Vampire The Eternal Struggle Fifth Edition Rulebook ENG

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The document provides credits and acknowledgements for those involved in the design and development of the 5th edition of the Vampire: The Eternal Struggle card game.

The main components of the game include crypt cards, library cards, different card types, and gameplay elements like the game setup, terms, and turn sequence.

The phases of a turn in the game include the unlock phase, master phase, minion phase, influence phase, and discard phase.

rulebook

fifth edition
VTES Fifth Edition Credits
VTES Fifth Edition Designers: Ben Peal, Mike Nudd, and Ginés Quiñonero
VTES Game Design: Richard Garfield, with contributions by Matthew Burke, Skaff Elias,
Andrew Greenberg, Rhias Hall, Bob Kruger, Jim Lin, Chris Page, Paul Peterson, Dave Pettey,
Mark Rein•Hagen, Robert Goudie, L. Scott Johnson, Ben Peal, Pascal Bertrand and
Vincent Ripoll
Original Design for Vampire: The Masquerade: Mark Rein•Hagen

VTES Fifth Edition rulebook: The Gaming Rules! team, with contributions by Hugh
Angseesing, Pascal Bertrand, Vincent Ripoll, Mike Nudd, Ginés Quiñonero, Henrik Klippström
Project Coordination: Hugh Angseesing
Editors: Hugh Angseesing and Ginés Quiñonero
Art Direction: Ginés Quiñonero
Graphic Design: Elisabet Pérez
Playtest Coordinator: Darby Keeney

Additional thanks to: Dhaunae De Vir, Karim Muammar, Tomas Arfert, Jason Carl, Tobias
Sjögren, Mats Karlöf, Brian Petkash, Steve Wieck, Pascal Bertrand, Oscar Garza III, Robert
Goudie, L. Scott Johnson, Andreas Nusser, Robyn Tatu, Jeff Thompson, David Tatu, Johannes
Walch, Brian Glass
All of our community members and playtesters
In memoriam Stewart Wieck

The fanset artists who supported the game: Alejandro F. Giraldo, Anna Evertsdotter, Ari
Targownik, August Bøgedal Hansen, Carmen Cornet, Christel Espenkrona, Christopher
Shy, Elli Adams, Francesc Grimalt, Gábor Németh, Grzegorz Bobrowski, Heather V. Kreiter,
Ian Hernaiz, Jake Smidt, James Richardson, Jared Smith, Jarkko Suvela, Javier Santos, Jesús
Ybarzábal, Kelly Howlett, Ken Meyer, Jr., Laia López, Lawrence Snelly, Mark Kelly, Mick
Bertilorenzi, Nicolas Bigot, Noah Hirka, Noora Hirvonen, Óscar Salcedo, Riccardo Fabiani,
Rubén Bravo, Tomáš Zahradnícek

Cover Art: Samuel Araya

This edition is published by Black Chantry Productions Limited, Nottingham, UK.


Vampire: The Masquerade® and Vampire: The Eternal Struggle® Copyright© 2020
Paradox Interactive AB (publ). All rights reserved. www.worldofdarkness.com
Black Chantry Productions. www.blackchantry.com

This game uses the supernatural for setting, character and themes. All mystical and supernat-
ural elements are fiction and intended for entertainment purposes only. This game contains
mature content. Reader discretion is advised.

Rulebook version 1.o, July 2020.


Index
INTRODUCTION ..........................................................................2
OBJECT OF THE GAME ...............................................................2
COMPONENTS .............................................................................2
CARD TYPES .................................................................................4
Crypt Cards ................................................................................4
Library Cards ..............................................................................7
PLAYING THE GAME .................................................................14
Game Setup ...............................................................................14
Important Terms of the Game ....................................................16
DETAILED TURN SEQUENCE ....................................................17
Unlock Phase .............................................................................17
Master Phase .............................................................................18
Minion Phase ............................................................................18
Influence Phase .........................................................................35
Discard Phase ............................................................................37
ENDING THE GAME ...................................................................37
VAMPIRE SECTS .........................................................................39
LEGACY SETS .............................................................................40
Other Vampire Sects .................................................................40
Traits ........................................................................................40
GLOSSARIES ...............................................................................41
Vampire: The Eternal Struggle ....................................................41
World of Darkness .....................................................................44
FAQ, RULINGS AND CLARIFICATIONS ..................................45
Frequently Asked Questions ......................................................45
Card Rulings and Clarifications ................................................46
QUICK REFERENCE ....................................................................53

—1—
Introduction Components
Vampire: The Eternal Struggle is a customis- Your copy of Vampire: The Eternal Struggle
able card game in which four or five players Fifth Edition includes the following
take on the roles of ancient vampires known components:
as Methuselahs. The game is set in a shadowy,
alternate reflection of our own reality called the ◼ This rulebook
World of Darkness. Methuselahs are consid- (www.blackchantry.com/rulebook/)
ered to be mere legend by younger vampires. ◼ 5 decks containing 89 cards each
Younger vampires think that they pursue their (Malkavian, Nosferatu, Toreador, Tremere
own ends, even as they are being used by one and Ventrue) and one card each to randomly
Methuselah to undercut the influence of another. determine the seating order.
Throughout the world, Methuselahs manipulate ◼ 180 pool counters
their minions to frustrate the designs of the other ◼ 1 Edge token
Methuselahs, just as they have for as long as ◼ 5 help sheets
anyone can remember. These eternal struggles
are sometimes covert and subtle, sometimes open Decks
and spectacular. The VTES Fifth Edition features five differ-
ent decks that are playable out of the box:
This set of rules includes all the rules needed one of clan Malkavian, one of clan Nosferatu,
to play Vampire: The Eternal Struggle. one of clan Toreador, one of clan Tremere,
We recommend new players ignore the and one of clan Ventrue. Each deck contains
“Advanced Rules” sections whilst they learn 12 crypt cards, 77 library cards as well as one
the basic game. reference card.

These decks are customisable with other


Vampire: The Eternal Struggle cards.
Object of the Game
Cards: Each Methuselah’s deck has two com-
Your goal is to accumulate the most victory ponents: a crypt and a library.
points by destroying the influence held
by rival Methuselahs. You accomplish this The cards in your crypt represent the vam-
goal by using your influence to gain control pires you hope to control; they have oval por-
of younger vampires and using those to traits on the front and amber marble backs.
perform actions to reduce the influence of
rival Methuselahs. Influence is represented
by pool counters, the main currency of the
game. If a Methuselah runs out of pool, they
are ousted from the game. As Methuselahs
are ousted, other Methuselahs will earn
victory points; the winner is the Methuselah
with the most victory points at the end of
the game.

—2—
The cards in your library represent the wider Counters: Counters are an integral part of
World of Darkness and allow you or your the game. Each Methuselah needs about 40
minions to operate in that world; they have counters: 30 for their starting pool and extra
square illustrations on the front and green counters, to represent the blood bank. The
marble backs. counters used to represent pool, blood or life
are the same but are named differently when
they are in your pool, on vampires (blood)
or on allies (life). For instance, if you move a
counter from your pool to a vampire, it be-
comes a blood. Similarly, a blood stolen from
a vampire by an ally becomes a life. When
you burn, pay, or spend 1 blood or pool
counter, you return it to the blood bank. If
you would gain 1 blood or pool counter you
gain it from the blood bank. When blood
is added to a vampire, it is added from the
blood bank. Blood and pool counters can
DECK CONSTRUCTION be any convenient items, such as coins,
Each Methuselah must have at least 12 glass beads, or stones. Single-item methods
cards in their crypt and between 60 of keeping track of changing numbers (for
and 90 cards in their library. There is no example, dice) are discouraged, due to the
maximum limit on the number of cards frequent need to move counters from one
Methuselahs can have in their crypt. place to another.

A Methuselah can include any number


of copies of a given card in either their
library or crypt within the limits indi-
cated above.
The Edge: The Edge is a symbol showing that
your minions have temporarily given you
ADVANCED RULES an advantage over the other Methuselahs.
Each vampire belongs to a specific Choose an object to represent the Edge. Any
group, identified by a number above small, distinctive object, such as a figurine,
the upper left corner of the text box. trinket or a glove will do.
A Methuselah’s crypt must be built using
vampires from a single group or from
two consecutive groups.

—3—
TURN SEQUENCE Card Types
Turns proceed clockwise around the
playing area, starting with the first CRYPT CARDS
Methuselah. Each Methuselah’s turn is Each crypt card has a set of elements that are
composed of the following five phases, described below. Some advanced expansions
in order: include other types of crypt cards – to learn
about those, check:
1. Unlock Phase www.blackchantry.com/rulebook/
Unlock all your cards and deal with
any active contests. If you have the Name: Each crypt card is unique, so only one
Edge, you may gain 1 pool from the copy of each can be in play at a time.
blood bank.

2. Master Phase ADVANCED RULES


Take master phase actions, repre- A second Methuselah could contest control
senting your direct influence in the of the vampire (see Contested Cards, p. 17),
World of Darkness. which means that the Methuselahs are strug-
gling for control of them.
3. Minion Phase
This is generally the longest part of your
turn as your minions perform a wide Blood Capacity: The number in the red circle
variety of actions using abilities or cards. in the lower right corner of the card is the
Actions can be blocked which may vampire’s capacity.
result in combat.

4. Influence Phase
Gain control of vampires in your
uncontrolled region by using your
pool and transfers.

5. Discard Phase
Use a discard phase action to dis-
card a card from your hand and draw
another, or (Advanced Rules) to play an
event card.

Each of the phases is described in


full detail later in this rulebook (see
Detailed Turn Sequence, p. 17). This number represents many things: the
vampire’s relative age, the amount of pool
a Methuselah must invest in the vampire
in order to bring them under their con-
trol, and the maximum ability they have
to mend wounds or play cards (some cards

—4—
cost blood to play). A vampire with a larger Disciplines: These are supernatural pow-
capacity than another is said to be older, ers that vampires possess. The Disciplines
and one with a smaller capacity is younger. possessed by the vampire are represented by
A vampire cannot have more blood than the group of symbols at the bottom of the
their capacity; if an effect puts more blood attribute bar.
on them than their capacity allows, the
excess is always moved to the blood bank
immediately.

An uncontrolled vampire will have blood


counters stacked on them representing the
amount of pool that has been invested in
them. During the influence phase, if that
stack equals or exceeds their blood capacity,
you can reveal the vampire and place them in
the ready region. They retain the pool coun-
ters used to influence them on their card to
serve as their blood, any blood counters in
excess of the capacity drain back to the blood
bank (see Influence Phase, p. 35).
The vampire’s Disciplines determine which
Clan: Each vampire belongs to a clan, identi- library cards they can play. If a library card
fied by the symbol at the top of the attribute requires a Discipline (noted by a Discipline
bar (the marble stripe on the left side of symbol on the attribute bar of the library
the card). card), then only vampires who have that
Discipline can play it.

See the Quick Reference page for a list of the


clan symbols (page 53). Some library cards re-
quire a member of a particular vampire clan
to play, while other library cards may affect
only vampires of a particular clan.

—5—
Each of a vampire’s Discipline symbols is in
the shape of either a square or a diamond. ADVANCED RULES
A square-shaped Discipline symbol means Group: Each vampire belongs to a specific
that the vampire has the basic level of that group, identified by a number above the upper
Discipline and they can use only the basic left corner of the text box. A Methuselah’s
(plain text) effect listed on a card that re- crypt must be built using vampires from a single
quires that Discipline. group or from two consecutive groups. This
does not restrict a Methuselah from steal-
ing vampires from other groups through play,
however.

A Discipline symbol within a diamond


signifies that the vampire has the superior
level, and therefore may opt to use either the
basic (plain text) or the superior (bold) effect
listed on the card (but not both).

Some library cards have multiple


Discipline symbols on the attribute bar (see
Requirements for Playing Cards, p. 7).

Advanced: An advanced card is a type of


vampire card for your crypt. An advanced card
looks just like a regular crypt card except that
it has an Advanced icon under the clan icon.
The advanced card is a vampire card in all
respects, so it can be influenced in the normal
manner (see page 37).

Text box: The area containing a vampire’s


sect (Camarilla in this case), title, special
abilities or other attributes.

Expansion symbol: This symbol indicates the


expansion set in which the crypt card was
released, and has no impact on the game.

—6—
Illustration: Denotes the artist who produced
the artwork for this card. ADVANCED RULES
Some effects can cancel a card “as it is played.”
Copyright: Denotes the copyright of the These effects, as well as wake effects (see
game which belongs to Paradox Interactive page 44), are the only effects allowed during
AB (publ). the “as played” time period of another card.
Even drawing to replace cards, comes after this
LIBRARY CARDS time period.
Card Types
There are two main types of library cards:
Drawing Cards
Master Cards: Master cards are played by Whenever you play a card from your hand,
Methuselahs. Master cards have no icon at you draw another from your library to
the top of the attribute bar while the other replace it (unless card text says otherwise).
cards have an icon there that indicates what If your library is empty, then you do not
type of card they are. draw to replenish your hand, but you do
continue to play. The number of cards in
your hand should always match your hand
size (cards that are replaced later reduce
your hand size for the duration of the effect).
The starting default hand size is seven cards
in hand. Whenever an effect changes your
hand size or adds or removes cards from your
hand, immediately discard down to or draw
up to match your hand size.

Requirements for Playing Cards


Minion Cards: Minion cards are played Each library card has symbols on the attrib-
by the minions (vampires and allies) the ute bar (the marble stripe on the left side)
Methuselah controls. for the card type (except for master cards),
the clan, or Discipline (if any) required to
play the card, and the cost (if any) of playing
ADVANCED RULES that card.
Event Cards: Event cards are put into play
during the discard phase to represent events
that affect the World of Darkness as a whole
(see page 13).

Playing a Card
A card is played by announcing its effects,
showing the card and placing it from the
hand in the ash heap. Sometimes a card will
state to put it into play, you should announce
its effects and place the card in the play area.

—7—
Some cards will have other requirements
(such as capacity or title) stated in the card ADVANCED RULES
text. Only a minion who meets the require- Sequencing
ments given on a minion card can play it, If two or more Methuselahs want to play a
whereas only a Methuselah who controls a card or effect, the acting Methuselah plays
ready minion who meets the requirements of first. At every stage, the acting Methuselah
a master card can play it. always has the opportunity to play the next
card or effect. So after playing one effect,
Some of the effects listed on cards may re- they may play another and another. Once they
quire one of the Disciplines listed, while oth- are finished, the opportunity passes to the
er effects require another listed Discipline, defending Methuselah (in the cases of directed
and some effects may require the vampire to actions and combat), then to the rest of the
possess several Disciplines. Each effect shows Methuselahs in clockwise order from the
the icon(s) of the Discipline(s) required. acting Methuselah. Note that if any Methuselah
uses a card or effect, the acting Methuselah
A number in a red drop represents blood cost again gets the opportunity to use the next
(the amount of blood the vampire must burn). card or effect.
Only a vampire with enough blood on them
can play a card with a blood cost. A number
in a white diamond with a skull represents Master Cards
pool cost (the amount of pool the Methuselah Master cards are cards you play in your role
must burn). Only a Methuselah with enough as a Methuselah. There are two categories
pool can play a card with a pool cost. of master cards: regular and out-of-turn
master cards.

Regular master cards are played during your


master phase as master phase actions. At the
start of each of your master phases, you get
one master phase action, which you can use
to play a regular master card. Out-of-turn
master cards can only be played during
other Methuselahs’ turns. By playing an out-
of-turn master card, you are using a master
phase action from your next master phase,
Targeting of Cards playing the card now instead of waiting until
If a card is played on another card, or targets your next master phase.
another card, the target card must be in play
(that is, controlled). Vampires in the torpor A master card in play is controlled by the
region are eligible targets by default, but Methuselah who played it, even if it is played
vampires in the uncontrolled region and on a card controlled by another Methuselah.
contested cards are not.
The general types of master cards are
as follows:

—8—
Locations: A location card represents a place Other master cards: Any master cards not
(that is a building, a city, or a designated explained here have their effects described
gathering place) that a Methuselah or their on them.
minions control. A location card stays in
play and may be used repeatedly, even on
the turn it is played. Some game effects can ADVANCED RULES
burn them. Disciplines: A Discipline card is played on a
controlled vampire to give them an additional
level of a Discipline, either giving a vampire the
basic level of a new Discipline or increasing
the level of a Discipline from basic to superior.
Most of them also increase the capacity of the
vampire by 1 (the “+1” in the red circle in the
bottom right corner of the card indicates this
in that case) along with the Discipline granted,
but they do not automatically gain an extra
blood to fill the new capacity.

Trophy: A trophy may be put into play using


a master phase action (or can be retrieved as
described in traits: Red List, p. 41). It has no ef-
fect until it is moved to a vampire. Once placed
Trifle: Some master cards are identified as on a vampire, a trophy is controlled by the
trifles. When a Methuselah successfully plays controller of the vampire it is on, and it cannot
a trifle, they gain an additional master phase be awarded again.
action. For an out-of-turn trifle, they gain
a master phase action in their next master Out-of-turn: You may play an out-of-turn mas-
phase. A Methuselah can gain only one ter card whenever appropriate during another
master phase action from trifles in a given Methuselah’s turn. Doing so counts against
master phase; any subsequent trifles act like the allotted number of master phase actions
regular master cards. you receive in your next master phase, even if
the out-of-turn master card is cancelled (see
Master Phase, p. 18).

Regardless of the number of master phase


actions you normally have, you cannot play a
second out-of-turn master card before your
next master phase.You cannot play an
out-of-turn master card on your own turn.

—9—
Minion Cards Action cards: A ready unlocked (see
Minion cards are cards that your vampires Important Terms of the Game, p. 16) minion
and allies (collectively referred to as “min- can play an action card to perform an action
ions”) play. other than the default actions. Only one
action card can be played for the action.
Action cards cannot be used to modify
other actions.

ADVANCED RULES
A minion card in play is controlled by the
controller of the minion it is on. If a minion
card is just in play and not on another
controlled card, then it is controlled by the
Methuselah who played it.
Action modifier cards: The acting minion
can play these cards to modify their action at
In many cases, a minion card will have a any time before action resolution. A minion
Discipline symbol, a clan symbol and/or cannot play the same action modifier card
a blood cost; in these cases, the card can more than once during a single action (even
only be played by a vampire who meets the if using a different Discipline level).
requirements.

The general types of minion cards are as fol-


lows. It is possible for a minion card to be of
multiple types.

— 10 —
Some action modifier cards are played by
minions “other than the acting minion”. Only
minions controlled by the same Methuselah ADVANCED RULES
can play those cards. Allies
Allies are minions other than vampires
Ally cards: These cards are put into play with that you as a Methuselah can control.
their starting life from the blood bank, and Some allies have the ability to play
remain independent from the acting minion. certain cards “as a vampire.” In these
cases, the ally is treated as a vampire
for all effects generated by the play of
the card, including duration effects (like
“for the remainder of combat”). The
ally’s life represents their blood (to pay
costs etc.). Any blood they gain or lose
as a vampire equates to a gain or loss
of life for the ally. For purposes of that
card, the ally has a capacity of 1 for use
if the card requires an older vampire
or a vampire of a given capacity. If the
ally gains life in excess of their capacity,
it does not drain off, and if the effect
inflicts aggravated damage on the ally,
they burn life as normal. However, if the
Equipment cards: These cards are put into effect would send the ally to torpor,
play on the acting minion. Equipment cards then they are burned instead. The ally
are burned when the minion they are played is treated as a vampire only for the
on (usually referred to as “the bearer”) effect generated from playing the card.
is burned. In particular, the ally is not treated as a
vampire for effects the card has from
being in play (like “the vampire with this
card” effects).

— 11 —
Retainer cards: These cards are put into play Combat cards: These are played by minions
on the acting minion, with their starting when in combat (see Combat, p. 28).
life from the blood bank. Retainer cards
are burned when their last life is burned, or
when the minion they are played on (usually
referred to as “the employer”) is burned.

ADVANCED RULES
Some combat cards are played by minions
“not involved in the current combat”. Minions
Political action cards: A political action card controlled by ANY Methuselah can play
can be played to call a referendum as an ac- those cards.
tion, or it can be burned during a referen-
dum to gain a vote (see page 27).
Reaction cards: A ready unlocked minion
Only vampires can play political action cards. can play a reaction card in response to an
action taken by a minion controlled by
another Methuselah.

— 12 —
A minion cannot play the same reaction card
more than once during a single action (even
if using a different Discipline level). A reac-
tion card does not lock the minion playing it.

ADVANCED RULES
Reflex cards
A minion can play a reflex card to cancel a
specified kind of card played against them as it
is played (see Playing a Card, p. 7).

ADVANCED RULES
Event Cards
Event cards are played to represent events
that affect the World of Darkness as a whole.
Once each discard phase, a Methuselah may
use a discard phase action to put an event
card in play. Each event can only be played once
in a game. An event card is controlled by the
Methuselah who played it.

— 13 —
The Edge
Playing the Game The Edge (5) begins the game uncontrolled
and is placed in the central area as well.
GAME SETUP
Order of Play Play Area
Seating order can be determined by The area in front of each Methuselah is
whatever method the Methuselahs choose. divided into two regions: the uncontrolled
Randomly determine a Methuselah to act as region (6), and the controlled region (7). The
first Methuselah. For each Methuselah, the controlled region is further divided into two
Methuselah to your left is your prey (1). They areas: the ready region (8) and the torpor re-
are the Methuselah you hope to oust from gion (9). Torpor is a special area for wounded
the game. The Methuselah to your right is vampires. As the game progresses, you will
your predator (2). They are the Methuselah gain control of some of your minions, moving
who hopes to oust you from the game. When them to the ready region, face up.
your prey is ousted, the next Methuselah to
your left becomes your new prey. To begin, separate your crypt cards (10)
from your library cards (11). Shuffle both
Blood Bank decks and allow your predator to cut both.
Each Methuselah takes 30 blood counters to Place both decks in front of you. Draw the
form their starting pool (3). The remaining top seven library cards to form your hand
blood counters are placed in the central area (12) and deal the top four crypt cards face
to form the blood bank (4). The number of down into your uncontrolled region (6). You
blood counters in the blood bank can never can look at the cards in your hand and in
run out, just use additional counters, coins, your uncontrolled region at any time during
stones etc as needed. the game.

— 14 —
5

1 2

Your prey Your predator


3

11 8

10 6 9

12

You

— 15 —
IMPORTANT TERMS IN THE GAME by them. At the end of the game, the cards
Burn: When a card is burned, it is placed you own are returned to you. If you are
into its owner’s ash heap (discard pile). ousted before the end of the game, any cards
The ash heap can be examined by any that you own that other Methuselahs control
Methuselah at any time. When a counter remain in play until burned as normal.
is burned, it is returned to the blood bank.
Sometimes, an instruction may say to The Golden Rule for Cards: Whenever the
remove a card from the game. While some cards contradict the rules, the cards take
cards and effects can retrieve cards from precedence.
the ash heap, cards that are removed from
the game cannot be retrieved or affected in Wording templates
any way. When a card is burned or removed “During X, do Y”: The “during X do Y”
from the game, any counters or other cards template is used in several cards. When this
on it are burned. template is used, only one Y can be done per
X with this card. For instance, you may move
Control: Vampires put into play by a blood from your vampire to your pool with
Methuselah are controlled by that Methuselah. Vessel only once per unlock phase.

A master card in play is controlled by the “Lock X to do Y”: These effects require an
Methuselah who played it, even if it is played unlocked minion to be used, they cannot be
on a card controlled by another Methuselah. used by locked minions.

A minion card in play is controlled by the “Search”: Some effects have you search
controller of the minion it is on. If a minion your library or crypt. You do not have to
card is just in play and not on another announce the card you are searching, and
controlled card, then it is controlled by the searching can result in not finding the card.
Methuselah who played it. If you search your library or crypt, you must
shuffle it afterwards.
Control can change through game effects and
this is clearly noted when using those effects.
ADVANCED RULES
Locking and Unlocking: During play, you “Cancel a card”: A cancelled card has no
will turn cards sideways 90º to lock them, effect, but it is still considered played.
indicating that the cards have been used for
some particular purpose or effect. Unlocking If an action card is cancelled, the minion does
a card restores it to its original position, not lock (they do not pay for the action card),
indicating that the card is reset and will be and can play the same action card again.
able to be locked again later. Only unlocked
minions can perform actions or block the If a non-action card is cancelled, its cost
actions of other minions. should be paid as normal.

Rules of Card Ownership: The cards you If a combat card used for a strike is cancelled,
start the game with are referred to as the minion who played it must choose a strike
“owned”. Your cards can become controlled which may come from another strike card.
by other Methuselahs but are never owned

— 16 —
Detailed ADVANCED RULES
turn sequence Contested Cards
Some of the cards in the game represent
Each of the phases is described in full detail unique resources, such as specific locations,
in the following sections. equipment, or people. These cards will be
identified as “unique” in their card text. In ad-
1. UNLOCK PHASE dition, all crypt cards represent unique minions.
You start your turn with your unlock phase. If more than one unique card with the same
At the beginning of your unlock phase, you name is brought into play, that means control
must unlock all of your cards. Any cards or of the card is being contested. For the duration
effects that require or allow you to do some- of the contest, all of the contested cards are
thing during your unlock phase take effect turned face down and are out of play. If another
after you have unlocked your cards. You may unique card with the same name is brought
choose the order in which these effects take into play, it is immediately contested and turned
place. Along with effects generated by cards, face down as well.
there are other effects that are resolved dur-
ing the unlock phase: The cost to contest a card is 1 pool, which you
pay during each of your unlock phases. Instead
If you have the Edge, you may gain 1 pool of paying the cost to contest the card, you
from the blood bank. may choose to yield the card. A yielded card is
burned. Any cards or counters stacked on the
yielded card are also burned.
ADVANCED RULES
Some cards have a burn option icon. If all other cards contesting your unique card
are yielded, then the card is unlocked and
turned face up during your next unlock phase,
ending the contest.

This icon means that a Methuselah who does


not control a minion that meets the require- DECK CONSTRUCTION
ments of this card may discard it during ANY TIP: Be careful about putting duplicates
Methuselah’s unlock phase and and replace it. of the same unique cards in your deck.
Each Methuselah is limited to one such discard You cannot control more than one of
each unlock phase. the same unique card at a time, and you
cannot contest cards with yourself (if
For each card and title you are contesting, some effect would force you to contest
you must choose to yield or to pay to a card with yourself, then you simply
contest it. burn the incoming copy of the unique
card). On the other hand, you may wish
to have a second copy handy in case the
first is burned.

— 17 —
If other effects happen during your master
ADVANCED RULES phase, you choose the order in which these
Contested Titles effects and your master phase actions are
Some titles are unique. For example, there performed.
can be only one prince or baron of a particular
city (see Vampiric Sects, p. 39). If more than It is not compulsory to use your master phase
one vampire in play claims the same title, actions. However, you cannot save master
then the title is contested. While the title is phase actions for later; master phase actions
being contested, the vampires involved in the not used during this phase are lost.
contest are treated as if they have no title, but
they remain controlled and may act and block
as normal. ADVANCED RULES
You can use a master phase action to mark a
The cost to contest a title is 1 blood, which is Red List minion (see page 41).
paid by the vampire during each of their unlock
phases. Instead of paying the cost to contest If you’ve played an out-of-turn master card
the title, the vampire may choose to yield the against this master phase (even if it was can-
title (or may be forced to yield, if they have no celled), then you gain one fewer master phase
blood to pay). Only ready vampires can contest actions than normal (see Master Cards, p. 8).
titles.Vampires in torpor must yield during the
unlock phase.
3. MINION PHASE
If all other vampires contesting a title with your Most of the activity in the game occurs in
vampire have yielded the contest, then your the minion phase. During your minion phase,
vampire acquires the title during your next you may have your minions perform actions.
unlock phase, ending the contest. Only ready unlocked minions can perform
actions, and taking an action locks the acting
The vampire yielding the title will now have minion. Ready unlocked minions, controlled
no title and loses the benefits of the title for by other Methuselahs, may attempt to block
the remainder of the game. your action, and blocking locks the blocking
minion (see Resolve Any Block Attempts,
p. 25). An action is successful only if it is not
2. MASTER PHASE blocked. Each action must be resolved (suc-
You receive master phase actions during cessful or blocked) before another action can
your master phase. A master phase action be performed.
represents your personal activity during the
turn as a Methuselah. If a minion manages to unlock (due to a card
or an effect) during this phase, it is possible
By default, you receive only one master for them to perform another action.
phase action, but some cards may change this
amount. You may use a master phase action Some actions are mandatory. Any of those
to play a master card, and some cards can actions must be performed before any non-
give you alternate ways to use your master mandatory actions. If you have two or more
phase actions. minions with mandatory actions, they may

— 18 —
be done in the order you choose. A minion Any ready unlocked minion you control can
required to take a mandatory action cannot perform an action. The procedure for resolv-
perform any other action. For example, a ing an action is described in the following
ready vampire with no blood must hunt as a sections. Note that action modifiers and
mandatory action. reaction cards can be played at any time in
this process as appropriate, subject to the
If a single minion has two or more different restrictions on adding stealth and intercept
mandatory actions, then they are “stuck” and listed below. The same minion cannot play
cannot perform any action (this does not the same action modifier or reaction card
prevent your other minions from performing more than once during each action (see
actions, however). Minion Cards p. 10). All cards must follow
the same sequencing structures of all effects
(see Sequencing, p. 8).
Types of Actions
A ready vampire may generally perform one
DIRECTED AND of two basic actions which do not require the
UNDIRECTED ACTIONS play of action cards: bleed or hunt, whereas a
The actions described below are either ready ally may perform only one basic action
directed or undirected, depending on which does not require the play of action
their targets (see Who May Attempt to cards: bleed.
Block, p. 25).
Instead of performing a basic action, a ready
As a convenience, when a card describes minion could play an action card to perform
an action that is typically directed at the action indicated on the card. Some
another Methuselah, the card’s text will action cards are enhanced versions of the
usually include a {} symbol as a remind- basic bleed or hunt actions, while others are
er that the action is typically directed. If original types of actions.
not it is considered undirected.

STEALTH AND INTERCEPT


The success of an action is determined
by two things:

Stealth represents the measures the


acting minion is taking to conduct their
business while not been detected by
their enemies.

Intercept represents the blocking min-


ion’s efforts to detect and counter an
acting minion’s attempts to avoid them.

— 19 —
Ready minions can also use actions to bring Bleed
different types of permanent resources into Performing a bleed action represents the efforts of
play. These three actions are very similar, al- your minion to undermine the power and pool of
though the cards they bring into play are not: the target Methuselah. You might picture bleeding
as paying bribes, changing bank records, spread-
ing rumors, or the like.
Equipment: such as computers, guns,
and exotic artefacts. An equipment card A bleed can be made with an action card
is brought into play with an equip action. or through the basic bleed action. During
Equipment can also be moved from a bleed action, a minion cannot play more
one minion to another by performing than one action modifier card to increase the
an action. bleed amount. This rule is reminded on those
cards by the “(limited)” card text.
Retainers: henchmen, attendants, or
animals commanded into the service of ◼ Who can bleed: Any ready minion.
the minion. A retainer is brought into A minion cannot perform more than one
play with the employ retainer action. bleed action each turn, even if they unlock.
Retainers cannot be moved from one ◼ Default cost: None.
minion to another. ◼ Default target: Your prey. Directed action.
However some cards or effects may allow or
Allies: non-vampire minions, such as force you to bleed a Methuselah other than
mages, werewolves, or ordinary mortals. your prey. You can never bleed yourself.
An ally is brought into play with the ◼ Default stealth: 0 stealth.
recruit ally action. ◼ Effect: If the action succeeds, the target
Methuselah burns an amount of pool
equal to the bleed amount. By default, all
A minion cannot perform an action with vampires have a bleed amount of 1. If the
the same action card more than once each action succeeds and the bleed amount is 1
turn, even if they unlocks. A minion can- or more, then the bleed is successful and
not perform each action via the same card the controller of the acting minion gets the
in play (including from the minion’s own Edge, taking it from the Methuselah who has
card text) more than once each turn, even it, if any.
if they unlock.

— 20 —
Hunt bank equal to the hunt amount. By default,
Hunting is a vampire’s means of satisfying their all vampires have a hunt amount of 1. If this
hunger for blood. causes the vampire’s blood to exceed their
blood capacity, then (as always) the excess is
A hunt can be made with an action card or immediately returned to the blood bank.
through the basic hunt action.
Equip
◼ Who can equip: Any ready minion.
◼ Cost: As listed on the equipment card,
when playing that card from your hand; or
none, when equipping from another minion
you control.
◼ Default target: None. Undirected action.
◼ Default stealth: +1 stealth.
◼ Effect when equipping from your hand:
Equipment cards are action cards that give
minions special abilities. If the action to
◼ Who can hunt: Any ready vampire. Note equip with an equipment card from your
that hunting is a mandatory action for a ready hand is successful, the equipment card is
unlocked vampire with no blood. During placed on the acting minion. There is no
your minion phase, none of your minions can limit to the number of equipment cards a
perform any non-mandatory actions if any of minion can have.
your ready unlocked vampires have hunt ac- ◼ Effect when equipping from another min-
tions yet to perform. If you have two or more ion you control: Equip with an equipment
vampires with mandatory hunt actions, they card currently possessed by one of your other
may be done in the order you choose. minions. More than one equipment card can
◼ Default cost: None. be taken from a minion in a single action,
◼ Default target: None. Undirected action. but the equipment you wish to take must
◼ Default stealth: +1 stealth. be announced as the action is announced.
◼ Effect: The acting vampire gains an If the action is unsuccessful, the equipment
amount of blood counters from the blood remains where it is.

— 21 —
ADVANCED RULES ADVANCED RULES
If equipping the equipment requires a Discipline If employing the retainer requires a Discipline
and the equipment is put into play by some and the retainer is put into play by some means
means other than equipping, use the basic ver- other than employing, use the basic version of
sion of the equipment. the retainer.

Recruit Ally
◼ Who can recruit an ally: Any ready minion.
◼ Cost: As listed on the ally card.
◼ Default target: None. Undirected action.
◼ Default stealth: +1 stealth.
◼ Effect: Allies are action cards that become
minions in their own right, capable of acting
and blocking independently of the minion
Employ Retainer that recruits them. If the action is successful,
◼ Who can employ a retainer: Any ready the ally is placed in your ready region, but
minion. they cannot act this turn. When an ally
◼ Cost: As listed on the retainer card. is brought into play, they receive blood
◼ Default target: None. Undirected action. counters from the blood bank to represent
◼ Default stealth: +1 stealth. their life (listed on the ally’s card). When
◼ Effect: Retainers are action cards that give an ally loses their last life counter, they
minions special abilities. If the action is suc- are burned.
cessful, the retainer is placed on the acting
minion. There is no limit to the number of
retainers a minion can have. Unlike equip-
ment, a retainer cannot be transferred. When
a retainer is brought into play, it receives
blood counters from the blood bank to rep-
resent its life (listed on the retainer’s card).
When a retainer loses their last life counter,
they are burned.

ADVANCED RULES
Note that allies brought into play by other
means are able to act on the same turn.
If recruiting the ally requires a Discipline and
the ally is put into play by some means other
than recruiting, use the basic version of the ally.

— 22 —
Political Action Rescue a Vampire from Torpor
◼ Who can take a political action: Any ready ◼ Who can rescue a vampire from torpor:
vampire. A vampire cannot perform more Any ready vampire.
than one political action each turn. ◼ Default Cost: 2 blood, which can be paid
◼ Cost: As listed on the political action card. by the acting vampire or the rescued vam-
◼ Default target: None. Undirected action. pire, or the cost may be split between them.
◼ Default stealth: +1 stealth. ◼ Default target: A vampire in torpor.
◼ Effect: A political action is an action that ◼ Undirected action, if the acting vampire

is used to call a referendum. If the action and the vampire in torpor have the same
is successful, the terms of the referendum controller.
are chosen and votes are cast and tallied ◼ Directed action, if the acting vampire

to see if the referendum passes or fails (see and the vampire in torpor have different
Politics, p. 27). controllers.
◼ Default stealth:
◼ +1 stealth, if the acting vampire and the

vampire in torpor have the same controller.


◼ 0 stealth, if the acting vampire and the

vampire in torpor have different controllers.


◼ Effect: If the action is successful, the
vampire in torpor is moved to the ready
region. The rescued vampire does not lock
or unlock as a result of being rescued. If
Leave Torpor (See Torpor, p. 34) the action is blocked, the acting vampire
◼ Who can leave torpor: A vampire in torpor. and the blocking minion enter combat as
◼ Default Cost: 2 blood. normal. A vampire rescued from torpor is
◼ Default target: None. Undirected action. no longer wounded.
◼ Default stealth: +1 stealth.
◼ Effect: If the action is successful, the acting
vampire moves from the torpor region to
the ready region. If this action is blocked, Ready
there is no combat (vampires in torpor can-
not enter combat). Instead, if the blocker
is a vampire, they get the opportunity to Torpor
diablerise the acting vampire (see Diablerie,
p. 34). If they choose not to, or if they are an
ally, then the action simply fails (the acting Diablerise a Vampire in Torpor
vampire remains in torpor, and no cost is ◼ Who can diablerise: Any ready vampire.
paid). A vampire leaving torpor is no longer ◼ Default cost: None.
wounded. ◼ Default target: A vampire in torpor.
◼ Undirected action, if the acting vampire

Ready and the vampire in torpor have the same


controller.
◼ Directed action, if the acting vampire

Torpor and the vampire in torpor have different


controllers.

— 23 —
◼ Default stealth:
◼ +1 stealth, if the acting vampire and the ADVANCED RULES
vampire in torpor have the same controller. Become Anarch
◼ 0 stealth, if the acting vampire and ◼ Who can become Anarch: Any ready
the vampire in torpor have different untitled non-Anarch vampire.
controllers. ◼ Cost: 2 blood, or 1 blood if the controller
◼ Effect: If the action is successful, the vic- controls at least 1 other ready Anarch.
tim is diablerised (see Diablerie, p. 34). If the ◼ Default target: None. Undirected action.
action is blocked, the acting vampire and the ◼ Default stealth: +1 stealth.
blocking minion enter combat as normal. ◼ Effect: If the action is successful, the acting
vampire is now of the Anarch sect.

Torpor region
SUMMARY OF THE COURSE
OF AN ACTION
1. Action is announced: Play the card for the
action or indicate another effect (card in
play, basic bleed or hunt) used to announce
the action and lock the minion who is per-
Ready region forming the action.

2. Target Methuselah(s) may try to block


Action Card (or Card in Play) the action with any of their ready unlocked
◼ Who can perform an action by default: minions or if the action does not target
Any ready minion. A minion cannot perform another Methuselah, or targets a card con-
an action with the same action card from trolled by the acting Methuselah, then the
hand or in play more than once each turn, minions of the prey and predator may try
even if they unlock. to block.
◼ Cost: As listed on the card.
◼ Default target: As listed on the card. ◼ If a block attempt is unsuccessful, another
◼ Default stealth: Unless otherwise noted on attempt can be made.
the card, these actions are at 0 stealth. ◼ If a block attempt is successful, then the
◼ Effect: If the action is successful, it resolves blocking minion locks and enters combat
as indicated on the card. If the card describes with the acting minion.
a special version of a basic action, then all
the rules that apply to the basic action apply, 3. If no attempt is successful and no more
except as otherwise noted on the card. attempts are made, then the action is suc-
cessful, and the cost of the action is paid.

Action modifiers and reaction cards can be


played at any time before resolution during
an action, with the acting Methuselah getting
the opportunity to play first. Only the act-
ing minion can play action modifiers, while
only other Methuselahs’ ready unlocked

— 24 —
minions can play reaction cards. The effect 2. Resolve Any Block Attempts
of an action modifier or a reaction card lasts Who May Attempt to Block
for the duration of the current action. Also If the action targets one or more other
remember that the same minion cannot play Methuselahs or things controlled by
the same action modifier or reaction card other Methuselahs, then the action is called
more than once per action. directed, and only the Methuselahs who
are targeted may use their ready unlocked
1. Announce the Action minions to attempt to block the action. If
All details of the action are defined when the more than one Methuselah has been targeted
action is announced, including the target(s), by the action, blocking attempts are made in
the cost, the effects, and so on. Any card a clockwise order.
required for the action is played (face up) at
this time. Lock the acting minion (only ready If the action is not directed at another
unlocked minions can perform actions). Methuselah or at something controlled by
exception: Any decisions to be made for another Methuselah, then the action is called
a referendum are not announced un- undirected and can be blocked by the acting
til the action succeeds (see The Political Methuselah’s prey or predator, with the prey
Action, p. 27). getting the first opportunity to block.

During Sarah’s minion phase, she decides that one A minion can attempt to block as many
of her unlocked minions, Belinde, will take an ac- times as they wish as long as another minion
tion to bleed her prey, Alexis. Sarah locks Belinde is not already blocking.
and says, “Belinde bleeds Alexis for 1 (meaning
1 pool).” If one attempt to block fails, another
can be made as often as the blocking
After resolving that action (successful or not), Methuselah wishes.
Sarah decides that another of her unlocked
minions, The Dowager, will recruit an ally, the Once a Methuselah decides not to make
Underbridge Stray, from her hand. She locks The any further attempts to block, that decision
Dowager and plays the Underbridge Stray, an- is final.
nouncing: “The Dowager recruits the Underbridge
Stray at +1 stealth, costing The Dowager 1 blood.” As a reminder, when a card describes an
(The blood is not paid until the action succeeds.) action that is typically directed at another

— 25 —
Methuselah, the card’s text will usually Some actions have an inherent stealth, as
include a {} symbol as a reminder that the noted in the action list and on some action
action is typically directed. cards. The minion taking such an action
starts with greater stealth than normal.
Additionally, some cards and other effects
can be used to increase a minion’s stealth or
intercept, as noted on card text.

Remember, political actions are always Stealth can be added during an action only
undirected. when needed, that is, only if the action is
currently being blocked and the blocking
Belinde’s action to bleed Alexis is directed at minion has enough intercept to block the
Alexis, so only Alexis’s ready unlocked minions acting minion. Likewise, intercept can be
can attempt to block. If one block attempt fails, added during an action only when needed,
another can be made. only by a blocking minion when the acting
minion’s stealth exceeds their intercept.
The Dowager’s action to recruit the Underbridge
Stray, an ally, is not directed at another Note that all modifications made to a min-
Methuselah, so it is undirected. It can be blocked ion’s stealth or intercept remain in effect for
by the ready unlocked minions of Sarah’s prey or the duration of the action. Increased stealth
Sarah’s predator. If her prey’s first attempt fails, and intercept return to normal after the ac-
another can be made and so on until her prey tion is resolved.
declines to make any further attempts, at which
point her predator may begin attempting to block. Sarah announces that Wauneka is hunting and
locks Wauneka. The action is undirected and has
Stealth and Intercept a default of +1 stealth. Her prey declines to block.
Stealth represents the measures that the acting Her predator, however, plays a reaction card to
minion is taking to conduct their business dis- give +1 intercept to one of her ready unlocked
creetly, to avoid attracting the attention of those minions, Ayelech. Sarah has no cards to play
who would oppose them. Intercept represents the to increase Wauneka’s stealth, so the action is
blocking minion’s efforts to discover the plans blocked. Ayelech is locked, and combat begins.
of the acting minion and to stalk or chase them
in order to detain them (by fighting with them) If a block attempt fails, either another attempt
before they can accomplish their goal. is made or the defending Methuselah declares
that they will not make any further attempts
To see if a block attempt succeeds, compare to block the action. Note that this declaration
the acting minion’s stealth to the blocking is an effect and so allows the acting Methuselah
minion’s intercept. The action is blocked if (and others) to play more cards and effects.
the blocker’s intercept is equal to or greater
than the acting minion’s stealth. By default, Sarah announces that Sully is bleeding Alexis.
minions have 0 stealth and 0 intercept. So a Sarah has no effects that she wishes to play before
block attempt will normally succeed unless Alexis decides whether to block, so Sarah says
the action has inherent stealth (such as hunt- “Do you block?” Alexis decides not to block, so
ing) or a card or effect is used to increase the then Sarah plays Bonding (an action modifier
acting minion’s stealth. that adds 1 to the bleed). Alexis is bled for 2 pool.

— 26 —
3. Resolve the Action are cast” are used at this time. Then, all
If the action is successful (all block attempts Methuselahs may now cast any votes and
were unsuccessful), then the cost of the ac- ballots they have (see below) at this time,
tion is paid and the effects of the successful in any order. They call out their votes and
action take place. ballots freely, and there is no obligation to
cast votes or ballots. Once a vote or a ballot
If the action is blocked, then any card played has been cast, however, it cannot be changed.
to perform the action is burned and the The polling stage is completed only when
block is resolved with these two simultane- all Methuselahs are finished casting votes
ous consequences: the blocking minion is and ballots. If you need a time limit, the
locked and enters combat with the acting Methuselahs can agree to wait 15 seconds
minion (see Combat p. 28). If an effect ends after the last vote or ballot cast to close the
the action before the block resolution or one polling stage.
of these two consequences (such as entering
combat), neither consequence occurs. The ef- 3. Resolve the Referendum: If there are more
fects of the action do not take place when the votes for the referendum than against, it
action is blocked. Note that the action’s cost, passes, and the effects take place. Otherwise,
if any, is only paid if the action succeeds; the the referendum fails and has no effect. Tied
cost is not paid if the action is blocked. The referendums fail.
costs of action modifiers and reaction cards
are always paid when the cards are played, Gaining Votes
regardless of the success of the action. Methuselahs have no inherent votes or
ballots. Votes and ballots must be gained,
Politics and there are a variety of ways to do so. Once
Politics and diplomacy are as critical to vampires gained, a vote or a ballot need not be cast
as hunting and feeding. Like mortal society, right away, if at all. Each vote or ballot cast is
Kindred society has its own laws, creeds, and cast either “for” or “against” the referendum,
customs. Politics come into play when a vampire and a Methuselah may cast some of their
performs a political action or when a blood hunt votes and ballots in favour and some against,
is called (see The Blood Hunt, p. 35). as they choose, with the restriction that all of
the votes and ballots from any given vampire
The Political Action or other source must be cast in agreement as
Important: The specific terms of the referen- a group. Once cast, a vote or a ballot cannot
dum (the choices to be made, if any, by the be changed. Methuselahs can gain votes and
Methuselah who calls the referendum) are ballots in the following ways:
not chosen until the action itself is successful.
◼ Political Action Cards: Each Methuselah
The Referendum may gain 1 vote by using a political action
If a political action is successful, its cost is card. These cards say “worth 1 vote” to indi-
paid, and the referendum is called. The refer- cate this. If a political action card was used
endum consists of three steps: to call the referendum, that card provides
1. Choose the terms, if any, of the referendum. 1 vote for the acting vampire’s controller.
Other political action cards used for votes
2. Polling: Cards that are usable “during the are simply burned without regard to the text
polling step” but “before votes and ballots on the cards.

— 27 —
Each Methuselah can gain no more than 1 ◼ The Edge: The Methuselah who has the
vote from political action cards. Edge can burn it (return it, uncontrolled, to
the central area) to gain 1 vote.
◼ Titled Vampires: For each ready titled
vampire a Methuselah controls, they gain ◼ Other Cards: Action modifiers, reaction
extra votes. The number of votes gained cards, cards in play, etc. that grant more
depends on the title. votes or ballots can all be used subject to
the normal rules of playing cards. Only the
A Methuselah gains: acting minion can play action modifiers and
1 vote for each ready primogen only ready unlocked minions controlled by
2 votes for each ready prince or baron Methuselahs other than the acting minion’s
3 votes for each ready justicar controller can play reaction cards.
4 votes for each ready Inner Circle member
Combat
Other minions may have votes or ballots Combat results when a minion blocks the ac-
(as listed on card text) without holding one tion of a ready minion. Also, some cards may
of the titles listed above (see Other Vampire cause combat. Whatever caused the combat,
Sects, p. 40). A minion’s votes and ballots it is important to remember that only ready
can be used only when the minion is ready. minions can participate in combat and that
Whether or not a minion is locked or your minions cannot enter combat with
unlocked does not have any impact on their other minions you control.
ability to vote.
Being locked or unlocked does not matter for
combat. Locked minions fight just the same
as unlocked minions.

Note: The only cards that can be played dur-


ing combat are combat cards.

Combat Sequence
Combat occurs in a series of one or
more rounds. Each round of combat has
seven steps:

1. Before Range: Play cards before range


is chosen.

2. Determine Range: Use maneuvers to


change the range to close or long.

3. Before Strikes: Play cards before strikes


are chosen.

4. Strike: Announce and resolve strikes.

— 28 —
5. Damage Resolution: Prevent and mend from combat cards, weapons, or other cards
damage. in play. To use a maneuver from a strike
card, the minion plays the strike card during
6. Press: Use presses to continue into another this step instead of during the choose strike
round or to end combat. step. If a minion uses the maneuver from a
strike card or a weapon, they are effectively
7. End of Round: End of round cards and choosing their strike as well. As such, they
effects are played here. cannot use a second strike card or weapon to
maneuver again in the same round.
The acting minion always gets first opportu-
nity to use cards or effects before the oppos- If a combat card played by a minion has a
ing minion at every stage of combat. maneuver as part of an effect, the maneuver
must be used that round of combat. If a com-
1. Before Range bat card played by a minion has an “optional
Some cards or effects will be played before maneuver” as part of the effect, then the min-
range is determined. This is clearly stated ion may decline to use the maneuver.
upon those cards.
Typically, a minion that can attack at long
Note: Effects that are played “before range range will want to maneuver to long range
is determined” must be played before the against an opponent that they suspect can
acting minion decides whether or not to play only attack at close range.
a maneuver.
Ayelech has just blocked Colette, and combat
2. Determine Range ensues. Ayelech has a .44 Magnum that allows
Each round of combat is fought at either her to strike for 2 damage at either close or
close range or long range. Close range is the long range, and gives her an optional maneu-
default for each round. The range determines ver. Colette, as the acting minion, declines to
which strikes and other strike resolution step maneuver. Ayelech uses the maneuver from the
effects can be used. Some effects can only be gun to move to long range, where she cannot be
used at close range, some only at long range, harmed by Colette’s hand strike. Colette plays
and the rest at either close or long range. a maneuver card to get back to close range.
However, Ayelech has another maneuver card as
A minion in combat can use a maneuver well, and she plays it to move back to long range.
to get to long range, or they can maneuver Colette has no more maneuvers to play, so the
to get back to close range if their opponent range is set to long.
maneuvers to long. The two combatants
can continue playing maneuvers to keep 3. Before strikes are chosen
offsetting the effects of their opponent’s last Some combat cards are only playable after
maneuver for as long as they wish. A minion range has been set but before strikes have
cannot play two maneuvers in a row, which been chosen.
would effectively cancel each other.
4. Strike
A minion has no maneuvers by default; they During the strike step, the minions strike
must use a card or other effect to gain a each other or make an effort to avoid
maneuver. The ability to maneuver can come being struck.

— 29 —
Note that not all strikes are aggressive. ◼ Resolve Strike: The effects of the strikes
Defensive effects such as dodges are also con- from both minions are resolved simultane-
sidered strikes (see Strike Effects, p. 33). ously. Most strikes are effective only at
close range, unless the strike is identified as
Normally, each minion gets only one strike ranged, does “R” damage, or is a defensive
per round. One strike from each minion is strike such as dodge or combat ends. Ranged
considered a “pair”. strikes and strikes that do “R” damage can be
used at any range, close or long.

ADVANCED RULES When a minion or retainer takes damage (ei-


Some cards may allow a minion to get addi- ther from a strike or from other means), they
tional strikes during a round of combat, these must burn blood or life, as appropriate (see
are resolved after the normal pair of strikes. Damage Resolution, p. 31). Note that the ef-
If only one minion has additional strikes these fects of a strike are applied and then damage
are resolved on their own after the normal pair is resolved. This timing is important for some
of strikes. special strikes. If one or both of the combat-
ants are no longer ready, because one has
taken too much damage, for instance, then
During each pair of strikes, the minions first the round and the combat end immediately.
choose their respective strikes (the acting This is true at any point during combat, not
minion first, then their opponent), and then just during strike resolution.
the strikes are resolved. Strike resolution oc-
curs simultaneously, except for a few special
cases (see Strike Effects, p. 33). ADVANCED RULES
If a strike card is cancelled, the minion who
◼ Choose Strike: Each minion chooses their played it must choose a strike, which might
strike. The strike can be from a combat card, come from another strike card.
from a weapon the minion possesses, by de-
fault from a hand strike, or can be from any Additional Strikes: Some cards and effects
other card providing this minion a strike. If allow a minion to make additional strikes during
a minion has used a maneuver from a strike the current round of combat. Additional strikes
(either a strike card or a weapon) this round, are announced and performed only after the
then they cannot choose any other strike for first pair of strikes is completed. The acting min-
their initial strike of the round. ion decides whether or not to gain additional
strikes before the opposing minion, as usual.
Additional strikes are handled by having another
ADVANCED RULES choose strike step and resolve strike step in
For additional strikes, any strike can be which only the minions with additional strikes
chosen, even if a maneuver of a strike card or may play strike cards. All additional strikes
a weapon has been used. take place at the same range. This is repeated
as necessary. A minion cannot use more than
one card or effect to gain additional strikes
per round of combat. This rule is reminded on
those cards by the “(limited)” card text.

— 30 —
Wauneka is blocked by Flávio Gonçalves, and the unmended damage leaves them wounded.
they enter combat. Neither of them maneuvers, so A wounded vampire goes to torpor after all
the round is at close range. Wauneka announces remaining damage is handled (see Torpor,
he is using a Roundhouse card, which allows p. 34).
him to inflict 4 damage, as his strike. Flávio
Gonçalves uses his special ability to dodge as his Environmental damage: Any damage not
strike, so no damage is dealt by either vampire. inflicted by a minion either as a strike, or by
an explicit effect (“this minion inflicts...”) is
Next, Wauneka plays a card giving him 1 ad- environmental. Environmental damage can
ditional strike. Flávio Gonçalves plays a card have no source (such as the damage inflicted
giving him 2 additional strikes. These additional by a Carrion Crows) or a non-minion source
strikes are resolved at the same range, which is (such as the damage inflicted by a retainer).
close in this case. Note that environmental damage cannot be
dodged, since dodging only protects from the
Wauneka uses his hand strike for the second opponent’s strike.
strike. Flávio Gonçalves uses his hand strike also.
Both take 1 damage. Flávio Gonçalves then uses Aggravated damage: Some damage is
his hands one more time, and Wauneka cannot described as aggravated damage, such as
use a strike because he had only 1 additional damage from fire, sunlight, or from the claws
strike. Wauneka takes 1 more damage. or fangs of some other supernatural crea-
tures, including some vampires. Aggravated
5. Damage Resolution damage differs from normal damage in two
Damage resolution has two steps: prevent ways: Aggravated damage cannot be mended,
damage and mend damage. and aggravated damage can burn a vampire
if that vampire is already wounded. Since
First, the minion taking damage can play it cannot be mended, the vampire does not
combat cards that prevent damage. These burn any blood to mend it, but instead
damage prevention cards are played one at a becomes wounded (goes straight to torpor),
time until all the damage is prevented or un- unless the damage has been prevented.
til the minion chooses not to play any more.
Aggravated damage done to a wounded
Any unprevented damage is successfully vampire can burn the vampire outright.
inflicted. The damage is then mended, if the A wounded vampire is one that has taken
victim is a vampire, or burns life counters, if damage that they failed to mend or one
the victim is an ally or a retainer. that is in torpor or on their way to torpor.
For each point of aggravated damage that is
For each point of damage inflicted on a successfully inflicted on a wounded vampire,
vampire, they must burn 1 blood to mend they must burn 1 blood to prevent their
the damage. A vampire can burn all of their destruction. If they do not have enough
blood if needed, and doing so does not have blood, they are burned. Destruction by this
any other negative effects on the vampire. method does not constitute diablerie (see
If a vampire cannot mend all the damage Diablerie, p. 34).
(that is, more damage is inflicted than they
have blood with which to mend), they burn If both regular damage and aggravated dam-
blood to mend what damage they can, and age are successfully inflicted on a vampire at

— 31 —
the same time, the normal damage is handled
first. This only applies to unprevented dam- ADVANCED RULES
age; damage prevention effects can be used Allies and retainers treat aggravated damage
to prevent the aggravated damage before the the same as normal damage. For each point
normal damage. If a vampire is wounded, of damage successfully inflicted on a minion
they go to torpor after all the damage is han- or retainer, they burn 1 life counter. A minion
dled (see Torpor, p. 34). If aggravated damage or retainer who loses all of their life counters
burns them, they go directly to the ash heap. is burned.
They do not go through torpor first.

Nassir is ready and has 1 blood when he receives 6. Press


1 point of aggravated damage. He cannot mend At the end of a round of combat, if both
this damage, so he is wounded and goes to torpor combatants are still ready, the combatants
with 1 blood. will either go their separate ways or one of
them will give chase. Presses can be used to
Tamoszius is ready and has 2 blood when he re- continue combat or to end combat by cancel-
ceives 3 points of aggravated damage. He cannot ling a press to continue. This is similar to the
mend any of it. He becomes wounded by 1 point, way maneuvers are used to determine range.
and so he must burn 2 blood to prevent destruc- The two combatants can continue playing
tion from the other 2 points (1 blood per point), presses, to keep offsetting the effects of their
leaving him empty and in torpor. opponent’s last press, for as long as they wish.
A minion cannot play two presses in a row
Ryan is ready and has 1 blood when he receives (which would effectively cancel each other).
2 normal damage and 1 aggravated damage. He If there is an uncancelled press to continue,
burns 1 blood to mend the first point of normal then another round of combat begins.
damage. He does not have enough blood to mend
the second point and becomes wounded. The 7. End of Round
aggravated damage burns him, since he already In this step you use the combat cards or
is wounded and cannot burn 1 blood to prevent other effects that are only usable at the end
his destruction. of a round of combat, after the press step.

Note that this step also occurs even if com-


bat ends prematurely.

Retainers and Combat


A retainer is not normally harmed in
combat, unless the minion employing it is
burned. However, an attacker can choose to
target one of the opposing minion’s retain-
ers with a strike rather than striking at the
opposing minion. This can only be done at
long range. To target a retainer with a ranged
strike, the striking minion must announce
their intended target when the strike is
announced.

— 32 —
Strike Effects
Hand Strike: The default strike is a hand Steal Blood: This effect moves blood
strike. When a minion strikes with a hand counters or life counters from the target
strike at close range, they do an amount to the striking minion. This does not
of damage equal to their strength to the count as damage, so the effect cannot
opposing minion. Vampires have a default be prevented with damage prevention
strength of 1. effects. This effect occurs before the
mend damage step of damage resolution,
Dodge: A dodge strike deals no dam- so the stolen blood can be used to mend
age, but it protects the dodging minion damage even if the damage is inflicted
and their possessions from the effects of simultaneously. If the stolen blood causes
the opposing strike. Retainers are not the striking vampire to have more blood
protected, however. A dodge is effective than their capacity, the excess drains off
at any range. A dodge protects even from immediately.
the effects of a strike done with first
strike (see First Strike, p. 34). A dodge is Chrysanthemum enters combat with an
a strike, even though it is solely defensive. Underbridge Stray ally. Chrysanthemum has
It represents the activity of the minion a capacity of 5 and has 4 blood. The ally has 2
during that pair of strikes. life. After determining range, Chrysanthemum
steals 2 blood as her strike. The ally strikes
Combat Ends: This effect ends combat for 1 damage. During the strike resolution 2
immediately. This type of strike is always life counters are moved to Chrysanthemum
the first to resolve, even before a strike from the ally, and Chrysanthemum takes 1
done with first strike (see First Strike, damage. Chrysanthemum has 6 blood, but
p. 34), and it ends combat before other her capacity is only 5, so 1 blood is moved to
strikes or other strike resolution effects the blood bank. The Underbridge Stray has no
are resolved. Combat ends is effective at life counters remaining, so the ally is burned.
any range. Combat ends is not affected by Chrysanthemum has 1 damage to deal with
a dodge, since dodge only cancels effects and does not prevent any, so she burns 1 blood
that are directed at the dodging minion. to mend the damage, leaving her with 4 blood.

— 33 —
Torpor
ADVANCED RULES When a vampire cannot mend their wounds, they
Destroy Equipment: This effect burns an enter into a deep sleep known as torpor. A vam-
equipment card of the opposing minion. If there pire in torpor is particularly weak and vulnerable
is more than one piece of equipment on the to attacks from others of their kind. A vampire in
opposing minion, the striking minion chooses torpor may be burned by a vampire through the
which one is burned. The equipment can still act of diablerie (see Diablerie below).
be used up to the point at which the destroy
equipment strike resolves. The effect may If a vampire cannot mend their wounds, they
specify destroy weapon instead of equipment, go into torpor. Vampires in torpor are placed
in which case a weapon must be chosen. in an area to one side of the uncontrolled
region. Any retainers, equipment, and other
Steal Equipment: This effect is like destroy cards on the vampire stay with the vampire
equipment, except that instead of being burned, when they go into torpor.
the equipment card is moved to the striking
minion. The stolen equipment may not be used A vampire in torpor can perform no action
by the bearer during the current round of except the “leave torpor” action and cannot
combat. The equipment is kept by the stealing block or play reaction cards. They can play
minion after combat ends. action modifiers during their actions.

First Strike: A strike done with first strike is A vampire in torpor is still considered con-
resolved before a normal strike. Thus, if the trolled but is not ready. They still unlock at
opposing minion is burned or sent to torpor by the start of the unlock phase.
a strike done with first strike, their strike will
not be resolved at all. If the opposing minion A vampire in torpor cannot cast any votes or
was striking with a weapon that is stolen or ballots (they must abstain).
destroyed with first strike, then the opposing
minion simply loses their strike altogether. If Diablerie
both minions strike with first strike, then the By committing diablerie, the diablerist drains
strikes are resolved simultaneously. A strike the victim of their blood and grows stronger, and
done with first strike will still not resolve may take whatever equipment the victim had.
before a combat ends effect (which always Vampiric society condemns this act, however, so
resolves first), and a dodge still works against the risk may outweigh the reward.
the effects of a strike done with first strike.
Diablerie is the act of sending another vam-
pire to final death by drinking their blood.
Only ready vampires can commit diablerie.
The vampire committing diablerie is referred
to as the diablerist. Diablerie is resolved
as follows:

1. All blood on the victim is moved to the


diablerist. Blood in excess of their capacity
drains off as normal.

— 34 —
2. The diablerist may take any equipment on not an action, so it cannot be blocked, and
the victim. action modifiers and reaction cards cannot
be played. Otherwise, this referendum is
3. The victim is burned. Any cards and coun- handled just like any other.
ters on them are also burned.
4. INFLUENCE PHASE
Methuselahs vehemently strive to dominate
ADVANCED RULES vampire society, but most younger vampires are
4. If the victim was older (had a higher reluctant to defer to the whims of the ancients.
capacity) than the diablerist, the diablerist can Methuselahs must apply their resources skillfully
be given a Discipline: Their controller may to entice their younger brethren to do their bid-
go through their library, ash heap, and hand ding (often with the vampires not even realising
to get a master Discipline card to put on the that they are being manipulated).
diablerist and then shuffle their library or
draw back up to their hand size as necessary. Your influence phase allows you to devote
If the Discipline card increases the diablerist’s some of your pool to gaining control of
capacity, the diablerie does not give 1 blood to the vampires in your uncontrolled region.
fill that new capacity. This phase can also be used to move new
vampires from your crypt to your uncon-
5. If the victim was Red List, the diablerist trolled region. The activities conducted in
may receive trophies (see page 9). this phase are administered through a type
of “influence phase action” called a transfer.
Transfers, like master phase actions, are not
The steps of diablerie are treated as a single represented by counters and cannot be saved
unit. No effects can be used to interrupt the for later use.
diablerie; effects may be played either before
or after, as appropriate. Each Methuselah normally receives 4 trans-
fers at the start of their influence phase. To
The Blood Hunt balance the advantage of going first, howev-
Vampiric society condemns the act of diablerie. er, Methuselahs do not receive the full allot-
The penalty for committing this act is death, and ment of transfers during the first three turns
the method of justice is a blood hunt, in which of the game. Instead, the Methuselah who has
the diablerist is hunted down and destroyed the first turn receives only 1 transfer on their
by others of their kind. In practice, however, first influence phase. The Methuselah who
this brand of justice is not always meted out plays second gets 2 transfers on their turn,
fairly, depending on the connections that the and the Methuselah who takes the third turn
diablerist has. gets 3 transfers. Thereafter, each Methuselah
receives the standard 4 transfers during their
When a vampire commits diablerie, a ref- influence phase.
erendum is automatically and immediately
conducted to determine if a blood hunt will
be called on the diablerist. If the referen-
dum passes, a blood hunt is called, and the
diablerist is burned. This referendum is

— 35 —
During your influence phase you may spend At any time during this phase, if a vam-
transfers as follows: pire has at least as many blood counters as
their capacity, the Methuselah can move
◼ Spend 1 transfer to move 1 pool counter that vampire face up to the ready region,
from your pool to a vampire in your uncon- unlocked. The counters are kept on them to
trolled region. represent their blood. Counters in excess of
◼ Spend 2 transfers to move 1 blood counter his capacity drain off immediately as usual.
from a vampire in your uncontrolled region If the vampire grants additional transfers,
to your pool. those cannot be used on this turn because
◼ Spend 4 transfers and burn 1 pool to move transfers are gained at the start of the influ-
a vampire from your crypt to your uncon- ence phase. Other types of crypt cards are
trolled region. handled similarly.

Nora comes to her influence phase. She has 4


transfers to spend, but only 2 pool. She sees that
she has built up 6 blood counters on a vampire
named Alexa Draper with a blood capacity of 8,
and she thinks she can win the game if she gets
that vampire into play. However, she cannot use
both counters in her pool to put that vampire into
Ready play because that would put her out of the game.
She had invested 2 counters in a vampire named
Sybren van Oosten with a blood capacity of 7 on
a previous turn, so she spends 2 of her 4 transfers
to take back 1 of those counters and put it in her
pool. Now she has 3 pool and 2 transfers left to
Uncontrolled spend. She spends the 2 transfers by moving 2 of
the 3 counters from her pool to Alexa Draper and
moves her to the ready region.

— 36 —
5. DISCARD PHASE
ADVANCED RULES In your discard phase you receive by default
Advanced: An advanced card is a type of one discard phase action. You can use a
vampire card for your crypt. An advanced card discard phase action to discard a card from
has a special icon _| under the clan icon. The your hand and draw to replace it. Discard
advanced card is a vampire card in all respects, phase actions not used are lost; they cannot
so it can be influenced in the normal manner. be saved for later.
In addition, if you already control the advanced
or the associated regular “base” vampire and
the other version of the vampire is in your ADVANCED RULES
uncontrolled region, then you can spend 4 You may use a discard phase action to put
transfers and 1 pool counter to move the vam- an event card into play but no more than
pire card from your uncontrolled region to the one per phase. Some effects may change the
controlled vampire card (place the advanced number of discard phase actions you receive
card on top of the base card). The two cards or may give you alternate ways to use your
effectively merge ¶µ to form a single vampire. discard phase actions.

The particulars of this merge are as follows.


The counters and cards on the vampire already
in play remain, but any counters or cards (if
any) on the vampire coming from the uncon- Ending the Game
trolled region are burned. The advanced and
the base card are treated as a single vampire When a Methuselah runs out of pool
card, even if sent to the uncontrolled region counters, they are ousted from the game. If
somehow, until the vampire is burned. Any you are ousted, all the cards you control are
effects in play that targeted the vampire now removed from the game. Any of your rivals’
target the merged version. cards you control are returned to them at the
end of the game. Any of your cards con-
When merged, the text on the base card still trolled by other Methuselahs remain in play
applies, but the rest of the card is ignored as normal. The game continues until only one
(capacity, Disciplines, etc.). The advanced card Methuselah is left.
applies in full. If the advanced card conflicts
with the base card (a different sect, for exam- You get 1 victory point and 6 pool counters
ple), the advanced card has precedence. Some from the blood bank whenever your prey
merged cards have an additional effect that only is ousted (no matter how or by whom your
applies if the card is merged with its base card. prey was ousted). You receive an additional
Such an effect is identified in the card text by a victory point if you are the last Methuselah
merged icon ¶µ. remaining. At the end of the game, the win-
ner is the Methuselah with the most victory
The advanced vampire (merged or not) will points, even if they have been ousted.
contest other copies of the same vampire
(advanced or not) in play, as usual. In the case of a tie there is no winner of
the game.

— 37 —
exception: If a Methuselah is ousted at
the same time that their prey is ousted, the ADVANCED RULES
Methuselah gets the victory point but does Withdrawing from the Game
not gain 6 pool counters. You can also end your participation in the game
by declaring your intent to withdraw from it. If
When your prey is ousted, the next you have exhausted your library and begin your
Methuselah to your left (the ousted turn with less than a full hand, you have the
Methuselah’s prey) becomes your new prey, option to withdraw from the game. To exercise
and you become their new predator. this option, you must announce your intent to
withdraw during your unlock phase. For the
Justine, Lisa, Richard, Scott, and Steve are seated withdrawal to succeed, you must meet the fol-
clockwise around a table in that order. Steve is lowing conditions:
ousted first. Steve is Scott’s prey, so Scott gains
6 pool and 1 victory point. Scott is ousted next ◼ None of your minions enter combat until
by Richard. Since now Scott is Richard’s prey, your next unlock phase.
Richard gets 6 pool and 1 victory point. Lisa is ◼ None of your minions lose (or spend) any
ousted next, so Justine gains 6 pool and 1 victory blood until your next unlock phase.
point. Now, Justine and Richard are the only ones ◼ You do not lose (or spend) any pool until
left, and so each is prey of the other. All the pool your next unlock phase.
Richard earned does not save him from falling,
and Justine gets 6 pool and another victory point. If you have met these conditions when you
Since Justine was not ousted at all, she gets an would start your unlock phase, you success-
additional victory point. The final score is that fully withdraw. The withdrawal fails if you lose
Justine wins with 3 victory points, with Richard a single blood or pool counter, even if you also
and Scott having 1 victory point, and Lisa and gain enough to make up for the loss.
Steve with 0 victory points.
If you successfully withdraw, you receive 1
victory point to add to any victory points
you have already gained.Your predator does
not get 1 victory point or any pool for your
withdrawal.

— 38 —
ADVANCED RULES
Anarch
VAMPIRE SECTS Some vampires are by default Anarch as writ-
ten on them. An untitled non-Anarch vampire
Some of the various clans of vampires have can become an Anarch as a +1 stealth undi-
grouped themselves into sects. Each sect represents rected action that costs 2 blood, or 1 blood if
clans with similar philosophies and goals. Each sect the controller controls at least 1 other ready
has its own codes of conduct and its own political Anarch. A vampire can also be made an Anarch
structure and titles. by certain card effects. Becoming Anarch
constitutes a change of sect (see above). Like
A vampire always belongs to one and only one other sects, being Anarch has no effect on
sect. If a vampire changes sect, they no longer game play except as defined by cards and ef-
belong to their old sect but belong to the new fects in play. Some cards can only be played by
sect instead. Anarch vampires.

No matter what sect, a vampire cannot have Baron is a title that can only be held by an
more than one title. If a vampire with a title Anarch. The title of baron is associated with
gains another, they lose the first title, even if a particular city and can be contested by
the new title would be a demotion. If a vampire another vampire who claims the title of prince,
with a contested title (see Contested Titles, archbishop, or baron of the same city. If a
p. 18) gains a title, they immediately yield the baron changes sect, they lose the benefit of the
contested title. title until they become Anarch again, as usual
for titles.
A vampire must belong to the appropriate
sect to receive a title. If a vampire with a title Independent
changes clans or sects to a clan or sect inap- Any vampire not aligned with any of the major
propriate for their title, they lose the benefit sects is an Independent vampire. These vam-
of the title until their clan or sect changes ap- pires are identified simply as “Independent” in
propriately. If they receive a new title, or if their card text.
title is contested (see Contested Titles p. 18),
they immediately yield the old title. Some Independent vampires may start with
votes, as listed on card text. Treat these vam-
Camarilla pires as if they had titles of their own.
Only Camarilla vampires can hold the Camarilla
titles primogen, prince, justicar, and Inner Circle
member. Additionally, each clan’s justicar and
Inner Circle titles are unique (see Contested
Titles, p. 18) and can only be held by vampires
of that clan. The title of prince is associated
with a particular city and can be contested by
another vampire who claims any title to the
same city. The title of primogen is not unique
and cannot be contested.

— 39 —
is tied, the prisci block abstains from the
Legacy Sets main referendum. As vampires cast their bal-
lots in the sub-referendum, the prisci block
The rules detailed below in “Other Vampire of 3 votes might shift between “for”, “against”,
Sects” and “Traits” relate to cards released in and “abstain” (as the majority in the sub-
sets prior to Vampire: The Eternal Struggle referendum changes). A vampire must cast
Fifth Edition. all of their votes and ballots in agreement.

These card sets are completely compatible For the purpose of these rules, the antitribu
with Vampire: The Eternal Struggle Fifth clans are distinct from their non-antitribu
Edition, but many of the stories told with counterparts. A vampire of one of the
those cards are in the past of the World of antitribu clans does not qualify to play a card
Darkness as Kindred face new threats and that requires the counterpart, and vice versa.
allegiances change. Likewise, if a vampire changes sect, their clan
does not automatically change.
OTHER VAMPIRE SECTS
Sabbat For example, a Malkavian that becomes
Only Sabbat vampires can hold the Sabbat Sabbat via Into the Fire is still a Malkavian,
titles bishop, archbishop, priscus, cardinal, not a Malkavian antitribu. A Lasombra who
and regent. Like Camarilla princes, the title becomes Camarilla is a Camarilla Lasombra.
of archbishop is associated with a particular
city and can be contested by another vam- Laibon
pire who claims any title to the same city. Only Laibon can hold the laibon titles kholo
The title of regent is unique (see Contested and magaji. The magaji title is not unique
Titles, p. 18). The other Sabbat titles are not and cannot be contested. Clan kholo titles
unique and cannot be contested. can only be held by a vampire of the appro-
priate clan, and each is unique to that clan
During the polling step of a referendum, (see Contested Titles, p. 18).
a Methuselah gains:
1 vote for each ready bishop During the polling step of a referendum,
2 votes for each ready archbishop a Methuselah gains 2 votes for each ready
3 votes for each ready cardinal kholo or magaji they control.
4 votes for each ready regent
TRAITS
The Prisci Block: The prisci as a group have 3 Traits are attributes minions can have that
votes. During a referendum, the prisci block interact with other game effects. These traits
of 3 votes is cast “for” or “against” the referen- may allow minions to play certain cards
dum according to the prisci sub-referendum. that require a specific trait or be affected by
Each ready priscus provides 1 ballot for this certain in game effects.
sub-referendum, and votes may not be used
in this sub-referendum. Each ballot cast is Black Hand: This trait allows a minion to
either “for” or “against” the main referendum. play or use cards requiring Black Hand
Whichever side has the greater number of minions.
ballots in the sub-referendum gains 3 votes in
the main referendum. If the sub-referendum Blood Cursed: A vampire who is Blood

— 40 —
Cursed cannot commit diablerie. clan controlled by the same Methuselah is
blocked, the controller can lock the slave to
Circle: Each Blood Brother is identified cancel the combat and to unlock the acting
with a particular circle. A vampire without vampire and have the slave enter combat
a circle designation is their own circle. Inner with the blocking minion instead.
Circle is not a Blood Brother circle.
Sterile: Sterile vampires cannot perform
Infernal: An infernal minion does not unlock actions to put other vampires in play.
as normal in the unlock phase. During its
controller’s unlock phase, they may burn 1 There may be other Traits that allow vam-
pool to unlock that Infernal minion. pires and minions to play cards.

Flight: This Trait allows a minion to play or


use cards requiring Flight.
Glossaries
Red List: Any Methuselah may use a master
phase action to mark a Red List minion for VAMPIRE: THE ETERNAL STRUGGLE
the current turn. Any ready vampire they Acting Minion: The minion performing the
control may enter combat with a marked current action.
Red List minion as a +1 stealth {} action Action Card: A card that a minion can play
that costs 1 blood. Each vampire can perform to perform a special action.
this action only once each turn. If a vampire Action Modifier: A card that the acting
burns a Red List minion in combat or as a minion can play to modify the action they
directed action (including diablerie), their are performing.
controller may search their library, ash heap, Add: By default, blood counters are added
and/or hand for a master trophy card to put from the blood bank.
on that vampire and then reshuffle their Additional Strike: Allows a minion to strike
library or draw back up to her hand size as an additional time in the same round of com-
necessary. Other trophies in play that have bat, at the same range as the initial strike.
not been awarded yet may be moved to this Aggravated Damage: Type of damage that
vampire as well, as the controller of each vampires cannot mend. It can even burn a
trophy wishes. This is done before the blood wounded vampire.
hunt referendum is called, if any. Ally: A non-vampire minion. Brought into
play by a recruit ally action, they act inde-
Scarce: When a Methuselah moves a scarce pendently of the minion who recruited them,
vampire from their uncontrolled region to but cannot act on the turn they are recruited.
their ready region during their influence Ash Heap: The discard pile. Cards that are
phase, they must burn 3 pool for each vam- burned or discarded are returned to their
pire of the same clan they already control. owner’s ash heap. An action that targets an ash
heap is always considered to be undirected.
Slave: Some minions are identified as slaves Attached: If a card is put on another card,
to a specified clan. A slave cannot perform both are considered attached to each other.
a directed action if their controller does Bearer: The minion an equipment is put on.
not control a ready member of the speci- If the equipment refers to a type of bearer
fied clan. Also, if a member of the specified (for instance, “the bearer with Auspex”), then

— 41 —
the equipment can be used only by that type Methuselah’s minion that targets one or more
of bearer. other Methuselahs, or the minions or cards
Bleed: An action that attempts to burn they control.
another Methuselah’s pool. By default, Discard: Move a card in hand to the ash heap.
it can only be attempted against a Discard Phase Action: During your discard
Methuselah’s prey. phase, you receive a discard phase action you
Block: The successful attempt of a minion can use to discard a card from your hand, or
to prevent the action of another minion. play an event card, for example.
Typically concluded with combat. Dodge: A strike that protects a minion and
Blocking Minion: The minion currently the cards on him from an opposing minion’s
attempting to block an action, or the strike. Retainers are not protected.
minion who has successfully blocked the Edge, The: A token symbolising who has the
current action. upper hand at any given moment.
Blood (also Blood counter): A token rep- Equipment: An object a minion uses for a
resenting a vampire’s capability to mend special bonus or ability.
himself or to perform certain feats. Employer: The minion a retainer is put on.
Blood Bank: Inexhaustible repository of Environmental damage: Damage not coming
blood counters not in use. from a minion.
Blood Hunt: The act of burning a vampire Event Card: A library card that can be
that committed diablerie. A referendum is played as a discard phase action.
conducted to see if a blood hunt is called. First Strike: An offensive strike done faster
Burn: Move a card in play to the ash heap. than normal, so that the strike resolves be-
A burned card goes to its owner’s ash heap. fore a normal offensive strike would.
A burned counter or token is returned to the Group: A number on a crypt card restrict-
blood bank. ing crypt construction. A crypt card with
Capacity: The maximum number of blood the group “any” is not subject to the group
counters a vampire can have. It is also a rela- restriction.
tive measure of the vampire’s age. Hunt: The action that a vampire performs to
Combat Card: A card that a minion can play regain blood.
in combat. Intercept: A measure of how well a minion
Combat Ends: A strike that ends combat can block the action of another minion. If it
before any damage or other strike effects equals or exceeds the acting minion’s stealth,
happen. the minion’s block is successful. Intercept
Contest: The struggle for control of a unique cannot be played unless it is needed.
card or title. Library: The deck containing a Methuselah’s,
Controlled Region: Area containing a master, minion, and event cards from which
Methuselah’s controlled cards. their hand is drawn.
Crypt: The deck of cards containing a Life (also Life Counter): A token represent-
Methuselah’s vampires. ing a retainer’s or an ally’s health.
Diablerie: The act of burning a vampire in Limited: Some cumulative effects are
torpor. Can be used to gain a Discipline. forbidden by the rules. For instance, no
Diablerist: A vampire who commits dia- more than one action modifier card can be
blerie. A blood hunt can be called to burn played to increase a bleed during a bleed
a diablerist. action. Similarly, a minion cannot use more
Directed Action: An action of one than one card or effect (a source) to gain

— 42 —
additional strikes per round of combat. Reaction Card: A card played by a
Those rules are reminded on those cards by Methuselah’s ready, unlocked minion in
the “(limited)” card text. (See Bleed, p. 20 and response to an action taken by a minion
Additional Strikes, p. 30). controlled by another Methuselah.
Lock: Turn a card sideways. Typically done Ready minion: A minion in the ready region
to indicate that the card has been activated who can therefore perform actions and at-
for some purpose. tempt to block actions.
“Lock X to do Y” effects: Such effects cannot Ready Region: Area containing a
be used by locked minions under a wake Methuselah’s minions that are not in torpor.
effect. “Lock X. Do Y” effects are usable by Referendum: The part of a political action or
locked minions under a wake effect. a blood hunt referendum, during which the
Maneuver: The efforts of a minion in combat terms are set, the votes and ballots are cast
to move away from or to close in on the op- and the effects are applied (if it passes).
posing minion. Retainer: A mortal creature or being that
Master Card: A library card that can be used serves a minion. Brought into play by an
as a master phase action. employ retainer action, they remain with the
Master Phase Action: The Methuselah’s minion who employed them and cannot act
personal activity for the turn. independently.
Minion: A vampire or ally. Steal (a card): A Methuselah who steals a
Minion Card: Any library card that is not a card takes permanent control of it. The card
master, or event card. A card that a minion stays in the same region as it was before (for
can play. instance, if a vampire in torpor is stolen, it
Monster: Any minion or retainer who is stays in torpor). If the stolen card is attached
neither a mortal nor an animal. Vampires are to another card, the Methuselah who steals
monsters. it can attach the stolen card to a card of
Out-of-Turn Master Card: A type of master the same type they control (for instance, a
card that can only be played during another location that is attached to a minion will be
Methuselah’s turn, using the next master moved to another minion they control).
phase action of the Methuselah playing it. Stealth: A measure of how well a minion
A Methuselah can never play more than evades other minions’ attempts to block their
one out-of-turn master card between two action. If it exceeds the blocking minion’s
of their turns, even if they regain a master intercept, the block fails.
phase action. Strength: The amount of damage a minion
Polling: The step of a referendum during inflicts with a basic hand strike.
which votes are cast. Strike: The effort of a minion in combat
Pool: A token or collection of tokens repre- to harm their opponent or to avoid being
senting a Methuselah’s influence. struck by their opponent.
A Methuselah is ousted if their pool is empty. Title: A title card is a placeholder for a
Predator: The person to a Methuselah’s right. title. If the title is yielded or lost, the card
Press: The efforts of a minion in combat to is burned. If the title is unique, contests are
escape from or to give chase to the opposing paid with vampire blood, as normal for titles.
minion. Torpor: See Torpor Region.
Prey: The person to a Methuselah’s left. Torpor Region: The Area where vampires are
A Methuselah receives 1 victory point and 6 placed when they cannot mend damage done
pool when their prey is ousted. to them. A vampire in torpor is vulnerable

— 43 —
to diablerie attempts. A vampire in torpor is WORLD OF DARKNESS GLOSSARY
not ready but is still considered controlled. The following is a glossary of some of the
Transfer: Influence phase action used to relevant terms of Vampire: The Masquerade.
move pool to or from an uncontrolled vam- Amaranth: The act of killing a vampire
pire or to move a card from the crypt to the by drinking all of their blood. Commonly
uncontrolled region. known as diablerie.
Uncontrolled Region: Area containing a Anarchs: A sect of vampires who fall out-
Methuselah’s uncontrolled vampires. side of the Camarilla and rebel against its
Undirected Action: An action that is not di- authority.
rected. An undirected action can be blocked Antediluvian: An ancient vampire, a
by the prey or the predator. grandchilde of Caine. Most of the major
Unique: Only one copy of a unique card can clans of the Camarilla were created by the
be in play at a time. If another Methuselah Antediluvians.
puts a copy of the card into play, the copies Archon: A powerful vampire who travels
will be contested (and out of play) until all from city to city, in the service of a justicar.
but one is yielded (see Contested Cards, Baron: An Anarch ruler of a domain.
p. 17). Vampires are unique, by default. Beast, The: The drives and desires that pull
Unlock: Restore a card to the normal, up- Kindred away from their humanity and turn
right, position. them into monsters.
Victory Point: The measure of a Methuselah’s Blood Bond: A mysterious link that forms
ranking. A Methuselah receives 1 victory between Kindred that drink one another’s
point when their prey is ousted and for blood. The blood bond can give the donor
being the last Methuselah in the game. The control of the recipient.
Methuselah with the most victory points at Blood Hunt: A system of punishment for
the end of the game wins. vampires who disregard the laws of the
Wake: A vampire that wakes during an ac- Masquerade. The hunted vampire is slain by
tion can attempt to block that action and/ those who heed the call.
or play reaction cards as though unlocked Book of Nod, The: The sacred book of the
for the duration of the action. Wake effects Kindred, which allegedly traces their origins
can always be played during the “as a card is and history. Most of it has been lost to time.
played” window, in order to play other reac- Caine: The first vampire, from whom all
tion cards that must be played in that win- other vampires are allegedly descended.
dow. A reaction card that unlocks a vampire Camarilla, The: A sect made up of several
but does not wake it is not considered as a clans that have banded together and are
wake effect and cannot be played during the governed by the Traditions.
“as a card is played” window. Canaille: Mortals, especially referring to the
Withdraw: An attempt to leave the game by most unsavory elements of mortal society.
a Methuselah who has run out of cards in Clan: A group of vampires that share certain
their library. mystical and physical characteristics.
Wounded: A vampire who has received dam- Consanguineous: Belonging to the same clan
age that they have not mended or a vampire (usually used to refer to a younger member).
in torpor or on their way to torpor is said to Domain: The fiefdom (usually a city) claimed
be wounded. by a vampire, most often a prince.
Elysium: The name given to a place where
Camarilla elders meet.

— 44 —
Embrace: The act of transforming a mortal
into a vampire. FAQ, rulings
Gehenna: The impending Armageddon in and clarifications
which the Antediluvians will rise up and
devour all Kindred. FREQUENTLY ASKED QUESTIONS
Ghoul: A mortal who drinks the blood Bleed
of a vampire but has not been drained Can I play a bleed action modifier such as
beforehand. Conditioning at any time during a bleed
Haven: A vampire’s “home”; where they find action? Can I play it when I announce the
sanctuary from the sun. action, for example?
Inner Circle: The group of vampires who No, you must announce the action first, then
comprise the ruling body of the Camarilla. play any effects that are “usable when the
Justicar: A vampire who serves as judge, jury action is announced” before being able to
and executioner of Camarilla vampires who play action modifiers to increase the bleed.
have broken the Traditions. But it is even better to wait until the target
Kindred: The term that vampires use to refer Methuselah has declined to block to increase
collectively to their kind. Sabbat vampires the bleed!
scorn the term.
Kine: A term for mortals, largely When can I reduce a bleed?
contemptuous. Reducing a bleed follows the same rules as
Masquerade, The: The Tradition of keeping increasing a bleed: any time after the action
mortals ignorant of the existence of vam- has been announced and effects that are
pires, essential to survival. “usable when the action is announced” have
Methuselah: A powerful vampire, thousands been played.
of years old (but still a few generations
younger than the Antediluvians), involved in When can I play a card that changes the
the Eternal Struggle from afar or in complete target of the bleed, such as Deflection? Can
anonymity. I play it before bleed action modifiers are
Praxis: The right of a prince to rule a domain. played? Afterwards?
Primogen: A council of vampires in a city If you are the target of a bleed, you must first
that supports the city’s ruling prince. decline to block. This gives a last opportu-
Prince: A Camarilla vampire who rules a city nity to the acting Methuselah to increase
and enforces the Traditions upon the city’s the bleed against you. Whether they increase
vampire population. it or not, you can then play a Deflection to
Retainer: A mortal or creature that serves a change the target, who in turn can try to
vampire master. block or change the target, too.
Sabbat, The: A violent sect of vampires bent
on destroying the Antediluvians. What happens when a bleed I redirected
Sect: A group of Kindred arguably united to another Methuselah is redirected to me
under a common philosophy. again? Can I attempt to block?
Traditions, The: The six laws of the Yes, this opens a new blocking window.
Camarilla. These Traditions are laws that
protect the vampires from mortals and from Do I get the Edge if I bleed for 0? Is the ac-
one another. tion successful?
Vitae: Blood of a vampire. The bleed action is successful if it was not

— 45 —
blocked. However, the bleed itself is consid- When I burn a political action card for a
ered successful only if the bleed amount is 1 vote, is that vote coming from the acting
or more. If it is reduced to 0 or less, it is not vampire?
successful and you do not gain the Edge. No. You (as a Methuselah) gain that vote.
Burning the Edge for 1 vote works the
Hunt same way.
Can a vampire gain blood when at full
capacity? If the referendum of a political action fails,
The vampire can hunt, but any blood gained is the action considered successful?
that would exceed the vampire’s capacity The political action is successful as long as it
“drains off”. is not blocked, even if the referendum fails.

Stealth CARD RULINGS AND CLARIFICATIONS


Can I use the “+1 stealth” listed on an action .44 Magnum
card to increase the stealth of another action If you use the maneuver provided by this
I play? gun during the determine range step, you are
No. The stealth listed on an action card indi- committed to use the strike it provides (2R
cates the starting stealth of that action. Only damage). If you cannot use that strike be-
action modifiers and similar effects (such as cause the opponent has played an Immortal
The Labyrinth, a location granting stealth) Grapple, you cannot strike at all (you do not
can be used to increase the stealth after the get to choose another strike).
action has been announced.
Academic Hunting Ground
Politics This card requires a ready Tremere to be
Can I play action modifiers to gain votes played, but you can give blood to any ready
even if they are not needed? vampire you control, even of another clan.
You can gain votes only during the polling
step of a referendum, and you can do so even This card is played during the master phase;
if they are not needed. this means you will have to wait until the
next turn to start gaining blood from it.
Can I vote against a referendum I called?
Sure. All your votes (including the vote Gaining blood from this card is optional. For
provided by the political action card) can be example, if you play a master card with-
used to vote against your own referendum. out gaining the blood in the unlock phase
first, you are effectively declining to gain
Can I burn a political action card from my the blood.
hand for 1 vote during a referendum I called?
You cannot if the referendum was called with Aire of Elation
a political action card, since it already pro- Only one action modifier can be played to
vides 1 vote. However, some referendums are increase the bleed amount during an action.
called without a political action card; in that
case, every Methuselah can discard a political Anarch Troublemaker
action from their hand to gain 1 vote. This card is played during the master phase;
this means you will have to wait until the
next turn to be able to use it.

— 46 —
You can use it to lock vampires that are Blood Doll
already locked, or to lock no vampires at You can use this card the turn you play it,
all (“up to two” can be zero), in order to since it is used during the master phase (con-
give control of the Anarch Troublemaker trary to Vessel).
if you have for instance an agreement with
your prey. Bonding
You cannot play the superior effect of
Ancilla Empowerment Bonding if you do not need stealth (for
Every Methuselah loses pool, including you. instance if you are not blocked).

This could result in multiple Methuselahs be- Bowl of Convergence


ing ousted at the same time. Every Methuselah This card can be equipped by a vampire with-
whose prey is ousted (even if they are them- out Auspex, but has no effect while its bearer
selves ousted) gain 1 victory point, but only does not have Auspex.
those Methuselahs that survive the action will
gain pool for their prey being ousted. Carrion Crows
The damage is inflicted at the same time as
Arcane Library regular strikes resolve. The damage from this
The blood that is added to the vampire card cannot be dodged, since dodging only
comes from the blood bank. You can spend 2 protects from the opponent’s strike.
transfers to move it to your pool afterwards. A strike: combat ends, however, ends combat
before the damage from the Carrion Crows
Art Museum is inflicted.
See Arcane Library.
Cats’ Guidance
Asylum Hunting Ground If your blocking minion is in torpor after
See Academic Hunting Ground. combat, you cannot play this card since only
ready minions can play reaction cards.
Barrens, The
This card can be used at any time (including Change of Target
in combat) if you are in a dire need of a more Since the action ends before the block reso-
useful card. lution, the blocking minion is not locked for
blocking. If the blocking minion was locked
Bewitching Oration and had used a wake effect to block, they
You have to wait until the terms have been remain locked.
declared to play this card.
If the acting vampire was performing a man-
The votes gained are not cast until you decide datory action (such as hunting because they
to cast the vampire’s votes. For instance, you had no blood), they are “stuck”. They remain
can call a referendum with a political action unlocked but cannot perform any action.
card, play this card to gain votes and wait
until someone casts votes against to decide Cloak the Gathering
to vote in favor with the acting vampire (and A locked vampire can play this card at supe-
his newly gained votes). This can be useful to rior, because playing action modifier cards
avoid a Scalpel Tongue for instance. does not require to be unlocked (contrary to

— 47 —
reaction cards). A minion cannot play the (and replace it) before decreasing your hand
same action modifier card more than once size back to normal by discarding 2 cards.
during a single action. However, you can play
multiple copies of this card with different If another Methuselah plays Dreams of the
vampires during the same action (with the Sphinx to contest yours, you cannot lock it
limit of one per vampire). “right before it enters the contest”.

Conditioning Enchant Kindred


See Aire of Elation. When announcing the action, you have to
choose between the basic version (bleeding
Consanguineous Boon at 0 stealth) and the superior version (adding
You must choose an existing clan, even if no blood at 1 stealth). You cannot do both ac-
vampires of the chosen clan are in play. tions at the same time, as always.

Creeping Sabotage If a vampire plays Enchant Kindred and un-


The first Creeping Sabotage costs 0 blood. locks (with a Freak Drive or a Majesty), that
If a minion attempts to burn a Creeping vampire cannot play Enchant Kindred again
Sabotage and plays a Change of Target, they this turn, even at a different level.
cannot do the same action again. However,
burning another copy of a Creeping Sabotage Eyes of Argus
is not considered to be the same action. You cannot play Eyes of Argus at superior to
wake, then at basic to get intercept with the
Daring the Dawn same vampire, since a minion cannot play the
You can play it before any vampire attempts same reaction card more than once during a
to block (to prevent vampires from play- single action.
ing Second Tradition: Domain), or when a
vampire attempts to block. See also On the Qui Vive.

Deep Song Faceless Night


At superior, if the action is not blocked, the If a minion attempts to block and fails,
target minion is considered to be the acting they can still play reaction cards such as a
minion: this means they will have to play Deflection. They become locked only once
their cards first in the resulting combat. the action resolves (either because it is suc-
cessful, or because it is blocked).
Deflection
A locked vampire under a wake effect (such Faceless Night does not lock retroactively
as On the Qui Vive) can play Deflection, minions who previously attempted to block.
even at basic. Deflection at basic will lock
them even if they are already locked (with no Fame
effect), and change the target of the bleed. If the vampire with the Fame is burned be-
cause they take too much aggravated damage
Dreams of the Sphinx for instance, they do not go to torpor first:
If you use it during your turn to increase their controller does not burn 3 pool.
your hand size, you first have the option of The 3 pool are burned immediately after the
using a discard phase action to discard a card vampire goes to torpor.

— 48 —
Foreshadowing Destruction if you wish to (or if you do not have any
If played at superior against a target with 10 other choice).
or more pool, it will only have a lingering
effect (+3 bleed if the target happens to have Life in the City
9 or less). Since it is not increasing the bleed You can give blood to a ready vampire con-
in that case, a limited bleed action modifier trolled by another Methuselah.
can be played before or after, as long as the
target has 10 or more pool. Lost in Crowds
Into Thin Air is a card not included in
See also Aire of Elation. Vampire: The Eternal Struggle Fifth Edition.

Freak Drive Magic of the Smith


If the vampire has been blocked, Freak Drive You do not have to announce which card you
is played after combat. You can even play it if are getting when playing the card.
the vampire is in torpor, provided they have
blood to pay for it. You do not search your library until the ac-
tion is successful.
Govern the Unaligned
See Enchant Kindred. The equipment card must come from your
library, though you are free not to find any
Guard Dogs equipment. For instance, if you replaced
Nothing forces you to block with the vam- the Magic of the Smith with the equipment
pire playing Guard Dogs. You replace the card you wanted, you cannot equip that
card first before taking any further decision. copy and may choose not to find anything,
even though there are other equipment
Haven Uncovered cards in your library (you still shuffle
The action to burn the Haven Uncovered is the library).
directed against the Methuselah who played
the card, since master cards are controlled by Mirror Walk
the Methuselah who played them. Not replacing the card works the same way
as if it was counting against your hand size:
Hidden Strength if you had a hand size of 7 before playing
You cannot play the card if there is no dam- the card, you now have a hand size of 6 until
age to prevent, in order to get a press for your discard phase.
instance.
Contrary to Change of Target, Mirror Walk
Immortal Grapple explicitly locks the blocking minion before
You must wait until no more maneuvers are ending the action.
played before playing Immortal Grapple.
Murder of Crows
See also .44 Magnum. The damage is environmental (not in-
flicted by the minion) and is inflicted by the
Kine Resources Contested retainer. Otherwise, it works the same as
You cannot assign the 4 points to a single Carrion Crows.
Methuselah. You can assign points to yourself

— 49 —
On the Qui Vive votes to play Scalpel Tongue. A vampire with
If you wake, nothing forces you to block. votes who is currently abstaining is not a
You replace the card first before taking any valid target.
further decision.
See Bewitching Oration.
A minion who wakes is not unlocked.
Second Tradition: Domain
Pentex™ Subversion This is not a wake effect. If a locked vampire
The minion with this card cannot burn it by plays Second Tradition: Domain, they must
themselves. Only other minions, includ- attempt to block. They cannot choose not to
ing those controlled by other Methuselahs, block in order to play a Deflection.
can burn it. This action is directed against
the Methuselah who played the PentexTM A locked vampire cannot play Second
Subversion. Tradition: Domain if they will not be able to
block: for instance, you cannot play Second
A minion who cannot block can still play Tradition: Domain if a directed action is not
reaction cards such as Deflection. directed against you, or if the action cannot
be blocked at all (see Daring the Dawn and
Perfect Paragon Toreador Grand Ball).
At superior, Perfect Paragon does not count
as increasing stealth. You can play it even Slum Hunting Ground
if no one attempts to block to “cycle” it for See Academic Hunting Ground.
instance.
Smiling Jack, The Anarch
Preternatural Strength If you control Smiling Jack, The Anarch dur-
Torn Signpost is a card not included in ing your unlock phase, you have to move 1
Vampire: The Eternal Struggle Fifth Edition. pool to the card even if it ousts you.

Protected District Each other Methuselah must burn 1 pool or a


See Bewitching Oration. vampire blood for each counter on Jack, and
it is possible to do a mix between multiple
Rebel vampires and the pool. Failing to burn 1
There are other archetypes in other sets. blood from an empty vampire will not lessen
the obligation.
Resist Earth’s Grasp
The maneuver and the press can be used only Society Hunting Ground
during the same round. They cannot be kept See Academic Hunting Ground.
for a later round.
Spying Mission
Roundhouse You can play Spying Mission at superior only
Roundhouse is a hand strike; it works with when you know the bleed would be success-
Immortal Grapple. ful (for 1 or more), that is after playing action
modifiers, and once the other Methuselahs
Scalpel Tongue have declined to block and to play reaction
You must wait until a vampire has cast their cards. If a Methuselah wants to reduce or

— 50 —
redirect the bleed, they must do so before Toreador Grand Ball
you can play Spying Mission. If you play more than one copy, you can
choose to lock the same Toreador.
If the acting vampire already had a Spying
Mission, the previous copy stays and the new Note that if the Toreador who does not
one is put on the acting vampire, meaning unlock as normal is burned, the other
that the next time you will bleed successfully Toreador’s non-bleed actions are still un-
the same Methuselah, all copies will increase blockable for as long as this card is in play.
the bleed by 2 each.
Toreador Justicar
Swallowed by the Night You can choose a Toreador who is already
It is an action modifier when used at basic, titled. In that case, they lose their previous
and a combat card when used at superior. title and become justicar instead.

Taste of Vitae Uptown Hunting Ground


It cannot be used during a combat against See Academic Hunting Ground.
an ally.
Ventrue Headquarters
You can play it if the opposing vampire has It is you who gains the votes, not a vampire
not lost any blood to “cycle”. you control.

It must be played after you decide to press Vessel


or not. Burning a Blood Doll is optional. If you wish
to do so, you must announce it when playing
Telepathic Misdirection the card, before replacing it.
See Deflection.
The card is played during the master phase;
Theft of Vitae this means you will have to wait until the
It can be used at close range or long range. next turn to start moving blood with it.
Stealing blood does not count as damage: it
cannot be prevented. Vessel can be played on a vampire controlled
by another Methuselah. If so, you still con-
Stealing blood resolves before burning trol this card, but only the controller of the
blood to mend damage. For instance, if your vampire with this can use it.
vampire is empty and steals 1 blood from the
opposing minion who is striking back for 1 Villein
damage, you gain the blood first, then you It can be played on a vampire with 0 or 1
burn it to mend the 1 damage, leaving your blood. You take as much blood as you can.
vampire empty, but still ready.
Minion Tap is a card not included in
A strike: combat ends will resolve before Theft Vampire: The Eternal Struggle Fifth Edition.
of Vitae. You do not steal blood in that case.
Visit from the Capuchin
If two vampires steal blood from each other, You play the card, replace it, then draw 4
the blood is moved simultaneously. more cards. You will not be able to draw

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until all 4 counters have been burned from Wake with Evening’s Freshness
the Visit from the Capuchin. See On the Qui Vive.

Cards that are not replaced do not burn a The Warrens


counter from the Visit from the Capuchin A directed action against you includes:
when they are played. Only when replacing a bleed against you, an action to enter com-
those cards will the counters be removed. bat with one of your minions (for example,
a Deep Song), a diablerie against one of your
Voter Captivation vampires in torpor, etc.
It is played after resolution of the action.
This means that you cannot play it to regain Wasserschloss Anif, Austria
pool and survive if the referendum leaves you Wasserschloss Anif can only receive blood
at 0 pool. from one Tremere on any given turn.

It can be played before or after a Freak Drive All counters on the card are lost if the card
since both are played after resolution of the is burned.
action.

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Quick Reference
DISCIPLINES CARD TYPES

Animalism Action

Auspex Action Modifier

Blood Sorcery Ally

Celerity Combat

Dominate Equipment

Fortitude Political

Obfuscate Reaction

Potence Retainer

Presence

CLANS OTHER

Malkavian Directed Action

Nosferatu Blood cost

Toreador Pool cost

Tremere Capacity

Ventrue

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