IZZ...@MVS.OAC.UCLA.EDU (pete) writes:
>Guess what. I play with a THREE card limit...
Up - that knocks out the Tremere, too.
> ...and I have fun every time.
More power to you. But you're missing out on the best parts of Jyhad.
>Unlike any other card game, Jyhad has a balance between its many facets
>built right into the cards themselves.
Yes indeedy. That's why you don't need limits.
>Each discipline, clan, etc, has
>its function, and when properly played, is niether more nor less power-
>ful than any other.
If you play Jyhad as per its design, which includes access to and use of
arbitrary numbers of cards. If you throw in extraneous restriction,
that's no longer necessarily true, as demonstrated by the Malk deck
winning Gencon.
>This balance is due in large part to the number of
>"built in duplicates", or varied cards that have roughly the same
>effect. There are many different cards that give stealth, or intercept,
>or whatever.
Your whatever list would be very short. The only others are Fortitude
prevent damage and Dominate +bleed. Incidentally, you'll note that the
need for multiple stealth and intercept comes from the fact that you can
only use one of each modifier per action. So to make +5 stealth possible,
you need 5 different stealth cards.
>Those effects that can be achieved by only one specific
>card are rarely needed more than three or four times in any game.
BWAANH!!! Next contestant, please?
There are many, many, unduplicated (and inadequately substitutable) cards
DESPERATELY needed in quantity:
Bewitching Oration: Try a non-prince vote deck without lots of these.
Dodge: Ever wonder how people can survive the Gangrel without Fortitude?
Telepathic Counter: Essential bleed defense for most Auspex decks.
Deflection: Essential bleed defense for most Dominate decks.
Dread Gaze: Essential vote defense for many Presence decks.
Theft of Vitae: Unless your Tremere bring magazines to read for the first
round :-)
Flash: The only good way for Celerity to maneuver
Movement of the mind: Essential for Tremere maneuver defenses.
Fake Out: Essential for Nosferatu and Ally maneuver defenses.
Form of the Ghost: Essential for Gangrel fighting guns.
Computer Hacking: Essential for weenie bleed decks.
Majesty: Essential for escaping combat with a multi-clan Presence deck.
Camarilla Exemplary/Conservative Agitation: The core of almost any vote
deck. Between the 2, you need 12-20 or the vote deck can't win.
Camarilla Exemplary: Yes, there are ways to bleed besides stealth.
Aching Beauty: A particularly nice version for Toreador.
Cats' Guidance: Animalism defense.
Cloak the Gathering: The only way to pass around stealth.
Thrown Sewer Lid/ Thrown Gate. Yeah, sure you can run a pitch deck with
only 6 strike cards.
Boxed In/Dead End Alley: How do you think the Tremere get to the second
round?
Bum's Rush: The critical card for non-intercept combat decks.
etc. (and this DOES go on, for a long time)
You'll note that almost all of these cards are common. The fact that good
decks work from stacks of common cards (and not $$$ rare substitutes) is
the reason you don't need $$$ to play Jyhad (even in a roomful of Mr.
Suitcases), which is one of it's great elements.
>Each skill is strong inone aspect of the game, and weak in others. To
>play protean for stealth (with a deck full of Earth Controls) is to
>play protean ineffectively.
Not necessarily. That would be an exotic use, but I imagine there's
something to be done with it, and I'd like to see it. (Hmm.
Gangrel/Ventrue Seductive Bleed - hey, you may have something there!
Isn't it great to play a game where even relatively exotic concepts can
make workable decks?)
>If my deck features the dominate skill, I
>have many cards that can modify my bleed, and I shouldn't need more than
>four of any one of them.
Yes, you can bleed adequately with Dominate (albeit with a very boring and
predictable cardset). But when all bleed decks must have Dominate, the
game gets pretty stereotyped. A great joy of Jyhad is that almost every
clan or basic clan combination can bleed, vote, OR fight, and EVERY clan
or clan combination can defend itself against all three strategies. Hence
you don't see much of the Magic phenomena "Oh, you're playing a weenie
deck. I don't have a chance against that".
>Every skill has been given its fair share of
>these "built in duplicates", and playing WITHOUT limits DEFEATS the
>balance that is so fundamentally a part of Jyhad's design.
Really? What are the Presence and Animalism duplicates?
>A four card limit is not a problem. When the balance that
>is part of Jyhad has been established, so many more options for style
>of play will be open to you, and each will have an equal chance of
>succeeding. Your games will become more interesting. You will build
>decks you never dared before. You will have more FUN.
Jyhad has three basic strategies - bleed, combat, and vote. Since bleed
doesn't require cards but the others do, with tight card limits, bleed
becomes the only strategy. Likewise, of the three bleed tactics, Stealth
and Tap require cards, so only Bruise, with combat equipment (read guns,
read slow) remains. While my group had 4-card limits, we were eventually
forced to bar Malk decks (they always won, unless the whole table ganged
up), and that's exactly what the game degenerated into - lots of slow
Bruise and Bleed decks.
By contrast, without limits, the game explodes into a kaleidoscopic
variety of strategies and tactics. In my Strategies and Clans article I
outlined 20 fundamentally different decks (none required lots of rares,
natch). There are many more; I guesstimate just under 100 fundamentally
different decks. Games go faster without limits, too.
In terms of fun, you haven't played CCGs until you've played CCGs without
card limits. Card limits detract so from deckbuilding, deck tweaking, and
(in Jyhad) strategy that even games that are broken without limits (Magic)
are still a hoot played without limits. When the game works without
limits, you really get to see the real fun of a CCG - trading, playing,
and deckbuilding, all extensively, in a varied and ever-changing
environment.
Curt Adams (curt...@aol.com)
Guess what. I play with a THREE card limit...
...and I have fun every time.
Unlike any other card game, Jyhad has a balance between its many facets
built right into the cards themselves. Each discipline, clan, etc, has
its function, and when properly played, is niether more nor less power-
ful than any other. This balance is due in large part to the number of
"built in duplicates", or varied cards that have roughly the same
effect. There are many different cards that give stealth, or intercept,
or whatever. Those effects that can be achieved by only one specific
card are rarely needed more than three or four times in any game.
Each skill is strong inone aspect of the game, and weak in others. To
play protean for stealth (with a deck full of Earth Controls) is to
play protean ineffectively. If my deck features the dominate skill, I
have many cards that can modify my bleed, and I shouldn't need more than
four of any one of them. Every skill has been given its fair share of
these "built in duplicates", and playing WITHOUT limits DEFEATS the
balance that is so fundamentally a part of Jyhad's design.
Trust me. A four card limit is not a problem. When the balance that
is part of Jyhad has been established, so many more options for style
of play will be open to you, and each will have an equal chance of
succeeding. Your games will become more interesting. You will build
decks you never dared before. You will have more FUN.
-p.
In article <410m91$n...@newsbf02.news.aol.com>,
curt...@aol.com (CurtAdams) writes:
>
>In terms of fun, you haven't played CCGs until you've played CCGs without
>card limits. Card limits detract so from deckbuilding, deck tweaking, and
>(in Jyhad) strategy that even games that are broken without limits (Magic)
>are still a hoot played without limits. When the game works without
>limits, you really get to see the real fun of a CCG - trading, playing,
>and deckbuilding, all extensively, in a varied and ever-changing
>environment.
>
>
Thanks for the line by line commentary. Very useful.
I didn't post that up to get anyone to agree with me. I was merely
offering what I have learned from my experience. I genuinely enjoy
the game of Jyhad with card limits, and I think many others would too.
My post was to explain why and how it works for me.
I have mentioned before in an unrelated post that I have constructed
decks around the artwork alone. They have held their own. That would
be impossible without limits. I have found that by limiting the amount
of cards, the options for style, concept, and approach become limitless.
Give it a try. I think many people, those people who like to explore
the possibilties, will like it.
If it's just gonna make you squirm and rant because you might lose, then
forget it.
-p.
IZZ...@MVS.OAC.UCLA.EDU (pete) writes:
curt...@aol.com (CurtAdams) writes:
>>
>>In terms of fun, you haven't played CCGs until you've played CCGs
without
>>card limits.>Thanks for the line by line commentary. Very useful.>I didn't post that up to get anyone to agree with me. I was merely
>offering what I have learned from my experience. I genuinely enjoy
>the game of Jyhad with card limits, and I think many others would too.
>My post was to explain why and how it works for me.>I have mentioned before in an unrelated post that I have constructed
>decks around the artwork alone. They have held their own. That would
>be impossible without limits. I have found that by limiting the amount
>of cards, the options for style, concept, and approach become limitless.
Theme and concept decks can be very interesting and fun, and many cannot
operate in a wild environment. However, 4-card doesn't reduce power
enoughfor theme decks, it just shuts down any deck with a reliance on a
small set of cards. I actually find that theme and concept decks end up
drawing from a small set of cards, comparable to that of a 2-clan
1-discipline deck, and card limits are particularly painful to exactly
that kind of deck.
If I want serious theme decks, I find it necessary to play under
"gentlevampire's agreement" to not play typical tuned decks. Restrictions
like 4-card produce Jyhad variants, which can be interesting, but I prefer
to change such restrictions frequently as most variants I've seen have
optimal strategies which pop up after a few playings, making the variant,
well, not very varied.
My decks all have strong personalities and could usually be considered
thematic. I consider it part of the pleasure to build theme decks that
are also functioning play decks, and greatly enjoy my "Feeling a little
Under the Weather" deck which is basically Tremere skulking about poising
the blood supply, my Visionaries deck leading the Camarilla to freedom
form the Methuseleh (except me, of course :-) or my Things that go Bump in
the Night deck (which plays like it's made of a group of terrorists).
These theme decks tend to demand large numbers of particular cards even
more than my more powerful decks, which rarely use more than 8 of any
card.
Curt Adams (curt...@aol.com)
In article <4172vh$f...@newsbf02.news.aol.com>,
curt...@aol.com (CurtAdams) writes:
>If I want serious theme decks, I find it necessary to play under
>"gentlevampire's agreement" to not play typical tuned decks. Restrictions
>like 4-card produce Jyhad variants, which can be interesting, but I prefer
>to change such restrictions frequently as most variants I've seen have
>optimal strategies which pop up after a few playings, making the variant,
>well, not very varied.
>
>My decks all have strong personalities and could usually be considered
>thematic. I consider it part of the pleasure to build theme decks that
>are also functioning play decks, and greatly enjoy my "Feeling a little
>Under the Weather" deck which is basically Tremere skulking about poising
>the blood supply, my Visionaries deck leading the Camarilla to freedom
>form the Methuseleh (except me, of course :-) or my Things that go Bump in
>the Night deck (which plays like it's made of a group of terrorists).
>These theme decks tend to demand large numbers of particular cards even
>more than my more powerful decks, which rarely use more than 8 of any
>card.
>
Hell, I like everything you've said here. Your decks sound particularly
interesting- the kind of guy I'd like to play with. I'll have to own
up now and admit to you all that my group often breaches our card limits
house rule to allow an intriguing concept to reign. Like my forty card
deck with ten chainsaws. Everybody got their own chainsaw, or two.
It was my Chainsaw Army of the Night.
Man, I LOVE this game.
-p.
I would just like to say that I would rather have my deck be run into the
ground by a creative, no limits deck than to defeat all the other
crippled, 4-card-limit decks at the table. Jyhad doesn't need limits
(except maybe on freak drive) because it, unlike Magic, is well-balanced.
(Incidentally, if you ever play for ante, you may care more about losing
than me. I make it a rule never to play for ante with anyone who hasn't
been playing Jyhad with me for at least 5 years.)
P.S. In case you're wondering, Santiago is my real middle name, it has
nothing to do with the evil vampire in Interview with the Vampire.
Santiago * Reporter: Mr. Ghandi, what do you think of e-mail: * western civilization?
ia...@mail.utexas.edu * Ghandi: I think it would be a very good idea.
ia...@mail.utexas.edu (Santiago) wrote:
>I would just like to say that I would rather have my deck be run into the
>ground by a creative, no limits deck than to defeat all the other
>crippled, 4-card-limit decks at the table. Jyhad doesn't need limits
>(except maybe on freak drive) because it, unlike Magic, is well-balanced.
>(Incidentally, if you ever play for ante, you may care more about losing
>than me. I make it a rule never to play for ante with anyone who hasn't
>been playing Jyhad with me for at least 5 years.)
You believe in no limits eh? I can tell you that a deck with a limit on the
amount of a single card is far more interesting than, say, a 20 majesty, 20
freak drive, 20 threats or conditioning deck. The more varied the cards are,
the more creative a player must be, and the more enjoyable the game becomes.
After all, the game is played for enjoyment, right? Obviously, the people
playing must agree on a house limit (we play a limit of five). If none of you
want to limit, then don't. I have played the game both ways and the limited
version is better (in my perspective). Also, you actually might use some of the
cards you paid for if you play with a limit; instead of just a small number of
different cards. We also play that people can make the deck size whatever they
wish (eighty seems to be about optimal) but the 5 card limit still applies.
Makes for interesting games.
Well that's my view. Hope we get some more discussion going (this newsgroup has
been getting a little quiet lately).
M Whitbread.
In article <41ovdn$9...@dingo.cc.uq.oz.au>, Michael Whitbread
<mw...@earthsciences.uq.edu.au> writes:
>ia...@mail.utexas.edu (Santiago) wrote:>>I would just like to say that I would rather have my deck be run into
the
>>ground by a creative, no limits deck than to defeat all the other
>>crippled, 4-card-limit decks at the table. Jyhad doesn't need limits
>>(except maybe on freak drive) because it, unlike Magic, is
well-balanced.
>>(Incidentally, if you ever play for ante, you may care more about losing
>>than me. I make it a rule never to play for ante with anyone who hasn't
>>been playing Jyhad with me for at least 5 years.)
Been playing jyhad with you for at least 5 YEARS???!??? Where do you live,
that Jyhad has been out for five years? I am going to move there
tommorow.....
[ quoted text not captured ]
I agree with you in that a limit deck would be better than a 20 majesty 20
freak drive deck, but who wants to play a 20 majesty 20 freak drive deck?
Sounds like you play with the wrong kind of people, if when you don't have
a limit they immediately draw all the fun out of Jyhad with it. The best
part about Jyhad is the intrigue and deception that goes on, and if
everyone in your group wants to lose all that by playing with 20 freak
drives and 20 majesties, then stop playing with them. Having no limits is
much better, if you are playing with the right people.
Just my opinion.....
Jamie
Michael Whitbread <mw...@earthsciences.uq.edu.au> writes
>ia...@mail.utexas.edu (Santiago) wrote:>>I would just like to say that I would rather have my deck be run into
the
>>ground by a creative, no limits deck than to defeat all the other
>>crippled, 4-card-limit decks at the table. Jyhad doesn't need limits
>>(except maybe on freak drive) because it, unlike Magic, is
well-balanced.
>>(Incidentally, if you ever play for ante, you may care more about losing
>>than me. I make it a rule never to play for ante with anyone who hasn't
>>been playing Jyhad with me for at least 5 years.)>You believe in no limits eh? I can tell you that a deck with a limit on
the
>amount of a single card is far more interesting than, say, a 20 majesty,
20
>freak drive, 20 threats or conditioning deck.
Majesty and Freak Drive are both broken cards. They both must be fixed.
But the existence of spoilers like Freak Drive has nothing to do with the
appropriateness of limits on, say, Fake Out.
>The more varied the cards are,
>the more creative a player must be, and the more enjoyable the game
becomes.
No, in a combination-oriented game like Jyhad, players simply must be
lucky or permanent-driven. There's no creativity in praying and hoping
for a Bum's Rush in a deck that wasn't allowed to have enough. There's no
creativity in using guns to do your fighting, either.
>Also, you actually might use some of the
>cards you paid for if you play with a limit; instead of just a small
number of
>different cards.
You're not being very inventive with your decks. More than 2/3 of the
common cards have been integral parts of at least one of my decks (i.e.,
it belongs there; it is not there as a second-rate substitute), and
several of the rest I just haven't gotten around to. Many of my uncommons
and rares cards have too. However, I will concede that playing without
limits helps common-heavy decks and makes it substantially more difficult
for players who've spent a lot of $$$ to exploit their advantage.
Curt Adams (curt...@aol.com)
Michael Whitbread <mw...@earthsciences.uq.edu.au> writes:
>Algustas <cfr...@gladstone.uoregon.edu> wrote:
(re 4-card)
>> Well, the only deck to play (unless you have spent a fortune in
>>rare cards) is Malkavian. (snip) you will kick the shi? out of 4 card
limit >>decks that are not
>>Malkavian. Your hand will flow just like a well designed Jyhad
>>(non-limit) deck, and everyone else will be waiting for the right card.
>>You will always have the right card....>I muat disagree. Anyone can throw in some some bum's rushes, haven
>uncovereds,
>lot's of press cards of different types, malkavian dementia, a number of
>combat
>cards (potence is good if you are playing the right clan), vulnerability,
>sport's bike, KRCG radio, Mr Winthrop etc; all they need to do is force a
fight
>and the stealth-bleeders are pounded into putty (they can't bleed if they
are
>constantly in torpor).
You're mixing enter combat resources with fight combat resources. All the
presses and undead strengths in the world will do you no good if you can't
get into a fight. Indeed, they will jam your hand, causing a couple of
rounds of inactivity as you clear then out with your 1 per turn discard.
Permanent intercept alone won't save you from a Malk predator - it takes
too long to get out. If you're not his initial prey, and you manage to
get some out, your survival will depend on the timing of his Seduction
cards. (Do people really enjoy having games determined by predictable
luck issues?) BTW, without card limits Animalism becomes an intercept
discipline which CAN adequately back a permanent-driven interception
strategy, a typical example of the expansion of strategies from playing
without card limits.
Your only enter combat resources are 4 Bum's Rushes and 4 Havens. 1 Malk
can still oust you, so you have to torporize at least 4 Malks. That
requires, on average, that you go through half your deck in just a few
turns (because that's all you'll have). Even real Jyhad decks, built fast
and coherent, can't really manage that. Slow, permanent-heavy, 4-card
decks don't have a chance. In addition, the Malk will sometimes survive
the combat (with guns), Sudden a Haven Uncovered or simply pull some guys
out of torpor. This will correspondly increase the need for enter combat.
Even if your opponents lack rush defense, you need at least 12 rush cards
for a reliable enter combat ability. If they have rush defense, you'll
need more.
>Go with the card limits! They make for interesting games.
If you consider slow, luck-driven games in which decks are forced to
minimalize personality "interesting", sure. But for that sort of game,
War is cheaper. :-)
Curt Adams (curt...@aol.com)
jams...@aol.com (JamStuart) wrote:
>I agree with you in that a limit deck would be better than a 20 majesty 20
>freak drive deck, but who wants to play a 20 majesty 20 freak drive deck?
>Sounds like you play with the wrong kind of people, if when you don't have
>a limit they immediately draw all the fun out of Jyhad with it. The best
>part about Jyhad is the intrigue and deception that goes on, and if
>everyone in your group wants to lose all that by playing with 20 freak
>drives and 20 majesties, then stop playing with them. Having no limits is
>much better, if you are playing with the right people.
>
>Just my opinion.....
>
>Jamie
>
The 20 Freak drive etc deck was merely an example, but even with ten or so of
a card type we found that things got a little predictable (and thus boring).
Furthermore, if you have people around who are new to the game or can't afford
to be mega card lords, then limiting makes the game a little fairer and thus
more enjoyable by all.
Regards,
M Whitbread.
If people always play with the same boring decks, the solution is to
try and convince them of playing a more 'fun' deck or else don't play
with them anymore (that usually does the trick).
Phi
Michael Whitbread <mw...@earthsciences.uq.edu.au> wrote:
!ia...@mail.utexas.edu (Santiago) wrote:
!>I would just like to say that I would rather have my deck be run
into the
!>ground by a creative, no limits deck than to defeat all the other
!>crippled, 4-card-limit decks at the table. Jyhad doesn't need
limits
!>(except maybe on freak drive) because it, unlike Magic, is
well-balanced.
!>(Incidentally, if you ever play for ante, you may care more about
losing
!>than me. I make it a rule never to play for ante with anyone who
hasn't
!>been playing Jyhad with me for at least 5 years.)
!You believe in no limits eh? I can tell you that a deck with a limit
on the
!amount of a single card is far more interesting than, say, a 20
majesty, 20
!freak drive, 20 threats or conditioning deck. The more varied the
cards are,
!the more creative a player must be, and the more enjoyable the game
becomes.
!After all, the game is played for enjoyment, right? Obviously, the
people
!playing must agree on a house limit (we play a limit of five). If
none of you
!want to limit, then don't. I have played the game both ways and the
limited
!version is better (in my perspective). Also, you actually might use
some of the
!cards you paid for if you play with a limit; instead of just a small
number of
!different cards. We also play that people can make the deck size
whatever they
!wish (eighty seems to be about optimal) but the 5 card limit still
applies.
!Makes for interesting games.
!Well that's my view. Hope we get some more discussion going (this
newsgroup has
!been getting a little quiet lately).
!M Whitbread.
all good arguments for both limits and no limits
I find that limits are extremely reatricting in what knds of decks people can play
I have played a tight (almost degenerate) Malk S&B Deck as well as
Weenie Political and Thaum and Intercept decks before
but Then seating order determines play and there is no
strategy or interest in the game.
such one dimensional decks either fall apart after a burn through
primary prey or go all the way and there is
no interest in the game after 4 or so turns
So few people play these decks and right now our group is
branchning out into well balanced
move through your hand cards.
Stu
--
This is the official account of the Let's Try This Player's, DramaTech's Own
Improvisational Comedy Troupe. Performing random acts of spontaneity at MaTech
We are dedicated to the discovery of theraputic humor through spontaneous
characterization and organized Chaos. We do not underestimate uses of Duck Tape
Phi <baa...@cs.utwente.nl> wrote:
>If people always play with the same boring decks, the solution is to
>try and convince them of playing a more 'fun' deck or else don't play
>with them anymore (that usually does the trick).
Nah - even better, design a deck that's made to munch someone's same boring
deck. They deserve what they get if they become predictable :)
Alec
--
Alec Habig, Indiana University High Energy Astrophysics
aha...@bigbang.astro.indiana.edu
http://astrowww.astro.indiana.edu/personnel/ahabig/
Ted Kennedy's car has killed more people than my guns.
>
> You believe in no limits eh? I can tell you that a deck with a limit on the> amount of a single card is far more interesting than, say, a 20 majesty, 20> freak drive, 20 threats or conditioning deck. The more varied the cards are,> the more creative a player must be, and the more enjoyable the game becomes.
While what you say about the creativity and innovation of a limited card
deck is true, most ex/current M***c players try the 4 card limit.
Generally, I find this too restrictive as in some tournaments I have
played 8 player games. If I only have 4 of any card but I need enough
resources to make it through 7 other methuselahs, I WILL run into
problems. The 'other game' was meant to be two player, adapted to
multiplayer, but most tournaments are still two players. 4 cards is great
then (except for non Basic lands, but that's another debate 8*> ).
For example, if I want to 'Stealth' my way through, oh, 4 of
those 7 methuselah, I need about 20-30 stealth cards as I will probably
need to be prepared for intercepts, poor shuffles, multiple succesful
actions against each methuselah, and so on. There aren't that many cards
giving the capability of stealth after narrowing down to only 4 of each
and only those clans/disciplines you play.
So what do I suggest? Well, most tournaments I've been in have
used a 6 card rule which was fine, but in some exceptions (10 player
games) it would be nice to be able to have 8 or so of good cards. It
should be dependant on players. Maybe
2 players - 4 ea.
3-4 players - 5 ea.
5-6 players - 6 ea.
7-10 players - 8 ea.
What do you think? There are enough cards in the deck to go
around and enough different cards needed to make things interesting.
Remember that in a 10 player game you can have 140 cards and will
probably need/want 100-110. (plus vamps)
Ric
p.s. Another topic - Banned cards? WotC printed it, I can play it!
If it's a spoiler/doesn't make things 'fair', WotC shouldn't
print it. I was once with a group of M***c players in which I happened
to be the only white player - 3 of the other 5 played black. I wanted to
play Karma, they decided that rule changes would be done by 50%+1 voting
and ruled against (banned) my Karma. I was not pleased. I mentioned
pestilence .... it stayed.
If you don't like the game the way it is, ask for a written,
universal change from the rule makers or don't play what you don't like.
"Umm, I've always felt that the rook, as the bodyguard was too
weak. It should move diagonally too, like the queen..."
Neat idea, interseting, but DON"T call it chess... and don't
expect me to only play with you if I allow it.
Richard Rodd <oct...@freenet.mb.ca> wrote:
> So what do I suggest? Well, most tournaments I've been in have
>used a 6 card rule which was fine, but in some exceptions (10 player
>games) it would be nice to be able to have 8 or so of good cards. It
>should be dependant on players. Maybe
> 2 players - 4 ea.
> 3-4 players - 5 ea.
> 5-6 players - 6 ea.
> 7-10 players - 8 ea.
An easier to remember alternative is a 10% rule - no more than 10% of you deck
can be the same card. This automagically scales with player number.
A better solution : fix the (few!) broken cards, and screw the limits.
fix #1 : you can't toss political cards for extra votes on your own votes (this
fixes KRC weenie vote decks).
fix #2 : offensive untaps (things like majesty, freak drive) cost one extra
blood.
Pretty much every "abusive" deck that I've seen mentioned here falls into one
of those two categories. Those two fixes are a much more elegant solution than
a general card limit. 10 freak drives is getting abusive, while 10 bum's
rushes is vital to a brujah deck.
>p.s. Another topic - Banned cards? WotC printed it, I can play it!
> If it's a spoiler/doesn't make things 'fair', WotC shouldn't
>print it. I was once with a group of M***c players in which I happened
>to be the only white player - 3 of the other 5 played black. I wanted to
>play Karma, they decided that rule changes would be done by 50%+1 voting
>and ruled against (banned) my Karma. I was not pleased. I mentioned
>pestilence .... it stayed.
What yo-yos. Karma etc. are there to make people think twice about playing a
monocolor deck. Running up against them is the price you pay for the ability
to keep your deck so tightly focused. Did they ban your White Knight, too?
[ quoted text not captured ]
In article <Pine.SUN.3.91.95082...@winnie.freenet.mb.ca>,
Richard Rodd <oct...@freenet.mb.ca> writes:
> So what do I suggest? Well, most tournaments I've been in have
>used a 6 card rule which was fine, but in some exceptions (10 player
>games) it would be nice to be able to have 8 or so of good cards. It
>should be dependant on players. Maybe
> 2 players - 4 ea.
> 3-4 players - 5 ea.
> 5-6 players - 6 ea.
> 7-10 players - 8 ea.
>
Just go with a "ten percent" limit. If you make a sixty card deck, you
may have no more than six of any one card. An eighty card deck, the
limit is , mmmmm, ....eight.
This is a nice house rule that allows for a card limit that adapts to
the size of the game.
-p.
Didn't you Know Jyhad Has CArd limits its right in the instruction booklet
you can only have 40 + 10 card's per player if you want to fill it all up
with freak drives go right ahead!!
On 29 Aug 1995, Alec Habig wrote:
> Richard Rodd <oct...@freenet.mb.ca> wrote:
> > 2 players - 4 ea.
> > 3-4 players - 5 ea.
> > 5-6 players - 6 ea.
> > 7-10 players - 8 ea.
>> An easier to remember alternative is a 10% rule - no more than 10% of you deck
> can be the same card. This automagically scales with player number.
Would you round up, down, or off?
>
> A better solution : fix the (few!) broken cards, and screw the limits.
>
Hear here! ;-)
>
> >p.s. Another topic - Banned cards? WotC printed it, I can play it!> >I was once with a group of M***c players where I wanted to> >play Karma, they decided that rule changes would be done by 50%+1
> >voting and ruled against (banned) my Karma.> What yo-yos. Did they ban your White Knight, too?
>
I 'was' with agroup, I basically stopped playing with them that
night. (I've played a few of the more sensible in a one on one basis,
but never the group)
Ric
Richard Rodd <oct...@freenet.mb.ca> wrote:
>> An easier to remember alternative is a 10% rule - no more than 10% of you deck
>> can be the same card. This automagically scales with player number.>
> Would you round up, down, or off?
The max# of cards in a Jyhad deck is always a multiple of 10, making for no
fractions.
Hmm. I'd be inclined to keep it a 10% of the max limit, even if someone had a
smaller deck. Tiny deck sizes are not the advantage in Jyhad that they are in
Mt$, so you tend to see more people playing with big libraries anyway.
Alec
[ quoted text not captured ]
Richard Rodd <oct...@freenet.mb.ca> wrote:
>While what you say about the creativity and innovation of a limited card
>deck is true, most ex/current M***c players try the 4 card limit.
>Generally, I find this too restrictive as in some tournaments I have
>played 8 player games. If I only have 4 of any card but I need enough
>resources to make it through 7 other methuselahs, I WILL run into
>problems. The 'other game' was meant to be two player, adapted to
>multiplayer, but most tournaments are still two players. 4 cards is great
>then (except for non Basic lands, but that's another debate 8*> ).
> For example, if I want to 'Stealth' my way through, oh, 4 of
>those 7 methuselah, I need about 20-30 stealth cards as I will probably
>need to be prepared for intercepts, poor shuffles, multiple succesful
>actions against each methuselah, and so on. There aren't that many cards
>giving the capability of stealth after narrowing down to only 4 of each
>and only those clans/disciplines you play.> So what do I suggest? Well, most tournaments I've been in have
>used a 6 card rule which was fine, but in some exceptions (10 player
>games) it would be nice to be able to have 8 or so of good cards. It
>should be dependant on players. Maybe> 2 players - 4 ea.
> 3-4 players - 5 ea.
> 5-6 players - 6 ea.
> 7-10 players - 8 ea.
>> What do you think? There are enough cards in the deck to go
>around and enough different cards needed to make things interesting.
>Remember that in a 10 player game you can have 140 cards and will
>probably need/want 100-110. (plus vamps)
> Ric
Not a bad idea. I must admit that I haven't played games where we have had more
than 5 players, and I can see the difficulty involved with a 4 0r 5 card
limited deck in larger games. I may indeed implement this idea in future games
(we play a 5 card limit at the moment).
Regards,
M Whitbread
Well what you say does have some merit, but I have had enough success against
malkavian decks to keep me happy. From other responses I have seen, the ten
percent rule seems to be the most sensible compromise to the two extreme points
of view.
Regards,
M Whitbread
Michael Whitbread <mw...@earthsciences.uq.edu.au> writes:
[ quoted text not captured ]
I think the 10% rule is the best possible limit
However, I have several decks that use lots of Haven uncovereds/Bums Rushes
and the like or Wakey's or Blood dolls for that matter
I'll go ahead and tell you this one.
One of each vamp with blood 3 or less
LOTS of blood dolls/Effective Mgt.
and KRC's and CA's and some computer hacking
It needs better than 6 blood dolls and others in a 2 player game.
and adding one per player is sort of ludicours.
Maybe 20% in this case
Anyhting beyond 20% is degenerate anyway
not neccessarily usefule but degenerate
(However I think these decks should be played and when seen
Everyone else at the table should pummle them into submission
BTW I played my last game in a 5 player game where I played a weenie KRC/CA deck
I had lots of fun as everyone took great pains to only allow me to hurt
their prey with my votes (my prey had intercept gun from hell deck so there was
no chance I was going to get through him;
So 10% may be bad for tournemaant play. I will not adopt 10% rules for my group
Stu
>Regards,
>M Whitbread
--
Stu Pieloch TLTT Players-Lord High And Mighty Potentate of the Known Universe
DramaTech Theatre Improv Troupe http://photobooks.gatech.edu/~zync/lttp.html
GE/T/S d++(--) H(-) s++:- g+(-) p2 au++ a- w+++(--) v++ C++ U N++ W---() M+ V--
po+++(---) t--- 5+++ G+++ B--- e++ u++ f+ r++ n--- y*
>Jyhad has built-in card limits, not need to staple external limits on as
>well.
>--
What built in limits are these? I see built in duplicates, which would
favor the concept of card limits, but no built in limits.
-p.
In article <1995090110...@MVS.OAC.UCLA.EDU>,
[ quoted text not captured ]
Well, since this has gone on for quit a while now, I hope you'll
forgive me as I save myself some keystrokes:
The short answer is: Unique cards, restrictions on playability of cards.
(Action Mods/Reactions/Giant's Blood/Parity Shift/etc.)
Curt (as usual) has thought this thing out far more than most, so here's
his POV:
From: curt...@aol.com (CurtAdams)
Newsgroups: rec.games.trading-cards.jyhad
Subject: Re: Card Restrictions
Date: 7 Jun 1995 22:24:56 -0400
Message-ID: <3r5n1o$6...@newsbf02.news.aol.com>
Jyhad is not Magic. In Magic you have multiple cards to permit
functioning under card limits. In Jyhad, you have multiple + intercept
and + stealth cards because you can only use one of each and they WOULD
like it to be possible to get intercept or stealth above 1. Under card
limits, this has the decidedly peculiar side effect of permitting
intercept and stealth decks while the other fascinating uses of those
disciplines get hosed.
Magic was originally designed with the assumption that people would play
in "universes" of less than 2000 cards. After all, what kind of nut case
would spend hundreds of dollars to win a card game? Hence Magic was
designed with the assumption that players would face loose card limits -
not exactly 4, but unlimited numbers just wouldn't be available. When it
became clear that some people would pay thousands to win, and have access
to more or less unlimited numbers of any card, they slapped on a 4-card
limit in a desperate attempt to simulate the limits they had expected. It
took a lot of the flavor out, but they had to do something. It really
didn't fix things, even - look at the length of the restricted list!
Since about Arabian Nights, WotC has been trying to eliminate the need for
card limits so the game can be played as intended. They haven't
succeeded, but at least they are trying.
By the time of the design of Jyhad, WotC KNEW that people were going to
have lots of the cards. Jyhad was designed on the principle that people
were going to have access to unlimited commons, and perhaps to unlimited
uncommon and rares too. For Jyhad to work, you MUST have unlimited
numbers of many essential cards - Bum's Rush, Deflections, Dodge, Undead
Strength, Flash, Fake Out, Telepathic Counter, etc. Otherwise the
defense/offense, vote/combat/bleed, and clan balances go poof. Yes, there
are some problem cards, like Wake, 5th Tradition, and Majesty (which
actually is one of the cards you need in quantity), but those have to be
addressed on an individual basis. You don't fix a few problem cards by
wrecking the whole game structire.
The great tragedy of WotC's earlier mistake with Magic is this 4-card
business. It would be excessive to punish WotC for that one mistake,
especially given that they recognized it promptly and are trying to fix
it. But that mistake is being used to punish the entire CCG industry.
Every game that comes out, people want to put 4-card limits on - whether
the limits are inadequate (Rage), irrelevant (INWO), or downright
destructive (Jyhad). Almost every game is getting stuck with all the
pains of card limits - differing effects on different cards, the tedium of
card counting to ensure legality, the mindlessness of throwing in 4 of
each necessary card, etc. After playing a good no-limits-needed game,
believe me, card limits will drive you NUTS.
In CCGs, as in underwear, one size does NOT fit all.
-----
[Continuity break imposed by LSJ]
-----
(Peter Gordon WILSMORE) writes:
>Limiting cards is a really good idea otherwise you can get real nasty
(and
>impossible to stop) malkavian bleed decks (bleed, stealth, slealth,
bleed,
>stealth, slealth, bleed, stealth, slealth, bleed, stealth, slealth).
You think 4 card is a problem for the Malkavians? Well, let's see what
that actually does to the Malks:
Sneak Cards:
4 Cloak the Gathering
4 Faceless Night
4 Lost in Crowds
4 Mask of 1000 Faces
4 Seduction
4 Spying Mission
4 Psychic Veil
Bleed Cards
4 Bonding
4 Conditioning
4 Deflection
4 Computer Hacking
4 Govern the Unaligned
4 Kine Dominance
4 Threats
1 Pulse of the Canaille
4 Guns, 11 Masters
80 Cards total.
Now, assuming each Veil gets used for 1 bleed and the Pulse gets used
twice, he can get 58 points of bleed at a total of +36 Stealth, with 4
Seductions for that extra boost and 4 Deflections for some delightful
little surprises. *Such* a hardship. (Of course, if he hasn't got $$$, he
probably doesn't have 4 PV and 4 KD, but hey, why should we let people
without $$$ have a shot at the big leagues by allowing them to use extras
of the roughly equivalent Lost in Crowds plus Govern the Unaligned?) Mr.
Malk can still easily clear the table, but at least you have the
consolation of knowing that due to card limits, his deck has become
completely, utterly predictable, with no options left for variety within
the context of stealthy bleeds.
Now let's look at what 4-card limits do to DEFENSES against our friendly
neighborhood Malk. There are 3 main defenses against stealthy bleed:
intercept, rush, and bounce. Now the interceptors don't really care about
card limits any more than the Malks do, as there are umpty-umph +
intercept cards. Tremere and combat Malkavians do just fine. Toreador
theoretically could, except with all that intercept about they can't get
out any guns and they no longer have any good way to hurt people.
Now the bouncers (people using Deflection/ Telepathic Misdirection to
bounce bleeds to their prey) used to cackle madly at the prospect of a
Malkavian predator, who they just used to oust their prey. Hearing that
Mr. Malk was building an "unbeatable" deck by cranking up the proportion
of Conditionings merely increased the volume on their cackle. Nothing
like your predator spending extra blood to bleed YOUR prey.
Once again, the Malks and the Tremere are sitting pretty. Granted, with
only 4 of each they no longer COMPLETELY hose the Sneak and Bleed decks,
but they have intercept too, so they're still smiling.
Mr. Ventrue, however, can only bounce 4 bleeds (no telepathics for HIM).
His cackle dies in his throat. Quick, can he find another defense?
Intercept - sorry, no intercept in his disciplines. Rush - sorry again,
Fortitude is pretty lousy at doing damage. He's now helpless.
Congratulation, card limits have claimed their first victim, as Ventrue
degenerates from an outstanding anti-Malk deck to a very low speed bump.
Toreador bleed bouncers get hosed too. Their remaining bounce card
(Telepathic Misdirection) isn't even as good as Deflection, and the poor
man's bleed bounce (Telepathic Counter) doesn't do much good when you can
only have 4. They, too, have become speed bumps. At least they are high
speed bumps as the combination of Auspicious intercept and Celeritous
Dodges allows them to survive a long time.
What about rushers? Rush is based on the principle that the best defense
is a good offense. In rush, you play a combat god deck, with lots of
cards for entering combat (Bum's Rush, Haven Uncovered, etc.) Typically a
nasty Brujah rush doesn't care how many Bleed or Stealth cards a Malk
predator has because he sends the Malks to torpor as fast as they get
influenced out.
Under 4-card, though, things change. With only 4 Bum's Rush and 4 Haven,
Mr. Brujah can only get into combat 8 times (and the Havens can be
Suddened). At most, he can get 2 players. Typically, he can't even get
one, because with only 8 enter combat cards he's guaranteed a dry spell
where he can't find an enter combat card and he's just going to get mowed
down. It will only take one surviving Malk to do the job. Victim #3.
Nosferatu and Gangrel lose rush for similar reasons. They have access to
raven spies, at least, so if they are very lucky they will a) not start
with a Malk predator, b) draw and play multiple Ravens and Sports Bikes,
c) not get their one +2 interceptor socked with a Seduction and d) manage
to have the right cards in hand to torporize multiple Malkavians. Not as
long a shot as winning the lottery, but, still, 9 times out of 10, <thump>
<thump>
- more speed bumps.
So what do we have? Malkavian stealthy bleed decks are reduced from being
able to clear the table to - being able to clear the table slightly more
slowly. Sniff. Meanwhile, 5 out of the 7 clans lose the (otherwise VERY
effective) defenses against Malkavian stealth and bleed. Jeez, what more
would they want?
--
-----
L. Scott Johnson (lsc...@crl.com) | The opinions expressed are mine
Graphics Specialist and Jyhad Rulemonger | and subject to card text
Michael Whitbread <mw...@earthsciences.uq.edu.au> writes:
>Well what you say does have some merit, but I have had enough success against
>malkavian decks to keep me happy. From other responses I have seen, the ten
>percent rule seems to be the most sensible compromise to the two extreme points
>of view.
If the extremes are "right" and "wrong", I see no reason to compromise.
Jyhad has built-in card limits, not need to staple external limits on as
well.
--
L. Scott Johnson (sjoh...@math.sc.edu) | These opinions are mine and
http://www.math.sc.edu/~sjohnson | are subject to card text.
Graphics Specialist and Jyhad Rulemonger. |
pete <IZZ...@MVS.OAC.UCLA.EDU> wrote:
>>Jyhad has built-in card limits, not need to staple external limits on as
>>well.
>>-->What built in limits are these? I see built in duplicates, which would
>favor the concept of card limits, but no built in limits.
Primarily that you have to do a lot of different things in Jyhad - pretty
much any useful offensive activity requires 3 or more cards simultaneously
- so every card is limited by the need for others. In addition, you have
various defenses and your master cards. If you pile endless maneuvers
into your pitch deck your enemies can respond by piling in combat ends,
dodges, and stealth. The result is a very complicated set of tradeoffs.
A big pile of any card is relatively easy to beat.
Curt Adams (curt...@aol.com)
In article <427kqg$n...@crl.crl.com>, lsc...@crl.com (L. Scott Johnson)
writes:
<(description of really nasty and boring Malk S&B deck deleted)>
Well, sure, you can design a deck like that.. But would it be much fun to
play? Much of the argument against card limits has focused on how this
one stupid, uncreative deck is unbeatable. But is it really any less
creative than that 60 KRCs, 20 Praxis Seizures deck that won Origins? Or
less fair than a Freak Drive/Threats/5th Tradition One-Turn-Win deck? I
don't think these extremes are arguments for or against card limits. The
best way to deal with these decks is simply to have a gentleman's
agreement not to play them. At the place where I play (which had a 4 card
limit for a long time, but is just now starting to have a limitless table)
its tacitly agreed not to play stupid Malk decks (creative Malk decks,
which have been played, are a different matter), and if someone shows up
with one, the whole table gangs up on him.
So in the debate about card-limits, lets see if we can lower the
shrillness a little bit by not focusing so hard on the "Oh, yeah, if you
(do/do not) play card limits, than how are you supposed to be beat _this_
stupid deck?" arguments. Let's try to focus instead on which decks are
more fun and challenging to play when you are playing with mature
opponents who like to make interesting decks.
Just my 2 pool...
EZ
Michael Whitbread <mw...@earthsciences.uq.edu.au> writes:
> The 20 Freak drive etc deck was merely an example, but even with ten or
so of
>a card type we found that things got a little predictable (and thus
boring).
Jyhad is never predictable without limits. Even on those rare occaisions
when you know what your predator will do the next round you have to worry
what he'll do the time after that. If you let your guard or your planning
down, a good player will catch you with your pants down.
>Furthermore, if you have people around who are new to the game or can't
afford
>to be mega card lords, then limiting makes the game a little fairer and
thus
>more enjoyable by all.
The cards you want large numbers of are almost all commons, and Jyhad
commons are cheap (5 cents apiece and less, excepting only a few).
Without limits, you can put together a really good deck for very little
money. With limits, you can't do it just with commons and will have to
pay for more uncommons and rares.
I traded an entire playable deck to somebody once for just two rares. I
even felt a little guilty about it, because by $ measurement I came out
ahead. You can't do this under 4-card, and can't do it much under 6-card
or 10%.
Curt Adams (curt...@aol.com)
ezgol...@aol.com (EZGoldmann) writes:
re: a Malk S&B deck
>Well, sure, you can design a deck like that.. But would it be much fun
to
>play? Much of the argument against card limits has focused on how this
>one stupid, uncreative deck is unbeatable. But is it really any less
>creative than that 60 KRCs, 20 Praxis Seizures deck that won Origins? Or
>less fair than a Freak Drive/Threats/5th Tradition One-Turn-Win deck? I
>don't think these extremes are arguments for or against card limits. The
>best way to deal with these decks is simply to have a gentleman's
>agreement not to play them.
The KRC problem arises from misreading the rules, not from no card limits.
Majestic Freaky bleed decks are obviously something that slipped through
playtesting; the problem is with those card only.
And, as I've said before (broken record alert) Malk decks are not stupid
or unimaginative. They are a good, fundamental deck design, and are
supposed to play an important part in the game (check Garfield's
introduction to The Eternal Struggle).
>So in the debate about card-limits, lets see if we can lower the
>shrillness a little bit by not focusing so hard on the "Oh, yeah, if you
>(do/do not) play card limits, than how are you supposed to be beat _this_
>stupid deck?" arguments. Let's try to focus instead on which decks are
>more fun and challenging to play when you are playing with mature
>opponents who like to make interesting decks.
Well, I've already started that. I posted 20 different, interesting, and
fully playable no-limit deck outlines in my strategies and clans article.
I could do 30 more without much more thought (I've already seen them or
planned them), although it does take a lot of typing :-) Can any of the
4-carders (or 10%-ers) do the same?
If you can enforce gentleman's agreements against abusive decks, what
reason would you have for any limits anyway?
Curt Adams (curt...@aol.com)
In article <42cg2v$l...@newsbf02.news.aol.com>
curt...@aol.com (CurtAdams) writes:
>ezgol...@aol.com (EZGoldmann) writes:
>
>re: a Malk S&B deck
>>>[Gentlemans' agreement is the best way oto avoid abusive decks.>If you can enforce gentleman's agreements against abusive decks, what
>reason would you have for any limits anyway?
IMO, the place Magic went off track was in limiting or banning
cards as abusive rather than combinations. Aside from the
Mox/Lotus cards, cards are really ugly in combination, not
alone. Time Vault should never have been banned. I just don't
see many abusive combinations in Jyhad, and very few broken
cards. The cards people seem to consider abusive are
*common* cards, which generally get adequate testing by
the WotC team.
In short, I agree with
>Curt Adams (curt...@aol.com). The problem is the rules
interpretation, not the game.
--\Tom Doehne
doe...@cse.ogi.edu
Just out of curiosity, what do you all think of having a point value system
for V:TES tournaments? While I think most of us agree that card limits
are a bad thing (or at least, 4-card limits are bad), most of us also agree
that there are certain problem cards in a limitless environment. Given that
we are not going to go in and change existing cards to give them a cost,
or increase their existing cost, does a point system seem a viable option?
For example, maybe Majesty is worth 1 point, Freak Drive is worth 2 points,
WWEF is worth 1 point, and a deck's point total is limited to 20% of the
number of cards in it.
Tom Wylie rec.games.trading-cards.* Network Representative for
aa...@cats.ucsc.edu Wizards of the Coast, Inc.
aa...@cats.ucsc.edu (Thomas R Wylie) writes:
>Just out of curiosity, what do you all think of having a point value
system
>for V:TES tournaments? While I think most of us agree that card limits
>are a bad thing (or at least, 4-card limits are bad), most of us also
agree
>that there are certain problem cards in a limitless environment. Given
that
>we are not going to go in and change existing cards to give them a cost,
>or increase their existing cost, does a point system seem a viable
option?
>For example, maybe Majesty is worth 1 point, Freak Drive is worth 2
points,
>WWEF is worth 1 point, and a deck's point total is limited to 20% of the
>number of cards in it.
Well, as everybody knows, I'd rather fix the cards. That said, a point
system (limited to the genuinely problematic cards, of course) is better
than leaving the cards unfixed and unlimited - and certainly far better
than blanket limits.
A point system will create a $$$ barrier of sorts - most decks will
increase in power as the number of "point" cards in them go up. Hence you
have to be able to afford at least one set of point cards. It doesn't
seem like much, but Wakes kind of work like that now, and I've seen people
quit because they couldn't afford the boxes for 9-10 Wakes (if I'm not
playing with my fixes, I insist on 4-card for Wake because of that.) My
point is not that this makes a point system infeasable, but simply that we
have to consider the $$$ side effects. Also, since most of the problems
are untaps, a point system effectively makes everybody play deck with a
given % of untaps, which somewhat reduces the variety in the game.
Do you have a specific scheme in mind, or are you interested in one?
Curt Adams (curt...@aol.com)
aa...@cats.ucsc.edu (Thomas R Wylie) writes:
>Just out of curiosity, what do you all think of having a point value system
>for V:TES tournaments? While I think most of us agree that card limits
>are a bad thing (or at least, 4-card limits are bad), most of us also agree
>that there are certain problem cards in a limitless environment. Given that
>we are not going to go in and change existing cards to give them a cost,
>or increase their existing cost, does a point system seem a viable option?
>For example, maybe Majesty is worth 1 point, Freak Drive is worth 2 points,
>WWEF is worth 1 point, and a deck's point total is limited to 20% of the
>number of cards in it.
IMHO, the last thing Jyhad/V:tES needs is *more* deck construction rules.
(Not that tournaments seem to pay any attention to official deck-building
rules anyhow: 80-card max, whether 2 or 8 players; 4-card limts; etc.)
These untap cards should carry an additional pool cost, perhaps.
But stapling cumbersome and akward rules (similar to the reason the
errata is not issued even when warranted) is a BadThing(tm).
(In the case of Freak Drive, companion errata that 5th Tradition cannot
name the acting vampire should probably also be issued).
[ quoted text not captured ]
Thomas R Wylie (aa...@cats.ucsc.edu) wrote:
: Just out of curiosity, what do you all think of having a point value system
: for V:TES tournaments?
I have not played in a Jyhad tournament ever, so anything I have to say
will come from Theoretical and not Practical experience. That said:, I
have two caveats about point systems:
1) The problem cards would never get fixed/removed/errataedin any future
printings, because they have been 'fixed for tournaments' - and that's all
that really counts, no?
2) If there were a point system, it might (only might) dissuade designers
from continuing their so-far excellent job of balancing the cards. If an
unbalanced/unbalancing card can simpoly be given a (higher) point-value,
then it might be seen as a lesser evil than if the object is to create a
no-limits _ever_ card game...
: While I think most of us agree that card limits: are a bad thing (or at least, 4-card limits are bad),
Yup. Yup. uh-huh.
: most of us also agree: that there are certain problem cards in a limitless environment.
The salient point here is that almost everyone agrees on _what_ these
problem cards are, and at least half of them fall into the category of
untap cards.
: Given that: we are not going to go in and change existing cards to give them a cost,
: or increase their existing cost, does a point system seem a viable option?
Simple question: why is that a given?
Whatever you do, you are going to have to disseminate this information
well in advance to ensure that everyone can properly and legally create
their deck. Also, based on the Magic experience, whatever you _do_ set
down for tournament rules is eventually going to become the de facto
rules for normal house play.
How about this for a solution then: instead of a limited list, or its
equivalent in a point-value system, simply issue a list of the card-fixes
_for tournament purposes only_. This could include things like:
- having WWEF cost 1 blood
- Having Majesty cost 1 blood
- Declaring that Theft of Vitae can only be used once per round
- Stating that a Freak Driven vampire cannot perform the same _category_
of action again this round.
Etc. You know as well as we do what the problem cards are, and probably
know how they should be fixed. (If not, asl: We'll be only too happy to
tell you. :-)
This will have several beneficial effects:
- The judges will not have to look over every single deck to ensure that
they meet the point standards: a long and tiresome process which takes up
much of the judges' and event's time.
- Any sort of limits (and point-values count too) can be gotten around by
cheating should the person be unscrupulous enough to sneak in cards
and put them in after the count.
- It still allows people to build whatever sort of deck they want, and the
other players at the table can be called on to help enforce the Tournament
Errata, as it is in their best interest.
- The Tournament Errata would eventually become (in the manner described above)
unofficially official, and the 'problem cards' would be fixed (of
a sort) without ever having to take them out of print or re-issue them.
I believe this to be at least as valid a solution as the points-value one,
probably with better long-term effects for the game as a whole.
I would love to hear a public response to this idea, even if only to tell
me why it won't work and has already been rejected.
: For example, maybe Majesty is worth 1 point, Freak Drive is worth 2 points,: WWEF is worth 1 point, and a deck's point total is limited to 20% of the
: number of cards in it.
I have never really tried the Majestic Bleed deck (not having enough
Majesties for it), but isn't 20% Majesty about the right number? And
not like this deck needs anything else that would be on the banned list...
I doubt that this _particular_ point-value would be much of a solution at
all.
Shane H.W. Travis | Should we raise a generation of literate Americans,
tra...@duke.usask.ca | very little of America as we know it would survive.
Saskatoon, Saskatchewan | --Richard Mitchell
CurtAdams <curt...@aol.com> wrote:
>A point system will create a $$$ barrier of sorts - most decks will
>increase in power as the number of "point" cards in them go up. Hence you
>have to be able to afford at least one set of point cards. It doesn't
>seem like much, but Wakes kind of work like that now, and I've seen people
>quit because they couldn't afford the boxes for 9-10 Wakes (if I'm not
>playing with my fixes, I insist on 4-card for Wake because of that.) My
>point is not that this makes a point system infeasable, but simply that we
>have to consider the $$$ side effects. Also, since most of the problems
>are untaps, a point system effectively makes everybody play deck with a
>given % of untaps, which somewhat reduces the variety in the game.
Well, except that part of the point was that if we do the point system
right, then unpointed decks will be able to compete even with decks using
the full point total. In Magic, the point system tournament is designed
to allow people to use older cards without the broken older cards breaking
the tournaments. Here, the intention would be more to avoid card limits
by limiting those cards that at least seem to break limitless tournaments.
People *are* going to play with a certain percentage of untaps, or vote
cards, regardless. That's because they're good cards; if they weren't good,
why would we be pointing them? The idea of the point system is to prevent
the cards that are too good from getting out of control.
>Do you have a specific scheme in mind, or are you interested in one?
It was just something that occured to me while skimming this thread
last night, and it seems like it would be worth playing around with. I
haven't yet given thought to just which cards to point, what points to
give them, what to cap a deck's point value at, etc.
[ quoted text not captured ]
Shane Travis <tra...@duke.usask.ca> wrote:
>I have not played in a Jyhad tournament ever, so anything I have to say
>will come from Theoretical and not Practical experience. That said:, I
>have two caveats about point systems:
>1) The problem cards would never get fixed/removed/errataedin any future
>printings, because they have been 'fixed for tournaments' - and that's all
>that really counts, no?
Ah, no. It also counts for sealed environments, for example. If we do have
to point a card, then that implies that the card is broken and overpowered,
which means that we may want to remove it. Pointing a card does not
give it immunity to future fixes.
>2) If there were a point system, it might (only might) dissuade designers
>from continuing their so-far excellent job of balancing the cards. If an
>unbalanced/unbalancing card can simpoly be given a (higher) point-value,
>then it might be seen as a lesser evil than if the object is to create a
>no-limits _ever_ card game...
No. The goal in Magic, for example, is to avoid printing cards that need
to be restricted (or pointed). The same goal would be kept in mind in
V:TES. We don't *like* saying "no, you can't play with those cards, or at
least not all the copies you have", but in some cases it becomes necessary.
Ideally a game wouldn't require any card limits or point system to keep it
balanced; that's certainly what we're shooting for with Netrunner, for example.
>: Given that
>: we are not going to go in and change existing cards to give them a cost,
>: or increase their existing cost, does a point system seem a viable option?
>Simple question: why is that a given?
We already decided a long time ago not to do this. We haven't done it for
Magic since the alpha->beta switch, and don't plan on doing it in V:TES.
>Whatever you do, you are going to have to disseminate this information
>well in advance to ensure that everyone can properly and legally create
>their deck.
That's what we're doing with the Magic point system, and that's what
we'd do here.
>Also, based on the Magic experience, whatever you _do_ set
>down for tournament rules is eventually going to become the de facto
>rules for normal house play.
That's probably true, which is exactly why we don't like to restrict
or pont cards. If people generally only used tournament rules in tournaments,
then it wouldn't be so bad. But because they tend to use those rules
in private games as well, then by limiting or pointing cards, we are basically
telling people they can't play with the cards they just bought, for
completely arbitrary reasons.
>How about this for a solution then: instead of a limited list, or its
>equivalent in a point-value system, simply issue a list of the card-fixes
>_for tournament purposes only_. This could include things like:
>
>- having WWEF cost 1 blood
>- Having Majesty cost 1 blood
>- Declaring that Theft of Vitae can only be used once per round
>- Stating that a Freak Driven vampire cannot perform the same _category_
> of action again this round.
Personally, I'm reluctant to do this. I suspect the V:TES team would be
reluctant as well, but I haven't actually talked to them about it. And
if you assume people would adopt card limits or points in private play,
then it seems logical to assume that they would adopt tournament fixes
in private play, and that would essentially violate the policy of not
making this sort of change.
>- The judges will not have to look over every single deck to ensure that
> they meet the point standards: a long and tiresome process which takes up
> much of the judges' and event's time.
But players would have to remember every time they play a card that it's
different. What is a judge supposed to do if a round finishes, and the players
(who are new) had been forgetting to (for example) pay 1 blood to use
Wake with Freshness?
>- Any sort of limits (and point-values count too) can be gotten around by
> cheating should the person be unscrupulous enough to sneak in cards
> and put them in after the count.
Well, yes, but we don't run into that problem in Magic very often, so I
wouldn't expect to run into it in V:TES very often either, since if anything,
it's less cutthroat (ha, ha) than Magic.
>- It still allows people to build whatever sort of deck they want, and the
> other players at the table can be called on to help enforce the Tournament
> Errata, as it is in their best interest.
It *might* be in their best interest. I fully expect at least some people
to keep quiet about a tournament fix if it lets someone oust their predator,
which they are not able to handle otherwise. Then they "remember" the fix
later in the game, and the person who got ousted is pissed because they
"shouldn't have been".
>I believe this to be at least as valid a solution as the points-value one,
>probably with better long-term effects for the game as a whole.
I'll concede that it's a potential solution, but I don't think it's
the best one.
>: For example, maybe Majesty is worth 1 point, Freak Drive is worth 2 points,
>: WWEF is worth 1 point, and a deck's point total is limited to 20% of the
>: number of cards in it.
>I have never really tried the Majestic Bleed deck (not having enough
>Majesties for it), but isn't 20% Majesty about the right number? And
>not like this deck needs anything else that would be on the banned list...
>I doubt that this _particular_ point-value would be much of a solution at all.
I was just pulling numbers out of a hat. Obviously the system would need
tuning.
[ quoted text not captured ]
aa...@cats.ucsc.edu (Thomas R Wylie) wrote:
>Shane Travis <tra...@duke.usask.ca> wrote:>>2) If there were a point system, it might (only might) dissuade designers
>>from continuing their so-far excellent job of balancing the cards. If an
>>unbalanced/unbalancing card can simpoly be given a (higher) point-value,
>>then it might be seen as a lesser evil than if the object is to create a
>>no-limits _ever_ card game...>
>No. The goal in Magic, for example, is to avoid printing cards that need
>to be restricted (or pointed). The same goal would be kept in mind in
>V:TES. We don't *like* saying "no, you can't play with those cards, or at
>least not all the copies you have", but in some cases it becomes necessary.
>Ideally a game wouldn't require any card limits or point system to keep it
>balanced; that's certainly what we're shooting for with Netrunner, for example.
Peace Tom,
WotC is already very close w/ Jyhad and making a few minor fixes to a handful of
problem cards would eliminate the need for point systems/card limits/any other
arbitrary deck cramming rules.
>>: Given that
>>: we are not going to go in and change existing cards to give them a cost,
>>: or increase their existing cost, does a point system seem a viable option?
>>Simple question: why is that a given?>
>We already decided a long time ago not to do this. We haven't done it for
>Magic since the alpha->beta switch, and don't plan on doing it in V:TES.
You should (have) done it with VtES, that is: applied the fixes to the cards
which need it (we all know what they are) and then said play the cards as
the newest edition. Yes, you have to disseminate the information, but
you are going to have to do that with point systems/card limits, so why not
just fix the cards and be done with it?
>>Also, based on the Magic experience, whatever you _do_ set
>>down for tournament rules is eventually going to become the de facto
>>rules for normal house play.>
>That's probably true, which is exactly why we don't like to restrict
>or pont cards. If people generally only used tournament rules in tournaments,
>then it wouldn't be so bad. But because they tend to use those rules
>in private games as well, then by limiting or pointing cards, we are basically
>telling people they can't play with the cards they just bought, for
>completely arbitrary reasons.
If you fix the cards then you won't have to restrict them.
>>How about this for a solution then: instead of a limited list, or its
>>equivalent in a point-value system, simply issue a list of the card-fixes
>>_for tournament purposes only_. This could include things like:
>>
>>- having WWEF cost 1 blood
>>- Having Majesty cost 1 blood
>>- Declaring that Theft of Vitae can only be used once per round
>>- Stating that a Freak Driven vampire cannot perform the same _category_
>> of action again this round.>
>Personally, I'm reluctant to do this. I suspect the V:TES team would be
>reluctant as well, but I haven't actually talked to them about it. And
>if you assume people would adopt card limits or points in private play,
>then it seems logical to assume that they would adopt tournament fixes
>in private play, and that would essentially violate the policy of not
>making this sort of change.
If the card is broken, it SHOULD be fixed. If this backwards way of doing it
is the only way possible, then I'm all for it, but I'd rather the cards were
officially fixed.
>>- The judges will not have to look over every single deck to ensure that
>> they meet the point standards: a long and tiresome process which takes up
>> much of the judges' and event's time.>
>But players would have to remember every time they play a card that it's
>different. What is a judge supposed to do if a round finishes, and the players
>(who are new) had been forgetting to (for example) pay 1 blood to use
>Wake with Freshness?
This would not be a problem any more than remembering the point value of/card limit
on some particular card. I know people who can quote the Mt$ restricted list from
memory. You'd probably do the same thing that you would if some other ruling was
omitted/forgotten/skipped. I don't see this being a problem.
>>- It still allows people to build whatever sort of deck they want, and the
>> other players at the table can be called on to help enforce the Tournament
>> Errata, as it is in their best interest.>
>It *might* be in their best interest. I fully expect at least some people
>to keep quiet about a tournament fix if it lets someone oust their predator,
>which they are not able to handle otherwise. Then they "remember" the fix
>later in the game, and the person who got ousted is pissed because they
>"shouldn't have been".
Cheating aside, I'd imagine that most of the people sitting at that table are going
to be pretty familiar with the rules and restriction of tournament play and aren't
going to let that player get away with it just because one of the players is ignorant
about that one point. I also do not see this as a problem.
>>I believe this to be at least as valid a solution as the points-value one,
>>probably with better long-term effects for the game as a whole.>
>I'll concede that it's a potential solution, but I don't think it's
>the best one.
No, the best one is to fix the cards.
Nil carborundum illigitimi,
James R. McClure Jr.
The OS/2 Apostle
<insert disclaimer here>
aa...@cats.ucsc.edu (Thomas R Wylie) writes:
>Well, except that part of the point was that if we do the point system
>right, then unpointed decks will be able to compete even with decks using
>the full point total. In Magic, the point system tournament is designed
>to allow people to use older cards without the broken older cards
breaking
>the tournaments. Here, the intention would be more to avoid card limits
>by limiting those cards that at least seem to break limitless
tournaments.
Incidently, I'm very happy to see that somebody at WotC is concerned with
the "breaking" cards but doesn't want to wreck the game to fix them (e.g.
blanket limits).
What I was saying in my somewhat meandering reply is that, given the
current card set, I don't think unpointed decks would have a good chance
against maximum-point decks. The scary cards are very good cards, and
most are useful in a broad variety of decks. There are relatively few
deck designs which won't benefit substantially from putting in limit
maximums of all relevant cards.
>People *are* going to play with a certain percentage of untaps, or vote
>cards, regardless. That's because they're good cards; if they weren't
good,
>why would we be pointing them? The idea of the point system is to
prevent
>the cards that are too good from getting out of control.
Yes, if you restrict people to, say 10%-20% (or whatever) pointed cards,
the decks won't be out of control. But they will still be substantially
better than no point decks.
Also, I very much doubt point systems will be good for KRC decks, unless
you put points on every vote card, and that will have decidely weird
effects.
Curt Adams (curt...@aol.com)
aha...@bigbang.astro.indiana.edu (Alec Habig) writes:
.
>You guys did a marvelous fix on fame, by adding the word "Unique" to it.
>Do the same with untaps - "+1 blood cost".
>Ditch the errata about pushing your own votes, play that as written (ie,
you
>can't do it).>Voila. No need for card limits. No need for extensive lists of what you
can
>and can't do while building your deck. Infinitely simpler than MtG
tourny
>rules.>So: two lines of changes (cancelling the errata doesn't count, since that
was
>extra in the first place), and I challenge my fellow readers to make an
>"abusive" deck under those rules.
Well, there's still 5th Tradition, Taste of Vitae, and Dragonsbreath
Rounds, although decks built around those aren't as bad as KRC or endless
untap decks.
These are less abusive in that they don't completely shortcircuit the
Jyhad defense structure, but they're still very nasty.
Curt Adams (curt...@aol.com)
In article <42gch9$4...@darkstar.UCSC.EDU>,
aa...@cats.ucsc.edu (Thomas R Wylie) writes:
>
>Just out of curiosity, what do you all think of having a point value system>for V:TES tournaments? While I think most of us agree that card limits
>are a bad thing (or at least, 4-card limits are bad), most of us also agree
>that there are certain problem cards in a limitless environment. Given that>we are not going to go in and change existing cards to give them a cost,
>or increase their existing cost, does a point system seem a viable option?>For example, maybe Majesty is worth 1 point, Freak Drive is worth 2 points,
>WWEF is worth 1 point, and a deck's point total is limited to 20% of the
>number of cards in it.
>
Oh come on. Just limit all the damn cards and ignore the whining. The
above idea is not what I would call a solution. Problem cards cease to
become problem cards when cards limits are in effect. If you want to
limit SOME cards, you should limit them all. Limiting only a few makes
no sense. Almost any card can be abused. Either equal limits for all
or no limits altogether.
Thomas R Wylie <aa...@cats.ucsc.edu> wrote:
>
>Just out of curiosity, what do you all think of having a point value system
>for V:TES tournaments?
I don't think it would work very well.
1) such a system is hard both to build a deck under and to verify that the
players are following the rules.
2) Hard to balance. Look at any game where you can design your own widget, or
build an army from points. Those are balancing nightmares, and only work
after years of playtesting and revisions.
3) It links odd cards under the same limit. Majesty and WwEF are fundamentally
different cards - why tie them together?
An easier solution in the same vein - a "restricted" list of cards that you
couldn't have more than 10% of your deck being. From a game play perspective,
this is not nearly as satisfying as Shane's list of fixes, but fits in with the
way you guys like to balance things.
Consider : you have said that you don't like "errata"ing cards - for instance,
making all untaps cost one extra blood. Why? Because it changes a rule of the
game that's not obvious, especially to newcomers. My question : how is a way
to limit the number of any particular card in a deck fundamentally different
than this? That's a rule change too. You still need a list of cards and
what's different about them (in this case, the rule change is that you can't
have more than X in your deck).
You guys did a marvelous fix on fame, by adding the word "Unique" to it.
Do the same with untaps - "+1 blood cost".
Ditch the errata about pushing your own votes, play that as written (ie, you
can't do it).
Viola. No need for card limits. No need for extensive lists of what you can
and can't do while building your deck. Infinitely simpler than MtG tourny
rules.
So: two lines of changes (cancelling the errata doesn't count, since that was
extra in the first place), and I challenge my fellow readers to make an
"abusive" deck under those rules.
Alec
[ quoted text not captured ]
aha...@bigbang.astro.indiana.edu (Alec Habig) wrote:
>Ditch the errata about pushing your own votes, play that as written (ie, you
>can't do it).
this isn't as clear as you make it seem; many people (such as myself) still
think that the written rules allow you to push your own votes.
--
-chad
On 5 Sep 1995, James R. McClure Jr. wrote:
> Peace Tom,
>
> WotC is already very close w/ Jyhad and making a few minor fixes to a handful of
> problem cards would eliminate the need for point systems/card limits/any other
> arbitrary deck cramming rules.
>
Hi James,
I have to agree with you here. The real problem here is
that WOC did a fantastic job of balancing the cards, except for a small
handfull of problem cards. I would like to see the cards either fixed or
eliminated, in the case of the latter hopefully replaced with similar
cards that are balanced. The balance of Jyhad and the power of the common
cards makes this the best card game on the market. I fear point values
might well start it on a slippery slope towards mediocracy.
Algustas
*****Our spirit of enjoyment was stronger than our spirit of sacrifice.
We wanted to have more than we wanted to give. We tried to spare effort,
and met disaster.***** Marshal Henri Petain, May 1941
On Tue, 5 Sep 1995, pete wrote:
> Oh come on. Just limit all the damn cards and ignore the whining. The
> above idea is not what I would call a solution. Problem cards cease to
> become problem cards when cards limits are in effect. If you want to
> limit SOME cards, you should limit them all. Limiting only a few makes
> no sense. Almost any card can be abused. Either equal limits for all
> or no limits altogether.
Hi Pete,
Who is whining? If you only want to play with four of a given
card, go ahead. You play a four card limit deck, and I'll play one of my
decks. No whining out of me....
Algustas
*****Yes! Life is a banquet, and most poor sons-of-bitches are starving
to death! Live!***** Jerome Lawrence and Robert E Lee, Auntie Mame, act
II, scene IV.
[ quoted text not captured ]
One has only to read the sentence in the rulebook about who can pitch
(burn) additional Political Action cards during votes.
"Any of the Other Methuselahs" is pretty clearly excluding the acting
Methuselah.
[ quoted text not captured ]
Alec Habig <aha...@bigbang.astro.indiana.edu> wrote:
>>Just out of curiosity, what do you all think of having a point value system
>>for V:TES tournaments?>I don't think it would work very well.
>
>1) such a system is hard both to build a deck under and to verify that the
> players are following the rules.
That might turn out to be true.
>2) Hard to balance. Look at any game where you can design your own widget, or
> build an army from points. Those are balancing nightmares, and only work
> after years of playtesting and revisions.
Yet we seem to have done a reasonably good job of it on the first pass
through the Magic cards. All it really needs is a proper understanding
of the cards, and people willing to put the system through its paces.
>3) It links odd cards under the same limit. Majesty and WwEF are
> fundamentally different cards - why tie them together?
For one thing, there are already cards that more or less meet this objection.
Backways doesn't have anything in common with Aaron's Feeding Razor except
that they're both unique, and therefore tied together by being limited
in some sense. Also, we are talking tournaments here, which frequently
have more or less arbitrary restrictions about what you can or can't do.
>An easier solution in the same vein - a "restricted" list of cards that you
>couldn't have more than 10% of your deck being. From a game play perspective,
>this is not nearly as satisfying as Shane's list of fixes, but fits in with
>the way you guys like to balance things.
Well, I wouldn't go so far as to say that we *like* to have a restricted
list, but that solution would certainly be simpler. Whether it's a better
solution I'm not sure of, and in fact I suspect it isn't, which is why
I brought it up.
>Consider : you have said that you don't like "errata"ing cards - for instance,
>making all untaps cost one extra blood. Why? Because it changes a rule of the
>game that's not obvious, especially to newcomers. My question : how is a way
>to limit the number of any particular card in a deck fundamentally different
>than this? That's a rule change too. You still need a list of cards and
>what's different about them (in this case, the rule change is that you can't
>have more than X in your deck).
>You guys did a marvelous fix on fame, by adding the word "Unique" to it.
Well, there's a difference between changing what a card does, and what is
required to play that card in the first place. Also, there's a difference
between issuing a list of rules for purposes of a tournament, and issuing
actual changes to a card (or at least, we like to think so). Players are
perfectly free to ignore the former as long as they aren't playing in a
tournament, whereas we expect people to play by the latter. Issuing errata
to a card is, quite simply, a more serious matter than issuing a rule for
a tournament format.
[ quoted text not captured ]
Algustas <cfr...@gladstone.uoregon.edu> writes:
>On Tue, 5 Sep 1995, pete wrote:
>>> Oh come on. Just limit all the damn cards and ignore the whining. The
>> above idea is not what I would call a solution. Problem cards cease to
>> become problem cards when cards limits are in effect. If you want to
>> limit SOME cards, you should limit them all. Limiting only a few makes
>> no sense. Almost any card can be abused. Either equal limits for all
>> or no limits altogether.>
>Hi Pete,
> Who is whining? If you only want to play with four of a given
>card, go ahead. You play a four card limit deck, and I'll play one of my
>decks. No whining out of me....
...nor me. This is cool...
Fred
Three big points that I think are missed here, and what I think
they mean:
1) Jyhad tourney rules have not become standard for Jyhad play. Just
look at the huge number of people who play 4-card, for example, or
people who think "the more the merrier" when tournament says you
should have 5 people.
Is it the case that there are very few "sanctioned," "official"
Jyhad tourneys outside of Seattle/CA, and there will be more in the
future?
2) Lots and lots of people play with a 4-card limit. Many of these
people are absolute idiots, but they buy Jyhad cards. I've talked to
one individual who isn't stupid, but he's sincerely worried that a
Jyhad game without card limits will result in _more_ speed bump
players, since they won't be able to resist putting in 20 of a "good"
card and will always have a jammed hand. You can't argue with someone
who thinks like that.
I'm curious to know what percentage of players do play 4-card, but
if it's as high as I think it is (I know of 4 groups, and all play
that way,) it only makes sense to have some sort of sanctioned 4-card
tourney format. A no-limit format could then adopt whatever rules
it wanted with much less danger of them being "the rules."
3) Most Jyhad players hate Magic, and vice versa. Again, these are just
my observations and I'm curious to see what others think.
I can see why WotC is interested in having a consistant policy for
all of it's card games re:fixes (modulus the card-back change issue,)
but most people don't seem to care. "That's how we did it for Magic"
is more likely to piss them off than anything else, in fact.
I thought I read here months ago that WotC was planning on patching
some cards in the new set and making the blanket statement "all cards
are to be played as in their latest version." I really liked that.
Real games work that way. You don't see people bitching that their
4-6 armour units got changed to be 4-5's in the second edition for
game balance. In fact, a rule saying to play all units as written
would seem like utter nonsense.
Thomas R Wylie (aa...@cats.ucsc.edu) wrote:
: Well, there's a difference between changing what a card does, and what is: required to play that card in the first place. Also, there's a difference
: between issuing a list of rules for purposes of a tournament, and issuing
: actual changes to a card (or at least, we like to think so). Players are
: perfectly free to ignore the former as long as they aren't playing in a
: tournament, whereas we expect people to play by the latter. Issuing errata
: to a card is, quite simply, a more serious matter than issuing a rule for
: a tournament format.
I hate to say it, but try to find someone to play non-tourney rules
with you in MtG. Next to, if not totally, impossible.
If tourney rules are released for VTES, they will become the standard
to build decks by (most likely).
Personally, I wish we didn't have to have tourney rules, or maybe
have two types, limit and non-limit... heck call them Type II and Type I :).
Since tournaments are usually local, the people running the tournament will
be able to have it with the card limit their region is used to. This only
becomes an issue at large events that attract people from far away from the
tourney location, and in that case just run one of each type.
I don't think that someone playing with limits should be thrown
blindly into a non-limit enviro, and vice vs. Right now I'm in a 4 card
limit group, and contrary to common opinion, Malk S/B decks are not super
dominant. Part of this is the anti-Malk cards, and the fact that if everyone
played them, picture the contesting. Also, people get tired of the same
old things.
In a 4 card tournament, to me it seems that whoever can come up with
the best non-Malk deck will win... b/c all the Malk decks will be contesting
each other (hopefully).
I think I babbled of the subject... but basicly, if we have to have
tournament rules, I hope that it is left to whoever is running the tourney
to determine what sort of card limits will be used. This way, VTES won't
turn into MtG, where it is impossible to play non-tourney.
--
Charles T. Schwope | Every man is a spark in the darkness. By the
aka CT | time he is noticed, he is gone forever, a
ch...@fpah1.dseg.ti.com | retinal afterimage that fades, and is obscured
c-sc...@ti.com | by newer, brighter lights.
As I previously mentioned, the written rules can be read so as to
allow 1 vote max. per Meth. (in additional to any from vampires).
So, you can't push if you're calling the vote with a vote card,
and other Meth. can play only 1 vote each.
This ruling has the advantage of being `fair' to the vote caller; he's
not prevented from doing something that everyone else can be doing.
In article <42ifea$j...@murrow.corp.sgi.com> Chad Ray McDaniel <ch...@sgi.com> writes:
>aha...@bigbang.astro.indiana.edu (Alec Habig) wrote:
>
>>>Ditch the errata about pushing your own votes, play that as written (ie, you
>>can't do it).>
>
>this isn't as clear as you make it seem; many people (such as myself) still
>think that the written rules allow you to push your own votes.
--
"Live Life with Heart."
Alan Kwan kw...@cs.cornell.edu
At ManaFest, a library consisting almost entirely of Conditioning, Fifth
Tradition, Freak Drive, and Majesty managed to clear the entire table
in one turn or nearly so every game.
With Fifth Tradition: Hospitality, the increased blood cost might not
do the trick.
Having hosted Elysium, a weekly Jyhad club, for several monthes, I can
testify that deck limits work and are acceptable to most players.
In large enough games, the politics and contested Vampires weaken the
obvious bleed decks, and it seems like a real game. Indeed, Jyhad seems
to demand at least five players to enjoy the fullness of the game.
Anton Dovydaitis an...@infoserv.com
For Ishi Press inquiries, mail to `ish...@ishius.com'.
In article j...@darkstar.UCSC.EDU, aa...@cats.ucsc.edu (Thomas R Wylie) writes:
>
> Alec Habig <aha...@bigbang.astro.indiana.edu> wrote:
> >>Just out of curiosity, what do you all think of having a point value system
> >>for V:TES tournaments?
> >I don't think it would work very well.
> >> >3) It links odd cards under the same limit. Majesty and WwEF are
> > fundamentally different cards - why tie them together?
>
> For one thing, there are already cards that more or less meet this objection.
> Backways doesn't have anything in common with Aaron's Feeding Razor except
> that they're both unique, and therefore tied together by being limited
> in some sense. Also, we are talking tournaments here, which frequently
> have more or less arbitrary restrictions about what you can or can't do.
>
No! The number of Backways I have in my deck is in no way effected by the
number of Feeding Razors. Both our limited by uniqueness but are not connected.
Now you are purposing to link all the proplem cards togeather and say you can only
have X number of this list of cards. I'm not certain exactly what effect on
the game will be but I can see you are creating a whole different set of trade offs
that were not intended when the game was designed.
> >Consider : you have said that you don't like "errata"ing cards - for instance,
> >making all untaps cost one extra blood. Why? Because it changes a rule of the
> >game that's not obvious, especially to newcomers. My question : how is a way
> >to limit the number of any particular card in a deck fundamentally different
> >than this? That's a rule change too. You still need a list of cards and
> >what's different about them (in this case, the rule change is that you can't
> >have more than X in your deck).
> >You guys did a marvelous fix on fame, by adding the word "Unique" to it.
>> Well, there's a difference between changing what a card does, and what is
> required to play that card in the first place. Also, there's a difference
> between issuing a list of rules for purposes of a tournament, and issuing
> actual changes to a card (or at least, we like to think so). Players are
> perfectly free to ignore the former as long as they aren't playing in a
> tournament, whereas we expect people to play by the latter. Issuing errata
> to a card is, quite simply, a more serious matter than issuing a rule for
> a tournament format.
>
I don't understand this argument. If the rules need to be changed for tournament
play, the the rules need to be changed! Actual changes are only more serious because it is more permanent.
WOTC is changing the name, the card backs, and the basic rules of the game, wouldn't
this be a good time to take care of the few problem cards?
Players are not perfectly free to ignore tournamnet rules if that is what every
one else is playing. Players are perfectly free to ignore card changes, make up
there own rules, and pretty much do what ever they want if they can find other
players to go along.
Just my Opion, and only that for the moment.
Steven Bauer
Owen Reynolds wrote:
> I'm curious to know what percentage of players do play 4-card, but
> if it's as high as I think it is (I know of 4 groups, and all play
> that way,) it only makes sense to have some sort of sanctioned 4-card
> tourney format. A no-limit format could then adopt whatever rules
> it wanted with much less danger of them being "the rules."
We keep card numbers free, but most players feel the game gets boring with too
many cards of the same type in the deck (every game plays the same), so they
impose a four card limit on themselves. If a card is felt essential for a
deck, some people decide to put some cards of that type in. I also impose such
limit on my decks, but I happen to deviate from it sometimes (if you are going
to play with me next sunday: I have 6 Majesties in the deck I'll use then
(really don't want combat)).
> 3) Most Jyhad players hate Magic, and vice versa. Again, these are just
> my observations and I'm curious to see what others think.
In Delft, all Jyhad players play Magic as well. We think Jyhad is a better
game, but Magic beats Jyhad all times when playing with just 2 players.
--
Johan Meijdam
jo...@pa.twi.tudelft.nl
ch...@fpah1.dseg.ti.com (Charles T. Schwope) writes:
> I hate to say it, but try to find someone to play non-tourney rules
>with you in MtG. Next to, if not totally, impossible.
The reason this is true in Magic is because the rules that come with the game
aren't play balanced. Players tend to want rules that don't make it obvious
what the best strategy is so they look elsewhere. A number of Magic clubs
or groups make their own deck construction rules but the easiest thing to do
is to use another set of deck construction rules that WotC has blessed and
anointed in some way: Duelist Convocation rules. If the rules in the game
box (well, starter decks in this case) were reasonable, I very much doubt this
would happen. Tournament rules decks would probably be mainly limited to
players that were trying to test them for tourneys.
> If tourney rules are released for VTES, they will become the standard
>to build decks by (most likely).
Um, the DC _DID_ release tourney rules for VTES (basically 60-80 card decks,
no limits) and even WotC didn't use them at Gencon. Blackly humorous in a
way but it does demonstrate my point. Rules get used when there's some
attraction to them. The two main factors affecting which deck construction
rules people use are:
How do they contribute to play-balance? Do they make it difficult to find an
invulnerable strategy? Or do you have to "trust" your opponent not to use an
obvious strategy to have a decent game (when you don't use the same one)?
How universally accepted are they? Who advocates them? Do they come with the
game (best)? Or are they advocated by a respected nationwide or worldwide
organization that advertises or even markets them (second best)? Are they
some "player's standard" that seems "universally" accepted (this doesn't exist
but I would think it would be third best)? Or are they just some rules your
local play group thought up (least useful in this respect)?
(One other factor involves the undesirability of using tournament rules in
informal play, since some of the deck construction rules were conceived for
tournaments for reasons that don't have anything to do with informal play,
mainly time constraints.)
The problem with Magic right now is that these two factors are working against
one another. The most well-known rules are also the worst. On the other hand,
a lot of local play groups probably have great deck construction rules but
such rules are worthless outside of the group. So DC rules win by default.
In Jyhad, DC rules aren't much different then the original rules. On the
other hand, neither the DC nor the original rules address what seems to be
a popular concern with limiting overpowered cards. If what was meant by the
statement that was quoted above was: "If the DC comes out with rules that limit
cards in some way (particularly overpowered ones) everyone will start using
them.", I agree that they may become quite popular. This would be the Magic
situation all over again where DC rules are perceived as better play-balanced
than the game-box rules and thus get used more often. But that would be
unfortunate because, like Magic, the issue of which deck construction players
should use would never get settled. Ugh!
I agree with with the people who say, "Let's just fix the overpowered cards."
Fred
Anton Dovydaitis (an...@infoserv.com) wrote:
: At ManaFest, a library consisting almost entirely of Conditioning, Fifth: Tradition, Freak Drive, and Majesty managed to clear the entire table
: in one turn or nearly so every game.: With Fifth Tradition: Hospitality, the increased blood cost might not
: do the trick.
The 'fix' for Fifth Tradition is not to give it additional blood cost,
but rather to add an additional stipulation that the acting Prince/Justicar
may not give the blood to itself. This is not too restrictive if the
card is being used properly, and fits the name of the card. (How can one
be hospitable to oneself?)
That would leave only the Giant's Blood as a way to fill up when empty,
and it already has the built-in restriction that only one can be used,
period, per game. With this fix, and one additional cost to Freak Drive
and Majesty both (two cards that _everyone_ agrees are broken, and only
differ in degree and how to fix them), that deck would have ousted maybe 1
Meth, tops, before running out of steam. Annoying for that Meth, perhaps,
but not abusive when you consider that this guy is now meat. 1 victory
point will not a winner make.
[ quoted text not captured ]
Shane Travis(tra...@duke.usask.ca) wrote:
> The 'fix' for Fifth Tradition is not to give it additional blood cost,
> but rather to add an additional stipulation that the acting Prince/Justicar
> may not give the blood to itself. This is not too restrictive if the
> card is being used properly, and fits the name of the card. (How can one
> be hospitable to oneself?)
One is not necessarily being hospitable to oneself. As a Prince/Justicar,
Kindred can _demand_ that they be treated in a way that they want by
invoking the Fifth Tradition. (I'm not sure, as I do not have Vampire the
Masquerade with me, but as far as I know, the Fifth Tradition basicly
refers to this. If I find otherwise, I will update this post.)
A possible fix:
Alan Kwan(kw...@cs.cornell.edu) wrote:
>So YOU know what (yet another) problem card is: 5th Tradition.
> [snip] If you cut 5th Trad. to restoring
>at most 4 blood, this will cut it to the same level as Superior
>Restoration (since 5th Trad. cost 1) and `fix' this problem card.
>(Freak causes 2, 5th Trad. restores 3, 2 cards for 1 blood,
>hard to cheat with that ...)
...though I might be mroe generous than he is.
@#$@#$@#$@#$@#$@#$
Adrian Sullivan
GAT/CS/M/P/O/WS
(The short sig.)
@#$@#$@#$@#$@#$@#$
Time to pitch in my two cents,
We quickly decided on a four card limit because our group had about three
players who could build any deck they wanted and the rest had less than $50
retail worth of Jyhad cards. A four card limit kept people like me from
playing with massive multiples of certain cards. I won the First Jyhad
Tournament ever with a Ventrue/Toreador Vote Bleed Deck with a self
imposed Four Card Limit. In the Second Ever Jyhad Tournament I had a self
imposed four card limited Fortitude Combat Deck. The Person who won the
Tournament had 1/2 of his deck Telepathic misdirection/Deflection, but I
beat him in the one game we played. There are enough good cards to
support a limit. I think a four card limit is too limiting now, I think
the %10 limit is fair enough. I don't like playing card games where a
player can use the key card in his deck again and again and again, In a
play and replace environment it is too ill. Whats wrong with Majesty
isn't just the untap, But even just the Strike:Combat Ends. If I can
insure that my vampires will always be able to escape combat by putting
30: Strike combat ends in my deck That ruins the balence of the game. I
also feel that once you get to the point where you can count on a card
being in your hand every time you need it the game has lost the random
feel of a card game. All I can say is people will find abuses of the
cards and unless you limit the # of a single card in a tournament my
Tremere Combat deck has no chance agains a two turn win freak drive deck,
or whatever the next abusive combo is. -Jake
On 6 Sep 1995, Owen Reynolds wrote:
> Three big points that I think are missed here, and what I think
> they mean:
>
> 1) Jyhad tourney rules have not become standard for Jyhad play. Just
> look at the huge number of people who play 4-card, for example, or
> people who think "the more the merrier" when tournament says you
> should have 5 people.
> Is it the case that there are very few "sanctioned," "official"
> Jyhad tourneys outside of Seattle/CA, and there will be more in the
> future?
>
> 2) Lots and lots of people play with a 4-card limit. Many of these
> people are absolute idiots, but they buy Jyhad cards. I've talked to
> one individual who isn't stupid, but he's sincerely worried that a
> Jyhad game without card limits will result in _more_ speed bump
> players, since they won't be able to resist putting in 20 of a "good"
> card and will always have a jammed hand. You can't argue with someone
> who thinks like that.
>> I'm curious to know what percentage of players do play 4-card, but
> if it's as high as I think it is (I know of 4 groups, and all play
> that way,) it only makes sense to have some sort of sanctioned 4-card
> tourney format. A no-limit format could then adopt whatever rules
> it wanted with much less danger of them being "the rules."
>> 3) Most Jyhad players hate Magic, and vice versa. Again, these are just
> my observations and I'm curious to see what others think.
>[ quoted text not captured ]
kv...@cs.cornell.edu (Alan Kwan) writes:
>the written rules can be read so as to allow 1 vote max>per Meth
>[...]
>other Meth can play only 1 voye each
>[...}
Hi Alan,
I can't see how you can interpret the rules this way
since they read "...Additional Political cards can be burned by any other
Meth..." .
>not prevented from doing something everybody else can be doing
That's way in my opinion the rules errata say that also the vote caller
can play additional cards (BTW, we have always played like that).
It's also a good way to refresh your hand! :)
Luca "Democritus" Consoli
jo...@pa.twi.tudelft.nl (Johan Meijdam) wrote:
>Jyhad ia a better game but Magic beats Jyhad all times when playing with
>just two players.
Well, that's quite obvious to me, since I think that Jyahd was born as
a multiplayer game which you can also play in 2, while Magic was born as
a 2 players game which can also be played multi.
BTW, I think JYahd is a better game any way you look at it!
Luca "Democritus" Consoli
con...@imoax1.unimo.it (Luca Consoli) writes:
>kv...@cs.cornell.edu (Alan Kwan) writes:>>the written rules can be read so as to allow 1 vote max
>>per Meth> I can't see how you can interpret the rules this way>since they read "...Additional Political cards can be burned by any other
>Meth..." .
I don't have them with me, but they essentially say, "Other
Methuselahs may ALSO play extra vote cards for votes."
The 'also' doesn't make any sense if you were describing some new
thing that could be done during a vote. The sentence must really be
saying, "In the same way the Meth calling the vote gained 1 vote from
a vote card, other Meths may gain votes from tossing vote cards."
It says "votes" instead of "vote" for grammatical reasons --
if 4 other Meths each play 1 vote card and each gain 1 vote, the
other Meths have played vote cardS and gained voteS.
The point not being that this is "correct," but that this is a
reasonable way to interpret the meaning of that paragraph.
alsu...@students.wisc.edu (theCorrupter) writes:
>One is not necessarily being hospitable to oneself. As a Prince/Justicar,
>Kindred can _demand_ that they be treated in a way that they want by
>invoking the Fifth Tradition. (I'm not sure, as I do not have Vampire the
>Masquerade with me, but as far as I know, the Fifth Tradition basicly
>refers to this. If I find otherwise, I will update this post.)
From the role-playing game standpoint (V:tM) the 5th tradition is
complete and utter nonsense. Princes keep refrigerators of blood just
for emergencies, and in general will never go hungry. Any prince or
justicar can spend 1 hour, tops, and be completely sated. Of course,
many of them _enjoy_ taking longer.
To try and make sense of it, you can describe blood on hand as
ALL of your blood-obtaining resources, but then the way you spend blood
in combat makes little sense, "wait here while I drain some zoo animals
to power my celerity."
"Anton Dovydaitis" <an...@infoserv.com> writes:
>In <42nrjh$r...@newsbf02.news.aol.com>, curt...@aol.com (CurtAdams)
wrote:
>>> >With Fifth Tradition: Hospitality, the increased blood cost might not
>> >do the trick.>>> You're absolutely right on that one; as long as you can Hospitality
>> yourself, blood cost means little. Hence my recommended fix on the 5th
is
>> that you can't hospitality yourself.>Yes, but if you had TWO Justicars, they could just alternate.
However, it's very hard to bring out, and keep out two Princes/Justicars.
By the time you got two out, most decks should have a reasonable chance of
stopping the 5ths, or ousting the Methuseleh. A vote or bleed deck would
have an excellent chance of ousting by then, or shortly after. A rush
deck could pound one of the Justicars. And an intercept deck obviously
can stop the 5ths.
I concede it's still a great card and potentially abusable. Alan's
suggestion to cap the blood gain is more secure than mine. I do, however,
think that my interpretation weakens the card enough that 5th tradition
decks are controlled by the usual Jyhad decks, and it has the benefit of
being a common interpretation of the card.
Curt Adams (curt...@aol.com)
In <42l9vc$a...@saga.cs.cornell.edu>, kw...@cs.cornell.edu (Alan Kwan) wrote:
> >Having hosted Elysium, a weekly Jyhad club, for several monthes, I can
> >testify that deck limits work and are acceptable to most players.
>> How many of your club people have played Jyhad without limit /and/
> `fixed' as suggested by some of the Net.Elders? One doesn't have a
> longing for the real thing, unless one has tasted the real thing
> (or at least visualized it :-( ) ...
Alas, Elysium is no longer. The players didn't buy enough beer, so
the bar that was hosting it gave us the boot.
Remember, always support the merchant with dollars who supports your
activity. There's no such thing as a free lunch.
[ quoted text not captured ]
In <42nrjh$r...@newsbf02.news.aol.com>, curt...@aol.com (CurtAdams) wrote:
>
> >With Fifth Tradition: Hospitality, the increased blood cost might not
> >do the trick.
>
> You're absolutely right on that one; as long as you can Hospitality
> yourself, blood cost means little. Hence my recommended fix on the 5th is
> that you can't hospitality yourself.
Yes, but if you had TWO Justicars, they could just alternate.
>> >Having hosted Elysium, a weekly Jyhad club, for several monthes, I can
> >testify that deck limits work and are acceptable to most players.
>> Oh really? Why did my Malk deck stomp all over the whole table in the one
> round under 4-card in your tournament?
I didn't run that tournament myself, and in the monthes at Elysium almost
everyone favored a four card limit, almost all games were played with
such limits, and there were almost no complaints about said limits.
[ quoted text not captured ]
:> Shane Travis(tra...@duke.usask.ca) wrote:
:> The 'fix' for Fifth Tradition is not to give it additional blood cost,
:> but rather to add an additional stipulation that the acting Prince/Justicar
:> may not give the blood to itself. This is not too restrictive if the
:> card is being used properly, and fits the name of the card. (How can one
:> be hospitable to oneself?)
This does not 'fix' fifth tradition it just slows it down until the player can get out two princes and play it on each other. Not a hard thing to do in the
Ventrue, freak drive, majesty deck.
By the way, how do you define the proper use of a card?
Steven Bauer
aa...@cats.ucsc.edu (Thomas R Wylie) writes:
>Frederick Scott <fre...@anthrax.cisco.com> wrote:>>Um, the DC _DID_ release tourney rules for VTES (basically 60-80 card decks,
>>no limits) and even WotC didn't use them at Gencon. Blackly humorous in a
>>way but it does demonstrate my point. Rules get used when there's some
>>attraction to them.>>So you're saying what, that we're going to undermind the "anointed" rules
>every time we want to do something a little differently? Did the point
>system that was used at GenCon undermine Type I and Type II? Just because
>people in general seem to assume that they need to follow certain rules all
>the time doesn't mean that we are under any such illusion. If we choose
>to run a Magic tournament with 6-card limits, that does't mean that we don't
>like or are thinking of changing the existing 4-card limits, just that we
>want to do something different. Using card limits in the GenCon tournament
>was just doing something different, to see how it turned out. A tournament
>doesn't have to be labeled "experimental" in a program guide for us to play
>around with the rules a little.
Where do I start?
My quoted comment above was not intended to criticize WotC for experimenting.
(OK, I suppose the "blackly humorous" part was critical of something but it
wasn't that.) I was simply pointing out to the fellow the WotC's Jyhad
tournament rules had not become the standard to build decks by as he thought
they would be.
If you're referring to my criticism of the Gencon tournement in an earlier
post, no, I do not thing you're undermining your own rules (DC or "game box")
by running an experimental tournament. I simply believe it's not nice to
change the tournament rules 10 minutes or even 2 days before the tournament.
Player make plans, test decks, trade or buy the cards they need, don't want to
bring their entire collection to the convention. If you're saying WotC never
promised players a real DC Jyhad tournament in the Gencon program then, a) it
sounded like some people certainly had that impression (their own fault?); and
b) then I'm trying to suggest that it would be nicer to state what you're
trying to do _ahead_ of time (like in the prereg program) so that players can
make plans, test decks, trade or buy cards, etc. etc. for an experimental
tournament _with_ 4-card limits. Do that and I have no problem with the
concept of experimentation.
I should add, though, that I don't see a lot of Jyhad tournaments, period.
One only at Origins, with all those Magic tournaments. One only at Gencon?
I suppose there could have been a bunch of them I didn't know about and I'm
not hearing about in other parts of the country. If not, though, it seems
to me that you might try "experimenting" around a bit more with your original
DC rules.
As far as the rest of the post you quoted, I was just trying to anaylyze why
the selection of deck construction rules in Magic was problematic for players
and how that compared to Jyhad's situation.
Fred
Tom writes:
>I suspect that a lot of the Jyhad players who "hate" Magic just burned
out
>on it for whatever reason, rather than thinking it's evil.
In my group we think Magic is a markedly inferior game. This is not a
representative survey.
>I suspect a lot
>of the Magic players who "hate" Jyhad dislike the fact that it's
generally
>not degenerate :) or just don't like group play. It would probably be
>illuminating to get a sense of what someone with one of those opinions
>thinks about other games in the industry.
My impression is that most Magic players simply don't "get" Jyhad.
(That's what a lot tell me). I think the fundamental reason is that Jyhad
plays very differently from Magic - permanents are not very important,
sitting around is discouraged, card use is completely different,
interaction of cards and players is much more important, etc.
I believe that a primary reason for 4-card limits is that it makes Jyhad
like Magic, and not like Jyhad. People tolerate the confining and tedious
deck construction, and the out-of-control Malk decks, to make Jyhad more
like what they are familiar with.
Curt Adams (curt...@aol.com)
Tom writes:
> A tournament
>doesn't have to be labeled "experimental" in a program guide for us to
play
>around with the rules a little.
It should be. A good tournament deck often involves a lot of planning and
testing and it's not fair to change the rules on people as they walk in.
The rules for any tournament should be publicly available well in advance.
This holds for any game.
Curt Adams (curt...@aol.com)
Owen Reynolds <reyn...@cs.iastate.edu> wrote:
> Three big points that I think are missed here, and what I think
>they mean:
>1) Jyhad tourney rules have not become standard for Jyhad play. Just
>look at the huge number of people who play 4-card, for example, or
>people who think "the more the merrier" when tournament says you
>should have 5 people.
Well, the 'should have 5 people' is more of a bracketing issue than
anything else, so obviously people are going to ignore that in prviate
play. How many people play Magic in swiss format, or single elimination,
when at home? I do suspect that more people play with card limits out of
habit, than because they tried no limits and decided it didn't work.
> Is it the case that there are very few "sanctioned," "official"
>Jyhad tourneys outside of Seattle/CA, and there will be more in the
>future?
We generally have one or more Jyhad tournaments whenever we have a presence
at a convention. I don't know how many sanctioned Jyhad tournaments there are.
>3) Most Jyhad players hate Magic, and vice versa. Again, these are just
>my observations and I'm curious to see what others think.
I suspect that a lot of the Jyhad players who "hate" Magic just burned out
on it for whatever reason, rather than thinking it's evil. I suspect a lot
of the Magic players who "hate" Jyhad dislike the fact that it's generally
not degenerate :) or just don't like group play. It would probably be
illuminating to get a sense of what someone with one of those opinions
thinks about other games in the industry.
> I can see why WotC is interested in having a consistant policy for>all of it's card games re:fixes (modulus the card-back change issue,)
>but most people don't seem to care. "That's how we did it for Magic"
>is more likely to piss them off than anything else, in fact.
Well, "that's how we did it for Magic" is said largely because that's
the only precedent we have. It is not true that everything that is good
for Magic is good for Jyhad/VTES, or vice versa. But there are certain
guidelines that we think are good to TCGs in general, and are applied
to both Magic and J/V, as well as to Netrunner. But it can be difficult
to explain to people exactly what's going on there, that we don't want
to blindly do things just because they happened to work for Magic.
[ quoted text not captured ]
In article <42re50$1...@darkstar.UCSC.EDU>,
Thomas R Wylie <aa...@cats.ucsc.edu> wrote:
>Using card limits in the GenCon tournament>was just doing something different, to see how it turned out. A tournament>doesn't have to be labeled "experimental" in a program guide for us to play
>around with the rules a little.
[long diatribe follows]
I signed up for the officially sanctioned VTES tournament at GenCon. From
the time that I signed up until the time that I actually sat down at a
table (after signing in to the tournament), there were no card limits for
deck-building. Note that this includes all of the time that I spent
actually building my deck.
In the following fifteen minutes, WotC introduced its four-card limit.
Why? As an experiment, according to Tom. Now, I don't know how many
of you have tried it, but if you build a deck with a four-card limit,
and a deck without a per-card limit, they will often end up with different
compositions. In fact, the deck you built with no limits may not even
be legal in a limited environment.
But never fear -- participants were given that fifteen minutes to redo
their decks to meet this restriction. So that deck that you spent up
to 3 months building and tuning under the published tournament rules for
this officially sanctioned tournament, you should have no problem tuning
down to some arbitrary set of restrictions chosen purely for experimental
purposes.
Unfortunately, I did not bring any cards other than my built (incorrectly,
surprise, surprise) deck, so I couldn't tweak to meet the new requirements.
There was another player who was generous (I'm being serious here) enough
to offer me some additional commons from his stash if I wanted.
But like I said, I had spent some time thinking about and organizing my
deck in the months before GenCon, and I didn't think 15 minutes of
tearing asunder and rebuilding was going to produce the same level of
effectiveness. So I signed out and got my money back. Of course, now it
was too late to join another game, since the WotC staff didn't actually
get its collective act together until about 15 minutes after starting
time to announce the deck-building restrictions (then giving another
15 minutes after that to tune).
So I would disagree with Tom's assertion. Yes, saying "four-card limit"
instead of "no limit" is not a major rules change, but it is a major
deck-building change. In any tournament, the rules should be announced
ahead of time if they are going to affect a player's preparation for
that event. "Okay decathalon contestants, this Olympics we're going to
replace the high jump with a water ski jump. Just a little change, we
feel like experimenting with the format. Since you've trained so long
on the other events, we'll give you the rest of the day to practice
you skiing, and then run that event tomorrow. Good luck!"
In a sanctioned tournament, the completely standard tournament rules
should be followed. Otherwise, why bother having an official set
of tournament rules in the first place?
All of this is moot for me, of course, as I will not participate in
another WotC-sponsored event. I have had several negative experiences
with WotC convention staff (at other cons as well as GenCon 95) since
they came to power after the release of Magic. It's just not worth it
to me when I can be hanging out with polite game designers who don't
f*ck with their product on a whim. (Note: nobody at GenCon was impolite;
I had that run-in at DragonCon 94).
Hunter
--
J. Hunter Johnson
jhun...@io.com (Illuminati Online)
"Eventually, all school subjects at all grades will be taught with
GURPS supplements." -- Moriah (Mike Sullivan)
Jake Holub <ja...@hooked.net> writes:
>Time to pitch in my two cents,
>We quickly decided on a four card limit because our group had about three>players who could build any deck they wanted and the rest had less than
$50
>retail worth of Jyhad cards.
That's what trading is for. Player A trades their Bum's Rushes for Player
B's Deflections, and both are off and running with good anti-Malk
defenses.
>A four card limit kept people like me from
>playing with massive multiples of certain cards.
But it limited them as well.
>I don't like playing card games where a
>player can use the key card in his deck again and again and again, In a
>play and replace environment it is too ill.
I disagree. First, that's good for strategic thinking - you must plan and
scheme and deal much harder when there is less luck about. Second, it's
good for flavor - Don Cruez has superior Celerity and should ALWAYS be
able to throw good Celerity cards, if he's in that kind of deck. He
should be master of the wind all the time, not just on good days.
>Whats wrong with Majesty
>isn't just the untap, But even just the Strike:Combat Ends. If I can
>insure that my vampires will always be able to escape combat by putting
>30: Strike combat ends in my deck That ruins the balence of the game.
S:CE and untaps are BOTH too good in the current set. S:CE is the more
obvious problem, but untaps are more fundamental. S:CE seems incredibly
gross, but one can counter a S:CE deck by playing a vote or bleed deck.
Untaps are more subtle, but there's really no counter to untaps save
untaps of your own. Of course, putting the two together in one card
(Majesty and Earth Meld, in a sense Form of Mist and Obedience) makes one
really gross card.
>I also feel that once you get to the point where you can count on a card
>being in your hand every time you need it the game has lost the random
>feel of a card game.
A) Even a Freaky bleed deck has a substantial luck element.
B) In any case, I find other players more interesting opponents than luck
of the draw.
>All I can say is people will find abuses of the
>cards and unless you limit the # of a single card in a tournament my
>Tremere Combat deck has no chance agains a two turn win freak drive deck,>or whatever the next abusive combo is.
Not so. Jyhad is very abuse-resistant. Cards have to be pretty
outrageous to be abused. The cards people complain about are pretty
outrageous.
Incidentally, Tremere combat is one of the few decks which CAN take down a
Majestic Freaky bleed deck. Intercept, Fast Reaction, Burst of Sunlight
(obviously you have to be built for it; typical 2nd round nuke Tremere
decks can't do that, of course). Ventrue have Fortitude, sure, but Freaky
bleed decks have very few prevent damage cards because they cause serious
hand jams.
Curt Adams (curt...@aol.com)
[ quoted text not captured ]
First I would like to say trying to "role-play" a card game is only going to
go so far. May I sugest Vampire: The Masquerade as a good role playing alternative
to Jyhad. Now that's not to say that the "feel" of Jyhad is not important.
The game mechanics need to be good or the game is no good. A card game is
at it's heart a board game and not a role-playing game. The main purpose is to
try to win, not to play a role.
Now as for your comments
Excerpt from "The Eternal Struggle(TM) A Players Guide of the JYHAD(TM)"
"One important thing to remember about Jyhad(TM) is that the blood pool
does not represent a vat of actual blood. Rather, it represents influence,
resources, and the most precious commodity within the vampire community, status..."
Therefore using blood to power cards in battle may represent expending
some of your reasources. Now I know most of the combat cards seem to imply
direct combat, but you can always get creative with the effects (maybe
he throw that well aimed card at a store you were running drugs through and
undermined your finacial and polotical clout) and I refer to my above comment
on trying to aply to much role-playing to a card game. And by saying blood
is status, you can say anything makes you gain or lose status.
As for the fifth tradition: (also from TES)
"Honor one another's domain. When thou comest to a foreign city, thou shall present thyself to the one who ruelth there. Without the word of acceptance, thou art nothing."
So it is clear that is is not physical blood but status being gained. And
the prince can grant this status to anyone, but he could also gain status by
not granting it to someone important(IMO)
Fix the rule, then explain it! I like can only perform once per turn.
(Not on self does not stop tag teaming, freak driving princes)
Explanation: If he is to hospitable (or inhospitable) it loses it's significance.
Steven Bauer
In article 8105...@shazam.cs.iastate.edu, reyn...@cs.iastate.edu (Owen Reynolds) writes:
[ quoted text not captured ]
The exact wording from TES is:
"Additional political cards can ALSO be used by any of the OTHER Methuselahs
for votes."
The use of also in this case only implies a different method of gaining votes
not that the casting methuselah has this ability. I would also think that the
use of other implies that the casting methuselah does not have this ability.
From this senstance you can't tell how many additional cards can be used or
how many votes each card gives you.
A earlier sentence states one card one vote "A political card always
provides one vote for the Methuselah playing it.
I think a later sentence implies that each methuselah only get one vote:
"In addition to the vote provided by the card played, you get the following extra
votes for vampires under your control: ..."
When I first read this I thought the card "played" was the card calling
the vote, but if that is the case then the rules never state that any meth other
than the acting meth get benefit from prince, primogen, justicar. I "played"
means either used to call the vote or discarded for a vote then the rules
are pretty specific(if some what cryptic) that you only get one vote per
meth.
Am I wrong? Can I get an official interpetation of what "played" means.
I hope I havn't confussed anyone(except myself but that's given)
Steve
Frederick Scott <fre...@anthrax.cisco.com> wrote:
>Um, the DC _DID_ release tourney rules for VTES (basically 60-80 card decks,
>no limits) and even WotC didn't use them at Gencon. Blackly humorous in a
>way but it does demonstrate my point. Rules get used when there's some
>attraction to them.
So you're saying what, that we're going to undermind the "anointed" rules
every time we want to do something a little differently? Did the point
system that was used at GenCon undermine Type I and Type II? Just because
people in general seem to assume that they need to follow certain rules all
the time doesn't mean that we are under any such illusion. If we choose
to run a Magic tournament with 6-card limits, that does't mean that we don't
like or are thinking of changing the existing 4-card limits, just that we
want to do something different. Using card limits in the GenCon tournament
was just doing something different, to see how it turned out. A tournament
doesn't have to be labeled "experimental" in a program guide for us to play
around with the rules a little.
[ quoted text not captured ]
Thomas R Wylie (aa...@cats.ucsc.edu) wrote:
[ quoted text not captured ]
I believe that people had a problem with GenCon b/c it was
a "sactioned" WoTC tournament, and had not advertized ahead of time that
it was with a 4 card limit. Therefore people assumed that the tourney
rules for VTES would be used. (I wasn't there so I can't be sure about this,
but seems logical.) I would feel the same way if someone holding a tourney
told me there was a sactioned Type I MtG tourney, and then I showed up and
was told ... "Oh, by the way we are using that new WoTC point system." At
which point, the appropriate response is to walk out, and tell everyone else
there to do the same (IMHO).
--
Charles T. Schwope | Every man is a spark in the darkness. By the
aka CT | time he is noticed, he is gone forever, a
ch...@fpah1.dseg.ti.com | retinal afterimage that fades, and is obscured
c-sc...@ti.com | by newer, brighter lights.
On 7 Sep 1995, Shane Travis wrote:
> Anton Dovydaitis (an...@infoserv.com) wrote:
> : At ManaFest, a library consisting almost entirely of Conditioning, Fifth
> : Tradition, Freak Drive, and Majesty managed to clear the entire table
> : in one turn or nearly so every game.
>> : With Fifth Tradition: Hospitality, the increased blood cost might not
> : do the trick.
>> The 'fix' for Fifth Tradition is not to give it additional blood cost,
> but rather to add an additional stipulation that the acting Prince/Justicar
> may not give the blood to itself. This is not too restrictive if the
> card is being used properly, and fits the name of the card. (How can one
> be hospitable to oneself?)
I thought this was already official. Have I missed a reversal or two?
---------
Paul Schaaf
sch...@u.washington.edu
sba...@cso.geg.mot.com (Steven Bauer) writes:
>reyn...@cs.iastate.edu (Owen Reynolds) writes:>> From the role-playing game standpoint (V:tM) the 5th tradition is>> complete and utter nonsense. ....>> To try and make sense of it, you can describe blood on hand as
>> ALL of your blood-obtaining resources, but then the way you spend blood
>> in combat makes little sense, "wait here while I drain some zoo animals
>> to power my celerity.">First I would like to say trying to "role-play" a card game is only going to
>go so far.
>May I sugest Vampire: The Masquerade as a good role playing alternative
>to Jyhad.
Everything I said was about V:tM. I guess I'm presenting myself as an
"expert" on how things work in the role-playing game and claiming that it
just can't be related. I'll do so for the "official" explaination you
gave.
>Excerpt from "The Eternal Struggle(TM) A Players Guide of the JYHAD(TM)"> "One important thing to remember about Jyhad(TM) is that the blood pool
>does not represent a vat of actual blood. Rather, it represents influence,
>resources, and the most precious commodity within the vampire community,
>status..."
This would mean that a vampire down to 1 blood has the same status as
a Catiff -- i.e.: none. Generally, diablerizing a Catiff, or a Catiff who
no one likes, isn't regarded as that big a deal.
If blood really was status, Princes and Justicars would lose their votes
when there blood level went to a certain level, and there'd be no blood hunt
at all for a <1-2 capacity vampire being slain. Being made a Prince would
_have_ to increase your capacity/status to at least 6, as well.
Also, being beaten up does not make you lose status. T-Bird the Vampire
has beaten the dog shit out of several vampires in public places after they
pissed him off. _He_ generally loses status (although not much, since he's
known to be a very violatile Brujah) and the beatee often gains status in
the form of sympathy.
Bum's Rush would then involve killing someone's herd, smashing their
chop-shop, etc... and would be more like a Cryptic Mission (cause them
to lose blood/status without them being able to do anything unless they
intercept/stop you.)
Combat is just too obviously combat, and all blood has to be considered
to be "on hand."
> As for the fifth tradition: (also from TES)
> "Honor one another's domain. When thou comest to a foreign city,
>thou shall present thyself to the one who ruelth there.
>Without the word of acceptance, thou art nothing.">So it is clear that is is not physical blood but status being gained. And
>the prince can grant this status to anyone, but he could also gain status by
>not granting it to someone important(IMO)
Still makes no sense. There's this Justicar who's been totally
disgraced...she's had her financial empire destroyed, has been beaten
up and held for a while somewhere, her own clan members have even elected
a new Justicar. So, she flees to a new city and asks the Prince if it's
OK for her to live there. He agrees, and she's once again an extremely
important member of the vampire community. Doesn't sound right to me.
The point I'm trying to make is that arguing for card-fixes based on
how things work in the RPG is pretty pointless. For me, I'd have been
just as happy if Jyhad was played with a secret empire of Ninjas. Still
the same game.
In article <42opp0$s...@sirio.cineca.it> con...@imoax1.unimo.it (Luca Consoli) writes:
>
>kv...@cs.cornell.edu (Alan Kwan) writes:
>>>the written rules can be read so as to allow 1 vote max
>>per Meth>>[...]
>>other Meth can play only 1 vote each
>>[...}>Hi Alan,> I can't see how you can interpret the rules this way
>since they read "...Additional Political cards can be burned by any other
>Meth..." .
The sentence can be worded in no other way (ala WotC standards).
If the rules say, "An additional Political card can also be
used by any of the other Methselahs", then it'll be read as though
only 1 Meth. can play 1 additional card, and we'll have timing problems
as to who gets the right to play that card.
If the original intention is as what I suspected (1 card each Meth.),
the rules would appear exactly like what we have now (remembering
WotC standards).
>>not prevented from doing something everybody else can be doing>That's way in my opinion the rules errata say that also the vote caller
>can play additional cards (BTW, we have always played like that).
>It's also a good way to refresh your hand! :)
It's /way/ too good a way to refresh your hand. (No smilie)
--
"Live Life with Heart."
Alan Kwan kw...@cs.cornell.edu
On 9 Sep 1995, CurtAdams wrote:
> Jake Holub <ja...@hooked.net> writes:
>
> >Time to pitch in my two cents,
> >We quickly decided on a four card limit because our group had about three
>
> >players who could build any deck they wanted and the rest had less than
> $50
> >retail worth of Jyhad cards.
>
> That's what trading is for. Player A trades their Bum's Rushes for Player
> B's Deflections, and both are off and running with good anti-Malk
> defenses.
In our group Malk Decks never florished. I had a solid combat deck that
had little problem with a malk predator
> >A four card limit kept people like me from
> >playing with massive multiples of certain cards. >
> But it limited them as well.
>
> >I don't like playing card games where a
> >player can use the key card in his deck again and again and again, In a
> >play and replace environment it is too ill.
>
> I disagree. First, that's good for strategic thinking - you must plan and
> scheme and deal much harder when there is less luck about. Second, it's
> good for flavor - Don Cruez has superior Celerity and should ALWAYS be
> able to throw good Celerity cards, if he's in that kind of deck. He
> should be master of the wind all the time, not just on good days.
I disagree, I enjoy the strategic thinking of how best to use the cards
I have, My Don Cruez can reserve his mastery of the wind for when he
really needs it, but will still breeze around his opponents as
inspiration takes him. I play cards to have every game be different. You
are entitled to enjoy your style of play, but the game has more variety
when a you enforce a limit of playing with at least 10 different cards.
> >Whats wrong with Majesty
> >isn't just the untap, But even just the Strike:Combat Ends. If I can
> >insure that my vampires will always be able to escape combat by putting
> >30: Strike combat ends in my deck That ruins the balence of the game.
>
> S:CE and untaps are BOTH too good in the current set. S:CE is the more
> obvious problem, but untaps are more fundamental. S:CE seems incredibly
> gross, but one can counter a S:CE deck by playing a vote or bleed deck.
> Untaps are more subtle, but there's really no counter to untaps save
> untaps of your own. Of course, putting the two together in one card
> (Majesty and Earth Meld, in a sense Form of Mist and Obedience) makes one
> really gross card.
Playing a vote or bleed deck doesn't counter there strategy, unless you
can vote yourself more blood then they can bleed you for each round
> >I also feel that once you get to the point where you can count on a card
> >being in your hand every time you need it the game has lost the random
> >feel of a card game.
>
> A) Even a Freaky bleed deck has a substantial luck element.
Oh my! bad luck in that deck is not clearing the table in the first
round. I know that deck has been defeated but I would not say the luck
element is substantial enough for tournament play.
> B) In any case, I find other players more interesting opponents than luck
> of the draw.
>
> >All I can say is people will find abuses of the
> >cards and unless you limit the # of a single card in a tournament my
> >Tremere Combat deck has no chance agains a two turn win freak drive deck,
>
> >or whatever the next abusive combo is.
>
> Not so. Jyhad is very abuse-resistant. Cards have to be pretty
> outrageous to be abused. The cards people complain about are pretty
> outrageous.
I think that any card you can use than replace with the same card most of
the time is abusive and until they give away all cards free, unfair in a
tournement setting.
>
> Incidentally, Tremere combat is one of the few decks which CAN take down a
> Majestic Freaky bleed deck. Intercept, Fast Reaction, Burst of Sunlight
> (obviously you have to be built for it; typical 2nd round nuke Tremere
> decks can't do that, of course). Ventrue have Fortitude, sure, but Freaky
> bleed decks have very few prevent damage cards because they cause serious
> hand jams.
>
> Curt Adams (curt...@aol.com)
>
>
So you fuck your predetor up so his predetor with a freaky bleed deck can
sweep the table. Try playing a game where every other player has a freaky
bleed deck based around different princes justacars, and tell me what
strategy wins you the game. I agree that It is mostly problem cards. But
to me You lose most of the fun when you take out luck of the draw. -Jake
In article <Pine.OSF.3.91j.95091...@saul1.u.washington.edu>,
[ quoted text not captured ]
To date (11-SEP-95), there has been no errata/clarification issued for
either the Fifth nor the Sixth traditions. The first through fourth
Traditions have all been commented on in some official ruling.
(The fourth was just to clear up the background problem).
--
-----
L. Scott Johnson (lsc...@crl.com) | The opinions expressed are mine
Graphics Specialist and Jyhad Rulemonger | and subject to card text
In article 8108...@shazam.cs.iastate.edu, reyn...@cs.iastate.edu (Owen Reynolds) > > <Large amount of stuff deleted>
>The point I'm trying to make is that arguing for card-fixes based on
> how things work in the RPG is pretty pointless. For me, I'd have been
> just as happy if Jyhad was played with a secret empire of Ninjas. Still
> the same game.
I totaly agree. This was basically my point (from a sligtly different perspective)
Steven
sba...@cso.geg.mot.com (Steven Bauer) wrote:
>The exact wording from TES is:>"Additional political cards can ALSO be used by any of the OTHER Methuselahs
>for votes."
[...]
>From this senstance you can't tell how many additional cards can be used
That for sure.
[...]
>"In addition to the vote provided by the card played, you get the following >extra votes for vampires under your control: ..."
>When I first read this I thought the card "played" was the card calling>the vote, but if that is the case then the rules never state that any meth >other than the acting meth get benefit from prince, pri=
mogen, justicar. >"played" means either used to call the vote or discarded for a vote then the >rules are pretty specific(if some wh=
at cryptic) that you only get one vote per
>meth.
The point is that the rules say "used" when referring to other meths; as a
consequence I think that there is a mistake in the rules or, at least, that the
word "played" is ill-defined (better, _not_ defined!), as Steve says. Logically
all meths gain votes from their princes, etc. ; and that's why the DTR made the
correction that also the meth calling the vote can use additional political
cards (at least, in my opinion). Besides, I think that politics is one of the
best features that Jyhad has and the possibility of using (or playing or
whatever you want! :) ) more political cards gives much more flavour and
surprise than not being able to do it.
Luca "Democritus" Consoli
Web page: http://imoax1.unimo.it/~consoli
curt...@aol.com (CurtAdams) wrote:
>"Anton Dovydaitis" <an...@infoserv.com> writes:
>>>In <42nrjh$r...@newsbf02.news.aol.com>, curt...@aol.com (CurtAdams) wrote:
>>>>> Hence my recommended fix on the 5th is
>>> that you can't hospitality yourself.>>Yes, but if you had TWO Justicars, they could just alternate.>However, it's very hard to bring out, and keep out two Princes/Justicars.
Well, not so hard if you are playing a political deck with Praxis Seizure:*
or *Justicar. In that case you can have even more than two out in not much
time...
I think the best solution (IMO) to the abuse of 5th tradition is to increase
the blood cost (I could also say limit the card but I am on the "no limits"
side :))
Luca "Democritus" Consoli
Thomas R Wylie (aa...@cats.ucsc.edu) wrote:
: I suspect that a lot of the Jyhad players who "hate" Magic just burned out: on it for whatever reason, rather than thinking it's evil. I suspect a lot
: of the Magic players who "hate" Jyhad dislike the fact that it's generally
: not degenerate :) or just don't like group play. It would probably be
: illuminating to get a sense of what someone with one of those opinions
: thinks about other games in the industry.
Most Magic players I have encountered are not diplomatic, crafty, wily,
strategic, however you choose to describe it, to succeed in a multiplayer
environment. (Cf. an excellent thread on *.magic.misc called "Group Game
Stereotypes.") The harsh environment of the duel has trained them to
obliterate their opponent with little regard to threats from their right or
left; they understand little of politics, of deal-striking, of reneging
on deals, and thus either self-destruct or act ill-advisedly when they try
to play Jyhad.
For example: would you invite someone who only enjoyed kickboxing to play
Diplomacy with you and your friends? I don't think so. Thankfully, there
are those who learn the subtleties of Jyhad -- but they usually give up
Magic soon after.
- Neil
In article 100...@get.hooked.net, Jake Holub <ja...@hooked.net> writes:
>
>
> On 9 Sep 1995, CurtAdams wrote:
>
> > Jake Holub <ja...@hooked.net> writes:
> >
> > >Time to pitch in my two cents,
> > >We quickly decided on a four card limit because our group had about three
> >
> > >players who could build any deck they wanted and the rest had less than
> > $50
> > >retail worth of Jyhad cards.
> >
> > That's what trading is for. Player A trades their Bum's Rushes for Player
> > B's Deflections, and both are off and running with good anti-Malk
> > defenses.
>
> In our group Malk Decks never florished. I had a solid combat deck that
> had little problem with a malk predator
>
Could you please post a combat deck that can beat a Malk Deck under
four card limits, I think alot of people would like to see it.
> > >A four card limit kept people like me from
> > >playing with massive multiples of certain cards. >
> > But it limited them as well.
> >
> > >I don't like playing card games where a
> > >player can use the key card in his deck again and again and again, In a
> > >play and replace environment it is too ill.
> >
> > I disagree. First, that's good for strategic thinking - you must plan and
> > scheme and deal much harder when there is less luck about. Second, it's
> > good for flavor - Don Cruez has superior Celerity and should ALWAYS be
> > able to throw good Celerity cards, if he's in that kind of deck. He
> > should be master of the wind all the time, not just on good days.
>
> I disagree, I enjoy the strategic thinking of how best to use the cards
> I have,
That's tatical not strategic.
> My Don Cruez can reserve his mastery of the wind for when he
> really needs it, but will still breeze around his opponents as
> inspiration takes him. I play cards to have every game be different. You
> are entitled to enjoy your style of play, but the game has more variety
> when a you enforce a limit of playing with at least 10 different cards.
>
> > >Whats wrong with Majesty
> > >isn't just the untap, But even just the Strike:Combat Ends. If I can
> > >insure that my vampires will always be able to escape combat by putting
> > >30: Strike combat ends in my deck That ruins the balence of the game.
> >
> > S:CE and untaps are BOTH too good in the current set. S:CE is the more
> > obvious problem, but untaps are more fundamental. S:CE seems incredibly
> > gross, but one can counter a S:CE deck by playing a vote or bleed deck.
> > Untaps are more subtle, but there's really no counter to untaps save
> > untaps of your own. Of course, putting the two together in one card
> > (Majesty and Earth Meld, in a sense Form of Mist and Obedience) makes one
> > really gross card.
>
> Playing a vote or bleed deck doesn't counter there strategy, unless you
> can vote yourself more blood then they can bleed you for each round
>
S:CE hozes any strategy based on combat. If you are using a strategy not
based on combat(Vote or Bleed) S:CE will not effect you(In fact you would prefere it
because you don't have alot of combat card either). In other words you will be able
to vote or bleed for more effect with a deck designed only to vote or bleed than with one based on avoid combat using S:CE.
> > >I also feel that once you get to the point where you can count on a card
> > >being in your hand every time you need it the game has lost the random
> > >feel of a card game.
> >
> > A) Even a Freaky bleed deck has a substantial luck element.
>
> Oh my! bad luck in that deck is not clearing the table in the first
> round. I know that deck has been defeated but I would not say the luck
> element is substantial enough for tournament play.
>
> > B) In any case, I find other players more interesting opponents than luck
> > of the draw.
> >
> > >All I can say is people will find abuses of the
> > >cards and unless you limit the # of a single card in a tournament my
> > >Tremere Combat deck has no chance agains a two turn win freak drive deck,
> >
> > >or whatever the next abusive combo is.
> >
> > Not so. Jyhad is very abuse-resistant. Cards have to be pretty
> > outrageous to be abused. The cards people complain about are pretty
> > outrageous.
>
> I think that any card you can use than replace with the same card most of
> the time is abusive and until they give away all cards free, unfair in a
> tournement setting.
>
Uhm, I am not sure of your logic here. Is it less abusive if I have four each
of the rare cards and you don't? One of the great things about Jyhad(with out card limits) is that you can design a good deck with only common cards wich cost about $0.10 each, where as when you add card limits having all the rare cards can really gives
you an edge.
The size of your collection needed to put togeather a wining deck is less important
than the amount of money it cost to build said deck, and winning decks under card
limits are going to need rare cards where as without them you don't need very
many rare cards.
[ quoted text not captured ]
Jake Holub <ja...@hooked.net> writes:
>On 9 Sep 1995, CurtAdams wrote:>> Jake Holub <ja...@hooked.net> writes:>>> >Time to pitch in my two cents,
>> >We quickly decided on a four card limit because our group had about
three
>>> >players who could build any deck they wanted and the rest had less
than
>> $50 retail worth of Jyhad cards.>>> That's what trading is for. Player A trades their Bum's Rushes for
Player
>> B's Deflections, and both are off and running with good anti-Malk
>> defenses.>In our group Malk Decks never florished. I had a solid combat deck that
>had little problem with a malk predator
If you don't have 4-card limits, such decks are eminently possible.
Presumably that's what the guy with the Rushes would build. Malk decks do
seem to be the major opponent in most new groups.
>> >I don't like playing card games where a
>> >player can use the key card in his deck again and again and again, In
a
>> >play and replace environment it is too ill.>> I disagree. First, that's good for strategic thinking - you must plan
and
>> scheme and deal much harder when there is less luck about. Second,
it's
>> good for flavor - Don Cruez has superior Celerity and should ALWAYS be
>> able to throw good Celerity cards, if he's in that kind of deck. He
>> should be master of the wind all the time, not just on good days.>I disagree, I enjoy the strategic thinking of how best to use the cards
>I have, My Don Cruez can reserve his mastery of the wind for when he
>really needs it, but will still breeze around his opponents as
>inspiration takes him.
With combat actions, he'll be inspired but the card absent if you have
less than 10 in the deck.
Strategy is sharpest when you opposition is people, not luck. This is why
the classic strategy game - chess - has no luck at all.
>I play cards to have every game be different. You
>are entitled to enjoy your style of play, but the game has more variety
>when a you enforce a limit of playing with at least 10 different cards.
Actually lots of interesting and reasonable decks will need more than 10
of a card. Characterisitically, they are decks using card-based strikes,
dodges, and presses, although there are some other cards one sometimes
needs more than 10 of - Telepathic Counter in an Auspex non-intercept deck
springs to mind.
>> S:CE and untaps are BOTH too good in the current set. S:CE is the more
>> obvious problem, but untaps are more fundamental. S:CE seems
incredibly
>> gross, but one can counter a S:CE deck by playing a vote or bleed deck.>> Untaps are more subtle, but there's really no counter to untaps save
>> untaps of your own. Of course, putting the two together in one card
>> (Majesty and Earth Meld, in a sense Form of Mist and Obedience) makes
one
>> really gross card.>Playing a vote or bleed deck doesn't counter there strategy, unless you
>can vote yourself more blood then they can bleed you for each round
S:CE doesn't add any to bleed and can potentially jam your hand. It's the
untaps that let Majestic Bleed deliver lots of bleed each turn.
>> A) Even a Freaky bleed deck has a substantial luck element.>Oh my! bad luck in that deck is not clearing the table in the first
>round. I know that deck has been defeated but I would not say the luck
>element is substantial enough for tournament play.
I didn't say the luck element controls Freaky Bleed adequately. It
doesn't. I'd be very disappointed if it did; I enjoy the fact that in
Jyhad luck isn't necessary to slow or stop decks, unlike other game.
I was pointing out that even for the most boring, repetitive, overpowered
deck in the game, luck remains a substantial element. Luck would remain
substantial if you only had two types of cards in your hand. Allowing
unlimited ANYTHING won't eliminate it.
(Well, all-vote decks could have no luck element, under the vote-pushing
misrule).
>I think that any card you can use than replace with the same card most of>the time is abusive and until they give away all cards free, unfair in a
>tournement setting.
That's a pretty broad definition of "abusive". Constantly available cards
mimic skills - if you're a good martial artist, you're always a good
martial artist. I gather you'd consider a Runequest character with 95%
Dodge "abusive" because he will dodge any one normal attack that he's
aware of. (RQ player prefer doubleteaming him or throwing a spell or
whatever)
Such a broad definition of "abusive" renders the word meaningless.
>> Incidentally, Tremere combat is one of the few decks which CAN take
down a
>> Majestic Freaky bleed deck. Intercept, Fast Reaction, Burst of
Sunlight
Sorry folks, forgot you want Weather Control too.
>So you fuck your predetor up so his predetor with a freaky bleed deck can>sweep the table.
Actually if you're playing an anti-Freaky bleed deck like this a whole
table of Freaky Bleeders can fall to your lightning bolts.
>Try playing a game where every other player has a freaky
>bleed deck based around different princes justacars, and tell me what
>strategy wins you the game. I agree that It is mostly problem cards. But
>to me You lose most of the fun when you take out luck of the draw.
It's the power of the cards involved that causes the problem. A Freaky
Bleed deck faces no less luck than, say, a Ventrue Fortitude Tap & Bleed
(tap your prey out with invulnerable minions). Actually it faces somewhat
more, because of the critical nature of the 5th Traditions and the hand
jam problems. The problem is that a Freaky Bleed deck (Majesty-Freak
Drive-Threats-5th Tradition) is 70-80% spoilers. (Threats is the only
non-spoiler)
Spoilers, well, spoil the game. Even 10% Freak Drives and 10% 5th
Tradition make an incredible difference to the power of a deck. A Freaky
Bleed deck just makes the problem particularly clear.
BTW, you speak as if from experience. Has anybody besides me ever
actually played a Freaky Bleed deck? (And no, I don't intend to play it
again).
Curt Adams (curt...@aol.com)
Consoli Luca <consoli> writes
>curt...@aol.com (CurtAdams) wrote:>>"Anton Dovydaitis" <an...@infoserv.com> writes:>>>curt...@aol.com (CurtAdams) wrote:>>>>>> Hence my recommended fix on the 5th is
>>>> that you can't hospitality yourself.>>>Yes, but if you had TWO Justicars, they could just alternate.>>However, it's very hard to bring out, and keep out two
Princes/Justicars.
>Well, not so hard if you are playing a political deck with Praxis
Seizure:*
>or *Justicar. In that case you can have even more than two out in not
>much time...
Yes, but then they're not getting so much from the 5ths
Curt Adams (curt...@aol.com)
In article f...@saga.cs.cornell.edu, kw...@cs.cornell.edu (Alan Kwan) writes:
> In article <42opp0$s...@sirio.cineca.it> con...@imoax1.unimo.it (Luca Consoli) writes:
> >
> >kv...@cs.cornell.edu (Alan Kwan) writes:
> >
> >>the written rules can be read so as to allow 1 vote max
> >>per Meth
> >>[...]
> >>other Meth can play only 1 vote each
> >>[...}
>
> >Hi Alan,
> > I can't see how you can interpret the rules this way
> >since they read "...Additional Political cards can be burned by any other
> >Meth..." .
>
>
> The sentence can be worded in no other way (ala WotC standards).
> If the rules say, "An additional Political card can also be
> used by any of the other Methselahs", then it'll be read as though
> only 1 Meth. can play 1 additional card, and we'll have timing problems
> as to who gets the right to play that card.
>
Sure it could, it could be worded clearly (or would that violate WotC
standards) It could be worded something like: One Political Action can be burned
by each of the other Meth in exchange for a vote. You can even add some redundent text to make it clear (No meth may turn in more than one card).
Or if they wanted to write it the way the official rulings now stand something the
could have said: Additional Political cards can be burned by any Meth in exchange
for votes. There is no limit to the number of polotical cards that can be burned
in this manner.
They could just say what the mean, but that would make it harder to change
what they mean later.
[ quoted text not captured ]
I think the big separator between Magic and Jyhad is that a Magic duel
only involves two people for 20 minutes, and a decent Jyhad game involves
a commitment by at least five people for at least two hours. A bad Magic
duel is over quickly, whereas one bad Jyhad player can spoil more than
an hour of play.
I find that good Jyhad games are much harder to find than an acceptable
duel of Magic.
[ quoted text not captured ]
Consoli Luca <consoli> writes:
>curt...@aol.com (CurtAdams) wrote:>>"Anton Dovydaitis" <an...@infoserv.com> writes:
>>>>>In <42nrjh$r...@newsbf02.news.aol.com>, curt...@aol.com (CurtAdams) wrote:
>>>>>>> Hence my recommended fix on the 5th is
>>>> that you can't hospitality yourself.>>>Yes, but if you had TWO Justicars, they could just alternate.>>However, it's very hard to bring out, and keep out two Princes/Justicars.>
>Well, not so hard if you are playing a political deck with Praxis Seizure:*
>or *Justicar. In that case you can have even more than two out in not much
>time...>I think the best solution (IMO) to the abuse of 5th tradition is to increase
>the blood cost (I could also say limit the card but I am on the "no limits"
>side :))
Could you forbid that any single Prince/Justicar from taking this action
(5th tradition) more than once/turn? That would prevent its use from
becoming too degenerate in decks like the "Freaky Majestic Bleed" deck
of Curt's.
I think I'd also like to see untap cards like Freak Drive and Majesty
limited to 1/use per player turn on any given Vampire as well. That
would shake up the game somewhat but it would fix the cards pretty much
and encourage more card mixture.
Fred
>
>Strategy is sharpest when you opposition is people, not luck. This is why
>the classic strategy game - chess - has no luck at all.
>
I like chess without limits. Our house rules say you can put any number
of pieces on any square you like when you set up the board. We've
found that this opens up unlimited new possibilites for the game.
-p.
>>I like chess without limits. Our house rules say you can put any number
>>of pieces on any square you like when you set up the board. We've
>>found that this opens up unlimited new possibilites for the game.>>Thats funny, we found the chess to be much more balanced with a limit
>of only four of any one piece. That way people without the money to buy
>very many pawns could compete with those who spent the cash
>to buy 16 or 24 pawns.
>
The limits on chess pieces is just a carry-over from those dolts who
play checkers. In that game, a limit on pieces is useful, but it
has no place in the complicated and balanced world of chess. Checker
players only play with what they're used to: limits. They obviously
haven't even tried a game of chess without limits, since it would be
impossible for anyone to try a limitless game and not love it.
-p.
In article <1995091309...@MVS.OAC.UCLA.EDU> IZZ...@MVS.OAC.UCLA.EDU (pete) writes:
>>
>>Strategy is sharpest when you opposition is people, not luck. This is why
>>the classic strategy game - chess - has no luck at all.
>>>I like chess without limits. Our house rules say you can put any number
>of pieces on any square you like when you set up the board. We've
>found that this opens up unlimited new possibilites for the game.
Thats funny, we found the chess to be much more balanced with a limit
of only four of any one piece. That way people without the money to buy
very many pawns could compete with those who spent the cash
to buy 16 or 24 pawns.
--George
[ quoted text not captured ]
You know, I went to Pacificon over the Labor Day weekend with a
Fast Reaction-based (though without Thaum strikes) deck, composed mostly
of commons and uncommons (1 rare), in the hope of getting in a game with
a Majestic Bleed or Majestic Freaky Bleed deck. I was fairly sure I would
be able to dust those strategies, though I was uncertain how well the deck
would do against other (normal) strategies. I thought I might even be
able to handle a KRC deck, though it would be dicey (would depend on
library draws). Unfortunately, the only game I got into with non-sealed
decks didn't have any Majestic Bleeders, so I don't know if I'm right
about being able to handle them. I did oust two prey with the deck (7
player game) and was the next-to-last player in, so I'm pleased with the
competitiveness of the deck in normal play (i.e. it's not a _strictly_
anti-Majestic deck). Maybe at next ManaFest...
And multiple Majestic Bleeders wouldn't pose much of a problem.
---
Eric Pettersen
pe...@cgl.ucsf.edu (NeXTmail capable)
> If you find that too offensive, just play with four pawns next
>time you play chess....
> Algustas
I've given up on chess. There's just no industry support for all the
loyal chess players. I'm gonna go back to checkers. I hear they're
going to release a new checkers "chinese" expansion set. I hope it
isn't delayed too long.
-p.
Anton Dovydaitis (an...@infoserv.com) wrote:
: I think the big separator between Magic and Jyhad is that a Magic duel: only involves two people for 20 minutes, and a decent Jyhad game involves
: a commitment by at least five people for at least two hours. A bad Magic
: duel is over quickly, whereas one bad Jyhad player can spoil more than
: an hour of play.: I find that good Jyhad games are much harder to find than an acceptable
: duel of Magic.
Ah, but the enjoyment when you do find one far outstrips even the best duel.
Sort of like finding a good game of Go...?
- Neil
--
nwbe...@unix.amherst.edu, lentus in umbra | nudus ara, sere nudus...
in omnibus requiem quaesivi, et nusquam inveni nisi in angulo cum libro
In article <fred_sDE...@netcom.com> fre...@netcom.com (Frederick Scott) writes:
>Could you forbid that any single Prince/Justicar from taking this action
>(5th tradition) more than once/turn? That would prevent its use from
>becoming too degenerate in decks like the "Freaky Majestic Bleed" deck
>of Curt's.
>
>I think I'd also like to see untap cards like Freak Drive and Majesty
>limited to 1/use per player turn on any given Vampire as well. That
>would shake up the game somewhat but it would fix the cards pretty much
>and encourage more card mixture.
We can do that, but 1. that is still an errata; 2. this prevents
those decks from ousting the table in 1 turn, but decks filled with
such "spoilers" remain incredibly powerful. Playing with a Freaky
Bleed deck, even under your rule, is almost like playing the game
with double pool and double transfers.
[ quoted text not captured ]
>None of you understand! Checkers is a sad imitation of chess spelled
>sideways. Checkers has wierd limits that some people apply to chess making
>chess a limited checkers game. So, the only way to break down the
>wall is to play chesskers which is checkers+chess spelled diagonally! See?
>No? I'll try again. Chess is better because you lose coins every time
>something bleeds you backwards, but you also lose dimes when you influence
>a checker piece, or was the chess piece?
>
>Michael the Malkavian
And other Kindred wonder why we'd rather slap a Nictuku than listen
to these nutcakes for more than a minute?
Frankly, if you're interested in a good game of chess, play with
a few invisible pieces. Makes it interesting when you don't have the
foggiest fuck of a clue what's checking your king, or where it's from.
Of course, it also helps if you have a friend invisible behind your
opponent, but that's another story.
Horsebutt, Clan Nosferatu
Anton Dovydaitis (an...@infoserv.com) wrote:
: I think the big separator between Magic and Jyhad is that a Magic duel
: only involves two people for 20 minutes, and a decent Jyhad game involves
: a commitment by at least five people for at least two hours. A bad Magic
: duel is over quickly, whereas one bad Jyhad player can spoil more than
: an hour of play.
Jyhad is much more flexible. You want shorter game play? start out with
less blood. You want easier game play? Play with easy rules. You want
easy to get cards get all the commons (since most of them are the most
usefull anyway). A 'bad' Jyhad player steal can hold up a fair
fight. It really depends on their deck.
: I find that good Jyhad games are much harder to find than an acceptable
: duel of Magic.
If you want REAL fast game play, try doom trooper. All of my friends
and I got one starter and traded among each other and we can have
games that last for 5 minutes to 45 minutes.
: Anton Dovydaitis an...@infoserv.com
: For Ishi Press inquiries, mail to `ish...@ishius.com'.
C-ya,
Michael Jeung
ia...@mail.utexas.edu (Santiago) writes:
>red stuff inside of them. Any other interpretation is rather strange, as
>damage in comabt causes you to lose blood, and you can't lose resources
>from having someone shoot you.
Really, Having to heal oneself does not require resources
I like your healthcare approach.
How do I ascribe to it?
Stu
>*********************************************************************
>Santiago * If people were meant to go around naked, e-mail: * they'd be born that way.
>ia...@mail.utexas.edu *
--
Stu Pieloch TLTT Players-Lord High And Mighty Potentate of the Known Universe
DramaTech Theatre Improv Troupe http://photobooks.gatech.edu/~zync/lttp.html
GE/T/S d++(--) H(-) s++:- g+(-) p2 au++ a- w+++(--) v++ C++ U N++ W---() M+ V--
po+++(---) t--- 5+++ G+++ B--- e++ u++ f+ r++ n--- y*
nwbe...@news.amherst.edu (Neil Bernstein) writes:
>Ah, but the enjoyment when you do find one far outstrips even the best duel.
>Sort of like finding a good game of Go...?
So are many Jyhad Players Go Players?
I assume Anton is from ISHI's involvement in Go
Translation to English and Equipment sale
and apparently Neil is as well
I know everyone in my group plays (poorly at best - ~20k)
Stu
>- Neil
>--
>nwbe...@unix.amherst.edu, lentus in umbra | nudus ara, sere nudus...
>in omnibus requiem quaesivi, et nusquam inveni nisi in angulo cum libro[ quoted text not captured ]
In article j...@sirio.cineca.it, Consoli Luca <consoli> writes:
> [Lots deleted]... Besides, I think that politics is one of the
> best features that Jyhad has and the possibility of using (or playing or
> whatever you want! :) ) more political cards gives much more flavour and
> surprise than not being able to do it.
>
> Luca "Democritus" Consoli
> Web page: http://imoax1.unimo.it/~consoli
>
The problem with the current rules (everyone play as many cards as you want)
is that it makes it far to easy to get a vote passed without any sort of polotics.
This is clearly not how polotics should work.
A deck made up almost entirely of vote cards, in a game where she is the only vote
deck can get almost any vote passed they want. This to me is to powerful. The
vote cards are more powerful than other cards( for cards with no blood cost or
disciplines required) because they have the inherent disadvantage that they have to
pass. The official rules mess this up.
Limiting the number of cards that can be turned in for votes to 1, greatly enhances
the polotics of voting. It forces the acting meth to make promises and cut deals
for those extra votes he needs. It also makes the wennie voting deck less powerful
and gives voting a structure very similar to other actions.
As for surprise and flavour, I think that the +vote mods and reactions can go along
way to making the outcome of the vote less certain.
Just my Opion,
Steven
In article 1995091309...@MVS.OAC.UCLA.EDU, IZZ...@MVS.OAC.UCLA.EDU (pete) writes:
> I like chess without limits. Our house rules say you can put any number
> of pieces on any square you like when you set up the board. We've
> found that this opens up unlimited new possibilites for the game.
> -p.
I like the idea of no limits chess, but it has a few problems. The Queen is just
to powerful, everyone puts in as many queens as they can afford. I think a four
queen limit works well, but don't want to start slapping on arbitarty piece limits.
The other problems is the rules are too vague. Is it legal to have no kings, the
rules say any number and zero is a number...
Steven :)
IZZ...@MVS.OAC.UCLA.EDU (pete) writes:
>>Strategy is sharpest when you opposition is people, not luck. This is why
>>the classic strategy game - chess - has no luck at all.>>>I like chess without limits. Our house rules say you can put any number
>of pieces on any square you like when you set up the board. We've
>found that this opens up unlimited new possibilites for the game.
No it doesn't. Eventually everyone would figure out that by going
first and using 31 Queens and a King, you'd always win. This doesn't
make chess a bad game, in fact, it's pretty easy to learn the moves
and I suggest you try a few games in between playing Magic.
Part of the fun is that no matter what happens to you, you could
have seen it coming 3 or 4 moves ago, and maybe next time you will.
That's part of the reason some people like no-card-limit Jyhad.
They like to see what their predator and prey's decks can do, and then
think ahead a few turns to see what will likely happen. This "thinking
ahead" thing is commonly called "strategy" and it's pretty fun once
you get used to it.
In article <43497s$j...@sirio.cineca.it> Consoli Luca <consoli> writes:
>Besides, I think that politics is one of the
>best features that Jyhad has and the possibility of using (or playing or
>whatever you want! :) ) more political cards gives much more flavour and
>surprise than not being able to do it.
Sure, that's why we have cards specifically dedicated for that
purpose (it's called Surprise Influence - coincidence? There's
also Bewitching Oration and Dread Gaze.) IMO it is not necessary
to allow additional, unlimited vote pushing to "give flavour"
to the game. IMO, allowing that is an abuse.
Noticed that the Edge is not that significant on votes?
The calling playing often have tons of extra votes to
throw in, rendering the 1 vote from the Edge insignificant.
If we limit Meth. votes to 1 vote each, not only do we have
a stricter control of card flow (a GOOD thing in Jyhad),
we also see the Edge vote come to have its significance.
--
"Live Life with Heart."
Alan Kwan kw...@cs.cornell.edu
aa...@cats.ucsc.edu (Thomas R Wylie) writes:
>Charles T. Schwope <ch...@fpah1.dseg.ti.com> wrote:>> I believe that people had a problem with GenCon b/c it was
>>a "sactioned" WoTC tournament, and had not advertized ahead of time that
>>it was with a 4 card limit. Therefore people assumed that the tourney
>>rules for VTES would be used...>Fair enough. But the tournament was not actually sanctioned, despite
>it having been written up as such in a couple of places. (There was a lot
>of confusion from various sources that contributed to this.)
So is the Jyhad/V:TES Game
at Winnepeg's upcoming con going to be sanctioned?
What rules will be used is the question I am asking here, never having
seen the OFFICIAL V:TES Rules.
Stu
>Tom Wylie rec.games.trading-cards.* Network Representative for
>aa...@cats.ucsc.edu Wizards of the Coast, Inc.[ quoted text not captured ]
>>I like chess without limits. Our house rules say you can put any number
>>of pieces on any square you like when you set up the board. We've
>>found that this opens up unlimited new possibilites for the game.>
> No it doesn't. Eventually everyone would figure out that by going
>first and using 31 Queens and a King, you'd always win.
Well, that was sort of my point, howvever facetiously it was presented.
-p.
p.s.- a hearty handshake to the folks who contributed their wit to this
silly little thread.
IZZ...@MVS.OAC.UCLA.EDU (pete) writes:
>> If you find that too offensive, just play with four pawns next
>>time you play chess....
>> Algustas>
>I've given up on chess. There's just no industry support for all the
>loyal chess players. I'm gonna go back to checkers. I hear they're
>going to release a new checkers "chinese" expansion set. I hope it
>isn't delayed too long.
Didn't you hear?!? Platter-shaped checkers were deemed offensive to some
obscure society located in the Himalyas. We hadn't heard of this before
because no one had quite made it out that way to ask them until last March.
It seems the Chinese expansion is slated to be released in some sort of
sperical shape. But don't worry, both shapes will be allowed in tournaments,
if they can ever figure out a set rules they can stick with...
Fred
Charles T. Schwope <ch...@fpah1.dseg.ti.com> wrote:
> I believe that people had a problem with GenCon b/c it was
>a "sactioned" WoTC tournament, and had not advertized ahead of time that
>it was with a 4 card limit. Therefore people assumed that the tourney
>rules for VTES would be used...
Fair enough. But the tournament was not actually sanctioned, despite
it having been written up as such in a couple of places. (There was a lot
of confusion from various sources that contributed to this.)
[ quoted text not captured ]
In article <43cl4g$g...@hel.cs.cornell.edu>, kw...@cs.cornell.edu (Alan
Kwan) wrote:
[ quoted text not captured ]
A possible compromise: how about allowing unlimited vote pushing,
**provided** each push by a given Methuselah uses a different card?
J. Andrew Lipscomb <ew...@chattanooga.net, them...@delphi.com>
PGP keys by request
Don't blame me, I voted Libertarian.
Owen Reynolds <reyn...@cs.iastate.edu> wrote:
>>Excerpt from "The Eternal Struggle(TM) A Players Guide of the JYHAD(TM)"
>> "One important thing to remember about Jyhad(TM) is that the blood pool
>>does not represent a vat of actual blood. Rather, it represents influence,
>>resources, and the most precious commodity within the vampire community,
>>status..."> This would mean that a vampire down to 1 blood has the same status as
>a Catiff -- i.e.: none. Generally, diablerizing a Catiff, or a Catiff who
>no one likes, isn't regarded as that big a deal.
It helps to reread that excerpt: "...the blood *pool* does not represent a vat
of actual blood..." You (the Methuselah) have a blood pool, but your vampires
do not. They just have blood, and this actually does represent the blood
that used to be pumping through some living thing. This is why Hunting Grounds
work (why would having access to a slum gain you status?), why Steal Blood
strikes work (in V:TM, Cauldron of Blood has nothing to do with social
status), and so on.
> The point I'm trying to make is that arguing for card-fixes based on
>how things work in the RPG is pretty pointless. For me, I'd have been
>just as happy if Jyhad was played with a secret empire of Ninjas. Still
>the same game.
Well, there's a fine line between basing the game on the RPG, and ignoring
the RPG when it hurts the card game. In general we *do* want concepts
that are obviously grounded in the RPG to mimic it (which is why Progeny
and The Embrace have errata to have the new vampire's clan match its sire's),
though we do not simply enslave ourselves to modeling the RPG faithfully.
[ quoted text not captured ]
Inresponse to my earlier posting, Stuart J. Pieloch wrote:
> ia...@mail.utexas.edu (Santiago) writes:
> >red stuff inside of them. Any other interpretation is rather strange, as
> >damage in comabt causes you to lose blood, and you can't lose resources
> >from having someone shoot you.
>
> Really, Having to heal oneself does not require resources
> I like your healthcare approach.
> How do I ascribe to it?
> Stu
Us mortals tend to require hospitals and other such things when shot.
Vampires, on the other hand, simply heal damage by expending blood they
sucked from us. When they get low, they hunt. Not too complicated ;-)
[ quoted text not captured ]
Seriously, my friends and I play chess from a point-based system with
which you construct your army by buying pieces and purchasing motions for
them, then applying logical operators to your kings, etc. (My favorite
combo has two kings, two queens, a pole, and some really wierd ones.)
However, none of us ever puts together an unstobbable army because its no
fun.
The same applies to Jyhad: Put together a really cool deck (the
restrictions is called pool cost--all the neato cards cost a bunch, and
you can't afford to use more than a few. I'm not suggesting a tournament
point system as some people mentioned.), but don't create an unstoppable
degenerate deck, cause it's no fun. :-[
*********************************************************************
Santiago * Paranoid men live longer. e-mail: * -- Lazarus Long
ia...@mail.utexas.edu *
>ia...@mail.utexas.edu (Santiago) wrote:
>
> >big snip<>>> I'm not suggesting a tournament
>>point system as some people mentioned.), but don't create an unstoppable
>>degenerate deck, cause it's no fun. :-[
>>
The problem is not "playing to win" or "making degenerate decks" or such.
The problem is, (mostly) games are played and discussed because of
their mathematical interest - i.e. most games are intractably complex.
A game for which a degenerate, "unbeatable" deck exists arouses little
mathematical interest, because the game can be considered solved.
Such a game is no fun in the first place, not players who build
"degenerate decks" making it no fun.
You don't see tic-tac-toe being discussed in rec.games.abstract,
because the game is solved. You don't see adults playing it too
often, either (except playing with kids, and deliberately making
non-optimal moves so that they lose sometimes). The game is
solved, so induces little further mathematical interest.
[ quoted text not captured ]
ia...@mail.utexas.edu (Santiago) wrote:
>big snip<
I'm not suggesting a tournament
>point system as some people mentioned.), but don't create an unstoppable
>degenerate deck, cause it's no fun. :-[
>>*********************************************************************
Hey if winning is no fun for you, how about coming over to my house for
some no-limit poker hands??
Really, what you suggest doesn't work because winning is everything to
some people.
Blood Pool represents resources. A Methesuthela (sp) isn't some
giant vampire with a vat of blood. It could be 1 pool is a) money
b) energy c) blood d) political standings
A) it could be money, for example buying .44 magnum and then having a
irrelevent minion (one that doesn't appear as a card, messenger) give it
to Ozmo at +1 stealth
B) Cases when you use Misdirection or cards that do weird things. Meth. is
using his/her power to make it happen
C) For reviving vampires from the crypt, Also money could be used to
entice a vampire to join. A Meth. bringing out the same copy is
pretty much offering more oney or blood.
D) I'm not sure. Is there a card that let's you spend pool for voting?
A vamp's blood is different. They use it to heal themselves or use
one of their abilities.
Example: Ozmo get's blasted by a sawed off shotgun. Normally he'd die
but he can use 3 blood to repair himself.
Another Example: Ozmo loses the 3 blood from bleeding
Example: Ozmo loses blood to condition himself to bleed big time.
At least, that's what it looks like to me,
Michael Jeung
David Wilson (IZZ...@MVS.OAC.UCLA.EDU) wrote:
: >None of you understand! Checkers is a sad imitation of chess spelled[ quoted text not captured ]: >
Let me add to this:
I am very angry at the makers of chess who are attempting to change
the pieces from red and blue to black and white. Or was that the other
way around? Anyway, I'm pissed cause this might mean that the world
is coming to an end. Or maybe that we'll all have to eat our corn backwards.
Or maybe there is a slight possibility that we'll have to buy ANOTHER set
of chess pieces! After all that hard work collecting bishops I'll have to
get new pieces. I bet the Camarilla will get mad since they've been
arguing about the chesskers pieces.
: >Michael the Malkavian: And other Kindred wonder why we'd rather slap a Nictuku than listen
: to these nutcakes for more than a minute?
Nutcakes? That's nut and cakes. Gee, that's like a coffee cake. I
guess that...wait OH NO! Coffee sounds like toffee which is shipped
from China. In china they speak chinese. Chinese sounds like Japenese!
Japan ships toffee across the pacific to Columbia. The capitol of
Columbia is Argentina! OH NO! You're from Argentina! AAAAAAHAHHHHHHH!
: Frankly, if you're interested in a good game of chess, play with: a few invisible pieces. Makes it interesting when you don't have the
: foggiest fuck of a clue what's checking your king, or where it's from.
: Of course, it also helps if you have a friend invisible behind your
: opponent, but that's another story.
That's fun. It's better if you have a piece that no one can see!
Yes! That way you just sit down and say: I 1. But don't say it
sideways or they'll learn the secret malkavian entree code to Trader
Joes.
: Horsebutt, Clan Nosferatu
: Horsebutt, Clan Nosferatu
Phew!
Michael the Malkavian
mcev...@matrix.newpaltz.edu (joseph mcevoy) writes:
>Guys, I'm looking for a price list on chess pieces. Specifically, I'm
>looking for either a Queen or two bishops.. I'll be willing to <maybe> trade
>a couple rooks or knights.
The Queen is a spoiler. Sure, she's legal to play with the current set
construction rules. But I hope you take her out when you play the newbies
who can't get one very easily.
>Oh, is there any more word on the "Chinese" expansion set? I heard
>something about it being a stand-alone game.. Is this true?
Who cares? I'm boycotting it.
Fred
kw...@cs.cornell.edu (Alan Kwan) writes:
>The problem is not "playing to win" or "making degenerate decks" or such.
>The problem is, (mostly) games are played and discussed because of
>their mathematical interest - i.e. most games are intractably complex.
>A game for which a degenerate, "unbeatable" deck exists arouses little
>mathematical interest, because the game can be considered solved.
>Such a game is no fun in the first place, not players who build
>"degenerate decks" making it no fun.
Thank you! You've said this so much better than I've ever been able to say
it.
Fred
I've got a question.. is the black and/or white bishop a unique piece? I
tried to pull out a second white bishop about halfway through the game, and
the guy I was playing against said I was contesting my own piece.. and I
would have to sacrifice the pawn if I just wanted to bring the bishop into
play..
This doesn't sound right..
Joseph.
pe...@scd.hp.com (Perry Jeung) writes:
>What's a Freaky Bleed deck?
My version is probably not the best one but
With a Prince or Justicar Preferably with Superior Dominate Obfuscate and
Fortitude? was it fortitude?
Bleed - Govern the Unaligned pay a blood
Stealth - Faceless night I like blocker stay tapped
Conditioning pay a blood
Freak Drivepay a blood untap
Bleed a la Above (play it again sam)
until you're out of blood on the vamp
then
5th Tradition yourself - fill up
freak again
then continue to bleed
In larger games I like to use CA's and KRC's Instead
It's easier for me to get a Presence Voter captivation thing going with
Freak drives to automatically replenish the vamp doing the vote calling.
He sorta still needs to be a Justicar/Prince though for the clout.
d
[ quoted text not captured ]
pe...@scd.hp.com (Perry Jeung) writes:
>What's a Freaky Bleed deck?
Sorry, I'm sometimes overly fond of abbreviations and nicknames.
A Freak Bleed deck consists of (basically) Freak Drive, Majesty, Threats,
and 5th Traditions, wielded by Ventrue Princes and + bleeders (Democritus,
who is both, is ideal).
Every turn a vampire takes actions, he bleeds multiple times, using
Majesty to untap when blocked and Freak Drive when not blocked, pitching
Threats as necessary. When it runs out of blood, it 5th Traditions to get
its blood back. Theoretically, it can clear a table the first turn it
gets actions, although that seems fairly unlikely. It's a gruesomely and
excessively good deck; only fairly specialized anti-Majesty defenses have
a good chance against it.
Curt Adams (curt...@aol.com)
On 16 Sep 1995, Perry Jeung wrote:
> D) I'm not sure. Is there a card that let's you spend pool for voting?
Yes, Business Pressure. Action Modifier requiring Presence.
Norm: "Any Methuselah can spend pool to the blood bank. For every 1
pool spent, a Methuselah gains 2 votes.
Sup: "As above, but spending your pool gains you 3 votes."
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- The Red Baron <sno...@gate.net> - I may answer the phones for Disney -
= = World, but I don't speak for them. =
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
I think vampires' blood isn't real blood either. Because it's all
metaphorical. After all, weapons aren't really that expensive (because
they aren't really weapons.)
And Day Operation would be blockable by allies (but it's not really during
the day.)
And so forth.
syl...@pitt.edu (Marius Pontmercy) writes:
[ quoted text not captured ]
The way I see it, vampire blood is more literal, though Methuselah pool
is more figurative.
Vampires spend their blood quite directly and very similarly to that of
vampires in Masquerade. Likewise, they lose blood from getting slapped
around.
Pool is more metaphorical. A while ago, I would have agreed with you
that it is sill thay a simple handgun would be so expensive. But I have
since come up with a rationalle:
The loss of pool represents the resources, string-pulling, and bribing
required to acquire, do paperwork and licensing for, etc. to get said gun.
While we're at it, I also have a rationalle for the fact that you have to
wait for a stealth card to come up for your Nosferatu to get stealth (in
the role-playing game he could "cloak" any time he felt like it):
Simply, you don't have direct control over your vampires. Example: Dimple
decides to burn the Rats. He does this because you, the Methuselah, have
found those rats to be eating at your power base, and you are able to
manipulate Dimple into torching the vermin. He believes he is toasting
rodents for his own benefit, or maybe he is performing a seemingly
unrelated task that will set a sequence of events in motion that will
culminate in the destruction of the fuzzy horde.
In any case, he doesn't realize that Roman Alexander has summoned the
Army of Rats and is standing by to block anyone who steps on his turf.
So why should Dimple use his Lost in Crowds power? Because you,
Methuselah, have figured out a way to manipulate him into it. Maybe you
manipulated someone else into taking a pot shot at him to encourage him
to make himself less seen. Or maybe circumstances prevent you from
coaxing him into vanishing (you don't have Lost in Crowds in your hand).
Well, hope you all find this something to think about if you haven't already.
--
Simeon
----------------------------
simeo...@bbs.fullcoll.edu
In article 21099521...@ehdup-l-13.rmt.net.pitt.edu, syl...@pitt.edu (Marius Pontmercy) writes:
> I think vampires' blood isn't real blood either. Because it's all
> metaphorical. After all, weapons aren't really that expensive (because
> they aren't really weapons.)
> And Day Operation would be blockable by allies (but it's not really during
> the day.)> And so forth.
I think thats being a little extreme.
If the card don't represent some sort of events, then maybe we aren't ancient vampire
manipulating trying to control world events to are own ends. Maybe we are just
playing a card game.
It`s to much to comprehend.
Steven
I rather like the idea of a point value system for each card. However, this
would mean that WotC or whoever would have to print out a point system that
people could build V:TES tournament decks off of, yet still stay within the
required number of cards by the number of people playing in the game. Sounds
great, but who's gonna do it and will it set a standard?
-greg zuvich
> Just out of curiosity, what do you all think of having a point value system
> for V:TES tournaments? While I think most of us agree that card limits
> are a bad thing (or at least, 4-card limits are bad), most of us also agree
> that there are certain problem cards in a limitless environment. Given that
> we are not going to go in and change existing cards to give them a cost,
> or increase their existing cost, does a point system seem a viable option?
> For example, maybe Majesty is worth 1 point, Freak Drive is worth 2 points,
> WWEF is worth 1 point, and a deck's point total is limited to 20% of the
> number of cards in it.>
>
> Tom Wylie rec.games.trading-cards.* Network Representative for
> aa...@cats.ucsc.edu Wizards of the Coast, Inc.
>
--
邢 唷��