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Author Topic: Triumph and menace remix  (Read 18564 times)

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June 02, 2010, 01:36:36 PM
Reply #30

ket_the_jet

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Re: Triumph and menace remix
« Reply #30 on: June 02, 2010, 01:36:36 PM »
10] •Army of Moria [Moria]
Minion • Orc
Str: 17
Vit: 3
Site: 4
To play, spot a Moria orc.
When you play this minion, you may exert it twice to draw 3 cards.

Radically inferior to Host of Moria.
-wtk

June 02, 2010, 02:47:52 PM
Reply #31

jdizzy001

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Re: Triumph and menace remix
« Reply #31 on: June 02, 2010, 02:47:52 PM »
Thanks for the input.  I think I will drop the spotting requirement and drop the cost by a point.
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June 02, 2010, 02:51:59 PM
Reply #32

ket_the_jet

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Re: Triumph and menace remix
« Reply #32 on: June 02, 2010, 02:51:59 PM »
Exerting it twice ruins any goodness the card has. If anything I would want to be able to play something that could absorb some archery...

I'd rather play the Balrog, Terror of Flame and Shadow any day.
-wtk

June 02, 2010, 03:01:24 PM
Reply #33

jdizzy001

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Re: Triumph and menace remix
« Reply #33 on: June 02, 2010, 03:01:24 PM »
I was literally just this very moment thinking the same thing.  What about leaving the twilight cost at 10, eliminating the spotting requirement, and simply allowing the player to draw 3 extra cards when it is played (That is eliminate the exertion requirement.)
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June 03, 2010, 07:46:03 AM
Reply #34

Aragorn_Ellessar

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Re: Triumph and menace remix
« Reply #34 on: June 03, 2010, 07:46:03 AM »
That sounds good, especially since the [Moria] type is all about swarming and playing as many extra cards as it can! I don't know if you still might want to knock it down to 9 or not, I'm not sure if that would make it op or not.
One Ring to rule them all.
One Ring to find them.
One Ring to bring them all,
And in the darkness, bind them.

June 03, 2010, 12:47:59 PM
Reply #35

Cw0rk

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Re: Triumph and menace remix
« Reply #35 on: June 03, 2010, 12:47:59 PM »
The original Army of Moria is pretty weak as well.

You should keep the 'To play spot a [Moria] orc.' part because it is a pattern on all the Army minions.

June 03, 2010, 07:49:08 PM
Reply #36

jdizzy001

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Re: Triumph and menace remix
« Reply #36 on: June 03, 2010, 07:49:08 PM »
It was a large in part, on account of the menace key word.  Once the right number of twilight was added by the freeps player, these armies were played from your draw deck.  In order to keep a player from playing minions from their draw deck willy-nilly, the spot a minion text was added.  I decided to remove the text largely because of set 9's  host of moria.  Ket brought to my attention that Host of Moria was far superior to even the original army of moria.  In order to put them both on a competative level, i had to drop the 'spot a minion' text.  That, and I also removed the exert to draw protion of the text.

Nevertheless, thanks for your input.  I will mull it over in my head.
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June 08, 2010, 09:21:32 AM
Reply #37

Thranduil

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Re: Triumph and menace remix
« Reply #37 on: June 08, 2010, 09:21:32 AM »
Sorry I've been so late in reviewing! I'm very out of forum life at the moment, but this was always on my list of things to do!

[11] •Army of Dunland [Dunland]
Minion • Man
Str: 20
Vit: 2
Site: 3
To play spot a [Dunland] Man.
When you play this minion, if you control 2 sites, you may discard 2 free peoples possessions.
Strength 20 minions are not that exciting without something like fierce or a damage bonus. This might not be an issue, but I thought I'd mention it. I think the ability is good though – a very simple ability for 2 site Dunland.

[2] Dwarven Escort [Dwarven]
Companion • Dwarf
Str: 5
Vit: 3
At the start of the Fellowship Phase, you may add [2] to draw a card
As a non-unique guy, he is quite good. I think I would like him a lot more if he were a version of Gimli, or something. As it is, I'm not sure. Obviously 4 of him costs [8] every turn to draw 4, but it still feels wrong to me. I certainly might have a "To play, spot a Dwarf" in there.

[2] •Legolas, Nimble Elf [Elven]
Companion • Elf
Str: 6
Vit: 3
Archer.
While you have initiative, the fellowship archery total is +1.
Probably fine. Good, but fine. Did the original card come with a signet?

[5] •Treebeard, Enemy of the Hand [Gandalf]
Companion • Ent
Str: 12
Vit: 4
To play spot 3 Ents.
Each time Treebeard wins a skirmish, spot 3 Ents to discard a minion he was skirmishing.
Note: Much cleaner.
An unimpressive Treebeard. I would lose the spotting requirement given that his ability only triggers with 3 Ents. How about something like "Each time your Ent wins a skirmish, you may spot 3 Ents and exert Treebeard to discard a minion that Ent was skirmishing"?

[2] •Gollum, worker of mischief [gollum] SHDW
Minion
Str: 5
Vit: 4
Site: 3
To play spot a [gollum] condition.
When you play this minion, if you have initiative, you may exert him 3 times to make the move limit -1 this turn.
The spotting requirement makes him almost useless. I don't see why Gollum should have to spot his own stuff to play him. Otherwise, he's okay. Perhaps it should be a regroup ability instead?

[4] •Aragorn, Dunadan [Gondor]
Companion • Man
Str: 8
Vit: 4
Ranger.
At the start of the maneuver phase, if you have initiative, you may exert a minion.
Perhaps too good. Not sure. Certainly nice and clean, so it probably doesn't matter.

[9] •Army of Isengard [Isengard]
Minion • Uruk-hai
Str: 16
Vit: 4
Site: 5
Damage +1. To play spot an Uruk-hai.
While you control 2 sites, this minion is fierce.
Seems okay.

[10] •Army of Moria [Moria]
Minion • Orc
Str: 17
Vit: 3
Site: 4
When you play this minion, you draw 3 cards.
Yeah I like. This guy at least has a good point without a keyword. But I might give him a spotting requirement like the others.

[11] •Army of Harad [Raider]
Minion • Man
Str: 17
Vit: 4
Site: 4
Southron. Archer. To play spot a [Raider] Man.
When you play this minion, if you have initiative, it gains ambush [5] until the regroup phase.
Your wording is a little weird. It would be easier to have "While you have initiative, this minion gains ambush [5]." Seems fun. I like how he comes with a Raider Bow.

[14] •The Nazgul [Wraith]
Minion • Nazgul
Str: 20
Vit: 5
Site: 3
Fierce. To play spot a Nazgul.
When you play this minion, if you have initiative, add 2 burdens.
Not sure that you should have to spot 1 of the Nazgûl to play all of them. I think I would make the spotting requirement "To play, spot a [Wraith] card."

[2] •Eowyn, Daughter of Kings [Rohan]
Companion • Man
Str: 6
Vit: 3
While you have initiative, and can spot 2 other men, the move limit is +1.
This raises issues. Move limits last for the whole turn as soon as they are applied, so you could conceivable continually lose and gain initiative to keep increasing the move limit. It either needs to be "At the start of the turn..." or at some other point when it only happens once per turn, or I would choose a different effect for her.

[9] •Army of Sauron [Sauron]
Minion • Orc
Str: 17
Vit: 5
Site: 6
To play spot a [Sauron] orc.
While the shadow player has initiative, this minion is strength +10.
I think it's a massive shame that he loses the symmetry that the old [Sauron] Orcs had (like Orc Chaser). I think I would give him base strength 13 with +13 and fierce.

[2] •Sam, Lover of Trees [Shire]
Companion • Hobbit
Str:3
Vit:4
Each time you lose initiative, you may remove a burden.
Response: If Frodo dies, make Sam the Ring-bearer (Resistance 5).
I don't like having a double Light in His Mind. Seems a bit ridiculous. I think it perhaps fits better on Sam than the condition, but I think you should find something else.

Thranduil

June 09, 2010, 05:25:42 PM
Reply #38

jdizzy001

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Re: Triumph and menace remix
« Reply #38 on: June 09, 2010, 05:25:42 PM »
Cool, thanks for the input.  The nazgul spotting condition was a great idea.  As far as signets are concerned, none of the t&m cards came with signets.  I tried to keep some of the spotting requirements of the original cards, which is why so many of them had bizarre spotting requirements, like Gollum, big D started it, and I just went with it.  Of course as I mentioned before, it was so you couldn't play a ton of minions from your draw deck once menace was active.  I should probably go through and reweigh some of the requirements to play the minions.  You bring up a valid point concerning eowyn.  Something like, "at the start of the turn you may spot 2 other men to make the move limit +1" would be much more effective
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June 09, 2010, 07:52:30 PM
Reply #39

MR. Lurtzy

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Re: Triumph and menace remix
« Reply #39 on: June 09, 2010, 07:52:30 PM »
If you make those changes, could you re-email them to me? I did enjoy the first ones.

June 09, 2010, 08:05:37 PM
Reply #40

Cw0rk

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Re: Triumph and menace remix
« Reply #40 on: June 09, 2010, 08:05:37 PM »
Keep in mind when you remix these cards that you wanna keep them as close to the original ones as possible.


June 09, 2010, 09:05:34 PM
Reply #41

jdizzy001

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Re: Triumph and menace remix
« Reply #41 on: June 09, 2010, 09:05:34 PM »
@ Cwork: I am trying very hard to maintain the series original power level and mechanincs (Thus, Aragorn and Legolas have changed very little).  I hope, to some extent, I am managing this.  Thanks for the encouragement.

@Lurtzy: I am glad to hear you enjoyed the originals.  I will send you an update once they are finished.
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July 24, 2010, 10:36:05 AM
Reply #42

jdizzy001

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Re: Triumph and menace remix
« Reply #42 on: July 24, 2010, 10:36:05 AM »
Sam has been updated, if your interested.
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July 24, 2010, 12:19:16 PM
Reply #43

Witchkingx5

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Re: Triumph and menace remix
« Reply #43 on: July 24, 2010, 12:19:16 PM »
[2] •Sam, Lover of Trees [Shire]
Companion • Hobbit
Str:3
Vit:4
Fellowship: Add 2 threats to remove a burden.
Response: If Frodo dies, make Sam the Ring-bearer (Resistance 5).
Note:[i/] The idea for this new text came from Legolas, Skeptical Guide.


Shadowfax, GotM?

July 24, 2010, 10:28:22 PM
Reply #44

jdizzy001

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Re: Triumph and menace remix
« Reply #44 on: July 24, 2010, 10:28:22 PM »
GOSH DARN IT! (Pardon my G-Rated rant.)  My only defense would be this card represents a pre-shadows Sam.  He has no resistence.  Well, I'm open to ideas.  Anyone have a text usable by Sam?
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