I would also like more "enviroment" cards such as Dusk, Eventide and Midnight and some of them that help you (Spirit characters get +1 attack or that make some things cheaper for example), some benevolent type enviroment that players could play, for example an event called "Evenstar in the sky" or something that did something good or gave some bonus, that'd be cool.
10 things before the game dies
I would also like more "enviroment" cards such as Dusk, Eventide and Midnight and some of them that help you (Spirit characters get +1 attack or that make some things cheaper for example), some benevolent type enviroment that players could play, for example an event called "Evenstar in the sky" or something that did something good or gave some bonus, that'd be cool.
thats a great idea. that way there isnt even need for new type of cards as these fit right into the event type.
a 'mist' even would be good to hide the hobbits or give secrecy for 1 turn
rich
Edited by richsabre
I would also like more "enviroment" cards such as Dusk, Eventide and Midnight and some of them that help you (Spirit characters get +1 attack or that make some things cheaper for example), some benevolent type enviroment that players could play, for example an event called "Evenstar in the sky" or something that did something good or gave some bonus, that'd be cool.
thats a great idea. that way there isnt even need for new type of cards as these fit right into the event type.
a 'mist' even would be good to hide the hobbits or give secrecy for 1 turn
rich
Exactly, they're literally events, and yeah events like "Mists" is a great idea as well as "Cover of Night" or something like that.
Way ahead of you guys :
(coincidence, has I work on a crossover of http://en.touhouwiki.net/wiki/Scarlet_Weather_Rhapsody/Gameplay/Weather)
I'm currently working on simpler effect and removing the part where you can win or lose and adding some contextual bonus for player. The first idea was to make the game harder and competitive.
That's pretty amazing alogos, great art as well. But I think I prefer these more as player cards for the good ones and as treacheries as the negative weather ones (unless it's a specific mechanic of the scenario such as in SoE), so we can use these in more than just one quest.
Assuming that Voice of Isengard / Ringmaker will take care of three of the main things missing at the moment (Ents, Rings, and corruption), my wish list would be:
- The Blue Wizards
- Freedom to Roam quests where there is only one quest card, a stack of locations to choose from and just you and your strategy to decide how to go about visiting those locations to beat the scenario. Essentially: make the LCG even more similar to MECCG ![]()
- The big baddies: The Mouth, Shelob, Gothmog, Sauron of course. Shelob is a given for later in the Saga cycle, I guess.
- Shadowfax. He must be better than Asfaloth, and Asfaloth is one of the game's best cards...very curious to see what Shadowfax will look like.
- Returning to the corruption theme: a real downside to walking around with shiny attachments, the more you have the stronger you may be but also the less likely you are to remain pure at heart, which is the main theme of the books. I would like this to be a common theme in encounter decks. Essentially: make the LCG even more similar to MECCG ![]()
Overall, essentially: make the LCG even more similar to MECCG
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1. Harad Forest quest with Wild Mumaks
2. A cycle that goes back in time and is not all about the middle part of middle earth. I want Beleriand and all that stuff up north.
3. Haldir and Thuranduil Heroes
4. More Dol-Guldur
5. Searching for the lost Blue Wizards
6. More new player card mechanics such as the ones they introduced in VOI with the threat raising thing.
7. Another "New Sphere" deck like outlands.
8. Lower costs for the Nightmare decks (you can tell I'm running out of ideas
)
9. Nightmare decks to be really good.
Khamul
I don't think I would like to have to search for the blue wizards like I would if we had to BE the blue wizards in a quest.
- The Blue Wizards
- Freedom to Roam quests where there is only one quest card, a stack of locations to choose from and just you and your strategy to decide how to go about visiting those locations to beat the scenario. Essentially: make the LCG even more similar to MECCG
This this this! Though I still think it's pretty much because of nostalgia by now, but I would really like this.
1. Harad Forest quest with Wild Mumaks
2. A cycle that goes back in time and is not all about the middle part of middle earth. I want Beleriand and all that stuff up north.
3. Haldir and Thuranduil Heroes
4. More Dol-Guldur
5. Searching for the lost Blue Wizards
6. More new player card mechanics such as the ones they introduced in VOI with the threat raising thing.
7. Another "New Sphere" deck like outlands.
8. Lower costs for the Nightmare decks (you can tell I'm running out of ideas
)
9. Nightmare decks to be really good.
Khamul
100% agree
1.) A saga about the drowning of numenor/ Ar-Pharazôn saga (2nd. age)
2.) A Narn i Hirn Hurin saga. A Mîm the Dwarf hero.
3.) A way to "level up" heroes (like VTES advanced vampires)
4.) More encounter deck hate, I'd love 'combo' or 'control' decks
5.) 'Lure of the West', a special way to lose elf characters (Lure x: upon xth counter elf character leaves middle earth)
6.) A way to make mono tactics decks more playable.
7.) Mini/Solo quests: especially for secrecy decks. When threat hits, say, 30 you lose. I'd love to go out hunting in Rhûn with only Aragorn.
8.) More tutors (cards that let you search your deck, like word of command)
9.) Expansionsets with nothing but questcards for players that own the whole game.
10.) Last best: Playing with the Sauron side. Nazgûl as heroes, all nine of them. Armageddon. Rawr.
Lol, I kind of like everything with a ^ above a vowel, it seems.
Edited by jormungandrWeathertop, Saruman, Isengard, 'record' cards, more Osgiliath, and the Mouth of Sauron are all things that I've been desperate to see, and it seems that by the end of the year I'll have everything I've ever wanted for the game! Well, aside from the above six, but I can kinda wait for those to show up...
Unless he isn't supposed to be *that* Black Numenorean..?
Took delivery of Blood of Gondor the other day, and I was a bit disappointed by the Black Numenorean, so I suppose I can add The Mouth of Sauron onto my original list as #7.Weathertop, Saruman, Isengard, 'record' cards, more Osgiliath, and the Mouth of Sauron are all things that I've been desperate to see, and it seems that by the end of the year I'll have everything I've ever wanted for the game! Well, aside from the above six, but I can kinda wait for those to show up...
Unless he isn't supposed to be *that* Black Numenorean..?
i dont think he is. i think he shall go under his better known name
rich
I hope so! Despite only having, what, a page and a half of appearance time, I still think of him as iconic!
yeah he is one of the best of tolkiens creations, after the witch king of course ![]()
I love the idea of deeper quests, stacking enemies under locations and stuff!
That sounds great. And i would like to have some adventures that mix those cards i already own to a new story. There are so many good cards in the already existing expansions and sets that i want to see them mixed together. Orc-Hordes, Goblins, Wargs, whatever...
I really like it when the adventures take on sudden and unexpected changes, f.e. The different caves the playersw were dropped in moria, and every player suddenly gets a storyline of his own.
Or the different possible storylines in the steward of gondor circle was great, more of that!
I also like it when cards begon to wander around the table, enemies switching back and forth to players, do unexpected stuff.
More attachments for enemies! Boost 'em up, give them other weapons or items which will get them stronger, nastier
Tom Bombadil! Barrowdowns!
Hobbits! Battle in the Shire.
More quests where you have to take decisions as a group of players how you want to get on
Battle of five Armies, why not have the players suddenly fight over the gold, every one representing one side. So that you end coop play and battle each other, in the end you have to come together again
More cards that reward you for playing it for another player, supporting another player/hero or sth
Spells for the wizards
What about radagast as a hero?
has anyone read the post on Tales from the cards — http://talesfromthecards.wordpress.com/2013/10/24/beyond-combat/
one of the comments by heavykaragh says something interesting
Why not scenarios that change phase order? Moving the phase order to combat>quest>travel changes the game flow
i don't see why you can't choose the order yourself. the planning phase and quest phases should always come first, i think, but why should the travel phase always come before the encounter/combat phase? why can't we choose the order? as long as we complete all of the phases in each round, would it really mess up the game play that much if we could choose? and it would make much more sense, theme-wise. it would introduce a bit more strategy and tactics to the game as well — give us some more options
Occasionally it would screw with the quest design (Midgewater Marsh in A Knife in the Dark, for example). And most Travel effects seem to be designed with the expectation that you will do combat next. "Reveal the next card to travel here" loses a lot of its menance if there is no threat of an additional enemy for combat. But that would definitely be a cool effect for a quest specifically designed for it: at the beginning of the round, the players decide the order of phase progression. Add a rule stating that one phase could only occur once per round, then throw in some cards that say something like "When Revealed: End the current phase and go directly to the Combat Phase, bypassing other phases, if able."
There is a fan made Barrow Downs quest, pretty good too. http://boardgamegeek.com/thread/710317/feonixs-custom-scenario-3-the-culling-at-the-bar
Note spoiler! I admit that after the previews for Against Shadow cycle in which Caleb Grace wrote that: "Taken together, the Adventure Packs tell a grand story full of intrigue ..." - When in the AP Stewart's Fear turned out that the mastermind of the nameless cabal managed to escape the city before his true identity was revealed, I start speculated that the mastermind of cabal is the Lord Alcaron who succumbed to the temptation to the enemy. when we meet him in AP Encounter at Amon Din I believed that he commanded from hide enemy's attacks, and when arrived the Heroes would not be discovered" helped "in defense of the villages. I believed that Lord Alcaron special lead army of Gondor to the Morgul Vale in last AP right into the trap, and then, when he have on his side the Nazgul reveals his face, and comes against the heroes.
story turned out differently
but would be good if introduced by phrases such action - that actions in the style RPG would be cool.
SPOILER SPACE
I just got Morgul Vale in the mail today and... you were right! I love it! And now you can knock one item off the LOTR LCG bucket list!
Note spoiler! I admit that after the previews for Against Shadow cycle in which Caleb Grace wrote that: "Taken together, the Adventure Packs tell a grand story full of intrigue ..." - When in the AP Stewart's Fear turned out that the mastermind of the nameless cabal managed to escape the city before his true identity was revealed, I start speculated that the mastermind of cabal is the Lord Alcaron who succumbed to the temptation to the enemy. when we meet him in AP Encounter at Amon Din I believed that he commanded from hide enemy's attacks, and when arrived the Heroes would not be discovered" helped "in defense of the villages. I believed that Lord Alcaron special lead army of Gondor to the Morgul Vale in last AP right into the trap, and then, when he have on his side the Nazgul reveals his face, and comes against the heroes.
story turned out differently
but would be good if introduced by phrases such action - that actions in the style RPG would be cool.
SPOILER SPACE
I just got Morgul Vale in the mail today and... you were right! I love it! And now you can knock one item off the LOTR LCG bucket list!
SPOILER!
I think maybe the next deluxe expansion talk about Eriador...
I think that more will be played off in Rohan (The Ford of Isen, Fangorn). I think in scenario The Ford Of Isen the heroes saves the Grimme . Maybe then, we take him to Isengard and this is his first meeting with Saruman (which will be the beginning of a cooperation).
And why Saruman want capture the Orc leader? I think that also will be on another ally of Saruman, providing him access to armies of orcs.
I think that the heroes unwittingly manipulated by Saruman contributes to an increase in his power to discover at the end, that they really work against the free peoples.
Edited by 13thcaesarI haven't read the books, so most lore is lost on me, therefore I don't care so much about what areas/races/etc. we dive into, with some slight exceptions. I'm more of a mechanics guy. I'm always fascinated by the evolution of card games. They tend to start out rather simple, then grow more intricate and split things into numerous specialties, which I love. If it were possible, I'd prefer that they started out with these levels of speciality, but of course, the card pool tends to be too small to do so.
Anyway, here are a few things I'd like to see, some are duplicates of what others have said:
1) Ents. They're cool and they have the potential for some very interesting mechanics
2) Flesh out the Dunedain and other less-represented traits. I think I want the Dunedain the most, but building up smaller traits to have interesting mixes of strengths and weaknesses.
3) Additional ways of dealing with locations. There are so many ways to deal with enemies right now, but other than willpower boosting and effects that place progress tokens, we don't really have much in the way of dealing with locations. Maybe we could use the locations against enemies. Something like:
------
Head Start
Event - Cost 3
Action: Place progress tokens on the active location until the location only needs one more progress in order to be explored. Then, choose an enemy. Reduce that enemy's threat by the number of progress tokens that were just placed on the active location.
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I don't know. Something like that and/or some completely different things.
4) Powerful cards with very noticeable drawbacks. I love the idea of adding the Doomed keyword to player cards like in the VoI expansion, but I hope to see some more innovation in this area.
5) A "Party Card". This is something that should have been implemented from the start if they were going to use it, but each deck should have a single card that the player chooses that gives them their limitations and deck-building rules. The card could also provide certain abilities that a player can activate for free. For example:
------
Stealthy Raiding Party
Party Card
All of your heroes must have the Ranger or Dunedain trait. You may have no more than 2 heroes in your deck.
Do not raise your threat during the Refresh Phase.
Forced: After an ally enters play, raise your threat by 2 (Raise by 1 instead if the ally has the Ranger or Dunedain trait).
Secrecy discounts are always active, regardless of your threat.
------
This may or may not be an extreme example, but if you're going to build a thematic deck, why not use a card like this to tie the theme/synergy together more. As you can see, they can also be used to give new/more life to mechanics that have flopped (like secrecy in this example). Also, looking at that second example, it would open you up more to being able to use the Faramir hero in a Ranger deck without his high threat being as counter-productive.
You could also configure other limits, such as only having 2 of any card in the deck, instead of 3... or having different min/max number of cards in the deck... or raising/lowering the threat threshold for secrecy/losing.
I think things like this can really add more options to deck-building and give each deck a more distinct flavor. You could potentially use the same exact deck with two different Party Cards and have it make enough of a difference to the gameplay that it feels like you're playing an entirely different deck.
Edited by joezim007I hope you all get your wish!
FFG announced that Warhammer: Invasion is ending and the just released expansion will be the last. This caught pretty much everyone by surprise and the community of players is shocked.
I don't think this is going to happen to LotR:LCG any time soon (at the last Gen Con, the CEO said the game was the company's unsung hero) but it will happen eventually and it's good for the designers to read what everyone would like to see before the game is wrapped up.
I predict at least 3 more years so we three more deluxe sets, three more AP cycles, plus the rest of the saga expansions. After that I think the game is done.
Edited by Style75