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out-of-the-box anarchs, 'group zero' vampires

 
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Malone

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Since: Nov 24, 2007
Posts: 27



(Msg. 1) Posted: Mon Jan 28, 2008 7:42 am
Post subject: out-of-the-box anarchs, 'group zero' vampires
Archived from groups: rec>games>trading-cards>jyhad (more info?)

The announcement of the upcoming Rebellion expansion may mean that
this question has already been settled, for the time being... but
anyway...

A discussion a few weeks ago about Anarchs included, among other
things, a little bit of debate about out-of-the-box Anarchs. The two
sides are basically "Just go ahead and print them, already" and
"Anarch is distinct from other traits because of how it is acquired,
let's maintain that distinctness".

Things usually not being exactly black-and-white, there's some middle
ground here. One option proposed was (a small number of) vampires
that, per special text, could go Anarch by burning some blood or pool
and/or tapping during some appropriate window. Another was (a small
number of) 4-cap Anarchs, possibly one standard-disciplined 4-cap from
each clan, that ignored the grouping requirements.

It seems like vampires that ignore the grouping rules (I'll call them
group 0) are a design possibility that will eventually be exploited,
if the game lives long enough. Putting user-friendly Anarchs there
would be a mistake, though, at least if you believe maintaining
distinct mechanisms for distinct traits is desireable. It would
change the Anarch trait from one that requires effort to acquire into
the most readily available in the game. (Imagine a bunch of group 0
Seraphs, one from each clan, or Princes, or...) And from the
standpoint of needing to keep printing and selling new cards, a bunch
of group 0 Anarchs would be a one-shot, unrepeatable thing that would
also weigh against the later release of grouped ootb Anarchs.

Here's another angle for having ootb Anarchs that wouldn't genericize
the trait too much (in my opinion, which is grounded in trying to
respect the trait's distinctness).

Alice, Thin-blood Anarch
Caitiff, capacity 2, group 2
Independent, Anarch. Thin-blood Anarchs are not unique. When this
Alice enters play, choose a discipline; this Alice may play cards
requiring an Anarch as though she had that discipline at the basic
level. During your untap phase, burn 2 pool if you do not control an
older, ready, unique Anarch.

Bill, Thin-blood Anarch
Caitiff, capacity 2, group 4
Independent, Anarch. Thin-blood Anarchs are not unique. When Bill
enters play you may search you hand, library or ash heap for a Master:
Discipline card and place it on him. During your untap phase, burn 2
pool if you do not control an older, ready, unique Anarch.

Cathy, Thin-blood Anarch
Caitiff, capacity 2, group 6
Independent, Anarch. Thin-blood Anarchs are not unique. Once per
turn, Alice may play a card requiring an Anarch as though she had any
one discipline at the basic level. During your untap phase, burn 2
pool if you do not control an older, ready, unique Anarch.

etc.

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Peter D Bakija

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Since: Feb 05, 2005
Posts: 484



(Msg. 2) Posted: Mon Jan 28, 2008 7:55 am
Post subject: Re: out-of-the-box anarchs, 'group zero' vampires [Login to view extended thread Info.]
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On Jan 28, 10:42 am, Malone <kffos....TakeThisOut@indiana.edu> wrote:
> It seems like vampires that ignore the grouping rules (I'll call them
> group 0) are a design possibility that will eventually be exploited,
> if the game lives long enough.  Putting user-friendly Anarchs there
> would be a mistake, though, at least if you believe maintaining
> distinct mechanisms for distinct traits is desireable.

Assuming fairly generic "G0", 4 cap anarchs, you'd still need to have
other non anarch vampires that have useful disciplines go anarch.
Having the start out anarch, however, saves you a blood (by giving you
that leg up) and lets you play some cards defensively even if you
can't go anarch with your other guys for whatever reason.

>  It would
> change the Anarch trait from one that requires effort to acquire into
> the most readily available in the game.  (Imagine a bunch of group 0
> Seraphs, one from each clan, or Princes, or...)

Why would we imagnie that? Why does making "G0" anarchs (which solves
an existing problem) equal making "G0" Seraphs of Princes (which
creates a new problem)?

-Peter

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XZealot

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Since: Nov 20, 2007
Posts: 174



(Msg. 3) Posted: Mon Jan 28, 2008 8:57 am
Post subject: Re: out-of-the-box anarchs, 'group zero' vampires [Login to view extended thread Info.]
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On Jan 28, 9:55 am, Peter D Bakija <p....TakeThisOut@lightlink.com> wrote:
> On Jan 28, 10:42 am, Malone <kffos....TakeThisOut@indiana.edu> wrote:
>
> > It seems like vampires that ignore the grouping rules (I'll call them
> > group 0) are a design possibility that will eventually be exploited,
> > if the game lives long enough. Putting user-friendly Anarchs there
> > would be a mistake, though, at least if you believe maintaining
> > distinct mechanisms for distinct traits is desireable.
>
> Assuming fairly generic "G0", 4 cap anarchs, you'd still need to have
> other non anarch vampires that have useful disciplines go anarch.
> Having the start out anarch, however, saves you a blood (by giving you
> that leg up) and lets you play some cards defensively even if you
> can't go anarch with your other guys for whatever reason.
>
> > It would
> > change the Anarch trait from one that requires effort to acquire into
> > the most readily available in the game. (Imagine a bunch of group 0
> > Seraphs, one from each clan, or Princes, or...)
>
> Why would we imagnie that? Why does making "G0" anarchs (which solves
> an existing problem) equal making "G0" Seraphs of Princes (which
> creates a new problem)?

There already are "GO" Princes. See Maxwell and Horatio Ballard.
They are not a problem.

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

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Since: Feb 05, 2005
Posts: 484



(Msg. 4) Posted: Mon Jan 28, 2008 9:16 am
Post subject: Re: out-of-the-box anarchs, 'group zero' vampires [Login to view extended thread Info.]
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On Jan 28, 11:57 am, XZealot <xzea... DeleteThis @cox.net> wrote:

> There already are "GO" Princes.  See Maxwell and Horatio Ballard.
> They are not a problem.

No, no. Not "Go" Princes. "Group Zero" princes. As per the discussion
of "Group Zero" anarchs (i.e. vampires that are anarch out of the box
and no group number so they can go in any crypt, which Malone dubbed
"Group Zero"--vampires that are groupless and go in any crypt
regardless of group number).

Adding a bunch of "Group Zero" princes would arguably add a problem,
in that it would greatly increase the at start princes in any given
group (which might be irrelevant, but also michg be problematic,
depending on how it was done). Adding a bunch of "Group Zero" anarchs
might fix the going anarch problem.

-Peter
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preacher99

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Since: Dec 01, 2006
Posts: 5



(Msg. 5) Posted: Mon Jan 28, 2008 9:22 am
Post subject: Re: out-of-the-box anarchs, 'group zero' vampires [Login to view extended thread Info.]
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On 28 Jan., 18:15, Johannes Walch <johannes.wa....RemoveThis@vekn.de> wrote:
> Jozxyqk schrieb:
>
> > Malone <kffos....RemoveThis@indiana.edu> wrote:
> >> It seems like vampires that ignore the grouping rules (I'll call them
> >> group 0) are a design possibility that will eventually be exploited,
> >> if the game lives long enough.  
>
> > Just to be pedantic for no reason, "Group 0" would be a bad name for this Smile
> > I would love to see some actual "Group 0" vampires by the canonical
> > rules for Grouping.
> > That is, some vampires that are only playable alongside group 1 (to
> > compete with the strengths of g2-3, especially with availability of
> > Indy/Sabbat/Laibon stuff).
>
> I donīt really like the idea. Given that a lot of new players who will
> buy new cards donīt have a good access to G1 Vampires. Also G1 is pretty
> strong by itself.
>
> It would be really awfull mixing old a new crypt designs, I am glad that
> it is restricted to combining G2/3.
>
> --
> Johannes Walch

You know, new players might be more likely to own the G1 vampires in
the new layout (10th).
Just to be pedantic. Smile
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Teeka

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Since: Oct 30, 2007
Posts: 22



(Msg. 6) Posted: Mon Jan 28, 2008 9:24 am
Post subject: Re: out-of-the-box anarchs, 'group zero' vampires [Login to view extended thread Info.]
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Uhm, I've never played Anarchs (yet). Could someone explain why
(apparently) Seattle Committee isn't a solution to this problem?
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Jozxyqk

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Since: Feb 03, 2005
Posts: 319



(Msg. 7) Posted: Mon Jan 28, 2008 10:09 am
Post subject: Re: out-of-the-box anarchs, 'group zero' vampires [Login to view extended thread Info.]
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Malone <kffoster DeleteThis @indiana.edu> wrote:
> It seems like vampires that ignore the grouping rules (I'll call them
> group 0) are a design possibility that will eventually be exploited,
> if the game lives long enough.

Just to be pedantic for no reason, "Group 0" would be a bad name for this Smile
I would love to see some actual "Group 0" vampires by the canonical
rules for Grouping.
That is, some vampires that are only playable alongside group 1 (to
compete with the strengths of g2-3, especially with availability of
Indy/Sabbat/Laibon stuff).
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Malone

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Since: Nov 24, 2007
Posts: 27



(Msg. 8) Posted: Mon Jan 28, 2008 10:27 am
Post subject: Re: out-of-the-box anarchs, 'group zero' vampires [Login to view extended thread Info.]
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> > It would
> > change the Anarch trait from one that requires effort to acquire into
> > the most readily available in the game. (Imagine a bunch of group 0
> > Seraphs, one from each clan, or Princes, or...)


> Why would we imagnie that?

To illustrate how making a whole bunch of groupless TRAIT X vampires
would *radically* alter the nature of TRAIT X, making it pretty much
the easiest of all traits to incorporate in a crypt and be certain you
have access to it. Doing so with the Anarch trait would make it
functionally exactly the opposite of what it is now, which, I know, is
along the lines that you would prefer. But it's the opposite of
preserving a currently distinct feature of the Anarch trait, which I
made perfectly clear was where I was coming from.
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Malone

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Since: Nov 24, 2007
Posts: 27



(Msg. 9) Posted: Mon Jan 28, 2008 10:31 am
Post subject: Re: out-of-the-box anarchs, 'group zero' vampires [Login to view extended thread Info.]
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On Jan 28, 11:09 am, Jozxyqk <jfeue... RemoveThis @eecs.tufts.edu> wrote:
> Malone <kffos... RemoveThis @indiana.edu> wrote:
> > It seems like vampires that ignore the grouping rules (I'll call them
> > group 0) are a design possibility that will eventually be exploited,
> > if the game lives long enough.
>
> Just to be pedantic for no reason, "Group 0" would be a bad name for this Smile
> I would love to see some actual "Group 0" vampires by the canonical
> rules for Grouping.
> That is, some vampires that are only playable alongside group 1 (to
> compete with the strengths of g2-3, especially with availability of
> Indy/Sabbat/Laibon stuff).

maybe group 'infinity' then...

They probably shouldn't be groupless, because the occasional grouped
vampires that are misprinted without their group number would be
confused for the groupless ones. An infinity symbol where the group
number goes would solve that.
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Frederick Scott

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Since: Feb 01, 2005
Posts: 622



(Msg. 10) Posted: Mon Jan 28, 2008 10:33 am
Post subject: Re: out-of-the-box anarchs, 'group zero' vampires [Login to view extended thread Info.]
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"Teeka" <teeka_dragon.DeleteThis@hotmail.com> wrote in message
news:0a421a57-d66f-4a34-a713-a279858552cb@h11g2000prf.googlegroups.com...
> Uhm, I've never played Anarchs (yet). Could someone explain why
> (apparently) Seattle Committee isn't a solution to this problem?

You have to draw it. How many will you put in the deck? If too many,
your deck is full of cards you don't need. If too few, how many games
will you play where the first one doesn't appear until, say, card #30
or #35? How bad will your game go when that happens?

It's The Parenthenon situation all over again. Only The Parenthenon
frequently gives you a decided enough advantage to be worthwhile. Is
the advantage of Seattle Committee likewise that advantageous? Few
think so.

Fred
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Meej

External


Since: Dec 07, 2007
Posts: 14



(Msg. 11) Posted: Mon Jan 28, 2008 12:12 pm
Post subject: Re: out-of-the-box anarchs, 'group zero' vampires [Login to view extended thread Info.]
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On Jan 28, 2:36 pm, James Coupe <ja... RemoveThis @zephyr.org.uk> wrote:
> In message <y5CdnWV3W4i4YwDanZ2dnUVZ_oWdn... RemoveThis @comcast.com>, Jozxyqk
>
> <jfeue... RemoveThis @eecs.tufts.edu> writes:
> >Malone <kffos... RemoveThis @indiana.edu> wrote:
> >> It seems like vampires that ignore the grouping rules (I'll call them
> >> group 0) are a design possibility that will eventually be exploited,
> >> if the game lives long enough.
>
> >Just to be pedantic for no reason, "Group 0" would be a bad name for this Smile
>
> For this, were it implemented, I'd go for "Group U" - ungrouped, group
> unlimited, whatever.

Or maybe "Group W." For "whatever." (No other reason, no. Very Happy )

- D.J.
(Kid, have you rehabilitated yourself?)
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Peter D Bakija

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Since: Feb 05, 2005
Posts: 484



(Msg. 12) Posted: Mon Jan 28, 2008 2:51 pm
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On Jan 28, 1:27 pm, Malone <kffos....DeleteThis@indiana.edu> wrote:
> To illustrate how making a whole bunch of groupless TRAIT X vampires
> would *radically* alter the nature of TRAIT X, making it pretty much
> the easiest of all traits to incorporate in a crypt and be certain you
> have access to it.  Doing so with the Anarch trait would make it
> functionally exactly the opposite of what it is now, which, I know, is
> along the lines that you would prefer.  But it's the opposite of
> preserving a currently distinct feature of the Anarch trait, which I
> made perfectly clear was where I was coming from.

See, but it is a bad comparison. There is nothing that a (Prince or
Seraph) mechanic needs to fix them. The Anarch mechanic arguably needs
a fixing. Adding a handful of "Group Zero" or whatever pre existing
anarchs fixes a problem with the anarch mechanic (that it is too
costly to go anarch currently)--you have someone who can play cards
out of the gate, and it makes going anarch the hard way cheaper across
the board. Making them Group Zero (i.e. groupless) gives all group
pairs the ability to take advantage of this fix without adding
anything else significant to each group pair, assuming the Group Zero
pre packaged anarchs were fairly generic (i.e. 4 cap with 3 inclan
disciplines at inferior and inherrent anarch trait--are the Nosferatu
*really* going to benefit from getting a second Sammy?)

Adding "Group Zero" Princes or Seraphs increases the power of an
already effective group (i.e. Princes or Seraphs) by adding more of
the same to each group. It isn't a good example.

-Peter
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Wookie813

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Since: Nov 14, 2007
Posts: 21



(Msg. 13) Posted: Mon Jan 28, 2008 6:14 pm
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On Jan 28, 10:42 am, Malone <kffos... DeleteThis @indiana.edu> wrote:

> Here's another angle for having ootb Anarchs that wouldn't genericize
> the trait too much (in my opinion, which is grounded in trying to
> respect the trait's distinctness).

I think 1 or 2 ootb anarchs for even numbered groups is the way to
go.

There could really only be 1 vampire printed that was groupless to
prevent complications.

I like your weenie Caitiff/Pander idea, though one could use creative
text like "When [vamp X] is brought into play, you may lower his
capacity by one to give him the Anarch trait." or similar. For group
two shoe-horning considerations, the theoretical vampire could be from
a Scarce clan, since that mechanic mitigates the abuse potential. i.e.

Shecky DuBois
True Brujah
group 2
Capacity: 5 TEM pot pro tha
Independent. When Shecky is brought into play, you may lower his
capacity by one to give him the Anarch trait. He may not use cards
that require celerity [cel]. Scarce.

Winifred McGillicutty
Pander
group 4
Capacity: 6 OBT cel for tha
Sabbat. When Winifred is brought into play, you may lower her capacity
by one to make her Independent and give her the Anarch trait. Winifred
pays one less blood for cards that require Obtenebration [obt].

Or whatever (don't even start in on me about points and costing - I
didn't give it much consideration.You get the idea.)
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Johannes Walch

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Since: Feb 19, 2005
Posts: 196



(Msg. 14) Posted: Mon Jan 28, 2008 6:15 pm
Post subject: Re: out-of-the-box anarchs, 'group zero' vampires [Login to view extended thread Info.]
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Jozxyqk schrieb:
> Malone <kffoster DeleteThis @indiana.edu> wrote:
>> It seems like vampires that ignore the grouping rules (I'll call them
>> group 0) are a design possibility that will eventually be exploited,
>> if the game lives long enough.
>
> Just to be pedantic for no reason, "Group 0" would be a bad name for this Smile
> I would love to see some actual "Group 0" vampires by the canonical
> rules for Grouping.
> That is, some vampires that are only playable alongside group 1 (to
> compete with the strengths of g2-3, especially with availability of
> Indy/Sabbat/Laibon stuff).

I donīt really like the idea. Given that a lot of new players who will
buy new cards donīt have a good access to G1 Vampires. Also G1 is pretty
strong by itself.

It would be really awfull mixing old a new crypt designs, I am glad that
it is restricted to combining G2/3.

--
Johannes Walch
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Malone

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Since: Nov 24, 2007
Posts: 27



(Msg. 15) Posted: Mon Jan 28, 2008 7:21 pm
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On Jan 28, 5:51 pm, Peter D Bakija <p....TakeThisOut@lightlink.com> wrote:
> On Jan 28, 1:27 pm, Malone <kffos....TakeThisOut@indiana.edu> wrote:
>
> > To illustrate how making a whole bunch of groupless TRAIT X vampires
> > would *radically* alter the nature of TRAIT X, making it pretty much
> > the easiest of all traits to incorporate in a crypt and be certain you
> > have access to it. Doing so with the Anarch trait would make it
> > functionally exactly the opposite of what it is now, which, I know, is
> > along the lines that you would prefer. But it's the opposite of
> > preserving a currently distinct feature of the Anarch trait, which I
> > made perfectly clear was where I was coming from.
>
> See, but it is a bad comparison. There is nothing that a (Prince or
> Seraph) mechanic needs to fix them. The Anarch mechanic arguably needs
> a fixing. Adding a handful of "Group Zero" or whatever pre existing
> anarchs fixes a problem with the anarch mechanic (that it is too
> costly to go anarch currently)--you have someone who can play cards
> out of the gate, and it makes going anarch the hard way cheaper across
> the board. Making them Group Zero (i.e. groupless) gives all group
> pairs the ability to take advantage of this fix without adding
> anything else significant to each group pair, assuming the Group Zero
> pre packaged anarchs were fairly generic (i.e. 4 cap with 3 inclan
> disciplines at inferior and inherrent anarch trait--are the Nosferatu
> *really* going to benefit from getting a second Sammy?)
>
> Adding "Group Zero" Princes or Seraphs increases the power of an
> already effective group (i.e. Princes or Seraphs) by adding more of
> the same to each group. It isn't a good example.
>
> -Peter

So you are adamant about ignoring what I'm actually saying?

Saying, "imagine FOO" can never be wrong. It's not a claim. It's not
even an opinion. It can't be wrong.

Imagine a trait that has a pile of group-ignoring low caps starting
with it, and every single other vampire in the game able to acquire
it, most of them by either a trifle or a cardless +1 stealth action.

Now I will make a claim : changing the Anarch mechanism to the one
imagined above is diametrically opposed to respecting anything about
its current nature.
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