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DECIPHER.com > The Lord of
the Rings > Expansions
> The Return of the King
Return of the Pumpkin Men
by Geoffrey Snider
Game Developer
Say that we were able to jump way, way back in time to the late spring
and early summer of 2002... smack dab into the middle of the first major
round of Two Towers testing. I experienced it first hand, but for
all of you, viewing the set as it was would be a real shock. Here are a
few factoids:
- Wargs could be 'ridden' by any Isengard Orc (and they were tested heavily
for inclusion in the TT set). Their vitality-boosting effects made for
some extremely unbalancing situations (can you imagine a seven-vitality
Orc Overseer?).
- Many Rohan companions (not just Théoden) had just two vitality,
and a majority of their strategies were based on allies fighting for the
fellowship. Fellowships would usually never exceeded five companions,
and dead allies could be 'rejuvenated' back into your draw deck for further
use as disposable blockers.
- Many Gondor-generated effects made minions roaming all the time, not
just while they were in a skirmish. This made certain cards from Fellowship
of the Ring (like What Are They?) extremely problematic.
- Valiant meant about 8 different things at various times. Any rumors
you may have heard about what this keyword meant were probably true at
one point!
- Easterlings, Southrons, and Dunlendings were all the same culture: Evil
Men. This made for some really wacky combos, and some very complicated
'limited play' choices.
In early testing and development, due to the mixing of all the 'evil men'
cultures into one big ball of pumpkin-colored cultural traits (at that point
the evil men were bright orange instead of yellow), each of the 'pumpkin-man'
factions had trouble defining what they 'did.' It was specifically much
harder to carve out a niche for the Easterlings. Their focus seemed to be
'fighting to add burdens,' and then exploiting some other [Raider] conditions
belonging to the Southrons or Dunlendings when the need arose. Nazgûl
were another obvious choice as Easterling temp workers, but the Easterlings
seemed to be effective enough at corrupting the Ring-bearer without much
outside help.
At some point (I don't remember exactly when) it was decided that the
Dunlendings were to be segmented off as their own culture. They took many
conditions, events and possessions with them, and the Easterlings were left
hanging without the use of some very effective cards. Another major change
suggested around this time was that Easterlings and Southrons, even though
they shared a culture, had to be much more different from each other than
they were. Southrons were already the capable fighters of the culture, and
had archers, site control and direct damage at their disposal. This is where
the Easterlings became really interesting. Their great fighting capabilities
had simply caused corruption (burden adding), and since it seemed
to be a bit much in the way of a reward (since minions already cause wounds
from winning), some of their underlying functionality was changed. Now they
had to fight or add burdens (instead of fighting and adding
burdens simultaneously), and then they could capitalize on having
built up those burdens. Essentially, they could no longer have their cake
and yadda yadda yadda. Burdens were now a hot commodity for them instead
of a double-benefit tool.
Here are some original versions of [Raider] Easterling cards:
Easterling Shrimp
Raider
Minion * Man
Twilight Cost: 1
Strength: 5
Vitality: 1
Site #: 4
Text:
When you play this minion, you may add (1) for each burden.
Obviously, this minion is now the Easterling Skirmisher. He has a limit
to the amount of Twilight Pool he can add, and has to spot another Easterling
to add that 'pool.'
*Black Gates of Mordor
Raider
Condition * Support Area
Twilight Cost: 0
Text:
To play, spot an Easterling.
When the fellowship moves from site 2[T], if you cannot spot 3 ring-bound
companions, add 3 burdens.
Maneuver: Exert a [Raider] Man and discard this condition to exert a ring-bound
companion.
This card is a great example of how easy it used to be for the Easterlings
to add burdens. Many games were won (and lost) because this card happened
to show up at site 2. The main text was shifted to become a Southron-based
'domain' condition late in development, obviously losing its burden-adding
capability.
*Easterling Lieutenant
Raider
Minion * Man
Twilight Cost: 5
Strength: 11
Vitality: 3
Site #: 4
Text:
Each time this minion wins a skirmish, the Free Peoples player must assign
it to skirmish another companion or add a burden.
Another easy-to-use burden-adding card, the old Lieutenant went through
multiple versions... some of which weren't unique!
Constantly Threatening
Raider
Condition * Support Area
Twilight Cost: 3
Text:
Regroup: Remove (3) to play a [Raider] Man from your discard pile.
This card is probably the main reason that the Shrimp was endowed with
'limit text.' The original Easterling swarm never really endangered the
ring-bearer because it tended to show up during the regroup phase, preventing
any kind of double move.
Then the world turned purple. That's right! The 'pumpkin-men' card templates
became purple, got a total revamp, and received the texts that are most
similar to those that we see today. Guards and Lieutenants (as well as events)
would add burdens, possibly capitalizing on a high bid. Troopers and Infantry
would cause some extra damage while spotting those burdens, and the Captain,
Army, and Desert Legion would fill in as heavy-hitting skirmish-winners
(with a bit of Nazgûl support to keep large fellowships in line).
I was definitely beginning to like these Easterlings because they had
a much more distinct flavor than before. It helped a lot to have some images
pasted on our testing cards as well. Until this point, the Easterlings were
just another faceless group of purple (or orange) guys. All of a sudden
they had some cool gear like pointy helmets, wicked axes and exotic looking
armor. They looked great, had the capability to penalize an opponent's fellowship
on a metagame level, and they could be effectively combined with some older
cards for a strong punch. They went to print. They were released. Jump forward
in time about 6 months.
While developing Return of the King, a really interesting opportunity
arose to make the Easterlings a brutal force in the game. These new cards
had to be something players could really sink their teeth into, as well
as an overall 'patch' for the culture; they needed a new and effective strategy
that not only worked in constructed, but also in limited formats.
What were the Easterlings lacking? Compare them to some of the other Shadow
cultures out there that are really popular, and the main differences look
like this:
- They don't have hand extension, keeping them from consistently 'swarming'
the fellowship.
- They don't have a very strong capability to prevent wounds.
- They rely on burdens for their abilities to function.
- They're a combo-oriented culture.
So, in a nutshell, the Easterlings are vulnerable to large amounts of
pre-skirmish wounding. If they die (or take wounds) before skirmishes actually
begin, their combinations won't function. That's pretty easy to fix, right?
WRONG! It would be easy to make another minion like the Guard or Lieutenant
that added burdens. It would be easy to make a 'domain' condition like the
old testing version of Black Gates of Mordor. So what did we really need?
Adding more cards that pretty much did the same thing isn't going to make
the culture more effective, just more dynamic in its effectiveness; I'm
not sure I want to play a deck that steamrolls an opponent in 50% of its
games, but automatically gets blown away the other 50% of the time. What
do the Easterlings really need to do, then, to get past this hump?
Small Hope
Raider
Condition * Support Area
Twilight Cost: 1
Text:
Maneuver: If you cannot spot 2 burdens, exert an Easterling to add a burden.
Skirmish: Discard this condition to make an Easterling strength +2.
If they really want to add burdens, just let them... but they have to
pay for it. Cards like this allow any Easterling to participate in the burden
adding that previously only the Guard and Lieutenant could provide. The
Easterling deck functionality is no longer a 3-step process. It's no longer
a question of getting a good start. It's now more of a question of how much
Twilight Pool an opponent gives the Easterlings to get started (much like
every other shadow culture).
This card also fills the role of a 'massive comeback card' because of
its ability to allow the Easterlings to recover from the 'ring-toss' (when
the Free Peoples player kills Frodo and gives the ring to Sam). Sam has
resistance 5? No problem. With this condition, they're almost halfway to
corrupting him. Gone are the days of considering including Nazgûl
and Helpless to stop that pesky Son of Hamfast (not that those days were
ever really here, but you get my meaning).
Surging Up
Raider
Condition * Support Area
Twilight Cost: 1
Text:
Regroup: Exert an Easterling and discard this condition to make the move
limit -1 for this turn. The Free Peoples player may add 2 burdens to prevent
this.
Skirmish: Discard this condition to heal an Easterling.
What happens if the Easterlings fail to stop a fellowship? What if they
were only ever able to add two burdens? This card gives them the capability
to 'come back' in another department: slowing down the opponent. Previously,
the only way they could do it was if they had multiple minions survive the
skirmish phase. Now they just need one surviving minion to trigger this
condition's ability. Does your opponent take the chance of adding burdens
and moving again, leaving him open to massive abuse by your minions? Does
he stop and allow your fellowship to catch up?
All of a sudden, the Easterlings have the capability to blow an opponent's
strategy wide open. The number of 'combos' required for them to function
drops dramatically, and as a result, their skirmish-winning and overall
'stopping' capabilities spike to a more-than-adequate level.
Hope you like these new cards!
September 23, 2003
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