VEKN Brujah Newsletter
April 2002

Introduction:

This whole issue is dedicated to Dogma 60, a deck-building formula (or
better: philosophy) I created a while ago that we are testing here in
Munich at the moment. I was inspired by the Storyline format, by
seeing what sort of deck many people play in Vienna, and especially by
Martin Weinmeyer's creations - although I doubt that he would find any
of his ideas about the game in this formula. It is also meant to build
a framework for a new local meta game, one that offers new players
more chances to get that necessary playing experience and not be
ousted in turn four by another bleed nightmare, but without
artificially lowering the threat level or even impose house rules like
card limits. It is some sort of self-imposed limitation, but one that
doesn't rule out effectiveness and on the way teaches some valuable
lessons about deck building. It is not meant to be a rule, more as a
challenge for anyone willing to get new insights into the game - be it
a newcomer or a veteran player.

Fiction:

All things quiet on the Western front, I murmur to myself as I settle
the sports back into the trunk of my rented Ford. The last two nights
have been filled with numerous meetings, and each one I left with a
greater feeling of authority. Strange thing, as my devotion to the
Don's cause could be described as next-to-non-existent these days
after the Kallista issue and all the pointless tasks over the last 18
months, the going back and forth between Munich and New York without
ever knowing what the real deal is. Now all of a sudden I feel like
Jesus Christ - "Only you, Dre, can save us now" sort of stuff . I
stuff my corpse into the front seat of the car, prop Kallista's
picture against the dashboard and light a cigarette. I feel quite
satisfied: Not only is the Frankfurt problem solved, I also started
some clandestine operation of my own. Nothing big, only some mortals
keeping an eye open for a certain girl which seemingly had disappeared
from my and all kindred's society, if it weren't for a cryptic email
on an old business account back from my Munich days of last winter.
The words still make my heart sink every time I think about them:
"Just to let you know, I bear no bad feelings against you despite all
that happened. We were both just toys in the hands of our lords. But
at last I have found freedom. K." Not exactly a love letter, but
still...
I sigh, watch the empty parking lot and take another sip from my
almost finished bottle of duty free Jack. Our paths will cross again,
I vow silently - although not in the near future. The Cold Dawn has to
move South, whereas the enigmatic woman - or more accurately her mail
server - looms somewhere North from here. Well, those folks I
recruited for my Independent Faction of the Cold Dawn should be on the
watch - happy as they were about still being alive and having a good
shot at staying alive for a while under the wings of the newly
established authority. Man, Volker really pulled a crazy stunt here,
although when I arrived Frankfurt was basically no man's land. He was
eaten by the Chainsaw at last, R.I.P. and all that until it's your
time again, the body count impressive even by the Don's standards, and
until now no one dared to claim the city away from us Brujah. So I got
headquarters to appoint someone suitable for the vacant position and
advance that stuff through the official channels asap, gathered the
remnants of our Central European Supply Chain and improvised a new
organizational structure for them. I set up some of the arms dealers
with bombs, they stay at home and listen to the radio, threatening the
Big Bang to anything that moves without our approval. We caught one
survivor from the other side, a sorry creature named Uriah Winter, he
will lead us into what remains of the Ventrue structures in town. Yep,
this was improvising, but nothing else I could do, and the Don seems
to be reasonably pleased.. 
Now the car is ready to take me down to Munich - again. I insert a
worn-out compilation tape labeled "Scrap Metal Pt. 2" into the stereo
and make my way onto the Autobahn, old school EBM in my ears. No
Kallista awaits me, just another search & destroy mission. This time
we'll sort out the Stranger Among Us and his Cairo connection. "I want
this nice and clean, with full coordination and support from HQ. We'll
cover your backs here, you just get those figures out of the picture,
capisce?" were the Don's instructions for this mission. I wonder why
Theo Bell is involved then...

Strategy:

Here is the original Dogma 60 manifesto which I hammered together one
night:

Dogma 60

A little similar to the Happy Family formula, Dogma 60 is a set of
guidelines to build a specific sort of deck. Dogma 60 does not pretend
to result in more competitive decks, it's rather a philosophical
approach to certain playing styles. The aim is to get to know the game
from a different angle, especially to manage resources and play
toolboxy.

The rules for Dogma 60 are quite simple:

1. The library is 60 cards, with an emphasis on permanent effects
(masters, equipment)
2. The crypt is clan-oriented and should have an average capacity
between 4 and 5
3. The deck is designed to survive and should perform well even with a
depleted library

These rules are completely arbitrary, although (apart from rule 1)
they pretty much reflect the way we played when I first started with
Jyhad. Back in those days we had a card limit as well, note that Dogma
60 does not encourage this - but it leads to decks that are IMHO very
much in line with the spirit CL players desire for their games. These
are completely different from what I usually play today, i.e. neither
focused nor relying on consistent card flow. In trying to play Dogma
60 decks I want to learn a couple of things: 

1. How to design decks with a minimum number of cards
2. How to build better toolbox decks by finding out the "minimum
defense module" required
3. How to value equipment, loquipment etc. in terms of viability in
varying environments
4. How to value vampires, especially their built-in specials
5. How to handle "soft spots" in decks (other than just ignoring them)
6. How to win games by looking innocent ;-)

Of course this concept limits the available strategies quite a lot, it
puts a strong emphasis on the basic elements of the game: bleeding,
blocking, combat. I do this on purpose to break out of the power deck
building circle, which to me is basically trying to enforce your
strategy upon the other players by limiting their ways to interact
with you on their terms as much as possible (using extreme stealth or
speed for example). These decks will have to bleed to oust their prey,
they will get blocked and will have to fight, and they will have to
block themselves and fight to survive.

The name "Dogma 60" is intended to reflect the purist approach to
movie making in the Dogme 95 group - play V:tES without special
effects to tell the real story of the Eternal Struggle, so to speak...



To be honest I designed a heap of decks according to these rules,
mainly with the motivation to play clans that I normally always forgo.
Not many of these creations have been thoroughly tested yet, with the
exception of a Brujah Antitribu deck that I built first. This clan
seemed to be one of the best suited as they have all those great
masters available: Gang Territory, Waste Management Operations, Hungry
Coyote, Heidelberg of course... The deck itself proved to be average
in performance - once it died before doing anything effective, once it
won a drawn out end game in real Dogma style against an Enticement
deck where we both had run out of cards. It uses weapons to bruise and
bleed, which doesn't really work well, and it spends a hell lot of
pool on toys and vampires while the pool gain doesn't kick in fast
enough. Further testing with other clans is therefore required.
For this newsletter I put together some Brujah decks that follow the
Dogma 60 (well, more or less), although I think that other clans are
better suited for the formula. But I found that with a simplified "60
cards and permanents" goal in mind you can apply the idea to other
types of decks - decks that are not necessarily toolbox, but instead
evolve through two stages: concentrated build up and strong, early end
game. Even with sixty cards you don't run through your library that
quickly, but with Dogma 60 your deck will rely more and more on
permanents as the game proceeds, thus giving you a theoretical
advantage over decks that run out of steam when their card-intensive
combos are exhausted. Marginal, I admit, but not hopeless. The biggest
challenge is to get the necessary breathing space to actually do all
the build up with equipment, retainers, allies etc. - that's where the
Brujah Antitribu deck failed as the average capacity is close to five
and the pool-gain not reliable enough.


Decks:

I have two decks for you this month, both following the Dogma 60
manifesto, though with different goals. One is a pretty regular Brujah
Anathema deck which aims for permanent rush & kill capacity while
collecting some reasonable pool on the way. It could well be 90 cards
and probably should, but I wanted to make it lean and and forgo the
Euro-Brujah angle for a change. Basically a test run to see how far
the Dogma idea is workable for Brujah, especially to what extent
permanent effects can replace the usual flurry of combat cards.
The second deck is obviously a fun deck, which I designed according to
Dogma 60 to get what I would like to call a proof-of-concept - a wacky
mechanism implemented in a minimalistic fashion, with bolted on
permanents like guns, HG/Blood Doll etc. Actually I struggled to bring
this up to 60 cards... The idea started while thinking about more
funny stuff to do with Arms Dealers. In this deck they are used to
rush and torporize a well-prepared (Memories Of Mortality, Fame and
Haven Uncovered) Uriah Winter (or whoever suitable your prey brings
out - Royce would do fine) repeatedly and rescue him every time with
Sense Vitality and/or Humanitas/Catacombs. So it's a Fame deck with
the fallback option of weenie bleed. And yes, it violates Dogma rule
No. 1, as it is a !Sal/Brujah/Uriah Winter deck...


Another Theme for Destruction

This is basically a low to medium capacity Brujah Archon/Anathema
deck. As such and without any serious bleeding potential it plays
rather slowly and tries to build up permanent rush (Archon) and combat
(weapons) abilities, meanwhile cashing in on some poor anathema'ed
worms. First time I played it I had neither Theo nor any prince in my
starting crypt, PLUS a Tzmisce prey, so its performance was somehow
not too impressive. Combat was effective, even without the toys that
all got blocked by Dragos & Co., but not having an Archon or Theo for
a long time really hurt - no rush, no fun. Biggest problem is
obviously not getting the Archon votes through - with a dedicated vote
deck on the table you must make deals like crazy, and if its sitting
anywhere really near you you need Theo to make your points convincing.
Still, S:CE seems to be a bit out of fashion here in Munich lately, so
the weapons can make an impact - I used the IG mainly to prevent
combat nastiness from my opponents.

Crypt: (12 cards, Min: 10, Max: 27, Avg: 4,92)
----------------------------------------------
1  Anvil        dom CEL POT pre tha  6,  Brujah, Primogen
1  Dre          cel pot              3,  Brujah
1  Hasina Kesi  pot                  1,  Caitiff
1  Lupo         pot                  2,  Brujah
2  Rake         aus cel pot PRE      6,  Brujah, Prince
3  Theo Bell    cel dom POT pre      7,  Brujah
2  Volker       CEL pot              5,  Brujah, Prince
1  Yuri         cel pot pre          4,  Brujah

Library: (60 cards)
-------------------
Master (12 cards)
4  Blood Doll
1  Celerity
1  Creepshow Casino
1  Depravity
1  Elysium: The Palace of Versailles
1  Guardian Angel
1  Heidelberg Castle, Germany
1  Rumor Mill, Tabloid Newspaper, The
1  Warzone Hunting Ground

Action (1 cards)
1  Atonement

Political Action (10 cards)
4  Anathema
4  Archon
1  Brujah Justicar
1  Praxis Seizure: Rome

Reaction (5 cards)
5  Second Tradition: Domain, The

Combat (27 cards)
5  Blur
2  Disarm
5  Immortal Grapple
6  Pursuit
4  Taste of Vitae
5  Torn Signpost

Ally (1 cards)
1  Arms Dealer

Retainer (1 cards)
1  Mr. Winthrop

Equipment (3 cards)
1  Bastard Sword
1  Crimson Sentinel, The
1  Meat Hook

The Winter Plague

You don't have to use Uriah, if you prey has a suitable vampire in
play (small, no combat disciplines), use her as the punchball. Wait
until you have a good amount of minions and the necessary cards - you
can play the Fame earlier, but you will need to bring the Haven and
Memories into play in one go. So this deck really needs two master
phases - that's why The Parthenon and the Rumors are there. Try to
call a Rumors as early as possible, pass it with the edge and give
everyone two master phases - so it might stay until you are ready to
move. Bring out a steady flow of vampires, recruit Arms Dealers,
equip, bleed a little, but try to look as innocent as a weenie deck
can look. The Bombs are also for the Arms Dealers btw, so they can do
some real suicide blocks - if the blocked minion S:CE or dodges, the
Dealer may survive, if not he might take someone with him. Due to lack
of cards (only two Memories Of Mortality, sigh) the combo will work
only twice, but you can still swarm bleed seriously, so that shouldn't
be the biggest problem you will face. I know that Salubri Antitribu
and Brujah don't mix at all discipline-wise, and the Clan
Impersonation/Sanguine Instruction is sketchy at best (only Wolf can
do it out of the box), but even with one !Sal ready you can jump into
torpor happily with any other minion, so don't be afraid to fight as
long as you have the guns or bombs to take someone with you...

Crypt: (13 cards, Min: 4, Max: 14, Avg: 2,23)
---------------------------------------------
1  Doris McMillon  val          2,  Salubri Antitribu
1  Kervos          aus val      3,  Salubri Antitribu
1  Wolf Valentine  for VAL      4,  Salubri Antitribu
1  Thomas Steed    ani aus val  4,  Salubri Antitribu
4  Uriah Winter    for pot      1,  Caitiff
1  Lupo            pot          2,  Brujah
1  Angel           cel          2,  Brujah
1  Vasilis         pre          2,  Brujah
1  Raziya Samater  ani pot      3,  Brujah
1  Dre             cel pot      3,  Brujah

Library: (60 cards)
-------------------
Master (20 cards)
4  Blood Doll
3  Fame
4  Haven Uncovered
1  Heidelberg Castle, Germany
1  Humanitas
1  Information Highway
1  KRCG News Radio
2  Memories of Mortality
1  Parthenon, The
1  Secret Horde
1  Warzone Hunting Ground

Action (13 cards)
1  Army of Rats
1  Arson
3  Computer Hacking
8  Sense Vitality

Political Action (4 cards)
4  Rumors of Gehenna

Reaction (5 cards)
5  Wake with Evening's Freshness

Ally (8 cards)
6  Arms Dealer
1  Loyal Street Gang
1  Slashers, The

Retainer (1 cards)
1  Mr. Winthrop

Equipment (9 cards)
3  .44 Magnum
3  Bomb
1  Catacombs
1  Ivory Bow
1  Sport Bike

Final Notes:
Thanks a lot for staying with me through this issue. The next
newsletter will probably go along the lines of attempting the
impossible, showcasing stealth + bleed and intercept decks using the
Brujah.
Please feel free to send me comments, ideas and praise to
skaffen_amtiskaw@mail.ru.
All abuse goes to /dev/null

Kind regards

Skaffen

Chantry Elder Of Munich, Archon Of The Cold Dawn

"The result is barren. An illusion of pathos and an illusion of love."
(from the Dogme 95 manifesto)