rec.games.trading-cards.jyhad

Jyhad Complete Rules' Outline (periodic posting)

1 message from 1 participant · 17 April 1995
original thread on Google Groups

L. Scott Johnson

Jyhad Complete Rules Reference (version 1.4) ============================================ Rules and errata compiled by L. Scott Johnson (sjoh...@math.scarolina.edu). Proofed and extensively tested by Shane H. W. Travis (sht...@duke.usask.ca). This Document is based on the Reference available at http://matrix.resnet.upenn.edu/jyhad/card.html. The author, Rourke McNamara (rou...@seas.upenn.edu), is apparently no longer supporting the document, as I cannot get any response from him. ------------------------------------------------------------------------------ I. SETUP ----- A. Determine seating and first player. Direction of play is clockwise. 1. The player to your left is your Prey. The player to your right is your Predator. [11.5] The "Prey" of a Minion is the controlling Methuselah's Prey. [TOM] 2. If seating changes during the course of the game, then the person who is then to your left becomes your new Prey. [11.5] B. Choose Edge Counter and Blood Counters. 1. Place all Blood Counters in the Blood Bank area (central). 2. The Blood Bank cannot run out of Blood Counters. [11.3] 3. Place the Edge in the central area. It starts the game uncontrolled. C. Put 30 pool in each Methuselah's Blood Pool from the Blood Bank. [11.2] D. Shuffle Vampire and Library decks (separately). [11.4] 1. Each Methuselah's Library deck must contain forty cards. It may contain up to ten additional cards per Methuselah in the game. [5] 2. Each Methuselah's Vampire deck must contain at least twelve cards. It may contain any number of cards over twelve. [5] E. Cut the Vampire and Library decks of your Prey. [11.4] F. Deal one Library card for ante (optional). [11.6] G. Deal four Vampire cards to inactive area (rest remains in the Crypt). NOTE: You may look at the cards in your own inactive region whenever you wish. [11.4] H. Deal seven cards to hand (rest remain in the Library). [11.4] 1. Methuselahs immediately draw cards to replace any cards played. [11.4] 2. Cards which say "Do Not Replace Until After Combat" are replaced as soon as Combat is over, or as soon as the action is finished. [DTR] 3. Cards burned for votes during a political action are not replaced until after the action is completed. [17.1] II. TURN PHASES ----------- A. UNTAP PHASE (mandatory) [12.1] NOTE: If, on your prior turn, you announced your intention to Withdraw, and have successfully fulfilled all requirements, you Withdraw. [18.2] See section VI for details. 1. Untap all cards, except paralyzed Vampires in Torpor. [15.3] 2. After untapping, take the following steps in any order. [12.1] b. If you have the Edge, add one blood to your Methuselah Pool. [12.1] c. If you have a contested card which all other Methuselahs have yielded, it becomes uncontested (controlled) and is untapped. [8] d. Contest or Yield your contested cards and titles. [12.1] i. Pay one pool for each unique card that you are Contesting. [8] ii. Pay one vampire blood for any title that the vampire is Contesting. A Vampire may choose to go to Torpor if he has no blood to pay. Vampires in Torpor must yield. [17.2] iii. Burn any card that you are yielding, along with any other cards played on that card. Return the blood to the blood bank. [8] e. Resolve card effects that are allowed during the Untap Phase. [12.1] f. (Optional) Announce your intention to Withdraw from the game. [18.2] 3. Any vampire in torpor still contesting a title yields. [17.2] B. MASTER PHASE (optional) [12.2] If you have played an Out-Of-Turn Master card in lieu of this Master Phase, you must skip this phase. [7.2.1] NOTE: The following steps may be done in any order and combination: 1. Play ONE Master card. [12.2] NOTE: card effects that replace the playing of a master card replace only ONE master card (if a Methuselah has more than one due to the effect of a card in play). [DTR] 2. Resolve effects that are allowed in the master phase. [RMc] C. MINION PHASE (optional) [12.3] The Minion phase is mandatory if you have a ready untapped Vampire with zero blood capable of hunting. [TOM] NOTE: Any untapped Minion may take any one of the following actions. Each Minion's Action is resolved before the next Minion Action begins. A Minion is capable of starting the next action any time he is not tapped. [12.3.1] An untapped Minion is not required to take an Action. EXCEPTION: any time one or more of your ready Vampires is not tapped and has zero blood and is not prevented from hunting, your next Minion Action must be to hunt with one of those Vampires. [TOM] 1. (D) Bleed Prey Methuselah (NO card). [12.3.1 p21] a. Your Prey loses one pool to the Blood Bank. b. You get the Edge if you bleed for one or more pool. 2. Hunt (NO card). Kindred ONLY. [12.3.1 p23] a. This action is at +1 Stealth. b. Add one blood to the Acting Vampire from the Blood Bank. 3. Employ Retainer (REQ: Retainer card). [12.3.1 p21] a. This action is at +1 Stealth. b. Put the Retainer on the Acting Minion. 4. Recruit Ally (REQ: Ally card). [12.3.1 p23] a. This action is at +1 Stealth. b. Put the Ally in the Inactive Region to indicate that it cannot act. c. Put Life counters on the Ally from the Blood Bank. 5. Equip Minion (REQ: Equipment card). [12.3.1 p22] a. This action is at +1 Stealth. b. Put the Equipment card on the Acting Minion. 6. Take Equipment from another Minion controlled by the same Methuselah (NO card). [12.3.1 p22] a. This action is at +1 Stealth. b. Move the Equipment to the Acting Minion. c. Any amount Equipment may be taken at one time from the same Minion. 7. Leave Torpor (NO card). [12.3.1 p23] a. This action is at +1 Stealth. b. Costs two blood from the Acting Vampire. This cost is paid even if the Action is blocked. [16.2] c. Cannot be attempted if the Vampire is Paralyzed. [15.3] 8. Encounter Vampire in Torpor. Kindred ONLY. (NO card) [12.3.1 p22] NOTE: The target vampire and the effect (rescue or diablerie) must be named when the action is announced. [DTR] a. This action is at +1 Stealth if it is in your own Torpor Area. b. This is (D) if it is in another Methuselah's Torpor Area. [DTR] c. When used to Rescue, this Action costs two blood. This may be paid by taking two blood from either vampire, or one from each. [16.3] At least one blood must come from the rescuer. [FAQ] d. When used to Rescue a Paralyzed Vampire, there is no cost. [15.3] e. When used to Diablerize, the Action costs no blood. The Acting Vampire gets all of the Equipment and blood on the Vampire in Torpor. The Vampire in Torpor and any cards on it are burned. [16.3] Excess blood drains off of the Diablerizer before step i. [FAQ] i. If the Acting Vampire is younger than the Diablerized Vampire, the controlling Methuselah must go through his hand, Library, and/or Ash Heap to find a Skill card to place on the Acting Vampire. ii. Any Methuselah may immediately call a Bloodhunt vote to burn the Diablerizing Vampire. A successful vote means the Acting Vampire is burned. This is not an Action and may not be Blocked. 9. Call Vote (REQ: Political Action card). [12.3.1 p24] a. This action is at +1 Stealth. b. Set the Terms of the Vote. [17.1] c. Resolve the Vote. [17.1] 10. Play an Action card (REQ: Action card). a. (D) actions may be directed at any Methuselah, with the exception that you cannot Bleed yourself. b. Get the Edge if you Bleed any Methuselah for one or more pool. c. An uncontrolled Vampire may be given more blood than his blood capacity. Any excess will drain off when he becomes controlled. [TOM] 11. Other actions as allowed by cards already in play (NO card). D. INFLUENCE PHASE (optional) [12.4] 1. Gain Transfers. a. On turns 1, 2, and 3, gain only 1, 2, or 3 transfers, respectively. b. Each turn after the third, gain exactly 4 transfers. NOTE: this applies to two-player and multi-player games. [TOM] 2. You may spend your Transfers in any combination of the following: [12.4] a. 1: move one of your pool to one of your uncontrolled Vampires. b. 2: move one blood from one of your uncontrolled Vampires to your pool. c. 4: move one of your pool to the bank and move one Vampire from your Crypt to your uncontrolled area. 3. Any remaining Transfers are lost. [RMc] 4. Any uncontrolled Vampires with Blood equal or greater than to their blood capacity become controlled and move to the Ready area untapped. If the Vampire is already controlled or Contested, it is Contested. [8] E. DISCARD PHASE (optional) [12.5] Discard ONE card from Hand to Ash Heap. F. END TURN - Move any Allies in your Inactive Region to your Active Region. [12.3.1 p24] NOTE: Any time a second copy of a Unique card comes into play, it is Contested. NOTE: If your Prey is ousted at any time during anyone's turn, then you gain a Victory Point, even if you are ousted at the same time. [18.1] You gain six pool unless you would be ousted without it during the same action. [TOM] A Methuselah takes all of the cards she started with back (out of play) the moment she is ousted. [9] NOTE: ONE Master Out-of-Turn card may be played at any time in lieu of your next Master Phase [7.2.1] You cannot play a Master Out-of-Turn card during your own turn. [!7.2.1] III. HOW TO RESOLVE ACTIONS ---------------------- A. Acting Minion is tapped. [12.3] B. Who can attempt to Block [13.3.1] 1. If (D) then only the target Methuselah's Minions can attempt to block. NOTE: If the target Methuselah is also the Acting Methuselah, then no Minion may attempt to block. [TOM] 2. If Action is not a (D) then rights to block are resolves as follows: a. The Prey Methuselah can attempt to block. b. If Prey fails to block then Predator can attempt to block. 3. Other Methuselah's attempts resolve clockwise from the Prey. [TOM] C. An attempt to block is resolved as follows: [13.3] 1. Pick blocking Minion. 2. Determine if block is successful. [13.3.2] a. Blocking Minion can play a Reaction card to increase Intercept only if the Acting Minion has Stealth greater than the Blocking Minion's Intercept. Any cost of the the Reaction is paid. b. Acting Minion can play an Action Modifier card to increase Stealth only if the Blocking Minion has at least as much Intercept as the Acting Minion's Stealth. Any cost of the Action Modifier is paid. Increased stealth applies until the action is finished. [13.3.2] c. Repeat a,b above until neither Minion wishes to play a card. 3. If the Intercept of the Blocking Minion is at least as much as the Stealth of the Acting Minion then the Action is blocked. [13.3.2] a. Tap Blocking Minion. [13.3.1] b. Burn any Action card that was played for the Action. c. Resolve Combat. d. Play any Action modifier or Reaction cards which can be played after an Action is blocked. [DTR] 4. If the Stealth of the Acting Minion is greater than the Intercept of the Blocking Minion then another Minion of that Methuselah can attempt to block. [13.3.2] D. If Action was not blocked then the Action is resolved. [14 Item 4)] 1. Pay cost associated with Action. 2. Resolve Action (resolve vote if Political Action). 3. If Minion was playing an Action card that has no duration then the Action card is burned. [RMc] NOTE: Action Modifiers may be played only by the Acting Vampire at any time in the above sequence as allowed by the card. Any cost for playing the modifier is paid immediately. The same Minion may not use the same Action Modifier twice. [7.2.2] Only Action Modifiers appropriate to the Action may be played. e.g., you may not use Bonding on a non-Bleed Action. [DTR] NOTE: Reaction cards can only be played when it is not your turn. [7.2.2] A Minion cannot use the same Reaction card twice during one Action. [7.2.2] IV. HOW TO RESOLVE A VOTE --------------------- NOTE: Herein, the voting process will be called the Referendum, to avoid confusing the voting process with the votes cast. [LSJ] A. Replace the Card used to call the Referendum. [17.1] B. Set the Terms of the Referendum. [17.1] NOTE: The Terms are not set until the action is successful (remains unblocked) [17.1] C. Voting begins. [17.1] 1. There is no obligation to vote. [17.1] 3. Methuselahs have NO inherent votes. 4. Votes may be gained as follows: NOTE: If a card is played to gain vote(s), the votes must be cast. [DTR] a. If a card was played to call this Referendum, it provides one vote. [17.1] b. A Methuselah may burn a political card in her hand to gain one additional vote per card burned.] c. Methuselahs get votes for controlling ready titled Vampires. [17.1] i. A ready Primogen provides one vote. ii. A ready Prince provides two votes. iii. A ready Justicar provides three votes. iv. Other Minions provide zero votes. v. If a titled Vampire gains another title, the old title is lost, even if the new title would be a demotion. [DTR] vi. A Vampire's Contested title provides no votes. [DTR] d. If you have the Edge, you may sacrifice the Edge to gain one vote. If this is done, the Edge returns to the central area. [17.1] e. The Acting Vampire can play Action Modifiers to gain votes. f. Other Methuselahs' untapped Minions may play Reaction cards to gain votes. NOTE: Cards played during a Referendum are NOT replaced until the Referendum is over. [!17.1] NOTE: Action Modifiers and Reaction cards CANNOT be played during a vote for a Bloodhunt immediately after a Vampire was Diablerized. [16.3] NOTE: Votes gained from Vampires (either from Action Modifiers and Reactions or from Titles) come from both the Vampire and the Controlling Methuselah. [DTR] D. If no votes are cast in fifteen seconds then a three second warning is given by the acting Methuselah before voting is closed. [17.1] E. A vote passes if it has more votes for than it does against. A vote fails if it has as many or more votes against as it has for. V. HOW TO RESOLVE A COMBAT [15] ---------------------------- NOTE: If one of the Minions involved in the Combat is a Vampire in Torpor, then Combat does NOT occur. If the opposing Minion is a ready Vampire, then he has the opportunity to Diablerize. If the opposing Minion is also a Vampire in Torpor, or is an Ally, then Combat does NOT occur and nothing happens. [precedent set by blocking a 'Leave Torpor' action and by blocking a 'Rapid Healing' action -LSJ] NOTE: Methuselahs not controlling a Minion in combat may NOT interfere with the combat in any way (card text exempted) [DTR]. A. Round begins. B. Option to play Combat cards or use Combat effects of cards in play before establishing range. 1. Acting Minion may use Combat effects before establishing range. 2. Blocking Minion may use Combat effects before establishing range. 3. Repeat steps 1 and 2 until neither Minion wishes to use effects. C. Establish range. [15.1] Each round begins at close range. 1. Acting Minion may use a Maneuver to set range to long. 2. If Acting Minion did not use a Maneuver then Blocking may use a Maneuver to set range to long. 3. If either Minion used a Maneuver, then use the following procedure: a. Opposing Minion has option to use a Maneuver to cancel the Maneuver. b. If the Maneuver was canceled then the Minion who played it has an option to play another Maneuver to make the range long again. c. Repeat 1,2 above until a Minion does not Maneuver. d. If there is an uncanceled Maneuver then the range is long. D. Strikes. [15.1] 1. Minions announce their strikes and targets. a. Acting Minion announces Strike and Target before Blocking Minion does. b. If the Acting Minion's Strike is: End Combat, Combat ends immediately. The Blocking Minion does not choose a strike. [DTR] c. Non-ranged offensive strikes can only target the opposing Minion. d. Ranged offensive strikes can target either the opposing Minion or one of his Retainers. [12.3.1 p22] 3. Resolving Strikes in the following order: [15.3] a. Strike: End Combat is resolved. b. Strike: Dodge is resolved. [DTR] NOTE: Damage directed at Retainers cannot be avoided by Strike: Dodge. c. Strike: First Strike effects are resolved. (resolve steps 4-7 before moving on to step d). d. Other Strike effects are resolved. (resolve steps 4-7) 4. Apply damage done by strike. Normal damage is applied before aggravated damage if a mix of normal and aggravated damage is applied. [DTR] a. Vampires spend one blood to heal each point of normal damage. b. Vampires who cannot heal all of the damage (damage >= blood+1) must spend all of their blood and then will be placed in torpor after any aggravated damage is applied (see step 6). c. Vampires spend one blood to heal each point of aggravated damage after the first (this may result in no blood loss if only one point of aggravated damage was done). d. Allies and Retainers lose one life for each point of damage inflicted. NOTE: Damage to Retainers cannot be prevented. [12.3.1 p22] 5. Apply other effects of strikes (simultaneously with step 4). a. Destroy Equipment. Burn a single Equipment card on the opposing Minion. Only at close range. [15.3] b. Steal Equipment. Move a single Equipment card from the opposing Minion to this Minion. Only at close range. [15.3] NOTE: This equipment may not be used by the stealing Minion until after the current round of Combat. [15.3] c. Close Quarters. There is no long range for further rounds of Combat. The current round's range is unaffected. Skip step C for the remainder of this Combat. d. Steal Blood. Removes blood from the opponent and places it on this Vampire. Blood stolen in excess of this Vampire's blood capacity is kept until the end of combat and used to heal damage. [!15.3] e. Paralyze. Sends the opposing Vampire to Torpor, tapped. Mark the Vampire to show that it has been paralyzed. 6. Check for Vampires going to Torpor or Minions or Retainers being burned. a. If a Vampire cannot heal all of the aggravated damage (aggravated damage >= blood+2) then it is burned without going to torpor. [DTR] b. Vampires which have taken at least one point of aggravated damage but were not burned are placed in Torpor. c. If a Vampire could not heal all of the damage (damage >= blood+1) then it is placed in Torpor with no blood. d. Allies and Retainers that have lost their last life are burned. 7. If one or both Combatants are no longer Ready, Combat ends. 8. Acting Minion has option to gain additional strikes. 9. Blocking Minion has option to gain additional strikes. 10. Resolve steps 1-7 above for each additional strike that a Minion has. This may mean that step 1 or step 2 may be skipped if the appropriate Minion does not have an additional strike. E. Presses at the End of the round of Combat. [15.1] 1. Each round starts without a Press. 2. If a card gives a round a Press, then neither Minion is considered to have used that Press. [LSJ] 3. Presses alternate between 'to continue' and 'to end' Combat. a. The first Press in a round is used to continue Combat. b. Any Press used in reply to a Press used to continue Combat is used to end Combat. c. Any Press used in reply to a Press used to end Combat is used to continue Combat. d. Some presses may be used to either continue or end combat, others state that the press is only usable as one of the two. 4. Each Minion may use any number of Presses, as follows: a. The Acting Minion gets the first opportunity to use a Press. [DTR] b. No Minion may use more than one Press in a row. 5. Round Ends. If the last Press used was used to continue Combat, then Combat continues. Repeat Steps A-E. F. Combat Ends. Surviving Retainers heal all damage done to them. [12.3.1] ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ VI. HOW TO WITHDRAW FROM THE GAME [18.2] ------------------------------------ A. Run out of Library Cards. B. Announce your intention to Withdraw during your Untap Phase. C. Keep all of your pool and blood, and keep all of your Minions out of Combat, until your next Untap Phase. 1. You may spend pool or blood, or have a Minion enter Combat, if you wish, but this will nullify your attempt to withdraw. 2. Allies and Retainers may lose life points without affecting your attempt to withdraw. [LSJ] 3. The attempt fails if you lose even a single pool or blood, even if you later gain enough pool or blood to offset the loss. D. At the start of your next Untap Phase, you withdraw. 1. Remove all of your Cards in play. [9] 2. Gain one Victory point. 3. Keep your Ante (if any). 4. Leave the Game. 5. Your Predator receives no pool and no Victory point when you Withdraw. ------------------------------------------------------------------------------ [LSJ] L. Scott Johnson - Rules Monger [TOM] Tom Wylie - WotC NetRep [DTR] WotC Design Team Ruling [FAQ] Frequently Asked Questions - answered by the Design Team [RMc] Rourke McNamara - Original Author (Jyhad Not-So-Quick-Reference 0.2) [#.#] Pocket Rulebook Section Reference [!#.#] Corrected Rulebook Section Reference