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Game Setup

The Prince’s Gambit requires six to eight players. These


players will belong to one of two sects: the Camarilla,
which styles itself as the aristocracy of the night, or the
Sabbat, a death cult steeped in fire and blood.

I. Loyalty Cards
As indicated below, add a number of Camarilla and
Sabbat Loyalty cards and shuffle them.

Number of Camarilla Sabbat Camarilla


Players Loyalties Loyalties Praxis
6 4 2 10
7 4 3 8
8 5 3 10
Deal Loyalty cards, one per player, from the shuffled
deck.
A player may claim and talk about her sect all she likes,
but players may not show each other their Loyalty cards to
prove their sect allegiance until the game is over.
Next, all players close their eyes and one player counts
to three. On the three-count, only the Sabbat players open
their eyes and confirm each other’s identities. Thereafter,
count to three again, after which all players open their
eyes at once, so the Camarilla players do not know each
other’s true Loyalty.

II. Clan Cards


Deal Clan cards, one per player, from a shuffled deck
of all fourteen Clan cards. Players place their Clan cards
face-up in front of them.
Set aside the remaining Clan cards; they won’t be used.

III. Traits
Shuffle the Trait cards into three stacks by type, and
set these draw piles face-down on top of the appropriate
Trait type card. For example, Physical cards are shuffled
and placed face-down on the card designating the Physical
draw pile.
Each player chooses four Trait cards, one of each type
(Physical, Mental, Social), plus one of the player’s choice.
Keep the Trait draw piles conveniently available to all
players. Trait cards have values of 2, 3, or 5.
A player may not show her hand of Trait cards to
another player to prove their types or values. She can claim

2 PRINCE’S GAMBIT RULES


and talk about the values of her Trait cards all she likes,
however, whether or not those claims are true. When
V. Initial Intrigues
discussing Trait values in this way, players may not claim Shuffle the Intrigue cards and place three, face-up, in
specific numbers, but may use descriptive phrases such the center of the table, visible to all players.
as “I will be minimally able to contribute this time” or
“I’m very well suited to helping this Intrigue.” VI. Prince’s Favor and Seats
A player’s maximum hand size is four Trait cards, Determine randomly which player will begin the game
unless otherwise stipulated. Players may not trade or gift with the Prince’s Favor card. This player is “Seat one”
Trait cards among each other for the purposes of awarding Prestige (see below) and
other players increase the Seat numbers clockwise. Give
IV. Prestige each player their corresponding Seat card, which should
remain visible to all players.
Give every player three Prestige counters (or you
can use pennies, glass beads, or any other convenient
token).
Prestige Cost: 3 Prestige Cost: 1
fit among players other than yourself. deck.
of players and redistribute it as you see play and which to return to the Intrigue
Collect 7 Prestige from any combination Intrigues and choose which one to put in
PRESENCE After an Intrigue is resolved, draw two
OBFUSCATE

MENTAL 2

After an Intrigue is chosen, but before


players contribute any Trait cards, you
may increase or decrease that Intrigue’s

Prestige Cost: 1
DEMENTATION
M2

difficulty by 3.
refreshes her exhausted Clan Discipline.
Choose any other player. That player
THAUMATURGY
Prestige Cost: 2

SOCIAL 3
S3

Placate the Harpies Noddist Heresy Blood Hunt


PHYSICAL 2

SOCIAL 5 SOCIAL 13 MENTAL 13


1 3 3 4 3 4
Praxis Players Praxis Players Praxis Players
P2

The voice of Elysium There’s no such thing as Caine, Let’s find out who you drag screaming to
loves to hear itself sing. you superstitious whelps. hell with you, shall we?

PROTEAN
CELERITY Choose one player. That player may not
participate in the next Intrigue. (You may
You may draw two additional Traits. You choose a player who has been named
keep these Traits until they are used in an to an Intrigue before that Intrigue is
Intrigue. resolved.)
Prestige Cost: 1 Prestige Cost: 2

PRINCE’S GAMBIT RULES 3


Turn Sequence
of the same Trait type as the Intrigue contribute their
value to the Difficulty total required to succeed at the
Intrigue. Trait cards of other Trait types subtract their
I. Choosing Intrigues value from the Difficulty total required to succeed at
the Intrigue.
The player with the Prince’s Favor selects an Intrigue
If the sum of the Trait equals or exceeds the Difficulty
and chooses an appropriate number of players to conduct
for the Intrigue, it succeeds and the Camarilla gains the
it. The number of players who must be assigned to an
number of Praxis points listed on the Intrigue.
Intrigue is indicated on each card. The player need not
include herself among the Intrigue participants. If the sum of the Trait is less than the Difficulty for
the Intrigue, it fails and the Sabbat takes the Intrigue.
The Difficulty of each Intrigue is also indicated on
the card. Intrigues have Difficulties of 5, 8, or 13. Ex.: Resolving an Intrigue, Player Two reveals Trait
cards totaling 9 Physical and 3 Mental. The Difficulty
of the Intrigue is Physical 5. Nine Physical minus the 3
Mental equals 6 Physical, so the Intrigue is successful, and
scored for the Camarilla. But now the players know there’s
Repel the Crusade probably Sabbat member among these particular Intrigue
participants….
Resolved Intrigues are moved to the appropriate
scoring area for the sect that claimed them (see below).
Discard the Trait cards used for this Intrigue face-up
below their appropriate draw piles. If a Trait draw pile
runs out of cards, simply shuffle the discarded Trait
cards of that type and create a new draw pile.

C. Prestige Award
After the Intrigue is resolved, each player (not just the
PHYSICAL 13 players conducting the Intrigue) simultaneously chooses
3 4 another player, indicating that player’s Seat number by
Praxis Players
a show of fingers.
Smash those shovelheads back
into their mass graves before Table talk is permitted — indeed, encouraged! — before
they know what hit them. the simultaneous reveal of who’s granting Prestige to
whom. Players don’t have to honor any promises they
make, but they do have to reveal their recipient at the
same time all other players do.
II. Resolving Intrigues Once all players have simultaneously indicated another
player, each player receives one Prestige for every other
A. Collect player who has shown their Seat number. This Prestige
The players named to participate in the Intrigue submit award is taken from the pool of available Prestige tokens,
a number of Trait cards face down to the player with not the Prestige of the player who indicated her.
the Prince’s Favor. The player with the Prince’s Favor
Ex.: After an Intrigue, Player Two and Player Three
dictates the order in which participating players submit
indicate Player Five with a show of fingers. Player Five
their face-down cards. Each player participating in the
receives two Prestige from the pool.
Intrigue may submit none, any, or all of his Trait cards.
A player may not choose himself for this reward. He
Players not participating in the Intrigue turn in no
must choose one of the other players.
cards.

B. Reveal D. Upkeep
Take another Intrigue from the shuffled deck of
The player with the Prince’s Favor shuffles the cards
Intrigue cards and place it in the center with the others.
collected from the players and reveals them. Trait cards

4 PRINCE’S GAMBIT RULES


There should always be three Intrigues from which to
select when a new turn begins.
Pass the Prince’s Favor to the player with the most
Prestige. (This may be the player who already has it.)
In case of a tie, pass the Prince’s Favor to the player
with the most Prestige closest to the previous Prince’s
Favor holder’s left.

E. Replenish Traits
All players (not just those who participated in the
Intrigue) may redraw a single Trait card, of the type of their
choice. Players who are already at their maximum hand size
of four may not draw an additional Trait card, however.

III. Scoring Intrigues


and Victory
Each Intrigue has a Praxis point value.
The Camarilla gains the Praxis value for each Intrigue
that is successfully resolved. The Sabbat doesn’t care
about Praxis value; it merely wants Intrigues to fail.
If the Camarilla gains the total Praxis value as
determined by the number of players (see above), the
Camarilla has consolidated its influence over the city
and is declared the winner. If the Sabbat claims three
Intrigues, regardless of their Praxis value, it has
destabilized the domain, sent the Prince into exile, and
is declared the winner. The game ends when one sect
or the other has achieved its victory condition.
Once the game has ended, players may reveal their
Loyalty cards.

Usurping the
Prince’s Favor
After an Intrigue is resolved, and once the Prince’s
Favor has passed to the player with the most Prestige, a
player may attempt to steal the Prince’s Favor for herself.
The player initiates this by bidding one or more Prestige.
Any other players may respond and attempt to seize
the favor for themselves by bidding at least one more
Prestige than the previous player — including the player
who already has the Prince’s Favor. Bids happen one at
a time, to the left of the player who currently possesses
the Prince’s Favor; two players cannot bid the same
amount and both be in contention to usurp.

PRINCE’S GAMBIT RULES 5


While someone is attempting to usurp the Prince’s participate in the next Intrigue. This costs 2 Prestige
Favor, players may gift their own Prestige to other to invoke.
players, in order to aid another’s influence. This gift Clan Gangrel’s Discipline is Protean: The Gangrel
occurs immediately, and is added to the usurping player’s player chooses another player, and that player may not
Prestige bid. Players may gift Prestige in this manner participate in the next Intrigue. The Gangrel player may
repeatedly, or in one sum, at their discretion, but only choose to use the Protean Discipline on a player who
during an attempt to usurp. has been named to an Intrigue before that Intrigue
Once players choose not to increase the bid, the player is resolved, in which case the player with the Prince’s
who has bid the most receives the Prince’s Favor and Favor must name another player to replace her on the
may then select, choose participants for, and resolve the Intrigue. This costs 2 Prestige to invoke.
next Intrigue. Clan Malkavian’s Discipline is Dementation: After
Once a challenge for the Prince’s Favor has been an Intrigue is chosen but before players contribute
resolved, all Prestige bids are collected and returned to the any Trait cards, the Malkavian player may increase or
Prestige pool, regardless of whether the players who bid decrease that Intrigue’s Difficulty by 3. This costs 1
actually won the Prince’s Favor. Prestige to invoke.
Usurping the Prince’s Favor may happen only once Clan Giovanni’s Discipline is Necromancy: After an
before another Intrigue is chosen and re- solved. That is, Intrigue is resolved, the Giovanni player can take one
players may not wait for one player to bid one Prestige Trait card used in resolving the Intrigue and add it to
to take the Prince’s Favor, and then usurp the Prince’s her hand. This is after the Traits are revealed, but before
Favor again for one Prestige before that player chooses they are discarded. This costs 1 Prestige to invoke.
and resolves the next Intrigue. Clan Lasombra’s Discipline is Obtenebration: Before
The Prince’s Favor may not be usurped in the first turn bidding for the Prince’s Favor begins, the Lasombra
of play (before any Intrigues are chosen and resolved). player chooses one player. The chosen player cannot bid
Prestige to usurp or retain the Prince’s Favor this turn.
If the target player has already bid Prestige, it is returned
Clan Disciplines to her. This costs 2 Prestige to invoke.
Clan Nosferatu’s Discipline is Obfuscate: After an
Each player represents a unique Clan, as distinguished Intrigue is resolved but before a new one is put in play,
by the card that begins play face-up in front of her. Each the Nosferatu player looks at the next two Intrigues
Clan has its own Discipline, which the player may invoke without showing them to the other players and chooses which
once per game. To do this, the player must pay the Prestige one to put in play. The discarded Intrigue is placed at
cost of invoking the Discipline, in circumstances specified the bottom of the Intrigue deck. This costs 1 Prestige
on the Clan card. to invoke.
After using a Clan Discipline, the player turns the Clan Ravnos’ Discipline is Chimerstry: Before an
Clan card upside-down (not face-down) to show that it Intrigue is chosen, the Ravnos player chooses two
is exhausted, and may not be used again in play. players and takes one Trait card at random from each
Clan Assamite’s Discipline is Quietus: The Assamite player’s hand. The Ravnos player adds those Traits to
player chooses two other players. Each target player returns her own hand, and returns one Trait to each player.
1 Prestige to the pool. This costs 1 Prestige to invoke. The Traits returned need not be the Trait the Ravnos
Clan Brujah’s Discipline is Celerity: The player may player originally acquired. This costs 1 Prestige to invoke.
draw two additional Trait cards when it is invoked. The Clan Toreador’s Discipline is Presence: The Toreador
player keeps these Trait cards until they are used in an player collects at total of 7 Prestige from any combination
Intrigue. So long as the player has four or more Trait of players and redistributes it as she sees fit among players
cards, she may not replenish Traits after an Intrigue. other than herself. If the chosen players don’t have 7
This costs 1 Prestige to invoke. Prestige among them, the Toreador player simply takes
Clan Follower of Set’s Discipline is Serpentis: Before what Prestige is available among them. This Advantage
players are chosen for an Intrigue, the Follower of Set cannot be invoked during an attempt to usurp the
player chooses another player. The chosen player must Prince’s Favor, but can be used before such an attempt.
This costs 3 Prestige to invoke.

6 PRINCE’S GAMBIT RULES


Clan Tremere’s Discipline is Thaumaturgy: The reclaims only his own Prestige, not any Prestige gifted by
Tremere player chooses any other player, who then other players (keep these distinct during the bid), which
refreshes her exhausted Clan Discipline. This costs 2 return to the pool as normal. This costs 3 Prestige to
Prestige to invoke. invoke, and cannot be paid from Prestige that would
Clan Tzimisce’s Discipline is Vicissitude: Before the be reclaimed.
Traits are revealed to resolve an Intrigue, the Tzimisce The Caitiff are not a true Clan, but have the Discipline
player can shuffle and look at all the Traits for that of Mysterious Lineage: A Caitiff player may use any of the
Intrigue. If she so desires, the Tzimisce player can then Disciplines that any Clan at the table possesses, whether
switch one Trait used in resolving the Intrigue for one or not that Clan Discipline has been exhausted. Invoking
in her hand. This costs 2 Prestige to invoke. Mysterious Lineage costs +1 Prestige as the Discipline
Clan Ventrue’s Discipline is Dominate: The Ventrue being invoked. For example, if a Caitiff player chose to
player may reclaim his Prestige bid after attempting to invoke the Gangrel’s Protean Discipline, she would pay
usurp or retain the Prince’s Favor. The Ventrue player 3 Prestige.

PRINCE’S GAMBIT RULES 7


Prestige Cost: 3 Prestige Cost: 1
fit among players other than yourself. deck.
of players and redistribute it as you see play and which to return to the Intrigue
Collect 7 Prestige from any combination Intrigues and choose which one to put in
PRESENCE After an Intrigue is resolved, draw two
OBFUSCATE

TRAIT CARDS
CAMARILLA SABBAT
WON WON

PRESTIGE
POOL
INTRIGUES INTRIGUES

CLAN LOYALTY
CARD
TRAIT DISCARD STACKS BY TYPE
TRAIT DRAW STACKS BY TYPE

MENTAL 2

After an Intrigue is chosen, but before


players contribute any Trait cards, you
may increase or decrease that Intrigue’s

CARD
DRAW PILE
INTRIGUE

Prestige Cost: 1
DEMENTATION
M2

difficulty by 3.
refreshes her exhausted Clan Discipline.
Choose any other player. That player
THAUMATURGY
Prestige Cost: 2

CARD
SEAT
SOCIAL 3
S3
Placate the Harpies Noddist Heresy Blood Hunt

PHYSICAL 2
SOCIAL 5 SOCIAL 13 MENTAL 13
1 3 3 4 3 4
Praxis Players Praxis Players Praxis Players

P2
The voice of Elysium There’s no such thing as Caine, Let’s find out who you drag screaming to
loves to hear itself sing. you superstitious whelps. hell with you, shall we?

PRESTIGE
FACE UP INTRIGUE CARDS

TOKENS

PRINCE’S
FAVOR
PROTEAN
CELERITY Choose one player. That player may not
participate in the next Intrigue. (You may
You may draw two additional Traits. You choose a player who has been named
keep these Traits until they are used in an to an Intrigue before that Intrigue is
Intrigue. resolved.)
Prestige Cost: 1 Prestige Cost: 2
Camarilla Camarilla Camarilla

Camarilla Camarilla Sabbat

Sabbat Sabbat
PROTEAN
DEMENTATION
Choose one player. That player may not
CELERITY participate in the next Intrigue. (You may After an Intrigue is chosen, but before
You may draw two additional Traits. You choose a player who has been named players contribute any Trait cards, you
keep these Traits until they are used in an to an Intrigue before that Intrigue is may increase or decrease that Intrigue’s
Intrigue. resolved.) difficulty by 3.
Prestige Cost: 1 Prestige Cost: 2 Prestige Cost: 1

OBFUSCATE
PRESENCE
After an Intrigue is resolved, draw two THAUMATURGY
Intrigues and choose which one to put in Collect 7 Prestige from any combination
play and which to return to the Intrigue of players and redistribute it as you see Choose any other player. That player
deck. fit among players other than yourself. refreshes her exhausted Clan Discipline.
Prestige Cost: 1 Prestige Cost: 3 Prestige Cost: 2

DOMINATE
MYSTERIOUS LINEAGE
You may reclaim your Prestige bid after
attempting to usurp or retain the Prince’s You may use any Clan Discipline from
Favor. any Clan in play.
Prestige Cost: 3 Prestige Cost: +1
Autarkis Grudge Blood Hunt Diablerist Purge

PHYSICAL 8 MENTAL 13 SOCIAL 5


2 3 3 4 1 3
Praxis Players Praxis Players Praxis Players
The nail that stands up must Let’s find out who you drag screaming to They have nothing to fear if
be hammered down. hell with you, shall we? they have nothing to hide.

Domain Dispute Gehenna Cult Ghoul Uprising

PHYSICAL 5 PHYSICAL 5
MENTAL 5
1 3
1 3 1 3
Praxis Players
Praxis Players Praxis Players
Every Kindred, no matter how young,
may make a claim upon the Second It doesn’t matter if it’s true; it matters that Remind the thralls exactly
Tradition. certain Kindred believe in it. why they’re the thralls.

Noddist Heresy Placate the Harpies Repel the Crusade

PHYSICAL 13
SOCIAL 13 SOCIAL 5 3 4
3 4 1 3 Praxis Players
Praxis Players Praxis Players
Smash those shovelheads back
There’s no such thing as Caine, The voice of Elysium into their mass graves before
you superstitious whelps. loves to hear itself sing. they know what hit them.
Black Hand Spies Thin-Blooded Charlatan
Strange Artifact

MENTAL 5 MENTAL 8
1 3 SOCIAL 8 2 3
Praxis Players 2 3 Praxis Players
Praxis Players
Doesn’t matter if it belonged to a Sometimes convincing a vampire to
Lupine or the Devil himself; Every infiltrator has a guilty disappear herself is better than making
get rid of it. conscience that needs scourging. a martyr of her.

M2 M2 M2

MENTAL 2 MENTAL 2 MENTAL 2

M2 M2 M2

MENTAL 2 MENTAL 2 MENTAL 2


M2 M2 M2

MENTAL 2 MENTAL 2 MENTAL 2

M3 M3 M3

MENTAL 3 MENTAL 3 MENTAL 3

M3 M3 M3

MENTAL 3 MENTAL 3 MENTAL 3


M3 M3 M3

MENTAL 3 MENTAL 3 MENTAL 3

M5 M5 M5

MENTAL 5 MENTAL 5 MENTAL 5

M5 M5 M5

MENTAL 5 MENTAL 5 MENTAL 5


S2 S2 S2

SOCIAL 2 SOCIAL 2 SOCIAL 2

S2 S2 S2

SOCIAL 2 SOCIAL 2 SOCIAL 2

S2 S2 S2

SOCIAL 2 SOCIAL 2 SOCIAL 2


S3 S3 S3

SOCIAL 3 SOCIAL 3 SOCIAL 3

S3 S3 S3

SOCIAL 3 SOCIAL 3 SOCIAL 3

S3 S3 S3

SOCIAL 3 SOCIAL 3 SOCIAL 3


S5 S5 S5

SOCIAL 5 SOCIAL 5 SOCIAL 5

S5 S5 S5

SOCIAL 5 SOCIAL 5 SOCIAL 5


P2 P2 P2

PHYSICAL 2 PHYSICAL 2 PHYSICAL 2

P2 P2 P2

PHYSICAL 2 PHYSICAL 2 PHYSICAL 2

P2 P2 P2

PHYSICAL 2 PHYSICAL 2 PHYSICAL 2


P3 P3 P3

PHYSICAL 3 PHYSICAL 3 PHYSICAL 3

P3 P3 P3

PHYSICAL 3 PHYSICAL 3 PHYSICAL 3

P3 P3 P3

PHYSICAL 3 PHYSICAL 3 PHYSICAL 3


P5 P5 P5

PHYSICAL 5 PHYSICAL 5 PHYSICAL 5

P5 P5 P5

PHYSICAL 5 PHYSICAL 5 PHYSICAL 5


Game Setup IV. Prestige Turn Sequence
Give every player three Prestige counters (or you can
The Prince’s Gambit requires six to eight players. These I. Choosing Intrigues
players will belong to one of two sects: the Camarilla, which use pennies, glass beads, or any other convenient token).
styles itself as the aristocracy of the night, or the Sabbat, a V. Initial Intrigues The player with the PrinCe’s Favor selects an intrigue
death cult steeped in fire and blood. and chooses an appropriate number of players to conduct it.
Shuffle the intrigue cards and place three, face-up, in The number of players who must be assigned to an intrigue
I. Loyalty Cards the center of the table, visible to all players. is indicated on each card. The player need not include herself
As indicated below, add a number of Camarilla and VI. Prince’s Favor and Seats among the intrigue participants.
Sabbat LoyaLty cards and shuffle them. The DiFFiCuLty of each intrigue is also indicated on the
Determine randomly which player will begin the game
card. intrigues have DiFFiCuLties of 5,8, or 13.
with the Prince’s Favor card. This player is “seat one” for
Number of Camarilla Sabbat Camarilla the purposes of awarding Prestige (see below) and other II. Resolving Intrigues
Players Loyalties Loyalties Praxis
players increase the seat numbers counter-clockwise. Give A. Collect
6 4 2 10 each player their corresponding seat card, which should
The players named to participate in the intrigue submit
remain visible to all players.
7 4 3 8 a number of trait cards face down to the player with the
PrinCe’s Favor. The player with the PrinCe’s Favor dictates
8 5 3 10 the order in which participating players submit their face-
Deal LoyaLty cards, one per player, from the shuffled deck. down cards. Each player participating in the intrigue may
submit none, any, or all of his trait cards.
A player may claim and talk about her sect all she likes,
but players may not show each other their LoyaLty cards to prove Players not participating in the intrigue turn in no cards.
their sect allegiance until the game is over. B. Reveal
Next, all players close their eyes and one player counts to The player with the PrinCe’s Favor shuffles the cards
three. On the three-count, only the Sabbat players open their eyes and collected from the players and reveals them. trait cards of
confirm each other’s identities. Thereafter, count to three the same trait type as the intrigue contribute their
again, after which all players open their eyes at once, so the value to the DiFFiCuLty total required to succeed at
Camarilla players do not know each other’s true LoyaLty. the intrigue. trait cards of other trait types subtract
1 3 5

promises they make, but they do have to reveal their recipient


at the same time all other players do.
Usurping the Prince’s Favor
Once all players have simultaneously indicated another After an IntrIgue is resolved, and once the PrInce’s Favor has
player, each player receives one Prestige for every other passed to the player with the most PrestIge, a player may attempt
player who has shown their seat number. This Prestige to steal the PrInce’s Favor for herself. The player initiates this by
award is taken from the pool of available Prestige tokens, bidding one or more PrestIge.
not the Prestige of the player who indicated her. Any other players may respond and attempt to seize the
Ex.: After an IntrIgue, Player Two and Player Three favor for themselves by bidding at least one more PrestIge than
indicate Player Five with a show of fingers. Player Five receives the previous player — including the player who already has the
two PrestIge from the pool. PrInce’s Favor. Bids happen one at a time, to the left of the
player who currently possesses the PrInce’s Favor; two players
A player may not choose himself for this reward. He must cannot bid the same amount and both be in contention to usurp.
choose one of the other players.
While someone is attempting to usurp the PrInce’s Favor,
D. Upkeep players may gift their own PrestIge to other players, in order
Take another intrigue from the shuffled deck of intrigue to aid another’s influence. This gift occurs immediately, and is
cards and place it in the center with the others. There should added to the usurping player’s PrestIge bid. Players may gift
always be three intrigues from which to select when a new PrestIge in this manner repeatedly, or in one sum, at their
turn begins. discretion, but only during an attempt to usurp.
Pass the PrinCe’s Favor to the player with the most Once players choose not to increase the bid, the player who
Prestige. (This may be the player who already has it.) In case has bid the most receives the PrInce’s Favor and may then
of a tie, pass the PrinCe’s Favor to the player with the most select, choose participants for, and resolve the next IntrIgue.
Prestige closest to the previous PrinCe’s Favor holder’s left. Once a challenge for the PrInce’s Favor has been resolved,
E. Replenish Traits all PrestIge bids are collected and returned to the PrestIge pool,
All players (not just those who participated in the intrigue) regardless of whether the players who bid actually won the
may redraw a single trait card, of the type of their choice. PrInce’s Favor.
Players who are already at their maximum hand size of
four may not draw an additional trait card, however. 7 9
their value from the DiFFiCuLty total required to succeed at
the intrigue. Prince’s Gambit II. Clan Cards

If the sum of the trait equals or exceeds the DiFFiCuLty Play Area Sample Layout Deal CLan cards, one per player, from a shuffled deck of
all eight CLan cards. Players place their CLan cards face-up
for the intrigue, it succeeds and the Camarilla gains the
in front of them.
number of Praxis points listed on the intrigue.
Set aside the remaining CLan cards; they won’t be used.
If the sum of the trait is less than the DiFFiCuLty for
the intrigue, it fails and the Sabbat takes the intrigue. III. Traits
Ex.: Resolving an IntrIgue, Player Two reveals Trait Shuffle the trait cards into three stacks by type, and set
cards totaling 9 Physical and 3 Mental. The DIffIculty of the these draw piles face-down on top of the appropriate trait
IntrIgue is Physical 5. Nine Physical minus the 3 Mental type card. For example, Physical cards are shuffled and placed
equals 6 Physical, so the IntrIgue is successful, and scored for face-down on the card designating the Physical draw pile.
the Camarilla. But now the players know there’s probably Sabbat Each player chooses four trait cards, one of each type
member among these particular IntrIgue participants…. (Physical, Mental, Social), plus one of the player’s choice.
Resolved intrigues are moved to the appropriate scoring Keep the trait draw piles conveniently available to all
area for the sect that claimed them (see below). players. trait cards have values of 2, 3, or 5.
Discard the trait cards used for this intrigue face-up A player may not show her hand of trait cards to another
below their appropriate draw piles. If a trait draw pile runs player to prove their types or values. She can claim and talk
out of cards, simply shuffle the discarded trait cards of that about the values of her trait cards all she likes, however,
type and create a new draw pile. whether or not those claims are true. When discussing trait
C. Prestige Award values in this way, players may not claim specific numbers,
After the IntrIgue is resolved, each player (not just the but may use descriptive phrases such as “I will be minimally
players conducting the IntrIgue) simultaneously chooses another able to contribute this time” or “I’m very well suited to
player, indicating that player’s seat number by a show of fingers. helping this intrigue.”
Table talk is permitted — indeed, encouraged! A player’s maximum hand size is four trait cards,
— before the simultaneous reveal of who’s granting unless otherwise stipulated. Players may not trade or
gift trait cards among each other.
Prestige to whom. Players don’t have to honor any 6 2

Usurping the Prince’s Favor may happen only once before III. Scoring Intrigues and Victory
another intrigue is chosen and re- solved. That is, players
may not wait for one player to bid one Prestige to take the Each intrigue has a Praxis point value.
Prince’s Favor, and then usurp the Prince’s Favor again The Camarilla gains the Praxis value for each intrigue
for one Prestige before that player chooses and resolves that is successfully resolved. The Sabbat doesn’t care about
the next intrigue. Praxis value; it merely wants intrigues to fail.
The Prince’s Favor may not be usurped in the first turn If the Camarilla gains the total Praxis value as determined
of play (before any intrigues are chosen and resolved). by the number of players (see above), the Camarilla has
consolidated its influence over the city and is declared the
winner. If the Sabbat claims three intrigues, regardless of
their Praxis value, it has destabilized the domain, sent the
Prince into exile, and is declared the winner. The game ends
Scan the QR Codes to download the digital versions when one sect or the other has achieved its victory condition.
of the Prince’s Gambit Rulebook Once the game has ended, players may reveal their
LoyaLty cards.

Scan for the epub version Scan for the mobi version

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