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Author Topic: Power and Temptation-- New Set [CARD IMAGES]  (Read 26839 times)

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October 01, 2011, 06:35:39 PM
Reply #30

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #30 on: October 01, 2011, 06:35:39 PM »
Thanks for the feedback!

They Do Not Die:
I will make that adjustment, thanks. Because I don't have the exact fonts that Decipher used sometimes it's hard to squeeze everything into the text box.

Hidden to All But Him:
I don't want it to work in a fierce skirmish. I have to leave the Freeps player room to get out of it. Besides, the response action is basically just flavor-- the real bonus there is the strength +1 for twilight minions. Two or three of these out in one turn-- even if they get discarded the next turn-- really gives you an advantage, especially with wisp of pale sheen or dead ones.

Morgul Invasion Force:
You're probably right. I'll make that adjustment. I didn't think about Morgul Destroyer.

Panic:
It'll have to be unique, especially since it can be repeatedly transferred during the Skirmish phase from one companion to another. Have 2 or 3 of these in play would be overpowering if they all end up on a single companion, and I can't fit any more text on there anyway. If its unique it'll be more balanced, so if the Shadow player does transfer it to a companion, they run the risk of losing the condition since the companion can exert to get rid of it if necessary. The real purpose of this is to work with They Do Not Die and Hidden to All But Him. If you have 2-3 copies of TDND out and launch 2-3 Corpse Lights or Dead Ones, PLUS 1-2 twilight nazgul, you can get some serious boosts happening.

Poisoned Arrows:
Forgot to add cultural reinforcement.

Gimli, Orc Killer
I haven't gotten around to photoshopping the signets yet. It's on the to-do list. He will definitely have one.

Company of Rangers
Same thing with the Gondor symbol; just haven't photoshopped it in yet.

Nazgul:
I agree that Enquea should be altered to make it a more difficult choice, but remember that all this resistance reduction is only until the end of the regroup, and you have to have twilight nazgul in play to make it happen, which tends to be expensive. I figure the maximum amount of resistance reduction you could do in 1 turn would be 4-5, and while that's a lot, that's assuming you have a perfect hand and enough twilight, and you still have to have 5 burdens on the Ring-bearer for that to equal corruption. It's certainly possible, but I'm not sure it would be any easier to corrupt that way than a normal corruption deck. You can only make the deck so big.

October 28, 2011, 05:51:40 PM
Reply #31

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #31 on: October 28, 2011, 05:51:40 PM »
I apologize for the delay on updates, I moved recently and I'm also drowning in homework. This will have to be on hold until the semester is done.

November 16, 2011, 07:23:39 PM
Reply #32

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #32 on: November 16, 2011, 07:23:39 PM »
Managing to get a little bit of work done on this. The following cards have been updated: They Do Not Die, Hidden to All But Him, Morgul Invasion Force, Panic, Poisoned Arrows, Gimli, Orc Killer, and Company of Rangers.

The following cards have been added:

[Dwarven]
•Gimli, Honorable Warrior

[Rohan]
•Theoden, Valiant King
•Eowyn, Willing to Battle
•Eomer, Fearless in Battle
First Shot
Deeping Wall
Fearless Charge

[Gondor]
Stone of Minas Tirith


Comments welcome.

November 17, 2011, 12:59:53 AM
Reply #33

hsiale

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #33 on: November 17, 2011, 12:59:53 AM »
Interesting. Hard to say if those are balanced before we see whole cultures, though new version of Poisoned Arrows seems extremally hard to pull off for me.

Few minor issues:
- on LotR cards races are written beginning with uppercase, but keywords not. So it should be Orc (new Gimli) but villager (First Shot). There already is a card Deeping Wall. Stone of Minas Tirith mentions Catapult - I guess you don't mean this card but a new unloaded keyword. It should be changed for another one to avoid confusion with already exisiting card. Is there a reason for it not to be just fortification?

November 17, 2011, 09:58:50 AM
Reply #34

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #34 on: November 17, 2011, 09:58:50 AM »
Trebuchet is another kind of catapult ;)

November 17, 2011, 10:07:23 AM
Reply #35

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #35 on: November 17, 2011, 10:07:23 AM »
Interesting. Hard to say if those are balanced before we see whole cultures, though new version of Poisoned Arrows seems extremally hard to pull off for me.

Few minor issues:
- on LotR cards races are written beginning with uppercase, but keywords not. So it should be Orc (new Gimli) but villager (First Shot). There already is a card Deeping Wall. Stone of Minas Tirith mentions Catapult - I guess you don't mean this card but a new unloaded keyword. It should be changed for another one to avoid confusion with already exisiting card. Is there a reason for it not to be just fortification?

You're right about Poisoned Arrows-- I'll reduce the spotting cost to only 2 archers. That seems much more reasonable. Archer minions tend to be smaller anyway and don't usually survive until regroup.

As for Stone of Minas Tirith... I was thinking that it would be kind of flavorful to have to stack the projectile on a Catapult (yes, I mean the card Catapult, not a new keyword) and have to "launch" it during the Regroup or Maneuver phase, but that might be too confusing. I'll probably just change it to a fortification or something. Though I really like the idea of stacking projectiles on fortifications to throw them at minions... :P

I forgot about the Deeping Wall site... I'll have to change the title now. Thanks for reminding me.

November 17, 2011, 12:01:17 PM
Reply #36

hsiale

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #36 on: November 17, 2011, 12:01:17 PM »
As for Stone of Minas Tirith... I was thinking that it would be kind of flavorful to have to stack the projectile on a Catapult (yes, I mean the card Catapult, not a new keyword) and have to "launch" it during the Regroup or Maneuver phase, but that might be too confusing.
If worded correctly, it won't be confusing at all :)

[4] Stone of Minas Tirith [Gondor]
Condition • Support Area
Fellowship: If no other cards are stacked on Catapult, stack this card there.
Maneuver or Regroup: If stacked on Catapult, discard this to wound a minion twice (or three times if that minion is roaming).

November 17, 2011, 02:56:30 PM
Reply #37

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #37 on: November 17, 2011, 02:56:30 PM »
As for Stone of Minas Tirith... I was thinking that it would be kind of flavorful to have to stack the projectile on a Catapult (yes, I mean the card Catapult, not a new keyword) and have to "launch" it during the Regroup or Maneuver phase, but that might be too confusing.
If worded correctly, it won't be confusing at all :)

[4] Stone of Minas Tirith [Gondor]
Condition • Support Area
Fellowship: If no other cards are stacked on Catapult, stack this card there.
Maneuver or Regroup: If stacked on Catapult, discard this to wound a minion twice (or three times if that minion is roaming).

Thank you! That's what I was trying to do...

EDIT: by the way, the general purpose of this card is basically the same as Terrible and Evil. Obviously the setup requirements are a bit more difficult-- you have to have a Catapult in play, which demands having at least 2 knights, and you have to play this card in Fellowship before you can use it (thus giving the opponent more twilight), but it could potentially offer some protection from Shotgun Enquea. Even if he's not roaming, wounding him twice means he only gets to wound a companion once. Plus you could have multiple Catapults and Stone of Minas Tirith in play so hypothetically you could launch 2 or even 3 of those suckers at your opponent all in one Maneuver phase and kill a couple of big minions.

Are there any cards that would allow you to take [Gondor] cards into hand from your discard pile? Because if so, this might be a bit overpowered...
« Last Edit: November 17, 2011, 06:01:19 PM by Creator »

November 18, 2011, 10:07:50 AM
Reply #38

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #38 on: November 18, 2011, 10:07:50 AM »
Continuing in the spirit of siege weapons, here are some [Sauron] cards for review:

(Note: from now on, I'm going to post the card text for comments before creating the actual card. It'll save me time that way in case I need to change the card text.)

[3] Siege Towers [Sauron]
Condition • Support Area
Engine.
To play, spot a [Sauron] engineer.
Minions stacked here may not take wounds or participate in archery fire.
Shadow: If there are fewer than 3 minions stacked here, spot your [Sauron] Orc to stack it here.
Assignment: Make the Free Peoples player assign a [Sauron] Orc stacked here to skirmish a companion.
U

[3] Siege Trebuchets [Sauron]
Condition • Support Area
Engine.
To play, spot a [Sauron] engineer.
Skirmish: Remove 2 tokens from here to exert a companion not assigned to a skirmish.
R

[3] •Grond, The Wolf's Head [Sauron]
Possession • Support Area
Engine.
To play, spot a [Sauron] Orc.
Response: If the Fellowship moves during the Regroup phase, you may remove X tokens from here to discard X cards from the top of the Free Peoples player's draw deck (limit 4). Discard this possession.
R

[1] Giant Beasts [Sauron]
Condition • Support Area
To play, spot a [Sauron] Orc.
Shadow: Play an engine from hand; its twilight cost is -2. Discard this condition.
C

[6] Catapult Troll [Sauron]
Minion • Troll
Str. 13
Vit. 3
Site 6
Besieger.
Shadow: Exert this minion to add a token to an engine that already has a token on it.
R

[2] Orc Repairer [Sauron]
Minion • Orc
Str. 6
Vit. 2
Site 6
Engineer.
Shadow: Exert this minion and spot another engineer to add a token to an engine.
C

[2] Orc Engineer [Sauron]
Minion • Orc
Str. 6
Vit. 3
Site 6
Engineer.
To play, spot a [Sauron] Orc.
Shadow: Exert this minion to add a token to an engine that does not already have a token on it.
C

[2] Orc Encroacher [Sauron]
Minion • Orc
Str. 6
Vit. 2
Site 6
Engineer.
Shadow: Exert this minion to add a token to an engine.
C


Thoughts?
« Last Edit: November 18, 2011, 10:17:15 AM by Creator »

November 18, 2011, 01:12:33 PM
Reply #39

hsiale

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #39 on: November 18, 2011, 01:12:33 PM »
[3] Siege Towers [Sauron]
Condition • Support Area
Engine.
To play, spot a [Sauron] engineer.
Minions stacked here may not take wounds or participate in archery fire.
Shadow: If there are fewer than 3 minions stacked here, spot your [Sauron] Orc to stack it here.
Assignment: Make the Free Peoples player assign a [Sauron] Orc stacked here to skirmish a companion.
First problem is that this card bends the rules a lot. Does the minion stay here during its skirmish? What happens if it's overwhelmed?

Second problem is that this is extremally powerful. It's non-unique and loading this with minions is easy as it happens in shadow phase (I think there is no card that allows to stack a minion somewhere earlier than during a skirmish). And you need no twilight to use it once it's loaded. Which means very powerful swarm, using any minions you like, for every FP that doesn't have good condition discard. All other cards that stack minions work the other way: you stack late, then have to fire early and paying the costs, so that your minion needs to fight for its life for the stacking to work.

[3] Siege Trebuchets [Sauron]
Condition • Support Area
Engine.
To play, spot a [Sauron] engineer.
Skirmish: Remove 2 tokens from here to exert a companion not assigned to a skirmish.
Interesting. Needs checking if it won't make the UTWE - Hate - Orc Bowmen deck too strong. But probably not, too many cards needed to get tokens here.

[3] •Grond, The Wolf's Head [Sauron]
Possession • Support Area
Engine.
To play, spot a [Sauron] Orc.
Response: If the Fellowship moves during the Regroup phase, you may remove X tokens from here to discard X cards from the top of the Free Peoples player's draw deck (limit 4). Discard this possession.
The problem for each [Sauron] Grond is that you need to think, if it will ever be played when you can choose Hammer of the Underworld. This one could be played only by discard decks, but those will have no way to get tokens.

[1] Giant Beasts [Sauron]
Condition • Support Area
To play, spot a [Sauron] Orc.
Shadow: Play an engine from hand; its twilight cost is -2. Discard this condition.
Takes a spot in the deck, saves you just one twilight, has playing requirement. And useless in sealed deck/draft playing. I think it can easily get some more power.

[6] Catapult Troll [Sauron]
Minion • Troll
Str. 13
Vit. 3
Site 6
Besieger.
Shadow: Exert this minion to add a token to an engine that already has a token on it.
I think all [Sauron] trolls are fierce.

About tokens: they are culture tokens and text of each card must mention the appropriate culture before the word "token".

November 18, 2011, 04:39:30 PM
Reply #40

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #40 on: November 18, 2011, 04:39:30 PM »
Really appreciate the feedback.

Quote
First problem is that this card bends the rules a lot. Does the minion stay here during its skirmish? What happens if it's overwhelmed?

The idea here is that you have to play Orcs in Shadow then stack them on this card, then during the assignment phase, unstack them to be assigned to a skirmish. I think I need to make that a mandatory action. So you're not really getting a swarm going-- you're just protecting whatever minions you would normally be able to play so that they don't get murdered during maneuver wounding or archery. That's really all this card is supposed to do--which admittedly is still very powerful--but it's not supposed to be a swarming mechanic.

So again, what I'm trying to make it do (and can't seem to word it right) is this:

1. You play a minion during shadow (paying its twilight cost).
2. You stack up to 3 [Sauron] orcs on this card.
3. They are immune to wounds during Maneuver or Archery.
4. They "deploy" during assignment phase and fight normal skirmishes.

I'm trying to give it the flavor of a bunch of orcs climbing into a siege tower, rolling through maneuver and archery, then jumping out for an attack during assignment.

Quote
Interesting. Needs checking if it won't make the UTWE - Hate - Orc Bowmen deck too strong. But probably not, too many cards needed to get tokens here.

Frankly I'm not even sure if this is powerful enough. You need a lot of [Sauron] engineers in a deck to really get lots of tokens on the engines you need, plus the spotting requirements for playing the engines. Realistically that means having 3-4 of each engineer, plus 4 of the Catapult Trolls to pump the engines that already have tokens. That's a lot of cards already, and most of the engineer minions are going to be really small and weak. They probably won't be winning skirmishes. So I feel like I need to offset that fact by making the engines do all the dirty work that minions normally do. If so few of your minions are winning skirmishes (maybe with the exception of the trolls), you need those engines to do damage and slow down the Fellowship.

I'm wondering if I should change the wording to this:

Skirmish: "Remove 2 [Sauron] tokens from here to make the Free Peoples player wound a companion not assigned to a skirmish."

Quote
Takes a spot in the deck, saves you just one twilight, has playing requirement. And useless in sealed deck/draft playing. I think it can easily get some more power.

You're right. I was super cautious about making this overpowered. How about this:

"The twilight cost of the first engine played each Shadow phase is -3".

That way you only need 1-2 of these in a deck for it to be useful. I feel like there needs to be a card that offers reduction in twilight cost for these engines because they are (purposefully) very expensive.

I'll make the Troll fierce. I think I just forgot to add it.

November 18, 2011, 06:09:24 PM
Reply #41

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #41 on: November 18, 2011, 06:09:24 PM »
For siege towers, make it as follows:
Engine.
To play, spot a  engineer.
Shadow: If there are fewer than 3 minions stacked here, spot your [Sauron] Orc to stack it here.
Assignment: Put a [Sauron] Orc stacked here into play.
At the start of the regroup phase, discard all cards stacked here.

That would get your intent out of the card without changing the rules of the game or breaking the card. I'd add an additional requirement to either stack or play from it, like discarding a card from hand.
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January 03, 2012, 12:08:06 PM
Reply #42

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #42 on: January 03, 2012, 12:08:06 PM »
[6] Catapult Troll [Sauron]
Minion • Troll
Str. 13
Vit. 3
Site 6
Besieger.
Shadow: Exert this minion to add a token to an engine that already has a token on it.
R
I think all mordor besiegers have a site number 5

1 Giant Beasts Sauron
Condition • Support Area
To play, spot a Sauron Orc.
Shadow: Play an engine from hand; its twilight cost is -2. Discard this condition.
C
What if you change it to:
play an engine from your hand or discard pile; it's twilight cost is -2. Discard this condition.
that way you can get your grond back (and other engines) from you discard pile.
Or does this make it to strong? maybe change "To play, spot a Sauron Orc" into "To play, spot a engineer"

January 03, 2012, 01:13:31 PM
Reply #43

Haszor

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #43 on: January 03, 2012, 01:13:31 PM »
How are you supposed to get tokens onto Grond?

January 06, 2012, 01:54:10 AM
Reply #44

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Re: Power and Temptation-- New Set [CARD IMAGES]
« Reply #44 on: January 06, 2012, 01:54:10 AM »
How are you supposed to get tokens onto Grond?

I believe he posted several cars that do, even in the same post...