CLAN VENTRUE NEWSLETTER
OCTOBER 2004

Noblesse Oblige

CLAN VENTRUE NEWSLETTER OCTOBER 2004

CONTENTS

1.	Introduction
2.	Fiction
3.	Dignitas
4.	Prince Murphy speaks
5.	Tribunes at work
6.	Exit
7.	Who’s to blame for this issue
8.	Card text reference

Introduction

Evening all, I hope you enjoyed the last newsletter, and found at least
some of it vaguely useful. 

I’m a poltergeist...  .
As was rightfully pointed out by a few folk, I screwed up on how many
Group 1’s had Potence in last issue’s chat on out of clan disciplines.
There are actually three, so the same concept applies, but with Group 1
firmly attached. Serves me right for writing supposedly accurate stuff at
silly hours of the night. Well it is a vampire game. 

As a positive point of thought, feedback means people are reading this
newsletter. There’s a few of us now (including me). I’m drunk, one person
mentioned beer and the other vodka – there’s a pattern developing here.
But we are the bluest of the blue, we should be drinking port and brandy,
preferably someone else’s. I mean, the rich get rich by using everybody
else and hoarding their cash. I guess we have to understand the common
touch, even if we don’t always approve – so beer and vodka, good for
Russian Ventrue. We should always remember that, as has oft been quoted
“the peasants are revolting”. 

In truth, without feedback, cock-ups go astray, and sometimes we write
rubbish, so bring it on! Anyway Clan Ventrue don’t make mistakes, not
never ever, we’re far too clever and intelligent for that kind of
nonsense. It’s always someone else’s fault, probably Clan Brujah, they
make lots of mistakes.. often. What these newsletters should be about is a
really good forum, so we can play good games, have a laugh, and then fight
like hell in tournaments. At the end of the day we are messing about in
someone else’s world (mind), playing cards. So let’s get serious!

In light of my spelling and general typos, I recommend engaging your Mk1
Typo filter, and that at some point, we all kitty up and get these letters
translated into English. Actually (another serious bit), is there anyone
out there who would be willing to translate these newsletters into other
languages, French, German and Spanish being obvious ones. If so please
contact me, and we can arrange something. Maybe as well, someone could
translate feedback and ideas for the newsletter as well. 

	A few of the guys giving me feedback suggested that August’s newsletter
was (far) too long. Is that a general opinion ?


Conclave Health and Safety Warning

This newsletter is best read whilst listening to the volatile ravings of
Margaret Thatcher, George Bush and Idi Amin. If these luminaries are your
heroes, then you’re reading the right newsletter. If the sound makes you
puke you’re obviously not a true blue blooded Ventrue, so go chat with the
Malks, Nosers, Ravnos or Anarchs. Don’t forget though, pump up the volume,
then roll up one of your trouser legs, otherwise we won’t let you in. Zeig
Heil (I mean God save the King). 

Considering that the Tremere embraced Heinrich Himmler, maybe I’m being a
bit unfair. I mean, there is no global world domination group lead by
money/power mad people is there? No that’s just fantasy. In defence, one
top secret Nosferatu report does claim that Thatcher and the Bush twins
are Ventrue ghouls. When asked if this was true, the PR department of the
Directorate had this to say “We are of course, always willing to answer
any and all questions asked, however, as you are already aware, Clan
Ventrue does not comment on individual questions about its members and
their assets”. 

Fiction

The Tremere are nice, honourable, trustworthy types. 

Dignitas – the dictats of the Directorate

This month, the CIA of the vampire world are digging further in to what
their clan are up to, what they’re famous for, and how to maximise this.
Along with the Lasombra and Toreador, we are well known as political
animals. So when we look at clan specific cards for the Ventrue, needless
to say, most are based in politics and I’ll look at these first. 

As I mentioned in August’s issue, I believe Ventrue Headquarters is a
superb card for 1 pool. The ability to have three votes at your disposal
each round, means even if you don’t want to use political actions, you
have a powerful block of votes available for negotiating with other
players. Some level of table control or negotiation is key, especially is
you actually want to gain VPs. Too often it’s easy to gain 1 VP, but your
deck doesn’t have the staying power to continue marching onward towards
total victory. If the HQ comes out early, sometimes you can dominate votes
across the table, and prevent other Methusalah’s from getting in early
KRCs (Kine Resources Contested), giving themselves titles, etc. What a
great card!

Similarly Ventrue Directorate Assembly gives us more votes, actually 1 per
ready Ventrue per referendum. Now that’s potentially a whole load of
votes, but……. it costs 2 pool and can be burned as a D action. So if you
are going to use the Assembly, you’d better be prepared to defend it,
including some intercept. Maybe this is o.k. if you are playing with quite
a few Princes and Justicars, so you can pack a few extra Second Tradition,
and as we saw in the last issue, there are now plenty of Ventrue with
Auspex. The argument is, if I can use one Voter Captivation to gain 2
pool, I’ve paid for the card, after that anything else is a bonus. So
maybe this is a good card if you are playing vote heavy with intercept and
superior Presence. 

Paragon is a new card in our armoury. It’s only really useful if you put
it on an 8+ capacity Venture. As it costs nothing, and has a built in
Camarilla Exemplary, it’s a reasonable card. Whether you would use a
master card slot for it is a different matter. It’s probably worth
including if you are playing a serious politics deck, and you’re in a vote
heavy or competition environment, where you don’t know how many people
you’ll face, or the general vote level. 

Like all the other Camarilla clans, we have a Ventrue Justicar political
card. Becoming a Justicar opens all sorts of new doors, and I propose to
take a look at what the various Camarilla titles bring, in a future issue.
Having three permanent votes is a good place to start, as well as the
ability to use Second Tradition etc. “In this referendum, each Ventrue
gets 1 extra vote” (all Ventrue should have more votes free of charge,
it’s only right and proper), so we should be able to bring this in fairly
easily. Bow kneel and …… 

If you are choosing to play one or more Praxis Seizure, then make sure
they are Berlin, Cairo or Geneva, as a Ventrue who becomes Prince of these
sprawls gains 1 capacity. Just make sure that do don’t contest with
yourself. Having three different choices means you can gain the bonuses
from all three, most clans don’t have this much choice. Bizarrely I’ve
just been studying the Feng Shui of Geneva, and the song “Money, Money,
Money” springs to mind, so why do I live in Liverpool. Obviously because
it’s such a great place, how come I missed that bit? 

As well as making political gains, we have a few cards specifically to
help spoil everybody else’s party. Elder Kindred Network is used when
another Methusalah dares to play in our pool – lower class swineherd! One
way to use this card, would be to play a Ventrue vote monster deck using
Anarch Revolt as part of its attack strategy. Anarch Revolt can be voted
off, and is likely to make you the target of the whole table, who will
combine votes often to be rid of the revolting anarchs. If you can
accumulate a good amount of permanent votes, and pack a good few vote
defence cards (e.g. Pulled Strings, Dread Gaze etc), you can smash people
with Elder Kindred Network. Most people using this card only turn out one.
I think you need to be careful with this card, because you can easily give
another Methusalah an easy kill, but also you can re-stabilise the table
by a well timed bomb drop with the Network. Good time to vote yourself
across the table then! As a point of note, try combining First Tradition:
The Masquerade with the Anarch Revolt deck. I’d be interested to hear from
anyone who other nasty tricks for this card (or any others for that
matter). 

Powerbase: Berlin doesn’t cost anything and gives us much needed Intercept
This is only against political actions, but is still useful. So that’s its
plus points done. It takes a master phase action to put it in play, and
then another per point of Intercept – bargain then (NOT!), and can be
stolen in a referendum. So if you’re playing this card, you need to be
vote defence heavy. Manorr not like this crud (card I meant). Maybe it can
be justified if you have a Parthenon on the go, and some titled vampires
for vote defence. Not for me though. 

Oh, my god, we have a card with a political title, that isn’t anything to
do with politics. Is that good or bad? Brilliant in my view. Our Political
Ally is a favorite card of mine. He costs 2 pool, and pool outlay is
always serious stuff, not to be taken lightly; neither is taking an action
at only one stealth, which is easily blocked by any old Tom, Dick or
Harry. If you do get him in play, he’s extremely vulnerable. One Bum’s
Rush and that’s him gone. So you need to protect him, with Obedience being
my card of choice. Now the nice bit, he has 3 bleed, therefore his first
bleed pays for him. After this anything he does is a bonus. If he manages
even one more bleed he is a star, he might even intercept a Rush
sacrificing himself but saving the ass of one of your high-cap vamps. Good
card, pity he’s Unique. 

Again like most other clans, we have our Hunting Ground. I think HG is
invaluable, anything that’s helps to keep your blood pumping is such a
bonus. Hunting takes an action for 1 blood, and is only at one stealth
(and Assamites love to spoil your hunting trips as well). Hunting Ground
gives you this each round – nuff said!

Island of Yiaros is a strange card. Very straightforward, it gives titled
Ventrue innate combat damage – quite a lot actually. It’s our own Torn
Signpost, and that has to be good. But it’s 2 pool and a master slot, so
only useful if you’re playing aggressive combat, or want to dissuade
someone from rushing Arika or our other high-caps. Even Immortal Grapplers
have to think carefully about having a go at a minion with 3+ Strength and
Fortitude. This is a powerful card if used correctly. 

And last but certainly not least, Hostile Takeover. Oh my, what a nasty
card, and we like being nasty! This has to be by far the most popular
Ventrue master (outside of HG which is compulsory IMO). Along with
Golconda, this card allows us to batter our prey’s pool and doesn’t
require an action – yippee!!!!! It costs 1 pool, big deal. Admittedly it
isn’t exactly going to crush weenie hordes, but when against large-cap
vamps, it really is a cruel card. Handily it can target any vampire, and
therefore gives you a degree of table control, and the more of that you,
the better. Good plan all round. 

Prince Murphy Speaks

	In honour of Rob’s Agitations, I thought I’d continue the tradition and
tap into the strategic and tactical brain of Prince Murphy. Although he
borrows heavily from Sun Tzu and Machiavelli’s ‘The Prince’, he still has
some useful thangs to say. Each issue will feature a few of his precious
pearls of wisdom. So off we go ..

•	“If your attack is going really well, it's an ambush” – beware of over
extending yourself towards your prey, especially those with bleed bounce,
and whilst leaving your ass exposed to your predator

•	“If your ambush is properly set, the enemy won't walk into it” – you
have all the cards ready to go, your hand is a beaut, but you failed to
think of why your prey is going to leave himself untapped, might have his
own votes or may not block you when you require him to. 

•	“The enemy diversion you're ignoring is their main attack” – for
example, in a moment of stupidity you accept the bleed for one from Tansu
Bekkir, having failed to remember that he already has a Spying Mission in
play, or some stupid weenie Toreador blocks Queen Anne. Big deal, its runs
to range and shoots you with its pop gun, you prevent and yawn. Then
Joaquin Murietta with a .44 Magnum uses Fast Reaction to enter the fray,
he blazes away with his 2 extra additional strikes, but you can’t play a
strike, so you soak some damage, then he Blurs, hmmm!, bit of a problem
developing, then he presses from the Fast Reaction, repeat ad nauseum,
then he Psyches etc. Get the picture. What we are saying here, is never
take anyone or anything for granted or take your eye of the ball. 

•	“The enemy invariably attacks on two occasions: when they're ready; when
you're not” - Ain’t that the truth, try bleed for 4 in round 1 or 2, when
you don’t even have a minion in play. Been there before, I bet you have.
When Stanislava pops over to bleed for fourteen, inevitably you have
Mr.Winthrop in your hand, only Gideon untapped, KRGC tapped, and have not
seen a bleed bounce card for seven rounds. 

	For those of you who don’t know, Murphy’s mortal life was as a grunt in
the army. He is really like the Unknown Grunt, so he isn’t just a soldier,
he is Soldier. Think of him a bit like a Totem for all grunts. He was
embraced into Clan Ventrue for his straight forward speak, mainly to
provide novelty speeches at Ventrue conventions. After a short time,
certain slightly more open-minded pragmatic clan members realised that he
actually spoke a whole load of sense. From then on his prestige and status
within the clan rose rapidly. He is now as well read as the tales of
Alexander the Great, Julius Ceaser, and Ernst Rommel. 

Tribunes at work - Deck of the Month

The Divine Right of Kings

Crypt:

2x Arika: Ventrue 11. Camarilla Inner Circle. If she’s ready during Prey’s
untap, Prey loses 1 Pool or burns each location, +2 Bleed. PRE, DOM, FOR,
OBF, cel, aus
2x Marcus Vitel: Ventrue 10. Camarilla Prince. Burn a retainer as a +1
Stealth action. PRE, OBT, OBF, FOR, DOM
2x Queen Anne: Ventrue 10. Camarilla Prince. +1 Bleed, +1 additional Bleed
vs Tremere. PRE, DOM, FOR, aus, obf
2x Lucinde Alastor: Ventrue 10. Camarilla Justicar. Enter combat with
non-Camarilla vampire. PRE, DOM, FOR, obf, tha, pot
2x Catherine du Bois: Ventrue 6. Camarilla. DOM, pre, obf, for
1x Ranjan Rishi: Ventrue 5. Camarilla. Ranjan gets +1 bleed when bleeding
a Methuselah who controls a ready Brujah. PRE, DOM, for
1x Diana Vick: Ventrue 3. Camarilla. pre, dom

Library: 90 cards

3x Blood Doll
3x Minion Tap
2x Creepshow Casino
1x Elysium: Palace of Versailles
1x Ventrue Headquarters
1x Uptown Hunting Ground
1x Hostile Takeover
5x Anarch Revolt
1x Zillah’s Valley
1x Metro Underground

1x Govern the Unaligned
4x Freak Drive
2x Cloak the Gathering
2x Lost in Crowds
2x Faceless Night
2x Forgotten Labyrinth

1x Parity Shift
7x Kine Resources Contested
5x Conservative Agitation
1x Masquerade Enforcement
1x Kindred Restructure
1x Reins of Power
1x Ancient Influence
1x Protect Thine Own
2x First Tradition: The Masquerade

5x Voter Captivation
3x Awe
2x Elder Kindred Network
2x Dread Gaze

4x Obedience
5x 2nd Tradition
4x Wake with Evening’s Freshness
6x Deflect

7x Majesty

Because of the general high cost of the crypt, it is important to make the
most out of your dudes. 4x Freak Drive, 5x Second Tradition, 4x WWEF and
7x Majesty should allow you plenty of actions, and the ability to block
Obedience, and Deflect. 

The inclusion of Diana Vick and Ranjan Rishi are primarily defensive. With
Catherine, this gives us enough vampires to get one in play by round 2,
all of whom can use Deflection and Majesty. Having a few smaller folk
around can often be useful against weenie decks, or to protect your big
people against rampant Rush. 

Arika and Anne’s inherent +bleed is very useful, but not critical to the
deck’s success. 

The amount of votes available may seem over the top, but are the key to
victory. Firstly, if you play Anarch Revolt, if can be voted off, so good
vote defence is vital. Secondly, you can shut down or greatly aid other
votes, giving you some table control and negotiating power. Thirdly, for
the deck to function, you must win your own vote actions, and win them
well enough to gain pool and blood from Voter Captivation. 

If you can’t win your votes, your own Anarch Revolts can easily give the
table to someone else. Remember that the Revolts help combat decks get
through their prey’s pool and seriously help stealth-bleed decks. In fact
for a methusalah with a S/B predator and a couple of Anarchs in play,
unless they have great bleed defence, or can bloat like mad, they will
probably go all out defensive or madly smash their predator up. So we need
to be careful about when to play the Anarch Revolts and how many to put in
play. 

So the Anarch Revolts will destabilise the table, and your KRCs and
Conservative Agitations with Reins of Power and Ancient Influence, should
trash your prey and grand-prey. Protect Thine Own and Hostile Takeover
also give you some table control, though you must be careful otherwise the
whole table will gang up and kill you off, blocking everything you do, and
refusing any deals. Gambit Accepted is another master well worth
considering, but with this and AnarchR in play, you really are going to
have a huge target painted on your forehead. 

Masquerade Enforcement should be used when you feel that you won’t be
bringing out any more vampires into play. A nasty variant on this could be
used with Banishment, and we could consider replacing 1-2 cards with it:
maybe 1x KRC/CA, and 1x Dread Gaze. 

Lastly we have to be careful of being too focused, and could possible
include 1x Govern the Unaligned for 1x KRC. One thing I can guarantee, is
that this deck will make you very unpopular amongst most players, and
mayhap very popular with a few. 

By the way, has anyone ever played in a game with 2+ Anarch Revolt decks
up and going at the same time? If so, what the hell happened?


Exit

	Thanks to Marlow for a really enjoyable tournament at Leicester last
weekend, even if I did get battered all ways. 

I would be moist hippy to receive comment, criticism, articles, reviews,
fiction, decks etc from anyone who wishes to contribute towards this
newsletter. It would be very interesting to all of us, to see how Ventrue
players win, and to see angles they have used to have carved up particular
style of deck. 

If you choose to send me a deck, then by all means include any information
about why your deck was put together, strategies, card combinations, crypt
choice, and so on. For those of you into creating new card designs, I will
certainly look at those as well. 

By all means send me Anarch based Ventrue stuff, but send it to the Anarch
newsletter as well if you can. I will work out who’s doing what with the
Anarch writer. 


Who’s to blame for this issue

This month’s issue was written and compiled by David Knowles
(manor2001@yahoo.com), Prince of Merseyside in the U.K.


Reference card texts from White Wolf’s Site

Each month I will put card texts relevant to the issue here. So this will
change for every issue. 

Name: Uptown Hunting Ground
Cardtype: Master
Clan: Ventrue
Cost: 2 pool
Master: unique location. {Hunting Ground}
During your untap phase, you may move 1 blood from the blood bank to a
ready vampire you control. A vampire can only gain 1 blood from Hunting
Ground cards each turn.

Name: Ventrue Directorate Assembly
Cardtype: Master
Clan: Ventrue
Cost: 2 pool
Master.
Put this card in play. Each ready Ventrue gets an additional vote during
political actions. This card may be burned by any minion as a (D) action;
Brujah get +1 stealth when attempting that action.

Name: Powerbase: Berlin
Cardtype: Master
Clan: Ventrue
Master: unique location.
You may use a master phase action to move 1 blood from the blood bank to
this card. Any Ventrue you control may move 1 blood to this card as a +1
stealth action. You may tap this card and burn X blood from it to give a
Ventrue {attempting to block a political action} +X intercept. Any vampire
can call a referendum to steal this card for his or her controller as a +1
stealth political action.

Name: Political Ally
Cardtype: Ally
Clan: Ventrue
Cost: 2 pool
Unique mortal with 1 life. 0 strength, 3 bleed.

Name: Paragon
Cardtype: Master
Clan: Ventrue
Unique master.
Put this card on a ready Ventrue who was moved into your ready region
during your last influence phase. This vampire gets 1 additional vote in
referendums called by younger vampires. A younger vampire who successfully
blocks this vampire burns 1 blood (before combat begins, if any).

Name: Island of Yiaros
Cardtype: Master
Clan: Ventrue
Cost: 2 pool
Master: unique location.
You may tap this card to give a vampire you control +X strength for one
strike, where X is the number of votes the vampire has, not counting any
votes he or she gets in the prisci sub-referendum (e.g., a prince gets +2
strength).

Name: Elder Kindred Network
Cardtype: Reaction
Clan: Ventrue
Only usable during a referendum before any votes are cast.
This card has no effect if the referendum succeeds. If the referendum
fails, the Methuselah calling the referendum burns 1 pool in the case of a
tie and 1 additional pool for each vote difference.

Name: Hostile Takeover
Cardtype: Master
Clan: Ventrue
Cost: 1 pool
Master.
Choose a vampire with a capacity less than 7. Each Methuselah bids pool
for control of that vampire. The highest bid goes to the vampire's
controller; the bidder then takes control of the vampire. If the
controller wins, half the winning bid (rounded up) goes to the blood
bank.

Name: Ventrue Headquarters
Cardtype: Master
Clan: Ventrue
Cost: 1 pool
Master: unique location.
During a referendum, you may tap this card to gain 3 votes.

Name: Ventrue Justicar
Ventrue Justicar
Cardtype: Political Action
Political Card - Worth 1 Vote. Called by any vampire at +1 stealth.
Choose a ready Ventrue. Successful referendum means he or she is declared
Ventrue Justicar. In this referendum, each Ventrue gets 1 extra vote. This
could lead to a contested title.

Name: Praxis Seizure: Berlin
Cardtype: Political Action
Capacity: [VENTRUE ICON]
Political Card - Worth 1 Vote. Called by any {Camarilla} vampire at +1
stealth.
Successful {referendum} means the acting vampire is declared Prince of
Berlin. This could lead to a contested title. If the prince is Ventrue,
his or her capacity increases by 1.

Name: Praxis Seizure: Cairo
Cardtype: Political Action
Capacity: [VENTRUE ICON]
Political Card - Worth 1 Vote. Called by any {Camarilla} vampire at +1
stealth.
Successful {referendum} means the acting vampire is declared Prince of
Cairo. This could lead to a contested title. If the prince is Ventrue, his
or her capacity increases by 1.

Name: Praxis Seizure: Geneva
Cardtype: Political Action
Capacity: [VENTRUE ICON]
Political Card - Worth 1 Vote. Called by any {Camarilla} vampire at +1
stealth.
Successful {referendum} means the acting vampire is declared Prince of
Geneva. This could lead to a contested title. If the prince is Ventrue,
his or her capacity increases by 1.