Strategy in Jyhad
This article discussing some basic strategy outlines and hints for Jyhad. I
hope it will be of use to beginners in the game, and as a basis for
discussion of game effects. This is loosely based on another article I
posted to the Jyhad strategy list before it went to that great listserver in
the sky a few months ago.
There are 3 components to this piece. First, I describe what I believe is
the overall strategy structure for Jyhad. Second, I discuss the main
strategies and the most common tactics for implementing them. Third, I
discuss the defenses to each strategy and which one are available to each
clan.
This is not intended to be an exhaustive list. There are other strategies
(altho I don't think they are fundamental to the game) and other tactics
within each strategy. I'm not entirely sure that there can even be an
exhaustive list, and in any case, I couldn't write it.
First, the overall strategy structure (as I see it).
In Jyhad, are three main strategies - Bleed, Combat, and Vote. Each strategy
has several primary tactics by which the strategy can be implemented.
Against each strategy there are powerful defenses, strong enough to block
any particular strategy yet not strong enough for any deck to stop all 3 at
once. Although not every clan can do every strategy, every clan has access
to defenses against all 3 strategies.
The outcome of this basic scheme is very good. Although I cannot say whether
this is intentional (I have no access to the designers), it seems too good to
be accidental. Since every clan has access to excellent defenses against all
strategies, almost any deck can be designed to be immune to one or resistant
to all three strategies. If one strategy proves more effective than the
others, everybody's defenses shift to equalize the three. At the same time,
since you can't stop all strategies at once, in any real game most attackers
have an advantage over most defenders, so the game moves toward a conclusion.
A good, robust deck typically has defenses against all 3 strategies. This
affects how one can combine strategies. If you're using only one strategy,
defenses of your predator and prey against the other strategies tend to clog
up their hands and get in the way. As you start using multiple strategies,
you allow your apponents to make more effective use of their defenses.
Typically, then, a deck that uses only one of the three offensive strategies
tends to be more effective than a deck which tries to combine more than one.
Where decks emphasize defense more, this is truer, where less, it is less
true.
Now, a brief description of each strategies, with its main tactics.
Finally, here is a discussion of the various defenses.
- Bleed defense: There are 3 main defense strategies for bleed defense:
intercept, rush, and bleed bounce.
- Intercept bleed defense is done the same way as the intercept tactic for
combat strategies. Most interceptors do intercept combat although you can do
"intercept and run away" strategies with intercept and combat defense.
Although in my experience this is the most common bleed defense, it's
actually rather tricky, as you need a separate set of cards to handle each
bleed tactic - + intercept for Sneak & Bleed, untaps for Tap & Bleed, and
combat defense for Bruise & Bleed.
- Rush defense consists simply of rushing a vampire who might bleed you and
sending him to torpor first.
- Bleed Bounce is using Telepathic Misdirection and Deflection to make the
bleeder bleed somebody else (ususally your prey) instead of you. Telepathic
Counter, although not strictly a bounce card, tends to fit in with this
strategy as a cheaper way of handling small bleeds.
- Bleed defenses for each clan:
- Brujah - Rush
- Gangrel - Rush, intercept
- Malkavian - Intercept, bounce
- Nosferatu - Rush, intercept
- Toreador - Intercept, bounce
- Tremere - Intercept, bounce
- Ventrue - Bounce
- Combat defense: There are 3 main defense strategies for combat: Fight
Back, Survive, and Combat Ends.
- Fight Back - the most obvious defense. Hurt him more than he hurts
you.
- Survive - use cards to let you avoid damage (Dodges or maneuvers,
especially Celeritious ones) or ignore damage (Fortitude).
- No Combat - use cards that provide Combat Ends strikes (Majesty, Earth
Meld) or cards that prevent combat (Obedience).
- Combat defenses for each clan:
note any deck can use Survive, with
disciplineless dodges. I mention those that are particularly good at
it
- Brujah - all 3
- Gangrel - all 3
- Malkavian - Fight Back, No Combat
- Nosferatu - Fight Back
- Toreador - Survive, No Combat
- Tremere - Fight Back, No Combat
- Ventrue - Survive, No Combat
- Here, incidentally, is the one hole in the scheme I outline. Nosferatu
have
no defense save Fight Back. However, they are in the second tier of combat
clans, so effectively they have no good combat defense against Brujah and
Gangrel.
- Vote Defense:
- There are 3 main defenses to vote - intercept, rush, and debate.
- Intercept and Rush work the same way as with bleed defense.
- Debate consists of making successfully called votes fail. You can do
this with titled vampires, with voting reaction cards (Surprise
Influence, Dread Gaze, Pulling Strings) or by cancelling the vote
(Delaying Tactics)
- Vote defenses for each clan:
Note that any clan can use Debate with
Surprise Influence and Delaying Tactics. I mention the ones that are
good at it.
- Brujah - Rush, debate
- Gangrel - Rush, intercept
- Malkavian - Intercept, debate
- Nosferatu - Rush, intercept
- Toreador - Intercept, debate
- Tremere - Intercept, debate
- Ventrue - Debate
I look forward to comments and other ideas from the many other skilled
players on this newsgroups. If people like this, I'll write a companion
piece on clan combinations and deck design. You can always reach me via
email at the address above. Have fun experimenting.