Friday, August 14, 2009

New Class: Dwarves


Back in 1998, I mentioned that I'd like to see some of the prime fantasy races that were missing from Guardians. In a message that dates back to at least 1999, I asked what creature class would you like to see added. My first response was Dwarves. Here was my rationale:

"From a fantasy perspective: there are no Dwarves. Elves are
represented by "fairies", though for some reason, Pixies and
Leprechauns aren't included as "fairies". But there are no
Dwarves. And I'd rather see fantasy-inspired (though not
necessarily Tolkien) dwarves than cutesy Disney ripoffs."

Here are all the cards that Dwarf cards that I have mentioned on the list. The only card that isn't here is Dwarven Mining Companies, because I never actually created it. It was supposed to be a land where you couldn't bribe by Gold. (Other possible titles for that land were Lost Cities of Gold or Treasure Island.) I decided not to include it now, mainly because the Seven Seas fan expansion has included a similar terrain card.

On the other hand, the Seven Seas also includes a card that is essentially the same thing as the Dwarven Tunneling Machine with a different name. (Naturally, they couldn't have used my card if the didn't include some Dwarves. And that doesn't mean that they took my card and changed it. Thierry had a similar idea and used it.)

As I did with Gargoyles, I gave Dwarves a class attribute. In this case, it was "Immune to Giants". Why? First, Dwarves would get really squished by Giants. Second, there is some fantasy literature to suggest that they might be. Both classes usually occupy mountain dwellings although not necessarily peacefully. Giants are generally above, and Dwarves below.

Here are my Dwarf cards:

Dwarven Fighter

Mortal, Vitality 5, OCB 2, Small, Beer, Dwarf,
CMP 0, red bar.
+3 in Mountains. Immune to Giants.

Dwarven Weaponsmith

Mortal, Vitality 4, OCB 1, Small, Beer, Dwarf,
CMP 0, red bar.
+1 Vitality to all your Dwarves while Weaponsmith is in play. Immune to Giants.

Dwarven Tunneling Machine

Creature Magic Item, Up 5
An all-Dwarves shield may move past a Mountains terrain that they wouldn't be able to bypass normally. All other movement restrictions apply. Cannot be used on Stronghold spaces.

Dwarven Hammer Thrower

Mortal, Vitality 4/6, OCB 1, Small, Beer, Dwarf, CMP 0, red bar. 4-point ranged attack. Immune to Giants.

Dwarven Mining Operation

Hand Magic Item, Up 13
Play during the Terrain Settlement Phase. If an all Dwarf shield turned in place on a Mountain and did not move, fight or reinforce this turn, gain two power stones.

Dwarven Armorer

Mortal, Vitality 3, OCB 1, Small, Beer, Dwarf, CMP 0, red bar.
C: You may spend 1 stone or discard one Magic Item to increase any Dwarf's Vitalty by 4.

Dwarven Lord

Mortal, Vitality 8, OCB 3, Small, Babes, Dwarf, CMP 0, red bar.
All of your Dwarves gain +3 Vitality for the rest of combat. Immune to Giants.

Dwarven Nomad

Mortal, Vitality 4, OCB 3, Small, Beer, Dwarf, CMP 0, red bar.
Immune to fear, except in the Woods. Immune to Giants.

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