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Author Topic: Return to the Paths of the Dead - Abandoning All Reason  (Read 132305 times)

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August 27, 2008, 07:27:19 AM
Reply #285

DáinIronfoot

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Re: Return to the Paths of the Dead - Age of the Orc
« Reply #285 on: August 27, 2008, 07:27:19 AM »
Quote from: Anvar
[1] Sudden Attack [Orc]
Event • Skirmish
Scour 3 cards to make an [Orc] minion strength +2 for each Shadow card you scour.

"...scoured in this way" might be better.

Quote from: Anvar
[5] Sudden Onslaught [Orc]
Event • Response
Return - remove 2 threats.
If an [Orc] minion wins a skirmish, you may scour 6 cards to make each [Orc] minion fierce until the regroup phase. Add a threat for each twilight card scoured in this way.

NOW you've got the wording down. ;) Make sure to bold fierce, though. I'd also give the return some other mechanism, since this could easily add those threats (and more) right back.

MAYBE could cost [4].

Quote from: Anvar
[3] Savage Warg [Orc]
Possession • Mount
Strength: +1
Vitality: +1
Return - [2]
Bearer must be an [Orc] Orc.
When you play this possession, exhaust bearer. Bearer cannot be healed. Bearer gains enduring 1.
If bearer is killed, remove this possession from the game.

I'd remove the bit about healing, since it DOES actually hurt you a bit to heal. I'd also strongly recommend limiting the strength of Orcs that can bear this, as with the original [Orc] mounts. Perhaps limit it to Orcs with strength 10 or less.
Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".

August 28, 2008, 05:41:21 AM
Reply #286

Anvar

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Re: Return to the Paths of the Dead - Sudden Onslaught
« Reply #286 on: August 28, 2008, 05:41:21 AM »
An odd card for today. The idea is twofold - to give you a way and a reason for discarding your Orcs in the regroup phase, but only if the FP still have the option of the double move. Secondly, this is a card designed to be played over and over again with Return, though with a high cost.

[1] Rising Danger [Orc]
Event • Regroup
Return - discard an [Orc] minion.
Spot an [Orc] minion to add a threat.
If the fellowship has moved more than once this turn, remove this card from the game.
"There are worlds out there where the sky is burning, and the sea's asleep, and the rivers dream; people made of smoke and cities made of song. Somewhere there's danger, somewhere there's injustice, somewhere else the tea's getting cold. Come on, Ace. We've got work to do."
-Doctor Who

August 28, 2008, 06:20:02 AM
Reply #287

lem0nhead

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Re: Return to the Paths of the Dead - Rising Danger
« Reply #287 on: August 28, 2008, 06:20:02 AM »
Refresh my memory when does return get used and i thought it was returned to your hand, or does it go straight into play?
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That's like having "Some Who Ride Ponies" as a Rohan follower. ~ Dain Ironfoot.

August 28, 2008, 07:23:15 AM
Reply #288

Anvar

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Re: Return to the Paths of the Dead - Rising Danger
« Reply #288 on: August 28, 2008, 07:23:15 AM »
Return means play from your discard pile as if from hand.

Anvar
"There are worlds out there where the sky is burning, and the sea's asleep, and the rivers dream; people made of smoke and cities made of song. Somewhere there's danger, somewhere there's injustice, somewhere else the tea's getting cold. Come on, Ace. We've got work to do."
-Doctor Who

August 28, 2008, 07:37:44 AM
Reply #289

lem0nhead

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Re: Return to the Paths of the Dead - Rising Danger
« Reply #289 on: August 28, 2008, 07:37:44 AM »
O ok in that case its fine, probably shouldnt even cost 1.
Ban shampoo, demand real poo.
That's like having "Some Who Ride Ponies" as a Rohan follower. ~ Dain Ironfoot.

August 28, 2008, 10:24:02 AM
Reply #290

sickofpalantirs

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Re: Return to the Paths of the Dead - Rising Danger
« Reply #290 on: August 28, 2008, 10:24:02 AM »
I've realised that once again I don't have enough minions for this culture, having only 7 (3 that recycle Wraith cards, and 4 that like being discarded). I guess I find designing non-named creatures rather boring. I'll have to give it a bit of thought.

Anyway, here are some more cards for you today, mostly based around the scour mechanic (though we will get back to discarding orcs properly soon):

[1] Sudden Attack [Orc]
Event • Skirmish
Scour 3 cards to make an [Orc] minion strength +2 for each Shadow card scoured in this way.
maybe and do something for each freeps card?

[4] Sudden Onslaught [Orc]
Event • Response
Return - remove 2 threats.
If an [Orc] minion wins a skirmish, you may scour 6 cards to make each [Orc] minion fierce until the regroup phase. Add a threat for each twilight card scoured in this way.
I would cut cost to 2...compared to siege engines...i think is what its called

[3] Savage Warg [Orc]
Possession • Mount
Strength: +1
Vitality: +1
Return - [2]
Bearer must be an [Orc] Orc with strength 10 or less.
When you play this possession, exhaust bearer. Bearer gains enduring 1.
If bearer is killed, remove this possession from the game.
fine
Felipe Musco:
(after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
Elf Lvr:
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August 29, 2008, 07:55:47 AM
Reply #291

Anvar

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Re: Return to the Paths of the Dead - Rising Danger
« Reply #291 on: August 29, 2008, 07:55:47 AM »
Ok, last two cards and we're done with the Orcs. The first is just a generally useful possession, especially if you've maxed out on threats. The second is designed to be used with the discarding orcs.

[1] Orcish Whip [Orc]
Possession • Hand Weapon
Bearer must be an [Orc] minion.
Bearer is strength +1 for each threat you can spot.

[1] Abandon All Reason [Orc]
Event • Shadow
Discard X [Orc] minions from play to draw X cards.
« Last Edit: August 29, 2008, 11:09:05 AM by Anvar »
"There are worlds out there where the sky is burning, and the sea's asleep, and the rivers dream; people made of smoke and cities made of song. Somewhere there's danger, somewhere there's injustice, somewhere else the tea's getting cold. Come on, Ace. We've got work to do."
-Doctor Who

August 29, 2008, 11:00:04 AM
Reply #292

sickofpalantirs

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Re: Return to the Paths of the Dead - Abandoning All Reason
« Reply #292 on: August 29, 2008, 11:00:04 AM »
shouldn't it be discard X orc minions from play to draw X cards?
Felipe Musco:
(after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
Elf Lvr:
Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way.
Ahhh!!! SoP, you're a genius!!! :gp: ~Menace64
SoP's Trade List
Like Muscle Cars? Check out themusclecarplace.com

August 29, 2008, 04:20:36 PM
Reply #293

menace64

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Re: Return to the Paths of the Dead - Abandoning All Reason
« Reply #293 on: August 29, 2008, 04:20:36 PM »
I don't like the title of the second card (for obvious previous-usage reasons). Maybe something like All Laid Waste or Pitted.

August 31, 2008, 03:39:48 AM
Reply #294

Thranduil

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Re: Return to the Paths of the Dead - Sudden Onslaught
« Reply #294 on: August 31, 2008, 03:39:48 AM »
An odd card for today. The idea is twofold - to give you a way and a reason for discarding your Orcs in the regroup phase, but only if the FP still have the option of the double move. Secondly, this is a card designed to be played over and over again with Return, though with a high cost.

[1] Rising Danger [Orc]
Event • Regroup
Return - discard an [Orc] minion.
Spot an [Orc] minion to add a threat.
If the fellowship has moved more than once this turn, remove this card from the game.
I think this card should be free or not be removed from the game - removing [1] (or maybe [2]) in the regroup is normally enough of a cost to prevent abuse of a card like this, but if it's going to be removed then you should get it for free.

No other problems.

Thranduil

August 31, 2008, 11:17:02 AM
Reply #295

DáinIronfoot

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Re: Return to the Paths of the Dead - Abandoning All Reason
« Reply #295 on: August 31, 2008, 11:17:02 AM »
Nothing new to add, really. They look good to me. :up:
Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".

September 01, 2008, 01:51:38 AM
Reply #296

lem0nhead

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Re: Return to the Paths of the Dead - Rising Danger
« Reply #296 on: September 01, 2008, 01:51:38 AM »

[1] Orcish Whip [Orc]
Possession • Hand Weapon
Bearer must be an [Orc] minion.
Bearer is strength +1 for each threat you can spot.

Fair enough though could get REALLY silly.

[1] Abandon All Reason [Orc]
Event • Shadow
Discard X [Orc] minions from play to draw X cards.

Cool but seeing as it triggers off some really nasty minion abilites shouldnt it cost 2?

Ban shampoo, demand real poo.
That's like having "Some Who Ride Ponies" as a Rohan follower. ~ Dain Ironfoot.