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Vampiro, Principe de La Ciudad PDF
Vampiro, Principe de La Ciudad PDF
chapter one
by Mike Nudd
Vampire created by Mark Rein•Hagen
1. Introduction
ways unique, but all use their powers to prey on the unsus-
Welcome to the World of Darkness. It seems a modern world
pecting, and all do their best to hide from mortal society.
just like our own, but if you peel back the veneer, you find a
second, hidden world of crime, dark passion and unfathom- Centuries ago, the Kindred participated in a society and
able monsters. The World of Darkness is like a warped reflec- shadow-empire called the Camarilla. Tonight, that unity has
tion in a broken mirror, where everything is stained and dirty, been lost. The vampiric world has fragmented into a number
crumbling on the outside and rotting on the inside. Missing- of covenants that vary greatly in practices, beliefs and goals.
persons cases are more numerous, and violent crime is more One social tradition remains commonplace throughout, how-
widespread. Corruption of mortal institutions is rife, and su- ever — that the Kindred of a city should be ruled by the most
pernatural beings pull strings from behind the scenes. powerful and most cunning among them, the Prince. Within
a city, the Prince’s authority is absolute and his word is invio-
At the top of the ecological, social and political food chain
late.
are the Kindred, a race of undead, a society of blood-sucking
vampires that have existed alongside us for centuries, perhaps Few dare to challenge the Prince directly or openly, but
millennia. Some of them claim they’re descended from a dark many covet his power for themselves. Beneath the Prince’s
progenitor such as Mithras, Baba Yaga, Longinus or even the station are the Primogen, elder vampires assembled to coun-
legendary Dracula. All vampires certainly share many traits, sel the Prince when he requests it, and who help carry out his
strengths and weaknesses held in common. Hence the assump- orders. The Primogen spend much of their time plotting and
tion that they have a collective origin, and hence the appel- scheming against one another in a constant game of one-
lation “Kindred” for those who bear the gift (or curse) of vam- upmanship, back-biting and power-mongering that some call
pirism. the Danse Macabre.
The Kindred divide themselves into familial groups called Now your city’s Prince has been destroyed by mysterious
clans, each of which claims a different cultural heritage and a means and a new leader is needed. Each of your city’s Primogen
distinct blood magic of its own. Some vampires are supernatu- is the foremost of his or her clan, its elder and representative.
rally strong and fast, while others wield powers over emotion The single Primogen who can prove him or herself superior
and the mind. Yet others master the arcane arts of telepathy, to the others will win the mantle of leadership and be crowned
invisibility or shadow manipulation. Each Kindred is in many the new Prince of the city.
chapter one
• Retainer and Equipment cards represent people and items influence tokens on a zone than any other player, he or she
that convey die bonuses or other game effects to a controlling controls that zone and the portion of mortal society it repre-
player. sents. A Primogen’s city prestige is determined by the total
• Strategy cards represent the different methods that a prestige values of the zones he or she controls.
Primogen may employ to garner more prestige or resources.
Drawing and playing cards is explained later in section 5.
chapter one
Again, the limits are three cards in hand and five cards in play. If a card leaves play for any reason, it should be placed face-
Most cards are not of any play value while held in hand. up in the discard pile. If the deck of playing cards ever runs
Their effect is realized only once they’re put into play face-up out, shuffle the discard pile, have a player cut the deck blindly,
(timing when to put certain cards into play is an important and place the cards face-down in the deck silhouette so that
element of strategy). An exception to this rule is the second- the cards may be re-used.
ary effects of Activation cards and Strategy cards. These cards Any rule on a card that seems to contradict a standard game
have a secondary effect printed in italics that reads: rule written here takes precedence over these rules.
Discard from your hand at any time to add or subtract one 5.1.2 Hunting
from the score of any die. All vampires need blood to sustain them and power their
supernatural Disciplines. As Primogen expend Vitae, they must
replenish their supply by preying on the city’s mortal herd.
Any player who opts to hunt as an action gains one Vitae
(he takes a Vitae counter from the bank).
Secondary
A player may not possess more than six Vitae. Any extra
Effect Vitae gained beyond six are discarded.
5.1.3 Consuming a Retainer
Once addicted to the power of vampiric blood, mortals live
and die to serve their undead masters. As an alternative to
hunting, a player may choose to use a resource action to dis-
card a Retainer card he controls to gain two Vitae (he takes
two Vitae counters from the bank).
This secondary effect may be used during any roll in the 5.1.4 Recovering or Rescuing from Torpor
game, even during a roll by another player or during a chal- Torpor is a comatose condition to which vampires succumb
lenge or influence contest in which the card player is not in- when they are grievously injured or out of Vitae to nourish
volved. A player reveals and discards the Strategy or Activa- their undead bodies. As explained more fully later, the char-
tion card and announces on whom the card effect shall be acter miniature of a Primogen in torpor is temporarily removed
used. The card must be played from the hand to get the sec- from the board.
ondary effect. Once the card is put into play face-up, its sec-
ondary effect can no longer be invoked. A Primogen in torpor recovers during the Resource Phase.
The player must use his first resource action of the phase to
return his Primogen to the board, placing his miniature in the
Elysium zone and gaining one Vitae from the bank. The player
will usually want to then use his second resource action to
hunt or to consume a retainer to gain more Vitae.
Any player may take a resource action to rescue another
Primogen in torpor, placing the roused Primogen’s miniature
in the same zone that the rescuing player occupies. The res-
cued vampire still receives one Vitae from the bank, and the
rescuing player may also grant or trade additional Vitae to the
rescued player (see below).
5.1.5 Performing Alternative Resource Actions
Event Card Draw Card While in play and face-up, some cards provide additional
resource action possibilities as explained on the cards.
Event cards are handled differently than any other card type. 5.1.6 Gifting and Trading
Event cards are easy recognizable as the reverse of each has a
different design from other types of cards. If an Event card ever Players who are within range (see definition below) of each
lies on top of the deck, it is drawn immediately and put into play other during the Resource Phase may voluntary give away or
face-up near the game board. Thus, events unfold in the city exchange Vitae counters or cards in any amount or combina-
during the game as players use their resource actions to draw tion.
cards from the deck and thereby reveal Event cards, which Two players are considered to be in range of one another if
are put into play immediately. Event cards are not controlled they occupy the same zone or two connected, adjacent zones
by any player, and do not count toward the number of cards a on the city board.
player may draw, hold or have in play. Resolving Event cards In addition, once each Resource Phase a player may choose
is explained in the Challenge Phase rules. Finally, each Event one (and only one) of his influence tokens in play on a zone
card lists a game effect that remains active for as long as the and give it to another player in range (so long as the other
Event card is in play. Follow the instructions for the event player agrees to receive the gift). The granting player removes
shown.
chapter one
die, and multiple re-roll effects can be used The personal prestige amount listed on the “Acting Player”
sequentially such that the same die may be re- line of an Event card is both the reward if the player succeeds
rolled several times. All players have the
and the penalty if the player fails. Kindred respect those who
opportunity to keep playing game effects and
modifying the outcome of a challenge or contest take control of their worlds, but rumor-mongering Harpies
after the dice are rolled. Once all players decline mock those who fail.
to play further effects, the challenge or contest is Example: It’s Rob’s turn to act and he chooses to challenge the
resolved. Event card Drunken Vandal. The card poses a physical challenge
Example: Sarah is the Daeva Primogen, and during the with a difficulty of 18. Rob’s Nosferatu Primogen has a physical
Challenge Phase chooses to declare a player challenge against Attribute of 7, and the Discipline of Vigor, so Rob spends one
Jim the Mekhet (their character miniatures are in range of Vitae to gain an additional die. In addition, Rob has the Brass
each other this turn and Jim has not activated his Obfuscate Knuckles card in play, which adds one point to his final score. Rob
Discipline in the turn). Sarah chooses a physical challenge. rolls two dice (one base die and one for Vigor) and adds eight (7 for
To help insure her victory, she lets her Kindred blood flow his Physical Attribute and one for Brass Knuckles). He scores a
and spends a Vitae to power her Vigor Discipline, giving her total of 21. Since his total is greater than the difficulty of 18, he
one extra die to roll on physical challenges. Sarah rolls two resolves Drunken Vandal successfully and claims the “Acting
dice and Jim rolls one, and each adds his or her physical At- Player” reward listed on the card (three personal prestige).
tribute. Sarah rolls poorly and scores a total of 11, while Jim
scores 10.
TERRITORIAL-TYPE EVENT CHALLENGES
In addition to the mental, physical and social
Jim would normally lose. He decides to use his Lucky Talis- challenges that are applied in event challenges,
man card, though, which allows him to force the re-roll of any one there’s a fourth type based on territorial control
die. Jim re-rolls his own die, and with his new die result his score is of the city. If such an event challenge is attempted,
12. the acting player adds the number of zones he
controls to the roll, rather than adding an
In response, Sarah discards two Activation cards from her
Attribute. Similarly, assisting players (see below)
hand to use their secondary effects to boost her score from 11 add the number of zones they control in lieu of
to 13, so she’s beating Jim again. After exhorting promises of an Attribute.
future assistance from Jim, Lucy plays a Strategy card and an Example: It’s Lucy’s turn to act and she chooses to challenge
Activation card from her hand for their secondary effects and the Event card Strained Vitae Supply. The card poses a territo-
boosts Jim’s score up to 14. rial challenge with a difficulty of 15. Lucy currently controls only
No other Primogen has an effect to play, so Jim wins the chal- three zones, so the result of her base die gets a +3 modifier. She
lenge and elects to steal three Vitae counters from Sarah. Sarah spends one Vitae to use her Ventrue Primogen’s Dominate Disci-
only has two Vitae remaining, so Jim takes both of those and Sarah’s pline to get an extra die for the territorial challenge. She also agrees
Daeva Primogen is in torpor. to let Rob’s Nosferatu Primogen assist her. Rob controls four zones,
5.3.2 Event Challenges so he lends an extra +4 to the total score on the challenge. Lucy
An event challenge is handled in a similar manner as a rolls two dice and adds 7, but scores a total of only 13, less than
player challenge. For event challenges, however, the type of the challenge’s difficulty of 15. Having lost the challenge, Lucy
challenge (mental, physical, social or territorial) is dictated and Rob consult the card to find that Lucy loses two personal pres-
by the card, and rather than rolling against an opponent, the tige as the “Acting Player” and Rob loses one personal prestige as
acting player must score equal to or higher than the given an “Assisting Player.”
difficulty number printed on the Event card. 5.3.3 Assisting a Challenge
If the acting player scores equal to or higher than the event’s Other players may assist during both player challenges and
difficulty number, the player resolves the event challenge suc- event challenges.
cessfully. The Event card is discarded, and the player may claim When a player challenge is declared, and before any dice
the amount of personal prestige on the “Acting Player” line are rolled or Discipline or card effects are used, any players in
of the card, taking that many personal prestige counters from range of the target may assist either the acting player or the
the “bank.” target player. Assisting players add their own Attributes (and
If the acting player scores lower than the given difficulty any other modifiers from cards or Disciplines, but not an extra
number, the player fails to resolve the event challenge suc- base die) to the relevant player’s score.
cessfully. The Event card remains in play and any player with Any number and combination of players may seek to assist
challenges left to declare this phase may declare challenges either side of the same challenge. Players may announce, with-
on it. The failing player suffers a personal prestige loss equal draw or change their assistance. The player who issued the
to the amount listed on the “Acting Player” line of the Event challenge may even rescind the challenge in the face of in-
card. That many personal prestige counters are paid back into creased opposition (but the player cannot then make a new
the “bank.” If the penalty is greater than the player’s personal challenge this phase in place of the rescinded challenge).
prestige, his score drops to zero. Players never “owe the bank” Once all players “pass” on committing, withdrawing or
personal prestige beyond what they have to lose, and personal switching sides, then play continues to the use of Disciplines
prestige losses never affect a player’s city prestige. and card effects. Players are then committed to their chosen
chapter one
Once all players draw their influence tokens, influence at- INFLUENCE CONTESTS
tempts are made to get the new influence tokens onto zones • +1 die per influence token being bid
of the board. Beginning with the Regent and going clock- • +1 die for each of the Primogen’s existing
wise, each player targets a zone for an influence attempt, bids influence tokens already in play on the target zone
one or more of his available influence tokens and resolves • +1 point bonus per existing influence token
that bid attempt. Thus, unlike other game phases, play may already in play on a zone of the same color as the
pass around the players several times during each Influence target zone
Phase as players vie for the different zones to which they as- • +4 point bonus if a participating player’s
character miniature is in the target zone
sign available influence tokens.
In addition, players may receive other bonuses or penalties
When a player’s order in sequence comes around, she may
from other game affects (e.g., from the Dominate Discipline).
refrain from making an influence attempt, passing play on to
the next player. If a player ever opts to pass, she may only bid The highest scoring player in the influence contest may
influence tokens to contest other players for the remainder of add the influence tokens she bid (if any) to the target zone on
the Influence Phase (see below). She may no longer target the city board. Any other influence tokens bid by other play-
zones for bid attempts of her own that turn. ers are discarded. In the case of a tie for the highest score, no
player wins and all bid tokens are discarded.
A player without any influence tokens remaining to bid
this turn cannot make an influence attempt and must pass. Additional players may bid influence tokens or apply their
modifiers to assist the acting player, or to assist any opposing
Once all players have passed, the phase ends, and any un-
players. When players combine their influence in this fash-
used influence tokens are discarded (they are not accumu-
ion, all tokens bid by the successful players are added to the
lated from turn to turn).
target zone. A player may combine his influence token bid or
During each Influence Phase, all players must keep the num- modifiers to another player’s only with that player’s permis-
ber of remaining influence tokens they have available for bid- sion. A player is never forced to accept assistance from an-
ding in view of all other players, and they may be counted at other during an influence contest. Once permission is granted,
any time. though, the assisting player is not restricted on how many
For each influence attempt, the acting player targets a zone. influence tokens he may bid in the influence contest. This
The targeted zone must either: flexibility becomes important as the assisting player could end
• Be in range (the zone the player’s miniature occupies or up controlling the zone (see “Influence and Zone Control”
an adjacent one) below).
• Or, be any zone of the same color as a zone the player 5.4.3 Influence Examples
already controls The following is an example of a possible Influence Phase
Once a target zone has been selected, the acting player bids early in a four-player game.
one or more of her available influence tokens that she wishes Example: Lucy, Rob, Sarah and Jim have just begun the
to see placed permanently on that zone. Influence Phase. Since no one has a domain yet and no mental
If the influence attempt is not contested by any other player player challenges resulted in the transfer of influence tokens in the
or game effect, then the tokens are placed on the target zone previous Challenge Phase, each player draws three influence tokens
immediately. If the bid is contested by any other player or with which to make bids this turn.
game effect, then an influence contest (see below) must be re- Lucy is Regent, so she makes the first influence attempt. She
solved. targets the Fashion Circuit zone. She chooses to bid one of her
5.4.2 Contesting Influence three influence tokens. Since no player is in range of that zone,
During an influence attempt, any other player in range of and no players yet control any other Arts and Entertainment zones,
the target zone or who controls a zone of the same color as the no player may oppose Lucy’s influence attempt. Lucy’s attempt is
target may also bid one or more available influence tokens to automatically successful. She places her token on the zone.
contest the acting player’s influence attempt. Players may also
Rob then chooses to target the University zone for his influence
contest an influence attempt using any existing tokens that
attempt. He bids one of his three influence tokens. Sarah is within
have already been made permanent in a designated zone or
range of the University and chooses to contest Rob’s attempt,
zones of that same color, and/or with their character minia-
bidding two influence tokens. Rob decides to bid an additional
tures if they are on the target zone (see the rules below).
token of his own in response, and the remaining players decline
Once an influence attempt has been contested, all eligible (or are unable) to participate. Both Sarah and Rob roll two dice.
players (including the acting player) may bid additional in- Rob scores 12 and Sarah scores 7. As Rob achieved the higher
fluence tokens on the target zone. This additional bidding score, he places the two influence tokens he bid on the zone, while
may take place in any order and continues until all players the influence tokens that Sarah bid are discarded. If Sarah had
have declined to bid more tokens, or they use other special beat Rob, she would have placed her two influence tokens on the
abilities such as card effects or Disciplines. Once this bidding zone instead (and Rob’s bid tokens would have been discarded).
ends, each of the opposing players must resolve an influence
contest. In influence contests, players receive the following It’s then Sarah’s turn. She only has one influence token left to
dice and bonuses for their rolls. bid this phase and chooses to place it on the Morgue. Although
chapter one
tige, this bonus is temporary and should not be recounted in
A zone with no tokens on it is considered uncontrolled. If subsequent Resolution Phases if the domain subsequently is
two or more players have an equal number of tokens on a lost (i.e., the player loses control of one or more of the zones
zone, there’s no clear leader in the zone and it’s considered in that color category, or zones specified on a Domain Strat-
uncontrolled. egy card).
If a player has an Activation card in play that corresponds In addition to city prestige, players gain personal prestige
to a zone the player controls, he may utilize the activation counters from successfully challenging Event cards, stealing
effect described on the card. personal prestige in a social player challenge, by performing
Whenever new tokens are added to or subtracted from a actions specified on Strategy cards they have in play, or from
zone, the zone should be checked for any change of control. any other prestige gain not linked to control of city zones.
Personal prestige is tracked by taking prestige counters from
It’s possible for control of a zone to change hands several
the bank when prestige is gained, or by paying it back to the
times in one Influence Phase.
bank when personal prestige counters are lost. If a player loses
When multiple players bid influence tokens on a zone dur- more personal prestige than he has counters to pay back to
ing an influence contest, it’s also possible that an assisting the bank, the surplus loss is ignored.
player rather than the acting one could gain control. In the
During each Resolution Phase, each player should tally his
last example above, Lucy assisted Rob. She bid more influ-
new prestige total, recording this total on the tracker pro-
ence tokens than he did, and they won the contest. After she
vided for all other players to see. The tracker should be used
placed the tokens she bid, she gained control of the zone.
only during the Resolution Phase, and players should not at-
5.5 Resolution Phase tempt to adjust their prestige totals or keep a running score
during any other phase of the turn.
During the Resolution Phase, all players count and declare
their total prestige scores, combining any personal prestige 6. Torpor and Leaving the Game
counters with any city prestige gained from any zones con-
trolled on the board. Each player records his new total pres- If a player is reduced to zero Vitae, his Primogen goes into
tige score for the turn by placing a clan insignia influence torpor, a nightmarish sleep that vampires suffer to recuperate.
token on the prestige track running on the outside edge of When a player is in torpor, her character miniature is removed
the board. Prestige is not cumulative turn after turn, but rather from the board. The piece may not be returned until the Re-
is recounted and reset each Resolution Phase. source Phase of a subsequent turn.
If this is not the last turn of the game, play continues with Players in torpor may not draw cards, exchange or bestow
the highest prestige player becoming Regent for the next turn. resources, participate in challenges or bid influence tokens.
If this is the last turn of the game, the highest prestige player A player in torpor cannot be named Regent or win the game.
is the winner and new Prince of the city. A player in torpor may still assist or contest influence at-
In the event of tied prestige scores, the player with control tempts made by other players if the torpid player has any rel-
of the most total zones on the board is declared winner (or evant influence tokens on the board, although she cannot
Regent for the next turn). If the number of zones is also tied, bid new tokens to initiate any attempt or to contest another
count the number of influence tokens on the board. If the player’s influence attempt.
number of tokens is also the same, then play continues for A Primogen in torpor may not be the target of a player
another turn. challenge, and is not subject to any positive or negative ef-
If a player’s character miniature is not present on the board fects caused by any Event cards in play.
(he’s in torpor) during the Resolution Phase, his total pres- If a player leaves the board for any other reason, she is treated
tige should still be counted, but he cannot be declared Re- as if in torpor until her piece is returned.
gent or winner. The title goes to the player with the next If a player must leave or withdraw from a game permanently
highest prestige total, and whose miniature is on the board. (e.g., due to time constraints or other commitments), her
If the game continues, each and every player must lose one character miniature is removed from play as above, although
Vitae counter at the end of each Resolution Phase, returning it is never returned to the board. Any cards the player had in
it to the bank. If a player has no Vitae left as a result, he play or in her hand are discarded. Any influence tokens she
immediately goes into torpor (see below). controlled in play are left on the board, and they automati-
cally contest the influence attempts of other players until the
5.5.1 Counting Prestige
game ends.
All players gain city prestige from the control of zones on
the board. The prestige value of each individual zone is marked
as a number on the zone. During each Resolution Phase, each
7. Timing and Order
player should count this prestige to find his total current city
prestige for the turn. A bonus of three city prestige is gained
of Game Effects
for each domain that a player controls. Like counting all pres- All game effects are resolved in the same order in which
they are played or activated. There is no way to interrupt or
chapter one
Final Death: A Kindred’s real, true, ultimate death; when neonate: A young vampire engaged in the Requiem for less
her unlife ceases and she never again rises as a vampire. than 50 years.
ghoul: A mortal fed Kindred Vitae, possessed of various Primogen: An elder who advises the Prince (also plural).
supernatural abilities, though far weaker than most vampires. Prince: The ruler of or most powerful Kindred in a domain.
Harpy: A vampire in a position prominent or estimable Regent: The Primogen with the most prestige at the end of
enough to raise or put down others in Kindred society. each turn and therefore closest to becoming Prince. He is the
Kindred: The modern (and most frequent) term by which first player to act each turn. The position of Regent is rolled
vampires refer to themselves and their race. for in the first turn of the game.
kine: A term for mortals; the phrase “Kindred and kine” retainer: Any individual who serves a vampiric master
refers to everyone. (whether under thrall or not). The term hails from a time
Masquerade: The efforts and system of laws required by a when many vampires kept large estates with entire entourages
Tradition of secrecy to hide Kindred existence from the mor- of servants.
tal world. torpor: A death-like sleep into which Kindred fall if in-
jured severely or starved too long.
Traditions: The primary Kindred laws, passed down through
the ages and observed inviolate due to the Kindred condi-
tion.
Vitae: Blood.
© 2004 White Wolf Publishing, Inc. White Wolf, World of Darkness and Vam-
pire are registered trademarks of White Wolf Publishing, Inc. Vampire the Re-
quiem and Vampire Prince of the City are trademarks of White Wolf Publishing,
Inc. All rights reserved.
For a free White Wolf catalog call 1-800-454-WOLF.
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