[lnkForumImage]
TotalShareware - Download Free Software
Usa Forum
 Home | Login | Register | Search 


 

Forums >

rec.games.trading-cards.jyhad

Variant: Event Deck

suoli

12/25/2010 9:26:00 PM

Growth
Type: Event
Put this card in play at the beginning of the game. Any vampire may
take a +1 stealth action to move 1 blood from him or herself to any
vampire in their controller's uncontrolled region or up to 2 blood to
a younger vampire. The Methuselah with the highest seating number
moves a counter to this card during his or her discard phase. Any
Methuselah may move a counter to this card as a master phase action.
Burn this card if it has 5 (or 4? ) counters on it. Put Scheming in
play when this card leaves play.

Scheming
Type: Event
Once each turn an acting minion may burn 1 blood to give their
controller +1 hand size until the end of the turn. The Methuselah with
the highest seating number moves a counter to this card during his or
her discard phase. Any Methuselah may move a counter to this card as a
discard phase action. Burn this card if it has 3 counters on it. Put
Conflict in play when this card leaves play.

Conflict
Type: Event
When any minion declares a bleed action, he or she may burn 1 blood to
get +1 bleed on that action. The Methuselah with the highest seating
number moves a counter to this card during his or her discard phase.
Any vampire may call a referendum to move a counter to or from this
card as a +1 stealth political action. Burn this card if it has 2
counters on it or when a Methuselah is ousted. Put Endgame in play
when this card leaves play.

Endgame
Type: Event
The player with the edge may move 1 pool from his or her prey's pool
to his or her own pool during his or her untap phase.
4 Answers

Jeff Kuta

12/26/2010 7:08:00 PM

0

On Dec 25, 1:25 pm, suoli <suoliruse...@gmail.com> wrote:
> Growth
> Type: Event
> Put this card in play at the beginning of the game. Any vampire may
> take a +1 stealth action to move 1 blood from him or herself to any
> vampire in their controller's uncontrolled region or up to 2 blood to
> a younger vampire. The Methuselah with the highest seating number
> moves a counter to this card during his or her discard phase. Any
> Methuselah may move a counter to this card as a master phase action.
> Burn this card if it has 5 (or 4? ) counters on it. Put Scheming in
> play when this card leaves play.
>
> Scheming
> Type: Event
> Once each turn an acting minion may burn 1 blood to give their
> controller +1 hand size until the end of the turn. The Methuselah with
> the highest seating number moves a counter to this card during his or
> her discard phase. Any Methuselah may move a counter to this card as a
> discard phase action. Burn this card if it has 3 counters on it. Put
> Conflict in play when this card leaves play.
>
> Conflict
> Type: Event
> When any minion declares a bleed action, he or she may burn 1 blood to
> get +1 bleed on that action. The Methuselah with the highest seating
> number moves a counter to this card during his or her discard phase.
> Any vampire may call a referendum to move a counter to or from this
> card as a +1 stealth political action. Burn this card if it has 2
> counters on it or when a Methuselah is ousted. Put Endgame in play
> when this card leaves play.
>
> Endgame
> Type: Event
> The player with the edge may move 1 pool from his or her prey's pool
> to his or her own pool during his or her untap phase.


This is a pretty great idea. I like how it nudges the game to its
ultimate conclusion but gives everyone a chance to play their own
game.

How about these tweaks to implementation?

A game of VTES progresses through four event stages: Growth, Scheming,
Conflict and Endgame. Minions are granted special abilities during
each stage though any ability can only be used once per turn. If the
ability is successfully used, add one counter from the blood bank to
the event marker. If Methuselah is ousted, add five counters. If there
are ten or more counters on the event marker at the end of a turn,
burn all counters and advance to the next stage.

Growth: Any vampire may take a +1 stealth action to move one blood
from himself to a younger, uncontrolled vampire or any vampire of the
same clan, or move two blood to a younger, uncontrolled vampire of the
same clan. Imbued may move one life to any uncontrolled imbued.

Scheming: An acting minion may burn one blood or life to gain +1 hand
size till the end of the turn.

Conflict: An acting minion may burn one blood to gain +1 bleed, gain 1
vote in the referendum of a political action, or strike at +1 damage.

Endgame: During the untap phase, a Methuselah may burn the Edge to
steal one pool from their prey instead of gaining pool from the blood
bank.

Hopefully I can convince my playgroup to try out some of these
variations!

Jeff

suoli

12/26/2010 8:45:00 PM

0

On 26 joulu, 21:08, Jeff Kuta <jeff.k...@gmail.com> wrote:
>
> This is a pretty great idea. I like how it nudges the game to its
> ultimate conclusion but gives everyone a chance to play their own
> game.

Thanks.

>
> How about these tweaks to implementation?

I thought it would be better to try physical cards rather than a rules
tweak to make it easier to adapt. Instead of explaining the details
over and over again players can read the cards.

>
> A game of VTES progresses through four event stages: Growth, Scheming,
> Conflict and Endgame. Minions are granted special abilities during
> each stage though any ability can only be used once per turn. If the
> ability is successfully used, add one counter from the blood bank to
> the event marker. If Methuselah is ousted, add five counters. If there
> are ten or more counters on the event marker at the end of a turn,
> burn all counters and advance to the next stage.

I think there should be some kind of clock that isn't controllable by
the players. Otherwise the game could get stuck on an event stage
indefinitely. It would also force the players to react rather than
wait for opportunities: act now or lose your window.

>
> Growth: Any vampire may take a +1 stealth action to move one blood
> from himself to a younger, uncontrolled vampire or any vampire of the
> same clan, or move two blood to a younger, uncontrolled vampire of the
> same clan. Imbued may move one life to any uncontrolled imbued.

Imbued can be pretty sick when they get their hands on bloat.

>
> Scheming: An acting minion may burn one blood or life to gain +1 hand
> size till the end of the turn.

No limit per turn could be too strong. Twice per turn?

>
> Conflict: An acting minion may burn one blood to gain +1 bleed, gain 1
> vote in the referendum of a political action, or strike at +1 damage.

Good call.

>
> Endgame: During the untap phase, a Methuselah may burn the Edge to
> steal one pool from their prey instead of gaining pool from the blood
> bank.

This is much better, as it doesn't act as a win condition for wall
decks.

>
> Hopefully I can convince my playgroup to try out some of these
> variations!
>
> Jeff

Let me know how it goes.

Jeff Kuta

12/27/2010 4:30:00 PM

0

On Dec 26, 12:45 pm, suoli <suoliruse...@gmail.com> wrote:
> On 26 joulu, 21:08, Jeff Kuta <jeff.k...@gmail.com> wrote:
>
>
>
> > This is a pretty great idea. I like how it nudges the game to its
> > ultimate conclusion but gives everyone a chance to play their own
> > game.
>
> Thanks.
>
>
>
> > How about these tweaks to implementation?
>
> I thought it would be better to try physical cards rather than a rules
> tweak to make it easier to adapt. Instead of explaining the details
> over and over again players can read the cards.
>
>
>
> > A game of VTES progresses through four event stages: Growth, Scheming,
> > Conflict and Endgame. Minions are granted special abilities during
> > each stage though any ability can only be used once per turn. If the
> > ability is successfully used, add one counter from the blood bank to
> > the event marker. If Methuselah is ousted, add five counters. If there
> > are ten or more counters on the event marker at the end of a turn,
> > burn all counters and advance to the next stage.
>
> I think there should be some kind of clock that isn't controllable by
> the players. Otherwise the game could get stuck on an event stage
> indefinitely. It would also force the players to react rather than
> wait for opportunities: act now or lose your window.
>
>

I think the abilities granted are strong enough that players would
take advantage of them enough that things wouldn't stall out. I added
the five counters when a Meth is ousted to ensure some progress. Could
make it auto advance after an oust. That way you are guaranteed to be
at Endgame when it is heads up in a five player game.
>
> > Growth: Any vampire may take a +1 stealth action to move one blood
> > from himself to a younger, uncontrolled vampire or any vampire of the
> > same clan, or move two blood to a younger, uncontrolled vampire of the
> > same clan. Imbued may move one life to any uncontrolled imbued.
>
> Imbued can be pretty sick when they get their hands on bloat.
>
>

Yes, but I think all these abilities are reasonable if capped at one
successful use per turn. That is once for each Meth, not each
minion.
>
> > Scheming: An acting minion may burn one blood or life to gain +1 hand
> > size till the end of the turn.
>
> No limit per turn could be too strong. Twice per turn?
>

See above. Once per Meth per turn.
>
>
> > Conflict: An acting minion may burn one blood to gain +1 bleed, gain 1
> > vote in the referendum of a political action, or strike at +1 damage.
>
> Good call.
>
>
A bit more flexibility, but "acting minion" is key. This would also be
more like "A Meth can only use one Conflict ability each turn, not one
of each variety.
>
> > Endgame: During the untap phase, a Methuselah may burn the Edge to
> > steal one pool from their prey instead of gaining pool from the blood
> > bank.
>
> This is much better, as it doesn't act as a win condition for wall
> decks.

I thought part of the point was to encourage action not reaction. Wall
decks can just go get the Edge again. Or they can keep it and gain
pool the standard way every turn. Their option.
>
>
>
> > Hopefully I can convince my playgroup to try out some of these
> > variations!
>
> > Jeff
>
> Let me know how it goes.

talonz

12/27/2010 7:03:00 PM

0


A slightly different take on the 'event deck' idea;

Create a 'deck' of the cards mentioned in the op, add in a bunch of
generic cards like lucky blow, some no requirement gehenna cards,
etc. Put in multiples of the new events above that you want to show
up early. Maybe even start the game with 'growth' in play. At
predetermined times, turn over the top card and put into play if an
actual event, otherwise it can be 'played' as if from your hand until
it is replaced by another card.

I cant remember the storyline event that did this, but I really liked
having a deck that everyone could play from in the centre, I stocked
that full of generic cards you rarely see, and it made for a more
interesting and rpg like game.