013-Purpose
Posted: Sun Aug 18, 2013 11:22 pm
The Purpose of FATE
The concept began in 1998. An enjoyment of thematic decks of Dwarves raiding orc-holds in the Misty Mountains and the treachery to draw the Easterlings into War with the Faithful were strong in my heart. How could these themes be used in one game? Wouldn’t it be fun to play against such decks? It will be a challenge if your opponent was aware of your main goal, right? Can most of the cards be used without a need for new ones? I began with this background. The foundation was to recreate the struggle of the Free Peoples to be rid of evil and the Shadow to grow and wash away their hated enemies. The One Ring will be the focus.
I began by creating the theme decks for a 10 player game. The rules centered on these ideal (i.e. as in one person made them) decks. 10 Players began and 30 turns later it ended. A good base was established. More work was needed. I played another game. It ended in a similar fashion. Many avatars and dragons found their end. Half of the characters were eliminated.
I chose to use MENW and MELP. The NW edition was made by others and provided two new players. Next, the Blue Wizards wanted to push East. Dwarven and Elven Lords were found by others. A new expansion occurred to have 40 players and regions east of Mordor and north to the confines of Utumno. Councils and Faction Wars broke out. MEGW gave two new avatars. Atani-Lords came later. Now, the regions reach south to the Yellow Mountains.
I greatly desired to see this game at a tournament. Many alterations and clarifications are in order before it can be attempted. Planning is crucial. I firmly believe all the parts need to be worked out and to be segmented, as any one can be deleted. Also, smaller games will help in learning flaws and ways for smooth a 32 player marathon. A new player-turn strategy will result in a whole game to be played in 24 hours. Players will spend more than this in preparation. In reality, such a 40-player game will never happen, but I can dream.
The Concept
The concept is this: Discuss the overall strategy with your teammates. Choose resources and align the hazard strategies. Meet up at a council. Teamwork and patience are needed to determine the resources. All the heroes and most of the unique hero resources will be played. Everyone will want Beorn or Glorifindel. Remember, you will be working together and must sacrifice pride for victory. New cards will be created to accommodate the shortage of characters, but only as much to satisfy a competent deck. It is not what cards you have, it is how you play them.
The goal is to have 32 MP, specific resources in play, destroy enemy havens or to play the Ring.
Pros and Cons
Two games can be played: a 40-player game as outline in this guide, or a 16 player game.
I will discuss the pros and cons:
40P
Pros:
Cons:
Pros:
I would suggest playing the 16P game, then see how everyone likes it. If they feel more can be done, then they can decide on the 32P game.
The concept began in 1998. An enjoyment of thematic decks of Dwarves raiding orc-holds in the Misty Mountains and the treachery to draw the Easterlings into War with the Faithful were strong in my heart. How could these themes be used in one game? Wouldn’t it be fun to play against such decks? It will be a challenge if your opponent was aware of your main goal, right? Can most of the cards be used without a need for new ones? I began with this background. The foundation was to recreate the struggle of the Free Peoples to be rid of evil and the Shadow to grow and wash away their hated enemies. The One Ring will be the focus.
I began by creating the theme decks for a 10 player game. The rules centered on these ideal (i.e. as in one person made them) decks. 10 Players began and 30 turns later it ended. A good base was established. More work was needed. I played another game. It ended in a similar fashion. Many avatars and dragons found their end. Half of the characters were eliminated.
I chose to use MENW and MELP. The NW edition was made by others and provided two new players. Next, the Blue Wizards wanted to push East. Dwarven and Elven Lords were found by others. A new expansion occurred to have 40 players and regions east of Mordor and north to the confines of Utumno. Councils and Faction Wars broke out. MEGW gave two new avatars. Atani-Lords came later. Now, the regions reach south to the Yellow Mountains.
I greatly desired to see this game at a tournament. Many alterations and clarifications are in order before it can be attempted. Planning is crucial. I firmly believe all the parts need to be worked out and to be segmented, as any one can be deleted. Also, smaller games will help in learning flaws and ways for smooth a 32 player marathon. A new player-turn strategy will result in a whole game to be played in 24 hours. Players will spend more than this in preparation. In reality, such a 40-player game will never happen, but I can dream.
The Concept
The concept is this: Discuss the overall strategy with your teammates. Choose resources and align the hazard strategies. Meet up at a council. Teamwork and patience are needed to determine the resources. All the heroes and most of the unique hero resources will be played. Everyone will want Beorn or Glorifindel. Remember, you will be working together and must sacrifice pride for victory. New cards will be created to accommodate the shortage of characters, but only as much to satisfy a competent deck. It is not what cards you have, it is how you play them.
The goal is to have 32 MP, specific resources in play, destroy enemy havens or to play the Ring.
Pros and Cons
Two games can be played: a 40-player game as outline in this guide, or a 16 player game.
I will discuss the pros and cons:
40P
Pros:
- · Allows almost all the resource and hazard themes to be displayed
· Most of the resources and hazards will be played
· There is a sense of ownership and fellowship in having a lot of allies
· Parallels the Book in pre-and post-council matters
· Includes intricate faction wars
Cons:
- · 40P is a lot. The shortest game will be no less than 24 hours
· Play will be quick and a little disorder can go a long way
· New cards and rules must be agreed upon and learned
· Half of the players will not be in the second half
· Includes complicated faction wars
Pros:
- · Shorter game, maybe 16 hours.
· Allows every player to play popular characters and items
· There is a sense of pride in being able to play
· There can be playoffs to see who’s who
I would suggest playing the 16P game, then see how everyone likes it. If they feel more can be done, then they can decide on the 32P game.