Cards From the Cutting Room Floor: Part 1
The Free Peoples of Middle-earth
By Joe Alread
Decipher Game Designer
Everybody has a card idea. Everyone thinks to themselves, "Wow, I really
wish I could make a card that could do X..." But after that one cool idea
you have, what comes next? What do you do for the other 100+ cards that
you would have to make for a set?
That is the dilemma we faced with Realms of the Elf-lords. We all had
a couple of cool ideas, but that wasn't going to be enough to fill a set.
We needed more. Fast forward to today, where the set looks just perfect,
as if we knew right from the start what we wanted to do with it.
How did we get from day one in development to today? A lot of things came
and went during our time with Realms, and that's what I'll be talking about
here.
"Elves
are going to be a challenge" -Game Designer Mike Reynolds
He wasn't kidding. We needed to come up with a new theme for the Elves
since the themes that it currently has have kind of been "capped". We couldn't
make more cards like the Mirror of Galadriel or Far-seeing Eyes, and we
certainly couldn't go ahead and open up more archery to them. Our first
efforts didn't amount to much, a couple of characters downloaded weapons,
a few more Elven archers, one who was even able to wound Nazgûl.
The concept I had in my head was of a defensive nature, but how could
we take that concept and create a whole new theme out of it? Chuck Kallenbach,
who was in charge of the Elven design on this set, thought out the defensive
theory and began to experiment with regroup actions. Once you moved, the
idea was that the Elves would be able to protect you and help you get through
that second move in a turn. From removing pool to bouncing minions back
to an owner's hand while these mechanics can be extremely powerful
during other phases, the regroup phase seemed to be a good time for these
kinds of events to take place. It has given birth to a whole new theme for
the Elves, something they will probably be a master of for a long time to
come.
The (Complex and Confusing) Kingdom of Gondor
Once again, much like the Elves the Gondor culture has "capped" many of
its old mechanics. How many more cards could we make that exhausted minions,
or manipulated rangers? We had to come up with something new and fresh,
but it still had to be simple enough for our casual players to understand
it.
Since I was the designer in charge of the Gondor culture, I decided to
start off rather large. I had this idea of Gondor trying to "redeem" itself.
In other words, everything they did put some kind of burden on them. Their
main goal was to be able to take powerful actions, but be able to handle
that burden (or responsibility) that was involved with taking those actions.
In many ways, they were trying to redeem their race.
One of the very early drafts of this concept came in the form of topdeck
manipulation. We had a condition that said every time your Gondor companion
won a skirmish, you could place a Gondor card from your discard pile on
top of your draw deck. Then with this condition as a lynchpin, there was
a variety of cards that discarded the top two or three cards from your draw
deck, and based on how many Gondor cards you discarded you'd receive some
kind of benefit.
Confused yet? Obviously the concept had a variety of problems. Why would
you ever want to put Gondor cards on top of your deck at the end of a turn?
Playtesters would draw Gondor cards into their hand when they needed Shadow
cards for their next turn. After this we moved onto other concepts such
as discarding cards to even counting tokens on cards. None of it worked
all that well. What we eventually had to come down to was exerting and healing.
While it's something we've done before I think the feeling of Gondor exerting
and then trying to heal has a bit of a cool story flavor to it.
The Main Players
It can be difficult to create new main characters that balance well with
their older versions. Imagine: Legolas being able to discard minions with
lesser strength than him during the maneuver phase, Aragorn being Defender
+1 right on his card, or Arwen getting strength +1 for each Elven ally you
could spot! It was all here, and obviously, it all went straight into the
trash. One of the early versions of Saruman actually had the same game text
that he has right now: he could exert to assign an Isengard minion to a
companion. Except that early on in the process that companion couldn't exert
to prevent that assignment like you can today. Play a few games without
the prevent text and you'll see why we needed to include that on his card.
To finish off, I'd like to list off the top ten cut concepts that used
to be in Realms of the Elf-lords. These concepts weren't good ideas for
one reason or another and you probably won't have to think too hard to figure
out why. You might ask yourself, "Why did you even test this? I read it
and I can already tell it wasn't worth testing!" But once again, if you
have this one idea in front of you along with hundreds of others in the
back of your head, things can get confusing...
10. You Have My Bow - Plays on Frodo. He is strength +3 while you can
spot Legolas bearing a weapon.
9. You Have My Sword - Plays on Frodo. He is strength +3 while you can
spot Aragorn bearing a weapon.
8. And My Axe - Plays on Frodo. He is strength +3 while you can spot Gimli
bearing a weapon.
7. Narya - Skirmish: Exert Gandalf to skip your next regroup phase.
6. Evenstar - Gave Aragorn +1 vitality.
5. Depart Silently - Cancel a skirmish involving a Hobbit at any site.
4. Deep In Thought - Spot 4 twilight tokens to discard all Shadow conditions.
3. Galaldriel - Regroup: Exert Galadriel to discard a card at random from
an opponent's hand.
2. Arwen - Skirmish: Exert two Elven allies to wound a minion Arwen is
skirmishing.
1. Citadel of Minas Tirith - Each time a Gondor companion wins a skirmish,
you may take a Gondor card from your discard pile and take it into hand.
One of the crazy ideas above actually made it into the set. In the 11th
hour we came to the conclusion that it was ok to go. I'll let you all ponder
which one until part 2 where I'll discuss the Shadow portion of Realms design,
and sites (what would people think if we made a new site 5?)
May 10, 2002
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