It was great to finally meet Sorrow this weekend. He arrived early
Saturday afternoon and after a quick pizza he, Michael and i beetled
off to Southampton to play in the Final Nights sealed-deck tourney. We
were a bit late but 6 of us played 2 3-player tables. i had the
Giovanni at our table, preying on Chris's Setites and being preyed
upon by an Assamite deck whose owner's name i didn't catch. No
drafting was allowed but nobody said you couldn't take cards out, so i
trimmed the Spaghetti-sucking Corpse-fucking crimbos of all their crap
cards and swept our table quite comfortably. Sorrow reckons i cheated
by taking cards out, which is true but i cheated legally in being
quicker on abusing the literal text of the rules than anybody else. So
there. Michael had a slightly harder time at his table cos he had the
Ravnos, but eventually he swept, too. So we rolled a dice to see who
won, and it was Michael [aka Anklebiter aged 12]. This cheered him up
quite a bit after his recent poor run of form and not being able to go
to the Watford tourneys because they are in a pub. It also makes him
the youngest AND the second-youngest person ever to have won a
competitive VTES event.
Then we had a barbie [mmmm .... dioxins ....] and afterwards i taught
Sorrow how to play New Rage. It was a terrific game, and when the fur
and squidgy bits had ceased to fly Sorrow's Get of Fenris were the
victors over Michael's Bone Gnawers and my Silent Striders. Good fun!
Next day Sorrow, John Eagles and i made the trek up to Watford for a
nice big tourney, 22 or so people IIRC. Rob was there briefly but did
not play, Barney and Will being other notable absentees. It was good
to see james Coupe back in the competitive frame and playing what Matt
and i think is his best deck ever. Sorrow played a storming weenie
obfuscate-embrace deck for 9 VPs and i played a totally new deck which
i threw together that morning, for 10VPs in the heats and 1 in the
final. i call this deck Temptation of Greater Sleaze; the design
principle being quite simply to include as many as possible of the
cards that make your heart sink when they hit the table. Here's the
deck, with notes to indicate where i think it could be modified for
the better:
DECK NAME: TEMPTATION OF GREATER SLEAZE
CRYPT [12 vampires]
Zebulon [replace with Mariel]
Leandro x 2
Lucian x 4
Greger Anderssen x 2
Gilbert Duane x 2
LIBRARY
MASTERS [21]
Direct Intervention
Dreams of the Sphinx
Giant's blood
Golconda - Inner Peace
Information Highway
Legendary Vampire
Minion Tap x 4
The Parthenon
Pentex Subversion
Temptation of Greater Power x 4
Tomb of Rameses III x 3
Secure Haven
Sudden Reversal
ACTIONS [9]
The Fifth Tradition: Hospitality x 3
Govern the Unaligned x 2
Kine Dominance x 2
Pulse of the Canaille
Revelations [remove]
VOTES [18]
Anarchist Uprising x 2
Ancient Influence
Banishment x 2
Dramatic Upheaval
KRC x 5
Parity Shift x 4
Political flux [maybe remove]
Political Stranglehold
Rabble Razing [remove]
REACTIONS [20]
Deflection x 4
Forced Awakening
Obedience x 4
The Second Tradition: Domain x 2
Telepathic Counter x 3 [not sure. Maybe remove].
WWEF x 6
ACTION MODIFIERS [22]
Cloak the Gathering x 4
Conditioning x 3
Elder impersonation
Faceless Night x 4
Forgotten Labyrinth
Lost in Crowds x 4
Spying Mission
Swallowed by the Night x 4
[Yep, not a Happy Families deck and NO combat cards. What, i can't
break my own rules from time to time? You wait till you see the NEXT
emanation of the Legbitery grey matter!!!!]
Odd tournament this one. i got 4VP in the first 5-player game, getting
early vote-lock and pulling off Parity Shift, Deflection and Anarchist
Uprising plus some biggish bleeds. LOTS of weenies on the table.
Second game [4-player] i swept thanks to Dramatic Upheaval, KRC,
Banishment, big bleeds, wake/Obedience, ToGP [14-point master-phase
bleed], and mariel's special. Third game [4-player] i tied, despite
having TWO fears of Mekhet played on me by my second prey [i suddened
one of them]; i did another 14-point master-phase bleed with ToGP on
Daniel Vandenberg in this one. In the final i chose to bleed Sorrow
and to be bled by Matt. i was doing OK until martin Cubberley did a
totally-ridiculous cross-table rush against Mariel. Yes, yes, i KNOW i
said that combat decks should do cross-table rushes against their
grand-prey in order to bring the table down to three and try to win
from there. Own, petard, hoist sorta thing. i still got Sorrow's scalp
but that was a self-oust; he was in a losing position and chose the
manner of his going [if not self-ousted he was going to die to Matthew
who had a Dramatic Upheaval in his hand which had been Delaying
Tactic'd the previous round]. i had Niki Sehmi down to 5 pool with a
Kine Dominance, Conditioning and LOADS of stealth in hand, but i tried
to be too clever and called a Parity Shift against my grand-prey
first. To my astonishment Matthew did me in with an Elder Kindred
Network! FANTASTIC tactical play. i hope it worked out for him
strategically, too, but i have my doubts - when i left he was alone on
the table with two combat decks. i was doing OK against the combat
decks even with Mariel in the bin - cos nothing about her card-text
says you can't use her special while she's in torpor, so i did. So,
once again i score top VPs for a tourney but don't win. Bah. John
reckons it is because the UK players are all scared of me that they do
all this ridiculous cross-table shit. Scaredy, scaredy, scaredy cats
and ya-boo stinky-poohs to those of you upon whom this cap fits.
In between the first and second heats Daniel Vandenberg and i played a
FN duel, his tweaked Giovanni vs my tweaked Assamites. Assamites won,
but it was tight - i was down to 1 pool. In between the third heat and
the final we played Fluxx and i won, apparently. And i traded for TWO
Your Sugarys, an Ex Nihilo and something else juicy, possibly a Sargon
fragment. So i had a good time overall and thanks, Dave, for another
dam' fine event. Sorrow didn't come back with us because his work was
taking him to Derby next day, but we look forward to entertaining him
again real soon!
Finally i note with some surprise that the deck i built is legal under
6-cl, and could easily be made so for 4CL [replace a KRC with
conservative agitation, and 2 wakes with Forced Awakening]. i repeat
that it won the most VPs in this tourney, and my experience of playing
it convinces me that in addition to being deadly it is flexible, fun
to play, tactically and strategically-challenging, and robust. i
emphasise that this was an official NCL tourney, sporting some
absolutely classical focussed-degenerate decks [including the
rush-deck type that rattles Andrew's cage so much - no problem with
that one thanks to Mariel and wake/obedience. It might be nice if
Sorrow could post his deck which most likely got the second-higgest
VPs so that people can see what i'm talking about when i mention
degeneracy. Chris, you up for that?]. Is it, i wonder, too much to
hope that the CL people will shut their traps now? If not, might they
at least have the humility to consider the possibility that their
deck-constructing and playing skills, rather than the game itself,
leave something to be desired?
> Then we had a barbie [mmmm .... dioxins ....] and afterwards i taught
> Sorrow how to play New Rage.
If you come to Gencon this year, you'll have to teach me how to play -
I've still got a box of Rage that I bought at last years' Gencon, and
I haven't even opened it!
> Next day Sorrow, John Eagles and i made the trek up to Watford for a
> nice big tourney, 22 or so people IIRC.
Correct (I didn't play either, so 24 people showed if you count Rob
"Splitter" Treasure ;) )
Rob was there briefly but did
> not play, Barney
(wearing a suit oop naarth somewhere)
>and Will
No idea. not even a phone call!
> being other notable absentees. It was good
> to see james Coupe back in the competitive frame and playing what Matt
> and i think is his best deck ever.
And looking chipper generally shout up to the UK Rulemonger
<snip deck and other musings>
>So,
> once again i score top VPs for a tourney but don't win. Bah. John
> reckons it is because the UK players are all scared of me that they do
> all this ridiculous cross-table shit. Scaredy, scaredy, scaredy cats
> and ya-boo stinky-poohs to those of you upon whom this cap fits.
Oh be fair, many players on the day hadn't ever SEEN a ToGP, let alone
knew what it did. When they found out... well, word gets around!
>And i traded for TWO
> Your Sugarys, an Ex Nihilo and something else juicy, possibly a Sargon
> fragment.
So you've also spotted the best Necromancy card, eh!
<another snip>
Thanks for coming, leggy. You know it wouldn't be the same without
you!
DH
"hamdamcwa" <dave...@hotmail.com> wrote in message
news:9e10847c.01062...@posting.google.com...
> > Next day Sorrow, John Eagles and i made the trek up to Watford for a
> > nice big tourney, 22 or so people IIRC.
>
> Correct (I didn't play either, so 24 people showed if you count Rob
> "Splitter" Treasure ;) )
That's rich coming from Mr. Not at the London tourney and neither are any of
my buddies.
> Rob was there briefly but did
> > not play, Barney
>
> (wearing a suit oop naarth somewhere)
>
> >and Will
>
> No idea. not even a phone call!
No transport or cash I believe, wanted to play though.
> >So,
> > once again i score top VPs for a tourney but don't win. Bah. John
> > reckons it is because the UK players are all scared of me that they do
> > all this ridiculous cross-table shit. Scaredy, scaredy, scaredy cats
> > and ya-boo stinky-poohs to those of you upon whom this cap fits.
>
> Oh be fair, many players on the day hadn't ever SEEN a ToGP, let alone
> knew what it did. When they found out... well, word gets around!
John is scared of you was that ? did'nt quite get it :o)
> >And i traded for TWO
> > Your Sugarys, an Ex Nihilo and something else juicy, possibly a Sargon
> > fragment.
A veritable trade fest. Loads of great fair trading going on.
> Thanks for coming, leggy. You know it wouldn't be the same without
> you!
Seconded. Part of the VTES furniture if you will.
Rob.
On Mon, 25 Jun 2001 19:57:15 +0100, "Rob Treasure"
<rob.tr...@btinternet.com> wrote:
>> Thanks for coming, leggy. You know it wouldn't be the same without
>> you!>
>Seconded. Part of the VTES furniture if you will.
Does this mean we can use him as a foot rest?
-- Derek
On 25 Jun 2001 04:24:36 -0700, legbiter wrote:
>i was doing OK until martin Cubberley did a>totally-ridiculous cross-table rush against Mariel. ... John>reckons it is because the UK players are all scared of me that they do
>all this ridiculous cross-table shit.
Martin won the final, right? It sounds like he made a smart move not
a ridiculous one. I'm still not clear what sort of deck he had
though, apart from it being rush combat.
>emphasise that this was an official NCL tourney, sporting some
>absolutely classical focussed-degenerate decks [including the
>rush-deck type that rattles Andrew's cage so much - no problem with>that one thanks to Mariel and wake/obedience. ... Is it, i wonder,>too much to hope that the CL people will shut their traps now?
Sorry to snipe at your entertaining report but you've rattled my cage
now <grin>. You played a 4CL deck and both you and Mariel were put to
bed by one of these degenerate rush combat decks, right? That's one
for the CL camp, I think.
What time did the final finish, btw? I'm assuming that these things
go on till ~9 pm, right? Doesn't the pub get loud and busy in the
evening? Must be tricky concentrating on a tense final ...
Andrew
In message <68f2e9f8.01062...@posting.google.com>, legbiter
<legb...@my-deja.com> writes
>It was good
>to see james Coupe back in the competitive frame and playing what Matt
>and i think is his best deck ever.
Yikes, it was just a Lasombra toolbox I threw together.
It had about 12 "offensive" potence cards and 5 defensive obtenebration
cards. I'll probably reverse the proportions - a few more Oubliette,
possibly even dropping the Shadow Bodies completely, and convert the
potence cards to a couple of Death of My Conscience (for hand cycling
and a hidden punch), possibly one Burning Wrath.
Given the propensity of people to not block my hunting actions, I had
some pool gain going with 4 Blood Dolls, but I'd like something a bit
more solid.
I was quite happy with the crypt, which worked out well enough. I'll
probably post the deck later this evening, but I'm pressed for time now.
--
James Coupe PGP Key: 0x5D623D5D
"You reinstall Dial-Up Networking. The Elf screams and becomes EBD690ECD7A1F
an icon. *** CONGRATULATIONS! *** You completed the BT Internet B457CA213D7E6
Helpdesk training course in 15 out of a possible 9000 moves." 68C3695D623D5D
In message
<3A54499D61A4B617.342BB3C0...@lp.airnews.net>,
Andrew S. Davidson <a...@csi.com> writes
>On 25 Jun 2001 04:24:36 -0700, legbiter wrote:
>>>i was doing OK until martin Cubberley did a
>>totally-ridiculous cross-table rush against Mariel. ... John
>>reckons it is because the UK players are all scared of me that they do
>>all this ridiculous cross-table shit.>
>Martin won the final, right? It sounds like he made a smart move not
>a ridiculous one.
Someone can make a ridiculous move and still win, dear.
*explains real life to the troll*
[ quoted text not captured ]
Andrew S. Davidson <a...@csi.com> wrote in message news:<3A54499D61A4B617.342BB3C0...@lp.airnews.net>...
> On 25 Jun 2001 04:24:36 -0700, legbiter wrote:
>
> >i was doing OK until martin Cubberley did a
> >totally-ridiculous cross-table rush against Mariel. ... John
> >reckons it is because the UK players are all scared of me that they do
> >all this ridiculous cross-table shit.
>
> Martin won the final, right? It sounds like he made a smart move not
> a ridiculous one.
In handing his prey TWO VPs? i don't see how that qualifies as smart.
And in fact it would have lost him the final completely had Sorrow not
self-ousted in my favour [otherwise an easy 3 to Matt, maximum two to
Martin]. However, as i've said elsewhere i think there IS a strategic
argument for rush-combat decks spending the first part of the game
trimming the table down to three players and trying to win from there.
In Martin's situation the smart cross-table play would have been to
have helped me to do in Sorrow [thus stonewalling Matthew] which would
have put me up against Miki's combat monsters. Then while Niki and i
beat each other to death he would have been able completely to
concentrate on Matthew, and then waltz through the two of us. That
would have given him 3-4VP and me 1-2.
I'm still not clear what sort of deck he had
> though, apart from it being rush combat.
Hopefully he will post it. Pro, cel, aus deck making good use of the
Art of Pain.
>
> >emphasise that this was an official NCL tourney, sporting some
> >absolutely classical focussed-degenerate decks [including the
> >rush-deck type that rattles Andrew's cage so much - no problem with
> >that one thanks to Mariel and wake/obedience. ... Is it, i wonder,
> >too much to hope that the CL people will shut their traps now?
>
> Sorry to snipe at your entertaining report but you've rattled my cage
> now <grin>. You played a 4CL deck
Unintentional 6CL.
and both you and Mariel were put to
> bed by one of these degenerate rush combat decks, right?
No, Matthew ousted me with an Elder Kindred Network.
That's one
> for the CL camp, I think.
i don't see how on Caine's earth you come to this conclusion. i was
playing a deck which was legal under CL. i got the most VPs in the
tourney with 11. Sorrow playing a degenerate Obf deck got the second
most with 9. Martin who actually won and Matthew got 7 each [neither
of their decks was particularly degenerate]. Then Niki [reasonably
degenerate pot/cel combat] and somebody else with 5, followed by
everyone else. All of which shows that a CL deck is competitive in a
NCL environment. This means that the central argument of the CL
people, that NCL makes it impossible for people with few copies of
cards to compete, isn't true. i repeat. It ISN'T TRUE. If a CL deck is
already competitive in a NCL environment then it follows that IMPOSING
CL on EVERYONE can only have the effect of reducing deck diversity [a
bad thing]. So bringing in CL could have no good effects and only bad
effects.
>
> What time did the final finish, btw? I'm assuming that these things
> go on till ~9 pm, right?
It must have been about that. i was ousted at 815.
Doesn't the pub get loud
It's ALWAYS loud.
and busy in the
> evening?
It did get quite busy, which isn't a completely bad thing. i
accidentally scored with an agreeable person of the opposite gender
just before the final, but obviously was quite unable to DO anything
about it.
Must be tricky concentrating on a tense final ...
No complaints there. i didn't, for a change, make any big mistakes in
play in this final, except for failing to realise that Elder Kindred
Network was a possibility.
>
> Andrew
> Martin won the final, right? It sounds like he made a smart move not
> a ridiculous one. I'm still not clear what sort of deck he had
> though, apart from it being rush combat.
Auspex intercept, celerity, Protean.
Intercepts and bounces bleeds, rushes in a nasty way, and deals out
copious amounts of agg damage via Art of Pained !Toreadors and
Depraved others. A very slick deck (an I believe it backs Rotscheck).
Deck listing coming soon.
<snip tedious 4CL shite>
> What time did the final finish, btw? I'm assuming that these things
> go on till ~9 pm, right? Doesn't the pub get loud and busy in the
> evening? Must be tricky concentrating on a tense final ...
The whole event finished well before 9pm (about 8.30).
It wasn't noisy for the players (other than the juke box) because it
is such a large pub. There was live music all the way around the other
end of the bar and that seemed to attract the 1 man and dog who goes
to the pub on a Sunday.
So no issues as far as I could tell.
DH
"Rob Treasure" <rob.tr...@btinternet.com> wrote in message news:<9h81v7$n9$1...@taliesin.netcom.net.uk>...
> "hamdamcwa" <dave...@hotmail.com> wrote in message
> news:9e10847c.01062...@posting.google.com...
> > > Next day Sorrow, John Eagles and i made the trek up to Watford for a
> > > nice big tourney, 22 or so people IIRC.
> >
> > Correct (I didn't play either, so 24 people showed if you count Rob
> > "Splitter" Treasure ;) )
>
> That's rich coming from Mr. Not at the London tourney and neither are any of
> my buddies.
Well, I tried, but they couldn't reorganise the flight for my first
holiday proper in 5 years in the Canary Islands.
;)
As for my buddies...
Rick is getting married and building a house (no spare time).
Rob is too busy getting his oats and looking after his daughter on
weekends
Del has gone off cards and has taken up motorcycling
Dan is getting married and his missus is doing final exams for her
degree, leaving him to look after their 3 kids.
So, Arse. The feife of Watford has 1 active tourney player :( .
Cubbers still showed up to London though, and since I'm technically
his nearest prince, that makes him one of mine... eh... eh!!!
I will make it on the 7th to this place in Essex. I think.
DH
Andrew S. Davidson <a...@csi.com> wrote in message >
> Martin won the final, right? It sounds like he made a smart move not
> a ridiculous one. I'm still not clear what sort of deck he had
> though, apart from it being rush combat.
>
It was a Cel/pro/aus deck that did lots of agg damage and psyched to
get round prevention and S:CE It relied on Flesh of marble for damage
prevention. If Niki's deck had had Fortitude or a Dramtic upheaval in
it he would have stood a chance. any good S/B deck would have owned
Martin as well.
Rushing Mariel did nothing to help him win, it just helped me oust
James quicker as he had to commit more pool to an uncontrolled vampire
which he would not otherwise have done. It also took the pressure off
Niki (although this is irrelevant as Niki was doing nothing to him
anyway). Mariel still used her ability from torpor so he gained no
direct benefit from it other than cycling a few cards. He could have
done that by rushing one of my vampires which would have got him
closer to a victory point.
Martin wasn't playing to win at that point he was playing to ensure
James didn't- he helped his enemies by rushing cross-table. If he had
had any pressure from his predator at all it also would have been a
different story. As for it being a smart move- if I had had more vps
than him in the tournament overall he would have come second.
>
> >emphasise that this was an official NCL tourney, sporting some
> >absolutely classical focussed-degenerate decks [including the
> >rush-deck type that rattles Andrew's cage so much - no problem with
> >that one thanks to Mariel and wake/obedience. ... Is it, i wonder,
> >too much to hope that the CL people will shut their traps now?
>
> Sorry to snipe at your entertaining report but you've rattled my cage
> now <grin>. You played a 4CL deck and both you and Mariel were put to
> bed by one of these degenerate rush combat decks, right? That's one
> for the CL camp, I think.
>
Nope, i beat him with Elder kindred network. had it not been for that
James would probably have won the final as all he had to do after
chris conceded to him was to beat Niki and transfer out to win. To be
fair though Martin and I wouldn't have had a rats chance of beating
James once he had 6 pool from Niki (who was on 4 when James was
ousted). ToGP on Miller would have given him the game.
Despite good play overall, Martin got lucky in that:
a) Niki had no physical way of beating his deck
b) Rob and/or barny were not playing
c) I didn't have more total vps or tps than him
d) He saw his KRCG News Radio late in the game to block my actions.
e) I ousted James when i did.
f) Chris chose the seating position that he did.
>
> What time did the final finish, btw? I'm assuming that these things
> go on till ~9 pm, right? Doesn't the pub get loud and busy in the
> evening? Must be tricky concentrating on a tense final ...
>
Finished just before 7pm, and the music blarring out from the speaker
was distraction enough. :)
>
> Andrew
>
matt.
On 26 Jun 2001 01:49:12 -0700, legbiter wrote:
>In handing his prey TWO VPs? i don't see how that qualifies as smart.
It depends what would have happened otherwise. He clearly took the
view that you were a menace and had to be taken down. The bottom line
is that he won and you lost. You are therefore not in a strong
position to make exaggerated claims for your deck, good as it may be.
>i don't see how on Caine's earth you come to this conclusion. i was
>playing a deck which was legal under CL. i got the most VPs in the
>tourney with 11.
This goes back to the issue of whether the object of the game is to
win or to maximise your VPs. Tom has seemed to go into these things
with a general plan of being the last man standing and scoring 2 VPs
to win the game.
>This means that the central argument of the CL
>people, that NCL makes it impossible for people with few copies of
>cards to compete, isn't true. i repeat. It ISN'T TRUE.
A straw man. I think the general complaint of the CL folk is that the
NCL metagame is dominated by boring, degenerate decks. If some decks
which don't fit that description are viable, this doesn't really solve
the problem. It's not that it's "impossible" to play a more moderate
deck, it's that it's difficult and hence most players don't do it.
I note btw that I couldn't build your deck as I don't have 4 copies of
ToGP. That makes it a power deck in my book - comparable with strong
decks in other CCG which use 4 copies of a power rare. Folk on the
shadowfist list are currently arguing about whether having 5 copies of
certain cards in a deck makes it cheesy and a bad thing. VTES is off
the scale from this point of view. I'm fairly agnostic about this
issue but am suspicious of the aggressive arguments coming from folk
who are so clearly "haves" rather than "have-nots". I've decided not
to be a "have" as it would soon get out of hand. I'm really not
interested in buying a case of Final Nights as it would be a major
PITA opening, sorting and organising that many cards. I've bought one
starter, a few boosters and will probably stop there. If I thought
that buying a box of boosters would give me enough cards then I might
go further but it wouldn't be anything like enough, would it?
>It did get quite busy, which isn't a completely bad thing. i
>accidentally scored with an agreeable person of the opposite gender
>just before the final, but obviously was quite unable to DO anything
>about it.
What, you mean she didn't want to play VTES <grin>?
Andrew
dave...@hotmail.com (hamdamcwa) wrote in message news:<9e10847c.01062...@posting.google.com>...
> > Then we had a barbie [mmmm .... dioxins ....] and afterwards i taught
> > Sorrow how to play New Rage.
>
> If you come to Gencon this year, you'll have to teach me how to play -
> I've still got a box of Rage that I bought at last years' Gencon, and
> I haven't even opened it!
Sure. Which Rage did you get? It doesn't matter IMO - both are good
though they are VERY different games.
>
> > Next day Sorrow, John Eagles and i made the trek up to Watford for a
> > nice big tourney, 22 or so people IIRC.
>
> Correct (I didn't play either, so 24 people showed if you count Rob
> "Splitter" Treasure ;) )
>
> Rob was there briefly but did
> > not play, Barney
>
> (wearing a suit oop naarth somewhere)
>
> >and Will
>
> No idea. not even a phone call!
i WAS going to give him a lift but time and space got in the way. i
cannae break the laws o' physics, cap'n.
>
> > being other notable absentees. It was good
> > to see james Coupe back in the competitive frame and playing what Matt
> > and i think is his best deck ever.
>
> And looking chipper generally shout up to the UK Rulemonger
Yeah, he looked HOT. That probably had something to do with the fact
that it was BAKING on Sunday.
>
> <snip deck and other musings>
>
> >So,
> > once again i score top VPs for a tourney but don't win. Bah. John
> > reckons it is because the UK players are all scared of me that they do
> > all this ridiculous cross-table shit. Scaredy, scaredy, scaredy cats
> > and ya-boo stinky-poohs to those of you upon whom this cap fits.
>
> Oh be fair, many players on the day hadn't ever SEEN a ToGP, let alone
> knew what it did. When they found out... well, word gets around!
Well, maybe the word should go around that you never, NEVER play ToGP
cross-table if you run that kind of deck. i can see why people fear
the card. That fear shouldn't lead them to commit strategic errors.
>
> >And i traded for TWO
> > Your Sugarys, an Ex Nihilo and something else juicy, possibly a Sargon
> > fragment.
>
> So you've also spotted the best Necromancy card, eh!
Yeah, Call of the Hungry Dead. Daemonic possession is pretty good,
too. The rares i reckon you have to build rather specialist decks
around and that's what i intend to do.
>
> <another snip>
>
> Thanks for coming, leggy. You know it wouldn't be the same without
> you!
Well, erm, thank-you for having me.
>
> DH
<snip>
>
> > >So,
> > > once again i score top VPs for a tourney but don't win. Bah. John
> > > reckons it is because the UK players are all scared of me that they do
> > > all this ridiculous cross-table shit. Scaredy, scaredy, scaredy cats
> > > and ya-boo stinky-poohs to those of you upon whom this cap fits.
> >
> > Oh be fair, many players on the day hadn't ever SEEN a ToGP, let alone
> > knew what it did. When they found out... well, word gets around!
>
> John is scared of you was that ? did'nt quite get it :o)
Well he actually said: "Take it as a compliment. It shows they're
scared of you."
i repeat:
"Scaredy, scaredy, scaredy cats
> > > and ya-boo stinky-poohs to those of you upon whom this cap fits."
Which obviously doesn't include the Southampton posse or my own
play-groups, who know that i am the big cuddly care-bear of UK Jyhad.
>
> > >And i traded for TWO
> > > Your Sugarys, an Ex Nihilo and something else juicy, possibly a Sargon
> > > fragment.
>
> A veritable trade fest. Loads of great fair trading going on.
>
> > Thanks for coming, leggy. You know it wouldn't be the same without
> > you!
>
> Seconded. Part of the VTES furniture if you will.
Now THAT could explain a lot. The en-suite Toilet of jyhad. That's why
people piss on me so much.
>
> Rob.
Andrew S. Davidson <a...@csi.com> wrote in message news:<397669CDF4ECE2A1.E7A6AF62...@lp.airnews.net>...
> On 26 Jun 2001 01:49:12 -0700, legbiter wrote:
>
> >In handing his prey TWO VPs? i don't see how that qualifies as smart.
>
> It depends what would have happened otherwise. He clearly took the
> view that you were a menace and had to be taken down. The bottom line
> is that he won and you lost. You are therefore not in a strong
> position to make exaggerated claims for your deck, good as it may be.
Sorry, which claim have i made that is exaggerated? i don't think i
have said anything which isn't baldly factually true.
>
> >i don't see how on Caine's earth you come to this conclusion. i was
> >playing a deck which was legal under CL. i got the most VPs in the
> >tourney with 11.
>
> This goes back to the issue of whether the object of the game is to
> win or to maximise your VPs. Tom has seemed to go into these things
> with a general plan of being the last man standing and scoring 2 VPs
> to win the game.
Well OBVIOUSLY and ADMITTEDLY the aim of the game is to win the
tourney, and that means winning the final, which i didn't do. i am not
claiming i did. i am claiming that i played a CL-legal deck in an NCL
environment and that it was competitive. The evidence for this is that
i got the most VPs in the tourney and that i was one play away from
actually winning it, despite some strategically-questionable
cross-table play against me.
>
> >This means that the central argument of the CL
> >people, that NCL makes it impossible for people with few copies of
> >cards to compete, isn't true. i repeat. It ISN'T TRUE.
>
> A straw man.
i disagree. It is the only argument i have ever seen advanced in
favour of CL which made me think a bit.
I think the general complaint of the CL folk is that the
> NCL metagame is dominated by boring, degenerate decks.
Well there's guilt by association, another pathetic rhetorical trick,
followed by factual error. Degenerate decks are NOT boring. And the
NCL metagame is not dominated by them.
If some decks
> which don't fit that description are viable, this doesn't really solve
> the problem. It's not that it's "impossible" to play a more moderate
> deck, it's that it's difficult and hence most players don't do it.
So, what, we all have to go CL because the no-brainer CL-whiners are
too STUPID to construct decent decks otherwise?
>
> I note btw that I couldn't build your deck as I don't have 4 copies of
> ToGP. That makes it a power deck in my book - comparable with strong
> decks in other CCG which use 4 copies of a power rare.
i sense a disturbance in the goalposts.
Folk on the
> shadowfist list are currently arguing about whether having 5 copies of
> certain cards in a deck makes it cheesy and a bad thing. VTES is off
> the scale from this point of view. I'm fairly agnostic about this
> issue but am suspicious of the aggressive arguments coming from folk
> who are so clearly "haves" rather than "have-nots". I've decided not
> to be a "have" as it would soon get out of hand. I'm really not
> interested in buying a case of Final Nights as it would be a major
> PITA opening, sorting and organising that many cards. I've bought one
> starter, a few boosters and will probably stop there. If I thought
> that buying a box of boosters would give me enough cards then I might
> go further but it wouldn't be anything like enough, would it?
i think one of the great things about the Final Nights precons is that
you can make them absolutely FEROCIOUS just by trimming out the Prayer
cards, paring the crypt of some of the really big uns [in some cases]
and slipping in a few commons and uncommons, the odd power rare if you
have it but not IMO anything LIKE necessary. As folk keep saying,
there's really no such animal as a power rare in jyhad, not in the
Magic sense anyway.
>
> >It did get quite busy, which isn't a completely bad thing. i
> >accidentally scored with an agreeable person of the opposite gender
> >just before the final, but obviously was quite unable to DO anything
> >about it.
>
> What, you mean she didn't want to play VTES <grin>?
Yeah, but i could tell by the way she talked and held her cigarette
that she was a no-good low-life CL-sympathiser and that i would have
to murder her if i, erm, got to know her better.
>
> Andrew
Andrew S. Davidson <a...@csi.com> wrote in message news:<397669CDF4ECE2A1.E7A6AF62...@lp.airnews.net>...
> On 26 Jun 2001 01:49:12 -0700, legbiter wrote:
>
> >In handing his prey TWO VPs? i don't see how that qualifies as smart.
>
> It depends what would have happened otherwise. He clearly took the
> view that you were a menace and had to be taken down. The bottom line
> is that he won and you lost. You are therefore not in a strong
> position to make exaggerated claims for your deck, good as it may be.
>
By extension of this arguement Martin then played faultlessly for the
entire final and acting in the best way at every given opportunity. He
must have- he won right? I'll make claims on James' behalf. I was
there. You were not. You should look at little further than the
results on paper- they don't tell you if all the moves made by the
winner are those that would be made by better players, or indeed moves
that the winner would make again with hindsight. You sir, are also in
no position to shout the odds on tactical play in the tournament game
given your simplistic understanding of it.
> >i don't see how on Caine's earth you come to this conclusion. i was
> >playing a deck which was legal under CL. i got the most VPs in the
> >tourney with 11.
>
> This goes back to the issue of whether the object of the game is to
> win or to maximise your VPs. Tom has seemed to go into these things
> with a general plan of being the last man standing and scoring 2 VPs
> to win the game.
>
The object is to maximise your vps in the prelimenary rounds and win
the final. Playing to win games will not get you qualified in a 40 man
field. Rolling a table or two will. Take notes those playing at
Watford next month.
> >This means that the central argument of the CL
> >people, that NCL makes it impossible for people with few copies of
> >cards to compete, isn't true. i repeat. It ISN'T TRUE.
>
> A straw man. I think the general complaint of the CL folk is that the
> NCL metagame is dominated by boring, degenerate decks. If some decks
> which don't fit that description are viable, this doesn't really solve
> the problem. It's not that it's "impossible" to play a more moderate
> deck, it's that it's difficult and hence most players don't do it.
>
Arguement: CL is better for idiots as idiots can not see the inherrant
weakness in some (obvious) NCL strategies.
We are not idiots. We play NCL.
> I note btw that I couldn't build your deck as I don't have 4 copies of> ToGP. That makes it a power deck in my book...
/me shakes head in disbelief.
We should obviously all start playing ACL where we are constrained to
using exactly the same card pool as Andrew.
matt.
mgre...@bcuc.ac.uk (mgreen02) wrote in message news:<a346f9cb.01062...@posting.google.com>...
> Andrew S. Davidson <a...@csi.com> wrote in message >
> > Martin won the final, right? It sounds like he made a smart move not
> > a ridiculous one. I'm still not clear what sort of deck he had
> > though, apart from it being rush combat.
> >
>
> It was a Cel/pro/aus deck that did lots of agg damage and psyched to
> get round prevention and S:CE It relied on Flesh of marble for damage
> prevention. If Niki's deck had had Fortitude or a Dramtic upheaval in
> it he would have stood a chance. any good S/B deck would have owned
> Martin as well.
>
> Rushing Mariel did nothing to help him win, it just helped me oust
> James quicker as he had to commit more pool to an uncontrolled vampire
> which he would not otherwise have done. It also took the pressure off
> Niki (although this is irrelevant as Niki was doing nothing to him
> anyway). Mariel still used her ability from torpor so he gained no
> direct benefit from it other than cycling a few cards. He could have
> done that by rushing one of my vampires which would have got him
> closer to a victory point.
>
> Martin wasn't playing to win at that point he was playing to ensure
> James didn't- he helped his enemies by rushing cross-table. If he had
> had any pressure from his predator at all it also would have been a
> different story. As for it being a smart move- if I had had more vps
> than him in the tournament overall he would have come second.
>
Matt, I think thats a bit unfair, I know the way martin plays and
there is no way he would purposely have forgone the chance of winning
in order to fuck up Legbiters chances.
He rushed Mariel to balance the table, he was not aware that her
ability could be used while she was in torpor.
>
> >
> > >emphasise that this was an official NCL tourney, sporting some
> > >absolutely classical focussed-degenerate decks [including the
> > >rush-deck type that rattles Andrew's cage so much - no problem with
> > >that one thanks to Mariel and wake/obedience. ... Is it, i wonder,
> > >too much to hope that the CL people will shut their traps now?
> >
> > Sorry to snipe at your entertaining report but you've rattled my cage
> > now <grin>. You played a 4CL deck and both you and Mariel were put to
> > bed by one of these degenerate rush combat decks, right? That's one
> > for the CL camp, I think.
> >
>
> Nope, i beat him with Elder kindred network. had it not been for that
> James would probably have won the final as all he had to do after
> chris conceded to him was to beat Niki and transfer out to win. To be
> fair though Martin and I wouldn't have had a rats chance of beating
> James once he had 6 pool from Niki (who was on 4 when James was
> ousted). ToGP on Miller would have given him the game.
>
> Despite good play overall, Martin got lucky in that:
> a) Niki had no physical way of beating his deck
> b) Rob and/or barny were not playing
> c) I didn't have more total vps or tps than him
> d) He saw his KRCG News Radio late in the game to block my actions.
> e) I ousted James when i did.
> f) Chris chose the seating position that he did.
Half of everything is luck. If you had had some prevents cards in your
hand when I rushed you with Wynn at the last Watford tourney, I
wouldn't have burned stanislava and Darius. Luck plays a massive part.
Relying on luck is a shitty strategy but if it happens... fantastic,
some one up there likes you, or not as the case may be.
Tony
Anarch of Luton
>
>
> >
> >
On 26 Jun 2001 05:37:12 -0700, legbiter wrote:
>i think one of the great things about the Final Nights precons is that
>you can make them absolutely FEROCIOUS just by trimming out the Prayer
>cards, paring the crypt of some of the really big uns [in some cases]
>and slipping in a few commons and uncommons, the odd power rare if you
>have it but not IMO anything LIKE necessary. As folk keep saying,
>there's really no such animal as a power rare in jyhad, not in the
>Magic sense anyway.
My take on FN is that I'm not very interested in the Independent clans
- they just lack sex appeal or something. There are a few cards that
I am interested in though - Jake Washington, for example. He's a card
that you can use several copies of but he's a rare. In other CCG,
you'd have some number of copies to shoot for. In Doomtown, I'm not
bothered if I only have one of a card - the decks are so tight and the
uniqueness rules are so tough. In Shadowfist, I like to have 5 of a
card - more can be nice to have but you know that you won't be using
them all in one deck. In VTES there is no such comfort factor. There
are several cards that I've come across that I know I'd want lots of
copies of if I played the game seriously (where lots means
double-figures). Some of these cards are rare or uncommon and that's
when I get cold feet.
If the game had been done differently, e.g. CL 6, no deck limit, and
special cards like Contract unlimited, then I'd be a lot more ready to
embrace it. I'm not convinced that the game would be all that
different in practise, much as you're saying about your deck. This
holy-war, don't-give-an-inch stuff does nothing to persuade me - the
arguments aren't as cut and dried as the NCL advocates make out.
Andrew
legb...@my-deja.com (legbiter) wrote in message news:<68f2e9f8.01062...@posting.google.com>...
> dave...@hotmail.com (hamdamcwa) wrote in message news:<9e10847c.01062...@posting.google.com>...
> > > Then we had a barbie [mmmm .... dioxins ....] and afterwards i taught
> > > Sorrow how to play New Rage.
> >
> > If you come to Gencon this year, you'll have to teach me how to play -
> > I've still got a box of Rage that I bought at last years' Gencon, and
> > I haven't even opened it!
>
> Sure. Which Rage did you get? It doesn't matter IMO - both are good
> though they are VERY different games.
I think it's Rage Accross Las Vegas (?). On the Saturday at last years
Gencon, I picked up a box of boosters, a box of precons, and some more
boosters for it for about £20. Since myself, Rob and Rick (lads from
Watford tm) all got different boxes, we traded around so we've got
precon one of each... I think.
It looks real purdy, but I just haven't had the time to even open the
precons! The boosters all got devoured in a booster opening frenzy
about the time SW came out - I was getting withdrawals with the shakes
after about 2 hours of solid booster glutting, and so had to open
more...(Am I alone in getting like this?).
DH
On 26 Jun 2001 06:09:42 -0700, Tony wrote:
>He rushed Mariel to balance the table, he was not aware that her
>ability could be used while she was in torpor.
The rules say "A vampire in torpor can take no action except "leave
torpor" and cannot block or play reaction cards.". For vampires like
Mariel to be able to do their thing while in torpor looks like a bug
rather than a feature. There are several of these including the
well-named Dr Jest.
Andrew
On Tue, 26 Jun 2001 11:20:00 +0100, Andrew S. Davidson <a...@csi.com>
wrote:
>On 26 Jun 2001 01:49:12 -0700, legbiter wrote:
>>>In handing his prey TWO VPs? i don't see how that qualifies as smart.>
>It depends what would have happened otherwise. He clearly took the
>view that you were a menace and had to be taken down. The bottom line
>is that he won and you lost. You are therefore not in a strong
>position to make exaggerated claims for your deck, good as it may be.
This entire paragraph is nonsense, Andrew.
If I go to Vegas and put $10,000 on the number "23", because I am
under the belief that number 23 is holy for me, and I win, am I smart?
Remember, the bottom line is that I won, right? Does this prove that
the best course of action for everyone is to pick their own holy
number and go to Vegas?
Of course not.
Especially when you can point to a probable misplay by Leggy as the
reason he didn't go anywhere; he mentions that he could've ousted his
prey immediately with a Kine Dominance/Conditioning, but attempted to
get greedy with the Parity Shift first, setting up a 2-for-1 and
ousting BOTH combat decks in two turns.
>>i don't see how on Caine's earth you come to this conclusion. i was
>>playing a deck which was legal under CL. i got the most VPs in the
>>tourney with 11.>
>This goes back to the issue of whether the object of the game is to
>win or to maximise your VPs. Tom has seemed to go into these things
>with a general plan of being the last man standing and scoring 2 VPs
>to win the game.
The object of the game is to win. With 11 VPs, he won at LEAST two,
possibly three tables (a 5-5-1 or 5-4-2 split is a possibility). I
would say his deck was an excellent example of both winning AND
gaining the most VPs - generally an indicator of a very good deck.
>>This means that the central argument of the CL
>>people, that NCL makes it impossible for people with few copies of
>>cards to compete, isn't true. i repeat. It ISN'T TRUE.>
>A straw man. I think the general complaint of the CL folk is that the
Actually, it's not a straw man, it's been backed up by hard facts.
And it HAS been the central argument of MANY CL advocates,... and in
fact, you use it yourself down at the bottom. So much for straw --
next time, better use sticks or bricks.
>NCL metagame is dominated by boring, degenerate decks. If some decks
>which don't fit that description are viable, this doesn't really solve
>the problem. It's not that it's "impossible" to play a more moderate
>deck, it's that it's difficult and hence most players don't do it.
The game should not be changed because players find it difficult to
play at a high level. On the contrary, any game where such a level is
difficult to attain is extremely desirable, as it provides much
greater longevity for the game itself.
Witness snooker, which has been around for how many years now? The
game itself is ENORMOUSLY difficult to play at a high level, but you
don't see people clamouring to make the pockets wider because it's
unfair, do you? In fact, snooker is degenerate in its own way; a 147
break consists of one person shooting and NEVER letting the other
person shoot! But it doesn't take a genius to look at the purses
offered in the UK for snooker players to see that it's clearly
well-liked in this form.
>I note btw that I couldn't build your deck as I don't have 4 copies of
>ToGP. That makes it a power deck in my book - comparable with strong
Unfortunately for you, your book is not relevant here. YOU not having
4 copies doesn't matter from the point of view of what's best for the
game. If you're curious, I only have 1 copy myself and couldn't build
the deck either.
>decks in other CCG which use 4 copies of a power rare. Folk on the
>shadowfist list are currently arguing about whether having 5 copies of
>certain cards in a deck makes it cheesy and a bad thing. VTES is off
>the scale from this point of view. I'm fairly agnostic about this
>issue but am suspicious of the aggressive arguments coming from folk
>who are so clearly "haves" rather than "have-nots". I've decided not
Guess what. I'm more of a "have-not" than a "have". I only possess
one Disarm, which many people consider to be a "power rare". I only
have one ToGP, only two Awes, let's see... only 7 Freak Drives (all
Jyhad), only 1 Dreams of the Sphinx, ... hm. I don't know what other
possible "power rares" you could be thinking of, myself. I've found
that the rare cards are not much more than that: rare.
However, I have absolutely no difficulty making a Potence Rush deck.
I can make a deck with Bewitching Oration/Charming Lobby that works
just as well as a deck packed full of Awe. Only 7 Freak Drives mean I
can't make "one vampire takes five actions per turn" decks, but that's
a pretty rare deck type itself. One Dreams is sufficient in a deck.
I don't see what the problem is. Examining my latest deck, I find
that only 5 cards are rare. These are:
The Spawning Pool
2 Owl Companion
2 Patagia: Flaps allowing Limited Flight
The Patagia could be replaced by IR Goggles, a ridiculous common.
The Owl Companions can't be changed, but shouldn't be difficult to
find if you wanted to make the deck.
The Spawning Pool is unique and extremely corner-case, and odds of
needing more than 1-2 per deck are minimal. I have three.
Now, let's look at the degenerate parts of the deck:
10 Carrion Crows
8 Cat's Guidance
8 Forced Awakening
8 Thrown Gate
Hmm. All of these cards are common. It's not difficult at all to get
any of these, so that's one argument gone to shit already.
Is the deck cheesy and a bad thing? I don't know... is making the
Nosferatu (best stealth clan, bar none) into an intercept deck
considered cheesy and a bad thing? It's certainly creative and "off
the beaten path". (hint: 6 Nosferatu have Auspex, and I'm using NO
2nd traditions)
>to be a "have" as it would soon get out of hand. I'm really not
>interested in buying a case of Final Nights as it would be a major
Buying a case is ridiculous. I figure I'll probably buy two boxes and
one each of the starters, and from there conduct elaborate trades (I
should have MORE than enough commons and vampires to deal well with
others).
>PITA opening, sorting and organising that many cards. I've bought one
>starter, a few boosters and will probably stop there. If I thought
>that buying a box of boosters would give me enough cards then I might
>go further but it wouldn't be anything like enough, would it?
Actually, one box would do you well. You'd be short rares, but from
what I can tell from the frantic trading, EVERYONE is short rares.
>What, you mean she didn't want to play VTES <grin>?
*chuckle* That or he's all married and stuff. ;)
Ah, the single life...
-- Derek
On Tue, 26 Jun 2001 11:25:44 -0400, Derek Ray wrote:
>Witness snooker, which has been around for how many years now? The
>game itself is ENORMOUSLY difficult to play at a high level, but you
>don't see people clamouring to make the pockets wider because it's
>unfair, do you?
I tried the game, found it too difficult and slow and never played it
again. Presumably that's why the US game, pool, has bigger pockets
right? Americans like things to be easy - when soccer became a pro
sport there, there was serious talk of making the goals bigger.
>In fact, snooker is degenerate in its own way; a 147
>break consists of one person shooting and NEVER letting the other
>person shoot! But it doesn't take a genius to look at the purses
>offered in the UK for snooker players to see that it's clearly
>well-liked in this form.
The success of snooker in the UK was associated with the introduction
of colour TV. It made a tense, colourful spectacle and hooked
millions who have never touched a cue and never will.
>Guess what. I'm more of a "have-not" than a "have".
And, guess what, you're not much of a winner either. Current ratings
for the folk in question:
64 3125 Martin Cubberly
83 3094 James McLellan
121 3046 Derek Ray
224 2906 Matt Green
Looks like Martin knows what he's doing.
Andrew
On Tue, 26 Jun 2001 17:05:13 +0100, Andrew S. Davidson <a...@csi.com>
wrote:
>On Tue, 26 Jun 2001 11:25:44 -0400, Derek Ray wrote:>>>Witness snooker, which has been around for how many years now? The
>>game itself is ENORMOUSLY difficult to play at a high level, but you
>>don't see people clamouring to make the pockets wider because it's
>>unfair, do you?>
>I tried the game, found it too difficult and slow and never played it
>again. Presumably that's why the US game, pool, has bigger pockets
>right? Americans like things to be easy - when soccer became a pro
>sport there, there was serious talk of making the goals bigger.
This seems to be your style; if you can't hack it, you start calling
"sour grapes" and wanting it to be changed.
Couldn't tell you WHY the US game has bigger pockets, but "Americans
like things easy" seems likely. I know that I personally prefer to
play on the tightest pockets I possibly can; it increases the
playability and enjoyability of the game, by making the game more
difficult for EVERYONE concerned.
The US pocket size can vary from table to table, sometimes almost a
full inch and a half in opening-size.
>>In fact, snooker is degenerate in its own way; a 147
>>break consists of one person shooting and NEVER letting the other
>>person shoot! But it doesn't take a genius to look at the purses
>>offered in the UK for snooker players to see that it's clearly
>>well-liked in this form.>
>The success of snooker in the UK was associated with the introduction
>of colour TV. It made a tense, colourful spectacle and hooked
>millions who have never touched a cue and never will.
This doesn't alter its degeneracy.
>>Guess what. I'm more of a "have-not" than a "have".>
>And, guess what, you're not much of a winner either. Current ratings
>for the folk in question:
*snort* Whatever. Andrew, I recognize this as a very obvious
"windup" attempt, and I notice that you didn't have the balls to
attempt to answer ANY of the arguments I made. I accept your
concession of the accuracy of my statements.
>64 3125 Martin Cubberly
>83 3094 James McLellan
>121 3046 Derek Ray
>224 2906 Matt Green
>
>Looks like Martin knows what he's doing.
Ratings are, of course, a polite fiction designed to boost the egos of
those who want boosting. If I wanted to improve my rating, I would
play the decks that have the best chance of winning, as opposed to
screwing around with the non-standard ones that I have for the past
two years -- as a post of mine on another thread stated.
I will note that despite screwing around a great deal, I appear to be
above the initial "3000" starting-point, and that's while playing
admittedly second-tier constructions. Numbers never tell the whole
story, and you know it perfectly well... so let's not waste our time
with verbal sleight-of-hand, shall we?
-- Derek
In message
<894DD1A0D0239AAC.56FE81BC...@lp.airnews.net>,
Andrew S. Davidson <a...@csi.com> writes
>The rules say "A vampire in torpor can take no action except "leave
>torpor" and cannot block or play reaction cards.". For vampires like
>Mariel to be able to do their thing while in torpor looks like a bug
>rather than a feature.
Initially unexpected, perhaps, but not unbalancing, not worthy of errata
and has been around for long enough that I feel sure the Rules Team
would have addressed it had it been an issue.
[ quoted text not captured ]
In message <9ha1sm$ved$1...@nntp2-cm.news.eni.net>, Matt Latham
<mla...@diamondtoolmfg.com> writes
>Now come on... CL people aren't idiots. NCL people aren't idiots. Just
>different styles of play.
It's just one of the standard arguments:
"Look at this NCL deck I've just built. It's so whack. If we were
playing CL it'd be so much better....."
That's half the point. Just because you *can* do something under NCL
doesn't mean that you should, or that it will benefit you. There are
lots and lots and lots of potential decks you can build under NL, all of
which are utterly rubbish and which a sensible deck builder can cope
with with ease, no matter how many copies of a given card there are in a
deck.
The game is inherently self-limiting in many arenas - restrictions on
action modifiers, master cards, reactions, strikes, additional strikes,
maneuvers, presses, restrictions on playing stealth and intercept,
limitations on actions via NRA (part of the de facto rules set in most
environments) and such like.
Dealing with that requires a hugely intelligent and delicate
understanding of the state of play. The standard reactions of players
who have played CL and then get told that NL is the way to play doesn't
take into account all of this - precisely because playing CL doesn't
have all of these issues, due to the fact that these issues are an
inherent design decision (with the exception of NRA, which has been
intelligently, sensitively and carefully balanced over time) in the
construction of the game.
It's exactly what Richard Garfield intended, having seen what happened
with Magic. He assumed that most people would never have a full set,
and that 400 cards would be a *lot*. So V:TES works exactly the other
way. You can have *huge* numbers of cards, but it's in your interests
to balance it yourself. Too few, you can't do anything. Too many, you
hang yourself.
And the little bear said, "This deck is just right....."
[ quoted text not captured ]
In message
<47C2CC6403AD55A8.89EDCB3E...@lp.airnews.net>,
Andrew S. Davidson <a...@csi.com> writes
>And, guess what, you're not much of a winner either. Current ratings
>for the folk in question:
>
>64 3125 Martin Cubberly
>83 3094 James McLellan
>121 3046 Derek Ray
>224 2906 Matt Green
You once again fail to take into account how and why the ratings work as
they do.
[ quoted text not captured ]
"Derek Ray" <lor...@yahoo.com> wrote
> I don't see what the problem is. Examining my latest deck, I find
> that only 5 cards are rare. These are:
>
> The Spawning Pool
> 2 Owl Companion
> 2 Patagia: Flaps allowing Limited Flight
Slight picking of nits:
Owl Companion is uncommon, not rare.
I think this actually punctuates the point you were trying to make, so I
don't think you'll mind me correcting you.
> The Patagia could be replaced by IR Goggles, a ridiculous common.
I didn't think anyone played with this. Do you see a lot of stolen equipment
or something?
> 10 Carrion Crows
> 8 Cat's Guidance
> 8 Forced Awakening
> 8 Thrown Gate
Why Thrown Gate instead of Aid from Bats? With AFB, you have a press, which
complements the Carrion Crows nicely.
I often find that my rares don't show up in decks as often as their power
would suggest. Commons are so much more... utilitarian. V:tES is quite
well-balanced that way, most of the time.
Cheers,
WES
In message <9hagl...@enews3.newsguy.com>, Wes <gh...@NOSPAMmnsi.net>
writes
>> The Patagia could be replaced by IR Goggles, a ridiculous common.>
>I didn't think anyone played with this. Do you see a lot of stolen equipment
>or something?
I occasionally put it in just for "cool" value.
I'd also recommend people put it in over the next few months, as people
experiment hard with the Ravnos.
[ quoted text not captured ]
On Tue, 26 Jun 2001 13:27:55 -0400, "Wes" <gh...@NOSPAMmnsi.net>
wrote:
>Owl Companion is uncommon, not rare.
>
>I think this actually punctuates the point you were trying to make, so I
>don't think you'll mind me correcting you.
Heh. No, not at all. How remarkable. No wonder I have so stupid
many of them. Rare to be seen, just not rare to get.
>> The Patagia could be replaced by IR Goggles, a ridiculous common.>
>I didn't think anyone played with this. Do you see a lot of stolen equipment
>or something?
Canine Hordes and Anarch Troublemakers are a real pisser. Drawing out
the Beast/Carrion Crows/Aid from Bats is also a nuisance; Patagia is a
maneuver that's still usable in that instance, so you can move back to
close and mug someone with your extra hand damage.
The one blood cost is a little bit of a nuisance, but worth it.
>> 10 Carrion Crows
>> 8 Cat's Guidance
>> 8 Forced Awakening
>> 8 Thrown Gate>
>Why Thrown Gate instead of Aid from Bats? With AFB, you have a press, which
>complements the Carrion Crows nicely.
The only reason I want to press is to go for the Spawning Pool, and I
can only use THAT once per turn anyway. Most of the time I'll be
content with combat being one round, and since a number of the Nossies
I'm using have big Potence, Thrown Gate provides an extra first-round
point of damage. Occasionally handy. If I could've figured out how
to stick enough maneuvers in, I'd have gone for Sewer Lids (which are
3 and the press), but I'm wanting to keep the deck below 80 cards.
(Not to mention that using Thrown Gate makes both pot/ANI and POT/ani
reasonably similar in their damage... letting me shrink down my crypt
size a bit and wait longer for Animalism skill cards.)
If I press, then I have to find ANOTHER maneuver from someplace, which
leads to me building a deck with 16 Aid from Bats instead of 8 Thrown
Gate and 8 (other card). 2 Patagia isn't anything to rely on for a
spare maneuver, and I'm using Rat's Warning and not Guard Dogs.
>I often find that my rares don't show up in decks as often as their power
>would suggest. Commons are so much more... utilitarian. V:tES is quite
>well-balanced that way, most of the time.
Quite. The idea of "power rare" in V:TES is somewhat ridiculous; even
Majesty, the currently lamented-about card, is a mere common.
-- Derek
James Coupe <ja...@zephyr.org.uk> wrote in message news:<ngS5VPcR...@gratiano.zephyr.org.uk>...
> In message
> <894DD1A0D0239AAC.56FE81BC...@lp.airnews.net>,
> Andrew S. Davidson <a...@csi.com> writes
> >The rules say "A vampire in torpor can take no action except "leave
> >torpor" and cannot block or play reaction cards.". For vampires like
> >Mariel to be able to do their thing while in torpor looks like a bug
> >rather than a feature.
>
> Initially unexpected, perhaps, but not unbalancing, not worthy of errata
> and has been around for long enough that I feel sure the Rules Team
> would have addressed it had it been an issue.
Has it ever been done before, i wonder? i was VERY proud of this trick
which suddenly came to me when i thought i was Brown Bread. i've been
thinking about it since and i think there could be abusive potential
here. But it would be complex to pull off and *ahem* kudos to
whomsoever manages to do it ..... ;)
"Derek Ray" <lor...@yahoo.com> wrote
> >> The Patagia could be replaced by IR Goggles, a ridiculous common.
> >
> >I didn't think anyone played with this. Do you see a lot of stolen
equipment
> >or something?
>
> Canine Hordes and Anarch Troublemakers are a real pisser. Drawing out
> the Beast/Carrion Crows/Aid from Bats is also a nuisance; Patagia is a
> maneuver that's still usable in that instance, so you can move back to
> close and mug someone with your extra hand damage.
Huh? Someone would actually use Anarch Troublemaker to burn an IR Goggles???
Man... I wouldn't waste that on anything less than 3 pool. Actually, I
always use it to tap minions and oust. I don't recall ever using it to burn
equipment.
> (Not to mention that using Thrown Gate makes both pot/ANI and POT/ani
> reasonably similar in their damage... letting me shrink down my crypt
> size a bit and wait longer for Animalism skill cards.)
But with the AFB press, ANI does even *more* damage because of the second
round of combat.
Depends on your crypt I guess...
> If I press, then I have to find ANOTHER maneuver from someplace, which
> leads to me building a deck with 16 Aid from Bats instead of 8 Thrown
> Gate and 8 (other card). 2 Patagia isn't anything to rely on for a
> spare maneuver, and I'm using Rat's Warning and not Guard Dogs.
I'm starting to like the Ruins of Villars Abbey, Belgium now that it doesn't
cost a stupid amount of blood to bring out.
> Quite. The idea of "power rare" in V:TES is somewhat ridiculous; even
> Majesty, the currently lamented-about card, is a mere common.
Maybe we should make Majesty *rare* when the basic set comes out again :)
Cheers,
WES
On Tue, 26 Jun 2001 12:25:05 -0400, Derek Ray wrote:
>This doesn't alter its degeneracy.
Snooker, like most sports, was designed by English aristocrats who had
lots of time to kill. You've heard of cricket, perhaps - a sport in
which it can take days to play a single game. I played it at school
and never thought much of it. I discovered softball later and thought
it was much better - much the same bat-and-ball mechanics but fast and
exciting. I was out in the garden this evening taking some practise
swings with a friend. There's an old stump I use to pound on. It was
someone else that we imagined it to be though...
>Ratings are, of course, a polite fiction designed to boost the egos of
>those who want boosting. If I wanted to improve my rating, I would
>play the decks that have the best chance of winning, as opposed to
>screwing around with the non-standard ones that I have for the past
>two years -- as a post of mine on another thread stated.
You're entitled to please yourself but there's an odd contrast between
your constant didacticism here and your failure to take your own good
advice when it matters. And I don't understand why you don't buy more
cards for a game that you like so much. Apart from the use you could
make of them, you'd be supporting the game financially.
Andrew
<snip own stuff>
<relevant quote of own stuff>
It might be nice if
> Sorrow could post his deck which most likely got the second-higgest
> VPs so that people can see what i'm talking about when i mention
> degeneracy. Chris, you up for that?].
<quote personal email from Sorrow>
James, I only have read access to the newsgroup; I
cannot post any messages. I saw your request that I
post the deck that I used. Here is the link to it and
you are free to post is as you will.
http://www.melancholy.org/vtes/regions/united_states/louisiana/domain-no/decks/l
istings/deck_list.php3?archive=christoph&deck=night+breeders+2.0
The only thing I did to the deck was remove 1 copy of
Basil from the crypt.
Also, please qualify that the only reason I
transferred out (thus giving you the VP) was because
Matt was being an arse and decided to take advantage
of the deal I made with my prey not to bleed him for 2
turns (thus giving me the breathing space I needed to
recover my pool a bit) and call a Dramatic Upheaval.
Had I not had the Delaying Tactics when I did, the
game might have gone alot differently.
In any case, in hindsight, I believe I should have
preyed on Matt that game. I'm not sure if you would
have preyed on me since that would put you as Martin's
(I believe that is his name) prey, but you still might
have. Had I been preying on Matt, I think I'd have
been able to do him in as I wouldn't have really had
to deal with Beast rushing.
Alas, you live and learn.
[Legbitery note; i agree with you, Chris. had you chosen to bleed Matt
i would have had a MUCH harder time choosing where to sit. No,
actually i wouldn't. i'd have gone as Martin's prey and trusted in him
to go suicidally cross-table when he should have been doing me in]
As an aside, I had an *excellent* time this weekend;
best time I've had in a while. Thank you very much
for that and thank Sarah for me as well! :) I hope to
see everyone if/when I'm back on this side of the
pond!
Christoph
[another Legbitery note: Cheers, matey! It was GREAT to have you and
we all look forward to seeing you again soon!]
On Tue, 26 Jun 2001 16:59:52 -0400, "Wes" <gh...@NOSPAMmnsi.net>
wrote:
>"Derek Ray" <lor...@yahoo.com> wrote>>> Canine Hordes and Anarch Troublemakers are a real pisser. Drawing out
>> the Beast/Carrion Crows/Aid from Bats is also a nuisance; Patagia is a
>> maneuver that's still usable in that instance, so you can move back to
>> close and mug someone with your extra hand damage.>
>Huh? Someone would actually use Anarch Troublemaker to burn an IR Goggles???
Well, AT is usually on the table somewhere... and if the IR Goggles
are what's keeping you from killing the vamp, then I could easily see
it being a target. Just because you pass on the AT doesn't mean it'll
get used against YOU anytime soon.
Intercept decks generally walk a thin thread; if you can kill their
'designated interceptor', you put a huge wrench in their defense for a
turn. Knocking out the IR Goggles might be the balance.
>Man... I wouldn't waste that on anything less than 3 pool. Actually, I
>always use it to tap minions and oust. I don't recall ever using it to burn
>equipment.
Mostly it gets used to tap-and-oust. But against an Animalism deck
with hordes of untap, how clever is it to tap minions? =) Sure, you
MIGHT catch me with no untap. Or I might have been leaving minions
untapped on purpose to get you to give me the AT (which I will do and
have done before).
>> (Not to mention that using Thrown Gate makes both pot/ANI and POT/ani
>> reasonably similar in their damage... letting me shrink down my crypt
>> size a bit and wait longer for Animalism skill cards.)>
>But with the AFB press, ANI does even *more* damage because of the second
>round of combat.
And requires that you have a second maneuver, lest your guys get their
faces eaten off by a Horrible Monster(tm). The idea is that anytime I
wander to a second round, it's because the Spawning Pool damage is
about to be handed out and a second round won't actually HAPPEN.
The whole-bunch-of-Crows means that people on 3 or less blood need to
worry about taking actions near me, lest they end up in the Bargain
Diablerie Bin.
>Depends on your crypt I guess...
finding superior ANI among the Nossies isn't the easiest thing in the
world. You have to go up fairly high.
Having POT/ani as an option lets me stick Judah, Beast, and Nikolaus
in... and Beast (in addition to his Rush) can always play a Wakey or
Ratty and use the News-intercept if necessary. I doubt I'd ever get
Beast out FIRST, but he sure makes a good third vamp.
>> If I press, then I have to find ANOTHER maneuver from someplace, which
>> leads to me building a deck with 16 Aid from Bats instead of 8 Thrown
>> Gate and 8 (other card). 2 Patagia isn't anything to rely on for a
>> spare maneuver, and I'm using Rat's Warning and not Guard Dogs.>
>I'm starting to like the Ruins of Villars Abbey, Belgium now that it doesn't
>cost a stupid amount of blood to bring out.
Nice for emergencies, yes.
-- Derek
Andrew S. Davidson <a...@csi.com> wrote in message news:<47C2CC6403AD55A8.89EDCB3E...@lp.airnews.net>...
> On Tue, 26 Jun 2001 11:25:44 -0400, Derek Ray wrote:
>
> >Witness snooker, which has been around for how many years now? The
> >game itself is ENORMOUSLY difficult to play at a high level, but you
> >don't see people clamouring to make the pockets wider because it's
> >unfair, do you?
>
> I tried the game, found it too difficult and slow and never played it
> again. Presumably that's why the US game, pool, has bigger pockets
> right? Americans like things to be easy - when soccer became a pro
> sport there, there was serious talk of making the goals bigger.
>
> >In fact, snooker is degenerate in its own way; a 147
> >break consists of one person shooting and NEVER letting the other
> >person shoot! But it doesn't take a genius to look at the purses
> >offered in the UK for snooker players to see that it's clearly
> >well-liked in this form.
i found this exchange absolutely hilarious. For those who don't know,
Derek makes MONEY out of playing snooker.
>
> The success of snooker in the UK was associated with the introduction
> of colour TV. It made a tense, colourful spectacle and hooked
> millions who have never touched a cue and never will.
>
> >Guess what. I'm more of a "have-not" than a "have".
>
> And, guess what, you're not much of a winner either. Current ratings
> for the folk in question:
>
> 64 3125 Martin Cubberly
> 83 3094 James McLellan
> 121 3046 Derek Ray
> 224 2906 Matt Green
>
> Looks like Martin knows what he's doing.
Does it really. If you seriously expect people to believe that MAtthew
Green is a worse player than Martin Cubberly then you will be
disappointed, i venture to suggest.
>
> Andrew
i'm thinking about using this as my signature from now on. What do
people think?
"Is it, i wonder, too much to
hope that the CL people will shut their traps now? If not, might they
at least have the humility to consider the possibility that their
deck-constructing and playing skills, rather than the game itself,
leave something to be desired?"
Andrew S. Davidson <a...@csi.com> wrote in message news:<D98329BF5ADCC57C.698B2B08...@lp.airnews.net>...
> On 26 Jun 2001 05:37:12 -0700, legbiter wrote:
>
> >i think one of the great things about the Final Nights precons is that
> >you can make them absolutely FEROCIOUS just by trimming out the Prayer
> >cards, paring the crypt of some of the really big uns [in some cases]
> >and slipping in a few commons and uncommons, the odd power rare if you
> >have it but not IMO anything LIKE necessary. As folk keep saying,
> >there's really no such animal as a power rare in jyhad, not in the
> >Magic sense anyway.
>
> My take on FN is that I'm not very interested in the Independent clans
> - they just lack sex appeal or something. There are a few cards that
> I am interested in though - Jake Washington, for example. He's a card
> that you can use several copies of but he's a rare. In other CCG,
> you'd have some number of copies to shoot for. In Doomtown, I'm not
> bothered if I only have one of a card - the decks are so tight and the
> uniqueness rules are so tough. In Shadowfist, I like to have 5 of a
> card - more can be nice to have but you know that you won't be using
> them all in one deck. In VTES there is no such comfort factor. There
> are several cards that I've come across that I know I'd want lots of
> copies of if I played the game seriously (where lots means
> double-figures). Some of these cards are rare or uncommon and that's
> when I get cold feet.
Which sounds like a load of excuses to me. Look, i've spent a lot of
my NG life trying to help people to see that there's lots of ways to
have fun with Jyhad and that you don't have to spend a fortune or
years on the Net to win competitive games. Whatever my gripes about
individual games i have MUCH more respect for guys like Tom and martin
who just come along and play and win [or lose] than i do for
virtual-space theoretical whining.
>
> If the game had been done differently, e.g. CL 6, no deck limit, and
> special cards like Contract unlimited, then I'd be a lot more ready to
> embrace it.
How nice.
I'm not convinced that the game would be all that
> different in practise, much as you're saying about your deck. This
> holy-war, don't-give-an-inch stuff does nothing to persuade me - the
> arguments aren't as cut and dried as the NCL advocates make out.
This reminds me of the Creationists. WE aren't the ones on the
bible-bashing rampage. YOU with your unique insight into the game
designer's mind and the Great Principles of Game Design Generally are
the religious nutcase. This game was explicitly designed NOT to have
card limits. People have suggested this was a mistake. We have adduced
reams and reams of evidence that shows it was not. You have produced
not one iota of evidence to indicate that we are wrong [but if any new
evidence or new argument comes up we'll consider it]. Yet, still, your
Pure faith persists. i hope it's worth all the self-deception in the
end for you, is all i can say.
>
> Andrew[ quoted text not captured ]
On Tue, 26 Jun 2001 23:00:14 +0100, Andrew S. Davidson <a...@csi.com>
wrote:
>On Tue, 26 Jun 2001 12:25:05 -0400, Derek Ray wrote:>>>This doesn't alter its degeneracy.>
>Snooker, like most sports, was designed by English aristocrats who had
>lots of time to kill. You've heard of cricket, perhaps - a sport in
>which it can take days to play a single game. I played it at school
>and never thought much of it. I discovered softball later and thought
Well, now this I can sympathise with. I prefer individual games to at
least conclude on the same day.
>>Ratings are, of course, a polite fiction designed to boost the egos of
>>those who want boosting. If I wanted to improve my rating, I would
>>play the decks that have the best chance of winning, as opposed to
>>screwing around with the non-standard ones that I have for the past
>>two years -- as a post of mine on another thread stated.>
>You're entitled to please yourself but there's an odd contrast between
>your constant didacticism here and your failure to take your own good
>advice when it matters. And I don't understand why you don't buy more
You are correct,... there IS a startling contrast, isn't there?
However, you should reread your own sentence for the answer to your
implied question. (You might also consider that many golfers practice
swinging with a weight on the end of their club, but I haven't played
golf in fifteen years, so that's probably irrelevant.)
Should it ever matter to me, I have full confidence in my ability to
assemble 80 cards' worth of the highest-quality Brie and make use of
them appropriately. But while Brie has a good chance of winning, it
isn't anywhere near as much fun, and most importantly, I don't
discover anything new in the game. About the only thing I discover is
that big Malkavians with Minion Tap/5th/Forgotten Labyrinth are hard
to intercept, and if they wander around with Governs and Conditionings
too, they do lots of pool damage. Oh, and if you put enough 2nd
Tradition/Obedience in a deck, most decks can't beat you up, and all
those Princes and Justicars on the table mean that people have to keep
asking you about which way votes should go.
Of course, people have known THAT for four years or so. That's no fun
to 'learn'. But learning that putting a bunch of Potence combat in a
!Brujah PRE vote deck actually works a lot better than putting a lot
of Majesty in... THAT's fun. =)
>cards for a game that you like so much. Apart from the use you could
>make of them, you'd be supporting the game financially.
I believe I ended up with three boxes of Sabbat War, when all was said
and done. I haven't bought any Final Nights yet, but I intend to.
Anything more of Sabbat War would have been pointless rare-chasing and
would have ended me up with FAR more commons than I actually
needed/wanted. It rather IS a pain to sort through and/or deal with
your twentieth copy of any given card, so I try to avoid hitting that
point.
As far as the use I could make of them... -shrug- V:TES is not my
primary recreational activity, odd as that may seem by my
loquaciousness here. (Taking into account that 100+ WPM makes it a
whole lot easier to be prolific in posting.) Supporting the game
financially, ...well, considering Sabbat War sold out and I only
bought three boxes, I believe that the game does not currently require
my support in the sense of buying more than I need or want.
-- Derek
On 26 Jun 2001 15:21:14 -0700, legb...@my-deja.com (legbiter) wrote:
>> On Tue, 26 Jun 2001 11:25:44 -0400, Derek Ray wrote:
>>
>> >In fact, snooker is degenerate in its own way; a 147
>> >break consists of one person shooting and NEVER letting the other
>> >person shoot! But it doesn't take a genius to look at the purses
>> >offered in the UK for snooker players to see that it's clearly
>> >well-liked in this form.>
>i found this exchange absolutely hilarious. For those who don't know,>(nameless) makes (absolutely nothing dammit!) out of playing snooker.
PLEASE DON'T "OUT" ME TO THE ENTIRE COUNTRY, JAMES! =)
and i'm afraid i'm merely an american pool player, although i'm not
entirely incompetent on those football fields you call snooker tables.
=)
-- Derek
legb...@my-deja.com (legbiter) wrote in message news:<68f2e9f8.01062...@posting.google.com>...
[ quoted text not captured ]
Me mentioning the Mariel torporing thing was more of an explanation of
why Martin rushed her than a spur for you to make a really horrid deck
around it:-)
I have to say that, if the trick hadn't come to you, the rush would
have put down your combat defense and weakened you considerably
thereby balancing the table; which was the reason he rushed her in the
first place.
Oh and incidentally, he would be on here to defend himself but he
doesn't have web access.
The guy's a fucking good player and I think a lot of people have been
a tad unfair to him. A lot of said people (Yourself and Matt aside)
probably don't even know the guy.
On 26 Jun 2001 15:35:33 -0700, legbiter wrote:
>We have adduced reams and reams of evidence that shows it was not.
>You have produced not one iota of evidence to indicate that we are
>wrong [but if any new evidence or new argument comes up we'll consider it].
The starting point for this exchange was your claim that your also-ran
ToGS deck proved something. This didn't convince me of much for the
reasons I've given.
I go on to explain how the game's lack of an official CL format
discourages me from buying it and we read that FN has poor sales.
You're trying to sell me something and I'm not buying it. That's the
situation here.
Andrew
Derek Ray <lor...@yahoo.com> wrote in message news:<kvpijt4m7grgjjc6f...@4ax.com>...
> On 26 Jun 2001 15:21:14 -0700, legb...@my-deja.com (legbiter) wrote:
>
> >> On Tue, 26 Jun 2001 11:25:44 -0400, Derek Ray wrote:
> >>
> >> >In fact, snooker is degenerate in its own way; a 147
> >> >break consists of one person shooting and NEVER letting the other
> >> >person shoot! But it doesn't take a genius to look at the purses
> >> >offered in the UK for snooker players to see that it's clearly
> >> >well-liked in this form.
> >
> >i found this exchange absolutely hilarious. For those who don't know,
> >(nameless) makes (absolutely nothing dammit!) out of playing snooker.
>
> PLEASE DON'T "OUT" ME TO THE ENTIRE COUNTRY, JAMES! =)
Hehehe .... my representatives await your proposals in this regard.
You'll not need reminding that i am a poor fiend with Many Expensive
Tastes to Satisfy. O, wait, you know what some of those are. Ok. i'll
keep Stumm about this and the, erm, other matters.
>
> and i'm afraid i'm merely an american pool player, although i'm not
> entirely incompetent on those football fields you call snooker tables.
> =)
>
> -- Derek
Hey, all this reminds me that you kinda promised to come over here and
visit us, possibly paying for your trip in part by, erm, exploiting
certain of your talents. i hope you will! LOTS of people here want to
shake you warmly by the throat .... if they can reach that high .....
;)
Remember kids, dressing up as Derek Ray in school isn't cool.
<big snip>
Martin sent me and Matt an email which i'm taking the liberty of
posting cos it's relevant to this thread, along with my response to
him which, obviously, is also an email.
>
> Next day Sorrow, John Eagles and i made the trek up to Watford for a
> nice big tourney, 22 or so people IIRC. Rob was there briefly but did
> not play, Barney and Will being other notable absentees. It was good
> to see james Coupe back in the competitive frame and playing what Matt
> and i think is his best deck ever. Sorrow played a storming weenie
> obfuscate-embrace deck for 9 VPs and i played a totally new deck which
> i threw together that morning, for 10VPs in the heats and 1 in the
> final. i call this deck Temptation of Greater Sleaze; the design
> principle being quite simply to include as many as possible of the
> cards that make your heart sink when they hit the table. Here's the
> deck, with notes to indicate where i think it could be modified for
> the better:
>
> DECK NAME: TEMPTATION OF GREATER SLEAZE
>
> CRYPT [12 vampires]
> Zebulon [replace with Mariel]
> Leandro x 2
> Lucian x 4
> Greger Anderssen x 2
> Gilbert Duane x 2
Mariel, Lady Thunder
>
> LIBRARY
> MASTERS [21]
> Direct Intervention
> Dreams of the Sphinx
> Giant's blood
> Golconda - Inner Peace
> Information Highway
> Legendary Vampire
> Minion Tap x 4
> The Parthenon
> Pentex Subversion
> Temptation of Greater Power x 4
> Tomb of Rameses III x 3
> Secure Haven
> Sudden Reversal
> ACTIONS [9]
> The Fifth Tradition: Hospitality x 3
> Govern the Unaligned x 2
> Kine Dominance x 2
> Pulse of the Canaille
> Revelations [remove]
> VOTES [18]
> Anarchist Uprising x 2
> Ancient Influence
> Banishment x 2
> Dramatic Upheaval
> KRC x 5
> Parity Shift x 4
> Political flux [maybe remove]
> Political Stranglehold
> Rabble Razing [remove]
> REACTIONS [20]
> Deflection x 4
> Forced Awakening
> Obedience x 4
> The Second Tradition: Domain x 2
> Telepathic Counter x 3 [not sure. Maybe remove].
> WWEF x 6
> ACTION MODIFIERS [22]
> Cloak the Gathering x 4
> Conditioning x 3
> Elder impersonation
> Faceless Night x 4
> Forgotten Labyrinth
> Lost in Crowds x 4
> Spying Mission
> Swallowed by the Night x 4
>
> [Yep, not a Happy Families deck and NO combat cards. What, i can't
> break my own rules from time to time? You wait till you see the NEXT
> emanation of the Legbitery grey matter!!!!]
>
> Odd tournament this one. i got 4VP in the first 5-player game, getting
> early vote-lock and pulling off Parity Shift, Deflection and Anarchist
> Uprising plus some biggish bleeds. LOTS of weenies on the table.
> Second game [4-player] i swept thanks to Dramatic Upheaval, KRC,
> Banishment, big bleeds, wake/Obedience, ToGP [14-point master-phase
> bleed], and mariel's special. Third game [4-player] i tied, despite
> having TWO fears of Mekhet played on me by my second prey [i suddened
> one of them]; i did another 14-point master-phase bleed with ToGP on
> Daniel Vandenberg in this one. In the final i chose to bleed Sorrow
> and to be bled by Matt. i was doing OK until martin Cubberley did a
> totally-ridiculous cross-table rush against Mariel. Yes, yes, i KNOW i
> said that combat decks should do cross-table rushes against their
> grand-prey in order to bring the table down to three and try to win
> from there. Own, petard, hoist sorta thing.> Martin Cubberley <Martin.C...@southbeds.gov.uk> matthe...@bcuc.ac.uk, legb...@my-deja.com Powerbase: Watford tournament finalDate: Wed, 27 Jun 2001 09:45:31 +0100
>
>Hello there guys,
>It has come to my attention that, via the newsgroup, my playing on
Sunday
>has been put under the microscope. Unfortunately, I don't have
access to
>the newsgroup and so can't post a reply/defend myself there, so I
have
>decided to mail you both.
>First off, can I say I'm sorry, and disappointed, that my actions
have
>caused such a stir. I would like to point out, that, at the time, I
>believed my cross table rush at James to be a good play to make - the
best
>at the time. James was on around 15 pool, had a Justicar on the
table,
>Mariel the Elysium and everybody knew he had Temptations in his deck.
As
>I'm sure you will both agree, playing a combat deck is about
balancing the
>table, and in my opinion, James was BY FAR the most powerful sat at
that
>table at that time. Therefore I did what I had to do. Obviously
this was
>not considered to be the greatest move ever... I would also like to
add
>that I always play to win - or at least do as well as I can - but
above all
>that, I play to have fun. And I had fun on Sunday - it's a shame
that you
>feel differently (correct me if I'm wrong).
>I appreciate that the both of you are better players than myself, and
my win
>seems to be somewhat controversial, but I do hope there will be no
bad
>feelings the next time we meet up at a tournament. As I'm sure you
are
>aware, I have not been to many tourneys, and consider each one to be
a
>learning experience. Last Sundays was indeed a learning experience.
>Feel free to respond to these comments and/or put this up on the
newsgroup
>if you so wish.
>
>Take care,
>Martin Cubberley
i'll post this, along with my response.
First let me congratulate you on a fine win. i do think you were a BIT
lucky and that you made a strategic mistake in the final, but [as i
said at the time] i greatly admired your deck and the way you played
it in all other respects. Good job!
i wouldn't dissent for a moment from the proposition that combat decks
have to take cross-table actions; it's just i think that the
particular cross-table action you took against me in the final was
strategically unwise. i guess where we differ [and LOTS of people
would agree with you, and not with me] is over the idea that combat
decks are all about balancing the table, which IMO is only a tactic. i
believe that strategically combat decks are just tlike any other deck
in being about gaining the most VPs possible, though obviously by
different means than is true for bleed, vote etc. Never mind! It
turned out alright for you in the end, and you learned something along
the way [as did i. As did we all. Mariel the drop-dead gorgeous, eh?
;-)]. And i had fun too!
Actually, can we ask you a favour? Could you post us your deck so's we
can put it on the newsgroup? Thanks, and i look forward to enacting my
Hideous Revenge upon you next time it is in my in-game interests to do
so. Again, congratulations on a fine win!
<snip>
>
> I'm still not clear what sort of deck he [Martin] had
> > though, apart from it being rush combat.
>
> Hopefully he will post it. Pro, cel, aus deck making good use of the
> Art of Pain.
> >
Here is martin's deck, which he has asked me to post. Once again
congratulations to mark! We have a new enemy ... he could destroy us
all ....
Deck Name:
The pretentious art fags tear you a new one!
Created by: Martin Cubberley
Description:
Toreadors with Protean. Show the world that the Toreadors can fight
after all. Use bleed redirection and intercept with the small vamps to
keep you healthy, while you send your big vampires off to do the
killing -
tool Miller up with Art of Pain for one scary mutha.
Crypt: (12 cards) [Min: 19, Max: 34, Avg: 6.92]
2 Andreas(AUS CEL dom PRE pro, Toreador, 9, Primogen)
1 Dorian Strack (AUS cel, Toreador, 4)
1 Ellen Fence (aus CEL OBF PRO, Gangrel Antitribu, 8, Bishop)
1 Felicia Mostrom (AUS CEL pre, Toreador, 5)
2 Kallista (AUS CEL pre pro, Toreador, 6)
1 Marcellus (AUS CEL pro, Toreador, 8, Prince)
3 Miller Delmardigan (aus CEL PRE pro, Toreador Antitribu, 8, Bishop)
1 Remilliard (AUS pre, Toreador Antitribu, 4)
Library: (90 cards)
Master (18 cards)
2 Art of Pain, The
3 Blood Doll
1 Depravity
1 Direct Intervention
1 Fame
1 Fetish Club Hunting Ground
1 Giant's Blood
1 Haven Uncovered
1 KRCG News Radio
2 Minion Tap
3 Protean
1 Society Hunting Ground
Minion (72 cards)
2 Acrobatics
2 Adaptability
1 Art Scam
6 Blur
3 Bone Spur
5 Bum's Rush
3 Claws of the Dead
2 Enhanced Senses
5 Fast Reaction
2 Flash
6 Flesh of Marble
3 Leather Jacket
2 My Enemy's Enemy
2 Precognizant Mobility
4 Psyche!
2 Pursuit
1 Shadow of the Beast
3 Sideslip
2 Spirit's Touch
2 Taste of Vitae
3 Telepathic Misdirection
2 Telepathic Tracking
6 Wake with Evening's Freshness [maybe should be forced awakening?]
3 Wolf Claws
i note that this deck is also legal for 6CL. That's game, set and
match as far as refuting Cl is concerned, i'd have thought.
Andrew S. Davidson <a...@csi.com> wrote in message news:<47C2CC6403AD55A8.89EDCB3E...@lp.airnews.net>...
[ quoted text not captured ]
This doesn´t say nothing , Suppose Derek win ONE tournament round with
one of his intercept decks with distributions of VP 2/1/1/1/0
according to rating calculator he gains around 64 points if people at
the table have more or less same ranking as he has. After that round
ratings would be something like
3125 for Martin
3110 for Derek
3094 for Legbiter
2906 for Matt
See ? Ratings difference of about 60 points means nothing since it
takes just one win in a tournament rounds to annulate them.
Do you want to be BEST player in the world according to ratings ?
My method doesn´t require to win tournaments.
It even doesn´t require to go to the final.
All you need is to take a deck capable of doing 2/1/1/1 victory points
splits consistently. After three rounds you will have 6 VP which in
most tournaments I played recently 6 points was NOT sufficient to
guarantee you a place in the final. Yet you will gain around 180
points each tournaments. Repeat it in three tournaments and you will
have around 540 points gain. Assuming you started at 3000 you will end
with 3540 points which is about 200 points more than current top
player have. And you didn´t even went into the final in any single
tournament !
Let´s say that you actually play to win a tournament.Your deck is
little bit different - your approach is to sweep two games out of
three in the preliminary rounds and then since you will probably have
most vp you will chose best position in the finals thus you will
probably win finals too. Sounds like a good plan , no ? You think that
you will have better ranking at the end than an 2/1/1/1 deck ? No !
You will only have gain of something like 120 points after each
tournament and around 360 after three tournament and this approach
require you to win three tournaments in the row which is way more
difficult than 2 vp per a game approach.
See what I mean ? High rating doesn´t necessary mean that player is
better than a player who has lower rating. Heck the one with lower
rating could be making finals regurarly and the one with bigger not.I
hope you will agree with me that total number of finals / total
numbers of tournaments is quite a good indicator if player is good or
bad.
As it is now there are two possibilities
1) ratings are broken since they do not reflect tournament structure ,
you may be in the finals regularily but still has a lower ratings that
someone who never ever go into the finals.
2) Way how tournament scoring is made is broken since it doesn´t
reward consistency - you can win three games and yet never go into the
finals but you will rightly be best player in the world after three
tournaments.
Conclusion : If we want to keep current tournament system we need to
change ratings.
If we want to keep ratings system we need to change tournament system.
Kajik
On 27 Jun 2001 05:56:27 -0700, legb...@my-deja.com (legbiter) wrote:
>Here is martin's deck, which he has asked me to post. Once again
>congratulations to mark! We have a new enemy ... he could destroy us
>all ....
>
>Deck Name:
>The pretentious art fags tear you a new one!
>Created by: Martin Cubberley
>Description:
>Toreadors with Protean. Show the world that the Toreadors can fight
>after all. Use bleed redirection and intercept with the small vamps to
>keep you healthy, while you send your big vampires off to do the
>killing -
>tool Miller up with Art of Pain for one scary mutha.
>>Minion (72 cards)
>6 Blur
>5 Bum's Rush
>5 Fast Reaction
>6 Flesh of Marble>6 Wake with Evening's Freshness [maybe should be forced awakening?]
>>i note that this deck is also legal for 6CL. That's game, set and
>match as far as refuting Cl is concerned, i'd have thought.
To make it legal for 4CL, merely replace as follows:
2 Blur -> 2 Pursuit
1 Bum's Rush -> 1 Ambush
1 Fast Reaction -> 1 Forced Awakening
2 Flesh of Marble -> 2 Side Strike
3 Wake -> 3 Forced Awakening
The most painful substitution will be the Flesh of Marbles, as there
really isn't a directly comparable card. Best you can do is another
dodge/additional strike card, which are never bad to have.
Kind of interesting what the "degenerate combat deck" really looked
like, eh? =)
-- Derek
On 27 Jun 2001 01:53:26 -0700, legb...@my-deja.com (legbiter) wrote:
>Derek Ray <lor...@yahoo.com> wrote in message news:<kvpijt4m7grgjjc6f...@4ax.com>...>>>> PLEASE DON'T "OUT" ME TO THE ENTIRE COUNTRY, JAMES! =)>
>Hehehe .... my representatives await your proposals in this regard.
Actually, TWO entire countries. =P
>You'll not need reminding that i am a poor fiend with Many Expensive
>Tastes to Satisfy. O, wait, you know what some of those are. Ok. i'll
>keep Stumm about this and the, erm, other matters.
Especially the matters concerning the goat. =P
What sort of proposals were you curious about, though? =)
>Hey, all this reminds me that you kinda promised to come over here and
>visit us, possibly paying for your trip in part by, erm, exploiting
>certain of your talents. i hope you will! LOTS of people here want to
>shake you warmly by the throat .... if they can reach that high .....
hahahaha. Aw... they miss me and I haven't even met them yet! =)
Isn't that sweet. As far as the visit, though, I'm seriously
attempting to figure out just how to manage that in the near future.
Whether I can pay for my trip in part with extracurricular activity
would be curious, although I expect rather risky... the most-popular
variation you guys play over there is QUITE different. =)
Hopefully I'll be able to make it over there after y'all wind up the
regular monthlies again (and of course, schedule my time directly
across one of them =). All depends on how stuff-in-progress goes.
-- Derek
On 27 Jun 2001 05:56:27 -0700, legbiter wrote:
>Deck Name:
>The pretentious art fags tear you a new one!
>Created by: Martin Cubberley
>Description:
>Toreadors with Protean. Show the world that the Toreadors can fight
>after all. Use bleed redirection and intercept with the small vamps to
>keep you healthy, while you send your big vampires off to do the
>killing - tool Miller up with Art of Pain for one scary mutha.
This looks like a fine deck, though, FWIW, I can't make this one
either as I don't think I have any Miller/Art of Pain. Anyway, that's
another tick for the Toreadors which should keep them near the top of
the table.
>i note that this deck is also legal for 6CL. That's game, set and
>match as far as refuting Cl is concerned, i'd have thought.
Quite the reverse IMO. Both you and Martin can function quite well
within a 6CL. And I've seen many other decks which fit within this
constraint too. Some players even use this as a conscious parameter
when designing decks - stops them being too vulnerable to a nemesis.
So what's the big deal about having a 6CL?
This looks increasingly to me like an accident of history. Magic went
first with an arbitrary CL of 4 which worked out ok with the equally
arbitrary deck size of 60. VTES inherited the same CL in many groups
but this wasn't suitable for its larger decks. If a 6CL had been the
first choice for VTES, maybe that's what everyone would be playing
now, just as everyone now takes the 4CL limit for granted in Magic
even though it was grafted on to the original design too. Of course
you'd lose the amusing/degenerate decks which have 10+ copies of the
same card but all other CCG suffer this lack and seem to manage.
Andrew
On Wed, 27 Jun 2001 15:53:23 +0100, Andrew S. Davidson <a...@csi.com>
wrote:
>On 27 Jun 2001 05:56:27 -0700, legbiter wrote:
>>>Deck Name:
>>The pretentious art fags tear you a new one!
>>Created by: Martin Cubberley
>>Description:
>>Toreadors with Protean. Show the world that the Toreadors can fight
>>after all. Use bleed redirection and intercept with the small vamps to
>>keep you healthy, while you send your big vampires off to do the
>>killing - tool Miller up with Art of Pain for one scary mutha.>
>This looks like a fine deck, though, FWIW, I can't make this one
>either as I don't think I have any Miller/Art of Pain. Anyway, that's
>another tick for the Toreadors which should keep them near the top of
>the table.
>>>i note that this deck is also legal for 6CL. That's game, set and
>>match as far as refuting Cl is concerned, i'd have thought.>
>Quite the reverse IMO. Both you and Martin can function quite well
>within a 6CL. And I've seen many other decks which fit within this
>constraint too. Some players even use this as a conscious parameter
>when designing decks - stops them being too vulnerable to a nemesis.
>So what's the big deal about having a 6CL?
Since 6CL decks are capable of beating an entire tourney-ful of NCL
decks, why limit the variety in the game by having an un-necessary
card limit? Many, many decks are simply not viable under 6CL and
never will be -- Corruption decks, Cryptic Mission decks, the list has
been restated endlessly.
Imposing an arbitrary card limit on the game for some nebulous concept
of "balance", especially when the game wasn't designed to be played
with a CL, is simply foolish on the face of it. Even more so when it
turns out that the "balance" isn't necessary - decks with 10+ of the
same card in them lose valuable flexibility that, at the highest
levels, is turning out to be necessary.
>This looks increasingly to me like an accident of history. Magic went
>first with an arbitrary CL of 4 which worked out ok with the equally
>arbitrary deck size of 60. VTES inherited the same CL in many groups
>but this wasn't suitable for its larger decks. If a 6CL had been the
V:TES inherited the same CL because it was another Garfield game, and
everyone just assumed that any Garfield game would have a CL. It is
interesting to note that 4CL in a 90-card deck does fall into that
particular trap as well.
Unless I'm mistaken, Magic didn't ORIGINALLY have a card limit - WotC
simply assumed that nobody would ever have that many of any given
card. Oops on their part, but it was a totally new field they were
entering, too. They had to bolt on patch after patch to the rules and
design afterwards to try to fix the problem.
>first choice for VTES, maybe that's what everyone would be playing
>now, just as everyone now takes the 4CL limit for granted in Magic
>even though it was grafted on to the original design too. Of course
>you'd lose the amusing/degenerate decks which have 10+ copies of the
>same card but all other CCG suffer this lack and seem to manage.
But the other CCGs were designed to have the card limits from the
ground up, which this wasn't. Magic's design has largely imploded on
itself over the years, and the 4CL has been a feature for so long that
it now truly IS being designed for 4CL.
-- Derek
On Wed, 27 Jun 2001 11:06:52 -0400, Derek Ray wrote:
>Unless I'm mistaken, Magic didn't ORIGINALLY have a card limit - WotC
>simply assumed that nobody would ever have that many of any given
>card. Oops on their part, but it was a totally new field they were
>entering, too. They had to bolt on patch after patch to the rules and
>design afterwards to try to fix the problem.
What gets forgotten in this debate is that VTES went through a similar
patching process. The game, as designed, could be broken and so
different groups adopted different house rules to fix it. Some went
with a CL like Magic while others went with Adrian Sullivan's Golden
Tenets - no repeat actions (NRA) and no vote pushing. The latter is
now regarded as orthodoxy but note that NRA still isn't in the
rulebook. I regard it with the same suspicion and distaste as you
regard a CL and for the same reason - that it wasn't in the original
design and isn't even a proper rule.
The Golden Tenet camp, personified by LSJ, have seized the levers of
power but it might not have gone that way. One year the big annual
tournament at Gencon was run by WotC with a 4CL, right? Supposing
that faction had taken the game forward. They might have fixed the
game to work well with a CL and folk who wanted to play without one
would now be the mavericks, raging against the system. What might
have been ...
Andrew
On Wed, 27 Jun 2001 16:51:23 +0100, Andrew S. Davidson <a...@csi.com>
wrote:
>On Wed, 27 Jun 2001 11:06:52 -0400, Derek Ray wrote:>>>Unless I'm mistaken, Magic didn't ORIGINALLY have a card limit - WotC
>>simply assumed that nobody would ever have that many of any given
>>card. Oops on their part, but it was a totally new field they were
>>entering, too. They had to bolt on patch after patch to the rules and
>>design afterwards to try to fix the problem.>
>What gets forgotten in this debate is that VTES went through a similar
>patching process. The game, as designed, could be broken and so
(head shake) I'm well aware that it went through a patching process.
I just think that the patch that was adopted was the better one. =)
>different groups adopted different house rules to fix it. Some went
>with a CL like Magic while others went with Adrian Sullivan's Golden
>Tenets - no repeat actions (NRA) and no vote pushing. The latter is
note that a CL wouldn't fix vote-pushing; you simply include as many
different vote cards in your deck as you need. Those 4 copies of
Screw the Masquerade! finally see some use... =)
>now regarded as orthodoxy but note that NRA still isn't in the
>rulebook. I regard it with the same suspicion and distaste as you
>regard a CL and for the same reason - that it wasn't in the original
>design and isn't even a proper rule.
It puzzles me that NRA has not made it to the rulebook yet. With the
current design of the game and the way it's going, it seems a much
simpler course of action. Although I could suppose that things are
being left that way so as to not legislate older playgroups out of
existence.
>that faction had taken the game forward. They might have fixed the
>game to work well with a CL and folk who wanted to play without one
>would now be the mavericks, raging against the system. What might
>have been ...
... is merely idle speculation. =)
I will note that the CL house rules adopted by many groups were
"glued-on" without thinking, in some cases without even realizing that
the game was NCL by design. OTOH, The Golden Tenets were crafted with
a significant amount of thought and time spent. In general, I'm going
to learn towards something that's had EFFORT put into it as more
likely to be "right" as opposed to a snap judgement.
-- Derek
In message
<DE0BA4B8A94133C8.CE034DDD...@lp.airnews.net>,
Andrew S. Davidson <a...@csi.com> writes
>The Golden Tenet camp, personified by LSJ, have seized the levers of
>power
"seized"?
Unsubstantiated, emotive guff.
[ quoted text not captured ]
Andrew S. Davidson <a...@csi.com> wrote in message news:<5B81CF3F3D887D4B.3D0138D2...@lp.airnews.net>...
> On 26 Jun 2001 15:35:33 -0700, legbiter wrote:
>
> >We have adduced reams and reams of evidence that shows it was not.
> >You have produced not one iota of evidence to indicate that we are
> >wrong [but if any new evidence or new argument comes up we'll consider it].
>
> The starting point for this exchange was your claim that your also-ran
> ToGS deck proved something. This didn't convince me of much for the
> reasons I've given.
i've combed your responses for reasons, and i find none. Opinions and
feelings, lots of those. Facts and reasoned arguments, not a single
one. Since you don't seem to like my deck you might like to look at
Martin's deck which he's kindly allowed me to post in this thread. To
save you looking, i'll remind you that he came first [good effort,
Martin, and sorry for calling you Mark in the other post], and i'll
point out that it's a 6-cl legal deck. Finally, from Rob's Ventrue NL
here is Matt's deck. i'll remind you that he came second.
Deck name: 'The Sandy Pole'
Created by: Matt Green
Crypt: (12 cards)
1 Courtland Leighton (Ventrue, 4, do fo pr)
1 Dominique (Ventrue Antitribu, 7, an AU do FO
vi)
1 Ingrid Russo (Ventrue Antitribu, 4, DO fo)
3 Quentin (Ventrue Antitribu, 9, AU ce DO
FO ot,
Bis)
1 Ranjan Rishi (Ventrue, 5, DO fo PR)
1 Roland Louissarian (Ventrue, 3, fo pr)
1 Rufina Soledad (Ventrue, 2, fo)
2 Sir Walter Nash (Ventrue, 7, DO FO PR, Prince)
1 Timothy Crowley (Ventrue, 7, an do FO PR, Prince)
Library: (65 cards)
Masters 12
1 Demonstration
2 Dreams of the Sphinx
1 Elysium: The Arboretum
1 Giant's Blood
1 KRCG News Radio
3 Minion Tap
1 Rumor Mill, Tabloid Newspaper, The
1 Ventrue Headquarters
1 Powerbase : Madrid
Minion 53
2 Ancilla Empowerment
2 Cardinal Benediction
1 Cryptic Rider
4 Day Operation
6 Deflection
2 Disputed Territory
2 Dramatic Upheaval
1 Elder Kindred Network
1 Elder Library
2 Fifth Tradition: Hospitality, The
5 Kine Resources Contested
2 Kindred Manipulation
2 Kiss of Ra, The
5 Obedience
2 Parity Shift
1 Praxis Seizure: Miami
3 Resilience
3 Second Tradition: Domain
3 Skin of Steel
2 Ventrue Justicar
2 Wake with Evening's Freshness
Wow, look! 6cl legal, and this from Matthew Green who hates, hates
HATES cl with every fibre of his delicate but passionate being. So
that's first, second and third places in the large and competitive
Watford NCL tourney to 6cl-legal decks. So the bottom line is that you
CAN compete in NCL with Cl legal decks.
>
> I go on to explain how the game's lack of an official CL format
> discourages me from buying it
And my point is that it doesn't need one, because CL decks compete
just fine in an NCL environment. So the only reason to bring in CL
would be to stop you personally from going all wiggy and weepy when
someone whipped out their tenth Lost in Crowds. Your feelings matter
to me, but not that much. Actually while we're on the subject i'll
point out that sealed-deck IS an official format and it is,
effectively, cl. IIRC you DID attend the Watford FN sealed deck and
left after the first game, no? Maybe you just don't like or understand
this game at all, could THAT be the Secret Demon with which you are
wrestling?
and we read that FN has poor sales.
Not my fault if so. i've spent upwards of 300GBP on it so far.
> You're trying to sell me something and I'm not buying it. That's the
> situation here.
Well you've also said that you're not buying FN because the
independents lack the it-factor. It seems to me there would ALWAYS be
a reason why you wouldn't buy it. As for me trying to sell something
to you, you remind me a bit of the brash American in the anecdote who
goes into a Scots bar and orders a glass of their finest malt. It
having been reverently poured, he asks for a dash of soda in that. And
the barman takes the glass back in disgust, and substitutes a slug of
Bell's. In the same, erm, spirit i advise you to stick to Shadowfist,
an excellent game to which the odd dash of soda may, with perfect
propriety, be added.
>
> Andrew
Andrew S. Davidson <a...@csi.com> wrote:
>On Wed, 27 Jun 2001 11:06:52 -0400, Derek Ray wrote:
>>>Unless I'm mistaken, Magic didn't ORIGINALLY have a card limit - WotC
>>simply assumed that nobody would ever have that many of any given
>>card. Oops on their part, but it was a totally new field they were
>>entering, too. They had to bolt on patch after patch to the rules and
>>design afterwards to try to fix the problem.>
>What gets forgotten in this debate is that VTES went through a similar
>patching process. The game, as designed, could be broken and so
>different groups adopted different house rules to fix it. Some went
We're not talking about house rules - we're talking about the
*official* patching process. Magic went from NCL to 4CL becuase the
designers had assumed that rarity would be a card limiter and it
turned out not to be. The designers of V:TES assumed that players
could/would have access to unlimited copies of each card and designed
the game accordingly. They still missed the mark, but only slightly.
>with a CL like Magic while others went with Adrian Sullivan's Golden
>Tenets - no repeat actions (NRA) and no vote pushing. The latter is
>now regarded as orthodoxy but note that NRA still isn't in the
>rulebook. I regard it with the same suspicion and distaste as you
>regard a CL and for the same reason - that it wasn't in the original
>design and isn't even a proper rule.
So don't use it. It's only required in V:EKN-sanctioned constructed
deck tournaments.
>The Golden Tenet camp, personified by LSJ, have seized the levers of
>power but it might not have gone that way. One year the big annual
.. have been given the levers of power since no one else was
available to do the job properly.
>tournament at Gencon was run by WotC with a 4CL, right? Supposing
Speaking of not doing the job properly...
Actually I believe that that was done at an Origins tournament, not a
Gen*Con one, but I could be mistaken (and it's not really important to
your point anyhow). It would've been back in '96 or so, I believe.
That happened because, given the resources being given to supporting
V:TES from WotC at the time, the judges at the event were not familiar
with the game and mistakenly did not follow the then-current DCI rules
for V:TES.
>that faction had taken the game forward. They might have fixed the
>game to work well with a CL and folk who wanted to play without one
A faction that doesn't even know the rules of the game (so that they
would know when they were changing them)? I don't think following them
could be considered "forward".
>would now be the mavericks, raging against the system. What might
>have been ...
--
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/
On 27 Jun 2001 09:59:44 -0700, legbiter wrote:
>Well you've also said that you're not buying FN because the
>independents lack the it-factor. It seems to me there would ALWAYS be
>a reason why you wouldn't buy it.
I've addressed your CL stuff in another post but I feel there's some
value in explaining myself on this point as WW may be listening. I
didn't buy much FN and don't plan to because:
1. I already have a fair bit of DS and AH
2. I don't much care for the Independent clans and the art for FN
vampires does little to help them.
3. The cards that I might find useful and interesting like Jake
Washington and Sniper Rifle are, I believe, sufficiently few and far
between that they are best bought as singles or maybe trades.
Now I'm not quite sure exactly what we're going to get in Bloodlines
but, if it's at last something interesting for the Camarilla clans
then I will be buying a good chunk of it. They still need to do
something about the art though - I am not interested in cards that
look like dog poo.
So, even if FN isn't selling well, that doesn't mean the same would be
true of Bloodlines. Because it's something really new, I'd expect it
to leap off the shelves.
Andrew
LSJ wrote:
>>Actually I believe that that was done at an Origins tournament, not a
Gen*Con one, but I could be mistaken (and it's not really important to
your point anyhow). It would've been back in '96 or so, I believe.>>
Nah. The tournaments at Origins have been NCL for as long as they have existed
(at least the big official ones--there might have been smaller fringe tournies
run by non offical folk that were CL, but I didn't see any). The Origins '95
tournament was run without CL, much to many people's confusion (as we didn't
know any better...), and was won by a 60 KRC WVP deck, which may or may not
have led directly to the thankfully short lived "restricted" list.
Peter D Bakija
PD...@aol.com
http://www.geocities.com/bakija6
"She's a hero you see.
She's not like us."
-Giles
It was Origins, and it was 96, and they changed the deck contruction rules
15 minutes before the tourney. I remember having to ransack my deck to fit
their deck construction definitions.
Still, I had an amazing amount of fun at that tourney.
Matt
>I go on to explain how the game's lack of an official CL format
>discourages me from buying it and we read that FN has poor sales.
>You're trying to sell me something and I'm not buying it. That's the
>situation here.
I don't think NCL is bad for the play of the game as the game has been designed
to have no limits.
However, this (separate) point about owning cards being less desirable because
of NCL, IMO, has some validity. Some CCGers, such as myself, have the
mentality of having enough cards to build any deck that they might want to
build. That's not possible with NCL. (I find that I have a very hard time
trading because there's really almost nothing I'd want to give up as I might
find a use for it some day.)
While the game had done a good job of making commons among the best cards, I
believe that potential players are often daunted by how many cards they
wouldn't have that they could use (if only for greater variety).
If I were to put a new CCG on the market, I'd definitely feature CL. I bring
this up because what I don't like hearing is how a CCG is inherently inferior
because it has CL, which I hear occasionally from some of the locals. Still,
I'm not seeing the point in arguing CL for V:TES. It should have already
settled into "we agree to disagree, let's move on" years ago.
On Wed, 27 Jun 2001 17:27:09 GMT, LSJ wrote:
>Actually I believe that that was done at an Origins tournament, not a
>Gen*Con one, but I could be mistaken (and it's not really important to
>your point anyhow). It would've been back in '96 or so, I believe.
Thanks to the ever-wonderful Google, I found it almost immediately.
I'm not sure if there were more cases of this kind but it's great to
have a window into the good old days, when LSJ was roasting the powers
that were ...
Andrew
----------------------------------------------------------------------
From: L. Scott Johnson (lsc...@crl.com)
Subject: Re: Deck limitations at GenCon (sanctioned VTES tournament)
Newsgroups: rec.games.trading-cards.jyhad
View complete thread (36 articles)
Date: 1995/08/15
In article <40q095$d...@pentagon.io.com>,
J. Hunter Johnson <jhun...@io.com> wrote:
>I was at GenCon this past weekend, and signed up for the VTES Sanctioned
>Tournament (i.e., the one being run by WotC).
>
>At the beginning of the tournament (actually, about 10 minutes after it
>was supposed to have begun) a WotC rep announced the deck limitations --
>no ante cards and no more than four of any given card! Players were
>given about 15 minutes to tweak their decks.
Everybody get this?
WotC takes great pains to make a no-restriction-needed card game,
blows it with mis-rulings on some basic levels, and tries to cover
their collectives by slapping a no-thought card limit on a game, when
it has already been clearly shown that such a card limit (esp. one
with no consideration to the size of the deck) breaks the game.
Fix the rules, WotC, and the decks will follow.
-------
L. Scott Johnson (lsc...@crl.com)
Graphics Specialist and Jyhad Rulemonger
>Actually I believe that that was done at an Origins tournament, not a
>Gen*Con one, but I could be mistaken (and it's not really important to
>your point anyhow). It would've been back in '96 or so, I believe.
>
I've been going to Gen Con (US) for about 5 years. The only V:TES tournament I
played in there was 6 card limits with some cards banned or something (was, I
think, the first GC I went to).
Matt wrote:
>>It was Origins, and it was 96, and they changed the deck contruction rules
15 minutes before the tourney. I remember having to ransack my deck to fit
their deck construction definitions.>>
Are you sure about that? As far as I recall, the (big) '96 Origins tournament
was the one that was Friday night at, like, 9:00pm (and ended at, like, 3:00)
or something and was run by Shawn F Carnes. I was playing one of my Marty
Lechtansi Rush/bruise/bleed decks (that certainly wasn't a CL deck at the time)
that I was so fond of back then, and that was the tournament that I got killed
out of 'cause I told my opponent exactly how to kill me. So she did. There
might have been another one that year at some point, but the Friday night
tourney had, like, 50 people at it or so, and wasn't using a CL of any sort.
Right after that tournament was when I nailed my thesis to the door, entitled
something like "Why 20 Majesties Aren't Broken (or: how I learned to stop
worrying and love Immortal Grapple)". Hmm. Where is that deja search when you
need it...
[ quoted text not captured ]
In article
<DE0BA4B8A94133C8.CE034DDD...@lp.airnews.net>,
Andrew S. Davidson <a...@csi.com> wrote:
>One year the big annual tournament at Gencon was run by WotC with a
>4CL, right?
Hell, I remember the set of tournament rules WotC released where
you could have 4 of any card in your deck, except for the restricted
list, where you could have 6. (Yes, I typed those numbers correctly.)
Apparently something went wrong while cutting-and-pasting over at the
DCI. They replaced them within days with NCL in general and 6CL on the
restricted list (which included some really unusual cards). Thank god
those days are over...
---------------------------------------------------------------------
Mail: santiago [at] umug [dot] org || Web: http://santiago.umug.org
---------------------------------------------------------------------
A recent study shows that research causes cancer in lab rats.
"Peter D Bakija" <pd...@aol.comANTISPAM> wrote in message
news:20010627154106...@ng-cq1.aol.com...
> Matt wrote:
> >>It was Origins, and it was 96, and they changed the deck contruction
rules
> 15 minutes before the tourney. I remember having to ransack my deck to fit
> their deck construction definitions.>>
>
> Are you sure about that?
On the year? No. That it happened to me at Origins, yes. It may have been
1997 I suppose. The tourney was an afternoon one (like at noon or so). First
the 60 or so of us got moved because the Overpower tourney was supposed to
use our tables. Then they changed the deck construction rules on us. Finally
it got going but our Judge was also running some other event so a nice
player with a black beret and a good grasp of the rules ended up
adjudicating the few disputes we had.
Getting old.. memory for dates fading fast...
Matt
Santiago <sant...@nastyPinkCannedMeat.umug.org> wrote:
>In article
><DE0BA4B8A94133C8.CE034DDD...@lp.airnews.net>,
>Andrew S. Davidson <a...@csi.com> wrote:
>>>One year the big annual tournament at Gencon was run by WotC with a
>>4CL, right?>
> Hell, I remember the set of tournament rules WotC released where
>you could have 4 of any card in your deck, except for the restricted
>list, where you could have 6. (Yes, I typed those numbers correctly.)
>Apparently something went wrong while cutting-and-pasting over at the
>DCI. They replaced them within days with NCL in general and 6CL on the
>restricted list (which included some really unusual cards). Thank god
>those days are over...
WotC DCI V:TES Tournament rules have never included a blanket CL, to
the best of my knowledge. If anyone has a copy of a DCI doucument
(print-out from a web page or whatever) with a CL, let me know:
vte...@white-wolf.com
Thanks,
Scott
[ quoted text not captured ]
Andrew S. Davidson <a...@csi.com> wrote in message news:<283B596F923B2170.569969A2...@lp.airnews.net>...
> On 27 Jun 2001 05:56:27 -0700, legbiter wrote:> >i note that this deck is also legal for 6CL. That's game, set and
> >match as far as refuting Cl is concerned, i'd have thought.
>
> Quite the reverse IMO. Both you and Martin can function quite well
> within a 6CL. And I've seen many other decks which fit within this
> constraint too. Some players even use this as a conscious parameter
> when designing decks - stops them being too vulnerable to a nemesis.
> So what's the big deal about having a 6CL?
The big deal is that it prohibits a nigh-infinite number of possible
decks.
> This looks increasingly to me like an accident of history. Magic went
> first with an arbitrary CL of 4 which worked out ok with the equally
> arbitrary deck size of 60. VTES inherited the same CL in many groups
> but this wasn't suitable for its larger decks. If a 6CL had been the
> first choice for VTES, maybe that's what everyone would be playing
> now, just as everyone now takes the 4CL limit for granted in Magic
> even though it was grafted on to the original design too. Of course
> you'd lose the amusing/degenerate decks which have 10+ copies of the
> same card but all other CCG suffer this lack and seem to manage.
But why would you *want* to force everyone to play VTES with a CL,
6 or 4 or whatever? Because some people are supposedly scared off
of playing the game by the belief that they need billions of copies
of particular cards in order to play competitively?
In general, card limits in CCGs are an attempt to limit the effect of
broken cards. Games that don't have broken cards don't need a CL.
Shadowfist has been played - in fact I think you've even done it, if
I remember right - without using its official 5CL and found to be
fairly balanced even without limits. Likewise, VTES doesn't need a
limit to be balanced. So why impose one on it?
Josh
it's too much man, let it all hang out
"Andrew S. Davidson" <a...@csi.com> wrote in message
news:DE0BA4B8A94133C8.CE034DDD...@lp.airnews.net...
> On Wed, 27 Jun 2001 11:06:52 -0400, Derek Ray wrote:> The Golden Tenet camp, personified by LSJ, have seized the levers of
> power but it might not have gone that way.
Don't shit in your own garden man, VTES administration is approximatly 1000
times better with WW at the helm rather than WOTC.
Rob.
Matt wrote:
>>On the year? No. That it happened to me at Origins, yes. It may have been
1997 I suppose. The tourney was an afternoon one (like at noon or so). First
the 60 or so of us got moved because the Overpower tourney was supposed to
use our tables. Then they changed the deck construction rules on us. Finally
it got going but our Judge was also running some other event so a nice
player with a black beret and a good grasp of the rules ended up
adjudicating the few disputes we had.>>
Yeah, I think they had some sort of restricted list in '97--I was back looking
at deja archives, and saw that in some old post of mine. I think it was one of
those "No more than 6 (or 2 maybe) of the following X cards..." imposed on the
'97 tourney.
I think '97 was the year that I missed the first round of the saturday
afternoon tournament and they wouldn't let me in after that. Bastards.
(Man. Looking over those deja archives? It is amazing how much effort I put
into defending a 4CL back in the day. What a psycho I was...)
[ quoted text not captured ]
On 27 Jun 2001 13:23:58 -0700, Joshua Duffin wrote:
>In general, card limits in CCGs are an attempt to limit the effect of
>broken cards. Games that don't have broken cards don't need a CL.
>Shadowfist has been played - in fact I think you've even done it, if
>I remember right - without using its official 5CL and found to be
>fairly balanced even without limits. Likewise, VTES doesn't need a
>limit to be balanced. So why impose one on it?
Apart from setting a ceiling for a play set and eliminating monotonous
decks, I'd say because the lack of a CL forces you to errata cards
more frequently. A good example is Wake with Evening's Freshness
which got an ugly errata. The reason for this was some concern about
being able to pack large numbers of them which you could freely cycle
out of your hand. If the game had had a CL then this wouldn't have
been necessary.
The thing about CCGs is that tournament players are often totally
ruthless about breaking the game. If there's even the slightest
weakness in the game system they will push on it until it breaks. I
know this because I do it myself. A CL provides a safety net for
stuff that isn't caught in playtest and that's why every single CCG
apart from VTES has one. That's certainly why Shadowfist has one -
the designer said so himself. He thought that the game might work
without one but played it safe. Having thought about it, I'm fairly
sure that he's wrong and I backed away from running a NCL event. The
game would work fine for the most part with NCL but that's not good
enough - players would instantly seize on the parts that weren't fine
and destroy the game with them.
Oh, and another thing. If there were a CL then you'd be able to ditch
the other CL which VTES does have - the limit on deck size. It really
is a joke this, you know. You guys bang on and on about not having a
CL when there is, in fact, a very rigid limit on the number of cards
that you may put in your deck, i.e. 90 in tournament play. That's a
CL that Shadowfist doesn't have and it's great. My last
tournament-winning deck had 196 cards in it and is lots of fun to play
in consequence. This lack of a deck limit means that, unlike VTES,
there is a genuinely infinite number of decks that you can construct.
VTES supposed variety seems like a straight-jacket by comparison.
Doomtown takes yet another approach. There is a tight CL of 4 and a
fixed deck size of 52. But you can recycle your discards and so you
may draw and play a given card a potentially infinite number of times.
This is a whole new ball game and has the great merit that you are
mostly unlikely to run dry as can happen in the other two games.
Still, there's a lot to be said for VTES taking a different approach
too - it'd be dull if these CCG had identical mechanics. Just be
aware that there is a rich universe of possibilities out there and
there's something to be said for them all.
Andrew
On Wed, 27 Jun 2001 23:13:41 +0100, Andrew S. Davidson <a...@csi.com>
wrote:
>Oh, and another thing. If there were a CL then you'd be able to ditch
>the other CL which VTES does have - the limit on deck size. It really
(shrug) I don't see a reason to keep the limit on deck size, other
than "original design".
A large deck works against itself after a certain point, due to the
very mechanics of the game and the fact that hand size does not
increase accordingly. Someone could work around this to a degree, ie.
influencing out Cassandra and putting the Elder Library in play, but
those are additional, fragile moving parts.
IS there a good reason to keep maximum deck size below 90? Most cards
that immediately pop to mind (Drawing out the Beast, etc.) are
restricted now by text to "one per combat", and putting 60+ in a deck
is inherently hazardous to one's own health anyway.
Of course, I'm from that wacky bunch of Atlantans who believe in 70-80
card decks so that you consistently get what you want.
-- Derek
On Wed, 27 Jun 2001 18:21:49 -0400, Derek Ray wrote:
>(shrug) I don't see a reason to keep the limit on deck size, other
>than "original design".
And that isn't much of a reason as the tournament rules don't use the
original design. The ceiling doesn't vary with the number of players
and the floor is different. The original design and the current
rulebook both specify a minimum of 40 cards but the tournament rules
specify 60. Why is that? It looks like a straight borrowing from the
DCi rules for Magic which had exactly the same 40/60 variation.
Andrew
[ quoted text not captured ]
The fixed ceiling is due to the recognition that forcing players to alter
their decks in the middle of a tournament to accomoate moving between
five and four player tables is a Bad Idea(tm). By a happy coincidence, the
ceiling is equal to the rulebook rules if one assumes a five-player table
(and five-player tables are to be maximized in tournaments).
You've got a point on the higher floor for constructed deck tournaments
(note that limited format tournaments allow 40 card decks). We'll
probably revisit that as well.
[ quoted text not captured ]
"Derek Ray" <lor...@yahoo.com> wrote in message
news:7kmkjtkfcu095gqe6...@4ax.com...
> IS there a good reason to keep maximum deck size below 90? Most
cards
> that immediately pop to mind (Drawing out the Beast, etc.) are
Well, aside from deck-clumping-badness...IG rush (most any rush) would
benefit immensely by not having an upper deck limit. Think of it, you
could include enough cards for combats with all 4 opposing players!
Yum. Let's see here...I'd probably just double the deck size. 24
Bum's Rush, 8 Haven Uncovered, 24 IG, etc. I'm not certain I have 24
IG, but you get the picture. I definitely don't have enough Torn
Sigpnost to support it, but it's all good. That should do it.
> Of course, I'm from that wacky bunch of Atlantans who believe in
70-80
> card decks so that you consistently get what you want.
Freaks. I've gotta get down there one of these days and visit all of
ya.
Xian
Andrew S. Davidson <a...@csi.com> wrote in message news:<283B596F923B2170.569969A2...@lp.airnews.net>...
> On 27 Jun 2001 05:56:27 -0700, legbiter wrote:
>
> >Deck Name:
> >The pretentious art fags tear you a new one!
> >Created by: Martin Cubberley
> >Description:
> >Toreadors with Protean. Show the world that the Toreadors can fight
> >after all. Use bleed redirection and intercept with the small vamps to
> >keep you healthy, while you send your big vampires off to do the
> >killing - tool Miller up with Art of Pain for one scary mutha.
>
> This looks like a fine deck, though, FWIW, I can't make this one
> either as I don't think I have any Miller/Art of Pain. Anyway, that's
> another tick for the Toreadors which should keep them near the top of
> the table.
>
> >i note that this deck is also legal for 6CL. That's game, set and
> >match as far as refuting Cl is concerned, i'd have thought.
>
> Quite the reverse IMO. Both you and Martin can function quite well
> within a 6CL.
And Matthew.
And I've seen many other decks which fit within this
> constraint too. Some players even use this as a conscious parameter
> when designing decks - stops them being too vulnerable to a nemesis.
> So what's the big deal about having a 6CL?
You're really not seeing this, are you? What all this stuff shows is
that there is no NEED for a cl, not under any bizarre stretch of the
imagination is there any such need. In the current environment i can
play a degenerate deck one week and a cl-legal deck the next. And i'll
often win, and because my creativity is not constrained by silly
arbitrary card-limits brought in by false analogy with other games, i
have +3 fun. And so will everyone else. Card limits = fewer deck
possibilities = -3 fun
>
> This looks increasingly to me like an accident of history. Magic went
> first with an arbitrary CL of 4 which worked out ok with the equally
> arbitrary deck size of 60. VTES inherited the same CL in many groups
> but this wasn't suitable for its larger decks. If a 6CL had been the
> first choice for VTES, maybe that's what everyone would be playing
> now, just as everyone now takes the 4CL limit for granted in Magic
> even though it was grafted on to the original design too. Of course
> you'd lose the amusing/degenerate decks which have 10+ copies of the
> same card but all other CCG suffer this lack and seem to manage.
Er, right, so now we have to have cls because everyone else has them.
By the same logic i assume you think that all spirits should be
blended because most commercial Scotch is, so it's clearly an accident
of history that some silly old fuddy-duddies in Scotland persist with
the outdated and inefficient pot-still.
But at least you now accept that cls are not necessary to build a
winning deck. And you accept that cls penalise amusing/degenerate
decks. And that cls were not a Grand Plan in the Mind of the Great
designer. Maybe we're making progress, after all.
>
> Andrew
"Andrew S. Davidson" wrote:
> Oh, and another thing. If there were a CL then you'd be able to ditch
> the other CL which VTES does have - the limit on deck size. It really
> is a joke this, you know. You guys bang on and on about not having a
> CL when there is, in fact, a very rigid limit on the number of cards
> that you may put in your deck, i.e. 90 in tournament play. That's a
You've got a second-person pronoun there. I think you meant a first-person
pronoun. But yes, you're right. We've got a 90CL at tournaments. So now
perhaps certain groups will stop bemoaning the lack of a CL in V:TES? :-)
[ quoted text not captured ]
Andrew wrote:
>>Apart from setting a ceiling for a play set and eliminating monotonous
decks, I'd say because the lack of a CL forces you to errata cards
more frequently.>>
This of course assumes that errata is a bad thing--I am from a world where I
would *much* rather have errata than a bad card, CL or no. The only way a CL
prevents errata is by making sure that cards that need a fixing don't come up
as often.
>>A good example is Wake with Evening's Freshness which got an ugly errata.
The reason for this was some concern about being able to pack large numbers of
them which you could freely cycle out of your hand.>>
Wake was fixed because it had an effect that far outweighed its cost. VTES is a
game that is all about cost and effect. If you have a card that does has no
cost for its effect, it needs a fixing.
>>If the game had had a CL then this wouldn't have been necessary.>>
I fail to see how you come to this conclusion. Even if you have only 4 of them,
they still have an effect that vastly outweighs its cost. Thus they need
fixing. Just like when it was determined that Lightning Bolt had an effect that
vastly outweighed its cost in Magic. They had a 4CL, and *still* had to turn
Lightning Bolt into Incinerate.
>>A CL provides a safety net for stuff that isn't caught in playtest and that's
why every single CCG apart from VTES has one.>>
No, it is 'cause they are designed to have a CL. VTES was specifically designed
to not have a CL.
>>That's certainly why Shadowfist has one -the designer said so himself.>>
Yup, and as a result, the cards are made assuming a card limit. In VTES, the
cards are designed assuming no card limit. If you suddenly impose one, you are
forcing cards that are designed to work without a CL into a CL framework. If
they were designed to work under a CL from day one, that would be fine. As it
is, however, the very basis of the game is that it is designed for no card
limit.
>>Oh, and another thing. If there were a CL then you'd be able to ditch
the other CL which VTES does have - the limit on deck size.>>
This strikes me as rather a non issue. The game was desgined with no individual
card limit and a maximum deck size. Many other games are designed with a card
limit and a minimum deck size. It goes with the mechanics. With a NCL, if there
were no deck size maximum, you would never have to worry about running out of
cards, and this is something that the designers apparently wanted us to worry
about. With no maximum deck size, I'd, in a second (well, in theory--I find
decks that size very unweildy), take my 90 card Rush deck, build an identical
second one, and shuffle them together--that way I would never have to worry
about running out of cards, and the built in disadvantage of using a high
cycle, card intensive deck goes away.
>>It really is a joke this, you know.>>
I fail to see how it is any more of a joke that Magic's 60 card minimum, Xena's
40 card maximum, or Pok-e-man's 60 card total deck limit. It is part of the
built in mechanics of the game.
>>You guys bang on and on about not having a CL when there is, in fact, a very
rigid limit on the number of cards that you may put in your deck, i.e. 90 in
tournament play.>>
Yup.
>>That's a CL that Shadowfist doesn't have and it's great. My last
tournament-winning deck had 196 cards in it and is lots of fun to play
in consequence.>>
And I am always rather annoyed by people who play any game with decks that are
that big. It is a pain in the ass sitting around waiting for them to shuffle,
it never gets shuffled adaquately, and the decks are always falling over.
Everyone likes different stuff.
>>This lack of a deck limit means that, unlike VTES,
there is a genuinely infinite number of decks that you can construct.
VTES supposed variety seems like a straight-jacket by comparison.>>
Yeah, I suppose if you want to look at it like that. Yet CL VTES's supposed
variety seems like a straight-jacket by comparison to decks made under the
regular rules.
[ quoted text not captured ]
In message <7kmkjtkfcu095gqe6...@4ax.com>, Derek Ray
<lor...@yahoo.com> writes
>(shrug) I don't see a reason to keep the limit on deck size, other
>than "original design".
It's the flip-side of doing CL. Instead of stopping people buying lots
of cards, you let people buy lots of cards but prevent them from playing
them all in a deck.
Friendly games of Magic have, in the past, often seen 180 card decks,
with 4CL. When you play with NL + no deck limit, that gets messy....
It can get especially messy in highly card intensive decks.
The old 40+10/player thing is a bit more messy, which is why the whole 5
player 90 card thing works so well.
[ quoted text not captured ]
On Wed, 27 Jun 2001 18:32:42 -0500, "Xian" <xi...@NOSPAMwaste.org>
wrote:
>
>"Derek Ray" <lor...@yahoo.com> wrote in message
>news:7kmkjtkfcu095gqe6...@4ax.com...>> IS there a good reason to keep maximum deck size below 90? Most>> that immediately pop to mind (Drawing out the Beast, etc.) are>
>Well, aside from deck-clumping-badness...IG rush (most any rush) would
>benefit immensely by not having an upper deck limit. Think of it, you
>could include enough cards for combats with all 4 opposing players!
IG Rush and most combat would benefit somewhat, yes. I'm sure a
number of other decks would also benefit, but I can't think of too
many offhand.
>Yum. Let's see here...I'd probably just double the deck size. 24
>Bum's Rush, 8 Haven Uncovered, 24 IG, etc. I'm not certain I have 24
>IG, but you get the picture. I definitely don't have enough Torn
>Sigpnost to support it, but it's all good. That should do it.
Immediate problem: getting a Rush and IG in hand at the same time. I
think you'd get a ridiculous amount of clumping by attempting to play
a 180-card deck, not to mention you'd sprain your wrist shuffling the
damn thing.
And we all know what clumping does to a Rush deck. =) Seriously, if
you can make a 180-card Rush deck work consistently, go for it. But
I'm thinking that it'll be hurting somewhat in comparison.
>> Of course, I'm from that wacky bunch of Atlantans who believe in>70-80>> card decks so that you consistently get what you want.>
>Freaks. I've gotta get down there one of these days and visit all of
>ya.
Fifth-and-a-Half Tradition
Cost: 1 brewski
Requires: Prince of Atlanta, or appointed representative
Fill any Methuselah visiting Atlanta to capacity with wings and beer
from Taco Mac. =) (And tasty q00bans.)
-- Derek
On 27 Jun 2001 16:39:36 -0700, legb...@my-deja.com (legbiter) wrote:
>Er, right, so now we have to have cls because everyone else has them.
>By the same logic i assume you think that all spirits should be
>blended because most commercial Scotch is, so it's clearly an accident
>of history that some silly old fuddy-duddies in Scotland persist with
>the outdated and inefficient pot-still.
OK, this is worse blasphemy than the whole CL argument. Let's just
stop it right now and go back to bashing each other over cross-table
nastiness, shall we? =)
-- Derek
In message <g45ljtg3mlbbsj2bf...@4ax.com>, Derek Ray
<lor...@yahoo.com> writes
>Let's just
>stop it right now and go back to bashing each other
Hmm.... bagsy I get the two-by-four.
[ quoted text not captured ]
On Wed, 27 Jun 2001 19:46:11 -0400, LSJ wrote:
>> is a joke this, you know. You guys bang on and on about not having a
>> CL when there is, in fact, a very rigid limit on the number of cards
>> that you may put in your deck, i.e. 90 in tournament play. That's a>
>You've got a second-person pronoun there. I think you meant a first-person
>pronoun.
The main culprit in this case was legbiter. He used his tournament
report as the launch pad for some ridiculous triumphalism about NCL.
This was preaching to the choir but he explicitly "rattled my cage"
and so can't complain if I rise to put the opposing view. I am not
actually a fervent believer in CL for VTES but I just can't let you
guys get away with spouting nonsense. It seems that there are still
people out there who regularly play VTES with a CL. This is not such
a bad thing and you are wrong to stigmatize them as idiots.
Andrew
kma...@my-deja.com (Karol Magda) wrote in message news:<c0c36ed1.01062...@posting.google.com>...
> Andrew S. Davidson <a...@csi.com> wrote in message news:<47C2CC6403AD55A8.89EDCB3E...@lp.airnews.net>...
> > On Tue, 26 Jun 2001 11:25:44 -0400, Derek Ray wrote:
>
> > And, guess what, you're not much of a winner either. Current ratings
> > for the folk in question:
> >
> > 64 3125 Martin Cubberly
> > 83 3094 James McLellan
> > 121 3046 Derek Ray
> > 224 2906 Matt Green
> >
> > Looks like Martin knows what he's doing.
>
> This doesn´t say nothing , Suppose Derek win ONE tournament round with
> one of his intercept decks with distributions of VP 2/1/1/1/0
> according to rating calculator he gains around 64 points if people at
> the table have more or less same ranking as he has. After that round
> ratings would be something like
>
> 3125 for Martin
> 3110 for Derek
> 3094 for Legbiter
> 2906 for Matt
>
> See ? Ratings difference of about 60 points means nothing since it
> takes just one win in a tournament rounds to annulate them.
>
> Do you want to be BEST player in the world according to ratings ?
>
> My method doesn´t require to win tournaments.
> It even doesn´t require to go to the final.
>
> All you need is to take a deck capable of doing 2/1/1/1 victory points
> splits consistently. After three rounds you will have 6 VP which in
> most tournaments I played recently 6 points was NOT sufficient to
> guarantee you a place in the final. Yet you will gain around 180
> points each tournaments. Repeat it in three tournaments and you will
> have around 540 points gain. Assuming you started at 3000 you will end
> with 3540 points which is about 200 points more than current top
> player have. And you didn´t even went into the final in any single
> tournament !
>
> Let´s say that you actually play to win a tournament.Your deck is
> little bit different - your approach is to sweep two games out of
> three in the preliminary rounds and then since you will probably have
> most vp you will chose best position in the finals thus you will
> probably win finals too. Sounds like a good plan , no ? You think that
> you will have better ranking at the end than an 2/1/1/1 deck ? No !
> You will only have gain of something like 120 points after each
> tournament and around 360 after three tournament and this approach
> require you to win three tournaments in the row which is way more
> difficult than 2 vp per a game approach.
>
> See what I mean ? High rating doesn´t necessary mean that player is
> better than a player who has lower rating. Heck the one with lower
> rating could be making finals regurarly and the one with bigger not.I
> hope you will agree with me that total number of finals / total
> numbers of tournaments is quite a good indicator if player is good or
> bad.
>
> As it is now there are two possibilities
>
> 1) ratings are broken since they do not reflect tournament structure ,
> you may be in the finals regularily but still has a lower ratings that
> someone who never ever go into the finals.
>
> 2) Way how tournament scoring is made is broken since it doesn´t
> reward consistency - you can win three games and yet never go into the
> finals but you will rightly be best player in the world after three
> tournaments.
>
> Conclusion : If we want to keep current tournament system we need to
> change ratings.
>
> If we want to keep ratings system we need to change tournament system.
>
> Kajik
Very astute. i used to do the ratings manually for Portsmouth VTES
tourneys so i'm pretty familiar with the equations and how they work.
As you will all see when Todd plugs in the numbers from Watford, i
actually won that tournament according to the ratings. Of course i
didn't and, in fact, have only ever won ONE constructed deck
tournament - but that's the way the equations work. The bottom line is
that the ratings mean next to NOTHING about player quality, as anybody
who knows anything about the game and its personnel can tell just by
looking at the lists.
Where i differ from you, kajik, is over your suggestion that we should
tinker with the system either of tournaments or ratings. i think we
should just ignore the whole thing and carry on playing for fun,
though we might spare the occasional pitying glance for anybody who
thinks they matter, or, worse, plays as if they do.
On Thu, 28 Jun 2001 07:19:25 +0100, Andrew S. Davidson <a...@csi.com>
wrote:
>On Wed, 27 Jun 2001 19:46:11 -0400, LSJ wrote:
>>>> is a joke this, you know. You guys bang on and on about not having a
>>> CL when there is, in fact, a very rigid limit on the number of cards
>>> that you may put in your deck, i.e. 90 in tournament play. That's a>>
>>You've got a second-person pronoun there. I think you meant a first-person
>>pronoun.>
>The main culprit in this case was legbiter. He used his tournament
>report as the launch pad for some ridiculous triumphalism about NCL.
>This was preaching to the choir but he explicitly "rattled my cage"
God forbid someone should rattle YOUR cage, Andrew. ;)
>and so can't complain if I rise to put the opposing view. I am not
>actually a fervent believer in CL for VTES but I just can't let you
>guys get away with spouting nonsense. It seems that there are still
>people out there who regularly play VTES with a CL. This is not such
>a bad thing and you are wrong to stigmatize them as idiots.
Those who've been playing CL because they don't know any better are
not idiots, merely uninformed.
Those who faithfully maintain that CL is better, even in the face of
the accumulated evidence, well... if it's a 3-cap with pot/obf...
-- Derek
On Thu, 28 Jun 2001 10:26:13 -0400, Derek Ray wrote:
>Those who faithfully maintain that CL is better, even in the face of
>the accumulated evidence, well... if it's a 3-cap with pot/obf...
This is a matter of taste not proof. My father's favourite whiskey is
a 2 cap with obf. It's a blend not a single malt but he's a Scot and
perfectly entitled to his preference. Me, I prefer aquavit, ice-cold
from the freezer. A taste of vitae, you might say ...
Andrew
> Yeah, I think they had some sort of restricted list in '97--I was back looking
> at deja archives, and saw that in some old post of mine. I think it was one of
> those "No more than 6 (or 2 maybe) of the following X cards..." imposed on the
> '97 tourney.
Yup. Freak Drive was one of those cards, which my wife's Ravnos deck
and my Fame deck were both using.
> I think '97 was the year that I missed the first round of the saturday
> afternoon tournament and they wouldn't let me in after that. Bastards.
Clearly that's why I did so well :)
Matt
Andrew S. Davidson <a...@csi.com> wrote in message news:<1F186CE489BFFCDA.F70CCE67...@lp.airnews.net>...
> On 27 Jun 2001 13:23:58 -0700, Joshua Duffin wrote:
>
> >In general, card limits in CCGs are an attempt to limit the effect of
> >broken cards. Games that don't have broken cards don't need a CL.
> >Shadowfist has been played - in fact I think you've even done it, if
> >I remember right - without using its official 5CL and found to be
> >fairly balanced even without limits. Likewise, VTES doesn't need a
> >limit to be balanced. So why impose one on it?
>
> Apart from setting a ceiling for a play set and eliminating monotonous
> decks, I'd say because the lack of a CL forces you to errata cards
> more frequently. A good example is Wake with Evening's Freshness
> which got an ugly errata. The reason for this was some concern about
> being able to pack large numbers of them which you could freely cycle
> out of your hand. If the game had had a CL then this wouldn't have
> been necessary.
The use of a CL allows you to ignore broken cards, if you so desire,
and just force them to come up less often. But they are every bit
as broken when they show up. Most VTES cards that have had errata
would have been just as bad under 4CL: Return to Innocence, Tomb of
Rameses III, Thoughts Betrayed.
It's true that Wake would probably not be a problem freely cyclable
under a 4CL (or even a 6CL). It's not even much of a problem under
a 90CL. But its cost is insufficient for its effect (under original
Jyhad cardtext) so it got errataed (and reprinted with corrected
wording).
I've seen plenty of monotonous Magic decks, and they've had a 4CL
for years and years. I don't think a CL is any true remedy for
monotony.
> The thing about CCGs is that tournament players are often totally
> ruthless about breaking the game. If there's even the slightest
> weakness in the game system they will push on it until it breaks. I
> know this because I do it myself. A CL provides a safety net for
> stuff that isn't caught in playtest and that's why every single CCG
> apart from VTES has one. That's certainly why Shadowfist has one -
> the designer said so himself. He thought that the game might work
> without one but played it safe. Having thought about it, I'm fairly
> sure that he's wrong and I backed away from running a NCL event. The
> game would work fine for the most part with NCL but that's not good
> enough - players would instantly seize on the parts that weren't fine
> and destroy the game with them.
A CL does sort of provide a safety net, but only if you don't mind
hitting the ground anyway, just not quite as hard. In Shadowfist,
Dangerous Experiment got errataed despite the 5CL, as did Wind on
the Mountain, Vivisector, etc... in Magic, they ended up banning (!)
quite a number of cards after instituting the 4CL, and restricting
others to 1CL...
> Oh, and another thing. If there were a CL then you'd be able to ditch
> the other CL which VTES does have - the limit on deck size. It really
> is a joke this, you know. You guys bang on and on about not having a
> CL when there is, in fact, a very rigid limit on the number of cards
> that you may put in your deck, i.e. 90 in tournament play. That's a
> CL that Shadowfist doesn't have and it's great. My last
> tournament-winning deck had 196 cards in it and is lots of fun to play
> in consequence. This lack of a deck limit means that, unlike VTES,
> there is a genuinely infinite number of decks that you can construct.
> VTES supposed variety seems like a straight-jacket by comparison.
You're right, VTES does have a 90CL for tournaments. I don't see
mega-huge decks as something that would be better than being able
to choose the number of each card I want to play with, though.
> Doomtown takes yet another approach. There is a tight CL of 4 and a
> fixed deck size of 52. But you can recycle your discards and so you
> may draw and play a given card a potentially infinite number of times.
> This is a whole new ball game and has the great merit that you are
> mostly unlikely to run dry as can happen in the other two games.
That's an interesting one.
> Still, there's a lot to be said for VTES taking a different approach
> too - it'd be dull if these CCG had identical mechanics. Just be
> aware that there is a rich universe of possibilities out there and
> there's something to be said for them all.
I'm certainly aware that there are other possibilities, I just don't
think that the low-CL one would be good for VTES.
Josh
should be working right now
>> On 27 Jun 2001 13:23:58 -0700, Joshua Duffin wrote:>>> The thing about CCGs is that tournament players are often totally
>> ruthless about breaking the game. If there's even the slightest
>> weakness in the game system they will push on it until it breaks. I
>> know this because I do it myself. A CL provides a safety net for
>> stuff that isn't caught in playtest and that's why every single CCG
>> apart from VTES has one.
Point of order, Mr. Chairman... On The Edge has no card limits.
Only 2 cards were ever considered "broken" and banned for
tournament play.
About the only rule for On The Edge is minimum 40 cards.
Beautifully playable out of a starter, easily expandable to any
size card set without going "Type II", and very colorful and
story oriented... The most solid CCG ever made. :)
Eric
In article <3b3b8656$0$14441$272e...@news.execpc.com>,
Eric Jome <ej...@earth.execpc.com> wrote:
>Point of order, Mr. Chairman... On The Edge has no card limits.
Yep.
>Only 2 cards were ever considered "broken" and banned for
>tournament play.
Plus the goal-changing environmentals.
>Beautifully playable out of a starter, easily expandable to any
>size card set without going "Type II", and very colorful and
>story oriented... The most solid CCG ever made. :)
At least, if you've got it in a big box. :)
Seriously, while I love OnTE, it's definately got a -huge- amount of chaff,
and some rather broken decks (think "Funkasite" :) based around the lack of
card limits. More fun than a bowl full of walruses, though, and it's the
best sealed deck game ever invented.
--
Joshua Kronengold (mn...@io.com) |\ _,,,--,,_ ,)
---^---- /,`.-'`' -, ;-;;'
/\\ "What part of "Prhrhrrrrrrrrrrrrrrrrrr" |,4- ) )-,_ ) /\
-/-\\\-- didn't you understand?" '---''(_/--' (_/-'
Andrew S. Davidson <a...@csi.com> wrote in message news:<B3A4581D8A4581AC.B0204BFF...@lp.airnews.net>...
> ... The original design and the current> rulebook both specify a minimum of 40 cards but the tournament rules
> specify 60. Why is that?
Is there any good reason not to open tourneys to decks with 40-card
libraries? I'm experimenting with Necromancy toolbox decks that
operate with an empty library and plenty of ashheap raiding, and I
think smaller libraries would help these decks.
In article <3SM_6.107652$Uo3.2...@news6.giganews.com>,
Joshua Kronengold <mn...@bermuda.io.com> wrote:
>Plus the goal-changing environmentals.
Well, these arent so much "banned". Someone made the call
early on that these cards would make a timed event run too
long, so they get left out. They arent a problem really...
they just dont fit in a tournament environment really.
Personally, I feel it would be fine to use them, especially
if people used Newtonian Slam more.
>Seriously, while I love OnTE, it's definately got a -huge- amount of chaff,
Hmm... there are definitely some cards that are not power cards.
But completely worthless? No more than any other card game... it
only has 1 card with really no good use at all.
>and some rather broken decks (think "Funkasite" :) based around the lack of
>card limits.
Not true, Josh. The person who brought the deck to the World Champs
last year didnt realized that traits dont "stick"... all effects are
until the end of the turn only unless they tell you to mark it with
a token. And one Dead, Dead, Dead and the entire scheme is gone...
talk about all your eggs in one basket.
Eric
> Point of order, Mr. Chairman... On The Edge has no card limits.
>
> Only 2 cards were ever considered "broken" and banned for
> tournament play.
>
Not quite true:
Two cards were considered "broken" (ISTR Tulpas Secret and Deadly
Inspiration - the latter was clearly broken, I think the former took
more work to be really cheesy with), but several more were banned from
tournaments because of broken tournament rules.
These are the cards that altered the victory conditions ... and thus
would not fit with the tournament scoring rules. Which is a pity because
they added interest to the game.
Andy
In article <3b3be408$0$42880$272e...@news.execpc.com>,
Eric Jome <ej...@earth.execpc.com> wrote:
>In article <3SM_6.107652$Uo3.2...@news6.giganews.com>,
>Joshua Kronengold <mn...@bermuda.io.com> wrote:>>Plus the goal-changing environmentals.>Well, these arent so much "banned". Someone made the call
>early on that these cards would make a timed event run too
>long, so they get left out. They arent a problem really...
>they just dont fit in a tournament environment really.
This is true, which is why I made a separate category for them; basically, we
don't know what they would do to the play environment if they were allowed
(aside from making the environmental removing cards superior, of course).
>Personally, I feel it would be fine to use them, especially
>if people used Newtonian Slam more.
Case in point. :)
>>Seriously, while I love OnTE, it's definately got a -huge- amount of chaff,>Hmm... there are definitely some cards that are not power cards.
>But completely worthless? No more than any other card game... it
>only has 1 card with really no good use at all.
Which? The thing you turn for 2 pull to call Equipment? There are a lot of
cards that will simply hurt the chances of a deck that wants to win, and
there is a class by itself of "power cards" that largely tends to fit into a
few, small sets (pharos, d'aubaines, fringe, astral, chaos, frex).
>>and some rather broken decks (think "Funkasite" :) based around the lack of
>>card limits.>Not true, Josh. The person who brought the deck to the World Champs
>last year didnt realized that traits dont "stick"...
I'm not referencing the World Champs last year, really (I never played against
that deck); this is a degenerate concept I thought of the moment I -saw-
Funkasite (and, in fact, the only way Funkasite is actually playable). In any
case, "Dead, Dead, Dead" (and stickyness) shouldn't be an issue -- a Funkasite
deck should never play anything aside from environmentals and resources until
it's about to win. Neutonian Slam will kill it dead if it doesn't play with
it's own slams (and the main weakness of the Deck is that it needs to rely on
two zero-cost cards to win, requiring that it telegraph), but properly played,
it's incredibly hard to stop without denial on the key cards.
[ quoted text not captured ]
In article <3B3B9779...@city.ac.uk>, Andy Holt <an...@city.ac.uk> wrote:
>Two cards were considered "broken" (ISTR Tulpas Secret and Deadly
>Inspiration - the latter was clearly broken, I think the former took
>more work to be really cheesy with), but several more were banned from
>tournaments because of broken tournament rules.
As someone who has run the Worlds 2 years running and probably
one of the last living people close to the core of the game,
you will have to take my word for it when I say that isnt true.
Victory changing cards are not allowed in tournaments because
they make the events run too long. This is very like "ante"
cards not being used in early Magic tournaments... it just
doesnt fit the setting.
>These are the cards that altered the victory conditions ... and thus
>would not fit with the tournament scoring rules. Which is a pity because
>they added interest to the game.
Wouldnt fit with tournament scoring? Of course they fit. All
the matters in OnTE scoring is win/second/loss and who played
who. It doesnt matter how you win and its easy enough to call
a game when it finishes; thats what a tournament judge is for.
Eric
In article <3b3c8a34$0$42873$272e...@news.execpc.com>,
Eric Jome <ej...@earth.execpc.com> wrote:
>Victory changing cards are not allowed in tournaments because
>they make the events run too long.
I'll certainly take your word that this is why it's done -now-.
>This is very like "ante"
>cards not being used in early Magic tournaments... it just
>doesnt fit the setting.
I ran a Magic tournament with Ante (it was a sealed with-trading tournament,
of course; no card limits, either, which made it interesting; the player who
collected all the plague rats did not, in fact, win, though) once.
>Wouldnt fit with tournament scoring? Of course they fit. All
>the matters in OnTE scoring is win/second/loss and who played
>who.
This wasn't true in the original OnTE tournament rules -- the originals, IIRC,
had cumulative score as a tie-breaker.
[ quoted text not captured ]
> In general, card limits in CCGs are an attempt to limit the effect of
> broken cards.
That's like saying there's a limit on the number of rooks you can have in
chess because they're broken. No; there a limit because it would be a
different game if there weren't. Games with limits are designed with those
limits in mind. Games without limits are designed to work with no limits.
Changing one aspect changes the entire game.
--------
- sam When you earnestly believe you can compensate for a lack of skill
by doubling your efforts, there's no end to what you can't do.
In message <3B3CC641...@pixar.com>, Sam Black <pen...@pixar.com>
writes
>> In general, card limits in CCGs are an attempt to limit the effect of
>> broken cards.>
>That's like saying there's a limit on the number of rooks you can have in
>chess because they're broken. No; there a limit because it would be a
>different game if there weren't. Games with limits are designed with those
>limits in mind. Games without limits are designed to work with no limits.
A number of games, early on, put an arbitrary card limit on to try and
fix broken-ness, Magic being the obvious one.
Others have been designed with or without limits, for the reasons you
state.
--
James Coupe PGP Key: 0x5D623D5D
EBD690ECD7A1F
"Analogies can be dangerous, Amanda," he begins, smiling B457CA213D7E6
slightly, "because the world is like a sandcastle..." 68C3695D623D5D
[ quoted text not captured ]
Empty library? Tricky, but...
7 Cards in hand, 33 cards in your ash heap.
If you play Whispers from the Dead to go get a Summon Soul, say, you
cannot draw up a card (having no cards left in your library. So, you get
the Summon Soul in your hand, but do not have to discard (since you've got
7, not 8 cards as you usually would after playing Whispers.)
If you Summon Soul (Superior), you can go put the Whispers and whatever
card it is you want back into your library. Because of:
"If you hold fewer cards in hand than your hand size because your library is
empty and then one or more cards are returned to your library, immediately
draw the cards into your hand (stopping if your reach your hand size).
[LSJ 20001127]"
you draw up one of the two cards (either, "the card you want," or the
Whispers.) Either way, the Summon Soul is removed from the game.
If you just Whispers "the card you want" out of your ash heap, you've
got it now, but you've got one less Whispers in your hand of 7 cards. You
can follow this iteratively, you can do this no more than 7 times before
your recycling is over.
Whispers is clearly not the way to go for "infinite" cycling.
If you play purely Summon Soul, each time you do it, you'll remove a
Summon Soul from the game. This certainly seems to be the best way, and
while it requires NEC, it's free. Obviously, to keep doing this Ad
Infinitum, you get a Summon Soul for every Summon Soul you play (on average;
you can go get 2 cards "you want" in one Summon, but you need to Summon up 2
more Summon Souls to keep from running out of Summon Souls later on).
Basic trick being: Summon Soul to go get a bleed card and a stealth
card. You draw up either one, but assume (worst case) it's the stealth
card. Summon again to get 2 more Summon Souls, and you draw into the bleed
card, and have 2 Summon Souls in your ash heap.
Then bleed, with your prey knowing full well you've got stealth (if he
had intercept left, he'd be stopping this silly "go get bleed and stealth"
shit =).
If he tries to block, you stealth it through. Lather, rinse, repeat.
If not, you've got stealth left; go get 2 bleed cards instead, so he
sees he'll need to block.
You can do this until your deck runs out of Summon Souls, but you only
need like, 2 bleed cards, and 2 stealth cards; nobody can remove them from
the game. The other 36 Cards can be 28 Summon Souls, 5 Deal with the Devil,
and threes card of your choice (maybe Leonardo, Morgue HG, Tower of London).
You can do the recycling trick, if you have 3 vamps with NEC (crypt of
Isabel, Rudolpho, Andrea, and Carlotta, 3 copies of each) you can
Govern+stealth 14 times for 3 actions a turn, once you're out of library.
(Unless you stop to go get your 3 cards of choice, which you maybe should.
Hm. Maybe 2 Minion Taps in there, so you can get Carlotta or Andrea
down to one blood, and Summon Soul (at inferior, keeping the card in the
game) 3 times either/each while you're Dealing with the Devil?
Cute. Certianly MUCH more viable (and easier to get the Summon Souls!)
in a 40 card version, I think. Looks like fun!
--
Pat Ricochet
Soul Jar'rn Fool of Atlanta
Pat Ricochet <sp...@socrates.gatech.edu> wrote in message news:<B762482A.515B%sp...@socrates.gatech.edu>...
> Empty library? Tricky, but...Cute. Certianly MUCH more viable ...> in a 40 card version, I think. Looks like fun!
Thanks. The version I'm working on hinges on Pochtli's special
(no card needed!) and uses Dreams of the Sphinx and Visit from the
Capuchin to burn through the library. I'm hoping to make into the
ultimate toolbox deck. Need to rush? Fetch Immortal Grapple and
Pushing the Limit. Need to bounce? Fetch Wake and Deflection. Need to
bleed? Fetch Govern and Call the Hungry Dead. Empty vamps? Grab
Acquired Ventrue Assets and Summon Soul. Combat predator? Grab
Obedience and Spiritual Intervention. Best of all, you really only
need one copy of everything, so you can include cards like Far
Mastery, Possession, Demonic Possession, even Grasp the Ghostly, and
only fetch them when you need them.
The major problem is that you can really only fetch 2 cards a
round (3 if you pack the Sargon Fragment and use it intelligently) so
you can't supply a large number of minions with cards. I'm
experimenting with permanents to ease this problem. Maybe I'll put in
a POT !Brujah so I can toss in the Waste Management Operation too.
When it's working a little better, I'll write it up for your
newsletter.
emmits...@hotmail.com (Emmit Svenson) wrote:
>Pat Ricochet <sp...@socrates.gatech.edu> wrote in message
> news:<B762482A.515B%sp...@socrates.gatech.edu>...>> Empty library? Tricky, but...Cute. Certianly MUCH more viable ...
>> in a 40 card version, I think. Looks like fun!>
> Thanks. The version I'm working on hinges on Pochtli's special
>(no card needed!) and uses Dreams of the Sphinx and Visit from the
>Capuchin to burn through the library. I'm hoping to make into the
Visit from the Capuchin doesn't help burn through your library.
It just allows you to treat the top X of your deck as part of
your hand. Try Deal with the Devil, The Barrens, or Fragment of the
Book of Nod instead.
[ quoted text not captured ]
> Pat Ricochet <sp...@socrates.gatech.edu> wrote in message
> news:<B762482A.515B%sp...@socrates.gatech.edu>...>> Empty library? Tricky, but...Cute. Certianly MUCH more viable ...
>> in a 40 card version, I think. Looks like fun!>
> Thanks. The version I'm working on hinges on Pochtli's special
> (no card needed!) and uses Dreams of the Sphinx and Visit from the
> Capuchin to burn through the library. I'm hoping to make into the
> ultimate toolbox deck.
>> The major problem is that you can really only fetch 2 cards a
> round (3 if you pack the Sargon Fragment and use it intelligently) so
> you can't supply a large number of minions with cards. I'm
> experimenting with permanents to ease this problem.
I think that's definitely the way to go. Inbase and Feeding Razor might
keep a guy or two busy gaining you 3 or 4 pool a turn, which is worth a
couple of cardless actions. (Which actually fits, since you'll have so many
Summon Souls that lots of Blood Dolls to be able suck off 2 blood a turn
while playing them at inferior, especially in the early game when you're
just running out your library.
> Maybe I'll put in
> a POT !Brujah so I can toss in the Waste Management Operation too.
Well, you wouldn't be the first to fail to resist the WMO. =) While it
might make sense for the Giovanni to have such a location, I'm more glad we
got the Tower of London.
> When it's working a little better, I'll write it up for your
> newsletter.
I urge you to go for the "Ultimate Toolbox" angle, which should make it
easy to make a "workable" 60 card version of the deck. Also, I just like
the idea of the Ultimate Toolbox deck. =)
[ quoted text not captured ]
> emmits...@hotmail.com (Emmit Svenson) wrote:>> Pat Ricochet <sp...@socrates.gatech.edu> wrote in message
>> news:<B762482A.515B%sp...@socrates.gatech.edu>...>>> Empty library? Tricky, but...Cute. Certianly MUCH more viable ...
>>> in a 40 card version, I think. Looks like fun!>>
>> Thanks. The version I'm working on hinges on Pochtli's special
>> (no card needed!) and uses Dreams of the Sphinx and Visit from the
>> Capuchin to burn through the library. I'm hoping to make into the>
> Visit from the Capuchin doesn't help burn through your library.
> It just allows you to treat the top X of your deck as part of
> your hand. Try Deal with the Devil, The Barrens, or Fragment of the
> Book of Nod instead.
What about Visit from the Capuchin and then Deal with the Devil? For
arguments sake, let's assume one played right after the other. When you
discard your whole hand, do all the counters on the Visit burn right away?
That is, as you discard your first 4 cards in the Deal, do the counters drop
off one by one? (even though one usually just dumps your whole hand in the
ash heap, I assume the game only sees the cards discarded one at a time.)
And for the record, I don't have my copy of Visit ftC in front of me. =)
--
Pat Ricochet
Soul Jar'rn Fool of Atlanta
Pat Ricochet <sp...@socrates.gatech.edu> wrote:
> What about Visit from the Capuchin and then Deal with the Devil? For
>arguments sake, let's assume one played right after the other. When you
>discard your whole hand, do all the counters on the Visit burn right away?
Yes.
--
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/
Very similar to a deck I'm trying to put together at the moment,
except that I don't focus quite as heavily on Necromancy, instead on
combos.
General cards;
- Recruitments to get me the vamps I need straight away
- Deal with the Devils to get me through my library
- Minion Taps to keep me alive while I'm still getting through my
library
- Waste Management Op, Sargon Fragment, Pochtli, Carlotta
Blood gen.
- I've got 5 clans in the crypt, along with 5 hunting grounds and 5
blood dolls. So Pochtli can grab me a hunting ground and a blood doll
5 times. 2 Nos princes means I can 5th Trad / Minion Tap as often as
I want
Combat;
Drawing out the Beast, Immortal Grapple, Pushing the Limit, Disarm,
Decap, Ritual of the Bitter Rose! Takes two turns of getting cards to
do it, but sure is fun!
- Also have in a blood fury and the equip. card that gives you
superior thau in order to get around fortitude decks. Still
vulnerable to potence and celerity decks, so I'm considering adding in
fortitude masters and a skin of steel, but every new card weakens the
deck to some degree ...
Defence;
- 1 each of DI, AI, and SR out of turn masters
- 2 Deflections
Stealth;
- 1 forgotten labyrinth, 1 lost in crowds, 1 creepshow casino
Bleed;
- 1 Govern the Unaligned, 1 Foreshadowing Destruction, 1 Spying
Mission
and a number of the interesing cards you mentioned added in for spice.
This is far too complicated to work often, but when it does it should
be very funny :-) I will be testing it this weekend.
Andrew.
emmits...@hotmail.com (Emmit Svenson) wrote in message news:<75bdf7ed.01070...@posting.google.com>...
> Thanks. The version I'm working on hinges on Pochtli's special
> (no card needed!) and uses Dreams of the Sphinx and Visit from the
> Capuchin to burn through the library. I'm hoping to make into the> ultimate toolbox deck. Need to rush? Fetch Immortal Grapple and
> Pushing the Limit. Need to bounce? Fetch Wake and Deflection. Need to
> bleed? Fetch Govern and Call the Hungry Dead. Empty vamps? Grab
> Acquired Ventrue Assets and Summon Soul. Combat predator? Grab
> Obedience and Spiritual Intervention. Best of all, you really only
> need one copy of everything, so you can include cards like Far
> Mastery, Possession, Demonic Possession, even Grasp the Ghostly, and
> only fetch them when you need them.
>
> The major problem is that you can really only fetch 2 cards a
> round (3 if you pack the Sargon Fragment and use it intelligently) so
> you can't supply a large number of minions with cards. I'm
> experimenting with permanents to ease this problem. Maybe I'll put in
> a POT !Brujah so I can toss in the Waste Management Operation too.
>
> When it's working a little better, I'll write it up for your
> newsletter.
Magic's brokenness was a result of limits and cards too powerful no matter
how many you had.
I used to believe Jyhad needed limits, but now I don't think so. I know
I've only been back a short while, but in what I've seen, especially of
emergent decks. Limits are a waste of time as many decks now contain
several variations of cards (example Forced Awakening and WwEF are often
mixed in one deck for their abilities). Limits kill the fun in theme decks
which are in turn dealt with in often simple ways. Also, no card in Jyhad
is really too powerful. But what is awkward is that it was mostly in the
Ancient Hearts set where most of the "powerful" cards existed, the set seen
very little in player hands. Now these cards are reprinted in some cases
and in others obsolete.
Jyhad is a fun game. It has complexity in it's simplicity, story in it's
gameplay, a theme many people are interested, and has been around longer
than most card games in existence without the flood of excess cards (see the
looming demise of Pokemon and Magic)
Vince
"James Coupe" <ja...@zephyr.org.uk> wrote in message
news:WWAV4Dde...@gratiano.zephyr.org.uk...
> In message <3B3CC641...@pixar.com>, Sam Black <pen...@pixar.com>
> writes
> >> In general, card limits in CCGs are an attempt to limit the effect of
> >> broken cards.
> >
> >That's like saying there's a limit on the number of rooks you can have in
> >chess because they're broken. No; there a limit because it would be a
> >different game if there weren't. Games with limits are designed with
those
> >limits in mind. Games without limits are designed to work with no limits.
>
> A number of games, early on, put an arbitrary card limit on to try and
> fix broken-ness, Magic being the obvious one.
>
> Others have been designed with or without limits, for the reasons you
> state.
>
> --
> James Coupe PGP Key:
0x5D623D5D
>
EBD690ECD7A1F
> "Analogies can be dangerous, Amanda," he begins, smiling
B457CA213D7E6
> slightly, "because the world is like a sandcastle..."
68C3695D623D5D
Where I play, we regulary use 4CL. and no limit to the deck. It makes the game
longer. and more variations. It is normal to reley on 4 to 7 different
diciplines in a deck. and the normal deck is around 200 cards.
I do beleave that no CL makes V:TEs more like magic, making a deck that's only
able to do one thing. If there is a 4CL, you can not make a deck relying on
S:CE because there isen't that many S:CE cards. you have to come up with some
other way to help your vanpiers to get beaten up. We also get to use the more
opscure cards, that people don't use in no CL..
I played the other day against a Tremere Assimite deck, it was around 300
cards, using Auspex, Celerety, Dominate, fortitude, Obfuscate, Quietus,
Thaumaturgy. And it was very effective, It could do everything.
If there should be a vote for no CL or 4CL I would vote for 4CL. Makes the game
better. The only thing I can come up why there shoud be no CL is the games with
we play with 4CL takes about 4-6 hours 4 players. But then again I like that.
Jacob
vte...@white-wolf.com (LSJ) wrote in message news:<9hqhgg$d4d$1...@taliesin.netcom.net.uk>...
> Visit from the Capuchin doesn't help burn through your library.
> It just allows you to treat the top X of your deck as part of
> your hand. Try Deal with the Devil, The Barrens, or Fragment of the
> Book of Nod instead.
Sorry, I should have clarified.
Typical turn with this deck once the 40-card library is exhausted (2
copies of VftC are needed.):
Untap.
Play Visit from the Capuchin.
Use Potchli/Sargon Fragment to recycle a 3-card combo.
(Govern/Seduction/Call Hungry, for example)
Play the combo. (With your laptop/Tasha/Simmons bleeder, perhaps.)
Use Waste Management to recycle Visit from the Capuchin.
This allows you to hold 6 appropriate defense cards (Wakes,
Deflections, Spiritual Interventions, Obediences, Pulling Strings,
etc., depending on your predator) between turns. When you run low on
defensive cards, replace them from the ash heap instead of Visit from
the Capuchin.
You're right: Deal with the Devil, Fragment and Barrens are better for
exhausting the library in the first place. But Dreams of the Sphinx is
a must!
Jacob wrote:
>
> Where I play, we regulary use 4CL. and no limit to the deck. It makes the game
> longer.
Yup..we used to play 4CL and we never got a game in in under 3 hours.
and more variations. It is normal to reley on 4 to 7 different
> diciplines in a deck. and the normal deck is around 200 cards.
Uh... why? In card limit play its vital to keep your deck down in
cards... 60-70 max.
> I do beleave that no CL makes V:TEs more like magic, making a deck that's only
> able to do one thing. If there is a 4CL, you can not make a deck relying on> S:CE because there isen't that many S:CE cards..
With 4 majesties, 4 catatonic fears, and 4 dodges in a 60 card deck, you
won't notice the difference of not having 12 majesties. I resisted
going to NCL really, but when I looked at the effective CL decks we had
in our group I realized they really weren't any different than effective
NCL decks you could find on the internet. For the same reason as S:CE
above, you can have 20 stealth cards and 20 bleed modifiers in a deck
without going over 4 of each. In fact, with as many expansions out as
there are now, for the basic strategies of Jyhad (Vote, Combat, Bleed,
Intercept, etc) there are enough cards to build a dedicated deck as long
as you keep your deck size down. I do notice that there are less bleed
bounce cards for a deck in CL, which does strongly benefit stealth
bleed... which was the main reason I was convinced to go to NCL. I
don't like stealth bleed.
you have to come up with some
> other way to help your vanpiers to get beaten up. We also get to use the more
> opscure cards, that people don't use in no CL..
Ironically, I find i use a lot more different cards now as I can build a
combo around a certain card and expect to get the cards for that combo.
For example, I might actually play with cryptic mission, corruption, or
Tremere in general since I know I will be able to get cards that support
these cards use. (Tremere suck in CL:( 4 Theft of Vitae's is just
terrible).
> I played the other day against a Tremere Assimite deck, it was around 300
> cards, using Auspex, Celerety, Dominate, fortitude, Obfuscate, Quietus,
> Thaumaturgy. And it was very effective, It could do everything.
I think the fact you are playing with 200-300 card decks using more than
2-3 disciplines is a lot more likely the culprit for your very long
games and your use of lots and lots of different cards than what you see
in NCL play. Most NCL players conform to tournament rules and thus a 90
card deck cap. I could fit a lot more different cards if we were
playing 200 card decks in our play group. (Though I don't think I'd
ever play with that many...)
Tig
in general, i agree with everything Tig threw out in his post - I have
to tack onto this one bit, though.
On Tue, 03 Jul 2001 11:18:28 -0700, TigToad <tig...@qwest.net> wrote:
>> I played the other day against a Tremere Assimite deck, it was around 300
>> cards, using Auspex, Celerety, Dominate, fortitude, Obfuscate, Quietus,
>> Thaumaturgy. And it was very effective, It could do everything.
...But I'll bet it took 3 turns to actually make anything happen,
explaining the 6-hour game problem. I do not consider decks that take
3 turns to complete one tactic "effective".
>I think the fact you are playing with 200-300 card decks using more than
>2-3 disciplines is a lot more likely the culprit for your very long
>games and your use of lots and lots of different cards than what you see
When your only available actions are either "bleed for 1", or actions
that do nothing to help you oust your prey, then your games will tend
to take longer. I sat cross-table from an intercept deck last night,
and we spent a great number of actions and blocks trading his Rack
back and forth between us. Both of us could really have used it, but
when you get right down to it, those were completely wasted actions
and combats on both our parts, and did nothing but set up our
respective preys and prolong the game.
Card limit play taken to the above extreme simply reinforces that
problem by encouraging non-useful actions (as they're the only ones in
your hand).
>in NCL play. Most NCL players conform to tournament rules and thus a 90
>card deck cap. I could fit a lot more different cards if we were
>playing 200 card decks in our play group. (Though I don't think I'd
>ever play with that many...)
I cannot imagine a 300 card deck, played under 4CL, that could
actually accomplish anything with any degree of consistency, or that
could even conduct simple actions with any hope of having them happen.
Assuming the above Tremere/Assamite deck, there are (more or less) six
different disciplines to draw from: DOM/THA/AUS and QUI/CEL/OBF.
A quickly filtered search reveals that there are approximately 22
distinct cards for each discipline -- meaning that under a 4CL, a
six-discipline deck could conceivably have 528 cards. Insane. A
further run-by notes that with a 7-card hand and a 300-card deck, your
"window" onto your strategy is approximately one-fifth of one percent;
specifically, 0.23%. Draw your own conclusions.
-- Derek
Maintenance: Keep the balls dry and clean and prevent them from violent collisions.
Disclaimer: We make no claim that use of these balls will improve health.
In article <9hsg9e$eqs$1...@news.net.uni-c.dk>, Jacob <jje...@ifa.au.dk>
wrote:
> Where I play, we regulary use 4CL. and no limit to the deck. It makes the
> game longer. and more variations.
> It is normal to reley on 4 to 7 different
> diciplines in a deck. and the normal deck is around 200 cards.
Idiotic. Play Malkavian stealth-bleed. It's essentially unhampered by
4CL, and as well as allowing you to win it will demonstrate to your play
group wby 4CL Does Not Work For V:TES.
> I do beleave that no CL makes V:TEs more like magic, making a deck that's
> only able to do one thing. If there is a 4CL, you can not make a deck relying
> on S:CE because there isen't that many S:CE cards. you have to come up with
> some other way to help your vanpiers to get beaten up.
Which takes a whole lot of thinking, right? One-trick ponies are still
perfectly possible under 4CL. All 4CL does is make it impossible to
build a one-trick pony that relies on a single card rather than a slew
of redundant cards.
Free Clue: V:TES was not designed to make the only viable strategies
those for which there existed multiple redundant cards.
> We also get to use the more
> opscure cards, that people don't use in no CL..
But at the same time, cards that are useable in no-L become coasters in
4CL because you can't rely on them showing up.
> I played the other day against a Tremere Assimite deck, it was around 300
> cards, using Auspex, Celerety, Dominate, fortitude, Obfuscate, Quietus,
> Thaumaturgy. And it was very effective, It could do everything.
Very, very slowly. It's /not/ very effective. Malk stealth/bleed in a
nice tight deck would beat that deck like it stole something. Ventrue
vote in a nice tight deck would beat that deck like it stole something.
Even the poor crippled 4CL Brujah should be able to get enough attack
actions, damage boosters and extra strikes together to smash their
vampires straight back into Torpor where they belong while the charlie
with the 300 card deck cries into his hand full of Auspex and Dominate.
> If there should be a vote for no CL or 4CL I would vote for 4CL. Makes
> the game better.
It might well enhance the social experience of playing V:TES. It makes
games go on a long time, you get to see lots of different cards played,
it's very hard to oust someone quickly (and so spoil their fun) and
usually any given card you get into play will stick around for a few
turns so you get to "play" with it a bit more.
But it's no longer a competitive game of skill.
You aren't playing V:TES. You're /playing/ at playing V:TES, like kids
playing at being policemen.
> The only thing I can come up why there shoud be no CL is the
> games with we play with 4CL takes about 4-6 hours 4 players. But then again I like
> that.
Whatever makes you happy. They're your cards, you can play snap with
them if you like.
Kevin Lowe,
Brisbane, Australia.
--
www.sixofthebest.net
In article <serpentriver-FDEA...@news.dingoblue.net.au>,
Kevin Lowe <serpen...@yahoo.com> wrote:
>Play Malkavian stealth-bleed. It's essentially unhampered by
>4CL, and as well as allowing you to win it will demonstrate to your play
>group wby 4CL Does Not Work For V:TES.
Of course, Malkavian stealth-bleed is helped by no card limits
as much as any other deck. At least you make a token effort at
limiting which +stealth and +bleed cards they have at their
disposal with a card limit. The problem with this deck isnt
the card limit or deck size limit... its the fact that it is
the optimal method of winning the game. It goes directly to
the most fundamental aspect of the game requiring almost no
special cards or combos... it is, in all card games, one of the
defining examples of the term "broken".
Which is not to say it is unbeatable with enough players at
the table all working against it or that the game in a general
sense is not worth playing. It just needs to be reigned in
a bit...
>It might well enhance the social experience of playing V:TES. It makes
>games go on a long time, you get to see lots of different cards played,
>it's very hard to oust someone quickly (and so spoil their fun) and
>usually any given card you get into play will stick around for a few
>turns so you get to "play" with it a bit more.
These are all things people will probably like. Liking things
in a game usually means you want them there. :)
>But it's no longer a competitive game of skill.
Ah! Well, here you are making a subjective value judgement.
Also known as an opinion. Not worth very much in the scheme
of things.
I personally have no stake in a card limit or not... I do know the
game fairly well, however, and a card limit would mean that a player
would have to seek out and use a greater variety of cards. This means
that deck design is more of a challenge and making the best of what
you have means something. You can play the game either way, but
it definitely takes more thought to play with limits.
Eric
In article <3b42722b$0$12823$272e...@news.execpc.com>,
ej...@earth.execpc.com (Eric Jome) wrote:
> In article <serpentriver-FDEA...@news.dingoblue.net.au>,
> Kevin Lowe <serpen...@yahoo.com> wrote:
>
> >Play Malkavian stealth-bleed. It's essentially unhampered by
> >4CL, and as well as allowing you to win it will demonstrate to your play
> >group wby 4CL Does Not Work For V:TES.
>
> Of course, Malkavian stealth-bleed is helped by no card limits
> as much as any other deck.
What a daft thing to say!
Let us compare (to choose only one of a vast array of possible examples)
Malkavian stealth-bleed to Toreador Small
Vamp/Intercept/.44Magnum/Concealed Weapon. You simply can't have enough
Concealed Weapons and .44 Magnums in a 4CL deck to get them reliably,
and the problem is aggravated because in 4CL you can't cycle through
your deck fast to get to them, either.
Whereas there are so many variations on Stealth and Bleed available to
the Malks that the 4CL is nearly meaningless.
> At least you make a token effort at
> limiting which +stealth and +bleed cards they have at their
> disposal with a card limit.
While making a more-than-token effort to deny other decks the
countermeasures they need to defeat them.
> The problem with this deck isnt
> the card limit or deck size limit... its the fact that it is
> the optimal method of winning the game. It goes directly to
> the most fundamental aspect of the game requiring almost no
> special cards or combos... it is, in all card games, one of the
> defining examples of the term "broken".
Bah. Humbug. Rubbish. It's a strong, simple strategy but it's also
eminently beatable in no-L. It's "broken" in 4CL because 4CL cripples
its competition.
> Which is not to say it is unbeatable with enough players at
> the table all working against it or that the game in a general
> sense is not worth playing. It just needs to be reigned in
> a bit...
IYHO. MMVs.
> >It might well enhance the social experience of playing V:TES. It makes
> >games go on a long time, you get to see lots of different cards played,
> >it's very hard to oust someone quickly (and so spoil their fun) and
> >usually any given card you get into play will stick around for a few
> >turns so you get to "play" with it a bit more.
>
> These are all things people will probably like. Liking things
> in a game usually means you want them there. :)
Yup.
> >But it's no longer a competitive game of skill.
>
> Ah! Well, here you are making a subjective value judgement.
> Also known as an opinion. Not worth very much in the scheme
> of things.
On the contrary, it's a perfectly supportable empirical claim that chess
is more of a game of skill than tic-tac-toe. Similarly, no-L V:TES is
more of a game of skill than 4CL V:TES.
4CL V:TES is a broken game, as you've admitted yourself.
> I personally have no stake in a card limit or not... I do know the
> game fairly well, however, and a card limit would mean that a player
> would have to seek out and use a greater variety of cards.
True by definition.
> This means
> that deck design is more of a challenge and making the best of what
> you have means something.
Another daft thing to say.
How is it more challenging to toss in four of every card relevant to
your strategy than it is to fine tune the ratio of Bum's Rushes to Blurs
to Immortal Grapples? Believe me, it makes a very big difference having
10 Bum's Rushes and 10 Immortal Grapples in a 90 card deck compared to
having 8 and 8, or 5 and 10 and 3 Haven Uncovered's.
The biggest "challenge" in 4CL deck design is finding enough cards that
do the same thing to make a focused deck remotely possible. Then you
toss in one of every master that rocks in the 4CL environment (turn for
+1 stealth, sustained blood gain, turn to end combat etc). Whoopee.
The challenge in no-L is to fine-tune the proportions of every card in
the deck, to balance the proportions exactly how you want them and to
ensure that your hand will flow smoothly.
> You can play the game either way, but
> it definitely takes more thought to play with limits.
Nope. If you're the kind of person who takes more thought, you don't
play 4CL in the first place because you realise that Jyhad was nnot
designed to work with a 4CL. The 4CL meme sprang up because Magic
players playing Jyhad for the first time were too stupid to understand
the differences between M:tG and Jyhad that made 4CL Jyhad a stupid game.
[ quoted text not captured ]
In article <3b42a90b$1...@news.iprimus.com.au>, "theventrue"
<chr...@comcen.com.au> wrote:
> [snip]> > Malkavian stealth-bleed to Toreador Small
> > Vamp/Intercept/.44Magnum/Concealed Weapon. You simply can't have enough
> > Concealed Weapons and .44 Magnums in a 4CL deck to get them reliably,
>> Note that concealed weapon requires obfuscate. of course you may be
> perfectly aware of that and are just playing the popular house rule that
> says that it's disciplineless. if so, please ignore.
Yup. AFAIK it's a misprint, and it was originally intended to be a
disciplineless card. So we played it that way.
[ quoted text not captured ]
Ok, how about a vote card that reads; If this referendum is
successful, for the remainder of the game no methusaleh may use a
minion card that they have already played 4 or more times.
It would piss people off and leads to all sorts of arguements but gosh
damn it, it'd make me laugh.
Tony
Anarch of Luton
In message <serpentriver-AE32...@news.dingoblue.net.au>,
Kevin Lowe <serpen...@yahoo.com> writes
>Yup. AFAIK it's a misprint, and it was originally intended to be a
>disciplineless card.
It was. However, the Rules Team has, in many different incarnations,
maintained the current interpretation.
(Note just how few weapons were ever excluded by it, frex. There may be
a few more under Final Nights, but I haven't gone through a lot of the
equipment, yet, as a person who rarely uses that much equipment.)
>So we played it that way.
A similar argument can be made for Return to Innocence, if the *only*
criterion you use is original intent.
[ quoted text not captured ]
Many times over the years, I've seen the 4CL and NL camps go at each other
with argument and counter-argument, rhetoric and counter-rhetoric. I've read
the diatribes, the essays, the maths.
Here's my experience.
I played the game fairly extensively when it first came out. We had adopted
a card limit on Magic *before* the tournament rules, mainly as a way to
balance suitcases against people with a couple starters. It seemed natural
to do the same for Jyhad. Again, not because of the game design, but because
of social pressures brought on by different levels of investment in the
group. "Right" or "wrong" it's what we all decided to do.
We had a good time. Games usually lasted a long time, we added a lot of
role-playing atmosphere. We generally discouraged Malk stealth-bleed because
it was seen as "cheap" and "no fun".
We stopped playing after awhile because there was always something new to
try, and people moved away, and people got tired of CCG money-pits.
A couple years later (maybe after Sabbat), a new group started playing
again. I had read the arguments, the diatribes. We tried out No Limits.
After about a half-dozen boring boring games, we quietly retired Jyhad for
good.
It wasn't because of Malkavian stealth-bleed. It wasn't because of broken
cards from expansions. It wasn't because of poor players.
It was deadly boring.
As an example, one guy had a Brujah weenie deck with Computer Hacking,
Flash, and Thrown Sewer Lid and not much else. Win or lose, he was extremely
boring to play against. Most other decks brought to the table were along
these lines, so focused as to provoke lethargy.
I believe that Card Limits *do* break the game in subtle but limited ways.
No Limits breaks the game (for me!) in one unavoidable huge way - it was no
longer fun to play.
And the holier-than-thou attitude on the No Limits side certainly doesn't
help their arguments. No one is convinced when they are insulted.
And if you're curious, the only way we play now is with pre-constructed
decks - the eight released by White Wolf, plus seven for the original clans
I put together out of a large set of original Jyhad.
And we're having fun again.
-scott \\ sdib...@student.umass.edu
"I've seen the future, and it's much like the present, only longer."
-- Dan Quisenberry
Tony wrote:
> Ok, how about a vote card that reads; If this referendum is
> successful, for the remainder of the game no methusaleh may use a
> minion card that they have already played 4 or more times.
Or, make it a Master card, one which goes away only after a vampire calls
a successful vote to do so. Give the Master card a pool cost equal to the
number of other Methuselahs in the game, and let the arguments begin!
>
> It would piss people off and leads to all sorts of arguements but gosh
> damn it, it'd make me laugh.
I'm chortling already!
Any thoughts on a fun title for the card? "Spice of Unlife"?
>
>
> Tony
>
> Anarch of Luton
Scott DiBerardino wrote:
> A couple years later (maybe after Sabbat), a new group started playing
> again. I had read the arguments, the diatribes. We tried out No Limits.
>
> After about a half-dozen boring boring games, we quietly retired Jyhad for
> good.
>
> It wasn't because of Malkavian stealth-bleed. It wasn't because of broken
> cards from expansions. It wasn't because of poor players.
>
> It was deadly boring.
>
> As an example, one guy had a Brujah weenie deck with Computer Hacking,
> Flash, and Thrown Sewer Lid and not much else. Win or lose, he was extremely
> boring to play against. Most other decks brought to the table were along
> these lines, so focused as to provoke lethargy.
That's interesting. So what was boring about it? Surely, you can't be saying
that seeing the same card over and over in one of four or five player's decks
over and over caused actual lassitude in other players...as in:
Acting player: You have blocked my computer hacking! We go to combat. Anything
before range?
Blocking player: Nope.
Acting player: I maneuver using Flash.
Blocking player: Oh, god! Not again! You've maneuvered using Flash in the last
five combats! Don't you have any other cards?
Acting player: I maneuver using Flash; are you maneuvering back?
Blocking player: (long sigh) Nooooo.....
Acting player: OK, we strike. I throw a sewer lid.
Blocking player: (sarcastically) Gee, THAT'S a surprise! Your eighth Thrown Sewer
Lid.
Rest of the players: All right. This is too boring. We QUIT!!!!!
(Everyone goes home and makes preparations to join monasteries of their choice.)
Was that really how it was? That's very strange. I myself don't find a deck to be
the least bit boring just because it's focused and does the same thing over and
over continually.
> I believe that Card Limits *do* break the game in subtle but limited ways.
> No Limits breaks the game (for me!) in one unavoidable huge way - it was no
> longer fun to play.
I guess that's your perception. I find it challenging to understand why it does
that for you. But everyone has their tastes, I guess.
> And the holier-than-thou attitude on the No Limits side certainly doesn't
> help their arguments. No one is convinced when they are insulted.
I don't think anyone really means to be arrogant about the superiority of NCL.
It's just that when you see the same arguments over and over about NCL that seem
to have a limited perspective and not be very well thought out you, eventually
start to classify its adherents into the same box whether they belong there or
not. The population on this newsgroup has encountered over and over new people
coming in who have played something like 4CL in their local playgroups, who damn
NCL but have never really tried it, and seem to always do so for the same reasons
that most here have found to be invalid when examined. So it's kind of natural to
slap your head every time it happens and often let impatience get the better of you
as you try to explain to the new person that it's all been said before and they're
not telling you anything new however much they think they are and you're pretty
sure it's wrong. No doubt that sounds like arrogance. In truth, it's more a form
of irritable weariness.
> And if you're curious, the only way we play now is with pre-constructed
> decks - the eight released by White Wolf, plus seven for the original clans
> I put together out of a large set of original Jyhad.
>
> And we're having fun again.
I have to say that if you get bored by the same cards over and over in a single deck,
then it's hard to fathom why you would enjoy players playing the same decks over and over
even if they're not focused on a relatively small number of cards. But whatever works
for you is cool. I am glad you're finding happiness with game, though. In whatever form
works for you.
Fred
In message <B7688F1B.1F9CC%sdib...@student.umass.edu>, Scott
DiBerardino <sdib...@student.umass.edu> writes
>And the holier-than-thou attitude on the No Limits side certainly doesn't
>help their arguments. No one is convinced when they are insulted.
The problem is this:
In general, the xCL factions[0] tend to:
1) Believe that they are right, come what may. No argument can ever be
remotely convincing.
2) Have to convince themselves they are right, especially because they
are playing with a non-official set of rules. Often loudly.
3) In general, those arguing for xCL have tended to be weaker
argumentatively. This is not an indictment of xCL players generally,
just a general feeling of those players who have argued for it. If
someone coherent were to argue for it, they'd do a lot better.
4) They never/rarely encounter all the inherent limits in the game,
repeat-wise, because they are running xCL. Thus they argue how NL
would be broken, not understanding its self-righting mechanism.
5) Because they can't ever stack up on a certain form of defence, they
don't understand just how easy it is to defend against "boring" decks
- all you need is access to *one* source of damage prevention, and
you can load up on it to save your ass etc. against that boring
Brujah deck, from your example. (Or Combat Ends, or Dodge, or
whatever.)
6) Ignore the fact that, from the ground up, Jyhad was designed to have
no card limits. Granted, designer intent is not an argument winner,
but it is highly persuasive when viewed with all the rules and card
texts that actively work to support it.
7) Go on about abusive combos (or some similar facet they dislike),
telling us how xCL balances them - when, in fact, it just makes them
less likely (since I only have four Killer Bleed Cards in my deck)
and harder to defend against (since I can't have that bleed bounce I
want)
8) Tell us how it favours the new player when Jyhad, again, doesn't work
for the vast majority of cards (with only half a dozen exceptions)
having more power when they're less common. Awe is not more powerful
than Bewitching Oration. Raven Spy is not more powerful than Cat's
Guidance. Were this first edition Magic - where a Black Lotus was
more powerful than a comparative common/land card - it'd be a valid
comparison. But Jyhad was designed with a very strong cost->effect
ethic. Compare, say, Dominate cards such as Govern the Unaligned
against Dominate Kine. The latter isn't more powerful than the
former just because it is less common. And then you lose the ability
to use all the nice common cards you've collected - which are
perfectly playable. So the newbie player can play 4 Bewitching
Orations and 1 Awe, maybe, whereas the old suitcase guy can play 4 of
each. The newbie could benefit from being able to put 7 Bewitching
Orations in because the card is good and powerful in itself, and easy
to get hold of because it's common.
9) Fail to understand that, as a result of Jyhad's limited card pool (as
it has been for a very, very long time) and comparitively huge
numbers of clans and disciplines, the amount of redundancy is
limited. Again, taking Magic as the counter-example - with five
colours and no "clan" concept really[1], it's very easy to load up 40
cards into red, 40 into blue etc. and find that, at the end of the
day, red actually has quite a few very similar cards which, whilst
not identical, can do good impersonations of one another. Once you
leave stealth, bleed and intercept alone, the amount of redundancy in
cards in V:TES is very limited - again, an inherent design decision,
because they knew people could and would buy lots of cards (Magic had
taught them this), so why not do things a bit differently?
10) Which leads us on to the fact that Jyhad has clearly been designed
at numerous points to work well with decks focussed around one card
strategies/tactics (split the difference between the two as you like,
obviously). Corruption, from Ancient Hearts, was one extreme
(obviously) example of such a card - with only x (4 or 6) in a deck,
it's utterly pointless. But there are many cards which you can focus
a deck strategy/tactic around which you can't use properly if there
are only one or two of them. Frex, the various Invitation Accepted
variants. If you want a Cammy clan so you can do PS etc., you need
to be able to "guarantee" the Join-Camarilla vote comes up quickly.
This is a facet of 9), given the general lack of redundancy in many
areas.
And when you sit down and explain all these things - and many more
besides - you most often get incoherent abuse back. As has been pointed
out, people are quite welcome to play "Snap" with their Jyhad cards, but
most would prefer (IMHO etc.) that we didn't get abused because we
choose to play the real game with them.
[0] Obviously, there are people out there playing xCL who are doing none
of these things. The vast majority, however, of those who argue for xCL
online tend to end up like this.
[1] Creature type, I guess, but they're not quite as intrinsic as the
clan nature of Vampire.
[ quoted text not captured ]
"James Coupe" <ja...@zephyr.org.uk> wrote
<snip excellent points>
Might I also add that NCL includes XCL as a subset? This may sound basic but
it's something many don't seem to consider.
Many of my decks are able to be played in a 4CL environment. I think most of
the pre-constructed in both Sabbat War and Final Nights are 4CL-compliant,
and they aren't *that* bad...
Players that include multiple copies of one card often pay for their focus
when going up against a deck which is its nemesis. Sometimes, diversity will
make a deck more robust. Sometimes it won't. This is where your skill in
designing decks comes in. It seems to me that there would be very little
'thought' going into a 300-card deck under 4CL. How could there be?
My initial playgroup played under 4CL because we incorrectly assumed that
there was a limit (not sure why really--none of us played Magic). When we
found out there wasn't a card limit, we stopped playing that way.
Of course, I have no problem with people playing under their own
house-rules, but you *have* to recognize that your house rule is not and
*should not* be a rule that is applied to the game in general.
When I play Chess, I won't let someone claim that 'En Passant' isn't a valid
move, because they have never heard of it. The rules are the rules.
Disallowing a rule changes the nature of the game. Either play Chess or
don't. Either play Jyhad or don't. But be sure you realize that under 4CL,
you are *not* playing Jyhad as it is meant to be.
And for god's sake, don't show up at a tournament thinking that 4CL is
enforced... I hate that.
Cheers,
WES
Wes <gh...@NOSPAMmnsi.net> wrote in message
news:9hvds...@enews4.newsguy.com...
> I think most of the pre-constructed in both Sabbat War and Final Nights
are 4CL-compliant,
> and they aren't *that* bad...
Five of the pre-cons are 4cl compliant, three are not.
Brujah Antitribu - 5 Ambush
Tzimisce - 5 Forced Awakening
Assamite - 5 Blood Sweat, 5 Flash, 6 Pursuit
http://www.thelasombra.com/decks.htm#precon
This should not be seen as an endorsement of any card limits on the part of
White Wolf.
Note page seven of both the Sabbat War and Final Nights rulebooks:
"There is no per-card limit to the number of duplicates of a given card that
a player can include in either her library or crypt."
Carpe noctem.
Lasombra
http://www.TheLasombra.com
Chris Holm <hchr...@qwest.net> wrote in message news:<3B432418...@qwest.net>...
> Tony wrote:
>
> > Ok, how about a vote card that reads; If this referendum is
> > successful, for the remainder of the game no methusaleh may use a
> > minion card that they have already played 4 or more times.
>
> Or, make it a Master card, one which goes away only after a vampire calls
> a successful vote to do so. Give the Master card a pool cost equal to the
> number of other Methuselahs in the game, and let the arguments begin!
>
the point, if indeed I can ever be said to truly have a point, is that
if there is so much feelings out of game regarding all this card limit
stuff, why not take the next step and make it an in game concern as
well. that way, if the card was well designed, it would be a question
of playing a game to decide what card limit is played.
picture the scene;
game starts between 2 NCL bods and 2 CL bods, the game is NCL at the
start.
after a bit of random table jostling, one of the CL bods plays the
aforementioned vote (Which would probably have to be a "once a game"
thing like ancient influence and political strangelhold). If the vote
passes, then the vote passes. if the NCL decks are good decks with
ways of stopping votes then they can continue playing in their
prefered state of NCL and the others have no right to complain because
they lost out to superior play and in game concerns. If the vote
passes, then the same applies in reverse.
I know that this slightly favours the NCL people, but that is the way
the game is intended to be played and so I think they should have the
starting ground advantage.
I think we should arrange this game as a final desicive desicion on
the matter.
I think the NCL players should be Barney and Rob :-)
> >
> > It would piss people off and leads to all sorts of arguements but gosh
> > damn it, it'd make me laugh.
>
> I'm chortling already!
>
> Any thoughts on a fun title for the card? "Spice of Unlife"?
How about; "Stop bloody well arguing and play the fucking game any way
you want, it is a game after all"
good title, bit long.
>
Tony
Anarch of Luton
> From: Frederick Scott <fre...@netcom.com>>
> That's interesting. So what was boring about it? Surely, you can't be saying
> that seeing the same card over and over in one of four or five player's decks
> over and over caused actual lassitude in other players...as in:
>
> Acting player: You have blocked my computer hacking! We go to combat.
> Anything before range?
> Blocking player: Nope.
> Acting player: I maneuver using Flash.
> Blocking player: Oh, god! Not again! You've maneuvered using Flash in
> the last five combats! Don't you have any other cards?
> Acting player: I maneuver using Flash; are you maneuvering back?
> Blocking player: (long sigh) Nooooo.....
> Acting player: OK, we strike. I throw a sewer lid.
> Blocking player: (sarcastically) Gee, THAT'S a surprise! Your eighth Thrown
> Sewer Lid.
> Rest of the players: All right. This is too boring. We QUIT!!!!!
Well, uh, yeah, that's pretty much it. It's not that I minded that he played
Flash instead of Pursuit. It's that his deck was so single-mindedly
uninteresting. He didn't even win much, though he could usually oust
someone.
About half the available players at the time (four years ago?) were of this
caliber. Pretty much ruined the game for the rest of us.
> (Everyone goes home and makes preparations to join monasteries of their
> choice.)
This sort of comment was unnecessary, and typical of the attitude I
described previously.
> Was that really how it was? That's very strange. I myself don't find a deck
> to be the least bit boring just because it's focused and does the same thing
> over and over continually.
I can't debate you if you don't find mindless repetition boring.
<snip>
>> And if you're curious, the only way we play now is with pre-constructed
>> decks - the eight released by White Wolf, plus seven for the original clans
>> I put together out of a large set of original Jyhad.>> I have to say that if you get bored by the same cards over and over in a
> single deck, then it's hard to fathom why you would enjoy players playing the
> same decks over and over even if they're not focused on a relatively small
> number of cards. But whatever works for you is cool. I am glad you're
> finding happiness with game, though. In whatever form works for you.
Thank you for your understanding. That's what I was looking for.
As far as precon decks being more or less boring than OTPs... I find that
the precon decks available (and those I've built), while not ruthlessly
effective, do more than just the same trick over and over. At any given
point in the game, there will be more than one possible (or even likely)
outcome, which sustains my interest. They are a bit broader and more
flexible than the kind of decks my group used to dread.
-scott \\ sdib...@student.umass.edu
"To rejoice over conquest is to rejoice over murder."
-- Lao-Tse
I am normally wary when one side describes the standpoint of their
opposition.
It should be kept in mind that I have agreed to the "mechanical" superiority
of NCL versus xCL, but asserted that Vampire was no fun for my group in an
NCL environment.
> From: James Coupe <ja...@zephyr.org.uk>
>
> The problem is this:
>
> In general, the xCL factions[0] tend to:
Despite your footnote, you do tend to paint with a rather broad brush
throughout this piece.
> 1) Believe that they are right, come what may. No argument can ever be
> remotely convincing.
Irrelevant, and just as easily applicable to the NCL side of the debate.
> 2) Have to convince themselves they are right, especially because they
> are playing with a non-official set of rules. Often loudly.
Except for the non-official part, see 1).
> 3) In general, those arguing for xCL have tended to be weaker
> argumentatively. This is not an indictment of xCL players generally,
> just a general feeling of those players who have argued for it. If
> someone coherent were to argue for it, they'd do a lot better.
I have seen coherent arguments that have not been accepted. This was a while
ago, though.
> 4) They never/rarely encounter all the inherent limits in the game,
> repeat-wise, because they are running xCL. Thus they argue how NL
> would be broken, not understanding its self-righting mechanism.
True for the most part, though there are some xCLers that have played NCL.
> 5) Because they can't ever stack up on a certain form of defence, they
> don't understand just how easy it is to defend against "boring" decks
> - all you need is access to *one* source of damage prevention, and
> you can load up on it to save your ass etc. against that boring
> Brujah deck, from your example. (Or Combat Ends, or Dodge, or
> whatever.)
This only works in the context of serial games. And, if I were to prepare
defenses for every possible OTP, my deck would become ineffective anyway.
> 6) Ignore the fact that, from the ground up, Jyhad was designed to have
> no card limits. Granted, designer intent is not an argument winner,
> but it is highly persuasive when viewed with all the rules and card
> texts that actively work to support it.
Granted.
Of course, ante was part of the original intent as well.
> 7) Go on about abusive combos (or some similar facet they dislike),
> telling us how xCL balances them - when, in fact, it just makes them
> less likely (since I only have four Killer Bleed Cards in my deck)
> and harder to defend against (since I can't have that bleed bounce I
> want)
Granted.
> 8) Tell us how it favours the new player when Jyhad, again, doesn't work
> for the vast majority of cards (with only half a dozen exceptions)
> having more power when they're less common.
<snip>
This is only true in an xCL environment where rarity is not taken into
account. Our (old, old) system provided different limits for cards of
different rarities.
I actually used a similar system to limit *myself* for many games that came
out at the time. I was a store manager and had easy access to cards, and
wanted to provide a fairer environment for people I played with. Even now,
it is unusual for my to keep duplicate rares, even in games where they are
demonstrably more powerful (unlike Vampire).
> 9) Fail to understand that, as a result of Jyhad's limited card pool (as
> it has been for a very, very long time) and comparitively huge
> numbers of clans and disciplines, the amount of redundancy is
> limited.
<snip>
> 10) Which leads us on to the fact that Jyhad has clearly been designed
> at numerous points to work well with decks focussed around one card
> strategies/tactics
<snip>
Granted. (sigh) See my prefacing comments.
> And when you sit down and explain all these things - and many more
> besides - you most often get incoherent abuse back. As has been pointed
> out, people are quite welcome to play "Snap" with their Jyhad cards, but
> most would prefer (IMHO etc.) that we didn't get abused because we
> choose to play the real game with them.
Is coherent abuse (along the lines of the "snap" comments) really any
better?
> [0] Obviously, there are people out there playing xCL who are doing none
> of these things. The vast majority, however, of those who argue for xCL
> online tend to end up like this.
>
> [1] Creature type, I guess, but they're not quite as intrinsic as the
> clan nature of Vampire.
>
> --
> James Coupe PGP Key: 0x5D623D5D
> EBD690ECD7A1F
> "Analogies can be dangerous, Amanda," he begins, smiling B457CA213D7E6
> slightly, "because the world is like a sandcastle..." 68C3695D623D5D
I heard an anecdote recently about a player I knew who encountered "the game
designers" (presumably post-Garfield WotC types). They were shocked that she
was used to 4-hour marathon games with slow development; they had designed
and always played the game as a 90-minute brawl.
Back in the day, I liked the 4-hour marathon better than the 90-minute
brawl.
-scott \\ sdib...@student.umass.edu
"Power feeds on its spoils, and dies when its victims refuse to be
despoiled. They can't persuade it to death, they can't shoot it to death;
but they can always starve it to death."
-- Benjamin Tucker
<Split off into a separate sub-thread>
In message <B769F5A2.1FAA0%sdib...@student.umass.edu>, Scott
DiBerardino <sdib...@student.umass.edu> writes
>Despite your footnote, you do tend to paint with a rather broad brush
>throughout this piece.
Yes, but it is generally true.
Certainly, there are and have been xCL advocates who haven't acted in
the manner described, but the vast majority have. I'm not ascribing
this as an inherent trait of xCL advocacy, but of, rather, why those who
carefully sit down and go through all the arguments surrounding NL will
sometimes get a touch, erm, annoyed when they have yet another xCL
advocate failing to pay attention to reality.
[ quoted text not captured ]
Scott DiBerardino wrote:
>
> > From: Frederick Scott <fre...@netcom.com>
> >
> > That's interesting. So what was boring about it? Surely, you can't be saying
> > that seeing the same card over and over in one of four or five player's decks
> > over and over caused actual lassitude in other players...as in:
> >
> > Acting player: You have blocked my computer hacking! We go to combat.
> > Anything before range?
> > Blocking player: Nope.
> > Acting player: I maneuver using Flash.
> > Blocking player: Oh, god! Not again! You've maneuvered using Flash in
> > the last five combats! Don't you have any other cards?
> > Acting player: I maneuver using Flash; are you maneuvering back?
> > Blocking player: (long sigh) Nooooo.....
> > Acting player: OK, we strike. I throw a sewer lid.
> > Blocking player: (sarcastically) Gee, THAT'S a surprise! Your eighth Thrown
> > Sewer Lid.
> > Rest of the players: All right. This is too boring. We QUIT!!!!!
>
> Well, uh, yeah, that's pretty much it. It's not that I minded that he played
> Flash instead of Pursuit. It's that his deck was so single-mindedly
> uninteresting. He didn't even win much, though he could usually oust
> someone.
>
> About half the available players at the time (four years ago?) were of this
> caliber. Pretty much ruined the game for the rest of us.
That's an interesting comment. "Caliber" tends to denote ability. I'm not sure
if you meant it this way. I think "bent" is more what you're looking for. Otherwise
you are bordering on instigating another debate on cheese decks, in which case my
opinion runs strongly to the side of cheese-deck-accusations saying a lot more about
the ability of the accuser than the accused. If you can't learn to have a good time
playing _against_ such decks, you might want to look at your own ability to respond
to them.
Focused vs. unfocused is just a strategy choice in decks. And personally, I find
focused decks tend to be the more effective decks on average - though either type
can be very bad or very good depending on the ability of the deckbuilder.
> > (Everyone goes home and makes preparations to join monasteries of their
> > choice.)
>
> This sort of comment was unnecessary, and typical of the attitude I
> described previously.
I'm not sure why you think that. It was a bit of a joke but it wasn't intended to
be at your expense. I'm sorry you were offended.
> > Was that really how it was? That's very strange. I myself don't find a deck
> > to be the least bit boring just because it's focused and does the same thing
> > over and over continually.
>
> I can't debate you if you don't find mindless repetition boring.
I guess that's kind of the point. No. It has never struck me that repeated copies
of the same card in a single deck might cause boredom. I find that idea rather
surprising. It's not for me to judge, of course. I haven't had your experiences.
> As far as precon decks being more or less boring than OTPs... I find that
> the precon decks available (and those I've built), while not ruthlessly
> effective, do more than just the same trick over and over. At any given
> point in the game, there will be more than one possible (or even likely)
> outcome, which sustains my interest. They are a bit broader and more
> flexible than the kind of decks my group used to dread.
It always seemed to me you could have four or five focused decks at the table and
you shouldn't fall into that the same outcome occurring over and over. The variance
in the shuffle, if nothing else, will see to that. There's also player interaction,
ganging up, crosstable conflict, and so forth. If worst comes to worst, such games
will end quickly - since the oft-repeated interactions will usually be very one-sided -
and the players can select new decks and try again. My experience is that few games
of Jyhad can be described that way, even when all the decks are one-trick ponies.
Fred
On Thu, 05 Jul 2001 10:44:50 -0400, Scott DiBerardino
<sdib...@student.umass.edu> wrote:
>I am normally wary when one side describes the standpoint of their
>opposition.
>
>It should be kept in mind that I have agreed to the "mechanical" superiority
>of NCL versus xCL, but asserted that Vampire was no fun for my group in an
>NCL environment.
In your group, I would simply build decks that defeated the
one-trick-pony decks without being excessively "boring" or visibly
one-tricky.
It's often worth noting that a deck that can do nothing but one thing
is usually vulnerable to good play even if your deck is NOT designed
to beat it -- a Brujah thrown-objects deck, for example, can get into
combat lots with Bum's Rush. But it can't bleed for more than 1, and
it tends not to win as a result due to its fragility. If one includes
Legal Manipulations, one loses the ability to constantly get into
combat, and one becomes vulnerable to Deflections.
In other words, try not blocking it, even if it DOES bleed for 3.
Eventually you'll be able to point out to the guy that he's NOT
WINNING. If you are playing with people whose goal is not "to win",
then the people you play with are the problem, not the game itself,
and there's nothing to be done about it.
Most people want to win.
>I heard an anecdote recently about a player I knew who encountered "the game
>designers" (presumably post-Garfield WotC types). They were shocked that she
>was used to 4-hour marathon games with slow development; they had designed
>and always played the game as a 90-minute brawl.
>
>Back in the day, I liked the 4-hour marathon better than the 90-minute
>brawl.
Unfortunately, you are in the (vast) minority. The general
population, which is our ONLY source of new players, likes games to be
at least REASONABLY quick. This is one of V:TES's big weaknesses; the
sheer length of the game means that a great amount of time needs to be
set aside to play, and a quick loss "feels" worse than it would in a
60-minute game.
Many/most current V:TES players do like the "marathon" games. But
without new blood, the game will die -- which the original designers
appear to have known well, from your anecdote above. Very few people
want to learn a game that's going to chop out huge amounts of their
time; it simply doesn't fit in today's society.
NCL decks -do- decrease game length; whether or not they are
effective, they do one thing and do it well, and the person playing
them generally is completely prepared for anything their own deck will
do. Strategic decisions come quicker, combat moves more rapidly, etc.
This is NOT a bad thing.
xCL decks and toolboxes tend to INCREASE game length; strategic
decisions are much more difficult, many different interactions arise,
and as a result players take a lot longer to make their turns. This
is not, in itself, a bad thing either.... but it is going to turn new
players off. Gratuitously banning NL decks is a self-limiting
proposition.
[ quoted text not captured ]
Scott DiBerardino wrote:
>
> > From: Frederick Scott <fre...@netcom.com>
> >
> > That's interesting. So what was boring about it? Surely, you can't be saying
> > that seeing the same card over and over in one of four or five player's decks
> > over and over caused actual lassitude in other players...as in:
> >
> > Acting player: You have blocked my computer hacking! We go to combat.
> > Anything before range?
> > Blocking player: Nope.
> > Acting player: I maneuver using Flash.
> > Blocking player: Oh, god! Not again! You've maneuvered using Flash in
> > the last five combats! Don't you have any other cards?
> > Acting player: I maneuver using Flash; are you maneuvering back?
> > Blocking player: (long sigh) Nooooo.....
> > Acting player: OK, we strike. I throw a sewer lid.
> > Blocking player: (sarcastically) Gee, THAT'S a surprise! Your eighth Thrown
> > Sewer Lid.
> > Rest of the players: All right. This is too boring. We QUIT!!!!!
>
> Well, uh, yeah, that's pretty much it. It's not that I minded that he played
> Flash instead of Pursuit. It's that his deck was so single-mindedly
> uninteresting. He didn't even win much, though he could usually oust
> someone.
>
> About half the available players at the time (four years ago?) were of this
> caliber. Pretty much ruined the game for the rest of us.
You have to separate ability from choice of strategy. Just because the guy didn't
win with his particular deck, that doesn't imply that repetition equals a bad deck
equals a bad player. If you hang around here and learn more about the game, you'll
discover that combat decks often have the property of being bad news to their
immediate neighbors and huge boons to their crosstable allies. It sounds as if he
didn't use Bum's Rush to hold off his predator (and in general there are better ways
of making combat decks), choosing instead to use the Computer Hacking bleed card
itself to speed up his bleeding somewhat. So I can see why he'd often get that result.
But you can't paint focused decks with the character of certain people you've met
who happen to use them. There's a lot of effective things you can do to sweep tables
using the same cards over and over in a single-minded way. Personally, I find
focused decks tend to be the more effective decks on average - though either type
can be very bad or very good depending on the ability of the deckbuilder.
And you can cope with decks like that and still have fun. Many non-combat decks use
S:CE or fortitude soak cards repeatedly, which would stop that stuff right in its tracks
while keeping the deck fairly competitive in a general sense. The first thing you have
to do is learn how to adjust your decks to the players you play with. If you don't
expect to have to do that, then you're kind of outside the spirit of collectible card
games, IMHO. Or at least, this one.
> > (Everyone goes home and makes preparations to join monasteries of their
> > choice.)
>
> This sort of comment was unnecessary, and typical of the attitude I
> described previously.
I'm not sure why you think that. It was a bit of a joke but it wasn't intended to
be at your expense. I'm sorry you were offended.
> > Was that really how it was? That's very strange. I myself don't find a deck> > to be the least bit boring just because it's focused and does the same thing
> > over and over continually.
>
> I can't debate you if you don't find mindless repetition boring.
I guess that's kind of the point. No. It has never struck me that repeated copies
of the same card in a single deck might cause boredom. I find that idea rather
surprising. It's not for me to judge, of course. I haven't had your experiences.
> As far as precon decks being more or less boring than OTPs... I find that> the precon decks available (and those I've built), while not ruthlessly
> effective, do more than just the same trick over and over. At any given
> point in the game, there will be more than one possible (or even likely)
> outcome, which sustains my interest. They are a bit broader and more
> flexible than the kind of decks my group used to dread.
It always seemed to me you could have four or five focused decks at the table and
[ quoted text not captured ]
In message <B769F5A2.1FAA0%sdib...@student.umass.edu>, Scott
DiBerardino <sdib...@student.umass.edu> writes
>> 1) Believe that they are right, come what may. No argument can ever be
>> remotely convincing.>
>Irrelevant, and just as easily applicable to the NCL side of the debate.
Entirely relevant, given the point I was addressing.
I was not, solely, addressing why NL is right. I was also addressing
why the debates take the turns they do.
In general, I would say that perhaps 95% of people taking the xCL side
of the debate could be categorised as sitting their with their fingers
in their ears.
La-la-la-la-la! I'm not listening to you.
This *is* relevant to the style and characteristics of the debate, if
not to the substance.
>> 2) Have to convince themselves they are right, especially because they
>> are playing with a non-official set of rules. Often loudly.>
>Except for the non-official part, see 1).
And my response is pretty much equally appropriate.
>> 3) In general, those arguing for xCL have tended to be weaker
>> argumentatively. This is not an indictment of xCL players generally,
>> just a general feeling of those players who have argued for it. If
>> someone coherent were to argue for it, they'd do a lot better.>
>I have seen coherent arguments that have not been accepted. This was a while
>ago, though.
If you can Google up half a dozen IDs for threads, I'll happily re-post
a start article and then respond to it. Whilst I will happily demolish
an argument I don't agree with, I take some modicum of pride in actually
*arguing* rather than just being incoherent.
>> 4) They never/rarely encounter all the inherent limits in the game,
>> repeat-wise, because they are running xCL. Thus they argue how NL
>> would be broken, not understanding its self-righting mechanism.>
>True for the most part, though there are some xCLers that have played NCL.
Indeed. There are *some*, just not many of those who argue.
The problem is, if you go xCL to NL, it takes a while to re-adjust to
the entire game. It's almost as big a change as starting the game from
scratch.
>> 5) Because they can't ever stack up on a certain form of defence, they
>> don't understand just how easy it is to defend against "boring" decks
>> - all you need is access to *one* source of damage prevention, and
>> you can load up on it to save your ass etc. against that boring
>> Brujah deck, from your example. (Or Combat Ends, or Dodge, or
>> whatever.)>
>This only works in the context of serial games.
Not necessarily.
A toolboxed deck works very efficiently against such. If you have just
enough defence to fend them off so that you can get by, you can control
the game. If you view Jyhad as a big circle of rock-paper-scissors -
which it can be, viewed at an abstract enough level - if you have a
small piece of paper, you can stop that rock for five seconds, just
enough to allow your scissors to go off.
The function of the metagame is also an important one, but it is not the
*only* important one. A focussed deck, which needs to change the
defence it mounts each time, either requires a skillful player - one
with great talent for creative play, lateral thinking and diplomacy - or
would benefit from some tool-boxing.
For those reading this in .misc, the general definitions of toolbox and
metagame so far as .jyhad is concerned might be:
Toolbox - to have a deck, still capable of winning, but which does not
have complete focus on one strategy. An analogous situation in Magic
might be a deck with 10 Mountains, 3 Plains, 3 Islands, 2 Swamps and a
Forest - such that it can still have a balance in favour of damage from
the mountains etc., but is capable of dealing with other plans as
necessary.
Metagame - the function by which players adapt to those around them,
following other games.
>And, if I were to prepare
>defenses for every possible OTP, my deck would become ineffective anyway.
Not true. The toolbox archetype has been shown to be very effective
though not, of course, to everyone's taste.
The key is working out how you can defend across a broad range of items
without becoming so weak that you can't defend against the important
ones properly.
http://www.thelasombra.com/decks/twd.htm#rob2 is an excellent example of
such. It does, however, require a high level of skill to pull off
properly.
>> 6) Ignore the fact that, from the ground up, Jyhad was designed to have
>> no card limits. Granted, designer intent is not an argument winner,
>> but it is highly persuasive when viewed with all the rules and card
>> texts that actively work to support it.>
>Granted.
>
>Of course, ante was part of the original intent as well.
Oh, indeed, but removing ante doesn't, I would argue, affect the game as
fundamentally as xCL.
>> 8) Tell us how it favours the new player when Jyhad, again, doesn't work
>> for the vast majority of cards (with only half a dozen exceptions)
>> having more power when they're less common.><snip>
>
>This is only true in an xCL environment where rarity is not taken into
>account. Our (old, old) system provided different limits for cards of
>different rarities.
This then generates the problem that a number of corner case cards, or
specialised use cards, are only found as rare. Not that they're
inherently powerful or anything, just they don't have equivalents found
elsewhere - as the redundancy points pointed out.
Consider a suggestion like:
8 commons, 3 uncommons, 1 rare. (Picking random numbers from the air.)
(I assume that it will be of a form where C > U > R, of course.)
The deck wanting lots of Strike: Combat Ends allows itself 8 Majesties
(common in Jyhad/V:TES), 8 Staredown (common in Sabbat) and 3 Catatonic
Fear (Uncommon in Sabbat).
I could get Immortal Grapple as Uncommon (Sabbat), but that still only
allows me 3.
Jyhad's inherent redundancy "problems" (which are not a problem as a
result of it being an NL game) work against what is a great idea for a
game with fewer internal options.
>>> 9) Fail to understand that, as a result of Jyhad's limited card pool (as
>> it has been for a very, very long time) and comparitively huge
>> numbers of clans and disciplines, the amount of redundancy is
>> limited.><snip>>> 10) Which leads us on to the fact that Jyhad has clearly been designed
>> at numerous points to work well with decks focussed around one card
>> strategies/tactics><snip>
>
>Granted. (sigh) See my prefacing comments.
I wasn't saying *you* didn't understand this.
I was pointing out that the vast majority of those arguing for xCL have
failed to do so. Anyone wishing to engage in useful, critical debate of
the current situation should be aware of what has gone before - and with
this being cross-posted out to .misc so far as the .jyhad users are
concerned, not everyone will have seen the Heated Debates (tm) that have
gone on.
I was trying to provide a useful way in for those who have no wish to
spend years trawling Google for every thread.
>> And when you sit down and explain all these things - and many more
>> besides - you most often get incoherent abuse back. As has been pointed
>> out, people are quite welcome to play "Snap" with their Jyhad cards, but
>> most would prefer (IMHO etc.) that we didn't get abused because we
>> choose to play the real game with them.>
>Is coherent abuse (along the lines of the "snap" comments) really any
>better?
It is a reducto ad absurdum (which I always mis-spell) style comment,
but not intended as abuse in any way, shape or form.
>I heard an anecdote recently about a player I knew who encountered "the game
>designers" (presumably post-Garfield WotC types).
This is not an anecdote in the Urban Legend style and comes from
Garfield himself. The White Wolf guide (my copy of which I have lost, I
will see if Amazon have any at some point, or something) that came out a
number of years ago had a preface from Garfield which makes for some of
the most profound and exciting writing ever found on Jyhad.
This was, however, as I recall found during the development cycle -
rather than afterwards. Constructs such as the Edge and, I'm not sure
on this one, the pool for ousting were counter-acting agents to this.
> They were shocked that she
>was used to 4-hour marathon games with slow development; they had designed
>and always played the game as a 90-minute brawl.
>
>Back in the day, I liked the 4-hour marathon better than the 90-minute
>brawl.
Many people prefer the 4 hour marathon. Final rounds of tournaments,
for instance, habitually effectively untimed. (Allowable under the
V:EKN tournament rules.) Jyhad is supposed to be a game of slow
development and intrigue.
The difference between 90 minute brawls and 4 hour marathons is not one
of xCL vs NL, however. Someone wanting to turn a game into a 90 minute
brawl stands a very good chance of doing so (and possibly invoking the
wrath of all other players, who may have somewhat slower strategies)
whether under xCL or NL. Indeed, the fact that the S&B archetype is
increased in relative power under xCL might make it substantially
*easier* to turn an xCL game into a brawl. However, that's a different
matter.
The main defining factor of brawl or marathon is play-style of players,
rather than play-style enforced by the rules, so far as I have ever been
aware.
[ quoted text not captured ]
"Scott DiBerardino" <sdib...@student.umass.edu> wrote
<snip good points>
> I heard an anecdote recently about a player I knew who encountered "the
game
> designers" (presumably post-Garfield WotC types). They were shocked that
she
> was used to 4-hour marathon games with slow development; they had designed
> and always played the game as a 90-minute brawl.
>
> Back in the day, I liked the 4-hour marathon better than the 90-minute
> brawl.
I don't mind either really, though the 4-hour ones seem rarer now that our
decks are more competitive. Winning generally equates to being the fastest
deck at the table. The longest game I remember in recent times is about 2
1/2 hours. Most of ours fall under 1 1/2 or even 1 hour I would guess. I
played five different decks last Sunday between 11am and 5pm if that tells
you anything...
However, I do have fond memories of those marathon games... I wonder if
there would be some way to establish the makings of a long game without
imposing card limits. Maybe a period of 'ceasefire' for a certain amount of
turns or something. Unlimited deck-sizes would help here. Playing with only
Jyhad starters and a few boosters might do the job. I recall that the Final
Nights pre-release games were a bit longer than usual.
I do wonder however how much fun your games can be when there is absolutely
no variation. Using only the pre-constructed decks seems to me to be more
boring than the Potence-pitch deck you described earlier. Designing decks is
the aspect of the game that I enjoy the most. However, even when I have
created a successful deck, I usually retire it so I can have fun building
another. Surely, your group must be missing out... on this aspect if nothing
else.
In my experience, the players who give up on Jyhad are not the ones who lose
the most, but on those who create the least. Or, possibly moreso, those who
play *against* those who create the least, ie. with a very limited number of
decks. Several of our players have one deck which they play with (which they
*did* construct, granted) and only occasionally do they try to build
another. It's boring as hell for everyone involved.
This is also probably why Malkavian S&B still have a bad name... nobody
wanted to face them because they were so common and lacking in originality.
I have to admit that I still groan every time I see one. Unless the deck is
a new or interesting spin on Malkavians, I'm just not that intrigued. So
when Noal pulled out Gilbert Duane on Sunday, I frowned... when he started
calling votes, I became interested.
Personally, I'd much rather win a game with something new and interesting
than with something old and proven, but that's just me.
> -scott \\ sdib...@student.umass.edu
> "Power feeds on its spoils, and dies when its victims refuse to be
> despoiled. They can't persuade it to death, they can't shoot it to death;
> but they can always starve it to death."
> -- Benjamin Tucker
Now who can argue with someone who quotes Benjamin Tucker in their sig file.
You's the man.
Cheers,
WES
Scott DiBerardino <sdib...@student.umass.edu> wrote in message news:<B769F5A2.1FAA0%sdib...@student.umass.edu>...
> I am normally wary when one side describes the standpoint of their
> opposition.
>
> It should be kept in mind that I have agreed to the "mechanical" superiority
> of NCL versus xCL, but asserted that Vampire was no fun for my group in an
> NCL environment.
Wrong! Wrong! Wrong!
"F-L-A-M-E" Woosh!
ROAR!
Hulk SMASH!
Gobble, Gobble, Gobble
Pull out hair
Ascend to Neo-Cubist state by arguing from alternating points of view
Physical Form evaporates from intense heat of self-inflicted flames.
Disembodied Spirit joins the internet as a NCL-XCL Debate Avatar.
There, are you happy?
Comments Welcome,
Norman S. Brown, Jr.
XZealot
Archon of the Swamp
In article <vdfrKsJd...@gratiano.zephyr.org.uk>, James Coupe
<ja...@zephyr.org.uk> wrote:
>Awe is not more powerful than Bewitching Oration.
Well, a full Anneke can't get 21 votes from Bewitching Oration,
then Vote Cap it all back. (Of course, Arika, Kindred Coercion and,
Elder Kindred Network add up to 20-some pool worth of hurt...)
---------------------------------------------------------------------
Mail: santiago [at] umug [dot] org || Web: http://santiago.umug.org
---------------------------------------------------------------------
"Ceci n'est pas un 'sig block'."
> From: "Wes" <gh...@NOSPAMmnsi.net>
>
> "Scott DiBerardino" <sdib...@student.umass.edu> wrote>> Back in the day, I liked the 4-hour marathon better than the 90-minute
>> brawl.>
> I don't mind either really, though the 4-hour ones seem rarer now that our
> decks are more competitive. Winning generally equates to being the fastest> deck at the table. <snip>
This is a characteristic of nearly every CCG I know, and I know a lot of
them. One thing that attracted me to Jyhad originally is that rather than a
blazing shootout like Magic, it was like slowly strangling each other to
death. With politics.
> However, I do have fond memories of those marathon games... I wonder if
> there would be some way to establish the makings of a long game without
> imposing card limits. Maybe a period of 'ceasefire' for a certain amount of
> turns or something. Unlimited deck-sizes would help here. Playing with only
> Jyhad starters and a few boosters might do the job. I recall that the Final
> Nights pre-release games were a bit longer than usual.
I would chalk that up to unfamiliarity (if boosters were involved, doubly
so.) Still, if you come up with some ideas, let me know. Let us all know!
> I do wonder however how much fun your games can be when there is absolutely> no variation. <snip>
There is more variation in the actual *play* of the decks, and with fifteen
to choose from, the combinations possible are satisfyingly numerous. I am
more invested with having a good time playing than with expressing myself
creatively through deckbuilding. I have plenty of fun doing that for
Shadowfist, and look for a different experience from Jyhad now.
> In my experience, the players who give up on Jyhad are not the ones who lose
> the most, but on those who create the least. Or, possibly moreso, those who
> play *against* those who create the least, ie. with a very limited number of
> decks. Several of our players have one deck which they play with (which they
> *did* construct, granted) and only occasionally do they try to build
> another. It's boring as hell for everyone involved.
As a matter of fact, I rarely played the same deck twice. Having access to
nearly unlimited cards enticed my to try out as many as I could. Back in the
day (This would be 1994-5) I must've built decks for most discipline combos
several times over.
> Personally, I'd much rather win a game with something new and interesting
> than with something old and proven, but that's just me.
Well, not just you, you seem to reside in the majority, but I see what
you're saying.
>> "Power feeds on its spoils, and dies when its victims refuse to be
>> despoiled. They can't persuade it to death, they can't shoot it to death;
>> but they can always starve it to death."
>> -- Benjamin Tucker>
> Now who can argue with someone who quotes Benjamin Tucker in their sig file.
> You's the man.
<puffs out chest> Well thank you.
-scott \\ sdib...@student.umass.edu
"In battle, unbeatable. In victory, unbearable."
-- Churchill, on General Montgomery
In message <santiago-1EF04E...@newshost.cc.utexas.edu>,
Santiago <sant...@nastyPinkCannedMeat.umug.org> writes
>>Awe is not more powerful than Bewitching Oration.>
> Well, a full
A "cost".
> Anneke
Large vampire. A cost.
> can't get 21 votes from Bewitching Oration,
>then Vote Cap it all back.
Cost in hand for strategy. Opportunity cost of passing vote.
(These costs may be near-negligible but V:TES's constant replace
mechanism - such that a card in the hand is denying you other cards
rather than a regular replace mechanism - and similar things all play a
vitally significant role in the game, at a fundamental level, so
fundamental that they can be over-looked if you're not careful.)
> (Of course, Arika, Kindred Coercion and,
>Elder Kindred Network add up to 20-some pool worth of hurt...)
The more common, and simpler, Delaying Tactics leaves you with an empty
vampire. (Until Final Nights finally got round to editing Banishment,
I'd have also snickered and Banished Anneke with Igo. Or something.)
To pull the scenario you detail off, you need a specific, though not
impossible or even improbable, set of occurrences.
You cannot, for instance, get 4 votes from Awe for free, as you can with
. You have to spend at least 2 blood (superior), and the opportunity
cost of Voter Cap, whilst potentially small, is not insignificant. If
you start becoming abusive with Voter Cap, a lot of people on tables
will start turning round and abusing you repeatedly, refusing to aid
your votes, blocking them, rushing your vampires cross-table (a worried
grand-predator, for instance) in order to bring you back under control -
such that loading up on Voter Captivation will have significant
downsides; you'll either have to discard them (thus alerting people to
"He's got billions!"), play them (such that you start looking very
threatening with that extra 6 pool you just got back this turn with
three votes), allow them to jam your hand etc. Voter Captivation is a
very good card, but is inherently limitable.
V:TES, as I hope the above demonstrates, is very, very clearly oriented
to cost->effect, where cost can include:
- deck slot (90 card maximum, under tournament rules)
- hand slot (denying you seeing the card its replacing)
- opportunity cost (how often can you play it - Bewitching Oration is
fucked if you never get a vote passed that damn !Ventrue deck)
- pool/blood cost (depleting your resources)
- minion cost (using a minion card i.e. non-master card, requires a
minion to do it - unlike, taking Magic again[0], the fact that you can
use a Fireball whether you've got a Serrated Dangle out or not)
- discipline/clan requirement (possibly onerous, depending on your deck)
etc. etc. etc.
With very, very few exceptions (mostly found in Ancient Hearts, namely
Tomb and Return to Innocence, IMHO), rarity has never been a factor for
finding "better" cards. The fundamental, powerful basic cards for any
strategy can be found at common usually - even if, for your purposes, a
rare card might be "better". (Like if I want to steal a location on a
bleed card as another function, I'm screwed if all I have is Govern the
Unaligned instead of Dominate Kine - that doesn't make GtA less
powerful, just it has a different function, and that three pool gain
potentially is powerful enough in itself.)
Take bleed:
- Govern the Unaligned
- Legal Manipulations
- Laptop Computer
- Conditioning/Bonding/Threats
Take combat defence:
- Majesty
- Skin of Rock
- Dodge
- Fake Out
- Flash
Take vote:
- Conservative Agitation
- Kine Resources Contested
- Autarkis Persecution
- Bewitching Oration
- Bribes
- Disputed Territory
Stealth:
- Lost in Crowds
- Faceless Night
- Cloak the Gathering
Generically Useful Master Cards:
- Blood Doll
- Minion Tap
- The Barrens
- Elder Library (not my cup of tea, but some people have a thing for it
and in large combo decks, it's useful because of the extra sight)
- Ascendance/Short Term Investment/Protracted Investment (we'll have a
flame war along in a minute about the relative minutes, trust me)
Defence/Reaction:
- Enhanced Senses
- The Spirit's Touch
- Telepathic Counter
- Telepathic Misdirection
- Wake with Evening's Freshness (with a mild fix, now)
- Deflection
and so on.
A **lot** of key cards can be found at common level. The major flaw
here is offensive combat. The designers appear to have been, from
Garfield's writings, very combat heavy in their environment - attack,
rather than defence. The line was something like: "We often fought over
whether the Gangrel or Brujah were the better combat clan. In the end,
we decided on the Gangrel - after all, the Brujah do have Presence."
(Words to that effect, but I don't have the book anymore) Presence, it
turned out, was the exact counter to combat - because no-one ever
envisaged quite how powerful Strike: Combat Ends would be in the scheme
of things and, try as we might, some things get passed over in
play-testing. So, Immortal Grapple was the one flaw - if you wanted to
go on the offensive combat wise, IG turned out to be fairly essential.
Again, a lot of commons are around - Bum's Rush, Undead Strength, Wolf
Claws etc. But IG just turned out be necessary because potential abuses
of Presence (well, Strike: Combat Ends really, but it's all you sleazy
Presence mongers in reality - we know who you are) were possible.
However, for n00bs, there are still dozens of decks that can be
constructed from large numbers of commons with half a dozen uncommons or
rares tossed in if you have them and think they might be useful.
Cost->Power. And common things have a cost and, consequently, power.
Those who positively *need* uncommons, vampire commonality library cards
or rares to compete are missing something. If I don't have pen and
paper, I don't decide to write my life story. If I don't have lots of
Betrayers to make the Betrayer deck (well, and a complete set of all
vampires, too) I can't build that - just because I don't have the cards
and the Betrayer deck isn't inherently unstoppable because it's hard to
make, far from it. So commons are good and useful and powerful and
everyone agrees and we get perfect umma in the group.
Maybe.
[0] Sorry to keep doing this, but V:TES was, in fact, based loosely on
some bits of Magic terminology etc., taking the game in other, very
different directions. It's also the game that most people know a little
about whereas my picking, say, Star Trek is likely to miss a larger
group of people. <troll> Well, that and the Star Trek card game
suckethed mightily when it came out. </troll>
--
James Coupe PGP Key: 0x5D623D5D
EBD690ECD7A1F
It's me Nono small robot you know - friend of Ulysses B457CA213D7E6
It's me Nono small robot you know - friend of Ulysses 68C3695D623D5D
> From: James Coupe <ja...@zephyr.org.uk>>
> If you can Google up half a dozen IDs for threads, I'll happily re-post
> a start article and then respond to it.
Frankly, I don't care that much. I'm not really interested in defending xCL.
> A toolboxed deck works very efficiently against such. If you have just
> enough defence to fend them off so that you can get by, you can control
> the game. If you view Jyhad as a big circle of rock-paper-scissors -
> which it can be, viewed at an abstract enough level - if you have a
> small piece of paper, you can stop that rock for five seconds, just
> enough to allow your scissors to go off.
I guess my argument reduces to "I don't like playing rock/paper/scissors".
Or rather, it's more fun when everybody has rock and paper and scissors
available during the game (and not just between games, like the Jyhad
metagame does.)
>> And, if I were to prepare
>> defenses for every possible OTP, my deck would become ineffective anyway.>
> Not true. The toolbox archetype has been shown to be very effective
> though not, of course, to everyone's taste.
>
> The key is working out how you can defend across a broad range of items
> without becoming so weak that you can't defend against the important
> ones properly.
>
> http://www.thelasombra.com/decks/twd.htm#rob2 is an excellent example of
> such. It does, however, require a high level of skill to pull off
> properly.
Isn't it a problem of the game that a unfocused design with adequate defense
is only in the province of "a high level of skill"?
>> This is only true in an xCL environment where rarity is not taken into
>> account. Our (old, old) system provided different limits for cards of
>> different rarities.>
> This then generates the problem that a number of corner case cards, or
> specialised use cards, are only found as rare. Not that they're
> inherently powerful or anything, just they don't have equivalents found
> elsewhere - as the redundancy points pointed out.
>
> Consider a suggestion like:
>
> 8 commons, 3 uncommons, 1 rare. (Picking random numbers from the air.)
>
> (I assume that it will be of a form where C > U > R, of course.)
>
> The deck wanting lots of Strike: Combat Ends allows itself 8 Majesties
> (common in Jyhad/V:TES), 8 Staredown (common in Sabbat) and 3 Catatonic
> Fear (Uncommon in Sabbat).
>
> I could get Immortal Grapple as Uncommon (Sabbat), but that still only
> allows me 3.
I'm not sure what you're point is here. My point was that scaled limits
brought a more level playing field to card access for players with different
collecting abilities. This is a social gaming issue, and not an argument
about Jyhad's design.
-scott \\ sdib...@student.umass.edu
"You can't be a real country unless you have a beer and an airline. It
helps if you have some kind of a football team, or some nuclear weapons,
but at the very least you need a beer." -- Frank Zappa.
> From: James Coupe <ja...@zephyr.org.uk>>
> In message <B769F5A2.1FAA0%sdib...@student.umass.edu>, Scott
> DiBerardino <sdib...@student.umass.edu> writes>> Despite your footnote, you do tend to paint with a rather broad brush
>> throughout this piece.>
> Yes, but it is generally true.
>
> Certainly, there are and have been xCL advocates who haven't acted in
> the manner described, but the vast majority have. I'm not ascribing
> this as an inherent trait of xCL advocacy, but of, rather, why those who
> carefully sit down and go through all the arguments surrounding NL will
> sometimes get a touch, erm, annoyed when they have yet another xCL
> advocate failing to pay attention to reality.
It is also generally true that NCL advocates portray their opinions as
"reality".
I have seen excellent refutations of the mechanical benefits of xCL over
NCL. No problem. The NCL advocate's typically righteous attitude, that their
version of the game has some kind of inherent value making it better than
the way anyone else plays... this I have problems with.
For tournament play (which I rarely have fun at anyway), I wholeheartedly
agree that the rules are the rules and should be abided by. However, I take
offense at the notion that customizing a game to suit one's social tastes is
somehow inferior.
-scott \\ sdib...@student.umass.edu
"I would be ashamed to admit that I had risen from the ranks. When I rise
it will be with the ranks, and not from the ranks."
-- Eugene V. Debs
On Fri, 06 Jul 2001 10:18:30 -0400, Scott DiBerardino
<sdib...@student.umass.edu> wrote:
>> http://www.thelasombra.com/decks/twd.htm#rob2 is an excellent example of
>> such. It does, however, require a high level of skill to pull off
>> properly.>
>Isn't it a problem of the game that a unfocused design with adequate defense
>is only in the province of "a high level of skill"?
Isn't it a problem of football that the West Coast offense requires
receivers who understand more than "go long"?
Isn't it a problem of basketball that an effective man-to-man defense
is only in the province of a high level of skill?
I don't see the problem, myself. A game, by its nature, has good,
average, and poor players. Providing a means to distinguish between
them is part of the game. Just because what's "fun" for you happens
to be harder to pull off than what's "un-fun" isn't a design flaw in
the game itself.
[ quoted text not captured ]
"Scott DiBerardino" <sdib...@student.umass.edu> wrote
> > However, I do have fond memories of those marathon games... I wonder if
> > there would be some way to establish the makings of a long game without
> > imposing card limits. Maybe a period of 'ceasefire' for a certain amount
of
> > turns or something. Unlimited deck-sizes would help here. Playing with
only
> > Jyhad starters and a few boosters might do the job. I recall that the
Final
> > Nights pre-release games were a bit longer than usual.
>
> I would chalk that up to unfamiliarity (if boosters were involved, doubly
> so.) Still, if you come up with some ideas, let me know. Let us all know!
It would be partly being unfamiliar with the new cards, agreed... but moreso
I think it was because of a lack of control or cohesion in the pre-con
decks. The decks were designed well enough, but they were not designed by
the player using them, which made it much harder to judge what should be
done. Some combos are obvious of course but not always. I experienced
hand-jam all day... even after I recognized what the new cards were all
about.
I played the Giovanni deck and ended up taking out all my Potence cards
after the first game because I wanted to have a tighter deck. It worked for
me as my deck became a lot faster and a lot more cohesive. (Not sure if
'cohesive' is the right word here, but I think you will know what I mean).
For making games longer, I suppose adding more pool to start with would
work. 30 pool is just right for something like a tournament, but for a game
which everyone agrees should be long and drawn out, maybe 40 would be
better. Not so much because it provides more 'stuff' but because you are
less vulnerable while you are establishing your controlled region. Of
course, this means the game stops being Jyhad and starts being something
else, but fuck it... whatever works for you.
You might also want to consider building all the decks according to the
Happy Families formula. By doing this, you are automatically including four
disciplines (well, I use it with three, but apply as desired) and the decks
end up slightly less focused but much more robust, in my experience. If
everyone agreed to follow the formula exactly as it is, you might find that
the games are closer to the ideal we are talking about. If *you* are the one
building all the decks, this should be easy enough.
> > I do wonder however how much fun your games can be when there is
absolutely
> > no variation. <snip>
>
> There is more variation in the actual *play* of the decks, and with
fifteen
> to choose from, the combinations possible are satisfyingly numerous. I am
> more invested with having a good time playing than with expressing myself
> creatively through deckbuilding. I have plenty of fun doing that for
> Shadowfist, and look for a different experience from Jyhad now.
I can't build a Shadowfist deck to save my life, personally... they all
crash and burn.
The other problem with Jyhad, and in this I am more guilty than most, is
that one player comes up with a cool concept but never gets to play it
properly because his predator runs over him with a focused competitive deck.
I've seen players come up with great ideas but are afraid to play them
against the standard decks around here. It's a shame really... though when
all is said and done, if my prey is taking his sweet time establishing
himself, I'm going to do my best to take advantage of this.
The 'slow' game-variant we are referring to would of course be ideal for
this kind of deck.
Cheers,
WES
"Scott DiBerardino" <sdib...@student.umass.edu> wrote
>
> I have seen excellent refutations of the mechanical benefits of xCL over
> NCL. No problem. The NCL advocate's typically righteous attitude, that
their
> version of the game has some kind of inherent value making it better than
> the way anyone else plays... this I have problems with.
>
> For tournament play (which I rarely have fun at anyway), I wholeheartedly
> agree that the rules are the rules and should be abided by. However, I
take
> offense at the notion that customizing a game to suit one's social tastes
is
> somehow inferior.
Still, it has to be recognized that any kind of xCL is a *game-variant* and
not actually the game as it was designed.
Of course, this says nothing about that variant's inherent playability... go
crazy with it if you enjoy it.
Cheers,
WES
In message <B76B4233.1FB78%sdib...@student.umass.edu>, Scott
DiBerardino <sdib...@student.umass.edu> writes
>It is also generally true that NCL advocates portray their opinions as
>"reality".
In many, important ways they *are* reality:
- It is how the game was designed
- It is how the game was released
- It is how the Rules Team, for many years, has maintained the game
- It is how V:EKN implemented tournament rules
- It is even how, with a small splatter of stupidity, the DCI
implemented them
This is "reality", though not in the manner, I believe, you mean it.
>I have seen excellent refutations of the mechanical benefits of xCL over
>NCL.
If you Google up a few article IDs of a few articles you believe are
good, I'll happily re-post them and discuss them.
> No problem. The NCL advocate's typically righteous attitude, that their
>version of the game has some kind of inherent value making it better than
>the way anyone else plays... this I have problems with.
Consider a game of Chess:
"Hmmm.... all these pawns are just worthless. I'll make them move
diagonally as well."
A chess "master" is likely to view it as an "interesting" change, but is
also likely to view such with a wry smile and confidence in their
system.
>For tournament play (which I rarely have fun at anyway), I wholeheartedly
>agree that the rules are the rules and should be abided by. However, I take
>offense at the notion that customizing a game to suit one's social tastes is
>somehow inferior.
Social tastes are social tastes, they are not regulation constructions.
If people want to construct decks you dislike - due to boredom,
repetitiveness, etc. - they can and will do it under a change like xCL.
You need a far more wide-reaching set of changes than xCL to combat
that.
The best way to play the game socially and enjoy it is to play with
people you enjoy gaming with.
--
James Coupe PGP Key: 0x5D623D5D
EBD690ECD7A1F
[ quoted text not captured ]
In message <B76B40F6.1FB77%sdib...@student.umass.edu>, Scott
DiBerardino <sdib...@student.umass.edu> writes
>> If you can Google up half a dozen IDs for threads, I'll happily re-post
>> a start article and then respond to it.>
>Frankly, I don't care that much. I'm not really interested in defending xCL.
If you're going to tell us that there are coherent defences that have
been made and then not spend five minutes digging them up (something I
can't do, since I have no idea what you find to be coherent, persuasive
and convincing), there's nothing I can do. I find it inherently
saddening that you believe there are convincing coherent arguments we
have missed but will do nothing to allow us to see them.
>> A toolboxed deck works very efficiently against such. If you have just
>> enough defence to fend them off so that you can get by, you can control
>> the game. If you view Jyhad as a big circle of rock-paper-scissors -
>> which it can be, viewed at an abstract enough level - if you have a
>> small piece of paper, you can stop that rock for five seconds, just
>> enough to allow your scissors to go off.>
>I guess my argument reduces to "I don't like playing rock/paper/scissors".
>Or rather, it's more fun when everybody has rock and paper and scissors
>available during the game (and not just between games, like the Jyhad
>metagame does.)
Quantifying "fun" is, of course, a killer, and you can turn a deck into
rock whether you play with xCL or NL. Whether it is an effective rock -
as other arguments detail - is more difficult to decide.
However, one of the best ways to have rock, paper and scissors available
to you all at once is through the *way* you play, not *what* you play.
A Brujah weenie potence combat deck. I rush! I rush again!
Kill! Kill! Destroy!
That's our archetypal rock, for argument's sake.
It's efficient, it's focussed, it can kill a lot of vampires, played
effectively. But let's make stealth and bleed our paper, it coming to
smother our rock with its large bleeds.
The rush deck is rock, not scissors. So it can't ever possibly defend
against the paper. Except it can, through intelligent, efficient play,
through well-aimed rushes, fending its predator off without demolishing
it, through table diplomacy ("Look, you've just Revelationed your
predator, he's got Temptation of Greater Power. If you don't bleed me
with that Arika you have there, I'll go and torporise that Justicared
copy of Tiberius so he can't play it. Deal?"), through intelligent deck
construction.
An intelligent player can turn any deck into rock, paper or scissors, as
and when he needs it. A toolbox player has certain facets at his
disposal (that he has certain powerful cards available, which he can't
necessarily rely on) whereas the focused player have other facets (the
reliability of knowing that she can reliably pull this off, if she can
target it properly) at her disposal.
A player with less play-skill-intelligence, with mono-maniacal
tendencies, can turn any swiss-army knife into a rock.
xCL doesn't stop you making a focused combat deck. It doesn't stop you
making a focused political deck. It doesn't stop you making a focused
bleed deck - the three major deck archetypes from the games inception,
with certain other deck types establishing themselves later. It may,
however, make them less effective, possibly neutering them relatively
speaking.
>>> And, if I were to prepare
>>> defenses for every possible OTP, my deck would become ineffective anyway.>>
>> Not true. The toolbox archetype has been shown to be very effective
>> though not, of course, to everyone's taste.
>>
>> The key is working out how you can defend across a broad range of items
>> without becoming so weak that you can't defend against the important
>> ones properly.
>>
>> http://www.thelasombra.com/decks/twd.htm#rob2 is an excellent example of
>> such. It does, however, require a high level of skill to pull off
>> properly.>
>Isn't it a problem of the game that a unfocused design with adequate defense
>is only in the province of "a high level of skill"?
Not from where I stand.
"Unfocused" design requires intelligent discarding, table manipulation,
diplomacy, skill, time and so on to play well. This can provide an
exceptionally powerful deck.
"Focused" design requires certain other facets, all equally intelligent.
Players lacking skill will fall over, the vast majority of the time,
regardless of the deck they play. And the skill needed to play a
toolbox efficiently is different to, rather than inherently better than,
the skill required to play a focused deck well. It appears to be less
common, as many players initially equate NL ==
focused/repetitive/whatever and then find they like that play style.
Focused, one-trick pony decks do not just "win". Intelligent, planned,
carefully thought out play is needed to win with them.
I prefer play skill to be paramount or, rather, highly important, with
luck and randomness adding to the challenge, not distracting from the
skill. If I didn't, I wouldn't play strategic games.
>> The deck wanting lots of Strike: Combat Ends allows itself 8 Majesties
>> (common in Jyhad/V:TES), 8 Staredown (common in Sabbat) and 3 Catatonic
>> Fear (Uncommon in Sabbat).
>>
>> I could get Immortal Grapple as Uncommon (Sabbat), but that still only
>> allows me 3.>
>I'm not sure what you're point is here.
It's an issue of rock vs paper vs scissors.
You have said you want rock vs paper vs scissors to be available to all.
I want to play a Potence based rush deck - a perfectly sensible idea,
one that the game was inherently designed for. (The combat wombat
archetype was coded in from the ground up. The Brujah combat wombat
deck type similar so.)
How do I get through your S:CE with my rush? You have 19 copies of
Strike: Combat Ends available. I have 3 copies of Immortal Grapple.
Since some cards have no (usable in a given circumstance[0])
alternatives available, and since some of the cards are found at less
common levels, you inherently unbalance the system - perhaps not to a
degree you find objectionable. Some xCL players have professed, at
various points, to prefer slight randomness. Personally, I prefer skill
to be substantially more important.
Under NL, you can have as many copies of S:CE as you want, I can have as
many copies of IG (or Psyche!, Dog Pack, Perfect Clarity, Thoughts
Betrayed, Telepathic Tracking etc.) as I want. I can make my scissors
as big as your paper, whereas card limits - especially scaled card
limits where unusual abilities are found at less common levels[1] -
inherently limit my ability to judge my rock:scissors:paper ratio
carefully. And where the foils are rare, the disparity is substantially
increased.
> My point was that scaled limits
>brought a more level playing field to card access for players with different
>collecting abilities.
Certainly it does. However, it's a slightly false argument, in that
access to rares is not the be all and end all of Jyhad - though it is
critical to certain deck designs.
Limiting newbies from being able to utilise their collection effectively
is far, far more damaging than finding that they're up against a Mr
Suitcase using a deck of 90 rares, IMHO.
>This is a social gaming issue,
To be honest, I have always found that solving social gaming issues is
best handled socially, rather than through rules kludges.
If, as we all do, you find someone really, really boring and uninspired
in their deck design, telling them "We're changing the rules because of
*YOU*" is only likely to rub them up the wrong way. If it *doesn't* rub
them up the wrong way then, IME, neither would social interaction - and
social interaction doesn't leave you with a kludged set of rules to deal
with.
[0] Frex: Perfect Clarity will stop you playing any of the Presence S:CE
cards named. It's not usable in this instance, however, the Brujah
lacking inherently large amounts of Thaumaturgy.
[1] This also appears to be an inherent design decision, taking the
cards as evidence. Necessary, useful, "powerful" functions are found at
common, easy to access levels. Some variations of some the very basic
things which *do* have redundancy are found at less common levels.
However, most of the "weird", corner case, subtle, unusual cards are
*also* found at less common levels - including some useful foils to
basic strategies, the obvious one found in Jyhad being Majesty versus
Immortal Grapple.
--
James Coupe PGP Key: 0x5D623D5D
EBD690ECD7A1F
[ quoted text not captured ]
> From: "Wes" <gh...@NOSPAMmnsi.net>> You might also want to consider building all the decks according to the
> Happy Families formula. By doing this, you are automatically including four
> disciplines (well, I use it with three, but apply as desired) and the decks
> end up slightly less focused but much more robust, in my experience. If
> everyone agreed to follow the formula exactly as it is, you might find that
> the games are closer to the ideal we are talking about. If *you* are the one
> building all the decks, this should be easy enough.
What's Happy Families?
-scott \\ sdib...@student.umass.edu
Early Morning Mantra of Awakening:
"The Sun has not yet entered the Red Giant phase."
> From: James Coupe <ja...@zephyr.org.uk>>
> In message <B76B4233.1FB78%sdib...@student.umass.edu>, Scott
> DiBerardino <sdib...@student.umass.edu> writes>> I have seen excellent refutations of the mechanical benefits of xCL over
>> NCL.>
> If you Google up a few article IDs of a few articles you believe are
> good, I'll happily re-post them and discuss them.
Read my statement again. It's the opposite of what you thought you read.
-scott \\ sdib...@student.umass.edu
"CONSERVATIVE, A statesman who is enamored of existing evils, as
distinguished from the Liberal who wishes to replace them with others."
-- Ambrose Pierce
In message <B76C8EF5.1FC49%sdib...@student.umass.edu>, Scott
DiBerardino <sdib...@student.umass.edu> writes
>What's Happy Families?
To try out Happy Families with pre-Sabbat War vampires, try
http://www.zephyr.org.uk/happy.htm
(Disclaimer: my shite web-site that I really will do something with at
some point. Maybe.)
The basic concept is this:
If 10 out of my 12 vampires have Animalism then my deck should include a
number of card attuned to that proportion in my deck.
Let's see we add up all the vampires in a deck and find that:
10 have Animalism
9 have Fortitude
9 have Protean
4 have Potence
As the top four most common disciplines they have. 12 vampire crypt.
And a library of 90 cards.
The numbers now work like this:
Number of master cards in deck = 90 x 20% = 18 master cards
Number of minion cards in deck = 72
Number of discipliness cards in deck =
72 x 12 / ( 10 + 9 + 9 + 4 + 12) = 19.64
Number of Animalism cards in deck =
72 x 10 / ( 10 + 9 + 9 + 4 + 12) = 16.64
Number of Fortitude/Protean cards in deck =
72 x 9 / ( 10 + 9 + 9 + 4 + 12) = 14.73 each
Number of Potence cards in deck =
72 x 4 / ( 10 + 9 + 9 + 4 + 12) = 6.55
Giving a total deck of roughly 90 cards, because of rounding errors etc.
You can fudge this for any number of disciplines, of course, but 4 was
considered "best" by Legbiter when he invented it. 3 or 5 are also
good. 2 can be a bit too few, though good for a vote heavy deck, due to
the increased number of disciplineless cards you'll get in a deck.
What this does is gives you ratios of cards *and* forces you to pay
attention to what's in your crypt so you don't wave your arms at the
deck, thinking there's a lot of Presence in it and only finding that, in
fact, only 9 of your vampires have it.
It doesn't replace deck-building, by any means, but it throws it under a
wonderfully critical light.
--
James Coupe PGP Key: 0x5D623D5D
EBD690ECD7A1F
[ quoted text not captured ]
"Scott DiBerardino" <sdib...@student.umass.edu> wrote
>
> What's Happy Families?
It's a method invented by Legbiter for constructing decks. Here's the gist
of it, copied from an old post:
====================
Here is a worked example of building a deck using the Happy Families method,
in response to requests from a number of people.
For those who don't know what i'm talking about, Happy Families is a
deck-constructing formula that aims to build a flexible playable deck around
a given
selection of vampires. Usually these will all be vampires of one clan.
Basically you choose the vamps you want to play with, and the library size
you want to use, and then you determine the cards in the library as follows:
20% or so should be master cards
The remaining 80% or so should be minion cards, divided up with respect to
discipline in the following way:
Count the number of vampires in your crypt: Call this number p. Count the
number of vampires with the most common discipline in your deck: call this
number q. Count the number of vampires with the second most common
discipline in your deck: call this number r.
Count the number of vampires with the third most common discipline in your
deck: call this number s.
Count the number of vampires with the fourth most common discipline in your
deck: call this number t.
Now if 80% of your chosen library size is a, then you want
[(p/[p+q+r+s+t]) x a] cards that require no discipline to play
[(q/[p+q+r+s+t]) x a] cards that require the most common discipline to play
[(r/[p+q+r+s+t]) x a] cards that require the second most common discipline
to play
[(s/[p+q+r+s+t]) x a] cards that require the third most common discipline
to play
[(t/[p+q+r+s+t]) x a] cards that require the fourth most common discipline
to play
You can obviously have more or fewer disciplines than 4, in which case you
adjust the formula accordingly, and i do so, below.
i wanted to build a "kagemusha" Nosferatu bash/vote deck from Jyhad cards
only, to "shadow" my favourite tournament deck. This deck therefore was
made from the contents of just under two boxes of Jyhad boosters given to me
by David tatu [we used the rest to build a Brujah bash/bleed deck for
Michael].
CRYPT:
2 Sheldon 9 POT ANI OBF AUS for Justicar
2 Selma 8 POT ani OBF for Prince
2 Chester 7 POT ANI obf for Primogen
2 Sammy 4 pot ani obf
Agrippina 4 pot OBF
Duck 3 pot obf
Koko 2 pot
Dimple 2 obf
There are 12 vampires in this crypt and all 12 can use disciplineless or
Nossie-only cards. 11 can use pot cards, and a different 11 can use obf
cards. 8 can use ani cards. 6 can use for cards. 2 can use aus cards.
12+11+11+8+6+2 = 50.
Now for the library. 20% or so of your library should be master cards -
fewer if you turn over a lot of minion cards in any one turn, more if you
have Anson, the
Parthenon, Death of my Conscience or some other way of unjamming your hand.
For a 90-card library, 20% = 18 masters.
That leaves 72 minion cards.
Happy families tells us that (12/50) x 72 should be cards that require no
discipline to play, ie 18 cards. (11/50) x 72 should be pot cards, and the
same number should be obf cards, ie 15 pot cards and 15 obf cards. (8/50) x
72 should be ani cards, ie 12. (6/50) x 72 should be for cards, ie 9. (2/50)
x 72 should be aus cards, ie 3.
That's how i decided on the proportions, and here is the deck i actually
built:
18 Masters:
5 Minion Tap
[average blood capacity of this crypt is 5 and 7 twelfths, bit big, and
bloat is going to be your best defence against a quick bleed deck] Fame
3 Blood doll
KRCG News Radio
Giant's Blood
Haven Uncovered
Slum HG
Golconda
Temptation of Greater Power [use as a master-phase bleed against your prey,
and if you are lucky it will set you up for a Parity shift, too!].
The Rack
2 Spawning Pool [An underrated card, in my view, especially if you have ANI
and rat's warning. Actually the surprise value of Temptation/GP and spawning
pool is a lot of the reason for their inclusion - tends to put people off
their game if a really unusual card turns up].
18 No Discipline cards:
2 Parity Shift Archon
4 WWEF
Kindred Restructure
2 Nosferatu Justicar
Fifth Tradition
2 Bum's Rush
2 Taste of Vitae
Second Tradition
Bloodhunt
Saturday Night Special [was Patagia, but the advantage is SOOO marginal. As
far as i can see the only good excuse for using Patagia is if you want to
use the RPG launcher or Flamethrower, and even then the IR goggles are
probably better].
I've now changed this card to another 5th tradition, which became available
when michael decided that rake was surplus to requirements in
his Brujah deck and purged all his prince cards too.
i'm playing fast and loose with the formula here, obviously, because a lot
of these cards require that you have a Prince or Justicar. So i'm trusting
the deck to deliver
that, to some extent.
15 Potence
7 Mighty Grapple
3 Thrown Gate
2 Rampage
3 Undead Strength
15 Obfuscate
5 Cloak the Gathering
2 Mask 1K Faces
3 Faceless Night
2 Spying mission
3 Lost in Crowds
12 Animalism
5 Rat's Warning
Army of Rats
2 Raven Spy
4 Cat's Guidance
9 Fortitude
3 Skin of Rock
5 Skin of Steel
Freak Drive
3 Auspex
2 Telepathic Misdirection
Pulse of the Canaille
That's 8 actions, 6 votes, 2 Retainers, 1 Equip [17 card-based reasons to
tap a vampire, if you like]: 16 Action modifiers: 16 Reactions: 23 combat
cards.
Experience shows this is roughly the right proportion of different card
types for a nice flowy kind of deck that is always up to stuff.
==============================
Cheers,
WES
P.S. Hmmm.... how long have we all been posting to two newsgroups with this
thread?
In message <9i77n...@enews3.newsguy.com>, Wes <gh...@NOSPAMmnsi.net>
writes
>"Scott DiBerardino" <sdib...@student.umass.edu> wrote>>
>> What's Happy Families?>
>It's a method invented by Legbiter for constructing decks. Here's the gist
>of it, copied from an old post
To rec.games.trading-cards.jyhad only?
--
James Coupe PGP Key: 0x5D623D5D
EBD690ECD7A1F
[ quoted text not captured ]
Wes <gh...@NOSPAMmnsi.net> wrote:
>Still, it has to be recognized that any kind of xCL is a *game-variant* and
>not actually the game as it was designed.
As is playing with the NRA. The game as designed had some serious
problems.
>Of course, this says nothing about that variant's inherent playability... go
>crazy with it if you enjoy it.
We should realize that the "standard" game we play today is very far
removed from the original game. Just sit down and play with only Jyhad
cards, ante, no errata's or changes and no NRA, and you'll see what I
mean.
How the game was originally designed really isn't an argument.
I have never played under a 4CL. I did play under a 6CL for some time,
and it wasn't much different from from NCL. A few decks were more or
less hosed, of course. Frankly, it wouldn't particularly bother me to
go back to 6CL, but it wouldn't add anything significant to the game,
either, so why bother?
I find the extreme rancour and self-righteousness of many of the NCL
apostles a bit surprising. It's not like people playing 4CL are
setting fire to kittens in their spare time...
-----------------------------------------------------------
Johan Lundstrom <jo...@algonet.se>
"Knowledge is power. Power corrupts."
>I find the extreme rancour and self-righteousness of many of the NCL
>apostles a bit surprising. It's not like people playing 4CL are
>setting fire to kittens in their spare time...
Bunnies burn better for some reason. Beginners are often put off by
their loud screaming
doh. Wrong newsgroup.
In message <3b4745da....@news.flrtn1.occa.home.com>, Jack Crow
<no...@nowhere.com> writes
[ quoted text not captured ]
Tsh. Any fule kno you boil bunnies. (c) Fatal Attraction
--
James Coupe PGP Key: 0x5D623D5D
EBD690ECD7A1F
[ quoted text not captured ]
"Johan Lundstrom" <jo...@algonet.se> wrote
>
> >Still, it has to be recognized that any kind of xCL is a *game-variant*
and
> >not actually the game as it was designed.
>
> As is playing with the NRA. The game as designed had some serious
> problems.
It's the main, accepted, VEKN-approved variant though... Is it still not
actually offical? I thought it was...
The NRA (National Rifle Association) rule was added to aleviate some of the
problems with the original game as designed. xCL was added by multiple
playgroups mostly because people erroneously assumed that it was an actual
rule or something. At least that seems to be the reason the majority of
groups imposed xCL.
> >Of course, this says nothing about that variant's inherent playability...
go
> >crazy with it if you enjoy it.
>
> We should realize that the "standard" game we play today is very far
> removed from the original game. Just sit down and play with only Jyhad
> cards, ante, no errata's or changes and no NRA, and you'll see what I
> mean.
Agreed.
> How the game was originally designed really isn't an argument.
Not so much how the game *was* designed, as how the game *is* desgined with
all 7/7 and such rulings included.
> I have never played under a 4CL. I did play under a 6CL for some time,
> and it wasn't much different from from NCL. A few decks were more or
> less hosed, of course. Frankly, it wouldn't particularly bother me to
> go back to 6CL, but it wouldn't add anything significant to the game,
> either, so why bother?
Yeah. I didn't enjoy the game any less under 4CL... our group tended not to
abuse combos because we all were so hopelessly bad at the game. Imposing
card-limits didn't change this fact.
> I find the extreme rancour and self-righteousness of many of the NCL
> apostles a bit surprising. It's not like people playing 4CL are
> setting fire to kittens in their spare time...
Well, I hope by replying to my post that you aren't including me in that
camp. I don't care that much either way. My only beef with xCL is the people
who show up to tournaments and expect that 4CL/vote-pushing etc. are a
given. I feel bad when I have to inform them otherwise.
Cheers,
WES
In message <9i7he...@enews3.newsguy.com>, Wes <gh...@NOSPAMmnsi.net>
writes
>"Johan Lundstrom" <jo...@algonet.se> wrote>>
>> >Still, it has to be recognized that any kind of xCL is a *game-variant*>and>> >not actually the game as it was designed.
>>
>> As is playing with the NRA. The game as designed had some serious
>> problems.>
>It's the main, accepted, VEKN-approved variant though... Is it still not
>actually offical? I thought it was...
No.
If you are playing the "official" rules at home, NRA is not part of them
- it's only a tournament rule.
However, as with S:CE, the power of a number of untap mechanisms was not
seen. The Gangrel infinite loop deck was, IMO, the main motivating
force for NRA, with S:CE/Majesty being a nice complementary problem at
the time. (IG wasn't a major force.)
[ quoted text not captured ]
Johan Lundstrom wrote:
>
> Wes <gh...@NOSPAMmnsi.net> wrote:
>
> >Still, it has to be recognized that any kind of xCL is a *game-variant* and
> >not actually the game as it was designed.
>
> As is playing with the NRA. The game as designed had some serious
> problems.
The game has had some badly balanced cards. Every CCG I've ever played has that
problem. Balanced cards are just difficult to design. Certain balance problems
tend not to be obvious to whatever individual (or at best relatively small
number of individuals) who is (are) in charge until after a card is printed, in
use, and playtested by the thousands who play the game who will test it to
destruction by repeatedly trying to use it to find the easiest ways to win.
As for NRA, it plugs a hole which exists in the constructed game from decks focused
on cards that allow untaps. It probably should be a real game rule but I suspect White
Wolf is dragging its feet because it's utterly unnecessary in the limited game. Saying
the game "as designed had some serious problems" is disingenuous. All CCGs I've ever
known would be caught in *THAT* net!
Fred
>The game has had some badly balanced cards. Every CCG I've ever played has that
>problem. Balanced cards are just difficult to design. Certain balance problems
>tend not to be obvious to whatever individual (or at best relatively small
>number of individuals) who is (are) in charge until after a card is printed, in
>use, and playtested by the thousands who play the game who will test it to
>destruction by repeatedly trying to use it to find the easiest ways to win.
>
>As for NRA, it plugs a hole which exists in the constructed game from decks focused
>on cards that allow untaps. It probably should be a real game rule but I suspect White
>Wolf is dragging its feet because it's utterly unnecessary in the limited game. Saying
>the game "as designed had some serious problems" is disingenuous. All CCGs I've ever
>known would be caught in *THAT* net!
>
>Fred
I'm of the opinion that CL's promote variation in the cards used. I
know that Archon Intervention was specifically made to punish the
popular stealth/bleed at the time. I was surprised when dark
sovereigns came out, how the rav were just plain weak. Yeah, a CL
would mean that you could not make a pure corruption deck, but so
what? Other CCGs have to deal with not being able to build a deck
around a single concept and eveyrone still has fun.
On Sun, 08 Jul 2001 06:25:37 GMT, no...@nowhere.com (Jack Crow) wrote:
>I'm of the opinion that CL's promote variation in the cards used. I
That's ONLY mathematically a given, you know.
If you can't have more than 4 of any card in a 60-card deck, you MUST
use at least 15 different cards. Under NCL, you can use 60 of the
same card.
What's your point?
>know that Archon Intervention was specifically made to punish the
>popular stealth/bleed at the time. I was surprised when dark
>sovereigns came out, how the rav were just plain weak. Yeah, a CL
Actually, the Ravnos were the most solid Independent clan in DS, IMO.
They had their limitations, but they were the pick of the litter...
the Setites and Assamites would just get bled out at stealth, and the
Giovanni had shitty vampires despite being able to Deflect.
>would mean that you could not make a pure corruption deck, but so
>what? Other CCGs have to deal with not being able to build a deck
>around a single concept and eveyrone still has fun.
Except for the people who want to build a deck around a single
concept.
Face it; there's no way to please everyone. Some people get frothy if
they get beat by the same trick three times in one game, as opposed to
thinking "maybe I didn't prepare for that in my deck?". Some people
couldn't care less and want to be able to use any wack-ass combination
of cards they want to in their deck, no matter how stupid and/or
useless (my 20-computer hack, 20-lucky blow, 10-pulled fangs deck with
all the +1 strength vampires, for example. Totally dorky idea, but
fun and amusing for one or two runs.)
Claiming that CL's idea of fun is "better" than NL's idea of fun is a
tragic mistake. (Note that NL arguers tend to point out how the
"no-fun" that CL is supposed to stop actually doesn't GET stopped, as
opposed to saying "our fun is better than your fun".)
The simple solution? Play the game by whatever rules your group wants
and have fun, but realize that the official rules are what you'll see
in a tournament ... AND DEAL WITH IT.
[ quoted text not captured ]
In message <3b47fa21....@news.flrtn1.occa.home.com>, Jack Crow
<no...@nowhere.com> writes
>I'm of the opinion that CL's promote variation in the cards used.
Why is this good? It will certainly "promote" variation - but only in
the same way that banning the wearing of a co-ordinating shirt, trousers
and tie will "promote" variation. Varied, sure. Justification?
Given that xCL does not detrimentally affect Malk S&B, why should I have
to "vary" my bleed defence such that I can't include sufficient?
What would you have done, both pre and post Final Nights, with
everyone's copies of Corruption? What the fuck's the point of only
putting 4 in a deck? Hint: It was designed to be used multiple times.
Designed. Designed and balanced. Designed, balanced and intended.
Designed, balanced, intended and play-tested. Of course, none of this
matters. Other card games (with entirely different rules sets, aims,
balancing points, design paradigms, victory conditions, self-righting
mechanisms and so forth) can't do this so, OF COURSE, we shouldn't be
able to either.
How do you suggest I vary my Brujah combat deck to deal with your varied
selection of Majesty, Staredown, Catatonic Fear and Dodge?
>Other CCGs have to deal with not being able to build a deck
>around a single concept and eveyrone still has fun.
Magic was built around the idea that no deck could ever become really,
really, really focused because no-one would have more than 400 cards
'cos, well, buying that many cards is just plain stupid. The xCL helped
combat this, and the game was/has been effectively re-designed around
such. This is the attitude taken by a number of games, as you note.
Garfield, however, went in a very different direction with Jyhad,
allowing you 90 copies of Lost in Crowds in a deck if you wanted - but
hamstringing you with repeat action modifiers, unnecessary stealth rules
and such like - the self-righting mechanism of a single concept deck,
designed to prevent abuse from having billions and billions of cards
whilst also giving Mr. Suitcase plenty of options.
Magic <-------------------------------------------------------> Jyhad
^
Limit | Encourage
The People Intelligent
Use Of Buy Lots Use of
Cards Of Cards Cards
(PROBLEM)
Jyhad was designed *entirely* in different directions to Magic. Trying
to go in reverse is kind of like saying "Well, I don't like Spanish as a
language. It needs to be more Russian." If you want to speak Russian,
move to Russia.
Is it more interesting to be bled out by an archetypal Malkavian sneak
bleed deck which uses Mind Rape, Govern the Unaligned, Spying Mission,
Night Moves, Lost in Crowds, Threats, Bonding, Scouting Mission,
Conditioning, Foreshadowing Destruction, Faceless Night and Command of
the Beast?
By sheer, unadulterated coincidence WITH NO DESIGN PLAN BEHIND IT *AT
ALL* (OH NO DEFINITELY NOT) this is also more likely to be most
effective way of building a deck under NL - and if people are playing
for fun, and playing to win, and playing intelligently......
I will, happily, build a Malkavian Stealth and Bleed deck under 4CL or
6CL and sit down and play it every single time, if you want. Would
seeing more and different pretty pictures saying "I BLEED YOU AND YOU
DIE BECAUSE WE'VE JUST FUCKED OVER YOUR ABILITY TO DEFEND YOURSELF
BECAUSE THE BLEED ARCHETYPE IS NOW AN ORDER OF MAGNITUDE MORE
POWERFUL"[0] make things any better?
If you're finding the game boring, NL really isn't the issue - people
are. Most specifically, your inability to build and decks that prise
people's flaws wide open and exploit them to the hilt, thus shifting the
meta-game for the other players to "Wow, this deck doesn't work so good
anymore.... I'd best fix it and play it better rather than the same-old
same-old they keep letting me do." Jyhad is a game requiring thought,
skill, charisma, discipline, intelligence, a little luck and sound
strategic brain. Using the ill-thought out, counter-productive xCL
crutch cuts away at all of this, all of what was designed, all of what
has evolved with new sets, all of what was intended. Why try and make
Jyhad into something that it's not?
Consider the game of chess versus the game of draughts. In draughts, we
only use half the squares, of one colour. In chess, we use all of them.
Should we try and turn one into the other to promote "variation",
ignoring strategy, design, intent and evolution?
Jyhad is Jyhad, as any other card game is any other card game[1]. I
accept and explore Jyhad for what it is, as an exciting, dynamic
strategic game with more facets to its play than you can shake a small
deciduous forest at. I accept Magic for what it is, too - which isn't
Jyhad.
[0] I paraphrase the reaction of many players regarding "I'm being bled
*again*", of course.
[1] Except Pokémon, of course, which is just an excuse to make money.
Semi-colon dash bracket etc.
[ quoted text not captured ]
Scott DiBerardino <sdib...@student.umass.edu> wrote in message news:<B76B4233.1FB78%sdib...@student.umass.edu>...
> > From: James Coupe <ja...@zephyr.org.uk>>
> It is also generally true that NCL advocates portray their opinions as
> "reality".
Please let me point out that NCL is *actually* the reality for VTES.
See Final Nights rule-book page 7, [1.2.] paragraph 1.Cards: "There is
no per-card limit to the number of duplicates of a given card that a
player can include in either her library or crypt."
Now, if that *isn't* reality, what is? ;)
>
> I have seen excellent refutations of the mechanical benefits of xCL over
> NCL. No problem. The NCL advocate's typically righteous attitude, that their
> version of the game has some kind of inherent value making it better than
> the way anyone else plays... this I have problems with.
Please note that it's not "their version of the game", it's actually
*the game*. VTES using a xCL is *a version of the game*. Reality, see
above. :)
>
> For tournament play (which I rarely have fun at anyway), I wholeheartedly
> agree that the rules are the rules and should be abided by. However, I take
> offense at the notion that customizing a game to suit one's social tastes is
> somehow inferior.
Social tastes are important, make no mistake, but they can change over
time. Let me tell you about our group here in Vienna. When we started
in '94 we played no limit, because we had only a handful cards, no
idea what this game was about, and the rulebook said nothing about any
form of CL. The decks at that time were "toolboxy" (we used to say
all-round decks), and things were *quite* balanced. It all started
when I put 12 Earth Meld in my Gangrel deck. The other players were
frustrated, they couldn't make much use of their combat cards, IG was
still yet to be *really* discovered (remember it was rare back then).
Comments were that it didn't seem right to allow so many untap cards
in a deck, and after a long debate we decided to *adopt the Magic rule
of 4CL*, as that was the only other noteable CCG at that time that all
of us knew. We then played for about 4 years that way, our group grew
to about 50 players, and *nobody* of the new ones asked why there was
a 4CL, most coming from Magic, it seemes natural to them. Of course
there were some cards and strategies that bewildered them: Corruption
being the most noteable card. :)
However, when the VEKN was formed, the NRA emerged, and a lot of
problem-cards were errataed (I only mention the 7/7 crisis... :)) we
slowly approached NCL very carefully, preparing our players and
eventually they have accepted that we only play NCL anymore.
You know, when all players in a group start from the same ground, a
lot of problems can be avoided. Players have now not 4 Wakes and 4
Forced Awakenings in their decks, but e.g. 7 Wakes and 1 Forced,
whichever suits their deck purpose more.
IMO, players only play with a CL, when they don't *see* the whole
picture. A player who understands that under NCL, he has the same *and
more* options in deckbuilding will be more willing to play NCL, and
when he realizes that under NCL he can defend himself quite easily
against the problem-cards (foremost S:CE, Untap-cards, and massive
stealth/bleed combos) he gets to like NCL. In our group NCL had the
effect, that players got a lot more creative in deckbuilding, and I've
never seen a hardcore stealth/bleed deck win a tournament final
(except when it's lucky and the predator of some ill-designed deck
that got by pure luck into the final round...).
One of the big differences between NCL and CL is that under CL there
was almost no choice in deck-building: any deck with Auspex packed
exactly 4 Telepathic Counter, 4 Telepathic Misdirection and 4 My
Enemy's Enemy along with 4 Wakes and 4 Forced Awakenings. Funny? No.
Boring? Yes.
Please also note that most decks that pack 30 copies of a single card
(e.g. a Brainwash Deck or a Night Moves deck) get *at best* 1 VP or
fail outright miserably.
As someone else said, the problem is not that some players put dozens
of copies of a single card into their deck, it's that the *other*
players in that group fail to exploit that weakness and come up with
ways to beat him.
Of course, it's the most easy way to go to just say "from now on we
use xCL, in order to hose that player and we don't have to adapt at
all.". But that's a false feeling of security. Even under a 4CL I can
pack *a lot* of stealth bleed: 4 Mask of 1K faces, 4 Lost in Crowds, 4
Faceless Night, 4 Cloak the Gathering, 4 Spying Mission. If I'm
feeling a little bit funky, I can even add 4 Psychic Veil! Now those
are 20 to 24 stealth cards. How is *that* different to say, 16 Cloak
the Gathering? It's even *better*, cause I can't play the same action
modifier twice in a single action. The same can be said about the
bleeding modifiers. 4 Conditioning, 4 Bonding, 4 Threats, spiced up
with 4 Govern the unaligned to begin with. Fun? No. Boring? Yes.
The defences against such a deck are rather limited under 4CL.
Ok, I guess this post is long enough right now. :) Thanks to all those
that read till the end. :)
Carl
Frederick Scott <fre...@netcom.com> wrote:
>As for NRA, it plugs a hole which exists in the constructed game from decks focused
>on cards that allow untaps. It probably should be a real game rule but I suspect White
>Wolf is dragging its feet because it's utterly unnecessary in the limited game. Saying
>the game "as designed had some serious problems" is disingenuous.
Since some people has used "the game was originally designed this way"
as an argument against CLs, I thought it was worth pointing out that:
a) There are lots of areas where we play the game differently than
originally designed, and
b) The original design had some serious flaws, meaning we shouldn't
hold it as sacred.
Saying "the game was originally designed not to have CLs" is not in
itself an argumnet against them. If CLs really made the game a lot
better, then to hell with the original design (the way things were
done in Magic)!
However, I don't think CL's make the game a lot better. Although a
card or mechanism that encouraged more diversity in decks would be
nice.
[ quoted text not captured ]
James Coupe <ja...@zephyr.org.uk> wrote:
>Consider the game of chess versus the game of draughts. In draughts, we
>only use half the squares, of one colour. In chess, we use all of them.
It could be argued that the existance of pieces with varying abilities
improves the game and makes it more interesting. Those "15 queens and
a king" games get boring after a while... ;-)
[ quoted text not captured ]
In article <3b484ca0...@news.algonet.se>, jo...@algonet.se (Johan
Lundstrom) wrote:
>James Coupe <ja...@zephyr.org.uk> wrote:
>>>Consider the game of chess versus the game of draughts. In draughts, we
>>only use half the squares, of one colour. In chess, we use all of them.>
>It could be argued that the existance of pieces with varying abilities
>improves the game and makes it more interesting. Those "15 queens and
>a king" games get boring after a while... ;-)
Actually, 31 Queens and 1 King is a rather interesting variant to
try two or three times. I first saw it discussed in a column that
considered Chess: the Gathering, and what a Mr. Suitcase could do once
he had enough rare pieces.
---------------------------------------------------------------------
Mail: santiago [at] umug [dot] org || Web: http://santiago.umug.org
---------------------------------------------------------------------
"Ceci n'est pas un 'sig block'."
Johan Lundstrom wrote:
>
> Frederick Scott <fre...@netcom.com> wrote:
>
> >As for NRA, it plugs a hole which exists in the constructed game from decks focused
> >on cards that allow untaps. It probably should be a real game rule but I suspect White
> >Wolf is dragging its feet because it's utterly unnecessary in the limited game. Saying
> >the game "as designed had some serious problems" is disingenuous.
>
> Since some people has used "the game was originally designed this way"
> as an argument against CLs, I thought it was worth pointing out that:
>
> a) There are lots of areas where we play the game differently than
> originally designed, and
> b) The original design had some serious flaws, meaning we shouldn't
> hold it as sacred.
>
> Saying "the game was originally designed not to have CLs" is not in
> itself an argumnet against them.
Well, yes, actually it is. Though you correctly point out that the original game
had flaws and consequently has been changed to ameliorate such flaws, that doesn't show
the lack of card limits is a flaw nor demonstrate any compelling need to change
it that way. Lots of rules were part of the original flawed game and do not require
changing.
The importance of the game not being designed to have card limits is intended to point
out that all the cards and all the other rules were designed as if the game has no card
limits. Adding card limits after the fact is awkward as it requires a careful
examination (which really should include a complete retesting) of every single existing
card in the game. In short, it's a extreme MAJOR alteration of the game in relation to
the environment in which the cards were playtested. NRA, by comparison, is a tweak.
I'm not suggesting that this automatically means a change on the order of card limits
could never improve a game designed without them. But it sure seems to be a good argument
against making changes on that order without being very sure what you're doing and exactly
why you're doing it. To me, limiting the influence of a relatively handful of cards can
not possibly justify applying blind limitations every single one of them. This is the whole
fallacy of the pro-CL argument in a nutshell, IMHO. "What's wrong with the game?", we ask.
The pro-CL argument can never possibly account for all the effects that slapping a limit on
every card has. For instance, is it good or bad to limit "Blood Puppy" to 4? Haven Uncovered?
Temple Hunting Ground? Sport Bike? Nephandus Mage? Gangrel Revel? And so on and so forth.
A case-by-case argument can not be made. So pro-CLers wave their hand over the whole process
and argue in vague generalities. The only way I can support this is if the result works
well, discernibly better than what we already have. All indications is that it doesn't,
except insofar as no players are ever required to get more than the CL worth of
the most expensive, rare cards to build any particular deck. No (pre-Sabbat-War) Legacy of
Pander decks. That sounds sort of egalitarian but others have pointed out the down side
for poor players: the same thing that shields them from too many opposing rare cards also
prevents them from using repeated, stock common cards that might (probably are, I think)
the more important thing in gaining an edge. So it isn't even necessarily egalitarian, either.
> However, I don't think CL's make the game a lot better. Although a
> card or mechanism that encouraged more diversity in decks would be
> nice.
It would be. However, this is not a mechanic that has anything directly to do with diversity
in deck types if that's what you mean by "diversity". So it seems strange to mention it.
Fred
James Coupe <ja...@zephyr.org.uk> wrote in message news:<7OfeOgBY...@gratiano.zephyr.org.uk>...
> In message <9i77n...@enews3.newsguy.com>, Wes <gh...@NOSPAMmnsi.net>
> writes
> >"Scott DiBerardino" <sdib...@student.umass.edu> wrote
> >>
> >> What's Happy Families?
> >
> >It's a method invented by Legbiter for constructing decks. Here's the gist
> >of it, copied from an old post
>
> To rec.games.trading-cards.jyhad only?
i'm not a netiquette expert but i think it is actually OK to post the
HF formula to rec.games.trading-cards.misc. i actually devised the
technique originally for Classic Rage though i did not have to write
out the formula at that time because you typically have only 2-8
minions with no more than 3-4 relevant abilities each in Rage [AND
card and deck-limits - TWO of them!*] so you can do the whole thing in
your head.
Just to add to the nice things Wes and James have been saying about
HF, we find that the HF decks we use at home stand up quite well to
the things our various distinguished visitors throw at us. Recently i
have begun to slip in a few degenerate decks just to add to the fun
and these also turn out to be fairly balanced in the environment. None
of this should surprise anybody - HF is just a way of putting the
toolbox deck within the reach of everybody, and toolbox and focus are
pretty well balanced vis-a-vis one another under the current card-mix.
i guess what i am saying is agreeing with james that if you are
finding yourself being swamped by boring decks under NCL you should
give HF a spin - if our experience is anything to go by you will soon
be swamping the boring decks right back with your toolboxy
masterpieces, and simultaneously the focussed/degenerate decks will
cease to be boring.
*AND the game is still pretty broken, but MASSIVE fun IMO.
(Moving back to r.c.t-c.jyhad, since this thread no longer has
anything to offer to the other group)
jo...@algonet.se (Johan Lundstrom) wrote:
>However, I don't think CL's make the game a lot better. Although a
>card or mechanism that encouraged more diversity in decks would be
>nice.
Mechanisms that encourage diversity:
Uniqueness [1.5.1] [1.6.1.4] [4.1]
Non-repetition [1.6.3.2] [1.6.3.5] [6.3.3.Political Action Cards]
Cards that do so:
Delaying Tactics
[*] that say "one per game"
[*] that say "one per combat/round"
--
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/
no...@nowhere.com (Jack Crow) wrote in message news:<3b47fa21....@news.flrtn1.occa.home.com>...
> I'm of the opinion that CL's promote variation in the cards used.
I think its worth pointing out that this is the main motivating factor
behind a lot of the groups that implement a CL... Even when it is
pointed out that there really isn't that any direct impact on the
ability to build "non-varietous" decks, the CL remians as a group's
"banner" which tells its members and others "we don't tolerate
non-creative decks here". That, IMO is why CLers hang on to thier
view so strongly. The truth is, you _do_ still need a banner that
encourages creativity among your group. But is shouldn't read "we use
a CL because we want to encourage creativity" but rather more simply
"we encourage creativity"
Ultimately, any encouragement of this source is rooted in a group's
social "pressure". NCL or CL, you're going to need that banner if you
want to have a creative group... But it (variation) isn't really
supported any more or less by either NCL or CL, IMNSHO
Regards,
R. David Zopf
Atom Weaver
atomweaver wrote:
(in the context of the argument about the true effects of card limits)
> The truth is, you _do_ still need a banner that
> encourages creativity among your group. But is shouldn't read "we use
> a CL because we want to encourage creativity" but rather more simply
> "we encourage creativity"
And why should you need such a banner? The game system itself should
encourage that. I guess I can see why it gets tiring to have some guy
play his stock stealth-bleed deck all the time but when push comes to
shove, the game system deals with it. You start playing with bleed
bounce or Archon Investigation cards or some such if he doesn't cut it
out. Since he should be playing to win, he should get tired of losing
horribly every game until he learns to vary his deck (and therefore his
path to victory) every game. It should not require the group to hoist
any "banners".
> Ultimately, any encouragement of this source is rooted in a group's
> social "pressure".
Gosh I sure do vehemently disagree with this. Any encouragement of this
source ought to come from the soundness of the game design and the strategy
adopted by one's opponents.. Meaning if someone is repetitive and
successful over time, either the game is imbalance or you're not responding
to the challenge.
Fred
> > The truth is, you _do_ still need a banner that
> > encourages creativity among your group. But is shouldn't read "we use
> > a CL because we want to encourage creativity" but rather more simply
> > "we encourage creativity"
>
> And why should you need such a banner? The game system itself should
> encourage that
Needing such a banner is a matter of opinion. I LOVE creativity. I love
losing to a deck concept I've never heard of, and if I face a creative deck
that I just DESTROY I am certain to tell the person that I appreciate their
creative efforts, how neat I found their deck idea, and any thoughts I may
have to make the deck a smidge more effective.
If I walk up to the table with one of my stock decks that I have won a whole
passle of tourneys with and I sweep the table I feel good. If I pull out a
creative or experimental deck and pull even a single VP I feel fantastic.
Its a game and we all have different ways to have fun playing it. Some
people have fun by sweeping the table. Some by figuring out how to make
Madness Network/Reversal of Fortune work. Some are in the middle.
Matt
PS: I got a chance to re-new acquaintences with the Prince of Columbus this
weekend. His deck would have been one of those I lambasted in my past as
degenerate. (it had like 25 copies of the same card). HOWEVER, I saw past
that to something truly effective and creative, and appreciated him for
constructing such an unusual, yet potent deck. (So Peter, I did manage to
learn something. Thats why I don't always assume I'm right :) That, combined
with his absolute joy in playing this game made him one of the bright spots
of Origins for me. (that and a friend winning both weekend constructed Jyhad
tourneys, including the Qualifier).
Frederick Scott <fre...@netcom.com> wrote:
>Johan Lundstrom wrote:>> Saying "the game was originally designed not to have CLs" is not in
>> itself an argumnet against them.>
>Well, yes, actually it is. Though you correctly point out that the original game
>had flaws and consequently has been changed to ameliorate such flaws, that doesn't show
>the lack of card limits is a flaw nor demonstrate any compelling need to change
>it that way. Lots of rules were part of the original flawed game and do not require
>changing.
Certainly. I just think the original design-intentions are unimportant
as compared to improving the game. *Magic* wasn't designed with a card
limit, but I think everyone agrees it would be close to unplayable
without one.
(Insert your own version of "It's unplayable *with* one" here, if
you're bent that way.)
Note that I doubt card limits *would* improve the game. But if they
did, I would have no purist concerns about changing the rules.
>The importance of the game not being designed to have card limits is intended to point
>out that all the cards and all the other rules were designed as if the game has no card
>limits.
Sure. This is why NCL works. Magic was not designed that way.
>Adding card limits after the fact is awkward as it requires a careful
>examination (which really should include a complete retesting) of every single existing
>card in the game. In short, it's a extreme MAJOR alteration of the game in relation to
>the environment in which the cards were playtested. NRA, by comparison, is a tweak.
I understand what you mean, but frankly, IMO, removing the NRA would
have a much larger impact on the game than a 6CL would.
30-Freak-Drives-I-sweep-the-table-on-round-three-decks, anyone?
>I'm not suggesting that this automatically means a change on the order of card limits
>could never improve a game designed without them. But it sure seems to be a good argument
>against making changes on that order without being very sure what you're doing and exactly
>why you're doing it. To me, limiting the influence of a relatively handful of cards can
>not possibly justify applying blind limitations every single one of them. This is the whole
>fallacy of the pro-CL argument in a nutshell, IMHO. "What's wrong with the game?", we ask.
>The pro-CL argument can never possibly account for all the effects that slapping a limit on
>every card has. For instance,
I know this was a rethorical question, but I can't refrain from trying
anyway... I'm not saying they can't be used in greater amounts, only
that, for instance, a 6-Temple-Hounting-Ground deck would be so
corner-case that it's exclusion would barely be noticed.
>is it good or bad to limit "Blood Puppy" to 4?
I've only ever seen one in play. If I had to hazard an answer, it
would be "Irrelevant".
>Haven Uncovered?
Hmm... Haven is probably not the card most people aim at when arguing
for a 4CL, but at least some decks include plenty of them. In no way
one of the most important effects of 4CL, though.
>Temple Hunting Ground?
Since I can't possibly think of a deck that would want more, I'd say
"irrelevant".
>Sport Bike?
Not overly important, I'd say. I don't think I've ever seen a deck
with more than four.
>Nephandus Mage?
*No-one* touches Nephandus! When I've managed to scrape together six
or so of the little guy, I'll make a deck out of him.
>Gangrel Revel?
Hugely stacked Gangrel Revels would be +3 fun...
>And so on and so forth.
>A case-by-case argument can not be made. So pro-CLers wave their hand over the whole process
>and argue in vague generalities. The only way I can support this is if the result works
>well, discernibly better than what we already have.
Agree. Things were different before the 7/7 rulings - we used a 6CL,
with a special 2CL for Thoughts Betrayed...
>All indications is that it doesn't,
>except insofar as no players are ever required to get more than the CL worth of
>the most expensive, rare cards to build any particular deck. No (pre-Sabbat-War) Legacy of
>Pander decks. That sounds sort of egalitarian but others have pointed out the down side
>for poor players: the same thing that shields them from too many opposing rare cards also
>prevents them from using repeated, stock common cards that might (probably are, I think)
>the more important thing in gaining an edge. So it isn't even necessarily egalitarian, either.
Agree. The Rules Team/DesignTeam is doing a great job on the Power
Rares, I think, either toning them down or making them readily
available.
Now, when will this be done to Freak Drive and 5th Trad (which could
as well be rare for how easy it is to get hold of)?
>> However, I don't think CL's make the game a lot better. Although a
>> card or mechanism that encouraged more diversity in decks would be
>> nice.>
>It would be. However, this is not a mechanic that has anything directly to do with diversity
>in deck types if that's what you mean by "diversity". So it seems strange to mention it.
Sorry, bad writing on my part. I meant more variation on the cards
within a deck. I really think it's more pleasing if a deck has 5
Deflection and 4 Redirection than just 9 Deflections. It adds a little
variation and unexpectedness. Something that encouraged this would be
[ quoted text not captured ]
Matt wrote:
>>(So Peter, I did manage to learn something. Thats why I don't always assume
I'm right :)>>
Heh heh :-) So I didn't get to play in the Qualifier as I was in the Star Fleet
Battles finals, but was hoping to run into you somewhere. I guess I just barely
missed you.
>>That, combined with his absolute joy in playing this game made him one of the
bright spots of Origins for me.>>
Well, Jay is pretty much a bright spot, Origins or no.
>>(that and a friend winning both weekend constructed Jyhad tourneys, including
the Qualifier).>>
You play with Bernie? Yeah, his deck that won the Friday tournament? It is
almost identical to the deck I play that I was referring to when I made that
comment weeks ago about a deck with 22 S:CE cards in it (he has more offense, I
have more defense). That cracked me up :-)
Peter D Bakija
PD...@aol.com
http://www.geocities.com/bakija6
"She's a hero you see.
She's not like us."
-Giles
Frederick Scott <fre...@netcom.com> wrote in message news:<3B4A0836...@netcom.com>...
> atomweaver wrote:
> (in the context of the argument about the true effects of card limits)
> > The truth is, you _do_ still need a banner that
> > encourages creativity among your group. But is shouldn't read "we use
> > a CL because we want to encourage creativity" but rather more simply
> > "we encourage creativity"
>
> And why should you need such a banner? The game system itself should
> encourage that. I guess I can see why it gets tiring to have some guy
> play his stock stealth-bleed deck all the time but when push comes to
> shove, the game system deals with it. You start playing with bleed
> bounce or Archon Investigation cards or some such if he doesn't cut it
> out.
So you encourage creativity through selective construction of a deck
that discourages a particular player's habitual use of a particular
strategy. "the game itself" never stands to encourage variety. As
you pointed out, it is up to other players to apply pressure to the
offending participant (within the context of the game, of course) and
get them to shift their habits. BTW, I put the word banner in quotes
to infer that it is an implied condition of participation within the
group, _not_ that it is some credo recited before each gaming
session...
> Since he should be playing to win, he should get tired of losing
> horribly every game until he learns to vary his deck (and therefore his
> path to victory) every game. It should not require the group to hoist
> any "banners".
>
You mistake my meaning. I get the impression that you think I want
players in a group to discourage banality merely by whining about it
to the offending player. Nothing could be further from the truth...
> > Ultimately, any encouragement of this source is rooted in a group's
> > social "pressure".
>
> Gosh I sure do vehemently disagree with this. Any encouragement of this
> source ought to come from the soundness of the game design and the strategy
> adopted by one's opponents..
As I point oput above, by selecting a tactic to foil a person's
habitual tactics, you are encouraging variety. The fact that it
occurs within the game does not preculde it from being a choice on
your part, and a social one at that. It is helped by the fact that
foil tactics typically help you win games, but to ignore the societal
aspect of this choice on your part isn't really helpful. Note that
the change in banal player comes out of _your_ choices. The game
gives you the context and tools to make such a choice (that's what
makes Jyhad such a great game), but it is not in itself somehow
directly involved in your decision to stymie that player.
By comparison, you could try the equally valid, but less socially
pressuring route of a tactic that runs parallel to the offending
player's (or possibly outpaces him at what he is doing). You'd likely
win your fair share, and take VP's from the offender, but would do so
without applying pressure to the banal player to change his tactics.
Alternatively, the simple habit of letting players know what caliber
of game you wish to play before starting it is another way that social
pressure is applied to play groups. Choosing to play a "tournament
caliber" game, or an "experimental" game as a group forces players to
get in line with their deck construction choices. Getting back to
what I was talking about with the CL/NCL debate, neither of these
choices directly affect these choices and pressures. they are created
within the group, by the group, and stand apart from the rules of the
game. that's why I said that CL/NCL and "variety" are two seperate
discussions.
Hope this clarifies my previous post...
DaveZ/Atom Weaver
On Wed, 04 Jul 2001 13:18:23 +1000, Kevin Lowe wrote:
>> >But it's no longer a competitive game of skill.>The biggest "challenge" in 4CL deck design is finding enough cards that
>do the same thing to make a focused deck remotely possible. Then you
>toss in one of every master that rocks in the 4CL environment (turn for
>+1 stealth, sustained blood gain, turn to end combat etc). Whoopee.
>
>The challenge in no-L is to fine-tune the proportions of every card in
>the deck, to balance the proportions exactly how you want them and to
>ensure that your hand will flow smoothly.
Deck building is a poor test of skill because it's a simple matter to
copy a deck off the net. It's even easier than copying a book opening
in chess because you don't have to memorise it.
What I take most pleasure in is the skill of playing the game. A
focussed deck (i.e. many copies of few cards) is less interesting than
a more varied deck (toolbox or nCL) because fewer decisions are
required - the deck tends to play itself.
I hear it said that the most skilful format in Magic is the draft,
because it tests both deck-building and deck-play. This is the format
I like best for Vampire and I quite enjoyed the Sabbat War one I
played at Origins. I hauled back two cases of starters for Shadowfist
and Vampire and hope to use these to run more draft events here in the
UK.
I have a good format for such Shadowfist events already. Here's my
idea for a Vampire format using VTES/Jyhad starters. They have a
random mix of cards so some kind of draft is needed. The same idea
can be used for other games with similar randomized starters.
SUCCUBUS SEALED
---------------
1. Each player is given one starter which they may open.
2. The players sit at tables of 4-6.
3. An additional starter is opened on each table and laid out for
inspection.
4. Starting with the most charming player (the umpire gets a casting
vote), each player may take cards in rotation from the draft pool on
the table. Each card that is taken must be replaced by a card from
their stock, matching type for type - Vampire for Vampire, Master for
Master, Minion for Minion.
5. Draft trading continues until there is a round of passes. Players
may now draft from the pool without having to trade cards back. This
will exhaust the pool unless there are cards which no-one wants at any
price. These go to make a booby prize for the worst player.
6. Players may now tune their decks and commence play. It's probably
best if the players are reseated for the first round to discourage
counter-drafting and to encourage cooperative draft trading.
Andrew
On 5 Jul 2001 02:38:55 -0700, Tony wrote:
> Ok, how about a vote card that reads; If this referendum is
> successful, for the remainder of the game no methusaleh may use a
> minion card that they have already played 4 or more times.
That's a good idea. Note that there's a card rather like this in
Doomtown. The art shows the sheriff in his white hat, telling folks
to:
Move Along
7 of clubs
Action
Reaction: Target another player's Action card that has just resolved.
No further copies of that Action card may be played by any player for
the rest of the game. Reduce your maximum hand size by 1 permanently.
Ace this card.
Andrew
Your format is interesting and I let it stand without comment.
However, Quoth Andrew:
Deck building is a poor test of skill because it's a simple matter to copy a
deck off the net. It's even easier than copying a book opening in chess
because you don't have to memorise it.
End Quote:
I disagree strongly. Sure, anyone can copy a deck from the net, but I think
a good measure of Jyhad skill is also in designing decks. My play skills are
strong, but I got wiped at Origins because I made some deck design errors.
For me to consider myself skillful at Jyhad I have to be able to both design
a good deck and play it well. Thats why I consider folks from my area like
Noal, Aaron, and Bernie (just to name a few) to be skillful Jyhad players
because they dont just copy decks from the net. Each had a mostly-original
deck concept that was well put together and played well. (two of the three
qualified for Gen-Con)
Just my opinion of course,
Matt
"Andrew S. Davidson" wrote:
>
> On Wed, 04 Jul 2001 13:18:23 +1000, Kevin Lowe wrote:
> >The challenge in no-L is to fine-tune the proportions of every card in
> >the deck, to balance the proportions exactly how you want them and to
> >ensure that your hand will flow smoothly.
>
> Deck building is a poor test of skill because it's a simple matter to
> copy a deck off the net. It's even easier than copying a book opening
> in chess because you don't have to memorise it.
I strongly disagree. You can copy a decks from any number of sources but
so what? There's very few reliable sources in existence. Just because some
schmo declares he's won gads of tournaments with a deck doesn't mean it's
a good deck. He may be exaggerating about the wins or about the quality of
the competition. Even if he isn't, you don't know what the metagame he in
which he was playing looked like nor exactly how he used the cards he used
that led him to build in those particular cards. The latter is sometimes
obvious but sometimes it isn't.
Ultimately, deck lists are just suggestions, just like someone suggesting what
a card is good for or when and how to play it. Perhaps the information offered
can be a little more specific than a suggestion about when to draft a card or
when to play it, but the extremely specific information (exact numbers of various
cards in a deck) is precisely stuff that's highly controversial and may to
translate well in your environment or to your playing style.
> What I take most pleasure in is the skill of playing the game.
Not me. CCGs are about deck building. Often the actual play isn't that
interesting, particularly when someone's deck produces extremely strange
card ordering results (13 Bum's Rushes, 6 Haven Uncovereds, 16 of the 19
rush cards turn up in the second half of the deck) or when the metagame
and table order works strong in favor of one or two of the players.
Also, though games can easily be won or lost on the choice of when to play cards,
the actual wisdom of the choices usually tends to hinge on predicting what
you'll draw soon. Since I'm incapable of predicting what I'm about to topdeck,
I don't put a lot of stock in calling how individual games play out "skill".
(Though I can get cranky about it at times if I feel victimized too many games
in a row.)
> I hear it said that the most skilful format in Magic is the draft,
> because it tests both deck-building and deck-play.
I think deckbuilding with an unlimited pool of cards and drafting/deckbuilding from
a limited pool are two completely different skills. There are not so many decisions
to be made in the latter case; however, you have to make such decisions with no
practice whatsoever given the particular pool of cards you're offered and choose to
draft, which some of us find more challenging. I can't see any basis for stating
that one is a lot more skill than the other. One is a lot more easy to practice at
than the other since drafts are hard to arrange whereas regular constructed decks
can be built any time you're sitting next to your collection and tested in a wide
variety of situations. People who enjoy drafts and have the chance to engage in them
a lot will likely be much more practiced at them then others and I suspect that edge
will really show in a large tournament.
Fred
>From: "Matt Latham">I disagree strongly. Sure, anyone can copy a deck from the net, but I think
>a good measure of Jyhad skill is also in designing decks. My play skills are
>strong,
Amen brother, I have the highest regard for Matt and was more than a bit wary
when he and I were at the same table 1st round of the qualifier.
Jyhad decks often are not effective in copying from the Net. I've tried one
that was a tourney winner last year, and while it plays well I have a difficult
time getting into the deck designers head to see why some cards were included
over others.
It becomes even more apparent to me when I've attempted to help others
design/refine decks and they stare at me blankly not getting what I'm trying to
do.
Bottom line is that deck building in Jyhad is MUCH more personalized than in
any other card game I've had the pleasure of playing, as your deck truely is
YOUR deck.
Regards,
Bernie
[ quoted text not captured ]
Amusing tricks to do with the "out-of-towners" visiting: Everyone play
someone else's deck, and NOT someone in your playgroup. Let them look at
the crypt and library, but don't really brief them on it. Pick randomly.
Note how people play the decks incorrectly in many cases. Note that
even with a deck that isn't yours, you can recognize a deck from your
playgroup being played incorrectly across table. (Resist the urge to say
"gimme that!" =)
Note with great amusement that "that deck that just never works like it
should" gets the perfect draw and sweeps the table when it's not in your
hands. Go ahead, play it next game. You'll still get hand-jam and 0 VP,
just like all the other times you played it. =)
--
Pat Ricochet
Soul Jar'rn Fool of Atlanta
In article <BAEC28653CAF919C.168410D6...@lp.airnews.net>,
Andrew S. Davidson <a...@csi.com> wrote:
>I have a good format for such Shadowfist events already. Here's my
>idea for a Vampire format using VTES/Jyhad starters.
What an excellent idea! I wonder if perhaps this would work well
for Doomtown as well? The Milwaukee Doomtown League may give this
a shot next time.
Eric
In article <3B4C8429...@netcom.com>,
Frederick Scott <fre...@netcom.com> wrote:
>Not me. CCGs are about deck building.
You play Magic and have never tried Doomtown or Shadowfist, right?
Thats the only way I can see someone coming to this conclusion.
Fist and Doomtown are related much more to play than to deck
building, especially Doomtown. Game skill matters more than
deck construction almost every time and since your easily cycle
cards and your deck recycles when you run out, issues of luck
are often minimized compared to other card games.
Eric
In rec.games.trading-cards.misc Eric Jome <ej...@earth.execpc.com> wrote:
: Thats the only way I can see someone coming to this conclusion.: Fist and Doomtown are related much more to play than to deck
: building, especially Doomtown. Game skill matters more than
Yup. Shadowfist does have some elements of degenerate
deck-building-- virtually every new player goes through a love affair
with mono-Ascended cheese, but by and large, multiplayer dynamics
prevent any one deck archetype from dominating.
Doomtown's cheatin' and lowball draw mechanics make it so that
you either: (a) can't rely on a card coming out or (b) increase your
chances of being caught cheatin by playing too many of the same card.
: deck construction almost every time and since your easily cycle: cards and your deck recycles when you run out, issues of luck
: are often minimized compared to other card games.
However, the original poster does make a point-- those that
play a lot of sealed have an advantage in this format. I think this
is perfectly okay-- along the lines of "those that play a lot of
constructed will have an advantage in that format." Worse yet (or
not), those that buy lots of cards have an advantage in that format,
too.
Speaking for myself, playing sealed draft Shadowfist is the
most fun i've had playing 'Fist in the last few months. Using, and
even coveting, subpar cards really defines the environment. I'd be
curious how Boot Hill starters would play in that format, given the
fixed presence of that low-value strike that increases the Fear Level
and has 2 CP.
I mentioned this briefly to Zev (getting back to Shadowfist for
a moment); he sort of shrugged and said Z-Man is going to focus on
expansions rather than randomized starters or a new basic set. I think,
given the discussion on the Doomtown list about the demise of DT, this
may be the wiser move from a financial standpoint. There are still
_some_ starters out there.
--
Eric
eri...@seemysig.edu wrote:
> However, the original poster does make a point-- those that
> play a lot of sealed have an advantage in this format. I think this
> is perfectly okay-- along the lines of "those that play a lot of
> constructed will have an advantage in that format."
The latter conclusion is also true but mostly irrelevant. Unlimited
constructed play is by far the easiest type of play to arrange and the
most common. It's less usual that any two players will have a huge
degree of difference in the play experience.
> Worse yet (or
> not), those that buy lots of cards have an advantage in that format,
> too.
That's true. No matter how well balanced a game is, number of cards owned
will yield a distinct advantage.
Fred
"Matt Latham" <mla...@diamondtoolmfg.com> wrote in message news:<9ihut4$3if$1...@nntp2-cm.news.eni.net>...
[ quoted text not captured ]
Actually, to expand on this. As Peter pointed out earlier, one of the
new players commented that he had seen a nosferatu rush deck "much
like" the one he was playing.(it was Peter who posted the deck) More
suprising, was that that new player had actually copied several of
those decks from Lasombras Tournament winning archive. He said: "How
do those decks win. I make them, and our playgroup just kicks the
crap out of me" Wierd, but I have tried those tournament winners as
well, and cannot make them work. Creating a deck that you can *play*
is just as important as making a deck that can win. Knowing what to
discard, and when you have a good hand are hard when playing some
elses deck.
Sorry Andrew, but deckbuilding is of vast importance. No, its not
everything. Hell if I was David Tatu it wouldn't matter what I
played, I'd just throw in a succubus club and confuse the other
players into losing!(seen it happen) But for those of us who aren't
as charasmatic(or as scary as Peter, or James Hamblin with a green
puppet) we will just have to rely on solid deck construction, and a
complete understanding of how our decks are made.
Aaron
PS sorry you didn't make it matt, we'll miss you at gencon
> Note how people play the decks incorrectly in many cases. Note that
>even with a deck that isn't yours, you can recognize a deck from your
>playgroup being played incorrectly across table. (Resist the urge to say
>"gimme that!" =)
One of our players uses my cards. When he picks one of my new decks to play,
he always gets it wrong. It's sort of amusing. Last deck he played was an
Assamite combat deck, and he got his ass kicked most of the time.
OTOH, if you can learn something from playing a deck wrong, that's useful. I
like trying other people's decks, though I do end up whining a lot when playing
them. Surprises me the people who refuse to play someone else's deck even when
none of their own interest them.
On Wed, 11 Jul 2001 16:44:56 GMT, Frederick Scott wrote:
>I strongly disagree. You can copy a decks from any number of sources but
>so what? There's very few reliable sources in existence. Just because some
>schmo declares he's won gads of tournaments with a deck doesn't mean it's
>a good deck. He may be exaggerating about the wins or about the quality of
>the competition. Even if he isn't, you don't know what the metagame he in
>which he was playing looked like nor exactly how he used the cards he used
>that led him to build in those particular cards. The latter is sometimes
>obvious but sometimes it isn't.
The decks listed in the winning deck archive and the clan newsletters
come with enough of a pedigree to make them a smart choice. The only
things that invalidate them are rule changes, errata and new cards.
There's no shortage of those but Vampire is nowhere near the set
rotation upheavals that you get in Magic. And the Magic metagame is
dominated by net decks, isn't it?
>CCGs are about deck building.
It's about 10% of VTES. Equally important are:
Observation
Charisma
Knowledge of the cards and rules
Tactical skill
Strategic sense
Money = cards, time, travel and expenses
Stamina
Luck of the draw
Dedication = the will to win
Currently I've got about 3/10 and deck-building is an easy one to tick
off. What's your score?
Andrew
"Andrew S. Davidson" wrote:
>
> On Wed, 11 Jul 2001 16:44:56 GMT, Frederick Scott wrote:
>
> >I strongly disagree. You can copy a decks from any number of sources but
> >so what? There's very few reliable sources in existence. Just because some
> >schmo declares he's won gads of tournaments with a deck doesn't mean it's
> >a good deck. He may be exaggerating about the wins or about the quality of
> >the competition. Even if he isn't, you don't know what the metagame he in
> >which he was playing looked like nor exactly how he used the cards he used
> >that led him to build in those particular cards. The latter is sometimes
> >obvious but sometimes it isn't.
>
> The decks listed in the winning deck archive and the clan newsletters
> come with enough of a pedigree to make them a smart choice.
Then making a smart choice is skill. Anyway, this doesn't address the issues
I have about local metagames and building decks that work with your style and
preferences of play.
> The only
> things that invalidate them are rule changes, errata and new cards.
And the local metagame. Also, the local metagame. Did I mention the local
metagame?
> >CCGs are about deck building.
>
> It's about 10% of VTES. Equally important are:
>
> Observation
> Charisma
> Knowledge of the cards and rules
> Tactical skill
> Strategic sense
> Money = cards, time, travel and expenses
> Stamina
> Luck of the draw
> Dedication = the will to win
>
> Currently I've got about 3/10 and deck-building is an easy one to tick
> off. What's your score?
75-85%, if you don't count luck of the draw. Luck, if counted, is always very
important in CCGs. The order in which cards come up and how sympathetic or
non-sympathetic the luck factor can be seems to me to vary immensely from game to
game.
Aside from that, the fact is that I don't agree with the word, "equally", which you
used above. These are just a list of things. Counting them equal is like giving
every country in the U.N. an equal vote whether it's Luxembourg or China. "Stamina"
is 1/10th of VTES?!? Really! (Maybe in some of those all-nighters where you're
starting to get a little groggy...I usually quit when I start to notice the cards
tapping themselves. :) )
Fred
"Ian Lee" <cur...@aol.com> wrote
[ quoted text not captured ]
There's a certain freedom that comes from playing someone else's
deck. The crushing responsibility of being a total loser with 0 V.P.
and the first person ousted (and making the beer run or whatever)
is shared with whatever fool thought that putting a bunch of 10 cap
vampires in the crypt would be a clever idea.
- Jason Bell
>
> There's a certain freedom that comes from playing someone else's
> deck. The crushing responsibility of being a total loser with 0 V.P.
> and the first person ousted (and making the beer run or whatever)
> is shared with whatever fool thought that putting a bunch of 10 cap
> vampires in the crypt would be a clever idea.
>
I totally agree. For a while I had deckmaking block so i played other
people's decks. When you're playing someone else's deck you're totally free
from any anxiety you might have about having your personal creation crushed
and humiliated. You're also free from thoughts about what your deck is
supposed to do which can sometimes inhibit creative play. As a bonus you get
an insight into another player's mind which may spark some thoughts of your
own.
On Thu, 12 Jul 2001 00:26:38 GMT, Frederick Scott wrote:
>Aside from that, the fact is that I don't agree with the word, "equally", which you
>used above. These are just a list of things. Counting them equal is like giving
>every country in the U.N. an equal vote whether it's Luxembourg or China. "Stamina"
>is 1/10th of VTES?!? Really! (Maybe in some of those all-nighters where you're
>starting to get a little groggy...I usually quit when I start to notice the cards
>tapping themselves. :) )
Yes, really. I saw a VTES event at Orccon in which the finalists were
just those players who were willing to play on so late. Myself, I
have just come back from Origins in which I won a big event, playing
the final at 3 am with 5 hours jet lag working against me and a missed
night's sleep to boot. It took some serious will-to-win and a fair
bit of stamina to get me through that one. Two nights later, I
retired early from a VTES draft event because, amongst other things, I
was feeling groggy. I was then bushwacked on the walkway and tempted
into an 8-player Doomtown game. I was almost unable to keep my eyes
open for that and eventually resigned early. I was using a borrowed
deck but had no trouble wielding it in my sleep. Stamina is _more_
important than deck-building.
It's 5 am now and the dawn is breaking so I'd better go to bed <grin>.
I'm deliberately keeping US time now so that I'll be ready for Gencon
in a couple of weeks ...
Andrew
>>> CCGs are about deck building.>>
>> It's about 10% of VTES. Equally important are:
>>
>> Observation
>> Charisma
>> Knowledge of the cards and rules
>> Tactical skill
>> Strategic sense
>> Money = cards, time, travel and expenses
>> Stamina
>> Luck of the draw
>> Dedication = the will to win
>>
>> Currently I've got about 3/10 and deck-building is an easy one to tick
>> off. What's your score?
5/10 maybe? My luck is picking up. Last time I had hideous hand jam
reminded me how long it had been since I *had* hideous hand jam.
Well, I guess that could be deckbuilding, too, but either way I get a
point.
I think you should collapse "Charisma" and "Strategic Sense" into "Table
Manipulation," at about 27% of ability.
> "Stamina"
> is 1/10th of VTES?!? Really! (Maybe in some of those all-nighters where
> you're
> starting to get a little groggy...I usually quit when I start to notice the
> cards
> tapping themselves. :) )
Agreed. Stamina is at least 17%, maybe 17.6%. =P
Really, I don't think a tournament report goes by these days that there
isn't a "After 7 hours of VTES playing, I just wasn't thinking straight."
[ quoted text not captured ]
"theventrue" <chr...@comcen.com.au> wrote
[ quoted text not captured ]
Yes, I have made a couple of decks by centering them around the
cards that, in my opponents' decks, made me cravenly afraid.
- Jason Bell
<snip start of original message from Andrew davidson>
[ quoted text not captured ]
This is a nice idea. i see one problem, which is that the deck opened,
being random, will be of use to one player at the table and not to the
others [most likely, though depending on chance it could be of use to
two]. So i suggest the following tweak to what is essentially a fine
idea:
Once the tables are all sitting comfortably, the referee breaks and
shuffles x starters where x is the number of tables and x/n is as near
integral as possible given the number [n] of starters in the set we
are talking about. 90 cards are dealt to each table, and then [in the
words of Blake, near enough] All Is Done as Andrew Davidson Hath
Foretold.
On 12 Jul 2001 14:57:43 -0700, legbiter wrote:
>This is a nice idea. i see one problem, which is that the deck opened,
>being random, will be of use to one player at the table and not to the
>others [most likely, though depending on chance it could be of use to
>two]. So i suggest the following tweak to what is essentially a fine
>idea:
>
>Once the tables are all sitting comfortably, the referee breaks and
>shuffles x starters where x is the number of tables and x/n is as near
>integral as possible given the number [n] of starters in the set we
>are talking about. 90 cards are dealt to each table, and then [in the
>words of Blake, near enough] All Is Done as Andrew Davidson Hath
>Foretold.
I'm not quite with you. The VTES/Jyhad starters (the WotC ones) are
already pre-shuffled aren't they? They are the ones that you can buy
cheap and that's what this system is for. They are stacked to a
certain degree (a fixed number of vampires, for example) but I didn't
think that a given starter was skewed towards any one clan or
discipline. Are we at cross-purposes?
Andrew
In message
<BAEC28653CAF919C.168410D6...@lp.airnews.net>,
Andrew S. Davidson <a...@csi.com> writes
>Deck building is a poor test of skill because it's a simple matter to
>copy a deck off the net.
Not true.
Deck building comprises building a deck, certainly. However, a deck is
not just a deck. A deck is an extension of your play-style. If you
just copy a deck off the net, you have "failed" to get that tick on your
box unless you know that your play-style is so similar to that of the
player you are copying that it is effectively a deck you can play
exactly in the fashion intended.
Jyhad is a highly strategic game, but it is also a highly personal game
in a way I have never found The Other Game to be - partly, but not
solely, because of the strong social element. You have to know your own
limits in amongst other people, rather than in a 1-on-1 where social
elements are, effectively, irrelevant.
--
James Coupe PGP Key: 0x5D623D5D
EBD690ECD7A1F
It's me Nono small robot you know - friend of Ulysses B457CA213D7E6
It's me Nono small robot you know - friend of Ulysses 68C3695D623D5D
In message <3b4c9cdc$0$18891$272e...@news.execpc.com>, Eric Jome
<ej...@earth.execpc.com> writes
>>Not me. CCGs are about deck building.>
>You play Magic and have never tried Doomtown or Shadowfist, right?
>
>Thats the only way I can see someone coming to this conclusion.
>Fist and Doomtown are related much more to play than to deck
>building, especially Doomtown.
Certainly true - but all CCGs are, to some extent, about deck building;
it's just not the *only* facet or, in any given set of circumstances,
the most important one. Games with fast recycling, as I recall
Shadowfist to be, are much forgiving, for instance. (As the old
stalwart of Feldon's Cane made a lot of average players quite lazy in
Magic.)
[ quoted text not captured ]
Andrew S. Davidson <a...@csi.com> wrote in message news:<E5CFF895A452FB22.9B714111...@lp.airnews.net>...
[ quoted text not captured ]
Ah. Sorry. When you mentioned starters i thought you meant the
preconstructed decks, but now i realise you are talking about what i
call boosters. OK! Your idea will work just fine without my suggested
modification. Sorry for the confusion!
On 13 Jul 2001 03:23:31 -0700, legbiter wrote:
>Ah. Sorry. When you mentioned starters i thought you meant the
>preconstructed decks, but now i realise you are talking about what i
>call boosters.
I'm talking about the WotC Starters - 76 cards and a rulebook in a
box, 10 to a display. Boosters are those smaller bundles in foil
wrappers, right?
Andrew
> There's a certain freedom that comes from playing someone else's
> deck. The crushing responsibility of being a total loser with 0 V.P.
> and the first person ousted (and making the beer run or whatever)
> is shared with whatever fool thought that putting a bunch of 10 cap
> vampires in the crypt would be a clever idea.
>
> - Jason Bell
That was me putting them in, and it is clever, unless I die.
Cameron
Andrew S. Davidson <a...@csi.com> wrote in message news:<92FBDC53A9DA41B8.164DD239...@lp.airnews.net>...
[ quoted text not captured ]
Righto, and for the purposes of your argument these are big boosters
in my parlance. Your idea will work just fine! Good one, Andrew!