Paralyse
Combat
1 blood
quietus: Strike: Combat Ends
QUIETUS: only usable at long range before strikes are dealt. Opposing
minion can not play any strike cards this round.
[ quoted text not captured ]
A figment of your imagination, or a spoiler ?
Nice big card anyway.
--
Orpheus
----------------
Top of Ban / Fix List : PTO, Champion, Memories of Mortality.
On Sep 14, 6:49 am, "Orpheus" <orpheus...@free.fr> wrote:
> > Paralyse
> > Combat
> > 1 blood
> > quietus: Strike: Combat Ends
> > QUIETUS: only usable at long range before strikes are dealt. Opposing
> > minion can not play any strike cards this round.
I don't think Assamites really need a S:CE effect, but I realize the
superior effect is what you really were suggesting they needed. That
effect is probably a bit too good since you can save it until you know
you're at long range as opposed to Thoughts Betrayed which you have to
blow pre-range, giving your opponent a chance to use manuevers to get
away. Despite the good I see in this card, I still wouldn't "want" it
for the clan since it would render the close-range options of the clan
nearly obsolete and I think there are better options to choose:
1. Give the Assamites a "First-est Strike" card or better yet change
the First Strike rule to make it an actual First Strike. I never
understood why S:CE and Dodge beat something called FIRST strike
anyways. It's in-theme for a clan of assassins and with the
prevalence of prevent options I don't see it being overwhelming.
2. Continue along the "blood manipulation" theme that the clan
already has going and make more pre-emptive effects like Wave of
Lethargy/Thin Blood or even Chiram's Hold (but playable while you are
the acting minion) so strikes get too expensive to play. Card-
intensive I know, but I do like the idea of it more than simply a card
saying "you can't play your cards".
I wish I could go back and redesign the clan from the start. I would
have made the Assamites generally combat-effective (which they are
more or less now), but made them truely fearsome when facing a minion
they have a Contract on. The Contract theme just feels very
underdeveloped. We have 5 cards that grant Contract status, but only
3 that benefit in some way from being in a combat with a contracted
minion. There is so much more that could be done here to make
Contract Rush the preferred Assamite combat option as their theme
would suggest. For example, give the Assamites "First-est Strike"
only in combat with a contracted minon. This prevents any combat
powers from getting too strong since the Contract is the lynchpin and
can always be SR'd, blocked, or even Violation of Trust if you really
want to play anti-Assamite tech.
I'm still toying with alot of the new options provided to the
Assamites in recent sets, but I have yet to see any card or combo that
really is unique to the clan that would give them the added boost they
need to be truely competitive. Maybe the upcoming set will provide
that, so we'll just have to wait and see.
On Sep 14, 10:48 am, LSJ <vtes...@white-wolf.com> wrote:
> Aramis wrote:
> > I never
> > understood why S:CE and Dodge beat something called FIRST strike
> > anyways.
>> Seehttp://groups.google.com/group/rec.games.trading-cards.jyhad/msg/fb99...
> and the surrounding articles.
"Understand" was a poor word choice. I understand the rules as they
are applied just fine. I just disagree with them, or perhaps I
disagree that an effect called *first* strike should have been put in
the game when it really was never *first*.
On Sep 14, 10:15 am, Aramis <david.buer...@gmail.com> wrote:
> I'm still toying with alot of the new options provided to the
> Assamites in recent sets, but I have yet to see any card or combo that
> really is unique to the clan that would give them the added boost they
> need to be truely competitive. Maybe the upcoming set will provide
> that, so we'll just have to wait and see.
I still think Khabar: Glory is a strong bit of tech. It's a subtle
effect, but if you commit to it (at least 4, probably 6 and up) it
lets you plow forward, and really effects the "rush backwards until
you die" syndrome. But to fully appreciate it, you have to be willing
to let your pool drop lower than you might be inclined to, while
resisting the urge to annihilate backwards.
It's no "I win", it's no RtI, or anything like that. But I do think
it qualifies as "very strong."
--
David Cherryholmes
[ quoted text not captured ]
I read it. I understand that Dodge is supposed to negate a strike's
effects regardless of "speed". I also read the part about how minimal
effort/speed is needed to dodge an attack in realistic terms and that
makes a certain amount of sense. I don't dispute that "Dodge Beats
First Strike" is a reasonable position from the original rules set of
Jyhad. However I think "First Strike Beats Dodge" is an equally
reasonable position and from my conceptualization of what "First
Strike" means, it is preferrable. Now I grant that given the choice
between two reasonable interpretations, the precedent should stand to
avoid unnecessary change and promote stability in the rules. I simply
disagree with the original decision and would lobby for its reversal
because it makes more sense to me to have First Strike mean just
that. New players I'm sure don't catch this distinction in the rules
and are understandbly surprised that the cards don't mean what they
say. I'm a veteran player and I still, despite knowing the truth and
re-reading the explanations, don't get it 100%.
[ quoted text not captured ]
That's a good summary of that thread, yes.
> I simply
> disagree with the original decision and would lobby for its reversal
> because it makes more sense to me to have First Strike mean just
> that.
It is just that.
If it's just a nomenclature issue, assume that the rules define Dodge to mean
"Dodge with First Strike" and similarly for S:CE.
But, really, the nomenclature works as-is, if you paint it right:
There are two windows in strike resolution: normal strike window and the strike
window that occurs before that one ("first").
Those are for the aggressive strikes.
In addition, dodge always protects the dodger (it doesn't have its own window,
per se). And S:CE ends combat before strike resolution (that is, before moving
to the strike resolution windows of the aggressive strikes).
> New players I'm sure don't catch this distinction in the rules
> and are understandbly surprised that the cards don't mean what they
> say. I'm a veteran player and I still, despite knowing the truth and
> re-reading the explanations, don't get it 100%.
New players who read the rules are pretty hard pressed to come up with any
non-official "distinction" on the question of First Strike vs. Dodge.
http://www.white-wolf.com/vtes/rulebook/rulebook.html#sec6_4_5
New players who don't read the rules have bigger worries than First Strike.
In message <1189787859....@g4g2000hsf.googlegroups.com>, Aramis
<david....@gmail.com> writes:
>I just disagree with them, or perhaps I
>disagree that an effect called *first* strike should have been put in
>the game when it really was never *first*.
It's likely that the term was borrowed from Magic. As has been
described in some of the writing about the creation of V:TES, they
initially thought to strike a path away from Magic, but later returned
to it as a guiding template. Why reinvent the wheel?
First Strike was in the Alpha set of Magic[0] i.e. the first one. So
it's likely that they stole the term from Magic and didn't really care
whether it beat *everything*, because it beat the normal damage.
[0]
http://www.donsmagicandsundry.com/resources/magic-abilities.php#FirstStrike
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
Truth to be told Quietus need such card
Blood Weakness
0 blood
Combat Card
qui: cancel card that requires discipline. if it is strike card
opposing minion can choose another strike. opposing minion can cancel
this card by burning 2 blood
QUI: as above, but must burn 4 blood to cancel this card.
general quietus theme is to prevent other vampires from using
disciplines - this card suits theme perfectly :D
[ quoted text not captured ]
why ? it would be pointless if it will be 1 and 2 - it is opposing
choice to burn blood afterall - burn 2 blood or cancel IG - well -
burn 2 blood. burn 2 blood or play majesty - play another majesty.
it should be strong - maybe 2/3 blood but 1/2 will wallpaperise it -
jones simply cancel strike - opposing minion have no choice. this card
give opposing minion choice to cancel it - it is costly - right - but
it should be
> Blood Weakness
> 0 blood
> Combat Card
> qui: cancel card that requires discipline. if it is strike card
> opposing minion can choose another strike. opposing minion can cancel
> this card by burning 2 blood
> QUI: as above, but must burn 4 blood to cancel this card.
Better (IMO) would be.
Blood Weakness (needs another name as it is too close to Blood
Weakens, but meh)
Combat
Only useable against a younger vampire. Only 1 Blood Weakness may be
played in a round.
qui: Cancel a combat card that requires a discipline as it is played
by the opposing vampire.
QUI: As above but the opposing vampire may be the same age or older.
--> J
grail_pbem "at" hotmail.com
[ quoted text not captured ]
or
The cost of the canceled card is not paid. The opposing minion gets a
new opportunity to declare a strike.
Blood Weakness
Combat
Only useable against a younger vampire or ally. Only 1 Blood Weakness
may be
played in a round.
qui: Cancel a combat card that requires a discipline as it is played
by the opposing minion.The cost of the canceled card is not paid. The
opposing minion gets a new opportunity to declare a strike if strike
card was canceled.
QUI: As above but the opposing vampire may be the same age or older.
TBH i dont like "once each round" much ... either way it is pretty
pointless at inferior quietus (if you have inf quietus you have low
cap anyway. so maybe
Blood Weakness
Combat
Only 1 Blood Weakness at superior may be
played in a round.
qui: Opposing minion burn 1 blood after he succesfuly play card thet
requires discipline.
QUI: Cancel a combat card that requires a discipline as it is played
by the opposing minion.The cost of the canceled card is not paid. The
opposing minion gets a new opportunity to declare a strike if strike
card was canceled.
[ quoted text not captured ]
The Blood Weakness idea is mighty close to The Jonse. That could be a
sample template for the effect. However like all good cancel combat
card abilities, there is no limit (in general) to playing that combat
card again.
Whereas not letting them play strike cards at all ignores any chance
of multiple copies. Obviously I would think the second is more
powerful than the first.
Of course my personal experience is that Chiram's Hold is a great card
to advance this kind of tech. My favourite is The Jones + Chiram's
Hold but hey :)
Q
[ quoted text not captured ]
this card let them choose another strike after this one. it is simliar
to the jones but more powerful (as quietus should be more powerful in
combat than serpentis) still only one card can be canceled and
opposing minion can play another copy of any card(bar ig, carrion
crows and other once each combat card) so it is not broken. i like the
second blood weakness incarnation.