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Author Topic: SW/LotR Design - The Adventure Path.  (Read 28540 times)

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May 24, 2008, 12:15:29 AM
Reply #15

menace64

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Re: SW/LotR Design - The Adventure Path.
« Reply #15 on: May 24, 2008, 12:15:29 AM »
Well gosh. I might just stick to making sites from now on. Seems to be going well!  :mrgreen:

(W) Vector Prime (0)
Outer. When the alliance moves to Vector Prime, each Dark Side player may play a [Raider] minion with ambush from his or her draw deck.

[Raider]? Ambush? Hmm... I suppose you should search for 'Vector Prime' if you don't already know what it is. Yes - as with most sites - this one can be a big punisher in the right deck. But flavor-wise it's spot-on, and I say it's fairly-balanced.

(W) Manaan [2]
Inner. Oceanic. When the alliance moves from Manaan, if it is a sanctuary site, you may add [2] to remove 2 wounds from companions.

Read about Manaan. This one is a little sneaky. Sure, to get the 2 extra healing you have to net the Dark Side player a total of [4] from one site (moving to, moving from), but the text is a loophole around heal prevention (or, at least, most heal prevention). Manaan doesn't heal wounds, it removes them. Which is, of course, an entirely different thing!

May 24, 2008, 11:28:33 AM
Reply #16

MR. Lurtzy

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Re: SW/LotR Design - The Adventure Path.
« Reply #16 on: May 24, 2008, 11:28:33 AM »
Well gosh. I might just stick to making sites from now on. Seems to be going well!  :mrgreen:

(W) Vector Prime (0)
Outer. When the alliance moves to Vector Prime, each Dark Side player may play a [Raider] minion with ambush from his or her draw deck.

[Raider]? Ambush? Hmm... I suppose you should search for 'Vector Prime' if you don't already know what it is. Yes - as with most sites - this one can be a big punisher in the right deck. But flavor-wise it's spot-on, and I say it's fairly-balanced.

Which culture is [Raider] again?

(W) Manaan [2]
Inner. Oceanic. When the alliance moves from Manaan, if it is a sanctuary site, you may add [2] to remove 2 wounds from companions.

Looks good!

Read about Manaan. This one is a little sneaky. Sure, to get the 2 extra healing you have to net the Dark Side player a total of [4] from one site (moving to, moving from), but the text is a loophole around heal prevention (or, at least, most heal prevention). Manaan doesn't heal wounds, it removes them. Which is, of course, an entirely different thing!

May 24, 2008, 02:11:16 PM
Reply #17

Thranduil

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Re: SW/LotR Design - The Adventure Path.
« Reply #17 on: May 24, 2008, 02:11:16 PM »
(W) Manaan [2]
Inner. Oceanic. When the alliance moves from Manaan, if it is a sanctuary site, you may add [2] to remove 2 wounds from companions.

Read about Manaan. This one is a little sneaky. Sure, to get the 2 extra healing you have to net the Dark Side player a total of [4] from one site (moving to, moving from), but the text is a loophole around heal prevention (or, at least, most heal prevention). Manaan doesn't heal wounds, it removes them. Which is, of course, an entirely different thing!
Are they? The comprehensive rulebook says this:

"When a wound is removed from a character, this represents resting or healing."

This suggests that removing wounds is synonymous with healing.

The cards fine without circumventing healing preventions though.

Thranduil

May 24, 2008, 10:53:06 PM
Reply #18

menace64

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Re: SW/LotR Design - The Adventure Path.
« Reply #18 on: May 24, 2008, 10:53:06 PM »
Thanks for clarifying that for me, Thran. Gold for you!

Oh, and [Raider] is Yuuzhan Vong.

All right... I'm dead-beat tired, but I'll throw down two more sites.

(W) Geonosis [2]
Outer. Desert. Each character bearing a ranged weapon is strength +2.

A basic vanilla site (partly because I really am quite exhausted, partly because I think it represents Geonosis' role in the Clone Wars pretty well).

(W) Mustafar (0)
Outer. Volcanic. At the start of the regroup phase, if you can spot a minion, wound each unwounded character.

All right, so I'm not too sure about this one. The minion clause is to ensure that all players stand to get hurt by the site. The cost is set at 1 because I'm feeling more alliances being hurt by this site than minions. But, either way, this is a planet nobody likes to visit.
« Last Edit: May 25, 2008, 09:21:46 AM by menace64 »

May 25, 2008, 08:49:04 AM
Reply #19

Thranduil

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Re: SW/LotR Design - The Adventure Path.
« Reply #19 on: May 25, 2008, 08:49:04 AM »
Mustafar could completely annihilate an alliance. For balance reasons, the site has to be (0) and it should wound each 'unwounded character' which would decimate alliances, but at least would not outright kill them.

Thranduil

May 25, 2008, 11:53:37 AM
Reply #20

MR. Lurtzy

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Re: SW/LotR Design - The Adventure Path.
« Reply #20 on: May 25, 2008, 11:53:37 AM »
Thanks for clarifying that for me, Thran. Gold for you!

Oh, and [Raider] is Yuuzhan Vong.

All right... I'm dead-beat tired, but I'll throw down two more sites.

(W) Geonosis [2]
Outer. Desert. Each character bearing a ranged weapon is strength +2.
Looks good.

A basic vanilla site (partly because I really am quite exhausted, partly because I think it represents Geonosis' role in the Clone Wars pretty well).

(W) Mustafar (0)
Outer. Volcanic. At the start of the regroup phase, if you can spot a minion, wound each unwounded character.
Nicely done, though maybe incorperate jedi into it.

All right, so I'm not too sure about this one. The minion clause is to ensure that all players stand to get hurt by the site. The cost is set at 1 because I'm feeling more alliances being hurt by this site than minions. But, either way, this is a planet nobody likes to visit.
???

May 25, 2008, 08:07:37 PM
Reply #21

menace64

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Re: SW/LotR Design - The Adventure Path.
« Reply #21 on: May 25, 2008, 08:07:37 PM »
Eh. If I limit the site to Jedi it'll be nerfed. I mean, *anybody* stands to get a lava-bath on Mustafar, not just Jedi.

Thanks for the help on that one, guys. I knew it needed some balancing.

(W) Ithor [1]
Mid. Forest. When you take control of Ithor, it loses forest and gains volcanic, and at the start of each of your Dark Side phases, you may discard a card at random from the Light Side player's hand.

Ithor is a planet that has shown up many times throughout Star Wars lore, and I had a terrible time trying to decide which era to focus upon for its site. Eventually, I chose the Yuuzhan Vong war (as I haven't yet thought of many sites to write for Vong). Ithor suffers a sad fate at the hands of Yuuzhan Vong bio-weapon technology, and is reduced to a smoldering, ashen waste of a world. I tried reflecting that. There aren't many sites that give bonuses for being controlled, so I'm not too sure how balanced Ithor is.

Oh, and Yuuzhan Vong - it appears - are going to use volcanic sites like Rohan uses plains. They love destroying stuff.

(W) Bestine IV [1]
Inner. Oceanic. At the start of each maneuver phase, if you control Bestine IV, you may play an [Uruk] starship from your draw deck.

Like Ithor, Bestine IV appears frequently over the various eras. This card is designed around its recession from the Republic during the Clone Wars and its alignment with the Separatists. Separatists will most-likely wind up being the undisputed kings of site control, since they use politics and money to convince planets to join their cause instead of going down the costly route of subjugating. In response, the Republic culture will excel at 'freeing' planets and pushing the Separatists back.

Now, Bestine IV was used for starship construction. I think all of the cultures will get their own 'shipyard' site. Shipyard sites will key off of their respective culture's strengths (in this case, controlling it) in order to bring out more ships.
« Last Edit: May 26, 2008, 07:00:12 PM by menace64 »

May 26, 2008, 03:01:17 AM
Reply #22

Thranduil

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Re: SW/LotR Design - The Adventure Path.
« Reply #22 on: May 26, 2008, 03:01:17 AM »
I think Ithor could probably cost [1].

Thranduil

May 26, 2008, 03:19:37 AM
Reply #23

menace64

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Re: SW/LotR Design - The Adventure Path.
« Reply #23 on: May 26, 2008, 03:19:37 AM »
Done and done.

May 26, 2008, 11:17:32 AM
Reply #24

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Re: SW/LotR Design - The Adventure Path.
« Reply #24 on: May 26, 2008, 11:17:32 AM »
I think ithor should discard 1 card at random
bestine is fine
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May 26, 2008, 12:17:21 PM
Reply #25

MR. Lurtzy

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Re: SW/LotR Design - The Adventure Path.
« Reply #25 on: May 26, 2008, 12:17:21 PM »
Eh. If I limit the site to Jedi it'll be nerfed. I mean, *anybody* stands to get a lava-bath on Mustafar, not just Jedi.

Thanks for the help on that one, guys. I knew it needed some balancing.

(W) Ithor [1]
Mid. Forest. When you take control of Ithor, it loses forest and gains volcanic, and at the start of each of your Dark Side phases, you may discard 2 cards at random from the Light Side player's hand.
Limit to one card at random turn.

Ithor is a planet that has shown up many times throughout Star Wars lore, and I had a terrible time trying to decide which era to focus upon for its site. Eventually, I chose the Yuuzhan Vong war (as I haven't yet thought of many sites to write for Vong). Ithor suffers a sad fate at the hands of Yuuzhan Vong bio-weapon technology, and is reduced to a smoldering, ashen waste of a world. I tried reflecting that. There aren't many sites that give bonuses for being controlled, so I'm not too sure how balanced Ithor is.

Oh, and Yuuzhan Vong - it appears - are going to use volcanic sites like Rohan uses plains. They love destroying stuff.

(W) Bestine IV [1]
Inner. Oceanic. At the start of each maneuver phase, if you control Bestine IV, you may play an [Uruk] starship from your draw deck.
Looks good

Like Ithor, Bestine IV appears frequently over the various eras. This card is designed around its recession from the Republic during the Clone Wars and its alignment with the Separatists. Separatists will most-likely wind up being the undisputed kings of site control, since they use politics and money to convince planets to join their cause instead of going down the costly route of subjugating. In response, the Republic culture will excel at 'freeing' planets and pushing the Separatists back.

Now, Bestine IV was used for starship construction. I think all of the cultures will get their own 'shipyard' site. Shipyard sites will key off of their respective culture's strengths (in this case, controlling it) in order to bring out more ships.

May 26, 2008, 07:27:14 PM
Reply #26

menace64

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Re: SW/LotR Design - The Adventure Path.
« Reply #26 on: May 26, 2008, 07:27:14 PM »
(W) Hoth [2]
Outer. Tundra. The twilight cost of each card is +X, where X is the number of cards in the Light Side player's hand (limit +4).

Representing the planetary shield the Rebels erected as defense against the Empire's Death Squadron, Hoth is a site not to be trifled with. In the right circumstance, it can rip apart a Dark Side player's strategy; but the harsh conditions of the frozen surface will take their toll on the next turn, when all of your own cards start off costing +4.

(W) Nal Hutta [2]
Mid. Urban. Each time you play a [Gollum] card, you may make the next [Gollum] card you play during the same phase twilight cost -1.

[Gollum] is the Fringe culture, which is split across both Light and Dark sides. This site doesn't have a normal ability, but I wanted something 'festering' about it. Nal Hutta is the Hutt homeworld, and its moon - Nar Shaddaa - is a haven for criminal vagrants and those wishing not to be found. Together, they form a criminal paradise. Each act of violence or wrongdoing (playing a card) makes it easier to do it again.

May 26, 2008, 07:44:19 PM
Reply #27

DáinIronfoot

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Re: SW/LotR Design - The Adventure Path.
« Reply #27 on: May 26, 2008, 07:44:19 PM »
Quote from: menace64
(W) Hoth [2]
Outer. Tundra. The twilight cost of each card is +X, where X is the number of cards in the Light Side player's hand (limit +4).

Representing the planetary shield the Rebels erected as defense against the Empire's Death Squadron, Hoth is a site not to be trifled with. In the right circumstance, it can rip apart a Dark Side player's strategy; but the harsh conditions of the frozen surface will take their toll on the next turn, when all of your own cards start off costing +4.

Awesome, and makes perfect sense. What could REALLY tip the scales would be cards that stifle sites' text.

Quote from: menace64
(W) Nal Hutta [2]
Mid. Urban. Each time you play a [Gollum] card, you may make the next [Gollum] card you play during the same phase twilight cost -1.

[Gollum] is the Fringe culture, which is split across both Light and Dark sides. This site doesn't have a normal ability, but I wanted something 'festering' about it. Nal Hutta is the Hutt homeworld, and its moon - Nar Shaddaa - is a haven for criminal vagrants and those wishing not to be found. Together, they form a criminal paradise. Each act of violence or wrongdoing (playing a card) makes it easier to do it again.

Is this supposed to build upon itself? Like, the third [Gollum] card would be -2, and the next -3, and so on? Not clear if it does right now or not.... Still love the flavor, though.
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May 26, 2008, 07:46:37 PM
Reply #28

MR. Lurtzy

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Re: SW/LotR Design - The Adventure Path.
« Reply #28 on: May 26, 2008, 07:46:37 PM »
(W) Hoth [2]
Outer. Tundra. The twilight cost of each card is +X, where X is the number of cards in the Light Side player's hand (limit +4).
Nicely done!

Representing the planetary shield the Rebels erected as defense against the Empire's Death Squadron, Hoth is a site not to be trifled with. In the right circumstance, it can rip apart a Dark Side player's strategy; but the harsh conditions of the frozen surface will take their toll on the next turn, when all of your own cards start off costing +4.

(W) Nal Hutta [2]
Mid. Urban. Each time you play a [Gollum] card, you may make the next [Gollum] card you play during the same phase twilight cost -1.
IMFO the site should only be [1].

[Gollum] is the Fringe culture, which is split across both Light and Dark sides. This site doesn't have a normal ability, but I wanted something 'festering' about it. Nal Hutta is the Hutt homeworld, and its moon - Nar Shaddaa - is a haven for criminal vagrants and those wishing not to be found. Together, they form a criminal paradise. Each act of violence or wrongdoing (playing a card) makes it easier to do it again.

May 26, 2008, 08:08:37 PM
Reply #29

menace64

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Re: SW/LotR Design - The Adventure Path.
« Reply #29 on: May 26, 2008, 08:08:37 PM »
Quote from: menace64
(W) Nal Hutta [2]
Mid. Urban. Each time you play a [Gollum] card, you may make the next [Gollum] card you play during the same phase twilight cost -1.

[Gollum] is the Fringe culture, which is split across both Light and Dark sides. This site doesn't have a normal ability, but I wanted something 'festering' about it. Nal Hutta is the Hutt homeworld, and its moon - Nar Shaddaa - is a haven for criminal vagrants and those wishing not to be found. Together, they form a criminal paradise. Each act of violence or wrongdoing (playing a card) makes it easier to do it again.

Is this supposed to build upon itself? Like, the third [Gollum] card would be -2, and the next -3, and so on? Not clear if it does right now or not.... Still love the flavor, though.

No. Each time you play a [Gollum] card, you can make the very-next [Gollum] card cost 1 less. But playing that second card will make the third [Gollum] card cost -1. The reason I wrote it as I did was to give a player the option to play non-[Gollum] cards throughout the phase without losing the bonus.