I haven't given an overview of my voting selection process at all this contest - and not without intentionality, since for the most part I want these contests to be each person's vision and I feel generally-icky to pre-talk with contestants beyond known necessities. I've had no problems whatsoever with talking about or helping each other out but I've tried to limit my own input to 7-line limits since that's a practical and objective canvas. Consider this my trial run of what me making public reviews of submissions prior to casting my vote would look like.
•Balin, Leader of the Whisperers
Companion • Dwarf
Strength 6 Vitality 4 Resistance 7
While Balin bears a artifact, each Dwarf is resistance +1 and damage +1.
Each time a Dwarf wins a skirmish, you may discard a card from hand to heal another Dwarf or to remove a threat.
"'At last, however, Balin listened to the whispers, and resolved to go... though Dáin did not give leave willingly...'"
Designer's notes: Instead of another bearded terminator, Balin comes as a wise leader who helps the culture in two aspects in which Decipher made them unfairly deficient: healing and threat remotion. But does it in a limited way, needing hand extension to work consistently (thus synergizing with Delving and Calculated Risk, whose costs can be cleared by Balin). The threat remotion opens the doors for site liberation, if he manages to seize back Durin's Axe. After succeeding in recovering a relic, he behaves like a mixture of Elendil HKoG and, well, Lord of Moria.
I accept responsibility for divorcing
Durin's Axe from this Balin, and I attribute having submitted a Balin of my own as a way of demonstrating - even in failure (despite having actually gotten my Balin through) - that there is no reserving of card slots. Part of the design submission for Durin's Axe included a bit about "this will make more sense with my Balin, coming soon," which implies a sort-of "vote now, vote again later" deal that I respond to, well, menacingly.
It's a neat Balin, and it's got a particular overlay onto Durin's Axe which yields a real and venerable dwarven king. But I don't think Lairs should have 2 Balins in it, so I can't vote for this card
at this time. Since I think I have a good idea what we all want to do for a second season, I have a feeling this Balin will be in the running again!
8[K] Shelob's Lair
Site
The first Shadow player may take the first action during each phase.
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I see nothing wrong with this card, except for noting that I would have included
underground at least, and maybe even
mountain if it would fit. Such nitpicks I think might be ironed out in the next few weeks were this card to win the week's vote; but I also see a potential mechanical reason for intentionally withholding terrain keywords, which makes this a triviality in my book (but apparently also worth comment).
My thought on the card itself is that it will rarely be of consequence, but when it
does matter, it'll be because the Shadow player has specifically arranged for it to matter. You know, like a trap. Chances are low that it'll matter more than once at site 8 - but there are situations where it'll matter twice or thrice or frice and that is a prospect I think
players are naturally attracted to.
Hard-Maybe. It feels fine, but it might be broken or an NPE due some one-to-one card interaction, an event borne out only by playtesting.
2 Barrow-downs
When the fellowship moves to and from this site, each companion must exert.
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Designer's notes: A brutal site for Dwarves and Elves (but mostly Elves), this place half-kills the best, and exhausts the rest. (That rhyme was not intentional.)
Too powerful. If we're talking realistically, this card should have a shadow number of
, since outright-damaging sites tend to skew lower-end of the costing gradient.
If balanced appropriately, it's still too good for site-2F. That's absolute-minimum 2 exertions; 4 for a dumb fellowship; 6 for an average fellowship; 8 for a fun fellowship; 10 for a crazy fellowship; 12 for
Flaming Brand players; 14 for some kind of Suicide Squadquea; 16 for a little bit of everything; and 18 exertions for players attempting to play an accurate representation of the entire fellowship.
Too good!
Dark Lair
Event • Shadow
If there are at least 80 cards in your draw deck, discard the top ten to play a site. Stack a minion from your draw deck there. Until the end of the game, that site may not be replaced and you may play a minion stacked there as if from hand.
"The deep places of the world! And thither we are going against my wish."
Designer's notes: I would contend that the title and the unique ability of this card justify granting it Premium status for the Lairs set. This event adds a new dimension to gameplay, allowing a powerful attack to be set up ahead of time, but also giving your opponent a warning of what is inevitably coming (hence the lore). It also does something no other card (that I know of) does, which is to play a site that may not be the fellowship's current or next site, but one further down the path. This event is available for use with any shadow culture, but with a severe playing requirement/cost that will make it usable only to decks specifically designed for it. The other functions of the high cost are to make it extremely difficult to play more than one, or at most two, copies of this event in a single game, and to deter people from abusing it just to manipulate the site path. The culture symbol is not completely arbitrary since it fits the flavor, and in my experience is particularly well-suited to over-size decks.
I don't like that this card introduces a floating new-rules zone. It's too weird as an event. But! I think this mechanic has applicable potential: the idea of using your deck size to utilize certain early- or late-game effects is rich in fresh potential but, unfortunately, this mechanic ignores the limitations of physical game interactions. Any time a player would need to check the deck size in front of them on the table, they would need to count those cards; then shuffle them; then allow a cut; then replace;
then discard 10 cards;
then search their deck for the card; then play it; then shuffle; etc.
Yes, yes, it's a no-brainer in a digital setting, but when writing a card it's important to consider both avenues for players to potentially interact with it.
Having a second floating new-rules zone by playing "a site" (btw, this is not a clear indicator of how the card is intended to function; more than half of players would assume it meant "play the fellowship's next site") makes the card compoundingly problematic. It almost needs to be its own card type, since it works so unlike any other event.
I can't put my vote here right now. If you want to work on this idea and chisel it into something a little less floaty, start a thread!
4[K] Dwimorberg
Mountain.
Regroup: Spot your minion and remove 2 burdens to take control of a site.
Designer's notes: It is the mountain range under which lies the Path of the Dead (which is also at site 4K) were mountain-people similar to the Dunlendings used to live in, hence site control. This site follows the pattern of other King Block's site 4K in regard to removing burdens to do a specific action.
I'm not sure how
is supposed to tie into this site, since a greater majority of players running it would undoubtedly be
.
That being said, this card absolutely passes the "feels like a site-4[K]" test. Nailed that aspect. I like the flavor too: Aragorn tarries in the
White Mountains, meanwhile there's a host of minions elsewhere laying siege to #$&*@!. A shadow number of
sets this beside
Osgiliath Fallen, and here's where a comparison can be made. On one side, a damage bonus is less valuable than a controlled site; on the other hand, the regroup phase is later than the skirmish phase, thus more avoidable. The problem persists that any additional burdens can also be converted into sites, which makes this card able to exchange 4 burdens for 2 controlled sites... and that's understandably difficult to justify.
Vote uncertain.
Rhovanion Expanse
Battleground. Dwelling. Forest. Marsh. Mountain. Plains.
Your adventure deck may include up to 2 copies of this site.
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Designer's notes: My interpretation of "Lairs" as a site landed on the entire region of Rhovanion: the great lands to the east of Middle-earth, full of its own distant stories and cultures. Knowing that I was dealing with a rather large lair, I looked at what we know of Wilderland, of its outlying and scabbed easternmost countries, ultimately filling the top line of the text box with applicable terrain keywords, then reinforcing the theme of a "region"-sized lair by making the site, well, half-unique? This site can be pretty much anything you want it to be. Left, right, festering marshland or embattled city. While I personally enjoy the idea of allowing players to run 3 or 4 of these at a time, I think less is more on a site like this - just a sprinkling of modularity in terrain keyword interactions is the goal here, not automating the site path. For that reason, I've limited it to 2 slots in your adventure deck.
I feel icky voting for my own submission. I lack detachment, and cannot see whatever faults persist into my submission. I like doing weird #$&*@! and the weird #$&*@! isn't always good #$&*@!, sometimes it's ba(d/t) #$&*@!, and that's okay too. I like throwing card-darts at the wall and it's honestly just fun making it through this first season with all of you. Watching the card list slowly fill has been a treasure to behold during the outright inanity of our present times.
My original name for this card was "Expanse of Wilderland" but was changed to what I felt to be a more accurate titling. I figure it's open to interpretation either way.
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Okay lemme look at what I thought.
It's between Shelob's Lair (with my strongest leaning); Dwimorberg (with hesitation); and Rohvanion Expanse (with revulsion).
My vote is for Shelob's Lair.
Also: strong benefit due to having the word Lair in the title.