DC Expansions: a short overview

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Thorsten the Traveller
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DC Expansions: a short overview

Post by Thorsten the Traveller » Fri May 24, 2019 8:25 am

below the structure of DC expansions that we've set up over the past 15 years, with a rough estimate of the nr. of cards they might contain.

they are in alphabetical order, though the ones mentioned in the poll are listed first.


ME: The Great Wyrms (240).
  • Thematic expansion: Dragons in Wilderland, their twisted nature, and their adversaries.
  • Main novelties: introduces Dragon-lord avatars - these come with their own set of rules!
  • Main alignment: minion.
  • Based on: MERP The Grey Mountains.

ME: The Northern Waste (240).
  • Territorial expansion: 15 new regions, 33 new sites, loads of characters, factions and beasties to populate them.
  • Main theme: battle between forces of good and evil for control over Northern Middle-earth, to respawn the days of Morgoth or revive the designs of Yavanna.
  • Main novelties: a new Balrog avatar (Durlach), new races (Umit, Ice-orcs).
  • Main alignment: something for all.
  • Based on: MERP The Northern Waste.

ME: Nine for Mortal Men (50).
  • Thematic expansion: ruling as a ringlord, either by claiming one of the Nine Rings, or by using the One Ring.
  • Main novelty: stature cards, giving abilities to ringbearers according to their level of character.
  • Main alignment: something for all.
  • Based on: Tolkien lore and creative powers of imagination.

ME: Return of the Shadow (120).
  • Miscellaneous expansion: set of ideas centered around peoples and places in Eriador, leaving home, and journeying in Middle-earth.
  • Main alignment: hero.
  • Based on: The Fellowship of the Ring, MERP Unexpected Party

ME: Treason of Isengard (140).
  • Thematic expansion: rousing friends in and around Rohan to war.
  • Main novelties: an Atani-lord avatar (Théoden King), Ent allies and quests, upgrading Fallen-Saruman.
  • Main alignments: hero & Fallen-wizard.
  • Based on: The Two Towers.

ME: War of the Ring (200).
  • Thematic expansion: prepare for the Great Battle of Our Time, representing ancient kingdoms of Gondor, or Mordor.
  • Main novelties: Atani-lords (Denethor, Elessar, Imrahil).
  • Main alignments: hero & Lords.
  • Based on: Return of the King.


Others:
ME: Bay of Ormal (140).
  • Territorial expansion: discover people and place in the south-east of Middle-earth, gathering support from Númenorean colonists or operating on behalf of a Sauronic cult of assassins.
  • Main novelties: new regions (16) and sites (29).
  • Based on: fan-based RP-modules.

ME: Court of Ardor (180).
  • Thematic expansion: plot as agent of the Court to destroy the sun, or work to prevent this.
  • Territorial expansion: new regions (18), sites (22) and peoples in the Utter-south.
  • Main novelty: evil stage-elves.
  • Main alignment: dual resources and characters.
  • Based on: MERP The Court of Ardor (partly fan-based).

ME: Dominion of the Seven (140).
  • Territorial expansion: discover people and places in the south, fighting for (former) Númenorean colonies or Akhorahil the Storm-king.
  • Main novelty: new regions (14) and sites (27).
  • Based on: MERP A Shadow in the South

ME: The Great Central Plains (140).
  • Territorial expansion: discover people and place in the east, questing with wandering wizards or creating your domain as a Ringwraith Warlord.
  • Main novelties: new regions (9) and sites (25).
  • Based on: fan-based RP-modules.

ME: Kingdom of the North (80).
  • Thematic expansion: restore the ancient Dúnadan kingdom of Arnor, or trample its last remnants underfoot.
  • Main novelty: play as Troll War-lord (Aradagor).
  • Main alignment: minion.
  • Based on: various MERP Lost Realm of Cardolan, and other modules in Eriador.

ME: Morgoth's Legacy (100).
  • Thematic expansion: awaken the slumbering spawn of Morgoth in the frozen North and the bowels of Endor.
  • Territorial expansion: discover new regions (9) and sites (15) in the North-east.
  • Main novelty: play as avatarless Balrog (i.e. Balrog-specific Warlord).
  • Main alignment: minion.
  • Based on: Tolkien lore and fan-based RP-modules.

ME: Red Nightfall (80).
  • Strategic expansion: create leaders and get your factions moving to engage in battle with opponent's factions - comes with additional rules for faction battles!
  • Main novelty: mustering cards, allowing your factions to move and do battle.
  • Main alignment: something for all.
  • Based on: Tolkien lore and creative powers of imagination.

ME: The Sun-lands (300).
  • Territorial expansion: discover people and places in near and far Harad, revive the arid lands with hidden waters, or scourge the earth as cult-member of Vatra.
  • Main novelty: new regions (29), sites (52), Desert regions and Desert movement.
  • Main alignment: something for all.
  • Based on: MERP modules of Harad.
Stone-age did not end because man ran out of rocks.

Kjeld
Posts: 222
Joined: Thu Mar 22, 2012 5:40 pm

Re: DC Expansions: a short overview

Post by Kjeld » Fri May 24, 2019 1:21 pm

Thank you!

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