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Information

Designed By: L. Scott Johnson
Richard Garfield
Robert Goudie
Published By: Wizards of the Coast
White Wolf
Mfg suggested # of Players: 2 - 5 players
User suggested # of Players:
Best with 5 players
Recommended with 4, 5 players
(10 voters) [poll]
Playing Time: 120 Minutes
Mfg Suggested Ages: 13 and up
User Suggested Ages: 12 and up
(2 voters) [poll]
Language Dependence: Extensive use of text - massive conversion needed to be playable
(2 voters) [poll]
Category: Fighting
Collectible Components
Horror
Card Game
Political
Mechanics: Voting
Other Names:
Jyhad

Description

[Edit] [History]

Jyhad, now known as Vampire: The Eternal Struggle, is a game of clan warfare by vampires. This is one of the richest and most complicated CCG's available.
In this game, blood is everything. Without it you will die (lose) but it is the currency of the game and you have to expend it to get vampires into play. It is almost always in very short supply.

There are 12 types of cards in the game.

Vampires - These belong to one of a multitude of different clans or are unaligned (and usually weak). Each clan tends to have different traits so there is a real difference in them. These are kept in a different deck from the other cards. Vampires are brought in by placing blood on them from your stock equal to their blood capacity (power). A vampire without blood cannot survive and must hunt rather than taking any other actions.

Imbued - These are empowered humans, also kept in a different deck (crypt). They have very different abilities and weaknesses, although can still take on Vampires.

Master - These cards are not played by minions but by you, an ancient vampire who is manipulating the younger vampires. Normally only one can by played per turn and are generally quite powerful. They can represent actions or locations. There are also some master cards that can be played on your opponent's turn but cause you to skip your master card on your next turn.

Action - These are played by minions (Vampires/Imbued/Allies) and affect the game in various ways. These give different ways to attack, defend and build up your resources. There are some default actions, and then a selection of action cards.

Action Modifiers - These are played on actions to modify them, making them more likely to succeed or have a more powerful effect.

Reaction - These are played in answer to actions played by an opponent.

Ally - These are groups or individuals who are not vampires who can join your vampires in the battle against your opponents.

Equipment - These are items or locations that can be assigned to an individual minion and will help him in various ways.

Political actions - These are dual purpose cards. They are actions that have to be voted on to take effect and they can be used to influence a vote by discarding.

Retainer - These are different creatures and humans that are attached to minions, giving them additional powers.

Combat - Combat in the game is complicated and takes place at various ranges. Minions can move between ranges and can force combat to break off or continue. This is usually done through equipment or by playing combat cards. These cards can also add to the vampire's offensive and/or defensive capabilities. Damage can come in two flavors, damage that can be healed later at a cost and damage that cannot be healed. Damage is reflected in blood loss.

Event - These are unique cards that represent major changes in the world. They affect all players and can be very powerful.

Online Play

More Information

[Edit] [History]
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Pg.1/1
1 Platmat for beginning players
Vampire playmat v1.0.doc
Keep track of phases of the game and the card symbols.
0 PhasedMotion_v1.1.pdf
PhasedMotion_v1.1.pdf
Phased Motion Variant version 1.1. (Updates to: master phase, open agression, and diplomacy.) In this variant, players' turns overlap -- they all conduct each phase together before moving on to the next phase. And the phases are handled in the order the players choose.
0 LOB Checklist.xls