The Battle for the Antlered Crown has ended, and peace has returned to Dunland. With the fierce folk of Dunland now allied at your side, other foes in Middle Earth will think twice before coming to battle against you.
The Wild Men of Dunland custom cards explores what a Dunland archetype could look like based on the quests found in the Ringmaker Cycle. Dunland enemies have a mechanic that gets used often where they get stronger based on the number of cards that you have in your hand. When you draw a card, they get stronger. The Dunland allies of this pack reverses that mechanic, and they get stronger the more cards that are in the encounter deck’s “hand,” which I’m imagining to be shadow cards dealt to enemies. Dunland cards deal additional shadow cards to enemies to make themselves stronger. This creates a fun risk-reward style of play that can be both strong and punishing!
If you’re familiar with the Ringmaker Cycle, you will find many references to cards in that cycle, including the Time mechanic, familiar enemies, guardians, and art from the cycle. The cards are split into the three clans of Dunland. They are designed to be played either as a complete deck or to be split apart by clan into other decks. Which clan will you bring with you on your adventure and honor with the Antlered Crown?
If you want to play with these Dunland cards, printable images can be found here. These cards are all available on DragnCards. You can use a prebuilt deck (Go to Menu -> Load -> Load Public Custom Deck -> Search for Author "tflo242" or name "Wild Men of Dunland"). You can also build your own deck using these cards in DragnCards as well (Custom -> Custom Decks -> Public -> Pack Name: "Wild Men of Dunland")
Led by our previous foe and ally, Chief Turch, the Boar Clan savors the thrill of battle and charges headfirst into conflict. Chief Turch is the poster child of the Dunland archetype, having wildly swinging stats depending on the number of shadow cards in front of you. Chief Turch and Forest Stalker can both dish out extra shadow cards, and Dunland Berserker and Pillaging Dunlending both provide helpful tech from those actions.
Unlike their headstrong Boar Clan neighbors, the Wolf Clan is much more tactical, preferring to work together as a group. Chief Osric is well-respected by his clan, providing a way to return fallen allies to your hand. The Wolf Clan features a few more ways to distribute shadow cards, providing healing from Dunland Brewer and encounter cancelation from Wandering Druid. Savage Skirmisher takes the extra shadow cards in stride.
After their defeat in the battle over the Antlered Crown, Gytha took the mantle as chief over the Raven Clan. She has since invested more heavily in their druid practices. Using this druid magic, Gytha can provide card draw and threat reduction for the table. The Raven clan employs a number of ways to deal with nasty shadows through Drest the Druid and Dunlending Bandit.
The Dunland chiefs can also provide a great help by calling on their clan's guardian to help them out once per game. These powerful allies provide their effect from the quest "The Antlered Crown," but will only stay around for a few turns.
Because Dunland characters will add many shadows to enemies, they need some extra ways to deal with them. These attachments and events are designed to help when your allies fall from the relentless attacks of your foe.