Anarchs and Alastors Storyline Bochum 13. und 19.12.2008

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Anarchs and Alastors Storyline Bochum 13. und 19.12.2008

Post by hardyrange »

Vampire: The Eternal Struggle - Turnier
Anarchs and Alastors: Bochum
Storyline

http://www.vekn.de/main/tournaments/upcoming/00126

Zeit:
Samstag, 13. Dezember 2008
Einlass ab 11:00 Uhr
Beginn Draft 11:15 Uhr

Ort:
Zu den Vier Winden
Hofsteder Str. 94
44809 Bochum
Deutschland
http://www.zu-den-vier-winden.de/

Rundensystem:
4 Vorrunden, dann Finale und Nicht-Finalisten-Endrunden (Zeitlimit je 2 h)

Format: Storyline
Siehe genaue Beschreibung hier:
http://forum.vekn.de/viewtopic.php?t=3798
Bitte lest und versteht diese Regeln vorab.

Startgeld: 2 €
Bitte beachtet, dass ihr zum Draft eigene Booster mitbringen müsst!

Bitte beachtet, dass das Turnier in einer Gaststätte stattfindet,
ihr also kein eigenes Essen und Trinken mitbringen dürft.

Vorabregistrierung gerne per Email an mich
oder in den deutschen VEKN-Web-Foren in diesem Thread:
http://forum.vekn.de/viewtopic.php?t=3798

Kontakt:
Gerhard "Hardy" Range
Prinz von Bochum
prinz.bochum@gmx.de
+49 162 2123071
http://www.vekn.de

-----------------------------------------------------

Vampire: The Eternal Struggle - Tournament
Anarchs and Alastors: Bochum
Storyline

http://www.vekn.de/main/tournaments/upcoming/00126

Time:
Saturday, 13 December 2008
Doors open 11:00 h
Start draft 11:15 h

Location:
Zu den Vier Winden
Hofsteder Str. 94
44809 Bochum
Germany
http://www.zu-den-vier-winden.de/

Round system:
4 rounds, then a final and non-finalist fifth rounds (time limit: 2 h each)

Format: Storyline
Please refer to the detailed format and rules description:
http://forum.vekn.de/viewtopic.php?t=3798
Please make sure to read and understand these rules in advance.

Entrance fee: 2 €
Please note you have to bring your own boosters for the draft!

Please note: The location is a pub, so you may not bring your own
food and drinks.

Pre-registration is possible via email to me or
a post in the German VEKN web forum in this thread:
http://forum.vekn.de/viewtopic.php?t=3798

Contact:
Gerhard "Hardy" Range
Prince of Bochum
prinz.bochum@gmx.de
+49 162 2123071
http://www.vekn.de
Last edited by hardyrange on 20 Dec 2008, 11:23, edited 31 times in total.


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Post by hardyrange »

All, my general info posts here in this thread will be in English language, anticipating that we might also invite foreign players - who I could then point to this forum thread for rules issues.
I hope you will understand this.

The complete information about the Anarchs and Alastors Storyline Event is available under http://www.white-wolf.com/vtes/index.ph ... icleid=984.

For better readability of this thread, I snipped all Prologue, and some information only needed by organizers, and will concentrate on the event rules here.
I will modify the general original text, as soon as we have made local decisions - this will be colour-coded in blue in the text.
So, the version here will reflect the local Bochum rules for the event.
Event Rules

Format

The Anarchs and Alastors V:tes Storyline League will be played as a series of five draft games, played using the Recursion Limited rules. The first game will be played with three packs. Before each game thereafter, players will draft one additional pack. In addition, before beginning each round, a set of cards will be made available for auction. Players will bid pool for these cards and add them to their opening hands or crypts.

Cards can be drafted from any set. Each player can choose which sets he or she wishes to draft, and in what order they want to draft the packs.
To clarify: Each player must bring their own, unopened boosters to the event.
Please note: The Recursion Limited Draft format and rules assume that "modern", 11-card-boosters are used. In case somebody brings boosters that have a different number of cards, only 11 cards will be drafted from these - the rest will be returned, unused, to the player (this includes Jyhad, VTES, Dark Sovereigns, Ancient Hearts, and Sabbat editions).
Please note: The new Keepers of Tradition set may be used in the Storyline Event.

The auction cards and promo cards support anarch and trophy-hunter strategies. There will be incentive for players to draft sets that support those strategies, as well.
To make sure that players will get an interesting amount of cards from the boosters they bring, and thus, make a strategy possible, the draft pods will be medium-sized (3-5 players), and from each newly opened booster, a player will choose two cards as his or her first draw.

Promo Cards

There are two custom Promo Cards designed for this event, and two storyline reward promo cards. Before the event starts, each participating player will receive one copy of each of these cards. They can be included in the player’s deck for any rounds of the event.

The cards are:

Flames of Insurrection
Unique Master. Requires a ready anarch
When a minion opposing an anarch in combat leaves the ready region, the controller of that anarch may move a counter from the bank to a vampire in his or her uncontrolled region. Any vampire may call a referendum to burn this card as a +1 stealth political action.

Public Enemy
+1 stealth action. Requires a non-Red List, non-anarch vampire.
(D) Choose a non-titled, non-Red List minion who either has succesfully bled for 3 or more pool since your last turn or is infernal or anarch. The chosen minion becomes Red List.

Nergal
Clan: Baali
Level: Advanced
Group: 5
Capacity: 10
Discipline: AUS DAI FOR OBF PRE THA
Independent: Reaction cards cost an additional blood when Nergal is acting. Once each action, Nergal may burn 1 blood to get +1 stealth. Infernal.

Reverend Adams
Clan: Ventrue
Level: Advanced
Group: 4
Capacity: 4
Discipline: aus PRE
Advanced. Camarilla: During your master phase, you may look at the top X cards of your library, where X is the number of Gehenna cards in play. Older vampires do not tap for successfully blocking Adams.


Deck Construction

Players will construct their decks based on the V:EKN 2008 Tournament Rules for Limited Deck Composition:
The minimum sizes for the library and the crypt in limited formats are determined by the number of boosters used per player:
Round 1: 3 Boosters - Minimum Crypt 3, Minimum Library 15, 3 Recursions
Round 2: 4 Boosters - Minimum Crypt 4, Minimum Library 20, 2 Recursions
Round 3: 5 Boosters - Minimum Crypt 5, Minimum Library 25, 1 Recursion
Round 4: 6 Boosters - Minimum Crypt 6, Minimum Library 30, 1 Recursion
Round 5: 7 Boosters - Minimum Crypt 7, Minimum Library 35, 1 Recursion

In all cases, the library cannot contain more than ninety cards.
Crypts may contain cards from any groups without any limitations based on group numbers.

Each player gets a number of "recursions" as listed in the table above.

Each recursion allows the player to use a discard phase action to shuffle all the library cards in his or her ash heap back into his or her library. This can be done whether or not there are any cards left in the player's library or hand. A player is not considered to have exhausted his or her library if he or she has any recursions remaining (which means that a player cannot attempt to withdraw if he or she has any recursions left, for instance).


Players may also include event promo, auction, and prize cards from earlier rounds in their decks. These extra cards are not counted towards the total when determining the minimum crypt and library size for a given round or when determining the number of library recursions that are permitted during the game.

After rounds one, two, three and four, players will draft an additional pack and use those cards to supplement their league decks. To make sure that players will get an interesting amount of cards from the boosters they bring, and thus, make a strategy possible, the draft pods will be medium-sized (3-5 players), and from each newly opened booster, a player will choose two cards as his or her first draw.

Players may freely modify the crypt and library selections for their decks between games, restricted by the cards they have drafted and other specified league cards. Due to the event being held as a one-day tournament, the deck construction time between rounds will be limited, to approximately 5 minutes.

Starting Pool

Players will start each game with 32 pool, instead of the usual 30. They may bid some of that pool to obtain cards in the auction step before each game.

Auction

Before the start of play for each round, players will get the opportunity to bid on specific cards to supplement their decks. The auction will take place after the new pack for the round has been drafted, and after the players are seated for play, have selected the turn order, and drawn their opening hands and crypts.

A set of event- and round-specific cards will be made available before each new round. Players may bid pool to obtain one of these cards.

The following cards are available in the Event Kit. Before the start of play in each round, the event organizer will make cards listed below available for the auction.

Rounds Cards

Round 1

Count Germaine
Lucinde, Alastor
Tatiana Stepanova, Alastor
Seattle Committee
Trophy: Hunting Ground
Molotov Cocktail

Round 2

Count Germaine (Advanced)
Yazid Tamari
Jaroslav Pascek
Red List
Anarch Free Press
Galaric's Legacy

Round 3

Diversion
Anarch Railroad
Galaric's Legacy
Trophy: Domain
Anathema
Vessel

Round 4

Go Anarch
Anarch Revolt
Trumped-Up Charges
Trophy: Diablerie
The Mole
Blood Hunt

Round 5

Alastor
Trophy: Revered
Undue Influence
Hawg
Urban Jungle
Go Anarch

Auction Rules

The auction round starts with the first player choosing the first card to auction and placing the opening bid, and proceeds clockwise around the table with players choosing cards to auction until each player has won one card.

A player can only win one card in the auctions before each round. Players who have already won a card may no longer choose cards for auction or place bids.

Bidding starts with the player who selected the card. That player bids pool for the card. Bidding opportunity proceeds clockwise. Only one card is up for auction at a time.

0 pool is a legitimate bid and can win the auction if there is no higher bid.

Pool paid in an auction is paid to the blood bank.

Library cards won in the auction are added to the winning player’s opening hand (discard down). Crypt cards are added to the uncontrolled region as a fifth uncontrolled minion. These cards can also be added to the player's crypt and library in future rounds, during deck construction.

Game Rules

After cards have been drafted and the auctions performed before each game, game play follows Standard Limited Tournament and current V:EKN 2008 Tournament rules.

Prize Cards

Cards left over after the auction phase are left on the table. At the end of the game, the player who won the table may choose one of the remaining cards as a prize (and use it in future rounds). Any remaining cards should be returned to the event organizer for use as prize support for the overall league winner.

Wining and Prizes

After the first four rounds have been played, the Top 5 players will be determined, and will then play the fifth round as a Final. All other players who would like to stay are most welcome to play one or more "non-finalist" fifth rounds, following the same rules as given above.
Last edited by hardyrange on 17 Nov 2008, 11:31, edited 13 times in total.
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Post by hardyrange »

Aditional information, and Q&A, from the Storyline Coordinator:
Storylines Events are non-rated. So local event organizers have a lot of latitude
in how to handle the grey areas, modify the format, and
adjust the rules to suit their players, and balance flexible vs fair.

As to your specific questions....

> #2. Are the round/event-specific cards that you bid on usable only for
> the storyline tournament (like the Nergal and Millennium Cultist
> special cards) or are they normal cards that can be used in standard
> VEKN tournaments?

The auction cards are legal-for-play reprints.

> #3. If the cards are legal outside of the promo event, then you could
> have some interesting bidding behavior. There are a handful of decent
> cards being reprinted: Trophies, Alastor, Vessel, Urban Jungle, Anarch
> Railroad, and Seattle Committee all come to mind.

> Are you allowed to bid 32 pool for a card? Say you want the card for
> your collection, or you *really* want the card for your deck. Even
> though such a bid might cause you to instantly lose this round, you
> calculate that the card will substantially help you win the later
> rounds. (Also the tournament isn't rated, and normally storyline
> tourneys don't always encourage everyone to truly "play to win").

Play to win is still in effect, including during the auction phase.

> #4. "Event reports should indicate the winning faction, choosing from
> the following list: Camarilla, Sabbat, Independent, Laibon, Anarch, or
> Imbued. The report should also indicate the winner's key minion."

> How will this be monitored? When should a deck be classified as a
> particular sect? Or if the winner chooses, what's to prevent him from
> choosing a completely different faction?

The winner of each league is invited to choose the faction that is
best represented by their deck and a minion from that deck that had
the most impact.

If you win, and you want to report a non-crypt or non-unique minion,
sure, go ahead. Names that come up multiple times are likely to have
the most influence on the story. You are the worlds Methuselah. I am
but your humble chronicler. If it turns out that Underbridge Stray is
the secret weapon in the great Jyhad, it will be noted in the record
of these events.

-Ben Swainbank
Last edited by hardyrange on 17 Nov 2008, 11:35, edited 2 times in total.
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Post by the scavenger »

Murat wrote:
hardyrange wrote:Nein, ehrlich: Ich hab Lust auf das Format, und spiele das auch zu viert mit Euch! :D
Seh ich ähnlich, aber vieleicht sollten wir dann nicht 5 Runden spielen, sondern nur 3 oder 4.
Wir ziehen das in München auch mit 5 Leuten (bzw. 5 Decks und wechselnden Spielern) durch - das macht richtig Bock! Draft, bei dem sich die Decks konstant verbessern bzw. manchmal auch schlagartig verändern können, ist 'ne tolle Sache. Vor allem durch die kleine Vampirzahl (aber auch durch die schlanke Library) sind die Decks am Anfang erstaunlich konsistent, später wird's dann - je nach Draft-Glück/-Geschick - toolboxiger. Insofern ist's schon spannender, wenn man das 5 Runden durchspielt, kostet aber natürlich 'ne Menge Zeit - wir verteilen das über mehrere Dates.

Die Auction-Karten sind IMHO von ein paar Krachern abgesehen etwas mau, da geht vieles für 0 Pool weg, bringen aber nochmal mehr Konsistenz ins Spiel, weil man sie garantiert sofort nutzen kann. Alles in allem gehen die Spiele gehen recht knackig zur Sache, das ist alles andere als Not gegen Elend.

Also: Mitmachen, es lohnt sich!

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Post by hardyrange »

Die ersten vier Runden des Formats sind geschafft - dann verliess uns zunächst das Sitzfleisch...

Runde 1
Hardy 0 VP (ersteigert: Trophy: Hunting Ground)
Ralf 1 VP (ersteigert: Seattle Committee)
Didi 0 VP (ersteigert: Lucinde, Alastor)
Martin 0,5 VP (ersteigert: Molotov Cocktail)
Michael 2,5 VP, GW (ersteigert: Count Germaine, gewonnen: Tatiana Stepanova, Alastor)

Runde 2
Ralf 0 VP (ersteigert: Anarch Free Press)
Michael 1,5 VP (ersteigert: Count Germaine (Advanced))
Didi 1 VP (ersteigert: Galaric's Legacy)
Hardy 0 VP (ersteigert: Jaroslav Pascek)
Martin 1,5 VP (ersteigert: Yazid Tamari)

Runde 3
Ralf 1,5 VP (ersteigert: Anarch Railroad)
Hardy 0 VP (ersteigert: Anathema)
Michael 0,5 VP (ersteigert: Trophy: Domain)
Martin 0,5 VP (ersteigert: Vessel)
Didi 0,5 VP (ersteigert: Galaric's Legacy)

Runde 4
Martin 1 VP (ersteigert: Anarch Revolt)
Hardy 0 VP (ersteigert: Trophy: Diablerie)
Didi 1,5 VP (ersteigert: Blood Hunt)
Michael 0 VP (ersteigert: Trumped-Up Charges)
Ralf 1,5 VP (ersteigert: The Mole)

Standing vor Finale:

:arrow: 1. Michael 1 GW, 4.5 VP
:arrow: 2. Ralf 0 GW, 4 VP
:arrow: 3. Martin 0 GW, 3.5 VP
:arrow: 4. Didi 0 GW, 3 VP
:arrow: 5. Hardy 0 GW, 0 VP
Last edited by hardyrange on 20 Dec 2008, 11:30, edited 17 times in total.
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Post by hardyrange »

Mein erster Eindruck:
Ein sehr interessantes Format - Roberts Beschreibung trifft das schon sehr gut.

Es bildeten sich recht rasch klare Decks heraus, obwohl selbstverständlich alle über die "grottenschlechten" Libraries möpperten, wie es sich für Draft gehört.
Im Draft wurden gesehen: KoT, 3rd, LoB, TR - ich meine mich auch verschwommen an ein Booster KMW zu erinnern?
In allen Runden haben nahezu alle Spieler mit der Mindestzahl Karten operiert, die das Recursion Format vorschreibt.

Und in der Tat fand manchmal zwischen den Runden eine interessante Metamorphose der Decks statt...
Didi spielte ein bisschen Alastors, und ein bisschen Anarch; Michael hatte plötzlich neben seinen Sabbat Votern einen Setiten und Waters of Duat am Start... bin gespannt, was noch passiert...

Die Promo-Karten für das Event, Public Enemy und Flames of Insurrection, wurden beide gesehen.
Einmal wurde tatsächlich ein Red List Minion diableriert, und für einen Sekundenbruchteil hatte Honest Abe eine Trophy - bis dann die politische Befindlichkeit am Tisch die arme ehrliche Haut entsorgte.

Fazit zu diesem Format: Sehr witzig, allerdings zu lang, zu kompliziert für weniger erfahrene Spieler, und zu teuer, um regelmässig derartige Storylines abzuhalten.
Last edited by hardyrange on 19 Dec 2008, 09:40, edited 5 times in total.
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Post by Azrael »

Michael: Stavros/Melinda Galbraith Sabbat Stealth Vote/Bleed

Anfangs nur Vote/Bleed, später mit Trophy Modul. (Hab eine Trophy Domain :) )

Übrigens ist "Can`t Take it with You" sehr witzig im Draft. Man darf nur selbst nicht mit Equipments oder Locations spielen.
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Post by Männele »

Azrael wrote: Übrigens ist "Can`t Take it with You" sehr witzig im Draft. Man darf nur selbst nicht mit Equipments oder Locations spielen.
Kann ich bestätigen. Auf der Draft-DM hätte mir das fast den GW gebracht (5 Poolschaden jeweils auf Prey und Predator :shock: ), leider konnte Ralf mit seinen Gangrel doch noch blocken :( .
Ich habe noch nie etwas vergessen. Das wüsste ich.
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Post by ghost of extrala »

Ich habe auf die Anarchen gedraftet mit Neighbour John als Hauptvampir. Kann eigentlich alles ;) .. bleeden (mit Stealy Tenacity), blocken (mit Neighbour John und Anarch Freepress) und kämpfen (mit Sniper Rifle oder Combat Shotgun). Nur mit dem Poolgain hapert es manchmal.

:arrow: Anarch Railroad
:arrow: Anarch Freepress
:arrow: Seattle Comitee
:arrow: The Mole

Kurz: Anarchs feat. Neighbour John
Luck is not a factor.
Hope is not a strategy.
Fear is not an option.
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Post by hardyrange »

Finalrunde am 19.12.2008:

Ralf 0,5 VP (ersteigert: Urban Jungle)
Martin 1,5 VP (ersteigert: Hawg)
Hardy 0 VP (ersteigert: Alastor)
Michael 0,5 VP (ersteigert: Trophy: Revered)
Didi 0, 5 VP (ersteigert: Go Anarch)

Das Ergebnis also:

:arrow: 1. Martin (Pro/Obf/Ani Bruise and Bleed)
:arrow: 2. Michael (Stavros/Melinda Galbraith Sabbat Stealth Vote/Bleed)
:arrow: 2. Ralf (Anarchs feat. Neighbour John)
:arrow: 2. Didi (Lucinde, Alastor & Black Hand/Anarchs)
:arrow: 2. Hardy (Jaroslav Pasceks Eingreiftruppe - Cel/Pot/Pre Rush mit Red List/Trophies Modul)
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Post by hardyrange »

Ralf hat Bilder etc. in seinem Blog gepostet:
http://extrala.blogspot.com/2008/12/res ... yline.html
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