VEKN MALKAVIAN NEWSLETTER
MADNESS NETWORK ISSUE
NOV. 2001

VEKN MALKAVIAN NEWSLETTER - NOVEMBER 2001

THIS MONTH: INSIDE THE MADNESS NETWORK

Table of Contents:

I. Introduction to Madness
II. The Four Seasonings
A. The Rotschreck Effect
B. Regaining the Upper Hand
C. Getting Loopy
D. Charge!
III. Technical Difficulties 
IV. Legend of the Flying Dutchman
V. Deck - Surfing the Net
VI. Deck - I Love Lucian!
VII. Next Month

I. Introduction to Madness
This month I'm zeroing in one particular uniquely Malkavian card: The
Madness Network. A single card, that's been with us from the
beginning, and opens up a host of Malkavians-only options and tactics.
Before we dive in too deep, lets look at the text:

Madness Network [Jyhad, V:TES]
Cardtype:  Master
Clan:  Malkavian
Unique Master.
Put this card in play. After another Methuselah has finished all of
his or her minion phase actions, any untapped Malkavian can take an
action (go clockwise if two or more attempt to take actions). Any
minion can burn this card as an action that any untapped Malkavian
<(in addition to the normally eligible blockers)> can attempt to block
(go clockwise if two or more attempt to block).

So, its free, and it lets ALL Malkavians on the table take actions
during someone else's turn. Good, kooky, anarchic, fun.


II. The Four Seasonings 
The ability to act during another methuselah's turn may seem
interesting. But what good does it do you? Why not just take the same
action during your own turn? Well, it turns out there are a bunch of
good reasons to try it. In fact, the various advantages can be divided
into 4 categories:

* You can play out-of-turn masters while you are acting.
* You can snag the edge after everyone has had their chance to steal
it back.
* You can act more than once per turn round the table.
* You can "swarm" you actions to overwhelm an opponent. 

Within each of these there are some subtleties and permutations. Lets
look at them.


A. The Rotschreck Effect
The most notorious OOT Master/Madness deck is the dreaded Malkavian
Rotschreck-Rush deck. Get the Madness Network in play. During someone
else's turn, have a Malk ambush someone and whip out the Ivory
Bow. Rotschreck. Oh, yes. Everyone living in fear of being jumped by
Normal. Good stuff, and quite a savage combination -- if you can pull
it off.

Backing up your own actions with an out-of-turn master can generate
some other savage combinations. Consider:

Direct Intervention -- If its not you turn, you can use DI to cancel
your prey's intercept. Or better still, her Deflection. How's that for
contingency planning? And remember if its your prey's turn, then he
CAN'T play his own OOT Master, like... say... Archon Investigation.
Bleed for 7. And do it without fear.


B. Regaining the Upper Hand

Another nice trick, when the Net is out, is to hold back your minions
and wait until the end of your predator's turn to act. This has the
nice psychological effect of appearing not very aggressive to your
prey -- since you didn't take any actions at all during your turn. And
your predator is looking at a wall of untapped minions with auspex,
which may put a crimp in his style (unless he's playing a combat
deck), and deter his forward progress.

Then when your predator is all done acting, every untapped minion can
leap forward. You can act with everyone without fear you'll need them
on defense. Your untap is coming up next.

The other obvious benefit is that if you snag the edge at the end of
your predator's turn, no one is going to steal it back before you gain
a pool. And, of course, if you've got Victoria out, you can toss the
edge for another 2. 3 pool per turn makes for a strong pool gain
mechanism -- thanks again to the Madness Network.


C. Getting Loopy

Acting during another Methuselah's turn is pretty cool. But to really
turn it on you want to be acting during EVERY Methuselah's turn. The
trick here is to find a way to act with your minions, and then be able
to untap then so they can act again during the NEXT player's turn.

Some untap tricks:

Metro Underground - Act during your turn. Untap. Act during your
prey's turn. Use in a fast deck, where the pool cost won't matter so
much.

Homunculus - Greger and Zebluon have protean. With a Homunculus they
can untap during anyone's turn for 1 blood, and create a deadly
barrage of bleeds. Heidelburg Castle can help to pass the Homunculus
to your other Malks and assist with the blood management. If they get
blocked you can even pop claws and Rotschreck.

2nd Tradition and Obedience - A nice little combo that shuts down an
action, gives you some defense, and leaves the Vampire untapped to
bleed again at the end of the current minion phase.

Other Possibilites - Guard Dogs? Rats Warning? Freak Drive? Masika and
Clan Impersonation? Anything that allows you be untapped at the end of
a methuselah's minion phase can give you that extra action with which
to hit your prey.


D. Charge!
Another benefit of the Madness Network is that it allows you to
"bundle" multiple turns worth of attacks together is a manner that is
likely to overwhelm your prey's defenses. This is works well for
delivering the coup de grace on a defensive deck.

Consider the card flow in a typical turn: A relatively balanced decks
will typically spend its turn expending its offensive cards against
its prey, use its master and discard phases, and try to draw into some
defensive cards to have in hand when their turn ends. Except for wall
decks and the like, most decks will pack enough defense to stop or
deter a few actions by its predator, but will typically let a few
things slide, and save their intercept etc... for those actions that
need to be stopped.

With Madness Network out, you can take no actions during your turn,
leaving everyone untapped. Also, minions you transfer out during your
turn can join the line-up and get ready for action. With a little
luck, your prey will assume you're waiting because you lack the
firepower to move forward and will extend himself a bit.

During your predator's turn, avoid the temptation to do anything that
would tap a minion. Deflect at superior if you can, but otherwise let
slide what you can. At the end his minion phase, jump.

Bleed with every minion and look for ways to drain defensive cards
from your prey's hand. Faceless Night is a strong card here as the
surprise-sit-down of a potential blocker can open the door for more
attackers. Hopefully, the attack does some damage, drains your prey of
blockers, and drains his hand of bounce, intercept, and wakes.

Then on your turn, untap everyone, and immediately surge forward
again, going for the kill. You've generated two turns of aggressive
attacks before your prey had had the opportunity to expend any
non-defensive card's he's drawn into. His pool should be yours for the
taking.

Here again Heidelberg Castle can help you out. By tapping it during
each of the two waves of attack you can 4 times with a single Laptop
Computer and/or Tasha Morgan for a lot of damage that requires few
cards in hand.


III. Technical Difficulties
In signing the praises of the Madness Network, I've glossed over its
major drawback. It can be burned with an action. And when you start
getting wacky with it you can be pretty sure the entire table is going
to be gunning for it. When that happens (and it will) you need to walk
the line between defending it when you can, and knowing when to let
go. The 2nd Trad-Obedience combo is nice for defending the Network
even as you exploit it. But eventually its going to go down. If you're
planning on using the Madness Network pack multiple copies. You'll
want it early and often. And pack enough defense to hold it for a
while.

Don't forget that ANY Malkavian on the table can attempt to block. So,
encourage other players to pitch in, take one for the team, and keep
the party going.

And you might even be able to get the table sufficiently fixated on
destroying the Madness Network that they forget that, even when it can
only act during its own turn, a Malkavian deck can be plenty deadly
:->=


IV. The Legend of the Flying Dutchman
Late at night, when players are gathered around the gaming tables of
Boston, when the playing is done and the cards and counters put away
-- it is then that the tale is told of the Flying Dutchman.

According to local legend, the mysterious Dutchman, and his Malkavian
servants, activate the Madness Network, incite the Anarchs to Revolt,
and call upon the 1st Tradition. Then the mad Malkavians fly about the
table calling forth Dramatic Upheavals and Restructuring their Fellow
Kindred, always acting during the turns of others, and always
rearranging the players in the great Jyhad so that his turn never
comes and he never has to face the wrath of the Anarchs. Around the
table he flies... until the Dutchman stands alone.

Some even say that he brings with him a stack of silver trays for his
fellow Methuselah to carry with them as they march about the table...



V. Deck - Surfing the Net
This is a deck I put together to try and exploit the Madness Network
as much as possible in a single deck. It is light on defense and has 0
pool gain. But it generates such quick kills that this hasn't been a
problem.

Also, since I only have 4 copies of the Madness Network, I've build
both of these decks with 60 cards to insure I keep seeing them. This
has given me a chance to experiment with small-library decks and I
will say that the flow has seemed quite good, and given the speed (and
lack of staying power) of these decks, running out of cards hasn't
been a problem.


The Crypt:
Zebulon x2 Malk 5 OBF aus dom pro
Greger Anderseen x2 Malk 7 OBF AUS dom pro *
Ozmo Malk 6 obf AUS dom *
Gilbert Duane x2 Malk 7 OBF AUS DOM *
Victoria x2 Malk 5 obf AUS cel *
Rolland Bishop Malk 4 obf aus dom
Didi Meyers Malk 6 obf aus DOM cel
Ohanna Malk 2 dom

Masters: 13
Madness Network x4
Major Boon
Rotschreck
Protean
Dominate
Heidelberg Castle, Germany
Direct Intervention
Metro Underground
Jake Washington
Giants Blood

Protean: 6
Homunculus x4
Claws of the Dead x2

Equipment/Retainers: 3
Laptop Computer
Tasha Morgan
JS Simmons Esq.

Auspex: 2
Telepathic Misdirection x2

Dominate: 17
Deflection x2
Obedience x3
Bonding x4
Conditioning x2
Govern the Unaligned x3
Scouting Mission x3

Obfuscate: 14
Lost in Crowds x5
Faceless Night x6
Swallowed by Night x3

Reaction: 3
2nd Tradition x3

Action: 2
5th Tradition x2



VI. Deck - I Love Lucian!
Playing the deck: Bring out Lucian. Play the Madness Network. Bleed
big with Lucian. During everyone else's turn - Lucian blocks with 2nd
Tradadition and Obedience to untap. Bleed.
Normal is just there to pull Lucian out of torpor after he plays
Rutor's Hand, and to perform odd jobs as needed.

Crypt:
Lucian x7
Normal x5

Masters: 11
Madness Network x4
Golconda
The Barrens
Fragment of the Book of Nod
Metro Underground
Direct Intervention x2
Giant's Blood

Thaumaturgy: 2
Rutor's Hand x2

Dominate: 24
Govern the Unaligned x6
Obedience x11
Conditioning x4
Deflection x3

Obfuscate: 12
Lost in Crowds x6
Swallowed By Night x4
Spying Mission x2

Reaction: 8
2nd Tradition x8

Action: 1 
5th Tradition

Equipment/Retainers: 2
Tasha Morgan 
Laptop Computer


VII. Next Month

Well, that's all for this month. Thanks for reading. And tune in next
month when we pay a visit to the 13th floor, explore fun things to do
with a Primogen, and generally take a look at those Unsung Heroes of
clan Malkavian.

Feel free to send along feedback, decks, or tales of Malkavian
Madness, and I'll see you in December.

-Ben Swainbank