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rec.games.trading-cards.jyhad

RE: Another idea for the VEKN/Unofficial Cardmakers

Juggernaut1981

10/23/2010 6:17:00 AM

Hey All,

After looking at the recent Bum's Rush-Freak Drive thread, I thought
of something that might make our lives with Newbies and Raw Recruits
easier: A Turn-guide-card.

Front:
-Untap Phase
Untap all your cards
Check for Untap effects
-Master Phase
Check for Master Phase effects
Play a Master Card
-Minion Phase
Take actions with Minions
Check Minion Phase effects
-Influence Phase
Check Influence Phase Effects
Spend Transfer Points
Put new Minions into Ready Region
-Discard Phase
Discard a card and replace OR
Play an Event card
Check for Discard Phase effects

Back:
Combat Sequence
- Before Range Cards
- Range Cards
Range starts at Close
Maneuver to Long or Close
- Before Strikes Cards
- Choose Strike
All Vampires have a 1 Strength Handstrike
Play a Strike card
- Resolve Strike
Check for Aggravated Damage
Deal damage to Minions
Prevent Damage to Minions
Put minions in Torpor or Ashheap
- Gain Additional Strikes
Choose number of Additional Strikes
- Choose Additional Strikes
- Resolve Additional Strikes
- Press Step
Press to continue or end
- End of Combat


Are there other cards, like this, that you think it would be worth
printing to give to new players? I'm thinking of this so that they
can get used to managing their own turn without constant verbal
coaching through the steps. I know some of the boardgamers at my FLGS
can be "over-coachers" who remind you of every small detail and every
small step that might maybe sorta kinda happen... when all you want to
remember is... "Now, I untap things... then get to do this Hunting
Ground... then I can play this Card... Okay... and this Master Card
will be on the vampire before I try do this card here... Okay". But
asking that can feel like you're giving too much away, even as a
newbie.

Now that I've drafted that List, I'm going to actually sit down and
try put it onto a card frame myself and I might link it later if
people want this sort of thing.
5 Answers

Cry Wolf

10/23/2010 12:33:00 PM

0

On Oct 23, 2:16 pm, Juggernaut1981 <brasscompo...@gmail.com> wrote:
> Hey All,
>
> After looking at the recent Bum's Rush-Freak Drive thread, I thought
> of something that might make our lives with Newbies and Raw Recruits
> easier: A Turn-guide-card.
>
> Front:
> -Untap Phase
>    Untap all your cards
>    Check for Untap effects
> -Master Phase
>    Check for Master Phase effects
>    Play a Master Card
> -Minion Phase
>    Take actions with Minions
>    Check Minion Phase effects
> -Influence Phase
>    Check Influence Phase Effects
>    Spend Transfer Points
>    Put new Minions into Ready Region
> -Discard Phase
>    Discard a card and replace OR
>    Play an Event card
>    Check for Discard Phase effects
>
> Back:
> Combat Sequence
> - Before Range Cards
> - Range Cards
>     Range starts at Close
>     Maneuver to Long or Close
> - Before Strikes Cards
> - Choose Strike
>     All Vampires have a 1 Strength Handstrike
>     Play a Strike card
> - Resolve Strike
>     Check for Aggravated Damage
>     Deal damage to Minions
>     Prevent Damage to Minions
>     Put minions in Torpor or Ashheap
> - Gain Additional Strikes
>     Choose number of Additional Strikes
> - Choose Additional Strikes
> - Resolve Additional Strikes
> - Press Step
>      Press to continue or end
> - End of Combat
>
> Are there other cards, like this, that you think it would be worth
> printing to give to new players?  I'm thinking of this so that they
> can get used to managing their own turn without constant verbal
> coaching through the steps.  I know some of the boardgamers at my FLGS
> can be "over-coachers" who remind you of every small detail and every
> small step that might maybe sorta kinda happen... when all you want to
> remember is... "Now, I untap things... then get to do this Hunting
> Ground... then I can play this Card... Okay... and this Master Card
> will be on the vampire before I try do this card here... Okay".  But
> asking that can feel like you're giving too much away, even as a
> newbie.
>
> Now that I've drafted that List, I'm going to actually sit down and
> try put it onto a card frame myself and I might link it later if
> people want this sort of thing.

Great idea.

There was a White Wolf(?) playmat some time ago that helped newbies
manage their own turns too.

Please post your creation when you're done.


Cry Wolf

The Lasombra

10/23/2010 1:41:00 PM

0

On Sat, 23 Oct 2010 05:32:37 -0700 (PDT), Cry Wolf <gsanvic@gmail.com>
wrote:

>There was a White Wolf(?) playmat some time ago that helped newbies
>manage their own turns too.

http://download.white-wolf.com/download/download.php?f...
and
http://www.white-wolf.com/VTES/downloads/VTESP...

R. Brian Smith (of Austin, Texas at the time) did the original work
with input from Robert Goudie and L.Scott Johnson.

salem

10/24/2010 11:09:00 AM

0

Juggernaut1981 wrote:

> Hey All,
>
> After looking at the recent Bum's Rush-Freak Drive thread, I thought
> of something that might make our lives with Newbies and Raw Recruits
> easier: A Turn-guide-card.
>
> Front:
> -Untap Phase
> Untap all your cards
> Check for Untap effects
> -Master Phase
> Check for Master Phase effects
> Play a Master Card
> -Minion Phase
> Take actions with Minions
> Check Minion Phase effects
> -Influence Phase
> Check Influence Phase Effects
> Spend Transfer Points
> Put new Minions into Ready Region
> -Discard Phase
> Discard a card and replace OR
> Play an Event card
> Check for Discard Phase effects
>
> Back:
> Combat Sequence
> - Before Range Cards
> - Range Cards
> Range starts at Close
> Maneuver to Long or Close
> - Before Strikes Cards
> - Choose Strike
> All Vampires have a 1 Strength Handstrike
> Play a Strike card
> - Resolve Strike
> Check for Aggravated Damage
> Deal damage to Minions
> Prevent Damage to Minions
> Put minions in Torpor or Ashheap
> - Gain Additional Strikes
> Choose number of Additional Strikes
> - Choose Additional Strikes
> - Resolve Additional Strikes
> - Press Step
> Press to continue or end
> - End of Combat
>

You mean like the back page/centre two pages of every rulebook printed in a
starter deck?

Might not be quite as detailed as above, but contains what a newbie might
need.

--
salem
(replace 'hotmail' with 'gmail' to email)

Juggernaut1981

10/24/2010 11:14:00 AM

0

On Oct 24, 10:08 pm, salem <kella...@hotmail.com> wrote:
> Juggernaut1981 wrote:
> > Hey All,
>
> > After looking at the recent Bum's Rush-Freak Drive thread, I thought
> > of something that might make our lives with Newbies and Raw Recruits
> > easier: A Turn-guide-card.
>
> > Front:
> > -Untap Phase
> >    Untap all your cards
> >    Check for Untap effects
> > -Master Phase
> >    Check for Master Phase effects
> >    Play a Master Card
> > -Minion Phase
> >    Take actions with Minions
> >    Check Minion Phase effects
> > -Influence Phase
> >    Check Influence Phase Effects
> >    Spend Transfer Points
> >    Put new Minions into Ready Region
> > -Discard Phase
> >    Discard a card and replace OR
> >    Play an Event card
> >    Check for Discard Phase effects
>
> > Back:
> > Combat Sequence
> > - Before Range Cards
> > - Range Cards
> >     Range starts at Close
> >     Maneuver to Long or Close
> > - Before Strikes Cards
> > - Choose Strike
> >     All Vampires have a 1 Strength Handstrike
> >     Play a Strike card
> > - Resolve Strike
> >     Check for Aggravated Damage
> >     Deal damage to Minions
> >     Prevent Damage to Minions
> >     Put minions in Torpor or Ashheap
> > - Gain Additional Strikes
> >     Choose number of Additional Strikes
> > - Choose Additional Strikes
> > - Resolve Additional Strikes
> > - Press Step
> >      Press to continue or end
> > - End of Combat
>
> You mean like the back page/centre two pages of every rulebook printed in a
> starter deck?
>
> Might not be quite as detailed as above, but contains what a newbie might
> need.
>
> --
> salem
> (replace 'hotmail' with 'gmail' to email)- Hide quoted text -
>
> - Show quoted text -

I will have to look at the next rulebook I get my hands on... but
potentially.
Something they can consult, themselves, without having to feel like
they're giving away information to the others playing. Might have to
get a bunch of those Rulebooks next time and rip them out...

YY

10/24/2010 12:10:00 PM

0

On Oct 24, 7:13 pm, Juggernaut1981 <brasscompo...@gmail.com> wrote:
> On Oct 24, 10:08 pm, salem <kella...@hotmail.com> wrote:
>
>
>
>
>
> > Juggernaut1981 wrote:
> > > Hey All,
>
> > > After looking at the recent Bum's Rush-Freak Drive thread, I thought
> > > of something that might make our lives with Newbies and Raw Recruits
> > > easier: A Turn-guide-card.
>
> > > Front:
> > > -Untap Phase
> > >    Untap all your cards
> > >    Check for Untap effects
> > > -Master Phase
> > >    Check for Master Phase effects
> > >    Play a Master Card
> > > -Minion Phase
> > >    Take actions with Minions
> > >    Check Minion Phase effects
> > > -Influence Phase
> > >    Check Influence Phase Effects
> > >    Spend Transfer Points
> > >    Put new Minions into Ready Region
> > > -Discard Phase
> > >    Discard a card and replace OR
> > >    Play an Event card
> > >    Check for Discard Phase effects
>
> > > Back:
> > > Combat Sequence
> > > - Before Range Cards
> > > - Range Cards
> > >     Range starts at Close
> > >     Maneuver to Long or Close
> > > - Before Strikes Cards
> > > - Choose Strike
> > >     All Vampires have a 1 Strength Handstrike
> > >     Play a Strike card
> > > - Resolve Strike
> > >     Check for Aggravated Damage
> > >     Deal damage to Minions
> > >     Prevent Damage to Minions
> > >     Put minions in Torpor or Ashheap
> > > - Gain Additional Strikes
> > >     Choose number of Additional Strikes
> > > - Choose Additional Strikes
> > > - Resolve Additional Strikes
> > > - Press Step
> > >      Press to continue or end
> > > - End of Combat
>
> > You mean like the back page/centre two pages of every rulebook printed in a
> > starter deck?
>
> > Might not be quite as detailed as above, but contains what a newbie might
> > need.
>
> > --
> > salem
> > (replace 'hotmail' with 'gmail' to email)- Hide quoted text -
>
> > - Show quoted text -
>
> I will have to look at the next rulebook I get my hands on... but
> potentially.
> Something they can consult, themselves, without having to feel like
> they're giving away information to the others playing.  Might have to
> get a bunch of those Rulebooks next time and rip them out...

I've done something like this for my girlfriend for combat:

Combat 101

Steps of combat:
1. Combat starts
2. Round starts
3. Play cards that are "Only usable before range is determined" and
any other cards that are not "Only usable..."
4. Determine range step. Play maneuvers. Same minion cannot maneuver
twice in a row. Combat cards that come "with an optional maneuver" may
be played now.
5. Play any cards that are "Only usable before strikes are chosen".
6. Declare strike either by playing a strike card or using an onboard
ability (hand strike if neither). Play any card that are played or
only usasble when "declaring a strike".
7. Play cards that have no restrictions or cards that are usable
"after strikes are chosen".
8. Resolve strikes in the following sequence: Strike: Combat Ends,
Strike: Dodge, First Strike, all other strikes.
9. Resolve damage.
10. Prevent damage.
11. Burn blood to heal unprevented non-aggravated damage or go torpor.
Allies burn life to heal damage or burn.
12. If unpreveted aggravated damage is present, go to torpor on the
first point of aggravated damage. Allies burn life to heal that damage
instead or burn if unable to do so.
13. While wounded (i.e. in torpor), burn blood to prevent destruction
or burn if unable to do so. Allies burn life to heal this damage
instead or burn if unable to do so. If either or both minions are not
ready, go to step 17.
14. Play cards that provide additional strike(s). Each minion can only
gain additional strikes from a single source each round of combat.
15. If additonal strikes are available, go to step 6. Minions that
have no available additonal strikes ignore step 6.
16. Press step. Play press cards or use onboard effects to press. The
same minion cannot play two presses in a row.
17. Round ends. Play cards that are "usable at the end of a round of
combat". If the last press generated this round is a press to
continue, go to step 2.
18. Combat ends. Play cards that are "usable at the end of combat" or
"usable when a combat is ending".

It's a step-by-step how-to for combat. Let's a player (new or
otherwise) understand what's going on at any point during combat.
Maybe something for the main game?

- YY