Post by Alexfrog on Jan 14, 2005 21:54:30 GMT 1
Ok, here is an idea for the expansion.
It contains some number of new cards for each side, like 10 or 12 or so to each pile.
Before the game, the light and dark players each go through all the cards, and choose the 24 they want to include in their deck for that game. (The expansion cards would have a mark on the text side, to make it so you could pull them all out to play the basic game).
Effectively, each player gets to pick their 24 of 36 or so cards for each deck, before the game. Some of the new cards could do the same thing as the old cards, but weaker. These would be for if the player wanted more cards of a certain type. For example, ones that put special tiles in the hunt pool. There could be one for shadow that was just a 0 stop. Or one for light that was just a 1, or something like that.
Or maybe a 0 reveal, that even revealed if gollum is guide.
The new cards shouldnt be so amazing that everyone would think they should always be in, or so weak that no one would play them.
Some examples:
Light character cards:
A '1' tile for the hunt pool. (Alternately, 0 reveal).
Lembas Bread: Heal 1 corruption. (Its good, but weaker than many current corruption healers).
A card that lets you split of a group of companions, and move them at movement +1, and their movement may pass through a shadow stronghold. (Its good at getting through moria).
Down the River: If the last known position of the fellowship is adjacent to the Anduin river, move the last known position of the fellowship one space, such that it is still adjacent to the river. (If this is too strong, then maybe make a roll to take 1 corruption, or a weak hunt roll or something)
A card that lets you split a companion or group of companions, or move one on the board. Then, if Legolas is in an elven stronghold, push the Elves to War.
A card that you play face up onto the table. Choose a nation when you play it. During the fellowship phase, if a companion capable of activating that nation is in one of its cities or stronholds, move it down 1 space on the political track. Cant be discarded (this will push one nation of your choice to war, but takes time...and you must get the character there).
A card that, if you have a companion in an army, besieging a shadow stronghold, initiate an attack on that stronghold that lasts for 3 rounds without cease of attack, shadow cant play a card during round 1. (Equivalent of the shadow ones).
A card that, if the fellowship is in the mordor track, and the FP controls Morannon, Minas Morgul, or Barad Dur, heals 3? corruption (or moves the fellowship once, without drawing a hunt tile), or something like that. (Its really hard to do, so you could give a big effect).
A card that, if the FP player controls Orthanc, gives the FP player the palantir ability (if you use a palantir to play a card, draw a card off either deck). This would go away only if they lost Orthanc. (Its hard to do, so I odnt think this is too strong).
A new Ent card, weaker than the others (automatic 1 casualty, thats it, combat effect +1 to rolls, if in those regions).
Some FP army/muster cards:
Move an army 2 spaces, must end in a space containing an FP army, or FP controlled settlement.
Muster elf unit in Grey Havens, draw a card.
Hobbits: Muster 2 north regulars and a north leader in the shire, draw a card.
Take up to two units from the dead pile back into reserves.
Muster north elite and leader in Bree.
Play only if the northmen are at war: Muster two northmen units (regular or elite) and one northmen leader, in any northmen settlement.
Play only if the dwarves are at war: Muster two dwarf units (regular or elite) and a dwarf leader, in any dwarf settlement that is not under siege.
Move up to two elven units from one elven stronghold, to any other elven stronghold (which may be under siege).
So those are some ideas for light cards....I'll do dark sometime to.
It contains some number of new cards for each side, like 10 or 12 or so to each pile.
Before the game, the light and dark players each go through all the cards, and choose the 24 they want to include in their deck for that game. (The expansion cards would have a mark on the text side, to make it so you could pull them all out to play the basic game).
Effectively, each player gets to pick their 24 of 36 or so cards for each deck, before the game. Some of the new cards could do the same thing as the old cards, but weaker. These would be for if the player wanted more cards of a certain type. For example, ones that put special tiles in the hunt pool. There could be one for shadow that was just a 0 stop. Or one for light that was just a 1, or something like that.
Or maybe a 0 reveal, that even revealed if gollum is guide.
The new cards shouldnt be so amazing that everyone would think they should always be in, or so weak that no one would play them.
Some examples:
Light character cards:
A '1' tile for the hunt pool. (Alternately, 0 reveal).
Lembas Bread: Heal 1 corruption. (Its good, but weaker than many current corruption healers).
A card that lets you split of a group of companions, and move them at movement +1, and their movement may pass through a shadow stronghold. (Its good at getting through moria).
Down the River: If the last known position of the fellowship is adjacent to the Anduin river, move the last known position of the fellowship one space, such that it is still adjacent to the river. (If this is too strong, then maybe make a roll to take 1 corruption, or a weak hunt roll or something)
A card that lets you split a companion or group of companions, or move one on the board. Then, if Legolas is in an elven stronghold, push the Elves to War.
A card that you play face up onto the table. Choose a nation when you play it. During the fellowship phase, if a companion capable of activating that nation is in one of its cities or stronholds, move it down 1 space on the political track. Cant be discarded (this will push one nation of your choice to war, but takes time...and you must get the character there).
A card that, if you have a companion in an army, besieging a shadow stronghold, initiate an attack on that stronghold that lasts for 3 rounds without cease of attack, shadow cant play a card during round 1. (Equivalent of the shadow ones).
A card that, if the fellowship is in the mordor track, and the FP controls Morannon, Minas Morgul, or Barad Dur, heals 3? corruption (or moves the fellowship once, without drawing a hunt tile), or something like that. (Its really hard to do, so you could give a big effect).
A card that, if the FP player controls Orthanc, gives the FP player the palantir ability (if you use a palantir to play a card, draw a card off either deck). This would go away only if they lost Orthanc. (Its hard to do, so I odnt think this is too strong).
A new Ent card, weaker than the others (automatic 1 casualty, thats it, combat effect +1 to rolls, if in those regions).
Some FP army/muster cards:
Move an army 2 spaces, must end in a space containing an FP army, or FP controlled settlement.
Muster elf unit in Grey Havens, draw a card.
Hobbits: Muster 2 north regulars and a north leader in the shire, draw a card.
Take up to two units from the dead pile back into reserves.
Muster north elite and leader in Bree.
Play only if the northmen are at war: Muster two northmen units (regular or elite) and one northmen leader, in any northmen settlement.
Play only if the dwarves are at war: Muster two dwarf units (regular or elite) and a dwarf leader, in any dwarf settlement that is not under siege.
Move up to two elven units from one elven stronghold, to any other elven stronghold (which may be under siege).
So those are some ideas for light cards....I'll do dark sometime to.