Showing posts with label V:TES. Show all posts
Showing posts with label V:TES. Show all posts

Friday, September 17, 2010

Monodiscipline Deckbuilding Challenge #3: Obtenebration

This latest entry in the NWWYP series is a bit more adventurous than previous efforts. Obtenebration is a support discipline rather than a meat-and-potatoes affair, providing stealth and a pretty wide range of effects which are reasonably good but which aren't particularly useful for any one function. Light intercept, combat defense, one of the few combat payload cards in the game, some mostly crappy offensive combat and a few weird outlier effects are all available to vampires who sport the tentacley shadows, but most of that stuff never sees the light of day (marvel at that thematically deployed cliche!).

That's because Obtenebration is one of the better stealth disciplines in the game, and it usually comes packaged with Dominate, and in Ye Olden Dayes, was most often spotted on a hefty selection of titled vampires who often sported Presence for additional vote-related antics. Obtenebration's heavy blood cost keeps it from being a Tier One stealth discipline - accept nothing less than Obfuscate if you want to go for the top-shelf stuff, because no other discipline in the game can compete with it - but it's certainly a solid contender for second-best. Being so good at stealth, and being so closely tied to bleeding and voting, means that there haven't been many occasions for people to bother dusting off their copies of Darksight or Summon the Abyss.

Today, that changes! We're going to put an end to the tyrannical stranglehold stealth has had on the history of Obtenebration, you and I. Together, like we used to. Like a family. So step into the shadows with me, etc.

Deck Name : Shadows Fall
Author : John Eno
Description : Obtenebration intercept/combat. Test version to mine for workable ideas.

Crypt [12 vampires] Capacity min: 1 max: 8 average: 4.83333
------------------------------------------------------------
1x Conrad Adoula 8 DOM OBT POT ani cel Lasombra:4
1x Henri Lavenant 7 DOM OBT pot qui Lasombra:3
1x Onaedo 6 DOM OBT aus pot Lasombra:4
1x Otieno 6 OBT POT ani dom Lasombra:4
2x Andrew Emory 5 OBT aus dom pot bishop Lasombra:4
2x Ermenegildo, The R 5 DOM OBT pot Lasombra:4
1x Leila Monroe 4 dom obt pre Lasombra:4
1x Hester Reed 3 obt pot Lasombra:3
1x Lucy Markowitz 3 dom obt Lasombra:4
1x Margarite 1 obt Pander:4

I thought about including a copy or two of Dame Hollerton in here, as she's as cheap as superior Obtenebration gets. But thinking it over a bit more, I decided that it was better to make sure that my non-nerd vampires were Lasombra, so that they could reap the benefits of Drink the Blood of Ahriman (see below). Dodge/additional strike/hands for two is a lot more menacing than "well, I could dodge or strike hands for two," after all. Theoretically, keeping the focus mostly on one clan despite there being one and a half clans available with Obtenebration as a primary discipline also means that I can utilize more clan-specific cards in the library, but it turned out that there really weren't many that I wanted to use.

Library [80 cards]
------------------------------------------------------------
Master [16]
1x Barrens, The
4x Blood Doll
1x Channel 10
1x Elysian Fields
1x Giant's Blood
3x Jake Washington (Hunter)
1x KRCG News Radio
1x London Evening Star, Tabloid Newspaper
1x Rumor Mill, Tabloid Newspaper, The
1x WMRH Talk Radio
1x Wall Street Night, Financial Newspaper

Obtenebration really isn't meant to be a frontline intercept discipline, so I the methuselah am going to have to do some helping out on that score. I had wanted to run some Therbold Realty in here to offset the cost of the locations, but even including Club Zombie (which got dropped for its massive expense), there would have only been eight other cards for the Realty agent to encheapen, and the likelihood of drawing it late in the game and it not having any effect loomed large in my mind. Noting that the only source of bloat in the deck is by pulling blood from my vampires, and also that rather a lot of the minion cards cost blood, I decided to drop the Realties and instead put in a bunch of Jake Washingtons. He's solid bloodgain in any deck, of course, but I hope that the Drinking the Bloods will synergize well with his sometimes difficult timing window.

Action [11]
3x Abbot
1x Aranthebes, The Immortal
2x Black Metamorphosis
5x Drink the Blood of Ahriman

Having standing intercept that you don't need to tap to use is critical to decks that want to block but don't have good access to transient intercept, just like this deck. Unfortunately, there aren't a lot of options for that if your vampires don't have Animalism, but Abbot should help to fill that gap a little bit.

The Drinks are both combat offense and better than Paths of Night, hopefully. I'd been collecting Drinks for a while without any real idea of what use they'd have, and it seems to me that using them in a reactive deck is probably the way to go, as that should hopefully allow me to get some use out of them before I even need to pay for them (ie, by blocking people and fighting them on their turns). I also think that they'll be hot with the Nocturns, since that combo allows me to get a free Nocturn and untap to do something else.

I'm not sure about the Black Metamorphoses, not because they lack a strong effect, but because I'm doubtful that I'll be able to successfully complete the action to get them. They're a zero-stealth action, for some reason, and I don't expect that my combat will be scary enough to deter blockers early in the game, which is when I'd like to get the Black Mets. On the other hand, these provide some much-needed combat offense for the guys with inferior Obtenebration, who can't make use of the dodge/additional/hands for two combat package that's the focus of the deck. These cards might be better as Shades, which are much less likely to get blocked since they're at stealth to acquire and because they're not so threatening as to automatically make people want to block, and which are also half as expensive.

Action Modifier [2]
2x Leverage

My sole ousting tech. Also playable by Nocturns.

Ally [9]
9x Nocturn

As mentioned above, these guys should be really good with the Drink the Blood of Ahrimans. They're also handy for getting in cheap bleeds of one while I've still got vampires with Dominate untapped, at least until people twig to the fact that I'm not using Dominate in this deck. But that's really unlikely to happen in a blind environment, given peoples' expectations of what Lasombra decks do.

Combat [20]
10x Arms of the Abyss
4x Darkness Within
2x Entombment
2x Target Vitals
2x Weighted Walking Stick

Arms of the Abyss/hands for two sounds like a pretty good combat package, so that's what I'm focusing on here. Entombment and Darkness Within are good cards that I don't think are normally worth their cost, but they should shine when played by a vampire who's Drunk. The Target Vitals are for the Nocturns, and the Sticks should work well with the rest of the combat options.

Equipment [3]
2x .44 Magnum
1x Sport Bike

I dream of having a vampire with a Black Metamorphosis and .44, though it's unlikely to happen. I may need more intercept equipment here, like more copies of Sport Bike and possibly some Phased Motion Detectors.

Reaction [18]
5x Darksight
5x Eyes of the Night
4x Forced Awakening
4x On the Qui Vive

I know that this is awfully wimpy for a deck whose supposed main function is to block stuff, but you go to war with the army you've got. Darksight is another card that I'd normally pass over due to its cost, so this is partly an experiment to see if Drink makes it worthwhile. I may want more wake tech, particularly On the Qui Vive if I find that Nocturns are surviving past the end of my minion phase and could also wake and block something. Most of the intercept locations are usable by allies as well as vampires, so getting double duty out of free Nocturns would be great.

Retainer [1]
1x Mr. Winthrop

Well, duh.

I can already see the blueprint for a Kiasyd deck along these lines beginning to unfold in my head, one which is better thanks to more reliable intercept and combat, as well as some Dominate for bloat, bleed and bounce. But for now I'll try out this little weirdo and see what works.

It lacks any real ousting power, so I'll have to try to be Johnny-on-the-spot with regard to blocking the bloat actions of my prey. Stealth-vote will likely murder me. Real combat decks will probably have all kinds of trumps that I'll have no recourse against, except to attempt puppy dog eyes. Stealth/bleed decks will probably sneak by me, though I may be able to run them out of stealth if I get lucky, except that they'll likely turn me into their bitch if they're my initial predator. Other than that, I'm not sure what could go wrong with this masterpiece.

Thursday, September 9, 2010

Monodiscipline Deckbuilding Challenge #3: Dominate

The third entry in the NWWYP series. (I guess it could be considered sort of the second entry, since Karl pointed out that the Potence deck disqualified itself via use of the prince/justicar "discipline.")

Deck Name : Guns Don't Kill People, Dominate Does
Author : John Eno
Description : Weenie Dominate with guns for combat defense and some "stealth."

Crypt [12 vampires] Capacity min: 1 max: 5 average: 3.41667
------------------------------------------------------------
2x Banjoko 5 DOM obt pot Lasombra:3
1x Isabel Giovanni 5 DOM NEC pot Giovanni:2
1x Kurt Strauss 5 DOM aus tha !Tremere:2
1x Gloria Giovanni 4 DOM nec Giovanni:2
1x Ingrid Russo 4 DOM for !Ventrue:2
1x Ember Wright 3 aus dom !Tremere:3
1x Saiz 3 aus dom !Tremere:3
1x Christine Boscacci 2 dom vic Pander:2
1x Mustafa Rahman 2 dom Tremere:2
1x Samson 2 dom !Ventrue:2
1x Royce 1 dom Pander:2

Standard Dominate/Govern chain here. The six guys who have inferior Dominate can all Govern down to the others who also have [dom] once they receive a skillcard. I put in two copies of Banjoko to keep as many Sabbat vampires in the crypt as possible, since I want to use Abbot and Hungry Coyote, and it's unlikely to make a difference that one guy is doubled up. As a side benefit, Banjoko prevents Fall of the Sabbat from ever being played! That's quality crypt-building right there.

Library [80 cards]
------------------------------------------------------------
Master [14]
2x Anarch Troublemaker
3x Dominate
1x Humanitas
1x Hungry Coyote, The
2x Jake Washington (Hunter)
3x Life in the City
1x Misdirection
1x Police Department

A good amount of bloodgain, some combat defense, and a light selection of minion-tapping tech. Originally I considered using a bunch of the intercept locations and Therbold Realty, but as I figure I'm going to be putting those cards into the ridiculous mono-Obtenebration deck I've got on the back burner, I don't want to build too many decks at the same time which are similar to each other.

As is the case in every deck which doesn't have at least one, this question needs to be answered: Why is there no Pentex Subversion here? In this case, I felt like using cheaper alternatives, and I hope to have enough combat defense to not worry too much about getting blocked. The advantages of Misdirection over Pentex are that it's cheaper, has about the same effect if you don't run into something like an Earth Meld wall as your prey, and forces someone using lots of bleed bounce or reduction to play a wake for each of those cards that they play. Since I've only got bleed as offense here and might be able to take down the unwary with my combat, I'm more worried about that last part than I am about needing to shut down one superstar.

It's a gamble to choose not to use any blood-to-pool reclamation tech, and something along those lines might very well be better than putting Dominate skillcards onto dorks in order to turn those dorks into poolgain machines via Govern - those Governs can be pretty easily blocked, after all. Since this is a prototype deck, though, I'll stick with the unconventional choice for the time being.

Action [11]
1x Dominate Kine
1x Far Mastery
8x Govern the Unaligned
1x Graverobbing

Bleed, bloat, and some miscellaneous stuff. I'll be able to play Dominate Kine every game, of course, even if at inferior, but Far Mastery and Graverobbing are the kind of cards that I like to throw into something untuned and not really tournament-worthy like this deck. I fully expect to discard them, but if circumstances come up that they turn out to be useful, they tend to turn out to be really useful.

Apparently the Abbots I mentioned above got dropped somewhere along the way, so now the only Sabbat-only card in the deck is the Hungry Coyote. I may end up putting them back in, so I'll keep an eye out for situations in which it would have been useful to have them. The Coyote is another card that I'm really not sure of, and might very well be something better. If it turns out to be the case that it's not worth the investment it requires, I'll also change out the second copy of Banjoko for Catherine du Bois.

Action Modifier [21]
5x Bonding
2x Change of Target
2x Conditioning
3x Foreshadowing Destruction
4x Seduction
1x Sleeping Mind, The
4x Suppressing Fire

If this were your daddy's weenie Dominate deck, there'd be at least twice as many bleed modifiers and probably far fewer Bonding (which is good stealth for a discipline that doesn't provide stealth, but not a good bleed mod for a discipline that's got loads of them). But I like to have the Power of Truth on my side when I say, "But it's not that kind of deck!"

The Sleeping Mind is total pants, of course, but I'm curious to see if it ever comes in handy should I find myself in a corner of the case. It would also be a funny finisher against a deck that relied entirely on Second Tradition, though I seem to be the only person who makes such decks, locally.

Is Suppressing Fire any good? Probably not, but it might mess with someone's math enough to allow me to squeak an action through now and again. Originally I thought I was going to use a giant pile of these, but their effect seems so wimpy that I just couldn't bring myself to. Should I go for what seems to be a totally nutpunchy exercise anyway? I'll put the question to the audience, and if there's a overwhelming response I'll retool the deck before playing it.

Combat [18]
4x Fake Out
6x Target Vitals
8x Zip Gun

The original plan here was to run seven or eight each of Concealed Weapon and Saturday Night Specials. The deck should play in such a way that I'll need to hang onto a lot of cards for what might be a long time - I don't have enough serious bleed mods to throw them around willy-nilly, for example - and so I didn't want to put another two-card-exclusive combo* into the deck and foul up the slow cardflow that I'm already expecting to be working around. This decision is what led to putting more bloodgain into the deck than I normally would, since the Zip Guns essentially have a cost every time that they're used. It may end up being less work to simply pay the pool upfront for the guns and save master card slots for something else, like maybe hand-management tech to make sure that I get the Concealeds and guns together.

Reaction [16]
6x Deflection
2x Delaying Tactics
3x On the Qui Vive
2x Redirection
3x Wake with Evening's Freshness

Nothing particularly special here. The low number of actions, combined with the need to not make myself very busy until it's time for a lunge, means that I can lowball the number of wakes a bit. Redirections aren't very popular, for a reason that should be clear, but I like to throw a few into decks which are looking to conserve blood.

*What I mean by this is a two-card combo in which the cards aren't playable, either usefully or at all, without each other. Concealed Weapon/Saturday Night Special is a good example of this, as the former isn't playable at all without the latter, and if you take the action to acquire the latter, it wastes the action (compared to if you'd used a Concealed to get it) and has a tendency to mess up cardflow later in the game, when you're drawing Concealeds for which you don't have any accompanying gun.

Monday, September 6, 2010

The Failure of Strength In Arms

We were hunkered down around a pile of beads and two decks each, one short and one tall, just like our ol' grandpappies used to back in the days when you couldn't get white onions because of the war. Josh's last-minute arrival to our gaming night bumped us up to the dreaded six players, but we'd already sat down and begun our first turn of a game of V:TES, so we agreed to try to play fast and set a time limit to see if we could get through a six-player game.

Game One: When Combat Decks Collide
me (Potence princes) -> Scott (Menele CEL/dom) -> Josh (Marconius vote) -> Chris (Unnamed Cog bleed) -> Greg (? barons) -> Matt (Synesios + Setites)

For this game I decided to play The Only Study of a Prince, my mono-Potence entry in the NWWYP project. Lady luck was grouchy and so sat me down next to the only other deck with offensive combat out of five other decks, meaning that Scott and I would expend a lot of effort beating each other's minions up and fail to achieve anything like victory. Joy.

On the other side of the table, Chris was had a hard time getting anything going with the Unnamed, whose bleeds of one vanished into the maw of endless bleed reduction that characterizes most of Greg's decks. Since the bleeds weren't successful, the Unnamed wasn't untapping after his Flurries of Action, meaning he wasn't able to take whatever follow-up actions he'd planned on. Greg wasn't doing much better, having drawn a lot of vote push but no Fee Stakes or political actions. Matt attempted some forward movement, but couldn't seem to scare up the stealth required to get past my Second Traditions, and I beat down his vampires enough to keep them scrambling for blood. Josh was sitting pretty thanks to Scott's deck not doing anything and me occasionally molesting his vampires. I wasn't able to get out more than one guy with superior Potence until late in the game, so my combat wasn't particularly effective, and though I did manage to deal some pool damage to Scott via my votes and twisting Josh's arm in order to give him my vote support, Matt also began landing enough bleeds of three that my pool started to look rather droopy.

It had been some time since I'd played an Anathema deck, so I made the idiot mistake of choosing Menele rather than Synesios once I'd passed one of them. Ten pool seemed so much better than eight, but I'd forgotten that Menele could fight and this incarnation of Synesios couldn't, that I needed Menele around to try to keep Josh somewhat reined in, and that I'd have been much safer stripping Matt of his primary offensive weapon than trying to take down Scott's best fighter. I wasn't particularly invested in this game, which led to a lot of mistakes, most of them revolving around Menele.

After Anathemizing him, I also put a Haven Uncovered on him, figuring that if Nikolaus's rush failed, I could follow up with some of my less fighty dorks. Nikolaus's rush did fail, and then Scott played Taste of Vitae to undo all my hard work. Soon after I got out Murat and sent him to Menele's apartment, but Murat managed to get himself knocked into torpor during his first action and only reduced Menele to two blood. I was focusing on trying to get my pool to one lower than Scott's so I could call the two Parity Shifts which had piled up in my hand, so I failed to press on to kill Menele. That turned out to be a huge mistake, as our big fights had stripped all the combat cards out of Scott's hand, so when Marconius realized that he could just stroll on over to Menele's pad and slap him into oblivion, he promptly did so.

Josh ousted Chris, and then Matt ousted me because I'd tapped out for two turns in a row without much pool or any wakes in hand. I supposed I'd been trying to cycle into some wakes? Probably the combination of waiting to clear space off the table so I could eat the Thai food I'd ordered and not thinking that I had much chance anyway caused me to slack off. Matt then ousted Scott, Greg ousted Matt, and Josh squirmed through Greg's bleed reduction to finish him off. I wasn't paying any attention to the game at that point, as Chris had broken out some Mesna shape-recognition game that he was mocking Scott and I with. Apparently I'm even worse at shape-recognition than I am at placing workermans.

Conclusions: If I want to win, I should pay attention to the game and also not play like a total gump. Getting ten pool and burning your predator's primary vampire for the cost of one action and one blood is a pretty good deal. Lowering your pool to puny levels and then not bothering to defend it doesn't make for a good path to victory. The Only Study of a Prince might actually be a good deck with some tweaking, if I take the time to learn how to play it. Warsaw Station should be doubled up in it, and I should put some more bloodgain in.

Game Two: O Brother, Where Art Thou?
Matt (Helo) -> me (Cavil) -> Scott (Kat) -> Josh (Ellen) -> Chris (Cain) -> Greg (Zarek)

After briefly considering the merits of playing another six-player game of V:TES, we decided instead to break out Galactica. Greg hadn't ever played before, but Josh didn't have his set with him and none of us felt like taking the Pegasus expansion stuff out of Matt's set, so we threw Greg into the deep end, though we decided to ship him off to Kobol rather than New Caprica to keep the game from getting too complicated. We gave him the barest rendition of the rules possible and launched into choosing characters. I picked Cavil because I didn't want to mess around with any sympathizer/sympathetic cylon rules and he's the one cylon leader whom I hadn't played yet.

We'd decided to play with a houserule that I'd first encountered at Origins whereby the allegiance of the cylon leader's agenda card determines how many hidden cylons are infiltrating amongst the humans. My agenda was The Illusion of Hope, dictating that the cylons had to win but not before the humans first reached six or more distance. Since I was playing for the cylon team, I built the loyalty deck to contain only one You Are a Cylon card.

The game started out smoothly for the humans, who assumed that I was full of hate for them since I drew Treachery during my first few turns. They got through their first jump cycle without any real excitement, in spite of me using Cavil's power to add a basestar, some raiders and civilian ships to the board. Chris chose a three-distance destination card, and I knew I had no time to dilly-dally around. I couldn't seem to find anything useful to do with Cavil's skillset and special abilities, as I was now convinced that taking an action to summon a basestar wouldn't be of too much use if the humans were cooperating well enough to skip through their jumps without much infighting. It seemed clear to me that the hidden cylon hadn't shown up yet, or was too afraid to risk exposure to really be doing much to help us win, which meant that the humans were working together so well that there was little I could do to sow distrust amongst them.

The humans skated through another jump cycle, during which they had so little to do that they threw me into the brig. I used Cavil's OPG ability to take three actions during my turn, shedding a body in order to return to the Resurrection Ship and then farming two supercrises, which seemed to be the best way to directly impact the game at that point. Chris chose another distance three destination, which meant that the other cylon had figured out his origins but also that we were pretty much sunk. Earlier in the game, Greg had assigned Chris to be his arbitrator, and it didn't take long for us to figure out who had received a coded message, as Chris's first action after the sleeper phase was to head over to the Admiral's Quarters and then use the powers of the Arbitrator to hustle Kat through a quick court-martial. He dumped his entire hand of skill cards into the check, resulting in a high enough result for him to use Cain's power to force Kat to skip the brig and head directly out the airlock. Scott revealed that he was human, surprising no one, and chose Tyrol as his replacement character.

Another jump cycle was completed while Chris was still admiral, in spite of him being an obvious cylon, but he was presented with two-distance and three-distance destinations. He picked the three, in order to tax human resources unnecessarily. Everyone's hand of skill cards was really thin, so I revealed that I'd set up a bomb on Colonial One and the humans weren't able to figure out how to defuse it before it took a chunk of their morale away and dumped Zarek into Sickbay. Morale was a bit low, and was really the only dial which had any chance of hitting bottom, but Greg made a successful speech and also used Zarek's ability to turn people into happiness. Chris revealed and joined me in cylonville, and we rejoiced to see a pair of cylon attack crises show up. I activated the raiders from the Cylon Fleet and they destroyed no less than four civilian ships, but two of those ships turned out to be decoys and the others only removed a few points of population. Sneaky humans! They ended up having plenty of people left and made an early jump, leaving us cylons wondering where the hell Kobol was and shaking our fists impotently.

Conclusions: Cavil is as bad as I suspected he'd be, at least in a six-player game. He might be good in a game with fewer players, but cylon leaders have so little power over what happens during a game that using movement abilities is critical to their success. That lack of agency is a direct result of regularly receiving fewer actions than humans and unrevealed cylons, since no one is likely to give you an XO even if you're infiltrating. Unlike Leoben and Six, Cavil's movement ability is a OPG rather than a daily special, and his daily special is generally too dependent on luck to be a worthwhile use of one of those precious actions, in a game featuring enough players (ie, five or six) that it's entirely possible that a jump cycle will be completed before your next turn.

That everyone assumed I had an anti-human agenda because I chose to draw Treachery early on was really a mistake on their part, even though they turned out to be right, due to the pro-human agendas generally containing some kind of "...but also screw over the humans in some way" clause. At the same time, it's not really worthwhile to draw Treachery rather than Engineering when playing a cylon leader, both because of that suspicion on the part of the human players (appropriate or not) and due to the low strength of the Treachery cards as compared to the Engineering cards. If you want to spike checks, it's quite likely that Engineering will allow you to do so as often as Treachery, and the value on those blue cards is higher.

The humans played well, but I think luck was definitely smiling upon them this game, to such an extent that the cylons didn't have much chance of winning. That only two of the four of the humans needed to use their OPGs is a pretty good indicator that the game never developed much in the way of tension, and they also made several self-admitted mistakes which nevertheless didn't seem to turn the tide against them. One of Galactica's greatest strengths is the way that every game plays out so differently within the same framework of rules, but the downside to that high variety is that sometimes it's possible to have games which are something of a turkey shoot for one team or the other. After the game was over, a few of us discussed the cylon agenda houserule, and came up with some other variations of it that I'd like to try out. Matt's idea was to keep two hidden cylons in a six-player game, but have the allegiance of the cylon leader determine when one of them is placed into the loyalty deck - pre-sleeper if the leader is pro-human, post-sleeper if the leader is pro-cylon - and leave the distribution of the second cylon loyalty card up to chance. I really like that idea, and I think I'll use it next time circumstances warrant.

Tuesday, August 31, 2010

Monodiscipline Deckbuilding Challenge #2: Potence

While watching Thirst and contemplating how it isn't very vampirey for a vampire movie, for some reason it suddenly occurred to me that I had been needlessly conflating "mono-Potence" with "weenie Potence," and that it wasn't necessary or desirable to do so. To this end, I started casting about for ideas that could use Potence as their primary engine but not rely upon weenie vampires, and I remembered reading something about Nikolaj Wendt building a deck that was all about princes who have Potence. I also recalled seeing Dave Pennington play a deck that seemed to be built around the same core concept, so I opened up ARDB and got to work.

This is the second entry in the NWWYP project, which will probably take me the rest of the year to complete, at the rate that I actually play V:TES these days.

Deck Name : The Only Study of a Prince
Author : John Eno
Description : "War should be the only study of a prince. He should consider peace only as a breathing-time, which gives him leisure to contrive, and furnishes as ability to execute, military plans."
-Niccolo Machiavelli

Crypt [12 vampires] Capacity min: 2 max: 8 average: 5.5
------------------------------------------------------------

2x Selma the Repugnan 8 OBF POT ani for prince Nosferatu:1
2x Nikolaus Vermeulen 7 POT ani for obf prince Nosferatu:2
1x Donal O'Connor 8 CEL DOM POT prince Brujah:2
1x Murat 7 OBF POT ser prince Nosferatu:2
1x Calebros, The Mart 5 ANI obf pot prince Nosferatu:2
1x Volker, The Puppet 5 CEL pot prince Brujah:2
1x Hector Sosa 4 POT pre Brujah:1
1x Duck 3 obf pot Nosferatu:1
1x KoKo 2 pot Nosferatu:1
1x Lupo 2 pot Brujah:1

Group 4/5 was very tempting, featuring the awesome combo of Tara and Karen Suadela, but it doesn't have much in the way of other midcap princes with Potence, particularly at superior.

Since I've only got fairly good defense in the form of hurting people (don't want to do it as it wastes my resources), the threat of hurting people (doesn't usually work in my playgroup), and Second Tradition (good), I also need to include some bloat. Parity Shifts are good but risky, plus I only own three copies that have grown-up backs, so I'm going to use a bunch of Fourth Traditions to get vampires on the cheap. To that end, I've created a staggered chain of vampires so that, hopefully, I'll be able to continually bring out fresh vampires as the game continues.

I went with an all-Camarilla crypt even though a lot of the cheapest vampires with superior Potence are Sabbat, because I want to be able to play Judgment: Camarilla Segregation without hurting myself. This will be a deck that won't have a great deal of aggressive offense and will want to knock people off the table as quickly as possible, making J:CS is a good choice.

Nosferatu not only have good midcap princes with POT (and a good special, in Nikolaus's case), they've got access to some pretty good clan cards, so I focused much of the crypt around them.

Library [80 cards]
------------------------------------------------------------
Master [14]
5x Blood Doll
1x Creepshow Casino
2x Fame
1x Giant's Blood
2x Haven Uncovered
1x Labyrinth, The
1x Papillon
1x Warsaw Station

This should be largely self-explanatory. Some people might question the addition of the stealth locations in a fighty deck, but I've found that smart players know enough to block really evil actions (like Parity Shift or a rush targeting an Anathema'd vampire) even if it means that they'll lose their blocker. Having the option to add stealth to those actions is a good investment, as long as you don't have to leave the stealth card sitting in your hand until you need it.

There may be too many Blood Dolls and not enough bloodgain in here. A second Warsaw Station might also be nice, since the card is so boss, but this is a good starting point.

Action [12]
8x Fourth Tradition: The Accounting
1x Judgment: Camarilla Segregation
1x Rampage
1x SchreckNET
1x Third Tradition: Progeny

Mostly nuts and bolts stuff. Probably could use another two Segregations if I want to get serious about ousting people. Rampage often isn't great, but the ability to punch, say, the entire city of Chicago into rubble with a single action is too funny to pass up.

Combat [34]
10x Immortal Grapple
4x Taste of Vitae
4x Thrown Gate
2x Thrown Sewer Lid
9x Torn Signpost
5x Undead Strength

Again, nothing particularly thrilling here. I apparently traded away more Signposts than I'd realized or else there'd be a tenth one here instead of one of the Undead Strengths. Though I've not no way to play them without a little help from my friends, I like having a few Sewer Lids in any Potence deck just to have an answer for people who get all smarmy about out-maneuvering me. The Gates are less good for that, but can deliver a fair amount of damage while possibly keeping my minions safe from harm.

Political Action [12]
2x Anathema
2x Archon
5x Kine Resources Contested
3x Parity Shift

I don't have enough available actions or any vote push to justify playing any more votes. Realistically, this is probably already too much, since I've got no other means than getting out more princes to try to push votes, though many of these are sellable enough that I might be able to talk my way to passing them.

Reaction [8]
8x Second Tradition: Domain

Probably just enough defense, though the largish number of actions makes me wonder if a few more wouldn't help.

Sunday, August 29, 2010

Monodiscipline Deckbuilding Challenge #1: Celerity

Here's the deck whose genesis kicked off the NWWYP project.

Deck Name : Juggernaut's Folly
Author : John Eno
Description : Gunless weenie Celerity.

Crypt [12 vampires] Capacity min: 2 max: 5 average: 3.58333
------------------------------------------------------------
2x Dodd 5 CEL dom pre !Brujah:2
1x Rigby, Crusade Van 5 CEL PRE aus pot !Brujah:2
1x Jimmy Dunn 4 CEL POT for Pander:2
1x Parmenides 4 CEL qui Assamite:2
1x Scarlet Carson O'T 4 CEL pro !Gangrel:3
1x Victor Tolliver 4 CEL pot !Brujah:2
2x Sarah Brando 3 CEL !Brujah:2
1x Carter 2 cel !Toreador:2
1x Jesus Alcala 2 cel !Gangrel:3
1x Kanya Akhtar 2 cel Assamite:2

With these kinds of weenie decks, the question always arises as to whether it's better to smallify the crypt as much as possible and use Master: Discipline cards, or increase the average capacity a bit and use mostly vampires who have the discipline in question at superior and fill out the crypt with a few support nerds. The answer to that question will usually depend on how good the discipline in question is at basic. It's totally possible to coast along on basic Dominate or Obfuscate until you start drawing into skillcards, for instance. Celerity at basic, on the other hand, is possibly the worst discipline in the game, and I figure this deck is going to struggle mightily to accomplish anything in any case, so I don't want to gimp my chances extra by needing to wait to draw master cards to make my minions effective (or as effective as mono-Celerity can be, at any rate).

The crypt is staggered so that I can make the most use out of Powerbase: Zurich. I'm not sure if this will actually work out in play or not, and I might need to add some Wider View later on in order to make sure that my larger vampires can gain me some free pool during my turn, but this looks like a reasonably solid starting point from which to gather some actual play data.

The cheapest vampire with basic Celerity, Antoinette DuChamp, was cut out of the crypt after I finished building the library for two reasons. The first is that there are enough Celerity actions and strikes in the deck that I worried that her disability would cripple her more quickly than the one pool she'd save me over using one of the two-caps was worth, and the second was that her basic Celerity means that she can't use Sideslip as damage prevention, and would quite likely end up having to hunt every other turn even if her special didn't trigger.

Library [90 cards]
------------------------------------------------------------

This is a significantly bigger library than I normally run, even for combat decks. I'm not entirely sure why it ended up being so big, though I strongly suspect that the reason is me overcompensating for what I perceive as Celerity's inability to deliver the goods in combat, so my combat card selection probably got overzealous. I'll try it like this, but I expect that I'll probably end up cutting the library size down by about ten cards.

Master [10]
1x Barrens, The
1x Dreams of the Sphinx
1x Elder Library
2x Fame
2x Frontal Assault
3x Powerbase: Zurich

A fair bit of hand-tuning tech here, required stuff for any deck packing as large a combat module as this one. Some light offense in the form of Fame and bloat from Frontal Assault and Zurich are probably all that the deck has room for, given that it intends to play quite few cards during the course of the game.

Action [20]
8x Bum's Rush
12x Flurry of Action

Here's the meat of the deck. The plan is for my minions to bleed with Flurry, hopefully without being blocked, and then untap and do something else - hunt if they're low on blood, get a +bleed permanent, bloat via Zurich, rush someone, or possibly call a vote if the political situation looks favorable. Staying untapped to block might also be an option if the deck sits down with a non-sneaky predator. Flurry's basic option also provides more hand-tuning potential if it's needed.

Combat [52]
4x Infernal Pursuit
8x Psyche!
4x Pulled Fangs
8x Pursuit
8x Sideslip
8x Target Vitals
4x Taste of Vitae
8x Weighted Walking Stick

Whole, whole lot of cards here. As I mentioned above, this is probably overkill on my part, but I do feel like Celerity has so little to offer in terms of combat payload that these are all going to be needed. Pulled Fangs is good tech to work with both Fame and Dragonbound, and with the extra damage I can inflict, dodges and damage prevention, it shouldn't be too difficult to play them.

Equipment [2]
2x Laptop Computer

Event [2]
2x Dragonbound

Political Action [2]
2x Perpetual Care

Retainer [2]
1x J. S. Simmons, Esq.
1x Tasha Morgan

The rest of the deck is ousting tech, which feels too light to me. The Perpetual Care seem especially fringey to me, but Darby Keeney has assured me that they can do plenty of damage in a rush deck, even if that deck lacks titles of its own. I'll give them their day in court and see what verdict comes back.

Thursday, August 26, 2010

Never Whistle While You're Pissing

Or in other words, focus on one thing at a time. (I can't think of an equivalent phrase that works for women as well as men, but NWWYP has countercultural cachet, so I'll stick with it.)

I've been due to make a new batch of V:TES decks for a while now, but haven't had any incentive to do so since I've not been playing V:TES. Some recent changes in my work schedule have made it so that I'll at least be playing occasionally, so it's time to actually figure out what to build. Unfortuntely, all of the ideas that I stormed up last go-round have been sitting unbuilt in my head for so long that I'm already bored with them. Aksinya Daclau's cover band takes on the Deep Song tap-and-bleed? Weenie !Salubri swarm with 30 copies of Hide the Heart? Weenie Obfuscate vote? !Ventrue bruise/bleed? Shattering Crescendo trophies? (Okay, I did build and play that one once, but it was a weird game and the deck needed so much work that it was basically still a first draft.) All bored with them already, without ever having played them, due to having spent too much time thinking about them during slow periods at work.

But then a couple of weeks ago, Juggernaut made a statement on the newsgroup that gunless weenie Celerity is a tournament-viable deck, and I pointed out to him that I'd never heard or seen such and that what he was saying sounded dumb to me. Not wanting to be a total jerk and call him out on something without checking it out for myself, I drafted a decklist of exactly what he was talking about, though I haven't played since then. But the process of drafting that deck got me thinking.

I haven't played a lot of monodiscipline decks. While I can understand the allure of having a deck that knows what it wants to do and does it very well at the expense of allowing itself broader options, I'm not often interested in playing such a deck for any longer than it takes me to learn how it works. And since those decks are generally pretty simple in terms of what they do, that's often just one or two plays. But there are a lot of disciplines out there, and a lot of them don't get much in the way of spotlight time all by their lonesomes. So what I'm going to do is put on my best Uncle George impression and act like a sleazy producer who's giving these young hopefuls their shot at fame. I don't expect much out of them, but then that's the fun of surprises, right?

I'm just going to skip right over the fancy bloodlines disciplines, as their crypt options aren't usually good enough to allow the weeniefication that's necessary for just about any monodiscipline deck to have a hope of functionality. As for the rest, I'll go through the list of disciplines and consider which are viable candidates for this particular experiment.

Yes
Abombwe: This is kind of a fancy bloodlines discipline, so it might seem like I'm already violating the rules that I just set out for myself three seconds ago, but since it's got a discipline card that can be used to give it out (one which is a trifle, no less), I'll give it a go. It's toolboxy enough that I'm not immediately sure what route I'll take with the deck. Due to the restriction on who can learn it, the crypt will probably end up largely laibon, which gives me access to more funky tricks.

Celerity: See the introduction above. I might even make two of these, the crappy rush one and another try at weenie !Brujah breed/boom, which by random chance doesn't use any disciplines other than Celerity.

Dominate: I've tried weenie DBR (which also happens to be mono-Dominate) before, but found that it really wasn't to my liking. Too much need to aggressively attack people cross-table in the early game, which doesn't suit my playstyle or my wish for the people I'm playing with to have fun. Aim&Chain has been looking enticing to me for a minute now, though, as has trying out something silly with Zip Guns and Suppressing Fire, so that seems like it could all come together here.

Protean: For such a toolboxy discipline, it still seems like making a working deck using just Protean will be nigh-impossible. Hark! A challenge! The 1/2 crypt for this is very solid for the weenie angle, so that's a good starting place.

No
Animalism: I've already done this one, several different times actually, which is enough to disqualify it. For what it's worth, I also found it less interesting to play than !Nosferatu, Ahrimanes, or Gangrel/!Gangrel, any of which can do all the same stuff that weenie Animalism can but also adds spice and options on top of that basic build.

Auspex: Never played it, but it's generally so one-dimensional that I already know how it would play. It's certainly a discipline I like and play a lot of, but I've got no desire to see what happens when it goes solo, especially since weenie Auspex is already an established tournament-viable deck archetype.

Fortitude: See Auspex.

Obfuscate: I like stealth, but I can't think of anything not boring to do with it if it's not coupled with some other discipline. I could make a deck with Heidelburgable bleed permanents and use lots of Night Moves and Powerbase: Zurich! Just writing that sentence had me reaching for a blanket and pillow, though, let alone building the deck or playing it.

Potence: See Auspex, minus the part about me playing it a lot.

Presence: Already played it quite a bit, and also see Auspex.

Maybe
Chimerstry: Hmm. Seems like it might be fun, but every time I've made a Ravnos deck I couldn't bear to play it more than once. I'm not sure what that's about, given that individual Ravnos and Chimerstry cards certainly have the capacity to get me excited to play them, and Ravnos have so many good clan cards that it seems like I ought to keep a deck built just to use them. I'd been wanting to make an Edged Illusion deck for a long time, but that desire evaporated once Shattering Crescendo was printed, and mono-Chimerstry doesn't offer much other than stealth, light bleed, and "haha your guys can't untap" tech. I've long thought that David Cherryholmes' Red Herring deck looked interesting, so maybe I'll give that a shot. Even if I don't, I should probably buckle down and try to do something with that giant pile of Chimerstry cards I've had laying around for so long.

Dementation: Pretty unlikely. I've got zero desire to play the "Jackie taps to attempt Kindred Spirits, add Confusion, repeat" weenie Dementation bleed deck that would be the most obvious choice. And while there are a lot of amusingly janky Dementation actions that mess with other peoples' minions, they're all removable by an action which Dementation weenies are going to be neither willing nor able to block. I've considered using a bunch of Passions to make a Dementation tap-and-bleed deck, but that turns out to just be weenie Presence without access to S:CE, so no thanks.

Necromancy: This discipline has a few good cards, a few more middling ones, and then quite a bit of garbage. What's more, the good and okay stuff doesn't really mesh very well - how do I work Divine Sign, Puppeteer and Call of the Hungry Dead into the same deck? The only mono-Necromancy deck I've seen was one in Ben Peal's series of amazingly annoying "get one million permanents so that no one sitting near me can play and then bleed for one a lot" decks, but I've been meaning to do something with Baleful Doll and Jar the Soul for a long time, and I need to build something to give Sennadurek a home while I'm still working out what's the best deck for her to be in.

Obtenebration: See Obfuscate. The thing to do would be Shadow Twins, but I've played that deck already and it was just as dull as Cryptic Mission, surprise surprise. There are enough combat options and crappy intercept cards for Obtenebration that an intercept/combat thing might be unexpected and funny, but it sounds bad enough that this is close to the bottom of the list of potentials.

Quietus: I've tried this before, with a really bad Baal's Bloody Talons deck that I made just to have an excuse to make terrible jokes about Sticks and Baal's, but maybe I'll try something that's a little less juevenile. Some kind of bleed/vote thing using the good Assamite clan cards but eschewing their one good discipline and instead using Quietus might be the way to go here.

Serpentis: Serpentis has one very good card, a small number of decent ones, and then a whole swath of complete crap. Part of the point of this exercise is certainly to dust off some crappy cards that wouldn't normally see play, but so many of the low-end Serpentis cards are so cost-intensive and situational and yet still have no appreciable effect on the game that they've gone beyond bad to become intimidatingly bad. These cards are the kids hanging out in the back of shop class and sticking safety pins in their forearms just because they're bored, the kind of cards that'll say, "you knew I was a snake when you picked me up" as you lose while playing them. I'm not even talking about the truly unplayable cards from the drug-addled WotC days of Ancient Hearts, either, but some of the more recent stuff. I don't think I've got the werewithal to walk this path.

Thaumaturgy: I've done the Cryptic Mission thing and it made me yawn. That was a while ago, though, and Thaumaturgy has gotten a lot of interesting tricks in the interim. It's got even more cards than it deserves to since so many of the Visceratika outferiors are Thaumaturgy. Combined with enough copies of Spirit Summoning Chamber to get what I want when I think it'll have the most humor impact, I think this might be leading the pack of the maybes.

Vicissitude: Seems like it would make for a good monodiscipline deck, since it offers a fair number of different effcts. Unfortunately, Vicissitude is one of those disciplines which barely has any effect on the game at the basic level, the crypt for weenie Vicissitude isn't very good, and I'm already signed up to build what will probably turn out to be two "aggpoke with light bleed elements" decks (Abombwe and Protean), so I'm really not sure that a third is going to be any better or more interesting than those. The other obvious route to take would be a War Ghoul deck, but it's already an established tournament deck, etc.

I'll be going through the process of making these decks in future posts, or if I'm feeling lazy I'll at least post the decklists and some explanation of how I arrived at the decisions to build them the way I did. Stay tuned.

Saturday, July 24, 2010

Origins Reportage #5: Faster, Presencecat! Oust! Oust!

(Sorry for the delay in getting this report up on the blog. I just moved to a new apartment, and wasn't able to find my notes from this tournament until yesterday.)

Experience has taught me that by the time the last day of Origins rolls around, my brain will be the consistency of a poached egg and I won't be capable of maintaining the coherence of any long-term game plans required by an even moderately complicated deck. I don't find weenie bleed (or stealth/bleed, for that matter) to be as simple to play as a lot of people claim they are, but weenie Presence certainly burns a lower-octane brain fuel than something like Brujah bruise/vote or Assamite toolbox. I've also been curious to play it in a tournament, as it's not the kind of deck I normally play in a competitive environment. On top of all that, I had a fairly early flight to catch after the tournament was over, and figured that even if I did make it to the finals, the finals would probably end quickly for me, because I'd either win quickly or been ousted early.

Round One: Love Conquers All
me (weenie Presence) -> Pete (Chaundice) -> John (Blood Brothers) -> Will (Tremere with Presence) -> Bob (Setite toolbox)

For years, Pete had lamented the fact that he and I had never gotten to play a tournament game of V:TES with each other. (I assume he'd been laboring under the woefully incorrect belief that I'm fun to be around?) This year we got to play in not one but two games together, but in both of them, he got squashed before he had a chance to play much. There's probably in lesson in there somewhere, a lesson about how trying to be friendly with other humans inevitably leads to crushing defeat, and it would seem that I'm just the kind of heartless jerk to teach it.

Which is to say that I was extremely worried when Pete's first minion was a Tupdog, assuming that I'd sat down upwind of a deck which would effectively auto-trump my own, and which he would sensibly have to oust upstream once he saw what I was playing. After a few turns of no !Tremere appearing and landing some vicious bleeds in Pete's lap, I became less worried. After Chaundice appeared, it was too late for Pete to be able to fend me off, and he was ousted soon after.

John didn't do much all game, taking a while to bring out his first Brother, presumably because he was also wary of the 'dog horde. That didn't work out too well for him, because the end result of this don't-smash-my-guys strategy was that my minions completely outnumbered his by the time I was his predator, and he was quickly overwhelmed. Will and Bob had been playing their games, with Will building up a bit and Bob bleeding into me. I pretended that if I didn't look at Bob, he couldn't oust me, and that seemed to work out pretty well. He removed a bunch of my pool, but my cardflow was impeccable due to an early-game Bitter and Sweet Story, and it didn't take too much longer for me to clean up the table. A filthmonger is me!

With our game over so early, I had plenty of time to scout around to see what other people were playing, and saw both Una and Cesewayo wearing, as Jay put it, "hats bigger than Abe Lincoln's." Both of the decks looked pretty fragile at a glance, and I had plenty of ways to deal with just a single vampire who thinks he's buff enough to take on a whole table, so I didn't think that I'd see either of those decks in the finals and was confident that I could handle them on the off chance that one of them made it. I failed to remember how Aye interacts with Cesewayo, which might have been important, but I got a chance to see it close-up during my next round as a reminder.

Round Two: PTW Isn't Enforced In the Deckbuilding Phase
me -> Brad (Dmitra the Alastor) -> Matt (Cesewayo wall) -> Corey (Ferox multirush) -> David (Revenge of the G1 Primogen)

David's deck was awesome because it featured Appolonius as its star, with Helena Casimir and Natasha Volfchek as backups. This is why Villein is such a great card: it can make any deck good. Brad got out Dmitra and made her an Assault Rifle-toting Alastor, then proceeded to help me by playing four Psyches in a row so that I could alchemically transmute all the S:CE clogging my hand into bleed cards. Matt tooled up and prepared to weather my assault, and Corey bled for one a lot and discarded a combat card every turn. David beat on my pool pretty well with a bunch of bleeds (and I think a vote or two?), but I assumed that as soon as Corey drew into the rush he obviously needed, David would cease to be as much of a problem.

I ousted Brad around the time that Corey drew into some rush actions, simultaneously coming to a set of realizations which had me wondering if one game win would be enough to get me into the finals. The first realization was that Corey had no actual plan for how to win the game, instead relying on the hope that entering combat with vampires and burning them with a combination of Raking Talons and huge Potence strikes would somehow oust his prey. I had thought that everyone had realized at this late hour in the game's history that combat isn't an end in and of itself, but apparently I was wrong. I feel a analytical article about combat decks in V:TES beginning to coalesce in the basement of my mind, but I'll keep those thoughts tamped down until I've had time to sort them out more completely. Stay tuned for it.

The second realization, that Corey had decided that I should be ousted, came to me in a thunderclap of insight when Corey tapped Ferox and announced that he was Rushing the Bum of one of my vampires. This would have been a completely reasonable course of action for him to pursue, had my prey not been playing a deck specifically designed to block every action ever directed at it. When I pointed out to Corey how unlikely it was that I would be able to oust Matt, he shrugged and said that he didn't want to see my deck in the game. That struck me as a...let's be polite and say "questionable" motivation if Corey was actually playing to try to win, but I really wasn't up for the back-and-forth that would surely ensue if I bothered to call over a judge, so I shrugged it off. I'm not sure why anyone would enter a competitive event if they aren't interested in competing, but I decided to file that in the Inexplicable Primate Behavior folder and not investigate it too closely.

Corey crushed all my vampires and David ousted me shortly thereafter with the power of Group One vampires. Every last one of them had +1 bleed, proving yet again just how totally overpowered those guys are. Matt then wisely waited for Corey to finish vaporizing David's vampires before doing the only rational thing possible when facing down a ravening lunatic with a face like a character in a Ralph Bakshi film seen in the depths of an acid frenzy, putting him down from a great distance with a ridiculously overpowered whale-hunting rifle. Corey exited the stage shortly thereafter, and Matt then deployed Smiling Jack to put David into a chokehold which he wasn't ever able to squrim out of.

Final Round: The Gun Pointed at the Head of the Unaverse
me -> Dave (Una) -> Bob (Setite toolbox) -> Merlin (Nehemiah vote) -> Matt (Cesewayo wall)

I was coming back from refilling my water bottle when I heard from across the room that seating was being chosen. I hadn't seen where anyone had chosen to sit or if it was my turn to pick my seat, but I yelled, "I'm preying on Litwin (ie, Dave)!" and headed for the bathroom. Apparently people thought that I was being my usual goofy self and making a little joke, because when I got back from the bathroom, they were all still waiting for me to pick my seat.

No, really, I wanted to prey on Dave. Thanks to a quick sweep and a quickish instance of being ousted, I'd seen what everyone at the final table was playing, and I didn't think any deck other than mine had the fast ousting power necessary to take down Una before she became insanely annoying. Also, I wanted to oust Dave before he had a chance to take a 45-minute turn with his deck, because I had a plane to catch.

Dave went first, which meant that we had two turns before Una hit the table and one more before she acted. I drew a Pentex in my opening hand, so I was confident that we could knock Dave off the table and then proceed with a normal game of V:TES. Unfortunately, Matt played his copy of Pentex on Merlin's Nehemiah, and I had to go into verbal overdrive to convince Bob to remove it, since I was spending all my actions hammering on Dave's pool as hard as I could. Happily, I was able to convince Bob that this was the right thing to do, and Una found that there was a van outside her apartment before she was able to take any actions.

Bob and Merlin and Matt all played their games while I was busy making mistakes that would prevent me from ousting Dave with the speed that I should have. Bob stole Merlin's Shawnda Dorrit with a Form of Corruption, which was bad because it took votelock away from Merlin. He was having enough trouble getting past the wall of Cesewayo as it was, and now he had to also come up with vote push in order to actually pass the votes that didn't get blocked. Bob stripped away most of Merlin's pool, but a timely pair of Villeins put Merlin back in the game with a fat pile of beads.

Dave had brought out three Pander, one of whom was Feo Ramos, which was just enough blockers to keep me from being able to oust him. I got Dave down to one pool, but then failed to remember that I could tap Feo using his card text and so played a Mind Numb on him instead. By the time the Mind Numbs had worn off, I remembered that I had access to a much easier way to tap Feo, but thought that I had to do so during my untap phase, so I missed another opportunity to oust Dave. Dave then convinced someone to remove the Pentex from Una, pointing out that being on one pool meant that he wouldn't be able to get the Ivory Bow and thereby oust the table. He did get a Shadow of the Beast and a Wolf Companion, which were enough to erase all of the vampires from my ready region except Dirk. Eventually I managed to land a bleed with Dirk and oust Dave.

Bob hadn't thought that I was the kind of person to play with two copies of Pentex in my deck, so I Pentexed his only untapped vampire and ousted him. Merlin then called a Reckless Agitation, and in spite of Matt being at five pool, chose to make me lose five pool and Matt one. I assumed that Merlin was attempting to backoust me and then take his chances with Matt, fearing my much-reduced horde of bleeders more than Matt's Cesewayo. I later emailed Merlin and asked him if that had been the case, and he admitted that what had actually happened was that he hadn't drawn the vote push to pass the vote without Matt's help. Damn you and your inconstant ways, Shawnda Dorrit!

The boys in my mental Planning & Strategery Department had already gone ahead to the airport to clear the way for me, but being top seed, I figured I'd try for a tactical self-oust to see if I could wrangle a tournament win from a 2-2-1 VP split. I told Matt that I wanted him to oust me, and he obligingly bled me down to one pool. I then proceeded to entirely screw up my next turn. I had a hand full of bleed cards, one Mind Numb, and some S:CE. Merlin had an untapped Melinda Galbraith, and neither of Matt's vampires was untapped. I should have bled Merlin and cycled as many cards as I could, hoping to draw a superior Majesty out of him so that I could repeat the process, all in the hopes of drawing my one Daring the Dawn for Aimee Laroux to burn Matt's Smiling Jack with, so that Merlin had the best chance of ousting Matt in the endgame. Failing that, I should have tapped all my vampires to attempt to take out Smiling Jack anyway, to at least tap as many of the Aye on Cesewayo as I could.

Instead of either of those correct choices, I played Mind Numb on Melinda at superior, thus ensuring that Merlin couldn't block, I wouldn't cycle more than one card, and Merlin would have an even harder time in the endgame than if I had done nothing at all. I also didn't bother to take any other actions before spending my last pool to look at another vampire and oust myself. That was extremely poor play on my part, so bad that Robb Dudock understandably wondered later if I was even playing to win.

I scrambled out of the convention hall and was given a ride to the airport by a disconcertingly polite team of Canadian men. While waiting for my flight, I bumped into Matt Morgan and Pete Oh in the airport, and both of those fine gentlemen were kind enough to keep their mockery of my ineptness friendly and gentle. I later found out that Matt won the tournament, surprise surprise, though I haven't yet heard a detailed enough account to know if not making my blunders would have turned the tide in Merlin's favor. I'd like to take this opportunity to apologize for my lack of skill, but also to blame Dave for playing an Una deck that he didn't even want to play, and Kevin Mergen for building it for him to borrow. Kevin gets a pass, because he goes to the trouble of making sure that the Origins tournaments are awesome every year, but shame on you, Dave! Next time I see you, you're going out an airlock.

Decklist
Deck Name : Pretty Vacant
Author : John Eno
Description : Weenie Presence bleed, with a very few tricks.

Crypt [12 vampires] Capacity min: 1 max: 5 average: 3.25
------------------------------------------------------------
1x Shasa Abu Badr 5 PRE cel for Ishtarri:4
1x Antoinette Dubois 4 PRE for mel Daughter :4
1x Bethany Ray 4 PRE aus Toreador:5
1x Loonar 4 PRE cel !Toreador:4
1x Lumumba 4 PRE ani Guruhi:4
1x Marla Kenyon 4 PRE ser Follower :4
1x Reginald Moore 4 PRE primogen Brujah:4
1x Reverend Adams 3 PRE aus Caitiff:4
1x Aimee Laroux 2 for pre Daughter :4
1x Jayne Jonestown 2 PRE !Brujah:4
1x Justine Chen, Inno 2 pre !Toreador:4
1x Dirk 1 pre Caitiff:4

Library [75 cards]
------------------------------------------------------------
Master [12]
2x Anarch Troublemaker
2x Antediluvian Awakening
1x Coven, The
2x Jake Washington (Hunter)
3x Life in the City
2x Pentex(TM) Subversion

Action [35]
1x Aranthebes, The Immortal
8x Enchant Kindred
6x Entrancement
5x Legal Manipulations
7x Mind Numb
2x Public Trust
6x Social Charm

Action Modifier [10]
6x Aire of Elation
3x Change of Target
1x Daring the Dawn

Action Modifier / Combat [3]
3x Force of Personality

Combat [14]
5x Majesty
9x Staredown

Event [1]
1x Bitter and Sweet Story, The

Pretty basic stuff.

The Antediluvian Awakenings are great tech for keeping pool totals around the table low and for encouraging people who aren't my prey to go forward, both of which are exactly what this deck wants to see happen. If a vampire happens to get burned in order to kill the Awakening, that's great too.

The Legal Manipulations and maybe Social Charms should all be Public Trusts, as that way I can spend my transfers digging for new vampires rather than having to spending transfers to bring them out.

I would totally put a second copy of Bitter and Sweet Story in here if I owned one. It's a very powerful card for any kind of deck that intends on pressing the gas pedal to the floor for the entire game.

I think I'll throw a copy of Leverage into the deck, just to mess with peoples' maths. Also, Leverage allows Jake Washington to oust someone every once in a while, and that's really the key to winning with any deck.

Monday, July 12, 2010

Requests From the Audience II

Ricardo Marta, the prince of Lisboa, asked if he could see Robb's decklist from Origins Reportage #3. Robb was kind enough to not only furnish the decklist, but to provide extensive comments as well. Without further ado...

Deck Name : Some Girls: Track 10
Author : Robert Dudock (Robba Yaga)

Crypt [12 vampires] Capacity min: 1 max: 5 average: 3
----------------------------------------------------------
1x Celeste Lamontagne 5 ANI PRO for !Gangrel:4
1x Mowgli 5 FOR PRO ani cel !Gangrel:4
1x Alessandro Garcia 4 pot pre pro !Brujah:4
1x Charlie Tyne 4 obf pro ser !Gangrel:4
1x Scarlet Carson O'T 4 CEL pro !Gangrel:3
1x Bill Butler 3 pot pro !Gangrel:4
1x Calvin Cleaver 3 for pro Gangrel:4
1x Lula Burch 3 for pro !Gangrel:4
1x Leo Washington 2 cel pro !Gangrel:4
3x Anarch Convert 1 Caitiff:0

Library [90 cards]
----------------------------------------------------------
Master [15]
1x Anarch Free Press, The
1x Anarch Railroad
1x Campground Hunting Ground
1x Club Illusion
2x Dummy Corporation
1x Garibaldi-Meucci Museum
1x Hospital Food
6x Path of the Feral Heart, The
1x Twisted Forest

Action [34]
20x Shattering
14x Skullduggery

Action Modifier [13]
10x CrimethInc.
3x Monkey Wrench

Action Modifier/Combat [5]
5x Rapid Change

Combat [7]
3x Form of Mist
4x Leathery Hide

Equipment [8]
6x Anarch Manifesto, An
1x Laptop Computer
1x Palatial Estate

Reaction [6]
6x Friend of Mine

Retainer [2]
1x J. S. Simmons, Esq.
1x Tasha Morgan

Deck Comments: This deck is an attempt to deal with three problems.

The first problem is bounce. Bounce is terribly strong, but usually everyone is packing about the same amount and the person that comes up short becomes the bleed sink.

The second problem is an overly aggressive predator. There is only one thing worse than not even getting a chance to play one's game because one has been mugged from behind almost immediately and that is...

Cross-table interference. This is the third and worst problem. Votes propping up one's prey, Eagle Sight's, etc can make an all but guarenteed VP feel like trying to blow out those "magic candles" on a birthday cake that keep relighting. You just want the damn cake, but everyone is forcing you to keep wasting time blowing out the stupid candles!

So, the idea is simple. Get out small minions and get them to be Anarch quickly. Becoming Anarch used to be an issue, but the Converts generally appear often enough to alleviate that problem. Once the deck has some Anarch minions on the table, some building might occur (getting Manifestos or bleed retainers), some small, stealthed bleeds may occur to move cards (Skullduggery), or some Shatterings may be dropped on important minions that cannot defend themselves.

At Origins, I had the curious situation that almost all my predators (for the entire tournament) were running vote decks. Nevertheless when I played the deck correctly, I got a game win. Shattering bouncers is a must, because with Club Illusion, a retainer and a Monkey Wrench, a 4 cap minion can unload a bleed of 6. Shattering key predator's minions can buy the deck time and Shattering cross-table interference (Maris Streck or Anneke as examples) can simplify life in general.

In this version of the deck, bleed is the oust mechanism and not the Shatterings themselves. I tried a version online with Tension in the Ranks, Dragonbound and Fame with not as much success. Fame tends to backfire and losing a card to Dragonbound is unacceptable. Tension tends to go away when people are sick of it.

Problems/Thoughts: I added some bleed reduction, which seemed good in our local metagame, but almost no one bled me at Origins! These may need to be removed in favor of something else. Stealth was never an issue generally and neither was blood on the vampires, even without the Path. Pool gain is the biggest problem. The only pool gain in this version is an oust and that's obviously not enough. However, taking blood from small minions is not a great choice. I also think there are too many expensive Master cards in this version, draining too much pool. The next version will have some minimal blood gain, less costly Masters and maybe a couple Delaying Tactics.

I welcome any comments, suggestions or feedback. I like this deck a lot and I hope to use it in a revised form in the future.

Robb Dudock

Thursday, July 8, 2010

Origins Reportage #4: I Hear Dominate Is Good

This was the big qualifier event, so I knew that I had to do my best if I wanted to screw with other peoples' chances to qualify. Also, because I hadn't yet gotten into the finals of any of the previous tournaments, I knew it was time to buckle the hell down, flex some steel, and spout some other tough-guy phraseology in order to go home with something more substantial than disgrace in my pocket. Nothing's tougher than a pissed-off lawyer with a gun and some Dominate, so it was time to let the Ventrue off the leash. (Also, I figured I'd have a good time watching peoples' reactions when they figured out that I wasn't playing just another Law Firm deck.)

Round One: Contestation Is a State of Mind
me (Lawyers, Guns and Money II) -> Darby (Jeremy MacNeil and friends) -> Evan (Ventrue Law Firm) -> Bob (Kindred Spirits stealth/bleed) -> Dave (Ventrue)

Before this round began, I related a story that's been floating around the Boston playgroup for years now, about a game in which Dave had a Monocle of Clarity on his vampire, asked a question of his prey during his untap phase, waited for an answer and then followed that up with, "And now for my Monocle of Clarity question..." Good stuff, made even better when the first turn that Dave's Graham Gottesman took was to Govern at superior, Freak Drive, and then equip the Monocle of Clarity.

After Dave got out Graham, I told him that we'd need to have a chat in order to avoid a very embarrassing game, at which point Evan said, "Yeah, about that..." Miraculously, we were able to work out a three-way agreement so that each of us could get out two vampires without any of us contesting. Dave got the slightly shorter end of the stick on that deal, ending up with Juniper while Evan and I got princes and justicars, but at least we were all able to play the game.

Darby decided early on that me having vampires with Dominate wasn't cool, so Jeremy MacNeil swung by Mustafa's place to say hi, drop off some really nice herbed focaccia he'd made, and oh yeah also crush Mustafa's face. I played three damage prevention cards and kept Mustafa out of torpor, which I thought was a pretty good deal for me, given the amount of Potence-hate which had just been thrown my way. The upside was that Darby had worn out Jeremy pretty well by spending a bunch of his blood and getting whacked with a cane a few times, and he seemed to think that the amount of damage prevention I'd just shown off would be par for the course during the entire game. The downside was that I didn't have any prevent left when Mustafa blocked one of Juniper's bleeds, got smacked with a Molotov Cocktail and had his Fangs Pulled. Mustafa recovered quickly enough, and one of Bob's vampires was even nice enough to drive him to the dentist for his first appointment, but those two turns were a good reminder that I'd need to be very careful about picking my combats during this game.

Darby mostly left me alone after that, squeezing a new "I won't bleed you next turn if you don't rush me" deal out of me practically every turn. I know it was cowardice, but I wanted to have ready vampires! History will exonerate me. As a result of those filthy deals, Evan was getting beaten down pretty badly. Evan tried some moves against Bob, but his bleeds were bounced and he didn't seem to be drawing much in the way of votes. Ruth McGinley did get her Ra Kissed for blocking a KRC with Telepathic Misdirection, but she came back to the ready region next turn.

Darby's deck was built to bleed and rush, but he was wise enough not to begin bleeding until both Mary Anne Blaire and Johannes Castelein were in torpor. Once they were, he unleashed a tonne of Presence actions and mods, all at about the same time that Dave apparently ran out of bounce and Bob's bleeds overpowered Dave's Govern-based bloat. Once he was knocked out of the game, Evan revealed that he did have a hand full of bounce, though whether or not Darby would've been better off throwing some bleeds down the pipe to slide leftways is open to debate, since he immediately had to begin bargaining with Bob once Evan was ousted. Darby wanted me ousted, since he knew that my Deflections were doomful for him in our current three-way position, but at the same time he couldn't allow Bob to get too much of a lead on him or else he'd be ousted during the endgame before he could destroy all of Bob's minions. Enter the Haggling Phase.

I just keep my yap shut during this phase, usually, and this time was no exception. This is because what I often see happen during this phase is this: two or more smart people try to convince one another to do a dumb thing. This thing will help the do-ee, but not the do-er. Repeat this attempt at persuasion one or more times for each person in the conversation, and then move to end of line when everyone just goes ahead and does what they were going to do anyway.

Now, I've got no issue with negotiation in this or any other game. I encourage it, completely. But I find that I'm not ever able to convince anyone to do anything that's not in their best interests anyway, and people aren't able to convince anyone else to do stuff that's not in their best interests either. That's why my form of table talk is almost always suggestions about how someone can improve their position, and by the way improve mine, rather than suggestions about how they can screw themselves over to help me. That's why, during the Haggling Phase, I tend to eat that apple I brought along or glance around at what people at other tables are playing or whatever.

The point of all this is that I don't remember what Darby and Bob eventually settled on. I do recall that Bob said he had a Spying Mission that he could play on a bleed if I bounced it, which he'd done once already. That seemed okay to Darby, so Bob charged forward with a bleed, leading with the vampire who already had the Spying Mission on him. (You can see why Bob was doing that, though I think he should have spread the Spying Missions out to one of his other minions so that all his bleed-eggs wouldn't be wrapped up in one rushable basket after he'd ousted me.) I tried to block the bleed, and Bob apparently ran out of stealth cards, because he played the Spying Mission, all right...but at basic. Whoops.

I "let" him stealth past me and Deflected, which Bob canceled with Touch of Clarity. I shrugged, played On the Qui Vive with my other vampire and played another Deflection. Darby experienced a instance of red vision and cordially expressed his opinion on the overpoweredness of Dominate. I was worried about him having an aneurysm, but not so worried that I didn't redirect another stealthed bleed into his pool. Shortly thereafter, I ousted him, and since I knew that Bob was out of stealth, it was easy enough to catch his vampires and destroy them. Once he had no vampires, a few bleeds were all it took to take home the game win.

Round Two: The Most Generous Infernalists
me -> Robyn (!Toreador breed/boon) -> Hugh (Nakhthorheb Purge) -> Jeff (!Salubri combat toolbox) -> Cameron (Unnamed bloat)

Years of playing with a certain V:TES superstar have forced me to learn the advanced techniques of AntiPealjitsu, the martial art devoted to shutting down breed/boon decks, so I wasn't terribly worried about having Robyn as my prey. I played smart and blocked the Embrace actions, knowing from long experience that those people who tell you that you should allow the Embrace actions and then block the Embraces when they hunt? Yeah, those people are wrong. Don't make the assumption that the breed/boon deck doesn't have sources of bloodgain other than hunting.

Hugh did an early Purge, but picked small guys for his cross-table buddies to send to naptime, and no one blocked me rescuing Joao, so no harm done. Cameron bled into me many, many times, but his deck seemed to be built to make a lot of pool rather than take a lot of pool away from its prey. Bleeding with the Unnamed, using Greater Curse at the Daimonion level, and then playing I Am Legion gains you a bunch of pool every turn, but not adding Sense the Sin or other bleed mods means your prey can pretty much ignore you.

I ousted Robyn, which I've felt bad about doing on the few occasions that I've done so due to her becoming so despondent when it happens, but this was no time for empathy. This was time for cruelty of the most atavistic kind, the sort of knife-edged ruthlessness that cuts through even the strongest compassion. From that point on, Hugh couldn't achieve any successful Purges, leading to a hilarious turn in which he declared, "I can't do Graverobbing. I mean, I don't have Graverobbing in my hand. Uh. Discard Graverobbing."

The most fantastic play of the game was when Jeff, low on pool, had his Famed Uriel with one blood step in front of a bleed which would have ousted him. Uriel's nosiness showed us all the contents of Hugh's hand, and then Uriel accepted a punch from Hugh's vampire in order to empty himself down to zero blood, so that he could blow himself up and have two pool rain down into Jeff's lap from the resultant explosion of Heaven's Unforgiving Eye at basic. After that bit of climatic action, we all knew that we couldn't live up to Jeff's precedent, and decided to futz around doing nothing until the judge called time.

Round Three: That's What Happens When You Don't Know Your Lines
me -> Mark (Carna wall) -> John (weenie Auspex) -> Jen (Kindred Spirits stealth/bleed) -> Pete (Zombo Combo)

The week before I left for Origins, I'd considered changing up the combat package of my deck in order to work in more guns and get them via Concealed Weapons instead of taking actions to do so. Getting the Shotguns the hard way hadn't ever been a problem for me before, though, and I was wary about changing the ratios of a deck I knew so well without adequate time to test out how the changes would affect the way that the deck played, so I decided against it. Sitting next to Carna, who mocked both my attempt to get a gun and my damage prevention, has made me think that the next iteration of this deck is definitely going for long trenchcoats and concealed weapons permits. At least I got to trigger a look of surprise on Mark's face when he realized that I wasn't playing a vanilla Law Firm deck.

Mark and John and I didn't do a whole lot for the first chunk of the game, other than watch Jen pile into Pete and idly discuss whether or not John would try to save Pete with an Eagle's Sight. We had a lot of discussions about what we would and wouldn't let each other do, with the consensus mostly being that hunts were okay and everything else was out. Mark did manage to use the Magic of Will Smith to craft himself an Ivory Bow, but I was a lot less concerned with that than his ability to Theft my Vitae away.

Pete struggled mightily to get The Baron's bloat mechanism running, but he couldn't keep up with Jen's relentless attacks on his pool. He sent Shambling Hordes over to wreck some Spirited Kindred, but they were too slow with their rushes to take Jen's vampires down in time to save him, and even with the existence of vampires Unmasked on national television they only helped Jen cycle to more bleed mods when they tried to block, so Pete was ousted fairly quickly. Suddenly I had a stealth/bleed predator behind me, and suddenly I was in the game again. Oh, stealth/bleed decks, how I love you when I'm prepared for you.

A couple of Jen's bleeds went flying around the table, and a few of them landed in Mark's pool, which was totally okay with me. Around this time I had a bunch of Governs and Conditionings in my hand, and I couldn't Govern at superior because the only vampire I had in my uncontrolled region was Lodin, who was also in my ready region. In order to get those useless cards out of my hand to get to more of that sweet, life-affirming bleed bounce, I cycled them by using them to bleed into Mark. He apparently hadn't studied his script for this scene, though, because even though he had out Neighbor John and Carna (who, as we all know, do nothing but block and redirect bleeds all day long), he just accepted my bleeds and was ousted. I was so shocked that I didn't even realize he was ousted until he reached out to shake my hand, because I hadn't been paying any attention to his pool up until that point. Go me.

I played as smartly as I could against John, not taking any actions at stealth and using maneuvers and presses to put his vampire with a Deer Rifle into torpor. From that point on, I took actions to diablerize that vampire until he'd lost about half of his ready region, and then I was able to bleed him out. Jen ran into the exact same issue that Bob had in round one, where my permanent intercept and Second Traditions ran her out of stealth in hand and library soon thereafter, so I cleaned up this game and wandered off to find something to eat before the final.

Final Round: A World of Teflon
me -> Connor (Giovanni powerbleed) -> Bob (Kindred Spirits stealth/bleed) -> Karl (Black Hand Coolers) -> Rodd (Tremere vote toolbox)

I was top seed going into the final, which didn't help because I didn't know what anyone was playing. Oh, sure, Karl had told me his deck choice before the tournament had begun, and I'd actually played my first round with Bob, but I somehow managed to totally forget both of those facts. I had seen that Rodd was playing Tremere when I'd walked around a bit earlier, so I figured that sitting in front of him was probably a relatively safe place to be. While it's totally possible to make a very speedy Tremere deck, in theory, in practice I've never seen anyone try it. This turned out to be the perfect choice, so apparently my mojo is strongest when I'm tired, having a good time, and not worrying too much about winning. Make a note of that, self.

The final was over quite quickly. We were all playing with bleed bounce, so there was a point when Connor admonished Bob to be more responsible with his bleeds, to which I replied, "That's not usually something you need to say to your prey at a five-player table." Unfortunately, Rodd didn't really get to play. He got out Troius, who attempted to call a Kine Resources Contested but got blocked by my Carlton Van Wyk. On Bob's next turn, two bleeds were Deflected to Rodd, and he only blocked the first one. Sensing weakness, Karl uncorked a bottle of unblended 16-year Dominate bleed, shredding through something like 14 pool in four actions, thereby leaving Rodd with nothing but a peaty aftertaste.

I didn't do much except get a Shotgun and bleed Connor for one a lot, largely because my hand was full of Second Traditions and Deflections, which was a pretty good hand to have with all the oust-power behind me. Bob was ousted next, but in order to do so, Connor's vampires had to get pretty low on blood. Karl held out for a while but with consistently less and less pool, and just as it occurred to me that I should tell him to bleed into me with everything he had so that I could at least unload the Deflections I'd been hoarding before the game ended up with only two players, Connor ousted him. At this point, his vampires had almost no blood, and one of them was in torpor from when I'd blocked a hunt. At this point the game got dull quickly, as I simply bled for one with all my vampires each turn and blocked everything Connor tried to do. He wasn't ever able to make a recovery in the face of my implacable barrier of Second Traditions and Carlton, and eventually I torporized all his vampires and bled him out, winning the tournament due to my seeding. Most importantly, as Matt Morgan pointed out, I'd trampled the dreams of a child underfoot, and the opportunity to pull that off is the number one reason I play V:TES. (The number two reason being to have chances to spend time with Hugh so I can make fun of him, of course.)

Decklist
Deck Name : Lawyers, Guns and Money II
Author : John Eno
Description : Second iteration of the Ventrue prince Patience deck. More bleed, less combat.

Crypt [12 vampires] Capacity min: 3 max: 10 average: 6.91667
------------------------------------------------------------
3x Lodin (Olaf Holte) 8 DOM FOR PRE aus pro prince Ventrue:5
2x Mary Anne Blaire 10 AUS DOM FOR PRE ani pot justicar Ventrue:5
2x Graham Gottesman 7 DOM FOR obf pre tha prince Ventrue:5
2x Mustafa, The Heir 6 FOR PRE cel dom prince Ventrue:4
1x Jephta Hester 5 DOM FOR aus !Ventrue:4
1x Joao Bile 5 DOM FOR pre Ventrue:4
1x Ulrike Rothbart 3 dom for !Ventrue:4

Library [80 cards]
------------------------------------------------------------
Master [15]
2x Anarch Troublemaker
5x Blood Doll
1x Ephor
1x Giant's Blood
1x KRCG News Radio
1x Papillon
1x Pentex(TM) Subversion
1x Smiling Jack, The Anarch
1x Ventrue Headquarters
1x WMRH Talk Radio

Action [9]
1x Aranthebes, The Immortal
8x Govern the Unaligned

Action Modifier [8]
2x Conditioning
2x Foreshadowing Destruction
4x Freak Drive

Ally [1]
1x Carlton Van Wyk (Hunter)

Combat [23]
3x Hidden Strength
3x Indomitability
4x Resilience
4x Rolling with the Punches
2x Taste of Vitae
2x Unflinching Persistence
5x Weighted Walking Stick

Equipment [4]
1x Bowl of Convergence
2x Sawed-Off Shotgun

Political Action [2]
1x Anarchist Uprising
1x Banishment

Reaction [18]
8x Deflection
2x On the Qui Vive
8x Second Tradition: Domain

Retainer [1]
1x Mr. Winthrop

I think this deck is actually slightly better than the !Ventrue deck which it's based on. The titles and Headquarters mean that you don't need to worry as much about cross-table voters taking you down or even getting pinged with the tail end of damage from KRC votes, and being able to pass votes of your own adds a bit of needed variety to the offense. Being able to diablerize without fear of a blood hunt is very handy, too. I think that all these benefits outweigh the fact that this deck doesn't block quite as well as the !Ventrue do, since the only Auspex here is that used to power the Bowl of Convergence (and that usually just as a free Sport Bike, since Mary Anne doesn't often come into play).

I'm going to try another iteration of this, minus the Sticks and plus more guns and Concealed Weapons, as I mentioned above. Just to keep experimenting with what can be done with this crypt, which I love, I'll also reduce the permanent intercept in favor of more multiacting and offensive votes.

Bonus Round One: Like Son, Like Father
me (Apollo) -> Scott (Tyrol) -> Dave (Boomer) -> Hugh (Ellen) -> Karl (Adama) -> Darby (Zarek)

Ah, Battlestar Galactica. Not only the best translation of pop culture to boardgame ever designed, but a wholly wonderful game in itself. Its nearly limitless replay value is an especially strong selling point for me, given how many times I've played it. It's also probably the most immersive boardgame I've ever played, consistently giving me the feeling that I'm actually playing through a season of the show.

Battlestar Galactica is based on the most recent version of the television show of the same name, a show about the apocalyptic conflict between humankind and the robots they've created. In this new take on the show, the cylons have created a new breed of robots who are human in everything but name, and it's this concept that the boardgame centers around. Each player takes on the role of one of the characters from the show and is given a loyalty card that determines whether the player is a human or a cylon secretly posing as a human. The humans try survive the frequent cylon attacks and deal with logistical and political issues within their fleet, all handled by the game itself rather than being controlled by any of the players, while the hidden cylons try to sabotage the human efforts to avoid destruction. To complicate matters further, a second set of loyalty cards are handed out at the midpoint of the game, meaning that it's entirely possible for one or more players who had thought they were human to be activated as sleeper agents and switch sides to the cylon team. The result is that gameplay is very tense and paranoid, as everyone tries to suss out who's human and who isn't.

I made sure I got to play in this game, fearing that otherwise my life would have been worth nothing in Darby's eyes. At one point he had mentioned that the whole reason he was attending Origins at all was to play Galactica with me, and I still don't know if he was joking or not. What can I say? He's fierce, and I'm easily cowed. Scott, whose tidy DIY travel set we were using, was pleased to finally be playing the game with people who had some experience with it, and wanted to try out the New Caprica expansion, an alternate endgame scenario that comes with the expansion to the base game. I'd played the expansion a bunch of times, but never with the New Caprica module, so I was more than happy to see how the game would play out after the humans made planetfall.

My initial loyalty card told me that I was a cylon, which meant that at least I wouldn't get any nasty surprises regarding my heritage in the middle of the game. In order to keep me from feeling like I was getting short shrift in the nasty surprise department, the game was kind enough to give us a turn-two Legendary Discovery, the only way that the humans can get closer to their goal by actively trying. (Excepting this one particular event, the speed of the humans' progress is effectively random.) I hoped that the skill check would fail and the humans wouldn't gain any distance, given that almost no one had a full hand of skillcards yet, but Hugh was smart enough to play an Investigative Committee on the check. This forced everyone to bid on the check openly, meaning that I couldn't even provide a gentle nudge in the direction of failure, and the humans managed to pass the check. Insolent little hoo-man cockroaches!

I flew off toward the small pack of cylon raiders in space, and got shot down out of my viper. Fine by me: a show of bravery immediately followed by failure seemed like a useful way to begin implementation of The Plan, even if I had no idea what the overall shape of The Plan might turn out to be. (I still don't, even after having watched the entirety of the television show.) I also convinced Karl to play an Executive Order on me so that I could get out of Sickbay before my turn began, but someone pointed out that it would be much more resource-efficient to launch two vipers and have me jump into one of them using Apollo's special ability. I couldn't hang out with Doc Cottle all day without raising suspicion, so back out into the void I went, this time hanging out back by the civilian ships in order to "guard" them. At least being in space prevented that hag Ellen from trying to get into my pants in order to give me a card and try to use her discount cylon detector on me.

Not long thereafter, we made a hyperspace jump. Our admiral informed us that we'd jumped three distance, thereby already moving us to the sleeper phase. Great Holy Ones and Zeroes, these humans were quick. Something was going to need to be done to stop their little romp, and in a hurry. Scott outed himself as the sympathetic cylon and gave his loyalty card to Karl, which I guessed meant that Scott had probably gotten a pro-cylon objective. Putting extra suspicion on the admiral or president by giving them an extra loyalty card, particularly when both cylons are still undercover, isn't something that generally helps the hoo-mans win.

I drew the second You Are a Cylon card. That meant that I'd have to reveal myself as soon as possible, because otherwise I didn't have a teammate. I spent some time thinking about who to recruit to my cause during the other players' turns, knowing that I couldn't hesitate to give my loyalty card away once I took the action to reveal or else everyone would figure out that it was a team-switching card. Just before my turn began, I decided on Karl, whom I was hesitant to pick because he already had a bonus loyalty card, and having yet another card would generate a lot of suspicion. However, Dave was in the brig for having chosen to play Boomer, Ellen was too busy cozying up to the boys in power to be much use to me, population wasn't low enough for Zarek's ability to be useful to a cylon, and I needed to slow down the humans to prevent them from getting another three-distance hyperspace jump.

Once my turn came around, I revealed that I wanted nothing to do with the talking monkeys and shot their president in the chest just to show how serious I was about my scorn. Darby wasn't a great choice of target in terms of the turn order, because I knew he'd get back out of Sickbay via an Executive Order before his turn came around, but he also had the most skillcards in hand at the moment and I figured that making him discard five of them was a pretty good deal.

Karl kept his head down, which was good, since I was more than happy to draw attention with my antics. Probably because Darby wasn't letting Dave get out of the brig, Dave decided that Darby must be the other hidden cylon and suggesting airlocking him. Karl was smart enough not to have suggested this himself, but immediately backed Dave's play and pointed out the many ways in which the president had not conducted himself in a manner befitting a hoo-man. Remember this, fellow cylons: people who suggest radical courses of action always draw suspicion, but those who support those causes of action appear loyal.

Apparently Karl and Dave had Hugh convinced that Darby was a no-good toaster, so out the airlock he went. Well, dang! Turned out that he'd been born of a woman and not a milkbath after all. Zarek was replaced by Baltar, despite the fact that post-sleeper Baltar can't use his once-per-game special ability even if his previous incarnation hadn't used it, because Darby knew that Roslin is a crappy president and didn't want Hugh to be in charge of the government, for some reason that I didn't catch.

The untimely demise of Zarek made the fleet sad, and morale was starting to look a bit worn out, so I moved on over to Caprica in order to camp there and try to manipulate crises so that morale would continue to be hit. Karl came home to the cylon fleet around this time, and we worked together to kick puppies, broadcast The Swans over the human fleet radio, do snarky standup comedy routines to mock the humans' chances of success and otherwise lower morale. Our efforts to sad-make paid off big dividends, as the humans got too depressed to bother trying to continue and ran out of morale before they even made it to New Caprica. Scott revealed that his agenda had been to help the cylons win but salvage all the human equipment - apparently Tyrol continued loving his machines even after he found out that he was also a machine - but I seem to recall there there were still some holes in the hull from the bomb which Karl had thoughtfully armed and hidden before resigning as admiral.

Bonus Round Two: Who Thought Colonizing This Planet Was a Good Idea, Again?
me (Six) -> Darby (Tyrol) -> Dave (Boomer) -> Scott (Baltar) -> Karl (Helo) -> Hugh (Cain)

Once more unto the breach, dear friends! Given the poor hoo-mans' inability to even make it as far as their new colony during the last go-round, I decided to take pity on them and play a Cylon Leader, who would most likely be sympathetic to the meatbags' cause. Also, since I was choosing my character last in the order, and since no one else had picked a Cylon Leader and I'm not a big fan of the sympathetic cylon mechanic, choosing a Leader was the most painless way of sidestepping that mechanic.

Scott uses an ingenious houserule which makes sure that a six-player game featuring a cylon leader doesn't end up with three cylons versus three humans, which is almost always a nightmarish loss for the humans. My agenda was pro-human, so that meant there would be two cylons hidden amongst the humans. My goal was to help the humans win, but be infiltrating among them and not in the brig once the game ended. In the past, when I've played without the New Caprica board, this agenda has been trivially easy to complete, so I was disappointed that I'd received a goal that wasn't at all challenging.

Initially, this round was much easier on the humans than the first one had been. I infiltrated the fleet almost immediately and did what I could to help them, knowing that I'd need to earn their trust early to keep them from throwing me in the brig or out an airlock. It quickly became clear that if there was a hidden cylon, he wasn't doing a particularly good job at undermining the humans, which meant that everyone probably still thought that they were human. Good use of the Pegasus guns meant that our lack of ace pilots didn't matter much, and none of our resources were running particularly low, though morale had taken a few hits.

By the time we reached the sleeper phase, I was in full Jane Goodall mode and had been accepted amongst them. Boomer marched off to the brig, as she always does, and no one wanted to let her out until we knew whose loyalty she now espoused. Scott helped pass a critical check by using a combination of Investigative Committee and his special ability, so we knew he was human, and on his next turn he fired up Ol' Baltar's Cylon Detection and Fruit Juicer and informed us that Hugh was also human.

Human president and admiral? Check. Smooth sailing for the most part, with a few bumps in the road probably thrown up by a hidden but not particularly effective cylon? Check. Blind Jump at distance six to make sure that we didn't get screwed on the last leg of the trip to New Caprica? Check. We moved everyone to the new board and prepared for the showdown.

Karl had revealed shortly before we made planetfall, and he moved amongst the occupation forces, quickly throwing me into Detention. Crap. Somebody had forgotten to lock the door on the brig when we landed on the colony, so Boomer was hanging out with the other humans in the Resistance HQ. She decided that now was as good a time as any to show why we'd been smart not to let her out of the brig, and set up Hugh to be executed. He was obviously human at that point, so we got hit with a morale loss and Hugh lost a bunch of skillcards. We retaliated by executing Boomer, to prevent her from using her auto-scout ability more than anything else, since Dave had played so many skillcards on Cain's execution that he didn't lose many for being executed. Hugh picked Adama so that we'd have some slight help passing skill checks drawn on his turn, but got thrown into Detention with me shortly thereafter. All the other humans camped out in the Shipyard and started sawing spaceship keys out of blocks of soap, which seemed like the only useful action to take at that time.

I had been feverishly scheming to get myself out of the pokey. I was so close to victory that I could taste it, and I did not want to be left behind on New Caprica to be executed when the humans jumped away from the planet, as that would violate my win condition. I saved up my hand, making sure that I had a Declare Emergency since the colors on the check to escape Detention didn't include green, but unfortunately I didn't draw either yellow or purple, so I was at the mercy of the humans as to whether or not I escaped. I assumed that they wouldn't help me much, if at all. Even though I'd proven myself useful, they could just as easily leave me behind during the endgame and suffer nothing for it.

While Adama and I were in Detention, our morale was suffering critical losses. It seemed like every other crisis card had a tough skill check with a morale loss as the penalty for failure, and we just weren't able to play enough cards to pass all of them. It was like some bright light in the Colonial administration had thought it would be a great idea to loop Come and See on a movie screen big enough to be seen by everyone in town, and everyone was getting increasingly depressed as a result.

Galactica returned to orbit, and I made a huge mistake. I forgot that I now had a very simple way to get out of Detention and walk amongst the humans again. I could have simply bashed my head into a wall until I stopped moving and then woken up on the Resurrection Ship, using my next turn to head over to the Human Fleet to begin infiltrating again. Instead I made the check to try to escape from Detention, and to my initial delight all the humans helped chip in to free me. That delight turned to horror when I saw that we'd overshot the amount needed to pass the check by nearly twice as much as necessary.

That was a lot of wasted skillcards for my mistake, and though we were able to continue stealing ship keys and evacuating civilian ships, we didn't have any pilots to fight off the cylon raiders in space. A bad roll on one of the nuke launches meant that one of the two basestars was still floating near the Galactica, and a Broadcast Location played on a reckless skill check meant that another basestar showed up not long after the first one had been destroyed. We sent Tyrol up to the battlestar to launch unmanned vipers to try to defend the civilians. The vipers made a valiant effort, but the huge swarm of raiders eventually punched through their defenses and destroyed our vacation ship, fatally dropping our morale down to zero. I thought it was fitting that the humans had lost because of their noble sacrifice in order to save someone who wasn't even a member of their species, but then, it was easy for me to be philosophical about it, since my race wasn't the one which had just been erased from the cosmos. Sorry, guys.