rec.games.trading-cards.jyhad

so, i'm making cards to remind mew players about the basic options available to them

15 messages from 8 participants · 23 July 2013 – 25 July 2013 · vekn.net/forum
the topic on the V:EKN forum

self biased

here's what i've come up with. also this includes a list of reminder cards Bleed A minion may only bleed once per turn. Bleed your prey for 1. Hunt Hunt. Vampires only. +1 Stealth Action.Put 1 blood on this Vampire from the blood bank. Go Anarch! Non-Anarch, Non-titled Vampires Only. +1 Stealth Action. This Vampire becomes Anarch and Independent. If this Vampire changes sect, it is no longer Anarch. Reduce the cost of this card by one blood if you control a ready Anarch. Get Her, Ray! Vampires only. +1 Stealth Action. Enter Combat with a Red List minion that was marked this turn. Leave Torpor Vampires only. +1 Stealth Action. Move this Vampire to the ready region. Rescue From Torpor Vampires only. Move a Vampire in Torpor controlled by any Methuseleh to the ready region. The vampire leaving Torpor may pay a portion or all of the blood cost of this action when it is announced. If you control the Vampire leaving Torpor, this is a +1 stealth undirected action instead of a action. Diablerize Vampires only. Diablerize Vampire in Torpor controlled by any Methuseleh. If you control the Vampire being Diablerized, this is a +1 stealth undirected action instead of a action. Equip: All Minions. +1 Stealth Action. Attach an Equipment card from your hand to the acting minion paying all costs (Blood or Pool) and obeying all requirements (Clan, Discipline, Sect, &c), or attatch an Equipment card to this minion that is on another minion you control (obeying all requirements). Recruit: All Minions. +1 Stealth Action. Place an Ally from your hand in your uncontrolled region paying all costs (Blood or Pool) and obeying all requirements (Clan, Discipline, Sect, &c). During your Influence Phase, move all Allies in your uncontrolled region to your ready region. When an ally is brought into play (by any means), it receives blood counters from the blood bank to represent its life (listed on the ally's card). When an Ally loses its last life counter, it is burned. Employ All Minions. +1 Stealth Action. Attatch a Retainer to the Acting minion from your hand (paying all costs, Blood or Pool, and obeying all requirements Clan, Discipline, Sect, &c). When a retainer is brought into play, it receives blood counters from the blood bank to represent its life (listed on the retainer's card). When a retainer loses its last life counter, it is burned. Call a Vote: Vampires only. +1 Stealth action. Name the terms of a Political Action in your hand (paying all costs, Blood or Pool, and obeying all requirements Clan, Discipline, Sect, &c) and place it in your ash heap. If the the number of 'yea' votes exceeds the 'nay' votes, the terms of that political action are executed. Tied votes fail. Reaction: I am a Reaction. I am used when other Methuselah's minions are acting. I am frequently used to generate Intercept (Intercept can only be generated when Stealth would be greater than Intercept). I can also reduce Bleeds, gain votes during a Political Action, or allow one of your minions to untap and attempt to block (or allow one of your minions to attempt to block even though they're tapped, which is important)! Action Modifier. I am an Action Modifier. I am used to modify an action one of your minions is taking. I am frequently used to generate stealth or increase bleed (Stealth can only be generated when a block would otherwise be successful). I can also be used to gain votes on during a Political action called by this vampire, or have other zany effects listed on the Action Modifier. Combat: Before Range Some combat cards can only be played before range is determined. They can set the range of a combat to long or short, or introduce other elements to the combat aiding your minion,hindering opposing minions, or adding chaos to the combat in general. Combat: Maneuvers Some combat cards are used for a Maneuver. All rounds of combat default to close range, unless a minion uses a Maneuver to go to long range (the word 'Maneuver' will be printed on the card). Maneuvers can go from long range to short range or vice versa. If you use a Maneuver from a card that has a Strike effect (most Guns, Thrown Gate), you are obligated to use the strike of that card during the declare strike portion of combat. Combat: Choosing Strikes The Acting Minion declares its strike first, followed by the opposing minion. Some combat cards are played before strikes are declared, others before strikes are resolved! If you use a Strike card for its Maneuver, you are obligated to Strike with that card (Most Guns, Thrown gate). Combat: Strike Effects Strikes are resolved and inflict damage simultaneously. Strike: Combat ends will end combat before any other strike resolves (even a strike made with first strike). Strike: Dodge protects the dodging minion from all effects from the opposing minion's strike, be it damage or steal/destroy weapon (even a strike made with first strike). Strikes made with First Strike are resolved before strikes made without them. Combat: Damage Prevention Blah. Still need to write this up. Combat: Press Combat will end if both combatants are still ready, unless one of them presses to continue the combat. By defalt, every Combat always has a press to end the combat (much like how maneuvers always start at close range). If a minion uses a press to continue combat and is not countered with a press to end, then a new round of combat starts, following the usual directions. Note that some strikes cannot be used on the first round of combat. Action I am an Action Card. I can require a discipline (or multiple disciplines). I can have up to two different effects, which are separate. You will generally either take an action at inferior, or superior. Some actions may have two inferior effects listed for two different disciplines. These actions can do different things and may have additional stealth, so be careful and pay attention! Master I am a Master Card. Use a master phase action to play me. I represent the influence of you, the Methuselah, in the game. Some cards can give you more than one master phase action. Once per turn you can gain another Master Phase Action if you play a Master. Trifle: card as your first master phase action. Event I am an Event Card I effect the entire table, and I can often require other kinds of cards in play, like cards with the 'Gehenna' Trait. I am played during your discard phase instead of discarding. I frequently have strange redraw requirements. Nube 6.pdf

self biased

the attachment didn't take. womp womp.

Juggernaut1981

You should change the Anarch action. Go Anarch! is an action already. Leave Torpor costs 2 blood. You can only attempt one political action in a turn per minion. (Should be on the card). I'd also change the name of "Get Her, Ray!" to "Kill the Red List" (so we can all get our Elmer Fudd on). Retired Baron of Sydney, Australia, 418

self biased

furthermore, would anyone use this resource for their new players?

self biased

> Juggernaut1981 wrote: > Leave Torpor costs 2 blood. > it does in my pdf that didn't upload. so don't worry.

AaronC

> Equip: > All Minions. +1 Stealth Action. > Attach an Equipment card from your hand to the acting minion paying all costs (Blood or Pool) and obeying all requirements (Clan, Discipline, Sect, &c), or attatch an Equipment card to this minion that is on another minion you control (obeying all requirements). > I don't think a minion has to fulfill any requirements when equipping off of another minion with the same controller.

Ankha

Entering combat with a Red List minion through the "Red List Mark" costs 1 blood. Prince of Paris, France Ratings Coordinator, Rules Director

the1andonlime

> AaronC wrote: > > > Equip: > > All Minions. +1 Stealth Action. > > Attach an Equipment card from your hand to the acting minion paying all costs (Blood or Pool) and obeying all requirements (Clan, Discipline, Sect, &c), or attatch an Equipment card to this minion that is on another minion you control (obeying all requirements). > > > I don't think a minion has to fulfill any requirements when equipping off of another minion with the same controller. > Also, don't forget that a minion you control can take any number of equipment(s) from one other minion you control. Not just one piece of equipment. Suaku Inceptor Asian Continental Championship 興っ www.youtube.com/SuakuOz

jamesatzephyr

General remark: at some point, you'll have to explain to players about which actions can and can't be repeated. And one of the important points is "card of the same name". So I can't, for example, play Corruption twice with the same vampire. Will it confuse newbies that some cards (the "reminder" cards) can be repeated, but others can't? Also, given that having a lot of cards in your hand is annoying, is the playmat a better vehicle for this? www.vekn.net/downloads Obviously, it's possible that could be improved. > self wrote: > Go Anarch! > Non-Anarch, Non-titled Vampires Only. +1 Stealth Action. > Untitled, not non-titled. > self wrote: > Get Her, Ray! > Vampires only. +1 Stealth Action. > Enter Combat with a Red List minion that was marked this turn. > Missing the blood cost. > self wrote: > Leave Torpor > Vampires only. +1 Stealth Action. > Move this Vampire to the ready region. > 2 blood. > self wrote: > Rescue From Torpor > Vampires only. > Move a Vampire in Torpor controlled by any Methuseleh to the ready region. The vampire leaving Torpor may pay a portion or all of the blood cost of this action when it is announced. If you control the Vampire leaving Torpor, this is a +1 stealth undirected action instead of a action. > You don't pay the blood when the action is announced, you choose how to pay the blood then. Additionally, this vampire can pay zero of the blood - both blood can come from the rescuee - whereas "a portion" is ambiguous. Something like: "When the action is announced, choose how the cost will be split between this acting vampire and the target (the cost may be shared, or either vampire may pay zero)." The "If you control..." text is awkward in that it may leave new players thinking that real cards are actions against yourself, if they lack this text. e.g. Temptation on your own vampire is undirected, even though it has a symbol on it. This is an easy mistake to make, and the game worked like that for a while under WotC, for the few self-directable actions in the game. (Most couldn't be, due to card text. But Rampage could, back in 1997 .) > self wrote: > Diablerize > Vampires only. > Requires a vampire who is not Blood Cursed. > self wrote: > Diablerize Vampire in Torpor controlled by any Methuseleh. If you control the Vampire being Diablerized, this is a +1 stealth undirected action instead of a action. > Not worth mentioning the benefits and drawbacks of diablerie? Blood and equipment, tutoring a Discipline, and the Bloodhunt? (And possibly Trophies.) Even if you don't go into all the specifics, it may be worth mentioning them as a reminder. > self wrote: > Equip: > All Minions. +1 Stealth Action. > Attach an Equipment card from your hand to the acting minion paying all costs (Blood or Pool) and obeying all requirements (Clan, Discipline, Sect, &c), or attatch an Equipment card to this minion that is on another minion you control (obeying all requirements). > Transfer doesn't work like that, as others have pointed out. > self wrote: > Recruit: > All Minions. +1 Stealth Action. > Place an Ally from your hand in your uncontrolled region paying all costs (Blood or Pool) and obeying all requirements (Clan, Discipline, Sect, &c). During your Influence Phase, move all Allies in your uncontrolled region to your ready region. When an ally is brought into play (by any means), it receives blood counters from the blood bank to represent its life (listed on the ally's card). When an Ally loses its last life counter, it is burned. > Strictly, "During the influence phase, move all allies in the uncontrolled region to their Methuselah's ready region." Out-of-turn recruitment gets you the ally that turn, you don't have to wait until your own turn. > self wrote: > Call a Vote: > Vampires only. +1 Stealth action. > Name the terms of a Political Action in your hand (paying all costs, Blood or Pool, and obeying all requirements Clan, Discipline, Sect, &c) and place it in your ash heap. If the the number of 'yea' votes exceeds the 'nay' votes, the terms of that political action are executed. Tied votes fail. > Title would be germane to the requirements. > self wrote: > Reaction: > I am a Reaction. > I am used when other Methuselah's minions are acting. I am frequently used to generate Intercept (Intercept can only be generated when Stealth would be greater than Intercept). I can also reduce Bleeds, gain votes during a Political Action, or allow one of your minions to untap and attempt to block (or allow one of your minions to attempt to block even though they're tapped, which is important)! > How is this helpful? If they have a reaction in their hand, they can see it. Ditto action modifier. (Something about stealth/intercept might be relevant, though.) > self wrote: > Combat: Before Range > Something like this would likely be much better handled not on cards. Seeing the whole sequence of combat is helpful. > self wrote: > Combat: Strike Effects > Strikes are resolved and inflict damage simultaneously. > Strike: Combat ends will end combat before any other strike resolves (even a strike made with first strike). Strike: Dodge protects the dodging minion from all effects from the opposing minion's strike, be it damage or steal/destroy weapon (even a strike made with first strike). Strikes made with First Strike are resolved before strikes made without them. > Easily read as "Strike: Dodge protects you from Strike: Combat Ends". Which it does, if the Combat Ends has an 'offensive' component (e.g. Catatonic Fear's damage, but also Meld With the Land's 'offensive' untap), but it doesn't protect you against the Combat Ends effect itself. Also, this reminds me that ranged strikes can affect retainers instead of the minion, and Dodge doesn't work there. Steal blood catches some people out. Possibly worth pointing out that Steal Blood drains off before going on to damage prevention, too. Also that "steal blood" also works against allies, despite them not having blood. > self wrote: > Combat: Damage Prevention > Blah. Still need to write this up. > > Combat: Press > Additional strikes? > self wrote: > Action > I am an Action Card. > Not really seeing the point. > self wrote: > Master > I am a Master Card. > Use a master phase action to play me. I represent the influence of you, the Methuselah, in the game. Some cards can give you more than one master phase action. Once per turn you can gain another Master Phase Action if you play a Master. Trifle: card as your first master phase action. > But this one is possibly more useful, because of the Trifleiciousness.

self biased

on my phone, so i will have to be brief. I agree about the playmat idea. Re: action mod/reaction cards, One thing I've encountered is new players seeing the +1 stealth on an action and erroneously trying to use that stealth. Trying to curb that. Trying to squeeze how something like combat works into a card text box is tough even breaking it down to its constituent parts.

ICL

Only one Event can be played per turn, which is rather important, as this limitation was missed when people only saw that it took a discard phase action and built decks with multiple discard phase actions to improperly accelerate Event play. Could also add that each Event can only be played once per game. Traveller Card Game

KevinM

I disagree with your assessment of multiple DPAs used to "improperly" accelerate Event play. There are opportunity costs involved in order to obtain multiples of singularities within game play. These opportunity costs are what to primarily balance out, not the singularity becoming a multiple (until and unless the multiple causes issues). Kevin M., Prince of Las Vegas "Know your enemy and know yourself; in one-thousand battles you shall never be in peril." -- Sun Tzu, *The Art of War* "Contentment...Complacency...Catastrophe!" -- Joseph Chevalier Please visit VTESville daily! vtesville.myminicity.com/ Facebook: www.facebook.com/groups/129744447064017

jamesatzephyr

> KevinM wrote: > I disagree with your assessment of multiple DPAs used to "improperly" accelerate Event play. > This is improperly meaning "is not possible within the rules of the game". There's nothing to disagree about - it simply wasn't possible (but a few people missed the rules on this). > KevinM wrote: > There are opportunity costs involved in order to obtain multiples of singularities within game play. These opportunity costs are what to primarily balance out, not the singularity becoming a multiple (until and unless the multiple causes issues). > This pre-supposes that playing multiple events per turn is legal. It isn't.

the1andonlime

> jamesatzephyr wrote: > > > self wrote: > > Master > > I am a Master Card. > > Use a master phase action to play me. I represent the influence of you, the Methuselah, in the game. Some cards can give you more than one master phase action. Once per turn you can gain another Master Phase Action if you play a Master. Trifle: card as your first master phase action. > > > But this one is possibly more useful, because of the Trifleiciousness. > You gain another master phase action the first time you [edit]successfully[/edit] play a Master:Trifle, not only as your first master phase action (see Parthenon, Nana Buruku et al). Also worth noting that the MPA gained will only happen on your turn (or your upcoming turn in the case of OOT Trifles) and you cannot gain multiple MPAs from Trifles (e.g. Wash on your predator's turn and Vessel on your own turn do not net you 2 additional MPAs). Come to think of it, you might want to talk about OOT Masters here. Suaku Inceptor Asian Continental Championship 興っ www.youtube.com/SuakuOz

KevinM

> jamesatzephyr wrote: > > > KevinM wrote: > > I disagree with your assessment of multiple DPAs used to "improperly" accelerate Event play. > > > This is improperly meaning "is not possible within the rules of the game". There's nothing to disagree about - it simply wasn't possible (but a few people missed the rules on this). > > > KevinM wrote: > > There are opportunity costs involved in order to obtain multiples of singularities within game play. These opportunity costs are what to primarily balance out, not the singularity becoming a multiple (until and unless the multiple causes issues). > > > This pre-supposes that playing multiple events per turn is legal. It isn't. > Ah yes, my misunderstanding of ICL's not-bad grammar. Kevin M., Prince of Las Vegas "Know your enemy and know yourself; in one-thousand battles you shall never be in peril." -- Sun Tzu, *The Art of War* "Contentment...Complacency...Catastrophe!" -- Joseph Chevalier Please visit VTESville daily! vtesville.myminicity.com/ Facebook: www.facebook.com/groups/129744447064017