Limit one per deck is better wording, I was just sure that it said "Limit one Relic per player". Allowing them to be pleyed only when you have 2 VP is easy in some scenarios with a location worth VP at the beginnig and hard in others. Maybe "limit 1 relic per deck" and 1 VP will be enough, though gathering information would be perfect for fetching those :-)
Creative artwork cards
There is a difference. "Limit 1 per deck" forbids you from adding multiple copies of a card by it's title to your deck, "Limit 1 Relic per deck" forbids you from adding more than 1 card with a Relic trait to your deck, meaning that if you add an Orcrist, you won't be able to add another Orcricst, Glamdring, or anything else that has Relic printed in it's trait box.
Edited by John ConstantineIt just one person. People make mistakes all the time, even in places where rules are as clear as day. The "Limit 1 Relic per deck" limiter works just as any other limiter currently existing in the game, I see no reason to change that.
I'll concede on that point. Hence the FAQ remark
There is a difference. "Limit 1 per deck" forbids you from adding multiple copies of a card by it's title to your deck, "Limit 1 Relic per deck" forbids you from adding more than 1 card with a Relic trait to your deck, meaning that if you add an Orcrist, you won't be able to add another Orcricst, Glamdring, or anything else that has Relic printed in it's trait box.
I think he was just trying to quickly say the wording without the word "card" was fine. He had just misread it.
Limit one per deck is better wording, I was just sure that it said "Limit one Relic per player". Allowing them to be pleyed only when you have 2 VP is easy in some scenarios with a location worth VP at the beginnig and hard in others. Maybe "limit 1 relic per deck" and 1 VP will be enough, though gathering information would be perfect for fetching those :-)
But Gathering Information is also "Limit 1 per deck".
Gathering Information isn't trying to stop you from running other side quests though, just more copies of itself. Same with Path of Need. John is trying to limit the card itself as well as the trait. They are very strong effects and I like the concept of 1 relic per deck. Makes Gathering Information a must have so everyone can go dig out their relics! This has to be one of the fan-made cards I'd be most interesting in seeing get added into the game.
I got the limit 1 relic per deck fine. It's a pretty good solution, hope we get versions of these cards some day.
So with Mablung and Sam out, clearly the Ally versions of heroes don't have to have the same stat line. So how about a tactics Eowyn ally?
Edited by SlothgodfatherTo me, we just gotta get Tactics Eowyn hero. From a political correctness standpoint, each sphere should IMO have at least 1 female hero, and the one that makes the most amount of sense (or pretty much the only one that makes sense) is Eowyn. It'd be a huge wasted opportunity if we just got ally Eowyn and then some rehashed ffg-created female Tactics hero instead of her.
Edited by GizlivadiAgreed. Eowyn tactics hero is a must.
So with Mablung and Sam out, clearly the Ally versions of heroes don't have to have the same stat line.
That was established way back with the ally versions of Gloin, Bifur and Dwalin.
For further Dunedain support:
That's a pretty cool card Seastan. From the other thread I've been trying to think of other ways the Dunedain could be more efficient, without having to rely on Forest Snare to negate the enemy each turn. I also want to make Halbarad more important to the equation. His abilities and stats are a bit lack luster. I know some aren't a fan of character specific attachments, but how about Halbarad's Standard. It could be used to reduce the attack of enemies engaged that turn or something or to give Dunedain/Gondor characters a boost to their shields.
Nice idea, however i wouldn't add the bad condition: 'double shadow card', i think it is not so overpowered as must add this bad condittion.
Nice idea, however i wouldn't add the bad condition: 'double shadow card', i think it is not so overpowered as must add this bad condittion.
Like the idea, but I think zero cost but with the shadow-drawback would be better.
For further Dunedain support:
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Cool concept. But maybe too beastly with Forest Snare. What do you guys think?
For further Dunedain support:
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Cool concept. But maybe too beastly with Forest Snare. What do you guys think?
I think it would be fine with Forest Snare so long as it was Limit 1 per enemy. Alternatively, you could also make it have the text "Enemy cannot be prevented from attacking" which would coincide with my perception of the word "Taunt".
You don't get anything out of attaching multiple copies, because it says the attached enemy counts as "two" not "an additional enemy".
You don't get anything out of attaching multiple copies, because it says the attached enemy counts as "two" not "an additional enemy".
Yeah, I overlooked that.
Inspired by last fanmade card of Seastan, i built it:
Probably worst hero exhausting action 2014
You could change it to spend a resource... But why does his action make the enemy more dangerous?
Probably worst hero exhausting action 2014
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This is 2015.
I agree with you though.
I'm still stuck in 2014 though...
Still, even a resource would be too much from my point of view. If I would go for this kind of ability, I would go for something like Bombur. Or combination, of sorts. "While this hero has at least 1 resource, the number of enemies engaged with you is considered to be increased by 1".
I'm still stuck in 2014 though...
Still, even a resource would be too much from my point of view. If I would go for this kind of ability, I would go for something like Bombur. Or combination, of sorts. "While this hero has at least 1 resource, the number of enemies engaged with you is considered to be increased by 1".
Adrahod the Cross-eyed. And when there are no enemies he starts seeing ghosts.
I prefer it to be tied in with some thematic element that explains why it feels like there are more enemies engaged with you than there are.
What if a taunted enemy's threat still counted towards the quest/staging area? That way Forest Snare doesn't neutralize the downside of the attachment. Or perhaps have them do dmg outside of combat. At the end of the round, Forced: deal 2 dmg to a hero or ally of your choice.
I really like that threat in the staging area idea.