rec.games.trading-cards.jyhad

Question(s)

15 messages from 8 participants · 31 January 2000 – 03 February 2000
original thread on Google Groups

tetragr...@my-deja.com

Hello to everybody ...hope to not annoying someone with my little questions. I were not able to find clues about the Anarch Revolt card. Is it's effect cumulative? I mean, what is the effect on a Methuselah's untap with multiples Anarch revolt in play? Does: 1)he/she burns just one blood no matter how "Revolt" are in play? or 2)he/she burns one blood for each Anarch revolt in play? If the second is right (as we play in my own group), that's another card that is very unbalancing with the "official" no-limit card. Second question: can i target direct actions at my cards (minion, locations etc.)? Many thanks. theMagus Sent via Deja.com http://www.deja.com/ Before you buy.

R. David Zopf

tetragr...@my-deja.com wrote in message <8755vu$c23$1...@nnrp1.deja.com>... >Hello to everybody >...hope to not annoying someone with my little questions. >I were not able to find clues about the Anarch Revolt card. >Is it's effect cumulative? Yes. Lose one pool for each copy in play. >If the second is right (as we play in my own group), that's another >card that is very unbalancing with the "official" no-limit card. > Only to the extent that the effect can be controlled. Its another example of how elegant the effects within the Jyhad are, and how all cards have a self-limiting effect, specific to itself. We need no such crude devices as a CL in the great Jyhad.... A deck with too many AR's creates a random environment which favors blood gain tactics, and players with low pool investment strategies. It becomes _very_ difficult to control when attempted in excess... >Second question: can i target direct actions at my cards (minion, >locations etc.)? Barring card specific text or errata to the contrary, yes. Realize though that you may never under any circumstances bleed yourself, or initiate a combat between two of your own minions.

LSJ

"R. David Zopf" wrote: > tetragr...@my-deja.com wrote in message <8755vu$c23$1...@nnrp1.deja.com>... > >Is [Anarch Revolt]'s effect cumulative? > Yes. Lose one pool for each copy in play. > > >Second question: can i target direct actions at my cards (minion, > >locations etc.)? > Barring card specific text or errata to the contrary, yes. Realize though > that you may never under any circumstances bleed yourself, or initiate a > combat between two of your own minions. Correct. If you "direct" an action at yourself (or your cards), then the action is undirected, by definition. the "(D)" symbol is used on cards to identify actions that are typically directed, but the directedness of the action is ultimately determined by the target itself, not the (D) symbol (or lack thereof). If you are a legal target for the action (by card text), then you are free to take the action "against" yourself. The cards that have specific errata to the contrary (errata issued to make the cards function as the card writers' intended) are: Darius Styx Goth Band Powerbase: Mexico City Powerbase: New York -- 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

James Coupe

On Mon, 31 Jan 2000 tetragr...@my-deja.com wrote: > 2)he/she burns one blood for each Anarch revolt in play? > If the second is right (as we play in my own group), that's another > card that is very unbalancing with the "official" no-limit card. Potential reasons why the card is not unbalanced: You can only play 1 per master phase action you have, and it has a burn clause. If it becomes a problem for people, they then gang up on you to get rid of you from the game, because it affects all of them. You cannot control who it affects, so it may oust your grand-prey before your prey - helping your prey, to your detriment. You have to play pool gain in your deck to survive, and the most effective way to do that is through master card use - so your playing of Anarch Revolt competes with your surviving the playing of Anarch Revolt. Which do you play? The Anarch Revolt or the Minion Tap/Blood Doll/Tribute to the Master you needed? Your blood gain and excessive numbers of it to abuse it compete against your ability to defend it - you need to be able to consistently win votes in order to keep it in play, or consistently intercept votes to do it - and if they're coming cross-table, you need to 'waste' slots on Eagle Sight, or the vampires Anneke and Enzo Giovanni. -- James Coupe

tetragr...@my-deja.com

In article <Pine.SOL.4.10a.10002011713560.26239- 100...@orange.csi.cam.ac.uk>, [ quoted text not captured ] > It's true that if i affect with my actions/cards all the players at the table i will attract their united resistances to my effort, whatever they may be. But it's true that with a couple of "unlimited" Anarch Revolt in play with "unlimited" Delaying Tactics (as i use to play my Anarch-base decks, but with a card limit to six!) i will able to keep the Revolt all the time i need to crush at least my first prey. I think of this as unbalancing. Still waiting to be persuaded of the contrary. Thanks. the Magus. [ quoted text not captured ]

fu...@mindstorm.com

In article <877ioc$3hq$1...@nnrp1.deja.com>, tetragr...@my-deja.com wrote: > It's true that if i affect with my actions/cards all the players at > the table i will attract their united resistances to my effort, > whatever they may be. But it's true that with a couple of "unlimited" > Anarch Revolt in play with "unlimited" Delaying Tactics (as i use to > play my Anarch-base decks, but with a card limit to six!) i will > able to keep the Revolt all the time i need to crush at least my > first prey. I think of this as unbalancing. Still waiting to be > persuaded of the contrary. So you load your deck up with Anarch Revolts and Delaying Tactics. Your opponents can freely spend their actions calling the vote to remove Anarch Revolt, as their minions will be untapped after the Delaying Tactics. They can then go about whatever it was their deck was supposed to do. Soon your hand will be jammed full of Anarch Revolts and you'll be unable to stop the vote. How do you intend to stop combat decks or stealth/bleed decks? - Ben Peal, Prince of Boston fu...@mindstorm.com [ quoted text not captured ]

X_Ze...@email.msn.com

In article <877ioc$3hq$1...@nnrp1.deja.com>, tetragr...@my-deja.com wrote: [ quoted text not captured ] > > It's true that if i affect with my actions/cards all the players at > the table i will attract their united resistances to my effort, > whatever they may be. > But it's true that with a couple of "unlimited" Anarch Revolt in play > with "unlimited" Delaying Tactics (as i use to play my Anarch-base > decks, but with a card limit to six!) i will able to keep the Revolt > all the time i need to crush at least my first prey. I think of this as > unbalancing. Still waiting to be persuaded of the contrary. > Thanks. the Magus. I would not be suprised if you had your vamps rushed by every minion that could rush. You would attract alot of attention with your anarch revolts. A poor pool rush deck would see you as a much greater threat than almost anyone else on the table, therefore your vampires would become the targets of the rush. The reason for this is to influence you to not play anymore anarch revolts by a. torporizing your vampires therefore making it difficult for you to perform any actions and b. prevent you from gaining pool from your minions. Also, at Exoticon in New Orleans there was two anarch revolt decks that showed up: Mine and Sorrow's. Sorrow plan to use the same strategy you did to prevent the votes from passing. Often his vampires were tapped or he felt that it was okay to burn the anarchs. I put political backlashes and elder kindred network in combo with dread gazes to hurt anyone who called a vote( any vote not just the anarch revolt vote). Sorrow was my predator and he called a vote that failed. I hit him with two political backlashes; he wasn't as enthusiastic about playing anymore anarch revolts during that round of the tourney. People will hurt you, just because they can if you play with anarch revolts. I have yet to see it happen any other way [ quoted text not captured ]

Peter D Bakija

The Magus wrote: >>But it's true that with a couple of "unlimited" Anarch Revolt in play with "unlimited" Delaying Tactics (as i use to play my Anarch-base decks, but with a card limit to six!) i will able to keep the Revolt all the time i need to crush at least my first prey. I think of this as unbalancing. Still waiting to be persuaded of the contrary.>> Just so there is no confusion, there is nothing "official" about no card limit. It is the official rule, no quotations needed--the game was specifically designed with no card limit in mind, and all of the cards in the set were designed specifically with the no card limit rule in mind. This being said, yes, large numbers of Anarch Revolts can make for a very powerful deck, but it certainly isn't any more powerful than any other very effective deck (of which there are *many*). The weaknesess of the Anarch Revolt deck, which you appear to be missing: -You are just as likely to help your prey as you are to harm them. You play 10 Anarch Revolts, and your prey has a deck just as fast as yours, but your grand prey has a slow deck--you have just helped your prey oust his prey, putting you in a worse position than you started. -You are just as likely to oust yourself as you are your prey. If things fall the wrong way, or you have a speedy predator, your Anarch Revolts do little more than make it that much easier to get yourself ousted. -You are just as likely to help your grandpredator as you are yourself. If you have a slow predator and a quick grand predator, your Anarchs have done little more than give your grandpredator the boost he needed to take you out. Lots and lots of Anarch Revolts are a pain if you aren't expecting them (i.e. you are playing a really slow deck that has little pool gain), but they are super random and tend to 'cause just as much damage as they provide benefit. Peter D Bakija PD...@aol.com "Since the dawn of time, man has yearned to destroy the sun." -C.M. Burns

davey!

On Tue, 1 Feb 2000 tetragr...@my-deja.com wrote: > It's true that if i affect with my actions/cards all the players at > the table i will attract their united resistances to my effort, > whatever they may be. But it's true that with a couple of "unlimited" > Anarch Revolt in play with "unlimited" Delaying Tactics (as i use to > play my Anarch-base decks, but with a card limit to six!) i will able > to keep the Revolt all the time i need to crush at least my first > prey. I think of this as unbalancing. Still waiting to be persuaded > of the contrary. Thanks. the Magus. If I recall correctly, (maybe LSJ can back me up on this one?), for cards in play that allow minions to take actions (such as Haven Uncovered's enter combat action, or the political action to burn Anarch Revlot) each copy of the card provides a distinct action. The upshot of this is, I believe, that if you have 3 Anarch Revolts out, the politcal action to burn each one is considered a different political action. Thus, is someone calls the vote to burn an Anarch Revolt, and you play Delaying Tactics to cancel the vote, the other two Anarch revolts can still be burned by their own, separate votes, which would each require a separate Delaying Tactics to cancel. So if you want to use Delaying Tactics to stop other players from killing your Anarch Revolts, you're gonna need a lot of Delaying Tactics... -davey!

LSJ

"davey!" wrote: > > On Tue, 1 Feb 2000 tetragr...@my-deja.com wrote: > > > It's true that if i affect with my actions/cards all the players at > > the table i will attract their united resistances to my effort, > > whatever they may be. But it's true that with a couple of "unlimited" > > Anarch Revolt in play with "unlimited" Delaying Tactics (as i use to > > play my Anarch-base decks, but with a card limit to six!) i will able > > to keep the Revolt all the time i need to crush at least my first > > prey. I think of this as unbalancing. Still waiting to be persuaded > > of the contrary. Thanks. the Magus. > > If I recall correctly, (maybe LSJ can back me up on this one?), for cards > in play that allow minions to take actions (such as Haven Uncovered's > enter combat action, or the political action to burn Anarch Revlot) each > copy of the card provides a distinct action. Correct (but not a different "type" of action for the No Repeat Actions rule, however). > The upshot of this is, I believe, that if you have 3 Anarch > Revolts out, the politcal action to burn each one is considered a > different political action. Thus, is someone calls the vote to burn an > Anarch Revolt, and you play Delaying Tactics to cancel the vote, the other > two Anarch revolts can still be burned by their own, separate votes, which > would each require a separate Delaying Tactics to cancel. So if you want > to use Delaying Tactics to stop other players from killing your Anarch > Revolts, you're gonna need a lot of Delaying Tactics... Correct. [ quoted text not captured ]

LSJ

LSJ wrote: > "davey!" wrote: > > If I recall correctly, (maybe LSJ can back me up on this one?), for cards > > in play that allow minions to take actions (such as Haven Uncovered's > > enter combat action, or the political action to burn Anarch Revlot) each > > copy of the card provides a distinct action. > > Correct (but not a different "type" of action for the No Repeat Actions > rule, however). I should be clearer: it is not a different "type" for the case of Anarch Revolt where the action is one defined in the rules: a political action. For the case of Haven Uncovered, where the action (enter combat) is not one defined in the rules, each copy of the card in play provides a different "type" of action. [RTR 05-SEP-1995] [ quoted text not captured ]

James Coupe

On Tue, 1 Feb 2000 tetragr...@my-deja.com wrote: > But it's true that with a couple of "unlimited" Anarch Revolt in play > with "unlimited" Delaying Tactics (as i use to play my Anarch-base > decks, but with a card limit to six!) You have failed to address the need to keep yourself alive with this strategy. > i will able to keep the Revolt > all the time i need to crush at least my first prey. Oh, it may well damage your prey. What happens if it ousts his prey first? It affects the *entire* table, you cannot control it in the manner you need to to specifically oust your prey. Indeed, if he has good pool gain, it won't do much - and if you're so hell bent on keeping out many of them and using delaying tactics to defend it, you can't do jack to get rid of him. What are you going to do if you become low on pool? You need to control that too. Blood Dolls/Tributes? Well, you'll need to hunt - and then how do you play your Delaying Tactics? What about if I rush all of your vampires, then you can't play Delaying Tactics. Or if I just very, very fast stealth bleed to get rid of you? Or your prey starts back bleeding (if he has the cards) or he starts attacking you - so you get predator and prey specifically after you? Can you cope with both of those at once? If you're sweeping tables because of this, I would note that your play group needs to wake up and smell the coffee. There are just so many ways in which you can be completely screwed by it, or waste so many card slots on it without getting any effect - and without them having to deterimentally affect many other strategies, either. And if you're doing so well, it's in the rest of table's interest to gang up on you. You seem to want card limits, so that people don't actually have to play *well* or play *innovatively* or put *defence* into their decks. *shrug* -- James Coupe

James Coupe

On Tue, 1 Feb 2000, davey! wrote: > If I recall correctly, (maybe LSJ can back me up on this one?), for cards > in play that allow minions to take actions (such as Haven Uncovered's > enter combat action, or the political action to burn Anarch Revlot) each > copy of the card provides a distinct action. However, for the minion so affected, they are stopped from calling any more political actions by NRA, and not by DT. -- James Coupe

tetragr...@my-deja.com

In article <Pine.SOL.4.10a.10002021459450.29820- 100...@red.csi.cam.ac.uk>, [ quoted text not captured ] >Tetragrammaton answer... Calm down guy! I never meant to say that with Anarchs or whatever card i'll crush any deck in any moment. No. Nor i want to limit the innovations or defences in mine or other decks. (Good) Innovations are always welcome, in a game like Vtes. Since i'm relatively new to this forum, the core question is that i want to see how many Vtes' fans (like you, like me) truly believe that with no card limit there are not limit to the abuse that can be made of a single card or combos of card. That's all. I still think that without (card) limit a player can abuse of a single cards or pair of cards, unbalancing the game, not in the ways he will automatically win most of the rounds, but in the ways that he will make (un)life impossible, or at last very nasty, for one or more Methuselahs at the table. We could imagine that the so "I-crush-my-prey with-20-Brainwashes" players will soon shunned by the rest of "good" players, but in a no "legal" way.("Brainwash" is just an example, i know that it is by no means risolutive). "No legal" because, after all, with no card limit any player has the full right to rely heavily on just (very) few card. Even if are not "kill you now" cards in Vtes, it's like to play poker with a deck made only of Aces and Kings. Maybe someone else can come out with deck made only of Straights, but i don't call it a very fair game. Don't misunderstand me, no limit card is by no means equal to cheating for me!! I think too that, to says: "Well, other (good) decks can counterbalance the unbalancing of your deck" is no too good, because to counterbalance a deck that relies on 30 Master card, we need (in most cases) a 20 Sudden Reversal card deck.(this is just another example). That means, in the end, "unbalancing deck X" VS "unbalancing deck Y". Of course this is speculation, the truth still comes from the many games we play at Vtes with the corrent rules. I still feel the need of card limit, that's all. I think this way because i'm optimist about the Vtes' future, and (i hope!)with many more players and many more cards the need of card limits will be undeniable..but who knows? Always happy to discuss about such matters. For now i think it's enough. TetratheMagus. [ quoted text not captured ]

James Coupe

On Wed, 2 Feb 2000 tetragr...@my-deja.com wrote: > I still think that without (card) limit a player can abuse of a single > cards or pair of cards, No, they can't. There are many ways in which plaing of cards is limited, such that getting to abusive levels is very, very difficult, if not impossible. If "abusing" master cards, you have to fight for master phase actions - Anson, Rumors, Parthenon - or just play 1 per turn. If abusing action cards, you can only play one per minion, or need to be able to untap via one or two cards like Freak Drive or Alexandra. If abusing action modifiers, you can only play 1 of a named action modifier per minion per action (meaning you can't just go in and throw down 25 threats and win). If abusing stealth, you can't play excess stealth to what is needed via multiple sources. If abusing reaction cards, each minion can only play one named reaction per action. If abusing intercept, you can't play excess intercept to what is needed via multiple sources. If abusing equipment, you have cards like Drawing out the Beast, Immortal Grapple and Frenzy (the latter of which could be mildly interesting, since it stops equipment, rather than weapon strikes). If abusing votes, they can only play 1 vote card (i.e. political action card) per vote, including the one they use to call it (so they can throw one from their hand if calling to burn the Elysium, but not if they are calling Kine Resources Contested). If abusing retainers, you can fire from long range at them, and they have to die then. If abusing allies, they just die easily. If abusing non-vampires, use Camarilla Segregation, or for equipment, Peace Treaty. If abusing vampires, contest them, brainwash them, Trick of Danya, Banishment - whatever. *Each* facet in the game is so tightly honed by the rules that you can't 'abuse' them in the fashion yo usuggest. > unbalancing the game, not in the ways he will > automatically win most of the rounds, but in the ways that he will make > (un)life impossible, or at last very nasty, for one or more Methuselahs > at the table. Including himself. *However*, do you ever go into a game thinking that you won't need pool? Everyone expects to lose pool somehow. If they don't, they're very, very, very stupid. You can't block everything, you can't deflect everything, you can't beat every vote. You're going to lose pool. If you don't have some pool gain in your deck, you're dead. And that's all you need to neuter Anarch Revolt long enough to kill it. > We could imagine that the so "I-crush-my-prey with-20-Brainwashes" > players will soon shunned by the rest of "good" players, but in a > no "legal" way.("Brainwash" is just an example, i know that it is by no > means risolutive). No, because you can only play 1 per turn. If you can play more than one per turn, through whatever means, you have missed the first couple of turns to be able to do that anyway. If you don't have small enough vampires in your deck, you're going to have to watch out for such things anyway. The Trick of Danya and Cairo Int'l Airport, whilst uncommon, are not unknown by any means. If you do have small enough vampires in your deck, you can bring one of them out in one turn. Also, once you've played four (let us imagine) on my vampires, you're stuck. You have 20 cards in your deck, and are pulling them and they're jamming your hand. V:TES doesn't have a constant replace mechanism - you have to play or discard first, which is very slow in the situation you're in. > "No legal" because, after all, with no card limit any player has the > full right to rely heavily on just (very) few card. Indeed. V:TES was *designed* for that. In Magic, there was no set of rules like "You may only play 1 of each named Instant per turn" or "You may not play more than one of the same interrupt in a batch" or "You can only cast one Creature card per turn". Nothing like that. So Magic went for a card limit to *try* and balance it (whether it succeeded is a very, very different argument). V:TES, seeing that, was built from the ground up with all the restrictions on playing cards - you can only play 1 strike, you can't endlessly cycle maneuvers, since you can't cancel your own, same with presses, only one source of additional strikes per round, all the bleed modifiers (save 1) have "no more bleed mods" on them (action modifiers, that is). And so on. They had already seen what would happen in No Limits environments and consciously coded the game to suit that. I can't just storm a vote by throwing down 27 Bewitching Orations. I can't play that many per action. > Even if are > not "kill you now" cards in Vtes, The only one of that nature was, eventually, banned in DCI tournaments - Return to Innocence. > it's like to play poker with a deck > made only of Aces and Kings. Everyone has the same options. And there are very few strategies which cannot be countered with *common* cards. At worst, uncommon. I cannot think, off the top of my head, of any strategies requiring rare cards to counter them. e.g. rush decks - I use plenty of maneuvers to get away so you can't immortally grapple. Bleed decks, I use plenty of deflections or intercept. Vote decks, I use dread gaze, Surprise Influence, Political Action cards, intercept. Anarch Revolt, I use Sudden Reversal, or votes in my deck. > Maybe someone else can come out with deck > made only of Straights, but i don't call it a very fair game. You're missing a very important point. Let us say we are playing poker, both of us with different decks (to simulate Jyhad). I bring my deck along, and can only play Full Houses, say. You bring along your deck and can only play Two Pairs. Fine. My deck beats yours. That's to be expected. Jyhad is not Poker, to state the blindingly obvious. Let us assume that I have the best, best, best bleed deck in the world. I can cause huge amounts of pool loss very, very quickly. Great! It's like a deck of Full Houses. Now, you're playing your Two Pair deck. But, since you haven't gone so hell for leather on one strategy, you could play Two Pair, One Pair - maybe the odd three of a kind. Maybe someone turns up to your game and says "Okay, let's play Low Hand as a variant". Then, I'm going to trash you. So, let's put that into V:TES. I come along with my 27 Anarch Revolt deck - my Full House deck, let's say. You come along with your Two Pair deck. I can only play Anarch Revolts. Now, you can do a lot of things - none of them to quite such a level as me, but you're not so focussed. You can rush me into combat. I don't have a defence against that. You can bleed me. I don't have a defence against that. You can call votes. Now, I do have a defence against that - but I'm hoping to use them to protect the Anarch Revolt. Which is more important, stopping your Consanguineous Boon, or stopping your "Destroy Anarch Revolt" vote? You have lots of pool gain. I can't do anything about that. You stand still, and the Anarchs don't do anything. You play Corruption, I have no defence against that. You play the Betrayer deck, I have no defence against that. I play an Out of Turn Malkavian Rush deck - you can't play Sudden Reversal to stop the Rotschreck, nor do you have enough of a defence in other ways (Obedience, maneuvers, whatever). So, if I hit you in the right places, I win. You forgot to think about any other strategy. One of the best players in the UK is Rob Treasure. One of his best decks is the Legacy of Pander deck. With only 8 copies of a card maximum, that I recall, a card limit isn't going to touch the deck. Deck available at: http://x37.deja.com/[ST_rn=ps]/ getdoc.xp?AN=526050809&CONTEXT=949579456.1339883553&hitnum=1 It's one of the strongest decks I've seen. And it doesn't use 20 of any card. Those decks which *do* use 20 of any card tend to be very, very fragile. Any concerted thought will get around them. > Don't misunderstand me, no limit card is by no means equal to cheating > for me!! No one ever implied it was. I am mystified as to why playing by the rules could ever be considered cheating. > I think too that, to says: "Well, other (good) decks can counterbalance > the unbalancing of your deck" is no too good, Rubbish. Jyhad is a game of strategy vs counter strategy. It is not a race to see which person can get their deck to work first. It is game of interaction. > because to counterbalance > a deck that relies on 30 Master card, we need (in most cases) a > 20 Sudden Reversal card deck. No we don't. No we don't at all. Provide an *unbalancing* 30 master card deck that can *only* be overcome by 20 Sudden Reversals. Don't just talk out of your hat. Provide a cast iron example of a deck that needs 20 Sudden Reversals to counter it. Many master cards of a 'powerful' nature are tempered by burn clauses, expense and so forth. And they are *all* tempered by the number of master phase actions you have. >(this is just another example). > That means, in the end, "unbalancing deck X" VS "unbalancing deck Y". Try reading a tournament report every now and then. It means nothing of the sort. > Of course this is speculation, the truth still comes from the many > games we play at Vtes with the corrent rules. With the "correct" rules? What, you play with no card limits? Those are the correct rules. No rules set for the game gives a card limit. Your uses of words like "correct" and "'official'" suggests you don't understand what the actual state is. -- James Coupe