Richard III was an alluring and frustrating puzzle. While captains like Hamlet and Cordelia somehow never changed once since inception, Richard went through at least seven different iterations to get to his form today. Part of that was because we wanted to build a captain that wants everyone else dead - a Domination captain - and that’s difficult to do correctly.
To succeed, we had to reframe our design approach, gather lots of data, accept a few awful decisions and work to uncover the hidden mechanisms behind our own game. But finally, we are here. And we’re proud of what we’ve done. The struggles of Richard III taught us several important design philosophies for Captain’s Gambit - and every game we’ll ever make.
Richard took many forms on the way here: he was a tyrant blood collector, explosives expert, vampire, living cannon, nuclear experiment, Akatsuki member and warlock.
It felt like each iteration of Richard would solve one issue while highlighting two more. He constantly showed us the flaws in our thoughts. Each awkward game, every sunken face at an undeserved loss, every disappointing playtest left a sting that was tough to dislodge and tough to ignore. Our deserved criticisms forced us to reflect. If we wanted to do this, we had to grow.
The Origin of Richard III
Four years ago, when Canadian stores still sold Pepsi Ginger, Alvin and I played Overwatch. Now that is an example of lofty design. The Overwatch team designed a game that, from a design standpoint, looked like an absolute nightmare to balance - but went for it anyway.
Overwatch impressed us, and their designs intrigued us. Alvin took particular interest in D.Va, a pro gamer and soldier who piloted a giant mech. D.Va’s mech could self-destruct for lethal damage, and at the time, she often deployed this ability when her mech was low-health. Alvin said, “We have to try this”, and proposed a design that encapsulated explosions.
Richard III’s design prompt: if you’re not careful, Richard can explode for massive damage. He will be a ticking time bomb - watch the signs and prepare yourself before it’s too late.
D.Va and the Overwatch metagame shifted as such that Self-Destruct was no longer a “surprise”. Our metagame shifted too, but this original wording may still look familiar to you:
“You win if you are the last player alive. If you take lethal damage and have not revealed this card before, reveal this card. Then set your health to 1 and deal damage equal to twice your Blood divided as you choose amongst all other players.”
A Bloodier Villain
In early design, we frequently shuffled captain names with mechanics. When we added Iago, he stole Titus’ goal (collect the most blood) which meant Titus needed a new goal.
Comparing the two, we concluded that Titus fit blood-explosions better than Richard. Titus lived for cycles of revenge; each violent action against him only empowered him to launch further aggressions. Incentivizing Titus to taunt and welcome bloody brawls was perfect.
Meanwhile, while Richard was fine with getting bloody, I thought he was better represented as a planner. I defined Richard as clever, scheming, someone who sought opportunities, who took advantage of alliances. Richard used amazing manipulation skills to make bids for the throne, and we wanted to show that.
Accession is Not a Typo
Around this time, we considered that Richard could have Lady Macbeth’s current text. After all, Richard also hurts people before taking the throne.
We debated the two options, and concluded that compared to Lady Macbeth, Richard prefers making various appeals, slowly amassing allies and a horde of dangerous assets as his “thing”. Comparatively, Lady Macbeth actually does bloody her hands, and the ascension gameplay felt more applicable to her.
So Richard also failed to find a home as “Blood Prospero” when measured against Lady Macbeth. However, the attempt taught us to draw differences between characters and extract values from that.
At this time, our design skills were limited. We only thought about captains on a “positive” basis: when designing, we prioritized how it felt to play as a captain. Alongside other problems, like failing to really think about counterplay and hidden information, our next few Richards would have “interesting” designs without really thinking about what they meant.
But, at least we found a more mature approach than before. Comparing Richard to Lady Macbeth helped us value “ideal” design points and work towards them.
Richard should want everyone else dead, like his original win condition.
Richard should be a schemer and manipulator. (Whatever that means.)
He should have opportunistic moments where he can go “Ah, now is my time”.
To fit his lore, he should spend the game slowly accumulating resources. This would also fit a cool “lawful evil villain” vibe, especially in comparison to Titus’ chaotic evil approach.
The Worst Captain
Quickly speaking as AC Atienza for a moment here: I am ashamed of Vampiric Richard. He cannot be redeemed except as a lesson. This shortsighted design snuck past all of us, and I’m sorry he existed.
Vampiric Richard was bad, yes. But worse, he set us down a long road of tweaks and corrections where we consistently failed to recognize the core problem in what we thought we wanted.
How did we get here?
Well, we wanted to move away from Richard being a blood-obsessed guy, to explore other ways to be evil. So we focused on the opportunist lens, and figured a fun way to gain advantages would be capitalizing on suffering and death.
This version let Richard be a “backroom schemer”, but also let him become as aggressive if he wanted. By gaining insurmountable resources, he could actually fight his way to victory alone. And, it seemed really cool to have a captain with a reoccuring, consistent effect. We never tried that before.
For a time, we thought this design was great. Richard’s exciting Reveals distracted our untrained eyes. When Richard Revealed, the game became this cool boss battle moment where everyone could unite against a common foe. We finally found Richard a home! We launched the Kickstarter with this Richard feeling pretty good.
…But the more we played and watched, the more familiar each game felt. Cold dread spread through my stomach after one particularly long and awkward game. We knew we did something wrong. One game was fine, but over time we began to fear if we magically designed, perhaps, the worst possible captain.
Our only saving grace was that we had inklings of other designs ready to go in case this happened. Alvin had this turret-type idea, and we would need it soon.
Here was the problem: when Vampiric Richard Revealed, he became nearly unkillable, but everyone felt forced to attack him. As a result, each game became a stale Barrage/Strikefest with little deception or plans or questions. Just attack an obvious foe for obvious reasons.
Worse, Richard indefinitely cancelled every other captain’s plans. At least if Richard outright killed everyone, the game would end sooner, and players could retry again. But Richard would deny players that simple release.
Technically, players didn’t have to focus on a Revealed Richard. I bet many captains could go for their own win conditions while ignoring him, and things in theory would be fine. But for whatever reason, that very rarely happened, and instead, games grew repetitive.
The idea of a “final boss battle” mesmerized us, though, and we figured we could tweak Vampiric Richard to make him work, given that we had some ideas “on-deck” already.
We concluded that whatever we tried, though, Richard must have an offensive ability. One action per round is just not enough to kill multiple players, it’s just math. Barring silly bluff calls, Richard only dealt 3-5 damage per round, meaning even in optimal scenarios he’d need a lot of rounds to finish off his enemies. If Richard was Revealing against maybe two enemies, it wouldn’t be the worst for him to get caught in a 1v2 fight. But often he would Reveal in 1v4s or worse, basically turning the full game to stalemate.
Maybe if Richard was an alliance captain, it would be fine to stay face-up for so long. But for a Domination captain, each game was drier than the last, as the path to victory (and the path to stop it) was the exact same each time.
Reflecting now, I can condense the problem like this:
The more certainty, the less intrigue.
I saw enough dampened facial expressions, and post-quarantine, I heard enough lowered voices and disappointed comments to give me indefinite shame about Vampiric Richard. From now on, we ensured that domination captains would never exist without some advantage to end the game.
Our lessons:
Richard must be able to end a game - not just gain resources.
Richard should have some action flexibility so he can win without Barrage.
We needed to improve how we analysed our playtests. We needed to get faster at recognizing when we needed to change things up.
Cannon Richard
Welcome to the Discord! This is the version of Richard you may recognize best. When we discussed the problems of Vampiric Richard, we recognized that we'd need to reach into the old filing cabinet to quickly prepare the next iteration.
In short, Alvin had an auto-turret ability for Richard to close out games. This would solve the problem of Richard dumbly standing there with infinite health, because at least he did something each round.
Additionally, Richard had the neat choice between an early Reveal, where he could deal more overall damage, vs a later Reveal where he had fewer opponents to fight.
So we did it. We did lots of testing, and games were much better. Richard brought inevitability and actually won some games, and got pretty close to winning many more. We succeeded at making a Richard with an earlygame and lategame option. He didn’t quite hit our goals of “lawful evil villain” but at least he felt better to play than Vampiric Richard. We left Richard and turned our focus to other things, assuming we’d need to maybe increase Richard’s damage a little, but mostly feeling good.
…But as we tried alternate captains and new metagames, something still felt “off” with Richard when we shifted our focus back. And for a while, we couldn’t find the problem. 2 or 3 consistent damage was interesting, and turned the nightmare of Vampiric Richard into someone that looked reliable, reasonable and interesting. So what could we do?
Thinking back, one flaw was focusing too much on “interesting”. We learned these lessons before, but maybe forgot them. Here’s what we should have known:
“Interesting” does not guarantee fun.
Fun to design does not mean fun to play.
Luckily, even without our logic, we all felt the now-familiar press of despair. His design was just missing something. Games that included him and his Reveal still felt… samey, and slow, once the first exciting moments of the Reveal wore away.
We held longer Cloudfall meetings to discuss what we wanted from Richard. Because maybe we lost our way at some point? Cannon Richard had the intense “final enemy” moment and indeed felt like a prime villain… That was our goal, right?
Our mistake was looking too closely at fixing the isolated problem instead of attempting a holistic rework from ground-level principles. If Vampiric Richard was so awful, after all, why did we just add an effect instead of revisiting our original goals?
I honestly think we were still stuck in the halo of how fun Vampiric Richard was as a concept, and how cool his Reveal felt in the moment. Most of my hatred for Vampiric Richard is biased with hindsight and my shame at our lack of foresight when designing him. But a few months ago we only held a mild discomfort.
Either way, in that moment, the simple truth was that our analytical skills needed growth. Our design skills had to evolve. And we needed data to learn. So, it was time to do some science and learn the best directions and values for Richard. By exploring some new concepts, we hoped to understand the underlying problems and solutions.
This was a key moment where we put the “test” in “playtest”: rather than verifying if individual captains worked, we wanted to test overall philosophies so we could build better designs from now on.
We learned our lesson: if we kept up with consistent “safe” tweaks on Cannon Richard, we might waste weeks of time on small changes before realizing that his core mechanic was flawed. (Retrospective: it was.) Overall, we’d find solutions faster by learning what wouldn’t work, which meant trying Richards that straddled the limits of reason. Then we could reassemble with a final design. We honed our vision for Richard III, and it looked like this:
Richard should want everyone else dead.
Richard should have a Reveal with counterplay. Players should be able to react to it.
We must minimize prolonged, predictable gameplay. Make the post-Reveal game shorter, or make the gameplay choices less obvious.
Radioactive Richard
The goal for this spicy version of Richard was to minimize the “prolonged” element of staying Revealed, without totally removing the possibility of counterplay.
I did not expect Radioactive Richard to work. I designed him as best I could, assuming there would be an immediate flaw.
Yet, somehow, things looked better than anticipated. We gained a ton of useful lessons from just a handful of playtests.
First of all, Radioactive Richard was actually similar to Prospero: when this Richard Reveals, everyone has a limited amount of time to respond before Richard wins. The main difference between this Richard and Prospero is that Prospero ensures his opponents can’t/won’t fight back, while Radioactive Richard chips damage at his enemies before Revealing.
We loved to see a captain who wanted everyone at moderate health, instead of wanting one specific captain dead. It was healthy for the game, actually, to limit dogpiling on one person.
Of course, this guy still had flaws. The biggest was that players couldn’t really do anything about his Reveal. Players had basically one chance to bid for victory after Richard’s Reveal, but there were few meaningful ways to act differently if they felt Richard was in the game.
Sure, it felt cool to play as Richard, and technically, he was balanced. But it felt “unfair” to play against - not because Richard was too strong, but because his opponents didn’t have any influence over when Richard would start devouring health.
Even when tables succeeded against Radioactive Richard, everyone was left with slivers of health, leaving the survivors uncomfortable. Worse, it made smart health management (ie keeping your health in check) a waste of time, since high-health enemies were the first targets.
Conclusion: Massive damage that left captains barely alive was worse than just killing them. I once joked that, in some ways, ‘instantly killing everyone else’ is the most common captain power. When captains like Hamlet or Prospero win, I joked, most other captains “die” (by losing), and it feels okay because players had a chance to play around it. I remember archiving Radioactive Richard from my files and thinking that, maybe, my joking-self had a point.
But probably not… right?
Cascade Richard
Mitchell was first to point out the flaws in Radioactive Richard. And he brought his own proposal to run against it.
Calling back to the older designs of Cannon and Vampiric Richard, Mitchell crafted [S]Cascade Richard to explore the “on-death” mechanic. We wanted our opportunist back.
Cascade Richard had the power of Red Miles, where each instance of death would trigger the next. In theory, you could capitalize on chain-reaction deaths to get a series of knockouts and set up for victory.
How it worked: If two players died at once from a chain-reaction death (like if you kill Brutus’ target) then you could deal 6 damage to one player immediately. If that killed them, you would trigger another 3 damage on somebody else.
It felt very cool and satisfying to see. But unfortunately, Cascade Richard leaned too much into the opportunist approach - opponents had no legitimate “counterplay” or prediction before the Reveal. In contrast, at least you can see Titus with lots of blood and get ready for it.
Also, mathematically, Cascade Richard couldn’t quite close out a game. Compared to Titus, the damage might look fine (a winning Titus often has 4 blood for ‘only’ 12 damage). The key difference is that Titus spends the entire game attacking, and at least the second half of the game goading his opponents to strike back. Richard can’t just Barrage everywhere or else he’ll draw negative attention and die; because Titus welcomes that negative attention, and in fact needs it, he can attack more often. This Richard had a stronger burst than Cannon Richard, but petered out quickly and became a meat shield again.
Lessons:
If we’re serious about Richard killing everyone else, he has to realistically have the numbers to do it
Richard needs some kind of counterplay ability to stop him if players want to, and he needs some sign to be recognizable by other players if they’re perceptive enough. At the end of each game, Players have to be able to say, “I can plan for this next time”.
Re-Origination?
Typing this now, our problem was so obvious. But at the time we still obsessed with optimizing a “Post-Reveal Richard”. If Titus had a burst of damage, and Revealing was the “payoff”, we wanted Richard to have his Reveal be the “setup”. The reason we obsessed over the idea of a post-Reveal character? Just for the cool design contrast, basically. It’d be interesting.
The problem with these post-Reveal characters, consistently, every time, is that players had far less room to make the right or wrong choices in what they should do after a Reveal. A large part of the fun is diminished when your choice is obvious, when you have to execute a sequence for multiple turns in a row instead of calculating odds.
Perhaps, then, captains are more fun to play against when you can’t be 100% certain of their identity. Perhaps deciding who to attack, who is worth your fear and who is not, is an integral part of the intrigue of Captain’s Gambit.
Nah, no way. Let’s try another post-Reveal Richard, we said.
Richard Uchiha
Itachi Richard started as a joke. Mitchell’s comments about Radioactive Richard and the uselessness of health made me go, “Okay, Radioactive but least health instead of most.”
I thought about it for a moment, then slammed open InDesign.
Radioactive Richard tested the extreme end of high-captain damage, to see what would be required to actually eat through an average of 14-28 health in ideally two rounds.
Cascade Richard tested the viability of a captain that leaned on opportunistic plays, and the benefits of “on-death” triggers.
Itachi would be our final test - the “glass cannon” test.
The key to this version of Richard is that he can be the one with the lowest health, meaning he can succumb to his own Amaterasu 7-damage ability. Finally some meaningful counterplay, and some hopefulness. Mitchell disliked the jankiness of self-damage. Alvin and I loved it. But it didn’t matter either way, because in testing… he never Revealed. It was never the right time.
Players piloting Itachi Richard reported that he wasn’t powerful enough, since there were so many things that could go wrong between Revealing and winning.
We could have retooled Itachi Richard to make a stronger version, but all throughout testing we leveled up our design skills and learned to recognize signs when they appeared. We saw one now: Itachi Richard may be a fine mechanic for a captain someday, but not like this.
Not with this captain pool.
By now, it was time to face the sad and glaring fact that post-Reveal gameplay was not where we wanted to go. We could still let Richard Reveal without the game ending, but if we wanted satisfying counterplay, we’d need to design for some way that players could choose to engage in useful counterplay, or choose not to. And we wanted Richards to have a chance to play around this counterplay, instead of hoping their opponents wouldn’t Strike them for 5 rounds.
It was time to discuss what we learned. We had yet another series of incredibly long chats, hours of conversation in text and in meetings. Just below the ground lingered the quiet question, burning away at us for a long time, now brimming to the surface: Can we make this work?
We compiled all of our notes, all of our discussions, and everything we’ve learned about every captain in Captain’s gambit. And we ended up with a surprising discovery, a pattern that we hadn’t even noticed holistically until now. We learned tiny pieces across all of these iterations, but only now did things come together.
The Core of Every Captain in Captain’s Gambit
Every captain has a chain of five metrics to measure their quality.
Goal: What you need to do win.
Method: How you would get to your goal on a turn-to-turn basis if nobody was smart.
Tell: The visible hints you’re forced to give as you get closer to your objective, that opponents can recognize and react to.
Counterplay: How your opponents can react to your Tell if they recognize it.
Mask: Your counterplay around the Tell - the behaviour you make to throw opponents off your trail, that lets you still move toward your goal (albeit in a slower manner).
This unlocked a secret holistic view of what captains mean. It’s actually a sign of how good you are at Captain’s Gambit, too.
The great secret about captains is that 90% of the time, you do not run headfirst towards your goal. You spend more time acting like your Mask, toeing the line between moving to your goal quickly and moving to your goal without drawing attention.
The Missing Parts of Richard III
Our previous Richards had exciting Reveal effects, but on a turn-by-turn basis, his Tell, Counterplay options and Mask were hindered by spoiling the surprise of his own identity.
Even his Method was shaky, as there was no “cumulating moment” to plan towards (though Cascade Richard had the strongest Method out of the versions). Generally, all Richard did before Revealing was hurt people, encourage combat and survive until a certain time. But aside from a few exceptions, that strategy is what everyone does, at their baseline. He needed something to do on top of that.
Additionally, these Richards had little orchestration, little scheming. And that was the point of Richard III. Richard certainly took opportunities, but these opportunities seldom arose due to excellent planning, just because right now there was little to plan for.
And whatever happened to the “lawful evil accumulating resources” idea? Richard needed a master plan, and it couldn’t be a plan that began after turning face-up; Revealing too early stops both the Tell and the Mask, which is half of your character and half of the tension in a game!
All of this brought us to one simple truth: we were unlikely to find a captain who 1) wants everyone else dead, and 2) Reveals as the catalyst to their game plan.
We tested, we talked, we tested again. Our experiments were finished. This time, instead of just building a Richard that would solve the most recent problems, we would build a Richard from the ground up, pulling from the lessons, goals and experience of every Richard that we ever tested, drafted and discussed. Here was our starting point:
Richard needs a goal, method, tell, counterplay and mask.
Goal: Kill everyone else. Or specifically, we don’t want Iago/Puck/Imogen/etc as allies.
Method: ?????
Tell: Ideally, his Tell should narrow him down into one of 2-3 captains.
Counterplay: Richard’s plans should be delayable by one or two permit actions - e.g., a captain can dedicate a turn to meaningfully counterplay if they want to.
Mask: Richard should have a plan that isn’t totally hampered by the counterplay to his plan A method, that he can do to achieve his goal without giving the same Tell.
With all of this in mind, we refined our goals for Richard one more time.
Richard Design Vision
Richard can only win when everyone else is dead.
Lore-wise, it’d be ideal if Richard’s method involved accumulating resources and allies while dampening or silencing naysayers as needed.
Richard should present an enormous threat if unchecked, but that threat should be manageble if remembered. This will make him scary without making him overpowered.
Richard should have a mask to blend in with other captains, either by looking like an alliance-captain, or by redirecting negative attention to a lookalike captain.
Richard’s method should be something he can work towards throughout the game, requiring judgement to know when to rush and when to move carefully.
When actually attained, Richard’s goal/Reveal (if he has one, it’s not guaranteed) should be the payoff to doing everything right, not the catalyst for him to start playing for real.
Catalyst-based Reveals have the giant flaw of adding a ton of certainty into the game. They can work (like with King Lear) but they seem to be risky and hard to do properly.
We have little lore reason to stick with our series of prolonged-Reveal captains, since Richard is not a soldier. We wanted to contrast Titus, but we don’t have to in that way.
Unto the Breach
Together, we crunched through a giant pool of ideas. An extremely, extremely large number of ideas. We rejected each one based on our above princples - except one. The end result may surprise you, because this Richard, at first glance, looks different. But that’s because instead of just adding to the previous version, we built this one specifically to fill his Domination Lawful Evil role. We built him to have a healthy relationship with other captains from the start, instead of as a bandaid fix. This will be the cumulation of everything we’ve learned.
We constructed Richard III from many parts:
Titus’ goal to kill everyone-
But without being a bloody brawling soldier.
Lady Macbeth’s goal to plan ahead for a flashy finish-
But with a Domination goal instead.
Vampiric Richard’s gameplay of building up resources-
But without becoming an invincible-but-boring meatwall.
Cannon Richard’s inevitability to end stalemates and alliances-
Except with counterplay and the ability to actually do it.
Radioactive Richard’s ability to close out the game-
But without leaving captains crawling hopeless at 1 health.
Cascade Richard’s ability to take opportunistic moments-
Except with satisfying counterplay that rewards perceptive players.
Itachi Richard’s respect for captains who have played correctly-
Except actually rewarding Richard for building towards the right moment.
This Richard looked too simple at first, too familiar. But the more we played with it, the more excited we became. This Richard fits every need we have for our final villain.
This is the culmination of every Richard we’ve made, condensed into one card.
There are a lot of reasons we’re excited about this. The foremost reason is that he works and feels natural on all four axes: winning as him, winning against him, losing as him and losing against him. There’s a clear counterplay to the chance of Richard that none of the previous iterations had in a meaningful way. And, when played correctly, this Richard will actually win -not just get very close to winning.
Design Details
Richard III is designed so that players must accumulate a clearly-visible resource - energy - while also shaving health away from other captains. Richard has a dual use for energy where he can stockpile it to move closer to his explosion, or he can spend it to deflect attention while simultaneously lowering the energy required for victory.
Because his Reveal trigger comes before his action, Richard is unable to Overcharge-leap from 7 to 10 energy or 6 to 9 energy. This encourages Richard players to attack and incite violence instead of simply racing for energy. Since Richard does not spend this energy to Reveal, he also gets the action-initiative in case one opponent is still left at high health. He can draw from his wealth to close out the game against a lone opponent if he couldn’t take them out before.
What we also like about this Richard III is the callback to the first version of Richard we ever made, inspired by D.Va - except it actually fits his personality and goals more closely. The blood-explosion mechanic draws Titus towards raw violence, but Richard is a manipulator who amasses resources while, yes, also getting his hands dirty. Richard builds tenuous alliances and brief appeals, generally through misdirection, slowly siphoning from everyone until he can ascend to the throne. And, of course, he ultimately betrays them all.
Prospero Has a Cousin
Richard and Prospero have a special relationship in the same vein as Titus and Lady Macbeth, though for different reasons.
Because Prospero and Richard both need energy, the “tell” of energy-hoarding is now stronger than before. Fear of these two captains will discourage players from hoarding too much, instead encouraging them to spend energy on actions like Barrage and Fortify.
In games with both Richard and Prospero, they enjoy the diffusion potential of each other: for example, as a Prospero player, you are no longer the sole energy-claimer. A typical table might see two players with six energy, and instead of beating one of you down to 4 health, the table must split their attention + damage between both of you.
If both Prospero and Richard are skilled players, they have the opportunity to hide directly behind one another. Whoever gains energy first becomes the target dummy, then once your opponents exhaust their energy attacking them, you have the chance to sprint to victory.
…Of course, it’s not quite that easy, since attentive opponents can anticipate this trick and keep some extra energy on reserve… Which allows you to also keep some extra energy on reserve, in case the “dreaded Richard appears”. ;)
Overall, the interaction between Prospero and Richard is complicated, and the fact that both of them have the same Tell means that they can frame each other and diffuse responsibility. Even if Richard isn’t in a specific game, players will have to spread their attention between the two highest-energy captains instead of just the one captain.
Richard Is Here
Richard went through many changes and trials to get to this point. Each time, we were forced to recognize the flaws in our designs and adapt accordingly, adding new lessons to our bank of experience. For each iteration of Richard, we learned more about what it means to make a captain, and what it means to be Richard III.
My favourite captain in Captain’s Gambit used to be Viola, but now I think it’s Richard III. Not only did the journey of crafting him give us tons of ammunition for future captain designs, but his dynamic at the table has been incredibly exciting to play against, and I believe his design encapsulates the full vision of a villain sculpting evil plots behind the scenes.
We chose a tough objective when we decided to build another Dominator captain. They’re definitely the hardest captains to design while making it fun for everyone, but it was worth it. I’m not just relieved that we arrived here - I’m also proud of how far we’ve come, actually, and I’m excited to one day assemble every previous Richard from our public and secret design documents and unleash them into the world. But that’s for a later game.
Today, we present Richard III, and wish you good luck when you play him in the field. It’s not easy to win as a Domination captain, and if you want to succeed you’ll have to play at your best. Let your struggle shape you and teach you and make you worthy. When everything falls together, and you crown yourself the victor, you will deserve it.
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Stay lofty!