I haven't written a Brujah Antitribu newsletter this month... but I haven't
been lazy either.
I've drawn up a deckbuilding guide for new players; it was originally
requested by several local players as well as a few on the web.
I would appreciate if you could read the document that follows this one and
offer any additonal insight/criticism that will help make it more complete.
I'm certain that I have missed some obvious points.
Please keep in mind that this is *not* a finished document and that I will
modify it based on your suggestions. Also, the scope is a bit on the broad
side, so covering *every* angle is simply not possible. For example,
instructing a new player with 100 cards how to make a Betrayer/TogP deck
makes no sense so I have avoided focusing on obscure concepts. I'll cover
that in Deckbuilding 201 heh.
Thanks in advance for your collective wisdom.
Cheers,
WES
JYHAD DECKBUILDING BASICS
Players who are new to V:tES often wonder how to put together an effective
deck that is capable of winning games. There are many diverse strategies
that are tried and tested winners, however many of these are not accessible
to a new player who has limited card resources. I have endeavoured in this
document to compile advice for players in building a good deck without
relying on hordes of rare cards. Keep in mind that this advice is mostly
based on my own personal experience playing V:tES and not necessarily useful
for all environments.
The first thing you should consider is what you would like your deck to do.
Win, certainly... but how?
Generally, there are three core strategies:
1) Bleed
2) Politics
3) Combat
Each has a direct or indirect way to attack your prey's main resource, their
pool. It is important that players understand that they have two main goals,
ousting your prey (all of them, in succession) and more importantly, NOT
being ousted yourself. Thus, you must be able to both defend your pool while
simultaneously attacking your prey without mercy.
A new player will generally not have enough cards to put together a deck
that focuses entirely on one of the core three strategies. Nevertheless, a
coherent and effective deck can be built using readily available common
cards.
There are several components to a deck... the crypt and the library, which
can be further broken down into master cards and minion cards.
CRYPT AND CAPACITY
A crypt should almost always contain exactly twelve vampires. More are
allowed, but unless you expect to get more than twelve vampires out in any
given game (ie. a weenie deck) there is no reason why you should ever exceed
twelve. If there is a vampire that you feel is integral to your deck, do not
be afraid to include more than one copy of it. If you absolutely *rely* on
that vampire, include at least four... ensuring that you will almost always
get him/her in your starting inactive region.
A good rule of thumb for the crypt is to keep the average capacity of your
vampires between 4 and 5. I usually try to keep the average as close to an
even 4 as possible. If you consider that your starting inactive region will
contain exactly four vampires, you should be able to get all four out. At an
average between 4 and 5, this means you will be spending between 16 and 20
pool to bring out your vampires most of the time. This leaves you a nice
cushion of 10 - 14 pool to keep yourself alive or pay for useful cards.
Smaller vampires have a significant advantage over larger vampires. Conisder
this scenario: Player A has two vampires of 4 capacity each. Player B has
one vampire of capacity 8. Granted Player B's vampire no doubt has more and
better disciplines than both of Player A's vampires. However, two vampires
can take twice as many actions as one. Since all vampires have inherent
abilities, such as bleeding, hunting and calling most votes, this becomes
significant. A horde of ten 'weenies' can all bleed for one. A vampire of
ten capacity may be able to stop one or two of those weenies but will be
hard pressed to stop *all* of them. Player A can use one vampire to take
actions and leave another for blocking. Player B is limited to a choice of
either acting or blocking (most of the time--there are exceptions).
It is certainly possible to make an effective deck based around a large
capacity vampire, but be careful. Another problem with larger vampires is
that they often have disciplines that end up being redundant. A vampire with
superior AUS, CEL and PRS in a deck that focuses on all three disciplines is
a fine investment as you know they will be able to use all three to their
full potential. A vampire in the same deck that has inferior AUS, CEL, PRS,
FOR, POT, OBT, OBF may seem better but are you really going to be able to
use *all* of those disciplines effectively?
However, many of those vampires will also have access to votes or a special
ability that makes up for their cost. If this is the case, you should
probably focus on that vampire as the main focus and fill the rest of your
crypt with vampires that complement him/her while keeping the average
capacity at a reasonable level.
Contrarily, the smallest capacity vampires, usually Caitiffs or Panders,
have disadvantages that may make their cost seem less useful. Uriah Winter
who goes to your prey if he/she has more pool seems a bad investment to a
deck that needs to keep its minions. However, ultimately you are only
investing 1 pool in a minion who can bleed, diablerize, call votes etc.
Some of the caitiffs will usually have a discipline that complements the
deck you are making. Some disciplines are more useful than others in this
regard. Potence and Presence have useful cards that will not empty your
vampire of blood when you play them. Others are harder to use unless you
have the blood to support them such as Protean or Viscissitude.
The trick is to remember that weenies are cheap and expendable. A focused
weenie horde deck will not care if it loses one or two vampires. If three
one capacity vampires are burned, the Methuselah spent three pool; less than
being bled with Conditioning at superior.
If you choose to use large vampires, there are some cards which will help
you play them effectively. Minion Tap will let you effectively pay much less
pool for a large vampire. If you play Lazvernius (ten cap) and play Minion
Tap for seven blood, that means you basically only paid three pool to play
him. Since most vampires can still function with much less blood on them or
hunt for more if needed, this is usually the best way to go. Similarly,
Blood Doll can accomplish the same thing albeit much more slowly. At the end
of this document I will list other cards that are often used in conjunction
with different types of decks.
DECK SIZE
Ideally, you should try to keep your deck as close to the minimum amount of
cards required. Unless you are playing a deck that cycles through cards so
fast that running out of cards is an issue, playing with 60 cards is usually
better than 90. This will of course depend on the nature of the deck, as
well as the nature of the playing environment. It is possible that a 90 card
deck may be less efficient than a smaller deck but it might also be more fun
because it covers more corner-case scenarios and contains 'fun' cards that
you want to try but would never take to a tournament.
DECK DISCIPLINES
An important consideration when designing a deck is what disciplines will be
used with it. Most decks tend to focus on the three core disciplines of the
clan that makes up the majority of the crypt. For example, a Ventrue deck
will likely focus on Dominate, Fortitude and Presence (DOM, FOR, PRS).
It is possible to combine clans with similar disciplines. The Malkavians and
Tremere both share Dominate and Auspex so in theory a deck could use both
and use any combination of Auspex, Dominate, Obfuscate and Thaumaturgy.
In general, it is best to keep the amount of disciplines used at three or
less. Adding more makes a deck too unfocused and too likely to experience
'hand-jam' when the wrong cards fill your hand at the wrong time. An
occasional card could be added if you really think you'll find some usage.
For example, I will include a 'Disguised Weapon' (OBF) in a deck where three
or four vampires possess that discipline. I may never use it but if I really
want to get out a gun it may come in handy. The worst that could happen is
that the card would need to be discarded. Be careful with this line of
thinking however--Even the best cards of each discipline are not worth
including if only one vampire can use it and the chances of its usage is
slim. Such 'corner-case' cards should be kept to a minimum if possible.
Do not be afraid to go down to two or even one discipline in a deck. By
focusing on two of a clan's disciplines, you are able to ensure that you are
much more likely to get cards that will be useful. For example, you could
focus on the Brujah's combat-oriented disciplines of Potence and Celerity
and leave Presence out altogether (or include only a few). By doing this,
you will have less ability to bleed but more ability to kill... this kind of
focus generally pays off. If you attempt to do this, be sure that the
vampires in your crypt reflect this. It's no use having a five capacity
Brujah with 'PRS cel pot' when you can can have 'cel pot' for three pool.
Your crypt should always reflect your library (and vice-versa).
MASTER CARDS
In general, you should strive for one out of every five library cards being
Master cards. In a 60 card deck, 12 should be Masters. In a 90 card deck, 18
should be Masters. In general this rule of thumb will serve you well. You
won't be as likely to jam up on Master cards nor will you be likely to play
too many turns where you can't play at least one.
Master cards are more powerful than most minion cards and give your deck a
much needed boost. Although there have been decks that are made up entirely
of Master cards (do NOT try this at home... yet) you would be hard-pressed
to find a deck that contains NO Master Cards.
The Masters you select should reflect the focus of your deck. If you are
concentrating on a specific discipline, consider adding a few of its skill
cards. If you are focusing on a specific clan, include Masters that are
unique to that clan.
Another use of Masters is to make things harder for your opponents. Cards
like Sudden Reversal or Direct Intervention can prevent cards from being
played that would cause you aggravation (or cause your opponents success)
later on. A well-timed Golconda: Inner Peace will cause your opponent to
choose between losing a vampire or paying two pool. If used on your prey,
this ends up being a bleed for two most of the time.
POOL MANAGEMENT
In order to win, you must first survive your predator's attacks. Your
predator's goal is to oust you; by keeping your pool at a reasonable level,
you can stay in the game long enough to oust your own prey and ultimately
win the game.
There are a variety of ways to gain pool, each with its own cost and
benefit.
Gaining one pool by having the Edge is unreliable at best. You should never
rely on having the Edge for one complete rotation of the table. This is not
to say that you should not bleed in order to get the Edge; you should... but
you should keep in mind that nobody else at the table wants to see you gain
pool when they could gain it for themselves. Most of the time, the Edge will
belong to someone else and therefore other means of gaining pool are more
reliable.
The most effective ways to gain pool are Minion Taps and Blood Dolls, two
common Master cards that show up in most decks. Depending on what the
average capacity of your vampires are you should probably include at least a
few of either.
Generally speaking, cards such as Short Term Investment, Protracted
Investment and several cards with similar text are not worth the slot in
your deck. The pool gain relies on having good timing when playing the card
(ie playing earlier than later) as well as having master phase actions free
to remove the counters to your pool. Ideally, you want to use each master
phase action to play a more useful Master card. In the end, there are better
cards to play than 'investments'.
Similarly, Ascendance is a measly one pool gain for one card played and one
master phase action wasted. There are better cards to play.
The Powerbases are generally good for pool gain however they require you to
protect the invested counters. There isn't much use playing a card that will
benefit everyone but you.
A great type of card for pool gain is Govern the Unaligned, Scouting
Mission, etc. Any card that moves blood onto your uncontrolled vampires can
be influenced back to your pool at a cost of two transfers per counter. This
is a significant gain as well as the added bonus of letting you bring out
your vampires at cheaper cost to yourself if you choose to use it that way.
BLOOD MANAGEMENT
Vampires need blood to be able to help your cause. While they can often
function with one or two blood, many cards require them to spend that blood
to activate effects that you want to play. In order to keep enough blood on
your vampires, you should consider several cards. Blood Doll works both ways
and therefore can be used to fill up an empty vampire, preventing them from
being forced to hunt. Hunting Grounds are available for every clan, and can
make a significant difference if played at the right time, though their cost
of two pool and vulnerability to anti-location cards needs to be considered.
The Hungry Coyote and Inbase Discotek are useful in that they allow your
vampires to hunt more effectively. The Rack and Palatial Estate help only
one vampire and need to be protected, however they provide free blood each
turn without the vampire having to take a hunting action.
DEFENSE
Protecting yourself from your predator (and often the other players) is as
important as winning. Several cards allow you the luxury of halting your
predator's advance without too much cost to yourself.
Against a vote deck, there are several tactics that are effective. Having
intercept ability can help you to stop votes before they get to the vote
stage; in this case permanent intercept (ie KRCG News Radio) may be better
than transient cards from your hand. Having votes of your own to discourage
hostile votes against you can often prevent needless suffering. The card
Delaying Tactics stops a minion from calling the vote at all, forcing them
to wait another turn before they can call another one. Often this can mean
you have one more turn to figure out how to deal with the card they were
about to play.
Against a bleed deck, pool gain and deflection are key concepts. If you are
able to gain pool faster than your predator bleeds you for it, you will have
enough time to deal with your own prey. Deflecting your predator's bleeds
(generally to your prey) is a great way to turn your enemies against each
other. Not only does your prey have to deal with an attack they weren't
expecting, you will also most likely have one less minion to block you when
you attack them on your turn. In this way, a defensive tactic becomes an
offensive one. There are also cards such as Protected Resources or Archon
Investigation, which have high costs but powerful effects against bleed
decks. Being able to intercept bleeds will sometimes be necessary, in which
case the abililty to untap or add intercept will come in handy.
Against combat decks, options are a bit more complicated. Depending on the
type of combat deck you are faced with, some cards become godsends whereas
others become hand-jam. Majesty or Earth Meld which end combat and allow you
to untap are ideal *unless* you are faced with an Immortal Grapple deck
which will totally nullify any Strike: Combat Ends effects. Damage
prevention is an option if your minions possess Fortitude. If they possess
Dominate, consider playing Obedience though this card can be hard to play as
it requires your vampire to be older, untapped and of course have DOM.
Master cards such as Elysium: the Arboretum or Purchase Pact can help but
only if both the 'rushing' vampire and your own belong to the same sect.
In general, the abililty to wake up and react to opposing vampire's actions
is very useful. A vampire can take an action and then wake to block,
effectively giving you the benefit of doubling your vampire's usefulness in
one turn. Wake with Evening's Freshness and Forced Awakening are stand-bys
for many types of deck. Both have a cost that needs to be considered
however. If you really need to cycle cards go with Forced Awakening. If
cycling is not an issue, but blood management is, Wake with Evening's
Freshness is more useful. Animalism users have access to cards that are
generally better (eg Rat's Warning) though limited to anti-bleeds. Since
much of the time large bleeds will be the most significant threat you will
want to block, these cards become a good deterrent that keeps your predator
on his/her toes.
DECK COMPOSITION
Every player has preferences for hwo a deck should be divided. A formula
called 'Happy Families' provides a balanced approach to deck design. It is
well worth checking out. It is linked here:
http://legbiter.tripod.com/hf-left.htm
Thought should be given to how many of each card (or type of card) you would
need in any given hand. If I know my deck will concentrate on heavy bleeds
with moderate stealth, it would not make much sense to include fifty combat
cards. Some players therefore decide what ratio they need beforehand and
select cards to fill in the blanks later. This has the advantage of giving
you the ability of defining the deck size from the start rather than
whittling it down to an acceptable (or legal) size later.
Mostly, deck composition is something that comes with experience, both
experience playing the game *and* experience playing that particular deck. A
deck should always be considered a 'work-in-progress' and be updated based
on its performance.
If you find that you end up discarding certain cards more than others,
remove one or two from your deck. Similarly, if you find that you wish you
had more of certain cards, try to obtain more. Mnay players on the newsgroup
will be willing to trade with you or at least point you in the right
direction.
I hope this document has been of some use to you. I would appreciate any
feedback you could offer that would help make it more complete. Please feel
free to email me at:
gh...@mnsi.net
Cheers,
WES
THE LIST
Here I have compiled a list of cards that are useful for specific types of
deck. Based on the type of deck you are building, the following cards might
be considered worthy additions.
AVERAGE VAMPIRE CAPACITY L:ESS THAN 5
Blood Doll
Effective Management
Tribute to the Master
Discipline Skill Cards
Atonement
Antedilluvean Awakening
Anarch Revolt
Information Highway
Autarkis Persecution
Seduction
AVERAGE VAMPIRE CAPACITY GREATER THAN 5
Minion Tap (usually played in conjunction with 5th Tradition: Hospitality)
Untap cards (WWEF, Forced Awakening)
Secure Haven
Giant's Blood
The Rack
Information Highway
Tomb of Ramses III
Blood Doll
Legendary Vampire
Elysium: the Arboretum/Purchase Pact
Ancient Influence
Political Stranglehold
MORE THAN HALF OF VAMPIRES FROM ONE CLAN
Hunting Ground for that clan
Cards that focus on core three disciplines of that clan
LESS THAN FOUR VAMPIRES OF ANY ONE CLAN
Avoid cards that focus on that clan. They may end up jamming your hand.
ANTI-COMBAT
Obedience (Dominate)
Strike: Combat Ends (mostly Presence)
Dodges
Manuevers
Damage prevention (mostly Fortitude)
Secure Haven
ANTI-VOTE
Delaying Tactics
Intercept cards (either transient cards such as Auspex or permanents such as
Rumor Mill)
More votes than voter
Reactionary votes (ie Dread Gaze)
ANTI-BLEED
Deflection/Redirection (Dominate)
Telepathic Misdirection/My Enemy's Enemy (Auspex)
Rat's Warning/Guard Dogs (Animalism)
Protected Resources
Archon Investigation
Elder Intervention/Pack Tactics
Wes wrote:
>>Ideally, you should try to keep your deck as close to the minimum amount of
cards required. Unless you are playing a deck that cycles through cards so
fast that running out of cards is an issue, playing with 60 cards is usually
better than 90. This will of course depend on the nature of the deck, as
well as the nature of the playing environment. It is possible that a 90 card
deck may be less efficient than a smaller deck but it might also be more fun
because it covers more corner-case scenarios and contains 'fun' cards that
you want to try but would never take to a tournament.>>
Keeping in mind that VTES has no card limit, I would say that the maximum deck
size is almost always better than a smaller one. Sure, there is some small
mathematicaly significant way in which a 45 card deck is more consistient than
two of the exact same 45 card decks shuffled together (I remember the
discussions--no need to repeat them...), but in general, as you can have as
many of a single card as you want, there is no good reason to have X of a card
in a 60 card deck when you can have X(1.5) of the same card in a 90 card deck.
Of course, if you have a limited number of cards, a smaller deck will work
better, but as this is information meant for new players, and many new players
have difficulty grappling with the VTES no card limit, and the "Play as small a
deck as legally possible" mindset is enforced by (and enforcing of) games with
card limits, I'd probably change the above paragraph to emphasize the "Play
with as big a deck as you can get away with, yet is still effective" aspect of
VTES.
Peter D Bakija
PD...@aol.com
http://www.geocities.com/bakija6
"Why so many swords?"
"I must kill many."
-Kikuchiyo
This comes across too often as a newsgroup argument rather than a guide.
Some of the more important concepts seem to come after trivial things.
In some cases, I think it's too specific.
Vampire size. The decks that commonly use high caps are vote decks to get
titled vampires and bloat decks because the drawbacks are muted by cards like
Voter Cap and Fifth Tradition. Then, there are decks built around specific
abilities [which you pointed out]. Could say something like that rather than
rag on using high caps.
Deck size. This doesn't strike me as a basic issue. I'd point out the
tournament restrictions (everyone should play standard constructed rules). I
might point out that you could cut cards if you aren't drawing through your
deck (ever). I might even suggest aiming for a deck size to begin with and
moving off of that with some experience. But, I wouldn't try to argue optimal
deck size in a beginner's guide.
Pool gain. Rather than say that certain blood management cards suck, could
just point out that exist as well and let the reader figure out they suck by
not getting more lines of text.
And, so forth.
It's fine to believe in these ideas, but you're trying to be helpful (which is
good), not "win" some argument about how to play the game well.
"Peter D Bakija" <pd...@aol.comANTISPAM>
> Keeping in mind that VTES has no card limit, I would say that the maximum
deck
> size is almost always better than a smaller one. Sure, there is some small
> mathematicaly significant way in which a 45 card deck is more consistient
than
> two of the exact same 45 card decks shuffled together (I remember the
> discussions--no need to repeat them...), but in general, as you can have
as
> many of a single card as you want, there is no good reason to have X of a
card
> in a 60 card deck when you can have X(1.5) of the same card in a 90 card
deck.
> Of course, if you have a limited number of cards, a smaller deck will work
> better, but as this is information meant for new players, and many new
players
> have difficulty grappling with the VTES no card limit, and the "Play as
small a
> deck as legally possible" mindset is enforced by (and enforcing of) games
with
> card limits, I'd probably change the above paragraph to emphasize the
"Play
> with as big a deck as you can get away with, yet is still effective"
aspect of
> VTES.
Well, first of all... I completely neglected to mention the fact that there
is *no* individual card limit, which is definitely significant considering
many new players will be coming from games that do, so thanks for reminding
me! I'll add something about this to the final version.
As far as number of cards in a deck, is this something that most of you hold
consensus on? I've always thought it was more effective/efficient to be
closer to the minimum number, as long as you don't actually run out of
cards. But realistically, how often does that happen? Perhaps I'll mention
that the player should determine how many cards they cycle through in a
given game and later judge what to leave in/take out. Does anyone else have
any thoughts on this?
Thanks for the input Mr. Kzinti,
WES
P.S. Always meant to get into SFB. I had the old box set but nobody to play
it with. Also, have you tried the PC game version of it? It's real-time whic
h seems a bit... wrong to me, but is supposed to be pretty faithful to the
board game.
Wes wrote:
>>As far as number of cards in a deck, is this something that most of you hold
consensus on? I've always thought it was more effective/efficient to be
closer to the minimum number, as long as you don't actually run out of
cards. But realistically, how often does that happen? Perhaps I'll mention
that the player should determine how many cards they cycle through in a
given game and later judge what to leave in/take out. Does anyone else have
any thoughts on this?>>
I don't know about a consensus, but I certainly always play maximum deck size
(90 cards, as we always play tournament rules). As I mentioned before, the
mathematical difference between 6 of card X in a 60 card deck and 9 of card X
in a 90 card deck is insignificant enough such that I'll always go with 9 of
card X in a 90 card deck. Assuming, of course, that one has enough of the cards
that they need, I can't for the life of me see what the advantage of playing
with a smaller deck is. Sure, if you only have, say, one of a given card in
your deck, if your deck is only 60 cards, you have a better chance of drawing
that particular card, but I'd generally just put in a second of the card in
question in a 90 card deck (and if I only owned one, I probably wouldn't make
it vitaly necessary for the deck in question...:-)
I don't run out of cards that often (well, ok, my Rush decks do on a regular
basis, but other decks, not so often), but that you *can* run out of cards
(more likely in VTES than in most other games, due to the draw-when-you-play
rules) is incentive enough to play maximum deck size, and the no card limit
does away with any particular dis-incentive to not play with a maximum deck
size.
For a perfectly tangible example, with my 90 card Rush deck, if I could take
the exact same deck and double it, so I had a 180 card deck with the exact same
proportion of all the cards, I would in a second (this, of course, ignores the
physical problems of shuffling a 180 card deck).
>>P.S. Always meant to get into SFB. I had the old box set but nobody to play
it with. Also, have you tried the PC game version of it? It's real-time whic
h seems a bit... wrong to me, but is supposed to be pretty faithful to the
board game.>>
Yeah, the computer game is kinda cool--the real time aspect makes it difficult,
and very different from SFB, but as spacey computer games goes, it is pretty
solid.
The SFB folks are releasing a "Naval War" style non collectible card game this
summer that looks pretty promising (it is in no way connected to the really
simple, kind of lame, "war" style card game they put out in the early 90's that
you might have run across somewhere)--you play ship cards, and the ship cards
allow you to play weapon cards to blow up your enemy's fleet. Seems likely that
it'll do pretty well, and will be fun. It'll have all the important SFB aspects
(Klingons, Feds, Kzintis [I hope...]; different weapon types; defenisve and
offensive fire), but it'll be relatively quick, and will involve big fleets of
ships. Should be good.
[ quoted text not captured ]
"Peter D Bakija" <pd...@aol.comANTISPAM>
> I don't know about a consensus, but I certainly always play maximum deck
size
> (90 cards, as we always play tournament rules). As I mentioned before, the
> mathematical difference between 6 of card X in a 60 card deck and 9 of
card X
> in a 90 card deck is insignificant enough such that I'll always go with 9
of
> card X in a 90 card deck. Assuming, of course, that one has enough of the
cards
> that they need, I can't for the life of me see what the advantage of
playing
> with a smaller deck is. Sure, if you only have, say, one of a given card
in
> your deck, if your deck is only 60 cards, you have a better chance of
drawing
> that particular card, but I'd generally just put in a second of the card
in
> question in a 90 card deck (and if I only owned one, I probably wouldn't
make
> it vitaly necessary for the deck in question...:-)
Well... I guess we can safely assume that a new player does *not* have
multiple copies of the cool cards (hell... I don't!). Therefore, building 6X
or 9X isn't going to be feasible most of the time.
I have noticed that when new people on the newsgroup ask for deck advice,
they are told to add lots of rare cards which are not easy to find. The
advice is well-meant of course, but also pretty much useless to anyone who
has limited cards/funds/trading partners. So sometimes they will have to
just stuff their deck with cards that are not that great. I don't see any
way to avoid this. By including a Screw the Masquerade instead of a Kine
Resources Contested they are going to suffer but they will also start to see
the power of KRC... I guess.
What I'm trying to say is that because this guide is aimed at new players, I
kind of have to assume that their card pile is limited to an extent that a
60 card deck may be easier to construct than a 90 card deck. Better to
encourage them to include just 60 sort-of-solid cards than 60 sort-of-solid
cards and 30 shitty ones. They will still have to ultimately determine which
of those cards are shitty for that deck. Eventually, they'll see that cards
like Immortal Grapple should replace Twisting the Knife and their decks will
start becoming more coherent.
> I don't run out of cards that often (well, ok, my Rush decks do on a
regular
> basis, but other decks, not so often), but that you *can* run out of cards
> (more likely in VTES than in most other games, due to the
draw-when-you-play
> rules) is incentive enough to play maximum deck size, and the no card
limit
> does away with any particular dis-incentive to not play with a maximum
deck
> size.
I think new players' decks would find it harder to run out of cards due to
lack of focus. Your rush deck knows what it wants to do and does it
efficiently. A new player will not have that luxury most of the time.
Whereas you spend maybe four combat cards in a given combat, they might only
be able to play two because of incompatible cards in their hand, bad ratios,
not knowing what to play, etc. I've lent my rush decks to newbies and they
cycled through cards a *lot* slower than I would have only because the
application of those cards was still foreign to them.
> For a perfectly tangible example, with my 90 card Rush deck, if I could
take
> the exact same deck and double it, so I had a 180 card deck with the exact
same
> proportion of all the cards, I would in a second (this, of course, ignores
the
> physical problems of shuffling a 180 card deck).
Agreed! Let's push for no limits to deck size! LSJ... talk to us baby!
> Yeah, the computer game is kinda cool--the real time aspect makes it
difficult,
> and very different from SFB, but as spacey computer games goes, it is
pretty
> solid.
I keep meaning to buy it at a discount. Instead I just picked up Heroes of
Might and Magic III (main game plus two main expansions), Fallout I and II
and Jagged Alliance II for about $60 CDN (about $1.53 US). Good stuff.
> The SFB folks are releasing a "Naval War" style non collectible card game
this
> summer that looks pretty promising (it is in no way connected to the
really
> simple, kind of lame, "war" style card game they put out in the early 90's
that
> you might have run across somewhere)--you play ship cards, and the ship
cards
> allow you to play weapon cards to blow up your enemy's fleet. Seems likely
that
> it'll do pretty well, and will be fun. It'll have all the important SFB
aspects
> (Klingons, Feds, Kzintis [I hope...]; different weapon types; defenisve
and
> offensive fire), but it'll be relatively quick, and will involve big
fleets of
> ships. Should be good.
Cool! I'll look out for that! I'm not the biggest trekkie in the world but I
did really enjoy the one demo I had of SFB. I love the concept of assigning
a limited pool of energy to the different functions of the ship. It made for
some interesting tactics. Do you have any more information on this new game?
A URL or something? By the way, weren't the Kzinti ruled the 'intellectual
property' of a Sci-Fi writer or something like that? I seem to recall that
they had to change their name to something else because Paramount was going
to be sued... or something like that.
Cheers,
WES
Wes,
thanks for writing this,
I have been trying for ages but couldn't get it worded right. I have
recently moved to a new area where me and ian are the only vamp
players but we have slowly converted B5 players to the cause and now
have 12 players. They know card games but not the proper vamp rules.
so this is a big help.
I've added in the bit about card limits.
again, thanks
anam
Prince of Newcastle
Wes wrote:
>>Well... I guess we can safely assume that a new player does *not* have
multiple copies of the cool cards (hell... I don't!). Therefore, building 6X
or 9X isn't going to be feasible most of the time.>>
While this is a perfectly reasonable expectation, it isn't that difficult to
get a whole bunch of commons, and it is good to have the incentive to use them.
Even if you don't have 9 of a given card, the easier strategies are built on
cards with lots of redundancy--you may not have 10 Lost in Crowds, but you'll
probably have 3 Lost in Crowds, 4 Cloak, 3 Swallowed by the Night, 2 Elder
Impersonation, and a couple Faceless Nights which will add up to more than you
need anyway.
>>What I'm trying to say is that because this guide is aimed at new players, I
kind of have to assume that their card pile is limited to an extent that a
60 card deck may be easier to construct than a 90 card deck.>>
Possibly, but this is usually a fairly small window of time if folks actually
enjoy the game, and if everyone is playing with 90 card decks (that are full of
random junk :-), then everyone will be in the same boat.
>>I think new players' decks would find it harder to run out of cards due to
lack of focus. Your rush deck knows what it wants to do and does it
efficiently. A new player will not have that luxury most of the time.
Whereas you spend maybe four combat cards in a given combat, they might only
be able to play two because of incompatible cards in their hand, bad ratios,
not knowing what to play, etc. I've lent my rush decks to newbies and they
cycled through cards a *lot* slower than I would have only because the
application of those cards was still foreign to them.>>
Your points are all completely solid--don't get me wrong here. My view,
however, is that certainly as this is aimed at newer players, emphasizing that
there is no card limit and that 90 card decks are the goal to shoot for will
certainly improve the transition to a game with no card limits and where a big
deck is better than not, and this seems to be a stumbling block for many new
players--more so than basic strategy and deckbuilding, I'd suspect.
>>Cool! I'll look out for that! I'm not the biggest trekkie in the world but I
did really enjoy the one demo I had of SFB. I love the concept of assigning
a limited pool of energy to the different functions of the ship. It made for
some interesting tactics. Do you have any more information on this new game?
A URL or something?>>
Not really--there is a bit of discussion and some images under "new product
development" over on www.starfleetgames.com/discuss
>>By the way, weren't the Kzinti ruled the 'intellectual property' of a Sci-Fi
writer or something like that? I seem to recall that they had to change their
name to something else because Paramount was going to be sued... or something
like that.>>
They were changed to the Mirak in Star Fleet Command II for some reason or
another, but have been the Kzinti since day one in the board game--the name
(and basic alien specs) came by way of a Larry Niven story that was adapted
into an episode of the short lived ST cartoon from the mid 70's, and the SFB
folks have never had any problem with that. It might have been an issue for the
computer game, which would explain the name change.
[ quoted text not captured ]
Wes wrote:
> JYHAD DECKBUILDING BASICS
> [...]> be afraid to include more than one copy of it. If you absolutely *rely* on
> that vampire, include at least four... ensuring that you will almost always
> get him/her in your starting inactive region.
Note to new players: "inactive region" is a term formerly used to refer
to the uncontrolled region. It was also sometimes used to refer to the
torpor region (and sometimes to the torpor region together with the
uncontrolled region).
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.white-wolf.com/vtes/
[ quoted text not captured ]
Most all our recent discussion and math centered around averages,
unfortunately. And there was just about no difference, there, but what
*really* needed to be computed was the first and second moments. Averages
tell you things like "What are my odds of drawing X card as my next card."
Good to know, but the moments answer "How likely is my deck to clump, giving
me all combat cards and no Rushes?"
While not mathematically rigorous, a bit of common sense (along with a
bit of experience) tells you that bigger decks clump more. If you've got 7
of something in a 70 card deck, and have all 7 in hand, your chance of
drawing up another one is *0*, but if you have 9 in a 90 card deck, you
could end up with another. That's an extreme case, but there are simply
more ways for a 90 card deck to be arranged that result in bad clumping than
ways for a 60 card deck to do so.
And, math aside, experience has brought me to thinking that 90 cards is
a poor choice, except for those that run OUT of 90 cards, like rush combat.
I've just had too many games where I'm discarding this, that, and the other
to cycle to what I need, and so many games where, even sweeping the table,
I've got 30+ cards left, AND decks that I've "thinned out" to 80 or 75 cards
have invariably run more smoothly.
Also, running out of cards is a pure disaster for some decks more than
others. Decks with lots of permanents and many minions don't really care so
much.
Even without permanents, smaller can be much better. I got to the
finals (and got 2nd place) in the Atlanta regional Qualifier with a 60 card
"Well Oiled Crypt Machine." It REQUIRES a Dominate skill card in hand by
turn 2, to place it on your first minion, meaning you need on in your first
8 cards. If I don't have it in my first 7 (which, admittedly, doesn't
happen to often, since there are ~8 skill cards in the 60), I'm SO glad it's
60 cards, meaning 1 discard is plowing through 50% more of my deck than a 90
card version, which digs all the faster to the Dominate skill card I'm
needing.
--
Pat Ricochet
Soul Jar'rn Fool of Atlanta
Not to critique only, but another point of disagreement:
> MASTER CARDS
>
> In general, you should strive for one out of every five library cards being
> Master cards. In a 60 card deck, 12 should be Masters. In a 90 card deck, 18
> should be Masters. In general this rule of thumb will serve you well. You
> won't be as likely to jam up on Master cards nor will you be likely to play
> too many turns where you can't play at least one.
That counts as "too many" in my book, for reasons I've ranted on before,
but that appears to be a matter of preference. Some people lean that any
time they don't play a Master it's a tragedy, even at the cost of having
several Masters in hand (and therefore an effectively reduced hand size).
For me "The grayer my hand, the grayer my mood."
Also, if you have a 90 card deck that is combat, and cycles like a
madman, you're gonna go through all 90 cards in a 12 turn game (or less).
You've recommended that people stick to smaller decks unless they cycle a
lot of cards, but the "1 in 5" rule of thumb wouldn't apply in this case.
Personally, I like to have "about 12 Masters" in a deck. Usually I
can't resist putting in a 13th, because Master cards are so good, but no
matter the size of the deck, I'm not gonna need more than 12, since the game
is just about always over by then. (Even for 13 turn games: Many master
cards can't be played in turn 1, by either target or requirement
restrictions).
[ quoted text not captured ]
On Sun, 15 Apr 2001 19:54:44 -0400, "Wes" <gh...@NOSPAMmnsi.net>
wrote:
>Thanks for the input Mr. Kzinti,
Uh oh, you're stuck with that one now Peter. =]
>WES
>
>P.S. Always meant to get into SFB. I had the old box set but nobody to play
>it with. Also, have you tried the PC game version of it? It's real-time whic
>h seems a bit... wrong to me, but is supposed to be pretty faithful to the
>board game.
>
SFB is experiencing a resurgence of sorts these days, and is doing
pretty well. There is also an online service for playing head to head
across the net, at www.sfbonline.com
SFC is a pretty good game, although I was disapointed with how buggy
it was. But thats not a surprise given how quickly they rushed the
testing process.
SFB is supposed to be realtime in a sense, so the jump to a realtime
pc game wasnt that far off. It does change how the game plays though
(from a chess like feel to arcard feel).
Aside from all this, that was a pretty good article wes. Might use it
to circulate to new players here.
T
On Mon, 16 Apr 2001 14:08:04 -0400, Pat Ricochet
<sp...@socrates.gatech.edu> wrote:
> Personally, I like to have "about 12 Masters" in a deck. Usually I
>can't resist putting in a 13th, because Master cards are so good, but no
>matter the size of the deck, I'm not gonna need more than 12, since the game
>is just about always over by then. (Even for 13 turn games: Many master
>cards can't be played in turn 1, by either target or requirement
>restrictions).
I was wondering about that too. That's about 1 in 7 which is a # that
I would've picked. Although Im not very stringent on that myself
either.
T
"LSJ" <vte...@white-wolf.com> wrote
> Note to new players: "inactive region" is a term formerly used to refer
> to the uncontrolled region. It was also sometimes used to refer to the
> torpor region (and sometimes to the torpor region together with the
> uncontrolled region).
Hey! When did that change? I didn't even notice...
"Pat Ricochet" <sp...@socrates.gatech.edu> wrote
> Not to critique only, but another point of disagreement:
Not a problem Pat... this is positive feedback.
> > MASTER CARDS
> >
> > In general, you should strive for one out of every five library cards
being
> > Master cards. In a 60 card deck, 12 should be Masters. In a 90 card
deck, 18
> > should be Masters. In general this rule of thumb will serve you well.
You
> > won't be as likely to jam up on Master cards nor will you be likely to
play
> > too many turns where you can't play at least one.
>
> That counts as "too many" in my book, for reasons I've ranted on
before,
> but that appears to be a matter of preference. Some people lean that any
> time they don't play a Master it's a tragedy, even at the cost of having
> several Masters in hand (and therefore an effectively reduced hand size).
> For me "The grayer my hand, the grayer my mood."
Being jammed with Masters seems to me as equally annoying as not having one
to play when you need it. Well... I guess you usually don't *need* to play a
Master card and can live without playing one for a turn, but really it comes
down to how relevant specific Masters are to your strategy. If I need a
Minion Tap, I have to make sure there is a good probability it will come
out. But if I have 'filler' Master cards that are just there to make sure
the ratio is 1:4 then yeah, I'm a bit more flexible. 1 in 5 is really just a
rough estimate and established long before me, notably in the 'Happy
Families' formula. I tend to vary based on the deck, though not by too much.
> Also, if you have a 90 card deck that is combat, and cycles like a
> madman, you're gonna go through all 90 cards in a 12 turn game (or less).
> You've recommended that people stick to smaller decks unless they cycle a
> lot of cards, but the "1 in 5" rule of thumb wouldn't apply in this case.
I agree completely. In fact, I had thought about mentioning that in the
guide but that would have meant devoting more time to specific types of
decks rather than building decks in general which might confuse things more
than necessary.
However I also considered using a combat deck as an example; building it
from the ground up as an illustration of deckbuilding. This would allow me
to touch on what you are saying without focusing on combat specifically,
while also providing a concrete example for people to use. Let me play
around with that for the final draft... it might take up too much space but
it also might make the document a lot more useful...
> Personally, I like to have "about 12 Masters" in a deck. Usually I
> can't resist putting in a 13th, because Master cards are so good, but no
> matter the size of the deck, I'm not gonna need more than 12, since the
game
> is just about always over by then. (Even for 13 turn games: Many master
> cards can't be played in turn 1, by either target or requirement
> restrictions).
But if you only cycle through 2/3 of your deck then you only played 8 Master
cards on average. It's fine to say the average number of turns is 12 but
planning all 12 of those Master phases seems a bit too optimistic. If I know
my deck will have cards enough for exactly 12 turns without running out then
12 master cards seems senssible... but can you really plan that? I've never
been able to.
Unless I am playing a deck that relies on minion cards such as combat then I
do try to stick to 20% if only because it has always seemed a pretty
reasonable ratio from playing experience. For combat/cycle-crazy decks it's
usually 12-14 masters out of 90 cards. Also, I do let the deck 'evolve' and
mentally keep track of what the discards frequently are... so if it seems
like I discard a lot of 'grey', I try to replace a few 'greys' with
'colours'.
Since a lot of this will be based on each player's personal experience *and*
since this document is intended for people with little or no experience, I
think it's reasonable to establish a round number but also leave it
open-ended enough that they feel comfortable altering the formula when they
feel like it.
Cheers,
WES
P.S. I better not get slammed for not writing a !Brujah newsletter this
month :)
Wes <gh...@NOSPAMmnsi.net> wrote in message
news:9bfqs...@enews3.newsguy.com...
> P.S. I better not get slammed for not writing a !Brujah newsletter this
> month :)
Slam.
<Talo...@hotmail.com>
> SFB is experiencing a resurgence of sorts these days, and is doing
> pretty well. There is also an online service for playing head to head
> across the net, at www.sfbonline.com
Cool. I will check that out...
> SFB is supposed to be realtime in a sense, so the jump to a realtime
> pc game wasnt that far off. It does change how the game plays though
> (from a chess like feel to arcard feel).
I've always preferred the turn-based strategy games myself. You can
attribute that either to my experience with chess or because I am really
slow.
> Aside from all this, that was a pretty good article wes. Might use it
> to circulate to new players here.
Thank you. Consider it public domain of course, but you might want to wait
for the final version. I will post that on my website when it is complete
at:
http://www.mnsi.net/~ghost/jyhad/
Cheers,
WES
> > P.S. I better not get slammed for not writing a !Brujah newsletter this
> > month :)
> Slam.
Jeff, you are a cold, heartless bastard. :P
heheheh
Sorrow
---
"This is my costume.
I'm a homicidal maniac. They look just like everyone else."
-- Wednesday Addams
"Sorrow" <jcb...@yahoo.com> wrote in message
news:_F%C6.3344$Uu6.3...@monger.newsread.com...
> > > P.S. I better not get slammed for not writing a !Brujah newsletter
this
> > > month :)
> > Slam.
>
> Jeff, you are a cold, heartless bastard. :P
> heheheh
>
> Sorrow
He won't be laughing when I just add a review of Jacko to this and submit it
all as my newsletter heh.
On Sun, 15 Apr 2001 17:37:40 -0400, "Wes" <gh...@NOSPAMmnsi.net> wrote:
It looks good, but currently, gets lost in details. I'd cut it down to general
statements and advice. There are 2 other core strategies, though:
4)Intercept.
5)Silliness/Themes.
Towards an overall deckbuilding approach, I usually define a goal along with (if not
before) the strategy, in terms of (a) Number of VPs to be gained in a round, and (b) any
other goals (burn the most vamps, use a particular clan(s)/card(s)/discipline(s), etc.).
Once they're in place, I concoct a strategy if I haven't done so, and assemble vamps and
library cards that I could use in the deck (this excludes any 'generic' cards that should
be in every deck). The one overriding notion is to avoid having library cards that could
never be played.
Then, I need to take the following steps:
--Identify the set of vamps and library cards that will go in the deck. I usually start
with 'must-have' cards, that are central to the goal.
--Estimate the card type and requirements mix, to fit the vamps.
--Make adjustments for the intended metagame.
On Wed, 18 Apr 2001 00:09:29 GMT, evilp...@yahoo.com wrote:
>On Sun, 15 Apr 2001 17:37:40 -0400, "Wes" <gh...@NOSPAMmnsi.net> wrote:
>
>It looks good, but currently, gets lost in details. I'd cut it down to general
>statements and advice. There are 2 other core strategies, though:
>4)Intercept.
>5)Silliness/Themes.
>
>Towards an overall deckbuilding approach, I usually define a goal along with (if not
>before) the strategy, in terms of (a) Number of VPs to be gained in a round, and (b) any
>other goals (burn the most vamps, use a particular clan(s)/card(s)/discipline(s), etc.).
>Once they're in place, I concoct a strategy if I haven't done so, and assemble vamps and
>library cards that I could use in the deck (this excludes any 'generic' cards that should
>be in every deck). The one overriding notion is to avoid having library cards that could
>never be played.
This is a biggie that people whiff more often than not. If you have a
card (Waist Management Operation, aka the Jenny Craig Store) that
requires a certain crypt draw to play... and you only have 2 of those
vamps in your crypt.. then you are pretty much saying "I will be
discarding this card most of the time". This robs you of a valuable
hand-cycling tool in your discard phase. Do this often enough in
deckbuilding and your deck will explode gloriously.
>Then, I need to take the following steps:
>--Identify the set of vamps and library cards that will go in the deck. I usually start
>with 'must-have' cards, that are central to the goal.
>--Estimate the card type and requirements mix, to fit the vamps.
>--Make adjustments for the intended metagame.
-- Include 20 combat cards.
=)
-- Derek
[generic .signature file]
[ quoted text not captured ]
For no good reason at all, I started with the 1 in 7 theory. I mean, in
my opening 7 cards, I want one and only one Master card in my hand. Now,
this only keeps working if I cycle about 6 cards between every pair of
Master Phases, which is hardly true for all my decks. But, oddly enough, 1
in 7 worked for me, giving me about 12 or 13 Masters in 90 card decks. But
now I'm thinking it worked because I had as many Masters as turns in the
game.
>> Personally, I like to have "about 12 Masters" in a deck. Usually I
>> can't resist putting in a 13th, because Master cards are so good, but no
>> matter the size of the deck, I'm not gonna need more than 12, since the> game>> is just about always over by then. (Even for 13 turn games: Many master
>> cards can't be played in turn 1, by either target or requirement
>> restrictions).>
> But if you only cycle through 2/3 of your deck then you only played 8 Master
> cards on average. It's fine to say the average number of turns is 12 but
> planning all 12 of those Master phases seems a bit too optimistic. If I know
> my deck will have cards enough for exactly 12 turns without running out then
> 12 master cards seems senssible... but can you really plan that? I've never
> been able to.
Well, I have to say that's what I strive for, yes. I *do* want to run
out of cards just as I win. I find building a "tight" deck like that means
you don't discard every turn "just because you should always cycle," though.
If I know I've got 9 Deflections in the deck, and have 2 in hand, I can
discard pretty easily. But if I know I have 5, and have 2 in hand, I may
well want to keep them to play them later, unless my predator votes, or ONLY
bleeds for one (and even then I may keep them.)
Some people consider running out of cards to be the worst thing ever. I
think that getting 2 or 3 VPs at a 5 player table and then running out of
cards isn't so bad. "But if you had more cards, you could have swept!"
*isn't* necessarily true. If I had a top-heavy version of the same deck, it
probably wouldn't have flowed so well to get those VPs in the *first* place.
Experience has taught me that. I have a deck, it clumps and flounders,
I remove cards, it flows well, sweeps tables, and occasionally runs out of
cards. The first version never ran out of cards. The second got more VPs.
What's the goal of deckmaking? Having cards or getting VPs?
> Unless I am playing a deck that relies on minion cards such as combat then I
> do try to stick to 20% if only because it has always seemed a pretty
> reasonable ratio from playing experience. For combat/cycle-crazy decks it's
> usually 12-14 masters out of 90 cards. Also, I do let the deck 'evolve' and
> mentally keep track of what the discards frequently are... so if it seems
> like I discard a lot of 'grey', I try to replace a few 'greys' with
> 'colours'.
I do the same; most especially if I'm trying out someone else's deck,
built around the 1:5 rule. I'll try it out, to see what Masters seem to
work and which I discard, to know which ones to dump.
> Since a lot of this will be based on each player's personal experience *and*
> since this document is intended for people with little or no experience, I
> think it's reasonable to establish a round number but also leave it
> open-ended enough that they feel comfortable altering the formula when they
> feel like it.
Me, too. I just would pick 1:6, instead, since 1:7 is arguably thin,
and 1:5 is arguably "thick."
> P.S. I better not get slammed for not writing a !Brujah newsletter this
> month :)
Hey! Can I use this as an excuse for how late my Giovanni newsletter
is? No? Hm. Better finish that up, then...
--
Pat Ricochet
Soul Jar'rn Fool of Atlanta
"You can't make a fact out of an opinion by raising your voice."