Here is my next blog, long time coming. Enjoy!
Recently I heard a quote from Norman B. a veteran vtes player:
"Relying on intellegence in VTES from other players is like relying on finding an Oasis in the Sahara, It's great when you find it, but blindly planning for that to save your bacon is pretty short-sighted."
And then from Kevin M. (another veteran):
"The issue is that people don't really learn how to play multi-player games well."
Pretty harsh stuff when you consider that one of the unique great things about the game of VTES is the cross-table dynamic. So I guess this blog is to be about that: The Cross-Table Dynamic. What is it? What are misconceptions about it? How can you use it?
Can your deck design be influenced by it?
Cross-table dynamic:
What is it?
Basic answer: In a 4-5 player game, you are attacking the person to your left (your Prey), and defending against the person to your right (your Predator). The people across from you are in the same boat against the same people so they are your "allies". As in, they are allies until someone leaves the table (or about to) and the predator-prey dynamic changes.
Advanced Answer: It's a crap shoot. Really, you don't know who are your cross-table allies are, what they can offer, and what they are going to do. BUT that being said, there are some things about each game you can take a look at and make a quick judgement call.
1) Are the players cross table prone to help you? Or do they have a more "ignore cross table" unless they about to be their predator-prey?
2) Does the cross table deck have the potential to help you? Are they even aware that they have the potential to deal with you (you would be surprised how often they don't know)!
3) Looking at the cross-table ally's predator and prey, are they going to have problems? They might not even be in a position to help you.
What are misconceptions about it?
When people think "ally" they think 'mutual co-existence'. This is not the case. You are alive as long as you are useful to the opposing ally. This is an important thing to remember (and for yourself). You always have to consider, "is it better for that player to leave the table?"
A very strong player Matt Morgan (2011 N.A. Champion) recently said at a table I was at "I don't play for VP's, I play for the Game Win." Lunging your prey when you have no chance against you grand prey for just 1VP is a mistake (time constraints withstanding). In this case, your prey is your "ally" (if you think he will go forward).
Fact: your cross-table allies are NOT around to keep you alive. Yes, it maybe in your eyes that it is a bad play that they are "letting" you die. But dem's the breaks. If you find yourself in that situation - spell it out for them. Particularly at the start of their turn.
How can you use it?
Well, the first thing one can learn of how to use it, is if CAN you use it? Sometimes the way the table falls, you look over to the other side... and there is no help. Either they are crushing their prey and its only a short matter of time before they are your opponent, or that they hopelessly dead and are a non-entity in themselves.
But lets assume the game is progressing as normal. What can they offer you? Do they have cards in play to help (ex: intercept locations)? Do you have cards in play? Can they make your pred/prey cycle stealth and use resources/cards? Sometimes, you can get help from them, by convincing them to do... nothing! This allows a shift sometimes in the pressure of the game and can give you some breathing room.
I find that just being aware of the potential of aid from your cross-tables is useful... just don't count on it. They have their own game to play and their own set of actions they have planned. You have to offer them something that they value more then that particular action. And if their actions have a chain of events... then getting their aid is worth even more to them.
Can your deck design be influnced by it?
Of course! The question is, do you want to? That is preference. I have found that people who don't try both, just pick one arbitrarily (usually the deck design) that only helps himself.
Now first off, why wouldn't you want to add cross-table help design to your deck? ... Because you want to kill your prey that's why! And then your cross-table ally is your prey and look! you didn't need to help him at all! This type of design is for very aggressive decks. Fast irresponsible stealth bleed, quick combat rush, quick vote. This blog is not about those deck type except for one thing that I think is an interesting phenomenon... when you see one of these decks on the table look to how the player acts. Everyone can see the deck, and they can see what the deck can do (particularly after his prey is ousted or almost ousted). Listen to see how he tries to search for allies cross-table... and people listen to him! The deck offers no value to you, and one knows that you are soon to be on the food chain. But still deals are made. It is a remarkable example of people not understanding the table.
But we are looking toward the positive not the negative, so let's look at ideas of how you can help your poor little cross-table buddy (so you can oust him later of course).
Votes: Votes is the easiest actually. Votes are hard to be blocked and your ally is usually in favor. But besides the standard damaging votes deals (3-1, 2-2 KRC deals) what other cards are helpful in that regard?
Banishment - I'm amazed that people don't play more of this card. I have a Guruhi Vote deck that is running 4-6 of them. Besides the potential of negating a minion tap/villein this card has a huge effect of creating breathing room for your ally.
Parity Shift - This one is easy, but I feel that people too often manipulate their pool just so they can use it on their prey (which is good of course). Preventing your prey from gaining a VP is almost as important as killing your prey itself. And if your crosstable ally has potential to go backwards... you get the idea.
Pool gain votes - You ally wants to live! Don't only consider putting enough pool gain votes to keep yourself alive. Certain votes are great to keep your ally going.
Master Card: Pentex - that is its own blog - but here are some others!
(An interesting exercise one could try, is to just add ONE of the cards below to your deck. You won't always draw it, but see how it works out. You might be pleasantly surprised.)
Haven Uncovered. You don't need to play a pure combat deck for this card. Sometimes an ivory bow is enough. And you can use it to help your ally "cycle" on your chosen target.
Intercept Locations - Lending out that needed 1 intercept can help your ally, and also in the long run makes people use more resources.
Boon cards - I have on more then one occasion saved my grand prey from being ousted by taking a key bleed. That grand prey, now saved had to go backwards, much to my benefit.
Erciyes Fragments - a underused card that is quite good especially if you can defend it. But you can also let your cross-table ally get it so that he can take advantage of an ash heap. You can even put a useful card to him on the Fragment and then have him take it.
Malkavian Prank- a fine ally-aiding card. When you a pretty sure that your prey has a deflection, give your grand prey 4 pool and then bleed irresponsibly away!
What other ones can you think of?
This blog post has gotten way to long and so I'm just going to sum up a little. You need the Game Win, not the VP, you need your allies alive long enough so you can kill them... can your deck be modified to help that? Think about it and enjoy!