I haven't read the books, so most lore is lost on me, therefore I don't care so much about what areas/races/etc. we dive into, with some slight exceptions. I'm more of a mechanics guy. I'm always fascinated by the evolution of card games. They tend to start out rather simple, then grow more intricate and split things into numerous specialties, which I love. If it were possible, I'd prefer that they started out with these levels of speciality, but of course, the card pool tends to be too small to do so.
Anyway, here are a few things I'd like to see, some are duplicates of what others have said:
1) Ents. They're cool and they have the potential for some very interesting mechanics
2) Flesh out the Dunedain and other less-represented traits. I think I want the Dunedain the most, but building up smaller traits to have interesting mixes of strengths and weaknesses.
3) Additional ways of dealing with locations. There are so many ways to deal with enemies right now, but other than willpower boosting and effects that place progress tokens, we don't really have much in the way of dealing with locations. Maybe we could use the locations against enemies. Something like:
Event - Cost 3
Action: Place progress tokens on the active location until the location only needs one more progress in order to be explored. Then, choose an enemy. Reduce that enemy's threat by the number of progress tokens that were just placed on the active location.
I don't know. Something like that and/or some completely different things.
4) Powerful cards with very noticeable drawbacks. I love the idea of adding the Doomed keyword to player cards like in the VoI expansion, but I hope to see some more innovation in this area.
5) A "Party Card". This is something that should have been implemented from the start if they were going to use it, but each deck should have a single card that the player chooses that gives them their limitations and deck-building rules. The card could also provide certain abilities that a player can activate for free. For example:
Stealthy Raiding Party
All of your heroes must have the Ranger or Dunedain trait. You may have no more than 2 heroes in your deck.
Do not raise your threat during the Refresh Phase.
Forced: After an ally enters play, raise your threat by 2 (Raise by 1 instead if the ally has the Ranger or Dunedain trait).
Secrecy discounts are always active, regardless of your threat.
This may or may not be an extreme example, but if you're going to build a thematic deck, why not use a card like this to tie the theme/synergy together more. As you can see, they can also be used to give new/more life to mechanics that have flopped (like secrecy in this example). Also, looking at that second example, it would open you up more to being able to use the Faramir hero in a Ranger deck without his high threat being as counter-productive.
You could also configure other limits, such as only having 2 of any card in the deck, instead of 3... or having different min/max number of cards in the deck... or raising/lowering the threat threshold for secrecy/losing.
I think things like this can really add more options to deck-building and give each deck a more distinct flavor. You could potentially use the same exact deck with two different Party Cards and have it make enough of a difference to the gameplay that it feels like you're playing an entirely different deck.
Edited by joezim007, 26 November 2013 - 12:32 AM.