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YMMV / Vampire: The Eternal Struggle

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  • Game-Breaker: There are a few, though since the game never developed a high-stakes tournament scene like Magic, players could easily just use house rules to ban them from friendly play.
    • The game was remarkably well-balanced until the Ancient Hearts expansion. Along with several minor balance issues, it introduced the action card "Return to Innocence", which allowed one to essentially destroy an opponent in a single action, at the cost of losing an acting high-level vampire card. In itself, overpowered, but not necessarily game-breaking. However, combined with the "Soul Gem of Etrius" card from the Unlimited release, and certain high-level vampires such as "Etrius" vampire from the preceding Dark Sovereigns expansion, it became far more troublesome. Decks designed to take advantage of this combination were practically unbeatable until the combination was nerfed by a card text errata issued much later.
    • Monocle of Clarity: Ask a player a yes or no question which he must answer truthfully. If the question regards a future event, the player must play in accordance to that answer. Sounds harmless, right? Step one: Ask player "When I use my monocle next round, will your answer be yes?" Step two: Tailor your next question according to the previous answer. "Will you let my bleeds go unblocked for the rest of the game?" if he said yes, and "Will you block any of my bleeds for the rest of the game?" if he said no. Your opponent is screwed. Even if you house-rule meta questions such as this, the game will revolve around the card as long as it's out.
  • Values Dissonance: The ally card "Gypsies," which receives +1 stealth on all its actions, is obviously based on the "thieving gypsy" stereotype of Roma people also used in early editions of the pen-and-paper game.

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