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Vault 111 – Diamond City

There’s something about reviews that have been bothering me for a while. They are, by their nature, very critical. Duh, right? However, there’s a tendency for focusing on the negative and not on the positive or constructive. But that could just be my reviews as I end up reviewing things with a lot of flaws. However, it’s one thing to point out something that isn’t working, it’s a wholly different beast to find something that does. 

So while I was playing Fallout 4 and noticing all these things I didn’t like, I started to wonder what I would have done to tune it more to my tastes. Obviously, “make it New Vegas” isn’t a particularly stunning recommendation. And, frankly, I love New Vegas but I want to see new things. I want other narratives to succeed. I’d like to have new favourite games which I incessantly point to as examples of things “done right.”

And, frankly, Fallout 4 isn’t complete garbage. There is enough there that it still captured my imagination. At the end of the day, the creations that stir the most emotion in me aren’t those that are abject failures. If the game is completely irredeemable, it doesn’t stick. It’s a failure. There’s not much more to say. It’s the games that have rough edges but a gleaming core that linger. For it tantalizes with the possibilities of “what could have been.” Had Fallout 4 taken a different route, I can easily imagine it being fantastic. 

So, because I don’t have much else of interest to share, I’m going to give some ideas of what I would have done with the story.

But before I do, I should put a disclaimer. I recognize that making games is a complex process. I am able to sit here with the power of hindsight to point out where flaws glared and strengths dulled. I have no idea what the process behind the curtains was. There could have been massive revisions to the story and its direction that we don’t see. It could have very well been way worse. And without knowing what those twists and turns entailed, it’s hard to really place fault anywhere for the end product. Thus, this isn’t a finger wag. This isn’t acrimony over anyone’s work. I’m certain that the people who made this tried their best with what they were given. One wrong decision can snowball into a terrific mess. And who knows what stipulations or demands they had to incorporate from those wholly disconnected from the creative process of the product but still in charge of its financial success. 

So this isn’t me calling anyone a bonehead. But in a vacuum, these are the things I would have changed.

Now, it would seem logical to start with the game’s primary shortcoming: it’s factions. The major players meant to drive the action and stir the intrigue were woefully underdeveloped and incorporated. But I’m going to take a different tact. A striking peculiarity in Fallout 4’s design was it’s bizarre world. Taking place in the Greater Boston Area, and focusing its attention on community building, the game had a shocking dearth of actual communities. There’s really only one city and a handful of generic settlements that look like they were made with the settlement building tools. This really concentrated the action in one area but, more than that, it made the world feel very sparse and empty. Considering its regional focus and the importance placed on locations within Boston, it was odd that there was so little actually there.

And it’s even more perplexing considering that Bethesda’s other RPGs all have a decent focus on their cities. I’ve mentioned how Fallout 3 had a bunch of them isolated and disconnected from one another. But their Elder Scrolls games used towns and cities to convey to players the history of the world as well as provide a base of operations for the player as they explored the corresponding region. 

Skyrim in particular was exceptionally well crafted. Taking place in the eponymous province, Skyrim was separated into nine territories called Holds. These Holds each had a capital administrative centre, several towns, villages, imperial towers, inns, homes, farmsteads, forts, camps and many other locations. For a game release four years earlier and much smaller than Fallout 4, it completely blows Boston out of the water in terms of world building. Part of Skyrim’s success is its masterful way of drawing players into its living world ripe with history. You can feel the weight of the ages in the moss covered ruins of the peoples that came before. But you can simply get lost walking through the fields of farmers toiling away in the dirt or following imperial patrols along the roads keeping bandits and highwaymen at bay. 

Bethesda’s Fallouts, however, always have this weird feeling that the bombs only just dropped despite there being 150 years separation between the apocalypse and their stories. Furthermore, it’s hard to be drawn into the present day turmoil and conflict when there’s no sense of what is at stake in terms of the people and their communities. And it’s almost laughable how Skyrim went from 9 capitals, 8 settlements and 10 villages to 3 cities (Diamond City, the Institute and Goodneighbour), 3 settlements (Covenant, The Slog and Bunker Hill) and a vault (ignoring DLC).

Now, I think it’s clear that this anemic population is partly due to the building mechanic given that most places that would be an interesting settlement were building locations for your settlers instead. And then Covenant and Bunker Hill are pretty indistinguishable from the few populated customizable farms which makes distinguishing the two almost a fool’s errand. But that just makes the comparison between the two even more laughable since I didn’t bother counting up Skyrim’s farms and smaller communities.

Not to mention that player settlements are not and could not ever be a suitable replacement to an actual planned and built community from the developers. You don’t get the unique quests, assets and characters there that you do in a properly handcrafted location. You also lose out on all the environmental storytelling and sense of history if everything is just a sandbox awaiting the player to do all the environmental work. Lastly, it makes it really impossible to give your factions something to struggle over as most of the countryside is empty mud puddles eagerly awaiting your crafting hand.

And it’s not like you couldn’t meld developer and player crafted locations together. The player’s house in Diamond City is a building location. I see no reason that other settlements couldn’t have “open plots” for purchase that the player could have used to stretch their creative building desires within a much larger, living community. 

As such, I’m going to outline how I would have expanded the world of Fallout 4, dropping details on history and societies as I go.

Today, I’m going to start with Diamond City.

Fallout 4 art and copyright belongs to Bethesda Softworks and affiliated individuals.

Diamond City was lauded as the Great Green Jewel in game because it was the largest and most fortified community in Boston. Established within the soaring walls of the baseball stadium Fenway Park, it is remarkable because it is truly the only place that feels like a city. It also establishes what players of the Fallout series expect in a community: a junktown community founded in a strange or interesting location and adapted into something totally different and unique. The pitcher’s mound now houses a large fusion reactor from which the shanty community stretches outward like a maypole connected to dozens of rusted metal mushrooms. I like Diamond City though it’s hard to not even feel the scarcity of world development even in its most populous centre. Part of this is due to the fact that there’s really not much there. The city is just the baseball stadium with only a few generic turrets outside its door and several NPC guards roaming the block. 

Given that there is some focus given to its impressive Green Wall, I would have liked to see Diamond City expanded. For one, the Wall should stretch out from the stadium, being built up with the junk of bombed skyscrapers and rusted transports to allow Diamond City to protect the tenements and apartments on its every side. This should be the New Vegas of Fallout 4 with an appropriate sense of scale. The stadium itself should have utilized every possible square inch too. Instead of the bleachers being mostly flat, poorly rendered benches blocked off to the player by invisible walls, they should have been covered in rickety and titling scaffolded homes and walkways. With such limited space, the residents of Diamond City should have built up before expanding out. Furthermore, the concession stands and perimeter hallways should have been choked with shanty homes and shacks. The necessity for expanding the Green Wall beyond the baseball pitch into the city proper should have been one of logistics meant to address the burgeoning population as people came from far and wide for the precious resources offered by the city as well as the protection. 

The meagre agriculture and pasture in the diamond’s outer field should stand as an obvious indicator that Diamond City long grew beyond its means of self sufficiency. And while their plumbing provides precious filtered water, parcelled out by water merchants at the few sanctioned water fountains and repurposed restrooms (with Diamond City Security constantly on patrol for illegal tapping of water mains), the city only stands now because it is the central economic hub of the Boston ruins. 

And its prominence is ensured by the Diamond City Brahmin.

No, these are not special mutant cows. See, in Fallout, brahmin are the name given to the domesticated mutated bovine which are all that remain of the prewar cattle infected with the devastating Forced Evolutionary Virus (FEV). Though given that brahmin exist in the lore already, the jokes write themselves. Instead, the Diamond City Brahmin are what remains of the incredibly wealthy and influential families who resided for generations in the Boston area and shaped its development and politics before the war. Only five of them remain, the rest having died from the bombs or the end of civilization that followed. Those that remain did so through the grace of their earlier investments and influence affording them an upperhand in surviving the initial apocalypse. They also managed to survive to the present day due to their vast wealth and naturally positioned themselves as the leaders of Diamond City and its local environs. Though the mayor of the city is democratically elected, the results have always fallen to one of these family members. The real politics of the city is the relationship between the five and power brokerage is exchanged amongst them through favours for the coveted leadership.

The five families are:

Kennedy

The Kennedy family prewar were large proponents of education for Boston and the preservation of knowledge. They funded museums, colleges and research institutes. They headed important public school funding programs and ran charities for securing food for school children. The Kennedys also helped to keep Boston medical research at the forefront of development with generous donations to important health initiatives. It was this focus on health that saw the family survive, as they were provided some radiation pills and guidance for a potential nuclear winter that saw them and many of their circle live through those harsh first years. Post the apocalypse, they have continued their medical and research focus. They own the Diamond City Research Centre and are majority stakeholders in the local clinic. However, with the destruction of the old banking institutions, the family had to turn to covert chem production and alcohol distillation and distribution to maintain their lavish lifestyle. Thus, they quietly keep the Dugout Inn supplied with potent drinks and chems while also supplying local raider groups in the Boston area the drugs to keep them compliant. And while some may suspect a connection between the raiders and Kennedys, they can hardly be blamed for the erratic behaviour of stimmed up bandits even if they miraculously avoid Kennedy interests while harassing the rest of the Brahmins’ interests.

Cabot

The Cabot family had nearly fallen from eminence in prewar Boston and thus, the surviving members weren’t even in the city when the bombs fell. While the countryside avoided the worst of the detonations, it was nowhere near safe as mutant creatures and feral ghouls became a daily threat. That plus the lack of food and supplies brought the Cabots back to Diamond City once word got out that people weren’t just surviving but thriving. However, this “temporary exile” lent the Cabots a unique advantage as they had developed numerous connections during their time beyond the city. Pulling on this network, they quickly organized a scavenging and merchant operation. It wasn’t long before they were the primary suppliers and traders within the greater metropolitan area. The Cabots were not shy with flexing their blossoming wealth, turning profits back into the Cabot Outfitters and forcing out competitors. To keep ahead of the scavenging game, the Cabots sunk massive amounts of caps into securing the prosperity of Flotsam Burg and they, in turn, rewarded the Cabots with almost unopposed control of the city’s direction.

Crowninshield

Crowninshield were one of the oldest, wealthiest and long-lasting of the Brahmin families. They maintain that they were key in making Boston the city it was before the bombs even fell. The family’s wealth before it was all destroyed was staggering and they could afford the best shelters and emergency responses even for such trivially unlikely scenarios like total nuclear devastation. And the Crowninshields were no fools. When they emerged from their shelters to see the waste of Boston before them, they knew all their prior influence would hold little in this new world. However, it takes time for people to adjust. And in that time, they leveraged their influence and resources to secure a strong arm that would help them rebuild everything that was lost. Word spread to the strongest mercenaries and the most desperate souls that the Crowninshields would pay handsomely for service and in time the locals came to heavily rely upon the Crowninshields for protection. They are primarily responsible for the maintenance and expansion of the Green Wall as well as the operation of Diamond City security. Common perception is that the enforcers are loyal to the mayor of Diamond City and, so long as the mayor is in accord with the Crowninshields, this perception remains largely true. And with the charges and tolls the Crowninshields charge to anyone passing through their heavily fortified gates, they are never short of caps in ensuring the loyalty of their martial force. Those that truly anger the Crowninshields have a tendency for finding themselves before Diamond City Security for breaking laws they didn’t even know existed. As such, some often joke that there are more Crowninshield “guests” in the city’s cells then there are actual criminals.

Peabody

The Peabodys were always interested in public works. They, in fact, owned Fenway Park before the bombs dropped. As it turned out, the service tunnels beneath the stadium were just as effective as fallout shelters as they were for safeguarding the generators and purifiers from rioters and protesters during the turbulent resource crisis. In old Boston, they were a fairly minor Brahmin family. But as the owners of the fortified heart of post apocalypse Diamond City, they are kings. Naturally, they own Market Pitch and all the tenements within the city, making vast sums of caps so long as Diamond City continues to be the beating heart of the Commonwealth. They were also able to quickly establish the Diamond City Reserve when the settlement was first getting its footing, creating the only post apocalypse bank in the metropolitan area. The Peabodys then turned their quickly amassing cap fortune to investing in startup operations to develop the settlement so it would be the shining beacon which attracted all others to it.

Gardner

The Gardners stand unique amongst the Brahmin for being a “new blood” family who had little influence before the war. They claimed their forebearers came in from Jamaica Plain after the bombs fell, seeking shelter and refuge from the ferals overrunning the distant suburb. Others claim that the Gardners originated up at Corvega. And even more suggest they came from other, nefarious roots. Either way, one thing set the early Gardners immediately apart from new refugees: they had a keen technological aptitude in high demand during those early years following the bombs. They quickly ingratiated themselves amongst the early leaders for being able to bring pre-war tech back to life. This was a life-saver for the Peabodys in managing Diamond City’s water purifiers. Their knowhow allowed the Crowninshields to expand the Green Wall well beyond its initial design. And they came, through various means, to come into ownership of the massive reactor in the center of Market Pitch, allowing Diamond City to glow as bright as it does. However, some question the loyalty of the citizens of Massol to the Gardners as well as the rumours that the family was instrumental in getting that city running.

As the description of the families suggests, Diamond City would be larger and feature more specific locations that could be easy springboards for interesting quests that would provide glimpses for the player into the history of the city. They could help the poor people of Diamond City to setup an illegal water tap into the city’s plumbing so they could get around price gouging water merchants. There could be an investigation into nearby raider groups attacking caravans and a connection between them and the Kennedy’s illegal chem production uncovered. The Crowninshields may hire the player to assist in acquiring difficult materials or clearing out a dangerous area as part of the Green Wall expansion. Maybe even have a quest line dealing with the election of the mayor and the political intrigue amongst the families over that if you so wanted. And that’s just off these short descriptions of the family and city.

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The Rose Weeps

Most places do a year in review at the end of December or beginning of January. I’m not one of those people but there were two things that released last year that I do want to discuss. These are, regrettably, my biggest disappointments. Both have a similar trajectory, however, so while I’m making a more positive push on content and such this year, we’re going to start on shaky ground.

The first game I want to discuss (and both my disappointments are games) is Valve’s Artifact. It was one of those few games that I’ve been anticipating because it frankly sounded exactly what I wanted. Kait and I both enjoy Dota 2 but are simply too busy to really play the game as much as we like. It is unfortunately a rather lengthy experience. It is also unfortunately a team game that involves relying on four other players to coordinate and cooperate in order to achieve success.

Dota 2 is also a complicated game so you’re very reliant on your compatriots to perform well. Thus, there’s a bit of a negative feedback loop for the game as you get older. The more work makes you busy, the less you play. The less you play the worst you do. The worst you do, the more your teammates get angry at your performance. So while Kait and I like to watch the International every year, we’re simply incapable of committing to the game itself anymore.

But a two player card game that plays very similar to Dota 2 is exactly what we needed! Kait even had rudimentary design documents on her own homebrew Dota 2 board game. And since we play each other there isn’t any worry about meeting grumpy people who have no interest in being patient with lapsed players who have no idea what the strategies for the newest big update are.

So despite the lukewarm reception of Artifact’s initial reveal, I had been steadily growing interested as information dripped out over the year leading up to Artifact’s release. The game does, indeed, have a very familiar framework: players build a deck including five heroes. These heroes, when killed, are returned to the “fountain” and can return to the lanes two turns later. They each have signature cards and abilities often reflective of their characters in Dota 2. The goal of the game is to push down your opponent’s towers to get access to their ancient. Either you destroy towers in two lanes or you destroy one tower then the ancient in one.

Accessed from https://sm.ign.com/ign_za/news/a/artifact-r/artifact-review-in-progress_tjy5.jpg
There are adorably animated imps that you really need to see in action just how cute they are.

In order to help destroy these towers, you can play the cards in your deck. Now, all the heroes have been split between four different colours and the cards each have a corresponding colour as well. Thus you may only play cards in a lane with a colour matching a hero in that same lane. So if you want to play your Bronze Legionnaire (which is red) then you will need a red hero (like Legion Commander) in the lane you want that Bronze Legionnaire. The colours naturally represent game archetypes with red focusing on strong heroes, green highlights powerful creeps and buffs for those creeps, blue is focused on destructive and controlling spells while black is all about making gold and murdering heroes.

You can have any mixture of colours in your deck but since you’re limited to exactly five heroes, that creates a natural focus for your deck. I am far from good at the game so have mostly kept myself to two coloured decks. You have a primary focus (say strong heroes in red) and pick two supports for those heroes (like two black to make lots of money to buy those red heroes game winning items).

There’s another element in Artifact that is reminiscent of Dota 2. At the end of each round – a round ends once both players have passed in all three lanes – there is a shopping phase. Also included in your deck construction is an item deck. It must consist of at least nine items and these are, essentially, a baked in sideboard. During the shopping phase you get one random card from your item deck, one from the consumable deck (which has the same items for all players) and one item from the secret shop (a random item from all the possible items in the game). Your item deck has the benefit that if you purchase the item from it, you draw a new item from your deck to replace it. For the secret shop and consumable deck, you need to wait for the end of the next round to have them replenish.

Now, I may not be the most devoted card game player but there’s a few modern updates to the game that make me really enjoy it. For one, your economy is automatically managed. You have a mana pool for each lane that you use for your spells (but not your items, they’re free to play after you purchase them). This pool increases every turn so you don’t have to worry about being mana screwed like a certain other game. You also get to draw two cards at the start of your turn so your card draw isn’t as unforgiving especially since deck sizes are forty (or more) cards. Also, rounds are shared. So one player (who has initiative) will get the first chance to play a card in a lane. Then, their opponent gets to go. This continues until both players pass.

This sharing of actions is really neat for a couple of reasons. For one, it cuts down on the ability for “degenerate combo” gameplay. Netrunner had a few decks that, once the player got the necessary pieces, they could win the game without their opponent getting any chance to react (with the sole exception of trying to close out the game before their enemy got their combo assembled). The problem, of course, was that it was difficult to tell if you were playing against a combo deck sometimes so you may not even know you were in danger until it was too late. But in Artifact, your opponent gets a chance to respond after piece of your combo gets played and allows more interactivity between the players.

This core game element also means that sometimes playing nothing is the more strategic play. And that’s what I really love about Artifact. It’s a fairly simple game to understand, and the cards themselves are rather straightforward, but the actual strategy is insanely deep. I haven’t really lost any games where I felt I couldn’t do anything but mostly made really poor choices. And that’s where the difficulty of the game lies. There are so many choices to make in the game that it is hard to know exactly what you should do.

It’s an exciting game that’s deliciously complicated and I love.

So how is this game a big disappointment for me? Well, the game simply is not doing well. And while the Internet is full of personal theories for this, I have my own. There are a large number of factors that have led to Artifact’s dwindling numbers. Some are rather unpleasant. There is a certain amount of negativity in the gaming space that has, unfortunately, only seemed to have grown over the years. Unfortunately, there’s a rather vocal population that would like to see anything Valve creates fails. Plus, there’s a strange brand loyalty amongst gamers and many see competing games against their favourites as a threat against themselves. Course, this sort of brand loyalty has been cultivated by companies and I am concerned what this will mean for the future.

But I don’t believe this hostility is the only reason Artifact is floundering. And I would rather focus on causes that can be addressed.

I honestly believe that there’s a fantastic game in Artifact and, while it isn’t going to interest everyone, I think it’s got more appeal than some would argue. It’s first couple of days also saw a huge amount of interest and players that have been steadily dropping off since launch. So, how did that happen? I don’t think so many players bought into the game thinking it would be something else. It’s not the gameplay that’s pushing them away.

No, unfortunately I think Valve misread the market. Artifact has a rather novel monetization scheme compared to its competitors. The game is $20 to play. But that just gets you a couple of packs and two starter decks that don’t include any of the best cards. The idea was to copy the marketplace for games like Magic: the Gathering. And I’ve expressed my distaste for Magic: the Gathering’s pricing before. One of the reasons I like Netrunner was its living card game format felt more approachable to me. Plus, Artifact’s rivals in the digital card game space are all free.

Now, most consumers these days are savvy enough to know that “free” games aren’t truly free. The closest would be Dota 2 as its only paid options are strictly for cosmetic items. Thus, by branding Artifact as a Dota card game, I think it created the expectation that it too would be free. Granted, the first adopters clearly saw that it had a $20 buy-in but I feel that Valve did a really poor job of selling their pricing scheme.

This is perhaps the most egregious mistake from Valve. They knowingly bucked the market trends in order to adopt a pricing scheme that has a fairly established history of criticism. Now, I’ve read people actually compare price between Artifact and, say, Hearthstone at a competitive level and Artifact is actually cheaper unless you devoted half a year or more grinding out wins to “earn” free cards that can be recycled into what you need in those free games. Valve also mentioned in earlier interviews that they wanted a more traditional price scheme because they wanted players to retain the value of their purchased cards.

Which I think is a poorly considered tactic. When Artifact launched, it may have been cheaper to play competitively compared to other games immediately, but everywhere you looked in the client there was a price tag. Packs cost money ($2 each with a random assortment that could easily be doubles). Individual cards cost money (Axe himself was $40 at launch!). Game modes cost money ($1 for tickets to enter ones with packs as prizes). Within the first few days, Valve made a free Draft mode available but its first launch had only games against bots or constructed play as free for players. And constructed play would pit you against players who had sunk over a hundred dollars to get the best cards.

This did feel exploitative, even if the numbers “crunched” better. It was also increasingly demotivating because players had just dropped $20 dollars to load the game up and they were immediately with a overwhelming cacophony of prices and transactions to extract more from their wallets.

So I don’t fault anyone for dropping the game at that point. I had only intentions of playing with my sister so us being restricted to our starter decks was fine. But even I felt that I could get my $20 worth of game by playing with those decks alone and then waiting for months to see if I could pick anything else up for a more reasonable price.

Thus I believe that Valve chased off its consumers by coming across as far too greedy. Their competitors offer their games for free, so it was already going to be a challenge convincing players to drop $20 upfront. Then, Valve themed the game on their premier free game ostensibly expecting them to come over while now “nickle and diming” them like Dota’s competitors do. Finally, the justification for this expensive route was to compare Artifact to traditional physical card games without acknowledging that Artifact is a digital card game with no physical product to produce.

Naturally, people are going to value a digital product where they have nothing to show for their purchase as being less valuable than something than can physically give to their children or sell at garage sales or burn to heat their homes in the dead of winter.

So, is Artifact dead? I don’t think so. I think Valve needs to recalculate their price for the game. At this point, they need to demonstrate to players that Artifact is worth the price to enter. I don’t agree that it needs to go free to play as that will just introduce the predatory grinding components that free to play subsists on. No, Artifact needs to go “dirt cheap” to play.

I’d say make Artifact’s base purchase $5 or $10 dollars. Packs should be fifty cents. Cards should sell for pennies on the marketplace with the sole exception of really rare cards maybe fetching several dollars. Valve makes money off every marketplace purchase, after all (two cents for your one at the lowest listed price). Then, Artifact should instead push cosmetics as its primary source of income – just like Dota 2!

There’s a wealth of ways that Valve could sell digital hats for this game. Animated or alternate art cards are a very common and very successful option used in traditional card games! You can sell card backs, different boards, different imps (animated mascots that are pretty adorable), different animations and environmental effects! Some of these cosmetics can be tucked into your card packs as a rare chance to drop for those that want an equivalent to loot boxes.

To compensate for players that initially bought in at a higher price point, Valve should offer them three custom hero art cards: Rix, Legion Commander and Sorla Khan to represent the Call to Arms story arc. I don’t believe it should be free to play Artifact since that leaves the game open to cheaters and scammers. Having an initial price point means that account bans actually carry some weight to them. But it should be very cheap to buy in to the game.

Accessed from https://playartifact.com/
Artifact and all associated images and whatnot belong to Valve.

With these alternative, cosmetic options as your primary source, you can market the game as actually being competitively priced to the others on the market. I think most people will be far more forgiving of the difference between free to play and long to grind versus pay to play but $20 to get everything in the game.

I think this will bring back a lot more players who won’t mind investing a little more of their time into the game. Then the tournament circuit and pro scene can keep interest along with variable game modes and future releases. At any rate, something has to change or else the game won’t be around by the end of 2019.

Which is unfortunate because it is a really fun, well designed game that really resonated with a lot of people at one time. I’m really hoping we get to see where these game systems can go because the foundations leave open a game that has a lot of potential. And Dota 2 provides a number of fantastic heroes that still need to see representation here. Valve is always going to face an uphill battle with any of their new releases but there’s no reason for them to abandon their old methods of pro-consumer decisions which had garnered so much goodwill. People don’t want to see a price breakdown between four different games to understand that what they’re playing is somewhat cost effective despite all the price tags attached to everything.

They just want to play.

Game of the Year, 2016

As my dear brother has mentioned, he bought me a game for my birthday back in the fall. A little game called Stardew Valley. There might have been some doubt on my part, just a wee bit of hesitation. That was until I actually started. I was pretty much hooked by the end of the first week (in game time). From then on it was always “Just 5 More Minutes – I swear” (until another hour or two had passed).

Game developed by ConcernedApe.

So, what is it about this game that I like so much? Well, I am not sure. I have never tried to analyze my taste (or lack thereof) in games. I will say it is not the graphics – the 8 byte design is not the prettiest thing out there. That said, I do like the sort of 3D movement that is lacking in things like Terraria (which I have not actually played, only watched).

I think I like the fact that there is a bit of a story in an otherwise open world. I love the farming, planning my crops for each season. I love the fact you can make things from the produce you grow. I am totally into the artisan goods. I also enjoy the cooking – though I am currently frustrated at the 7 or 8 recipes I am still missing.

I love that the game is very forgiving. As someone rather new to the gaming world (I have watched a lot but played very few), I am not always sure on how the mechanics work. Stardew Valley was definitely easy to figure out. There are very few punishments for collapsing (being knocked out) by monsters in the dungeon or staying out past your bedtime (which I still do on occasion – 2am just comes around so quickly!). However, you can either take the loss of a few items or accept the fee charged for finding your sleeping body and returned to bed. Or, if the price is too hefty, you can just start the day over by quitting before the auto-save (which only happens at night).

I like the little life stories of the other dozen villagers. They all have some problem to deal with and while it would have been nice to have more character lines on rotation I didn’t find their presence too overwhelming or demanding. If you forget to greet or gift a fellow villager it is not the end of the world. There is always another day. And if you forget to attend Leah’s art show after being specifically invited because it is the start of spring and you farm has too many demands for you to go gallivanting around town – well, no big deal. The art show will trigger when you get to town some afternoon between 3 and 5pm. I like that. I like that I want miss out on the few major scenes with the characters because I became busy harvesting grapes in my greenhouse and then transferring them to kegs to make wine.

I have also grown to love the varied aspects within the game. I was not surprised when I discovered I liked growing crops and raising animals. I was a little more surprised to discover that I actually like crawling through the mines, slaying monsters and mining ores. I was worried the combat would be too complicated. But it wasn’t. Certainly I don’t like being knocked out in the mines. But since you only lose some money and a few items it is not quite the end of the world. That said, I still try my very best never to get that low on health.

Foraging was a natural fit for me. I like the way there are different things to collect in the different seasons. And who doesn’t love free money? Besides, when you are just starting out and cannot afford to have a very large farm foraging is an easy way to spend the day.

Fishing has proven a challenge for me. For a long time I ignored, much like I ignored the social aspect of the game. Until I realized that to complete various tasks (mostly achievements) I would need to break down and learn to use my bait and tackle. Still, I am four years into my farm and I am still 1 fish away from completing the community centre. One, one day I will catch that elusive tilapia. Also, I have yet to fill up my heart bars with all the villagers. Though I am getting closer and I did manage to snag me a husband from the pool of eligible bachelors.

Map-o-the-valley

The arcade games are yet another aspect I am going to have to investigate if I want to grind out another achievement, but it is low on my list of things to do. Interestingly, I found a small side quest in my third year on the farm that had me completely various tasks around town with a mysterious key as my reward. So, while it is mostly an open farming simulator game, there is a nice balance of other activities to keep me engaged. And the thought of Grandfather coming to judge my progress certainly worked to provide a time pressure at the start of game. One that I still haven’t entirely shaken.

While there is always room to improve things (like more and varied dialogue in the second year), I think Stardew Valley is a fantastic game. It certainly has me addicted and always saying “Yup, I will do that after I finish just one more day.”

Stardew Valley is my pick for Game of the Year, 2016!

Gonna Have Your Mana

So let’s continue where I left off last week regarding Summoner Wars and it’s design… decisions.

To summarize, the game does not seem to meet its assumed design goals with numerous detractors complaining about how the game promotes and encourages stalemates, passive play and general undesirable attitudes. Last time, I pointed out a few of the game rules that I feel contribute to these issues. Today, I want to discuss my way of overcoming them.

Accessed from http://www.wga.hu/framex-e.html?file=html/a/aelst/stilliff.html

Fruit Still-Life by Willem Van Aelst (1677).

Way back in the summer, I shared my lovely discovery of house rules and homebrews–how a personal touch can take a game and make it all the more tailored to my tastes and preferences. I got to thinking to myself, since I won’t be playing this game with anyone but my sister, it doesn’t matter if I explore a few tweaks and changes to the game that would improve the style of play that my sister enjoys. Namely, she wants to rush across the board and smash face. Coincidentally, this style also appears to be the same that beginners and the Android app utilize so I figured if I could get the system to work as such it would be closer to the design goal that Plaid Hat Games set out to achieve.

So, to accomplish this, I took a moment to stop viewing Summoner Wars as a player and started looking at it as a designer. I thought to myself, “What would I do if I were approached to design Summoner Wars 2.0?” I let the sky be the limit with the tweaks and changes I could accomplish. I looked at the system and pondered what were the key elements to its identity and what parts of it drew me to it. What sets this boardgame out from the rest that should be highlighted?

Really, it’s the blend of board and card that I found the most intriguing. Without the strategic movement and zone control, Summoner Wars is just an incredibly watered down and less dynamic game of Magic: the Gathering. It struck me as such a missed opportunity that the game didn’t have a greater interaction with the board itself. Sure, placement of walls could help funnel or block off avenues from an opponent but the size of the board, the numerous movement options available and the forward summoning off walls mechanic helped to really reduce what strategic value there was in controlling the spaces on the board itself. There is little gain moving your forces and fighting for those spaces between your side and the enemy’s when he can instantly summon reinforcements on his turn and undo all the work you’ve done on your turn.

And the more I thought about it, the more I really didn’t like the summoning mechanic. Ostensibly, it’s made to advantage the aggressor as a forward wall should allow better reinforcement of an assault into enemy territory. The unfortunate reality is that wall summoning wholly benefits the defender. So something there had to change.

I remember a number of suggestions from people in the community was to remove the benefit of gaining magic from killing your own troops. And while I could understand the reasoning behind that, I didn’t like it for several reasons. One, I didn’t think it would encourage more common troop usage since you wouldn’t be able to reclaim some of that investment when you played the card. And two, it didn’t address the fact that building commons for magic was near universally the better move.

And that’s when I started to think about the resource management of Summoner Wars. In my review of the Alliance set, one of the things I harped on repeatedly was that cars with abilities which cost magic were, invariably, worse than ones that didn’t. The biggest reason was that their abilities were never really worth the additional payment. As I pointed out in the last article, if you wanted to play all three of a standard set of six costed champions, you’d have to build every single common in your deck (and thus have to self kill the ones starting on the board) to afford them. Having commons with abilities that cost magic was even worse. On the one hand, you can generally view it as a one time payment since commons only last a turn, but if chance goes your way and that card doesn’t die then you’re now invested way more into that card that is ever worth the price of its ability. Or you don’t use it on the second turn in which case it’s a blank card ability wise.

Accessed from http://www.wga.hu/framex-e.html?file=html/a/aelst/deadbird.html

Still-Life with Hunting Equipment and Dead Birds by Willem van Aelst (1668).

This turned out to be the biggest problem. The hard limit on the amount of magic in the game wasn’t actually an interesting strategic element. It was a restrictive one that strangled gameplay into one of two styles: either you commit to the subpar common spam and hope that lucky dice will see you through an assault that will otherwise flood your opponent with far more magic than she’d normally expect to have, or you save all your cards to fuel your three big hitters. And the great irony, once again, is that going champion focus is more advantageous because if you’re building all your commons for magic then you’re going to be drawing lots of cards at the start of your turn. You get enough economy in two turns of building in order to play those champions as well as get the draw you need in order to find them in your deck.

And this was the crux of the issue. Magic generation was too good. It is my opinion that if you want to play a champion then it should come at some sort of equitable cost. Say, if there was a way to restrict the amount of magic earned per turn, then you couldn’t be assured you’d have the resources to pull out that champion on your next turn if your opponent realized your plan and tried to counter your passive play with an aggressive attack. Furthermore, if we divorced magic generation from being restricted solely to your deck then it would diminish the influence of paid abilities on your economy management. It wouldn’t, however, diminish the strategic weight of using abilities.

So, after making a rather lengthy design document of changes and ideas, I sat down to start testing them. What I discovered was actually surprising. Very few changes needed to be made to completely flip Summoner Wars on its head. While I would still explore a different direction if heading Summoner Wars 2.0, I didn’t actually have to create an entirely new game to save the original.

Here are the Major Changes (TM):

  1. Magic Drain: There’s simply no way to address the game without touching on this event. Everyone recognizes it’s a problem. I wanted to weaken it but not make it useless. Thus, Magic Drain was turned into, “Choose an opponent. Remove up to three cards from the top of that opponent’s Discard Pile and place them on top of your Discard Pile.” (As a side note, I personally removed all “fewer Unit” restrictions on every Event card since this was an unnecessary element that encouraged people to not play commons.)
  2. Summoners: All summoners have a generic ability inherent to being a summoner. It reads, “Instead of attacking with this Summoner, you may move the top card of your Discard Pile to the top of your Magic Pile.”
  3. Summoning: The summon phase was revamped. Instead of summoning beside a wall, all players summon units into a Reserve Pile. While in this pile, a unit is not considered “in play” in regards to being targets for events and abilities. During the Movement Phase, however, they may enter the battlefield from the back row of the player’s board. During the summoning phase, however, a player may spend 1 Magic to place one Unit from their Reserve Pile adjacent to a Wall they control. To be clear, this ability is limited to once a turn. You can reinforce an attack but it is slow and costly. Likewise, you can try and dislodge attackers from your walls but it will cost you magic and unless you have board control, it will be without reinforcements.
  4. Building Magic: The Build Magic phase is split from the Discard Phase and occurs first. All Units, when killed, do not go to a player’s Magic Pile but to the killing player’s Discard Pile. During the Build Magic Phase, the player rolls a die. On a result of 1-3, the player may add one card from the top of their Discard Pile to their Magic Pile. On a result of 4-6, the player may add two cards from the top of their Discard Pile to the Magic Pile. During the Discard Phase, players place any number of cards from their hand into their Discard Pile.

So what does this confusing mess mean?

Every player has a passive 1-2 Magic generation during their turn assuming they have cards in their discard. That said, generate magic is very difficult on your first turn unless you either play an event (I’m currently testing both players draw a full hand at the start of the game instead of only the second player) or you make a kill. This makes the first turns very interesting. Obviously, killing your own units is easiest since you’ll have more cards in position to attack your units. On the other hand, having less units means that you have fewer answers if your opponent rushes across the board. With so little magic, your second turn you’re very unlikely to put more than one unit on the board and chances are it’s coming in from reserves instead of being summoned off the wall.

Suddenly, the early game has become incredibly important. Starting with five units on the board is now a boon instead of hindrance. And playing defensively got so much harder. The game really changes when, at best, you can generate 3 Magic a turn. That means if you want an average costed champion, you have to save up two turns worth of magic. Possibly three if your dice are poor. Which brings me to an interesting point: Why make magic generation random?

Accessed from http://www.wga.hu/framex-e.html?file=html/a/aelst/stilmous.html

Still-Life with Mouse and Candle by Willem van Aelst (1647).

Summoner Wars is a game that relies inherently on chance. Even with the best planning, everything can turn on a dime if you roll all misses and your opponent rolls all hits. I feel part of the skill of Summoner Wars is understanding the odds and adapting to misfortune. I wanted specifically to make economy generation an uncertain action. If I’m sitting with Silts in my hand, I want the player to have to make a decision informed by the fact that they don’t know with 100% certainty whether they can have Silts out next turn or the turn after. It, once again, encourages common play since their low cost is now an advantage. You probably have one or two magic floating around in your pool since you automatically generate that at the end of your prior turn. Is it more important to get out a defender now to protect Krusk? Or can you afford to wait one or even two more turns to get the powerful Silts to the board?

And with the slower arrival of champions, it gives a greater window for a common focused strategy to gain board advantage and momentum. Before, an aggressive player basically had one turn to try and win on an assault unless they had secured a large economic advantage earlier in the game. Now, an aggressive player can have up to three turns of an advantage against a defensive player.

So, the good news. These changes made the game very exciting and very different. Not only is aggressive common play viable but it’s practically the default. In my testing, I’ve noticed a huge inversion in the decks that are really powerful. Suddenly, the Mountain Vargath have become a powerhouse which, when looking strictly at their numbers, they should have been from the start.

There is bad news, however. This doesn’t balance the game by any means. This just makes a new power balance. Sadly, the difficulties of the game have made it such that my goal of not needing to rebalance specific factions or cards (outside of Magic Drain) a near impossibility. Oddly enough, the Filth seem to come out even better with the new changes and I’m toying with a specific change to their faction to bring them more in line with everyone else. And the biggest losers? Turtlers. The Deep Dwarves and Tundle in particular have really taken a hit. Turtling and defensive play right off the bat is a much harder strategy to adopt. I don’t have a problem with this, however. While Tundle is a lot worse beneath these rules (I changed his ability so that he can Meditate for 2 Magic instead of 1, by the way), if he does manage to sit back and make a massive stack of magic, he is really powerful. Getting to that late game, however, is a slog.

Overall, I’m really happy with these changes. Granted, there’s a lot of finicky situations that arise and I often have to errata some interactions or powers on the fly to adapt to the new system. For example, I move the choice of boosting units to when they enter the battlefield and not when they are summoned into the Reserve Pile. Partly, this keeps from having to balance tokens on a stack of cards. Mostly, this makes it so they aren’t completely awful to use.

But I’m really happy with the outcome of these tweaks so far. While not perfect, it’s surprising how big and how positive an impact they’ve had on the game so far. I’d recommend people to try it out if they are looking for a big change up to how Summoner Wars can play. At the very least it casts old mechanics into a new light that’ll make you look at the game in a way you hadn’t before.

I Made A Thing Part 2

So last week I showed off the second summoner for my custom Summoner Wars faction: the Sylvan Vargath. There were several design goals I hoped to achieve with this deck. I wanted to make a melee focused force that were hyper aggressive but did not rely on free units to score an economy advantage over their opponents. Instead, I wanted to try and create a more expensive troupe that was too tough to kill before they got across the board. Furthermore, I wanted them to balance on a very thin edge by getting a number of bonuses for being wounded even though that brought them closer to death. My final challenge was to wrap all these mechanics in a flavour that gave a wild and dark impression as though the force were fashioned from the rejects and outcasts of a fantasy society.

Andrasteia and her events represented the hard to arrange but powerful if you did concept. A number of her events require very specific triggers before they can occur with, perhaps, the Child of Nyx stealing the show as a powerful one attack, four wound conjuration that has the potential to do up to three wounds every Sylvan Vargath round.

Now we’ll cover the forces that work beneath Andrasteia. Here, the concept of fringe society is really pushed to its limits. And we’ll see the question brought up again and again: what is the price one is willing to pay for power?

Accessed from http://www.wga.hu/framex-e.html?file=html/h/haen/satyr.html

Satyr Drinking from Grapes by David de Haen (1597-1622).

Barbaros (1M-2W-2M-Untamed Heart) – 6

Untamed Hearth – When moving this Barbaros, you may move up to 1 additional space. If this Barbaros moved through 3 different spaces this turn, increase its Attack Value by 1.

Ah, the Barbaros. I thought this guy was going to be super underwhelming. It almost falls into the Plaid Hat “one card must be trash in every deck” design. However, the first game my sister played with the Sylvan Vargath abused the hell out of these guys. They are designed to be a 2 melee, 2 wound common for 2 magic. At six in a deck, you’ll be able to reliably find them in any decent amount of draws. But in order for them to be worth their price, these guys have to run otherwise you’re overspending two magic for some rather lackluster stats. In comparison, the Shadow Elf Swordsman is a 2 melee, 1 wound for one magic that can move an additional space. So how are these guys suppose to be any good?

Well, for one you will make them run and having multiple three space moving units hitting for two melee can get bewildering. They can block lanes or threaten summoners are just a slightly larger range. Most importantly, they’re fantastic targets for Andrasteia’s Shroud of the Mother since this can increase their movement by a really impossible to predict amount. Best case scenario is you summon a fresh Barbaros, play Shroud to hop that Barbaros to a unit two spaces in front of a mid-board Andrasteia then run him three more spaces to strike some backliner–preferably the opponent’s summoner. That’s five plus squares that can be achieved by as many Barbaros which qualify for the maneuver.

While I was rather unimpressed with them when creating them, I don’t think I would buff the Barbaros either. Sure, you have to work in order to make him not be an overpriced Guardian Knight but his unassuming stats make him easy for the enemy to ignore. He also needs, on average, three dice to statistically bring down and if you leave him wounded he can threaten a Retribution on his turn before running off and punching some sucker or a wall in the face. Or blocking for Andrasteia and turning into a Child.

Vates (1M-3W-2M-Blasphemous Rites) – 7

Blasphemous Rites – This Vates may move through other Units but must end its turn on an unoccupied space. If wounded, move 1 extra space and roll a die every time this Vates moves through a unit. On a result of 3 or higher, place 1 wound on the passed unit. Otherwise, place 1 wound on this Vates.

Yerp, that’s movement. Here’s two commons at two magic for one attack. But both focus on turning out extra dice through other means. I like the Vates myself, though they have a tendency for blowing themselves up on me than actually throwing out three wounds. Truthfully, it took a long time to create this common and it wasn’t until I decided that I wanted a deck that turned on abilities as its units drew closer to death that I settled on this design. The moving through units was important so a defensive player couldn’t easily block off their summoner from the Sylvan Vargath charge. At three movement, you have to stack your defenders quite deep to keep them out.

It wasn’t until I settled on the design I realized I’d just created a common Satara. And I love Satara and think she’s bonkers. So I added the self wounding for the failed attacks they get when they pass through units. It’s a gamble but one that can be quite painful if you’re lucky. Since the majority of units in Andrasteia’s army are melee, it means that the opponent generally gets to focus their attention at killing each unit one by one and the Vates being incredibly unthreatening without wounds makes them perfect targets for a Child’s range attack. Their three health makes them far harder to focus down in one turn if they’re fresh too. With seven in the deck, they’re kind of the bread and butter of Andrasteia’s forces though, despite my love for them, I find I don’t summon that many in a game.

Accessed from http://www.wga.hu/framex-e.html?file=html/l/lotto/1/03rossi3.html

Allegory of Virtue and Vice by Lorenzo Lotto (1505).

Hamadryas (3M-3W-4M-Deep Roots) – 5

Deep Roots – Abilities and Events may not exchange or place this Hamadryas or enemy Units adjacent to this Hamadryas. When moving adjacent enemy units, they must move at least 2 clear straight line spaces away from this Hamadryas or they may not move.

This is the reason you don’t see many Vates. There is but one other common with the same stat and that’s the Swamp Orc Savager. Which is a pity because I really like the three attack, three wound line. It makes them hit hard but fall fast. Hamadryas having a confusing ability (sorry about that) which is designed specifically to feed of Andrasteia’s Inescapable Night. So what does it mean? Any enemy beside a Hamadryas gets caught in the tree spirit’s entangling clutches and must spend all of their movement escaping them or face that terrible three melee attack. These are the bodyguards for Andrasteia. Enemy forces trying to skirt around your army to strike your summoner get stuck against these tree spirits and in order to break free have to move out of position from hitting Andrasteia. Even worse, if they’re on the wrong side of the Hamadryas and within Andrasteia’s Night they can’t move at all because they lack the number of movement points to run away.

And this triggers on enemy units. That includes conjurations and summoners! Yes, Andrasteia can lock down an enemy summoner with a Hamadryas and Night. This doesn’t happen that frequently, that 3 wound stat coming in strong here. But given that these spirits are almost always beside Andrasteia, they’re the motivation the Sylvan Vargath outcast needs in order to have souls to entice those Children onto the field. A Hamadryas at one health is still a terrible foe and obstacle and your opponent will rather have the Child flinging wounds on the board than deal with this very effective blocker.

So what’s the downside? Hamadryas can not move with Shroud. Which is for the best as they could have had some crazy combo turns if I had not put this restriction in. However, it’s also a boon as it prevents tricky plays through Silts Cunning, Woeful Brother’s Swift Maneuver or anything else that shifts opponents. However, not all is lost as Hamadryas can be moved by Controllers, Brutes and the like. So Andrasteia has to be mindful that her defence isn’t impenetrable. It’s just very tough. And kind of scary.

Accessed from http://www.wga.hu/framex-e.html?file=html/l/langetti/marsyas.html

Apollo and Marsyas by Giovanni Batista Langetti (1660).

Lycaon (3M-6W-8M-Cursed Blood) – 1

Cursed Blood – Once per turn, after attacking with Lycaon you may place 2 wounds on an adjacent Sylvan Vargath Unit you control and immediately attack with Lycaon one additional time.

So… yeah. This is a thing.

One of the original weaknesses of the Sylvan Vargath was I intentionally designed them to be poor against enemy champions. The first summoner produced so many wounds against commons that they could cleave through other common focused forces with great ease but a strong, tanky champion like Gror or Krung could really do some damage. I didn’t want to create a silver bullet with the second summoner but since Andrasteia doesn’t create nearly the same attack bonuses as the original summoner, I felt like there should be an option to deal with a single, massive target.

Lycaon is that answer. Six attack is pretty unprecedented. Lycaon can, with some luck, one shot the majority of the game’s summoners. But to do this, you have to maim a unit. Also, eight magic is a massive sink on par with the aforementioned Krung. Only Hellfire Drake is more expensive but there’s no way to reduce the cost of champions in the Sylvan Vargath like there are in the Fallen Kingdom. And you’re only getting six health for that investment as well. He’s probably the most fragile of the highest priced champions. I feel like he’d be rarely played and often for Hail Mary situations.

The other thing to keep in mind is that nothing in this deck is cheap. All the commons cost two or more magic and now they have one of the most expensive champions? There’s some tough magic management built into the Sylvan Vargath which adds an extra layer of complexity to an already complex faction. This is not a beginner deck and Lycaon is perhaps the most straightforward of the three champions.

Still… you can one shot summoners…

Diactoros (1M-6W-6M-Tranquil Envoy) – 1

Tranquil Envoy – When Diactoros is not adjacent to any Unit you control, reduce the Attack Value of all enemy Commons and Champions within 2 spaces of Diactoros by 1. A Unit’s Attack Value may not go below 0 from this ability. 

Alright, I really struggled with pricing this champion. His wording is designed specifically so he doesn’t make the first Sylvan Vargath summoner stupid broken. But since Andrasteia has a bunch of single units running all across the board on their own, keeping them away from the Envoy is pretty easy. So what does Diactoros do? He adds toughness to your army without actually adding health to your units. He shuts down sections of the board, stripping units of their ability to wound your forces.

I won’t lie, I have no idea of this guy is incredibly broken or not. He has a big question mark over him in terms of balance. He almost all but shuts down common play where I feel the majority only have one attack value. At six health, he’s incredibly difficult to bring down as well. The only saving grace is that he has but one attack value so if he does get into a fight with a tough opponent, he’ll probably fold… eventually. The range on his ability is also very strict because, once again, I’m unsure if it is even suitable for Summoner Wars or not. I think he hit the table once during our few playtests which is why I’m so unsure of him.

I do like the theme I built around him, however. He’s like the Sylvan Vargath peace ambassador that just happens to be bombing around the area when Andrasteia attacks. He’s not really part of her forces (he loses his ability if beside an ally) but all he wants to do is spread peace and tranquility so he doesn’t really interfere either. Just another outcast of society trying to change the world the best he can.

Accessed from http://www.wga.hu/framex-e.html?file=html/g/gervex/satyr.html

Satyr and Bacchant by Henri Gervex (1852-1929).

The Horned Priest (2M-4W-4M-Presence of Cernunnos) – 1

Presence of Cernunnos – Instead of attacking with The Horned Priest you may target an adjacent wounded Common Sylvan Vargath Unit you control. The target Unit may move up to 2 spaces and attack with an additional 1 Attack Value. If it fails to kill an enemy unit, place 1 wound on it.

So we’ve gone from one of the most expensive champions to one of the cheapest. This is my idea of a hard “support” champion. Despite being a champion, The Horned Priest has statistics akin to a common unit. So what does he offer?

Well quite a bit, actually. And that’s partly because I discovered he was super over-priced the first iteration I did. Originally, he just let another common attack a second time with a free move but to give up his attack to do this proved to be incredibly useless. But with the additional 1 to the attack value, things get more interesting. First, he can push those Barbaros into their Untamed Heart territory through that extra movement. They can then be three attacks at over five spaces! He can make those Hamadryas suddenly hit for four dice. Wounded Vates can pass through even more enemies. He does something for every single common that he shouldn’t ever be a bad choice no matter what your board state is. Furthermore, he can hang in the back, constantly propelling units forward with two additional movement, encouraging them again and again to draw more and more blood for his mysterious unspoken deity.

Oh, and did I mention that he turns Vates Rites on if they fail to get kills so even if your target whiffs you’re still getting a bonus? And he opens up that boosted Barbaros or Hamadryas for a Retribution if they’re not killed on the opponent’s turn?

Suddenly, spending the four magic on him doesn’t seem so bad.

The one downside is that he only triggers adjacent enemies so placement does get tricky. But you aren’t forced to move his target so Vates and Barbaros can still hit for a decent two attack and protect the priest at the same time. And he turns Hamadryas bodyguards into little murder machines. He’s not really a game changer like most champions are, however, but I feel that plays better into a common focused deck. Your commons are suppose to steal the show and the Horned Priest gives them all the spotlight to shine.

And this is why I’m reluctant to improve the Barbaros even further. The deck really needs to take together all its pieces and, while on a card-to-card basis it may be weaker to similar offerings in other factions, as a whole it brings a whole lot more to the table. I think this is the direction to design a faction. Fill it with pieces that all work together so that a player is reluctant to deck build them out. While I have a reinforcement pack designed, I don’t know what I would replace. I would certainly experiment with some of the new pieces but it does leave a difficult question of what I remove for the new toys. This is in stark contrast to other factions like the Sand Goblins where you’re more than happy to drop all those useless Scavengers from your list as soon as possible.

So how does this deck fare? Honestly, it has lost more games in testing than it’s won. Granted, it has a small sample size and, more importantly, its facing decks that we’re far more familiar playing. It has a rather high skill ceiling for the game, however. More importantly, it’s fun and I can’t help but grin every time I pull off a new trick even if it doesn’t win me the match.

I Made A Thing Part 1

Late post because Rogers Internet is awful and was down all weekend. What can you do?

I was cleaning up some things and stumbled across my old Summoner Wars Alliances box. Yes, this is a Summoner Wars post but the rest of my work is rather disinteresting so deal with it.

I’ve been pretty quiet on this little board game despite spending quite a number of posts covering my thoughts and feelings on it. As it turns out, I was gifted a whole bunch of Netrunner for my birthday and, as such, I’ve been transitioning to picking up that little hobby. I suppose you can expect more discussions on that game design in the future… once I start wrapping my head around it. Alas, Netrunner is a lot more complicated than Summoner Wars so it might take some time before I feel I have any input to make on that game. But between Netrunner and the day-to-day business of life, I haven’t had a whole lot of time to focus on the Summoner Wars. As such, it has started to gather dust quite a bit sooner than I would have anticipated. Thus, imagine my surprise when I opened it up and recalled that I had been busy tinkering away on the little thing.

Thus to the title of this article–I’ve made a thing. Specifically, I’ve created a custom faction for the game.

This started with my misguided attempts to tweak some of the shipped products I wasn’t particularly happy with. Primarily, I was trying to adjust the Tundra Guild so they weren’t quite so disappointing out of the box nor as reliant on cards that I didn’t own in order to stand a chance. As I’ve mentioned before, Summoner Wars is a rather simple game with straight forward systems which makes comparisons between factions and mechanics a lot easier to analyse than in something like Dota 2. Speaking of which, that’s coming up…

Anyway, after coming up with my own variant of the Tundra Guild, my sister was quite eager for me to take a stab at one of her favourite factions–the Mountain Vargath. I don’t know why she likes the little blighters but their performance in our games had always been underwhelming. I wasn’t originally going to tackle the challenge but once I started tweaking the Tundra Guild I struck a wellspring of ideas and couldn’t resist toying with her request.

I’m not going to post the products of either of those, however. They ended up being sufficiently different that I felt it was more appropriate to simply go ahead and treat them like unique factions all on their own. So, I created a “reinforcement pack” for my newly christened Sylvan Vargath and even went so far as to make a second summoner. It is this deck that I wish to post because I feel that it has the freshest ideas as I was unshackled from trying to tweak existing mechanics and concepts. I was free to explore any design space I cared for and after playing with them a little, I think there’s something valuable in what I produced.

Do note, I have not sufficiently tested these cards to say they’re balanced. As mentioned, our interest in Summoner Wars has waned to the point that we don’t really play it anymore. Which is a pity because I think there’s quite a lot of opportunity available now that we’ve broken the gate on personal modifications and house rules that could take the game into really fascinating areas. Anyway, this is my disclaimer that I wouldn’t try and sell this deck in the state it’s in. There’s probably a bit more number tweaking left to truly align it with the rest of the game. But here’s what I made and my thoughts behind it.

Accessed from http://www.wga.hu/framex-e.html?file=html/a/altdorfe/1/1satyr.html

Landscape with Satyr Family by Albrecht Altdorfer (1507).
Obviously, as a custom creation, I don’t have any art to go along with these cards so you’ll have to use your imagination. I did find art for the cards but that’s obviously under copyright so here’s more classic paintings!

Andrasteia (2R-6W-Inescapable Night)

Inescapable Night – Enemy Units that start their turn within 2 spaces of Andrasteia can only move up to 1 space on their turn.

Well, no better place to start the preview than the summoner herself. I designed Andrasteia with all the tweaks that I made to the original Mountain Vargath in mind. She was, from inception, a second summoner so a number of her design elements take into account the abilities and play style of that first faction. It may make explanations a little more difficult but I’ll try to be as clear as possible when explaining my thought process.

First thing to notice is that Andrasteia has the standard summoner statistics. If I had taken a census, I don’t remember it now but I wouldn’t be surprised to find the majority of the summoners in the game to have six health and two ranged attack. Normally, this wouldn’t be noteworthy except I want to draw specific attention to Andrasteia’s ranged attack. Since I was trying to create a faction that my sister would like, I was restricted into trying to create a deck whose primary strategy would align with her preferred play style. Which is to say, the Sylvan Vargath have to be a rush down deck. My sister likes moving pieces across the board and pummeling her enemy’s face. Unfortunately, this strategy is one of the weakest in the game. One of the more successful implementations of it is the Cave Goblin Frick. But he relies on zero cost commons and extra attacks to overcome the inherent advantage a defensive player gets with instantaneous reinforcement and superior positioning. I couldn’t just copy the same formula but I also had to make sure that I didn’t inadvertently make something that would be better at defence than offence.

Thus, I focused on the Vargath design of goats and came up with the idea of ‘The Herd.’ The way the original summoner works is by making a very tight, compact phalanx of troops that are so robust they can weather a passive enemy’s defence but were near entirely melee focused so had to rush towards them if they stood any chance of winning. In the original deck, there is but a single card with the bow symbol and it’s an overpriced champion. In this deck, I decided I’d give the sole ranged option to the summoner herself. Part of this bled from a thematic perspective. The original Sylvan Vargath are all about camaraderie and cooperation. Andrasteia, I knew, was going to be the faction’s dark half. She was the outcast and, as such, she would eschew all the noble ideals of her society. Whereas the first summoner wants honourable man-to-man combat, Andrasteia was all about pitiless results and brutal efficiency. Thus, she didn’t want to be in the thick of the battle like her predecessor but nor did I want her hiding in a corner either. I wanted her to be in the middle of the board, a design space wholly neglected at that point.

So how do I balance that? Well, giving her a ranged attack will keep her from the very front lines. But I needed something that would encourage her to creep out of the furthest row. Enter the Inescapable Night.

Phew, what an ability. To be honest, I’m not one hundred percent satisfied with it. The purpose behind it is to lend some sort of superiority when the Sylvan Vargath get into their desired board state. Specifically, once they’ve locked their opponents down in melee combat, they need some sort of bonus that puts things more in their favour. Typically, melee units have far greater attack power and health, so they’re more likely to win one-on-one engagements. Unfortunately, it’s rare that combat is ever one card against one. Part of the difficulty of a rush down faction is that ranged units will add extra dice against melee targets. Especially when you’re taking the fight on their side of the board and giving them more territory to maneuver in. This is compounded further by events and card abilities.

Inescapable Night toys with that. Units caught within that short bubble around Andrasteia aren’t going anywhere.  With properly positioned bodyguards, it makes it really difficult for opponents to flank or surround Andrasteia. It also–as the name implies–makes fleeing from her very difficult. In some instances, it becomes impossible. This is to play up the design idea of Andrasteia’s cruelty. So it’s trying to hit both flavour and design goals. Only issue is, I’m not certain it really makes it. The problem is, extend the radius on the ability and it will be too powerful. Make it too short and it’s nigh useless. I’m not certain there are enough spaces in Summoner Wars for Inescapable Night to hit that sweet spot. I erred on the side of making it too short otherwise the ability could win games all on its own.

This is certainly one aspect I’d like to re-examine and tinker with before I declared it final. But as a design concept–hindering the opponent’s movement in order to grant yourself an advantage–I kind of like. It also means that in certain late game match-ups, Andrasteia can be a titan on her own as weakened summoners will be unable to run away or attack from a distance in order to achieve victory.

But what good is a summoner without some events?

Pitiless Retribution (3) – Add 1 wound to every enemy Unit adjacent to a wounded Sylvan Vargath Unit that you control.

I feel that the most successful melee factions are ones that out wound their opponents. I suppose that could be said about every faction since wounds are the only way to win a game of Summoner Wars. More specifically, to overcome the positional advantage of ranged units, melee units should be able to wound on average more often than their ranged counterparts. The power of ranged units is that they get to–essentially–make a free attack against their enemy. If both cards are throwing equal number of dice, the ranged unit will win through greater successes because they’ll get more attacks to make. This arises because there’s no penalty to a ranged unit engaging a card in melee distance. Typically, ranged units have lower attack than their melee counterparts but with the numerous different cards released, there’s a number of factions that shore this weakness up rather handedly. Fallen Kingdom Warlocks, Sand Goblin Shamans and Javelineers are examples where this “balance” doesn’t hold. This wouldn’t be an issue if melee units had more tools and that’s where Pitiless Retribution comes in.

The Sylvan Vargath hold to the Vargath design of having hardier commons than normal. There’s not a single one health unit amongst the lot of them. This means they’re more apt to get into melee range (especially if you start to consider the reinforcement cards I created). Pitiless Retribution punishes every failed wound from the enemy. With three in the deck, you’re apt to draw one and, depending on timing and positioning, it can be quite a lot of free wounds. In practice, it’s closer to Greater Burn. You’re most likely to play it when you can achieve two wounds. Unlike Greater Burn, however, you can’t place them on the same target. Alas but another design goal was to push more towards common focus gameplay.

There’s a second element I want to draw attention to and that’s the wounded Sylvan Vargath trigger. Keep an eye on this as it’s a central theme to the Andrasteia deck.

Shroud of the Mother (2) – Any Common Sylvan Vargath Unit you control which is not adjacent to an enemy Unit may be placed adjacent to a Unit within 2 spaces of Andrasteia. 

Positioning, positioning, positioning. The first Sylvan Vargath summoner looked at being a good rush down faction by granting units extra movements over their opponents. I think every melee faction is going to need extra help in getting their forces into the enemy’s faces if they want to succeed. Shroud I wanted to tie into Andrasteia’s darkness and give some thematic idea that she’s pulling her forces through this malevolent night and attacking from all angles to confuse and disorient her prey. I also wanted to grant this ability as much flexibility as possible. It can be great for reinforcing a forward push with freshly summoned units (assuming Andrasteia is in that sweet middle board spot) or it can save stranded members of The Herd that may have been isolated–assuming they aren’t already engaging their opponent in mortal combat. Finally, it needed the added flexibility of transporting units right beside Andrasteia in case she does get surrounded by being in that dangerous territory close to her enemy’s walls.

With only two in the deck, however, it’s not really a card you can rely on. It’s tempting to carrying it in your hand but it can also doom you to stuffing your draw while you wait for the most opportune moment to play. I think this finicky aspect of it keeps it balanced despite it being a super charged Fall Back.

Outcast’s Mercy (1) – Do not play this Event during your Event Phase. Instead, when Andrasteia wounds an enemy Unit, you may play this event to remove up to 2 wounds from Andrasteia and place them on her target.

Yikes!

What I always wanted from Summoner Wars was for one off events to feel really “ultimate.” I wanted these cards which you can only ever have one of to really impact the game like your opponent just lay down his trump card. That’s not what we have, though. Instead, things like A Hero is Born are the sort of standard for single events. They’re basically auto builds since they’re so niche in their application that the one magic far outweighs whatever ability is lost from not playing.

Thus, Mercy is meant to bring that wow factor. This card is an auto two wounds (so a Greater Burn) plus a heal wrapped in one. I knew I needed some sort of healing, otherwise frontline summoners simply don’t stand a chance without a huge health pool. I do like that Summoner Wars is very strict about its healing options for summoners, though. Essentially, this is a game whose economy is in wounds. You have to have hard restrictions on who can abuse that. Most discourse circles around the game’s costs in magic but really, all magic is funneled towards creating wounds. Mercy gives you a four wound swing on the most valuable unit. It also, once again, strengthens Andrasteia’s late game potential. If the match comes down to a slug fest as Mercy hasn’t come out, you’ll probably lose the showdown.

It’s also an ability that does nothing if Andrasteia isn’t wounded. You need to be hurt in order to give hurt, reinforcing that theme again and again. This is a card that will stuff your hand because its potential only increases as the game goes on. Statistically speaking, you need nine dice in order to drop Andrasteia in one turn and those scenarios are very hard to create. But leaving a wounded Andrasteia is asking yourself to get a large blow back on the following round. I love when things can create hard decisions for players.

Accessed from http://www.wga.hu/art/r/rubens/32mythol/32mythol.jpg

Two Satyrs but Peter Paul Rubens (1618-1619).
I don’t like anthropomorphic creatures but I didn’t want to completely remove the connection to the Mountain Vargath either. I settled for a middle ground, creating my Sylvan Vargath as satyrs. This, naturally, necessitated naming them all with Ancient Greek names.

Glimpsed Fate (3) – Do not play this Event during your Event Phase. Instead, when a Sylvan Vargath Common you control adjacent to Andrasteia is placed in the opponent’s magic pile, you may place a Child of Nyx from your Conjuration Pile on that space if able.

Child of Nyx (1M-4W-Being of Night)

Being of Night – At the end of each player’s turn, place 1 wound on a Unit up to 3 clear straight line spaces from this Child of Nyx. If you cannot, place 1 wound on this Child of Nyx.

Yes, Andrasteia has a conjuration pile. Yes, I lied about Andrasteia being the only ranged unit in the game. Yes, the Child is amazing.

Honestly, this card seems bananas. Even looking at it now I still think it’s ludicrous. But I wouldn’t change it. It’s the strongest conjuration with four health but that is a hefty challenge to get it on the board. Just take a moment to appreciate all the triggers that are needed:

1. Friendly Sylvan Vargath Common – restricts mercenary usage and champions

2. Adjacency – only playable if you’re getting swamped or you’re playing with bodyguards thus positioning needs to be exact.

3. Opponent’s Magic Pile – this only occurs at your enemy’s behest.

Point three is really key here. Anyone that’s played against the faction before will have the prior knowledge to know that any wounded unit hugging the outcast is looking to summon in a baby. This can be played around. And since Andrasteia has no ranged units, the onus is on the Sylvan Vargath player to make the scenario too drastic for the enemy to not want the child to be summoned. However, since its ability triggers at the end of both player’s turns, you have that double edged sword effect. You can get two wounds from this guy on your turn–one of which can’t be avoided–but your opponent can arrange his units so you get hurt at the end of his turn. This guy is a wound spitter but he’s indiscriminate about who he spits on.

Also, since the unit has to die beside Andrasteia, there are a number of scenarios that can arise where Andrasteia takes the first wound from his appearance.

Obviously, it’s not all bad, however. Four wounds for no magic is a steal (well, one magic from playing the event I suppose). As I mentioned, he’s a potential three wounds per the Sylvan Vargath player’s rounds too (one for each end of turn and his own attack). A 3/4 for 0 is silly good. Also, those auto-wounds can really benefit you as well. Remember Mercy needs Andrasteia to be injured, so soaking a few of the Child’s hits is fine. You can also set up Retributions from units the opponent wasn’t wounding. We’ll also see another beneficial interaction in the commons where self wounds add more benefits.

Really, the Child brings home the whole deck’s design. It plays with the economy of wounds like no other and it generates those wounds at a ludicrous pace. But those trigger conditions are not to be underestimated. It is tricky getting them out on the board. And you really need to bury any delusions you have of three of these guys dominating the field. The event will clog your hand, especially if you’re trying to set up the other tricky to trigger events in the deck. Plus, these things do nothing against walls and will kill themselves after a certain number of rounds. They feel so strong when you pull them off but it doesn’t take long for you to realize the downsides of the card and how it can be abused by both you and your enemy.

Tune in next week to see the meat of the deck: the champions and commons!