JYHAD CARD GAME RULES PDF

Move a card in hand to the ash heap. The main difference between these are the size of the set and the number of reprints. Some vampires have vulnerability to a certain trait. For purposes of that card, the ally has a capacity of 1 by default for use if the card requires an older rulees or a vampire of a given capacity. A strike done with first strike is resolved before a normal strike.

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Have your minions perform actions. Influence Phase Attempt to control vampires in your uncontrolled region. Discard Phase Discard a card from your hand and draw another. Each of the phases is described in full detail in the following sections. Print You start your turn with your unlock phase. At the beginning of your unlock phase, you must unlock all of your cards except your infernal cards, see section Any cards or effects that require or allow you to do something during your unlock phase take effect after you have unlocked your cards.

You may choose the order in which these effects take place. Along with effects generated by cards, there are other effects that are resolved during the unlock phase: If you have the Edge, you may take one blood counter from the blood bank and add it to your pool.

For each card and title you are contesting, you must choose to yield or to pay to contest it see below. Contested Cards Some of the cards in the game represent unique resources, such as specific locations, equipment or people. These cards will be identified as "unique" in their card text. In addition, all crypt cards represent unique minions.

If more than one unique card with the same name is brought into play, that means control of the card is being contested. For the duration of the contest, all of the contested cards are turned face down and are out of play. If another unique card with the same name is brought into play, it is immediately contested and turned face down as well. The cost to contest a card is one pool, which you pay during each of your unlock phases. Instead of paying the cost to contest the card, you may choose to yield the card.

A yielded card is burned. Any cards or counters stacked on the yielded card are also burned. If all other cards contesting your unique card are yielded, then the card is unlocked and turned face up during your next unlock phase, ending the contest. Be careful about putting duplicates of the same unique cards in your deck.

On the other hand, you may wish to have a second copy handy in case the first is burned. Contested Titles Some titles are unique. For example, there can be only one prince or archbishop of a particular city see Vampiric Sects, sec. If more than one vampire in play claims the same title, then the title is contested. While the title is being contested, the vampires involved in the contest are treated as if they have no title, but they remain controlled and may act and block as normal.

The cost to contest a title is one blood, which is paid by the vampire during each of his unlock phases. Instead of paying the cost to contest the title, the vampire may choose to yield the title or may be forced to yield, if he has no blood to pay. Only ready vampires can contest titles -- vampires in torpor must yield during the unlock phase. Yielding the title has no other effect on the vampire. If all other vampires contesting a title with your vampire have yielded the contest, then your vampire acquires the title during your next unlock phase, ending the contest.

Print You receive master phase actions during your master phase. A master phase action represents your personal activity during the turn as a Methuselah. By default, you receive only one master phase action, but some cards may change this amount. You may use a master phase action to play a master card, and some cards can give you alternate ways to use your master phase actions. For example, you can use a master phase action to mark a Red List minion see section If other effects happen during your master phase, you choose the order in which these effects and your master phase actions are performed.

You cannot save master phase actions for later; master phase actions not used during this phase are lost. Print Most of the activity in the game occurs in the minion phases. During your minion phase, you may have your minions take actions. Only ready unlocked minions can take actions, and taking an action locks the acting minion. An action is successful only if it is not blocked. Each action is resolved successful or blocked before another action can be attempted.

As noted, only ready unlocked minions can take actions, and taking an action locks the acting minion. So, if the minion manages to unlock due to a card or an effect during this phase, it is possible for him to take another action.

Some actions are mandatory. For example, a ready vampire with no blood must hunt. During your minion phase, none of your minions can take any non-mandatory actions if any of your ready unlocked minions have mandatory actions yet to perform.

If you have two or more minions with mandatory actions, they may be done in the order you choose. A minion with a mandatory action to perform cannot perform any other action. Types of Actions By default without the use of a card , a ready minion can perform one of two actions: bleed or hunt. Ready minions can also use actions to bring different types of permanent resources into play. These include equipment such as computers, guns and exotic artifacts , retainers henchmen, attendants or animals commanded into the service of the minion and allies non-vampire minions, such as mages, werewolves or ordinary mortals.

An equipment card is brought into play with an equip action, a retainer with the employ retainer action, and an ally with the recruit ally action. These three actions are very similar, although the cards they bring into play are not. Equipment but not retainers can also be moved from one minion to another by taking an action.

Instead of taking a default action, a ready minion could play an action card to perform the action indicated on the card. Some action cards are enhanced versions of the default bleed action or other basic actions, while others are original types of actions. A special type of action card is the political action card, which a vampire can use to call a referendum. In addition, there are special actions available for dealing with anarchs and with vampires in torpor.

These actions are not described here see Torpor, sec. Bleed Bleeding is one of the most fundamental actions of the game. Some cards or effects may allow or force you to bleed a Methuselah other than your prey. You can never bleed yourself, however. A minion cannot perform more than one bleed action each turn, even if he unlocks. Conceptually, taking a bleed action represents the efforts of your minion to undermine the power and influence of the target Methuselah. You might picture bleeding as paying bribes, changing bank records, spreading rumors, etc.

To bleed a Methuselah, announce the action and lock the acting minion the minion who is taking the bleed action. If the action is successful, the target Methuselah burns an amount of pool equal to the bleed amount. By default, all minions have a bleed amount of one most allies have card text that overrides the default. Additionally, if the action succeeds and the bleed amount is one or more, then the bleed is successful and the controller of the acting minion gets the Edge, taking it from the Methuselah who has it, if any.

Some bleed action modifiers explicitly state that they do not count against this limit; those can be played before or after modifiers that count against the limit. Players are reminded of this rule by the " limited " card text on some cards. Allies cannot take this action. To have a vampire hunt, announce the action and lock the acting vampire. If the action is successful, the acting vampire gains an amount of blood counters equal to the hunt amount.

By default, all vampires have a hunt amount of one and the blood is taken from the blood bank. Additionally, if the action succeeds and the hunt amount is one or more, then the hunt is successful. Note that a ready vampire with no blood must hunt and cannot take any action except the hunt action. To equip with an equipment card from your hand, play the card and lock the acting minion.

If the action is successful, the equipment card is placed on the minion and the cost, if any, is paid. If the action is unsuccessful, the card is burned see Resolve the Action, sec.

Only one equipment card can be played per action, but there is no limit to the number of equipment cards a minion can have. To equip with an equipment card currently possessed by one of your other minions, lock the acting minion the minion who is attempting to get the equipment and announce the equipment card he is getting.

More than one equipment card can be taken from a minion in a single action. If the action is unsuccessful, the equipment remains where it is. To employ a retainer from your hand, play the card and lock the acting minion. If the action is successful, the retainer is placed on the acting minion and the cost, if any, is paid. Only one retainer card can be employed per action, but there is no limit to the number of retainers a minion can have. Unlike equipment, a retainer is loyal to the minion that employed it and cannot be transferred.

When a retainer loses its last life counter, it is burned see Retainers and Combat, sec. To recruit an ally from your hand, play the card and lock the acting minion. If the action is successful, the ally is placed in your ready region, but it cannot act this turn and the cost, if any, is paid.

Only one ally card can be recruited per action. Note that allies brought into play by other means are able to act on the same turn, by default.

When an ally loses his last life counter, he is burned. If recruiting the ally requires a Discipline and the ally is put into play by some means other than recruiting, use the normal version of the ally, if it is different than the superior. Action Card or Card in Play A minion can use an action card to take an action, and some cards in play will allow special actions to be taken as well.

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Mit On April 24,Black Chantry Productions announced the company has obtained the license to produce Vampire: The impending Armageddon in which the Antediluvians will rise up and devour all Kindred. Turn a card sideways. A vampire who commits diablerie. The minion taking such an action starts with greater stealth than normal. Treat these vampires as if they had titles of their own. If a vampire with a title gains another, he loses the first title, even if the new title would be a demotion. A system of punishment for vampires who disregard the laws of the Masquerade.

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Like mortal society, Kindred society has its own laws, creeds and customs. The effect may specify destroy weapon instead of equipment, in which case a weapon must be chosen. Methuselahs can gain votes and ballots in the following ways:. For each point of damage normal or aggravated successfully inflicted on an ally or retainer, he burns one life counter.

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Now you may be willing to cut me some slack there — I mean who would have guessed how big MtG would get and how much the cards would be worth today, right? Except I was actually collecting trading cards by Wizards of the Coast in the early s. Sadly not Magic cards. Yeah, cos wizards are for kids, man. Vampires are so… edgy. Thus began my love affair with Jyhad.

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JYHAD CARD GAME RULES PDF

Have your minions perform actions. Influence Phase Attempt to control vampires in your uncontrolled region. Discard Phase Discard a card from your hand and draw another. Each of the phases is described in full detail in the following sections. Print You start your turn with your unlock phase. At the beginning of your unlock phase, you must unlock all of your cards except your infernal cards, see section Any cards or effects that require or allow you to do something during your unlock phase take effect after you have unlocked your cards.

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