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DECIPHER.com > The Lord of
the Rings > Expansions
> The Return of the King
Climbing the Walls
by Tom Lischke
Senior Game Designer
First, let me say that I'm sorry for the delay on this article, but as
anyone who has lived through a hurricane can tell you, they aren't a whole
lot of fun. Now that the water has gone back down and things are getting
back to normal, let's have a look at one of my favorite parts of The
Return of the King set, the besiegers, and see what they do for the
Sauron culture.
Let's start with a little background. Coming into the design for King
block we thought it was time to sit down and look at the game as a whole.
With two blocks of cards in the books, we wanted to examine our basic assumptions
and guidelines for the game. These are the things that make The Lord
of the Rings TCG what it is. Things like cultural definitions and flavor,
as well as more mechanical things like card templating. (Chuck Kallenbach
will be touching on the tweaks that we are making to the templates in a
few weeks, but I provide some hints at it below.)
To evaluate the cultural definitions, we looked at how often each culture
shows up in constructed play, and how well they perform. If a culture wasn't
showing up very much, we also spent some time talking about why that was.
One of the conclusions that we reached is that we wanted to do something
about the cultural definitions for the Sauron culture. While they have some
nice verbs like Hate, Enduring Evil, and Orc Bowmen, the culture as a rule
has better individual cards than groups that work well for constructing
deck modules. Minions like the Tower Assassin were more likely to show up
as a splash than as part of a Sauron-themed deck.
We've long had concerns about the site number 6 for the Sauron minions.
With that site number, we have to give a lot of value on the card in other
places before it becomes efficient enough to include in a constructed deck.
Or, there have to be relatively painless ways of getting around the roaming
penalty, which is what trackers attempt to address.
Discussions have come up before about dropping the site number for the
Sauron minions, but we've resisted it for one reason or another each time.
One of the main reasons is that in the first two movies, Mordor Orcs don't
travel very much. We get lots of impressive shots of them standing or marching
around in Mordor, but not yet waging open war. Even the shots at the beginning
of Fellowship show the Orcs fighting on the border of Sauron's land.
Well, not to give too much away here, but that changes in The Return
of the King so we felt like it might be time to let it change a little
bit in the TCG. Besiegers will make their appearance, and have a site number
of 5. Story-wise, this obviously represents the fact that Sauron has loosed
his armies on Minas Tirith, and in the front lines come the besiegers.
When designing this new sect of Orcs, there were a couple of priorities.
We wanted to make sure that they didn't simply become better versions of
the old minions in the culture. They obviously don't need a whole lot of
tracker support (although throwing a couple of the old ones in there might
be interesting). We also wanted to keep away from doing better versions
of direct damage minions or verbs, as this is the one thing that Sauron
actually does pretty well. After a little more talk, we decided to that
they should revolve around one of the mechanics from The Two Towers,
site control.
Seems pretty obvious, right? Well, we actually jumped through a few hoops
to get to that point. Back when we opened design on The Return of the
King, Joe Alread had come up with the concepts of initiative and threats
(and a couple more that I can't tell you about until sets 8 and 9). At that
point we decided to temporarily retire a couple of the set mechanics from
the Tower block, including site control. This meant that when we started
looking at these site 5 Sauron Orcs, site control wasn't on the list of
options. After some discussion, which included the fact that Sauron did
the least with site control in Tower block, we felt the match was just too
good to pass up. It is what this army is all about.
So we started spitting out minions with texts that revolve around controlling
and stacking on sites. Here are a couple of representative game texts. As
the cards are still at approvals, we can't show complete cards (or title
and lore) yet:
Besieger.
When you play this minion from a site you control, add a burden for each
site you control.
Besieger.
Skirmish: Stack a besieger on a site you control to make CARDNAME
strength +2.
Besieger.
Shadow: Discard 2 cards from hand to play a [Sauron] Orc stacked
on a site you control (discard 1 card from hand instead if that Orc is
a besieger).
And finally:
Besieger.
Skirmish: If this minion is stacked on a site, discard him to make
a [Sauron] Orc strength +5 (or +10 if you have initiative).
I think they'll give some new options, and hopefully help the whole culture.
But these guys have some fun toys too, so lets look at one of the engines:
Condition Support Area
Engine. To play, spot a [Sauron] Orc.
All [Sauron] Orcs are strength +1 for each besieger stacked on a site.
Regroup: Discard a besieger to take control of a site. Discard
this condition.
And one of the besieger events:
Event Maneuver
Choose an opponent to discard the top card of his or her draw deck. If
the twilight cost of that card is less than the number of besiegers you
spot, take control of a site and all besiegers are strength +3 until the
regroup phase.
Well, that is a peek at this new group of minions. I'm looking forward
to seeing what they do for the culture. Stop by the chat on September 25
to let me know what you think. And make sure to check back in a couple of
weeks when we take a look at another surprising development from The
Return of the King.
September 24, 2003
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