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Author Topic: Never-Ending DC Chain!  (Read 199532 times)

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December 05, 2008, 03:05:39 PM
Reply #240

macheteman

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Re: Never-Ending DC Chain!
« Reply #240 on: December 05, 2008, 03:05:39 PM »
[0] •Wood and Oil [Gondor]
Condition • Support Area
Each time Denethor exerts or takes a wound, you may reinforce a [Gondor] token.
Fellowship: discard this condition to discard Denethor and play Faramir from your discard pile draw deck, or dead pile.
Faramir's life was save due to Denethor's madness

December 08, 2008, 07:36:48 AM
Reply #241

Gate Troll

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Re: Never-Ending DC Chain!
« Reply #241 on: December 08, 2008, 07:36:48 AM »
[8] Much Toil and Labor [Gondor]
Condition • Support Area
Toil 2. When you play this you may add a [Gondor]
token here for each Fortification you can spot.
Fellowship: Remove X tokens from this card to
remove X wounds. Discard this condition.
Regroup: Remove X tokens to discard a minion
and to play a Fortification with a twilight cost of [X]
from your discard pile to your support area for free.

December 09, 2008, 07:47:34 AM
Reply #242

Thranduil

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Re: Never-Ending DC Chain!
« Reply #242 on: December 09, 2008, 07:47:34 AM »
[8] Alliance of the Free Peoples [Gandalf]
Condition • Support Area
To play, spot Gandalf.
When you play this condition, you may exert any number of companions of different cultures to make this condition's twilight cost -2 for each companion exerted in this way.
Shadow skirmish events may not be played.
"'You will unite, or you will fall.'"

December 09, 2008, 07:51:52 AM
Reply #243

DáinIronfoot

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Re: Never-Ending DC Chain!
« Reply #243 on: December 09, 2008, 07:51:52 AM »
[3]The Two Towers [Isengard]
Condition • Support Area
To play, spot an [Isengard] minion and a [Sauron] minion.
Each time a [Sauron] event or condition adds X threats, you may exert an [Isengard] minion to add X threats.
Each time an [Isengard] event or condition adds [X], you may exert a [Sauron] minion to add [X].
"‘The world is changing. Who now has the strength to stand against the armies of Isengard and Mordor?'"
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".

January 10, 2009, 07:43:06 PM
Reply #244

AgentDrake

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Re: Never-Ending DC Chain!
« Reply #244 on: January 10, 2009, 07:43:06 PM »
[2] Tower of Tirith Aeair [Gondor]
Condition - Support Area
Strength +1
Resistance +1
While this condition is borne by a companion, at the start of the regroup phase, discard this condition.
Maneuver: Spot three knights or exert two [Gondor] companions to transfer this condition to a companion skirmishing a minion. If that companion wins this skirmish, you may wound another minion.


I'm pretty sure I spelled "Aeair" wrong.... It's supposed to be one of the towers in/around Dol Amroth, or something.
Forget it. I'm not arguing with the computer anymore to try to get the sig I want....

January 11, 2009, 03:03:31 PM
Reply #245

Gate Troll

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Re: Never-Ending DC Chain!
« Reply #245 on: January 11, 2009, 03:03:31 PM »
[4] •Minas Ithil [Gondor]
Condition • Support Area
Fortification. Skirmish: Spot three knights or exert two [Gondor]
men to transfer this condition to a minion skirmishing a [Gondor] man.
For each fortification you can spot bearer is strength -1 (limit -6).

January 11, 2009, 03:45:43 PM
Reply #246

Thranduil

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Re: Never-Ending DC Chain!
« Reply #246 on: January 11, 2009, 03:45:43 PM »
[2]Helm's Wall [Rohan]
Condition • Support Area
Fortification.
When this fortification is transferred, each minion loses all damage bonuses until the regroup phase.
Bearer loses all gametext.
Skirmish: Exert a [Rohan] Man (or spot 2 valiant Men) to transfer this fortification from your support area to a minion.

January 12, 2009, 07:15:19 AM
Reply #247

DáinIronfoot

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Re: Never-Ending DC Chain!
« Reply #247 on: January 12, 2009, 07:15:19 AM »
[2]The Deeping Wall [Rohan]
Condition • Support Area
Fortification.
Skirmish:
Exert 2 [Rohan] Men to make each minion strength -1 for each wound on that minion until the regroup phase. Discard this condition.
"‘They will break upon this fortress like water on rock.'"
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".

January 12, 2009, 02:41:26 PM
Reply #248

MR. Lurtzy

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Re: Never-Ending DC Chain!
« Reply #248 on: January 12, 2009, 02:41:26 PM »
[5]Fearless Berserker [Uruk]
Minion • Uruk-hai
Strength: 12
Vitality: 2
Site: 5
Damage +1. Enduring.
Each wounded companion may not bear any possessions or conditions.
Manuever: Exert Fearless Berserker to wound a companion with more strength than Fearless Berserker.
« Last Edit: February 09, 2009, 04:45:11 PM by MR. Lurtzy »

January 13, 2009, 05:29:19 AM
Reply #249

Anonymous Prodigy

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Re: Never-Ending DC Chain!
« Reply #249 on: January 13, 2009, 05:29:19 AM »
[6]Berserker Chieftain [Uruk]
Minion • Uruk-hai
Strength: 13
Vitality: 3
Site Number: 5
Damage +1. Fierce. To play, spot 2 [Uruk] minions.
Each time Berserker Chieftain wins a skirmish, you may make another berserker strength +2 (and damage +1 if you can spot a [Rohan] Man) until the regroup phase.
The berserkers were bred for one sole purpose: to kill.

January 20, 2009, 08:03:49 PM
Reply #250

MR. Lurtzy

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Re: Never-Ending DC Chain!
« Reply #250 on: January 20, 2009, 08:03:49 PM »
[5] Chieftain of the Hills [Men]
Strength: 14
Vitality: 1
Site: 3
Fierce. Hunter 0.
Shadow: Exert Chieftain of the Hills and spot a site you control to add [X] where X is that site's number.
« Last Edit: January 26, 2009, 01:35:31 PM by MR. Lurtzy »

January 20, 2009, 09:41:29 PM
Reply #251

AgentDrake

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Re: Never-Ending DC Chain!
« Reply #251 on: January 20, 2009, 09:41:29 PM »
[2] Out of the Hills [Dunland]
Condition - Support Area
To play, spot a site you control.
Each time your [Dunland] minion wins a skirmish, you may place a [Dunland] token here.
Shadow: Remove two [Dunland] tokens here to add [1].
Forget it. I'm not arguing with the computer anymore to try to get the sig I want....

January 21, 2009, 08:39:36 AM
Reply #252

Anonymous Prodigy

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Re: Never-Ending DC Chain!
« Reply #252 on: January 21, 2009, 08:39:36 AM »
[3] Hillman Marauder [Dunland]
Minion • Man
Strength: 9
Vitality: 1
Site Number: 3
Fierce. When you play this minion, you may spot another [Dunland] Man and a site you control to draw a card. The Free Peoples player may add [1] to prevent this.
"‘They are fierce folk when roused. They will not give way now for dusk or dawn, until Théoden is taken, or they themselves are slain.'"

January 25, 2009, 05:05:47 PM
Reply #253

Gate Troll

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Re: Never-Ending DC Chain!
« Reply #253 on: January 25, 2009, 05:05:47 PM »
[1] Hillman Blitzer [Dunland]
Minion • Man
Strength: 8
Vitality: 1
Site: 3
Damage +1.
Assignment:
Assign this minion to
skirmish an unbound companion.

January 26, 2009, 04:37:07 AM
Reply #254

Thranduil

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Re: Never-Ending DC Chain!
« Reply #254 on: January 26, 2009, 04:37:07 AM »
[4]Wulf, Warrior of Dunland [Men]
Minion • Man
Str: 10
Vit: 2
Sit: 4
Fierce. Aggressor (for each aggressor assigned to a skirmish, each Shadow card is twilight cost -1).
Wulf's twilight cost is -2 during the skirmish phase.
Response: If a [Men] Man wins a skirmish, play Wulf from your hand; he is damage +1 until the regroup phase.