On Tue, 25 Nov 2003 02:27:54 -0000, "Chris"
<Chris....@blueyonder.co.uk> wrote:
>So I could just pick up Cam, Anarchs and Black Hand, and be satisfied that I
>can make a decent-ish deck? Also, when does the new card design come in? I
>imagine if the group numbers appear in Cam, then it starts there?
Camarilla & Black Hand, yes. Anarchs, not so much. :)
There's currently an "interesting" thread ranging over the merits and
flaws of the Anarch set. I'd stay away from it (the set, not the
thread) for the time being, unless you like the concept of Anarchs
thematically. It's not really for beginners (even if they used to
play way back when).
>So Camarilla is the set to hit if I want to start picking up the new cards?
If by new cards, you mean new card design, yes. Camarilla was mostly
reprints of the Jyhad/V:tES base set, with new vampires.
Depending on what clans you like, you might go back and pick up either
Sabbat War (Lasombra, Tzimisce, !Ventrue, !Brujah) or Final Nights
(Assamites, Followers of Set, Giovanni, Ravnos), but if you have no
interest in those clans, I don't think that those sets are by any
means required purchases.
[Storyline tournaments]
>I heard something about that. I'd prefer to stick with 1 clan at the moment
>as it makes things easier.
A lot of people seem to like this style tournament, and yes, it
generally is easier to build beginning decks around one clan.
For tips, there was recently an article posted on this newsgroup on
deckbuilding for "n00bs" (search on that term, spelled as is, and you
should find it). Another resource might be (tooting my own horn) the
slightly out-dated (but not vastly so) primer at
http://www.waste.org/~xian/geek/jyhad/strategy/deckbuild.html
>I was wondering at the 5-of-a-card, apparent in the starter deck of black
>hand. I looked at some decks on the VTES forums but it doesn't seem many
>people use this "no limits" rules much (i.e. like 5 of army of rats or
>something).
A lot of this is due to the fact that frequently, you don't need more
than 5, 6, 7 copies of a specific card in any deck. Sure, you could
have a deck with 30 Majesty in it, but what happens if no one ever
gets into combat with you. Those cards become dead weight, jamming
your hand, instead of turning into a useful card. Lots of people
build for versatility, but even people that try to focus on one trick
rarely include more than 12 of any given card in their decks. The few
examples I can think of that involve a large number of one card are
decks that rely on repeated actions, such as Corruption, Cryptic
Mission, or Shadow Twin. Beyond that, very few decks ever need more
than 10 or 12 copies of the same card, simply because of the
opportunity cost. Or some other fancy term from economics/game
theory.
Xian
parenthetical