LotR TCG Wiki → Card Sets:  All 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 → Forums:  TLHH CC

Author Topic: The Way Into Mordor - Isengard (12/31: Token Machine Stuff)  (Read 112322 times)

0 Members and 2 Guests are viewing this topic.

July 04, 2008, 10:22:02 AM
Reply #90

FM

  • Future Judge
  • *******
  • Information Offline
  • Wizard
  • Posts: 4074
So.... should I stay or should I go, then? ;) Well, since I'm here, let's get some reviewing done.

[1] Heavy Timber [Isengard]
Possession • Support Area
Machine. To play, spot 2 [Isengard] minions and another machine.
Shadow: Exert an Uruk-hai to add an [Isengard] token here.
Skirmish: Spot X [Isengard] tokens here (minimum 1) and discard this machine to discard a fortification or support area possession with a twilight cost of X or less. The Free Peoples player may exert X companions to prevent this.
"Again and again the great rams swung and crashed."

Cool, but right now it seems a little... bad. You have a TON of requirements, and then it's a 1 for 1 card trade? Of course, you get to exert berserkers, but still, seems a little bad...

[1] War Ladder [Isengard]
Possession • Support Area
Machine.
Shadow:
Exert an Uruk-hai to add an [Isengard] token here.
Skirmish: Remove X [Isengard] tokens here to make an Uruk-hai strength +X (limit +5). Discard this machine.
"...a hundred ladders were raised against the battlements."

REALLY nice for the berserkers, I like it. Simple, straightforward and GOOD.

[2] Orthanc Ballista [Isengard]
Possession • Support Area
Machine.
Maneuver:
Exert an [Isengard] archer and make that minion lose archer until the regroup phase to add an [Isengard] token here.
Archery: Remove an [Isengard] token from here to make the minion archery total +2. Discard an [Isengard] machine.
"Some found a mark. The assault on Helm's Deep had begun...."

Pretty cool, let's see how it turns. The maneuver ability, however, should read more like Exert an [Isengard] archer to make that minion lose archer until the regroup phase and add an [Isengard] token here. or Exert an [Isengard] archer and add an [Isengard] token here. That minion loses archer until the end of the regroup phase.

July 07, 2008, 05:14:41 AM
Reply #91

lem0nhead

  • Vegetarian Cannibal
  • *******
  • Information Offline
  • Wizard
  • Posts: 4205
  • Juicy Fruit

And with Thran being back and lem0n (I think) returning sometime this weekend, I'll post a slew of new cards now to take us through the long weekend and into Monday. :up: Enjoy!

Yeehaw im back girls and boys!

[1] Heavy Timber [Isengard]
Possession • Support Area
Machine. To play, spot 2 [Isengard] minions and another machine.
Shadow: Exert an Uruk-hai to add an [Isengard] token here.
Skirmish: Spot X [Isengard] tokens here (minimum 1) and discard this machine to discard a fortification or support area possession with a twilight cost of X or less. The Free Peoples player may exert X companions to prevent this.
"Again and again the great rams swung and crashed."

Any other machine or an isengard one? Too much downside for the uruks, even bearing in mind what you say. Either remove the get out or make it slightly better.

[1] War Ladder [Isengard]
Possession • Support Area
Machine.
Shadow:
Exert an Uruk-hai to add an [Isengard] token here.
Skirmish: Remove X [Isengard] tokens here to make an Uruk-hai strength +X (limit +5). Discard this machine.
"...a hundred ladders were raised against the battlements."

Cost 0 would be better.  :up:

[2] Orthanc Ballista [Isengard]
Possession • Support Area
Machine.
Maneuver:
Exert an [Isengard] archer and make that minion lose archer until the regroup phase to add an [Isengard] token here.
Archery: Remove an [Isengard] token from here to make the minion archery total +2. Discard an [Isengard] machine.
"Some found a mark. The assault on Helm's Deep had begun...."

Sounds good.

One last thing: note that I've made these machines as possessions rather than their original conditions. I figured that made more sense from a realism standpoint, and also helps keep cards like Namarie from trashing them, turning this into more of a [Raider] corsair type pain in the back of the lap. :twisted:

Yeah sweetness! Though it makes the siege engine harder as posessions are desalt with by less cultures than conditions, just.

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

July 07, 2008, 07:43:50 AM
Reply #92

DáinIronfoot

  • Bearded Axeman
  • ********
  • Information Offline
  • Maia
  • Posts: 6162
  • Never tickle a Dwarf!
Re: The Way Into Mordor - Isengard (7/7: The Wizard and the Worm)
« Reply #92 on: July 07, 2008, 07:43:50 AM »
Alrighty then! I made some changes to the last batch, based on Thran's, FM's, and lem0n's combined suggestions. Welcome back, Juicy Fruit. ;D Like when a couple guys on a hockey team come out of the penalty box, it's good to be back at full strength. :up:

And FM, you are most welcome to keep reviewing even with my normal reviewers back. As I said before, your reviews have been very insightful and I enjoy having you whenever you have the time to spare and are in the mood. Feel very free to stick around, and you may find yourself still gathering gold from time to time. ;)

Okay, last batch, as I said, has been tweaked. The biggest changes are to the Siege Engine reprint, which I have now changed into a similiar but entirely new card. It's basically a Siege Engine with nerfed abilities and a spotting requirement, which hopefully helps make the machines-as-possessions idea more feasible.

Anyway, before we proceed with more Uruks, let's get to a key piece of this whole Warrior Uruk/machine strategy with one of my rare dual character cards.

For those who haven't seen them before and are confused as to how such "dual characters" work, just pop me off a PM and I'll send you a detailed explanation. It's kinda long, so I'd rather not post it here and clutter up the post if I can avoid it. :roll: Anyway...enjoy!

[5]Saruman & Gríma, The Wizard and the Worm [Isengard]
Minions • Wizard & Man
Strength: 11
Vitality: 4
Site: 4
When you play Saruman & Gríma, you may play an [Isengard] machine from your draw deck.
Saruman & Gríma may not be assigned to a skirmish.
Shadow: Exert Saruman & Gríma to make an [Isengard] minion strength +2 until the regroup phase.
"‘This night the land will be stained with the blood of Rohan! March to Helm's Deep!'"
« Last Edit: July 08, 2008, 06:58:33 AM by DáinIronfoot »
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".

July 07, 2008, 11:30:32 AM
Reply #93

sickofpalantirs

  • *****
  • Information Offline
  • Useful Spammer
  • Posts: 8880
  • one spammer to rule them all
Re: The Way Into Mordor - Isengard (7/7: The Wizard and the Worm)
« Reply #93 on: July 07, 2008, 11:30:32 AM »

[6]Saruman & Gríma, The Wizard and the Worm [Isengard]
Minions • Wizard & Man
Strength: 11
Vitality: 4
Site: 4
Saruman & Gríma may not take wounds during the archery phase and may not be assigned to a skirmish.
When you play Saruman & Gríma, you may play an [Isengard] machine from your draw deck.
Shadow: Exert Saruman & Gríma to make an [Isengard] minion strength +2 until the regroup phase.
fine by me
have I reviewed this before?
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

July 07, 2008, 11:35:20 AM
Reply #94

DáinIronfoot

  • Bearded Axeman
  • ********
  • Information Offline
  • Maia
  • Posts: 6162
  • Never tickle a Dwarf!
Re: The Way Into Mordor - Isengard (7/7: The Wizard and the Worm)
« Reply #94 on: July 07, 2008, 11:35:20 AM »
Quote from: sickofpalantirs
Quote from: DáinIronfoot
[6]Saruman & Gríma, The Wizard and the Worm [Isengard]
Minions • Wizard & Man
Strength: 11
Vitality: 4
Site: 4
Saruman & Gríma may not take wounds during the archery phase and may not be assigned to a skirmish.
When you play Saruman & Gríma, you may play an [Isengard] machine from your draw deck.
Shadow: Exert Saruman & Gríma to make an [Isengard] minion strength +2 until the regroup phase.

have I reviewed this before?

Probably a long time ago, yeah. Not the first time I've ever posted it, just the first time in a good long while. ;)

Thanks for the review, man. Good to have you back. Have some :gp: for your troubles.
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".

July 07, 2008, 11:55:03 AM
Reply #95

sickofpalantirs

  • *****
  • Information Offline
  • Useful Spammer
  • Posts: 8880
  • one spammer to rule them all
Re: The Way Into Mordor - Isengard (7/7: The Wizard and the Worm)
« Reply #95 on: July 07, 2008, 11:55:03 AM »
I posted have I reviewed this before and got a GP...w00t!
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

July 07, 2008, 11:28:52 PM
Reply #96

menace64

  • The Late-Night Moderator
  • *****
  • Information Offline
  • Knight
  • Global Mod
  • Posts: 1898
  • Bruce Campbell is my father.
Re: The Way Into Mordor - Isengard (7/7: The Wizard and the Worm)
« Reply #96 on: July 07, 2008, 11:28:52 PM »
[6]Saruman & Gríma, The Wizard and the Worm [Isengard]
Minions • Wizard & Man
Strength: 11
Vitality: 4
Site: 4
Saruman & Gríma may not take wounds during the archery phase and may not be assigned to a skirmish.
When you play Saruman & Gríma, you may play an [Isengard] machine from your draw deck.
Shadow: Exert Saruman & Gríma to make an [Isengard] minion strength +2 until the regroup phase.

As usual, the only critique I have is actually a nitpick: The "When you play" action needs to come first. Then the classic Saruman text, then the shadow ability. Duh!

Just one question: Since this is a "Minions" card, would you be able to spot "more than 1 minion" or does it still count as 1 minion? How would this kind of mechanic work with a card like Brand, King of Dale? Okay, that was two questions...

July 08, 2008, 02:19:27 AM
Reply #97

lem0nhead

  • Vegetarian Cannibal
  • *******
  • Information Offline
  • Wizard
  • Posts: 4205
  • Juicy Fruit
Re: The Way Into Mordor - Isengard (7/7: The Wizard and the Worm)
« Reply #97 on: July 08, 2008, 02:19:27 AM »
If you cant assign them to a skirmish it seems a lot of effort and cost to play a machine and get a +6 pump.
Ban shampoo, demand real poo.
That's like having "Some Who Ride Ponies" as a Rohan follower. ~ Dain Ironfoot.

July 08, 2008, 06:44:14 AM
Reply #98

DáinIronfoot

  • Bearded Axeman
  • ********
  • Information Offline
  • Maia
  • Posts: 6162
  • Never tickle a Dwarf!
Re: The Way Into Mordor - Isengard (7/7: The Wizard and the Worm)
« Reply #98 on: July 08, 2008, 06:44:14 AM »
Quote from: menace64
Just one question: Since this is a "Minions" card, would you be able to spot "more than 1 minion" or does it still count as 1 minion? How would this kind of mechanic work with a card like Brand, King of Dale? Okay, that was two questions...

Yes, it counts as two minions that happen to share the same card...in this case, a Wizard AND a Man.

Let me post the full mechanic explanation....

----------------------------------------------------------------------------------------------------

A dual-character card, such as Saruman & Gríma, is a single card that represents two characters. This means that if a card requires you to spot characters, you may spot either character on that card or spot both. In the case of Saruman & Gríma, a card requiring you to spot two [Isengard] minion would be satisfied by this one dual-character card, since it represents two distinct characters even though it is a single card. Similiarly, you could spot a Wizard, a Man, or both. However, because it IS a single card, the two characters are considered to be "joined at the hip", per se. Anything that happens to one of the characters on a dual-character card automatically happens to the other. For example, if one character is killed, the other character also dies. If you have Merry & Pippin in play and a card that targets Pippin is played, Merry is affected also. If a card allows you to play one of the characters on a dual-character card for a reduced cost, both characters on that card are played at the reduced cost. And so on.

On a dual-character card, the two characters represented have a single strength, vitality, and signet/resistance/site. Strength is considered to be the combined variables of those characters, though in some cases it may be higher or lower than the actual combination of those characters' strength from the game. Merry & Pippin, who are normally 3 strength individually, combine for a total of 6 strength on their dual-character card. Legolas & Gimli, however, who are both 6 strength by themselves, combine for only 11 rather than 12. Also note that, since these numbers are combined, any card that boosts one character's strength automatically boosts the other's. If a Dwarven Axe is played on Gimli from Legolas & Gimli, for example, they now combine for 13 strength rather than 11. If the Bow of the Galadhrim is then played on Legolas, with its strength +1 boost, Legolas & Gimli now combine for a total of 14 strength, and of course special abilities from BOTH weapons may be used by this single card.

Vitality, unlike strength, is typically not a combined number for dual-character cards. For Boromir & Faramir, who normally both have a vitality of 3 by themselves, the dual-character card also has a vitality of only 3. The reason vitality is not combined while strength is lies in how a dual-character card acts in battle. If (a "single-character card" version of) Boromir were to skirmish an Orc, his strength would be matched against that Orc, and if it were lower than the Orc's strength, he would lose, thus taking a wound. If Faramir were to somehow join that same battle, he would add his strength to Boromir's, and that combined strength would be matched against that Orc. If their combined strength was still lower, both would lose and both would take a wound. Thus on a dual-character card, the strength is combined and the vitality is not...just as it works if those characters are acting independently.

Twilight cost IS typically combined (thus, as you might have guessed, dual-character cards tend to be quite pricey), though like strength, it may be higher or lower than one would expect. Note again that cards that reduce twilight cost (or increase it, for that matter) apply to both characters on a dual-character card. Cards that lower the twilight cost of Hobbits by 1, for instance, would reduce Merry & Pippin's cost by 2, not just 1, since both individual characters fit the condition (being a Hobbit). A card doing the same for Elves would only the reduce the cost by 1 for Legolas & Gimli; Legolas, as an Elf, qualifies, while Gimli, as a Dwarf, clearly does not.

In the case of companions, the signet or resistance number applies to both companions on a dual-character card. If another signet is added--such as with the Horn of the Mark--or the resistance number is changed, this change applies to both companions. For minions, the site number is also the same for both on a dual-character card. Both minions are roaming if played before their site, thus counting as two roaming minions even though it is one card. If another card has an effect on roaming minions, such as a strength addition or subtraction, it is applied to both minions. For example, if Advance Captain were to be played and that shadow player had a dual-character roaming [Sauron] Orc, that dual-character card would receive a combined damage +2, not a single damage +1. This is also true of strength and defender bonuses, but not vitality, since again, that is not a combined number. A card boosting all minions' vitality by 1 would only add one vitality to our dual-character [Sauron] Orc, not two. The addition of keywords such as ranger, archer, valiant, and enduring also apply only once (unless explicitly noted otherwise), since the combined characters are considered to be a single ranger or archer and, in the case of enduring, take wounds together and have combined strength that is boosted when they take a wound.

Dual-character cards are obviously very powerful, but there are a number of serious risks to consider as well. As mentioned before, cards that affect one character on such a card affect both. In some cases, such as cards that allow you to discard a character rather than place it in the dead pile, this is a good thing. In such a case, both characters would be discarded together. However, with a card that does something nasty if two unbound Hobbits can be spotted, Merry & Pippin definitely qualify. Or worse still, if a card kills or discard a character on a dual-character card (and you don't WANT it discarded this time!), you lose both characters at once. Ouch. Cards that let the opponent discard a card from your hand sound particularly nasty now, as you lose two characters if they pick a dual-character card. Double ouch.

Dual-character cards can be an interesting and, played properly, powerful addition to both sides of the table. Just understand that with their appeal comes new hazards, also. Play with dual-characters at your own risk!

----------------------------------------------------------------------------------------------------

Hope that helps.

In light of lem0n's review, I think I will take the cost of Saruman & Gríma down to [5]. I'd rather that than allow them to skirmish. I will also allow them to take archery fire and save your other [Isengard] minions from it, making this like a super-powered Rabble-rouser. Better?
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".

July 08, 2008, 06:54:08 AM
Reply #99

lem0nhead

  • Vegetarian Cannibal
  • *******
  • Information Offline
  • Wizard
  • Posts: 4205
  • Juicy Fruit
Re: The Way Into Mordor - Isengard (7/7: The Wizard and the Worm)
« Reply #99 on: July 08, 2008, 06:54:08 AM »
Well it hasnt changed so far, but when you do i think that would be better. Make sure you phrase it archery wounds cannot be assigned to.... rather than cannot take wounds during the archery phase, that means u can assign all the wounds to him but take no tokens for it....

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

July 08, 2008, 07:33:09 AM
Reply #100

FM

  • Future Judge
  • *******
  • Information Offline
  • Wizard
  • Posts: 4074
Re: The Way Into Mordor - Isengard (7/7: The Wizard and the Worm)
« Reply #100 on: July 08, 2008, 07:33:09 AM »
Anything that triggers off of killing a minion would trigger twice, then, right? I find it a bit weird, since it'll be a single skirmish, but I guess it's fine. I'd advise you to look at MtG's "morph", "flip" and "split" cards for more ideas on these.

July 08, 2008, 07:41:35 AM
Reply #101

DáinIronfoot

  • Bearded Axeman
  • ********
  • Information Offline
  • Maia
  • Posts: 6162
  • Never tickle a Dwarf!
Re: The Way Into Mordor - Isengard (7/8: "These are no soldiers.")
« Reply #101 on: July 08, 2008, 07:41:35 AM »
Quote from: Felipe Musco
Anything that triggers off of killing a minion would trigger twice, then, right? I find it a bit weird, since it'll be a single skirmish, but I guess it's fine. I'd advise you to look at MtG's "morph", "flip" and "split" cards for more ideas on these.

Will do. Thanks! :up:

Just one card for now...been a little busy. But I, at least, like this one. :up: Kinda specific, yes, but hopefully useful enough to still consider tossing into a deck, especially since villagers ARE back in force in the [Rohan] culture in this set...and into the next once we get that far.

[2] Pressed Into Service [Isengard]
Event • Shadow
Exert 2 Uruk-hai to wound each villager and each Man companion that does not have a keyword.
"‘Farmers, farriers, stable boys...these are no soldiers.'"
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".

July 08, 2008, 07:57:57 AM
Reply #102

FM

  • Future Judge
  • *******
  • Information Offline
  • Wizard
  • Posts: 4074
Re: The Way Into Mordor - Isengard (7/8: "These are no soldiers.")
« Reply #102 on: July 08, 2008, 07:57:57 AM »
For instance, how would this card work with double minions? Would you exert it twice?

July 08, 2008, 08:16:42 AM
Reply #103

lem0nhead

  • Vegetarian Cannibal
  • *******
  • Information Offline
  • Wizard
  • Posts: 4205
  • Juicy Fruit
Re: The Way Into Mordor - Isengard (7/8: "These are no soldiers.")
« Reply #103 on: July 08, 2008, 08:16:42 AM »
Well the first bit doesnt seem that good and the second bit is just evil and nasty. So maybe balanced but could hurt a fellowship too easily. Also did you intend the lack of cultural enforcement. This can be used by new uruks and sauron uruks.
Ban shampoo, demand real poo.
That's like having "Some Who Ride Ponies" as a Rohan follower. ~ Dain Ironfoot.

July 08, 2008, 08:29:52 AM
Reply #104

DáinIronfoot

  • Bearded Axeman
  • ********
  • Information Offline
  • Maia
  • Posts: 6162
  • Never tickle a Dwarf!
Re: The Way Into Mordor - Isengard (7/8: "These are no soldiers.")
« Reply #104 on: July 08, 2008, 08:29:52 AM »
Quote from: Felipe Musco
For instance, how would this card work with double minions? Would you exert it twice?

Ah...a very good question.

Hmmm. If you theoretically had a dual-character Uruk-hai, you would exert it just once. Vitality is the exception to the "rule", since it is shared between the two characters on a dual-character card. Similiarly, a card like Safe Paths would wound a dual-character minion only once. I think. :P I confess that's one scenario I didn't consider.

And yes, lem0n, I intended it to lack true [Isengard] enforcement. Would correcting that help it out, do you think?
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".