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Author Topic: Contest!!! "Shelob's Lair" ready for overall review.  (Read 39276 times)

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May 08, 2009, 02:25:24 AM
Reply #60

Smeagollum

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Re: So far in unofficious non-released virtualset "Shelob's Lair"
« Reply #60 on: May 08, 2009, 02:25:24 AM »
New:

[3] Light Does Not Stop Them.[Uruk]
Condition
To play spot Saruman.
Bearer must be an [Uruk] minion and gains the [Isengard] culture.
Archery: Wound bearer twice to skip the Assignment and the Skirmish phase. The free People Player may heal Saruman to prevent this.
Regroup: Discard this condition and it's bearer to add a burden.

[3]Fallen Maiar.[Uruk]
Condition
Bearer must be an [Uruk] minion and gains the [Sauron] culture.
Skirmish: Remove a burden to make bearer enduring until the regroup phase.
Regroup: Discard this condition and it's bearer to make the ringbearer's resistance -1 untill the end of turn.

(0)Saruman's Palantir.[Uruk]
Artifact
To play, spot an [Uruk] minion.
Plays to your support area.
Regroup: Spot an [Isengard] minion or a [Sauron] minion and remove [2] to reveal the top card of any draw deck. You may discard the revealed card. The Free People Player may add a burden to prevent this and place the card benaeth owner's draw deck.
« Last Edit: May 08, 2009, 03:11:26 AM by Smeagollum »

May 08, 2009, 09:56:56 AM
Reply #61

sickofpalantirs

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Re: So far in unofficious non-released virtualset "Shelob's Lair"
« Reply #61 on: May 08, 2009, 09:56:56 AM »
New:

[3] Light Does Not Stop Them.[Uruk]
Condition
To play spot Saruman.
Bearer must be an [Uruk] minion and gains the [Isengard] culture.
Archery: Wound bearer twice to skip the Assignment and the Skirmish phase. The free People Player may heal Saruman to prevent this.
Regroup: Discard this condition and it's bearer to add a burden.
Hmmm...seems like its doing a lot and the freeps has to do next to nothing to stop.  Both of these condition could be 1-2 methinks, make it the freeps may add a burden or something to prevent.

[3]Fallen Maiar.[Uruk]
Condition
Bearer must be an [Uruk] minion and gains the [Sauron] culture.
Skirmish: Remove a burden to make bearer enduring until the regroup phase.
Regroup: Discard this condition and it's bearer to make the ringbearer's resistance -1 untill the end of turn.
Regroup, just discard bearer would do the trick, discarding the condition as well...misspelled until

(0)Saruman's Palantir.[Uruk]
Artifact
To play, spot an [Uruk] minion.
Plays to your support area.
Regroup: Spot an [Isengard] minion or a [Sauron] minion and remove [2] to reveal the top card of any draw deck. You may discard the revealed card. The Free People Player may add a burden to prevent this and place the card benaeth owner's draw deck.
The Palantir of Orthanc is the standard title.  misspelled beneath.  your spotting uruk minion to play but requiring isengard or sauron minions to use the ability? ah I see the top card...still..
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May 08, 2009, 11:42:18 AM
Reply #62

DáinIronfoot

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Re: So far in unofficious non-released virtualset "Shelob's Lair"
« Reply #62 on: May 08, 2009, 11:42:18 AM »
Quote from: Smeagollum
[3] Light Does Not Stop Them.[Uruk]
Condition
To play spot Saruman.
Bearer must be an [Uruk] minion and gains the [Isengard] culture.
Archery: Wound bearer twice to skip the Assignment and the Skirmish phase. The free People Player may heal Saruman to prevent this.
Regroup: Discard this condition and it's bearer to add a burden.
Some rewording and grammar tweaking, first off:

[3] Light Does Not Stop Them [Uruk]
Condition
To play, spot Saruman.
Bearer must be an [Uruk] minion. Bearer gains the [Isengard] culture.
Archery: Wound bearer twice to skip the assignment and all skirmish phases. The Free Peoples player may heal Saruman to prevent this.
Regroup: Discard this condition and its bearer to add a burden.

I think I'd like this better if it wounded the bearer twice and prevented JUST the bearer from being assigned to skirmishes. Then it seems balanced, and the cost could come down to [2] (or even [1] if it exerted Saruman to enter play).

Oh, and there's no need to discard this condition AND its bearer. Just discard the bearer, and the condition goes with it.

Quote from: Smeagollum
[3]Fallen Maiar.[Uruk]
Condition
Bearer must be an [Uruk] minion and gains the [Sauron] culture.
Skirmish: Remove a burden to make bearer enduring until the regroup phase.
Regroup: Discard this condition and it's bearer to make the ringbearer's resistance -1 untill the end of turn.
Quick fixes again....

[3]Fallen Maiar [Uruk]
Condition
Bearer must be an [Uruk] minion. Bearer gains the [Sauron] culture.
Skirmish: Remove a burden to make bearer enduring] until the regroup phase.
Regroup: Discard bearer to make the Ring-bearer's resistance -1 until the end of turn.

Other than that, this actually seems alright, though I don't get the connection between [Uruk] and [Sauron] aside from Saruman himself. Perhaps the bearer should be limited to Saruman and maybe Grima?

Quote from: Smeagollum
(0)Saruman's Palantir.[Uruk]
Artifact
To play, spot an [Uruk] minion.
Plays to your support area.
Regroup: Spot an [Isengard] minion or a [Sauron] minion and remove [2] to reveal the top card of any draw deck. You may discard the revealed card. The Free People Player may add a burden to prevent this and place the card benaeth owner's draw deck.
One more time....

(0)The Palantir of Orthanc, Saruman's Palantir [Uruk]
Artifact • Support Area
To play, spot an [Uruk] minion.
Regroup: Spot an [Isengard] minion or a [Sauron] minion and remove [2] to reveal the top card of any draw deck. You may discard the revealed card. The Free Peoples player may add a burden to prevent this and place that card beneath its owner's draw deck instead.

Very palantir-like, and quite evil. :twisted: I think I'd exert the [Isengard] or [Sauron] minion instead of just spotting it, or else this could potentially be TOO evil. Other than that, I like it! :up:

Nice ideas overall, Smeagollum. (Love that name, by the way! ;)) Just a few little tweaks and I think you're on your way!
Best regards,
Dáin


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May 09, 2009, 04:46:24 AM
Reply #63

Smeagollum

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Re: So far in unofficious non-released virtualset "Shelob's Lair"
« Reply #63 on: May 09, 2009, 04:46:24 AM »
thx SOP & Dain,

Thx for correcting the grammar. Will correct it tomorrow, when I've bit more time.

card 1: I actually don't see the problem in skipping those phases. It gives the shadow a bit more potential to do use the regroupactions, but these are not that massive. It will only stop a 2nd move.

card 2: Well there are uruks in both cultures, there is the connection & alliance to the 2 towers and some of Saruman's uruk's fled to mordor.

card 3: Wil make it exert.

May 10, 2009, 07:30:41 AM
Reply #64

Smeagollum

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Re: "Shelob's Lair" ready for overall review
« Reply #64 on: May 10, 2009, 07:30:41 AM »
See page 1 for all the cards. Please review them all before I finnish this set.

May 10, 2009, 02:09:07 PM
Reply #65

BattleWarg

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Re: "Shelob's Lair" ready for overall review
« Reply #65 on: May 10, 2009, 02:09:07 PM »
Let's see here...

[Ring] - Betrayal of The One Ring; Gollum's Fate
Assuming a specific mention allowing [Ring] culture cards to be played by either player, both these cards should be able to be worded "Bearer must be The One Ring".  It hasn't been done before, but should be possible.  On second thought, perhaps it should be "Bearer must be the Ring-bearer."  Obviously that adds a drawback that it could be discarded by the cards that only discard cards on a character (or if Frodo gets it and Sam takes it).  If you don't mind that, then it's much easier.

For Betrayal, I would need to check (just to be sure) what type of site does not reduce the Ring-bearer's resistance.  As I understand it, sites that any fellowship is at don't, but what about controlled sites?  Currently they do not.
If they shouldn't, then I think it should be worded "The Ring-bearer is resistance -1 for each unoccupied site on the adventure path." (although the other way around might be true as well) - otherwise, I'd add "controlled site or" in front of unoccupied.
First - this should almost definitely be unique.  If you're the Shadow player, all you have to do is cycle through until you get 4 of these in hand, ideally at site 9.  Unless your opponent's controlling the sites and staying barely ahead of you, he's in big trouble.  If 1 site qualifies, -4 resistance; 2 = -8; 3 = -12...
The regroup action brings up another point.  Unless they are Free Peoples cards after being played, this one would probably be "At the start of the regroup phase, if you can not spot a minion, discard this condition."  If it does become one, you can make it a regroup action, removing "At the start of the regroup phase" and replacing it with "Regroup:" instead (or leave it) - depending if you want it to be optional or not.

Gollum's Fate - I love this idea.  However, when doing things like this, you need to keep alternate Ring-bearers in mind (and the fact there's a non-ring-bearer Frodo).  So the to play ability should be something like "To play, spot Frodo bearing The One Ring." followed by "Bearer must be..." as mentioned above.
This should probably be alright to be non-unique.
For the rest...  although it's slightly different, you can go with the wording of Final Strike - "Any site 9 is named Mount Doom" if you want to change the name or "Any site 9 gains the name Mount Doom" so it's a combination of both.  Flavor-wise, I think the second's a little better - the Ring-bound companions are at Mount Doom, unbound as the regular version.  Also, adding the name allows any references to the site name to work fine without any clarification.  If you want it to be changed into the actual card, that's a little more complicated.  If that's your intention I've got wording for that, though.
As for the response ability - the Free Peoples player will always trigger it if possible, the Shadow player will never trigger it if it's their choice - unless a Sam that can take the ring is in play, most likely for both.  So, unless I'm mistaken on intention, it should be mandatory as well.  In either case, though, while I love the flavor, as text it makes it a little more complicated than needed.
Unless you have methods to prevent the Free Peoples player from losing when corrupted, I'd suggest simplifying it a bit.  Still it's a bit difficult.  Since we know that the Ring-bearer is Frodo with this card, maybe have a single line "While the Ring-bearer is not Frodo or Sam, his printed resistance is 5 and gains "If this companion is killed, you win the game."" with a seperate line for "If Frodo is about to be killed at Mount Doom, the Free Peoples player may spot Gollum or Smeagol to attach The One Ring to that character."

The One Ring, Inherent Corruption of Madness - first note is that I believe the 'o' of 'of' should be lower-case.  Still, relatively minor and I'm not 100% sure on it.  However, being unique is almost definitely a must...
Major benefits, for a very strong disadvantage (burdens for double-moving) - note:  very strong is weaker than major...
First off, a very common mistake - the conversion of wounds to burdens should be a seperate line, outside a response unless it's by itself and you intend for it to be optional.
I'm curious as to the need for the skirmish ability - He can exert to wear the Ring, but gets no benefits for doing so (only adding multiple burdens when he would take wounds), while the response triggers on the only thing wearing the Ring affects (taking wounds) at no cost.
My main concern is that the regroup ability seems way too strong.  I realize it's limited (and perfect for RB Smeagol - love that bit), but you effectively remove the rule of 9 limit with this Ring.  Even adding 2 burdens per wound seems a bit weak for this - even more so that you can pick who, so even if a character's killed they're not out of the fight.  I mean Smeagol, Merry and Pippin are known for their discarding tricks (or at least have decent) - this adds Sam, Frodo, Smeagol and others that get the majority of their abilities from cards that don't have to be attached to get fun tricks with dying.

Plus a combination I just spotted (that you may or may not have noticed)-
This ring + Gollum's Fate (even with my suggested changes):  Start with the ring on Frodo, have Sam, Smeagol and 2 more points of companions.  Get Gollum's Fate on Frodo, then kill him off and transfer the Ring to Sam.  Let Sam build up burdens and/or wounds and play the non-Ring-bearer Frodo.  When you get to site 9, if Frodo dies, then Smeagol steals the Ring from Sam...


[Dwarven]-
Don't Tell the Elf - Pretty sure 'tell' should be capitalized.  As an event it shouldn't be unique - not going to be in play and it already has the limit of 1 per deck.
Playing the card should be "place this card face-up in an opponent's draw deck" - I think it's normally deck, but then you'ld have people argue to put it into a player's adventure deck.  Then that player argue to try to put it out as a site...
Like the ability, but it's a bit odd to word...  First is if you want to deny them the card draw or not - if so, do they reduce the size of their hand when reconciling?  (I'm not sure if they would or not, so I'm asking what your intention is)
I'd probably word it "Whenever a player would draw this card face-up, that player shuffles it face-up into his draw deck.  If it is that player's turn, he puts the top 2 cards of his draw deck into their owner's discard pile."  If you want to deny the card draw, add 'instead' after 'shuffles it face-up into his draw deck'.  Also, the wording if it's that player's turn allows for one of those two cards to be Don't Tell the Elf.
Balance issues - If it replaces the draw, the problem is that it's a recurring issue, especcially late game, that a cost of [5] doesn't quite work.  Maybe have it cost [3] or [4], but add [1] whenever it would be drawn?  If it replaces it and reduces the cost of reconcile...  same but maybe that player may reinforce a culture token?  Should probably have something more than just the twilight, but I'm not quite sure what wouldn't be too much and make it a weak card.  If they can replace the draw - you run the additional risk that they keep getting the card while 'redrawing', but they also don't lose the card.  So if that's the case - [3] cost and exert an unbound companion?  Admittedly, this opens it up more for multi-player...

Drinking Contest - Not much to say here.  I think it works right, the only comment would be a slightly different wording that wouldn't affect the effect.  (Namely, changing the token manipulation from a single line with an optional effect to a two-part effect that are both mandatory - add a token for each card you put under, then remove a token for each card your opponent puts under)
Balance-wise, I think it's actually pretty well done - however, I think you should have some reinforcement of some type (I'd say culture, but that might not fit).  Right now, as long as you have Gimli and Legolas when you play it, all you need is enough to keep your fellowship alive - then you can set up an all Shadow hand during the Maneuver phase.

Orcrist - First thing is the card type.  Hand Weapon, rather than Hanweapon (Easy mistake to make :))
The boost effect should be under the bearer line, and switched around "While skirmishing an Orc, bearer is strength +3 and damage +2."
Another common mistake made - When does the effect trigger?  Is it a response, so you can only discard it if you have Orcrist out when the card's played?  If so "Response:  If a card you do not own is put into your draw deck, you may discard a card from hand to discard that card."  Otherwise, "Timing:  Discard a card from hand to discard a card in your draw deck that you do not own." - Timing being whatever phase you want to be able to use the ability.  If you can do it at any time...
As for balance - it depends on the timing of the ability and how many cards you have that go into other decks, really.  Vitality bonuses are major effects, but the fact that only one companion can use it provides a significant drawback (mostly because he doesn't have much that requires him - for Aragorn it's a minor drawback).  At worst, you have (for 4 twilight) an 11/4/6 Damage +3 that mills a card for each minion he's skirmishing if he wins.  That's if he's skirmishing an Orc.  Honestly, I don't think it's too bad, and the ability's so far a relatively minor one (although it's fairly powerful against the decks that work with it).  Maybe have Thorin III exert to discard the card and/or making it just strength +2 and damage +1 while skirmishing an Orc?


I'll try and get the rest at 2 cultures per post - and try for a post (roughly) every 12 to 6 hours (or sooner if there are multiple posts between mine), but I can't guarantee it as I started this one about 3 hours ago (admittedly I got called away a couple times)
So, if you have cultures you want reviewed sooner, let me know and I'll switch them in (or if I notice anything in particular).

May 11, 2009, 12:38:41 AM
Reply #66

Smeagollum

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Re: "Shelob's Lair" ready for overall review
« Reply #66 on: May 11, 2009, 12:38:41 AM »
What I maily try to do is to develop some new gameplay into lotr so that people can live out there new fantasy. You actually did so: Plus a combination I just spotted (that you may or may not have noticed)-
This ring + Gollum's Fate (even with my suggested changes):  Start with the ring on Frodo, have Sam, Smeagol and 2 more points of companions.  Get Gollum's Fate on Frodo, then kill him off and transfer the Ring to Sam.  Let Sam build up burdens and/or wounds and play the non-Ring-bearer Frodo.  When you get to site 9, if Frodo dies, then Smeagol steals the Ring from Sam...
I love this kind of strategy.  But to be honest I did not spot it. And I forgot something you mentioned (Frodo has to be the ringbearer).

Betrayal of The One Ring: The Ring-bearer is resistance -1 for each unoccupied site on the adventure path. Correct the controlled sites doesn't count as you can not spot them.
He's unique. Or did I forgot the dot?

Gollum's Fate: I'm still not out of this one. It's a difficult one. And actually still in developing.
To play, spot Frodo bearing The One Ring. Any site 9 is named Mount Doom.
Any site 9 gains the name Mount Doom. Good suggestions. I'm event thinking about altering it a bit that when the fs reach site 9 the ring automaticly goes to Smeagol On the other hand I also want some reversal in it. So that when Smeagol get's the ring. The shadow wants to do everything to keep smeagol alive, but when Gollum get's the ring the shadow wants Gollum to be killed. Maybe it also need the text that sam can't take the ring over.

The One Ring, Inherent Corruption of Madness
Actually I think this sentence can be dropped: Skirmish: Exert the Ringbearer to wear The One Ring until the regroup phase.

Don't Tell the Elf
It has the same working as a card from star wars ccg, which name I can't remember. It's intention is to slow down opponents developping.

Orcrist
Tricker requirement. Should be Fellowship. Although… In the regroup would be more interesting. I'll come back on that one.

May 11, 2009, 01:39:14 AM
Reply #67

Thranduil

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Re: So far in unofficious non-released virtualset "Shelob's Lair"
« Reply #67 on: May 11, 2009, 01:39:14 AM »
[3] Light Does Not Stop Them.[Uruk]
Condition
To play spot Saruman.
Bearer must be an [Uruk] minion and gains the [Isengard] culture.
Archery: Wound bearer twice to skip the Assignment and the Skirmish phase. The free People Player may heal Saruman to prevent this.
Regroup: Discard this condition and it's bearer to add a burden.

[3]Fallen Maiar.[Uruk]
Condition
Bearer must be an [Uruk] minion and gains the [Sauron] culture.
Skirmish: Remove a burden to make bearer enduring until the regroup phase.
Regroup: Discard this condition and it's bearer to make the ringbearer's resistance -1 untill the end of turn.
There are some very good ideas here, but as I normally find myself complaining about, there's too much going on in them. I understand that you're only making 3 cards per culture and so you're trying to cram as much stuff as you can onto cards, but I'm a big fan of simplicity. Cards should, in general, do 1 thing so that it's completely clear and obvious what it does. I'd prefer these two conditions to lose one of their special abilities and the special abilities that they have to fit the flavour of the card and the strengths of the [Uruk] (or [Isengard] / [Sauron]) cultures. For example, Uruk-hai have only had a very little to do with burdens and the Ring-bearer in the past, and that was mainly in fellowship block when everyone had it.

(0)Saruman's Palantir.[Uruk]
Artifact
To play, spot an [Uruk] minion.
Plays to your support area.
Regroup: Spot an [Isengard] minion or a [Sauron] minion and remove [2] to reveal the top card of any draw deck. You may discard the revealed card. The Free People Player may add a burden to prevent this and place the card benaeth owner's draw deck.
This card is great, good job. Seems like it belongs better in the [Isengard] culture, but otherwise this is a good card.

Thranduil

May 11, 2009, 01:51:14 AM
Reply #68

Smeagollum

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Re: "Shelob's Lair" ready for overall review
« Reply #68 on: May 11, 2009, 01:51:14 AM »
[3] Light Does Not Stop Them.[Uruk]
Condition
To play spot Saruman.
Bearer must be an [Uruk] minion and gains the [Isengard] culture.
Archery: Wound bearer twice to skip the Assignment and the Skirmish phase. The free People Player may heal Saruman to prevent this.
Regroup: Discard this condition and it's bearer to add a burden.

[3]Fallen Maiar.[Uruk]
Condition
Bearer must be an [Uruk] minion and gains the [Sauron] culture.
Skirmish: Remove a burden to make bearer enduring until the regroup phase.
Regroup: Discard this condition and it's bearer to make the ringbearer's resistance -1 untill the end of turn.
There are some very good ideas here, but as I normally find myself complaining about, there's too much going on in them. I understand that you're only making 3 cards per culture and so you're trying to cram as much stuff as you can onto cards, but I'm a big fan of simplicity. Cards should, in general, do 1 thing so that it's completely clear and obvious what it does. I'd prefer these two conditions to lose one of their special abilities and the special abilities that they have to fit the flavour of the card and the strengths of the [Uruk] (or [Isengard] / [Sauron]) cultures. For example, Uruk-hai have only had a very little to do with burdens and the Ring-bearer in the past, and that was mainly in fellowship block when everyone had it.

(0)Saruman's Palantir.[Uruk]
Artifact
To play, spot an [Uruk] minion.
Plays to your support area.
Regroup: Spot an [Isengard] minion or a [Sauron] minion and remove [2] to reveal the top card of any draw deck. You may discard the revealed card. The Free People Player may add a burden to prevent this and place the card benaeth owner's draw deck.
This card is great, good job. Seems like it belongs better in the [Isengard] culture, but otherwise this is a good card.

Thranduil

:) Well maybe:

[3] Light Does Not Stop Them.[Uruk]
Condition
To play spot Saruman.
Bearer must be an [Uruk] minion and gains the [Isengard] culture.
Archery: Wound bearer twice to skip the Assignment and the Skirmish phase. The free People Player may heal Saruman to prevent this.

and

[3] Light Does Not Stop Them.[Uruk]
Condition
To play spot Saruman.
Bearer must be an [Uruk] minion and gains the [Isengard] culture.
Archery: Wound bearer twice to skip the Assignment and the Skirmish phase. The free People Player may heal Saruman to prevent this.
Regroup: Discard this condition and it's bearer to add a burden.

[3]Fallen Maiar.[Uruk]
Condition
Bearer must be an [Uruk] minion and gains the [Sauron] culture.
Regroup: Discard this condition and it's bearer to add a burden.

Had no room in [Isengard] :(


May 12, 2009, 09:43:19 AM
Reply #69

BattleWarg

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Re: "Shelob's Lair" ready for overall review
« Reply #69 on: May 12, 2009, 09:43:19 AM »
[Dunland]
Crebain - I like these, although I think you could get away with making them non-unique.
For the follower, at most, I'd say either only +1 strength or removing a burden or 2 threats for the aid - and that's if it's non-unique.
For the ally, you don't need to put Support Area into the typeline as that's where allies usually go.  Instead would be a race (Bird?) or just leave it as 'Ally'.  The only other note is just to make sure you realize that if you leave them unique, then this card can't use its ability with cards from only this set.

Forgoil! - Borrowing from the Bloodlines events (like EBmB), rather than a Regroup action, I think it needs to be "At the start of the regroup phase, if Forgoil! is in your discard pile, you may remove 4 other [Dunland] cards from the game to take control of a site.  Then remove this event from the game."
That way you can move the timing keyword into the typeline like the events have become.  Unless you want it to be optional, liberating a site should be an additional cost to play (which won't limit its ability to take control of sites from the discard).  Otherwise, it should start with "Liberate a site.  If you do, " - then the effect "Add [3] and you may play a [Dunland] Man from your discard pile."


[Elven]
Arwen - Personally, I'm not a big fan of companions that are useless without other companions, but it seems balanced if a bit weak.
Game Over - Why's this unique?  It would probably be fine non-unique.  The effect seems really strong, but I can't think of a Gimli or Legolas with a regroup ability that would break that (Aragorn maybe).
Vision of Galadriel - I like this, but I think it could be worded a bit easier...

[2] •A Vision of Galadriël [Elven]
Condition • Support Area
+1 Strength
Aid - [2].  To play, spot Frodo.
While a companion bears this condition, this condition is a follower.  It is still a condition.
When this condition is transfered to the Ring-bearer, you may play an artifact or a possession from your discard pile.

May 12, 2009, 10:30:09 AM
Reply #70

sickofpalantirs

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Re: "Shelob's Lair" ready for overall review
« Reply #70 on: May 12, 2009, 10:30:09 AM »
I'd actually think it should skip the manuever or archery phase, with the light thing...
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May 13, 2009, 01:26:12 AM
Reply #71

Smeagollum

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Re: "Shelob's Lair" ready for overall review
« Reply #71 on: May 13, 2009, 01:26:12 AM »
Ajustments made on the first 12 cards!

Thx BW (and others) for the advise  :up:

Oh! And people! I was thinking to make this set more interesting to you: Let's bring in some contest!

On a lot of these cards there is no lore. Bring up the most suited lore for each of them. The best lore per card wins! Per card I reward a rare from the card's culture! The contest starts in a second ago and will last till the end of may 2009!
« Last Edit: May 13, 2009, 02:08:54 AM by Smeagollum »

May 13, 2009, 06:39:05 AM
Reply #72

FM

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Re: "Shelob's Lair" ready for overall review + contest
« Reply #72 on: May 13, 2009, 06:39:05 AM »
Pointing the necessary format corrections as an example so it's an easier read:

Ring [Ring]

[2]Betrayal of The One Ring. [Ring]
Str: +1
Res: +2
Condition
Shadow or Fellowship:Plays on The One Ring.
The Ring-bearer is resistance -1 for each unoccupied (what does this means?) site on the adventure path.
Regroup:[/b] If the Free Peoples Player can't spot a minion, discard this condition.
20P1

[2]Gollum's Fate. [Ring]
Condition
To Play, spot Frodo bearing the One Ring.
Plays on The One Ring.
Fellowship: Play this condition on your One Ring.
Shadow: Play this condition on opponent's One Ring.
Any site 9 gains the name Mount Doom. Sam's game text does not apply.
Response: If Frodo is about to die at site 9, you may make Gollum or Smeagol the Ring-bearer (resistance 5) to prevent this. If Gollum or Smeagol survives the skirmish phase, he's corrupted. If  Gollum or Smeagol die's, the Free Peoples Playerwins the game. 20P2

[Ring] The One Ring, Inherent Corruption of Madness.
Str: +2
Vit: +2
Res: +2
Each time the Fellowship moves during the Regroup phase add a burden.
Response: If the Ring-bearer is about to take a wound, he wears The One Ring until the regroup phase. While wearing The One Ring, each time he is a bout to take a wound, add 2 burdens instead.
Regroup: Remove from play an unbound companion from your dead pile to remove a burden.
20P3

May 13, 2009, 07:12:22 AM
Reply #73

Smeagollum

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Re: "Shelob's Lair" ready for overall review + contest
« Reply #73 on: May 13, 2009, 07:12:22 AM »
Felipe,

Thx, corrections ajusted.

Unoccupied sites are the sites on the adventurepath (so no controlled sites) where are no movetokens on.

May 13, 2009, 02:23:35 PM
Reply #74

FM

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Re: "Shelob's Lair" ready for overall review + contest
« Reply #74 on: May 13, 2009, 02:23:35 PM »
Btw if I have some spare time, would you like me to correct the formatting DIRECTLY on the main post?