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August 09, 2008, 01:02:23 PM
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AgentDrake

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Nova TCG (9/5 - Equipment and Conditions)
« on: August 09, 2008, 01:02:23 PM »
Welcome to the Nova TCG, a TCG based on the LotR game design and AgentDrake's innovative, glorious, dark, and epic sci-fi trilogy! (What a plug! Twenty years from now, when I finally find a publisher dumb enough to print it, I expect you all to buy, read, and con your friends into doing the same! :P)
There are 5 main cultures in the first set: Atlantia, Britannia, Corrinia, Superiors, and The Hidden Ones. Future sets will also include the Charybdis Pirate Nest, The Schism, the Ghendi, the Chicoms, and possibly others.

But for now, let's examine the 5 cultures of the first set:

The Atlantia is one of the two Free Peoples cultures of the set. The Atlantia is the ruling government of mankind, which has begun to spread across the galaxy. With no form of alien life ever encountered, the only difficulties the Atlantia anticipates are internal… political tensions, civil strife, criminal bands, and other forms of anti-social behavior. Born out of an ever-expanding NATO, the Atlantia has soaked up all other nations into one enormous interstellar coalition with no rivals, besides itself. Until something goes wrong….
For the purposes of the game, the Atlantic culture represents the Atlantia as a whole. Some groups which are treated as separate cultures could be considered Atlantic, as far as storyline goes, but not in gameplay.

The Britannia, the second Free Peoples culture, is a nation within the Atlantia, composed of a re-unified United States of America, Great Britain, and Australia. Once the most powerful nations in the galaxy, the Britannia has diminished to become only a small clan (nations are called, in Atlantic terminology, clans) situated on the edge of explored space, among the Outer Systems. The Britannia also maintain a secret agency: The Department of Off-World Information. What began as an agency to analyze reports for the government grew into a full-fledged intelligence/espionage service.

The Corrinia are the first of three Shadow cultures. While the Corrinia have always been somewhat… unusual, their latest actions have thrown the Atlantia into chaos. Following secession from Atlantic membership, the Corrinia launched a full-fledged war against the galaxy, until suddenly, overnight, every single Corrinia vanished—military and civilian. The Atlantia, already in chaos over the unexpected secession and sudden war, finds itself searching madly for the Corrinia. But there's something else hidden in the depths of space. Something the Corrinia already know about.

That something is the second Shadow culture: The Hidden Ones. The first alien race humanity has made contact with. Unfortunately, their philosophy is one of absolutes. Absolute night. Absolute silence. Absolute secrecy.
Absolute unity. Absolute isolation.
The Hidden Ones have no desire to enslave humanity, only to exterminate this threat to their existence. There may be no two intelligent species in the galaxy. There must be one.
Diversity is Disunity. Disunity is Discord. Discord is Conflict. Conflict is Destruction. There is no room for two races. Only one can survive.
For the very survival of their people, humanity must be eliminated. Without conflict. The solution is to strike out of the shadows, undetected, unhindered. Uncontested.
Their means to this end is to destroy humanity from within. Manipulation of events, people… controlling the Corrinia are their first step towards human self-destruction. Unfortunately for them, their plans don't work out quite as smoothly as they had hoped, and soon they are drawn into open conflict.

The final Shadow culture is the Superiors. Very little of them will be seen in this set, but they'll make a strong appearance in Nova Immolation. For now, let me simply say that neither the Hidden Ones nor the Atlantia  anticipated fighting against genetically enhanced neo-nazis.
Now, a horde of genetically altered beings who have renounced the name human have set themselves up as superior. Superior to mankind, and therefore superior to mankind's equals, the Hidden Ones. Of course, we all know what always happens to these sorts of badguys. They get fed to the sharks by the "inferiors." Or do they?



The Rules
(With the following exceptions, the rules are the same as LotR TCG)
Okay. You're not going to have to remember all this for now, but I wanted it out there for easy reference:

COMPANY: Company instead of Fellowship; Company Phase instead of Fellowship Phase.

FOLLOWERS: All FP followers transfer to companions. All Shadow followers transfer to minions by default, whereas in LotR, Saruman specifies that he transfers to minions.

HERO: Instead of the ring-bearer, just like in Dain's Halo. Also like Halo, there's no Ring, and no resistance (see below.) I almost had resistance representing mental stability (more than one character goes mad over the course of the story) but I figured a better approach... you'll see.

RANK: There is no ‘Resistance' in NOVA TCG; rather, characters have Rank, which will come in one of three levels: Bronze, Silver, and Gold.

SEMI-UNIQUE:
Cards without a uniqueness dot do not have a limited number which may be in play. (Since you can only have 4 in the deck, though, your limit would be 4.) Some cards will have multiple unique dots. The maximum number of cards with that card title which may be in play is equal to the number of dots. Ie, a card titled •• Atlantic Security Captain is limited to two copies in play, while a card titled • Riali, Epsilon is limited to one copy, just like in LotR.

SNIPING: Instead of archery, you have sniping. Pretty straightforward.

SPACE COMBAT/STARSHIPS: Starships work on a similar principle to DainIronfoot's HALO TCG. Starships enter the play area, and may bear other cards. There is an added phase between the Assignment Phase (in which Starships may be assigned to Combat) and the Skirmish Phase, which is the Combat Phase. Basically Skirmish Phase for Starships, where Weapons = Strength and Armor = Vitality.
There are also two other important parts of starships: Systems and Staff Requirements.
Systems is the maximum number of cards a starship may bear, including staff. Each card borne by a starship reduces its systems by 1. Additional cards may not be borne by ships with a systems of 0. It is also important to note that some cards spot Systems counts, like LotR spots resistance, for bonuses or costs, so you don't want to overburden your ships.
Staff is pretty much the same as in Star Trek, HALO, et cetera. You have to have the staffing requirements onboard for the ship to do anything, otherwise it loses all its text (not including card type, costs, weapons, et cetera… just abilities, triggers, and the like.). Your opponent can still screw around with it (ie, attack your ship,) but you can't do anything with an understaffed starship. Like Dain's HALO, understaffed ships do not deal damage, even if they win. They DON'T DO ANYTHING.
Note that cards borne by characters in a ship are not borne by the ship itself, so they don't count against systems. For example, if the CSS Retribution, with systems of 4, is staffed by Basil Corrinia bearing Royal Blade, the systems is reduced to 3, not 2. The ship isn't bearing the sword, Basil Corrinia is.
Minions borne by starships are not discarded at the end of a turn, and et cetera. If a ship blows up, all characters onboard are killed (unless otherwise rescued) and all possessions, conditions, et cetera are discarded.


==============================================

That said, let's jump into the first cards!

We'll be starting off with the first Hero:

(0)The High Council, Governing Body [Atlantic]
Companion – Man
Strength – 4
Vitality – 3
Rank – Hero/Gold
Hero. Lord. Politician.
While you can spot two other politicians, The High Council is strength +2.
While you can spot two other Lords, The High Council is strength +3.
While you cannot spot 3 threats, The High Council gains muster.
"…Sol Prime, capital of the Atlantia, birthplace of the human race. And home to two and a half million politicians…."
1C?

The keywords "Lord" and "Politician" are both unloaded. The Atlantic culture is very politics-based; the more political figures you have out there, the better the Council. Of course, I grant that its sorta weird to have a political body as the "Hero," but hey; I've got a more... um... normal heroe for the Atlantia. We're just starting here.
The threat text represents the fact that the Atlantia isn't always as stable as it thinks it is. Threats are gonna be bouncing around a lot with this culture.
For example:

(0) Breeding Rumors [Atlantic]
Event – Company
Spot a politician to look at two cards at random from an opponent's hand. You may reveal one and add X threats to discard that card, where X is that card's twilight cost (minimum 1.)
"…Political councils bred rumors like big fluffy bunnies bred little fluffy bunnies."
1U?


And, because politics can get so dull, I have the other, common rare, hero right here:

(0) • Hakel, Atlantic High Admiral [Atlantic]
Companion – Man
Strength – 7
Vitality – 3
Rank – Hero/Gold
Each of your [Atlantic] starships is twilight cost -1.
Each time the company moves, each Shadow player may take a Shadow card into hand from his or her discard pile.
At the start of each maneuver phase, you may exert Hakel to draw a card.
" ‘First, the fleet ‘must' do nothing. The fleet ‘ought' to mount a defensive position, highly concentrated in vulnerable locations, and near every system in the Chimera and surrounding sectors…'"
1R?

The High Admiral of the Atlantia, himself. Not to spoil the story, but there's a reason why he's got a negative effect aside from just balance issues.... (Of course, you can only have 1 Hero-ranked companion per deck.)
« Last Edit: September 05, 2008, 12:17:49 PM by AgentDrake »
Forget it. I'm not arguing with the computer anymore to try to get the sig I want....

August 09, 2008, 03:46:09 PM
Reply #1

Thranduil

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Re: Nova TCG (8/9 - The Atlantic Heroes)
« Reply #1 on: August 09, 2008, 03:46:09 PM »
(0)The High Council, Governing Body [Atlantic]
Companion – Man
Strength – 4
Vitality – 2
Rank – Hero/Gold
Hero. Lord. Politician.
While you can spot two other politicians, The High Council is strength +2.
While you can spot two other Lords, The High Council is vitality +1.
While you cannot spot 3 threats, The High Council gains muster.
"…Sol Prime, capital of the Atlantia, birthplace of the human race. And home to two and a half million politicians…."
1R?
This all depends on what kind of people are Lords and Politicians but at the moment I'd say as a Hero this one is quite underpowered. He could easily have vitality 3, and I'm a bit uneasy about having a vitality bonus that you could lose and end up killing your Hero. Perhaps they should both be strength boosts?

[2] Breeding Rumors [Atlantic]
Event – Company
Spot a politician to look at two cards at random from an opponent's hand. You may reveal one and add X threats to discard that card, where X is that card's twilight cost.
"…Political councils bred rumors like big fluffy bunnies bred little fluffy bunnies."
1U?
I think this could even cost (0). If it revealed the whole hand, it might be worth [2]. Or if it was a maneuver event so that the Shadow player has played Shadow cards.

(0) • Hakel, Atlantic High Admiral [Atlantic]
Companion – Man
Strength – 7
Vitality – 3
Rank – Hero/Gold
Each of your [Atlantic] starships is twilight cost -1.
Each time the company moves, each Shadow player may remove a threat to take a Shadow card into hand from his or her discard pile.
At the start of each maneuver phase, you may exert Hakel to draw a card.
" ‘First, the fleet ‘must' do nothing. The fleet ‘ought' to mount a defensive position, highly concentrated in vulnerable locations, and near every system in the Chimera and surrounding sectors…'"
1C?
Now that's exceedingly interesting - they can remove threats, but that makes your cards that add threats better? Why wouldn't you just play this guy in a deck which adds no threats? And this guy also seems just so much better than the rare one: his stats are straight much better, even better than the other with its bonuses and he has 2 very useful abilities and a not-so-bad drawback.

Thranduil

August 09, 2008, 08:48:56 PM
Reply #2

Elf_Lvr

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Re: Nova TCG (8/9 - The Atlantic Heroes)
« Reply #2 on: August 09, 2008, 08:48:56 PM »
Quote
(0)The High Council, Governing Body [Atlantic]
Companion – Man
Strength – 4
Vitality – 2
Rank – Hero/Gold
Hero. Lord. Politician.
While you can spot two other politicians, The High Council is strength +2.
While you can spot two other Lords, The High Council is vitality +1.
While you cannot spot 3 threats, The High Council gains muster.
"…Sol Prime, capital of the Atlantia, birthplace of the human race. And home to two and a half million politicians…."
1R?

Yeah, I'd agree with Thran. Up the vitality by 1 and change the second bonus.

Quote
[2] Breeding Rumors [Atlantic]
Event – Company
Spot a politician to look at two cards at random from an opponent's hand. You may reveal one and add X threats to discard that card, where X is that card's twilight cost.
"…Political councils bred rumors like big fluffy bunnies bred little fluffy bunnies."
1U?

One of the oddest lores I've ever seen. But beside the point. I agree, again, with Thran; this could cost less.

Quote
(0) • Hakel, Atlantic High Admiral [Atlantic]
Companion – Man
Strength – 7
Vitality – 3
Rank – Hero/Gold
Each of your [Atlantic] starships is twilight cost -1.
Each time the company moves, each Shadow player may remove a threat to take a Shadow card into hand from his or her discard pile.
At the start of each maneuver phase, you may exert Hakel to draw a card.
" ‘First, the fleet ‘must' do nothing. The fleet ‘ought' to mount a defensive position, highly concentrated in vulnerable locations, and near every system in the Chimera and surrounding sectors…'"
1C?

I don't know why I bothered posting. Thran's all over this one.

« Last Edit: August 10, 2008, 09:07:21 PM by Elf_Lvr »
Happy Hunting!
Remember Cobracards.com.
Thou cannot unjack what doth hath been jacked. - Menace64
"To die's the day worth livin' for!"
Maybe you guys can find a bard and have your story of heroic Balrog proximity put into verse.

August 10, 2008, 03:44:09 PM
Reply #3

AgentDrake

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Re: Nova TCG (8/9 - The Atlantic Heroes)
« Reply #3 on: August 10, 2008, 03:44:09 PM »
Alright; have some more reasonable versions now.

I created those two heroes rather late at night; I was tired, and had lost all sense of cost-to-effect proportion.

...not that I've EVER had a good sense of cost-to-effect proportion. :roll:

A wee bit more balanced now, maybe?

Forget it. I'm not arguing with the computer anymore to try to get the sig I want....

August 10, 2008, 06:03:01 PM
Reply #4

Thranduil

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Re: Nova TCG (8/9 - The Atlantic Heroes)
« Reply #4 on: August 10, 2008, 06:03:01 PM »
Yeah, it's all good. But perhaps I would switch the rarities on your Heroes.

Thranduil

August 10, 2008, 06:40:14 PM
Reply #5

AgentDrake

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Re: Nova TCG (8/9 - The Atlantic Heroes)
« Reply #5 on: August 10, 2008, 06:40:14 PM »
Done.  :gp: to both of you.

Oh, yeah; and from here on out, I'm starting up my customary practice of doleing out gp to the first reviewer for each group.

...not that gp have any value yet.
Forget it. I'm not arguing with the computer anymore to try to get the sig I want....

August 11, 2008, 07:05:27 AM
Reply #6

DáinIronfoot

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Re: Nova TCG (8/9 - The Atlantic Heroes)
« Reply #6 on: August 11, 2008, 07:05:27 AM »
Quote from: AgentDrake
(0)The High Council, Governing Body [Atlantic]
Companion – Man
Strength – 4
Vitality – 3
Rank – Hero/Gold
Hero. Lord. Politician.
While you can spot two other politicians, The High Council is strength +2.
While you can spot two other Lords, The High Council is strength +3.
While you cannot spot 3 threats, The High Council gains muster.
"…Sol Prime, capital of the Atlantia, birthplace of the human race. And home to two and a half million politicians…."
1C?

Looks good to me. Nice standard Hero.

Quote from: AgentDrake
(0) Breeding Rumors [Atlantic]
Event – Company
Spot a politician to look at two cards at random from an opponent's hand. You may reveal one and add X threats to discard that card, where X is that card's twilight cost.
"…Political councils bred rumors like big fluffy bunnies bred little fluffy bunnies."
1U?

Seems okay, but what if the card costs (0)? I think it should have a "minimum 1" or something for the threats.

Quote from: AgentDrake
(0) • Hakel, Atlantic High Admiral [Atlantic]
Companion – Man
Strength – 7
Vitality – 3
Rank – Hero/Gold
Each of your [Atlantic] starships is twilight cost -1.
Each time the company moves, each Shadow player may take a Shadow card into hand from his or her discard pile.
At the start of each maneuver phase, you may exert Hakel to draw a card.
" ‘First, the fleet ‘must' do nothing. The fleet ‘ought' to mount a defensive position, highly concentrated in vulnerable locations, and near every system in the Chimera and surrounding sectors…'"
1R?

Nifty!
Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".

August 11, 2008, 07:06:48 PM
Reply #7

AgentDrake

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Re: Nova TCG (8/9 - The Atlantic Heroes)
« Reply #7 on: August 11, 2008, 07:06:48 PM »
Thanks, guys! Breeding Rumors modified; hadn't even thought of 0-cost cards....

Here we have the first two Atlantic Lords: Serael and Solean. (Sheer coincidence that both names start with S....) Serael is the head of a highly-socialist and highly pacifist nation called the Ghendi. Despite that, he gets more than slightly annoyed when he realizes that certain people want to give in to enemy pressure. AKA, surrender. Hence, he's not too good at actual fighting (for a Lord companion) but he's still a grandiose pain to your opponent's minions.

[3] • Lord Serael, War-Mongering Pacifist [Atlantic]
Companion - Man
Strength – 6
Vitality – 3
Rank – Silver
Lord.
While Lord Serael is in your starting company, he is twilight cost -1.
At the start of each skirmish involving Lord Serael, you may exert him twice or discard two cards from hand to exhaust each minion he is skirmishing.
"‘Strong talk for the representative of a pacifist clan…'"

[3] • Lord Solean, Atlantic Lord [Atlantic]
Companion – Man
Strength – 7
Vitality – 3
Rank – Silver
Lord.
While Lord Solean is in your starting company, he is twilight cost -1.
At the start of each skirmish involving Lord Solean, you may exert him twice or discard two cards from hand to cancel that skirmish.

The Lord Solean is a bit more a generic character, as far as storyline goes. His first idea of dealing with danger is to talk his way out of it. Sometimes that works.


Of course, those abilities are sorta expensive. That's what this is for:

[2] • Have No Part of It [Atlantic]
Condition – Support Area
To play, spot 3 [Atlantic] companions or 2 [Atlantic] lords.
When you play this condition, you may place X [Atlantic] tokens here, where X is the number of cards in your hand.
Response: If you are about to discard a card from hand, you may remove two tokens here instead.
"‘Feel free to ‘defend' your precious Outer Systems, and get wiped out by the enemy, but we will have no part in this mass suicide!'"

Cuts the cost a little. Keeps your options open, instead of running pell-mell down some suicidal cost-to-effect path.
« Last Edit: August 12, 2008, 04:46:54 PM by AgentDrake »
Forget it. I'm not arguing with the computer anymore to try to get the sig I want....

August 11, 2008, 07:27:15 PM
Reply #8

Elf_Lvr

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Re: Nova TCG (8/9 - The Atlantic Heroes)
« Reply #8 on: August 11, 2008, 07:27:15 PM »
[4] • Lord Serael, War-Mongering Pacifist [Atlantic]
Companion - Man
Strength – 6
Vitality – 3
Rank – Silver
Lord.
While Lord Serael is in your starting company, he is twilight cost -2.
At the start of each skirmish involving Lord Serael, you may exert him twice or discard two cards from hand to exhaust each minion he is skirmishing.
"‘Strong talk for the representative of a pacifist clan…'"

Very interesting. I'd say you could up his vitality by one, even with the reduction, but I'm slightly unsure. He does have a powerful ability.

Quote
[4] • Lord Solean, Atlantic Lord [Atlantic]
Companion – Man
Strength – 7
Vitality – 3
Rank – Silver
Lord.
While Lord Solean is in your starting company, he is twilight cost -2.
At the start of each skirmish involving Lord Solean, you may exert him twice or discard two cards from hand to cancel that skirmish.

You know, on both of these, I might require initiative to use their abilities. I think that would keep this guy more balanced (canceling is a mighty nice ability to have on a companion) and if you did that you could definitely up Serael's vitality.

Quote
[2] • Have No Part of It [Atlantic]
Condition – Support Area
To play, spot 3 [Atlantic] companions or 2 [Atlantic] lords.
When you play this condition, you may place X [Atlantic] tokens here, where X is the number of cards in your hand.
Response: If you are about to discard a card from hand, you may remove two tokens here instead.
"‘Feel free to ‘defend' your precious Outer Systems, and get wiped out by the enemy, but we will have no part in this mass suicide!'"

Nice. If having a number of cards in hand is a theme for this culture (farther than these two guys) I think initiative would work quite well as a cost on their abilities. This card would also help you keep initiative...

Well, now that I went ahead and re-wrote your cards... uh, I have to say, I guess if you made no changes they're probably fine as is, but those are just my suggestions.
Happy Hunting!
Remember Cobracards.com.
Thou cannot unjack what doth hath been jacked. - Menace64
"To die's the day worth livin' for!"
Maybe you guys can find a bard and have your story of heroic Balrog proximity put into verse.

August 12, 2008, 05:46:47 AM
Reply #9

Thranduil

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Re: Nova TCG (8/11 - A Pacifist and a Talker)
« Reply #9 on: August 12, 2008, 05:46:47 AM »
Fun final card! I would suggest that the lords could cost [3] with -1 in your starting company - they're stats don't appear to warrant [4] cost.

Thranduil

August 12, 2008, 07:23:13 AM
Reply #10

DáinIronfoot

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Re: Nova TCG (8/11 - A Pacifist and a Talker)
« Reply #10 on: August 12, 2008, 07:23:13 AM »
I agree with Thran. That would make them much, much better in my mind. :up:
Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".

August 12, 2008, 04:46:51 PM
Reply #11

AgentDrake

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Re: Nova TCG (8/11 - A Pacifist and a Talker)
« Reply #11 on: August 12, 2008, 04:46:51 PM »
Thanks, guys!

:gp: to el. I'm thinking I'm going to leave initiative out of the Atlantic culture for now, but I might throw it onto a few other cards.

I'm guessing I should leave Serael's vitality as-is, given that his cost is down to a base 3? Or do you think I should go ahead and up it?
Forget it. I'm not arguing with the computer anymore to try to get the sig I want....

August 13, 2008, 05:55:19 PM
Reply #12

AgentDrake

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Re: Nova TCG (8/11 - A Pacifist and a Talker)
« Reply #12 on: August 13, 2008, 05:55:19 PM »
Alright, I'm going ahead and going with the next three cards: Two versions of the Atlantic Response Starship (ARS) Heracles, and another version of High Admiral Hakel.


[6]ARS Heracles, Ill-Fated Battlecruiser [Atlantic]
Starship – Dreadnaught
Weapons – 10
Armor – 4
Systems – 8
Staff: Gold, Gold
To play, add two threats.
At the start of each of your turns, you may look at the top card of your draw deck. If it is an [Atlantic] card, you may reveal it to take it into hand. Otherwise, you may discard it and add a threat to draw a card.
"‘…Several days ago, all contact was lost with the ARS Heracles, a Eurean Dreadnaught-class warship.'"
1U?

This starship gets blown up early on. Or, rather, it disappears and is later found blown to pieces. The Free Peoples player gets a nifty little ability to go 'searching' their draw deck at the instigation of the Heracles. If they find something that doesn't quite fit with the Heracles, (an Atlantic card), it costs a little more to do anything with; hence the threat, sort of representing the Heracles brushing with fate.


[6]ARS Heracles, Eurean Dreadnaught [Atlantic]
Starship – Dreadnaught
Weapons – 10
Armor – 4
Systems – 8
Staff: Gold, Gold
To play, add two threats.
Each time the ARS Heracles wins a combat, you may remove a threat.
While the ARS Heracles has systems 4 or more, it is weapons +2.
"‘Wait… you're telling me our vacation got canceled because some Eurean technician forgot to turn on their comm system?'"
1R?

And here we have the same ship, in a version that combos well with an enemy conspirator; a minion in companion's clothing. Or, in the case of gameplay, a companion with a small drawback:

[4]Hakel, Conspiring Admiral [Atlantic]
Companion – Man
Strength – 7
Vitality – 3
Rank – Gold
Each of your [Atlantic] starships is twilight cost -1.
Each time the company moves, add a threat or discard a card from hand.
Each time your starship wins a combat, or Hakel wins a skirmish, you may exert Hakel and add a threat to take a Shadow card into hand from your discard pile.
"‘I need to know every exact word that Hakel said….'"
1R?
« Last Edit: August 14, 2008, 03:15:51 PM by AgentDrake »
Forget it. I'm not arguing with the computer anymore to try to get the sig I want....

August 13, 2008, 06:13:36 PM
Reply #13

DáinIronfoot

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Re: Nova TCG (8/11 - A Pacifist and a Talker)
« Reply #13 on: August 13, 2008, 06:13:36 PM »
Quote from: AgentDrake
[6]ARS Heracles, Ill-Fated Battlecruiser [Atlantic]
Starship – Dreadnaught
Weapons – 10
Armor – 4
Systems – 8
Staff: Gold, Gold
To play, add two threats.
At the start of each of your turns, you may look at the top card of your draw deck. If it is an [Atlantic] card, you may reveal it to take it into hand. Otherwise, you may discard it and add a threat to draw a card.
"‘…Several days ago, all contact was lost with the ARS Heracles, a Eurean Dreadnaught-class warship.'"
1U?

Nifty! :up:

Quote from: AgentDrake
[6]ARS Heracles, Eurean Dreadnaught [Atlantic]
Starship – Dreadnaught
Weapons – 10
Armor – 4
Systems – 8
Staff: Gold, Gold
To play, add two threats.
Each time the ARS Heracles wins a combat, you may remove a threat.
While the ARS Heracles has systems 4 or more, it is weapons +2.
"‘Wait… you're telling me our vacation got canceled because some Eurean technician forgot to turn on their comm system?'"
1R?

I assume "systems 4 or more" means 4 system cards played on it? Or will certain systems use up more than one system value?

Quote from: AgentDrake
[4]Hakel, Conspiring Admiral [Atlantic]
Companion – Man
Strength – 7
Vitality – 3
Rank – Gold
Each of your [Atlantic] starships is twilight cost -1.
Each time the company moves, add a threat or discard a card from hand.
Each time your starship wins a combat, or Hakel wins a skirmish, you may exert Hakel and add a threat to take a card into hand from your discard pile.
"‘I need to know every exact word that Hakel said….'"
1R?

Maybe limit it to taking an [Atlantic] card from discard? Or is it designed to allow other cultures since he's a conspirator? Maybe limit it to those specific cultures anyway.
Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".

August 13, 2008, 06:35:11 PM
Reply #14

AgentDrake

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Re: Nova TCG (8/13 - The ARS Heracles and the Admiral)
« Reply #14 on: August 13, 2008, 06:35:11 PM »
Ah, thanks alot! :gp: to you, my good dwarf!

I assume "systems 4 or more" means 4 system cards played on it? Or will certain systems use up more than one system value?
Oh, sorry... should've clarified that a bit more. Each companion, possession, et cetera that the ship itself bears (not stuff borne by staff), reduces the Systems value by one, sort of like burdens on resistance. So while it has 4 (or less) cards on it, yeah. Like while a companion has text referencing resistance 4 or more, if they have 8 resistance: 4 or fewer burdens. The idea of the mechanic being to not overburden a ship's systems by having too many weapons, crew, et cetera, all burdening the ship's systems.


Maybe limit it to taking an [Atlantic] card from discard? Or is it designed to allow other cultures since he's a conspirator? Maybe limit it to those specific cultures anyway.
Well, I was leaving it open because of the conspiracy thing, but the problem is, I'd rather not limit it to  a specific Shadow culture, purely because that would seem to prescribe certain deck pairings... Atlantic FP with Corrinia SH. Though I could do that... Everyone else think it should be more limited?
Forget it. I'm not arguing with the computer anymore to try to get the sig I want....