Hey, all, I think I may have lightly poisoned myself over the weekend. Putting together the signs and symptoms {dull body aches, low fever that kept me home from work yesterday, multiple trips to the bathroom in one day, and slight nausea} together with the timing {after eating some sourdough pancakes} and short-ish timespan {Sunday and Monday}, I think my sourdough starter may have gone bad and I poisoned myself. It might also explain why my last two loaves of bread have been so flat, as well, which is why I suspect the starter.
Force of Will is a CCG of Japanese origin that's basically designed to be M:tG 2.0; it plays mostly the same as Magic, but with some changes that could only be made because it was a new thing from the ground up (like overhauling the mana system). It even has five elements that are essentially the five M:tG colors (Light/White; Water/Blue; Darkness/Black; Fire/Red; Wind/Green) though the color pie is somewhat different (Much of Blue's stuff belongs to Wind in FoW, including Countermagic).
I'd like to point out that probably 9 times out of 10, any Japanese-designed card game is going to use 5 resources like Magic, because the Classical Elements of the far east tend to be groups of 5 instead of the 4 we're used to in the West, though which 5 specifically seems to vary: sometimes light and dark are worked in, sometimes metal is in there, wood is usually part of the cycle but sometimes wind/air is excluded.
Your posts on Force of Will have done a commendable job communicating how the game worked for me, someone who had only ever heard the name before and never knew what it was (I honestly thought it was another digital CCG). There were maybe a few places where I got a little lost because you were using technical jargon, but overall I was able to follow along well. Nothing against you, though, but in part due to how large the images you included are, I think I would have appreciated some spoiler blocks, especially as the post is wider than the natural boundaries for me.
If I can comment on Force of Will in general, I've got to agree with a little with Huey in that the design aesthetics are so busy in that very Japanese way that it physically pains me to try reading it. I don't mind full-art cards on occasion, but I nearly demand clarity in design, and with the way the art passes in and out of text blocks combined with the tightly-packed text and weird fonts does not endear itself to me.
There are three major instances I want to talk about in the early history of the LCG version of Legend of the Five Rings (henceforth referred to as L5R):
- Let Go & attachment hate
- The advantage of going second
- Charge!
To explain these, I first have to relate a small number of L5R's core rules. I'll try to limit this to the relevant game rules so as to not get bogged down in how the entire game works. L5R is a traditional 2-player dueling card game, but in typical FFG fashion is highly complex, uses many tokens, and while features minimal randomness, basically cannot be played quickly.
So, L5R works on a kind-of shared-turn system, first of all: there is a designated "first" and "second" player that gets swapped each turn, where the "first" player gets first opportunity at things like playing cards and declaring combat, but it's not as clear a division as with most other games. Whether you go first or second on any given turn is a highly tactical part of the game, especially given that each player has 2 "battle phases" where they can declare attackers, but
only with characters (creatures) that have not been bowed (tapped) prior, such as from participating in earlier battles. As you would expect, standing effects (untap effects) are extremely strong in this game, but that's a discussion for later.
Each player has two decks in (technically three, but that can be ignored for now) L5R: a 40-45 card
dynasty deck of
characters (i.e. creatures) and
holdings (I can't think of an appropriate analogue here, besides maybe a nonbasic land with a non-mana-producing ability?); and another 40-45 card
conflict deck of
events (spells), and
attachments (auras, as these specifically attach to other cards and get discarded when the attached card does), and a limited number of
conflict characters. A player's hand is only ever filled from the
event deck, and normally players only ever have up to 4 characters available to put into play at any time, for reasons I won't get into right now. What comes out of the dynasty deck to be played is public knowledge, but player hands from the conflict deck is not.
Players pay for their cards from a refilling pool of
Fate (mana) that doesn't empty, and has no upper limit. Most dynasty characters cost between 1-5 fate, most events cost 0-1 fate, most attachments cost 0-2 fate, and most conflict characters cost 1-3 fate. The amount of fate you gain each turn is determined by what
Stronghold you're running (a card type I can explain when it's more relevant later), but almost all printed so far have a +7 fate each turn.
The last and possibly most important bit of information needed is how creature removal works in this game. As far as card effects go, creature removal is nearly non-existent, because removal is baked into the core mechanics. When you put any character into play, you first pay the fate cost, then you may place
any amount of additional fate from your pool onto that character card. 1 fate is removed from ALL characters at the end of every turn. This is important since it operates quite differently to how most card games handle creature summons, as any character's actual worth is more a matter of how much you're willing to invest in them rather than what the card itself can do or what its numbers are.
So, with the most relevant core mechanics out of the way, I can explain:
Case 1:
In the top-left corner, you'll see the printed cost of 0. I already explained that most
event cards, like this one, cost between 0-1 fate, to allow you to play a lot of them while still playing dynasty characters. The bolded
action word indicates the "spell speed," here essentially a sorcery speed, but very few instant-speed cards exist and even fewer let you counter effects. Why this card is a problem is that it was the only form of attachment removal most factions had access to for nearly a year and a half (how mixing factions works isn't strictly important for this discussion).
Let Go was printed in the first big-box core set in the Dragon Clan faction, which had a heavy attachment theme, but through the core and many of the first expansions big attachments that cost 1 or even 2 fate were also pushed as a theme in several factions, not just in Dragon, and I'm sure you can see where the problem arose. Attachments, as one of the 4 main card types, became a miniscule part of the game because not
only did they carry the two-for-one problem of auras that when the character they were attached to gets discarded, so do they, but this absolutely free card the opponent can easily run 3 copies of could negate 2 out of your 7 fate if you were foolish enough to run what were supposed to be the big, impactful attachments.
To compensate for this, future attachments came out with even
larger effects, to give players more reward for playing them, which then also led to every deck
requiring some form of attachment control. If you were playing a faction that didn't have in-house attachment control, you
had to splash in Let Go, and this resulted in Dragon being really over-represented as many, many competitive players felt this was the only choice available to them.
Case 2: The importance of going second.
This game's economy is tight. There are a few built-in ways to gain small handfuls of fate a turn, but there is next to no card effect that grants free fate. Knowing what
not to play and when to back out or when to invest is a
big part of this game.
Which is why it was inevitable that an original core mechanic had to be removed.
Originally, when the game first came out, whomever went second got 1 free fate, presumably to compensate for the advantage of going first. As already explained, however, this game doesn't operate on the same turn structure as most games and first player doesn't get
that much of an advantage.
This was found out in pretty short order, and it was statistically averaged out that, if I'm recalling correctly, going second gave an evenly-matched opponent a 68% chance of winning. In particular, some of the avenues of gaining that handful of fate each turn I mentioned isn't available on the first turn, so being the first player to move during the
second turn, when it first becomes available, often gives the second player the advantage if they play well enough.
It took a long while to get this change implemented into the game because we
are talking about the core rules and not just a restricted/banned list, but it happened with the very first rules revision, and there was much rejoicing.
Case 3:
I explained how "investing" in your character works, and from that you can understand how a 5-cost character with 2 fate placed on it should be "worth" more than a 2-cost character with 5 fate placed on it -- essentially you're paying for 3 turns worth of a 5 cost, or a 15-cost "return" for 7 "investment" in one scenario, and paying for 6 turns worth of a 2-cost, or 12-cost "return" for the same "investment." I also briefly touched on how combat works and why it makes stand (untap) effects so powerful.
Now piece together what the above card means for all of that.
A bit of backstory: for the longest time -- I think it was around three years -- L5R didn't have a ban list, because its restricted list worked exceptionally well to keep cards in check. Rather than restrict the number of copies you could have in your deck, you got to choose no more than 1 card on the restricted list to include in your deck. You could run the full 3 copies of it, but it was the ONLY restricted list card you could run.
Charge! was among the first handful of cards to make the restricted list.
Hyper-aggressive decks, those that aimed for a turn-three or possibly even turn-two win (it's nearly impossible to win on turn 1 in L5R, and then
only if you win by one of the non-combat win conditions), still chose Charge! as their restricted card, because you
cannot ignore an up to 4-fate discount and 5-6 bonus strength in combats that typically don't even reach 20 total strength for ether side (how combat works specifically would require an entire explanation, so let's just say 5-6 is a hefty number). Even as other cards crucial for those decks got put on the ban list, they kept Charge!, though it's worth noting that these aggressive decks were
also found almost exclusively in the weakest factions during that time, meaning they had horrible track records and had difficulty securing wins.
When a ban list was finally implemented, Charge! was also among the first handful to make it on there. This card had been printed in the core set, and even when it was previewed before the game officially launched, community talk was that someone had misheard, or the footage was too blurry, because the basic mechanics of the game meant that getting a high-cost character out for a single fate was extremely powerful even
before factoring in the ability to re-stand and throw that character into multiple combats, which became increasingly common as more expansions were released.
I'm sure there's other bits I could write about, but I've spent too long as it is on this one post and need to get to bed.