I'm sure that a lot of people are going to jump down my throat for
this, because I seem to be going against the overwhelming sentiment
of the group, but I'm going to say it anyway. I've been lurking on
this newsgroup for some time now, and from the posts I've seen re-
garding the upcoming Sabbat expansion, I've just got to ask one
question: What on *earth* is everybody so upset about?
I've been a fan of V:TM and Jyhad for some time now, and I for
one appreciate the assiduousness with which WotC has attempted to
flesh out the WoD in the previous two expansions. Granted, some de-
cisions were made that were probably ill-advised (do any of us *really*
need boxes of Praxis Seizure: Londons?). On the whole, though, I feel
that WotC has made the game interesting and fluid. Now, the Sabbat
is upon us, and complaints about underpowered cards and vampires, es-
calation, and such have become even more ubiquitous than they usually
are. What do we make of all this?
Personally, I feel that 90% of this discourse is overheated
nonsense. Yes, Shotgun Ritual lets you play 2nd round thaumaturgy
strikes first round, and yes, Eldritch Glimmer does a heckuva lot of
damage, but at what cost? Gobs and gobs of blood. You can pump
all the blood you want into that superpowered strike, but you better
hope that your opponent doesn't slap down a Majesty, or worse, send
you to torpor (let's not even consider what Protean, Quietus, or agg.
damage in general can do). Yes, Thoughts Betrayed precludes this
possibility, but *geez* do you realistically plan to spend that much
blood? If you do, you can plan on changing your strategy very soon.
All of this speculation assumes that you have a large cap. vampire
that can pull all of this off-no Roreca Quaids need apply.
What about Tzimice, you ask? What about them? Most of their
strikes are quite impressive, granted, but they come at a hefty cost.
The NL environment of Jyhad prevents the Tzimisce, Tremere, etc. from
outright dominance. For every daunting strike you attempt to execute,
you must contend with the possibility of a S:CE. Malkavians? Hope
you can catch them with their stealth. Giovanni? You better be able
to contend with the spirits, or prevent them from beating the crap out
of you? Nosferatu? See Malks and Giovanni above. The list goes on
and on.
How about Walk through Arcadia? Keep in mind two things: 1.
it's rare, and 2. It's Antitribu-specific (I think). Without Dominate,
the Sabbat Malks need all the help they can get. And even if the card
isn't antitribu-specific, how many people are seriously going to assem-
ble a deck with 10 of these things? If someone tries, they seriously
need to reexamine their life. As for the rest-+1 on tham. strikes, Ian
Forestal, Gangrel with dom., whatever-the verdict will be the same. The
fundamental balance of the game remains untouched. A well-constructed
Ventrue vote deck will have a fair shot at beating a revved-up Tremere
Sabbat deck with pretty new strike cards any day of the week. Frankly,
I'm not too worried. So buy your new Sabbat decks and enjoy the game,
for chrissakes. If this new expansion is too much for you, then pick
up your cards and cry in the corner. The rest of us who take this game
less seriously will get along just fine.
--
Eric Manch (esm...@unix.amherst.edu)
http://www.amherst.edu/~esmanch
"Come...dry your eyes, for you are life, rarer than a quark and
unpredictable beyond the dreams of Heisenberg; the clay in which
the forces that shape all things leave their fingerprints
most clearly."
-Alan Moore, "The Watchmen"
In article <558avi$e...@tom.amherst.edu>,
ERIC SCOTT MANCH <esm...@unix.amherst.edu> wrote:
> Personally, I feel that 90% of this discourse is overheated
>nonsense. Yes, Shotgun Ritual lets you play 2nd round thaumaturgy
>strikes first round, and yes, Eldritch Glimmer does a heckuva lot of
>damage, but at what cost? Gobs and gobs of blood. You can pump
>all the blood you want into that superpowered strike, but you better
>hope that your opponent doesn't slap down a Majesty, or worse, send
>you to torpor (let's not even consider what Protean, Quietus, or agg.
>damage in general can do). Yes, Thoughts Betrayed precludes this
>possibility, but *geez* do you realistically plan to spend that much
>blood? If you do, you can plan on changing your strategy very soon.
>All of this speculation assumes that you have a large cap. vampire
>that can pull all of this off-no Roreca Quaids need apply.
Well, it's not difficult to get large vampires out, and all you need
is taste of vitae to make up the blood loss. Very difficult combo.
> How about Walk through Arcadia? Keep in mind two things: 1.
>it's rare, and 2. It's Antitribu-specific (I think). Without Dominate,
Woa. You're using the rarity of the card as your primary justification
for it's power? And according to WoTC's faq, it it's for all Malkavians.
And even if it was, there are plenty of other ways to raise bleed (e.g.
the card that destroys your vampire if succesufll, and adds his capacity
to the bleed. fairly easy to get an unblockable bleed of more than 10
points). This card also totally eliminates one of the primary methods
of dealing with a bleed deck, stealth card hand jam. All of a sudden
whether or not you oust your prey comes down to a simple coin flip. Shit,
even paper scissors rock is better than that!
>the Sabbat Malks need all the help they can get. And even if the card
>isn't antitribu-specific, how many people are seriously going to assem-
>ble a deck with 10 of these things? If someone tries, they seriously
>need to reexamine their life. As for the rest-+1 on tham. strikes, Ian
Why? Why not play with cards that let you live? Why not have a set without
broken cards so that you can play with anything? Do you like the idea
of a restricted/banned list? Don't you think it's possible to do a good
job?
>Forestal, Gangrel with dom., whatever-the verdict will be the same. The
>fundamental balance of the game remains untouched. A well-constructed
>Ventrue vote deck will have a fair shot at beating a revved-up Tremere
>Sabbat deck with pretty new strike cards any day of the week. Frankly,
Really? You don't think rush/thoughts betrayed is a problem?
>I'm not too worried. So buy your new Sabbat decks and enjoy the game,
>for chrissakes. If this new expansion is too much for you, then pick
>up your cards and cry in the corner. The rest of us who take this game
>less seriously will get along just fine.
Frankly, you don't need to be so offensive. People have right to complain
about a sorry job, and not just to live with it. If you can't understand
how broken these (and certain older) cards make the game, you don't
need to be pissy about it. Regardless of whether you take your games
seriously (I don't, there's nothing wrong if you do. Although most
multiplayer games play better if everyone _tries_ to win), it is more
fun to play a better game; some games get better with each expansion,
apparently some get worse.
>Eric Manch (esm...@unix.amherst.edu)
-Jasper
--
/\ Jasper Phillips (Pit Fiend) ______,....----,
/VVVVVVVVVVVVVV|==================="""""""""""" ___,..-'
`^^^^^^^^^^^^^^|======================----------""""""
\/ http://www.cs.orst.edu/~philljas/
In article <558hb8$g...@engr.orst.edu>,
Jasper Phillips <phil...@tx.ENGR.ORST.EDU> wrote:
>In article <558avi$e...@tom.amherst.edu>,
[Sabbat -- Not to worry elided]
>Well, it's not difficult to get large vampires out, and all you need
>is taste of vitae to make up the blood loss. Very difficult combo.
I hesitate to point out that with the plethora of Dodges, Combat Ends, and
Damage Prevention in the cardset (even before Sabbat), there may not be,
in fact, very much Vitae to Taste.
>> How about Walk through Arcadia? Keep in mind two things: 1.
>>it's rare, and 2. It's Antitribu-specific (I think). Without Dominate,>
>Woa. You're using the rarity of the card as your primary justification
>for it's power? And according to WoTC's faq, it it's for all Malkavians.
>And even if it was, there are plenty of other ways to raise bleed (e.g.
>the card that destroys your vampire if succesufll, and adds his capacity
>to the bleed. fairly easy to get an unblockable bleed of more than 10
>points). This card also totally eliminates one of the primary methods
>of dealing with a bleed deck, stealth card hand jam. All of a sudden
>whether or not you oust your prey comes down to a simple coin flip. Shit,
>even paper scissors rock is better than that!
While I agree that rarity is not a valid argument to justify a card's power
(the only major, to my mind, flaw with the Sabbat and, to a lesser extent,
Ancient Hearts), Walk's not as gross a way to render things unblockable
as some others in the cardset. Not that that justifies it either. Ever
since the original set, Unblockable Bleed has been feasible (without leaving
the Jyhad set, Tremere with Fortitude DayOp/Chantry or Ventrue DayOp/
FreakDrive/RapidHealing/FreakDrive/Restoration is quite bad already), and
has been made easiear with each expansion -- Dark Sovs brought Horrific
Countenance, Ancient Hearts brought Return to Innocence (which, by the way,
I support the fix for: "This action may not be modified." Shuts down the
Etrii deck right there. But I digress). By comparison, Walk through Arcadia
seems downright mild.
There's no 50% chance of failure with DayOp. Is a 50% failure rate an
acceptable tradeoff for a 100% go to torpor rate? An open question.
Note that AntiMalk don't shape up, with Dementation, as a bleed deck
primarily, but more a resource ravage deck -- hose allies, hose vampires,
without combat (or at least with nonstandard combat). Coma's gross on
first view, but with a well-designed deck, you either hate combat and can
usually avoid it, or you love combat and usually outfight it. And if you
can't sometimes, then hey. That just means it's a viable card.
>Why? Why not play with cards that let you live? Why not have a set without
>broken cards so that you can play with anything? Do you like the idea
>of a restricted/banned list? Don't you think it's possible to do a good
>job?
Tha Sabbat's far from perfect -- I'm going over the spoiler list and the
5 packs I've got today, and I'll make a longer post before Friday to detail
my thoughts on the matter. My gut feeling is that it poses no greater threat
to the game than Ancient Hearts, which is to say, it's nontrivially crocked,
BUT: by fixing the 10 to 15 percent trouble cards, the set becomes a worthwhile
addition.
What was really, REALLY bad about AH? Return to Innocence. Modulo that
and the piss-poor job done on Serpentis (Form of Corruption should have
been an uncommon, and Tongue of the Serpent is just garbage), the set is
quite nice. But I digress, again.
It *IS* possible to do a good job, and the Sabbat's not quite there, agreed.
But Gehenna it ain't. People are overreacting. Mind you, they're underreacting
as well, albeit with less volume.
>Really? You don't think rush/thoughts betrayed is a problem?
I know *I* don't. I'm regarded, in my own group, as a premier deckbuilder.
I can't make a combat deck that abuses Thoughts Betrayed. I've tried.
I've made decks that have been regarded as borderline degenerate, currently
the Golfball deck (so many Dimples!) that breeds 2point Obfuscating weenies
in disgusting quantity. But I can't make the dreaded eeevil Thoughts Betrayed
deck. And I haven't seen one posted.
>Frankly, you don't need to be so offensive. People have right to complain
>about a sorry job, and not just to live with it. If you can't understand
>how broken these (and certain older) cards make the game, you don't
>need to be pissy about it. Regardless of whether you take your games
>seriously (I don't, there's nothing wrong if you do. Although most
>multiplayer games play better if everyone _tries_ to win), it is more
>fun to play a better game; some games get better with each expansion,
>apparently some get worse.
He wasn't being *that* offensive; c'mon. Sabbat's a substandard
job (who did they let loose on the vampire background graphic design,
what was he or she on, and where can I get some?), but some areas are just
beautiful; if the whole job had been done as nicely as Fortitude was handled
in Sabbat, it would have been perfect.
gomi
--
'spend a day and a half dead and the lettuce runs amok.'
-babs woods
ERIC SCOTT MANCH <esm...@unix.amherst.edu> wrote in article
<558avi$e...@tom.amherst.edu>...
(snip)
> Personally, I feel that 90% of this discourse is overheated
> nonsense. Yes, Shotgun Ritual lets you play 2nd round thaumaturgy
> strikes first round, and yes, Eldritch Glimmer does a heckuva lot of
> damage, but at what cost? Gobs and gobs of blood. You can pump
> all the blood you want into that superpowered strike, but you better
> hope that your opponent doesn't slap down a Majesty, or worse, send
> you to torpor (let's not even consider what Protean, Quietus, or agg.
> damage in general can do). Yes, Thoughts Betrayed precludes this
> possibility, but *geez* do you realistically plan to spend that much
> blood? If you do, you can plan on changing your strategy very soon.
> All of this speculation assumes that you have a large cap. vampire
> that can pull all of this off-no Roreca Quaids need apply.
The reason you don't see cards like this as a problem is your not seeing
how they will work in conjuction with other cards. The TB, SR, EG combo
seems prohibitively expensive until the Tremere plops down a Taste of Vitae
after it and refills himself. 5th tradition and Giants Blood can also help
with the high cost. In a well designed deck the high cost won't be a factor
much of the time.
> What about Tzimice, you ask? What about them? Most of their
> strikes are quite impressive, granted, but they come at a hefty cost.
> The NL environment of Jyhad prevents the Tzimisce, Tremere, etc. from
> outright dominance. For every daunting strike you attempt to execute,
> you must contend with the possibility of a S:CE. Malkavians? Hope
> you can catch them with their stealth. Giovanni? You better be able
> to contend with the spirits, or prevent them from beating the crap out
> of you? Nosferatu? See Malks and Giovanni above. The list goes on
> and on.
Again you haven't looked carefully enough at all the cards. There is a
Tzimice vamp that pays 1 less blood to play any vicissitude card. Another
(a 7 cap for petes sake) doesn't have to pay anything to play combat cards.
So much for high cost. The Malks? HA! Rush them straight to hell. The
Giovanni? Blood of Acid will fix them. Same goes for the Nosferatu.
> How about Walk through Arcadia? Keep in mind two things: 1.
> it's rare, and 2. It's Antitribu-specific (I think). Without Dominate,> the Sabbat Malks need all the help they can get. And even if the card
> isn't antitribu-specific, how many people are seriously going to assem-
> ble a deck with 10 of these things? If someone tries, they seriously
> need to reexamine their life.
The rarity of a card is a non point. Somebody depraved enough will still
get 10 if they want. Who cares if it is Antitribu-specific or not. As for
the Antitribu not haveing Dom: Have you ever heard of Return to Innocence.
WtA + RTI = BROKEN. There are a lot of people with no life that make
degenerate decks. A lot of them.
> As for the rest-+1 on tham. strikes, Ian> Forestal, Gangrel with dom., whatever-the verdict will be the same. The
> fundamental balance of the game remains untouched. A well-constructed
> Ventrue vote deck will have a fair shot at beating a revved-up Tremere
> Sabbat deck with pretty new strike cards any day of the week. Frankly,> I'm not too worried. So buy your new Sabbat decks and enjoy the game,
> for chrissakes. If this new expansion is too much for you, then pick
> up your cards and cry in the corner. The rest of us who take this game
> less seriously will get along just fine.
The balance has been broken with Sabbat. Maybe you aren't worried know, but
you will be when you see what can be done when you exploit some of these
cards to the fullest extent.
As for a well constructed Ventrue vote deck taking on the Tremere: There
was a time when it was possible, but that time is long passed.
Steve Bucy
Gomi no Sensei <go...@best.com> wrote in article
<559245$j...@shellx.best.com>...
> In article <01bbc6a4$65bad5a0$aa166bc7@tom>,> Steven Bucy <tb...@lainet.com> wrote:
> >ERIC SCOTT MANCH <esm...@unix.amherst.edu> wrote in article
> ><558avi$e...@tom.amherst.edu>...
>> [Sabbat -- No big Deal elided]>
> >The reason you don't see cards like this as a problem is your not seeing
> >how they will work in conjuction with other cards. The TB, SR, EG combo
> >seems prohibitively expensive until the Tremere plops down a Taste of
Vitae
> >after it and refills himself. 5th tradition and Giants Blood can also
help
> >with the high cost. In a well designed deck the high cost won't be a
factor
> >much of the time.
>> Let's see. Bum's Rush/Thoughts Betrayed/Shotgun Ritual/Eldritch Glimmer.
> That's 5 blood right out the gate. This means Etrius himself can do
> 10R damage by emptying himself out and using a 4card combo; smaller
> vamps go down to 5R damage from a 6pointer. This is versus, what?
> Bum's Rush/Thrown Sewer Lid/Blur/TSL/TSL. 9R damage for 1 blood,
> a 5 card combo requiring 1 regular and 1 superior discipline (the thaum
> stuff really wants superior Dom and Thaum).
>
> Seems to me that the problem isn't Shotgun Ritual and Eldritch Glimmer,
> but Thoughts Betrayed -- and that's more of an elegance than a power
> issue, since I've made many failed attempts at abusing Thoughts Betrayed
> in a Tremere deck. Tremere combat is card intensive, not in the sense
> of Celerity/Potence, where 12 Flashes, 12 Blurs, and 12 Undead Strengths
> will serve you quite nicely, but in the sense that you need so many
> different cards that you can't put in enough of each to reliably get
them.
> The ugly, evil Thaum combos all are 4, 5, 6, and more cards in length,
and
> notoriously fragile if one of them misses their appointment.
There is truth in this argument. The problem with Sabbat may not be in
Sabbat itself but in the combination of Sabbat with previous broken cards.
Without TB Shotgun Ritual just makes the Tremere another nasty (but more
risky) first round combat clan. Without TB you could S:CE, dodge or play
damage prevention. Without TB things would not be broken. As for card
intensive combos: You just need to find the right balance and you will be
able to pull off 4 card combos very frequently.
> >Again you haven't looked carefully enough at all the cards. There is a
> >Tzimice vamp that pays 1 less blood to play any vicissitude card.
Another
> >(a 7 cap for petes sake) doesn't have to pay anything to play combat
cards.
> >So much for high cost. The Malks? HA! Rush them straight to hell. The
> >Giovanni? Blood of Acid will fix them. Same goes for the Nosferatu.
>> The Giovanni have SCE/dodge, and will be wise to make good use of it.
> The 7cap Tzimisce has no justification; he's wretched through and
through.
> Malks of either tribe are quite combat-resilient, with Obedience and
Obfuscate
> dodges.
The example given talked about the Giovanni beating the Tzimisce in combat,
not avoiding it with S:CE (a better idea). Dragos needs to be banned...
> >The rarity of a card is a non point. Somebody depraved enough will still
> >get 10 if they want. Who cares if it is Antitribu-specific or not. As
for
> >the Antitribu not haveing Dom: Have you ever heard of Return to
Innocence.
> >WtA + RTI = BROKEN. There are a lot of people with no life that make
> >degenerate decks. A lot of them.
>> There's lots of ways to make actions unblockable. The problem's with
RtI,
> not WtA. WtA's a little bit lamer than DawnOp, from the much- (and
rightly-)
> lauded original set.
The problem with WtA is that it cheap with no major drawbacks. DayOp would
make you unblockable, but has the little side effect of leaving you in
torpor. This was a big risk much of the time. It is very inconvienent to
use DayOp and have your rescue blocked... WtA doesn't have any risky
penalty and has a 50% shot of being as devastating. If it fails you can
just try again next turn...
> >The balance has been broken with Sabbat. Maybe you aren't worried know,
but
> >you will be when you see what can be done when you exploit some of these
> >cards to the fullest extent.
>> I disagree.
Feel free to...
> >As for a well constructed Ventrue vote deck taking on the Tremere: There
> >was a time when it was possible, but that time is long passed.
>> As above.
We shall see...
Steve Bucy
ERIC SCOTT MANCH wrote:
> I'm sure that a lot of people are going to jump down my throat for
> this, because I seem to be going against the overwhelming sentiment
> of the group, but I'm going to say it anyway. I've been lurking on
> this newsgroup for some time now, and from the posts I've seen re-
> garding the upcoming Sabbat expansion, I've just got to ask one
> question: What on *earth* is everybody so upset about?
Thanks, Eric ... allow another lurker to be someone who DOESN'T try to bleed you
through your tonsils! In fact, I'll probably do a major venom deflection in my own
direction.
In my short time playing V:tES (and very long time as a gamer), it seems to me that
there are three kinds of players, and this actually applies to pretty much all the
CCG's, although the arguments tend to get bloodier here than elsewhere.
First, there are the TOURNAMENT PLAYERS and WANNABEES. They tend to own boxes and
boxes of cards, and spend a great deal of money buying individual power cards and many
duplicates, so they see little fun in any card limit games. They delight in disputing
the rules, tend to be very conservative about changes in the game, and tend to play
for blood (uhhh, bad choice of words!). They are also probably the best players, have
the most serious attitude toward gaming, and do a great deal to keep the game
companies on the "straight and narrow". These folks join a long tradition of serious
chess, bridge, and wargame players.
Secondly, there are the FUN or PARTY PLAYERS. They tend to own far fewer cards, and
probably play many different games, both CCG and others. As a result, they see CL
games as a protection against the "big guys", but the issue isn't a big one with them.
Most of their sessions include at least a neonate or two, so they often tend to
interpret rules simply and liberally, with lots of informal agreements, which makes
the rule lawyers crazy! They like it when the game companies make changes and add
concepts, and are anxious to try new things. These folks tend to come out of the
non-CCG card and board games world, tend to be a bit older, and may have even gotten
turned on to games by playing with their kids.
Thirdly, there are the STORYTELLER or AESTHETIC PLAYERS and COLLECTORS. They tend to
have lots of cards, read many articles on the background of the game, are fans of the
artwork, and tend to play a small group of games, usually theme-based like Sci-Fi,
Horror, Anime, etc. They also tend to like games with card limits, and in fact some
even like to play closed deck or modified closed deck games. They tend to play with
others of their kind, their constructed decks are virtually always theme decks, and
they are known to omit certain powerful cards from their decks because "a Toreador
wouldn't do anything that plebean, and besides the picture on the card doesn't fit my
theme". This drives the serious players absolutely malky! They also tend to like to
continue a running commentary on what "actually has happened in the story" when they
play a card. These folks usually have a background in D&D or other RPG's, and also
tend to write lots of articles, stories, and are frequently Internet afficianados.
The problem is that while these 3 kinds of folks seldom encounter each other playing
the game, they run into each other (violently!) in the newsgroup, and don't realize
they are playing three different games. Perhaps WoTC should publish more sets of
alternate rules to appeal to these different types of players. Individual players do
indeed rewrite the rules and come up with some great games.
--
Paul J. Lareau
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[POST] 135 E. Viking Dr. #301, Little Canada MN 55117 USA
[HOME PAGE] http://www.wavefront.com/~pjlareau/
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Yet another lurker joining in, perhaps this should be the lurker string?
:-)
I think Paul hit upon an excellent observation with his three types of
players...
> First, there are the TOURNAMENT PLAYERS and WANNABEES. They tend to [snip]
> Secondly, there are the FUN or PARTY PLAYERS. They tend to own far [snip]> Thirdly, there are the STORYTELLER or AESTHETIC PLAYERS and COLLECTORS. They tend to
It seems the most energetic discussion items often have an element of:
"This won't work in a tournament" vs. "It works in our play group" which
is type 1 vs. type 2. (no reference to the M:tG concepts of the same
name intended!!!)
or
"This makes sense in the WoD" vs. "It doesn't work in the card game" or
vice versa which is type 3 vs. type 1/2.
I think most of the discussions about 'broken' cards and CL tend to be
of great importance to those who want equitable tournament footing, but
are of much less importance to the other types of players.
The weekly group in Worcester, MA in which I play tends to be a type 2
group. I don't think I've seen TB played once, and I'm the only player
who ever plays with AI or ToR, and then with only one copy. We have a
lot of fun, and I don't have any reason to believe that Sabbat will ruin
our fun, and it may enhance it.
Cheers,
George
Paul J. Lareau (pjla...@mmm.com) wrote:
: In my short time playing V:tES (and very long time as a gamer), it seems to me that: there are three kinds of players, and this actually applies to pretty much all the
: CCG's, although the arguments tend to get bloodier here than elsewhere.: First, there are the TOURNAMENT PLAYERS and WANNABEES. They tend to own boxes and
[snip]
: Secondly, there are the FUN or PARTY PLAYERS. They tend to own far fewer cards, and
[snip]
: Thirdly, there are the STORYTELLER or AESTHETIC PLAYERS and COLLECTORS. They tend to
[snip]
I think this is an interesting point, though I would draw the lines
somewhat differently (or I think I would--much of your post was hard
to read because it runs off the side--a friendly suggestion: hit
return every 70 characters or so :-). With Jyhad/V:tES, there
seems to be the Tourney players (who doubtless love Sabbat),
the Purists (the majority of the heavy posters on this newsgroup),
who were drawn to the original Jyhad by the incredibly elegant
design. These folks, obviously, hate the new expansions, especially
Sabbat. The Storytellers (like myself) are probably split--I happen
to like Sabbat, mainly because I could never imagine constructing
a deck to abuse the spirit of the game--it's not worth it to me,
and I won't play with people who do. A game of jyhad is a story
to me, having gotten into Jyhad through Vampire: the Masquerade.
(this is the big reason I hate Malk S&B decks--it strikes me as
totally antithetical to the notion of what the Malkavians are.)
Thus, I'm not offended by some change in the balance of vampires--
I will still use many of the obsolete vamps. I'm not going to replace
all my Cam. clans with Sabbat clans just because of an extra
discipline or two--I don't see the two as interchangeable.
Sometimes I want to play a Camarilla deck, sometimes I don't.
I also don't like the idea of packing my crypt with 6 copies of
one vampire and six copies of another--I like to be surprised
(maybe this is why I don't win very often, right Juan? Eric?)
Frankly, I look forward to playing a Sabbat deck (especially
my favorite clan from the RPG--the Tzimisce), and not because
of escalation, but because I think the Sabbat are an incredibly
cool sect.
That said, I think your point was right on.
-c
--
Colin Bunnell "If I were a good man,
cbun...@lynx.neu.edu I'd understand the spaces
cbun...@slaw.neu.edu between friends." -PF
Colin J Bunnell (cbun...@lynx.dac.neu.edu) wrote:
: Sometimes I want to play a Camarilla deck, sometimes I don't.: I also don't like the idea of packing my crypt with 6 copies of
: one vampire and six copies of another--I like to be surprised
: (maybe this is why I don't win very often, right Juan? Eric?)
Well, it certainly makes you more fun to play against, Colin.
Art
In article <558hb8$g...@engr.orst.edu>, phil...@tx.ENGR.ORST.EDU (Jasper Phillips) writes:
> Well, it's not difficult to get large vampires out, and all you need
> is taste of vitae to make up the blood loss. Very difficult combo.
Make the deck. Prove it.
> fairly easy to get an unblockable bleed of more than 10
> points). This card also totally eliminates one of the primary methods
> of dealing with a bleed deck, stealth card hand jam. All of a sudden
> whether or not you oust your prey comes down to a simple coin flip. Shit,
> even paper scissors rock is better than that!
Why not just use DayOp? It leaves you in Torpor, but if you are
planning on being BURNED anyway, who cares? It's a Basic set card. Play it on
a Ventrue, with Sup. Dominate, and go to town. That's basic set stuff.
In short, all this `Broken' stuff is just stuff you could do anyway,
it just used the same cards over and over instead of using new and better
looking cards.
In answer to the upcoming question: Why didn't people make these decks
back then? The answer is simple: They did. They also didn't win all the time.
Deflections/Rushes/Telepathic Misdirections/Major Boons were found to be an
adequate counter to heavy unblockable bleeds of any sort. New cards that make
unblockable bleeding *less* reliable (coin flip instead of flat out success)
aren't going to change anything.
I hope that you will notice that many decks find themselves incapable
of achieving Intercepts higher than... say... +1. +2 Stealth can be easily
achieved, thus making the action `unblockable'. Once again, these decks don't
always win in a NL enviroment.
> Why? Why not play with cards that let you live? Why not have a set without
> broken cards so that you can play with anything? Do you like the idea
> of a restricted/banned list? Don't you think it's possible to do a good
> job?
There has been a R/B list since time immemorial. Remember using the
Succubus Club to transfer full Powerbase: Washingtons to a crosstable ally
then stealing the blood off (and doing it again)? Remember Form of Mist, Freak
Drive, and the Monocle of Clarity?
The job on Jyhad *has* been good. The job on Sabbat is just as good.
Prove to me that a card is broken, and I will accept it. You haven't
done a good job so far.
> Really? You don't think rush/thoughts betrayed is a problem?
Nope. It's been... oh... how many months since DS? And has anyone
actually made the all-mighty TB deck? I haven't seen one. I have heard many
people blathering about obscure long combos, but I have never seen the
so-called `well-constructed-deck' with which these combos are supposed to be
so easy.
And if I ever do see them, then I will suggest the most minimal of
fixes... to TB. Without TB, these combos would be a joke, frankly, with them,
I'm not sure that they aren't.
> >I'm not too worried. So buy your new Sabbat decks and enjoy the game,
> >for chrissakes. If this new expansion is too much for you, then pick
> >up your cards and cry in the corner. The rest of us who take this game
> >less seriously will get along just fine.
>> Frankly, you don't need to be so offensive. People have right to complain
> about a sorry job, and not just to live with it. If you can't understand
> how broken these (and certain older) cards make the game, you don't
> need to be pissy about it. Regardless of whether you take your games
> seriously (I don't, there's nothing wrong if you do. Although most
> multiplayer games play better if everyone _tries_ to win), it is more
> fun to play a better game; some games get better with each expansion,
> apparently some get worse.
Jasper. Please. You whine, prattle, and accuse the creators of one the
best games in the world (jyahd) of all kinds of crimes, and then accuse cooler
heads of being... rude? You haven't come up with any evidence, so please don't
act like your case has been proven.
>
> >Eric Manch (esm...@unix.amherst.edu)
>
> -Jasper
Ritaxis
George Herman <sgam...@gis.net> wrote:
>I think most of the discussions about 'broken' cards and CL tend to be
>of great importance to those who want equitable tournament footing, but
>are of much less importance to the other types of players.
>
>The weekly group in Worcester, MA in which I play tends to be a type 2
>group. I don't think I've seen TB played once, and I'm the only player
>who ever plays with AI or ToR, and then with only one copy. We have a
>lot of fun, and I don't have any reason to believe that Sabbat will ruin
>our fun, and it may enhance it.
Your group appears to be like the Mishra's Game factory players. We have
a lot of fun with our games and constantly try "experimental" concepts in
decks. Yesterday we were having a blast trying out Sabbat decks, and they
appeared to be on equal footing with the other decks. Sabbat is a good set
and players here have had few complaints.
-- Glen McKay (mishra worker)
DOUGDWISE (doug...@aol.com) wrote:
: Actually, Colin, his post was displayed normally on my newsreader (yes, I
: am on AOL for the newsgroups) and was easy to read. Perhaps different
: newsreaders have different quirks, though, so we may all benefit from
: using the returns at the ends of our lines. I haven't used a return at
: all while composing this article. How does it look on your newsreader?
Looks fine. AOL has a newsreader/editor which takes account of that sort
of thing, I guess, and inserts returns. Hmm. Still probably a good
idea nonetheless--many newsreaders have problems dealing with this
sort of situation, and it's generally a good idea to hit return
every so often.
: Guess as long as I'm on here I should respond to the thread. I haven't
: seen any Sabbat cards yet but I ordered two boxes. I must be a
: "Tournament Player" or a "Wannabe." ;-)=
Not at all...I'm a definite "Storyteller"-type, and I've bought
1.5 boxes. It's how you view the game, not how many cards you
buy. I just like to collect them, and I like to have the potential
versatility that having a lot of cards provides.
: I'll reserve judgement on this
: set until I see it but I think I will have to determine both how it plays
: as a _Stand Alone_ game and how it works as an expansion for V:tES. Maybe
: it is OK on it's own where the vampires' costs are only measured relative
: to other Sabbat vamps and the combos only come from the Sabbat cards.
Good point. I've intermingled my Sabbat cards (1.5 boxes later,
I *still* don't have all the vampires, and I'm missing a fair number
of other cards...) with the rest of mine in my folders, but it would
be easy enough to pull them out to play a stand-alone game.
However, for that, I need a group of people with Sabbat cards
in Boston, and I have yet to find a group.)
: I am a little disappointed to hear that my main interest in the Sabbat,
: the Lasombra, are apparently this sets Sets. I will be trying to make a
: deck with them anyway but hope they end up more useful than those
: snake-charmers.
Oh, I dunno. I think there's definite potential in the Lasombra.
Obtenebration is a very versatile discipline--it has some stealth,
it has some intercept, some combat ability. I have yet to play
it, though, so it's hard to say.
The only disappointment I have with the Sabbat in the immediate
sense is the absolute stupidity of repacking all those old cards
I *really* don't need--I'm about at a point where I could wallpaper
my apartment in Blood Dolls. They should have abandoned that stupid
"stand-alone" notion--it's not like the supplement is truly stand-alone
anyway, since it doesn't even come with a rulebook.
[ quoted text not captured ]
In article <5590sb$2...@shellx.best.com>, go...@best.com (Gomi no Sensei)
writes:
>
>In article <558hb8$g...@engr.orst.edu>,
>Jasper Phillips <phil...@tx.ENGR.ORST.EDU> wrote:>>In article <558avi$e...@tom.amherst.edu>,
Greetings,
>
>[Sabbat -- Not to worry elided]
>>>Well, it's not difficult to get large vampires out, and all you need
>>is taste of vitae to make up the blood loss. Very difficult combo.>
>I hesitate to point out that with the plethora of Dodges, Combat Ends,
and
>Damage Prevention in the cardset (even before Sabbat), there may not be,
>in fact, very much Vitae to Taste.
>
Well I think you should look at the rest of the post you're quoting from.
Jasper is responding to the original post which posits a situation with
Thoughts Betrayed used along with Shotgun Ritual. Regardless of how many
Dodges, Combat Ends, and Damage Prevention is in the cardset ,_or_ even in
the opponent's hand, there will certainly be much Vitae to Taste if the
Thaumaturgist cares to use a big enough strike, which is kind of the idea.
Some bad cards seem to be meant for each other, don't they?
Doug Dunaway
Greetings to all,
In article <559245$j...@shellx.best.com>, go...@best.com (Gomi no Sensei)
writes:
>>In article <01bbc6a4$65bad5a0$aa166bc7@tom>,
>Steven Bucy <tb...@lainet.com> wrote:>>ERIC SCOTT MANCH <esm...@unix.amherst.edu> wrote in article
>><558avi$e...@tom.amherst.edu>...>
>[Sabbat -- No big Deal elided]
>>>The reason you don't see cards like this as a problem is your not seeing
>>how they will work in conjuction with other cards. The TB, SR, EG combo
>>seems prohibitively expensive until the Tremere plops down a Taste of
Vitae
>>after it and refills himself. 5th tradition and Giants Blood can also
help
>>with the high cost. In a well designed deck the high cost won't be a
factor
>>much of the time.>
>Let's see. Bum's Rush/Thoughts Betrayed/Shotgun Ritual/Eldritch Glimmer.
>That's 5 blood right out the gate. This means Etrius himself can do
>10R damage by emptying himself out and using a 4card combo; smaller
>vamps go down to 5R damage from a 6pointer. This is versus, what?
>Bum's Rush/Thrown Sewer Lid/Blur/TSL/TSL. 9R damage for 1 blood,
>a 5 card combo requiring 1 regular and 1 superior discipline (the thaum
>stuff really wants superior Dom and Thaum).
Actually, I think I'd just use a Cauldron of Blood for 5 damage and then
refill with Taste to get back all 5 of the blood I spent. If I have a
press I can continue to wipe up the floor with the unfortunate leech in
the second round. Or I can just pull its fangs and send it away. Without
either I just let it limp home, and my vampire is in the same condition as
he was before he started the combat. But I assume that if I am Rushing a
vampire I must have a hand capable of taking him to torpor.
>gomi
>
Doug Dunaway
Colin J Bunnell wrote:
>
> Good point. I've intermingled my Sabbat cards (1.5 boxes later,
> I *still* don't have all the vampires, and I'm missing a fair number
> of other cards...)
My box is missing 35 of the vampires (109 total?). It sounds like we're going to have
to do some extensive trading. I was a bit surprised at only 5 vamps per pack.
Rares seem to be 2 per pack, and I was somewhat ticked that so many rare duplicates
were in the box, while so many others were not...probably just the luck of the draw.
But 2 per pack seems a bit low too, given that some other games have 2 per pack with
12-18 card packs, and given that they chose to make 1/3 of the SABBAT pack reprints.
There're going to be some REALLY rare things out there.
> The only disappointment I have with the Sabbat in the immediate
> sense is the absolute stupidity of repacking all those old cards
> I *really* don't need--I'm about at a point where I could wallpaper
> my apartment in Blood Dolls. They should have abandoned that stupid
> "stand-alone" notion--it's not like the supplement is truly stand-alone
> anyway, since it doesn't even come with a rulebook.
After having pretty much dissected my box, including looking at all reprints, the
cards they chose to reprint tend to be the better commons from the previous sets that
I have tended to use a lot, and have amassed several copies of. It would be
interesting to hear from people who are playing standalone SABBAT (I'm not) if WOTC
chose the "right" previous cards to complement the slightly more powerful SABBAT
vampires.
It would also be interesting to hear from people who have a limited number of previous
cards who are integrating their SABBAT and previous decks. I suspect they will be
pleased at the cards they got. The people who will be most displeased will be those
who have LOTS of earlier commons, especially if they selectively traded.
The rule sheet is totally inadequate. The rule lawyers are going to have a field day
... and they need to! IMHO, this new packaging scheme is NOT a keeper, and it gives
the impression that this is NOT a standalone, but a big booster.
--
Paul J. Lareau
pjla...@wavefront.com <----use this address
[ quoted text not captured ]
In article <E08E4...@cruzio.com>, <rit...@bbs.cruzio.com> wrote:
>In article <558hb8$g...@engr.orst.edu>, phil...@tx.ENGR.ORST.EDU (Jasper Phillips) writes:
>
I snipped some stuff I replied to be accident here... my reply to Walk
through Arcadia is 7 paragraphs down.
> Prove to me that a card is broken, and I will accept it. You haven't
>done a good job so far.
Prove to me? If there was someway to really do this, I'd try. It's no
easier than asking you to prove that the card is balanced. Hardly
a fair requirement IMHO. Something has to be absolutely broken (e.g.
the old Gangrel untap/repeat bleed) for this to be really done, and
even then there are quite a few people who _still_ don't believe it.
I'll take one of the easier topics to argue concretely about. The vampires.
You don't think the new vampires are better than the old ones?
>> Really? You don't think rush/thoughts betrayed is a problem?>
> Nope. It's been... oh... how many months since DS? And has anyone
>actually made the all-mighty TB deck? I haven't seen one. I have heard many
>people blathering about obscure long combos, but I have never seen the
>so-called `well-constructed-deck' with which these combos are supposed to be
>so easy.
Fair enough, I'll try to dig mine up. You don't really need the full combo
to be nasty (TB, permanent press, 2nd round strike), but when you do have
the extra cards, you burn. no question about it.
Unlike other decks, there is absolutely nothing you can do about this
Your only hope is to bleed me out of existance (Which is certainly
possible).
Also, in response to your saying that Walk through Arcadia is no
big deal, and is something that's always been possible (I accidently
delete it, sorry about that), I disagree as well. I think that Day Op
is an effective, fair card. I think Walk in Arcadia does basicly the
same thing, but at _far_ less cost (especially considering the Ventrue
have a reasonably difficult time getting pepole out of torpor w/o stealth).
Also, in the original set, you didn't have the card that added your
capacity to your bleed (albiet burning your vampire), another card
I think is a little overdone.
There are two defenses against this, bleed bounce, and combat rush.
You shouldn't have to include bleed bounce in every deck, that's silly.
And combat rush isn't effective enough to stop people from pulling this
off all, or even most of the time (A deck like this is bound to have
ways to try to stay alive) -- and if it did, then combat rush would be
too powerfull.
In the end, the only defense I see against large suicide bleeds (A bleed
for more than half your starting pool that can't be stopped!?) is bleed
bounce. That to me is broken (And I don't even play in 4CL).
> And if I ever do see them, then I will suggest the most minimal of
>fixes... to TB. Without TB, these combos would be a joke, frankly, with them,
>I'm not sure that they aren't.
Yes. That's been suggested quite a bit.
> Jasper. Please. You whine, prattle, and accuse the creators of one the
>best games in the world (jyahd) of all kinds of crimes, and then accuse cooler
>heads of being... rude? You haven't come up with any evidence, so please don't
>act like your case has been proven.
Hey, I think the concerns are legitimate, and that the game is escalating.
So do a lot of other people. If a "cooler head", which seems to be some
one who thinks there is no problem, disagrees, hey, that's fine. If he's
rude, he's rude, and I don't see how his opinion, or mine, enter into it.
And I don't think my case has been "proven". I've tried to make the points
I believe in. Card games are fairly subjective, with randomness and
player decision playing large parts -- it's difficult to "prove" anything.
I also don't think that saying certain cards are broken, the trend is
getting worse, and I prefer to play other games now is whining and
prattling. I'm dissatisfied with Jyhad, since I don't think play
test was terribly effective. If I don't think the play test was effective,
should I be happy? Should I just agree with your POV? Come on.
I equate rudeness with a personal attack (prattle, whine), something
I don't think I started out with.
>> >Eric Manch (esm...@unix.amherst.edu)
>>
>> -Jasper>
>Ritaxis
-Jasper
[ quoted text not captured ]
In article <559245$j...@shellx.best.com>, go...@best.com (Gomi no Sensei)
writes:
>
>In article <01bbc6a4$65bad5a0$aa166bc7@tom>,
>Steven Bucy <tb...@lainet.com> wrote:>>ERIC SCOTT MANCH <esm...@unix.amherst.edu> wrote in article
>><558avi$e...@tom.amherst.edu>...>
>[Sabbat -- No big Deal elided]
>>>The reason you don't see cards like this as a problem is your not seeing
>>how they will work in conjuction with other cards. The TB, SR, EG combo
>>seems prohibitively expensive until the Tremere plops down a Taste of
Vitae
>>after it and refills himself. 5th tradition and Giants Blood can also
help
>>with the high cost. In a well designed deck the high cost won't be a
factor
>>much of the time.>
>Let's see. Bum's Rush/Thoughts Betrayed/Shotgun Ritual/Eldritch Glimmer.
>That's 5 blood right out the gate. This means Etrius himself can do
>10R damage by emptying himself out and using a 4card combo; smaller
>vamps go down to 5R damage from a 6pointer. This is versus, what?
>Bum's Rush/Thrown Sewer Lid/Blur/TSL/TSL. 9R damage for 1 blood,
>a 5 card combo requiring 1 regular and 1 superior discipline (the thaum
>stuff really wants superior Dom and Thaum).
Um. The difference is that there is nothing you can do about the first
combo. Nothing. Where something as standard as a single Skin of Steel
stops the second combo cold. Personally I don't think shotgun ritual
is really an important part of the first combo anyway, once you've
played thoughts betrayed (This is why I think shotgun ritual's power
ends up being moot, because you could just thoughts betray instead, with
some sort of press).
You second combo is stopped by all maner of common things really: Skin
of Steel, maneuver and aggravated damage, S:CE, Immortal Grapple. All
of which you can _expect_ to see. Thoughts Betrayed is stopped by
_nothing_, and pretty much garuntees your vampire getting burned. True,
it's a large combo that it can be difficult to pull of twice immediatly
in a row. Still it's over powerfull. Thought's Betrayed, some sort
of permanent press, and second round strikes is not really a big combo.
and the blood loss is irrelavent, since you can either use stealing
strikes, or taste of vitae to get it back.
[ quoted text not captured ]
In article <55ll4t$e...@engr.orst.edu>, phil...@tx.ENGR.ORST.EDU (Jasper
Phillips) writes:
>
>In article <E08E4...@cruzio.com>, <rit...@bbs.cruzio.com> wrote:>>In article <558hb8$g...@engr.orst.edu>, phil...@tx.ENGR.ORST.EDU (Jasper>Phillips) writes:>>
>> Jasper. Please. You whine, prattle, and accuse the creators of
one
>the>>best games in the world (jyahd) of all kinds of crimes, and then accuse>cooler>>heads of being... rude? You haven't come up with any evidence, so please>don't>>act like your case has been proven.>
>Hey, I think the concerns are legitimate, and that the game is
escalating.
>So do a lot of other people. If a "cooler head", which seems to be some
>one who thinks there is no problem, disagrees, hey, that's fine. If he's
>rude, he's rude, and I don't see how his opinion, or mine, enter into it.
So let me get this straight: the guy who suggested that people who
disagree with his point of view should go and "cry in the corner" is a
"cooler head?" One of us needs to take a step back and look at things
again. And please don't resort to to that old chestnut about "whining"
because someone points out things as flaws that you do not consider to be
so. People have different standards and different opinions. I try to
respect other points of view because they may turn out to be right and I
may be wrong.
>
>And I don't think my case has been "proven". I've tried to make the
points
>I believe in. Card games are fairly subjective, with randomness and
>player decision playing large parts -- it's difficult to "prove"
anything.
>
>I also don't think that saying certain cards are broken, the trend is
>getting worse, and I prefer to play other games now is whining and
>prattling. I'm dissatisfied with Jyhad, since I don't think play
I have to agree with Jasper here. I may not agree with all his points but
I won't say he's whining just because I don't share his concerns.
>test was terribly effective. If I don't think the play test was
effective,
>should I be happy? Should I just agree with your POV? Come on.
>I equate rudeness with a personal attack (prattle, whine), something
>I don't think I started out with.
>>>> >Eric Manch (esm...@unix.amherst.edu)
>>>
>>> -Jasper>>
>>Ritaxis>
>-Jasper
>
Doug Dunaway
Hi Jasper,
On 4 Nov 1996, Jasper Phillips wrote:
> In article <E08E4...@cruzio.com>, <rit...@bbs.cruzio.com> wrote:
> >In article <558hb8$g...@engr.orst.edu>, phil...@tx.ENGR.ORST.EDU (Jasper Phillips) writes:
> >
> > Prove to me that a card is broken, and I will accept it. You haven't
> >done a good job so far.
>
> Prove to me? If there was someway to really do this, I'd try. It's no
> easier than asking you to prove that the card is balanced. Hardly
> a fair requirement IMHO. Something has to be absolutely broken (e.g.
> the old Gangrel untap/repeat bleed) for this to be really done, and
> even then there are quite a few people who _still_ don't believe it.
>
Actually, if a card is broken, it's easy to prove. You simply
post a deck that shows how it is broken. If people playtest your deck,
and their groups slaughter it, then the card probably isn't very broken...
> I'll take one of the easier topics to argue concretely about. The vampires.
> You don't think the new vampires are better than the old ones?
>
> >> Really? You don't think rush/thoughts betrayed is a problem?
> >
> > Nope. It's been... oh... how many months since DS? And has anyone
> >actually made the all-mighty TB deck? I haven't seen one. I have heard many
> >people blathering about obscure long combos, but I have never seen the
> >so-called `well-constructed-deck' with which these combos are supposed to be
> >so easy.
>
> Fair enough, I'll try to dig mine up. You don't really need the full combo
> to be nasty (TB, permanent press, 2nd round strike), but when you do have
> the extra cards, you burn. no question about it.
>
> Unlike other decks, there is absolutely nothing you can do about this
> Your only hope is to bleed me out of existance (Which is certainly
> possible).
>
So, then, your argument is that the card is broken, even though
you routinely loose with a deck designed to make maximum use of the
broken card? Please define "broken"....
> > And if I ever do see them, then I will suggest the most minimal of
> >fixes... to TB. Without TB, these combos would be a joke, frankly, with them,
> >I'm not sure that they aren't.
>
> Yes. That's been suggested quite a bit.
>
For something like two months now, I have had an open invitation
to post a broken Tremere or Thoughts Betrayed deck, or even one that was
remotely competitive :) To date, only Nathan has had the strength of
conviction to try out his thoery in the crucible of blood that is my game
group, and while his deck didn't fair to well, at least he showed some
open-mindedness.
The offer still stands for TB (anything remotely competitive),
however, I can now (courtesy of Sabbat) make a competitive Tremere deck.
I still don't see how a broken one can be made though, so if you post a
broken Tremere deck, I will try it. Just so you know, the average
lifespan of a Methuselah in my group is about six turns, the first ones
often drop on turn four...
> And I don't think my case has been "proven". I've tried to make the points
> I believe in. Card games are fairly subjective, with randomness and
> player decision playing large parts -- it's difficult to "prove" anything.
>
Not so! There have been many instances on this group where cases
were proven. Take the Gangrel-Infinate-Loop deck. People simply posted
it. You didn't have to take anyones word for anything, all you had to do
was build the deck and try it. Instant proof.
Algustas
*****There are as many opinions as there are experts***** Franklin D.
Roosevelt
On Wed, 6 Nov 1996, Algustas wrote:
> On 4 Nov 1996, Jasper Phillips wrote:
[re: Proving a card's brokennesss. A Challenge by Design Team to
Playtesters]
> > Prove to me? If there was someway to really do this, I'd try. It's no
> > easier than asking you to prove that the card is balanced. Hardly
> > a fair requirement IMHO. Something has to be absolutely broken (e.g.
> > the old Gangrel untap/repeat bleed) for this to be really done, and
> > even then there are quite a few people who _still_ don't believe it.> Actually, if a card is broken, it's easy to prove. You simply
> post a deck that shows how it is broken. If people playtest your deck,
> and their groups slaughter it, then the card probably isn't very broken...
Not true. A broken card does not necessarily equate to a broken deck and
vice-versa. Take Weenie Vote Push. This is a great example of a broken
deck without a single broken card. Now take an un-erratad Blythe
Candelaria. A broken card, but not really material for a broken deck.
Jyhad is not like Magic in that singular cards can be evaluated as broken
and have a huge effect on the game world. Jyhad is a game of combos.
There is no card like Balance in Jyhad (yet).
[snip...]
> > And I don't think my case has been "proven". I've tried to make the points
> > I believe in. Card games are fairly subjective, with randomness and
> > player decision playing large parts -- it's difficult to "prove" anything.> Not so! There have been many instances on this group where cases
> were proven. Take the Gangrel-Infinate-Loop deck. People simply posted
> it. You didn't have to take anyones word for anything, all you had to do
> was build the deck and try it. Instant proof.
And where is the broken card in the Infinite Loop? Freak Drive? Force of
Will? Or was it the repeated action that made the deck broken? Hard to
say, but it remains that broken cards are not necessarily components to
broken decks and vice-versa, in Jyhad.
As an aside, I _do_ think that Thoughts Betrayed is a broken card, and not
because of the power of its effect, but simply because of its effect. Any
card that eliminates all the resources at ones disposal (in Jyhad, one's
hand), yet allows you to keep your own does not fit the Jyhad paradigm.
Thoughts Betrayed is a Magic Card, plain and simple, even though it does
have a Jyhad back on it. (For more, see Judith and Mark's Jyhad Page,
link available from my page, URL in .sig)
[Reply-to:sull...@cslab.uwlax.edu]
@ The Corrupter - Adrian Lee Sullivan @ GAT/CS/WS R+++* r(+)>++
# Gamer Coffee-Addict Scripter Author # P++ C(+++) USX+ N++ !w
@#$ Comments ? sull...@cslab.uwlax.edu $#@ X++ b++(+++) tv(+)>
@#$ <http://cslab.uwlax.edu/~sulli_al/jyhad> $#@ e+* PS++@ PE@ z*++?
Algustas <arob...@gladstone.uoregon.edu> wrote in article
<Pine.SOL.3.91.961106090538.151C-100000-100000-100000-100000-100000@gladston
e.uoregon.edu>...
>
(Mass snippage)
> For something like two months now, I have had an open invitation
> to post a broken Tremere or Thoughts Betrayed deck, or even one that was
> remotely competitive :) To date, only Nathan has had the strength of
> conviction to try out his thoery in the crucible of blood that is my game> group, and while his deck didn't fair to well, at least he showed some
> open-mindedness.
> The offer still stands for TB (anything remotely competitive),
> however, I can now (courtesy of Sabbat) make a competitive Tremere deck.
> I still don't see how a broken one can be made though, so if you post a
> broken Tremere deck, I will try it. Just so you know, the average
> lifespan of a Methuselah in my group is about six turns, the first ones
> often drop on turn four...
>
Again I wonder what you guys are playing that ousts people frequently in
four turns.... Anyway as for a winning Thoughts Betrayed deck:
Crypt:
3 Mauziz
3 Illiana
2 Elisabetta
2 Etrius
2 Stanislava
Library:
4 info highway
4 tomb of ramses III
4 minion tap
6 blood doll
1 eco terrorist
1 arcane library
4 haven uncovered
1 giants blood
1 zoo hunt ground
1 academic hunt ground
14 bums rush
16 claws of the dead
12 thoughts betrayed
6 wake
8 deflection
4 freak drive
4 restoration
I don't have the deck with me so I am not sure about the exact numbers of
each card in the deck, but you get the idea. I have played this deck 9
times and I believe I have won 5 of the games. The games lost where due to
master hand jam...
The idea is to get out illiana or Stanislava and Mauziz. If you get Info
Highway or ToR go for Stanislava (or Etrius). Put blood dolls on both or
Minion tap Mauziz down to 2. Rush your prey with Illiana and play thoughts
betrayed and claws. Once you have someone in torpor diablerize with Mauziz.
Yank most of the blood Mauziz gains from the diablerie off her. Repeat. If
things go well you can get Stanislava (or Etrius), Illiana, Mauziz, and
Elisbetta out, and things get really ugly. The wakes and deflections are
there is defend against S/B preditor so you don't have to waste time
rushing them.
This deck is quite effective especially when you get a slow predator.
--
Steve Bucy
I'd be better off undead...
"Hmmm. I notice the number of conditional phrases in there... _seems_ to
indicate a weakness, _may_ be vulnerable in theory." - G'Kar
Hi Steven,
Thank you. If I could survive for four turns without a lot of
pool loss (only possible in my group if I have a combat predator), then
this deck would work. I would still say it's pretty week, and I doubt it
would win a game, but at least it wouldn't be a dead dog. I assume you
don't mind if I throw some of the master cards out before I try it?
One of the things that speeds up our games is the size, there are
often seven players, and occasionally eight. So, in a seven player game,
if you pass four political actions, which usually happens by turn four,
you have hit your prey for 24 pool loss, usually enough to oust him
unless he has a blood gain deck, in which case you'll get him on turn five.
Malkavians typically bleed for five or six every action, Settites
only bleed for three to five. Bloood dolls are often used in our groups
to put precious pool on your minions so they can keep going (always a big
risk...) Deflection decks can be a game winner, unless your predator is a
vote deck... Anyway, the bane of most combat decks have been combat ends
cards, with a huge influx in Immortal Grapples provided by the Sabbat, I
expect to see more combat decks that can compete, and that will certainly
slow down the games.
Unfortunately, I had to cut the deck in order to fit in my response.
[ quoted text not captured ]
Please post the political deck that ousts a prey in 4 turns in a
seven-player DCI/GT game, especially when (as you suggest) the majority
of the decks are massive bleeders or other political decks. If it has
a chance to win the game as well, that would be miraculous.
--
L. Scott Johnson (sjoh...@math.sc.edu) | Only XT users know that
http://www.math.sc.edu/cgi-bin/sjohnson/home | Jan 1, 1980 was a Tuesday.
Graphics Specialist and V:tES Rulemonger. |
Hi Scott,
On 7 Nov 1996, L. Scott Johnson wrote:
> Please post the political deck that ousts a prey in 4 turns in a
> seven-player DCI/GT game, especially when (as you suggest) the majority
> of the decks are massive bleeders or other political decks. If it has
> a chance to win the game as well, that would be miraculous.
>
My pleasure. Here goes:
VAMPIRES: Brujah: Vasillis, Rake
Toreador: Delilah Easton, Mariana Gilbert, Ramiel Dupre
Ventrue: Itzahk Levine, Roland Loussarian, Gideon Fontaine,
Violette Prentiss, Courtland Leighton, Melissa Barton, Jazz Wentworth,
Ranjan Rishi
MASTERS: 1 x Ventrue Headquarters
POLITICAL ACTIONS: 15 x Conservative Aggitation, 15 x Kine Resources
Contested, 9 x Praxis Siezure (Frankfurt, Dublin, Amsterdam, Rome, Paris,
Monaco, Geneva, Cairo, Berlin)
PRESENCE CARDS: 10 x Majesty, 10 x Legal Manipulation, 9 x Bewitching
Oration, 9 x Voter Captivation
DOMINATE CARDS: 6 x Deflection
OTHER CARDS: 6 x Wake with Evenings Freshness
Enjoy. This deck doesn't exactly dominate my group or anything,
but it definately wins it's share of games.
Algustas
*****Zunga Zunga! Take 'em down, Comrades*****Casey Jones, Teenage Mutant
Ninga Turtles, Eastman & Laird
Algustas <arob...@gladstone.uoregon.edu> wrote:
>Hi Steven,
> Thank you. If I could survive for four turns without a lot of
>pool loss (only possible in my group if I have a combat predator), then
>this deck would work. I would still say it's pretty week, and I doubt it
>would win a game, but at least it wouldn't be a dead dog. I assume you
>don't mind if I throw some of the master cards out before I try it?
Hi Algustus, if you want good TB combat deck try it with Euro Brujah
Princes TB,Immortal Grapple,Torn Sign Post,Burning Wrath or better yet
now Decapitate, with a taste of Vitae.Elder intervention and 2nd
tarditons hel[p this also.
Errol T
Hi Errol,
On 9 Nov 1996, Errol T wrote:
> Hi Algustus, if you want good TB combat deck try it with Euro Brujah
> Princes TB,Immortal Grapple,Torn Sign Post,Burning Wrath or better yet
> now Decapitate, with a taste of Vitae.Elder intervention and 2nd
> tarditons hel[p this also.
>
> Errol T
>
I have, several times. The Euro Brujah are just way to slow
bringing out. I couldn't even attack my first minion until turn 3 or 4.
Now when I put smaller Brujah in the deck with it, I can bring them out
sooner, and they can do my important early game combats for me,
especially using Immortal Grapple and Taste of Vitae. However, my hand is
cluttered up with cards I can't use (TB) which could keep me from getting
that critical flash card, or blur, etc. So, basically, that deck works
better, at least in my group, if I throw out all of the TB and Euro Brujah.
Algustas
*****A new scientific truth does not triumph by convincing its opponents
and making them see the light, but rather because its opponents
eventually die, and a new generation grows up that is familiar with
it.***** Max Planck
> My pleasure. Here goes:
>
> VAMPIRES: Brujah: Vasillis, Rake
> Toreador: Delilah Easton, Mariana Gilbert, Ramiel Dupre
> Ventrue: Itzahk Levine, Roland Loussarian, Gideon Fontaine,
> Violette Prentiss, Courtland Leighton, Melissa Barton, Jazz Wentworth,
> Ranjan Rishi
>
> MASTERS: 1 x Ventrue Headquarters
>
> POLITICAL ACTIONS: 15 x Conservative Aggitation, 15 x Kine Resources
> Contested, 9 x Praxis Siezure (Frankfurt, Dublin, Amsterdam, Rome, Paris,
> Monaco, Geneva, Cairo, Berlin)
>
> PRESENCE CARDS: 10 x Majesty, 10 x Legal Manipulation, 9 x Bewitching
> Oration, 9 x Voter Captivation
>
> DOMINATE CARDS: 6 x Deflection
>
> OTHER CARDS: 6 x Wake with Evenings Freshness
>
> Enjoy. This deck doesn't exactly dominate my group or anything,
> but it definately wins it's share of games.
> Algustas
>> wow, and you have fun playing this deck!?!?
Algustas <arob...@gladstone.uoregon.edu> wrote in article
<Pine.SOL.3.91.96110...@gladstone.uoregon.edu>...
> Hi Scott,
>
> On 7 Nov 1996, L. Scott Johnson wrote:
>
> > Please post the political deck that ousts a prey in 4 turns in a
> > seven-player DCI/GT game, especially when (as you suggest) the majority
> > of the decks are massive bleeders or other political decks. If it has
> > a chance to win the game as well, that would be miraculous.
> >[ quoted text not captured ]
Weenie presence vote! I guess that it actually works somewhere...
[ quoted text not captured ]
>> My pleasure. Here goes:
>>
>> VAMPIRES: Brujah: Vasillis, Rake
>> Toreador: Delilah Easton, Mariana Gilbert, Ramiel
Dupre
>> Ventrue: Itzahk Levine, Roland Loussarian, Gideon
Fontaine,
>> Violette Prentiss, Courtland Leighton, Melissa Barton,
Jazz Wentworth,
>> Ranjan Rishi
>>
>> MASTERS: 1 x Ventrue Headquarters
>>
>> POLITICAL ACTIONS: 15 x Conservative Aggitation, 15 x Kine
Resources
>> Contested, 9 x Praxis Siezure (Frankfurt, Dublin,
Amsterdam, Rome, Paris,
>>> Monaco, Geneva, Cairo, Berlin)
>>
>> PRESENCE CARDS: 10 x Majesty, 10 x Legal Manipulation, 9 x
Bewitching
>> Oration, 9 x Voter Captivation
>>
>> DOMINATE CARDS: 6 x Deflection
>>
>> OTHER CARDS: 6 x Wake with Evenings Freshness
>>
>> Enjoy. This deck doesn't exactly dominate my group or
anything,
>> but it definately wins it's share of games.
Well, I can see how it'd work but surely everyone you play
with will have a counter for it - won't they? You say that
you play in an environment where there are other vote decks
active: assuming that you don't get an ideal seating position
doesn't it have problems:
a. getting votes into play (we usually find this the hardest
thing for any vote deck to do)
b. passing votes when there are others out there who can
throw down political cards of their own - not to mention
dread gazes, kindred coercion and the rest, and of course if
others have titles - which most of yours lack.
c. this might be irrelevent if there are no rush decks, but
if there are then your 10 majesties would have to be split
between attack and defence, weakening the offence.
Peter
Hi Karl,
On Sun, 10 Nov 1996, Karl Innes wrote:
[Presence Vote / Majesty / Bleed deck deleted]
> >
> > wow, and you have fun playing this deck!?!?
Yes, why wouldn't I? I assume that your implying it would be no
challenge to play, but that isn't the case in my group. This deck does
not dominate games, as everyone either has a fast deck, or can deal with
a fast deck somehow, either efficient combat (IG instead of TB, as an
example) or intercept / deflections.
Algustas
*****There is no credit to being a comedian, when you have the whole
Government working for you. All you have to do is report the facts. I
don't even have to exaggerate.***** Will Rogers
Okay why not Malk Dementia Day operation that malk and bleed the owner.
Enjoy
Bill
Gomi no Sensei (go...@best.com) wrote:
: In article <558hb8$g...@engr.orst.edu>,: Jasper Phillips <phil...@tx.ENGR.ORST.EDU> wrote:
: >In article <558avi$e...@tom.amherst.edu>,: [Sabbat -- Not to worry elided]: >Well, it's not difficult to get large vampires out, and all you need
: >is taste of vitae to make up the blood loss. Very difficult combo.: I hesitate to point out that with the plethora of Dodges, Combat Ends, and
: Damage Prevention in the cardset (even before Sabbat), there may not be,
: in fact, very much Vitae to Taste.: >> How about Walk through Arcadia? Keep in mind two things: 1.
: >>it's rare, and 2. It's Antitribu-specific (I think). Without Dominate,
: >
: >Woa. You're using the rarity of the card as your primary justification
: >for it's power? And according to WoTC's faq, it it's for all Malkavians.
: >And even if it was, there are plenty of other ways to raise bleed (e.g.
: >the card that destroys your vampire if succesufll, and adds his capacity
: >to the bleed. fairly easy to get an unblockable bleed of more than 10: >points). This card also totally eliminates one of the primary methods
: >of dealing with a bleed deck, stealth card hand jam. All of a sudden
: >whether or not you oust your prey comes down to a simple coin flip. Shit,
: >even paper scissors rock is better than that!: While I agree that rarity is not a valid argument to justify a card's power
: (the only major, to my mind, flaw with the Sabbat and, to a lesser extent,
: Ancient Hearts), Walk's not as gross a way to render things unblockable
: as some others in the cardset. Not that that justifies it either. Ever
: since the original set, Unblockable Bleed has been feasible (without leaving
: the Jyhad set, Tremere with Fortitude DayOp/Chantry or Ventrue DayOp/
: FreakDrive/RapidHealing/FreakDrive/Restoration is quite bad already), and
: has been made easiear with each expansion -- Dark Sovs brought Horrific
: Countenance, Ancient Hearts brought Return to Innocence (which, by the way,
: I support the fix for: "This action may not be modified." Shuts down the
: Etrii deck right there. But I digress). By comparison, Walk through Arcadia
: seems downright mild.: There's no 50% chance of failure with DayOp. Is a 50% failure rate an
: acceptable tradeoff for a 100% go to torpor rate? An open question.: Note that AntiMalk don't shape up, with Dementation, as a bleed deck
: primarily, but more a resource ravage deck -- hose allies, hose vampires,
: without combat (or at least with nonstandard combat). Coma's gross on
: first view, but with a well-designed deck, you either hate combat and can
: usually avoid it, or you love combat and usually outfight it. And if you
: can't sometimes, then hey. That just means it's a viable card.: >Why? Why not play with cards that let you live? Why not have a set without: >broken cards so that you can play with anything? Do you like the idea
: >of a restricted/banned list? Don't you think it's possible to do a good
: >job?: Tha Sabbat's far from perfect -- I'm going over the spoiler list and the
: 5 packs I've got today, and I'll make a longer post before Friday to detail
: my thoughts on the matter. My gut feeling is that it poses no greater threat
: to the game than Ancient Hearts, which is to say, it's nontrivially crocked,
: BUT: by fixing the 10 to 15 percent trouble cards, the set becomes a worthwhile
: addition.: What was really, REALLY bad about AH? Return to Innocence. Modulo that
: and the piss-poor job done on Serpentis (Form of Corruption should have
: been an uncommon, and Tongue of the Serpent is just garbage), the set is
: quite nice. But I digress, again.: It *IS* possible to do a good job, and the Sabbat's not quite there, agreed.
: But Gehenna it ain't. People are overreacting. Mind you, they're underreacting
: as well, albeit with less volume.: >Really? You don't think rush/thoughts betrayed is a problem?: I know *I* don't. I'm regarded, in my own group, as a premier deckbuilder.
: I can't make a combat deck that abuses Thoughts Betrayed. I've tried.
: I've made decks that have been regarded as borderline degenerate, currently
: the Golfball deck (so many Dimples!) that breeds 2point Obfuscating weenies
: in disgusting quantity. But I can't make the dreaded eeevil Thoughts Betrayed
: deck. And I haven't seen one posted.: >Frankly, you don't need to be so offensive. People have right to complain: >about a sorry job, and not just to live with it. If you can't understand
: >how broken these (and certain older) cards make the game, you don't
: >need to be pissy about it. Regardless of whether you take your games
: >seriously (I don't, there's nothing wrong if you do. Although most
: >multiplayer games play better if everyone _tries_ to win), it is more
: >fun to play a better game; some games get better with each expansion,
: >apparently some get worse.: He wasn't being *that* offensive; c'mon. Sabbat's a substandard
: job (who did they let loose on the vampire background graphic design,
: what was he or she on, and where can I get some?), but some areas are just
: beautiful; if the whole job had been done as nicely as Fortitude was handled
: in Sabbat, it would have been perfect.: gomi
: --
: 'spend a day and a half dead and the lettuce runs amok.'
: -babs woods
>Algustas wrote:
(Karl Innes comments on deck snipped)
> Yes, why wouldn't I? I assume that your implying it would be no
> challenge to play, but that isn't the case in my group. This deck does
> not dominate games, as everyone either has a fast deck, or can deal with
> a fast deck somehow, either efficient combat (IG instead of TB, as an
> example) or intercept / deflections.
Well, my reaction (and Alec's) to your deck was that a great
majority of the people in our group would be absolutely miserable if
anything like that showed up at a table. A lot of the people in our old
playgroup dropped out of playing Jyhad before AH. (They started playing
Rage. Ick.) Some others who still want to play haven't had the time
recently.
What happened was that we switched to NL, and picked up a bunch of
newbies to go with some experienced players. These are the people we
play most. They don't have the knowledge of the game that would be
necessary to defeat a similar deck to yours, nor do they have the cards.
(We helped with the cards and the deck construction...but to have them
use their cards effectively is another matter.)
Weenie presence vote would slaughter all but 3-4 people
currently playing Jyhad, out of 11. 30% isn't wonderful, and Alec and
I play combat decks to give our friends more of an even chance at
winning. Between us, games last 3-5 minutes, minus shuffling...we
like our quick bleed and/or vote decks, but that's not fun for anyone
when we play the new guys.
If everyone was able to play at the same level, then the games
could be more competitive and more fun. Unfortunately, that might take
a while.
My question is: How does your playgroup deal with newbies? Do
you get very many? How do you get them to a level where they can
compete with the others in the group?
To Everybody: How do you teach Jyhad strategy to newbies?
-Nathan Harada
> My question is: How does your playgroup deal with newbies? Do
>you get very many? How do you get them to a level where they can
>compete with the others in the group?
> To Everybody: How do you teach Jyhad strategy to newbies?
Being relatively new to the game myself, I'd really like to hear the answers to
these questions. The group that I am in is kinda brutal, but not really unfair
in their style of play. They are not abusive players. The only way that I've
learned the game is to watch general strategies on the board. To date, I've
only won one game in this group.
Sorrow
--
I don't want to be alone | I hurt, therefore I am
anymore |--------------------------------
I don't want to be anyone | "What are you looking at...?
anymore | you never seen anyone try to
I don't need a reason to kill myself | commit suicide before?" - Anon
------------------------------------------------------------------------
:1.961107074449.20044A-100000-10...@gladstone.uoregon.edu> <55t376$c...@redwood.cs.sc.edu> <Pine.SOL.3.91.96110...@gladstone.uoregon.edu> <328657...@infomatch.com> <Pine.SOL.3.91.961113191418.3941C-100000-10
:00...@gladstone.uoregon.edu> <328C16...@hula.net>
<56ie1b$a...@news.cais.com> Distribution:
Sorrow (cbo...@apdi.net) wrote:
: > My question is: How does your playgroup deal with newbies? Do: >you get very many? How do you get them to a level where they can
: >compete with the others in the group?
: > To Everybody: How do you teach Jyhad strategy to newbies?: Being relatively new to the game myself, I'd really like to hear the answers to
: these questions. The group that I am in is kinda brutal, but not really unfair
: in their style of play. They are not abusive players. The only way that I've
: learned the game is to watch general strategies on the board. To date, I've
: only won one game in this group.
The best way I've found to teach people how to play is by having them
watch a game or two before giving them a deck of their own to play. I've
tried watching over a newbie's shoulder & tell him what cards he can &/or
should play, the basic actions, etc., but ended up playing the deck for
him, which is no fun for the newbie. I think it's better to watch
first. That way, the experienced players can explain what they're doing
as it happens, and newbies can hopefully get some feeling of how the game is
played. Therefore, when they get down to playing at last, they should
feel comfortable w/ the basics of the game, and proceed from there.
: Sorrow: --
: I don't want to be alone | I hurt, therefore I am
: anymore |--------------------------------
: I don't want to be anyone | "What are you looking at...?
: anymore | you never seen anyone try to
: I don't need a reason to kill myself | commit suicide before?" - Anon
: ------------------------------------------------------------------------
Dan Keller
--
"You know, I used to think it was awful that life was so unfair. Then I thought,
wouldn't it be much worse if life *were* fair, and all the terrible things that
happen to us come because we actually deserve them. So now, I take great comfort
in the general hostility and unfairness of the universe."-Marcus Cole,Babylon 5
Hi Peter,
On Tue, 12 Nov 1996, DPH wrote:
[Presence vote / bleed deck deleted]
>
> Well, I can see how it'd work but surely everyone you play
> with will have a counter for it - won't they?
Well, some people build decks specifically to counter one type of
deck, but what if I play a sneak & Bleed, or combat deck? I ususally make
three or four decks before we play, so do most other players.
Almost all decks have some defence against all of the major
strategies, which was my initial point when I started in on this thread,
that decks relying on large vampires needed a way to deal with fast
decks.
> You say that
> you play in an environment where there are other vote decks
> active: assuming that you don't get an ideal seating position
> doesn't it have problems:
Absolutely. I never claimed this was an unbeatable deck. Only
that it could oust a slow deck in 4 to 5 turns. I maybe win one game in
five with a deck like this, which isn't bad, considering we usually have
six or seven players.
> a. getting votes into play (we usually find this the hardest
> thing for any vote deck to do)
That's why the majesties are there. If the vampire has superior
presence, then untap and try a Legal Manipulation. Vampires are going to
get blocked, sometimes they will even get burned. It happens all the
time. The point is, your prey can't block without vampires out. And we
use a house rule on wakeys that says you must actually try to block or
play another reaction card to use a wakey, so people don't have unlimited
numbers in their decks.
> b. passing votes when there are others out there who can
> throw down political cards of their own - not to mention
> dread gazes, kindred coercion and the rest, and of course if
> others have titles - which most of yours lack.
Yep. It's hard. depends on where poeple end up sitting, and what
deck they are playing. Since it is a fast environment, vote decks will
generally not interfere in votes that happen across the table unless it
is a Praxis siezure (they are always opposed), sometimes they will buy
off another vote deck by splitting the damage between their prey, and the
prey of another vote deck. Sometimes they won't. Just depends on who you
are up against.
> c. this might be irrelevent if there are no rush decks, but
> if there are then your 10 majesties would have to be split
> between attack and defence, weakening the offence.
>
Correct again. A real combat deck will quickly deplete the
majesties, or worse, Immortally Grapple me and jam my hand with them. A
risk that must be taken, as the deck has to be fast to survive, and it
must muscle through it's votes somehow, so more majesties just risk a
hand jam if there isn't a combat deck lurking nearby.
Algustas
*****If brute force doesn't solve your problem, you're not using
enough***** Cool quote on a battletech card
Nathan Harada <i...@hula.net> wrote in article <328C16...@hula.net>...
>
(snip)
> My question is: How does your playgroup deal with newbies? Do
> you get very many? How do you get them to a level where they can
> compete with the others in the group?
> To Everybody: How do you teach Jyhad strategy to newbies?
In our group we tend to focus on helping them make a decent, basic deck. I
have made decks, given them cards, and preached entire sermons on deck
building. Once they have a decent deck we toss them to the wolves. We have
a brutal evironment, so they tend to learn strategy and tactics quickly. I
made a Ventrue bleed deck for one newbie. He was a very quick at picking up
the game. After a couple of losses he started to beat the crap out of us.
Eventually he got bored with the deck and made his own. This method seems
work for our group.
[ quoted text not captured ]
Hi Nathan,
On Fri, 15 Nov 1996, Nathan Harada wrote:
[Presence vote deck and game environment comments cut]
> Weenie presence vote would slaughter all but 3-4 people
> currently playing Jyhad, out of 11. 30% isn't wonderful, and Alec and
> I play combat decks to give our friends more of an even chance at
> winning. Between us, games last 3-5 minutes, minus shuffling...we
> like our quick bleed and/or vote decks, but that's not fun for anyone
> when we play the new guys.
> If everyone was able to play at the same level, then the games
> could be more competitive and more fun. Unfortunately, that might take
> a while.
>> My question is: How does your playgroup deal with newbies? Do
> you get very many? How do you get them to a level where they can
> compete with the others in the group?
> To Everybody: How do you teach Jyhad strategy to newbies?
>
Good question Nathan. When most of our newbies showed up, Jyhad
didn't even have an expansion yet, and cards were cheap, but not 20
dollars a box, so we placed group orders with Ed Baine and bought
thousands of common cards for just a few bucks, (shipping was more than
the cost), and we sold them to newbies for cost.
If you are serious about improving the game (at least the card
selection) of some of you players, them I suggest ordering a box or two
of Jyhad cards, and offering to sell them for cost after they arrive.
Algustas
*****What would you have me do? Search out some powerful patronage, and
be like crawling ivy clinging to a tree? No thank you.***** Cyrano de
Bergerac, act II
Nathan Harada writes:
> My question is: How does your playgroup deal with newbies? Do
>you get very many? How do you get them to a level where they can
>compete with the others in the group?
We used to get newbies, but not many anymore. We get them to a
"competitive level" by plying with them and expalining how decks work.
> To Everybody: How do you teach Jyhad strategy to newbies?
Normally, we loan them effective but simple decks (S&B, rush combat,
intercept combat, heavy vote decks, etc.). I prefer to loan aggressive
and transient-oriented decks. Far and away the most common error when
people are learning Jyhad is that they overemphasize permanents and
defense and underestimate the importance of speed and timing; it helps for
them to see the other ways to handle things in Jyhad.
Curt Adams (curt...@aol.com)
In article <19961116194...@ladder01.news.aol.com>,
[ quoted text not captured ]
This is definately true, but what I find frustrating as an 'old'
player of Jyhad, is that; while the newbies pick up the rules of
the game quite quickly, it takes them a lot longer to figure out
the tactics needed to build decks and play with the decks
effectively. This leads to games involving newbies to be onesided
if one of us more experianced player is there predator or prey,
due to the fact that there decks tend to get crushed quite
quickly. This is also frustrating for the newbie as he gets fed
up of being crushed time and time again and a lot of
encouragement is needed to keep them playing. I always give help
when needed and find the best way to decrease this early trauma
is to create a deck with the newbie, using his desired clans, and
talk him through the design stages of the deck. This normally
guarantees a semi-competative deck from the start. Once the
newbie has picked up hints and tactics through playing then he
can modify or make his own deck as required, hell he may even win
a few....
LOS