This is a serious post and I want to start a serious discussion, so
please don't flame me with "OMGZ if you can't see weenies are broken
then you're dumb". This is my experience with weenies and I'm not
looking to ignore it, but rather to understand whatever all of you see
when you tell me weenies are broken.
---------------
I started playing Tremere, but when Sabbat came out, I immediately
began trying to build a Pander deck. Before I even saw Legacy of
Pander, my idea was to combine their Potence (Jimmy Dunn, Mitchell,
Rex, and the Ghouled Street Thug) with some skill cards and some
Embraces (which could, at the time, get skill cards.) Nobody really
used either weenie voters OR potence very much/very well in my
playgroup, so the deck was sort of an amalgam of everything I thought
was broken that nobody was breaking.
Vote pushing was allowed, and of course intercept was quite rare back
in those days. Naturally the deck was able to steamroll over people
pretty effectively. (How I long for those days!) Well, in time, I
discovered the Seattle playgroup, and brought my Panders with me. By
now vote pushing had been removed from the rules, but the deck was
still interesting and quite powerful. Weenie Potence with Con Boons
for 8+, if you will. I started working a job about 90 miles in the
other direction from the Seattle playgroup, and I wasn't able to
attend for 6 months or so, when the qualifier made it a priority.
That six months was the biggest metagame shift I'd ever seen.
Suddenly, all the stealth-bleed was replaced by toolboxes and
intercept-combat. There were a few voters, but more or less, the huge
payoff of the Con Boon with the minimal risk of being blocked had
turned into the surefire way to get someone to block me. Having
recently taken out the Potence, since fights seemed increasingly rare,
I was the least prepared for this I ever was. I had one Gangrel block
me 11 times in 3 turns. Not one Gangrel player, ONE GANGREL. He was
my predator in round two and then my prey in round 3 (yuck).
I tried to get them to work, and to a degree I had--but the deck was
no longer a true weenie deck. My understanding of the weenie deck is
mostly that it uses its huge number of actions to overwhelm an
opponent--and I don't really use the weenies for actions at all. I
bring out Marie Faucigny, who calls Con Boons and plays Private
Audience so that they pass. That's all the Panders are--more pool,
until I have enough to pass Legacy of Pander in the same way and THEN
I can try to lunge.
Yeah it's slow. Real slow. And it gets most of the table hate that
weenies get. But you know what? It isn't an auto-loss to weenie AUS,
the way every other version of that deck is. Marie can do a vote at 6
or 7 stealth without breaking a sweat. In fact, the less the deck was
taking actions with the newly-fragile Panders, the better it was
doing. I considered putting in Nightmares Upon Nightmares, to
convince the table that I wasn't going to act with the vampires and
maybe even get some free discards in the process, but decided against
it cause I often have to use them to lunge with.
Don't think I'm crazy. Various incarnations of the "no Panders act"
Panders won two qualifiers and got 5th at the 2005 EC.
My point? That in my experience personally, both in the local
metagame and in large tournaments, the trend is that a bunch of
vampires with 1 or 2 stealth all trying to act are going to end up
next to a single Sport Bike, or Carna, or Bowl, or all three, or
Howler...
You get my point. Only by stopping the Panders from doing anything
but giving me pool could I get the deck to work. And I have seen
weenie breed decks, and they're usually foiled by Domain Challenge,
Ancilla Empowerment, Anarchist Uprising, or just sitting next to
someone with a handful of Auspex. If they aren't, BTW, I see them
play Palla Grande or Week of Nightmares and sweep the table--but
that's if.
So in conclusion, I've seen weenies at their best. Times when vote-
pushing and a dearth of intercept meant I could go through a table
like hot fangs through butter. But I've seen good vampires with
incidental titles increase, casual intercept increase, dedicated
intercept sharply increase, and of course political decks remain a
force, bringing with them the weenie-hosing votes. I think the time
that a bunch of 1-caps could just rely on going unblocked is behind
us, and weenies need to think about their delivery system and payload
in order to get anything done. CEL on a 4 cap? Maybe. POT on a 4
cap? Sure. DOM on a 4 cap? Quite likely. Nothing on a bunch of 1
caps? Not at all.
Years of coming closer and closer to this conclusion, and then at the
EC last year, a strict weenie deck, all 1- and 2-caps, comes out guns
blazing--literally--and blows three tables away with concealed weapon,
cheap guns, Dragon's Breath Rounds, and sometimes Graverobbing.
Now, I respect the player who did it--both for designing it
effectively and for being one hell of a player. But I still ask: Has
this crap been going on all along, and I just haven't seen any of it
in the last 7 years of casual and 5 years of championship-level play?
(Discount Anarch Revolt weenies, as that couldn't happen today.) I
don't see how everyone can tell me weenies are totally broken unless
they either don't mean the 1- and 2-caps that I mean (rather the 4-
caps with superior disciplines in common), or unless their experience
diverges REALLY significantly from mine.
Thank you for reading my story, and I hope someone can tell me what it
is about weenies--not conceptually, I understand they have a lot of
actions--what it is that makes them so feared.
-- Brian
> Thank you for reading my story, and I hope someone can tell me what it
> is about weenies--not conceptually, I understand they have a lot of
> actions--what it is that makes them so feared.
Hi Brian,
so it took be a bit of rereading to figure out that by "Empirical
Evidence of Weenies' Brokenness", you meant "GIVE ME Empirical
Evidence of Weenies' Brokenness", rather than "This post will provide
all of you with Empirical Evidence of Weenies' Brokenness".
I don't think they're broken. I think, in a game where number of
actions is pivotal, weenies are very efficient, giving you a lot of
bang for your buck. If your deck concept is something other than just
weenie swarm, and your deck concept fails, you can still fall back on
weenie swarm. Often, that is good enough. I have had that experience
most notably with my Cryptic Mission deck. It is hindered by a single
Hunting Ground, and foiled by even a small degree of permanent
intercap. Even in those cases, however, I still have 6+ minions with
which to bleed, and that often wins the game. Legacy of Pander and
Ghouled Street Thug decks probably work in a similar way, though I
don't have much experience with them.
You are correct that weenies are less powerful than they used to be,
and you mentioned a couple key factors (anti-weenie votes, prohibition
of vote-pushing). Also, Majesty and Catatonic Fear now cost a blood,
which hinders significantly the presence weenie deck. The pure 1- and
2-cap weenie bleed deck is also hindered by additional untap cards (On
the Que Vive, Special Report). No question that Friendmaker decks are
no longer taking the world by storm.
Overall, I suspect that the general consensus is that weenies are a
strong element of any strategy, and a weenie bleed deck is sure to win
a frequent VP and also the occasional game, but the case for weenies
being broken is a lot harder to make.
cheers,
Jon
On Feb 27, 11:48 am, "mummy" <mummydirtys...@hotmail.com> wrote:
> Overall, I suspect that the general consensus is that weenies are a
> strong element of any strategy, and a weenie bleed deck is sure to win
> a frequent VP and also the occasional game, but the case for weenies
> being broken is a lot harder to make.
I think the weenie problem is an actual flaw in the game design. The
theoretical brokeness (yes, I know Brian isn't looking for theory) is
seen in the case that four influence can be spent on four 1-caps that
can bleed for four or block 4 zero stealth bleeds versus the case that
four influence can be spent on one 4-cap that can bleed for one or
block 1 bleed (aka "The Sheldon Situation").
This flaw in the V:TES design has never been fixed directly. LSJ has
done an admirable job of patching this flaw by creating cards that
punish weenies as well as by continuing to provide boosts to the
fatties. I'm very comfortable with the current level of things where
weenies are still playable but not, imo, too powerful.
-Robert
Robert Goudie wrote:
> On Feb 27, 11:48 am, "mummy" <mummydirtys...@hotmail.com> wrote:>> Overall, I suspect that the general consensus is that weenies are a
>> strong element of any strategy, and a weenie bleed deck is sure to win
>> a frequent VP and also the occasional game, but the case for weenies
>> being broken is a lot harder to make.>
> I think the weenie problem is an actual flaw in the game design. The
> theoretical brokeness (yes, I know Brian isn't looking for theory) is
> seen in the case that four influence can be spent on four 1-caps that
> can bleed for four or block 4 zero stealth bleeds versus the case that
> four influence can be spent on one 4-cap that can bleed for one or
> block 1 bleed (aka "The Sheldon Situation").
Perhaps there is a flaw, perhaps not.
The above only show it is a flaw if each minion gets to tap only once (or if
combat isn't the natural result of blocking, or some other change to the rules
that alters the attrition rate of weenies in comparison to non-weenies) and when
weenies can play and pay for the same combos that larger vampires with more
Disciplines can.
> This flaw in the V:TES design has never been fixed directly. LSJ has
> done an admirable job of patching this flaw by creating cards that
> punish weenies as well as by continuing to provide boosts to the
> fatties. I'm very comfortable with the current level of things where
> weenies are still playable but not, imo, too powerful.
I think recent card releases has patched this flaw from the other
direction as well. Not just limiting weenies, but also helping out
ol' Sheldon. Freak Drive has gone from being a rare (Jyhad) to being
a highly sought-after uncommon (Cam Ed) to being an uncommon-that-is-
still-sought-after-but-reasonably-easy-to-get. Not to mention Forced
March for the cel for vampires, Mylan Horseed, Helicopter, what-have-
you. In the last year or two, I very commonly see huge vampire take
and block multiple actions, and that helps close the Sheldon gap as
well.
Which is great, because, considering how many huge vampires there are,
it's nice to see them be playable competitively. I'm a big fan of
card games where you can play the game with the cards.
-Jon
[ quoted text not captured ]
There is only one basic game design rule that is anti-weenie:
TORPOR
It costs 2 blood to Leave Torpor and 2 blood to Rescue. A deck full of
1-caps cannot leave torpor without using cards. Everything else favors
them because they get to take so many actions. Additionally, hunting
is at default +1 stealth, which means some card or ability must grant
+1 intercept to block.
Everyone should just play with Justine, Elder of Dallas, if they're so
concerned about weenies. Get her a Bowl and a Flak Jacket and you're
golden. ;)
Jeff
In message <Lm2Fh.1389$LF6...@newssvr11.news.prodigy.net>, LSJ
<vte...@white-wolf.com> writes:
>The above only show it is a flaw if each minion gets to tap only once
>(or if combat isn't the natural result of blocking, or some other
>change to the rules that alters the attrition rate of weenies in
>comparison to non-weenies) and when weenies can play and pay for the
>same combos that larger vampires with more Disciplines can.
I agree up to a point.
In general, I would say that the most direct ousting actions in the game
are bleeding. There may be specific screwball games where it's
completely hosed but, I think, most people would agree that bleeding is
the most direct route to victory, across the myriad permutations of the
game as a whole. Followed up to that, vote is also a direct ousting
mechanism (assuming the player uses them as damage votes), with similar
disclaimers to bleed. Everything else is typically weaker.
Now, my two 4 cap vampires (for example) can take two bleed actions -
and probably two fairly meaty bleed actions. Kindred Spirits, Govern
the Unaligned, Lost in Crowds, Social Charm etc. are all available and
fairly cheap. When my 8 cap untaps, he can't take a second bleed
action, and so we presumably have to hope that the bleed he does plus
the secondary, weaker action equal two bleeds.
But this leads to a problem. Because bleed is so prevalent, bleed
defence is pretty common and, specifically, bleed bounce. Though my 8
cap will - presumably - have some superior disciplines and - presumably
- get a point or two of extra bleed as a result, I am commensurately
more exposed to bleed bounce. Instead of two bleeds for 3, I have one
bleed for 4/5 (and a secondary weaker action, to make up for the gap)
which is more vulnerable to bounce and more vulnerable to Archon
Investigation.
And the "eggs in one basket" syndrome is not just there. Against one 8
cap, I need one lucky break and I can pound him into the dirt. When
compared to the vulnerability of two 4 caps, or two 3s and a 2, or
whatever, it's not just a case of the 8 cap being equal to the offensive
capability but potentially superior, to compensate for this problem.
That this extra power is or isn't available in practise is far harder to
establish, however!
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
James Coupe wrote:
> In message <Lm2Fh.1389$LF6...@newssvr11.news.prodigy.net>, LSJ
> <vte...@white-wolf.com> writes:>> The above only show it is a flaw if each minion gets to tap only once
>> (or if combat isn't the natural result of blocking, or some other
>> change to the rules that alters the attrition rate of weenies in
>> comparison to non-weenies) and when weenies can play and pay for the
>> same combos that larger vampires with more Disciplines can.>
> I agree up to a point.
Actually, from the sounds of it, you agree to what I wrote above: that the
paragraph Robert wrote illuminated only one aspect of a very complicated system.
[snip weenie analysis]
>
> Thank you for reading my story, and I hope someone can tell me what it
> is about weenies--not conceptually, I understand they have a lot of
> actions--what it is that makes them so feared.
Turn 1:
Predator flips over four 1 caps
I put four blood on Raven.
Turn 2:
Predator plays Effective Management.
Predator KRCs four times. I lose 12 pool.
Predator brings up fifth vamp.
I put one blood on Raven (now have 13 pool)
Turn 3:
Predator KRCs five times. Someone burns edge to cause one vote to fail
I can't block with my Cat's Guidance in my hand because Raven only has
basic ani. I lose 12 pool. 1 pool left.
I now have one pool left at the start of my third turn. It's
ridiculous that this can even happen.
Chris.
chr...@comcen.com.au wrote:
> Turn 1:
> Predator flips over four 1 caps
> I put four blood on Raven.
>
> Turn 2:
> Predator plays Effective Management.
> Predator KRCs four times. I lose 12 pool.
> Predator brings up fifth vamp.
> I put one blood on Raven (now have 13 pool)
>
> Turn 3:
> Predator KRCs five times. Someone burns edge to cause one vote to fail
> I can't block with my Cat's Guidance in my hand because Raven only has
> basic ani. I lose 12 pool. 1 pool left.
>
> I now have one pool left at the start of my third turn. It's
> ridiculous that this can even happen.
...and even more ridiculous to think that the weenie vote deck in question
will EVER get more than 1VP at ANY table.
Which is why these kind of decks are more bark than bite, unless someone
else at the table acts as an enabler, which is often what the stupid
weenie deck hopes for.
Kevin M., Prince of Las Vegas
"Know your enemy, and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
> > I think the weenie problem is an actual flaw in the game design. The
> > theoretical brokeness (yes, I know Brian isn't looking for theory) is
> > seen in the case that four influence can be spent on four 1-caps that
> > can bleed for four or block 4 zero stealth bleeds versus the case that
> > four influence can be spent on one 4-cap that can bleed for one or
> > block 1 bleed (aka "The Sheldon Situation").
>
> Perhaps there is a flaw, perhaps not.
>
> The above only show it is a flaw if each minion gets to tap only once (or if
> combat isn't the natural result of blocking, or some other change to the rules
> that alters the attrition rate of weenies in comparison to non-weenies) and when
> weenies can play and pay for the same combos that larger vampires with more
> Disciplines can.
Weenie decks can quite easily be built that rely solely on +1 stealth
actions (Breed/Vote) which makes blocking not straightforward. If
weenies (<4 cap) had -1 stealth on some actions (votes perhaps) that
might be a simple to implement (no card changes) and effective
reduction in their power.
Chris.
On Feb 28, 1:09 pm, "Kevin M." <youw...@imaspammer.org> wrote:
> chr...@comcen.com.au wrote:
> > Turn 1:
> > Predator flips over four 1 caps
> > I put four blood on Raven.
>
> > Turn 2:
> > Predator plays Effective Management.
> > Predator KRCs four times. I lose 12 pool.
> > Predator brings up fifth vamp.
> > I put one blood on Raven (now have 13 pool)
>
> > Turn 3:
> > Predator KRCs five times. Someone burns edge to cause one vote to fail
> > I can't block with my Cat's Guidance in my hand because Raven only has
> > basic ani. I lose 12 pool. 1 pool left.
>
> > I now have one pool left at the start of my third turn. It's
> > ridiculous that this can even happen.
>
> ...and even more ridiculous to think that the weenie vote deck in question
> will EVER get more than 1VP at ANY table.
Sure.
But the total number of VPs the player ends up getting is little
consolation to their first victim, and strangely enough, doesn't
always deter people from playing them.
And anyway decks like that CAN sweep tables. Not always (depending
largely on amount of votes / intercept at the table) but they can. A
player swept a LCQ finals table in Australia a couple of years ago in
around 18 minutes with such a deck.
> Which is why these kind of decks are more bark than bite,
I would call being ousted in 4 minutes "bite" rather than "bark".
On Feb 28, 2:48 am, chr...@comcen.com.au wrote:
> [snip weenie analysis]
>
>
>
> > Thank you for reading my story, and I hope someone can tell me what it
> > is about weenies--not conceptually, I understand they have a lot of
> > actions--what it is that makes them so feared.
>
> Turn 1:
> Predator flips over four 1 caps
> I put four blood on Raven.
Turn 1:
Predator flips over four 1 caps
I put four blood on Volker.
>
> Turn 2:
> Predator plays Effective Management.
> Predator KRCs four times. I lose 12 pool.
> Predator brings up fifth vamp.
> I put one blood on Raven (now have 13 pool)
Turn 2:
Predator plays Effective Management.
Predator KRCs four times. (assume nobody has the edge, or DI, or any
vote cards to toss etc)
I put one blood on Volker. (13 pool)
>
> Turn 3:
> Predator KRCs five times. Someone burns edge to cause one vote to fail
> I can't block with my Cat's Guidance in my hand because Raven only has
> basic ani. I lose 12 pool. 1 pool left.
Turn 3:
Predator lost his vote-lock forever, so he cant do anything (he drawed
9 KRCs in two turns, so I assume he has nothing else in his deck)
He bleeds for one. blocked, torpor.
Bleeds again, 2nd trad, blocked, torpor.
Predator packs his cards and goes for a pizza.
[ quoted text not captured ]
> Turn 1:
> Predator flips over four 1 caps
> I put four blood on Volker.
>
> Turn 2:
> Predator plays Effective Management.> Predator KRCs four times. (assume nobody has the edge, or DI, or any
> vote cards to toss etc)
> I put one blood on Volker. (13 pool)
>
> Turn 3:> Predator lost his vote-lock forever, so he cant do anything (he drawed
> 9 KRCs in two turns, so I assume he has nothing else in his deck)
> He bleeds for one. blocked, torpor.
> Bleeds again, 2nd trad, blocked, torpor.
Why wouldn't he continue bleeding with 1-caps? Or alternatively, *not*
bleed this turn, knowing that he won't get through and instead influence
out two more nerds? Also, it's entirely possible that he might find some
other help on the table to pass his KRCs.
If I were the weenie player, I would avoid doing dumb shit. . . at least
until I had 8 or 9 minions. I would also play every event in the game.
Because I'm a bastard bitchnut. And if my deck is truly 80% KRCs. . . the
rest of those cards will allow me to have a Fall of the Cam/Sabbat, and
not hurt my game, since I don't care about lower hand size. (I'll always
have KRC.) I don't know if such a deck will work. But it sounds like it
will.
Also, another card that helps the weenie case is Cairo International
Airport. . . the card that has alternate card text saying "Volker never
comes out ever in life. Ever. Bitch."
Ankur
Play. The. Game.
LSJ <vte...@white-wolf.com> wrote in
news:Lm2Fh.1389$LF6...@newssvr11.news.prodigy.net:
> Perhaps there is a flaw, perhaps not.
>
> The above only show it is a flaw if each minion gets to tap only once
Is this a foreshadowing of a discipline-less untap card for higher capacity
minions, then? ...A Fattie Freak Drive, if you will? ;-) I have two
votes in favor.
DZ
AW
On Feb 28, 2:54 pm, Ankur Gupta <agu...@cs.duke.edu> wrote:
> > Turn 1:
> > Predator flips over four 1 caps
> > I put four blood on Volker.
>
> > Turn 2:
> > Predator plays Effective Management.
> > Predator KRCs four times. (assume nobody has the edge, or DI, or any
> > vote cards to toss etc)
> > I put one blood on Volker. (13 pool)
>
> > Turn 3:
> > Predator lost his vote-lock forever, so he cant do anything (he drawed
> > 9 KRCs in two turns, so I assume he has nothing else in his deck)
> > He bleeds for one. blocked, torpor.
> > Bleeds again, 2nd trad, blocked, torpor.
>
> Why wouldn't he continue bleeding with 1-caps? Or alternatively, *not*
> bleed this turn, knowing that he won't get through and instead influence
> out two more nerds? Also, it's entirely possible that he might find some
> other help on the table to pass his KRCs.
if he finds some help on the table, you dont have a weenie problem,
you have a "I play with idiots" problem :)
as a devils advocate: why won't he bleed for edge and then get a
praxis, in the first turn, before any KRCs?
>
> If I were the weenie player, I would avoid doing dumb shit. . . at least
> until I had 8 or 9 minions. I would also play every event in the game.
> Because I'm a bastard bitchnut. And if my deck is truly 80% KRCs. . . the
> rest of those cards will allow me to have a Fall of the Cam/Sabbat, and
> not hurt my game, since I don't care about lower hand size. (I'll always
> have KRC.) I don't know if such a deck will work. But it sounds like it
> will.
>
> Also, another card that helps the weenie case is Cairo International
> Airport. . . the card that has alternate card text saying "Volker never
> comes out ever in life. Ever. Bitch."
Yes, or you could Brainwash him. But he can also have an Info Highway
and come out first turn. And then play Aranthebes
immediately..whatever. I just wanted to point out to Chris, that I can
also make up my own random scenario, but at least I wouldn't call it
(at least according to the thread title) an empirical evidence of
anything.
>
> Ankur
> Play. The. Game.
"LSJ" <vte...@white-wolf.com> wrote in message
news:LNgFh.2993$BE2...@newssvr27.news.prodigy.net...
[ quoted text not captured ]
Huh. But the four weenies get to tap four times per turn, while the one
4-cap gets to tap once per turn. How does the flaw Robert showed not
persist through the entire game?
I mean yeah, complex system and all, but the flaw is the flaw and it's still
there. It's maybe more persistent when you talk about four 2-caps compared
to one 8-cap, but it exists at all levels of the "pool cost to actions"
ratio between small versus large vampires, and the large vampires need a lot
of patches to really compete on even ground. Disciplines mostly don't do it
since you can get superior disciplines on small vampires without that much
trouble (and in a lot of cases, inferior disciplines are close enough to the
strength of superior that you can get by without superior anyway). Titles
do sometimes, but there are titling votes that weenies can use. The basic
rule-set of the game really has very little love for big vampires at all -
they have to rely on cardtext.
Josh
refer to card text
Joshua Duffin wrote:
> "LSJ" <vte...@white-wolf.com> wrote in message
> news:LNgFh.2993$BE2...@newssvr27.news.prodigy.net...>> atomweaver wrote:>>> LSJ <vte...@white-wolf.com> wrote in
>>> news:Lm2Fh.1389$LF6...@newssvr11.news.prodigy.net:>>>> Perhaps there is a flaw, perhaps not.
>>>>
>>>> The above only show it is a flaw if each minion gets to tap only once>>> Is this a foreshadowing of a discipline-less untap card for higher
>>> capacity minions, then? ...A Fattie Freak Drive, if you will? ;-) I
>>> have two votes in favor.>> I didn't say "per turn", you know.>
> Huh. But the four weenies get to tap four times per turn, while the one
> 4-cap gets to tap once per turn. How does the flaw Robert showed not
> persist through the entire game?
I didn't say it didn't.
I said Robert's post neglected the weenie's weaknesses -- attrition, fewere
Disciplines, less blood, &c. -- looking only at the "one tap (act or block)"
case in isolation.
>
> I mean yeah, complex system and all, but the flaw is the flaw and it's still
> there.
I didn't say it wasn't there. I addressed Robert's post.
On Feb 27, 11:23 am, islandofyia...@aol.com wrote:
> This is my experience with weenies and I'm not
> looking to ignore it, but rather to understand whatever all of you see
> when you tell me weenies are broken.
>
I haven't felt weenie decks were very strong for quite a while. Breed/
Boon is still quite good, but that's not what most people mean by
weenie deck. The weenie bleed/blitz vote style deck seems like its on
the way out. They are just too predicable and fragile. They win the
two player game but not a 4-5 player game.
The can still ruin your day. If their predator pops up with weenie
DOM, good players will recognize the threat, hang their head and sigh,
the then try to hang in and back oust- hoping to conserve enough
resources to get to play their game at some point. The weenie deck
might get the 1 vp but will have been ganged up upon, and then face a
prey #2 who has had time and no pressure.
The more players get to know "the drill" the less often they play
those decktypes.
Other types of weenie decks suffer from different sets of problem -
but predictability and minion fragility are common themes. I would say
the metgame is moving towards the fatties. Big guys that don't vote,
block, bounce, or multi-act very well (like say !Brujah and Assamites)
don't get much love. But most everyone else seems to be doing just
fine.
I'm a little surprised to the "weenies are broken" cries coming back.
-Ben Swainbank
PS. Brian, you do have other decks you play, don't you?
On Feb 28, 8:32 am, "Joshua Duffin" <joshduffin...@SPAM.gmail.com>
wrote:
> "LSJ" <vtes...@white-wolf.com> wrote in message
>
> news:LNgFh.2993$BE2...@newssvr27.news.prodigy.net...
>
> > atomweaver wrote:
> >> LSJ <vtes...@white-wolf.com> wrote in[ quoted text not captured ]
I think that the power of weenies comes from their speed, not
necessarily by the quality of the actions they can take. If a Meth
couldn't actually bring out four 1-caps at the end of their first
influence phase, then we might have something useful.
Here are the current rules for the Influence phase:
"During your influence phase you may spend your [four] transfers as
follows:
* Spend one transfer to move 1 blood counter from your pool to a
vampire in your uncontrolled region.
* Spend two transfers to move 1 blood counter from a vampire in
your uncontrolled region to your pool.
* Spend four transfers and burn a pool to move a vampire from your
crypt to your uncontrolled region (drawing from the top, as always).
At the end of your influence phase, any vampire in your uncontrolled
region with a number of blood counters on him equal to (or more than)
his capacity becomes controlled. The vampire is turned face up and
moved to the ready region, untapped. The counters are kept on him to
represent his blood (counters in excess of his capacity drain off
immediately as usual)."
Suppose it were slightly different:
First, you would max out at five transfers instead of four.
During your influence phase you may spend your [five] transfers as
follows:
* Spend one transfer to move 1 blood counter from your pool to a
vampire in your uncontrolled region.
* Spend two transfers to move 1 blood counter from a vampire in
your uncontrolled region to your pool.
* Spend four transfers and burn a pool to move a vampire from your
crypt to your uncontrolled region (drawing from the top, as always).
* Spend one transfer to move a vampire with blood greater than or
equal to its capacity from your uncontrolled region to your ready
region.
That's it! There's no automatic move from uncontrolled to ready as
there is now. You gotta pay for it with transfers (but it doesn't cost
pool).
So someone with a crypt full of 1-caps could at best bring two of them
out on turn 1 (3x influences for blood, 2x influences for move from
uncontrolled to ready). The following turn, they would have 4 vampires
ready to rock and roll, but by then everyone else could have a much
larger vampire in play ready to beat on the brats.
This also has a side effect for those who want to bring out larger
vampires. With 10 transfers in your first two turns, 9-caps could make
an appearance on turn 2. If you went first, after 11 transfers on your
third turn, you could have a 10-cap in play. Larger crypts don't feel
the negative impact of this change nearly as much, and that's good by
me.
Any comments on this are more than welcome.
Jeff
On Feb 28, 1:31 pm, "Jeff Kuta" <jeff.k...@gmail.com> wrote:
>
> Suppose it were slightly different:
>
> First, you would max out at five transfers instead of four.
>
> During your influence phase you may spend your [five] transfers as
> follows:
>> * Spend one transfer to move a vampire with blood greater than or
> equal to its capacity from your uncontrolled region to your ready
> region.
>
Ya, know-- I'm not at all convinced there is a problem. And I'm even
less convinced that, if there is a problem, it can't be solved with
new cards (which is preferable to core rules changes.) But as
"solutions" go - this isn't half bad.
Here's my offering:
Personal Entreaty
Master. Trifle.
X Pool
Gain X+2 transfers during your influence phase this turn.
-Ben Swainbank
On Feb 28, 10:44 am, "Ben Swainbank" <bswainb...@hotmail.com> wrote:
> On Feb 28, 1:31 pm, "Jeff Kuta" <jeff.k...@gmail.com> wrote:
>
>
>
> > Suppose it were slightly different:
>
> > First, you would max out at five transfers instead of four.
>
> > During your influence phase you may spend your [five] transfers as
> > follows:
>
> > * Spend one transfer to move a vampire with blood greater than or
> > equal to its capacity from your uncontrolled region to your ready
> > region.
>
> Ya, know-- I'm not at all convinced there is a problem. And I'm even
> less convinced that, if there is a problem, it can't be solved with
> new cards (which is preferable to core rules changes.) But as
> "solutions" go - this isn't half bad.
If you're not convinced there's a problem, then I can see why you'd
want to add cards to level the playing field. Since I am convinced, I
see changing the core rules is a global way to address it immediately.
For me, it's not so much about speeding up the slower large-cap decks,
but rather slowing down the fast small-cap ones right out of the gate
when they can wreak so much havoc. In the long run, they aren't
hampered all that much, but at least you would stop the 4x Computer
Hack or KRC on turn 2.
> Here's my offering:
>
> Personal Entreaty
> Master. Trifle.
> X Pool
> Gain X+2 transfers during your influence phase this turn.
>
> -Ben Swainbank
This would be a nice addition to large-cap decks, but it has the
problem of being a library card. Much as Zillah's Valleys and
Information Highways are not so useful later in games, Personal
Entreaty also loses much of its effectiveness. But, it is a free
trifle if you want, which makes it almost perfectly cycleable at any
point in a game so it's not quite dead like ZV.
Jeff
On Feb 28, 12:44 pm, "Ben Swainbank" <bswainb...@hotmail.com> wrote:
> Ya, know-- I'm not at all convinced there is a problem. And I'm even
> less convinced that, if there is a problem, it can't be solved with
> new cards (which is preferable to core rules changes.) But as
> "solutions" go - this isn't half bad.
>
> Here's my offering:
>
> Personal Entreaty
> Master. Trifle.
> X Pool
> Gain X+2 transfers during your influence phase this turn.
>
> -Ben Swainbank
Unfortunately addressing widespread issues with new cards is difficult
as almost all card tpyes have a counter (sudden, DI, etc) and
effecting
a dramatic shift solely through new cards is a very slow process, that
if
successful, only encourages the use of the counter-card.
I think it could be agreed that there have been attempts to slow/
hinder
weenies in recent sets (weenie hosing events, Aranthebes, Carvers) but
IMO their effects have not deterred players from playing weenies and
they have
not been effective in controlling weenies due to the cards not being
in play. (Part of
that may be due to uniqueness/once per game of the cards mentioned
above).
Addressing any widespread issue (we can argue whether weenies are
widespread)
with "magic bullet" cards does not work effectively, unless the magic
bullets are
over powered no-brainers and have other uses. Addressing weenies with
a rules
change has the advantage that it does not require deck slots, and
comes into
effect in every game. Its more an innoculation than cure.
As a result I favour a minor rules tweak to hinder weenies somewhat,
but I'm
not sure what that should be yet. Hinder Weenies, empower fatties, I
dunno.
It seems weenie success is still built around what else is at the
table. If no one
other than one player at the table can stomp/stop the weenies, the
weenies can usually
keep ahead of their losses and push ahead through numbers. Put two
combat
decks at a table with weenies and the combat decks can usually work
together to kill the
weenies - but usually at the expense of at least one of the combat
deck's own game. A fast
bleed predator can often kill a weenie deck but usually not before the
weenie kills
one prey (and the fastest bleed decks are small vampires, nearly
weenies themselves).
Wall decks can still stop them IMO if they get moving fast enough and
have transient
intercept and untap. (Atonement, No secrets from the Magaji, Eternal
Vigilance are not a
great help as that action to go get it usually is an action you cannot
afford when sorely
pressed by weenies).
The solutions to weenies through deckbuilding require a significant
portion of decks to adopt
anti-weenie tactics. It has not happened on a large scale here,
probably because weenies are
seldom played (as most players here play for amusement rather than
strict competition, and avoid
weenie decks) but this leaves us open to exploitation by the
occassional weenie deck that does show
up, specially under multideck tournaments. The very fact that socially
we exclude weenies prevents
us from using the cards that might cure it. Lovely, a catch-22. I have
no evidence that this is the case
elsewhere, but I suspect it is to some degree, specially in smaller
groups.
New cards won't address this, new rules might.
-John P.
On Feb 28, 10:31 am, "Jeff Kuta" <jeff.k...@gmail.com> wrote:
> During your influence phase you may spend your [five] transfers as
> follows:
>
> * Spend one transfer to move 1 blood counter from your pool to a
> vampire in your uncontrolled region.
> * Spend two transfers to move 1 blood counter from a vampire in
> your uncontrolled region to your pool.
> * Spend four transfers and burn a pool to move a vampire from your
> crypt to your uncontrolled region (drawing from the top, as always).
> * Spend one transfer to move a vampire with blood greater than or
> equal to its capacity from your uncontrolled region to your ready
> region.
I also like this for the reason that the 5th player at a 5-player
table also gets a minor benefit. Also, to further hamper weenies, I
would make it cost 5 transfers to move a vamp from your crypt to your
uncontrolled.
It also makes Tarbaby Jack's special somewhat worthwhile; I never
found it to be useful before, and that always bothered me. :)
Ira
<ira...@gmail.com> wrote in message
news:1172694395.6...@q2g2000cwa.googlegroups.com...
[ quoted text not captured ]
I like it too, for all those reasons. That said, I don't expect it to
happen. For one, it's a pretty noticeable modification to the rules for a
problem that, apparently, not everyone believes exists. Then besides that,
it sort of moves in the opposite direction as the "Undue Influence"
suggestion to alter the VEKN tournament rules: where that rule aims to speed
up the start of the game so that everyone gets off the ground as fast as
weenies currently do, this aims to slow down weenies to a similar early pace
as (at least slightly-) larger-vampire decks. I think the game is generally
believed to fall more often on the side of "too long" than "too short", so
speeding it up is probably preferred to slowing it down.
But in any case - ingenious idea, I do like it. :-)
Josh
tar this baby, jack!
"Ben Swainbank" <bswai...@hotmail.com> wrote in message
news:1172688240.4...@s48g2000cws.googlegroups.com...
> On Feb 28, 1:31 pm, "Jeff Kuta" <jeff.k...@gmail.com> wrote:
>>>
>> Suppose it were slightly different:
>>
>> First, you would max out at five transfers instead of four.
>>
>> During your influence phase you may spend your [five] transfers as
>> follows:
>>
>> * Spend one transfer to move a vampire with blood greater than or
>> equal to its capacity from your uncontrolled region to your ready
>> region.
>>>
> Ya, know-- I'm not at all convinced there is a problem. And I'm even
> less convinced that, if there is a problem, it can't be solved with
> new cards (which is preferable to core rules changes.) But as
> "solutions" go - this isn't half bad.
I think it's hard to address "the weenie issue" effectively with new cards,
since those cards have to be put into decks and then drawn before they can
do anything. But since so many people apparently don't find them a problem
(to me, the fact that it's so relatively easy, as even "not much weenie
problem" posters have mentioned, to ruin one person's game if not get your 1
VP at their expense, is a problem in itself, even if it's not a problem that
necessarily wins games), yeah, I don't know how likely it is we'll see any
rule changes for them. (What's up with me writing so many ridiculously long
sentences lately? Sheesh.)
> Here's my offering:
>
> Personal Entreaty
> Master. Trifle.
> X Pool
> Gain X+2 transfers during your influence phase this turn.
Cute, and very easy to play, but to me this seems too usable *by*
small-vampire decks to be much help *against* small-vampire decks. You
know?
Josh
always trying to wedge too many things into too few cardslots
[ quoted text not captured ]
I'm with you, I don't think there is a problem.
But it would be interesting for there to be a new type of card that was
a crypt card that gave extra transfers or something.
Call it a Lobbyist card or something. It counts towards your 12 crypt
cards. You can only have N in your crypt (N=some arbitrary number that
is tested). The Lobbyist cards come up at the beginning of your
Influence phase and effect the Influence phase. Etc etc.
The Events added "stuff" to teh discard phase. The Influence phase
hasn't had "stuff" added to it yet. It could be something like this.
best -
chris
--
Super Fun Cards
http://myworld.ebay.com/superfuncards/
auct...@superfuncards.com
On Feb 28, 9:56 pm, "Joshua Duffin" <joshduffin...@SPAM.gmail.com>
wrote:
> "Ben Swainbank" <bswainb...@hotmail.com> wrote in message
[...]
> > Ya, know-- I'm not at all convinced there is a problem. And I'm even
> > less convinced that, if there is a problem, it can't be solved with
> > new cards (which is preferable to core rules changes.) But as
> > "solutions" go - this isn't half bad.
>
> I think it's hard to address "the weenie issue" effectively with new cards,
> since those cards have to be put into decks and then drawn before they can
> do anything.
The weenie issue could be effectively addressed with new cards, but
with a new library card type (e.g., "Elder Power").
NEW LIBRARY CARD TYPE
Elder Power:
During your untap phase you may search your library for an Elder Power
card and put it in play.
Example of "Elder Power" card:
Name: Ancient Domain
Cardtype: Elder Power
Only usable if you control no minions. Only usable during your first
turn.
Put 3 counters on this card. Remove 1 counter from this card during
your influence phase. Burn this card if it has no counters. You do not
burn pool when a minion bleeds you, regardless of the amount of the
bleed.
--
Damnans
http://www.almadrava.net/damnanshttp://www.vtes.nethttp://es.groups.yahoo.com/group/vteshispania/
[ quoted text not captured ]
Wow! New Card Type!
These Elder Powers could be huge.
I'd do it like this:
NEW LIBRARY CARD TYPE
Elder Power.
One Elder Power may be played during your untap phase. During your
untap phase you may burn 1 pool to search your library for an Elder
Power card and put it into your hand. Discard down to hand size. You
could have rules about only 1 Elder Power being in play at a time, as
well so they don't get totally abused. Then you could have some
serious control over how you want your early game to develop.
I like this idea A LOT. It kind of personalizes your Methuselah even
more rather than them being simply a puppeteer (though I know the
Master cards also represent that, but they generally affect minions
too).
Jeff
On Feb 28, 3:18 pm, "Damnans" <damnansv...@ono.com> wrote:
> The weenie issue could be effectively addressed with new cards, but
> with a new library card type (e.g., "Elder Power").
>
> NEW LIBRARY CARD TYPE
> Elder Power:
> During your untap phase you may search your library for an Elder Power
> card and put it in play.
Interesting. But you need an "Elder Power" then to deal with each type
of stuff
that weenies would need to do. Bleed, vote, fight etc. Or I guess you
could come up with
an elder power such as:
Put 5 counters on this card. Minions with a capacity less than the
number of counters
cannot act. No card can put counters on this card.
But this would slow down the game and as somebody mentioned above this
game does not need to be slowed down.
You would probably need a restriction that each methuselah can only
play one elder power each game. It could be something akin to
WWE Raw's Prematch cards. Cards that are not included in deck totals,
do not go in either crypt or library, and are played or not played at
the start
of a game.
-John P.
On Feb 28, 3:56 pm, "Joshua Duffin" <joshduffin...@SPAM.gmail.com>
wrote:
>> I think it's hard to address "the weenie issue" effectively with new cards,> since those cards have to be put into decks and then drawn before they can
> do anything.
Yeah, going the speed-up route we run into the Zilla's problem. I
really want it in my initial hand, but don't really care after that.
So, how many stinkin' master slots do I dedicate to this card (and I
tend to end up a 0). I tried to get at some of that with my
suggestion.
> But since so many people apparently don't find them a problem
> (to me, the fact that it's so relatively easy, as even "not much weenie
> problem" posters have mentioned, to ruin one person's game if not get your 1
> VP at their expense, is a problem in itself, even if it's not a problem that
> necessarily wins games)
I think the "Broken because it ruin's my game" and "broken because it
ruin's my game and goes on to win" distinction is useful though.
If a deck type wins often we can expect people to play it, even if
others don't like it. (See "Play to Win" thread). But, scanning the
recent TWD entries I see very few weenie decks and no speed-kill
weenies with wins in the last year. Maybe I missed something, but
among deck-types it appears to be remakable for it lack of winning.
If the "broken" deck type isn't winning, players will try it, get the
hate from their prey, get the table-hate and go on to lose. Most
players are going to give up and find more pleasant ways to not-win.
I know what it's like to be on the "game ruined" end of one of these
decks. At EC 05 I had the pleasure of sitting next to a Pander-vote or
weenie-breed deck in all 3 round. ("I flew all the way to freakin'
Budapest for *this*!"). But I feel like the game (the US game?) has
moved on at this point.
And changing game rules to hamper decks that don't tend to win, but do
ruin peoples game, seems like a route to maddness.
>
> > Here's my offering:
>
> > Personal Entreaty
> > Master. Trifle.
> > X Pool
> > Gain X+2 transfers during your influence phase this turn.
>
> Cute, and very easy to play, but to me this seems too usable *by*
> small-vampire decks to be much help *against* small-vampire decks. You
> know?
>
Yeah, it should probably have a "you can only bring out one vampire
this turn" clause. Maybe...
Personal Entreaty
Master. Trifle.
X Pool
Gain X+2 transfers during your influence phase this turn. Only one
minion may enter your ready region during your influce phase.
Hmmm... that wording doesn't seem right. Oh, well.
-Ben Swainbank
In message <1172686637.3...@q2g2000cwa.googlegroups.com>, Ben
Swainbank <bswai...@hotmail.com> writes:
>I'm a little surprised to the "weenies are broken" cries coming back.
I'd be interested to know if there was a progression like:
- Some groups hate PTO
- A player in a given group who hates PTO most decides to play weenies
so he doesn't get shafted by PTO so much
- Group hates weenies
Or something like that.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
On Feb 28, 1:31 pm, "Jeff Kuta" <jeff.k...@gmail.com> wrote:
[ quoted text not captured ]
LSJ Already proposed a adjustment to a very similar idea.
http://tinyurl.com/2989pj
I had the chance to play with this rule last week and it looks very
good.
First game a 2 cap weeny deck swepted a 3 player table. The second
game with the new rule, they had a slight uptick of power about turn
4-5, then faded to superior combat and votes.
Raille
> First, you would max out at five transfers instead of four.
>
> During your influence phase you may spend your [five] transfers as
> follows:
>
> * Spend one transfer to move 1 blood counter from your pool to a
> vampire in your uncontrolled region.
> * Spend two transfers to move 1 blood counter from a vampire in
> your uncontrolled region to your pool.
> * Spend four transfers and burn a pool to move a vampire from your
> crypt to your uncontrolled region (drawing from the top, as always).
> * Spend one transfer to move a vampire with blood greater than or
> equal to its capacity from your uncontrolled region to your ready
> region.
>> Any comments on this are more than welcome.
I think it's brilliant. If i can convince the guys in my group we
might try it out tonight.
Would everyone start with five transfers or would the first player get
one, second player get two etc. as it is now?
It's interesting that moving a vampire from the uncontrolled region to
the ready region wouldn't be mandatory. You could keep a vampire in
the uncontrolled region indefinitely even if it had more than enough
blood on it. Perhaps as a target for Governs etc.?
Chris.
> > Also, another card that helps the weenie case is Cairo International
> > Airport. . . the card that has alternate card text saying "Volker never
> > comes out ever in life. Ever. Bitch."
>
> Yes, or you could Brainwash him. But he can also have an Info Highway
> and come out first turn. And then play Aranthebes
> immediately..whatever. I just wanted to point out to Chris, that I can
> also make up my own random scenario, but at least I wouldn't call it
> (at least according to the thread title) an empirical evidence of
> anything.
It's not random. I've seen it happen more than once. Weenie vote is
fairly standard. The fact that it's relatively easy to create a deck
that can do a huge amount of damage so early is a flaw in Vtes.
Chris.
On Mar 1, 7:53 am, "Joshua Duffin" <joshduffin...@SPAM.gmail.com>
wrote:
[ quoted text not captured ]
It speeds up fatties though. You could get a nine cap out in two turns
rather than three.
Chris.
Dasein wrote:
>> ...and even more ridiculous to think that the weenie vote deck in question
>> will EVER get more than 1VP at ANY table.>
> Sure.
> But the total number of VPs the player ends up getting is little
> consolation to their first victim, and strangely enough, doesn't
> always deter people from playing them.
Just throwing another (probably bad) suggestion into the mix re: weenie
vote. What if we could go back in time to 1994 and write the following
cards so:
Kine Resources Contested
Requires a vampire of capacity 3 or more
Conservative Agitation
Requires a vampire of capacity 3 or more
Praxis Seizure
Requires a vampire of capacity 3 or more
Crusade
Requires a vampire of capacity 3 or more
Weenies could still call votes, but they would have to be the more
"interesting" votes - Domain Challenge (hah!), Finding the Path, etc -
rather than KRCKRCKRCKRCKRCKRCKRCKRCKRC.
I can just picture two players in this ficticious world chatting after
Gideon called a KRC.
"That guy is cheap!"
"You think that's bad - imagine if it was callable by anyone. A player
with 1 caps could call 4 on turn 2!"
"Heh. Like they'd ever allow that."
Of course this doesn't fix other "you don't play" decks like weenie
dominate, but in theory a similar approach could have been taken.
Appolonius.
> Kine Resources Contested
> Requires a vampire of capacity 3 or more
>
> Conservative Agitation
> Requires a vampire of capacity 3 or more
>
> Praxis Seizure
> Requires a vampire of capacity 3 or more
>
> Crusade
> Requires a vampire of capacity 3 or more
>
> Weenies could still call votes, but they would have to be the more
> "interesting" votes - Domain Challenge (hah!), Finding the Path, etc -
> rather than KRCKRCKRCKRCKRCKRCKRCKRCKRC.
>
> I can just picture two players in this ficticious world chatting after
> Gideon called a KRC.
> "That guy is cheap!"
> "You think that's bad - imagine if it was callable by anyone. A player
> with 1 caps could call 4 on turn 2!"
> "Heh. Like they'd ever allow that."
>
> Of course this doesn't fix other "you don't play" decks like weenie
> dominate, but in theory a similar approach could have been taken.
>
Yep, I like your ideas, especially with regard to the title gaining
votes. I suppose the problem is a lot of people are against card text
changes so making a small rule change would be more acceptable.
Chris.
On 28 Feb 2007 13:43:43 -0800, "John P." <verg...@hotmail.com>
wrote:
[ quoted text not captured ]
How about...
Ancient Domain
Elder Power
Put 5 cards from your hand face down under Ancient Domain. During your
untap phase, you can use a Elder Power Phase to return one of these
cards to your hand. Cards under Ancient Domain count towards your hand
size, but cannot be played*. Vampires with a capacity less than the
number of cards under Ancient Domain cannot act.
* Obviously, the wording needs proper care, but you get the idea.
Firstly, it removes the exception necessary to Goth Band style
effects. Secondly, it's a cost that I feel makes it a choice, rather
than a guarantee.
Your first turn, hand size 2, Minions 4 or less can't act.
Your second turn, hand size 3, Minions 3 or less can't act.
Your third turn, hand size 4, Minions 2 or less can't act.
Your fourth turn, hand size 5, Minions 1 or less can't act.
Your fifth turn, hand size 6, All minions can act.
Your sixth turn, hand size 7, All minions can act.
I think Elder Powers should also take a penalty of some kind, like
Scarce. Something like "When you put an Elder power into play, pay
1/2/? pool for each Elder Power in play/you control."
Note, that my initial Ancient Domain doesn't burn itself at zero
cards. So it'd sit there in play.
Anyways, just some ideas thrown out there. I like the idea, but
automatically found silver bullets need something significant as a
cost, and one that continues to persist after the benefit is gone (AD
above stays in play, and drops your hand size by 1 even after it's
exhausted).
Just my USD$0.0157280
Morgan Vening
"Jeff Kuta" <jeff...@gmail.com> wrote
[ quoted text not captured ]
A very simple and elegant solution to a difficult problem... I like it a
lot.
Cheers,
WES
On Mar 1, 4:53 am, "Andrew 'Wes' Weston" <g...@NYETSPAMmnsi.net>
wrote:
> "Jeff Kuta" <jeff.k...@gmail.com> wrote> > During your influence phase you may spend your [five] transfers as
> > follows:
> > * Spend one transfer to move 1 blood counter from your pool to a
> > vampire in your uncontrolled region.
> > * Spend two transfers to move 1 blood counter from a vampire in
> > your uncontrolled region to your pool.
> > * Spend four transfers and burn a pool to move a vampire from your
> > crypt to your uncontrolled region (drawing from the top, as always).
> > * Spend one transfer to move a vampire with blood greater than or
> > equal to its capacity from your uncontrolled region to your ready
> > region.> > Any comments on this are more than welcome.
>
> A very simple and elegant solution to a difficult problem... I like it a
> lot.
> Cheers,
> WES
Seconded.
In fact, that is the first solution I've ever seen that addresses the
'problem' (weenie horde showing up in the first turns of the game)
without really messing that phase up in the rest of the game, or
requiring too big a change (such as the unlimited transfers overkill
solution).
It is so good it even seems wrong. ;)
Is it possible we're overlooking some crucial aspect of the game, or
any specific strategy, that would be noticeably hampered by this?
Fabio "Sooner" Macedo
[ quoted text not captured ]> LSJ Already proposed a adjustment to a very similar idea.http://tinyurl.com/2989pj>
> I had the chance to play with this rule last week and it looks very
> good.
>
> First game a 2 cap weeny deck swepted a 3 player table. The second
> game with the new rule, they had a slight uptick of power about turn
> 4-5, then faded to superior combat and votes.
>
> Raille
Debut token is kind of nice too. Slows down the early game just
enough, then lets the rest of the game progress as normal. Perhaps
that slows it down just a bit too much though. This would probably
kill off weenie decks entirely since it would take them 4 turns to
bring out their initial crypt. The extra transfer and extra cost still
gives them a bit of speed, but not as overwhelming.
Jeff
Jeff Kuta wrote:
> Debut token is kind of nice too. Slows down the early game just
> enough, then lets the rest of the game progress as normal. Perhaps
> that slows it down just a bit too much though. This would probably
> kill off weenie decks entirely since it would take them 4 turns to
> bring out their initial crypt. The extra transfer and extra cost still
> gives them a bit of speed, but not as overwhelming.
Your system, with 5 xfers + 1 pool for a new vampire, is almost exactly the same
as the debut token system, but with additional flexibility for fatties (which
translates into speed).
And it's simpler (since it doesn't introduce new rules-based tokens).
Although it does allow the weenie player to field two vamps on turn 1. A
satisfactory trade, IMO.
On Mar 1, 10:52 am, "Fabio 'Sooner' Macedo" <fabio.soo...@gmail.com>
wrote:
> > "Jeff Kuta" <jeff.k...@gmail.com> wrote> > > * Spend one transfer to move a vampire with blood greater than or
> > > equal to its capacity from your uncontrolled region to your ready
> > > region.
> > > Any comments on this are more than welcome.
snipped
> In fact, that is the first solution I've ever seen that addresses the
> 'problem' (weenie horde showing up in the first turns of the game)
> without really messing that phase up in the rest of the game, or
> requiring too big a change (such as the unlimited transfers overkill
> solution).
>
> It is so good it even seems wrong. ;)
> Is it possible we're overlooking some crucial aspect of the game, or
> any specific strategy, that would be noticeably hampered by this?
>
> Fabio "Sooner" Macedo
It totally nerfs the Bakija gambit as you can decline to use a
transfer
for a full minion. That of course might be a good thing.
It does allow you to continue to govern down to a small vampire
without
fear that it will come into play with blood draining off until you are
ready.
(IE Make Governing Down and Enchanting Down, etc an even more
effective
bloat mechanism).
-John P.
On Mar 1, 11:52 am, "Fabio 'Sooner' Macedo" <fabio.soo...@gmail.com>
wrote:
>> It is so good it even seems wrong. ;)
> Is it possible we're overlooking some crucial aspect of the game, or
> any specific strategy, that would be noticeably hampered by this?
>
The effect on Tupdog decks is worth considering. Although, I think it
work out ok there. You can bust out two a turn, or queue them up with
a pool each one turn, and bust out 5 at once the next. The "Draft
counter soultion" would pretty much kill the dogs. But this seems ok
to me. And I expect some people will see slowing down Tupdogs a bit to
be good thing.
-Ben Swainbank
In article <1172786160....@z35g2000cwz.googlegroups.com>,
"John P." <verg...@hotmail.com> wrote:
> It totally nerfs the Bakija gambit as you can decline to use a
> transfer
> for a full minion. That of course might be a good thing.
Man. Then I won't be good at anything...
Peter D Bakija
pd...@lightlink.com
http://www.lightlink.com/pdb6/vtes.html
On Mar 1, 8:52 am, "Fabio 'Sooner' Macedo" <fabio.soo...@gmail.com>
wrote:
> Is it possible we're overlooking some crucial aspect of the game, or
> any specific strategy, that would be noticeably hampered by this?
As Ben mentioned, it hurts Tupdogs, but the general case is that it
hurts 1-caps the most. This is a good thing.
Regarding the concern that it will make Govern/Enchant even more
powerful bloating: I don't think that's really a significant issue.
It's pretty rare that you have problems keeping the blood below
capacity, and the benefit of keeping it on seems very small to me (if
you're bloating, you're taking the pool back.)
Also note that this allows the first player to get out a 10 cap on
turn 3, when before the max was a 9-cap. It's also impossible for the
first player to get out any vamp on the first turn without transfer
enhancers. Again, hurting 1-caps. That's fine by me, though.
I say we implement it (or at least start playtesting it!)
Ira
[ quoted text not captured ]
One thing that it does do is eliminate simultaneity at the end of your
influence phase. Before, all vampires/imbued would enter play at the
same time. With this change, there would be discrete moments when
minions moved from uncontrolled to ready with each transfer. I can't
think of any oddball implications, but it would be another side effect
of any such change.
One thing I did keep in mind is that it is still possible (as Meth
Five) to bring out a turn one 4-cap without any influence enhancers.
And Meth One still has transfers enough to bring out a 5-cap first,
which is where the power curve for vampires really starts to kick in
(i.e. instead of inf1 inf2 inf3, you often get SUP1 SUP2 inf3 for
disciplines).
Jeff
ira...@gmail.com wrote:
> On Mar 1, 8:52 am, "Fabio 'Sooner' Macedo" <fabio.soo...@gmail.com>
> wrote:>> Is it possible we're overlooking some crucial aspect of the game, or
>> any specific strategy, that would be noticeably hampered by this?>
> As Ben mentioned, it hurts Tupdogs, but the general case is that it
> hurts 1-caps the most. This is a good thing.
>
> Regarding the concern that it will make Govern/Enchant even more
> powerful bloating: I don't think that's really a significant issue.
> It's pretty rare that you have problems keeping the blood below
> capacity, and the benefit of keeping it on seems very small to me (if
> you're bloating, you're taking the pool back.)
I also see a bonus in that when people, currently, forget to bring out a
vamp that is full, or they transferred to the wrong guy and he's
accidentally full, or something, then it causes all sorts of messy 'how
the fuck to we rewind this?' scenarios that such mistakes usually lead
to (and I hate having to make calls on, when judging tournaments).
With the extra transfer point requirement to bring the vamp to the ready
region, there is no longer that mistake to make, and that means less
messy stuff when people screw up. Which is awesome.
--
salem
http://users.tpg.com.au/adsltqna/vtes/
(replace 'hotmail' with 'yahoo' to email)
Jeff Kuta wrote:
> One thing that it does do is eliminate simultaneity at the end of your
> influence phase. Before, all vampires/imbued would enter play at the
> same time.
Not quite. They enter play one at a time, all in the same window.
So scarce vampires come out "in sequence" (with later ones paying penalty for
earlier ones), for example.
> With this change, there would be discrete moments when
> minions moved from uncontrolled to ready with each transfer. I can't
> think of any oddball implications, but it would be another side effect
> of any such change.
No change.
Now, if you allow paying one influence to bring out vampires who grant extra
influence, that would be a change.
On Mar 1, 1:25 pm, "Jeff Kuta" <jeff.k...@gmail.com> wrote:
> Debut token is kind of nice too. Slows down the early game just
> enough, then lets the rest of the game progress as normal.
I don't care for the debut token idea because it adds a new mechanical
element to the game, and feels convoluted. It might get the job done,
but I prefer simpler mechanics over more complicated ones.
> > This is my experience with weenies and I'm not
> > looking to ignore it, but rather to understand whatever all of you see
> > when you tell me weenies are broken.
>
> I haven't felt weenie decks were very strong for quite a while. Breed/
> Boon is still quite good, but that's not what most people mean by
> weenie deck. The weenie bleed/blitz vote style deck seems like its on
> the way out. They are just too predicable and fragile. They win the
> two player game but not a 4-5 player game.
I agree. Weenies taking a table by storm just isn't something I see
these days. If today's weenies want to win, they have to use Power
Structure, Amaravati, Eldest Are Kholo, or some such, together with
Consanguineous Boons.
(Failing that, a card that gives you +1 bleed on each of them will do
it.)
> PS. Brian, you do have other decks you play, don't you?
Yes. My most effective decks are based around large vampires: My
Ventrue voters, my Gangrel voters, my Una voters (Dual Form Cardinals)
and my Huitzilopochtli Soul Gem deck are my most effective decks.
Note they all have average capacities of between 9 and 10.
However, despite my perception that it's too easy to win with stealth-
voting fatties--not weenies as suggested elsewhere in this thread--I
like to play with weenies anyway.
Also, I have to assume your comment above is based on how often you've
seen me playing Panders in championship level events. I've played
Panders in every NAC and EC from 2004 to present, but that's just
cause I like Panders. Anything lower than a qualifier, and you won't
see me using them--we've just probably met more often across a
championship table than anywhere else. Next time we meet, remind me,
and I'll bring something odd out and challenge you to the most epic-ly
casual game the world has ever seen! :)
-- Brian