Quick question: the MC storyline rules say "At least 75% (e.g., 9 out of 12)
of the vampires in a player's crypt must be the same clan.". I assume that
means precisely what it says, i.e. it only applies to vampires, not
Hunters?
So if I have, say, 3 hunters in a 12-card crypt, then 75% of the remaining 9
vampires (= 7 of them, assuming we round up) have to be of the same clan?
And if I have an all-Hunter crypt, there are no restrictions (Hunter creeds
aren't limited in any way).
Right?
//Petri
witness1 wrote:
[ quoted text not captured ]
Ok, thanks... but that still doesn't make things crystal clear.
Is it:
a) Hunters are considered to be one "clan" with regards to the storyline
rules.
or
b) Each Hunter creed is handled like a vampire clan (i.e. you would need to
have at least 75% of Avengers in your crypt, for example)
or
c) Going by the url-referred posting, which has the modified wording "At
least 75% (e.g., 9 out of 12) of the cards in a player's crypt must be of
the same clan", you could make the case that only vampires have "clan", and
therefore at least 75% of the crypt must be vampires (giving you max 3
Hunters possible).
Which is it? Or the ever-popular "something other, please specify" choice :)
//Petri
Petri Wessman wrote:
> Ok, thanks... but that still doesn't make things crystal clear.
>
> Is it:
>
> a) Hunters are considered to be one "clan" with regards to the storyline
> rules.
>
> or
>
> b) Each Hunter creed is handled like a vampire clan (i.e. you would need to
> have at least 75% of Avengers in your crypt, for example)
>
> or
>
> c) Going by the url-referred posting, which has the modified wording "At
> least 75% (e.g., 9 out of 12) of the cards in a player's crypt must be of
> the same clan", you could make the case that only vampires have "clan", and
> therefore at least 75% of the crypt must be vampires (giving you max 3
> Hunters possible).
>
> Which is it? Or the ever-popular "something other, please specify" choice :)
C. No extra rules translating imbued or creed to clan are given.
On Dec 11, 9:20 am, Petri Wessman <nos...@orava.org> wrote:
> c) Going by the url-referred posting, which has the modified wording "At
> least 75% (e.g., 9 out of 12) of the cards in a player's crypt must be of
> the same clan", you could make the case that only vampires have "clan", and
> therefore at least 75% of the crypt must be vampires (giving you max 3
> Hunters possible).
75% of your crypt needs to be a single (vampire) clan. The other 25%
can be anything you want. Including Imbued.
-Peter
[ quoted text not captured ]
Ok. Thanks (and thanks LSJ).
Looks like an Imbued deck is Right Out(tm) for this storyline, unless one
were to make a huge crypt and include some "get cards from crypt fast"
tech... but would be iffy to get working (to say the least :), and still
would not be a "Hunter deck" since the vampire clan used would still decide
the "winning clan". Oh well, maybe next time. :)
//Petri
If you're married to the idea of playing Hunters in the Storyline, your
best option is probably to support clan Gargoyle and go for a
Tupdog/Imbued tag team....
[ quoted text not captured ]
A better option is to include some imbued in a mixed crypt with
whatever clan you prefer.
Some ideas:
Maman Boumba - both of her specials are good. Combined with the Rose
Foundation, you can generate 5 votes against any referendum (such as
the referendum to control the reverend).
The Rose Foundation - bleed or vote defense, for one pool. Note that it
doesn't require an imbued to put into play, so you can drop it early
and pull out your imbued later in the game if you want.
Beatrice Tremblay - +1 bleed on a 3-cost minion is good, and her
drawback's not bad.
Earl Deams - again, his drawback is easy to get around, and +1 stealth
is good.
Anna Suljic - provides blood to vampires, and peeks at your next three
cards. Also has two virtues (martyrdom and vision) in common with Earl.
Unfortunately, they each cost six.
John O'Malley - has a built-in rush. With a magnum or a walking stick
(and a couple of convictions), he may be able to smack the reverend out
of play for a few turns, without the need to a lot of deck space to
combat.
Give 'em a chance.
witness1
-believe the lie