top ten worst....
LivesByProxy wrote: Most of the melee weapons but especially: Bastard Sword, Meat Cleaver, & Brass Knuckles, which are all functional reprints. They all cost 1 pool and give a permanent +1 damage on your strikes, which would be OK except that the exchange rate for guns is much more efficient and lets your vampire be safe.
I wouldn't discount melee weapons simply because guns are "safer". Sometimes you may want to stack strength (maybe). However in the case of abovementioned cards, strictly better cards exist: baseball bat and nightstick. Both give +1 str for each strike for same cost of 1 pool, but have additional benefits. Baseball bat unlocks the vampire at the end of turn if equipped, nightstick can also prevent damage.
Anarch expansion multidiscipline cards are also pretty poor, because unlike more modern anarch cards, those cards can be played only for one discipline each. And each individual discipline usage is weak in comparison to normal non-anarch single discipline cards. Cards like: skullduggery, smash and grab, etc.
Finding the path - really? Why would you ever want to play this over common political action cards like kindred resources contested, parity shift, etc?
I'm sure I've seen some incredibly poor card designs, but my selective memory has erased them from my mind... If I come across some I will write to this thread.
"Plenty of little men tried to put their swords through my heart. And there's plenty of little skeletons buried in the woods."
- Tormund Giantsbane, Game of Thrones
The 4 hold cards
The +intercept only against diablerie
I'm sure more will come to my mind
Just remember that considering letter from Vienna now is like making a comment of Giant Spider from 4th ed. Mtg
Italian National Coordinator
Lurking in the underground of Bologna, Italy
thank you guys for participating. Your input is actually very helpfull.
Giant spider is actually from Alpha beta unlim ... but we see your point, Thelonius,
The different gangs in VTES: The Knights, The Bruisers, The Slashers, are all pretty useless. They can't bleed, and have limited ability to intercept, maneuver, dodge, strike, and press, because they don't have any disciplines meaning you would have to rely on very weak and limiting discipline-less cards to give them those effects. Basically, getting them to work is too much effort and too costly - you may as well just play actual vampires.
I found the gangs useful (alongside Arms Dealers), as extra weenies in a cheap weapons deck.
e.g. the staple minion might be a 2-cap vampire playing Saturday Night Special + DBR, which costs 1 pool per fight (even if they dodge).
If you splash in some Target Vitals, the gangs can rush too, e.g. The Slashers + Target Vitals only costs 1 pool to deal 9 damage. That's not bad enough for the bottom 10.
I'd say most of the Clan hosers, The Treatment, Phobia and Grand Temple of Set would be worse than the gangs.
- new user, sorry if this is a double post