Keepers of Tradition Redition
Keepers of Tradition Redition
Keepers of Tradition Redition
* Throughout this rulebook, references to players (Methuselahs) will be feminine ("she" and
"her"), while references to minions (characters represented in the game) will be masculine ("he"
and "his"). These pronouns are not intended to identify gender; this is merely a useful method to
avoid both cumbersome "he or she" constructions and ambiguity.
This rulebook provides the comprehensive rules of the game; don't feel like you have to
absorb all the rules at once. Vampire: The Eternal Struggle is a game of complex
strategies that are acquired over time. Once you learn the basics, play the game, and
then consult the rulebook when you have questions. If you have Internet access, you
might also try the graphic tutorial at http://www.white-wolf.com/vtes/demo/ as an
enjoyable way to learn the basics of game play in 10 minutes.
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2. Burn: When a card is "burned," it is placed into its owner's discard pile (the
discard pile is called the "ash heap" for this reason). The ash heap can be
examined by any player at any time. When a counter is "burned," it is returned
to the blood bank (see Blood Bank and the Edge, sec 2.2). Sometimes, an
instruction may say to remove a card from the game. While some cards and
effects can retrieve cards from the ash heap, cards that are removed from the
game cannot be retrieved or affected in any way. When a card is burned or
removed from the game, any counters or other cards on it are burned.
1. Cards: Each player needs two decks: a crypt and a library. The cards in your
crypt represent the vampires (or other minions) you hope to control; they have
oval portraits on the front and amber marble backs. They must all be from the
same group or from two consecutive groups (see Overview of Crypt Cards, sec
1.5). The cards in your library represent the things you or your minions can do
or use; they have square illustrations on the front and green marble backs. Each
player must have at least 12 cards in her crypt and at least 40 cards in her library.
Each player may add up to 10 additional cards to her library per player in the
game. Thus, in a six-player game, each player may have a minimum of 40 and a
maximum of 100 cards in her library. There is no limit on the maximum number
of cards a player can have in her crypt. There is no per-card limit to the number
of a given card that a player can include in either her library or crypt.
2. Blood Counters: Blood counters are an integral part of the game. Each player
needs about 40 counters: 30 for her starting pool and an extra 10 blood counters
to help fill the communal blood bank (see Blood Bank and the Edge, sec 2.2).
When you burn a blood counter, you return it to the blood bank. Blood counters
that you "pay" or "spend" are also considered burned. Blood counters can be any
convenient items, such as pennies, glass beads or stones. Single-item methods of
keeping track of changing numbers (e.g., dice) are discouraged, due to the
frequent need to move counters from one place to another.
3. The Edge: The Edge is a symbol showing that your minions have temporarily
given you an advantage over the other Methuselahs. It is given or passed to a
player who successfully bleeds another player (see Bleed, sec. 6.1.1), and it
imparts certain advantages to the player controlling it (see Untap Phase, sec. 4,
and Gaining Votes, sec. 6.3.3). Choose an object to represent the Edge. Any
small, distinctive object, such as a coin or a glove, will do.
Your cards are never transferred to another player permanently as a result of card play.
At the end of the game, the cards you began the game with are returned to you. If you
are ousted before the end of the game, any of your cards that other players control
remain in play until burned as normal.
Whenever the cards contradict the rules, the cards take precedence.
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Each crypt card (the amber-backed cards) has a set of
elements that describe the vampire: his name, blood Rules for Imbued
capacity, clan, Disciplines (powers), group and any special cards are found on the
abilities or political title he has. These elements are Nights of Reckoning page.
described below. Some advanced expansions include other
types of crypt cards. Details for these types can be found on the web site. See More
Information.
1. Name: The name of the vampire appears at the top of the card. Each vampire is
unique, so only one copy of a given vampire can be in play at a time. A second
Methuselah could contest control of the vampire (see Contested Cards, sec. 4.1),
which means that the Methuselahs are struggling for control of him.
2. Blood capacity: The number in the red circle in the lower right corner of the
card is the vampire's capacity. This number reflects many things at once: the
vampire's relative age (larger numbers represent older vampires), the amount of
influence (in pool) a Methuselah must invest in him in order to bring him under
her control and the maximum ability he has to heal wounds or play cards (some
cards cost blood to play).
A vampire with a larger capacity than another is said to be older, and one with a
smaller capacity is younger. A vampire cannot have more blood than his
capacity; if an effect puts more blood on him than his capacity allows, the excess
is always moved to the blood bank immediately.
An uncontrolled vampire (see Play Area, sec. 2.3) will have blood counters
stacked on it representing the amount of influence that has been invested in him.
When that stack equals his blood capacity at the end of the influence phase, you
reveal the vampire and place him in the ready region (see Play Area, sec. 2.3).
He retains the blood counters used to influence him on his card to serve as his
blood (see Influence Phase, sec. 7).
3. Clan: Each vampire belongs to a clan, identified by the symbol at the top of the
attribute bar (the marble stripe on the left side of the card). See the reference
pages in the center of the rules booklet for a list of the clan symbols. Some
library cards require a member of a particular vampire clan to play, while other
library cards may affect only vampires of a particular clan. The clans are
grouped into sects (see Vampire Sects, sec. 10).
4. Disciplines: These are supernatural powers that vampires possess. The
Disciplines possessed by the vampire are represented by the group of symbols at
the bottom of the attribute bar. The vampire's Disciplines determine which
library cards he can play. If a library card requires a Discipline (noted by a
Discipline symbol on the attribute bar of the library card), then only vampires
who have that Discipline can play it.
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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. Some
of the effects listed on these cards require one of the Disciplines listed, while
other effects require another listed Discipline, and some effects require the
vampire to possess several Disciplines. Each effect shows the icon(s) of the
Discipline(s) required.
The particulars of this merge are as follows. The counters and cards on the
vampire remain. The advancement and the base card are treated as a single
vampire card, even if sent to the uncontrolled region somehow, until the vampire
is burned. Any effects in play that targeted the vampire now target the merged
version.
When merged, the text on the base card still applies, but the rest of the card is
ignored (capacity, Disciplines, etc.). The advancement card applies in full. If the
advancement card conflicts with the base card (a different sect, for example), the
advancement card has precedence. Some merged cards have an additional effect
that only applies if the card is merged with its base card. Such an effect is
identified in the card text by a "merged" icon.
The advanced vampire (merged or not) will contest other copies of the same
vampire (advanced or not) in play, as usual.
1.6.1. General
1. Playing Cards. There are three main types of library cards: master cards,
minion cards and event cards. Master cards are played by Methuselahs; minion
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cards are played by the minions (vampires and allies) the Methuselahs control;
event cards are put into play during the discard phase to represent events that
affects the World of Darkness as a whole (see section 8). Master cards have no
icon at the top of the attribute bar while the other cards have an icon there that
indicates what type of card it is. A card is played by placing it face up in the
playing area or by showing it to the other players and placing it face up in the
ash heap. The player completely declares the effect of the card when it is played.
Some effects can cancel a card "as it is played". These effects (and effects that
grant the ability to play them, like Forced Awakening) are the only effects
allowed during the "as played" time period of another card. Even drawing to
replace cards comes after this time period.
2. Drawing Cards. Whenever you play a library card from your hand, you
immediately draw another from your library to replace it (unless card text says
otherwise, of course). If your library is empty, then you do not draw to replenish
your hand, but you continue to play. The number of cards in your hand should
always match your hand size (less any cards you are not replacing until later).
Whenever they don't match (when an effect changes your hand size or adds or
removes cards from your hand, for example), immediately discard down to or
draw up to your hand size.
3. Requirements for Playing Cards. Each library card has symbols on the
attribute bar (the marble stripe on the left side) 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 that card. Some cards will have other requirements (such
as capacity or title) stated in the card text. Only a minion who meets the
requirements given on a minion card can play it, while only a Methuselah who
controls a ready minion who meets the requirements of a master card can play it.
Some cards that have a requirement also have a burn option icon. This icon
means that a Methuselah who doesn’t control a minion that meets the
requirements may discard the card during any Methuselah’s untap phase. Each
Methuselah is limited to one such discard each untap phase.
A drop of blood with a number on the left side of a library card (in the middle of
the side or in the bottom corner) indicates the amount of blood or pool that must
be burned to play the card. A number in a red drop represents blood cost (the
amount of blood the vampire must burn). A number in a white diamond with a
skull represents pool cost (the amount of pool the Methuselah must burn).
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if any Methuselah uses a card or effect, the acting Methuselah again gets the
opportunity to play the next effect.
6. Draft Effects. Some cards have a special booster-pack version that also lists, in
a gray box identified as "DRAFT:", an additional way to use the card. This
effect can only be used in a draft or sealed deck tournament. Any bold text, like
"+1 stealth action", in bold at the top of the regular text applies to the whole
card, including the draft effect. Card cost applies as normal to the draft effect, as
well. Clan and Discipline requirements are given in the draft effect section (and
are independent of any Clan or Discipline requirement of the regular effects).
Master cards are cards you play in your role as a Methuselah. There are two types of
master cards: out-of-turn and the regular master cards. Some types of regular master
cards are: locations and Disciplines (and there are other regular master cards that don't
have a specific type). Regular master cards are played during your master phase. You
can normally play only one regular master card during your master phase. Out-of-turn
master cards can be played during other players' turns. By playing an out-of-turn master
card, you are effectively "borrowing" from your next master phase -- that is, playing the
card now instead of waiting until your next master phase.
A master card in play is, by default, controlled by the Methuselah who played it, even if
it is played on a card controlled by another Methuselah.
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before your next master phase. You cannot play an out-of-turn master card on
your own turn.
5. Trifle: Some master cards are identified as trifles. When a Methuselah plays a
trifle (and it isn't canceled), she gains an additional master phase action. For an
out-of-turn trifle, she gains a master phase action in her next master phase. A
Methuselah can gain only one master phase action from trifles in a given master
phase; others act like regular master cards.
6. Other master cards: Any master cards not explained here have their effects
described on them. These master cards are discarded when they are played
unless the card says to put it into play or to play it on some other card.
Minion cards are cards that your vampires and allies (collectively referred to as
"minions") play. Unless the card states otherwise, a minion card is burned after a minion
plays it.
By default, 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, by default,
controlled by the Methuselah who played it.
In many cases, a minion card will have a Discipline symbol, a clan symbol and/or a
blood cost; in these cases, the card can only be played by a vampire who meets the
requirements.
Some allies have the ability to play 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 his blood
(to pay costs, for example). Any blood he gains or loses 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 by
default (for use if the card requires an older vampire or a vampire of a given capacity).
If the ally gains life in excess of his capacity, it doesn't drain off, and if the effect
inflicts aggravated damage on the ally, he burns life as normal. However, if the effect
would send the ally to torpor, then he is burned instead. The ally is treated as a vampire
only for the effect generated from playing the card. 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).
1. Action cards: A minion can play an action card to take an action other than
the default actions (default actions are actions such as "hunt" that don't require
a card). Only one action card can be played for the action; action cards cannot
be used to modify other actions.
2. Action modifier cards: The acting minion can play these cards to modify his
action. For example, some action modifiers increase the acting minion's
stealth or bleed amount or give him more votes. A minion cannot play the
same action modifier more than once during a single action.
3. Ally, equipment and retainer cards: These action cards represent things that
a minion can bring into play by taking an action. It takes one action for each
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card. A minion cannot bring two equipment cards into play in a single action,
for example. Equipment and retainer cards are played on the minion playing
them (the acting minion), while allies are put into play and remain
independent from the acting minion. Equipment and retainers are burned
when the minion they are played on is burned.
4. Political cards: A political action card can be played to call a referendum as
an action, or it can be burned during a referendum to gain a vote.
5. Combat cards: These are played by minions when in combat (see Combat,
sec. 6.4).
6. Reaction cards: A ready untapped minion can play a reaction card in
response to an action taken by another Methuselah's minion (an action taken
by one of a Methuselah's minions cannot be reacted to by any of her own
minions). A minion cannot play the same reaction card more than once during
a single action. A reaction card does not tap the minion using it.
7. Reflex cards: A minion can play a reflex card to cancel a specified kind of
card played against him as it is played.
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, by default.
2. Getting Started
2.1. Order of Play
Seating position can be determined by whatever method the players choose. The player
to your left is your prey. She is the player you hope to oust from the game. The player
to your right is your predator. She is the player who hopes to oust you from the game.
When your prey is ousted, the next player (the prey of your former prey) becomes your
new prey.
Each player takes 30 blood counters to form her starting pool. The remaining blood
counters are placed in the blood bank -- a common reserve of counters placed so that all
players can reach it. Remember that the number of blood counters in the blood bank is
limitless -- the bank never runs out.
The Edge (see section 1.2) begins the game uncontrolled and so is placed in the central
area as well.
The area in front of each player is divided into two regions: the uncontrolled region,
which will start with four uncontrolled minions dealt from the crypt, and the controlled
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region, which is empty at the start of the game. The controlled region is further divided
into two areas: the ready region and the torpor region. Torpor is a special area for
wounded vampires (see Torpor, sec. 6.5). As the game progresses, you will gain control
of some of your minions, moving them to the ready region, face up (see Influence
Phase, sec. 7).
Ready (Controlled)
To begin, separate your crypt cards from your library cards. Shuffle both decks and
allow your predator to cut both. Place both decks in front of you. Deal the top seven
library cards to yourself to form your hand and deal the top four crypt cards face down
into your uncontrolled region. You can look at the cards in your hand and in your
uncontrolled region at any time during the game.
You can choose to draw more cards from your crypt to your uncontrolled region later in
the game (see Influence Phase, sec. 7).
4. Untap Phase
You start your turn with your untap phase. At the beginning of your untap phase, you
must untap all of your cards (except your infernal cards, see section 11). Any cards or
effects that require or allow you to do something during your untap phase take effect
after you have untapped your cards. You may choose the order in which these effects
take place. Along with effects generated by cards, there are other effects that are
resolved during the untap phase:
If you have the Edge, you may take one blood counter from the blood bank and
add it to your pool.
For each card and title you are contesting, you must choose to yield or to pay to
contest it (see below).
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Some of the cards in the game represent unique resources, such as specific locations,
equipment or people. These cards will be identified as "unique" in their card text. In
addition, all vampire cards represent unique vampires. If more than one unique card
with the same name is brought into play, that means control of the card is being
contested. For the duration of the contest, all of the contested cards are turned face
down and are out of play. If another unique card with the same name is brought into
play, it is immediately contested and turned face down as well.
The cost to contest a card is one pool, which you pay during each of your untap phases.
Instead of paying the cost to contest the card, you may choose to yield the card. A
yielded card is burned. Any cards or counters stacked on the yielded card are also
burned.
If all other cards contesting your unique card are yielded, then the card is untapped and
turned face up during your next untap phase, ending the contest.
Be careful about putting duplicates of the same unique cards in your deck. You can't
control more than one of the same unique card at a time, and you cannot contest cards
with yourself (if some effect would force you to contest a card with yourself, then you
simply 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.
Some titles are unique. For example, there can be only one prince or archbishop of a
particular city (see Vampiric Sects, sec. 10). If more than one vampire in play claims the
same title, then the title is contested. While the title is being contested, the vampires
involved in the contest are treated as if they have no title, but they remain controlled and
may act and block as normal.
The cost to contest a title is one blood, which is paid by the vampire during each of his
untap phases. Instead of paying the cost to contest the title, the vampire may choose to
yield the title (or may be forced to yield, if he has no blood to pay). Only ready
vampires can contest titles -- vampires in torpor must yield during the untap phase.
Yielding the title has no other effect on the vampire.
If all other vampires contesting a title with your vampire have yielded the contest, then
your vampire acquires the title during your next untap phase, ending the contest.
5. Master Phase
You receive master phase actions during your master phase. A master phase action
represents your personal activity during the turn as a Methuselah.
By default, you receive only one master phase action, but some cards may change this
amount. You may use a master phase action to play a master card, and some cards can
give you alternate ways to use your master phase actions. For example, you can use a
master phase action to mark a Red List minion (see section 11). If you've played an out-
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of-turn master card against this master phase, then you gain one fewer master phase
actions than normal (see Master Cards, sec. 1.6.2).
If other effects happen during your master phase, you choose the order in which these
effects and your master phase actions are performed.
You cannot save master phase actions for later; master phase actions not used during
this phase are lost.
6. Minion Phase
Most of the activity in the game occurs in the minion phases. During your minion phase,
you may have your minions take actions. Only ready untapped minions can take actions,
and taking an action taps the acting minion. Other Methuselah's ready untapped minions
may attempt to block your action, and blocking taps the blocking minion (see Resolve
Any Block Attempts, sec. 6.2.2). An action is successful only if it is not blocked. Each
action is resolved (successful or blocked) before another action can be attempted.
As noted, only ready untapped minions can take actions, and taking an action taps the
acting minion. So, if the minion manages to untap (due to a card or an effect) during this
phase, it is possible for him to take another action.
Some actions are mandatory. For example, a ready vampire with no blood must hunt.
During your minion phase, none of your minions can take any non-mandatory actions if
any of your minions have mandatory actions yet to perform. If you have two or more
minions with mandatory actions, they may be done in the order you choose. A minion
with a mandatory action to perform cannot perform any other action. If a single minion
has two or more different mandatory actions, then he is "stuck" and cannot take any
action (this doesn't prevent your other minions from taking non-mandatory actions,
however).
By default (without the use of a card), a ready minion can perform one of two actions:
bleed or hunt.
Ready minions can also use actions to bring different types of permanent resources into
play. These include equipment (such as computers, guns and exotic artifacts), retainers
(henchmen, attendants or animals commanded into the service of the minion) and allies
(non-vampire minions, such as mages, werewolves or ordinary mortals). An equipment
card is brought into play with an equip action, a retainer with the employ retainer action,
and an ally with the recruit ally action. These three actions are very similar, although the
cards they bring into play are not. Equipment (but not retainers) can also be moved from
one minion to another by taking an action.
Instead of taking a default action, a ready minion could play an action card to perform
the action indicated on the card. Some action cards are enhanced versions of the default
bleed action or other basic actions, while others are original types of actions. A special
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type of action card is the political action card, which a vampire can use to call a
referendum.
In addition, there are special actions available for dealing with anarchs and with
vampires in torpor. These actions are not described here (see Torpor, sec. 6.5 and
Anarchs, sec. 10.4).
6.1.1. Bleed
Bleeding is one of the most fundamental actions of the game. It is the basic means of
removing your prey's pool. By default, your minion's bleed actions can be directed only
at your prey. Some cards or effects may allow or force you to bleed a Methuselah other
than your prey. You can never bleed yourself, however. A minion cannot perform
more than one bleed action each turn, even if he untaps.
Conceptually, taking a bleed action represents the efforts of your minion to undermine
the power and influence of the target Methuselah. You might picture bleeding as paying
bribes, changing bank records, spreading rumors, etc.
To bleed a Methuselah, announce the action and tap the acting minion (the minion who
is taking the bleed action). If the action is successful, the target Methuselah burns an
amount of pool equal to the bleed amount. By default, all minions have a bleed amount
of one (most allies have card text that overrides the default). Additionally, if the action
succeeds and the bleed amount is one or more, then the bleed is successful and the
controller of the acting minion gets the Edge, taking it from the Methuselah who has it.
Hunting is a vampire's means of satisfying his hunger for blood. Allies cannot take this
action.
To have a vampire hunt, announce the action and tap the acting vampire. If the action is
successful, move a blood counter to the acting vampire from the blood bank. If this
causes the vampire's blood to exceed his blood capacity, then (as always) the excess is
immediately returned to the blood bank. This action has a default +1 stealth (see Stealth
and Intercept, sec. 6.2.2.2). Note that a ready vampire with no blood must hunt (and
cannot take any action except the hunt action).
Equipment cards are action cards that give minions special abilities. The equip action
has a default +1 stealth.
To equip with an equipment card from your hand, play the card and tap the acting
minion. If the action is successful, the equipment card is placed on the minion (and the
cost, if any, is paid). If the action is unsuccessful, the card is burned (see Resolve the
Action, sec. 6.2.3). Only one equipment card can be played per action, but there is no
limit to the number of equipment cards a minion can have.
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To equip with an equipment card currently possessed by one of your other minions, tap
the acting minion (the minion who is attempting to get the equipment) and announce the
equipment card he is getting. More than one equipment card can be taken from a minion
in a single action. If the action is unsuccessful, the equipment remains where it is.
Retainers are action cards that give minions special abilities. The employ retainer action
has a default +1 stealth.
To employ a retainer from your hand, play the card and tap the acting minion. If the
action is successful, the retainer is placed on the acting minion (and the cost, if any, is
paid). If the action is unsuccessful, the card is burned (see Resolve the Action, sec.
6.2.3). Only one retainer card can be employed per action, but there is no limit to the
number of retainers a minion can have. Unlike equipment, a retainer is loyal to the
minion that recruited it and cannot be transferred.
When a retainer is brought into play, it receives blood counters from the blood bank to
represent its life (listed on the retainer's card). When a retainer loses its last life counter,
it is burned (see Retainers and Combat, sec. 6.4.7).
Allies are action cards that become minions in their own right, capable of acting and
blocking independently of the minion that recruits them. The recruit ally action has a
default +1 stealth.
To recruit an ally from your hand, play the card and tap the acting minion. If the action
is successful, the ally is placed in your uncontrolled region, even though it is controlled,
to indicate that it cannot act this turn (and the cost, if any, is paid). If the action is
unsuccessful, the card is burned (see Resolve the Action, sec. 6.2.3). Only one ally card
can be recruited per action. Note that allies brought into play by other means are able to
act on the same turn, by default.
At the end of the turn, any allies that were placed in your uncontrolled region (to
indicate that they cannot act) are moved to your ready region.
When an ally is brought into play (by any means), he receives blood counters from the
blood bank to represent his life (listed on the ally's card). When an ally loses his last life
counter, he is burned. If recruiting the ally requires a Discipline and the ally is put into
play by some means other than recruiting, use the normal version of the ally, if it is
different than the superior.
A minion can use an action card to take an action, and some cards in play will allow
special actions to be taken as well.
Unless otherwise noted on the card, these actions are at 0 stealth (see Stealth and
Intercept, sec. 6.2.2.2) and can be attempted by both vampires and allies. If the card
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describes a special version of a basic action, then all the rules that apply to the basic
action apply, except as otherwise noted on the card.
If Krid plays Computer Hacking (text: "Action. Bleed at +1"), then all the
normal rules of bleed actions (only being able to target your prey, for
example) apply, except that the bleed amount is increased by one.
To take the action described on an action card in your hand, play the card and tap the
acting minion. If the action is successful, it resolves as indicated on the card (and the
cost, if any, is paid). If the action is unsuccessful, the card is burned.
To take the action described by a card in play, announce the action and tap the acting
minion. If the action is successful, it resolves as indicated on the card (and the cost, if
any, is paid). If the action is unsuccessful, there is no effect.
A minion cannot perform an action with the same action card or via the same card in
play (including from the minion's own card text) more than once each turn, even if he
untaps.
A political action is an action that is used to call a referendum. It has a default +1 stealth
and can only be taken by vampires (allies cannot call referendums). A political action is
always undirected (see Who May Attempt to Block, sec. 6.2.2.1). A minion cannot
perform more than one political action each turn.
To call the referendum identified on a political action card in your hand, play the card
and tap the acting vampire. If the action is successful, the terms of the referendum are
chosen and votes are tallied to see if the referendum passes or fails (see Politics, sec.
6.3).
Any ready untapped minion you control can take an action. The procedure for resolving
an action is described in the following sections. Note that action modifiers and reaction
cards can be played at any time in this process as appropriate, subject to the restrictions
on adding stealth and intercept listed below and the restrictions against the same minion
playing the same action modifier or reaction card more than once (see Minion Cards,
sec. 1.6.3), and following the same sequencing strictures of all effects (see Sequencing,
sec. 1.6.1.6).
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The target Methuselah may try to block the action with any of her ready
untapped minions. If the action doesn't target another Methuselah (or targets
more than one), then the minions of the prey and predator may try to block.
If one attempt to block is unsuccessful, another attempt can be made. If no more
attempts are made, then the action is successful, and the cost of the action is
paid. If a block attempt is successful, then the blocking minion taps and enters
combat with the acting minion.
Action modifiers and reaction cards can be played at any time during an action (unless
otherwise noted on card text), with the acting Methuselah getting the opportunity to
play first. Only the acting minion can play action modifiers, while only other
Methuselahs' ready untapped minions can play reaction cards. The effect of an action
modifier or a reaction card lasts for the duration of the current action by default. Also
remember that the same minion cannot play the same action modifier or reaction card
more than once per action.
All details of the action are declared when the action is announced, including the
target(s), the cost, the effects, etc. Any card required for the action is played (face up) at
this time. Tap the acting minion (only ready untapped minions can take actions).
EXCEPTION: Any decisions to be made for a referendum are not declared until the
action succeeds (see The Political Action, sec. 6.3.1).
During Sarah's minion phase, she decides that one of her untapped minions,
Krid, will take an action to bleed her prey, Alexis. Sarah taps Krid and says,
"Krid attempts to bleed Alexis for 1 pool."
After resolving that action (successful or not), Sarah decides that another of
her untapped minions, Pug, will recruit an ally, the Loyal Street Gang, from
her hand. She taps Pug and plays the Loyal Street Gang, declaring "Pug
attempts to recruit the Loyal Street Gang at +1 stealth, costing me one
pool." (The pool isn't paid until the action succeeds.)
1. Who May Attempt to Block: If the action targets one or more other
Methuselahs (or things controlled by other Methuselahs), then the action is
called directed, and only the Methuselahs who are targeted (or control the
targets) may use their ready untapped minions to attempt to block the action
(going clockwise from the acting Methuselah, as usual). If the action is not
directed at another Methuselah (or at something controlled by another
Methuselah), then the action is called undirected and can be blocked by the
acting Methuselah's prey or predator, with the prey getting the first opportunity
to block. If one attempt to block fails, another can be made as often as the
blocking Methuselah wishes. Once a Methuselah decides not to make any
further attempts to block, that decision is final. As a convenience, when a card
describes an action that is typically directed at another Methuselah, the card's
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text will usually include a (D) symbol as a reminder that the action is typically
directed. Remember, political actions are always undirected.
Note that moving past the block attempts (when all Methuselahs have declined
to block) is an event and so allows the acting Methuselah (and others) to play
more cards and effects."
To see if a block attempt succeeds, compare the acting minion's stealth to the
blocking minion's intercept. The action is blocked if the blocker's intercept is
equal to or greater than the acting minion's stealth. By default, minions have 0
stealth and 0 intercept. So a block attempt will normally succeed unless the
action has inherent stealth (such as hunting) or a card or effect is used to
increase the acting minion's stealth.
Some actions have an inherent stealth, as noted in the action list (sec. 6.1) and on
some action 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.
Stealth can be added during an action only when needed (that is, only if the
action is currently being blocked and the blocking minion has enough intercept
to block the acting minion). Likewise, intercept can be added during an action
only when needed (that is, only by a blocking minion when the acting minion's
stealth exceeds his intercept).
Sarah announces that Ira is hunting and taps Ira. The action is undirected
and has a default of +1 stealth. Her prey declines to block. Her predator,
however, plays a reaction card to give +1 intercept to one of her ready
untapped minions, Eugenio. Sarah has no cards to play to increase Ira's
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stealth, so the action is blocked. Eugenio is tapped, and combat begins.
If a block fails (the acting minion's stealth exceeds the blocker's intercept and the
blocker's Methuselah cannot add or does not wish to add more intercept), either another
attempt is made (with the same or a different minion) or the defending Methuselah
declares that she will not make any further attempts to block the action. Note that this
declaration is an event and so allows the acting Methuselah (and others) to play more
cards and effects.
Sarah announces that Quentin is bleeding Alexis. Sarah has no effects that
she wishes to play before Alexis decides whether to block, so Sarah says
"Do you block?" Alexis decides not to block, so then Sarah plays Confusion
(an action modifier that adds 1 to the bleed). Alexis is bled for 2 pool.
If the action is successful (all block attempts were unsuccessful), then the cost of the
action is paid and the effects of the successful action take place. If the action is blocked,
then any card played to take the action is burned and the blocking minion is tapped and
enters combat with the acting minion (see Combat, sec. 6.4). The effects of the action
do not take place when the action is blocked. Note that the action's cost, if any, is only
paid if the action succeeds; the cost is not paid if the action is blocked. The costs of
action modifiers and reaction cards are always paid when the cards are played,
regardless of the success of the action.
6.3. Politics
Politics and diplomacy are as critical to vampires as hunting and feeding. Like mortal
society, Kindred society has its own laws, creeds and customs. Politics come into play
when a vampire takes a political action or when a blood hunt (see The Blood Hunt, sec.
6.5.6) is called.
To call the referendum listed on a political action card in your hand (or as allowed by a
card in play), tap the acting vampire and announce the referendum he is attempting to
call (play the political action card, if any, at this time). Political actions are never
directed at a specific Methuselah, regardless of what effect the referendum will have if
it passes (so a political action can be blocked by, and only by, the acting Methuselah's
prey and predator). Additionally, as indicated on card text, political actions have a
default of +1 stealth.
Important: The specific terms of the referendum (the choices to be made, if any, by the
player who calls the referendum) are not chosen until the action itself is successful (i.e.,
remains unblocked).
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If a political action is successful, the referendum is called.
Some cards from older sets use the phrase "during a political action" to refer to the
referendum part of the political action.
The referendum consists of three steps: setting the terms, polling (casting votes) and
resolving the referendum.
1. Choose the terms, if any, of the referendum. Cards that are used "during a
political action" but "before votes are cast" are used at this time.
2. Polling. All Methuselahs may now cast any votes they have (see below) at this
time, in any order. They call out their votes freely, and there is no obligation to
vote. Once a vote has been cast, however, it cannot be changed. The polling
stage is completed only when all Methuselahs are finished voting (if you need a
time limit, the players can agree to wait 15 seconds after the last vote cast to
close the polling stage).
3. Resolve the referendum. If there are more votes for the referendum than
against, the referendum passes, and the effects of the successful referendum take
place. Otherwise, the referendum fails and has no effect. Tied referendums fail.
Methuselahs have no inherent votes -- votes must be gained, and there are a variety of
ways to do so. Once gained, a vote need not be cast right away, if at all. Each vote cast
is cast either "for" or "against" the referendum, and a Methuselah may cast some of her
votes in favor and some against, as she chooses, with the restriction that all of the votes
from a each given vampire or other source must be cast in agreement as a group. Once
cast, a vote cannot be changed. Methuselahs can gain votes in the following ways:
Political Action Cards. Each Methuselah may gain one vote by using a political
action card. These cards say "worth 1 vote" to indicate this. If a political action
card was used to call the referendum, that card provides a vote for the acting
vampire's controller. Other political action cards used for votes are simply
burned without regard to the text on the cards. Each Methuselah can gain no
more than 1 vote from political action cards.
Titled Vampires. For each ready titled vampire a Methuselah controls, she
gains extra votes. The number of votes gained depends on the title. A
Methuselah gains:
1 vote for each ready primogen or bishop, and
2 votes for each ready prince, archbishop, baron, kholo or magaji, and
3 votes for each ready justicar or cardinal, and
4 votes for each ready Inner Circle member or regent.
Other minions may have votes (as listed on card text) without holding one of the
titles listed above. A minion's votes can be used only when the minion is ready.
The Edge. The Methuselah who has the Edge can burn it (return it,
uncontrolled, to the center area) to gain 1 vote.
The Prisci Block. The prisci as a group have 3 votes. During a referendum, the
prisci block of 3 votes is cast "for" or "against" the referendum according to the
prisci subreferendum. Each ready priscus provides 1 vote for this
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subreferendum, and no other votes may be used in this subreferendum. Each
vote is either "for" or "against" the main referendum. Whichever side has the
greater number of votes in the subreferendum gains 3 votes in the main
referendum. If the subreferendum is tied, the prisci abstain from the main vote.
As prisci cast their votes in the subreferendum, the prisci block of 3 votes may
shift between "for," "against" and "abstain" (as the majority in the
subreferendum changes).
Other Cards. Action modifiers, reaction cards, cards in play, etc. that grant
more votes can all be used subject to the normal rules of playing cards (e.g., only
the acting minion can play action modifiers and only ready untapped minions
controlled by Methuselahs other than the acting minion's controller can play
reaction cards).
6.4. Combat
Combat results when a minion blocks the action of a ready minion. Also, some cards'
effects may cause combat. Whatever caused the combat, it is important to remember
that only ready minions can participate in combat and that your minions cannot enter
combat with any of your other minions.
Being tapped or untapped doesn't matter for combat. Tapped minions fight just the same
as untapped minions.
Note: The only minion cards that can be played during combat are combat cards (unless
a card states otherwise, of course).
Combat occurs in a series of one or more rounds. Each round of combat has three steps:
As usual, the acting minion always gets first opportunity to use a card or effect before
the opposing minion at every stage of combat.
Each round of combat is fought at either close range or long range. Close range is the
default for each round. The range determines which strikes and other strike-resolution-
phase effects can be used. Some effects can only be used at close range, some only at
long range, and some at either close or long range (see below).
A minion in combat can use a maneuver to get to long range, or he can maneuver to get
back to close range if his opponent maneuvers to long. The two combatants can
continue playing maneuvers (to keep offsetting the effects of their opponent's last
maneuver) for as long as they wish. A minion cannot play two maneuvers in a row
(which would effectively cancel each other).
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Note: Effects that are played "before range is determined" must be played before the
acting minion decides whether or not to play a maneuver at the start of this phase.
A minion has no maneuvers by default; he must use a card or other effect to gain a
maneuver. The ability to maneuver can come from combat cards or weapons or other
cards in play. To use a maneuver from a strike card, the minion plays the strike card
during this phase instead of during the choose strike phase (below). If a minion uses the
maneuver from a strike card or a weapon, he is effectively choosing his strike as well.
As such, he cannot use a second strike card or weapon to maneuver again in the same
round.
If a combat card played by a minion has a maneuver as part of an effect, the maneuver
must be used that round of combat. If a combat card played by a minion has an
"optional maneuver" as part of the effect, then the minion may decline to use the
maneuver.
Typically, a minion that can attack at long range will want to maneuver to long range
against an opponent that he suspects can only attack at close range.
Mazz has just blocked Ira, and combat ensues. Mazz has a Submachine Gun
that allows him to strike for 3 damage at either close or long range and gives
him an optional maneuver. Ira, as the acting minion, declines to maneuver.
Mazz uses the maneuver from the gun to move to long range, where he
cannot be harmed by Ira's hand strike. Ira plays a maneuver card to get back
to close range. However, Mazz has another maneuver card as well, and he
plays it to move back to long range. Ira has no more maneuvers to play, so
the range is set to long.
6.4.3. Strike
During the strike phase, the minions strike each other (if possible) or make an effort to
avoid being struck (by dodging, for example). Note that not all strikes are aggressive.
Defensive effects such as dodges are also considered strikes (see Strike Effects, sec.
6.4.5).
Normally, each minion gets only one strike per round. Some cards may allow a minion
to get additional strikes during a round of combat. Each pair of strikes (one from each of
the minions) is resolved before going on to the next pair. If only one minion has
additional strikes, the "pair" will be just his strike.
During each pair of strikes, the minions first choose their respective strikes (the acting
minion first, then his opponent), and then the strikes are resolved. Strike resolution
occurs simultaneously, except for a few special cases (see Strike Effects, sec 6.4.5).
Choose Strike. Each minion chooses his strike. The strike can be from a combat
card, from a weapon the minion possesses or (the default) from a hand strike. If
a minion has used a maneuver from a strike (either a strike card or a weapon)
this round, then he cannot choose any other strike for his initial strike of the
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round. For additional strikes, any strike can be chosen, even if a maneuver has
been used.
Resolve Strike. The effects of the strikes from both minions are resolved
simultaneously. Most strikes are effective only at close range. Unless the strike
is identified as ranged or does "R" damage (or is a defensive strike such as
dodge or combat ends), it is only effective at close range. Ranged strikes and
strikes that do "R" damage can be used at any range, close or long.
When a minion or retainer takes damage (either from a strike or from other
means), he must burn blood or lose life, as appropriate (see Damage Resolution,
sec. 6.4.6). Note that the effects of a strike are applied and then damage is
resolved. This timing is important for some special strikes, such as steal blood
(see Strike Effects, sec. 6.4.5).
If one or both of the combatants are no longer ready (because one has taken too much
damage, for instance), then combat ends immediately (no further strikes, no presses,
etc.). This is true at any point during combat, not just during strike resolution.
Additional Strikes: Some cards and effects allow a minion to make additional strikes
during the current round of combat. Additional strikes are announced (gained) and
performed (used) only after the first pair of strikes are completed. The acting minion
decides whether or not to gain additional strikes before the opposing minion, as usual.
Additional strikes are handled by having another choose strike phase and resolve strike
phase in which only the minions with additional strikes may play strike cards. All
additional strikes 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.
Kurt is blocked by Ira, and they enter combat. Neither of them maneuvers,
so the round is at close range. Kurt announces he is using an Undead
Strength card, which allows him to inflict 3 damage, as his strike. Ira uses a
Dodge card as his strike, so no damage is dealt by either vampire.
Next, Kurt plays a Blur card, giving him one extra strike. Ira plays a Blur
also, giving him two extra strikes since he has superior Celerity. These
additional strikes are resolved at the same range, which is close in this case.
Kurt uses his hands for the second strike. Ira uses his hands also. Both
suffer 1 damage. Ira then uses his hands one more time, and Kurt can't use a
strike because he had only one additional strike. Kurt suffers one more
damage.
6.4.4. Press
At the end of a round of combat (if both combatants are still ready), the combatants will
either go their separate ways (the default) or one of them will give chase. Presses can be
used to continue combat (start another round of combat) or to end combat (cancel an
opponent's press), similar to the way maneuvers are used to determine range. The two
combatants can continue playing presses (to keep offsetting the effects of their
opponent's last press) for as long as they wish. A minion cannot play two presses in a
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row (which would effectively cancel each other). If there is an uncanceled press to
continue, then another round of combat begins.
Hand Strike. The default strike is a hand strike. When a minion strikes with a hand
strike at close range, he does an amount of damage equal to his strength to the opposing
minion. Minions have a default strength of 1.
Destroy Equipment. This effect will burn an equipment card of the opposing minion. If
there is more than one piece of equipment on the opposing minion, the striking minion
chooses which one is burned. The equipment can still be used up to the point at which
the destroy equipment strike resolves. The effect may specify destroy weapon instead of
equipment, in which case a weapon must be chosen.
Steal Equipment. This effect is like destroy equipment, except that instead of being
burned, the equipment card is moved to the striking minion. The equipment may not be
used by the stealing minion during the current round of combat. The equipment is
retained by the stealing minion after combat ends.
First Strike. A strike done with first strike is resolved before a normal strike. Thus, if
the opposing minion is burned or sent to torpor by a strike done with first strike, his
strike will not be resolved at all. If the opposing minion was striking with a weapon that
is stolen or destroyed with first strike, then the opposing minion simply loses his strike
altogether. If both minions strike with first strike, then the strikes are resolved
simultaneously. A strike done with first strike will still not resolve before a combat ends
effect (which always resolves first), and a dodge still cancels the effects of a strike done
with first strike (see below).
Dodge. A dodge strike deals no damage, but it protects the dodging minion and his
possessions from the effects of the opposing strike. Retainers are not protected,
however. A dodge is effective at any range. A dodge protects even from the effects of a
strike done with first strike. (A dodge is a strike, even though it is solely defensive. It
represents the activity of the minion during that pair of strikes.)
Combat Ends. This effect ends combat immediately. This type of strike is always the
first to resolve, even before a strike done with first strike, and it ends combat before
other strikes or other strike resolution effects are resolved. Combat ends is effective at
any range. Combat ends is not affected by a dodge, since dodge only cancels effects that
are directed at the dodging minion.
Steal Blood. This effect moves blood counters (or life counters) from the target to the
striking minion. This does not count as damage, so the effect cannot be prevented with
damage prevention effects. This effect occurs before the "heal damage" step of damage
resolution, so the stolen blood can be used to heal damage even if the damage is
inflicted simultaneously. If the stolen blood causes the striking vampire to have more
blood than his capacity, the excess drains off immediately (as usual).
Cohn Rose enters combat with a mage ally. Cohn has a capacity of 5 and
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has 4 blood. The mage has 2 life. After determining range, Cohn steals 3
blood as his strike. The mage strikes for 2R damage. Two life counters are
moved to Cohn from the mage, and Cohn sustains 2 damage. Cohn has 6
blood, but his capacity is only 5, so 1 blood is moved to the blood bank. The
mage has no life counters remaining, so he is burned. Cohn has 2 damage to
deal with and doesn't prevent any, so he burns 2 blood to heal the damage,
leaving him with 3 blood.
Damage resolution has two steps: prevent damage and heal damage.
First, the minion taking damage can play damage prevention cards (such as the combat
card Skin of Rock) if he is able to do so. These damage prevention cards are played one
at a time until all the damage is prevented or until the minion chooses not to play any
more.
Any remaining damage (damage that was not prevented) is successfully inflicted. The
damage is then healed (if the victim is a vampire) or causes a loss of life points (if the
victim is an ally or retainer).
For each point of damage inflicted on a vampire, he must burn one blood to heal the
damage. A vampire can burn all of his blood if needed, and doing so does not have any
other negative effects on the vampire. If a vampire cannot heal all the damage (i.e.,
more damage is inflicted than he has blood with which to heal), he burns blood to heal
what damage he can, and the unhealed damage leaves him wounded. A wounded
vampire is moved to torpor after the remaining damage is handled (see Torpor, sec. 6.5).
Some damage is described as aggravated damage, such as damage from fire or sunlight
or from the claws or fangs of some other immortal creatures, including some vampires.
Aggravated damage differs from normal damage in two ways: Aggravated damage
cannot be healed, and aggravated damage can burn a vampire if that vampire is already
wounded. Aggravated damage is damage that a vampire cannot heal. Since it cannot be
healed, the vampire doesn't burn any blood to heal it, but instead becomes wounded
(unless the damage is prevented, of course).
Aggravated damage done to a wounded vampire can burn the vampire outright. A
wounded vampire is one that has taken damage that he failed to heal or one that is in
torpor or on his way to torpor. For each point of aggravated damage that is successfully
inflicted on a wounded vampire, he must burn a blood to prevent his destruction. If he
doesn't have enough blood, he is burned. Destruction by this method does not constitute
diablerie (see Diablerie, sec. 6.5.5).
If both regular damage and aggravated damage are successfully inflicted on a vampire
at the same time, the regular damage is handled first. This only applies to unprevented
damage; damage prevention effects can be used to prevent the aggravated damage
before the normal damage, if the player chooses. If a vampire is wounded, he goes to
torpor after all the damage is handled (see Torpor, sec. 6.5). If aggravated damage burns
him, he goes directly to the ash heap. He doesn’t go through torpor first.
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Krid is ready and has 1 blood when he receives 1 point of aggravated
damage. He cannot heal this damage, so he is wounded and goes to torpor
with 1 blood.
Barth is ready and has 1 blood when he receives 2 regular damage and 1
aggravated damage. He burns 1 blood to heal the first point of normal
damage. He doesn’t have enough blood to heal the second point. The
aggravated damage burns him, since he already has unhealed damage and
cannot burn a blood to prevent his destruction.
Allies and retainers treat aggravated damage the same as normal damage. For each point
of damage (regular or aggravated) inflicted on an ally or retainer, he burns one life
counter. An ally or retainer who loses all of his life counters is burned.
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 retainers with a
strike rather than striking at the opposing minion. This can only be done at long range
(close range combat is too harried to allow for such distractions) and, thus, only with
strikes that are effective at long range (see Strike, sec. 6.4.3). To target a retainer with a
ranged strike, the striking minion must announce his intended target when the strike is
announced.
6.5. Torpor
When a vampire cannot heal his wounds, he enters into a deep sleep known as torpor. A
vampire in torpor is particularly weak and vulnerable to attacks from others of his kind.
A vampire in torpor may be killed (burned) by a ready vampire through the act of
diablerie. By committing diablerie, the diablerist drains the victim of his blood and
grows stronger (and takes whatever equipment the victim had). Vampiric society
condemns this act, however, so the risk may outweigh the reward (see Diablerie, sec.
6.5.5 and The Blood Hunt, sec. 6.5.6).
A vampire in torpor is still considered controlled but is not ready. He still untaps at the
start of the untap phase as usual.
If a vampire cannot heal his wounds, he goes into torpor. For example, a vampire who
doesn't have enough blood to heal the damage inflicted on him or who sustains
aggravated damage (see Damage Resolution, sec. 6.4.6) goes into torpor.
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Vampires in torpor are placed in an area to one side of the uncontrolled region, called
the torpor region. Any retainers, equipment and other cards on the vampire stay with the
vampire when he goes into torpor.
A vampire in torpor can take no action except the "leave torpor" action (see below) and
cannot block or play reaction cards. He can play action modifiers during his actions.
This action is the only one a vampire in torpor can take (unless a card has explicit text
saying otherwise). The cardless action costs 2 blood. (Card versions of this action cost
whatever the card costs.)"
To have a vampire in torpor attempt to leave torpor, announce the action and tap the
acting vampire. If the action is successful, the acting vampire pays the cost (2 blood)
and moves from the torpor region to the ready region. If this action is blocked, there is
no combat (vampires in torpor cannot enter combat). Instead, if the blocker is a
vampire, he gets the opportunity to diablerize the acting vampire (see Diablerie, sec.
6.5.5). If he chooses not to, or if he is an ally, then the action simply fails (the acting
vampire remains in torpor, and no cost is paid). This action has a default +1 stealth.
A vampire in torpor can be the target of the following actions, which can be taken by
any ready vampire:
The cardless action costs 2 blood, which can be paid by the acting vampire or the
rescued vampire, or the cost may be split between them. Allies cannot take this action.
To have a vampire rescue another vampire from torpor, announce the action (including
how the cost will be paid) and tap the acting vampire. If the action is successful, the cost
is paid, and the vampire in torpor is moved to the ready region. The rescued vampire
does not tap or untap as a result of being rescued. If the action is blocked, the acting
vampire and the blocking minion enter combat as normal. This action has a default +1
stealth if the acting vampire and the vampire in torpor have the same controller;
otherwise it is simply a directed action.
To have a vampire diablerize a vampire in torpor, announce the action and tap the acting
vampire. If the action is successful, the victim is diablerized (see below). If the action is
blocked, the acting vampire and the blocking minion enter combat as normal. This
action has a default +1 stealth if the acting vampire and the vampire in torpor have the
same controller; otherwise it is simply a directed action. Allies cannot take this action.
6.5.5. Diablerie
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Diablerie is the act of sending another vampire to Final Death by drinking his blood.
Only ready vampires can commit diablerie. Vampires marked as Blood Cursed cannot
commit diablerie. The vampire committing diablerie is called the diablerist. Diablerie is
resolved as follows:
1. All blood on the victim is moved to the diablerist. Blood in excess of his
capacity drains off as normal.
2. The diablerist may take any equipment on the victim.
3. The victim is burned (sent to his owner's ash heap). Any cards and counters on
him are also burned.
4. If the victim was older (had a higher capacity) than the diablerist, the diablerist
can be given a Discipline. His controller may go through her library, ash heap
and hand to get a master Discipline card to put on the diablerist and then
reshuffle her library or draw back up to her hand size as necessary. This may
increase the diablerist's capacity by 1, but does not automatically give the
diablerist a blood to fill that new capacity.
5. If the victim was Red List, the diablerist may receive trophies (see section 11).
The steps of diablerie are treated as a single unit. No effects can be used to interrupt the
diablerie; effects may be played either before or after, as appropriate. After diablerie, a
blood hunt may be called on the diablerist.
As stated, vampiric society condemns the act of diablerie. The penalty for committing
this act is death, and the method of justice is a blood hunt (called a "wild hunt" by some
groups of vampires; the terms are interchangeable), in which the diablerist is hunted
down and destroyed by others of his kind. In practice, however, this brand of justice is
not always meted out fairly, depending on the connections that the diablerist has.
7. Influence Phase
Methuselahs vehemently strive to dominate vampire society, but most younger
vampires are reluctant to defer to the whims of the ancients. Methuselahs must apply
their resources skillfully to entice their younger brethren (and other minions) to do their
bidding (often with the minions not even realizing that they are being manipulated).
Your influence phase allows you to devote some of your influence (measured by your
pool) to controlling the minions in your uncontrolled region. This phase can also be
used to move new minions from your crypt to your uncontrolled region. The activities
conducted in this phase are administered through a type of "influence phase action"
called a transfer. Transfers, like master phase actions, are not represented by counters
and cannot be saved for later use.
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Each Methuselah normally receives four transfers at the start of her influence phase. To
balance the advantage of going first, however, Methuselahs do not receive the full
allotment of transfers during the first three turns. Instead, the Methuselah who has the
first turn receives only one transfer on her first influence phase. The Methuselah who
plays second gets two transfers on her turn, and the Methuselah who takes the third turn
gets three transfers. Thereafter, each Methuselah receives the standard four transfers
during her influence phase.
Spend one transfer to move 1 blood counter from your pool to a minion in your
uncontrolled region.
Spend two transfers to move 1 blood counter from a minion in your uncontrolled
region to your pool.
Spend four transfers and burn a pool to move a vampire from your crypt to your
uncontrolled region (drawing from the top, as always).
At the end of your influence phase, any vampire in your uncontrolled region with a
number of blood counters on him equal to (or more than) his capacity becomes
controlled. The vampire is turned face up and moved to the ready region, untapped. The
counters are kept on him to represent his blood (counters in excess of his capacity drain
off immediately as usual). Other types of crypt cards are handled similarly.
Nora comes to her influence phase. She has four transfers to spend, but only
2 pool. She sees that she has built up 8 blood counters on a vampire with a
blood capacity of 10, and she thinks she can win the game if she gets it into
play. However, she cannot use both counters in her pool to put it into play
because that would put her out of the game. She had invested a couple of
blood counters in a vampire with a blood capacity of 7 on a previous turn,
so she spends two of her four transfers to take back 1 of those counters and
put it in her pool. Now she has 3 pool and two transfers left to spend. She
spends the two transfers by moving 2 of the 3 blood counters from her pool
to the vampire with the blood capacity of 10 and moves that vampire to the
ready region.
8. Discard Phase
In your discard phase you receive, by default, one discard phase action. You may use a
discard phase action to put an event card in play (no more than one per phase) or to
discard a card from your hand (and draw to replace it as usual). Some effects may
change the number of discard phase actions you receive or may give you alternate ways
to use your discard phase actions. Discard phase actions not used in this phase are lost;
they cannot be saved for later.
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When a Methuselah runs out of pool counters, she is ousted from the game. If you are
ousted, all the cards you control are removed from the game. Any of your opponents’
cards you control are returned to them at the end of the game. Any of your cards
controlled by other Methuselahs remain in play as normal (see The Golden Rule of Card
Ownership, sec. 1.3). The game continues until only one Methuselah is left. You get a
victory point whenever the Methuselah who is your prey is ousted (no matter how or by
whom your prey was ousted). You receive an additional victory point if you are the last
player left. At the end of the game, the winner is the player with the most victory points,
even if she has been ousted. Along with a victory point, you gain six pool from the
blood bank when your prey is ousted.
EXCEPTION: If a player is ousted at the same time that her prey is ousted, the player
gets the victory point but does not gain 6 pool.
When your prey is ousted, the next Methuselah to your left (the ousted Methuselah's
prey) becomes your new prey.
Richard, Steve, Justin and Lisa are seated clockwise around a table in that
order. Steve is reduced to 0 pool first. Steve is Richard's prey, so Richard
gains 6 pool and a victory point. Justin is ousted next by Richard. Since now
Justin is Richard's prey, Richard gets another 6 pool and another victory
point. Now, Richard and Lisa are the only ones left, and so each is prey of
the other. All the pool Richard earned doesn't save him from falling, and
Lisa gets 6 pool and a victory point. Since Lisa was not ousted at all, she
gets an additional victory point. The final score is tied between Lisa and
Richard, with 2 victory points each.
If you have exhausted your library and begin your turn with less than a full hand, you
have the option of withdrawing from the game. To exercise this option, you must
announce your intent to withdraw during your untap phase. For the withdrawal to
succeed, you must meet the following conditions:
None of your minions enter combat until your next untap phase.
None of your minions lose (or spend) any blood until your next untap phase.
You do not lose (or spend) any pool until your next untap phase.
If you have met these conditions when you would start your untap phase, you
successfully withdraw. The withdrawal fails if you lose a single pool or blood, even if
you gain enough to make up for the loss.
If you successfully withdraw, you receive one victory point to add to any victory points
you have already gained. Your predator does not get a victory point or any pool for your
withdrawal.
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Some of the various clans of vampires have grouped themselves into sects. Each sect
represents clans with similar philosophies and goals. Each sect has its own codes of
conduct and its own political structure and titles.
No matter what sect, a vampire cannot have more than one title. If a vampire with a title
gains another, he loses the first title, even if the new title would be a demotion. If a
vampire with a contested title (see Contested Titles, sec. 4.2) gains a title, he
immediately yields the contested title.
Each vampire's sect is given in its card text, and that may override the default sect of
that vampire's clan (see the lists in the following sections). If a vampire changes clans
(by means of a Clan Impersonation card, for example) to a clan that belongs to a
different sect, he changes sects as well.
A vampire must belong to the appropriate sect to receive a title. If a vampire with a title
changes clans or sects to a clan or sect inappropriate for his title, he loses the benefit of
the title until his clan or sect changes appropriately. If he receives a new title, or if his
title is contested (see Contested Titles, sec. 4.2), he immediately yields the old title.
10.1. Camarilla
One of the major sects is the Camarilla, which is composed of six clans: Brujah,
Malkavian, Nosferatu, Toreador, Tremere and Ventrue, as well as the Caitiff, who are
technically clanless. Some vampire cards from older sets do not have any sect
designation -- these vampires are all Camarilla vampires.
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, sec. 4.2) 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.
10.2. Sabbat
The second major sect is the Sabbat, which is composed of 15 clans: the antitribu clans
(corrupted versions of some of the main clans) and the Lasombra, Tzimisce, Pander,
Ahrimanes, Blood Brothers, Harbingers of Skulls and Kiasyd. These clans' icons all
have the Sabbat wax seal underneath. Only Sabbat vampires can hold the Sabbat titles
bishop, archbishop, priscus, cardinal and regent. Like Camarilla princes, the title of
archbishop is associated with a particular city and can be contested by another vampire
who claims any title to the same city. The other Sabbat titles are not unique and cannot
be contested. The title of regent is unique (see Contested Titles, sec. 4.2). The regent
counts as cardinal by cards and other effects, but has an additional vote as well.
The antitribu clans are distinct from their non-antitribu counterparts. A vampire of one
of the antitribu clans does not qualify to play a card that requires the counterpart, and
vice versa. Likewise, if a vampire changes sects, his clan doesn't automatically change.
For example, a Brujah antitribu who becomes a Camarilla vampire via Writ of
Acceptance is still a Brujah antitribu, not a Brujah.
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10.3. Laibon
The third major sect is the Laibon, which is composed of just four clans: Akunanse,
Guruhi, Ishtarri and Osebo.
Only Laibon can hold the Laibon titles kholo and magaji. The magaji title is not unique
and cannot be contested. Clan kholo titles can only be held by a vampire of the
appropriate clan, and each is unique to that clan (see "Contested Titles," sec. 4.2).
10.4. Independents
Other clans are not aligned with any of the major sects; they are called Independent.
Any clan not listed above as belonging to one of the sects listed above is Independent.
These vampires are identified simply as "Independent" on card text. Some vampire
cards from older sets are identified as "Non-Camarilla" on card text -- these vampires
are all Independent vampires. Independent vampires are both "Non-Camarilla" and
"Non-Sabbat."
Some Independent vampires may start with votes, as listed on card text. Treat these
vampires as if they had titles of their own.
10.5. Anarchs
Anarch is not a sect itself, just a special attribute that some Independent vampires can
have. An untitled non-anarch vampire can become an anarch as a +1 stealth action that
costs 2 blood (or 1 blood if the controller controls at least 1 other ready anarch). A
vampire can also be made an anarch by certain card effects. All anarchs are
Independent; becoming an anarch changes the vampire's sect to Independent if he was
not Independent already. If the anarch changes sect, then he is no longer anarch. Being
anarch has no effect on game play except as defined by cards and effects in play. Some
cards can only be played by anarch vampires, for example.
Baron is a title that can only be held by an anarch. A ready baron gets 2 votes. The title
of baron is associated with a particular city and can be contested by another vampire
who claims the title of prince, archbishop or baron of the same city. If the title is
contested with a prince or an archbishop, then the anarch's cost to contest it is increased
by 1 blood. If a baron loses his anarch status, he loses the benefit of the title until he
becomes anarch again, as usual for titles.
Infernal: An infernal minion doesn’t untap as normal in the untap phase. During his
controller’s untap phase, she may burn a pool to untap him.
Red List: Any Methuselah may use a master phase action to mark a Red List minion for
the current turn. Any ready vampire she controls may enter combat with a marked Red
List minion as a +1 stealth (D) action that costs 1 blood. Each vampire can take this
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action only once each turn. If a vampire burns a Red List minion in combat or as a (D)
action (including diablerie), his controller may go through her library, ash heap and/or
hand to get a master trophy card to put on that vampire and then reshuffle her library or
draw back up to her hand size as necessary. Other trophies may be moved to this
vampire, as well (see section 1.6.2). This is done before the blood hunt referendum is
called, if any.
Scarce: When a Methuselah moves a scarce vampire from her uncontrolled region to
her ready region during her influence phase, she must burn 3 pool for every other
vampire of the same clan already in play.
Slave: Some minions are identified as slaves to a specified clan. A slave cannot take a
directed action if his controller doesn’t control a ready member of the specified clan.
Also, if a member of the specified clan controlled by the same Methuselah is blocked,
the controller can tap the slave to cancel the combat and to untap the acting vampire and
have the slave enter combat with the blocking minion instead.
Sterile: Sterile vampires cannot take actions to put other vampires in play.
Title: A Title card is a placeholder for a title. If the title is yielded or lost, the card is
burned. If the title is unique, contests are paid with vampire blood, as normal for titles.
Unique: Only one copy of a unique card can be in play at a time. If another Methuselah
puts a copy of the card into play, the copies will be contested (and out of play) until all
but one is yielded (see Contested Cards, sec. 4.1).
Rules Glossary
Acting Minion: The minion performing the current action.
Action Card: A card that a minion can play to perform a special action. Includes
equipment, retainer, ally and political action cards.
Action Modifier: A card that the acting minion can play to modify the action he is
performing.
Additional Strike: Allows a minion to strike an additional time in the same round of
combat (at the same range as the initial strike).
Aggravated Damage: Type of damage that vampires cannot heal. It can even burn a
wounded vampire.
Ally: A non-vampire minion. Brought into play by a "recruit ally" action, he acts
independently of the minion who recruited him.
Ash Heap: The discard pile. Cards that are burned are returned to their owner's ash
heap.
Bleed: An action that attempts to burn another player's pool. By default, it can only be
attempted against a player's prey.
Block: The successful attempt of a minion to prevent the action of another minion.
Typically concluded with combat.
Blocking Minion: The minion currently attempting to block an action, or the minion
who has successfully blocked the current action.
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Blood (also Blood Counter): A token representing a vampire's capability to heal
himself or to perform certain feats.
Blood Bank: Repository of blood counters not in use.
Blood Hunt: The act of burning a vampire that committed diablerie. A referendum is
conducted to see if a blood hunt is called.
Burn: Discard. A burned card goes to its owner's ash heap. A burned counter or token
is returned to the blood bank.
Capacity: The maximum number of blood counters a vampire can have. It is also a
relative measure of the vampire's age.
Circle: Each Blood Brother is identified with a particular circle. A vampire without a
circle designation is his own circle.
Combat Card: A card that a minion can play in combat.
Combat Ends: A strike that ends combat before any damage or other strike effects
happen.
Contest: The struggle for control of a unique card or title.
Controlled Region: Area containing a Methuselah's controlled cards.
Crypt: The deck of cards containing a player's vampires.
Diablerie: The act of burning a torporous vampire. Can be used to gain a Discipline.
Diablerist: A vampire who commits diablerie. A blood hunt can be called to burn a
diablerist.
Directed Action: An action of one Methuselah's minion that targets one or more other
Methuselahs (or the minions or cards they control).
Dodge: A strike that protects a minion and the cards on him from an opposing minion's
strike. Retainers are not protected.
Edge: A token symbolizing who has the upper hand at the moment.
Equipment: An object a minion uses for a special bonus or ability.
First Strike: An offensive strike done faster than normal, so that the strike resolves
before a normal offensive strike would.
Hunt: The action that a vampire takes to regain blood.
Influence Phase: The phase of a turn in which a Methuselah may make transfers to her
uncontrolled vampires and during which vampires are moved from the uncontrolled
region to the ready region.
Intercept: A measure of how well a minion can block the action of another minion. If it
equals or exceeds the acting minion's stealth, the minion's block is successful.
Library: The deck containing a player's minion and master cards from which her hand
is drawn.
Life (also Life Counter): A token representing a retainer's or an ally's health.
Maneuver: The efforts of a minion in combat to move away from or to close in on the
opposing minion.
Master Card: A library card that can be used as a master phase action.
Master Phase Action: The Methuselah's personal activity for the turn.
Minion: A vampire or ally.
Minion Card: Any library card that is not a master card -- a card that a minion can
play.
Out-of-Turn Master Card: A type of master card that can only be played during
another player's turn, using the next master phase action of the player playing it.
Polling: The step of a referendum during which votes are cast.
Pool: A token representing a Methuselah's status. Also, a collection of such tokens. A
Methuselah is ousted if she loses all of her pool.
Predator: The player to a Methuselah's right.
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Press: The efforts of a minion in combat to escape from or to give chase to the
opposing minion.
Prey: The player to a Methuselah's left. A player receives a victory point and 6 pool
when her prey is ousted.
Reaction Card: A card played by a Methuselah's ready, untapped minion in response to
an action taken by a minion controlled by another Methuselah.
Ready Region: Area containing a Methuselah's minions that are not in torpor.
Referendum: The part of a political action (or a blood hunt referendum) during which
the terms are set, the votes are cast and the effects are applied (if it passes).
Retainer: A mortal creature or being that serves a minion. Brought into play by an
employ retainer action, he remains with the minion who employed him and cannot act
independently.
Stealth: A measure of how well a minion evades other minions' attempts to block his
action. If it exceeds the blocking minion's intercept, the block fails.
Sterile: A vampire that cannot take an action to create a vampire.
Strength: The amount of damage a minion inflicts with a normal hand strike.
Strike: The effort of a minion in combat to harm his opponent or to avoid being struck
by his opponent.
Tap: Turn (a card) sideways. Typically done to indicate that the card has been activated
for some purpose.
Torpor Region: Area where vampires are placed when they cannot heal damage done
to them. A vampire in torpor is vulnerable to diablerie attempts. A vampire in torpor is
not ready but is still considered controlled.
Transfer: Influence phase action used to move pool to or from an uncontrolled vampire
or to move a card from the crypt to the uncontrolled region.
Uncontrolled Region: Area containing a Methuselah's uncontrolled vampires. Allies
are also placed here when they are recruited to indicate that they cannot act, although
they are controlled.
Undirected Action: An action that is not directed.
Untap: Restore a card to the normal, upright, position. See Tap.
Victory Point: The measure of a player's ranking. A player receives a victory point
when her prey is ousted and for being the last player in the game. The player with the
most victory points at the end of the game wins.
Withdraw: An attempt to leave the game by a player who has run out of cards in her
library.
Wounded: A vampire who has received damage that he has not healed or a vampire in
torpor or on his way to torpor is said to be wounded.
Amaranth: The act of killing a vampire by drinking all of his blood. Commonly known
as diablerie.
Anarch: A Kindred rebel who opposes the rule of the elders.
Antediluvian: An ancient vampire, a grand-childe of Caine. Most of the major clans of
the Camarilla were created by the Antediluvians.
Archbishop: A vampire who serves as leader of a city under the Sabbat's influence.
Archon: A powerful vampire who travels from city to city, usually in the service of a
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justicar.
Baron: An anarch "prince".
Beast, The: The drives and desires that pull Kindred away from their humanity and turn
them into monsters.
Bishop: A vampire who serves or advises an archbishop.
Blood Bond: A mysterious link that forms between Kindred that drink one another's
blood. The blood bond can give the donor control of the recipient.
Blood Hunt: A system of punishment for vampires who disregard the laws of the
Masquerade. The hunted vampire is slain by those who heed the call.
Book of Nod, The: The sacred book of the Kindred, which allegedly traces their origins
and history. Most of it has been lost to time.
Caine: The first vampire, from whom all other vampires are allegedly descended.
Camarilla, The: A sect made up of seven clans that have banded together and are
governed by the Traditions.
Canaille: Mortals, especially referring to the most unsavory elements of mortal society.
Cardinal: A Sabbat vampire who oversees the influential affairs of a large territory.
Clan: A group of vampires that share certain mystical and physical characteristics.
Consanguineous: Belonging to the same clan (usually used to refer to a younger
member).
Domain: The fiefdom (usually a city) claimed by a vampire, most often a prince.
Elysium: The name given to a place where the elders meet. No violence is tolerated at
such a location.
Embrace: The act of transforming a mortal into a vampire.
Gehenna: The impending Armageddon in which the Antediluvians will rise up and
devour all Kindred.
Ghoul: A mortal who drinks the blood of a vampire but has not been drained
beforehand.
Haven: A vampire's "home"; where he finds sanctuary from the sun.
Inner Circle: The group of vampires who comprise the ruling body of the Camarilla.
Justicar: A vampire who serves as judge, jury and executioner of Camarilla vampires
who have broken the Traditions.
Jyhad: The secret war waged between the few remaining Methuselahs using younger
vampires as pawns.
Kindred: The term that vampires use to refer collectively to their kind. Sabbat
vampires scorn the term.
Kine: A term for mortals, largely contemptuous.
Masquerade, The: The Tradition of keeping mortals ignorant of the existence of
vampires, essential to survival.
Methuselah: A powerful vampire, thousands of years old (but still a few generations
younger than the Antediluvians), involved in the struggles of the Jyhad from afar or in
complete anonymity.
Path: A belief system followed by more alien members of the Sabbat and some
Independents in place of Humanity.
Praxis: The right of a prince to rule a domain.
Primogen: A council of vampires in a city that supports the city's ruling prince.
Prince: A Camarilla vampire who rules a city and enforces the Traditions upon the
city's vampire population.
Priscus: A Sabbat vampire who advises the regent and cardinals.
Regent: The "leader" of the Sabbat, insofar as the sect recognizes one.
Retainer: A mortal or creature that serves a vampire master.
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Sabbat, The: A violent sect of vampires bent on destroying the Camarilla.
Sect: A group of Kindred arguably united under a common philosophy.
Traditions, The: The six laws of the Camarilla. These Traditions are laws that protect
the vampires from mortals and from one another.
Vitae: Blood.
More Information
For more information about Vampire: The Eternal Struggle, including tournament
rules and support, errata and player information, visit us on the web at
http://www.white-wolf.com/vtes/.
For questions regarding the rules, see the web page listed above or send e-mail to
vtesrep@white-wolf.com (VTES NetRep).
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