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Final Nights welcome

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LSJ

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Jun 10, 2001, 12:02:41 PM6/10/01
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Final Nights will officially be released tomorrow (making the set legal for use in
V:EKN constructed events on July 11). Some of you have gotten to see some of the set
at this weekend's pre-release events around the world.

What follows are a few notes to bring everyone up to speed with what's been changed.

Changes to the rulebook:

A few sections have been slightly clarified: [1.1], [6.2.2], and [6.4.6].

You cannot contest cards with yourself [4.1]. If, via the ending of some temporary-control effect or via some other effect, you end up contestinging with yourself, simply burn the incoming copy of the unique card. If you were previously contesting the card, you continue contesting until your untap phase. If you had uncontested control of the card, then you retain uncontested control of the card [DTR]. Note: your vampires can still contest titles with each other.

Assamites cannot commit diablerie by the rules [6.5.5] and have reminder text "(Blood Cursed)" on them instead of the "cannot commit diablerie" text. This rule also affects those Assamites created in play who lack the "(Blood Cursed)" reminder text (such as a vampire created by an Assamite via The Embrace action). Explicit card text is needed to allow an Assamite to overcome this restriction.

Acquired Ventrue Assets costs no pool and is only activated on your own master phase.
Heidelburg Castle's name is corrected to "Heidelberg Castle". Both spellings represent the same unique location.
Thetmes's title of Calif is corrected to "Caliph". Both spellings of the card name represent the same unique vampire.
Alamut can give only vampires (not allies) votes.
Banishment cannot choose a vampire the same age or older than the acting vampire.
Blood Tears can prevent damage only in combat (the gain blood effect can still be used at any time).
Fata Morgana can be used for just +1 bleed at superior (if the stealth is not needed, for instance).
Kali's Fang does strength+1 damage instead of a flat 2 damage (and the damage is still aggravated).
Powerbase: Rome costs no pool.
Purity of the Beast: costs no blood and doesn't reduce the acting vampire's capacity.
Ravnos Cache costs no pool.
Ruins of the Villars Abbey costs no blood
Summon the Serpent puts a blood from the blood bank on the retrieved vampire.

Typos and Corrections for Final Nights:
Catacombs: should cost 1 blood; but was mis-printed as costing two blood (errata).
Deny: the inferior should be "+1 stealth" not "+1 stealth action."
Free States Rant: the word "vampire" on the third line should be plural.
Mark of Damnation: uses the art from Mark of the Damned.
Mirror Image: the inferior should be "+1 stealth" not "+1 stealth action."
Powerbase: Rome: "form" should be "from" in the first sentence.

--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.white-wolf.com/vtes/

Henke

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Jun 10, 2001, 12:20:10 PM6/10/01
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Does these changes also take place on July 11th, or instantly? (As I host a
tournament on June 16th)

/Henke

LSJ skrev i meddelandet <3B239A21...@white-wolf.com>...

LSJ

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Jun 10, 2001, 2:01:58 PM6/10/01
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Henke wrote:
>
> Does these changes also take place on July 11th, or instantly? (As I host a
> tournament on June 16th)
>
> /Henke
>
> LSJ skrev i meddelandet <3B239A21...@white-wolf.com>...
> >Final Nights will officially be released tomorrow (making the set legal for
> use in
> >V:EKN constructed events on July 11). Some of you have gotten to see some
> of the set
> >at this weekend's pre-release events around the world.

On July 11th.

Jason Bell

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Jun 10, 2001, 6:58:51 PM6/10/01
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"LSJ" <vte...@white-wolf.com> wrote

> You cannot contest cards with yourself [4.1]. If, via the ending of some
> temporary-control effect or via some other effect, you end up
contestinging
> with yourself, simply burn the incoming copy of the unique card. If you
were
> previously contesting the card, you continue contesting until your untap
phase.
> If you had uncontested control of the card, then you retain uncontested
> control of the card [DTR]. Note: your vampires can still contest titles
with
> each other.

Does this mean that I cannot play a card from my hand if it will
contest a copy of that card I control? And if so, can I also not
influence out a vampire if it would contest another I control?
Finally, if these impressions are false, do I choose which copy
of the duplicate cards I keep, or do I have to burn the most
recent?

- Jason Bell

LSJ

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Jun 10, 2001, 8:51:09 PM6/10/01
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Jason Bell wrote:
>
> "LSJ" <vte...@white-wolf.com> wrote
>
> > You cannot contest cards with yourself [4.1]. If, via the ending of some
> > temporary-control effect or via some other effect, you end up
> contestinging
> > with yourself, simply burn the incoming copy of the unique card. If you
> were
> > previously contesting the card, you continue contesting until your untap
> phase.
> > If you had uncontested control of the card, then you retain uncontested
> > control of the card [DTR]. Note: your vampires can still contest titles
> with
> > each other.
>
> Does this mean that I cannot play a card from my hand if it will
> contest a copy of that card I control? And if so, can I also not

Playing a unique card from your hand that you already control would
mean contesting it with yourself. Contesting with yourself, as stated
above, is not allowed. Therefore, you cannot play the card from your
hand.

> influence out a vampire if it would contest another I control?

A vampire in your uncontrolled region with sufficient blood counters
on it moves to the ready region automatically at the end of your
influence phase [7]. If it would contest a vampire you already control,
then it (and the blood on it) are burned immediately (and the copy you
already controlled remains in your control).

> Finally, if these impressions are false, do I choose which copy
> of the duplicate cards I keep, or do I have to burn the most
> recent?

The section you quote answers that question directly and unabiguously.

Hugh Williams

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Jun 10, 2001, 6:40:04 PM6/10/01
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"LSJ" <vte...@white-wolf.com> wrote in message
news:3B239A21...@white-wolf.com...

> Thetmes's title of Calif is corrected to "Caliph". Both spellings of the
card name represent the same unique vampire.

The most pointless "correction" ever. Any cards with the word "grey" or
"sulphur" in them due to be changed?

> Typos and Corrections for Final Nights:

Okay, I know you're just the messenger, but I'll shoot anyway. How are all
us casual players going to decide if the shiny new reprinted card we've just
picked up is a correction to the existing card or a typo? You can't
tell when it's only the blood/pool symbol which is different. There're
twenty odd cards you've just listed, and I can imagine the arguments round
the table now as six players remember six different lists. Please don't do
it again. Thanks.

Hugh

LSJ

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Jun 10, 2001, 9:25:27 PM6/10/01
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Hugh Williams wrote:
> "LSJ" <vte...@white-wolf.com> wrote in message
> news:3B239A21...@white-wolf.com...
> > Thetmes's title of Calif is corrected to "Caliph". Both spellings of the
> card name represent the same unique vampire.
>
> The most pointless "correction" ever. Any cards with the word "grey" or
> "sulphur" in them due to be changed?

Then don't think of it as a correction.

It was merely listed to stave off the "so they don't contest, huh?"
questions like the ones we got when spellings were (in that case
indavertently) changed from the limited based set (Jyhad) to the
unlimited set (V:TES). You'll forgive me from learning from the past.



> > Typos and Corrections for Final Nights:
>
> Okay, I know you're just the messenger, but I'll shoot anyway. How are all
> us casual players going to decide if the shiny new reprinted card we've just
> picked up is a correction to the existing card or a typo? You can't
> tell when it's only the blood/pool symbol which is different. There're
> twenty odd cards you've just listed, and I can imagine the arguments round
> the table now as six players remember six different lists. Please don't do
> it again. Thanks.

New cards always take precedence.
Only 1 has functional errata to make it otherwise (Catacombs).

James Coupe

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Jun 10, 2001, 9:33:51 PM6/10/01
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In message <9g1355$h0k$2...@news8.svr.pol.co.uk>, Hugh Williams
<hu...@grugach.freeserve.co.uk> writes

>Okay, I know you're just the messenger, but I'll shoot anyway. How are all
>us casual players going to decide if the shiny new reprinted card we've just
>picked up is a correction to the existing card or a typo?

There are a few typos in Final Nights - the bottom half dozen lines.

All the other changes listed are *correct* on the cards in Final Nights,
representing errata (effectively) to previous versions.

--
James Coupe PGP Key: 0x5D623D5D
"You reinstall Dial-Up Networking. The Elf screams and becomes EBD690ECD7A1F
an icon. *** CONGRATULATIONS! *** You completed the BT Internet B457CA213D7E6
Helpdesk training course in 15 out of a possible 9000 moves." 68C3695D623D5D

Johan Lundstrom

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Jun 11, 2001, 2:20:38 AM6/11/01
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LSJ <vte...@white-wolf.com> wrote:

>You cannot contest cards with yourself [4.1]. If, via the ending of some temporary-control effect or via some other effect, you end up contestinging with yourself, simply burn the incoming copy of the unique card.

Does this change have any effect for Jimmy Dunn?

-----------------------------------------------------------
Johan Lundstrom <jo...@algonet.se>

"Knowledge is power. Power corrupts."

LSJ

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Jun 11, 2001, 7:19:35 AM6/11/01
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Johan Lundstrom wrote:
>
> LSJ <vte...@white-wolf.com> wrote:
>
> >You cannot contest cards with yourself [4.1]. If, via the ending of some temporary-control effect or via some other effect, you end up contestinging with yourself, simply burn the incoming copy of the unique card.
>
> Does this change have any effect for Jimmy Dunn?

No. Jimmy Dunn does not contest, by explicit card text.

Sorrow

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Jun 11, 2001, 8:40:28 AM6/11/01
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> You cannot contest cards with yourself [4.1].

Please, oh please explain *why* this rule was necessary.
I've been thinking about it for some time and I cannot think of
any _valid_ reason (I can think of a few but don't feel they are
valid; and if one of the reasons is actually the case, I'm going to
be more than just a little annoyed as it could have been handled
differently) why this rule exists.

Not only is it (and always has been) a good strategy in getting
rid of effects that are very difficult (and only in special circum-
stances <such as Contract>) or impossible (such as Blood Hunt,
War Party) to get rid of, but it also has a *cost* - you have to
pay for the card again and/or it's out of play for 1 or 2 turns.

Please enlighten us...

Sorrow
---
I keep telling them that I think they're out to get me.
They ask me if I feel remose and I answer, "Why of course!
There's so much more I could have done if they'd let me!"
So it's Rorschach and Prozac and everything is groovy


LSJ

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Jun 11, 2001, 8:53:16 AM6/11/01
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Sorrow wrote:
>
> > You cannot contest cards with yourself [4.1].
>
> Please, oh please explain *why* this rule was necessary.
> I've been thinking about it for some time and I cannot think of
> any _valid_ reason (I can think of a few but don't feel they are
> valid; and if one of the reasons is actually the case, I'm going to
> be more than just a little annoyed as it could have been handled
> differently) why this rule exists.
>
> Not only is it (and always has been) a good strategy in getting
> rid of effects that are very difficult (and only in special circum-
> stances <such as Contract>) or impossible (such as Blood Hunt,
> War Party) to get rid of, but it also has a *cost* - you have to
> pay for the card again and/or it's out of play for 1 or 2 turns.
>
> Please enlighten us...

Difficult to grasp; corner-case-only utility; unwieldy mechanics; counter
to backstory; oddity with, e.g., Coven; etc.

Andrew S. Davidson

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Jun 11, 2001, 9:02:08 AM6/11/01
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On Mon, 11 Jun 2001 12:40:28 GMT, Sorrow wrote:

>> You cannot contest cards with yourself [4.1].
>
>Please, oh please explain *why* this rule was necessary.

This is similar to what happened during the Shadowfist rules rewrite.
Players are now forbidden to play a Unique card which they already
have in play. I think the main point against it was that it's cheesy
but you can also argue that it encourages the use of multiple copies
of the same Unique which undermines the point of the restriction and
is rather boring to boot. An especial issue when you have some
characters which "break the power curve".

Some games like Doomtown and METW have even stronger uniqueness rules.
Once a unique character has been played then no-one else is allowed to
play it again, even it is killed.

Andrew

Sorrow

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Jun 11, 2001, 9:04:46 AM6/11/01
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> > Please, oh please explain *why* this rule was necessary.
> > Not only is it (and always has been) a good strategy in getting
> > rid of effects that are very difficult (and only in special circum-
> > stances <such as Contract>) or impossible (such as Blood Hunt,
> > War Party) to get rid of, but it also has a *cost* - you have to
> > pay for the card again and/or it's out of play for 1 or 2 turns.
> > Please enlighten us...
> Difficult to grasp;

Elaborate. We only rarely see questions regarding self contesting
on the NG (and I've never fielded one anywhere I played) and
once it's explained, that it... concept grasped.

> corner-case-only utility;

Still a good utility. Since you are getting rid of self contesting
vampires,
how about you errata Blood Hunt and War Party so that they can be
removed. Otherwise, once they are on the vampire, now that you cannot
self contest to get a copy w/o it, you may as well leave it in torpor or
diablerize it yourself so you can get a clean copy into play.
And you want to talk about difficult to grasp or unwieldy mechanics...
try to explain how it is that a vampire is burned by diablerie but can
pop right back up if influenced...

> unwieldy mechanics;

Again, elaborate. It works just as regular contesting. If the mechanics
are unwieldy then why not just get rid of contesting altogether?

> counter to backstory;

And diablerizing and influencing the same vampire isn't? And if it's
counter
to back story, how is 2 seperate meths contesting different than self
contesting?

> oddity with, e.g., Coven; etc.

See, this is the reason I alluded to in my initial post where if this was
the
case, I'd be really annoyed. And I am, but only partly as it's not the
entire reason (or it could be and you are just trying to add other stuff
to make it seem otherwise). Firstly, you were the one who designed this
card. Was this "oddity" with the Coven not found during playtesting? I
read several posts from Noal McDonald that their group was playtesting
SW so I know it went through some sort of testing phase? And if so,
why wasn't wording put on the card to make it so that it couldn't be
contested? And even if it wasn't caught during playtesting, why not just
errata Coven (which would not only seem reasonable but also remove
the "oddity") so that it couldn't be contested?

Changing this rule just isn't right. Especially, as I pointed out in my
initial
post, since it does have a _cost_. It's not as if it was ever taken all
that
lightly and/or happend *all* the time. And it's not as if it was really a
game winner or automatically gave you a VP (which the Coven - Withdrawal
almost always did).
There's just no sense in it.

Sorrow
---
Dear God, don't know if you noticed, but... your name is on a
lot of quotes in this book, and us crazy humans wrote it, you
should take a look, and all the people that you made in your
image still believing that junk is true. Well I know it ain't,
and so do you, dear God, I can't believe in I don't believe in...


Sorrow

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Jun 11, 2001, 9:07:40 AM6/11/01
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> >Please, oh please explain *why* this rule was necessary.
> have in play. I think the main point against it was that it's cheesy

huh? how?

> but you can also argue that it encourages the use of multiple copies
> of the same Unique which undermines the point of the restriction and
> is rather boring to boot.

Boring? Hardly. Having multple copies in your deck ensures that you
have greater odds at drawing it. And encourages multiple copies? Umm,
have you read the rule book? In the same section that it says that self
contesting is now illegal, it says that you may want to put more in your
deck to increase the odds...

> An especial issue when you have some characters which "break the
> power curve".

Such as? And if they "break the power curve", why were they printed?

Sorrow
---
If you're frightened of dying and... and you're holding on,
you'll see devils tearing your life away. But if you've made
your peace, then the devils are really angels, freeing you
from the earth.


LSJ

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Jun 11, 2001, 10:33:01 AM6/11/01
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Sorrow wrote:
> > Difficult to grasp;
>
> Elaborate. We only rarely see questions regarding self contesting
> on the NG (and I've never fielded one anywhere I played) and
> once it's explained, that it... concept grasped.

If you say so. My experience has been different.



> > corner-case-only utility;
>
> Still a good utility. Since you are getting rid of self contesting
> vampires,
> how about you errata Blood Hunt and War Party so that they can be
> removed. Otherwise, once they are on the vampire, now that you cannot
> self contest to get a copy w/o it, you may as well leave it in torpor or
> diablerize it yourself so you can get a clean copy into play.

I don't see the problem.

> And you want to talk about difficult to grasp or unwieldy mechanics...
> try to explain how it is that a vampire is burned by diablerie but can
> pop right back up if influenced...

That may be a difficult back-story to justify, but the mechanics are clean
and simple.



> > unwieldy mechanics;
>
> Again, elaborate. It works just as regular contesting. If the mechanics
> are unwieldy then why not just get rid of contesting altogether?

It doesn't work just as regular contesting - there's an additional delay
that most players miss.



> > counter to backstory;
>
> And diablerizing and influencing the same vampire isn't? And if it's

Yes, but that's a difficult problem to fix - it was brought up in 1998.

> counter
> to back story, how is 2 seperate meths contesting different than self
> contesting?

Trivially.
You fight with another Methuselah for control.
Fighting with yourself for control of something is nonsensical.



> > oddity with, e.g., Coven; etc.
>
> See, this is the reason I alluded to in my initial post where if this was
> the
> case, I'd be really annoyed. And I am, but only partly as it's not the
> entire reason (or it could be and you are just trying to add other stuff
> to make it seem otherwise). Firstly, you were the one who designed this
> card. Was this "oddity" with the Coven not found during playtesting? I
> read several posts from Noal McDonald that their group was playtesting
> SW so I know it went through some sort of testing phase? And if so,
> why wasn't wording put on the card to make it so that it couldn't be
> contested? And even if it wasn't caught during playtesting, why not just
> errata Coven (which would not only seem reasonable but also remove
> the "oddity") so that it couldn't be contested?

Because Coven isn't the problem. If my mentioning it annoys you, then
just pretend I didn't - the rules would still be the same.



> Changing this rule just isn't right. Especially, as I pointed out in my
> initial
> post, since it does have a _cost_. It's not as if it was ever taken all
> that
> lightly and/or happend *all* the time. And it's not as if it was really a
> game winner or automatically gave you a VP (which the Coven - Withdrawal
> almost always did).
> There's just no sense in it.

Likewise from my point of view for the old rules.

Andrew S. Davidson

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Jun 11, 2001, 12:43:05 PM6/11/01
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Don't ask me why you'd want to do this but could you vote a minion a
title that another minion of yours already had? This would set up a
self-contest and, in this case, seems a reasonable thing to do as a
way of handing over the title.

Andrew

LSJ

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Jun 11, 2001, 1:00:12 PM6/11/01
to

Yes. See the original message in this thread, which specifically said so.

Frederick Scott

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Jun 11, 2001, 1:08:44 PM6/11/01
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LSJ wrote:
>
> Sorrow wrote:
> > > Difficult to grasp;
> >
> > Elaborate. We only rarely see questions regarding self contesting
> > on the NG (and I've never fielded one anywhere I played) and
> > once it's explained, that it... concept grasped.
>
> If you say so. My experience has been different.

I have to agree. Anyone in a game who's never experienced this needs
to hear how all the rules about contesting come to play when self-
contesting. It's one big annoying mess. (Not that the rules for
avoiding self-contesting don't strike me as kind of a mess themselves,
but at least that have the other benefits Scott is talking about.)
Once you know how it works, they're not that hard to use. But I hate
having to go over these things with people who've never done it before.
And when I think about a group of players for whom this has never come
up before trying to work through the appropriate rules in the rulebook
and come up with what really happens without checking on the net, I'd
give them about a 1-in-5 or less chance of getting right on the first
try. (Unless there's an example of it listed in the rulebook or
something.)

> > And you want to talk about difficult to grasp or unwieldy mechanics...
> > try to explain how it is that a vampire is burned by diablerie but can
> > pop right back up if influenced...
>
> That may be a difficult back-story to justify, but the mechanics are clean
> and simple.

Another thing: Just because there's already a few backstory problems in the
game doesn't justify others if you can avoid them. It just means that there's
a precedent, not that you have to follow it or that there's no incentive to
avoid them.

Fred

Aaron

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Jun 11, 2001, 1:35:10 PM6/11/01
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LSJ <vte...@white-wolf.com> wrote in message news:<3B24D69D...@white-wolf.com>...

> Sorrow wrote:
> > > Difficult to grasp;
> >
> > Elaborate. We only rarely see questions regarding self contesting
> > on the NG (and I've never fielded one anywhere I played) and
> > once it's explained, that it... concept grasped.
>
> If you say so. My experience has been different.

Once something is explained it is usually grasped. Then again, if
someone asks a question and only gets direction to the section in the
rule book where a change was made, that concept will probably continue
to remain foggy. It probably would help if the theory of what the
change is trying to do and why it was necessary people might be more
receptive, and able to understand. Unless there is no rhyme or reason
to your rules(which I highly doubt)
The fact that you struggle for influence over something with yourself
doesn't make any sense. Which could have helped folks grasp the
concept more easily.(uniqueness in general is still awkward at best)

Noal McDonald

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Jun 11, 2001, 1:59:14 PM6/11/01
to
"Sorrow" <jcb...@yahoo.com> wrote:
> > oddity with, e.g., Coven; etc.
>
> See, this is the reason I alluded to in my initial post where
> if this was the case, I'd be really annoyed.

I don't see how the Coven causes a problem. Control of the card
moves with the card per explicit text. Once the card has moved
on, you can contest it with someone else same as any other card.
It made for an amusing, if not terribly competitive, Malkavian
Coven/Thanks for the Donation deck.

> I read several posts from Noal McDonald that their group was
> playtesting SW

The posts you mention were for requests for volunteers and were
made on the Michigan mailing list. They were not made on the
newsgroup, the Yahoo group or the VTES-L mailing list and I would
really appreciate them not brought up here. In fact, I'm quite
annoyed that I should even have to tell you that.

Perhaps, since the NJL is defunct, I need to discuss with Raille
and Bernie the need to reconsider allowing people outside Michigan
and surrounding areas to subscribe to the list.

> And even if it wasn't caught during playtesting,

Now that you have to drag me into it, I should say that it was.
By us, anyway. It was considered a non-issue because, like the
Fragment of the Book of Nod, once another player has possession,
they also have control and standard contesting rules apply.

As for the 60 Covens/Withdrawal case, we considered that a
non-issue as it only takes someone playing an Anarch Revolt
(very common in these parts) or your predator to bring out a
vampire before your first turn to make the whole thing fail
and you oust yourself, giving your predator a VP.

Even if you did get one (and only one) VP every game, you still
wouldn't qualify to get into the finals at any tournament of
reasonable size.

Too much risk, not enough reward to make this particular corner
case even the slightest bit practical.

> Changing this rule just isn't right.

Considering how unweildy the rule was, I have to strongly with
Scott on this issue. From a strictly game mechanics perspective,
there are some strong downsides (i.e., your vampire is in torpor,
has a nasty permanent effect, etc.) but they are outweighed by
the positive aspects.

Noal McDonald
VEKN Prince of Metro Detroit

Ben Peal

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Jun 11, 2001, 2:05:27 PM6/11/01
to
If you're going to cite backstory as a reason for the rules change,
you're opening yourself up to role-playing-based counter-arguments.
For example, you could counter-argue that by self-contesting, you're
attempting to exert influence over the given resource via a new
channel. Adding story to this example, you could say that at first
you tried to blackmail a vampire into doing your bidding, but then
later you decided to try bribery. These two approaches tend to be
mutually exclusive, so you'll abandon one plan in favor of another.

On the flip side, I don't see this as being just a corner-case
matter. For example, you could try to take advantage of self-
contestation to make better use of Anarch Troublemaker. It's
also a source of card flow for people who use multiple copies of
zero-cost, unique master cards (esp. Info Highway). If you don't
need the card, self-contest it and yield both, rather than spend a
discard on it.

At the same time, I don't think the change was needed, especially
given that a new rulebook is required. I'm not looking forward to
dumping my Sabbat War rulebooks and having to build up a supply of
Final Nights rulebooks to distribute to new players. However,
given the new Blood Curse rule, I guess a new rulebook was in order
anyway.


- Ben Peal, Prince of Boston
fu...@mindstorm.com

Ben Peal

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Jun 11, 2001, 2:46:07 PM6/11/01
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Whoops...I'm a dumbass...my Anarch Troublemaker argument doesn't hold
'cause you're not self-contesting...never mind. :)

Frederick Scott

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Jun 11, 2001, 2:51:02 PM6/11/01
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Ben Peal wrote:
> On the flip side, I don't see this as being just a corner-case
> matter. For example, you could try to take advantage of self-
> contestation to make better use of Anarch Troublemaker.

Strange to relate, I just did that the weekend before last. It
was almost a useful trick.

But if I understand what your talking about, I believe you can
still do that. I don't think you're referring to contesting a
Troublemaker you still control. You wouldn't want to do that,
anyway. I think what you're talking about is using the Troublemaker,
letting him pass around the table somewhere, and then suddenly
bringing out another one. Especially if your prey is the one who
still controls it and you find it a useful time to cost him pool.
That still works because you aren't contesting something you
control.

Fred

James Coupe

unread,
Jun 11, 2001, 3:04:22 PM6/11/01
to
In message <bb705c59.01061...@posting.google.com>, Noal
McDonald <dhar...@my-deja.com> writes

>I don't see how the Coven causes a problem. Control of the card
>moves with the card per explicit text.

The more difficult problem is emptying a deck with it, thus bypassing
the 60 card minimum.

I did e-mail LSJ suggesting errata be put on it (as a number of people
did, I guess) but this works the same way - since you can't contest it
with yourself, you can't empty it. It also does other things, too.

Jason Bell

unread,
Jun 11, 2001, 3:26:31 PM6/11/01
to

"Frederick Scott" <fre...@netcom.com> wrote

> LSJ wrote:
> > That may be a difficult back-story to justify, but the mechanics are
clean
> > and simple.
>
> Another thing: Just because there's already a few backstory problems in
the
> game doesn't justify others if you can avoid them. It just means that
there's
> a precedent, not that you have to follow it or that there's no incentive
to
> avoid them.

I think back story is a very dangerous platform from which to make
a rules change. We've just about wrapped up a thread where everyone
seemed to agree that story-consistent behavior was an unacceptable
rationale for in-game tournament behavior, and now we're getting
brand new rules using the back-story as at least part of the justification?

And I really hate brand new rules. It makes it more difficult to
play Jyhad properly in an informal setting (I don't want to hear
the "make your own rules for informal games," everyone has already
agreed in my play groups that tourney rules are the most easily
agreed upon standard) and disadvantages many players in the
tournament setting (since it's very difficult to find the latest
updated card errata, rules changes, card interatction rulings, etc).
Anyway, it's very difficult to explain to someone
why something they just did was legal the last time you
played, but not today, with nothing but the internet to point to.

Especially a rules change like the new contesting rule, which,
to my knowledge, was perhaps mildly confusing, but never considered
a game balance problem that you could dump a second Info
Highway onto the table to see the next card in your library.
Was there any rending of sackcloth over the ability to replace
your torpored Basil with one from your uncontrolled region at
the cost of an exta blood and a turn without him?

So brand new rules, out of nowhere, with no discussion amongst
the Jyhad playing community as to whether such a change was
necessary for the game, sought by players, or resolved some
major game problem. Yuck.

It reminds me mightily of the worst days of Magic, when Tom
Wylie invented errata lists and rules clarifications with re-re-reversals
(Zur's Weirding, anyone?). When Tom first stuck his nose into Jyhad,
it was awful, with these same kind of wholesale rules changes and
card-text rewrites. I'm not sure on the last part, since I did not
follow r.g.t-c.jyhad at that time (there may have been some hue
and cry over vampires being burned with a zipgun and people
mowing through their wake-filled decks).

Ok, I feel better. That's a pretty good rant for a Monday.
I may be over it by the time my Final Nights boxes arrive.
What do you think, sirs?

- Jason Bell


Jason Bell

unread,
Jun 11, 2001, 3:30:01 PM6/11/01
to

"Sorrow" <jcb...@yahoo.com> wrote

> > An especial issue when you have some characters which "break the
> > power curve".
>
> Such as? And if they "break the power curve", why were they printed?

Well, duh. To make you buy more packs of cards, of course.
Don't make us explain the Deckmaster (TM, R, whatever)
business model to you.

- Jason Bell


Sorrow

unread,
Jun 11, 2001, 4:06:42 PM6/11/01
to
> I did e-mail LSJ suggesting errata be put on it (as a number of people
> did, I guess) but this works the same way - since you can't contest it
> with yourself, you can't empty it. It also does other things, too.

Such as?

Sorrow
---
"...but you know, evil is an exact science..."


James Coupe

unread,
Jun 11, 2001, 4:19:41 PM6/11/01
to
In message <mx9V6.42$8h.1...@newshog.newsread.com>, Sorrow
<jcb...@yahoo.com> writes

>> I did e-mail LSJ suggesting errata be put on it (as a number of people
>> did, I guess) but this works the same way - since you can't contest it
>> with yourself, you can't empty it.

From the above, it "fixes" Coven - the main point of my post.

>> It also does other things, too.
>
>Such as?

LSJ has listed a number of such points - whether you agree with them or
not is something else. However, this change to the rules specifically
"does other things".

I am undecided yet as to whether it was a worthwhile change. I am not
saying it was a good change or a bad change, in non-Coven terms, simply
that it is a change.

Gomi no Sensei

unread,
Jun 11, 2001, 4:56:07 PM6/11/01
to
In article <HX8V6.79547$e34.10...@typhoon.southeast.rr.com>,
Jason Bell <Jason...@mail.com> wrote:

>I think back story is a very dangerous platform from which to make
>a rules change. We've just about wrapped up a thread where everyone
>seemed to agree that story-consistent behavior was an unacceptable
>rationale for in-game tournament behavior, and now we're getting
>brand new rules using the back-story as at least part of the justification?

*shrug*. It's not a major motivator. If anything, it's a bone thrown
to the story-loving folk, who all too often get their wishes trampled.

>And I really hate brand new rules. It makes it more difficult to
>play Jyhad properly in an informal setting (I don't want to hear
>the "make your own rules for informal games," everyone has already
>agreed in my play groups that tourney rules are the most easily
>agreed upon standard) and disadvantages many players in the
>tournament setting (since it's very difficult to find the latest
>updated card errata, rules changes, card interatction rulings, etc).

No-one in your play group has internet access?

>Anyway, it's very difficult to explain to someone
>why something they just did was legal the last time you
>played, but not today, with nothing but the internet to point to.

Nothing but the internet? That's kind of like saying "I've got nowhere
but 7-Eleven to buy Twinkies and vintage hot dogs." I mean, what do you
want, White Wolf to mass mail hardcopies of rules changes to every person
who ever bought a V:tES card?

>Especially a rules change like the new contesting rule, which,
>to my knowledge, was perhaps mildly confusing, but never considered
>a game balance problem that you could dump a second Info
>Highway onto the table to see the next card in your library.

The rule was consistently misapplied in the Bay Area, and was used
abusively in at least one JOL game: Bring out a 4-cap, act with him,
bring out another copy to contest at the end of that turn. The 4-cap
can't be rushed or interfered with while contested. Next turn: Yield a
copy. Turn after that: Regain control, do obnoxious unblockable Fortitude
things, bring out another copy. You only got 1/3rd the actions, but the
deck was surprisingly competitive -- and irritating.

>Was there any rending of sackcloth over the ability to replace
>your torpored Basil with one from your uncontrolled region at
>the cost of an exta blood and a turn without him?

It's pretty harsh when it's not Basil, but that Basilia you've just
worked really, really hard to knock down with a variety of nasty
sticky effects like Seeds or Flesh/Bonecraft, Disarm, whatever.

>So brand new rules, out of nowhere, with no discussion amongst
>the Jyhad playing community as to whether such a change was
>necessary for the game, sought by players, or resolved some
>major game problem. Yuck.

Bell, this was never a democracy. Our opinion is neither sought nor
required, and neither is our consent. We vote with our wallets, and
we don't do it on USENET. The rules folk do what they do for what
they consider good and sufficient reason.

If it were up to a majority vote, we might be playing 4CL with
Return to Innocence as printed. And that would be Yuckier.

>It reminds me mightily of the worst days of Magic, when Tom
>Wylie invented errata lists and rules clarifications with re-re-reversals
>(Zur's Weirding, anyone?). When Tom first stuck his nose into Jyhad,
>it was awful, with these same kind of wholesale rules changes and
>card-text rewrites. I'm not sure on the last part, since I did not
>follow r.g.t-c.jyhad at that time (there may have been some hue
>and cry over vampires being burned with a zipgun and people
>mowing through their wake-filled decks).

There may have been one or two periodically re-erupting rolling flamewars,
you mean.

Wylie was sometimes abrupt and made the occasional mistake, but he
beat the pants off some of the interim rulesfolk we had before LSJ.

>Ok, I feel better. That's a pretty good rant for a Monday.
>I may be over it by the time my Final Nights boxes arrive.
>What do you think, sirs?

Hm. I think I've already used up my good epithet on D*v*ds*n.

gomi
enclosed: one chill pill. take with fruit juice.
--
Yes, I believe but I'd rather not pray
What I believe in I'd rather not say, baby

Tom, Mad&Co

unread,
Jun 11, 2001, 6:58:50 PM6/11/01
to
> > > Please, oh please explain *why* this rule was necessary.
> > > Not only is it (and always has been) a good strategy in getting
> > > rid of effects that are very difficult (and only in special circum-
> > > stances <such as Contract>) or impossible (such as Blood Hunt,
> > > War Party) to get rid of, but it also has a *cost* - you have to
> > > pay for the card again and/or it's out of play for 1 or 2 turns.


What about this deck?
Multiple Democritus, a lot of "Thanks for your Donation" and several copies
of, say, the Barrens. The mechanic of this deck? Contest yourself several
times for the Barrens, then play a "Thanks for your Donation" for each copy
of Barrens you've played. And don't say it can be stopped. We all know what
Daring the Dawn was made for.

Tom, Mad&Co


James Coupe

unread,
Jun 11, 2001, 7:12:45 PM6/11/01
to
In message <9g3i0h$obg$1...@talia.mad.ttd.net>, "Tom, Mad&Co"
<t...@almadrava.net> writes

>The mechanic of this deck? Contest yourself several
>times for the Barrens, then play a "Thanks for your Donation" for each copy
>of Barrens you've played.

Put this card into play and choose a card you are contesting with
another Methuselah

Frederick Scott

unread,
Jun 11, 2001, 8:11:20 PM6/11/01
to
Jason Bell wrote:
>
> "Frederick Scott" <fre...@netcom.com> wrote
> > LSJ wrote:
> > > That may be a difficult back-story to justify, but the mechanics are
> > > clean and simple.
> >
> > Another thing: Just because there's already a few backstory problems in
> > the game doesn't justify others if you can avoid them. It just means that
> > there's a precedent, not that you have to follow it or that there's no incentive
> > to avoid them.
>
> I think back story is a very dangerous platform from which to make
> a rules change. We've just about wrapped up a thread where everyone
> seemed to agree that story-consistent behavior was an unacceptable
> rationale for in-game tournament behavior, and now we're getting
> brand new rules using the back-story as at least part of the justification?

I think you have to make a distinction in what is meant by "backstory as
justification". If people are justifying insane actions in the context of
the game because they're playing with Malkavian vampires, that's a no. It's
a board game, not a roleplaying game. You play it like a board game. On the
other hand, board games have backstories, so you get Malkavian Prank as a card
usable by Meths playing with Malkavian vampires. I think this justification of
the contesting rules is that kind of argument and I think it's reasonable as
such.

> And I really hate brand new rules.

Agreed. That should be viewed as a legitimate drawback. I assume/hope WW
took all the legitimate pros and cons and weighed them out and changing the
rule was their judgment. Everyone can have their own opinion on whether it's
good or bad overall.

...(More complaints about the change elided.)


> Ok, I feel better. That's a pretty good rant for a Monday.
> I may be over it by the time my Final Nights boxes arrive.
> What do you think, sirs?

I think that that's a pretty good perspective on the situation.

Fred

James Coupe

unread,
Jun 11, 2001, 8:22:35 PM6/11/01
to
In message <HX8V6.79547$e34.10...@typhoon.southeast.rr.com>, Jason
Bell <Jason...@mail.com> writes

>Ok, I feel better. That's a pretty good rant for a Monday.
>I may be over it by the time my Final Nights boxes arrive.
>What do you think, sirs?

That I have to weight till Wednesday! Boo!

jeroen rombouts

unread,
Jun 12, 2001, 3:07:05 AM6/12/01
to

> What about this deck?
> Multiple Democritus, a lot of "Thanks for your Donation" and several
copies
> of, say, the Barrens. The mechanic of this deck? Contest yourself several
> times for the Barrens, then play a "Thanks for your Donation" for each
copy
> of Barrens you've played. And don't say it can be stopped. We all know
what
> Daring the Dawn was made for.
>
> Tom, Mad&Co
>
Still works. Use Millicent Smith, The Coven or Anarch Troublemaker (or even
Uriah winter)
Wait till they go to your prey and then contest 'em.


Halcyan 2

unread,
Jun 12, 2001, 4:18:17 AM6/12/01
to
>>I think back story is a very dangerous platform from which to make
>>a rules change. We've just about wrapped up a thread where everyone
>>seemed to agree that story-consistent behavior was an unacceptable
>>rationale for in-game tournament behavior, and now we're getting
>>brand new rules using the back-story as at least part of the justification?
>
>*shrug*. It's not a major motivator. If anything, it's a bone thrown
>to the story-loving folk, who all too often get their wishes trampled.

Hey, I'm one of those that is normally a "story-loving folk" but I have to
agree with Sorrow on this issue. I've never considered self-contesting to be a
problem and it's always served as a desperate last-minute action.

(Sorry, this turned into a semi-rant)

And while I like most of the new FN cards, since *someone* brought up
back-story...just like with the inconsistency of burned vampires being
re-influenced (which can sort of be explained -- he didn't *really* die), I've
never really been able to understand how in Jyhad, you're supposed to be
playing Methusalehs yet a lot of the time the vampires you control *are*
Methusalehs (first brought up after DS and the 11-caps). In addition, Final
Nights continues to exacerbate the problem with Ur-Shulgi and Goratrix (who are
also fellow Methusalehs) and even worse, Augustus Giovanni and Sutekh (Set) who
are 3rd generation Antediluvians! Yeah, I know someone will probably mention
the whole thread about if all the cards were named after "dog poo" or whatever.
But I still can't find an explanation for the double-standard. LSJ argues that
something was eliminated due to "counter to backstory" when Final Nights
introduces Antediluvians. And IMHO, Methusalehs controlling fellow Methusalehs
and elder Antediluvians is even more counter to backstory.

On a slightly different topic, I've wondered if anyone has come up with any
rationale to explaining the presence of Augustus and Sutekh. The best (lame)
excuses I have come up with are that maybe they are the *false Augustus* and
the *false Sutekh*. Elder vampires who are just pretending to be the Ante's.
Alternatively, maybe these vampires are avatars or incarnations of the
Antediluvians (not the Ante's themselves) and are therefore manipulable?

Halcyan 2

Halcyan 2

unread,
Jun 12, 2001, 4:29:24 AM6/12/01
to
>> Does this mean that I cannot play a card from my hand if it will
>> contest a copy of that card I control? And if so, can I also not
>
>Playing a unique card from your hand that you already control would
>mean contesting it with yourself. Contesting with yourself, as stated
>above, is not allowed. Therefore, you cannot play the card from your
>hand.

Instead of not being able to play a unique card you control, why isn't it that
you can play the card but the new copy gets burned?

If you can't play a unique card b/c it would lead to self-contesting, why are
you allowed to take control of something that would lead to contesting? To be
in more accordance with not contesting yourself (like playing a unique card),
shouldn't you be prohibited from gaining control of that card in the first
place?

I know that if you have Kali's Fang out in play you can't play a new one. And
if you Vast Wealth it out, the new one gets burned. I suppose you cannot choose
to Magic of the Smith it out as well? Would you be allowed to get it out and
then have it burned or are you prohibited from choosing it in the first place?

Halcyan 2

Halcyan 2

unread,
Jun 12, 2001, 4:33:37 AM6/12/01
to
Since we're already on the topic of changes...

Several times before I've heard other people ask about this and I don't think I
remember anyone ever getting a definitive reply:

Whatever happened to the old policy of not errata'ing wallpaper cards?

I was always under the interpretation that if a card was too powerful it was
erratated but if it was too weak, too bad so sad.

But ever since Sabbat War (and now Final Nights) it *seems* that a lot of
wallpaper cards are being improved. Please note that it's not that I mind it -
in fact I like it in many cases. But if un-wallpapering is being done, at the
very least I'd like for White Wolf to admit it.

I know that in *some* cases the cards are changed to "fit the designer's
intent." But with all the changes in SW and FN, either some unwallpapering is
really being done, or WotC and/or WW really dropped the ball on earlier
printings...

Halcyan 2

Jason Bell

unread,
Jun 12, 2001, 4:59:08 AM6/12/01
to

"Gomi no Sensei" <go...@best.com> wrote

> Jason Bell <Jason...@mail.com> wrote:
>
> No-one in your play group has internet access?

Sigh. Not in the middle of a game. Tell me you've never had
a rules argument during an informal game and been unable to
resist the urge to stop the game, find the rule or ruling (usually
with Google), and make a long game longer still.

> >Anyway, it's very difficult to explain to someone
> >why something they just did was legal the last time you
> >played, but not today, with nothing but the internet to point to.
>
> Nothing but the internet? That's kind of like saying "I've got nowhere
> but 7-Eleven to buy Twinkies and vintage hot dogs." I mean, what do you
> want, White Wolf to mass mail hardcopies of rules changes to every person
> who ever bought a V:tES card?

What I'd really like are stable rules, like every other non-CCG game.
I understand that new cards mean new rules, but this new rule isn't
about that, which is why I'm piqued.

> >Especially a rules change like the new contesting rule, which,
> >to my knowledge, was perhaps mildly confusing, but never considered
> >a game balance problem that you could dump a second Info
> >Highway onto the table to see the next card in your library.
>
> The rule was consistently misapplied in the Bay Area, and was used
> abusively in at least one JOL game: Bring out a 4-cap, act with him,
> bring out another copy to contest at the end of that turn. The 4-cap
> can't be rushed or interfered with while contested. Next turn: Yield a
> copy. Turn after that: Regain control, do obnoxious unblockable Fortitude
> things, bring out another copy. You only got 1/3rd the actions, but the
> deck was surprisingly competitive -- and irritating.

This has got to be some sort of joke. A deck that spent 8 pool
every 3 turns to make sure his 4-cap vampire didn't get bum's rushed,
while in the interim either had no vampires at all or none more
worth the bum's rush than a 4-cap? Come on, pull the other one.

> >So brand new rules, out of nowhere, with no discussion amongst
> >the Jyhad playing community as to whether such a change was
> >necessary for the game, sought by players, or resolved some
> >major game problem. Yuck.
>
> Bell, this was never a democracy. Our opinion is neither sought nor
> required, and neither is our consent. We vote with our wallets, and
> we don't do it on USENET. The rules folk do what they do for what
> they consider good and sufficient reason.

Thanks for the update. I like this game, and I've already seen
it die once due to an idiotic and non-democratic parent.

I've seen the wallets vote the price of the cards down to
less than $0.20 per booster pack (which is why you may never
see V:TES in some retail outlets where Jyhad was once sold
and Magic still is).

And you've got to be out of your gord if you
believe WW is not interested in pleasing the existing
players, or WW must be out of thiers if they aren't.

Pardon me for not being in a hurry to see it die again.
An unstable rules environment is a darned good recipe for
a game's death, as teaching the already devastatingly complex
game becomes yet more frustrating for everyone involved.

And I still haven't seen the "good and sufficient reason" for
this particular rules change, again why I'm piqued.

- Jason Bell

Andrew S. Davidson

unread,
Jun 12, 2001, 5:17:42 AM6/12/01
to
On 12 Jun 2001 08:18:17 GMT, Halcyan 2 wrote:

>Methusalehs controlling fellow Methusalehs
>and elder Antediluvians is even more counter to backstory.

I don't quite follow you. The Methusalehs are locked in an eternal
struggle struggle right? Why is it unreasonable that one should
manipulate and secretly control another?

My understanding is that the players represent ancients who are in
torpor, typically deep underground, and directing events using mental
powers and magic. The Methusalehs that one sees in the game are those
that are up and about. This puts them in the front line and
presumably they lose the focus and concentration that they need to be
"players".

Another thought is that the players might be Inconnu - those that are
especially unknown and obscure.

Andrew

Andrew S. Davidson

unread,
Jun 12, 2001, 6:58:56 AM6/12/01
to
On Tue, 12 Jun 2001 00:11:20 GMT, Frederick Scott wrote:

>I think you have to make a distinction in what is meant by "backstory as
>justification". If people are justifying insane actions in the context of
>the game because they're playing with Malkavian vampires, that's a no. It's
>a board game, not a roleplaying game. You play it like a board game.

This is just your approach to it. Here's a quote from the intro to
the Players' Guide, Darkness Unveiled,

"As you can tell, we strove from the beginning to make Vampire: The
Eternal Struggle even more of a storytelling game than Magic. With
Magic, the challenge seemed to be adding roleplaying elements and a
setting to a wonderful card game. With Eternal Struggle, the
challenge was exactly the opposite."

The Guide goes on to emphasise roleplaying elements in the game. I
thought that it was even quite cool that that book is tied up with
black ribbons. This probably leaves you cold but that says more about
you than it does about the game. If what you want is a board game
with clever mechanics but an arbitrary theme then you ought to check
out the many German games which fit this description - Ra, Tikal, Taj
Mahal, etc.

Andrew

LSJ

unread,
Jun 12, 2001, 8:16:05 AM6/12/01
to
Halcyan 2 wrote:
>
> >> Does this mean that I cannot play a card from my hand if it will
> >> contest a copy of that card I control? And if so, can I also not
> >
> >Playing a unique card from your hand that you already control would
> >mean contesting it with yourself. Contesting with yourself, as stated
> >above, is not allowed. Therefore, you cannot play the card from your
> >hand.
>
> Instead of not being able to play a unique card you control, why isn't it that
> you can play the card but the new copy gets burned?
>
> If you can't play a unique card b/c it would lead to self-contesting, why are
> you allowed to take control of something that would lead to contesting? To be
> in more accordance with not contesting yourself (like playing a unique card),
> shouldn't you be prohibited from gaining control of that card in the first
> place?

Yes. Except that that's not always under your control. Hence the rules as
they are.

> I know that if you have Kali's Fang out in play you can't play a new one. And
> if you Vast Wealth it out, the new one gets burned. I suppose you cannot choose
> to Magic of the Smith it out as well? Would you be allowed to get it out and
> then have it burned or are you prohibited from choosing it in the first place?

You cannot contest with yourself, so you could not choose it in the first
place.

LSJ

unread,
Jun 12, 2001, 8:27:00 AM6/12/01
to
Halcyan 2 wrote:
>
> Since we're already on the topic of changes...
>
> Several times before I've heard other people ask about this and I don't think I
> remember anyone ever getting a definitive reply:
>
> Whatever happened to the old policy of not errata'ing wallpaper cards?

Still in place.
Just remember that errata is not what happens when a card gets reprinted.
Errata is what happens after a printing.

Sorrow

unread,
Jun 12, 2001, 8:34:51 AM6/12/01
to
> > Whatever happened to the old policy of not errata'ing wallpaper cards?
> Still in place.
> Just remember that errata is not what happens when a card gets reprinted.
> Errata is what happens after a printing.

But isn't the end effect the exact same? Making a wallpaper card
more powerful/useful than it used to be...? The above is a pretty
weak/thin distinction...

Sorrow
---
"Are they dead?" - Pugsly
"Does it matter?" - Wednesday


Sorrow

unread,
Jun 12, 2001, 9:03:05 AM6/12/01
to
> > Elaborate. We only rarely see questions regarding self contesting
> > on the NG (and I've never fielded one anywhere I played) and
> > once it's explained, that it... concept grasped.
> If you say so. My experience has been different.

You were constantly barraged with questions about self contesting
and once you answered them, were asked again by those same
people? I did a search on the Google archives and wasn't able to
come up with many posts that asked about it initially and none that
posted a follow up.

> > Still a good utility. Since you are getting rid of self contesting
vampires,
> > how about you errata Blood Hunt and War Party so that they can be
> > removed. Otherwise, once they are on the vampire, now that you cannot
> > self contest to get a copy w/o it, you may as well leave it in torpor or
> > diablerize it yourself so you can get a clean copy into play.
> I don't see the problem.

Don't see a problem with which? Leaving the vamp in torpor and
diablerizing yourself? No, of course not. Of course, that course
has a signigicant cost and will hardly ever be taken.
Or about Blood Hunt/War Party? Have you ever had 2 or 3 of
your key vampires get Blood Hunted and put into torpor? Why
bother waste the actions getting them back out when they are
going to get torporized yet again? At least with Haven, you could
get blood on that vamp another way and remove it. But with BH,
you don't have that option. And now, the only option you did have
(spending the pool on that vamp again and going a turn w/o) has
been removed. So I guess that leaves diablerie.
Oh, wait, until you change the rules and remove that option, too.
New rule in the base set reprint: "You cannot take actions targetting
vampires you control".

> > And you want to talk about difficult to grasp or unwieldy mechanics...
> > try to explain how it is that a vampire is burned by diablerie but can
> > pop right back up if influenced...


> That may be a difficult back-story to justify, but the mechanics are clean
> and simple.

So is "You can't bleed". Removing options always makes something
more simple, but not always better. Hell, you could remove everything
from the game and turn it into Rock/Paper/Scissors. That would make
the game much more simpler than it is now.

> > Again, elaborate. It works just as regular contesting. If the
mechanics
> > are unwieldy then why not just get rid of contesting altogether?
> It doesn't work just as regular contesting - there's an additional delay
> that most players miss.

Which was a delay that came about only in the last few years. It used to
be that you regained control of the second copy after yielding the first.
Then you changed that rule, too. And all the old players who didn't have
access to the NG at that time and who used to play the other way needed
to learn this new way the hard way.
Way...

> > > counter to backstory;
> > And diablerizing and influencing the same vampire isn't? And if it's
> Yes, but that's a difficult problem to fix - it was brought up in 1998.

How is it a difficult problem to fix. While you are adding new rules to
the game out of the blue, why not adding one where once a vampire
is removed from the game/burned, it cannot be put back into play?
Sure, it's a brand new rule. But then, so is this one. Why be squeamish
about one when you obviously weren't about the other?

> > to back story, how is 2 seperate meths contesting different than self
> > contesting?
> Trivially.
> You fight with another Methuselah for control.
> Fighting with yourself for control of something is nonsensical.

Possible reasons were brought up in another post.

> Because Coven isn't the problem. If my mentioning it annoys you, then
> just pretend I didn't - the rules would still be the same.

How can it not be at least part of the reason when there was a very large
and very many Coven threads here over the past several months. It seems
when oddball rules/errata are issued it's on the heals of such a discussion.
See "Life Boon".
And again, how can it not be at least part of the reason when it is the only
real "abuse" of this mechanic? You play Coven until you run out of library,
annouce your withdrawal and if you are successful, automatic VP. There
can be a coorelation <sp> drawn to Life Boon where it, too, gave you a
VP for doing nothing (so it was claimed).
And yes, the rules would still be the same. However, the reasoning behind
the rule wouldn't be.

> > Changing this rule just isn't right. Especially, as I pointed out in my
> > initial post, since it does have a _cost_. It's not as if it was ever
taken
> > all that lightly and/or happend *all* the time. And it's not as if it
was
> > really a game winner or automatically gave you a VP (which the Coven -
> > Withdrawal almost always did). There's just no sense in it.
> Likewise from my point of view for the old rules.

You don't think the old rules had any sense? Then why not just eliminate
most of the rules? When you get right down to it, most of them don't
make any sense.
Change rules/make rules to fix something that is broken. This was not
broken.

Sorrow
---
I told the priest - don't count on any second coming. God got his
ass kicked the first time he came down here slumming. He had the
balls to come, the gall to die and then forgive us. No, I don't
wonder why, I wonder what he thought it would get us


Derek Ray

unread,
Jun 12, 2001, 9:08:30 AM6/12/01
to
On Tue, 12 Jun 2001 12:34:51 GMT, "Sorrow" <jcb...@yahoo.com> wrote:

>> > Whatever happened to the old policy of not errata'ing wallpaper cards?
>> Still in place.
>> Just remember that errata is not what happens when a card gets reprinted.
>> Errata is what happens after a printing.
>
>But isn't the end effect the exact same? Making a wallpaper card
>more powerful/useful than it used to be...? The above is a pretty
>weak/thin distinction...

With a reprint, you have a card you can point to and say "This is the
new text."

With errata, you have a list on the Internet you have to point to.

Which is going to carry more weight with a new player? =)

-- Derek
Thug of Atlanta

Sorrow

unread,
Jun 12, 2001, 9:28:50 AM6/12/01
to
> >> > Whatever happened to the old policy of not errata'ing wallpaper
cards?
> >> Still in place.
> >> Just remember that errata is not what happens when a card gets
reprinted.
> >> Errata is what happens after a printing.
> >But isn't the end effect the exact same? Making a wallpaper card
> >more powerful/useful than it used to be...? The above is a pretty
> >weak/thin distinction...
> With a reprint, you have a card you can point to and say "This is the
> new text."
> With errata, you have a list on the Internet you have to point to.
> Which is going to carry more weight with a new player? =)

I'm not saying that isn't the case. But if you aren't going to errata
wallpaper cards to make them more powerful/useful, why go through
the effort of reprinting them? It is much more resource intensive
which could probably have been put to better use.
If the problem isn't with giving wallpaper cards more use/power
and just with "errata", then hell, I've got a list of wallpaper cards
that could use reprinting... Let's reprint those as well...

Sorrow
---
If you're frightened of dying and... and you're holding on,
you'll see devils tearing your life away. But if you've made
your peace, then the devils are really angels, freeing you
from the earth.


LSJ

unread,
Jun 12, 2001, 9:46:14 AM6/12/01
to
Sorrow wrote:
>
> > > Elaborate. We only rarely see questions regarding self contesting
> > > on the NG (and I've never fielded one anywhere I played) and
> > > once it's explained, that it... concept grasped.
> > If you say so. My experience has been different.
>
> You were constantly barraged with questions about self contesting
> and once you answered them, were asked again by those same
> people? I did a search on the Google archives and wasn't able to
> come up with many posts that asked about it initially and none that
> posted a follow up.

In email, yes.
This forum is not always friendly to newbie players.

> > > Still a good utility. Since you are getting rid of self contesting
> vampires,
> > > how about you errata Blood Hunt and War Party so that they can be
> > > removed. Otherwise, once they are on the vampire, now that you cannot
> > > self contest to get a copy w/o it, you may as well leave it in torpor or
> > > diablerize it yourself so you can get a clean copy into play.
> > I don't see the problem.
>
> Don't see a problem with which? Leaving the vamp in torpor and
> diablerizing yourself? No, of course not. Of course, that course
> has a signigicant cost and will hardly ever be taken.
> Or about Blood Hunt/War Party? Have you ever had 2 or 3 of
> your key vampires get Blood Hunted and put into torpor? Why
> bother waste the actions getting them back out when they are
> going to get torporized yet again? At least with Haven, you could
> get blood on that vamp another way and remove it. But with BH,
> you don't have that option. And now, the only option you did have
> (spending the pool on that vamp again and going a turn w/o) has
> been removed. So I guess that leaves diablerie.
> Oh, wait, until you change the rules and remove that option, too.
> New rule in the base set reprint: "You cannot take actions targetting
> vampires you control".

Cute.
I don't see a problem with Archbishops having some power.
Some cards will screw your deck (depending on your deck). That's the
nature
of the game.

> > > And you want to talk about difficult to grasp or unwieldy mechanics...
> > > try to explain how it is that a vampire is burned by diablerie but can
> > > pop right back up if influenced...
> > That may be a difficult back-story to justify, but the mechanics are clean
> > and simple.
>
> So is "You can't bleed". Removing options always makes something
> more simple, but not always better. Hell, you could remove everything
> from the game and turn it into Rock/Paper/Scissors. That would make
> the game much more simpler than it is now.

You said it had unwieldy mechanics. I merely responded.



> > > Again, elaborate. It works just as regular contesting. If the
> mechanics
> > > are unwieldy then why not just get rid of contesting altogether?
> > It doesn't work just as regular contesting - there's an additional delay
> > that most players miss.
>
> Which was a delay that came about only in the last few years. It used to
> be that you regained control of the second copy after yielding the first.

Not true. It had always been there. See what I mean about being hard to
understand?

> Then you changed that rule, too. And all the old players who didn't have
> access to the NG at that time and who used to play the other way needed
> to learn this new way the hard way.
> Way...

Not true. I didn't change the rule - the rule was simply misunderstood
by many players (because, you guessed it, it was complitcated and
unintuitive).



> > > > counter to backstory;
> > > And diablerizing and influencing the same vampire isn't? And if it's
> > Yes, but that's a difficult problem to fix - it was brought up in 1998.
>
> How is it a difficult problem to fix. While you are adding new rules to
> the game out of the blue, why not adding one where once a vampire
> is removed from the game/burned, it cannot be put back into play?
> Sure, it's a brand new rule. But then, so is this one. Why be squeamish
> about one when you obviously weren't about the other?

Because there are different ways to burn vampires that make this rule
untenenable. Yielding is a prime and obvious example.

> > > to back story, how is 2 seperate meths contesting different than self
> > > contesting?
> > Trivially.
> > You fight with another Methuselah for control.
> > Fighting with yourself for control of something is nonsensical.
>
> Possible reasons were brought up in another post.
>
> > Because Coven isn't the problem. If my mentioning it annoys you, then
> > just pretend I didn't - the rules would still be the same.
>
> How can it not be at least part of the reason when there was a very large
> and very many Coven threads here over the past several months. It seems
> when oddball rules/errata are issued it's on the heals of such a discussion.

OK. Either its a part of the problem or it's not.
I said it was odd. I believe it was odd. I don't think it was a problem,
however.
Take the coincidence however you like.

> See "Life Boon".

Which was a problem.

> And again, how can it not be at least part of the reason when it is the only
> real "abuse" of this mechanic? You play Coven until you run out of library,
> annouce your withdrawal and if you are successful, automatic VP. There
> can be a coorelation <sp> drawn to Life Boon where it, too, gave you a
> VP for doing nothing (so it was claimed).
> And yes, the rules would still be the same. However, the reasoning behind
> the rule wouldn't be.

The main reason is to make the rules better (clearer, more intuive, easier
to remember, etc.)
See "Paralyze".

> > > Changing this rule just isn't right. Especially, as I pointed out in my
> > > initial post, since it does have a _cost_. It's not as if it was ever
> taken
> > > all that lightly and/or happend *all* the time. And it's not as if it
> was
> > > really a game winner or automatically gave you a VP (which the Coven -
> > > Withdrawal almost always did). There's just no sense in it.
> > Likewise from my point of view for the old rules.
>
> You don't think the old rules had any sense? Then why not just eliminate
> most of the rules? When you get right down to it, most of them don't
> make any sense.
> Change rules/make rules to fix something that is broken. This was not
> broken.

Neither was Paralyze. It was just a complicated corner-case rule.

Derek Ray

unread,
Jun 12, 2001, 9:50:28 AM6/12/01
to
On Tue, 12 Jun 2001 13:28:50 GMT, "Sorrow" <jcb...@yahoo.com> wrote:

>> With a reprint, you have a card you can point to and say "This is the
>> new text."
>> With errata, you have a list on the Internet you have to point to.
>> Which is going to carry more weight with a new player? =)
>
>I'm not saying that isn't the case. But if you aren't going to errata
>wallpaper cards to make them more powerful/useful, why go through
>the effort of reprinting them? It is much more resource intensive
>which could probably have been put to better use.

well, IANTSD/IANLSJ, but if the alternative is between making Ravnos
Cache free and reprinting it, or coming up with a brand-new Master
card to help the Ravnos... I can tell you which of those looks more
"resource intensive" to me.

>If the problem isn't with giving wallpaper cards more use/power
>and just with "errata", then hell, I've got a list of wallpaper cards
>that could use reprinting... Let's reprint those as well...

As I understand it, the intent is to avoid errata whenever possible,
as errata IS more confusing and not easily demonstrable to a new
player. (In a pickup game recently, a newish player had an old Fame
copy dropped on his vampire. We told him "hang on, don't read that
card, it's the old version", and searched through my library to find a
NEW copy of Fame that he could read. It is MUCH easier to explain to
newer players when you can show them a card, as opposed to saying "Oh,
that got fixed on the Internet...")

A suitable solution to me seems to simply refuse to errata anything
that isn't a dire need... and fixing wallpaper is never a DIRE need.

XZealot

unread,
Jun 12, 2001, 10:30:58 AM6/12/01
to
If you can't contest with yourself, then what happens if you do influence out
a duplicate? Is it not allowed to be in play? What about Jimmy Dunn?

Comments Welcome,
Norman S. Brown Jr.
XZealot
Archon of the Swamp

Jason Bell

unread,
Jun 12, 2001, 11:57:32 AM6/12/01
to

"LSJ" <vte...@white-wolf.com> wrote

> You cannot contest with yourself, so you could not choose it in the first
> place.

So if I Vast Wealth into my second Ivory Bow, do I pay the 1 pool
and have it burned, or is it not allowed into play due to the
self contest rule?

- Jason Bell


Ian Lee

unread,
Jun 12, 2001, 12:37:23 PM6/12/01
to
>Whatever happened to the old policy of not errata'ing wallpaper cards?

I believe the current philosophy is: if a card makes sense to reprint for a
reason other than playability and its playability blows, then there's nothing
wrong with reprinting it with better text/cost. Powerbase: Rome fits well into
this. However, reprinting a card just so that it can be made more playable
isn't sufficient; there has to be another reason to reprint it, like needing
another card of that discipline or because it's a clan card for a clan being
emphasized or something.

>I was always under the interpretation that if a card was too powerful it was
>erratated but if it was too weak, too bad so sad.
>
>But ever since Sabbat War (and now Final Nights) it *seems* that a lot of
>wallpaper cards are being improved. Please note that it's not that I mind it
>-
>in fact I like it in many cases. But if un-wallpapering is being done, at the
>very least I'd like for White Wolf to admit it.

I appreciate efforts to decoasterize some old cards. My concern is that there
isn't enough structure to the process. The Grand Temple of Suck, AFAICT, has
no text/cost change at all. Admittedly, permanent steal is conceptually bad
(I'm more impressed with the balance of Temptation every time I play it, unlike
the permanent steal effects), but the card is too painful to play.

OT - I don't see the reason for Phobia to be reprinted. Slot could have been
used for something like, oh, Clan Impersonation (it occurred to me that the FoS
precon would also benefit from having a "Toreador").

Frederick Scott

unread,
Jun 12, 2001, 12:57:18 PM6/12/01
to
Sorrow wrote:
> > With a reprint, you have a card you can point to and say "This is the
> > new text."
> > With errata, you have a list on the Internet you have to point to.
> > Which is going to carry more weight with a new player? =)
>
> I'm not saying that isn't the case. But if you aren't going to errata
> wallpaper cards to make them more powerful/useful, why go through
> the effort of reprinting them? It is much more resource intensive
> which could probably have been put to better use.

Creating a new card is a different thing, though. If there's 50,000
pieces of this wallpaper out in the field and you reprint the same card
with more power, those 50,000 cards can now be used in games. If you create
a new card, the 50,000 cards remain in the box. I can see a down side to
this: that there are now 50,000 cards that do something different than what
their card text says it can do. But the upside is that they're now usable.
I kind of like the latter point better myself. YMMV, I guess.

Fred

Derek Ray

unread,
Jun 12, 2001, 1:45:19 PM6/12/01
to
On 12 Jun 2001 16:37:23 GMT, cur...@aol.com (Ian Lee) wrote:

>I appreciate efforts to decoasterize some old cards. My concern is that there
>isn't enough structure to the process. The Grand Temple of Suck, AFAICT, has
>no text/cost change at all. Admittedly, permanent steal is conceptually bad
>(I'm more impressed with the balance of Temptation every time I play it, unlike
>the permanent steal effects), but the card is too painful to play.

Guard Duty. *drool*

LSJ

unread,
Jun 12, 2001, 2:26:21 PM6/12/01
to

This is what the welcome message discussed.

You can't choose to contest (i.e., you cannot play the Ivory Bow and
attempt the action to equip it).
If you somehow manage to get a second copy, then the second copy is
burned.
As is the case with a second Sport Bike - since the retrieved equipment
is not legal for you, it is discarded without cost.

LSJ

unread,
Jun 12, 2001, 2:27:22 PM6/12/01
to
XZealot wrote:
>
> If you can't contest with yourself, then what happens if you do influence out
> a duplicate? Is it not allowed to be in play? What about Jimmy Dunn?

See the welcome message at the start of this thread, and the Jimmy Dunn
message
in the middle.

The influenced vampire is burned. Jiummy Dunn cannot be contested (card
text),
so the contesting rule isn't applicable.

James Coupe

unread,
Jun 12, 2001, 11:40:32 AM6/12/01
to
In message <82c154eb.01061...@posting.google.com>, XZealot
<X_Ze...@email.msn.com> writes

>If you can't contest with yourself, then what happens if you do influence out
>a duplicate?

You can't (intentionally).

> Is it not allowed to be in play?

No.

> What about Jimmy Dunn?

Specific exception. You can bring a second Jimmy Dunn out because he
doesn't contest.

Wes

unread,
Jun 13, 2001, 12:15:15 AM6/13/01
to

"Derek Ray" <lor...@yahoo.com> wrote

>
> As I understand it, the intent is to avoid errata whenever possible,
> as errata IS more confusing and not easily demonstrable to a new
> player. (In a pickup game recently, a newish player had an old Fame
> copy dropped on his vampire. We told him "hang on, don't read that
> card, it's the old version", and searched through my library to find a
> NEW copy of Fame that he could read. It is MUCH easier to explain to
> newer players when you can show them a card, as opposed to saying "Oh,
> that got fixed on the Internet...")

It's one of those things that is just plain unavoidable.

My solution in this very same case was to allow the player to play Fame the
old way butI also explained the change to them and we agreed that for the
next time she built a deck with Fame, the new text will apply. Of course, in
this particular case, their entire strategy would have been hosed by the new
ruling. New players need a break sometimes and also the last thing I want to
do is scare them away with all the errata/un-errata changes.

That's not to say I don't agree with the changes--I do, but it's difficult
enough teaching a newbie the rules without having to explain the history of
the game. So far, this seems to have worked. Although some players are still
confused, they mostly want to keep playing (moreso now with the new cards!).

Cheers,
WES


Halcyan 2

unread,
Jun 13, 2001, 3:33:39 AM6/13/01
to
>You cannot contest cards with yourself [4.1]. If, via the ending of some
>temporary-control effect or via some other effect, you end up contestinging
>with yourself, simply burn the incoming copy of the unique card. If you were
>previously contesting the card, you continue contesting until your untap
>phase. If you had uncontested control of the card, then you retain
>uncontested control of the card [DTR]. Note: your vampires can still contest
>titles with each other.

Quick questions on how this new rule works with Political Seizure and
non-unique vampires.

#1. Player A and Player B each have a Living Manse in play. Player A cannot
play a Political Seizure and choose "Living Manse" as the location because it
would then mean he's contesting with himself, right?

#2. Player B has two (or more) Living Manse in play. Player A plays a Political
Seizure and chooses "Living Manse" so that card is now contested. In
particular, this means Player B is contesting multiple Living Manses with
himself which is not allowable. So...how do you determine which Living Manse is
burned? The one that was brought into play the latest (7 turns ago instead of
the one brought into play 15 turns ago?)? Or does Player B get to choose which
Living Manse remains in play?

#3. (Not related to Political Seizure). What happens if you have Jimmy Dunn
with a Seeds of Corruption (so this Jimmy *can* be contested). And then you
bring out another one (this second one *can't* be contested). Now what happens?

#4. I have two or more Fida'i and/or Aabt Kindred (they don't contest with each
other). A single Seeds of Corruption is placed on only one of them. Now what?
Do they contest? And if so, who burns? One of the Aabt allows contestation and
uniqueness but the other Aabt still says that they he does not contest.

#5. Similar situation to #4 but this time all of your Fida'i and/or Aabt
Kindred have Seeds of Corruption on them (somehow). This time I'm pretty sure
they all contest so how do you determine which ones burn?


Thanks!

Halcyan 2

LSJ

unread,
Jun 13, 2001, 8:02:01 AM6/13/01
to
Halcyan 2 wrote:
>
> >You cannot contest cards with yourself [4.1]. If, via the ending of some
> >temporary-control effect or via some other effect, you end up contestinging
> >with yourself, simply burn the incoming copy of the unique card. If you were
> >previously contesting the card, you continue contesting until your untap
> >phase. If you had uncontested control of the card, then you retain
> >uncontested control of the card [DTR]. Note: your vampires can still contest
> >titles with each other.
>
> Quick questions on how this new rule works with Political Seizure and
> non-unique vampires.
>
> #1. Player A and Player B each have a Living Manse in play. Player A cannot
> play a Political Seizure and choose "Living Manse" as the location because it
> would then mean he's contesting with himself, right?

Not true. Politcal Seizure would only contest the targetted Living Manse.
Nothing indicates that the other Living Manse would be contested.

> #2. Player B has two (or more) Living Manse in play. Player A plays a Political
> Seizure and chooses "Living Manse" so that card is now contested. In
> particular, this means Player B is contesting multiple Living Manses with
> himself which is not allowable. So...how do you determine which Living Manse is
> burned? The one that was brought into play the latest (7 turns ago instead of
> the one brought into play 15 turns ago?)? Or does Player B get to choose which
> Living Manse remains in play?

No. Again, only the targetted copy of Living Manse is contested.



> #3. (Not related to Political Seizure). What happens if you have Jimmy Dunn
> with a Seeds of Corruption (so this Jimmy *can* be contested). And then you
> bring out another one (this second one *can't* be contested). Now what happens?

The Second Jimmy's card text (not being seeded) applies - burn the first.



> #4. I have two or more Fida'i and/or Aabt Kindred (they don't contest with each
> other). A single Seeds of Corruption is placed on only one of them. Now what?
> Do they contest? And if so, who burns? One of the Aabt allows contestation and
> uniqueness but the other Aabt still says that they he does not contest.
>
> #5. Similar situation to #4 but this time all of your Fida'i and/or Aabt
> Kindred have Seeds of Corruption on them (somehow). This time I'm pretty sure
> they all contest so how do you determine which ones burn?

A unique vampire doesn't contest a non-unique vampire. Non-unique vampires
never contest. If you get a Seeds on a second one (so that you now have two
unique vampires), burn the second one (the one most recently made unique).

Halcyan 2

unread,
Jun 13, 2001, 9:47:47 AM6/13/01
to
>Not true. Politcal Seizure would only contest the targetted Living Manse.
>Nothing indicates that the other Living Manse would be contested.
>

My mistake. Never really used it myself (or seen anyone else use it for that
matter). Thanks! =)

>A unique vampire doesn't contest a non-unique vampire. Non-unique vampires
>never contest. If you get a Seeds on a second one (so that you now have two
>unique vampires), burn the second one (the one most recently made unique).
>

Cool! You can burn vampires with Seeds of Corruption! (well some vampires at
least).

Halcyan 2

Aramis

unread,
Jun 13, 2001, 2:38:47 PM6/13/01
to
> >A unique vampire doesn't contest a non-unique vampire. Non-unique vampires
> >never contest. If you get a Seeds on a second one (so that you now have two
> >unique vampires), burn the second one (the one most recently made unique).
> >
>
> Cool! You can burn vampires with Seeds of Corruption! (well some vampires at
> least).
>
> Halcyan 2

I'm confused. How does Seeds of Corruption make a non-unique vampire,
unique? How do you burn vampires with Seeds? Could someone please
explain this to me, it's been a long day...

James Coupe

unread,
Jun 13, 2001, 3:15:18 PM6/13/01
to
In message <d9925496.01061...@posting.google.com>, Aramis
<came...@hotmail.com> writes

>I'm confused. How does Seeds of Corruption make a non-unique vampire,
>unique?

If "non-unique" is considered a special ability, Seeds of Corruption
would remove that.

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