rec.games.trading-cards.jyhad

Question for LSJ.

37 messages from 16 participants · 14 April 1997 – 22 April 1997
original thread on Google Groups

Steve Bucy

This one came up last night in one of our games. We had someone playing Gangrel put out a bunch of Raptors (eventually 7) and Heidleberg Castle to move them around. He eventually had all seven on one vamp with superior Protean. He then Bums Rushes, making the guy rushed loose his entire hand. He then plays Form of the Mist. The victim redraws, looses his hand again, and the attacker plays Form of the Mist again. Is this legal? Can he keep playing Form of the Mist to repeat the combat until he runs out of them? Steve Bucy I'd be better off undead... "I was dead, but I'm better now" - John Sheridan

Chris Shorb

Steve Bucy wrote: > > This one came up last night in one of our games. We had someone playing > Gangrel put out a bunch of Raptors (eventually 7) and Heidleberg Castle to > move them around. He eventually had all seven on one vamp with superior > Protean. He then Bums Rushes, making the guy rushed loose his entire hand. > He then plays Form of the Mist. The victim redraws, looses his hand again, > and the attacker plays Form of the Mist again. Very nasty. Is this one of Robert's? Chris -- Chris Shorb ino...@ix.netcom.com "How can I describe it?...It's a nightmare land, a place of death, horrifying in its desolation...Not a tree, not a flower, not a blade of grass..." - Herge

L. Scott Johnson

Steve Bucy wrote: > > This one came up last night in one of our games. We had someone playing > Gangrel put out a bunch of Raptors (eventually 7) and Heidleberg Castle to > move them around. He eventually had all seven on one vamp with superior > Protean. He then Bums Rushes, making the guy rushed loose his entire hand. > He then plays Form of the Mist. The victim redraws, looses his hand again, > and the attacker plays Form of the Mist again. Is this legal? Can he keep > playing Form of the Mist to repeat the combat until he runs out of them? > Before I answer the question of legality, allow me to make an observation: Since Raptor is a Sabbat card, the Sabbat rules hold - namely the rule on forced withdrawal when your library is empty and you have less than a full hand on your untap. So, this method (if legal) will merely result in the forced withdrawal of the Rushed minion's controller - not in a victory point for any Methuselah. The legality of Form of Mist on a non-blocked action is under dispute. An old Rules Team ruling says that it is allowable, but recently someone (Thomas?) pointed out that this is not legal under the rules of gaining stealth (you cannot gain stealth unless you need stealth). So, we're still waiting on the resolution on that question. Until then, the old RT holds - and FoM can be played repeatedly on the same (unblocked or blocked) action. -- L. Scott Johnson (vte...@regency.wizards.com) Official VtES Net.Rep for Wizards of the Coast. (*) - Subject to review by Rules Team

Joshua Duffin

L. Scott Johnson (vte...@regency.wizards.com) wrote: : Steve Bucy wrote: : > : > This one came up last night in one of our games. We had someone playing : > Gangrel put out a bunch of Raptors (eventually 7) and Heidleberg Castle to : > move them around. He eventually had all seven on one vamp with superior : > Protean. He then Bums Rushes, making the guy rushed loose his entire hand. : > He then plays Form of the Mist. The victim redraws, looses his hand again, : > and the attacker plays Form of the Mist again. Is this legal? Can he keep : > playing Form of the Mist to repeat the combat until he runs out of them? : > : Before I answer the question of legality, allow me to make an : observation: Since Raptor is a Sabbat card, the Sabbat rules hold - : namely the rule on forced withdrawal when your library is empty and : you have less than a full hand on your untap. : So, this method (if legal) will merely result in the forced withdrawal : of the Rushed minion's controller - not in a victory point for any : Methuselah. Well, it wouldn't get a victory point for anyone under the old withdrawal rules either, but it would make it much easier to oust the person whose library was destroyed. But according to my copy of the Sabbat rules update, under section 2, it says that "The Sabbat has a number of new clans, titles, and optional rules." The designation of the rules as "optional" leads me to believe that you don't have to use any of the rules given in the Sabbat update, even if you are using Sabbat cards. Is that not correct? Josh ..nitpicker of rules..

L. Scott Johnson

Joshua Duffin wrote: > L. Scott Johnson (vte...@regency.wizards.com) wrote: > : Before I answer the question of legality, allow me to make an > : observation: Since Raptor is a Sabbat card, the Sabbat rules hold - > : namely the rule on forced withdrawal when your library is empty and > : you have less than a full hand on your untap. > > : So, this method (if legal) will merely result in the forced withdrawal > : of the Rushed minion's controller - not in a victory point for any > : Methuselah. > > Well, it wouldn't get a victory point for anyone under the old withdrawal > rules either, but it would make it much easier to oust the person whose > library was destroyed. > But only if you did it on that turn. Once she get to her untap phase, she's automatically withdrawn. > But according to my copy of the Sabbat rules update, under section 2, it > says that "The Sabbat has a number of new clans, titles, and optional > rules." The designation of the rules as "optional" leads me to believe that > you don't have to use any of the rules given in the Sabbat update, even if > you are using Sabbat cards. Is that not correct? Following that logic: the method of Prisci voting is an optional rule; the fact that any titled Sabbat vampires have votes at all is optional; denying Sabbat vampires rank in the Camarilla (Primogen, Prince, etc.) is optional; denying Camarilla vampires rank in the Sabbat is optional; etc. The rules are as optional as using Sabbat cards; but the rules are linked very closely to using Sabbat cards. [ quoted text not captured ]

Robert Goudie

Chris Shorb wrote: > > Steve Bucy wrote: > > > > This one came up last night in one of our games. We had someone playing > > Gangrel put out a bunch of Raptors (eventually 7) and Heidleberg Castle to > > move them around. He eventually had all seven on one vamp with superior > > Protean. He then Bums Rushes, making the guy rushed loose his entire hand. > > He then plays Form of the Mist. The victim redraws, looses his hand again, > > and the attacker plays Form of the Mist again. > > Very nasty. Is this one of Robert's? > > Chris > Not only was this not my deck but I was the victim! This was possible due to the botched ruling on Form of Mist. The current ruling allows repeat actions! It essentially allows a player to play a Bum's Rush which results in combat and then start another combat from the same Rush and so on and so on... The timing of that deck's appearance was quite odd since we had just discussed the Form of Mist issue last week. Hopefully LSJ will get the Rules Team to disallow this on the basis that more stealth is being added when it is not needed. Robert -- ...................................................................... :The opinions expressed here are strictly my own delusional ramblings: :and do not reflect the opinions of The Walt Disney Company. : : : :Robert Goudie robert...@studio.disney.com: :LA Tourny Info -> http://www.cs.ucr.edu/~ezix/other/rg/vtourn_1.html: :....................................................................: :Da pony run, he jump he pitch. He t'row my master in da ditch. : :He died and da jury wondered why. Da verdict was the blue tail fly.: :....................................................................:

James Hamblin

L. Scott Johnson wrote: > > > But according to my copy of the Sabbat rules update, under section 2, it > > says that "The Sabbat has a number of new clans, titles, and optional > > rules." The designation of the rules as "optional" leads me to believe that > > you don't have to use any of the rules given in the Sabbat update, even if > > you are using Sabbat cards. Is that not correct? > > Following that logic: the method of Prisci voting is an optional rule; > the fact that any titled Sabbat vampires have votes at all is optional; > denying Sabbat vampires rank in the Camarilla (Primogen, Prince, etc.) > is optional; denying Camarilla vampires rank in the Sabbat is optional; > etc. Well, the Prisci vote rules aren't under the section that specifies that there are new "optional rules". If the rules are optional then why are we required to play with them if we use any Sabbat cards? Am I forced to withdraw if someone else at the table has Sabbat cards? The rule doesn't seem very optional if the very existence of the expansion requires its use. Besides, I think most people agree that the new rule is pretty wack. Sure, it was hard to withdraw under the old rules, but forced withdrawal punishes decks which go through cards quickly (like combat decks), and these decks don't need further punishment. James -- James E. Hamblin je...@cornell.edu "There is a greater darkness than the one we fight. It is the darkness of the soul that has lost its way. ... Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender." -- G'Kar, Babylon 5: "Z'ha'dum"

Chris Shorb

L. Scott Johnson wrote: > > Steve Bucy wrote: > > > > So, this method (if legal) will merely result in the forced withdrawal > of the Rushed minion's controller - not in a victory point for any > Methuselah. Yes, but once it gets going, and if used backwards (i.e. against your predator), it will clear the table in very few rounds, leaving you with the sole victory point in the game. Not so useful in Tournament play, but entertaining the first few times done in "friendly" games. Just watch your back as you leave your (former) friends' houses... My guess is that the appearance of this deck will change the ruling on FoM (good!). However, until that time, I think I will make up a version of this deck (evil chuckle). Don't worry Steve and Robert - I will leave it at home if I come up to play. > > -- > L. Scott Johnson (vte...@regency.wizards.com) -- [ quoted text not captured ]

PDB6

LSJ wrote: "Following that logic: the method of Prisci voting is an optional rule; the fact that any titled Sabbat vampires have votes at all is optional; denying Sabbat vampires rank in the Camarilla (Primogen, Prince, etc.) is optional; denying Camarilla vampires rank in the Sabbat is optional; etc." Yes, but all of the above mentioned rules are new rules that replace nothing and simply add new (minor) aspects to the game (much like brand new cards). The Forced Withdraw rule is a new rule that replaces a perfectly acceptable pre exisiting rule, and for no good reason. There was no pre exisiting "Prisci" rule that has been eraticated and replaced, nor do the Prisci have any great effect on the structure of the game as a whole (or any other of the above mentioned rules). They are basically new "Flavor" rules. The Forced Withdraw rule substantially changes the rules of the game as a whole. Originaly, if you ran out of cards, you continued to play. Now if you run out of cards, you lose. This is a very substantial difference, and a very good reason why one would opt not to use this rule. Peter D Bakija PD...@aol.com "Oh Spiteful One! Tell me whom I should smite and they shall be smoten!" -Homer

salem christ....

Robert Goudie wrote: > > Chris Shorb wrote: > > > > Steve Bucy wrote: > > > > > > This one came up last night in one of our games. We had someone playing > > > Gangrel put out a bunch of Raptors (eventually 7) and Heidleberg Castle to <snip> > > > and the attacker plays Form of the Mist again. > > > > Very nasty. Is this one of Robert's? > > > > Chris > > > > Not only was this not my deck but I was the victim! This was possible <snip> > Hopefully LSJ will get the Rules Team to disallow this on the basis that > more stealth is being added when it is not needed. > > Robert seems pefectly reasonable to me...it's not like it's an easy combo to get happeneing....now, all i need is some raptors and some forms of mist......oh, and heidleburg.... salem christ.....

L. Scott Johnson

Robert Goudie wrote: > L. Scott Johnson wrote: > > The legality of Form of Mist on a non-blocked action is under dispute. > > An old Rules Team ruling says that it is allowable, but recently > > someone (Thomas?) pointed out that this is not legal under the rules > > of gaining stealth (you cannot gain stealth unless you need stealth). > > The "unneeded stealth" argument was mine. I have an additional point as > to why this should be illegal. Think about Freak Drive. The superior > version allows you to untap the vampire after an action that was > unsuccessful. So if you play a bum's rush and the action is blocked you > need to play the Freak Drive right away and not after the combat. That > is correct isn't it? The "Rush" is the action not the combat so you > can't play the Freak Drive superior after the resulting combat. > > What I'm getting at is that an _unblocked_ Bum's Rush or other "enter > combat with" action is successful if not blocked. The action is > complete if the combat begins. The optional "continue action at +1 > Stealth" clearly shouldn't apply to an action that is already > completed. The Bum's Rush is the action _not_ the resulting combat. > Does this make any sense? Painfully. I'll pass this along to the RT, as well. Thanks. -- L. Scott Johnson (vte...@regency.wizards.com) [ quoted text not captured ]

L. Scott Johnson

James Hamblin wrote: > L. Scott Johnson wrote: > > Following that logic: the method of Prisci voting is an optional rule; > > the fact that any titled Sabbat vampires have votes at all is optional; > > denying Sabbat vampires rank in the Camarilla (Primogen, Prince, etc.) > > is optional; denying Camarilla vampires rank in the Sabbat is optional; > > etc. > > Well, the Prisci vote rules aren't under the section that specifies that > there are new "optional rules". If the rules are optional then why are > we required to play with them if we use any Sabbat cards? Am I forced > to withdraw if someone else at the table has Sabbat cards? The rule > doesn't seem very optional if the very existence of the expansion > requires its use. The existence of the expansion doesn't require the use of the rules. The use of the expansion does (at least for the cases I state - and possibly extending to the Withdrawal rule). So the withdrawal rule is optional. OK. Obviously, this implementation needs a little clarification. Currently, official tournaments which allow Sabbat cards (i.e., non-restricted tourneys, i.e. all of them that I know of) will be using this withdrawal rule due to the nature of how rules from successive expansions are applied (later rules overriding earlier rules). Obviously, some portion (possibly a large majority) of the players on this newsgroup feel that this should not be the case. I'll pass this along to the RT and DCI. > Besides, I think most people agree that the new rule is pretty wack. > Sure, it was hard to withdraw under the old rules, but forced withdrawal > punishes decks which go through cards quickly (like combat decks), and > these decks don't need further punishment. I agree that it punishes them for runnig through their card resources more quickly than the rest of the decks. Whether this is "further" punishment is questionable, considering the decks I see winning lately. Speed cycling combat decks don't seem too punished so far. Such a deck would be reduced to a speedbump for its predator once the library is exhausted in most cases; so I doubly cannot agree that this is "further" punishment. The deck has its reward, regardless of the withdrawl rule in use. [ quoted text not captured ]

Robert Goudie

L. Scott Johnson wrote: > > Steve Bucy wrote: > > [clip of the Raptop/FoM Deck] [clip] > The legality of Form of Mist on a non-blocked action is under dispute. > An old Rules Team ruling says that it is allowable, but recently > someone (Thomas?) pointed out that this is not legal under the rules > of gaining stealth (you cannot gain stealth unless you need stealth). > > So, we're still waiting on the resolution on that question. > > Until then, the old RT holds - and FoM can be played repeatedly on > the same (unblocked or blocked) action. > The "unneeded stealth" argument was mine. I have an additional point as to why this should be illegal. Think about Freak Drive. The superior version allows you to untap the vampire after an action that was unsuccessful. So if you play a bum's rush and the action is blocked you need to play the Freak Drive right away and not after the combat. That is correct isn't it? The "Rush" is the action not the combat so you can't play the Freak Drive superior after the resulting combat. What I'm getting at is that an _unblocked_ Bum's Rush or other "enter combat with" action is successful if not blocked. The action is complete if the combat begins. The optional "continue action at +1 Stealth" clearly shouldn't apply to an action that is already completed. The Bum's Rush is the action _not_ the resulting combat. Does this make any sense? Robert [ quoted text not captured ]

L. Scott Johnson

PDB6 wrote: > The Forced Withdraw rule substantially changes the rules > of the game as a whole. Originaly, if you ran out of cards, you continued > to play. Now if you run out of cards, you lose. This is a very > substantial difference, and a very good reason why one would opt not to > use this rule. You do not lose if you run out of cards. You are simply withdrawn. I have seen a game won by a Meth who withdrew in this fashion. As an aside, running out of pool will oust you in a worse manner than running out of cards. Is this a good reason to consider this rule on ousting a bad rule? The new Sabbat rule just makes managing your card resources more important. It is different, obviously. But not obviously bad. [ quoted text not captured ]

ni...@rci.rogers.com

>This one came up last night in one of our games. We had someone playing >Gangrel put out a bunch of Raptors (eventually 7) and Heidleberg Castle to >move them around. He eventually had all seven on one vamp with superior >Protean. He then Bums Rushes, making the guy rushed loose his entire hand. >He then plays Form of the Mist. The victim redraws, looses his hand again, >and the attacker plays Form of the Mist again. Is this legal? Can he keep >playing Form of the Mist to repeat the combat until he runs out of them? Ok, so I'm not LSJ.... but I'll answer anyway. This is my take on the situation: Superior Form of Mist only continues the action if there is an action to continue. As soon as the acting minion enters combat with the chosen target, the Bum's Rush action is considered successful. Playing superior Form of Mist during the ensuing combat will not continue the Bum's Rush action because it has already resolved. If, however, the Bum's Rush action had been blocked, the acting minion could play superior Form of Mist to allow it to continue to Rush the original target.

James Hamblin

L. Scott Johnson wrote: > > > Besides, I think most people agree that the new rule is pretty wack. > > Sure, it was hard to withdraw under the old rules, but forced withdrawal > > punishes decks which go through cards quickly (like combat decks), and > > these decks don't need further punishment. > > I agree that it punishes them for running through their card resources > more quickly than the rest of the decks. > > Whether this is "further" punishment is questionable, considering > the decks I see winning lately. Speed cycling combat decks don't > seem too punished so far. Well, considering the "unit of success" of each type of deck: Vote: Successful Vote. Cost: ~2 cards: vote card, extra votes. Bleed: Successful Bleed. Cost: ~3 cards: bleed card, +bleed/+stealth. Combat: Successful Combat. Cost: ~6 cards: rush card, maneuver(s), strikes, presses, etc. So Combat cycles its cards much faster than either of the other major strategies, and on top of that, a successful combat does not cause direct pool loss, whereas Vote/Bleed does. So when I say that combat is punished I mean that it is harder to win (fulfill victory conditions) with a combat deck. Now, under the new Sabbat rules, combat is hurt by being forced out of the game prematurely. I myself have ousted people long after I ran out of cards, and I do not agree with the rule. > Such a deck would be reduced to a speedbump for its predator once > the library is exhausted in most cases; so I doubly cannot agree > that this is "further" punishment. The deck has its reward, > regardless of the withdrawl rule in use. Not necessarily. The following situation happens fairly often: 2 players left: the combat deck and some other deck. The combat deck is cruising along, torporizing the other players vampires. The combat deck has 4 ready minions, the other deck has 1. Both players have not too much pool. The combat deck runs out of cards. Under the old withdraw rules, the combat deck would get two more victory points; you don't need cards to win in this situation. Under the new rule, the combat deck gets _no_ VPs and the other deck gets one! [ quoted text not captured ]

Steven Bucy

PDB6 <pd...@aol.com> wrote in article <19970416013...@ladder01.news.aol.com>... > LSJ wrote: > "Following that logic: the method of Prisci voting is an optional rule; > the fact that any titled Sabbat vampires have votes at all is optional; > denying Sabbat vampires rank in the Camarilla (Primogen, Prince, etc.) is > optional; denying Camarilla vampires rank in the Sabbat is optional; etc." > > Yes, but all of the above mentioned rules are new rules that replace > nothing and simply add new (minor) aspects to the game (much like brand > new cards). The Forced Withdraw rule is a new rule that replaces a > perfectly acceptable pre exisiting rule, and for no good reason. There > was no pre exisiting "Prisci" rule that has been eraticated and replaced, > nor do the Prisci have any great effect on the structure of the game as a > whole (or any other of the above mentioned rules). They are basically new > "Flavor" rules. The Forced Withdraw rule substantially changes the rules > of the game as a whole. Originaly, if you ran out of cards, you continued > to play. Now if you run out of cards, you lose. This is a very > substantial difference, and a very good reason why one would opt not to > use this rule. > > Peter D Bakija > PD...@aol.com > > "Oh Spiteful One! > Tell me whom I should smite and they shall be smoten!" > -Homer Go get em Peter! That is exactly my opinion. In fact our group does not play with this riduculous rule. I have been waiting to see the library wrecker deck since that stupid rule, and the Raptor appeared. Now the abuse is here and it is very clear how it can totally screw up a game. I guess we shall see how the RT handles the Form of the Mist mess now... -- Steve Bucy I'd be better off undead... "Hmmm. I notice the number of conditional phrases in there... _seems_ to indicate a weakness, _may_ be vulnerable in theory." - G'Kar

PDB6

LSJ wrote: "As an aside, running out of pool will oust you in a worse manner than running out of cards. Is this a good reason to consider this rule on ousting a bad rule?" Now that was just silly :-) My point is that originally if you ran out of cards, you still had the option of continuing to play. Now you do not, which is a very substantial and unneeded rules change. Getting ousted by running out of pool was a rule with which the game was designed, just like continuing to play when you ran out of cards was a rule with which the game was designed. If, for instance, a rule was developed for the Sabbat expansion that said "Now, instead of being ousted when you run out of pool, you may continue to play until you run out of cards.", it would be just as rediculous as the Forced Withdraw rule. Yes, card managment is an important part of Jyhad, and always has been, but in the basic set and the first 2 expansions, there was no need to worry about running out of cards, other than the basic problem of having no more cards. Granted, the original Withdaw rule was very unweildy and close to impossible, but WOtC could have very easily come up with a new Withdraw rule (perhaps if when you ran out of cards, you could choose to Withdraw and get no points, but if you wished to continue, you still had that option) that did not change a very basic and important rule, i.e. that even if you ran out of cards, you could continue to play. I have seen many many games won by players who have run out of cards, be it on the very next turn after they have run out, or many turns afterwords. Sure, sometimes they become speed bumbs, but very often a player in a great position runs out of cards in the end game but still can win with what they have in play. [ quoted text not captured ]

xcdc...@aol.com

In article <19970416013...@ladder01.news.aol.com>, pd...@aol.com (PDB6) writes: > The Forced Withdraw rule substantially changes the rules >of the game as a whole. Originaly, if you ran out of cards, you continued >to play. Now if you run out of cards, you lose. This is a very >substantial difference, and a very good reason why one would opt not to >use this rule. > > I see what you mean. Before your maximum deck size was 90 cards (for a 3 player game). Technically, now it is 89, if you play the last card your out and tough luck. I disagree with this rule completely and we don't play with it here. Some of my decks are small to be effective ("pool leaker" decks). This can put one at a serious disadvantage, particularly if they burn through the deck quickly (celerity/Potence combat, Trap/FOR combat, High Vote decks). I think it should be repealed. Chance Chance Chance "If you think you can, you're right. If you think you can't, you're right!" -- Henry Ford

L. Scott Johnson

PDB6 wrote: > > LSJ wrote: > "As an aside, running out of pool will oust you in a worse manner than > running out of cards. Is this a good reason to consider this rule on > ousting a bad rule?" > > Now that was just silly :-) I agree. Couldn't stop myself. Sorry. :-) > Yes, card managment is an important part of Jyhad, and always has been, > but in the basic set and the first 2 expansions, there was no need to > worry about running out of cards, other than the basic problem of having > no more cards. Granted, the original Withdaw rule was very unweildy and > close to impossible, but WOtC could have very easily come up with a new > Withdraw rule (perhaps if when you ran out of cards, you could choose to > Withdraw and get no points, but if you wished to continue, you still had > that option) that did not change a very basic and important rule, i.e. > that even if you ran out of cards, you could continue to play. I have > seen many many games won by players who have run out of cards, be it on > the very next turn after they have run out, or many turns afterwords. > Sure, sometimes they become speed bumbs, but very often a player in a > great position runs out of cards in the end game but still can win with > what they have in play. Again, if the "speed-cycle" combat deck finds itself in a position near the end of the game to win without playing cards (!?), then it should stop playing cards as soon as it draws it's last one. It will have the same effect (unless someone has a Raptor out and the combat deck failed to kill the Raptor - which would be a mistake on the combat deck's part, knowing that it's weakness is card supply.) So the rule is different, but it's hardly the game-breaker that it's being made out to be. [ quoted text not captured ]

L. Scott Johnson

James Hamblin wrote: > > Such a deck would be reduced to a speedbump for its predator once > > the library is exhausted in most cases; so I doubly cannot agree > > that this is "further" punishment. The deck has its reward, > > regardless of the withdrawl rule in use. > > Not necessarily. The following situation happens fairly often: > > 2 players left: the combat deck and some other deck. The combat deck is > cruising along, torporizing the other players vampires. The combat deck > has 4 ready minions, the other deck has 1. Both players have not too > much pool. The combat deck runs out of cards. Under the old withdraw > rules, the combat deck would get two more victory points; you don't need > cards to win in this situation. Under the new rule, the combat deck > gets _no_ VPs and the other deck gets one! In that case, the combat deck would stop cycling cards when he draws his last one. So the combat deck still gets two more VP. [ quoted text not captured ]

ni...@rci.rogers.com

>The legality of Form of Mist on a non-blocked action is under dispute. >An old Rules Team ruling says that it is allowable, but recently >someone (Thomas?) pointed out that this is not legal under the rules >of gaining stealth (you cannot gain stealth unless you need stealth). >So, we're still waiting on the resolution on that question. >Until then, the old RT holds - and FoM can be played repeatedly on >the same (unblocked or blocked) action. How can this be allowable, though? Assuming that no one blocks the action, wouldn't the action be considered _resolved_ the moment combat begins? There wouldn't be any action to continue because the acting minion has succesfully completed the Bum's Rush.

PDB6

LSJ wrote: " So the rule is different, but it's hardly the game-breaker that it's being made out to be." I would never really claim that the Forced Withdraw rule is a real game-breaker, as more often than not it will never come up, but what it is is another example of a bad idea by the people left in charge of designing this game. Originally, when you ran out of cards you could either contiunue to play (possibly to win) or attempt to withdraw, which was close to impossible. Now you must withdraw, whether you were about to win or not. You have no choice when you are out of cards. You could stop playing cards when you get down to your last one to avoid being Forced to Withdraw, turning the "Forced Withdraw" rule into the "Forced Seven Card Smaller Deck" rule. I'm not quite sure what the intention of this rule was, but what ever it was, it was a bad idea. If it was to make Withdrawing easier, sure, it did that but at the great cost of _having_ to Withdraw, which is a far cry from the original intention of the Withdraw rule. If the intention of the Forced Withdraw rule was to make Jyhad just that much closer to Magic, ok, it did that, but that was a bad thing ("Yaa! Now I can win by "Decking" other players! Woo Hoo!"). If the intention was to impose a stiff penalty for poor card management, then it failed, as you can always just not play any of your last seven cards (unless you are facing a deck that can "Deck" you with Dr. Jest or Raptors...), avoiding the whole thing. If it was intended as a rule to "punish" high speed card cycle decks, then it was completely unnecessary, as these decks are no better than any other decks. As it is so easy to avoid ever actually running out of cards (just by not playing any of your last seven), it seems fairly pointless to have a _Forced_ rule, as you are never actually _Forced_ to Withdraw, unless someone "Decks" you. As a result, the _Forced_ part of the Withdraw rule serves little purpose other than to effectively reduce all deck sizes by seven, and to open up the wack world of "Decking" opponents, which is very far from the original rule design. I would suggest that the Forced Withdraw rule be changed to something along the lines of: "If you start a turn with less than seven cards in your hand and have no cards in your library, you _may_ withdraw from the Jyhad. If you Withdraw, you gain no VPs, nor does your Predator gain a VP or six pool as a result. You are never _required_ to Withdraw." This would result in: A) Fixing the nigh-impossible original Withdrawing rules, while maintaining the spirit of those rules. B) Making "Decking" someone impossible. C) Allowing players in a good position who run out of cards to continue to play, as in the original rules. D) Making a great deal of long time Jyhad players happy. Peter D Bakija PD...@aol.com "You're so pretty when you're unfaithful to me." -Pixies

James Hamblin

L. Scott Johnson wrote: > > Again, if the "speed-cycle" combat deck finds itself in a position near > the end of the game to win without playing cards (!?), Is this to indicate that you have never come upon this situation? > then it should > stop playing cards as soon as it draws it's last one. It will have the > same effect (unless someone has a Raptor out and the combat deck failed > to kill the Raptor - which would be a mistake on the combat deck's part, > knowing that it's weakness is card supply.) First of all, only long range combat decks (pitch or guns) can actually kill retainers. So a close range Nosferatu, Gangrel or Brujah deck is SOL? Even without the Raptor, this effectively reduces a deck's size by 7. Depending on which cards you play, there will be some 7 cards which you will never be able to play. There are other games with the "you run out of cards, you lose" rule, but in both of these games that I play (Shadowfist and Magic), there is no automatic replenishment of cards. Subsequently, both of these games have card management ("card advantage") as a high priority for success. In Shadowfist, since you almost always draw up to maximum hand size at the beginning of turns, this is not such a big issue, but cards that increase that hand size are very popular. In Jyhad, every time you play a card, you replace that card. Your hand is a vital resource that is always present. This is why cards such as Thoughts Betrayed so badly break the paradigm of the game: they remove your hand from the game, however temporarily. Jyhad is not a game of Mind Twists and Curtains of Fullness. Having a "run out of cards = lose" rule is completely counter to the design of the game. Your defense of the rule: "well, just stop playing cards as soon as you draw your last one" is reminiscent of some defenses of TB, like "well, just use equipment" and "it's just temporary". > So the rule is different, but it's hardly the game-breaker that it's > being made out to be. Being punished for having high card throughput is fairly game-breaking. High throughput is its own punishment; once you run out of cards, I agree that it is difficult to win a game. But a player should not be forced to lose the game for playing too many cards. That's not the way this game is built. Just like it is difficult to withdraw under the old withdrawal rule, but it is possible; I've done it with a combat deck. Why do away with this old rule? [ quoted text not captured ]

Steven Bucy

L. Scott Johnson <vte...@regency.wizards.com> wrote in article <335619C0...@regency.wizards.com>... > PDB6 wrote: > > (snip) > > Yes, card managment is an important part of Jyhad, and always has been, > > but in the basic set and the first 2 expansions, there was no need to > > worry about running out of cards, other than the basic problem of having > > no more cards. Granted, the original Withdaw rule was very unweildy and > > close to impossible, but WOtC could have very easily come up with a new > > Withdraw rule (perhaps if when you ran out of cards, you could choose to > > Withdraw and get no points, but if you wished to continue, you still had > > that option) that did not change a very basic and important rule, i.e. > > that even if you ran out of cards, you could continue to play. I have > > seen many many games won by players who have run out of cards, be it on > > the very next turn after they have run out, or many turns afterwords. > > Sure, sometimes they become speed bumbs, but very often a player in a > > great position runs out of cards in the end game but still can win with > > what they have in play. > > Again, if the "speed-cycle" combat deck finds itself in a position near > the end of the game to win without playing cards (!?), then it should > stop playing cards as soon as it draws it's last one. It will have the > same effect (unless someone has a Raptor out and the combat deck failed > to kill the Raptor - which would be a mistake on the combat deck's part, > knowing that it's weakness is card supply.) Don't forget Doctor Jest and Aggressive Tactics (which was also in the Raptor deck). > So the rule is different, but it's hardly the game-breaker that it's > being made out to be. What if the last card you draw is very key to making your situation a winning one. For example, you have a full IC out, but only two pool. The last card is a Minion Tap. Under the old rules this situation would be fine. Under the new rule it is a game-breaker. [ quoted text not captured ]

James B. Floate

Steven Bucy wrote: Peter Bajika wrote; <snip> >> 'The Forced Withdraw rule substantially changes the rules > > of the game as a whole. Originaly, if you ran out of cards, you > continued > > to play. Now if you run out of cards, you lose. This is a very > > substantial difference, and a very good reason why one would opt not to > > use this rule. > > > > Peter D Bakija > > PD...@aol.com > > > > "Oh Spiteful One! > > Tell me whom I should smite and they shall be smoten!" > > -Homer > > Go get em Peter! That is exactly my opinion. In fact our group does not > play with this riduculous rule. I have been waiting to see the library > wrecker deck since that stupid rule, and the Raptor appeared. Now the abuse > is here and it is very clear how it can totally screw up a game. I guess we > shall see how the RT handles the Form of the Mist mess now... > > -- > Steve Bucy > > I'd be better off undead... > > "Hmmm. I notice the number of conditional phrases in there... _seems_ to > indicate a weakness, _may_ be vulnerable in theory." - G'Kar Yeah, what he said. 1. There is no form of mist mess. The guy that started this mess with the raptor deck had everyone fooled because they seem to have confused the psyche card with the form of mist card. Although, I imagine there will be some change to the wording of Form of mist centered around the 'continue the action' part. You have to have a sick mind to come up with continuing the same action as legal. Im impressed. So the only way to empty peoples hands like this is to give 7 raptors (super) to someone with super celerity. I am tempted to say if they can manage it, let 'em have it. However, I think this is a similar situation to TB, the denial of the hand during play, and constitutes nothing more than 'magicising' the game (new word?), and yes I understand there are different mechanics. The reason I call it 'magicising' is due to the different focus of the two games. I could never get into magic because it seemed to me to be a tabletop wargame represented by cards (which it is :)). Jyhad held something else for me in that the focus was split between the methusela and their minions, whilst retaining skill as an important part of the game between players. I like my vampires. Both the denial of the hand and the 'forced withdrawl' rule both put the focus more heavily on the methusela rather than the minions. And I dont like it. :) An abstract point, but one that had to be made. 2. There are several groovy web sites for jyhad. * Judith and Mark's Jyhad page. * The Corrupters Jyhad Page. * Rulemongers. * Bob's Jyhad Page. James B. 'The last of the crew needs a special remark, though he looked an incredible dunce, he had just one idea, but that one being snark, The good Bellman engaged him at once.' The Hunting of the Snark, Lewis Carrol.

Werner Arend

Hmmm... the "Forced Withdrawal" rule is a bad rule, indeed, but there are ways around it: - don't limit deck size (if someone wants to play with 120 cards, why not?) - impose a 3-card limit (no more 7 Raptors) - don't use the rule I don't care about "official" rules. If, in that part of the gamers' community I'm part of, we all agree that some rule is silly, we won't use it. Werner

L. Scott Johnson

Steven Bucy wrote: > > Don't forget Doctor Jest and Aggressive Tactics (which was also in the > Raptor deck). A Predator's Dr. Jest still alive at this point in the game indicates a shortcoming of the combat deck that has little to do with the Withdrawal rule. Aggressive Tactics - Reduces your hand size, does not make you draw. (Or, the aggressive Meth. can pay two pool, a Master Pahse action, and hope someone else takes an action to burn the AT. to have you effectively discard and replace one card. If she has this much pool and influence (among her partner Meth.) to spare at this point in the game, she's obviously in a good position, WithDrawal rule or no.) > > So the rule is different, but it's hardly the game-breaker that it's > > being made out to be. > > What if the last card you draw is very key to making your situation a > winning one. For example, you have a full IC out, but only two pool. The > last card is a Minion Tap. Under the old rules this situation would be > fine. Under the new rule it is a game-breaker. Then you should've had 1 more copy of that card in your library, apparently. Examples can be contrived to illustrate any side of most "real" arguments. [ quoted text not captured ]

L. Scott Johnson

[ quoted text not captured ] It is allowable because the RT says it is. Sorry, but I cannot come up with a more satisfactory explanation. Here's the RT ruling: From: aa...@cats.ucsc.edu (Thomas R Wylie) Newsgroups: rec.games.trading-cards.jyhad Subject: VTES Rules Team Rulings: 10/17/95 Date: 17 Oct 1995 05:39:07 GMT Message-ID: <45vfhr$8...@darkstar.UCSC.EDU> 1) You may continue an action that has already been considered successful. For example, if a Bum's Rush is successful, you may play superior Form of Mist during that combat to continue the action, in which case a second combat may start (but the action can then be blocked). Note that if you complete the action again, you get all of its effects again. For example, if you complete Bum's Rush again, you would get an optional maneuver in the second combat. [ quoted text not captured ]

James Hamblin

Werner Arend wrote: > > Hmmm... > the "Forced Withdrawal" rule is a bad rule, indeed, but there are ways > around it: > > - don't limit deck size > (if someone wants to play with 120 cards, why not?) The problem with this is the following: since Jyhad has the automatic replace rule, given an effective 80 card deck, you can make an effective 160 card deck by simply shuffling together two copies of the deck. This new deck will be just as effective as the original, but will have the advantage that each card will be able to be used twice, and it will not run out of cards until twice as much time has passed. So, the size of a deck would depend only on the number of cards owned by a person ("Damn, I only have 27 Undead Strengths. I guess my Brujah deck will only have 270 cards in it."). The maximum deck size limit is something that doesn't need tinkering with. BTW: Does anyone ever find themselves in a situation where someone comes into a game with a deck which is too big? I mean really big, like 120-150 cards. Do you say anything? > - impose a 3-card limit > (no more 7 Raptors) CL would cause many more problems, and the problem with the FWR is the rule itself, not Raptor. > - don't use the rule Ding! Ding! Ding! This is my point. The rule is not needed, not useful, and wrong. My group doesn't use it, and I get the impression that a lot of people don't. [ quoted text not captured ]

Pheersum

L. Scott Johnson wrote: > > PDB6 wrote: > > The Forced Withdraw rule substantially changes the rules > > of the game as a whole. Originaly, if you ran out of cards, you continued > > to play. Now if you run out of cards, you lose. This is a very > > substantial difference, and a very good reason why one would opt not to > > use this rule. > > You do not lose if you run out of cards. You are simply withdrawn. > I have seen a game won by a Meth who withdrew in this fashion. > > As an aside, running out of pool will oust you in a worse manner > than running out of cards. Is this a good reason to consider this > rule on ousting a bad rule? > > The new Sabbat rule just makes managing your card resources more > important. It is different, obviously. But not obviously bad. > > -- > L. Scott Johnson (vte...@regency.wizards.com) > Official VtES Net.Rep for Wizards of the Coast. > (*) - Subject to review by Rules Team If Forced Withdrawal is not an optional rule, does it affect gamers who play with one Sabbat card in their deck, one Sabbat vamp in their crypt, or what? It is a very different way to play the game, and I want to know when I can avoid it. -- --------------------------------------------------------------------- pheersum inhabits the mortal shell of eric schultheis. one channels mailto://phee...@netwizards.net.spamtrap remove spamtrap before mailing. nature says,"go ahead, have as many babies as you want. something will eat them." ---------------------------------------------------------------------

James B. Floate

> I don't care about "official" rules. If, in that part of the gamers' > community I'm part of, we all agree that some rule is silly, we won't > use it. > > Werner An argument for jyhad consensual reality? interesting... What happens when you go to an official tournament? Do you Socrates-style debate the referee and other players on the nature of the universe in regards to a 3CL? Does it work? <start furiously taking notes> James B. 'Wisdom is for the rich'- Anon.

Philippe DUCHON

James Hamblin writes: > >BTW: Does anyone ever find themselves in a situation where someone comes >into a game with a deck which is too big? I mean really big, like >120-150 cards. Do you say anything? > I've _never_ played in an environment where a maximum deck size is actually enforced. We're well aware that there is a maximum deck size in the rules, but we're much too lazy to enforce it (the fact that it depends on the number of players is probably the real reason why we don't use it; we never know in advance how many players will be at the table, and it can be anywhere from 3 to 7). In fact, the average deck size in my various play groups is probably over 100 cards. I think one of my current decks is a bit over 120 cards. It's never been a problem; maybe we'll change that if we feel the need for it. As for the forced withdrawal rule... we use it, but we're aware that it sucks. Usually a player with no cards left will simply stop using them, and nobody tried to play the Raptor game (though I did it once, involuntarily, in a Sabbat-only 6-booster game: my prey was finally forced to either let me bleed or face a Raptor and withdraw from the game...). Philippe

Werner Arend

[ quoted text not captured ] No, I won't do that (but I'll certainly try to get people to change their minds for the *next* tournament), and I suspect it wouldn't work anyway <g>. But most of the games I play are not in a tournament, and these are usually where I have most fun, because I try new deck designs, etc. As I said, there are 1200+ cards to try... In this environment, there really is no point in using a rule we all feel uncomfortable with - or is there? In a tournament, however, I'd always play conservative and use the most effective deck allowed by the rules that I can come up with. Werner

Werner Arend

On Fri, 18 Apr 1997, James Hamblin wrote: > Werner Arend wrote: > > - don't limit deck size > > (if someone wants to play with 120 cards, why not?) > > The problem with this is the following: since Jyhad has the automatic > replace rule, given an effective 80 card deck, you can make an effective > 160 card deck by simply shuffling together two copies of the deck. This > new deck will be just as effective as the original, but will have the > advantage that each card will be able to be used twice, and it will not > run out of cards until twice as much time has passed. > So, the size of a deck would depend only on the number of cards owned by > a person ("Damn, I only have 27 Undead Strengths. I guess my Brujah > deck will only have 270 cards in it."). The maximum deck size limit is > something that doesn't need tinkering with. I don't agree with you here, because of the following points: - it's hard to design multi-strategy decks with less than about 100 cards, and I think that multi-strategy decks are much more interesting than the more single-minded ones. - I don't think that running out of cards or not should be able to decide who wins a victory point. If I lose because I made the wrong deck for the purpose, or because my predator simply played a better strategy, or because I don't own some cards that would've turned the table, thats OK, but losing because running out of cards is boring. This punishes decks with high card throughput, and increases the value of equipment cards to a degree where it also becomes boring, because everyone tends to use the same equipment.... My point is, keep the game interesting by keeping balance between different types of decks. Encourage players to vary! Limiting Library size to 40+10/player doesn't do that (perhaps 40+15/player would do it better). The same point goes for a card limit. Depending on 2 or 3 cards for your strategy may be effective, but it's also rather boring... > BTW: Does anyone ever find themselves in a situation where someone comes > into a game with a deck which is too big? I mean really big, like > 120-150 cards. Do you say anything? I've seen this twice for sure, and I suspect more often than that (I usually don't count my opponents' cards). Effective use of a Fragment of the Book of Nod will reduce your library stack rather quickly. I once got to the bottom of my 100card deck this way... Werner

L. Scott Johnson

Pheersum wrote: > If Forced Withdrawal is not an optional rule, does it affect gamers who > play with one Sabbat card in their deck, one Sabbat vamp in their crypt, > or what? > > It is a very different way to play the game, and I want to know when I > can avoid it. It is my understanding that the Withdrawal rule is to be used if Sabbat cards are allowed to be in the library or crypt - regardless of whether anyone actually has any. I'm waiting on an RT/DCI clarification on this, however. [ quoted text not captured ]

Bernard M. Bresnahan

Here's a wacky idea, why not change the rules so that if you use all the cards in your Library it simply gets re-shuffled and continue on? Maybe "set" the deck size at exactly 90 cards? Now I've rarely hit the bottom of mine, but I might be more inclined to try different strategies with this kind of structure. Any thoughts, or am I just a heretic of sorts? -- Bernie