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July 06, 2009, 08:06:12 PM
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BattleWarg

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The Wizards - MECCG converted Set
« on: July 06, 2009, 08:06:12 PM »
In a return to the more basic Lord of the Rings card game, I'd been trying to work out how to combine a numbered site path with the ability to explore Middle-earth (and, just to make it difficult, end up at Mount Doom).

Finally deciding on using another card game in the same setting's mechanic - regions.  Not the same as our regions, but instead each site is numbered based on it's distance (roughly) from Mount Doom and thus the ease in reaching it (distance-wise).  While I'm not going to reveal what locations are at each site yet, it should allow you to wander quite a bit while having a general path towards the fellowship's goal.

Also, while using printed site numbers, the sites also use the rules for regions - allowing various methods of choke to be used  (while at the same time, restricting massive choke by requiring multiple types to make significant dents in the twilight pool).

A note of warning - I'm intending the cards to be compatable but seperate from other cards (and eventually getting to all the Middle-Earth sets).  Thus, some names will likely repeat - as the games drew them from the same source.  If possible, I'll see about switching the name but won't be insisting myself do so.

And so, the card list (Stealth update, but subject to change):
[Ring]
The One Ring

[Dunland]
Crebain
Long Winter
Lost in Borderlands
Pukel-men

[Dwarven]
Balin, Watchman of the Company
Bifur, Dwarf of the Blue Mountain
Blue Mountain Dwarves
Bofur, Dwarf of the Blue Mountain
Bombur, Dwarf of the Blue Mountain
Book of Mazarbul, Book of Secrets
Dain II
Dori
Durin's Axe
Dwalin
Dwarven Ring of Barin's Tribe
Dwarven Ring of Bavor's Tribe
Dwarven Ring of Druin's Tribe
Dwarven Ring of Durin's Tribe
Dwarven Ring of Dwalin's Tribe
Dwarven Ring of Thelor's Tribe
Dwarven Ring of Thrar's Tribe
Fili
Gimli
Gloin
Hauberk of Bright Mail
Iron Hill Dwarves
Kili
Misty Mountains
Nori
Oin
Ori
Rescue Prisoners
Secret Passage
The Arkenstone
Thorin II

[Elven]
Align Palantir
Annalena
Arinmir
Arwen
Bridge
Celeborn
Cirdan
Clear Skies
Dreams of Lore
Elf-song
Elf-stone
Elladan
Elrohir
Elrond
Elven Cloak
Elves of Lindon
Fair Sailing
Farsight
Galadriel
Gates of Morning
Gildor Inglorion
Glorfindell
Great Ship
Haldir
Hiding
Legolas
Magic Ring of Lore
Mirror of Galadriel
Miruvor
Moon
Nenya
Orophin
Palantir of Annuminas
Praise to Elebereth
Reforging
Secret Entrance
Star-glass
Stars
Sword of Gondolin
Test of Lore
The Evenstar
Thorough Search
Thranduil
Torque of Hues
Vilya
Wood-elves

[Gandalf]
A Chance Meeting
A Friend or Three
Alatar, the Hunter
Bard, Bowman of Laketown
Barliman Butterbur, Friend of All
Beorn, Ranger of Mirkwood
Beornings
Dark Quarrels
Eagle-Mounts
Easterlings
Ent-draughts
Ents of Fangorn
Escape
Fair Travels in Wilderness
Fellowship
Gandalf
Ghan-buri-Ghan
Glamdring
Gwaihir
Haldalam
Kindling of the Spirit
Leaflock
Lesser Ring
Lordly Presence
Magic Ring of Words
Men of Dorwinion
Men of Northern Rhovanion
Narya
New Friendship
Orcrist
Palantir of Elostirion
Palantir of Orthanc
Pallando
Peath
Quickbeam
Radagast
Ringlore
Sacrifice of Form
Saruman
Shadowfax
Skinbark
Tempering Friendship
Test of Form
The Great Eagles
The Old Thrush
Treebeard
True Fana
Vanishment
Wacho
Wizard's Fire
Wizard's Flame
Wizard's Laughter
Wizard's Ring
Wizard's River-horses
Wizard's Test
Wizard's Voice
Woodmen
Woses of Old Pukel-land
Woses of the Druadan Forest

[Gollum]
Ash Mountains
Beautiful Gold Ring
Fair Travels in Dark-domains
Fog
Foul Fumes
Ghouls
Gollum
Gollum's Fate
Lost in the Wilderness
New Moon
Old Man Willow
Precious Gold Ring
Shelob
The Precious
Tookish Blood
Wake of War

[Gondor]
Adrazar
Anborn
Anduin River
Anduril, the Flame of the West
Aragorn, Dunadan
Army of the Dead
Athelas
Beregond, Guard of the White Tree
Beretar, Ranger of the North
Bergil, Dunadan of Gondor
Block
Boromir, Messenger of Minas Tirith
Concealment
Damrod
Denethor II
Fair Gold Ring
Fair Travels in Shadow-lands
Faramir
Favor of the Valar
Forlong
Galva
Great-road
Halbarad
Healing Herbs
Hillmen
Horn of Anor
Imrahil
Knights of Dol Amroth
Lossoth
Mablung
Magic Ring of Courage
Magic Ring of Nature
Men of Anfalas
Men of Anorien
Men of Lamedon
Men of Lebennin
Mountains of Shadow
Narsil
Old Road
Palantir of Amon Sul
Palantir of Minas Tirith
Palantir of Osgiliath
Paths of the Dead
Quiet Lands
Rangers of Ithilien
Rangers of the North
Return of the King
Risky Blow
Roac the Raven
Sapling of the White Tree
Scroll of Isildur
Stone of Erech
Sun
The White Tree
Tower Guard of Minas Tirith
Use Palantir
Variags of Khand
Voteli
Vygavril

[Isengard]
Call of Home
Clouds
Fell Winter
Greed
Lost in Free-domains
Lure of Creation
Lure of Expedience
Lure of Nature
Lure of Power
Lure of the Senses
Slayer
The Balance of Things
Traitor
Wargs
Wolves

[Men]
Abductor
Ambusher
Assassin
Brigands
Pickpocket
Thief

[Moria]
Arouse Denizens
The Balrog of Moria, the Flame of Khazad-dum
Burat, "Bert"
Cave Drake
Snowstorm
The Great Goblin
Tuma, "Tom"
Watcher in the Water
Wuluag, "William"

[Orc]
Awaken Denizens
Choking Shadows
Minions Stir
Orc-guard
Orc-lieutenant
Orc-patrol
Orc-raiders
Orc-warband
Orc-warriors
Orc-watch

[Raider]
Corsairs of Umbar
Half-trolls of Far Harad
Mumak
Storms of Osse

[Rohan]
Dunlendings
Eomer
Eowyn
Erkenbrand
Fair Travels in Borderlands
Ford
Gamling, The Old
Great-shield of Rohan
Hama
Horses
Lucky Strike
Persuasive Words
Red Arrow
Riders of Rohan
Shield of Iron-bound Ash
Southrons
Théoden
White Mountains

[Sauron]
Agburanar, Cavern Hunter
Arouse Minions
Awaken Minions
Awaken the Earth's Fire
Bane of the Ithil-stone
Daelomin
Despair of the Heart
Doors of Night
Dragon's Desolation
Drowning Seas
Eye of Sauron
Fell Turtle
Ghosts
Giant
Giant Spiders
Huorn
Leucaruth
Lost at Sea
Lost in Dark-domains
Mouth of Sauron
Muster Disperses
Olog-hai
River
Rogrog
Siege
Silent Watcher
Smaug
The Burden of Time
The Ring's Betrayal
The Will of Sauron
The Will of the Ring

[Shire]
Bilbo, Scholar
Bill the Pony, Noble Horse
Cracks of Doom
Dagger of Westernesse
Dodge
Earth of Galadriel's Orchard
Fair Travels in Free-domains
Frodo
Goldberry
Halfling Stealth
Halfling Strength
Hobbits
Lapse of Will
Lucky Search
Magic Ring of Stealth
Merry
Muster
Old Friendship
Pippin
Potion of Prowess
Red Book of Westmarch
Robin Smallburrow
Sam Gamgee
Stealth
Sting
The Mithril-coat
Tom Bombadil

[Wraith]
Barrow-wight
Call of the Sea
Corpse-candle
Fell Beast
Gloom
Lost in Shadowlands
Morgul Night
Morgul-horse
Morgul-knife
Night
Plague of Wights
The Nazgul are Abroad
The Pale Sword
Twilight
Ulaire Attea, Khamul the Easterling
Ulaire Cantea, Indur Dawndeath
Ulaire Enquea, Hoarmurath of Dir
Ulaire Lemenya, Akhorahil
Ulaire Nelya, Dwar of Waw
Ulaire Nertea, Uvatha the Horseman
Ulaire Otsea, Adunaphel
Ulaire Toldea, Ren the Unclean
Weariness of the Heart
Witch-king of Angmar
Words of Power and Terror


[Site 1R]
Bag End
Blue Mountain Dwarf-hold
Grey Havens
Himring

[Site 2R]
Barrow-downs
Bree
Dunnish Clanhold
Isles of the Dead that Live
Lossadan Cairn
Lossadan Camp
Old Forest
Stone-circle
The White Towers
Weathertop

[Site 3R]
Cameth Brin
Carn Dum
Edhellond
Ettenmoors
Lond Galen
Mount Gram
Ost-in-Edhil
Rivendell
Ruined Signal Tower
The Stones
Wose Passage-hold

[Site 4R]
Beorn's House
Caves of Ulund
Dancing Spire
Dimrill Dale
Dol Amroth
Glittering Caves
Goblin-gate
Irerock
Iron Hill Dwarf-hold
Isengard
Moria
Mount Gundabad
The Wind Throne
Thranduil's Halls
Vale of Erech
Wellinghall
Woodmen-town

[Site 5R]
Amon Hen
Dunharrow
Eagles' Eyrie
Edoras
Gladden Fields
Laketown
Lorien
Pelargir
Sarn Goriwing
Shrel-Kain
The Lonely Mountain
Tolfalas

[Site 6R]
Bandit Lair
Dol Guldur
Druadan Forest
Minas Tirith
Rhosgobel
Southron Oasis

[Site 7R]
Dead Marshes
Easterling Camp
Henneth Annun
Variag Camp

[Site 8R]
Cirith Ungol
Minas Morgul
Morannon
Shelob's Lair

[Site 9R]
Barad-dur
Mount Doom
« Last Edit: August 07, 2014, 06:03:17 PM by BattleWarg »

July 06, 2009, 08:19:21 PM
Reply #1

BattleWarg

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Re: The Wizards - MECCG converted Set
« Reply #1 on: July 06, 2009, 08:19:21 PM »
[3] Abductor [Men]
Minion • Man
8 Strength
2 Vitality
4 Home Site
Each time this minion wins a skirmish, you may discard a follower or an ally (or both if at a dwelling site).
"Suddenly he seized them.  The strength in his long arms and shoulders was terrifying.  He tucked them one under each armpit, and crushed them fiercely to his sides; a great stifling hand was clapped over each of their mouths."

[1] A Chance Meeting [Gandalf]
Event • Maneuver
Spot a Free Peoples Wizard to play a companion from your hand or discard pile.
"But at last there came about by chance a meeting between Gandalf and Thorin that changed all the fortunes of the House of Durin, and led to other and greater ends beside."

[1] •Adrazar [Gondor]
Ally • Man • Home 4R
3 Strength
3 Vitality
Response:  If you reveal a [Gondor] follower from your hand or draw deck, you may exert Adrazar and pay that follower's aid cost to attach it to a [Gondor] companion.
"He encouraged all men of worth from near or far to enter his service, and to those who proved trust-worthy he gave rank and reward."

[4] •Ulaire Otsea, Adunaphel [Wraith]
Minion • Nazgul
9 Strength
3 Vitality
3 Site Number
Fierce.  While Ulaire Otsea is in your support area, it is a condition (instead of a minion).
Maneuver:  Discard Ulaire Otsea to exert a companion for each other [Wraith] Nazgul you spot.
Response:  If a player reconciles, put Ulaire Otsea into your support area.

(0) A Friend or Three [Gandalf]
Event • Fellowship
Play a [Gandalf] Man; his twilight cost is -1 for each non-[Gandalf] companion you spot.  Until the regroup phase, each unbound companion is resistance +1 for each companion spotted this way and strength -1.
"'I was coming... with a friend or two...' said the wizard... 'One or three you meant, I see!' said Beorn."

[7] •Agburanar, Cavern Hunter [Sauron]
Minion • Dragon
15 Strength
5 Vitality
6 Site Number
Fierce.  While you can spot Doors of Night, Agburanar's site number is -2.
Each time Agburanar wins a skirmish, you may add a threat.

[4] •Ulaire Lemenya, Akhorahil [Wraith]
Minion • Nazgul
9 Strength
2 Vitality
3 Site Number
Fierce.  While Ulaire Lemenya is in your support area, it is a condition (instead of a minion).
Skirmish:  Discard Ulaire Lemenya to make a companion strength -1 for each other [Wraith] Nazgul you spot.
Response:  If a player reconciles, put Ulaire Lemenya into your support area.

[5]Alatar, the Hunter [Gandalf]
Companion • Wizard
7 Strength
4 Vitality
6 Resistance
Each time a minion is played, you may exert Alatar to exert that minion (or wound that minion if it is roaming).

[1] Align Palantir [Elven]
Condition
To play, spot a [Gandalf] or [Elven] companion.  Plays on a Palantir.
Fellowship or Regroup:  Add [2] to reveal the top X cards of any draw deck, where X is the number of Palantiri you can spot.  Discard one of those cards, then replace the rest in any order.  You may draw a card.  (Limit once per turn)
"'...For this assuredly is the palantir of Orthanc from the treasury of Elendil, set here by the Kings of Gondor...'"

[4] Ambusher [Men]
Minion • Man
9 Strength
2 Vitality
3 Site Number
Fierce.
Assignment:
 Exert this minion or discard 2 cards from hand to assign this minion to skirmish an unbound companion.
"...suddenly Wormtongue rose up, drawing a hidden knife, and then with a snarl like a dog he sprang on Saruman's back, jerked his head back, cut his throat, and with a yell ran off down the lane."

[5R] Amon Hen [3]
Mountain.  Whenever a companion wins a skirmish, the Free Peoples player may exert that companion to draw a card.
<---

[1]Anborn [Gondor]
Ally • Man • Home 5R
3 Strength
2 Vitality
Archer.  Ranger.
While you can spot a [Gollum] card, Anborn is strength +1.
While you can spot Faramir, Anborn is strength +1.
"'Now I have him at the arrow-point,' said Anborn.  'Shall I not shoot, Captain?  For coming unbidden to this place death is our law."

(0)Anduin River [Gondor]
Condition
Bearer must be a ranger companion.
Whenever the fellowship moves from a site in region 2, add 2 fewer twilight tokens for the region.
Whenever the fellowship moves from a site in region 3, add 1 fewer twilight token for the region.

[3] •Anduril, the Flame of the West [Gondor]
Artifact • Hand Weapon
+3 Strength
+1 Vitality
Bearer must be Aragorn.  To play, spot 2 [Gondor] artifacts (or Narsil) and an ally (or The Shards of Narsil).
At the start of each turn, you may add [2] to heal an unbound [Gondor] companion (or a [Gondor] ally).

[1] •Annalena [Elven]
Ally • Elf • Home 3R
3 Strength
3 Vitality
To play, spot an Elf.
When Annalena comes into play, remove a threat.  If you cannot, remove a burden.
"...the gift of the Elf-minstrels, who can make the things of which they sing appear before the eyes of those that listen."

[4] •Aragorn, Dunadan [Gondor]
Companion • Man
9 Strength
4 Vitality
9 Resistance
Ranger.
While the fellowship is in region 1, [Gondor] allies are twilight cost -1.
While Aragorn is in your dead pile, each time the fellowship moves, add [1].
"All that is gold does not glitter, / Not all those who wander are lost..."

[2] •Arinmir [Elven]
Companion • Elf
5 Strength
3 Vitality
6 Resistance
Hunter 1.
While you can spot 2 other rangers, Arinmir is a ranger.
"They dwelt most often by the edges of the woods, from which they could escape at times to hunt, or to ride and run over open lands by moonlight or starlight..."

[3] •Army of the Dead [Gondor]
Follower
Aid - Exert Aragorn or add 2 threats
To play, spot Aragorn or discard 2 [Gondor] cards.
Bearer is strength +1 for each Wraith you can spot and damage +1 for each Shadow possession you can spot.
"I see shapes of Men and of horses, and pale banners like shreds of cloud, and spears like winter-thickets on a misty night.  The Dead are following."

[1] Arouse Denizens [Moria]
Event • Skirmish
Make a [Moria] Orc or an [Orc] Orc strength +2 (or +3 if underground).
"...the goblin army had gathered behind the resisted vanguard, and poured now in rage into the valley..."

[2] Arouse Minions [Sauron]
Event • Skirmish
Spot X [Sauron] cards to make a minion strength +X, where X is less than the site number of the current site.
"Long had it been forging in the dark smithies of Mordor, ...on it spells of ruin lay.  Grond they named it, in memory of the Hammer of the Underworld of old."

[2] •Arwen [Elven]
Ally • Elf • Home 3R
2 Strength
2 Vitality
To play, spot Aragorn or an Elf.
At the start of each regroup phase, you may draw a card.
Fellowship or Maneuver:  Spot Aragorn to allow Arwen to participate in archery fire or skirmishes.
"The braids of her dark hair were touched by no frost; her white arms and clear face were flawless and smooth, and the light of stars was in her eyes... queenly she looked, and thought and knowledge were in her glance..."

(0) Ash Mountains [Gollum]
Event • Fellowship or Regroup
To play, exert a ranger.
Until end of turn, each time the fellowship moves to a site in region 3, you may add 2 less twilight tokens for the region.  If you do, the twilight cost of each minion is -1.  Otherwise, the twilight cost of each non-minion shadow card is +1.

[2] Assassin [Men]
Minion • Man
11 Strength
2 Vitality
3 Site Number
Fierce.
When you play Assassin, remove [1] for each Free Peoples culture you can spot or discard Assassin.
At the start of each assignment phase, if you can spot a [Sauron] Man (or another [Men] Man) the Free Peoples player must wound a companion or allow you to assign Assassin to skirmish a companion.  The Free Peoples player may then wound another companion to make Assassin lose fierce.

[1] Athelas [Gondor]
Possession
Bearer must be a character.
Fellowship or Regroup:  Choose one:  If bearer is a [Gondor] ranger companion, discard this possession to heal a companion; or, if bearer is a [Gondor] ally, discard this possession to heal an ally; or, if bearer is Aragorn, discard this possession to remove a burden or discard a corruption card on a companion.

[1] Awaken Denizens [Orc]
Condition • Support Area
To play, spot a [Moria] Orc or an [Orc] Orc.
At the start of the assignment phase, if you can spot fewer minions than Ring-bound companions, you may choose unbound or Ring-bound.  Companions of the chosen type may not be assigned to skirmish.
At the end of the turn, discard Awaken Denizens.
"'...they're gone for robbers and live outside, hiding in the woods beyond Archet, and out in the wilds north-way.  It's like a bit of the bad old times tales tell of, I say.'"

[4] Awaken Minions [Sauron]
Condition • Support Area
To play, spot a [Sauron] minion or a [Wraith] minion.
At the end of the turn, discard Awaken Minions.
Assignment:  Spot a [Sauron] minion or [Wraith] minion to play a minion with lower twilight cost from your discard pile; that minion is fierce.  The Free Peoples player may spot more minions than unbound companions to prevent this.
"...here the Dark Power, moving its armies like pieces on a board, was gathering them together."

[1] Awaken the Earth's Fire [Sauron]
Event • Shadow
Environment.
If you can spot Doors of Night, add [1] and until the end of the turn, the fellowship's current region is considered to be 1 greater.
If the fellowship is in region 3, make a minion strength +3 until the regroup phase.
« Last Edit: February 25, 2013, 12:34:17 AM by BattleWarg »

July 07, 2009, 12:04:00 PM
Reply #2

DáinIronfoot

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Re: The Wizards - MECCG converted Set
« Reply #2 on: July 07, 2009, 12:04:00 PM »
These look like fun, but it's far too many to review right now. I'll get back to these in the next couple days, even if I have to chunk them up in the process.
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, 2009, 05:38:42 PM
Reply #3

sickofpalantirs

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Re: The Wizards - MECCG converted Set
« Reply #3 on: July 07, 2009, 05:38:42 PM »
[3] Abductor [Men]
Minion • Man
8 Strength
2 Vitality
4 Home Site
Each time this minion wins a skirmish, you may discard a follower or an ally (or both if at a dwelling site).
"Suddenly he seized them.  The strength in his long arms and shoulders was terrifying.  He tucked them one under each armpit, and crushed them fiercely to his sides; a great stifling hand was clapped over each of their mouths."
fine.

[1] A Chance Meeting [Gandalf]
Event • Maneuver
Spot a Wizard to play a companion from your hand or discard pile.
"But at last there came about by chance a meeting between Gandalf and Thorin that changed all the fortunes of the House of Durin, and led to other and greater ends beside."
fine.

[1] •Adrazar [Gondor]
Ally • Man • Home 4R
3 Strength
3 Vitality
Response:  If you reveal a [Gondor] follower from your hand or draw deck, you may exert Adrazar and pay that follower's aid cost to attach it to Adrazar.
"He encouraged all men of worth from near or far to enter his service, and to those who proved trust-worthy he gave rank and reward."
I'm missing the usefulness of this.  aside from twofoot, what does it do?

[4] •Ulaire Otsea, Adunaphel [Wraith]
Minion • Nazgul
9 Strength
3 Vitality
3 Site Number
Fierce.  While Ulaire Otsea is in your support area, it is a condition (instead of a minion).
Maneuver:  Discard Ulaire Otsea and spot 3 [Wraith] Nazgul (or another Nazgul minion) to exert a companion.
Response:  If a player reconciles, put Ulaire Otsea into your support area.
thats an interesting concept. wheres the subtitle come from?

(0) A Friend or Three [Gandalf]
Event • Fellowship
Play a [Gandalf] Man; his twilight cost is -1 for each non-[Gandalf] companion you spot.  Each unbound companion is resistance +1 until the regroup phase for each companion spotted this way.
"'I was coming... with a friend or two...' said the wizard... 'One or three you meant, I see!' said Beorn."
fine

[7] •Agburanar, Cavern Hunter [Sauron]
Minion • Dragon
15 Strength
5 Vitality
5 Site Number
Fierce.  While you can spot Doors of Night, Agburanar's site number is -1.
Whenever Agburanar wins a skirmish, you may add a threat.
I'd make it minues 2, and should be each time he wins a skirmish

[4] •Ulaire Lemenya, Akhorahil [Wraith]
Minion • Nazgul
9 Strength
2 Vitality
3 Site Number
Fierce.  While Ulaire Lemenya is in your support area, it is a condition (instead of a minion).
Skirmish:  Discard Ulaire Lemenya and spot 3 [Wraith] Nazgul (or another Nazgul minion) to make a companion strength -3.
Response:  If a player reconciles, put Ulaire Lemenya into your support row.
support area.

[5]Alatar, the Hunter [Gandalf]
Companion • Wizard
8 Strength
4 Vitality
6 Resistance
Each time a minion is played, you may exert Alatar to exert that minion (or wound that minion if it is roaming).
fine.

[1] Align Palantir [Elven]
Condition
To play, spot a [Gandalf] or [Elven] companion.  Bearer must be a Palantir.
Fellowship or Regroup:  Add [2] to reveal the top X cards of any draw deck, where X is the number of Palantiri you can spot.  Discard one of those cards, then put the rest back in any order.  You may draw a card.
"'...For this assuredly is the palantir of Orthanc from the treasury of Elendil, set here by the Kings of Gondor...'"
fine.

[4] Ambusher [Men]
10 Strength
2 Vitality
3 Site Number
Fierce.
Assignment:
  Exert this minion or discard 2 cards from hand to assign this minion to skirmish an unbound companion.
"...suddenly Wormtongue rose up, drawing a hidden knife, and then with a snarl like a dog he sprang on Saruman's back, jerked his head back, cut his throat, and with a yell ran off down the lane."
should it be something like, Wormtongue, Ambusher, than drop the stats to usual, make it assign him to an unbound companion to wound it possibly>?

[5R] Amon Hen [3]
Mountain.  Whenever a companion wins a skirmish, the Free Peoples player may exert that companion to draw a card.
<---
fine. could cost 2.

[1]Anborn [Gondor]
Ally • Man • Home 5R
3 Strength
2 Vitality
Archer.  Ranger.
While you can spot a [Gollum] card, Anborn is strength +1.
Whlie you can spot Faramir, Anborn is strength +1.
"'Now I have him at the arrow-point,' said Anborn.  'Shall I not shoot, Captain?  For coming unbidden to this place death is our law."
is this set in kingblock.  mispelled while as whlie the second time.

(0) Anduin River [Gondor]
Event • Fellowship or Regroup
Until the end of the turn, whenever the fellowship moves this turn, if the fellowship moves from a site in region 2, spot a ranger to add 2 fewer twilight tokens for the region.
Until the end of the turn, whenever the fellowship moves this turn, if the fellowship moves from a site in region 3, spot a ranger to add 1 fewer twilight token for the region.
fine.

[3] •Anduril, the Flame of the West [Gondor]
Artifact • Hand Weapon
+3 Strength
+1 Vitality
Bearer must be Aragorn.  To play, spot Narsil (or Shards of Narsil) and exert an ally twice.
At the start of each turn, you may add [2] to heal an unbound [Gondor] companion (or a [Gondor] ally).
I'd prefer a drop to the usual +2.

[1] •Annalena [Elven]
Ally • Elf • Home 3R
3 Strength
3 Vitality
To play, spot an Elf.
"...the gift of the Elf-minstrels, who can make the things of which they sing appear before the eyes of those that listen."
uh...sure.

[4] •Aragorn, Dunadan [Gondor]
Companion • Man
9 Strength
4 Vitality
9 Resistance
Ranger.
While the fellowship is in region 1, [Gondor] allies cost [1] less.
While Aragorn is in your dead pile, each time the fellowship moves, add [1].
"All that is gold does not glitter, / Not all those who wander are lost..."
Quote
I luv that poem, especially in context.  the twilight cost on gondor allies is -1.
Felipe Musco:
(after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
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Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way.
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July 08, 2009, 11:59:44 AM
Reply #4

BattleWarg

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Re: The Wizards - MECCG converted Set
« Reply #4 on: July 08, 2009, 11:59:44 AM »
These look like fun, but it's far too many to review right now. I'll get back to these in the next couple days, even if I have to chunk them up in the process.
No problem with that.


On to SoP's comments, though.  (A note on use in MECCG comments - these are in my experience only...)


Adrazar - Basically, his usefulness in MECCG is to play specific factions easier.  Converting factions (in general, the same as armies) to followers was an early decision, but meant that I had to come up with a couple ways to play them easier.  The basic thought for this is that when you have cards to reveal (or are forced to reveal), you can save the follower by having it effectively already be in his army.

Ulaire Otsea, Adunaphel - Subtitle comes from the MECCG version (although they got it from the MERPG, I believe).  Basically, both LOTR and ME numbered their Nazgul - Adunaphel is listed as 7th Nazgul; see Ulaire Otsea, Seventh of the Nine Riders.  As for the subtype of these Nazgul - you're able to play the Nazgul as effects to eventually cause problems by discarding the Nazgul.  These require the Nazgul to survive until (at least) the regroup phase first - although remember, they keep the name and uniqueness.

Agburanar, Cavern Hunter - I'll think about making it -2, I'm just wary of a 15/5 non-roaming at site 3 (even at [7]), especcially with a card that's got a decently strong indirect effect.  You're right on the each time, though.

Ulaire Lemenya, Akhorahil - Wow.  Not quite sure what I was thinking for support row...

Amon Hen - Originally, it was going to have a Shadow Number of 6 before deciding to keep the region rules in effect.  So I kept it at adding the same amount.

Anborn - Oh, not King Block.  I'm using #R to indicate region-based sites (and use #K to indicate King Block sites).  Have to change that whlie.  That's the problem with using a Wordpad...

Anduril, the Flame of the West - Even with the fairly high cost to play?  I mean, you need Aragorn, Narsil (or Shards - which may not be remade) and an ally with 3+ vitality in order to play it.  Then it's basically a [Gondor] Sam's Pack

Annalena - Yeah, she's definitely a common.  In general, she's used (at best) as a back-up in case one of your main characters is taken out.  And as cannon-fodder, of course.  For example, she's one that can allow Anduril to play, although the higher-up elves are generally the ones intended to be used.

Aragorn, Dunadan - that does seem to be right.  Another change to be made :).

July 09, 2009, 02:24:12 PM
Reply #5

DáinIronfoot

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Re: The Wizards - MECCG converted Set
« Reply #5 on: July 09, 2009, 02:24:12 PM »
* DáinIronfoot cracks his knuckles, stretches his neck, and settles in for a LONG post.

Alright, let's do this!

Quote from: BattleWarg
In a return to the more basic Lord of the Rings card game, I'd been trying to work out how to combine a numbered site path with the ability to explore Middle-earth (and, just to make it difficult, end up at Mount Doom).

Finally deciding on using another card game in the same setting's mechanic - regions.  Not the same as our regions, but instead each site is numbered based on it's distance (roughly) from Mount Doom and thus the ease in reaching it (distance-wise).  While I'm not going to reveal what locations are at each site yet, it should allow you to wander quite a bit while having a general path towards the fellowship's goal.

Also, while using printed site numbers, the sites also use the rules for regions - allowing various methods of choke to be used  (while at the same time, restricting massive choke by requiring multiple types to make significant dents in the twilight pool).

A note of warning - I'm intending the cards to be compatable but seperate from other cards (and eventually getting to all the Middle-Earth sets).  Thus, some names will likely repeat - as the games drew them from the same source.  If possible, I'll see about switching the name but won't be insisting myself do so.
Okay, sounds good so far. A noble goal, to be sure. Let's see how well you pull if off....

Quote from: BattleWarg
[3] Abductor [Men]
Minion • Man
8 Strength
2 Vitality
4 Home Site
Each time this minion wins a skirmish, you may discard a follower or an ally (or both if at a dwelling site).
"Suddenly he seized them.  The strength in his long arms and shoulders was terrifying.  He tucked them one under each armpit, and crushed them fiercely to his sides; a great stifling hand was clapped over each of their mouths."
Heh. Love the lore, even though it actually describes a certain famous Orc. ;) Seems okay to me. Powerful, yes, but not overly so since he lacks any other keywords or text.

Quote from: BattleWarg
[1] A Chance Meeting [Gandalf]
Event • Maneuver
Spot a Wizard to play a companion from your hand or discard pile.
"But at last there came about by chance a meeting between Gandalf and Thorin that changed all the fortunes of the House of Durin, and led to other and greater ends beside."
I'm very confused about the "from hand" part. Why would you waste this card for that? The discard pile part is pretty powerful, and pretty much invalidates cards like Borne Far Away...but I'm willing to overlook that, because this is cool and fun. :up:

Quote from: BattleWarg
[1] •Adrazar [Gondor]
Ally • Man • Home 4R
3 Strength
3 Vitality
Response:  If you reveal a [Gondor] follower from your hand or draw deck, you may exert Adrazar and pay that follower's aid cost to attach it to Adrazar.
"He encouraged all men of worth from near or far to enter his service, and to those who proved trust-worthy he gave rank and reward."
Gets them into play easier, I guess. He's okay.

Quote from: BattleWarg
[4] •Ulaire Otsea, Adunaphel [Wraith]
Minion • Nazgul
9 Strength
3 Vitality
3 Site Number
Fierce.  While Ulaire Otsea is in your support area, it is a condition (instead of a minion).
Maneuver:  Discard Ulaire Otsea and spot 3 [Wraith] Nazgul (or another Nazgul minion) to exert a companion.
Response:  If a player reconciles, put Ulaire Otsea into your support area.
I like the concept, but the maneuver ability seems an awfully weak way of implementing that concept. There are existing Nazzies that discard for greater effect...without having to convert to conditions or anything first. Perhaps at least wound the companion, or maybe exert a companion for each other Nazgul minion/Nazgul condition (your choice) you can spot?

Quote from: BattleWarg
(0) A Friend or Three [Gandalf]
Event • Fellowship
Play a [Gandalf] Man; his twilight cost is -1 for each non-[Gandalf] companion you spot.  Each unbound companion is resistance +1 until the regroup phase for each companion spotted this way.
"'I was coming... with a friend or two...' said the wizard... 'One or three you meant, I see!' said Beorn."
Heheh...clever title. This is a lot of fun! :gp: [Gandalf] Men could really use a card like this.

Quote from: BattleWarg
[7] •Agburanar, Cavern Hunter [Sauron]
Minion • Dragon
15 Strength
5 Vitality
5 Site Number
Fierce.  While you can spot Doors of Night, Agburanar's site number is -1.
Whenever Agburanar wins a skirmish, you may add a threat.
To add on to SoP's comments (and I'll reiterate what he said about "Each time"), perhaps make his initial site number 6 and go with a -2 reduction. I think 6 is more appropriate for a Dragon, anyway...especially one that only costs [7] when non-roaming.

Quote from: BattleWarg
[4] •Ulaire Lemenya, Akhorahil [Wraith]
Minion • Nazgul
9 Strength
2 Vitality
3 Site Number
Fierce.  While Ulaire Lemenya is in your support area, it is a condition (instead of a minion).
Skirmish:  Discard Ulaire Lemenya and spot 3 [Wraith] Nazgul (or another Nazgul minion) to make a companion strength -3.
Response:  If a player reconciles, put Ulaire Lemenya into your support row.
Support "row"? ;) Better ability on the discard here, and one that I think can be left as is (unless you follow my suggestion on Otsea and want to stick with a pattern, perhaps making this "strength -1 for each other Nazgul minion/condition you can spot".

Quote from: BattleWarg
[5]Alatar, the Hunter [Gandalf]
Companion • Wizard
8 Strength
4 Vitality
6 Resistance
Each time a minion is played, you may exert Alatar to exert that minion (or wound that minion if it is roaming).
Kind of an odd subtitle, but a very cool card otherwise. I might take him down to 7 strength, as his ability is powerful and one of the Blue Wizards having more strength than Gandalf normally does just seems wrong somehow.

Quote from: BattleWarg
[1] Align Palantir [Elven]
Condition
To play, spot a [Gandalf] or [Elven] companion.  Bearer must be a Palantir.
Fellowship or Regroup:  Add [2] to reveal the top X cards of any draw deck, where X is the number of Palantiri you can spot.  Discard one of those cards, then put the rest back in any order.  You may draw a card.
"'...For this assuredly is the palantir of Orthanc from the treasury of Elendil, set here by the Kings of Gondor...'"
I think the more archaic (but still valid in LOTR TCG play) "plays on a palantir" actually sounds better here. I think "replace the rest in any order" is more proper, too. I also think the ability should be limited to once per phase, as cards that so easily draw up to 4 cards from your deck are generally discouraged (especially in regroup before a potential double move). But I like it.

Quote from: BattleWarg
[4] Ambusher [Men]
10 Strength
2 Vitality
3 Site Number
Fierce.
Assignment:
  Exert this minion or discard 2 cards from hand to assign this minion to skirmish an unbound companion.
"...suddenly Wormtongue rose up, drawing a hidden knife, and then with a snarl like a dog he sprang on Saruman's back, jerked his head back, cut his throat, and with a yell ran off down the lane."
I'm assuming he's a "Minion • Man"? He needs his strength reduced and/or some spotting requirements to play or use that ability. Perhaps "Spot 3 Men and either exert this minion or discard 2 cards from hand to...".

Quote from: BattleWarg
[5R] Amon Hen [3]
Mountain.  Whenever a companion wins a skirmish, the Free Peoples player may exert that companion to draw a card.
<---
So...this has a Shadow number of 5+3=8? Am I following you right?

Quote from: BattleWarg
[1]Anborn [Gondor]
Ally • Man • Home 5R
3 Strength
2 Vitality
Archer.  Ranger.
While you can spot a [Gollum] card, Anborn is strength +1.
Whlie you can spot Faramir, Anborn is strength +1.
"'Now I have him at the arrow-point,' said Anborn.  'Shall I not shoot, Captain?  For coming unbidden to this place death is our law."
Technically, he should have a subtitle, since Anborn already exists in the game, though since Skilled Huntsman obviously has a subtitle, this doesn't need to have one. He's cool just for his keywords alone, and decent enough extra fighting "companion" at 5R that he's worth tossing in for that purpose, too.

Quote from: BattleWarg
(0) Anduin River [Gondor]
Event • Fellowship or Regroup
Until the end of the turn, whenever the fellowship moves this turn, if the fellowship moves from a site in region 2, spot a ranger to add 2 fewer twilight tokens for the region.
Until the end of the turn, whenever the fellowship moves this turn, if the fellowship moves from a site in region 3, spot a ranger to add 1 fewer twilight token for the region.
Odd wording, but that's just because something like this hasn't been done before. It certainly makes sense and is fine, but I'd strongly consider making this a unique condition (perhaps one that plays on a ranger) that discards itself at the end of the turn, because the potential of tossing out three or four of these the same turn makes me shudder. Even just two at a time seems way, way powerful.

Quote from: BattleWarg
[3] •Anduril, the Flame of the West [Gondor]
Artifact • Hand Weapon
+3 Strength
+1 Vitality
Bearer must be Aragorn.  To play, spot Narsil (or Shards of Narsil) and exert an ally twice.
At the start of each turn, you may add [2] to heal an unbound [Gondor] companion (or a [Gondor] ally).
Definitely need a new subtitle, as the one you have now is taken. I think the to play spotting/cost balances the unusually high strength bonus...but unless you have lots of 3+ vitality allies, I can't see myself bothering to actually use this. Seems too combo-intensive to me. I would recommend something easier. Perhaps something like this:

To play, spot 2 [Gondor] artifacts (or Narsil or The Shards of Narsil).

I really don't think you even need to say anything about the ally, unless you just really want to tie the two together somehow. [Gondor] artifacts aren't usually terribly easy to get, as they're typically expensive, have stringent spotting requirements, or both, so requiring spotting a couple of those (or one of two specific ones) and limiting this to just one possible bearer already seems restrictive enough to me.

Quote from: BattleWarg
[1] •Annalena [Elven]
Ally • Elf • Home 3R
3 Strength
3 Vitality
To play, spot an Elf.
"...the gift of the Elf-minstrels, who can make the things of which they sing appear before the eyes of those that listen."
Eh, I would still want to have SOME kind of additional text on her, even if it's just doing something nifty when you play her, like removing a threat or burden or making a companion resistance +_ until the end of the turn something.

Quote from: BattleWarg
[4] •Aragorn, Dunadan [Gondor]
Companion • Man
9 Strength
4 Vitality
9 Resistance
Ranger.
While the fellowship is in region 1, [Gondor] allies cost [1] less.
While Aragorn is in your dead pile, each time the fellowship moves, add [1].
"All that is gold does not glitter, / Not all those who wander are lost..."
"...[Gondor] allies are twilight cost -1" is better. I'm tempted to raise his cost even though he lacks a great ability, but I'll wait and see what other reviewers think.

Quote from: BattleWarg
[2] •Arinmir [Elven]
Companion • Elf
5 Strength
3 Vitality
6 Resistance
While you can spot 2 other rangers, Arinmir is a ranger.
"They dwelt most often by the edges of the woods, from which they could escape at times to hunt, or to ride and run over open lands by moonlight or starlight..."
Fun. Seems a prime candidate for a hunter 1, if you plan to use that keyword.

Quote from: BattleWarg
[3] •Army of the Dead [Gondor]
Follower
Aid - Exert Aragorn or add 2 threats
To play, spot Aragorn or discard 2 [Gondor] cards.
Bearer is strength +1 for each Wraith you can spot and damage +1 for each card in your opponent's support area.
"I see shapes of Men and of horses, and pale banners like shreds of cloud, and spears like winter-thickets on a misty night.  The Dead are following."
Awesome! The damage benefit seems too good, though...perhaps damage +1 for each Shadow culture you can spot or something more restrictive like that instead?

Quote from: BattleWarg
[1] Arouse Denizens [Moria]
Event • Skirmish
Make a [Moria] Orc or an [Orc] Orc strength +2 (or +3 if underground).
"...the goblin army had gathered behind the resisted vanguard, and poured now in rage into the valley..."
Fun!

Quote from: BattleWarg
[3] Arouse Minions [Sauron]
Event • Skirmish
Spot X [Sauron] cards to make a minion strength +X, where X is less than the site number of the current site.
"Long had it been forging in the dark smithies of Mordor, ...on it spells of ruin lay.  Grond they named it, in memory of the Hammer of the Underworld of old."
Um...did you mean "where X is the current site number minus one"? I'm a little confused....

Quote from: BattleWarg
[2] •Arwen [Elven]
Ally • Elf • Home 3R
2 Strength
2 Vitality
To play, spot Aragorn or an Elf.
At the start of each regroup phase, you may draw a card.
Fellowship or Maneuver:  Spot Aragorn to allow Arwen to participate in archery fire or skirmishes.
"The braids of her dark hair were touched by no frost; her white arms and clear face were flawless and smooth, and the light of stars was in her eyes... queenly she looked, and thought and knowledge were in her glance..."
Same note as Anborn regarding the subtitle. I doubt I'd even use the ability except in a very dire emergency, but I guess she's okay.

Quote from: BattleWarg
(0) Ash Mountains [Gollum]
Event • Fellowship or Regroup
As an additional cost to play Ash Mountains, exert a ranger.
Until end of turn, each time the fellowship moves to a site in region 3, you may add 2 less twilight tokens for the region.  If you do, the twilight cost of each minion is -1.  Otherwise, the twilight cost of each non-minion shadow card is +1.
I think you can just say "To play, exert a ranger." See Final Account and Well-traveled. I don't understand the "Otherwise". Why not just do "...each minion is -1 and each non-minion Shadow card is +1"?

Quote from: BattleWarg
[2] Assassin [Men]
Minion • Man
11 Strength
2 Vitality
3 Site Number
Fierce.
When you play Assassin, remove [1] for each Free Peoples culture you can spot or discard Assassin.
At the start of each assignment phase, the Free Peoples player must wound a companion or allow you to assign Assassin to skirmish a companion.  The Free Peoples player may then wound another companion to make Assassin lose fierce.
You need a spotting requirement similiar to what I recommended for Ambusher, or the ability is just too strong.

Quote from: BattleWarg
[1] Athelas [Gondor]
Possession
Bearer must be a character.
Fellowship or Regroup:  Choose one:  If bearer is a [Gondor] ranger companion, discard this possession to heal a companion; or, if bearer is a [Gondor] ally, discard this possession to heal an ally; or, if bearer is Aragorn, discard this possession to remove a burden or discard a corruption card on a companion.
Name's already taken, but the rest is good. :up: I look forward to "corruption" cards. :twisted:

Quote from: BattleWarg
[1] Awaken Denizens [Orc]
Condition • Support Area
To play, spot a [Moria] Orc or an [Orc] Orc.
At the start of the assignment phase, if you can spot fewer minions than Ring-bound companions, you may choose unbound or Ring-bound.  Companions of the chosen type may not be assigned to skirmish.
At the end of the turn, discard Awaken Denizens.
"'...they're gone for robbers and live outside, hiding in the woods beyond Archet, and out in the wilds north-way.  It's like a bit of the bad old times tales tell of, I say.'"
Iiiiiinteresting. I'd have to see this used to really judge it, but I think it's balanced and it is most certainly a fun idea.

Quote from: BattleWarg
[2] Awaken Minions [Sauron]
Condition • Support Area
To play, spot a [Sauron] minion or a [Wraith] minion.
At the end of the turn, discard Awaken Minions.
Assignment:  Spot a [Sauron] minion or [Wraith] minion to play a minion with lower twilight cost from your discard pile; that minion is fierce.  The Free Peoples player may spot more minions than unbound companions to prevent this.
"...here the Dark Power, moving its armies like pieces on a board, was gathering them together."
I'd make it more expensive, like [4]. But I like the idea.

Quote from: BattleWarg
[1] Awaken the Earth's Fire [Sauron]
Event • Shadow
Environment.
If you can spot Doors of Night, add [1] and until the end of the turn, the fellowship's current region is considered to be 1 greater.
If the fellowship is in region 3, make a minion strength +3 until the regroup phase.
I assume environment is an unbound keyword, like weather? Weird card, but seems alright.
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 11, 2009, 02:10:28 AM
Reply #6

BattleWarg

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Re: The Wizards - MECCG converted Set
« Reply #6 on: July 11, 2009, 02:10:28 AM »
Alright, then.  First note is on the sites.  Basically, what this set is attempting is to combine the site numbers of pre-shadows with the rules for regions from post-shadows.

So, when building your adventure deck, you'll pick out a Site 1R, Site 2R, Site 3R, Site 4R, Site 5R, Site 6R, Site 7R, Site 8R, and a Site 9R.  When in play, you'll add [3] for moving to region 2 when moving to sites 4R-6R and [6] for moving to region 3 when moving to sites 7R-9R.  (and on occassion, [9] for moving to region 4...)
While I could easily work it while leaving out the region rules, it allows me to work from an additional area of twilight sources.

A second note - I'm typing this post up and having to copy and paste the complete post for the cards.  For whatever reason, some stage of the process doesn't like me writing anything longer than the visual box (reorienting the shown text to the top as I type).


Now then, onto the replies from comments.

A Chance Meeting - I'll admit there aren't many cases where playing from hand will be very useful at that point.  The main two I can think of is maneuver card drawing (Cast It Into the Fire) that draws into your needed companion, and a rather odd fellowship of Gandalf, BoO + Smeagol, BoGS to play an unbound companion as your third (Radagast, maybe?)  As for the discard invalidating Borne Far Away - I've mostly seen it used as a way to get companions from the dead pile.  But maybe I've missed those decks.

Nazgul Conditions - Actually, I really like that idea.  It even fits with some of the Nazgul effects in ME.  I'm thinking that "Discard Ulaire Otsea to exert a companion for each other [Wraith] Nazgul you spot."  I'll admit, I'm pretty sure there won't be non-[Wraith] Nazgul, but I have a feeling that if there are, that probably shouldn't mix with these.

A Friend or Three - To be fair, ICE drew up that card name well before I read Lord of the Rings (and probably The Hobbit, although probably not before I had The Hobbit read to me...).  The other part that I love is the fact that it has an effect for more than just enough to play him for free.

Agburanar, Cavern Hunter - Well, the number was decided on based on the same method the site's numbers are decided.  I do include some variance for gameplay balance, though, and his home cave actually falls into site 4 (although if I push the site over to 5, having him at 6 would work).

Alatar, the Hunter - I'll reduce it for the ability (plus having 4-5-6-7), but Alatar is supposed to be the combat-oriented wizard.  Then again, he does cost [5]...

Align Palantir - Oh, geez...  I agree on the wording, and completely spaced on the fact it could just be used repetatively.  As for the "Plays on" vs. "Bearer must be" - it also prevents it from being transfered, which is actually a plus.

Ambusher - How'd I miss the type line?  How's "To play, spot 3 [Men] cards." sound?  To indicate that you have to have planned ahead of time to set the trap on the companions as they come through.  Though I am thinking to reduce him to 9 Strength - just a bit too tough for non-armed combatants, but not enough to take down armed combatants.

Amon Hen - Well, it's got a Site Number of 5 and a Shadow Number of [3].  When you move to the site, you'll add an additional [3] for the region (as explained above).

Anborn - If/when I work up a subtitle, I'll see about adding it, as I'm pretty sure there won't be any more Anborns to convert.  Probably use the basic format for other members of Faramir's Rangers and have a subtitle shared between them.

Anduin River - Another that I failed to spot the problems with multiples in a single turn.  Playing two at site 4 will allow you to move to site 7 without adding any twilight for regions.  I do like your solution however - plus it'll make it easier to word...  For those interested that don't know, the cards like this are used to allow you to move people across larger rivers or mountain ranges without having to make your way around.

Anduril, the Flame of the West - Technically, it's not, but it's similar enough that I'll agree.  :)  I think your idea sounds better for the spotting requirement - basically that was drawn from the fact that to play Anduril, you need Reforging (one group working on it) and Narsil (obviously why).  My thought on the requirement - "To play, spot 2 [Gondor] Artifacts (or Narsil) and an ally (or The Shards of Narsil)."  Flavorwise, I want it to be [Elven] or [Gondor] ally, but mechanicwise I'll settle for any artifact.

Annalena - Actually, I like the idea of threat/burden removal.  Why not... "When Annalena comes into play, remove a threat.  If you cannot, remove a burden."  Often a [1] cost burdan removal + possible cannon fodder but can help out against threats (or with a threat heavy free peoples).

Aragorn, Dunadan - Yeah, it's a bit of a tough call, but I actually ended up upping his Strength/Resistance to 9 deciding he would be disturbingly unhelpful at standard stats with a drawback if killed and a minor ability.

Arinmir - I do tend to forget about the newer keywords.  Thanks for reminding me about it, though.  I like that - though I'm not sure if it should be a basic keyword or a similar ability as her rangerness.

Army of the Dead - Part of the damage effect was based on the [Raider] Corsair ships in the support area.  So, really the flavor reason is a problem with counter single-culture.  Maybe each Shadow possession would work, though.  Plus, as is, would make me really want to see a Gimli, BoG + [Gondor] Wraith deck...

Arouse Minions - I'll admit it's somewhat my problem, but I don't like cards that eventually become useless as the game goes on (I'll make them, but I'll try to have some way to keep them playable at the least).  In this case, while your method is easier, mine's slightly different.  For simplicity, let's say we're at site 3.  I can spot a [Sauron] card for a +1 strength bonus; or I can spot 2 [Sauron] cards for a +2 strength bonus; or I could spot 0 [Sauron] cards for a +0 strength bonus.  Difference of course being that if I can't spot the extra [Sauron] cards, I can't play your version.

Arwen - I was actually thinking that the other way around would be the problem pointed out.  The fact that as long as you have Aragorn, you can allow Arwen to be involved at no cost with no other conditions.  My answer to that, of course, is the 2 Strength / 2 Vitality.  A card coming up later will make this interesting if I try for what I'm thinking of trying for.

Ash Mountains - You're right on the to play ability.  As for the ability, it was intended to make you choose which one to go for - if they have 2 or more minions that they can play, the first choice cancels itself out and if they have only minions, the second choice doesn't help at all.

Assassin - Hmm...  Assassin is slightly different, being used to punish small fellowships - but maybe "spot a [Sauron] Man (or another [Men] Man)" for the ability (so you could still have a fierce 11 Strength minion for [3] if they've got a single culture fellowship, but needing a bit more to actually have him be dangerous.

Athelas - Yeah, shame the name's taken.  Kingsfoil would be a better one, but it has a similar problem...  As for Corruption - they are interesting ones, though I'm not completely sure how I want to work them yet.

Awaken Denizens - Definitely a tough one, it would be deadly in a regroup effects deck, as well as against a heavily Ring-bound shifted deck if you have decently strong minions.  With two, yes, you could prevent all skirmishes for a turn, but you'ld better make it worth it.

Awaken Minions - I originally had it give a twilight cost reduction, but decided it was good enough like this.  I can see upping the cost, though.

Awaken the Earth's Fire - Yep, unbound keyword.  I may switch it to actually be weather though - just not sure how much interaction I want between the environment and Saruman's Weather Machine...  Currently, I'm thinking that if the fellowship's in region 4, they add [9] for the region.  Obviously, I'm not completely sure on it right now, though - especcially with it being an event.  Maybe this should also be a unique condition...

July 11, 2009, 09:12:44 PM
Reply #7

BattleWarg

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Re: The Wizards - MECCG converted Set
« Reply #7 on: July 11, 2009, 09:12:44 PM »
[1R] Bag End
Dwelling.  Until the end of the turn, each companion is resistance +1 for each Hobbit you can spot.
--->

[2] •Balin, Watchman of the Company [Dwarven]
Companion • Dwarf
5 Strength
3 Vitality
6 Resistance
While skirmishing an Orc, Balin gains hunter 2.
Assignment:  Exert Balin to assign an Orc to skirmish him.
"'Well, it is the first time that even a mouse has crept along carefully and quietly under my very nose and not been spotted,' said Balin, 'and I take off my hood to your.' Which he did."

[1][4] •The Balrog, the Flame of Khazad-dum [Moria]
Minion • Balrog
14 Strength
5 Vitality
5 Site Number
Damage +2.  The Balrog of Moria's skirmish may not be canceled.
While at an underground site, each [Moria] minion is strength +2.

[6R] Bandit Lair [1]
Each time a character wins a skirmish, that character's owner may draw a card.
<---

[5] •Bane of the Ithil-stone [Sauron]
Condition • Support Area
To play, spot a [Sauron] minion (or 2 Palantiri).
Each companion bearing a Palantir is resistance -1.
Response:  If a card would reveal cards in a deck to any number of players, discard 2 cards to prevent it (or, if the card revealing cards is a Palantir, discard a card).  If you have no cards in hand, discard Bane of the Ithil-stone.

[9R] Barad-dur (0)
When the fellowship moves to this site, the first Shadow Player names a culture.  That player draws a card for each card of that culture you can spot.
<---

[1] •Bard, Bowman of Laketown [Gandalf]
Ally • Man • 4R
4 Strength
2 Vitality
While you can spot a ranged weapon, Bard is an archer.
Maneuver:  If the fellowship is at any site 5, he may participate in archery fire and skirmishes.
"Their captain was Bard, grim-voiced and grim-faced, whose friends had accused him of prophesying floods and poisoned fish, though they knew his worth and courage."

[1] •Barliman Butterbur, Friend of All [Gandalf]
Ally • Man • 2R
2 Strength
2 Vitality
Fellowship:  Exert Barliman Butterbur and spot a site to play a non-[Gandalf] character; its twilight cost is -1 for each ally whose home site is the spotted site.
"...a short fat man with a bald head and a red face... He seemed capable of an endless stream of talk, however busy he might be."

[2R] Barrow-downs (0)
Wraith minions are not roaming.
--->

[3] Barrow-wight [Wraith]
Minion • Wraith
7 Strength
2 Vitality
6 Site Number
While you can spot a [Sauron] Wraith, Barrow-wight gains the [Sauron] culture.
Whenever a companion loses a skirmish involving this minion, reveal the top card of the Free Peoples player's deck.  If that card's cost is greater than that companion's resistance, wound that companion.
"...two eyes, very cold though lit with a pale light... Then a grip stronger and colder than iron..."

(0) Beautiful Gold Ring [Gollum]
Possession • Ring
Bearer must be a companion or ally.
Regroup:  Discard this possession to play a ring on bearer from your hand or discard pile.  If you play a unique ring this way, discard a card from hand.

[3] •Beorn, Ranger of Mirkwood [Gandalf]
Companion • Man
6 Strength
3 Vitality
7 Resistance
Ranger.
Beorn gains Hunter 1 for each condition he bears.
Beorn loses hunter 1 for each possession he bears.
"...a huge man with thick, black beard and hair, and great bare arms and legs with knotted muscles."

[2] Beornings [Gandalf]
Follower
+1 Strength
+1 Vitality
Aid - Exert a Man (or exert a Free Peoples Wizard and add a threat)
To play, exert 2 [Gandalf] companions (or spot Beorn or Grimbeorn).
"'...if it were not for the Beornings, the passage from Dale to Rivendell would long ago have become impossible.  They are valiant men...'"

[4R] Beorn's House [2]
Dwelling.  Plains.  At the start of the regroup phase, if you cannot spot a minion, the Free Peoples player may heal 2 companions (or each [Gandalf] Man).
--->

[2] •Beregond, Guard of the White Tree [Gondor]
Ally • Man • Home 6R
5 Strength
3 Vitality
Knight.  Beregond may be healed as though he was a companion while the fellowship is at a sanctuary.
Skirmish:  Exert Beregond to make another [Gondor] character strength +2.
"...Beregond laughed, 'I am no captain. ...being but a plain man of arms of the Third Company of the Citadel... to be only a man of arms of the Guard... is held worthy in the city, and such men have honour...'"

[2] •Beretar, Ranger of the North [Gondor]
Companion • Man
6 Strength
3 Vitality
6 Resistance
Ranger.  While you can spot another [Gondor] ranger in your starting fellowship, Beretar's twilight cost is -1.
Each time Beretar exerts, remove [1].
"When the kingdom ended the Dunedain passed into the shadows and became a secret and wandering people, and their deeds and labours were seldom sung or recorded."

[1] •Bergil, Dunadan of Gondor [Gondor]
Ally • Man • Home 6R
3 Strength
2 Vitality
Bergil may be healed as though he was a companion while the fellowship is at a sanctuary.
Regroup:  Exert Bergil and spot Beregond to heal a [Gondor] companion.
"The boy drew himself up proudly. 'I am Bergil son of Beregond of the Guards,' he said."

[4] •Burat, "Bert" [Moria]
Minion • Troll
10 Strength
4 Vitality
4 Site Number
Each time Burat wins a skirmish, if you can spot Tuma, the Free Peoples player must discard a possession borne by a character skirmishing Burat.
While you can spot Wuluag, each [Moria] Troll is strength +1.

[2] •Bifur, Dwarf of the Blue Mountain [Dwarven]
Ally • Dwarf • Home 1R
4 Strength
2 Vitality
Each Dwarf companion is strength +1 while skirmishing an Orc.
"...for Bifur and Bombur had given a lot of trouble, and fought like mad, as dwarves will when cornered."

[2] •Bilbo, Scholar [Shire]
Companion • Hobbit
3 Strength
3 Vitality
8 Ringed Resistance
Cards treat Bilbo's resistance as +3.
Each time the fellowship moves, if Bilbo is in the dead pile, add [1].
Response:  If Bilbo is about to be killed, if he is the Ring-bearer, spot another companion with Ringed Resistance.  That companion becomes the Ring-bearer.  Add a burden for each character you can spot.
"'I am Ringwinner and Luckwearer..."

[1]Bill the Pony, Noble Horse [Shire]
Possession
Bearer must be a companion.
If bearer is a Hobbit, Bill the Pony is considered a Mount.
Regroup:  Discard Bill the Pony to make the move limit +1.  Until end of turn, if the fellowship is at a sanctuary, it may not move.

[1] Block [Gondor]
Event • Response
If a character is about to take a wound from losing a skirmish involving a Free Peoples character with strength 7 or more (or bearing armor), prevent that wound.
If that character is a [Gondor] character, until the end of this skirmish, you may play this event from the discard pile.
"...there was a twang of bowstrings; several arrows whistled over them, and some fell among them.  One smote Frodo between the shoulders... but the arrow fell back, foiled by his hidden coat of mail."

[1R] Blue Mountain Dwarf-hold
Mountain.  Underground.  At the start of the fellowship phase, you may spot a Dwarf to play Blue Mountain Dwarves from your draw deck.
<---

[2] Blue Mountain Dwarves [Dwarven]
Follower • Dwarf
+1 Strength
Aid - [1]
While you can spot a Dwarf, Blue Mountain Dwarves twilight cost is -1.
When you attach Blue Mountain Dwarves to a companion except a Dwarf, add a threat.
"Now they had fair halls in the mountains, and stores of goods, and their days did not seem so hard..."

[2] •Bofur, Dwarf of the Blue Mountain [Dwarven]
Ally • Dwarf • Home 1R
4 Strength
2 Vitality
Fellowship or Regroup:  Exert Bofur to remove [1] for each Dwarf you spot.  Each of those Dwarves are strength -2 until the end of the turn.
"Bifur and Bofur went out too, and came back with clarinets that they had left among the walking sticks."

[1] •Bombur, Dwarf of the Blue Mountain [Dwarven]
Ally • Dwarf • Home 1R
3 Strength
2 Vitality
Fellowship:  If the fellowship is at site 1R or a sanctuary, add [X] to heal X wounds from companions, where X is equal to the number of Dwarves you can spot.
"'I am too fat for such fly-walks,' he said. 'I should turn dizzy and tread on my beard, and then you would be thirteen again.'"

[2]Book of Mazarbul, Book of Secrets [Dwarven]
Artifact
-1 Resistance
Bearer must be a Dwarf.
The Shadow number of each underground site is -1 for each Dwarf in your dead pile.
Each time you reconcile, if bearer is not exhausted, you may draw a card.
"...it was so stained... that little of it could be read."

[3] •Boromir, Messenger of Minas Tirith [Gondor]
Companion • Man
7 Strength
3 Vitality
5 Resistance
Knight. Boromir counts as a [Rohan] character for Toil.
Each [Gondor] and [Rohan] follower gains Toil 1.
"'And very valiant indeed he was: no heir of Minas Tirith has for long years been so hardy in toil, so onward in battle, or blown a mightier not on the Great Horn.'"

[2R] Bree [2]
Dwelling.  Battleground.  Man allies may participate in archery fire and skirmishes here.
--->

[2] •Bridge [Elven]
Condition • Support Area
You may add [2] to play Bridge during the regroup phase.
To play, spot 4 allies (or 2 [Elven] allies).
If the fellowship is at a sanctuary and may not move again, the move limit is +1 and the Free Peoples player must move again.

[2] Brigands [Men]
Minion • Man
8 Strength
2 Vitality
4 Site Number
Whenever this minion wins a skirmish against a character, for each wound that character take, the Free Peoples player may let you discard a possession (or artifact if you spot 2 other Man minions) that character bears to prevent that wound.
"...some would join forces with the Easterlings, either out of greed for spoil, or in furtherance of feuds among their princes."
« Last Edit: February 25, 2013, 12:46:25 AM by BattleWarg »

July 25, 2009, 07:22:58 PM
Reply #8

sickofpalantirs

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Re: The Wizards - MECCG converted Set
« Reply #8 on: July 25, 2009, 07:22:58 PM »
[1R] Bag End
Dwelling.  Until the end of the turn, each companion is resistance +1 for each Hobbit you can spot.
--->
fine

[2] •Balin, Watchman of the Company [Dwarven]
Companion • Dwarf
5 Strength
3 Vitality
6 Resistance
While skirmishing an Orc, Balin gains hunter 2.
Assignment:  Exert Balin to assign an Orc to skirmish him, ignoring that minion's game text.
"'Well, it is the first time that even a mouse has crept along carefully and quietly under my very nose and not been spotted,' said Balin, 'and I take off my hood to your.' Which he did."
I don't know where your trying to go with that ability, but I don't think its what you want.

[1][4] •The Balrog of Moria, the Flame of Khazad-dum [Moria]
Minion • Balrog
14 Strength
5 Vitality
5 Site Number
Damage +2.  The Balrog of Moria's skirmish may not be cancelled.
While at an underground site, each [Moria] minion is strength +2.
canceled.

[6R] Bandit Lair [2]
Each time a character wins a skirmish, that character's owner may draw a card.
<---
fine. though I'd cut cost to 0, and a bandits lair as a sanctuary?

[5] •Bane of the Ithil-stone [Sauron]
Condition • Support Area
To play, spot a [Sauron] minion (or 2 Palantiri).
Each companion bearing a Palantir is resistance -1.
Response:  If a card would reveal cards in a deck to any number of players, discard 2 cards to prevent it (or, if the card revealing cards is a Palantir, discard a card).  If you have no cards in hand, discard Bane of the Ithil-stone.
is the last sentence a different ability?

[9R] Barad-dur (0)
When the fellowship moves to this site, name a culture.  Draw a card for each card of that culture you can spot.
<---
should probably cost 2-3

[1] •Bard, Bowman of Laketown [Gandalf]
Ally • Man • 4R
4 Strength
2 Vitality
While you can spot a ranged weapon, Bard is an archer.
Maneuver:  If the fellowship is at any site 5, he may participate in archery fire and skirmishes.
"Their captain was Bard, grim-voiced and grim-faced, whose friends had accused him of prophesying floods and poisoned fish, though they knew his worth and courage."
fine.

[1] •Barliman Butterbur, Friend of All [Gandalf]
Ally • Man • 2R
2 Strength
2 Vitality
Fellowship:  Exert Barliman Butterbur and spot a site to play a non-[Gandalf] character; its twilight cost is -1 for each ally whose home site is the spotted site.
"...a short fat man with a bald head and a red face... He seemed capable of an endless stream of talk, however busy he might be."
  kewl.

[2R] Barrow-downs (0)
Wraith minions are not roaming.
--->
fine.

[3] Barrow-wight [Wraith]
Minion • Wraith
7 Strength
2 Vitality
6 Site Number
If you can spot a [Sauron] Wraith, Barrow-wight gains the [Sauron] culture.
Whenever a companion loses a skirmish involving this minion, reveal the top card of the Free Peoples player's deck.  If that card's cost is greater than that companion's resistance plus 2, wound that companion.
"...two eyes, very cold though lit with a pale light... Then a grip stronger and colder than iron..."
While you can spot a sauron wraith perhaps?  get rid of the plus 2.

(0) Beautiful Gold Ring [Gollum]
Possession • Ring
Bearer must be a companion or ally.
Regroup:  Discard this possession to play a ring on bearer from your hand or discard pile.  If you play a unique ring this way, discard a card from hand.
weird title...

[3] •Beorn, Ranger of Mirkwood [Gandalf]
Companion • Man
6 Strength
3 Vitality
7 Resistance
Ranger.
Beorn gains Hunter 1 for each condition he bears.
Beorn loses hunter 1 for each possession he bears.
"...a huge man with thick, black beard and hair, and great bare arms and legs with knotted muscles."
fun stuff. though a ranger?

[2] Beornings [Gandalf]
Follower
+1 Strength
+1 Vitality
Aid - Exert a Man (or exert a Wizard and add a threat)
To play, exert 2 [Gandalf] companions (or spot Beorn).
"'...if it were not for the Beornings, the passage from Dale to Rivendell would long ago have become impossible.  They are valiant men...'"
I never got the usefulness of vitality on followers...

[4R] Beorn's House [2]
Dwelling.  Plains.  At the start of the regroup phase, if you cannot spot a minion, the Free Peoples player may heal 2 companions (or each [Gandalf] Man).
--->
since your apply region, I guess its fine.

[2] •Beregond, Guard of the White Tree [Gondor]
Ally • Man • Home 6R
5 Strength
3 Vitality
Knight.  Beregond may be healed as though he was a companion while the fellowship is at a sanctuary.
Skirmish:  Exert Beregond to make another [Gondor] character strength +2.
"...Beregond laughed, 'I am no captain. ...being but a plain man of arms of the Third Company of the Citadel... to be only a man of arms of the Guard... is held worthy in the city, and such men have honour...'"
  kewl stuff.

[2] •Beretar, Ranger of the North [Gondor]
Companion • Man
6 Strength
3 Vitality
6 Resistance
Ranger.  While you can spot another [Gondor] ranger in your starting fellowship, Beretar's twilight cost is -1.
Each time Beretar exerts, remove [1].
"When the kingdom ended the Dunedain passed into the shadows and became a secret and wandering people, and their deeds and labours were seldom sung or recorded."
fine.

[1] •Bergil, Dunadan of Gondor [Gondor]
Ally • Man • Home 6R
3 Strength
2 Vitality
Bergil may be healed as though he was a companion while the fellowship is at a sanctuary.
Regroup:  Exert Bergil and spot Beregond to heal a [Gondor] companion.
"The boy drew himself up proudly. 'I am Bergil son of Beregond of the Guards,' he said."
fine.

[4] •Burat, "Bert" [Moria]
Minion • Troll
10 Strength
4 Vitality
4 Site Number
Each time Burat wins a skirmish, if you can spot Tuma, the Free Peoples player must discard a possession borne by a character skirmishing Burat.
While you can spot Wuluag, each [Moria] Troll is strength +1.
fine.

[2] •Bifur, Dwarf of the Blue Mountain [Dwarven]
Ally • Dwarf • Home 1R
4 Strength
2 Vitality
Each Dwarf companion is strength +1 while skirmishing an Orc.
"...for Bifur and Bombur had given a lot of trouble, and fought like mad, as dwarves will when cornered."
fine.

[2] •Bilbo, Scholar [Shire]
Companion • Hobbit
3 Strength
3 Vitality
8 Ringed Resistance
Cards treat Bilbo's resistance as +3.
Each time the fellowship moves, if Bilbo is in the dead pile, add [1].
Response:  If Bilbo is about to be killed, if he is the Ring-bearer, spot another companion with Ringed Resistance.  That companion becomes the Ring-bearer.  Add a burden for each character you can spot.
"'I am Ringwinner and Luckwearer..."
whatever works.  I might allow you to discard him to do it as well..IDK that gets kinda stuffed than.

[1]Bill the Pony, Noble Horse [Shire]
Possession
Bearer must be a companion.
If bearer is a Hobbit, Bill the Pony is considered a Mount.
Regroup:  Discard Bill the Pony to make the move limit +1.  Until end of turn, if the fellowship is at a sanctuary, it may not move.
fine.

[1] Block [Gondor]
Event • Response
If a character is about to take a wound from losing a skirmish involving a Free Peoples character with strength 7 or more (or bearing armor), prevent that wound.
If that character is a [Gondor] character, until the end of this skirmish, you may play this event from the discard pile.
"...there was a twang of bowstrings; several arrows whistled over them, and some fell among them.  One smote Frodo between the shoulders... but the arrow fell back, foiled by his hidden coat of mail."
couldn't just just have, if your Character bearing an Armor or shield ( ditch the strength) is about to take a wound in a skirmish, prevent it.  right now its just kinda complex.   

[1R] Blue Mountain Dwarf-hold
Mountain.  Underground.  At the start of the fellowship phase, you may spot a Dwarf to play Blue Mountain Dwarves from your draw deck.
<---
fine.

[3] Blue Mountain Dwarves [Dwarven]
Follower • Dwarf
+1 Strength
Aid - [2]
While you can spot a Dwarf, Blue Mountain Dwarves twilight cost is -1.
When you attach Blue Mountain Dwarves to a companion, except a Dwarf, add a threat.
"Now they had fair halls in the mountains, and stores of goods, and their days did not seem so hard..."
I'd knock aid down to 1.

[2] •Bofur, Dwarf of the Blue Mountain [Dwarven]
Ally • Dwarf • Home 1R
4 Strength
2 Vitality
Fellowship or Regroup:  Exert Bofur to remove [1] for each Dwarf you spot.  Each of those Dwarves are strength -2 until the end of the turn.
"Bifur and Bofur went out too, and came back with clarinets that they had left among the walking sticks."
fine by me.

[1] •Bombur, Dwarf of the Blue Mountain [Dwarven]
Ally • Dwarf • Home 1R
3 Strength
2 Vitality
Fellowship:  If the fellowship is at site 1R or a sanctuary, add [X] to heal X wounds from companions, where X is equal to the number of Dwarves you can spot.
"'I am too fat for such fly-walks,' he said. 'I should turn dizzy and tread on my beard, and then you would be thirteen again.'"
seems like could have some wicked loops.  Perhaps at the start of the fellowship phase?

[2]Book of Mazarbul, Book of Secrets [Dwarven]
Artifact
-1 Resistance
Bearer must be a Dwarf.
The Shadow number of each underground site is -1 for each Dwarf in your dead pile.
Each time you reconcile, if bearer is not exhausted, you may draw a card.
"...it was so stained... that little of it could be read."
fine.

[3] •Boromir, Messenger of Minas Tirith [Gondor]
Companion • Man
7 Strength
3 Vitality
5 Resistance
Knight.
Each time you play a [Gondor] or [Rohan] follower, you may exert Boromir to make that follower's twilight cost -1.
"'And very valiant indeed he was: no heir of Minas Tirith has for long years been so hardy in toil, so onward in battle, or blown a mightier not on the Great Horn.'"
this really depends on the rarity...I might do something with Aid, like exert him instead of paying the aid cost. 

[2R] Bree [2]
Dwelling.  Battleground.  Men allies may participate in archery fire and skirmishes here.
--->
would it be Man allies? isn't it Ally Man? I might be wrong...

[2] •Bridge [Elven]
Condition • Support Area
You may add [2] to play Bridge during the regroup phase.
To play, spot 4 allies (or 2 [Elven] allies).
If the fellowship is at a sanctuary and may not move again, the move limit is +1 and the Free Peoples player must move again.
fine by me.  Though the title is somehwat lacking.  Lorien bridge? Silvan bridge? Swan Bridge? IDK.

[2] Brigands [Men]
Minion • Man
8 Strength
2 Vitality
4 Site Number
Whenever this minion wins a skirmish against a character, the Free Peoples player may let you discard a possession (or artifact if you spot 2 other Man minions) that character bears for each wound that companion would take to prevent those wounds.
"...some would join forces with the Easterlings, either out of greed for spoil, or in furtherance of feuds among their princes."
now thats a nice idea, but rather complicated, I'd just let the freeps player decide which possession to discard.
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
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August 30, 2009, 07:38:21 AM
Reply #9

Thranduil

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Re: The Wizards - MECCG converted Set
« Reply #9 on: August 30, 2009, 07:38:21 AM »
[3] Abductor [Men]
Minion • Man
8 Strength
2 Vitality
4 Home Site
Each time this minion wins a skirmish, you may discard a follower or an ally (or both if at a dwelling site).
"Suddenly he seized them.  The strength in his long arms and shoulders was terrifying.  He tucked them one under each armpit, and crushed them fiercely to his sides; a great stifling hand was clapped over each of their mouths."
I'm not sure about both. Given that they are in general mutually exclusive, I'd probably go with 2 at a dwelling site.

[1] A Chance Meeting [Gandalf]
Event • Maneuver
Spot a Wizard to play a companion from your hand or discard pile.
"But at last there came about by chance a meeting between Gandalf and Thorin that changed all the fortunes of the House of Durin, and led to other and greater ends beside."
Yeah, very nice. Might want to make that [Gandalf] Wizard - doesn't make any sense to spot Saruman, for example.

[1] •Adrazar [Gondor]
Ally • Man • Home 4R
3 Strength
3 Vitality
Response:  If you reveal a [Gondor] follower from your hand or draw deck, you may exert Adrazar and pay that follower's aid cost to attach it to Adrazar.
"He encouraged all men of worth from near or far to enter his service, and to those who proved trust-worthy he gave rank and reward."
I don't understand 3 things about this card: 1) why would you reveal a [Gondor] follower from your hand or draw deck? How does this happen? 2) How can an ally bear a follower? Followers have to be borne by companions. 3) Who the #$&*@! is Adrazar?

[4] •Ulaire Otsea, Adunaphel [Wraith]
Minion • Nazgul
9 Strength
3 Vitality
3 Site Number
Fierce.  While Ulaire Otsea is in your support area, it is a condition (instead of a minion).
Maneuver:  Discard Ulaire Otsea to exert a companion for each other [Wraith] Nazgul you spot.
Response:  If a player reconciles, put Ulaire Otsea into your support area.
Seems like the extra text required to make him work is not quite worth it. Why can't he just have the [Wraith] ring text of returning him to hand?

(0) A Friend or Three [Gandalf]
Event • Fellowship
Play a [Gandalf] Man; his twilight cost is -1 for each non-[Gandalf] companion you spot.  Each unbound companion is resistance +1 until the regroup phase for each companion spotted this way.
"'I was coming... with a friend or two...' said the wizard... 'One or three you meant, I see!' said Beorn."
Interesting, but I think a little bit too good. I would choose either the twilight reduction or the resistance boost.

[7] •Agburanar, Cavern Hunter [Sauron]
Minion • Dragon
15 Strength
5 Vitality
6 Site Number
Fierce.  While you can spot Doors of Night, Agburanar's site number is -2.
Each time Agburanar wins a skirmish, you may add a threat.
Yeah, he's okay. Who is he though?

[4] •Ulaire Lemenya, Akhorahil [Wraith]
Minion • Nazgul
9 Strength
2 Vitality
3 Site Number
Fierce.  While Ulaire Lemenya is in your support area, it is a condition (instead of a minion).
Skirmish:  Discard Ulaire Lemenya to make a companion strength -1 for each other [Wraith] Nazgul you spot.
Response:  If a player reconciles, put Ulaire Lemenya into your support area.
Hmmm... I'm still not sure what I think of these condition minions. If there was good flavour to back it up, then I can see spending the design space doing it, but I can't see the flavour. I'm probably missing something...

[5]Alatar, the Hunter [Gandalf]
Companion • Wizard
7 Strength
4 Vitality
6 Resistance
Each time a minion is played, you may exert Alatar to exert that minion (or wound that minion if it is roaming).
Sure. I don't like these Wizards being [Gandalf], but I guess there's not really another culture to put them in.

[1] Align Palantir [Elven]
Condition
To play, spot a [Gandalf] or [Elven] companion.  Plays on a Palantir.
Fellowship or Regroup:  Add [2] to reveal the top X cards of any draw deck, where X is the number of Palantiri you can spot.  Discard one of those cards, then replace the rest in any order.  You may draw a card.  (Limit once per turn)
"'...For this assuredly is the palantir of Orthanc from the treasury of Elendil, set here by the Kings of Gondor...'"
There is a mechanical problem with this card: palantíri do not have a special keyword or subtype marking them as palantíri and so this condition currently has nothing to play on nor anything to spot. I think you might have to rethink this concept.

[4] Ambusher [Men]
Minion • Man
9 Strength
2 Vitality
3 Site Number
Fierce.
Assignment:
  Exert this minion or discard 2 cards from hand to assign this minion to skirmish an unbound companion.
"...suddenly Wormtongue rose up, drawing a hidden knife, and then with a snarl like a dog he sprang on Saruman's back, jerked his head back, cut his throat, and with a yell ran off down the lane."
Yeah, nice.

[5R] Amon Hen [3]
Mountain.  Whenever a companion wins a skirmish, the Free Peoples player may exert that companion to draw a card.
<---
Sure - but it's a bit too similar to Starkhorn for me.

[1]Anborn [Gondor]
Ally • Man • Home 5R
3 Strength
2 Vitality
Archer.  Ranger.
While you can spot a [Gollum] card, Anborn is strength +1.
While you can spot Faramir, Anborn is strength +1.
"'Now I have him at the arrow-point,' said Anborn.  'Shall I not shoot, Captain?  For coming unbidden to this place death is our law."
Why does he get stronger for spotting [Gollum]? I like the idea, but I think some other flavour would fit the card better.

(0)Anduin River [Gondor]
Condition
Bearer must be a ranger companion.
Whenever the fellowship moves from a site in region 2, add 2 fewer twilight tokens for the region.
Whenever the fellowship moves from a site in region 3, add 1 fewer twilight token for the region.
Interesting. Name seems a bit too much like a site though. Maybe something like, "River-Craft" or something about how Aragorn knows so much about the river, or something similar.

[3] •Anduril, the Flame of the West [Gondor]
Artifact • Hand Weapon
+3 Strength
+1 Vitality
Bearer must be Aragorn.  To play, spot 2 [Gondor] artifacts (or Narsil) and an ally (or The Shards of Narsil).
At the start of each turn, you may add [2] to heal an unbound [Gondor] companion (or a [Gondor] ally).
The spotting requirement is a bit too confusing. I would just say "To play, spot Narsil or The Shards of Narsil". But otherwise this card is very cool.

[1] •Annalena [Elven]
Ally • Elf • Home 3R
3 Strength
3 Vitality
To play, spot an Elf.
When Annalena comes into play, remove a threat.  If you cannot, remove a burden.
"...the gift of the Elf-minstrels, who can make the things of which they sing appear before the eyes of those that listen."
No problems here. Is R for Return of the King? What's site 3 RotK - surely you mean 3F? And who is Annalena?

[4] •Aragorn, Dunadan [Gondor]
Companion • Man
9 Strength
4 Vitality
9 Resistance
Ranger.
While the fellowship is in region 1, [Gondor] allies are twilight cost -1.
While Aragorn is in your dead pile, each time the fellowship moves, add [1].
"All that is gold does not glitter, / Not all those who wander are lost..."
This guy is okay. Not amazing, but okay.

[2] •Arinmir [Elven]
Companion • Elf
5 Strength
3 Vitality
6 Resistance
Hunter 1.
While you can spot 2 other rangers, Arinmir is a ranger.
"They dwelt most often by the edges of the woods, from which they could escape at times to hunt, or to ride and run over open lands by moonlight or starlight..."
Who is Arinmir?

[3] •Army of the Dead [Gondor]
Follower
Aid - Exert Aragorn or add 2 threats
To play, spot Aragorn or discard 2 [Gondor] cards.
Bearer is strength +1 for each Wraith you can spot and damage +1 for each Shadow possession you can spot.
"I see shapes of Men and of horses, and pale banners like shreds of cloud, and spears like winter-thickets on a misty night.  The Dead are following."
Discard 2 [Gondor] cards from play? Why? Why Shadow possessions? And why does a follower Army of the Dead require companion Wraiths? But other than these specifics, the concept itself is very sound.

[1] Arouse Denizens [Moria]
Event • Skirmish
Make a [Moria] Orc or an [Orc] Orc strength +2 (or +3 if underground).
"...the goblin army had gathered behind the resisted vanguard, and poured now in rage into the valley..."
Yeah, fine. Could cost (0).

[3] Arouse Minions [Sauron]
Event • Skirmish
Spot X [Sauron] cards to make a minion strength +X, where X is less than the site number of the current site.
"Long had it been forging in the dark smithies of Mordor, ...on it spells of ruin lay.  Grond they named it, in memory of the Hammer of the Underworld of old."
Arouse might be the wrong word - it has other connotations that you probably don't want to invoke... I think it's cool, but again could cost less, perhaps even [1].

[2] •Arwen [Elven]
Ally • Elf • Home 3R
2 Strength
2 Vitality
To play, spot Aragorn or an Elf.
At the start of each regroup phase, you may draw a card.
Fellowship or Maneuver:  Spot Aragorn to allow Arwen to participate in archery fire or skirmishes.
"The braids of her dark hair were touched by no frost; her white arms and clear face were flawless and smooth, and the light of stars was in her eyes... queenly she looked, and thought and knowledge were in her glance..."
Yeah, okay. Again about the home site though.

(0) Ash Mountains [Gollum]
Event • Fellowship or Regroup
To play, exert a ranger.
Until end of turn, each time the fellowship moves to a site in region 3, you may add 2 less twilight tokens for the region.  If you do, the twilight cost of each minion is -1.  Otherwise, the twilight cost of each non-minion shadow card is +1.
Why does a [Gollum] card exert a ranger? And again the title sounds a bit too much like a site. And I'm not quite clear which the "otherwise" is referring to. Do you still get to add [2] less for the region?

[2] Assassin [Men]
Minion • Man
11 Strength
2 Vitality
3 Site Number
Fierce.
When you play Assassin, remove [1] for each Free Peoples culture you can spot or discard Assassin.
At the start of each assignment phase, if you can spot a [Sauron] Man (or another [Men] Man) the Free Peoples player must wound a companion or allow you to assign Assassin to skirmish a companion.  The Free Peoples player may then wound another companion to make Assassin lose fierce.
I think the second sentence of the assignment ability is unnecessary, but this is otherwise a very cool card. I would probably make it unique though.

[1] Athelas [Gondor]
Possession
Bearer must be a character.
Fellowship or Regroup:  Choose one:  If bearer is a [Gondor] ranger companion, discard this possession to heal a companion; or, if bearer is a [Gondor] ally, discard this possession to heal an ally; or, if bearer is Aragorn, discard this possession to remove a burden or discard a corruption card on a companion.
I'm assuming there will be some corruption cards here...

[1] Awaken Denizens [Orc]
Condition • Support Area
To play, spot a [Moria] Orc or an [Orc] Orc.
At the start of the assignment phase, if you can spot fewer minions than Ring-bound companions, you may choose unbound or Ring-bound.  Companions of the chosen type may not be assigned to skirmish.
At the end of the turn, discard Awaken Denizens.
"'...they're gone for robbers and live outside, hiding in the woods beyond Archet, and out in the wilds north-way.  It's like a bit of the bad old times tales tell of, I say.'"
Yep, "awaken" is a much better word! Interesting. I think I would cost it at [3] or exert the minion to play it.

[4] Awaken Minions [Sauron]
Condition • Support Area
To play, spot a [Sauron] minion or a [Wraith] minion.
At the end of the turn, discard Awaken Minions.
Assignment:  Spot a [Sauron] minion or [Wraith] minion to play a minion with lower twilight cost from your discard pile; that minion is fierce.  The Free Peoples player may spot more minions than unbound companions to prevent this.
"...here the Dark Power, moving its armies like pieces on a board, was gathering them together."
"... fierce until the regroup phase" Learn from Ranger of the North!

[1] Awaken the Earth's Fire [Sauron]
Event • Shadow
Environment.
If you can spot Doors of Night, add [1] and until the end of the turn, the fellowship's current region is considered to be 1 greater.
If the fellowship is in region 3, make a minion strength +3 until the regroup phase.
Still waiting for the Doors of Night... This card is cool, but a bit too complicated. I might just be very tired, but I'm not entirely clear what this card does...

[1R] Bag End
Dwelling.  Until the end of the turn, each companion is resistance +1 for each Hobbit you can spot.
--->
Again, what's "R" here? Otherwise fine.

[2] •Balin, Watchman of the Company [Dwarven]
Companion • Dwarf
5 Strength
3 Vitality
6 Resistance
While skirmishing an Orc, Balin gains hunter 2.
Assignment:  Exert Balin to assign an Orc to skirmish him, ignoring that minion's game text.
"'Well, it is the first time that even a mouse has crept along carefully and quietly under my very nose and not been spotted,' said Balin, 'and I take off my hood to your.' Which he did."
What does "ignoring that minion's game text" mean? It's a weird thing to include - how many minions have the game text "This minion cannot be assigned to Dwarves"? Other than that, he's a bit small for Balin, the Lord of Moria.

[1][4] •The Balrog of Moria, the Flame of Khazad-dum [Moria]
Minion • Balrog
14 Strength
5 Vitality
5 Site Number
Damage +2.  The Balrog of Moria's skirmish may not be cancelled.
While at an underground site, each [Moria] minion is strength +2.
Surely this is just "The Balrog"? His text is fine and interesting.

[6R] Bandit Lair [2]
Each time a character wins a skirmish, that character's owner may draw a card.
<---
Yep, no problems. But, too similar to your Amon Hen to be in the same set.

[5] •Bane of the Ithil-stone [Sauron]
Condition • Support Area
To play, spot a [Sauron] minion (or 2 Palantiri).
Each companion bearing a Palantir is resistance -1.
Response:  If a card would reveal cards in a deck to any number of players, discard 2 cards to prevent it (or, if the card revealing cards is a Palantir, discard a card).  If you have no cards in hand, discard Bane of the Ithil-stone.
I have the same problems with this card as I do with the Align Palantír above, so I would see those notes - I don't understand the flavour, and mechanically it has problems.

[9R] Barad-dur (0)
When the fellowship moves to this site, name a culture.  Draw a card for each card of that culture you can spot.
<---
Fun! I like this one very much.

[1] •Bard, Bowman of Laketown [Gandalf]
Ally • Man • 4R
4 Strength
2 Vitality
While you can spot a ranged weapon, Bard is an archer.
Maneuver:  If the fellowship is at any site 5, he may participate in archery fire and skirmishes.
"Their captain was Bard, grim-voiced and grim-faced, whose friends had accused him of prophesying floods and poisoned fish, though they knew his worth and courage."
I think I would just give him archer, to be honest. And why site 5? After all, the Battle of Five Armies would presumably have happened at site 9 on the Hobbit site path.

[1] •Barliman Butterbur, Friend of All [Gandalf]
Ally • Man • 2R
2 Strength
2 Vitality
Fellowship:  Exert Barliman Butterbur and spot a site to play a non-[Gandalf] character; its twilight cost is -1 for each ally whose home site is the spotted site.
"...a short fat man with a bald head and a red face... He seemed capable of an endless stream of talk, however busy he might be."
Yeah, cool.

[2R] Barrow-downs (0)
Wraith minions are not roaming.
--->
Interesting, and seems fine to me.

[3] Barrow-wight [Wraith]
Minion • Wraith
7 Strength
2 Vitality
6 Site Number
If you can spot a [Sauron] Wraith, Barrow-wight gains the [Sauron] culture.
Whenever a companion loses a skirmish involving this minion, reveal the top card of the Free Peoples player's deck.  If that card's cost is greater than that companion's resistance plus 2, wound that companion.
"...two eyes, very cold though lit with a pale light... Then a grip stronger and colder than iron..."
I don't like math on cards; very messy, in my opinion. Otherwise good.

(0) Beautiful Gold Ring [Gollum]
Possession • Ring
Bearer must be a companion or ally.
Regroup:  Discard this possession to play a ring on bearer from your hand or discard pile.  If you play a unique ring this way, discard a card from hand.
Okay. How many non-unique rings do you intend to make?

[3] •Beorn, Ranger of Mirkwood [Gandalf]
Companion • Man
6 Strength
3 Vitality
7 Resistance
Ranger.
Beorn gains Hunter 1 for each condition he bears.
Beorn loses hunter 1 for each possession he bears.
"...a huge man with thick, black beard and hair, and great bare arms and legs with knotted muscles."
Yeah, I can see Beorn as a ranger just about. And his text is very interesting, like a real animal which is quite entertaining. Unfortunately, the possession text is no disadvantage if you don't put any conditions on him, which you might want to address (make it strength -1 instead, perhaps).

[2] Beornings [Gandalf]
Follower
+1 Strength
+1 Vitality
Aid - Exert a Man (or exert a Wizard and add a threat)
To play, exert 2 [Gandalf] companions (or spot Beorn).
"'...if it were not for the Beornings, the passage from Dale to Rivendell would long ago have become impossible.  They are valiant men...'"
[Gandalf] Wizard again - there's no reason you should be able to exert Saruman.  But otherwise fine. Perhaps allow it to spot Grimbeorn to also play without exertions.

[4R] Beorn's House [2]
Dwelling.  Plains.  At the start of the regroup phase, if you cannot spot a minion, the Free Peoples player may heal 2 companions (or each [Gandalf] Man).
--->
Yeah, very nice.

[2] •Beregond, Guard of the White Tree [Gondor]
Ally • Man • Home 6R
5 Strength
3 Vitality
Knight.  Beregond may be healed as though he was a companion while the fellowship is at a sanctuary.
Skirmish:  Exert Beregond to make another [Gondor] character strength +2.
"...Beregond laughed, 'I am no captain. ...being but a plain man of arms of the Third Company of the Citadel... to be only a man of arms of the Guard... is held worthy in the city, and such men have honour...'"
Very cool. I might keyword that first ability. Wouldn't mind something for [Shire] on Beregond though...

[2] •Beretar, Ranger of the North [Gondor]
Companion • Man
6 Strength
3 Vitality
6 Resistance
Ranger.  While you can spot another [Gondor] ranger in your starting fellowship, Beretar's twilight cost is -1.
Each time Beretar exerts, remove [1].
"When the kingdom ended the Dunedain passed into the shadows and became a secret and wandering people, and their deeds and labours were seldom sung or recorded."
Very interesting. I like him! But who is he? Are all these random names just cards from MECCG?

[1] •Bergil, Dunadan of Gondor [Gondor]
Ally • Man • Home 6R
3 Strength
2 Vitality
Bergil may be healed as though he was a companion while the fellowship is at a sanctuary.
Regroup:  Exert Bergil and spot Beregond to heal a [Gondor] companion.
"The boy drew himself up proudly. 'I am Bergil son of Beregond of the Guards,' he said."
Yeah, fine.

[4] •Burat, "Bert" [Moria]
Minion • Troll
10 Strength
4 Vitality
4 Site Number
Each time Burat wins a skirmish, if you can spot Tuma, the Free Peoples player must discard a possession borne by a character skirmishing Burat.
While you can spot Wuluag, each [Moria] Troll is strength +1.
How do we know these other names for the Trolls? Seems fine otherwise.

[2] •Bifur, Dwarf of the Blue Mountain [Dwarven]
Ally • Dwarf • Home 1R
4 Strength
2 Vitality
Each Dwarf companion is strength +1 while skirmishing an Orc.
"...for Bifur and Bombur had given a lot of trouble, and fought like mad, as dwarves will when cornered."
Yeah not bad. Could easily cost [1] though.

[2] •Bilbo, Scholar [Shire]
Companion • Hobbit
3 Strength
3 Vitality
8 Ringed Resistance
Cards treat Bilbo's resistance as +3.
Each time the fellowship moves, if Bilbo is in the dead pile, add [1].
Response:  If Bilbo is about to be killed, if he is the Ring-bearer, spot another companion with Ringed Resistance.  That companion becomes the Ring-bearer.  Add a burden for each character you can spot.
"'I am Ringwinner and Luckwearer..."
I don't get the flavour here, and I don't really understand what the first line means mechanically or why it's important.

[1]Bill the Pony, Noble Horse [Shire]
Possession
Bearer must be a companion.
If bearer is a Hobbit, Bill the Pony is considered a Mount.
Regroup:  Discard Bill the Pony to make the move limit +1.  Until end of turn, if the fellowship is at a sanctuary, it may not move.
Very nice flavour here, however. I think I'd probably leave it as "Possession • Mount" and save some text.

[1] Block [Gondor]
Event • Response
If a character is about to take a wound from losing a skirmish involving a Free Peoples character with strength 7 or more (or bearing armor), prevent that wound.
If that character is a [Gondor] character, until the end of this skirmish, you may play this event from the discard pile.
"...there was a twang of bowstrings; several arrows whistled over them, and some fell among them.  One smote Frodo between the shoulders... but the arrow fell back, foiled by his hidden coat of mail."
You could simplify this card by saying instead "If that character is a [Gondor] character, prevent all wounds to that character".

[1R] Blue Mountain Dwarf-hold
Mountain.  Underground.  At the start of the fellowship phase, you may spot a Dwarf to play Blue Mountain Dwarves from your draw deck.
<---
Too linear for me.

[3] Blue Mountain Dwarves [Dwarven]
Follower • Dwarf
+1 Strength
Aid - [2]
While you can spot a Dwarf, Blue Mountain Dwarves twilight cost is -1.
When you attach Blue Mountain Dwarves to a companion, except a Dwarf, add a threat.
"Now they had fair halls in the mountains, and stores of goods, and their days did not seem so hard..."
Yeah, fine. Could cost [1] or [2] though.

[2] •Bofur, Dwarf of the Blue Mountain [Dwarven]
Ally • Dwarf • Home 1R
4 Strength
2 Vitality
Fellowship or Regroup:  Exert Bofur to remove [1] for each Dwarf you spot.  Each of those Dwarves are strength -2 until the end of the turn.
"Bifur and Bofur went out too, and came back with clarinets that they had left among the walking sticks."
Hm... I think it's important that you have a choice how many Dwarves you can spot, so something like "Exert Bofur and spot X Dwarves to remove [X]."

[1] •Bombur, Dwarf of the Blue Mountain [Dwarven]
Ally • Dwarf • Home 1R
3 Strength
2 Vitality
Fellowship:  If the fellowship is at site 1R or a sanctuary, add [X] to heal X wounds from companions, where X is equal to the number of Dwarves you can spot.
"'I am too fat for such fly-walks,' he said. 'I should turn dizzy and tread on my beard, and then you would be thirteen again.'"
Yeah okay, but I might follow my wording from the last card instead.

[2]Book of Mazarbul, Book of Secrets [Dwarven]
Artifact
-1 Resistance
Bearer must be a Dwarf.
The Shadow number of each underground site is -1 for each Dwarf in your dead pile.
Each time you reconcile, if bearer is not exhausted, you may draw a card.
"...it was so stained... that little of it could be read."
Interesting card. I like it.

[3] •Boromir, Messenger of Minas Tirith [Gondor]
Companion • Man
7 Strength
3 Vitality
5 Resistance
Knight.
Each time you play a [Gondor] or [Rohan] follower, you may exert Boromir to make that follower's twilight cost -1.
"'And very valiant indeed he was: no heir of Minas Tirith has for long years been so hardy in toil, so onward in battle, or blown a mightier not on the Great Horn.'"
How about something a bit more impressive, like "Each [Gondor] and [Rohan] follower gains toil 1."

[2R] Bree [2]
Dwelling.  Battleground.  Men allies may participate in archery fire and skirmishes here.
--->
Yeah, fine.

[2] •Bridge [Elven]
Condition • Support Area
You may add [2] to play Bridge during the regroup phase.
To play, spot 4 allies (or 2 [Elven] allies).
If the fellowship is at a sanctuary and may not move again, the move limit is +1 and the Free Peoples player must move again.
Weird card. Not sure what I think about it.

[2] Brigands [Men]
Minion • Man
8 Strength
2 Vitality
4 Site Number
Whenever this minion wins a skirmish against a character, the Free Peoples player may let you discard a possession (or artifact if you spot 2 other Man minions) that character bears for each wound that companion would take to prevent those wounds.
"...some would join forces with the Easterlings, either out of greed for spoil, or in furtherance of feuds among their princes."
Ah, very nice! I probably would not have any artifact destruction here though - a lowly brigand should not be able to take a ring of power or palantír.

All in all, some very interesting cards here. I think the flavourful cards like Book of Mazarbul and Brigands really show that you can make great cards. Conversely, it seems to me that your cards are much less cool and hang together much worse when the flavour is unclear.

Thranduil