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LORE CG - tej prostszej i szybszej wersji MECCG. Może są one znane ogółowi bądź niektórym, ale może jest ktoś, kto słyszał o tej niepowstałej gierce niewiele lub zgoła nic - wiec proszę:
The Official MECCG Newsletter #4, p. 4-5, Focus On: Coleman Charlton napisał(a):
TOMN: Concerning ICE’s plans with the revised Middle Earth card game that has been discussed, what are your objectives?
Coleman: Currently, ICE is discussing releasing the revision (LORE CG, the Lord of the Rings Expandable Card Game) in late summer or the fall of 1999. Remember, all of these comments are just possibilities - we have not made any final decisions yet.
The revision would use the same card titles and card backs as the current game, so that current players could use existing cards along with copies of the revised card text.
Our primary objective is to make the game more accessible to a larger body of players. This would be particularly important with the LOR movie coming in 2000.
We want to maintain the good features of the current version, while streamlining and simplifying certain elements. If we can do this, the game would be: easier to learn, fun, playable in 30-45 minutes, and errata/rulings free.
The revision would use the ‘fixed/challenge deck’ format and each box (slightly larger than two decks side by side) would include a map/board that would handle all movement (eliminating site cards) and perhaps dice.
Some of the major changes being considered are: Map driven movement would be used with site information on the map. Each playable card (e.g., item, information, etc.) would carry its own playability information like factions and allies do now.
We would introduce simplified timing - each action and its effects would be played out in full before another action could be announced (with exceptions based on keywords on specific ‘counter’ cards). Players would alternate taking actions during movement phases.
General influence and direct influence would be combined into one variable: influence. Current mind values would be rescaled to run from 0 to 3 or 4. Each player would have a base of 6 influence with specific characters contributing more influence. We would remove the concept of followers. You would be limited to a maximum of two companies at one time. Any number of characters could be brought into play each turn with no limitations on the location of your Wizard (now called your main character). You would never be forced to discard a character due to a lack of influence.
We would eliminate on-guard cards, but allowing certain hazard play when any attack is resolved. We would remove long-events and make such card effects text driven. We would change the turn sequence so that cards are only discarded at the end of the turn. In addition, all cards previously moved or replaced into the draw pile (the old play deck) would be placed in a reserve pile instead. This would eliminate reshuffling except at the end of the turn.
We would reduce the majority of 4+ MP sources to 3 MPs. A number of current rules would become card driven: different MP types for doubling purposes, influencing an opponent’s characters and resources, etc.
Minor items would be playable from your draw pile, discard pile, or sideboard. Hazard card removal during the organization phase would be standardized. You would always receive +3 towards removal if tapping.
The LORE Rules, from "The Lair of Morgul Rats" napisał(a):
Type 1.5 Tournament Rules
These are the rules that were used for a Lord of the Rings Expandable Card Game (LORE) playtesting tournament at North American Nationals a few years ago. LORE is the simpler version of MECCG that never saw the light of day because ICE lost its Tolkien-license.
Introduction: "There will be a special non-sanctioned tournament held on Friday, for those with invitations to the Semis. As some of you may know, we are currently in the process of revising MECCG, and this tournament will showcase some of the new rules we are currently playtesting for the revision. The tournament will be run as a Wizard-only tournament (hazards and hero resources from any set may be used), with the following additional rules:
Active conditions: Characters may not be used as active conditions during the movement/hazard or site phases unless they are in the currently phasing company.
Calling the End Game: The End Game (or The Free Council) may be called by either player if they have at least 20 MPs. The End Game is automatically called after both play decks have been exhausted (at the end of the turn).
Characters: Character MPs are ignored (except for negative MPs). You may bring a character into play at a Haven or his home site, regardless of the position of your Wizard. To bring a character into play, you must have enough influence available to control the character.
Character Draft: The draft is no longer simultaneous. Before the draft, dice are rolled by each player. The high roller chooses whether to draft the first character or take the first turn. Once the first drafter is determined, players draft in alternation until the normal requirements are met. Wizards may be drafted, counting as mind 0 characters.
Company Limit: You may only have two companies. Characters with Await the Advent of Allies played on them do not count against the two company limit.
Discards: All players must discard face up.
Extra Strikes: Extra strikes now give a -1 to prowess *and* a -1 to body. No character's body may be lowered to less than 6 by excess strikes.
Gold Rings: You may tap a sage to test a gold ring. If you test a ring in this fashion, results indicating The One Ring are ignored.
Influence Attempts: You may not make an influence attempt against an opponent's resource, unless you have a copy of that resource in your hand, and reveal it for the influence attempt.
Minor Items: One minor item may be played after entering any site, from the sideboard, hand, or discard pile. Tap a character to play the minor item on that character. Minor items that may be discarded for an effect may not be played from the discard pile, and Star-glass may not be played from the sideboard.
Movement: You may not use starter movement, and you may only move three regions per turn.
Reserve Pile: There will be a reserve pile for each player. All sideboarded cards, and any other cards that would normally be shuffled into the deck, go into the reserve pile. Your free discard during the end-of-turn phase may go into the reserve pile if you wish. After your turn, shuffle your reserve pile into your deck (as your opponent is planning his turn).
Sideboarding: You may not sideboard into the discard pile or into the play deck. Any effect that normally allows sideboarding a card into the play deck puts that card into the reserve pile instead. When you exhaust your deck, you may put five cards from the sideboard into the reserve pile before reshuffling. However, you may not remove cards from your deck at that time. Two new ways to sideboard are added. If a company enters a site and plays no resources, you may tap one character in that company to sideboard one resource into the reserve pile. If an opponent's company moves and you play no hazards on them, then you may sideboard one hazard into the reserve pile.
Starting Site: You may start at Rivendell, Lorien, Minas Tirith, or Edhellond.
Weakest Link Method: This will not be used. Ties will stand, and each player will gain 3 tournament points.
Przy okazji dowiedziałem się, że jest takie słowo jak "sajdbordowanie"