|
Post by Kris on Nov 19, 2004 16:31:47 GMT 1
WAR OF THE RING is a fine game as it is, but I can think of two things that could be tinkered with in any expansion.
The first is the mobility of the Free Peoples’ armies. I got the impression from the books that Sauron’s forces were large but cumbersome, and that the smaller armies of the West were faster and more nimble. But the large amount of Shadow army dice combined with multiple cards dealing with the movement of the Shadow armies makes the Shadow faster on its feet in the board game. I wonder if adding some more cards to help the West with movement will make it a little easier for the West to wage a war of maneuver.
My second concern is with the use of Companions. So far it seems that the best strategy is to use the Companions (except for Gandalf and Aragorn) as Frodo’s bodyguard. The designers seemed to think that the Companions would be needed on the board to activate the nations of the West, but the presence of the Witch-King often eliminates the need for Companion diplomacy. I think adding some cards designed to tempt the Free Peoples Player to separate multiple companions from Frodo will at least create some additional dilemmas in the game.
So here are some suggested cards. I’ve added a final one to simulate one famous event from the books (and movie).
Free People’s army card: FORCED MARCH
The Free Peoples Player may move an army one region for every Leader and Companion who is stacked with the army.
Battle Effect: THE INSPIRATION OF HEROES
If at least one Companion is stacked with the Army, add 1 to your Combat die rolls. If there are three or more Companions with the Army, add 2 to your Combat die rolls.
Free People’s muster card: FRIENDS FROM AFAR
The Free Peoples Player may muster as many units in one region as he has Companions in that region .
Battle Effect: EVIL DEFIED
If there are three or more Companions in the battle, cancel the Shadow Player’s battle card.
Free People’s army card: THEODEN’S RIDE
The Free Peoples Player may move one army containing at least one Rohan Leader and one Rohan unit up to three regions. If all the units in the army are Rohan elite units, the army may be moved four regions.
Battle Effect: TRAMPLE
If at least half of your units in the battle are elite Rohan units, add 2 to your combat die rolls.
Free People’s character card: PIPPIN AND THE PALANTIR
Play only if Pippin and Gandalf the White are in the same region. The Free Peoples Player may examine two cards chosen at random from the Shadow Players’ hand. The Shadow Player may examine one card chosen at random from the Free Peoples Player’s hand.
Battle Effect: SKILLED SWORDS
Before rolling combat dice, you may roll one die for every non-hobbit Companion in the battle. A Shadow elite unit is eliminated on every roll of 5 or higher. If all Shadow units are destroyed, any remaining hits are applied to regular Shadow units.
|
|
|
Post by Kris on Nov 19, 2004 17:16:29 GMT 1
And here's a couple of cards for the dark side:
Shadow Player strategy (army) card: SORCERY OF SAURON
Play only if Sauron is at war. Add 1 to the combat die rolls of all Shadow units who fight a battle this turn within 5 regions of any Mordor Stronghold.
Battle Effect: SIEGE ENGINES
Play only if the Shadow Player is besieging a Stronghold. For every three casualties inflicted by the Shadow Player, the Free Peoples Player suffers one additional casualty (ignore all fractions).
Shadow Player strategy (muster) card: ARMIES OF EVIL
Muster one unit (regular or elite) with any Shadow Army. You may muster one additional unit in the region for every Strategy card you discard.
Battle Effect: TERROR OF THE NINE
If there are at least five Nazgul in the battle, the Shadow Player rolls three dice before the battle. On every roll of 6, the Free Peoples Player immediately suffers one casualty.
|
|
|
Post by nigel on Nov 19, 2004 17:23:51 GMT 1
Doe this sound like a more reasonable version of my proposed card THE RETURN OF THE KING? I think this version is a double-edged sword. Free People’s strategy (muster) card: THE RETURN OF THE KING Play only if Aragorn is with an army that contains Gondor units. Play this card on the table in front of you. Gondor can now muster Gondorian units that have been eliminated. The Shadow player immediately musters four Sauron units (regular or elite) and a Nazgul in a Mordor Stronghold of his choice or with any Shadow army in Gondor. The Shadow player can hold seven cards in his hand without discarding as long as THE RETURN OF THE KING is on the table. The Free Peoples Player can discard “The Return of the King” at will. The Shadow Player can force “The Return of the King” to be discarded by capturing all of Gondor’s strongholds and cities. Battle Effect: Close Alliance If an army contains units from more than one nation, add 1 to all combat die rolls. Better, how about: Return of the King - Character Event Card Play on the table if Aragorn is in play.
Denethor's Folly is discarded if in play, and cannot be played.
Sauron player's hand size increases by one as long as this card is in play. Sauron player immediately draws an event card. Minas Tirith is now worth 3 victory points.
Eliminated Gondor regular and elite units can be mustered.
Discard this card if Aragorn is eliminated.
Battle Effect: Old Alliances Honored +1 to all leader re-rolls for each distinct nation leader in the combatSo now it's a real 2-edged sword, giving the shadow a big target of Minas Tirith (but not so big if Aragon sits in it to defend) For theme reasons I included the Denethor's Folly effect. Nigel
|
|
|
Post by Kris on Nov 19, 2004 18:21:24 GMT 1
I like it. Your version may shake the game up more than my version.
|
|
|
Post by Kris on Nov 21, 2004 18:44:21 GMT 1
I think the Mouth of Sauron should have a card.
Here's one suggestion:
Shadow Player strategy (muster) card: SAURON’S VICEROY
Play only if the Mouth of Sauron is on the board. Muster one regular unit with the Mouth of Sauron for every victory point that the Shadow has so far conquered.
Battle Effect: Suicide Attacks. After taking casualties, the Shadow Player may eliminate up to three elite units and remove one regular Free Peoples unit for every elite Shadow unit eliminated.
|
|
|
Post by Kris on Nov 24, 2004 20:14:39 GMT 1
Another suggestion:
Free People’s army card: ELVEN KINDRED
You may move any two Elven units from any Elven Stronghold not under siege to any other single Elven Stronghold not under siege.
Battle Effect: FELL BEAST FELLED
If Legolas is in this battle, and you inflicted at least one casualty with your Leader re-rolls, the Shadow Player must take one Nazgul (not counting the Witch-King) as a casualty.
|
|
Lynx
Easterling
Posts: 11
|
Post by Lynx on Dec 13, 2004 12:34:37 GMT 1
I'm not sure about those slow-moving FP troops... Last game my opponent moved an army from Helm's Deep to Minas Tirith using "Paths of the Woses". "Dead men of dunharrow" also puts you opponent in a difficult position. But maybe army-moving cards could be good because the need to use Character or Will of the West dice in critical moments will lessen, thus making the advance of the Fellowship possible even when pressed by the Shadow forces.
Some of the other ideas are similar to my post on "House rules". There's a discussion on the Elves there as well. The simplest thing I think would be to add a new option for the use of the Elven rings. That part of the rules is underdeveloped now and it can be done without extra cards etc.
|
|
|
Post by GoldenHobbit on Dec 13, 2004 16:22:10 GMT 1
The problem I have with some of these card ideas is that some have very specific and limited use.
For example, Snow closes the passes...what if you get this card after the fellowship has moved beyond the High pass? When is there ever an army in the High pass? Even the combat effect would probably only see use in one instance...a siege of erebor. As for Moria reclaimed, how often is Moria besieged? I understand the thematic reasoning behind the cards (well, except perhaps Moria relaimed...it's the dwarves that tried to do the reclaiming, not the shadow forces), they just need to have at least one effect that is of broad use.
A card should at the least have one general use effect...which fits nicely in the Combat effect. For example both the free people's cards fit nicely in this category.
Keep the ideas coming...I'm glad you all are thinking about how to expand the game.
Rich
|
|
SevenSpirits
Nazgûl
PlayTester
Sauron meant no harm. He only wanted to draw the extra cards...
Posts: 283
|
Post by SevenSpirits on Jan 13, 2005 23:08:02 GMT 1
Very interesting ideas, all. Keep them coming. As for "Return of the King": I think it should have no drawback other than it is discarded if Minas Tirith is held by the SA. And I love that combat effect, I would rather see it on a card I don't want to play.
|
|
|
Post by Alexfrog on Jan 14, 2005 0:56:57 GMT 1
My idea for an eowyn card:
Event Effect: Recruit a Rohan leader in any region containing a rohan army, then, move or attack with that army.
(She was hiding with the army, then reveals herself)
Combat Effect: Play only if at least one rohan leader is in the battle. If you score at least one hit during the leader reroll, you may kill a nazgul in addition to your hit, or instead, you may use the hit to instead kill the Witch King if the witch king is in the battle.
(Or just remove the nazgul thing, just let it kill the witch king)
|
|
|
Post by Kris on Jan 14, 2005 15:59:29 GMT 1
More card ideas.
Free People’s muster card: THE COUNSEL OF GANDALF
Play on the table. Whenever Gandalf the White is in any Free Peoples’ stronghold, the Free Peoples Player may use any die roll to move that nation down the political track.
The Shadow Player may force this card to be discarded by using one muster die and discarding one character card.
Battle Effect: The White Wizard
Gandalf the White may add one to the Free Peoples leadership and cancel all Nazgul leadership.
Shadow Player’s army card: CHAMPIONS OF EVIL
Play only if the Witch-King and the Mouth of Sauron are leading a Shadow Army together. This army may move up to two regions and attack (including a siege attack if the Free Peoples Player retreats into a stronghold). For the first round of combat, add three to all Shadow combat die rolls.
Battle Effect: EVIL STRATEGY
If the Witch King or the Mouth of Sauron are in command, cancel up to two casualties.
|
|
|
Post by Kris on Jan 14, 2005 16:42:04 GMT 1
Continuing the diplomacy theme:
Free People’s muster card: THE ALLIANCE OF MEN
Play on the table. Whenever a Rohan stronghold or city and a Gondor stronghold or city are both occupied by any companions, the Free Peoples Player may move both Rohan and Gondor down the political track with one muster die roll. Both nations also move down the track if either one is attacked by the Shadow Player.
The Shadow Player may force this card to be discarded by playing THREATS AND PROMISES, WORMTONGUE, DENETHOR’S FOLLY, or by using one muster die and discarding one character card.
Battle Effect: BROTHERS IN BATTLE
If the Free Peoples force contains units or leaders from both Rohan and Gondor, add two to all combat die rolls.
Shadow Player’s army card: DUPLICITY AND DECEPTION
The Shadow Player may voluntarily destroy units in Dol Guldur in order to move Free Peoples nations backwards on the political track. For every unit destroyed, the Shadow Player may move the Elves, the Dwarves, or the North one space back on the political track. The Shadow Player may not influence any nation that is already at war.
Battle Effect: EVIL ALLIANCE
If combat units from two or more Shadow nations are present, add two to all combat die rolls.
|
|
|
Post by Kris on Jan 14, 2005 16:56:07 GMT 1
My mistake in the previous entry: DUPLICITY AND DECEPTION should be a muster card, not an army card.
And one more:
Free People’s army card: EVIL DESTROYED
Play if Saruman, the Witch-King or the Mouth of Sauron has been destroyed this turn. The Free Peoples Player may force the Shadow Player to discard two of his die rolls, or may remove two dice from the hunt box.
Battle Effect: THE COURAGE OF FREE FOLK
If the Free Peoples leadership is equal or greater than the Shadow leadership, the Free Peoples Player may cancel two casualties.
|
|
SevenSpirits
Nazgûl
PlayTester
Sauron meant no harm. He only wanted to draw the extra cards...
Posts: 283
|
Post by SevenSpirits on Jan 15, 2005 6:17:09 GMT 1
COUNSEL OF GANDALF I think this card is pretty bad. Why would you want to waste a card to get another version of a crappy ability you hardly ever use?
CHAMPIONS OF EVIL Now this card on the other hand is extremely good. Like, putting Dead Men of Dunharrow to shame good. If it just did the move two regions and attack thing it would be very very good. But it also gives you an extra attack if they're in a stronghold. Oh yeah, and +THREE to combat rolls. I mean, Relentless Assault only does TWO and you have to lose two guys. And with this card, you can still play a combat card. And there's all that moving and attacking I mentioned earlier. Wow.
|
|
|
Post by Kris on Jan 17, 2005 13:40:41 GMT 1
When playing against a skilled Shadow Player, the Free Peoples Player often is forced to merely react to the military situation created by the armies of darkness because a serious attempt to win a Free Peoples’ military victory can backfire. Cards like THE LAST BATTLE encourage a little more military adventurism. So here’s another in that vein:
Free People’s army card: EVIL ASSAULTED
If The Free Peoples Player currently controls at least one Shadow city or stronghold or has a Shadow stronghold under siege, remove one die from the hunt box.
Battle Effect: LEADERS OF FREEDOM
If the Free Peoples leadership is equal or greater than the Shadow leadership, the Free Peoples Player may add two to all combat rolls.
|
|