskmaster is strength +1 for each wound on a character he is skirmishing.
""He is a liar, O truly tremendous one!" said one of the drivers."

Agree with Thran.

Quote from: Gate Troll
[3] Goblin Guards [moria]
Minion • Goblin
Strength: 8
Vitality: 3
Site: 3
Assignment: You may spot an an companion assigned to skirmish a minion
with strength 8 or higher to assign that companion to Goblin Guards instead.
The Great Goblin had many guards

Once again, I'm down with Thran's suggestion.

Quote from: Gate Troll
(0) Goblin Blade [moria]
Possession • Hand Weapon
Strength +1
Bearer must be a goblin. When you play this you may add [1].
Each time bearer wins a skirmish you may exert him and discard
this possession to wound a companion.
"...and the bent swords that they use."

...and again. Thran is on FIRE! :fire:

Quote from: Gate Troll
(0) Goblin Whip [moria]
Possession • Whip
Bearer must be a goblin. Bearer is damage +1.
"Swish, smack! Whip crack!"

Ah, finally something new to add! Not a big fan of something like a whip giving a damage bonus. Perhaps give that bonus to the sword instead and move the direct-exerting of the sword to this. Makes a lot more sense to me.

Quote from: Gate Troll
[3] •Surrounded [moria]
Condition • Support Area
To play spot three goblins. Response: At the end of the skirmish phase if all
goblins have won their skirmishes you may discard this condition and all minions
in play to wound each companion once (or twice if that companion is unwounded).
""Slash them! Beat them! Bite them! Gnash them!""

And here, I must default to Thran again.
Title: Re: • The Daily Five • "Slash them! Beat them! Bite them! Gnash them!"
Post by: Gate Troll on October 29, 2008, 07:31:35 AM
I made some modifications based on Thran and Dain's comments. :up:
Title: Re: • The Daily Five • "Slash them! Beat them! Bite them! Gnash them!"
Post by: FM on October 29, 2008, 08:03:02 AM
I can't help but compare it with the old Moria culture, although I AM aware they're Goblins and not Orcs. ;)

[6] Goblin Taskmaster [moria]
Minion • Goblin
Strength: 9
Vitality: 2
Site: 3
Fierce. When you play this minion you may add [2], or [4] if the fellowship has moved
more than once this turn. Goblin Taskmaster is strength +1 for each wound on a character he is skirmishing.
""He is a liar, O truly tremendous one!" said one of the drivers."

Goblin Flankers is a strictly better minion, even being site 4. I think you could lower his cost to 4, so you get a "free" minion on a double-move. Minor correction with wording.

[3] Goblin Guards [moria]
Minion • Goblin
Strength: 8
Vitality: 3
Site: 3
Assignment: At the end of the assignment phase, you may spot a companion assigned
to a [moria] minion with strength 8 or higher to assign that companion to Goblin Guards instead.
The Great Goblin had many guards

And what happens to that other Goblin? You get to assign it freely? And what about Goblin Guards' skimishing companion? It's unassigned then? I think this text needs a bit of work. I liked the minion, though, but I think 2 vitality would be more than enough.

(0) Goblin Blade [moria]
Possession • Hand Weapon
Strength +1
Bearer must be a goblin. When you play this you may add [1].
"...and the bent swords that they use."

Orc Scimitar outshines it by a mile. I'd make it add [2] at least, or allow it to be "thrown" somehow in the archery phase. Or at least let a Goblin double-wield it with another weapon.

(0) Goblin Whip [moria]
Possession • Whip
Bearer must be a goblin. Bearer is damage +1.
Each time bearer wins a skirmish you may exert him and
discard this possession to wound a companion.
"Swish, smack! Whip crack!"

Cool.

[3] •Surrounded [moria]
Condition • Support Area
To play spot three goblins. At the start of the regroup phase, if no Goblin has lost a
skirmish at this site, you may discard this condition and each minion from play to wound
each unbound companion once (or twice if that companion is unwounded).
""Slash them! Beat them! Bite them! Gnash them!""

REALLY cool.

Title: Re: • The Daily Five • "Slash them! Beat them! Bite them! Gnash them!"
Post by: Gate Troll on October 29, 2008, 08:28:24 AM
Now its time to take a look at the first Great Goblin to be spoiled. He’s pretty weak 12/3/3 for [8] twilight, but don’t be fooled. He’s Damage +1, Fierce and Toil 2 and he has some sweet advantages based on  the Fellowship’s current region as well as an ability to make the Fellowship move again.

[8] •The Great Goblin, Magnificent One [Moria]
Minion • Goblin
Strength: 12
Vitality: 3
Site: 3
Damage +1. Fierce. Toil 2.
While the fellowship is in Region 1 the Great Goblin is strength +3.
While the fellowship is in Region 2 each Goblin is strength +1 and Fierce.
While the fellowship is in Region 3 each time you play a Goblin you may add [1].
""Who are these miserable persons?" said the Great Goblin."

This minion keys in with the theme of Underground bonuses as well as making the Fellowship move again.

[4] Goblin Swordsman [moria]
Minion • Goblin
Strength: 9
Vitality: 1
Site: 3
Fierce.
Each time you play a Hand Weapon on this minion you may add [1].
Regroup: If the Fellowship is at an Underground site you may remove [4] to
make the move limit +1 and to make the Fellowship move again.
"…and armed goblins were standing round him carrying the axes and bent swords that they use."

Close to Goblin Runner but different. Runner adds [2] no matter what, Goblin Scout can
add up to [3] in the right conditions.

[2] Goblin Scout [moria]
Minion • Goblin
Strength: 5
Vitality: 1
Site: 3
Lurker. When you play this minion, if you may add [1] (or if you
are at a Mountain or Underground site you may add [3]).
"…and they chose their very quickest runners with the sharpest ears and eyes."

Simple as it gets. Goblin archery with an Underground twilight reduction

[1] Goblin Bow [moria]
Possession • Ranged Weapon
When you play Goblin Bow, if the Fellowship is at a Underground site
you may add [1]. Bearer must be a Goblin. Bearer is an Archer.
Goblin bows are crude, but deadly in large numbers

This event is a nasty piece of work. Don’t have any minions in hand but have plenty of twilight?
This can resurrect the Great Goblin and other baddies to help you out.

[1] Ambushed [moria]
Event • Assignment
Spot two Goblins to play a Goblin from your discard pile.
That Goblin is strength +3 until the Regroup phase.
"Out jumped the goblins, big goblins, great ugly-looking goblins, lots of goblins…"


Title: Re: • The Daily Five • "Slash them! Beat them! Bite them! Gnash them!"
Post by: Pepin The Breve on October 29, 2008, 08:47:44 AM
   Hi there. i usually don´t came to much to Chambers and don´t post anything here but i just saw this cards by chance and i may risk some comments:

   3 •Surrounded Moria  [Moria]
Condition • Support Area
To play spot three goblins. At the start of the regroup phase, if no Goblin has lost a
skirmish at this site, you may discard this condition and each minion from play to wound
each unbound companion once (or twice if that companion is unwounded).
""Slash them! Beat them! Bite them! Gnash them!""

   You have to add the text: "discard this condition at the end of regroup phase". Otherwise you could play 3 orcs and the condition at one site, then when the freeps move again you just don´t play nothing and use this hability (since no orc would have loose a skirmish) to wound all unbounds, pretty evil if you ask me! Or you can just play some nasty minion that is unlike to lose the skirmish and the effect would be even worst.

   About the Goblin Blade i have to disagree with FM. Make a Moria weapon add twilight is just madness. Imagine the combo Scavengers + Armories + a weapon that add twilight per se!!! You could play the Balrog every turn, or Saruon, or Shelob + Sting of Shelob, or whatever you had at hand and want to play (or could get from discard). I think we have to take in consideration the culture characteristics, not only ake direct comparisons with other cards.

   At overall i think your cards are pretty much overpowered althogh some are pretty nice.

   Anyway that´s just my opinion and maybe that is the right place to let our imagination flows  :up:
Title: Re: • The Daily Five • "Slash them! Beat them! Bite them! Gnash them!"
Post by: Gate Troll on October 29, 2008, 09:05:57 AM
Dude, thanks for reviewing!  ;D Have a :gp:.

[3] •Surrounded [moria]
Condition • Support Area
To play spot three goblins. At the start of the regroup phase, if no Goblin has lost a
skirmish at this site, you may discard this condition and each minion from play to wound
each unbound companion once (or twice if that companion is unwounded).
""Slash them! Beat them! Bite them! Gnash them!""

I added the bold to show that the condition is discarded. You also discard the minions as well.
It's unique so that keeps it from being too powerful.

0 Goblin Blade Moria
Possession • Hand Weapon
Strength +1
Bearer must be a goblin. When you play this you may add 1.
Each time bearer wins a skirmish you may exert him and discard
this possession to wound a companion.
"...and the bent swords that they use."

I don't quite get your comments about this one. It only adds [1].
Thats hardly OP.I also don't understand what you said about the rest of the cards being OP.
In what way are they OP?
Title: Re: • The Daily Five • "Slash them! Beat them! Bite them! Gnash them!"
Post by: Pepin The Breve on October 29, 2008, 10:38:54 AM
    I think you can add almost infinite twilight if you combine some of your new cards with the older  [Moria] cards. If this is not  suposed to happen than i think is not that broken.

    Well, let´s say that your opponent singles to 3 giving you 6 twilight. You can play some undergound site that cost 3 to make it to 9.. .
    and then...

- Play a Goblin Scout, adding 3. Now you have 11.
- Play Goblin Taskmaster. remove 6 add 2 so you have 7 pool left.
- Play Goblin Guards (if i understand he is some kind of "let me get the stonger companion"). Still 4 left
- Play the Magnificient One exerting two guys to make it to 4.

  Now you have 4 minions at site 3 (when most fellowships are far from being seted up), one of which is pretty nasty, making a bad day for the freeps  ;)

  Notice that if you got pretty good draws you could play the whip also to make the great goblin even nastier  :twisted:

   If your opponent start, move once, stops... you move once and stop you may have enough cycling to get this 4 cards at hand not depending on all that luck (assuming that you have 4 copies of each at the deck) or something near it and a freeps that cicles good.

   Maybe if your guys were site 4, like the other Moria people, the thing get more balanced.

   Anyway, my goal here is not just critisize other people ideas, i´m just trying to explain why i thought that some of your cards seems a little too powerfull to me. Maybe with some adjustments you can make them a little less powerfull but still competitive and giving possibilities to nasty combos.  :up:

   I think some of your cards are pretty cool, like Goblin Swordsman and Goblin Bow.

  My overall sugestion is rise the site number of your guys to 4 and review the text of some cards like The Great Goblin, Magnificent One (Toil 1 maybe?)
Title: Re: • The Daily Five • "Slash them! Beat them! Bite them! Gnash them!"
Post by: Thranduil on October 30, 2008, 11:25:30 AM
[8] •The Great Goblin, Magnificent One [Moria]
Minion • Goblin
Strength: 12
Vitality: 3
Site: 3
Damage +1. Fierce. Toil 2.
While the fellowship is in Region 1 the Great Goblin is strength +3.
While the fellowship is in Region 2 each Goblin is strength +1 and Fierce.
While the fellowship is in Region 3 each time you play a Goblin you may add [1].
Regroup: Discard two cards from hand and exert The Great Goblin twice to make
the move limit +1 and to make the fellowship move again.
""Who are these miserable persons?" said the Great Goblin."
The Great Goblin doesn't seem that magnificent to me (he's a bit ugly!), but never mind. Regardless of anything else, this guy has far too much text. I would cut either 2/3 of the region abilities or the regroup ability. I was also wondering why your Goblins were site number 3 not 4 (and Pepin: GT said when he first posted these cards that the [Moria] symbol did not represent Moria in this case, but the Goblins of the Misty Mountains so Goblin Armories doesn't combo).

[4] Goblin Swordsman [moria]
Minion • Goblin
Strength: 9
Vitality: 1
Site: 3
Fierce.
Each time you play a Hand Weapon on this minion you may add [1].
Regroup: If the Fellowship is at an Underground site you may remove [2] to
make the move limit +1 and to make the Fellowship move again.
"…and armed goblins were standing round him carrying the axes and bent swords that they use."
Removing [2] is too cheap. Remove [5], especially with the current twilight adding of these Goblins.

[1] Goblin Scout [moria]
Minion • Goblin
Strength: 5
Vitality: 1
Site: 3
Lurker. When you play this minion, if you may add [1] (or if you
are at a Mountain or Underground site you may add [3]).
"…and they chose their very quickest runners with the sharpest ears and eyes."
Goblin Runner is also overpowered and far too splashable and this guy is site 3! :o Compare Goblin Runner to Scurrying Goblin to see how much Decipher realised Goblin Runner was too good. This guy needs cultural enforcement, no lurker, and he'd be fine.

[1] Goblin Bow [moria]
Possession • Ranged Weapon
When you play Goblin Bow, if the Fellowship is at a Underground site
you may add [1]. Bearer must be a Goblin. Bearer is an Archer.
Goblin bows are crude, but deadly in large numbers
Okay, this seems fine. I was thinking it was a very cheap way of getting archer on minions (which is normally quite expensive), but because it's a possession I think it's fine.

[1] Ambushed [moria]
Event • Assignment
Spot two Goblins to play a Goblin from your discard pile. That Goblin is strength +3.
"Out jumped the goblins, big goblins, great ugly-looking goblins, lots of goblins…"
"... until the regroup phase" - otherwise the bonus fizzles after the assignment. Nice card, actually.

Thranduil
Title: Re: • The Daily Five • "Slash them! Beat them! Bite them! Gnash them!"
Post by: Gate Troll on October 30, 2008, 12:23:05 PM
Depending on your site path this minion is either expensive or cheap.
He's damage +1, and potentially [2].

[3] Goblin Soldier [moria]
Minion • Goblin
Strength: 7
Vitality: 2
Site: 4
Damage +1. If you play this minion at an
Underground, Battleground or Mountain
site it is twilight cost -1. If you play this minion at a
Plains, River or Dwelling site it is twilight cost +1.
"...goblins in full armor with drawn swords sitting just inside the door..."

This guy is crazy swarming in action so  I tried to give him a lot of negative repercussions
to level things out. Remember, Limit X means limit X copies of this card in your draw deck.

(0) Frenzied Goblin [moria]
Minion • Goblin
Strength: 12
Vitality: 1
Site: 3
Limit 3. To play, spot a [moria] Goblin.
Regroup: At the start of the Regroup phase you must remove every twilight
token from the twilight pool, heal a companion and remove this card from the game.
"...they were madly angry..."

Another Goblin weapon. So far, these possessions purposely never reference
the [moria] culture so that they can tie in with any other Goblins that may be made.

[1] Goblin-made Axe [moria]
Possession • Hand Weapon
Strength +2
Bearer must be a Goblin. Bearer is damage +1.
Regroup: Discard this possession to add [1].
"...axes...they make very well..."

Scavenged Spear is made to be reminiscent of Spear of the White Hand.
Strength and Vitality bonuses, and another way to add twilight.

[1] Scavenged Spear [moria]
Possession • Hand Weapon
Strength +1
Vitality +1
Bearer must be a Goblin. If bearer is killed you may add [1].
Goblins often scavenge the well-crafted weapons of men and elves

A goblin strength pump based on the song that the goblins sung as they carried Bilbo and the dwarves to the Great Goblin.

(0) Goblin Chant [moria]
Event • Skirmish
Make a Goblin strength +2
(or strength +4 if you can spot an exhausted companion).
"Clap! Snap! the black crack! Grip, grab! Pinch, nab!
And down down to Goblin-town You go my lad!"


Let's keep those reviews coming!  :)
Title: Re: • The Daily Five • "Slash them! Beat them! Bite them! Gnash them!"
Post by: Thranduil on October 30, 2008, 12:48:58 PM
[3] Goblin Soldier [moria]
Minion • Goblin
Strength: 7
Vitality: 2
Site: 4
Fierce. Damage +1. If you play this minion at an
Underground, Battleground or Mountain
site it is twilight cost -1. If you play this minion at a
Plains, River or Dwelling site it is twilight cost +1.
"...goblins in full armor with drawn swords sitting just inside the door..."
I consider fierce a disadvantage on this minion. I think I'd just leave it out.

(0) Frenzied Goblin [moria]
Minion • Goblin
Strength: 12
Vitality: 1
Site: 3
Limit 3. Regroup: Remove every twilight token
from the twilight pool, heal a companion and remove this card from the game.
"...they were madly angry..."
Currently, it's worded as an optional ability, which is presumably not what you're going for. I would do 1 of 2 things: make it limit 1, to play spot a [Moria] Goblin and remove the regroup ability; or take out the limit 3, make it spot 2 or 3 [Moria] Goblins to play and have the simpler text "At the start of the regroup phase, remove this minion from the game." Interesting concept though.

[1] Goblin-made Axe [moria]
Possession • Hand Weapon
Strength +2
Bearer must be a Goblin. Bearer is damage +1.
Regroup: Discard this possession to add [1].
"...axes...they make very well..."
Yeah, it's alright.

(0) Scavenged Spear [moria]
Possession • Hand Weapon
Strength +1
Vitality +1
Bearer must be a Goblin. If bearer is killed you may add [1].
Goblins often scavenge the well-crafted weapons of men and elves
Spear of the White Hand is good enough as it is, and [Uruk] are the best Shadow culture at vitality adders. This weapon should cost [1].

(0) Goblin Song [moria]
Event • Shadow
Make a Goblin strength +2
(or strength +4 if you can spot and exhausted companion).
"Clap! Snap! the black crack! Grip, grab! Pinch, nab!
And down down to Goblin-town You go my lad!"
Apart from the fact that I don't like the word "song" here (it's not like the music of Ainur, for example, or the songs of the Elves) and I think "chant" or something more derogatory fits much better, it seems like a fine card - if it was a skirmish and not a shadow event! ;)

Thranduil
Title: Re: • The Daily Five • "Slash them! Beat them! Bite them! Gnash them!"
Post by: Gate Troll on October 30, 2008, 12:56:56 PM
Done. :up:
Title: Re: • The Daily Five • "Slash them! Beat them! Bite them! Gnash them!"
Post by: Gate Troll on November 17, 2008, 09:47:55 AM
I've been absent from this thread for too long. Time to get cracking!  ;D   

Bolg is a costly devil but his Toil and strength and damage bonuses make him definitely worth it.  :twisted:

[8] •Bolg, of the North [moria]
Minion • Goblin
Strength: 12
Vitality: 3
Site: 9
Damage +1. Fierce. Toil 2. When you play Bolg
you may exert him to play a minion from your discard pile.
For each Goblin you can spot Bolg is strength +1.
"Bolg of the North is coming, O Dain!"

This minion has multiple purposes. It’s a good way to redirect Durin III or Aragorn, Elessar Telcontar
as well as providing exertions to get out Bolg.

[5] •Bodyguards of Bolg [moria]
Minion • Goblin
Strength: 11
Vitality: 4
Site: 9
To play, exert a [moria] Goblin (or spot Bolg).
Assignment: Exert this minion to assign it to the
companion with the highest strength. While you can spot
Bolg this minion is damage +1 and is not roaming.
"The bodyguard of Bolg came howling against them…"

Another Goblin that keys off of cost reduction.

[3] Goblin Assaulter [moria]
Minion • Goblin
Strength: 8
Vitality: 2
Site: 9
If you play this minion at site 4 or site 5
it is twilight cost -2 and strength +2.If you play
this minion at site 9 it is damage +1. If you
play this minion at any other site its twilight cost is +1.
"…and others were streaming down recklessly , heedless
of those that fell screaming from cliff and precipice…"


A basic strength pump that ties in with the Goblin/Mountain.

(0) Ambushing Assault [moria]
Event • Skirmish
Make a [moria] Goblin strength +2
(or +4 if the current site is a Mountain)
"Goblins had scaled the Mountain from the other side…"

This possession costs [2] making it a bit pricey but its built-in wound prevention make it worth the cost. :up:

[2] Steel Scimitar [moria]
Possession • Hand Weapon
Strength +2
Bearer must be a [moria] Goblin.
Response: If bearer is about to take a wound
you may remove [1] to prevent that wound.
"…goblins of huge size with scimitars of steel."


•EDIT•
600th post!
w00t!
Title: Re: • The Daily Five • "Slash them! Beat them! Bite them! Gnash them!"
Post by: Thranduil on November 17, 2008, 10:14:22 AM
[8] •Bolg, of the North [moria]
Minion • Goblin
Strength: 12
Vitality: 3
Site: 9
Damage +1. Fierce. Toil 2. When you play Bolg you may exert
him to play a minion from your discard pile. For each Goblin
you can spot Bolg is strength +1 and damage +1.
"Bolg of the North is coming, O Dain!"
Site 9 minions is certainly interesting, but I'm not sure they're very good. That said, this guy is overpowered even with his site number because he gets ridiculous damage bonuses combined with fierce and his trigger ability is not culturally enforced. He should only play a [Moria] minion and he should not be damage +1 for each Goblin - strength +1 is more than enough for him, and it might indeed be too good with his toil; he might be better at base strength 10.

[5] •The Bodyguard of Bolg [moria]
Minion • Goblin
Strength: 11
Vitality: 5
Site: 9
To play, exert a [moria] Goblin (or spot Bolg).
Assignment: Exert this minion to assign it to the companion
with the highest strength. While you can spot Bolg this minion
is damage +1.and does not come into play roaming.
"The bodyguard of Bolg came howling against them…"
You should be sure to not start another ability on the same line as a special ability. Five vitality is also far too much - 3 would be fine for his cost and ability.

[3] Goblin Assaulter [moria]
Minion • Goblin
Strength: 8
Vitality: 2
Site: 9
If you play this minion at site 4 or site 5
it is twilight cost -2 and strength +2.If you play
this minion at site 9 it is damage +1. If you
play this minion at any other site its twilight cost is +1.
"…and others were streaming down recklessly , heedless
of those that fell screaming from cliff and precipice…"
I think this guy has too much text. I would remove the third ability because it seems unnecessary - the pros for playing it sites 4,5 and 9 mean that you don't need cons for playing him elsewhere. Ah, you also need to specify "any site 4" otherwise it only works on the Fellowship site path.

[1] Ambushing Assault [moria]
Event • Skirmish
Make a [moria] Goblin strength +2
(or +4 if the current site is a Mountain)
"Goblins had scaled the Mountain from the other side…"
It's alright. Could be (0).

[2] Steel Scimitar [moria]
Strength +2
Bearer must be a [moria] Goblin.
Response: If bearer is about to take a wound
you may remove [1] to prevent that wound.
"…goblins of huge size with scimitars of steel."
I don't think scimitars should be preventing wounds. Make it an armour and I'd be fine with it. (This card also needs type and sub-type, by the way!). For a Shadow possession, it could also cost [1] not [2].

Thranduil
Title: Re: • The Daily Five • "Slash them! Beat them! Bite them! Gnash them!"
Post by: sickofpalantirs on November 17, 2008, 10:38:25 AM
I've been absent from this thread for too long. Time to get cracking!  ;D   

Bolg is a costly devil but his Toil and strength and damage bonuses make him definitely worth it.  :twisted:

[8] •Bolg, of the North [moria]
Minion • Goblin
Strength: 12
Vitality: 3
Site: 9
Damage +1. Fierce. Toil 2. When you play Bolg you may exert
him to play a minion from your discard pile. For each Goblin
you can spot Bolg is strength +1 and damage +1.
"Bolg of the North is coming, O Dain!"
limit on the second ability please ;)

[5] •The Bodyguard of Bolg [moria]
Minion • Goblin
Strength: 11
Vitality: 5
Site: 9
To play, exert a [moria] Goblin (or spot Bolg).
Assignment: Exert this minion to assign it to the companion
with the highest strength. While you can spot Bolg this minion
is damage +1.and does not come into play roaming.
"The bodyguard of Bolg came howling against them…"
fine...though some punctuation problems

[3] Goblin Assaulter [moria]
Minion • Goblin
Strength: 8
Vitality: 2
Site: 9
If you play this minion at site 4 or site 5
it is twilight cost -2 and strength +2.If you play
this minion at site 9 it is damage +1. If you
play this minion at any other site its twilight cost is +1.
"…and others were streaming down recklessly , heedless
of those that fell screaming from cliff and precipice…"

would that be site 4-5 fellowship? or any site 4-5?and it is strength +2 until the regroup phase/end of  turn

[1] Ambushing Assault [moria]
Event • Skirmish
Make a [moria] Goblin strength +2
(or +4 if the current site is a Mountain)
"Goblins had scaled the Mountain from the other side…"
fine.

[2] Steel Scimitar [moria]
Possession • Hand Weapon
Strength +2
Bearer must be a [moria] Goblin.
Response: If bearer is about to take a wound
you may remove [1] to prevent that wound.
"…goblins of huge size with scimitars of steel."
cut cost to 1, Yeah I think some armor would be interesting, maybe steel armor ;) and you could keep a strength +1 boost
Title: Re: • The Daily Five • "Slash them! Beat them! Bite them! Gnash them!"
Post by: FM on November 17, 2008, 10:47:06 AM
[8] •Bolg, of the North [moria]
Minion • Goblin
Strength: 12
Vitality: 3
Site: 9
Damage +1. Fierce. Toil 2. When you play Bolg you may exert
him to play a minion from your discard pile. For each Goblin
you can spot Bolg is strength +1 and damage +1.
"Bolg of the North is coming, O Dain!"

This is... sick. This guy is a tank! I loved him! Gotta love a big, bad, nasty Goblin! Might want to tone down his damage bonuses, though, or cap it.

[5] •The Bodyguard of Bolg [moria]
Minion • Goblin
Strength: 11
Vitality: 5
Site: 9
To play, exert a [moria] Goblin (or spot Bolg).
Assignment: Exert this minion to assign it to the companion
with the highest strength. While you can spot Bolg this minion
is damage +1.and does not come into play roaming.
"The bodyguard of Bolg came howling against them…"

Needs a bit of rewording. Damage bonuses should be bolded, and the last bit should be simply "is not roaming". Other than that, I'd change his name to Bolg's Bodyguard, I just think it's cooler. I think, though, that he has HUGE vitality, and that may be too abusable. I think 3 vitality would be more than enough, at his cost and strength.

[3] Goblin Assaulter [moria]
Minion • Goblin
Strength: 8
Vitality: 2
Site: 9
If you play this minion at site 4 or site 5
it is twilight cost -2 and strength +2.If you play
this minion at site 9 it is damage +1. If you
play this minion at any other site its twilight cost is +1.
"…and others were streaming down recklessly , heedless
of those that fell screaming from cliff and precipice…"


 Weird. But I like weird cards. I love how "deceitful" he is, costing actually 4 most of the time.

[1] Ambushing Assault [moria]
Event • Skirmish
Make a [moria] Goblin strength +2
(or +4 if the current site is a Mountain)
"Goblins had scaled the Mountain from the other side…"

I see no reason as to not make it cost 0, most strength pumps that wok like this don't require twilight. Unless you want to toss in a damage bonus and reduce the second part to +3.

[2] Steel Scimitar [moria]
Possession • Hand Weapon
Strength +2
Bearer must be a [moria] Goblin.
Response: If bearer is about to take a wound
you may remove [1] to prevent that wound.
"…goblins of huge size with scimitars of steel."

 I don't know, I just think it's not that spectacular, having to remove twilight. I think you could cost it at 1 or even 0 without too many problems, or you could use Broad-Bladed Sword's text instead and cost it at 1. But then it'd just be a copy of it... Oh, I know! Leave it at 2, but make bearer unable to be wounded by Free Peoples cards (so YOU can exert him or direct archery fire to him if you wnat to), perhaps even letting it heal the bearer when you play it!
Title: Re: • The Daily Five • Bolg and company
Post by: DáinIronfoot on November 17, 2008, 12:19:48 PM
Agree with the others, though I think 4 vitality would be okay for the Bodyguard.
Title: Re: • The Daily Five • Bolg and company
Post by: Gate Troll on November 17, 2008, 12:25:20 PM
I changed several things but I kept the Steel Scimitar the same as that is exactly what it is meant to do.
Swords can be used to block other swords you know.  :roll:
Title: Re: • The Daily Five • Bolg and company
Post by: Gate Troll on November 20, 2008, 10:54:56 AM
Now we come to the end of the [moria] culture, at least for a while. Here we take a look at some trolls from The Hobbit.
The three Trolls are designed are designed to work together independent of any other minions. Lets take a look at William:

William is a very capable minion. He has a Her Ladyship-like ability and and a few other good abilities.
High strength is a trademark of trolls and William, or Bill, is no exception.  :twisted:

[6] •William, Troll Leader [moria]
Minion • Troll
Strength: 12
Vitality: 4
Site: 2
Damage +1.
Maneuver:
Exert William and spot a companion.
That companion may not participate in skirmishes or archery fire until the next turn.
Skirmish: Exert William to make him strength +1 or damage +1.
Regroup: If the fellowship moves again you may exert William twice to add [4].
"William choked. "Shut yer mouth!" he said as soon as he could."

Bert is slightly weaker than William and has a healing capability as well as a safeguard against being overwhelmed.  :uh-huh:

[5] •Bert, Argumentative Troll [moria]
Minion • Troll
Strength: 11
Vitality: 3
Site: 2
Damage +1.
Skirmish:
Exert an unique [moria] troll to heal Bert or to add [2].
Unique [moria] trolls may not be overwhelmed unless their strength is tripled.
""Mutton yesterday, mutton today, and blimey if it doesn't look like mutton
tomorrer" said one of the trolls."


Tom is rather interesting in that he actually heals enemies to gain bonuses, he's a little weaker than all the others but with a little more vitality than Bert.  :)

[5] •Tom, Complaining Troll [moria]
Minion • Troll
Strength: 10
Vitality: 4
Site: 2
Damage +1.
Skirmish:
Heal a companion X times to make Tom strength +X and damage +X.
If you can spot at least three unique [moria] trolls, skip the archery phase.
""NOLINKNever a blinking bit of manflesh have we had for long enough," said the second one"

Troll Purse saves twilight, possibly broken but I'll let you, my good reviewers decide.  ;)

[2] Troll Purse [moria]
Possession • Support Area
Regroup: Exert a [moria] Troll and spot [X] to play X [moria] tokens on this card.
Shadow: Remove X tokens from this card to add [X]
"" 'Ere, 'oo are you?" it squeaked as it left the pocket..."

Troll NOLINKLarder is a lovely strength adder for your Bill, Bert and Tom group and
though quite wordy is relatively simple in concept.

[4] •Troll NOLINKLarder [moria]
Condition • Support Area
To play, spot a [moria] troll.
Response: Each time a free peoples artifact or possession is discarded you
may remove [1] to stack it here. Each [moria] troll is strength +1 for each card
stacked here (limit 5). If there are more than 5 cards stacked here each troll is
damage +1 for each card here over 5. Each time a unique [moria] troll is killed you
must remove two cards stacked here and shuffle them into their owner's draw deck.
""Don't you realize that the trolls must have a cave or hole dug somewhere to hide from the sun in?""
Title: Re: • The Daily Five • Bolg and company
Post by: DáinIronfoot on November 20, 2008, 11:15:59 AM
Not sure if the [Moria] culture makes sense for these guys. No real connection there. Perhaps [Orc], or [Sauron]?

Quote from: Gate Troll
[6] •William, Troll Leader [moria]
Minion • Troll
Strength: 12
Vitality: 4
Site: 2
Damage +1.
Maneuver:
Exert William and spot a companion.
That companion may not participate in skirmishes or archery fire until the next turn.
Skirmish: Exert William to make him strength +1 or damage +1.
Regroup: If the fellowship moves again you may exert William twice to add [4].
"William choked. "Shut yer mouth!" he said as soon as he could."

The maneuver ability is grossly overpowered since it can be used multiple times. Exert William twice, and then it's okay, I think. And since he's a Site 2 minion, I'd strongly consider raising his cost to [7].

Quote from: Gate Troll
[5] •Bert, Argumentative Troll [moria]
Minion • Troll
Strength: 11
Vitality: 3
Site: 2
Damage +1.
Skirmish:
Exert an unique [moria] troll to heal Bert or to add [2].
Unique [moria] trolls may not be overwhelmed unless their strength is tripled.
""Mutton yesterday, mutton today, and blimey if it doesn't look like mutton
tomorrer" said one of the trolls."

I can't see the overwhelming thing ever making a difference. I'd probably drop that for something else. Perhaps a wound-prevention ability? I'd also drop the twilight adding, or have that part trigger only when a Troll wins a skirmish, since it's just sick otherwise. And again, [6] would probably be better than [5] with the low site number.

Quote from: Gate Troll
[5] •Tom, Complaining Troll [moria]
Minion • Troll
Strength: 10
Vitality: 4
Site: 2
Damage +1.
Skirmish:
Heal a companion X times to make Tom strength +X and damage +X.
If you can spot at least three unique [moria] trolls, skip the archery phase.
""NOLINKNever a blinking bit of manflesh have we had for long enough," said the second one"

I think he'd be better without the initial damage +1 bonus. I like the general idea, but it's hard to judge the balance. [6] cost might be good here, too.

Quote from: Gate Troll
[2] Troll Purse [moria]
Possession • Support Area
Regroup: Exert a [moria] Troll and spot [X] to play X [moria] tokens on this card.
Shadow: Remove X tokens from this card to add [X]
"" 'Ere, 'oo are you?" it squeaked as it left the pocket..."

Hmmmm. I'd exert the Troll twice and REMOVE [X] rather than just spot it. Then it becomes much more balanced, but still very interesting.

Oh, and I'd require the Shadow bit to spot a Troll.

Quote from: Gate Troll
[4] •Troll NOLINKLarder [moria]
Condition • Support Area
To play, spot a [moria] troll.
Response: Each time a free peoples artifact or possession is discarded you
may remove [1] to stack it here. Each [moria] troll is strength +1 for each card
stacked here (limit 5). If there are more than 5 cards stacked here each troll is
damage +1 for each card here over 5. Each time a unique [moria] troll is killed you
must remove two cards stacked here and shuffle them into their owner's draw deck.
""Don't you realize that the trolls must have a cave or hole dug somewhere to hide from the sun in?""

Instead of spotting a Troll to play, I'd spot the Troll as part of the stacking trigger. Makes it a little less splashable with other possession/artifact-discarding races and cultures. This one is also difficult to gauge the balance on, but I THINK it's at least on the right track with that final drawback. Not that Trolls are easy to outright kill, of course....
Title: Re: • The Daily Five • Bolg and company
Post by: Thranduil on November 20, 2008, 04:24:49 PM
[6] •William, Troll Leader [moria]
Minion • Troll
Strength: 12
Vitality: 4
Site: 2
Damage +1.
Maneuver:
Exert William and spot a companion.
That companion may not participate in skirmishes or archery fire until the next turn.
Skirmish: Exert William to make him strength +1 or damage +1.
Regroup: If the fellowship moves again you may exert William twice to add [4].
"William choked. "Shut yer mouth!" he said as soon as he could."
I understand the reasons for being site 2 minions, but I would suggest that site 2 is too low for huge evil Trolls. I think they should be site 3 (when I made Hobbit cards, all my reviewers at the time made me change the site numbers to 3). This guy really does not need all those abilities. I would remove either the second or the third (the first is the most interesting but should definitely exert him twice). You're using the [Moria] symbol to mean "Mountain-type people" right? If not, these guys make the most sense in [Orc] (of pre-existing cultures, that is).

[5] •Bert, Argumentative Troll [moria]
Minion • Troll
Strength: 11
Vitality: 3
Site: 2
Damage +1.
Skirmish:
Exert an unique [moria] troll to heal Bert or to add [2].
Unique [moria] trolls may not be overwhelmed unless their strength is tripled.
""Mutton yesterday, mutton today, and blimey if it doesn't look like mutton
tomorrer" said one of the trolls."
Again site 3 and you would not have to raise the twilight costs. The overwhelming ability doesn't seem to have much impact on the game - the only FP side that is going to overwhelm Trolls is [Elven] telepathy stuff in which case the likelihood is the Troll will have strength 0, or something very close! Also the adding is too much (consider the case of William when he can pay for himself by using this ability to exert). I want something that helps you use William's ability more often like "Exert Bert twice to heal another unique [Moria] Troll" in which case I would remove the second ability from William and have only abilities that exert him twice. Then you could have another minor twilight adding ability like "Each time an unique [Moria] Troll wins a skirmish, you may add [2]."

[5] •Tom, Complaining Troll [moria]
Minion • Troll
Strength: 10
Vitality: 4
Site: 2
Damage +1.
Skirmish:
Heal a companion X times to make Tom strength +X and damage +X.
If you can spot at least three unique [moria] trolls, skip the archery phase.
""NOLINKNever a blinking bit of manflesh have we had for long enough," said the second one"
I agree with DI on the original damage bonus. With site 3, I reckon he could stay at [5]. In fact, I think his skirmish ability should not be repeatable, so "At the start of each skirmish involving Tom, you may heal a companion X times to make..." seems to sit much better.

[2] Troll Purse [moria]
Possession • Support Area
Regroup: Exert a [moria] Troll and spot [X] to play X [moria] tokens on this card.
Shadow: Remove X tokens from this card to add [X]
"" 'Ere, 'oo are you?" it squeaked as it left the pocket..."
I agree with DI on this one (but you "place" tokens, you don't "play" them). Also, I would change the Shadow ability to the more usual "Shadow: Spot an unique [Moria] Troll and remove a token from here to add [1]." It does the same thing, but without X's.

[4] •Troll NOLINKLarder [moria]
Condition • Support Area
To play, spot a [moria] troll.
Response: Each time a free peoples artifact or possession is discarded you
may remove [1] to stack it here. Each [moria] troll is strength +1 for each card
stacked here (limit 5). If there are more than 5 cards stacked here each troll is
damage +1 for each card here over 5. Each time a unique [moria] troll is killed you
must remove two cards stacked here and shuffle them into their owner's draw deck.
""Don't you realize that the trolls must have a cave or hole dug somewhere to hide from the sun in?""
Again I agree with DI, but this one is a fun and original card! Too much text to fit on a physical card, but never mind!

Thranduil
Title: Re: • The Daily Five • Wild men of the Dunland fells
Post by: Gate Troll on January 15, 2009, 08:25:31 AM
Next up: the [Dunland] culture. I wanted to do something different with these Dunlendings, so here we have a very nasty horde of Dunlendings with all sort of culture hate and other goodies. We start out with a few [Dunland] minions:

This guy is a good example of the new Dunlendings. They like to blitz, but they don't like archery.

[3] Dunlending Stormer [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
Ambusher. (Skirmishes involving ambusher
minions must be resolved before any others.)

This minion cannot take archery wounds.
"‘Yet there are many that cry in the Dunland tongue..."’

Here's another Dunlending, with some nasty tricks of his own:  :twisted:

[3] Dunlending Skirmisher [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
Maneuver: Discard this minion to skip the archery phase.
Skirmish: Discard this minion to wound a companion
(or wound that companion twice if that companion is a Man).
Elite Dunlendings were assigned the task of drawing the fire
of the Rohirrim archers, and mounting special assaults.


The new Dunlendings will often disrupt the assignment phase by assigning themselves to the
companion with the highest strength, leaving the rest to swarm the Ring-bearer. This minion
also has some culture hate too. :uh-huh:

[4] •Dunlending Captain [Dunland]
Minion • Man
Strength: 9
Vitality: 2
Site: 3
Damage +1.
Assignment:
Exert this minion to assign it to an
unassigned companion with the highest strength.
"'…rather tall and dark-haired…'"

Dunlending Blitz is quite different from all the other [Dunland] events in existence.
Do you think [2] is too much, or too little?

[2] Dunlending Blitz [Dunland]
Event • Manuever
Make a Dunland Man fierce until the regroup phase.
"Again the trumpets rang, and a press
of roaring men leaped forth."


Dunlending Pike is slightly more orthodox, it discards possessions
and has a slight advantage against mounts. :up:

(0) Dunlending Pike [Dunland]
Possession • Hand Weapon
Strength +1
Bearer must be a [Dunland] man.
Skirmish: Discard this possession to discard
a possession borne by a companion
skirmishing bearer (and exert that companion
if that possession was a mount).
Saruman’s orcs forged armor and weapons of war
 for the wild men of Dunland.


Reviews welcome. ;)
Title: Re: • The Daily Five • Wild men of the Dunland fells
Post by: Thranduil on January 15, 2009, 08:43:19 AM
[3] Dunlending Stormer [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
Ambusher. (Skirmishes involving ambusher
minions must be resolved before any others.)

This minion cannot take archery wounds.
"‘Yet there are many that cry in the Dunland tongue..."’
As long as there are not too many [Dunland] guys with that archery negation, it's fine because although he's safe, this means you'll have to kill all your other guys. Be very wary that there not many of these, or [Dunland]'s main weakness will be non-existent.

[3] Dunlending Skirmisher [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
Maneuver: Discard this minion to skip the archery phase.
Skirmish: Discard this minion to wound a companion
(or wound that companion twice if that companion is a Man).
Elite Dunlendings were assigned the task of drawing the fire
of the Rohirrim archers, and mounting special assaults.
It does not need both abilities. I would keep only the maneuver ability and make it much higher cost like "Spot 3 [Dunland] Men and discard this condition to skip the archery phase."

[4] •Dunlending Captain [Dunland]
Minion • Man
Strength: 9
Vitality: 2
Site: 3
Damage +1.
Assignment:
Exert this minion to assign it to the
companion with the highest strength.
"'…rather tall and dark-haired…'"
If you have this as a theme with lots of people doing it, you should rephrase it: "Exert this minion to assign it to the unassigned companion with the highest strength." That way once 1 is assigned to the highest strength guy, you can assign the next to the next highest strength guy etc.

[2] Dunlending Blitz [Dunland]
Event • Manuever
Spot a [Dunland] man. That minion is
Fierce until the Regroup phase.
"Again the trumpets rang, and a press
of roaring men leaped forth."
Considering the [Dunland] culture, I think [1] would be fine.

[1] Dunlending Pike [Dunland]
Possession • Hand Weapon
Strength +1
Bearer must be a [Dunland] man.
Skirmish: Discard this possession to discard
a possession being borne by a companion
skirmishing bearer (and wound that companion
if that possession was a mount).
Saruman’s orcs forged armor and weapons of war
 for the wild men of Dunland.
I think wounding is too much, exerting would be fine.

Thranduil
Title: Re: • The Daily Five • Wild men of the Dunland fells
Post by: DáinIronfoot on January 15, 2009, 01:19:41 PM
Quote from: Gate Troll
[3] Dunlending Stormer [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site: 3
Ambusher. (Skirmishes involving ambusher
minions must be resolved before any others.)

This minion cannot take archery wounds.
"‘Yet there are many that cry in the Dunland tongue..."’

Thran's comments are my own as well.

Quote from: Gate Troll
[3] Dunlending Skirmisher [Dunland]
Minion • Man
Strength: 7
Vitality: 1
Site: 3
Maneuver: Discard this minion to skip the archery phase.
Skirmish: Discard this minion to wound a companion
(or wound that companion twice if that companion is a Man).
Elite Dunlendings were assigned the task of drawing the fire
of the Rohirrim archers, and mounting special assaults.

I'd drop the maneuver ability and have the skirmish ability target only UNBOUND companions. Otherwise this is a lethal splash with Nazzies and others that go after the Ring-bearer.

Quote from: Gate Troll
[4] •Dunlending Captain [Dunland]
Minion • Man
Strength: 9
Vitality: 2
Site: 3
Damage +1.
Assignment:
Exert this minion to assign it to the
companion with the highest strength.
"'…rather tall and dark-haired…'"

Agree with Thran once more. Seems balanced enough with his comments in mind.

Quote from: Gate Troll
[2] Dunlending Blitz [Dunland]
Event • Manuever
Spot a [Dunland] man. That minion is
Fierce until the Regroup phase.
"Again the trumpets rang, and a press
of roaring men leaped forth."

Should be rephrased "Make a [Dunland] Man fierce until the regroup phase." [1] MIGHT be okay, though not sure with cards like Anger and Wake of Destruction out there.

Quote from: Gate Troll
[1] Dunlending Pike [Dunland]
Possession • Hand Weapon
Strength +1
Bearer must be a [Dunland] man.
Skirmish: Discard this possession to discard
a possession being borne by a companion
skirmishing bearer (and wound that companion
if that possession was a mount).
Saruman’s orcs forged armor and weapons of war
 for the wild men of Dunland.

Agree with Thran yet again. No need for the "being" in there. Considering War Club, this may be alright at (0).