Monday, June 18, 2012

VTES TOURNAMENT - DEX CON 2012

So I forgotten that I tried to register a long time ago, and the guy just got back to me!

So here it is!
DEX CON Convention
VTES Tournament!
http://www.dexposure.com/home.html

July 4 - 8, 2012
The Morristown Hyatt & Conference Center
Morristown, New Jersey

We have the Friday 8pm slot so i highly recommend coming to the full convention! It's a good one!

Constructed Tournament
It will be 2 rounds and a final.
2 hour Time Limit
There will be prize support.

Adam Hulse

Friday, April 6, 2012

Guruhi... auspex?

Deck Name: Guruhi Auspex 1.0
Created By: Adam Hulse
Description: This is not actually 1.0 (but 1.0 for the VTES Wall)

I've been pretty psyched about this deck. It game from two ideas. 1) My friend made a joke once when he played Fode Kourouma that he did it for the auspex :) and 2) I realized that everyone says the Guruhi are terrible but they are the only clan that can play two 11 caps together...

And thus I get the following deck! Looking forward to comments/idea/thoughts on it. The awesome thing is that there is SO many ways to play it. More Auspex? More stealth? More vote? Aye? Orun?

And I happen to like the trick that when Eze gets Auspex master he can Founders the Ebony Kingdom to Lucian... :)

[So far I've played it twice live and its done well. Not won, but more to misplay on my part.]

Enjoy!


Crypt: (12 cards, Min: 26, Max: 44, Avg: 9.5)
---------------------------------------------
5 Eze aus ANI NEC POT PRE THA11 Guruhi
2 Fode Kourouma ani aus pre POT5 Guruhi
3 Lucian ANI AUS DOM OBF POT PRE 11 Guruhi
2 Sobayifa ANI aus pot PRE pro spi8 Guruhi


Library: (90 cards)
-------------------
Master (26 cards)
2 Dreams of the Sphinx
3 Information Highway
3 Zillah`s Valley
3 Sudden Reversal
6 Villein
1 Parthenon, The
1 Monastery of Shadows
1 Giant`s Blood
1 Pentex Subversion
1 Wider View
1 Ancestor Spirit
2 Auspex
1 Lilith's Blessing

Action (10 cards)
2 No Secrets From the Magaji
1 Well-Marked
2 Enchant Kindred
4 Founders of the Ebony Kingdom
1 Entrancement

Action Modifier (23 cards)
5 Voter Captivation
2 Mirror Walk
2 Call of the Hungry Dead
1 Iron Glare
1 Enkil Cog
1 Strange Day
2 Perfect Paragon
7 Crocodile`s Tongue
2 Those Who Endure Judge

Political Action (11 cards)
4 Kine Resources Contested
4 Banishment
1 Secret Must Be Kept, The
1 Ancient Influence
1 Political Stranglehold

Combat (17 cards)
5 Aid from Bats
5 Carrion Crows
5 Majesty
2 Canine Horde

Equipment (3 cards)
1 Sniper Rifle
1 Bowl of Convergence
1 Heart of Nizchetus

Thursday, April 5, 2012

New VTES Group

For anyone who is interested in NY Vtes, check out this site and become a member!

http://www.meetup.com/nyc-vtes/

Wednesday, March 7, 2012

What's the Problem... Buddy?

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!

Tuesday, February 14, 2012

TWD + Report- TempleCon 2012 Northeast Regional Qualifier, Warwick, RI

Well, it's my blog and I won this tournament so I figured I have a right to copy the report here for posterity. Thanks to Matt Hirsch for running the tournament, it was a lot of fun.

---

We had 18 players for our Convergence: TempleCon qualifier 3R+F tournament on February 4th, 2012 at TempleCon at the Crowne Plaza Hotel in Warwick, RI. The final game came down to a 2-2-1 split, but Adam Hulse won due to higher tournament seed.

1. Adam Hulse 2gw, 6vp, 148tp (won coin flip), 2 final vp
2. Dave Zopf 1gw, 7vp, 2 final vp
2. Matt Morgan 1gw, 5vp, 1vp
2. Sonam Adinolf 2gw, 6vp, 148tp (lost coin flip)
2. Jason Wolfson 1gw, 4vp, 126tp
Matt Hirsch 1gw, 6vp (chose to drop from final)
Ben Peal 1gw, 4vp, 106tp
Jen Goldberg
Peter Oh
Selen Turkay
Chris Robert
Tony Luneau
Jamey Patten
Kevin Mergen
Nicholas Fofonoff
Kevin Mullen
Peter Kapsalis
Josh Feuerstein

Finals seating:
Adam->Sonam->Dave->Matt->Jason

Qualified players from this event:
Adam Hulse
Dave Zopf
Matt Morgan
Sonam Adinolf
Jason Wolfson

Thanks to all for playing! Special thanks to Grant and Ximon for another fantastic TempleCon!

-Matt H.


Convergence: TempleCon (Qualfiier)
Warwick, RI
February 4th, 2012
3R+F
18 players
Adam Hulse
----------------------------------------------------------------

Deck Name : Ghouls Occupy Wall Street
Author : Adam Hulse
Description : Adam Hulse Winning Deck (Boston Qualifier 2012)

Even the ghouls have begun to protest! The ring leader is a very charismatic Smiling Jack. Very peacefully mind you.
But when you get them riled up they go to your home and assault your corporations with sticks and bats!

Crypt [12 vampires] Capacity min: 2 max: 6 average: 4.41667
------------------------------------------------------------

2x Corine Marcon 6 AUS VIC ani Tzimisce:2
1x Caliban 6 ANI AUS VIC Tzimisce:2
1x Ana Rita Montana 5 VIC aus dom obf Tzimisce:3
1x Devin Bisley 5 ANI AUS vic Tzimisce:2
1x Elizabeth Westcott 5 AUS ani cel vic Tzimisce:3
1x Rose, The 5 PRE VIC aus Tzimisce:3
1x Lolita Houston 4 VIC aus Tzimisce:2
1x Terrence 4 ani aus vic Tzimisce:2
1x Wendy Wade 3 ani aus Tzimisce:2
1x Horatio 2 vic Tzimisce:2
1x Piotr Andreikov 2 aus Tzimisce:3


Library [76 cards]
------------------------------------------------------------

Action [7]
1x Abbot
1x Aranthebes, The Immortal
1x Army of Rats
2x Psychic Projection
2x Zillah's Tears

Action Modifier/Combat [4]
4x Plasmic Form

Ally [13]
8x Asanbonsam Ghoul
1x Carlton Van Wyk (Hunter)
1x Ossian
1x Vagabond Mystic
2x War Ghoul

Combat [12]
1x Breath of the Dragon
2x Chiropteran Marauder
2x Dodge
1x Meld with the Land
6x Weighted Walking Stick

Equipment [4]
3x Baseball Bat
1x Ivory Bow

Event [4]
1x FBI Special Affairs Division
3x Unmasking, The

Master [20]
3x Blood Doll
1x Erciyes Fragments, The
2x Frontal Assault
1x Giant's Blood
1x Haven Uncovered
1x Hungry Coyote, The
1x Jake Washington (Hunter)
1x Library Hunting Ground
1x Pentex(TM) Subversion
1x Powerbase: Montreal
1x Rotschreck
3x Smiling Jack, The Anarch
3x Sudden Reversal

Reaction [12]
1x Eagle's Sight
3x On the Qui Vive
2x Precognition
1x Read the Winds
2x Spirit's Touch
3x Telepathic Misdirection

Tuesday, January 31, 2012

VTES TIME MANAGEMENT

[So I guess I would attribute the following Blog as "Advanced Deck Design". This is a kind of abstract theory of VTES that I've been thinking about. I'll try to get into more detailed stuff in future posts.]


Deck Design: Time Management

I have been noticing that a lot of games I have been playing have been going to time. Not just wall decks, but in general. So I started thinking/analyzing why this might be happening. I obviously don't want the game to go to time. They probably don't do this on purpose but people who make decks where their games go to time a lot have a flaw in their deck design in my opinion. They probably don't do this on purpose

So what is time management for VTES? Well, consider the basics. It is a 2-hour game. 120 minutes. In a five player game that is around 24 minutes each. In 4 player, 30 minutes. That is 24 minutes for play, thinking, deals, arguments, chatter, talking about "what ifs", talking about the latest video game... I think you see my point here. The game is for fun, but one really should be aware of the amount of time you have and spend.

This blog will go into card "traps" and plays that eat away your time. And it will briefly dwell on the social aspect of VTES and how that does as well.

Cards and Decision Making - Decisions, decisions, decisions. What to do? We have all been there, watching someone think for 5-10 minutes... and then do something minimal... if at all. You might of accidentally done it yourself. It's okay it happens, but we should consider why does this happen.

There are cards in this game, while they are good cards I do think that their value goes down in deck design when you take time management into account.

Example 1: Constant Revolution - Constant Revolution
Action
+1 stealth action. Requires an anarch. Unique. Put this card in play with 1 counter. During your untap phase, put a counter on this card. During each other Methuselah's untap phase, he or she must burn X pool and/or cards at random from his or her hand, where X is the number of counters on this card. Any vampire may burn this card as a (D) action that costs 1 pool.

Everyone knows this card. A cool card. But consider yourself having to deal with it. Do I lose this card? Do I lose pool? Do I lose some pool to increase my chances that a certain card won't be picked. Then you have to include talking/threatening/cajoling cross-table allies to not to try to get rid of it. This is a HUGE time sink. If you want to play it, fine, I would just recommend the defense of it at a minimum. Putting it in a Undue influence deck with light intercept is an interesting idea. Them taking the action to get rid of it is one action not against your minions or your pool. I definitely would NOT put in a wall deck (see below).


Example 2: Smiling Jack, The Anarch
Master
Unique master. Put this card in play. During your untap phase, move one counter from your pool to Jack. During each other Methuselah`s untap phase, he or she burns 1 pool or burns 1 blood from a vampire he or she controls for each counter on Jack. Any vampire may burn this card as a (D) action.



Similar to Constant Revolution but with some differences. Not to go into the plus and minus of the card, just look at it from a time management standpoint. There is no randomness faction. Lose blood or lose pool. Blood is visible, pool is visible. The decision making is simpler and thus doesn't take as much time. In my option, this card has some effect on time management, but not that bad.


Example 3: No Secrets of Magaji (or sometimes Eternal Vigilance)
No Secrets From the Magaji
Action
+1 stealth action. Requires a ready magaji. Put this card on this magaji and untap him or her. The magaji with this card gets +1 intercept when attempting to block vampires. If this magaji is tapped, he or she may attempt to block a vampire as if untapped. Burn this card if this magaji attempts to block a vampire but is not successful. A vampire may have only one No Secrets from the Magaji.

I love these two cards. It can totally stop your predator while allowing you to go forward on your prey. However, I am learning that this can be a deteriment. I have watched my predator just think and think and think. How to get by my simple effective defence... and then do nothing. And in a way, it's your own fault. You put him in that position. I haven't really thought of a solution to this dilemna because I like the cards so much. Curious to hear other people thoughts though.


Example 4: Veil of Darkness (and other Gehenna cards)
Event
Gehenna. Do not replace as long as this card is in play. Each turn, when a vampire plays his or her first card that turn that requires any Disciplines, that vampire`s controller reveals the top card of his or her library (before drawing to replace). If it is a master card, the original card has no effect (no cost is paid), and in addition, if the original card required Obtenebration [obt], the vampire burns 2 blood.

Ironically, this is not a decision issue in time management. This is a "rewind due to player mistake issue". These Gehenna effects are not "may" effects. Meaning that if it is missed, by the rules of the game, you have to correct the game state as best as one can. Now, granted this time issue can be limited by always being vigilant of all the players, but also consider the following. You have a Plan. You play your card, you draw up... its a master! Action cancelled. Time to think of new plan. Now on to the next vampire... see the problem?


Other cards: Border Skirmish, Sense Deprivation (limit player turn), 1st Tradition


DECK TYPES!
Wall Decks vs Time Management - This one is a common problem (myself included). No one wants to be ousted early. So... D-E-F-E-N-C-E. But then there is a problem. No... O-F-F-E-N-C-E. You have a wall deck, you stop your predator, he struggles to figure out how to get by your defense. You have a prey, he is doing the same and thinks about what actions seem possible. Times-a-wastin'!

What to do? Well, in my opinion, pure wall is almost a certain time-out (at least on the majority of the games). You need to have a oust mechanism and not just a few cards. When making your deck, a good test to check is to think about what happens if your prey is a wall deck as well.


Lockdown vs Time Management - This is not as common but I think it bears looking at. How about Sensory Depervation or like cards? And decks built around that? At first glance it might seem similar, the target player has very few options and thus would spend time thinking what to do. Ironically, I found that the main thing that they can do is... complain. It's a normal reaction, you are being prevented from playing (and VTES players love to complain). The trouble is, complaining does nothing but eat time away. And you can't really ask him to stop complaining (unless it gets out of hand), you were the one who put him there. My suggestion would not to make those cards the theme of your deck, but to be used as surgical strikes when certain vamps are getting annoying.



Conclusion of VTES Time Management: Well there you go. I tried to show some examples where the use of some cards / deck types should be reconsidered when taking time into account. Sometimes however, even after reconsideration, they are playable (Example: Smiling Jack). Every card has a value, and the value of the card goes up or down in the utility of the deck. Hopefully from now on, this blog will help you consider this issue in your deck design.

Wednesday, January 18, 2012

NEW YORK CITY VTES LEAGUE

NEW YORK CITY VTES LEAGUE

Introduction: So what do you do when you have a small play group, not many tournaments and are trying to make things not stagnant for your players? You start up a league that's what! This is a description of what the New York City VTES league rules will be. Other people are free to use this idea, or hopefully use this idea to spice up this great game in other ways.

Disclaimer: This is not a "official" tournament in terms of VEKN records and rulings. This is an exercise to have fun while being competitive and hopefully to encourage my New York players to try out new decks.

Background: The New York VTES crew is about 8 consistent players and 6 inconsisent players. We play every Wednesday and Friday. It is a good group of people with interesting decks and varying play styles. We are all friends and although things get heated (as sometimes they tend to do in VTES) we all make amends and just have good times talking about the game and VTES in general. Okay, enough of this, on to the League!


LEAGUE RULES
The rules are simple.

OVERALL RULES
1) First person to Five Game Wins (GW) wins the league.
2) If someone gets a GW, the Victory Points in that game are NOT counted.
3) If the is NO game win, then Victory Points (VP) are counted.
4) Five Victory Points equal one Game Win
5) In 6 player game (see below), X effects (ex: Conservative Agitation, Parity Shift, Slave Auction) are capped at 5.

RULES IN TEST
1) No 3-player league games
2) 4 player - time limit: 1 hour 30 minutes
3) 5 player - time limit: 2 hours
4) 6 player - time limit: 2 hour 30 minutes
5) 1 League game per day


Common questions asked in development:

1) Q: Why have a league?
A: To add a bit of competitiveness with some actual prizes.

2) Q: Why only to 5 Game Wins?
A: I want the leagues to be short, to test out some League rules and to get prizes in the hands of the people who play. If someone wins early... okay next League! I predict each league will go 1-2 months. The number of games wins and the value of victory points maybe will change as time progresses.

3) Doesn't the people who go to Wed and Fri games have an advantage?
A: Technically... yes. But the purpose of the League is to encourage people to play. And the person who plays the extra day still needs to win of course.

4) Q: Are you still going to have tournaments?
A: Yes. A smaller tournament is in the works but I want to try and get out of towners to come.

5) Q: What is the prize support?
A: Currently its going to start small. Some packs or maybe some rares that I have laying around.

6) Q: Why allow 6 player games?
A: Because I don't want to penalize people for showing up. If we have 7 players, I may have 1 person play two games but can only win on one table.