Serious topic regarding ending VC1

Where the Virtual Boyz plan their latest capers
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marcos
Council Member
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Joined: Sun Feb 18, 2007 5:41 pm
Location: Córdoba, Argentina

Ok, we all agree that we have to move on with the set, we seem to be even more and more stucked. I want any of you to post here the FINAL and ONLY the FINAL VERSIONS of the cards we are going to make. Please, i don't want to make it an excesive long topic, just post the final versions so Jambo and I can proceed to making them. Here i post the only one that is already decided, because the 3 AP ones, in darkness bind them, great goblin and Words of power and terror are still under discussion:

Shadowfax V:
Ranger Ally.
Unique. Playable at any tapped or untapped non-Haven site in Rohan, and only by Gandalf. Tap to cancel a strike (not from an automatic-attack) against its bearer or itself.

this looks like a job for Joe to decide what to do...
Last edited by marcos on Wed Feb 27, 2008 5:58 pm, edited 1 time in total.
Jambo
Posts: 888
Joined: Fri May 19, 2006 3:01 pm

Final:

In Darkness Bind Them V:
Unique. Playable on The Will of Sauron or a non-environment, non-unique hazard long-event. The first attempt to discard the targeted hazard event discards this card instead.
Jambo
Posts: 888
Joined: Fri May 19, 2006 3:01 pm

Final:

Indûr Unleashed V:
Indûr’s company may use Under-deeps movement. If in Fell Rider mode, Indûr may play The Balrog as an ally. If in Heralded Lord mode, tap Indûr Unleashed at the end of Indûr’s movement/hazard phase to allow him to move to another site using Under-deeps movement. If in Black Rider mode, +2 to his rolls to move between Under-deeps sites, and he may heal at any Under-deeps site during the untap phase as though at a Darkhaven [D]. You may play mode cards on Indûr’s company when he is at any Under-deeps site, returning other mode cards to your hand. You may start the game with this card in lieu of a minor item.
Jambo
Posts: 888
Joined: Fri May 19, 2006 3:01 pm

Final:

They Ride Together V:
During your organization phase (or immediately after opponent plays a ring), you may place a Black Rider or Black Horse from your sideboard with this card. You may play such cards as if they were in your hand and you may play any number of Ringwraith followers in a turn. There is no limit to the size of your Ringwraith’s company. If all nine of your Ringwraiths are in a company together you may tap this card at the end of the company’s movement/hazard phase to allow them to move again; this card gives 3 MPs when tapped. You may start the game with this card in lieu of a minor item.
Jambo
Posts: 888
Joined: Fri May 19, 2006 3:01 pm

Final:

Radagast the Tamer V:
MP: 6*
P/B: 13/9
Creature or Permanent-event
Playable: Free-domain/ Free-hold
Unique. Maia. Manifestation of Radagast. Two strikes. Detainment and -3 prowess against hero companies. Discard this card if Radagast comes into play.
As a creature, may also be played keyed to Southern Mirkwood, Western Mirkwood, Woodland Realm, Heart of Mirkwood, or Rhosgobel.
As a permanent-event, each player at the end of each turn may bring one Awakened Plant, Animal or Wolf creature from his discard pile to his hand. Discard when any play deck is exhausted.
Jambo
Posts: 888
Joined: Fri May 19, 2006 3:01 pm

Final:

The Great Goblin V:
Creature or Permanent-event
MP: 2
P/B: 12/5
Unique. Orc. One strike. As a creature, may be played keyed to High Pass, Goblin-gate or The Under-grottos.
As a permanent-event, you may tap The Great Goblin to modify any non-detainment Orc creature attack of normally more than one strike (tapping counts against the hazard limit): +2 prowess and the first successful strike does not harm the character but takes the character prisoner at Goblin-gate. If there are prisoners with this card, each movement/hazard phase one Orc creature does not count against the hazard limit. Discard The Great Goblin if such a modified attack is defeated or prisoners are rescued.
Rescue attack: this card as a creature.

EDIT (by jambo): still stand by
EDIT by Joe: approved
Last edited by Jambo on Mon Mar 03, 2008 1:32 pm, edited 3 times in total.
marcos
Council Member
Posts: 2032
Joined: Sun Feb 18, 2007 5:41 pm
Location: Córdoba, Argentina

final:

Waiting Shadow V
Permanent-event
Playable on a non-Wizard, non-Ringwraith character facing a non-detainment strike from an Awakened Plant and whose company is moving to a Border-hold [Bh], Ruins & Lairs [Rl], or Shadow-hold [Sh]. The strike receives +2 prowess. If the strike fails, discard this card. Otherwise place creature's card with Choking Shadows - creature is considered off to the side. The target character may not move to another site and target character's company faces an attack by target creature at the end of each organization phase. Creature is not considered keyed to anything. Discard associated creature's card if Choking Shadows is discarded. Discard Choking Shadows if all creature's strikes fails. Cannot be duplicated on a given character.


EDIT (by jambo): suspended until set 2
marcos
Council Member
Posts: 2032
Joined: Sun Feb 18, 2007 5:41 pm
Location: Córdoba, Argentina

final:

Choking Shadows V:
Permanent-event
All Awakened Plant attacks are doubled. One character can tap to cancel one of these attacks. Any Awakened Plant creature can be played against a company that has defeated an Awakened Plant creature during its current movement/hazard phase. Awakened Plant creature attacks at Shadow-holds [Sh] attack normally, not as detainment. Discard when any play deck is exhausted. Cannot be duplicated.

EDIT by Joe: If we are removing the clause that allows a player to make APs attack where Ent allies are, why do we still need the line about detainment attacks at shadow-holds? There aren't any APs that can hit shadow-holds, are there?

Nature's Revenge V:
(1MP) Short-event
Playable on an eliminated Awakened Plant creature that could attack the company. The creature attacks the company immediately (not counting against the hazard limit) and the attack receives +1 strike and chooses defending characters. If the creature is defeated place Nature's Revenge in your opponent's marshalling point pile and he receives 1 marshalling point. Discard Nature's Revenge and the creature and if it is not defeated.

EDIT by Joe: delete "and" from "and if it"
Frodo
Ex Council Member
Posts: 506
Joined: Tue Apr 18, 2006 5:09 am
Location: NYC, NY

final:

Words of Power and Terror V:
Short-event
Playable on an Orc, Troll, Man, or Mûmak strike if you reveal a Nazgûl from hand. The strike receives +2 prowess and the Nazgûl cannot be played as an event this movement/hazard phase. The next Nazgûl attack against the company this turn cannot be cancelled, chooses defending characters, and resulting body checks for the Nazgul and character(s) are modified by +1.
marcos
Council Member
Posts: 2032
Joined: Sun Feb 18, 2007 5:41 pm
Location: Córdoba, Argentina

EDIT by Joe: If we are removing the clause that allows a player to make APs attack where Ent allies are, why do we still need the line about detainment attacks at shadow-holds? There aren't any APs that can hit shadow-holds, are there?
Re Edit: Yes, there are some:
Huorn:
Awakened Plant. One strike. May also be played at Druadan Forest, Old Forest, and Wellinghall. May also be played keyed to Heart of Mirkwood, Sothern Mirkwood, Western Mirkwood, and Woodland Realm; and may also be played at Ruins & Lairs [R] and Shadow-holds [S] in these regions.

Old Man willow:
Awakened Plant. One strike. 15 prowess against Hobbits. May also be played keyed to Fangorn, Heart of Mirkwood, Southern Mirkwood, and Western Mirkwood; and may also be played at Ruins & Lairs [R], Shadow-holds [S], and Dark-holds [D] in these regions. Also playable at Old Forest and Druadan Forest. Two Wildernesses [w] in site path are required.
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