Author |
Message |
CarpeGuitarrem |
Posted: Mon Sep 25, 2006 9:38 pm |
|
|
Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
|
It doesn’t matter if you have a limit. The limit only applies when the card’s in play. If you have a limit on an event, it only regulates that specific event’s action. It can’t affect other events. |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
|
Back to top |
|
elf lvr |
Posted: Mon Sep 25, 2006 9:40 pm |
|
|
Joined: 13 Jun 2006
Posts: 3065
Location: Rivendell
|
But see if it said "If you can spot 5 companions..." then they could only discard until you had 4 companions. That’s a ’limit’ of sorts. |
Happy Hunting! Elf Lvr
Winner of Best Personality in the FPCA. Thanks!
Archduke Elf Lvr - Archidoux of the Chosen Ones
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot |
|
Back to top |
|
CarpeGuitarrem |
Posted: Mon Sep 25, 2006 9:44 pm |
|
|
Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
|
Oh, that’s what you meant. I thought you were talking about "limit" as in "(limit 2)". My bad.
I think the event is good as it is. Let’s weigh the two...
Caradhras has not forgiven us
Cost: + exertion + spot 5 companions (one exhausted). Effect: discard the exhausted companion.
Leave None Alive!
Cost: + discard minion + spot exhausted companion. Effect: discard exhausted companion.
Here’s the reason why they balance: the first one doesn’t take down the number of minions, but the second one dumps a minion that’s still alive. So you need to play a moderately strong minion, costing possibly or . That alone makes it cost as much as CHNFU. It’s also in the Regroup Phase, not the Maneuver, so it doesn’t take a companion out of skirmishes. |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
|
Back to top |
|
AnxiousChieftain |
Posted: Tue Sep 26, 2006 7:10 am |
|
|
Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
|
Nice analysis, CG.
Last 3 cards!
Raiding Uruk
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
When you play this minion, you may exert another minion and spot an exhausted companion to take control of a site.
Scouting Uruk
Minion • Uruk-hai
Strength: 7
Vitality: 3
Site Number: 5
Hunter 1. Fierce.
The site number of each hunter is -3.
Uruk Destroyer
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
At the start of the regroup phase, you may spot another minion and X sites you control to exert X companions (limit 3).
After a couple of reviews, I’ll compile the complete list of cards for review. |
MODS RULE. - lem0nhead |
|
Back to top |
|
elf lvr |
Posted: Tue Sep 26, 2006 3:10 pm |
|
|
Joined: 13 Jun 2006
Posts: 3065
Location: Rivendell
|
AnxiousChieftain wrote: Nice analysis, CG.
Last 3 cards!
Raiding Uruk
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
When you play this minion, you may exert another minion and spot an exhausted companion to take control of a site.
Pretty good. A fairly reliable site control minion.
Scouting Uruk
Minion • Uruk-hai
Strength: 7
Vitality: 3
Site Number: 5
Hunter 1. Fierce.
The site number of each hunter is -3.
Sweet! Who can say [Uruk-Hai] swarm?
Uruk Destroyer
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
At the start of the regroup phase, you may spot another minion and X sites you control to exert X companions (limit 3).
Very nice, well-balanced.
After a couple of reviews, I’ll compile the complete list of cards for review. |
Happy Hunting! Elf Lvr
Winner of Best Personality in the FPCA. Thanks!
Archduke Elf Lvr - Archidoux of the Chosen Ones
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot |
|
Back to top |
|
AnxiousChieftain |
Posted: Tue Sep 26, 2006 4:42 pm |
|
|
Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
|
Cool, thanks for the review! Anyone else? |
MODS RULE. - lem0nhead |
|
Back to top |
|
Anonymous Prodigy |
Posted: Tue Sep 26, 2006 4:52 pm |
|
|
Joined: 10 Jan 2006
Posts: 4197
Location: United States
|
AnxiousChieftain wrote: Nice analysis, CG.
Last 3 cards!
Raiding Uruk
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
When you play this minion, you may exert another minion and spot an exhausted companion to take control of a site.
Very nice text! I love site control!
Scouting Uruk
Minion • Uruk-hai
Strength: 7
Vitality: 3
Site Number: 5
Hunter 1. Fierce.
The site number of each hunter is -3.
This minion is a little too powerful. I would change it to "-2", or increase his cost by 1.
Uruk Destroyer
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
At the start of the regroup phase, you may spot another minion and X sites you control to exert X companions (limit 3).
Awesome card! Great job!
After a couple of reviews, I’ll compile the complete list of cards for review. |
I had to put something here. |
|
Back to top |
|
CarpeGuitarrem |
Posted: Tue Sep 26, 2006 9:01 pm |
|
|
Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
|
AnxiousChieftain wrote: Nice analysis, CG.
Why, thank you. (Score one for the CCC! )
Last 3 cards!
Raiding Uruk
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
When you play this minion, you may exert another minion and spot an exhausted companion to take control of a site.
I like this, although I don’t know how reliable it would end up being. Could you have an easy way to get a companion exhausted?
Scouting Uruk
Minion • Uruk-hai
Strength: 7
Vitality: 3
Site Number: 5
Hunter 1. Fierce.
The site number of each hunter is -3.
Ooh, ouch! That’s a really good one, especially now that Madril, Defender of Osgiliath is out there!
Uruk Destroyer
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
At the start of the regroup phase, you may spot another minion and X sites you control to exert X companions (limit 3).
Hmm...it looks kind of like you’ve got a loop going here with Raiding Uruk. You can’t exert companions until you’ve got sites controlled, and you can’t control sites without exhausted companions. But once it kicks in (like after a wound-filled Site 4) it really kicks in!
After a couple of reviews, I’ll compile the complete list of cards for review. |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
|
Back to top |
|
AnxiousChieftain |
Posted: Tue Sep 26, 2006 9:06 pm |
|
|
Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
|
Complete List of Uruk-hai Cards (11)
by AC
Ambushing Uruk
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site Number: 5
Fierce. Hunter 1.
While you cannot spot a Free Peoples captain, the Free Peoples player may not play skirmish events or use skirmish special abilities during skirmishes involving this minion.
U
•Captain of Isengard
Minion • Uruk-hai
Strength: 13
Vitality: 3
Site Number: 5
Captain. Damage +1.
While you control 2 sites (or you can spot a companion who has resistance 3 or less), this minion is fierce.
R
•Dark Wave
Condition • Support Area
While you control a site, the twilight cost of the first minion played at each site is -1 (or -2 if you control 3 sites).
Shadow: Discard an minion from hand to add .
U
Hunter Blade
Possession • Hand Weapon
Strength +1
Bearer must be an minion.
If bearer is a hunter, bearer is strength +1 for each wounded companion you can spot (limit +3).
C
Leave None Alive!
Event • Regroup
Discard an minion to discard an exhausted companion.
R
Marauding Uruk
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site Number: 5
Damage +1.
This minion is strength +2 for each site you control.
C
Patrol of Uruks
Minion • Uruk-hai
Strength: 11
Vitality: 3
Site Number: 5
Damage +1.
While you control 2 sites, each companion loses steeled.
R
Pillage and Burn
Event • Skirmish
Make your minion strength +2. If he wins this skirmish, you may discard a card borne by the character he was skirmishing (or 2 cards if you control 2 sites).
C
Raiding Uruk
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
When you play this minion, you may exert another minion and spot an exhausted companion to take control of a site.
U
Scouting Uruk
Minion • Uruk-hai
Strength: 7
Vitality: 3
Site Number: 5
Hunter 1. Fierce.
The site number of each hunter is -3.
C
Uruk Destroyer
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
At the start of the regroup phase, you may spot another minion and X sites you control to exert X companions (limit 3).
U
So, what do you guys think? Feel free to continue reviewing - the cards can still be changed.
As you guys can probably see, the main focus is site control (7 cards reference it!), with Hunters a sub-theme (3 cards). To tie them both together, there is a theme of exerting companions and spotting exhausted/wounded companions (4 cards). |
Last edited by AnxiousChieftain on Wed Sep 27, 2006 3:49 pm; edited 1 time in totalMODS RULE. - lem0nhead |
|
Back to top |
|
CarpeGuitarrem |
Posted: Tue Sep 26, 2006 9:12 pm |
|
|
Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
|
All right! We should probably straighten the rare count out in the main thread, and then we can assign rarities to these and tweak them if we need to, to fit the rarity. |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
|
Back to top |
|
|