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DECIPHER.com > The Lord of
the Rings > Expansions
> Battle of
Helm's Deep
Dogs of Isengard:
Developing Wargs and Their Riders
by Michael Reynolds
Game Designer
The Realms of the Elf-lords expansion introduced Isengard Orcs to The
Lord of the Rings TCG. Though under the same cultural umbrella
as Uruk-hai, Saruman's Orcs are essentially played separately. They try
to minimize wounds they take until the regroup phase when they exert for
potent special abilities, not maximize their strength and ferocity.
The
riders of the vile wolf creatures called wargs are featured in the Battle
of Helm's Deep expansion and are the next installment of Isengard Orcs.
When developing these, we had the challenging goal of linking warg-riders
and Realms Orcs, yet giving warg-riders a satisfying identity. We wanted
strongly identified warg decks to emerge, yet offer cards that helped a
deck centered around Realms Orcs.
The basic function of an Isengard Orc is to minimize wounds he takes.
This sets Isengard Orcs apart from most other minions. It is not enough
to merely survive archery and skirmishes, the Isengard Orc must do so with
extra vitality in order to threaten the fellowship. So how would warg-riders,
with or without the direct help of wargs, find this identity? At the same
time, Geoff Snider, after playing The Two Towers video game, suggested
that wargs in some sense ride the Orcs, that is, the wargs be the dangerous
component of the warg/warg-rider combination, and that warg-riders be wimpy
without them. Intriguing...
From the beginning of development, wargs have given their bearer a vitality
bonus. We thought this fundamental nature was unique, fun, and consistent
with vitality preservation. Initially wargs could play on any Isengard Orc
however, not just warg-riders from Helm's Deep. Playtesting soon revealed
that any vitality bonus was too powerful with Orthanc Commander and Isengard
Smith from Realms. This was disappointing because we were counting on wargs
to enhance Realms Orc strategies. We needed to go back to the drawing board.
In the meantime, the Orcs from Helm's Deep were strength +1 for every
point of vitality, which fit nicely with wargs, but was cool alone. However,
playtesting revealed that the strength calculations were tedious and not
enjoyable. So the next iteration had the Orcs receiving a fixed strength
bonus when they not exhausted, which was a lesser version of the same problem,
but a problem nevertheless.
Around
this time, a couple of playtesters pointed out that an entire Shadow strategy
was needed to threaten permanent fellowship skirmish enhancers. Cards like
Trust Me as You Once Did from Realms and Filibert Bolger from Mines of Moria
are a problem. Wargs (and their riders) were ready for the challenge, but
they couldn't also make their bearer fierce. So how do we make warg-riders
fierce, because, if anything, guys on wargs should be fierce, right? Voila,
we put fierce functionality on the riders themselves... and key it off their
vitality, replacing the onerous strength bonus! It would be unlikely that
a rider without a warg would be a huge threat, even if fierce, because his
strength is low.
With the nature of wargs and their riders established, we returned to
the question of how to link the new cards with Realms Orcs. Wargs and vitality
bonuses were not the answer unfortunately. The next place to turn was Saruman
himself. An earlier version of Saruman made Isengard Orcs damage +1 during
a fierce skirmish. This was a bit overpowered and totally didn't help Realms
Orcs, so we welcomed the excuse to change him. The final Saruman heals each
Isengard Orc when the fellowship moves and downloads any Isengard possession.
In addition to Saruman, we decided not to link wargs and site control too
strongly in order to allow a deck to combine a commitment to site control
with a strong Realms Orc presence.
Everything else that fell out of the Isengard Orc subculture was spice.
Pure warg-rider strategies feel much like Nazgûl. The fellowship tends
to face 1, 2, or 3 large fierce minions with no damage bonus. But Filibert
won't help much.
Stay tuned for the Ents of Fangorn expansion in July which features a
third set of Isengard Orcs, the defenders of Orthanc.
February 11, 2003
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