Jyhad / V:tES Frequently Offered Clever Suggestions (FOCS)

Version 1.0

  1. What is this FOCS for?
  2. If a unique card is burned, it cannot be played again.
  3. We should play with Card Limits (ie a 4 card limit).
  4. We should play with "tower" decks (decks with no limit on the total number of cards).
  5. First Strike should beat Dodge and/or Strike: Combat Ends.

  6. 1.) What is this document for?

    This document is a list of Frequently Offered Clever Suggestions that people
    have given to improve the game. This document will attempt to discuss
    both sides of the story, ending with the official answers wherever possible.

    2.) When a unique card is burned, it cannot be played again.

    Suggestion:
    To follow the storyline / background of the role-playing game better,
    you should not be able to burn a unique card (location / vampire / ally)
    and then bring it back into play. This will reduce the number of unique
    cards you put into a deck and better follow the storyline / fit the background
    material.
    Response:
    How does burning a bank I control (Corporate Hunting Ground burned by Arson) prohibit
    me from gaining control of a different bank? (Another Corporate Hunting Ground)
    The value that might be given to increased adherence to the storyline concept
    doesn't make up for the possibilities of story creation made possible by using
    multiple copies of unique cards so that you can be certain to get them in play
    and keep them in play. Not implementing this rule also prevents applying it in
    a piecemeal fashion. Equipment burned for Horrid Reality shouldn't count,
    nor should cards burned by their controller being ousted, but this sets up a situation
    where cards can't be brought into play if they were controlled by someone else
    that can't be applied fairly in all situations.

    3.) We should play with Card Limits (ie a 4 card limit).

    Suggestion:
    Playing with a card limit provides the following benefits:
    a) Increased Creativity
    b) Helps players with fewer cards (ie those who have spent less)
    c) Decreases the possibility of Boring Decks (ie cheese decks / degenerate decks)
    d) Cards that are "Broken", aren't "Broken" if you only see 4 per game
    Response:
    a) Reducing the number of copies of a particular card you can play in a deck
    has nothing to do with increasing creativity. Some very creative decks can
    only be made effectively with large quantities of specific cards, ie Cryptic Mission,
    Corruption, Shadow Twin, Enticement. If a card or strategy exists, you can
    make creative use of it using any number of copies, the only question is how many
    copies does it take for that strategy to be effective, and artificially limiting
    or prohibiting those decks takes away from the creativity of the game.

    b) "If you limit the number of commons that someone can play, you eliminate the
    effectiveness of someone who favors paying rent over buying lots of cards."
    - jonathan bradford bailey 8/18/1995
    If you are playing a vote deck that would like to increase its votes with action
    modifiers, the new player with Eight Bewitching Oration cards and Zero Awe cards is
    hampered completely by a card limit while the person with a little more money spent
    and 4 Awe and 20 Bewitching Oration isn't hurt by a 4 card limit at all. The one
    who spent more money can put in 8 vote modifiers while the new player can only put
    in 4. Clearly, a card limit does not help those players who have spent less money.

    c) A card limit does not prohibit a deck from being boring. If every action of
    every vampire is the same (ie, bleed with an action card) it is no more boring
    if the action card is the same card every time (32 Computer Hacking) or if it is
    a different card every time (4 Media Influence, 4 Social Charm, 4 Legal Manipulations,
    4 Intimidation, 4 Enchant Kindred, 4 Entrancement, 4 Propaganda, 4 Computer Hacking).
    The only part that may be boring is that your deck may not be prepared for 32 +bleed
    actions so you will be sitting out the rest of the game waiting for the game to finish.

    d) Whether or not a particular card is balanced is not in any way affected by
    the number of times per game you see it played. As an example, it is only
    necessary for a Return to Innocence to played one time for a 11-17 pool swing
    to take place. This swing is too much for one card, regardless of the number
    of times it happens in a game. As such, card limits will not fix the card, nor
    will card limits prevent this card from being "broken". As such, the card is banned
    and the rest of the set is not affected.

    For more views on card limits, read Mark Langdorf's archive of articles on the subject.
    You can find that archive here: http://www.io.com/~mlangsdo/RPGs/Jyhad/.

    James Coupe also wrote a compelling recap of the arguments against card limits here: http://www.TheLasombra.com/card-limits-coupe.txt.

    4.) We should play with "tower" decks (decks with no limit on the total number of cards).

    Suggestion:
    There should be no upper limit on the number of cards in a deck, we should be able
    to play decks with 150 or 300 cards if we want to.
    Response: The game was designed to be played with 40 cards, with up to 10 more per player.
    This balances the effects of permanent cards (ie equipment) against the effects
    of the transient cards (ones that you play and discard). The costs of the cards
    would have to be re-evaluated, re-playtested, and in many cases changed entirely
    to achieve balance in a game with no limit on the total number of cards that are
    in your deck.
    Part of the strategy of the game is to manage your dwindling resources. How much
    pool do you spend to bring out vampires, how many cards do you play to have an effective
    combat, how many pieces of equipment do you play with. By allowing a tower rule,
    you eliminate this part of the strategy element of the game.

    5.) First Strike should beat Dodge and/or Strike: Combat Ends.

    Suggestion:
    First Strike should work like "First Strike" from Magic: The Gathering.
    You should not be able to Dodge and/or End Combat before the a strike
    done with First Strike is resolved.
    Response:
    Richard Garfield, the designer of both games, clearly disagrees with
    this position. See the Jyhad rulebook, section 15.3 and the discussion
    of special combat effects. Dodge always negates the effect of the
    opponent's strike. Strike: Combat Ends always ends combat before any
    damage is dealt or any strike's effects take place.

    The Current Rules Team / Design Team, has re-emphasized this and made
    it even more explicit in the Sabbat War/Final Nights rulebooks.
    See section 6.4.5 Strike Effects in either rulebook for the following quotes:
    "A dodge protects even from the effects of a strike done with first strike."
    "[Combat Ends] is always the first strike to resolve, even before a strike
    done with first strike, and ends combat before other strikes can be resolved
    or any damage dealt."
    and finally:
    "A strike done with first strike will still not resolve before a combat ends
    effect (which always resolves first), and a dodge still cancels the effects
    of a strike done with first strike."

    And now, for a real world scenario / explanation from Reyda:
    two people fight.
    One punches faster than the other.
    Both attempt to strike simultaneously.
    The fastest puncher hit the other first. The second blow lands on him
    normally though.

    Now...
    two people fight.
    One punches faster than the other.
    the fast puncher attempts to strike, while the other runs away.
    no matter how fast is the punch, it will hit thin air.

    Credits / Acknowledgements

    The existence of this document does not in any way attempt to tell people
    how to play the game in their own playgroups. This is simply an explanation
    of years of discussion collected from the players that have been online in
    the Usenet discussion group, rec.games.trading-cards.jyhad.

    You are encouraged to play the game the way you enjoy it.

    This document is presented to forstall arguments, to collect the suggestions
    people have made for changing the game, and to list reasons the game has not
    been changed in those ways as given by either the experienced players or by
    the various official Rules Teams from WOTC on to White Wolf.


    If you have any submissions or suggestions for things you would like to see on this list,
    or a better explanation of either sides position, please email the maintainer at
    TheLasombra@hotmail.com.

    "Jyhad", "V:tES", "White Wolf", etc. are copyrighted terms/names and are used with permission from Vampire: Elder Kindred Network.
    Maintainer: Jeffrey Thompson

    Last Updated July 30th, 2006.