rec.games.trading-cards.jyhad

Game Variant - Clan War Chronicle

2 messages from 2 participants · 02 October 2000
original thread on Google Groups

bswai...@my-deja.com

This is a game variant our group has been playing. The basic idea is that each game represents a single battle in an ongoing war for supremacy. The rules are designed to provide for a strong sense of continuity between the games. I'll list rules and then some analysis below: --------------------------------------------------- Clan War Chronicle Rules: Each Methuselah (hereafter referred to as M.). chooses 2 clans in a 2 round draft. Order is determined randomly, players proceed in order picking clans for round one, and they reverse the order to pick round 2. In any of the following games each M. may use any of the Vampires in their clans, but only those vampires. M. may include Vampires from both clans in a single deck. Panders are considered a clan but Caitiff are not and are banned from the War. All games are 30 pool / 6 transfers. In each game transfers start at 1 and increase by 1 to 6. There are no crypt limitations. A crypt can be as small or as large as desired for any game, and can contain Vampires of any age. Deck size is limited to 80 cards. Cards that start the game in play (whether controlled by the M [as in locations or other masters and allies] or part of a minion) do not count against this 80-card limit. The War is to 10 victory points. 1 point is earned by ousting your prey in a game. A second point is earned by being the last man standing at the end of a game. You must be the last man standing in a game and have 10 or more victory points to be declared the winner of the war. There is no contesting. A second copy of a unique Vampire or card cannot be brought into play. Everything is permanent. Vampires retain all Masters, equipment, retainers, etc... between games and have access to them in subsequent games with no cost of blood, pool, or actions. Vampire effects are permanent for the duration of the war: Gangrel De-evolution, Aching Beauty, etc. Master cards, political effects, and allies in play at the end of a game (or when you're ousted) begin the next game in play at no cost. Each M. may take control of them at the beginning of his first turn. Allies heal to full health between games and may act during the Controller's first turn of the game. The M. who wins the previous game (last person standing) starts the next game with the Edge and chooses his seat. The M. with the most Victory points goes first each game. In the case of a tie, the winner of the last game goes first. If none of the players who tie for the most points won the last game, a roll of the die is used to determine who goes first. The M. with the fewest Victory points chooses the seating order. In the case of a tie, the first person ousted in the previous game chooses the seating order. Once a unique card (regardless of whether its a Vampire, Master, Location etc...) has been burned, it is gone permanently from the War and may not be brought back into play in a subsequent game. Except... Necromancy and other cards that bring Vampires and cards out of your ash heap may be used to bring burned Vampires or cards burned in any game back into play. Only cards and Vampires that are actually brought into play and then destroyed are considered permanently burned. Unique equipment is not permanently burned if the equip action is blocked and unique masters are not permanently destroyed if they are canceled by a Sudden Reversal. Unique Equipment, Retainers, and Locquipment that are on a minion when that minion is destroyed are also destroyed. This applies to burning a minion in combat as well as Master effects like Vulnerability. Note: when a vampire is being destroyed by diablerie, the diabolist has the option of taking the equipment. If the diablolist does not take possession of these items, they are considered destroyed. Non-minion Master effects that can not be destroyed by any other means can be burned by any minion as an action. When bringing a vampire into play, it must be at full capacity. If it has additional master disciplines, it costs more than it did originally. If a vampire permanently changes controllers during play, it can be included in the new controller's deck in addition to the two clans allowed. The original controller can no longer include it. Titles can still be contested as normal. No more than 5 pool can be spent on X cost cards with effects that could extend beyond the current game (see Secret Horde below). No more than 5 pool can be lost from card effects that extend beyond the current game (see Mark of the Damned below). Card Specific Rulings: Sensory Depravation -- Minions affected by this card cannot untap as normal whenever both the affected and casting minions are in play. If the casting minion is burned, then the card is burned. Secret Horde -- No more than 5 pool can be spent when bringing out Secret Horde. Mark of the Damned -- The number of burned vampires refers to the total number of vampires burned in the War. Life Boon -- The effects from Life Boon only last during the game in which Life Boon was played. Otherwise, all DCI rules apply, no repeat actions, vote cards burned for votes not replaced until end of minion phase, etc... ------------------------------------------------------------- Wars can run 10-12 games easily, so to play you need a group or 4-5 that all get together regularly. Also, there's a bit of bookkeeping required to keep track of the final status at the end of each game. There's a built-in gang-up-on-the-leader effect, which you need to be ready for, and factor into the mega-game. Some players would bide their time, focus on investing in their minions in the early rounds, letting someone else take the lead and get pounded on, and then hope for a strong finish. This collusion against the leader can only last so long. Eventually more than one player is within striking distance of winning the war, and alliances start to collapse in a tight finish. This variant has been very good from bringing out all those cards that don't see the light of day very often. Weapons, retainers, allies, and clan hosers suddenly take center stage, and can be well worth the investment. Consequentially, their counter cards start to show up as well. Also, those odd-ball Vampires that are generally ignored, suddenly show up more often. When you're trying to surprise your enemies who think they know how a clan is played, you don't have to build them into a 12 Vampire crypt, or everyone else is burned, and you still need to make a deck..then you have to get creative. The games results in a nice balance between trying to build up powerful vampires and other resources, trying to take down you're opponents' resources, and then trying to go for the VPs with which the war is ultimately won. We've played 2 full wars, and some other variants along this theme, and generally found them to be quite fun. If anyone plays out a war, drop me a line and let me know how it went... -Ben Swainbank swai...@mediaone.net Sent via Deja.com http://www.deja.com/ Before you buy.

LSJ

bswai...@my-deja.com wrote: > Otherwise, all DCI rules apply, no repeat actions, vote cards burned for > votes not replaced until end of minion phase, etc... The most recent (Sep. 1998) set of DCI rules do not include a restriction on replacing PAs burned for votes. They do include a restatement of the rulebook rule that each M. can gain no more than one vote per referendum from PA cards. [DCI V:TES 2.5.2] The DCI rules are no longer the official V:TES tournament rules, BTW. They have been superceded by the V:EKN rules, which operate the same way in this instance, although without the explicit restatement of the rulebook rule. -- 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/