Print

Each of the phases is described in full detail in the following sections.

 

1. UNLOCK PHASE

You start your turn with your unlock phase. At the beginning of your unlock phase, you must unlock all of your cards. Any cards or effects that require or allow you to do something during your unlock phase take effect after you have unlocked 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 unlock phase:

If you have the Edge, you may gain 1 pool from the blood bank.

ADVANCED RULES

Some cards have a burn option icon.

This icon means that a Methuselah who does not control a minion who meets the requirements of this card who does not control a minion who meets the requirements of this card or who is a legal target for it, may discard it during ANY Methuselah’s unlock phase and replace it. Each Methuselah is limited to one such discard each unlock phase.

 

ADVANCED RULES

Contested Cards

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 crypt cards represent unique minions. 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 1 pool, which you pay during each of your unlock 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 unlocked and turned face up during your next unlock phase, ending the contest.

 

DECK CONSTRUCTION

CAUTION: Be careful about putting duplicates of the same unique cards in your deck. You cannot control more than one of the same unique card at a time, and you cannot voluntarily 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.

 

ADVANCED RULES

Contested Titles

Some titles are unique. For example, there can be only one prince or baron of a particular city (see Vampiric Sects). If more than one vampire in play claims the same unique 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 1 blood, which is paid by the vampire during each of their unlock 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 they have no blood to pay). Only ready vampires can contest titles. Vampires in torpor must yield during the unlock phase.

If all other vampires contesting a title with your vampire have yielded the contest, then your vampire acquires the title during your next unlock phase, ending the contest.

The vampire yielding the title will now have no title and loses the benefits of the title for the remainder of the game.

 

 

2. 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.

If other effects happen during your master phase, you choose the order in which these effects and your master phase actions are performed.

It is not compulsory to use your master phase actions. However, you cannot save master phase actions for later; master phase actions not used during this phase are lost.

ADVANCED RULES

You can use a master phase action to mark a Red List minion (see Red List).

If you’ve played an out-of-turn master card against this master phase (even if it was cancelled), then you gain one fewer master phase actions than normal (see Master Cards).

 

 

3. MINION PHASE

Most of the activity in the game occurs in the minion phase. During your minion phase, you may have your minions perform actions. Only ready unlocked minions can perform actions, and taking an action locks the acting minion. Ready unlocked minions, controlled by other Methuselahs, may attempt to block your action, and blocking locks the blocking minion (see Resolve Any Block Attempts). An action is successful only if it is not blocked. Each action must be resolved (successful or blocked) before another action can be performed.

If a minion manages to unlock (due to a card or an effect) during this phase, it is possible for them to perform another action.

Some actions are mandatory. Any of those actions must be performed before any nonmandatory actions. If you have two or more minions with mandatory actions, they may be done in the order you choose. A minion required to take a mandatory action cannot perform any other action. For example, a ready vampire with no blood must hunt as a mandatory action.

If a single minion has two or more different mandatory actions or one mandatory action they cannot take, then they are “stuck” and cannot perform any action (this does not prevent your other minions from performing actions, however).

 

Types of Actions

DIRECTED AND UNDIRECTED ACTIONS

The actions described below are either directed or undirected, depending on their targets (see Who May Attempt to Block).

As a convenience, when a card describes an action that is typically directed at another Methuselah, the card’s text will usually include a (D) symbol as a reminder that the action is typically directed. If not it is considered undirected.

 

STEALTH AND INTERCEPT

The success of an action is determined by two things:

Stealth represents the measures the acting minion is taking to conduct their business while not been detected by their enemies.

Intercept represents the blocking minion’s efforts to detect and counter an acting minion’s attempts to avoid them.

 

Any ready unlocked minion you control can perform 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. The same minion cannot play the same action modifier or reaction card more than once during each action (see Minion Cards). All cards must follow the same sequencing structures of all effects (see Sequencing).

A ready vampire may generally perform one of two basic actions which do not require the play of action cards: bleed or hunt, whereas a ready ally may perform only one basic action which does not require the play of action cards: bleed.

Instead of performing a basic 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 basic bleed or hunt actions, while others are original types of actions.

Ready minions can also use actions to bring different types of permanent resources into play. These three actions are very similar, although the cards they bring into play are not:

 

Equipment: such as computers, guns, and exotic artefacts. An equipment card is brought into play with an equip action. Equipment can also be moved from one minion to another by performing an action.

Retainers: henchmen, attendants, or animals commanded into the service of the minion. A retainer is brought into play with the employ retainer action. Retainers cannot be moved from one minion to another.

Allies: non-vampire minions, such as mages, werewolves, or ordinary mortals. An ally is brought into play with the recruit ally action.

 

A minion cannot play (unless cancelled) the same named action card more than once each turn, even if they unlock. A minion cannot perform each action via the same copy of a card in play (including from the minion’s own card text) more than once each turn, even if they unlock.

 

Bleed

Performing a bleed action represents the efforts of your minion to undermine the power and pool of the target Methuselah. You might picture bleeding as paying bribes, changing bank records, spreading rumors, or the like.

A bleed can be made with an action card or through the basic bleed action. During a bleed action, an action modifier card cannot be played to increase the bleed if the bleed amount is already being increased by another action modifier card (unless any of them does not count against that limit). This rule is reminded on those cards by the “(limited)” card text.

Who can bleed: Any ready minion. A minion cannot perform more than one bleed action each turn, even if they unlock.

Default cost: None.

Default target: Your prey. Directed action. However some cards or effects may allow or force you to bleed a Methuselah other than your prey. You can never bleed yourself.

Default stealth: 0 stealth.

Effect: If the action succeeds, the target Methuselah burns an amount of pool equal to the bleed amount. By default, all vampires have a bleed amount of 1. If the action succeeds and the bleed amount is 1 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, if any.

 

 

 

 

 

Hunt

Hunting is a vampire’s means of satisfying their hunger for blood.

A hunt can be made with an action card or through the basic hunt action.

Who can hunt: Any ready vampire. Note that hunting is a mandatory action for a ready unlocked vampire with no blood. During your minion phase, none of your minions can perform any non-mandatory actions if any of your ready unlocked vampires have hunt actions yet to perform. If you have two or more vampires with mandatory hunt actions, they may be done in the order you choose.

Default cost: None.

Default target: None. Undirected action.

Default stealth: +1 stealth.

Effect: The acting vampire gains an amount of blood counters from the blood bank equal to the hunt amount. By default, all vampires have a hunt amount of 1. If this causes the vampire’s blood to exceed their blood capacity, then (as always) the excess is immediately returned to the blood bank.

 

 

Equip

Who can equip: Any ready minion.

Cost: As listed on the equipment card, when playing that card from your hand; or none, when equipping from another minion you control.

Default target: None. Undirected action.

Default stealth: +1 stealth.

Effect when equipping from your hand: Equipment cards are action cards that give minions special abilities. If the action to equip with an equipment card from your hand is successful, the equipment card is placed on the acting minion. There is no limit to the number of equipment cards a minion can have.

Effect when equipping from another minion you control: Equip with an equipment card currently possessed by one of your other minions. More than one equipment card can be taken from a minion in a single action, but the equipment you wish to take must be announced as the action is announced. If the action is unsuccessful, the equipment remains where it is.

 

 

ADVANCED RULES

If equipping the equipment requires a Discipline and the equipment is put into play by some means other than equipping, use the basic version of the equipment.

 

Employ Retainer

Who can employ a retainer: Any ready minion.

Cost: As listed on the retainer card.

Default target: None. Undirected action.

Default stealth: +1 stealth.

Effect: Retainers are action cards that give minions special abilities. If the action is successful, the retainer is placed on the acting minion. There is no limit to the number of retainers a minion can have. Unlike equipment, a retainer 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 their last life counter, they are burned.

 

 

ADVANCED RULES

If employing the retainer requires a Discipline and the retainer is put into play by some means other than employing, use the basic version of the retainer.

 

Recruit Ally

Who can recruit an ally: Any ready minion.

Cost: As listed on the ally card.

Default target: None. Undirected action.

Default stealth: +1 stealth.

Effect: Allies are action cards that become minions in their own right, capable of acting and blocking independently of the minion that recruits them. If the action is successful, the ally is placed in your ready region, but they cannot act this turn. When an ally is brought into play, they receive blood counters from the blood bank to represent their life (listed on the ally’s card). When an ally loses their last life counter, they are burned.

 

 

ADVANCED RULES

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

 

Political Action

Who can take a political action: Any ready vampire. A vampire cannot perform more than one political action each turn.

Cost: As listed on the political action card.

Default target: None. Undirected action.

Default stealth: +1 stealth.

Effect: A political action is an action that is used to call a referendum. If the action is successful, the terms of the referendum are chosen and votes are cast and tallied to see if the referendum passes or fails (see Politics).

 

 

Leave Torpor (See Torpor)

Who can leave torpor: A vampire in torpor.

Default Cost: 2 blood.

Default target: None. Undirected action.

Default stealth: +1 stealth.

Effect: If the action is successful, the acting vampire moves from the torpor region to the ready region. If this action is blocked, there is no combat (vampires in torpor cannot enter combat). Instead, if the blocker is a vampire, they get the opportunity to diablerise the acting vampire (see Diablerie). If they choose not to, or if they are an ally, then the action simply fails (the acting vampire remains in torpor, and no cost is paid). A vampire leaving torpor is no longer wounded.

 

 

Rescue a Vampire from Torpor

Who can rescue a vampire from torpor: Any ready vampire.

Default Cost: 2 blood, which can be paid by the acting vampire or the rescued vampire, or the cost may be split between them (this is an exception to the rule that states that costs must be paid with the vampire's own resources).

Default target: A vampire in torpor.

◼ Undirected action, if the acting vampire and the vampire in torpor have the same controller.

◼ Directed action, if the acting vampire and the vampire in torpor have different controllers.

Default stealth:

◼ +1 stealth, if the acting vampire and the vampire in torpor have the same controller.

◼ 0 stealth, if the acting vampire and the vampire in torpor have different controllers.

Effect: If the action is successful, the vampire in torpor is moved to the ready region. The rescued vampire does not lock or unlock as a result of being rescued. If the action is blocked, the acting vampire and the blocking minion enter combat as normal. A vampire rescued from torpor is no longer wounded.

 

 

Diablerise a Vampire in Torpor

Who can diablerise: Any ready vampire.

Default cost: None.

Default target: A vampire in torpor.

◼ Undirected action, if the acting vampire and the vampire in torpor have the same controller.

◼ Directed action, if the acting vampire and the vampire in torpor have different controllers.

Default stealth:

◼ +1 stealth, if the acting vampire and the vampire in torpor have the same controller.

◼ 0 stealth, if the acting vampire and the vampire in torpor have different controllers.

Effect: If the action is successful, the victim is diablerised (see Diablerie). If the action is blocked, the acting vampire and the blocking minion enter combat as normal.

 

 

Action Card (or Card in Play)

Who can perform an action by default: Any ready minion. A minion cannot perform an action with the same action card from hand or in play more than once each turn, even if they unlock.

Cost: As listed on the card.

Default target: As listed on the card.

Default stealth: Unless otherwise noted on the card, these actions are at 0 stealth.

Effect: If the action is successful, it resolves as indicated on the card. If the card 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.

 

 

ADVANCED RULES

Become Anarch

◼ Who can become Anarch: Any ready untitled non-Anarch vampire.

◼ Cost: 2 blood, or 1 blood if the controller controls at least 1 other ready Anarch.

◼ Default target: None. Undirected action.

◼ Default stealth: +1 stealth.

◼ Effect: If the action is successful, the acting vampire is now of the Anarch sect.

 

 

SUMMARY OF THE COURSE OF AN ACTION

1. Action is announced: Play the card for the action or indicate another effect (card in play, basic bleed or hunt) used to announce the action and lock the minion who is performing the action. Some cards are played "as the action is announced", those cards must be played before regular action modifier cards and reaction cards.

2. Target Methuselah(s) may try to block the action with any of their ready unlocked minions or if the action does not target another Methuselah, or targets a card controlled by the acting Methuselah, then the minions of the prey and predator may try to block.

◼ If a block attempt is unsuccessful, another attempt can be made.

◼ If a block attempt is successful, then the blocking minion locks and enters combat with the acting minion.

3. If no attempt is successful and no more attempts are made, then the action is successful, and the cost of the action is paid.

Action modifiers and reaction cards can be played at any time before resolution during an action, with the acting Methuselah getting the opportunity to play first. Only the acting minion can play action modifiers, while only other Methuselahs’ ready unlocked minions can play reaction cards. The effect of an action modifier or a reaction card lasts for the duration of the current action. Also remember that the same minion cannot play the same action modifier or reaction card more than once per action.

 

 

1. Announce the Action

All details of the action are defined when the action is announced, including the target(s), the cost, the effects, and so on. Any card required for the action is played (face up) at this time, but is temporarily set aside (out of play) until the action resolves. Lock the acting minion (only ready unlocked minions can perform actions).

EXCEPTION: Any decisions to be made for a referendum are not announced until the action succeeds (see The Political Action).

During Sarah’s minion phase, she decides that one of her unlocked minions, Belinde, will take an action to bleed her prey, Alexis. Sarah locks Belinde and says, “Belinde bleeds Alexis for 1 (meaning 1 pool).”

After resolving that action (successful or not), Sarah decides that another of her unlocked minions, The Dowager, will recruit an ally, the Underbridge Stray, from her hand. She locks The Dowager and plays the Underbridge Stray, announcing: “The Dowager recruits the Underbridge Stray at +1 stealth, costing The Dowager 1 blood.” (The blood is not paid until the action succeeds.)

 

2. Resolve Any Block Attempts

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 may use their ready unlocked minions to attempt to block the action. If more than one Methuselah has been targeted by the action, block attempts are made in a clockwise order.

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.

A minion can attempt to block as many times as they wish as long as another minion is not already blocking.

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.

If the target of the action is changed (e.g. a bleed action is redirected), this will reopen block attempts, following the normal rules.

As a reminder, when a card describes an action that is typically directed at another Methuselah, the card’s text will usually include a (D) symbol as a reminder that the action is typically directed.

 

 

Remember, political actions are always undirected.

Belinde’s action to bleed Alexis is directed at Alexis, so only Alexis’s ready unlocked minions can attempt to block. If one block attempt fails, another can be made.

The Dowager’s action to recruit the Underbridge Stray, an ally, is not directed at another Methuselah, so it is undirected. It can be blocked by the ready unlocked minions of Sarah’s prey or Sarah’s predator. If her prey’s first attempt fails, another can be made and so on until her prey declines to make any further attempts, at which point her predator may begin attempting to block.

 

Stealth and Intercept

Stealth represents the measures that the acting minion is taking to conduct their business discreetly, to avoid attracting the attention of those who would oppose them. Intercept represents the blocking minion’s efforts to discover the plans of the acting minion and to stalk or chase them in order to detain them (by fighting with them) before they can accomplish their goal.

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 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 or decrease (even below 0) 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, only by a blocking minion when the acting minion’s stealth exceeds their intercept.

Note that all modifications made to a minion’s stealth or intercept remain in effect for the duration of the action. Increased stealth and intercept return to normal after the action is resolved.

Sarah announces that Wauneka is hunting and locks Wauneka. 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 unlocked minions, Ayelech. Sarah has no cards to play to increase Wauneka’s stealth, so the action is blocked. Ayelech is locked, and combat begins.

If a block attempt fails, either another attempt is made or the defending Methuselah declares that they will not make any further attempts to block the action. Once all Methuselahs have declined to block, the impulse goes back to the acting Methuselah (then the other Methuselahs following the order previously given) to play more cards and effects before resolving the action.

Sarah announces that Sully 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 Bonding (an action modifier that adds 1 to the bleed). Alexis is bled for 2 pool.

 

Detailed course of an action
The action has been announced and:


A. There is no current block attempt
1.
The sequencing rule applies as normal.
2. In addition to any effect that can be used during an action (playing an action modifier or reaction card, using effects of cards in play etc.), a Methuselah who can block (see Who May Attempt to Block, p. 25) can declare a block attempt, switching to "B. There is an ongoing block attempt".
3. If a Methuselah passes, that Methuselah cannot declare any block attempt until the end of the action unless the target of the action changes.
4. Once every Methuselah has passed, switch to "C. Blocks have been declined by all
Methuselahs".

B. There is an ongoing block attempt
1. The sequencing rule applies as normal.
2. The target of the action cannot be changed.
3. The Methuselah who has declared the current block attempt may use effects that force the minion who is currently blocking to attempt to block (no other minion can attempt to block until this block attempt is resolved).
4. Once every Methuselah has passed, the block attempt is resolved: if it is successful, the action is unsuccessful and blocked. Otherwise, switch back to "A. There is no current block attempt".

C. Blocks have been declined by all Methuselahs
1. The sequencing rule applies as normal.
2. If the target of the action is changed, switch to "A. There is no current block attempt".
3. Once every Methuselah has passed, the action is successful and resolves

 

3. Resolve the Action

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 perform the action is burned and the block is resolved with these two simultaneous consequences: the blocking minion is locked and enters combat with the acting minion (see Combat). If an effect ends the action before the block resolution or one of these two consequences (such as entering combat), neither consequence occurs. 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.

 

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 performs a political action or when a blood hunt is called (see The Blood Hunt).

The Political Action

Important: The specific terms of the referendum (the choices to be made, if any, by the Methuselah who calls the referendum) are not chosen until the action itself is successful.

The Referendum

If a political action is successful, its cost is paid, and the referendum is called. The referendum consists of three steps:

1. Choose the terms, if any, of the referendum.

2. Polling: Cards that are usable “during the polling step” but “before votes and ballots are cast” are used at this time. Then, all Methuselahs may now cast any votes and ballots they have (see below) at this time, in any order. They call out their votes and ballots freely, and there is no obligation to cast votes or ballots. Once a vote or a ballot has been cast, however, it cannot be changed. The polling stage is completed only when all Methuselahs are finished casting votes and ballots. If you need a time limit, the Methuselahs can agree to wait 15 seconds after the last vote or ballot cast to close the polling stage.

3. Resolve the Referendum: If there are more votes for the referendum than against, it passes, and the effects take place. Otherwise, the referendum fails and has no effect. Tied referendums fail.

 

Gaining Votes

Methuselahs have no inherent votes or ballots. Votes and ballots must be gained, and there are a variety of ways to do so. Once gained, a vote or a ballot need not be cast right away, if at all. Each vote or ballot cast is cast either “for” or “against” the referendum, and a Methuselah may cast some of their votes and ballots in favour and some against, as they choose, with the restriction that all of the votes and ballots from any given vampire or other source must be cast in agreement as a group. Once cast, a vote or a ballot cannot be changed. Methuselahs can gain votes and ballots in the following ways:

Political Action Cards: Each Methuselah may gain 1 vote by using a political action card. These cards say “1 vote” to indicate this. If a political action card was used to call the referendum, that card provides 1 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, they gain extra votes. The number of votes gained depends on the title.

A Methuselah gains:

1 vote for each ready primogen
2 votes for each ready prince or baron
3 votes for each ready justicar
4 votes for each ready Inner Circle member

Other minions may have a title worth votes or ballots (as listed on card text) without holding one of the titles listed above (see Other Vampire Sects). A minion may have a special ability granting additional votes or ballots without being titled themselves. A minion’s votes and ballots can be used only when the minion is ready. Whether or not a minion is locked or unlocked does not have any impact on their ability to vote.

The Edge: The Methuselah who has the Edge can burn it (return it, uncontrolled, to the central area) to gain 1 vote.

Other Cards: Action modifiers, reaction cards, cards in play, etc. that grant more votes or ballots can all be used subject to the normal rules of playing cards. Only the acting minion can play action modifiers and only ready unlocked minions controlled by Methuselahs other than the acting minion’s controller can play reaction cards.

 

Combat

Combat results when a minion blocks the action of a ready minion. Also, some cards 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 other minions you control.

Being locked or unlocked does not matter for combat. Locked minions fight just the same as unlocked minions.

The two minions being involved in combat are called combatants; each one of them is considered to be opposing the other one.

Note: The only minion cards that can be played during combat are combat cards.

 

ADVANCED RULES

Some combat cards are played by minions "not involved in the current combat". Minions controlled by ANY Methuselah can play
those cards.

 

 

Combat Sequence

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

1. Before Range: Play cards before range is chosen.

2. Determine Range: Use maneuvers to change the range to close or long.

3. Before Strikes: Play cards before strikes are chosen.

4. Strike: Announce and resolve strikes.

5. Damage Resolution: Prevent and mend damage.

6. Press: Use presses to continue into another round or to end combat.

7. End of Round: End of round cards and effects are played here.

 

The acting minion always gets first opportunity to use cards or effects before the opposing minion at every stage of combat.

 

1. Before Range

Some cards or effects will be played before range is determined. This is clearly stated upon those cards.

Note: Effects that are played “before range is determined” must be played before the acting minion decides whether or not to play a maneuver.

 

2. Determine Range

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 step effects can be used. Some effects can only be used at close range, some only at long range, and the rest at either close or long range.

A minion in combat can use a maneuver to get to long range, or they can maneuver to get back to close range if their 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.

A minion has no maneuvers by default; they must use a card or other effect to gain a maneuver. The ability to maneuver can come from combat cards, weapons, or other cards in play. To use a maneuver from a strike card, the minion plays the strike card during this step instead of during the choose strike step. If a minion uses the maneuver from a strike card or a weapon, they are effectively choosing their strike as well. As such, they 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 they suspect can only attack at close range.

Ayelech has just blocked Colette, and combat ensues. Ayelech has a .44 Magnum that allows her to strike for 2 damage at either close or long range, and gives her an optional maneuver. Colette, as the acting minion, declines to

maneuver. Ayelech uses the maneuver from the gun to move to long range, where she cannot be harmed by Colette’s hand strike. Colette plays a maneuver card to get back to close range. However, Ayelech has another maneuver card as well, and she plays it to move back to long range. Colette has no more maneuvers to play, so the range is set to long.

 

3. Before strikes are chosen

Some combat cards are only playable after range has been set but before strikes have been chosen.

 

4. Strike

During the strike step, the minions strike each other or make an effort to avoid being struck.

Note that not all strikes are aggressive. Defensive effects such as dodges are also considered strikes (see Strike Effects).

Normally, each minion gets only one strike per round. One strike from each minion is considered a “pair”.

ADVANCED RULES

Some cards may allow a minion to get additional strikes during a round of combat, these are resolved after the normal pair of strikes. If only one minion has additional strikes these are resolved on their own after the normal pair of strikes.

During each pair of strikes, the minions first choose their respective strikes (the acting minion first, then their opponent), and then the strikes are resolved. Strike resolution occurs simultaneously, except for a few special cases (see Strike Effects).

Choose Strike: Each minion chooses their strike. The strike can be from a combat card, from a weapon the minion possesses, by default from a hand strike, or can be from any other card providing this minion a strike. If a minion has used a maneuver from a strike (either a strike card or a weapon) this round, then they cannot choose any other strike for their initial strike of the round.

ADVANCED RULES

For additional strikes, any strike can be chosen, even if a maneuver of a strike card or a weapon 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, does “R” damage, or is a defensive strike such as dodge or combat ends. 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), they must burn blood or life, as appropriate (see Damage Resolution). Note that the effects of a strike are applied and then damage is resolved. This timing is important for some special strikes. If one or both of the combatants are no longer ready, because one has taken too much damage, for instance, then the round and the combat end immediately.

This is true at any point during combat, not just during strike resolution.

ADVANCED RULES

If a strike card is cancelled, the minion who played it must choose a strike, which might come from another strike card.

Additional Strikes: Some cards and effects allow a minion to make additional strikes during the current round of combat. Additional strikes are announced and performed only after the first pair of strikes is 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 step and resolve strike step 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. This rule is reminded on those cards by the “(limited)” card text.

Wauneka is blocked by Flávio Gonçalves, and they enter combat. Neither of them maneuvers, so the round is at close range. Wauneka announces he is using a Roundhouse card, which allows him to inflict 4 damage, as his strike. Flávio Gonçalves uses his special ability to dodge as his strike, so no damage is dealt by either vampire.

Next, Wauneka plays a card giving him 1 additional strike. Flávio Gonçalves plays a card giving him 2 additional strikes. These additional strikes are resolved at the same range, which is close in this case.

Wauneka uses his hand strike for the second strike. Flávio Gonçalves uses his hand strike also. Both take 1 damage. Flávio Gonçalves then uses his hands one more time, and Wauneka cannot use a strike because he had only 1 additional strike. Wauneka takes 1 more damage.

 

5. Damage Resolution

Damage resolution has two steps: prevent damage and mend damage.

First, the minion taking damage can play combat cards that prevent damage. 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 unprevented damage is successfully inflicted. The damage is then mended, if the victim is a vampire, or burns life counters, if the victim is an ally or a retainer.

For each point of damage successfully inflicted on a vampire, they must burn 1 blood to mend the damage. A vampire can burn all of their blood if needed, and doing so does not have any other negative effects on the vampire. If a vampire cannot mend all the damage (that is, more damage is successfully inflicted than they have blood with which to mend), they burn blood to mend what damage they can, and the unmended damage leaves them wounded.

A wounded vampire goes to torpor after all remaining damage is handled (see Torpor).

Environmental damage: Any damage not inflicted by a minion either as a strike, or by an explicit effect (“this minion inflicts...”) is environmental. Environmental damage can have no source (such as the damage inflicted by a Carrion Crows) or a non-minion source (such as the damage inflicted by a retainer).

Note that damage that is not inflicted by a strike (such as environmental damage from Carrion Crows or Murder of Crows) cannot be dodged, since dodging only protects from the opponent’s strike.

Aggravated damage: Some damage is described as aggravated damage, such as damage from fire, sunlight, or from the claws or fangs of some other supernatural creatures, including some vampires. Aggravated damage differs from normal damage in two ways: Aggravated damage cannot be mended, and aggravated damage can burn a vampire if that vampire is already wounded. Since it cannot be mended, the vampire does not burn any blood to mend it, but instead becomes wounded (goes straight to torpor), unless the damage has been prevented.

Aggravated damage done to a wounded vampire can burn the vampire outright. A wounded vampire is one that has taken damage that they failed to mend or one that is in torpor or on their way to torpor.

For each point of aggravated damage that is successfully inflicted on a wounded vampire, they must burn 1 blood to prevent their destruction. If they do not have enough blood, they are burned. Destruction by this method does not constitute diablerie (see Diablerie).

If both regular damage and aggravated damage are successfully inflicted on a vampire at the same time, the normal 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 a vampire is wounded, they go to torpor after all the damage is handled (see Torpor). If aggravated damage burns them, they go directly to the ash heap. They do not go through torpor first.

Nassir is ready and has 1 blood when he receives 1 point of aggravated damage. He cannot mend this damage, so he is wounded and goes to torpor with 1 blood.

Tamoszius is ready and has 2 blood when he receives 3 points of aggravated damage. He cannot mend any of it. He becomes wounded by 1 point, and so he must burn 2 blood to prevent destruction from the other 2 points (1 blood per point), leaving him empty and in torpor.

Ryan is ready and has 1 blood when he receives 2 normal damage and 1 aggravated damage. He burns 1 blood to mend the first point of normal damage. He does not have enough blood to mend the second point and becomes wounded. The aggravated damage burns him, since he already is wounded and cannot burn 1 blood to prevent his destruction.

ADVANCED RULES

Allies and retainers treat aggravated damage the same as normal damage. For each point of damage successfully inflicted on an ally or retainer, they burn 1 life counter. An ally or retainer who loses all of their life counters is burned.

 

Immune to damage: if a minion is immune to damage from a source, any unprevented damage from that source that is inflicted on the minion is inflicted unsuccessfully: the minion does not have to burn blood or life to mend the damage or to prevent destruction, nor does the minion become wounded because of damage. 

 

6. Press

At the end of a round of combat, if both combatants are still ready, the combatants will either go their separate ways or one of them will give chase. Presses can be used to continue combat or to end combat by cancelling a press to continue. This is 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 row (which would effectively cancel each other).

If there is an uncancelled press to continue, then another round of combat begins.

 

7. End of Round

In this step you use the combat cards or other effects that are only usable at the end of a round of combat, after the press step.

Note that this step also occurs even if combat ends prematurely.

 

Retainers and Combat

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

 

 

Strike Effects

Hand Strike: The default strike is a hand strike. When a minion strikes with a hand strike at close range, they do an amount of damage equal to their strength to the opposing minion. Vampires have a default strength of 1.

Dodge: A dodge strike deals no damage, but it protects the dodging minion and their 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 (see 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 (see 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 mend damage step of damage resolution, so the stolen blood can be used to mend damage even if the damage is inflicted simultaneously. If the stolen blood causes the striking vampire to have more blood than their capacity, the excess drains off immediately.

Chrysanthemum enters combat with an Underbridge Stray ally. Chrysanthemum has a capacity of 5 and has 4 blood. The ally has 2 life. After determining range, Chrysanthemum steals 2 blood as her strike. The ally strikes for 1 damage. During the strike resolution 2 life counters are moved to Chrysanthemum from the ally, and Chrysanthemum takes 1 damage. Chrysanthemum has 6 blood, but her capacity is only 5, so 1 blood is moved to the blood bank. The Underbridge Stray has no life counters remaining, so the ally is burned. Chrysanthemum has 1 damage to deal with and does not prevent any, so she burns 1 blood to mend the damage, leaving her with 4 blood.

ADVANCED RULES

Destroy Equipment: This effect burns 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 stolen equipment may not be used by the bearer during the current round of combat. The equipment is kept 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, their 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 their 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 works against the effects of a strike done with first strike.

 

Torpor

When a vampire cannot mend their wounds, they enter into a deep sleep known as torpor. A vampire in torpor is particularly weak and vulnerable to attacks from others of their kind. A vampire in torpor may be burned by a vampire through the act of diablerie (see Diablerie below).

If a vampire cannot mend their wounds, they go into torpor. Vampires in torpor are placed in an area to one side of the uncontrolled region. Any retainers, equipment, and other cards on the vampire stay with the vampire when they go into torpor.

A vampire in torpor can perform no action except the “leave torpor” action and cannot block or play reaction cards. They can play action modifiers during their actions.

A vampire in torpor is still considered controlled but is not ready. They still unlock at the start of the unlock phase.

A vampire in torpor cannot cast any votes or ballots (they must abstain).

 

Diablerie

By committing diablerie, the diablerist drains the victim of their blood and grows stronger, and may take whatever equipment the victim had. Vampiric society condemns this act, however, so the risk may outweigh the reward.

Diablerie is the act of sending another vampire to final death by drinking their blood. Only ready vampires can commit diablerie. The vampire committing diablerie is referred to as the diablerist. Diablerie is resolved as follows:

1. All blood on the victim is moved to the diablerist. Blood in excess of their capacity drains off as normal.

2. The diablerist may take any equipment on the victim.

3. The victim is burned. Any cards and counters on them are also burned.

ADVANCED RULES

4. If the victim was older (had a higher capacity) than the diablerist, the diablerist can be given a Discipline: their controller may go through their library, ash heap, and hand to get a master Discipline card to put on the diablerist and then shuffle their library or draw back up to their hand size as necessary. If the Discipline card increases the diablerist’s capacity, the diablerie does not give 1 blood to fill that new capacity.

5. If the victim was Red List, the diablerist may receive trophies (see Trophy). 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.

 

The Blood Hunt

Vampiric society condemns the act of diablerie. The penalty for committing this act is death, and the method of justice is a blood hunt, in which the diablerist is hunted down and destroyed by others of their kind. In practice, however, this brand of justice is not always meted out fairly, depending on the connections that the diablerist has.

When a vampire commits diablerie, a referendum is automatically and immediately conducted to determine if a blood hunt will be called on the diablerist. If the referendum passes, a blood hunt is called, and the diablerist is burned. This referendum is not an action, so it cannot be blocked, and action modifiers and reaction cards cannot be played. Otherwise, this referendum is handled just like any other.

 

 

4. 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 skilfully to entice their younger brethren to do their bidding (often with the vampires not even realising that they are being manipulated).

Your influence phase allows you to devote some of your pool to gaining control of the vampires in your uncontrolled region. This phase can also be used to move new vampires 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.

Each Methuselah normally receives 4 transfers at the start of their influence phase. To balance the advantage of going first, however, Methuselahs do not receive the full allotment of transfers during the first three turns of the game. Instead, the Methuselah who has the first turn receives only 1 transfer on their first influence phase. The Methuselah who plays second gets 2 transfers on their turn, and the Methuselah who takes the third turn gets 3 transfers. Thereafter, each Methuselah receives the standard 4 transfers during their influence phase.

During your influence phase you may spend transfers as follows:

◼ Spend 1 transfer to move 1 pool counter from your pool to a vampire in your uncontrolled region.

◼ Spend 2 transfers to move 1 blood counter from a vampire in your uncontrolled region to your pool.

◼ Spend 4 transfers and burn 1 pool to move a vampire from your crypt to your uncontrolled region.

 

 

 

At any time during this phase, if a vampire has at least as many blood counters as their capacity, the Methuselah can move that vampire face up to the ready region, unlocked. The counters are kept on them to represent their blood. Counters in excess of his capacity drain off immediately as usual. If the vampire grants additional transfers, those cannot be used on this turn because transfers are gained at the start of the influence phase. Other types of crypt cards are handled similarly.

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

ADVANCED RULES

Advanced: An advanced card is a type of vampire card for your crypt. An advanced card has a special icon under the clan icon. The advanced card is a vampire card in all respects, so it can be influenced in the normal manner. In addition, if you already control the advanced or the associated regular “base” vampire and the other version of the vampire is in your uncontrolled region, then you can spend 4 transfers and 1 pool counter to move the vampire card from your uncontrolled region to the controlled vampire card (place the advanced card on top of the base card). The two cards effectively merge to form a single vampire.

The particulars of this merge are as follows. The counters and cards on the vampire already in play remain, but any counters or cards (if any) on the vampire coming from the uncontrolled region are burned. The advanced 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 advanced card applies in full. If the advanced card conflicts with the base card (a different sect, for example), the advanced 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.

 

 

5. DISCARD PHASE

In your discard phase you receive by default one discard phase action. You can use a discard phase action to discard a card from your hand and draw to replace it. Discard phase actions not used are lost; they cannot be saved for later.

ADVANCED RULES

You may use a discard phase action to put an event card into play but no more than one per phase. Some effects may change the number of discard phase actions you receive or may give you alternate ways to use your discard phase actions.

Each event card may only be played once each game.