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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?
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August 14, 2008, 01:58:23 AM
Reply #15

Thranduil

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Re: Nova TCG (8/13 - The ARS Heracles and the Admiral)
« Reply #15 on: August 14, 2008, 01:58:23 AM »
My worry is that I'm not sure when playing starships that I'd want to add so much twilight on something that isn't a companion. Should starships have better stats for their costs than companions?

Thranduil

August 14, 2008, 01:03:35 PM
Reply #16

Elf_Lvr

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Re: Nova TCG (8/13 - The ARS Heracles and the Admiral)
« Reply #16 on: August 14, 2008, 01:03:35 PM »
[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.'"

Neat.

Quote
[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?

Nice.

Quote
[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?

That could be a lot of threat-adding for one companion. That, and the ships posted above, and methinks I need to see some serious threat-removal going on before I trust this culture.

I think this guy's returning-cards ability should be limited to shadow cards, at least (since that seems to be more of the intention) but I don't think it needs to limit to a specific culture.
Happy Hunting!
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Maybe you guys can find a bard and have your story of heroic Balrog proximity put into verse.

August 14, 2008, 03:15:45 PM
Reply #17

AgentDrake

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Re: Nova TCG (8/13 - The ARS Heracles and the Admiral)
« Reply #17 on: August 14, 2008, 03:15:45 PM »
Alright; I've got some threat-removal lined up for the next set of cards. And some of it is pretty potent.

Regarding Starships-- the starships would (theoretically) never skirmish companions directly, thought they could potentially gun down characters indirectly through some sort of cards representing bombardments, et cetera.

Since characters don't go against starships and vice-versa directly, there's no direct correlation between the two sets of stats. 1 Weapons =/= 1 Strength. Heck, realistically, a transport could just land on someone to kill them.

Starships would serve various purposes aside from that, such as "stacking characters" so that you can have additional companions in play beyond the Rule of Nine, since they're not in the company. Companions staffing starships (Staff) can use abilities, be spotted, et cetera. Staff can't skirmish, et cetera, but they can be transferred into the company through various means.

Starships can potentially take out conditions, possessions, et cetera.
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August 14, 2008, 04:37:12 PM
Reply #18

Thranduil

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Re: Nova TCG (8/13 - The ARS Heracles and the Admiral)
« Reply #18 on: August 14, 2008, 04:37:12 PM »
Fair enough, but in most cases I don't want to spend [6] on any single card as the Free Peoples player, especially if that card is not immediately helping your FP side survive as a companion would, for example.

Thranduil

August 14, 2008, 05:31:53 PM
Reply #19

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Nova TCG (8/14 - Removing Those Darn Threats!)
« Reply #19 on: August 14, 2008, 05:31:53 PM »
Sure; that makes sense. I probably should've mentioned that Heracles is the biggest (and, by extension, most expensive) [Atlantia] ship. Ships will normally cost less than [6]. So the benefit of the Heracles is that it can beat up on most other ships right off the bat.

Alright, as has been noted, there as a LOT of cards that have adding threats as a cost. therefore, it do be time to reveal the first three means the Atlantia have of removing threats.

[2] Galactic Stronghold [Atlantic]
Condition – Support Area
Each time a threat is added, you may place an [Atlantic] token here.
Each time the company moves, add [1] or discard this condition.
Regroup: Remove two tokens here to remove a threat.


Said 'Galactic Stronghold' is Sol Prime. AKA, Earth. But no-one calls it that anymore. Well, no-one except the "religious fanatic" group called the Corrinia. It provides some stability by potentially allowing you to cut the overall number of threats added by half, with a single copy. Or, if you have multiple copies out....

[2]Kutsyama, Hakel's Predecessor [Atlantic]
Follower
Strength/Weapons +1
Aid – [2]
To play, spot a [Gold] [Atlantic] companion.
Each time bearer wins a skirmish or combat, you may remove a threat (or, if bearer has [Gold] rank, remove two threats.)
"…After the council, he had a few strings pulled by High Admiral Kutsyama."

High Admiral Hakel -- the conspirator -- is preceded in his office by a friendly fellow who is easily talked into doing favors for his friends.

[4] Taken Lightly [Atlantic]
Event – Regroup
Spot 3 [Atlantic] companions to remove up to 2 threats (or exert 2 politicians to remove up to 4 threats.)
"‘Sure, but what are we going to do then? Announce to the High Council that we were attacked by aliens? We'd get laughed off the planet.'"

I believe the lore pretty much explains the story connection here. Ignore the threat, and it might just go away.... And as long as you're not double-moving, there's not too much problem with the cost. I don't think it's too OP, given the massive number of threats the Atlantia has to add. Besides. Every now and then, spotting those threats is a good thing. not often, granted, but sometimes:

[1] Unexpected Strike [Atlantic]
Event – Combat
Make an [Atlantic] starship weapons +1 for each threat you can spot (limit +6.)
"They had nearly escaped when the Atlantic Fleet arrived early."

I was going to post this with some more ships and people who staff them, but I felt like posting it now. So there it is.
« Last Edit: August 15, 2008, 03:13:30 PM by AgentDrake »
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August 15, 2008, 01:02:08 AM
Reply #20

Thranduil

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Re: Nova TCG (8/14 - Removing Those Darn Threats!)
« Reply #20 on: August 15, 2008, 01:02:08 AM »
[2] Galactic Stronghold [Atlantic]
Condition – Support Area
Each time a threat is added, you may place an [Atlantic] token here.
Regroup: Spot X [Atlantic] companions and 2X tokens here to remove X threats. Discard this condition.
I have to say that I don't too much algebra on cards. I think I'd prefer a simple repetitive action like "Remove 2 tokens from here to remove a threat" and would suggest that you complement that with a movement cost to keep it in play (like the Dark Ways cycle).

[2]Kutsyama, Hakel's Predecessor [Atlantic]
Follower
Strength +1
Aid – [2]
To play, spot a [Gold] [Atlantic] companion.
Each time bearer wins a skirmish or combat, you may draw a card or remove a threat (or, if bearer has [Gold] rank, remove two threats.)
"…After the council, he had a few strings pulled by High Admiral Kutsyama."
So followers can be borne by both ships and companions? Given the parentheses, I think I would just make the card remove threats.

[3] Taken Lightly [Atlantic]
Event – Regroup
Spot 3 [Atlantic] companions to remove up to 3 threats (or exert 2 politicians to remove up to five threats.)
"‘Sure, but what are we going to do then? Announce to the High Council that we were attacked by aliens? We'd get laughed off the planet.'"
I think the parentheses is too much. Perhaps it should be "Spot 3 [Atlantic] companions (or 2 politicians)..." and I might up the cost to [5] with a toil 2.

[1] Unexpected Strike [Atlantic]
Event – Combat
Make an [Atlantic] starship weapons +1 for each threat you can spot (limit +3.)
"They had nearly escaped when the Atlantic Fleet arrived early."
I don't like such low limits. I'd prefer it to cost more without a limit, or at least with a higher limit. And I'm also not sure that events for starships should be made on the same scale as events for companions and so perhaps the limit could be raised anyway.

Thranduil

August 15, 2008, 07:00:08 AM
Reply #21

DáinIronfoot

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Re: Nova TCG (8/14 - Removing Those Darn Threats!)
« Reply #21 on: August 15, 2008, 07:00:08 AM »
Quote from: AgentDrake
[2] Galactic Stronghold [Atlantic]
Condition – Support Area
Each time a threat is added, you may place an [Atlantic] token here.
Regroup: Spot X [Atlantic] companions and 2X tokens here to remove X threats. Discard this condition.

I agree with Thran. This certainly works, and it's your game to do with as you please, but my poor brain might not be able to take it if you start making cards like this. :-S

Quote from: AgentDrake
[2]Kutsyama, Hakel's Predecessor [Atlantic]
Follower
Strength +1
Aid – [2]
To play, spot a [Gold] [Atlantic] companion.
Each time bearer wins a skirmish or combat, you may draw a card or remove a threat (or, if bearer has [Gold] rank, remove two threats.)
"…After the council, he had a few strings pulled by High Admiral Kutsyama."

Seems alright.

Quote from: AgentDrake
[3] Taken Lightly [Atlantic]
Event – Regroup
Spot 3 [Atlantic] companions to remove up to 3 threats (or exert 2 politicians to remove up to five threats.)
"‘Sure, but what are we going to do then? Announce to the High Council that we were attacked by aliens? We'd get laughed off the planet.'"

Yeah, it's a bit much. Perhaps 2 and 4 instead of 3 and 5? Even that probably warrants a cost of [4].

Quote from: AgentDrake
[1] Unexpected Strike [Atlantic]
Event – Combat
Make an [Atlantic] starship weapons +1 for each threat you can spot (limit +3.)
"They had nearly escaped when the Atlantic Fleet arrived early."

Hmmm. Probably could cost (0) as written, though Thran's right: a higher limit would be better, even if it's just limit +4.
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 15, 2008, 03:11:50 PM
Reply #22

AgentDrake

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Re: Nova TCG (8/14 - Removing Those Darn Threats!)
« Reply #22 on: August 15, 2008, 03:11:50 PM »
Alright; I was worried that the first one would be too complicated, and I hadn't figured a good wording for it to do what I wanted anyways.

As for Kutsyama, I forgot to explain that winning a combat bit, but yeah. Borne by a companion or starship. Which actually reminds me that I forgot to have him be "Strength/Weapons +1" instead of just strength.... must change.

With the starship pump, I originally had no limit at all, but at the last minute thought that could potentially be too powerful, so I cut it down to 3, just because that's the standard pump number which came to mind. Looking back at it, is 6 a better limit? Or should I just leavit it uncapped? That's a potential +9 weapons pump, with most starships having a base 8 or so. Then again, who wants to have risk having 9 threats, anyway...?

 :gp: thran

These look better now?
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August 18, 2008, 02:15:37 PM
Reply #23

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Re: Nova TCG (8/18 - Peacekeepers and the Emancipator)
« Reply #23 on: August 18, 2008, 02:15:37 PM »
[4] • ARS Emancipator, Chicom Warship [Atlantic]
Starship – Imperial
Weapons – 8
Armor – 3
Systems – 8
Staff: Gold, Silver
At the start of each combat involving the ARS Emancipator, you may reveal the top card of your draw deck. If the twilight cost of that card is lower than the Emancipator's systems, you may discard it to make the Emancipator weapons +2.

Remember: Systems is -1 for each card the ship bears. So, with staffing requirements onboard, the Emancipator has a maximum Systems of 6. With a few weapons here and there, sensor probes, a couple conditions... the systems starts to drop quickly. Still, it shouldn't be too difficult to keep the Emancipator in fighting condition, as long as you pile up stuff like your Enforcement Fleet (below) on other ships, so the Emancipator should be going into most battles with Weapons 10, so long as you can bear to discard that card. If needed, you could always pull back Shadow cards with Hakel, Conspiring Admiral (see Aug. 13th post).

[1] Enforcement Fleet [Atlantic]
Condition – Starship
Weapons +1
Must be equipped by an [Atlantic] starship.
Limit 1 per ship.
Maneuver: If the equipped starship has systems 2 or more, exert X staff to place X wounds on minions. Discard this condition.
The Fleet had arrived to destroy or capture the pirate nest. Whichever was quicker.

Here you want to keep a fair balance on your ship: Enough staff to make the card useful in a pinch (too many minions gunning for your hero!) while not completely depleting your starship's system capabilities. Remember that the condition itself cuts 1 systems, and there's weapons to pile on each ship, too. But we'll get to those later.



The Peacekeepers are a group of high-ranking military officers, whose loyalties lie not with any particular nation within the Atlantia, but to the High Council. Sort of international SpecOps forces.

A reminder: the number of uniqueness dots indicates how many copies of a card may be in play. One dot means unique, and only one copy. Two and three dots are semi-unique, and are two and three copies, respectively. No dots is non-unique, and there's no theoretical limit, besides the fact that you're still limited to four copies in your deck, so realistically, the limit is four in play.

[3] •• Atlantic Peacekeeper [Atlantic]
Companion – Man
Strength – 6
Vitality – 3
Rank – Silver
Guard - [Atlantic] 2 (While you can spot another [Atlantic] companion, this companion is strength +2.)
While staffing a starship, that starship is weapons +1.
Maneuver: Exert this companion to transfer him from a starship he is staffing to the Company. Each Shadow player may take a card into hand from his or her discard pile.
"‘I thought you said the Peacekeepers weren't supposed to show up for another two hours?'"

This guy is nice, because he can jump into your company during the maneuver phase (so long as that doesn't violate the rule of 9; companions killed from the Company count towards the rule of 9; Companions killed staffing a starship do not, so you might actually have 2 separate dead piles....)


[1] •• Peacekeeper's Armor [Atlantic]
Possession – Armor
Bearer must be an [Atlantic] companion.
Bearer cannot take more than one wound per skirmish.
While bearer is Atlantic Peacekeeper, each time he wins a skirmish (or, while staffing a starship, each time that starship wins a combat), you may add [2] to remove a threat.

And here's another way to get rid of them nasty threats, though potentially a bit dangerous in and of itself, depending on the circumstances. If you've still got combats or skirmishes to go, do you really want your opponent to have the extra twilight? Maybe not, but sometimes it;s better than having another threat about to drop when your "pincushion" character finally bites the dust.
« Last Edit: August 20, 2008, 02:29:33 PM by AgentDrake »
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August 18, 2008, 04:26:02 PM
Reply #24

Elf_Lvr

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Re: Nova TCG (8/18 - Peacekeepers and the Emancipator)
« Reply #24 on: August 18, 2008, 04:26:02 PM »
[4] • ARS Emancipator, Chicom Warship [Atlantic]
Starship – Imperial
Weapons – 8
Armor – 3
Systems – 8
Staff: Gold, Silver
At the start of each combat involving the ARS Emancipator, you may reveal the top card of your draw deck. If the twilight cost of that card is lower than the Emancipator's systems, you may discard it to make the Emancipator weapons +2.

Fine.

Quote
[1] Enforcement Fleet [Atlantic]
Condition – Starship
Weapons +1
Must be equipped by an [Atlantic] starship.
Maneuver: If the equipped starship has systems 2 or more, exert X staff to place X wounds on minions. Discard this condition.
The Fleet had arrived to destroy or capture the pirate nest. Whichever was quicker.

Unless the fact that it's a "Condition - Starship" limits it to one per bearer, you need to add that limit. Otherwise, it looks okay.

Quote
[3] •• Atlantic Peacekeeper [Atlantic]
Companion – Man
Strength – 8
Vitality – 3
Rank – Silver
Guard: [Atlantic] 2 . While you can spot another [Atlantic] companion, this companion is strength +2.
While staffing a starship, that starship is weapons +1.
Maneuver: Exert this companion to transfer him from a starship he is staffing to the Company. Each Shadow player may take a card into hand from his or her discard pile.
"‘I thought you said the Peacekeepers weren't supposed to show up for another two hours?'"

[3] cost for 10 strength is waaaaaaaaaaaay over the line.

Quote
[1] •• Peacekeeper's Armor [Atlantic]
Possession – Armor
Bearer must be an [Atlantic] companion.
Bearer cannot take more than one wound per skirmish.
While bearer is Atlantic Peacekeeper, each time he wins a skirmish (or, while staffing a starship, each time that starship wins a combat), you may add [2] to remove a threat.

Fine.
Happy Hunting!
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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 18, 2008, 06:17:06 PM
Reply #25

AgentDrake

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Re: Nova TCG (8/18 - Peacekeepers and the Emancipator)
« Reply #25 on: August 18, 2008, 06:17:06 PM »
3 cost for 10 strength?

Oops....  :-[

Forgot about that Guard bit when I added his cost. #-o

No, the Condition - Starship doesn't mean it's limited, so yeah, it did need the limit 1 per ship text.

 :gp: to you, my good vampiric emo-elf!

« Last Edit: August 18, 2008, 06:18:58 PM by AgentDrake »
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August 19, 2008, 08:46:45 AM
Reply #26

DáinIronfoot

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Re: Nova TCG (8/18 - Peacekeepers and the Emancipator)
« Reply #26 on: August 19, 2008, 08:46:45 AM »
Quote from: AgentDrake
[4] • ARS Emancipator, Chicom Warship [Atlantic]
Starship – Imperial
Weapons – 8
Armor – 3
Systems – 8
Staff: Gold, Silver
At the start of each combat involving the ARS Emancipator, you may reveal the top card of your draw deck. If the twilight cost of that card is lower than the Emancipator's systems, you may discard it to make the Emancipator weapons +2.

Neato.

Quote from: AgentDrake
[1] Enforcement Fleet [Atlantic]
Condition – Starship
Weapons +1
Must be equipped by an [Atlantic] starship.
Limit 1 per ship.
Maneuver: If the equipped starship has systems 2 or more, exert X staff to place X wounds on minions. Discard this condition.
The Fleet had arrived to destroy or capture the pirate nest. Whichever was quicker.

Okie-doke.

Quote from: AgentDrake
[3] •• Atlantic Peacekeeper [Atlantic]
Companion – Man
Strength – 8
Vitality – 3
Rank – Silver
While staffing a starship, that starship is weapons +1.
Maneuver: Exert this companion to transfer him from a starship he is staffing to the Company. Each Shadow player may take a card into hand from his or her discard pile.
"‘I thought you said the Peacekeepers weren't supposed to show up for another two hours?'"

I'd rather he have 6 strength and get the guard back. But he's fine.

Quote from: AgentDrake
[1] •• Peacekeeper's Armor [Atlantic]
Possession – Armor
Bearer must be an [Atlantic] companion.
Bearer cannot take more than one wound per skirmish.
While bearer is Atlantic Peacekeeper, each time he wins a skirmish (or, while staffing a starship, each time that starship wins a combat), you may add [2] to remove a threat.

Cool beans.
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 20, 2008, 02:44:29 PM
Reply #27

AgentDrake

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Re: Nova TCG (8/20 - More Political Wrangling)
« Reply #27 on: August 20, 2008, 02:44:29 PM »
Alright, gave the Peacekeeper guard back.
Here's another politician and another Lord again, this time more generic versions.

[2] Atlantic Representative [Atlantic]
Companion – Man
Strength – 5
Vitality – 3
Rank – Bronze
Politician.
Each time another [Atlantic] companion wins a skirmish, you may add [1] to make this companion strength +1 until the regroup phase.
"‘The council was nothing more than a shouting match today…'"

Simple, not great, but can get strong fast, if your other companions are doing well. A quintessential sidekick for any politician.


[4] Clan Lord [Atlantic]
Companion – Man
Strength – 7
Vitality – 3
Rank – Silver
Lord.
Skirmish: Discard a card from hand to make this companion strength +2.
"‘They're doing everything they can to get their way, and there's going to be no way to stop them from each going their own individual way, when it comes right down to it.'"

Like most other lords, this guy deals with discarding to keep himself alive in skirmishes. I'm wondering, though, if maybe he's too powerful. I mean, Gollum and Smeagol only got +2 conditionally. On the other handm, this guy is cost 4, not 2, and low stats for a 4-coster. Too powerful, though? Or maybe I should make it start of the skirmish, or some other limit?


[4] Declassified [Atlantic]
Event – Maneuver
Toil 2.
If you have initiative, spot 3 [Atlantic] politicians (or 2 [Atlantic] Lords) to make every player reveal his or her hand, then shuffle it into his or her draw deck and draw four cards.
"‘The people are spooked too, and they don't even know half the story of what's going on. No thanks to the Chicoms and Masai, who want to expose the whole thing to the public, regardless of any mass panic effects it could have.'"

Like Change of Plans. On steroids. Wreak havoc with your opponent's plans. And your own, for that matter, if you're being stupid about it.


[1] What War? [Atlantic]
Event – Regroup
Spot 2 politicians and add three threats to make a Shadow player discard two of his or her minions.
"Another question that needed answering…."

Ignore the problem, it might just go away. Too expensive? Not enough? Shadow gets to pick which two, so I'm not sure if it might be overcosted.
« Last Edit: August 22, 2008, 01:05:10 PM by AgentDrake »
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August 20, 2008, 03:12:07 PM
Reply #28

Elf_Lvr

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Re: Nova TCG (8/20 - More Political Wrangling)
« Reply #28 on: August 20, 2008, 03:12:07 PM »
Very nice batch. I have no complaints.

I might have Declassified require initiative, or something, though, and reduce the cost a little. It'd help cost the card well.
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August 20, 2008, 05:08:59 PM
Reply #29

Thranduil

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Re: Nova TCG (8/20 - More Political Wrangling)
« Reply #29 on: August 20, 2008, 05:08:59 PM »
[2] Atlantic Representative [Atlantic]
Companion – Man
Strength – 5
Vitality – 2
Rank – Bronze
Politician.
Each time another [Atlantic] companion wins a skirmish, you may add [1] to make this companion strength +1 until the regroup phase.
"‘The council was nothing more than a shouting match today…'"
Unfortunately vitality 2 companions are basically not worth having. I don't see any particular reason why he can't be vitality 3.

[4] Clan Lord [Atlantic]
Companion – Man
Strength – 7
Vitality – 3
Rank – Silver
Lord.
Skirmish: Discard a card from hand to make this companion strength +2.
"‘They're doing everything they can to get their way, and there's going to be no way to stop them from each going their own individual way, when it comes right down to it.'"
I reckon it's fine, though it does depend on the usefulness of Lord and Silver rank.

[6] Declassified [Atlantic]
Event – Maneuver
Toil 2.
Spot 3 [Atlantic] politicians (or 2 [Atlantic] Lords) to make every player reveal his or her hand, then shuffle it into his or her draw deck and draw four cards.
"‘The people are spooked too, and they don't even know half the story of what's going on. No thanks to the Chicoms and Masai, who want to expose the whole thing to the public, regardless of any mass panic effects it could have.'"
I can see where EL is coming from and it might be a good idea. Maybe something like "If you cannot spot 4 threats", or perhaps if you can, or some other trigger to bring down its cost.

[1] What War? [Atlantic]
Event – Regroup
Spot 2 politicians and add three threats to make a Shadow player discard two minions.
"Another question that needed answering…."
2 of their minions perhaps?

Thranduil

August 22, 2008, 01:22:04 PM
Reply #30

AgentDrake

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Re: Nova TCG (8/20 - More Political Wrangling)
« Reply #30 on: August 22, 2008, 01:22:04 PM »
Alright, I gave Declassified an initiative requirement. That should make it a bit more interesting, too, since you have to shuffle your own cards in, now, too, instead of just waiting until your hand was completely empty then drawing four.

Okay, just as a side note, as I'm looking back through some of my stuff, I'm probably going to go back through eventually and bump up the rank on a bunch of characters. Won't really make any real difference on what you've seen so far; I was just dishing out the Gold rank a little too sparingly is all. Anyway, hereafter, everything has the updated ranks.

First card is a nice, fancy security guy. No, he's not wearing a red shirt.

[2] Atlantic Security Officer [Atlantic]
Companion – Man
Strength – 6
Vitality – 3
Rank – Bronze
When you play this companion (except in your starting company,) you may add [1] to make each other [Atlantic] companion strength +2 until the regroup phase.
"'You all right, Sir?'"

[2] Atlantic Sidearm [Atlantic]
Possession – Ranged Weapon
Bearer must be an [Atlantic] companion.
Bearer gains sniper.
While bearer is a Lord, he or she is strength +1.
Sniping: Exert bearer to exert a minion. The company sniping total is -1.
"‘If everything were as hunky-dory as they claimed, what were the weapons for?'"

...and a weapon for him. I opted to leave the standard weapon for another time, when I'll post a few more weapons all at once.



[2] • Televic, Representative's Aide [Atlantic]
Follower
Strength/Weapons +1
Rank + Bronze
Aid – Discard a card from hand.
Each time bearer wins a skirmish or a combat, you may exchange an [Atlantic] event in hand with an [Atlantic] event in your discard pile. Then add [2] or discard Televic.
"‘You haven't heard this, and you're not hearing it from me, got it?'"


Some people talk too much. Sometimes that's actually a good thing. The Rank+ means that while borne by a starship, that ship is considered to have another [Bronze] ranked person aboard (Televic). While borne by a companion, that companion is considered to have the [Bronze] rank, and whatever they already have. (Televic is pushing his little rank as support for what its worth.) So they would be considered to have two ranks.


[4]Held in Reserve [Atlantic]
Condition – Support Area
Toil 2.
At the start of each maneuver phase, you may add a threat to take a card stacked here into hand.
Response: If you are about to discard an [Atlantic] card from hand, and you cannot spot two cards stacked here, you may stack that card here instead.
"‘They'll get the information as soon as I know that it's safe for it to be revealed. I don't want to make it any easier for the traitor, whoever it is, to cover her – or his, whichever – tracks.'"

And another way to keep some control over all the discarding you end up doing with the Atlantia.
« Last Edit: August 27, 2008, 06:04:07 PM by AgentDrake »
Forget it. I'm not arguing with the computer anymore to try to get the sig I want....

August 22, 2008, 03:15:25 PM
Reply #31

Elf_Lvr

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Re: Nova TCG (8/22 - Security, Weapons, blah blah blah...)
« Reply #31 on: August 22, 2008, 03:15:25 PM »
[2] Atlantic Security Officer [Atlantic]
Companion – Man
Strength – 6
Vitality – 3
Rank – Bronze
When you play this companion (except in your starting company,) you may add [2] to make each other [Atlantic] companion strength +2 until the regroup phase.
"'You all right, Sir?'"

Eh. You probably don't need to add [2]. Just [1] would be fine. There's a [Rohan] guy that does this for no (additional) twilight, but he has only 5 strength...

Quote
[1] Atlantic Sidearm [Atlantic]
Possession – Ranged Weapon
Bearer must be an [Atlantic] companion.
Bearer gains sniper.
Sniping: Exert bearer to exert a minion. The company sniping total is -1.
"‘If everything were as hunky-dory as they claimed, what were the weapons for?'"

Hmm. I like that fact that if you use it more than once, other companions' archery is nullified. This keeps it balanced, methinks.

Quote
[2] • Televic, Representative's Aide [Atlantic]
Follower
Strength/Weapons +1
Rank + Bronze
Aid – Discard a card from hand.
Each time bearer wins a skirmish or a combat, you may exchange an [Atlantic] event in hand with an [Atlantic] event in your discard pile. Then add [2] or discard Televic.
"‘You haven't heard this, and you're not hearing it from me, got it?'"

Fair enough. I'd have to see about what skirmish/regroup events this culture gets, but it really seems fine.

Quote
[4]Held in Reserve [Atlantic]
Condition – Support Area
At the start of each maneuver phase, you may add a threat to take a card stacked here into hand.
Response: If you are about to discard an [Atlantic] card from hand, and you cannot spot two cards stacked here, you may stack that card here instead.
"‘They'll get the information as soon as I know that it's safe for it to be revealed. I don't want to make it any easier for the traitor, whoever it is, to cover her – or his, whichever – tracks.'"

Very neat.
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 23, 2008, 03:38:46 PM
Reply #32

Thranduil

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Re: Nova TCG (8/20 - More Political Wrangling)
« Reply #32 on: August 23, 2008, 03:38:46 PM »
[2] Atlantic Security Officer [Atlantic]
Companion – Man
Strength – 6
Vitality – 3
Rank – Bronze
When you play this companion (except in your starting company,) you may add [2] to make each other [Atlantic] companion strength +2 until the regroup phase.
"'You all right, Sir?'"
In fact, there's no reason for him to add any extra twilight at all - compare him to other [2] cost companions.

[1] Atlantic Sidearm [Atlantic]
Possession – Ranged Weapon
Bearer must be an [Atlantic] companion.
Bearer gains sniper.
Sniping: Exert bearer to exert a minion. The company sniping total is -1.
"‘If everything were as hunky-dory as they claimed, what were the weapons for?'"
Sniper is archer? Compare to Elven Bow - I'd use this one any day. Perhaps make it cost [2] with some other bonus like a conditional strength pump?

[2] • Televic, Representative's Aide [Atlantic]
Follower
Strength/Weapons +1
Rank + Bronze
Aid – Discard a card from hand.
Each time bearer wins a skirmish or a combat, you may exchange an [Atlantic] event in hand with an [Atlantic] event in your discard pile. Then add [2] or discard Televic.
"‘You haven't heard this, and you're not hearing it from me, got it?'"
Very interesting.

[4]Held in Reserve [Atlantic]
Condition – Support Area
At the start of each maneuver phase, you may add a threat to take a card stacked here into hand.
Response: If you are about to discard an [Atlantic] card from hand, and you cannot spot two cards stacked here, you may stack that card here instead.
"‘They'll get the information as soon as I know that it's safe for it to be revealed. I don't want to make it any easier for the traitor, whoever it is, to cover her – or his, whichever – tracks.'"
Fair enough. I'd probably put some toil on there, though.

Thranduil

August 25, 2008, 08:12:22 AM
Reply #33

DáinIronfoot

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Re: Nova TCG (8/22 - Security, Weapons, blah blah blah...)
« Reply #33 on: August 25, 2008, 08:12:22 AM »
EL and Thran already pretty well covered it. :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 28, 2008, 06:52:35 AM
Reply #34

AgentDrake

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Re: Nova TCG (8/28 - Guns and Knives, Guns and Knives!)
« Reply #34 on: August 28, 2008, 06:52:35 AM »
First off, :gp: to el. Thanks for the reviews, guys!

Here we go, another set of four cards to consider.
First off, we have another companion: The Atlantic Security Captain. Now what sort of security captain would he be if he was like one of them Star Trek security guys who never has a weapon when things go wrong (and when he does have a weapon obviously has no idea how to use it....)?

[3] •• Atlantic Security Captain [Atlantic]
Companion – Man
Strength – 7
Vitality – 3
Rank – Silver
When you play this companion (except in your starting company,) you may add [1] to play a weapon on him from your draw deck.
"The five guards around her pushed her forward into the small room in the transport vessel with an energy weapon at her back."


Of course, one must needs have a weapon to give him. Could use the Atlantic sidearm...
Or you could give him a typical kick-rear str+2 weapon:

[1] E-M9 Energy Rifle [Atlantic]
Possession – Ranged Weapon
Strength +2
Bearer must be an [Atlantic] companion.
While you have initiative, at the start of the sniping phase, you may add a threat to make the Company sniping total +1.
 "The Atlantic Council had advocated a strong suppression of the Scylla Field's pirate nests."

With this little blighter, if you really feel like it, you can add back to the sniping total that you're chopping off with the sidearm, or you can just forget the sidearm and fire away.
Or you can just whack minions upside the head with the thing. It's all good.



(0) E-M9-B Military Bayonet [Atlantic]
Possession – Hand Weapon
Strength +1
Bearer must be an [Atlantic] companion.
At the start of each skirmish involving bearer, you may add a threat to make bearer damage +1.
"‘…With the armored scales acting as a bullet-proof vest, a knife is more likely to kill one of these things by getting between the scales than a dozen rounds of bullets.'"

Yeah. And who says knives are useless, eh?


Last card isn't technically a gun or a knife, but it fits the theme well enough:

[1] Zealotry [Atlantic]
Condition – Support Area
Strength/Weapons +1
Limit 1 per bearer.
Skirmish: Transfer this condition from your support area to an [Atlantic] companion in a skirmish.
Combat:Transfer this condition from your support area to an [Atlantic] starship in a combat.
Regroup: Remove this condition from the game to shuffle up to two [Atlantic] cards from your discard pile into your draw deck.
"‘…every conceivable extreme reaction to the situation is flying around.…'"

Little strength +1 that can recycle some of those cards expent by all that discarding.
« Last Edit: August 28, 2008, 03:06:48 PM by AgentDrake »
Forget it. I'm not arguing with the computer anymore to try to get the sig I want....

August 28, 2008, 07:18:44 AM
Reply #35

DáinIronfoot

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Re: Nova TCG (8/28 - Guns and Knives, Guns and Knives!)
« Reply #35 on: August 28, 2008, 07:18:44 AM »
Quote from: AgentDrake
[3] •• Atlantic Security Captain [Atlantic]
Companion – Man
Strength – 7
Vitality – 3
Rank – Silver
When you play this companion (except in your starting company,) you may add [1] to play a weapon on this companion from your draw deck.
"The five guards around her pushed her forward into the small room in the transport vessel with an energy weapon at her back."

You could probably say "him" instead of the second "this companion", but it's fine otherwise.

Quote from: AgentDrake
[1] E-M9 Energy Rifle [Atlantic]
Possession – Ranged Weapon
Strength +2
Bearer must be an [Atlantic] companion,
While you have initiative, at the start of the Sniping Phase, you may add a threat to make the Company sniping total +1.
 "The Atlantic Council had advocated a strong suppression of the Scylla Field's pirate nests."

Got a comma where you should have a period, chief. ;) And "Sniping Phase" probably doesn't need to be capitalized. Otherwise good. :up:

Quote from: AgentDrake
(0) E-M9-B Military Bayonet [Atlantic]
Possession – Hand Weapon
Strength +1
Bearer must be an [Atlantic] companion.
Each time bearer wins a skirmish, you may add a threat to make bearer damage +1.
"‘…With the armored scales acting as a bullet-proof vest, a knife is more likely to kill one of these things by getting between the scales than a dozen rounds of bullets.'"

I'd make that b]damage[/b] adding trigger at the start of the skirmish instead, thus making it a little riskier to use in case you lose the skirmish. It's a little too good for (0) right now.

Quote from: AgentDrake
[1] Zealotry [Atlantic]
Condition – Support Area
Strength/Weapons +1
Skirmish: Transfer this condition from your support area to an [Atlantic] companion or starship skirmishing or combating.
Regroup: Remove this condition from the game to shuffle up to two [Atlantic] cards from your discard pile into your draw deck.
"‘…every conceivable extreme reaction to the situation is flying around.…'"

"...to an [Atlantic] companion in a skirmish or an [Atlantic] starship in a combat" is clunkier, but clearer. I think it's balanced enough, though you have a potential loop if one of the cards you pull back is another copy of this card. Not necessarily a bad thing, but something to consider.
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 28, 2008, 12:28:57 PM
Reply #36

Elf_Lvr

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Re: Nova TCG (8/28 - Guns and Knives, Guns and Knives!)
« Reply #36 on: August 28, 2008, 12:28:57 PM »
[3] •• Atlantic Security Captain [Atlantic]
Companion – Man
Strength – 7
Vitality – 3
Rank – Silver
When you play this companion (except in your starting company,) you may add [1] to play a weapon on him from your draw deck.
"The five guards around her pushed her forward into the small room in the transport vessel with an energy weapon at her back."

Very nice.

Quote
[1] E-M9 Energy Rifle [Atlantic]
Possession – Ranged Weapon
Strength +2
Bearer must be an [Atlantic] companion.
While you have initiative, at the start of the sniping phase, you may add a threat to make the Company sniping total +1.
 "The Atlantic Council had advocated a strong suppression of the Scylla Field's pirate nests."

Pretty cool.

Quote
(0) E-M9-B Military Bayonet [Atlantic]
Possession – Hand Weapon
Strength +1
Bearer must be an [Atlantic] companion.
At the start of each skirmish involving bearer, you may add a threat to make bearer damage +1.
"‘…With the armored scales acting as a bullet-proof vest, a knife is more likely to kill one of these things by getting between the scales than a dozen rounds of bullets.'"

Looks cool to me.

Quote
[1] Zealotry [Atlantic]
Condition – Support Area
Strength/Weapons +1
Skirmish: Transfer this condition from your support area to an [Atlantic] companion in a skirmish.
Combat:Transfer this condition from your support area to an [Atlantic] starship in a combat.
Regroup: Remove this condition from the game to shuffle up to two [Atlantic] cards from your discard pile into your draw deck.
"‘…every conceivable extreme reaction to the situation is flying around.…'"

If you have room for the text, maybe limit it to one per bearer. Otherwise, fine.
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.

September 05, 2008, 12:17:47 PM
Reply #37

AgentDrake

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Re: Nova TCG (9/5 - Equipment and Conditions)
« Reply #37 on: September 05, 2008, 12:17:47 PM »
Well, been awhile since I updated this.

Customary :gp: to Dain, then to the new cards for today.
This time around, I have four cards borne by starships:

[2] • Advanced Sensors [Atlantic]
Possession – Equipment
Must be equipped by an [Atlantic] starship.
Each time the equipped starship wins a combat, you may look at the top X cards of your draw deck, where X is the equipped starship's systems. You may discard one of those cards to take another into hand. Replace the rest in their original order.
"'Definitely enemy ships, sir. Only two. We just identified moments ago. They don't seem to have detected us yet.'"

Sensors naturally suggest looking at, revealing, et cetera cards. Potentially some discarding as well. Hence the logic behind this one. Also, the Possession class "Equipment" is loaded, meaning it must be borne by a starship. Starships may bear more than one equipment; the only limits are their Systems and any "limit X per starship" type text.


[2] •• Bombardment Cannons[Atlantic]
Possession – Equipment
Weapons +2
Systems -1
Must be equipped by an [Atlantic] starship. Limit 1 per starship.
Response: If the equipped starship wins a combat, discard this possession to wound up to two minions.
Heavy projectile cannons were a mainstay of the Atlantic fleet's armory.

Some heavy-hitting weaponry for a starship, and potentially very useful if your Company is in trouble. Since Combats occur before Skirmishes, you can win a combat with your starship, then proceed to bombard away at two minions fighting your company. Or you could choose to gun for two minions staffing an opponent's starship, if it will help you avoid a potentially dangerous Shadow ability. Or you could just keep your Bombardment Cannons floating there for the Weapons +. Note that since it's Systems -1, and bearing a card reduces a starship's systems by 1, this card essentially counts double against any starship's Systems.


[1] Compulsory Enforcement [Atlantic]
Condition – Starship
Must be equipped by an [Atlantic] starship.
Each time an opponent's starship wins a combat against the equipped starship, that opponent may remove a threat to take a card into hand from his or her discard pile.
Each time the equipped starship wins a combat, you may add a threat to make each opponent discard a card from hand.

Another use for starships: law enforcement. Supressing the badguys by discarding cards from their hand. Of course, if the starship loses, that's bad for good guy morale... and good for bad guy morale.


[1] Delegated Command [Atlantic]
Condition – Starship
Rank +Gold
To play, spot a [Gold] [Atlantic] companion.
Limit 1 per starship.
"Now the Corrinia were gone, disappeared into the black emptiness of space. And the Lord-Captain was one of many tasked with the job of finding them."

So what this one does is play to a starship, and then that starship has another Gold rank aboard, allowing you to staff starships with fewer companions if you're getting bad companion draws, or you need that high-ranker to appear in the company for some reason or another without losing your ship's operability.
Forget it. I'm not arguing with the computer anymore to try to get the sig I want....

September 06, 2008, 01:34:11 PM
Reply #38

Thranduil

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Re: Nova TCG (9/5 - Equipment and Conditions)
« Reply #38 on: September 06, 2008, 01:34:11 PM »
[2] • Advanced Sensors [Atlantic]
Possession – Equipment
Must be equipped by an [Atlantic] starship.
Each time the equipped starship wins a combat, you may look at the top X cards of your draw deck, where X is the equipped starship's systems. You may discard one of those cards to take another into hand. Replace the rest in their original order.
"'Definitely enemy ships, sir. Only two. We just identified moments ago. They don't seem to have detected us yet.'"

Sensors naturally suggest looking at, revealing, et cetera cards. Potentially some discarding as well. Hence the logic behind this one. Also, the Possession class "Equipment" is loaded, meaning it must be borne by a starship. Starships may bear more than one equipment; the only limits are their Systems and any "limit X per starship" type text.
Fair enough, but it looks like "Equipment" is a sub-type and therefore you can bear only 1. Also, this card says in the text that it can only be borne by a starship. I'd prefer "Equipment" as an actual keyword for clarity, and then there's no reason why you can't do something like "Equipment - [Atlantic]" to show which ship it can be borne by.

[2] •• Bombardment Cannons[Atlantic]
Possession – Equipment
Weapons +2
Systems -1
Must be equipped by an [Atlantic] starship. Limit 1 per starship.
Response: If the equipped starship wins a combat, discard this possession to wound up to two minions.
Heavy projectile cannons were a mainstay of the Atlantic fleet's armory.
This is very useful, but because starships and even more so stuff that plays on starships are not that useful, I would make it cost [1].

[1] Compulsory Enforcement [Atlantic]
Condition – Starship
Must be equipped by an [Atlantic] starship.
Each time an opponent's starship wins a combat against the equipped starship, that opponent may remove a threat to take a card into hand from his or her discard pile.
Each time the equipped starship wins a combat, you may add a threat to make each opponent discard a card from hand.
If you're going to put the location in the type/sub-type bar, why don't you save yourself some text and include all the information ie. "Condition - [Atlantic] Starship". The card's alright, I might make it cost (0).

[1] Delegated Command [Atlantic]
Condition – Starship
Rank +Gold
To play, spot a [Gold] [Atlantic] companion.
Limit 1 per starship.
"Now the Corrinia were gone, disappeared into the black emptiness of space. And the Lord-Captain was one of many tasked with the job of finding them."
It's good, but I want a stat bonus or it to cost (0). I really don't think that stuff for Starships can be priced on the same scale as stuff for companions.

Thranduil

September 06, 2008, 02:01:25 PM
Reply #39

Elf_Lvr

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Re: Nova TCG (9/5 - Equipment and Conditions)
« Reply #39 on: September 06, 2008, 02:01:25 PM »
[2] • Advanced Sensors [Atlantic]
Possession – Equipment
Must be equipped by an [Atlantic] starship.
Each time the equipped starship wins a combat, you may look at the top X cards of your draw deck, where X is the equipped starship's systems. You may discard one of those cards to take another into hand. Replace the rest in their original order.
"'Definitely enemy ships, sir. Only two. We just identified moments ago. They don't seem to have detected us yet.'"

Ditto Thran.

Quote
[2] •• Bombardment Cannons[Atlantic]
Possession – Equipment
Weapons +2
Systems -1
Must be equipped by an [Atlantic] starship. Limit 1 per starship.
Response: If the equipped starship wins a combat, discard this possession to wound up to two minions.
Heavy projectile cannons were a mainstay of the Atlantic fleet's armory.

Double ditto Thran.

Quote
[1] Compulsory Enforcement [Atlantic]
Condition – Starship
Must be equipped by an [Atlantic] starship.
Each time an opponent's starship wins a combat against the equipped starship, that opponent may remove a threat to take a card into hand from his or her discard pile.
Each time the equipped starship wins a combat, you may add a threat to make each opponent discard a card from hand.

Again, agree with Thran.

Quote
[1] Delegated Command [Atlantic]
Condition – Starship
Rank +Gold
To play, spot a [Gold] [Atlantic] companion.
Limit 1 per starship.
"Now the Corrinia were gone, disappeared into the black emptiness of space. And the Lord-Captain was one of many tasked with the job of finding them."

If you go for a stat bonus, maybe make it add to systems?
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.