Camarilla Edition: Miscellaneous
Default bleed and strength for both vampires and allies is 1 (allies used to default to 0).
The term Action Card refers to all cards that are played to take an action, including equipment, ally, and retainer cards (returning to the original Jyhad usage).
Retainers no longer automatically heal at the end of combat.
A blood hunt is called automatically after every successful diablerie. It is not optional, and it is not the fifth step of diablerie.
Camarilla Edition: Allies Using Disciplines
The new rules explicitly state how to handle allies that can play cards that require disciplines (which are, of course, only playable by vampires that possess those disciplines by default). None of the allies in The Camarilla Edition have this ability, though, so this rule won't affect players who are just starting out with the The Camarilla Edition. Here's the text of the rule from the rulebook:
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. 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). The ally is treated as a vampire only when playing the card and, for cards such as actions and strikes that are not resolved immediately, for the resolution of the effect. In particular, the ally is not treated as a vampire for effects of the card once it's in play or for lingering effects generated by the card. 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.
Camarilla Edition: Grouping
As we have already made public, The Camarilla Edition introduces a hundred (100) new vampires. Ninety (90) of these vampires are Camarilla, fifteen (15) in each of the clans: Brujah, Malkavian, Nosferatu, Toreador, Tremere, and Ventrue. This new influx of vampires, no matter how well balanced individually, could give too much power to Camarilla deck builders by increasing the selection of available vampires (making crypt selection more like building customized vampires). To ensure on-going play balance (for this set as well as future sets in which new vampires will appear), The Camarilla Edition introduces a new attribute, a number, on each vampire for grouping (shown just above the upper-left corner of the text area). Crypts must be built using only vampires from a single group or using only vampires from two consecutive groups. The group of a crypt card from previous sets with no group number is determined as follows. Cards from the 1994 and 1995 base sets (vampires with no expansion symbol in the upper right corner of the card) are Group 1, while cards from the expansions (Dark Sovereigns, Ancient Hearts, Sabbat, Sabbat War, Final Nights, and Bloodlines) are Group 2. So all of the decks built with those cards remain legal.
Players might confuse this with the way the DCI retires old cards sets for DCI Standard tournament play, (some other trading card games have done something similar as well) but the difference here is that all groups (all cards) are tournament legal - there is no phasing out of old cards, just segregation of groups.
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