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Author Topic: Some dream cards (only work with sets 1-10)  (Read 3194 times)

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March 21, 2012, 12:52:27 AM
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L

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Some dream cards (only work with sets 1-10)
« on: March 21, 2012, 12:52:27 AM »
Untamed is basically an unloaded keyword for some feral Uruk-hai. They mainly get bonuses from being around mountains and whatnot.

[5] Mountain Uruk [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 2
Site: 5
Archer. Fierce. Untamed.
While at a mountain site, each Free People's card costs + [1].


[4]Uruk Infiltrator [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Fierce. Untamed.
At the start of a skirmish involving this minion, you may discard a card borne by the companion it is skirmishing. That companion may exert to prevent that.


[3] Uruk Cleaver [Isengard]
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site: 5
Untamed.
Skirmish: Transfer an [Isengard] weapon to Uruk Cleaver to make it damage +1.
While at a mountain site, this minion is fierce.

(I'm not actually sure if you can transfer minion possessions)


[5] Uruk Hoarder [Isengard]
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site: 5
Fierce. Untamed.
This minion is twilight cost - [1] if you cannot spot any other minions.
Response If an event is played in a skirmish with this minion, exert it to remove that event from the game (after the skirmish is over).


[4] Uruk Recluse [Isengard]
Minion • Uruk-hai
Strength: 10
Vitality: 2
Site: 5
Untamed.
Each Mountain site is twilight cost + [3] until the end of the turn.


[3] Orkish Whelp [Isengard]
Minion • Orc
Strength: 6
Vitality: 1
Site: 4
Regroup: If the fellowship is at a mountain site, you may discard this minion to take two [Isengard] minions into hand from your discard pile.


[3] Move Your Feet! [Isengard]
Event • Regroup
Spot two Untamed Uruk-hai to play the fellowship's next site.


[2]Impenetrable Fortress [Isengard]
Condition • Support-area
Each [Isengard] Uruk-hai is strength + 1 for each mountain site you can spot.


(0)War Chant [Isengard]
Event
Skirmish: Spot an [Isengard] Uruk-hai to make a minion strength + 1 and vitality +1.


Now, for the Haradrim, I made a few changes to how the game works. I am not fully sure if it works, as it is worded, but here it is anyway:


[6] Haradrim Slayer [Raider]
Minion • Man
Strength: 10
Vitality: 3
Site: 6
Enduring. Concealed. (This minion is played face down, cannot take archery wounds or be the target of any other card until it is flipped. It is assigned regularly to a companion, and flipped over immediately after being assigned. The twilight cost is paid for at this time, and if it cannot be paid, the minion is immediately discarded)
While this minion is skirmishing a ranger, it is damage +1 and exhausted.
Response: If this minion wins a skirmish, take control of a site (limit once per a turn).


[4] Haradrim Stalker [Raider]
Minion • Man
Strength: 7
Vitality: 3
Site: 6
Concealed.
Skirmish: Remove [2] and exert this minion to prevent skirmish events from being played in its skirmish.
Regroup: Discard this minion to heal all other [Raider] minions twice.


[4] Haradrim Warrior [Raider]
Minion • Man
Strength: 9
Vitality: 3
Site: 6
Concealed
Each time a companion takes a wound, you may add [2].
Skirmish: If another [Raider] minion is about to take a wound, wound this minion instead.


[3]Poison Blades [Raider]
Condition • Response
Spot a concealed [Raider] minion who has just won a skirmish, to play this on a companion.
At the start of each fellowship phase, wound bearer.


[2] Quiet Discourse [Raider]
Event • Skirmish
Make a concealed [Raider] minion strength + 3.


[2] Burning Hatred [Raider]
Event • Regroup
If you control a site, spot two [Raider] minions to discard all cards borne by a [Gondor] man. The Free People's player may discard an equal amount of cards from hand (if they have them) to prevent this.


(0) Ritual Scarring [Raider]
Event • Skirmish or Regroup
Wound a [Raider] minion to add [1] for each site you control.


More races to be posted later.  ;)
« Last Edit: March 21, 2012, 12:56:10 AM by L »

March 21, 2012, 02:11:09 AM
Reply #1

bibfortuna25

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Re: Some dream cards (only work with sets 1-10)
« Reply #1 on: March 21, 2012, 02:11:09 AM »
I really like the idea of the concealed keyword. Makes for some very interesting strategic decisions by the FP player.
All cards do what they say, no more, no less.

March 21, 2012, 07:45:52 AM
Reply #2

hsiale

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Re: Some dream cards (only work with sets 1-10)
« Reply #2 on: March 21, 2012, 07:45:52 AM »
1. You say those cards work with Movie Block. This leads to two problems:
- RotK site path doesn't have a single mountain available (you can make site 9 a mountain using Final Strike, but still it makes many of your [Isengard] cards useless),
- removing cards from the game isn't a Movie Block mechanics.

Uruk Cleaver should definitely be unique (imagine two of those and one weapon transferred back and forth).

[Raider] guys should have southron keyword. Also I would never allow playing cards face down - as your opponent should always be able to read your cards. Concealed keyword can do all those other things with card still face up.

Quiet Discourse should be stronger. It is weaker than other [Raider] pumps in every situation (see On The March, which gives also +3 for 2 twilight, but to any [Raider] minion and can give +5 under additional condition).


March 21, 2012, 02:54:17 PM
Reply #3

FM

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Re: Some dream cards (only work with sets 1-10)
« Reply #3 on: March 21, 2012, 02:54:17 PM »
Concealed almost makes for an interesting mechanic, but not as is. There's actually no decision, it's all upside for the Shadow player, since if he just wants to cycle, he'll throw down the minion for free, and if he wants it around, he'll definitely leave twilight to pay for it, making the Free Peoples player actually have no decision whatsoever to make, since just basically checking how much twilight is in the pool allows him to know he should not consider it discarded.
The idea is fun, the flip mechanic is a great unexplored design space, but this is just not the way.

March 21, 2012, 04:11:32 PM
Reply #4

TelTura

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Re: Some dream cards (only work with sets 1-10)
« Reply #4 on: March 21, 2012, 04:11:32 PM »
You could make the concealed keyword numeric, like Concealed: 5 thus indicating an extra cost if you played the minion face-down.  Then you could have some sort of rule stating "If you play a Concealed minion in the normal way, it loses Concealed."  This would work best if there were some matching Fellowship cards that cleared twilight during the maneuver phase.
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