The Lord of the Rings TCG
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GET READY FOR CYBER-DWARVES

by Andrew Lupp

This article appears on page 12 of the February 2003 issue of Inquest magazine, and is reprinted with permission.

The Lord of the Rings TCG is going where only Magic has gone before -- to a full-blown online version with complete rules interpretation and virtual version of all physical cards.

LOTR TCG publisher, Decipher Inc., has teamed with Worlds Apart Entertainment (sic), known for its online text games, to bring the TCG to computer users around the world. InQuest caught up with Scott Martins, president and lead designer from Worlds Apart, and strapped him to a table in the Barad-Dur stronghold. After repeatedly yelling "Shire! Baggins!" ... he calmed down and answered our questions.

Inquest: How close to "real-life" game play will the online game be?
Martins: We want to keep the experience of playing the online game as close to playing the physical game as we can. That said, we also want to take advantage of the digital medium and allow that medium to help improve the experience of playing the game. Our rules engine will fully enforce the rules of the game, which means that some types of player error will be eliminated. For example, we can take advantage of the rules engine to remind new players that particular cards can be activated during a particular phase. Is that kind of reminder system appropriate for high-level tournament play? That's one of the topics we're discussing in the development page forums. We are talking extensively with current players in the online forums on the development site, (lotrtcg.decipher.com/forum).

IQ: What features of the game will set it apart from the other online CCGs?
Martins: Here are a couple of things that we're most excited about:
Customizability: We want the Lord of the Rings Online Trading Card Game to be as customizable an experience as possible. WE're hoping to implement everything with some degree of user choice of customizability, from culture-themed user interface skins to the way in which you interact with the playmat.
Trading: It needs to be as secure and convenient as possible. We're planning on providing a number of trade mechanisms, such that players don't necessarily have to be online and active to complete trades.
Cross platform: We'll be supporting play on both Windows and Macintosh platforms, creating effectively unlimited multiplayer play.

IQ: What kind of trade mechanisms?
Martins: Well, for example, someone could post their Legolas, Greenleaf for trade to a system web page, and set it such that they'll only accept an Arwen, Daughter of Elrond in exchange. If someone comes along and finds that trade to their liking, they could accept the trade and the exchange could take place without the original poster being around.

IQ: LotR TCG is a great multiplayer game. How will that work?
Martins: We're still doing the design for multiplayer, but our current thoughts are that multiplayer games will look quite a bit like two-player games. Inactive cards will likely not be displayed as a default view, and there will be a single playmat for all of the Shadow players' minions and support cards. There will be way to identify which Shadow cards belong to which player (we're testing several methods at the moment, and haven't determined what works best yet), and there will be ways to look at the inactive cards of each player (while it might not end up being done this way in the final version, in the screenshot on this page, you can see a dial in the lower left corner of the screen. Each icon represents a player, and you can click on that player's icon to see their fellowship area). LotR online will likely have customizable playmats.

IQ: Testing on the game has started. When does it go live?
Martins: Alpha testing will close in February or March, with open beta testing beginning a month after that. We expect to go live by May 1.

IQ: How much will it cost to play?
Martins:We haven't determined the answer to that yet. We're working closely with Decipher on the online pricing model. All we're able to say right now is that the way the players will buy cards will mirror the way they do so offline, in starters and boosters.

IQ: What cards will be available when you go live?
Martins: All current sets will be available at launch, everything up through Battle of Helm's Deep.

IQ: I already play the physical LotR TCG. Why would I want to play online?
Martins: One of the best reasons is that you'll be able to find a game with people from around the world at any time of the day. Another great reason is ease-of-use. Making and managing decks will be pretty cool in the online game. You'll be able to save deck components, such as the Shadow side, Free Peoples side, adventure deck, starting fellowship, even a character kit (Aragorn and his support cards, or the Witch-King and his) and mix-and-match them easily in different combinations.

IQ: It sounds like the players have a great deal to do with this creation process. Besides the forums, how else can I take part?
Martins: We're always looking for more feedback and participation, and would like to encourage everyone to participate in the development web pages that have been set up on Decipher's web site at lotrtcg.decipher.com. You'll find screenshots, articles about the progress of the development, and again the forums to discuss these questions and more then other players and the developers.

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