rec.games.trading-cards.jyhad

JYHAD: Fundamental Questions

11 messages from 5 participants · 29 August 1994 – 31 August 1994 · rec.games.deckmaster
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Peter Desaulniers

Sorry if this is water under the bridge...... Question 1: When a card says (and there are plenty) that any minion can burn this card with _a_ directed action, how does this happen? How does a minion who desires to burn that card choose to do so? By what action? Question 2: What is the difference between _combat_ and _rounds_? When a card says, _combat ends_, is that it, no more presses? Or does it mean that that round ends and you can press for another round? Question 3: Are political action cards worth 1 vote _during a vote initiated by another card_ regardless of the effects of the card? And if so, can the clan/discipline symbols be ignored when using the card to cast your vote? Question 4: Does a methuselah need to have an eligible blocker before the methuselah can declare they are blocking an action, where eligibility is having or the ability to give a minion an equal or greater intercept than the acting minion's stealth? Example: my acting minion hunts at +1 stealth, my prey has no minion with +1 intercept nor any cards to give a minion +1 intercept. Can my prey declare that he/she desires to use the option to block knowing that he/she has no chance of success? This is impor tant because the prey has the first opportunity to block and if they declare that they are blocking (but have no minions capable of blocking) then the predator does not get the option to block since the prey used the option to block. In other words, to declare a block, must you first have or be able to make a blocker capable of blocking in order to declare a block and thus removing the opportunity for the preditor to block? Another way to look at this is, if the acting minion is capable of having a highe r stealth (after playing out all the stealth and intercept cards) than the prey's potential blocker, is no block declared and then the preditor gets a shot at it? By the way, if the block fail then the prey's failed intercept cards are burned even if the block moves onto the preditor, right? Question 5: In combat, what is the order that the strike cards are chosen and played? If I know that someone is playing a _combat ends_ strike card then I wont waste my valuble high damage strike card. What is the timing on this? Question 6: Are there 438 unique cards? Thanks, -- Peter (ninja@ix.netcom.com)

Jammer

1: _a_ D or Directed action is a D or directed action. That is all it is. It is an action which targets a certain methusela or a certain methusela's minion. You just declare that your minion is attempting a D or directed action and then if he/she isn't blocked the action succeeds.

Jammer

2: Combat is the term for the action which occurs when an action is successfully blocked by another methusela's minion. That combat is divided into rounds. during these rounds you determine maneuvers then strikes then you determine damage. when you play a strike cards which states 'Strike:Combat ends' it means that you are effectively ending combat unless the minion you are combating plays a card such as 'strike: only usable to continue combat' to cancel your strike. It works just like maneuvers in this way. You play one and you are moved into ranged combat unless your opponant cancels your maneuver with a maneuver of his/her own.

Jammer

3:no, and no. Political cards are first only usable during your own turn because they are action cards and second only usable as a declared action. They are not reaction cards which can be played in reaction to another minion's action. Thirdly the way I understand it your minions work independantly of one another. That is they take their turns separatly and not at the same time. This prevents your minions from assisting each other with combat and reaction cards. The only time when your minions work with each other is during a political action when some of them are allowed to vote.

Jammer

4: yes you can declare you are blocking. The intercept/stealth declaring phase occurs after the blocker is declared. Even if the vampire has a special ability of gaining +1 stealth the addition of that stealth bonus doesn't happen until after the blockers are chosen. If after the stealth phase your minion is unable to block then the vampire's action succeeds. Plus you may or may not know what your opponant has in his/her hand, so how can you now if he/she can boost his/her's vampire's stealth bonus? If you can't know then of course you can attempt to block their minion's actions.

Jammer

5: Lastly combat in Jyhad is run almost similar to MtG's fast action phases inbetween the attacking/blocking declaration phases. The order is undetermined. Your opponant may play his/her strike:end combat as a reaction to your playing your increased damage card. You have to play your cards right. If you have a high damage card you may want to hold your high damage card until after your opponant has declared their strike thus ensuring your high damage card will not be countered by the Strike:combat ends. Although it may be undermined by other means.

Jammer

6: yes there really are 438 unique cards(not including the cards which have been misprinted and printed correctly depending on the version you may recieve.

Doug DeJulio

In article <1994Aug29.184445.27119@xsoft.uucp>, Peter Desaulniers <desaul@xsoft.xerox.com> wrote: > Question 1: When a card says (and there are plenty) that any minion > can burn this card with _a_ directed action, how does this happen? > How does a minion who desires to burn that card choose to do so? By > what action? You just say, for example, "okay, my Muddled Vampire Hunter is going to burn your Army of Rats". No card is required, though the action can be blocked, just like any other directed action. > Question 2: What is the difference between _combat_ and _rounds_? > When a card says, _combat ends_, is that it, no more presses? Or does > it mean that that round ends and you can press for another round? Yes, when "combat ends", that's it, no more presses. A combat is the whole thing, from start to start. A round is just the thing between presses. Most combats last one round. > Question 3: Are political action cards worth 1 vote _during a vote > initiated by another card_ regardless of the effects of the card? And > if so, can the clan/discipline symbols be ignored when using the card > to cast your vote? During any vote, you can discard any political action card for one vote. The rules on this are pretty clear. You don't need to be able to *play* the card, you're just discarding it. Ignore the clan/discipline symbols on it. > Question 4: Does a methuselah need to have an eligible blocker before > the methuselah can declare they are blocking an action, where > eligibility is having or the ability to give a minion an equal or > greater intercept than the acting minion's stealth? Example: my > acting minion hunts at +1 stealth, my prey has no minion with +1 > intercept nor any cards to give a minion +1 intercept. Can my prey > declare that he/she desires to use the option to block knowing that > he/she has no chance of success? This is important because the prey > has the first opportunity to block and if they declare that they are > blocking (but have no minions capable of blocking) then the predator > does not get the option to block since the prey used the option to > block. In other words, to declare a block, must you first have or be > able to make a blocker capable of blocking in order to declare a block > and thus removing the opportunity for the preditor to block? Another > way to look at this is, if the acting minion is capable of having a > higher stealth (after playing out all the stealth and intercept cards) > than the prey's potential blocker, is no block declared and then the > preditor gets a shot at it? By the way, if the block fail then the > prey's failed intercept cards are burned even if the block moves onto > the preditor, right? I'd say the Predator gets a chance to block unless the Prey actually *does* block. If you try to block and fail, it's as if nothing happened. And yes, your intercept reaction cards are burned even if the attempt to block fails. > Question 5: In combat, what is the order that the strike cards are > chosen and played? If I know that someone is playing a _combat ends_ > strike card then I wont waste my valuble high damage strike card. > What is the timing on this? First you establish range by maneuver. Anyone can go first here, it really doesn't matter. As far as strike declaration, the *active* minion always goes first. That is, the person who's turn it is has to say what they're doing. So, if they play a "Strike: Combat Ends", you'd be silly to play a "Strike: Cauldron of Blood". There are combat cards that aren't strikes, like "prevent 97 damage" and stuff like that. Those can be played whenever. >Question 6: Are there 438 unique cards? I don't know. I don't even have 300 cards yet. -- Doug DeJulio ddj@zardoz.elbows.org

Tom Wylie

Doug DeJulio <ddj@zardoz.elbows.org> wrote: >> Question 5: In combat, what is the order that the strike cards are >> chosen and played? If I know that someone is playing a _combat ends_ >> strike card then I wont waste my valuble high damage strike card. >> What is the timing on this? >First you establish range by maneuver. Anyone can go first here, it >really doesn't matter. Actually, it can matter a lot if both vampires have optional maneuvers and are considered going to range. The acting vampire always decides first whether to maneuver, which strike to use, and whether to press. >As far as strike declaration, the *active* minion always goes first. >That is, the person who's turn it is has to say what they're doing. >So, if they play a "Strike: Combat Ends", you'd be silly to play a >"Strike: Cauldron of Blood". Actually, they wouldn't even have the option of playing Cauldron of Blood, since simply playing the "combat ends" card ends the combat right then and there; you don't wait until the strike resolves before ending the combat. Tom Wylie rec.games.deckmaster Network Representative for aahz@hal.com Wizards of the Coast, Inc.

trozycki@maroon.tc.umn.edu

>>First you establish range by maneuver. Anyone can go first here, it >>really doesn't matter. > >Actually, it can matter a lot if both vampires have optional maneuvers >and are considered going to range. The acting vampire always decides >first whether to maneuver, which strike to use, and whether to press. > >Tom Wylie rec.games.deckmaster Network Representative for >aahz@hal.com Wizards of the Coast, Inc. Well, that depends (sort of). In a one-round combat, it really doesn't matter who decides first whether to maneuver, since the acting minion can decide not to use a maneuver, then change his or her mind "in direct response to the blocking minion (section 15.1 under Combat Sequence.)" However, in multi-round combats, this could make a big difference, since so many cards give you optional maneuvers per combat. The minion with optional maneuvers still left in the second round could end up with a real advantage. And since any combat might be pressed for another round, there's _always_ a chance that the order will matter. Tim trozycki@maroon.tc.umn.edu

Tom Wylie

<trozycki@maroon.tc.umn.edu> wrote: >>Actually, it can matter a lot if both vampires have optional maneuvers >>and are considered going to range. The acting vampire always decides >>first whether to maneuver, which strike to use, and whether to press. > Well, that depends (sort of). In a one-round combat, it really doesn't >matter who decides first whether to maneuver, since the acting minion can >decide not to use a maneuver, then change his or her mind "in direct >response to the blocking minion (section 15.1 under Combat Sequence.)" Um, that's as in "in direct response to the blocking minion doing something." If the blocking minion doesn't do anything, then you have nothing to respond to. The maneuvering ends when both vampires pass on playing a maneuver. If the acting minion declines, and the blocking minion then declines, the combat proceeds to choosing strikes. Tom Wylie rec.games.deckmaster Network Representative for aahz@hal.com Wizards of the Coast, Inc.