Let me say that I'm so thrilled to finally get down to working in this culture (which is represented with the
![Evil Men [Men]](https://lotrtcgdb.com/forums/Smileys/classic/men.png)
symbol). Weeks ago I was just puttering around on a few Mandalorian cards when their core mechanic hit me, and immediately card ideas were falling out of my ears like golden leaves off of autumn trees.
As always, I will begin with one of the most basic minions available within the culture:
![3 [3]](https://lotrtcgdb.com/forums/Smileys/classic/3.png)
Mandalorian Warrior
![Evil Men [Men]](https://lotrtcgdb.com/forums/Smileys/classic/men.png)
Minion • Human
Strength 10
Vitality 2
Site Number 5
At the start of each skirmish involving this minion, you may play a
![Evil Men [Men]](https://lotrtcgdb.com/forums/Smileys/classic/men.png)
skirmish event from your discard pile.
"'We're breaking out on the Outer Rim – and more. The real Mandalorian Wars have begun.'"Hold your tongues, my brethren! Check this out:
![1 [1]](https://lotrtcgdb.com/forums/Smileys/classic/1.png)
Great Honor
![Evil Men [Men]](https://lotrtcgdb.com/forums/Smileys/classic/men.png)
Event • Skirmish
Make a
![Evil Men [Men]](https://lotrtcgdb.com/forums/Smileys/classic/men.png)
minion strength -2. If that minion wins the skirmish, draw up to 2 cards.
"'You can't rule Mandalorians. You just make sensible suggestions they want to follow. And since when have Mandalorians needed to be told what makes sense?'"Starting to see something wonderfully evil? In case you haven't spotted it (I'm sure you have), I'll explain how this culture functions. Each minion is more-or-less able to win the majority of its skirmishes without much help. Mandalorians are a warrior-race, after all, and they are born and raised to fight anything in the galaxy. But keywords like damage +1 and fierce hardly ever show up in this culture (so far, I've written 1 card with a damage bonus). Plus, more than a few actions require a -1 or -2 (or more!) strength penalty. All Mandalorians want to do is win. Tying or winning by 1 strength is enough for them.
Because, when they walk away victorious...
![3 [3]](https://lotrtcgdb.com/forums/Smileys/classic/3.png)
•Leave None Alive
![Evil Men [Men]](https://lotrtcgdb.com/forums/Smileys/classic/men.png)
Condition • Support Area
To play, exert a
![Evil Men [Men]](https://lotrtcgdb.com/forums/Smileys/classic/men.png)
minion.
Each time a
![Evil Men [Men]](https://lotrtcgdb.com/forums/Smileys/classic/men.png)
minion wins a skirmish, make another
![Evil Men [Men]](https://lotrtcgdb.com/forums/Smileys/classic/men.png)
minion strength +2 until the end of its skirmish.
Regroup: Discard a
![Evil Men [Men]](https://lotrtcgdb.com/forums/Smileys/classic/men.png)
minion to make the Light Side player wound a companion.
"'We razed entire worlds trying to provoke the Republic into fighting us.'"If all of the -1 and -2 penalties still get you to win the skirmish, you can pump up another Mandalorian. And if you do even *better* than just winning, you can lay down some hurt with leftover minions in the regroup phase.
I think this culture is going to be a lot of fun designing. Very unlike LotR minions. Kind of backwards.