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Council of Elrond • View topic - Virtual Card Discussion and Playtesting

Virtual Card Discussion and Playtesting

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Postby Leon » Thu Mar 22, 2007 9:19 am

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Postby BoderHamster » Thu Mar 22, 2007 12:32 pm

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Postby Frodo » Tue Apr 03, 2007 6:24 am

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Ent-draught revisited

Postby Frodo » Sat Jun 16, 2007 10:32 pm

Hello all, I am currently revising all the v-cards and am posting 3 different versions of Ent-draught for your consideration and input.

Ent-draughts (Version 1)
Playable at Wellinghall (even if Wellinghall is tapped; does not tap the site). Cancels any stage resources on bearer. A non-Wizard bearer has +1 mind, +1 prowess (maximum eight), and +1 direct influence. During your end-of-turn phase, you may tap this card to take Ent-Draughts from your play deck into hand. Cannot be stolen or transferred.

--In this version, the character would have to tap for and get the item at Wellinghall in order to receive its benefits; as opposed to running your Wizard there, getting the Draught, and carrying it back (frothing hot!) to Celeborn at Lorien.

Ent-draughts (Version 2)
Permanent-Event.
Playable on a non-Wizard character at Wellinghall. Cancels any stage resources on character. +1 mind, +1 prowess (maximum eight), +1 direct influence, and if he was wounded when this card was played, he is now healed. During your end-of-turn phase, you may tap this card to take Ent-Draughts from your play deck into hand.

--This slightly different version allows a wounded character to go to Wellinghall and get healed (once) by the drinking of the draught. It also makes the playing of the draught on a wounded character who is perfect for the Direct Influence bonus a bit easier, since those characters might not have had the stamina to avoid an Assassin on the way to Wellinghall (and thus could not tap for the draught). Thematically, the books gave me the impression that Merry and Pippin were “wounded”, as well as exhausted, and that Wellinghall gave them healing.

Ent-draughts (Version 3)
Playable at Wellinghall (even if Wellinghall is tapped; does not tap the site). Cancels any stage resources on bearer. May tap to give non-Wizard bearer permanently +1 mind, +1 prowess (maximum eight), +1 direct influence, and if he was wounded, he is now healed. This card never untaps and if tapped, it cannot be stolen or transferred. During your end-of-turn phase, you may take one Ent-Draughts from your play deck into hand.

--In this version, any character could play the card, then transfer it to another character at any site, who could then “drink” it somewhere other than Wellinghall.

I think my favorite is version 2, even though that means the card is no longer an item. It probably shouldn't be, anyway.

I believe these changes address the concerns Leon and Boder and others brought up. Thank you to everyone for your input, as always.

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Postby BoderHamster » Sun Jun 17, 2007 12:57 pm

I like version 2 also best.


But shouldn't the card be limited once for each character???
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Postby Frodo » Mon Jun 18, 2007 5:44 pm

Right now, it's limited to three times per character, since you can only have 3-ent draughts (like leon's version). I don't see a need to limit it once. But to use it so many times a character would have to prolong his trip to Wellinghall.

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Postby Ringbearer » Tue Jun 19, 2007 7:25 am

Version 2... the added bonus is kinda compensated with time loss and assassin dangers.
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Postby Leon » Tue Jun 19, 2007 8:35 am

If you add to version 2 that it is only playable during the site phase characters have to prolong their trip to receive more than one, right now you can just play 3 of them at once.
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Postby Frodo » Tue Jun 19, 2007 5:01 pm

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Postby Thorsten the Traveller » Wed Jun 20, 2007 10:44 am

Hmm, why shouldn't ent-draughts be an item? I'd say it's an item, that yields a permament effect if you use it, and you can only drink it once. Option 3 is perfect therefore, I'd choose this option, for versatility, even if you'd probably use it the same way as the other versions (since you want to gain the benefits and use them right away).
One addition though, I think the fetch ability should only apply when at Wellinghall, otherwise it doesn't make sense - even though you can't play it anywhere else, it can still be used to thin out the play-deck.

Another question, why increase DI and not body? I understand DI is more useful generally, but not more thematical. People gain DI because they grow taller or more entlike? That way the ents should have massive DI. Perhaps it would apply to hobbits, or only versus ents....I would prefer bonus on body, to max 10 or even no max., what the hell, let them grow tough like trees! Can be very useful in the right deck.
Stone-age did not end because man ran out of rocks.
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Postby Frodo » Thu Jun 28, 2007 5:11 am

There is a new update to the Virtual Card set available! ( Version 0.8 ) See the topic for the downloadable pdf.

I hope you all enjoy the (slightly) new texts!

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