Difference between revisions of "Into Mordor deck"
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|text=Aragorn will vote for any Quest that involves travelling with Arwyn. | |text=Aragorn will vote for any Quest that involves travelling with Arwyn. | ||
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{{card | |||
|title=Éowyn | |||
|bgcolor=070 | |||
|type=Hero | |||
|text=May only enter play if Rohan is in play. Any Quest involving Radagast removes Witch King obstructions. | |||
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|cornervalue=5 | |||
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Revision as of 19:36, 26 July 2007
Into Mordor deck | |
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Designer | Quietly Confident |
Date | 25/07/2007 |
Players | 4+ |
This deck has not been categorised. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
Print this deck | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Unlike my complex Ludovician game, this one is simple, and just for fun. I intend to make a simple, funny one based off Ludovician, but this one is a pretty funny idea I think.
Playing the Game
Into Mordor takes place at the Council of Elrond, with somehow you and your peanut gallery sitting in. Inevitably, the topic of the One Ring comes up, and you fellows chime in with your fantastic ideas about how to end the reign of Sauron. Hilarity ensues.
Requirements
This game uses one deck and the basic game rules. No player can be eliminated in the course of a game. You win by creating a complete Plan and passing it amongst a majority of the council.
Planning
Before you can send off your merry Fellowship, if at all, you need a plan. Plans are created by combining Things, Heroes, Places and Actions together into a single chain. However, a simple plan would not suffice, so there is a minimum of 100 points alloted required before a Plan is considered complete enough to propose to the Council. The goal is always the same though, to cross into Mordor and end Sauron's reign forever. How this is done is open to interpertation.
Your enemies on the Council can also throw wrenches into your planworking by reminding you of difficulties to be encountered. Obstacle cards have unique effects, and some can be argued around, while others merely require the removal of a specific hero or action, and others are nearly impossible to surmount and must be banished by other means.
The Plan Template
The basic plan template is always the same. Once you understand the game, this can be altered as you see fit, but these are the four elements (and in the basic logical order) that you require. Once things get complicated, such as adding several Places to make up the score, it becomes more of a mad lib.
"HEROES will carry the ring through PLACES before arriving in Mordor, and then using THING to ACTION."
HEROES: These are characters responsible for carrying out the actions. PLACES: These are heroic locations deserving of a stop-over on your quest. THINGS: These are objects or armies or devious trickeries to accomplish the quest. ACTION: This is the deed that seals the fate of the Dark Lord. There is always only one action, but the exact manner in which the Ring is destroyed varies.
Convening the Council
It is necessary for the Council to decide on a Plan before the mission can proceed. To do this, you need to convince Council members of influence to vote for your plan. If you can get a 2/3rds majority, your plan passes. Every council member will vote against a plan they are a member of, regardless of any other Cards played. A list of important Council Members is as follows:
Elrond - Council Leader
Erestor - Elrond's Advisor
Legolas - Bringing news of Gollum's escape
Glorfindel - Badass Balrog-slayer
Galdor - Emissary of Círdan
Boromir - Son of the Steward of Gondor
Aragorn - Having just arrived with Frodo
Glóin - Emissary of the Dwarf Holds
Gimli - Son of Glóin
Frodo - The current Ring-bearer
Bilbo - The previous Ring-bearer
Gandalf - The famous Wizard