I just got a starter deck and several boosters for Vampire TES... I am
assuming it is the same game as Jyhad... So I am hoping that someone
here can help me out. *sigh*
The rules for just the basic game aren't quite clear in the book that
comes with the cards and I can't seem to find the pocket guide
mentioned with the starter deck. so what I am wondering is... Is this
came as difficult and convoluted as it looks?
Is there anyone that can help me get started? I am about to singe the
cards... Mainly I am having trouble with combat and politics...
Please! E-Mail me if you have some good advice about learning and
getting started on the game. It looks like it can be rather fun. My
e-Mail address is star...@pcisys.net
Thanks in Advance.
LostAngel
LostAngel wrote:
>
> I just got a starter deck and several boosters for Vampire TES... I am
> assuming it is the same game as Jyhad... So I am hoping that someone
> here can help me out. *sigh*
Yes, it is the same game as Jyhad.
> The rules for just the basic game aren't quite clear in the book that
> comes with the cards and I can't seem to find the pocket guide
> mentioned with the starter deck. so what I am wondering is... Is this
> came as difficult and convoluted as it looks?
The rulebook could greatly benefit from a lot of rework, yes.
Some errata has been mde to the rulebook to make things clearer,
these are included at the end of this message.
> Is there anyone that can help me get started? I am about to singe the
> cards... Mainly I am having trouble with combat and politics...
Combat pointers:
Being tapped has no effect on combat.
Each round starts at close range
Dodge beats First Strike
All dodges are strikes, even if a card forgot to say so.
Steal Blood cannot be prevented by damage prevention.
Combat sequence:
1. Pre-range (play things like Trap, Torn Signpost, etc.)
2. Determine Range (play maneuvers)
3. Announce strikes (each combatant announces *a* strike).
4. Resolve strikes in the following order: Combat Ends, Dodge,
any strike done with First Strike, any other strike.
5. Either or both minions gain additional strikes. Repeat 3 and
4 for each pair or strikes (or unmatched strike).
6. Press
Voting Pointers:
1. The PA (political action) card used to call the vote is replaced
as soon as it is played.
2. Terms of the vote ("Choose a Meth", etc...) are not set until
the action remains unblocked.
3. Once terms are set, the "during a political action" part begins.
No cards or any type are replaced during this phase.
4. Votes are cast.
5. After a 15-second warning, the floor is closed and votes are
tallied. Tied votes fail.
CORRECTIONS TO THE V:TES RULEBOOK
Section 3.2 Library Cards
Last paragraph should say "If it's a master card, you may only play
the card if you have a 'ready' vampire of that clan."
Section 7, Political Actions
Section 15.1, Contested Titles
If a vampire gains a new title due to a card, it loses the old title.
If the vampire entered play with the old title, simply note that it no
longer holds that title; the vampire won't regain the old title if the new
one is lost. If the old title was provided by a card, burn that card. If a
title is contested and then yielded, the card is burned, or a note made on
the vampire, as appropriate.
Section 8.3, Special Combat Effects/Steal Blood
The example should say that Cassandra starts the round with 4 blood
(otherwise she would be burned by Eliza's strike).
Section 9. Influence Phase
Second paragraph should say "The influence phase allows you to move
vampires into your active region and place them under your control."
Section 10. Ending the Game
Middle of second paragraph should say "If a predator is ousted at the
same time her prey is ousted."
Section 15, Contested Cards
Third paragraph should say "You can't bring out more than one of the
same unique card into your active region without contesting them."
Section 17 Stealth and Intercept
You may not increase a minion's stealth unless another minion is
attempting to block, and you need to overcome that minion's intercept.
Similarly, you may not increase a minion's intercept unless it is trying to
block a minion whose stealth is higher.
Section 21, Advanced combat/using equipment
In second paragraph, should say "Only one strike card may be used per
round of combat unless a card grants a minion additional strikes."
Section 21, Advanced combat/check damage
In the advanced game, if a vampire steals more blood from a vampire
than it has blood to give, do not burn the second vampire. Simply transfer
all of its blood to the first vampire.
Section 21, Advanced combat/damage prevention cards
The last paragraph should say "If a minion or retainer inflicts
aggravated damage..."
Section 21, Advanced combat/start another round of combat
The last paragraph should say the minion may "decline to perform the
press."
The section should say that each new round begins at close range.
--
L. Scott Johnson (vte...@regency.wizards.com)
Official VtES Net.Rep for Wizards of the Coast.
(*) - Subject to review by Rules Team
Angel:
Jyhad/VTES is unfortunately a game that is best learned by playing it.
Find someone in your area who plays, or, get a group together and learn
it as a group. Actually DOING things in the context of the game is MUCH
easier than reading about it