So 5 of us made it to the November tournament (which unfortunately clashed with a number of other things). Due to the small size, we opted for a multi-deck tournament, and ended up cutting it down to only two rounds due to time constraints.
So the first round saw Richard (Akunanse wall) bleeding Bredan (weenie group 2 & 3 AUS wall with sniper rifles) bleeding Marc (Guhuri bruise vote and bleed) bleeding me (!Brujah bruise vote and bleed) bleeding Kevin (FoS corruption antics with Nakhthorheb).
Brendan got off to a fast start, with an early Lilith's Blessing and getting a minion setup with a sniper rifle and sports bike early. I got Smash and Hektor out, but didn't draw much of the farm of my deck. I was able to land a couple of early Kines and then bleed with a Iron Glare to weaken Kevin considerably, but he was working through Richard at a fair rate, so I ended up burning his smallest vampire with a rush from Hektor to slow him down. Marc & Richard each had more votes than I did, and with Marc and I both looking to call votes, and Brendan able to block Marc most of the time, the was a lot of negotiating about during the game. Kevin also played a fair bit of vote defense, which all combined to slow me down once I had Kevin low on pool. Kevin did get Richard down to a couple of pool, but Richard managed to get a No Secrets down, and Kevin wasn't able to stealth over it after that (which, given that he was playing FoS, rather surprised the rest of the table). I blocked one of Marc's bleeds with Hektor, and a Death of My Conscience & a Burning Wrath from Marc later, both minions were burnt, which slowed me down further. Brendan then played an Antediluvian Awakening, and I was able to last long enough for it to kill Kevin. The game timed out shortly after that. It's not clear quite how the table would have folded from where the game timed out - Marc would have probably had me, but Brendan was able to block several of his actions, which would have made it a slow process. While Richard wasn't really able to go forward strongly, he was pretty well setup defensively and no-one had the stealth to go over his no secrets at that point. Marc had managed to generate a lot of pool via Voter Caps, so that probably would have given him the game eventually.
The second game saw Kevin (!Brujah rush) bleeding Marc (Kiasyd power bleed) bleeding Richard (Guhuri Brutual Influence bleed with OBF) bleeding me (Groteques) bleeding Brendan (old school Lasombra politics). This is the first time the Groteque deck has really struggled in a game - while I got Gerald Windham out (whose vote special was really influential), I didn't draw a location early and so struggled to bring out the Grotesques. An early "Blood Weakens" from Richard also made life awkward for everyone on the table. Brendan got off to a very fast start, with a first turn Info Highway and a second turn Zillah's valley. Kevin's deck struggled, without the vote push available to get votes through and not enough ways for Hektor to get into combat. Marc's didn't draw into the power part of the power bleed combo, and so Richard was able to build up fairly easily. While I was able to block him several times, I mainly drew prevent from the combat package, so I was never able to serious inconvenience any of his minions. Gerald's votes from other titles scattered around the table, and the presence of 3 prisci, meant that Brendan didn't have the vote lock, and thus wasn't able to push through Kevin that quickly. Kevin also played a Protected Resources, which delayed Brendan bleeding him out a few turns.
I eventually fell to the Guhuri. Brendan probably should have ousted Kevin, but didn't draw out stealth on a couple of bleeds before bouncing them on, which meant Kevin was able to block, and allowed Richard to Majesty and them farm or hunt to setup for the next turn. This allowed Richard to oust Brendan and then Kevin in quick succession, and the pool and minion advantage meant he was able to win the two player contest with Marc, despite having exhausted his library, although it was a close run thing.
Sunday, November 7, 2010
Saturday, September 25, 2010
Hinkey letter is Hinkey
Scams intrigue me [1]. While e-mail scams are a dime-a-dozen these days, paper based scams are less common, and thus stick out more.
Which brings me to the "SARS" letter I received last week. The letter itself was quite interesting stylistically, being a "Your deductions from 2006 are being re-examined, please send supporting documentation or call to query this", and mis-stating the income tax act in various threatening ways. The letter was a pretty good effort, with the correct letterhead, correct tax number, a valid return address and it arrived in what looked like an official SARS envelope. The tone and number to call were enough to make the letter hinkey, but it was convincing enough that I ended up calling SARS to check that it was actually fake. It was also accompanied by a "please call to confirm you've received the letter" SMS the day before. The amount of correct information is both non-unexpected proof that this information is not at all secret and represents a reasonable amount of effort on the part of the scammers.
I assume (based on very little evidence, but inferring from the tone of the letter and the emphasis on phoning them) that this is a "pay us to make this all go away" scam. If that is true, the people running reckon that there are enough people who are somewhat guilty about the deductions they've claimed and/or sufficiently convinced about the corruption in the system that this strikes them as an acceptable approach to getting rid of the problem for the scam to be profitable, which is an unflattering assessment of modern South African society.
Also, given the times-scales involved - probably a week to allow for letters to arrive, a few days for the people who are going to call to call, and them some time to talk them into something that will pay money, it look likely to tie them to an potentially identifiable number for at least a few weeks. Since they cannot be assuming that no-one will realise this is fake and report it, either this needs to move to the paying money part quickly (and I'm not seeing how they'd do that) or there's something in the risk mitigation part I'm not seeing.
[1] Based on the success of the various con caper films, I'm probably far from alone in this.
Which brings me to the "SARS" letter I received last week. The letter itself was quite interesting stylistically, being a "Your deductions from 2006 are being re-examined, please send supporting documentation or call
I assume (based on very little evidence, but inferring from the tone of the letter and the emphasis on phoning them) that this is a "pay us to make this all go away" scam. If that is true, the people running reckon that there are enough people who are somewhat guilty about the deductions they've claimed and/or sufficiently convinced about the corruption in the system that this strikes them as an acceptable approach to getting rid of the problem for the scam to be profitable, which is an unflattering assessment of modern South African society.
Also, given the times-scales involved - probably a week to allow for letters to arrive, a few days for the people who are going to call to call, and them some time to talk them into something that will pay money, it look likely to tie them to an potentially identifiable number for at least a few weeks. Since they cannot be assuming that no-one will realise this is fake and report it, either this needs to move to the paying money part quickly (and I'm not seeing how they'd do that) or there's something in the risk mitigation part I'm not seeing.
[1] Based on the success of the various con caper films, I'm probably far from alone in this.
Sunday, August 29, 2010
Pyweek 11: Caught
After the success of last year's entry, we decided to do another one this year (we skipped pyweek 10, as none of us had time available then), with a slightly tweaked team.
This years entry ran rather differently. We met on Sunday to discuss things, and,. although we settled on a point and click adventure game fairly early, we spent a lot of time converging to a basic premise and initial plot, although we did manage to get this largely settled by Sunday evening.
Another serious issue was the colds several members of the team (including me) were battling with. This added a layer of fuzzy thinking in several places, and was just generally not helpful.
The development ran rather differently to the last pyweek. I think because of the previous experience, the pace of development, while equally fast, wasn't nearly as startling. We also used a different toolkit, albow, which, while not perfect, was easier to get on top of than pgu had been. The game, being point and click, is also less busy than fox assault was, so from that point of view the code base was easier to manage. As a result, the basic engine part of the game actually shaped up fairly quickly, and we were generally able to extend it as needed with little trouble.
On the other hand, as an adventure game, we needed to generate a lot of content before we could hook up parts of the game. This was the largest stumbling block for the game. By Thursday, it looked like we would have something workable, but we only got rid of the last of the text placeholders quite late on Saturday. This meant we didn't have a reasonably playable version of the game until quite late, and thus never got much feedback as a result of other people playing the game. This helped contribute to the annoying bugs in the final submission, as, by that stage, we weren't testing unexpected interactions enough.
Notes on things that happened along the way:
While not as fun for me as the first pyweek, largely due to the cold, this was still enjoyable, and the game, while quite a simple little adventure game, is amusing, and has promise as a more general adventure game engine.
This years entry ran rather differently. We met on Sunday to discuss things, and,. although we settled on a point and click adventure game fairly early, we spent a lot of time converging to a basic premise and initial plot, although we did manage to get this largely settled by Sunday evening.
Another serious issue was the colds several members of the team (including me) were battling with. This added a layer of fuzzy thinking in several places, and was just generally not helpful.
The development ran rather differently to the last pyweek. I think because of the previous experience, the pace of development, while equally fast, wasn't nearly as startling. We also used a different toolkit, albow, which, while not perfect, was easier to get on top of than pgu had been. The game, being point and click, is also less busy than fox assault was, so from that point of view the code base was easier to manage. As a result, the basic engine part of the game actually shaped up fairly quickly, and we were generally able to extend it as needed with little trouble.
On the other hand, as an adventure game, we needed to generate a lot of content before we could hook up parts of the game. This was the largest stumbling block for the game. By Thursday, it looked like we would have something workable, but we only got rid of the last of the text placeholders quite late on Saturday. This meant we didn't have a reasonably playable version of the game until quite late, and thus never got much feedback as a result of other people playing the game. This helped contribute to the annoying bugs in the final submission, as, by that stage, we weren't testing unexpected interactions enough.
Notes on things that happened along the way:
- My quick 20 minute hack to help layout rectangles grew rather more features than I expected.
- Finding sounds with decent licenses is a painful and tedious exercise.
- The same is true for fonts
- But writing a little sine wave tone generator using just sys, math and struct was amusing
- Hooking up humorous descriptions and interactions is why to kill compiling time
While not as fun for me as the first pyweek, largely due to the cold, this was still enjoyable, and the game, while quite a simple little adventure game, is amusing, and has promise as a more general adventure game engine.
Tuesday, August 10, 2010
Dragonfire 2010
I spent the long weekend mainly at Dragonfire, which, for me, consisted of several VTES social games of mixed success, a less enjoyable run in the tournament, an rather lengthy game of Arkham Horror and some enjoyable role-playing modules.
Running chronologically'ish. Friday was the newbie demo games - I went to kibbutz and also play in a few social games. A somewhat mixed evening deck success wise.
The slightly retooled Jann Berger deck actually swept the three-player table it was one, although it did bottom out at around 4 pool, and struggled more than I expected in combat, although it did manage to dunk a few minions. Table dynamics helped, but being able to drop an Iron Glare on a presence bleed card can whittle through pool at quite an impressive speed.
The tweaked Samedi Corpse deck didn't really get going, and I think I was first ousted in the game, but the deck showed some signs of promise.
I then played two games with the very reworked Spell of Life deck. In the first game, it crashed and burnt horribly. I didn't get Nakahoteb until I'd drawn 3 crypt cards, and had to bring out a different minion, which didn't help the deck flow. Nobody tried to block the Spell of Lifes, so I jammed on stealth, and, with only 1 minion out, I didn't have other actions I could use the stealth on. I was ousted after only getting 3 Spells down, even though I only had 1 turn were I didn't have one to play.
The second game with the Spell of Life deck was rather more successful - I didn't draw Nakhoteb in my opening crypt, but was able to pull him immediately with an Effective. I brought out the 5 cap, so I could start Spell of Life'ing earlier, and, even though I ended up contesting Nakahoteb with Kevin cross table, my single minion was able to get the Spells down in time. I did have to frantically pull cards from my crypt - by the time I had 4 Spell of Lifes down, I could only have brought out 2 mummies that wouldn't contest. When the Spells did go off (for 4 mummies), they performed impressively. My prey (Yancke, playing Simon's Aching Beauty deck), had just ousted Kevin, and was sitting on 12 pool. However, 4 Mummies, a Dream World, a Psychic Veil (cunningly stored in a Storage Annex early in the game) and a couple of bleed mods I could use with the mummies saw me oust him in a single turn. I was then able clean up, largely by using the mummies to rush everyone else and smooth out the path for the Settites to bleed. While not yet a particularly good deck, the 12 pool in a single turn showed considerable potential.
Saturday was the SA VTES Nationals. We had a decent turnout, with 15 players, even though the Fishhoek crowd couldn't make it, and no-one from Joburg traveled down. I've had a Alicia Burrows/Aristole vote deck idea knocking about in my head for some time, which I finally decided to build and play. It ended up becoming a Lutz deck, as he had the overlap on PRE and pot I was looking for. In theory, the deck should work OK. In practice, I badly misread the meta-game, and didn't have the combat defense I needed.
In the first game, Dave (Toreador wall with guns) was bleeding Hendrik (!Tor toolbox), bleeding Richard (Guhuri ANI & POT rush), bleeding me, bleeding Matthew (old school Brujah rush). I was a vote deck between two POT immortal grapple rush decks, so things did not go well for me at all. I had only a single action (with Lutz, which admittedly did do 5 pool damage) in the game, and had both minions I brought out burnt, one by Matthew, and one by my predator. Richard. The game stayed static for a long time after I was ousted, although that's largely because Richard did not go forward as hard as he could have done. Dave was eventually able to oust Hendrik, who never got setup enough to really make an impression on Richard's farm, and Richard cleaned up the rest of the table.
In the second game. Dan (weenie DOM & THA) was bleeding me, bleeding James (Imbued), bleeding Simon (!Salubri rush) bleeding Phillip (!Ventrue toolbox). The deck did a lot better, and I had James' imbued down to three pool before Simon rushed me cross table and put Aristotle in torpor and burnt Lutz. I should have had the Imbued though, as I made a couple of serious errors. The first was not bringing out Aristotle as my second minion (I brought out Alicia instead) - the extra stealth would have saved me a couple of blocks by the imbued, and allowed me to oust James, and the combat defense saved might have been enough to survive against Simon for long enough to oust him. Then, after playing a Zillah's Valley at a point when it wasn't ideal for me to do so to cycle cards, I brought out Aristotle as a third minion, when I should have just stayed on two minions and looked less threatening (although that might not have been enough) [1]. Simon was able to oust Phillip, who never drew enough combat defense to survive against the !Salubri. I didn't watch the rest of the table unfold, as I went to play a social game, but eventually James cleaned up the rest of the table.
Dan proceeded to win the final with his weenie deck.
In between, I did also play a couple of social games - in one, the Venture deck got up and running, and pretty much steam rollered the table. In the other, the reworked Samedi managed one oust, but them got smashed by Phillip's red list combat deck.
After the tournament and some supper, we ended up playing a 6 player game of Arkham Horror, with the great old one being Zhar. An early 2 extra counters on the doom track, and an environment preventing us from sealing gates for most of the game left us always chasing the game, and, indeed, in 10 turns Zhar awoke, and duly devoured us (although we did defeat him once). We erred by not getting more people blessed near the end of the game, but there were numerous amusing incidents, though, and the game was quite fun.
Sunday saw me play in both modules. They were both enjoyable, although I was a bit disappointed that the first module's big surprise was as predictable as it was. As I wasn't playing in the LARP that evening, I went home, but failed to catch up on sleep, being distracted by a link to tvtropes.
Monday was the long two-session Innocents module, which was great fun, despite the length. As a result, I didn't do have much to do with the newbie tournament, although it attracted 9 players, and generally seems to have been a success.
I did fit in one final social game, with the Grotesque deck. It ended up with the table win, although this was largely due to weaknesses of the other decks and the inexperience of a couple of the new players we had involved. The deck does gather some impressive momentum when rolling, but it takes time to get going, and still needs a bit more combat oomph to be really scary.
[1] The Lutz deck was seen as the table threat on a table with an imbued deck and a weenie dominate deck. I'm not quite sure what to make of that.
Running chronologically'ish. Friday was the newbie demo games - I went to kibbutz and also play in a few social games. A somewhat mixed evening deck success wise.
The slightly retooled Jann Berger deck actually swept the three-player table it was one, although it did bottom out at around 4 pool, and struggled more than I expected in combat, although it did manage to dunk a few minions. Table dynamics helped, but being able to drop an Iron Glare on a presence bleed card can whittle through pool at quite an impressive speed.
The tweaked Samedi Corpse deck didn't really get going, and I think I was first ousted in the game, but the deck showed some signs of promise.
I then played two games with the very reworked Spell of Life deck. In the first game, it crashed and burnt horribly. I didn't get Nakahoteb until I'd drawn 3 crypt cards, and had to bring out a different minion, which didn't help the deck flow. Nobody tried to block the Spell of Lifes, so I jammed on stealth, and, with only 1 minion out, I didn't have other actions I could use the stealth on. I was ousted after only getting 3 Spells down, even though I only had 1 turn were I didn't have one to play.
The second game with the Spell of Life deck was rather more successful - I didn't draw Nakhoteb in my opening crypt, but was able to pull him immediately with an Effective. I brought out the 5 cap, so I could start Spell of Life'ing earlier, and, even though I ended up contesting Nakahoteb with Kevin cross table, my single minion was able to get the Spells down in time. I did have to frantically pull cards from my crypt - by the time I had 4 Spell of Lifes down, I could only have brought out 2 mummies that wouldn't contest. When the Spells did go off (for 4 mummies), they performed impressively. My prey (Yancke, playing Simon's Aching Beauty deck), had just ousted Kevin, and was sitting on 12 pool. However, 4 Mummies, a Dream World, a Psychic Veil (cunningly stored in a Storage Annex early in the game) and a couple of bleed mods I could use with the mummies saw me oust him in a single turn. I was then able clean up, largely by using the mummies to rush everyone else and smooth out the path for the Settites to bleed. While not yet a particularly good deck, the 12 pool in a single turn showed considerable potential.
Saturday was the SA VTES Nationals. We had a decent turnout, with 15 players, even though the Fishhoek crowd couldn't make it, and no-one from Joburg traveled down. I've had a Alicia Burrows/Aristole vote deck idea knocking about in my head for some time, which I finally decided to build and play. It ended up becoming a Lutz deck, as he had the overlap on PRE and pot I was looking for. In theory, the deck should work OK. In practice, I badly misread the meta-game, and didn't have the combat defense I needed.
In the first game, Dave (Toreador wall with guns) was bleeding Hendrik (!Tor toolbox), bleeding Richard (Guhuri ANI & POT rush), bleeding me, bleeding Matthew (old school Brujah rush). I was a vote deck between two POT immortal grapple rush decks, so things did not go well for me at all. I had only a single action (with Lutz, which admittedly did do 5 pool damage) in the game, and had both minions I brought out burnt, one by Matthew, and one by my predator. Richard. The game stayed static for a long time after I was ousted, although that's largely because Richard did not go forward as hard as he could have done. Dave was eventually able to oust Hendrik, who never got setup enough to really make an impression on Richard's farm, and Richard cleaned up the rest of the table.
In the second game. Dan (weenie DOM & THA) was bleeding me, bleeding James (Imbued), bleeding Simon (!Salubri rush) bleeding Phillip (!Ventrue toolbox). The deck did a lot better, and I had James' imbued down to three pool before Simon rushed me cross table and put Aristotle in torpor and burnt Lutz. I should have had the Imbued though, as I made a couple of serious errors. The first was not bringing out Aristotle as my second minion (I brought out Alicia instead) - the extra stealth would have saved me a couple of blocks by the imbued, and allowed me to oust James, and the combat defense saved might have been enough to survive against Simon for long enough to oust him. Then, after playing a Zillah's Valley at a point when it wasn't ideal for me to do so to cycle cards, I brought out Aristotle as a third minion, when I should have just stayed on two minions and looked less threatening (although that might not have been enough) [1]. Simon was able to oust Phillip, who never drew enough combat defense to survive against the !Salubri. I didn't watch the rest of the table unfold, as I went to play a social game, but eventually James cleaned up the rest of the table.
Dan proceeded to win the final with his weenie deck.
In between, I did also play a couple of social games - in one, the Venture deck got up and running, and pretty much steam rollered the table. In the other, the reworked Samedi managed one oust, but them got smashed by Phillip's red list combat deck.
After the tournament and some supper, we ended up playing a 6 player game of Arkham Horror, with the great old one being Zhar. An early 2 extra counters on the doom track, and an environment preventing us from sealing gates for most of the game left us always chasing the game, and, indeed, in 10 turns Zhar awoke, and duly devoured us (although we did defeat him once). We erred by not getting more people blessed near the end of the game, but there were numerous amusing incidents, though, and the game was quite fun.
Sunday saw me play in both modules. They were both enjoyable, although I was a bit disappointed that the first module's big surprise was as predictable as it was. As I wasn't playing in the LARP that evening, I went home, but failed to catch up on sleep, being distracted by a link to tvtropes.
Monday was the long two-session Innocents module, which was great fun, despite the length. As a result, I didn't do have much to do with the newbie tournament, although it attracted 9 players, and generally seems to have been a success.
I did fit in one final social game, with the Grotesque deck. It ended up with the table win, although this was largely due to weaknesses of the other decks and the inexperience of a couple of the new players we had involved. The deck does gather some impressive momentum when rolling, but it takes time to get going, and still needs a bit more combat oomph to be really scary.
[1] The Lutz deck was seen as the table threat on a table with an imbued deck and a weenie dominate deck. I'm not quite sure what to make of that.
Saturday, July 31, 2010
ICON 2010, Sunday
The coffee shop was open again on Sunday, so that was a good start.
I opted to play in another module, rather than watch the VTES final, so I saw very little of the final.
The module got going rather late, and ran a bit long, despite our GM valiantly cutting various bits from the module. It was not a bad module, but suffered a bit from a table of slightly drunk and crazy. The table didn't quite gel, and I often felt I was having to force myself into the game, rather than having space to work with. Also, as my first experience of the infamous ICON tent, I now understand years of complaints about that venue from friends.
The module itself wasn't bad, although, as a Call of Cthulhu module in a medieval setting, it did feel a bit D & D'ish. It was a vast improvement on Friday's modules, though. It felt as if it didn't need all the characters, although that might have just been because of how our table worked.
After the module, I managed to get in another social game, trying out my Alan Sovereign investment idea, which didn't work well - I was left with the feeling that the idea could work, but I'm not sure how to balance things to make it happen yet. With the module running long, this took us well into the afternoon, so the rest of the afternoon was spent in a few conversations before leaving to drop me off at the airport.
Edit: Mish-mash of photos now up here.
I opted to play in another module, rather than watch the VTES final, so I saw very little of the final.
The module got going rather late, and ran a bit long, despite our GM valiantly cutting various bits from the module. It was not a bad module, but suffered a bit from a table of slightly drunk and crazy. The table didn't quite gel, and I often felt I was having to force myself into the game, rather than having space to work with. Also, as my first experience of the infamous ICON tent, I now understand years of complaints about that venue from friends.
The module itself wasn't bad, although, as a Call of Cthulhu module in a medieval setting, it did feel a bit D & D'ish. It was a vast improvement on Friday's modules, though. It felt as if it didn't need all the characters, although that might have just been because of how our table worked.
After the module, I managed to get in another social game, trying out my Alan Sovereign investment idea, which didn't work well - I was left with the feeling that the idea could work, but I'm not sure how to balance things to make it happen yet. With the module running long, this took us well into the afternoon, so the rest of the afternoon was spent in a few conversations before leaving to drop me off at the airport.
Edit: Mish-mash of photos now up here.
ICON 2010, Saturday
Saturday got off to a poor start, as the coffee shop was closed, so we ended up decamping to a nearby Wimpy (having been led astray by my GPS, which promised more options at the location).
I signed up for the VTES tournament, and, while waiting for the tournament to start, got in my second partial VTES social. I was playing the !Brujah deck. which seemed to be doing OK, although we called the game before the table really shook itself into shape.
As I thought the deck was quite solid, I opted to play my HoS deck. This turned out to be a pure choice, and I probably would have done better with a more combat focused deck, as there wasn't that much combat defense around.
The first round was one of the odder games I've ever been involved in. I was bleeding Victor (Assamite BH toolbox), bleeding Jan (!Ventrue farm), bleeding Alex (HoS wall), with Victor starting, IIRC. My predator, Alex, brought out Agaitas, and was thus able to draw and use cards from my deck most successfully. Since Alex's deck was much more wallish than mine, he used this a lot to cycle into block fails and bleed to run me down. He also played a Anarch Troublemaker from my deck, which he should have been able to use to oust me, but forgot about it when he should have lunged. I almost had an awesome play, as I played a second Anatch Troublemaker to contest, but Victor Suddened it. It didn't matter, as Alex fell to a bounced bleed, and I fell to Jan shortly thereafter. Jan was able to whittle down Viktor gradually to take the sweep.
In the second game, I was bleeding Neville (!Ventrue anti-vote wall), bleeding Simon (Malk CEL/DEM combat), bleeding Jan, bleeding Josh (!Malk fast sneak bleed with Malkavian Games) (can't remember who started). I didn't draw enough bounce or intercept to deal with the very forward focused deck (I don't think it had a single reaction card), so was duly ousted first. I hadn't had a chance to bleed Neville before being ousted, so he was somewhat setup, and with a combination of Villeins, a well-timed Giant's Blood, some votes, Neville farmed up considerably, but eventually fell before the !Malks. Jan, who had minions Coma'ed by both Josh and Simon, eventually fell to Simon, but Simon couldn't quite hold on to stop Josh, although it was very close, as Josh almost decked himself on the last bleed.
The third game saw me bleeding Josh, bleeding Willem (Ventrue vote) bleeding Marnik (Tremere slave Gargoyles) bleeding Victor (I started, I think). Willem fell to the sneak bleed quite quickly, but I was able to put in a couple of solid hits on Josh's pool, and almost had him in range before he ousted Willem. At this point, with Josh on 6 pool, he lost a Malkavian Game, and, as he misannounced the effect, he thought he'd lost 6 instead of 4 pool. This, annoyingly, probably cost me a VP, as, had the effect been properly applied, I would have almost certainly had Josh the next turn, and would have hit the Gargoyle deck after an extra turn of being bled by the Malks, rather than with 12 pool, and would have probably been able to win that battle. Victor, who had been largely left alone to tool up, as everyone focused on the !Malks, was able to mop up the table.
Between the tournament and the start of the second LARP, I got in one more social game. I played my Nocturn deck, bleeding Neville (HoS), bleeding Gareth (Nergal power bleed), bleeding Vleis (Gangrel aggro-poke), bleeding Simon (!Salubri). The game had several amusing events - Neville played a Tension in the ranks early, so I wasn't in a position to recruit Nocturns, as the cost for them burning would have itched mightly. Gareth bled forward heavily, and Vleis had something of a bad game as a result. Simon was able to bring out a couple of smallish minions, and burnt one of the Gangrel early. At about this point, Gareth discarded a Majesty, announcing that he had too many in his hand. Simon, seeing that Gareth was about to oust the Gangrel, rushed cross table. It turned out that Garther considered two Majesty's in hand too many, and, having played the one combat card in the first rush, promptly had Nergal burnt by the !Salubri (which, given the old WoD mythos, seemed very appropriate). I got good use out of the DOM/OBT plan B gear of the Nocturn deck, and. with combat flying around cross table, was able to keep my head down and stealth bleed past Neville's defenses. Gareth, although he managed to oust the Gangrel, was running short on minions, and soon fell. Fortunately, I had enough S:CE in hand to survive a turn of rushes from the !Salubri, and, with bleed in hand, had little trouble finishing off Simon's deck.
The LARP kept the vampire theme going, as it was a Dracula LARP. I was cast as Renfield, who was fun to play. His goals were never particularly achievable, but I feel I managed a creditable level of creepy, and generally had a good time. I also managed to get killed twice - both times by Simon's character - which gave me a better than 100% record for dying in the weekend's LARPs.
I signed up for the VTES tournament, and, while waiting for the tournament to start, got in my second partial VTES social. I was playing the !Brujah deck. which seemed to be doing OK, although we called the game before the table really shook itself into shape.
As I thought the deck was quite solid, I opted to play my HoS deck. This turned out to be a pure choice, and I probably would have done better with a more combat focused deck, as there wasn't that much combat defense around.
The first round was one of the odder games I've ever been involved in. I was bleeding Victor (Assamite BH toolbox), bleeding Jan (!Ventrue farm), bleeding Alex (HoS wall), with Victor starting, IIRC. My predator, Alex, brought out Agaitas, and was thus able to draw and use cards from my deck most successfully. Since Alex's deck was much more wallish than mine, he used this a lot to cycle into block fails and bleed to run me down. He also played a Anarch Troublemaker from my deck, which he should have been able to use to oust me, but forgot about it when he should have lunged. I almost had an awesome play, as I played a second Anatch Troublemaker to contest, but Victor Suddened it. It didn't matter, as Alex fell to a bounced bleed, and I fell to Jan shortly thereafter. Jan was able to whittle down Viktor gradually to take the sweep.
In the second game, I was bleeding Neville (!Ventrue anti-vote wall), bleeding Simon (Malk CEL/DEM combat), bleeding Jan, bleeding Josh (!Malk fast sneak bleed with Malkavian Games) (can't remember who started). I didn't draw enough bounce or intercept to deal with the very forward focused deck (I don't think it had a single reaction card), so was duly ousted first. I hadn't had a chance to bleed Neville before being ousted, so he was somewhat setup, and with a combination of Villeins, a well-timed Giant's Blood, some votes, Neville farmed up considerably, but eventually fell before the !Malks. Jan, who had minions Coma'ed by both Josh and Simon, eventually fell to Simon, but Simon couldn't quite hold on to stop Josh, although it was very close, as Josh almost decked himself on the last bleed.
The third game saw me bleeding Josh, bleeding Willem (Ventrue vote) bleeding Marnik (Tremere slave Gargoyles) bleeding Victor (I started, I think). Willem fell to the sneak bleed quite quickly, but I was able to put in a couple of solid hits on Josh's pool, and almost had him in range before he ousted Willem. At this point, with Josh on 6 pool, he lost a Malkavian Game, and, as he misannounced the effect, he thought he'd lost 6 instead of 4 pool. This, annoyingly, probably cost me a VP, as, had the effect been properly applied, I would have almost certainly had Josh the next turn, and would have hit the Gargoyle deck after an extra turn of being bled by the Malks, rather than with 12 pool, and would have probably been able to win that battle. Victor, who had been largely left alone to tool up, as everyone focused on the !Malks, was able to mop up the table.
Between the tournament and the start of the second LARP, I got in one more social game. I played my Nocturn deck, bleeding Neville (HoS), bleeding Gareth (Nergal power bleed), bleeding Vleis (Gangrel aggro-poke), bleeding Simon (!Salubri). The game had several amusing events - Neville played a Tension in the ranks early, so I wasn't in a position to recruit Nocturns, as the cost for them burning would have itched mightly. Gareth bled forward heavily, and Vleis had something of a bad game as a result. Simon was able to bring out a couple of smallish minions, and burnt one of the Gangrel early. At about this point, Gareth discarded a Majesty, announcing that he had too many in his hand. Simon, seeing that Gareth was about to oust the Gangrel, rushed cross table. It turned out that Garther considered two Majesty's in hand too many, and, having played the one combat card in the first rush, promptly had Nergal burnt by the !Salubri (which, given the old WoD mythos, seemed very appropriate). I got good use out of the DOM/OBT plan B gear of the Nocturn deck, and. with combat flying around cross table, was able to keep my head down and stealth bleed past Neville's defenses. Gareth, although he managed to oust the Gangrel, was running short on minions, and soon fell. Fortunately, I had enough S:CE in hand to survive a turn of rushes from the !Salubri, and, with bleed in hand, had little trouble finishing off Simon's deck.
The LARP kept the vampire theme going, as it was a Dracula LARP. I was cast as Renfield, who was fun to play. His goals were never particularly achievable, but I feel I managed a creditable level of creepy, and generally had a good time. I also managed to get killed twice - both times by Simon's character - which gave me a better than 100% record for dying in the weekend's LARPs.
Monday, July 26, 2010
Comic punting
I am a big fan of Christopher Baldwin's various works. His current strip, Spacetrawler, is being tremendously entertaining - the madcap nature is very well summed up by this strip. Well worth the read.
Subscribe to:
Posts (Atom)