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Thranduil |
Posted: Wed Jun 13, 2007 10:20 am |
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Joined: 01 May 2007
Posts: 2256
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As a reminder, this is part of the first of 3 sets:
H1 - The Hobbit (300 cards, 110C 100U 90R)
H2 - The Battle of the Five Armies (200 cards, 70C 70U 60R)
H3 - The White Council (200 cards, 70C 70U 60R)
And it’s more or less complete, I just need the approval of the talented DCers of the cobracards forum!
Here is a (very brief) summary of the block mechanics featured in the first set:
Terror X (Each time this character is assigned to skirmish an opponent’s character, they may make that opponent exert X of their characters.)
Winged (This character can only take 1 wound per phase, regardless of its source.)
Locked - (A card that is Locked has blank game text, unless it is Unlocked. An ability or keyword that is Locked is nonexistent unless it is Unlocked.)
Unlocked - (A card can only be Unlocked if a card allows it to be. A card with no Locked text cannot be Unlocked.)
A seriously detailed description of the last two can be found at this link: http://lotrtcgdb.com/community/viewtopic.php?t=4434 (below the cards)
Here’s the culture break down, and clicking on finished cultures will take you to their card lists.
- 2
- 58
- 27
- 38
- 21
- 68
- 28
- 36
- 22
A Shadow By the Door
Event • Regroup
Spot an Orc to discard a condition. Unless you can spot 4 Free Peoples cultures, the Free Peoples player may exert a companion to prevent this.
There was a terrible outcry, to-do and disturbance.
H1 C 147
Awful Howl
Event • Skirmish
Make a companion skirmishing an minion strength -1 for each Troll you can spot. Unless that companion is a Dwarf, they may exert to prevent this.
Trolls simply detest the very sight of dwarves (uncooked).
H1 U 148
• Bert, Eater of Mutton
Minion • Troll
Str: 14
Vit: 4
Sit: 3
Fierce.
The twilight cost of William and Tom is -2.
Shadow: Exert Bert twice to make an Troll gain Terror 1 (each time this minion is assigned to a skirmish, you may make the Free Peoples player exert a companion) until the regroup phase.
’Mutton yesterday, mutton today, and blimey, of it don’t look like mutton again tomorrer.’
H1 C 149
Can Yer Cook ’Em?
Event • Shadow
Spot an Troll and discard an card from play to add .
’Yer can try.’
H1 R 150
Closed Door
Event • Regroup
Toil 2.
Spot 2 Orcs to make the move limit -1 for this turn.
’I must get to the door, I must get to the door!’
H1 C 151
Constant Grumblings
Condition
To play, spot an Orc.
Plays on an unbound companion.
Limit 1 per bearer.
Each Orc skirmishing bearer is strength +1.
Even the good plans of wise wizards like Gandalf and of good friends like Elrond go astray sometimes...
H1 C 152
Crooked Way
Event • Shadow
To play, spot an minion and choose either mountain or underground. Until the end of the turn, each site gains the chosen keyword.
... most of the paths were cheats and deceptions and led nowhere or to bad ends...
H1 U 153
Cruelty
Event • Skirmish
Make a character skirmishing an Orc strength -1 for each minion in that skirmish.
It is not unlikely that they invented some of the machines that have troubled the world, especially the ingenious devices for killing large numbers of people at once.
H1 R 154
Dark Lands
Condition • Support Area
Regroup: If you cannot spot 3 cards stacked on this condition, remove to stack an Orc here.
Shadow: Discard an minion to play all minions stacked here. Their twilight costs are each -1. Discard this condition.
Far, far away in the West... Bilbo knew there lay his own country of safe and comfortable things...
H1 U 155
• Darkness
Condition • Support Area
Each time you play an event at an underground site, you may draw a card.
Skirmish: Draw a card for each companion assigned to skirmish an Orc. Discard this condition.
It was deep, deep, dark, such as only goblins that have taken to living in the heart of the mountains can see through.
H1 R 156
Evil Raiders
Event • Maneuver
This event’s twilight cost is -1 for each Warg you can spot.
Add for each minion you can spot.
Just at that moment the wolves trotted howling into the clearing.
H1 C 157
Evil Warg
Minion • Warg
Str: 8
Vit: 3
Sit: 5
Skirmish: Spot 3 twilight tokens and exert this minion to make an Warg strength +3
... the wild wargs, (for so the evil wolves over the Edge of the Wilderness were named)...
H1 U 158
Filthy Sack
Possession • Hand Weapon
Str: +1
Bearer must be an Troll.
At the start of each skirmish involving this minion, you may Lock (cancel the game text) a special ability of a companion it is skirmishing until the end of the regroup phase.
But just at the moment, William came up behind and popped a sack right over Thorin’s head and down to his toes.
H1 R 159
Goblin Captain
Minion • Orc
Str: 8
Vit: 2
Sit: 4
Each time this minion is assigned to an exhausted companion, you may draw 2 cards.
’Look out for the door,’ bellowed the captain.
H1 C 160
Goblin Chanter
Minion • Orc
Str: 7
Vit: 1
Sit: 4
To play, spot an card.
When you play this minion at an underground site, you may spot an exhausted companion to draw a card.
’Clap! Snap! the black crack! / Grip, grab! Pinch, nab! / And down down to Goblin-town / You go, my lad!’
H1 C 161
Goblin Guard
Minion • Orc
Str: 7
Vit: 1
Sit: 4
When you play this minion, you may spot another Orc and discard a Shadow card from hand to draw 2 cards.
’Where is it?’ they cried.
H1 R 162
Goblin Hawkeye
Minion • Orc
Str: 8
Vit: 1
Sit: 4
When you play this minion, you may spot another minion and remove to take an event into hand from your discard pile.
’This way!’ some yelled. ’That way!’ others yelled.
H1 U 163
Goblin Infiltrator
Minion • Orc
Str: 4
Vit: 1
Sit: 4
Ambush 2.
Goblins are found throughout Middle-Earth...
H1 U 164
Goblin Lookout
Minion • Orc
Str: 6
Vit: 1
Sit: 4
When you play this minion, you may spot an condition borne by a companion to take an event into hand from your discard pile.
They saw him sooner than he saw them.
H1 R 165
Goblin Pack-Master
Minion • Orc
Str: 8
Vit: 1
Sit: 4
Each time this minion is assigned to a skirmish, you may spot 3 Wargs to add .
Then they often got the Wargs to help and shared the plunder with them...
H1 C 166
Goblin Pillager
Minion • Orc
Str: 3
Vit: 1
Sit: 4
Ambush .
Skirmish: Remove and discard this minion to Lock (cancel the game text) a character this minion is skirmishing (and all cards borne by them) until the regroup phase.
... in those days they sometimes used to go on raids, especially to get food or slaves to work for them.
H1 C 167
Goblin Plunderer
Minion • Orc
Str: 3
Vit: 1
Sit: 4
Ambush .
Skirmish: Remove and discard this minion to wound a character this minion is skirmishing.
... then the goblins and the wolves would have to fight a terrible battle instead of capturing prisoners and devouring people woken suddenly from their sleep.
H1 U 168
Goblin Raider
Minion • Orc
Str: 3
Vit: 1
Sit: 4
Ambush .
Skirmish: Remove and discard this minion to discard a possession borne by a character this minion is skirmishing.
Goblins are not afraid of fire, and they soon had a plan which seemed to them most amusing.
H1 R 169
Goblin Raiding Party
Minion • Orc
Str: 9
Vit: 1
Sit: 4
Ambush 1.
Each Warg’s site number is -1.
Now it seemed that a great goblin-raid had been planned for that very night.
H1 U 170
Goblin Scout
Minion • Orc
Str: 6
Vit: 1
Sit: 4
Ambush 1.
When this minion is assigned to a companion bearing an condition, it gains Ambush 1.
Tidings they had gathered in secret ways; and in all the mountains there was a forging and an arming.
H1 C 171
Goblin Slave Driver
Minion • Orc
Str: 6
Vit: 2
Sit: 4
Each time this minion is assigned to a skirmish, you may draw a card.
The goblins were very rough... and chuckled and laughed in their horrible stony voices...
H1 U 172
Goblin Spy
Minion • Orc
Str: 6
Vit: 1
Sit: 4
Ambush 1.
Each time you assign this minion, you may add .
Goblins do not usually venture far from their mountains...
H1 C 173
Goblin Sword
Possession • Hand Weapon
Str: +2
Bearer must be an Orc.
Each time this minion is assigned to a skirmish, you may draw a card.
Whistles blew, armour clashed, swords rattled, goblins cursed and swore and ran hither and thither...
H1 R 174
Goblin Tunneller
Minion • Orc
Str: 5
Vit: 1
Sit: 4
To play, spot an card.
When you play this minion at an underground site, you may remove to draw a card.
They can tunnel and mine as well as any but the most skilled dwarves, when they take the trouble.
H1 C 175
Goblin Watchman
Minion • Orc
Str: 6
Vit: 1
Sit: 4
When you play this minion, you may spot another Orc and 6 companions to draw 2 cards.
’We found them sheltering in our Front Porch.’
H1 R 176
Goblin Whip
Possession • Hand Weapon
Bearer must be an Orc.
If bearer is killed in a skirmish, you may wound a character they were skirmishing.
If bearer is killed during the archery phase, you may exert an archer.
... the goblins... set them running as fast as they could in front of them.
H1 C 177
• The Great Goblin, Tyrant of the Mountains
Minion • Orc
Str: 12
Vit: 3
Sit: 4
To play, spot an Orc.
Shadow: Exert The Great Goblin to draw a card and add . The Free Peoples player may wound a companion to prevent this.
There... sat a tremendous goblin with a huge head.
H1 R 178
• Great Grey Warg, Leader of the Pack
Minion • Warg
Str: 9
Vit: 3
Sit: 5
Toil 2.
While you can spot 3 Wargs, Great Grey Warg is strength +1 for each twilight token you can spot.
All the rest... sat in a great circle in the glade, and in the middle of the circle was a great grey wolf.
H1 R 179
Great Strength
Event • Skirmish
Make an Troll strength +1 for each condition you can spot (limit +4).
’I won’t take that from you, Bill Huggins,’ says Bert and puts his fist in William’s eye.
H1 U 180
Guffawing And Shouting
Event • Shadow
Spot an minion to play a Giant. Its twilight cost is -2 (-3 at a mountain site).
... their ponies were standing with their heads down and their tails between their legs, and some of them were whinnying with fright.
H1 R 181
Hatred
Event • Shadow
Spot 2 Orcs to draw a card.
’Murderers and elf-friends... Slash them! Beat them! Bite them! Gnash them! Take them away to dark holes full of snakes and never let them see the light again!’
H1 U 182
Heavy Spear
Possession • Hand Weapon
Str: +2
Bearer must be an Orc.
Each companion skirmishing bearer is strength -1 for each condition they bear.
Outside the ring of dancing warriors with spears and axes stood the wolves at a respectful distance...
H1 U 183
• Hobgoblin
Minion • Orc
Str: 12
Vit: 3
Sit: 4
To play, spot an Orc.
While you can spot 4 conditions, this minion’s twilight cost is -3.
While at an underground site, each time you play an possession (except a mount), you may draw a card.
... goblins of huge size with scimitars of steel.
H1 R 184
In Hundreds
Condition • Support Area
Response: If you cannot spot 3 cards stacked here and an Orc is killed, you may stack that Orc here.
Shadow: Spot an minion and discard a card stacked here to add .
There were six to each dwarf at least, and two even for Bilbo...
H1 C 185
Just Behind
Condition • Support Area
Skirmish: Remove to transfer this condition to a companion skirmishing an Orc.
Limit 1 per bearer.
Bearer is strength -1 for each wound on them.
... they put out their torches and they slipped on soft shoes, and they chose out their very quickest runners with the sharpest ears and eyes.
H1 C 186
Lengthening Shadows
Condition • Support Area
Shadow: If the current site is underground, play an minion to stack an Orc from your discard pile or hand here (limit once per turn).
Assignment: If the current site is underground, discard the top card of your draw deck to play an Orc stacked here.
... they don’t like the sun: it makes their legs wobble and their heads giddy.
H1 U 187
Manflesh
Condition
To play, spot an card.
Bearer must be a companion.
Limit 1 per bearer.
Each Troll skirmishing bearer is strength +2.
Assignment: Discard this condition and exert an Troll to assign that Troll to bearer. The Free Peoples player may make you draw 2 cards to prevent this.
H1 R 188
Meeting-Place
Condition • Support Area
Shadow: Spot an Orc and play an Warg to add an token here.
Shadow: Spot an Warg and play an Orc to add an token here.
Skirmish: Remove a token from here or discard this condition to make an Orc or Warg strength +1 (limit +3).
The Wargs had come to meet the goblins and the goblins were late.
H1 U 189
Merciless
Event • Skirmish
Make an minion strength +2 (and damage +1 if it is a Warg).
The rage of the wolves was terrible to see, and the commotion they made filled the forest.
H1 C 190
Mountain Giant
Minion • Giant
Str: 13
Vit: 4
Sit: 5
Fierce.
To play, spot a Giant (or 2 minions).
The current site is a mountain.
’If we don’t get blown off, or drowned, or struck by lightning, we shall be picked up by some giant and kicked sky-high for a football.’
H1 U 191
Not Afraid of Fire
Event • Shadow
Spot an Orc to play an support area condition from your discard pile.
Soon they had a ring of smoke and flame all round the dwarves...
H1 C 192
Roast Mutton
Possession • Support Area
When you play this possession, you may heal an Troll twice.
Skirmish: If an Troll is skirmishing, discard this possession to draw a card.
’And time’s been up our way, when yer’d have said "thank yer Bill" for a nice bit o’ valley mutton like what this is.’
H1 C 193
Rock-Hurling
Event • Skirmish
Wound a companion skirmishing a Giant. The Free Peoples player may Lock (cancel the game text) that companion until the end of the turn to prevent this.
Boulders, too, at times, came galloping down the mountainsides... and passed among them (which was lucky), or over their heads (which was alarming).
H1 R 194
Shuddering Howl
Event • Skirmish
Make an Warg strength +1 for each twilight token you can spot (limit +4).
There were no wolves living near Mr. Baggins’ hole at home, but he knew that noise.
H1 U 195
Stone-Giant
Minion • Giant
Str: 13
Vit: 4
Sit: 5
Damage +1. Archer.
To play, spot an minion.
At a mountain site, this minion’s twilight cost is -2.
... the stone-giants were out, and were hurling rocks at one another for a game.
H1 R 196
• Strength of the Pack
Condition • Support Area
Toil 2.
Each Warg is strength +1 for each other Warg you can spot.
Response: If a Warg wins a skirmish, remove to play a Warg from your discard pile. It is fierce and damage +1 until the regroup phase. Discard this condition.
More and more kept coming in.
H1 R 197
Surprise Attack
Event • Response
If you have just drawn a card, spot an minion to add .
Out jumped the goblins, bug goblins, great ugly-looking goblins, lots of goblins...
H1 U 198
Terrible Giant
Minion • Giant
Str: 12
Vit: 4
Sit: 5
Fierce. Damage +1.
To play, spot an minion.
While at a mountain site, this minion gains Terror 1 (each time this character is assigned to skirmish an opponent’s character, you may make them exert 1 of their characters).
More terrible still are thunder and lightning in the mountains at night, when storms come up from East and West and make war.
H1 C 199
Three Very Large Persons
Condition • Support Area
Skirmish: Exert Tom to make Bert or William strength +1.
Skirmish: Exert Bert and spot William or Tom to draw a card.
Response: If Tom or Bert are about to take a wound in a skirmish, exert William to prevent it.
They were toasting muttons on long spits of wood, and licking the gravy off their fingers.
H1 C 200
• Thunderbattle
Condition • Support Area
Toil 1.
Each time a companion exerts, you may make a Giant gain Terror 1 (each time this minion is assigned to a skirmish, you may make the Free Peoples player exert a companion) until the regroup phase.
Response: If a companion exerts, spot an minion to draw a card. Discard this condition.
All was well, until one day they met a thunderstorm...
H1 R 201
• Thundering Giant
Minion • Giant
Str: 12
Vit: 4
Sit: 5
Fierce. Damage +1.
While at a mountain site, this minion is strength +3.
Each time this minion wins a skirmish, you may exert a companion.
The lightning splinters on the peaks, and rocks shiver, and great crashes split the air and go rolling and tumbling into every cave...
H1 R 202
• Tom, Wanter of Manflesh
Minion • Troll
Str: 15
Vit: 4
Sit: 3
Fierce.
The twilight cost of Bert and William is -2.
Each time Tom wins a skirmish, you may draw 2 cards.
’Never a blinking bit of manflesh have we had for long enough...’
H1 U 203
• Troll’s Hoard
Condition • Support Area
Each time you play an Troll at a forest site, you may play an possession from your discard pile.
Shadow: Exert an Troll to add for each weapon you can spot (limit ). Discard this condition.
’And time’s been up our way, when yer’d have said "thank yer Bill" for a nice bit o’ valley mutton like what this is.’
H1 U 204
• Uncanny Echoes
Condition • Support Area
Each time an opponent Locks (cancels the game text) one of your cards, you may spot an minion to exert a companion.
Maneuver: Discard this condition to Unlock (restore all Locked game text) each card until the regroup phase.
... they did not dare to sing or talk too loud...
H1 U 205
Warg Chaser
Minion • Warg
Str: 8
Vit: 3
Sit: 5
Skirmish: Spot 3 twilight tokens and exert this minion to make an Orc strength +3
The wargs were angry and puzzled at finding them here in their very meeting-place.
H1 U 206
Warg Looter
Minion • Warg
Str: 6
Vit: 2
Sit: 5
While you can spot 3 twilight tokens, this minion is damage +2.
... it sounded terrible to him, and as if all their talk was about cruel and wicked things, as it was.
H1 C 207
Warg Pursuer
Minion • Warg
Str: 7
Vit: 2
Sit: 5
While you can spot 3 twilight tokens, this minion is strength +5.
If their plan had been carried out, there would have been none left there next day.
H1 U 208
Warg Raider
Minion • Warg
Str: 7
Vit: 2
Sit: 5
While you can spot 3 twilight tokens, this minion is strength +3 and fierce.
But now they had planned with the goblins’ help to come by night upon some of the villages nearest the mountains..
H1 C 209
Warg Ravager
Minion • Warg
Str: 6
Vit: 2
Sit: 5
While you can spot 3 twilight tokens, this minion is strength +2 and damage +1.
A wolf snapped at his cloak as he swung up and nearly got him.
H1 C 210
Warg Tracker
Minion • Warg
Str: 8
Vit: 2
Sit: 5
Skirmish: Remove to make an Warg fierce until the regroup phase.
... the wargs had no intention of going away and letting the people up the trees escape...
H1 R 211
Wicked Deeds
Event • Shadow
Toil 2.
Spot an Warg and an Orc to discard 2 conditions.
... all would have been killed except for the few the goblins kept from the wolves and carried back as prisoners to their caves.
H1 U 212
Wild Warg
Minion • Warg
Str: 10
Vit: 3
Sit: 5
While you can spot 3 twilight tokens, this minion is fierce and damage +1.
Every now and then all the Wargs in the circle would answer their grey chief all together, and their dreadful clamour almost made the hobbit fall out of his pine tree.
H1 R 213
• William, Speaker of Reason
Minion • Troll
Str: 12
Vit: 4
Sit: 3
Fierce.
The twilight cost of Tom and Bert is -2.
William is strength +1 for each card you have in hand.
’You’ve et a village and a half between yer, since we come down from the mountains. How much more d’yer want?
H1 R 214
Thranduil |
Last edited by Thranduil on Sun Nov 04, 2007 6:13 pm; edited 20 times in total'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless
Check out my block based on The Hobbit, my remake of Age's End, and the Fall of Eregion
Vote for your favourite Bilbo, Retired Adventurer(V) |
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sickofpalantirs |
Posted: Wed Jun 13, 2007 3:50 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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Thranduil wrote:
Hatred
Event • Shadow
Spot 2 Orcs to draw a card.
’Murderers and elf-friends... Slash them! Beat them! Bite them! Gnash them! Take them away to dark holes full of snakes and never let them see the light again!’
H1 U 182
nice
Surprise Attack
Event • Response
If you have just drawn a card, spot an minion to add .
Out jumped the goblins, bug goblins, great ugly-looking goblins, lots of goblins...
H1 U 198
maybe or draw a card
• Darkness
Condition • Support Area
Each time you play an event, you may draw a card.
Skirmish: Draw a card for each companion assigned to skirmish an Orc. Discard this condition.
It was deep, deep, dark, such as only goblins that have taken to living in the heart of the mountains can see through.
H1 R 156
I guess
Goblin Tunneller
Minion • Orc
Str: 5
Vit: 1
Sit: 4
When you play this minion at an underground site, you may remove to draw a card.
They can tunnel and mine as well as any but the most skilled dwarves, when they take the trouble.
H1 C 175
nice
Goblin Chanter[Orc]
Minion • Orc
Str: 7
Vit: 1
Sit: 4
When you play this minion at an underground site, you may remove to draw a card.
’Clap! Snap! the black crack! / Grip, grab! Pinch, nab! / And down down to Goblin-town / You go, my lad!’
H1 C 161
maybe something to do with resistance like or make a companion resistance -1-2 until the regroup phase (unbound of course)
• The Great Goblin, Tyrant of the Mountains
Minion • Orc
Str: 12
Vit: 3
Sit: 4
To play, spot an Orc.
Shadow: Exert The Great Goblin to draw a card and add . The Free Peoples player may wound a companion to prevent this.
There... sat a tremendous goblin with a huge head.
H1 R 178
cool |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. |
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Thranduil |
Posted: Thu Jun 14, 2007 4:19 am |
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Joined: 01 May 2007
Posts: 2256
Location:
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Thanks SoP. Given no more reviews seem to be forthcoming, I’m continuing.
Goblin Guard
Minion • Orc
Str: 7
Vit: 1
Sit: 4
When you play this minion, you may spot another Orc and discard a Shadow card from hand to draw 2 cards.
’Where is it?’ they cried.
H1 R 162
Goblin Watchman
Minion • Orc
Str: 6
Vit: 1
Sit: 4
When you play this minion, you may spot another Orc and 6 companions to draw 2 cards.
’We found them sheltering in our Front Porch.’
H1 R 176
Goblin Hawkeye
Minion • Orc
Str: 8
Vit: 1
Sit: 4
When you play this minion, you may spot another minion and remove to take an event into hand from your discard pile.
’This way!’ some yelled. ’That way!’ others yelled.
H1 U 163
Goblin Lookout
Minion • Orc
Str: 6
Vit: 1
Sit: 4
When you play this minion, you may spot an condition borne by a companion to take an event into hand from your discard pile.
They saw him sooner than he saw them.
H1 R 165
• Hobgoblin
Minion • Orc
Str: 12
Vit: 3
Sit: 4
To play, spot an Orc.
While you can spot 4 conditions, this minion’s twilight cost is -3.
While at an underground site, each time you play an possession (except a mount), you may draw a card.
... goblins of huge size with scimitars of steel.
H1 R 183
Thranduil |
Last edited by Thranduil on Fri Jun 15, 2007 8:59 am; edited 1 time in total'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless
Check out my block based on The Hobbit, my remake of Age's End, and the Fall of Eregion
Vote for your favourite Bilbo, Retired Adventurer(V) |
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DáinIronfoot |
Posted: Thu Jun 14, 2007 8:38 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Thranduil wrote: Hatred
Event • Shadow
Spot 2 Orcs to draw a card.
’Murderers and elf-friends... Slash them! Beat them! Bite them! Gnash them! Take them away to dark holes full of snakes and never let them see the light again!’
H1 U 182
Interesting.
Thranduil wrote: Surprise Attack
Event • Response
If you have just drawn a card, spot an minion to add .
Out jumped the goblins, bug goblins, great ugly-looking goblins, lots of goblins...
H1 U 198
Okay.
Thranduil wrote: • Darkness
Condition • Support Area
Each time you play an event, you may draw a card.
Skirmish: Draw a card for each companion assigned to skirmish an Orc. Discard this condition.
It was deep, deep, dark, such as only goblins that have taken to living in the heart of the mountains can see through.
H1 R 156
This really should do something at underground sites...perhaps limit one (or both) abilities to underground sites.
Thranduil wrote: Goblin Tunneller
Minion • Orc
Str: 5
Vit: 1
Sit: 4
When you play this minion at an underground site, you may remove to draw a card.
They can tunnel and mine as well as any but the most skilled dwarves, when they take the trouble.
H1 C 175
Okay.
Thranduil wrote: Goblin Chanter
Minion • Orc
Str: 7
Vit: 1
Sit: 4
When you play this minion at an underground site, you may remove to draw a card.
’Clap! Snap! the black crack! / Grip, grab! Pinch, nab! / And down down to Goblin-town / You go, my lad!’
H1 C 161
Okay, but a little bland when you have two guys that do the exact same thing.
Thranduil wrote: • The Great Goblin, Tyrant of the Mountains
Minion • Orc
Str: 12
Vit: 3
Sit: 4
To play, spot an Orc.
Shadow: Exert The Great Goblin to draw a card and add . The Free Peoples player may wound a companion to prevent this.
There... sat a tremendous goblin with a huge head.
H1 R 178
He’s okay.
Thranduil wrote: Goblin Guard
Minion • Orc
Str: 7
Vit: 1
Sit: 4
When you play this minion, you may spot another Orc and remove to draw 2 cards.
’Where is it?’ they cried.
H1 R 162
In hindsight, the other guys above should probably require spotting another Orc (or at least another card), lest they be ridiculous cycling splash minions. As for THIS guy, I think two cards is a bit good, even considering the cost. Require spotting a companion with low resistance or an exhausted companion or a certain number or burdens or threats or something to draw the second card.
Thranduil wrote: Goblin Watchman
Minion • Orc
Str: 7
Vit: 1
Sit: 4
When you play this minion, you may spot another Orc and 6 companions to draw 2 cards.
’We found them sheltering in our Front Porch.’
H1 R 176
Better, but still require removing .
Thranduil wrote: Goblin Hawkeye
Minion • Orc
Str: 8
Vit: 1
Sit: 4
When you play this minion, you may spot another minion and remove to take an event into hand from your discard pile.
’This way!’ some yelled. ’That way!’ others yelled.
H1 U 163
A more balanced Isengard Underling.
Thranduil wrote: Goblin Lookout
Minion • Orc
Str: 6
Vit: 1
Sit: 4
When you play this minion, you may spot another minion and remove to take an event into hand from your discard pile.
They saw him sooner than he saw them.
H1 R 165
Again, kinda bland when compared to the other guy, but okay.
Thranduil wrote: • Hobgoblin
Minion • Orc
Str: 12
Vit: 3
Sit: 4
To play, spot an Orc.
This minion’s twilight cost is -1 for each condition you can spot.
While at an underground site, each time you play an possession (except a mount), you may draw a card.
... goblins of huge size with scimitars of steel.
H1 R 183
Put a cap on that cost reduction, but he’s okay otherwise. |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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sickofpalantirs |
Posted: Thu Jun 14, 2007 10:14 am |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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Thanks SoP. Given no more reviews seem to be forthcoming, I’m continuing.
dude its barely been 12 hours if you don’t want to burn out your reviewers don’t post so many
all the cards were good though |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. |
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DáinIronfoot |
Posted: Thu Jun 14, 2007 10:21 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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sickofpalantirs wrote: dude its barely been 12 hours if you don’t want to burn out your reviewers don’t post so many
Good tip. Take it from my experience, Thran: reviews are unpredictable. Sometimes you’ll get three within minutes of posting. Other times, it can take hours to get just one. There doesn’t seem to be any real pattern, except you can count on SoP to show up and review any and everything in sight somewhere between 2:00 and 3:00 EST. Although look: today he’s in here before noon! It’s a world gone mad.
The more cards you post, the less likely you’re going to get lots of reviews, in general. That’s why I usually post 2 or 3 at a time, and 4 or so at the most (unless I have really good reason to go higher). You just turn people off if they look and see lots of cards.
Anyway, uh, not sure why I felt compelled to say all that, but there it is. |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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Thranduil |
Posted: Thu Jun 14, 2007 12:21 pm |
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Joined: 01 May 2007
Posts: 2256
Location:
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Thanks, Dain - you didn’t have to review the first lot of cards! I try not to post more than 5, but sometimes, like with the guys above, when the texts are basically the same I post more.
And the Goblin Tunneller is a LOT better than Goblin runner when it comes to ’splashability’, but I’ve made a lot of changes.
These are the ones I changed (to make your lives easier):
Goblin Guard
Minion • Orc
Str: 7
Vit: 1
Sit: 4
When you play this minion, you may spot another Orc and discard a Shadow card from hand to draw 2 cards.
’Where is it?’ they cried.
H1 R 162
Goblin Watchman
Minion • Orc
Str: 6
Vit: 1
Sit: 4
When you play this minion, you may spot another Orc and 6 companions to draw 2 cards.
’We found them sheltering in our Front Porch.’
H1 R 176
Goblin Lookout
Minion • Orc
Str: 6
Vit: 1
Sit: 4
When you play this minion, you may spot an condition borne by a companion to take an event into hand from your discard pile.
They saw him sooner than he saw them.
H1 R 165
• Darkness
Condition • Support Area
Each time you play an event at an underground site, you may draw a card.
Skirmish: Draw a card for each companion assigned to skirmish an Orc. Discard this condition.
It was deep, deep, dark, such as only goblins that have taken to living in the heart of the mountains can see through.
H1 R 156
Goblin Tunneller
Minion • Orc
Str: 5
Vit: 1
Sit: 4
To play, spot an card.
When you play this minion at an underground site, you may remove to draw a card.
They can tunnel and mine as well as any but the most skilled dwarves, when they take the trouble.
H1 C 175
Goblin Chanter
Minion • Orc
Str: 7
Vit: 1
Sit: 4
To play, spot an card.
When you play this minion at an underground site, you may spot an exhausted companion to draw a card.
’Clap! Snap! the black crack! / Grip, grab! Pinch, nab! / And down down to Goblin-town / You go, my lad!’
H1 C 161
Thranduil |
Last edited by Thranduil on Thu Jun 14, 2007 12:28 pm; edited 1 time in total'We do what we do because of who we are. If we did otherwise, we would not be ourselves.'
- Dream of the Endless
Check out my block based on The Hobbit, my remake of Age's End, and the Fall of Eregion
Vote for your favourite Bilbo, Retired Adventurer(V) |
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DáinIronfoot |
Posted: Thu Jun 14, 2007 12:24 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Thranduil wrote: Goblin Guard
Minion • Orc
Str: 7
Vit: 1
Sit: 4
When you play this minion, you may spot another Orc and discard a Shadow card from hand to draw 2 cards.
’Where is it?’ they cried.
H1 R 162
Much better.
Thranduil wrote: Goblin Watchman
Minion • Orc
Str: 6
Vit: 1
Sit: 4
When you play this minion, you may spot another Orc and 6 companions to draw 2 cards.
’We found them sheltering in our Front Porch.’
H1 R 176
I’m still a little umfortable with this one, but since it relies on the FP having a certain type of fellowship, I guess it’s okay.
Thranduil wrote: Goblin Lookout
Minion • Orc
Str: 6
Vit: 1
Sit: 4
When you play this minion, you may an condition borne by a companion to take an event into hand from your discard pile.
They saw him sooner than he saw them.
H1 R 165
Not sure what exactly you meant, but the text is missing SOMETHING right now, probably between "you may" and "borne".
The rest look good. |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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Thranduil |
Posted: Thu Jun 14, 2007 12:28 pm |
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Joined: 01 May 2007
Posts: 2256
Location:
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DáinIronfoot |
Posted: Thu Jun 14, 2007 12:37 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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That’s what I’m here for, my friend. |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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