The Last Homely House

Middle-Earth => Chamber of Mazarbul => Topic started by: Thranduil on May 13, 2008, 10:28:17 AM

Title: Never-Ending DC Chain!
Post by: Thranduil on May 13, 2008, 10:28:17 AM
[0 ] The Straight Road [Elven]
Event • Regroup
Exert any number of Elves with a combined resistance of 13 or greater to play the fellowship’s next site, and remove [2] for each Elf exerted in this way.
... yet the Eldar were permitted still to depart and to come to the Ancient West... Therefore the loremasters of Men said that a Straight Road must still be, for those that were permitted to find it.

Just thought I'd start those creative juices flowing again!
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on May 13, 2008, 10:40:07 AM
[1] The Road Goes Ever On and On [Shire]
Condition • Support Area
Tale.
Fellowship:
If the fellowship is at a dwelling site, spot 2 Hobbits and discard this condition to play the fellowship’s next site (replacing an opponent’s site if necessary).
“‘...down from the door where it began. Now far ahead the Road has gone, and I must follow, if I can.’”
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on May 13, 2008, 10:51:28 AM
[Site] Buckland Forest Road [ 0]
Forest.
Each companion is strength -1. Each minion is strength +1.

Edit: Changed from "Old Forest Road" because the title was already taken. Supposed to be the road though the Old Forest
Title: Re: Never-Ending DC Chain!
Post by: Gil-Estel on May 13, 2008, 10:55:59 AM
[2]Uncertain Roads [Gondor]
event - maneuver
If you can spot Gimli and Legolas exert Aragorn to play the next site (or the next two sites if the fellowship is in the same region as The Dimholt).
"Dangerous indeed, but not to all', said Aragorn."

Title: Re: Never-Ending DC Chain!
Post by: sickofpalantirs on May 13, 2008, 11:11:51 AM
oh not again...its the spammers dream...:)
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 13, 2008, 11:24:35 AM
(W) • The Dimholt [1]
Underground. At the start of the fellowship phase, you may play an enduring companion from your draw deck. At the start of the shadow phase, each Shadow player may play an enduring minion from their draw deck.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on May 13, 2008, 11:51:00 AM
[4]•King of the Dead, Lord of the Shadow Host [Gondor]
Companion • Wraith
Strength: 7
Vitality: 4
Signet: Aragorn
Enduring. To play, spot Andúril and add 2 threats (or 1 threat if you can spot another [Gondor] Wraith).
Maneuver: Spot a controlled site and exert 3 [Gondor] Wraiths to liberate a site.
Regroup: Heal King of the Dead twice to return a [Gondor] Wraith to hand from your discard pile.
“Then he bowed low and turned away; and swiftly the whole grey host drew off....”

Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on May 13, 2008, 12:10:03 PM
[3] •Anduril, Sign of the King [Gondor]
Artifact - Hand Weapon
Strength +2
Vitality +1
Bearer must be Aragorn.
He is damage +1.
At the start of each skirmish involving Aragorn, you may add two threats to draw a card.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 13, 2008, 01:19:02 PM
[1] Muster of Mordor [Sauron]
Event • Shadow
Remove a threat to draw a card.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on May 13, 2008, 01:23:46 PM
Kind of a tenuous connection, but so was the last one. :roll:

[2]•Send Forth All Legions [Wraith]
Condition • Support Area
To play, spot a Nazgûl.
While you have initiative and control X sites, each [Wraith] and [Sauron] Orc is twilight cost -X.
At the end of each regroup phase, discard a [Wraith] minion or discard this condition.
“‘Do not stop the attack until the city is taken. Slay them all.’”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 13, 2008, 05:15:04 PM
[2] One Last Effort  [Gondor]
Event • Regroup
Discard an exhausted companion from play to liberate a site.
Title: Re: Never-Ending DC Chain!
Post by: menace64 on May 13, 2008, 10:51:12 PM
[3] To the Last Breath [Gondor]
Event • Regroup
If the move limit allows, choose to move again this turn and exert X Free Peoples Men to remove X cards in a Shadow player's discard pile from the game.
Title: Re: Never-Ending DC Chain!
Post by: lem0nhead on May 14, 2008, 01:33:44 AM
[1] • The Deep Breath [Gandalf]
Condition • Support Area
Response: If a minion is played spot 5 minions and discard this condition to return that minion to it's owner's hand.
"....before the plunge."
Title: Re: Never-Ending DC Chain!
Post by: Gil-Estel on May 14, 2008, 02:38:43 AM
[3] Mocking his Power [Wraith]
Event - Maneuver
Exert the Witch-king twice to wound Gandalf twice. The Free Peoplesplayer may wound two other companions instead.
Title: Re: Never-Ending DC Chain!
Post by: Elessar's Socks on May 14, 2008, 03:37:28 AM
[5] •Made in Mockery [Sauron]
Condition • Support Area
Add X to the number of Free Peoples cultures you can spot, where X is the number of Shadow cultures you can spot minus the number of Free Peoples cultures you can spot (to a minimum of 0). Discard this condition at the end of your turn.
"But Trolls are only counterfeits, made by the Enemy in the Great Darkness, in mockery of Ents, as Orcs were of Elves."
Title: Re: Never-Ending DC Chain!
Post by: lem0nhead on May 14, 2008, 03:52:35 AM
[5] Mocking Uruk-hai [Uruk]
Minion • Uruk-Hai
Strength:11
Vitality: 3
Site: 5
Damage +1.
Each time this minion wins a skirmish the Free Peoples player must discard a Free Peoples event from hand or add 2 threats.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on May 14, 2008, 08:29:35 AM
[3]•The Two Towers [Isengard]
Condition • Support Area
To play, spot an [Isengard] minion and a [Sauron] minion.
Each time a [Sauron] event or condition adds X threats, you may exert an [Isengard] minion to add X threats.
Each time an [Isengard] event or condition adds [X], you may exert a [Sauron] minion to add [X].
“‘The world is changing. Who now has the strength to stand against the armies of Isengard and Mordor?’”

Ties more to the text and cultures of the last two cards than the title.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on May 14, 2008, 08:47:26 AM
[2] •Tower of Tirith Aear [Gondor]
Condition - Support Area
Strength -2
Fortification.
Maneuver:
Exert a knight to place a [Gondor] token here.
Skirmish: Spot 3 knights (or exert a [Gondor] companion) to transfer this fortification to a minion skirmishing a knight. Exert that minion X times, where X is the number of tokens here, then remove all tokens from this condition.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 14, 2008, 10:13:36 AM
[8] • Ecthelion Battlements [Gondor]
Condition • Support Area
Vit: -1
Fortification.
This condition's twilight cost is -1 for each [Gondor] companion you can spot.
Skirmish: Exert a [Gondor] Man to transfer this condition to a minion he or she is skirmishing.
Bearer is strength -1 for each knight you can spot.
Bearer is site number +1 for each ranger you can spot.
... so strong and so old that it seemed to have been not built but carven by giants out of the bones of the earth.

Was going to call it the Tower of Ecthelion, but the autolink tells the story... :'(
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 14, 2008, 07:30:33 PM
[3] So Passes Denethor  [Gondor]
Event • Manuever
Discard Denethor from play to discard up to 2 non-unique minions
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on May 14, 2008, 08:09:14 PM
[4] • Denethor, Son of Ecthelion [Gondor]
Companion - Man
Strength 8
Vitality 3
Resistance 4
To play, spot 2 [gondor] men.
Skirmish: Exert Denethor and add a burden to make another [Gondor] companion strength +3.
"'Gondor has no king. Gondor needs no king.'"
Title: Re: Never-Ending DC Chain!
Post by: lem0nhead on May 15, 2008, 02:01:24 AM
[ 0] The Madness of Denethor [Gondor]
Event • Response
If the shadow player just used a special ability discard Denethor to prevent that.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 15, 2008, 02:35:12 AM
[1] Ranger's Cunning [Gondor]
Make a ranger strength +2 for each special ability on characters in that ranger's skirmish.
Title: Re: Never-Ending DC Chain!
Post by: lem0nhead on May 15, 2008, 02:43:27 AM
[1] Cunning Stunt [Shire]
Event • Maneuver
Discard an unbound hobbit to discard a minion with less strength than that hobbits resistance.


 ;D
Title: Re: Never-Ending DC Chain!
Post by: SomeRandomDude on May 15, 2008, 05:39:16 AM
[0] Stunt Gone Awry [Shire]
Event * Response
If a [Shire] companion is about to be killed, remove him from the game instead.
"Hey everyone, watch this!"
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on May 15, 2008, 10:29:23 AM
[1] Goodbye, Dear Bilbo [Gandalf]
Event • Response
If a Hobbit is discarded, spot Gandalf to remove a burden or a threat.
“‘...until our next meeting.’”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 15, 2008, 09:06:20 PM
[4]•Gandalf, Bane of Hobbits [Gandalf]
Companion • Wizard
Strength:9
Vitality:4
Resistance:8
To play add two burdens or two threats.
While at a dwelling or forest site, Gandalf is damage +1.
Skirmish: Exhaust Gandalf to assign him to a minion skirmishing a ring-bound hobbit.
Title: Re: Never-Ending DC Chain!
Post by: lem0nhead on May 16, 2008, 01:54:08 AM
[2] • Frodo, Friend of Gandalf [Shire]
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 8
Ring-Bound.
While Frodo is in your starting fellowship and you can spot Gandalf his twilight cost is -2.
Skirmish: Discard a [Shire] card and a [Gandalf] card from play (except a companion) to cancel a skirmish involving Frodo.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 16, 2008, 08:33:01 AM
[4] • Gandalf, Friend of the Shirefolk (V) [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 6
Fellowship.
Gandalf's twilight cost is -1 for each Hobbit you can spot.
"'Among the Wise, I am the only one that foes in for hobbit-lore: an obscure branch of knowledge, but full of surprises.'"
1 V 72
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on May 16, 2008, 09:36:29 AM
Awwww...I LOVE the original FotSF. Anyway....

[1] Hobbit-Lore [Gandalf]
Condition • Support Area
Maneuver: Exert Gandalf and spot a Ring-bound Hobbit to make a companion resistance +1 for each Hobbit you can spot until the regroup phase (and heal that companion if you cannot spot a Hobbit companion with resistance 4 or less).
“‘Soft as butter they can be, and yet sometimes as tough as old tree-roots. I think it likely that some would resist the Rings far longer than most of the Wise would believe.’”
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on May 16, 2008, 10:02:15 AM
Awwww...I LOVE the original FotSF. Anyway....

[1] Hobbit-Lore [Gandalf]
Condition • Support Area
Exert Gandalf and spot a Ring-bound Hobbit to make a companion resistance +1 for each Hobbit you can spot until the regroup phase (and heal that companion if you cannot spot a Hobbit companion with resistance 4 or less).
“‘Soft as butter they can be, and yet sometimes as tough as old tree-roots. I think it likely that some would resist the Rings far longer than most of the Wise would believe.’”

Uhhh... Dain? What phase?

[1] • Herb-Lore [Shire]
Condition - Support Area
When you play this condition, place a [Shire] token here.
Fellowship: Exert an unbound hobbit or [Rohan] companion to reinforce a token here.
Regroup: Exert a [Rohan] companion and remove two tokens here to remove a burden.
"'I shan't ever be able to smoke again without thinking of him, and that day, Pippin, when he rode up to Isengard and was so polite.'"


...I figure Rohan could use just a tiny bit of controlled burden removal.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 17, 2008, 02:21:23 PM
Let's keep cards in this thread playable. I've moved the previous joke cards into another thread.

[1] Dirty Tricks [Gollum] FP
Condition • Support Area
Fellowship: Exert Smeagol and a [Shire] companion to add a [Gollum] token here.
Maneuver: Remove a token from here to exert a minion (or discard Gollum).

This is to fit into the cycle of RotK conditions that require 2 cultures to add tokens to them.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on May 18, 2008, 10:34:06 AM
[1] •Tricksy; False [Gollum] SH
Condition - Support Area
To play, exert Gollum.
Gollum is damage +1.
At the start of each regroup phase, you may discard Gollum to place a [Gollum] token here.
Shadow: Remove two [Gollum] tokens here to play Gollum from your draw deck or discard pile and add a threat.
"'We told you they was tricksy! We told you they was false!'"
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 18, 2008, 11:23:22 AM
[2] Deception [Gollum] Sh
Event • Manuever
Remove a threat to wound a ring-bound hobbit (except the ring-bearer.)
Title: Re: Never-Ending DC Chain!
Post by: lem0nhead on May 19, 2008, 02:22:38 AM
[1] Conception [Shire]
Event • Fellowship
Spot Rosie and Sam to play a hobbit from your draw deck or discard pile.

 :hey:
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on May 19, 2008, 06:48:35 AM
Oh jeez. Where's a facepalming smiley when I need one? ???

[1]•Rosie Cotton, Sweet Maiden [Shire]
Companion • Hobbit
Strength: 2
Vitality: 3
Resistance: 7
While you can spot Sam, he and Rosie Cotton are each resistance +2.
Each time Sam or Tolman Cotton wins a skirmish, you may exert Rosie Cotton to remove a burden.
Each time Rosie Cotton loses a skirmish, exert Sam or add 2 burdens.
“‘Don't worry, Sam. Rosie knows an idiot when she sees one.’”
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 19, 2008, 08:57:51 AM
(0) The Enemy's Reach [Sauron]
Event • Response
If a minion wins a skirmish, exert a [Sauron] minion to add a burden.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on May 19, 2008, 09:22:04 AM
[2] • Reach of Saruman [Isengard]
Condition - Support Area
To play, exert Saruman twice.
At the end of each regroup phase, discard a card from hand or discard this condition.
Each of your non-exhausted [Uruk] minions is damage +1.
Each of your non-exhausted [Men] minions is fierce.
Each of your non-exhausted [Isengard] minions is strength +2.
"'Saruman's arm will have grown long indeed if he thinks he can reach us here!'"

(Edited title from Saruman's Reach)
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 19, 2008, 02:42:46 PM
[2] • The War of the Ring [Sauron]
Condition • Support Area
While you can spot 2 Shadow cultures, the current site gains battleground.
While you can spot 3 Shadow cultures, each minion gains hunter 1.
While you can spot 4 Shadow cultures, minions cannot take wounds except during skirmish phases.
While you can spot 6 cultures, this condition cannot be discarded by Free Peoples cards.
‘Mordor draws all wicked things, and the Dark Power was bending its will to gather them there.’

The link was multiculture, by the way!
Title: Re: Never-Ending DC Chain!
Post by: lem0nhead on May 20, 2008, 04:21:35 AM
[0] The Way of the Ring [Sauron]
Condition • Support Area
Response: If the Ring-bearer puts on The One Ring and you can spot Sauron, wound the Ring-bearer three times. Discard this condition.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on May 20, 2008, 07:14:59 AM
[2]•The Way of Pain [Isengard]
Condition • Support Area
Spell. To play, spot Saruman.
At the start of each turn, the Free Peoples player must exert a Wizard companion or discard a card from hand.
“‘I gave you the chance of aiding me willingly....’”

Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 20, 2008, 10:35:01 AM
[4] • Saruman, Assailer of Middle-Earth [Isengard]
Minion • Wizard
Str: 8
Vit: 4
Sit: 4
Saruman cannot be assigned to a skirmish or take wounds during the archery phase.
When you play Saruman, you play play a machine from your draw deck or discard pile.
Maneuver: Exert Saruman to add a token to a machine.
'The old world will burn in the fires of industry. The forests will fall. A new order will rise. We will drive the machine of war with the sword and the spear and the iron fist of the Orc.'
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 20, 2008, 04:56:07 PM
[4] • Last March of the Ents [Gandalf]
Condition • Support-Area
Each Ent is strength +1 for each Orc you can spot.
Manuever: Exhaust an Ent to make Saruman's lose his game text and be unable to regain it until the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 21, 2008, 06:14:02 AM
[3] • Ents of Fangorn [Gandalf]
Condition • Support Area
If you can spot 2 unbound Hobbits at the start of the maneuver phase, each Ent loses unhasty (and cannot gain unhasty) until the regroup phase.
At any site 8, each Ent is damage +1.
"'... the Ents are going to wake up and find that they are strong.'"
Title: Re: Never-Ending DC Chain!
Post by: lem0nhead on May 21, 2008, 06:49:16 AM
[5] Fangorn Ent [Gandalf]
Companion • Ent
Strength :10
Vitality: 4
Resistance: 6
While you can spot Gandalf or another Ent this companion's twilight cost is -1.
Each other Ent is strength +1.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on May 21, 2008, 07:44:08 AM
[5]•Treebeard, Eldest Ent [Gandalf]
Companion • Ent
Strength: 12
Vitality: 4
Signet: Gandalf
Unhasty.
Maneuver: Spot a [Gandalf] Wizard and exert Treebeard to play an unbound Hobbit from your discard pile.
Maneuver: Discard 3 cards from hand or exert an unbound Hobbit to allow Treebeard to skirmish and participate in archery fire until the regroup phase.
“‘I told Gandalf I would keep you safe, and safe is where I’ll keep you.’”
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 21, 2008, 08:58:51 AM
[5] • My Task [Gandalf]
Condition • Support Area
Res: -2
Fellowship: Transfer this condition to Gandalf.
While borne by Gandalf, he is defender +1 and damage +1 and each time another unbound companion is about to take a wound, you may add [2] to prevent it.
At the start of each regroup phase that Gandalf bears this condition, add 2 burdens or transfer this condition to your support area.
"‘But I will say this: the rule of no realm is mine, neither of Gondor nor any other, great or small. But all worthy things that are in peril as the world now stands, those are my care. And for my part, I shall not wholly fail of my task, though Gondor should perish, if anything passes through this night that can still grow fair or bear fruit and flower again in days to come. For I also am a steward. Did you not know?’"
Title: Re: Never-Ending DC Chain!
Post by: lem0nhead on May 22, 2008, 02:11:36 AM
[2] • Charged With The Defense Of This City [Gondor]
Condition
Vitality: +1
Bearer must be Denethor.
Assignment: Exert Denethor to make a [Gondor] companion defender +1 until the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on May 22, 2008, 06:22:16 AM
(0)•Steward’s Ring [Gondor]
Artifact • Ring
Resistance +1
Bearer must be Denethor.
At the start of each fellowship phase, you may add a threat or discard this artifact to make a [Gondor] Man strength +2 until the regroup phase.
“...a hexagonal silver ring set with obsidian and marked with a gold star....”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 22, 2008, 04:12:42 PM
[1] What Would You Have Me Do? [Gondor]
Event • Skirmish
Discard Faramir to play a knight from your discard pile. His twilight cost is - [1].
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 25, 2008, 08:54:42 AM
[1] Endurance of Dwarves (V) [Dwarven]
Event • Fellowship
Spot a Dwarf to play a [Dwarven] follower or [Dwarven] companion from your discard pile.
”’Dwarves too can go swiftly, and they do not tire sooner than Orcs.’”
2 V 4
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 25, 2008, 01:01:37 PM
[2] Ride Them Down [Rohan]
Event • Skirmish
Transfer a [Rohan] follower to your support area to wound a minion skirmishing a mounted man twice.
Title: Re: Never-Ending DC Chain!
Post by: Elessar's Socks on May 25, 2008, 01:55:30 PM
[3] Ride for Gondor [Rohan]
Condition • Support Area
While you can spot a [Gondor] Man and a [Rohan] Man, add 1 to the number of [Rohan] Men companions you can spot.
Skirmish: Spot 2 [Gondor] Men and discard this condition to make a [Rohan] companion strength +2 until the end of that skirmish.
Title: Re: Never-Ending DC Chain!
Post by: SomeRandomDude on May 25, 2008, 03:36:19 PM
[3] Ride of the Rohirrim [Rohan]
Event • Skirmish
Exert a [Gondor] companion twice and play a [Rohan] companion from your draw deck to have that [Rohan] companion replace that [Gondor] companion in a skirmish.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 25, 2008, 04:13:54 PM
(0) Battle Fury (V) [Dwarven]
Event • Skirmish
If a Dwarf is not assigned to a skirmish, exert him twice to have him replace an unbound companion in a skirmish.
1 V 4
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 25, 2008, 06:37:59 PM
[2] Fury of the Bearded Folk [Dwarven]
Event • Manuever
Discard 2 cards from hand to make an unwounded dwarf gain enduring.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on May 26, 2008, 09:12:39 AM
[4] •Forest Fury [Wraith]
Minion - Tree
Strength 8
Vitality 4
Site 4
Damage +1. Enduring.
To play, spot another Tree minion or an Ent companion.
Skirmish: Exert Forest Fury.
Regroup: If Forest Fury is not exhausted, exert it twice to add [1] and reconcile your hand.
"'This forest is old... full of anger.'"
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 26, 2008, 10:02:21 AM
[1] • The Splendor of Their Banners (V) [Elven]
Condition • Support Area
Each time an Elf wins a skirmish, you may discard a card from hand to draw a card.
Each time an Elf overwhelms a minion, you may reconcile your hand.
”’It recalled to me the glory of the Elder Days and the hosts of Beleriand, so many great princes and captains were assembled.’”
1 V 62
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 26, 2008, 12:23:44 PM
[5]• Return to Your Master! [Gandalf]
Condition • Support Area
Each time a [Gandalf] Wizard wins a skirmish, you may discard a X minions where X is the amount of wizards you can spot.
Regroup: Discard this condition to liberate all sites.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 27, 2008, 07:58:17 AM
[2] Unknown Perils (V) [Gandalf]
Condition • Support Area
Each time a minion is played, spot Gandalf to add a [Gandalf] token here.
Regroup: Remove X tokens from this condition and spot Gandalf to make a Shadow player discard their minion, where X is the current region number.
”Suddenly he stopped as if listening. Frodo became aware that all was very quiet, inside and outside.”
3 V 36
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on May 27, 2008, 08:04:43 AM
[2] Go Back to the Shadow! [Gandalf]
Event • Skirmish
Spell.
If Gandalf bears an artifact, exert him twice to discard a wounded minion he is skirmishing. Any Shadow player may wound that minion twice to prevent this.
“‘You cannot pass!’”
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 28, 2008, 04:20:24 AM
[1] You Cannot Pass! (V) [Gandalf]
Event • Assignment
Assign a minion to Gandalf. At the end of Gandalf’s skirmish, discard Gandalf and that minion. Remove this event from the game.
”The Balrog fell back and its sword flew up in molten fragments. The wizard swayed on the bridge, stepped back a pace, and then again stood still.”
2 V 30
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on May 28, 2008, 09:54:46 AM
[4] •Into the Abyss [Gandalf]
Condition - Support Area
To play, place a Wizard companion in the dead pile.
Each time the fellowship moves, place a [Gandalf] token here.
Maneuver: Discard this condition and add two threats to play a Wizard companion from your dead pile and discard a minion. That Wizard is strength +1 for each token here.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on May 28, 2008, 10:07:03 AM
[1] Our Grief Is Great [Moria]
Event • Regroup
Exert The Balrog (or spot 3 [Moria] minions) to add a burden for each unique companion you can spot in the dead pile.
“Frodo heard Sam at his side weeping, and then he found that he himself was weeping as he ran. Doom, doom, doom the drum-beats rolled behind, mournful now and slow; doom!”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 29, 2008, 04:20:11 PM
[3]•Fly You Fools! [Gandalf]
Event • Manuever
Place Gandalf in the dead pile to discards all unique [Moria] minions.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 29, 2008, 04:24:27 PM
[1] • The Choice of Lúthien (V) [Gondor]
Condition • Support Area
Tale.
Response: If a Man is about to be killed in a skirmish, remove an Elf from the game to prevent that and cancel the skirmish (and remove all wounds from that Man if he is Aragorn). Then remove this condition from the game.
”’But she chose mortality, and to die from the world so that she might follow him; and it is sung that they met again beyond the Sundering Seas…’”
1 V 100

The link being about killing people.... :mrgreen:
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on May 29, 2008, 06:00:03 PM
[2] •Lúthien, Tinuvel [Elven]
Follower
Res +2
Aid - Discard a card from hand.
While bearer is an [Elven] or [Gondor] companion, each time he or she wins a skirmish, you may make another [Elven] or [Gondor] companion strength +2.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 29, 2008, 06:46:27 PM
[3]•Battle Hardened [Rohan]
Event • Skirmish
Discard 2 [Rohan] cards from hand to make an exhausted companion strength +4.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 02, 2008, 04:25:38 PM
[4] No Resting [Uruk]
Event • Regroup
Discard an Uruk-hai to wound a [Rohan] companion twice.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 03, 2008, 12:55:13 AM
[4] • Ancient Chieftain (V) [Moria]
Minion • Orc
Str: 8
Vit: 4
Sit: 4
[Orc].
Fellowship: Discard a [Moria] or [Orc] minion from play and exert this minion to play a [Moria] or [Orc] Orc from your discard pile.
Skirmish: Discard a card from hand and exert this minion to make a [Moria] or [Orc] Orc strength +3.
"... a huge orc-chieftain, almost man-high, clad in black mail from head to foot, leaped into the chamber; behind him his followers clustered in the doorway."
1 V 163

The link was the twilight cost, by the way.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on June 03, 2008, 06:45:57 AM
[4]•Archer Commander, Overseer of Ambushes [Moria]
Minion • Orc
Strength: 8
Vitality: 2
Site: 4
Archer. Hunter 1.
Each other [Moria] and [Orc] archer gains hunter 2.
Shadow: Exert Archer Commander to play a [Moria] or [Orc] archer from your draw deck.
Had it not been for the fellowship having a certain mithril-coat and a very skilled archer of their own, the goblin archers may have finished Frodo and his companions before they ever reached the Bridge of Khazad-dûm.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 03, 2008, 05:56:27 PM
[3](0)• Archer of the Deep [Moria]
Minion • Goblin
Strength: 4
Vitality:1
Site Number: 4
Archer. Lurker.
This minion is twilight cost - [1](0) for each archer you can spot.
The minion archery total is +2 while this minion has 3 or more vitality.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 04, 2008, 03:06:29 AM
[4] Goblin Horde [Orc]
Minion • Orc
Str: 9
Vit: 2
Sit: 4
While this minion has at least 3 vitality, it is strength +3.
While this minion has at least 4 vitality, it is ambush [2].
While this minion has at least 5 vitality, it is damage +1.
"... they came on like a tide in fury and disorder."
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 04, 2008, 05:59:31 PM
(0) •Goblin of Old [Moria]
Minion • Goblin
Strength: 11
Vitality: 2
Site Number: 4
Fierce. Damage +1.
To play, remove 3 burdens or 3 threats.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on June 04, 2008, 06:52:51 PM
[2] •Songs of Old [Rohan]
Condition - Support Area
Tale.
Each time a [Rohan] companion wins a skirmish, you may place a [Rohan] token here.
Maneuver: Discard this condition to discard a minion with twilight cost X or less, where X is the number of tokens you can spot here.
Skirmish: Remove X tokens here to make an unbound companion strength +X.
"'Where now is the Horse and the Rider?'"
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 04, 2008, 09:56:38 PM
[2]•They have passed like rain on the mountain [Uruk]
Condition • Support-Area
Shadow: Exert an [Uruk] minion X times to play an [Uruk] minion at - [X]
Skirmish: Discard this condition to make an Uruk-Hai strength +3
"The days have gone down in the West behind the hills into shadow."
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 06, 2008, 01:56:07 AM
(0) • A Talent for Not Being Seen (V) [Shire]
Condition • Support Area
Stealth.
To play, spot 3 Hobbits.
Each time the fellowship moves during the fellowship phase, you may return a Hobbit or [Shire] follower to your hand to remove [X] where X is that card’s twilight cost.
1 V 316
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 06, 2008, 10:48:54 PM
[4]•Must Move! [Gollum] FP
Event • Regroup
Return Smeagol to your hand to make the move limit +1.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on June 07, 2008, 08:00:08 AM
That's a pretty nifty card, Lurtzy. You oughta get into DCing on a more full-time basis. :up: So should Drake and lem0n and others, come to think of it....

Anyway, back on topic:

(0)•Sméagol, Sly Wanderer [Gollum]
Companion
Strength: 3
Vitality: 4
Resistance: 5
Ring-bound. To play, add a burden and a threat.
While you can spot 3 Ring-bound companions, the move limit is +1.
Response: If Sméagol is not exhausted and is about to be overwhelmed, discard a card from hand to exhaust him instead.
“‘Follow Sméagol very carefully, and you may go a long way, quite a long way, before He catches you....’”
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on June 07, 2008, 08:04:31 AM
I would, if I had the time. Eventually, I'm going to get back to that Children of Hurin DC set, though.

[4] Distant Wanderings [Gandalf]
Event - Maneuver
Exert a Wizard companion to make each minion strength -2. Any Shadow player may discard two cards at random from his or her hand to prevent this.
The errands of a Wizard run far across the face of the world....
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 10, 2008, 06:35:16 PM
[4] No Resting (V) [Isengard]
Event • Skirmish
Make a minion strength -3. If that minions wins its skirmish, kill the companion it is skirmishing.
Title: Re: Never-Ending DC Chain!
Post by: CarpeGuitarrem on June 10, 2008, 07:22:46 PM
(5) Lethal Stratagem [raider]
Event • Skirmish
Exhaust an unwounded [raider] minion to make it damage +2.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 11, 2008, 04:47:27 AM
[1] Sweeping Stroke [Orc]
Event • Skirmish
Exhaust an [Orc] Orc. For each exertion placed in this way, make that Orc strength +2.
"Then Azog with a swift stroke hewed his neck."
Title: Re: Never-Ending DC Chain!
Post by: lem0nhead on June 11, 2008, 05:26:22 AM
Exhaustion is defined as exerting x-1 times where x is bearers vitality. There are no wounds from exhaustion just exertions.  :up:
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 11, 2008, 01:57:53 PM
[3] • Salted Pork?[Dwarven]
Condition • Support-area
Each unwounded [Dwarven] companion is damage +1.
Manuever: Exhaust a [Dwarven] companion to discard a minion. Discard this condition.
Title: Re: Never-Ending DC Chain!
Post by: Anvar on June 12, 2008, 02:49:17 AM
(0) •Fresh Pipeweed [Shire]
Condition • Support Area
Pipe.
Each unwounded [Shire] companion is strength +1.
Fellowship:Heal a [Shire] companion, then discard this condition.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 12, 2008, 03:13:15 AM
[1] Old Toby (V) [Shire]
Possession • Support Area
Pipeweed.
Response: If this pipeweed is about to be discarded, add [2] to place it on top of your draw deck instead.
”’Finest weed in the Southfarthing…’”
1 V 305
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on June 12, 2008, 06:57:26 AM
[1]•Sam's Pipe, Comfort of Home [Shire]
Possession • Pipe
Bearer must be Sam.
Fellowship: If the fellowship is in region 1, discard a pipeweed to heal a companion or remove a burden.
Fellowship: If the fellowship is in region 2, discard a pipeweed to heal a Hobbit companion or make a companion resistance +2 until the regroup phase.
Fellowship: If the fellowship is in region 3, discard a pipeweed to heal Sam or make him resistance +2 until the regroup phase.
“‘Apples for walking, and a pipe for sitting. But I reckon I'll miss them both before long.’”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 12, 2008, 05:43:30 PM
[1]•Addiction[Shire]
Condition • Support-Area
Each time you play a pipeweed, you may discard a minion.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 13, 2008, 02:15:50 AM
(0) Gondor’s Vengeance (V) [Gondor]
Condition • Support Area
Each time a [Gondor] companion loses a skirmish, add a [Gondor] token here.
Regroup: Remove 2 tokens from this condition to choose a Shadow player who must discard their minion.
1 V 106
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 13, 2008, 10:42:04 AM
[4] •Saruman, Corrupted [Isengard]
Minion • Wizard
Strength: 8
Vitality: 4
Site Number: 4
Lurker.
Each time an [Isengard] minion loses a fierce skirmish, you may remove a culture token.
Regroup: If Saruman is unwounded, discard him to discard up to 2 conditions.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 13, 2008, 12:00:48 PM
(0) Saruman's Reach (V) [Isengard]
Condition • Support Area
To play, spot 3 [Isengard] minions (or Saruman).
Saruman can be spotted.
Response: If a Shadow card is about to exert Saruman as a cost of that card, discard your [Isengard] card from play to pay that cost instead.
1 V 137
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 13, 2008, 07:45:20 PM
Saruman can be spotted.
Can't he always be?

[6]•Ugluk, Keeper of the Hobbits [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site Number: 5
Hunter 3. Fierce.
Hobbits may not be assigned to skirmish.
Regroup: Spot another [Isengard] minion and exert Ugluk to wound an unbound hobbit.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 14, 2008, 02:42:52 PM
Saruman can be spotted.
Can't he always be?
Only if he's in play! :hey:

Thranduil
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 14, 2008, 06:47:54 PM
[4] Nonsense [Gollum] Sh
Condition
Resistance: -1
To play spot a wounded hobbit.
If Gollum wins a skirmish, transfer this to a ring-bound companion he is skirmishing.
That companion may not heal wounds or use special abilities.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 15, 2008, 06:29:56 AM
[1] Fair Nonsense [Elven]
Event • Skirmish
Make a companion bearing an [Elven] follower strength +2. Then, if that companion has resistance 7 or more, you may heal him or her.
"'O! What are you doing, / And where are you going? /// O! tra-la-la-lally / here down in the valley!'"
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on June 15, 2008, 07:52:32 AM
[1]•Alassë, Merry Elf [Elven]
Ally • Home 3 • Elf
Strength: 3
Vitality: 3
Maneuver: Exert Alassë to make a companion resistance +1 until the regroup phase.
“‘O! What are you doing / And where are you going? / Your ponies need shoeing! / The river is flowing! / O! tra-la-la-lally / here down in the valley!’”
Title: Re: Never-Ending DC Chain!
Post by: CarpeGuitarrem on June 15, 2008, 12:16:32 PM
(1)•Merry, Glad Hobbit [shire]
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 9
While Merry is unexhausted, each unbound companion is resistance +2.
Always faithful, Merry could be counted on to keep the spirits of his fellow adventurers up.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 15, 2008, 02:26:03 PM
[1]• Pippin, Heavy Smoker [Shire]
Companion • Hobbit
Strength: 4
Vitality: 4
Resistance: 7
Discard Pippin if he is exhausted.
Fellowship: Exert Pippin to play a pipeweed from your draw deck.
"You smoke too much, Pippin."
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on June 15, 2008, 02:28:44 PM
[1]•Pippin’s Pipe [Shire]
Possession • Pipe
Bearer must be Pippin.
Fellowship: Discard a pipeweed and spot X pipes to heal an unbound Hobbit companion X times.
“‘I keep a treasure or two near my skin, as precious as Rings to me. Here’s one: my old wooden pipe.’”
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 15, 2008, 02:29:41 PM
[1] • The Gaffer, Sam’s Father (V) [Shire]
Follower
Aid - exert a Hobbit.
When the Gaffer is transferred to a Hobbit, you may play a pipe or pipeweed from your draw deck.
Response: If bearer is about to take a wound in a skirmish, discard a pipeweed from play to prevent that wound.
”No one had a more attentive audience than old Ham Gamgee, commonly known as the Gaffer. He held forth at the Ivy Bush, a small inn on the Bywater road; and he spoke with some authority, for he had tended the garden at Bag End for forty years…”
1 V 291
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 17, 2008, 06:21:44 PM
[3] Far Too Long[Shire]
Event • Fellowship
Make Bilbo lose ring-bearer and Frodo gain ring-bearer. Transfer the one ring to Frodo.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 18, 2008, 01:36:58 PM
[3] Within Their Reach[Wraith]
Condition • Support-Area
In region 1, each nazgul is strength +3.
In region 2, each nazgul is strength -1.
In region 3, each nazgul is fierce.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on June 18, 2008, 01:54:54 PM
Pretty sure the original "rules" of this chain state you can't post after...well, yourself, but for the sake of keeping this going....

[5]•Sauron, The Enemy [Sauron]
Minion • Maia
Strength: 5
Vitality: 5
Site: 6
Twilight. Sauron may not take wounds and may not be assigned to a skirmish.
Sauron's twilight cost is -X, where X is the current region number.
Each time the Ring-bearer puts on The One Ring, you may exert Sauron to add a burden (or 2 burdens if the fellowship is at a battleground).
Skirmish: Exert Sauron twice to heal a [Sauron] or [Wraith] minion (or exert Sauron only once if that minion is a tracker or hunter).
“‘There is no life in the void...only death....’”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 18, 2008, 02:17:55 PM
Pretty sure the original "rules" of this chain state you can't post after...well, yourself, but for the sake of keeping this going....
One a day keeps the doctor away.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 18, 2008, 03:37:37 PM
[2] In Twilight (V) [Wraith]
Condition
Bearer must be a Nazgûl. Unless that Nazgûl is fierce, this condition is twilight cost -2.
Bearer gains twilight.
Maneuver: Discard a Nazgûl or [Wraith] artifact from hand to exert the Ring-bearer.
Title: Re: Never-Ending DC Chain!
Post by: Anvar on June 19, 2008, 04:09:57 PM
[0] Darkness United [Sauron]
Condition
To play spot a [Sauron] minion. Bearer must be a minion.
When you play this condition, choose an unloaded keyword. Bearer gains that keyword.
None can stand before the union of the two towers.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on June 19, 2008, 05:51:52 PM
[3]•The Two Towers [Isengard]
Condition • Support Area
To play, spot an [Isengard] minion and a [Sauron] minion.
Each time a [Sauron] event or condition adds X threats, you may exert an [Isengard] minion to add X threats.
Each time an [Isengard] event or condition adds [X], you may exert a [Sauron] minion to add [X].
“‘The world is changing. Who now has the strength to stand against the armies of Isengard and Mordor?’”
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on June 19, 2008, 06:00:37 PM
[3] •World is Changing [Sauron]
Condition - Support Area
To play, remove two threats.
When you play this condition, you may place a [Sauron] token here for each Shadow culture you can spot.
Maneuver: Discard a Shadow condition to reinforce X tokens here, where X is that condition's twilight cost.
Skirmish: Remove three tokens here to make a minion damage +1 or gain fierce.
"'Who now has the strength to stand against the armies of Isengard and Mordor?' ... 'The time of the Orc has come.'"
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 19, 2008, 07:46:54 PM
[2]•The Enemy is !On Your Doorstep [Sauron]
Condition
Resistance: -3
Bearer must be Denethor.
Bearer may not be assigned to skirmish.
Manuever: Exert 2 [Sauron] minions to transfer this condition to Denethor.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 20, 2008, 12:07:03 PM
(0) Such A Little Thing (V) [Moria]
Condition • Support Area
Res: -1
Response: If a burden or threat is added, spot 2 [Moria] minions to transfer this condition to a companion.
Limit 1 per bearer.
Bearer loses all damage and defender bonuses.
"'Boromir... give the Ring to Frodo.'"
3 V 80
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 20, 2008, 01:36:38 PM
[2] •Boromir, Poisoned by the Ring [Sauron]
Follower
Resistance -2
Aid- Remove 2 burdens. (At the start of the manuever phase, you may remove 2 burdens to tranfer this to a companion.)
Skirmish: Discard 3 [Sauron] cards from hand to exhaust bearer.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on June 20, 2008, 02:51:33 PM
[4] •Boromir, Defender of the Halflings [Gondor]
Companion - Man
Strength 7
Vitality 3
Resistance 5
Defender +1
Boromir is twilight cost -1 for each unbound hobbit you can spot.
Skirmish: Exert Boromir to make him strength +1 for each unbound hobbit you can spot (or +1 for each minion if you can spot more minions than companions.)
"'They took the little ones! ...Frodo! Where is Frodo?'"
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 21, 2008, 03:38:14 PM
[3] Rage of the White Hand [Uruk]
Event • Skirmish
Make an Uruk-hai strength +1 for each minion you can spot.
"'We'll feast on horseflesh yet, or something better.'"
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on June 21, 2008, 06:36:50 PM
[2] Uruk-hai Pike [Isengard]
Possession • Hand Weapon
Strength +1
Pike. Bearer must be an Uruk-hai. Bearer is damage +1 (or damage +2 if at a battleground).
While bearer is skirmishing a mounted character, bearer is strength +1.
Skirmish: Exert bearer and discard this possession to discard a mount borne by a character skirmishing bearer.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 21, 2008, 08:16:45 PM
[3]His !Retribution Swift [Sauron]
Condition • Support-Area
Each time an [Isengard] or [Sauron] minion is discarded, add a token here.
Manuever: Remove 2 tokens from here or discard this condition to discard a free people's condition.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 28, 2008, 06:32:49 PM
It's been long enough. :-X :P

[5] The Ring's Power [Sauron]
Condition • Support Area
Tokens on this condition may not be reinforced.
If the ring-bearer has put on the one ring at least once this turn, add a token here.
If you can spot three tokens here, the ring-bearer is corrupted.
If the ring-bearer did not put on the one ring this turn, discard this condition.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on June 29, 2008, 12:00:13 PM
[4] •Power and Might [Isengard]
Condition - Support Area
To play, spot Saruman.
When you play this condition, place 4 [Isengard] tokens here.
While you can spot five threats, each Uruk-Hai is damage +1.
Maneuver: Remove an [Isengard] token from here to make the Free Peoples player add a threat.
Skirmish:Discard this condition to make an Uruk-Hai strength +X, where X is the number of tokens on this condition.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on July 01, 2008, 06:21:46 PM
[4] Underestimated [Gandalf]
Condition
Strength +5
Vitality -1
Bearer must be an ent.
While you can spot Saruman or an [Isengard] orc, bearer is damage +1.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on July 01, 2008, 06:27:07 PM
[2] Swift Estimates [Rohan]
Event - Fellowship
Exert Theoden to play a [Rohan] companion or follower from your draw deck.
If that card is a follower, that follower loses all aid costs until the regroup phase.
If that card is a companion, he or she is strength +2 until the regroup phase.
"'Ten thousand spears....'"
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on July 02, 2008, 08:57:10 PM
[3] Unexpected Guests[Gandalf]
Condition
Bearer must be a mounted man.
If bearer is not mounted, discard this condition.
Skirmish:Exert bearer or discard this condition to discard all cards borne by all minions bearer is skirmishing.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on July 04, 2008, 06:04:31 AM
[2] • Celeborn, Lord of Lórien (V) [Elven]
Follower
Aid - discard an [Elven] card from hand.
Maneuver, Archery or Skirmish: Exert bearer to transfer an [Elven] follower from your support area to another companion.
"They were clad wholly in white... and the hair of Lord Celeborn was of silver long and bright..."
1 V 34

EDIT: Sorry, I obviously didn't see the last card, only a few cards beforehand! I was never here... :ninja:
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on July 04, 2008, 09:36:16 AM
[3] •Celeborn, Silver-Tree [Elven]
Companion - Elf
Strength 6
Vitality 3
Resistance 7
To play, spot 2 Elves.
Each companion with resistance 7 or more is strength +2.
Fellowship: Exert Celeborn to make an unbound companion resistance +2 until the regroup phase.
The NOLINKLord of Lorien was one of the great hidden powers in Middle-Earth.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on July 05, 2008, 11:48:52 PM
(0) •Smeagol, Treacherously Helpful [Gollum]
Companion
Strength:0
Vitality:1
Resistance:5
This companion is played to the support area and may not be assigned to skirmish. Smeagol may not take archery wounds.
When you play Smeagol, remove [1] for each burden. Each time the fellowship moves, add [2] for each burden.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on July 06, 2008, 03:44:18 AM
(0) Treacherous Quest [Shire]
Condition
Bearer must be a [Shire] Ring-bearer.
To play, remove 2 burdens.
Each time the fellowship moves, add a burden or wound bearer twice.
At the end of the turn, if there are no characters other than [Shire] characters in play, remove this condition from the game.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on July 08, 2008, 08:52:22 PM
[9] •Easterling Commander [Men]
Minion • Man
Strength: 10
Vitality: 2
Site Number: 5
Fierce.
While you cannot spot a [Shire] companion, each character is vitality -1.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on July 08, 2008, 09:27:11 PM
[6] •Easterling Seige Officer [Raider]
Minion - Man
Str 10
Vit 3
Site4
Easterling.
Shadow:
Exert Easterling Seige Officer to play an Easterling minion. That minion is Toil X, where X is the number of burdens you can spot.
Regroup: If you cannot spot three burdens, exert Easterling Seige Officer to add a burden.
The commanders of the East were well-trained in the arts of war and seige.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on July 10, 2008, 11:26:54 PM
[5] •The Siege of Gondor [Sauron]
Condition • Support-area
This condition may not be discarded by free people's cards.
If you cannot spot a [Gondor] card, discard this condition.
Manuever: Exert a [Sauron] minion twice to discard a free people's condition (or all conditions if you can only spot [Gondor] conditions).
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on July 11, 2008, 08:35:40 AM
[3]•Grond, Great Battering-Ram [Sauron]
Possession • Support Area
Engine.
To play, spot 2 [Sauron] besiegers or a [Sauron] Troll.
Shadow: Exert 2 [Sauron] besiegers and remove a threat to discard a fortification or take control of a site.
“‘Grond! Grond! Grond!’”
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on July 11, 2008, 03:31:06 PM
[4] •Grond, Wolf-Head [Sauron]
Possession • Support Area
Engine.
To play, exert 2 [Sauron] minions.
When you play Grond, add a [Sauron] token here for each threat you can spot.
Regroup: Discard a minion to reinforce a [Sauron] token here.
Response: If a [Sauron] minion wins a skirmish, remove a token here and a threat to make the Free Peoples player wound a companion.
The sight of the fiery wolf struck terror into the hearts of Men.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on July 11, 2008, 08:12:01 PM
[1] Siege Ladder [Isengard]
Possession • Support-area
Engine.
Shadow: Play a non unique minion at twilight cost - [X] where X is the amount of engines you can spot.
Manuever: Wound a minion to make that minion strength -2 and damage +2.

Edited so the [Isengard] icon appeared correctly --AD
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on July 19, 2008, 04:13:59 PM
You do realise that [Sauron] had all the engines and [Isengard] had all the machines?

[1] Fires of Industry [Isengard]
Condition • Support Area
Shadow: Exert a [Sauron] minion to play a machine from your draw deck.
Shadow: Exert an [Isengard] minion to play an engine from your draw deck.
Regroup: Discard this condition to play a machine and engine from your discard pile.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on July 19, 2008, 04:41:39 PM
[2] •Forests Shall Burn [Isengard]
Condition - Support Area
To play, spot Saruman or two [Isengard] minions.
When you play this condition, place X [Isengard] tokens here, where X is the number of sites less than nine on the adventure path.
Each time the fellowship moves, remove a token from this condition.
Each of your [Isengard] minions is strength +1 for each token here.
"'The World is changing....'"
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on July 19, 2008, 05:11:40 PM
You do realise that [Sauron] had all the engines and [Isengard] had all the machines?
Yes, I do.

[2] •Slight Miscalculation [Gandalf]
Condition
Strength: +2
Bearer must be an ent.
Bearer is Hasty. (Skirmishes involving hasty characters must be resolved before any others.)
At the start of each skirmish envolving bearer, each minion assigned to a skirmish must exert.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on August 01, 2008, 07:03:26 AM

[2] • Arwen, Elven Rider (V) [Elven]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Ranger.
While mounted, at the start of each skirmish involving Arwen, each minion she is skirmishing must exert.
Skirmish: Add a threat to make a minion skirmishing Arwen strength -1 for each wound on them.
”’If I can cross the river, the power of my people will protect him.’”
3 V 7
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 02, 2008, 05:36:49 PM
[2]•Ill News [Isengard]
Condition • Support area
Each battleground is site number +1.
Regroup: Remove a threat and discard an Uruk-hai to make the move limit -1.

I believe the connection was the cost. :P
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on August 02, 2008, 06:28:47 PM
[2] An Ill Guest [Isengard]
Condition
Resistance -1
To play, exert Grima or Saruman.
Bearer must be a companion (except the ring-bearer).
Limit 1 per bearer.
Each time the Fellowship moves, the Free Peoples player must add [1] or exert bearer.
"'Lathspell, I name you....'"
Title: Re: Never-Ending DC Chain!
Post by: Anvar on August 04, 2008, 06:14:42 AM
[2] Mind for Metal [Isengard]
Event • Maneuver
Spot Saruman and a machine to exert a companion.
Then if you can spot 2 Shadow cultures, exert a companion.
Then if you can spot 3 Shadow cultures, exert a companion.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on August 04, 2008, 06:49:16 AM
[4]•Saruman, Warmonger [Isengard]
Minion • Wizard
Strength: 8
Vitality: 4
Site: 4
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
When you play Saruman, you may play an [Isengard] machine from your draw deck.
Shadow: Exert Saruman to make an [Isengard] minion strength +2 until the regroup phase.
“‘This night the land will be stained with the blood of Rohan! March to Helm’s Deep!’”
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on August 06, 2008, 07:50:25 AM
[1] Voyage of the Ring-Bearers [Elven]
Event • Fellowship
Spot 2 Elves to play one of the following from your draw deck: Elrond, Galadriel, Gandalf, Frodo, Sam, Bilbo, Círdan.
"Then Elrond and Galadriel rode on; for the Third Age was over, and the Days of the Rings were passed..."
Title: Re: Never-Ending DC Chain!
Post by: Elf_Lvr on August 08, 2008, 09:20:43 PM
[2] The Burden of the Ring-Bearers [Sauron]
Event • Maneuver
Spot 2 [Sauron] minions to add a burden for each of the following you can spot: Elrond, Galadriel, Gandalf, Frodo, Sam, Bilbo, NOLINKCirdan. The Free Peoples player may exert the Ring-bearer twice or discard a Ring to prevent this.
"You saw the Eye of him that holds the Seven and the Nine. And did you not see and recognize the ring upon my finger? Did you see my ring?"
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on August 09, 2008, 03:15:12 PM
[4] • Sauron, The Deceiver [Sauron]
Minion • Maia
Str: 8
Vit: 4
Sit: 2
Enduring.
When you play Sauron, you may play a ring from your draw deck.
While in region 1, Sauron cannot be assigned to a skirmish.
Each companion bearing a ring is strength -2 and cannot be assigned to skirmish Sauron.
"But Sauron gathered into his hands all the remaining Rings of Power; and he dealt them out to the other peoples of Middle-earth, hoping thus to bring under his sway all those that desired secret power beyond the measure of their kind."
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 09, 2008, 07:42:45 PM
The One Ring, Ring of Power [Ring]
Strength +2
Resistance -1
While wearing The One Ring, each time the Ring-bearer is about to take a wound during a skirmish, add a burden instead.
While you cannot spot any burdens, the ring-bearer is enduring
Manuever: Add a burden or exert the ring-bearer to wear the one ring until the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on August 13, 2008, 06:51:18 PM
• The One Ring, Weapon of the Enemy  [Ring]
Strength +4
While wearing The One Ring, bearer cannot take wounds, and at the start of the regroup phase, add a burden.
At the start of each turn, add a burden.
Maneuver: Add a burden and a threat to wear The One Ring until the end of the regroup phase.

Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 14, 2008, 10:36:25 AM
• [X] Gollum, Seeker of the Precious [Gollum]
Minion
Strength: X
Vitality: 4
Site Number: 4
Gollum is twilight cost X and strength X where X is the amount of burdens you can spot.
Manuever: If you cannot spot an unbound companion, remove a burden and discard Gollum to discard a ring-bound companion.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on August 14, 2008, 10:41:35 AM
[2]•Gollum, Creeping Thing [Gollum]
Minion
Strength: 4
Vitality: 4
Site: 4
While you can spot threats equal to the number of wounds on Gollum, he is enduring.
Shadow: Remove a burden to add a threat.
Regroup: Exert Gollum twice and remove X threats to add X burdens (limit 3).
“...a creature now wholly ruined and defeated, yet filled with a hideous lust and rage....”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 14, 2008, 10:43:12 AM
So, if you cannot spot any threats or wounds, would he be enduring?
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on August 14, 2008, 10:52:53 AM
I think so, but that's okay since enduring really doesn't do anything until he has wounds. :) As soon as he took a wound, if there were no threats, he'd be a regular ol' Gollum again.

As long as we're commenting on each others cards, yours could be worded much more simply. Instead of "Gollum is twilight cost X and strength X where X is the amount of burdens you can spot", I believe you could simply do "X is the number of burdens you can spot". :up:
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on August 14, 2008, 01:13:05 PM
[4] •Gandalf, Mover of All [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 7
While the number of threats equals Gandalf's vitality, he cannot take wounds.
While the number of threats equals Gandalf's resistance, burdens may not be added by Shadow players.
While the number of threats equals Gandalf's strength, Shadow events may not be played.
"'For... this is his victory.'"

Now that would be a weird deck... I almost can't believe I just made such a weird card...
Title: Re: Never-Ending DC Chain!
Post by: Elf_Lvr on August 14, 2008, 01:32:41 PM
[5] •Gorbag, NOLINKTower Captain [Orc]
Minion • Orc
Strength: 11
Vitality: 3
Site: 4
Each time Gorbag wins a skirmish, if the number of threats is equal to the number of companions you can spot, exert each companion.
Maneuver: Exert Gorbag to add or remove a threat.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 14, 2008, 01:46:33 PM
[4] • Shagrat, !Uruk Captain [Uruk]
Minion • Uruk-hai
Strength: 13
Vitality: 3
Site: 7
Damage +1
While you can spot more threats than minions, the free people's player may not play skirmish events.
Assignment: If the fellowship is in region 3, exert Shagrat to assign him to an unbound companion.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on August 14, 2008, 04:42:45 PM
[1] The Depths of the Earth [Orc]
Condition • Support Area
At the end of the Shadow phase, if you can spot more sites on the site path than minions, you may discard this condition to play an [Orc] minion from your discard pile.
Each time the fellowship moves from an underground site, you may exert an [Orc] minion to return this condition from your discard pile to your hand.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 15, 2008, 10:28:07 AM
[2] Orc of Cirith Ungol [Orc]
Companion • Orc
Strength: 9
Vitality: 2
Resistance: 0
This companion may only skirmish [Uruk] or [Orc] minions and is discarded at the end of the turn.
While skirmishing an [Uruk] minion, this companion is strength +8.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on August 15, 2008, 10:43:58 AM
I like that guy, Lurtzy. :up: Been racking my brain trying to think of a way to get Orcs and Uruks to fight.

Anyway, back to the thread....

[5]•Gorbag, Cautious Captain [Wraith]
Minion • Orc
Strength: 11
Vitality: 3
Site: 4
Hunter 1.
While you can spot a [Sauron] Uruk-hai or 2 other [Wraith] minions, Gorbag is strength +2 and fierce.
“‘Something nearly slipped you say. I say, something has slipped. And we've got to look out. Always the poor Uruks to put slips right, and small thanks.’”
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on August 15, 2008, 03:21:26 PM
[5] • Shagrat, Emissary to Sauron [Uruk]
Minion - Uruk-Hai
Strength 13
Vitality 3
Site 5
Damage +1.
Each of your [Sauron] Uruk-Hai is strength +1.
Each of your [Isengard] Uruk-Hai is twilight cost -1.
Each of your [Uruk] Uruk-Hai is damage +1.
"'Build me an army NOLINKworthy of Mordor!'"

The idea being that all those Uruk-Hai that Sauron had must have come from somewhere... I figure Saruman sent them as a "present" for Sauron. Shagrat is in charge of the "emissary army"
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 15, 2008, 07:30:03 PM
[3] Orkish Builder [Orc]
Minion • Orc
Strength: 4
Vitality: 3
Site: 4
Muster.
Shadow: Exert this minion to play an [Uruk] or [Orc] minion from your draw deck or discard pile. It is twilight cost -1 for each unique companion you can spot.
Regroup: Remove [3] and discard this minion to wound an unwounded companion twice.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on August 16, 2008, 07:36:15 PM
The idea being that all those Uruk-Hai that Sauron had must have come from somewhere... I figure Saruman sent them as a "present" for Sauron. Shagrat is in charge of the "emissary army"
Actually, if you look in the annals in the appendices of the Lord of the Rings you'll see that Sauron bred the first Uruk-hai a long time before the events of the book. It's marked in TA 2901 that the Gondorian forces had to withdraw from Ithilien owing to attacks of uruks from Mordor. Doesn't matter for you though: the card is awesome!

[3] Orkish Builder [Orc]
Minion • Orc
Strength: 4
Vitality: 3
Site: 4
Muster.
Shadow: Play an [Uruk] or [Orc] minion from your draw deck or discard pile. It is twilight cost -1 for each unique companion you can spot.
Regroup: Remove [3] and discard this minion to wound an unwounded companion twice.
You realise you've basically made a minion which says: "Play every minion from your draw or discard pile for free!" :o

[2] Isengard Worker (V) [Isengard]
Minion • Orc
Str: 5
Vit: 3
Sit: 4
[Orc].
Shadow: Exert this minion to place an [Isengard] condition from your discard pile on top of your draw deck.
3 V 62
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 16, 2008, 08:31:38 PM
It is a builder. :roll:

[7] • Saruman, Puppet [Sauron]
Minion • Wizard
Strength: 2
Vitality: 4
Site: 3
Saruman is twilight cost -1 for each character you can spot and is strength +1 for each [Sauron] minion you can spot.
Assignment: Assign Saruman to a companion.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 27, 2008, 09:25:21 PM
[3] Eye of Sauron [Sauron]
Condition
Resistance -1
To play, spot a non-orc [Sauron] minion.
Bearer must be the ring-bearer.
Each time the ring-bearer puts on the one ring, the free people's player discards two cards from hand.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on September 04, 2008, 09:21:20 PM
[6] Uruk Weapon-master [Uruk]
Minion •  Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
While the ring-bearer wears the one ring, this minion may not be spotted.
While this minion bears a hand weapon, it is strength +5 and damage -1.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on September 05, 2008, 05:48:14 AM
[4] Úlairë Lemenya, Ringwraith in Twilight [Wraith]
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Twilight.
While the Ring-bearer is wearing The One Ring, Úlairë Lemenya is strength +3 and fierce.
"'Put on the Ring!'"
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on September 05, 2008, 08:39:15 AM
[1] Fear Filled His Mind [Wraith]
Event • Maneuver
Exert a twilight Nazgûl to add a burden (or 2 burdens if the Ring-bearer bears a [Wraith] condition or is wearing The One Ring).
“Their cold eyes glittered, and they called to him with fell voices.”
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on September 05, 2008, 09:34:57 AM
[2] •Fell Voices [Wraith]
Condition - Support Area
Toil 1.
To play, spot a twilight Nazgul.
Each time your [Wraith] minion wins a skirmish, you may exert that minion and remove [2] to add a burden. The Free Peoples player may exert the ring-bearer to prevent this.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on September 05, 2008, 07:04:47 PM
[3]•Faramir, !Ranger of Ithilien [Gondor]
Companion • Man
Strength: 7
Vitality: 3
Resistance: 9
Ranger. Ring-bound
While you can spot a roaming minion, Faramir gains hunter 2.
Archery: Exert Faramir and spot a Nazgul to add 1 to the fellowship archery total.

Title: Re: Never-Ending DC Chain!
Post by: Thranduil on September 06, 2008, 01:36:22 PM
[8] Advance Horde [Sauron]
Minion • Orc
Str: 15
Vit: 4
Sit: 6
To play, spot a [Sauron] Orc.
This minion's twilight cost is -1 for each roaming minion you can spot.
While this minion is roaming, it is damage +1.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on September 06, 2008, 09:25:00 PM
[3] Warg [Orc] (V)
Possession • Mount
Strength +3
Site -1
Bearer must be a roaming minion.
Skirmish: Exert bearer twice and discard this possesion to discard all possesions on a companion in its skirmish.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on September 21, 2008, 05:39:37 PM
[2] Warg Tender [orc]
Minion • Orc
Strength: 6
Vitality: 2
Site: 4
Regroup: Exhaust this minion to view your discard pile.
You may shuffle X mounts into your draw deck. Add X.

Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on September 21, 2008, 05:43:26 PM
[4] Endless Hordes [Orc]
Event • Manuever
Make each [Orc] minion strength +2 until the regroup phase.
You may repeat this for each wound on the ring-bearer.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on September 21, 2008, 05:53:16 PM
[3] Relentless Tracking [Uruk]
Event • Regroup
Exert an [Uruk] minion and heal the Ring-bearer to exert an unbound companion. If the fellowship is not in region 1, you may repeat this for each wound on the Ring-bearer.

Thranduil
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on September 21, 2008, 06:00:27 PM
[4] Relentless Tracker [Uruk-hai]
Minion • Uruk-hai
Strength:9
Vitality: 2
Site: 5
Damage +1. Maneuver: Exert this minion to reveal the top card of your opponent's draw deck.
If it is a free people's card, discard it. If it is not, place it on the bottom of your opponent's draw deck.
You may add [1] to play this card's game text again (limit three times).
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on September 21, 2008, 06:37:27 PM
[3]• Insanity [Uruk]
Condition • Support-Area
Each [Uruk] minion is strength +1 for each wound on that minion.
Skirmish: Remove [2] and discard this condition to make an exhausted [Uruk] minion lose all damage bonuses and gain enduring.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on September 22, 2008, 06:18:35 AM
[4] Insane Orc [orc]
Minion • Orc
Strength: 8
Vitality: 3
Site: 4
Enduring. Maneuver: Add [2] to wound a companion.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on September 22, 2008, 11:23:22 AM
[3] •This is Madness [Sauron]
Condition
Resistance -2
To play, spot 3 threats.
Bearer must be a companion (except the ring-bearer.)
When bearer has a resistance of 0, the Free Peoples player must wound the Ring-bearer twice or exert three companions. Discard this condition.
"'We're all afraid, Frodo. But to destroy what chance we have....?'"
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on September 22, 2008, 04:45:12 PM
[3] • Denethor's Madness [sauron]
Condition • Support Area
Strength: -2
Vitality: -1
Shadow or Maneuver: Spot a palantir to transfer this condition to Denethor.
While bearing this condition, Denethor loses all strength, vitality, and damage bonuses.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on September 23, 2008, 07:51:57 PM
[4] • Funeral Pyre [Gondor]
Condition • Support-area
Fellowship: Place a unique [Gondor] companion in the dead pile to reconcile your hand.
Regroup: Kill Denethor or Faramir to make the move limit +1.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on September 24, 2008, 05:35:25 AM
[3] Pyromaniac King [Sauron]
Condition • Support Area
Exert a [Sauron] minion to transfer this condition from your support area to Denethor.
If the shadow player has X minions more than the free peoples player has companions
Denethor is resistance -X.

Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on September 24, 2008, 10:52:44 PM
[4] • Wrathful Easterling [Men]
Minion • Man
Strength: 10
Vitality: 1
Site Number: 5
Lurker. Damage +1.
Each time a [Men] minion wins a skirmish, you may exert Wrathful Easterling to make a companion strength -X where X is the region number.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on September 25, 2008, 07:25:34 AM
[X] Breeland Spy [Men]
Minion • Man
Str: 7
Vit: 2
Sit: 2
This minion's twilight cost is X, where X is the current region number.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on September 25, 2008, 07:59:58 AM
[1] Breeland Sneak [Men]
Minion • Man
Strength: 5
Vitality: 2
Site: 2
Lurker. Regroup: Discard this minion to reveal X cards on the top of your
opponent's draw deck. Add X.
"...and there are some folk in Bree who are not to be trusted..."
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on September 25, 2008, 06:42:54 PM
That's a nice card Thranduil. :gp:

[1] Corrupted Bree-lander [Men]
Minion • Man
Strength: 5
Vitality: 2
Site Number: 2
Lurker.
If you cannot spot a culture token, the move limit is +1.
Shadow: Remove a culture token to add [2].
Skirmish: Exert this minion to reinforce a culture token.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on September 26, 2008, 02:38:49 PM
[2] Breeland Halfling [Men]
Minion - Hobbit
Strength 5
Vitality 4
Site 2
Muster.
When you play this minion, you may remove a [Men] token to exert the ring-bearer.
While you can spot 6 [Men] tokens, this minion is strength +4.
The halflings of Bree regarded Frodo and his Shire companions with suspicion.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on September 26, 2008, 06:50:42 PM
[1] Breelander Sword [shire]
Possession • Hand Weapon
Strength: +2
Skirmish: Exert bearer to wound a minion he is skirmishing.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on September 26, 2008, 08:38:20 PM
[2](0) Breeland Mob [Men]
Minion • Man
Strength: 36
Vitality: 5
Site: 2
Damage +1. Fierce.
This minion is twilight  cost -1 for each rare card you can spot.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on September 27, 2008, 04:40:41 AM
[2] Spy of Saruman [Isengard]
Minion • Man
Strength: 4
Vitality: 3
Site: 2
Lurker. Maneuver: Remove [X] to look at the top X cards of your opponent's draw deck and
 remove X threats to discard X of the revealed cards.
"...Saruman had many spies among the Bree-folk."
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on September 27, 2008, 12:53:49 PM
[4] • Saruman's Influence [Isengard]
Condition • Support-area
To play spot two [Isengard] men.
Shadow: Remove [5] and discard an [Isengard] minion to spot a companion. That companion is now a minion until the regroup phase. Each [Isengard] minion is damage +1 until the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on September 27, 2008, 12:57:57 PM
 :o OMG guys! Let someone else post here for a change! You really don't have to post something immediately - this isn't the ML/GT Never-ending DC thread! :cpunch:

Thranduil
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on September 27, 2008, 01:00:32 PM
I did wait 8 hours...
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on October 09, 2008, 05:14:59 PM
*BUMP*
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on October 09, 2008, 05:18:58 PM
(0) •A Mind of Metal [Isengard]
Condition • Support Area
Machine.
To play, spot Saruman or a machine.
Each machine’s twilight cost is -1.
Maneuver or Regroup: Discard this condition to discard a spell from play, or make the Free Peoples player discard a spell from hand.

Meh. It's an [Isengard] condition, it's about Saruman... :whistle:
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on October 09, 2008, 06:55:18 PM
[1][1] Sauron, Corrupt Lord [Sauron]
Minion • Maia
Strength: 6
Vitality: 20
Site: 9
Damage +1. Fierce. Lurker
Each time the free peoples player assigns Sauron to skirmish, add 3 burdens.
If Sauron wins a skirmish, discard 3 cards from hand and discard a [Sauron] minion to make the free people's player choose to move again this turn (regardless of if the move limit allows).
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on October 10, 2008, 08:23:30 AM
[3] NOLINKCorrupt Noble [Sauron]
Minion • Man
Strength: 6
Vitality: 3
Site: 4
Lurker. To play, spot a [gondor] man.
Assignment: Assign this minion to Denethor or Faramir, he is strength +2.


Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on October 10, 2008, 01:18:48 PM
[3] Weak-minded [Wraith]
Event • Shadow
Add a burden for each companion with resistance 2 or less.
You may then exert a nazgul to place this at the bottom of your draw deck.
Title: Re: Never-Ending DC Chain!
Post by: TheJord on October 12, 2008, 10:06:49 AM
[2] Tempting Shadow  [Wraith]
Condition
To play, spot 3 [Wraith] minions. Plays on a companion. Limit 1 per bearer
Each time another companion is killed in a skirmish involving a Nazgul, add X burdens, where X is this companions vitality
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on October 12, 2008, 03:03:45 PM
[5] Morgul Shadow [Wraith]
Minion • Orc
Strength: 10
Vitality: 3
Site: 6
Lurker. Assignment: Make this minion
strength -2 to assign it to the ringbearer.

 :-[ Oops, thanks for telling me, Lurtzy.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on October 12, 2008, 08:29:02 PM
Two different vitalities?

[2] Massing Strength (V) [Wraith]
Condition • Support-area
Skirmish: Exert each [Wraith] orc to make it strength -4 (limit -8) . For each exertion, wound a companion it is skirmishing.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on October 13, 2008, 10:06:11 AM
(0) Growing Strength [Sauron]
Event • Skirmish
Discard a minion with twilight cost X to make another minion strength +X.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on October 13, 2008, 03:31:14 PM
[2] Strength of Old [Elven]
Condition
Strength +2
Resistance -1
Bearer must be an [Elven] companion.
At the start of the archery phase, add a threat or discard this condition.
Each time a shadow card discards one of your conditions, add two threats and discard this condition to prevent that and discard that shadow card instead.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on October 16, 2008, 10:00:14 AM
[3] Elf Archer [Elven]
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 7
Archer. Regroup: Exert this companion to remove [2].

Hey Lurtzy, do you think I should start a Never-Ending DC chain for just the two of us?
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on October 16, 2008, 11:07:33 AM
I thought this was it! :roll:

(0) Moving Swiftly [Gondor]
Event • Regroup
Spot 2 [Gondor] Men (or a ranger) to remove [1] for each of your sites on the adventure path.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on October 16, 2008, 11:33:10 AM
I thought this was it! :roll:

I had seen your earlier comment and I didn't want to annoy you too much. :)
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on October 16, 2008, 11:35:16 AM
I thought this was it! :roll:

I had seen your earlier comment and I didn't want to annoy you too much. :)
It's not that you're annoying me, I'm just worried that all your bouncing back and forth between you and ML is discouraging other people from posting here.

Thranduil
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on October 17, 2008, 11:53:21 AM
If anyone else wants to post, they are welcome to. It's just that no one else has been posting...

(0) No Resting! [Isengard]
Condition • Support-area
To play spot two [Isengard] orcs.
Shadow: Exert an [Isengard] orc twice to add a token here.
Shadow: Spot X tokens here to add [X]. Discard this condition.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on October 20, 2008, 12:51:14 PM
[2] The Mutilation of Elves [Sauron]
Event • Maneuver
Spot X [elven] elves in the dead pile to add X threats.
But most of all, the orcs hated elves.


Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on October 20, 2008, 12:58:43 PM
Oh, fine. I'll join back in. Who knows how long it will last, though....

(0) Release The Prisoners! [Sauron]
Event • Archery
To play, spot a besieger and X Free Peoples characters in the dead pile.
Make the minion archery total -X (to a minimum of 0) to add [X] twice.
“‘Fear. The city is rank with it. Let us ease their pain....’”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on October 20, 2008, 08:02:55 PM
[4] •Gandalf, Olórin [Gandalf]
Companion • Wizard
Strength: 8
Vitality: 4
Resistance: 7
Defender +1
Fellowship Add a burden to play a [Gandalf] condition from your draw deck.
Regroup Exert Gandalf twice and discard a [Gandalf] condition to remove [1] for each companion you spot.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on October 22, 2008, 09:51:23 PM
[4] •Curunir, Bearer of Treachery [Gandalf]
Companion - Wizard
Strength 8
Vitality 4
Resistance 3 [Ring]
Curunir is resistance +1 for each Wizard you can spot.
While Curunir is your ring-bearer, at the start of each Shadow phase add [2] or a threat.
Skirmish: Add a burden to make another Wizard or Man companion strength +2.
"'Trust me, Frodo. He'll know what to do.'"
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on October 23, 2008, 04:46:17 AM
[2] •Legolas, Bearer of NOLINKAgility [Elven]
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 6 [Ring]
Archer. While Legolas is the ring-bearer each time he is assigned
to a skirmish you must exert an [elven] elf once or exhaust a companion
not of the [elven] culture. Legolas is resistance +1 for each [elven] elf you
can spot and Resistance -1 for each companion of another culture.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on October 23, 2008, 08:23:25 AM
[1]•NOLINKLong-knives of Legolas, The White Knives [Elven]
Possession • Hand Weapon
Strength +1
Bearer must be Legolas.
While the Shadow has initiative or you can spot 3 threats, Legolas is damage +1.
“‘But my count is now two dozen. It has been knife-work up here.’”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on October 24, 2008, 07:45:02 PM
(0) • !Frodo's Cloak, Traveler's Cloak [Shire]
Possession • Cloak
Resistance +1
Bearer must be a [Shire] Frodo.
Fellowship: Discard this possession and add a burden to make each [Shire] companion damage +1.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on October 27, 2008, 03:33:16 PM
(0) Traveler's Cloak [gondor]
Possession • Cloak
Bearer must be a Ranger. Bearer is strength +X
where you can spot X roaming minions.
Title: Re: Never-Ending DC Chain!
Post by: GarrisonofGondor on October 27, 2008, 04:35:49 PM
 [3] •Theoden, Bearer of Sorrows [Rohan]
 Companion • Man
 Strength: 7
 Vitality: 3
 Resistance: 9 [Ring]
 While Theoden is the Ring-Bearer, he is Resistance -1 for each Compnion you can spot.
 "What can man do against such reckless hate."
 
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on October 27, 2008, 04:40:48 PM
[3] •Theodred, Son of Theoden [Rohan]
Companion • Man
Strength: 6
Vitality: 1
Resistance: 6
Each [Rohan] companion is strength +3 while the ring-bearer is assigned to skirmish.
If Theodred is killed, add three burdens.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on October 28, 2008, 06:18:38 AM
[4] •Theoden, Warrior-King [rohan]
Companion • Man
Strength: 8
Vitality: 3
Resistance: 7
Defender +1. When you play Theoden you may remove a burden.
Each mounted [rohan] man is resistance +1 and damage +1.
"Suddenly the king cried to Snowmane and the horse sprang away. Behind him his banner blew in the wind, white horse upon a field of green, but he outpaced it. After him thundered the knights of his house, but he was ever before them. Eomer rode there, the white horse-tail on his helm floating in his speed, and the front of the first eored roared like a breaker to the shore, but Theoden could not be overtaken. Fey he seemed, or the battle-fury or the battle-fire of his fathers ran like new fire in his veins, and he was borne up on Snowmane like a god of old, even as Orome the Great in the battle of the Valar when he was young."


BTW, garrison, it's called a DC chain because each DC is related to the one before it either by culture, a same title or subtitle, similar lore, etc. Your Theoden has nothing to with my Traveler's Cloak. I think you kind of missed the point.


Title: Re: Never-Ending DC Chain!
Post by: Thranduil on October 28, 2008, 09:43:09 AM
[4] •Dáin Ironfoot, Lord of the Iron Hills [Dwarven]
Companion • Dwarf
Str: 9
Vit: 3
Res: 6
Damage +1.
Skirmish: Discard 2 cards from hand to make a Dwarf or [Gandalf] Man strength +2.
"There now Dáin son of Náin took up his abode, and he became King under the Mountain..."
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on October 28, 2008, 10:11:30 AM
[2]•Dáin Ironfoot, King of Durin’s Folk [Dwarven]
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
To play, spot a unique Dwarf.
Dáin is strength +1 for each wound on him and damage +1 for each wounded minion in his skirmish.
Each time a Dwarf or [Gandalf] Man companion is wounded in a skirmish, you may exert Dáin to wound a minion in that skirmish.
“‘...in his great age he could still wield his axe as mightily as they say that he did....’”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on October 28, 2008, 01:21:26 PM
[2] •Bilbo Baggins, The Burglar [Dwarven]
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 10
Muster.
Bilbo may not skirmish an unique minion.
At the start of the manuever phase, you may make a [Dwarven] Dwarf damage -1 to draw two cards.
Skirmish: Discard two cards from hand to make bilbo strength +3.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on November 03, 2008, 10:32:00 AM
[2] • Dwarven Goblet, Burglar's Prize [Shire]
Artifact
Resistance +2
Bearer must be Bilbo.
Each time the fellowship moves, add a threat or [2].
Regroup: Discard this artifact to remove up to four threats.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on November 03, 2008, 11:15:25 AM
[4] •Mithril Sword [Dwarven]
Artfact • Hand Weapon
Strength +3
Resistance +1
Bearer must be a [dwarven] dwarf or [dwarven] hobbit. Bearer is damage +1.
Skirmish: Exert bearer to wound a minion skirmishing bearer.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on November 03, 2008, 12:00:20 PM
[2] •Bilbo's Coat,!Mithril-coat, [Shire]
Artifact • !Armor
Vitality +1
Bearer must be Bilbo.
Fellowship: Add a burden and discard this artifact to take two [Shire] cards into hand from your draw deck.
Skirmish: Exert Bilbo to make a minion skirmishing a [Dwarven] or [Shire] companion strength -1.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on November 04, 2008, 02:02:53 PM
(0) •Bilbo, Professional Burglar [shire]
Companion • Hobbit
Strength: 3
Vitality: 4
Ringed Resistance: 12
Burglar. Response: Each time Bilbo wins a skirmish you may exert him and add [2]
to play a [dwarven] possession from your draw deck or discard pile.
"And here is our little Bilbo Baggins, the burglar, the chosen and selected burglar."

I figured that since the storyline of  The Hobbit is not focused on the One Ring but on the
treasure of Smaug that you would not have a 'Ringbearer' but a 'Burglar' and that if the Burglar
survived all skirmishes including any at site 9 then the free peoples are victorious. There will still be a One
Ring and Bilbo will still be a 'Ringbearer' but the Ring will not come into play until sites 5-6.

 
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on November 04, 2008, 03:15:19 PM
[2] Uneasy Alliance [Elven]
Event • Skirmish
To play spot three companions.
At the start of the skirmish phase, you may exert an [Elven] companion to replace a [Dwarven] companion in a skirmish.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on November 05, 2008, 10:45:29 AM
[4] •The Alliance of the Two Towers [Sauron]
Condition • Support Area
To play, spot a [sauron] or [isengard] minion.
Response: Each time you play a [sauron] minion you may
exert it and spot an [isengard] minion to add a threat.
Response: Each time you play an [isengard] minion you may
exert it and spot a [sauron] minion to add a burden.





Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on November 05, 2008, 10:56:46 AM
[4] •Dark Allegiance [Raider]
Condition - Support Area
Each time your [Sauron] Orc wins a skirmish, you may exert an Easterling twice to add a burden.
Regoup: Spot your [Sauron] minion to add a threat for each Southron you can spot (limit 3). Discard this condition.
"'He is gathering all armies to him....'"
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on November 13, 2008, 12:05:31 PM
[3] Dark Mist [Wraith]
Event • Regroup
Weather.
Spot X twilight minions to add X burdens.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on November 13, 2008, 02:55:17 PM
[2] Closing In [Wraith]
Condition
Manuever: Exert two [Wraith] minions to transfer this to an unwounded companion.
Regroup: If bearer is unwounded, discard a nazgul and remove 2 threats to make the Free People's player choose to move again this turn (regardless of if the move limit allows).
Title: Re: Never-Ending DC Chain!
Post by: Anonymous Prodigy on November 14, 2008, 01:33:54 PM
[2] • NOLINKThe Witch-king’s Beast, Great Shadow [Wraith]
Possession • Mount
Strength +2
Bearer must be The Witch-king. He is damage +1.
When you play this possession, you may exert a companion (or 3 companions if you can spot a Free Peoples mount).
“Down, down it came, and then, folding its fingered webs, it gave a croaking cry, and settled upon the body of NOLINKSnowmane, digging in its claws, stooping its long naked neck.”
Title: Re: Never-Ending DC Chain!
Post by: GarrisonofGondor on November 15, 2008, 05:15:17 PM
 [1] •Morgul Blade [Wraith]
 Possesion • Hand Wepon
 Strength: +2
 Each time bearer wins a skirmish, you may exert bearer to exert the Ring-bearer or add a burden.
 The blade pierced Frodo's shoulder...
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on November 16, 2008, 06:24:58 PM
Hey Garrison, that card is definitely OP. It should be [2] at the least and you
should have to discard it as well as exerting to exert the Ring-bearer or add a burden.

[4] •Morgul Watcher [wraith]
Minion • Wraith
Strength: 8
Vitality: 3
Site: 6
Damage +1.
Assignment: Exert this minion twice to assign
it to a companion (except the Ring-bearer).
The Nazgul were not the only wraiths allied
to Sauron; many lesser wraiths guarded Minas Morgul
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on November 16, 2008, 07:39:41 PM
[4] Irony [Isengard]
Event • Manuever
Discard an [Isengard] minion to exhaust a companion with twice that minion's strength.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on November 17, 2008, 09:01:39 AM
[1] Iron Blade [isengard]
Possession • Hand Weapon
Strength +2
Bearer must be a [uruk] or [isengard] Uruk-hai.
While at a Battleground site bearer is damage +1.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on November 17, 2008, 11:16:18 AM
[1][2] Legion of the Hand [Isengard]
Minion - Uruk-Hai
Strength 14
Vitality 4
Site 5
Damage +2.
Each time you play an Uruk-Hai at a battleground site, you may exert that minion to place an [Isengard] token here.
Shadow: Reveal this minion from hand to stack it on a site you control.
While there are five [Isengard] tokens here, you may play this minion from a site you control. It's twilight cost is -6.
Title: Re: Never-Ending DC Chain!
Post by: SomeRandomDude on November 17, 2008, 11:53:06 AM
[3] •Legend of the Hand [Isengard]
Condition • Support Area
At the end of the shadow phase, if you can spot no minions, you may remove [2] to make this minion a strength 11, vitality 1 wizard with fierce and "Each time this minion is assigned to a skirmish, you may add a threat. This minion cannot take wounds." It is still a condition.
The power of Saruman spread further than his armies could reach, instigating fear at the mere mention of his name.

Made-up lore, so what.

AD, it should also have "if this minion is stacked on a site."
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on November 17, 2008, 01:22:56 PM
[4] •Legends of Gondor [Gondor]
Condition • Support Area
Tale.
Each time the fellowship moves during the regroup phase, you may spot any number of: Elendil, Isildur, Anárion, Aragorn, Imrahil, Boromir, Faramir to choose the same number of the following effects: heal a companion, remove [2], reinforce a [Gondor] token, wound a minion, remove a threat.
Title: Re: Never-Ending DC Chain!
Post by: Anonymous Prodigy on November 17, 2008, 01:37:01 PM
[1] Kindreds United [Gondor]
Event • Skirmish
Tale. Exert a [Gondor] Man to make an [Elven] Elf strength +3 (and hunter 1 if that Elf is skirmishing an Orc).
“‘It was Gil-galad, Elven-king and Elendil of Westernesse who overthrew Sauron….’”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on November 17, 2008, 01:49:48 PM
[2] •Kings' Legacy (V) [Gondor]
Condition
Resistace +1
Tale.
Bearer must be Aragorn.
At the start of the skirmish phase you may make Aragorn lose hunter 2 to make each other companion gain hunter 1.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on November 17, 2008, 01:50:28 PM
[4] Faithful Friends [Elven]
Condition • Support Area
Tale. For each [Elven] and [Gondor] character you exert when playing this, its twilight cost is -1.
While you can spot Gil-galad and Elendil, each [Elven] and [Gondor] companion is resistance +1 (or +2 if you can spot a [Gondor] tale).
“Now Elendil and Gil-galad took counsel together....”
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on December 01, 2008, 03:03:33 PM
[2] •Master's Our Friend [Gollum] FP
Condition - Support Area
To play, spot Frodo.
Smeagol is resistance -1 for each wound on him.
Smeagol is resistance +1 for each wound on the ring-bearer.
Regroup: Spot Smeagol and a ring-bound hobbit to heal a ring-bound companion twice. Discard this condition.
"'No, not Master....'"
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on December 02, 2008, 09:53:02 AM
[2] Good as Fish [gollum]
Condition • Support Area
To play, spot Smeagol.
Response: If a [gollum] minion is about to kill a
companion add [X] where X is the current site number,
add a burden, and discard this condition to prevent that.
"Nice hobbit! He took cruel rope off Smeagol's leg."
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on December 05, 2008, 12:26:09 AM
[2] •Hope of the Free Peoples [Gondor]
Condition • Support Area
At the start of the fellowship phase, you may spot Aragorn and add [X] to heal each companion, where X is the current site number.
At the start of the maneuver phase, you may spot Aragorn and add [X] to make each companion strength +1 until the regroup phase, where X is the current site number.
At the start of the regroup phase, you may exert Aragorn twice to remove [X], where X is the current site number.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on December 05, 2008, 03:00:53 PM
[1] •Denethor, Mad With Grief [Gondor]
Companion • Man
Strength: 8
Vitality: 3
Resistance: 4
Lurker.
Denethor is twilight cost +1 for each burden and wounded companion you spot.
Regroup: If you cannot spot another unique [Gondor] man, discard your hand and exhaust Denethor to heal each [Gondor] companion. Remove [1] for each companion healed this way.
Title: Re: Never-Ending DC Chain!
Post by: macheteman on December 05, 2008, 03:05:39 PM
[0] •Wood and Oil [gondor]
Condition • Support Area
Each time Denethor exerts or takes a wound, you may reinforce a [gondor] token.
Fellowship: discard this condition to discard Denethor and play Faramir from your discard pile draw deck, or dead pile.
Faramir's life was save due to Denethor's madness
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on December 08, 2008, 07:36:48 AM
[8] Much Toil and Labor [Gondor]
Condition • Support Area
Toil 2. When you play this you may add a [gondor]
token here for each Fortification you can spot.
Fellowship: Remove X tokens from this card to
remove X wounds. Discard this condition.
Regroup: Remove X tokens to discard a minion
and to play a Fortification with a twilight cost of [X]
from your discard pile to your support area for free.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on December 09, 2008, 07:47:34 AM
[8] Alliance of the Free Peoples [Gandalf]
Condition • Support Area
To play, spot Gandalf.
When you play this condition, you may exert any number of companions of different cultures to make this condition's twilight cost -2 for each companion exerted in this way.
Shadow skirmish events may not be played.
"'You will unite, or you will fall.'"
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on December 09, 2008, 07:51:52 AM
[3]•The Two Towers [Isengard]
Condition • Support Area
To play, spot an [Isengard] minion and a [Sauron] minion.
Each time a [Sauron] event or condition adds X threats, you may exert an [Isengard] minion to add X threats.
Each time an [Isengard] event or condition adds [X], you may exert a [Sauron] minion to add [X].
“‘The world is changing. Who now has the strength to stand against the armies of Isengard and Mordor?’”
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on January 10, 2009, 07:43:06 PM
[2] Tower of Tirith Aeair [Gondor]
Condition - Support Area
Strength +1
Resistance +1
While this condition is borne by a companion, at the start of the regroup phase, discard this condition.
Maneuver: Spot three knights or exert two [gondor] companions to transfer this condition to a companion skirmishing a minion. If that companion wins this skirmish, you may wound another minion.


I'm pretty sure I spelled "Aeair" wrong.... It's supposed to be one of the towers in/around Dol Amroth, or something.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on January 11, 2009, 03:03:31 PM
[4] •Minas Ithil [Gondor]
Condition • Support Area
Fortification. Skirmish: Spot three knights or exert two [gondor]
men to transfer this condition to a minion skirmishing a [gondor] man.
For each fortification you can spot bearer is strength -1 (limit -6).
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on January 11, 2009, 03:45:43 PM
[2] •Helm's Wall [Rohan]
Condition • Support Area
Fortification.
When this fortification is transferred, each minion loses all damage bonuses until the regroup phase.
Bearer loses all gametext.
Skirmish: Exert a [Rohan] Man (or spot 2 valiant Men) to transfer this fortification from your support area to a minion.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on January 12, 2009, 07:15:19 AM
[2]•The Deeping Wall [Rohan]
Condition • Support Area
Fortification.
Skirmish:
Exert 2 [Rohan] Men to make each minion strength -1 for each wound on that minion until the regroup phase. Discard this condition.
“‘They will break upon this fortress like water on rock.’”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on January 12, 2009, 02:41:26 PM
[5] •!Fearless Berserker [Uruk]
Minion • Uruk-hai
Strength: 12
Vitality: 2
Site: 5
Damage +1. Enduring.
Each wounded companion may not bear any possessions or conditions.
Manuever: Exert !Fearless Berserker to wound a companion with more strength than !Fearless Berserker.
Title: Re: Never-Ending DC Chain!
Post by: Anonymous Prodigy on January 13, 2009, 05:29:19 AM
[6] • Berserker Chieftain [Uruk]
Minion • Uruk-hai
Strength: 13
Vitality: 3
Site Number: 5
Damage +1. Fierce. To play, spot 2 [Uruk] minions.
Each time Berserker Chieftain wins a skirmish, you may make another berserker strength +2 (and damage +1 if you can spot a [Rohan] Man) until the regroup phase.
The berserkers were bred for one sole purpose: to kill.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on January 20, 2009, 08:03:49 PM
[5] Chieftain of the Hills [Men]
Strength: 14
Vitality: 1
Site: 3
Fierce. Hunter 0.
Shadow: Exert Chieftain of the Hills and spot a site you control to add [X] where X is that site's number.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on January 20, 2009, 09:41:29 PM
[2] Out of the Hills [Dunland]
Condition - Support Area
To play, spot a site you control.
Each time your [dunland] minion wins a skirmish, you may place a [Dunland] token here.
Shadow: Remove two [dunland] tokens here to add [1].
Title: Re: Never-Ending DC Chain!
Post by: Anonymous Prodigy on January 21, 2009, 08:39:36 AM
[3] Hillman Marauder [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site Number: 3
Fierce. When you play this minion, you may spot another [Dunland] Man and a site you control to draw a card. The Free Peoples player may add [1] to prevent this.
“‘They are fierce folk when NOLINKroused. They will not give way now for dusk or dawn, until Théoden is taken, or they themselves are slain.’”
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on January 25, 2009, 05:05:47 PM
[1] Hillman Blitzer [Dunland]
Minion • Man
Strength: 8
Vitality: 1
Site: 3
Damage +1.
Assignment:
Assign this minion to
skirmish an unbound companion.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on January 26, 2009, 04:37:07 AM
[4] •!Wulf, !Warrior of Dunland [Men]
Minion • Man
Str: 10
Vit: 2
Sit: 4
Fierce. Aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
!Wulf’s twilight cost is -2 during the skirmish phase.
Response: If a [Men] Man wins a skirmish, play !Wulf from your hand; he is damage +1 until the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on January 26, 2009, 01:49:49 PM
[2] !Valor of the Horse-lords [Rohan]
Condition
Bearer must be a mounted [Rohan] Companion.
While the Ring-bearer is assigned to a skirmish, tokens may not be removed from this condition by any shadow player.
Manuever: Exhaust bearer to add a token here for each mounted companion.
Regroup: Remove X tokens from this condition to remove [X].
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on January 26, 2009, 06:14:38 PM
Just out of curiosity, how can conditions borne by companions have tokens placed on them? :D
Title: Re: Never-Ending DC Chain!
Post by: FM on January 26, 2009, 06:38:01 PM
It's tricky. See, you get a token. Then, you place that token above the condition's card, you know, the one that's being borne by a companion? Yeah. Then, you leave it there. And that's it! :D
LOL
Seriously, though, I don't REALLY see a problem with it, might be a "little" clunky as a design, but that's about it, it can totally be pulled off. Like stacking cards on cards borne by a companion, which is something I did constantly with DCs.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on January 27, 2009, 03:07:11 PM
It's tricky. See, you get a token. Then, you place that token above the condition's card, you know, the one that's being borne by a companion...

Har. Har. Very funny. I'm not asking 'how' you go about doing it, I'm asking how it fits with the rules.  :roll:
Title: Re: Never-Ending DC Chain!
Post by: FM on January 28, 2009, 03:07:42 PM
Which is explained below, as well. Just put the tokens over the edge of the card and that's it. As I said, clunky, but totally workable.
Title: Re: Never-Ending DC Chain!
Post by: leokula on January 29, 2009, 10:50:24 AM
Har. Har. Very funny. I'm not asking 'how' you go about doing it, I'm asking how it fits with the rules.  :roll:

What do you mean? Is there anything on the rules against tokens on conditions borne by companions? Never read anything about it.
Title: Re: Never-Ending DC Chain!
Post by: Anonymous Prodigy on January 29, 2009, 11:00:48 AM
GT dares to wander out of the Members' Lounge and is immediately pwned by Felipe's lawyer speak. :P
Title: Re: Never-Ending DC Chain!
Post by: FM on January 29, 2009, 11:06:22 AM
What do you mean "lawyer's speak"? I wasn't even distorting anything... yet. :hey:
Title: Re: Never-Ending DC Chain!
Post by: leokula on January 29, 2009, 11:08:20 AM
[4] •!Gandalf, !Defender of Rohan [Rohan]
Companion • Wizard
Str: 7
Vit: 4
Res: 7
While the ring-bearer is assigned to a skirmish, Gandalf is strength +3.
Skirmish: If Frodo is skirmishing a minion, exert Gandalf twice to have him replace Frodo in that skirmish.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on January 29, 2009, 12:02:03 PM
Awesome Gandalf!

Let's get back to chaining, methinks! :uh-huh:

[4] •Gandalf, Defender of Middle-Earth [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 7
While you can spot 3 other companions of the same culture, Gandalf gains that culture.
Maneuver: Remove 3 tokens of Gandalf's culture to discard a Shadow condition or Shadow possession from play.
Regroup: Exert Gandalf to reinforce a token of Gandalf's culture.
"'... the rule of no realm is mine, neither of Gondor nor any other, great or small. But all worthy things that are in peril as the world now stands, those are my care.'"
Title: Re: Never-Ending DC Chain!
Post by: Anonymous Prodigy on January 29, 2009, 12:30:53 PM
What do you mean "lawyer's speak"? I wasn't even distorting anything... yet. :hey:
Gavels, gavels in the deep. NOLINKThey are coming. :lol:

[4] • Gandalf, Friend and Counselor [Gandalf]
Companion • Wizard
Strength: 6
Vitality: 4
Resistance: 7
Defender +1.
Maneuver: Exert Gandalf to take a [Dwarven] or [Shire] card into hand from your draw deck or discard pile (limit once per turn).
“‘Let’s have no more argument. I have chosen Mr. Baggins and that ought to be enough for all of you.’”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on January 29, 2009, 11:22:21 PM
[2] •Kili, Nephew of Thorin [Dwarven]
Companion • Dwarf
Strength: 5
Vitality: 3
Resistance: 5
Damage +1. Muster.
Each time the fellowship moves in region three, wound Kili.
While you can spot Thorin, Kili is resistance +2 and damage +1.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on February 02, 2009, 05:04:12 PM
Warning: Weird card below.


[1][2] Unexpected Guests [Shire]
Condition - Support Area
Toil [Dwarf] 2. Toil [Shire] 2. Toil [Gandalf] 2.
For each companion you exert to play this condition, you may place a [Shire] token here.
Fellowship: Remove a token here to draw a card.
Maneuver: Remove a token here to reinforce a Free Peoples culture token.
At the start of the regroup phase, remove X wounds from your companions, where X is the number of tokens here. Discard this condition.
"'At your service!'"
Title: Re: Never-Ending DC Chain!
Post by: Anonymous Prodigy on February 03, 2009, 06:11:40 AM
Yet another multicultural card, this one from my old set There and Back Again:

[2] Thag You Very Buch [Shire]
Event • Maneuver
Spot Bilbo to choose one: spot a [Gandalf] Man to heal a Dwarf; spot a Dwarf to heal a [Gandalf] Man; or exert Bilbo to heal a Dwarf and a [Gandalf] Man.
“For three days he sneezed and coughed, and he could not go out….”
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 04, 2009, 05:57:59 AM
[2] •Bilbo, Hired Burglar [Shire]
Companion • Hobbit
Strength: 5
Vitality: 4
Resistance: 8
Burglar.
Fellowship: Add [2] to play a possession on Bilbo from
your draw deck. During Fierce skirmishes Bilbo is strength +4.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 04, 2009, 01:40:26 PM
[2] •We Are A Strong People [Rohan]
Condition • Support-area
While you can spot Theoden or Eomer, each villager is strength +1 and resistance +3.
Manuever: Exert a villager with resistance 8 or more to make a minion lose fierce and unable to gain fierce (limit once per a turn).
Title: Re: Never-Ending DC Chain!
Post by: Braler on February 04, 2009, 02:08:17 PM
 [2]•We are a Noble People [Gondor]
Condition • Support Area
While you can spot Aragorn or Elendil each Knight is Resistance +3
Maneuver: Exert a Knight with Resistance 8 or more to make a minion lose fierce and unable to gain fierce (limit once per turn).
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on February 04, 2009, 02:28:29 PM
You know that allies don't have resistance right?

[4] •Elrond, Herald to Gil-galad (V) [Elven]
Companion • Elf
Str: 8
Vit: 4
Res: 7
Knight.
Each time Elrond wins a skirmish, you may heal a knight.
"Venerable he seemed as a king crowned with many winters, and yet hale as a tried warrior..."
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 04, 2009, 02:35:44 PM
Who said they were allies?
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 04, 2009, 04:37:49 PM
[2] •Haldir, Defender of Lorien [Elven]
Companion •  Elf
Strength: 6
Vitality: 3
Resistance: 7
Defender +1.
Skirmish: Discard an [Elven] event from hand
to make a minion skirmishing an elf strength -3.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on February 04, 2009, 08:28:13 PM
[2]•Blade of the Golden Wood [Elven]
Possession • Hand Weapon
Strength +2
Bearer must be an Elf. When you play this weapon, exert bearer or add a threat.
If bearer is exhausted, he or she is damage +1.
If bearer is Haldir, he is enduring.

Title: Re: Never-Ending DC Chain!
Post by: Gerontius on February 04, 2009, 08:50:08 PM
[1] Blade of Westernesse, Sword from the Barrow-Downs[Shire]
Possession º Hand Weapon
Strength+2
Bearer must be a [Shire] or [Gondor] Companion.
Maneuver: If bearer is a Hobbit, discard this possession to discard the Witch King.
If bearer is a Unbound [Gondor] Companion, bearer is Resistance +2.
"These blades were forged many long years ago by the men of Westernesse...."
Title: Re: Never-Ending DC Chain!
Post by: GloinTheDark on February 04, 2009, 10:49:48 PM
[1] Campfire [Gondor]
Condition • Plays on a site
To play exert a [Gondor] Man.  While at this site each minion skirmishing a [Shire] companion is Strength -1 (or Strength -2 if that minion is a Nazgul).
"Can't we rest for a moment?"
Title: Re: Never-Ending DC Chain!
Post by: Braler on February 05, 2009, 06:02:48 AM
[2]Kindled Hearts [Gondor]
Condition
Strength +2
Resistance +2
To play spot Aragorn.
Bearer must be an unbound Man. Discard this condition in the Regroup phase.
"There will be a day when the strength of men fails... but it is not this day!"
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 05, 2009, 04:37:56 PM
Very cool card Braler. :gp:

[3] •Left in Ruin [Orc]
Condition • Site
Plays on the Fellowship's current site.
The shadow number of each battleground is +1.
Each time the Free people's player moves from this site, he or she discards a condition from their support-area.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 06, 2009, 08:41:09 AM
[2] •Ruinous Hail (V) [sauron]
Condition • Support Area
Response: Each time you play an Engine
you may remove [1] to add a token here.
Skirmish: Remove two tokens from this card to
discard a free peoples condition (or two fortifications).
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 06, 2009, 12:40:59 PM
[2] •Hail the Victorious Dead [Rohan]
Condition
Resistance +4
Bearer must be a [Rohan] man.
Regroup: Spot a companion in the dead pile and spot no minions to liberate a site and heal bearer 2 times.
Title: Re: Never-Ending DC Chain!
Post by: GloinTheDark on February 06, 2009, 05:53:00 PM
[1] •Guthwine [Rohan]
Possession • Hand Weapon
Strength: +2
Bearer must be Eomer.
Maneuver: Exert Eomer to exert a minion.
For Guthwine!
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 06, 2009, 06:08:25 PM
[6] Rohirrim Defenses [Rohan]
Condition • Support Area
Toil 2.
Each minion is strength -3 and loses all damage and fierce
bonuses. Each shadow card loses all keywords and gametext.
Discard this condition at the start of the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: Gerontius on February 07, 2009, 09:28:48 AM
[3]ºSiege-Craft of Mordor [Sauron]
Condition º Support Area
To play, exert 2 [Sauron] minions or discard a condition.
Each [Sauron] minion is enduring.
The Free-Peoples player's companions do not gain strength bonuses from possessions.
Discard this condition at the end of the turn.

Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 07, 2009, 01:55:37 PM
[3] •Loyalty Splintered [Isengard]
Condition • Support-area
Each time an [Isengard] Man loses a skirmish involving a [Rohan] Man, add a threat.
Skirmish: Discard this condition to make each [Isengard] Man strength +4 and damage +1.
Title: Re: Never-Ending DC Chain!
Post by: Gerontius on February 07, 2009, 06:10:51 PM
[2] ºGollum, Treacherous Companion [Gollum]
Minion
Strength 5
Vitality 4
Site 3
Maneuver: Exert Gollum to wound a Ring-Bound Hobbit (limit once per turn). The Free Peoples player may return and unbound companion to hand to prevent this.
Skirmish: Discard Gollum to have Shelob replace him in a skirmish.
"Trust Smeagol now?
Title: Re: Never-Ending DC Chain!
Post by: GloinTheDark on February 07, 2009, 09:49:27 PM
(0) • Smeagol, Searching for Redemption [Gollum]
Companion
Strength: 3
Vitality: 4
Resistance: 7
Ring-bound.
To play add a burden. 
While you can only spot ring-bound companions Smeagol cannot be overwhelmed unless his strength is tripled. 
Each time Smeagol wins a skirmish heal a ring-bound hobbit.
See I told you!
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 09, 2009, 09:31:19 AM
[6] •Orkish Trainer [Orc]
Minion • Orc
Strength: 8
Vitality: 4
Site: 6
Shadow: Exert this minion to make an [orc] orc minion strength +2.
Maneuver: Exert this minion to make [orc] orc minion damage +1.
Skirmish: Exert this minion to exert a companion skirmishing a [orc] orc.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on February 09, 2009, 09:58:36 AM
[5] •Gorbag, Quarrelsome Captain [Orc]
Minion • Orc
Str: 11
Vit: 3
Sit: 4
Skirmish: Exert Gorbag to play a minion from your hand; that minion comes into play exhausted and is fierce until the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: GloinTheDark on February 09, 2009, 10:39:35 AM
[8] Troll of Minas Morgul [Wraith]
minion • troll
Strength: 16
Vitality: 3
Site: 4
Fierce.
Shadow:  Exert Troll of Minas Morgul to play a [Wraith] orc.  That orc's twilight cost is -3.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 09, 2009, 01:03:02 PM
[3] •Denethor, Crazed Steward [Sauron]
Follower
Strength +3
Aid- remove a burden.
This card may not be spotted as a follower
Skirmish: Each time bearer is assigned to skirmish a [Gondor] man, you may play a [Wraith] minion from your draw deck.
Title: Re: Never-Ending DC Chain!
Post by: AgentDrake on February 11, 2009, 05:09:07 PM
[3] • Denethor, Mad Steward [Men]
Minion - Man
Strength 7
Vitality 3
Site 4
Corrupted (This minion may be played regardless of unique Free Peoples cards.) Muster.
Each time a corrupted minion wins a skirmish, you may add a threat.
Regroup: Exert Denethor and remove a threat to add a burden.
"'A mighty gift....'"
Title: Re: Never-Ending DC Chain!
Post by: Gerontius on February 11, 2009, 08:09:12 PM
[4] ºMouth of Sauron, Black Numenorean[Men]
Minion - Man
Str: 9
Vit: 3
Site: 4
Corrupted.
Each time a corrupted minion loses a skirmish, you may exert a X companions, where X is the number of threats you can spot.
Title: Re: Never-Ending DC Chain!
Post by: Anonymous Prodigy on February 12, 2009, 08:34:13 AM
[4] • Sauron, The Necromancer (G)
Minion • Maia
Strength: 8
Vitality: 5
Site Number: 6
Damage +1. Lurker.
Sauron cannot take wounds during the archery phase and cannot be assigned to a skirmish.
The twilight cost of each Free Peoples event is +1.
Shadow: Exert Sauron twice to spot an unbound companion. That companion is strength -2 and resistance -2 until the regroup phase. The Free Peoples player may add a burden and a threat to prevent this.
“‘How he got there I don’t know, but I found him a prisoner in the dungeons of the Necromancer.’”
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 12, 2009, 08:50:50 AM
[2] Mirkwood Sentinel (G)
Companion • Elf
Strength: 5
Vitality: 3
Scout 1. (When you play this companion you
may play or replace the next site on the site path)

While this companion is at a Forest site it is Hunter 3.
Title: Re: Never-Ending DC Chain!
Post by: Braler on February 12, 2009, 10:16:11 AM
[6] Enchanted River Site 7
Site
Forest. When the fellowship moves to Enchanted River, exhaust the companion with the lowest resistance. (If there are more than one, the free peoples player may choose one to exhaust.)
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on February 12, 2009, 11:48:47 AM
(0) •!Sceptre of the !Dark Lord, Weapon of !Despair [Sauron]
Artifact • Support Area
Each time you play a unique minion, you may add a [Sauron] token here.
Any phase: Remove X tokens from here to make a companion (except the Ring-bearer) resistance -X.
L R 142
Title: Re: Never-Ending DC Chain!
Post by: Anonymous Prodigy on February 12, 2009, 11:50:45 AM
[2](0) • Morgoth, Master of the Fates of Arda [Sauron]
Minion • Vala
Strength: 26
Vitality: 5
Site Number: 5
Damage +2. Enduring. Fierce.
Morgoth’s twilight cost is -1 for each burden you can spot.
When you play Morgoth, you may exert him and remove [X] to reveal the top [X] cards of the Free Peoples player’s draw deck. Replace the revealed cards in any order.
“‘Therefore with my eyes you shall see, and with my ears you shall hear, and nothing shall be hidden from you.’”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 12, 2009, 11:52:32 AM
[4] To the Ruin of All [Sauron]
Event • Skirmish
Exert a [Sauron] minion to make the Free People's Player discard two possessions or conditions that a companion is bearing.

Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 12, 2009, 01:53:38 PM
[2] Udun Scout [Sauron]
Minion • Orc
Strength: 5
Vitality: 2
Site: 6
Scout 1. (When you play this minion you
may play or replace the next site on the site path)

Shadow: Exert this minion to reveal your opponent's
hand. Add [1] for each free people's card revealed.
Title: Re: Never-Ending DC Chain!
Post by: Anonymous Prodigy on February 12, 2009, 03:56:33 PM
[2] • Elf Scout [Elven]
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
Hunter 1. To play, spot an [Elven] Elf.
Regroup: Exert this companion twice to play the fellowship’s next site (and remove [2] if you can spot 2 forest sites).
“They went along many NOLINKpaths and climbed many stairs....”
Title: Re: Never-Ending DC Chain!
Post by: Jerba on February 13, 2009, 11:23:14 AM
 [1] Shortcut to Mushrooms [Shire]
Event
Response: If opponent just played or replaced a site using a scout
exert your hobbit to replace it with your site or remove [3].

A Hobbit's plan can always change when a meal is offered... or uncovered.

Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 13, 2009, 01:52:25 PM
[2] Mushrooms [Shire]
Possession • Support Area
When you play this condition add 4 tokens to it.
Fellowship: Remove a token and remove [1] to
heal a hobbit. 
Title: Re: Never-Ending DC Chain!
Post by: GloinTheDark on February 13, 2009, 10:58:17 PM
(0) Call of the Ring [Sauron]
Event • Maneuver
Exert a minion to exert the ring-bearer.  The free peoples player may wound a companion to prevent this. 
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on February 14, 2009, 01:45:42 PM
[1] Deadly Voices [Wraith]
Event • Maneuver
Spell. Twilight.
Exert a Nazgûl to exert the Ring-bearer. If the Ring-bearer is then exhausted, he or she puts on The One Ring until the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: Braler on February 14, 2009, 02:03:45 PM
[2]Ignite [Gandalf]
Event • Skirmish
Spell.
Spot Gandalf to wound a wounded minion.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 14, 2009, 06:00:07 PM
[4] •Gandalf, Charismatic Leader [Gandalf]
Companion • Wizard
Strength: 7
Vitality: 4
Resistance: 7
Ring-bound. Leadership 2 (While every companion has the same resistance as this character, each minion is strength -2.)
Fellowship: Exert Gandalf to make him gain the culture of the ring-bearer.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on February 15, 2009, 07:05:44 PM
[4] •Glorfindel, Lord of the Noldor [Elven]
Companion • Elf
Str: 9
Vit: 3
Res: 7
Ranger. !Unyielding (Glorfindel's resistance is not modified by the number of burdens).
While Glorfindel is assigned to a skirmish, each other companion with resistance 7 or more is strength +2.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 16, 2009, 12:23:42 PM
[4] •Glorfindel, Elven Scout [Elven]
Companion • Elf
Strength: 9
Vitality: 3
Resistance: 6
Scout 3.
While Glorfindel is in a Fierce skirmish, each minion in that skirmish is strength -4.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 16, 2009, 02:58:05 PM
[4] Goblins of the Mountain [Moria]
Minion • Goblin
Strength: 10
Vitality: 2
Site: 4
Muster.
While at a mountain or underground site, this minion is twilight cost -2.
During a fierce skirmish involving this minion, it is strength +8.
Title: Re: Never-Ending DC Chain!
Post by: legolas3333 on February 17, 2009, 11:04:13 AM
(5)Sauron, The Great Eye [Sauron]
Minion
Strength: 0
Vitality:1
Site: 2
To Play spot 3 Minions.
Sauron cannot take wounds
Spot 3 [Men] Minions and remove (1) to exert a companion
Spot 3 [Orc] Minions and remove (2) to wound a companion
Spot 3  [Wraith] Minions and remove (3) to add a burden
Title: Re: Never-Ending DC Chain!
Post by: Jerba on February 17, 2009, 02:04:09 PM
 [1] Eye See's You [Wraith]
Condition Support Area
Spell.
To play spot your twilight [Wraith] minion.
Response: If your opponent's spell was just played
or the ring-bearer just put on the One Ring exert your
twilight minion and remove [1] to add a burden.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 17, 2009, 02:05:11 PM
[3] Threat of the Eye [Sauron]
Event • Skirmish
Make a [Sauron] minion strength +5.
If that minion wins its skirmish discard
4 cards from the top of each free people
players draw deck.
Title: Re: Never-Ending DC Chain!
Post by: Jerba on February 18, 2009, 07:22:46 AM
 [2]Threat of Rhun [Raider]
Event - Skirmish
Make an Easterling strength +3. If that
Easterling wins this skirmish exert an Easterling
to add a burden, if not discard this minion.

Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 18, 2009, 10:26:38 AM
[6] •Men of the East [Raider]
Minion • Man
Strength: 14
Vitality: 3
Site: 5
Ambush 4. Damage +1.
Assignment: Exert this minion and reveal your hand to assign this minion to skirmish an unbound man.
Skirmish: Exert this minion and remove [3] to wound a companion it is skirmishing.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 18, 2009, 10:36:36 AM
[4] Eastern Scout [Raider]
Minion • Man
Strength: 6
Vitality: 3
Site: 5
Easterling. Scout 2.
While you are at a plains site,
each Easterling is strength +4.
Title: Re: Never-Ending DC Chain!
Post by: Jerba on February 18, 2009, 12:13:33 PM
Rhun  [2]
SITE
Plains. Desert.
When moving to this site add [1] for each ring-bound companion or easterling in play (whichever is most).
Title: Re: Never-Ending DC Chain!
Post by: Braler on February 18, 2009, 12:32:39 PM
[1] Beorn's Homestead
Site
Dwelling.
Fellowship: Play a Tale to draw a card.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 18, 2009, 12:45:35 PM
[3] A Wizard Arrives Precisely When He Means To [Gandalf]
Event • Response
When you play Gandalf, discard up to two shadow conditions or minions.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 18, 2009, 02:14:30 PM
[4] •You Shall not Pass! [Gandalf]
Condition • Support Area
Spell. To play, exert Gandalf three times and discard a staff he is bearing.
Regroup: Discard this condition to skip the following fellowship, shadow
maneuver, archery, assignment, skirmish and regroup phases.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on February 18, 2009, 04:17:17 PM
(0) Orkish Domain [Orc]
Condition • Support Area
Shadow: Discard an [Orc] minion to skip the maneuver and archery phases. The Free Peoples player may add a burden to prevent this. Discard this condition.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 18, 2009, 05:32:44 PM
[6] Orkish Bowman [orc]
Minion • Orc
Strength: 12
Vitality: 2
Site: 5
Archer.
Archery: Exert this minion to exer a companion.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 18, 2009, 08:10:46 PM
[1] Orkish Follower [Orc]
Minion • Orc
Strength: 5
Vitality: 2
Site: 5
This minion is strength +1 for each other character you can spot.
Title: Re: Never-Ending DC Chain!
Post by: legolas3333 on February 19, 2009, 11:39:23 AM
(3) Orc Staggler [orc]
Minion - Orc
Strength 6
Vitality 2
Site 5
While you can spot a hobbit the move limit is -1
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 19, 2009, 11:52:55 AM
[4] Orkish Swordsman [Orc]
Minion • Orc
Strength: 9
Vitality: 3
Site: 6
While this minion is bearing a hand weapon
it is strength +4 and Fierce.
Title: Re: Never-Ending DC Chain!
Post by: Gerontius on February 20, 2009, 05:35:34 PM
[1] Foul Scimitar [Sauron]
Possession-Hand Weapon
Strength +2
Vitality -1
Bearer must be a [Sauron] orc with a strength of 10 or less.
Skirmish: Exert bearer to wound a companion or ally skirmishing bearer.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 20, 2009, 06:08:25 PM
Awesome card Took. :gp:

[1] We Should Never Have Come Here [Moria]
Condition • Support-area
Each [Moria] minion is vitality -1.
At the start of the manuever phase, spot 6 [Moria] minions to play a minion from your draw deck. It is twilight cost - [3].
Title: Re: Never-Ending DC Chain!
Post by: Elessar's Socks on February 22, 2009, 07:21:41 AM
[3] NOLINKMalice in the Underdeeps [Moria]
Event • Shadow
Reveal the top X cards of your draw deck, where X is the number of underground sites you can spot. You may play 2 [Moria] Orcs revealed. Shuffle your draw deck.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 23, 2009, 12:42:00 PM
[2] • One Ring to Rule them All [Sauron]
Condition • Support Area
Each time your opponent plays an [elven] or [dwarven]
artifact add [2] (or add [4] and wound a companion if
that artifact was a ring).
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 23, 2009, 12:45:28 PM
[2] One Ring to Find Them [Sauron]
Event • Response
If the ring-bearer wears the one ring, spot a non orc [Sauron] minion to make the free people's player discard up to two artifacts from their draw deck.
Title: Re: Never-Ending DC Chain!
Post by: GarrisonofGondor on February 23, 2009, 02:54:02 PM
[2] Orc Pike [Sauron]
 Possession • Hand Weapon
 S:+3
 Bearer must be a [Sauron] Orc.
 At the start of each skirmish involving bearer, each companion must exert or add [5].
Title: Re: Never-Ending DC Chain!
Post by: Braler on February 24, 2009, 08:45:25 AM
[2] Head on a Pike [Rohan]
Possession • Support Area
When you play this possession, name a race.  Each time a minion of the named race is played that minion must exert.  Discard this possession in the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: GarrisonofGondor on February 25, 2009, 09:07:56 AM
 [1] Rider's Helm [Rohan]
 Posession • Helm
 V: +1
 Bearer must be a [Rohan] Man.
 Skirmish: Discard this posession to prevent all damage to bearer.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 25, 2009, 10:17:16 AM
[3] Rohirrim Horseman [Rohan]
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant. When you play this companion you may
add [2] to play a mount from your draw deck on
this companion. Mounted companions are strength +1.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on February 25, 2009, 12:48:29 PM
[3] Southron Rider [Men]
Minion • Man
Str: 8
Vit: 2
Sit: 4
Southron. Knight.
When you play this minion, you may play a mount on it from your draw deck.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 25, 2009, 04:34:42 PM
[4] Targeted [Raider]
Event • Archery
To play, spot a Southron.
Make the minion archery total +1 for each companion over 4.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 25, 2009, 06:30:33 PM
[4] No Mercy [Elven]
Event • Skirmish
To play, spot 3 [Elven] companions.
Add a threat to wound each wounded minion.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 26, 2009, 02:32:26 PM
[3] Elven Aim [Elven]
Event • Archery
Spot an elf to wound a minion
(or wound a minion twice if that elf was Legolas).
Title: Re: Never-Ending DC Chain!
Post by: ElvenSpearman21 on February 26, 2009, 08:13:17 PM
 [2] Elven Spear [Elven]
 Possession • Hand Weapon
 S: +2
 Bearer must be an [Elven] Companion
 Bearer is Damge +1
 Skirmish: Exert bearer to wound a minion he is skirmishing.
Title: Re: Never-Ending DC Chain!
Post by: Gerontius on February 26, 2009, 08:25:27 PM
[1] Hobbit Bow [Shire]
Possession-Ranged Weapon
Vit +1
Bearer must be a hobbit ally.
Archery: Add a burden to wound a minion (Limit once per turn).
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 26, 2009, 09:24:55 PM
[1] Hobbit of the Shire [Shire]
Companion • Hobbit
Strength: 2
Vitality: 4
Resistance: 8
Muster.
Reponse: If a ring-bound companion is about to be killed in a skirmish, discard this companion to prevent that.
Title: Re: Never-Ending DC Chain!
Post by: Braler on February 27, 2009, 06:16:43 AM
[1]Hobbit of Bree [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 7
Skirmish: Exert Hobbit of Bree to cancel a skirmish involving this companion. (any shadow player may remove  [2] to prevent this)
Title: Re: Never-Ending DC Chain!
Post by: Jerba on February 27, 2009, 12:47:26 PM
 [2] Bill Ferny, Of Bree [Wraith]
Follower  Man
Strength +1
Aid-  [2]
Skirmish: Exert a Nazgul bearing this follower twice to cancel a skirmish involving this follower, for the remainder of the turn this follower is strength +3 and it's bearer is fierce and may not have its skirmishes canceled.
Title: Re: Never-Ending DC Chain!
Post by: macheteman on February 27, 2009, 02:16:18 PM
[1] Beer, of Bree [shire]
Possession • Beer
Bearer must be a companion. Bearer gains inebriated.
Discard this possession to drown a minion this companion is skirmishing.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on February 27, 2009, 02:22:55 PM
Jerba- what is up with that follower? Ability seems to be cancelling itself out.

[2] •Barliman Butterbur, Friend of Gandalf [Gandalf]
Companion • Man
Strength: 4
Vitality: 3
Resistance: 7
At the start of the manuever phase, you may remove a [Gandalf] token to take a spell into hand from your draw deck.
Regroup: Exert Barliman Butterbur and make the move limit -1 to heal each other companion twice (limit once per a turn).
Title: Re: Never-Ending DC Chain!
Post by: Jerba on February 27, 2009, 02:31:53 PM
Jerba- what is up with that follower? Ability seems to be cancelling itself out.

[2] Bill Ferny, Of Bree [Wraith]
Follower  Man
Strength +1
Aid-  [2]
Skirmish: Exert a Nazgul bearing this follower twice to cancel a skirmish involving this follower, for the remainder of the turn this follower is strength +3 and it's bearer is fierce and may not have its skirmishes canceled.


The idea is actually quite broken on a non-fierce enduring nazgul. You would be forgoing the first skirmish in order to create a second skirmish wherein the nazgul gains at least an additional +3 strength from the follower (+7 if enduring with the two wounds) but the cost is that its wounded up and therfore more vulnerable. I kinda liked the idea. Black Captain would be awesome with that. Hope that makes sense.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on February 28, 2009, 07:22:18 PM
Yeah, what doesn't make sense is that macheteman posted a parody DC. Their is a thread for that you know; if you're bold enough to necromance it. ;)
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 01, 2009, 01:42:05 AM
I guess the problem that I saw was the follower becoming strength +3 and not the minion. :-k
Title: Re: Never-Ending DC Chain!
Post by: Jerba on March 01, 2009, 04:52:16 AM
I guess the problem that I saw was the follower becoming strength +3 and not the minion. :-k

I see the confusion I'll have to reword it I guess. Thanks for the interest.

[2] Bill Ferny, Of Bree [Wraith]
Follower  Man
Strength +1
Aid- [2]
Skirmish: Exert a Nazgul bearing this follower twice to cancel a skirmish involving this minion, for the remainder of the turn this minion is strength +3 and fierce and may not have its skirmishes canceled.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 01, 2009, 12:54:34 PM
Much better now. =D>
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on March 01, 2009, 04:33:57 PM
[2] •Bill Ferny, !Man of Bree [Men]
Minion • Man
Str: 4
Vit: 1
Sit: 2
Traitor.
While you can spot a companion with resistance 5 or less, Bill Ferny cannot be assigned to a skirmish by the Free Peoples player.
Skirmish: If Bill Ferny is skirmishing, play a minion from hand to remove him from that skirmish.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 01, 2009, 09:52:53 PM
(0) Breeland [Site]
Site
While in region one, each [Men] Man is twilight cost -2.
Title: Re: Never-Ending DC Chain!
Post by: Jerba on March 02, 2009, 05:30:03 AM
 [2] The Barrrows [Site]

While in Region One, the first twilight minion played here is twilight cost -2 and if a [wraith] minion may add a burden.
Title: Re: Never-Ending DC Chain!
Post by: Braler on March 02, 2009, 06:21:56 AM
(0) Lonely Mountain [site]
Site
Smaug's twilight cost is -5. (if this site is in region 3, play Smaug from your draw deck)
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 02, 2009, 11:38:04 AM
[2] Ere Break of Day [Dwarven]
Condition • Support-area
While you can spot Gandalf or Bilbo, each [Dwarven] companion is damage +1.
Regroup: Spot 7 [Dwarven] companions and discard this condition to make the move limit +2.
"'To seek the pale enchanted gold.'"
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on March 03, 2009, 01:57:49 PM
[1] Thorin & Company [Dwarven]
Condition • Support Area
Maneuver: Exert Bilbo and spot Gandalf to remove a threat.
Skirmish: Spot Bilbo and add a threat to make a Dwarf strength +1 (limit +2).
Regroup: Exert 2 Dwarves to play Gandalf from your discard pile.
’And I am not going to allow you to back out now... You have to look after all these dwarves for me...’

MOD's note: Please keep joke DCs out of this thread - there is a Parody Never-Ending DC thread somewhere or other in the Chamber of Mazarbul and your cards would be greatly appreciated there. :up:
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 03, 2009, 11:49:18 PM
[4] •Elrond, Wise Counsellor [Elven]
Companion • Elf
Strength: 7
Vitality: 4
Resistance: 8
To play, spot Gandalf.
Fellowship: Exert Elrond and discard a [Elven] card from hand to heal another companion with resistance 7 or more.
Regroup: Discard X cards from your hand to draw the same amount of cards from your draw deck, where X is Elrond's vitality.
Title: Re: Never-Ending DC Chain!
Post by: Braler on March 04, 2009, 06:03:50 AM
[4] •Gandalf, Seeker of Council [Gandalf]
Companion • Wizard
Str: 7
Vit: 4
Res: 7
While you can spot Elrond, Gandalf is Strength +1 and Resistance +1.
At the start of the regroup phase, you may reveal the top card of your draw deck, if it is a [Gandalf] or [Elven] card you may wound a minion.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 09, 2009, 02:38:23 PM
[4] •Always Seeking It [Gollum] Sh
Condition
Resistance -1
At the start of the manuever phase, remove 2 burdens to transfer this to the ring-bearer.
Each time a burden is added, exert Gollum twice to add an addition burden.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on March 15, 2009, 05:07:18 PM
[1][6] •Sauron, Always Searching [Sauron]
Minion • Maia
Str: 24
Vit: 5
Sit: 6
Damage +1. Fierce.
Response: If the Ring-bearer puts on The One Ring, play Sauron from your hand; his twilight cost is -8.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 16, 2009, 02:54:07 PM
[2] Final Sacrifice [Gandalf] [Gondor] [Rohan]
Condition
Plays on an unique companion.
At the start of the manuever phase, exhaust bearer and spot a [Sauron] minion to make him or her defender +2 until the regroup phase.
At the start of each skirmish involving bearer, discard this condition to place bearer in the dead pile and discard each minion skirmishing bearer.
"'For ourselves there is no hope... This is our final act to give Frodo time, time to end this evil that marshals before us.'"
Title: Re: Never-Ending DC Chain!
Post by: Braler on March 17, 2009, 09:24:40 AM
Nice flavor there Lurtzy  :gp:

[1][4] •Smaug, Greedy Wyrm [Sauron]
Minion • Dragon
Str: 15
Vit:  5
Sit:  8
Damage +1. Fierce.
Smaug is strength +1 for each possession and artifact you can spot.
Title: Re: Never-Ending DC Chain!
Post by: Gerontius on March 17, 2009, 12:04:11 PM
[2] ºBard, Grim Heir of Dale [Gandalf]
Companion-Man
Str-5
Vit-3
Res-7
Archer.
Regroup: If you cannot spot a minion, exert Bard to reveal an opponent's hand. You may draw a card for each minion revealed. If you move during the regroup phase this turn, they may discard 2 cards from hand to draw 2 cards.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 22, 2009, 02:15:23 PM
[2] •Dwalin, Son of Fundin [Dwarven]
Companion • Dwarf
Strength: 5
Vitality: 3
Resistance: 5
While you can spot Bilbo, Dwalin is damage +1 and resistance +3.
Response: If Bilbo is about to be discarded, exert Dwalin to stack Bilbo on Dwalin.
Title: Re: Never-Ending DC Chain!
Post by: Gerontius on March 23, 2009, 09:35:26 AM
[2] ºBilbo, Sarcastic Hobbit [Shire]
Companion-Hobbit
Str:3
Vit:4
Res:4 [Ring]
Bilbo is Resistance +2 for each of the following races you can spot: Dwarf, Wizard, Man, Elf.
Skirmish: If Bilbo is bearing the One Ring, add three burdens to cancel a skirmish involving a dwarf.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 23, 2009, 11:17:42 AM
[2] Dwarf of the Lonely Mountain [Dwarven]
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 5
Fierce.
Each possession played on this companion is twilight cost - [1].
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on March 23, 2009, 12:56:05 PM
[1] [8]*Souron, Lord of the Earth [Sauron]
strength:24
Vit:5
Site:6
When you play Souron, you may remove X burdens. For each burden removed this way, Souron is Twilight cost -2
Regroup: exert Souron twice and spot another minion to add two burdens



[2] Swarming Orc  [Moria]
Strength:6
Vit:2
site:4
Shadow: Discard this minion to play a [Moria] orc from your discard pile or spot 6 companions and discard this minion to play two  [Moria] orcs from your discard pile.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on March 23, 2009, 05:09:43 PM
[3] Cunning Orc [orc]
Minion • Orc
Strength: 9
Vitality: 3
Site: 6
Skirmish: Exert this minion to play an [orc]
skirmish event from your draw deck or discard pile.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on March 23, 2009, 05:10:05 PM
(0) Orkish Domain [Orc]
Condition • Support Area
Shadow: Discard an [Orc] minion to skip the maneuver and archery phases. The Free Peoples player may add a burden to prevent this. Discard this condition.
Title: Re: Never-Ending DC Chain!
Post by: Selrahc on March 23, 2009, 07:20:13 PM
(0) Elven Domain [Elven]
Condition • Support Area
When this card is played, add 1 token to it for each elf you spot.
Archery: Spot an elf and remove 1 token from here to add 1 to the fellowship archery total (limit 2).
While there are 3 tokens here, the archery phase cannot be skipped.
"... but tonight we will do as the Galadhrim and seek refuge in the tree tops ..."

--Selrahc
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 23, 2009, 10:17:14 PM
That card is insane... no cost for two archery?

[3] •The Two Towers [Isengard] [Sauron]
Condition • Support-area
Each time an [Isengard] minion is played, you may reinforce a [Sauron] token.
Manuever: Remove 6 [Sauron] tokens to make each unbound companion resistance -2 until the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: Selrahc on March 24, 2009, 02:33:55 PM
You're right. You deserve a GP. Let's say that it says "Exert an elf" instead of "Spot an elf."

[2] •Eternal Friendship [Elf] [Dwarf]
Condition • Support Area
To play, spot Gimli and Legolas.
Each time a [Dwarf] skirmish event is played on Gimli, you may reinforce an [Elf] token.
Each time an [Elf] skirmish event is played on Legolas, you may reinforce a [Dwarf] token.
Regroup: Remove 4 [Elf] tokens and 4 [Dwarf] tokens to reconcile your hand.
If Gimli or Legolas dies, discard this condition.

--Selrahc
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on March 24, 2009, 02:37:08 PM
Oh, btw, Selrahc, Elven Domain should be unique otherwise it's still, horribly broken.  ;)

[4] •No love lost [Dwarven]
Condition • Support Area
Toil 2.
Each time a dwarf wins a skirmish
you may wound an orc or uruk-hai.
Title: Re: Never-Ending DC Chain!
Post by: Selrahc on March 24, 2009, 03:06:54 PM
Nice eye! You deserve a GP, too.

(0)•New Friendship [Dwarf]
Condition
To play, spot Legolas.
Plays on Gimli.
Bearer is resistance +2.
If Gimli loses a skirmish, discard this condition.

--Selrahc
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on March 24, 2009, 04:33:54 PM
[2] •Gimli, Elf-friend [Elven]
Companion • Dwarf
Str: 6
Vit: 3
Res: 7
Archer.
While you can spot Legolas, each minion skirmishing Gimli is strength -2.
Title: Re: Never-Ending DC Chain!
Post by: Selrahc on March 24, 2009, 05:07:25 PM
[2] •Legolas, Dwarven Ally [Dwarf]
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
Damage +1.
While you can spot Gimli, Legolas' and Gimli's twilight cost is -1.

^Original^
vRevisedv

[2] •Legolas, Dwarven Ally [Dwarf]
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
Damage +1.
If Legolas is played in the starting fellowship with Gimli, Legolas' twilight cost is 0.

Okay, so, I'm not sure if this is worded correctly. Say you play Gimli in your starting fellowship and his twilight cost is 2. When you play Legolas, Dwarven Ally, Gimli's twilight would go down to 1 as well as Legolas' twilight. That would then enable one to play a couple hobbits or another companion with a twilight cost of 2. Does my wording make this happen?

--Selrahc
Title: Re: Never-Ending DC Chain!
Post by: TheJord on March 24, 2009, 05:15:46 PM
Twilight cost modifiers only apply when you play the card sorry.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 24, 2009, 06:16:15 PM
[4] Mountain Uruk [Uruk]
Minion • Uruk-hai
Strenghth: 11
Vitality: 2
Site: 7
Damage +1.
Shadow: Exert this minion at a mountain site to play a [Uruk] minion at twilight cost - [X] where X is the current region number.
Title: Re: Never-Ending DC Chain!
Post by: Selrahc on March 24, 2009, 07:33:53 PM
I edited my previous post to include a revised version of Legolas, Dwarven Ally.

[4] Home in a Hill [Shire]
Fellowship • Event
Toil 2.
Reinforce X [Shire] tokens where X equals the total number of [Shire] companions and allies you can spot.

--Selrahc
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on March 25, 2009, 11:15:28 AM
[3] •Mountain Foundries [Isengard]
Condition • Support Area
Shadow: Remove [1] to add an [Isengard] token here.
Regroup: Remove an [Isengard] token from here to
stack an [Isengard] possession in your discard pile on
this card. Possessions may be played here as
if from hand.
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on March 25, 2009, 01:30:25 PM
 :gp: I like it.

[2] *Surounded  [Moria]

Condition*Support Area

Shadow: Remove [2] or spot 6 companions to discard one of your possessions and play an [Moria] orc from your discard pile.
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on March 25, 2009, 02:32:50 PM
 [3]*Library of Rivendell [Elven]
 Condition*Support Area
Fellowship: Exert one elf companion and spot an unwounded elf to take two cards from your draw deck and place them in your hand. Shuffle your draw deck. (Limit 1 per turn)
Regroup:Spot Elrond to take 2 cards from your discard pile and shuffle them into your draw deck. (Limit 1 per turn)



My first one!  :mrgreen:

Edit-Added one twilight and decreased its Regroup action from 3 cards to 2.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 25, 2009, 04:47:13 PM
A_E, what type of card is that? :P

[2] Moment's Rest [Elven]
Event • Response
When the fellowship moves to region 3, you may exert Elrond and discard 2 [Elven] cards from hand to heal each other companion.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on March 25, 2009, 05:03:04 PM
[4] •Elrond, Lord of the Eldar [Elven]
Companion • Elf
Str: 8
Vit: 4
Res: 7
While you can spot 2 Elves, Elrond’s twilight cost is -2.
While the fellowship is in region 1 and you can spot 3 Elves, Elrond is strength +2 and resistance +2.
While the fellowship is in region 2, Elrond cannot take more than 1 wound in a skirmish.
"'But maybe when the One has gone, the Three will fail, and many fair things will fade and be forgotten. That is my belief.'"
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on March 25, 2009, 05:15:22 PM
 [5]*Gil-Galad, Wielder of Aiglos [Elven]
Companion*Elf
Strength:8
Vitality:4
Resistance:7

While Gil-Galad bears a ranged weapon, he is strength +2, damage +1, and does not add to the archery level.

Skirmish: While Gil-Galad bears Aiglos, you may exert Gil-Galad to wound a minion he is skirmishing twice. (limit once per skirmish phase)


Can I get some feedback on the last two?
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 25, 2009, 05:16:38 PM
Card types are key.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on March 25, 2009, 05:18:18 PM
Can I get some feedback on the last two?
Both very cool, but with a few wording issues like "damage +1", "skirmishing" not "facing" etc. Library is very overpowered currently, but taking 1 card into your draw deck instead I think would make that work.

Thranduil
Title: Re: Never-Ending DC Chain!
Post by: Selrahc on March 25, 2009, 05:26:24 PM
[5]*Gil-Galad, Wielder of Aiglos [Elven]
Strength:8
Vitality:4
Resistance:7

While Gil-Galad bears a ranged weapon, he is strength plus 2, damage plus 1, and does not add to the archery level.

Skirmish: While Gil-Galad bears Aiglos, you may exert Gil-Galad to wound a minion he is facing twice. (limit once per skirmish)


Can I get some feedback on the last two?

I would limit the skirmish ability to say limit once per skirmish phase. I really like the card, though. GP for you for creativity.

[2] •Aiglos, Elven Weapon [Elf]
Artifact • Hand Weapon
Vitality: +1
Bearer must be an elf.
If bearer is Gil-Galad, he is resistance +1.
Regroup: You may exert bearer to remove a threat (limit 1).

--Selrahc
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on March 25, 2009, 05:39:55 PM
Thanks for the hint.

[3]•Isildur, Son of Elendil [Gondor]
Companion•Man
Strength:7
Vitality:4
Resistance:5
To play, spot 2 [Gondor] companions, or exert 1 Gondor Companion
While Isildur is resistance 4 or lower, each [Gondor] companion is strength -1
While Isildur bears a weapon, he is strength +1 and resistance +1 for each wound on Isildur.

Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 25, 2009, 05:44:34 PM
Again, you need to add in the "companion • man" part.
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on March 25, 2009, 05:46:07 PM
Ok, thanks. I keep missing that.

How do you get the dot in between Companion and Man?
Title: Re: Never-Ending DC Chain!
Post by: Selrahc on March 25, 2009, 06:49:28 PM
Ok, thanks. I keep missing that.

How do you get the dot in between Companion and Man?

You should check out this topic --> http://lotrtcgdb.com/forums/index.php?topic=131.0
It has lots of great information on how to best format a dream card.
To create the dot, hold down the "Alt" key and press the "7" key on the number-pad.

By the way, I LOVE the Isildur card.

--Selrahc
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on March 25, 2009, 10:36:20 PM
Thanks!

[2]Narsil, Shattered Sword [Gondor]
ArtifactSupport Area
While you can spot Elendil or Isildur, all weapons played on your [Gondor] companions are twilight cost -1
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on March 26, 2009, 01:24:11 AM


[2] •Aiglos, Elven Weapon [Elf]
Artifact • Hand Weapon
Vitality: +1
Bearer must be an elf.
If bearer is Gil-Galad, he is resistance +1.
Regroup: You may exert bearer to remove a threat (limit 1).

--Selrahc

Maybe you could make it Strength +1 and Vitality +1?

Great Card! :gp:
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on March 26, 2009, 06:05:24 AM
[8]•Sauron, Controller of Men[Mordor]
Minion•Maia
Strength:16
Vitality: 5
SN: 8
Fierce. Damage +1
To play Sauron, you must either exert a [Mordor] minion or spot two burdens on the Ringbearer.
Assignment Phase: Exert Sauron thrice and choose a companion. All companions of that name cannot skirmish this turn.

For he went about, clothed as a man. For he looked not evil, but rather wise.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 26, 2009, 12:41:26 PM
I'd suggest make it spot an unique companion. :up:

[4] •Saruman, The White Wizard [Isengard]
Companion • Wizard
Strength: 8
Vitality: 4
Resistance: 2
Lurker.
Each time the fellowship moves, if Saruman's resistance is 0, discard him.
Title: Re: Never-Ending DC Chain!
Post by: Selrahc on March 26, 2009, 01:20:00 PM
I like that Saruman is still in the Isengard culture. It gives it a Smeagol/Gollum feel. :gp: for creativity.

[4] •Radagast, Nature Friend [Gandalf]
Companion • Wizard
Strength: 7
Vitality: 4
Resistance: 6
If Radagast is in your starting fellowship, you may exert him twice to play the next two sites.

--Selrahc
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on March 27, 2009, 09:58:05 AM
Ditto Selrahc :gp: for Lurtzy.

[8]•Lurtz, Wearer of the White Hand [Isengard]
MinionUruk-Hai
Strength: 15
Vitality:3
SN:5
Tracker. Archer. Fierce. Damage +1
To play, exert 2 [Isengard] Trackers.
Lurtz is strength -1 for each culture you can spot over 2.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on March 27, 2009, 10:14:40 AM
[8] •Lurtz, Tracker [Isengard]
Minion Uruk-hai
Strength:13
Vitality: 3
Site: 9
Tracker. Scout 3.
Response: Each time you play an [Isengard] Uruk-hai you may
exert Lurtz twice; that minion is twilight cost -4, and an archer.

Hey Aragorn_Ellessar, you might want to make that Lurtz unique. ;)
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on March 27, 2009, 10:27:31 AM
Oops! My Bad :mrgreen:
Title: Re: Never-Ending DC Chain!
Post by: Gerontius on March 27, 2009, 12:06:34 PM
[4] ºUgluk, Isengarder [Isengard]
Minion-Uruk-Hai
Str:9
Vit:3
Site:4
Tracker. Fierce. Damage +1.
Shadow: Discard a [Sauron] or [Moria] orc to play an [Isengard] tracker from your discard pile. It is twilight cost minus X, where X is the twilight cost of the discarded card.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 27, 2009, 03:38:04 PM
[4] •Mauhur, Isengarder [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 3
Site: 4
Tracker. Fierce.
You may play Mauhur at the end of the manuever phase.
Skirmish: Exert an [Isengard] tracker and make it strength -2 to make that minion damage +1.
Title: Re: Never-Ending DC Chain!
Post by: Selrahc on March 27, 2009, 05:22:54 PM
(0) •Smeagol, Gollum [Gollum]
Companion
Strength: 3
Vitality: 4
Resistance: 5
Lurker.
Skirmish: Exert Smeagol and make him strength -1 to make him and the ring-bearer damage +1 (limit +1) until the start of the regroup phase.

--Selrahc
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on March 27, 2009, 05:27:13 PM
[4] •Ugluk, Tracker [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 4
Tracker. Scout 1.
While this minion is at a plains site it is strength -2.
Each time you play a tracker you may exert Ugluk
to take a search card from your discard pile into hand.

EDIT: What the heck does Smeagol have to do with Uruk trackers?
This is supposed to be a thread where each card is connected by a
similar word, culture or race, not just random post to enlarge your post count.
Title: Re: Never-Ending DC Chain!
Post by: Selrahc on March 27, 2009, 05:36:09 PM
EDIT: What the heck does Smeagol have to do with Uruk trackers?
This is supposed to be a thread where each card is connected by a
similar word, culture or race, not just random post to enlarge your post count.

Quote
The basic idea is to create a chain of DCs. Each DC must relate to the previous DC in some way. Title, theme or similar game mechanics are the best ways. Whatever it is, it should be a reasonable link.

That's what I read in the old CC topic. I thought that the game mechanics were pretty similar. Sorry...

--Selrahc
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on March 27, 2009, 05:54:33 PM
[2]Gondor Swordsmaster[Gondor]
Companion•Man
Strength:6
Vitality:3
SN/R:5
Damage +1. Knight.
You may play this companion in the regroup phase like you would a skirmish event. When you play this companion,  you may spot more minions than companions to make each knight strength +1 and damage +1.
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on March 27, 2009, 07:16:19 PM
Wait, you play companions during the fellowship phase, then minions, so you'd think his text would never work...

 [3] *Gondorian stable master [Gondor]
Companion*Man
str:7
Vit:3
Res:6
Damage+1
To play, spot 2 [Gondor] men.
When you play Gondorian Stable Master, you may play up to two mounts from your draw deck.
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on March 27, 2009, 07:22:07 PM
Wait, you play companions during the fellowship phase, then minions, so you'd think his text would never work...

 [3] *Gondorian stable master [Gondor]
Companion*Man
str:7
Vit:3
Res:6
Damage+1
To play, spot 2 [Gondor] men.
When you play Gondorian Stable Master, you may play up to two mounts from your draw deck.

Fixed.

Make it only one mount.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on March 27, 2009, 08:03:41 PM
Wait, you play companions during the fellowship phase, then minions, so you'd think his text would never work...

 [3] *Gondorian stable master [Gondor]
Companion*Man
str:7
Vit:3
Res:6
Damage+1
To play, spot 2 [Gondor] men.
When you play Gondorian Stable Master, you may play up to two mounts from your draw deck.

Dude, he's a lowly stable master, he'd be strength 5, and automatic damage +1 is reserved only for dwarves like Gimli and Durin, not just for any random stable master. Heck, a gondorian stable master isn't even mentioned in LotR and if he were he wouldn't be a soldier.  ](*,)
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on March 28, 2009, 07:03:54 AM
[1]Hobbiton Brewer[Shire]
FollowerHobbit
Follower-Aid [1]- Add [1] to transfer this follower to a companion.
Vitality +1
Each time the companion you transfer this follower to is a hobbit, you may heal that companion.
Title: Re: Never-Ending DC Chain!
Post by: Elladan on March 28, 2009, 07:23:39 AM
[1]Hobbiton Brewer[Shire]
FollowerHobbit
Follower-Aid [1]- Add [1] to transfer this follower to a companion.
Vitality +1
Each time the companion you transfer this follower to is a hobbit, you may heal that companion.


I think the wording on that is a little rough.
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on March 28, 2009, 07:33:50 AM
Ok
Title: Re: Never-Ending DC Chain!
Post by: Gerontius on March 28, 2009, 11:43:32 AM
I think the name is already taken, and it should probably be Aid: Add a burden, but interesting enough!

[1] ºThe Old Took [Shire] 
Hobbit-Ally-Home 1
Str: 1
Vit:2
To play, spot a hobbit.
Bilbo is vitality +1.
Fellowship: Exert this ally to heal Bilbo.
Each time the fellowship moves, add a threat or discard this ally.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on March 28, 2009, 03:34:49 PM
[4] Bilbo, NOLINKThin and Stretched [Shire]
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 10
Ringbound. Toil 2. Each time the ringbearer puts
on the ring, wound a companion. At the end of
each turn, if the ringbearer has not worn the ring
you may heal a companion X times, where X is
the number of wounds on Bilbo.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on March 29, 2009, 07:06:27 PM
(0) Out of Sight and Out of Mind [Shire]
Event • Maneuver
Spot a [Shire] Ring-bearer to make him wear The One Ring until the regroup phase. Until the regroup phase, for a Shadow player to play a card with ’The One Ring’ in its game text, he or she must first remove [2].
It was a turning point in his career, but he did not know it. He put the ring in his pocket almost without thinking.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 31, 2009, 01:03:43 PM
[2] •Worth Fighting For [Shire]
Condition
Vitality +1
At the start of the manuever phase, you may add 2 burdens to tranfer this condition to Sam.
Skirmish: Exert Sam thrice to add his resistance to Frodo's strength. Discard this condition.
"'What are we holding onto, Sam?'"
"'That there's some good in this world, Mr. Frodo... and it's worth fighting for.'"
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on April 06, 2009, 08:26:17 AM
Just to dip my toes back in DCing before taking the full plunge.... ;D

(0)•Frodo, Pale and Worn [Shire]
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 12
Ring-bearer. Ring-bound. Each time Frodo takes a wound, add a burden.
Response: If Frodo is about to be overwhelmed, wound him to prevent that.
While you can spot 8 burdens, Frodo is enduring.
“...an attempt to wrest his treasure from him by force. He fought back with a NOLINKsudden fury....”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 06, 2009, 01:39:19 PM
[2] •Sam, Last of the the Company [Shire]
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 9
Ring-bound.
Sam's resistance cannot be modified by shadow cards while the fellowship is region three.
Fellowship: Exert Sam twice and add [6] to have him switch resistance with Frodo. (limit once per a turn)
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on April 06, 2009, 03:39:44 PM
[3]*Pippin, Knight of Gondor [Gondor]
Companion*Hobbit
Strength
:6
Vitality:4
R/SN:7
Knight.
To play, spot a Gondor Knight.
When skirmishing a minion bearing a fortification, exert Pippin to wound that minion.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 06, 2009, 03:50:02 PM
[3] •Faramir, Captain of the White City [Gondor]
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
Knight. Ring-bound.
Minions bearing fortifications cannot be assigned to skirmish the ring-bearer.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on April 07, 2009, 12:26:02 PM
[4] •Ramparts of the White City [Gondor]
Condition • Support Area
Fortification. Toil 4.
At the end of each fellowship phase, after
you have moved, you may exert a knight to
stack a fortification from your discard pile here.
Play fortifications here as if from hand.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 08, 2009, 02:42:12 PM
[6] Once the !Hobbitses Are Dead [Gollum] Sh
Event • Response
Toil 2.
If a ring-bound hobbit is killed in a skirmish, exert a [Gollum] character and remove a threat to add a burden for each character in the dead pile.
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on April 15, 2009, 05:58:50 PM
[2] Saved [Gondor]
EventResponse
When a Gondor companion kills a minion, spot an exhausted [Gondor] companion to heal that companion twice.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on April 15, 2009, 06:27:41 PM
[2] Kept Safe (V) [Shire]
Event • Response
Stealth.
If an unbound Hobbit is about to be killed or discarded during a skirmish, spot a [Gandalf] companion to place that companion on top of your draw deck instead.
Title: Re: Never-Ending DC Chain!
Post by: GarrisonofGondor on April 15, 2009, 08:07:13 PM
 [1] Hobbit Pipe [Shire]
 Possession • Pipe
 R: +1
 Pipeweed
 Bearer must be a Hobbit.
 Regroup: Discard 2 Pipweed's to remove a Threat.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 15, 2009, 11:09:45 PM
[5] •Gandalf, Servant of the Secret Fire [Gandalf]
Companion  • Wizard
Strength: 9
Vitality: 4
Resistance: 7
Damage +1.
At the start of the manuever phase, if you cannot spot a minion with greater strength than Gandalf, discard you the top 4 cards from your draw deck.
Regroup: Exert Gandalf twice to remove a threat for each unique minion in your opponent's discard pile.
Title: Re: Never-Ending DC Chain!
Post by: Gerontius on April 25, 2009, 09:55:42 AM
[2]ºHooded and Cloaked [Isengard]
Condition-Support Area
To play, spot a [Isengard] minion.
Response: If Saruman is about to be discarded, you may stack him here instead.
Shadow: Discard a card stacked here to shuffle all the cards stacked here into your draw deck. Discard this condition.

Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 27, 2009, 02:38:29 PM
[2] Isengard Has Been Unleashed [Isengard]
Condition • Site
Plays on the current site.
Each [Isengard] minion played at this site is damage +1 for each companion in the dead pile.
At the start of the manuever phase, if you can spot more companions than minions, discard this condition from play to play an Uruk-hai from your draw deck. It is twilight cost - [4].
Title: Re: Never-Ending DC Chain!
Post by: BattleWarg on May 07, 2009, 09:53:30 AM
[3] •The Gate Opens [Sauron]
Condition • Support Area
Each [Sauron] minion is strength +X, where X is the current region.
Assignment:  Remove [2] to play a non-unique [Sauron] minion from your discard pile.  If you can spot more minions than companions, discard this condition.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on May 07, 2009, 06:40:47 PM
[4] •The Mouth of Sauron, Dark Commander [Sauron]
Minion • Man
Strength: 10
Vitality: 3
Site: 6
Damage +1.
At the start of your shadow phase you may draw a card from the top
of your draw deck. If it is a shadow card, add [X], if it is a free people's
card remove [X], where X is the twilight cost of that card.
Shuffle said card into your draw deck.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 08, 2009, 12:45:52 AM

[2] The Path of Wisdom [Gandalf]
Condition • Support Area
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
Maneuver: Exert a [Gandalf] Wizard to reveal the top card of your draw deck. If it is a Free Peoples card, remove [2]. If it is a Shadow card, add [2].
“‘… he that breaks a thing to find out what it is has left the path of wisdom.’”
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on May 08, 2009, 10:23:28 AM
[2] •The Road goes ever on and on...[Shire]
Condition • Support Area
Fellowship: Play a site, replacing an opponent's
site if necessary. That site gains dwelling and the
gametext: 'Each time a hobbit moves here heal that hobbit.'
Add [2] or discard this condition.
"...back to the door where it began..."
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 08, 2009, 09:58:31 PM
[1][8] •Smaug, The Magnificent (R)
Minion • Dragon
Strength: 19
Vitality: 5
Site: 6
Damage +1. Enduring. Fierce.
At the start of the Regroup phase, if the fellowship is at a mountain site, Exert Smaug 3 times to wound each archer companion.
Manuever: Discard X cards from hand to discard a condition with a twilight cost of X (limit once per turn).
"'Oh... thank you, Smaug the Magnificent! I did not come for wealth. I wish only to have a look at you, and see if you are truly as great as tales say; I did not believe them!'"
 
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on May 09, 2009, 04:15:01 PM
[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..."
Title: Re: Never-Ending DC Chain!
Post by: BattleWarg on May 09, 2009, 04:50:06 PM
[3] Ancient Treasure-hold [Dwarven]
Condition • Support Area
While there are 5 or less [Dwarven] counters on Ancient Treasure-hold, the fellowship's current site is underground.
Each time a Dwarf companion wins a skirmish, you may put a [Dwarven] counter on Ancient Treasure-hold.
Each time a minion with strength 16 or greater loses a skirmish against a Dwarf, you may put a [Dwarven] counter on Ancient Treasure-hold.
Fellowship or Regroup:  If there are 6 or more counters on Ancient Treasure-hold, draw 4 cards.  Discard this condition.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on May 10, 2009, 12:08:21 PM
[5] Dwarven Armaments [Dwarven]
Artifact • Hand Weapon/Armor
Strength +3
Vitality + 1
Bearer must be a dwarf.
Bearer is damage +1 and defender +1.
The shadow archery total is -2. All minions skirmishing
bearer lose and main not gain damage bonuses.
"Now the dwarves took down mail and weapons from 
the walls, and armed themselves."
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 10, 2009, 01:35:24 PM
[Site] The Lonely Mountain [3]
Battleground. Mountain
When the fellowship moves to this site, the free people's player may place a [Dwarven] condition from their discard pile on top of their draw deck.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on May 12, 2009, 08:08:31 AM
[2]•Quest of Erebor [Dwarven]
Condition • Support Area
Tale. To play, spot 3 Dwarves and another Free Peoples race (except Elf).
Each time a Dwarf companion moves to a mountain or underground site, you may remove [1] (limit [4]).
“‘I do not suppose that when it started Thorin had any real hope of destroying Smaug. There was no hope. Yet it happened.’”
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 12, 2009, 11:43:12 AM
[2] Raven of Erebor [Dwarven]
Follower
Str: +1
Aid - add a threat.
To play, spot a Dwarf.
Each time this follower is transferred to a Dwarf, you may make an opponent choose to discard 2 cards from their hand or 3 cards from the top of their draw deck.
"’There used to be great friendship between [the ravens] and the people of Thrór...’"
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 12, 2009, 08:06:10 PM
[3] •In the Shadow of the Mountain [Gandalf]
Condition • Support-area
To Play, spot 3 [Gandalf] men.
While at a river site, each [Gandalf] man is strength +2.
Skirmish: Discard this condition to discard a minion skirmishing a [Gandalf] man with less strength than that man.
Title: Re: Never-Ending DC Chain!
Post by: Jerba on May 26, 2009, 09:28:28 AM
 [2] *Tildran, River Tradesman  [Gandalf]
Companion * Man
Strength 5
Vitality 3
While bearing a boat possession this companion is strength +2.
If bearing a boat possession and the fellowship is at a river site the move limit is +1.
"Yo ho, yo ho, a pirate's life for me!"
Title: Re: Never-Ending DC Chain!
Post by: Foresight on May 26, 2009, 09:33:38 AM
[1] Fishing Rod [Gollum]
Possession • Rod
Bearer must be Sméagol.
Each time you reinforce a [Gollum] token, heal Sméagol.
Title: Re: Never-Ending DC Chain!
Post by: Jerba on May 28, 2009, 09:29:12 AM
 [5] • Lakemen Fishing Boat  [Gandalf]
Possession-Boat  •  Support Area
Toil 1 (For each [Gandalf] man you exert when you
play this possession its twilight cost is -1)
Fellowship: Add [1] to place a fish token here.
Archery: Discard 4 fish tokens from this possession
to add 2 to the fellowship archery total. Discard this possession.

Throw fish at orcs, what fun!
Title: Re: Never-Ending DC Chain!
Post by: Elessar's Socks on May 30, 2009, 10:40:13 PM
[4] •Gandalf, Stormcrow (V) [Gandalf]
Companion • Wizard
Strength: 7
Vitality: 4
Resistance: 7
At the start of each fellowship phase, you may exert Gandalf to play a companion or ally whose culture you cannot spot from your draw deck.
"'You are not without allies, even if you know them not.'"
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on May 31, 2009, 06:42:51 AM
[2] Elven Spear [Elven]
Possession*Hand Weapon
Str +1
Bearer must be an Elf. Bearer is damage +1.
Each mounted minion skirmishing bearer must exert.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on May 31, 2009, 01:00:19 PM
[8] Elven Trails [Elven]
Event • Fellowship
At the end of the Fellowship
phase, the fellowship moves twice.

Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 31, 2009, 01:09:42 PM
Hmmm, that doesn't really make sense. :-k

[5] Mountain Uruk [Uruk]
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site: 7
Damage +1.
Shadow: Exert this minion and remove [4] to make this minion strength +3 and the current site gain mountain.
Each time the fellowship moves during the regroup phase from a mountain site, you may exert this minion to wound an unbound companion.
Title: Re: Never-Ending DC Chain!
Post by: Foresight on May 31, 2009, 01:42:28 PM
[6] Shelob, 8-Legged Terror [Gollum]
Minion • Spider
Strength: 8
Vitality: 8
Site: 8
Enduring. Fierce.
Skirmish:  Remove 6 threats to exhaust Shelob.
Regroup:  Discard Gollum from play to play the fellowship's next site (it must be a mountain site).
Title: Re: Never-Ending DC Chain!
Post by: Elessar's Socks on May 31, 2009, 02:10:27 PM
[2] •Webs of Shadows [Gollum] (Shadow)
Possession • Support Area
Shelob is ambush [5].
While you can spot Shelob, discard all other minions.
Regroup: Discard this possession.
"...for all living things were her food, and her vomit darkness."
Title: Re: Never-Ending DC Chain!
Post by: Gil-Estel on May 31, 2009, 03:32:22 PM
 [2]Juicy food
Possession • Support Area
Stack [X] Orcs on a possession to make Shelob twilight cost - [X]
"...the longer she waited, the juicier they got..."
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on June 01, 2009, 01:20:42 PM
I think you forgot a few fundamental stats, Mr Jedi Frog.  ;)
Title: Re: Never-Ending DC Chain!
Post by: Elessar's Socks on June 01, 2009, 09:08:11 PM
Continuing the Shelob love:

[1] Lost Hope [Gollum] (Shadow)
Condition • Support Area
Maneuver: If you cannot spot 2 threats, exert Shelob to add a threat.
Skirmish: Discard this condition to make Shelob strength +2.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 02, 2009, 06:29:48 AM
While on the subject of Spiders...

[3] Mirkwood Hunter [Sauron]
Minion • Spider
Str: 9
Vit: 2
Sit: 6
Skirmish: Remove a threat to make another Spider strength +2 (or +3 at a forest site).
"... at once the whole lot of them came hurrying after the hobbit... hairy legs waving, nippers and spinners snapping, eyes popping, full of froth and rage."
Title: Re: Never-Ending DC Chain!
Post by: Gil-Estel on June 02, 2009, 06:40:38 AM
I think you forgot a few fundamental stats, Mr Jedi Frog.  ;)

Fixed
Title: Re: Never-Ending DC Chain!
Post by: Gil-Estel on June 02, 2009, 06:43:26 AM
[5]Mirkwood Madness [Gollum]
condition - support area
Exert a spider to play a spider. It's twilight cost is - [2] while on a forest site.
"...The spiders drove them mad..."
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on June 02, 2009, 07:56:21 AM
[1] Spiderling [Gollum]
Minion*Spider
Str:5
Vit:2
SN:6
To play spot a spider. While you can spot a dwarf, this minion is strength +3.
Title: Re: Never-Ending DC Chain!
Post by: Jerba on June 02, 2009, 11:45:29 AM
Guys, don't forget the culture on the DC's. :)
Title: Re: Never-Ending DC Chain!
Post by: Foresight on June 02, 2009, 01:10:48 PM
[2] Enraged Dwarf [Dwarven]
Companion • Dwarf
Strength: 5
Vitality: 3
Resistance: 6
While this companion is wounded, he is damage +1 and strength +2.
Battle wounds served only to fuel the dwarf's rage.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 02, 2009, 02:13:22 PM
[1] •Goblin Ransacker [Moria]
Minion • Orc
Strength: 5
Vitality: 1
Site: 4
When you play this minion, add [1] for each [Dwarven] companion you can spot.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 02, 2009, 05:08:44 PM
(0) Ancient Grudges [Dwarven]
Event • Skirmish
Tale.
Make a [Dwarven] companion strength +2 (or strength +4 and damage +1 if skirmishing an [Orc] or [Moria] minion).
Title: Re: Never-Ending DC Chain!
Post by: Foresight on June 02, 2009, 07:49:44 PM
[1][2] •Cave Troll of Moria, Lumbering Titan [Moria]
Minion • Troll
Strength: 15
Vitality: 4
Site Number: 4
Damage +1.  Fierce.  Toil 2.  To play, spot a [Moria] Orc.
If you played this minion at twilight cost -6 or more, place a [Moria] card from your discard pile on top of your draw deck.
Title: Re: Never-Ending DC Chain!
Post by: Elessar's Socks on June 03, 2009, 01:52:14 AM
[1] Iron Guidance [Moria]
Condition • Support Area
At the start of each assignment phase, you may spot X [Moria] Orcs. Cave Troll of Moria cannot be assigned to skirmish the Ring-bearer or companions of vitality X or less until the end of its skirmish phase.
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on June 03, 2009, 06:36:46 AM
[3] *Cave Troll's Hammer, Weapon of Choice [Moria]
Possession*Hand Weapon
Str+3
Bearer must be the Cave Troll.
If the bearer is the Cave Troll, then he is Fierce
Skirmish: Exert the Cave Troll to make him Damage +1.
Title: Re: Never-Ending DC Chain!
Post by: Gil-Estel on June 03, 2009, 09:42:17 AM
He is the only one who can bear this weapon, so the second line: if the bearer...is kinda useless ;)

[2] Mithril Armor [Dwarven]
possession - armor
To play, exert a Dwarf. If bearer is about to take a wound, exert another Dwarf instead.
"...real craftsmen they were, once, under the Mountain..."
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 03, 2009, 02:39:04 PM
[2] Heavy Price [Gandalf]
Event • Response
If Gandalf is killed in a skirmish involving a unique minion, you may remove all [Gandalf] cards in your draw deck from the game to discard all non-unique minions and heal each companion.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on June 03, 2009, 04:36:06 PM
(0) Victory at any Price [Sauron]
Event • Skirmish
Spot a [Sauron] minion and discard 5 cards
from hand to wound a companion twice.
Title: Re: Never-Ending DC Chain!
Post by: Elessar's Socks on June 03, 2009, 04:58:27 PM
Now the theme is death and destruction. :lol:

[1] •Out of Thought and Time [Gandalf]
Condition • Support Area
Fellowship: Take Gandalf into hand from your draw deck or discard pile.
Fellowship: Play Gandalf (even if another copy of him is in your dead pile).
"...while the stars wheeled over, and each day was as long as a life-age of the earth."
Title: Re: Never-Ending DC Chain!
Post by: Foresight on June 04, 2009, 12:31:10 PM
[2] •Gandalf's Staff, White and Brilliant Stave [Gandalf]
Artifact • Staff
Vitality: +1
Bearer must be Gandalf.
While Gandalf has 3 or more vitality, discard all Shadow conditions borne by companions and Shadow conditions cannot be played on or borne by companions.
Regroup:  Discard this artifact to search your draw deck for a Staff and take it into hand.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on June 04, 2009, 01:07:49 PM
[3] •Saruman's Staff, Stave of Curunir [Isengard]
Artifact • Staff
Strength +2
Vitality +1
Bearer must be Saruman. He is damage +1.
Skirmish: Discard a Spell to wound a
companion.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 04, 2009, 11:27:01 PM
[2] •!Gríma, Snake [Isengard]
Minion • Man
Strength: 4
Vitality: 3
Site: 4
Lurker.
Each spell played is twilight cost -1.
Response: If a companion (except the ring-bearer) is exhausted, discard !Gríma to return that companion to its owner's hand. The Free People's player may add 2 burdens to prevent this.
"'See, Théoden, here is a snake! To slay it would be just. But it was not always as it now is. Once it was a man, and it did you service in its fashion.'"
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on June 25, 2009, 12:04:19 PM
[1] Exiled [Isengard]
Condition • Support Area
Response: If a companion loses a skirmish involving an [Isengard] Man, remove [1] to transfer this condition from your support area to that companion.
Each time another companion or ally of bearer's culture loses a skirmish, bearer must exert.
“‘You are banished forthwith from the Kingdom of Rohan and all its domains under pain of death.’”

That and Snake would make for a tasty combo. :twisted:
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on June 25, 2009, 01:18:30 PM
[2] Banished Forthwith [Isengard]
Event • Maneuver
Discard a minion to search your opponent's draw deck.
You may remove [X] to discard a companion with a
twilight cost of [X].



Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 25, 2009, 02:54:43 PM
[3] Out of Thought and Time [Gandalf]
Event • Response
If Gandalf wins a skirmish, place him on the bottom of your draw deck to kill all minions skirmishing the ring-bearer.
Title: Re: Never-Ending DC Chain!
Post by: Disco Stu on July 14, 2009, 11:45:17 AM
0 •Frodo
Strength: 3
Vitality: 4
Resistance: 10
Ring-bearer
Your adventure deck may contain an additional site.

2 •Sam
Strength: 3
Vitality: 4
Resistance: 10
While Sam bears The One Ring, he is resistance -5.
Response: If Frodo is killed, transfer The One Ring to Sam.
Response: If an opponent is about to play a site, exert Sam to make that opponent choose the site at random from his adventure deck.

1 •Merry
Strength: 3
Vitality: 4
Resistance: 9
Response: If an opponent is about to exchange a site, exert Merry to prevent that.

1 •Pippin
Strength: 3
Vitality: 4
Resistance: 9
When you play Pippin, you may choose an opponent to look at that opponent´s adventure deck.
Title: Re: Never-Ending DC Chain!
Post by: Olorin on July 14, 2009, 11:50:32 AM
0 •Frodo
Strength: 3
Vitality: 4
Resistance: 10
Ring-bearer
Your adventure deck may contain an additional site.

2 •Sam
Strength: 3
Vitality: 4
Resistance: 10
While Sam bears The One Ring, he is resistance -5.
Response: If Frodo is killed, transfer The One Ring to Sam.
Response: If an opponent is about to play a site, exert Sam to make that opponent choose the site at random from his adventure deck.

1 •Merry
Strength: 3
Vitality: 4
Resistance: 9
Response: If an opponent is about to exchange a site, exert Merry to prevent that.

1 •Pippin
Strength: 3
Vitality: 4
Resistance: 9
When you play Pippin, you may choose an opponent to look at that opponent´s adventure deck.

Great ideas - great cards - they seem to be well balanced and got much flavour.
Well, I would apprecciate though if there was a [Shire] condition that refers to that companions... maybe something with sitepath control or other bonuses.

--> While you can spot 4 [Shire] companions, each [Shire] character is strength +1 and gains muster.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on July 18, 2009, 08:19:46 PM
[2] Pity and Mercy [Shire]
Event • Skirmish
To play, spot a [Shire] ringbearer.
Exert Frodo twice to cancel a skirmish involving Gollum and a ring-bound companion.
Title: Re: Never-Ending DC Chain!
Post by: Ungoliant on July 23, 2009, 11:23:40 AM
 [1] No Mercy  [Elven]
Condition Support Area
To Play, Exert 2 Elves
Each time a Minion takes a wound during the archery phase exert an archer companion to wound that minion again (Limit Once Per Site)
"Show them no mercy, for you shall recieve none"
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on July 23, 2009, 11:26:42 PM
[4] Fountain Guard [Gondor]
Companion • Man
Strength: 9
Vitality: 3
Resistance: 6
Knight.
This companion is strength -2 for each other companion you can spot.
At the start of the manuever phase, you may discard a [Gondor] condition from hand to wound each unwounded minion.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 16, 2009, 12:08:57 AM
[4] A Wizard Should Know Better [Gandalf]
Event • Response
If a machine or engine is played, you may remove a threat for each unhasty Ent you can spot.
Title: Re: Never-Ending DC Chain!
Post by: DáinIronfoot on August 16, 2009, 07:09:40 PM
[3] Not So Hasty [Gandalf]
Event • Fellowship
Heal an unbound companion for each unhasty Ent you can spot.
“‘I have become too hot. I must cool myself and think; for it is easier to shout ‘stop!’ than to do it.’”
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 20, 2009, 05:20:27 PM
[4] •Saruman,Wise and Powerful [Isengard]
Minion • Wizard
Strength: 8
Vitality: 4
Site: 3
Damage +1.
Shadow: Exert Saruman and remove [2] to play a machine from your discard pile.
Skirmish: Exert Saruman to make an [Isengard] or [Uruk] minion strength +1 for each machine you can spot.
Regroup: Discard a machine from play to return Saruman to your hand.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on August 21, 2009, 09:16:59 AM
[5] Saruman’s Craft [Isengard]
Event • Shadow
Engine. Toil 3.
Take a Shadow artifact, engine or spell into hand from your draw deck.
Title: Re: Never-Ending DC Chain!
Post by: ket_the_jet on August 21, 2009, 06:39:23 PM
[8] Fangorn's Wrath
Condition•Support Area
Toil 3
Regroup: Exert an Ent and discard an unbound Hobbit to discard a [Uruk] or [Isengard] condition, possession, or artifact from play.

THRAN'S EDIT: Just corrected the culture! :up:
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 23, 2009, 09:33:43 PM
[3] Burning Hatred [Dunland]
Condition • Support-area
At the start of the skirmish phase, exert a [Dunland] minion to transfer this to a companion.
Bearer is strength -1 for each site you control.
Discard this condition at the start of the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: menace64 on August 23, 2009, 09:41:32 PM
(0) Burning Itch [Sauron]
Condition
Strength -2
Vitality -1
To play, spot I Had a Bad Night. Bearer must be an unbound companion. Limit 1 per bearer.
"'Doc... it really itches... down there...'"

Couldn't resist.  :-[ I'll leave now.

THRAN'S NOTE: #$&*@! right you will! We won't ve having any more fun in this Never-Ending DC thread, darn it!
Title: Re: Never-Ending DC Chain!
Post by: ket_the_jet on August 24, 2009, 07:54:59 AM
(0) Burning Itch [Sauron]
Condition
Strength -2
Vitality -1
To play, spot I Had a Bad Night. Bearer must be an unbound companion. Limit 1 per bearer.
"'Doc... it really itches... down there...'"

Couldn't resist.  :-[ I'll leave now.

I only like it because it is [Sauron]. That said, everyone has bad nights.

[2] Wizard's Spell [Gandalf]
Event•Regroup
Exert Wizard (or Doctor) to discard a [Sauron] condition.

I was thinking "To play, spot penicillin."
-wtk
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 25, 2009, 11:27:35 PM
[1][3] There Can Be No Victory [Sauron]
Event • Regroup
To play, discard 3 [Sauron] conditions.
Place all companions (except the ring-bearer) in the dead pile.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on November 10, 2009, 12:58:21 PM
BUMP! ;)

[1][2] Union of the Two Towers [Isengard]
Event • Maneuver
Toil 2.
[Sauron], [Men], [Wraith], [Orc] and [Uruk] minions may exert for this card’s toil.
Spot a unique [Isengard] minion to allow you to decide the order of skirmishes until the regroup phase.
"We must join with him, Gandalf. We must join with Sauron. It would be wise, my friend."
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on November 10, 2009, 02:09:08 PM
[4] •No Power Anymore [Gandalf]
Condition
Plays on Saruman.
Manuever: Spot Gandalf to transfer this condition to Saruman.
Each time bearer exerts, the Free Peoples player may take a spell into hand from his or her draw deck.
"Tell me, friend, when did Saruman !the Wise abandon reason for madness?"

Title: Re: Never-Ending DC Chain!
Post by: ket_the_jet on November 13, 2009, 02:39:17 PM
[4] •No Power Anymore [Gandalf]
Condition
Plays on Saruman.
Each time bearer exerts, the Free Peoples player may take a spell into hand from his or her draw deck.
"Tell me, friend, when did Saruman !the Wise abandon reason for madness?"

When could you play this, unless it was on a Follower Saruman? This is worthless against any other version. Even so, aren't followers unable to bear cards?

[4] • No Power Anymore [Gandalf]
Condition • Support Area
Each time Saruman is played, the free people's player may take a spell into hand from his or her draw deck.
Each time Saruman exerts, wound him.
Title: Re: Never-Ending DC Chain!
Post by: legolas3333 on November 13, 2009, 02:43:56 PM
[1](0)(0) All the Power
Event - Any Time
You Win
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on November 13, 2009, 02:44:04 PM
The focus of the card is not to be overpowered.


When could you play this, unless it was on a Follower Saruman? This is worthless against any other version. Even so, aren't followers unable to bear cards?
Title: Re: Never-Ending DC Chain!
Post by: ket_the_jet on November 13, 2009, 05:02:51 PM
Yeah, but how can you play a condition on a minion if the minion is played after the Fellowship phase?
-wtk
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on November 13, 2009, 05:45:02 PM
 :-k I realize that I left out how that works... it's fixed now. :up:
Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on December 17, 2009, 01:23:51 PM
It still needs to be Condition • Support Area (instead of "Plays on Saruman.") for you to get it out in the first place.
Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on December 17, 2009, 01:44:50 PM
[1] One Last Task to Perform [Gandalf]
Event • Maneuver or Skirmish
Spot Gandalf and spot X minions to add [X]. You may exert Gandalf twice to play this event from your discard pile.
“‘Dangerous, and probably useless, but it must be done.’”

This was intended for the towers-era Gandalf who liked to have a lot of twilight.
Title: Re: Never-Ending DC Chain!
Post by: ket_the_jet on December 17, 2009, 06:03:08 PM
Hmm...limited usefulness. Outside of being used with Deep In Thought or Gandalf, the White Wizard (and a few of his tricks, like staffs and whatnot), I don't know that it is fantastic. Wouldn't you rather just play Mithrandir! Mithrandir!?
-wtk
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 04, 2010, 01:28:35 AM
[1] •Left in Ruin [Moria]
Condition • Site
To play, spot 2 [Moria] minions.
Each time the fellowship moves, the free people's player discards one of his or her conditions from play.

I don't think I posted that one before. :-k
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on March 04, 2010, 07:19:07 AM
[1] Treachery Deeper Than You Know (V) [Gandalf]
Event • Maneuver
Spot Gandalf to make each Shadow player discard one of your conditions. Then, discard the same number of Shadow cards.
”’By foul craft, Saruman has crossed Orc with Goblin Men - he is breeding an army in the Caverns of Isengard.’”
1 V 86
Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on March 11, 2010, 12:16:46 PM
(0) •Pity [gollum] (FP)
Condition • Support Area
To play, add a threat.
Response: If a minion is about to take any number of wounds, exert Frodo or Bilbo to prevent that.
Response: If a Shadow card is about to add any number of burdens, discard Smeagol and this condition to prevent that.
"'Gollum may have some part yet to play, for good or ill.'"
Title: Re: Never-Ending DC Chain!
Post by: Elessar's Socks on March 11, 2010, 01:16:33 PM
(0) Cursed Existence [Wraith]
Condition • Support Area
Each time a Nazgul is about to take a wound that would kill him (except during skirmish phases), you must choose to either discard the top card of your draw deck or discard the top 3 cards of your draw deck to prevent that wound.
Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on March 11, 2010, 02:44:11 PM
(0) Cursed Existence [Wraith]
Condition • Support Area
Each time a Nazgul is about to take a wound that would kill him (except during skirmish phases), you must choose to either discard the top card of your draw deck or discard the top 3 cards of your draw deck to prevent that wound.
Hmm...this might be more clearly worded as:
"Each time a Nazgul with 1 vitality is about to take a wound (except during skirmishes), you must choose one: discard the top 3 cards of your draw deck to prevent that wound; or discard the top card of your draw deck."

At first reading I thought you could discard either 1 or 3 cards to prevent that wound either way.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 11, 2010, 09:51:17 PM
[2] They Cursed Us [Gollum] Sh
Event • Regroup
Discard Gollum from play to make the move limit -1. If the move limit is now zero (or less), you may add a burden.
Title: Re: Never-Ending DC Chain!
Post by: Terwin on March 15, 2010, 07:26:03 AM
[2] They Cursed Us [Gollum] Sh
Event • Regroup
Discard Gollum from play to make the move limit -1. If the move limit is now zero (or less), you may add a burden.

I don't think the move limit (or an numerical value in the game for that matter) can be less than 0. Somthing like, after all relevant modifiers are reaplied, if the value is less than zero it becomes equal to zero.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on March 15, 2010, 10:22:28 AM
[2] •Sam, Frodo’s Bodyguard [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound.
Skirmish: Add 3 burdens to have Sam replace a Ring-bound companion in a skirmish.
Response: If Frodo dies, make Sam the Ring-bearer.
While Sam bears The One Ring, he is resistance -5.

Thought I'd take the last card in a different direction - the link was adding burdens.
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on March 15, 2010, 03:13:27 PM
Nice! Have a  :gp:

[1] •Smeagol, Bound to the ring [gollum] FP
Companion
Str: 3
Vit: 4
Res: 5
Ring-bound
To play, add a burden.
While Frodo bears the One Ring, Smeagol is defender+1 and cannot be overwhelmed unless his strength is tripled.
While Sam bears the One Ring, Smeagol is strength+3 and takes no more than 1 wound per phase.
If the ringbearer puts on the One Ring, discard Smeagol.
"We swears to serve the master of the precious."
Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on March 16, 2010, 03:39:20 PM
[3] •The Mouth of Sauron, Foul Messenger [men]
Minion • Man
Strength: 21
Vitality: 3
Site: 5
The Mouth of Sauron is strength -X and the character he is skirmishing is strength +X, where X is the resistance of the character The Mouth of Sauron is skirmishing.
"When they heard his words, they were filled with despair."
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on March 21, 2010, 05:00:11 PM
[3]•The Mouth of Sauron, Twisted Númenórean [Sauron]•
Minion • Man
Strength: 6
Vitality: 3
Site: 5
Shadow: Discard X [Sauron] cards from hand to add [X] to the twilight pool.
Maneuver: Exert the Mouth of Sauron to play a [Sauron] possession on him from your draw deck or discard pile.
The Mouth of Sauron is strength +1 for each burden on the Ring-bearer.
Regroup: Discard the Mouth of Sauron to add [6].


Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on March 21, 2010, 05:45:19 PM
The skirmish ability shouldn't be an ability, or you could use it multiple times for no cost. Either make him exert for it, or just have it as regular text.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on March 21, 2010, 06:01:27 PM
[5] Ashes of Númenor [Gondor]
Event • Regroup
Tale.
Spot a [Gondor] companion in the dead pile to heal each companion and discard each Shadow condition borne by each companion.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on March 21, 2010, 06:40:19 PM
[3] !Scouting Uruk [Uruk]
Minion • Uruk-hai
Strength: 8
Vitality: 1
Site: 5
Damage +1. Tribesman.
Each time a companion is killed in a skirmish involving a tribesman, you may play the next site.
Regroup: If you can spot 3 or more mountain sites, discard this minion to wound each Ranger.
Title: Re: Never-Ending DC Chain!
Post by: ket_the_jet on March 21, 2010, 06:42:48 PM
C-c-combo breaker. I ended the chain, but only to say how sweet Mr. Lurtzy's card is. Badass idea and :gp: worthy.
-wtk
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on March 21, 2010, 06:50:10 PM
The skirmish ability shouldn't be an ability, or you could use it multiple times for no cost. Either make him exert for it, or just have it as regular text.

Well spotted. I'm getting rusty. :)
Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on March 29, 2010, 08:45:23 PM
[2] Crude Bow [orc]
Possession • Ranged Weapon
Bearer must be an [orc] Orc. Bearer is an archer.
Each [orc] archery event is twilight cost +10 and toil 3.
The simple bows of the Orcs were unwieldy, but deadly.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 02, 2010, 01:44:35 AM
[4] Foul Bowman [Orc]
Minion • Orc
Strength: 5
Vitality: 2
Site: 5
Archer.
Each other archer minion gains toil 2.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on April 02, 2010, 04:04:55 AM
[2] •Hugin, Lake-town Ambassador [Gandalf]
Companion • Man
Str: 5
Vit: 3
Res: 6
Each [Gandalf] event you play gains toil 1.
Title: Re: Never-Ending DC Chain!
Post by: Terwin on April 02, 2010, 02:30:15 PM
[1] Wouldn't Understand It [Shire]
Event • Maneuver
Exert an unbound hobbit twice to make each ent you spot gain pipeweed until the regroup phase
"Should we share it with Treebeard?"
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 02, 2010, 02:32:20 PM
 :lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol:

 :gp:

Title: Re: Never-Ending DC Chain!
Post by: ket_the_jet on April 02, 2010, 02:35:26 PM
I'm with Lurtzy on that one...again.
:gp:
-wtk
Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on April 03, 2010, 10:51:13 AM
lol
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on April 06, 2010, 10:18:47 AM
[2] Hornblower Weed [Shire]
Possession • Support Area
Pipeweed. To play, spot Merry or Pippin.
Maneuver: Discard this possession to heal all wounds on Merry or Pippin.
Regroup: Discard this possession to remove all twilight tokens from the twilight pool.
"'It was through our search for man-food that Pippin discovered the prize of all the flotsam, those Hornblower barrels...'"


Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on April 06, 2010, 10:42:24 AM
[0] Valiant Stand [gondor]
Condition • Support Area
Maneuver, Archery, Assignment, Skirmish, or Regroup: Remove a [gondor] token to make an exhausted companion vitality +1 until your opponent's next opportunity for a phase action. You may take the next phase action.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on April 06, 2010, 10:10:37 PM
To make a (0) symbol put () around the 0, not [].  :up:
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 07, 2010, 03:42:40 PM
[3] •Treacherous Bree-lander [Men]
Minion • Man
Strength: 4
Vitality: 2
Site: 3
Lurker.
To play, spot a [Men] condition.
This minion is strength +1 for each free people's token you can spot.
Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on April 09, 2010, 07:00:02 AM
[2] Denethor, Despairing Steward [gondor]
Strength: 8
Vitality: 3
Resistance: 5
Each unbound [gondor] Man is strength +1 (or +2 while you cannot spot 3 threats).
Each time the fellowship moves from a site, add 2 threats; if you cannot, make each unbound [gondor] Man strength -2 until the regroup phase instead.
"'!Fall back! Flee for your lives!'"
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 09, 2010, 09:11:12 PM
[3] Full of !Despair [Wraith]
Event • Manuever
Remove a threat and exert a [Wraith] minion to spot a wounded companion. That companion may not be spotted again until the end of the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on April 10, 2010, 01:38:24 PM
[4] !Despair took them [Wraith]
Event • Maneuver
Exhaust a mounted Nazgul to discard an unbound companion.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 11, 2010, 04:13:58 AM
(0) Messengers of the Shadow [Wraith]
Event • Shadow
Spot your [Wraith] minion to reveal a site at random from your adventure deck. If it is a forest, you may play a [Wraith] mount from your discard pile.
Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on April 11, 2010, 09:43:56 AM
[4] Murderous Hillman [men]
Minion • Man
Strength: 8
Vitality: 3
Site: 4
Fierce. To play, spot a [men] card.
This minion is strength +1 for each follower or ally you can spot.
Each time this minion wins a skirmish, discard a follower borne by the character he is skirmishing or from the Free Peoples player's support area.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 11, 2010, 02:43:32 PM
How does that card have anything to do with mine?
Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on April 11, 2010, 04:52:51 PM
I didn't realize there had to be a connection; I thought they were just supposed to be random DCs.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 12, 2010, 02:54:48 AM
Yeah, that's fun of it.
Title: Re: Never-Ending DC Chain!
Post by: ket_the_jet on April 12, 2010, 02:58:56 AM
[3] Arguments At the Council [Gandalf]
Event * Fellowship
Spot three Free Peoples cultures to reinforce a [Gandalf] token twice.

Sorry about not knowing how to do the dot on Mac yet. I'll figure it out later.
-wtk
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 12, 2010, 03:11:24 AM
[3] Easily Weakened[Isengard]
Event • Skirmish
Exert Saruman to make an [Isengard] man damage +X where X is the amount of Free People's cultures you can spot.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on April 12, 2010, 09:35:24 AM
Sorry about not knowing how to do the dot on Mac yet. I'll figure it out later.
-wtk
Alt + 8 :)

[4] •Gandalf, Friend of the Free Peoples [Gandalf]
Companion • Wizard
Str :7
Vit: 4
Res: 7
Gandalf's twilight cost is -1 for each Free Peoples culture you can spot.
Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on April 12, 2010, 11:51:36 AM
Sorry about not knowing how to do the dot on Mac yet. I'll figure it out later.
-wtk
Alt + 8 :)
Or just copy-paste. ;)

[1] Old Differences [moria]
Event • Skirmish
Name a culture (except [shire]) and spot a companion or ally of that culture skirmishing a [moria] Orc to make that companion or ally strength -1 for each other Free Peoples culture you can spot.
"'I'll be dead before I see the Ring in the hands of an Elf!'"
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 12, 2010, 11:37:04 PM
[1] Hobbit Trader [Shire]
Ally • Home Site 1 • Hobbit
Strength: 2
Vitality: 2
Fellowship: Exert Hobbit Trader and discard a [Shire] event from your hand with a twilight cost of X. You may then search your discard pile for a [Shire] event that has a twilight cost of X, and take that card into your hand.
Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on April 16, 2010, 09:50:34 AM
[1] Delver of the Iron Hills [dwarven]
Ally • Home Site 3 • Dwarf
Strength: 4
Vitality: 2
Fellowship: Exert this ally and spot a Dwarf who is damage +X to look at up to X cards from the top of your draw deck. You may take into hand one of those cards (or up to 2 such [dwarven] cards) and must discard the rest.
"'The dwarves delved too greedily and too deep...'"
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on April 17, 2010, 12:53:32 AM
[1] •!Elven Escort [Elven]
Companion • Elf
Strength: 8
Vitality: 2
Resistance: 7
Each time the Fellowship moves from a site, spot 3 unwounded [Elven] companions, or place this companion in the dead pile.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on April 19, 2010, 08:07:50 AM
[3] •Council of the White Wizards [Elven]
Condition • Support Area
Tale. Toil 2.
Maneuver: Place an [Elven] companion or [Gandalf] Wizard in the dead pile to remove 2 burdens and heal 2 companions.
Regroup: Add 2 burdens, exert 2 companions and discard this condition to remove an [Elven] companion or [Gandalf] Wizard in your dead pile from the game.
Title: Re: Never-Ending DC Chain!
Post by: Sam, Great Elf Warrior on April 21, 2010, 01:35:28 PM
(0) Meat's Back on the Menu [isengard]
Event • Skirmish
Choose one: discard a [sauron] tracker to make an [isengard] tracker unable to take wounds; or discard an [isengard] tracker to heal a [sauron] tracker.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 03, 2010, 01:53:36 PM
(0) Ranger of the Shire [Gandalf]
Companion • Man
Strength: 5
Vitality: 3
Resistance: 6
Ranger.
To play, spot 3 forest or dwelling sites.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on May 03, 2010, 04:50:13 PM
[1] •Ranger of Arnor [Gondor]
Companion • Man
Strength: 3
Vitality: 3
Resistance: 3
Ranger. Defender +1.
Ranger of Arnor is strength +1 and resistance +1 for each hobbit you can spot.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 07, 2010, 06:56:59 PM
[1][5] Fallen Maia, Shadow Demon (R)
Minion • Balrog
Strength: 19
Vitality: 3
Site: 7
Damage +1. Enduring. Fierce. Lurker.
When you play this minion, if you cannot spot an [Elf] or [Gandalf] companion, each companion is resistance -4 until the start of the regroup phase.
Response: If an event is played, exert this minion to remove that event from the game.
'For of the Maiar many were drawn to his splendour in the days of his greatness, and remained in that allegiance down into his darkness; and others he corrupted afterwards to his service with lies and treacherous gifts. Dreadful among these spirits were the Valaraukar, the scourges of fire that in Middle-earth were called the Balrogs, demons of terror.'
Title: Re: Never-Ending DC Chain!
Post by: legolas3333 on May 08, 2010, 08:42:48 AM
[1][4] The Balrog, Soldier Of Morgoth's Army
Minion - Balrog
Strength 17
Vitality 5
Site 5
Each other Balrog is twilight cost -X where X is the current region number
If you cannot spot any other minions, the Balrog is Fierce and Damage+1
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 08, 2010, 01:04:38 PM
No uniqueness?
Title: Re: Never-Ending DC Chain!
Post by: legolas3333 on May 08, 2010, 01:46:17 PM
i honestly don't know how to make it on windows
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 08, 2010, 01:55:15 PM
You can always copy it from a previous post (that's what I do).
Title: Re: Never-Ending DC Chain!
Post by: ket_the_jet on May 08, 2010, 02:28:57 PM
Alt -  7 on Windows.
-wtk
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 09, 2010, 11:47:05 AM
(0) Unending Terror (R)
Condition • Support-area
Resistance -3
At the start of a Balrog's skirmish, you may transfer this condition to a companion (except the ring-bearer) in that skirmish.
If bearer's resistance is 2 or less, he or she loses all bonuses from possessions.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on May 10, 2010, 08:36:24 PM
[4] Ending Terror [Gondor]
Event • Skimish
Make a [Gondor] man strength +X (or strength +X and damage +X if that man is Aragorn).
Discard X [gondor] cards from hand, or remove [X] [gondor] cards in the discard pile from the game.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 11, 2010, 02:02:47 AM
(0) No Equals (R)
Event • Response
If a Balrog is about to lose a skirmish, you may remove X threats and X burdens to make that Balrog strength +X and damage -X.
Title: Re: Never-Ending DC Chain!
Post by: Faelach on May 11, 2010, 07:03:31 AM
(0) Unending Terror (R)
Condition • Support-area
Resistance -3
At the start of a Balrog's skirmish, you may transfer this condition to a companion (except the ring-bearer) in that skirmish.
If bearer's resistance is 2 or less, he or she loses all bonuses from possessions.

I like this one! :up:  Bravo.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 12, 2010, 04:51:56 AM
[X] The Veil of Shadow [Wraith]
Event • Assignment
Twilight.
(You choose the value of X. Except when you play this card, its twilight cost is 0).
To play, spot a [Wraith] minion and the Ring-bearer wearing The One Ring.
Assign a twilight minion to the Ring-bearer. The Free Peoples player may add X burdens to prevent this.
Title: Re: Never-Ending DC Chain!
Post by: legolas3333 on May 12, 2010, 11:10:26 AM
[3] Fading Hope [Wraith]
Event - Maneuver
Exert each companion with resistance 3 or less,
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 12, 2010, 02:47:58 PM
[7] Into Darkness (R)
Event • Regroup
Toil 3.
Spot a Balrog to play the next site and return that Balrog to your hand.
Title: Re: Never-Ending DC Chain!
Post by: Faelach on May 14, 2010, 02:42:30 PM
 [2] Hobbit Chess Player [Shire]
Companion • Hobbit
Strength: 4
Vitality: 2
Resitance: 5

Skirmish: Exert this companion to remove a minion from a skirmish involving an unbound companion and assign that minion to another unbound companion skirmishing no more than one minion.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on May 14, 2010, 03:00:18 PM
[3] Watching Uruk [Uruk]
Strength: 8
Vitality: 2
Site: 6
Tribesman. Damage +1.
To play, spot a tribesman.
Skirmish: If this minion is unassigned, exert him to make him fierce until the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: Witchkingx5 on May 19, 2010, 12:42:40 PM
[2] Hobbit Chess Player [Shire]
Companion • Hobbit
Strength: 4
Vitality: 2
Resitance: 5

Skirmish: Exert this companion to remove a minion from a skirmish involving an unbound companion and assign that minion to another unbound companion skirmishing no more than one minion.

OP, that's all I'm saying. And besides that, I'm a chess player ;) (but I'm not a hobbit, though)
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 01, 2010, 03:21:38 AM
It would be better as an ally, and with only 1 or 2 strength, but I like the concept. XD
Title: Re: Never-Ending DC Chain!
Post by: Aragorn_Ellessar on June 02, 2010, 11:38:11 AM
[4] He Sees All  [Sauron]
Event • Maneuver
To play, spot a [Sauron] orc.
The free peoples player must reveal his hand, and the
minion player may discard a card from the revealed hand.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on June 02, 2010, 08:42:15 PM
(0) •Ever-Present Eye [Sauron]
Condition • Support Area
Regroup: Each time the your opponent moves again you may force him to discard a card from hand.
If that card was a free people's card, add [4].
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 03, 2010, 08:35:22 PM
[1] Constant Threat [Sauron]
Event • Response
If a non-companion card is about to remove any number of threats, you may prevent that, and discard that card.
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on June 04, 2010, 03:54:25 AM
[2] •Dangerous Paths [Dwarven]
Condition • Support Area
While threats cannot be added, each Dwarf is vitality +1.
"... all traveling expenses guaranteed in any event, funeral expenses to be defrayed by us and our representatives..."
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on June 10, 2010, 01:52:08 AM
[7] !Fearless Berserker [Isengard]
Minion • Uruk-hai
Strength: 14
Vitality: 3
Site: 5
Enduring 3.
While this minion has at least 2 vitality it is fierce.
While this minion has at least 3 vitality it is damage +1.
While this minion has at least 4 vitality the minion archery total is +1.
Title: Re: Never-Ending DC Chain!
Post by: legolas3333 on June 10, 2010, 02:02:43 AM
[3] Fear Of The White Hand [Isengard]
Event - Response
If a companion takes a wound, exert two Uruk-Hai (or one Uruk-Hai twice) to wound that companion again.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 05, 2010, 05:16:02 PM
[3] !Relentless Pursuit [Isengard]
Event • Response
If a companion is about to heal, exert an Uruk-hai to prevent that.
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on August 10, 2010, 09:00:55 AM
[4] •Pursuing Tracker [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 3
Site: 5
Damage +1. Fierce.
Shadow:
Exert Pursuing Tracker to add [1] for each hobbit you can spot.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 11, 2010, 02:40:17 PM
[2] Deeds Untold [Gandalf]
Event • Fellowship or Regroup
Exert a [Gandalf] ranger to heal a hobbit once (twice if you are at a dwelling).
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on August 15, 2010, 04:30:23 AM
[1] Victory Untold [Sauron]
Event • Response
If a companion wins a skirmish, exert your [Sauron] minion to discard the Free Peoples player's hand.
"... there can be no victory."
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 15, 2010, 04:51:12 AM
[2] Breeland Sneak [Men]
Minion • Man
Strength: 5
Vitality: 2
Site: 2
Breelander. Lurker.
Response: If the Free People's Player is about to discard a card, you may exert this minion to remove that card from the game instead.

The connection was exerting :P
Title: Re: Never-Ending DC Chain!
Post by: Gate Troll on August 19, 2010, 09:21:33 AM
(0) Little Sneak [Gollum]
Event • Maneuver
Discard Gollum and remove [X] to discard X Free People's conditions.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on August 19, 2010, 03:04:58 PM
(0) Dangerous Game [Men]
Event • Response
If a stealth event was played in a skirmish involving a [Men] breelander, you may cancel that event and make your breelander strength +4.
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on May 05, 2012, 04:25:32 PM
[1] •Masters of Stealth [Shire]
Condition • Support Area
Each time you play a stealth event, you may reinforce a [shire] token (or two [shire] tokens if you can spot 4 hobbits)
"I know how to cut across country, Gandalf."
-Frodo, The Fellowship of the Ring
Title: Re: Never-Ending DC Chain!
Post by: Thranduil on May 08, 2012, 07:12:58 AM
[1] Sitting and Thinking [Shire]
Condition • Support Area
To play, spot Bilbo (or 2 Hobbits).
When you play this condition, you may add a [Shire] token here for each site you have on the adventure path.
Regroup: Remove a [Shire] token from here to draw a card.
"Now he had become the real leader in their adventure. He had begun to have ideas and plans of his own."
Title: Re: Never-Ending DC Chain!
Post by: TelTura on May 08, 2012, 07:47:39 AM
[1] Sitting and Thinking [Shire]
Condition • Support Area
To play, spot Bilbo (or 2 Hobbits).
When you play this condition, you may add a [Shire] token here for each site you have on the adventure path.
Regroup: Remove a [Shire] token from here to draw a card.
"Now he had become the real leader in their adventure. He had begun to have ideas and plans of his own."

Should be titled, "The Road Goes Ever On and On".
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on May 13, 2012, 07:34:28 AM
[1] •Stepping onto the Road [shire]
Condition • Support Area
To play, spot Frodo.
The move limit is +1. Each time a Hobbit loses a skirmish, the shadow player may replace a site on the adventure path with a site from their adventure deck or play a site to the end of the adventure path (up to site 9).
“Remember what Bilbo used to say: It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to."
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on January 01, 2013, 11:45:56 AM
[2] •Pity and Mercy [Shire]
Condition
To play, exert a [Shire] Hobbit.
Bearer must be a [Shire] Hobbit.
Response: If bearer wins a skirmish against a [Gollum] minion, return that minion to its owner's hand to remove 2 burdens. Discard this condition.
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on January 01, 2013, 12:08:47 PM
[1] •Courage [Gandalf]
Condition • Support Area
Response: If a minion is about to be killed by a wound, prevent that wound to remove two burdens. Discard this condition.
"True courage is not about knowing when to take a life, but when to spare one."
-Gandalf, The Hobbit
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on January 01, 2013, 12:20:58 PM
[1] Dark Allegiance [Sauron]
Condition • Suppport Area
At the start of the maneuver phase, remove 3 threats or remove this condition from the game.
While you can spot an equal number of [Raider] and [Sauron] minions, shadow cards may not be discarded from your support area.
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on January 01, 2013, 12:25:57 PM
Sorry MR. Lurtzy, I didn't like my card so I changed it :P I'll repost my original card :)

[3] •Merciless [Sauron]
Condition • Suppport Area
Each time a [Sauron] orc wins a skirmish, the free peoples player must discard a card from hand.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on January 01, 2013, 12:29:38 PM
[3] Raucous Orc [Sauron]
Minion • Orc
Strength: 8
Vitality: 2
Site: 6
This minion is strength +1 for each other minion with its name you can spot.
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on January 01, 2013, 12:34:55 PM
[2] Strength in Numbers [Sauron]
Event • Response
If a [Sauron] minion wins a skirmish, discard that minion to make another [sauron] minion strength +1 for each minion you spot.
Title: Re: Never-Ending DC Chain!
Post by: MR. Lurtzy on January 01, 2013, 12:53:20 PM
[2] •Gollum, Twisted and Foul [Gollum]
Minion
Strength: 5
Vitality: 4
Site: 3
To play, spot a [Gollum] card.
Each time Gollum wins a skirmish, you may remove a threat to take a card into hand from your discard pile.
Skirmish: If Gollum is skirmishing a Hobbit, exert him twice to make him fierce until the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: menace64 on October 30, 2017, 08:55:23 PM
[1] Master Twisted It [Gollum] (Shadow)
Event • Response
If Gollum takes a wound, remove a burden to discard a possession borne by a Ring-bound companion.
"Take it off us!"
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on October 31, 2017, 10:14:45 AM
(0) •Smeagol, Pitied [Gollum]
Companion
Strength: 3
Vitality: 4
Signet: Frodo
To play, add a burden.
Response: If Smeagol is about to be killed in a skirmish, add 3 burdens to add Frodo's strength to Smeagols.
"Maybe he does deserve to die, but now that I see him, I do pity him."
Title: Re: Never-Ending DC Chain!
Post by: ket_the_jet on October 31, 2017, 12:08:53 PM
[2] •Gollum, Consumed by the Precious [Gollum]
Minion
Strength: 5
Vitality: 4
Site: 3
While you can spot a Ring-Bound [Shire] companion, Gollum is not roaming.
The Free Peoples player may not play skirmish events in skirmishes involving Gollum.


Thanks for reviving this, guys.
-wtk
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on October 31, 2017, 01:38:26 PM
Indeed, thanks menace64, 4 years is too long! One more for today.
 
[2] Tricksy Hobbits [Gollum] (shadow)
Event
Skirmish: Cancel a skirmish involving Gollum and a Hobbit; then start a new skirmish involving Gollum and that hobbit. OR
Response: If Gollum is about to take a wound, prevent that wound.
"Sneaky little hobbitses. Wicked, tricksy, false!"
Title: Re: Never-Ending DC Chain!
Post by: menace64 on October 31, 2017, 08:04:18 PM
(0) Tricky Treat [Gollum]
(-picture of Smeagol struggling with the fish at the Forbidden Pool-)
Event • Fellowship
If the current site is a sanctuary or river, add a burden to heal Smeagol twice.
Spooky dinner habits for a spooky dude.

(Seemed appropriate for Halloween!)
Title: Re: Never-Ending DC Chain!
Post by: Durin's Heir on November 02, 2017, 09:13:01 PM
(0) Saruman's Test Ring #2 [Isengard]
Artifact • Ring
Strength -1  Vitality -1
Bearer must be an [Isengard] or [Dunland] minion.
When you play this artifact, you may spot Saruman to add [4] and draw a card.
"'Oops!'"
Title: Re: Never-Ending DC Chain!
Post by: menace64 on November 05, 2017, 07:18:53 PM
[4] •Curunir, Student of Lore [Gandalf]
Ally • Home 8[T] • Wizard
Strength-8
Vitality-4
Muster.
If the Ring-bearer wears The One Ring, discard Curunir.
Each time the fellowship moves during the regroup phase, you may exert a companion to play an artifact of that companion's culture from your draw deck.
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on November 06, 2017, 12:13:35 PM
[4] •Radagast, A Foolish Fellow [Gandalf]
Ally • Home 4 • Wizard
Strength-8
Vitality-4
Muster.
If the Ring-bearer wears The One Ring, discard Radagast.
Each time the fellowship moves during the regroup phase, you may exert X companions to remove [X].
Title: Re: Never-Ending DC Chain!
Post by: menace64 on November 11, 2017, 05:18:29 PM
[2] Fellowship Broken [Sauron]
Event • Regroup
Discard 2 [Sauron] minions to discard an unbound companion. The Free Peoples player may add a burden to prevent this.
Title: Re: Never-Ending DC Chain!
Post by: Durin's Heir on November 12, 2017, 01:34:24 PM
[1] We Can't Leave Him! [Shire]
Condition
Resistance +2
Tale. To play, spot a [Shire] Ring-bearer and exert bearer. Plays on an unbound companion.
Bearer is Ring-bound and gains the Frodo signet.
"'...now we have reached the last choice, it is clear to me that I cannot leave Frodo. I would choose Minas Tirith, but if he does not, then I follow him.'"
Title: Re: Never-Ending DC Chain!
Post by: menace64 on November 12, 2017, 06:01:41 PM
I'm gonna give somebody a chance to go next but #$&*@! that is a neat card!!
Title: Re: Never-Ending DC Chain!
Post by: Dictionary on November 14, 2017, 09:44:10 AM
[5] • The Fellowship of the Ring [Shire]
Condition • Support Area
While you can spot 9 companions and none are exhausted, each are strength + 2 and resistance + 4.
Title: Re: Never-Ending DC Chain!
Post by: menace64 on November 14, 2017, 10:08:22 AM
[5] •The Two Towers [Sauron]
Condition • Support Area
To play, discard 2 unique minions from play, each of a different culture.
For each unique companion in the dead pile, each minion is strength +2.
Title: Re: Never-Ending DC Chain!
Post by: Durin's Heir on November 14, 2017, 02:48:10 PM
I'm gonna give somebody a chance to go next but #$&*@! that is a neat card!!
In the last years often I've wandered through your DC posts searching for inspiration. Your comment is such an honour!


[3] •Treebeard Deceived [Isengard]
Condition • Support Area
Spell. For each site you control, each [Isengard] Man or Wizard is strength +1.
Shadow: Discard Saruman to take control of a site. The Free Peoples player may exert 2 [Gandalf] characters to cancel that.
"'There was little left of him when he crawled out... A snake without fangs may crawl where he will.'"

Edit: Forgot the bold font in the title.
Title: Re: Never-Ending DC Chain!
Post by: menace64 on November 14, 2017, 10:07:22 PM
Daaaww thanks man! ;D I think we've all come a long way in this little happy corner of the old web!

(0) Fool's Deception [Shire]
Event • Response
If the fellowship moves, spot 2 unbound hobbits and exert Treebeard to play the fellowship's next 2 sites.
"It's the last thing he'll expect."
Title: Re: Never-Ending DC Chain!
Post by: ket_the_jet on November 16, 2017, 06:45:55 AM
[4] •Radagast, Friend of Beasts [Gandalf]
Ally • Home 4 • Wizard
Strength: 8
Vitality: 4
Maneuver: Discard a spell to play a Mount from your draw deck.
The twilight cost of each Mount played during the Shadow Phase is +1.
Title: Re: Never-Ending DC Chain!
Post by: Durin's Heir on November 16, 2017, 08:45:25 AM
[2] Lesser Istar [Gandalf]
Companion • Wizard
Strength: 8  Vitality: 3  Signet: Gandalf
To play, exert 2 companions.
Fellowship: Spot 2 companions of the same culture and play a card of that culture to draw a card.
"He was the wizard of a thousand kings
And I chanced to meet him one night wandering
He told me tales, and he drank my wine
Me and my magic man kinda feelin' fine"


(I know the loretext isn't Tolkien but he didn't say a single thing -except that there was more Wizards than the Five Ones -they were only their chiefs-, and I thought this song was cool to add.)
Title: Re: Never-Ending DC Chain!
Post by: ket_the_jet on March 11, 2018, 12:50:11 PM
(0) •Long, !Dark Shadow [Moria]
Condition • Support Area
When the fellowship moves from site 5, if you can spot the Balrog, site 6 gains underground. The free people's player can place Gandalf in the dead pile to prevent this.

I don't know if this is worded particularly well or if it does what I want it to do...but I think you guys get the idea. This would be a Fellowship block card.
-wtk
Title: Re: Never-Ending DC Chain!
Post by: Gerontius on March 11, 2018, 03:45:01 PM
I was hoping someone would bring this back again  :)

(0) Long, Dark Shadow [Moria]
When the fellowship moves from site 5, if you can spot the Balrog, site 6 gains underground. The free people's player can place Gandalf in the dead pile to prevent this.
Cool. I'm assuming this is a condition?

[2] •The Mirrormere [Dwarf]
Artifact • Support Area
Tale.
To play, exert a dwarf.
Fellowship: Discard a card from hand to play a [Dwarf] tale from your draw deck (limit once per turn).
"But still the sunken stars appear
In dark and windless Mirrormere
There lies his crown in water deep
Til Durin wakes again from sleep."

Title: Re: Never-Ending DC Chain!
Post by: Durin's Heir on March 12, 2018, 04:41:42 AM
[Site] Kheled-zâram
Site 6    Shadow Number 3
River. Sanctuary. Each time you play a [Dwarven] card from hand at Kheled-zâram, you may draw a card or heal a Dwarf.


I think Long, Dark Shadow must be unique, as the unique Gandalf can die to discard only 1 copy. Great card, by the way!
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on March 12, 2018, 09:37:29 AM
[5] •The Return of the King [Gondor]
Condition • Support Area
While you can spot Denethor, discard this condition.
While you can spot Aragorn at site 5[King], 6[King], or 7[King],
each [gondor] companion is strength +1 and Damage +1
Title: Re: Never-Ending DC Chain!
Post by: Dictionary on March 12, 2018, 11:52:07 AM
[5] •The War of the Ring [Sauron]
Condition • Support Area
To play, discard 3 [sauron] or [orc] cards from hand.
Each character is strength -4.
While you can spot Sauron or 6 burdens, The One Ring's game text does not apply.
Title: Re: Never-Ending DC Chain!
Post by: Legion on March 12, 2018, 12:20:43 PM
[3] •Grond, Hammer Time
Possession: Support Area
While you can spot a [Sauron] minion, Grond cannot be discarded.
Assignment: Discard a [Sauron] minion to discard a Free Peoples card (except a companion) with Twilight Cost less than that minion.
"Can't touch this"

Possibly blurring the lines to the "silly version", but I don't care!
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on March 12, 2018, 03:20:39 PM
[5] •Gothmog, Wielder of Grond [Sauron]
Minion • Orc
Strength: 13
Vitality: 3
Site: 4
Maneuver: Play Grond from your discard pile on Gothmog. While Gothmog bears Grond, he gains:
Skirmish: Exert Gothmog to discard a free peoples card borne by a character he is skirmishing.
"Gothmog CAN touch this"
Title: Re: Never-Ending DC Chain!
Post by: Durin's Heir on March 12, 2018, 03:31:28 PM
I believe the Set 8 Grond would make full sense if targeted only cards in support area... but those 2 cards are simply awesome!  =D>


[2] Release the Prisoners! [Sauron]
Event • Assignment
Spot 2 [Sauron] minions to add X threats and make X unbound companions strength -X until the regroup phase, where X is the number of cards in the dead pile.
"For the enemy was flinging into the City all the heads of those who had fallen... and all were branded with the foul token of the Lidless Eye."
Title: Re: Never-Ending DC Chain!
Post by: ket_the_jet on March 13, 2018, 08:35:34 AM
[3] •Grond, Wolf's Head [Sauron]
Possession • Support Area
To play, exert three [Sauron] minions.
Each site loses sanctuary.
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on March 20, 2018, 12:03:27 PM
[4] Wolves of Isengard [Isengard]
Minion
Strength: 12
Vitality: 3
Site: 4
While you cannot spot a sanctuary on the adventure path,
this minion is Fierce and Damage +1
Title: Re: Never-Ending DC Chain!
Post by: Dictionary on April 09, 2018, 05:19:46 PM
[4] Wolves of Mordor [Sauron]
Minion • Creature
Strength: 6
Vitality: 1
Site: 4
For each card titled Wolves of Mordor you can spot, this minion is strength + 2 and vitality + 1
While you can spot 2 cards titled Wolves of Mordor, this minion is fierce
While you can spot 3 cards titled Wolves of Mordor, this minion cannot take wounds (Except during skirmish phases)
While you can spot 4 cards titled Wolves of Mordor, this minion is damage + 1
Title: Re: Never-Ending DC Chain!
Post by: menace64 on June 02, 2018, 08:42:58 PM
(0) •Winter and Wolves [Isengard]
Condition • Support Area
To play, remove 3 weather cards in your discard pile from the game.
Each time you play a weather card (or a wolf), add an [Isengard] token here.
Shadow: Remove X [Isengard] tokens from here to play a minion at twilight cost -X.

Wrote the verb before I realized I needed some new nouns. Basically, I just want weather to be viable, and while I think it'd make the least nonsense to put these cards in [Sauron] or [Orc], [Isengard] is where the weather's at and y'all got me there with all these darn wolf cards!

[1] Eriador Invader [Isengard]
Minion • Wolf
Strength 5
Vitality 2
Site Number 3
Unless this minion is wounded, it is fierce.

[2] Eriador Prowler [Isengard]
Minion • Wolf
Strength 6
Vitality 2
Site Number 3
Lurker.
While the current site bears a weather condition, this minion isn't roaming.

And a few mock-ups for minions. I could also see Wolves using ambush.
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on June 03, 2018, 08:17:56 AM
Menace, I love the weather synergy!

[4] •Eriador Alpha [Isengard]
Minion • Wolf
Strength 9
Viatility 4
Site 3
[Isengard] mount possessions can be played as minions, reduce their cost by [1] and they gain the warg race. All referenced to "bearer" in their text are replaced by "this minion". This lasts till they are killed or discarded.

[3] •Eriador Beta [Isengard]
Minion • Wolf
Strength 8
Vitality 3
Site 3
While you can spot a [isengard] warg or a mounted [isengard] orc, exert this minion to play a wolf or a weather condition from your discard pile.
Title: Re: Never-Ending DC Chain!
Post by: menace64 on June 03, 2018, 09:34:18 AM
Thanks!

(0) Eriador Gamma [Isengard]
Minion • Wolf
Strength 4
Vitality 2
Site Number 3
To play, spot an [Isengard] Wolf.
This minion may not be assigned to a skirmish.
Response: If this minion takes a wound, discard it to play an [Isengard] Wolf from your hand. That Wolf is fierce until the regroup phase.
Title: Re: Never-Ending DC Chain!
Post by: Not a Zombie on June 12, 2018, 11:44:41 AM
[1][2] •Eriador Omega [Isengard]
Minion • Wolf
Strength 16
Vitality 4
Site 3
Fierce. Damage +2
Shadow: Discard any number of Wolf and Warg minions from play to play this from your hand or discard pile. It is twilight cost -2 for each minion discarded.
Title: Re: Never-Ending DC Chain!
Post by: Phallen Cassidy on June 12, 2018, 07:19:54 PM
[2] •Hama, Brave Guard [Rohan]
Companion • Man
Strength 6
Vitality 3
Theoden Signet
To play, spot a [Rohan] man.
Assignment: Exhaust Hama to make him Defender +1 for each Wolf and Shadow mount you can spot.
Title: Re: Never-Ending DC Chain!
Post by: menace64 on June 12, 2018, 09:14:32 PM
(0) !Helpless Scream [Isengard]
Event • Shadow
Spot an [Isengard] !Warg or Wolf to wound Hama 3 times. The Free Peoples player may discard 2 mounts borne by unbound companions to prevent this.
"'Aah! Aaaah! Aaaaaaaaaahhh!!
(Rare)

 :twisted:
Title: Re: Never-Ending DC Chain!
Post by: Phallen Cassidy on June 20, 2018, 08:06:18 AM
[4] Powerful Shout [Gandalf]
Event • Fellowship
Exert Gandalf twice to make each companion take no more than 1 wound until the Skirmish phase. The first Shadow player may discard 3 shadow cards from hand to prevent this.

 8-)
Title: Re: Never-Ending DC Chain!
Post by: menace64 on June 23, 2018, 11:24:17 AM
[2] Gutteral Roar [Moria]
Event • Response
Spell.
If a Free Peoples event is played, exert The Balrog to cancel that event.
"'Roooooooooar!'"
Title: Re: Never-Ending DC Chain!
Post by: Phallen Cassidy on June 24, 2018, 07:07:01 AM
[3] •Sauron's Power [Sauron]
Condition • Support Area
To play, spot a unique minion.
Each time any number of effects from a Free Peoples card are ignored or cancelled, exert a companion.

Take that, Birthday Present (though the exertion would likely be healed away by Shire Countryside)! Not totally sure of all the implications of this card, truth be told.
Title: Re: Never-Ending DC Chain!
Post by: menace64 on June 25, 2018, 03:08:55 PM
[4] •Curunír, Wise and Powerful [Gandalf]
Ally • Home 9[T] • Wizard
Strength 9
Vitality 4
Resistance 4
Muster. Unhasty. To play, spot a Wizard.
If Curunír has 0 resistance when the fellowship moves to any site 9, you lose the game.
Each time another player draws a card, you may exert Curunír (or Saruman) to draw a card.
Title: Re: Never-Ending DC Chain!
Post by: Phallen Cassidy on August 11, 2018, 05:24:04 PM
[2] The White Council [gandalf]
Event • Fellowship or Regroup
Draw a card for each Elf and each Wizard bearing an artifact.
Title: Re: Never-Ending DC Chain!
Post by: menace64 on August 11, 2018, 06:04:42 PM
That's a cool card, PC! I think it deserves to be a Tale though!

(0) •Head of the Council [Gandalf]
Condition • Character
Strength: +1
To play, exert an Elf and a Wizard. Bearer must be an Elf or Wizard bearing a Ring.
Each time a Shadow player plays a minion from the discard pile, you may exert bearer to remove [2].
Response: If bearer dies, add [4] to transfer this condition to another eligible bearer.