DC Poll: which expansion is next?

Moderators: Vastor Peredhil, Thorsten the Traveller

Which expansion should be finished next?

Middle-earth: The Great Wyrms
14
27%
Middle-earth: Nine for Mortal Men
1
2%
Middle-earth: The Northern Waste
18
35%
Middle-earth: Return of the Shadow
14
27%
Middle-earth: Treason of Isengard
2
4%
Middle-earth: War of the Ring
3
6%
other (post below)
0
No votes
 
Total votes: 52

thenamelessthing
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Re: DC Poll: which expansion is next?

Post by thenamelessthing »

I don't know if this can be usefull for the project but here is an sample of Northern Waste I have do a while ago.

I can share my source file if needed!

Image

meaglyn
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Re: DC Poll: which expansion is next?

Post by meaglyn »

thenamelessthing wrote:
Wed Feb 26, 2020 11:18 pm
I don't know if this can be usefull for the project but here is an sample of Northern Waste I have do a while ago.
Very nice!

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CDavis7M
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Re: DC Poll: which expansion is next?

Post by CDavis7M »

Thorsten the Traveller wrote:
Wed Feb 26, 2020 9:27 pm
We have decided to start on finalizing ME: The Northern Waste (MENW).

Primary focus is to create cards that are cool to play in a Northern Waste setting, i.e. both players playing a Northern Waste deck, rather than expanding the general DC Game.
This is great news. I will go back to working on my Northern Wastes deck.

Perhaps a simple/broad scenario would encourage NW game play, similar to the Hoard item scenario in The Dragons rules insert.

Uwe
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Re: DC Poll: which expansion is next?

Post by Uwe »

'' Master of Dread and Fear,Lt. of Morgoth,Conjure the Tempest,Durlach, Gash,The Prison´s spell is fading''.What to say.I also think that NW gives a lot for everyone-minions and heros.A nice little set and maybe the most developed.Good choice.For playtesting or help in any way i would join.
Uwe

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Thorsten the Traveller
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Re: DC Poll: which expansion is next?

Post by Thorsten the Traveller »

thenamelessthing wrote:
Any possibility to release card from previous expansions with game text corrected (errata or typo error)
All files used in the 2nd printing have been published on Carnum.

Text is 100% black, so to increase contrast one can only alter the card templates, which I've tinkered with a little, but for reasons of preserving the meccg authenticity would rather stay away from.
But yes, we should keep fontsizes workable, as not only our eyes get older, also our brains :-). For MENE smallest fontsize was 5.1, compared to 4.7 for First Folk. And we will endeavour to limit the length of cardtext more for next sets. Meanwhile, use a tablet and Cardnum to view the files enlarged!
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Thorsten the Traveller
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Re: DC Poll: which expansion is next?

Post by Thorsten the Traveller »

CDavis7M wrote:
Perhaps a simple/broad scenario would encourage NW game play, similar to the Hoard item scenario in The Dragons rules insert.
Nice idea, a MENW player guide could contain detailed scenarios, like the the ICE Companion guides of old. FF/MENE guides focussed more on strategy tips. Any ideas/help in this department is appreciated.
Stone-age did not end because man ran out of rocks.

Uwe
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Re: DC Poll: which expansion is next?

Post by Uwe »

Lt. of Morgoth,Gash,Master of Dread and Fear,Durlach,The Prison`s spell is Fading,Conjure the Tempest what to say.NW gives a lot for everyone and is the most developed i think.Good choice.For help in any way count me in.
Uwe

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CDavis7M
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Re: DC Poll: which expansion is next?

Post by CDavis7M »

Thorsten the Traveller wrote:
Thu Feb 27, 2020 2:15 pm
CDavis7M wrote:
Perhaps a simple/broad scenario would encourage NW game play, similar to the Hoard item scenario in The Dragons rules insert.
Nice idea, a MENW player guide could contain detailed scenarios, like the the ICE Companion guides of old. FF/MENE guides focussed more on strategy tips. Any ideas/help in this department is appreciated.
Here are two ideas. The first is a rip of The Dragons scenario except that requires items to be played in the Northern Wastes (instead of Hoard items) and Northern Waste factions increase your hand size (instead of storing hoard items). The second idea is a White vs Gray/Black "Company Combat" match-up to achieve or prevent the Awakening.

Things of Worth Beyond Your Reckoning
A Scenario for Middle-earth: The Northern Waste

Lore
In 1974 the power of Angmar arose again, and the Witch-king came down upon Arthedain before winter was ended. He capture Fornost, and drove most of the remaining Dunedain over the Lune; among them were the songs of the king. But King Arvedui held out upon the North Downs until the last, and then fled north with some of his guard.
Ardedui was driven at least by hunger to seek the help of the Lossoth, the Snowmen of Forochel. Some of these he found in camp by the seashore; but they did not help the king willingly, for they were afraid of the Witch-king, who (they said) could make frost or thaw at his will. But partly out of pity for the gaunt king and his men, and partly out of fear of their weapons, they gave them a little food and built for them snow-huts.

When Cirdan heard from Aranarth son of Arvedui of the king's flight to the north, he at once sent a ship to Forochel to seek for him. When the Snowmen saw the ship they were amazed and afraid. They drew the king and those that survived of his company out over the ice in their sliding carts, as far as they dared. In this way a boat from the ship was able to reach them. But the snowmen were uneasy: for they said that they smelled danger in the wind. And the chief of the Lossoth said to Arvedui: "Do not mount on this sea-monster!" But Arvedui did not take his counsel. He thanked him, and at parting gave him his ring, saying: "This is a thing of worth beyond your reckoning. For its ancientry alone. It has no power, save the esteem in which those hold it who love my house."

Yet the counsel of the Lossoth was good, by chance or by foresight; for the ship had not reached open sea when a great storm of wind arose, and came with blinding snow out of the North; and it drove the ship back upon the ice and piled ice up against it. Even the mariners of Cirdan were helpless, and in the night the ice crushed the hull and the ship foundered. So perished Arvedui Last-king, and with him the palantiri were buried in the sea. After Arvedui the North-kingdom ended, for the Dunedain were now few and all the peoples of Eriador diminished.


Special Rules
Each player (White, Gray, or Black) is attempting to acquire and store "Lost Treasures of the North." A Lost Treasure must be either (i) Palantír of Amon Sûl, (i) Palantír of Annúminas, (iii) a non-minor item specifically stating on the card that it is "playable at" a particular site in The Northern Waste by name, or (iv) a non-minor item specifically stating on the card that it is "playable only at" a particular type of site in The Northern Waste. When such an item (regardless of its alignment) is played with one of his characters, a player must designate whether or not it is a "lost treasure."

In addition, each play may recruit people and creatures in the Northern Waste to aid their cause. A player's hand size increases by one for each unique faction he has in play that was played at a site in The Northern Waste.

The following conditions apply:
  • The Northern Waste includes the follow regions: Dor Bendor, Dragon Gap, East Bay of Forochel, Ekkaia, Everdalf, Forochel, Forovirkain, Gondalf, Grey Mountains, Hûb Uichel, Illuin (see below), Lindalf, Lhûgdalf, Rast Losnaeth, Minheldolath, Narthalf, Talath Oiohelka, Talath Uichel, Thorenaer, and Withered Heath. Illuin: Azjan, Barl Syrnac, Dyr, Helkëar, Mur Fostisyr, and Ukal Sêj.
  • Each player's companies may only move to a site that is in The Northern Waste or in a region adjacent to The Northern Waste. Characters may be brought into play and the starting company may begin at any site.
  • The "Lost Treasures of the North" include: Beadmaker's Hunting Runeknife, Greater Spell-beads, Galgrin's Hammer, Major Spell-bead, Ring of Detection, Ring of Healing, Ring of the Protector, Runeknife of Risinth, Tear of Yavanna, The Crist-i-Sûlhoth, Palantír of Amon Sûl, and Palantír of Annúminas.
  • Only one Lost Treasure may be played at each different site in The Northern Waste. For example, if Beadmaker's Hunting Runeknife (a major item playable only at a Ruins & Lairs in The Northern Waste) is played at Kylmätalo and is designated to be a lost treasure, no other lost treasures may be played at Kylmätalo (even if the site is untapped or you have exhausted your play deck).
  • An item of a different alignment from the player may be designated as a Lost Treasure.
  • If a player already has one unstored lost treasure in play, he may not designate another hoard major or greater item to be a lost treasure.
  • Any item which has been designated as a lost treasure must retain this designation for the entire game. This distinction applies even if such an item is discarded (e.g., through a failed corruption check, by being influenced away, etc.) and then later brought back into play by either player. In such a case, the designated lost treasure that was previously discarded may be played with a character even if another character under his player's control already bears a lost treasure (i.e., in this case a player could have more than one unstored lost treasure in play).
Victory Conditions
The game is not be won using the normal victory conditions or any other victory conditions (e.g., Great Song of Awakening, destroying The One Ring, eliminating an Avatar, or marshalling more points). Instead, the first player to store five Lost Treasures of the North wins immediately. If both players want to play a shorter game, this requirement can be reduced to only 2, 3, or 4 Lost Treasures. For a longer game, you can require that the winner also defeat Canadras or Gondring.



Song of Awakening
A Scenario for Middle-earth: The Northern Waste

Lore
In the days that followed the War of, ere the Host of the Valar departed victorious for Aman, never to return to mortal lands, Yavanna came to Middle-earth and walked alone amid the ruin of the Iron Mountains, surveying in grief the desolation of the land. And she wept, for her power was not now strong enough to erase the memory of Morgoth's evil; but her golden tears, falling upon the barren earth, froze at its touch. Then the Earth Mistress turned away, and did not return.

Of the Istari, Yavanna's messenger was Aiwendil; and like her, his special care was for the living things of Arda: bird and beast, tree and flower, and the earth that gives them life. Aiwendil knew well his lady's desire for the healing of Forodwaith; and when he perceived that the Noldor of the Cuiviémar faltered in their quest because of the Witch-king's great might, he journeyed to Evermist and came among them. The dormant power of the yavanníri, the Tears of Yavanna spilt upon the barren earth, might yet be stirred to awakening, and the Shadow be thwarted.

Upon reaching Evermist, Aiwendil asked the Noldor of the Cuiviémar at Evermist to recall the Valaquenta and what it tells of Yavanna Kementári. Even as they did, all at the lodge fell into a trance and beheld an olortië, a vision path such as their minds were wont to tread in wakeful repose. The path led from the steaming bank of Hithaelin through the forested hollows of Evermist, finding an end upon the summit of a grassy knoll overlooking the valley. Then the vision faded.

Turning to all the Noldor, Aiwendil charged them: "You must gather the yavanníri to Evermist, to Tol Ely. When this is accomplished as I have forespoken, then you shall chant the Great Song of Awakening, weaving into its melodies all the long tale of your labors, even as you have inscribed that tale upon the slopes of Orod Certhas. Then your quest will be at an end." So began the great task of the Cuiviémar in the Northern Waste.


Special Rules
Each White Player is attempting to complete the Great Song of Awakening. The White Players should play as Elf-lords or Radagast but may choose not to. Each Gray or Black player is attempting to prevent the Great Song of Awakening. The Gray/Black players should play as The Witch-king or Durlach but may choose not to.

The following conditions apply:
  • The Northern Waste includes the follow regions: Dor Bendor, Dragon Gap, East Bay of Forochel, Ekkaia, Everdalf, Forochel, Forovirkain, Gondalf, Grey Mountains, Hûb Uichel, Illuin (see below), Lindalf, Lhûgdalf, Rast Losnaeth, Minheldolath, Narthalf, Talath Oiohelka, Talath Uichel, Thorenaer, and Withered Heath. Illuin: Azjan, Barl Syrnac, Dyr, Helkëar, Mur Fostisyr, and Ukal Sêj.
  • Each player's companies may only move to a site that is in The Northern Waste or in a region adjacent to The Northern Waste. Characters may be brought into play and the starting company may begin at any site.
  • An even number of players must play this scenario.
  • The number of White players and the number of Gray or Black players must be equal, with White players playing hazards on the Gray/Black players and vice versa.
  • The maximum deck size (including resources, hazards, and characters) is 40 cards.
  • Land Reborn is unique for deck construction purposes but may be played by each White player as if it were non-unique. Nb. You may play Land Reborn if your company is at the same site as another player's Radagast and each Tear of Yavanna in play rotates each Land Reborn regardless of who played the Tear of Yavanna.
  • Great Song of Awakening is unique for deck construction purposes but may be played by each White player as if it were non-unique.
  • Runeknife of Risinth is unique for deck construction purposes but may be played by each Black player as if it were non-unique. Runeknife of Risinth may not be played by a White player.
Victory Conditions
The game is not be won using the normal victory conditions or any other victory conditions (e.g., destroying The One Ring, eliminating an Avatar, or marshalling more points). Instead, the White players win the game if Great Song of Awakening is rotated four times (whether or not their opponent is Durlach, Hoarmurath, Lomaw, or The Witch-king). The Gray/Black players win the game if each White player has exhausted their deck twice before Great Song of Awakening is rotated four times.

tyhjaarpa
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Re: DC Poll: which expansion is next?

Post by tyhjaarpa »

Will participate with 2 sets again even though I must admit that I haven't given the time for the past DC printed sets they deserve. One just does not have the same amount of time that one used to have.
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Thorsten the Traveller
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Re: DC Poll: which expansion is next?

Post by Thorsten the Traveller »

@CDavis7M

Wow, thanks! That's 2 pages of the Northern Waste Player Guide written right there!
You did have the ready quite fast, makes me wonder if you had inside information about MENW being our next focus :-)
the starting company may begin at any site.
Is that from the METD scenario? isn't that a big too vague, and why would this be needed?
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Thorsten the Traveller
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Re: DC Poll: which expansion is next?

Post by Thorsten the Traveller »

Dirhaval wrote:
How about a gem to counter Tear of Yavanna? MERP has it that Barad Lughilsarik has a piece of the Northern Lamp nearby allowing The Witch-king to tap into it and change the weather. Make three more small pieces?
I like that! Feel free to post or send us more elaborated ideas. We do have the Emerald of Unlight in the Morgoth's Legacy set, we might expand on it or move that to MENW.

To keep MENW smaller, both geographically (number of new regions) and in terms of cards, we split a part from it, which became ME: Morgoth's Legacy. Now, at the moment of actually working to 'release' MENW, I am tempted to move cards back from MEML to MENW, in order to give especially the minion alignment more meat and things to do, as well as create options for Balrog players in DC. This would leave MEML a skeleton set however, so that's problematic.
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Darksatin
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Re: DC Poll: which expansion is next?

Post by Darksatin »

Thorsten the Traveller wrote:
Mon Mar 02, 2020 11:51 am
To keep MENW smaller, both geographically (number of new regions) and in terms of cards, we split a part from it, which became ME: Morgoth's Legacy. Now, at the moment of actually working to 'release' MENW, I am tempted to move cards back from MEML to MENW, in order to give especially the minion alignment more meat and things to do, as well as create options for Balrog players in DC. This would leave MEML a skeleton set however, so that's problematic.
:) So, why not print The Northern Waste + Morgoth's Legacy ?

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CDavis7M
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Re: DC Poll: which expansion is next?

Post by CDavis7M »

Thorsten the Traveller wrote:
Mon Mar 02, 2020 11:30 am
@CDavis7M

Wow, thanks! That's 2 pages of the Northern Waste Player Guide written right there!
You did have the ready quite fast, makes me wonder if you had inside information about MENW being our next focus :-)
Ah! No one let me in on the secret but I did spend a lot of item reading MERP NW that day. I was not too excited about NW before, but am much more excited after reading the ICE Lore on the area. Also, I would like to sign up for your insider information newsletter.
Thorsten the Traveller wrote:
Mon Mar 02, 2020 11:30 am
the starting company may begin at any site.
Is that from the METD scenario? isn't that a big too vague, and why would this be needed?
No it's not. I meant "The starting company may begin at a site that is not in the Northern Waste." The wording before was cause I only want players to move to sites in the NW. But someone might want to choose to start at Lorien or something. Also now realizing that underdeeps sites are problematic with the wording.

----------

I've been meaning to test out the MERP NW Scenarios for months, since this vote happened. I'm going to build the sample deck for "14.7.1 THE COLD ARM OF ANGMAR" where Voteli faces off against the Witch King. I'll see about creating a DC deck after testing it out.

And perhaps the The Dragons based scenario above should be mixed with "14.7.2 TO SEEK THE SEEING-STONES", adapting it for DC.

The DC Quests are already a huge improvement over "14.7.3 MOUNTAIN OF LORE."

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Thorsten the Traveller
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Re: DC Poll: which expansion is next?

Post by Thorsten the Traveller »

Darksatin wrote:
why not print The Northern Waste + Morgoth's Legacy ?
As soon as you write me a program or build me a machine that creates meccg expansions (and player guides) with the push of a button, we will :-)

It has crossed my mind indeed, but there are some considerations. If people think 15 new regions and 35 new sites is much to handle, 25 regions and 55 sites is even more overwhelming. Second, while MENW is based on MERP, MEML is mostly based on fan-written material, another step away from Tolkien canon. Third, direct player interaction might suffer in a NW scenario game where the map spans 8-9 regions from west to east.
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