Cat & Mouse (all ME versions) When you play Cat and Mouse, total the number of Cat and Mouse Plots in play by all players. After you play this card, your opponent must take 1 card from the top of his Endurance and place it in his discard pile for each Cat and Mouse in play. Alternate two endings: After you play this card, your opponent must discard a defense/attack for each Cat and Mouse in play. As I noted a few weeks ago, I'm a sucker for using Plots. And quite frankly, Cat & Mouse is the best Plot sequence currently available. First of all, the game-mechanic stuff. Like any effect that causes discarding or Endurance "grind," the cards are lost at the beginning of the target's next phase. Since you're playing Cat & Mouse against your opponent, this means this card loss is a "must do" effect taking place at the beginning of her turn. When you play a new Cat & Mouse card, you count _all_ Cat & Mouse cards in play (including the new one) at that moment. There is no "timing" involved, so if an opponent immediately gets rid of one or more C&M cards (through the use of, say, Plan Ahead), he still loses the full number of cards. Since the discarding of Cat & Mouse is caused by a Situation card, Selective Memory has no preventative effect. Nefertiri discards and recovers normally. Some initial rulings to the contrary, the Director's Cut Situation can _not_ be used as a substitute Cat & Mouse. C&M has no "requirement" so DC is useless. Underworld Contact will negate any single Cat & Mouse effect directed at you, in the normal manner. However, since you do not discard Cat & Mouse cards after use, as you do with other Plots upon completion, this benefit is not as good. So that's how Cat & Mouse is handled. What do you do with it? Some general notes first. As mentioned above, Underworld Contact doesn't do much because, unlike other Plots, the C&M cards aren't removed when "completed." Since Cat & Mouse is non-sequential, your opponent can remove them as much as he wants, and you can still keep playing them, in any order, any way you want. And if he does remove them, they'll be back when you go through your Endurance. They don't stack in your Ability while you wait for that Part 1. Even Katana can have trouble with C&M. He can't really afford to let them stay out there and add up, so he's going to be Exerting to remove them fairly regularly. The only real disadvantage of C&M is that if both players are using it, the effects escalate rapidly and painfully for both sides. Since Nefertiri is immune to the attack and defense variants, this can work out better for her. Otherwise, act preemptively and hit them before they hit you. On to specifics. C&M/Attack is a good way to deprive your opponent of attacks. This can be beneficial under two circumstances. The first is if you are a heavy Power Blow type that cannot see Hidden attacks, or are not good at avoiding them. Slan and the Kurgan are good examples: each only has one type of dodge card. An opponent that has no attacks can't make a Hidden attack against you. The other circumstance is if you simply want to keep your opponent from attacking overall. This technique is not as efficient as Verona or Pedestrian/Delay-2. However, it's not a bad supplement. Mix with Caught in the Act/SE and Intimidate for best effect. C&M/Defense is the best of the three Cat & Mouse variants. If you don't have Persona-based defense-draining cards like Charm/Kastagir, you can use this to knock defenses out of your opponent's hand, then follow up with a powerful attack. You won't be able supplement the attack with a _second_ Special, so you should have a good inherent ability to do extra damage. Slan and the Kurgan are best for this. As Jeff notes below, C&M/Defense is also painful when used in conjunction with Factory or Battlefield. As we noted in last week's CotW, Factory + C&M/Def is an unpleasant combination. Battlefield isn't quite as good, since they get to redraw to more defenses. Also, since Battlefield is a "must do" effect, you can choose to discard a defense to it first, then discard the rest of your defenses due to Cat & Mouse. Still, that doesn't leave them with many defenses. C&M/Endurance is of general usefulness. If you are playing an Exhaustion-type deck, with cards like Desert, Dirty Trick/Pummel, Improvised Weapon/Attack, Avery Hoskins, Challenge/ME, and Counterfeit, this Cat & Mouse variant is an ideal choice. Potentially, an opponent can lose 1+2+3+4+5+6 = 21 cards from his Endurance from C&M alone. Add in the card loss from these other cards, and you might see several Endurance burns in a 30-minutes game, instead of the typical one or two. And of course, a card they go by is a card that is useless to them. Some of these cards (Avery, Desert) cause you to lose your own cards as well. With any other Plot, that would be a problem as you lose the very key cards you need to complete the Plot. With Cat & Mouse, however, who cares? You're not required to play them in sequence. So who should use Cat & Mouse? The first, obvious, choice is Xavier. He can use 12 of any given Plot. We noted a potential payoff of 21 above. Xavier can add 7+8+9+10+11+12, for a total of 57 + 21 = 88 cards! He is not limited to six of any one Plot, so he can use 12 C&M/End if he wishes. That adds up to a _lot_ of cards lost. Xavier has a few other C&M-related tricks. If his opponent isn't playing heavily with Situations, he can use Plan Ahead to burn his own C&M Plots, right before an Endurance burn. Then he shuffles them all together and gets to draw and use 1-6 of them again as he continues on. And since Cat & Mouse isn't discarded after use, Hidden Explosives becomes that much more powerful . . . C&M/Def gives Xavier some serious potential as a swordsman, rather than a cheesemonger. Yes, they can use Alertness against that Stalk. . . but not if they don't have any defenses at all when you played that ninth C&M/Def the same turn. Playing a C&M uses up your Special for the turn. So you want to be a strong attacker who can inflict pain without playing Specials if you're going to use the Defense variant. The Kurgan and Slan are particularly good for this. However, Connor and Duncan, since they can Duck or Jump, then Slash or Spinning Blow, are also good choices. Anyone using Battlefield or Factory should probably use C&M/Defense. This includes Kastagir and Nefertiri in particular. So overall, Steve gives Cat & Mouse the following ratings: 4 for Attack, 9 for Defense, and 7 for Endurance. There are more effective anti-attack cards (Verona, Intimidate, Pedestrian), so attack loss will probably just let your opponent cycle cards. Endurance card loss can range from an irritation to more serious consequences, particularly if Xavier goes with all twelve of this version, and can Plan Ahead out a few before his own Endurance burn. Defense loss is a heavy hitter, and perhaps the best way to assure you hit your opponent a couple of good ones. When combined with other defense- depriving cards like Battlefield, Factory, Charm, and Kiss Your Butts Goodbye, you can keep even cheese decks on their toes. What Our Other Raters Say: Ben - I like plots that act at the speed of an Event. Cat and Mouse starts slow but turns nasty fast. Until more people start playing it, this is a great plot. Jeff - C&M/Endurance is a very underrated card when used with Xavier in the Lean & Mean format (and even works against Nef!). Combine the C&M/Defense with Factory or Battlefield for a nasty surprise, particularly in a Kurgan deck. The C&M/Attack version is less useful, since there are better cards to prevent attacking. Rick - Snowballing Plots are good in nearly any deck. Put C&M/Def in and get ready to start Power Blowing. C&M/Attack is good for Cheese decks and C&M/End is good against Lean & Mean decks. Hank - I use Cat & Mouse a lot more than some people. C&M Defense is useful in a lot of swordfighting decks, C&M Attack is useful in a non-attack (or was, pre-Verona/Safe Haven), and C&M Endurance (while the least useful) is fun for End Burn decks (Avery decks or alternatives). Alan - These are _really_ annoying plots to have played against you, particularly the Defense and Endurance ones. They can leave you totally defenseless, causing you to Exert against incoming Power Blows/Head Shots. And if your opponent is using a multiple-attack card (plus Scotland the Brave), you're in real trouble. Effects are magnified in the hands of Xavier. Jim - Cat and Mouse is one of my favorite plots. Unlike the previous plots you don't build up to it, but instead build upon it. The more C&M's in play the greater the effect of the next one played. C&M is especially fun when used in conjunction with Schemer. For attack decks I prefer using C&M/defense. This is particularly useful with Kastigir Battlefield decks. Amanda and Fitz can also get a lot of mileage out of that combo. For cheese decks and lock decks C&/attacks can be quite useful. For marathon decks C&M/Endurance is a must. Use Desert as your location of choice, add in Avery, put in attacks that cause card loss like Stunning Blow, Dirty Trick/Pummel, and Improvised Weapon/ranged. Xavier can really roll with C&M. You can build some really nice Xavier head hunting decks using C&M/defense along with Xavier's Forethought and Plan Aheads. Kurgan can also greatly benefit from C&M/defense, especially if he is using Follow Up and Catwalk/Ruins. Wayne - The only Cat & Mouse card that I personally feel has any value is the discard defense card. The endurance burning card was perhaps viable prior to Princes of the Universe, but with this card available it's too easy to just heal yourself if you are forced to burn through your deck. The discard attacks only works if you are playing against an attack deck: so many decks are cheese and lock it may actually help those decks. But discard defense can be effective with a Slan or Kurgan deck. It makes for a very simple deck to build and can play fairly competitively. Ratings Overall (Attack/Defense/Endurance): Steve 4/9/7 Ben 7/7/7 Jeff 3/5/6 Rick 5/8/5 Hank 6/8/4 Alan 7/7/7 Jim 6/8/5 Wayne 1/4/1 Average: 4.88/7.00/5.25 ------------------------------------------------------------------
Garfield No Event cards may be played while Garfield is in play. Discard Garfield if you draw a card. Well, here is another of a relatively small group of anti-Special cards, joining the company of Honor Bound, Wargames West, Honor Bound, Renee Delaney, Charlie, and Turn of Events (CotW #17). Game mechanics first. Garfield is a pretty direct card. Exerting for cards is _not_ drawing cards, and does not remove Garfield. The "reshuffle" effect of Holy Ground/ME is not considered drawing either. The effects of cards like Holy Ground/SE, Master's Stratagem, Patience, Dr. Alan Neyman, Brenda Wyatt, and Quality Blade/ME _are_ considered to be drawing cards. If Garfield is Focussed, then you may draw cards at any time(s) during your turn without removing him. This includes if you are forced to draw cards, due to Holy Ground/SE. Since Garfield is Focussed, you can also play an Event. Garfield is an Ally. The first thing to remember when using Garfield is that he _only_ affects Events. All players may use Edges, Situations, Locations, and Objects despite Garfield's presence. On the other hand, there appear to be more "generic" Events. Not everyone uses Quality Blade, or Honor Bound, or Plots. However, there are very few decks that don't use Police/Remove Situation, or Watcher/Treatment, or Holy Ground, or Darius. Of course, Garfield will restrict your ability to play Events along with your opponent. Still, if you are playing an Event-light, Situation-heavy deck, Garfield has several benefits. If your opponent has to use Focus to deal with Garfield, he'll have fewer Foci for your other Situations. You can use Focus yourself to strategically play an Event _and_ draw cards so that Garfield isn't removed as a result. Garfield's primary use is in conjunction with the other anti-Special cards mentioned above. Garfield won't stop your opponent from playing Specials, but he nicely supplements cards like Wargames West and Turn of Events. He does in this in two ways. The first is that you can only have so many Renee Delaneys, and Charlies, and Wargames Wests, in your deck. Garfield isn't perhaps as effective as any of these cards. However, you can have up to six of him. The second, that his effect acts on _top_ of these cards, is better. If you have Wargames West and Garfield down, you can play an Object or Situation and your opponent _still_ can't play any Events on his next turn. He can play Objects and Situations. However, those typically don't let you heal damage (Watcher/Treatment), avoid attacks (Holy Ground) or remove Situations (Police Remove/Sit, Investigation, exempting Simple Mind and Plan Ahead). If you Focus Garfield in this case, you can even play an Event to do any of these yourself, and he will still be limited by Garfield if not by Wargames West. Playing Garfield with Honor Bound is probably not as good an idea. You will have to Focus both Garfield and HB if you want to play an Event. However, if you do want to use both, it isn't impossible. Get Garfield down first so you don't have to Focus HB to play him. When you want to draw cards, Focus Garfield. The combination of HB and Garfield makes it very difficult for your opponent to play any Specials, much less the critical Event ones mentioned above. A similar rationale applies to Turn of Events plus Garfield. Your opponent will have to Focus Garfield to play an Event. And even if he does, he still has to Exert. Either that, or burn two Focus cards. Meanwhile, if you built an Event-light deck, you won't really care, and can Focus Garfield when you want to draw. Garfield does work well with two other categories of cards. The first are those who let you raise your hand size above 15, so that you have a larger pool of cards in your Ability to use rather than drawing. Master's Endurance is useful here, and there are several cards in Watcher's Chronicles that can let you draw to a large amount of cards, which you then keep thanks to Master's Endurance. The second category is cards that relate to drawing or not drawing. These include Factory and Shadow of the Mind. The next question is which Personas should use Garfield. As noted above, any Situation-heavy deck can do so. There are two Personas who typically meet this criteria: Xavier and Nakano. Both have powerful Persona-specific Situations. Garfield can limit Nakano's special ability. However, the Sorcerer's ability is more of an emergency measure, and not one you build a deck strategy around. Garfield will let Nakano make it difficult for opponents to deal with cards like Master's Maneuvers, Mirror Image, Swords to Snakes, and Shadows of the Mind. The latter in particular is useful since Nakano doesn't want to draw cards when using that either. Xavier can hide behind the double anti-Event barrier of Forethought and Garfield, and he can use Plan Ahead as a non-Event way to remove his opponent's Situations. Xavier _does_ have to play an Event to complete most of his Plots, so he will either have to save his Foci or use Cat & Mouse. Who else should use Garfield? Any particular deck that relies mostly on Situations and Objects. The Kurgan is a good choice here: he can easily use a Situation-heavy Plot deck to wreck havoc on an opponent. He has the added advantage of Disguise: Garfield helps to protect Disguise from removal (since an opponent has to use two Foci to Police either card), and limits an opponent's ability to escape to Holy Ground against the Kurgan's attacks. One caution, however: for any Power Blow-oriented Persona (primarily the Kurgan, Slan, and Connor), Garfield is not a whole lot of help. A lot more people use Ancestral Blade rather than Continuity, and Continuity rather than Stamina. Garfield isn't going to stop your opponent from using Ancestral Blade or Continuity to thwart your Power Blows. Nefertiri decks are not necessarily Event-light. However, since she can draw up to her Ability multiple times, she gains additional advantage from using Focus + Garfield. Any anti-Special deck might benefit from Garfield, when used in conjunction with other such cards. Again, this tends to include Slan and the Kurgan (because they can inflict lots of damage without playing Specials), and Connor (thanks to his Master's Block/Lunge/Stance combination). So overall, Steve gives Garfield a _6_. He is not the best of the anti- Special cards: he's neither as reliable as Renee Delaney, or as persistent as Honor Bound. Unlike Turn of Events, however, he is an absolute barrier to Event play. And the Event-only clause means you can build a deck around him, while your unprepared opponent could be stuck with a large hand of Events they can't play at a critical moment. What Our Other Raters Say: Ben - I give it a 7 because it's a useful card, in the right deck. Admittedly, the deck in question is a lock deck, but Garfield is a real sleeper. A single Garfield on the table forms a lock that stops most attack decks, which rely on Events, but lets a Plot deck keep right on rolling. Jeff - Garfield is less useful than its promo relative Turn of Events (boy, where have I heard that before: Second Wind/Nexus? Continuity/Ancestral Blade?). However, it shares the same problems - namely, that it is all but useless against the majority of cheese decks since they are Katana. Tack on the fact that you can't draw up without Focus, and this one adds up to another overrated card. Rick - This card can be dangerous in Nefertiri's hands. Since she can draw up at any time, she can lock you out of Events but draw up to remove Garfield and then play her own Events the same turn. Hank - Less comprehensive than Honor Bound, and harder to keep in play. Drawing cards is important to almost any strategy. I could see it used with Factory and Focus in a Nefertiri deck, but the few times I've used it in other decks it's been fairly worthless to me. Alan - A good anti-cheese card (except against Katana, of course), but has a fairly big drawback, in my opinion (I *love* drawing cards at the end of my turn!). Nothing that a few Focii can't get around. Jim - Garfield is a good card for slowing down Event decks. It is especially useful against Lean & Mean direct damage cheese decks. Since Garfield goes away if you draw a card, it works well with Factory. I rarely use Garfield due to the limitation on drawing a card. I prefer using Quality Blade/ME which requires a card draw and Master's Stratagem which permits an optional draw. I use Honor Bound and War Games West to hamper cheese decks. I would only use Garfield in Lean and Mean deck with 6 Focus, to get a single one-turn delay, in which case Renee Delaney is a better card. Wayne - Garfield is a very useful card for someone with situation-heavy and/or attack decks. It's a good anti-cheese card and it helps prevents Police, Holy Grounds, or Watchers from being played. Its usefulness is somewhat diminished because you must have an ample supply of cards in your hand and you can't play Event cards yourself. I rarely use this card because of these reasons and Katana simply exerts to remove it. Ratings Overall: Steve 6 Ben 7 Jeff 4 Rick 7 Hank 5 Alan 7 Jim 4 Wayne 5 Average: 5.63 ------------------------------------------------------------------
Higher Ground You move to higher ground than your opponent. Your opponent may not play Upper Attacks. You may not play Lower Attacks. If both players have Higher Ground in play, neither has any effect. Higher Ground is a Standing Defense. Well, we have another entry into what is currently a rather small category of cards: Standing Defense that are not Guards. This puts Higher Ground in the same company as Dugal MacLeod, Master's Stance, and the various Continuity cards. Like any Standing Defense, Higher Ground can be affected by Battle Priest, Dangerous Ground, Dirty Trick/Shove, Ruins, Rush, Skylight, Slippery Footing, Trip/all versions, Hammer Blow/Kurgan, and Surprise Attack/Amanda. Although the card text strongly suggests otherwise because it states, "neither," one Higher Ground cancels out _all_ Higher Grounds on the opposing side. If it helps, substitute the words "none have" for "neither has." It works for me. :) Although Higher Ground does not "stack," if your opponent has at least one unFocussed HG in play, you are subject to HG's effects. A card that has no effect is the same as a card that has been nullified (i.e., Focus). As per Ben Durbin, there is no difference between these two terms. Any attack with multiple areas that has at least one area in an Upper square is considered an upper attack. Thus, Slash/Vertical and Connor & Duncan's Persona-specific Slashes cannot be played by _either_ player when Higher Ground is in play. The Horizontal Slash can be played by both players, since it is entirely a Middle attack. Handle other multi-area attacks the same way. Ranged Attacks such as Pistol/UC and LC are also affected by Higher Ground, however lacking in "realism" this might be. An interesting note: a multiple-area attack that has at least one area in an upper square can be a Head Shot, as long as it can be made a Power Blow. Make of that what you will. So what do you with Higher Ground? Well, its primary use is to prevent your opponent from making Upper attacks. An industrious opponent may cut your legs out from under you while you're perched on that car, but they'll never take your head since they can't play an Upper attack. Higher Ground makes it very difficult for Kalas to pull off the dreaded Stalk/Head Shot. Besides immunity to Head Shots and certain Pistol attacks, a number of the non-Special attacks are also Upper attacks. Stunning Blow, Spinning Attack, and Riposte are all primarily Upper attacks. None of them can be used against you if you have a Higher Ground in play. There is also a tendency for many players to favor Upper attacks. Duncan, Connor, and Kurgan decks, who like to get "free" Power Blows through the use of not only the Power Blow card, but Head Shot as well, tend to rely on Head Shot for an extra six freebies. Higher Ground can use this tendency against them. So Higher Ground provides a good defense against Head Shots as well as certain Power Blows. However, it can restrict you. This may not be much of a problem, however. For one thing, it doesn't impair _your_ ability to make Head Shots. As noted above, there are a larger number of non-Special Upper attacks, all of which you can wield effectively while your opponent cannot. You also have the advantage that if you put Higher Ground in your deck, you'll know it ahead of time and can build your deck accordingly. Obviously, you shouldn't put more than one of each of the three Lower attacks in your deck. As well as attacks, you can build your deck defensively in accordance. I wouldn't recommend going with the minimal number of Upper defenses: opponents will find some way around your Higher Grounds. However, you should definitely put a larger number of Lower Guards in your deck when you use Higher Ground. You can put a LG up, keep it up, and continue to make Upper attacks ad infinitum. If you have an Ancestral Blade in play, you can go a long time without dropping the Lower Guard. The exception to this is if your opponent launches an unblockable attack. You can't play Alertness/Block on a defense already in play. Simply play a new Lower Guard and an Alertness/Block on the same turn if this situation arises. If you don't have a Lower Guard up, you can always play a Focus or two and play a Lower attack. This is particularly useful if you also have a Hidden attack coming. In fact, try Focussing your Higher Ground and then play a Hidden Upper attack - it's a neat double-bluff. As noted above, Higher Ground is _very_ vulnerable to removal, being both a Situation and a Standing Defense. That is its major weakness. Thanks to Rush and Surprise Attack, _every_ Persona has a way to remove Standing Defenses, even Slan and Amanda. There is no reason to play multiple Higher Grounds, since they can be removed en masse by a single anti-Standing Defense card. You gain no benefit since your HGs don't stack, and a single Higher Ground of your opponent's will cancel out _all_ of yours. If you want to use the Focus/double-bluff strategy mentioned above, you also don't want a lot of Higher Grounds in play. This leaves you with the choice of keeping Higher Grounds in your hand, taking up space, or playing them out and having your opponent remove them in a single turn. Not a pleasant pair of alternatives. Your opponent's best defense against your use of Higher Ground is a single Upper Guard. Kastagir with a Master's Guard in play is your worst nightmare. Keep Trip or Surprise Attack on hand for removal purposes. Rush, for obvious reasons, is not a good choice for Guard removal. So who should use Higher Ground? As noted above, Connor, Duncan, and the Kurgan are best at launching a powerful series of Upper attacks that are Head Shots. Duncan and Connor need not concern themselves with a Hidden counter- attack. However, with HG in play that's not really an issue even for the Kurgan: a Lower Guard will cover any area your opponent can respond to. By the same token, Slan can make use of Higher Ground as well by making Upper attacks, each one an Exertion-less Power Blow. However, he has no way except using Darius or the Generic Quickening (for Trip) to remove an opponent's Upper Guard. As noted above, his using Rush would be self-defeating. If you are using a non-attack deck, Higher Ground can further limit your opponent's attack options. If they Focus that Pedestrian, and remove that Verona with their own Location, they still can't use any of their Upper attacks. All other Personas gain no major benefit from Higher Ground. HG does get in your way if you intend to use Battle Rage, Berserk, or Bloodlust, or if you are Kern, Amanda, or Annie. In all of these cases, you want a wide spread of attacks. So overall, Steve gives Higher Ground a _5_. It's a nice defensive card, and there are a few effective strategies that can be built around. However, its high degree of vulnerability is its major handicap, taking it down a point or two. What Our Other Raters Say: Ben - [Abstain] Jeff - A very underrated card. Pair it with Lower Guard in a Slan deck for oodles of fun. Good swordplay card. Rick - The card is a Standing Defense, making it too vulnerable for you to depend on it saving your head. I could see this going in a head-taking deck so you don't have to block Upper Attacks and have the blocks restricting your own Upper Attacks. Still, if your opponent doesn't have something to remove Standing Defenses, this and a Lower Guard could be a great plan. Hank - I've always liked Higher Ground. I like cards that alter the swordfighting aspects of Highlander without breaking them (I despise direct damage and non-attack cards like Verona). Higher Ground is a great example of the type of card I like. Alan - Higher Ground is one of those cards that finds its best use in combination with other cards; in this case, Dugal MacLeod + Lower Guard. You stop your opponent from being able to do sword damage to you, while still being able to do sword damage to them. Higher Ground's only real drawback is that it is fairly vulnerable, since it is a Standing Defense as well as a Situation. Jim - Higher Ground is a good card when combined with other cards. Lower Guard and Catwalk are two of the better cards to use with Higher Ground. Since HG is a Standing Defense it is fairly easy to remove. However, if you use a Special-denial strategy after playing HG, you can keep it in play. Higher Ground is a good card to use if you are playing a head hunting deck or are playing a hand that is heavy with Upper and Middle Attacks. Higher Ground is an especially good card for Kastagir due to his Master's Guard. Wayne - This is a somewhat effective card against non-Katana decks. Protects against Head Shots and is good when played with a Lower Guard. I prefer using Master's Stance instead of Higher Ground because you can keep a Master's Block in play with it. I would rate it higher if it was not so easily removed from play. Ratings Overall: Steve 5 Ben N/A Jeff 6 Rick 5 Hank 8 Alan 7 Jim 6 Wayne 4 Average: 5.86