After the discussion of running out of cards, it was amusing that the
next game we played had two players run out. It was a four player game
with:
Tom (Tremere would-be Princes)
Michael (newbie Settite/Assamite/Brujah)
Dave (Lasombra/Ventrue antitribu - showing off his newly acquired
Sabbat - the first seen in our group)
Andrew (Malkavian/Tremere)
When Dave and Andrew got voting vamps into play before my first prince
or Praxis Seizure opportunity, I knew it would be a grim night.
Although Dave was making a mess of Andrew with stealthy bleed, I
couldn't persuade Andrew of the need for a voting block against Dave
and discarded Seizures furiously until Michael took an opportunity to
card flow a vote reaction in my favor making Muaziz my only Prince of
the game.
Michael switched the seating making himself Andrew's prey, which worked
nicely for me as Dave soon ousted Andrew and then Michael. By this
time we each had 5-6 vamps in play, with blood dolls and hunting
grounds to stabilize pool. I was running low on cards, but my final
hand had three 2nd Trad (? - the untap and +2 intercept anyway) which
was enough to see off his final stealthy attempts and drain his library
and hand as well. Muaziz and her friend whose name I forget who also
had inherent stealth then bled Dave into the ground. A pleasing 2-2
draw after a grim start. Andrew sneered "Draw, hmmph" but I replied
"Not for you it wasn't".
So I quickly join the consensus that the Sabbat withdrawal rule sucks.
Tom
Sent via Deja.com http://www.deja.com/
Before you buy.
On Fri, 28 Jul 2000 09:16:41 GMT, Tom Kassel wrote:
>After the discussion of running out of cards, it was amusing that the
>next game we played had two players run out. It was a four player game
>with:>....>So I quickly join the consensus that the Sabbat withdrawal rule sucks.
The way things went, you were able to turn a small difference in final
stength between you and Dave into 2 VP for ousting him and surviving.
If he had been able to withdraw after he ran out of cards then the
final score would have been 2-1 to him, instead of the 2-2 draw. This
would have been a fairer result and a more satisfactory one. As it
was, the conclusion to the game was a hurriedly abbreviated affair as
you and Dave didn't want to keep me and Michael waiting. On the
evidence of this game, the original withdrawal rule does indeed blow
chunks and Sabbat withdrawal is better. I'm bringing my Sabbat rules
sheet along next time - we didn't get the Sabbat voting rules right
either.
Andrew
Andrew S. Davidson wrote in message ...
[ quoted text not captured ]
?!?!? So a player that has the better staying power but takes his time
building defense/offense is to be penalized? That's quite contrary to the
theme of the game, and it's original design. Sorry to say, but your support
of the Sabbat withdrawal rules makes whole aspects of the game not worth
playing (or at least worth significantly less). Any permanent option would
be replaced with transient ones, etc.
Sabbat withdrawal deters the building up of permanent resources, in
favor of a footrace style deck... NOT a good thing, IMNSHO...
Regards,
R. David Zopf
Atom Weaver
V:EKN Prince of Charlotte, NC
In article
<F59BD92158540BA0.85A0E03C...@lp.airnews.net>,
a...@csi.com wrote:
> On Fri, 28 Jul 2000 09:16:41 GMT, Tom Kassel wrote:
>
> >After the discussion of running out of cards, it was amusing that the
> >next game we played had two players run out. It was a four player
game
> >with:
> >....
> >So I quickly join the consensus that the Sabbat withdrawal rule
sucks.
>
> The way things went, you were able to turn a small difference in final
> stength between you and Dave into 2 VP for ousting him and surviving.
> If he had been able to withdraw after he ran out of cards then the
> final score would have been 2-1 to him, instead of the 2-2 draw. This
> would have been a fairer result and a more satisfactory one. As it
> was, the conclusion to the game was a hurriedly abbreviated affair as
> you and Dave didn't want to keep me and Michael waiting. On the
> evidence of this game, the original withdrawal rule does indeed blow
> chunks and Sabbat withdrawal is better.
It seems that Sabbat withdrawal encourages hit and run tactics that
don't look that interesting. Play a 60 card (or even 40 card if you
insist on the printed rulebook) all-out bleeding deck, take out two
prey quickly and run.
No doubt a fresh perspective has some value, but I'd rather pay
attention to the accumulated experience of those who have been playing
this game for five years.
> I'm bringing my Sabbat rules
> sheet along next time - we didn't get the Sabbat voting rules right
> either.
I thought we did, but suspected we didn't. As I understand it, Sabbat
vamps are allowed to vote on Praxis Seizures - we just thought it
seemed odd and doubted.
[ quoted text not captured ]
Tom Kassel <tka...@my-deja.com> wrote:
> As I understand it, Sabbat
> vamps are allowed to vote on Praxis Seizures
Correct. All vampires can vote (if they have votes and are ready) in
all referendums, unless card text explcitly denies this.
This is true even if the vampire in question could not have called
the referendum in the first place.
--
LSJ (vte...@white-wolf.com) VTES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.white-wolf.com/vtes/[ quoted text not captured ]
(I'm back from a week on the boat! Who missed me? ;)
On Mon, 31 Jul 2000 10:35:24 +0100, Andrew S. Davidson <a...@csi.com>
wrote:
>On Fri, 28 Jul 2000 09:16:41 GMT, Tom Kassel wrote:
>>>After the discussion of running out of cards, it was amusing that the
>>next game we played had two players run out. It was a four player game
>>with:
>>....
>>So I quickly join the consensus that the Sabbat withdrawal rule sucks.>
>The way things went, you were able to turn a small difference in final
>stength between you and Dave into 2 VP for ousting him and surviving.
Correct. This is not inconsistent with proper deckbuilding strategy
and play, which allows one to PRODUCE a small difference in final
strength by your skills and deck. If you oust two people rapidly and
leave yourself resourceless in the process, while your opponent ousts
one person more slowly, but maintains a solid position, he deserves to
beat you and gain 3 VPs to your 2. So it is possible to build fast
decks that go "kaboom" when they run out of cards, or slow buildup
decks that use a lot of permanents and don't rely on their library
very much.
This is balanced. Why would you want to ruin permanents and encourage
fast bleed and/or vote decks?
>If he had been able to withdraw after he ran out of cards then the
>final score would have been 2-1 to him, instead of the 2-2 draw. This
>would have been a fairer result and a more satisfactory one. As it
Why would this have been fairer? Note that there are 4 VPs and 2-1
means that a VP has been "lost" somewhere - increasing the # of draws
and timeouts is NOT a good thing.
>was, the conclusion to the game was a hurriedly abbreviated affair as
>you and Dave didn't want to keep me and Michael waiting. On the
>evidence of this game, the original withdrawal rule does indeed blow>chunks and Sabbat withdrawal is better. I'm bringing my Sabbat rules
No, sorry. Sabbat withdrawal honks like a big dog, and encourages
stupid play since if you can run out of cards in a losing position
before you're ousted, you survive. That's absolutely not what was
intended, nor is it appropriate.
-- Derek
Jack-Booted Thug of Atlanta
On Mon, 31 Jul 2000 08:22:46 -0700, R. David Zopf wrote:
>?!?!? So a player that has the better staying power but takes his time
>building defense/offense is to be penalized?
That's right. In other games, such as Shadowfist, such long-range
strategies are decried as "turtling" for the good reason that they
tend to make the games long and boring. This certainly seems to be an
issue with Vampire too.
>That's quite contrary to the theme of the game, and it's original design.
You seem quite happy to junk the original design when it suits you.
The folk who designed Sabbat clearly thought there was merit in easier
withdrawal and I find this option worth considering too.
Andrew
On Mon, 31 Jul 2000 22:25:17 +0100, Andrew S. Davidson <a...@csi.com>
wrote:
>On Mon, 31 Jul 2000 08:22:46 -0700, R. David Zopf wrote:>>>?!?!? So a player that has the better staying power but takes his time
>>building defense/offense is to be penalized?>
>That's right. In other games, such as Shadowfist, such long-range
>strategies are decried as "turtling" for the good reason that they
>tend to make the games long and boring. This certainly seems to be an
>issue with Vampire too.
Which certainly doesn't happen at all with experienced players. The
early-ousted are often able to get a five-player pickup game in while
a tournament round is finishing, and finish BEFORE the round does!
The game is long not because of "long range strategies", but because
of its depth and complexity. This leads to a much better game,
although it does have a slight downside. Players who "turtle", or
begin "going right", or any of a number of phrases for an obnoxious
strategy, generally are going to lose in the end anyway, BECAUSE of
that permanent-force buildup.
DungeonQuest (a board game), on the other hand, was the extreme
opposite. You stepped into the dungeon, drew up your tile, it was a
bottomless pit. Roll to see if you avoid it- nope, you die. Your
opponent wins. That was fun! Want to play again?
In actuality, DungeonQuest was terribly fun. The gameplay was largely
random and required minimal, if any, strategic thought. But the games
also took ten to fifteen minutes, tops. It's a situation where you
pick what you want out of a game, and go there.
[ quoted text not captured ]
Andrew S. Davidson <a...@csi.com> wrote:
>On Mon, 31 Jul 2000 08:22:46 -0700, R. David Zopf wrote:>>?!?!? So a player that has the better staying power but takes his time
>>building defense/offense is to be penalized?>That's right. In other games, such as Shadowfist, such long-range
>strategies are decried as "turtling" for the good reason that they
>tend to make the games long and boring. This certainly seems to be an
>issue with Vampire too.
First off, you're equating "staying power" and permanent resources
with "turtling up" Sorry to say, but most times, you've got to have
both guts and a solid plan to go for those resources _and_ still gain
VP in _this_ game. By going for those long term resources, you run a
higher risk of being ousted quickly. Fast decks are fine, and
effective... The point here is that Sabbat withdrawal rules have a
deliterious effect on a wider array of deckbuilding strategies than
the original rules.
>>That's quite contrary to the theme of the game, and it's original design.>You seem quite happy to junk the original design when it suits you.
Back that up with an original quote from a previous thread, pal ;-)
>The folk who designed Sabbat clearly thought there was merit in easier
>withdrawal and I find this option worth considering too.
Of course its worth considering... Look, unfortunately for new
players, the jokers you find here (myself included) have been playing
VTES from (Jyhad) Day 1. I think you might be getting bent out of
shape because a lot of what you're saying seems to be getting shot
down. We've been through six years of playtesting, releases, errata
rulings and clarifications. These arguments are a bit rote, but
everyone here is happy to debate through again, in case something was
missed. Realize, though, that you are up against arguments that have
been hashed out over terabytes of open debate. That being said,
everyone hopes you'll bring something new to these discussions...
Unfortunately, not many of us provide enough good vibes to these
threads...
Regards,
R. David Zopf
guenh...@mindspring.com
[ quoted text not captured ]
On Mon, 31 Jul 2000 17:49:57 -0400, Derek Ray wrote:
>The game is long not because of "long range strategies", but because
>of its depth and complexity. This leads to a much better game,
>although it does have a slight downside.
The game is long primarily because of its multi-player,
last-man-standing format. Depth and complexity are only relevant in
so far as players tend to take a long time reading the cards. I would
call this opacity rather than D&C.
>In actuality, DungeonQuest was terribly fun. The gameplay was largely
>random and required minimal, if any, strategic thought. But the games
>also took ten to fifteen minutes, tops. It's a situation where you
>pick what you want out of a game, and go there.
For fast, entertaining play, it's hard to beat Brawl. I've played
some long, drawn-out games in my time - games which make VTES look
fast - but a good game of Brawl delivers much of the same kick inside
a minute.
Andrew
On Mon, 31 Jul 2000 16:23:53 -0400, Derek Ray wrote:
>This is balanced. Why would you want to ruin permanents and encourage
>fast bleed and/or vote decks?
I'm not convinced that it's balanced but, leaving that aside, the
reason to tilt the balance in favour of fast decks is to speed the
game up.
>Why would this have been fairer?
Because Dave ousted two players in their prime. Tom ousted Dave after
they had both run out of cards and by a narrow margin. Beating one
person narrowly should not compare with beating two handsomely.
>Note that there are 4 VPs and 2-1 means that a VP has been "lost"
>somewhere - increasing the # of draws and timeouts is NOT a good thing.
You've lost me too. The result was a draw. If withdrawal had been
possible, it would not have been a draw.
>No, sorry. Sabbat withdrawal honks like a big dog, and encourages
>stupid play since if you can run out of cards in a losing position
>before you're ousted, you survive. That's absolutely not what was
>intended, nor is it appropriate.
One supposes that it was what the Sabbat designers intended.
Appropriateness is in the eye of the beholder.
Andrew
In article
<EB4F48B91F267A04.021C449D...@lp.airnews.net>,
a...@csi.com wrote:
> On Mon, 31 Jul 2000 16:23:53 -0400, Derek Ray wrote:
>
> >This is balanced. Why would you want to ruin permanents and
encourage
> >fast bleed and/or vote decks?
>
> I'm not convinced that it's balanced but, leaving that aside, the
> reason to tilt the balance in favour of fast decks is to speed the
> game up.
>
Learning the cards and having to read the text less often will speed
the game up. It's getting faster.
> >Why would this have been fairer?
>
> Because Dave ousted two players in their prime.
They weren't all that prime as they got ousted. Why should an early
ousting be worth more than a later one?
> Tom ousted Dave after
> they had both run out of cards and by a narrow margin.
What narrow margin? He was losing two pool a turn to inherent stealth
bleeds while I was gaining three a turn from the Edge/Hunting
Ground/Rack/Blood Dolls.
> Beating one
> person narrowly should not compare with beating two handsomely.
>
How can you possibly characterize one ousting as narrow and another as
handsome? Does someone give points for artistic effect?
One ousting does not compare with two (well, it does but unfavorably).
One ousting plus survival does.
> >Note that there are 4 VPs and 2-1 means that a VP has been "lost"
> >somewhere - increasing the # of draws and timeouts is NOT a good
thing.
>
> You've lost me too. The result was a draw. If withdrawal had been
> possible, it would not have been a draw.
>
I believe tournaments strive for 5 or 3 player games, keeping the VP at
the table an odd number.
Tom
[ quoted text not captured ]
In article <F6D2486948B47A6E.9CC09E55...@lp.airnew
s.net>, Andrew S. Davidson <a...@csi.com> writes
>That's right. In other games, such as Shadowfist, such long-range
>strategies are decried as "turtling" for the good reason that they
>tend to make the games long and boring. This certainly seems to be an
>issue with Vampire too.
Vampire is intended to be a long, drawn out game, representing the
centuries of planning and manipulation of a Methuselah.
The little I have played of Shadowfist suggests that it was intended to
go significantly faster.
If you want a fast, deadly game, V:TES is not the game to play. Its
entire design and strategy allow a game to be slowed down to a snail's
pace, by a Methuselah who wants to, for whatever reason. I once played
a game in Cardiff where 5 people were playing. First person bleeds.
Person two bounces to three. Three bounces to four. Four bounces to
five. Five throws down Second Tradition and blocks, and has
miscellaneous other intercept (both transient and permanent) and bleed
reduction to stop you. The game went slowly.
--
James Coupe
I believe one of the points missing here is that the Sabbat was
created as a stand-alone expansion, which was compatible with the
other sets. Now when playing Sabbat only, the sabbat withdrawing rules
are indeed useable, as the sabbat normally strikes fast and hard,
without a lot of staying power. Now when playing all sets combined,
there are more viable strategies other than speed bleed. Why would there
be so many cards for bigger vampires if they would be useless with the
Sabbat withdrawing rule? Other than that the Sabbat rule would also
takes away something from the game in terms of tournament play.Imagine I
get one VP normally, then because I need only one more to enter the
finals, i would use the barrens, Fragment and dreams of the Sphinx to
deplete my library, so that I would get another VP. This strikes me as
too benefactory to any deck, and no skill whatsoever is needed for it.
Tim Eijpe
In article <8m63sk$el6$1...@nnrp1.deja.com>,
[ quoted text not captured ]
--
PROPHECY OF GEHENNA:
On The First Day Of Gehenna
The Shrieking Wind Shall Be Silent
And When A Black Sun Hangs From A Somber Sky
Caine's Sleeping Children Shall Once Again Arise
[ quoted text not captured ]
Andrew S. Davidson wrote in message ...
>The game is long primarily because of its multi-player,
>last-man-standing format. Depth and complexity are only relevant in
>so far as players tend to take a long time reading the cards.
??? Please explain more. Your meaning didn't come across...
>>>In actuality, DungeonQuest was terribly fun. The gameplay was largely
>>random and required minimal, if any, strategic thought. But the games
>>also took ten to fifteen minutes, tops. It's a situation where you
>>pick what you want out of a game, and go there.>
>For fast, entertaining play, it's hard to beat Brawl. I've played
>some long, drawn-out games in my time - games which make VTES look
>fast - but a good game of Brawl delivers much of the same kick inside
>a minute.
Brawl is great fun on the lunch hour. Ultimately, though, it is only
slightly more elaborate version of "Slap Jack", except you don't get to make
your siblings hands numb and red... ;-)
Regards,
R. David Zopf
[ quoted text not captured ]
On Tue, 01 Aug 2000 00:00:55 GMT, guenh...@mindspring.com (Richard
D. Zopf) wrote:
>rulings and clarifications. These arguments are a bit rote, but
>everyone here is happy to debate through again, in case something was
>missed. Realize, though, that you are up against arguments that have
>been hashed out over terabytes of open debate. That being said,
>everyone hopes you'll bring something new to these discussions...
>Unfortunately, not many of us provide enough good vibes to these
>threads...
Netrek had a FOCS in addition to its FAQ.
The FOCS was the "Frequently Offered Clever Suggestions", and was used
on the newsgroup and in other places to direct people to INSTEAD of
hashing everything out yet one more time. All of the hash-outs were
included, in a tidy little "Why can't we..."/"Because..." format, and
I think we're about due for one. It certainly makes things a touch
easier, in that you can ask people to please read the FOCS, and if you
have an idea that isn't covered by the FOCS, then go ahead and bring
it up. =)
Anyone else think this would be a good idea? If there's enough
interest, I'll (cringe, what am i saying?!@) volunteer to draft the
first runthrough of it - and believe me, any submissions of past
clever suggestions and arguments thereof would be welcome since I KNOW
i won't remember them all on the first drive-by.
[ quoted text not captured ]
On Tue, 01 Aug 2000 08:51:33 +0100, Andrew S. Davidson <a...@csi.com>
wrote:
>On Mon, 31 Jul 2000 16:23:53 -0400, Derek Ray wrote:
>>>This is balanced. Why would you want to ruin permanents and encourage
>>fast bleed and/or vote decks?>
>I'm not convinced that it's balanced but, leaving that aside, the
>reason to tilt the balance in favour of fast decks is to speed the
>game up.
It's not necessary to speed the game up. Among experienced players,
it moves PLENTY fast. Inexperienced players will have a learning
curve in ANY game, more so with one this complex. Especially if you,
as most new groups/players do, stop to explain and/or debate things
during the game itself.
>>Why would this have been fairer?>>Because Dave ousted two players in their prime. Tom ousted Dave after
>they had both run out of cards and by a narrow margin. Beating one>person narrowly should not compare with beating two handsomely.
So Dave nuked two weak decks, and Tom was able to oust Dave even
though Dave had gained an additional 12 pool via oustings - and that
12 pool is a LOT! Letting your prey oust anyone is normally a Very
Bad Thing - I routinely use Eagle's Sight in my intercept decks to
save my grandprey from the "killing blow". A deck that is able to
oust 2 players is usually in position, with the extra pool, to
complete the sweep. To overturn that is a sign of a good deck in its
own right.
Also, if I read Tom's message correctly, I have to object as well - it
was NOT a narrow margin, as these things go. It was a concedable
position - when one player has permanent blood gain and permanent
stealth bleed, and the other player does not, it is generally a
horribly bad thing for the other player. Muaziz and Rebecca combined
with a Hunting Ground and Blood Doll definitely qualify as "long term
assets".
The game is balanced this way because of the "seating position" thing.
If you have four strong decks and one weak deck at the table, the
person who is the predator of the weak deck has a free VP, and the
person who is the PREY of the weak deck has a free ride early on.
Once the weak deck is ousted, the stronger predator will run up
against his new stronger prey, and things will begin to return to
balance. The other two players are going to have to settle in for the
longer term and wait until the two players who had an advantage have
beaten each other up a bit.
An early oust means nothing other than deck failure on the part of the
oustee - not necessarily a guarantee of deck strength on the part of
the ouster.
>>Note that there are 4 VPs and 2-1 means that a VP has been "lost"
>>somewhere - increasing the # of draws and timeouts is NOT a good thing.>
>You've lost me too. The result was a draw. If withdrawal had been
>possible, it would not have been a draw.
Sorry, I abbreviated that too much.
On a 4-player table, there are a total of 4 VPs to be gained. One for
each of the three players ousted, and one for the last man standing.
Withdrawal rules screw this up. A person who withdraws gains no VP
(appropriate), but nobody else gains his VP either. This results in a
net loss of one VP to the table, since as you state the results would
have been 2-1. This is not important UNTIL you are in a tournament,
where total number of VPs determines who reaches the finals. People
running fast run-out-of-cards bleed decks become almost untouchable,
as they oust two people and then leave their table, guaranteeing that
nobody else at that table can surpass them. 2 VPs per round will, in
most tourneys, guarantee you a seat in the finals.
Timeouts do this as well, to some degree.
Normal withdrawal is almost impossible to succeed with, and that is
fine with everyone. Sabbat withdrawal would be very easy to manage in
a deck designed for it - Deal with the Devil being an excellent card
for the purpose, especially up next to a Rumors of Gehenna or
Parthenon.
>>No, sorry. Sabbat withdrawal honks like a big dog, and encourages
>>stupid play since if you can run out of cards in a losing position
>>before you're ousted, you survive. That's absolutely not what was
>>intended, nor is it appropriate.>
>One supposes that it was what the Sabbat designers intended.
One may suppose that all he wants. The original Jyhad design,
however, is what we opt to be faithful to, not the overpowered
standalone expansion. =)
>Appropriateness is in the eye of the beholder.
Then behold the Deal with the Devil example above and keep telling me
how appropriate it is that a deck can deliberately run itself out of
cards to "escape" certain death, as opposed to actually having to
provide for its own defense.
[ quoted text not captured ]
In article <8m63sk$el6$1...@nnrp1.deja.com>, Tom Kassel <tkassel@my-
deja.com> writes
>> >Why would this have been fairer?
>>
>> Because Dave ousted two players in their prime.>>They weren't all that prime as they got ousted. Why should an early
>ousting be worth more than a later one?
Certainly. Consider that if I run really fast and oust you with a
Govern the Unaligned, Command the Beast (the +1) and Conditioning type
combination in the first few turns, and play Pentex Loves You(tm) for
some more, you haven't had a chance to build up defences. It's an easy
kill.
Later in the game, a Methuselah may have gained loads of pool from Fifth
Tradition/Minion Tap, Consanguineous Boon, Voter Captivation or
whatever. A late kill can be unthinkably difficult.
I remember a very awkward game once, where Mark Baxter was my prey. I
was playing Ventrue lease and loan, along with some bleed. I'd done not
badly pool wise, but was jamming my hand. It became incredibly cut and
thrust and I eventually managed to oust him with a 1 point Day Op. A
hideously tortuous end game, where it could eventually have gone all
down the pan for me.
--
James Coupe
In article <DJrDKDCZ...@obeah.demon.co.uk>,
[ quoted text not captured ]
Ahah, an opening for another newbie's helpful suggestion. How about 1
VP for the first ousting, 1.5 for the next, 2 for the next, etc. :-)
[ quoted text not captured ]
In article <8m722s$5bu$1...@nnrp1.deja.com>, Tom Kassel <tkassel@my-
deja.com> writes
>Ahah, an opening for another newbie's helpful suggestion. How about 1
>VP for the first ousting, 1.5 for the next, 2 for the next, etc. :-)
Hehe. I know you're not serious, but....
In this case, I hadn't ousted anyone else. Ousting your prey repeatedly
makes getting the next one easier - pool gain.
Also, it makes sweeps far more powerful. A 1 table sweep could not be
beaten by two half-table sweeps.
--
James Coupe
On Tue, 01 Aug 2000 11:18:45 GMT, Tim Eijpe wrote:
>I believe one of the points missing here is that the Sabbat was
>created as a stand-alone expansion, which was compatible with the
>other sets. Now when playing Sabbat only, the sabbat withdrawing rules
>are indeed useable, as the sabbat normally strikes fast and hard,
>without a lot of staying power.
This is the first credible point I have heard so far.
>Why would there be so many cards for bigger vampires if they
>would be useless with the Sabbat withdrawing rule?
Eh? It's the fight to the finish that punishes the bigger vampires.
Card exhaustion means that you can't use their superior disciplines
and titles because you have no combat or vote cards left. A weenie
with a gun seems a better buy in the long run.
>Other than that the Sabbat rule would also
>takes away something from the game in terms of tournament play.Imagine I
>get one VP normally, then because I need only one more to enter the
>finals, i would use the barrens, Fragment and dreams of the Sphinx to
>deplete my library, so that I would get another VP. This strikes me as
>too benefactory to any deck, and no skill whatsoever is needed for it.
You don't get a VP if you withdraw Sabbat-style.
Andrew
In article <90A0979DCEBF8A3D.03D1CAEF...@lp.airnew
s.net>, Andrew S. Davidson <a...@csi.com> writes
>Card exhaustion means that you can't use their superior disciplines
Irrelevant if you have already used them for permanents e.g. a superior
Raptor, Wolf Companion, Murder of Crows etc.
>and titles
Which can defend cards burnable by votes e.g. your Elysium which is
providing excellent combat defence.
>because you have no combat
Permanents.
>or vote cards left.
More difficult. However, a good number of KRCs will have done damage
earlier. A number of vote cards may still be in play. Your Camarilla
Exemplary and Archons, for example, will be hurting people, long after
the vote has passed.
>A weenie
>with a gun seems a better buy in the long run.
They can be great, if that's the deck you want to play.
--
James Coupe
On Tue, 1 Aug 2000 08:57:54 -0700, R. David Zopf wrote:
>>The game is long primarily because of its multi-player,
>>last-man-standing format. Depth and complexity are only relevant in
>>so far as players tend to take a long time reading the cards.>
>??? Please explain more. Your meaning didn't come across...
Someone suggested that VTES is time-consuming because it's complex.
This isn't the reason - I haven't noticed players taking an unusually
long time to think through their move. What takes the time is the
number of turns required to eliminate all but one player.
What does seem take longer than other CCG is reading the card texts -
even allowing for my unfamiliarity, they seem particularly wordy and
opaque. More use of symbols instead of words for the disciplines and
clans (as in Sabbat) might help.
Andrew
On Tue, 01 Aug 2000 00:00:55 GMT, Richard D. Zopf wrote:
>The point here is that Sabbat withdrawal rules have a
>deliterious effect on a wider array of deckbuilding strategies than
>the original rules.
I'm still not seeing this. The original withdrawal rules make a
hit-and-run deck nearly impossible because you can't disengage. The
Sabbat withdrawal rules don't make a long-haul deck impossible. They
just reduce the opportunity to score VP and you stil1 get 1 VP for
surviving.
>>>That's quite contrary to the theme of the game, and it's original design.>>You seem quite happy to junk the original design when it suits you.>
>Back that up with an original quote from a previous thread, pal ;-)
Loose talk - I was referring to the received wisdom that the original
design needs to be amended in various ways - golden tenets &c. If you
don't support this revisionism then you have my apologies.
Andrew
On Tue, 01 Aug 2000 10:19:36 -0400, Derek Ray wrote:
>Withdrawal rules screw this up. A person who withdraws gains no VP
>(appropriate), but nobody else gains his VP either. This results in a
>net loss of one VP to the table, since as you state the results would
>have been 2-1. This is not important UNTIL you are in a tournament,
>where total number of VPs determines who reaches the finals. People
>running fast run-out-of-cards bleed decks become almost untouchable,
>as they oust two people and then leave their table, guaranteeing that
>nobody else at that table can surpass them. 2 VPs per round will, in
>most tourneys, guarantee you a seat in the finals.
So it doesn't really matter whether you can withdraw or not - what
matters is racking up those 2 VPs, right? Fast bleeders look like the
best way to go regardless - bleeding your prey is the basic objective
of the game, after all. Anyway, I still fail to see the point you're
making about draws.
>Then behold the Deal with the Devil example above and keep telling me
>how appropriate it is that a deck can deliberately run itself out of
>cards to "escape" certain death, as opposed to actually having to
>provide for its own defense.
My preference would be for the game to provide a means of making a
fighting withdrawal - something between the automatic withdrawal of
Sabbat and the impossible withdrawal of Jyhad. E.g. allow a player to
declare that he is withdrawing and then for him to do so if he hasn't
been bled by the start of his next turn. This would be a reasonable
effect for a new Master or Vote card (assuming that one doesn't
already exist).
Andrew
On Mon, 31 Jul 2000 13:19:35 GMT, Tom Kassel wrote:
>It seems that Sabbat withdrawal encourages hit and run tactics that
>don't look that interesting. Play a 60 card (or even 40 card if you
>insist on the printed rulebook) all-out bleeding deck, take out two
>prey quickly and run.
If such a deck is effective then it's a good idea to play it anyway -
if you can be sure of 2 VP, then you can't lose a 4-player game. I'm
not rushing to build such a small deck though. I thought that players
rarely ran out of cards but, now it turns out that cards are a
resource after all, I want as many as possible.
I'm a bit confused about the deck sizes though. I'm building decks of
90 cards if that's the usual tournament maximum. LSJ suggested that
this should be reduced for social play if there's less than 5 players
but life's too short to retune decks as players come and go.
Andrew
On Wed, 02 Aug 2000 07:00:36 +0100, Andrew S. Davidson <a...@csi.com>
wrote:
>So it doesn't really matter whether you can withdraw or not - what>matters is racking up those 2 VPs, right? Fast bleeders look like the
>best way to go regardless - bleeding your prey is the basic objective
>of the game, after all. Anyway, I still fail to see the point you're
>making about draws.
Fast bleed decks are a good way to go, yes. The dangers in playing
one are multiple, however - a deck that can bleed rapidly and take out
multiple Methuselahs has usually had to sacrifice things like combat
defense, and if it sits next to a combat deck, will normally die
horribly with 0VP. Fast bleed decks have been known to oust the table
for their prey when faced with heavy Deflection. And if you play a
strong-appearing deck, you may be hit with a bunch of cross-table
nastiness. So fast bleed decks don't really dominate the scene at
all.
Slight clarification: reducing your prey's pool is the basic
objective of the game. Bleed is merely one fashion to do it, although
it is surprising to see someone go through a game without bleeding
occasionally.
The point about draws was more that if you start arbitrarily
permitting the removal of VPs from a table (by, say, Sabbat
withdrawal), you hurt the other people at that table's chances at
minimal cost to yourself. It was mostly another nail I was applying
to Sabbat withdrawal's coffin.
>My preference would be for the game to provide a means of making a
>fighting withdrawal - something between the automatic withdrawal of
>Sabbat and the impossible withdrawal of Jyhad. E.g. allow a player to
>declare that he is withdrawing and then for him to do so if he hasn't
>been bled by the start of his next turn. This would be a reasonable
>effect for a new Master or Vote card (assuming that one doesn't
>already exist).
I think it would need to be a bit more difficult than that, as it's
possible to make it very hard for your predator to bleed you. Perhaps
trim down the Jyhad rules a bit (i haven't looked at that particular
rule in forever, mostly because i know it won't ever fly), and see
what comes out. But the Sabbat withdrawal rule is just plain silly.
[ quoted text not captured ]
In article <3FD704DF01C7A0E3.659A02CE...@lp.airnew
s.net>, Andrew S. Davidson <a...@csi.com> writes
>If such a deck is effective then it's a good idea to play it anyway -
>if you can be sure of 2 VP, then you can't lose a 4-player game.
In a tournament environment, 6VP is not a guarantee of the final. Other
tables may be being swept.
Also, there is no such thing as a guarantee. Bleed bounce, for example.
--
James Coupe
In article <D4B6F06E68ECEC40.BAF26742...@lp.airnew
s.net>, Andrew S. Davidson <a...@csi.com> writes
>Someone suggested that VTES is time-consuming because it's complex.
>This isn't the reason - I haven't noticed players taking an unusually
>long time to think through their move.
You clearly have not met the right players. Saying that V:TES is not
complex because the players you have met do not think is like saying
that Chess isn't hard because look at Gary Kasparov.
Also, a lot of thought, negotiation and planning takes place out of
turn. Once your prey has finished their turn, you can start planning
what to do to get passed them which will, of course, be affected by what
your predator does - but your predator is unlikely to be able to give
them any new defences.
And an arbitrary amount of the complexity comes from deck design.
--
James Coupe
In article <8809CFBDCA3E0D4D.A1D92212...@lp.airnew
s.net>, Andrew S. Davidson <a...@csi.com> writes
>I'm still not seeing this. The original withdrawal rules make a
>hit-and-run deck nearly impossible because you can't disengage.
Not true.
Telepathic Counter and Obedience provide a useful defence against many
decks, when you get down to 7 cards. Having seven of those in hand will
make it difficult to do much to you, against the right deck. If you
have several of the standard forms of defence (bleed reduction, combat
avoidance, vote stopping), just discard the ones that don't apply to
your predator, and hold the other ones until you finish.
--
James Coupe
In article <6F9B0CF2DE063C2F.B1392B4B...@lp.airnew
s.net>, Andrew S. Davidson <a...@csi.com> writes
>So it doesn't really matter whether you can withdraw or not - what
>matters is racking up those 2 VPs, right?
And if you can get a 3rd, no-one I know is going to refuse it. I've
seen people plan decks around it - badly, in the case I'm particularly
thinking of.
Let's see, 2VPs each in 3 rounds or 3VPs in 3 rounds. Can't think which
I'd prefer.
--
James Coupe
In article
<D4B6F06E68ECEC40.BAF26742...@lp.airnews.net>,
a...@csi.com wrote:
> On Tue, 1 Aug 2000 08:57:54 -0700, R. David Zopf wrote:
>
> >>The game is long primarily because of its multi-player,
> >>last-man-standing format. Depth and complexity are only relevant in
> >>so far as players tend to take a long time reading the cards.
> >
> >??? Please explain more. Your meaning didn't come across...
>> Someone suggested that VTES is time-consuming because it's complex.
> This isn't the reason - I haven't noticed players taking an unusually> long time to think through their move. What takes the time is the
> number of turns required to eliminate all but one player.
I don't think Jyhad takes an inordinate number of
turns to finish a game compared to other CCGs.
In a tournament it's probably a rare game that
goes more than twelve times around the table.
That would be sixty player-turns at most. In
Magic, a game where both players get 30 turns
would be long but not unheard of. In Shadowfist
it might be more unusual (in a 4-player game,
that would be 15 turns per player), but Fist is
definitely a faster-paced game than Jyhad.
To me, at least, the slow progress of Jyhad games
is part of the flavor of the game. And I think it's
due largely to each player having typically at least
three or four minions, all of whom you have to make
decisions for, and who may end up playing several
cards each every turn.
> What does seem take longer than other CCG is reading the card texts -
> even allowing for my unfamiliarity, they seem particularly wordy and
> opaque. More use of symbols instead of words for the disciplines and
> clans (as in Sabbat) might help.
Well, in my group, people hardly ever read the card
texts. Because we know most of the cards by heart...
Obviously this isn't so much the case for people still
learning the game, but eventually I think you'll see
much less text-reading slowing you down. What slows
*us* down is (no really!) people thinking about things
during their turns. Some people more than others...
but that tends to be true of any game.
Josh
hey Andrew, you gonna be playing Jyhad at GenCon?
see you there, if so! (plus I'll get to play
Fist competitively for the first time in years!
probably get my ass kicked, too, but...)
[ quoted text not captured ]
"Andrew S. Davidson" wrote:
>
> On Mon, 31 Jul 2000 13:19:35 GMT, Tom Kassel wrote:
>
> >It seems that Sabbat withdrawal encourages hit and run tactics that
> >don't look that interesting. Play a 60 card (or even 40 card if you
> >insist on the printed rulebook) all-out bleeding deck, take out two
> >prey quickly and run.
>> If such a deck is effective then it's a good idea to play it anyway -
> if you can be sure of 2 VP, then you can't lose a 4-player game.
The problem is that even this strategy wouldn't guarantee anything; it
would just be predisposed to take advantage of the Sabbat withdrawal
rule. This would encourage the environment to move toward faster decks.
I'm not saying V:TES with Sabbat withdrawal isn't workable. I'm sure it
is. But they changed the rule when Sabbat came out for no reason. The
old withdrawal rule kind of sucks (in that it's virtually impossible to
actually withdraw), but it's better than the alternative.
Note: Yes, there have been other rules changes, but these were not
implemented arbitrarily. They came after long, long discussions here on
the group. It may seem to you that we've made a whole lot of
changes/errata, and from your position you may not see all the reasoning
behind them. But be assured that these decisions are not made lightly.
James
--
James Hamblin
ham...@math.wisc.edu
"...and I made you trust in literature."
-- Everything But The Girl
"Andrew S. Davidson" wrote:
>
> On Tue, 01 Aug 2000 00:00:55 GMT, Richard D. Zopf wrote:
>
> >The point here is that Sabbat withdrawal rules have a
> >deliterious effect on a wider array of deckbuilding strategies than
> >the original rules.
>> I'm still not seeing this. The original withdrawal rules make a> hit-and-run deck nearly impossible because you can't disengage. The
> Sabbat withdrawal rules don't make a long-haul deck impossible. They
> just reduce the opportunity to score VP and you stil1 get 1 VP for
> surviving.
I think the intent of the original withdrawal rules was to make
withdrawal very difficult to do. The Sabbat rule takes this to the
other extreme (withdrawal is not only easy, but _compulsory_!). It
gives an advantage to some decks, while giving other decks a
disadvantage. I agree that the Sabbat rule doesn't make a build-up
style deck impossible, but it does (as Richard said) have a deleterious
effect on that style.
James
--
James Hamblin
ham...@math.wisc.edu
"...such righteousness in me is not a nice thing to display..."
[ quoted text not captured ]
Andrew S. Davidson wrote:
>
> More use of symbols instead of words for the disciplines and
> clans (as in Sabbat) might help.
>
I like this idea. Why not for every time the word "action" is used,
insert the <> symbol and so on. Magic does it for tapping and for mana
colors...
Chris
> Andrew
--
chris
ultimate disc - V:TES - hockey
v:ekn prince of torrance, ca
I believe that the Sabbat Withdrawal rules were brought into play along
with cards like Raptor and Dirty Little Secrets to encourage "Millstone"
type decks a la M:TG. It also was to encourage a 4th method of prey
destruction (besides bleed, vote, and combat) which not coincidentally
would aid the Nosferatu and Nos!, who really don't *excel* at any of the
other 3 (except maybe pot combat [PDB6 et.al]). Please don't post your
decks that prove that Nos(!) can be really good at those three. I think
a good Ventrue vote deck played by an excellent player will always do
better than a good Nos vote deck played by same excellent player, all
other factors being identical (which never happens, but we're talking
theory here). And the same for bleed.
I think there is still room for it, but I think that it would actually
help if the rule gave the withdrawer's predator a VP (but say, not the 6
pool). I don't think it will encourage faster decks, since a speed
bleed deck or a speed vote deck will oust a prey or three long before
the prey has run out of cards. It might actually encourage the use of
more permanents, since by their very nature, a permanent does not use up
as much card resource (Tasha Morgan vs Threats at minor - which uses up
more card resource per action?). Of course, then a Feldon's Cane type
card would have to be introduced (take your entire ash heap and
reshuffle it into your library), which brings us closer to Magic - and
we all know how Anathema that can be...
I haven't thought this through really, so I welcome all your comments to
point out the glaring holes in my logic...
Chris
[ quoted text not captured ]
--
[ quoted text not captured ]
Andrew S. Davidson wrote in message
<8809CFBDCA3E0D4D.A1D92212...@lp.airnews.net>...
>On Tue, 01 Aug 2000 00:00:55 GMT, Richard D. Zopf wrote:
>>>The point here is that Sabbat withdrawal rules have a
>>deliterious effect on a wider array of deckbuilding strategies than
>>the original rules.>
>I'm still not seeing this. The original withdrawal rules make a
>hit-and-run deck nearly impossible because you can't disengage.
Why is disengaging so critical to a "hit and run" deck? In fact,
disengaging (by Sabbat rules) only allows you to deny the VP someone would
have gotten for you being ousted after running through your deck. It
doesn't gain the player himself anything directly. This also allows another
avenue to a king-maker strategy(oust someone, then deny another by
cancelling your own VP? No thanks...) Varying the number of VP per table
by such an easy means can't be good for tournament play, either.
>The
>Sabbat withdrawal rules don't make a long-haul deck impossible. They
>just reduce the opportunity to score VP and you stil1 get 1 VP for
>surviving.
>
1 VP on a five player table represents 20% of all available VP. On a four
player table, its 25%. Imagine reducing a player's opportunity to score
that much in _any_ other game, and you can see how poor an idea it is.
[ quoted text not captured ]
On Fri, 4 Aug 2000 09:51:27 -0700, R. David Zopf wrote:
>Why is disengaging so critical to a "hit and run" deck?
It's just a matter of definition. If you can't withdraw then what you
have is a "hit and die" deck. This doesn't have the same appeal,
AFAIC.
>Varying the number of VP per table
>by such an easy means can't be good for
>tournament play, either.
I've only played in one tournament. In the first round, three of us
survived so the total score for that table was 3.5 VP. I don't see
that this is a problem.
Andrew
Andrew S. Davidson <a...@csi.com> wrote:
>On Fri, 4 Aug 2000 09:51:27 -0700, R. David Zopf wrote:>>Why is disengaging so critical to a "hit and run" deck?>It's just a matter of definition. If you can't withdraw then what you
>have is a "hit and die" deck. This doesn't have the same appeal,
>AFAIC.
Hit and run then, is fine, but we can't ruin a game at the concern for
one person's "appeal".
>>Varying the number of VP per table
>>by such an easy means can't be good for
>>tournament play, either.>I've only played in one tournament. In the first round, three of us
>survived so the total score for that table was 3.5 VP. I don't see
>that this is a problem.
Timing out a table with three people is incredibly difficult to pull
off, unless all three are doing so intentionally. Changing the VP
structure through an easier method of withdrawal would make table VP
manipulation, and by extension king-maker strategies, easier to
accomplish overall...
Regards,
R. David Zopf
guenh...@mindspring.com
[ quoted text not captured ]