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Author Topic: The Hobbit TCG, revisited [Moria]  (Read 3266 times)
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ket_the_jet
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« Reply #30 on: November 30, 2009, 06:22:10 AM »
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Wow, the sloppiest post I have made yet. I am going to make some minor changes if you don't mind looking again.

A few other thoughts:
-Aragorn with a limit? But you hate limits!
-Big faux pas on my part with Army of Dale...compare the first post (your reply with quote) to what it is now.
-The Emeralds represent the pact with the archers of Mirkwood.
-Master of Laketown only plays rivers or lakes.
-The keyword, "lake-dweller" was created in lieu of me creating a new race (which wouldn't have a cool symbol on this site).
-Yes, there will be Gandalf Elves. It is the Wizard culture now, not the Gandalf culture (hence it is last alphabetically).
-I built in Armor for Bard when skirmishing unique minions. Too good?
-A note about the set so far, the common Thorin will end up being a Premium (starter deck) card. Bringing back Starters the way they should have continued!

To people other than Thranduil: What do I have to get you to do for reviews?!
-wtk
« Last Edit: November 30, 2009, 06:32:22 AM by ket_the_jet » Logged



ket_the_jet
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« Reply #31 on: December 03, 2009, 01:45:03 PM »
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If no one else is going to review, I will post the next culture. But I'll give it another day or two...poor Thranduil has been awfully busy being the only person giving me feedback!
-wtk
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Thranduil
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« Reply #32 on: December 03, 2009, 02:14:04 PM »
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Don't know what to say man - I love reviewing your cards! Have a Gold Piece!
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« Reply #33 on: December 03, 2009, 02:32:46 PM »
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Haha...thanks. Anyone know where Dain has been?
-wtk
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« Reply #34 on: December 09, 2009, 06:39:04 AM »
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Okay, it's been a while, but here's Moria. Some of you (Thranduil) who have kept up with this set may have been expecting Isengard; however, I have determined that Isengard minions would not be flavorful. Thus, I have taken the minions I originally had as Isengard and made them Orc. I know, I know, I hate the new cultures too, but remember this set is supposed to slide into Movie Block, not Standard. So Orc in these sets will represent any Orcs that weren't associated with Moria and have more multi-cultural Shadow support, whereas Moria will be much more focused. Anyways, here we go.


1 At the Ready Moria
Event • Skirmish
Wound any number of  minions to make a minion strength strength +1 for each minion wounded in this way (limit +5).
H C 71

2 Badgering Orc Moria
Minion • Orc
Strength 6, Vitality 2
Site 4
Skirmish: Discard a Moria possession to discard a possession borne by an unbound companion this minion is skirmishing.
H U 72

9 Beastly Troll Moria
Minion • Troll
Strength 16, Vitality 4
Site 4
Fierce.
At an underground site, this minion's twilight cost is -3.
H U 73

2 Black Bowman Moria
Minion • Orc
Strength 6, Vitality 1
Archer.
H C 74

4 •Black Chasm Commander Moria
Minion • Orc
Strength 10, Vitality 3
Site 4
When you play this minion, you may play a Moria card from your discard pile.
H R 75

3 Burrowing Goblin Moria
Strength 6, Vitality 1
Minion • Orc
Site 4
When you play this minion, you may play a Moria possession from your draw deck.
H R 76

1 Denizens Enraged Moria (Reprint)
Skirmish: Make a Moria Orc strength +1 for each other Moria Orc you spot (limit +4).
H U 77

2 Discouraged Moria
Condition • Support Area
Strength -1
Regroup: Discard a Moria Orc to transfer this condition to an unbound companion.
If bearer is a Dwarf, bearer loses all damage bonuses and is unable to gain damage bonuses.
H U 78

4 The Fourth Army Moria
Condition • Support Area
To play, spot a Moria minion.
Skirmish events and special abilities cannot be used in skirmishes involving unbound companions. Discard this condition at the start of the regroup phase.
H R 79

1 Frightening Orc Moria
Strength 4, Vitality 1
Site 4
The Fellowship archery total is -1.
H C 80

3 Lost in the Dark Moria
Event • Shadow
Discard 5 Moria minions to discard a condition.
H R 81

4 Misty Mountain Archer Moria
Minion • Orc
Strength 8, Vitalty 2
Archer.
Each archer skirmishing this minion is strength -2.
H U 82

5 •Misty Mountain Captain Moria
Strength 12, Vitality 2
Site 4
Each time you play a minion stacked on a Moria condition, add 1.
H R 83

2 Misty Mountain Fighter Moria
Minion • Orc
Strength 7, Vitality 1
Site 4
H C 84

1 Misty Mountain Regular Moria
Minion • Orc
Strength 5, Vitality 1
Site 4
When you play this minion, spot a Moria minion to add 2.
H U 85

2 •Misty Mountain Store-room Moria
Condition • Support Area
Response: If a Moria possession is about to be discarded during the skirmish phase, stack that possession here.
Maneuver: Discard three possessions here to discard a card borne by an unbound companion.
H R 86

2 Misty Mountain Swordsman Moria
Minion • Orc
Strength 5, Vitality 1
Site 4
Each companion skirmishing this minion does not gain strength bonuses from weapons.
H C 87

2 Misty Mountain Shaman Moria
Minion • Orc
Strength 4, Vitality 3
Site 4
Response: If a Moria Orc is about to take a wound, remove 2 to prevent that wound.
H U 88

1 Moria Guard Moria
Minion • Orc
Strength 4, Vitality 1
When this minion is discarded, you may add 3.
H C 89

1 Moria Sword Moria
Possession • Hand Weapon
Strength +1
Bearer must be a Moria minion.
While skirmishing an unbound companion, bearer is strength +2.
H C 90

0 Sallet Moria
Possession • Helm
Bearer must be a Moria Orc.
Bearer cannot be overwhelmed unless his strength is tripled.
H C 91

2 Steal Away Moria
Event • Maneuver
Search.
Discard X Moria minions to exert X companions.
H U 92

2 Steel Breastplate Moria
Possession • Armor
Strength +1.
Bearer must be a Moria Orc.
Bearer cannot take wounds.
H R 93

1 Tunnel Away Moria
Condition • Support Area
Search.
Regroup: Stack your Moria minion on this condition.
Shadow: Remove 1 to play a minion stacked on this condition.
H R 94

  • Twisting Tunnels Moria
Event • Shadow or Regroup
Discard a Moria minion to play a Moria minion from your draw deck.
H R 95
« Last Edit: December 10, 2009, 03:53:40 PM by ket_the_jet » Logged

sharkey
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« Reply #35 on: December 09, 2009, 06:55:11 AM »
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I think you are a little one-sided with the dwarven, only tokens. But I suppose if this were to be the only expansion, that would make sense.
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« Reply #36 on: December 09, 2009, 07:58:38 AM »
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I think you are a little one-sided with the dwarven, only tokens. But I suppose if this were to be the only expansion, that would make sense.

Thanks for your response. You are the first person that is not Thranduil or myself to post here in a while.

Do you care to elaborate on your response? One thing that I knew going into this set was that culture tokens would be very important. While this set is meant to be compatible with Movie Block sets, it is also meant to stand alone which means that no alternate Ring-Bearers would be used (i.e., no Gimli, Bearer of Grudges). Of course, being The Hobbit,, the only Ring-bearer in the set was Bilbo until I decided to make one Smeagol Ring-bearer.

Considering the Dwarven sample is just 20 cards, I think it is pretty diverse. Yes, token based, but it has healing, strength bonuses, a few damage bonuses and one defender bonus in there. It also has some card recycling with You Go, My Lad! I would say for a base set, it kind of has a good amount of stuff!
-wtk
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sharkey
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« Reply #37 on: December 09, 2009, 08:20:34 AM »
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Yes, it's good. But let's examine the main ways to play the dwarven  culture (I would help with the others, but as I have played dwarves, and so has my main opponent, my entire 8 year career, I know them best):

1: Token Based (Cards like My Axe is Notched). You've got that one covered.
2: Card Stacking (Cards like Here is Good Rock and Hall of our Fathers), got that one covered well too!
3: Wounding (Cards like Quick as may Be and Here lies Balin, Son of Fundin): Meant to be palyed with elves, wounds minions in the manuver phase and compliments elven archery well.
4: Cycle/Recycle (Cards like NPNS and Gimli, OG): Cards that allow you to draw cards until you find the ones you need.
5: Mill (Cards like Then What Are We Waiting For? and NTAD): Another Culture meant to be played with elves, this strategy focuses on discarding the opponent's cards until they deck out.
6: Event Based (Cards Like Flurry of Blows and Honed): Strengthening dwarves be playing events. Usually not a main strategy.
7: Tales (Cards like Dain Ironfoot and GKoMP): Tales that make the opponent's life nasty, also usually used to augment another strategy, and not stand alone.
8: Hunter (Cards like Gimli, Eager Hunter): Self explanatory.

You have about 5 supported, and only 3 supported well. Good for a base set, and for 20 cards. But if you were planning on a few more expansions, it might help to lay the groundwork for the rest of these.
« Last Edit: December 09, 2009, 08:22:13 AM by sharkey » Logged
ket_the_jet
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« Reply #38 on: December 09, 2009, 08:25:59 AM »
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First of all, as explained in the introductory post, Hunter, toil, muster, lurker and any other Shadows and beyond keywords were not going to be included in this set.

Secondly, from a flavor standpoint, the Dwarves in The Hobbit weren't out wounding people pre-skirmish anyways. They really only fought once in the entire book with a few minor skirmishes thrown in (actually, they were kind of #$&*@!--hiding in trees and getting captured three different times!)

It would probably be a good idea to add the Tale keyword into a few cards. That I do agree with. But I would say that for the set they do a lot in those 20 cards and that the balance of those cards is pretty good. Of course they do not have mega-condition removal because Dwarven isn't supposed to do that.

I've also been playing Dwarves since FoTR block, but I've also played enough of the other cultures to see how they all interact. Keep in mind that in The Hobbit, the Dwarves were interacting with Gandalf and Bilbo, not Elves. Wait patiently for those cultures and you might see a few tricks I've unraveled that may do some things you are mentioning, but I would say for the Dwarven set, it is good where it stands.

I may throw the Tale keyword on a few cards, but it would seem like this Gloin is better than the Mines of Moria version anyways!
-wtk
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sharkey
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« Reply #39 on: December 09, 2009, 08:47:09 AM »
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Yes, it's good. But let's examine the main ways to play the dwarven  culture (I would help with the others, but as I have played dwarves, and so has my main opponent, my entire 8 year career, I know them best):

1: Token Based (Cards like My Axe is Notched). You've got that one covered.
2: Card Stacking (Cards like Here is Good Rock and Hall of our Fathers), got that one covered well too!
3: Wounding (Cards like Quick as may Be and Here lies Balin, Son of Fundin): Meant to be palyed with elves, wounds minions in the manuver phase and compliments elven archery well.
4: Cycle/Recycle (Cards like NPNS and Gimli, OG): Cards that allow you to draw cards until you find the ones you need.
5: Mill (Cards like Then What Are We Waiting For? and NTAD): Another Culture meant to be played with elves, this strategy focuses on discarding the opponent's cards until they deck out.
6: Event Based (Cards Like Flurry of Blows and Honed): Strengthening dwarves be playing events. Usually not a main strategy.
7: Tales (Cards like Dain Ironfoot and GKoMP): Tales that make the opponent's life nasty, also usually used to augment another strategy, and not stand alone.
8: Hunter (Cards like Gimli, Eager Hunter): Self explanatory.

You have about 5 supported, and only 3 supported well. Good for a base set, and for 20 cards. But if you were planning on a few more expansions, it might help to lay the groundwork for the rest of these.

Yeah, let's take a look:

1. Covered.
2. Covered.
3. Not Covered.
4. 1/2 Covered
5. Not Covered.
6. Covered.
7. Going to Cover.
8. N/A

So there you have it!
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ket_the_jet
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« Reply #40 on: December 09, 2009, 09:00:24 AM »
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I appreciate the input and hope you continue reviewing the set. But I think you will find, specifically when the Gandalf (which I have renamed "Wizard") and Shire cultures come out that much of what you are concerned about will be answered!
-wtk
« Last Edit: December 09, 2009, 09:05:47 AM by ket_the_jet » Logged

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« Reply #41 on: December 09, 2009, 09:01:58 AM »
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Good!
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« Reply #42 on: December 10, 2009, 07:28:13 AM »
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1 At the Ready Moria
Event • Skirmish
Wound X Moria minions. Make a minion strength +X, where X is the number of minions you wound (limit 5).
H C 71
"Wound any number of Moria minions to make a minion strength strength +1 for each minion wounded in this way (limit +5)." This does not feel common, but is a very interesting idea.

2 Badgering Orc Moria
Minion • Orc
Strength 6, Vitality 2
Site 4
Skirmish: Discard a Moria possession to discard a possession borne by an unbound companion this minion is skirmishing.
H U 72
Hmmm... Maybe doing it too many times is too much. How about "At the start of each skirmish involving this minion, you may discard a Moria possession to..." Also could do with a better title, but I'm not really one to talk. Wink

9 Beastly Troll Moria
Minion • Troll
Strength 16, Vitality 4
Site 4
Fierce.
At an underground site, Beastly Troll's twilight cost is -3.
H U 73
You would normally say "this minion" if it's non-unique. Seems fine.

2 Black Bowman Moria
Minion • Orc
Strength 6, Vitality 1
Archer.
H C 74
This guy is quite good, isn't he? Compare to Goblin Bowman who at the end of the day is 2 for 1 wound which is a good deal.

4 •Black Chasm Commander Moria
Minion • Orc
Strength 10, Vitality 3
Site 4
When you play this minion, you may play a Moria card from your discard pile.
H R 75
Very swish.

3 Burrowing Goblin Moria
Strength 6, Vitality 1
Site 4
When you play this minion, you may play a Moria possession from your draw deck.
H R 76
Needs a type and sub-type, but otherwise looks good.

2 Discouraged Moria
Condition • Support Area
Strength -1
Regroup: Discard a Moria Orc to transfer this condition to an unbound companion.
If bearer is a Dwarf, bearer is strength -1.
H U 78
I'd prefer some targetted Dwarf hate, something like "If bearer is a Dwarf, he or she loses all damage bonuses and cannot gain damage bonuses."

4 The Fourth Army Moria
Condition • Support Area
To play, spot a Moria minion.
Skirmish events and special abilities cannot be used. Discard this condition at the start of the regroup phase.
H R 79
THIS IS SICK! Compare to Saruman's Snows. Surely could do with some toning down, and this is about ninety times better than any of the FP versions in this cycle.

1 Frightening Orc Moria
Strength 4, Vitality 1
Site 4
The Fellowship archery total is -1.
H C 80
Nice!

5 Lost in the Dark Moria
Event • Shadow
Discard 5 Moria minions to discard a condition.
H R 81
Cool. Too expensive though - could cost 0 to be competitive.

4 Misty Mountain Archer Moria
Minion • Orc
Strength 8, Vitalty 2
Archer.
While skirmishing an archer, this minion is strength +2.
H U 82
Yeah cool. Perhaps "Each archer skirmishing this minion is strength -2."

5 •Misty Mountain Captain Moria
Strength 12, Vitality 2
Site 4
Each time you play a minion stacked on a Moria condition, add 1.
H R 83
Fun times!

2 Misty Mountain Fighter Moria
Minion • Orc
Strength 7, Vitality 1
Site 4
H C 84
Not sure why I reviewed this one to be honest... Wink

1 Misty Mountain Regular Moria
Minion • Orc
Strength 5, Vitality 1
Site 4
When you play this minion, spot a Moria minion to add 2.
H U 85
Yeah good Goblin Runner reprint.

2 •Misty Mountain Store-room Moria
Condition • Support Area
Response: If a Moria possession is about to be discarded, stack that possession here.
Maneuver: Discard three possessions here to discard a card borne by an unbound companion.
H R 86
Hmmm... I don't love the fact that everything can be automatically stacked there, but I think it's probably fine.

2 Misty Mountain Swordsman Moria
Minion • Orc
Strength 5, Vitality 1
Site 4
Each companion skirmishing this minion does not gain strength bonuses from weapons.
H C 87
Sure. Could be strength 6.

1 Misty Mountain Shaman Moria
Minion • Orc
Strength 4, Vitality 2
Site 4
Response: If a Moria Orc is about to take a wound, remove 2 to prevent that wound.
H U 88
I think I might make him 2 and vitality 3, but yeah fair enough.

1 Moria Guard Moria
Minion • Orc
Strength 4, Vitality 1
When this minion is discarded, you may add 1.
H C 89
This feels like a rare ability. An awesome rare would be a 1 cost minion that had "When this minion is discarded, you may add 4." Also, I thought I'd make sure you know the difference between being discarded and being killed.

1 Moria Sword Moria
Possession • Hand Weapon
Strength +1
Bearer must be a Moria minion.
While skirmishing an unbound companion, bearer is strength +2.
H C 90
Sure it's okay.

0 Sallet Moria
Possession • Helm
Bearer must be a Moria Orc.
Bearer cannot be overwhelmed unless his strength is tripled.
H C 91
What is a sallet? Fine card.

2 Steal Away Moria
Event • Maneuver
Search.
Discard X Moria minions to exert X companions.
H U 92
Yeah sure.

2 Steel Breastplate Moria
Possession • Armor
Bearer must be a Moria Orc.
Bearer cannot take wounds.
H R 93
For a rare, it needs more (like a strength and/or vitality boost and/or other ability). For a un/common it's fine.

1 Tunnel Away Moria
Condition • Support Area
Search.
Regroup: Stack a Moria minion on this condition.
Shadow: Remove 1 to play a minion stacked on this condition.
H R 94
I think it should probably only stack your minions, and removing only 1 to get a guy is very good. I might tie it in with the rest of your theme and have something like "Discard a minion from play to play a minion stacked on this condition" and maybe a small qualifier like "and add 1."

3 Twisting Tunnels Moria
Condition • Support Area
Shadow: Discard a Moria minion to play a Moria minion from your draw deck.
H R 95
I think this should be an event that costs 0 - as a condition it's crazy! Or it should discard the condition to trigger.

Thranduil
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« Reply #43 on: December 10, 2009, 08:01:07 AM »
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About sallet: Don't think this will work. Most of those minions that would have trouble getting overwhelmed are 1 or 2 vitality anyway, so against a dwarf or elf deck, that's useless. Along with many dual culture decks. Needs some support, like person skirmishing bearer loses damage bonuses, or can only take wounds in the skirmish phase, or is also vitality +1.

The Fourth army is fine, since it applies to both sides. Most of these minions are weak enough that that would be a problem to play, and it would reduce the strength of the stronger minions.

Agreed on twisting tunnels. Or maybe a regroup phase action?

Also, combining sallet and Iron Breasplate makes a minion invincible. I would recommend having both a helm or both an armor, unless that was the goal.
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« Reply #44 on: December 10, 2009, 08:38:48 AM »
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Thanks guys for your thoughts. A few responses:

-The title of Badgering Orc was to be the guy who captures the Dwarves and taunts them a bit...taking their weapons. But a better title could be in order...in fact, Taunting Orc could work!

-Lost In the Dark has to be very expensive, because I am giving Moria something that they did not have before. Condition discarding makes Moria very strong (imagine knocking off that Tale of Gil-Galad sitting on Greenleaf or Song of Durin). But maybe 5 and the discarding requirements are bogus...I'll look it over.

-On Moria Guard: The idea is that he couples with Lost in the Dark or Twisting Tunnels to add twilight.

-A sallet is a type of helm that is most closely related to the ones worn in Moria (in the movies). Particularly, see the visored Sallet photo!

-I understand that armor and a helm makes the Orc "invincible" but I needed more Moria possessions and the good Hand Weapons already exist (Goblin Spear, Moria Axe, and the ever-famous Goblin Scimitar). I cannot decide which one, but I want to make one (the Sallet, maybe) bearable by a Moria minion so the Troll can wear it, but I guess the Trolls in Moria walked around close to naked and I don't want the Balrog to get the stuff.

-On Tunnel Away, yeah, it should only stack one's own minions. I never really play multi-player so I didn't take that into consideration.

I'll do some changing in the next day or two. Gold Piece to both for speedy responses!
-wtk
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