rec.games.trading-cards.jyhad

2-player variant idea

12 messages from 6 participants · 19 September 2009 – 23 September 2009
original thread on Google Groups

librarian

Nikolaj "Lord of the Betrayers" Wendt wrote: > I tried to compile the issues people currently have with two player > format and order them a bit. They are listed below each with A, B, C > etc. How about this. To most replicate the endgame, which is what a 2-player game is: Meths get to pick up to 5 (or more or less?) permanents out of their deck. They put those aside. Then shuffle library. At this time, any cards inappropriate for this format are removed from game (deflection etc). Library must still be legal. They draw 4 crypt cards as normal. They can put up to 25 points of crypt cards in play immediately, and simultaneously. Each of those crypt cards starts with half their blood, rounded down. Then they put the 5 permanents in play. Any contested cards start the game contested. Each meth starts with 10 pool + (20-capacity of their in play vamps, including contested ones). Game begins with 4 transfers per Meth. Should make game fast. Shouldn't have to make a special deck. Mostly it's more like a playtest of endgame, but still is VTES. Comments? best - chris

The Lasombra

On Sat, 19 Sep 2009 08:51:21 -0700, librarian wrote: >How about this. To most replicate the endgame, which is what a 2-player >game is: >Should make game fast. Shouldn't have to make a special deck. Mostly >it's more like a playtest of endgame, but still is VTES. >Comments? Sounds very similar to Legbiter's End-Game 2/3 player variant. http://legbiter.tripod.com/endgame.txt

librarian

[ quoted text not captured ] Maybe that's where my idea came from. I just am not seeing why everyone is up for re-inventing the wheel with a new 2-player format. best - chris

Nikolaj "Lord of the Betrayers" Wendt

[ quoted text not captured ] I cant speak for what others are thinking, but for me its this: - I want new players to be attracted to the game. - I know from experience that many people buy a starter deck or two and their first game experience is with one other player. - Everybody (that I have spoken to at least) agrees that playing a two player game with the standard rules is quite boring and doesnt give a good representation of what the game can offer. - The official rules in the starter decks currently dont list any optional 2 player variants. - New players get turned off by what seems to be an uncool game if they only try the 2 player variant. - We end up with no new players joining the community, and the game slowly sells less and less. I am not basing this on actual sales numbers of VTES, as I do not have those, but that seems to be the logic progression. - I dont want VTES to stop being produced and sold. Are there any of these points that you dont agree with? If the solution you proposed above would be fine with everyone, then that is great. The important step for me, is to try and get this into the media that new players see. The rulebook. We cant count on new players to go to various websites to figure out how to get a good 2 player game rules set.

John Whelan

librarian wrote: > Nikolaj "Lord of the Betrayers" Wendt wrote: > > I tried to compile the issues people currently have with two player > > format and order them a bit. They are listed below each with A, B, C > > etc. > > How about this. To most replicate the endgame, which is what a 2-player > game is: > > Meths get to pick up to 5 (or more or less?) permanents out of their > deck. If the desire is to help players get permanents in play earlier and more quickly, then a more natural way to achieve this is to reduce the size of the deck: say, to 40-60 cards, just as the current rulebook says. If you want to reduce a larger deck on the fly, then just cut the deck in half, choose one as your deck, look quickly through the pile to be removed, and pick up to 10 cards to shuffle into your deck. > They put those aside. Then shuffle library. At this time, any > cards inappropriate for this format are removed from game (deflection > etc). Library must still be legal. > > They draw 4 crypt cards as normal. They can put up to 25 points of > crypt cards in play immediately, and simultaneously. If the desire is to help players evenly and fairly get minions into play more quickly (and perhaps to disadvantage swarm strategies), then a more natural solution would be to give more transfers. For instance, first player gets 3 [or 4] on his first turn, both get 6 [or 8] thereafter. Weenie swarm decks, which in multiplayer often succeed in downing their first prey, will quickly hit a wall when their uncontrolled region runs out. Meanwhile, his opponent manages to build up a defense more quickly.

John Whelan

Nikolaj Lord of the Betrayers Wendt wrote: > I cant speak for what others are thinking, but for me its this: > - I want new players to be attracted to the game. > - I know from experience that many people buy a starter deck or two > and their first game experience is with one other player. > - Everybody (that I have spoken to at least) agrees that playing a two > player game with the standard rules is quite boring and doesnt give a > good representation of what the game can offer. > - The official rules in the starter decks currently dont list any > optional 2 player variants. > - New players get turned off by what seems to be an uncool game if > they only try the 2 player variant. > - We end up with no new players joining the community, and the game > slowly sells less and less. I am not basing this on actual sales > numbers of VTES, as I do not have those, but that seems to be the > logic progression. > - I dont want VTES to stop being produced and sold. > > Are there any of these points that you dont agree with? > > If the solution you proposed above would be fine with everyone, then > that is great. The important step for me, is to try and get this into > the media that new players see. The rulebook. A word of caution here. The rulebook has already become too long and too complex as it is. The design team should think twice before further complicating things by throwing in extra rules for 2-player variants. No game can be all things to all people. V:tES may not be as successful as some of us would like, but it has still been a reasonably successful game. Its claim to fame is that it is the best MULTIPLAYER ccg out there. Maybe it would be a good idea to design and playtest "starter decks" with one eye on the goal of making sure that are reasonably fun to play one-on-one. But if I were to suggest that the upcoming batch of starters should not contain "Deflection", I think there would be howls of protest.

librarian

John Whelan wrote: > librarian wrote: >> Nikolaj "Lord of the Betrayers" Wendt wrote: >> > I tried to compile the issues people currently have with two player >> > format and order them a bit. They are listed below each with A, B, C >> > etc. >> >> How about this. To most replicate the endgame, which is what a 2-player >> game is: >> >> Meths get to pick up to 5 (or more or less?) permanents out of their >> deck. > > If the desire is to help players get permanents in play earlier and > more quickly, then a more natural way to achieve this is to reduce the > size of the deck: say, to 40-60 cards, just as the current rulebook > says. > I'm not sure how this gets permanents into play *at the start* of the 2-player game that is trying to replicate the end-game of a multi-player game. > If you want to reduce a larger deck on the fly, then just cut the deck > in half, choose one as your deck, look quickly through the pile to be > removed, and pick up to 10 cards to shuffle into your deck. > I like this as an add - it represents the endgame pretty well. Maybe even divide your deck in half. Pick out up to 5 permanents and put them in play, the rest then comprises your ash heap. >> They put those aside. Then shuffle library. At this time, any >> cards inappropriate for this format are removed from game (deflection >> etc). Library must still be legal. >> >> They draw 4 crypt cards as normal. They can put up to 25 points of >> crypt cards in play immediately, and simultaneously. > > If the desire is to help players evenly and fairly get minions into > play more quickly This is not the desire. The desire of my proposed 2-player rules is to replicate the endgame of a multi-player game. This will very likely disadvantage swarm strategies. Open to suggestions. best - chris

LSJ

librarian wrote: > John Whelan wrote: >> If you want to reduce a larger deck on the fly, then just cut the deck >> in half, choose one as your deck, look quickly through the pile to be >> removed, and pick up to 10 cards to shuffle into your deck. > > > I like this as an add - it represents the endgame pretty well. Maybe > even divide your deck in half. Pick out up to 5 permanents and put them > in play, the rest then comprises your ash heap. > The desire of my proposed 2-player rules is to > replicate the endgame of a multi-player game. This will very likely > disadvantage swarm strategies. Open to suggestions. I like that idea. Influence: Draw five crypt cards. Put any of them you choose into your ready region, one at a time in the order you choose (pay cost as normal, and burn 1 extra pool for each infernal minion). (Alternating between players.) Permanents: Cut the library in half and choose one half (unseen) for your library. The other half is the extras. Draw through your extras, one card at a time (alternating between players), optionally putting any permanents you find in play as you find them (requirements and cost apply as normal). You are limited to 4 master permanents, 4 events, 2 minion-card permanents per minion, and 2 untap-card permanents (convictions) per minion. Damage: Shuffle the remaining extras. Draw five cards from it and show them. X is the total cost (blood and pool and life, but not conviction) of these cards. Any cost of X is treated as 1. Remove a total of 20-X blood, life, and/or conviction from among your ready minions. Put your extras (including those five cards just drawn) into your ash heap. Bleed: First player burns 2 pool. Second may tap X of xer minions and then burn 3-X pool. Go: Begin play.

Wilsoros

To those who wonder why reinvent? As to myself, I would rather play 4/5 players, but that isn't always an option, and too often when growing a group, you get the dreaded 6/7 night and then after awhile you get the fracking 11, so it is nice to have tools to keep everyone bleeding.

John Whelan

librarian wrote: > > If the desire is to help players evenly and fairly get minions into > > play more quickly > > This is not the desire. The desire of my proposed 2-player rules is to > replicate the endgame of a multi-player game. This will very likely > disadvantage swarm strategies. Well, I understand the "discourage swarm stratetegies" part. Swarm strategies usually oust their first prey, then crash and burn on the rocks of the endgame. So, in a 2-player, I can see the need to balance things by making the game as a whole a bit more like the endgame, so that swarm strategies don't automatically win. But I do not see much INHERENT value in having a 2-player game replicate the endgame, as opposed to permitting it to play out as a game in its own right. Every game of V:tES that I play does not have to be tournament practice. That tends to put the cart before the horse.

Nikolaj "Lord of the Betrayers" Wendt

[ quoted text not captured ] I like this. This is probably the best way if you want two player games to reflect the end-game. Some might not want that, but this is a good way in my opinion. It seems - in spite of the amount of text - like a relative simple way to set it up, even for people who are not too familiar with the game rules (terms like 'permanents' probably need to be explained though unless it already is in the rulebook?)

librarian

[ quoted text not captured ] Right. However, in this way, people do not have to have specific decks designed for a 2-player game. There are many many many many other games out there to entertain 2 people who want to play a game. I was thinking that the reason to have rules *specifically* for 2-player VTES was in the event there weren't 3 (rapid though) or 4-5 players around to play regular VTES. So these guys are hanging around with their regular decks - hey, we can do these modifications (perhaps as LSJ suggests), and play a quick game with the decks we already have. But it will be different than a normal game of VTES, but not too different. It's not necessarily tournament practice, but it is practice. Otherwise, why not just play some other game? Might I suggest Lost Cities? best - chris