Thomas R Wylie#
FAQ: Frequently Asked Questions about Jyhad
Compiled by: Christopher Ferris, Paul Peterson, Bob Kruger, Matt Burke,
Jeff Harris, Shawn F. Carnes, Rich Redman, and Scott Hungerford.
This list of questions is intended to Clarify the Jyhad rules. These
questions and answers are not meant to supercede or substitute for the
rules. If any answer below actually modifies or corrects the published
rules it will be made clear.
This is the Blood Doll Edition, accurate as of October 10, 1994
Q: Can I use the +1 stealth on an action card to increase the stealth of
another action?
A: No, because you'd need an action modifier card. The action card merely
indicates that that particular action has an intrinsic stealth bonus.
Q: What happens when I run out of cards?
A: (Sec. 11.4, "Organizing the Cards," and Sec. 18.2, "Withdrawing from
the Game") Play continues when you use the last of your library cards.
The only time you are out of the game is when you are reduced to zero
pool or when you successfully withdraw from the game.
Q: What happens when my vampire has no blood counters on it?
A: Your vampire only goes into torpor when it is reduced below zero
blood. If it is reduced to zero, then the next turn it must hunt as an
action; a vampire can take no other action unless it has at least one blood.
Q: What happens when a vote ties?
A: (Sec. 17.1, "Voting") A tied vote is a failed vote.
Q: When can a voted be called, and can I make up the referendum?
A: (Sec. 17.1, "Voting") Calling a vote is an action that must be taken
by one of your minions. The referendum for the vote is described on the
vote card; you cannot arbitrarily make one up. Some vote cards require a
Prince or a Justicar to use them. The only other vote in Jyhad besides
ones written out on cards is for a bloodhunt (Sec. 16.3, "Diablerie").
Q: Does the vote on the vote card count towards my referendum?
A:Yes, when you call a vote, the card itself is worth one vote.
Q: Can any Methuselah, including the one who called a vote, play extra
political cards solely for their votes?
A: Yes, all Methusulahs can use political vote cards.
Q: If I throw in another card from my hand for one vote, do I replace it
right away?
A: (Sec. 17.1, "Voting") No. No cards get replaced until the vote is
concluded.
Q: My vote card says "Prince or Justicar". Now what?
A: The only minion that can call that particular vote would be a vampire
with the appropriate title. Any ready vampire can call a vote that states
"All Kindred."
Q: Can my ally call a vote?
A: Any card that states "Kindred" excludes allies. An ally is a minion
but is not Kindred. Allies are mortal.
Q: Ok, I've got a Justicar but he's tapped. Do I still get his votes?
A: (Sec. 11.1, "The Playing Area") He sure does, because tapped minions
are considered "ready."
Q: What about my Primogen in torpor? Can't she vote?
A: (Sec. 11.1, "The Playing Area" and Sec. 17.1, "Voting") Vampires in
torpor are not considered "ready" and cannot lend their votes.
Q: How do I get out of torpor?
A: If your vampire went into torpor with counters still on it (by
paralyzation or by aggravated damage), then it can as an action rescue
itself at the cost of two blood. If it doesn't have enough, then it can
be rescued by another minion. The rescuing minion taps to visit the
vampire in torpor and must spend two of its blood, or both the rescuing
vampire and the rescued vampire spend one blood each. The vampire so
rescued is then active again, but if it has no blood, it must hunt the
next turn.
If your vampoire went into torpor due to paralysis, it cannot
rescue itself, as it cannot untap to take that or any other action.
This vampire must be rescued by another vampoire. However, to rescue
a vampire in torpor from paralysis, you need only tap the rescuing vampire
to have it visit the paralyzed vampire in torpor; you need pay no blood at
all from either vampire.
Q: My vampire went into torpor tapped but he had enough blood to get
himself out. How can he get himself out if he's tapped?
A: Even vampires in torpor untap during the untap phase.
Q: If someone has a vampire in torpor with Haven Uncovered played on it,
can I diablerize it or attack it with +1 stealth?
A: Once a vampire is in torpor it is no longer "ready," so it cannot be
the object of the Haven Uncovered. Once the vampire escapes torpor,
however, it is prey to the effects of the card again.
Q: What happens to my equipment, etc., when my vampire becomes an invalid
target (i.e., it goes into torpor)?
A:The equipment and all modifiers stay on a vampire when it goes into torpor.
Q: What is the combat sequence?
A: (Sec. 15, "Combat") The combat sequence starts with the determination
of range. There are two ranges, close and long. Range starts off close
and can only be changed by maneuvering. Any number of maneuvers may occur
until range has been determined; however, each maneuver after the first
must be played only to cancel another maneuver. I cannot just throw out
five maneuvers to allow myself to draw five new cards, for instance. I
can play a maneuver to make combat long range, my opponent can then play
a maneuver to cancel mine and make the combat short, and I can then play
one to cancel hers and make it long againQwe play maneuvers back and
forth until one of us stops.
The second phase is to choose strike. A strike can be by hand, by
weapon, or by a combat card specifically stating "strike." After each
minion has declared its strike, damage is determined and combat ends
unless one or the other minion "presses," which begins the whole round
again.
Q: I played "strike: combat ends" and my opponent played "strike: dodge."
It says that dodge negates opponent's strike. What happens?
A: (Sec. 15.3, "Special Combat Effects") Well, "combat ends" takes place
before any other strike can take effect. Combat ends beats any other card
out there.
Q: What does "press to end" mean?
A: Press to end allows you to counteract your opponent's press to continue
combat, but does not allow you to press to continue combat. Presses can
continue to be played until the final press played determines the outcome.
Q: If I have a superior Discipline, can I use both the bold type and the
normal type on my card?
A: No. The superior Discipline gives you a choice between the two options.
Q: How do additional strikes work?
A: An additional strike allows the minion to strike two or more times in
a single round. If the other minion does not have additional strikes, it
cannot do damage back during strikes after the first. Range is not
changed in the additional strikes.
Q: What exactly does "once per combat" mean?
A: Once per combat means once during the entire confrontation, including
any additional rounds due to presses that may prolong the combat. If you
get one maneuver per combat, and you maneuver in the first round, you've
used your manuevers from that card and must find another card source if
you want to maneuver again.
Q: When can I play a reaction card?
A: A reaction card can only be played in response to the actions of
another Methuselah's minion.
Q: Who do you bleed? And if I have a card with the D in the circle, who
then? And wasn't bleeding a direct action anyway?
A: Usually the only one you bleed is your prey. That action is
directQthat is, it can only be blocked by your prey. If, however, a card
allows you to bleed as a direct action, then you can bleed any Methuselah
you like. It's still a direct action, so only the target of the bleed can
attempt to block.
Q: At the top of my action card it says +1 stealth in bold typeface. Do I
have to have a superior Discipline to use this card?
A: The +1 stealth covers both aspects of the card, so whichever level
discipline you have, and whichever one you choose, the action is still at
+1 stealth.
Q: I have a unique location master card, and someone else just played
one. How does this work?
A: (Sec. 8, "Contested Cards") Just like contested vampiresQthey go face
down and each owner loses one blood each untap until he yields his card,
or until his card is the only one remaining, at which point it is put
into play on his side. If someone wants to burn a contested unique
location as a direct action, he or she is automatically successful, as it
is not controlled; all cards contesting that location are burned.
Q: How does the sequence of play run?
A: (Sec. 12, "What You Can Do On Your Turn") There are five phases to
each Methuselah's turn. At the beginning of each turn you must untap any
cards that are tapped, including any vampires in torpor. You can then
play one master card, and any effects generated by master cards also
occur. The minion phase is next, and any untapped minions may take an
appropriate action. After the minion phase is over, the four transfers
allotted for the influence phase may be spent. Once all or any influence
is used, the last action a Methuselah may take is to discard one card
from her hand and replace it with one from her library.
Q: Are allies linked to one vampire? How are they different from retainers?
A: Allies are not linked to vampires as retainers are; allies are simply
called to the service of a Methuselah by a vampire capable of taking an
action. Both allies and retainers are mortal, but retainers are not
considered minions. In fact, retainers are the equivalent of vampire
modifier cards that can be destroyed by ranged damage only. Allies,
however, can take actions of their own accord.
Q: In the section "Winning the Game," (Sec. 18.1) it says that the
predator gets the victory point and the blood. What if I bleed someone as
a direct action who is not my prey and oust him or her? Shouldn't I get
the points and blood? This must be a error.
A: Actually, it's not a error. The predator will still get the point and
the blood; this encourages everyone to concentrate on his or her prey.
Q: How do I replenish my pool? Can't I take blood off my ready vampires?
A: Currently the only time you can remove blood from a ready vampire and
place it in your pool is when it has a Blood Doll or a Minion Tap card
played on it. Otherwise the Methuselah cannot feed off of his or her
minions. There are cards that allow pool increases, and ousting your prey
pays off as well.
Q: I want to play a reaction card. Can any minion play a reaction card?
What if she's tapped?
A: A tapped minion cannot react (bring a reaction card into play). The
untapped minion that plays a reaction, however, does not get tapped.
Q: I have a "strike: steal weapon" card. Can I take my prey's Hawg? It's
got that little gun on it, doesn't it?
A: Well, sure it's got the picture, but for the card to qualify as a
weapon it must also state "weapon" in the card text. The symbol stands
for "equipment" only.
Q: I have a vampire with Blood Doll played on her but the vampire is
contested. Can I still get blood from her?
A: No. The vampire is considered out of the influence of either Methuselah.
Q: When does my vampire heal itself with stolen blood? The example in the
book I got in my card pack is confusing.
A: The example in the rules prior to the "Duelist Companion" rules'
release refers to an early conception of the rules. The example is in
error. Stolen blood can immediately heal a vampire. This may prevent a
vampire's going into torpor on the strike phase during which it stole the
blood, as long as the vampire striking it does not do enough "first
strike" damage to send it into torpor. In that case, the vampire
attempting to steal blood is considered to have not even gotten the
opportunity to steal blood before being sent to torpor.
Q: My Gun says "3R" on it. What's the "R" mean?
A: It means that it delivers 3 points of damage either at long range or
short range. Some cards with the "R" on it (Thrown Sewer Lid, for
example) can only be effective from long range, but "R" does not mean
that it must be at long range to work.
Q: Can I play multiple Hunting Ground cards? It says on the Hunting
Ground cards that "only one blood can be given to a vampire from Hunting
Ground cards each turn"?
A: Yes. What it should say is that each vampire can "receive" no more
than one blood from Hunting Ground cards each turn. If you have two
vampires out that are below capacity and you have two Hunting Ground
cards out, you can give each vampire a blood point during untap: one
point to one vampire for one Hunting Ground.
Q: How does Aggravated Damage work?
A: Aggravated Damage automaticly sends your vampire to torpor. The first
point of Aggravated Damage doesn't cause the vampire to spend a point of
blood to heal, but every point after does. If Aggravated Damage equals
more than your vampire has blood to heal your vampire is destroyed, this
does not count as Diablerie.
Q: If I have more than one Army of Rats in play, how much pool will my prey
lose during his or her untap phase? One for each card?
A: This card should have been written so as to disallow any cumulative
effect. No matter how many Army of Rats one has in play, his or her prey
will lose one pool on each untap phase.
Q: What clan do vampires created by the Embrace or Progeny cards belong to?
A: These vampires are of the clan of the vampire that created them.
Tom Wylie rec.games.trading-cards.* Network Representative for
aa...@cats.ucsc.edu Wizards of the Coast, Inc.