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cosmopolitan coteries 1

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.

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Igor Bilanovic (order #2288172) 195.252.6
Table of Contents 3. Game Contents and Components
1. Introduction 2 The following components are included in the game box:
2. Object of the Game 2 • one rulebook
3. Game Contents and Components 2 • one folding city board
3.1 City Board 3 • one deck of 100 playing cards
3.2 Playing Cards 3 • five character cards
3.3 Character Cards 3 • five unique character miniatures representing each of the
3.4 Character Miniatures 3 five Primogen vampires
3.5 Influence Tokens 3 • five 10-sided dice
3.6 Dice 3 • 3 sheets of punched counters and tokens (which should
3.7 Counters 3 be separated before play)
3.8 Masquerade Token 3 3.1 City Board
4. Setting up the Game 4
The game board represents the city over which players vie
5. Game Turn Sequence 4 for control. It is not so much a specific geographic map as an
5.1 Resource Phase 4 abstract representation of the areas of mortal influence that
5.2 Movement Phase 6 collectively run every aspect of the city. Each zone is clearly
5.3 Challenge Phase 6 demarcated on the board, and they’re all grouped into col-
ored zone categories.
5.4 Influence Phase 8
5.5 Resolution Phase 11 ZONE CATEGORY COLOR
6. Torpor and Leaving the Game 11 Religious Orange
Government Light Blue
7. Timing and Order of Game Effects 11 Business Purple
8. Advanced and Optional Rules 12 Arts and Entertainment Pink
8.1 “10-Again” Rule 12 Research Green
Industry Red
8.2 Exact Player Order 12
Transportation Yellow
8.3 Two-player Game Option 12 Community Dark Blue
9. Glossary 12 The zone in the middle of the board stands alone and rep-
resents Elysium, the one place in the city where vampires can
meet in relative safety.
Each zone (except Elysium) is marked with a number value,
2. Object of the Game which represents the prestige points won for controlling that
Prince of the City is set in the aftermath of a great tragedy zone with influence (as explained later). Elysium cannot be
(or opportunity, depending on your perspective). The former controlled.
Prince of the city has met with Final Death by unknown, A numbered track runs around the perimeter of the board
mysterious means. It’s assumed that one of the elder vampires and is used to track both the number of turns remaining in
of the city, the Primogen, will take his place. the game and each player’s most recently tallied prestige to-
Each player assumes the role of one of the five Primogen of tal.
the city, and his or her goal is to outmaneuver opponents to
become the new Prince. 3.2 Playing Cards
The Primogen who accumulates and holds the most pres- The deck contains 100 playing cards that come in five dif-
tige at the end of the game wins the struggle and is awarded ferent types.
the title of Prince. The game ends after a predetermined num- • Activation cards represent special game effects that play-
ber of turns is played (which allows you to set the length of ers may call upon if they control the zone described on a card.
each game). • Event cards represent a number of different events that
Prestige comes in two equally important forms: personal pres- would not only occur within a city full of vampires, but for
tige and city prestige. Personal prestige is gained primarily by which the local Kindred would turn to the Primogen for a
dealing with troublesome events that arise in the city and response and resolution. Any Primogen who expects to com-
that affect vampire society. City prestige is gained primarily mand the respect due to a Prince had best be able to solve any
by taking control of mortal institutions within the city as rep- crisis that arises. Event cards have a unique card back, but are
resented by zones on the board. At the end of the game, play- shuffled into the same draw deck as all other types of cards.
ers add their personal prestige and city prestige to determine
their total prestige — and who has become the new Prince.

2 vampire: prince of the city

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cosmopolitan coteries 3

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.

3.3 Character Cards


Five character cards represent each of the five vampiric clans
and the Attributes of each Primogen.
DAEVA GANGREL MEKHET
• Daeva: Sensuous, artistic and hedonistic. Daeva are the
socialites and party-throwers of Kindred society. They possess
supernatural physical power and grace, but it is their majestic
social presence that other Kindred fear most — even while
they cannot help but adore the Daeva for it.
• Gangrel: Animalistic, instinctive and shamanic. Gangrel
are the hunters and mystics of the Kindred world. Few Kin- NOSFERATU VENTRUE
dred care to bring these vampires to violence. The clan’s physi-
cal power and toughness is legendary, as are its abilities to 3.6 Dice
transform undead flesh into the forms of beasts and to sum- A number of 10-sided dice are used to resolve challenges,
mon creatures of the wild. influence contests and other game effects.
• Mekhet: Ideological, intellectual and philosophical. The A player must abide by the most recent score rolled on any
Mekhet are the spies and prophets of the Kindred. These of- die, and cannot opt to use a previous score if a game effect has
ten aloof vampires are supreme strategists. They always seem caused a die to be re-rolled. A die may, however, be re-rolled
to be one step ahead in the Danse Macabre, and when other any number of times should game effects call for it. Game
vampires seek to oppose clan members, the Mekhet disap- effects that call for a die to be re-rolled may be used on a die
pear. rolled by any player in any challenge or influence contest,
• Nosferatu: Monsters, outcasts and freaks. Nosferatu are not just on a die rolled by the player using the re-roll effect.
the brutes and terrors of the Kindred world, and also the hoard- Players often assist one another (temporarily at least). Each
ers of its darkest secrets. Anyone opposing the Nosferatu who player rolls the dice he or she contributes to a challenge or
is not wary of their physical power and mental cunning comes influence contest.
to know terror from the clan’s nightmarish control of fear it-
self. 3.7 Counters
• Ventrue: Royalty, generals and autocrats. The Ventrue The bulk of counters used represents the amount of Vitae
are leaders and champions. These undead take command of (vampiric blood) and personal prestige a Primogen has at any
any man or beast as suits their whims. given time. These counters are paid out to players from the
The numbered Attributes on each character card represent “bank” as Vitae and personal prestige are gained, and paid
a vampire’s ability to perform mental, physical and social chal- back to the “bank” as Vitae and personal prestige are spent or
lenges. A high score represents good ability, while low score lost.
represents poor ability.
Each character card also describes the supernatural blood
powers called Disciplines that a Primogen commands. Unless
noted otherwise in their descriptions, Disciplines cost one Vitae
to use and each Discipline may be used only once each game turn.
“Vitae” is the term the Kindred apply to blood, the cherished
fluid that animates their undead bodies. VITAE PRESTIGE
3.4 Character Miniatures 3.8 Masquerade Token
There are five unique character miniatures included in the As the Primogen engage in their struggle for the Prince-
game, each of which is associated with a particular character dom, their activities inevitably threaten the Masquerade, the
card. These tokens are used to represent the physical location formal name vampire society gives to its efforts to remain hid-
of each player’s Primogen on the city board. den from mortal knowledge. Lest the Masquerade and thereby
all vampires be threatened, Kindred society will not allow the
3.5 Influence Tokens struggle to go on too long before a Prince must be chosen.
These pieces are used throughout the game to represent The Masquerade token serves as a turn marker, counting
the influence a Primogen wields. When a player has more down the number of turns remaining in the game on the num-

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Igor Bilanovic (order #2288172) 195.252.6
bered track on the outside edge of the board (the same track During each phase of each turn, play begins with the Re-
used to mark prestige). gent (see below), and then moves clockwise around the board
until each player has had the opportunity to act in that phase.
Play then moves on to the next phase.
The vampire with the highest total Prestige from the previ-
ous turn is the Regent for the new turn and play begins with
her. If this is the first turn, roll a die to see who goes first.

5.1 Resource Phase


MASQUERADE The first phase of each turn is the Resource Phase. This
(TURN MARKER) phase is when players marshal the tools at their disposal to
put themselves at an advantage. Before the Regent begins her
4. Setting up the Game Resource Phase, players should move the Masquerade token
down one spot on the track. If the Masquerade token is moved
Unfold the game board and distribute a random character to the zero spot, then this will be the last turn of the game.
card to each player (or players may choose cards if they pre-
During the Resource Phase, each player may take two re-
fer). Any spare character cards should be placed back in the
source actions from the following list.
box, as they are not used during the course of the game.
Each player selects the miniature associated with his char- RESOURCE ACTIONS
acter and places it in the Elysium zone in the center of the • Draw a card from the deck
board. Each player should then take his set of influence to- • Hunt to gain one Vitae
• Consume a retainer to gain two Vitae
kens (the clan insignia on your tokens matches that on your
• Recover from or rescue another Primogen
character card), as well as six Vitae counters. from torpor
Players then decide how many turns they would like to play. • Perform an alternative resource action (as
A short game lasts six turns (approximately two hours), a defined by a card in play)
medium-length game lasts nine turns (approximately three During the Resource Phase, in addition to taking resource
hours), and a long game lasts twelve turns (approximately four actions, players may also trade with or give away cards, Vitae
hours). It’s not recommended to play for less than six turns or counters or influence tokens to each other (see below).
more than twelve. Fewer players can play through turns more 5.1.1 Drawing and Playing Cards
quickly than a larger group, of course.
A player who opts to draw a card takes the top card from
Place the Masquerade token on the numbered slot of the the deck and places it in her hand. The card is hidden from
scoring track on the perimeter of the board that corresponds other players’ view, and the effects described do not take ef-
to the number of turns to be played. At the beginning of each fect until the card is put into play face-up.
new turn (including the first turn of the game), players move
A player can hold no more than three hidden cards in her
the Masquerade token down one space on the track. The
hand at any one time (unless game effects dictate otherwise).
Masquerade token always indicates how many full turns re-
If a player draws more cards than her hand size allows, she
main to be played after the current turn ends. The game ends
must immediately play, discard or give away cards until she
when the Masquerade token rests on zero at the end of a turn.
holds a legal number of hidden cards.
Shuffle the deck of playing cards. Have a player cut the
With the exception of the secondary effects of Strategy and
deck blindly, and then place the deck facedown on the card
Activation cards (discussed below), cards held in a player’s
silhouette on the board. If an Event card is the top card on
hand may be put into play only during the Resource Phase,
the deck after the cut (recognizable by its unique card back),
while the player is the acting Primogen (before she passes play
put the Event card into play as normal per the rules on draw-
clockwise to the next player in the Resource Phase). If a player
ing and playing cards, detailed below. Remaining Vitae
should for any reason draw cards outside the Resource Phase,
counters and the personal prestige counters should be placed
she must hold them in her hand until a subsequent turn’s
in two separate “bank” piles to one side of the board within
Resource Phase, or she must discard them immediately.
easy reach of all players.
To put a card in play, a player simply places it face-up in
5. Game Turn Sequence front of herself in view of all others. Once a card is in play, the
effects described are considered active. A card in play cannot
Prince of the City is a turn-based game, with each turn be returned to a player’s hand, although it may be discarded
consisting of a number of separate phases that are played in by the controlling player at any time.
sequence. The order of each turn is as follows:
A player may have no more than five cards face-up in play
1. Resource Phase
at any one time (unless game effects dictate otherwise). If a
2. Movement Phase
player plays or takes control of cards that would exceed this
3. Challenge Phase
4. Influence Phase limit, she must discard or give away cards immediately until
5. Resolution Phase she is within the five-card limit.

4 vampire: prince of the city

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cosmopolitan coteries 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.

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Igor Bilanovic (order #2288172) 195.252.6
his token and the receiving player replaces it with one of her next Influence Phase, while the loser gets one less — see the
own. Influence Phase rules).
If two players are in range and both agree, they may also • Physical Challenge Effects: Steal one Equipment card
swap one influence token. For example, Rob agrees to ex- of your choice controlled by the loser, or steal up to three
change his influence token on City Hall for Lucy’s token on Vitae counters from the loser.
the Airport. • Social Challenge Effects: Steal one Retainer card of your
A player may give away or trade only one influence token choice controlled by the loser, or steal up to two personal pres-
each Resource Phase, although he may receive any number of tige counters from the loser.
tokens as gifts. A winning player may decline to apply the winning effect
If the movement of influence tokens results in a new player upon the loser (or reduce the effect) if he or she so chooses.
having more influence tokens on a zone than any other player, In the case of tied scores in a player challenge, there is no
that player immediately gains control of the zone (see the effect on either party.
Influence Phase for more details).
Note that if the winner of a physical challenge elects to
5.2 Movement Phase steal all of the Vitae the loser has left, the loser must go into
torpor (see rules for torpor in section 6). The winner never
In the Movement Phase, each player (starting with the receives more Vitae than the loser has counters remaining,
Regent and moving clockwise around the board) may place and if the loser’s Vitae loss is prevented (such as with the
his or her character miniature on any zone of the board. Resilience Discipline), the winner receives no Vitae.
Once placed, the character miniature cannot be moved Anyone who declares a player challenge against a target in
again until the Movement Phase of the next turn (unless game Elysium (or if the challenger is in Elysium himself) loses per-
effects dictate otherwise). sonal prestige for breaking Kindred etiquette. If the challenge
A player must place his or her miniature somewhere on the is social or mental, the challenger loses one personal prestige.
board (unless game effects dictate otherwise, such as when in If the challenge is physical, the challenger loses three per-
torpor). sonal prestige. This loss is applied on each challenge declared,
A player may place his or her miniature in a zone already whether it’s successful or not.
occupied by another player’s miniature, or in a zone that’s Example: Lucy plays the Ventrue Primogen and during the
occupied by any type of token (unless game effects dictate Challenge Phase opts to declare a player challenge against Rob (who
otherwise). plays the Nosferatu Primogen). Their character miniatures are in
A player is not forced to move. If she chooses not to, her range of each other. Lucy chooses a social challenge. She knows it
miniature is left in the same zone that it occupied in the last puts Rob at a disadvantage since the Nosferatu have a low social
turn. Attribute. Each player rolls a single die. After adding their social
Attributes and any other appropriate modifiers to the results of
5.3 Challenge Phase their die rolls, Lucy gets a total of 18 and Rob gets a total of 11.
During the Challenge Phase, each player (starting with the Lucy wins the challenge, and from her options elects to steal Rob’s
Regent and moving clockwise around the table) declares one Professional Fixer Retainer card. The Ventrue Primogen easily
challenge. A player may choose from two types of challenges: manipulates the fixer’s loyalties to her cause.
a player challenge, which targets an opponent, or an event chal- USING DISCIPLINES AND CARD EFFECTS
lenge, which targets an Event card in play. DURING CHALLENGES AND INFLUENCE
A player may declare only one challenge each turn (unless CONTESTS
game effects dictate otherwise). If a player chooses not to (or
Primogen have many tools at their disposal to
is not able to) declare a challenge, play passes to the next assist them in overcoming obstacles to their
player until each has had an opportunity to declare a chal- ambitions, be it use of special equipment, the skills
lenge. of trained retainers, or the terrifying power of
5.3.1 Player Challenges their Disciplines. Unless the rules of a Discipline
or card state otherwise, their use and effect must
A player challenge may be declared only if a designated be declared and any costs paid before dice are
opponent lies within range (in the same zone or an adjacent rolled for a challenge (whether it’s a player
zone on the board) of your miniature. The acting player challenge or an event challenge), or before dice
chooses the type of challenge — mental, physical or social. are rolled for an influence contest (see Influence
Both the acting player and the target roll one die each, add- Phase rules, below). Players may keep declaring
game effects in any order until all players decline
ing the appropriate matching Attribute from their character
to take further measures, at which point the
cards. The player who scores the highest is declared the win- challenge or influence contest is rolled.
ner, and may apply one of the following effects to the loser. Some card effects may be used after dice are
• Mental Challenge Effects: Steal one Strategy card of your rolled. These include re-roll effects and the
choice that the loser has face-up in play, or steal one influ- secondary effects of Strategy or Activation cards
ence token from the loser in the next Influence Phase (the played from the hand “at any time.” Any re-roll
effects obviously apply after the initial roll of a
winner gets one additional influence token for bidding in the

6 vampire: prince of the city

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Igor Bilanovic (order #2288172) 195.252.6
cosmopolitan coteries 7

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

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Igor Bilanovic (order #2288172) 195.252.6
stance through the end of challenge. To be clear, it is possible Kindred society is inexorably linked to the mortal world on
for a treacherous Primogen to announce his assistance and which vampires prey. Throughout the ages, Kindred have
promise his allies that he will use his Disciplines or other re- found it beneficial to garner influence in mortal institutions
sources in the coming challenge, but then once the challenge to both insure their safety and to gain standing in the Danse
proceeds, withhold the use of those powers and resources. The Macabre, the undead power game. Indeed, a vampire who
treacherous player’s Attribute is still added to his side’s chal- controls the most influential elements of mortal society is to
lenge score. be respected and feared. He or she is a Kindred worthy of
When players assist a player challenge and lose, the winner becoming the new Prince of the city.
may chose one of the challenge effects for each and every The undead use any means at their disposal to gain power,
losing player. For example, if a player wins a social challenge from making ghouls of mortals and loyal servants, to corpo-
against a target and one assisting player, the winner might rate-ownership shell games, to acting as anonymous benefac-
steal a Retainer card from the target player and steal personal tors, to bribery, murder and coercion. The results of all of these
prestige counters from the assisting player. methods are represented in Prince of the City by influence
The winner may also award any portion of cards, personal tokens.
prestige counters, Vitae or influence tokens won to players Control of a city zone and thus control of the mortal orga-
who assisted her, but is under no obligation to do so (despite nizations it represents is determined by the placement of in-
what any conniving Kindred might have said when the alli- fluence tokens. When the game begins, no players have in-
ance was forged). fluence tokens on the board. During each Influence Phase,
Any player, regardless of range, may also assist an acting each player may attempt to place influence tokens to lay claim
player who declares an event challenge. The assisting player to zones and thereby gain city prestige. A player controls a
adds his appropriate Attribute (and any other modifiers) to city zone when he has more influence tokens on it than any
the score of the challenge, but does not contribute an extra other player.
base die. Players assisting in territorial event challenges add At the beginning of the Influence Phase, each player takes
the number of zones they control to the score. Again, players a number of influence tokens from her “bank” of spare to-
may withdraw their support and the acting player may even kens. A player normally takes three tokens, plus an additional
withdraw the challenge at any point before Disciplines or card one for each of the player’s domains. A player has a domain
effects are played or the dice are rolled. When players assist when she controls all of the zones of a certain colored. For
an event challenge, they receive the personal prestige listed example, Sarah controls the Cathedral, the Synagogue and
on the Event card for “Assisting Players” as an award or a the Mosque (she has the most influence tokens in each), so
penalty, depending on the outcome of the challenge. she has a domain over the orange, religious zones of the city.
A challenging player may always decline other players’ as- Domains can also be established with certain Strategy cards if
sistance. Though that seldom happens in player challenges, a player controls the selection of zones specified on the Strat-
the acting player may not want to let certain opponents join egy card.
in the potential prestige awards of assisting in an event chal- If an influence token was stolen as a result of a mental chal-
lenge. lenge between players in the turn’s Challenge Phase, the win-
Example: Sarah’s Daeva chooses to try and resolve the Influ- ner draws one extra influence token in the Influence Phase,
ence Endangered Event card in play, which is described as a mental and the loser draws one less.
challenge with a difficulty of 18. Her mental Attribute is only 3, A player’s “bank” of spare influence tokens is limitless, so
which alone is certainly not enough to resolve the challenge suc- in the unlikely event that a player runs out of her clan-insig-
cessfully. nia tokens, players can improvise others (coins, glass beads or
She asks Jim’s Mekhet for assistance since he can contribute his the tokens of a clan not being played in the current game).
mental Attribute of 7, a possible extra die with his Auspex Disci- Example: At the beginning of the Influence Phase, Lucy doesn’t
pline, and also an additional three points to the score due to the control any domains, so she draws the normal three influence
Laptop Computer card that he controls. Jim agrees to assist, and tokens.
Sarah declines to allow any other player to assist her, so play con-
tinues. Example: At the beginning of the Influence Phase, Sarah has
two domains. She controls all of the Industrial category (red) and
Jim agrees to spend a Vitae to use his Auspex Discipline. Sarah all three zones required by her City Services Domain Strategy
rolls the base die for her challenge and scores only 3. Jim rolls the card. She therefore draws a total of five influence tokens (3+2)
die gained from Auspex and scores a 6. The total score of both this turn.
dice, both of their Attributes and Jim’s Laptop Computer card
Example: At the beginning of the Influence Phase, Rob notes
comes to 22. This is enough to resolve the challenge successfully.
that he lost a mental player challenge to Jim in the previous phase,
Per the Influence Endangered Event card, Sarah gains three per-
and as Jim stole an influence token, Rob draws only two influence
sonal prestige counters as the acting player, and Jim gains two as
tokens (3–1), and Jim draws four (3+1). Neither Rob nor Jim
the assisting player. If they had failed the event, Sarah would have
controls any domains.
lost three personal prestige and Jim would have lost two.
5.4.1 Bidding Influence
5.4 Influence Phase

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cosmopolitan coteries 9

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

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Igor Bilanovic (order #2288172) 195.252.6
other players have influence tokens available to bid and are within therefore score 5 or more on his roll to succeed. If Rob gets 1 to 4
range, they decline to oppose, allowing her to add this token (4 being a tie), he fails to influence the zone successfully and the
automatically. influence token he bid is discarded. If his character miniature had
also been on the Sewers, he could have added his own miniature
Jim is last and bids one influence token on the Nightclub Circuit.
bonus of +4 to succeed in the attempt.
Lucy objects and is in range of the Nightclub Circuit, so she contests
Jim’s influence attempt by bidding her remaining two influence Example (multiple players): Rob announces an influence
tokens against him. Jim then bids his two remaining influence attempt on the Corporate Sector. He bids one influence token,
tokens, giving him three dice to roll against her two. Lucy also but Sarah bids two of her own to contest him. Lucy decides to help
receives a +1 point bonus to her score on the influence contest, Rob, bidding two tokens, and Rob agrees to the assistance. Jim
because she has one influence token already in play on the Fashion then decides to help Sarah. With Sarah’s agreement, Jim bids an
Circuit zone (which is the same color as the Nightclub Circuit). additional token of his own. So, both teams of Rob and Lucy,
Nevertheless, Jim scores higher and gets to place all three of his Sarah and Jim, bid three tokens each.
tokens on the zone, while Lucy’s are discarded.
They check other possible modifiers. Rob’s character miniature
Since Rob has one influence token still available, play passes is at the Corporate Sector (+4 points) and Lucy has a total of
around the board once more. Lucy has no influence tokens three influence tokens already placed on other purple city zones
available and must pass. Rob chooses to influence the Docks with (+3 points). So, Rob and Lucy roll a total of three dice and add
his remaining token. Going unopposed, he places the token on the +7 to their score.
zone automatically.
Sarah already has one influence token on the Corporate Sector
All players have spent their available influence tokens for the zone (+1 die) and Jim is playing the Ventrue and elects to spend
turn, so play moves on to the Resolution Phase. one Vitae to use his Dominate Discipline (+1 die). So, Sarah and
Jim roll a total of five dice.
The following examples illustrate other rules about influ-
ence contests. Fate smiles on Rob and Lucy as they get the highest total. Sarah
Example (using bonuses from tokens in the target zone): and Jim’s bid tokens (but not Sarah’s token already in the zone)
Sarah makes an influence attempt and targets the Morgue. She are discarded. Rob places his one bid token and Lucy places her
already has one token in that zone, and Rob has two in it. Rob two bid tokens on the Corporate Sector.
declares that he will contest Sarah’s influence attempt with his two
5.4.4 Influence and Zone Control
existing tokens. Sarah bids one of her available influence tokens
for the turn, plus she gains a die for her influence token already on To claim control of a zone, a player must have more influ-
the zone, so both players roll two dice. Sarah scores higher than ence tokens in play on it than any other player. The player
Rob; his opposition fails. Sarah adds the token she bid to the zone controlling the zone moves her stack of influence tokens onto
so that she and Rob now both have two in it. If Rob had won, he the zone controller circle to mark her control of the zone (this
would not have added any tokens to the zone as he did not bid any makes tallying city prestige in the Resolution Phase a bit
new ones, and Sarah would have lost the token she bid but kept faster). In the Resolution Phase, players count the prestige
the one already in the zone prior to her influence attempt. listed on the zones they control to determine their total city
prestige.
Example (using bonuses from tokens in other like-colored
zones): Jim makes an influence attempt and targets Little Italy,
much to Lucy’s displeasure. He bids one influence token, which
gives him one die to roll. Jim does not control any Community
zones, but Lucy controls the Latin Quarter, Nobility Hill and
Chinatown, with a total of four influence tokens in play on those
three zones. Lucy announces that she will contest Jim’s influence
attempt. Although she does not want to bid any influence tokens
in the influence contest, she can still contest Jim using the +4
point bonus she gains from her tokens already play. Jim must
therefore score a 5 or more on his roll to win the influence contest
and add his bid token to Little Italy. Had Lucy decided to bid a
token, she would have rolled one die for the token and added her
+4 bonus to her score versus Jim’s single die for his bid token.
Example (using bonuses from character miniatures): Rob
chooses to make an influence attempt on the Sewers, and bids one
token in the attempt. Unfortunately, Lucy’s character miniature
is also on the Sewers, and she decides to contest Rob using only City prestiege Zone Controller
the +4 point bonus from her miniature to contest Rob’s attempt for controlling
(rather than also bidding influence tokens in opposition). Rob must
this zone

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Igor Bilanovic (order #2288172) 195.252.6
cosmopolitan coteries 11

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

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Igor Bilanovic (order #2288172) 195.252.6
reverse an effect once it has been declared (unless otherwise During each Resolution Phase, give out the order markers to
stated by the game effect itself). If there is any disagreement each player in descending order of prestige totals, with “one”
over which player declared first, and players can’t work it out going to the player with the highest prestige, and counting
in a courteous manner, declarations are determined in order down in descending order. (So, the player with the lowest
from Regent, clockwise. total prestige gets number “five.”) Players then act in that
Example: Sarah has the Activation card for the Financial Sector order during each phase of the next turn.
zone, and she decides to use it to draw a card. Although Michael
has the Activation card for the Power Plant, he cannot use it to 8.3 Two-player Game Option
cancel the effect Sarah has just activated, because Sarah goes first. Prince of the City can be played as a two-player game. The
If Michael had declared his use of the Power Plant before Sarah’s diplomatic aspects of the game are lost in head-to-head play,
action, he would have gone first, and she would not have been but it still has strategic value. The only suggested rules changes
able to draw a card. for the two-player option are:
• Increase the base number of influence tokens drawn at
8. Advanced and Optional Rules the start of the Influence Phase from three to five.
In additional to the basic rules, above, the following two • Prior to play, remove any Event cards with a difficulty of
can be added once players are experienced with the game. All 21 or higher from the deck.
players should agree on which of these rules (if any) are to be
used before play begins. 9. Glossary
Here is a list of background terms for every player’s refer-
8.1 “10-Again” Rule ence. Players interested in learning more about the world of
The simplest of the advanced rules and one that is highly Vampire: The Requiem can check out
recommended after an introductory game is “10-again” for all www.worldofdarkness.com or the Storytelling game and nov-
dice rolls. On any roll of 10, the result is counted toward that els by the same name.
player’s total score for the challenge or contest, and the die is ancilla: Kindred too old to be considered neonates, but not
rolled again with the result also added to the total. A player yet elders, having spent roughly 50 to 150 years as part of the
can even roll multiple 10’s in succession and keep adding 10 Requiem. (The plural term is ancillae.)
to her total until another number finally comes up. ancient: The rare vampire who has existed for over a mil-
Cards such as Professional Fixer that require a die to be rolled lennium.
to consult multiple possible effects ignore the 10-again rule. childe: Kindred “offspring”; also used to refer to particu-
Results of 10 are not re-rolled. larly young neonates, or as a minor insult (akin to calling some-
Any power that calls for a re-roll can force a 10 to be rolled one a “child” in mortal circles).
again before the total is tallied. If a number other than 10 is clan: One of five families of Kindred whose lineage links
achieved on the forced re-roll, the effects of the 10-again rule back to times beyond Kindred memory.
terminate. covenant: A faction of Kindred that shares certain politi-
Example: Rob rolls a 10 on his die during a challenge against cal and theological beliefs. The covenants exist worldwide,
Lucy. Lucy has a card that can force a re-roll, but she decides not although details often differ from domain to domain.
to use it as she’s still winning the challenge by a decent margin.
Danse Macabre: The state of eternal infighting between
Per the 10-again rule, Rob adds 10 to his score for the challenge
Kindred among clans, covenants and age distinctions.
and rolls the die again, getting another 10! Lucy’s had enough and
uses her card to force Rob to re-roll the second 10 before he adds Disciplines: The preternatural abilities and edges that Kin-
it to his running tally and rolls a third time. Rob’s first 10 is already dred possess, allowing them to vanish, turn into bats and per-
added to his score and is not affected by being forced to re-roll the form myriad other inhuman feats.
second 10. If Rob’s forced re-roll results in a 3, he adds a total of domain: A region ruled (ostensibly) by a single Kindred
13 to any modifiers. If it results in another 10, the 10-again rule authority. The largest domains correspond to cities and often
applies once again, despite Lucy’s effort to break Rob’s momentum. contain smaller domains within them. Domains (also called
tenurial domains) may be geographic (the Southside) or ab-
8.2 Exact Player Order stract (city police). For the purposes of Prince of the City,
domain is a specific term used to denote when a player has
For simplicity’s sake, the standard rules consider that play control of all zones of a particular color, or all zones listed on
always proceeds to the Regent’s left. Since player order and a Domain Strategy card.
the timing of game effects can often be crucial, however, ex- elder: A vampire who has survived for over 150 years; also
perienced players may wish to play in a more precise order. a term of respect.
Before the game begins, find or create some markers num- Elysium: A location used for Kindred gatherings and de-
bered one to five to record the player order for each turn. clared a neutral, “no violence” sanctuary by the Prince.

12 vampire: prince of the city

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cosmopolitan coteries 13

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.

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Igor Bilanovic (order #2288172) 195.252.6
Credits A Big Thank You
Game Design and Development: Mike Nudd Many thanks to White Wolf (and Steve Wieck in particu-
Developmental Assistance: Stephan Wieck lar) for giving this project the green light and seeing it through
to fruition. Thanks as well to all the playtesters and fellow
Editing: Ken Cliffe
gamers who have been an inspiration to me and my hobby.
Art Director: Pauline Benney
The biggest thanks goes to my mum, the one person in this
Layout & Typesetting: Becky Jollensten world who has always supported me and encouraged me, re-
Art: Sam Araya, Pauline Benney, Avery Butterworth, and gardless of the odds or circumstances.
Becky Jollensten — Mike Nudd
Graphic Design: Becky Jollensten
Playtesters: Justin Achilli, Tim Allan, Nick Ashton, Barny
Baker, Andrew Bates, Philippe Boulle, David Brain, Bernard
Bresnahan, Andrew Brown, Derek Brown, Dean Burnham,
James Chamberlain, Eric Chiang, Anthony “Bunter”
Coleman, Michael Correia, Simon Croome, Martin “Sau-
sage Fingers” Cubberley, Stafford Dinage, Clive Dolphin,
Joshua Duffin, Karsten Essen, Jackie Eves, Barry “Baz” Gibson,
James Goodman, Robert Goudie, David Hammond, Steven
“Jos” Joslyn, Seth King, Christopher “Salem” Kellahan,
Matthew Kirk, Paul Mansfield, Jonathon Martin, Chris
McDonough, Jenny Merrick, Benjamin Monk, Richard Orsler,
Pierre Rebstock, Dan Roe, Paolo Sammut, Rob Savill, Mike
Tinney, Haukur Valgeirsson, Ian Vincent, Stephan Wieck,
Stewart Wieck, Iain Wilson, Archibald Zimonyi, Darcy, all
the folks at Drexoll Games in Vancouver, and many others
that space and time don’t allow us to mention

© 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.
Check out White Wolf online at
http://www.white-wolf.com; alt.games.whitewolf and rec.games.frp.storyteller
PRINTED IN GERMANY.

14 vampire: prince of the city

Copyright White Wolf Publishing, Inc. http://www.white-wolf.com


Igor Bilanovic (order #2288172) 195.252.6

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