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Author Topic: Light & Shadow Block Review  (Read 79687 times)

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April 27, 2010, 06:16:04 AM
Reply #135

Cw0rk

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Re: Light & Shadow Block Review
« Reply #135 on: April 27, 2010, 06:16:04 AM »
Quote
Remember, Decipher churned out this game for 19 sets and (at least until Mt Doom apparently) playtested these things heavily.  Why do you suppose they didn't put an (X) into the twilight cost of Hobbit Appetite?  LotR isn't designed for an X twilight cost, it's designed for a flat number.
I disagree. To be honnest, I think that the (x) cards he made is probably one of the coolest concept of this set.
« Last Edit: April 27, 2010, 06:45:43 AM by Cw0rk »

April 27, 2010, 06:31:18 AM
Reply #136

simplegarak

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Re: Light & Shadow Block Review
« Reply #136 on: April 27, 2010, 06:31:18 AM »
Quote
Remember, Decipher churned out this game for 19 sets and (at least until Mt Doom apparently) playtested these things heavily.  Why do you suppose they didn't put an (X) into the twilight cost of Hobbit Appetite?  LotR isn't designed for an X twilight cost, it's designed for a flat number.
I disagree. To be honnest, I think that the [X] cards he made is probably one of the coolest concept of this set.

I think they're neat too, I just don't see any reason to have the X in the twilight cost (where they start sparking rules questions, headaches and +4 pages in the CRD) when there's already precedent for the [X] cost being in the game text and would work perfectly fine there.

April 27, 2010, 06:55:10 AM
Reply #137

Cw0rk

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Re: Light & Shadow Block Review
« Reply #137 on: April 27, 2010, 06:55:10 AM »
Quote
Remember, Decipher churned out this game for 19 sets and (at least until Mt Doom apparently) playtested these things heavily.  Why do you suppose they didn't put an (X) into the twilight cost of Hobbit Appetite?  LotR isn't designed for an X twilight cost, it's designed for a flat number.
I disagree. To be honnest, I think that the [X] cards he made is probably one of the coolest concept of this set.

I think they're neat too, I just don't see any reason to have the X in the twilight cost (where they start sparking rules questions, headaches and +4 pages in the CRD) when there's already precedent for the [X] cost being in the game text and would work perfectly fine there.
I would compare the creation of cards with (X) twilight cost to the change they made on conditions. There was a precedent were conditions said: Plays to your support area. They decided to just write 'Condition - Support Area' instead to save some space on the card. I don't think that it caused any headaches.

Of course Thranduil could remake each (X) and give them a cost of (0) and add a lot of text on the card. But what is the point? Anyone who has ever played this game and used a card with a X on its gametext knows how it works. I don't understand why it would give headaches to people, unless the person already has an headache each time Might of Numenor is played.

Thranduil, I'd also like to see a edited verson of Hobbit Appetite with a twilight cost of (X). It would be cool if you could fit it in.
« Last Edit: April 27, 2010, 06:57:55 AM by Cw0rk »

April 27, 2010, 07:22:52 AM
Reply #138

Thranduil

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Re: Light & Shadow Block Review
« Reply #138 on: April 27, 2010, 07:22:52 AM »
Thranduil, I'd also like to see a edited verson of Hobbit Appetite with a twilight cost of (X). It would be cool if you could fit it in.
I agree. If I were to do a version of Hobbit Appetite, then I would want to do the rest of the Free Peoples cycle as well (you may remember what the FP have instead is the cycle of events like The Highest Quality, and some of those I really really like). But FP [X] cards are very difficult to design, because there is no natural limit on FP twilight costs. Hobbit Appetite is a rare easy one.

[X] Gondorian Stealth [Gondor]
Event • Response
If a Shadow player plays event with twilight cost X or less, exert a [Gondor] companion to cancel its effects.

[X] Rohirrim Delay [Rohan]
Event • Maneuver
Exert a [Rohan] companion to return a minion with twilight cost X or less to its owner's hand.

I'm having trouble coming up with ideas that don't rely on twilight costs...

[X] Elven Spying [Elven]
Event • Maneuver
Exert an [Elven] companion to reveal X cards at random from a Shadow player's hand; you may discard up to 1 revealed Shadow card.


Also, to Nate, the [X] cards also work nicely with toil in a way that Hobbit Appetite and All Life Flees do not.

April 27, 2010, 07:25:45 AM
Reply #139

Cw0rk

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Re: Light & Shadow Block Review
« Reply #139 on: April 27, 2010, 07:25:45 AM »
Quote
If I were to do a version of Hobbit Appetite, then I would want to do the rest of the Free Peoples cycle as well (you may remember what the FP have instead is the cycle of events like The Highest Quality, and some of those I really really like).
Maybe that you could put a few of these in your Reflections set.

April 27, 2010, 08:26:10 AM
Reply #140

simplegarak

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Re: Light & Shadow Block Review
« Reply #140 on: April 27, 2010, 08:26:10 AM »
I would compare the creation of cards with (X) twilight cost to the change they made on conditions. There was a precedent were conditions said: Plays to your support area. They decided to just write 'Condition - Support Area' instead to save some space on the card. I don't think that it caused any headaches.

Of course Thranduil could remake each (X) and give them a cost of (0) and add a lot of text on the card. But what is the point? Anyone who has ever played this game and used a card with a X on its gametext knows how it works. I don't understand why it would give headaches to people, unless the person already has an headache each time Might of Numenor is played.

Except the type line also had it's own precedence.

And again, this isn't X in the gametext, this is X in the twilight cost which will start being effected by all sorts of cards.

Also, to Nate, the [X] cards also work nicely with toil in a way that Hobbit Appetite and All Life Flees do not.

Except it won't.  Again, I'm going by the rules and the cards as they are written.  Toil doesn't say "add to X" it says, reduce the twilight cost which means if you toiled an X card... it's not even possible.

Here's the steps on playing a card from the last CRD (and these were invented because of rules headaches that started cropping up like these).  Let's walk an X cost card through these.

1. Reveal The Card from your hand, and it enters the void (not in your hand, not in your discard pile, not in play).

Alright, so far so good.

2. Meet requirements to play The Card.

Ok... things like spot, initiative, etc.  Still good so far.

3. Pay costs to play The Card. This includes both twilight costs and other costs included in game text. If adding or removing Twilight tokens to the pool is part of the cost, it is done first. If the card references itself by name in its game text, it may modify its own cost. If discarding cards from your hand is a cost, then you cannot discard The Card.  It is possible for another card to interrupt the paying of costs so that you cannot finish paying them. If paying costs is interrupted in such a way that you cannot finish paying them all, The Card is placed in your discard pile and any costs already paid remain paid. Do not pay any further costs for that card.

Here comes the headache.  Especially, what part of 3 do you start removing [X] twilight?  If a card hits the table that adds a cost to my card (say, exerting) that I can't pay - well do I get to declare X = 0 or do I have to declare what X equals first and then start removing twilight?  Since I don't pay further costs, can X be interrupted?  Intending to pay 4 but only paying 2?  Great, now we have to start subdividing the steps to playing a card even FURTHER so people can work all this out.

And again, Toil and aggressor don't SAY "add 1 to X" nor does freep equivalents such as Dauntless Hunter, they say specifically add or subtract from twilight cost.  So again, any freep cards that add would technically make every X card cost infinite twilight.  Any shadow cards that subtracted mean you have to pay that much +1 for X to have any value greater than 0.

Putting the "add/remove [X]" in the game text solves all of this by making every question about the card relevant only to play step 6.

To get even MORE anal, comprehensive rules:
http://www.scribd.com/doc/17676177/Lord-of-the-Rings-Card-Game-Comprehensive-Rules

Under the glossary for Cost it even says:
If a player is paying costs for a card and a
response action occurs which modifies those costs, that player must continue to pay as many costs as he can, even if it is no longer possible to pay them all. If all the costs cannot be paid, that card has no effect.


So under these rules, if something prevented the [X] card from being played, that means you have to empty the twilight pool.

April 27, 2010, 10:44:09 AM
Reply #141

Thranduil

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Re: Light & Shadow Block Review
« Reply #141 on: April 27, 2010, 10:44:09 AM »
3. Pay costs to play The Card. This includes both twilight costs and other costs included in game text. If adding or removing Twilight tokens to the pool is part of the cost, it is done first. If the card references itself by name in its game text, it may modify its own cost. If discarding cards from your hand is a cost, then you cannot discard The Card.  It is possible for another card to interrupt the paying of costs so that you cannot finish paying them. If paying costs is interrupted in such a way that you cannot finish paying them all, The Card is placed in your discard pile and any costs already paid remain paid. Do not pay any further costs for that card.
There are 2 ways to resolve this:

1) Choosing the value of [X] is a requirement of the card, in which case you choose it in step 2 and pay that cost in step 3 as normal.

2) You choose the value of [X] when you are paying the cost, which is done first in step 3.

Neither of these options cause any issues with any other interactions, as far as I can see.

As you are playing your card, you choose say [5] and then, because Dauntless Hunter is on the table, you make it [7], and then because you toiled it out with 3 guys and toil 1 you'll pay [4]. The value of X is still 5 and so you will still do whatever it is you are doing with X=5. If something interrupts you playing the card, like a response to remove twilight, then you'll remove as much as you can out of what you were going to as normal, and then the card can't be played and goes away.

The point is, no matter which of those 2 ways you run it (and I'm inclined to go for method 1) when you are playing the card, it has a very well-defined twilight cost.

Thranduil

April 27, 2010, 11:43:08 AM
Reply #142

simplegarak

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Re: Light & Shadow Block Review
« Reply #142 on: April 27, 2010, 11:43:08 AM »
3. Pay costs to play The Card. This includes both twilight costs and other costs included in game text. If adding or removing Twilight tokens to the pool is part of the cost, it is done first. If the card references itself by name in its game text, it may modify its own cost. If discarding cards from your hand is a cost, then you cannot discard The Card.  It is possible for another card to interrupt the paying of costs so that you cannot finish paying them. If paying costs is interrupted in such a way that you cannot finish paying them all, The Card is placed in your discard pile and any costs already paid remain paid. Do not pay any further costs for that card.
There are 2 ways to resolve this:

1) Choosing the value of [X] is a requirement of the card, in which case you choose it in step 2 and pay that cost in step 3 as normal.

2) You choose the value of [X] when you are paying the cost, which is done first in step 3.

Neither of these options cause any issues with any other interactions, as far as I can see.

As you are playing your card, you choose say [5] and then, because Dauntless Hunter is on the table, you make it [7], and then because you toiled it out with 3 guys and toil 1 you'll pay [4]. The value of X is still 5 and so you will still do whatever it is you are doing with X=5. If something interrupts you playing the card, like a response to remove twilight, then you'll remove as much as you can out of what you were going to as normal, and then the card can't be played and goes away.

The point is, no matter which of those 2 ways you run it (and I'm inclined to go for method 1) when you are playing the card, it has a very well-defined twilight cost.

Thranduil

I'll refer to the Final Triumph board for exhibit A in how bad these things can spiral out of control.

And again, for what?  You're saving (at most) 2 words from the text box which is less than your helper text and you can make the cards work without the rules headaches as is anyway.

i.e.. Instead of Toil 2 and all the headaches from that
"Remove [X] to discard X cards from play.  You may also exert {type} minions to add 2 to X for each minion exerted."

DC's shouldn't require modifying of existing entries in the CRD and rulebook because otherwise... why not just make your own game?  Or something like... "hey this card cancels skirmishes involving the ring-bearer" -"Um, rules say you can't do that." -"Screw the rules I have money.  Yeah?  Well I'm adding an entry on the rules that says my card can."

April 27, 2010, 11:55:08 AM
Reply #143

Thranduil

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Re: Light & Shadow Block Review
« Reply #143 on: April 27, 2010, 11:55:08 AM »
DC's shouldn't require modifying of existing entries in the CRD and rulebook because otherwise... why not just make your own game?
Actually, I think they should when necessary. This DC block is the direction I would have taken the game after T&D - that was the whole point of it. If you're just stuck with what you had before, then what's the point of imagining DCs anyway? You might as well just forget it and only talk about Decipher's cards. Every new keyword, new situation and new mechanic for a DC is a possible CRD entry.

This is not the first time I would have adapted an existing rule to suit my purposes, as you do as games evolve. So for example, the current ruling for unhasty is that you can't be assigned unless a [Gandalf] card allows you to do so. I thought that was unnecessarily restrictive, and all those Free Peoples cards with unhasty you reviewed in my block actually say they can't be assigned to skirmishes unless a Free Peoples card allows you to do so.

And it's not like I'm changing the game. I'm not really adding any rules in this case to the CRD at all, in fact! All you need to do is say that choosing X is part of the requirement for playing the card, and you're done. That's a clarification for these new cards, not for the CRD.

Thranduil

April 27, 2010, 12:13:41 PM
Reply #144

simplegarak

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Re: Light & Shadow Block Review
« Reply #144 on: April 27, 2010, 12:13:41 PM »
Last one here.

[2] Filled with Malice [Orc]
Condition • Support Area
When you play this condition, you may foresee 1. (To foresee 1, look at the top 1 card of your draw deck; you may place that card on top of or beneath your draw deck).
Skirmish: Discard this condition to make a companion skirmishing an [Orc] minion strength -2 (and add a burden if you can spot 6 companions).
L C 111

Did Orcs have much voodoo?  I thought that was more of an Uruk thing.

(0) Orkish Domain [Orc]
Condition • Support Area
Shadow: Discard an [Orc] minion to skip the maneuver and archery phases. The Free Peoples player may add a burden to prevent this. Discard this condition.
L R 118

I'm assuming you mean "from play"?  Remember they started just specifying all the time to reduce mishaps.

[6] Orkish Hunter [Orc]
Minion • Orc
Str: 13
Vit: 3
Sit: 4
Tracker.
Skirmish: Exert a minion to play this minion to play this minion from your hand; it is fierce until the regroup phase.
While you can spot an [Orc] minion and a companion with resistance 4 or less, this minion's twilight cost is -2.
L C 120

Typo in the game text.

[2] Torment [Orc]
Condition • Companion
To play, spot an [Orc] minion.
Bearer is resistance -1 for each minion he or she is skirmishing.
Skirmish: Play this condition on a companion skirmishing an [Orc] minion.
L C 127

Pretty much a "save until you swarm the RBer and insta win isn't it?

[3] Mordor Catapult [Orc]
Possession • Support Area
Engine. Toil 1.
Maneuver: Discard a besieger minion (or this condition) to reveal the top card of your draw deck. Discard a Free Peoples card (except a companion) with the same twilight cost as the revealed card.
T R 63

Again, from play?
Also, just crazy with some cheap besiegers.

[5]Orc Overseer, Lieutenant of Isengard [Orc]
Minion • Orc
Str: 10
Vit: 4
Sit: 4
Toil 1 (or toil 2 if you can spot a corrupted companion). (Companions with resistance 0 are corrupted).
Each [Orc] condition gains toil 1.
T C 67

Just say "Each [Orc] condition that doesn't have toil gains toil 1." just to avoid issues with multiple toils on a card.

[2] Armies of Mordor [Orc]
Event • Skirmish
Toil 2.
Play a [Men] minion from your hand; it is strength +3 and fierce until the regroup phase.
B U 67

Well this will be fun with Bill Ferny, Agent of Saruman.

[2] Hidden in the Depths [Orc]
Condition • Support Area
When you play this condition, you may spot another [Orc] card to search your draw deck for a minion and place it in your discard pile.
Skirmish: Discard this condition and an [Orc] minion to play a minion from your discard pile; its twilight cost is -8.

And here I was just wondering how I could work in some of the [Orc] cards with twilight nazgul.  This + t.Witch-king + Morgul Harrier = early win for me.

[3] Morgul Garrison [Orc]
Minion • Orc
Str: 6
Vit: 2
Sit: 6
Ambush [1]. Traitor.
Skirmish: Exert this minion to play a minion from your hand. If that minion is a [Wraith] minion, you may add a burden.

Like this guy.  Suddenly Bill and all the cheap orcs from Kings block becomes insta burdens.  Burden for [2]?  [1]?  Yes please.

Man those are some easy cards to break.

April 27, 2010, 12:24:02 PM
Reply #145

simplegarak

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Re: Light & Shadow Block Review
« Reply #145 on: April 27, 2010, 12:24:02 PM »
DC's shouldn't require modifying of existing entries in the CRD and rulebook because otherwise... why not just make your own game?
Actually, I think they should when necessary. This DC block is the direction I would have taken the game after T&D - that was the whole point of it. If you're just stuck with what you had before, then what's the point of imagining DCs anyway? You might as well just forget it and only talk about Decipher's cards. Every new keyword, new situation and new mechanic for a DC is a possible CRD entry.

Except I didn't say ADD to the CRD, I said edit an existing entry.

And stuck with what you had before?  Decipher was infamous for bringing up intriguing concepts and then letting them drop ([Sauron] uruk-hai anyone?  [Isengard] men?)  You could get probably a whole block out of just expanding and developing what was in the game but only half touched.

This is not the first time I would have adapted an existing rule to suit my purposes, as you do as games evolve. So for example, the current ruling for unhasty is that you can't be assigned unless a [Gandalf] card allows you to do so. I thought that was unnecessarily restrictive, and all those Free Peoples cards with unhasty you reviewed in my block actually say they can't be assigned to skirmishes unless a Free Peoples card allows you to do so.

That's mostly because I had forgotten the details on unhasty.  I knew they had made a change to it and thought it was just "unless a card says otherwise".  Besides that, it had to have been one of the worst mechanics Decipher ever invented.  Of course, under your rules change, that means we can start building decks around Treebeards and One Whom Men Would Follow (or Horn of Boromir if it's legal in the format).  Just imagine what I could do with the Horn, Boromir, Defender of Minas Tirith and Treebeard, Oldest Living Thing.

And it's not like I'm changing the game. I'm not really adding any rules in this case to the CRD at all, in fact! All you need to do is say that choosing X is part of the requirement for playing the card, and you're done. That's a clarification for these new cards, not for the CRD.

NVM, it's Mt Doom all over again...

April 28, 2010, 09:04:17 AM
Reply #146

Thranduil

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Re: Light & Shadow Block Review
« Reply #146 on: April 28, 2010, 09:04:17 AM »
L&S (3, 0/0/3)
[1]Last Desperate Race [Sauron]
Condition • Support Area
When you play this condition, you may spot a minion to foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order and the rest beneath your draw deck in any order).
The Free Peoples player wins the game only if the Ring-bearer survives until the end of the regroup phase.
"From all his policies and webs of fear and treachery, from all his stratagems and wars his mind shook free..."
L R 140

[1][6]Sauron, Always Searching [Sauron]
Minion • Maia
Str: 24
Vit: 5
Sit: 6
Damage +1. Fierce.
Response: If the Ring-bearer puts on The One Ring, play Sauron from your hand; his twilight cost is -8.
When you play Sauron, you may foresee 3. (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 beneath your draw deck in any order).
L R 141

(0)Sceptre of the Dark Lord, Weapon of Despair [Sauron]
Artifact • Support Area
Each time you play a unique minion, you may add a [Sauron] token here.
Any phase: Remove X tokens from here to make a companion (except the Ring-bearer) resistance -X.
L R 142



TW (10, 3/3/4)
[2] Agent of Darkness [Sauron]
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor. (Traitor is unloaded).
While you can spot a corrupted companion, this minion is strength +3. (Companions with resistance 0 are corrupted).
T C 75

[3] Ancient Sorcery [Sauron]
Event • Regroup
Spell.
Spot a [Sauron] card to wound a companion (or 2 [Gandalf] or [Elven] companions).
T U 76

[1] Assault of the Pelennor [Sauron]
Event • Maneuver
Engine.
Spot a [Sauron] card to discard a possession (or 2 [Rohan] or [Gondor] possessions).
T U 77

[1] Enemies of Sauron [Sauron]
Event • Shadow
Search.
Spot a [Sauron] card to discard a condition (or 2 [Shire] or [Dwarven] conditions).
T U 78

[X] Eternal Evil [Sauron]
Event • Skirmish
(You choose the value of [X]. Except when you play this card, its twilight cost is (0)).
Spot a [Sauron] card to make a companion strength -X.
T R 79

[3]The Great Eye [Sauron]
Condition • Support Area
Twilight.
Companions use their resistance instead of their strength during skirmishes involving The Great Eye.
Response: If the Ring-bearer puts on The One Ring, this condition becomes a minion with 9 strength 5 vitality that cannot take wounds or bear other cards, and is immediately assigned to the Ring-bearer, or another twilight companion (removing all other minions from that skirmish). It's still a condition.
"‘I see you!'"
T R 80

[3]The Mouth of Sauron, Ambassador of Mordor [Sauron]
Minion • Man
Str: 8
Vit: 3
Sit: 5
Fierce. Traitor. (Traitor is unloaded).
When you play The Mouth of Sauron, spot a Shadow culture. The Mouth of Sauron gains that culture until the end of the turn.
Assignment: Assign The Mouth of Sauron to a corrupted companion. (Companions with resistance 0 are corrupted).
T R 81

[3]Mustering for War [Sauron]
Condition • Support Area
Engine. Spell.
To play, spot a [Sauron] card in play or in your discard pile.
Each non-minion Shadow card gains toil 1.
You may remove burdens instead of twilight tokens to play a card with [X] in its cost.
T R 82

[3] Shifty Southerner [Sauron]
Minion • Man
Str: 6
Vit: 3
Sit: 2
Traitor. (Traitor is unloaded).
Response: If you play a card with toil X, exert this minion to make that card's twilight cost -X.
T C 83

[3] Spy of Sauron [Sauron]
Minion • Man
Str: 7
Vit: 2
Sit: 2
Traitor. (Traitor is unloaded).
While you can spot 2 Shadow cultures, each companion (except the Ring-bearer) is resistance -1.
T C 84




BL (5, 2/1/2)
[4] Agent of Sauron [Sauron]
Minion • Man
Str: 9
Vit: 2
Sit: 2
Traitor. (Traitor is unloaded).
When you play this minion, you may foresee X, where X is the number of Shadow cultures you can spot (limit 3). (To foresee X, look at the top X 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).
B C 85

[X] The Call to War [Sauron]
Condition • Support Area
(You choose the value of [X]. Except when you play this card, its twilight cost is (0)).
When you play this condition, spot a unique minion to place X [Sauron] tokens here.
Shadow: Remove 3 tokens from here to draw a card.
Skirmish: Remove 2 tokens from here to make a minion strength +1.
Regroup: Remove a token from here to add [1].
B R 86

(0) Mark of the Red Eye [Sauron]
Condition • Support Area
To play, remove a burden or spot a [Sauron] traitor character.
Each minion gains the [Sauron] culture.
Discard this condition at the end of the turn.
B C 87

[3] Spies in His Service [Sauron]
Condition • Support Area
While you can spot a traitor character, the roaming penalty for your minions is -1.
Skirmish: Discard this condition to make a traitor minion strength +1 for each culture you can spot.
B U 88

[8]The Witch-King, General of Mordor [Sauron]
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 5
Aggressor. Besieger. Fierce. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Each of your other besieger minions is fierce.
While The Witch-King is in your discard pile, your minions are strength -1.
B R 89
« Last Edit: April 30, 2010, 04:25:51 AM by Thranduil »

April 28, 2010, 09:47:19 AM
Reply #147

Cw0rk

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Re: Light & Shadow Block Review
« Reply #147 on: April 28, 2010, 09:47:19 AM »
I would reduce Agent of Sauron's twilight cost to 4. I feel like this Witch-King should be rare.

Seriously, most of these cards have really interesting and innovative gametexts. Great job.


April 28, 2010, 11:52:09 AM
Reply #148

Thranduil

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Re: Light & Shadow Block Review
« Reply #148 on: April 28, 2010, 11:52:09 AM »
I feel like this Witch-King should be rare.
I've swapped the rarities of The Witch-King and Spies in His Service.

Thranduil

April 30, 2010, 03:49:37 AM
Reply #149

Thranduil

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Re: Light & Shadow Block Review
« Reply #149 on: April 30, 2010, 03:49:37 AM »
L&S (24, 10/8/6)
[2] Alone in the Darkness [Wraith]
Event • Response
Search.
If a companion uses a special ability, spot a [Wraith] minion to cancel its effects (and remove that companion's game text if that companion has resistance 2 or less).
"‘In dark and loneliness they are strongest…'"
L U 179

[2] Call of the Ring [Wraith]
Condition • Support Area
Spell. Twilight.
While the Ring-bearer is wearing The One Ring, the Ring-bearer and each Nazgûl gains twilight.
Response: If your twilight minion wins a skirmish, exert that minion to add a burden. Discard this condition.
"Their cold eyes glittered, and they called to him with fell voices."
L U 180

[2] Ceaseless Pursuit [Wraith]
Event • Maneuver
Search.
When you play this event, you may foresee 1. (To foresee 1, look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
Spot a [Wraith] minion to discard a follower or condition.
"‘They will never stop hunting you.'"
L C 181

[2] Deadly Fear [Wraith]
Condition • Support Area
Spell.
While the Ring-bearer is wearing The One Ring, each companion skirmishing a [Wraith] minion loses unyielding and cannot gain unyielding.
If this card is foreseen, you may spot a [Wraith] card and discard this card to add a burden.
"‘Suddenly I shivered and felt that something horrible was creeping near…'"
L R 182

[1] Dark Voices [Wraith]
Event • Maneuver
Spell. Twilight.
Exert a Nazgûl to exert the Ring-bearer. If the Ring-bearer is then exhausted, he or she puts on The One Ring until the regroup phase. That Nazgûl loses fierce and cannot gain fierce until the regroup phase.
"Frodo thought that he heard a faint hiss as of venomous breath and felt a thin piercing chill."
L U 183

[7] Failing Fellowship [Wraith]
Event • Skirmish
This event's twilight cost is -1 for each [Wraith] minion assigned to a skirmish.
Make a companion strength -1 for each companion with resistance 2 or less (or strength -2 for each corrupted companion). (Companions with resistance 0 are corrupted).
L R 184

[1] Hunting for the Ring [Wraith]
Condition • Support Area
Search.
When you play this condition, you may foresee 1.
While you can spot a Nazgûl, each time you play a search card, you may foresee 1 (To foresee 1, look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
"… there black figures entered, like shades of night creeping across the ground."
L C 185

[1] Nazgûl Steed [Wraith]
Possession • Mount
Str: +1
Bearer must be a Nazgûl.
Bearer is an aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
"At the same moment the black horses leaped down the hill in pursuit..."
L C 186

(0) Relentless Shadows [Wraith]
Event • Response
Stealth.
If the Ring-bearer puts on The One Ring, spot a [Wraith] minion to play a minion from your hand; its twilight cost is -1 for each burden (limit -4).
"‘… there was a sort of deeper shade among the shadows across the road, just beyond the edge of the lamplight.'"
L U 187

[1] Secretly Searching [Wraith]
Event • Shadow
Search.
Spot a Nazgûl to foresee 2. Then you may draw a card. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
"As soon as his back was turned, a dark figure climbed quickly in over the gate and melted into the shadows of the village street."
L C 188

[3] Terror [Wraith]
Condition • Unbound Companion
Res: -3
Spell.
To play, spot a [Wraith] minion. Limit 1 per bearer.
Skirmish: Play this condition from your hand on a companion skirmishing a [Wraith] minion.
"As soon as he saw the dark shapes creep from the garden, he knew that he must run for it, or perish."
L C 189

[1] Timeworn Blade [Wraith]
Possession • Hand Weapon
Bearer must be a [Wraith] minion.
Bearer is strength +1 for each wound on the Ring-bearer.
"Swords were naked in their pale hands…"
L U 190

(0) The Twilight World [Wraith]
Event • Response
Twilight.
If the Ring-bearer puts on The One Ring, exert a Nazgûl to add 2 burdens.
"He could see them clearly now: they appeared to have cast aside their hoods and black cloaks, and they were robed in white and grey."
L R 191

[6]Úlairë Attëa, Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce.
When you play Úlairë Attëa, you may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
Companions with resistance 2 or less cannot be assigned to Úlairë Attëa.
"Frodo was stricken dumb. He felt his tongue cleave to his mouth, and his heart labouring."
L R 192

[5]Úlairë Cantëa, Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 3
Fierce.
When you play Úlairë Cantëa, you may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
While the Ring-bearer is wearing The One Ring, companions do not gain strength bonuses or keywords from possessions.
"‘Open in the name of Mordor."'
L U 193

[6]Úlairë Enquëa, Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 11
Vit: 4
Sit: 3
Fierce.
When you play Úlairë Enquëa, you may foresee 1 for each companion over 6. (To foresee X, look at the top X cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
Each time Úlairë Enqëa wins a skirmish, you may exert him to wound the Ring-bearer.
"… they saw on the top of the hill something small and dark against the glimmer of the moonrise."
L U 194

[4]Úlairë Lemenya, Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, Úlairë Lemenya is strength +3.
"His enemies laughed at him with a harsh and chilling laughter."
L C 195

[5]Úlairë Nelya, Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 2
Fierce.
While the Ring-bearer wears The One Ring, Úlairë Nelya is strength +1 and an aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
"… three or four tall black figures were standing there on the slope, looking down on them."
L C 196

[4]Úlairë Nertëa, Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
Each time Úlairë Nertëa wins a skirmish, you may exert him to wound the Ring-bearer.
"He reined his horse in, and halted, swaying in his saddle."
L C 197

[4]Úlairë Otsëa, Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 9
Vit: 3
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, each unbound companion is resistance -2.
"Terror overcame Merry and Pippin, and they threw themselves flat on the ground."
L U 198

[6]Úlairë Toldëa, Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce.
While the Ring-bearer is exhausted, Úlairë Toldëa's twilight cost is -3.
Response: If the Ring-bearer puts on The One Ring, exert a Nazgûl to play Úlairë Toldëa from your discard pile.
"There seemed no chance of reaching the Ford before he was cut off by the others that had lain in ambush."
L R 199

[1] Unearthly Senses [Wraith]
Condition • Support Area
Spell.
When you play this condition, you may foresee 1. (To foresee 1, look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
Skirmish: Discard this condition to make a [Wraith] minion strength +2 (and make each companion it is skirmishing resistance -2 if you can spot 6 companions).
"From inside the hood came a noise as of someone sniffing to catch an elusive scent…"
L C 200

[8]The Witch-King, Drawn to Its Power [Wraith]
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 3
Fierce.
While the Ring-bearer wears The One Ring, Nazgûl cannot take wounds.
Assignment: Exert The Witch-king twice to assign him to a companion (except the Ring-bearer). Unless that companion is corrupted, he or she may exert to prevent this. (Companions with resistance 0 are corrupted).
"He sprang forward and bore down on Frodo."
L R 201

[8]The Witch-King, Shadow of Despair [Wraith]
Minion • Nazgûl
Str: 14
Vit: 4
Sit: 3
Fierce.
Each companion skirmishing The Witch-king is resistance -2.
While The Witch-king is skirmishing a corrupted companion, he is is strength +2. (Companions with resistance 0 are corrupted).
"… his terror was swallowed up in a sudden temptation to put on the Ring."
L C 202



TW (12, 4/4/4)
[4] Fell Spirit [Wraith]
Minion • Wraith
Str: 14
Vit: 2
Sit: 6
Fierce. Twilight.
While skirmishing a companion with resistance X, this minion is strength -X.
T U 105

[3] Forgotten Dead [Wraith]
Minion • Wraith
Str: 7
Vit: 2
Sit: 6
Twilight.
When you play this minion, you may reveal the top card of your draw deck. If it is a [Wraith] or [Sauron] card, you may make each companion (except the Ring-bearer) resistance -2 until the regroup phase.
T C 106

[3] Frozen in Terror [Wraith]
Event • Skirmish
Spell.
Spot a [Wraith] minion to make each corrupted companion strength -2 until the regroup phase. (Companions with resistance 0 are corrupted).
T U 107

[2]Guardians of Cirith Ungol [Wraith]
Condition • Support Area
Twilight.
As long as Guardians of Cirith Ungol is a minion, it is strength +2 for each wound on the Ring-bearer.
Response: If a companion uses a special ability, spot a [Wraith] card in your discard pile to make Guardians of Cirith Ungol become a fierce Wraith minion until the regroup phase that has 7 strength, 1 vitality and cannot take wounds or bear cards. It's still a condition.
T R 108

[1] Morgul Wound [Wraith]
Condition • Support Area
Res: -2
Response: If a [Wraith] minion wins a skirmish, transfer this condition to a losing companion.
Limit 1 per bearer.
While the Ring-bearer wears The One Ring, bearer gains twilight and loses all other game text keywords.
T C 109

[2] The Nine Abroad [Wraith]
Event • Skirmish
Search.
Make a [Wraith] minion strength +2 (and add a burden if skirmishing a [Shire] companion).
T C 110

[7] Piercing Wail [Wraith]
Event • Shadow
Spell. Toil 2.
Add a burden.
T U 111

[2] Tricksy Lights [Wraith]
Minion • Wraith
Str: 5
Vit: 1
Sit: 6
Twilight.
This minion cannot take wounds (except during skirmishes involving twilight companions).
Assignment: Assign the companion with the highest resistance to this minion.
T R 112

[5]Úlairë Cantëa, Black Assassin [Wraith] (reprint)
Minion • Nazgûl
Str: 10
Vit: 3
Sit: 3
Fierce.
Assignment: Assign Úlairë Cantëa to a corrupted companion. (Companions with resistance 0 are corrupted).
Skirmish: Spot 6 companions and another [Wraith] card to kill a companion Úlairë Cantëa is skirmishing.
T R 113

[4]Úlairë Lemenya, Black Lieutenant [Wraith]
Minion • Nazgûl
Str: 9
Vit: 2
Sit: 3
Fierce.
While the Ring-bearer is wounded, Úlairë Lemenya is strength +2.
While you can spot 2 wounds on the Ring-bearer, Úlairë Lemenya is an aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
While you can spot 3 wounds on the Ring-bearer, Úlairë Lemenya is damage +1.
T U 114

[6]Úlairë Toldëa, Lieutenant of Mordor [Wraith]
Minion • Nazgûl
Str: 12
Vit: 3
Sit: 3
Fierce. Toil 2.
T C 115

[X] The Veil of Shadow [Wraith]
Event • Assignment
Twilight.
(You choose the value of X. Except when you play this card, its twilight cost is 0).
To play, spot a [Wraith] minion and the Ring-bearer wearing The One Ring.
Assign a twilight minion to the Ring-bearer. The Free Peoples player may add X burdens to prevent this.
T R 116



BL (10, 4/3/3)
[2] Barrow-Wight Creeper [Wraith]
Minion • Wraith
Str: 5
Vit: 1
Sit: 3
Ambush [1].
When you play this minion, you may foresee 1. (To foresee 1, look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
B C 107

[1] Beast of Terror [Wraith]
Possession • Mount
Str: +1
Vit: +1
To play, discard 2 cards (or 1 [Wraith] card) from your hand
Bearer must be a Nazgûl.
Bearer is fierce.
Bearer cannot take wounds (except during skirmish phases).
B R 108

[3] Dead Watcher [Wraith]
Minion • Wraith
Str: 7
Vit: 3
Sit: 6
Skirmish: Exert this minion to play a minion from your hand. If that minion is a [Sauron] or [Gollum] minion, you may make an unbound companion strength -2 until the regroup phase.
B U 109

(0) Drift into Twilight [Wraith]
Event • Response
Twilight.
If a burden is added, spot a twilight card to add an additional burden.
B U 110

[1] Duplicitous Minions [Wraith]
Condition • Support Area
Shadow: Exert a [Wraith] minion and either an [Sauron] or [Men] minion to add a [Wraith] token here.
Skirmish: Remove a [Wraith] token here to make an unbound companion resistance -2 until the regroup phase.
B C 111

[2] Hosts of Minas Morgul [Wraith]
Event • Maneuver or Skirmish
Search.
Spot a [Wraith] minion to foresee 2. Then reveal the top card of your draw deck; if it is a minion, you may exert the Ring-bearer twice. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
B C 112

[2]Seeking the Ring [Wraith]
Condition • Support Area
Twilight.
To play, spot a [Wraith] card in play or in your discard pile.
Each time a companion loses a skirmish, foresee 1.
Each time a corrupted companion loses a skirmish, you may reveal the top card of your draw deck. If it is a twilight card, the Ring-bearer puts on the The One Ring until the regroup phase.
B R 113

[3] Swift Strike [Wraith]
Event • Skirmish
Search.
Exert a [Gollum] minion to foresee 2. Then, reveal the top card of your draw deck. It it is a Shadow card, you may wound a companion with resistance 6 or less that minion is skirmishing. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
B U 114

[6]Úlairë Enquëa, Black Shadow [Wraith]
Minion • Nazgûl
Str: 11
Vit: 4
Sit: 3
Ambush [2]. Fierce.
B C 115

[4]Úlairë Otsëa, Black Marshal [Wraith]
Minion • Nazgûl
Str: 9
Vit: 3
Sit: 3
Aggressor. Fierce. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost is -1).
Each time Úlairë Otsëa wins a skirmish, you may reveal the top card of your draw deck. If it is a minion, you may play it; it is fierce until the regroup phase.
B R 116
« Last Edit: April 30, 2010, 11:38:54 AM by Thranduil »