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DECIPHER.com > The Lord of
the Rings > Expansions
> Battle of
Helm's Deep
The Siege of Helm's Deep
by Tom Lischke
Senior Game Designer
Now, I don't usually start design articles getting all teary-eyed over
the movie that the cards are based on, but to be fair, The Two Towers
contained one of the most breathtaking battles ever to make it to the big
screen. Ruthless attackers, desperate defenders, and the cavalry riding
over the hill in the nick of time. Just a great way to spend an hour or
three.
One of the things that sets it apart is how different it is from the action
in Fellowship. That part of the story is more about sneaking and evasion.
Towers, on the other hand, has the opening of The War of the Ring. The three
hunters are no longer fleeing through the woods, but dug in at one of the
great fortresses in Middle-earth, and faced by an enemy prepared to crack
those defenses.
When we designed The Two Towers, we decided that we wanted to introduce
the new cultures and lay a solid foundation for the block. That meant that
the mechanics of the big battle would have to wait for the Battle of Helm's
Deep expansion. That's ok, as smaller sets contain a little more depth of
design as players don't have more than 300 cards to absorb. There is a little
more mental energy available for going deeper into a cycle of cards.
Us Versus Them
When thinking about the battle, the goal was to make sure there were cards
that conveyed the differences between the running fights of Fellowship,
and the entrenched battle at Helm's Deep. So what defines the differences?
Defenses for the good guys, and the ability to break them for the bad guys.
As The Return of the King will have even grander battles, I wanted
to make sure that the system we put in place would accommodate the Pelennor
Fields as well. That meant reducing things on a mechanical level to something
pretty basic that could be bent around the specifics of both battles. So,
we ended up with fortifications on one side, and machines (basically, siege
engines in all forms) on the other.
A Mind of Metal and Wheels
The machines allow players to build an attack over a number of Shadow
phases, sacrificing in the short term for a devastating attack later. Of
course, this comes with risk. If the machines are destroyed, all of that
preparation is so much wasted effort and resource. I'll deal with the machines
of Isengard in a little more detail in part 2 of this article next week
(it will appear on the Decipher Online Gaming page on February 13). For
now, just remember that you exert Uruks to add tokens to the machines, and
when they have enough tokens, they are loaded and ready for action. The
most basic of the lot protect your attackers or give a damage bonus, while
the big one... well, you'll have to wait a week for that.
Things
were going pretty well with the machines, and then one of those happy discoveries
that make my job a whole lot of fun happened. While I was looking through
various pictures of siege engines, I happened across a cache of pictures
(remember, we hadn't seen the movie yet when we were designing Battle of
Helm's Deep) of Uruks with strange helmets, no armor, and the biggest swords
I'd ever seen. I looked at the shots of the ladders and realized that these
guys actually ride them as they are being hoisted. They're nuts. Well, no,
they're berserk!
Goatskins of Blood?!?
If you want some pretty gruesome stuff, read Richard Taylor's description
of the Berserkers in Fan Club Magazine (issue 6). These guys are just nasty.
So, I set out to make them reflect that, and tie them in with the machines.
Take a look at the evolution of the Berserk Slayer. He is the biggest
nasty of the group. One thing to notice is that the centerpiece of the Berserkers,
the strength bonus for wounds, was something that was nailed down pretty
early, and was only tweaked towards the end of the development cycle. As
you will see, the machines eventually evolved to mate up with these guys.
The early thought was to give the Berserkers easy ways to exert to power
themselves up. However, by doing so, the Berserkers are placed at risk.
Early versions of the Berserkers all had special abilities that exerted
once for various effects.
When I handed the Berserkers over to Joe Alread for a round of development,
he came up with the idea that since they all had 3 vitality, it would be
more fun to give them strong abilities that require a double exertion and
some preloading of machines to use. The Free Peoples player then has some
opportunity to control his or her fate, but if they can't do it, they are
going to pay. This switch also meant that the cheap exertion moved onto
the machines, which was great for the feel of having
to lay the groundwork for big payoff.
There Is Good Rock Here
To round things out, the Free Peoples need a yin to the yang of the machines.
However, the fortifications needed to be more than purely reactive cards,
or they would be weak meta options instead of proactive parts of a Rohan
deck. This meant that the machine counter would have to be woven into the
theme among aggressive functions.
Take a look at how Armory developed. This was one of the more interesting
parts of Helm's Deep development for me. One of the original ideas to represent
the state of the Rohan defenses was the number of cards in the Free Peoples
player's hand. Basically, more cards equaled better defenses. Fewer cards
meant that the walls were crumbling.
All of the original Rohan fortifications let a player draw a card at the
beginning of the maneuver phase. The machines of that era would remove cards
from the Free Peoples player's hand (put them back on top of deck, actually),
and the Berserkers keyed of off low hand totals. This concept never quite
worked. Too much card juggling slowed the pace of play, and we couldn't
control the volatile nature that is mass card draw. That being said, we
may take another crack at it for the machines and fortifications in The
Return of the King.
Check back next week for part 2 of this article, where we'll take a look
at the development of the Devilry of Orthanc!
February 3, 2003
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