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
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
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.
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
In article <3306gl$gmd@bmerha64.bnr.ca>,
David Greenwald <greenwal@bnr.ca> wrote:
>My roommate has a card that we're not sure how it works.
>
>It is a master card that says that a Vampire can take a blood
>counter off in order to add 3 counters from the blood bank to an
>uncontrolled vampire. Is this a one-time deal or does this act
>like an "enchant creature" from Magic where it stays around and
>he can use it once per turn. We have been playing it like an
>"enchant creature" and it is a very powerful card. He get 7
>counters per turn, I only get 4. Before long his is overpowering
>me with vampires.
>
>Are we playing it right? Any insight?
>
Assuming that this is The Fourth Tradition -- Accounting that you're
talking about, I'm pretty sure that it's actually a minion card with
the wrong border colour. It has the action symbol, which as far as I
can tell is reserved to minion cards, and is restricted to Princes or
Justicars or some combination, which doesn't make much sense if it's
a master card.
The only other error I've noticed is that Disputed Domain/Ground/Territory/
Whatever is missing the political symbol.
John Kingdon
Fourth accounting is an Action Card...Misprinted wrong color
Disputed Ground is a Political Action card without the symbol
Spawning Pool is a Master Location Misprinted color
And there is one more misprinted card I can't remember, this was taken
from the Revised rules WOTC sent me.
Midnight
In article <33313e$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
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.
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.
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.
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