rec.games.trading-cards.jyhad

LSJ Tomb of Ramses 3 Question

13 messages from 10 participants · 05 February 1999 – 11 February 1999
original thread on Google Groups

pittboo

If you put the Tomb on an 8 Capacity vamp and transfer 4 to that vamp and you get 4 on the tomb. You move that vamp into the active region. How much blood dose the vamp have 4/8 or 8/8? Thamks Droz

AgentZero

>If you put the Tomb on an 8 Capacity vamp and transfer 4 to that vamp and >you get 4 on the tomb. You move that vamp into the active region. How much >blood dose the vamp have 4/8 or 8/8? 4. The 4 'on the tomb' are burned when you burn the tomb. The only counters that remain are those that were on the vamp to begin with. While I agree that this is the best change if the card were to be changed, I still think that it is a might bit overcosted with this eratta. However, this is neither here nor there. a0

LSJ

AgentZero wrote: > > >If you put the Tomb on an 8 Capacity vamp and transfer 4 to that vamp and > >you get 4 on the tomb. You move that vamp into the active region. How much > >blood dose the vamp have 4/8 or 8/8? > > 4. > The 4 'on the tomb' are burned when you burn the tomb. The only > counters that remain are those that were on the vamp to begin > with. Correct (errata). The full text of the errata is: Tomb of Ramses, III New card text: "When this card is brought into play or the controller of this card changes, you (the new controller) choose a vampire in your uncontrolled region. For each blood counter you transfer to the chosen vampire, put a blood counter on the Tomb from the Blood Bank. At the end of your influence phase, if the total number of counters on the chosen vampire and on the Tomb equals or exceeds that vampire's capacity, you may move the vampire to the ready region. Burn the Tomb (and the counters on it) when the chosen vampire leaves the uncontrolled region." -- L. Scott Johnson (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/VTES_Rules.html

pittboo

LSJ wrote in message <36BB5AB5...@wizards.com>... >AgentZero wrote: >> >> >If you put the Tomb on an 8 Capacity vamp and transfer 4 to that vamp and >> >you get 4 on the tomb. You move that vamp into the active region. How much >> >blood dose the vamp have 4/8 or 8/8? >> >> 4. >> The 4 'on the tomb' are burned when you burn the tomb. The only >> counters that remain are those that were on the vamp to begin >> with. > >Correct (errata). > >The full text of the errata is: > >Tomb of Ramses, III > New card text: "When this card is brought into play or the controller of > this card changes, you (the new controller) choose a vampire in your > uncontrolled region. For each blood counter you transfer to the chosen > vampire, put a blood counter on the Tomb from the Blood Bank. At the end > of your influence phase, if the total number of counters on the chosen > vampire and on the Tomb equals or exceeds that vampire's capacity, you may > move the vampire to the ready region. Burn the Tomb (and the counters on > it) when the chosen vampire leaves the uncontrolled region." > Well that makes the card wall paper. You spend 7 to bring out a 8 vampire with only 4 blood on it. I think that when the tomb is burned the blood should be transfered to the Vampire when its moved into the active region. That whould make the card work and keep it from being wall paper. Droz Droz

Richard D. Zopf

"pittboo" <pit...@olypen.com> wrote: >Well that makes the card wall paper. You spend 7 to bring out a 8 vampire >with only 4 blood on it. I think that when the tomb is burned the blood >should be transfered to the Vampire when its moved into the active region. >That whould make the card work and keep it from being wall paper. >Droz Hrrugggghh?!?! A turn one 8 cap is a turn one 8 cap is a turn one 8 cap. And it cost you one less pool. I'll take that trade any day. You've got to look at the total potential gain (Including, but not limited to: An extra round with a vamp having the disciplines you need. Round one titled vote control . Access to a Prince, and the Traditions, etc. etc.) It works like it was intended (meaning turbo Elders) without being too heinous in its impact (meaning two IC members by round 3). Regards, R. David Zopf guenh...@mindspring.com Atom Weaver

James Coupe

In article <79gq3t$k17$1...@camel15.mindspring.com>, Richard D. Zopf <guenh...@mindspring.com> writes >Hrrugggghh?!?! A turn one 8 cap is a turn one 8 cap is a turn one 8 >cap. And it cost you one less pool. I'll take that trade any day. >You've got to look at the total potential gain (Including, but not >limited to: An extra round with a vamp having the disciplines you >need. Round one titled vote control . Access to a Prince, and the >Traditions, etc. etc.) It works like it was intended (meaning turbo >Elders) without being too heinous in its impact (meaning two IC >members by round 3). Indeed. Many of the arguments you see against errata etc. like this *seem* to come from people who don't fully understand the implications of the ruling. They see an 8 cap with four blood, costing you seven. What they fail to see are the speed, flexibility, title, access to superiors etc. which can give you a huge swing, albeit most likely temporarily. A very successful deck in England is Rob Treasure's Legacy of Pander deck. Matt Green, ex-Tournament Official and now ordinary player, was noted as saying that the deck would have a much harder time now that people can get out proper titles much more quickly - two people getting out Inner Circle within the first four turns, say, would seriously hamper the deck, and possibly work to counter-act it (a few quick, well- timed votes to burn the Legacies and then he'll never call another one). -- James Coupe (Prince of Mercia, England) Vampire: Elder Kindred Network http://madnessnetwork.hexagon.net

Chris Berger

Richard D. Zopf wrote: > > "pittboo" <pit...@olypen.com> wrote: > > >Well that makes the card wall paper. You spend 7 to bring out a 8 vampire > >with only 4 blood on it. I think that when the tomb is burned the blood > >should be transfered to the Vampire when its moved into the active region. > >That whould make the card work and keep it from being wall paper. > >Droz > > Hrrugggghh?!?! A turn one 8 cap is a turn one 8 cap is a turn one 8 > cap. And it cost you one less pool. I'll take that trade any day. > You've got to look at the total potential gain (Including, but not > limited to: An extra round with a vamp having the disciplines you > need. Round one titled vote control . Access to a Prince, and the > Traditions, etc. etc.) It works like it was intended (meaning turbo > Elders) without being too heinous in its impact (meaning two IC > members by round 3). > Yeah, no kidding. Here's a little experiment to try at home, for all you people who think that the current Tomb is too weak (personally, I don't even think it's balanced... still too strong IMO, but I support this errata... my preferred fix was -1 capacity counters): Okay, house rule: You may choose to start the game with either 30 pool or with 20 pool and a 10 capacity vampire in play with 1 blood on him. Which do you choose? You'd have to be a complete moron to choose the 30 pool, right? I'm really hoping that everyone can see and understand that. And if you can, then understanding the Tomb should be an obvious correlary... (sits back to await the flames... ahh... haven't posted a good controversial post around here in a long time...) 8) -Chris

matt Green

James Coupe wrote: > A very successful deck in England is Rob Treasure's Legacy of Pander > deck. Matt Green, ex-Tournament Official and now ordinary player, was > noted as saying that the deck would have a much harder time now that > people can get out proper titles much more quickly - two people getting > out Inner Circle within the first four turns, say, would seriously > hamper the deck, and possibly work to counter-act it (a few quick, well- > timed votes to burn the Legacies and then he'll never call another one). > > A quick note on that Legacy of Pander deck;We were practicing some new and old decks against each other last night with the Alamut deck burning a Legacy down with the vote passing 23/24. Unfortunately it then went on to get hammered by Rob's new Tzimise deck (more rares than you can shake a stick at- an expensive way to make a duff clan tournament viable. Good deck though). Improved the Sleeze deck too. 'til the Isle of Wight on Saturday, matt

James Coupe

In article <36BEA94D...@ic.ac.uk>, matt Green <matthe...@ic.ac.uk> writes >Unfortunately it then went on to >get hammered by Rob's new Tzimise deck (more rares than you can shake a >stick at- an expensive way to make a duff clan tournament viable. Good deck >though). The Tzimisce always strike me as difficult. Bauble means equipment means vulnerable to Immortal Grapple. Similarly things like Fleshcraft and Bonecraft. They're not *that* hot on bleeding, because Pulse of the Canaille is so expensive and they have problems getting a lot of blood back, as I see it. Whilst they would be interceptors par excellence, intercept always really has to be a secondary consideration (something it might be nice if the expansion were to address, giving Auspex and Animalism ways of helping themselves to do something when they intercept things). It will be interesting to either see it in play or, alternatively, just ask Rob about it, since the Tzimisce are a clan I kind of like (the only clan with a permanent +1 intercept vamp, for a start, and nice pictures). [ quoted text not captured ]

Dhar...@yahoo.com

James Coupe wrote: > The Tzimisce always strike me as difficult. Bauble means equipment > means vulnerable to Immortal Grapple. Not usually. Bauble should be used for Assault Rifles first and use Ghoul Retainers to hold the Flamethrower from the second Bauble. At least, that's what I do with my "Transformers" deck. The Assault Rifle gives me a manuever that the Potence vampire has to overcome before the IG, and a Terror Frenzy can be used to prevent him from coming back close. Obviously, the only trump combo is DotB/IG which practically requires a Nos. > Similarly things like Fleshcraft and Bonecraft. Agreed on this point. I haven't found much use for these cards. > They're not *that* hot on bleeding, because Pulse of the > Canaille is so expensive and they have problems getting a lot of blood > back, as I see it. I disagree. Pulse is good if you have ways of getting the blood back, and I've never had problems with it. It just requires some serious thinking. The thing about Pulse is that it makes you vulnerable to Justicar Reribution. They also have Living Manse for a permanent +1 bleed and Changeling for a +1 bleed modifier. > Whilst they would be interceptors par excellence, intercept always > really has to be a secondary consideration Not neccessarily true. However, I will agree that a Intercept/Combat deck should have some secondary strategy to back it up. > (something it might be nice if the expansion were to address, giving Auspex > and Animalism ways of helping themselves to do something when they > intercept things). Depends what you want to do. An Intercept/Combat deck with a secondary strategy of heavy bleed would make good use of Melange. There's already quite a bit out there. You just have to look for it. Noal -- "Excuse me. Are you a yuppie?" -woman at a gas station in Detroit -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own

Gabriel

I'm not understanding this.... The way the card reads is that the card gets burned after the vampire with it comes into play, "Put this card on a vampire in your uncontrolled region. For each blood counter you transfer to an uncontrolled vampire during your influence phase, move one counter from the blood bank to this vampire. Burn this card when this vampire comes into play." I see alot of benefits to playing this card, but I didn't understand the discussion below. For instance, for each blood you spend on any other vampire in your uncontrolled region, you get a blood counter on the vampire this card is played on, right? Is there errata somewhere on this card? pittboo wrote in message <79fe7n$dk4$1...@remarQ.com>... >If you put the Tomb on an 8 Capacity vamp and transfer 4 to that vamp and >you get 4 on the tomb. You move that vamp into the active region. How much >blood dose the vamp have 4/8 or 8/8? >Thamks >Droz > >

James Coupe

In article <79srd9$5...@news.millennianet.com>, Gabriel <j...@rfd.com> writes > Is there >errata somewhere on this card? Yes, it was quoted in LSJ's post in this thread. [ quoted text not captured ]

TheLa...@hotmail.com

In article <79srd9$5...@news.millennianet.com>, "Gabriel" <j...@rfd.com> wrote: > I'm not understanding this.... > The way the card reads is that the card gets burned after > the vampire with it comes into play, > > "Put this card on a vampire in your uncontrolled > region. For each blood counter you transfer to an > uncontrolled vampire during your influence phase, > move one counter from the blood bank to this vampire. > Burn this card when this vampire comes into play." > > I see alot of benefits to playing this card, but I didn't understand > the discussion below. For instance, for each blood you spend > on any other vampire in your uncontrolled region, you get a blood > counter on the vampire this card is played on, right? Is there > errata somewhere on this card? Yes, it was issued on January 5th, 1999. VTES Rules Team Rulings 05-JAN-99 Author: LSJ <vte...@wizards.com> Posted on: 1999/01/05 Posted to: rec.games.trading-cards.jyhad ERRATA ------ Tomb of Ramses, III New card text: "When this card is brought into play or the controller of this card changes, you (the new controller) choose a vampire in your uncontrolled region. For each blood counter you transfer to the chosen vampire, put a blood counter on the Tomb from the Blood Bank. At the end of your influence phase, if the total number of counters on the chosen vampire and on the Tomb equals or exceeds that vampire's capacity, you may move the vampire to the ready region. Burn the Tomb (and the counters on it) when the chosen vampire leaves the uncontrolled region." # # Points of interest: # This version works in much the same manner as the original text while # being fairly balanced. This is the reason for changing the previous # errata to the card. # The Tomb only cares about "transfers" made to the chosen vampire, # not about blood put there through other means (4th Tradition, etc.) # nor to transfers made to other uncontrolled vampres. # When the chosen vampire is moved to the ready region, it keeps whatever # counters it has, but does not get the counters from the Tomb nor does # it "fill up" from the Blood Bank. # Moving the chosen vampire to the ready region is only mandatory when it # is full. You are not forced to use the Tomb when the number of counters # (combined) reaches the capacity. -- L. Scott Johnson (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/VTES_Rules.html -----------== Posted via Deja News, The Discussion Network ==---------- [ quoted text not captured ]