This is being posted from my work e-mail address. Hi folks
- We had a bang up time here last Saturday, as 14 Meths came
together to duel in a marathon of V:TES. The drafting began
at 11:30 am, and the final round ended at 10:30 pm.
Without further ado, here are the results:
The standings after 3 rounds were as follows:
Mike Courtois 9.5 VP, 174 TP, 60 Blood
Paul Johnson 7.5 VP, 180 TP, 77 Bood
Robyn Merrill 4.5 VP, 144 TP, 13 Blood
Steve Bucy 4 VP, 124 TP, 24 Blood
Wade von Grawbadger 4VP, 96 TP, 12 Blood
Nat Hammond 2.5 VP, 102 TP, 19 Blood
Kieth Thompson 1.5 VP, 102 TP, 21 Blood
Brad Ward 1.5 VP, 102 TP, 19 Blood
Rob Goudie 1 VP, 104 TP, 0 Blood
Brian McGreal 1 VP, 90 TP, 0 Blood
Nick Svolos 0 VP, 76 TP, 0 Blood
Jason Mulvey 0VP, 64 TP, 0 Blood
Andre Caceras 0 VP, 54 TP, 0 Blood
Dennis Lien 0 VP, 28 TP, 0 Blood
Every round was a drag-out slugfest, as people were trying
their best to make do with what cards they drafted. The
final seating order was Wade, Paul, Steve, Robyn, Mike (I
don't remember who ended up going first). Mike Courtois had
dominated in the early rounds with lots of stealth, and as
such was the target when it came time for the finals.
Although at times it seemed like he was fighting four other
methuselahs, he still managed to gain a VP by pounding heck
out of poor Wade and then Ancilla Empowerment-ing both he
and Wade out at the same time. As always, the psychological
warfare was at a fever pitch, with psychmaster Steve Bucy
("Oh man, I can't believe how bad my crypt draw is") finally
coming out on top. I have posted his deck below, mostly to
show what kind of kitchen sink decks end up working in a
draft tournament. The VP distribution in the final round
was as follows, in order of finish:
Steve Bucy 2 VP, Mike Courtois 1VP, Robyn Merrill 1VP, Paul
Johnson 0VP, Wade von Grawbadger 0VP.
A few items of note:
Even in this limited environment, Life Boon reared its ugly
head four times, and probably prevented Wade from a much
higher seating in the finals. Does it need to be banned? A
question for those smarter than I, but I feel that a *one*
card play that really can only be trumped by another card
(sudden reversal) should not have so much influence.
We did straight Rochester Draft. Each pack took about 20
minutes to draft, and that was with folks going at a good
clip. We had 2 drafting pods of 7 players apiece. Many of
the participants commented that the draft process takes too
long. I would have to agree. I think that perhaps the
Elder Draft that Carl Philsatch is suggesting would make for
a better, and perhaps quicker draft. Other comments were
that 5 packs were not enough, maybe drop 1-3 sealed packs in
as well, so that there was a little more deck-building
skills involved. I am not sure I agree. If you get up in
the 120-150 card range, decks can start to get pretty tuned
(especially with a deck of 40 cards), and the "level playing
field" changes. And as Paul Johnson (no relation to LSJ)
pointed out, the draft is actually part of the deck-building
process.
The winning deck
"I'd never play that Piece of Crap again!"
Nik 1 cel
Giuliano Vincenzi 2 for
Ricki Van Demsy 3 for pro
Bear Paw 5 ANI for pro pre
Zebulon 5 OBF aus dom pro
Heather Florent 6 FOR PRE dom Blood from the edge
can go on Heather
Lucia Pacciola 6 DOM pre for +1 hand
Badger 6 FOR PRO ani pot
Gunther 7 ANI for pro aus can pay 1 to untap
Mariel - Lady Thunder DOM OBF aus tha special combat
ends thingy
Emerson Bridges 8 FOR PRE DOM pot Prince of DC
Andreas Bard of Crete 9 AUS CEL PRE dom pro
Primogen, +1 interecept thingy
Basilia 10 ANI FOR PRO obf pot Primogen, she'll
light you up!
Masters x 13
Deal w/Devil
Dominate
Effective Mgmt
Fortitude
Frenzy
Protean x 2
Protracted Investment x 2
Rotschreck
Vast Wealth
Vulnerabity
Zoo Hunting Ground
Library
Animalism
Drawing out the Beast
Dominate
Deflection
Threats x 3
Fortitude
Dawn Operation x 2
Indomitability x 2
Rapid Healing x 2
Restoration
Skin of Rock x 3
Skin of Steel
Unflinching Persistence
Obfuscate
Cloak the Gathering
Faceless Night
Lost in Crowds
Presence
Dread Gaze
Majesty x 3
Protean
Earth Meld x 4
Flesh of Marble
Form of Mist x3
Form of the Ghost
Gleam of Red eyes
Movement of the Slow Body
Wolf Claws x 4
Other Minion cards
.44 magnum
Autarkis Persecution
Chainsaw
dodge
Fake Out
Hell Hound
OPen Grate x 2
Fourth Tradition, Accounting
Praxis Seizure Boston
Saturday Night Special
Submachine Gun
Basically, the way Steve played it was very cool, not too
aggressive. Since he had almost no blood recursion, he had
to. He would hang loose, protecting his vamps with his S:CE
ends cards. Then, when his prey was vulnerable, he would
come in and bleed with Threats and finish them off.
I have never seen Frenzy used in a tournament until this
one. Here I saw it used multiple times to good use!
OK, gotta go back to work,
Chris Shorb
PS, photos will be posted at our web-site soon!
--
Chris Shorb
Internet Representative
-------------------------------
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-------------------------------
In article <38865F0C...@earthlink.net>,
Third Planet <thethir...@earthlink.net> wrote:
> This is being posted from my work e-mail address. Hi folks
> - We had a bang up time here last Saturday, as 14 Meths came
> together to duel in a marathon of V:TES. The drafting began
> at 11:30 am, and the final round ended at 10:30 pm.
Cool! Good to hear it was a success. I remember that there were tourneys
in L.A. with 30 players and more, so either Draft doesn't appeal to the
local environment (do they really like constructed that much more?), or
the general dwindling of players all over the world during the period of
WotC-lack of support, which is over now I hope, has had some impact
here, too. ;)
Sidenote: the tourney itself took rather long. See below.
>
(snipped)
>
> A few items of note:
>
> Even in this limited environment, Life Boon reared its ugly
> head four times, and probably prevented Wade from a much
> higher seating in the finals. Does it need to be banned? A
> question for those smarter than I, but I feel that a *one*
> card play that really can only be trumped by another card
> (sudden reversal) should not have so much influence.
Well, this could be said about quite a number of cards. My suggestion
for Life-boon: it should not be permitted to oust yourself with the
card.
>
> We did straight Rochester Draft. Each pack took about 20
> minutes to draft, and that was with folks going at a good
> clip. We had 2 drafting pods of 7 players apiece. Many of
> the participants commented that the draft process takes too
> long. I would have to agree. I think that perhaps the
> Elder Draft that Carl Philsatch is suggesting would make for
> a better, and perhaps quicker draft.
Oh man. :) It's Carl Pilhatsch, ok? :) It's really not that hard to
spell, I've seen worse. :)
lol
Now, Elder Draft is not an idea of mine. But it's considerably fast for
VTES, so that the tourney doesn't last *that* long. I know that players
really get annoyed when the event drags on for too long.
The Elder Draft requires a judge who takes the time, as there is a time
limit for selecting each card, and it is a hybrid between Booster and
Rochester that suits the needs of VTES, as it is quite different ot
Magic.
Other comments were
> that 5 packs were not enough, maybe drop 1-3 sealed packs in
> as well, so that there was a little more deck-building
> skills involved. I am not sure I agree. If you get up in
> the 120-150 card range, decks can start to get pretty tuned
> (especially with a deck of 40 cards), and the "level playing
> field" changes. And as Paul Johnson (no relation to LSJ)
> pointed out, the draft is actually part of the deck-building
> process.
Draft is the funny thing about it. Agreed, people like that and the fact
that the decks are not that focussed as in constructed. Though they can
hit hard, too, if drafted good. :)
In our experience, 2 Starter work very good. That is about the same
amount as 8 Booster. Also, perhaps the 40 card-limit should be raised to
60. Don't know. Mixing editions can also make for a better selection. We
tried VTES with DS, and it worked well. Just don't do it booster for
booster, the cards *must* be shuffled together before. That's the trick.
I would like to start a serious discussion on the Draft-issue. :)
Carl
Sent via Deja.com http://www.deja.com/
Before you buy.
carlos_...@my-deja.com wrote:
> Third Planet <thethir...@earthlink.net> wrote:
> > We did straight Rochester Draft. Each pack took about 20
> > minutes to draft, and that was with folks going at a good
> > clip. We had 2 drafting pods of 7 players apiece. Many of
> > the participants commented that the draft process takes too
> > long. I would have to agree. I think that perhaps the> > Elder Draft that Carl [Pilhatsch] is suggesting would make for> > a better, and perhaps quicker draft.> Now, Elder Draft is not an idea of mine. But it's considerably fast for
> VTES, so that the tourney doesn't last *that* long. I know that players
> really get annoyed when the event drags on for too long.
> The Elder Draft requires a judge who takes the time, as there is a time
> limit for selecting each card,
There is a time limit for selecting each card in a DCI Rochester draft,
as well. [DCI 75]
> and it is a hybrid between Booster and
> Rochester that suits the needs of VTES, as it is quite different ot
> Magic.
"that suits the needs of some VTES groups".
Straight Rochester and straight booster draft work quite well for VTES
(at least, for the groups that have tried it around here).
--
LSJ (vte...@wizards.com) V:TES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.wizards.com/VTES/rules.asp
In article <38870595...@wizards.com>,
LSJ <vte...@wizards.com> wrote:
> carlos_...@my-deja.com wrote:
> > Third Planet <thethir...@earthlink.net> wrote:> > > We did straight Rochester Draft. Each pack took about 20
> > > minutes to draft, and that was with folks going at a good
> > > clip. We had 2 drafting pods of 7 players apiece. Many of
> > > the participants commented that the draft process takes too
> > > long. I would have to agree. I think that perhaps the> > > Elder Draft that Carl [Pilhatsch] is suggesting would make for> > > a better, and perhaps quicker draft.> > Now, Elder Draft is not an idea of mine. But it's considerably fast
for
> > VTES, so that the tourney doesn't last *that* long. I know that
players
> > really get annoyed when the event drags on for too long.
> > The Elder Draft requires a judge who takes the time, as there is a
time
> > limit for selecting each card,
>
> There is a time limit for selecting each card in a DCI Rochester
draft,
> as well. [DCI 75]
Ok, it is in Rochester Draft then, but not in booster draft, which is
also important.
>
> > and it is a hybrid between Booster and
> > Rochester that suits the needs of VTES, as it is quite different ot
> > Magic.
>
> "that suits the needs of some VTES groups".
> Straight Rochester and straight booster draft work quite well for VTES
> (at least, for the groups that have tried it around here).
They are *usable* but I sincerly doubt that they work well für VTES.
Rochester and Booster were designed for Magic. The problem is that
Magic and VTES are quite different, in regards to crypt/library and
lands in Magic.
Oh yes, you definitely can draft one booster after the other (with both
Rochester and Booster style), but it creates some awkward situations.
You might (and will) end up with some boosters which don't correspond
at all with the cards you drafted so far. E.g. the second booster to
go, and you already have decided to go for Gangrel with pro. You have 4
Gangrel, and a couple of pro cards. But bad luck: you don't get to draw
anymore Gangrels. You end up with a load of pro cards, but no Gangrels
to use them! Ok, you could adapt your needs with every booster, but is
that a desireable situation?
If you draft all vampires in one go at the beginning, you know exactly
what you have in terms of skills, and know what to go for, and what
substitutes you could draft.
Now, don't get me wrong, I know that you can't possible expect to have
a higly focussed deck, but when you draft all vamps before the library,
you can decide *better* on a strategy!
And, it's easy to handle, we have tried it out many times, and at the
EC 59 players were drafting with this system, so experience and
reliable data (if we can agree upon that it is somewhat reliable) is at
hand.
[ quoted text not captured ]
>Cool! Good to hear it was a success. I remember that there were tourneys
>in L.A. with 30 players and more, so either Draft doesn't appeal to the
>local environment (do they really like constructed that much more?), or
>the general dwindling of players all over the world during the period of
>WotC-lack of support, which is over now I hope, has had some impact
>here, too. ;)
Fear not Carl. :-) The Anarch Revolt tournament was not one of our
regularly scheduled convention tournaments (which are again routinely
drawing 25 players to all 12 of the tournaments each year). Nor was it our
Halloween "Crusade" event. I was happy to see that it drew many locals in
addition to some of us hardcore players who actually travelled to get there.
I'd be more inclined to view a 14-player tournament at a local game store a
sign of health.
-Robert
carlos_...@my-deja.com wrote:
> LSJ <vte...@wizards.com> wrote:
> > carlos_...@my-deja.com wrote:
> > > Third Planet <thethir...@earthlink.net> wrote:> > > > We did straight Rochester Draft. Each pack took about 20
> > > > minutes to draft, and that was with folks going at a good
> > > > clip. We had 2 drafting pods of 7 players apiece. Many of
> > > > the participants commented that the draft process takes too
> > > > long. I would have to agree. I think that perhaps the> > > > Elder Draft that Carl [Pilhatsch] is suggesting would make for> > > > a better, and perhaps quicker draft.> > > The Elder Draft requires a judge who takes the time, as there is a
> > > time limit for selecting each card,
> >
> > There is a time limit for selecting each card in a DCI Rochester
> > draft, as well. [DCI 75]
>
> Ok, it is in Rochester Draft then, but not in booster draft, which is
> also important.
Not to the topic at hand ("straight Rochester Draft"), but OK.
See [DCI 72] for time limits on DCI Booster Draft tournaments.
> > > and it is a hybrid between Booster and
> > > Rochester that suits the needs of VTES, as it is quite different ot
> > > Magic.
> >
> > "that suits the needs of some VTES groups".
> > Straight Rochester and straight booster draft work quite well for VTES
> > (at least, for the groups that have tried it around here).
>
> They are *usable* but I sincerly doubt that they work well für VTES.
> Rochester and Booster were designed for Magic. The problem is that
> Magic and VTES are quite different, in regards to crypt/library and
> lands in Magic.
Having actually tested them, I do not have such doubts. I have
seen that they work well.
Just because it works for Magic doesn't mean that it can't work
for V:TES. Even though the games are different, they still have
some elements in common.
> Oh yes, you definitely can draft one booster after the other (with both
> Rochester and Booster style), but it creates some awkward situations.
No more so than any other Draft format.
> You might (and will) end up with some boosters which don't correspond
> at all with the cards you drafted so far. E.g. the second booster to
> go, and you already have decided to go for Gangrel with pro. You have 4
> Gangrel, and a couple of pro cards. But bad luck: you don't get to draw
> anymore Gangrels. You end up with a load of pro cards, but no Gangrels
You end up with "a load" of pro cards only if you are not paying attention
to the fact that you haven't got any vampires to use them. Smart drafting
will avoid this problem.
> to use them! Ok, you could adapt your needs with every booster, but is
> that a desireable situation?
Yes.
That is inherent in the nature of draft.
There are no guarantees that you will get the cards you need to make
a "tuned" deck.
How does the Elder Draft ensure that a player will be able to draft
the cards he wants?
If your group/area/tourney scene has trouble/takes issue with this
sort of thing (not being able to draft an appropriate crypt), then you
are welcome to implement [DCI 62], e.g., making all vampires freely
available to your players who are then free to focus on drafting their
libraries. (or vice-versa :-).
> If you draft all vampires in one go at the beginning, you know exactly
> what you have in terms of skills, and know what to go for, and what
> substitutes you could draft.
But what if you draft all Gangrels only to discover that the boosters
don't correspond to your choice (i.e., they are very light on PRO and
ANI and FOR)?
> Now, don't get me wrong, I know that you can't possible expect to have
> a higly focussed deck, but when you draft all vamps before the library,
> you can decide *better* on a strategy!
Or, if you draft all your library first, you can decide on a better
strategy for drafting vampires.
Or you can mix the two, developing your strategy as you see what cards
you are able to draft (which refines your draft strategy, and so on).
Seriously - that's what happens. Give it a try.
> And, it's easy to handle, we have tried it out many times, and at the
> EC 59 players were drafting with this system, so experience and
> reliable data (if we can agree upon that it is somewhat reliable) is at
> hand.
Data for the current system is also on hand. At least for those who have
tried the system.
And the current system doesn't suffer from the drawback that the Elder Draft
has - namely of opening more than one pack per player at a time (something
the DCI frowns on).
We've been over all these points already, if you recall.
[ quoted text not captured ]
On Thu, 20 Jan 2000, Third Planet wrote:
> The VP distribution in the final round was as follows, in order of
> finish:
> Steve Bucy 2 VP, Mike Courtois 1VP, Robyn Merrill 1VP, Paul Johnson
> 0VP, Wade von Grawbadger 0VP.
how come there were only 4 VP's?
radiophonic oddity wrote in message ...
>
>
>On Thu, 20 Jan 2000, Third Planet wrote:
>>> The VP distribution in the final round was as follows, in order of
>> finish:
>> Steve Bucy 2 VP, Mike Courtois 1VP, Robyn Merrill 1VP, Paul Johnson
>> 0VP, Wade von Grawbadger 0VP.>>how come there were only 4 VP's?
Steve Bucy also gained a VP for being the last player! He should have 3
VPs. He ousted Robyn Merrill and Paul Johnson.
-Robert
Third Planet wrote in message <38865F0C...@earthlink.net>...
>This is being posted from my work e-mail address. Hi folks
>- We had a bang up time here last Saturday, as 14 Meths came
>together to duel in a marathon of V:TES. The drafting began
>at 11:30 am, and the final round ended at 10:30 pm.
It was great to see 14 people from all over show up for this tourney. We had
a nice mix...
>Without further ado, here are the results:
>
>The standings after 3 rounds were as follows:
>
>Mike Courtois 9.5 VP, 174 TP, 60 Blood
>Paul Johnson 7.5 VP, 180 TP, 77 Bood
>Robyn Merrill 4.5 VP, 144 TP, 13 Blood
>Steve Bucy 4 VP, 124 TP, 24 Blood
>Wade von Grawbadger 4VP, 96 TP, 12 Blood
>Nat Hammond 2.5 VP, 102 TP, 19 Blood
>Kieth Thompson 1.5 VP, 102 TP, 21 Blood
>Brad Ward 1.5 VP, 102 TP, 19 Blood
>Rob Goudie 1 VP, 104 TP, 0 Blood
>Brian McGreal 1 VP, 90 TP, 0 Blood
>Nick Svolos 0 VP, 76 TP, 0 Blood
>Jason Mulvey 0VP, 64 TP, 0 Blood
>Andre Caceras 0 VP, 54 TP, 0 Blood
>Dennis Lien 0 VP, 28 TP, 0 Blood
Mike dominated the first three rounds. His deck was very well built and
worked very consistantly. It had a great stealth/vote/bleed combo and just
enough other stuff to do well in almost any environment. Mike gets the
draft/deck building award.
>Every round was a drag-out slugfest, as people were trying
>their best to make do with what cards they drafted. The
>final seating order was Wade, Paul, Steve, Robyn, Mike (I
>don't remember who ended up going first). Mike Courtois had
>dominated in the early rounds with lots of stealth, and as
>such was the target when it came time for the finals.>Although at times it seemed like he was fighting four other
>methuselahs, he still managed to gain a VP by pounding heck
>out of poor Wade and then Ancilla Empowerment-ing both he
>and Wade out at the same time.
Mikes reputation preceded him. Of course with 9.5 VP going into the final it
is next to impossible not to be noticed... At times (especially during
votes) the entire table DID work against him.
>As always, the psychological
>warfare was at a fever pitch, with psychmaster Steve Bucy
>("Oh man, I can't believe how bad my crypt draw is") finally
>coming out on top. I have posted his deck below, mostly to
>show what kind of kitchen sink decks end up working in a
>draft tournament. The VP distribution in the final round
>was as follows, in order of finish:
>Steve Bucy 2 VP, Mike Courtois 1VP, Robyn Merrill 1VP, Paul
>Johnson 0VP, Wade von Grawbadger 0VP.
Actually I finised with 3 VP, Mike and Robyn each had 1 VP.
>A few items of note:
>
>Even in this limited environment, Life Boon reared its ugly
>head four times, and probably prevented Wade from a much
>higher seating in the finals. Does it need to be banned? A
>question for those smarter than I, but I feel that a *one*
>card play that really can only be trumped by another card
>(sudden reversal) should not have so much influence.
Life Boon definetly had a huge influence. I probably would not have even
been in the final if I had not benefited from two Life Boon played in the
second round. Should it be banned? I would say no. At least not until a
ridiculous card like Succubus Club is.
>We did straight Rochester Draft. Each pack took about 20
>minutes to draft, and that was with folks going at a good
>clip. We had 2 drafting pods of 7 players apiece. Many of
>the participants commented that the draft process takes too
>long. I would have to agree.
I also think it took to long. I believe this is largely due to the 7 player
pods. I believe two of 5 and one of 4 would have worked better and faster.
The ideal would be 4 player pods. 7 people just take to long to draft
things.
> I think that perhaps the
>Elder Draft that Carl Philsatch is suggesting would make for
>a better, and perhaps quicker draft. Other comments were
>that 5 packs were not enough, maybe drop 1-3 sealed packs in
>as well, so that there was a little more deck-building
>skills involved.
I definetly agree with this. We needed more cards to draft (maybe 7 packs)
or possibly sealed packs. There just wasn't much to work with.
> I am not sure I agree. If you get up in
>the 120-150 card range, decks can start to get pretty tuned
>(especially with a deck of 40 cards), and the "level playing
>field" changes. And as Paul Johnson (no relation to LSJ)
>pointed out, the draft is actually part of the deck-building
>process.
I think 100 cards would have been about right. With only 75 or so there just
wasn't any need to tune the deck. All we did was remove the 5 to 10 cards
from bad draft selection that totally didn't fit. There was almost no
interesting modifications or tweeking. Instead of the draft being "part of
the deck-building" it became the entire deck construction.
>The winning deck
>"I'd never play that Piece of Crap again!"
LOL. Thank God I won't have to play that piece of crap again!
[ quoted text not captured ]
At the start of the draft I was hoping for a Ventrue Dominate/Fortitude
deck. However things quickly changed as everyone drafted the dominate minion
cards and most of the Ventrue. I then switched to Gangrel/Ventrue. At one
point there were no vamps I could use so I picked up some Malks for the
obfiscate. As the draft went on, and grabbed what I could get, it became
more of a aggravated combat deck with lots of defense. After the draft I
noticed many huge weeknesses in the deck. 1) No intercept. I just wasn't
able to draft any, not even a Cats Guidance. Only Andreas, if I got him in
my crypt could help. 2) Little vote power. 3) No rush. Very bad for a
mostly combat deck. 4) lack of stealth. Only if I got one of three vamps
with Obfiscate or two with superior protean would I have ready stealth. In
the two rounds I did well, I got out a vamp with obfiscate and superior
protean...
I was left wondering what, if anything this deck would do. It appeared to
have almost no offense, no active defense, and almost no political power.
My strategy was simple... look as pathetic as the deck really was.
Relentlessly harrass my prey with one point bleeds in the hope they would
block and I could get them in combat. If I got them down low I would
hopefully have a threats and some stealth to give them a good hit. On
defense: Leave blockers untapped and pray my preditor didn't have any
stealth or votes...
Steve Bucy
(snipped)
> > > There is a time limit for selecting each card in a DCI Rochester
> > > draft, as well. [DCI 75]
> >
> > Ok, it is in Rochester Draft then, but not in booster draft, which
is
> > also important.
>
> Not to the topic at hand ("straight Rochester Draft"), but OK.
> See [DCI 72] for time limits on DCI Booster Draft tournaments.
???
Can't figure out what you want to say with that. :(
>
> > > > and it is a hybrid between Booster and
> > > > Rochester that suits the needs of VTES, as it is quite
different ot
> > > > Magic.
> > >
> > > "that suits the needs of some VTES groups".
> > > Straight Rochester and straight booster draft work quite well for
VTES
> > > (at least, for the groups that have tried it around here).
> >
> > They are *usable* but I sincerly doubt that they work well für VTES.
> > Rochester and Booster were designed for Magic. The problem is that
> > Magic and VTES are quite different, in regards to crypt/library and
> > lands in Magic.
>
> Having actually tested them, I do not have such doubts. I have
> seen that they work well.
Having actually tested Rochester, booster *and* Elder, I can only say
that Elder is the best, fastest and smoothest format.
>
> Just because it works for Magic doesn't mean that it can't work
> for V:TES. Even though the games are different, they still have
> some elements in common.
They have *some* elemenst in common. But the only thing I can think up
right now is "tapping". What else? Ah, yes, the "live"/pool.
But other than that? Hm, they are both CCGs and are sold in small packs
called boosters.
>
> > Oh yes, you definitely can draft one booster after the other (with
both
> > Rochester and Booster style), but it creates some awkward
situations.
>
> No more so than any other Draft format.
Your point of view seems to incline that you think that there will
never be a format that will be work really good for VTES. (For the
moment we assume that there might be a way to make the draft formats
better.)
>
> > You might (and will) end up with some boosters which don't
correspond
> > at all with the cards you drafted so far. E.g. the second booster to
> > go, and you already have decided to go for Gangrel with pro. You
have 4
> > Gangrel, and a couple of pro cards. But bad luck: you don't get to
draw
> > anymore Gangrels. You end up with a load of pro cards, but no
Gangrels
>
> You end up with "a load" of pro cards only if you are not paying
attention
> to the fact that you haven't got any vampires to use them. Smart
drafting
> will avoid this problem.
"Smart drafting will avoid this problem." You cannot deny that Booster
or Rochester are often a kind of lottery. As you draft booster1 vamps-
library, booster2 vamps-library, and so on, there is a *lot* of luck
involved.
>
> > to use them! Ok, you could adapt your needs with every booster, but
is
> > that a desireable situation?
>
> Yes.
> That is inherent in the nature of draft.
> There are no guarantees that you will get the cards you need to make
> a "tuned" deck.
Again, you look at it from the Magic perspective. "That is the nature
of Draft". Yes, as it is in Magic! All I'm saying is: it doesn't need
to be so in VTES!
Even with Elder Draft there is no guarantee that the deck will be
"tuned", but you get to draft the Vamps first in Rochester style. So
you get all vamps first. Now you *know* what your crypt might look
like, and you can formulate a strategy for the library!
Pods are 4-5 players, so you'll know when you end up with just 1 or 2
Gangrel, that it's pretty pointless to draft pro cards.
If you do it booster after booster, you just might hope to get the
fitting vamps, which may never come. Screwed.
>
> How does the Elder Draft ensure that a player will be able to draft
> the cards he wants?
There is no draft format that ensures that a player will be able to
draft the cards he wants. Elder just makes it possible to formulate a
strategy, and the knowledge which skill will be neede and which are
totally useless for you!
>
> If your group/area/tourney scene has trouble/takes issue with this
> sort of thing (not being able to draft an appropriate crypt), then you
> are welcome to implement [DCI 62], e.g., making all vampires freely
> available to your players who are then free to focus on drafting
their
> libraries. (or vice-versa :-).
Actually, that's not a draft anymore. And, it's not my
group/area/tourney scene. Your style of discussions is sometimes very
... I don't find a word for it in English. :(
Let's say you are ruling out changes, with the explanation that there
are rules. It's a way of thinking that prohibits improvements.
>
> > If you draft all vampires in one go at the beginning, you know
exactly
> > what you have in terms of skills, and know what to go for, and what
> > substitutes you could draft.
>
> But what if you draft all Gangrels only to discover that the boosters
> don't correspond to your choice (i.e., they are very light on PRO and
> ANI and FOR)?
Bah, that is so unlikely, that I get the feeling you don't know what
you are talking about.
Let me explain: *if* you draft a large number of Gangrels, the other
players on your table, will not have many Gangrels, perhaps none at all.
This means that Pro cards will be largely available for you.
Secondly: yes, in a single booster, there may be few ani, for, pro
cards (just to stay with the Gangrel example), but in Elder draft this
is circumvented, as there is a larger pool of cards and they are mixed
prior to the drafting.
If you'd go booster after booster, you'd screw the possibilty to mix
expansions. Try it and you'll see what I mean.
>
> > Now, don't get me wrong, I know that you can't possible expect to
have
> > a higly focussed deck, but when you draft all vamps before the
library,
> > you can decide *better* on a strategy!
>
> Or, if you draft all your library first, you can decide on a better
> strategy for drafting vampires.
Yes, you are right, so you agree in this point. Good! It's simply a
matter of taste if you go for Vamps first of library cards. A majority
of players has stated that it would be better to have the vamps first,
as they will act as your foundation of the deck.
>
> Or you can mix the two, developing your strategy as you see what cards
> you are able to draft (which refines your draft strategy, and so on).
Chances that you end up with a screwed crypt and library are much
greater if you do booster after booster. "Refining your strategy" will
not help you against bad luck. And a draft is luck. Even Elder Draft,
but here you have a better starting position.
>
> Seriously - that's what happens. Give it a try.
I (and many others) have. I urge you to give Elder draft a try.
Just because there are already official DCI formats is no excuse to not
try out a format, that might (in this case: is) better suited for VTES.
>
> > And, it's easy to handle, we have tried it out many times, and at
the
> > EC 59 players were drafting with this system, so experience and
> > reliable data (if we can agree upon that it is somewhat reliable)
is at
> > hand.
>
> Data for the current system is also on hand. At least for those who
have
> tried the system.
>
You are definitely right here. I can say that I have tried all 3
systems.
> And the current system doesn't suffer from the drawback that the
Elder Draft
> has - namely of opening more than one pack per player at a time
(something
> the DCI frowns on).
Huh, what kind of drawback is that? Seriously, (I guess you are aiming
at that), if a player *really* wants to cheat, he does, no matter what.
And, during draft, if you do run it properly, there will be almost no
opportunity to do so.
>
> We've been over all these points already, if you recall.
Hm, I remember having a discussion on the NG in summer. Back then, all
participants seemed quite satisfied with the Elder Draft hybrid.
[ quoted text not captured ]
carlos_...@my-deja.com wrote:
> > > > There is a time limit for selecting each card in a DCI Rochester
> > > > draft, as well. [DCI 75]
> > >
> > > Ok, it is in Rochester Draft then, but not in booster draft, which
> is
> > > also important.
> >
> > Not to the topic at hand ("straight Rochester Draft"), but OK.
> > See [DCI 72] for time limits on DCI Booster Draft tournaments.
>
> ???
> Can't figure out what you want to say with that. :(
You said there is no time limit for selecting cards in Booster Draft.
I cited a DCI rule to the contrary.
> > > > > and it is a hybrid between Booster and
> > > > > Rochester that suits the needs of VTES, as it is quite
> different ot
> > > > > Magic.
> > > >
> > > > "that suits the needs of some VTES groups".
> > > > Straight Rochester and straight booster draft work quite well
for
> VTES
> > > > (at least, for the groups that have tried it around here).
> > >
> > > They are *usable* but I sincerly doubt that they work well für
VTES.
> > > Rochester and Booster were designed for Magic. The problem is that
> > > Magic and VTES are quite different, in regards to crypt/library
and
> > > lands in Magic.
> >
> > Having actually tested them, I do not have such doubts. I have
> > seen that they work well.
>
> Having actually tested Rochester, booster *and* Elder, I can only say
> that Elder is the best, fastest and smoothest format
>> > Just because it works for Magic doesn't mean that it can't work
> > for V:TES. Even though the games are different, they still have
> > some elements in common.
>
> They have *some* elemenst in common. But the only thing I can think up
> right now is "tapping". What else? Ah, yes, the "live"/pool.
> But other than that? Hm, they are both CCGs and are sold in small
packs
> called boosters.
The latter part is the key to draft formats.
> > > Oh yes, you definitely can draft one booster after the other (with
> both
> > > Rochester and Booster style), but it creates some awkward
> situations.
> >
> > No more so than any other Draft format.
>
> Your point of view seems to incline that you think that there will
> never be a format that will be work really good for VTES. (For the
> moment we assume that there might be a way to make the draft formats
> better.)
No. It means that a given good format (e.g., Rochester Draft) is no
worse than another good format (e.g., Elder Draft).
That it is no worse doesn't mean I think it isn't good.
> > > You might (and will) end up with some boosters which don't
> correspond
> > > at all with the cards you drafted so far. E.g. the second booster
to
> > > go, and you already have decided to go for Gangrel with pro. You
> have 4
> > > Gangrel, and a couple of pro cards. But bad luck: you don't get to
> draw
> > > anymore Gangrels. You end up with a load of pro cards, but no
> Gangrels
> >
> > You end up with "a load" of pro cards only if you are not paying
> attention
> > to the fact that you haven't got any vampires to use them. Smart
> drafting
> > will avoid this problem.
>
> "Smart drafting will avoid this problem." You cannot deny that Booster
> or Rochester are often a kind of lottery. As you draft booster1 vamps-
> library, booster2 vamps-library, and so on, there is a *lot* of luck
> involved.
As in Elder Draft. Or any draft, for that matter.
But you seem to think that a player will blindly stick to a failing
draft strategy. If so, then yes that player will be hurt - not by
luck but by his narrow mindedness.
If a player starts with a strategy in mind that "luck" would have
it isn't in the cards, he should adapt his strategy to the cards
available. In any draft.
> > > to use them! Ok, you could adapt your needs with every booster,
but
> is
> > > that a desireable situation?
> >
> > Yes.
> > That is inherent in the nature of draft.
> > There are no guarantees that you will get the cards you need to make
> > a "tuned" deck.
>
> Again, you look at it from the Magic perspective. "That is the nature
> of Draft". Yes, as it is in Magic! All I'm saying is: it doesn't need
> to be so in VTES!
Yes, it does. It is inherent to draft in any CCG.
Draft implies adaptability. The players must adapt their strategies
to the cards available - especially since they do not get to examine
all the cards available a priori.
> Even with Elder Draft there is no guarantee that the deck will be
> "tuned", but you get to draft the Vamps first in Rochester style. So
> you get all vamps first. Now you *know* what your crypt might look
> like, and you can formulate a strategy for the library!
You should, if you get all the vamps first.
Then you can *hope* that you get the cards that match your
vampires.
OR
Equally valid - you draft your library and crypt at the same time,
adjusting your strategy for each based on the cards you get for
both.
> Pods are 4-5 players, so you'll know when you end up with just 1 or 2
> Gangrel, that it's pretty pointless to draft pro cards.
Why is it acceptable to imagine that you could get just 2 Gangrel
but not that the packs would be thing in pro (as you say below)?
Yes, if you don't draft many Gangrel (or vamps with pro), you
shouldn't draft cards that require pro.
Conversely, if you don't draft many cards that require pro, you
shouldn't draft vampires on the basis of their pro.
Why is your way the only way?
> If you do it booster after booster, you just might hope to get the
> fitting vamps, which may never come. Screwed.
Or you may hope to get the fitting library cards which never come.
Screwed.
Neither of these "screw" situations happen to players who aren't
just blindly hoping, but who are "active" in their draft strategy.
> > How does the Elder Draft ensure that a player will be able to draft
> > the cards he wants?
>
> There is no draft format that ensures that a player will be able to
> draft the cards he wants. Elder just makes it possible to formulate a
> strategy, and the knowledge which skill will be neede and which are
> totally useless for you!
After you have drafted you vampires, sure.
And then you can hope that you get cards to match the strategy you
are now married to.
> > If your group/area/tourney scene has trouble/takes issue with this
> > sort of thing (not being able to draft an appropriate crypt), then
you
> > are welcome to implement [DCI 62], e.g., making all vampires freely
> > available to your players who are then free to focus on drafting
> their
> > libraries. (or vice-versa :-).
>
> Actually, that's not a draft anymore. And, it's not my
Yes it is. A library draft - which seems to be where you place
the emphasis.
> group/area/tourney scene. Your style of discussions is sometimes very
> ... I don't find a word for it in English. :(
:-(
> Let's say you are ruling out changes, with the explanation that there
> are rules. It's a way of thinking that prohibits improvements.
No. I'm saying that your "issues" with the DCI Draft formats
("no time limits", "Crypt independence") are already handled
by the DCI rules. The "improvements" to the problems you see with
the DCI Draft formats are already integrated in the DCI rules.
If there is a problem that is not addressed by the DCI rules,
that would be different.
> > > If you draft all vampires in one go at the beginning, you know
> exactly
> > > what you have in terms of skills, and know what to go for, and
what
> > > substitutes you could draft.
> >
> > But what if you draft all Gangrels only to discover that the
boosters
> > don't correspond to your choice (i.e., they are very light on PRO
and
> > ANI and FOR)?
>
> Bah, that is so unlikely, that I get the feeling you don't know what
> you are talking about.
Just trying to put your argument into perspective.
> Let me explain: *if* you draft a large number of Gangrels, the other
> players on your table, will not have many Gangrels, perhaps none at
all.
> This means that Pro cards will be largely available for you.
True, if pro cards are largely available to begin with (luck).
And if the other players (knowing you are married to the Gangrel)
don't draft the pro cards just to keep them out of your hands
(and out of their way).
> Secondly: yes, in a single booster, there may be few ani, for, pro
> cards (just to stay with the Gangrel example), but in Elder draft this
> is circumvented, as there is a larger pool of cards and they are mixed
> prior to the drafting.
("Bah". As you say above).
Elder Draft doesn't have a larger pool of cards, obviously.
Mixing the cards doesn't increase the total number of pro cards.
> If you'd go booster after booster, you'd screw the possibilty to mix
> expansions. Try it and you'll see what I mean.
Why is mixing expansions so important?
(And if it is, why is it inconceivable to adapt the Rochester Draft
to an alternating-booster format)?
> > > Now, don't get me wrong, I know that you can't possible expect to
> have
> > > a higly focussed deck, but when you draft all vamps before the
> library,
> > > you can decide *better* on a strategy!
> >
> > Or, if you draft all your library first, you can decide on a better
> > strategy for drafting vampires.
>
> Yes, you are right, so you agree in this point. Good! It's simply a
It is obvious.
But it doesn't imply that the cards that remain for you to draft
will match your "better strategy".
> matter of taste if you go for Vamps first of library cards. A majority
> of players has stated that it would be better to have the vamps first,
> as they will act as your foundation of the deck.
Again the chicken-and-egg. Neither the crypt nor the library comes
first. Both should be adapted to suit the other (and themselves).
But sure, if one is fixed, you'll have a clearer idea what you "need"
for the other. (So, in that sense, you'll have a "better strategy"
for drafting the other). But if the available cards in the other do
not match your "need", ...
But if you draft both simultaneously (as in intermingled or
alternating), then you can adapt them both as needed.
> > Or you can mix the two, developing your strategy as you see what
cards
> > you are able to draft (which refines your draft strategy, and so
on).
>
> Chances that you end up with a screwed crypt and library are much
> greater if you do booster after booster. "Refining your strategy" will
> not help you against bad luck. And a draft is luck. Even Elder Draft,
If luck is against you, your strategy won't be as much help, true.
But this is true in any draft format.
At least with Rochester Draft, you can see how your luck is going
before you marry youself off to one strategy (like Gangrel, for
example) and you have a chance, through drafting, to circumvent
your bad luck (by drafting some Ventrue to match the cards that
you have been able to draft, for example).
> but here you have a better starting position.
I don't see it.
Your "better position" is just a more restrictive position.
You have a clearer goal, but that doesn't improve your odds
of meeting that goal.
> > Seriously - that's what happens. Give it a try.
>
> I (and many others) have. I urge you to give Elder draft a try.
I have. It works fine.
> Just because there are already official DCI formats is no excuse to
not
> try out a format, that might (in this case: is) better suited for
VTES.
It doesn't appear "better suited" to V:TES than the existing formats.
> > > And, it's easy to handle, we have tried it out many times, and at
> the
> > > EC 59 players were drafting with this system, so experience and
> > > reliable data (if we can agree upon that it is somewhat reliable)
> is at
> > > hand.
> >
> > Data for the current system is also on hand. At least for those who
> have
> > tried the system.
> >
>
> You are definitely right here. I can say that I have tried all 3
> systems.
>
> > And the current system doesn't suffer from the drawback that the
> Elder Draft
> > has - namely of opening more than one pack per player at a time
> (something
> > the DCI frowns on).
>
> Huh, what kind of drawback is that? Seriously, (I guess you are aiming
One that would prohibit the Elder Draft (in its current form)
from being part of the DCI rules.
> at that), if a player *really* wants to cheat, he does, no matter
what.
Yes. And there's no reason to make it easier for him.
> And, during draft, if you do run it properly, there will be almost no
> opportunity to do so.
But more of an opportunity than the current DCI system.
> > We've been over all these points already, if you recall.
>
> Hm, I remember having a discussion on the NG in summer. Back then, all
> participants seemed quite satisfied with the Elder Draft hybrid.
As much so as now, I guess.
The points I make above were made then.
--
LSJ (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/rules.asp[ quoted text not captured ]
Folks (LSJ & Carl):
At US GenCon (a WotC event) the last several years they have been using
a "Michigan Draft" which sounds just like the Elder Draft. That is,
everyone opens their packs and places the vampires into one pile and
the library into another. Each of the two piles is thoroughly shuffled
(no small feat) and then the vampire pile is drafted in Rochester
style. After that, the library pile is drafted.
From my experience, this is an excellent method of drafting for the
reasons Carl mentions. In particular, you are able to know who your
vampires first are so you can draft an appropriate library. This is
most critical if you have/like/use vampires with lesser-frequency
disciplines, like Protean or Thaumaturgy.
The reason that Booster and Rochester work so well in Magic is that
a drafter gets the land that she needs (in any quantity and
distribution) *after* she drafts a library. What if there were more
types of lands (say, 10 basic instead of just 5) and these players had
to draft land at the same time as their library? It just wouldn't work
out as well, would it?
Yours,
Madman
--
Free audio & video emails, greeting cards and forums
Talkway - http://www.talkway.com - Talk more ways (sm)
Steve Bucy wrote:
>
>
> Actually I finised with 3 VP, Mike and Robyn each had 1 VP.
>
DOH!!!
Major brain fart. Fortunately, the forms I turned into DCI don't seem
to account for actual number of VP's. For those of you who have done
V:TES DCI Tourneys alot, is that correct? I used the multiple player
sheet, that says VT:ES at the top.
Chris
--
NEW e-mail address: shr...@alumni.williams.edu
Chris Shorb, Monger of stuff
Tammy Martin, Queen of the Eastern Marches, and damn good mom
Alexander Shorb, little guy who could
Shameless plug:
<http://www.graphicnovels.com/>
These kind of tournies are a breath of fresh air. We've done this kind
a couple of times: Sealed starters and the winner gets every single
card. No trading or anything. You will use those "wallpaper" cards you
pass by all the time in your box. Deal with the devil is actually used,
OOH AAH. This way is a total mess and totally fun.
Jeff
Prince of Cleveland
On Sat, 22 Jan 2000, Jeffrey Moore wrote:
> You will use those "wallpaper" cards you
> pass by all the time in your box.
It's always worth looking at *why* you pass them over. Okay, in a much
more limited environment such as that of Sealed Deck, you might be using
the worse of a similar pair - e.g. Computer Hacking instead of, say,
Social Charm or something like that. There are a lot of cards, though,
that initially look like wallpaper, but which have their own niche to work
in.
Consider Betrayer. Long held as a very, very bad card, and always passed
over. Mix with Recruitment and lots of Master Phase Actions for the
Legbiter Betrayer Deck from Hell.
--
James Coupe
> > They have *some* elemenst in common. But the only thing I can think
up
> > right now is "tapping". What else? Ah, yes, the "live"/pool.
> > But other than that? Hm, they are both CCGs and are sold in small
> packs
> > called boosters.
>
> The latter part is the key to draft formats.
Being sold in boosters? I guess that's a pretty lame key to draft
formats. A good draft format should take into account the game
mechanics, not if they come along in boosters or not, wouldn't you
agree?
> >
> > Your point of view seems to incline that you think that there will
> > never be a format that will be work really good for VTES. (For the
> > moment we assume that there might be a way to make the draft formats
> > better.)
>
> No. It means that a given good format (e.g., Rochester Draft) is no
> worse than another good format (e.g., Elder Draft).
So you say that all 3 formats are equally suited to play VTES drafts.
> >
> > "Smart drafting will avoid this problem." You cannot deny that
Booster
> > or Rochester are often a kind of lottery. As you draft booster1
vamps-
> > library, booster2 vamps-library, and so on, there is a *lot* of luck
> > involved.
>
> As in Elder Draft. Or any draft, for that matter.
> But you seem to think that a player will blindly stick to a failing
> draft strategy. If so, then yes that player will be hurt - not by
> luck but by his narrow mindedness.
Luck is an essential part of drafts. Otherwise you could just stick with
constructed. However, you will only know that your draft strategy will
be a failing one when the draft is finished. E.g. 6 booster, in the
first there are Gangrel, along with pro cards. So you go for Gangrel. In
the next booster, there are Gangrel, but no pro cards. Next booster no
Gangrel, no pro. What do you do? Switch? Only to dicover that the last 1
or 2 booster contain enough Gangrel and pro to make your deck work? It's
luck. More so when you draft one booster after another.
>
> If a player starts with a strategy in mind that "luck" would have
> it isn't in the cards, he should adapt his strategy to the cards
> available. In any draft.
You can't know what's in the cards till all cards have been drafted.
Switching between boosters to a different strategy will screw you. You
might end up with a deck composed of 3 different strategies, but you
could have had a consistent one if you kept hoping. It's luck. More so
in Booster and Rochester than in Elder.
> >
> > Again, you look at it from the Magic perspective. "That is the
nature
> > of Draft". Yes, as it is in Magic! All I'm saying is: it doesn't
need
> > to be so in VTES!
>
> Yes, it does. It is inherent to draft in any CCG.
No, it doesnt. A good draft format *must* take into account the game
mechanics of the game in question. Please read another post about draft
under a different subject, in which the poster describes the difference
between Magic and VTES. It's really good, I couldn't say it in better
words.
>
> > Even with Elder Draft there is no guarantee that the deck will be
> > "tuned", but you get to draft the Vamps first in Rochester style. So
> > you get all vamps first. Now you *know* what your crypt might look
> > like, and you can formulate a strategy for the library!
>
> You should, if you get all the vamps first.
> Then you can *hope* that you get the cards that match your
> vampires.
You don't have to "hope". Your crypt defines your library in terms of
skills you *can* use. Roughly each clan has 3 skills at his disposal, so
your choices are widespread enough for the library draft. At the same
time you can always take cards that require no discipline (but that's
true for any format). The chances to get the cards you need are *really*
high, because all disciplines are averaged throughout the cards you get
to select from. Chances that you end up with a booster which contains
*no* cards you can use in your deck are neglegible (sp?).
The other players won't take cards in the beginning just to screw you.
When they look at their first 15 cards, they have to take what they
need, else they might end up with a rag-tag deck. There is the
possibilty that 2 (perhaps, but not likely 3) players are going for
dominate. Once a player recognises that other players are going for Dom,
he switches to pre or obf or aus (if he hasn't already), cause he can
select from differnt skills of his vamps. But in all the drafts I have
witnessed, this has *never* been a problem. By the time all players have
their vamps, they know what the others will be going for, cause drafting
the vamps in a rochester-style lets you see what the others take, and
vice versa. So there will almost never be a kind of "struggle" for a
single discipline. In the end, this leads to good and playable decks,
but never as hard hitting as constructed ones.
> OR
> Equally valid - you draft your library and crypt at the same time,
> adjusting your strategy for each based on the cards you get for
> both.
Again, this is not a simple game (regarding to game-mechanics) as Magic.
To construct a deck with 7 (13) different clans and 10 (17) disciplines
to choose from, while using the same techniques and amount of booster as
in Magic will not work satisfyingly. There are better ways, Elder draft
is one of them, and it's already in use. It's been agreed upon by
players from US, Australia and Europe.
>
> > Pods are 4-5 players, so you'll know when you end up with just 1 or
2
> > Gangrel, that it's pretty pointless to draft pro cards.
>
> Why is it acceptable to imagine that you could get just 2 Gangrel
> but not that the packs would be thing in pro (as you say below)?
It's more likely to have a vamp of a specific clan in a pack, than a
card that requires a specific skill. There are 7 (13) clans, but 10 (17)
skills along with the non-skill cards and masters.
>
> Yes, if you don't draft many Gangrel (or vamps with pro), you
> shouldn't draft cards that require pro.
That's common sense. If you do it pack for pack, then you sometimes
would draft Gangrel, sometimes you don't. Or, as you get to draft vamps
before library, you draft Gangrel, only to find out there's no pro. Next
pack full of Gangrel, again no pro. Now you switch. Next pack full of
Gangrel, no pro. ok. Next pack full of Gangrel, full of pro, but you
don't take that anymore. Switch? Next pack full of Gangrel, full of pro.
Screwed. You have a number of Gangrel, 2 or so pro cards, the rest is
another clan or discipline based. It's now a deck with two different
strategies in it. Is this desireable?
> Why is your way the only way?
First it's not my way, but the way of a big number of players who have
tested and tried out all formats, and agreed on a play-able way.
Second this doesn't mean there are other ways to make VTES drafts play
better.
>
> > If you do it booster after booster, you just might hope to get the
> > fitting vamps, which may never come. Screwed.
>
> Or you may hope to get the fitting library cards which never come.
> Screwed.
That is highly unlikely under Elder. You should know that if you have
tried it.
>
> Neither of these "screw" situations happen to players who aren't
> just blindly hoping, but who are "active" in their draft strategy.
Why do you assume that Elder draft doesn't require "active" palyers in
their strategy? They need to be as active as in any other format.
>
> > > How does the Elder Draft ensure that a player will be able to
draft
> > > the cards he wants?
> >
> > There is no draft format that ensures that a player will be able to
> > draft the cards he wants. Elder just makes it possible to formulate
a
> > strategy, and the knowledge which skill will be neede and which are
> > totally useless for you!
>
> After you have drafted you vampires, sure.
> And then you can hope that you get cards to match the strategy you
> are now married to.
This is much more favourable than hoping to not have to switch strategy
after every booster, isn't it?
And it's more likely to get a rather well-working deck out of it.
>
> > > If your group/area/tourney scene has trouble/takes issue with this
> > > sort of thing (not being able to draft an appropriate crypt), then
> you
> > > are welcome to implement [DCI 62], e.g., making all vampires
freely
> > > available to your players who are then free to focus on drafting
> > their
> > > libraries. (or vice-versa :-).
> >
> > Actually, that's not a draft anymore. And, it's not my
>
> Yes it is. A library draft - which seems to be where you place
> the emphasis.
No, here you are wrong. A draft where you don't get to draft all the
cards in the booster is not a complete draft (at least in VTES), in
Magic that may be acceptable, but it isn't in VTES.
The emphasis is placed on the vamps, because it makes for a stronger
foundation to have them first. You definitely could do it the other way
round, but I think that it would be not as solid a foundation to go
with. Keep in mind that when you draft your vamps, you get to see what
the others draft as well, and vice versa. This ensures that the library
will be drafted more easily.
>
> > group/area/tourney scene. Your style of discussions is sometimes
very
> > ... I don't find a word for it in English. :(
>
> :-(
Sorry, that shouldn't have been here. I was a bit frustrated, cause I
can't put my thoughts into apropriate words sometimes, and some of your
statements look to me like loops. ;)
>
> > Let's say you are ruling out changes, with the explanation that
there
> > are rules. It's a way of thinking that prohibits improvements.
>
> No. I'm saying that your "issues" with the DCI Draft formats
> ("no time limits", "Crypt independence") are already handled
> by the DCI rules. The "improvements" to the problems you see with
> the DCI Draft formats are already integrated in the DCI rules.
I really don't think so. Otherwise would we have such a discussion?
Definitely not. I just don't see that the current DCI rules for VTES
take the complex game mechanics and the crypt/library split into account
properly. There is room for improvement, and why not mixing two formats
together? It makes things interesting. :)
>
> > If you'd go booster after booster, you'd screw the possibilty to mix
> > expansions. Try it and you'll see what I mean.
>
> Why is mixing expansions so important?
> (And if it is, why is it inconceivable to adapt the Rochester Draft
> to an alternating-booster format)?
There are expansions, so why is it not desireable to use them in a
draft? DS and AH can't really be used on their own, and the (hopefully)
upcoming expansion won't be either. They need the basic set to work.
Imagine the following situation: you want to play Giovanni (obviously
DS), they get to be drafted as last boosters. Now, all the other players
might already have all they need as they are going for one of the 7 Cam
clans. When it comes to the DS booster, they are ready to screw you by
taking what you'd need. Desireable? When you mix the cards from all the
boosters, you have the same starting point for *all* clans that appear
in the draft. I guess that's a situation that *many* players would view
as desireable.
>
> Again the chicken-and-egg. Neither the crypt nor the library comes
> first. Both should be adapted to suit the other (and themselves).
> But sure, if one is fixed, you'll have a clearer idea what you "need"
> for the other. (So, in that sense, you'll have a "better strategy"
> for drafting the other). But if the available cards in the other do
> not match your "need", ...
I agree that it works both ways (library-crypt or crypt-library) but I'd
assume that it is more common to build your deck around the vamps, than
the other way round, though in some cases you just have to do it the
other way round.
If you go vamps first, it is quicker than library, because there are
less vamps than library cards. Now after the first 20 minutes you have a
rough outline of how your deck could look like. You still have plenty of
room to include different strats or combos or whatever (most vamps would
have an odd disciplin in common, too). The other way round, it's much
harder to find the corresponding vamps to your library cards - fewer
cards to pick from, with narrow set discipline-range, there are few
vamps which have a *lot* of disciplines. You are very limited and more
easily screwed by luck and the other players.
>
> But if you draft both simultaneously (as in intermingled or
> alternating), then you can adapt them both as needed.
Which is not suitable for a game as complex as VTES. It is for Magic,
though.
>
> If luck is against you, your strategy won't be as much help, true.
> But this is true in any draft format.
> At least with Rochester Draft, you can see how your luck is going
> before you marry youself off to one strategy (like Gangrel, for
> example) and you have a chance, through drafting, to circumvent
> your bad luck (by drafting some Ventrue to match the cards that
> you have been able to draft, for example).
You see how your luck is going with Elder, too, and at a much earlier
stage. The key is that you draft vamps first, and all the other players
can see it, too.
As for your Ventrue example, if you have to adapt in every booster,
you'll end up with 6 clans out of 6 different booster, with 6
disciplines to put into your deck. That is highly desireable, isnt't it?
:)
>
> > > Seriously - that's what happens. Give it a try.
> >
> > I (and many others) have. I urge you to give Elder draft a try.
>
> I have. It works fine.
Did you feel restricted? Did it take more time than the other formats?
Did it make for better decks?
>
> > Just because there are already official DCI formats is no excuse to
> not
> > try out a format, that might (in this case: is) better suited for
> VTES.
>
> It doesn't appear "better suited" to V:TES than the existing formats.
Well, it does to many, otherwise it wouldn't have been invented, would
it? And, honestly, how many players have tried out Drafts? It's
expensive, and not all players like to play not highly tuned construced
decks. Draft is for the ones who like to have a bit luck involved.
And I still don't agree that Rochester and Booster are the be all and
end all for VTES. Maybe even Elder is not, but it goes in the right
direction: taking into account the game mechanics.
> > > And the current system doesn't suffer from the drawback that the
> > Elder Draft
> > > has - namely of opening more than one pack per player at a time
> > (something
> > > the DCI frowns on).
> >
> > Huh, what kind of drawback is that? Seriously, (I guess you are
aiming
>
> One that would prohibit the Elder Draft (in its current form)
> from being part of the DCI rules.
I wouldn't take this as a fact.
>
> > at that), if a player *really* wants to cheat, he does, no matter
> what.
>
> Yes. And there's no reason to make it easier for him.
It's definitely not easier for him.
>
> > And, during draft, if you do run it properly, there will be almost
no
> > opportunity to do so.
>
> But more of an opportunity than the current DCI system.
No, it is not.
>
> > > We've been over all these points already, if you recall.
> >
> > Hm, I remember having a discussion on the NG in summer. Back then,
all
> > participants seemed quite satisfied with the Elder Draft hybrid.
>
> As much so as now, I guess.
> The points I make above were made then.
As I recall you were the only one who had points against the Elder Draft
in it's final form (you can correct me here, as I don't have a good
memory for threads and stuff). And you haven't been too hard arguing
against it, either. Now you do. Is the Elder draft a threat or something
to integrity of the rules, the game itself or the DCI? I wonder...
Carl
[ quoted text not captured ]
In article <nh_h4.32944$Mg.4...@c01read03-admin.service.talkway.com>,
"Madman2001" <Mad...@madman.com> wrote:
> Folks (LSJ & Carl):
>
> At US GenCon (a WotC event) the last several years they have been
using
> a "Michigan Draft" which sounds just like the Elder Draft.
Actually, Elder Draft evolved out of GenCon Draft and a version of
Booster Draft that involved opening all packs and shuffling the vamps
together, then drafting, same with library.
All contributors to the discussion could accept the Elder Draft hybrid.
So far there have been only positive reports about it. :)
> That is,
> everyone opens their packs and places the vampires into one pile and
> the library into another. Each of the two piles is thoroughly
shuffled
> (no small feat) and then the vampire pile is drafted in Rochester
> style. After that, the library pile is drafted.
You mean the GenCon draft here. The Michigan Draft included trading
afterwards and was more of a sealed type.
>
> From my experience, this is an excellent method of drafting for the
> reasons Carl mentions. In particular, you are able to know who your
> vampires first are so you can draft an appropriate library. This is
> most critical if you have/like/use vampires with lesser-frequency
> disciplines, like Protean or Thaumaturgy.
Correct.
> The reason that Booster and Rochester work so well in Magic is that
> a drafter gets the land that she needs (in any quantity and
> distribution) *after* she drafts a library. What if there were more
> types of lands (say, 10 basic instead of just 5) and these players had
> to draft land at the same time as their library? It just wouldn't
work
> out as well, would it?
Correct. You are so right here, I couldn't put it in better words.
Thanks for your contribution. :)
[ quoted text not captured ]
carlos_...@my-deja.com wrote:
>
> > > They have *some* elemenst in common. But the only thing I can think
> up
> > > right now is "tapping". What else? Ah, yes, the "live"/pool.
> > > But other than that? Hm, they are both CCGs and are sold in small
> > packs
> > > called boosters.
> >
> > The latter part is the key to draft formats.
>
> Being sold in boosters? I guess that's a pretty lame key to draft
> formats. A good draft format should take into account the game
> mechanics, not if they come along in boosters or not, wouldn't you
> agree?
If they are not sold in boosters, then draft formats are much
more difficult.
A good *CCG* takes into account the game mechanics when setting the
distribution of cards in a booster. A good draft is free to make use
of that fact. (Although a draft format that alters that distribution,
such as Elder Draft, could still be good).
> > > Your point of view seems to incline that you think that there will
> > > never be a format that will be work really good for VTES. (For the
> > > moment we assume that there might be a way to make the draft formats
> > > better.)
> >
> > No. It means that a given good format (e.g., Rochester Draft) is no
> > worse than another good format (e.g., Elder Draft).
>
> So you say that all 3 formats are equally suited to play VTES drafts.
As far as that point goes, yes.
By, since Elder Draft violates the DCI "rule" of opening only one pack
per player at a time, it would need to be substantially better than the
formats that subscribe to that rule in order to be adopted by the DCI.
> > > "Smart drafting will avoid this problem." You cannot deny that
> Booster
> > > or Rochester are often a kind of lottery. As you draft booster1
> vamps-
> > > library, booster2 vamps-library, and so on, there is a *lot* of luck
> > > involved.
> >
> > As in Elder Draft. Or any draft, for that matter.
> > But you seem to think that a player will blindly stick to a failing
> > draft strategy. If so, then yes that player will be hurt - not by
> > luck but by his narrow mindedness.
>
> Luck is an essential part of drafts. Otherwise you could just stick with
> constructed. However, you will only know that your draft strategy will
> be a failing one when the draft is finished. E.g. 6 booster, in the
? It becomes clearer and clearer as you are drafting. As you get
more cards, you get more information. The "last card" ("when the
draft is finished") doesn't carry *all* of the information about
what has been drafted before.
> first there are Gangrel, along with pro cards. So you go for Gangrel. In
> the next booster, there are Gangrel, but no pro cards. Next booster no
> Gangrel, no pro. What do you do? Switch? Only to dicover that the last 1
> or 2 booster contain enough Gangrel and pro to make your deck work? It's
> luck. More so when you draft one booster after another.
You don't "switch" necessarily - but you should look for a strategy that
you have/can get cards for. If you stick to a strategy that requires cards
that you don't have, you won't do well.
Under Elder Draft in the same situation: You draft a bunch of Gangrel.
Now you *have to have* the pro cards to make you deck work (according
to your premise above). And everyone in the pod knows this. But there's
only enough pro cards to make your deck work in the last two or three
rounds of draft. What are you drafting until that point? What do you
do to keep the other players from drafting the pro cards *they know* you
need?
Again, if you marry yourself to a single narrow strategy, you can get
into trouble. In any format.
> > If a player starts with a strategy in mind that "luck" would have
> > it isn't in the cards, he should adapt his strategy to the cards
> > available. In any draft.
>
> You can't know what's in the cards till all cards have been drafted.
> Switching between boosters to a different strategy will screw you. You
"Switching" may, but "adapting" won't.
> might end up with a deck composed of 3 different strategies, but you
> could have had a consistent one if you kept hoping. It's luck. More so
> in Booster and Rochester than in Elder.
I don't see "more so".
If you "could have had a consistent one" if you kept hoping in one
format, then you could equally have had the same in another.
And that hope, if fulfilled, means your deck can work.
If unfulfilled, means (in your words), you're screwed.
When you see that your hope is not being matched by the cards that
jave come your way, better to adapt your hopes than to keep blindly
following that hope.
> > > Again, you look at it from the Magic perspective. "That is the
> nature
> > > of Draft". Yes, as it is in Magic! All I'm saying is: it doesn't
> need
> > > to be so in VTES!
> >
> > Yes, it does. It is inherent to draft in any CCG.
>
> No, it doesnt. A good draft format *must* take into account the game
> mechanics of the game in question. Please read another post about draft
> under a different subject, in which the poster describes the difference
> between Magic and VTES. It's really good, I couldn't say it in better
> words.
OK. So if the differences are accounted for in booster pack
distribution?
> > > Even with Elder Draft there is no guarantee that the deck will be
> > > "tuned", but you get to draft the Vamps first in Rochester style. So
> > > you get all vamps first. Now you *know* what your crypt might look
> > > like, and you can formulate a strategy for the library!
> >
> > You should, if you get all the vamps first.
> > Then you can *hope* that you get the cards that match your
> > vampires.
>
> You don't have to "hope". Your crypt defines your library in terms of
> skills you *can* use. Roughly each clan has 3 skills at his disposal, so
> your choices are widespread enough for the library draft. At the same
> time you can always take cards that require no discipline (but that's
> true for any format). The chances to get the cards you need are *really*
Both are true for any format.
> high, because all disciplines are averaged throughout the cards you get
> to select from. Chances that you end up with a booster which contains
> *no* cards you can use in your deck are neglegible (sp?).
True in any format.
> The other players won't take cards in the beginning just to screw you.
Could be.
But again, as true in one format as another.
> When they look at their first 15 cards, they have to take what they
> need, else they might end up with a rag-tag deck. There is the
> possibilty that 2 (perhaps, but not likely 3) players are going for
> dominate. Once a player recognises that other players are going for Dom,
> he switches to pre or obf or aus (if he hasn't already), cause he can
> select from differnt skills of his vamps. But in all the drafts I have
> witnessed, this has *never* been a problem. By the time all players have
> their vamps, they know what the others will be going for, cause drafting
> the vamps in a rochester-style lets you see what the others take, and
> vice versa. So there will almost never be a kind of "struggle" for a
> single discipline. In the end, this leads to good and playable decks,
> but never as hard hitting as constructed ones.
Right - no problem, as I said. (Or rather, no more/less problematic
than other draft formats).
> > OR
> > Equally valid - you draft your library and crypt at the same time,
> > adjusting your strategy for each based on the cards you get for
> > both.
>
> Again, this is not a simple game (regarding to game-mechanics) as Magic.
> To construct a deck with 7 (13) different clans and 10 (17) disciplines
> to choose from, while using the same techniques and amount of booster as
> in Magic will not work satisfyingly. There are better ways, Elder draft
It isn't the "same" technique as MtG.
But, even if it was, that doesn't mean it isn't "right" for V:TES.
And it works quite satisfyingly.
> is one of them, and it's already in use. It's been agreed upon by
> players from US, Australia and Europe.> > > Pods are 4-5 players, so you'll know when you end up with just 1 or
> 2
> > > Gangrel, that it's pretty pointless to draft pro cards.
> >
> > Why is it acceptable to imagine that you could get just 2 Gangrel> > but not that the packs would be [thin] in pro (as you say below)?>
> It's more likely to have a vamp of a specific clan in a pack, than a
> card that requires a specific skill. There are 7 (13) clans, but 10 (17)
> skills along with the non-skill cards and masters.
Umm, OK. But that supports what I was saying (that it is not more likely to
be thin in Gangrel than in pro).
But the actual probabilities aren't the real issue.
The fact is, "luck" could "screw" you, regardless of format.
And moreso if you fail to adapt to the "bad luck" when you begin
to notice it.
> > Yes, if you don't draft many Gangrel (or vamps with pro), you
> > shouldn't draft cards that require pro.
>
> That's common sense. If you do it pack for pack, then you sometimes
> would draft Gangrel, sometimes you don't. Or, as you get to draft vamps
> before library, you draft Gangrel, only to find out there's no pro. Next
> pack full of Gangrel, again no pro. Now you switch. Next pack full of
> Gangrel, no pro. ok. Next pack full of Gangrel, full of pro, but you
> don't take that anymore. Switch? Next pack full of Gangrel, full of pro.
> Screwed. You have a number of Gangrel, 2 or so pro cards, the rest is
> another clan or discipline based. It's now a deck with two different
> strategies in it. Is this desireable?
Two compatible strategies, one would hope. That is desirable, yes.
> > Why is your way the only way?
>
> First it's not my way, but the way of a big number of players who have
> tested and tried out all formats, and agreed on a play-able way.
I meant "your way" in terms of the way you support to the exclusion
of others.
> Second this doesn't mean there are other ways to make VTES drafts play
> better.
If you mean to have another negative in there, which seems likely, then
I agree. But consistency is also valued by the DCI, both in terms of
game-independence as well as consistency over time.
> > > If you do it booster after booster, you just might hope to get the
> > > fitting vamps, which may never come. Screwed.
> >
> > Or you may hope to get the fitting library cards which never come.
> > Screwed.
>
> That is highly unlikely under Elder. You should know that if you have
> tried it.
The point is that it is just as likely/unlikely in the other formats.
In any format, if one does not pay attention to the cards that are
available and make the best use of them (rather than sticking to
one's early concept of a "best strategy"), you won't do as well. In
any format.
> > Neither of these "screw" situations happen to players who aren't
> > just blindly hoping, but who are "active" in their draft strategy.
>
> Why do you assume that Elder draft doesn't require "active" palyers in
> their strategy?
I do not. I was just illustrating what happens if one applies that
assuption to Elder Draft equally as you have been applying it to Rochester
Draft.
> They need to be as active as in any other format.
I agree.
> > > > How does the Elder Draft ensure that a player will be able to
> draft
> > > > the cards he wants?
> > >
> > > There is no draft format that ensures that a player will be able to
> > > draft the cards he wants. Elder just makes it possible to formulate
> a
> > > strategy, and the knowledge which skill will be neede and which are
> > > totally useless for you!
> >
> > After you have drafted you vampires, sure.
> > And then you can hope that you get cards to match the strategy you
> > are now married to.
>
> This is much more favourable than hoping to not have to switch strategy
> after every booster, isn't it?
> And it's more likely to get a rather well-working deck out of it.
No. In either format you can hope to be able to stick to the strategy
you have been working on. But, in either format, you should be able to
adapt your strategy to the cards that become available.
Both formats support such ability, and the ability to create well-working
decks (as well-working as can be expected in a limited format).
> > > > If your group/area/tourney scene has trouble/takes issue with this
> > > > sort of thing (not being able to draft an appropriate crypt), then
> > you
> > > > are welcome to implement [DCI 62], e.g., making all vampires
> freely
> > > > available to your players who are then free to focus on drafting
> > > their
> > > > libraries. (or vice-versa :-).
> > >
> > > Actually, that's not a draft anymore. And, it's not my
> >
> > Yes it is. A library draft - which seems to be where you place
> > the emphasis.
>
> No, here you are wrong. A draft where you don't get to draft all the
> cards in the booster is not a complete draft (at least in VTES), in
> Magic that may be acceptable, but it isn't in VTES.
Who said you can't draft all of the cards in a booster?
You are welcomed to draft all the cards.
> The emphasis is placed on the vamps, because it makes for a stronger
> foundation to have them first.
If you say so. I find that both the library and the crypt depend on
each other and should be "tuned" to match each other.
> You definitely could do it the other way
> round, but I think that it would be not as solid a foundation to go
> with. Keep in mind that when you draft your vamps, you get to see what
> the others draft as well, and vice versa. This ensures that the library
> will be drafted more easily.
Same can be said of any ordering of vamp/library drafting.
> > > Let's say you are ruling out changes, with the explanation that
> there
> > > are rules. It's a way of thinking that prohibits improvements.
> >
> > No. I'm saying that your "issues" with the DCI Draft formats
> > ("no time limits", "Crypt independence") are already handled
> > by the DCI rules. The "improvements" to the problems you see with
> > the DCI Draft formats are already integrated in the DCI rules.
>
> I really don't think so. Otherwise would we have such a discussion?
I frequently have to have "discussions" about what is already
printed in the rules, yes.
> Definitely not. I just don't see that the current DCI rules for VTES
> take the complex game mechanics and the crypt/library split into account
> properly. There is room for improvement, and why not mixing two formats
> together? It makes things interesting. :)
The DCI rules have attempted to take the split into account within
the self-imposed limit of packs-per-player.
The main "why not" is the one already expressed: opening more than one
pack per player at a time.
"More interesting" is debatable, but very likely. :-)
The formats could be mixed without violating the pack-per-player
restriction, however.
> > > If you'd go booster after booster, you'd screw the possibilty to mix
> > > expansions. Try it and you'll see what I mean.
> >
> > Why is mixing expansions so important?
> > (And if it is, why is it inconceivable to adapt the Rochester Draft
> > to an alternating-booster format)?
>
> There are expansions, so why is it not desireable to use them in a
> draft? DS and AH can't really be used on their own, and the (hopefully)
> upcoming expansion won't be either. They need the basic set to work.
> Imagine the following situation: you want to play Giovanni (obviously
> DS), they get to be drafted as last boosters. Now, all the other players
> might already have all they need as they are going for one of the 7 Cam
> clans. When it comes to the DS booster, they are ready to screw you by
> taking what you'd need. Desireable? When you mix the cards from all the
> boosters, you have the same starting point for *all* clans that appear
> in the draft. I guess that's a situation that *many* players would view
> as desireable.
Ah. I thought you required them to be intermixed.
The DCI rules currently support using more than one expansion.
> > Again the chicken-and-egg. Neither the crypt nor the library comes
> > first. Both should be adapted to suit the other (and themselves).
> > But sure, if one is fixed, you'll have a clearer idea what you "need"
> > for the other. (So, in that sense, you'll have a "better strategy"
> > for drafting the other). But if the available cards in the other do
> > not match your "need", ...
>
> I agree that it works both ways (library-crypt or crypt-library) but I'd
> assume that it is more common to build your deck around the vamps, than
> the other way round, though in some cases you just have to do it the
> other way round.
I would assume it is most common to build each with an eye toward the other.
> If you go vamps first, it is quicker than library, because there are
> less vamps than library cards. Now after the first 20 minutes you have a
> rough outline of how your deck could look like. You still have plenty of
> room to include different strats or combos or whatever (most vamps would
> have an odd disciplin in common, too). The other way round, it's much
> harder to find the corresponding vamps to your library cards - fewer
> cards to pick from, with narrow set discipline-range, there are few
> vamps which have a *lot* of disciplines. You are very limited and more
> easily screwed by luck and the other players.
I don't share your view on this subject.
> > But if you draft both simultaneously (as in intermingled or
> > alternating), then you can adapt them both as needed.
>
> Which is not suitable for a game as complex as VTES. It is for Magic,
> though.
It is suitable for VTES. Whether it is suitable for MtG is immaterial.
> > > > Seriously - that's what happens. Give it a try.
> > >
> > > I (and many others) have. I urge you to give Elder draft a try.
> >
> > I have. It works fine.
>
> Did you feel restricted? Did it take more time than the other formats?
> Did it make for better decks?
No. No (except for the minimal extra time to explain both of the intermingled
draft formats). No (and no worse, either).
> > > Just because there are already official DCI formats is no excuse to
> > not
> > > try out a format, that might (in this case: is) better suited for
> > VTES.
> >
> > It doesn't appear "better suited" to V:TES than the existing formats.
>
> Well, it does to many, otherwise it wouldn't have been invented, would
> it?
Ah. So the variants in Darkness Unveiled are better than the standard game?
(Or they wouldn't have been invented, right.) :-)
> And, honestly, how many players have tried out Drafts? It's
> expensive, and not all players like to play not highly tuned construced
> decks. Draft is for the ones who like to have a bit luck involved.
> And I still don't agree that Rochester and Booster are the be all and
> end all for VTES. Maybe even Elder is not, but it goes in the right
> direction: taking into account the game mechanics.
And in the wrong direction: opening more than one pack per player.
> > > > And the current system doesn't suffer from the drawback that the
> > > Elder Draft
> > > > has - namely of opening more than one pack per player at a time
> > > (something
> > > > the DCI frowns on).
> > >
> > > Huh, what kind of drawback is that? Seriously, (I guess you are
> aiming
> >
> > One that would prohibit the Elder Draft (in its current form)
> > from being part of the DCI rules.
>
> I wouldn't take this as a fact.
OK. feel free to bend their ears: d...@wizards.com
> > > at that), if a player *really* wants to cheat, he does, no matter
> > what.
> >
> > Yes. And there's no reason to make it easier for him.
>
> It's definitely not easier for him.
Yes it is. More cards, more motions in the set-up, more ease of cheating.
> > > And, during draft, if you do run it properly, there will be almost
> no
> > > opportunity to do so.
> >
> > But more of an opportunity than the current DCI system.
>
> No, it is not.
Yes it is.
> > > > We've been over all these points already, if you recall.
> > >
> > > Hm, I remember having a discussion on the NG in summer. Back then,
> all
> > > participants seemed quite satisfied with the Elder Draft hybrid.
> >
> > As much so as now, I guess.
> > The points I make above were made then.
>
> As I recall you were the only one who had points against the Elder Draft
> in it's final form (you can correct me here, as I don't have a good
> memory for threads and stuff). And you haven't been too hard arguing
The number of vocals on each side was *very* small, yes.
> against it, either. Now you do. Is the Elder draft a threat or something
> to integrity of the rules, the game itself or the DCI? I wonder...
I'm not arguing against it, except for the packs-per-player drawback (as
I pointed out back then).
I'm trying to answer your arguments against the current DCI formats.
Parallels to the Elder Draft are a suitable way to accomplish that.
--
LSJ (vte...@wizards.com) V:TES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.wizards.com/VTES/rules.asp
Chris Shorb & Tammy Martin wrote in message
<388930A4...@alumni.williams.edu>...
>
>
>Steve Bucy wrote:>>
>>
>> Actually I finised with 3 VP, Mike and Robyn each had 1 VP.
>>>
>>DOH!!!
>
>Major brain fart. Fortunately, the forms I turned into DCI don't seem
>to account for actual number of VP's. For those of you who have done
>V:TES DCI Tourneys alot, is that correct? I used the multiple player
>sheet, that says VT:ES at the top.
Yes, with the new form the only thing that matters is the place the player
finished in (1st, 2nd, etc.). Its been suggested that we indicate ties by
circling the tied parties.
-Robert
In article <Pine.SOL.4.10a.10001...@red.csi.cam.ac.uk>,
James Coupe <jr...@cam.ac.uk> wrote:
> On Sat, 22 Jan 2000, Jeffrey Moore wrote:
>
-snip-
> Social Charm or something like that. There are a lot of cards,
> though, that initially look like wallpaper, but which have their own
> niche to work in.
>
Yeah!! Like Mummify.
oh no, ...wait
[ quoted text not captured ]
On Mon, 24 Jan 2000 carlos_...@my-deja.com wrote:
> upcoming expansion won't be either. They need the basic set to work.
> Imagine the following situation: you want to play Giovanni (obviously
> DS), they get to be drafted as last boosters.
One problem with that is going into a draft with fixed ideas as to what
you want to play. Being able to react to the cards there, and alter your
strategies to it, is a key part of any draft, rather than just picking
the cool cards, or the ones you want to play with.
Of course, there are always options - if you can play combat or politics
with the cards, you get to pick either or both. But going in with narrow
ideas about exactly what you want to play is always difficult, especially
in a game with as many variations of disciplines as Jyhad.
--
James Coupe
> > > > Hm, they are both CCGs and are sold in small
> > > > packs called boosters.
> > >
> > > The latter part is the key to draft formats.
> >
> > Being sold in boosters? I guess that's a pretty lame key to draft
> > formats. A good draft format should take into account the game
> > mechanics, not if they come along in boosters or not, wouldn't you
> > agree?
>
> If they are not sold in boosters, then draft formats are much
> more difficult.
This would not be so for the Elder Draft. As the packs (starters and/or
booster) are opened all at once, and then the cards are put together,
it's irrelevant if you are using booster or starter. And I don't know
of another form of packing, is there any?
So I don't think that they key is being sold in booster.
>
> A good *CCG* takes into account the game mechanics when setting the
> distribution of cards in a booster. A good draft is free to make use
> of that fact. (Although a draft format that alters that distribution,
> such as Elder Draft, could still be good).
Do you really think it is done that way? I sincerly doubt that Garfield
had drafts in mind as he invented the game Magic, it's mechanics and
how the cards would be sold. AFAIK, it wasn't him who has come up with
the draft formats for Magic; they were constructed around the existing
way that cards were packed and sold: booster (and starter). For Magic
this was sufficient. They still had to come up with extra-rules, like
lands are given out freely.
Garfield also did Jyhad/VTES, but just like the Magic-project, draft
tournaments were not an issue at the time the game was concieved.
So I cannot agree when you say that a good CCG should take into account
the game mechanics when setting the distribution. At the time the
distribution is set, draft tournaments were normally not being
accounted for; that may have changed since the early days of Jyhad and
Magic, though.
> >
> > Luck is an essential part of drafts. Otherwise you could just stick
with
> > constructed. However, you will only know that your draft strategy
will
> > be a failing one when the draft is finished. E.g. 6 booster, in the
>
> ? It becomes clearer and clearer as you are drafting. As you get
> more cards, you get more information. The "last card" ("when the
> draft is finished") doesn't carry *all* of the information about
> what has been drafted before.
Yes, sorry, bad wording on my part. What I meant is, that the draft
isn't finished until the last card has been taken. You cannot know what
the cards are until you take them. So it *might* happen, that you get
the things you need really only with the last card(s). If by then you
have already "refined" your drafting strategy, you may have a situation
that is beyond hope, just because you refined your strat!
>
> Under Elder Draft in the same situation: You draft a bunch of Gangrel.
> Now you *have to have* the pro cards to make you deck work (according
> to your premise above). And everyone in the pod knows this. But
there's
> only enough pro cards to make your deck work in the last two or three
> rounds of draft. What are you drafting until that point? What do you
> do to keep the other players from drafting the pro cards *they know*
you
> need?
First let me say that I think I understand you now at last. :)
Because of the Gangrel example (which is a very extreme one) you think
that I argue on the premise that in Elder draft you *have* to be
"married" like in the example I originally cited. Now, actually this
example just came off my head the very moment I wrote it. (Or was it
the other way round?) But fear not, in the Elder Draft it's by far not
that "married", limited, focussed, or however you call it, as you might
have the impression.
Yes, you have a foundation (i.e. crypt) to work from, but you are still
free in your choices what you are going to do. Will it be combat,
bleed, votes, weird stuff, combinations thereof, whatever.
>
> Again, if you marry yourself to a single narrow strategy, you can get
> into trouble. In any format.
See above, but it would help me answering your points if you defined
what you understand under a single narrow strategy, and where you
personally draw the line.
But in essence you are right, you *can* get into trouble, regardless of
format. No dispute here.
> > You can't know what's in the cards till all cards have been drafted.
> > Switching between boosters to a different strategy will screw you.
You
>
> "Switching" may, but "adapting" won't.
Here I have to ask you again for a definition. Otherwise we cannot
discuss the point.
>
> > might end up with a deck composed of 3 different strategies, but you
> > could have had a consistent one if you kept hoping. It's luck. More
so
> > in Booster and Rochester than in Elder.
>
> I don't see "more so".
It's meant that you will almost inadvertently (sp?) have to draft vamps
that don't fit into your scheme of things during rochester or booster,
as you go pack for pack, and taken each pack on it's own, the amount of
vamps is smaller, therefore more limited, therefore the chance that you
get the vamps you need smaller.
In Elder Draft OTOH
>
> When you see that your hope is not being matched by the cards that
> jave come your way, better to adapt your hopes than to keep blindly
> following that hope.
But that's again true for all formats.
>> >
> > No, it doesnt. A good draft format *must* take into account the game
> > mechanics of the game in question.
>> OK. So if the differences are accounted for in booster pack
> distribution?
Do you think that that's the case? How comes you believe that? Can you
explain?
>
> > When they look at their first 15 cards, they have to take what they
> > need, else they might end up with a rag-tag deck. There is the
> > possibilty that 2 (perhaps, but not likely 3) players are going for
> > dominate. Once a player recognises that other players are going for
Dom,
> > he switches to pre or obf or aus (if he hasn't already), cause he
can
> > select from differnt skills of his vamps. But in all the drafts I
have
> > witnessed, this has *never* been a problem. By the time all players
have
> > their vamps, they know what the others will be going for, cause
drafting
> > the vamps in a rochester-style lets you see what the others take,
and
> > vice versa. So there will almost never be a kind of "struggle" for a
> > single discipline. In the end, this leads to good and playable
decks,
> > but never as hard hitting as constructed ones.
>
> Right - no problem, as I said. (Or rather, no more/less problematic
> than other draft formats).
My I point out that you were the one who said that Elder has the
drawback of "being married to a fixed strategy"? In the beginning of
the thread I said that having the vamps first is no problem, no it's
instead beneficial. With your last statement you are saying that you
don't differ in this point anymore. :)
> It isn't the "same" technique as MtG.
Well, unless there are significantly changes in the rules for Rochester
Draft and Booster Draft for VTES compared to Magic, it's the same
technique.
> But, even if it was, that doesn't mean it isn't "right" for V:TES.
> And it works quite satisfyingly.
VTES has undisputably very different game mechanics than Magic, but
with the current DCI formats, they are only superficially taken into
account.
>
> > > > Pods are 4-5 players, so you'll know when you end up with just
1 or
> > 2
> > > > Gangrel, that it's pretty pointless to draft pro cards.
> > >
> > > Why is it acceptable to imagine that you could get just 2 Gangrel
> > > but not that the packs would be [thin] in pro (as you say below)?
I think I'll have to clarify that point. In Elder Draft all the vamps
are drafted first using Rochester style, so you get to see who drafts
which vamps. I was more aiming at the fact that if there are a lot of
Gangrel, but you get only 2 or 3 of them, while one of the others has
the rest, *then* it's pretty pointless to go for pro, not because there
might be few, rather because you can't really make use of them.
Again, this is a rather extreme example.
> > Screwed. You have a number of Gangrel, 2 or so pro cards, the rest
is
> > another clan or discipline based. It's now a deck with two different
> > strategies in it. Is this desireable?
>
> Two compatible strategies, one would hope. That is desirable, yes.
Sometimes yes, but it's also possible that you didn't have that much
luck. It's not desireable if it depends too much on luck.
>
> If you mean to have another negative in there, which seems likely,
then
> I agree. But consistency is also valued by the DCI, both in terms of
> game-independence as well as consistency over time.
Hm, what exactly do you mean with this last sentence? Can you please go
a bit more into detail here?
>
> The point is that it is just as likely/unlikely in the other formats.
> In any format, if one does not pay attention to the cards that are
> available and make the best use of them (rather than sticking to
> one's early concept of a "best strategy"), you won't do as well. In
> any format.
Okay, perhaps we should take a look at the start of the different
drafts.
In all 3 formats you get to draft vamps first, the only difference is
in Elder you get to draft *all* vamps, whereas in booster and rochester
after the first 4? vamps, you switch to the library cards (naturally).
Now, I'd say that a player goes into the draft with a vague strategy in
mind, e.g. going for bleed, going for combat, going for votes, *or* in
terms of vamps: going for weenies, going for vamps with special
abilites (e.g. +1 bleed, +1 hand damage, exotic abilities a la Merill
Molitor, Melissa Barton, etc.).
Before the draft actually starts, nothing is defined, that's the case
for all formats. But I'd say that the first vamps you draft (let's say
4, as there are 4 in a VTES booster) defined your overall strategy. At
that point you probably won't consider at any point "adapting" from a
stealth-bleed or stealth-vote strat to a pure combat strat, will you?
So it's true for all 3 formats that you "narrow" yourself to certain
types of strategies or variations thereof.
The pool of vamps is in every format (let's say you use 2 Starter or 8
booster, and you have a 5 player-pod) 160 vamps, so it's 32 vamps per
player.
So, here is a point where I could make use of the help of someone who
is quite good at calculating probabilities. (Mike, are you there? :) )
In my impression, the chances to get 12 vamps that fit together by
either clan or discipline is higher if you have a large pool of vamps,
instead of small quantities of vamps that are selected individually
(like in booster or rochester). But maybe I'm plain wrong here.
Help appreciated. :)
Next: You have a broader choice of options with vampires than with
library cards. What I mean is if you draft library cards first, you end
up with cards that require disciplines (that is, most of the time).
Now, each card requires *one* certain discipline. Whereas a vamp
usually has more disciplines. If you draft the library cards first, and
you have a large amount of Presence cards, you are pretty narrowed in
your strategy to bleed, vote, and a bit combat avoidance.
OTOH, if you have a number of Brujah, you can go vote, bleed, combat or
weird stuff.
This is in essence true for every discipline.
Therefore it's better to draft the vampires first, they can act as a
better foundation for your deck. But please keep in mind that though
you have a direction to go, you are not "limited" to a single strategy
before you start drafting the library.
And as I have already stated before in this thread, in Elder draft you
see what vamp-selection the other players have. It's perfectly valid to
assume that during the vampire-draft each player will be forced to
adapt a different strategy, so the primarily approach of the library
draft is different for each of them, and it's more likely that they
will not compete over cards.
Thus, this may lead (on average) to a deck that's a bit more tuned then
their rochester and booster pendants, hence speed of play during the
rounds is enhanced (a bit), and it's more likely that rounds will not
be terminated by time-limit. I guess that's a good thing.
>
> > The emphasis is placed on the vamps, because it makes for a stronger
> > foundation to have them first.
>
> If you say so. I find that both the library and the crypt depend on
> each other and should be "tuned" to match each other.
They do, but I think that the library is more restricting (if you keep
insisting on seeing it that way) than the crypt in terms of your
further drafting strategy. But see above. :)
> "More interesting" is debatable, but very likely. :-)
> The formats could be mixed without violating the pack-per-player
> restriction, however.
They could, but I have already outlined that this might lead to bad
situations regarding the expansion vampires and disciplines.
>
> Ah. I thought you required them to be intermixed.
> The DCI rules currently support using more than one expansion.
Yes, booster after booster. With Elder draft you "mix" the expansion
cards into the basic-set cards, then you begin the draft. I think it's
better.
> > > One that would prohibit the Elder Draft (in its current form)
> > > from being part of the DCI rules.
> >
> > I wouldn't take this as a fact.
>
> OK. feel free to bend their ears: d...@wizards.com
This remains to be seen. At least I'll try it. :)
> I'm not arguing against it, except for the packs-per-player drawback
(as
> I pointed out back then).
So this is the only drawback you see then. Well, maybe this problem
either can be solved, or it may not be that big drawback that it
seems...
I'm sorry that I have snipped so many paragraphs, but this huge thread
is a bit scary. :)
Also, there is no use in debating over things which can't be decided
(for what reason ever).
So, let's keep up that good discussion.
Others are invited to share their toughts as well. ;)
[ quoted text not captured ]
In article
<Pine.SOL.4.10a.100012...@orange.csi.cam.ac.uk>,
James Coupe <jr...@cam.ac.uk> wrote:
> On Mon, 24 Jan 2000 carlos_...@my-deja.com wrote:> > upcoming expansion won't be either. They need the basic set to work.
> > Imagine the following situation: you want to play Giovanni
(obviously
> > DS), they get to be drafted as last boosters.
>> One problem with that is going into a draft with fixed ideas as to
what
> you want to play.
Honestly, when you draft, do you start with absolutely no idea what
you'd like to do? Surely you'll formulate a strategy in your mind before
you start.
What I mean is usually you have a vague idea: weenies, bleed, combat, or
just take vamps with useful special abilities (+1 bleed, +1 h.d., etc.
as that will help in a limited environment much more than in
constructed).
*Nobody* goes into a draft with fixed ideas, as there is too much luck
involved.
> Being able to react to the cards there, and alter your
> strategies to it, is a key part of any draft, rather than just picking
> the cool cards, or the ones you want to play with.
:) You pick cards that you don't want to play with? So you'd take e.g. a
Society Hunting Ground, though you have only Ventrue so far? :)
I for my part only take cards that I at least consider beneficial to my
strategy.
In any format you have to react to the cards. Assuming it would be
different in Elder Draft is not knowing what it actually is or how it
runs. :(
>
> Of course, there are always options - if you can play combat or
politics
> with the cards, you get to pick either or both.
Correct. (tm LSJ) :)
> But going in with narrow
> ideas about exactly what you want to play is always difficult,
especially
> in a game with as many variations of disciplines as Jyhad.
What do you consider narrow ideas? A bleed concept? A clan concept? A
discipline-concept?
Please forget the idea that Elder Draft requires you to have a "narrow
strategy" and that it's not necessary to "adapt" during the draft. It's
just different insofar, that you get the vamps first, and concentrate
fully on your library. Yes, it has been debated that it would make no
difference whether you draft the crypt or the library first, but if you
draft library first then you'd really be "married" to a single strategy.
Also, you have a smaller pool of vampires than library cards. This may
lead to a situation where you don't get the vampires you need for your
strategy; this is more likely than having vamps and not getting fitting
library cards. What's more, when you have the crypt first, you have a
"foundation" on which you can build your strat, at the same time you are
not "married to a single strategy", as stated by LSJ in the thread, that
was clearly either a misunderstanding or a wrong perception of the Elder
Draft.
And we seem to agree that Jyhad is a very complex game, with many
disciplines and clans, quite different to Magic's 5 colours (or are
there new colours in the new sets? :) )
[ quoted text not captured ]
carlos_...@my-deja.com wrote:
> > A good *CCG* takes into account the game mechanics when setting the
> > distribution of cards in a booster. A good draft is free to make use
> > of that fact. (Although a draft format that alters that distribution,
> > such as Elder Draft, could still be good).
>
> Do you really think it is done that way? I sincerly doubt that Garfield
> had drafts in mind as he invented the game Magic, it's mechanics and
> how the cards would be sold. AFAIK, it wasn't him who has come up with
Correct. But the company learned quite a bit from Magic.
Knowledge that went into the design of their later games, like V:TES.
> the draft formats for Magic; they were constructed around the existing
> way that cards were packed and sold: booster (and starter). For Magic
> this was sufficient. They still had to come up with extra-rules, like
> lands are given out freely.
"Freely", or "trade up to 5 basic" or whatever else the coordinator
felt would be sufficient.
The coordinator has similar leeway in V:TES events, as well.
> Garfield also did Jyhad/VTES, but just like the Magic-project, draft
> tournaments were not an issue at the time the game was concieved.
No, but packaging the cards in a usable format (without forcing the
consumer to buy a case just to play) was. And, by addressing that
issue, the draft issue was handled as well.
> So I cannot agree when you say that a good CCG should take into account
> the game mechanics when setting the distribution. At the time the
> distribution is set, draft tournaments were normally not being
> accounted for; that may have changed since the early days of Jyhad and
> Magic, though.
The packing takes into account the game mechanics in such a way as to
be playable. A draft format game makes use of that fact, even though
it wasn't designed expressly to meet the needs of draft formats.
> > > Luck is an essential part of drafts. Otherwise you could just stick
> with
> > > constructed. However, you will only know that your draft strategy
> will
> > > be a failing one when the draft is finished. E.g. 6 booster, in the
> >
> > ? It becomes clearer and clearer as you are drafting. As you get
> > more cards, you get more information. The "last card" ("when the
> > draft is finished") doesn't carry *all* of the information about
> > what has been drafted before.
>
> Yes, sorry, bad wording on my part. What I meant is, that the draft
> isn't finished until the last card has been taken. You cannot know what
> the cards are until you take them. So it *might* happen, that you get
> the things you need really only with the last card(s). If by then you
> have already "refined" your drafting strategy, you may have a situation
> that is beyond hope, just because you refined your strat!
As true (or not) in any draft format as another.
The situation would not be "beyond hope" if you adapted your strategy
to match the cards that came your way. Just because you may have done
better (or, more probably, far worse) by "relying" on those last, unknown,
cards to come up your way doesn't mean that you're beyond hope.
> > Under Elder Draft in the same situation: You draft a bunch of Gangrel.
> > Now you *have to have* the pro cards to make you deck work (according
> > to your premise above). And everyone in the pod knows this. But
> there's
> > only enough pro cards to make your deck work in the last two or three
> > rounds of draft. What are you drafting until that point? What do you
> > do to keep the other players from drafting the pro cards *they know*
> you
> > need?
>
> First let me say that I think I understand you now at last. :)
> Because of the Gangrel example (which is a very extreme one) you think
> that I argue on the premise that in Elder draft you *have* to be
> "married" like in the example I originally cited. Now, actually this
> example just came off my head the very moment I wrote it. (Or was it
> the other way round?) But fear not, in the Elder Draft it's by far not
> that "married", limited, focussed, or however you call it, as you might
> have the impression.
Nor is any other draft format.
I was simply applying the same assumptions to Elder Draft that you had
applied to the other draft formats when stating that they were not
workable.
I was not under the impression that that was how it worked in practice.
> Yes, you have a foundation (i.e. crypt) to work from, but you are still
> free in your choices what you are going to do. Will it be combat,
> bleed, votes, weird stuff, combinations thereof, whatever.
Same with other formats, except that you are free to adapt your
"foundation" to better match the choices you are given during
the draft.
> > Again, if you marry yourself to a single narrow strategy, you can get
> > into trouble. In any format.
>
> See above, but it would help me answering your points if you defined
> what you understand under a single narrow strategy, and where you
> personally draw the line.
Wherever you drew the line - I'm just trying to parallel your
argument against the existing formats.
> But in essence you are right, you *can* get into trouble, regardless of
> format. No dispute here.
>
> > > You can't know what's in the cards till all cards have been drafted.
> > > Switching between boosters to a different strategy will screw you.
> You
> >
> > "Switching" may, but "adapting" won't.
>
> Here I have to ask you again for a definition. Otherwise we cannot
> discuss the point.
"Switch" would involve abandoning your initial strategy for a new one.
"Adapt" would be incorporating a new strategy into your existing one
or modifying your strategy to a new strategy that still uses (most
of) the cards you've drafted already.
> > > might end up with a deck composed of 3 different strategies, but you
> > > could have had a consistent one if you kept hoping. It's luck. More
> so
> > > in Booster and Rochester than in Elder.
> >
> > I don't see "more so".
>
> It's meant that you will almost inadvertently (sp?) have to draft vamps
> that don't fit into your scheme of things during rochester or booster,> as you go pack for pack, and taken each pack on its own, the amount of> vamps is smaller, therefore more limited, therefore the chance that you
> get the vamps you need smaller.
Not in rochester: the vamps from every players' pack are turned first.
Two vamps from each player at the pod go into the first draft round.
And, in booster, you are free to draft library cards instead of a vampire
you don't need.
> In Elder Draft OTOH
... "suffers" from the same problems as rochester -
there are the same number of total vamps available
you don't know who they all are up front
you draft from the same size subsets at a time
> > When you see that your hope is not being matched by the cards that
> > jave come your way, better to adapt your hopes than to keep blindly
> > following that hope.
>
> But that's again true for all formats.
Right. Something that you had said was a problem in Rochester Draft.
(In that the player would not adapt and would instead blindly follow
his hopes)
> > > No, it doesnt. A good draft format *must* take into account the game
> > > mechanics of the game in question.
> >
> > OK. So if the differences are accounted for in booster pack
> > distribution?
>
> Do you think that that's the case? How comes you believe that? Can you
> explain?
See above.
[ quoted text not captured ]
I don't. The problem you described with Rochester Draft involved a
player "marrying" himself to a strategy ('pro' or "Gangrel") and
then following that blindly even when the cards didn't come up. I
simply applied the same mentality to Elder - with predictable results.
> > It isn't the "same" technique as MtG.
>> Well, unless there are significant changes in the rules for Rochester> Draft and Booster Draft for VTES compared to Magic, it's the same
> technique.
[DCI 737] lists the differences. If that's still the "same" to
you, then OK.
> > But, even if it was, that doesn't mean it isn't "right" for V:TES.
> > And it works quite satisfyingly.
>
> VTES has undisputably very different game mechanics than Magic, but
> with the current DCI formats, they are only superficially taken into
> account.
They are taken fully into account, within the inherent and the
self-imposed limits of what a "draft" format is.
Just because the results are very similar to other formats doesn't
imply that the mechanics of the game are not being met. The concept
of "Universal Tournament Rules" was to build rules that meet the
requirements of CCGs in general - not of MtG over the rest. Naturally
the resulting rules for one game look like the resulting rules for
another.
> > > > > Pods are 4-5 players, so you'll know when you end up with just
> 1 or
> > > 2
> > > > > Gangrel, that it's pretty pointless to draft pro cards.
> > > >
> > > > Why is it acceptable to imagine that you could get just 2 Gangrel
> > > > but not that the packs would be [thin] in pro (as you say below)?
>
> I think I'll have to clarify that point. In Elder Draft all the vamps
> are drafted first using Rochester style, so you get to see who drafts
> which vamps. I was more aiming at the fact that if there are a lot of
> Gangrel, but you get only 2 or 3 of them, while one of the others has
> the rest, *then* it's pretty pointless to go for pro, not because there
> might be few, rather because you can't really make use of them.
> Again, this is a rather extreme example.
Again, that extreme example works in a very similar fashion under
straight Rochester draft, since you can see when other players
draft Gangrel and when they draft pro.
> > > Screwed. You have a number of Gangrel, 2 or so pro cards, the rest
> is
> > > another clan or discipline based. It's now a deck with two different
> > > strategies in it. Is this desireable?
> >
> > Two compatible strategies, one would hope. That is desirable, yes.
>
> Sometimes yes, but it's also possible that you didn't have that much
> luck. It's not desireable if it depends too much on luck.
True. Of all formats.
Fortunately, none of them rest on more luck than the others (if you
start with the same number of boosters, of course).
> > If you mean to have another negative in there, which seems likely,
> then
> > I agree. But consistency is also valued by the DCI, both in terms of
> > game-independence as well as consistency over time.
>
> Hm, what exactly do you mean with this last sentence? Can you please go
> a bit more into detail here?
Game-Independence:
The Universal Tournament Rules were designed to cover all games. Making
a new set of rules for one game (when it doesn't *need* different rules)
goes against the intention of UTR.
Over Time:
Changing formats involves a change. That change must be reported to
the playing community. Which takes more work than keeping the existing
formats.
> > The point is that it is just as likely/unlikely in the other formats.
> > In any format, if one does not pay attention to the cards that are
> > available and make the best use of them (rather than sticking to
> > one's early concept of a "best strategy"), you won't do as well. In
> > any format.
>
> Okay, perhaps we should take a look at the start of the different
> drafts.
> In all 3 formats you get to draft vamps first, the only difference is
> in Elder you get to draft *all* vamps, whereas in booster and rochester
> after the first 4? vamps, you switch to the library cards (naturally).
Well, the order of vamps/library isn't enforced in Booster, but OK.
> Now, I'd say that a player goes into the draft with a vague strategy in
> mind, e.g. going for bleed, going for combat, going for votes, *or* in
> terms of vamps: going for weenies, going for vamps with special
> abilites (e.g. +1 bleed, +1 hand damage, exotic abilities a la Merill
> Molitor, Melissa Barton, etc.).
I wouldn't begin even with a vague strategy - I'd form my stragegy
(vaguely at first, then with more and more refinement) based soley on
the cards I see.
> Before the draft actually starts, nothing is defined, that's the case
> for all formats. But I'd say that the first vamps you draft (let's say
> 4, as there are 4 in a VTES booster) defined your overall strategy. At
> that point you probably won't consider at any point "adapting" from a
> stealth-bleed or stealth-vote strat to a pure combat strat, will you?
> So it's true for all 3 formats that you "narrow" yourself to certain
> types of strategies or variations thereof.
The more cards of any type you have, the narrower your strategy.
> The pool of vamps is in every format (let's say you use 2 Starter or 8
> booster, and you have a 5 player-pod) 160 vamps, so it's 32 vamps per
> player.
> So, here is a point where I could make use of the help of someone who
> is quite good at calculating probabilities. (Mike, are you there? :) )
> In my impression, the chances to get 12 vamps that fit together by
> either clan or discipline is higher if you have a large pool of vamps,
> instead of small quantities of vamps that are selected individually
> (like in booster or rochester). But maybe I'm plain wrong here.
> Help appreciated. :)
It's the same in all formats, since the same number of total vamps
will be seen over the course of the draft. (The "pool" is the same
size).
> Next: You have a broader choice of options with vampires than with
> library cards. What I mean is if you draft library cards first, you end
> up with cards that require disciplines (that is, most of the time).
So you can match your vamps to those disciplines - even drafting ones
from clans who don't favor that discipline set.
> Now, each card requires *one* certain discipline. Whereas a vamp
> usually has more disciplines. If you draft the library cards first, and
> you have a large amount of Presence cards, you are pretty narrowed in
> your strategy to bleed, vote, and a bit combat avoidance.
>
> OTOH, if you have a number of Brujah, you can go vote, bleed, combat or
> weird stuff.
The player drafting presence should also be drafting Brujah or
Toreador or Ventrue, and would thus know whether or not to also draft
auspex or potence or whatever.
Every card is part of the picture.
> This is in essence true for every discipline.
OK.
> Therefore it's better to draft the vampires first, they can act as a
> better foundation for your deck. But please keep in mind that though
> you have a direction to go, you are not "limited" to a single strategy
> before you start drafting the library.
That's true if you draft the vamps with the library, too.
> And as I have already stated before in this thread, in Elder draft you
> see what vamp-selection the other players have. It's perfectly valid to
> assume that during the vampire-draft each player will be forced to
> adapt a different strategy, so the primarily approach of the library
> draft is different for each of them, and it's more likely that they
> will not compete over cards.
> Thus, this may lead (on average) to a deck that's a bit more tuned then
> their rochester and booster pendants, hence speed of play during the
It doesn't, since the other players are more capable of denying
your focus the more they know about your deck while drafting.
> rounds is enhanced (a bit), and it's more likely that rounds will not
> be terminated by time-limit. I guess that's a good thing.
>
> > > The emphasis is placed on the vamps, because it makes for a stronger
> > > foundation to have them first.
> >
> > If you say so. I find that both the library and the crypt depend on
> > each other and should be "tuned" to match each other.
>
> They do, but I think that the library is more restricting (if you keep
> insisting on seeing it that way) than the crypt in terms of your
> further drafting strategy. But see above. :)
>
> > "More interesting" is debatable, but very likely. :-)
> > The formats could be mixed without violating the pack-per-player
> > restriction, however.
>
> They could, but I have already outlined that this might lead to bad
> situations regarding the expansion vampires and disciplines.
Anything "might lead" to bad situations. That's luck.
> > Ah. I thought you required them to be intermixed.
> > The DCI rules currently support using more than one expansion.
>
> Yes, booster after booster. With Elder draft you "mix" the expansion
> cards into the basic-set cards, then you begin the draft. I think it's
> better.
I think it is different. But no better and no worse.
> > I'm not arguing against it, except for the packs-per-player drawback
> (as
> > I pointed out back then).
>
> So this is the only drawback you see then. Well, maybe this problem
> either can be solved, or it may not be that big drawback that it
> seems...
And Elder Draft may not be the big advantage you see it to be.
It is just another format. One that involves a clear (to the DCI)
drawback that must be overcome with some demonstrable advantages.
[ quoted text not captured ]
Just so folks know, when there was a tie, I used their overall finish
place to differentiate. Perhaps this was not correct, but there did
not seem to be any indication in the rules or on any web site. Did I
err?
Chris
Robert Goudie wrote:
>
> Chris Shorb & Tammy Martin wrote in message
> <388930A4...@alumni.williams.edu>...
> >
> >
> >Steve Bucy wrote:
> >>
> >>> >> Actually I finised with 3 VP, Mike and Robyn each had 1 VP.
> >>
> >
> >> >DOH!!!
> >
> >Major brain fart. Fortunately, the forms I turned into DCI don't seem
> >to account for actual number of VP's. For those of you who have done
> >V:TES DCI Tourneys alot, is that correct? I used the multiple player
> >sheet, that says VT:ES at the top.
>
> Yes, with the new form the only thing that matters is the place the player
> finished in (1st, 2nd, etc.). Its been suggested that we indicate ties by
> circling the tied parties.
>
> -Robert
--
[ quoted text not captured ]
> The packing takes into account the game mechanics in such a way as to
> be playable. A draft format game makes use of that fact, even though
> it wasn't designed expressly to meet the needs of draft formats.
You might be right about that for *newer* games. If you take e.g.
Magic's Urza-something, you have prepacked, playable decks. I heard that
they are really play-able out of the starter. OTOH, Jyhad was never that
way, and VTES still isn't. If you have one starter you can play, but
it's not what I'd call a play-able deck. Too random with 10 different
skills and 7 (8) different clans, this won't change, if you only take 40
cards out of the 60 available library cards.
If you insist that VTES is really playable (like Magic is *now*) out of
the starter/booster, you are decieving yourself. VTES hasn't undergone
those changes Magic has, nor is it a new creation which benefits from
experience.
> Nor is any other draft format.
> I was simply applying the same assumptions to Elder Draft that you had
> applied to the other draft formats when stating that they were not
> workable.
> I was not under the impression that that was how it worked in
practice.
I indicated that rochester and booster don't work *well*, I never said
that they are not workable. They don't take VTES game-mechanics into
account sufficiently. I pointed out that I think that Elder does, you
then implied that it's narrowed, limited, married, whatever. I showed
you that that is not the case. Point proven. :)
> > Yes, you have a foundation (i.e. crypt) to work from, but you are
still
> > free in your choices what you are going to do. Will it be combat,
> > bleed, votes, weird stuff, combinations thereof, whatever.
>
> Same with other formats, except that you are free to adapt your
> "foundation" to better match the choices you are given during
> the draft.
*grin* Would you adapt the foundations of a house if you don't like the
arrangment of the rooms anymore? You have to build a good and solid
foundation. Same in VTES. If you have a good and solid foundation (i.e.
the crypt) you can attempt to go for a great deal of different
strategies *and* adapt your strategies as the library cards come.
That is beneficial to a game with so many variables as VTES, especially
in the short time you have for drafting and deck-preparation.
> > See above, but it would help me answering your points if you defined
> > what you understand under a single narrow strategy, and where you
> > personally draw the line.
>
> Wherever you drew the line - I'm just trying to parallel your
> argument against the existing formats.
Does that mean you just take my arguments and reverse them? What kind of
thinking is that? That way your replies are rather pointless
(meaningless). :(
> "Switch" would involve abandoning your initial strategy for a new one.
> "Adapt" would be incorporating a new strategy into your existing one
> or modifying your strategy to a new strategy that still uses (most
> of) the cards you've drafted already.
Agreed. But by definition it's almost impossible to adapt a bleed deck
to a combat deck. So you *are* also married to general strategie. (With
vote and bleed it's different, they some things in common.)
> And, in booster, you are free to draft library cards instead of a
vampire
> you don't need.
???
I thought in booster draft it's the same way: first draft vamps out of
the booster, then library. If not, that *will* lead to some players
having not enough vampires.
> > In Elder Draft OTOH
>
> ... "suffers" from the same problems as rochester -
> there are the same number of total vamps available
> you don't know who they all are up front
> you draft from the same size subsets at a time
Yes, because Elder Draft has been derived from rochester and booster,
along with some new elements.
Drafting the vamps rochester style is good enough. However, even in
rochester you alternate between crypt and library.
> Right. Something that you had said was a problem in Rochester Draft.
> (In that the player would not adapt and would instead blindly follow
> his hopes)
I think you were interpreting one of my points that way. I doubt that I
put it that way... could be wrong though - my English... ;)
> > > It isn't the "same" technique as MtG.
> >
> > Well, unless there are significant changes in the rules for
Rochester
> > Draft and Booster Draft for VTES compared to Magic, it's the same
> > technique.
>
> [DCI 737] lists the differences. If that's still the "same" to
> you, then OK.
I just checked the DCI rules again, and I must say that it's absolutely
impossible to find the quoted section. If you are on the VTES page
(www.wizards.com/VTES) you get an old version of the floor rules. :(
From the DCI-section of WotC's hp you can get the UTR, no prob. But the
VTES Floor rules are only going to 731. Cool thing, ha?
> > > But, even if it was, that doesn't mean it isn't "right" for V:TES.
> > > And it works quite satisfyingly.
> >
> > VTES has undisputably very different game mechanics than Magic, but
> > with the current DCI formats, they are only superficially taken into
> > account.
>
> They are taken fully into account, within the inherent and the
> self-imposed limits of what a "draft" format is.
Out of my memory (can't check right now, see above) it says that you
open each pack and draft first vamps, then library. That's the only
VTES-specific change. I'd say "taken fully into account" is a bit
overstating in this case.
> Just because the results are very similar to other formats doesn't
> imply that the mechanics of the game are not being met. The concept
> of "Universal Tournament Rules" was to build rules that meet the
> requirements of CCGs in general - not of MtG over the rest. Naturally
> the resulting rules for one game look like the resulting rules for
> another.
Which in the beginning is ok, when you want to make it easier to apply
one set of rules to many games. Naturally you have less work. :)
But, is it good to treat everything in the same way? A lot of people
would cry out loud if they'd be limited to a narrow way of existence (in
real live, I mean).
I think the UTR are good to some extent. But it limits the formats of
the different games too much. From the point of the rules-monger you are
right: it's convenient to have one fixed set of basic rules. But then
not attempting to make sufficient ammendments for the different games is
not so good.
> True. Of all formats.
> Fortunately, none of them rest on more luck than the others (if you
> start with the same number of boosters, of course).
Hm. I don't think so, but I'm not good at probabilities. I still think
that drafting in "small portions" (i.e. single booster, one after
another) limits you.
> Game-Independence:
> The Universal Tournament Rules were designed to cover all games.
Making
> a new set of rules for one game (when it doesn't *need* different
rules)
> goes against the intention of UTR.
Who says it doesn't need different rules??? Different game -> different
rules. Wouldn't you agree?
UTR are good, they are also convenient for those who invent them and
those who have to enforce them. But they are not tailored to the game in
question. And that is not a good thing.
> Over Time:
> Changing formats involves a change. That change must be reported to
> the playing community. Which takes more work than keeping the existing
> formats.
Huh, so change is bad? If changes don't happen, evolution can't either.
Not every change is a good one, but the bad ones are recognised, and
learned from in the future. By ruling out changes because it's
inconvenient, a game or it's tournament rules cannot evolve.
> > Okay, perhaps we should take a look at the start of the different
> > drafts.
> > In all 3 formats you get to draft vamps first, the only difference
is
> > in Elder you get to draft *all* vamps, whereas in booster and
rochester
> > after the first 4? vamps, you switch to the library cards
(naturally).
>
> Well, the order of vamps/library isn't enforced in Booster, but OK.
Hm. Bad thing.
> I wouldn't begin even with a vague strategy - I'd form my stragegy
> (vaguely at first, then with more and more refinement) based soley on
> the cards I see.
So you pick the first card randomly or what?
>>
> The more cards of any type you have, the narrower your strategy.
Yes, many bleeding cards: bleed strategy, many combat cards: combat
strat., etc. But, e.g. many Presence cards: bleed, vote, combat
avoidance strat.
It depends on the cards you have. You can narrow yourself in or not.
If you have vampires first, you are not as narrowed in as if you have
the library firs.
>
> It's the same in all formats, since the same number of total vamps
> will be seen over the course of the draft. (The "pool" is the same
> size).
I don't see it that way. IMO, if you alternate between library and
crypt, you are more limited. Why? Because you only see a small portion
of the vamps in the pool at once, but you have to make your selected
cards correspond with the library cards you just drafted in the round
before. You are limited to let your strat follow (adapt) the whim of the
cards in each seperate booster. Because of that your choices are
smaller.
>
> The player drafting presence should also be drafting Brujah or
> Toreador or Ventrue, and would thus know whether or not to also draft
> auspex or potence or whatever.
What happens, when you find out that though you drafted presence cards
from a single booster, you find out that there are no matching vamps
with presence? That is the crux of the argument. When not drafting the
vamps first, you are much more limited to cards that are compatible
during a single booster. I still claim that Elder Draft leads to more
consistent decks.
> > Therefore it's better to draft the vampires first, they can act as a
> > better foundation for your deck. But please keep in mind that though
> > you have a direction to go, you are not "limited" to a single
strategy
> > before you start drafting the library.
>
> That's true if you draft the vamps with the library, too.
It's not. Because you may not have sutiable vamps for the library cards
in a booster.
> It doesn't, since the other players are more capable of denying
> your focus the more they know about your deck while drafting.
The other players are always capable of denying you cards you'd need,
that's true for any format, it's just easier rochester style.
But a player who does this (if the cards he takes don't further his own
deck-strategy) puts himself at a disadvantage. There are more players in
a tourney who are drafting to get the cards they need. If you draft a
card you don't need (but another player) you hurt yoursefl and the other
player. The other players in the pod are unaffected, and the players
from the other pods are unaffected, too.
Denying cards is losing strategy.
> > They could, but I have already outlined that this might lead to bad
> > situations regarding the expansion vampires and disciplines.
>
> Anything "might lead" to bad situations. That's luck.
Ok, in case of the expansions I alter my previous statement from "might
lead" to "will lead" to bad situations.
Expansions are a problem in VTES (new clans and new disciplines),
contrary to Magic (where no new colours are introduced).
>
> > > Ah. I thought you required them to be intermixed.
> > > The DCI rules currently support using more than one expansion.
> >
> > Yes, booster after booster. With Elder draft you "mix" the expansion
> > cards into the basic-set cards, then you begin the draft. I think
it's
> > better.
>
> I think it is different. But no better and no worse.
It's better, because you give each discipline and clan the same starting
probabilities and also each player to decide to play a single expansion
clan strat. If you do the expansion boosters individually you deny that
option.
>
> And Elder Draft may not be the big advantage you see it to be.
> It is just another format. One that involves a clear (to the DCI)
> drawback that must be overcome with some demonstrable advantages.
It has a number of advantages:
1. takes less time
2. allows a smooth inclusion of expansions (clans, disciplines)
3. avoids the "bad booster pack" situation (wrong card distribution
which is very common in Jyhad/VTES because of the printing-sheets)
4. allows more consistent decks and strats
5. is more interesting :)
[ quoted text not captured ]
Chris Shorb & Tammy Martin wrote:
>
> Just so folks know, when there was a tie, I used their overall finish
> place to differentiate. Perhaps this was not correct, but there did
> not seem to be any indication in the rules or on any web site. Did I
> err?
Yes and no.
You should not use any out-of-table method to break ties on the
reporting sheet, since that sheet is used to calculate ratings,
and the ratings depend only on the table finishing order.
But you are free to (and should, IMO) use overall finishing order
to break ties for the purpose of handing out prizes.
(Also, you should write your comments *below* the pertitent quoted
section of text, not above it. :-)
> Robert Goudie wrote:
> >
> > Chris Shorb & Tammy Martin wrote in message
> > <388930A4...@alumni.williams.edu>...
> > >
> > >
> > >Steve Bucy wrote:
> > >>
> > >>> > >> Actually I finised with 3 VP, Mike and Robyn each had 1 VP.
> > >>
> > >
> > >> > >DOH!!!
> > >
> > >Major brain fart. Fortunately, the forms I turned into DCI don't seem
> > >to account for actual number of VP's. For those of you who have done
> > >V:TES DCI Tourneys alot, is that correct? I used the multiple player
> > >sheet, that says VT:ES at the top.
> >
> > Yes, with the new form the only thing that matters is the place the player
> > finished in (1st, 2nd, etc.). Its been suggested that we indicate ties by
> > circling the tied parties.
--
[ quoted text not captured ]
carlos_...@my-deja.com wrote:
> I indicated that rochester and booster don't work *well*, I never said
> that they are not workable. They don't take VTES game-mechanics into
> account sufficiently. I pointed out that I think that Elder does, you
> then implied that it's narrowed, limited, married, whatever. I showed
> you that that is not the case. Point proven. :)
Your point that rochester and booster don't work well was based on
(or at least, the argument was based on) a player somehow being
narrow in her drafting.
Just as it is not the (usual) case in Edler, it is not the usual
case in rochester or booster either.
> > > Yes, you have a foundation (i.e. crypt) to work from, but you are
> still
> > > free in your choices what you are going to do. Will it be combat,
> > > bleed, votes, weird stuff, combinations thereof, whatever.
> >
> > Same with other formats, except that you are free to adapt your
> > "foundation" to better match the choices you are given during
> > the draft.
>
> *grin* Would you adapt the foundations of a house if you don't like the
> arrangment of the rooms anymore? You have to build a good and solid
Would you not inprove the foundation if you found it was not sufficient
for the structure above it?
The foundation is made to accomodate the structure above it.
The builder doesn't simply lay a foundation first (in isolation), and
then try to figure out what sort of structure to put on it.
> foundation. Same in VTES. If you have a good and solid foundation (i.e.
> the crypt) you can attempt to go for a great deal of different
> strategies *and* adapt your strategies as the library cards come.
> That is beneficial to a game with so many variables as VTES, especially
> in the short time you have for drafting and deck-preparation.
It works the same way if you draft both at the same time.
> > > See above, but it would help me answering your points if you defined
> > > what you understand under a single narrow strategy, and where you
> > > personally draw the line.
> >
> > Wherever you drew the line - I'm just trying to parallel your
> > argument against the existing formats.
>
> Does that mean you just take my arguments and reverse them? What kind of
> thinking is that? That way your replies are rather pointless
> (meaningless). :(
If so, then that simply means your original post was pointless.
Offering parallel arguments/examples is a standard element of
conveying information.
> > "Switch" would involve abandoning your initial strategy for a new one.
> > "Adapt" would be incorporating a new strategy into your existing one
> > or modifying your strategy to a new strategy that still uses (most
> > of) the cards you've drafted already.
>
> Agreed. But by definition it's almost impossible to adapt a bleed deck
> to a combat deck. So you *are* also married to general strategie. (With
> vote and bleed it's different, they some things in common.)
OK. Fortunately, that point applies equally to Elder as to DCI.
> > And, in booster, you are free to draft library cards instead of a
> vampire
> > you don't need.
>
> ???
> I thought in booster draft it's the same way: first draft vamps out of
> the booster, then library. If not, that *will* lead to some players
> having not enough vampires.
Only if they are foolish enough not to draft sufficient numbers.
> > > In Elder Draft OTOH
> >
> > ... "suffers" from the same problems as rochester -
> > there are the same number of total vamps available
> > you don't know who they all are up front
> > you draft from the same size subsets at a time
>
> Yes, because Elder Draft has been derived from rochester and booster,
> along with some new elements.
> Drafting the vamps rochester style is good enough. However, even in
> rochester you alternate between crypt and library.
Rightly so.
> > Right. Something that you had said was a problem in Rochester Draft.
> > (In that the player would not adapt and would instead blindly follow
> > his hopes)
>
> I think you were interpreting one of my points that way. I doubt that I
> put it that way... could be wrong though - my English... ;)
>
> > > > It isn't the "same" technique as MtG.
> > >
> > > Well, unless there are significant changes in the rules for
> Rochester
> > > Draft and Booster Draft for VTES compared to Magic, it's the same
> > > technique.
> >
> > [DCI 737] lists the differences. If that's still the "same" to
> > you, then OK.
>
> I just checked the DCI rules again, and I must say that it's absolutely
> impossible to find the quoted section. If you are on the VTES page
> (www.wizards.com/VTES) you get an old version of the floor rules. :(
> From the DCI-section of WotC's hp you can get the UTR, no prob. But the
> VTES Floor rules are only going to 731. Cool thing, ha?
Yes, the on-line rules are incomplete.
The printed rules are complete.
And I've posted the missing section to the group and the mailing list
more than once already (You even replied to it on the VTES-L on 10/28/99).
Here it is again:
-----
737. Rules for V:TES Rochester Draft Tournaments
This rule works in conjunction with Section 77 and 78 of the Universal
Tournament Rules.
Players open their first booster packs when the pod judge instructs them
to do so. After counting the cards face-down to make sure the pack is
correct, players then move all vampire (crypt) cards to the top of the
pack face-down. If players do not have the appropriate number of cards in
a pack, they must immediately notify the head judge, who will replace the
pack.
Players then place their opened packs face-down on the table in front of
them. At a signal from the pod judge, players place the top two cards from
their booster pack [sic] face-up on the table. The pod judge then has
players draft according to section 77 and 78 of the Universal Tournament
Rules until the packs are completely drafted.
-----
> > > > But, even if it was, that doesn't mean it isn't "right" for V:TES.
> > > > And it works quite satisfyingly.
> > >
> > > VTES has undisputably very different game mechanics than Magic, but
> > > with the current DCI formats, they are only superficially taken into
> > > account.
> >
> > They are taken fully into account, within the inherent and the
> > self-imposed limits of what a "draft" format is.
>
> Out of my memory (can't check right now, see above) it says that you
> open each pack and draft first vamps, then library. That's the only
> VTES-specific change. I'd say "taken fully into account" is a bit
> overstating in this case.
I would not.
If you have a better method (that more fully takes it into account)
that fits within the prescribed limits (of opening one pack per player
at a time), I'd be glad to hear it.
> > Just because the results are very similar to other formats doesn't
> > imply that the mechanics of the game are not being met. The concept
> > of "Universal Tournament Rules" was to build rules that meet the
> > requirements of CCGs in general - not of MtG over the rest. Naturally
> > the resulting rules for one game look like the resulting rules for
> > another.
>
> Which in the beginning is ok, when you want to make it easier to apply
> one set of rules to many games. Naturally you have less work. :)
> But, is it good to treat everything in the same way? A lot of people
> would cry out loud if they'd be limited to a narrow way of existence (in
> real live, I mean).
Pointless argument.
> I think the UTR are good to some extent. But it limits the formats of
> the different games too much. From the point of the rules-monger you are
> right: it's convenient to have one fixed set of basic rules. But then
> not attempting to make sufficient ammendments for the different games is
> not so good.
Sure. But sufficient amendments are attempted. cf. [737]
> > True. Of all formats.
> > Fortunately, none of them rest on more luck than the others (if you
> > start with the same number of boosters, of course).
>
> Hm. I don't think so, but I'm not good at probabilities. I still think
> that drafting in "small portions" (i.e. single booster, one after
> another) limits you.
In Elder you draft from "small portions" at a time, yes?
(You don't lay out *all* the vamps face-up before begining to
draft vamps, right?)
Same limitations.
Same probabilities (from a discrete mathematics point of view).
> > Game-Independence:
> > The Universal Tournament Rules were designed to cover all games.
> Making
> > a new set of rules for one game (when it doesn't *need* different
> rules)
> > goes against the intention of UTR.
>
> Who says it doesn't need different rules??? Different game -> different
> rules. Wouldn't you agree?
Yes. That's what the different rules are for (see the V:TES game-specific
rules, along with the VTES rulebook in general).
But making more rules different just so that *none* of the rules are
shared is not necessary. Some of the rules work in more than one game.
> UTR are good, they are also convenient for those who invent them and
> those who have to enforce them. But they are not tailored to the game in
> question. And that is not a good thing.
They are tailored to the extent necessary. And that is a good thing.
> > Over Time:
> > Changing formats involves a change. That change must be reported to
> > the playing community. Which takes more work than keeping the existing
> > formats.
>
> Huh, so change is bad? If changes don't happen, evolution can't either.
Evolution (adapting to meet needs) is good.
But change for change's sake alone is not.
> Not every change is a good one, but the bad ones are recognised, and
> learned from in the future. By ruling out changes because it's
> inconvenient, a game or it's tournament rules cannot evolve.
Right. Changes are not ruled out. But they have to be warranted.
Change that doesn't sufficiently improve the game *is* ruled out, for
the simple reason that not enough is gained to counter what is lost
(continuity).
Witness the lack of errata on certain wallpaper cards - not issued
becuase the lack of continuity outweighs the benefit that fixing the
card would achieve.
> > > Okay, perhaps we should take a look at the start of the different
> > > drafts.
> > > In all 3 formats you get to draft vamps first, the only difference
> is
> > > in Elder you get to draft *all* vamps, whereas in booster and
> rochester
> > > after the first 4? vamps, you switch to the library cards
> (naturally).
> >
> > Well, the order of vamps/library isn't enforced in Booster, but OK.
>
> Hm. Bad thing.
Your opinion.
Mine is: fine thing.
> > I wouldn't begin even with a vague strategy - I'd form my stragegy
> > (vaguely at first, then with more and more refinement) based soley on
> > the cards I see.
>
> So you pick the first card randomly or what?
No. I would pick the "best" card out of the set presented.
<sheesh>
> > The more cards of any type you have, the narrower your strategy.
>
> Yes, many bleeding cards: bleed strategy, many combat cards: combat
> strat., etc. But, e.g. many Presence cards: bleed, vote, combat
> avoidance strat.
> It depends on the cards you have. You can narrow yourself in or not.
> If you have vampires first, you are not as narrowed in as if you have
> the library firs.
You don't get the library first.
You get both, intermixed.
This is not narrower than getting the crypt first.
> > It's the same in all formats, since the same number of total vamps
> > will be seen over the course of the draft. (The "pool" is the same
> > size).
>
> I don't see it that way. IMO, if you alternate between library and
> crypt, you are more limited. Why? Because you only see a small portion
> of the vamps in the pool at once, but you have to make your selected
> cards correspond with the library cards you just drafted in the round
> before. You are limited to let your strat follow (adapt) the whim of the
> cards in each seperate booster. Because of that your choices are
> smaller.
I don't see it that way.
I see you better able to tune both your crypt and your library to one
another.
> > The player drafting presence should also be drafting Brujah or
> > Toreador or Ventrue, and would thus know whether or not to also draft
> > auspex or potence or whatever.
>
> What happens, when you find out that though you drafted presence cards
> from a single booster, you find out that there are no matching vamps
> with presence? That is the crux of the argument.
Back to your original argument, so back to my original answer:
The same thing that happens if you draft anything in any format without
drafting the resources you need to use it. The drafters are not *forced*
to pay attention to what they're doing, but obviously it would help.
> When not drafting the
> vamps first, you are much more limited to cards that are compatible
> during a single booster. I still claim that Elder Draft leads to more
> consistent decks.
I still claim otherwise.
> > > Therefore it's better to draft the vampires first, they can act as a
> > > better foundation for your deck. But please keep in mind that though
> > > you have a direction to go, you are not "limited" to a single
> strategy
> > > before you start drafting the library.
> >
> > That's true if you draft the vamps with the library, too.
>
> It's not. Because you may not have sutiable vamps for the library cards
> in a booster.
Same in any format. That's called luck.
(Or foolsihness, if one insists on *continually* drafting library cards
one cannot support with the cards already drafted).
> > It doesn't, since the other players are more capable of denying
> > your focus the more they know about your deck while drafting.
>
> The other players are always capable of denying you cards you'd need,
> that's true for any format, it's just easier rochester style.
> But a player who does this (if the cards he takes don't further his own
> deck-strategy) puts himself at a disadvantage. There are more players in
> a tourney who are drafting to get the cards they need. If you draft a
> card you don't need (but another player) you hurt yoursefl and the other
> player. The other players in the pod are unaffected, and the players
> from the other pods are unaffected, too.
> Denying cards is losing strategy.
It works in moderation.
> > > They could, but I have already outlined that this might lead to bad
> > > situations regarding the expansion vampires and disciplines.
> >
> > Anything "might lead" to bad situations. That's luck.
>
> Ok, in case of the expansions I alter my previous statement from "might
> lead" to "will lead" to bad situations.
> Expansions are a problem in VTES (new clans and new disciplines),
> contrary to Magic (where no new colours are introduced).
I have yet to see that proven.
Mixing DS or AH with the base set works just fine.
> > > > Ah. I thought you required them to be intermixed.
> > > > The DCI rules currently support using more than one expansion.
> > >
> > > Yes, booster after booster. With Elder draft you "mix" the expansion
> > > cards into the basic-set cards, then you begin the draft. I think
> it's
> > > better.
> >
> > I think it is different. But no better and no worse.
>
> It's better, because you give each discipline and clan the same starting
> probabilities and also each player to decide to play a single expansion
> clan strat. If you do the expansion boosters individually you deny that
> option.
How denied? The same cards are available.
> > And Elder Draft may not be the big advantage you see it to be.
> > It is just another format. One that involves a clear (to the DCI)
> > drawback that must be overcome with some demonstrable advantages.
>
> It has a number of advantages:
>
> 1. takes less time
Booster draft takes less time than Rochester, in that cards are being
drafted in parallel. But other than that, the times are the same.
> 2. allows a smooth inclusion of expansions (clans, disciplines)
No improvement, since the other formats have the same.
> 3. avoids the "bad booster pack" situation (wrong card distribution
> which is very common in Jyhad/VTES because of the printing-sheets)
No improvement, since by mixing the cards, you actually increase the
probability of a bad "pack" of cards somewhere in the mix.
> 4. allows more consistent decks and strats
Not true.
> 5. is more interesting :)
OK
Unless new points are brought up, I will allow my previous posts to
stand as my arguments, and remove myself from this thread.
[ quoted text not captured ]
In article <38904687...@wizards.com>,
LSJ <vte...@wizards.com> wrote:
> carlos_...@my-deja.com wrote:
>> Your point that rochester and booster don't work well was based on
> (or at least, the argument was based on) a player somehow being
> narrow in her drafting.
I have to correct you here: you were the one who insisted that in Elder
you’d
be married to a single strategy.
> Just as it is not the (usual) case in Edler, it is not the usual> case in rochester or booster either.
>
You brought this argument. Now you say it’s not the (usual) case in all
formats.
> > *grin* Would you adapt the foundations of a house if you don't like
the
> > arrangment of the rooms anymore? You have to build a good and solid
>
> Would you not inprove the foundation if you found it was not
sufficient
> for the structure above it?
First plan, then bulid foundation and then the rest. I’d say once the
foundation
has been laid, it can’t easily be improved. And that’s a good thing: a
foundation
is something where to build a solid structure upon. It is not meant to
later
„improve“ it, unless you want to put considerable effort into it.
That’s true for deckbuilding, too.
>
> The foundation is made to accomodate the structure above it.
> The builder doesn't simply lay a foundation first (in isolation), and
> then try to figure out what sort of structure to put on it.
>
Neither does he build the foundation and the structure above it
simultanously,
or better put: alternatingly. As you would suggest it like the current
DCI formats.
You simply cannot build the structure until the foundation is finished.
That’s true
for everything, so it can (and has) to applied to deck-construction,
too. The
foundation only sets only the rough outline of the structure. What
exactly it will
look like is still open to you.
Same in VTES. If you have a good and solid foundation (i.e.
the crypt) you can attempt to go for a great deal of different
strategies *and* adapt your strategies as the library cards come.
That is beneficial to a game with so many variables as VTES, especially
in the short time you have for drafting and deck-preparation.
>
> It works the same way if you draft both at the same time.
Eh..., no. It has been tested (as I have already said one or twice) and
drafting
both at the same time lead to less satisfactory decks.
> > Agreed. But by definition it's almost impossible to adapt a bleed
deck
> > to a combat deck. So you *are* also married to general strategy.
(With
> > vote and bleed it's different, they have some things in common.)>
> OK. Fortunately, that point applies equally to Elder as to DCI.
Yes it does. Once again, in the beginning of the discussion you
declared Elder „narrow“, „married to a single strat“ when compared to
DCI. Now you say that it’s the same for both. Your assumption has been
wrong.
>
> > > And, in booster, you are free to draft library cards instead of a
> > vampire
> > > you don't need.
> >
> > ???
> > I thought in booster draft it's the same way: first draft vamps out
of
> > the booster, then library. If not, that *will* lead to some players
> > having not enough vampires.
>
> Only if they are foolish enough not to draft sufficient numbers.
Unfortunatly I cannot read the section pertaining booster draft. Are the
vampires of each booster drafted before or after the library cards, or
is there
no distincion? If the latter, it’s simply bad.
>
> > Yes, because Elder Draft has been derived from rochester and
booster,
> > along with some new elements.
> > Drafting the vamps rochester style is good enough. However, even in
> > rochester you alternate between crypt and library.
>
> Rightly so.
How „rightly so“? Because you prefer it that way. Because it’s in the
rules.
And it’s definitely not „rightly so“, because it’s been tested and
found to
not be satisfactory.
>
> > I just checked the DCI rules again, and I must say that it's
absolutely
> > impossible to find the quoted section. If you are on the VTES page
> > (www.wizards.com/VTES) you get an old version of the floor rules.
:(
> > From the DCI-section of WotC's hp you can get the UTR, no prob. But
the
> > VTES Floor rules are only going to 731. Cool thing, ha?
>> -----
> 737. Rules for V:TES Rochester Draft Tournaments
> This rule works in conjunction with Section 77 and 78 of the Universal
> Tournament Rules.
>
> Players open their first booster packs when the pod judge instructs
them
> to do so. After counting the cards face-down to make sure the pack is
> correct, players then move all vampire (crypt) cards to the top of the
> pack face-down. If players do not have the appropriate number of
cards in
> a pack, they must immediately notify the head judge, who will replace
the
> pack.
Here is a weakpoint of the rules: we all know that in some packs there
may be
fewer vamps, just because of the vampiric printing sheets. That’s not a
„wrong“
booster. However, the total number of cards in the booster should
normally be
the same. The rules only take that into account, but not if a player
has less vamps.
This will lead to some players having fewer vamps.
In Elder draft all vamps from all packs are shuffled together and
drafted in Rochester
style. In the last draft-round, there might be fewer than 2x vamps on
the table (where
x is the number of players in the pod). In this case the judge deals
out enough vamps
to bring the number of vamps to 2x. (Obviously he has to open anothe
pack.)
Which leads to every player having the same number of vamps, and that
is definitely
desireable.
>
> > Out of my memory (can't check right now, see above) it says that you
> > open each pack and draft first vamps, then library. That's the only
> > VTES-specific change. I'd say "taken fully into account" is a bit
> > overstating in this case.
Let me ammend that according to you (see above) it’s only in Rochester.
Not in booster draft.
> I would not.
> If you have a better method (that more fully takes it into account)
> that fits within the prescribed limits (of opening one pack per player
> at a time), I'd be glad to hear it.
Those limits should be altered.
>
> > I think the UTR are good to some extent. But it limits the formats
of
> > the different games too much. From the point of the rules-monger
you are
> > right: it's convenient to have one fixed set of basic rules. But
then
> > not attempting to make sufficient ammendments for the different
games is
> > not so good.
>
> Sure. But sufficient amendments are attempted. cf. [737]
Keywords are „sufficient“ and „attempted“. The attempt was made, but it
was not enough.
>
> In Elder you draft from "small portions" at a time, yes?
> (You don't lay out *all* the vamps face-up before begining to
> draft vamps, right?)
>
> Same limitations.
> Same probabilities (from a discrete mathematics point of view).
You’re probably right in this point. But it does make a difference
if you alternate library/crypt or not.
> > Who says it doesn't need different rules??? Different game ->
different
> > rules. Wouldn't you agree?
>
> Yes. That's what the different rules are for (see the V:TES game-
specific
> rules, along with the VTES rulebook in general).
>
> But making more rules different just so that *none* of the rules are
> shared is not necessary. Some of the rules work in more than one game.
Who said that it should be made „just so that none of the rules are
shared“?
If it’s beneficial for a game to have different rules, then so be it!
> >
> > Huh, so change is bad? If changes don't happen, evolution can't
either.
>
> Evolution (adapting to meet needs) is good.
> But change for change's sake alone is not.
Nobody wants to change things for changes sake. Change is warranted
because
of percieved shortcomings, or to improve existing processes. Same in
CCG’s.
> > Not every change is a good one, but the bad ones are recognised, and
> > learned from in the future. By ruling out changes because it's
> > inconvenient, a game or it's tournament rules cannot evolve.
>
> Right. Changes are not ruled out. But they have to be warranted.
Who decides if a change is warranted. A single person? Whim?
A group of secluded playtesters? Perhaps the players as a whole
themselves? I wonder.
>
> Change that doesn't sufficiently improve the game *is* ruled out, for
> the simple reason that not enough is gained to counter what is lost
> (continuity).
This is an argument taken over from the Errata-debate. This is not an
Errata-debate.
The DCI rules for Magic are changed quite often (at least the banned and
restricted lists are), why is it unthinkable to change the VTES rules a
bit?
>
> You don't get the library first.
> You get both, intermixed.
> This is not narrower than getting the crypt first.
I think it is.
>
> I don't see it that way.
> I see you better able to tune both your crypt and your library to one
> another.
Tuning the library to the crypt is easier than tuning the crypt to the
library.
Therefore tuning both ot one another has a drawback.
>
> > It's not. Because you may not have sutiable vamps for the library
cards
> > in a booster.
>
> Same in any format. That's called luck.
> (Or foolsihness, if one insists on *continually* drafting library
cards
> one cannot support with the cards already drafted).
Well, I was adressing only the vamp-library issue here, not formats.
Library cards are more dependent on vampires than vampires on library
cards. Vampires can act on their own. Library cards cannot. You will
have
to have vamps to use library cards. Because of that it’s better to
draft vamps
before library cards.
>
> > > It doesn't, since the other players are more capable of denying
> > > your focus the more they know about your deck while drafting.
> >
> > The other players are always capable of denying you cards you'd
need,
> > that's true for any format, it's just easier rochester style.
> > But a player who does this (if the cards he takes don't further his
own
> > deck-strategy) puts himself at a disadvantage. There are more
players in
> > a tourney who are drafting to get the cards they need. If you draft
a
> > card you don't need (but another player) you hurt yoursefl and the
other
> > player. The other players in the pod are unaffected, and the players
> > from the other pods are unaffected, too.
> > Denying cards is losing strategy.
>
> It works in moderation.
No, it doesn’t work. It will hurt the denying player as well as the
player who
gets the important cards denied. It’s a lose-lose situation.
> > Ok, in case of the expansions I alter my previous statement from
"might
> > lead" to "will lead" to bad situations.
> > Expansions are a problem in VTES (new clans and new disciplines),
> > contrary to Magic (where no new colours are introduced).
>
> I have yet to see that proven.
> Mixing DS or AH with the base set works just fine.
Please state how you do it, and why you think it does work fine. Will
you?
> > > > > Ah. I thought you required them to be intermixed.
> > > > > The DCI rules currently support using more than one expansion.
> > > >
> > > > Yes, booster after booster. With Elder draft you "mix" the
expansion
> > > > cards into the basic-set cards, then you begin the draft. I
think
> > it's
> > > > better.
> > >
> > > I think it is different. But no better and no worse.
> >
> > It's better, because you give each discipline and clan the same
starting
> > probabilities and also each player to decide to play a single
expansion
> > clan strat. If you do the expansion boosters individually you deny
that
> > option.
>
> How denied? The same cards are available.
The same cards are available, but you cannot focus on the expansion
clans
and their disciplines, because you would either have a drawback when
e.g.
DS is drafted last, as the other players who don’t focus on the
expansion
have already made good progress in their deck-composition, whereas you
get the lions-share of the cards you want to use later. The others can
now
much better use a denying strategy.
So it’s a win-lose situation.
>
> >
> > It has a number of advantages:
> >
> > 1. takes less time
>
> Booster draft takes less time than Rochester, in that cards are being
> drafted in parallel. But other than that, the times are the same.
Opening all packs in one go rather then one before each draft round
takes
also less time. You count 15 cards from you pile and go. You can’t do
it any
faster.
> > 2. allows a smooth inclusion of expansions (clans, disciplines)
>
> No improvement, since the other formats have the same.
This is your opinion. It’s not shared.
>
> > 3. avoids the "bad booster pack" situation (wrong card distribution
> > which is very common in Jyhad/VTES because of the printing-sheets)
>
> No improvement, since by mixing the cards, you actually increase the
> probability of a bad "pack" of cards somewhere in the mix.
The probability is the same. But it has only impact in the last round
of draft.
So it runs more smoothly, and all players get the same amount of vamps,
hence each has the same base for deckbuilding.
>> > 4. allows more consistent decks and strats
>
> Not true.
True.
>
> > 5. is more interesting :)
>
> OK
>
Ok. Agreed.
> Unless new points are brought up, I will allow my previous posts to
> stand as my arguments, and remove myself from this thread.
Of course you are allowed. I also agree that the discussion will not see
any positive results. You will not alter your opinions, and I don’t see
any arguments of yours that will alter mine as well. („Not true.“, „I
don’t
see it that way.“ is all nice and good, but has no substance.) Basing
the
dismissal of Elder just on the opening of all booster packs at once
might
be technically correct, but is not improving the situation nor proving
to
be inherently right or better.
Also, I’d like to say that I like your type of humor, LSJ. It’s dry, and
you have to read some sentences twice to recognise it. Are you sure you
are not British? :)
Yours,
[ quoted text not captured ]
On Wed, 26 Jan 2000 carlos_...@my-deja.com wrote:
> > But going in with narrow
> > ideas about exactly what you want to play is always difficult,
> especially
> > in a game with as many variations of disciplines as Jyhad.
>
> What do you consider narrow ideas? A bleed concept? A clan concept? A
> discipline-concept?
A clan or very narrow discipline concept, essentially (which should throw
earlier comments into greater clarity).
Going in thinking "I will play the best Gangrel deck I can get out of
this" is, perhaps, a little foolish, if you follow through with the idea.
Ideas such as "combat deck" or "bleed and vote" seem fine, to me, but
going in with something like "Gangrel protean" deck or "Giovanni" deck,
where the options are *so* much narrower seems like making a noose for
yourself. People will see things like the Protean cards and, since they
may have a few vampires capable of using them, they won't be seriously
disadvantaged with them *and* they get to screw you badly, as previously
discussed.
> And we seem to agree that Jyhad is a very complex game, with many
> disciplines and clans, quite different to Magic's 5 colours (or are
> there new colours in the new sets? :) )
Purple, anyone? ;)
--
James Coupe
carlos_...@my-deja.com wrote:
> LSJ <vte...@wizards.com> wrote:
> > carlos_...@my-deja.com wrote:
> Unfortunatly I cannot read the section pertaining booster draft. Are the
> vampires of each booster drafted before or after the library cards, or
> is there> no distincion? If the latter, it?s simply bad.
No distinction - the choice is left to the players.
> Also, I?d like to say that I like your type of humor, LSJ. It?s dry, and> you have to read some sentences twice to recognise it. Are you sure you
> are not British? :)
That's what my parents tell me. :-)
[ quoted text not captured ]
Well, there must have been some trouble with deja.com, because I
answered last friday in length, but it hasn't shown up. :(
No, I don't want to type all the arguments again, it took a horrible
long time. :(
>
> Unless new points are brought up, I will allow my previous posts to
> stand as my arguments, and remove myself from this thread.
Ok, I'll remove myself either, since I'm adamant in believing that Elder
would allow for better, smoother VTES tournaments, and you're adamant in
stating that the DCI would not be likely to adopt the Elder draft
formats.
Thanks for holding out so long, though. :)
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