Lord G. Tarrant#
I've been lurking the messages here and have not seen an answer to the
below questions. I'm sure I've probably missed something but if you
could just bear with me here and maybe point me straight... I really
would appreciate it!
1. I've a 'master' card that says unique location on it and it has a
clan symbol on the left edge. Does this mean only a kindred of that
clan can benifit from the card or does it mean I must have a -ready-
kindred before I can play this card.. or both? EXAMPLE: Uptown Hunting
Ground
2. When do you replace a card that leaves you hand?
3. What happens if _I_ put two of the exact vampire into active
region? Do I follow the rules for contested cards?
4. What CAN a tapped vampire do? (Please include everything you can
think of)
5. What can a tapped vampire NOT do?(Please include everything you can
think of)
6. How long does an action modifier remain in play?
7. How long does an action card remain in play?
8. In a game with 2-4 players what do you feel is the ideal card total
for your crypt? How about your library?
9. What percentage mix of manuvers, presses, equipment, master cards,
action cards, etc... do you find being the most balanced for 2-4
player game play?
I've played M:TG (or MT$ as I've seen it around here) for a few years
so I understand that many of my questions about deck building really
depends on what type deck I'm shooting for... but any general truisms
on deck construction would be nice.
Thanks a ton.
+------------------------------------------------------------+
|"Child of the sunlight! Heir to | A quote from my |
| life and all that it implies. | namesake. --Tarrant |
| There's beauty in that world, too,+------------------------+
| although of a cruder sort. Are you|___|___|___|___|___|____|
| really ready to give all that up? |_|___|___|___|___|___|__|
| To give up the light? Forever?" |___|___|___|___|___|____|
+-----------------------------------+