HARBINGERS OF SKULLS NEWSLETTER
November 2006

HARBINGERS OF SKULLS NEWSLETTER
November 2006

CONTENTS

0	About the Newsletter
I	Tips for Beginners: How Many Master Cards?
II	Card: Crematorium (possible spoiler)
III	Deck: Zombies in the Tower of London
IV	Next Newsletter

ABOUT THE NEWSLETTER

There's been a few-month hiatus here Harbingers of Skulls Newsletter
headquarters.  The author was without a computer from May to October.
Also, there's been a scarcity of VTES games in my town, so I wasn't
building and testing any new decks featuring our favorite clan.  I
didn't want to put out yet another newsletter without a Group 4 HoS
deck to feature, but more than that I did want to use the release of a
new promo card to motivate me to getback in publication.  This month I
add a new regular feature to the Newsletter, Tips for Beginners.

TIPS FOR BEGINNERS

Using too many Master cards is a common beginner's mistake.  It may
be that when you have a small number of cards, a disproportionate
number of your Master cards look like they make sense in your deck
because Masters are more generally useable (have fewer requirements)
than minion cards.  But having a hand full of Masters is usually a
crippling blow to your game!

How many Master cards should there be in a deck?  I've heard people
say 18-20, 15, 12 or 13...  If you look at White Wolf's
preconstructed starter decks, you see numbers from a low of 6 to high
of 18; the mean, median and mode are all 12.  (Keep in mind that the
precons have 77-card libraries, while most people usually play 90-card
libraries.)  If you look thru the decklists of tournament-winning
decks, you'll see all kinds of numbers, but commonly in the 15-20
range.  Clearly, there is no magic number.

Loosely speaking, having a Master in your hand at the beginning of your
turn is a good thing, while Masters in your hand are otherwise dead
weight.  Since you only play one Master per turn, you should have them
in your deck in proportion to the number of non-Masters you expect to
use on and between your turns.  For example, if you expect to play
about six cards between one of your Master phases and the next, then
you want a 1:6 ratio of Master to non-Master cards in your deck.  Some
deck styles are more card-intensive than others (combat decks
especially tend to use a lot of cards each turn), so this ratio will
vary significantly from deck to deck.   Use the ratio to determine a
hypothetical 'ideal' number of Masters for your deck

First choose the Masters that make your strategy work.  (If you are
very new to the game, you might need to consult section 1.6.2 of the
rulebook or the list of card texts at
http://www.white-wolf.com/vtes/index.php?line=cardlist.html regarding
the terminology and specific cards referred to in the discussion
below.)  Don't forget that most decks will rely on Masters for pool
and blood management, for example using Blood Dolls and Hunting Grounds
or Archetypes (Perfectionist is especially popular).  Some combat decks
will need Fame, Tension in the Ranks and/or Frontal Assault to attach
pool loss or gain to their combat; some political decks will need
Minion Tap to cash in on their Voter Captivation.  Then choose a few
Masters that fill the gaps in your strategy.  For example, if you
don't have much defense against bleeds you might want Major Boon,
Archon Investigation and/or Dummy Corporation; if you fear being forced
into combat you might want Secure Haven or Secret Passage.  Now compare
the number of Masters you have chosen to the ideal number.

If you are below the ideal, you could bring the total up by using some
generically helpful cards like Dreams of the Sphinx, Giant's Blood or
Elder Library, or by using cards that interfere with other
Methuselah's play, like Wash, Sudden Reversal or Direct Intervention.
 Alternatively you could add a few Investment cards (e.g. Short Term
Investment, Secret Horde).  Be sparing with them!  If you are using
Investment cards you should keep the number of Masters in your deck
below the ideal number, because you need Master Phase Actions to cash
in the investments.

If you are above the ideal by more that one or two, you must either
bring the number down or find a way to cycle the Master cards more
quickly that one per turn.  There are two basic ways to accomplish
this: either play more than one each turn, or discard them.

If you want to play more than one Master per turn, you need more Master
Phase Actions.  The Parthenon can give you an additional MPA.  Rumors
of Gehenna, if successful, lets you raise any set of methuselah's
base number of MPAs from one to two. Certain vampires can get you more
MPAs too. Anson raises your base number of MPAs to two; Huitzilopochtli
lets you buy one addition MPA for one pool; Sarasine lets you burn the
edge for an additional MPA; Cybele gives you an additional MPA if she
is untapped; Synesios lets you buy back a MPA if you used it on an
Out-of-Turn Master.  Another important source of MPAs is Trifles.  If
the first Master you play is a Trifle you gain one more MPA.  It's
probably safe to be over the ideal number for your deck if most of that
overage is in Trifles.  For example, if you're too high on Masters
your deck might play better if you replace a Hunting Ground with two or
three copies of Life in the City.  Watch out, though - except for the
new card Wash (an Out-of-Turn Trifle), Trifles and Out-of-Turn Masters
are not compatible, as playing an O-o-T puts you in a position where
you can't use your Trifle to generate the extra MPA.

The other option is discarding, or finding some other way to get rid of
Master cards without actually playing them.  The simplest bet for
increasing your ability to discard is The Barrens; if you're going to
count on its help, put in two or three copies.  Some vampires will help
you cycle cards. Ulugh Beg gives you an additional Discard Phase
Action, as does Cagliostro; Black Horse Tanner lets you put a card you
draw at the bottom of your library and draw a new one; Giotto Verducci
lets you discard during other Methuselah's discard phases; Nehemiah
lets you move one or two cards from your hand to the bottom of your
library; and there's Babalawo Alafin.

Babalawo Alafin
Clan: 	Harbinger of Skulls
Group: 	4
Capacity: 	7
Discipline: 	ani AUS FOR NEC
Laibon:  During your untap phase, if Alafin is ready, you may discard
two cards (draw afterward). If the two cards are the same, each other
Methuselah's hand size is one card smaller until his or her next untap
phase.

There's also equipment that can help you cycle cards fatser, for
example Heart of Nizchetus or Lear Jet, and combat cards like Read
Intentions or Infernal Pursuit.  A few things almost require you to
have excess Master cards available to discard:

Brothers Grimm
Unique master.
Put this card into play. During your untap phase, put 1 counter on this
card from the blood bank. When this card has 5 counters on it, it is
burned and you gain 5 pool. Any Methuselah can use a master phase
action and discard a master card from his or her hand to take control
of the Brothers Grimm. You may cancel that (and keep the Brothers
Grimm) by discarding a master card from your hand.

Pariah
Clan: 	Abomination
Group: 	2
Capacity: 	6
Discipline: 	pot pre OBF PRO
Independent:
During your master phase, discard a master card or tap Pariah. Pariah
cannot take undirected actions other than hunting. He can enter combat
with any minion as a (D) action. +1 strength. Scarce. Sterile.

What about Masters in a Harbingers of Skulls deck?  One of the
distinctive features of our clan is The Slaughterhouse.

The Slaughterhouse
Clan: 	Harbinger of Skulls
Cost: 	1 pool
Burn Option
Master: location.
Tap to burn two cards from the top of your prey's library.

Although having even one Slaughterhouse in play can be beneficial if
you have some way to know what the top cards of your prey's library
are (Scrying of Secrets?), usually the goal is to control many of them.
 As you play them you can gradually deplete your original prey's
library, then later in the game after getting each oust you rapidly
eliminate the new prey's library.  This means that you may put ten or
fifteen copies into your deck.  Then you have to either use very few
other Master cards, or else find a way to accommodate a total of twenty
or more.

CARD OF THE MONTH

The Harbingers of Skulls were treated to one of the new promo cards!

Crematorium
Clan: 	Harbinger of Skulls
Cost: 	1 pool
Master: unique location.
Tap during your untap phase to burn a vampire in torpor with no blood.


This is a nice addition to our inventory of clan cards, both
thematically and functionally.  Compare it to the only other Master
with the same function.

Vulnerability
Cost: 	1 pool
Master.
Burn a vampire in torpor

For the same pool cost, we get a permanent!  Also, there's a timing
benefit over Vulnerability - Crematorium can get rid of someone with
Fame before you pay the pool.  I would argue that the drawback, that
the target vampire must have no blood, is not severe.  If we're
sending kindred into torpor, it's probably that some Shambling Hordes
beat them bloodless.  Anyway, it's when they're empty that vampires
aren't worth diablerizing; now we have a way to clean them up without
wasting an action.   Finally, this card will fit well into an
Imbued/Lazarene deck like the one I hope to feature in next month's
Newsletter, since the Imbued aren't capable of diablerie.

DECK OF THE MONTH

When I look at this decklist, I admit it looks pretty sketchy... it
requires too many actions, for example... and doesn't everybody know
that the Tower of London sucks?  But it has been very fun and fairly
successful almost every time I've played it.

Zombies in the Tower of London, Wraiths on the Streets of Birmingham

	Crypt (12)

4x Rudolfo Giovanni 3 Gio [NEC]
2x Regina Giovanni 10 Gio [DOM NEC POT aus for] 2 votes; allies &
retainers cost 1 less
2x Egotha 7 HoS [AUS FOR NEC obf]
2x Gisella 7 HoS [FOR NEC aus dem]
2x Agaitas 6 HoS [AUS NEC for]

	Library (90)

Master (14)
5x Blood Doll
4x Memories of Mortality
2x Tower of London
1x Charisma
1x Crematorium
1x Fame

Allies & Retainers (13)
6x Shambling Hordes
2x Vagabond Mystic
1x Brigitte Gebauer
1x Felix Hessian
1x Puppeteer
2x Masquer

Equipment (9)
4x Meat Hook
2x Flak Jacket
2x Leather Jacket
1x Erebus Mask

Action (8)
8x Summon Soul

Action Modifier (9)
6x Shroud Mastery
3x Call of the Hungry Dead

Reaction (12)
4x Forced Awakening
3x Enhanced Senses
3x Precognition
2x Eagle's Sight

Combat (20)
5x Fake Out
3x Lucky Blow
3x Martyr's Resilience
3x Spiritual Intervention
2x Rolling with the Punches
2x Skin of Steel
2x Superior Mettle

Combination (5)
3x Spiritual Divination
2x Breath of Thanatos

NEXT NEWSLETTER

Next month we look at the 3rd Edition.  It has no Harbingers of Skulls
vampires, nor clan cards, but as a Sabbat-based expansion it must have
something to offer us.  The featured deck will be Imbuebabalawopalooza.