Examination of Trumps and Card Power

Contributed by Robert Goudie (robert_goudie@studio.disney.com).

Many people use the term "trump" when speaking of some of the problem cards that have made their way into the Vampire cardset. In fact, it is not simply a matter of whether a card is or is not a trump that determines a card’s brokeness. Many cards make use of a trump format where one effect is trumped by another that is trumped by yet another. This is not inherently bad. However, to further our discussion of cards and their power, we must first define some terms so that debate will be more meaningful.

In this article I will briefly examine the ingriedients that make up a card's power. It is these ingredients that will illuminate our discussion of broken cards.

The Elements of Card Power

When discussing trumps, it is first necessary to discuss the power of cards. I measure a card’s power by the following factors

The degree to which you think a given card has these qualities, is of course, a matter of opinion. No card can actually be given a Flexibility score that everyone would agree on. Neither can a card be proven to have too great or too little Swing Effect. One man’s tastes might find a Return to Innocence bleed a completely acceptable situation given the resulting loss of the bleeding vampire while another might feel that this is the worst card ever printed.

Cost to Benefit Ratio

This is the most obvious factor used to determine a card’s power. When building decks we constantly choose cards with a desirable effect but then must weigh the benefit of that effect against the cost of the card. The cost is not always a function of blood burnt or pool spent. The cost could simply be the space taken up by that card in your library and the exclusion on another desired card.

For example, the cost of the Master Card, Pentex Subversion would be the space in your deck, one of your available master phases, and 2 pool. The benefit comes from the card text but is also somewhat variable depending on the opponent's situation. (i.e. victim’s only minion, et.)

Obviously, the "benefit" of a card includes many of the other elements of card power. However, for my purposes I am speaking of the initial, intended benefit of the card.

Flexibility

Cards vary greatly in the amount of time they will stay in your hand. A card that is flexible in its ability to be exercised from your hand is much more desireable than a card that can only be played in the rarest of circumstances. For example, you will usually only be able to play one master card per turn. Master cards are, by design, rather inflexible when it comes to thier ability to be excercised from your hand. On the other hand, a card like Telepathic Misdirection can be played in the inferior for intercept or the superior for the bleed redirecting effect. The only other required resource for this card is a ready minion with auspex. There are ample opportunities to excercise this card from your hand.

Swing Effect

The ability of a card to swing the game in favor of a Methuselah could be called a card’s Swing Effect. Swing Effect is one of the most important elements of card power. It is possibly the most critical ingedient of card power in that a card with too great a Swing Effect can completely break the game. Jyhad, was designed with the idea that an individual card would not be a game breaker. As a typical game is played out, a Methuselah pursues his offensive strategy. Individual cards and more powerful combinations are put into play. Each time the Methuselah is successful in his strategy, some movement is made toward the end goal of winning the game. As we know, Vampire games often take hours to complete. Cards with too great a Swing Effect will cause the game to resemble something closer to a single round of Rock, Paper, Scissors.

A quick survey of the Vampire cardset will show that almost every card has a very low Swing Effect. Even when played in concernt with other cards most small combinations are of little concern in regards to Swing Effect.

Combination Benefit

It is important to examine a card’s ability to be used in combination with other cards. While it is not possible to expressly research every possible combination of cards, some of the more obvious two and three card combinations should be observed.

A Conditioning card is not particularly noteworthy on its own. Without the ability to successfully bleed, a modifier for that bleed is not much good. But used by a minion having superior Obfuscate in conjuction with a couple of stealth cards and a Govern the Unaligned action card, we now have a six bleed with a great likelyhood of being successful.

In general, the greater the number of cards in a combination, the greater the effect that is allowed without fear of breaking the game. If I were to build a deck with a particularly deadly eight-card combination, there would be little fear in the other players because they would know that the likelihood of that particular combination coming into play is low. In addition to the unlikeliness of the combination coming into play, it is also worth noting that this combination can only be performed a limited number of times before the Methuselah runs out of Library Cards.

Let’s look at all of the elements of card power in an analysis of Skin of Rock. Skin of Rock is priced appropriately (free) for its limited benefit (prevent 1 or 2 points of damage), has a limited use (preventing damage for a Vampire with Fortitude) and can be considered to have little swing effect on a game. Skin of Rock isn’t part of any particularly deadly combination. Though, in a particular instance, the playing of a Skin of Rock may eventually have the result of one Methuselah defeating another, on average this card will not be a deciding factor in many games.

On the other hand, examine an imaginary card called "You’re Dead". "You’re Dead" has no cost. It is an unblockable action that ousts up to 10 Methuselahs. It can be played by any vampire as an action or a reaction card. It is not part of a difficult 10-card combination but is a single card with a devastating effect. Obviously, this card is clearly overpowered for its price, is far too flexible in its use, and can completely change the outcome of a game when it is played.

Counteraction of Card Effects

In addition to the elements of card power it is also important to note how many possible responses there are to counteract the effects of a given card. If cards are created that produce an effect that cannot be countered, then that effect must not be over-powered or the game can be broken. Conversely, cards that rate high on power should have many counters. This paradigm can be seen in Jyhad’s design. Master Locations that produce effects that are more powerful than usual are often saddled with the ability to be destroyed with a simple directed action. Locations that have weaker or more subtle effects are often only subject to the standard weeknesses such as the location destruction and theft cards.

When cards are produced that are too weak and can be easily countered we are left with what is often called a "wallpaper" card. The name deriving from the fact that you would have a large number of these worthless cards – enough to wallpaper a room! While this is unfortunate and should be avoided in design, it is not ultimately harmful to the game. In short, one of these cards will cause one card in the cardset to become worthless.

However, when cards are produced that have a strong effect but counters are unavailable outright or are unavailable to all but certain clans, disciplines, or players with large amounts of cash (in the case of rare cards as counters), there will be a shift toward that card in deck design. There will likely be many other cards that produce less of an effect but can be countered more easily. In short, each overpowered card makes many other cards in the cardset worthless.

Identification of Problem Trumps

Cards that many would consider problem trumps can be distinguished from the run-of-the-mill trumps. These cards have two things in common. They will be considered over-powered and there will be too few counters available for thier effect.

Let’s examine a trump like Immortal Grapple. Immortal Grapple takes away an opponents ability to do any strikes other than hand strikes. IG even trumps the Strike: Combat Ends cards which are quite powerful trumps. Once this card is successfully played, the grappled Vampire is often sent to torpor if not completely destroyed. However, its Potence requirement, and range restriction in addition to the many other combat avoidance options available to the opposing minion, keep this card from being considered a problem trump.

On the other hand, a card like Thoughts Betrayed is widely accessible (any vamp with Superior Dominate can use it to devestating effect), costs only two blood, and prevents the oppossing minion from playing any cards. This cuts the opposing minion off from almost all of its resources. Weapons can still be used but they must already be in place and will still only allow you to strike back after your opponent has his way. The only effective counter for a Thoughts Betrayed is another TB (available if you are the acting minion) and Direct Intervention.

Cards with Variable Power

More complex cards to analyze are Sudden Reversal or Direct Intervention. Sudden Reversal is free and rather flexible. It can be countered by only another Sudden Reversal. However, its effect is to not allow another card to be played. If the card being Suddenly Reversed is a Fortitude skill card then Sudden Reversal is not a problem trump. Sudden Reversal has been elevated to a problem trump by it being the only or one of a few possible counters for some other problem trumps.

For example, many people feel that the Tomb of Ramses is a problem card. It can allow a vampire as powerful as an Inner Circle member to come into play with no risk or downside for the Methuselah playing it. There is no card text on the Tomb that allows it to be stolen or destroyed. It can only be countered by the few library cards that provide destruction or theft effects or by a Sudden Reversal. The existence of a Master card as powerful as the Tomb causes the playing of a Sudden Reversal to have a great swing effect on the game.

The same is true of Direct Intervention. If you believe Thoughts Betrayed is a problem Trump then the ability to play a Direct Intervention to stop the TB is of great importance. Most of the skill is removed from the situation at this point and the only thing that matters is whether or not a player was lucky enough to have drawn a Direct Intervention. Playing or not playing the DI at the point still likely results in a game swing in one players favor. Even more amazing is that Sudden Reversal can trump the Direct Intervention. The power of a Sudden Reversal or Direct Intervention is a function of the power of other cards in the cardset.


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