Jyhad: Bloody Politics Variant

written by Stephen Beaulieu hippo@mail.utexas.edu.

First and foremost a warning about this variant. There are some very significant changes in the basic rules involved with this variant. It requires a different way of thinking about the game, with somewhat different strategies. This is not a variant for beginners, but one for a mature group well versed in the basic rules and a willingness to adapt. I want this understood from the beginning: this plays very differently from a normal game. Those of you who do not like drastic changes, read no further.

I am offering this version for playtesting. My group has tried the variant a couple times to ease out some of the bugs. There are probably more fixes to be added. If you play this variant, please send us comments on how you liked it, questions about problems, and any suggestions. Enjoy!

Bloody Politics Variant

Card Restrictions:

No Hunting Grounds, Blood Dolls, Minion Taps, Gird Minions, or Clan Hosers

Blood Phase:

The influence phase is replaced by the Blood phase. In this phase blood can be transferred between the blood pool, uncontrolled minions, and ready minions. Each Meth. has 6 transfers. Transfers are expended as follows:

Blood may not be moved directly between ready vamps, or between uncontrolled vamps(ready to ready or unconrolled to uncontrolled), but can be moved through the blood pool to another vamp.

At the very end of the Blood phase, a Meth. may spend 2 transfers and 1 blood (from the pool or off a ready vamp) to bring another vamp off the crypt. This may be done as many times as transfers allows. As this is the last action in the Blood phase, no blood can be transferred to a vamp just off the crypt.

Full uncontrolled vamps become ready at the end of the Blood phase.

Important: Blood cannot be moved through torpor.

Hunting:

When a vampire hunts, it receives 2 blood from the blood bank. A vampire may have 1 blood more than capacity from hunting, but this extra blood must be transferred off during the Blood phase or it is lost. (This means a 5 capacity vamp with 4 blood on it can hunt and go to 6 blood, but the extra blood must be transferred off in the Blood phase. This also allows a vamp at full capacity to hunt to gain an extra blood, but it must be transferred off or it is lost.

Voting:

Any untapped & ready vampire can expend 1 blood for an additional vote. Each vampire can do this only once per vote. (Vampires need not expend any blood to vote if they possess a title, but if they do spend a blood it is only worth 1 vote) A tapped vamp can untap or Wake to cast a vote if it plays an appropriate card.

Equipment:

Each clan has the following reduced equipment costs:

If free equipment is transferred to a vamp of a clan that could not purchase it for free, the purchase cost must be paid at the time it is transferred. The only exceptions are theft in combat or diablerie.

Hand Damage:

Vampires of ages 8-10 deal an additional point of hand damage. To gain this advantage, the vampire must enter the game at one of these ages. ( A seven capacity vamp with a skill card does not get the damage bonus).

The Edge:

The Edge gives the Meth. holding it 1 additional vote. This vote can be used in as many votes as the Meth. desires without relinquishing it. (Acts like a Primogen) The Edge can be relinquished by the Meth. holding it during her/his Blood phase for 1 blood that can be placed either in the blood pool, or on a ready or uncontrolled vamp. (No transfer cost involved.)

Clans:

Only 3 vampires of a given clan may be controlled by a Meth. If a vampire is stolen, the previous Meth can contol another of the same clan. A Meth. can steal a vamp of a given clan, even if s/he already controls 3 of that clan. If s/he controlles less than 3 of that clan, the stolen vamp does count against the 3 vamp limit.

Known card erratta:

Well, that is the variation. It calls for a different philosophy of deck design, and a different style of play. We have enjoyed the games we have played with this variant, but it does take some time to get used to. Our intention for this variant was to increase the size & number of the vamps in play, to make people play multiple clans, and to increase voting. This generally seemed to work.


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