So I accidentally picked up a big handfull of Game of Malkavs on ebay
for, like, nothing (10 for a buck or something). As a result I put
together a deck to reliably play Game of Malkav (a G1/2 weenie obf/aus
deck revolving around the 4x3 caps with aus/obf and 2 each of Zoe and
Victoria) that is using 4 or 5 of them for multiple plays a game.
So I'm trying to figure out how to best utilize Game of Malkav in a way
that limits the randomosity of it (Game of Malkav is the one where
everyone puts between 1-5 pool in their hands, I put 1-6 pool in my
hand, we all reveal, and if anyone picks exactly 1 less than you, you
lose that much pool, otherwise you gain that much pool). So the basic
Game of Malkav theory likely goes like this:
-Somone is bound to pick 1, as you can't lose if you pick 1.
-Because somone is picking 1, no one will pick 2.
-Because no one will pick 2, someone is gonna pick 3. Which makes 4
right out, but 5 probably pretty good, meaning 6 is probably not really
a good idea either.
So that is likely the basic concept of the game. But then you can
second and third guess people ("I'm gonna pick 2 just to screw all the
people who pick 3!") Which goes mad.
So assuming I'm playing Game of Malkav, and not doing so specifically
to piss everyone off, do I:
A) Pick 1.
B) Pick some other number that isn't 1.
C) Pick a random number by rolling a die.
Clearly, if I play the card more than once, I gotta do something
different every time. Or something. Any ideas?
Then--is there a way to make the card less random, like you can with
the other one ("You! Pick 4! I call you have, uh, 2!")? I don't think
there really is, as if you try and announce something, someone will
clearly screw with everyone ("Hey! Everyone pick 5 pool so we all gain
5 pool!" "I picked 4...")
-Peter
Peter D Bakija wrote:
> Then--is there a way to make the card less random, like you can with
> the other one ("You! Pick 4! I call you have, uh, 2!")? I don't think
> there really is, as if you try and announce something, someone will
> clearly screw with everyone ("Hey! Everyone pick 5 pool so we all gain
> 5 pool!" "I picked 4...")
>
> -Peter
I agree there isn't *really*. Buu-uut, you could use the Monocle of
Clarity to get into people's heads. Revelations, too.
The idea would be to change the nature of the Game by asking the
hypothetical: "If I play a Game of Malkave during my Master Phase, will
you chose three?". While the answer isn't binding, it changes the game
from "How many do I choose?" to "Do I lie or not?". Given how well you
know the other person, you might be able to better guess what they will
pick. Of course, that's only one person at the table. It might solicit
more 'safe' picks of one than anything else.
"Peter D Bakija" <pd...@lightlink.com> wrote in message
news:1166570852....@73g2000cwn.googlegroups.com...
> So I accidentally picked up a big handfull of Game of Malkavs on ebay
> for, like, nothing (10 for a buck or something). As a result I put
> together a deck to reliably play Game of Malkav (a G1/2 weenie obf/aus
> deck revolving around the 4x3 caps with aus/obf and 2 each of Zoe and
> Victoria) that is using 4 or 5 of them for multiple plays a game.
>
Could you maybe accidentally run them through your Staples MAILMATE(tm) Junk
Mail Shredder (as featured on "The Office") instead?
Thanks in advance. :)
- Pat
Peter D Bakija schrieb:
> C) Pick a random number by rolling a die.
That is not allowed if I remember correctly. I used to do it a lot, but
some time ago it was ruled that determining X through dice rolls is not
allow within the game.
--
johannes walch
Wookie813 wrote:
> I agree there isn't *really*. Buu-uut, you could use the Monocle of
> Clarity to get into people's heads. Revelations, too.
>
> The idea would be to change the nature of the Game by asking the
> hypothetical: "If I play a Game of Malkave during my Master Phase, will
> you chose three?".
Ooh! That is intriguing--the Monocle of Clarity and all. Well, maybe. I
don't think the Monocle can ask about the future, and when I ask about
the next Game of Malkav, it is in the future. Hmm.
-Peter
Pat wrote:
> Could you maybe accidentally run them through your Staples MAILMATE(tm) Junk
> Mail Shredder (as featured on "The Office") instead?
I hear those can even shred CDs! Awsome!
(note to self: Self, next time you are at an event with Pat, make
*sure* to play deck with multiple Games of Malkav...)
-Peter
Johannes Walch wrote:
> That is not allowed if I remember correctly. I used to do it a lot, but
> some time ago it was ruled that determining X through dice rolls is not
> allow within the game.
I can't for the life of me figure how this could be a legitimate
ruling. How can there be a determination on how I (i.e. the person
playing the card) comes up with number X? I could roll a die in the
open, or concealed, or pick a number using counters in my pocket, or
flip coins, or ask someone across the room, or whatever. Even if
someone, somehow decided that dice rolling was somehow illegal, there
are countless other ways that one could determine a random numer. Are
you sure this wasn't just a local judge trying to get your goat?
:-)
-Peter
"Peter D Bakija" <pd...@lightlink.com> wrote in message
news:1166576973....@79g2000cws.googlegroups.com...
[ quoted text not captured ]
You're gonna be the life of TotalCon! [*] :)
- Pat
[*] Or maybe some NJ/NY-esque qualifier [**] if such were to happen before
mid-February?
[**] Question for the new god-king of Boston V:TES: will TotalCon be the New
England qualifier again this year?
Pat wrote:
> You're gonna be the life of TotalCon! [*] :)
Woo hoo!
> [**] Question for the new god-king of Boston V:TES: will TotalCon be the New
> England qualifier again this year?
I'm pretty certain it is at Templecon in RI like last year (Feb, like,
17th or whatever that Saturday is).
-Peter
Peter D Bakija wrote:
> Wookie813 wrote:
> > you could use the Monocle of Clarity> Ooh! That is intriguing--the Monocle of Clarity and all. Well, maybe. I> don't think the Monocle can ask about the future, and when I ask about
> the next Game of Malkav, it is in the future. Hmm.
>
> -Peter
Monocle of Clarity
Type: Equipment
Unique equipment.
During your untap phase, if bearer is ready, you can ask any Methuselah
a yes or no question pertaining to the game (this is not an action and
cannot be blocked). He or she must answer "yes" or "no" truthfully. If
the question pertains to the future, the answer is not binding.
You CAN ask about the future. Like I said, it would just be a mind
game. At the very least, you could ask a player if they have a Sudden
Reversal...
Pat wrote:
> [**] Question for the new god-king of Boston V:TES: will TotalCon be the New
> England qualifier again this year?
I'm totally not him, but I think maybe if I run enough petty errands
for him I can garner the title of Honorary Gecko.
The NERQ will be at TempleCon this year, like it was last year.
For details, go here:
http://templecon.org/
Note that there's an .org at the end there, not a .com. (Please don't
ask why...)
John Eno
Peter D Bakija wrote:
> So assuming I'm playing Game of Malkav, and not doing so specifically
> to piss everyone off, do I:
>
> A) Pick 1.
> B) Pick some other number that isn't 1.
> C) Pick a random number by rolling a die.
D) Just play V:TES, instead. :)
John Eno
> (note to self: Self, next time you are at an event with Pat, make
> *sure* to play deck with multiple Games of Malkav...)
Since it sounds like your next game with Pat will likely be at
Templecon, you're going to have to find some way to use Game of Malkav
in a rush deck then. We're talking serious hardcoreitude here. Rush
decks all weekend. If any one of us chickens out, the other 2 get to
beat him up.
Jesse
On Dec 20, 1:27 am, "Peter D Bakija" <p...@lightlink.com> wrote:
-SNIP lucid explantion and examination of statistical analysis of
random organic critters otherwise known as vtes players-
I have a method......
It consists of picturing a big dial in my head, marked "Psy power
levels". (Yes, it goes all the way to eleven...:) I crank it to full in
my head. I then pick the amount no one else picks one less of. This is
usually one. YMMV
You could always do this the triply evil way. Play Leandro with
presence vote and prince support, pass a Rumours of gehenna, and play a
parthenon. When you play 3 games a turn, you get a pretty good idea of
what people will do. Also allows you to see who will keep a deal, and
who not.
Peter D Bakija schrieb:
[ quoted text not captured ]
I think it was LSJ, but I must admit upon searching the newsgroup I
couldn´t find it.
Determining a random number for yourself is, of course okay, but rolling
a die includes a public information to the other players (unless you
roll it secretly).
Anyway, I used to do the following tactic. I played a deck with 25
Malkavian pranks. On the first 2-3 I rolled the numbers. And then when
everyone was picking 5 because they thought I would roll I just picked 5
for everybody, keeping the die in my hand. And I am pretty sure that I
read some ruling which declared such play illegal, because I remember
being disappointed about it ;-)
Perhaps LSJ can have a little Direct Intervention and lighten things up...
--
johannes walch
"CthuluKitty" <vtana...@riseup.net> wrote in message
news:1166595338.8...@73g2000cwn.googlegroups.com...
[ quoted text not captured ]
Good thing I had already decided that my next qualifier deck was going to be
90 Fortitude cards. Bring it, crazy potence boys. ;)
- Pat
"Kushiel" <invisibl...@gmail.com> wrote in message
news:1166589691.6...@a3g2000cwd.googlegroups.com...
> Pat wrote:>> [**] Question for the new god-king of Boston V:TES: will TotalCon be the
>> New
>> England qualifier again this year?>
> I'm totally not him, but I think maybe if I run enough petty errands
> for him I can garner the title of Honorary Gecko.
>
> The NERQ will be at TempleCon this year, like it was last year.
>
TempleCon, TotalCon, why must you New Englanders confuse me so with your
vaguely similar-sounding T-Con names!? Oy.
TempleCon was a blast last year, should be great fun again this year. Thx
for the info. :)
- Pat
[ quoted text not captured ]
Peter D Bakija wrote:
> So assuming I'm playing Game of Malkav, and not doing so specifically
> to piss everyone off, do I:
>
> A) Pick 1.
> B) Pick some other number that isn't 1.
> C) Pick a random number by rolling a die.
>
> Clearly, if I play the card more than once, I gotta do something
> different every time. Or something. Any ideas?
>
> Then--is there a way to make the card less random, like you can with
> the other one ("You! Pick 4! I call you have, uh, 2!")? I don't think
> there really is, as if you try and announce something, someone will
> clearly screw with everyone ("Hey! Everyone pick 5 pool so we all gain
> 5 pool!" "I picked 4...")
Not really important for most situations, but if you play Game of Malkav with
just one other Methuselah remaining, then you can treat it as a zero-sum game
(although it's not really zero-sum; you have to fudge and treat the "score" as
the difference in pool gain (or loss) -- so the numbers only work if both
players have "sufficient" pool) But anyway...
If there are only 2p and the game is treated as a zero-sum game with a score
based only on the net pool gain compared to your opponent, the optimal strategy
for the Methuselah who played the GoM is:
00.00% : 1
44.99% : 2
14.27% : 3
31.96% : 4
00.00% : 5
08.78% : 6
For the opponent, the optimal strategy is:
00.00% : 1
25.19% : 2
28.07% : 3
27.44% : 4
19.30% : 5
The expected (average) outcome if both players play optimally is a 0.5517 net
gain for the Methuselah who played the GoM.
Note that neither player should ever choose 1. Even though this is the "safe"
choice, it usually means a loss when considered against what the other player
gains, so much so that it is never a choice in "optimal" play (optimal with the
caveats above).
Johannes Walch wrote:
> Peter D Bakija schrieb:>> Johannes Walch wrote:>>> That is not allowed if I remember correctly. I used to do it a lot, but
>>> some time ago it was ruled that determining X through dice rolls is not
>>> allow within the game.>>
>> I can't for the life of me figure how this could be a legitimate
>> ruling. How can there be a determination on how I (i.e. the person
>> playing the card) comes up with number X? I could roll a die in the
>> open, or concealed, or pick a number using counters in my pocket, or
>> flip coins, or ask someone across the room, or whatever. Even if
>> someone, somehow decided that dice rolling was somehow illegal, there
>> are countless other ways that one could determine a random numer. Are
>> you sure this wasn't just a local judge trying to get your goat?>
> I think it was LSJ, but I must admit upon searching the newsgroup I
> couldn´t find it.
When deciding among two or more more-or-less equally-play-to-win choices, a die
roll is permitted. I've ruled before that having a deal for "let's you and I
kill all the other players, then use a coin to determine who self-ousts" is not
legal -- hinging PTW on a coin toss.
> Determining a random number for yourself is, of course okay, but rolling
> a die includes a public information to the other players (unless you
> roll it secretly).
Clearly, you should roll it secretly.
> Anyway, I used to do the following tactic. I played a deck with 25
> Malkavian pranks. On the first 2-3 I rolled the numbers. And then when
> everyone was picking 5 because they thought I would roll I just picked 5
> for everybody, keeping the die in my hand. And I am pretty sure that I
> read some ruling which declared such play illegal, because I remember
> being disappointed about it ;-)
It's illegal to hold 5 for a prank, but otherwise it sounds OK.
On Dec 20, 1:15 am, "CthuluKitty" <vtanarch...@riseup.net> wrote:
> Since it sounds like your next game with Pat will likely be at
> Templecon, you're going to have to find some way to use Game of Malkav
> in a rush deck then. We're talking serious hardcoreitude here. Rush
> decks all weekend. If any one of us chickens out, the other 2 get to
> beat him up.
Uhh, it's Malkavian Rush! Yeah! G3/4 Dem/Pot! With, uh, that, uh,
Archbishop woman whose name I can't remember! And, uh, Eddie Gaines!
And, uh, some actual Malkavians! Or something!
-Peter
On Dec 20, 7:28 am, "Pat" <patrick.l...@NOSPAMcomcast.net> wrote:
> Good thing I had already decided that my next qualifier deck was going to be
> 90 Fortitude cards. Bring it, crazy potence boys. ;)
Man. I played a Rush deck at Jesse's tournament this one time, and in
both preliminary rounds, I quickly vaporized my initial prey, and then
ran into (Ben and/or Matt) playing Blood Brothers "Cover Up My Head and
Hide Behind Fortitude" decks. And then sat with Ben as my prey in the
final. With Matt as my grand prey. It was *awsome*!
Grumble...
-Peter
On Dec 20, 8:01 am, LSJ <vtes...@white-wolf.com> wrote:
> If there are only 2p and the game is treated as a zero-sum game with a score
> based only on the net pool gain compared to your opponent, the optimal strategy
> for the Methuselah who played the GoM is:
> 00.00% : 1
> 44.99% : 2
> 14.27% : 3
> 31.96% : 4
> 00.00% : 5
> 08.78% : 6
>
> For the opponent, the optimal strategy is:
> 00.00% : 1
> 25.19% : 2
> 28.07% : 3
> 27.44% : 4
> 19.30% : 5
Interesting. So the guy playing it has an optimal strategy of picking 2
and the other guy has an optimal strategy of picking 3? Sounds like a
plan...
So apparently, there isn't a good way to game the Malkav when there are
5 players, huh? Oh well.
-Peter
Peter D Bakija wrote:
>
> On Dec 20, 8:01 am, LSJ <vtes...@white-wolf.com> wrote:>> If there are only 2p and the game is treated as a zero-sum game with a score
>> based only on the net pool gain compared to your opponent, the optimal strategy
>> for the Methuselah who played the GoM is:
>> 00.00% : 1
>> 44.99% : 2
>> 14.27% : 3
>> 31.96% : 4
>> 00.00% : 5
>> 08.78% : 6
>>
>> For the opponent, the optimal strategy is:
>> 00.00% : 1
>> 25.19% : 2
>> 28.07% : 3
>> 27.44% : 4
>> 19.30% : 5>
> Interesting. So the guy playing it has an optimal strategy of picking 2
> and the other guy has an optimal strategy of picking 3? Sounds like a
> plan...
Not quite. Picking 2 is a losing plan, as then the other guy has an optimal
strategy of picking 1 (for a net of 3) or 5 (for a net of 3).
The table above is the plan.
> So apparently, there isn't a good way to game the Malkav when there are
> 5 players, huh? Oh well.
Oh, I'm sure there is, it's just that mathematical game theory handles 2p
zero-sum pretty well. Non-zero-sum can be fudged. Each player beyond 2 adds
enormous complexity, however.
> Man. I played a Rush deck at Jesse's tournament this one time, and in
> both preliminary rounds, I quickly vaporized my initial prey, and then
> ran into (Ben and/or Matt) playing Blood Brothers "Cover Up My Head and
> Hide Behind Fortitude" decks. And then sat with Ben as my prey in the
> final. With Matt as my grand prey. It was *awsome*!
>
> Grumble...
I have a pretty good memory, and from where I was sitting it looked
your grandprey was Amber Kanner playing an Omaya deck with piles and
piles of damage prevention. Same story, different name, I know.
Jesse
On Dec 20, 9:06 am, "CthuluKitty" <vtanarch...@riseup.net> wrote:
> > Grumble...I have a pretty good memory, and from where I was sitting it looked> your grandprey was Amber Kanner playing an Omaya deck with piles and
> piles of damage prevention. Same story, different name, I know.
Huh, yeah, I think you are right. I seemed to remember that Matt was in
there too, just to add the insult to the injury. But yeah, it was in
fact Amber. I think I managed to kill Ben (but had to exhaust my
library to do it), and then got whacked by Scott or George. I think it
was just that Matt was in that same seat at the same table in the
previous round. That, and the horrible, horrible flashbacks. I can
still hear the choppers!!!!!!
-Peter
On Dec 19, 7:12 pm, "Peter D Bakija" <p...@lightlink.com> wrote:
> Johannes Walch wrote:
> > That is not allowed if I remember correctly. I used to do it a lot, but
> > some time ago it was ruled that determining X through dice rolls is not> > allow within the game.I can't for the life of me figure how this could be a legitimate> ruling. How can there be a determination on how I (i.e. the person
> playing the card) comes up with number X? I could roll a die in the
> open, or concealed, or pick a number using counters in my pocket, or
> flip coins, or ask someone across the room, or whatever. Even if
> someone, somehow decided that dice rolling was somehow illegal, there
> are countless other ways that one could determine a random numer. Are
> you sure this wasn't just a local judge trying to get your goat?
>
> :-)
>
I got disqualified from a Magic tournament for using a die to determine
who should concede, rather than get a draw (which seemed fine to both
of us, especially since you only got further prizes if you went 4-0, so
a draw was as bad as a loss). The reasoning we were given was that you
could not use something outside the game state to determine/effect the
game state. But that is a different game with different rules.
Later,
~Rehlow
On Dec 20, 5:50 pm, "Rehlow" <newsgr...@rehlow.com> wrote:
> On Dec 19, 7:12 pm, "Peter D Bakija" <p...@lightlink.com> wrote:
>
> > Johannes Walch wrote:
> > > That is not allowed if I remember correctly. I used to do it a lot, but
> > > some time ago it was ruled that determining X through dice rolls is not
> > > allow within the game.I can't for the life of me figure how this could be a legitimate
> > ruling. How can there be a determination on how I (i.e. the person
> > playing the card) comes up with number X? I could roll a die in the
> > open, or concealed, or pick a number using counters in my pocket, or
> > flip coins, or ask someone across the room, or whatever. Even if
> > someone, somehow decided that dice rolling was somehow illegal, there
> > are countless other ways that one could determine a random numer. Are
> > you sure this wasn't just a local judge trying to get your goat?
>> > :-)I got disqualified from a Magic tournament for using a die to determine> who should concede, rather than get a draw (which seemed fine to both
> of us, especially since you only got further prizes if you went 4-0, so
> a draw was as bad as a loss). The reasoning we were given was that you
> could not use something outside the game state to determine/effect the
> game state. But that is a different game with different rules.
>
> Later,
> ~Rehlow
But magic is one big coin toss anyway. So whats the problem (oh subtle
subtle dig)
not!
On Dec 20, 10:50 am, "Rehlow" <newsgr...@rehlow.com> wrote:
> I got disqualified from a Magic tournament for using a die to determine
> who should concede, rather than get a draw (which seemed fine to both
> of us, especially since you only got further prizes if you went 4-0, so
> a draw was as bad as a loss). The reasoning we were given was that you
> could not use something outside the game state to determine/effect the
> game state. But that is a different game with different rules.
But it is still kind of insane. I mean, like, how can someone justify
that sort of thing? If you didn't use a die, you could have flipped a
coin, or played RPS, or said "pick a number" and then looked at a clock
to see who was closer or something.
I mean, like, I can see someone ruling against someone conceeding
arbitrarily (much in the same way that VTES has "play to win"), but I
can't imagine for the life of me how someone could justifiably say "Oh!
Dice are illegal for decision making!". 'Cause that is insane.
-Peter
[ quoted text not captured ]
To be fair, it sounds like this judge would have ruled that _any_ of
the above methods would have been illegal (not just dice), as they were
not based on game state. Whereas, making a decision based on who is the
next player to draw a land card or whatever would seemingly be ok, as
it would be based on game state.
Which still seems a little nuts, but strictly falls in line with a
"make decisions based on game state only" floor rule, which isn't
totally nuts on the face of it (though it would be more reasonable to
include exceptions, much like LSJ's post above where he says that die
rolls between equally PTW decisions are fine, but presumably other
decisions should be made based on game state).
> -Peter
witness1
-believe the lie
> I got disqualified from a Magic tournament for using a die to determine
> who should concede, rather than get a draw (which seemed fine to both
> of us, especially since you only got further prizes if you went 4-0, so
> a draw was as bad as a loss). The reasoning we were given was that you
> could not use something outside the game state to determine/effect the
> game state. But that is a different game with different rules.
That sounds like a bad ruling. The die did not affect the game state.
The decision to concede affected the game state. The die was simply
used to help make that decision.
That said, it seems kind of weird that both of you thought your chances
of winning the match were <50%. You'd think playing out the games
would be a worthwhile way to figure out who won, rather than rolling a
die. Isn't that sort of how tournaments work?
[ quoted text not captured ]
"...rather than get a draw... "
If the odds seemed something like 80% of getting a draw, then it's
certainly reasonable to assume your odds of getting a win are <50%.
witness1
-believe the lie
On Dec 20, 11:23 am, "witness1" <jwnewqu...@bellsouth.net> wrote:
> Peter D Bakija wrote:
> > On Dec 20, 10:50 am, "Rehlow" <newsgr...@rehlow.com> wrote:
> > > I got disqualified from a Magic tournament for using a die to determine
> > > who should concede, rather than get a draw (which seemed fine to both
> > > of us, especially since you only got further prizes if you went 4-0, so
> > > a draw was as bad as a loss). The reasoning we were given was that you
> > > could not use something outside the game state to determine/effect the
> > > game state. But that is a different game with different rules.
>
> > But it is still kind of insane. I mean, like, how can someone justify
> > that sort of thing? If you didn't use a die, you could have flipped a
> > coin, or played RPS, or said "pick a number" and then looked at a clock
> > to see who was closer or something.
>
> > I mean, like, I can see someone ruling against someone conceeding
> > arbitrarily (much in the same way that VTES has "play to win"), but I
> > can't imagine for the life of me how someone could justifiably say "Oh!> > Dice are illegal for decision making!". 'Cause that is insane.To be fair, it sounds like this judge would have ruled that _any_ of> the above methods would have been illegal (not just dice), as they were
> not based on game state. Whereas, making a decision based on who is the
> next player to draw a land card or whatever would seemingly be ok, as
> it would be based on game state.
>
When the head judge explained why we were being disqualified I believe
he also mentioned that any of those methods above also would have
resulted in disqualification. He let us know if we had done something
like look at the number of cards in play or the total power of all
controlled creatures or anything else, however strange, that was part
of the game state and used that to determine who would concede, that
would be fine. Also, I think one of us just choosing to concede out of
the blue would have been fine, too (you don't have to enforce play to
win in 2 player games, except in the cases of collusion). The dirty
little secret is that it still gets done (rolling to concede), it just
doesn't get caught that often. Someone privately told me that he did
the same thing first round in the back of room when he was about to
tie.
What really bugged me was how the situation was handled. Two judges
were nearby the entire time it happened. It also didn't happen very
fast. Before my opponent ended his last turn of the time extension, I
told him to wait before ending so that we would not tie. I explained
how a tie was a loss as far as further prizes were concerned. Then we
agreed to determine who would concede with a die roll. Not once during
any of this did a judge try to step in and both of them were milling
around just waiting for the round to finish. It wasn't until after we
turned in our result slips that we were then called up to the front.
BTW, I lost the die roll, so the DQ was almost the same as the loss I
conceded to.
Later,
~Rehlow
On Dec 20, 11:54 am, "witness1" <jwnewqu...@bellsouth.net> wrote:
> CthuluKitty wrote:
> > die. Isn't that sort of how tournaments work?"...rather than get a draw... "
>
> If the odds seemed something like 80% of getting a draw, then it's
> certainly reasonable to assume your odds of getting a win are <50%.
>
There was a 100% chance of a draw. ;) Time was called and there was a 3
turn each extension (or something like that) after which neither of us
could win the game. Before he officially ended his turn, I stepped in
with my die roll idea.
I have heard that Upper Deck Entertainment games have no such thing as
a draw, you have to either win or lose.
Later,
~Rehlow
[ quoted text not captured ]
But, then you would have to play Vs or Yugioh or WoW (or Wizard in
Training!). Sounds like a loss to me, regardless of game result.
best -
chris
[snip math stuff]
> Not quite. Picking 2 is a losing plan, as then the other guy has an optimal
> strategy of picking 1 (for a net of 3) or 5 (for a net of 3).
>
> The table above is the plan.
>
> > So apparently, there isn't a good way to game the Malkav when there are
> > 5 players, huh? Oh well.
>
> Oh, I'm sure there is, it's just that mathematical game theory handles 2p
> zero-sum pretty well. Non-zero-sum can be fudged. Each player beyond 2 adds
> enormous complexity, however.
It's always struck me as odd that cards like Game of Malkav and
Malkavian Prank are allowed in tournaments. It doesn't seem like
playing to win to play a card that creates a random effect which could
result in your prey gaining pool. Whenever i've seen Malkavian Pranks
being played most players end up with a net gain of pool. I've never
seen it do the player any good.
When i sit down to play Vtes in a tournament i expect players to make
rational strategical and tactical choices in order to fulfill the aim
of winning the game. How does playing a Prank fit into that? What am i
missing?
Chris.
In message <1166655152.4...@i12g2000cwa.googlegroups.com>,
chr...@comcen.com.au writes:
>It's always struck me as odd that cards like Game of Malkav and
>Malkavian Prank are allowed in tournaments. It doesn't seem like
>playing to win to play a card that creates a random effect which could
>result in your prey gaining pool. Whenever i've seen Malkavian Pranks
>being played most players end up with a net gain of pool. I've never
>seen it do the player any good.
That your prey can benefit doesn't mean that the card is inherently not
play-to-win, though. You can still benefit yourself, or you can aid
other players cross-table to help them survive - and trading favours
like that can certainly be play-to-win, or at least not actively not-
play-to-win.
Bear in mind that there are other cards which can cause your prey to
gain pool, such as Ancient Influence (uh-oh, your prey is playing
Arika), Consanguineous Boon (you're both playing Ventrue decks), Honor
the Elders (you're both playing big vampires), and so on.
In some ways, the random effect cards are better than those effects.
Assuming you choose to play the card in a given situation, the non-
random effects will help your prey, while the random effect cards only
might help your prey.
>When i sit down to play Vtes in a tournament i expect players to make
>rational strategical and tactical choices in order to fulfill the aim
>of winning the game. How does playing a Prank fit into that? What am i
>missing?
With Malkavian Prank, they've quite possibly made a calculated decision
to include it to negotiate with players cross-table.
Me: Okay you - pick 4, and I'll guess 1, and you'll get pool. Okay?
And I regard the negotiation as working out better for me than the
alternative, and I reckon that on average you'll (where you = the player
I want to negotiate with) do better than other Methuselahs on the table
(at worst, no worse than), so it's a bonus for you.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
chr...@comcen.com.au wrote:
> It's always struck me as odd that cards like Game of Malkav and
> Malkavian Prank are allowed in tournaments.
If you are going to remove, say, Game of Malkav from the environment,
you are going to need to remove, like, Anicllae Empowerment and
Anarchist Uprising and many other similar cards that often have very
similar effects (I've been "accidentally" crosstible killed in
competition far more often by Anarchist Uprising than I have by Game of
Malkav)
> How does playing a Prank fit into that? What am i missing?
As noted, Prank is a different situation than Game--Prank often is used
specifically to give people pool to prop them up when needed (i.e. my
grand prey is low on pool, I play Prank and say to him "Put 4 pool in
your hand. I'm guessing 1.") And playing Prank never hurts the guy
playing it directly, and often helps.
Game, as noted elsewhere in this discussion, tends to be a tad more
random, but again, hardly more disruptive to the game than a Ancilla
Empowerment tends to be.
-Peter
James Coupe wrote:
> In message <1166655152.4...@i12g2000cwa.googlegroups.com>,
> chr...@comcen.com.au writes:
> >It's always struck me as odd that cards like Game of Malkav and
> >Malkavian Prank are allowed in tournaments. It doesn't seem like
> >playing to win to play a card that creates a random effect which could
> >result in your prey gaining pool. Whenever i've seen Malkavian Pranks
> >being played most players end up with a net gain of pool. I've never
> >seen it do the player any good.
>
> That your prey can benefit doesn't mean that the card is inherently not
> play-to-win, though. You can still benefit yourself, or you can aid
> other players cross-table to help them survive - and trading favours
> like that can certainly be play-to-win, or at least not actively not-
> play-to-win.
>
> Bear in mind that there are other cards which can cause your prey to
> gain pool, such as Ancient Influence (uh-oh, your prey is playing
> Arika), Consanguineous Boon (you're both playing Ventrue decks), Honor
> the Elders (you're both playing big vampires), and so on.
Yes but you know what vampires your prey has so you know what the
effect will be when you play Ancient Influence. When you play it you
are making a judgement call that the benefit you gain is worth whatever
your prey might gain. You know exactly how the pool will be distributed
after the vote. You don't know that with a Prank.
>
> In some ways, the random effect cards are better than those effects.
> Assuming you choose to play the card in a given situation, the non-
> random effects will help your prey, while the random effect cards only
> might help your prey.
>
>
> >When i sit down to play Vtes in a tournament i expect players to make
> >rational strategical and tactical choices in order to fulfill the aim
> >of winning the game. How does playing a Prank fit into that? What am i
> >missing?
>
> With Malkavian Prank, they've quite possibly made a calculated decision
> to include it to negotiate with players cross-table.
>
> Me: Okay you - pick 4, and I'll guess 1, and you'll get pool. Okay?
Yep i can see that angle and that's fine but what i don't like to see
happening is other players being randomly boosted every turn.
>
> And I regard the negotiation as working out better for me than the
> alternative, and I reckon that on average you'll (where you = the player
> I want to negotiate with) do better than other Methuselahs on the table
> (at worst, no worse than), so it's a bonus for you.
Is there any situation when it might not be playing to win to play a
Prank?
Chris.
Peter D Bakija wrote:
> chr...@comcen.com.au wrote:
> > It's always struck me as odd that cards like Game of Malkav and
> > Malkavian Prank are allowed in tournaments.
>
> If you are going to remove, say, Game of Malkav from the environment,
> you are going to need to remove, like, Anicllae Empowerment and
> Anarchist Uprising and many other similar cards that often have very
> similar effects (I've been "accidentally" crosstible killed in
> competition far more often by Anarchist Uprising than I have by Game of
> Malkav)
Yes but as you know the outcome of one of those votes and can make a
judgement call as to whether it's worth it. When you play a Prank you
don't know what the outcome will be.
>
> > How does playing a Prank fit into that? What am i missing?
>
> As noted, Prank is a different situation than Game--Prank often is used
> specifically to give people pool to prop them up when needed (i.e. my
> grand prey is low on pool, I play Prank and say to him "Put 4 pool in
> your hand. I'm guessing 1.") And playing Prank never hurts the guy
> playing it directly, and often helps.
I can see it's benefit when propping up allies, it's the random part
that i don't see should be part of the game. It might not hurt the
player directly as in a direct loss of pool but it would hurt their
position if their predator and prey gain four pool.
Chris.
> >
> > It's always struck me as odd that cards like Game of Malkav and
> > Malkavian Prank are allowed in tournaments. It doesn't seem like
> > playing to win to play a card that creates a random effect which could
> > result in your prey gaining pool. Whenever i've seen Malkavian Pranks
> > being played most players end up with a net gain of pool. I've never
> > seen it do the player any good.
> >
> > When i sit down to play Vtes in a tournament i expect players to make
> > rational strategical and tactical choices in order to fulfill the aim
> > of winning the game. How does playing a Prank fit into that? What am i
> > missing?
>
> The (average) advantage gained.
Ok. I don't suppose you could elaborate for us souls that haven't done
any maths for 10 years?
Do you mean that, on average, you will gain more than you lose? So, for
example, a five player game where a Malkavian Prank is played once
every four turns. After four turns the player, on average, will be in a
better position (all other things being equal) than they were four
turns ago?
Chris.
chr...@comcen.com.au wrote:
> Yes but as you know the outcome of one of those votes and can make a
> judgement call as to whether it's worth it. When you play a Prank you
> don't know what the outcome will be.
Sure, but with Prank, it is never going to hurt you directly. With the
Game, you can make it not hurt you directly by picking 1. If you want
it to pay off more, you have to gamble. How is this any different than
bleeding your prey for 6 and hoping they don't have a Deflection?
> I can see it's benefit when propping up allies, it's the random part
> that i don't see should be part of the game.
Lots of the game is random. Maybe your prey has a Deflection or maybe
not. Maybe you'll draw the card you need or not. I mean, like, I likely
wouldn't try to rely on Game as a game winning strategy or anything,
but it isn't any more random than a lot of the game. If you don't want
it to hurt you, pick a number where you can't be hurt.
> It might not hurt the player directly as in a direct loss of pool but it would hurt their
> position if their predator and prey gain four pool.
Sure. But the same thing happens when a bleed of 6 gets deflected to me
randomly. Or when my "cross table ally" calls an Anarchist Uprising.
The game has a ton of randomness.
-Peter
In message <1166663703.6...@n67g2000cwd.googlegroups.com>,
chr...@comcen.com.au writes:
>> And I regard the negotiation as working out better for me than the
>> alternative, and I reckon that on average you'll (where you = the player
>> I want to negotiate with) do better than other Methuselahs on the table
>> (at worst, no worse than), so it's a bonus for you.>
>Is there any situation when it might not be playing to win to play a
>Prank?
It's hard to envisage one, at least a serious one. Even when down to
two players, you could be doing it to try to randomly guess the right
number from your prey. Though certain uses of the card might facilitate
(but not cause) collusion or non-play-to-win behaviour, such as if you
(for some reason) decided to keep giving your predator pool. (See also
Malkavian Game.)
That certain cards can be used in a manner that might not be play-to-win
isn't new, though. A non-PTW Methuselah can use Kindred Spirits for
that, or bounce to an "inappropriate" Methuselah on a regular basis,
rush the "wrong" vampire, or whatever.
[ quoted text not captured ]
[ quoted text not captured ]
If someone bleeds for six i would expect that they would have taken the
game state into account and that they have some kind of plan if they do
get deflected. E.g. They check with grandprey that they can block if
the bleed gets deflected.
If your cross table ally calls an Anarchist Uprising they know exaclty
how much pool you'll be losing and therefore will be able to judge
whether calling the vote is playing to win.
I accept that there is randomness in seating and card shuffling but i
don't see that a card should be able to create a random effect.
Chris.
James Coupe wrote:
> In message <1166663703.6...@n67g2000cwd.googlegroups.com>,
> chr...@comcen.com.au writes:
> >> And I regard the negotiation as working out better for me than the
> >> alternative, and I reckon that on average you'll (where you = the player
> >> I want to negotiate with) do better than other Methuselahs on the table
> >> (at worst, no worse than), so it's a bonus for you.
> >
> >Is there any situation when it might not be playing to win to play a
> >Prank?
>
> It's hard to envisage one, at least a serious one. Even when down to
> two players, you could be doing it to try to randomly guess the right
> number from your prey. Though certain uses of the card might facilitate
> (but not cause) collusion or non-play-to-win behaviour, such as if you
> (for some reason) decided to keep giving your predator pool. (See also
> Malkavian Game.)
>
>
> That certain cards can be used in a manner that might not be play-to-win
> isn't new, though. A non-PTW Methuselah can use Kindred Spirits for
> that, or bounce to an "inappropriate" Methuselah on a regular basis,
> rush the "wrong" vampire, or whatever.
Yes but a judge could be called in those situations and the judge could
rule on whether the player is playing to win as they are deliberate
actions. That's why I'm uncomfortable with Prank and Game as the judge
can't really say the player isn't playing to win but the outcome of
playing the card could randomly shift the balance in favour of another
player.
Chris.
chr...@comcen.com.au wrote:
> If someone bleeds for six i would expect that they would have taken the
> game state into account and that they have some kind of plan if they do
> get deflected. E.g. They check with grandprey that they can block if
> the bleed gets deflected.
Or, they have decided that bleeding their prey for 6 is worth the risk
of their prey maybe having a deflection, and their plan for if they do
get deflected is "Uh oh. I've just ousted my grandprey..."
> If your cross table ally calls an Anarchist Uprising they know exaclty
> how much pool you'll be losing and therefore will be able to judge
> whether calling the vote is playing to win.
Calling the vote may very well be playing to win *for them* even if it
is making *you* lose. That they are playing to win might be resulting
in you losing, essentially randomly.
> I accept that there is randomness in seating and card shuffling but i
> don't see that a card should be able to create a random effect.
Anarch Revolt (et al), even in its current state, produces a random
effect (it makes people other than your prey lose pool, which generally
has a random impact on the game state). Lots of cards produce
essentially random effects.
I'm not saying that these cards (Game/Prank) are necessarily a good
idea if you are really playing competetively (but then, neither are
lots of cards--I'd argue that playing a Werewolf Pack is arguably not
playing to win...). But they aren't any more disruptive to the game
than plenty of other cards.
-Peter
Peter D Bakija wrote:
> chr...@comcen.com.au wrote:
> > If someone bleeds for six i would expect that they would have taken the
> > game state into account and that they have some kind of plan if they do
> > get deflected. E.g. They check with grandprey that they can block if
> > the bleed gets deflected.
>
> Or, they have decided that bleeding their prey for 6 is worth the risk
> of their prey maybe having a deflection, and their plan for if they do
> get deflected is "Uh oh. I've just ousted my grandprey..."
Well I would call that poor play. If that is analagous to Malkavian
Prank does that mean playing a Malkavian Prank is poor play?
>
> > If your cross table ally calls an Anarchist Uprising they know exaclty
> > how much pool you'll be losing and therefore will be able to judge
> > whether calling the vote is playing to win.
>
> Calling the vote may very well be playing to win *for them* even if it
> is making *you* lose. That they are playing to win might be resulting
> in you losing, essentially randomly.
It's not random from the perspective of the player playing the
Anarchist Uprising. They're making a decision that ousting you is
helping them win the game.
>
> > I accept that there is randomness in seating and card shuffling but i
> > don't see that a card should be able to create a random effect.
>
> Anarch Revolt (et al), even in its current state, produces a random
> effect (it makes people other than your prey lose pool, which generally
> has a random impact on the game state). Lots of cards produce
> essentially random effects.
Anarch Revolt isn't random. It makes every player lose a pool unless
they control an Anarch. The card may end up hurting players you don't
want to hurt and as with blindly bleeding for six i would say that is
poor play.
>
> I'm not saying that these cards (Game/Prank) are necessarily a good
> idea if you are really playing competetively (but then, neither are
> lots of cards--I'd argue that playing a Werewolf Pack is arguably not
> playing to win...). But they aren't any more disruptive to the game
> than plenty of other cards.
I think they're pretty disruptive. When i've seen them played they've
usually ended up benefitting everyone at the table and the game has
timed out. How many other cards are that easy to play and that
disruptive?
I don't think you can compare Werewolf Pack with Prank. Werewolf Packs
are bad for the player but they don't increase/decrease the pool of
every player on the table. They could even be useful in a deck that
wants to use the card Abomination. They're cheaper than Garous.
Chris.
.
> >>>
> >>> When i sit down to play Vtes in a tournament i expect players to make
> >>> rational strategical and tactical choices in order to fulfill the aim
> >>> of winning the game. How does playing a Prank fit into that? What am i
> >>> missing?
> >> The (average) advantage gained.
> >
> > Ok. I don't suppose you could elaborate for us souls that haven't done
> > any maths for 10 years?
> >
> > Do you mean that, on average, you will gain more than you lose? So, for
> > example, a five player game where a Malkavian Prank is played once
> > every four turns. After four turns the player, on average, will be in a
> > better position (all other things being equal) than they were four
> > turns ago?
>
> Plausibly. I haven't done the math. I only know enough to know that it is an
> extremely complex problem to solve.
It sounds like it. Should we ban them until someone has done the math
and we know for sure that there is a gain rather than a loss? :)
Chris.
In a banning mood
chr...@comcen.com.au wrote:
> Peter D Bakija wrote:> > I'm not saying that these cards (Game/Prank) are necessarily a good
> > idea if you are really playing competetively (but then, neither are
> > lots of cards--I'd argue that playing a Werewolf Pack is arguably not
> > playing to win...). But they aren't any more disruptive to the game
> > than plenty of other cards.
>
> I think they're pretty disruptive. When i've seen them played they've
> usually ended up benefitting everyone at the table and the game has
> timed out. How many other cards are that easy to play and that
> disruptive?
I agree. The last storyline my predator gave me 12 pool
(unintentionally) from Pranks. "I didn't think you would choose 4!"
In a tournament environment the card can be a problem when played
carelessly. "Sorry I killed you cross table, guess I should have told
you what number to choose." Or someone not playing to win (which is not
always easy to stop with these types of cards)
Nick
In message <1166666314....@f1g2000cwa.googlegroups.com>,
chr...@comcen.com.au writes:
>If someone bleeds for six i would expect that they would have taken the
>game state into account and that they have some kind of plan if they do
>get deflected. E.g. They check with grandprey that they can block if
>the bleed gets deflected.
Woe there. You're expecting players to be sensible. And this isn't the
case, in a lot of situations. Players do do massive bleeds at stealth
and, when bounced, shrug their shoulders and say "Well, I had to try."
Or similar.
Play-to-win does not mean that all players will be sensible. They do
make imperfect decisions, based on all sorts of things. Say my prey has
40 cards in their ash-heap and 1 bounce card in there, and 40-50 cards
left, and I need to oust them NOW, or I get ousted next turn by Smiling
Jack (for example). So I bleed now, and end up bleeding at stealth,
come what may, but I don't have enough stealth to wallop Jack because
the player has a carpet of intercept.
An entirely plausible scenario, whether my grand-prey can deal with it
or not. Players do that sort of thing all the time.
[ quoted text not captured ]
In message <1166670286.7...@i12g2000cwa.googlegroups.com>,
chr...@comcen.com.au writes:
>
>Peter D Bakija wrote:>> chr...@comcen.com.au wrote:
>> > If someone bleeds for six i would expect that they would have taken the
>> > game state into account and that they have some kind of plan if they do
>> > get deflected. E.g. They check with grandprey that they can block if
>> > the bleed gets deflected.
>>
>> Or, they have decided that bleeding their prey for 6 is worth the risk
>> of their prey maybe having a deflection, and their plan for if they do
>> get deflected is "Uh oh. I've just ousted my grandprey...">
>Well I would call that poor play. If that is analagous to Malkavian
>Prank does that mean playing a Malkavian Prank is poor play?
Playing Malkavian Prank badly would be poor play. However, co-operating
to try to cause greater benefit for your allies could be seen as not
poor play.
In short, if you play badly, it's poor play, regardless of what cards
you use.
>It's not random from the perspective of the player playing the
>Anarchist Uprising. They're making a decision that ousting you is
>helping them win the game.
So, a player is capable of deciding that a questionable Anarchist
Uprising is helping them win but, for some reason, you seem to think
that they can't make a similar decision with Malkavian Prank.
Being able to give away pool in a controlled fashion is a very solid
ability and, on average, you can give away more pool to the people you
want to than to the people you don't - a calculated risk.
Why do you think I can take a calculated risk with Anarchist Uprising,
but not with Malkavian Prank?
[ quoted text not captured ]
On Dec 20, 10:04 pm, chr...@comcen.com.au wrote:
> Well I would call that poor play. If that is analagous to Malkavian
> Prank does that mean playing a Malkavian Prank is poor play?
People do that (or things like that) all the time. It is often a
calculated risk--I go do something to my prey and hope they can't
defend against it. If it works, that is good. If it fails, that is bad.
The bad might be me getting killed and then ousted, which throws the
whole game off. Or it might be accidentally bleeding my prey for 5.
These things happen, due to not having all the information all the
time. If people only ever wait till they have all the information all
the time before they do anything, the game goes nowhere.
> It's not random from the perspective of the player playing the
> Anarchist Uprising. They're making a decision that ousting you is
> helping them win the game.>From their perspective, sure. From my perspective, I am getting
randomly killed from across the table.
> Anarch Revolt isn't random.
The impact it has on the table often tends to be pretty random even if
the actual effect is not.
> It makes every player lose a pool unless
> they control an Anarch. The card may end up hurting players you don't
> want to hurt and as with blindly bleeding for six i would say that is
> poor play.
Sure. But you can't legislate against "poor play". Again, I'd never try
and rely on Game of Malkav for a highly competetive winning strategy,
as it is, as you point out, kind of random. But it isn't going to be
more disruptive that many, many other cards and or actions that people
use and take all the time.
> When i've seen them played they've
> usually ended up benefitting everyone at the table and the game has
> timed out. How many other cards are that easy to play and that
> disruptive?
Disruptive in that they arbitrarily give people pool and potentially
make the game never end? Anciallae Empowerment. Should that get removed
from competeive play too?
> I don't think you can compare Werewolf Pack with Prank.
Sure you can. I play werewolf pack. I lose, what, 4 pool and gain
nothing remotely useful. Both my predator and prey have now gained in
position while I have lost in position. It is kind of like giving them
pool. Not exactly, but still, I am playing a card that weakens my
position and strengthens my opponent's positions relative to mine.
Which is sometimes what Game of Malkav does. But at least with Game of
Malkav, there is a chance that playing it will actually make my
position better and my opponent's worse. Werewolf Pack? I *know* it is
always going to make my position worse.
-Peter
On Dec 21, 2:40 am, "Kushiel" <invisibleking...@gmail.com> wrote:
> Man, I hate those cards.
>
> *grumble, grumble*
Well, ya know, it isn't like I'm gonna play them in competion or
anything. That is pretty much just dumb.
-Peter
James Coupe wrote:
> In message <1166670286.7...@i12g2000cwa.googlegroups.com>,
> chr...@comcen.com.au writes:
> >
> >Peter D Bakija wrote:
> >> chr...@comcen.com.au wrote:
> >> > If someone bleeds for six i would expect that they would have taken the
> >> > game state into account and that they have some kind of plan if they do
> >> > get deflected. E.g. They check with grandprey that they can block if
> >> > the bleed gets deflected.
> >>
> >> Or, they have decided that bleeding their prey for 6 is worth the risk
> >> of their prey maybe having a deflection, and their plan for if they do
> >> get deflected is "Uh oh. I've just ousted my grandprey..."
> >
> >Well I would call that poor play. If that is analagous to Malkavian
> >Prank does that mean playing a Malkavian Prank is poor play?
>
> Playing Malkavian Prank badly would be poor play. However, co-operating
> to try to cause greater benefit for your allies could be seen as not
> poor play.
>
> In short, if you play badly, it's poor play, regardless of what cards
> you use.
My point is that I've never seen it played well. Whether another card
is played well or not will depend on the circumstances but playing
Malkavian Prank is always poor play. I know you can give pool to your
allies but you can also end up giving pool to your enemies as well.
I've never seen a deck that uses it gain more than they lose.
>
> >It's not random from the perspective of the player playing the
> >Anarchist Uprising. They're making a decision that ousting you is
> >helping them win the game.
>
> So, a player is capable of deciding that a questionable Anarchist
> Uprising is helping them win but, for some reason, you seem to think
> that they can't make a similar decision with Malkavian Prank.
>
> Being able to give away pool in a controlled fashion is a very solid
> ability and, on average, you can give away more pool to the people you
> want to than to the people you don't - a calculated risk.
>
> Why do you think I can take a calculated risk with Anarchist Uprising,
> but not with Malkavian Prank?
There is no risk with Anarchist Uprising. You know how much pool
everyone will have after the vote. You don't know how much pool
everyone will have after a Prank. Why don't you see the difference?
Chris.
Peter D Bakija wrote:
> On Dec 20, 10:04 pm, chr...@comcen.com.au wrote:
> > Well I would call that poor play. If that is analagous to Malkavian
> > Prank does that mean playing a Malkavian Prank is poor play?
>
> People do that (or things like that) all the time. It is often a
> calculated risk--I go do something to my prey and hope they can't
> defend against it. If it works, that is good. If it fails, that is bad.
> The bad might be me getting killed and then ousted, which throws the
> whole game off. Or it might be accidentally bleeding my prey for 5.
> These things happen, due to not having all the information all the
> time. If people only ever wait till they have all the information all
> the time before they do anything, the game goes nowhere.
Yes risks must be taken. Soemtimes they backfire but what you're
talking about is an interaction between vampires with lots of cards
played. What i don't like is that Prank is one card, a master at that,
which can have a large effect on the table i.e. it changes every
players pool. It's too strong an effect for a single master card. The
worst part is that because it is random it is not subject to the play
to win rule. If you play an Anarchist Uprising and oust someone cross
table a judge could be called over to adjudicate on whether you are
playing to win. If you oust someone cross table with a Prank nothing
can be done about it.
>
> > Anarch Revolt isn't random.
>
> The impact it has on the table often tends to be pretty random even if
> the actual effect is not.
Anarch Revolt is mitigated by the fact that you can avoid it by going
anarch and voting it down but yes the effect can be random and i've
seen that played pretty badly as well.
>
> > It makes every player lose a pool unless
> > they control an Anarch. The card may end up hurting players you don't
> > want to hurt and as with blindly bleeding for six i would say that is
> > poor play.
>
> Sure. But you can't legislate against "poor play". Again, I'd never try
> and rely on Game of Malkav for a highly competetive winning strategy,
> as it is, as you point out, kind of random. But it isn't going to be
> more disruptive that many, many other cards and or actions that people
> use and take all the time.
I haven't seen many cards that are as disruptive as those. Which ones
are you thinking about?
>
> > When i've seen them played they've
> > usually ended up benefitting everyone at the table and the game has
> > timed out. How many other cards are that easy to play and that
> > disruptive?
>
> Disruptive in that they arbitrarily give people pool and potentially
> make the game never end? Anciallae Empowerment. Should that get removed
> from competeive play too?
When you are deciding whether to play Ancilla Empowerment you know how
much pool everyone will have after the vote, with Prank you don't. Also
AE is a vote which can be blocked, voted down etc. Prank is a master
card.
>
> > I don't think you can compare Werewolf Pack with Prank.
>
> Sure you can. I play werewolf pack. I lose, what, 4 pool and gain
> nothing remotely useful. Both my predator and prey have now gained in
> position while I have lost in position. It is kind of like giving them
> pool. Not exactly, but still, I am playing a card that weakens my
> position and strengthens my opponent's positions relative to mine.
> Which is sometimes what Game of Malkav does. But at least with Game of
> Malkav, there is a chance that playing it will actually make my
> position better and my opponent's worse. Werewolf Pack? I *know* it is
> always going to make my position worse.
As I mentioned though it might not be a bad play if you have the
Abomination card in your hand at the same time. Prank is always bad
play.
Chris.
James Coupe wrote:
> In message <1166666314....@f1g2000cwa.googlegroups.com>,
> chr...@comcen.com.au writes:
> >If someone bleeds for six i would expect that they would have taken the
> >game state into account and that they have some kind of plan if they do
> >get deflected. E.g. They check with grandprey that they can block if
> >the bleed gets deflected.
>
> Woe there. You're expecting players to be sensible. And this isn't the
> case, in a lot of situations. Players do do massive bleeds at stealth
> and, when bounced, shrug their shoulders and say "Well, I had to try."
> Or similar.
>
> Play-to-win does not mean that all players will be sensible. They do
> make imperfect decisions, based on all sorts of things. Say my prey has
> 40 cards in their ash-heap and 1 bounce card in there, and 40-50 cards
> left, and I need to oust them NOW, or I get ousted next turn by Smiling
> Jack (for example). So I bleed now, and end up bleeding at stealth,
> come what may, but I don't have enough stealth to wallop Jack because
> the player has a carpet of intercept.
>
> An entirely plausible scenario, whether my grand-prey can deal with it
> or not. Players do that sort of thing all the time.
The point i was trying to make is that players make decisions based on
game state and yes sometimes they have to take risks as you point out
above. That is the nature of the game but i don't think there should be
a master card that sets up a random situation which affects the pool
total of every player on the table. I don't see how that fits in a
tactical game like Vtes.
Perhaps if Prank didn't have the potential for so great a pool loss i
wouldn't mind but i saw my prey take four pool off my grandpredator
(cross table) recently which left my predator free to go hard at me. i
don't think a master card should be able to do that especially as it's
random and not subject to the play to win rule. If they had done that
with a direct bleed (via kindred spirits for example) i could have
called over a judge and asked the judge to adjudicate on whether they
were playing to win or just playing silly buggers.
Chris.
chr...@comcen.com.au wrote:
> Yes risks must be taken. Soemtimes they backfire but what you're
> talking about is an interaction between vampires with lots of cards
> played.
I'm not so much seeing the difference that the number of cards played
makes, but ok.
> What i don't like is that Prank is one card, a master at that,
> which can have a large effect on the table i.e. it changes every
> players pool.
Maybe. Maybe it just changes 1 player's pool. But realistically, it
will (it being either Prank or Game) will have a not that huge effect
on everyone's pool (everyone will gain or lose a few pool), just like
lots of other cards will. Yeah, Ancillae Empowerment has a
deterministic effect on everyone's pool where Game has a mostly random
effect, but the end result is more or less the same--the game state
changes based on playing one card.
As I have mentioned before, I don't think relying on Game of Malkav is
a good idea for a winning strategy (i.e. if I personally were playing
in a tournament that I was actually trying to win, I wouldn't play with
Game of Malkav, but then I also wouldn't play with Ancillae
Empowerment. Or Werewolf Pack). But as a card that disrupts the game
environment, it is no more potentially destructive than many, many
other cards or actions that *do* fit in winning strategies (Rush cards
can be very destructive to a game; Parity Shift can be very destructive
to a game; Anarch Revolt, still, can be very destructive to a game).
> It's too strong an effect for a single master card. The
> worst part is that because it is random it is not subject to the play
> to win rule.
If you play Game of Malkav, presumably, you are doing it because you
think it will help you win. Otherwise, you are just playing stupid. But
lots of cards can be played stupidly. Yes, I realize that Game is
almost totally random in its effect. But putting them in your deck is
something you do because you think it can help you win. And you play
one only if you think it is actually helping you win (i.e. if you look
at the table and say "Huh. Playing this Game of Malkav right now is
likely to make me lose...", you aren't gonna play the Game. Unless,
again, you are playing specifically to be stupid, but that is not
something that the card makes you do).
> If you play an Anarchist Uprising and oust someone cross
> table a judge could be called over to adjudicate on whether you are
> playing to win. If you oust someone cross table with a Prank nothing
> can be done about it.
Why can you judge a cross table oust with Anarchist Uprising while you
can't judge a cross table oust with Game of Malkav? Or Malkavian Prank?
If I play Prank, and there is a possibility of ousting someone I don't
want to oust, I make sure to not oust them with it. Otherwise, I'm just
playing stupid. Just like if I cross table ousted someone for no good
reason with a KRC.
> I haven't seen many cards that are as disruptive as those. Which ones
> are you thinking about?
KRC, for example. I have, multiple times in competetive play, been
cross table ousted by virtue of KRCs due to people "balancing the
table" or "seeing that I was going to win the game otherwise" (which
was never in any way certain). Heck, this last summer at Origins, I was
completely and randomly wiped out by my "cross table buddy" in a 4
player game by him calling 2 consecutive Anarchist Uprisings when I
wasn't remotely winning. Which did nothing other than secure my
predator's (and his prey's) victory. This is the result of dumb play
with cards that can be incredibly destructive--just as much as, if not
more so, than any destruction that can be caused by a Malkavian Game or
Prank.
> As I mentioned though it might not be a bad play if you have the
> Abomination card in your hand at the same time. Prank is always bad
> play.
Except for when it pays off, in which case it is a good play.
-Peter
Peter D Bakija wrote:
> chr...@comcen.com.au wrote:
> > Yes risks must be taken. Soemtimes they backfire but what you're
> > talking about is an interaction between vampires with lots of cards
> > played.
>
> I'm not so much seeing the difference that the number of cards played
> makes, but ok.
>
> > What i don't like is that Prank is one card, a master at that,
> > which can have a large effect on the table i.e. it changes every
> > players pool.
>
> Maybe. Maybe it just changes 1 player's pool. But realistically, it
> will (it being either Prank or Game) will have a not that huge effect
> on everyone's pool (everyone will gain or lose a few pool), just like
> lots of other cards will. Yeah, Ancillae Empowerment has a
> deterministic effect on everyone's pool where Game has a mostly random
> effect, but the end result is more or less the same--the game state
> changes based on playing one card.
Yes it's one card but it's an action that you need a vampire to take
and not get blocked and then the referendum has to pass. It's harder
than playing a single master card.
>
> As I have mentioned before, I don't think relying on Game of Malkav is
> a good idea for a winning strategy (i.e. if I personally were playing
> in a tournament that I was actually trying to win, I wouldn't play with
> Game of Malkav, but then I also wouldn't play with Ancillae
> Empowerment. Or Werewolf Pack). But as a card that disrupts the game
> environment, it is no more potentially destructive than many, many
> other cards or actions that *do* fit in winning strategies (Rush cards
> can be very destructive to a game; Parity Shift can be very destructive
> to a game; Anarch Revolt, still, can be very destructive to a game).
But with rush cards you need to have the vampire take an action, for
the combat to go your way etc. It's not as easy as playing a single
master card.
>
> > It's too strong an effect for a single master card. The
> > worst part is that because it is random it is not subject to the play
> > to win rule.
>
> If you play Game of Malkav, presumably, you are doing it because you
> think it will help you win. Otherwise, you are just playing stupid. But
> lots of cards can be played stupidly. Yes, I realize that Game is
> almost totally random in its effect. But putting them in your deck is
> something you do because you think it can help you win. And you play
> one only if you think it is actually helping you win (i.e. if you look
> at the table and say "Huh. Playing this Game of Malkav right now is
> likely to make me lose...", you aren't gonna play the Game. Unless,
> again, you are playing specifically to be stupid, but that is not
> something that the card makes you do).
I'm curious how there could be any winning strategy with Game of
Malkav. Do you know any?
>
> > If you play an Anarchist Uprising and oust someone cross
> > table a judge could be called over to adjudicate on whether you are
> > playing to win. If you oust someone cross table with a Prank nothing
> > can be done about it.
>
> Why can you judge a cross table oust with Anarchist Uprising while you
> can't judge a cross table oust with Game of Malkav? Or Malkavian Prank?
> If I play Prank, and there is a possibility of ousting someone I don't
> want to oust, I make sure to not oust them with it. Otherwise, I'm just
> playing stupid. Just like if I cross table ousted someone for no good
> reason with a KRC.
You bring up a very interesting question. If, for example, my prey is
on 10 pool, my grandprey on 1 pool and i play Malkavian Prank do i have
to arrange with my grandprey not to oust him or is it allowable to
leave it up to chance? I'm very interested in the answer to that
question because it underlines one of my main concerns with the card:
Is Malkavian Prank ever subject to the play to win rule?
>
> > I haven't seen many cards that are as disruptive as those. Which ones
> > are you thinking about?
>
> KRC, for example. I have, multiple times in competetive play, been
> cross table ousted by virtue of KRCs due to people "balancing the
> table" or "seeing that I was going to win the game otherwise" (which
> was never in any way certain). Heck, this last summer at Origins, I was
> completely and randomly wiped out by my "cross table buddy" in a 4
> player game by him calling 2 consecutive Anarchist Uprisings when I
> wasn't remotely winning. Which did nothing other than secure my
> predator's (and his prey's) victory. This is the result of dumb play
> with cards that can be incredibly destructive--just as much as, if not
> more so, than any destruction that can be caused by a Malkavian Game or
> Prank.
Well that sounds like they weren't playing to win. If that happened to
me in a tournament i would call a judge.
Chris.
In message <1166740076.3...@i12g2000cwa.googlegroups.com>,
chr...@comcen.com.au writes:
>
>James Coupe wrote:>> In short, if you play badly, it's poor play, regardless of what cards
>> you use.>>My point is that I've never seen [Malkavian Prank] played well.
That's fine. Some cards require a particular sort of player to use them
well. First of all, you want a player who's interested in helping other
players on the table when things get tough. This isn't a lot of
players, many (but not all) of whom will just want to oust their prey.
Then you want a player who wants to play enough Malkavians to make
Malkavian Prank a worthwhile include. Or a Mata Hari deck, I guess,
though that would be a little weird. This isn't too hard, but there are
a lot of other options these days. Then you also need a player who's
intelligent enough to use the card well. And you need a player who's
got some spare master slots in his deck, that aren't being used by all
the other master cards he might include - Blood Doll, The Barrens,
Minion Tap, Wash, Sudden Reversal, etc. This will inevitably mean that
good uses of some difficult cards will be rarely seen.
That you don't see the card being played well != the card cannot have
advantages.
>Whether another card
>is played well or not will depend on the circumstances but playing
>Malkavian Prank is always poor play. I know you can give pool to your
>allies but you can also end up giving pool to your enemies as well.
On average, you give more to your allies than to your enemies. My
allies always get 4. My enemies might get between 1 and 4, but also
might lose between 1 and 4, depending on a lot of things.
In the worst case scenario, my allies get +4 and so do my enemies. In
the best case scenario, my allies get +4 and my enemies get -4, and I
also get +4. On average, my allies are doing better than my enemies.
Why is being able to do something that's potentially significantly more
beneficial to my allies than my enemies always poor play? When I want
to keep someone in the game so I can pass my vote with their votes and
oust my prey, why is giving them +4 pool to keep them out of range of
Smiling Jack poor play? Or to keep them out of range of a bleed oust?
Or to prevent a play of Foreshadowing Destruction?
A potentially interesting option would be to see how greedy players get,
and then use the extra pool they have to your advantage in a Parity
Shift - whilst *also* helping your allies. If my enemies get +3 or 4
pool, I take it off them. If they get +1 or 2 pool, that's a
significant gain for my allies (relatively), and I'll kill them anyway.
The Malkavians aren't short of good ways of passing a vote these days.
Even in Group 1/2, you have a couple of Princes with AUS. Go to Group
3, and you have Quentin King III with AUS/pre, which is pretty fearsome,
and you can still nick Greger (Prince, AUS) from Group 2, and include
Rachel Brandywine or Maris Streck too, if you like that sort of thing -
Rachel is particularly popular. Lazarus James lacks a title, but
AUS/PRE means he might be a worthwhile include. Or you might like to
include Fleurdumal (Toreador), for his keen sense of AUS/DEM/PRE, though
the lack of Obf might be a tad too annoying in a mostly Malk deck.
Combine with normal pool control options - Secret Horde, for example,
spare vampires to move pool onto, permanent Blood Dolls already in play
etc. Now you have an interesting little pool manipulation scheme going
on.
>> Why do you think I can take a calculated risk with Anarchist Uprising,
>> but not with Malkavian Prank?>
>There is no risk with Anarchist Uprising. You know how much pool
>everyone will have after the vote. You don't know how much pool
>everyone will have after a Prank. Why don't you see the difference?
Sure there's risk with Anarchist Uprising. I play it to help myself,
but at the same time there's my cross-table buddy teetering on the edge
of being ousted, because I've just knocked him down from 5 pool (where
he could probably survive) to 2 pool (where he might well not be able
to).
Will that mean my prey eats my buddy (my grand-prey) before I can eat my
prey? That's a calculated risk I have to take. It's a different risk,
but it's still a risk. If risks are bad, ban all play that brings other
players to the brink of disaster.
Many, many cards and plays on the table involve calculated risks. If I
bring out a vampire, will it help me? Quite probably. Will it mean I
get ousted due to having three less pool? Who can say. Will Malkavian
Game help me by keeping my allies in play? Quite possibly. Will it
help my enemies? Who can say.
Why are some calculated risks fine, but others aren't?
Also, I know how much pool any allies will have after the Prank.
Because I'm letting them have it. Then I can work out what my enemies
*might* get.
You can also work out what the worst possible scenario is, and still
decide it's worth it. My grand-prey survives for another turn (for
example), and even if my prey has 4 more pool, it's fine, I can still
get him - because my grand-prey is still on the table with some votes,
or whatever. And I can limit my prey's gain to 3 pool also, by guessing
4 - if he's lower, he's got at most 3, if he's guessed 4, I'm quids in.
So I offer to keep my grand-prey in if he passes my votes, or saves my
vampire from a Blood Hunt, or something. Then I oust my prey with that
support. And I offer to help my grand-prey oust his prey. Then we
fight it out for the remaining VPs.
Please explain where the non-play-to-win play was, and why I shouldn't
be allowed to help my grand-prey in this scenario.
[ quoted text not captured ]
chr...@comcen.com.au wrote:
> Peter D Bakija wrote:
> > chr...@comcen.com.au wrote:
> > > It's too strong an effect for a single master card. The
> > > worst part is that because it is random it is not subject to the play
> > > to win rule.
> >
> > If you play Game of Malkav, presumably, you are doing it because you
> > think it will help you win. Otherwise, you are just playing stupid. But
> > lots of cards can be played stupidly. Yes, I realize that Game is
> > almost totally random in its effect. But putting them in your deck is
> > something you do because you think it can help you win. And you play
> > one only if you think it is actually helping you win (i.e. if you look
> > at the table and say "Huh. Playing this Game of Malkav right now is
> > likely to make me lose...", you aren't gonna play the Game. Unless,
> > again, you are playing specifically to be stupid, but that is not
> > something that the card makes you do).
>
> I'm curious how there could be any winning strategy with Game of
> Malkav. Do you know any?
Well, you could always pack some parity shift so that when you
accidentally burn 5-6 pool, you have a bunch of PS targets - and if you
end up gaining 5-6 instead, that seems all for the good to me.
Same idea works for Prank.
witness1
-believe the lie
On Dec 21, 9:38 pm, chr...@comcen.com.au wrote:
> I'm curious how there could be any winning strategy with Game of
> Malkav. Do you know any?
Sure. Have a deck that can benefit from guessing well and gaining extra
pool and that isn't going to suffer from losing pool occasionally. Or
play with Parity Shift and when the Game works against you, call Parity
Shift to take pool away from your prey and give it to you. As noted,
while Game is essentially random, it is, in the long run, going to give
more pool to you and your allies than to your direct enemies.
> You bring up a very interesting question. If, for example, my prey is
> on 10 pool, my grandprey on 1 pool and i play Malkavian Prank do i have
> to arrange with my grandprey not to oust him or is it allowable to
> leave it up to chance?
I don't think "play to win" forces you to arrange with your grand prey
to not oust him, but in all likelyhood self preservation will win out
over arbitrarily imposed "play to win" guidelines--if I play Malkavian
Prank when my grand prey is at 1 pool, why would I *not* arrange to
give him 4 pool? Either 'cause I want him dead (for some reason or
another, so if I want him dead, I likely want him dead as it helps my
chance of winning, thus playing to win) or 'cause I'm playing stupid
(which isn't the fault of the card).
> I'm very interested in the answer to that
> question because it underlines one of my main concerns with the card:
> Is Malkavian Prank ever subject to the play to win rule?
*All* cards are subject to the "play to win" rule. As Game of Malkav
(which is much more random than Malkavian Prank, but you keep switching
back and forth between the two in discussion) is random, but on the
average more helpful than not, just like any other card, when you play
it, you should be playing it in hopes that it will help you win (as
otherwise, you are just playing stupid, and again, you can play stupid
with any card: "I'm a crazy Malkavian! I'm gonna bleed you arbitrarily
cross table for 4 with this here Kindred Spirits! 'Cause I rolled a die
and picked you! Woo!")
> Well that sounds like they weren't playing to win. If that happened to
> me in a tournament i would call a judge.
I'm sure they believed otherwise. The times that I got crosstable
ousted by KRC, it was the result of "I think you are going to sweep the
table if I don't kill you now, even though it will only strengthen my
prey..." Very easily an arguable "I'm playing to win" decision,
regardless of whether or not the person doing it actually ends up
winning--they think what they are doing is going to help them win, so
they are playing to win. In the other example, where I was killed by
cross table Anarchist Uprising collateral damage, I'm sure thay guy
thought he was doing the best thing at the time too--he was hurting his
prey, and he probably thought that he was going to be able to oust him
before he ousted me, even though I was getting hurt more by the AU then
his prey was. He was probably doing what he thought was a good idea,
even though it turned out to not be.
-Peter