WORLD OF DARKNESS:  RAGE AGAINST THE JYHAD, by Mike Miller
	
Now you can play a game of full-scale conflict between the kindred and the garou 
of the World of Darkness, using cards from Rage and from Vampire: the Eternal Struggle. 
You can use cards from any set of either Vampire: the Eternal Struggle or Jyhad, and 
from any set of Rage cards, including the Wyrm set. Before the game starts, players 
must agree to use either the first or second edition Rage rules, as they are not 
compatible with each other. Both sets of players will be playing by their normal 
rules, except that there are now provisions for interaction between the two games.

You need a minimum of two Vampire players (or methuselahs) and two Rage players, 
each with a deck for Vampire or Rage, respectively. If there are not enough players 
for these minimums, then allow each player to play a Vampire deck and a Rage deck in 
this game, taking separate turns with each deck.

SEATING:  
						
Vampire players are seated first, according to the Vampire rules, leaving a gap between 
the last methuslelah and the first methuselah. Rage players sit together in that gap will 
go last each turn. The methuselah seated to the right of the Rage players is the predator 
of the methuselah seated to the left of the Rage players. Garou players are not predator 
or prey of any vampire players, and cannot be bled.					

VAMPIRE  TURNS:

Vampire turns proceed normally. Rage characters cannot intercept actions unless that Rage 
player is the subject of a "D" action. Only "D" actions can be directed against a Rage 
player or his minions, who get +1 intercept against such actions. Vampire master cards 
do not affect cards controlled by Rage players. Rage players do not have pool and cannot 
be bled.

Optionally, a vampire player can pay one extra pool for a silver marker when equipping 
with any non-unique weapon.	A weapon with a silver marker will inflict aggravated 
damage against garou and black spiral characters.			

Vampires, humans, mummies and ghouls cannot enter the Umbra.  Mages and non-human allies 
can enter the Umbra. Dawn Operation does not cause Rage characters to take aggravated damage.
						
GAROU  TURNS:
					
Rage players take their turns simultaneously, after last vampire player, following the 
usual Rage turn sequence. Tapped vampires (including tapped ones in torpor) are considered 
to be in the Hunting Grounds, as are vampires who received blood from a hunting ground. 
If no vampires utilized Hunting Grounds or are tapped, then all vampires are considered 
to be in the Hunting Grounds.  When a Rage character attacks a methesulah’s minion, that 
attack is considered to be a "D" action at +0 stealth, which may be intercepted by minions 
of that Methuselah. Rage events do not affect cards controlled by methuselahs.  
Rage characters do not perform bleed actions. Vampire minions and retainers have Rage and 
Gnosis equal to their blood capacity.
									
POLITICS:
							
Rage characters do not participate in referendums. The minions of a methuselah do not 
particpate in moots or board meetings. Vampire referendums do not affect Rage players, 
their pack members, allies, equipment, enemies, victims, or caerns. Bloodhunts cannot 
be called against Rage characters: when they destroy vampires they encounter in torpor, 
it is not diablerie. Rage moots and board meetings do not directly affect vampire 
players, minions, allies, retainers, equipment or locations. Garou moots can only be 
called if there are at least two garou players. Wyrm board meetings require at least 
two wyrm players. If there was a game with just two Rage players, one with a garou deck 
and the other with a wyrm deck, neither Rage player could call moots or board meetings.
									
COMBAT:
							
Use vampire combat structure, with the following modifications.
		
Manuevers: Garou attacks on vampires or allies in the Hunting Grounds have one optional 
manuever per combat. Garou attacking as a pack will manuever as one entity, just like a 
vampire with attached retainers.
								
Strikes: All garou caharacters from Rage get one optional additional strike per round of 
combat. Use Rage combat cards for strikes by Rage characters. If garou player runs out of 
cards in combat hand, no strike is made. When a Rage character is fighting a methuselah’s 
minion, ignore the 2nd edition Rage restrictions on playing strikes according to black moon 
or full moon icons.								
Rage character strikes are chosen and played face down, before either player strikes, 
in order of normal strike resolution.  The chosen Rage strike is revealed when it is the 
Rage character's turn to strike. A bluff (playing a Rage combat card in excess of the Rage 
character's Rage attribute) is successful if the opposing minion doesn't play a "strike" 
combat card. If the Rage character is using a weapon like shotgun, .38 revolver or 9mm auto, 
the strike is ranged. Otherwise, Rage strikes are hand strikes. If the subject of a pack 
attack, the methuselah’s minion must pick one specific target garou/ally/wyrm for each 
strike. Vampire combat cards have a Rage cost = blood cost of card, if any, for 2nd edition 
Rage purposes. Cards which reduce a targets's Rage can reduce a target vampire's hand and 
ranged strike damage by same amount.	

Damage: Ranged or hand damage equals the damage on the Rage combat card played as the strike. 
Aggravated damage to a Rage character cannot be regenerated normally, as described in the Rage 
rulebook. Lacking Rage combat cards, vampire players can indicate damage to a Rage character 
by using dice. Each die should represent a separate strike. When a Rage character regenerates, 
it will remove either a strike card or a die. If sufficient dice are not available, use stacks 
of pennies or groupings of beads. When Rage characters reduce a vampire to zero blood in combat, 
that vampire is burned.								
If garou blood is stolen in combat (a favorite trick of the Tremere), use special counters to 
mark this blood on the stealing vampire. A vampire with a garou blood counter can burn that 
blood counter to gain +1 strength and an additional strike for each round of combat for the 
remainder of combat. That same vampire cannot use other equipment cards during that combat.

Prevent damage: Rage characters do have some equipment or gifts that can prevent damage. 
Second edition cards with block values can also prevent damage.			
				
Press:	A frenzied garou gets one optional press to continue combat.		

Minions can affect Rage equipment (like break or steal it), but they can't use it. 
Minions can't affect Rage gifts. Rage characters can affect minion equipment (like 
break or steal it), but they can't use it.

VICTORY CONDITIONS:
	
If a methuselah wins according to Vampire victory points (i.e., no other vampire player can 
tie or beat his victory points), that vampire player wins the whole game. If all vampires 
are destroyed (non-vampire allies need not be destroyed), the Rage player with the highest 
reknown point total wins. Vampires count for reknown equal to their blood capacity at time 
of their demise. One exception: a vampire destroyed while in torpor is worth zero reknown 
points. A Rage player can also win by reaching a total of 30 Reknown.

This reflects the different objectives of the two groups. A vampire player wins because that 
Methuselah has won the Jyhad and taken control of kindred society. A Rage player wins because 
the garou wish to destroy all manifestations of the Wyrm, of which vampires are a significant 
group. A wyrm player also seeks control, so they can win by destroying their vampire rivals.