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A Game of Modern

Gothic Horror

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Designers: L. Scott Johnson, Robert Goudie and Steve Wieck
V:TES Game Design: Richard Garfield, with contributions by
Matthew Burke, Skaff Elias, Andrew Greenberg, Rhias Hall, Bob
Kruger, Jim Lin, Chris Page, Paul Peterson, Dave Pettey and Mark
ReinHagen
Original Design for Vampire: The Masquerade: Mark
ReinHagen
Rulebook: L. Scott Johnson
Project Coordination: Steve Wieck
Editor: John Chambers
Art Direction: Brian Glass
Graphic Design: Brian Glass, Mike Chaney, Katie McCaskill

White Wolf Publishing


1554 Litton Dr.
Stone Mountain, GA, 30083

2003 White Wolf Publishing, Inc. All rights reserved. White Wolf, Vam-
pire, Vampire the Eternal Struggle and Vampire the Masquerade are
registered trademarks of White Wolf Publishing, Inc. All rights reserved.
Wizards of the Coast is a registered trademark of Wizards of the Coast, Inc.
All rights reserved. Deckmaster is a trademark of Wizards of the Coast, Inc.
All rights reserved. U.S. Patent #5,662,332 and used under license from
Wizards of the Coast, Inc.
The mention of or reference to any company or product in these pages is
not a challenge to the trademark or copyright concerned.
This game uses the supernatural for settings, characters and themes. All
mystical and supernatural elements are fiction and intended for
entertainment purposes only. This game contains mature content. Reader
discretion is advised.
For a free White Wolf catalog, call 1-800-454-WOLF
Check out White Wolf online at
http://www.white-wolf.com; alt.games.whitewolf; rec.games.frp.storyteller;
and rec.games.trading-cards.jyhad

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TABLE OF CONTENTS
New Rules 6.2.4. Slaves
Overview 6.3. Politics
Object of the Game 6.3.1. The Political Action
1. Terms and Components of the 6.3.2. The Referendum
Game 6.3.3. Gaining Votes
1.1. Important Terms in the Game 6.4. Combat
1.2. Equipment Needed 6.4.1. Combat Sequence
1.3. Golden Rule of Card Owner- 6.4.2. Determined Range
ship 6.4.3. Strike
1.4. Golden Rule for Cards 6.4.4. Press
1.5. Overview of Crypt Cards 6.4.5. Strike Effects
1.6. Overview of Library Cards 6.4.6. Damage Resolution
1.6.1. General 6.4.7. Retainers and Combat
1.6.2. Master Cards 6.5. Torpor
1.6.3. Minion Cards 6.5.1. Going into Torpor
2. Getting Started 6.5.2 Leave Torpor Action (+1
2.1. Order of Play stealth)
2.2. Blood Bank and the Edge 6.5.3. Rescue a Vampire from Tor-
2.3. Play Area por
3. Playing the Game 6.5.4. Diablerize a Vampire in Tor-
4. Untap Phase por
4.1. Contested Cards 6.5.5. Diablerie
4.2. Contested Titles 6.5.6. The Blood Hunt
5. Master Phase 7. Influence Phase
6. Minion Phase 8. Discard Phase
6.1. Types of Actions 9. Ending the Game
6.1.1. Bleed 9.1. Victory Points
6.1.2. Hunt (+1 stealth) 9.2. Withdrawing from the Game
6.1.3. Equip (+1 stealth) 10. Vampire Sects
6.1.4. Employ Retainer (+1 stealth) 10.1. Camarilla
6.1.5. Recruit Ally (+1 stealth) 10.2. Sabbat
6.1.6. Action card (or Card in Play) 10.3. Independents
6.1.7. Political Action (+1 stealth) Rules Glossary
6.2. Taking an Action World of Darkness Glossary
6.2.1. Announce the Action More Information
6.2.2. Resolve Any Block Attempts
6.2.3. Resolve the Action
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New Rules in This Expansion
Anarchs
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 Indepen-
dent; becoming an anarch changes the vampires sect to Inde-
pendent 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
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 par-
ticular 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 anarchs
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.
Advanced Vampire
An advancement card is a new type of vampire card
for your crypt. An advancement card looks just like a
regular crypt card except that it has an Advancement
icon under the clan icon.
The advancement card is a vampire card in all respects, so it
can be influenced in the normal manner. In addition, if you al-
ready control the advancement or the associated regular base
vampire and the other version of the vampire is in your uncon-
trolled region, then you can spend 4 transfers and 1 pool to move
the vampire card from your uncontrolled region to the controlled
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vampire card (place the advancement 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 remain. The advancement and the base
card are treated as a single vampire card, even if sent to the un-
controlled 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 ad-
vancement card conflicts with the base card (a differ-
ent 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.
Trifle
Some master cards are identified as trifles. When a Methuselah
plays a trifle (and it isnt canceled), she gains an additional mas-
ter phase action. A Methuselah can only play one trifle each
turn.
Changes
Cards played during a referendum are replaced as normal.
The Gangrel clan is independent (although
individual vampires belong to the sect identified in
their card texts).

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OVERVIEW
Vampire: The Eternal Struggle is a trading card game in which
two or more players take on the roles of ancient vampires known
as Methuselahs. Methuselahs are considered mere legend by
younger vampires. Younger vampires think that they pursue their
own ends... even as they are being used by one Methuselah to
undercut the influence of another. Throughout the world,
Methuselahs manipulate their minions to frustrate the designs
of the other Methuselahs, just as they have for as long as they
can remember. These eternal struggles, sometimes covert and
subtle, sometimes open and spectacular, are collectively known
as the Jyhad.
OBJECT OF THE GAME
Your goal is to accumulate the most victory points by destroying
the influence held by rival Methuselahs. You accomplish this goal
by using your influence to gain control of younger vampires and
using those vampires to take actions to reduce the influence of rival
Methuselahs. Influence is represented by pool counters (see Equip-
ment Needed, sec. 1.2), the main currency of the game. When a
Methuselah runs out of pool counters, she* is bereft of influence
and ousted from the game. As Methuselahs are ousted, players earn
victory points; the winner is the player with the most victory points
at the end of the game (see Victory Points, sec. 9.1).

* 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.
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This rulebook provides the comprehensive rules of the game;
dont 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.
1. TERMS AND COMPONENTS OF
THE GAME
1.1. Important Terms in the Game
1. Tapping and Untapping: The concept of tapping and
untapping is a unique feature in Deckmaster games. During
play, you will turn cards sideways to tap them, indicating
that the cards have been used for some particular purpose or
effect. Untapping a card restores it to its original position,
indicating that the card is reset and will be able to be tapped
again later. Only untapped minions can take actions, block
the actions of other minions, or play reaction cards (see
Minion Phase, sec. 6).
2. Burn: When a card is burned, it is placed into its owners
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.

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1.2. Equipment Needed
1. Cards: Each player needs two decks: a crypt and a library.
The cards in your crypt represent the vampires you hope to con-
trol; they have oval portraits of the vampires 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 mini-
mum 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 fre-
quent 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
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represent the Edge. Any small, distinctive object, such as a coin
or a glove, will do.
1.3. Golden Rule of Card Ownership
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.
1.4. Golden Rule for Cards
Whenever the cards contradict the rules, the cards take prece-
dence.
1.5. Overview of Crypt Cards
Each crypt card (the amber-backed cards) has a set of elements
that describe the vampire: his name, blood capacity, clan, Disci-
plines (powers), group and any special abilities or political title
he has. These elements are described below.
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 vam-
pire 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 vampires capacity. This number
reflects many things at once: the vampires 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
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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 influ-
ence 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 sym-
bol 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 this
booklet for a list of the clan symbols. Some library cards require
a member of a particular vampire clan to play, while other li-
brary 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
vampires Disciplines determine which library cards he can play.
If a library card requires a Discipline (noted by a Discipline sym-
bol on the attribute bar of the library card), then only vampires
who have that Discipline can play it.
Each of a vampires Discipline symbols is in the shape of either
a square or a diamond. A square-shaped Discipline symbol means
that the vampire has one level of that Discipline, the basic level;
he can use only the basic (plain text) effect listed on a card that
requires that Discipline. A Discipline symbol within a diamond
signifies that the vampire has an additional level of that Disci-
pline, the superior level, and therefore may opt to use either the
basic (plain text) or the superior (bold) effect listed on the card
(but not both).
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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.
5. Group: Each vampire belongs to a specific group, identified
by a number above the upper left corner of the text box. A players
crypt must be built using vampires from a single group or from
two consecutive groups. This does not restrict a Methuselah from
stealing vampires from other groups through play, however. Cards
from some older sets do not have this designation. For those cards,
the ones with an expansion set symbol (an icon in the upper
right corner of the card) are treated as Group 2 vampires; the
others are Group 1 vampires.
1.6. Overview of Library Cards
1.6.1. General
1. Playing Cards. There are two main types of library cards:
master cards and minion cards. Master cards are played by
Methuselahs; minion cards are played by the minions (vampires
and allies) the Methuselahs control. Master cards have no icon
at the top of the attribute bar while each minion card has an
icon there that indicates what type of minion 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.
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 al-
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ways match your hand size (less any cards you are not replacing
until later). Whenever they dont match (when an effect changes
your hand size or adds or removes cards from your hand, for ex-
ample), immediately discard down to or draw up to your hand
size.
3. Requirements for Playing Cards. Each library card has sym-
bols on the attribute bar (the marble stripe on the left side) for
the card type (for minion 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 require-
ments of a master card can play it.
Some cards that have a clan requirement also have
a burn option icon. This icon means that a Methuselah
who doesnt control a ready member of the required
clan may discard the card during any Methuselahs
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).
4. Uniqueness. If a card is identified as unique, then only one
copy of that 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).
5. Targets. If a card is played on another card, or selects or
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chooses or otherwise targets another card, the target card must
be in play (i.e., controlled). Vampires in the torpor region are
eligible targets by default, but vampires in the uncontrolled re-
gion and contested cards are not.
6. Sequencing. If two or more players want to play a card or
effect, the acting Methuselah plays first. At every stage, the act-
ing player always has the opportunity to play the next card or
effect. So after playing one effect, she may play another and an-
other. Once she is finished, the opportunity passes to the de-
fending Methuselah (in the cases of directed actions and com-
bat), then to the rest of the Methuselahs in clockwise order from
the acting Methuselah. Note that if any Methuselah uses a card
or effect, the acting Methuselah again gets the opportunity to
play the next effect.
1.6.2. Master Cards
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
dont have a specific type). Regular master cards are played dur-
ing 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 con-
trolled by another Methuselah.
The general types of master cards are as follows:
1. Locations: A location card represents a place (a building, a
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city or a designated gathering place, for example) that a
Methuselah or her minions control. A location card stays in play
and may be used repeatedly, even on the turn it is played. Some
library cards (such as Arson) can burn them.
2. Disciplines: A Discipline card is played on a controlled vam-
pire (even one controlled by another Methuselah) to give him
an additional level of a Discipline, either giving a vampire the
basic level of a new Discipline or adding a level to one he al-
ready has (increasing the level of a Discipline from basic to supe-
rior). The vampire also gains an additional blood capacity (the
+1 in the red circle in the bottom right corner of the card
indicates this) along with the Discipline granted, but he does
not automatically gain an extra blood to fill the new capacity.
3. Out-of-turn: You may play an out-of-turn master card when-
ever appropriate during another players turn. Doing so counts
against your next master phase (see Master Phase, sec. 5). You
may not play a second out-of-turn card against the same master
phase youll have to wait until you square away the debt you
owe on the first one. You cannot play an out-of-turn master card
on your own turn.
4. Other master cards: Any master cards not explained here
have their effects described on them. These master cards are dis-
carded when they are played unless the card says to put it into
play or to play it on some other card.
1.6.3. Minion Cards
Minion cards are cards that your vampires and allies (collec-
tively referred to as minions) play. Unless the card states oth-
erwise, a minion card is burned after a minion plays it.
By default, a minion card in play is controlled by the control-
ler 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
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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 vam-
pire. In these cases, the ally is treated as a vampire for all effects
generated by the play of the card. The allys 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 pur-
poses 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 re-
solved immediately, for the resolution of the effect. In particular,
the ally is not treated as a vampire for effects of the card once its
in play or for lingering effects generated by the card. If the ally
gains life in excess of his capacity, it doesnt drain off, and if the
effect inflicts aggravated damage on the ally, he burns life as nor-
mal. However, if the effect would send the ally to torpor, then he
is burned instead.

The general types of minion cards are as follows:


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 dont 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 minions stealth
or bleed amount or give him more votes. A minion
cannot play the same action modifier more than once
during a single action. 15
3. Ally, equipment and retainer cards: These ac-
tion cards represent things that a minion can bring
into play by taking an action. It takes one action for
each card. A minion cannot bring two equipment
cards into play in a single action, for example. Equip-
ment 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. Combat cards: These are played by minions when
in combat (see Combat, sec. 6.4).
5. Reaction cards: A ready untapped minion can
play a reaction card in response to an action taken by
another Methuselahs minion (an action taken by one
of a Methuselahs 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.

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.
2.2. Blood Bank and the Edge
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
16
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.
2.3. Play Area
The area in front of each player is divided into two regions:
the uncontrolled region, which will start with four uncontrolled
vampires dealt from the crypt, and the controlled 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 vampires, moving them to the ready region, face up (see
Influence Phase, sec. 7).

Ready (controlled)
Uncontrolled Torpor
(face down) (controlled)

To begin, separate your crypt (vampire) 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 vampires from your crypt to your
uncontrolled region later in the game (see Influence Phase, sec. 7).
3. PLAYING THE GAME
Turns proceed clockwise around the playing area. Each players
turn is composed of the following five phases, in order:
17
1. Untap Phase Untap all your cards.
2. Master Phase Play a master card.
3. Minion Phase Have your minions
perform actions.
4. Influence Phase Attempt to control vampires in
your uncontrolled region.
5. Discard Phase Discard a card from your hand
(and draw another).
Each of the phases is described in full detail in the following
sections.
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. 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).
For each infernal minion you control, burn a pool or tap
that minion.
4.1. 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 vampire
cards represent unique vampires. If more than one copy of a
unique card is brought into play, that means control of the card
is being contested. For the duration of the contest, all copies of
18
the contested card are turned face down and are out of play. If an
additional copy of an already-contested card 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 copies of a card you are contesting 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 cant 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.
4.2. Contested Titles
Some titles are unique. For example, there can be only one prince
or archbishop of a particular city (see Vampire 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 in-
volved 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 vam-
pire 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.
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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. If youve played an out-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 tak-
ing an action taps the acting minion. Other Methuselahs ready
untapped minions may attempt to block your action, and block-
ing 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 man-
ages 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
20
minions can take any non-mandatory actions if any of your min-
ions 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 doesnt prevent your other minions from
taking non-mandatory actions, however).
6.1. Types of Actions
By default (without the use of a card), a ready minion can per-
form 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 min-
ion) 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 min-
ion 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 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
vampires in torpor. These actions are not described here (see
Torpor, sec. 6.5).

21
6.1.1. Bleed
Bleeding is one of the most fundamental actions of the game. It is
the basic means of removing your preys pool. By default, your
minions 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, chang-
ing bank records, spreading rumors, etc.
To bleed a Methuselah, announce the action and tap the act-
ing 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 con-
troller of the acting minion gets the Edge, taking it from the
Methuselah who has it.
6.1.2. Hunt (+1 stealth)
Hunting is a vampires means of satisfying his hunger for blood.
Allies cannot take this action.
To have a vampire hunt, announce the action and tap the act-
ing vampire. If the action is successful, move a blood counter to
the acting vampire from the blood bank. If this causes the
vampires blood to exceed his blood capacity, then (as always)
the excess is immediately returned to the blood bank. This ac-
tion 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).
22
6.1.3. Equip (+1 stealth)
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 Re-
solve the Action, sec. 6.2.3). Only one equipment card can be
played per action, but there is no limit to the number of equip-
ment cards a minion can have.
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.
6.1.4. Employ Retainer
(+1 stealth)
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
23
from the blood bank to represent its life (listed on the retainers
card). When a retainer loses its last life counter, it is burned (see
Retainers and Combat, sec. 6.4.7).
6.1.5. Recruit Ally (+1 stealth)
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 indi-
cate 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 ac-
tion. 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 allys 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 nor-
mal version of the ally, if it is different than the superior.
6.1.6. Action Card
(or Card in Play)
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
24
(see Stealth and Intercept, sec. 6.2.2.2) and can be attempted
by both vampires and allies. If the card describes a special ver-
sion 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 success-
ful, 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 minions own
card text) more than once each turn, even if he untaps.
6.1.7. Political Action
(+1 stealth)
A political action card is an action card that is used
to call a referendum. As indicated on the cards, these actions
have a default +1 stealth and can only be played by vampires
(allies cannot call referendums). A political action is always un-
directed, because all Methuselahs can vote in the referendum
(see Who May Attempt to Block, sec. 6.2.2.1). A minion can-
not 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
25
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).
6.2. Taking an Action
Any ready untapped minion you control can take an action.
The procedure for resolving an action is described in the follow-
ing 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).

Summary of the Course of an Action


The action is declared, and the card used for the action (ac-
tion card, equipment, etc.) is played, if any. Tap the minion
who is taking the action (the acting minion).
The target Methuselah may try to block the action with any
of her ready untapped minions. If the action doesnt 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 at-
tempt is successful, then the blocking minion taps and en-
ters 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
26
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 reac-
tion card more than once per action.
6.2.1. Announce the Action
Announce the action and tap the acting minion (only ready
untapped minions can take actions). Any card required for the
action is played (face up) at this time. All details of the action
are declared when the action is announced, including the
target(s), the cost, the effects, etc.
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 Sarahs minion phase, she decides that one of her un-
tapped 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 isnt
paid until the action succeeds.)

6.2.2. Resolve Any Block Attempts


1. Who May Attempt to Block: If the action targets another
Methuselah (or something controlled by another Methuselah),
then the action is called directed, and the Methuselah who is
the target (or controls the target) of the action may use her ready
untapped minions to attempt to block the action. If the action is
27
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 Methuselahs prey or predator,
with the prey getting the first opportunity to block. If one at-
tempt to block fails, another can be made as often as the block-
ing Methuselah wishes. Once a Methuselah decides not to make
any further attempts to block, that decision is final. As a conve-
nience, when a card describes an action that is typically directed
at another Methuselah, the cards text will usually include a
symbol as a reminder that the action is typically directed.
Remember, political actions are always undirected.
Note that declining to block does not prevent a Methuselah
from playing reaction cards later during the action.
Krids action to bleed Alexis is directed at Alexis, so only
Alexiss ready untapped minions can attempt to block. If one
block attempt fails, another can be made.
Pugs action to recruit the Loyal Street Gang is not directed at
another Methuselah, so it is undirected. It can be blocked by the
ready untapped minions of Sarahs prey or Sarahs predator. If
her preys 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.
2. Stealth and Intercept. Conceptually, stealth represents the
measures that the acting minion is taking to conduct his busi-
ness discreetly, to avoid attracting the attention of those who
would oppose him. Intercept represents the blocking minions
efforts to discover the plans of the acting minion and to stalk or
chase him in order to detain him (by fighting with him) before
he can accomplish his goal.
To see if a block attempt succeeds, compare the acting minions
stealth to the blocking minions intercept. The action is blocked
28
if the blockers intercept is equal to or greater than the acting
minions stealth. By default, minions have 0 stealth and 0 inter-
cept. 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 minions 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 minions
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 minions stealth exceeds his
intercept).
Note that all modifications made to a minions stealth or in-
tercept remain in effect for the duration of the action. Increased
stealth and intercept return to normal after the action is resolved.
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 Iras stealth, so the action is
blocked. Eugenio is tapped, and combat begins.
If a block fails (the acting minions stealth exceeds the blockers
intercept and the blockers 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.
29
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.

6.2.3. 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
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 actions cost, if any, is only paid if the ac-
tion 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.
6.2.4 Slaves
Some minions are identified as slaves to a specified clan. A slave
cannot take a directed action if his controller doesnt 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.
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 vam-
pire takes a political action or when a blood hunt (see The
Blood Hunt, sec. 6.5.6) is called.

30
6.3.1. The Political Action
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 an-
nounce 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 Methuselahs 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).
6.3.2. The Referendum
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, poll-
ing (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 ref-
erendum than against, the referendum passes, and the effects

31
of the successful referendum take place. Otherwise, the ref-
erendum fails and has no effect. Tied referendums fail.
6.3.3. Gaining Votes
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 restric-
tion that all of the votes from 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 refer-
endum, that card provides a vote for the acting vampires con-
troller. 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 or baron, and
3 votes for each ready justicar or cardinal, and
4 votes for each ready Inner Circle member.
Other vampires may have votes (as listed on card text) with-
out holding one of the titles listed above. All votes can be
used only when the vampire 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
32
against the referendum according to the prisci sub-referen-
dum. Each ready priscus provides 1 vote for this sub-referen-
dum, and no other votes may be used in this sub-referendum.
Each vote is either for or against the main referendum.
Whichever side has the greater number of votes in the sub-
referendum gains 3 votes in the main referendum. If the sub-
referendum is tied, the prisci abstain from the main vote. As
prisci cast their votes in the sub-referendum, the prisci block
of 3 votes may shift between for, against and abstain
(as the majority in the sub-referendum 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 min-
ion can play action modifiers and only ready untapped
minions controlled by Methuselahs other than the acting
minions 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 can-
not enter combat with any of your other minions.
Being tapped or untapped doesnt matter for combat. Tapped
minions fight just the same as untapped minions.
Note: The only minion cards that can be played during com-
bat are combat cards (unless a card states otherwise, of course).
6.4.1. Combat Sequence
Combat occurs in a series of one or more rounds. Each round
of combat has three steps:
Determine Range. Use maneuvers to set the range to close
or long.
33
Strike. Announce and resolve strikes.
Press. Use presses to continue into another round or to end
combat.
As usual, the acting minion always gets first opportunity to use
a card or effect before the opposing minion at every stage of com-
bat.
6.4.2. 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 de-
termines 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 opponents last
maneuver) for as long as they wish. A minion cannot play two
maneuvers in a row (which would effectively cancel each other).
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.
34
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 com-
bat 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 maneu-
ver from the gun to move to long range, where he cannot be
harmed by Iras 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 respec-
tive strikes (the acting minion first, then his opponent), and then
the strikes are resolved. Strike resolution occurs simultaneously, ex-
cept for a few special cases (see Strike Effects, sec 6.4.5).
39
Choose Strike. Each minion chooses his strike. The strike
can be from a combat card, from a weapon the minion pos-
sesses 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 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 appro-
priate (see Damage Resolution, sec. 6.4.6). Note that the ef-
fects 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. So if a strike inflicts more damage than a minion
can heal or prevent, then combat ends at that point (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 com-
bat. 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
40
are handled by having another choose strike phase and re-
solve 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 dam-
age, 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 supe-
rior 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 cant use a strike because he had only one addi-
tional 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 com-
bat (cancel an opponents 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 opponents
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 uncanceled press to continue, then another round of
combat begins.
41
6.4.5. Strike Effects
Hand Strike. The default strike is a hand strike. When a min-
ion strikes with a hand strike at close range, he does an amount
of damage equal to his strength to the opposing minion. Min-
ions 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 in-
stead 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 steal-
ing 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 can-
cels the effects of a strike done with first strike (see below).
Dodge. A dodge strike deals no damage, but it protects the dodg-
ing 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
42
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 preven-
tion effects. This effect occurs before the heal damage step of
damage resolution, so the stolen blood can be used to heal dam-
age 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 capac-
ity of 5 and 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 doesnt prevent any, so he burns 2 blood to heal
the damage, leaving him with 3 blood.

6.4.6. Damage Resolution


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
43
any more. Only minions can prevent damage. Damage to retain-
ers cannot be prevented.
Any remaining damage (damage that was not prevented) is suc-
cessfully inflicted. The damage is then healed (if the victim is a vam-
pire) 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 immor-
tal creatures, including some vampires. Also, damage a vampire with
cold iron vulnerability receives from a cold iron weapon is aggra-
vated. 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 doesnt 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 dam-
age 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 pre-
vent his destruction. If he doesnt have enough blood, he is
burned. Destruction by this method does not constitute diablerie
(see Diablerie, sec. 6.5.5).
44
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 di-
rectly to the ash heap. He doesnt go through torpor first.
Krid is ready and has 1 blood when he receives 1 point of ag-
gravated damage. He cannot heal this damage, so he is wounded
and goes to torpor with 1 blood.
Milo is ready and has 2 blood when he receives 3 points of
aggravated damage. He cannot heal 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.
Barth is ready and has 1 blood when he receives 2 regular dam-
age and 1 aggravated damage. He burns 1 blood to heal the first
point of normal damage. He doesnt 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 pre-
vent his destruction.
Allies and retainers treat aggravated damage the same as nor-
mal 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.
6.4.7. Retainers and Combat
A retainer is not normally harmed in combat (unless the min-
ion employing it is burned). However, an attacker can choose to
target one of the opposing minions retainers with a strike rather
than striking at the opposing minion. This can only be done at
45
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. Such strikes cannot be dodged,
and damage done to retainers cannot be prevented.
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.
6.5.1. Going into Torpor
If a vampire cannot heal his wounds, he goes into torpor. For
example, a vampire who doesnt 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.
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 vam-
pire when he goes into torpor.
A vampire in torpor can take no action except the leave tor-
por action (see below) and cannot block or play reaction cards.
He can play action modifiers during his actions.

46
6.5.2. Leave Torpor Action
(+1 stealth)
This action is the only one a vampire in torpor can take (un-
less a card has explicit text saying otherwise). This action costs
the acting vampire 2 blood.
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:
6.5.3. Rescue a Vampire from Torpor
This action costs 2 blood, which can be paid by the act-
ing 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 re-
sult 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
47
and the vampire in torpor have the same controller; other-
wise it is simply a directed action.
6.5.4. Diablerize a Vampire in Torpor
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 nor-
mal. 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
Diablerie is the act of sending another vampire to Final Death
by drinking his blood. Only ready vampires can commit diablerie.
Vampires of Clan Assamite suffer from a blood curse that prevents
them from committing 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 owners 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 Disci-
pline card to put on the diablerist and then reshuffle her library
or draw back up to her hand size as necessary. This increases the
diablerists capacity by 1 but does not automatically give the
diablerist a blood to fill that new capacity.
The steps of diablerie are treated as a single unit. No effects
can be used to interrupt the diablerie; effects may be played ei-

48
ther before or after, as appropriate. After diablerie, a blood hunt
may be called on the diablerist.
6.5.6. The Blood Hunt
As stated, vampiric society condemns the act of diablerie. The
penalty for committing this act is death, and the method of jus-
tice is a blood hunt (called a wild hunt by some groups of vam-
pires; 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, de-
pending on the connections that the diablerist has.
When a vampire commits diablerie, a referendum is automati-
cally 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.
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 to do their bidding (often with the younger
vampires 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 vampires in your uncon-
trolled region. This phase can also be used to move new vampires
from your crypt to your uncontrolled region. The activities con-
ducted 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 four transfers at the start
of her influence phase. To balance the advantage of going first,
49
however, Methuselahs do not receive the full allotment of trans-
fers 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.
During your influence phase you may spend your transfers as
follows:
Spend one transfer to move 1 blood counter from your pool
to a vampire in your uncontrolled region.
Spend two transfers to move 1 blood counter from a vampire
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 un-
controlled 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).
When you move a vampire marked scarce from your uncon-
trolled region to the ready region, you burn 3 pool for every other
vampire of the same clan already in play.
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
50
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
You can discard one card from your hand (and draw a card
from your library to replace it) during this phase.
9. ENDING THE GAME
9.1. Victory Points
When a Methuselah runs out of pool counters, she is ousted
from the game. If you are ousted, all the cards you control are
burned. Any of your opponents cards you control are placed in
their respective owners ash heaps (see Important Terms in the
Game, sec. 1.1). 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 6 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 Methuselahs prey) becomes your new prey.

51
Richard, Steve, Justin and Lisa are seated clockwise around a
table in that order. Steve is reduced to 0 pool first. Steve is
Richards prey, so Richard gains 6 pool and a victory point. Jus-
tin is ousted next by Richard. Since now Justin is Richards 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 doesnt save him from fall-
ing, 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.

9.2. Withdrawing from the Game


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 in-
tent 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 on your next untap phase you have met these conditions, then
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.
10. VAMPIRE SECTS
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.
52
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.
If a vampire changes clans (by means of a Clan Impersonation
card, for example) to a clan that belongs to a different sect (see
the lists in the following sections), 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. These
vampires are marked Camarilla on their cards. Some vampire
cards from older sets do not have any sect designation these
vampires are all Camarilla vampires.
Only Camarilla vampires can be primogen, princes, justicars
or Inner Circle members. Additionally, clan justicar titles can
only be held by a vampire of the appropriate clan, and there can
be only one justicar of a particular clan. If another vampire comes
into play with the same justicar title, the titles are contested (see
Contested Titles, sec. 4.2). The title of prince is associated with
a particular city and can be contested by another vampire who
claims the title of prince or archbishop of the same city. The
titles of primogen and Inner Circle member are not unique and
cannot be contested.

53
10.2. Sabbat
The other major sect is the Sabbat, which is composed of 15
clans: Lasombra, Tzimisce, Pander, the seven antitribu clans (cor-
rupted versions of the Camarilla clans) as well as five of the clans
found in Bloodlines: Ahrimanes, Blood Brothers, Harbingers of
Skulls, Kiasyd and Salubri antitribu. These vampires are marked
Sabbat on their cards.
Only Sabbat vampires can become bishops, archbishops, prisci
or cardinals. Like Camarilla princes, the title of archbishop is
associated with a particular city and can be contested by another
vampire who claims the title of prince or archbishop of the same
city. The other Sabbat titles are not unique and cannot be con-
tested.
The antitribu clans are distinct from their non-antitribu coun-
terparts. A vampire of one of the antitribu clans does not qualify
to play a card that requires the counterpart, and vice versa. Like-
wise, if a vampire changes sects, his clan doesnt automatically
change. For example, a Brujah antitribu who becomes a Camarilla
vampire via Writ of Acceptance is still a Brujah antitribu, not a
Brujah.
10.3. Independents
Other clans are not aligned with either sect; they are called
Independent. Any clan not listed above as belonging to the
Camarilla or the Sabbat is Independent. These vampires are iden-
tified 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 vam-
pires 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.

54
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 owners ash heap.
bleed: An action that attempts to burn another players pool. By
default, it can only be attempted against a players 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 cur-
rent action.
blood (also blood counter): A token representing a vampires
capability to heal himself or to perform certain feats.
blood bank: Repository of blood counters not in use.
blood hunt: A special referendum that can be called when a vam-
pire commits diablerie. If successful, the diablerist is burned.
burn: Discard. A burned card goes to its owners 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 vampires age.
55
circle: Each Blood Brother is identified with a particular circle.
A vampire without a circle designation is his own circle a
circle of one.
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 Methuselahs controlled
cards.
crypt: The deck of cards containing a players 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 Methuselahs minion that di-
rectly affects another single Methuselah or her minions or
other cards she controls.
dodge: A strike that protects a minion and the cards on him
from an opposing minions 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 abil-
ity.
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 minions
stealth, the minions block is successful.
56
library: The deck containing a players minion and master cards
from which her hand is drawn.
life (also life counter): A token representing a retainers or an
allys 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 Methuselahs 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 players 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 Methuselahs status. Also, a collec-
tion of such tokens. A Methuselah is ousted if she loses all of
her pool.
predator: The player to a Methuselahs right.
press: The efforts of a minion in combat to escape from or to
give chase to the opposing minion.
prey: The player to a Methuselahs left. A player receives a vic-
tory point and 6 pool when her prey is ousted.
reaction card: A card played by a Methuselahs ready, untapped
minion in response to an action taken by a minion controlled
by another Methuselah.
ready region: Area containing a Methuselahs minions that are
not in torpor.
referendum: The part of a political action (or blood hunt) dur-
ing which the terms are set, the votes are cast and the effects
are applied (if it passes). 57
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
minions intercept, the block fails.
strength: The amount of damage a minion inflicts with a nor-
mal 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 can-
not heal damage done to them. A vampire in torpor is vul-
nerable 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 Methuselahs 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 players ranking. A player re-
ceives 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
58 to be wounded.
WORLD OF DARKNESS
GLOSSARY
The following is a glossary of some of the relevant terms of
Vampire: The Masquerade.
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
Sabbats influence.
archon: A powerful vampire who travels from city to city, usu-
ally in the service of a 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 anothers blood. The blood bond can give the do-
nor 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 al-
legedly traces their origins and history. Most of it has been
lost to time.
Caine: The first vampire, from whom all other vampires are al-
legedly descended.
Camarilla, the: A sect made up of seven clans that have banded
together and are governed by the Traditions.
59
Canaille: Mortals, especially referring to the most unsavory ele-
ments 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 physi-
cal 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 vampires home; where he finds sanctuary from the
sun.
Inner Circle, the: The group of vampires who comprise the rul-
ing 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), in-
60
volved 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 citys
ruling prince.
prince: A Camarilla vampire who rules a city and enforces the
Traditions upon the citys vampire population.
priscus: A Sabbat vampire who advises the regent and cardi-
nals.
regent: The leader of the Sabbat, insofar as the sect recognizes
one.
retainer: A mortal or creature that serves a vampire master.
Sabbat, the: A violent sect of vampires bent on destroying the
Camarilla.
sect: A group of Kindred arguably united under a common phi-
losophy.
Traditions, the: The six laws of the Camarilla. These Traditions
are laws that protect the vampires from mortals and from
one another.
vitae: Blood.

61
MORE INFORMATION
For more information about Vampire: The Eternal Struggle,
including tournament rules and support, errata and player infor-
mation, 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).

62
Crypt Card Example

63
Index
A B
action baron 4, 32
announce 27 bishop 32, 54
bleed 22 bleed action 22
blocking 27 block 27
declare 27 blood 8
diablerie 48 blood bank 16
directed 27 blood curse 48
employ 23 blood hunt 49
equip 23 burn 7
hunt 22 burn option 12
leave torpor 47
mandatory 20
perform 26
C
political 25, 31
recruit 24 Camarilla 53
rescue 47 capacity 9
resolution 30 card limit 8
successful 30 cardinal 32, 54
action card 15, 24 choose strike 39
action modifier 15 city title 4, 19, 53
additional strike 40 clan 10
advancement 4 changing 53
aggravated 44 cold iron 44
ally 24, 45 combat 33
as a vampire 15 combat ends 43
anarch 4 combat round 33
antitribu 54 contest 12
archbishop 32, 54 card 18
ash heap 7 city titles 4
Assamite 48 titles 19
control
64
master card 13 equip action 23
minion card 14 equipment 48
vampire 50
controlled region 17
cost 12, 30
F
crypt 8, 9, 49
first strike 42
D
G
D symbol 28
damage 40, 43 game start 17
aggravated 44 Gangrel 5
healing 43 group 8, 11
prevention 43
deck 8, 17 H
declare action 27, 31
demo 7
destroy equipment 42 hand 17
determine range 34 hand size 12
diablerie 46, 48 hand strike 42
directed 27 heal 44
discard 51 heal damage 43, 46
Discipline 10 hunt action 22
master 14, 48
dodge 42 I
draw card 11
Independent 54
E infernal 18
influence 10, 49
Edge 8, 18, 22, 32 inner circle 32, 53
employ retainer 23 intercept 28
empty library 11
empty vampire 22
end of game 51
65
J P
justicar 32, 53 play card 11
political action 25, 31
polling 31
L pool 16
predator 16
leave torpor 47 press 41
library 8 prevent destruction 44
empty 11 prey 16, 22, 51
life 44 primogen 32, 53
ally 24 prince 32, 53
retainer 23 priscus 32, 54
location 13
R
M
R damage 40
mandatory action 20 range 34
maneuver 34 ranged strike 40
master 13 reaction 16
Discipline 48 ready region 17, 50
trifle 5 recruit ally 24
master phase 20 referendum 25, 31, 49
merge 5 replacing cards 5
minion card 14 remove from game 7
minion phase 20 repeat action 22
multiple Disciplines 11 replacing cards 11
requirement 10, 12, 15
O rescue 47
retainer 23, 42, 45
round 33
older 9
oust 6, 9, 51
out-of-turn 13, 14

66
S turn 17
tutorial 7
Sabbat 54
scarce 50 U
sect 52
changing 4, 53 uncontrolled region
sequencing 13 10, 13, 17, 49
slave 30 unique 9, 12, 18
start 17 untap 7, 46
steal blood 43 untap phase 18
steal equipment 42
stealth 28
strength 42
V
strike 39
strike effects 42 vampire
strike resolution 39 advanced 4
sub-referendum 33 card 8
successful action 30 victory point 6, 51
superior 10 voting 31, 32

T W

tap 7, 33 winning 51
target 12 withdraw 52
tied referendum 32 wounded 17, 44
title 32, 53
baron 4
torpor 13, 17, 45, 46 Y
torpor and combat 33
transfer 49 yield 19
transfer equipment 23 younger 9
trifle 5

67

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