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MIDDLE EARTH : THE GREAT WYRMS

Posted: Thu Sep 01, 2005 2:18 pm
by Logain
Hello all.

Some years ago i made a cool (well i think so anyway :o) ) expansion on Dragon characters and their minions.
See next message.

If you take a look, please post your comments on this thread, thanks !

Rules

Posted: Fri Sep 02, 2005 8:56 am
by Logain
The Great Wyrms.

Middle-earth: The Great Wyrms is an expansion set with Dream Cards for the Middle-earth Collectible Card Game. It is fully compatible with Middle-earth: The Lidless Eye. It was created by Ernst BRUN. Many thanks to the players who gave card ideas or constructive critics (Stéphane Poirette, Gaëlle Jacq, Patrick Brun, Serge Danzanvilliers, Dominique Bergeret). Please give feedback on your feeling of this work - or better, on your play sessions - to ernstbrun [a] yahoo.com  

Some other dream cards were also included (hero, hazards, FW & squatters hazards, balrog sites to play with two Balrogs...).

[Mod note: edited; please read the FAQ (and now your private messages as well)]

I'll correct the spoiler (as the cards have somewhat changed in the process) when i have the time.

Introduction.

           Middle-earth has long been troubled by the legacy of Melkor - Morgoth - the Black Enemy. His long, awful reign dominated the history of the Elder Years, giving birth to a terrible host of creatures. Among this host, the largest monsters bred and unleashed by Morgoth in Middle-earth were the great Wyrms. Cunning and deceptive, filled with malice and greed, vain and self centered, deceitful and wrathful, and astoundingly temperamental and boastful, dragons embody the very nature of their mentor. They are agents of evil, capable only of manipulating, devouring and destroying Eru's works. Only an outside force - a great power such as Sauron's - can compel them to breed and multiply. Some hibernate or range along the fringes of the settled world, but all are ultimately targeted for the hunt.

           Middle-earth : The Great Wyrms allows you to play one of the great Wyrms of the Third Age. Roused by Sauron's evil forces, you must rampage and plunder the surrounding country to achieve victory. As a Dragon, you must use minion resources, sites and characters. However, you can only exert limited influence and control over the minions characters : the most powerful characters don't want to serve a being like you...

Using MEGW

           When you play a Dragon, assume that your Dragon is a MELE Ringwraith. All of the normal MELE rules apply except for the specific exceptions outlined in these rules.

Darkhaven - When the rules and non site cards refer to Darkhavens, they apply instead to your Dragon's Den and to Dol Guldur. Dol Guldur is the only minion Darkhaven available.

Dragon's Den - A Dragon's Den is your Dragon's home site. It is considered as a Darkhaven for a Dragon player. You may have multiple copies of it in your play deck. Nothing is considered playable for you as written on the original site's card which never has any automatic attack . A Dragon may only be revealed at his Dragon's Den and is considered "At Home" there.

Ringwraith - When the rules refer to a Ringwraith, they apply to your Dragon character. Exceptions appear in the following part.

Dragon character - When a Dragon character is put in play, no manifestation of this Dragon can be played (manifestations in play are discarded). A Dragon can not use MELE mode cards, instead he can play a Dragon specific mode card. A Dragon is always in an Overt company.

Dragon characters may not move outside of their hunting range (which is mentioned on their game text, regions between brackets are available only if Doors of Night is in play). If during his organization phase a Dragon is not in his hunting range, he must move to his home site or be discarded (with all cards he control).

Whenever a player wounds a Dragon character, he must make two body checks : the Dragon is wounded if both succeed, he is severely wounded if one is failed (discard him along with all attached cards), and killed if the two are failed. He is not returned to his owner's hand on a result of 7 or 8.

A Dragon character can initiate company versus company combat against any other company. Only hero companies - or companies including a Balrog or Ringwraith character - may initiate company versus company combat against a Dragon character. Combat can be declared by an opponent at your Dragon's Den.

If your Dragon is not at his home site, his Dragon's Den loses all automatic attacks for all players.

Characters - You may use any non-Dwarf minion character having 5 mind or less. Unlike minions, Dragon players DO NOT have a +5 general influence when resisting influence destruction cards like Call of Home or Muster Disperses. A Dragon character can be targeted by Call of Home.

Characters of a Dragon player represent individuals who worship the dragon or are ordered to serve by the Lidless Eye.

A character can only enter play under general influence, or under a character's direct influence (at his home site, at the Dragon's Den, or at Dol Guldur). Your characters at the same non-Dragon's Den site as your Dragon during the untap phase are immediately attacked in company versus company combat. Characters with your Dragon (at your Dragon's Den or if the character was just played) each make an influence check during your organization phase. The characters which result is not higher than your Dragon's direct influence are attacked in company versus company combat (any items killed characters wear are immediately stored if possible).

Ever jealous and mistrustful, the great Wyrms are friendless and pitiless loners. They prey on anything they can slay, even their own kind, and savor wantom destruction. Always feuding and offering nothing save terror and death, they cannot long coexist with other creatures...

After some playtesting, it is planned to give different general influence ratings to each dragon (like Fallen Wizards) to balance their power.

A Dragon's general influence represents the amount of aid he thinks necessary for his ploys. A low value represents a proud and egocentric Dragon, while a high value represents more closeness to reality and survival.

Marshalling points.

Pride and avarice ultimately doom most dragons. The wise employ flattery and exploit their unbridled greed in order to bring them down. Like the Dwarves, who are forever at war with them, the great drakes hunger for material wealth and save and guard whatever they gather. Tied to their hoards and attracted by any booty of significance, they are relatively easy to find or bait.

Items - As hoards are the most envied goals for Dragon players, the following rules apply:

·        Major and special items are only worth 1 MP, and Greater items are only worth 2 MPs. So all other items types (minor for exemple) are worth 0 MPs.

·        A Dragon character may never test rings (should it be automatically or with a card like Test of Fire), but a ring is automatically tested at -2 when stored.

·        Dragon characters may not use any item (game text does not apply when on a Dragon character).

·        Any item stored at your Dragon's Den is worth full marshalling points. This rule takes precedence on any MELE rule (hero items are worth normal marshalling points). Those items are considered to be under control of a Dwarf character and stored at a dwarf hold, or to be at the site their MP value is the highest (like Red Book of Westmarch at Bag End).  

·       Necklace of Girion is worth full marshalling points even for Smaug, so put one in your sideboard so you can steal it for double points value !

Kill points - A Dragon character gains kill points against any creature, not only * creatures.

Trophies - All your non Dragon companies (regardless of thei race of their members) can have trophies, but they never gain kill marshalling points (even for * creatures). Trophies can be stored at your Dragon's home site, all creatures so stored are then worth full marshalling points. Any company bearing trophies is overt.

Allies points - No ally can be played on your Dragon.

Faction points - A Dragon player can only influence Wolves, Animal, Dragon, Orc or Troll factions.

Miscellaneous points - No change.

Getting ready to play

           A Dragon player prepares for play and plays just as a Ringwraith does, with the following exceptions:

Your location deck.

           Your location deck may include only one copy of each site. You may include multiple copies of your Dragon's Den. The Balrog-specific sites must be used for Gean A-Lisch, Barad Dur, Cirith Ungol, Cirith Gorgor, Carn Dum and Minas Morgul.

Your play deck.

Only three copies of a unique Dragon character may be in your play deck (including your sideboard).

Dragon players may not include the following cards in their play deck :

Black Rain
The Balrog.
Messenger of Mordor.
News must get Through.
News of the Shire.
Kill all but not the Halflings.
The Lidless Eye.
Sauron
Use your legs.
Open to the Summons
All cards that can only be played on or by a Ringwraith or Sauron.

Starting site.

           Your company begins play at your Dragon's Den or/and at Dol Guldur (your choice).

Movement.

           Companies of a Dragon player always use region movement. When moving, your companies always draw cards based upon the site being moved to.

           Dragon characters may not move to Under-deeps sites.

Corruption checks.

           A Dragon character makes corruption checks like a minion character, when he fails a corruption check by two or more he is discarded with all attached cards (you must draw another card of your Dragon character to play him). Like a Ringwraith, a Dragon gives +2 to any corruption check by a character (other than himself) in his Dragon's Den. Your characters (not your Dragon character) are discarded instead of being taped following a corruption check (like hero characters from METW).

The victory conditions.

As a Dragon player, you win when you have more marshalling points than your opponent at the Audience with Sauron. You may not win with the One Ring but you may store it in your Den. You do not receive marshalling points for cards stored at non-Lair sites.

Playing resources.
Following cards have no effects against a Dragon player :
Bane of the Ithil Stone              
Foul Fumes
Great Secrets Buried There (MEDM)
Winds of Wrath
Worn and Famished
From the Pits of Angband (METD)
The Black Ennemy's Wrath
In the Heart of his Realm
All events that require an agent
Neither so Ancient Nor so Potent ?

A Dragon character is immune to the following hazards:
Plague
Black Breath
Long Dark Reach          

[/b]

Posted: Fri Sep 02, 2005 9:43 am
by Sly Southerner
Great idea! From what I can see its more of an optional rule than an "expansion", or do you have dream cards as well??

Why exclude black rain? Seems to me that a Dragon would quite like to get hold of lots of Rings. Was this a balance issue given that Dragon's Dens are all ruins and lairs?

Posted: Fri Sep 02, 2005 10:35 am
by Logain
Yes there are dreamcards (44 of them).
Honestly i don't remember why we put Black Rain on that list, i seem to recall there was a very good reason though...

[Mod note: edited; please read the FAQ (and now your private messages as well)]

Dragon characters

Posted: Fri May 19, 2006 3:17 pm
by Logain
Turukulon the Traveller (home site : Turukulon's Lair)
Prowess : 6 Body : 8 DI : 3
Scout Sage Diplomat Winged Fire Drake
Hunting Range : Dunland, Hollin, Enedwaith (Cardolan, Redhorn Gate, Old Pûkel Land if Doors of Night in play).
If at Turukulon's Lair, increase hand size by 1.
Tap to cancel an attack against his company keyed to a wilderness.

Scorba the Rubine (home site : Zarak Dum)
Prowess : 7  Body : 8  DI : 4
Scout Ranger Diplomat Winged Fire Drake
Hunting Range : Angmar, Forochel, Gundabad (Arthedain, Numeriador, Rhudaur if Doors of Night in play).
If at Zarak Dum, the hazard limit against any opponent company moving through his hunting range is increased by one.
Tap during company combat for an extra strike.

Bairanax the Bear hunter (home site : Ovir Hollow)
Prowess : 8 Body : 7 DI : 3
Warrior Scout Ranger Winged Cold Drake
Hunting Range : Withered Heath, Grey Mountain Narrows, Gundabad, Anduin Vales (S. Rhovanion, N. Rhovanion, Iron Hills, Angmar if Doors of Night in play).
If at Ovir Ollow, for each moving company, one animal played as a hazard does not count against the hazard limit.
Cards Bairanax kills are worth 1 MP more.

Daelomin the Ghost Wing (home site : Dancing Spire)
Prowess : 8 Body : 8 DI : 5
Ranger Sage Diplomat Winged Cold Drake.
Hunting Range : Withered Heath, N. Rhovanion, Iron Hills, Grey Mountain Narrows (S. Rhovanion, Dorwinion, Brown Lands, Dagorlad, Horse Plains if Doors of Night in play).
Can use sorcery.
Tap during company combat for an extra strike.
If at Dancing Spire, opponent draws one card less than normal (with a minimum of one) when moving.

Agburanar the Sun Shrouder (home site : Caves of Ulund)
Prowess : 9 Body : 9 DI : 4
Warrior Scout Sage Cold Drake
Hunting Range : Withered Heath, N. Rhovanion, Iron Hills, Grey Mountain Narrows (S. Rhovanion, Dorwinion, Woodland Realm, Heart of Mirkwood. if Doors of Night in play).
If at Caves of Ulund, increase hand size by one.
If at Caves of Ulund, opponent must discard face up.

Scatha the Worm (home site : Gondmaelgom)
Prowess : 10 Body : 9 DI : 3
Warrior Scout Diplomat Cold Drake
Hunting Range : Withered Heath, N. Rhovanion, Woodland Realm, Grey Mountain Narrows (Heart of Mirkwood, Gundabad, Anduin Vales, Western Mirkwood if Doors of Night in play).
If at Gondmaeglom, tap to take any resource that can be played on a Dragon character in your discard pile and put it back in your play deck.
Tap during company combat for an extra strike.

Leucaruth the Wrathful (home site : Irerock
Prowess : 10 Body :  8 DI : 3
Warrior Ranger Diplomat Fire Drake.
Hunting Range : Withered Heath, N. Rhovanion, Iron Hills, Grey Mountain Narrows (S. Rhovanion, Dorwinion, Woodland Realm, Heart of Mirkwood. if Doors of Night in play).
If at Irerock, only one unique Dragon manifestation may be played per turn.
Minus 2 to the body of any Dwarf character or creature wounded by one of her strikes.

Earcaraxe the Sea Fang (home site : Isle of the Ulund)
Prowess : 10 Body : 7 DI : 4
Ranger Scout Diplomat Sea Serpent.
Hunting Range : Andrast Coast, Bay of Belfalas, Eriadoran Coast (all coastal seas if Doors of Night in play).
If at Isle of the Ulond, the hazard limit against any opponent company moving with a coastal sea in its site path is increased by one.
She may tap to cancel any effect that taps her site of destination or makes her return to site of origin.
Your non-Dragon characters may influence men factions in regions adjacent to coastal seas.

Smaug the Golden (home site : The Lonely Mountain)
Prowess : 11 Body : 8 DI : 4
Warrior Ranger Sage Winged Fire Drake
Hunting Range : Withered Heath, N. Rhovanion, Iron Hills, GM Narrows ( S. Rhovanion, Dorwinion, Brown Lands, Dagorlad, Horse Plains if Doors of Night in play).
If at the Lonely Mountain, tap to cancel any creature attack keyed to Northern Rhovanion or a site therein.
Tap during company combat for an extra strike.

Itangast the Guest Eater (Home site : Gold Hill)
Prowess : 12 Body : 8  DI : 3
Warrior Sage Diplomat Fire Drake
Hunting Range : Withered Heath, N. Rhovanion, Iron Hills, GM Narrows ( S. Rhovanion, Dorwinion, Woodland Realm, Heart of Mirkwood if Doors of Night in play).
If at Gold Hill, opponent must discard face up.

Hazards

Posted: Fri May 19, 2006 3:18 pm
by Logain
Dragon’s sleep. Hazard short event.
Play on a dragon character leaving his lair. Target dragon must return to his site of origin.

Turukulon at home. Hazard permanent event.
Unless Turukulon ahunt is in play, Turukulon’s lair has an additional automatic attack: Dragon – 3 strikes at 12/8.
In addition, cards played during the organization phase that prevent creature attacks are cancelled if the company moves through or is in Dunland, Hollin, Enedwaith, Redhorn Gap, Cardolan or Old Pûkel Land. 2 kill MPs.

Turukulon ahunt. Hazard long event.
Any company moving through Dunlan, Hollin and / or Enedwaith immediately faces one dragon attack (considered a hazard creature attack) – 4 strikes at 9/4 (attacker chooses defenders). If Doors of Night is in play, this attack also affects Redhorn Gap, Cardolan and Old Pûkel Land. 2 kill MPs.

Dragon Killer. Permanent event or Creature.
Unique. Manifestation of Fram Framson. 1 strike at 13. +3 prowess and -2 to target’s body when facing a dragon character. Choses defending characters.
May attack overt companies in the following regions : Anduin Vales, Grey Mountain Narrows, Withered Heath, Northern Rhovanion, Woodland Realm, Western Mirkwood. May attack a dragon character in any site in those regions.
As a permanent event, hazard limit against dragon companies is increased by two.

Dragon Hunter. Creature.
Dwarf. 1 strike at 12. +2 prowess and -1 to target’s body when facing a dragon character.
May be keyed to any region containing a dragon’s lair or dwarven hold, and on any sites in those regions. May only be played against an overt company.

Flood. Long event. Environment.
Playable only if Doors of Night is in play. Creatures playable on coastal seas may be played on the following sites : Raider Hold, Shrel Kain, Pelargir, Lond Galen, Ruined Signal Tower, Tharbad, The Stones, Haudh-in-Gwanur.
Earcaraxë may go to those sites from an adjacent coastal sea.

Ressources

Posted: Fri May 19, 2006 5:07 pm
by Logain
Rumors of Wealth. Ressource Permanent Event.
Dragon only. Greed mode.
Playable on your dragon at his dragon’s den. Remove any other mode card on him. When accompany plays an item at a site in a region in your hunting range, discard this card to relocate your dragon to that site. Your dragon engages cvcc, and one strike MUST target the character who has played the highest MP value item this turn. If you kill him, you may play this card from your hand or discard pile.

Dragon’s Hunt. Ressource Permanent Event.
Dragon only. Hunt mode.
Playable on your dragon at his dragon’s den. Remove any other mode card on him.
Your dragon may move using region  movement, if his destination is in his hunting range. If during his organization phase he is not at a site in his hunting range, discard this card.

Dragon’s Dream. Ressource Permanent Event.
Dragon only. Dream mode.
Playable on your dragon at his dragon’s den. Remove any other mode card on him.
+5 to your general influence.

Dragon’s Terror. Ressource Short Event.
Dragon only. Playable before assigning strikes when your dragon is facing an attack from a creature or a company.
Against a creature, the attack is cancelled.
Against a company, roll two dices for each character in the company. If the result is greater than his mind, the character is tapped.

Whispering Voices. Ressource Permanent Event.
Dragon only. Playable in your starting company in lieu of a minor item to allow a minion, agent or non dwarven hero character to be played. May also be played on a minion, agent or non dwarven hero character entering play at the same site as your dragon.
The character has -1 mind (allowing a 6 mind character to be played) and -1 direct influence.

Wyrm’s Blood. Ressource Short Event.
Dragon only. Untap your dragon. May also be played when your dragon fails a body check. The character or creature having wounded your dragon must make a body check and is killed if he fails.

Targeted for the Hunt. Ressource Short Event.
Dragon only. Playable during the organization phase on your dragon (if not at his den). Name a creature that can be keyed to the site or the region’s site (ignore multiple regions). If the hazard player has that creature in hand, it immediately attacks, otherwise he must show you his hand.

Against the Eye. Ressource Permanent Event.
Dragon only. Playable during the site phase at a shadow hold, after facing the automatic attacks. Your dragon faces an attack : Trolls – 1 strike at 15. Then discard this card or tap your dragon to put this card in your MP pile for 3 MPs. All versions of this site become a ruins and lair, this site is never discarded and never untaps for you. You now use the Balrog site for Dol Guldur.

Ancien Cave. Ressource Permanent Event.
Dragon only. Playable at the end of the organization phase on a moving company, its last region being a wilderness (you draw 2, opponent draws 2).
This card is used as a ruins and lair, which is considered as a haven for purposes of healing only. Discard Ancient Cave when the last company moves to another site.

Dragon Spell. Ressource Permanent Event.
Dragon only. May be played on a character in your starting company in lieu of a minor item, or during the organization phase on a character present with your dragon.
The character’s mind is down to 2 but can only be controlled through general influence.
He gains +1 prowess but loses 1 body.

Treason the Chiefs. Ressource Permanent Event.
Dragon only. May be played by a diplomat dragon on a border hold where a faction is playable. Your dragon may influence a man faction at the site. If he succeeds, put the faction in your kill point pile.
The faction can not be played by any player.

Dragon’s Desolation. Ressource Permanent Event.
Unique. Dragon only. May be played if your dragon just played « Burning Rick, Cot and Tree » or « Smoke on the Wind ». You must face the automatic attacks of the site again if an opponent has played a faction at this site. If your dragon is not wounded you must discard all factions played at this site. The site becomes a ruins and lair with no automatic attacks, nothing is playable there. The site is never discarded and never untaps for you, and is considered as a haven for purposes of healing only. “Rebuid the Town”played on this site discards Dragon’s Desolation.

Order from the Necromancer. Ressource Permanent Event.
Unique. Dragon only.
Tap a character at Dol Guldur to play this card on him. You may tap this card during any organization phase if your dragon is present with this character. This card never untaps. If tapped, may be stored at Dol Guldur for 3 PMs. If stored at Dol Guldur, you gain 5 extra general influence and may play the Orcs of Dol Gumdur from your discard pile.

Dragon’s Breath. Ressource Short Event.
Fire-Drake only. Must be played before strikes are assigned against a creature or a company. Against a creature, roll 2 dices and add your dragon’s prowess. If the result is higher than the creature’s prowess, it must succeed a body check or is defeated.
Against a company, each opposing character makes a body check (modified by -1 for each helmet, armor or shield). If failed, he is wounded (make a body check).

Dragon’s Flight. Ressource Short Event.
Winged-Drake only. Play during the organization phase on your dragon. During his movement hazard phase, target dragon has only his destination site in his site path. The dragon is immune to river.

Worm’s Stench. Ressource Short Event.
Cold-drake only. Playable before declaring company versus company combat. You may play an animal, wolf or spider creature keyable on the site or the site’s region on opponent’s company before resolving cvc.

Pûkel-Man. Ranger ally (Mind : 1 MPs : 1)
Pûkel-man. Playable at any site in Old Pukel Gap, Andrast, Enedwaith.
Discard if the company moves to a site in one of those regions or : Gap of Isen, Anfalas, Andrast Coast, Eriadoran Coast, Dunland. When at a ruins and lair, tap Pukel-man to make information playable at the site. Playable on Ëarcaraxe  or Turukulon for 2 MPs.

Posted: Sun May 21, 2006 2:31 pm
by EspadadeAlquiler
I though that play with Wyrm like avatars shoulbe not a good idea, but now I have change my opinion  :P
it is cool, very nice yeah, i am expecting more ideas and resources like somthing to fly or to through fire or something like that make differences betwen cold or wing dragons...

I am falling in love with Daelomin idea :) I think that maybe the misty dragon should be scout, but if he is a sorcerer the option is great.

Maybe Turukulon have to give more Marshaling points, is quite powerfull to give only 2 MP. (for dragon faction, kill points).

Could you use the dragon in a company with other characters?
ok maybe I have to wait and learn more before to ask.  :P


well done

Posted: Tue Nov 13, 2012 2:05 pm
by Logain
Vastor's project on the Great Wyrms so many years ago made me stop mine, but i'd like to take it further.

Concept is to play Dragons Balrog wise : using Minion rules and tweak just the ones that need it, and add some Dragon specific cards but not make a complete set of it - keep it simple, so many cards already exist...

I'm in the process of making the cards with Magic Set Editor.

Basics about cards : just the minimum, say 27 cards.
- 10 avatars,
- mode cards to play on them,
- dragon specific ressources (blood, terror, breath, fly...),
- some specific MP issues
- maybe some specific hazards

Did Vastor's METGW project give somethinG ?

Any advice on this version ?

I'd want to test this version at Lure 13.

Posted: Fri Nov 23, 2012 12:02 am
by Bandobras Took
Vastor's using gccg (with SVN access) for his projects these days.  Great Wyrms is still in development stage, as the finalizing of Firstborn and Durin's Folk have taken a great deal of effort.  More can be found at Vastor's section in the Council of Elrond forums (www.councilofelrond.org/forum/).