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Author Topic: Neutral cards, Legacy cards, Random Madness.  (Read 2069 times)

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March 29, 2020, 02:43:29 PM
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menace64

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Neutral cards, Legacy cards, Random Madness.
« on: March 29, 2020, 02:43:29 PM »
Rules things to accompany the madness:
  • Neutral cards count as neither FP nor SH. When deckbuilding, every tenth FPSH card may be substituted for a Neutral card. However, if you substitute a FP card for your first Neutral card, your second Neutral card must substitute a SH card. And back-and-forth from there.
  • Any player can play a Neutral card from their hand whenever they are normally allowed to play a character, by adding or removing the correct number of twilight tokens depending on whose turn it is.
  • Legacy is a new card type for the purposes of this post. Legacy is the Artifact of Conditions. Legacies are much stickier than conditions. Legacies tend to have region-wide effects but not always.
  • If a legacy is played on a site and that site is later changed, the legacy immediately transfers to the new site. (So, if you play a legacy on your Site 4[T] but your opponent changes it for their Site 4[T], your legacy scoots over to their site.)
  • "terrain keyword" is just a catch-all for the unloaded keywords found on sites: marsh, forest, hill, lair, volcano, etc.
  • Rally is the action of moving an ally from your support area into the fellowship. Only allies can rally. A rallied ally (say that five times fast) is still an ally.
  • ¤ means "limit 1 per region" because why not?

[6] •Fell Winter [Neutral]
Legacy • Site
Each site in this region gains tundra. Each non-Wolf character in this region is vitality -1.
Discard this legacy if there are no characters in this region.
"No living hobbit (save Bilbo) could remember the Fell Winter of 1311, when the white wolves invaded the Shire over the frozen Brandywine."

I figure, if it's really painful for everyone, it's balanced? :twisted: Obviously tundra doesn't do anything here but the White Wolves subculture cares a lot about tundras.
Fell Winter must be active at all times but you tell me how little sense that makes.

[3] •Now For Ruin [Rohan]
Legacy • Site
To play, spot 10 [Rohan] characters in your fellowship.
Each site in this region gains battleground. Each time a Shadow player plays a minion in this region, he or she draws a card. Each time you play a skirmish event in this region, make your valiant or mounted character damage +1 (+2 if both) until the end of the turn.
"Over the field rang his clear voice calling: ‘Death! Ride, ride to ruin and the world's ending!'"

The object of this card was to buff Rohan skirmish pumps, but since it's a legacy I also wanted it to feel 'big', so that's where the 10 characters thing started. Battleground support is obvious on a card like this, but the reward for minions entering play came at the very end as a balancing agent, an extra engine to account for the FP player flooding the pool on a big push.

And an example for artificially inflating the number of fellowship characters:
[1] Dunharrow Conscript [Rohan]
Ally • Home [Rohan] • Man
Strength: 5
Vitality: 2
Signet: Théoden
Fellowship or Regroup: Spot Théoden, Théodred, or Éomer and exert this ally to rally him. (This ally joins the fellowship until the fellowship leaves this region.)
"Merry wondered how many Riders there were. He could not guess their number in the gathering gloom, but it looked to him like a great army, many thousands strong."

In the latest edition of "Menace64 Attempts To Fix Allies", I've altered the home site mechanic only slightly, substituting a number for an icon, in this case [Rohan]. Any site with a [Rohan] icon on it is a valid home site for this ally, and he rallies there automatically.

So there might be a mechanic wherein a player add a culture icon to a site in order to achieve some other effect:
(0) Labor of Many Trenches [Sauron]
Condition • Site
To play, reveal a [Sauron] engine from your hand or exert a besieger.
This site gains [Sauron].
"...and as the trenches were made each was filled with fire, though how it was kindled or fed, by art or devilry, none could see. All day the labour went forward, while the men of Minas Tirith looked on, unable to hinder it."

(0) Mordor Laborer [Sauron]
Ally • Home [Sauron] • Orc
Strength: 5
Vitality: 2
Besieger.
"Busy as ants hurrying orcs were digging, digging lines of deep trenches in a huge ring, just out of bowshot from the walls..."

Bonus Théoden:
[3] •Théoden, Wielder of War [Rohan]
Companion • Man
Strength: 7
Vitality: 3
Cunning: 7
War-bound. Valiant.
Each mounted character in the fellowship gains valiant.
Skirmish: Wound an exhausted valiant character in the fellowship to make another valiant character strength +3 until the end of the turn.
"Suddenly the king cried to Snowmane and the horse sprang away... After him thundered the knights of his house, but he was ever before them."

Bonus crazy cards:
[4] ¤The World Has Changed [Neutral]
Legacy • Site
When you play this legacy, discard every tale.
While any fellowship is in this region, each tale is twilight cost +2.
Each time a player reconciles in this region, that player must first discard 4 cards from his or her hand.
"‘Much that once was is lost...'"

[2] ¤The Man in the Moon [Neutral]
Condition • Site
Tale.
At this site, each Free Peoples ally is strength -4; each ranger is strength +4; each lurker gains enduring; each Orc's site number is -1; each Nazgûl is vitality +1.
"'And there he dozed and dreamed of ale, / Till in the sky the stars were pale, / and dawn was in the air.'"

A cheeky way of introducing "night time" effects.
« Last Edit: March 29, 2020, 03:07:11 PM by menace64 »