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March 06, 2010, 04:26:44 PM
Reply #30

Thranduil

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Re: Light & Shadow Block Review
« Reply #30 on: March 06, 2010, 04:26:44 PM »
L&S (14, 5/5/4)
[3]Andúril, Sign of the King [Gondor]
Artifact • Hand Weapon
Str: +1
Vit: +1
Res: +1
Bearer must be Aragorn.
While Aragorn is resistance 5 or more, he is damage +1.
While Aragorn is resistance 7 or more, he is defender +1.
While Aragorn is resistance 9 or more, he is strength +2.
L R 65

[4]Aragorn, Last of His Line [Gondor]
Companion • Man
Str: 8
Vit: 4
Res: 8
Valiant. Unyielding. (Aragorn's resistance is not reduced by the number of burdens).
Maneuver: Exert Aragorn to make a companion (except the Ring-bearer) resistance X until the regroup phase, where X is Aragorn's resistance.
"‘I do not want that power. I have never wanted it.'"
L R 66

[4]Aragorn, Longshanks [Gondor]
Companion • Man
Str: 8
Vit: 4
Res: 8
Ranger.
At the start of each turn, if Aragorn has resistance 8 or more, the move limit for this turn is +1.
"You may meet a friend of mine on the Road: a Man, lean, dark, tall, by some called Strider."
L C 67

[3]Boromir, Steward's Heir [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 5
Defender +1. Ranger. Unyielding. Valiant. (Boromir's resistance is not reduced by the number of burdens).
While the Ring-bearer is wearing The One Ring, Boromir loses all gametext keywords and cannot gain gametext keywords.
"‘My father is a noble man, but his rule is failing. And now our… our people lose faith. He looks to me to make things right and I would do it.'"
L R 68

[3]Boromir, Steward's Son [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 5
Knight. Ranger.
While you can spot Faramir, Boromir's twilight cost is -2.
Each time Boromir wins a skirmish, you may make another [Gondor] companion strength +2 until the regroup phase.
"‘Remember today, little brother. Today, life is good!'"
L C 69

(0) Elendil! Elendil! [Gondor]
Event • Maneuver
Tale.
Exert a [Gondor] companion with resistance 5 or more to remove all gametext keywords and special abilities on a minion until the regroup phase.
"Drawing his bright sword and crying Elendil! Elendil! he crashed through the trees."
L U 70

(0) Elendil's Valor [Gondor] (reprint)
Event • Maneuver
Make a [Gondor] companion defender +1 until the regroup phase.
"‘You have your own choice to make, Aragorn. To rise above the height of all your fathers since the days of Elendil, or to fall into with all that is left of your kin.'"
L C 71

[3]Faramir, Steward's Heir [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 7
Unyielding. Valiant (Faramir's resistance is not reduced by the number of burdens).
Skirmish: Exert Faramir twice to make a companion strength +X, where X is Faramir's resistance.
"‘I would not use the Ring. Not if Minas Tirith were falling in ruin and I alone could save her.'"
L R 72

[3]Faramir, Steward's Son [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 7
Knight. Ranger.
While you can spot Boromir, Faramir's twilight cost is -2.
Each time Faramir wins a skirmish, you may make another [Gondor] companion resistance +2 until the regroup phase.
"‘If there is need to go to Rivendell, send me in his stead.'"
L C 73

(0) Moving Swiftly [Gondor] ***
Event • Regroup
Stealth
Exert a [Gondor] companion to foresee 3. For each Free Peoples card you foresee, you may reveal it to remove [2]. (To foresee 3, look at the top 3 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest on the bottom of your draw deck in any order).
"‘Gentlemen, we do not stop till nightfall.'"
L C 74

[1] Noble Companions [Gondor]
Event • Skirmish
Spot a [Gondor] companion to make an unbound companion strength +2 (and heal that companion if he or she has resistance 5 or more).
"‘Yes, there is weakness, there is frailty. But there is courage also, and honour to be found in Men.'"
L U 75

[1] Shield of Minas Tirith [Gondor]
Possession • Shield
Res: +1
Bearer must be a [Gondor] companion.
Bearer wins draws in skirmishes.
L U 76

[1] Sword of Minas Tirith [Gondor]
Possession • Hand Weapon
Str: +2
Bearer must be a [Gondor] companion.
Each time bearer wins a skirmish, you may exert him or her to heal another companion with resistance 5 or more.
"Boromir had a long sword, in fashion like Andúril but of less lineage…"
L C 77

(0) Valour Renowned [Gondor]
Condition • Support Area
Tale.
Skirmish: Discard this condition to make a [Gondor] companion strength and resistance +1.
"‘By the blood of our people are your lands kept safe!'"
L C 78

TW (8, 3/3/2)
[1] Armor of Minas Tirith [Gondor]
Possession • Armor
Res: +1
Bearer must be a [Gondor] companion.
Bearer is strength +2 while skirmishing more than 1 minion.
T C 36

[2]Beregond, Soldier of Minas Tirith [Gondor]
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
At the start of the assignment phase, reveal the top card of your draw deck. If it is a [Gondor] or [Shire] card, you may make Beregond defender +1 until the regroup phase.
T C 37

[1] Bulwarks of Gondor [Gondor]
Event • Skirmish
Fortification.
Make a [Gondor] companion strength +2 (and wound a [Men] minion skirmishing that companion).
T C 38

[2]Denethor, Son of Ecthelion [Gondor]
Companion • Man
Str: 5
Vit: 3
Res: 5
Unyielding. (Denethor's resistance is not reduced by the number of burdens).
Denethor is resistance -2 for each companion in the dead pile (and is corrupted if Boromir is in the dead pile).
Fellowship: Add a burden to play a [Gondor] condition or [Gondor] possession from your draw deck (limit once per turn).
T R 39

[2] Desperate Resistance [Gondor] ***
Event • Maneuver
To play, spot a [Gondor] companion.
Exert any number of companions with a total resistance of 11 or more to wound a minion once for each companion exerted in this way.
T R 40

[3]Imrahil, Captain of Gondor [Gondor]
Companion • Man
Str: 7
Vit: 3
Res: 6
Knight. Unyielding. (Imrahil's resistance is not reduced by the number of burdens).
While Imrahil has resistance 5 or more, Shadow special abilities may not be played during skirmishes involving him.
T U 41

[3]Outer Defences [Gondor]
Condition • Support Area
Fortification. Toil 1.
Shadow events are twilight cost +1 during skirmishes involving [Gondor] companions with resistance 5 or more.
Maneuver: Discard this condition to make a [Gondor] companion defender +1 until the regroup phase.
T U 42

[6] Provisions of the City [Gondor]
Event • Fellowship
Toil 2.
Heal each companion with resistance 5 or more that did not exert for this card's toil.
T U 43

BL (10, 4/3/3)
[2]Arwen, Queen of Gondor [Gondor]
Companion • Elf
Str: 6
Vit: 3
Res: 7
Ranger.
Each time you play an event during a skirmish involving Arwen, you may make an [Elven] or [Gondor] companion resistance +2 until the regroup phase.
B U 41

[3] Dauntless Protectors [Gondor] ***
Event • Skirmish
Toil 2.
Prevent all wounds to a [Rohan] or valiant companion with resistance 3 or more.
B U 42

[1] Defended Barricade [Gondor]
Condition • Support Area
Str: -1
Fortification.
Bearer's game text may not be used.
Maneuver: Exert a knight companion with resistance 5 or more to transfer this condition to a minion.
B R 43

(0)Elessar [Gondor]
Artifact
Res: +1
To play, spot an [Elven] card. Bearer must be Aragorn.
At the start of the fellowship phase, you may exert a companion of one culture to heal a companion of a different culture.
"In this hour take the name that was foretold for you, Elessar, the Elfstone of the house of Elendil!"
B R 44

[2]Éowyn, Lady of Gondor [Gondor]
Companion • Man
Str: 6
Vit: 3
Res: 6
Knight.
Maneuver: Play a possession on Éowyn from your hand (that she can bear) to heal her.
B C 45

[1] Hands of the King [Gondor]
Condition • Support Area
Fellowship: Exert a [Gondor] companion and either a [Shire] companion or a [Rohan] companion to add a [Gondor] token here.
Regroup: Remove a [Gondor] token here to heal a companion.
B C 46

[2] It is Not This Day! [Gondor]
Condition • Companion
Res: +1
Tale.
To play, spot a [Gondor] companion. Limit 1 per bearer.
Each time bearer wins a skirmish, you may reinforce a Free Peoples culture token or remove a Shadow culture token.
B U 47

[1] Kingsfoil [Gondor] (reprint)
Possession
Bearer must be a [Gondor] Man.
Fellowship: Discard this possession from play to heal a companion and, if that companion is a [Shire] companion, you may discard a condition he or she bears.
B C 48

(0) Osgiliath Ambush [Gondor]
Event • Regroup
Stealth.
Exert a [Gondor] companion to foresee 2. Then reveal the top card of your draw deck; if that card is an event, you discard a roaming minion. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards beneath your draw deck in any order and the rest on top of your draw deck in any order).
B C 49

[2]Pippin, Knight of Gondor [Gondor]
Companion • Hobbit
Str: 5
Vit: 4
Res: 8
Knight.
Skirmish: Exert Pippin twice to make him strength +1 for each [Gondor] companion you can spot.
B R 50
« Last Edit: April 22, 2010, 04:39:30 PM by Thranduil »

March 06, 2010, 04:32:30 PM
Reply #31

ket_the_jet

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Re: Light & Shadow Block Review
« Reply #31 on: March 06, 2010, 04:32:30 PM »
Dauntless Protectors could be renamed:
Guard of the White Tree
You Have My Sword

Scouting Ahead could be renamed:
Osgiliath Ambush
Knowledge of These Paths


I don't know. I'm not feeling particularly motivated or inspired, but hopefully those help you think of something better.
-wtk

March 06, 2010, 04:52:18 PM
Reply #32

Cw0rk

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Re: Light & Shadow Block Review
« Reply #32 on: March 06, 2010, 04:52:18 PM »
Aragorn, Longshanks looks a bit too good and it is a common? I mean, Radagast is a R+ and isn't that good.

Boromir, Steward's Heir already exist.

Shield of Minas Tirith is probably one of the greatest idea I've seen so far. Nice one.

Imrahil, Captain of Gondor 'While Imrahil has resistance 5 or more, Shadow special abilities may not be played (it should be 'used') during skirmishes involving him.'

Provision of the City is gonna be very good in 9 companions fellowships like ents. I hope there will be some shadow cards in your set to counter large fellowships.

I'm not sure if the ranger keyword fits for a royal character like Arwen, QoG.

Defended Barricade, maybe the cost of exerting a knight is too high. Why not just spotting him?

Eowyn, Lady of Gondor looks a bit too much like Eowyn, Daughter of Eomund. You don't have to specify the possession comes from your hand and I guess the "(that she can bear)" part wouldn't be written on the real card. Right?

Pippin's skirmish ability is exactly like Pippin's Sword.


Everything else looks good. Nice job.





« Last Edit: March 06, 2010, 05:26:50 PM by c10ckw0rk »

March 06, 2010, 05:19:02 PM
Reply #33

ket_the_jet

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Re: Light & Shadow Block Review
« Reply #33 on: March 06, 2010, 05:19:02 PM »
Don't worry, Thranduil. Let me take a few of these.

Boromir, Steward's Heir already exist.

Thranduil wanted to reuse the subtitle because it was so good and on a card that wasn't legal in any block.

Pippin's skirmish ability is exactly like Pippin's Sword.
A few cards from that particular subset were based on combining possessions from early blocks with the relevant companion.
-wtk

March 07, 2010, 12:44:40 AM
Reply #34

Thranduil

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Re: Light & Shadow Block Review
« Reply #34 on: March 07, 2010, 12:44:40 AM »
Don't worry, Thranduil. Let me take a few of these.

Boromir, Steward's Heir already exist.

Thranduil wanted to reuse the subtitle because it was so good and on a card that wasn't legal in any block.

Pippin's skirmish ability is exactly like Pippin's Sword.
A few cards from that particular subset were based on combining possessions from early blocks with the relevant companion.
-wtk
Thanks ket! [high-five!]

Just want to expand on that last point. There is a group of what I call "spellshapers" (thanks MTG!) which "cast" well known effects on possessions, artifacts or events (sometimes other cards as well, for example Elessar) in Back to the Light. We've seen several of them already, for example Gandalf's Cart. That's what Pippin is doing.

Imrahil, Captain of Gondor 'While Imrahil has resistance 5 or more, Shadow special abilities may not be played (it should be 'used') during skirmishes involving him.'
Yeah, fair point. Changed.

Provision of the City is gonna be very good in 9 companions fellowships like ents. I hope there will be some shadow cards in your set to counter large fellowships.
Wait and see! But I want to make a quick point here: I'm not convinced that the rule of 5 needs to be enforced that much (I made this point in another thread about solo Ring-bearers). Basically, large fellowships are just more fun than small fellowships. For almost everyone. The FP player loves having an army, and the Shadow players like being able to play whatever they like. So while there will be some 6-companion hate, I just wanted to point out my worries about it.

Defended Barricade, maybe the cost of exerting a knight is too high. Why not just spotting him?
That was my original version, though last time I posted it people thought it was too good. Any other thoughts?

Eowyn, Lady of Gondor looks a bit too much like Eowyn, Daughter of Eomund. You don't have to specify the possession comes from your hand and I guess the "(that she can bear)" part wouldn't be written on the real card. Right?
She is an intentional semi-reprint. I was trying to work out what a [Rohan] companion could bring to the [Gondor] culture, and one of the main things they have in common is a love of possessions, so I thought of Daughter of Eomund culture-shifted - bringing a recurring [Rohan] theme into a different culture. I put in that reminder text because I always get confused by things like that and feel like it could do with clarification. If we all think it's obvious, then I will remove it.

Thranduil

March 07, 2010, 07:29:38 AM
Reply #35

Cw0rk

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Re: Light & Shadow Block Review
« Reply #35 on: March 07, 2010, 07:29:38 AM »
What about Aragorn, Longshanks?

March 07, 2010, 07:44:39 AM
Reply #36

Anvar

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Re: Light & Shadow Block Review
« Reply #36 on: March 07, 2010, 07:44:39 AM »
Aragorn, Longshanks looks a bit too good and it is a common? I mean, Radagast is a R+ and isn't that good.


Common doesn't equal bad. Common cards can and should be good but they should be simple. Longshanks is significantly simpler than Radagast. Seems fine to me.

Anvar
"There are worlds out there where the sky is burning, and the sea's asleep, and the rivers dream; people made of smoke and cities made of song. Somewhere there's danger, somewhere there's injustice, somewhere else the tea's getting cold. Come on, Ace. We've got work to do."
-Doctor Who

March 07, 2010, 07:49:57 AM
Reply #37

ket_the_jet

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Re: Light & Shadow Block Review
« Reply #37 on: March 07, 2010, 07:49:57 AM »
I agree with c-work. I think Longshanks makes triple moving pretty easy.

It is tough because move limit modifiers last the turn. So if you manipulate Aragorn's resistance up and down, you could make the move limit +1000.
-wtk

March 07, 2010, 07:57:24 AM
Reply #38

Thranduil

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Re: Light & Shadow Block Review
« Reply #38 on: March 07, 2010, 07:57:24 AM »
It is tough because move limit modifiers last the turn. So if you manipulate Aragorn's resistance up and down, you could make the move limit +1000.
-wtk
That's not an angle I thought of. Interesting. Would that actually happen? A limit +1 would solve that, but that would look weird.

But, assuming that it works the way intended (ie. no shenanigans to make the move limit infinite), is that still too easy?

Thranduil

March 07, 2010, 08:06:03 AM
Reply #39

ket_the_jet

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Re: Light & Shadow Block Review
« Reply #39 on: March 07, 2010, 08:06:03 AM »
I would prefer Resistance +(Aragorn's base resistance +1) and not being able to spot a threat. By making it one more than 'Gorn's base resistance, it prevents a free triple move to site 4 or a free triple move from 6 to 9.

But, yeah, you'd have to put a limit on it otherwise.
-wtk

March 07, 2010, 08:16:27 AM
Reply #40

Cw0rk

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Re: Light & Shadow Block Review
« Reply #40 on: March 07, 2010, 08:16:27 AM »
I would prefer Resistance +(Aragorn's base resistance +1) and not being able to spot a threat. By making it one more than 'Gorn's base resistance, it prevents a free triple move to site 4 or a free triple move from 6 to 9.

But, yeah, you'd have to put a limit on it otherwise.
-wtk
While Aragagorn is resistance 9 or more sounds alright.

March 08, 2010, 06:31:55 AM
Reply #41

Thranduil

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Re: Light & Shadow Block Review
« Reply #41 on: March 08, 2010, 06:31:55 AM »
I'm reluctant to make Longshanks that difficult to pull off, but I've increased it to 8 and I've included a limit +1. Or alternatively, I could do something like "At the start of the fellowship phase, if Aragorn has resistance 8 or more, the move limit for this turn is +1."

Any other thoughts on these cards?

Thranduil

March 08, 2010, 08:03:20 AM
Reply #42

Cw0rk

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Re: Light & Shadow Block Review
« Reply #42 on: March 08, 2010, 08:03:20 AM »
At the start of the fellowship phase sounds better.

March 10, 2010, 06:06:32 AM
Reply #43

Thranduil

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Re: Light & Shadow Block Review
« Reply #43 on: March 10, 2010, 06:06:32 AM »
At the start of the fellowship phase sounds better.
Done.

Any other thoughts? On Defended Barricade for example?

Thranduil

March 11, 2010, 04:36:31 AM
Reply #44

Thranduil

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Re: Light & Shadow Block Review
« Reply #44 on: March 11, 2010, 04:36:31 AM »
Easy short culture for now, so that we are not too overwhelmed. We'll come back to Shadow [Isengard] another time.

TW - (1, 0/0/1)
[4]Curunír, The White Wizard [Isengard] (FP)
Companion • Wizard
Str: 8
Vit: 4
Res: 5
Traitor. Unyielding. (Traitor is unloaded, and Curunír's resistance is not reduced by the number of burdens).
Play with the top card of your draw deck revealed. Curunír is resistance -X, where X is the twilight cost of the revealed card.
Each time a spell card is played, unless Curunír is corrupted, you may add a burden to discard a condition from play. (Companions with resistance 0 are corrupted).
T R 45

BL - (1, 0/0/1)
[2]Curunír's Staff [Isengard] (FP)
Artifact • Staff
Vit: +1
Bearer must be Curunír.
The twilight cost of each spell card is -2.
B R 51
« Last Edit: March 11, 2010, 07:29:10 AM by Thranduil »