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July 30, 2010, 02:58:42 PM
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menace64

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Shadows II.
« on: July 30, 2010, 02:58:42 PM »
I know I started another thread some time ago, but since it's been a while I feel like it would be a little confusing to use it.

This is the beginning of a very large project, the first set of six to address the issues of the post-Mount Doom environment. All old shadow cultures are reinstated, all new ones are discarded. I've created new mechanics and new subcultures. I've tried keeping as many cards of Decipher's design as possible, and up until Rise of Saruman I didn't need to 'make up' any new cards.

I've now finished "correcting" the Shadow cultures. Below is the complete spoiler list, and in the next few replies I'll highlight a few cards and talk about the new/improved/returning mechanics.

So let's get started. This is the Shadows II cardlist:

1.   The One Ring, The Ring of Rings
2.   The One Ring, The Ruling Ring

Dunland Culture (20 Cards):
3.   Bloodthirsty
4.   Chieftain of Dunland
5.   Driven From the Plains
6.   Dunlending Ambusher
7.   Dunlending Backstabber
8.   Dunlending Fighter
9.   Dunlending Marauder
10.   Dunlending Rebel
11.   Dunlending Rioter
12.   Dunlending Stormer
13.   Dunlending Trapper
14.   Dunlending Zealot
15.   Harmless
16.   In the Wild Men's Wake
17.   Lying in Wait
18.   Pursuing Horde
19.   Saruman, Coldly Still
20.   Unbridled
21.   War Trident
22.   Wulf, Stampeding Chief

Dwarven Culture (12 Cards):
23.   Axe of Khazad-dum
24.   Battle to the Last
25.   Dwarven Embassy
26.   Fallen Lord
27.   Farin, Emissary of Erebor
28.   Gimli, Lively Combatant
29.   Gimli's Battle Axe, Vicious Weapon
30.   Grimir, Dwarven Emissary
31.   Hall of Our Fathers
32.   Mountain Homestead
33.   On Guard
34.   Well-equipped

Elven Culture (13 Cards):
35.   Arwen, Staunch Defender
36.   Blade of Lindon
37.   Elven Marksmanship
38.   Elven Scout
39.   Farewell to Lorien
40.   The Lady's Blessing
41.   Legolas, Companion of the Ring
42.   Legolas, Woodland Emissary
43.   Legolas' Bow
44.   Might of the Elf-lords
45.   Nocked
46.   Uncertain Future
47.   Woodland Sentinel

Gandalf Culture (13 Cards):
48.   The Art of Gandalf
49.   Ease the Burden
50.   Erland, Dale Counselor
51.   Final Account
52.   G for Grand
53.   Gandalf, Leader of the Company
54.   Gandalf's Staff, Ash-staff
55.   Glamdring, Foe-hammer
56.   Inspiration
57.   New Authority
58.   New-awakened
59.   Prolonged Struggle
60.   Shadowfax, Unequaled Steed

Gollum Culture (12 Cards):
61.   Called to Mordor
62.   Enemy Released
63.   Gollum, Skulker
64.   Herbs and Stewed Rabbit
65.   Horribly Strong
66.   It Draws Him
67.   Little Snuffler
68.   Master Commands It
69.   Not Alone
70.   One Good Turn Deserves Another
71.   Safe Passage
72.   Smeagol, Scout and Guide

Gondor Culture (14 Cards):
73.   Aragorn, Guide and Protector
74.   Aragorn, Strider
75.   Armor of the Citadel
76.   Battle Cry
77.   Boromir, Hero of Osgiliath
78.   Bow of Minas Tirith
79.   Gondorian Blade
80.   The Highest Quality
81.   Houses of Healing
82.   Madril, Ranger of Ithilien
83.   Much-needed Rest
84.   Pledge of Loyalty
85.   Ranger of Westernesse
86.   Well-traveled

Isengard Culture (19 Cards):
87.   Bill Ferny, Agent of Saruman
88.   Bold and Cunning
89.   Corrupted Spy
90.   Crooked Townsman
91.   Declined Business
92.   Desertion
93.   Grima, Servant of Another Master
94.   Harry Goatleaf, Gate-keeper
95.   Ill News is an Ill Guest
96.   Lathspell
97.   Lying Counsel
98.   Man of Bree
99.   Poisonous Words
100.   Rough Man of the South
101.   Ruffian
102.   Squint-eyed Southerner
103.   Strange-looking Men
104.   Swarthy Bree-lander
105.   Whisper in the Dark

Moria Culture (21Cards):
106.   Bladed Gauntlets
107.   Cave Troll of Moria, Savage Menace
108.   Cave Troll's Hammer, Unwieldy Cudgel
109.   Chamber Patrol
110.   Conquered Halls
111.   Denizen of Khazad-dum
112.   Denizen of Moria
113.   Denizen of the Black Pit
114.   Emboldened
115.   Goblin Aggressor
116.   Goblin Brute
117.   Goblin Champion
118.   Goblin Defiler
119.   Goblin Hordes
120.   Goblin Scavengers
121.   Goblin Warden
122.   Hill Orc
123.   Moria Menace
124.   Mountain Orc
125.   Troll's Keyward, Keeper of the Beast
126.   Underdeeps Denizen

Raider Culture (26 Cards):
127.   Archer of Harad
128.   Ceremonial Armor
129.   Easterling Column
130.   Easterling Combatant
131.   Easterling Enforcer
132.   Easterling Host
133.   Easterling Shield Wall
134.   Easterling Weaponmaster
135.   Elevated Fire
136.   Fletcher of Harad
137.   Gathering Strength
138.   Great Axe
139.   Legion of Harad
140.   Long Battle Bow
141.   Overrun
142.   Pavise
143.   Poleaxe
144.   Precision Targeting
145.   Southron Advancers
146.   Southron Aggressor
147.   Southron Sharpshooter
148.   Southron Spotter
149.   Southron Warmonger
150.   Throng of Harad
151.   Warrior of Rhun
152.   Whistling Death

Rohan Culture (16 Cards):
153.   Eomer, Guardian of the Eastmark
154.   Eowyn, Shieldmaiden of Rohan
155.   Gamling, Defender of the Hornburg
156.   Hrothlac, Man of Rohan
157.   Protecting the Hall
158.   Rally Cry
159.   Riddermark Javelin
160.   Riddermark Soldier
161.   Rider's Spear
162.   Riders of the Mark
163.   Riding Like the Wind
164.   Rohirrim Mount
165.   Rush of Steeds
166.   Sword Rack
167.   Theoden, King of the Eorlingas
168.   War Now Calls Us

Sauron Culture (21 Cards):
169.   Always Threatening
170.   Battlefield Recruit
171.   Battlefield Veteran
172.   Beastly Olog-hai
173.   Black Land Chieftain
174.   Black Land Observer
175.   Black Land Servitor
176.   Coordinated Effort
177.   Defiled
178.   Gorgoroth Destroyer
179.   Gorgoroth Machinist
180.   Gorgoroth Raid Commander
181.   Massing Strength
182.   Mordor Scimitar
183.   Mountain-troll
184.   Orc Trapper
185.   Ordnance Grunt
186.   Orkish Camp
187.   Porter Troll
188.   Pummeling Blow
189.   Wielding the Ring

Shire Culture (16 Cards):
190.   Concerning Hobbits
191.   Crouched Down
192.   Farmer Maggot, Hobbit of the Marish
193.   Frodo, Protected by Many
194.   Habits of Home
195.   Hobbit Sword
196.   Incognito
197.   Merry, Loyal Companion
198.   The More, The Merrier
199.   Pippin, Brave Decoy
200.   Salt from the Shire
201.   Sam, Steadfast Friend
202.   Sting, Weapon of Heritage
203.   Sworn Companion
204.   A Task Now to Be Done
205.   Unharmed

Wraith Culture (21 Cards):
206.   Dark Powers Strengthen
207.   Dark Wings
208.   Drawn to Its Power
209.   Hatred Stirred
210.   Keening Wail
211.   Lost in the Woods
212.   Moving This Way
213.   The Pale Blade, Sword of Flame
214.   Riders in Black
215.   A Shadow Rises
216.   Shapes Slowly Advancing
217.   Surrounded by Wraiths
218.   Ulaire Attea, Second of the Nine Riders
219.   Ulaire Cantea, Fourth of the Nine Riders
220.   Ulaire Enquea, Sixth of the Nine Riders
221.   Ulaire Lemenya, Fifth of the Nine Riders
222.   Ulaire Nelya, Third of the Nine Riders
223.   Ulaire Nertea, Ninth of the Nine Riders
224.   Ulaire Otsea, Seventh of the Nine Riders
225.   Ulaire Toldea, Eighth of the Nine Riders
226.   The Witch-king, Captain of the Nine Riders

Adventure Path (40 Cards):
227.   Barazinbar
228.   Dammed Gate-stream
229.   East Road
230.   Emyn Muil
231.   Ettenmoors
232.   Expanding Marshland
233.   The Great Gates
234.   Green Dragon Inn
235.   Moria Stairway
236.   North Undeep
237.   The Prancing Pony
238.   Redhorn Pass
239.   Shores of Nen Hithoel
240.   Trollshaw Forest
241.   Cavern Entrance
242.   Crags of Emyn Muil
243.   Falls of Rauros
244.   Fangorn Glade
245.   Flats of Rohan
246.   Fords of Isen
247.   Golden Hall
248.   Helm's Gate
249.   Meduseld
250.   Mere of Dead Faces
251.   Rohirrim Village
252.   Starkhorn
253.   Valley of Saruman
254.   Wold Battlefield
255.   City Gates
256.   Courtyard Parapet
257.   Dagorlad
258.   The Dimholt
259.   Hall of the Kings
260.   Northern Ithilien
261.   Nurn
262.   Osgiliath Channel
263.   Osgiliath Fallen
264.   Slag Mounds
265.   Slopes of Orodruin
266.   Watch-tower of Cirith Ungol
« Last Edit: August 05, 2010, 10:53:39 AM by menace64 »

July 30, 2010, 04:14:30 PM
Reply #1

Cw0rk

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Re: Shadows II.
« Reply #1 on: July 30, 2010, 04:14:30 PM »
Awesome. I look forward to it.

July 31, 2010, 01:38:24 AM
Reply #2

menace64

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Re: Shadows II.
« Reply #2 on: July 31, 2010, 01:38:24 AM »
Dunland is my favorite culture. They love site control, I love site control. They love big skirmishers, I love big skirmishers. They hate archery... yeah, I do too.

This new breed of Dunlending is more focused, and more deadly, than before. For now they only really care about 3 things: whether or not they're bearing a weapon, whether or not they control a site, and whether or not there's a companion bearing one of their Shadow conditions.

Yup. That's the new mechanic for Dunland (and, as you'll see a couple of posts down, [Isengard] Men). For every hut that they send up in flames, they want at least one do-gooder to walk away traumatized. I saw the potential for this kind of mechanic buried in cards like Harmless and Lying in Wait, and when it came time to flesh things out I found it extremely easy to do so. It's almost like Decipher wanted the same thing but never got around to finishing it.

Like I said a few days ago, I've left the card titles of each card with a link to its previous version. That way you can look at the before-and-after. In many cases all I had to do was change the culture, but at other times it came down to re-envisioning the card, maintaining its particular flavor while imbuing it with the new culture's personality.  And, whenever I could, I've tried to move minions into what I called micro-groups, so that minions that work closely together actually appear to be from the same scene. For Shadows II, almost all of the Dunland minions use images from Saruman's speech in Isengard.

[1] Bloodthirsty [Dunland]
Regroup Event
Spot 2 [Dunland] Men to wound an unbound companion.
The ferocity of the Dunlendings is not easily slaked.
11R3

[5] *Chieftain of Dunland [Dunland]
Man Minion
Strength 11
Vitality 2
Site Number 3
Fierce.
Skirmish:
Spot a site you control and remove [2] to make a [Dunland] Man strength +2.
Skirmish: Spot 2 sites you control and remove [2] to make a [Dunland] Man strength +3.
Skirmish: Spot 3 sites you control and remove [2] to make a [Dunland] Man strength +4
11R4

[1] Driven From the Plains [Dunland]
Support Area Condition
Each time you take control of a site, you may exert a [Dunland] minion to make the Free Peoples player wound a companion.
Response: If your [Dunland] Man wins a skirmish, discard this condition to replace the fellowship's current site with a site from your adventure deck.
The Hillmen sent the villagers before them like lambs to the slaughter.
11C5

[3] Dunlending Ambusher [Dunland] (Formerly Vicious Dunlending)
Man Minion
Strength 9
Vitality 1
Site Number 3
Each time this minion is assigned to a skirmish, you may play a transferable [Dunland] condition from your discard pile.
A swath of terror cut across the fields of Rohan.
11S6

[3] Dunlending Backstabber [Dunland] (Formerly Harrying Hillman)
Man Minion
Strength 8
Vitality 1
Site Number 3
Lurker.
Each time a character is killed or discarded during a skirmish, you may make this minion strength +3 until the regroup phase.
Though Dunlendings are by no means cowardly, their prowess in battle seems to manifest more as victory grows more assured.
11U7

[4] Dunlending Fighter [Dunland] (Formerly Grousing Hillman)
Man Minion
Strength 10
Vitality 1
Site Number 3
Each time this minion wins a skirmish, you may discard 2 [Dunland] cards from hand to take control of a site.
The speech of Saruman stirred the hearts of the Dunlendings into a murderous frenzy.
11C8

[3] Dunlending Marauder [Dunland] (Formerly Engrossed Hillman)
Man Minion
Strength 9
Vitality 1
Site Number 3
Each time this minion wins a skirmish, you may discard 2 [Dunland] cards from hand to take control of a site.
Years of disquiet manifested as consuming rage with the arrival of Saruman.
11C9

[2] Dunlending Rebel [Dunland] (Formerly Primitive Savage)
Man Minion
Strength 8
Vitality 1
Site Number 3
Response: If you transfer a [Dunland] condition to a character, remove [2] to make a [Dunland] Man or [Isengard] minion strength +1 until the regroup phase.
By the design of Saruman, Dunland's renewed aggression against Rohan came about as the Uruk-hai prepared for their own invasion.
11C8

[2] Dunlending Rioter [Dunland] (Formerly Crazed Hillman)
Man Minion
Strength 9
Vitality 1
Site Number 3
Response: If another [Dunland] Man is about to take a wound, wound this minion to prevent that.
Already given to fierce passions, a warrior of Dunland easily loses control in the heat of battle.
11C9

[5] Dunlending Stormer [Dunland] (Formerly Wrathful Hillman)
Man Minion
Strength 11
Vitality 2
Site Number 3
While you control 2 sites, this minion may not take wounds.
Skirmish: If you control a dwelling or plains site, discard 2 [Dunland] cards from hand to make this minion damage +1.
"‘For behold! the storm comes, and now all friends should gather together, lest each singly be destroyed.'"
11R10

[3] Dunlending Trapper [Dunland]
Man Minion
Strength 8
Vitality 1
Site Number 3
Lurker.
Assignment:
Discard a [Dunland] card from hand to assign this minion to an unbound companion.
His traps catch men as well as beasts.
11U11

[2] Dunlending Zealot [Dunland]
Man Minion
Strength 7
Vitality 1
Site Number 3
While you control 2 sites, each [Dunland] Man is strength +2.
"…unfriendly to the Dunedain, hating the Rohirrim."
11C12

(0) Harmless [Dunland]
Support Area Condition
While borne by a companion, the fellowship archery total is -1 and bearer cannot use its special abilities.
Maneuver: Spot a site you control or a [Dunland] Man bearing a hand weapon to transfer this condition from your support area to a companion.
11U13

[1] In the Wild Men's Wake [Dunland]
Response Event
If a [Dunland] Man wins a skirmish, play a transferable [Dunland] condition from your discard pile, then transfer it to the losing companion. If you control 2 sites, make that minion fierce until the regroup phase.
11R14

(0) Lying in Wait [Dunland]
Support Area Condition
Each [Dunland] Man bearing a hand weapon is strength +2 while skirmishing bearer.
Skirmish: Spot a site you control or a [Dunland] Man bearing a hand weapon to transfer this condition from your support area to an unbound companion.
11C15

(0) Pursuing Horde [Dunland]
Support Area Condition
To play, spot 3 [Dunland] Men.
Each time the fellowship moves, if this condition is borne by a companion, you may play a [Dunland] Man from your discard pile.
Response: If the fellowship moves during the regroup phase, spot a [Dunland] Man to transfer this condition from your support area to a companion.
11R16

[4] *Saruman, Coldly Still [Dunland]
Wizard Minion
Strength 8
Vitality 4
Site Number 4
While you can spot another minion, Saruman may not be assigned to a skirmish.
Each [Dunland] Man bearing a hand weapon is strength +2.
Skirmish: Exert Saruman to play a [Dunland] weapon from your discard pile.
"Take back the lands they stole from you!"
11R17

[1] Unbridled [Dunland] (Formerly Frenzied Dunlending)
Skirmish Event
Make a [Dunland] Man strength +2 (or strength +3 if skirmishing a companion bearing a [Dunland] condition or if you control 2 sites; strength +6 if both).
While Dunlendings lack the skills of the trained soldiers they attack, they carry in them a well-honed hatred.
11C18

[1] War Trident [Dunland]
Hand Weapon Possession
Strength +2
Bearer must be a [Dunland] Man.
While you control a site, bearer may not take wounds (except during a skirmish).
So poisoned were they by Saruman's cunning deceits that wounds went unheeded and death was not considered.
11C19

[4] *Wulf, Stampeding Chief [Dunland]
Man Minion
Strength 10
Vitality 2
Site Number 3
Fierce.
Regroup: Exert Wulf and discard a [Dunland] condition borne by a companion to take control of a site.
No more would Rohan stand against his kind.
11R20
« Last Edit: August 05, 2010, 11:15:53 AM by menace64 »

July 31, 2010, 09:09:18 AM
Reply #3

Witchkingx5

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Re: Shadows II.
« Reply #3 on: July 31, 2010, 09:09:18 AM »
(0) Harmless [Dunland]
Support Area Condition
While borne by a companion, the fellowship archery total is -1 and bearer cannot use its special abilities.
Maneuver: Spot a site you control or a [Dunland] Man bearing a hand weapon to transfer this condition from your support area to a companion.
11U13

Nice. Very nice. Very nice indeed... :uh-huh: well, archery was always a thing that could destroy Dunland, they have Hides, they have Bound By Rage, but both cards are relatively expensive to use and beeing able to block comp's special abilities, Dunland has a nice tool...

[3] Dunlending Ambusher [Dunland]
Man Minion
Strength 9
Vitality 1
Site Number 3
Each time this minion is assigned to a skirmish, you may play a transferable [Dunland] condition from your discard pile.
A swath of terror cut across the fields of Rohan.
11S6

what making anew keywork like "machine", "fortifications" or "engine"? I just don't know what Dunlendings attach to their enemies... maybe "curse" or something like that.

[1] War Trident [Dunland]
Hand Weapon Possession
Strength +2
Bearer must be a [Dunland] Man.
While you control a site, bearer may not take wounds (except during a skirmish).
So poisoned were they by Saruman's cunning deceits that wounds went unheeded and death was not considered.
11C19

"(...) wounds went "unheeded" (...)"


reminds me a bit of Easterling Polearm, but this card ism uch weaker... spotting 2 burdens is really easy, and this card costs 1 more...

July 31, 2010, 10:15:19 AM
Reply #4

menace64

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Re: Shadows II.
« Reply #4 on: July 31, 2010, 10:15:19 AM »
Second on the list of returning cultures in Shadows II is [Isengard]. And, specifically, Isengard Men. I'm sure it bothers most of us that this particular subculture never quite got off the ground, and heading into this set's redesign I knew I'd do all that I could to correct Decipher's mistake.

In my vision for this entire block (as I've mentioned elsewhere), the Shadow cultures themselves evolve as each new set releases. Dunland begins in Shadows II focused on Saruman's lies, and in Black Rider II they begin their march across Rohan. That's a pretty good example of what I'm talking about, but no more clearly can this evolution be seen than in [Isengard]. In Shadows II, the entire culture deals solely with the Men of Bree (and Grima). This is Saruman's first foothold as a dark power, and what they lack in raw strength they make up for in pure hate.

Like [Dunland], Isengard Men love to see companions bearing Shadow conditions, which makes for a very intuitive splash of culture between the two. Most of the Isengard Men in this set care less about what culture the condition borne by a companion happens to be; instead they care about how many of those particular conditions you can spot. That also means that these Isengard Men can splash well into some [Wraith] decks, and indeed as well into older [Sauron] decks. And that's the idea. As Saruman's clever henchmen, they'll find themselves everywhere, making trouble for the Free Peoples all over Middle-earth.

[2] *Bill Ferny, Agent of Saruman [Isengard]
Man Minion
Strength 4
Vitality 3
Site Number 2
If Bill Ferny is unwounded, the Free Peoples player cannot assign him to skirmish a companion.
Shadow: Exert Bill Ferny and spot a companion bearing a Shadow condition to add [2].
"‘…he would sell anything to anybody, or make mischief for amusement.'"
11R87

[4] Bold and Cunning [Isengard]
Skirmish Event
Toil 2.
Spot an [Isengard] Man to discard a possession (or 2 possessions borne by a companion bearing a Shadow condition).
"‘Even now he plays a game with peril and wins a throw.'"
11C88

[3] Corrupted Spy [Isengard]
Man Minion
Strength 7
Vitality 2
Site Number 2
To play, spot an [Isengard] Man.
While skirmishing, this minion is strength +1 for each character bearing a Shadow condition.
While you can spot a companion who has resistance 3 or less, this minion is damage +1.
11R89

[1] Crooked Townsman [Isengard]
Man Minion
Strength 5
Vitality 2
Site Number 2
To play, spot an [Isengard] Man.
While skirmishing, this minion is strength +1 for each character bearing a Shadow condition.
"‘…the Riders can use men and other creatures as spies, as we found in Bree.'"
11C90

(0) Declined Business [Isengard]
Response Event
If the Free Peoples player plays a companion, discard an [Isengard] card from hand to return that companion to its owner's hand.
During the War of the Ring, the streets of Bree were filled mainly with Southern ruffians and thieves, and Bree-folk were afraid to leave their homes.
11U91

[1] Desertion [Isengard]
Condition
Resistance -1
To play, spot an [Isengard] Man. Bearer must be a companion (except the Ring-bearer).
Assignment: Assign an [Isengard] minion with less strength than bearer to skirmish bearer. Discard this condition.
"‘Who knows what you've spoken to the darkness in the bitter watches of the night?'"
11U92

[2] *Grima, Servant of Another Master [Isengard]
Man Minion
Strength 4
Vitality 3
Site Number 3
When you play Grima, you may remove [4] to exert an unbound companion. That companion cannot use special abilities until the regroup phase.
Assignment: Exert Grima to assign him to an unbound companion. That companion may exert to prevent this.
11R93

[2] *Harry Goatleaf, Gate-keeper [Isengard]
Man Minion
Strength 5
Vitality 2
Site Number 2
Lurker.
Each time a skirmish starts involving an [Isengard] Man, you may make a companion assigned to skirmish Harry Goatleaf resistance -1 until the regroup phase.
Response: If the Free Peoples player replaces a site, exert Harry Goatleaf to cancel that and add a burden.
"What do you want?"
11R94

[1] *Ill News is an Ill Guest [Isengard]
Support Area Condition
To play, spot an [Isengard] Man.
Each unbound companion bearing a Shadow condition is resistance -1.
Skirmish: Spot an [Isengard] Man skirmishing a companion and reveal the Free Peoples player's hand to make that Man strength +1 for each Shadow card revealed. Discard this condition.
"Late is the hour in which this conjurer chooses to appear."
11C95

[3] Lathspell [Isengard]
Condition
To play, spot an [Isengard] Man. Bearer must be a companion.
While skirmishing a Man, bearer loses from possessions all strength and damage bonuses.
"‘…ill news is an ill guest they say.'"
11U96

[1] Lying Counsel [Isengard]
Maneuver Event
Exert your [Isengard] Man and spot a wounded companion bearing 3 or more cards to return each Free Peoples card that companion bears to its owner's hand. The Free Peoples player may add a burden to discard those cards instead.
"‘Let your counselor Grima keep all things…'"
11R97

[2] Man of Bree [Isengard]
Man Minion
Strength 4
Vitality 2
Site Number 2
While skirmishing, this minion is strength +1 for each card in the Free Peoples player's hand.
"One or two gave Frodo a blank look and departed muttering among themselves."
11C98

[3] Poisonous Words [Isengard]
Maneuver or Regroup Event
Toil 2.
Spot an [Isengard] Man to add [1] for each Shadow condition borne by a companion.
"‘So far. So cold. Like a morning of pale spring still clinging to winter's chill.'"
11R99

[4] Rough Man of the South [Isengard]
Man Minion
Strength 8
Vitality 3
Site Number 2
Skirmish: Exert this minion to make a companion he is skirmishing strength -1 for each card that companion bears.
Making money and mischief was often inspiration enough for their louts. The taking of Bree and the Shire was easy work.
11U100

[2] Ruffian [Isengard]
Man Minion
Strength 5
Vitality 3
Site Number 2
Skirmish: Exert this minion to make a companion he is skirmishing strength -1 for each card that companion bears.
Saruman's influence went far abroad, deep into lands unexplored by Sauron's forces.
11C101

[3] Squint-eyed Southerner [Isengard]
Man Minion
Strength 9
Vitality 2
Site Number 2
This minion is strength +1 for each card borne by a companion he is skirmishing.
A former man of Dunland, this outlaw was a prized agent of Saruman and a spy for the Witch-king.
11C102

[4] Strange-looking Men [Isengard]
Man Minion
Strength 10
Vitality 3
Site Number 2
Maneuver: Exert this minion to transfer a Shadow condition borne by a character to another eligible bearer.
"The strangers, especially those that had come up the Greenway, stared at them curiously."
11R103

[3] Swarthy Bree-lander [Isengard]
Man Minion
Strength 9
Vitality 2
Site Number 2
At the start of a skirmish involving this minion, you may remove [2] to transfer a Shadow condition borne by a character to another eligible bearer.
"But there was one… who stood looking at them with a knowing and half-mocking expression that mad them feel very uncomfortable."
11C104

[2] Whisper in the Dark [Isengard]
Skirmish Event
Make an [Isengard] Man strength +1 for each Shadow condition borne by a companion.
"My lord, Gandalf the Grey is coming. He is a herald of woe."
11C105
« Last Edit: August 05, 2010, 11:31:24 AM by menace64 »

August 05, 2010, 11:32:11 AM
Reply #5

menace64

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Re: Shadows II.
« Reply #5 on: August 05, 2010, 11:32:11 AM »
Reserved for the new [Moria] cards.
« Last Edit: August 05, 2010, 11:33:48 AM by menace64 »

August 05, 2010, 11:32:30 AM
Reply #6

menace64

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Re: Shadows II.
« Reply #6 on: August 05, 2010, 11:32:30 AM »
Reserved for the new [Raider] cards.

August 05, 2010, 11:33:06 AM
Reply #7

menace64

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Re: Shadows II.
« Reply #7 on: August 05, 2010, 11:33:06 AM »
Reserved for the new [Sauron] cards.

August 05, 2010, 11:33:24 AM
Reply #8

menace64

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Re: Shadows II.
« Reply #8 on: August 05, 2010, 11:33:24 AM »
Reserved for the new adventure path.

August 05, 2010, 02:27:07 PM
Reply #9

Cw0rk

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Re: Shadows II.
« Reply #9 on: August 05, 2010, 02:27:07 PM »
I'm still not sure if those [Isengard] Men are competitive enough.

August 15, 2010, 04:08:59 AM
Reply #10

Thranduil

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Re: Shadows II.
« Reply #10 on: August 15, 2010, 04:08:59 AM »
I am actually not at all a fan of the [Dunland] culture and I thought that there were a lot of good things to be said for combining all the evil men into [Men]. I also hate site control and think it shouldn't be in the game. But nevertheless...

[1] Bloodthirsty [Dunland]
Regroup Event
Spot 2 [Dunland] Men to wound an unbound companion.
The ferocity of the Dunlendings is not easily slaked.
11R3
This feels like more of a [Raider] or [Isengard] card.

[1] Driven From the Plains [Dunland]
Support Area Condition
Each time you take control of a site, you may exert a [Dunland] minion to make the Free Peoples player wound a companion.
Response: If your [Dunland] Man wins a skirmish, discard this condition to replace the fellowship's current site with a site from your adventure deck.
The Hillmen sent the villagers before them like lambs to the slaughter.
11C5
How many [Dunland] minions can you exert? Also this card has nothing to do with plains...

[3] Dunlending Ambusher [Dunland] (Formerly Vicious Dunlending)
Man Minion
Strength 9
Vitality 1
Site Number 3
Each time this minion is assigned to a skirmish, you may play a transferable [Dunland] condition from your discard pile.
A swath of terror cut across the fields of Rohan.
11S6
"Transferable" currently doesn't mean anything, and I'm not sure how you'd define it (though obviously I know what is meant). Would In Twilight count as a "transferable" condition, for example? A couple of other things: 1) condition recursion is not something [Dunland] has ever had, and this seems particularly easy; 2) [Dunland] minions are more likely to have abilities trigger when they win skirmishes rather than being assigned – because of ambush, the assignment thing is a [Raider] or [Men] ability.

[4] Dunlending Fighter [Dunland] (Formerly Grousing Hillman)
Man Minion
Strength 10
Vitality 1
Site Number 3
Each time this minion wins a skirmish, you may discard 2 [Dunland] cards from hand to take control of a site.
The speech of Saruman stirred the hearts of the Dunlendings into a murderous frenzy.
11C8
This is now feeling like a [Dunland] card. Seems great.

[3] Dunlending Marauder [Dunland] (Formerly Engrossed Hillman)
Man Minion
Strength 9
Vitality 1
Site Number 3
Each time this minion wins a skirmish, you may discard 2 [Dunland] cards from hand to take control of a site.
Years of disquiet manifested as consuming rage with the arrival of Saruman.
11C9
But I'm now bored. I would like one of these to either have a different cost or a different effect.

[2] Dunlending Rebel [Dunland] (Formerly Primitive Savage)
Man Minion
Strength 8
Vitality 1
Site Number 3
Response: If you transfer a [Dunland] condition to a character, remove [2] to make a [Dunland] Man or [Isengard] minion strength +1 until the regroup phase.
By the design of Saruman, Dunland's renewed aggression against Rohan came about as the Uruk-hai prepared for their own invasion.
11C8
This doesn't seem to me like a common ability. And otherwise doesn't seem that interesting to me.

[2] Dunlending Rioter [Dunland] (Formerly Crazed Hillman)
Man Minion
Strength 9
Vitality 1
Site Number 3
Response: If another [Dunland] Man is about to take a wound, wound this minion to prevent that.
Already given to fierce passions, a warrior of Dunland easily loses control in the heat of battle.
11C9
Cool. I think I might prefer "discard this minion to prevent that".

[5] Dunlending Stormer [Dunland] (Formerly Wrathful Hillman)
Man Minion
Strength 11
Vitality 2
Site Number 3
While you control 2 sites, this minion may not take wounds.
Skirmish: If you control a dwelling or plains site, discard 2 [Dunland] cards from hand to make this minion damage +1.
"‘For behold! the storm comes, and now all friends should gather together, lest each singly be destroyed.'"
11R10
"May not take wounds during the archery phase"?

[3] Dunlending Trapper [Dunland]
Man Minion
Strength 8
Vitality 1
Site Number 3
Lurker.
Assignment:
Discard a [Dunland] card from hand to assign this minion to an unbound companion.
His traps catch men as well as beasts.
11U11
I'm good with this, but it does feel more like a [Men] ability than [Dunland] to me.

[2] Dunlending Zealot [Dunland]
Man Minion
Strength 7
Vitality 1
Site Number 3
While you control 2 sites, each [Dunland] Man is strength +2.
"…unfriendly to the Dunedain, hating the Rohirrim."
11C12
Because he costs [2] and [Dunland] has good minion recursion, I would reduce the bonus to +1 or make him more expensive or make a bonus that only applies to himself.

(0) Harmless [Dunland]
Support Area Condition
While borne by a companion, the fellowship archery total is -1 and bearer cannot use its special abilities.
Maneuver: Spot a site you control or a [Dunland] Man bearing a hand weapon to transfer this condition from your support area to a companion.
11U13
Not bad. Though I'm not sure what the hand weapon has to do with anything...

[1] In the Wild Men's Wake [Dunland]
Response Event
If a [Dunland] Man wins a skirmish, play a transferable [Dunland] condition from your discard pile, then transfer it to the losing companion. If you control 2 sites, make that minion fierce until the regroup phase.
11R14
Seems fine, but I'd like to see rules definition of "transferable".

(0) Lying in Wait [Dunland]
Support Area Condition
Each [Dunland] Man bearing a hand weapon is strength +2 while skirmishing bearer.
Skirmish: Spot a site you control or a [Dunland] Man bearing a hand weapon to transfer this condition from your support area to an unbound companion.
11C15
Again, what have hand weapons got to do with the flavour? And I think skirmish transferring should only transfer to companions the minion is skirmishing.

(0) Pursuing Horde [Dunland]
Support Area Condition
To play, spot 3 [Dunland] Men.
Each time the fellowship moves, if this condition is borne by a companion, you may play a [Dunland] Man from your discard pile.
Response: If the fellowship moves during the regroup phase, spot a [Dunland] Man to transfer this condition from your support area to a companion.
11R16
I have a rules question: can you transfer the condition with the response action fast enough to also get the "each time" ability? Otherwise, seems good. I do worry about non-uniqueness here.

[4] *Saruman, Coldly Still [Dunland]
Wizard Minion
Strength 8
Vitality 4
Site Number 4
While you can spot another minion, Saruman may not be assigned to a skirmish.
Each [Dunland] Man bearing a hand weapon is strength +2.
Skirmish: Exert Saruman to play a [Dunland] weapon from your discard pile.
"Take back the lands they stole from you!"
11R17
Fine.

[1] Unbridled [Dunland] (Formerly Frenzied Dunlending)
Skirmish Event
Make a [Dunland] Man strength +2 (or strength +3 if skirmishing a companion bearing a [Dunland] condition or if you control 2 sites; strength +6 if both).
While Dunlendings lack the skills of the trained soldiers they attack, they carry in them a well-honed hatred.
11C18
I don't think this is a common ability.

[1] War Trident [Dunland]
Hand Weapon Possession
Strength +2
Bearer must be a [Dunland] Man.
While you control a site, bearer may not take wounds (except during a skirmish).
So poisoned were they by Saruman's cunning deceits that wounds went unheeded and death was not considered.
11C19
Nice.

[4] *Wulf, Stampeding Chief [Dunland]
Man Minion
Strength 10
Vitality 2
Site Number 3
Fierce.
Regroup: Exert Wulf and discard a [Dunland] condition borne by a companion to take control of a site.
No more would Rohan stand against his kind.
11R20
Good stuff.

[2] *Bill Ferny, Agent of Saruman [Isengard]
Man Minion
Strength 4
Vitality 3
Site Number 2
If Bill Ferny is unwounded, the Free Peoples player cannot assign him to skirmish a companion.
Shadow: Exert Bill Ferny and spot a companion bearing a Shadow condition to add [2].
"‘…he would sell anything to anybody, or make mischief for amusement.'"
11R87
Seems fun.

[4] Bold and Cunning [Isengard]
Skirmish Event
Toil 2.
Spot an [Isengard] Man to discard a possession (or 2 possessions borne by a companion bearing a Shadow condition).
"‘Even now he plays a game with peril and wins a throw.'"
11C88
I think I'd prefer "(or 2 possessions borne by companions bearing a Shadow condition)", or something that doesn't require someone bearing 2 possessions.

[3] Corrupted Spy [Isengard]
Man Minion
Strength 7
Vitality 2
Site Number 2
To play, spot an [Isengard] Man.
While skirmishing, this minion is strength +1 for each character bearing a Shadow condition.
While you can spot a companion who has resistance 3 or less, this minion is damage +1.
11R89
I'm not sure why a spy should get bigger for your own guys bearing conditions. Also a little unimpressive to open in a booster.

[1] Crooked Townsman [Isengard]
Man Minion
Strength 5
Vitality 2
Site Number 2
To play, spot an [Isengard] Man.
While skirmishing, this minion is strength +1 for each character bearing a Shadow condition.
"‘…the Riders can use men and other creatures as spies, as we found in Bree.'"
11C90
Same point as above.

(0) Declined Business [Isengard]
Response Event
If the Free Peoples player plays a companion, discard an [Isengard] card from hand to return that companion to its owner's hand.
During the War of the Ring, the streets of Bree were filled mainly with Southern ruffians and thieves, and Bree-folk were afraid to leave their homes.
11U91
Sure.

[1] Desertion [Isengard]
Condition
Resistance -1
To play, spot an [Isengard] Man. Bearer must be a companion (except the Ring-bearer).
Assignment: Assign an [Isengard] minion with less strength than bearer to skirmish bearer. Discard this condition.
"‘Who knows what you've spoken to the darkness in the bitter watches of the night?'"
11U92
Yeah good.

[2] *Harry Goatleaf, Gate-keeper [Isengard]
Man Minion
Strength 5
Vitality 2
Site Number 2
Lurker.
Each time a skirmish starts involving an [Isengard] Man, you may make a companion assigned to skirmish Harry Goatleaf resistance -1 until the regroup phase.
Response: If the Free Peoples player replaces a site, exert Harry Goatleaf to cancel that and add a burden.
"What do you want?"
11R94
I'm not sure about the each time ability. A good idea, but I'm not convinced by the trigger.

[1] *Ill News is an Ill Guest [Isengard]
Support Area Condition
To play, spot an [Isengard] Man.
Each unbound companion bearing a Shadow condition is resistance -1.
Skirmish: Spot an [Isengard] Man skirmishing a companion and reveal the Free Peoples player's hand to make that Man strength +1 for each Shadow card revealed. Discard this condition.
"Late is the hour in which this conjurer chooses to appear."
11C95
Seems a good card. My only issue is that the two halves are completely unrelated. Are there 2 cards here?

[3] Lathspell [Isengard]
Condition
To play, spot an [Isengard] Man. Bearer must be a companion.
While skirmishing a Man, bearer loses from possessions all strength and damage bonuses.
"‘…ill news is an ill guest they say.'"
11U96
Weird phrasing.

[1] Lying Counsel [Isengard]
Maneuver Event
Exert your [Isengard] Man and spot a wounded companion bearing 3 or more cards to return each Free Peoples card that companion bears to its owner's hand. The Free Peoples player may add a burden to discard those cards instead.
"‘Let your counselor Grima keep all things…'"
11R97
Yeah great.

[3] Poisonous Words [Isengard]
Maneuver or Regroup Event
Toil 2.
Spot an [Isengard] Man to add [1] for each Shadow condition borne by a companion.
"‘So far. So cold. Like a morning of pale spring still clinging to winter's chill.'"
11R99
I think I would make it cost [4].

[4] Rough Man of the South [Isengard]
Man Minion
Strength 8
Vitality 3
Site Number 2
Skirmish: Exert this minion to make a companion he is skirmishing strength -1 for each card that companion bears.
Making money and mischief was often inspiration enough for their louts. The taking of Bree and the Shire was easy work.
11U100
I think 3 vitality is a little bit pushing it. I would make his strength 7 or vitality 2.

[2] Ruffian [Isengard]
Man Minion
Strength 5
Vitality 3
Site Number 2
Skirmish: Exert this minion to make a companion he is skirmishing strength -1 for each card that companion bears.
Saruman's influence went far abroad, deep into lands unexplored by Sauron's forces.
11C101
Yeah this is a good ability, but again 2 vitality.

[3] Squint-eyed Southerner [Isengard]
Man Minion
Strength 9
Vitality 2
Site Number 2
This minion is strength +1 for each card borne by a companion he is skirmishing.
A former man of Dunland, this outlaw was a prized agent of Saruman and a spy for the Witch-king.
11C102
Looks good.

[4] Strange-looking Men [Isengard]
Man Minion
Strength 10
Vitality 3
Site Number 2
Maneuver: Exert this minion to transfer a Shadow condition borne by a character to another eligible bearer.
"The strangers, especially those that had come up the Greenway, stared at them curiously."
11R103
Fair enough.

[3] Swarthy Bree-lander [Isengard]
Man Minion
Strength 9
Vitality 2
Site Number 2
At the start of a skirmish involving this minion, you may remove [2] to transfer a Shadow condition borne by a character to another eligible bearer.
"But there was one… who stood looking at them with a knowing and half-mocking expression that mad them feel very uncomfortable."
11C104
Yeah nice.

[2] Whisper in the Dark [Isengard]
Skirmish Event
Make an [Isengard] Man strength +1 for each Shadow condition borne by a companion.
"My lord, Gandalf the Grey is coming. He is a herald of woe."
11C105
Fine card, I'm just not sure about [Isengard] Men smashing people in a fight.

Thranduil