So, time for another design talk, this time about card types.
I think L5R always had to many, so if redesigning allows to butcher some sacred cows, we should should talk about this.
Starting with the box, even though the Stronghold is not always considered a card, we should talk about if the game needs strongholds going forward. Stronholds determined four key aspects, the province strength, the starting gold and the starting family honour and probably most important the faction allignment. I think L5R should move away from the destryong provinces approach, which would make the province strength unnecessary. Starting gold could simply set the same for all. That leaves us with family honour and the clan alignment. I would advocate to redesigning who goes first and the whole honour thing into a political victory condition, so maybe this doesn't need to be tied to the box. And last, but surely not least, maybe we should rethink how narrow the clan alignment always was. I mean I would like to see two clan decks, or more often the use of peeps that are not part of your primary clan (and with a limited amount of cards in the core sets, this might be what FFG is striving for too). Anyway, I guess the whole stronghold thing will require a discussion completely on its own, and I am sure the designers will have that at one point behind close doors.
Next up is then the great divide between Dynasty and Fate cards. And with that comes the question if the game is going to keep the two deck structure or should it change. I personally would say, scrap it and make just one deck, but I that many players are in favour of keeping the two decks. What are the advantages of keeping two decks? I think one is how events work, since they are more random if they are something that simply can show up and is not played from the hand. But maybe the game should have a deck for stories/events independently from the player build decks, too keep that flavour of the game, without tying to much other card types to it. Maybe an event deck, that each player has to reveal one event at the start of the turn, and the events in the deck change with story arc.
Events without a separate event deck, could be that each player can play one event at the start of the turn, so putting too many events in a deck would just clog the hand with such cards.
Regions (and the more temporary battlefields from the fate deck), could be played on contested territories instead of home provinces battles. These contested territories could just be empty placeholders, that players can define by playing cards like regions on them, or they could be objective cards on their own.
Holdings are mostly used to produce gold and often honour or other token. I think the base rescourse producion should be removed from holdings to have a clear and steady progression instead of the unrealiable gold curve the game always struggled with. That would having to worry about holdings much less of an issue. In the just one deck approach holdings could just become another supply card (see below).
Personalities should stay the things arond most actions resolve around. Maybe even more so than currently, with strategies always requiring a personality to perform them.
Follower, Items, Spells, (and even the old Ancestors) should all become supply cards. That could then also include the stuff like Formations, Kata and Tattoos and all those that things that have been coming from strategies so far, but put a permanent effect into the game.
Not much to say about Strategies that I haven't already said
The five rings, probalbly should be no longer cards on puts into decks, but become part of the game in other ways. Like as a icon on most cards, or part of duel mechanics, or a reworked elighnenment victory. But that some rings changed basically every edition showed that AEG never got them balanced, and for a game that is named the way it is, it was a shame that not all decks had a proper use for all the rings. That needs to change!
So, your thoughts? And this is not meant as a speculation threat on how FFG might want to change the game, but as a discussion about what worked and what didn't worked so far and how things could be done differently for a better game!