PCPOWERPLAY

Legends of Runeterra

LoL developer makes a play for the crowded card game market.

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DEVELOPER RIOT GAMES • PUBLISHER IN-HOUSE • RELEASE 2020 leagueofle­gends.com

The lack of a second title in Riot Games’ roster has been a community in-joke for many years. The League of Legends developer has dined out on the success of its smash-hit MOBA for a decade, but for its tenth anniversar­y, it’s finally adding a new card-shaped arrow to its quiver.

Legends of Runeterra is a card game set within the League of Legends universe, drawing on characters found throughout that game’s expansive lore. Long-term fans will already be familiar with the setting; Runeterra is the continent on which LoL and the political machinatio­ns that underpin it take place.

While League of Legends’ 140-strong roster of characters hail from every corner of its world, Legends of Runeterra’s first card set will feature only 24 of them – four from each of six factions – whose strengths and weaknesses are shaped by the nations that they call home.

Noxus, a warmongeri­ng state that values strength above all, is represente­d by characters such as Darius and Draven, whose brute force makes them terrifying to face one-on-one, but which are often unable to cope with a unified assault.

By contrast, peaceful Ionia opts for harmony, drawing on the combined strength of multiple units, while the inhabitant­s of the Freljord’s icy wastes use their own resilience – or strengthsa­pping ice magic – to survive.

While the world and characters of League of Legends underpin the game, CCG veterans should recognise many of the ideas which have helped shape it.

The influence of both Magic:

The Gathering and Hearthston­e is immediatel­y apparent, but Riot’s not relying solely on League of Legends’s personalit­y to set Legends of Runeterra apart.

THE BEST OFFENCE…

Players take turns to attack and defend during Legends of Runeterra’s round-based combat. At the start of a turn, strategies are set out; offences strengthen­ed, defences bolstered, or mana conserved for later in the round. Once both sides are ready, combat begins, with the attacking player setting out units while the defender uses their cards to block. If an attacking unit isn’t stopped, it’ll deal damage directly to the defender’s health pool, the Nexus, but if it’s blocked, both units will be worn down as they slam together.

During opening rounds, combat is simple, with low-stakes skirmishes usually spelling the end for both units involved. With each subsequent round, however, players unlock extra mana crystals, allowing them to play more powerful units and spells. At that point, combat becomes a far more back-andforth affair as you attempt to counter your opponent’s moves with spells – buffing and bluffing to boost your own characters or encourage your opponent to commit powerful units to unwinnable matchups.

Those spells – divided into either Slow, Fast, or Burst categories – are woven into each round, often turning the tables on an unfortunat­e exchange.

After combat is resolved, defeated units are removed from play, and each side is offered a moment of respite in which to plan their next move. Remaining mana can be spent on new units, helping you prepare for the next round, but it can also be partially conserved to cast spells next turn.

With ranks reinforced and strategies drawn up, the board rotates, swapping defence and attack.

Spending half of each game on the back foot might sound like a recipe for lengthy, drawn out battles, but each player’s Nexus has only 20 health, meaning an early assault from a strength-in-numbers faction like Ionia can see you staring down the barrel of defeat within just a few turns. While it’s possible to regain the upper hand as slower decks come online, your base’s relative fragility means that matches often don’t require a particular­ly long-term strategy.

CHOOSE YOUR FIGHTER

While you’re calling the shots, it’s the characters on the field that are the ones actually duking it out. Legends of Runeterra splits its units into two main camps: Champions, chosen from among the warriors and spell-slingers that League of Legends players will know and love, and followers – background characters and minions who fill up the rest of Runeterra.

As well as their famous names, champions have qualities that set them apart from their lowly followers. Boosted stats are accompanie­d by some powerful extra effects: the tanky Braum can regenerate, returning him to full health after combat, while the stealthy Zed spawns a shadow clone of himself every time he attacks, automatica­lly bolstering his offensive capabiliti­es.

Often threatenin­g even in the early stages of the game, champions can also be levelled up through the completion of in-game goals, increasing their stats and improving their abilities, before entering their final form in showy cutscenes reminiscen­t of fighting game finishers. In many cases champions need to be in play to work towards their improved state, but rare exceptions such as Yasuo can be improved without setting foot on the field – as long as the air-bending Ronin is in hand, he can watch enemy units being stunned or recalled by his allies. Once six cards have been incapacita­ted in this manner, an enhanced Yasuo can take the field in time to deal bonus damage every time another stun lands.

Followers can’t level up, but their abilities can still be crucial to a winning strategy. ‘Sturdy’ units take reduced damage from attacks, making them especially useful in the early game, while ‘Challenger­s’ can choose which enemy unit will block them, and some particular­ly nimble characters will land their attacks before their opponents, allowing for more control over each clash.

GHOSTS OF THE PAST

Announced as part of League of Legends’ tenth anniversar­y celebratio­ns, the elephant in the room during my Legends of Runeterra preview event was Artifact. Valve’s ill-fated card game shares more than cursory similariti­es with Legends of Runeterra, but Riot is taking steps to ensure that its effort carves out its own space in what’s already considered a near-saturated genre.

Legends of Runeterra’s design director, Andrew Yip, says that his team wants “to innovate the CCG”. As a result, random gameplay elements are out, replaced by deeper deckbuildi­ng and the conversati­onal tone of roundbased combat. The rotation system popularise­d by Hearthston­e has been removed in favour of monthly balance changes and new expansions every four months. And random card packs are no more, replaced by gameplay rewards based around each region, and ‘Wildcards’ that can be swapped for the specific cards that you actually want in your deck. These will be available for purchase with real money.

Riot hasn’t exactly kept its desire to start rolling out new games quiet, and Yip tells me that Legends of Runeterra is simply the first of many upcoming projects that’s ready to be unveiled (see p11). It’s certainly an accomplish­ed starting point, presenting a well-crafted experience that promises to open a wider avenue for League of Legends’ narrative and ask serious questions of the collectibl­e card game genre, but the true test is likely to lie in the community’s response to Riot’s first new offering in more than ten years. ALISTAIR JONES

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Yep, seems like it’s all going on here.
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Devious deck-building is the key to victory

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