The checklist for the booster cards is now complete.
As aczocgud said, a checklist for the starters would be nice to have.
regards
pallando
What do you think??
Greetings,
Pablo Alonso
On Fri, 16 May 2003 13:10:46 +0200, "pallando" <pall...@gmx.atNOSPAM>
wrote:
How do you expect to win?
Random hand destruction is too unpredictable. In M:TG, it works
because cards-in-hand are a potentially limited resource. Nobody
plays with a fat deck (more than 60 cards), and draws are a lot less
common unless your deck is tailored to give you more than the base
1/turn. In VTES, you get rid of a card, at random, that gets replaced
immediately.
Hrm...that potentially draws them into the card they need to move
forward, or clears up hand jam. Yeah, it COULD mess them up. But it
probably won't. The way deck construction works in VTES, you're
rarely going to be able to snag anything that won't be replaced within
6-10 draws, anyway, if it's important.
The HOS have a slightly better time of it, since they can use AUS to
see what's coming, and thus choose what they hit from the library, and
use Revelations to choose what they hit from the hand.
After expirementing with Feline Saboteur, I realized that random
deck-killing simply isn't a viable strategy. It has backfired on me
more than it's worked in my favor.
Fanboy
Snip, cos I agree...
Border skirmish does have one new advantages over other deck-hosing:
you can potentially help out your cross-table buddy with it - like
stash a Border Skirmish in your Storage Annex*, and unload it when
they indicate that their current hand is a bit sad.
Sadly, this and the untap advantage seem a bit marginal, basically
Feline or the hugely debated Slaughterhouse is a whole lot better, and
even Slaughterhouse is not all that, so why bother.
*this concept is very Buffy. You have Yuppies cellaring wine in annex
A, and an ancient, malevolent vampire storing a helicopter full of
mercenaries in annex B... and no one ever comments on just how odd
that is. Nice.
>texas...@yahoo.com (The Fanboy) wrote in message news:<f99d61c5.03051...@posting.google.com>...
>> > Wow! This card is great... combined with Anarch-HoS, you can do a very
>> > interesting deck-killer strategy... or anarch OBF/ANI-vamps and Feline
>> > Saboteurs...
>>
>> How do you expect to win?
>
>Snip, cos I agree...
well, how about that Brinkmanship card? means you need a way to pass a
vote (i think...?), but if so it's a good way to force your prey to
die if you can foil their withdraw.
salem
domain:canberra http://www.geocities.com/salem_christ.geo/vtes.htm
> well, how about that Brinkmanship card? means you need a way to pass a
> vote (i think...?), but if so it's a good way to force your prey to
> die if you can foil their withdraw.
All this time that people have asked me why there aren't more
Slaughterhouses in my HoS deck, I tell them that deck destruction
doesn't win games. It's a nice support strategy and does wonders for
morale (ie, your prey loses morale), but it won't oust your prey.
Brinkmanship.
Time to rethink my HoS deck.
james o'rance
http://www.geocities.com/dragon-dreamer/vampire
If you have a brinkmanship in play, there's only one other person
left, and they successfully withdraw, what happens? Is the game is
over assoon as they successfully withdraw, giving you one VP each?
Or does the brinkmanship still trigger, ousting you and giving the
other player 2 VPs?
What if you successfully withdraw while there's still other players?
Do you get your VP because the brinkmanship goes away as soon as you
withdraw, or can it still trigger, ousting you because you've
successfully withdrawn?
Matt
>If you have a brinkmanship in play, there's only one other person
>left, and they successfully withdraw, what happens?
I laugh at you.
A lot.
And then,
the card text is ignored, as you cannot be ousted when the game is
over, and as soon as the other person withdraws, the game is over and
the card text cannot oust you.
>Is the game is over assoon as they successfully withdraw, giving you one VP each?
Correct.
>Or does the brinkmanship still trigger, ousting you and giving the
>other player 2 VPs?
Nope.
>What if you successfully withdraw while there's still other players?
If you control it, it leaves when you do, and has no effect.
>Do you get your VP because the brinkmanship goes away as soon as you
>withdraw, or can it still trigger, ousting you because you've
>successfully withdrawn?
You cannot be ousted after withdrawing as the card goes away as soon
as you withdraw.
Carpe noctem.
Lasombra
>On 18 May 2003 21:15:12 -0700, fluffy_ps...@hotmail.com (Matt
>Mayoh) wrote:
[snip]
>And then,
>the card text is ignored, as you cannot be ousted when the game is
>over, and as soon as the other person withdraws, the game is over and
>the card text cannot oust you.
what about Gambit Accepted?
if you have a Gambit in play, and your predator ousts you, ending the
game, then Gambit leaves play. Does that mean it's text isn't there to
give your predator his extra vp for ousting you, thus making the game
end 1 vp short?
No. Card text: "If you are ousted, your predator gains an additional
victory point."
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to V:TES news, rules, cards, utilities, and tournament calendar:
http://www.white-wolf.com/vtes/
Put Meddling of Semsith in play, THEN start using Border Skirmishes. Ouch.