rec.games.trading-cards.jyhad

A Couple of Questions

4 messages from 4 participants · 01 May 1997 – 04 May 1997
original thread on Google Groups

Rob LeGood

Just a few questions that keep coming up... 1) The 'claws' cards, say that "For the remainder of the round, the vapire's hand damage is aggrivated. Does this imply that I can play this card at anytime during the round? (i.e. After strikes have been declared, but before Strike Resolution) 2) A vampire that has a natural +2 bleed declares a bleed attempt. (3 bleed). The action is blocked and mask of 1000 faces is played to switch the action to a vampire with a natural +1 bleed. Is the bleed now at 2; the new vamps base, 3; the original vamp's base, or 4; the original vamps base, plus the bonus of the new vamp? 3) Is this new unlimited stealth thing for real? Like I mentioned yesterday, I built the deck I mentioned (30 plus to bleed, 60 plus to stealth), and won a 3 player game in less than 20 minutes. The only thing that kept me paused was one of my grand preditor's vamps had a nasty Guardian Angel/Sport's Bike/KRCG News Radio going for a base 3 intercept. This didn't really matter, though, as I let one of my younger vaps hunt with additional stealth until I got +5 stealth worth of different cards. I promised my friends to distroy this deck and never play with it again. (In much the same promise I gave to them when I built a weenie vote before there was a "replace burn votes at the end of the turn" rule.) -- rob. (rfle...@ix.netcom.com) "I really hate it when I play a Madness of the Bard, and then get a call from my Mom." - me HELP STOP SPAM NOTE: If you wish to respond to me via email, please remove the * from the return address!

L. Scott Johnson

Rob LeGood wrote: > 1) The 'claws' cards, say that "For the remainder of the round, the > vapire's hand damage is aggrivated. Does this imply that I can play this > card at anytime during the round? (i.e. After strikes have been > declared, but before Strike Resolution) Yes. > 2) A vampire that has a natural +2 bleed declares a bleed attempt. (3 > bleed). The action is blocked and mask of 1000 faces is played to switch > the action to a vampire with a natural +1 bleed. Is the bleed now at 2; > the new vamps base, 3; the original vamp's base, or 4; the original > vamps base, plus the bonus of the new vamp? It is at 2. The first vampire's bleed bonus applies only to him, and is removed when he is not the acting vampire. > 3) Is this new unlimited stealth thing for real? Like I mentioned > yesterday, I built the deck I mentioned (30 plus to bleed, 60 plus to > stealth), and won a 3 player game in less than 20 minutes. The only > thing that kept me paused was one of my grand preditor's vamps had a > nasty Guardian Angel/Sport's Bike/KRCG News Radio going for a base 3 > intercept. This didn't really matter, though, as I let one of my younger > vaps hunt with additional stealth until I got +5 stealth worth of > different cards. I promised my friends to distroy this deck and never > play with it again. (In much the same promise I gave to them when I > built a weenie vote before there was a "replace burn votes at the end of > the turn" rule.) It is for real: a direct result of the RT ruling that the rulebook limitation on increasing stealth and increasing intercept only applies during block attempts. -- L. Scott Johnson (vte...@regency.wizards.com) Official VtES Net.Rep for Wizards of the Coast. (*) - Subject to review by Rules Team

Karl Innes

Rob LeGood wrote: > > Just a few questions that keep coming up... > > 1) The 'claws' cards, say that "For the remainder of the round, the > vapire's hand damage is aggrivated. Does this imply that I can play this > card at anytime during the round? (i.e. After strikes have been > declared, but before Strike Resolution) Yes, you can play claws after you have found out what your opponents strike will be. This eliminates the chance that they will dodge but not prevent the aggro damage. > 2) A vampire that has a natural +2 bleed declares a bleed attempt. (3 > bleed). The action is blocked and mask of 1000 faces is played to switch > the action to a vampire with a natural +1 bleed. Is the bleed now at 2; > the new vamps base, 3; the original vamp's base, or 4; the original > vamps base, plus the bonus of the new vamp? Not sure how you possibly came to this conclusion. The card states that another untapped vampire takes over the action where the original vampire left off. It says nothing about assuming its abilities only the action. When you take over the action you do JUST that, in this case you take over an uncarded bleed. The new vampire bleeds as if he had started the action in the first place. (in this case bleed for 2) > 3) Is this new unlimited stealth thing for real? Like I mentioned > yesterday, I built the deck I mentioned (30 plus to bleed, 60 plus to > stealth), and won a 3 player game in less than 20 minutes. The only > thing that kept me paused was one of my grand preditor's vamps had a > nasty Guardian Angel/Sport's Bike/KRCG News Radio going for a base 3 > intercept. This didn't really matter, though, as I let one of my younger > vaps hunt with additional stealth until I got +5 stealth worth of > different cards. I promised my friends to distroy this deck and never > play with it again. (In much the same promise I gave to them when I > built a weenie vote before there was a "replace burn votes at the end of > the turn" rule.) Hmm, well there has never been a restriction on the amount of stealth you can use in a deck. Personally I find that Stealth bleed is rather boring, and if you face prepared opponents, sometimes even harmful. There are three main ways to deal with stealth, Rush, Intercept, and Bounce. I see that someone in your group used intercept. What I don't understand is how you could possibly expect to survive without any combat defence. Any good Rush combat deck would have no problem torpering every vampire you brought out, and no amount of stealth cards would help. The same goes for a bounce deck, you are denied the ability to excercise your hand and you end up bleeding your grandprey at stealth and strengthening your own preys position. There is no need to run in fear from these ridiculous one-trick ponys. Nor is there any need for you to refrain from using them, if you and your fellow Methuselas don't mind snoring through your turns the entire game.

JlB1925

>2) A vampire that has a natural +2 bleed declares a bleed attempt. (3 >bleed). The action is blocked and mask of 1000 faces is played to switch >the action to a vampire with a natural +1 bleed. Is the bleed now at 2; >the new vamps base, 3; the original vamp's base, or 4; the original >vamps base, plus the bonus of the new vamp? I thought that the amount of a bleed is not determined until the action goes unblocked, at which point you total up all modifiers (including Counters) to find the final bleed. Thus, the bleed would be at 2. --- Liam Burke "So when are they coming out with Golconda by Day, anyway?" -overheard