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In
the Mouth of Madness: A Card Development Perspective
By Cody Barnett
As the Independent Development
Committee celebrates its two-year anniversary, its fourth card set
- Clone
Wars: Republic at War - is released to the public. In the aftermath
of the highly successful Battle
of Endor, the Committee understood that the bar was yet again
to be raised. The difference, however, would prove to be on an innovative
level rather than a 'powerful' level. Several tests and experiments
were thrown into this set and many, I think, have proven to be a
wonderful addition to the game.
When
working with Clone
Wars: Republic at War, the Card Development sub-committee
knew that most of the emphasis of the set should be on the Separatist
and Clone subtypes. We also understood that by doing so, we could
complement the Jedi, Dark Jedi, and even Republic subtypes. Card
Development even developed a new subtype: Gladiator. This would
reflect the events that transpired on the Outer Rim world of Rattatak
during the Clone Wars: Volume I saga. Making each of these
subtypes work without vesting too much power into them proved to
be a trying task, however.
The first subtype we delved into was the Clones.
Light Side Clone decks were dominant in their day but, in the rise
of Rebels, had grown dormant. The Clone decks couldn't stand up
to the might Imperial machine created by subsequent sets since Empire
Strikes Back. Card Development looked to reverse this with Captain
Fordo (A).
Captain Fordo (A) gives the Clones a
leader to rally behind, just as Emperor
Palpatine (G) did for the Imperials. When designing Captain
Fordo (A), Card Development wanted a commander that would give
the Clones the power they needed to bring down the colossal giants
that maintain an iron grip over the game. Since Clones can gain
speed through the Clone
Fire Team, it was logical for Captain Fordo (A) to give
his troops a bonus that allowed them to hit hard and fast. Since
Card Development didn't want a bland boost that had been tried before,
we decided to use one of my favorite new keyword abilities: Fury.
Fury allows the player to roll 'extra' dice if the attacking unit
rolls a natural four. I found the ability uncanny and one of the
most original in the game when it was first proposed and quickly
warmed to using it. In my opinion, Fury was just what Card Development
was looking for in Captain Fordo (A). By granting a Fury
bonus, the clone known as Alpha-77 makes sure his troops have the
cover fire needed to secure a victory for the Republic. On top of
that, Captain Fordo (A) grants Accuracy 1 bonus to all Clones,
since a large number of the Republic's troopers already have an
Accuracy 1.
Next were the Separatists. This deck could
barely scrounge playability before the release of Clone
Wars: Republic at War. Now, however, they are a force to be
reckoned with, thanks in part to the Supreme Commander of the Confederacy:
General Grievous (F).
Who better to command the Separatists than
the master tactician himself? General Grievous (F) gives
the Separatist Droids a much needed boost preventing defending units
from using Evade, Deflect, or Lucky when attacked by such units.
Card Development found this to be in perfect harmony with the General's
cunning ability to trap his opponents into an inescapable checkmate,
as demonstrated in the Battle of Hypori. Separatist Droids such
as Droideka
JA-11-08 and Mygeeto
Tri-Droid can fire away at your defenseless opponent, leaving
them battered and bruised. Not only that, but the cyborg ensures
that he stays around to help his troops by sporting an awesome combination
of Armor and Parry 2. Even Mace
Windu (A) has difficulty dealing with such a Force.
Card
Development considered using a version of Darth Tyranus as the Separatist
figurehead. In the end - and this shouldn't come as a surprise to
those who know me - Darth
Tyranus (J) became the 'tank' card to be used in conjunction
with the Gladiator and Dark Jedi subtypes.
Speaking of our fierce warrior friends, the
Gladiator subtype was an interesting one to develop. We always intended
to have the Gladiators meld with the Dark Jedi decks, since Gladiators
could not have a foothold in Space. One of the strongest arenas
for the Gladiators, however, is the Ground arena - which is ironically
the Dark Jedi's weakest. This is no coincidence; Card Development
wanted these subtypes to compliment each other in such a way. Upon
reviewing Clone
Wars: Republic at War, I feel elated at just how well these
subtypes work together.
Developing the Jedi subtype was interesting.
Card Development knew that a solid Jedi Ground card was expected,
and it delivered three: Jedi
Battle Squad, Obi-Wan's
Speeder Bike (A), and the groundbreaking Mace
Windu (E). Jedi Battle Squad was the traditional 'wall'
unit needed for the Jedi to make a serious bid in the Ground arena.
With a health stat-to-cost ratio and good damage prevention, Jedi
Battle Squad will be the thorn in your opponent's side when
running Jedi decks. Jedi Battle Squad went through many versions
before being narrowed into the balanced unit it is today. The original
form not only had a cheaper Deflect but also sported Parry 1, which
proved to be too powerful. The idea for Mace Windu (E) to
be a Ground unit was not actually developed until later in the set
as a counter to a Character being able to strike a Ground unit with
impunity from the Character arena. Being able to hold down two arenas
with one person brings Mace Windu to the top of playability once
more.
The Jedi also required an unexpected leader
in the form of Ki-Adi-Mundi
(C). Ki-Adi-Mundi (C) was one of the last cards to be
approved and went through many forms before finally reaching the
version we have today. It proved difficult to balance Ki-Adi-Mundi
(C)'s hefty stats with his 'leadership' ability. Playtesting
proposed an excellent compromise, however, that resulted in the
card we have today.
As with Battle
of Endor, Clone
Wars: Republic at War has proved revolutionary to the way in
which the game is played. So many opportunities and interconnected
strategies are presented that it is impossible to describe them
all. I can only hope that you are enjoying these as much as I am.
Thoughts
or comments' Visit the message board thread for this article here.
About the Author
Cody
has been a collector of the game since its beginning in 2002. Due
to lack of interest in his community, he did not begin playing until
he joined the Rebelbasers online community in 2003. He is an avid
Star Wars fan and enjoys the Trading Card Game. Currently, he is the
Chairman of the Card Creation IDC sub-committee. He still posts on
Rebelbasers under the screenname of Grand Moff Nicodemus Fett.
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