Howdy! I just managed to pick up a starter and five boosters, while
my brother got a starter and a booster, and we managed to play about
seven games before I left for college (which was two days after I
bought the cards). Anyway, I manage to come up with a few questions...
If these questions have already been answered, please give me answers anyway;
I have a huge backlog of mail and Usenet to read, and can't possibly go
through it all looking for specific questions...
1. Can a vote be taken without a political card?
This sounds odd, but it's a question. There was a card my brother had,
a Unique Land, and it said it could be burned by a successful vote. In
this case, do you need to play a political action card to get the vote
started, or can you just start the vote as an action, without a political
action card?
2. When can action modifiers be played? Do they have to be played when you
play the action card they'll modify, or can you add them later?
3. When do you play combat cards that aren't explicitly maneuvers, strikes,
or presses? I would assume you play any Additional Strike cards during
the "Additional Strike" phase, but some others are a bit more confusing.
Cards like Claws of the Dead, aren't categorized as a strike, so when
do you play it? During Maneuvers? Strike? Resolve Strikes? Anytime
you feel like it?
4. If a minion's action is blocked by another minion, and they go into
combat, is there any way that the action can still succeed? Or is the
action card just burned/action just aborted?
5. When you make a political action (with a political action card), when do
you reveal what the card says? The rules say not to reveal the terms of
the vote until everyone has declined to block it, or all blocks fail.
What is "terms"? Is it the actual text of the voting card, or is it,
for example, only the "choice of clan", such as in the Consanguineous
Boon?
6. Am I correct in assuming that all actions are at +1 stealth EXCEPT the
bleed action, which is at +0 stealth, not including special action
cards, which are explicit?
7. When a vote goes on, the rules say that Methuselahs can use political
action cards to increment the number of votes they have. Does a
Methuselah need to have ready vampyres to "use" these votes with? Or
does the use of political action cards in this way have nothing to do
with the number, type, or readiness of the Methuselah's vampyres?
...Paul
--
+ + + + + + + + + + +
Paul, cleggp@aol.com. yIlImQo'qu' Don't Panic! alt.galactic-guide yIlaD
"When doth life leave the weary?
'Tis not death I fear, but the end of living." -- Paul
...Paul <cleggp@marcus.its.rpi.edu> wrote:
>1. Can a vote be taken without a political card?
> This sounds odd, but it's a question. There was a card my brother had,
> a Unique Land, and it said it could be burned by a successful vote. In
> this case, do you need to play a political action card to get the vote
> started, or can you just start the vote as an action, without a political
> action card?
If a card in play specifically allows a vote to be taken (for example,
"any vampire may call a vote to burn this card"), then no political card
is needed to take the vote, but calling it is an action, which taps the
vampire, can be blocked, etc.
>2. When can action modifiers be played? Do they have to be played when you
> play the action card they'll modify, or can you add them later?
You can play them at any time up to the point where it's decided whether
or not the action was blocked.
>3. When do you play combat cards that aren't explicitly maneuvers, strikes,
> or presses? I would assume you play any Additional Strike cards during
> the "Additional Strike" phase, but some others are a bit more confusing.
> Cards like Claws of the Dead, aren't categorized as a strike, so when
> do you play it? During Maneuvers? Strike? Resolve Strikes? Anytime
> you feel like it?
Generally any time you feel like it, but they don't roll back the clock, so
playing Claws of the Dead during the press step wouldn't affect the damage
your minion had done.
>4. If a minion's action is blocked by another minion, and they go into
> combat, is there any way that the action can still succeed? Or is the
> action card just burned/action just aborted?
It's aborted entirely. I think there may be a card which retroactively undoes
a block, so the action could still happen, but that's an exception.
>5. When you make a political action (with a political action card), when do
> you reveal what the card says? The rules say not to reveal the terms of
> the vote until everyone has declined to block it, or all blocks fail.
> What is "terms"? Is it the actual text of the voting card, or is it,
> for example, only the "choice of clan", such as in the Consanguineous
> Boon?
The terms is any decision you have to make about the vote... the clan for
Consanguienous Boon, the vampire for Camarilla Exemplary, etc. The other
Methuselah don't know what the terms will be until after they've opted
to block, or not.
>6. Am I correct in assuming that all actions are at +1 stealth EXCEPT the
> bleed action, which is at +0 stealth, not including special action
> cards, which are explicit?
+0 stealth actions include bleeding, encountering someone else's vampire
in torpor, and any action card which doesn't list a stealth value (or does
list a value, but it's +0).
>7. When a vote goes on, the rules say that Methuselahs can use political
> action cards to increment the number of votes they have. Does a
> Methuselah need to have ready vampyres to "use" these votes with? Or
> does the use of political action cards in this way have nothing to do
> with the number, type, or readiness of the Methuselah's vampyres?
Burning a political card for a vote does not require a minion to do so.
Tom Wylie rec.games.deckmaster Network Representative for
aahz@hal.com Wizards of the Coast, Inc.
aahz@hal.COM (Tom Wylie) writes:
>>2. When can action modifiers be played? Do they have to be played when you
>> play the action card they'll modify, or can you add them later?>You can play them at any time up to the point where it's decided whether
>or not the action was blocked.
Can you check on this please? The last paragraph of 13.31 states Once
a Methuselah has passed an opportunity to block an action, he or she cannot
attempt to block it later, regardless of whether other blocking attempts
have been made, or whether the action has been modified." This implies
that an action can be modified after it has been determined whether or
not it has been intercepted. This differentiates the bleed cards which are
actions and action modifiers. The action modifiers are better. It also seems
that the +2/+4 action modifer vote card should be useable during the
voting process after intercept. And some cards like Voter Captivation
certainly work *after* blockers have been chosen.
>>3. When do you play combat cards that aren't explicitly maneuvers, strikes,
>> or presses?
Aid From Bats states something like Strike: 1R with an optional maneuver.
Since it is a strike, it seems like it is too late to use the maneuver
this round. Does that mean the vampire using the Bats gets a maneuver
in the following round?
Thanks,
Rob
Rob Watkins <robertw@calvin.usc.edu> wrote:
>>>2. When can action modifiers be played? Do they have to be played when you
>>> play the action card they'll modify, or can you add them later?>>You can play them at any time up to the point where it's decided whether
>>or not the action was blocked.>Can you check on this please? The last paragraph of 13.31 states Once
>a Methuselah has passed an opportunity to block an action, he or she cannot
>attempt to block it later, regardless of whether other blocking attempts
>have been made, or whether the action has been modified."...
Hm. I must have reread that passage in the rules *after* my reply to
that post. You can indeed use action modifiers after finding out whether
the action is going to be blocked. Sorry about that.
>>>3. When do you play combat cards that aren't explicitly maneuvers, strikes,
>>> or presses?>Aid From Bats states something like Strike: 1R with an optional maneuver.
>Since it is a strike, it seems like it is too late to use the maneuver
>this round. Does that mean the vampire using the Bats gets a maneuver
>in the following round?
If a strike card or weapon gives you a maneuver, then you can play that
card for the maneuver, and it will become your strike for that round.
That is, you play Aid From Bats during the maneuvering step, and that locks
it in as your strike for that round. Since you can't use more than one
card to strike with, that means you can only use one strike/weapon to gain
a maneuver each round (so no using your gun for a maneuver, having that
maneuver cancelled, and using Thrown Gate to get back out to range).
Tom Wylie rec.games.deckmaster Network Representative for
aahz@hal.com Wizards of the Coast, Inc.