BYO: What Lies Beneath - Rules
1. CRYPT CONSTRUCTION
1.1a The Storyline is to be conducted over 12 games. At the start of the Storyline Season, each player will elect a Sect that he is representing. In addition to the Standard Storyline Crypt Construction Rules (see 1.1b) 75% of each player’s Crypt must belong to the Sect he/she has chosen to represent.
1.1b Crypts must be constructed using standard Storyline Tournaments rules – i.e. at least 75% of your crypt must belong to a single Clan.
1.2 Imbued are not a Clan.
1.3 For the purposes of tournament reporting and tallying victories, each deck’s sect will be recorded (as well as their Clan). Sect status is based on the Clan that composes 75% of the crypt. The Sect breakdown is as follows:
Camarilla
Brujah
Gangrel (see 1.4 below)
Nosferatu
Malkavian
Toreador
Tremere (plus Gargoyle Slaves – see 1.5 below)
Ventrue
Caitiff
Sabbat
Lasombra
Tzimisce
Brujah antitribu
Gangrel antitribu
Nosferatu antitribu
Malkavian antitribu
Toreador antitribu
Tremere antitribu (plus Gargoyle Slaves – see 1.5 below)
Ventrue antitribu
Pander
Ahrimanes
Blood Brothers
Harbingers of Skulls
Kiasyd
Salubri antitribu
Independents and Laibon,
Akunanse
Assamite
Followers of Set
Giovanni
Guruhi
Ishtarri
Osebo
Ravnos
Gangrel (see 1.4 below)
Abomination
Baali
Daughters of Cacophony
Gargoyles (see 1.5 below)
Salubri
Samedi
True Brujah
Anarch (see 1.7 below)
1.4 Gangrel
As Clan Gangrel have changed from being a Camarilla to Independent clan over the course of V:tES, the Sect of a Gangrel deck for the purposes of 1.3 is determined by the majority affiliation of Gangrel within the Crypt. So, if a deck had nine Camarilla Gangrel and three non-Camarilla Gangrel, the deck’s Sect would be Camarilla. If there is an even split between sects (for example, six Camarilla Gangrel and six Independent Gangrel), the player must declare their chosen sect at the beginning of the game. Note that this has no in-game effect on Gangrel’s default sect status (which remains Independent).
1.5 Gargoyles
Gargoyles who are Tremere Slaves may be counted as Tremere for the purposes of achieving the 75% clan rule. Thus, a crypt could legally include eight Tremere and four Gangrel Tremere Slaves. Similarly, Gargoyles who are Tremere antitribu Slaves may be counted as Tremere antitribu for the purposes of achieving the 75% clan rule. Gargoyles without the Slave trait (regardless of their individual sect status) are counted as Independent Gargoyles, and may not be considered Tremere or Tremere antitribu for the purposes of storyline crypt construction.
1.6 Laibon
For ease of tallying, Laibon are included with the Independent sect tally. Laibon are, however, considered a distinct sect within the game.
1.7 Anarchs
At the end of the Storyline game or when a Methuselah is ousted, if at least 75% of a Methuselah’s controlled vampires possess the ‘anarch’ trait, that Methuselah may change their designated sect to ‘Independent (Anarch)’ at their discretion.
2. SPECIAL RULES
2.1 The Storyline tourney will introduce two new types of Cards:
2.2 City Regions
2.2.1 At the start of the game, three Region cards are placed, face-up and uncontrolled, in the centre of the table. These cards represent unique areas of control within the city, larger than a single Location Card. These are as follows:
Downtown Tunnels
This card may be tapped to allow a vampire you control to tap and enter combat with any minion controlled by another Methuselah as a D action. This action cannot be blocked by a younger vampire or ally. If this card is untapped at the beginning of your turn, a vampire you control may gain two blood from the blood bank.
Nightlife District
This card may be tapped to allow a reacting vampire you control to burn one blood and untap with +1 intercept. If this card is untapped at the beginning of your turn, a vampire you control may gain two blood from the blood bank.
Uptown CBD
This card may be tapped during a referendum to give an acting or reacting Vampire an additional 3 votes. If this card is untapped at the beginning of your turn, a vampire you control may gain two blood from the blood bank.
2.2.3 In order to take control of a Region, a Methuselah must have five control tokens on the Region. Once five control tokens are placed on a Region by a given Methuselah, all control tokens on that Region burn.
2.2.4 Any vampire may take a Control action to place control tokens on a Region. The amount of counters placed by such an action is equal to half the acting vampire’s capacity, rounded up. (i.e. 10 and 11 caps can take control of a Region with a single action, whilst 1 caps can only place a single control token per action)
2.2.5 No effect may prevent or ‘interrupt’ the control (or change of control) of a Region from occurring, beyond cancelling or blocking the action to add counters.
2.2.6 Whilst a Region is uncontrolled, the Control action is undirected. Once a Region comes under a Methuselah’s control, the Control action becomes directed at the Methuselah who controls it.
2.2.7 Placing control counters is a specific action restricted by the NRA ruling.
2.2.8 No actions or effects, beyond those specifically listed above, may add or remove counters on a Region. Similarly, no actions or effects beyond the untap phase and the specific Region card text, may tap or untap a Region. Note that, while Regions are notionally similar to Master cards and Locations, ‘Region‘ is a specific card type and lacks the ‘location’ text. As such, cards that would normally target or affect a master card or location cannot target or affect a Region.
2.2.9 A Region is never considered ‘played’, as they begin the game in play (albeit uncontrolled). They can never be removed from play.
2.3 Events
2.3.1 Five Unique Event Cards will be created for the Storyline event. These are as follows:
Ancient’s Nightmares
Storyline Event. Each Methuselah burns 1 pool during his or her untap phase.
Citywide Quarantine
Storyline Event. If a vampire moves to the controlled region from the uncontrolled region, the controlling Methuselah burns 1 pool. Additionally, vampires have -1 stealth. An acting vampire may ignore this effect of Citywide Quarantine by burning 1 blood as the action is announced.
The Hunger
Storyline Event. Vampires may not hunt as normal. Any vampire may steal 1 blood from another vampire as a hunt action. If this action targets a vampire controlled by the same Methuselah, this action is at +2 stealth.
The Rising
Storyline Event. A Methuselah may only gain pool if he or she controls the Edge. If a Methuselah who does not control the Edge would gain pool by any means, this pool goes to the blood bank instead. A Methuselah who has a Victory Point is immune to the effects of The Rising for the rest of the game.
(Note that The Rising does not prevent a Methuselah from gaining pool from a successful oust, as the victory point is gained prior to the pool.)
Thirst of the Father
Storyline Event. At the beginning of your untap phase, each tapped vampire you control burns 1 blood or remains tapped. You may burn X pool during your master phase to untap X vampires that remained tapped by Thirst of the Father’s effect.
2.3.2 At the start of the game, these five Storyline Events are shuffled and placed face-down in the centre of the table. At the end of the final Methuselah’s discard phase of turn 2, one Storyline Events is chosen at random, turned over, and put into play. This effect also occurs at the end of turns 6, 10, 14 and 18 (i.e., every four turns after turn 2, until the last Storyline Event is played)
2.3.3 While these Events are considered ‘played’, they are not considered played by a given Methuselah, and once in play are not considered to be controlled by a given Methuselah.
2.3.4 Storyline Events cannot be cancelled as they are played, nor can they be removed once in play. Face-down Storyline Events are also not considered to be ‘in the game’ or in play, or in a library or ash heap. No effect can reveal a face-down Storyline Event.
3. BANNED AND UN-BANNED CARDS
3.1 In addition to the standard list of banned cards, the following cards cannot be included in Storyline decks:
* Recalled to the Founder
4. TOURNAMENT STRUCTURE
4.1 The storyline games will be played at regular VTES sessions. We will devote one game every session to be a designated Storyline match and tally the results.
The winning Sect will be the focus of a storyline Event scheduled for the second half of 2009. Players of the winning Sect will win fantabulous™ prizes!
BYO: What Lies Beneath - Introduction
Gehenna approaches. The baleful light of Anthelios burns brightly in the night sky. The Thin Blooded walk in the day. The Masquerade is torn asunder. An Ancient moans in fitful slumber, tormenting Caine’s children with visions of the bloodshed to come.
The streets are awash with the Blood of Kine and Cainite alike, as each Sect vies for dominance in a world that rapidly approaches its ending. All eyes turn to a nameless city upon the shores of a blackened sea, beneath which is rumoured to slumber one of the Ancients - perhaps even a childe of Caine himself. Methuselahs bend their wills towards seizing control of the city and preventing the rise of that which slumbers beneath, heedless of the cost to powerbases meticulously constructed over the previous millennium. These are the last nights of the Jyhad - what is there left to lose?
Which Sect will rule this city in its Final Nights?
This is a custom storyline event for Vampire: The Eternal Struggle to be conducted throughout regular playgroup sessions in the first half of 2009.
BYO: The Curse of the Foul Thirst - Rules
Constructed deck
Each player must bring a standard constructed deck to play for the tournament as per standard VEKN tournament rules. That is, a 12+ card crypt, and a 60-90 card library.
Clan based deck
The crypt must contain a minimum of 75% of a single clan chosen by the player.
Slaves
Up to 3 crypt cards with the 'slave' designation can be counted as belonging to the chosen clan for the crypt, where those slave vampires are slaves to that clan.
Banned cards
In addition to the standard VEKN tournament banned list, Recalled to the Founder and The Uncoiling are banned.
Promos
Each player will be given a copy of Global Financial Crisis, which they may add to their deck if they so choose, even if this would make a 91 card library.
Each player is also given a copy of Foul Thirst. This card may not be added to a player's deck for this tournament. Instead, each round one player will lend their copy of Foul Thirst to the table to be used as in First infection, below.
Foul ThirstEventTransientWhile this card is not on a vampire, the next time a vampire gains a blood, put this card on that vampire. This vampire has +1 strength and cannot act as normal. He or she must either hunt by stealing a blood off another vampire as a +1 stealth (D) action, or diablerise a vampire in torpor as a +1 stealth (D) action. Blood Hunts cannot be called on this vampire. When a vampire gains blood from a Taste of Vitae in combat with, diablerises, or steals blood from, this vampire, move this card to that vampire (before the Blood Hunt referendum, if any). | Global Financial Crisis Event Transient Burn 1 pool from each Investment in play when you play this card. Locations and non-unique equipment cost 1 less pool (min 0). Whenever a location or non-unique equipment enters play, add 1 counter to this card. When it has 10 counters, burn this card and move up to 3 counters from it to each Investment in play. You choose where each counter goes, but you must put at least 1 on each Investment, where possible. Excess counters are burned. |
First infection
At the start of each game, a Foul Thirst is placed in the centre of the table, in play but not controlled by any Methuselah. If Foul Thirst is burned or removed from the game, place it back in the centre of the table in play instead (although it still counts as being burned or removed from the game for scoring, below). In this tournament, Foul Thirst will be considered to be controlled by the controller of the vampire it is on.
Scoring
Purification
Each time a vampire you control burns or removes from the game a Foul Thirst on a vampire controlled by another Methuselah (by burning the vampire it is on or otherwise), you gain one Purity Point for the tournament.
Tainting
Each time a vampire you control with Foul Thirst diablerises a vampire controlled by another Methuselah, you gain one Taint Point for the tournament. Each time you control the vampire with Foul Thirst when you gain a Victory Point, you also gain one Taint Point for the tournament.
At the end of the final round, each player takes the greater of their tournament total Purity or Taint scores, and subtracts the other from it. The resulting number is your net Faction Score.
Aftermath and reporting
Tournament organizers should report both the winning clan and the winning player's net Faction Score. The winning player should also nominate a 'key minion' for the event. This 'key minion' must have been controlled by the player at some point in the tournament.
After all results are collected, the clan that won the most tournaments is declared the winner. Then, all the net Faction Scores for that clan for each Faction are added. Which ever Faction has the higher total score (Purity or Taint) determines the fate of the Curse.
If the winner had more Purity than Taint, the Curse is defeated and all kindred are in debt to the winning clan for its efforts in keeping the blood pure.
If the winner had more Taint than Purity, then the Curse finishes gestating and becomes...something else. Something the clan had been working towards all along.
(Story to be completed depending on winning clan)
FAQ
Q: My vampire has Foul Thirst, can I steal a blood off one of my own vampires?
A: Yes. However, if you're targeting your own vampire, the action becomes undirected. The (D) symbol is just there to denote the typical usage of the action. It is not intended as a restriction.
Q: If I oust the player who has Foul Thirst, do I get a Purity Point?
A: Yes, if it is the direct result of one of your vampires doing something. eg: bleeding with a vampire, calling a vote with a vampire, putting their Famed vampire in torpor with one of your vampires. It is up to the judge to determine whether it is a 'direct result' or not. If in doubt, the judge should err on the side of no Purity Points being allocated.
Q: Even if that player is not my prey?
A: Yes. But remember, you still need GWs and VPs to win, and you only get those by ousting your prey.
Q: What if my Nephandus ally burns the vampire with Foul Thirst? A: You do not get a point. Only the activities of vampires can score Purity or Taint points. Feel free to nominate a Nephandus as your key minion if you'd like, though.
Q: I somehow burned Foul Thirst while it was in the centre of the table. Do I get a Purity Point?
A: No. Foul Thirst was not on a vampire, as required by the rules.
Q: Scoring example. I have 1 Purity and 4 Taint from prior rounds, and get 1 additional Taint in the final round from ousting my prey when I controlled the Foul Thirst. I won the final round. What is my net Faction Score?
A: Your net Faction Score is 4 Taint (4 Taint + 1 Taint - 1 Purity = 4).
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