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Council of Elrond • View topic - Rules & errata for the dream card event

Rules & errata for the dream card event

Moderators: Thorsten the Traveller, Vastor's Dreamers

Rules & errata for the dream card event

Postby Vastor Peredhil » Sat Jun 28, 2008 12:47 pm

Hi all, on popular demand I am willing to have a new sticky with all rules in on place so to say:

all generel rules will be in post & download, set rules, deck contruction and so forth will be in download attachments

new edited rules are marked in bold

mfg Nicolai

the generel rules start here:

GENERAL OPPONENT DREAM CARD TOURNEY

The Tournament Idea and a general overview

1. Build your own deck using cards from all of known/existing Dream Card expansions.

MEDF - Middle-earth: Durin’s Folk – Dwarf-lords and the events in the Hobbit.

MEFB - Middle-earth: Firstborn – Elf-lords and the lost items of Eregion.

MEGW - Middle-earth: The Great Wyrms – Dragonlords and the Struggle for Power in Wilderland

MEKN - Middle-earth: The Kingdom of the North – Elessar in Arnor and the events in the Shire after Sharkey’s death.

MENM - Middle-earth: Nine for Mortal Men Doomed to Die – The Nine Rings of Power and the search for them in Barad-dûr.

MENW - Middle-earth: The Northern Waste – The Frozen North of Middle-earth where elf and man struggle to survive
against Morgoth’s legacy to the north.

MERK - Middle-earth: The Return of the King – Gondor’s battle against Mordor and the Hobbit’s quest to Mount Doom.

METF - Middle-earth: The Fellowship – Frodo’s flight from the Shire and the forming of the Fellowship

METN - Middle-earth: The Necromancer – Sauron’s search for The One Ring under the cover identity of the Necromancer.

METT - Middle-earth: - The Two Towers – The struggle for Rohan’s survival against Saruman’s forces.

The expansion marked in bold should mainly be used for deck building. Only cards marked with a # before the name are actually available for printing, so please stick to these cards for deck construction (or even better find some decent artwork for the card and submit it to Nicolai Willinek, so that he can finish the card up for you)

1. All alignments, except for Lidless Eye or Sauron are permitted (2 deck generel opponent (30 cards resource/hazard minimum with 20 cards sideboard)), though THE NECROMANCER is permitted. Three minor starting items are permitted.

@edit
Again here is a short rules update & clarification:

Sites in Mordor & Gondor are no longer banned, all may be used, but her comes the catch

Barad-dur is still in Ruins

Mount Doom in still inactive

For hero this means, that The One Ring must still be destroyed in the Under-forges in the Northern Waste
All hero resource cards referring to Mount Doom, exclusively apply to the Under-forges.

all hero resource cards referring to Barad-dur apply either to Minas Morgul/and or Dol Guldur (last ruling lies with the judge, yeah that is me)

e.g. The Ithil-stone was kept in Minas Morgul up to the day when it was transferred to Barad-dur; on his other hand Sauron keeps his Rings for Mortal Men with other favorite possessions in Dol Guldur.

To prevent a bore all heros must use the Balrog Version for Minas Morgul & Dol Guldur.


for minions this means:
Barad-dur is a ruins&lairs and nothing is playable there (no unique items, factions, characters etc.)

minion resources referring to Barad-dur apply to either Dol Guldur or Minas Morgul or both
e.g. Helm of Fear could be played on a ringwraith either at Dol Guldur or Minas Morgul

at all other sites in Mordor only non-unique resources may be played (so most likely no factions), with the exception of Minas Morgul & Shelob's Lair



2. At least 33% (at least 30% resources & 30% hazards, 3 % free use) of the deck must consist of Dream cards. Site cards are not counted as they are just a necessity for most decks. Players trying for fun or innovative decks won’t have too much trouble to reach these numbers of cards.
Decklists are therefore only needed for the dreamcards you use (site as well please), as we would like to have some stats on what cards were used the most.

3. Overall to keep the matches interesting and to cut down on squatting. For better planning, a new territory map file will be available to all players, which still needs to be updated

4. Consequently THE ONE RING must be destroyed in THE UNDER-FORGES, (all cards playable only at Mount Doom may be play at this site) an under-deep site in the Northern Waste.
Minions must bring The One Ring to Dol Guldur, as the Necromancer is in residence there.

MEDF, MEFB, MEGW, and MENW contain most of my 500+ dream cards and it is there that you will find most useful and playtested cards. The other expansion wield only few new cards, but some can be quite powerful in the right decks.

So if you are familiar with some dream cards, try and build an Dwarf-lord or an Elf-lord deck. If you prefer minion play, give Durlach, a Balrog trapped in the Northern Waste, a try. Not stopping there, try a Dragonlord deck (quite experimental) and let it Burn, Burn, Burn.

Playaids:
Before a player starts building he should have the following files (via email or download from the FTP server from Nicolai Willinek)

The 10 expansion files discribed above
The new Territory Map
The Northern Waste Map

When it comes to the building, depending on the stock of dreamcards you already have, you probably need at least some, maybe even many dream cards to print out. So start to build your decks in advance to the tourney so that Nicolai Willinek will be able to send you the Dreamcard picture files (trust me that is what really is the best part about it, brand new cards with new art). Depending on your card stock and the deck you are trying for, that every player will need about 45 new cards. If the tourney has 10 players, these 450 cards have to be arranged to be send away the week before the event (around the 10th of Juli). So remember that, since building a deck entirely from dreamcards is not what we are aiming for here (unless you already have the cards and there is no extra work involved for me).

As many might already know an FTP-server was setup for an easy download for all participants (for the login email me)

Below are some extra rules which go even beyond some UEP’s, so read them before deck building. Most changes were introduced to speed the game up or to cut down on things we don’t like (basta)

Meccg Special Rules & Errata/UEPs

• Characters at havens are automatically healed (e.g. from wounded to untapped) during the untap phase

• up to three minor items may be included in the starting company if you start with at least three characters

• if using starter movement, hazards may be keyed to all regions moved through (e.g. not only to the region you start from and to the region containing the new site);

• drake/dragon attacks are never handled as detainment attacks

• you may include up to one agent character in your starting company when playing minions or fallen wizard. Every further agents may be brought into play at their home sites as well as in a haven

• when in CVCC, Aiglos retains his +5 bonus on prowess, if Doors of Night is in play.

• a coastal symbol cannot be changed by any hazard or resource effects

• when fallen-Radagast is in Winged-Change-Master mode, Gwaihir, roac and carc (or any other ally with flying or winged ability) may be in his company and move with his company

• hobbits may use stealth when entering a site (optional rule)

• the game is lost, when the avatar of one player dies (this can/will be agreed on by all participants before the start of the tourney)

• characters may always be brought into play at their home sites under general influence, even if you have already revealed your avatar

• your company can start at any site, when each character in the company has this site as its home site

• body checks to discard an orc or troll character increase and decrease with the body of the orc/troll

• Creature of an older world is non unique and can be brought in play at Dol Guldur or Minas Morgul

• People diminished and Tempests of fire are not balrog specific

●Fealty under Trial may only be played on a non moving minion

● all stage cards played directly on the wizard are put off to the side together with the wizard, when he played sacrifice of form. When he is revealed again, put the cards under the wizard again

• cards can never be played twice for the same effect (no multiple Fellowships or multiple Command cards on the same Leader are to be seen)

• Ghan-buri-ghan, Pon-ora-Pon and Om-buri-Om are considered to be wose characters
● add to cruel caradhras: attack type Rock Fall; weapons do not modify
● there are no restrictions for cards which are included in the sideboard
● the hazard player may decide to use half of his hazard limit, to put cards in his play deck/ discard pile, before cards are drawn
● a character does not have to tap anymore when using healing herbs

● Fool's Bane cannot be played vs Elf-lords.

● Dwarven Travelers only permits maia, which are manifastation of wizards, to be played after them.


another one I forgot:
@edit 3rd of Juli

● There is no such thing as a long-event phase (for resources of course), you can play long events during any of your phases, they last always till the end of opponent's turn

UEP Accepted List 3 (End Jul 2006 - End Oct 2006)

This is the list of accepted unofficial errata. To be included on this list a UEP has to be accepted following the correct procedure at the time of acceptance.

Categories:
• Balance:
o Multiple Rivers only require one ranger
River
Playable on a site. If a company that has moved to this site this turn does not tap a ranger, it must do nothing during its site phase.
Delete the following curent CRF ruling: You must tap one ranger for each River played on the site. Replace with: Tapping a single ranger to meet the requirements of River also meets the requirements of any other Rivers already played and resolved on the same site.

o Sneakin' like a true Stealth
Sneakin'
Scout only. Playable at the end of the organization phase on an untapped scout in a company with a company size less than 3. Tap the scout. No creature hazards may be played on his company this turn.

o Beorning Skin-changers
Beorning Skin-changers
Animals. Men. Bears. Two strikes. As a creature, playable only against minion companies. May also be keyed to Anduin Vales, Western Mirkwood, Wold & Foothills; and to sites in these regions.
Alternatively, playable as a short-event against a hero company moving through mentioned regions or with two wilderness in its sitepath. Unless the company contains Beorn or an untapped warrior with prowess greater than 4, it must return to its site of origin.

o Blackbole playable at non-haven sites
Blackbole
Unique. Playable at any non-haven site in Western Mirkwood, Heart of Mirkwood, or Southern Mirkwood. May not face any strike at a site or from an automatic-attack.

• Ringwraith:
o Khamul the Ringwraith (Avatar).
Khamul the Ringwraith
Unique. Manifestation of Khamul the Easterling. Can use sorcery. -2 direct influence in Heralded Lord mode. +1 prowess in Fell Rider mode. +2 to all body checks resulting from failed strikes against or successful strikes from Khamul. As your Ringwraith, one Ringwraith follower in his company may be controlled with no influence. You may bring this follower into play during your organization phase.

o Dwar Unleashed doesn't require mode card
Dwar doesn't have to be in a mode to use this card.

o A mode card is not required for a Ringwraith to travel to Barad-dur.
A mode card isn't required for a Ringwraith to move to Barad-dur.

o Ringwraith with a mode ally (Black Horse or Creature of an Older World) doesn't return to hand on a body check (bc) of a 7 or 8.
A Ringwraith with a mode ally (Black Horse or Creature of an Older World) will not return to hand on a body check (bc) of a 7 or 8.

o Altered conditions for discarding the Black Rider and Fell Rider Ringwraith mode cards
Black Rider
Discard this card and any other Ringwraith followers in the company during any of your following organization phases the company is at a Darkhaven after having moved from a non-Darkhaven site to a Darkhaven. Cannot be duplicated on a given company.
Fell Rider
Discard this card during any of your following organization phases the company is at a Darkhaven after having moved from a non-Darkhaven site to a Darkhaven. Cannot be duplicated on a given company.

• Balrog:
o Balrog can only play characters from sideboard or discard pile with mind <3 rather than <4.
A Balrog player can only play characters from sideboard or discard pile with mind <3 rather than <4.

• Cheeze reduction:
o Army of the Dead Cheeze extraction
Army of the Dead
Unique. Playable at the Vale of Erech. May only be played by Aragorn II on the same turn that he uses the special movement of Paths of the Dead. May not be influenced by an opponent.

• Consistency:
o Mumak Playability
Mumak (Oliphant)
Animals. May be keyed to Dagorlad, Gorgoroth, Horse Plains, Ithilien, Khand, Nurn, Udun, or Harondor; and may also be played at sites in these regions. May also be played (on the same turn and on the same company as Corsairs of Umbar) keyed to Andrast, Anfalas, Belfalas, Lebennin; and at Ruins & Lairs and Shadow-holds in these regions.

o Flies and Spiders playable on character facing a strike rather than attack.
Flies and Spiders
Playable on a character facing a Spider strike. If the strike is successful, target character is not harmed and is taken prisoner at a Ruins & Lairs. During his untap phase, make a body check for that character modified by +1. If not eliminated, his player then makes a roll adding his body. If the result is greater than 15, the character is automatically rescued into his own company located at the rescue site. Rescue-attack: Spiders - 3 strikes with 9 prowess.

o Hobbit-lore does not require a Haven
Hobbit-Lore
Playable on Gandalf during the organization phase while at a Haven. If untapped, tap Gandalf afterwards. He receives +2 direct influence against Hobbits and Hobbit factions.
Delete while at a Haven

o Many-coloured Robes tapped for effect rather than Saruman
Many-coloured Robes
Unique. Saruman specific. Place this card on Saruman if he is in play. If on Saruman, he may tap Many-coloured Robes during his end-of-turn phase to take Ringlore, Lordly Presence, or First of the Order from his discard pile to his hand.

• Creatures:
o Barrow-wight:
 Barrow-wight playable at Barrow-downs
Barrow-wight is playable at Barrow-downs.

o Elf Lord Revealed in Wrath:
 Elf Lord Revealed in Wrath playability reduction
Elf Lord Revealed in Wrath
Elf. One strike (detainment against hero companies). +4 prowess versus Ringwraiths. If Gates of Morning is in play, may also be played keyed to Shadow-lands.

• Esthetic:
o Strider can use Athelas like Aragorn
Athelas
A Dunadan can tap and use this item to heal a character in his company (change from wounded to well, character remains tapped). A manifestation of Aragorn II can also tap and use this item to remove a corruption card from a character in his company. Discard after use.

• Nazgul attack strategy:
o Fell Beast counts as half a creature
Fell Beast
The number of strikes of one Nazgul hazard creature is increased by one and its prowess is decreased by 2. Attacker chooses defending characters. Additionally, target Nazgul may be played keyed to a Shadow-land or Shadow-hold. Cannot be duplicated on a given Nazgul. Fell Beast counts as half a creature for the purpose of deck building.

• Promos:
o German Promo Das Pack vor der Tür is legal in games using UEPs
The special german promo German Promo Das Pack vor der Tür is allowed in UEP games.
Das Pack vor der Tür
Playable if Doors of Night is in play. Each non-unique Animal, Spider and Wolf creature may be played in Boder-lands, Border-holds or Ruins & Lairs. The creature must be playable in a non-Coastal Sea region.

o All German Promos except Das Pack vor der Tür are legal in games using UEPs
The special german promos: Scwertmeister, Zwergenaxt, Belegennon, Ringil, Horn der Herausforderung, Baugur, Freca and Wolf, are allowed in UEP games.

• Theme:
o Maximum company size for the Nine Riders is 9
When a minion company consists entirely of Ringwraiths and Black Horses its maximum company size is increased to 9.


@edit: this post was edited/updated on 28th of June 2008

mfg Nicolai
Last edited by Vastor Peredhil on Mon May 11, 2009 8:56 am, edited 3 times in total.
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Postby Vastor Peredhil » Sat Jun 28, 2008 1:02 pm

rules for MEFB
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Postby Vastor Peredhil » Sat Jun 28, 2008 1:03 pm

rules for DF
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Postby Vastor Peredhil » Sat Jun 28, 2008 1:03 pm

rules for GW
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THE_GREAT_WYRMS_FV_SLIM_1.5.doc
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Postby Vastor Peredhil » Sat Jun 28, 2008 1:08 pm

these are basically all rules you need, remember that card text, always takes the win over generel rules (unless I created a overpower loop I am not aware of yet)

Especially MENM can alter the way the game is played in many, ways so be sure to check the set out as well, as it is only 40 cards.

all cards which are marked with a # before the name can be played, even as proxies when no artwork was found for them yet.

make sure to get the newest version of the set files in word format (please asked as I cannot find all mistakes that might be there)

enjoy
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Postby Leon » Sun Jun 29, 2008 9:56 am

If I have time to build a dreamcard deck I will only get to use one set, probably the elf-lords. I do not like the 30 % rule for hazards, because building a functioning resource part with dreamcards will already cost me enough time and I would like to combine this with a hazard deck I am familiar with, basic undead or something like that.
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Postby Vastor Peredhil » Sun Jun 29, 2008 10:13 am

Hi Leon,

people often complain about this, but with an normal hazard mix you would be on the saver side that other players. trust me there are plenty of hazards that are so useful they can be easily added your hazards portion to replace even well know hazards.

Black Crows from the FB set comes to mind, as it is used perfectly to replace The Mouth & Uvatha

Big Bats is another example as it combines perfect with either a wolf or orc strategy

or just use the FB Elflord revealed in wrath, then you just need 7 more cards

if you have a good creature mix already there are still plenty of usefull cards for your gaps, as
He is lost to Us

Pity Mixed with Horror is a resource from DF, which can also be played as a hazard, and its effect in dremendous for the right deck

Ambush! is another power card from DF set

Mewlips is proberbly the best Undead hazard creature out there (DF) and the best looking anyway

Pit-trap is another haz to minimize gaps in your strategy

well Great Wryms has not so many allround hazards, but still many cards which stop a Dragon-lord just in time, before he comes to eat you.

Dragon Hunters & Great Northern Bear come to mind

I hope leon, you find this at least usefull

remenber 30% of your haz deck is noramlly only 10 cards which is easily achivied with new helper event cards or new corruption cards, so no creature theme is too much broken by this rule

mfg Nicolai
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Postby Vastor Peredhil » Sun Jul 13, 2008 6:57 pm

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Postby Vastor Peredhil » Sun Jul 13, 2008 7:25 pm

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Postby Thorsten the Traveller » Mon Jul 14, 2008 10:03 am

Stone-age did not end because man ran out of rocks.
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Postby Thorsten the Traveller » Mon Jul 14, 2008 10:11 am

Stone-age did not end because man ran out of rocks.
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Postby Vastor Peredhil » Mon Jul 14, 2008 7:34 pm

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Postby Vastor Peredhil » Tue Jul 29, 2008 9:52 am

Hi all,

after this awesome weekend with dreamcards, virtual & Arda decks as well as plenty of discussion on these matters, several new rules have come to mind.

All orc & troll allies make a company overt (a thing that might be cool is to allow for Counterfeit to be played on orc allies as well (yes there could be more than just the Great Goblin, since Ready to his Will can transform orc creatures into orc allies as well)).

there will be a rules change to deck contruction for Elf- & Dwarf-lords, for our next event, it will be allowed to have 3 copies of every hero resource in their decks, instead of just 2 (as normal to fallen wizards).

This rule brings the Lord aligment closer to the typical hero format.

Still be will still allow for magic events to be played by Elf-lords
for Dwarf-lords minion items will also still be playable as if they were hero items (these are excisting rules)

As a new rule we will allow for minion allies, who do not make your company overt, to be played by Elf-lord players.

So powerful wolfie/nobles hound decks are sure to follow, still be believe this will not be to cheeze, as Elf-lords will only be able to play these wolves at ruins&lairs only (so no sqauting with Glorfindel at Shadow-holds playing War-wolves)

Eric, let me know if I have forgotten something,

and please all of you comment on these new rules changes...

mfg Nicolai
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Postby Thorsten the Traveller » Wed Jul 30, 2008 8:23 pm

yes great weekend. I still hope some day we can manage to play 4 rounds, maybe we should come up with some kind of penalty for people that want to drop :wink:

All magic for Elf-lords, or just spirit-magic like we discussed? Well, there are no Elf magic users, they might enlist others to do that work, or use a ring...but I'm not sure an Elf-lord would adhere to using such black magic.

as far as the 3 copies of hero resources goes, I fully agree with it (again, as discussed), because it can really make the choice worthwile between a Lord or a normal wizard for some strategies. However we might need to ban some cards from this rule, as 5x hiding/stealth/concealment/marvels (with minion counterpart) is not preferable. Not sure if someone wants 5 marvels in deck, but 5 stealths sure. There might be some more, but these come to mind first. I know it's not nice to create even more rules and exceptions, but there it is. Hopefully a good excel sheet that encompasses all these will bring relieve in the future.
Stone-age did not end because man ran out of rocks.
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Thorsten the Traveller
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Postby Tegarend » Wed Jul 30, 2008 10:01 pm

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