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DECIPHER.com > The Lord of
the Rings > Expansions
> Siege of Gondor
Zeroing In
by Geoffrey Snider
Game Developer, TCG Studio
Old quotes from Star Wars flash through my mind when thinking of the process
the Corsairs of Umbar went through during their lengthy development. "Stay
on target... stay on target" and "Almost there... almost there" are just
two of many... and there were many. The Corsairs began their evolutionary
process as a new version of the Dunland culture... but with a bit of a Moria-esque
flair to them... and they needed to have the ability to work with possessions...
and they needed to incorporate the new keyword Enduring... and they needed
to have an element of telepathy... and they needed to kind of be like the
Corsairs (meaning that they were raiders that rode in boats and got smashed
by the Army of the Dead). That's a tall order for a new subculture if you
ask me! In the end, however, I think we got exactly what we needed out of
them: new ways to play with initiative and threats... with a couple twists
that incorporated those initial goals of a Dunland/Moria/telepathy/possession-filtering
hybrid.
In their initial stages, the Corsairs were a bit confusing to work with.
They had so many different functions that they couldn't really focus on
doing one thing extremely well (to me, the focus of a Shadow culture is
so very important because if they can't do at least one thing reliably,
they're not worth playing over an older more developed strategy that's already
out there). We rambled through a few inconsequential playtest versions of
these guys... and a few more. Time was beginning to run short on them, and
the prospects for a new and exciting Raider sub-culture were looking grim.
Needless to say, as developers, it was up to Kendrick Summers and me to
fix all this.
I took the reins on revamping the Corsairs and flung our testing into
utter chaos! This is not something I'd ever want to do again, mind you.
If we were confused even a little by the initial versions of these cards,
we were riding completely blind now. I had basically taken design's initial
work and twisted it around to look a bit more tempting. At this point there
were probably ten cards in the Corsair file that your average player would
categorize as 'completely busted.' At least I'd gotten everyone's attention
and gotten them to play with the Corsair cards, right? Wrong! I'd pretty
much thrown the baby out with the bathwater. However, I'd poured an entirely
new bath with a new baby... or something like that. In other words, something
good would come out of this in the long run. Initiative and threats were
a major focus of my revamp for the Corsairs, and that was a big step towards
what they were going to look like.
At
this point, design decided to take another stab at things. Prodded by the
injection of initiative and threats that had become a major focus of the
Corsairs, another version of the culture reared its head. It was still nowhere
near where it needed to be... until one day in December. Kendrick Summers
and I were sitting around staring at this new batch of cards, and one in
particular, Corsair
Freebooter, caught our eye.
How
brilliant is that? This guy is a true pirate. He steals... and gets something
out of it. It's not like the Dunlendings who just steal stuff and throw
it away. It's not like the wanton destruction caused by Uruk-hai. It's not
like anything. Immediately we saw a ton of possibilities with this card
and decided to expand it into an entire culture. These minions could take
your stuff and get something for it! It all fell into place. Steal tokens!
Steal allies! Steal possessions! Steal conditions! Steal mounts! Steal companions!
Steal artifacts! Steal cards from your hand! The list goes on, obviously,
as with the Corsair
Marauder.
Only
a couple minor questions remained. These guys steal your stuff and get tokens.
What do they do with the tokens? They put them on their 'boat' cards like
the Corsair
War Galley.
They can store up tokens to get something out of them later on. They can
help the rest of their Raider culture brethren in the process (there's not
a lot of sub-cultural enforcement here). Their other 'boat' cards will probably
have a more profound effect on things, but this card was the first of its
kind, and probably the most interesting.
What
happens if these minions steal too much stuff? What's a pirate do with too
much booty? Burning extra tokens is the third function the Corsairs got.
In testing, minions with this ability, like Corsair
Gunners, were called Lieutenants (not the Captain, obviously, whose
name is Castamir of Umbar, and not the 'grunts' that get your booty
stocked on your boats). They were the 'middle men' of the culture that directed
their attacks against the Free Peoples player's companions. They do things
for your minions once you've got enough tokens stored up, or once you've
taken initiative with your 'boat' cards.
I'm going to cut this article short. Judge the cards for yourself. You've
seen the future, and it is yellow.
February 6, 2004
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