rec.games.trading-cards.jyhad

Jyhad:Question on Specific Card

11 messages from 10 participants · 18 August 1994 – 06 September 1994 · rec.games.deckmaster
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David Greenwald

My roommate has a card that we're not sure how it works. It is a master card that says that a Vampire can take a blood counter off in order to add 3 counters from the blood bank to an uncontrolled vampire. Is this a one-time deal or does this act like an "enchant creature" from Magic where it stays around and he can use it once per turn. We have been playing it like an "enchant creature" and it is a very powerful card. He get 7 counters per turn, I only get 4. Before long his is overpowering me with vampires. Are we playing it right? Any insight? David ----------------------------------------------------------------------------- David Greenwald "We can print our own money here greenwal@bnr.ca If you let us do a piece on you BNR inc. Atlanta, GA We can take you to pieces" Paper Lies by Marillion

Michael Wang

In article <3306gl$gmd@bmerha64.bnr.ca> greenwal@bnr.ca (David Greenwald) writes: >My roommate has a card that we're not sure how it works. > >It is a master card that says that a Vampire can take a blood >counter off in order to add 3 counters from the blood bank to an >uncontrolled vampire. Is this a one-time deal or does this act >like an "enchant creature" from Magic where it stays around and >he can use it once per turn. We have been playing it like an >"enchant creature" and it is a very powerful card. He get 7 >counters per turn, I only get 4. Before long his is overpowering >me with vampires. > >Are we playing it right? Any insight? I don't the rules in front of me right now, but I had the same question you have about a lot of the master cards. The rules explicit state that minion cards get burned after they are played (but of course, they don't say anything that I recall about equipment cards staying around), but it doesn't say anything about when master cards are burned. Some of the master cards have explicit text stating when the cards are burned, which sort of implies that cards that don't have that sort of text don't burn, but then you get into a situation like the one you mentioned above where getting a nice master card out first will give you an big advantage, which seems to go against the nature of the game. -- Michael Wang mmwang@mv.us.adobe.com

Eric Amick

Michael Wang (mmwang@mv.us.adobe.com) wrote: : I don't the rules in front of me right now, but I had the same : question you have about a lot of the master cards. The rules explicit : state that minion cards get burned after they are played (but of : course, they don't say anything that I recall about equipment cards : staying around), but it doesn't say anything about when master cards : are burned. Some of the master cards have explicit text stating when : the cards are burned, which sort of implies that cards that don't have : that sort of text don't burn, but then you get into a situation like : the one you mentioned above where getting a nice master card out first : will give you an big advantage, which seems to go against the nature : of the game. The rules state that equipment and retainer cards are burned when the minions using them are burned. The rules also state that location cards stay in play, and skill cards remain with the vampire and are burned with the vampire. The skill cards also grant a vampire additional blood capacity, but not the blood needed to fill it to capacity.

Matt Rollefson

In rec.games.deckmaster mmwang@mv.us.adobe.com (Michael Wang) writes: >In article <3306gl$gmd@bmerha64.bnr.ca> greenwal@bnr.ca (David Greenwald) writes: [Question about master card which is really hideous if it stays in play after use to be used again.] >I don't the rules in front of me right now, but I had the same >question you have about a lot of the master cards. The rules explicit >state that minion cards get burned after they are played (but of >course, they don't say anything that I recall about equipment cards >staying around), Actually, it does. Section 7.2.2 of the rules, Ally, equipment and retainer cards; "Equipment and retainers are burned when the minions using them are burned." Note that equipping someone is not using the card per se, it's just equipping someone. Thus a card that explicitly states when it's burned overrides the default "burned when used" clause. >but it doesn't say anything about when master cards >are burned. Some of the master cards have explicit text stating when >the cards are burned, which sort of implies that cards that don't have >that sort of text don't burn, but then you get into a situation like >the one you mentioned above where getting a nice master card out first >will give you an big advantage, which seems to go against the nature >of the game. The rules are definitely unclear on this. However, I would say that you should go with the rule that by default, cards burn when used. The exceptions to this for master cards would be Locations, Skills, and any master card that says something to the effect of, "Any vampire can burn this card by..." or otherwise specify when the card is burned explicitly. Otherwise cards like Ascendance (gain 1 pool) would be truly gross, as you'd gain one every turn. Rollie

John Kingdon

In article <3306gl$gmd@bmerha64.bnr.ca>, David Greenwald <greenwal@bnr.ca> wrote: >My roommate has a card that we're not sure how it works. > >It is a master card that says that a Vampire can take a blood >counter off in order to add 3 counters from the blood bank to an >uncontrolled vampire. Is this a one-time deal or does this act >like an "enchant creature" from Magic where it stays around and >he can use it once per turn. We have been playing it like an >"enchant creature" and it is a very powerful card. He get 7 >counters per turn, I only get 4. Before long his is overpowering >me with vampires. > >Are we playing it right? Any insight? > Assuming that this is The Fourth Tradition -- Accounting that you're talking about, I'm pretty sure that it's actually a minion card with the wrong border colour. It has the action symbol, which as far as I can tell is reserved to minion cards, and is restricted to Princes or Justicars or some combination, which doesn't make much sense if it's a master card. The only other error I've noticed is that Disputed Domain/Ground/Territory/ Whatever is missing the political symbol. John Kingdon

midnight@inferno.com

Fourth accounting is an Action Card...Misprinted wrong color Disputed Ground is a Political Action card without the symbol Spawning Pool is a Master Location Misprinted color And there is one more misprinted card I can't remember, this was taken from the Revised rules WOTC sent me. Midnight

andrew robert polis

In article <33313e$f0m@pentagon.io.com> jkingdon@pentagon.io.com (John Kingdon) writes: > >Assuming that this is The Fourth Tradition -- Accounting that you're >talking about, I'm pretty sure that it's actually a minion card with >the wrong border colour. It has the action symbol, which as far as I >can tell is reserved to minion cards, and is restricted to Princes or >Justicars or some combination, which doesn't make much sense if it's >a master card. > >The only other error I've noticed is that Disputed Domain/Ground/Territory/ >Whatever is missing the political symbol. > >John Kingdon On the subject of errors on the cards, here's two more that I've found: Spawning Pool: has the minion card border but is a master card Arson: The quote is actually from Hot Hot Hot not Torture... still the Cure, though (they thought they could slip that one by... Ha!) Andrew Polis

Tom Wylie

Skill cards and location cards stay in play indefinitely, until they are burned, or (in the case of skills) the vampire it's played on is burned. For all other master cards, you kind of have to go by the card text in deciding whether or not it sticks around... Anarch Revolt sticks around indefinitely (as indicated by the fact that you have to call a vote to burn it), but Gird Minions does not. Assuming I'm remembering the card texts properly. Tom Wylie rec.games.deckmaster Network Representative for aahz@hal.com Wizards of the Coast, Inc.

Merrill Brick

Chris Hunt (biffster@phys.ksu.edu) wrote: : In <3306gl$gmd@bmerha64.bnr.ca> greenwal@bnr.ca (David Greenwald) writes: : >It is a master card that says that a Vampire can take a blood : >counter off in order to add 3 counters from the blood bank to an : >uncontrolled vampire. Is this a one-time deal or does this act : >like an "enchant creature" from Magic where it stays around and : >he can use it once per turn. We have been playing it like an : >"enchant creature" and it is a very powerful card. He get 7 : >counters per turn, I only get 4. Before long his is overpowering : >me with vampires. : >Are we playing it right? Any insight? : Well, when my group played, we decided that unless stated specifically : on the card, the card is useable only once, so that situations like : yours would not come up. : -Chris Chris is incorrect. Master cards work the opposite way from minion cards. Unless stated that the card is burned after use, master cards always stay in play. That is the function of master cards in this game. My suggestion is to invest in lots of Burn Location cards if this card is a location.

Tom Wylie

Merrill Brick <mb7553@pegasus.cc.ucf.edu> wrote: >Chris is incorrect. Master cards work the opposite way from minion >cards. Unless stated that the card is burned after use, master cards >always stay in play. That is the function of master cards in this game. >My suggestion is to invest in lots of Burn Location cards if this card is >a location. Ascendance does not stay in play indefinitely. Minion Tap does not stay in play indefinitely. And so on. Master cards default to not staying around, just like every other kind of card (well, except vampires), unless the card: 1. is a location 2. is a skill 3. says "Play/Put on a [something]" or is given to a player 4. can be burned or stolen (typically with a vote or directed action) I just check all the master cards, and all of them which hang around meet one or more of these conditions (some have other telltale signs, but also have at least one of these four). Tom Wylie rec.games.deckmaster Network Representative for aahz@hal.com Wizards of the Coast, Inc.

11265-Graham Wills

greenwal@bnr.ca (David Greenwald) writes: >My roommate has a card that we're not sure how it works. >It is a master card that says that a Vampire can take a blood >counter off in order to add 3 counters from the blood bank to an >uncontrolled vampire. Is this a one-time deal or does this act >like an "enchant creature" from Magic where it stays around and >he can use it once per turn. We have been playing it like an >"enchant creature" and it is a very powerful card. He get 7 >counters per turn, I only get 4. Before long his is overpowering >me with vampires. >Are we playing it right? Any insight? No. You're playing it wrong. A general rule (which is necessary as the actual rules are *terrible*) is that if there is any doubt, burn the card. -Graham Wills -- Graham Wills Data Visualization / Software Research (11265) gwills@research.att.com AT&T Bell Laboratories, Indian Hill, Naperville IL