Guruhi Newsletter
February 2007

Guruhi Newsletter
February 2007

Introduction:

	This being my first ever newsletter, I thought I would preface my
comments by mentioning that I have been a player of the card game
since the Jyhad days but know nothing about the fictional World of
Darkness. Thus, flavor text and background information will be omitted
unless someone else steps forward to assist me. And, as it is also the
first Guruhi newsletter, the discussion will be limited to an overview
of all the cards available to the clan with a more detailed analysis
reserved for future newsletters.

Guruhi Crypt cards:

1)	Lumumba - 4 cap. ani/PRE. G4.
	One of four Group 3 & 4 vampires with superior presence under five
capacity, and the only Guruhi not to have all three clan disciplines
at least at inferior, Lumumba seems to fit well with the Ahrimanes.
Given the versatility of presence and the small investment of pool
required, I would expect to see this vampire a lot.

2)	Urenna Bunu - 4 cap. ani/pot/pre. G4.
	Each of the clan disciplines at inferior, a standard vampire by most
standards.

3)	Fish - 5 cap. pre/ANI/POT. G4.
	Two clan disciplines at superior and the other at inferior make Fish
a real bargain. He will be a staple in any Guruhi deck and could
easily mix with Darva, Amelia, Hezekiah, Sundown and his smaller
Guruhi brethren for a little Group 3/4 bruise and bleed action.

4)	Batsheva - 6 cap. obt/pot/ANI/PRE. G4. Batsheva gets +1 strength in
combat with a Tzimisce.
	Like Fish, two clan disciplines at superior and the other at
inferior, but add inferior obtenebration and a corner case ability and
Batsheva is evenly costed. Note the similarity to Gentha Shale.

5)	Aren, Priest of Eshu - 7 cap. ani/obf/POT/PRE. G4. Aren gets +1
stealth on political actions. Any vampire voting against a referendum
called by Aren burns 1 blood when the results are tallied.
	Having only inferior animalism seems expensive for seven pool.
However, Aren also has the always-useful discipline obfuscate at
inferior plus two very good abilities making this vampire a real
threat when voting, in combat or as a bleeder.

6)	Maskini - 7 cap. abo/ANI/POT/PRE/SER. G4. If Maskini attempts an
unsuccessful action, or attempts to block but is not successful, he
burns 1 blood at the end of that action.
	Before you get all excited about the youngest Guruhi to have all
three clan disciplines at superior, read his limitation. Lack of
significant stealth or intercept will make it hard for this vampire to
do anything without burning blood. That's a steep price, even with the
two additional disciplines.

7)	Sobayifa - 8 cap. aus/pot/pro/spi/ANI/PRE. G3. Magaji.
	Three added inferior disciplines makes up for the lack of superior
potence and allows Sobayifa to see some use in some different decks
(Group 2/3 Ahrimanes seems likely.) This is the smallest titled
vampire in the clan and those two permanent votes for being a Magaji
will usually come in handy in any game.

8)	Iniko, The Black Lion - 9 cap. cel/ANI/OBT/POT/PRE. G4. +1 stealth.
	As a Guruhi, Iniko is an oddball. Having one permanent, unconditional
stealth on every action is a wonderful ability. But, for his size, he
is expensive. In a mostly-Guruhi deck, his out-of-clan disciplines
will typically go unused. He works well with the Lasombra, but there
are better, cheaper choices in Group 3/4.

9)	Nangila Were - 9 cap. obf/ser/ANI/POT/PRE. G4. Nangila may enter
combat with a minion controlled by another Methuselah as a (D) action.
While Nangila is ready, your hand size is one card larger.
	Nangila features two powerful abilities that best support a combat
strategy. The inferior obfuscate pairs with Aren opening up stealth/
bleed and stealth/vote possibilities, though this strategy would
require a significant number of obfuscate cards to maintain sufficient
stealth as well as several out-of-clan support vampires to keep a
balanced crypt.

10)	Ugadja - 10 cap. dom/for/ABO/ANI/POT/PRE. G4. Magaji. Ugadja may
move up to 2 blood from himself to a younger Laibon in your
uncontrolled region as a +1 stealth action.
	While it's always nice to have two permanent votes on the table,
Ugadja's three extra disciplines don't much fit within the clan. His
ability is okay if you're using Freak Drives to untap afterwards and
take another action, but then the cost is three blood! I'd rather use
a Founders to cycle cards and keep the extra blood.

11)	Eze, The Demon Prince - 11 cap. aus/ANI/NEC/POT/PRE/THA. G3.
Magaji. Eze gets 1 additional vote. Once each turn when Eze
successfully performs a non-hunt action, he untaps after resolving
that action.
	Two strong abilities and the Magaji title to boot... what's not to
love? Eze shares inferior auspex and Group 3 status with Sobayifa, but
you will have to look elsewhere to make use of his superior necromancy
and thaumaturgy.

Guruhi-specific Library cards:

1)	Ananasi Vampirephile - Werewolf with 4 life. 2 strength, 1 bleed.
Ananasi gets an optional maneuver each combat. Once each combat, she
can burn a life during the press step to get a press and set the range
in the next round of that combat, if any. She can gain a life as a +1
stealth action. Once each turn, she may play a card that requires
basic Animalism [ani] as a vampire.
	A solid ally. Although, when your vampires are already larger than
average, can you really spare four pool? It might be worth including a
single copy to discourage non-combat decks. But if the table is
showing combat, make this your discard.

2)	Founders of the Ebony Kingdom - +1 stealth action. Put this card on
a younger Laibon in your uncontrolled region and move 4 blood from the
blood bank to that vampire. (This card remains in play.) A vampire may
have only one Founders of the Ebony Kingdom. Burn this card if the
vampire leaves the uncontrolled region.
	For the cost of a blood, several copies are required in any deck
containing a significant number of Guruhi and any smaller supporting
Laibon.

3)	Guruhi Are the Land, The - Only usable during a bleed, hunt, or
equip action. If this is a bleed action, this Guruhi gets +1 bleed,
and you may not play another action modifier to further increase the
bleed for this action. If this is a hunt action, this Guruhi gains an
additional blood if successful. If this is an equip action, this
Guruhi untaps if the action is successful.
	When you pay for bigger vampires, you expect more power. This card
doesn't give you that unless you are using it after a successful equip
action. Then it's a free untap with optional uses available so that
multiple copies don't clog up your hand.

4)	Guruhi Kholo - Only usable during a political action. Usable by a
tapped vampire. Title. Put this card on this Guruhi to represent the
unique Laibon title of Guruhi Kholo (worth 2 votes). Not usable if
there are any older ready untitled Guruhi. Whenever this vampire is
not a ready Guruhi or there is an older ready untitled Guruhi, move
this card to (one of) the oldest ready untitled Guruhi (if any).
	If you're playing with untitled Guruhi, seems reasonable to include
one or two of these in your deck.

5)	King's Favor - Only usable during a referendum. Boon. This Guruhi
gets 3 additional votes. If this Guruhi votes in favor, and the
referendum passes by the number of votes this Guruhi cast or fewer,
put this card in play. While this card is in play, that acting vampire
may not block this Guruhi. You may burn this card during any
Methuselah's untap phase to move up to 3 blood from that vampire to
this Guruhi.
	This card requires another Methuselah to call a vote first, which
immediately limits its usefulness by at least 66%. Is the return on
investment worth the opportunity cost? I don't think so.

6)	Palace Hunting Ground - Master: unique location. Hunting ground.
During your untap phase, you may move 1 blood from the blood bank to a
ready Guruhi you control. Not usable to move a blood to a Guruhi with
no blood. A vampire can gain blood from only one hunting ground card
each turn.
	It's a Hunting Ground that only cost one pool! But, there's a catch...
just remember that Blood Dolls work on your Master phase and Hunting
Grounds work on your Untap phase and not the other way around. Plan
ahead.

Deck of the Month:

This is my best attempt so far at building a mostly-Guruhi tournament-
worthy deck. Its goal is fairly straightforward... block, bruise and
bleed. You'll spend the first several turns influencing out one or two
Magaji and support vamps. This is where you are most vulnerable.
Multiple copies of Dreams, Enchant Kindred and Founders should help
with this. Then you want to get No Secrets on one or more Magaji and
start tooling up. Guruhi Are the Land is invaluable here and will be
equally useful later for the bleed boost. Use punishing combat to
discourage blockers. There are a few KRCs for deal-making (since you
can't push votes) and Ancestor Sprit, Fame and Kduva's Mask provide
solid ousting power while Blood Dolls, Mbare Market and Palace HG keep
your blood/pool supply up. This deck doesn't do anything better than
other decks, but it does do many things well. Well enough to win is
the question? You're comments are encouraged.

Crypt: (12)
3x Sobayifa
2x Eze, The Demon Prince
1x Aren, Priest of Eshu
1x Batsheva
1x Fish
1x Patrick
1x Sundown
1x Ugadja
1x Urenna Bunu

Library: (90)
Master: (12)
4x Blood Doll
3x Dreams of the Sphinx
1x Ancestor Spirit
1x Direct Intervention
1x Fame
1x Mbare Market, Harare
1x Palace Hunting Ground

Action: (15)
6x No Secrets From the Magaji
5x Enchant Kindred
4x Founders of the Ebony Kingdom

Action Modifier: (9)
8x The Guruhi Are the Land
1x Strange Day

Action Modifier / Reaction: (1)
1x Guruhi Kholo

Combat: (27)
9x Carrion Crows
8x Immortal Grapple
7x Torn Signpost
3x Taste of Vitae

Equipment: (12)
4x IR Goggles
3x Sport Bike
2x .44 Magnum
1x Bowl of Convergence
1x Kduva's Mask
1x Phased Motion Detector

Political Action: (4)
4x Kine Resources Contested

Reaction: (6)
5x Wake with Evening's Freshness
1x On the Qui Vive

Retainer: (4)
2x Shaman
1x Mr. Winthrop
1x Raven Spy


Shane J. Strait
Bruinfan17111@yahoo.com