Hi everyone. I'm writing this because the other day, I was talking to
some of my Jyhad-playing friends, and we sort of came to the conclusion
that we're stuck in some kind of rut when it comes to what can be done
in Jyhad in our gaming group.
The problem, as I see it, is that the so-called metagame has become the
perhaps most important factor in determining the eventual winner of any
given game of Jyhad we play. So what I want to know is, do you out there
have a "metagame", and if so, what goes on with it? And especially, have
you solved any of the problems we have?
What I mean by the "metagame" is basically what kind of decks people design
and play, based on what they expect to be going on in a typical game of
Jyhad. Also, I'd include the aspect of what deck people actually take out
and play when starting a game of Jyhad (several of us, including me, have
multiple decks made most of the time). It seems, of late, that this metagame
has come to dominate the outcome of our games, far more than skill in either
deck construction or even game play.
The main features of our metagame include, one, an emphasis on combat. Combat
is popular here. Real popular. Seriously brutal combat decks are common
enough that most games have at least one, if not several. This has resulted
in a substantial escalation in combat/anti-combat techniques - the use of
Immortal Grapple, and to a lesser extent Hidden Lurker, Psyche, and Fast
Reaction, has become very widespread. So now, Fortitude is perhaps the
most effective combat defense - and it is so effective that it will nearly
shut down many of our mainly-potence-based combat decks. So basically,
every deck either is a serious combat deck, or else has a fair amount of
effort devoted to surviving fights with the serious combat decks.
Now, even that might not be so bad, except that I think combat has an
inherent disadvantage as a Jyhad strategy. Namely, it does not directly get
you closer to having a dead prey. Bleed does. Voting does (at least if you
use the KRC/Con Agitation type of votes). If you succeed in getting rid of
all your prey's vampires, you still have to rid him of pool, and often
enough, the only way to do that is by bleeding him for one with all your
vampires each turn. That will do the trick eventually, but in the meantime,
your predator could be killing you off right quick. So maybe you instead
send only a couple of your vampires to bleed your prey, and the others to
kick your predator's vampires into submission so you don't get ousted
yourself. That may work, but it makes combat decks really, really slow in
getting victory points.
Next, we don't seem to have any good way of dealing with weenie decks. Most
of the decks people play are not weenie decks (by weenies, I mean decks where
most if not all of the vampires have capacity one or two, maybe three).
But the weenie decks we have had have been far more effective than the
average deck - there was, a while ago, a stealth/bleed presence/obfuscate
deck that was only semi-weenie, using all vampires of cap 4 or less, and it
swept tables on a not-too-infrequent basis. The combat decks that are
prevalent here - mostly potence-based, with fortitude, celerity, or obfuscate
as secondary disciplines - are not able to effectively deal with such an
onslaught of vampires as a deck like this can put out. Weenie votes have
also caused us trouble - even with no vote push (and I suppose I've failed
to mention until now - we play no limits/golden tenets, with a few house
rules for cards we consider broken), presence-based weenie vote can almost
always pass at least a prince or two before anyone else's votes really
show up, and then they're rolling, and you can't get rid of their vampires
fast enough to stop them. I've made a deck that has three atonements in it,
which was intended largely to be able to counter such weenie decks, but the
problem there is that, one, the weenie decks are usually fast enough to
put their prey at a substantial disadvantage before s/he even gets set up,
and then, three atonements may not be enough - but more is too many, and
the blood cost is high for vamps of capacity five or less, who are the only
ones allowed to use it.
So, weenies are a problem. And the combat/anti-combat is a problem. But
the problem that they lead to is that, when we actually sit down to play
a game, the decks people pull out and where they sit seems to have an undue
influence on the outcome of the game. For example, last Friday, we played
a five-player game that turned out to be four basically-vote decks, and one
rush combat deck. The combat deck was the first one ousted. I went on
to sweep the table with my vote/bleed deck - but I don't think it was entirely
because of the brilliance of my deckbuilding and play. ;) The combat deck
was my initial prey, and he was nearly unable to hurt me, due to the great
deal of combat defense my deck had - 12 Skin of Steel, 8 Majesty - which
I know will almost never be uncalled for, since combat is so prevalent in
our group. Furthermore, my initial predator was hit hard early on by his
predator, which left him in a position of trying to recover for essentially
the entire game - and he still hadn't entirely succeeded by the time I had
ousted everyone else and come back to him, thus leaving him doomed.
What I'm looking for, then, is input as to what the experience of all the
rest of you has been in this area, and maybe even input into what we could
do toward trying to solve the problems we have here.
To give an idea of the kind of combat decks I'm talking about, here's the
one I have right now - it's a Brujah pot/cel rush combat deck, with a few
votes thrown in as my clever angle to try to give me an edge.
crypt:
Lupo 2 pot
Sarah Brando 3 CEL (Sabbat)
Dre - Leader of the Cold Dawn 3 pot cel
Jacob Bragg 3 pot cel (Sabbat)
Hector Sosa 4 POT
Jimmy Dunn 4 POT CEL (Sabbat)
Volker, the Puppet Prince x2 5 pot CEL Prince
Black Cat 5 pot CEL
Bianca 6 pot CEL 2 hand damage
Rake 6 pot cel Prince
Anvilx2 6 POT CEL Primogen
13 vamps (style reasons), avg. 4.46
library: 80 cards:
masters:
Warzone Hunting Ground
Fragment of the Book of Nod
Potence x3
Celerity x3
Haven Uncovered x3
Major Boon
Blood Doll x2
votes:
Archon x2
Anathema x2
Praxis Seizure: Rome
Delaying Tactics x2
actions:
Bum's Rush x8
Ambush
Arson
Rampage
combat:
Sideslip x5
Side Strike x2
Torn Signpost x6
Fists of Death
Increased Strength x2
Undead Strength x7
Pushing the Limit x2
Blur x5
Immortal Grapple x8
Flash x6
Pursuit
Taste of Vitae x2
Pulled Fangs
---
17.5% masters, 60% combat, 15% rush.
I'm not really looking for input on this particular deck - I'm just
providing it as an example of a semi-typical combat deck for our environment.
This deck does not always win fights, most notable against our resident
potence/fortitude nightmare (aka Hey Hey, s'Marty Lechthansi, v.4), but it
regularly pummels non-combat decks into repentance.
So that's it for my tirade on our local metagame. Thoughts and comments?
Josh
"what good is science if nobody gets hurt?"
As I'm the third of this goofy meta-game wackness, I figured I'd better
say my piece as well.
I guess my main problem is that, to which most people I game with can
attest, I am not a very good strategist. I enjoy strategy games, but
I'm not that great at them.
In Jyhad, this equates to not-so-brilliant deck design. Also
contributing to this problem is my constant desire for cool combos... I
once tried to play a Dom/For/Ani deck whose main goal was to bleed on
Dawn Operations, and then use Ani retainers and combat cards to send the
blocker to torpor. It got summarily murdered by the other decks in the
group.
My current endeavors, to give everyone a good idea of the environment,
are (as mentioned) an Anti-Nossie Obf/Pot combat deck, a Toreador Tap
and Bleed deck, and a Gangrel intercept deck, which at this point is the
worst of the bunch.
The Gangrel deck sucks so much because it has no way to deal with
Fortitude and S:CE, which are present in almost all the decks in our
group (with the notable exception of Josh's Brjuah and Peter's Obf/Dom
decks). So, I rarely play the deck anymore, since it never does well.
The Anti-Nosferatu deck:
Crypt:
Lupo 2 pot Hugo 4 POT
KoKo 2 pot Agrippina 4 pot OBF
Mitchell 2 pot Nigel 5 POT obf
Duck 3 pot obf Olivia 5 POT OBF
2x Agatha 4 POT obf 2x Beast POT OBF, Bum's Rush built-in
Avg: 4.08, worst 24
2 Ambush
6 Bum's Rush
8 Immortal Grapple
6 Decapitate
3 Fists of Death
4 Increased Strength
6 Torn Signpost
10 Undead Strength
8 Taste of Vitae
6 Behind You
2 Swallowed by the Night
5 Hidden Lurker
Nosferatu Kingdom
The Hungry Coyote
Shanty Town Hunting Ground
2 Minion Tap
2 Potence
4 Haven Uncovered
2 Blood Doll
80 Cards, 16% masters, 15% rush
-----------
So, that deck's pretty effective, usually with the hidden lurker action,
since I go send Mitchell to meet his doom, and Olivia was a hidden
lurker... but even then, this deck has no way to deal with Fortitude.
I my mind, Fortitude is the obvious solution to those hoping not to get
killed in combat (S:CE is easier, but also easier to deal with). No one
plays a Tremere deck, since: a) no one has both the cards and the will,
and b) you can't do unpreventable damage when you're immortally
grappled, and it's hard for the Tremere to maneuver.
So the only people who the Tremere are good against are the anti-combat
decks (and the Gangrel; yay... :( ), but they get killed by the combat
decks. The Assamites have a better chance of shaking things up, but the
only person we know with an Assamite deck can't come to our games club
meetings.
The underlying problem in my mind is that no one wants to change. We
all really like our cool combat decks. What's going to shake up our
environment? Stealth and bleed? Maybe, maybe not. There's a pretty
harsh S&B deck which plays occasionally and does fairly well, but all
the rush combat usually puts it down. Votes? Probably. The horrible 5
player game with the 4 vote decks and 1 combat deck (that was me) was
pretty harsh. Weenies? Definitely. The Obf/Pre deck (that was me,
too) was pretty effective, and had a > 50% win ratio. But it wasn't any
fun to play.
Help us out, somebody... we're in such a rut.
James
--
James Hamblin
je...@cornell.edu
---------------------------------------------------
"Well, Mulder didn't say that it _was_ Alex Trebek,
just someone who looked extremely like him."
-- Dana Scully, X-Files:
"Jose Chung's _From Outer Space_"
As further example of our groups wacky meta game action, a few weeks ago,
Josh, James Hamblin, and I were sitting around playing game after game of
3 way Jyhad. We each had 3 decks to use, so we rolled dice to see which
deck we used in each game, as well as sitting randomly. We each had seen
all of the others decks and knew what they each did.
I had a viscious Pot/For combat deck (the pre "It only works if I get out
Marty Lechtansi, v.4" deck), an Anti-Ventrue Aus/For intercept deck, and a
Nosferatu/Malk S+B+Guns deck. Josh had a Brujah Rush deck (probably the
one he posted above), a Ventrue Vote/Bleed deck, and a Toreador
Guns/Intercept. James was fielding an Anti-Nosferatu Pot/Obf rush deck
(fueled by 8 Taste of Vitae), a Pre/Cel Tap and Bleed deck (also recently
posted), and a Gangrel Intercept/Blood gain deck.
In all of the 5 or 6 games we played in rapid sucession, we were
succsessfully able to predict the winner of every game, based entirely on
what decks we were using and where we were sitting at the time. For
instance, if Josh was my Predator with his Ventrue deck, I was playing my
Pot/For combat deck, and James was my prey with his Gangrel deck, Josh
would win, and we all knew it was going to happen. On the other hand, if
Josh, James and I were in the same table posititons and used the same
decks, except that James used his Tap and Bleed deck instead of the
Gangrel one, he would win. If all three of us were playing our combat
decks (Brujah, Anti-Nos, Mixed Pot/For), I would win. Invariably. It was
wacky.
We rotate decks within limits (usually everyone has at least one new deck
every week, and then the other two or three are the same), and there are 2
or 3 other people who play with us regularly, but still, we can pretty
much look at who is playing with what deck in what postiton in any
particular game, and pretty much know who will win from the beginning
(this becomes less likely with the more people who play in any particular
game). When we do make new decks, the whole meta aspect gets out of
control, as you try real hard to not specifically make decks to kill your
friends deck, as that would be wack, but still trying to make a sucessful
deck, knowing what is likely to be in any particular game.
Just the other day, James was thinking of making a new Nosferatu Obf/Ani
combat deck, but he said "What is the point. It'll get whacked by all the
other Immortal Grapple powered combat decks and will be unable to deal
with the S:CE or Fortitude of the other anti-combat decks. Eech."
Eh. What can you do.
Peter D Bakija
PD...@aol.com
"Good morning, ladies.
I'm quite mad, you know."
-Autoclyus
du...@newton.ruph.cornell.edu (Joshua Duffin) writes:
[ quoted text not captured ]>rest of you has been in this area, and maybe even input.
I find the metagame evolves - when everybody has oodles of combat defense,
people will stop playing (many) combat decks. If people in your group
like combat so much they play combat decks even if they have little
chance, then the problem is that you are *not* playing the metagame.
We don't have much of a problem with ruts, but then we all have
significant variety of basic types and pretty much all value innovation.
As to the predator/prey situation, yes, that can be a problem. Some
people play better than others; some prefer defensive play and some
offensive. I've seen a fair number of games decided by
fortunate/unfortunate table position. This problem doesn't kind of
disappear on its own, like the rut problem. So that you personally don't
contribute to the problem, my recommendation is that you play decks with
both good offense and good defense.
Curt Adams (curt...@aol.com)
On Sun, 09 Feb 1997 23:07:32 -0500, James Hamblin <je...@cornell.edu>
wrote:
>As I'm the third of this goofy meta-game wackness, I figured I'd better
>say my piece as well.
<snipped details of decks and problems>
>I my mind, Fortitude is the obvious solution to those hoping not to get
>killed in combat (S:CE is easier, but also easier to deal with). No one
>plays a Tremere deck, since: a) no one has both the cards and the will,
>and b) you can't do unpreventable damage when you're immortally
>grappled, and it's hard for the Tremere to maneuver.
I have no idea how helpful this would be for you, but before my group
banned half the cards in the deck because of brokenness, I had a
rather ugly Tremere deck based on combat survival and making vampires
hunt eternally(description follows)
The combat section was a pile of Apportations a mile high, several
Magics of the smith to get IR goggles, and a Heidelburg castle to move
them and blood between vampires. The Strikes were mainly Thefts of
Vitae, with a few walks of flame(probably not worth it in your
enviroment), and soul burns.
The core of the deck was Cryptic Missions and Seeds of Corruption. My
prey's vampires ended up Corrupted, with not enough blood, and began
to hunt eternally with the aid of XTC laced blood and all of their
pals hunting and being knocked into torpor. Arcanum Chapterhouses
kept hunting grounds from being profitable, and Thadius Zho and the
Succubus were nasty, if expensive, additions. All the intercept was
either permanent, Spirit's touches, or Telepathic misdirections.
In your enviroment, I'd add weather controls, more Chantries than I
had(one..), and even more manuvers and unpreventable strikes. The
vampires in the crypt are pushing the limits of fairness, but as long
as they aren't banned...
2 x Blythe Candleria
2 x Muaziz, Archon of Ulugh Beg
2 x Merill Molitor
Rebekka, Chantry Elder of Munich
Heinrich Shlempt
Richard Tauber
Sarah Cobbler
Magdelena Shaefer
Dr. John Casey
Maybe something along these lines would help. I have the approximate
contents written down somewhere.
>So the only people who the Tremere are good against are the anti-combat
>decks (and the Gangrel; yay... :( ), but they get killed by the combat
>decks. The Assamites have a better chance of shaking things up, but the
>only person we know with an Assamite deck can't come to our games club
>meetings.
>
>The underlying problem in my mind is that no one wants to change. We
>all really like our cool combat decks. What's going to shake up our
>environment? Stealth and bleed? Maybe, maybe not. There's a pretty
>harsh S&B deck which plays occasionally and does fairly well, but all
>the rush combat usually puts it down. Votes? Probably. The horrible 5
>player game with the 4 vote decks and 1 combat deck (that was me) was
>pretty harsh. Weenies? Definitely. The Obf/Pre deck (that was me,
>too) was pretty effective, and had a > 50% win ratio. But it wasn't any
>fun to play.
Well, I used to have a habit of tossing in Secure Havens, Elysiums and
S:CE into almost every deck I played, just to tick off combat players.
Several of my vote decks which worked off of that principle were quite
nasty, especially the ventrue ones which also used fortitude(rolling
with the punches, mainly). I still remember the 1st tradition: The
Masquerade deck fondly; eveybody either pays pool, or loses their
turn, and if they lose their turn, I parity shift their pool away,
poor babies...
I don't know, maybe nathan and I would be able to help with our old
decks, but If you people contacted us in about a month, we'll be freer
to do something than we are now.
>Help us out, somebody... we're in such a rut.
Well, for something different, make a deck based on fortitude that
relies on princes and having vampires in Torpor. This would function
off of minion taps, Force of Will, Regeneration, rapid healing, and,
of course, the 2nd, 5th, and 6th Traditions, along with the deadliest
sin, just so no one lunches on your sleeping darlings. Nathan and I
played with the idea a while back, but never got around to seeing how
much blood we could gain using the "I'm sleeping, go away" deck. It
was rather obscene in some tests we ran, although intercept made it
very unhappy unless it had day operations(hey, who cares if I go to
torpor? I'm already _in_ torpor! Oh, excuse me, freak drive and
rapid healing, care to block?).
Anyway, I'll stop going off. If you want more ideas, mail me or
something.
Alec Chang
Alec Chang wrote:
>
> On Sun, 09 Feb 1997 23:07:32 -0500, James Hamblin <je...@cornell.edu>
> wrote:
[snip meta-game issues which I have noticed in the more experienced
playgroup I have played in a couple of times {hi Robert, Steve,
Spiridonas}]
>
>
> I have no idea how helpful this would be for you, but before my group
> banned half the cards in the deck because of brokenness, I had a
> rather ugly Tremere deck based on combat survival and making vampires
> hunt eternally(description follows)
Care to post the exact deck? Which cards have you guys banned?
[snip of deck description - waiting full disclosure]
> Maybe something along these lines would help. I have the approximate
> contents written down somewhere.> [snip James discussion of Tremere being well-nigh useless in his
play-group]
[snip of interesting ideas from Alec to piss off combat Meths]
>
> I don't know, maybe nathan and I would be able to help with our old
> decks, but If you people contacted us in about a month, we'll be freer
> to do something than we are now.
What do you mean here? Are you and Nathan having net probs?
>
> >Help us out, somebody... we're in such a rut.
>
> Well, for something different, make a deck based on fortitude that
> relies on princes and having vampires in Torpor. This would function
> off of minion taps, Force of Will, Regeneration, rapid healing, and,
> of course, the 2nd, 5th, and 6th Traditions, along with the deadliest
> sin, just so no one lunches on your sleeping darlings. Nathan and I
> played with the idea a while back, but never got around to seeing how
> much blood we could gain using the "I'm sleeping, go away" deck. It
> was rather obscene in some tests we ran, although intercept made it
> very unhappy unless it had day operations(hey, who cares if I go to
> torpor? I'm already _in_ torpor! Oh, excuse me, freak drive and
> rapid healing, care to block?).
I'm going to give this one a shot.
>
> Anyway, I'll stop going off. If you want more ideas, mail me or
> something.
>
> Alec Chang
--
Chris Shorb
ino...@ix.netcom.com
[insert obscure/pithy/witty quote here]
>As I'm the third of this goofy meta-game wackness, I figured I'd better
>say my piece as well.
<cut-cut-cut>
>The underlying problem in my mind is that no one wants to change. We
>all really like our cool combat decks. What's going to shake up our
>environment? Stealth and bleed? Maybe, maybe not. There's a pretty
>harsh S&B deck which plays occasionally and does fairly well, but all
>the rush combat usually puts it down. Votes? Probably. The horrible 5
>player game with the 4 vote decks and 1 combat deck (that was me) was
>pretty harsh. Weenies? Definitely. The Obf/Pre deck (that was me,
>too) was pretty effective, and had a > 50% win ratio. But it wasn't any
>fun to play.>Help us out, somebody... we're in such a rut.
Nobody wanted any intelligent solutions, so I may say something, too. :)
Try card limit house rule. For example, one card is limited to 4, or
to X+1 (or plain X), where X is the amount of players. Of course, this is
quite tricky, if there's only 3 players, so a minimum of 4 of one card
is always permitted.
Card limit house rule has its drawbacks, but in heavy combat environments
one must search for different ways of doing things. Now, you can have only
four Majesty cards in deck. So, Dodge? Well, celerity has additional
strikes... Ok, there is more S:CE cards in presence, but you got the
point.
Just try it..!
Card limits are not an option, for a huge multitude of reasons I really
don't want to get into. If you want to see past discussions, look at
DejaNews or Mark Langsdorf's web page.
[ quoted text not captured ]
> There is a Gangrel retainer, non-unique from AH, I believe,
> which prohibits S:CE as a strike.
Well, it's rare (I have _one_) and it costs two pool. Not really all
that effective.
> Also, try using more Earth
> Melds yourself, so when the acting minion plays Majesty and
> untaps, you S:CE and untap as well.
That could work... but then the effectiveness of the combat angle of the
deck (fortitude and aggro damage) is reduced
> As for Fortitude, do you
> still use Rotschreck?
No, since its text is farily ambiguous.
> As for your rut, try different and crazy ideas. One of
> our players designs interesting one-trick pony decks, usually
> with oodles of pool gain which work fairly well and get quite
> annoying. Try ousting someone who is gaining 9 pool per turn!
What are some effective (non-vote) pool gain ideas. I can't make votes
effective b/c I don't have the cards.
[ quoted text not captured ]
> If it's not banned or damaged in your environment, Thoughts
> Betrayed is a beautiful card for the Tremere.
Well, I wouldn't use the word "beautiful". How about "hallaciously
unbalanced and completely against the paradigm of the game"?
Yes, we've "fixed" it. You can look at our house rules at
http://www.csuglab.cornell.edu/Info/People/jeh13/jyhad/house-rules.html
The dilemma is, do we completely screw combat (even though it's got so
many strikes against it already: too card intensive, S:CE, Fortitude,
etc.)? I don't want to...
[ quoted text not captured ]
CurtAdams (curt...@aol.com) wrote:
: I find the metagame evolves - when everybody has oodles of combat defense,: people will stop playing (many) combat decks. If people in your group
: like combat so much they play combat decks even if they have little
: chance, then the problem is that you are *not* playing the metagame.
Hmm. You know, that's a good point. In fact, I think that probably is
part of our problem. We do have at least a couple players who do play
combat decks that really have very little chance of winning the game - but
that's not why they like those decks anyway. Their basic goal, I think,
has more to do with vaporizing as many vampires as possible, rather than
accumulating victory points. Given that, there may not be much to do
besides try to convince people not to make or play combat decks that can't
win games.
: We don't have much of a problem with ruts, but then we all have: significant variety of basic types and pretty much all value innovation.: As to the predator/prey situation, yes, that can be a problem. Some
: people play better than others; some prefer defensive play and some
: offensive. I've seen a fair number of games decided by
: fortunate/unfortunate table position. This problem doesn't kind of
: disappear on its own, like the rut problem. So that you personally don't
: contribute to the problem, my recommendation is that you play decks with
: both good offense and good defense.
Also good advice, and I'll probably try that for this weekend. And maybe
even throw in a little innovation, at least with regard to what my decks
usually look like.
Josh
Mattitopias Tapanainen (mus...@sci.fi) wrote:
: Nobody wanted any intelligent solutions, so I may say something, too. :): Try card limit house rule. For example, one card is limited to 4, or
: to X+1 (or plain X), where X is the amount of players. Of course, this is
: quite tricky, if there's only 3 players, so a minimum of 4 of one card
: is always permitted.: Card limit house rule has its drawbacks, but in heavy combat environments
: one must search for different ways of doing things. Now, you can have only
: four Majesty cards in deck. So, Dodge? Well, celerity has additional
: strikes... Ok, there is more S:CE cards in presence, but you got the
: point.: Just try it..!
Heh. As James said, going to a card-limit system is really not something
we want to do at this point. In fact, until something like a year ago,
we played 4CL, and had done so for quite some time. We switched after
a great deal of persuasion from the newsgroup and such, and we've pretty
much never looked back, based on our experience that the no-limit game is
much more fair and balanced.
Thanks anyway though...
Josh
"last night he could not make it, he tried hard but he could not make it.."
[ quoted text not captured ]
Hello! Sombody else from their playgroup breaking in here. I
think you've hit the nail on the head here: the biggest problem is
trying to combine playing "for fun" and playing "to win" at the same
time. This is a big problem in most multi-player games. In a setting
where there is no extra incentive to win (such as prizes of some
sort), some people prefer to use stategies ( and in CCG's this means
use decks) that focus on maximizing their own personal fun. This
sounds great, and is, if everyone is doing it. Unfortunately, when
some but not all of the people playing are doing this, and the others
are really attempting to win, then it is really frustrating for the
latter group, because they are forced to deal with people playing
irrationally. The most common example of this is when one player
decides to help another win. In games like L5R and Illuminati, this
generally means that the person wins. In Jyhad, this is not as common
of a problem because each player is limited in the area of the table
he can affect. Still, it can be a major factor in deciding a game
when people start doing things are would be blatantly stupid if they
were attempting to win. The end result is often that someone leaves
mad. They probably have a right to. I dont believe anyone would
consider it "fair" if a rush combat deck left its prey alone and
started beating up its grandprey. In this situation, one player
clearly has an increased chance of winning due to irrational play by
another.
So anyway (if anyone managed to wade through that tirade and reach
this point) it seems to me that the simplest solution is to get
everyone playing to win. (We could also get everyone playing to be
silly, but I think that would be harder to maintain over the long
term) The best way to do this is to attach some extra incentive to
winning. Prizes jump immediately to mind, of course, but that would
have to be prohibitively expensive to be worth while. Ante could
work, but, again, you either play for cheap cards and no one cares
anyway, or play for useful/rare cards, and people who lose are often
badly hurt by the loss. The best idea I've had up to this point would
be to keep some kind of rankings list. It wouldn't be to hard to do
(providing we could agree on how it would work...), and, in my
experience, stuff like that increases desire to win by more than you
would think.
Oh, well. Just my 2¢. (More like $2 by this point...)
--
Steve "I Bled Someone for 14 Pool in One Turn Because of a
Misdirection" Wampler, creator of the "Spend 29 Pool on Vampires and
Get Bled for One and Die™" deck
sjwa...@hotmail.com (ignore the above adress, its plain brown wrong)
James Hamblin <je...@cornell.edu> wrote in article
<3300CA...@cornell.edu>...
>
> What are some effective (non-vote) pool gain ideas. I can't make votes
> effective b/c I don't have the cards.
>
> James
My person favorite is Minion tap and 5th tradition. You can also do Minion
tap and Golconda, although this doesn't work as well. Hunting grounds,
Inbase discotec, The Rack, and blood dolls can also be used. For Gangrel
you can use Minion tap or Blood Dolls and Restoration. There are many ways
to gain blood.
My advice for a Gangrel deck is to make combat secondary. Try making a
Bleed, or Political deck with them. It is hard to do, but if you do it
right it can be devastating. I only include combat for defense in my
Gangrel decks. Making it your primary strategy doesn't work, because
everyone expects Gangrel combat, and prepares for it. Nobody expects a
Gangrel political deck...
--
Steve Bucy
I'd be better off undead...
"Hmmm. I notice the number of conditional phrases in there... _seems_ to
indicate a weakness, _may_ be vulnerable in theory." - G'Kar
Ever tried dicing for position? ie roll D20 and sit from highest to
lowest. Don't let anyone know before hand what clan you are playing. As
for small "weenies" well one word Burn!. That's the easiest way to get
rid of 'em. However I play games to (more often than not) burn as many
vamps as I can. Normally I burn around two, depending on what other
decks are around. If weenies I burn Many! The key deffence to weenies
are Wakes and rats warnings/cats guidance (untap)
Steve Wampler ("sek10"@cornellSHA.edu) wrote:
[Steve Wampler's tirade deleted]
: So anyway (if anyone managed to wade through that tirade and reach: this point) it seems to me that the simplest solution is to get
: everyone playing to win. (We could also get everyone playing to be
: silly, but I think that would be harder to maintain over the long
: term) The best way to do this is to attach some extra incentive to
: winning. Prizes jump immediately to mind, of course, but that would
: have to be prohibitively expensive to be worth while. Ante could
: work, but, again, you either play for cheap cards and no one cares
: anyway, or play for useful/rare cards, and people who lose are often
: badly hurt by the loss. The best idea I've had up to this point would
: be to keep some kind of rankings list. It wouldn't be to hard to do
: (providing we could agree on how it would work...), and, in my
: experience, stuff like that increases desire to win by more than you
: would think.
: Oh, well. Just my 2¢. (More like $2 by this point...)
: --
: Steve "I Bled Someone for 14 Pool in One Turn Because of a
: Misdirection" Wampler, creator of the "Spend 29 Pool on Vampires and
: Get Bled for One and Die™" deck
Steve! Amazing. I guess I've actually seen you post here before, but it
must've been long enough ago that I forgot you did... for that matter,
you haven't shown up to play Jyhad with us for a couple weeks, have you?
I agree though, as long as we're not all playing to win there will be
some problems along these lines. So do you think we should get ourselves
a ratings list? We could probably keep track of people's scores via
Victory Points or something, and have some kind of prize at the end of
some period of time if we wanted. Or just keep the rankings up, for
bragging rights or somesuch.
Kinda funny though - I don't know if that Ravnos deck of yours is meant
to be a 'to-win' rather than a 'for fun' deck, but (no offense) it's never
struck me as an especially effective one if it is. Although of course,
the infamous Bled for 14 in One Turn due to Misdirection one worked rather
well.
Well, I intend to be trying to play decks that are meant to be effective
for a while at least, so we'll see how it goes.
Josh
"They came from behind!"
> I my mind, Fortitude is the obvious solution to those hoping not to get
> killed in combat (S:CE is easier, but also easier to deal with). No one
> plays a Tremere deck, since: a) no one has both the cards and the will,
> and b) you can't do unpreventable damage when you're immortally
> grappled, and it's hard for the Tremere to maneuver.
>> So the only people who the Tremere are good against are the anti-combat
> decks (and the Gangrel; yay... :( ), but they get killed by the combat
> decks. The Assamites have a better chance of shaking things up, but the
> only person we know with an Assamite deck can't come to our games club
> meetings.
Tremere can be combat monsters. Since your group has lots of
fortitude,
thaumaturgy is a good answer. Only Cauldron of Blood and Walk of Flame,
plus whatever Sabbat 1st round madness wotc has added, can be prevented.
Theft of Vitae is such an excellent card. It might as well read, "2R
strike, and prevent 2 damage". And it's zero cost. With Fast
reactions,
you ought to be able to recover lost blood to combat decks since your
opponent isn't getting a strike; and you can defeat S:CE with a theft
and
then a blood to water. There are 4 useful manuvers available
to the Tremere - Movement of the Mind, Apportation, IR Goggles, and The
Spirit's Touch. Since there are so many Grapples in your group, focus
on
getting to range and stealing blood. Weather Control can also be used
to
send your opponent into torpor without facing a potence strike.
For your Gangrel deck, someone recently posted about Drawing out the
beast,
Dawn op, and skin of steel being non-preventable aggravated damage. I
haven't
tried it, but it could be interesting. The Gangrel have wonderful
retainers
to help them get the edge over other combat decks - more damage, and it
beats
'prevent all damage from x strike(s)' cards.
I'm working on a Ravnos deck right now, that centers on apparition and
Trap,
with weapon combat (use horrid reality if necessary). If you can
survive the
damage your opponent has in hand, while preventing 2 a round, then
you're
guarunteed 3x weapon damage. Dodges and Fortitude only prolong the
trap. Plus
Illusions of the Kindred allows you to fight with a minion that doesn't
matter.
Has anyone worked on a deck with lots of Obediences? They're the
blocking
minion's answer to psyche, immortal grapple, hidden lurker, and fast
reaction.
If intercept is low in your group, which it sounds like since it's got
lots
of rush combat, a S&B deck, or a vote deck centered around obedience
should be effective.
Scott Green <com...@spirit.com.au> wrote in article
<33023...@spirit.com.au>...
[ quoted text not captured ]
A couple of months after we started playing we went to random seating. We
pick a deck and then use some kind of technique (dice, drawing cards) to
determine seating. This makes it impossible for someone to prepare for any
one deck. Most of our decks tend to be more balanced for this reason.
[ quoted text not captured ]
Scott Green (com...@spirit.com.au) wrote:
: Ever tried dicing for position? ie roll D20 and sit from highest to: lowest. Don't let anyone know before hand what clan you are playing. As
: for small "weenies" well one word Burn!. That's the easiest way to get
: rid of 'em. However I play games to (more often than not) burn as many
: vamps as I can. Normally I burn around two, depending on what other
: decks are around. If weenies I burn Many! The key deffence to weenies
: are Wakes and rats warnings/cats guidance (untap)
I didn't mean to imply by my comments on table position determining the
outcome of games that people choose their seat and that helps them win
games. We do determine seating randomly (usually by dice), generally after
people have decided what deck they're playing. I just meant that, when
we've determined seating, and found out what deck everyone is playing, it's
often possible to predict the winner right then.
While burning weenies is always good, the problem I have with your "key
defence" suggestions is that they require the defender to be basically an
intercept deck. No strategy should require everyone to go to one particular
deck type in order to deal with it. As far as it goes, though, sure,
wakes and rats/cats will do well against weenies; we just don't have a whole
lot of people playing intercept lately - probably because it seems to us
very difficult to have an intercept-based deck that will win games larger
than three players, since it seems inherent to the intercept deck that it
sits around not doing much to its prey most of the time.
(Yes, I know, there are ways of having your intercept deck also substantially
hurt your prey - we just haven't had many people playing them lately.)
Josh
"the roof, the roof, the roof is on fire..."
James Hamblin wrote:
>
> Card limits are not an option, for a huge multitude of reasons I really
> don't want to get into. If you want to see past discussions, look at
> DejaNews or Mark Langsdorf's web page.
James, I don't think Mattitopias' post was meaning to propose a
structured card limit as an environment wherein you would enjoy the game
more (as opposed to No Limit). I believe that what he was getting at is
a sort of handicapping (See Richard Garfield's article in the latest
Duelist) to shake things up a bit. I used to play 4 card limit and
though I clearly see that it is inferior, I must admit that I learned
some skills and gained some habits (good and bad) I otherwise may not
have developed. Certainly, some form of card limit will force you to
reach your goal by using cards you may not have otherwise chosen for a
no limit deck.
Frankly, I prefer to just force myself to play with cards that nobody
ever plays with. This is where most of my deck ideas come from.
-Robert
--
......................................................................
:The opinions expressed here are strictly my own delusional ramblings:
:and do not reflect the opinions of The Walt Disney Company. :
: :
:Robert Goudie robert...@studio.disney.com:
:LA Tourny Info -> http://www.cs.ucr.edu/~ezix/other/rg/vtourn_1.html:
:....................................................................:
:Da pony run, he jump he pitch. He t'row my master in da ditch. :
:He died and da jury wondered why. Da verdict was the blue tail fly.:
:....................................................................:
In article <19970210030...@ladder01.news.aol.com>
pd...@aol.com (PDB6) writes:
>As further example of our groups wacky meta game action, a few weeks ago,
>Josh, James Hamblin, and I were sitting around playing game after game of
>3 way Jyhad. We each had 3 decks to use, so we rolled dice to see which
>deck we used in each game, as well as sitting randomly. We each had seen
>all of the others decks and knew what they each did.
[snip of all the decks]
>In all of the 5 or 6 games we played in rapid sucession, we were
>succsessfully able to predict the winner of every game, based entirely on
>what decks we were using and where we were sitting at the time. For
Take some hints from Sun Tzu:
"All Warfare is based on deception."
When you rebuild one of your favorite decks, take into account what
the other players 'know' and will expect from your deck. Try and
figure out how you can use their expectations to put them in
a weak position. If you do this, you will be playing the metagame
in a fair way, using their knowledge and expectations against them.
Yes, it'll work once. Then change your deck back. You need to
change your decks often enough to keep everyone else off balance.
That's part of playing a good metagame.
>game). When we do make new decks, the whole meta aspect gets out of
>control, as you try real hard to not specifically make decks to kill your
>friends deck, as that would be wack, but still trying to make a sucessful
>deck, knowing what is likely to be in any particular game.
Try to turn this on its head, and build a deck to use your friends'
expectations of what you'll play, to make a successful deck. Also, to
some extent you're refusing to play the metagame -- you do need to
give your friends a little shove, once in a while, if they become
too predictable.
Sun again:
"when able to attack, we must seem unable, when using our forces,
we must seem inactive, when we are near, we must make the enemy
believe we are far away, when far away, we must make him believe
we are near"
Use more deception in your games. Sacrifice a small vampire,
to give the illusion that you are hand jammed, so that you can lure
your predator (or prey) into a deadly combat. Try to build deception
into your decks.
Example: build a Toreador Tap&Bleed/Vote deck, with dodge and Majesty for
combat, and intercept to protect useful permanents like Toreador Ball.
Then rebuild it with first strike/aggro damage to complement the
intercept, instead of Majesty/Dodge.
Or in more general terms, change your playing style. If you don't
like the idea of trying to use your friends' expectations, try playing
each others' decks a few times. Try to play your own decks in
the style one of your other opponents would play it. In the examples
you gave, if you were all playing each others' decks, would the outcome
have been as certain?
>Just the other day, James was thinking of making a new Nosferatu Obf/Ani
>combat deck, but he said "What is the point. It'll get whacked by all the
>other Immortal Grapple powered combat decks and will be unable to deal
>with the S:CE or Fortitude of the other anti-combat decks. Eech."
>
>Eh. What can you do.
Sit back and take a look at the way you build decks? Do you always
have 18-25% masters in your deck? Try rebuilding a deck so that it
has less than 10%, or less than 5%. Push yourself out of the patterns
you (and maybe your friends, too) have fallen into. Play clans you
haven't played for a long time. Try strategies you haven't played
much.
Or in short, quit playing the same damn 3 decks over and over! I'd
be bored too!
--
Tom Doehne
doe...@cse.ogi.edu
Thomas Doehne wrote:
[snip Sun Tzu and stories of static games]
> When you rebuild one of your favorite decks, take into account what
> the other players 'know' and will expect from your deck. Try and
> figure out how you can use their expectations to put them in
> a weak position. If you do this, you will be playing the metagame
> in a fair way, using their knowledge and expectations against them.
> Yes, it'll work once. Then change your deck back. You need to
> change your decks often enough to keep everyone else off balance.
> That's part of playing a good metagame.> Or in more general terms, change your playing style. If you don't> like the idea of trying to use your friends' expectations, try playing
> each others' decks a few times. Try to play your own decks in
> the style one of your other opponents would play it. In the examples
> you gave, if you were all playing each others' decks, would the outcome
> have been as certain?> Or in short, quit playing the same damn 3 decks over and over! I'd> be bored too!
>
> --
> Tom Doehne
> doe...@cse.ogi.edu
What you say has a lot of validity, Tom. Despite some bad luck last
night, I introduced a combination that nobody had tried in my playgroup:
a Toreador/Ravnos deck. Unfortunately, my predator both games was using
his only deck, a partial SB/combat deck (Malk/Nos), that *everyone* is
tired of seeing. Despite permanent +2 intercept I generated, along with
untap, Lucretia managed to SB me to death: very frustrating considering
I had managed to set up Konstantin with Raven Spy, Mr Winthrop, CEL, and
had stolen a Sengir Dagger...
So, I'll revise the deck and keep trying it-but at the very least I've
managed to get people to consider changing things up themselves. I know
my predator woke up when Salbatore used Illusions of the Kindred to pull
out Vaclav, who proceeded to Trap and pull out Talbot's
Chainsaw-illusion after illusion after illusion!
Ravnos are fun!
Later,
Sean Whittaker
On 12 Feb 1997, Steven Bucy wrote:
[Re: Random Seating and play styles]
> A couple of months after we started playing we went to random seating. We
> pick a deck and then use some kind of technique (dice, drawing cards) to
> determine seating. This makes it impossible for someone to prepare for any
> one deck. Most of our decks tend to be more balanced for this reason.
This method tends to have a number of benefits. As you describe,
people's decks tend to be more balanced and less chosen for their ability
to deal with specific decks. Another bonus is that games tend to be
harsher. Since players aren't going to be directly prepared for each
specific deck, more conflict tends to occur. This earlier conflict
causes an acceleration of games that let's more games get played, but
also increases a deck's ability to survive in a harsh environment. I'm
sure you'll find that playing in another environment (a tourney for
example), groups with random seating will have a much higher incidence of
success in these environments.
@#$ The Corrupter $#@ @#$ Adrian Lee Sullivan $#@ Truth is as
@#$ Game Theory - Coffee - Opinion - Hedonism $#@ subjective as
@#$ <http://upl.cs.wisc.edu/~adrian/jyhad> $#@ Reality ...
GAT/CS/WS C(+++) USX+ P++ N++ PS++@ PE@ b++(+++) X+++ R+++* r+ z++**?
On 12 Feb 1997, Scott Green wrote:
> Ever tried dicing for position? ie roll D20 and sit from highest to
> lowest. Don't let anyone know before hand what clan you are playing. As
> for small "weenies" well one word Burn!. That's the easiest way to get
> rid of 'em. However I play games to (more often than not) burn as many
> vamps as I can. Normally I burn around two, depending on what other
> decks are around. If weenies I burn Many! The key deffence to weenies
> are Wakes and rats warnings/cats guidance (untap)
In our circle we choose our decks and then play 2 or 3 rounds of the Game
of Malkav to determine seating. The high winner chooses who goes first
and then everyone draws up their cards.
Tends to work well.
[ quoted text not captured ]
Thomas Doehne <doe...@church.cse.ogi.edu> wrote in article
<5dtut3$f...@reuter.cse.ogi.edu>...
(snip)
> Take some hints from Sun Tzu:
> "All Warfare is based on deception."
>> When you rebuild one of your favorite decks, take into account what
> the other players 'know' and will expect from your deck. Try and
> figure out how you can use their expectations to put them in
> a weak position. If you do this, you will be playing the metagame
> in a fair way, using their knowledge and expectations against them.
> Yes, it'll work once. Then change your deck back. You need to
> change your decks often enough to keep everyone else off balance.
> That's part of playing a good metagame.
(snip)
> Or in short, quit playing the same damn 3 decks over and over! I'd
> be bored too!
It really helps to have two or more totally different decks that use many
of the same vampires. At one point I had a Gangrel bleed deck, political
deck, and combat deck. I played all three decks frequently. Everyone in my
group wouldn't know what was coming until I let them know. A couple of
times I was able to oust someone easily because they where expecting
something else. If you don't have enough cards to make several decks you
should switch just enough cards to change you strategy a little. It will
keep everyone on their toes.
[ quoted text not captured ]
I think that the matter may have been beaten nearly into torpor, but I
have already played "Opening the Mouth" and have to get my swing in
too. If only I have superior impotence, instead of inferior.
At any rate, the key here is to VALUE INNOVATION.
If your play group tries to use STYLE in deck building, the game is a
lot more fun. In my group, there are 4-7 people per week playing. Of
that group, two of us usually try to bring a new concept deck at least
every other week. The other players change more sporadically, or are
less noticeable in their changes.
I'm not talking about the new and improved sneaky bleed deck here, we
try to build new concepts by picking a card or a combo and assembling
a deck around it. Sometimes, it's just because we like the artwork on
generally useless card, sometimes it's 'cause we never see the card in
use and feel sorry for it.
The worst part is we can usually make highly effective decks this way.
And when they work, everyone a tthe table goes "Ooooooooooh." One of
the guys is so good at it that I don't think he has brought a deck in
that hasn't cleared the table at one point or another.
BTW - the answer is "No - we're not so lame the just any deck cleans
up."
Sure, occassionly we see themes that aren't exactly new. Weenie vote
push, Gangel agg damage, Toreador guns, etc. I built "Innocence, My
Ass" to generate 15+ unblockable ultrableed. Not too novel, but it is
amusing to see that bleed bounce from Methuselah to Methuselah. And
it forced some meta-game adjustments in my play group with Deflect,
Misdirect and Boons being a lot more common these days.
My current project is Methuselah Direct Intervention - a deck that
allows 3 master cards per turn. It may not prove that effective the
1st time I play it, but it sure will raise a few eyebrows.
Lets face it, not everyone has the time or inclination to build cool
new decks every week - and that's OK. In some cases, it's nice to see
staple decks to test new decks against. But if players at least try
new CONCEPTS it makes the game a ton more fun.
Darby
And just in case corporate CIS didn't get their 2 cents in:
"all posts are soley the opinions of the author and in no way reflect
the position of Amgen"
*** Disclaimer: These are the opinions of the poster not Amgen Inc.***
Joshua Duffin wrote:
>
> Steve Wampler ("sek10"@cornellSHA.edu) wrote:
> [Steve Wampler's tirade deleted]
[BIG CLIP]
> : The best idea I've had up to this point would> : be to keep some kind of rankings list. It wouldn't be to hard to do
> : (providing we could agree on how it would work...), and, in my
> : experience, stuff like that increases desire to win by more than you
> : would think.
This is a great idea. Ok, let's start brainstorming about some systems
for ranking players.
Robert
[ quoted text not captured ]
The Corrupter (sull...@cslab.uwlax.edu) wrote:
[randomm seating deleted]
:
: This method tends to have a number of benefits. As you describe,: people's decks tend to be more balanced and less chosen for their ability
: to deal with specific decks. Another bonus is that games tend to be
: harsher. Since players aren't going to be directly prepared for each
: specific deck, more conflict tends to occur. This earlier conflict
: causes an acceleration of games that let's more games get played, but
: also increases a deck's ability to survive in a harsh environment. I'm
: sure you'll find that playing in another environment (a tourney for
: example), groups with random seating will have a much higher incidence of
: success in these environments.
....Which makes me wonder. Are there in fact any groups out there that
*don't* use random seating? And if so, what method do you use to determine
seating? Does someone get to choose?
(I would think that pretty much everyone would use random seating. It seems
like the natural thing to do. But maybe that's just me.)
Josh
Robert Goudie <robert...@studio.disney.com> wrote in article
<33039...@studio.disney.com>...
> Joshua Duffin wrote:
> >
> > Steve Wampler ("sek10"@cornellSHA.edu) wrote:
> > [Steve Wampler's tirade deleted]
> [BIG CLIP]
> > : The best idea I've had up to this point would
> > : be to keep some kind of rankings list. It wouldn't be to hard to do
> > : (providing we could agree on how it would work...), and, in my
> > : experience, stuff like that increases desire to win by more than you
> > : would think.
>
> This is a great idea. Ok, let's start brainstorming about some systems
> for ranking players.
It seems to me the only easy way that makes a lot of sense is to rank
players by victory points. Some players score victory points in almost
every game yet don't win that often. Others sweep a game occasionally but
often are the first ousted. Counting VP's would show this. This would make
getting that victory point much more important. It would make people think
twice before they decide to wipe out their preditor and give someone else a
victory point. Such an action might hurt there overall rating. It would
also be very easy to keep track of.
[ quoted text not captured ]
Our Group works out that all players "give" a Vampire (doesn't matter which one) from thier crypt to a person. After all the players have "Ante'd" up a Vamp (no duplicates) these cards are shuffled at random and then flipped up in front of a seat from Left-to-Right with the first card being turned over being the 1st players' seat.
Each Methusalah then takes their chair position and gets situated for their game.
There is no substituting of decks after seating (Whining "My predator has Brujah, Waahhh"), that's too bad. No sidebars or modifying decks in any way aside of the shuffle/cut prior to drawing your hand.
The benefit of this method (to some degree) is that players watch to see how Vampires are positioned around the table and adjust their strategies accordingly. Fun to watch, especially considering the number of folks mixing clans, etc..
-- Bernie
Robert Goudie (robert...@studio.disney.com) wrote:
: > Steve Wampler ("sek10"@cornellSHA.edu) wrote:: [BIG CLIP]: > : The best idea I've had up to this point would
: > : be to keep some kind of rankings list. It wouldn't be to hard to do
: > : (providing we could agree on how it would work...), and, in my
: > : experience, stuff like that increases desire to win by more than you
: > : would think.: This is a great idea. Ok, let's start brainstorming about some systems
: for ranking players.
Hmm. Well, the most obvious thing to me would to give players scores
based on the victory points they accumulate during the games you play.
Keep a running total of their VPs over the weeks, or something.
If you wanted to get sophisticated, maybe you could do something silly like
what the DCI magic ratings system is like - start everyone with a rating
of (some number, say 1000) and then have it go up or down based on their
performance in each game, and the ratings of the other players.
Of course, you could also keep rankings for a variety of statistics -
victory points earned, vampires burned, votes passed, uh... well, pretty
much anything. On the other hand, if the objective is to encourage people
to play "to win", it might be counterproductive to rate them on things that
aren't exactly winning.
Josh
On Tue, 11 Feb 1997 14:40:47 -0500, James Hamblin <je...@cornell.edu>
wrote:
>> If it's not banned or damaged in your environment, Thoughts
>> Betrayed is a beautiful card for the Tremere.>
>Well, I wouldn't use the word "beautiful". How about "hallaciously
>unbalanced and completely against the paradigm of the game"?
>
>Yes, we've "fixed" it. You can look at our house rules at
>
>http://www.csuglab.cornell.edu/Info/People/jeh13/jyhad/house-rules.html
>
>The dilemma is, do we completely screw combat (even though it's got so
>many strikes against it already: too card intensive, S:CE, Fortitude,
>etc.)? I don't want to...
>
Well, just as a degenerate idea my friends and I came up with (god, we
have too much time on our hands sometimes...), make the disposable
tremere deck.
Step 1: Either get as many Weather Controls as possible, or simply
convince your unsuspecting playgroup to let you proxy as many as you
want as a test of NL/GT.
Step 2: Put all of them in a deck with tremere and other small
vampires with thaumaturgy. Add Chantries, Hunting grounds, the
catacombs and humanitas so you can keep your weenie tremere alive
after they enter torpor. Embraces help too.
Step 3: Enter combat with another vampire; preferably a combat monster
type. Before range, play enough weather controls so that they enter
torpor, no more. This will torporize your tremere. Luckily, that
Tremere happened to be roreca Quaid. Laugh at the poor fool who can't
play any fortitude.
Step 4: Repeat step 3 until your friends decide that weather control
should be banned.
Anyway, just my contribution to degeneracy everywhere. I finally
realized why there was a maximum deck size....
Alec Chang
Our group has always used random seating. Even for non-league play (pick
up games and such). To do otherwise just seems wrong.
And it does ensure that all decks are fairly balanced, people are not
creating decks specifically for the purpose of hosing another deck. There
are strategy decks built depending on what is the predominant type of deck
being played, though. Our playgroup tends to play just about everything
at one point or another, with some strange concepts surfacing from time to
time (Quietus/Thaumaturgy based combat deck anyone :).
Then again, we have a rather large group, averageing 10-12 on a league
night, with over 20 total members, that it would be difficult to build
hoser decks just due to logistics.
Hardrock
--
Hardrock Llewynyth a.g.AB founding member (DNRC)
hard...@speakeasy.org http://www.speakeasy.org/~hardrock
No good deed goes unpunished. --Clare Boothe Luce
On Thu, 13 Feb 1997, Robert Goudie wrote:
[Re: Ranking Players to make more of a sense of competition]
> This is a great idea. Ok, let's start brainstorming about some systems
> for ranking players.
This season's Madison Jyhad League is an Open Season (play sealed,
constructed, whatever you want...), but we score games as follows.
1) Each Player starts with 1000 points. Players can start at any time.
2) Whenever a league game happens, each player throws 10% of their
current point total into the Victory Pool.
3) Each player gets a fraction of the Victory Pool equal to the fraction
of Victory Points they received. (i.e., 4 player game, winner with 3VP
gets 75% of pool).
It works quite well and is relatively simple to explain and implement.
To keep people from getting discouraged, it is important to note that
800-1200 is still about "average".
(I got really lucky this Wednesday when I picked up 6VP in a 7 Player
Game... :)
Good luck. It kind of increases rivalry, but hasn't seemed to increase
player tension, but YMMV.
[ quoted text not captured ]
Alec Chang wrote:
>
> Step 3: Enter combat with another vampire; preferably a combat monster
> type. Before range, play enough weather controls so that they enter
> torpor, no more. This will torporize your tremere. Luckily, that
> Tremere happened to be roreca Quaid. Laugh at the poor fool who can't
> play any fortitude.
Isn't there a limit to how many combat cards you can play in a round
similar to the limit on reactions and action mods per action?
> Alec Chang
--
Chris Shorb
ino...@ix.netcom.com
[insert obscure/pithy/witty quote here]
Thomas Doehne wrote:
>
[clip]
> Or in short, quit playing the same damn 3 decks over and over! I'd
> be bored too!
That had me rolling Thomas!
I have 15 decks right now any of which can be played at any time. There
are 3 different weenie decks (dom bleed, fortitude/trap/undead
persistance, and stealthy vote-push), a Brainwash deck, a Female Malk
Fast Reaction Hidden Lurker Guns Deck, two unpreventable agg decks (Dawn
Op/Weather Control/Skin of Night and a Dawn Op, Drawing Out the Beast
deck), A Brujah Rush Deck, A Ventrue/Gangrel Bleed Bouncer, a Toreador
Rush/Intercept deck with extra strikes & untaps, a Bruise & Vote Brujah
Euro Prince Deck and a few others that I can't remember at the moment.
The rest of my group has between 3 and 12 decks each with no overlap of
ideas except possibly for the Brujah Rush Deck.
There are so many possible decks I really don't see any need to play the
same few over and over.
Thomas made some excellent points about deception. Steve Bucy was
complaining about my Weenie Dom Bleed deck with the Zip Guns and Dragons
Breath Rounds. By the time he started complaining, I only had a couple
of DBRs in the deck making even more room for bleed. My Ventrue/Gangrel
deck often scares people who don't know it becuase they see me discard
or play one of my two Claws of the Dead and they assume I am capable of
playing those at any time.
[ quoted text not captured ]
Chris Shorb wrote:
>
> Alec Chang wrote:
> >
> > Step 3: Enter combat with another vampire; preferably a combat monster
> > type. Before range, play enough weather controls so that they enter
> > torpor, no more. This will torporize your tremere. Luckily, that
> > Tremere happened to be roreca Quaid. Laugh at the poor fool who can't
> > play any fortitude.
>
> Isn't there a limit to how many combat cards you can play in a round
> similar to the limit on reactions and action mods per action?
>
No.
You can use 8 Unflinching Persistence to prevent 8 damage,
for instance.
Or, you can play 8 Weather Controls to deal 8 damage to each minion
at the start of the first round.
--
L. Scott Johnson (sjoh...@math.sc.edu) | He who laughs last
http://www.math.sc.edu/cgi-bin/sjohnson/home | thinks slowest
Graphics Specialist and V:tES Rulemonger. |
The Corrupter wrote:
>
> On 12 Feb 1997, Steven Bucy wrote:
>
> [Re: Random Seating and play styles]
> > A couple of months after we started playing we went to random seating. We
> > pick a deck and then use some kind of technique (dice, drawing cards) to
> > determine seating. This makes it impossible for someone to prepare for any> > one deck. Most of our decks tend to be more balanced for this reason.>
> This method tends to have a number of benefits. As you describe,
> people's decks tend to be more balanced and less chosen for their ability
> to deal with specific decks. Another bonus is that games tend to be
> harsher. Since players aren't going to be directly prepared for each
> specific deck, more conflict tends to occur. This earlier conflict
> causes an acceleration of games that let's more games get played, but
> also increases a deck's ability to survive in a harsh environment. I'm
> sure you'll find that playing in another environment (a tourney for
> example), groups with random seating will have a much higher incidence
>of success in these environments.
This is very true our play group also uses random seating,(once and a
while we get to lazy to move but...) and this is exactly what happened to
our group, you never new what deck to play and alot of games were one by
bringing out the right deck and luck of seating position.
Errol T
[ quoted text not captured ]
Hmmm... sounds pretty good. I was thinking maybe keep track of
averages of % of victory points gained, which would be very similar to
this method, but more complicated, as my way you'd have to keep track
of the scores for all games, and yours if everyone knows there score
your golden. Both of these methods are, IMHO, better than simple VP
totaling, as that gives an unfair advantage to people who play more
games.
Anyway, in the time it took to write that I convinced myself that
the system you describe above is the best I've heard so far. I'd be
in favor of implemnting it. What do other people think? (especially
James, Josh, and Peter and otheres from our playgroup)
--
Steve "I Bled Someone for 14 Pool in One Turn Because of a
Misdirection" Wampler, creator of the "Spend 29 Pool on Vampires and
Get Bled for One and Die™" deck
sjwa...@hotmail.com (ignore the above adress, its plain brown wrong)
> Anyway, in the time it took to write that I convinced myself that
> the system you describe above is the best I've heard so far. I'd be
> in favor of implemnting it. What do other people think? (especially
> James, Josh, and Peter and otheres from our playgroup)
Sounds good to me... we'd have to decide what kind of deck tinkering is
or is not allowed, and when/if to retire really good/successful decks.
I've tried to re-gear my decks to primarily play to win, and I think
that it'd be a lot better for everyone involved if we all played to win.
Unfortunately, the big problem is weenie decks. They're always going to
be successful, so do we disallow them?
What do other people think?
James
--
James Hamblin
je...@cornell.edu
---------------------------------------------------
"Well, Mulder didn't say that it _was_ Alex Trebek,
just someone who looked extremely like him."
-- Dana Scully, X-Files:
"Jose Chung's _From Outer Space_"
James Hamblin wrote:
"I've tried to re-gear my decks to primarily play to win, and I think that
it'd be a lot better for everyone involved if we all played to win.
Unfortunately, the big problem is weenie decks. They're always going to
be successful, so do we disallow them?"
Now when everyone says "we want people to play to win" what do they mean?
Do we want people to not play decks that have no chance of winning or do
we want people to make as killer decks as possible? There is a large
difference there. What is the difference between playing a deck that
can't actually win (i.e. get the most victory points) and playing a newly
designed untested deck idea that may end up being bad? How do you
determine wheither someone is playing to win or not?
When I make decks, I try to build decks that can win games. Some of them
are much better than others at doing that, but I don't make decks that are
designed to lose. Granted, sometimes my decks main way of ousting its
prey is to bleed them one point at a time, but even that works sometimes.
All the decks I own have some possiblity of winning somewhere in them, and
when I play I attempt to oust my prey. What else defines trying to win?
If we intend on making as killer decks as possible (i.e. "I'm playing to
win!"), then we are all going to end up with high speed weenie decks, at
least for a while, until everyone starts making anti weenie decks. If
there is a limit on "weenie decks", then everyone will end up with as
close to said "weenie deck" as possible in the realm of the rules.
What do you mean by "...deck tinkering."? Why would we not allow deck
tinkering? I'm confused by that. How do you regulate "deck tinkering"?
How do you regulate wheither a deck is "too good" and needs to be retired?
That is just silly. If we intend on making as killer winning decks as we
can, what is the point of doing that if someone is going to say "Oh boy.
You certainly swept the table 4 times with that weenie bleed deck. We're
impressed. Play something new now." If the whole point is to play to
win, why punish someone for winning? That does not make sense.
Peter D Bakija
PD...@aol.com
"Good morning, ladies.
I'm quite mad, you know."
-Autolycus
PDB6 (pd...@aol.com) wrote:
: James Hamblin wrote:
: "I've tried to re-gear my decks to primarily play to win, and I think that
: it'd be a lot better for everyone involved if we all played to win.
: Unfortunately, the big problem is weenie decks. They're always going to
: be successful, so do we disallow them?": Now when everyone says "we want people to play to win" what do they mean?
: Do we want people to not play decks that have no chance of winning or do
: we want people to make as killer decks as possible? There is a large
: difference there. What is the difference between playing a deck that
: can't actually win (i.e. get the most victory points) and playing a newly
: designed untested deck idea that may end up being bad? How do you
: determine wheither someone is playing to win or not?
Hi Peter, James, Steve. Before I get into the ranting and raving bit, I'll
just say that I like Adrian Sullivan's scoring system too, and think we
should use that one if we want to start using a score system.
Now for the ranting...
There is no such thing as a deck that has no chance of winning. Any deck
can get the most victory points by making one vampire and bleeding its prey
for one every turn until s/he dies, and then its next prey, and so on. I
know, that's not what you mean, but there's as big a difference between
"no chance of winning" and "slim chance of winning" as there is between decks
that "can't win" and that are "as killer as possible."
: When I make decks, I try to build decks that can win games. Some of them: are much better than others at doing that, but I don't make decks that are
: designed to lose. Granted, sometimes my decks main way of ousting its
: prey is to bleed them one point at a time, but even that works sometimes.
: All the decks I own have some possiblity of winning somewhere in them, and
: when I play I attempt to oust my prey. What else defines trying to win?
See, that's the problem with the idea of decks that can't win games - any
deck can win a game; it's all a matter of degree whether it has nearly no
chance of doing so, as opposed to a great chance of sweeping the entire
table.
Every deck anyone plays, and any deck anyone has ever played in our group,
has an ability to win. There are decks that will in practice never win games,
for example an intercept combat deck that never bleeds its prey and has no
other way of causing its prey to lose pool - such a deck, while it may often
get two victory points, for being the last person alive and ousting its last
surviving opponent, will never outright win a game of four players or more.
What I think James probably means by playing to win (and what I mean by
playing to win) is that you're playing a deck that you believe is designed
to garner as many victory points as possible. That hypothetical intercept
combat deck would not be designed to win, in this sense.
: If we intend on making as killer decks as possible (i.e. "I'm playing to: win!"), then we are all going to end up with high speed weenie decks, at
: least for a while, until everyone starts making anti weenie decks. If
: there is a limit on "weenie decks", then everyone will end up with as
: close to said "weenie deck" as possible in the realm of the rules.
Okay, at this point I feel obliged to point out that we felt exactly the
same way, a year ago, about playing in a no-card-limits environment. The
argument then was that everyone would end up playing decks in the style of
a 20 majesty/20 kine resources contested/20 bewitching oration deck. We
were wrong about that. Maybe we're also wrong that weenie decks (by which
I mean decks that don't make any substantial use of vampires of capacity
greater than three; the ideal weenie deck would use only 1s and 2s) would
dominate an environment in which everyone was really playing "to win" - a
more cutthroat environment, where people really tried to get all the VPs
they could.
Or, maybe you're right, and weenie decks are inherently the most efficient
decks in Jyhad. I know there are at least a couple groups out there that
really do play speedier, more "to win" decks - is it your experience, folks,
that it's all weenies out there?
: What do you mean by "...deck tinkering."? Why would we not allow deck: tinkering? I'm confused by that. How do you regulate "deck tinkering"?
I think James probably was thinking of deck tinkering in the milieu of us
playing with a scoring system like the one Steve and Adrian S. referred to.
Maybe he was thinking that we would be essentially playing a sort of ongoing
tournament, and as such, playing only one deck (?) and not messing with it
during the scoring period, or some such.
It's not what I was thinking of though - I was thinking that people would
have scores, rather than decks having scores, and as such they would score
points for the games they play, regardless of what deck they're playing, or
how altered it is from the last time they played it.
: How do you regulate wheither a deck is "too good" and needs to be retired?: That is just silly. If we intend on making as killer winning decks as we
: can, what is the point of doing that if someone is going to say "Oh boy.
: You certainly swept the table 4 times with that weenie bleed deck. We're
: impressed. Play something new now." If the whole point is to play to
: win, why punish someone for winning? That does not make sense.
There is no point to retiring decks for being too good, if you've decided
that playing "to win" is where it's at. But I don't know that we've decided
that, and I don't even know if we're going to.
However, saying things like "Gosh, that weenie deck sure is effective. Why
don't you put it away and play a real deck now?" is something we *do*, and
it's something we've been doing for a while now. Basically, we still have
a set of unwritten house rules, besides the card-based ones we actually have
written down. They say something like "Weenie decks are classless and too
effective, so you shouldn't use them. Offensive votes are too effective and
no one wants to use sufficient defense against them, so the entire table is
justified in voting against them or otherwise stopping them. Combat is fun
and classy, so people are allowed to play rush combat (or other such) decks
even if the only way they will ever oust anyone is by sending all their prey's
vampires to torpor and then bleeding them for a one a turn with all their
vampires till their prey is dead."
I don't think it's good for our play group, or for anyone's peace of mind,
to have unwritten rules like that. I think if we want to have rules limiting
the effectiveness of allowable decks - for example, disallowing weenie decks
cause we don't want our "cool" decks to lose to them every time we play -
we should admit that we have such rules, and write them down.
Okay, that's probably enough tirade for now. I had been considering doing
a from-scratch rant on this, but since you saved me the trouble, Peter, I
won't have to do that now. ;) So, thoughts anyone?
Josh
"Oh look, I've been Bum Rushed, Immortal Grappled, and hit for twenty.
Again. Whee."
James Hamblin <je...@cornell.edu> writes:
>I've tried to re-gear my decks to primarily play to win, and I think
>that it'd be a lot better for everyone involved if we all played to win.
>Unfortunately, the big problem is weenie decks. They're always going to
>be successful, so do we disallow them?
Hrm. We play with a lot of combat deck and weenie decks don't do all that
great; they just get too many vamps burnt.
Try playing with rankings or a "go-for-the-throat" mentality. That might
solve your problem by itself. If you still have problems with weenie
decks, I think a better solution would be to play all games under an
externally imposed Masquerade Enforcement (bringing out a vampire costs an
extra pool). "Weenie deck" is too vague a category to be banned.
P.S. A little ago we had a thread on game variants. Playing under a ME
would be a good game variant.
Curt Adams (curt...@aol.com)
Joshua Duffin wrote:
>
> What I think James probably means by playing to win (and what I mean by
> playing to win) is that you're playing a deck that you believe is designed
> to garner as many victory points as possible. That hypothetical intercept
> combat deck would not be designed to win, in this sense.
Yeah, I mean, it's not like I don't _want_ to win, or that I don't _try_
to win, but in the past my decks have not had "get victory points" as
their main goal.
> : If we intend on making as killer decks as possible (i.e. "I'm playing to
> : win!"), then we are all going to end up with high speed weenie decks, at
> : least for a while, until everyone starts making anti weenie decks. If
> : there is a limit on "weenie decks", then everyone will end up with as
> : close to said "weenie deck" as possible in the realm of the rules.
There's got to be some sort of middle ground here, Peter. All I'm
saying is
that if we all try to win the games we play (i.e., use the built-in
victory conditions for the game: victory points), our decks will evolve
from "good in combat" or "good at voting" to "good period".
[snip Josh: maybe we're just being paranoid]
Maybe you're right. Weenie decks certainly have their disadvantages.
They're fast, but they're not well-rounded.
> I think James probably was thinking of deck tinkering in the milieu of us
> playing with a scoring system like the one Steve and Adrian S. referred to.
> Maybe he was thinking that we would be essentially playing a sort of ongoing
> tournament, and as such, playing only one deck (?) and not messing with it
> during the scoring period, or some such.
>
> It's not what I was thinking of though - I was thinking that people would
> have scores, rather than decks having scores, and as such they would score
> points for the games they play, regardless of what deck they're playing, or
> how altered it is from the last time they played it.
Hmmm... you're right; I was thinking of attributing scores to decks, not
people.
> : How do you regulate wheither a deck is "too good" and needs to be retired?
> : That is just silly. If we intend on making as killer winning decks as we
> : can, what is the point of doing that if someone is going to say "Oh boy.
> : You certainly swept the table 4 times with that weenie bleed deck. We're
> : impressed. Play something new now." If the whole point is to play to
> : win, why punish someone for winning? That does not make sense.
>
> There is no point to retiring decks for being too good, if you've decided
> that playing "to win" is where it's at. But I don't know that we've decided
> that, and I don't even know if we're going to.
Geez... Sorry. I was just thinking (with points for decks in mind) that
once a deck got too many points (say, above 2000) it might be good to
rotate it out. Why not? Even though we might be playing "to win", do
we want to play the same exact game over and over?
Then again, I can see the point that no deck (theoretically) should be
so good that it always wins, so always having the same deck shouldn't be
that much of an advantage anyway.
[snip Josh: unwritten house rules]
I agree that we do these things. In some part, it's talking smack.
There's
this whole "honor" thing going on in our group, and we've got to break
out of it.
This started off as me getting annoyed at Peter's "I Immortally Grapple
you, and punch you for 17 aggravated damage and prevent all your damage"
deck. But as effective as it is in combat, it's not the most versatile
of decks.
> I don't think it's good for our play group, or for anyone's peace of mind,
> to have unwritten rules like that. I think if we want to have rules limiting
> the effectiveness of allowable decks - for example, disallowing weenie decks
> cause we don't want our "cool" decks to lose to them every time we play -
> we should admit that we have such rules, and write them down.
But if we do that, I don't see how Peter's deck won't always win. If we
reduce the game to "who's the most effective in combat", then Potence
and Fortitude will seemingly always win, modulo your theoretical bizzaro
Tremere deck.
Why don't we just make it clear that we're just talking smack, and start
playing the game?
> "Oh look, I've been Bum Rushed, Immortal Grappled, and hit for twenty.
> Again. Whee."
I don't know, maybe you meant this as a joke, but maybe there really is
a little bit too much of this.
[ quoted text not captured ]
James Hamblin wrote:
>
> Joshua Duffin wrote:
> >
> > What I think James probably means by playing to win (and what I mean by
> > playing to win) is that you're playing a deck that you believe is designed
> > to garner as many victory points as possible. That hypothetical intercept
> > combat deck would not be designed to win, in this sense.
>> Yeah, I mean, it's not like I don't _want_ to win, or that I don't _try_
> to win, but in the past my decks have not had "get victory points" as
> their main goal.
>> > : If we intend on making as killer decks as possible (i.e. "I'm playing to
> > : win!"), then we are all going to end up with high speed weenie decks, at
> > : least for a while, until everyone starts making anti weenie decks. If
> > : there is a limit on "weenie decks", then everyone will end up with as
> > : close to said "weenie deck" as possible in the realm of the rules.
>> There's got to be some sort of middle ground here, Peter. All I'm
> saying is
> that if we all try to win the games we play (i.e., use the built-in
> victory conditions for the game: victory points), our decks will evolve
> from "good in combat" or "good at voting" to "good period".
>
> [snip Josh: maybe we're just being paranoid]
>
> Maybe you're right. Weenie decks certainly have their disadvantages.
> They're fast, but they're not well-rounded.
>> > I think James probably was thinking of deck tinkering in the milieu of us
> > playing with a scoring system like the one Steve and Adrian S. referred to.
> > Maybe he was thinking that we would be essentially playing a sort of ongoing
> > tournament, and as such, playing only one deck (?) and not messing with it
> > during the scoring period, or some such.
> >
> > It's not what I was thinking of though - I was thinking that people would
> > have scores, rather than decks having scores, and as such they would score
> > points for the games they play, regardless of what deck they're playing, or
> > how altered it is from the last time they played it.
>> Hmmm... you're right; I was thinking of attributing scores to decks, not
> people.
>> > : How do you regulate wheither a deck is "too good" and needs to be retired?
> > : That is just silly. If we intend on making as killer winning decks as we
> > : can, what is the point of doing that if someone is going to say "Oh boy.
> > : You certainly swept the table 4 times with that weenie bleed deck. We're
> > : impressed. Play something new now." If the whole point is to play to
> > : win, why punish someone for winning? That does not make sense.
> >
> > There is no point to retiring decks for being too good, if you've decided
> > that playing "to win" is where it's at. But I don't know that we've decided
> > that, and I don't even know if we're going to.
>> Geez... Sorry. I was just thinking (with points for decks in mind) that
> once a deck got too many points (say, above 2000) it might be good to
> rotate it out. Why not? Even though we might be playing "to win", do
> we want to play the same exact game over and over?
>
> Then again, I can see the point that no deck (theoretically) should be
> so good that it always wins, so always having the same deck shouldn't be
> that much of an advantage anyway.
>
> [snip Josh: unwritten house rules]
>
> I agree that we do these things. In some part, it's talking smack.
> There's
> this whole "honor" thing going on in our group, and we've got to break
> out of it.
> This started off as me getting annoyed at Peter's "I Immortally Grapple
> you, and punch you for 17 aggravated damage and prevent all your damage"
> deck. But as effective as it is in combat, it's not the most versatile
> of decks.
>> > I don't think it's good for our play group, or for anyone's peace of mind,
> > to have unwritten rules like that. I think if we want to have rules limiting
> > the effectiveness of allowable decks - for example, disallowing weenie decks
> > cause we don't want our "cool" decks to lose to them every time we play -
> > we should admit that we have such rules, and write them down.
>> But if we do that, I don't see how Peter's deck won't always win. If we
> reduce the game to "who's the most effective in combat", then Potence
> and Fortitude will seemingly always win, modulo your theoretical bizzaro
> Tremere deck.
>
> Why don't we just make it clear that we're just talking smack, and start
> playing the game?
>> > "Oh look, I've been Bum Rushed, Immortal Grappled, and hit for twenty.
> > Again. Whee."
>> I don't know, maybe you meant this as a joke, but maybe there really is
> a little bit too much of this.
>
> James
> --
>
> James Hamblin
> je...@cornell.edu
> ---------------------------------------------------
> "Well, Mulder didn't say that it _was_ Alex Trebek,
> just someone who looked extremely like him."
> -- Dana Scully, X-Files:
> "Jose Chung's _From Outer Space_"
As I see it, we seem to be hung up on defining "playing to win" as
the opposite of "playing for fun". A better distinction would be
"playing to win" and "being silly." Since this is, after all, a GAME,
that we are "playing for fun" should ALWAYS be true ('cept mebbe at
tourneys, but we're not talkin' 'bout that here). This whole huge
thread started because we wanted to figure out how to make the games
more FUN!
Even if we have rankings, people will sometimes not use their very
effective decks if they are no fun. DIGRESSION OF SORTS: After my WB
deck had won about 27000 times, you guys started sticking atonements
in my face, and I stopped playing the deck (for a while). But you
never actually played atonement on me; the real reason I stopped was
that the deck was no fun, even though it won. Oh, swept the table
again. *YAWN*. After a couple of months, I've brought the deck back.
END DIGRESSION. So, effective, boring decks eliminate themselves.
This will be true even if we have rankings.
Mark me down as being in favor of "playing for the fun of
winning." I believe that player rankings (I'm thinking personal
points, not deck points) would make the game more fun by encouraging
diversity two ways:
1) Getting people away from our traditional combat decks
2) Forcing even winning decks to change via the mechanism of
the meta-game: once a deck wins a couple of times, people will figure
out how to beat it. (The guy who comes in every week with a malk S&B
deck is gonna be mighty sad when I add 15 dementias to my deck)
the other reason that not everyone will have the same deck: nobody
wins if everyone spends the whole game contesting Igo the Hungry.
[ quoted text not captured ]
James Hamblin (je...@cornell.edu) wrote:
: Joshua Duffin wrote:
: >
[some stuff deleeted]
:
What, you again? You read news too fast for your own good, you know that?
: > : If we intend on making as killer decks as possible (i.e. "I'm playing to: > : win!"), then we are all going to end up with high speed weenie decks, at
: > : least for a while, until everyone starts making anti weenie decks. If
: > : there is a limit on "weenie decks", then everyone will end up with as
: > : close to said "weenie deck" as possible in the realm of the rules.: There's got to be some sort of middle ground here, Peter. All I'm: saying is
: that if we all try to win the games we play (i.e., use the built-in
: victory conditions for the game: victory points), our decks will evolve
: from "good in combat" or "good at voting" to "good period".:
Well, yes, I pretty much agree with what you say here, James.
: [snip Josh: maybe we're just being paranoid]: Maybe you're right. Weenie decks certainly have their disadvantages.
: They're fast, but they're not well-rounded.:
Yes, well-rounded is what weenie decks usually are not. It may be possible
for them to be well-rounded, if well-designed, but I would guess that the
archetypal weenie deck is a one trick pony of one variety or another. Like
any one-trick-pony, it is (as was mentioned in our discussion the other day)
susceptible to being not just hampered but *completely shut down* by having
the wrong kind of deck sitting next to it. Which is, to my mind, basically
the risk you run by playing a OTP deck.
: > There is no point to retiring decks for being too good, if you've decided: > that playing "to win" is where it's at. But I don't know that we've decided
: > that, and I don't even know if we're going to.: Geez... Sorry. I was just thinking (with points for decks in mind) that: once a deck got too many points (say, above 2000) it might be good to
: rotate it out. Why not? Even though we might be playing "to win", do
: we want to play the same exact game over and over?: Then again, I can see the point that no deck (theoretically) should be
: so good that it always wins, so always having the same deck shouldn't be
: that much of an advantage anyway.
No need to apologize, I didn't mean to be in yer face again here. As you
say, and Steve Wampler also says in the other post to this thread that I saw,
no one deck can really dominate play over the course of any number of
sessions, just because if it does, people will start preparing for that deck
in particular. And after all, no deck is so good that it can't be dealt with
by the right kind of strategy.
And since I think everyone agrees at this point that by-player, rather than
by-deck, is the best way to score, retiring a particular deck (rather than
a particular player ;) would probably not be very useful.
: [snip Josh: unwritten house rules]: I agree that we do these things. In some part, it's talking smack.
: There's
: this whole "honor" thing going on in our group, and we've got to break
: out of it.
: This started off as me getting annoyed at Peter's "I Immortally Grapple
: you, and punch you for 17 aggravated damage and prevent all your damage"
: deck. But as effective as it is in combat, it's not the most versatile
: of decks.
Yes, entirely true.
: > I don't think it's good for our play group, or for anyone's peace of mind,: > to have unwritten rules like that. I think if we want to have rules limiting
: > the effectiveness of allowable decks - for example, disallowing weenie decks
: > cause we don't want our "cool" decks to lose to them every time we play -
: > we should admit that we have such rules, and write them down.: But if we do that, I don't see how Peter's deck won't always win. If we: reduce the game to "who's the most effective in combat", then Potence
: and Fortitude will seemingly always win, modulo your theoretical bizzaro
: Tremere deck.: Why don't we just make it clear that we're just talking smack, and start
: playing the game?
Pretty much what I was trying to get at here - I didn't mean that we should
take the unwritten house rules that I alleged we have, and write them down
and play with them; I meant that we should admit that we've been using those
as unwritten rules, and that we should confront them, tell them how much of
a bad idea they are, and banish them forever from our play style. heh, heh.
:p
: > "Oh look, I've been Bum Rushed, Immortal Grappled, and hit for twenty.
: > Again. Whee.": I don't know, maybe you meant this as a joke, but maybe there really is: a little bit too much of this.
Well, if one believes that there really has been too much combat, and
especially too much combat-without-the-intent-of-winning, then there has
certainly been too much of this. But I just meant it as a humorous comment
on the traditional "oh look, I was bled for six at plus three stealth. again.
whee." comment.
As for Steve's comments on the thread (I don't feel like doing an actual
follow-up to his post too, sorry Steve, you did go and leave in the entire
text of James' reply that I would have to delete...), I also think we ought
to go ahead and try implementing the clever method of scoring by players,
and see how it works. It may very well turn out to be self-correcting, which
would be cool. And if not, we'll see about doing something else about it.
Josh
"well, now that that's settled, what about that darn Tomb of Rameses?"
>> > Step 3: Enter combat with another vampire; preferably a combat monster
>> > type. Before range, play enough weather controls so that they enter
>> > torpor, no more. This will torporize your tremere. Luckily, that
>> > Tremere happened to be roreca Quaid. Laugh at the poor fool who can't
>> > play any fortitude.
>>
>> Isn't there a limit to how many combat cards you can play in a round
>> similar to the limit on reactions and action mods per action?
>>>No.
>You can use 8 Unflinching Persistence to prevent 8 damage,
>for instance.
>Or, you can play 8 Weather Controls to deal 8 damage to each minion
>at the start of the first round.
Agreed, but maybe you missed the little example tacked on to the end there.
Wouldn't each Weather Control resolve immediately? Roreca Quaid wouldn't be
able to play more than three Weather Controls before she went to torpor. And
the damage done from Weather Control is unpreventable, so it doesn't matter if
the opposing minion has fortitude; he still has to take the damage.
ni...@rci.rogers.com writes:
>>> > Step 3: Enter combat with another vampire; preferably a combat monster
>>> > type. Before range, play enough weather controls so that they enter
>>> > torpor, no more. This will torporize your tremere. Luckily, that
>>> > Tremere happened to be roreca Quaid. Laugh at the poor fool who can't
>>> > play any fortitude.
>>>
>>> Isn't there a limit to how many combat cards you can play in a round
>>> similar to the limit on reactions and action mods per action?
>>>>>No.
>>You can use 8 Unflinching Persistence to prevent 8 damage,
>>for instance.
>>Or, you can play 8 Weather Controls to deal 8 damage to each minion
>>at the start of the first round.>Agreed, but maybe you missed the little example tacked on to the end there.
>Wouldn't each Weather Control resolve immediately?
No. That was exactly the point the original poster was making.
Each Weather Control sets up an event which will happen at the start of
each round. The damage isn't part of Weather control's resolution.
Setting up the effect is the sum total of Weather Control's resolution.
You could play as many Weather Controls as you like to set up that many
start-of-round damage dealing effects.
Roreca is the perfect minion for the job, since she only loses two blood
(and goes to torpor for lack of blood) while the opposition loses much
more.
>Roreca Quaid wouldn't be
>able to play more than three Weather Controls before she went to torpor. And
>the damage done from Weather Control is unpreventable, so it doesn't matter if
>the opposing minion has fortitude; he still has to take the damage.
That again was the point of the original poster.
Laugh at him *because* he can't even play fortitude.
[ quoted text not captured ]
Chris Shorb wrote:
>
> Alec Chang wrote:
> >> > Step 3: Enter combat with another vampire; preferably a combat monster
> > type. Before range, play enough weather controls so that they enter
> > torpor, no more. This will torporize your tremere. Luckily, that
> > Tremere happened to be roreca Quaid. Laugh at the poor fool who can't
> > play any fortitude.
>
> Isn't there a limit to how many combat cards you can play in a round
> similar to the limit on reactions and action mods per action?
>
Nope.
On Sun, 16 Feb 1997, James Hamblin wrote:
> Joshua Duffin wrote:
> > I think James probably was thinking of deck tinkering in the milieu of us
> > playing with a scoring system like the one Steve and Adrian S. referred to.
> > Maybe he was thinking that we would be essentially playing a sort of ongoing
> > tournament, and as such, playing only one deck (?) and not messing with it
> > during the scoring period, or some such.> > It's not what I was thinking of though - I was thinking that people would
> > have scores, rather than decks having scores, and as such they would score
> > points for the games they play, regardless of what deck they're playing, or
> > how altered it is from the last time they played it.> Hmmm... you're right; I was thinking of attributing scores to decks, not
> people.
It tends to work better in many different ways if your ranking is _yours_
and not your decks. The bookwork involved is easier, the rationale is
better (some players simply cannot play a deck, it doesn't mean that the
deck is bad). While I can see advantage in ranking a deck ("I have a
class 1543 deck!"), it doesn't seem as nice.
> > There is no point to retiring decks for being too good, if you've decided
> > that playing "to win" is where it's at. But I don't know that we've decided
> > that, and I don't even know if we're going to.> Geez... Sorry. I was just thinking (with points for decks in mind) that
> once a deck got too many points (say, above 2000) it might be good to
> rotate it out. Why not? Even though we might be playing "to win", do
> we want to play the same exact game over and over?
An interesting point. If this is your intention, ranking decks makes
sense. It is harder to handle bookwise, however.
> Then again, I can see the point that no deck (theoretically) should be
> so good that it always wins, so always having the same deck shouldn't be
> that much of an advantage anyway.
I tend to agree with this.
[Re: "honorably" not playing certain "cheesy" too tough decks]
> I agree that we do these things. In some part, it's talking smack.
> There's this whole "honor" thing going on in our group, and we've got to break
> out of it.
> This started off as me getting annoyed at Peter's "I Immortally Grapple
> you, and punch you for 17 aggravated damage and prevent all your damage"
> deck. But as effective as it is in combat, it's not the most versatile
> of decks.
:) There's a similar feeling by many players in my group about a
friend's Ravnos combat deck (Trap/Drawing out the Beast/Apparation). It
is one of the best combat decks I have seen, but dies horribly to vote,
to S:CE, and is usually too slow to get enough VP to win.
> > I don't think it's good for our play group, or for anyone's peace of mind,
> > to have unwritten rules like that. I think if we want to have rules limiting
> > the effectiveness of allowable decks - for example, disallowing weenie decks
> > cause we don't want our "cool" decks to lose to them every time we play -
> > we should admit that we have such rules, and write them down.> But if we do that, I don't see how Peter's deck won't always win. If we
> reduce the game to "who's the most effective in combat", then Potence
> and Fortitude will seemingly always win, modulo your theoretical bizzaro
> Tremere deck.
I don't know. Maybe you just don't change the decks you play enough in a
night. I tend to change from game to game, to keep people on their toes.
> Why don't we just make it clear that we're just talking smack, and start
> playing the game?
:)
> > "Oh look, I've been Bum Rushed, Immortal Grappled, and hit for twenty.
> > Again. Whee."> I don't know, maybe you meant this as a joke, but maybe there really is
> a little bit too much of this.
Not seeing your playgroup, I can't really judge, but my intuitive bias is
that you're wrong.
[ quoted text not captured ]
First off - I like the playgroup ranking idea, but its value might be
questionable given the wide disparity in group talent and dedication
levels. Weak groups will have one or two players with artifically
high totals. Sure, they can only go so far, since the returns
diminish as they beat the same people over and over again. But a
fairly weak player with one (or more) good deck could easily
accumulate several times his starting total if he never left his (very
weak) playgroup. This should be addressed, but I'm not sure how yet.
Cross-pollenation is the obvious, but difficult solution
And I would suggest implementing a deck-replay restriction of some
type.
Only play a deck X times,
or you cannot play the same deck X times in a row,
or you must randomly select from a deck collection of at least X
(different) decks.
That will help to allay some peoples concerns and will discourage
stagnation.
Now - for some other topics:
>"I've tried to re-gear my decks to primarily play to win, and I think that
>it'd be a lot better for everyone involved if we all played to win.
>Unfortunately, the big problem is weenie decks. They're always going to
>be successful, so do we disallow them?"
snip
>If we intend on making as killer decks as possible (i.e. "I'm playing to
>win!"), then we are all going to end up with high speed weenie decks, at
>least for a while, until everyone starts making anti weenie decks. If
>there is a limit on "weenie decks", then everyone will end up with as
>close to said "weenie deck" as possible in the realm of the rules.
Sure, I'll agree that weenie decks are very effective, especially if
your entire table uses them. But I think you'll find that there are a
number of viable, winning solutions to the weenie problem, and there's
no need to be intimidated unless your deck is unstructured or depends
on slow combos.
For example - anything that allows direct attacks on vampires,
especially as a global, continuing effect is tremendously effective at
eliminating the weenie horde and controlling the table - especially if
you have untap effects. You can wack several minions in a turn without
only minimal damage. And if they are packing SCE to avoid your
combat, the have altered the heavy bleed component, so the deck is
slow or dilute enough to control,
And as soon as you off a few of those weenies, most horde bleeders get
stuck playing defensively, since they have no highly efficient pool
engine. Another slowing factor.
In last weekend's tournament, my Nosferatu (yes - I played ugly guys
throwing sewer lids and cars in a tournament) deck stopped a weenie
steath vote deck and weenie dom bleed deck (sorry Robert). I had
watched both those decks sweep tables, but they were held in check
with Beast and a few Forced Awakenings. And beast is easy to get out
in the 2nd round (7 capacity)
The biggest thing that kept the combat deck from controlling the table
was a well-constructed Minion Tap/Golconda/Soul Gem pool engine
sitting as its prey - another 7-10 blood minion deck. It couldn't
keep the minions down, or develop enough pool to stay even. The pool
engine eventually took the tournament.
So please don't complain that weenie vote or bleed decks are just too
fast to stop. It can be done easily and you don't even need to focus
on weenie-stopping. Just take a chance and explore some new deck
combinations.
Darby Keeney
dke...@vcnet.com, dke...@amgen.com
"Adaptability is the mark of an educated person"
It's the ONLY thing my freshman engish teacher ever said that made
sense.
The "oust at all cost", or burn as many vampires as possible styles of
play ("to win" vs. "for fun" respectively) both seem to be missing the
major point of the game, which is "to play".
By that I'm not suggesting we should hug each other at the end of play,
or have consistently warm feelings about our opponents. Nor am I
suggesting our card selections should be arbitrary-but there are A LOT
of cards that have been excluded from the debate. My example would be
"Society of Leopold", a card that is great but has virtually NO tactical
value. A well pruned bleed deck, vote deck, or combat deck will drop
that card immediately, and I think that is a problem. I rarely play with
it, and I have never been able to use, try as I might. It's a cool card
that will never see the light of day if I have to play every deck for
maximum effect.
Which brings me to my real point, how can Jyhad grow as a game if
everyone is entrenched in a style of play that will obliterate decks
that we once thought were passable. I remember my first deck; a
Ventrue/Malkavian combo that never succeeded in doing much. It was low
on stealth, and had maybe one conditioning, but because the game was new
I did okay. But for a new player today, this is a really rough games
unless people are playing "to play", to see what can happen when you
actually don't have every card picked for maximum effect.
Each play group has it's own style but I think we do have a need to
welcome in new players, which means sometimes having less goal oriented
decks.
James Hamblin <je...@cornell.edu> wrote:
: Then again, I can see the point that no deck (theoretically) should be: so good that it always wins, so always having the same deck shouldn't be
: that much of an advantage anyway.
It isn't. In my group, folks can usually shut down a winning deck pretty
effectively within 3-4 weeks (we play one night per week). Occasionally
somebody will build a deck that will dominate for longer, but that just
inspires the rest of us to build decks that counter it. In this way, the
group's strategies are constantly evolving, and most of us typically have
several decks built at any given time in order to avoid being predictable.
--
joeg...@umich.edu * I am nothing special, nothing pure. I am mud and flame.
Daniel Frey <Danie...@bcpress.com> wrote:
> The "oust at all cost", or burn as many vampires as possible styles of
> play ("to win" vs. "for fun" respectively) both seem to be missing the
> major point of the game, which is "to play".
>
> By that I'm not suggesting we should hug each other at the end of play,
> or have consistently warm feelings about our opponents. Nor am I
> suggesting our card selections should be arbitrary-but there are A LOT
> of cards that have been excluded from the debate. My example would be
> "Society of Leopold", a card that is great but has virtually NO tactical
> value. A well pruned bleed deck, vote deck, or combat deck will drop
> that card immediately, and I think that is a problem. I rarely play with
> it, and I have never been able to use, try as I might. It's a cool card
> that will never see the light of day if I have to play every deck for
> maximum effect.
My play group certainly plays to win (we play for ante), but we also play
to have fun. It's always fun to play cards you haven't been able to use
before. I went to Dundracon this weekend and saw the following cards
played effectively for the first time: Business Pressure, Memory's Fading
Glimpse, Life Boon, and Hostile Takeover (we just don't have many Hostile
Takeover cards in my group). It's always great to play a card where
everyone at the table, friend and foe alike, just goes "Wow!".
The Life Boon play was particularly amusing -- it was in a game where the
predator/prey relationships came completely unhinged. It was a 6 player
game where my predator was a weenie horde using Computer Hacking, some
Obfucate, Tribute to the Master, and Autarkis Persecution. Also Info
Highway and the Gangrel prince that gives two extra transfers. I was
playing small Tremeres with little intercept. I mostly stayed up on
defense to prevent (or at least slow down) a weenie bleed blitz. My prey
was a Ventrue vote deck that was getting in the way of my predator's
Persecutions and Praxis Seizures. My prey was my _best_ friend. :-)
Anyway, my predator went over my head with 6(!) Computer Hacking bleeds
to oust my prey for me. I played Life Boon!!! Unfortunately, my predator
had a seventh Computer Hacking to finish the job. That whole sequence
was very cool.
---
Eric Pettersen
pe...@cgl.ucsf.edu (NeXTmail capable)
This is pretty much the same with us also except for one kind of deck.
STEALTH & BLEED.....Unless we are prepared for a all out stealth and
bleed deck (which is near impossible) these decks will run the table 9
out of 10 times. For the most part no one plays with this kind of deck
cause its frowned upon ( its the easiest deck to make, takes no
thought to build it).....So losing to a stealth and bleed is hardly
considered a loss in our group.
[ quoted text not captured ]
I can't entirely agree with this position. My political deck avoid
combat, etc. like the plague, so there are some misdirect's, etc. If
the S&B guy is my preditor, I know that my misdirect's will not last
forever, so I'll expend some of energy in helping my preditor's preditor
oust him (ie. with directed bleeds, or good votes). Our group has few
S&B decks because 1) They're damn boring! 2) People gang up on the
offending Meth. 3) They can be easily countered.
I do agree that they're the most beginner of decks to build and play, so
the taunting by the other players when one plays a S&B deck is also
usually enough to get him to build better decks.
--
rob. (rfle...@ix.netcom.com)
NOTE: If you wish to respond to me via email, please remove the * from
the
return address!
On Tue, 25 Feb 1997, Shane wrote:
> This is pretty much the same with us also except for one kind of deck.
> STEALTH & BLEED.....Unless we are prepared for a all out stealth and
> bleed deck (which is near impossible) these decks will run the table 9
> out of 10 times. For the most part no one plays with this kind of deck
> cause its frowned upon ( its the easiest deck to make, takes no
> thought to build it).....So losing to a stealth and bleed is hardly
> considered a loss in our group.
Really. I wonder if you are playing with self-imposed Card Limits,
because most No Limits groups (the official way, for as long as the game
has been around) have no problems with S&B. The standard defenses are
pretty easy to integrate into any deck (Bleed Bounce, Intercept, Rush,
Race, Blood Gain). With the Sabbat, more defense against S&B in Card
Limit environments is possible (nearing NL in quality), but to have a
game group in which S&B runs rampant usually speaks of one of three
things: a new group, a CL group (without Sabbat), a bad deck.
[ quoted text not captured ]
sbe...@isomedia.com (Shane) writes:
>This is pretty much the same with us also except for one kind of deck.
>STEALTH & BLEED.....Unless we are prepared for a all out stealth and
>bleed deck (which is near impossible) these decks will run the table 9
>out of 10 times.
It's not at all impossible. There are three basic defenses for S&B:
intercept the bleed, bounce the bleed (deflection or Telepathic
Misdirection), or rush the bleeders (Bum's Rush or Haven uncovered, thebn
torporize the target). You can also extend your life with blood gain or
outrace the bleeder and oust your prey first (with a weenie bleed or fast
aggressive vote deck).
A couple of points:
If you aren't playing intercept, *don't* intercept his bleeds. Ever.
You'll never block them; all you'll do is use his stealth cards so he
draws more bleed cards and bleeds you for more.
Use defense techniques which are uncommon in your group. If everybody
plays intercept, use rush; if everybody plays rush use intercept (bounce
always works, though).
Everybody can defend vs. S&B. However, it does take up a lot of your
deck. With any deck I build the #1 question and the #1 use of cards is my
deck's offensive goal; but my defense for S&B is almost always #2.
>For the most part no one plays with this kind of deck
>cause its frowned upon ( its the easiest deck to make, takes no
>thought to build it).....So losing to a stealth and bleed is hardly
>considered a loss in our group.
Weenie bleed is easier to make, but takes a little more guts as you lose
weenies all over the place. S&B is the standard starting deck.
Curt Adams (curt...@aol.com)
There is only 1 sabbat deck in our group (about 9 of us), a few
sabbits mixed in here and there but only 1 pure sabbat deck and yes
when we are expecting a stealth and bleed deck we do the Bleed Bounce,
Intercept, Rush, A investigation, etc, etc. And we are not a bad group
at all, actually five of us attended the jyhad tournment (WOTC) here
in seattle about a year ago and four of us ended up in the final game
and one of our members was the winner. (not myself-grumble grumble)
Its just that unless you know and prepare for a stealth and bleed deck
it will run the table most of the time. And because its such a simple
minded deck to play and build its frowned upon. Thats all.........
The Corrupter <sull...@cslab.uwlax.edu> wrote:
>On Tue, 25 Feb 1997, Shane wrote:>> This is pretty much the same with us also except for one kind of deck.
>> STEALTH & BLEED.....Unless we are prepared for a all out stealth and
>> bleed deck (which is near impossible) these decks will run the table 9>> out of 10 times. For the most part no one plays with this kind of deck>> cause its frowned upon ( its the easiest deck to make, takes no
>> thought to build it).....So losing to a stealth and bleed is hardly
>> considered a loss in our group.>Really. I wonder if you are playing with self-imposed Card Limits,[ quoted text not captured ]
Shane (sbe...@isomedia.com) wrote:
: This is pretty much the same with us also except for one kind of deck.
: STEALTH & BLEED.....Unless we are prepared for a all out stealth and
: bleed deck (which is near impossible) these decks will run the table 9
: out of 10 times. For the most part no one plays with this kind of deck
: cause its frowned upon ( its the easiest deck to make, takes no
: thought to build it).....So losing to a stealth and bleed is hardly
: considered a loss in our group.
My group plays enough rush combat that S&B decks seldom oust
more than one or at most two people before they run out of
vampires. In one recent four player game, there was one Malk
S&B deck, one Toreador intercept/gun/blur deck, one Nossie
combat deck, and one Brujah combat deck. The Malks deck was
the first one ousted, and none of the other decks were designed
to counter a S&B deck. S&B is rarely played in our group not
as much because it is frowned upon but because it is little fun
to play.
Wallpaper Paste
for all those useless cards