Deck Name : The Imperator's Deck
Author : V:TES Atlanta
Description :
This is the deck that will be used at Atlanta's Rise of the Imperator
Storyline tournament. Five copies of the deck have been built and are
ready for simultaneous play.
Join us May 9, 2009 at 1 pm at White Wolf Headquarters!
http://games.groups.yahoo.com/group/VTES-Atlanta/http://www.thelasombra.com/tournaments.htmhttp://www.thelasombra.com/tournaments/atl-roti.pdf
Library [70 cards]
------------------------------------------------------------
Action [3]
1x Blood Hunt
1x Of Noble Blood
1x Will of the Council
Action Modifier [3]
1x Bribes
1x Clan Loyalty
1x Cryptic Rider
Action Modifier/Reaction [1]
1x Mob Rule
Ally [3]
1x Gregory Winter
1x Procurer
1x Walks-With-Might
Combat [9]
1x Botched Move
1x Dead-End Alley
1x Lucky Blow
1x Mercy for the Weak
1x Nosferatu Putrescence
1x Open Grate
1x Save Face
1x Trap
1x Zip Gun
Equipment [2]
1x Argent Baton
1x Gran Madre di Dio, Italy
Event [1]
1x Port Authority
Master [24]
1x Absolution of the Diabolist
1x Anachronism
1x Antediluvian Awakening
1x Arcanum Chapterhouse, Alexandria
1x Brainwash
1x Brujah Frenzy
1x Bureaucratic Overload
1x Cultivated Blood Shortage
1x Extremis Boon
1x Haven Uncovered
1x House of Sorrow
1x Lesser Boon
1x Letter from Vienna
1x Life Boon
1x Major Boon
1x Malkavian Derangement: Alternate Personality
1x Minor Boon
1x Path of the Void
1x Retribution
1x Slave Auction
1x Subdued by the Blood
1x Sudden Reversal
1x Tragic Love Affair
1x Two Wrongs
Political Action [19]
1x Anarchist Uprising
1x Ancient Influence
1x Ancilla Empowerment
1x Camarilla Exemplary
1x Command of the Harpies
1x Consanguineous Boon
1x Consanguineous Condemnation
1x Disputed Territory
1x Imperator
1x Justicar Retribution
1x Lextalionis
1x Masquerade Enforcement
1x National Guard Support
1x Peace Treaty
1x Political Stranglehold
1x Praxis Solomon
1x Reinforcements
1x Rumors of Gehenna
1x Year of Fortune
Reaction [4]
1x Forced Awakening
1x Irregular Protocol
1x On the Qui Vive
1x Wake with Evening's Freshness
Retainer [1]
1x Robert Carter
The Lasombra <TheLa...@hotmail.com> wrote:
> Deck Name : The Imperator's Deck
> Author : V:TES Atlanta
> Description :
> This is the deck that will be used at Atlanta's Rise of the Imperator
> Storyline tournament. Five copies of the deck have been built and are
> ready for simultaneous play.> Library [70 cards]
The rules state that the Imperator deck should be between 20 and 50 cards.
On Wed, 6 May 2009 01:08:21 +0000 (UTC), Jozxyqk wrote:
>> Library [70 cards]>The rules state that the Imperator deck should be between 20 and 50 cards.
And?
It also tells you that no Imperator deck is required.
It also tells you to put in 2 clan hosers for each clan.
Every game in this event will be very different, because the same
cards won't come up all the time.
Enjoy your event.
Carpe noctem.
The Lasombra
http://www.TheLasombra.com
Your best source of V:TES information.
Now also selling boxes and individual cards.
The Lasombra <TheLa...@hotmail.com> wrote:
>On Wed, 6 May 2009 01:08:21 +0000 (UTC), Jozxyqk wrote:
>>>> Library [70 cards]>>>The rules state that the Imperator deck should be between 20 and 50 cards.>
>And?
>
>It also tells you that no Imperator deck is required.
Correct.
>It also tells you to put in 2 clan hosers for each clan.
Incorrect - that's just a suggested implementation.
The rules do state, however, that if there is an Imperator deck in use,
it should be 20-50 cards.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
On May 6, 12:35 am, James Coupe <ja...@zephyr.org.uk> wrote:
> The Lasombra <TheLasom...@hotmail.com> wrote:
> >On Wed, 6 May 2009 01:08:21 +0000 (UTC), Jozxyqk wrote:
>
> >>> Library [70 cards]
>
> >>The rules state that the Imperator deck should be between 20 and 50 cards.
>
> >And?
>
> >It also tells you that no Imperator deck is required.
>
> Correct.
>
> >It also tells you to put in 2 clan hosers for each clan.
>
> Incorrect - that's just a suggested implementation.
>
> The rules do state, however, that if there is an Imperator deck in use,
> it should be 20-50 cards.
>
Before each round shuffle all 70 cards and randomly remove 20 cards.
Play the round with the "new" 50 card Imperator deck.
If you want your players to know what is in the Imperator deck, let
them look at what 20 cards were removed. If you like more mystery,
don't let them look.
Later,
~Rehlow
On May 5, 9:08 pm, Jozxyqk <jfeue...@eecs.tufts.edu> wrote:
> The rules state that the Imperator deck should be between 20 and 50 cards.
While I realize that the rules say that, what difference does it make?
If Jeff wants to use 70 cards in his imperator deck, does it matter at
all?
-Peter
On May 6, 8:16 pm, Peter D Bakija <p...@lightlink.com> wrote:
> While I realize that the rules say that, what difference does it make?
> If Jeff wants to use 70 cards in his imperator deck, does it matter at
> all?
>
> -Peter
I completely agree with you. It doesn't matter at all. It is a game
after all.
Kind regards,
Marcus
On May 6, 5:15 pm, pallando <marcus.m...@gmail.com> wrote:
> I completely agree with you. It doesn't matter at all. It is a game
> after all.
I mean, even in the sense that "this is how the game works and what
the rules are and this will have an impact on how the event plays
out", the size of the Imperator deck seems to be *soooooo* completely
irrelevant, in terms of how things happen in the game--the Imperator
deck could be 500 cards big, and what difference will it make to how
the game plays out? The Imperator deck never runs out, and has no
limits on what it can have in it.
Yeah, the designers of the event certainly envisioned a deck that is
between, what, 30-50 cards with X, Y, and Z in it. But if the deck
gets bigger (or smaller or whatever), it won't change how the event
plays out remotely.
-Peter
On May 6, 4:35 pm, Peter D Bakija <p...@lightlink.com> wrote:
> Yeah, the designers of the event certainly envisioned a deck that is
> between, what, 30-50 cards with X, Y, and Z in it. But if the deck
> gets bigger (or smaller or whatever), it won't change how the event
> plays out remotely.
Agreed.
However, this is just a little disconcerting given that it's for the
tournament being held at _the White Wolf company headquarters_. Yet
doesn't even bother to follow the rules format that they themselves
are telling everyone else to use.
If it was just some random tournament event somewhere, it'd be
trivially important. But why bother to have the rules in the first
place if the closest you'll get to an official company-run event
doesn't use them?
> -Peter
-John Flournoy
On Wed, 6 May 2009 14:47:10 -0700 (PDT), John Flournoy wrote:
>However, this is just a little disconcerting given that it's for the
>tournament being held at _the White Wolf company headquarters_. Yet
>doesn't even bother to follow the rules format that they themselves
>are telling everyone else to use.
There are no White Wolf employees involved in this event.
>If it was just some random tournament event somewhere, it'd be
>trivially important. But why bother to have the rules in the first
>place if the closest you'll get to an official company-run event
>doesn't use them?
That's a good question.
Next time we'll simply skip the storyline event.
Thanks for the suggestion!
The Lasombra <TheLa...@hotmail.com> wrote:
>Next time we'll simply skip the storyline event.
Why not just play the event by the stated rules, given it's trivially
easy to do so?
[ quoted text not captured ]
John Flournoy wrote:
> Peter D Bakija <p...@lightlink.com> wrote:>> Yeah, the designers of the event certainly envisioned a deck that is
>> between, what, 30-50 cards with X, Y, and Z in it. But if the deck
>> gets bigger (or smaller or whatever), it won't change how the event
>> plays out remotely.>
> Agreed.
>
> However, this is just a little disconcerting given that it's for the
> tournament being held at _the White Wolf company headquarters_.
> Yet doesn't even bother to follow the rules format that they themselves
> are telling everyone else to use.
Given thefact that Storyline tournaments are totally fun and essentially
meaningless, I tend to think that this "rules" issue you're having could be
more directed at Ben Swainbank, in asking him to use more open-ended
language in his rules write-ups.
Kevin M., Prince of Las Vegas
"Know your enemy and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment...Complacency...Catastrophe!" -- Joseph Chevalier
Please visit VTESville daily! http://vtesville.myminicity.com/
John Flournoy wrote:
> If it was just some random tournament event somewhere, it'd be
> trivially important. But why bother to have the rules in the first
> place if the closest you'll get to an official company-run event
> doesn't use them?
Well, they're all equally close to the official company-run event. That is, they
all aren't, and just as much "aren't" as each other.
On May 6, 7:40 pm, James Coupe <ja...@zephyr.org.uk> wrote:
> Why not just play the event by the stated rules, given it's trivially
> easy to do so?
It is trivially easy to do, yes. But as noted, as it makes exactly
zero difference to how the game is intended to run, why would anyone
care?
Playing with a 2 or 4 card Imperator hand? That would change how the
game works, if only a little bit. Playing so you could not use an MPA
to move an Imperator card would change how the game works. Not
allowing reshuffles of the Imperator deck? Would change how the game
works. But having a deck that is too big, when the deck has no limits
or restrictions at all as to what is in the deck? Isn't going to have
any impact *at all* on how the game was intended to be run.
I can see that someone would not want an arbitrary change to the rules
for the event if they change the intent of the game (like, say, having
an Imperator tournament where you can use Sabbat clans, or don't need
75% of your crypt be a single clan--these also would change how the
game runs compared to the intent of the design). But really. a 70 (or
100 or 1000) card Imperator deck will have exactly zero impact on the
game play as envisioned by the designers. Unless there is something
I'm missing.
-Peter
On May 6, 5:15 pm, The Lasombra <TheLasom...@hotmail.com> wrote:
> On Wed, 6 May 2009 14:47:10 -0700 (PDT), John Flournoy wrote:
> >However, this is just a little disconcerting given that it's for the
> >tournament being held at _the White Wolf company headquarters_. Yet
> >doesn't even bother to follow the rules format that they themselves
> >are telling everyone else to use.
>
> There are no White Wolf employees involved in this event.
Fair enough; I assumed that since it was being held at their HQ that
there was some sort of direct involvement. If that's not the case,
I'll stand by the sentence immediately below:
> >If it was just some random tournament event somewhere, it'd be
> >trivially important.
i.e. it doesn't matter, correction noted.
> >But why bother to have the rules in the first
> >place if the closest you'll get to an official company-run event
> >doesn't use them?
>
> That's a good question.
>
> Next time we'll simply skip the storyline event.
Which is likely to effect the storyline almost exactly as much as
playing the event either by the rules or only mostly by them, as it
turns out. So do whatever you like.
> Thanks for the suggestion!
No problem - I've got plenty more suggestions for you when you get
tired of making them up on your own!
-John
[ quoted text not captured ]
As noted elsewhere in the thread, I mistakenly assumed that "run at
WW's HQ" implied a degree of officiality (or official involvement)
that clearly doesn't exist.
And since it's not anything particularly special, I agree that there's
no real reason to care if the rules are bent a bit.
-John Flournoy
On May 6, 6:03 pm, Peter D Bakija <p...@lightlink.com> wrote:
> On May 6, 7:40 pm, James Coupe <ja...@zephyr.org.uk> wrote:
>
> > Why not just play the event by the stated rules, given it's trivially
> > easy to do so?
>
> It is trivially easy to do, yes. But as noted, as it makes exactly
> zero difference to how the game is intended to run, why would anyone
> care?
The only thing I can think of that would change is that if you have a
small Imperator deck, you may cycle through it and back to the same
card faster. It would make a difference to me in deciding what do play
if I thought Fear of Mekhet would show up more than once, aside from
copies the players are playing.... On the other hand, clan hosers and
other junk are annoying, so putting useful cards in the deck can only
help!
Brandon
The Lasombra <TheLa...@hotmail.com> wrote:
> On Wed, 6 May 2009 01:08:21 +0000 (UTC), Jozxyqk wrote:> >> Library [70 cards]> >The rules state that the Imperator deck should be between 20 and 50 cards.> And?
Sorry, I didn't intend a thread to blow up out of this comment.
I was just pointing it out in case you didn't know you were violating
the suggested rules.
Being a non-rated event, you can do whatever you want.
You can have an Imperator deck with crypt cards in it, or Bella Sara
horses, if you really want to.
Jozxyqk wrote:
> The Lasombra <TheLa...@hotmail.com> wrote:>> On Wed, 6 May 2009 01:08:21 +0000 (UTC), Jozxyqk wrote:>>>>> Library [70 cards]>>>> The rules state that the Imperator deck should be between 20 and 50 cards.>>> And?>
> Sorry, I didn't intend a thread to blow up out of this comment.
> I was just pointing it out in case you didn't know you were violating
> the suggested rules.
That's what email is for. :-)
On May 7, 2:26 am, brandonsantac...@yahoo.com wrote:
> The only thing I can think of that would change is that if you have a
> small Imperator deck, you may cycle through it and back to the same
> card faster.
Sure, but you could also just have more of that card in there--if
someone who was building an Imperator deck *really* wanted, say, Fear
of Mekhet to hit the table over and over again, they could:
-Make a 20 card deck with 1 Fear of Mekhet in it, and assume it will
cycle a lot.
-Make a 100 card deck with 5 Fear of Mekhet in it.
Yeah, clumping will have an impact (especially on JOL :-), but the end
result is very similar (and if you are planning on going "But it is
unique!", just replace "Fear of Mekhet" with "Haven Uncovered" in your
head).
> It would make a difference to me in deciding what do play
> if I thought Fear of Mekhet would show up more than once, aside from
> copies the players are playing.... On the other hand, clan hosers and
> other junk are annoying, so putting useful cards in the deck can only
> help!
The deck could (under the rules as printed) contain 20 Fear of Mekhet
and nothing else.
-Peter
On May 7, 7:54 am, Peter D Bakija <p...@lightlink.com> wrote:
> On May 7, 2:26 am, brandonsantac...@yahoo.com wrote:
>
> > The only thing I can think of that would change is that if you have a
> > small Imperator deck, you may cycle through it and back to the same
> > card faster.
>
>> The deck could (under the rules as printed) contain 20 Fear of Mekhet
> and nothing else.
>
Could you imagine the fit someone (probably at least 1 per table)
would throw if the Imperator hand came up with 3 Fear of Mekhets on
the opening draw. I imagine cards being thrown - possibly
tables... ;-)
On May 7, 1:49 pm, Chris Berger <ark...@ugcs.caltech.edu> wrote:
> Could you imagine the fit someone (probably at least 1 per table)
> would throw if the Imperator hand came up with 3 Fear of Mekhets on
> the opening draw. I imagine cards being thrown - possibly
> tables... ;-)
Well, they certainly wouldn't influence out any justicars :-)
-Peter
On May 7, 5:43 pm, librarian <aucti...@superfuncards.com> wrote:
> Which brings up the point - how about an Imperator deck of 5 cards, with
> 5 Fear of Mekhet in it?
That doesn't fundementally change how the game works. I mean, yeah, it
is contrary to probably what the designers envisioned, but it isn't
really different than a 30 card Imperator deck with 30 Fear of Mekhets
in it (which is completely legal, by the wording of the rules).
I mean, probably not a great idea (as kind of boring, but would
*really* encourage people not to use ICs or Justicars), but possible.
-Peter
[ quoted text not captured ]
What could be interesting is going the Society, anarch revolt and
similar pool burning effects into play.
No time outs....