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Chaos Jyhad

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Rob LeGood

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Aug 22, 1997, 3:00:00 AM8/22/97
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I'm currently working on a varient of Jyhad (V:TES) inspired by the game
with the same name made for M:tG.

To generate some comment and original ideas, I'm posting what's complete
so far (roughly 1/4) Any thoughts/rule
changes/comments/suggestions/additions/etc. would be greatly
appreciated!

Please either directly mail me or post to this group.

Thanks!

Rob LeGood.

---------------CHAOS JYHAD--------------------
Chaos Jyhad v1.00


The Rules.

I. Before the Untap phase, there is a Chaos phase. You must role once on
the
Chaos table.
II. You must take the roll.
III. Tokens count as what they are and can be affected by cards that
affect
that type. eg. A .44 Magnum token counts a Weapon.
IV. The End Comes. This 'jackpot' starts with no tokens in it. For each
token
in it, you must burn one blood or one life from a minion you control.
If
there is none left to burn, burn a minion. And if there are no
minions
left.. burn a pool. If you win the jackpot, you may take a number of
additional turns equal to the number of jackpot counters, plus 1.


Locales

THE GOLDEN RULE OF LOCALES:
A minion in one locale may only block or be blocked by minions in the
same locale.
I. The game begins in one locale. The first player to roll must roll
once on
the Locale Table to determine this first locale. Each Locale has its
own
special bonus along with the following additional bonuses:
- If the Price of this city is in play, that Prince now has 5 votes
instead
of two. (But only if the Prince is in the locale)
- Each player may, during the untap phase, move 1 blood from the blood
bank to
a controlled member of the Clan that is in the locale. (If a new
Prince is
elected, the new clan gets the bonus)
II. Additional Locales. At times, the role will instruct you to add an
extra
locale to the game. This may only happen if there are 2 or fewer
locales
in the game. If there are 3 or more, you must change an existing
locale
(see below). For each locale in the game, divide your playing area
into
that many sections. (Ie. If there are 2 locales, divide your playing
area
into 2 section.) All vampires start out in their original locale,
but
may move to this new local as a +1 stealth action. NOTE: Special
bonuses
granted by locales are cumulative.
II. Change of Locale. If the roll asks for a change of local roll the
dice
and consult the table. All minions in the current locale are now in
the
new one, and bonuses are now to applied to the new clan.

ChaosJyhad Table: d200

1. Good Fortune: Roll 3 more times on the ChaosJyhad table.
2. Blood Feast: Each of your vampires gain 2 blood from the blood bank.
3. Change of Locale: Roll once on the Locale Table, this becomes the new
locale
of the game.
4. Political Power: Until the next vote passes, each of your controlled
vampires gains an additional vote
5. Greater Ascendance: Gain 2 pool
6. Imposter!: Choose a vampire you control and any other vampire another
Methuselag controls. These two vampires are now contested.
7. The Fifth Tradition: A vampire you control is filled back to capacity
with
blood from the blood bank.
8. Surprise Attack: A vampire you control loses all of his/her blood.
9. Temptation of Greater Power: Choose any minion. Beginning with you
and going
clockwise, all Methuselah may bid pool for control of that minion.
Any
Methuselah may bid up to 5 pool on credit, which must be paid back at
least
one per untap phase.
10. Misdirected: Tap all of your minions right after the untap phase.
11. Distracting the Enemy: Tap any minion to give another minion you
control
+1 steath until end of turn.
12. Al's Discount Days: Give each of your minions a .44 Magnum token.
Pay 1
pool.
13. Mass Exodus: Each Methuselah's yougest vampire becomes uncontrolled,
but
retains all Equipment/Retainers/Blood etc.
14. The Edge: Gain the Edge
15. The Masqurade: Until your next turn, each Methuselah must pay 2 pool
if
they wish to take their turn, including you.
16. The End Comes: Add a token to the End Comes jackpot.
17. Caine: One of your vampires, with capacity greater or equal to 4 is
revealed to be Caine. Caine has 25 capacity, all Disciplines at
superior
level, 10 votes, does not burn blood when playing cards, +4 hand
damage,
+3 bleed, gets +1 stealth on all actions, and may untap an
additional time
this turn. Bury the vamp at the beginning of your next untap phase,
as Caine goes back into hiding.
18. Donation of Friendship: During your influence phase this turn, the
blood
bank pays for all blood moved to uncontrolled vampires.
19. Kung-Fu Training: One of your minions gains a +2 hand-damage token.
20. Malkavian Festival: Each player gets a roll on the Malkavian
Festival
table. Start with you and procede in the direction that play is
going.
21. Great Wealth: Equip a minion you control with the first piece of
eqiupment
you come to in your library. This equipment is free!
22. Chaos Reversal: Gain a Chaos reversal tolken.
23. Additional Locale: Add a locale to the game!
24. Attracting Attention: All Meth's bring the top card of their Crypt
into
play. (Unless they already control that vampire, in which case it's
burned!)
25. 15 Seconds of Fame: One of your vampire gets a Fame counter. Burn it
during your next Chaos phase.
26. Demonic Tutor: You game gets invaded by a Magic player. Search your
library for any one card and put it into your hand. Discard down to
your
maximum hand size afterward.
27. Grand Respect: Gain d6 pool from the blood bank.
28. Prosperous Dealings: Increase your hand size by two until your next
Chaos
roll.
29. Gambling Hall: Each Meth secretly bets from 0 to 3 pool. Turn over
that
many cards in your Crypt. Whoever has the highest capacity vampire
wins
the pool! If there's a tie keep revealing cards until the tie is
broken
or all but one player runs out of cards. If all players run out of
cards,
no one wins, and the pool is put into the blood bank. Shuffle these
vamps
back into your Crypt.
30. Heart Attack: One of your vamps goes to torpor. You choose.
31. Choice of Two Paths: All players shuffle the top ten cards of their
library into a new face down pile. Turn the top card face up.
Instead of
drawing a card from the library, each player may now draw this top
card.
Turn the next card over if you do this.
32. Additional Locale: Add a locale to the game!
33. Succubus Newsstand: All players may trade, life, cards, etc. until
the
end of this Phase.
34. Aaron's Feeding Razor: Any vampire of yours that hunts this turn
gets an
additional blood.
35. Bad Influence: All blood on any uncontrolled vampires is put back
into your
pool.
36. Haiku of the Bard: Until it's your turn again all Meth's must speek
in
rhyming sentances. Each time they do not, they lose a pool.
37. Fortunate Reversal: Direction of play is reversed. Each Meth's
preditor
is now their new prey.
38. Oust!: Roll 2d10. The next Meth that ousts another players gains
that much
blood from the blood bank, instead of their ususal amount.
39. Friend in Disguise: Replace your lowest capacity vampire with the
top
card of your crypt. This vamp retains the same equipment, retainers,
blood
etc. (Excess blood drains off).
40. For Better or Worse: Gain d10 pool, then lose d10 blood.
41. Land Aquisition: Search your library for any one 'Master: Unique
Location'
and put it into play, reducing it's cost by 1.
42. Chaos Reversal: Gain a Chaos Reversal counter.
43. Choices, Choices: Choose one: You gain 3 pool, 1 Meth loses 2 pool,
or all
Meths, but you, lose 1 pool.
44. Good Influence: Fill the lowest capacity vampire in your
uncontrolled
region to its capacity from the Blood Bank.
45. Kindred Restructure: Choose a new seating order.
46. Additional Locale: Add a locale!
47. The End Comes: Add a token to the End Comes Jackpot.
48. Clan Meeting: Choose a Clan. All members of that clan tap after your
untap
phase.
49. Malkavian Festival: Each player gets a roll on the Malkavian
Festival
table. Start with you and procede in the direction that play is
going.
50. Black Leather Jacket: Put a black leather jacket token on any minion
you
control. That minion may still untap, if tapped, at the end of your
turn.
(more to come)


Malkavian Festival: d?

(Note: All abilities last until the player who rolled on this table goes
again)

1: Fake Body Part: You may not touch cards you own with your right hand.
If you
do, lose 2 pool.
2: Who's Yer Buddy?: Anytime you lose pool, say 'Thanks You' to whomever
made
you lose the pool, or lose an additional 2 pool.
3: Speech Impediment: You may not say words that contain the letter 'N'.
If you
do, you lose 2 pool.
4: Hot Pants: You must stand. If you do not, lose 2 pool.
(more to come)


Locales: d?

1: Chicago - Malkavian - Any vampire may burn 1 blood to add +1 stealth
to any
action. This may only be done once per action.
(more to come)

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