Vampire Take A Dmg Draw A Card

  1. Vampire Take A Dmg Draw A Card Game
  2. Vampire Take A Dmg Draw A Card Online

Okay so im new to commander and was wanting to get into it by building a cool dragon tribal deck, for causal play with my friends. So I picked Niv-Mizzet the Firemind, one I like Dragons and I like his ability also I like the Izzet colors.

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
Playing Card — Card:
Ace of diamonds — Vizier*
King of diamonds — Sun
Queen of diamonds — Moon
Jack of diamonds — Star
Two of diamonds — Comet*
Ace of hearts — The Fates*
King of hearts — Throne
Queen of hearts — Key
Jack of hearts — Knight
Two of hearts — Gem*
Ace of clubs — Talons*
King of clubs — The Void
Queen of clubs — Flames
Jack of clubs — Skull
Two of clubs — Idiot*
Ace of spades — Donjon*
King of spades — Ruin
Queen of spades — Euryale
Jack of spades — Rogue
Two of spades — Balance*
Joker (with TM) — Fool*
Joker (without TM) — Jester
* Found only in a deck with twenty-two cards
Balance: Your mind suffers a wrenching alteration, causing your Alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet: If you single-handedly defeat the next Hostile monster or group of Monsters you encounter, you gain Experience Points enough to gain one level. Otherwise, this card has no effect.
Donjon: You disappear and become entombed in a state of suspended animation in an extradimensional Sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the Sphere. You can't be located by any Divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale: The card's medusa-like visage curses you. You take a -2 penalty on Saving Throws while Cursed in this way. Only a god or the magic of The Fates card can end this curse.
The Fates: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
Flames: A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
Fool: You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
Gem: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
Idiot: Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester: You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key: A rare or rarer Magic Weapon with which you are proficient appears in your hands. The DM chooses the weapon.
Knight: You gain the service of a 4th-level Fighter who appears in a space you choose within 30 feet of you. The Fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
Moon: You are granted the ability to cast the wish spell 1d3 times.
Rogue: A nonplayer character of the DM's choice becomes Hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or Divine Intervention can end the NPC's hostility toward you.
Ruin: All forms of Wealth that you carry or own, other than Magic Items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.
Skull: You summon an avatar of death-a ghostly HumanoidSkeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 Hit Points, whereupon it disappears. If anyone tries to help you, the helper summons its own Avatar of Death. A creature slain by an Avatar of Death can't be restored to life.
Star: Increase one of your Ability Scores by 2. The score can exceed 20 but can't exceed 24.
Sun: You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands.
Talons: Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do Vanish.
Throne: You gain proficiency in the Persuasion skill, and you double your Proficiency Bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of Monsters, which you must clear out before you can claim the keep as. yours.
Vizier: At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with Wisdom on how to apply it.
The Void: This black card SpellsDisaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is Incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.
Vampire: The Eternal Struggle
(previously Jyhad)
Vampire: The Eternal Struggle's library and crypt card back designs
Designer(s)Richard Garfield
Publisher(s)White Wolf Publishing
Players2–5
Setup time~ 5 minutes
Playing time~ 1–2 hours
Random chanceSome
Skill(s) requiredStrategy
deck-building
bluffing

Vampire: The Eternal Struggle (published as Jyhad in the first or 'Limited' edition and often abbreviated as V:TES) is a multiplayercollectible card game published by White Wolf Publishing. It was set in the World of Darkness.[1][2]

Publication history[edit]

The game was designed in 1994 by Richard Garfield and initially published by Wizards of the Coast and was the third CCG ever created.[3][4] As Garfield's first follow-up to his popular Magic: The Gathering collectible card game, he was eager to prove that the genre was 'a form of game as potentially diverse as board games'.[5] In 1995 the game was renamed from Jyhad to Vampire: The Eternal Struggle to increase its appeal and distance itself from the Islamic term jihad.[6] Wizards published a player's guide Darkness Unveiled.[7] After the 1996 Sabbat expansion, Wizards of the Coast abandoned the game, and in 2000 White Wolf took over development.

White Wolf announced that Vampire: The Eternal Struggle would cease production on September 10, 2010.[8]

On April 24, 2018, Black Chantry Productions announced the company has obtained the license to produce Vampire: The Eternal Struggle and return the game to print.

Richard Garfield noted that the experiences he had made with the Magic: The Gathering collectible card game had helped him to improve his design of the game. In an interview with Robert Goudie, Garfield particularly notes dedicated multi-player (3+) rules, a lack of 'land cards', and a more rapid card drawing mechanism (cards normally being replaced instantly after being played).[5]

Setting[edit]

The game is set in the World of Darkness, drawing mainly from the Vampire: The Masqueraderole-playing game. After the events of Gehenna ended the official World of Darkness storyline, V:TES is considered a sort of alternative reality of the setting, as it continues though White Wolf publishes no further official products for the roleplaying game.

In V:TES, each player takes on the role of a Methuselah, an ancient and manipulative vampire, who is not itself present in the struggle, but acts from afar. Each Methuselah will try to eliminate all others by nullifying their influence and power. To that end, the Methuselahs will control and manipulate a number of minions (mostly younger vampires) to attack and destroy the other Methuselahs' resources.

Gameplay[edit]

Overview[edit]

The game is ideally played by a group of four or five players, but it can be played by any number of players from two up. Group play with more than six players is rare, as an individual's turn can easily take two to three minutes, causing a slow game for all. Two-player games (and to some extent three-player games) also suffer from lack of opportunity for the kind of inter-player alliances and treachery that are a large part of the game.

Vampire

As in most other collectible card games, each player designs his or her own deck. Each deck is built with two components:

'Crypt' - containing cards representing vampires (and in some cases mortal allies) that the player may control during the game.

'Library' - containing cards generally representing assets or actions to be taken during the game.

Sample setup of a two-player game.

Most cards in the library can only be used in conjunction with vampires. Some cards have no cost in resources to play, in other cases to put a card in play it must be paid for using 'pool' or the blood on his vampires. Pool represents the player's influence, and if it is reduced to zero the player is out of the game (each player starts the game with 30 pool). Therefore, players continually have to make decisions based on how much they want to invest into assets in play and how much to retain to stay alive, especially against other players capable of sudden dangerous 'bleeds' (direct attacks on the players pool).

The website will say this: 'To keep your service from being interrupted when it's time to renew your membership on November 10, 2017, we'll need to have a valid payment method on file. Adobephotoshop18.0-mul.dmg for mac.

Vampire Take A Dmg Draw A Card Game

Each turn one player directs his minions to perform a number of actions and attacks, which other players' minions may intercept or interrupt. Each player attempts to 'oust' (remove from game) his 'prey' (the player to his left) while defending himself from his 'predator (the player to his right). This continues until only one player is left on the table. Ousting one's prey is worth one victory point, and being the last person left at the table is worth an additional victory point. However, ousting one's prey also nets the player 6 pool, and thus makes him stronger and more dangerous to the next prey. This is one of the reasons why other players may suddenly start helping a player in a weak situation, or even gang up on a player who seems to be going for a 'table sweep', making shifting alliances part and parcel of the game.

Gameplay offers many options for alliance or betrayal. Short-term deals and trade-offs (with very fluid terms) are typical. Bluffing (appearing stronger or weaker) is also often used.

Games can take anything from half an hour to three or more hours (for a 5-player game). In tournament play and in some informal games, a time limit may be imposed, after which all remaining players receive half a victory point in addition to any they may have already received. Standard time limit for a tournament game is 2 hours. Game time varies greatly depending on the number of players and the style of decks played.

Playing styles[edit]

There are many ways to win in V:TES, though they all depend on eventually wearing down your prey's pool. Some of the most common styles, as described in official player's guide[9] are:

  • Bleed / Stealth Bleed - this deck concentrates on causing as much pool loss as possible, either as quickly as possible, or by bleeding heavily during a moment of weakness. It usually has some way of ensuring that bleeds are more likely to slip past the defenses, the classical way of which would be playing 'stealth' cards.
  • Combat / Rush - this type of deck is based on attacking opponents vampires, rendering them incapable of acting, or destroying them outright. After the defense has been whittled away it then starts bleeding normally. It also defends itself by attacking individual vampires (mainly of its own predator) which pose a threat.
  • Political - this deck is geared to take advantage of the political system built into the game. It concentrates on having as many votes (usually via powerful vampires) on the table as possible. It is then able to call and pass its own political actions, which classically include those directly damaging its own prey.
  • Build - this deck attempts to survive during the early game while it builds up to later on control the table via these accumulated assets, be they vampires, large amounts of reserve pool, votes or other cards. It is usually combined with another style.
  • Intercept / Wall - This deck, often combined with the 'Combat' or the 'Build' style, tries to intercept the vampires of the prey when they act (and then likely attempts destroying them). Alternatively, it may be a defensive deck slowly building its strength for the late game, using its intercepting abilities to stop itself from being ousted in the meantime.[10]
  • Toolbox - this style attempts to be able to do as much as possible of all the styles above at the same time, mixing its cards. It is often a 'Build'-style deck at the same time.

All the above deck types have various weaknesses, the most glaring being that a deck should theoretically be able to do ALL the above well, to take advantage of evolving game situations, and to counter other styles it may come up against. However, if it uses this 'Toolbox' approach too strongly, it may spread itself too thin, and end up being incapable of following through.[9]

Distinct nature[edit]

What sets V:TES apart from most other collectible card games is the strong group play element. In general a player will concentrate on the player to his immediate left, his prey, and a player who succeeds in ousting his prey receives a strong boost by gaining 6 additional pool. This boost of resources might possibly enable him to eventually 'sweep the table' (gaining momentum with every kill) and oust every other player. Thus there is a tendency for players to help weaker ones to frustrate the stronger players' dominance. This ensures that most players stay in the game longer, instead of the playing field being reduced quickly to those with the best cards and the greatest skill.

Vampire Take A Dmg Draw A Card Online

These conditions create a game where players are almost always interacting with the other players for both short- and long-term goals instead of simply waiting for their turns. V:TES is a game of negotiation, skill, and deck-building. Deals and alliances, both for the moment or for the whole game, can play a big role. A whole classification of cards, political cards, are designed with this in mind. When a vote is called each player can cast votes, either by using votes granted from cards in play (typically from vampires with a 'title' such as Princes & Archbishops) or by playing cards from the hand.

Sets and expansions[edit]

White Wolf releases V:TES cards in base sets, expansion sets and mini expansion sets. The main difference between these are the size of the set and the number of reprints.

  • Base sets contain booster packs as well as a number of pre-constructed starter decks (ranging from 3 to 6). The starter decks contain 89 cards (with 77 library and 12 crypt cards) as well as a rule booklet. The booster packs contain 11 cards (in newer sets, often with 7 common, 3 vampire and 1 rare card, but refer to the table below). The base set should provide a new player with a number of cards to be able to build a wide variety of decks. A base set usually contains a high percentage of reprinted cards from earlier expansions.
  • Expansion sets contain booster packs and may contain a number of pre-constructed starter decks. The distribution of cards in boosters and starters is similar to a base set. They feature also a particular theme. New players are usually not able to build a large number of different decks with only cards from this expansion's boosters due to the lack of basic cards provided either in the starters or in a base set. The number of reprints is low and usually restricted to the pre-constructed starter decks.
  • Mini-Expansion sets contains only booster packs and the number of cards are restricted to 60 new cards (20 rare, 20 uncommon and 20 common cards).

All expansion sets from Dark Sovereigns expansion onward are identified by an expansion symbol printed in the upper right corner of cards. In newsgroups and on web pages character codes are used to identify each set, usually an abbreviation of the expansion's name.

Expansion NameTypeSymbolCodeRelease DateTotal cards[s 1]New cards[s 2]Booster distribution
JyhadBase(none)JyhadAugust 16, 199443743711C, 4V, 3U, 1R
Vampire: The Eternal StruggleBase(none)V:TESSeptember 15, 1995436611C, 4V, 3U, 1R
Dark SovereignsExpansionGothic windowDSDecember 15, 1995(173)1738C, 4V, 3U
Ancient HeartsExpansionEye of HorusAHMay 29, 1996(179)[11]1796C, 4V, 2U/R
SabbatExpansionCalligraphy SSabbatOctober 28, 1996(410)34016C, 5V, 5U, 2R
Sabbat WarBaseInverted spiked ankhSWOctober 31, 2000437 (300)775C, 3V, 2U, 1R or
4C, 3V, 3U, 1R[s 3]
Final NightsExpansionBroken ankhFNJune 11, 2001386 (162)1707C, 3V, 1R
BloodlinesExpansionAnkh on red blood spatterBLDecember 3, 2001(196)1967C, 3V, 1R
Camarilla EditionBaseAnkhCEAugust 19, 2002547 (385)1155C, 3V, 2U, 1R
AnarchsExpansionCombined CE/SW AnkhsAnarchsMay 19, 2003260 (132)1287C, 3V, 1R
Black HandExpansionHandprintBHNovember 17, 2003286 (136)1457C, 3V, 1R
GehennaExpansionStylised ClockGehennaMay 17, 2004(150)1507C, 3V, 1R
Tenth AnniversarySpecialFoil '10'TenthDecember 13, 200419010--
Kindred Most WantedExpansionGunKMWFebruary 21, 2005314 (150)1627C, 3V, 1R
Legacies of BloodExpansionSplit ankh (black)LoBNovember 14, 2005461 (300)2367C, 3V, 1R
Nights of ReckoningMini expansionPlus with circleNoRApril 10, 2006(60+17)[s 4]606C, 3V, 1R, 1X[s 4]
Third EditionBaseTri-snake biohazardThirdSeptember 4, 2006537 (390)1605C, 3V, 2U, 1R
Sword of CaineMini expansionBundle of swordsSoCMarch 19, 2007(60)607C, 3V, 1R
Lords of the NightExpansionCrownLotNSeptember 26, 2007295 (150)1757C, 3V, 1R
Blood Shadowed CourtSpecialSilver AnkhBSCApril 16, 20081000--
Twilight RebellionMini expansionTri-snake on Red StarTRMay 28, 2008(60)607C, 3V, 1R
Keepers of TraditionBaseCastle towerKoTNovember 19, 2008457 (398)1765C, 3V, 2U, 1R
Ebony KingdomMini expansionSplit ankh (white)EKMay 27, 2009(62)604C, 3V, 1R, 3C[s 5]
Heirs to the BloodExpansionThree blood dropsHttBFebruary 3, 2010[13]TBA (168)1687C, 3V, 1R
Danse MacabreMini expansion (PDF)Fanged SkullDMOctober 5, 2013[14]3434
The UnalignedMini expansion (PDF)Broken ColumnTAOctober 4, 2014[15]7272
Storyline RewardsMini expansion (PDF)(none)SRFebruary 21, 2015[16]1313
Anarchs UnboundMini expansion (PDF)Burning ankhAUJanuary 17, 2016[17]4242
Lost KindredMini expansionBleeding eyeLKJune 10, 2018[18]4141
  1. ^The total cards include the cards from booster and starter, the number in brackets only include those from the booster packs.
  2. ^The new cards include cards from booster and starter packs.
  3. ^First printing had 5C, 3V, 2U, 1R; which was subsequently changed for second and subsequent print runs into 4C, 3V, 3U, 1R.
  4. ^ abEach Nights of Reckoning booster had one rules card. There are 5 different rules printed on 17 different rules cards. These cards, although printed with a different layout and mostly abbreviated card text, are legal in both constructed and limited tournaments.
  5. ^ Unlike the typical booster pack configuration (7C, 3U, 1R) the Ebony Kingdom Booster Packs have the same contents but in a different order: 4 Commons, 3 Uncommons (Vampires), 1 Rare, 3 Commons.[12]

Reception[edit]

Vampire: The Eternal Struggle was a popular game among card game players according to a feature in Arcane magazine in 1995, although a common criticism reported from players was its slow play speed. Prior to its re-launch as Vampire: The Eternal Struggle, the game had sold poorly in Israel, allegedly because of its earlier name Jyhad; Arcane considered the old name a mistake, both due to how it allegedly had hurt sales in that region, and because it failed to convey what the game was about.[19]

Steve Faragher of Arcane magazine gave the game a score of 7/10, calling it the most 'intriguingly political' card game he had played, and praising its storytelling atmosphere. He appreciated the higher play speed that came with the Vampire: The Eternal Struggle re-launch's revised rules, although fellow Arcane staff member Jon Moore still found the game slow to play.[19]

Martin Klimes reviewed the Ancient Hearts expansion for Arcane magazine, rating it an 8 out of 10 overall.[20] Klimes comments that 'There is now pretty much always a good attack you can choose, and almost always a choice of defences against it. Ancient Hearts will add significant interest to your games, which is all you can ask of any expansion.'[20]

Awards[edit]

In 2004, Inquest Gamer Magazine picked Vampire: The Eternal Struggle as the all-time best multiplayer collectible card games.[21]

Vampire Take A Dmg Draw A Card

In 2006, Inquest Gamer Fan Awards called the Third Edition expansion the 'Best CCG Expansion'.[22]

Reception[edit]

  • Pyramid #10 (November 1994)[23]

V:TES Online[edit]

From December 2005 to the end of 2007 an online implementation of Vampire: The Eternal Struggle named 'Vampire: The Eternal Struggle Online' was available. It was developed and maintained by CCG Workshop. Players could create decks and compete online for a monthly fee. White Wolf Publishing had allowed CCG Workshop to release the Camarilla, Anarchs, Final Nights, Legacies of Blood, Black Hand and Kindred Most Wanted sets for online play.

References[edit]

  1. ^Kaufeld, John; Smith, Jeremy (2006). Trading Card Games For Dummies. For Dummies. John Wiley & Sons. ISBN0470044071.
  2. ^Owens, Thomas S.; Helmer, Diana Star (1996), Inside Collectible Card Games, p. 66.
  3. ^Savage, R. Hyrum (2007). 'Vampire: The Eternal Struggle'. In Lowder, James (ed.). Hobby Games: The 100 Best. Green Ronin Publishing. pp. 345–347. ISBN978-1-932442-96-0.
  4. ^Miller, John Jackson (2003), Scrye Collectible Card Game Checklist & Price Guide, pp. 248–249, 607–618.
  5. ^ abGarfield Reminisces on the JyhadArchived December 16, 2007, at the Wayback Machine (interview with Richard Garfield, by Robert Goudie, July 2001. Retrieved January 10, 2008.)
  6. ^Ancient Influence - Peter Adkison Comments on the Early Days of Jyhad/V:TES (interview with Wizards of the Coast Founder and former CEO Peter Adkison, by Robert Goudie, February 2004. Retrieved March 26, 2010.)[dead link]
  7. ^Butcher, Andy (June 1996). 'Games Reviews'. Arcane. Future Publishing (7): 67.
  8. ^White Wolf press statementArchived September 19, 2010, at the Wayback Machine
  9. ^ abVampire: The Eternal Struggle Player's Guide - Goudie, Robert; Peal, Ben & Swainbank, Ben; White Wolf Publishing, 2005
  10. ^Beaulieu, Stephen (February 1997), 'Intercept: Beyond the Basics', The Duelist (#15), pp. 76–77
  11. ^'Ancient Hearts', The Duelist (#12), p. 71, September 1996
  12. ^'V:TES Ebony Kingdom Booster Pack Sorting'. White Wolf Publishing. Retrieved August 6, 2009.[permanent dead link]
  13. ^'White Wolf's announcement on the publication delay'. Retrieved October 15, 2009.[permanent dead link]
  14. ^'Danse Macabre'. Retrieved December 10, 2016.
  15. ^'The Unaligned'. Retrieved December 10, 2016.
  16. ^'Storyline Rewards'. Retrieved December 10, 2016.
  17. ^'Anarchs Unbound'. Retrieved December 10, 2016.
  18. ^'Lost Kindred'. Retrieved May 5, 2018.
  19. ^ abFaragher, Steve (December 1995). 'Games Reviews'. Arcane. Future Publishing (1): 64–65.
  20. ^ abKlimes, Martin (August 1996). 'Games Reviews'. Arcane. Future Publishing (9): 70–71.
  21. ^Inquest Gamer picks Vampire: The Eternal Struggle as all-time best multiplayer CCGArchived May 13, 2007, at the Wayback Machine (from the White Wolf Publishing website)
  22. ^White Wolf wins Inquest Gamer Fan AwardsArchived September 30, 2007, at the Wayback Machine (from the White Wolf Publishing website)
  23. ^http://www.sjgames.com/pyramid/sample.html?id=1042
  • Andrew Greenberg, Richard Garfield & Daniel Greenberg, Eternal Struggle: A Player's Guide to Jyhad (White Wolf Game Studio, 1994, ISBN1-56504-163-1)

External links[edit]

  • Vampire: Elder Kindred Network (VEKN) (official V:TES players' organization)
  • Carnet d'un Diableriste Fourtou de réflexions sur Vampire : The Eternal Struggle (in French)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Vampire:_The_Eternal_Struggle&oldid=934519378'
Comments are closed.