Hunger of the Kindred

September 20, 1999
Hunger of the Kindred
Type: Event
Keywords:
Requires:
Text: Target one Wyrm Enemy and one Human Victim in the Hunting Grounds. Begin combat between them with the Enemy as the Hunter. You choose the character for whom you fight.
Quote: "I guess I gots me a bit of a drinkin' problem." - Dan Coleman, former deputy
Phase: Inquest Issue #52Artist: Fred Harper
Power Usability Limitations Decks Flavor
18 20 20 15 19
Total Ranking: 92 (of 100 maximum)

Power: 18
I rather like the versatility of this card, considering how limited in scope it is. The basic task of this card is to manipulate two characters within the Hunting Grounds. As such, it does it fairly well. This card can be used in a variety of ways. First off, you can soften up a target in the Hunting Grounds during the Main phase, so you can really get the smack down on them. You could either play the side you wish to kill later, and plan out a slow defense, or use attacks that could not kill (base damage dealt less than health remaining) by playing for the other side of your target. This card works rather well if you want to eliminate either a Wyrm Enemy or Human Victim. Choose the buffest opponent and go to town. Again, you could play your target and defend horribly, or play the opponent and attack for all it's worth I recommend the latter, as opponents who catch on may choose not to play attacks. No wasted alpha action, no chance of beating up your own character. Use this technique if there's a wounded target in the Hunting Grounds, and you know you won't have first alpha action. You can also use this card to remove card effects that screw around with your strategy, such as Keiser or Mist Man.

For best results, mix both strategies. Weaken Daniel Coleman while you work to eliminate Sheriff Thompson.

Usability: 20
With no requirements, this card can appear in nearly any deck. It works best in a deck as an all-purpose defensive measure against critters in the Hunting Grounds, but it could also be put to specific theme usage.

Limitations: 20
Well, there aren't any limitations as to who can play it, but rather the conditions under which it can be played. You need a Wyrm Enemy and a Human Victim - without one, you can't attack the other. You also have the uncertainty as to the results of the combat. Much like Counting Coup, a bad Combat draw will make this a wasted effort. Make some wise choices combined with some method of Combat hand prediction, and this can be mitigated, but the whims of fate will still play a hand. Overall, considering the effects and wide possible use, this card is balanced so that nuking a character in the Hunting Grounds isn't a sure thing. This card is perhaps one of the better examples of proper limitations.

Decks: 15
Right off the bat, this serves up nicely in a Wyrm hunting deck that targets big characters like the Thunderwyrm or Daniel Coleman. Use a pretty decent Victim to soften up the Enemy so that when alpha phase rolls around, you'll have an easier time of it. Combine this tactic with something that lets you have first alpha action, whether it be high Renown or card effect. On the flip side, this same tactic can be used for a Red Talon Victim hunting deck, though there are few Victims which are insurmountable. However, if someone throws out a Bodyguard, you could get rid of him so you can pick off a more troublesome Victim such as the Callous Polluter.

This card works nicely as a defensive card, especially if you've got a deck that susceptible to a particular Enemy or Victim. For example, use this in a Theurge deck. You'll protect yourself from those pesky Mind Eaters who drop your Sept draw to 1, and any other miscellaneous Hunting Ground targets which spoil your fun. You can also slip this into a deck that gets Renown from other sources (such as Moots, Garou hunting, and Battlefields), and foil the plans of those who rely on Enemies or Victims as their source of Victory Points. You may want to fill in a big Enemy and a big Victim, so you can stack the Hunting Grounds in your favor.

Flavor: 19
Fred Harper does a nice job with the Wild West, and seems to be the artist of choice for the team of Sheriff Thompson and Dan Coleman. A good choice, too, for it gives a nice theme to the whole subplot of Dan's Embrace. On this particular card, we see Dan soon after getting Embraced by Delilah Morden. In the background, you can see the results of his feeding frenzy without going into the gore some artists might have chosen. The composition is excellent, with a great point of view for the observer. The card title matches nicely to both art and text, as the Hunger can easily get away from even the most experienced vampire.

Quote-wise, we've got a good one here. The understatement fits perfectly in with the personality Dan exhibits in other cards, paired with the Sabbat blood now running through his veins. It also has the secondary humor of being spoken as he is leaving a saloon, as if alcohol was the only Beast on his back. Overall, this card links the past and present together rather nicely, by tying together Deputy Dan and Daniel Coleman, his two personas in the game. All of the elements combine to form a solid story card that expounds on a very interesting subplot.


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