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Author Topic: [DEFUNCT] SW/LotR Project. Please ignore this but also don't hate me for clutter  (Read 63070 times)

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August 07, 2011, 07:53:25 PM
Reply #15

menace64

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Re: The Next SW/LotR Project is Underway!
« Reply #15 on: August 07, 2011, 07:53:25 PM »
*The Force, Bound to All Living Things
Strength +1
Vitality +1
Response: If bearer is about to take a wound, he or she uses The Force until the start of the regroup phase.
While using The Force, each time the Apprentice is about to take a wound, add 2 temptations instead.
1R1

*The Force, The Source of Power
Strength +1
Response: If bearer is about to take a wound in a skirmish, he or she uses The Force until the start of the regroup phase.
While using The Force, each time the Apprentice is about to take a wound during a skirmish, add a temptation instead.
1C2

Fringe (Alliance) - All Cards Written!

[2] Bandolier [Fringe]
Possession * Armor
Bearer must be a [Fringe] companion.
Crossfire: Discard 2 [Fringe] cards from hand to take a [Fringe] card into hand from your discard pile.
1U3

[1] Boasting [Fringe]
Event * Maneuver
Exert a [Fringe] companion to wound a minion not bearing any cards.
1C4

[1] Boring Conversation Anyway [Fringe]
Event * Maneuver
Spot 2 [Fringe] companions to shuffle up to 3 [Fringe] cards from your discard pile into your draw deck.
1C6

[2] *BoShek, Rogue Tech [Fringe]
Companion * Human
Strength 5
Vitality 3
Resistance 6
To play, spot a [Fringe] companion.
Response: If your other [Fringe] card is about to be discarded, exert BoShek to return it to your hand instead.
1U7

[2] *Chewie, First Mate [Fringe]
Companion * Wookiee
Strength 7
Vitality 3
Resistance 6
Damage +1. To play, spot Han.
Each time a [Fringe] companion wins a skirmish, you may draw a card.
1R9

[2] *Chewie, Noble Wookiee [Fringe]
Companion * Wookiee
Strength 7
Vitality 3
Resistance 6
Damage +1. (When this companion wins a skirmish, add 1 extra wound to the defender.) To play, spot Han.
At the start of your alliance phase, you may exert Chewie to heal Han.
1C10

[2] *Chewie's Bowcaster [Fringe]
Possession * Ranged Weapon
Strength +2
Bearer must be Chewie.
He is a marksman.
Each time a minion or creature takes a wound during the crossfire phase, you may shuffle a [Fringe] event from your discard pile into your draw deck.
1R11

[1] Corellian Pilot [Fringe]
Companion * Human
Strength 5
Vitality 2
Resistance 5
While you can spot a [Fringe] starship, this companion is strength +1.
1C12

[3] *Han, Captain of the Falcon [Fringe]
Companion * Human
Strength 6
Vitality 3
Resistance 5
Marksman. While in your starting alliance, Han's credit cost is -1.
At the end of your alliance phase, you may exert Han to take a [Fringe] event into hand from your discard pile.
1C17

[3] *Han, In It for the Money [Fringe]
Companion * Human
Strength 6
Vitality 3
Resistance 5
Marksman. While in your starting alliance, Han's credit cost is -1.
Skirmish: Discard a [Fringe] card from hand to make Han strength +1.
1R18

[2] *Han's Heavy Blaster [Fringe]
Possession * Ranged Weapon
Strength +3
Bearer must be Han.
Crossfire: Discard 2 [Fringe] cards from your hand to wound a minion.
1R19

[2] Hidden Compartments [Fringe]
Condition * Support Area
To play, exert a [Fringe] companion.
Each time another of your [Fringe] conditions is discarded, you may add [2] to stack that condition here instead.
Regroup: Shuffle 4 [Fringe] cards from your discard pile into your draw deck to take a card stacked here into your hand.
1R20

[1] I'll Bet You Have [Fringe]
Condition * Support Area
Each [Fringe] companion bearing a weapon may not be overwhelmed unless his or her strength is tripled.
Skirmish: Exert a [Fringe] companion to make him or her damage +1 (or damage +2 if that companion is also a marksman). Discard this condition.
1C21

[1] *Negotiation [Fringe]
Condition * Support Area
Each time your [Fringe] companion wins a skirmish, you may heal another companion.
Skirmish: Discard this condition to make a [Fringe] companion not bearing a weapon strength +2.
1C34

[2] Quick Shot [Fringe]
Event * Crossfire
Spot your [Fringe] marksman to make the alliance crossfire total +1.
1U36

[2] Right Here Waiting [Fringe]
Event * Skirmish
Make a [Fringe] companion strength +2 (and damage +1 if skirmishing a [Fringe] minion).
1C38

[1] Scoundrel's Blaster [Fringe]
Possession * Ranged Weapon
Strength +2
Bearer must be a [Fringe] companion.
If bearer is a marksman, he or she is damage +1.
1C39

[2] Sorry About the Mess [Fringe]
Event * Response
If your [Fringe] companion wins a skirmish, shuffle 2 [Fringe] cards from your discard pile into your draw deck to discard a Shadow condition.
1R40

(0) Treadwell Droid [Fringe]
Follower
Strength +1
Droid. Aid – add [2].
To play, spot a [Fringe] companion.
Each time bearer wins a skirmish, you may shuffle 2 cards of bearer's culture from your discard pile into your draw deck.
1U41

[2] A Wonderful Human Being [Fringe]
Condition * Support Area
Each unique [Fringe] minion skirmishing your [Fringe] companion is strength -1.
Crossfire: Discard this condition to heal your [Fringe] companion.
1U43
« Last Edit: August 15, 2011, 08:20:58 PM by menace64 »

August 07, 2011, 07:53:37 PM
Reply #16

menace64

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Re: The Next SW/LotR Project is Underway!
« Reply #16 on: August 07, 2011, 07:53:37 PM »
Fringe (Shadow) - All Cards Written!

[7] *Boba, Hired Killer [Fringe]
Minion * Human
Strength 13
Vitality 3
Site Number 3
Hunter. Marksman. To play, spot a [Fringe] character.
Each companion's credit cost is +1.
Maneuver: Spot a companion whose credit cost is 6 or more to make Boba fierce until the start of the regroup phase.
1R5

(Note: Hunter is not the same as Hunter X from LotR. In this game, hunter is an unloaded keyword used to signify a bounty hunter.)

[1] Cantina Denizens [Fringe]
Event * Maneuver
Spot X [Fringe] minions to make a companion's credit cost +X until the start of the regroup phase.
1C8

[5] *Dannik, Anzati Assassin [Fringe]
Minion * Anzati
Strength 10
Vitality 4
Site Number 3
Damage +1.
Skirmish:
Heal a wound on a companion skirmishing Dannik to heal Dannik.
1R13

[2] Disintegrator Pistol [Fringe]
Possession * Ranged Weapon
Strength +3
Bearer must be a [Fringe] minion.
Each time bearer wins a skirmish, you may discard an armor or helm possession borne by the losing companion.
1C14

(0) For Any Credit [Fringe]
Event * Skirmish
Make a [Fringe] minion strength +X, where X is the credit cost of a companion it is skirmishing.
1C15

[3] *Greedo, Bounty Hunter [Fringe]
Minion * Rodian
Strength 7
Vitality 2
Site Number 3
Hunter.
Maneuver:
Exert Greedo to make a companion credit cost +1 until the start of the regroup phase.
1U16

[1] It's Too Late [Fringe]
Condition * Support Area
Each time a companion bearing a bounty leaves play, add [3].
Skirmish: Make a [Fringe] minion skirmishing a companion bearing a bounty strength +2. Discard this condition.
1C22

[4] *Jabba, Hutt Crimelord [Fringe]
Minion * Hutt
Strength 8
Vitality 4
Site Number 3
Each hunter is strength +1.
Maneuver: Exert Jabba to play a bounty from your discard pile.
1R23

[1] Jabba's Bounty [Fringe]
Condition
Bounty. To play, exert a [Fringe] minion. Bearer must be a companion. Limit 1 per companion.
Bearer's credit cost is +2.
1U24

(Bounty is an unloaded keyword.)

[1] Mercenary Armor [Fringe]
Possession * Armor
Bearer must be a [Fringe] minion.
While you can spot a bounty, bearer may not take wounds (except during a skirmish).
1U25

[1] Mos Eisley Cur [Fringe]
Minion * Rodian
Strength 6
Vitality 1
Site Number 3
1C26

[5] Mos Eisley Hunter [Fringe]
Minion * Twi'lek
Strength 11
Vitality 2
Site Number 3
Hunter.
This minion is strength +1 for each bounty you spot.
1R27

[2] Mos Eisley Messenger [Fringe]
Minion * Human
Strength 8
Vitality 2
Site Number 3
Maneuver: Exert this minion to take a bounty into hand from your discard pile.
1C28

[2] Mos Eisley Robber [Fringe]
Minion * Ishi Tib
Strength 7
Vitality 2
Site Number 3
While skirmishing a companion with credit cost 3 or more, this minion is damage +1.
1C29

[3] Mos Eisley Savage [Fringe]
Minion * Shistavanen
Strength 9
Vitality 2
Site Number 3
Hunter. To play, spot a [Fringe] minion.
Skirmish: Exert another hunter to make this minion strength +1.
1C30

[2] Mos Eisley Scum [Fringe]
Minion * Saurin
Strength 8
Vitality 1
Site Number 3
Hunter.
When you play this minion, you may spot a companion bearing a bounty to replace the alliance's current site.
1U31

[1] Mos Eisley Spy [Fringe]
Minion * Human
Strength 5
Vitality 3
Site Number 3
When you play this minion, you may make the Alliance player discard a card at random from his or her hand.
1C32

[4] Mos Eisley Villain [Fringe]
Minion * Rodian
Strength 9
Vitality 2
Site Number 3
While skirmishing a companion bearing a bounty, this minion is strength +2.
1U33

(0) A Price on His Head [Fringe]
Condition
Bounty. To play, exert a [Fringe] minion. Bearer must be a companion. Limit 1 per companion.
Bearer's credit cost is +1.
Each time a hunter is assigned to skirmish bearer, add [X], where X is bearer's credit cost.
1R35

[1] Quite a Mercenary [Fringe]
Condition
Resistance -1
To play, exert a [Fringe] minion. Bearer must be a companion (except the Apprentice). Limit 1 per companion.
Each time bearer loses a skirmish, the Alliance player must exert another companion.
1U37

[2] Ultimatum [Fringe]
Condition * Support Area
Each time you play a bounty, you may spot 2 [Fringe] minions to add [1].
1C42
« Last Edit: August 13, 2011, 04:35:01 PM by menace64 »

August 07, 2011, 07:53:48 PM
Reply #17

menace64

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Re: The Next SW/LotR Project is Underway!
« Reply #17 on: August 07, 2011, 07:53:48 PM »
Imperial - All Cards Written!

[2] Assault Blaster [Imperial]
Possession * Ranged Weapon
Strength +3
Bearer must be a Clone.
Bearer is damage +1.
Skirmish:
Exert bearer to make it strength +1.
1R44

[1] Code Cylinder [Imperial]
Event * Response
If you play an [Imperial] minion, take all copies of that card in your discard pile and shuffle them into your draw deck.
1U45

[3] Crossfire [Imperial]
Event * Crossfire
Make each [Imperial] minion bearing a ranged weapon a marksman.
1R46

(0) *Counter Assault [Imperial]
Condition * Support Area
Each time a Clone wins a skirmish, you may spot your [Imperial] Human and discard an [Imperial] card from hand to take control of a site.
1U47

(0) A Day Long Remembered [Imperial]
Event * Regroup
Spot an [Imperial] minion and a site you control to make the Alliance player wound a companion.
1C48

[4] Death Star Detachment [Imperial]
Minion * Clone
Strength 9
Vitality 3
Site Number 4
While you control 2 sites, this minion is damage +2.
1U49

[3] Death Star Patrol [Imperial]
Minion * Clone
Strength 8
Vitality 2
Site Number 4
Response: If another [Imperial] Clone wins a skirmish, exert this minion to take control of a site.
1U50

(0) Destroyed Homestead [Imperial]
Condition * Site
To play, spot an [Imperial] minion. Plays on a site you control. Limit 1 per site.
At the start of your shadow phase, add [1] (or add [2] if this site is a dwelling).
1R51

(0) Entanglement [Imperial]
Event * Skirmish
Make an [Imperial] minion strength +2 (or +4 if you control a site).
1C52

[3] *Full Scale Alert [Imperial]
Condition * Support Area
Maneuver: Spot a site you control to play a minion stacked here (limit once per site).
Regroup: Stack your unwounded [Imperial] Clone here.
1U53

[2] *Garindan, Imperial Informant [Imperial]
Minion * Kubaz
Strength 5
Vitality 3
Site Number 2
When you play Garindan, you may spot a site you control to play an [Imperial] Clone from your discard pile.
Clones are not roaming.
Assignment: Exert Garindan to replace the alliance's current site.
1R54

[3] Imperial Besieger [Imperial]
Minion * Clone
Strength 8
Vitality 2
Site Number 4
Each time this minion wins a skirmish, you may exert it and spot another [Imperial] minion to take control of a site.
1C55

[1] Imperial Guard [Imperial]
Minion * Clone
Strength 6
Vitality 1
Site Number 4
1C56

[4] Imperial Officer [Imperial]
Minion * Human
Strength 8
Vitality 3
Site Number 4
Response: If another [Imperial] minion is about to take a wound, exert this minion to prevent that wound.
1U57

[2] Imperial Sentry [Imperial]
Event * Maneuver
Exert your [Imperial] Clone and spot a companion (except the Apprentice). Until the start of the regroup phase, that companion does not gain strength bonuses from weapons.
1C58

[1] Imperial Soldier [Imperial]
Minion * Clone
Strength 5
Vitality 2
Site Number 4
While at a battleground or station site, this minion is strength +3.
1C59

[2] Imperial Trooper [Imperial]
Minion * Clone
Strength 7
Vitality 1
Site Number 4
Response: If another [Imperial] minion is about to take a wound, wound this minion to prevent that.
1C60

[5] Imperial Vanguard [Imperial]
Minion * Clone
Strength 9
Vitality 4
Site Number 4
While you control a site, this minion is damage +1.
Skirmish:
Exert this minion to make another [Imperial] Clone strength +1.
1R61

[3] Imperial Warrior [Imperial]
Minion * Clone
Strength 9
Vitality 2
Site Number 4
While skirmishing a [Rebellion] companion, this minion is strength +1.
1U62

[1] Interrogation Droid [Imperial]
Follower
Droid. Aid – remove a temptation.
Each companion skirmishing bearer is resistance -2.
Skirmish: Exert bearer to return to its owner's hand a weapon borne by a companion skirmishing bearer.
1U63

[3] *Motti, Senior Commander [Imperial]
Minion * Human
Strength 8
Vitality 3
Site Number 4
Shadow: Exert Motti to play an [Imperial] Clone; its credit cost is -1.
1R64

(0) Mouse Droid [Imperial]
Follower
Droid. Aid – remove [1]. (At the start of the maneuver phase, you may remove [1] to transfer this follower to a minion.)
Each time bearer wins a skirmish, if the top card of your discard pile is an [Imperial] event, you may take that card into your hand.
1C65

[1] No Escape [Imperial]
Event * Skirmish
Make a companion skirmishing an [Imp] minion strength -1 for each site you control (limit -4).
1C66

[1] Precision Targeting [Imperial]
Event * Crossfire
Exert an [Imperial] minion bearing a ranged weapon to wound a companion (except the Apprentice).
1U67

[2] Pursuit Just Behind [Imperial]
Event * Regroup
Spot 2 [Imperial] minions and a companion. Until the end of the turn, that companion may not be assigned to skirmishes.
1R68

(0) Scanning Crew [Imperial]
Event * Shadow
Exert an [Imperial] minion to reveal the Alliance player's hand.
1U69

[2] Sinister Agents [Imperial]
Condition * Support Area
To play, exert an [Imperial] minion.
Shadow: Remove [3] and spot X temptations to make the Alliance player reveal X cards at random from hand. You may discard a revealed card.
1R70

(0) Slaughtered [Imperial]
Event * Response
If a companion is killed, discard your [Imperial] minion to take control of a site.
1R71

[1] Standard-issue Blaster [Imperial]
Possession * Ranged Weapon
Strength +2
Bearer must be an [Imperial] minion.
1C72

[1] Stormtrooper Armor [Imperial]
Possession * Armor
Vitality +1
Bearer must be an [Imperial] Clone.
1C73

[5] *Stormtrooper Brigade [Imperial]
Minion * Clone
Strength 10
Vitality 4
Site Number 4
To play, spot an [Imperial] minion.
At the start of the regroup phase, you may discard another [Imperial] Clone to take control of a site.
1U74

[4] *Stormtrooper Fanatic [Imperial]
Minion * Clone
Strength 10
Vitality 2
Site Number 4
To play, spot an [Imperial] minion.
Stormtrooper Fanatic is strength +1 for each [Imperial] condition you can spot.
1R75

[2] Stormtrooper Recruit [Imperial]
Minion * Clone
Strength 6
Vitality 2
Site Number 4
When you play this minion, you may spot an [Imperial] Human to add [1].
1C76

(0) Stormtrooper Reinforcements [Imperial]
Event * Regroup
Spot X sites you control to play up to X [Imperial] minions from your discard pile.
1U77

[1] Stormtrooper Utility Belt [Imperial]
Possession * Belt
Bearer must be an [Imperial] Clone.
Each time bearer is assigned to a skirmish, you may discard this possession to take an [Imperial] skirmish event into hand from your discard pile.
1C78

[2] *Tagge, Imperial General [Imperial]
Minion * Human
Strength 6
Vitality 3
Site Number 4
Regroup: Exert Tagge and discard an [Imperial] Clone to take control of a site.
1U79

[3] *Tarkin, Fear-monger [Imperial]
Minion * Human
Strength 7
Vitality 3
Site Number 4
Tarkin may not be assigned to a skirmish.
Skirmish: Exert Tarkin and spot X [Imperial] minions assigned to a skirmish to make a companion skirmishing an [Imperial] minion strength –X.
1R80

[3] *Tarkin, Grand Moff [Imperial]
Minion * Human
Strength 7
Vitality 3
Site Number 4
Tarkin may not be assigned to a skirmish.
At the start of the regroup phase, you may exert Tarkin and discard 2 [Imperial] minions to take control of a site.
1C81

(0) Tracking [Imperial]
Condition * Site
To play, spot an [Imperial] minion. Plays on a site on the adventure path. Limit 1 per site.
When you take control of this site, you may play an [Imperial] minion from your discard pile; that minion is credit cost -2 and is fierce until the end of the turn.
1U82

[8] *Vader, Agent of the Emperor [Imperial]
Minion * Human
Strength 14
Vitality 4
Site Number 3
Sith. Fierce.
Each time Vader wins a skirmish, you may exert him and spot another [Imperial] minion to take control of a site.
1F83
« Last Edit: August 16, 2011, 10:15:54 AM by menace64 »

August 07, 2011, 07:53:58 PM
Reply #18

menace64

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Re: The Next SW/LotR Project is Underway!
« Reply #18 on: August 07, 2011, 07:53:58 PM »
Jedi - All Cards Written!

An important note about this culture is that - at least for this first set - I wanted as many [Gandalf] cards as I could realistically include to be woven into what you'll find below. The cultural identity of the Jedi culture is similar enough to Gandalf's that it just makes sense to recycle what Decipher created; plus, reusing so many cards helps insure that this set will be balanced. So instead of announcing each time I've copied a card, see if you can't find the five or six cards that I made myself!

[1] Affect Mind [Jedi]
Event * Skirmish
Force-skill.
Spot Obi-Wan to make a minion strength -3.
1R84

(Force-skill is an unloaded keyword, used the same as Spell.)

[1] Alter [Jedi]
Event * Skirmish
Force-skill.
Make a minion skirmishing a knight lose all strength or damage bonuses.
1U86

[2] Attunement [Jedi]
Condition * Support Area
Force-skill.
Response:
If a companion is about to take a wound, spot 4 twilight tokens and exert Obi-Wan to prevent that wound.
1C86

(0) A Bad Feeling [Jedi]
Event * Response
Force-skill.
If a skirmish event is played during a skirmish involving a companion (except the Apprentice), exert a knight to cancel that event.
1C87

(0) The Circle of Destiny [Jedi]
Event * Assignment
Exert Obi-Wan to assign him to skirmish a minion. That minion is strength -4 during that skirmish.
1R88

[1] Cleaving Blow [Jedi]
Event * Skirmish
Make a companion bearing a hand weapon strength +2 and damage +1.
1C89

[2] *Deep in Thought [Jedi]
Condition * Support Area
To play, spot Obi-Wan.
At the start of each maneuver phase, you may discard a [Jedi] card from hand to take a [Jedi] card of the same card type into hand from your discard pile.
1U90

[1] Early Training [Jedi]
Event * Alliance
If the credit pool has fewer than 2 credits, spot Obi-Wan to look at the top 2 cards of your draw deck. Take one card into hand and discard the other.
1C91

[3] Gift of the Mentor [Jedi]
Event * Alliance
If the credit pool has fewer than 3 credits, spot Obi-Wan to look at the top 4 cards of your draw deck. Take 2 of those cards into hand and discard the rest.
1R92

[1] Guardian [Jedi]
Condition
Bearer must be a knight.
Response: If a companion of less strength than bearer's is about to take a wound in a skirmish, exert bearer to prevent that wound.
1U93

[1] Knight's Robes [Jedi]
Possession * Cloak
Resistance +1
Bearer must be a knight.
Bearer takes no more than 1 wound during each phase.
1U94

[3] Krayt Dragon Howl [Jedi]
Event * Alliance
Force-skill.
Exert Obi-Wan to discard every condition.
1C95

[3] Let Go [Jedi]
Event * Regroup
Force-skill.
Spot Obi-Wan and discard a possession borne by a companion to heal that companion twice.
1U96

[2] *Moment of Respite [Jedi]
Condition * Support Area
At the start of the regroup phase, you may discard 2 cards from hand to heal a knight.
1R97

(0) A More Civilized Age [Jedi]
Condition
To play, exert a knight. Bearer must be a companion. Limit 1 per bearer.
Bearer is strength +1 for each lightsaber you can spot.
1R98

[2] Mysterious Wizard [Jedi]
Event * Skirmish
Make Obi-Wan strength +2 (or +4 if you cannot spot 5 temptations).
1C99

(0) Noble Sacrifice [Jedi]
Event * Skirmish
Exert Obi-Wan to make another companion strength +3.
1C100

[4] *Obi-Wan, Aged Mentor [Jedi]
Companion * Human
Strength 8
Vitality 3
Resistance 9
Knight.
Each time you play a force-skill, you may draw a card.
1R101

[4] *Obi-Wan, Old Ben [Jedi]
Companion * Human
Strength 8
Vitality 3
Resistance 9
Knight.
Alliance:
Exert Obi-Wan to play a companion; that companion's credit cost is -1.
1U102

[2] Obi-Wan's Lightsaber [Jedi]
Artifact * Hand Weapon
Strength +2
Lightsaber. Bearer must be Obi-Wan.
He is damage +1.
Each time Obi-Wan wins a skirmish, you may exert him to discard a minion he is skirmishing.
1R103

(0) Obi-Wan's Wisdom [Jedi]
Condition * Support Area
The credit cost of each possession or artifact played on Obi-Wan (or the Apprentice) is -1.
1U104

[1] Old Fossil [Jedi]
Event * Alliance
Play Obi-Wan from your draw deck.
1R105

[2] Parry [Jedi]
Event * Maneuver
Spot a knight to return a weapon to its owner's hand.
1U106

[2] *Sense [Jedi]
Condition * Support Area
Force-skill. To play, exert a knight.
The credit cost of each Shadow event is +1.
1C107

[1] Stand Against Darkness [Jedi]
Event * Maneuver
Exert a knight to discard a [Sith] condition, [Sith] possession, or a [Sith] starship.
1C108

[2] A Strong Influence [Jedi]
Event * Response
Force-skill.
If a companion is about to take a wound, spot a knight to prevent that wound.
1C109

[2] *This One's Not Worth the Trouble [Jedi]
Condition
Force-skill.
To play, exert a knight. Bearer must be a companion who is not a knight.
Skirmish: Exert a knight to cancel a skirmish involving bearer. Discard this condition.
1C110

(0) Training Remote [Jedi]
Follower
Resistance +2
Droid. Aid – add a temptation.
To play, spot a knight.
Each time bearer wins a skirmish, you may draw a card.
1R111

(0) *Trust Me [Jedi]
Condition * Support Area
Each time Obi-Wan wins a skirmish, you may exert him to remove a temptation.
1C112

[1] Use the Force, Luke [Jedi]
Event * Alliance
Force-skill.
Spot Obi-Wan to reveal an opponent's hand.
1U113
« Last Edit: August 16, 2011, 04:41:21 PM by menace64 »

August 07, 2011, 07:54:11 PM
Reply #19

menace64

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Re: The Next SW/LotR Project is Underway!
« Reply #19 on: August 07, 2011, 07:54:11 PM »
Rebellion - All Cards Written!

[2] *Anakin's Lightsaber [Rebellion]
Artifact * Hand Weapon
Strength +2
Lightsaber. Bearer must be Luke. He is damage +1.
Assignment:
Assign a minion not bearing a weapon to skirmish Luke. Exert that minion.
1R114

[1] *Artoo, Astromech Droid [Rebellion]
Follower
Droid. Aid – Add [1].
To play, spot 2 [Rebellion] companions.
Cards borne by bearer may not be discarded or returned to your hand by a Shadow player.
1U115

[1] *Artoo, Overweight Glob of Grease [Rebellion]
Follower
Droid. Aid – Add [2].
To play, spot 2 [Rebellion] companions.
Each time you play a skirmish event during a skirmish involving bearer, make bearer strength +2.
1R116

[2] *Biggs, Friend of Luke [Rebellion]
Companion * Human
Strength 6
Vitality 3
Resistance 7
Skirmish: Exert Biggs to make Luke strength +1.
1C117

[2] *Charming to the Last [Rebellion]
Condition * Support Area
Response: If your [Rebellion] companion (except the Apprentice) is about to be killed, discard this condition to return him or her to your hand instead.
1C118

[3] *Chewie, Idealistic Fighter [Rebellion]
Companion * Wookiee
Strength 7
Vitality 3
Resistance 6
Damage +1.
Each time Chewie wins a skirmish, you may make a [Rebellion] companion strength +3 until the start of the regroup phase.
1F119

[2] Deft Words [Rebellion]
Event * Response
If a Shadow player plays an event or condition, exert your [Rebellion] companion to return that card to its owner's hand.
1U120

[1] A Diplomatic Mission [Rebellion]
Condition * Support Area
Response: If a [Rebellion] companion is about to take a wound in a skirmish, discard this condition to prevent that wound.
1C121

[3] Escape Pod [Rebellion]
Event * Regroup
Return a [Rebellion] companion (and all cards borne by that companion) to its owner's hand.
1U122

(0) Extraordinary Resilience [Rebellion]
Event * Response
If the Apprentice is about to heal, remove a temptation instead.
1C123

[1] *Fearless [Rebellion]
Condition
Vitality +1
Bearer must be a [Rebellion] companion (except the Apprentice).
Skirmish: Discard this condition to make bearer strength +2.
1R124

(0) *The Force is Strong With This One [Rebellion]
Condition * Support Area
Each time Luke wins a skirmish, you may heal him or remove a temptation.
1U125

(0) Greatest Need [Rebellion]
Event * Skirmish
Exert a [Rebellion] companion to discard cards from the top of your draw deck until you choose to stop (limit 5). Make that companion strength +1 for each Alliance card discarded in this way.
1R126

(0) Here to Rescue You [Rebellion]
Event * Regroup
Spot a [Rebellion] companion with resistance 6 or more to heal another companion.
1C127

(0) *Hidden Base [Rebellion]
Condition * Support Area
Each time a Shadow player takes control of a site, you may make your [Rebellion] companion strength +1 until the end of the turn.
Skirmish: If bearing a weapon, exert your [Rebellion] companion (except the Apprentice) to wound a minion he or she is skirmishing twice. Discard this condition.
1R128

[1] Honor and Heroism [Rebellion]
Event * Skirmish
Make a [Rebellion] companion bearing a weapon strength +3.
1C129

[2] *Leia, Freedom Fighter [Rebellion]
Companion * Human
Strength 6
Vitality 3
Resistance 7
Leia may not be overwhelmed unless her strength is tripled.
1C130

[2] *Leia, Imperial Senator [Rebellion]
Companion * Human
Strength 6
Vitality 3
Resistance 7
Each time a [Rebellion] companion wins a skirmish, you may exert Leia to discard an [Imperial] card.
Response: If Leia wins a skirmish, exert her to discard a Shadow card borne by a companion.
1R131

[1] *Leia's Blaster [Rebellion]
Possession * Ranged Weapon
Strength +2
Bearer must be a [Rebellion] companion.
If bearer is Leia, she is a marksman.
1U132

(0) *Luke, Attuned to the Force [Rebellion]
Companion * Human
Strength 6
Vitality 3
Resistance 8
Apprentice.
Alliance:
Exert another companion to heal Luke.
1U133

(0) *Luke, Student of Kenobi [Rebellion]
Companion * Human
Strength 6
Vitality 3
Resistance 8
Apprentice.
Skirmish:
Add a temptation to take a Force-skill into hand from your discard pile.
"I want to learn the ways of the Force and become a Jedi like my father."
1R134

(0) Manipulator Arm [Rebellion]
Possession * Attachment
Bearer must be a droid.
At the start of the regroup phase, if you cannot spot a minion, you may take the top card of your discard pile into your hand.
1U135

[3] Narrow Escape [Rebellion]
Event * Skirmish
Unless the Alliance is at a battleground site, cancel a skirmish involving your [Rebellion] companion.
1C136

[1] Our Lot in Life [Rebellion]
Event * Alliance
Spot 2 [Rebellion] companions to play a droid from your draw deck.
1R137

[1] Our Most Desperate Hour [Rebellion]
Condition * Support Area
To play, spot 2 [Rebellion] companions.
Each time a [Rebellion] companion loses a skirmish, you may discard this condition to make another [Rebellion] companion strength +2 until the start of the regroup phase.
1U138

[1] Rebel Blaster [Rebellion]
Possession * Ranged Weapon
Strength +2
Bearer must be a [Rebellion] companion.
While skirmishing a minion not bearing a possession, bearer is damage +1.
1C139

[2] Rebel Guard [Rebellion]
Companion * Human
Strength 5
Vitality 3
Resistance 6
While bearing a weapon, this companion is strength +2.
1U140

[1] Rebel Trooper [Rebellion]
Companion * Human
Strength 5
Vitality 3
Resistance 7
1C141

[1] Rebel's Hope [Rebellion]
Event * Skirmish
Add a temptation to make a [Rebellion] companion strength +3.
1C142

[1] *Resourcefulness [Rebellion]
Condition
Bearer must be a [Rebellion] companion.
Maneuver: Discard this condition to make each [Rebellion] companion strength +2 until the start of the regroup phase.
1C143

[1] *Revolution [Rebellion]
Condition * Support Area
To play, spot 3 [Rebellion] companions.
You may liberate a site at the end of each turn during which no companion lost a skirmish.
1R144

[1] Stolen Armor [Rebellion]
Possession * Armor
Bearer must be a [Rebellion] companion.
Each time an [Imperial] or [Sith] Clone exerts, you may remove [1].
1U145

[1] Strength of Spirit [Rebellion]
Event * Response
If a companion is about to exert, spot 2 [Rebellion] companions bearing weapons to place no token for that exertion.
1C146

(0) *Taken Captive [Rebellion]
Condition
Bearer must be a [Rebellion] companion (except the Apprentice).
Bearer may not be assigned to a skirmish.
Regroup: Discard this condition to discard a minion.
1R147

[1] *Threepio, Mindless Philosopher [Rebellion]
Follower
Droid. Aid – add [2].
To play, spot 2 [Rebellion] companions
At the start of each skirmish involving bearer, you may exert a minion assigned to the same skirmish.
1R148

[1] *Threepio, Protocol Droid [Rebellion]
Follower
Droid. Aid – add [1]. (At the start of the maneuver phase, you may remove [1] to transfer this follower to a companion.)
To play, spot 2 [Rebellion] companions.
While bearer does not bear a weapon, he or she is strength +1.
1C149

(0) Trooper's Helmet [Rebellion]
Possession * Helm
Bearer must be a [Rebellion] character.
Minions skirmishing bearer lose all damage bonuses.
1R150
« Last Edit: August 16, 2011, 05:05:53 PM by menace64 »

August 07, 2011, 07:54:20 PM
Reply #20

menace64

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Re: The Next SW/LotR Project is Underway!
« Reply #20 on: August 07, 2011, 07:54:20 PM »
Sith - All Cards Written!

(0) Alternative Form of Persuasion [Sith]
Event * Maneuver
Spot a Sith to wound a companion (except the Apprentice) with resistance 3 or less.
1C151

[3] *Backstabber, Black Squadron Ace [Sith]
Minion * Clone
Strength 9
Vitality 2
Site Number 3
Assignment: Exert Backstabber to assign him to skirmish a companion. The Alliance player may exert that companion to prevent this.
1C152

[2] Black Squadron Pilot [Sith]
Minion * Clone
Strength 8
Vitality 2
Site Number 3
When you play this minion, you may play a [Sith] minion from your discard pile.
1R153

[3] Closing In [Sith]
Event * Shadow
Play a [Sith] minion from your draw deck.
1C154

(0) Come With Me [Sith]
Event * Shadow
Exert a [Sith] minion to play a [Sith] minion from your discard pile.
1U155

[1] *Dark Collaboration [Sith]
Condition * Support Area
Each time a [Sith] minion wins a skirmish, heal an [Imperial] minion.
Skirmish: Discard an [Imperial] minion to make a [Sith] minion strength +1.
1C156

[4] *Dark Curse, Black Squadron Ace [Sith]
Minion * Clone
Strength 10
Vitality 2
Site Number 3
When you play Dark Curse, you may spot 4 temptations to make another [Sith] minion strength +3 until the start of the regroup phase.
1R157

(0) Dark Fury [Sith]
Event * Skirmish
Force-skill.
Exert a [Sith] minion to make that minion strength +3.
1C158

[2] *Dark Hours [Sith]
Condition
To play, exert a Sith. Bearer must be a companion (except the Apprentice).
Bearer may not be assigned to a skirmish. Discard this condition at the start of the regroup phase.
1U159

[2] The Emperor's Will [Sith]
Event * Regroup
Spot a Sith and an exhausted companion to add a temptation. The Alliance player may exert a companion to prevent this.
1U160

(0) Face Him Alone [Sith]
Event * Assignment
Spot 4 temptations and exert a Sith to assign a companion (except the Apprentice) to skirmish that Sith.
1R161

(0) I Find Your Lack of Faith Disturbing [Sith]
Event * Skirmish
Spot 3 temptations to make a Sith strength +1 and damage +1, or spot 6 temptations to make a Sith strength +3 and damage +2.
1R162

(0) In the Dark Jedi's Wake [Sith]
Event * Response
If a Sith wins a skirmish, the Alliance player chooses to either exert the Apprentice or add a temptation.
1R163

[3] *Mauler, Black Squadron Ace [Sith]
Minion * Clone
Strength 9
Vitality 2
Site Number 3
When you play Mauler, you may spot 3 temptations to take a [Sith] condition into hand from your discard pile.
1U164

(0) Mind Probe [Sith]
Event * Shadow
Force-skill.
Exert a Sith to reveal the Alliance player's hand. Discard a revealed Alliance card.
1R165

[2] Not Easily Destroyed [Sith]
Condition * Support Area
Shadow: Discard 3 [Sith] cards from hand to play a Sith from your discard pile.
1U166

(0) Relentless [Sith]
Event * Response
If a Sith was just assigned to skirmish a companion, until the start of the regroup phase that Sith may only be assigned to that companion.
1C167

(0) *Sith Armor [Sith]
Artifact * Armor
Vitality +1
Bearer must be Vader.
The Alliance crossfire total is -1.
Response: If Vader is about to take a wound, discard a [Sith] force-skill from hand to prevent that wound.
1R168

[2] Sith Power [Sith]
Event * Assignment
Force-skill.
Exert a Sith to discard 2 Alliance conditions.
1C169

(0) Sith Strangle [Sith]
Event * Maneuver
Force-skill.
Exert a Sith to wound a companion (except the Apprentice).
1R170

[3] *Tarkin, Aligned to Evil [Sith]
Minion * Human
Strength 7
Vitality 3
Site Number 4
Tarkin may not be assigned to a skirmish.
Each time another [Sith] minion would exert or take a wound, you may exert Tarkin to place no token for that exertion or wound.
1U171

[1] Terror [Sith]
Event * Shadow
Force-skill.
Spot a Sith and a companion. Until the start of the regroup phase, followers may not be transferred to that companion.
1U172

(0) Trapped and Alone [Sith]
Condition
To play, exert a Sith. Bearer must be a companion. Limit 1 per companion.
Add a burden at the end of each turn during which bearer was not assigned to a skirmish (and another companion was).
1U173

(0) A Tremor in the Force [Sith]
Condition
To play, exert a Sith. Bearer must be a companion.
When bearer leaves play, add [4].
1U174

[8] *Vader, Devoted to the Force [Sith]
Minion * Human
Strength 14
Vitality4
Site Number 3
Sith. Fierce.
Each time Vader wins a skirmish, you may exert him to add a temptation (or 2 temptations if the Apprentice is using The Force).
1C175

(Sith is an unloaded keyword.)

[8] *Vader, Sith Warrior [Sith]
Minion * Human
Strength 14
Vitality 4
Site Number 3
Sith. Fierce.
Skirmish:
Exert Vader twice to make him strength +1 for each temptation you spot (limit +5).
1R176

(0) Vader's Obsession [Sith]
Event * Shadow
Play a Sith. Its credit cost is -2.
1R177

[1] *Weapon of the Sith [Sith]
Artifact * Hand Weapon
Strength +2
Lightsaber. Bearer must be Vader. He is damage +1.
Skirmish:
Exert Vader and spot a companion he is skirmishing. That companion does not gain strength bonuses from possessions.
1R178

[1] You Are Weak [Sith]
Condition * Support Area
Resistance -1
Response: If a companion loses a skirmish to a [Sith] minion, transfer this condition from your support area to that companion. Limit 1 per bearer.
To heal a wound from this companion, the Alliance player must first add [2].
1R179
« Last Edit: August 16, 2011, 06:40:21 PM by menace64 »

August 07, 2011, 07:54:30 PM
Reply #21

menace64

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Re: The Next SW/LotR Project is Underway!
« Reply #21 on: August 07, 2011, 07:54:30 PM »
Tatooine (Alliance) - All Cards Written!

[1] *Artoo, Quirky and Troublesome [Tatooine]
Companion * Droid
Strength 4
Vitality 4
To play, spot a [Tatooine] companion.
Artoo may not exert or be exerted.
Artoo is strength +1 while bearing an attachment.
1C181

[1] *Beru, Guardian of Luke [Tatooine]
Companion * Human
Strength 5
Vitality 3
Resistance 7
Skirmish: Exert Beru to make a minion skirmishing a [Tatooine] companion strength -1.
1C183

[1] *Beru's Stew [Tatooine]
Condition * Support Area
While the alliance is at a dwelling site, at the start of the alliance phase, you may heal a [Tatooine] companion.
Regroup: Discard this condition to remove a temptation.
1U184

(0) Blue Milk [Tatooine]
Event * Alliance
Spot 2 [Tatooine] companions to heal a [Tatooine] companion.
1C185

[2] *Crash Site Memorial [Tatooine]
Condition * Support Area
To play, exert a [Tatooine] companion.
Response: If there are no cards stacked here, spot your [Tatooine] card that is about to be discarded to stack it here instead.
Alliance: Add [1] to take a card stacked here into your hand.
1R186

(0) Desert Poncho [Tatooine]
Possession * Cloak
Bearer must be a [Tatooine] companion.
The minion crossfire total is -1.
1C187

[2] Going Nowhere [Tatooine]
Condition * Support Area
Skirmish: Discard this condition to cancel a skirmish involving a [Tatooine] companion that is not bearing a weapon.
1C191

[1] A Hard Life [Tatooine]
Event * Skirmish
Unless the alliance is at a battleground site, cancel a skirmish involving a [Tatooine] companion.
1U192

[1] Hunting Rifle [Tatooine]
Possession * Ranged Weapon
Strength +2
Bearer must be a [Tatooine] companion.
At the start of the crossfire phase, you may wound a creature.
1C194

[1] Hydroponics Droid [Tatooine]
Follower
Droid. Aid – add [1]. (At the start of the maneuver phase, you may remove [1] to transfer this follower to a companion.)
To play, spot a [Tatooine] companion.
While at a dwelling site, bearer is strength +2.
1C195

(0) Landspeeder [Tatooine]
Possession * Vehicle
Strength +1
Bearer must be a [Tatooine] companion.
Each time the alliance moves during the regroup phase, you may heal bearer.
1R203

(0) *Luke, Young Farmhand [Tatooine]
Companion * Human
Strength 6
Vitality 3
Resistance 8
Apprentice.
At the start of each alliance phase, you may spot another [Tatooine] companion to heal Luke.
1C204

(0) Macrobinoculars [Tatooine]
Possession
Bearer must be a [Tatooine] companion.
Alliance: Exert bearer to reveal the top card of your draw deck. If that card is a [Tatooine] card, you may take it into hand.
1U205

(0) On the Edge [Tatooine]
Event * Skirmish
Make a minion skirmishing your [Tatooine] companion strength -2.
1C207

[1] *Owen, Guardian of Luke [Tatooine]
Companion * Human
Strength 5
Vitality 3
Resistance 7
While Luke has less than 2 wounds, Owen is strength +2.
1C208

(0) Power Droid [Tatooine]
Follower
Droid. Aid – discard 2 cards from hand.
To play, spot a [Tatooine] companion.
Each time bearer wins a skirmish, you may draw a card.
1U209

[1] *Threepio, Just an Interpreter [Tatooine]
Companion * Droid
Strength 3
Vitality 3
To play, spot a [Tatooine] companion.
Threepio may not exert or be exerted.
Each other [Tatooine] companion is strength +1 while skirmishing a minion of a different race.
1U212

(0) Vaporator [Tatooine]
Possession * Support Area
To play, spot a [Tatooine] companion.
The credit cost of each desert site is -1 (to a minimum of 1).
Regroup: Play a [Tatooine] possession from your discard pile. Discard this possession.
1U222

[2] *Wuher, Gruff Bartender [Tatooine]
Companion * Human
Strength 6
Vitality 3
Resistance 6
Droid followers may not be transferred to Wuher.
Alliance: If the alliance is at a dwelling site, exert Wuher to heal another companion.
1R223
« Last Edit: August 16, 2011, 07:41:30 PM by menace64 »

August 07, 2011, 07:54:44 PM
Reply #22

menace64

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Re: The Next SW/LotR Project is Underway!
« Reply #22 on: August 07, 2011, 07:54:44 PM »
Tatooine (Shadow) - All Cards Written!

(0) Ambushed [Tatooine]
Event * Assignment
Spot a Tusken to play a Tusken.
1R180

(0) Bantha [Tatooine]
Possession * Mount
Strength +2
Bearer must be a Tusken.
When you play this possession, you may reveal the top card of your creature deck. If that card is a creature, you may play it; if not, place it at the bottom of your creature deck.
1R182

(0) Droid Caller [Tatooine]
Possession
Strength +1
Bearer must be a Jawa. Limit 1 per bearer.
Each droid companion is strength -1 while skirmishing a [Tatooine] minion.
Regroup: Exert bearer to discard a droid follower.
1C188

[1] *Droid Junkheap [Tatooine]
Condition * Support Area
Each time a droid is discarded, you may spot a Jawa to stack a [Tatooine] card from your hand here.
Each time the alliance moves during the regroup phase, the Alliance player must wound a companion for each card stacked here.
1R189

(0) Gaderffi Stick [Tatooine]
Possession * Hand Weapon
Strength +3
Bearer must be a Tusken.
1C190

[2] Hiding Their Numbers [Tatooine]
Event * Skirmish
Make your Tusken strength +2. If it wins the skirmish, add [4].
1C193

[2] Jawa Deceiver [Tatooine]
Minion * Jawa
Strength 6
Vitality 3
Site Number 5
Maneuver: Exert this minion to add [2].
1U196

(0) Jawa Ion Gun [Tatooine]
Possession * Ranged Weapon
Strength +2
Bearer must be a Jawa.
Skirmish: Exert bearer to make it strength +1 for each droid you can spot.
1C197

[3] Jawa Leader [Tatooine]
Minion * Jawa
Strength 8
Vitality 3
Site Number 5
While you can spot 4 Jawas, [Tatooine] minions are credit cost -1.
1C198

[4] Jawa Shaman [Tatooine]
Minion * Jawa
Strength 9
Vitality 3
Site Number 5
Each time you play a [Tatooine] minion, you may exert this minion to make that minion's credit cost -2.
1R199

[2] Jawa Thief [Tatooine]
Minion * Jawa
Strength 7
Vitality 2
Site Number 5
Shadow: Exert this minion to add [1].
1C200

[1] Jawa Trader [Tatooine]
Minion * Jawa
Strength 4
Vitality 1
Site Number 5
When you play this minion, you may spot a droid to add [2].
1C201

[4] *Jawa Warden [Tatooine]
Minion * Jawa
Strength 7
Vitality 3
Site Number 5
For each droid you can spot, other Jawas are strength +1.
1R202

[3] *Nebit, Tribal Leader [Tatooine]
Minion * Jawa
Strength 9
Vitality 2
Site Number 5
While the alliance is at a desert site, [Tatooine] minions are not roaming.
Skirmish: Exert Nebit and spot X [Tatooine] minions to make him strength +X.
1R206

(0) Restraining Bolt [Tatooine]
Possession
To play, spot a Jawa. Bearer must be a droid follower.
While you can spot a Jawa, bearer may not be transferred to companions.
1C210

[2] Sandcrawler [Tatooine]
Possession * Vehicle
Strength +3
Bearer must be a Jawa.
Bearer may not take wounds (except during a skirmish).
1U211

[6] *Tusken Chieftain [Tatooine]
Minion * Tusken
Strength 11
Vitality 2
Site Number 5
While Tusken Chieftain is unwounded, other Tuskens may not take wounds.
1R213

[4] Tusken Follower [Tatooine]
Minion * Tusken
Strength 9
Vitality 2
Site Number 5
Each time a [Tatooine] minion wins a skirmish, you may make this minion strength +2 or damage +1 until the start of the regroup phase.
1R214

[3] Tusken Marksman [Tatooine]
Minion * Tusken
Strength 8
Vitality 1
Site Number 5
Marksman. (Add 1 to the minion crossfire total.)
1C215

[3] Tusken Nomad [Tatooine]
Minion * Tusken
Strength 8
Vitality 1
Site Number 5
While at a desert site, your Tuskens are not roaming.
1U216

[4] Tusken Raiders [Tatooine]
Minion * Tusken
Strength 9
Vitality 2
Site Number 5
At the start of the regroup phase, you may reveal the top card of your creature deck. If the revealed card is a creature, you may play a Tusken from your discard pile.
1C217

[2] Tusken Rifle [Tatooine]
Possession * Ranged Weapon
Strength +2
Bearer must be a Tusken. Bearer is a marksman.
At the start of the crossfire phase, add [1] for each Tusken minion you can spot.
1R218

[3] Tusken Slayer [Tatooine]
Minion * Tusken
Strength 7
Vitality 2
Site Number 5
When you play this minion, you may play a [Tatooine] possession from your draw deck.
1R219

[4] *Tusken Vagabond [Tatooine]
Minion * Tusken
Strength 10
Vitality 2
Site Number 5
While bearing a weapon, Tusken Vagabond is strength +1.
1U220

[2] Tusken Warrior [Tatooine]
Minion * Tusken
Strength 6
Vitality 2
Site Number 5
1C221
« Last Edit: August 16, 2011, 07:38:40 PM by menace64 »

August 07, 2011, 07:54:57 PM
Reply #23

menace64

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Re: The Next SW/LotR Project is Underway!
« Reply #23 on: August 07, 2011, 07:54:57 PM »
The Creature Deck - All Cards Written!

Before I really get started with showing these off, I'd like to explain the Habitat mechanic. I realized when I started designing these creatures that their cards would actually look quite empty - no culture to speak of, no credit cost, and no resistance or site numbers in the bottom-left corner. Boring! So the first thing I thought up stuck: each creature has, instead of resistance or site numbers, a habitat icon, and each site keyword would get its own unique icon. For example, desert sites will have a little desert-themed picture somewhere on its card, and when you play a creature you'll know if it's at the right site based on if the icons match up.

The habitat bonus is extremely simple: when a creature is in its habitat, it's strength +1. I was going for flavor more than anything, that and the need to fill up space on an otherwise-barren card.

Make sure to look back on the first page for a detailed explanation of how the Creature Deck works.

\C/ Dark Waters
Condition * Site
Limit 1 per site. When you play this condition, you may draw up to 2 more cards from your creature deck.
This site gains Wild 2.
1C224

(Basically, you play it and get 2 extra cards, and if another player happens to move to the site later on, you still get 2 more cards!)

\C/ Dianoga
Creature
Strength 10
Vitality 4
Habitat: Swamps
Fierce.
A companion skirmishing this creature is strength -1 for each wound that companion has.
1R225

\C/ Greater Dragon Bones
Condition * Support Area
Each creature in its habitat may not be exerted by Alliance cards.
Skirmish: Discard this condition to make a creature damage +1.
1U226

\C/ Jerba
Creature
Strength 6
Vitality 2
Habitat: Deserts, dwellings
Skirmish: Discard this creature to make another creature strength +3.
1U227

\C/ *Krayt Dragon
Creature
Strength 16
Vitality 3
Habitat: Deserts
Each time Krayt Dragon wins a skirmish, you may exert it to make it fierce until the start of the regroup phase.
Skirmish: Discard another creature to make Krayt Dragon damage +1.
1F228

\C/ Scurrier
Creature
Strength 5
Vitality2
Habitat: Dwellings
This creature may not take wounds during the crossfire phase.
1C229

\C/ Sunsdown
Condition * Support Area
Creatures may not take more than 1 wound during each phase.
Regroup: Discard this condition to shuffle any creature deck.
1C230

\C/ Tentacle
Event * Assignment
Exert a creature to assign it to skirmish a companion. That companion may exert to prevent this.
1C231

\C/ Wild Bantha
Creature
Strength 9
Vitality 3
Habitat: Deserts
You may play Tuskens as if no creatures were in play.
1U232

\C/ Wild Dewback
Creature
Strength 9
Vitality 3
Habitat: Deserts
You may play [Imperial] Clones as if no creatures were in play.
1U233

\C/ Wild Ronto
Creature
Strength 9
Vitality 3
Habitat: Deserts, dwellings
You may play Jawas as if no creatures were in play.
1U234

\C/ Womp Rat
Creature
Strength 3
Vitality 1
Habitat: Dwellings (While at a dwelling site, this creature is strength +1.)
1C235
« Last Edit: August 16, 2011, 07:49:42 PM by menace64 »

August 07, 2011, 07:55:11 PM
Reply #24

menace64

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Re: The Next SW/LotR Project is Underway!
« Reply #24 on: August 07, 2011, 07:55:11 PM »
The Adventure Path - All Cards Written!

(W) Anchorhead [2]
Dwelling. No more than 1 minion can be assigned to each skirmish.
<-----
1C236

(W) Cantina [2]
Dwelling. Each character bearing a weapon is damage +1.
<-----
1U237

(W) Cell Block 1138 [2]
Station. Characters may not be overwhelmed unless their strength is tripled.
----->
1U238

(W) Conference Room (0)
Station. Shadow: Play a Sith to discard a condition.
<-----
1C239

(W) Control Core [2]
Station. Each time your character wins a skirmish, you may heal a character of another culture.
----->
1C240

(W) Control Room [1]
Battleground. Station. At the end of your shadow phase, you may exert your [Imperial] Human to play an [Imperial] condition from your discard pile.
<-----
1C241

(W) Death Star War Room [1]
Station. Shadow: Spot 5 [Imperial] Clones to prevent the alliance from moving again this turn.
----->
1U242

(W) Dense Jungle (0)
Forest. Swamp. Wild 4. Creatures are strength +1.
----->
1C243

(W) Docking Bay 94 [3]
Battleground. At the start of your alliance phase, you may add a temptation to play a [Fringe] companion from your draw deck.
----->
1C244

(W) Docking Bay 327 [1]
Station. Skirmish: Exert your character to make it strength +2.
----->
1C245

(W) Dune Sea (0)
Desert. Wild 3. Each time your creature wins a skirmish, you may heal it.
<-----
1C246

(W) Empty Hallway (0)
Battleground. Station. Maneuver: Remove [2] and exert your minion to make that minion fierce until the start of the regroup phase.
<-----
1U247

(W) Falcon's Cabin [3]
At the start of your alliance phase, you may discard a [Fringe] card from hand to heal your [Fringe] companion.
<-----
1C248

(W) Falcon's Cockpit [2]
Your [Fringe] companions are each resistance +1.
----->
1U249

(W) Grand Audience Chamber [2]
When the alliance moves to this site, the Alliance player may play a [Rebellion] weapon from his or her discard pile.
----->
1U250

(W) Imperial Cell [2]
Battleground. Station. Each character bearing a weapon is strength +2.
<-----
1C251

(W) Jawa Camp [2]
Desert. Mountain. Each time you play an artifact or possession on your character, you may draw a card.
----->
1C252

(W) Jawa Canyon [1]
Desert. Wild 3. Each time you play a Jawa, you may exert it to add [1].
----->
1U253

(W) Jundland Wastes (0)
Desert. Wild 5. While you can spot a creature, the alliance crossfire total is -2.
----->
1C254

(W) Krayt Dragon Pass (0)
Desert. Wild 6. Shadow: Discard 2 \C/ cards (from hand or from play) to play a creature from your creature deck (limit once per turn).
<-----
1U255

(W) Lars' Moisturefarm [3]
Desert. Dwelling. At the start of your alliance phase, you may exert 2 [Tatooine] companions to play a [Tatooine] companion from your draw deck.
----->
1C256

(W) Massassi Ruins [1]
Forest. Wild 2. At the start of the crossfire phase, you may spot 2 [Rebellion] companions to wound a creature.
<-----
1C257

(W) Mos Eisley Alley [2]
Wild 2. Each character (except [Fringe] characters) is credit cost +1.
<-----
1C258

(W) Mos Eisley Avenue [1]
Each unique [Fringe] character is damage +1.
<-----
1C259

(W) Obi-Wan's Hut [3]
Dwelling. Each time a knight wins a skirmish, the Alliance player may discard a condition.
----->
1U260

(W) Obi-Wan's Living Room [2]
Dwelling. Alliance: Exert Obi-Wan to play a lightsaber from your draw deck.
----->
1C261

(W) Scrap-pile [1]
Each droid is credit cost +2.
----->
1C262

(W) Staging Area [3]
Alliance: Discard a [Rebellion] card from hand to heal a [Rebellion] companion.
<-----
1C263

(W) Tatooine Spaceport (0)
Desert. Each companion is credit cost +2.
<-----
1C264

(W) Trading Route (0)
Desert. Mountain. The minion crossfire total is +2 for each companion in the alliance over 4.
<-----
1C265

(W) Trash Compactor [2]
Station. Swamp. Wild 5. Skip the crossfire phase.
----->
1U266

(W) Tusken Canyon [1]
Desert. Mountain. The first Tusken played at this site is credit cost -4.
<-----
1C267

(W) Yavin War Room [3]
Each time a companion wins a skirmish, you may discard a card of the same culture from your hand to heal that companion.
----->
1U268
« Last Edit: August 16, 2011, 08:19:17 PM by menace64 »

August 07, 2011, 08:32:54 PM
Reply #25

menace64

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Re: The Next SW/LotR Project is Underway!
« Reply #25 on: August 07, 2011, 08:32:54 PM »
So everything I've designed is up now. Take a look at the setlist back on page one, and if you see a card that you'd like to claim as your own just write it up and hit submit!
« Last Edit: August 07, 2011, 09:02:29 PM by menace64 »

August 08, 2011, 08:11:17 PM
Reply #26

azogsbane

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Re: The Next SW/LotR Project is Underway!
« Reply #26 on: August 08, 2011, 08:11:17 PM »
[1] Jabba's Bounty [Fringe]
Condition
Bounty. To play, exert a [Fringe] minion. Bearer must be a companion. Limit 1 per companion.
Bearer's credit cost is +2.
1U24

I love it! Your whole bounty hunter/credit cost thing is a really cool idea!


[1] *Owen, Guardian of Luke [Tatooine]
Companion * Human
Strength 5
Vitality 3
Resistance 7
While Luke has less than 2 wounds, Owen is strength +2.
1C207

I think this card needs to be re-worded. I'll bet you are planning to make some alternate apprentices at some point. So what happens if you don't have Luke at all? Things would be more clear if you made it "While you can spot Luke and he has less than two wounds..."

August 08, 2011, 08:47:40 PM
Reply #27

menace64

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Re: The Next SW/LotR Project is Underway!
« Reply #27 on: August 08, 2011, 08:47:40 PM »
Honestly, man, I knew that would end up being an issue down the road when Alternate Apprentices show up, but I still "assumed" when I wrote Owen that Luke would always be in play. Keep in mind that I'm making a conscious effort to stay 'in character' when making this set: Star Wars is currently breaking all kinds of blockbuster records - it's in its thirteenth week in theatres and is showing no signs of slackening in attendance - and I, the lead designer for the base set, can only base my knowledge of the universe based on this first movie. Everyone knows there will be sequels, but they just don't exist yet!

That's also why I'm not using any Destined or unbound mechanics yet... all of our heroes are struggling along the same plot.

I just posted most of the [Sith] culture!
« Last Edit: August 08, 2011, 08:55:32 PM by menace64 »

August 09, 2011, 06:43:32 AM
Reply #28

azogsbane

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Re: The Next SW/LotR Project is Underway! (Sith Culture goes up!)
« Reply #28 on: August 09, 2011, 06:43:32 AM »
Gotcha.

August 09, 2011, 07:46:03 AM
Reply #29

LOTRFreak15

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Re: The Next SW/LotR Project is Underway! (Sith Culture goes up!)
« Reply #29 on: August 09, 2011, 07:46:03 AM »
Dude these are sick!