Continued from, “Developing Locations from Chess.”

For the time being, I’m sticking to some fairly generic-sounding names for location types. Hopefully I’ll come up with some better ones at some point during development, as I did with the tactical roles, but the ones I have work for now — they can easily be considered descriptive, if nothing else. And that counts for something.

“Home is where the heart is.” The location type associated with “home” could generally be considered the focus of any “home front” efforts. Whenever a player has internal conflicts and such to exploit, they will be based around “home” locations. From a strategic perspective, controlling a “home” unifies and consolidates one’s people.

“The center must hold.” The location type associated with “center,” in direct contrast with home, is the focus of strategic command and all external conflicts. It includes, but certainly isn’t limited to, “the front lines,” and occupies a position of superiority over the majority of the battlefield. The center reaches every corner and controls access.

I don’t have a good quote to reflect the corners, and perhaps that’s for the best, because the location type associated with “corners” is about all those places that are overlooked and generally unaccounted for — they may represent the exiled, the downtrodden, and the underfoot. The corners can be used to undermine mobility.

The location type associated with “rank” represents the maneuverability and mobility, and contrasts directly with the “file” location type. Whereas the file type is necessary for efficient access to the front lines, and the action, the rank type is needed for effective maneuverability and rapid redeployment, second only to the corners.

“One does not simply walk into Mordor.” File locations, as indicated in my previous entry, are perhaps most readily associated with “lanes” found in hero- or tower-defense style games. Enemies approach via file, which represents access in its most straightforward form. Literally straightforward. Also, you can’t walk into Mordor.

Right now, it’s looking like locations will largely be free to sponsor to the field, and may or may not be counted against the reserve limit (normally five). The reason for this being twofold: locations occupy the upper third of the deck in terms of value, and can generally be activated by less than fifteen per cent of cards.

The second reason being the more obvious of the two: every card removed from Destiny is one fewer card between the player and the end of the game. There are also fewer cards with which to activate. In this, it serves two purposes as an expedient: first, to get cards into play, and second, to deplete a player’s Destiny.