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L IBRARY A SH H EAP U NTAPPED T HE E DGE

When building your deck, your Cards that are burned or discarded
library (the green-backed deck) must are placed face up in their owner’s ash During the game, some of your
If you bleed another Methuselah for one or more pool, you
gain control of the Edge. If you control the Edge, you may
B LOOD P OOL
contain at least 40 cards. It may have heap, or discard pile. Any player may cards will become tapped (turned You begin the game with 30 pool.
burn it to gain one vote during a referendum. If you control
up to 10 additional cards per player, examine your ash heap at any time. 90 degrees), indicating that they You spend your pool to control vampires
the Edge during your untap phase, you may gain one pool.

T APPED
including yourself. In an official have been activated for some
You may use a discard phase action Put the Edge here when you control it. and play certain cards. If you run out
constructed tournament, your library purpose and cannot be used again
to burn a card from your hand and until they are untapped.
of pool, you are ousted. When your prey
must be between 60 and 90 cards. draw a new card from your library.
At the beginning of your turn,
L OCATIONS AND is ousted, you gain a victory point and
At the start of the game, shuffle your 6 pool. If you are the last person in the
library and draw the top 7 cards into during your untap phase, you O THER C ARDS game, you gain a victory point.
your hand. Whenever you play a card, always get to untap all of your Certain cards require you to put them into play (locations
cards. Only untapped minions
The winner of the game is the player
immediately draw to replace it. and some other masters, some actions and political action with the most victory points.
may block, take actions or play cards). You may place such cards above or off to the side
reaction cards. of this mat.

C RYPT R EADY R EGION A CTIONS B LOCKING C OMBAT V OTING T URN


When building your deck, your crypt The ready region contains ready • Bleed. Directed at prey by default. Directed actions can be blocked Combat is divided into rounds.
Each round has three steps:
When unblocked, the terms (if any) S EQUENCE
(the gold-backed deck) must contain minions and other cards (locations, • Hunt. +1 stealth only by the affected Methuselah. are set and the players then cast their
• Become an Anarch. +1 stealth. Maneuver: Establish range (long or votes, for or against (in any order). Turns proceed clockwise around
at least 12 cards. The vampires in your for example) that you control. These Costs 2 blood (or 1 blood if you For undirected actions, the prey close) by maneuvering. Each round Once cast, the vote cannot be the playing area. Each player’s turn
crypt must all be from the same group cards are the main resources with control a ready Anarch) gets the first chance to block, then begins at close range. changed. Players may abstain from is composed of the following five
or from two consecutive groups. which a Methuselah accomplishes • Equip (equipment card or transfer the predator. To block, select an Strike: Both minions declare their voting or get votes as follows: 1 vote phases, in order:
her goals. between two minions). +1 stealth untapped and ready minion. The strikes (acting minion first). for each political action card played
At the start of the game, shuffle • Employ (retainer card). +1 stealth Strikes resolve in the following order: 1. UNTAP PHASE
your crypt and take the top 4 cards Your ready minions can take actions blocker’s intercept must equal or (limit 1 by each player), 1 vote for each
• Recruit (ally card). +1 stealth 1) strike: combat ends ready primogen or bishop, 2 votes for Untap all of your tapped cards. You
and place them face down in your to harm your opponents or to • Call a referendum (with a political exceed the acting minion’s stealth. may gain one pool if you control the
2) all first strikes each ready prince, archbishop, baron,
uncontrolled region. reinforce your position, and they can action card). +1 stealth If blocked, combat results. If a kholo or magaji, 3 votes for each Edge. Choose to yield or pay for
• Encounter vampire in torpor [see 3) all other strikes
attempt to block the actions of other block fails, other minions can make ready justicar or cardinal, 3 votes for contested cards. If multiple effects
Torpor (Controlled) for details] Dodge protects the dodger no matter
Methuselahs’ minions. the attempt. what the opposing strike is. the prisci block and 4 votes for each occur during the untap phase, you
• Other action (action card or as ready Inner Circle member. You can
allowed by card in play) Once a Methuselah declines to Press:: Press to continue or end
Press may do them in any order.
The cost of an action is paid only if combat. If a press to continue is not also gain a vote by burning the Edge.
block, the decision is final. Tied votes fail. 2. MASTER PHASE
the action is successful. played, combat will end.
You receive one master phase action
per turn, typically used to play a
During your influence phase, At the beginning of the game, When an uncontrolled vampire has master card. Unused master phase
UNCONTROLLED you receive a number of transfers players do not receive the usual four a number of blood counters equal to
T ORPOR (C ONTROLLED ) actions are lost.
REGION (usually four) that you can use in the transfers. Instead, the first player his capacity (the number in the circle
A vampire enters the torpor region when he takes damage that he can’t heal
— either by taking more damage than he has blood or by taking aggravated 3. MINION PHASE
The uncontrolled region holds following ways: receives only one transfer, the second in the right corner) at the end of the damage in any amount. When aggravated damage is successfully inflicted on a Your ready, untapped minions may
the vampires you will attempt to • Move a blood from your pool player gets two and so on, increasing influence phase, he is placed in the vampire that already has unhealed damage, he must burn a blood to prevent his tap to take actions.
control. There are 4 vampires from to an uncontrolled vampire for the number of transfers received by ready region (face-up and untapped). destruction. If he doesn’t have enough blood, he is burned.
Vampires in torpor cannot act (except to “leave torpor”), block, vote or play 4. INFLUENCE PHASE
your crypt here initially, and you can 1 transfer. one until a player reaches the full The blood counters are kept on the Up to four transfers may be spent to
four. All players then receive the reaction cards. They are helpless — other vampires can rescue them (costing
get more vampires from your crypt • Move a blood from an ready vampire, to be used by the 2 blood) or diablerize them (killing them). move pool to or from your controlled
by spending influence. uncontrolled vampire to your usual four transfers. vampire to heal damage, pay the cost • Leave torpor: +1 stealth. Cost: 2 blood. If blocked, the blocking vampire can diablerize. vampires.
You can look at the vampires in your pool for 2 transfers. of certain cards, etc. • Rescue: +1 stealth if you control the target, a directed action if not Cost: 5. DISCARD PHASE
uncontrolled region at any time. • Pay 1 pool to move the next 2 blood (paid from either vampire). You receive one discard phase action
vampire from your crypt to • Diablerie: +1 stealth if you control the target, a directed action at 0 stealth if not. per turn, typically used to discard
your uncontrolled region for Diablerie burns the victim, and the diablerist gets all the victim’s blood and a card from your hand or play an
4 transfers. equipment. If the victim had a higher capacity, the diablerist may get a Discipline
card. A blood hunt referendum to burn the diablerist may be called. event card from your hand. Unused
Vampires in the torpor region are still controlled. discard phase actions are lost.

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