Contest Entries: Fifth Sphere
Hello readers, the first stage of the Fifth Sphere contest has concluded, and I’m absolutely astounded by the quality of the entries I received! To be honest, when I first conceived this contest, I wondered whether there were enough possibilities out there to make for a viable competition. Well, I’m sorry for ever doubting you all, as the fifth spheres that you will see here absolutely shattered my expectations. Below, you will find each entry, complete with the descriptions and cards that the entrants crafted. Some of these went above and beyond the call of duty, and include an AP’s worth of cards! I will now open up these entries for voting, and the window will last until next Tuesday. Just to make things interesting, this time around the winner will be chosen through a combination of reader votes and my own ranking of the entries. Good luck!
P.S. While you’re at it, check out the Hall of Beorn’s take on a fifth sphere.
Entry #1: Cunning (A)
Now, my take for a new fifth sphere would be the “Cunning”. Cunning=Manipulation, control, bending the rules to your favor. I’m thinking of something like a black/blue deck form Magic the Gathering. Letting you empower allies, engage and disengage monsters, manipulate the encounter deck, prevent engagement. But that should come at a cost. High resource and threat cost for most of the cards as well as reducing hero stats to empower allies and trigger effects. Heroes that are forbidden to do things like attacking or defending or questing, but prefer to send the allies to do their bidding by buffing them.
Entry #2: Magic
This is a very tough thing to do as I think that the game is already well balanced and the spheres cover pretty much all aspects of the game. But one thing that always struck me reading (and rereading) the LoTR books is that although magic exists in Middle-Earth, it’s rarely witnessed as is. You get magical objects (the rings, weapons and other stuff) but only a few times will you see actual spells being cast (Gandalf against the Balrog).
Entry #3: Cunning (B)
Entry #4: Cunning (C)
The sphere of Cunning emphasizes a hero’s guile, resourcefulness and strategic thinking. It focuses on protecting others and working stealthily against the machinations of the enemy.
Entry #5: Duty
The fifth sphere represents the harsh necessity of duty to one’s people, one’s homeland, one’s cause. Duty is characterized by a keen clarity of purpose and a denial of consideration for self. Beyond force of arms, beyond knowledge, beyond courage and even beyond hope lies only the grim certainty that one must carry on matter the cost.
Sacrifice lies at the heart of the duty sphere. Heroes of duty will not shrink from the task laid before them, and will make the tough decisions of who lives and who dies when there are no good options. Allies will give hope to others, keeping none for themselves. Attachments will help them do what must be done, though perhaps at great cost to themselves or others. Events will focus on sacrificing whatever allies, heroes, attachments, and cards necessary to gain secret knowledge of the enemy, sabotage his forces, and protect the free peoples.
“Folly it may seem,” said Haldir. “Indeed, in nothing is the power of the Dark Lord more clearly shown than in the estrangement that divides all those who still oppose him. Yet so little faith and trust do we find now in the world beyond Lothlorien, unless maybe in Rivendell, that we dare not by our own trust endanger our land. We live now on an island amid many perils, and our hands are more often upon the bowstring than upon the harp.” -The Fellowship of the Ring
Entry #6: Friendship
Hamfast Gamegee: I imagine Sam’s father as an old wise hobbit. He can definitely not contribute to many things as he is too old, but he can give his wisdom to every one that needs it.
Avenging Hobbit: I imagine it with the idea of Bilbo saving Thorin at the last second, and Pippin and Merry charging the orcs to avenge Boromir. I liked the idea of a the rage produced by the view of someone sacrificing himself to save you. I like the way it rewards a chump blocker!
Fighting Student: The idea is to use a powerful character to increase the fighting skill of another weak ally. I like the fact that the character will be stronger as the game goes and as he learn to fight, as did the hobbits.Hobbit Gift: I love the idea of the hobbits giving presents and loving to receive it, but with the same gift being given again and again.Hobbit Resilience: A “save the day” card. It will not win the game alone, but it can leave the time for somebody else to do it!
Look East: The thematic inspiration is obvious. The idea is to imagine and unexpected help coming in the last moment so save you as you prepare to sacrifice yourself. (Yes, I was trained as a snowbourn scout)
Resting at Rivendell: I do not really like the fact that Elrond was made as a powerful hero that would actively help in the quest and go himself kill a Balrog in the Moria. I prefer imagining him as proposing a peaceful rest for the adventurers.
Rohan Refugee: In the film, the two riding children warn the Rohirrim of the approaching enemies. That’s what this card does.
Strength of the Common Folks: this card emphasizes the capacities of the normal folks to help in the quest. That’s a central card for this sphere. (NB: I took out the Noldor and Silvan, because for me there is no elf that falls in the “simple folk” category)
Talkative Hobbit: Well, what can I add?
The Dùnadan: This card is inspired by the fact that Bilbo asks Aragorn to help him writing his songs. And I needed a way to give Aragorn access to my sphere, as he has access to all the others. Again, a card that should help the other players.
Entry #7: Community
Entry #8: Spellcraft
“I think that they went as emissaries to distant regions, east and south …. Missionaries to enemy occupied lands as it were. What success they had I do not know; but I fear that they failed, as Saruman did, though doubtless in different ways; and I suspect they were founders or beginners of secret cults and “magic” traditions that outlasted the fall of Sauron.”
As we know, Gandalf is a “supporter”, Always helping, either the Hobbit or the Fellowship of the Ring. I also think that Radagast supports, although in a different way. Pallando and Alatar had a mission to travel to the east and weaken the forces of Sauron.
So, I think that the sphere may be the gray color and the goal would be to support. I know we don’t know almost anything about the blue wizards, but I found the idea of putting them in interesting.
Entry #9: Control
Gameplay focus/theme:
* manipulation of cards of other players, for example
– possibility to see/show other players hands (part of it),
– move cards from hand to play and opposite,
– possibility of returning cards from discarded pile to player’s hand,
– switching allies control between players
* manipulation of encounter cards, for example:
– switching locations from the one players traveled to another from staging area
– switching enemies engaging players to other from staging area
manipulation of combat:
– switching damage from one enemy to other (for example from engaged enemy to another one – for example from staging area or engaged with another player)
– switching damage from one character to other (from example from one defender to another, from hero to ally or opposite)
– delaying damage by 1 round
Additional rule during playing (extension):
– First player controlling at least one Control hero at play, selects player. That player shows all cards he draws that round.
– New trait: Diplomat.
Entry #10: Maiar
The concept of the Maiar sphere is to capture the power of the wizards of the Middle Earth. In terms of gameplay effects the sphere would focus upon giving bonuses to players for fielding a range of different racial traits (the anti-Outlands)- bringing together the peoples of Middle Earth eg. 0 cost Maiar event: Unified goals: For each player controlling allies of 3 different racial traits, choose a hero they control to give +3 to all stats until the end of the phase. In addition to being able to play cards of all spheres, they would have their own effects which encouraged co-operative play. Lots of tricksy wizardry which did things with other players decks and discard piles would be interesting. Of course they would have to be very powerful heroes in their own right – Radagast, Gandalf, Saruman- so I decided it would be best if they had the significant drawback of only having one hero. This would encourage a vastly different style of play, encapsulate an important part of Middle Earth lore and change the way sneak attack was used forever (with Gandalf as a hero he would be ineligible as an ally).
Entry #11: Bravery
Entry #12: Nature
I got the idea from the new Time X mechanic that they are introducing in the Voice of Isengard expansion. I wondered what that could look like as a player card mechanic, and I thought it fir thematically well with the role of nature in the books. In Tolkien, nature is a powerful force for good, but slow to respond to the evil of Middle Earth. In the card game, the Nature sphere’s cards are very powerful, they have a lower cost than normal, but they come into play with Time counters on them. At certain phases (depending on the card) you remove a Time counter from them and they come into play. This could work for allies and events, and possibly attachments too. For example, you could have an Ent ally with powerful stats, but that enters play with 3 Time counters on it. At the beginning of every planning phase, you remove a Time counter from it, until it has no Time counters on it and is in play. This helps to balance out the power of the Ents, without raising their resource costs to ridiculous levels. For events, you could have a combat event called Rushing River, that comes into play with two time counters on it. Remove a Time counter from it at the beginning of the combat phase, and at the beginning of combat, all enemies engaged with you get minus two defense. An attachment idea is Reclaimed by the Wild, which would attach to a location and have Time X on it, where X is the location’s threat. After the last Time counter is removed from the card, discard attached location. This card could help you get rid of low threat, high progress locations that you don’t want to travel to. This style of play is very different from any other sphere we have right now, and opens up a lot of interesting design possibilities.
Radagast is the hero that pulls all of this together. Though Radagast has weak stats, he would be a staple of any deck that included nature. Unlike his other Istari brethren, his power is expressed in subtle ways, by rallying the support of the forces of Nature in Middle Earth. To maintain a sense of continuity with the game, I kept his stats the same, as well as the ability to spend resources to heal (though his ability is much better in this context). The real key to the card is his response action, which allows you speed up the activation of your allies, or to time up the activation of your events. He will help counter the weakness of the Nature sphere, that things take a long time to come into play. His low threat helps Nature decks buy time while they build their forces, and it also makes him easy to splash in dual or tri sphere decks.
Entry #13: Harmony
The Harmony Sphere
The fifth sphere I am creating is the Harmony sphere. Its color is white, and its symbol is a shepherd’s crook.
Thematic Identity
The Harmony sphere emphasizes a hero’s oneness and attunement with nature and the land around them. Harmony with nature means more than just knowledge of a particular locale (which falls under the purview of the Lore sphere). Rather, it represents the ability to commune with and draw power from the world around them. Tom Bombadil and Treebeard are characters who embody this aspect of the Harmony sphere.
This sphere also has a thematic emphasis on rest and rejuvenation. The adventures of The Hobbit and The Lord of the Rings are often punctuated by periods of rest, as when the hobbits stay in the house of Bombadil or when the Fellowship finds respite in Lothlorien. While in these havens of comfort and safety, the heroes do not use their tactical prowess, knowledge, will, or leadership skills. But the periods of rest are important nonetheless, as they allow the heroes to set out on their journeys with new resolve.
Mechanical Identity
Strengths
Mechanically, the Harmony sphere interacts with locations. Allies may have abilities that depend on what types of locations (Forests, Mountains, etc.) are in play. Attachments may be played on locations that might provide the player with bonuses when the locations are active. This concern with locations represents Harmony drawing power from nature.
The sphere also emphasizes control of tempo. While many cards boost willpower and make questing easier (mainly Spirit cards), Harmony cards allow the players to slow down or otherwise limit the progress of their questing, which can help the players execute their strategies and take advantage of the location-based effects the sphere offers. Thematically, this represents the party slowing down and taking in the effects of the land around them rather than rushing through locations.
While Harmony does not reduce threat in the way Spirit does, it also has some cards that negate threat increases such as those caused by the Doomed keyword or by failing the quest. As with slowing down questing, this allows a Harmony player to control the tempo of the game. Finally, Harmony also includes minor healing and readying effects, though not the extent of those provided by Lore and Spirit.
Weaknesses
The Harmony sphere’s heroes are generally weaker questers, representing their tendency to stay at home and the sphere’s investment in rest and control. Likewise, some heroes have limited tactical ability–attunement to nature leads a disinclination to violence.
In addition to its heroes’ reduced questing abilities, the Harmony sphere chiefly draws its power from hero abilities and events. Characters often favor solitude over companionship. Thus, the ranks of its allies are thin. Harmony allies also tend to be expensive, as the power of nature does not come easily.
Furthermore, Harmony also lacks card draw acceleration–nature, after all, works at its own pace.
Hero: Goldberry
Goldberry showcases some of the properties of the Harmony sphere. Her ability to spend progress tokens from the active location as if they were resources not only allows the player to pay for more expensive cards, but also helps the player slow down his questing progress–ideal for quests where rushing forward is ill-advised. Her readying ability showcases the sphere’s concern with locations and location types. Her modest statistics reflect some of Harmony’s weaknesses, but her low threat cost allows the player to play methodically without worrying too much about threating out.
Other Cards
Heed No Nightly Noises
Attachment. Cost: 2.
Attach to a Dark location.
Response: When a player increases his threat, discard Heed No Nightly Noises to prevent that threat increase.
At Home and On Holiday
Event. Cost: 2
Quest Action: Play this event to attach a Forest location currently in the staging area to a hero committed to the quest. That location no longer adds its threat to the quest. Ready the hero and remove him from the quest. At the end of the round, return the location to the staging area.
“I’ve never heard of a better land than this. It’s like being at home and on holiday at the same time . . .” Samwise, The Fellowship of the Ring
Veil of Mist
Ally. Cost: 3
W:0 A:0 D:2 H:1
Weather. Mist.
Cannot have attachments.
Action: Exhaust Veil of Mist to add its Defense to that of another character.
“Then by some shift of airs all the mist was drawn away like a veil . . .” The Fellowship of the Ring
These are fantastic. There are certainly some talented and imaginative players out there!
There’s some fantastic cards on here, and some really good ideas for others. Shame we can’t vote for Beorn!
Whilst it’s not the most developed sphere, I love the ability on Eowyn. So thematic, and potentially quite powerful.
Thank you very much :’)
It is not developed, cos I did not know I can write so much 😀 Mea culpa!
But here is full description:
Object of this sphere is to show how important the bravery is. Fight is not about muscles (but they help), it is mostly about will and bravery. Hero(in)es like Eowyn fought against stronger enemies and won, cos they had this important attribute.
That is why she is in this sphere. Eowyn is my favourite female Tolkien character so I am thankful for this contest. :))) Her only disadvantage is that you must think, how to use her. Her stats are balanced, so you will be grateful for any readying effect. I did my best to make her as good in solo as in multiplayer and it was not that easy. Originally she was very similar to lore faramir, but then I made what I made. I hope you love this card as I do :–).
Next hero I made is my favourite male Tolkien character- Boromir (together with Faramir). His static ability is inspired by afraid orcs during fight with Boromir. They were nervous while he could attack them and that was making them weaker; that is the reason for this ability. His second ability is inspired by his last fight, too. He fought hazardous, that is the reason for „…and deal 1 damage to him…“ part. While he is well equiped (e.g. citadel plate) and ready for big fight (many resources), he can sacrifice his life to save you from enemies. That is it, I hope you like this card :)).
Overall description: This sphere is designed for pairing with my favourite LORE. Brave man is the best companion, but sometimes he is too brave :). That is why pairing him with smart LORE hero makes him even better- lore hero’s assumptions (encounter deck management) is great with BRAVERY sphere. Healing effects prevent heroes from death after their heroic fights.
That will surely give the developpers some ideas.
As for my entry (the Magic sphere) I wonder how it will be received.
The idea of a temporary hero, as strong as he could be, will surely get tough love from a lot of players
But I wanted to reflect the role of Gandalf, Elrond or Galadriel for the fellowship, for me, they wore more then just allies, their actions stick with every members of the fellowship for the rest of their journey, even tough they weren’t physically with them for the main part.
Gamewise, I think it could make for a drasticaly different kind of gaming experience, putting a bigger emphasizes on the questing and the timing of switching the questing cards.
Plus, I wanted to be able to cast spells… I think it’s cool.
Loved to have so much ideas that look like another ones did. Beorn sphere sounds very cool, and looks just like some aspects i though on my Community sphere.