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Library Ash Heap UNTAPPED The Edge

When building your deck, your


librar y (the green-backed
Cards that are burned or
discarded are placed face-up in During the game, some of
If you bleed another Methuselah for one or more pool, you
gain control of the Edge. If you control the Edge, you may burn Blood Pool
Blood Pool
deck)must contain at least 40 their owner’s ash heap, or discard your cards will become it to gain one vote during a referendum. If you control the Edge You
ou begin the game with 30 pool.
cards. It may have up to 10 pile.Any player may examine your tapped (turned 90 degrees), during your untap phase, you may gain one pool. Put the Edge You
ou
You begin
use the
yourgame
poolwith 30 pool.
to control
Youvampires
use your pool to control

TAPPED
additional cards per player, ash heap at any time. indicating that they have been here when you control it. and play certain
including yourself. During your discard phase, you activated for some purpose vampir
vampires and play
y certain
cer
cards. If you run out of pool, cards. If
At the start of the game, shuffle may burn one card from your and cannot be used again until youyourunare
outousted.
of pool,When
you areeyour
ousted.
your library and draw the top 7 hand, placing it in the ash they are untapped. When prey is ousted, you gain a gain
your prey is ousted, you
cards into your hand. Whenever heap, and replace by drawing At the beginning of your turn, a victory
victorypoint
pointand
and66pool.
pool.IfIf yyou
you play a card, immediately draw from your library. during your untap phase, you aree you
the are
last person in
e the last person the in
game
game,
youthegaingame,
a victory point. The winner
to replace it (except during
a referendum).
always get to untap all of your
cards. Only untapped minions Locations and Other Cards ofpoint.
most
the game
you gain a victory
is the player
The winner
victor
victory points.
pla er with
of the gamethe
may block, take actions or is the player with the most
play reaction cards. Certain cards require you to put them into play (locations and victory points.
some other masters, some actions and political action cards).
You may place such cards above or off to the side of this mat.

Crypt READY Actions


• Bleed. Directed at prey by default.
Blocking Combat Voting TURN
When building your deck, your
crypt (the gold-backed deck) must
REGION Directed actions can be blocked
only by the affected Methuselah.
Combat is divided into rounds.
Each round has three steps:
When unblocked, the terms (if any)
are set and the players then cast
SEQUENCE
• Hunt. +1 stealth
contain at least 12 cards. The ready region contains ready • Equip (equipment card or transfer For undirected actions, the prey MANEUVER: Establish range their votes, for or against (in any Turns proceed clockwise around
At the start of the game, shuffle minions and other cards between two minions). +1 stealth gets the first chance to block, (long or close) by maneuvering. order). Once cast, the vote cannot the playing area. Each player’s
your crypt and take the top 4 (locations, for example) that then the predator.To block, select Each round begins at close range. be changed. Players may abstain from turn is composed of the following
cards and place them face-down you control. These cards are • Employ (retainer card). +1 stealth an untapped and ready minion. STRIKE: Both minions declare voting or get votes as follows:1 five phases, in order:
in your uncontrolled region. The the main resources with which • Recruit (ally card). +1 stealth The blocker’s intercept must their strikes (acting minion first). VOTE for each political action card
vampires in your crypt must all a Methuselah accomplishes • Call a referendum (with a equal or exceed the acting Strikes resolve in the following order: played (limit 1 by each player), 1 1. Untap Phase —
be from the same group or from her goals. political action card). +1 stealth minion’s stealth. If blocked, combat 1) strike: combat ends VOTE for each ready primogen or Untap all of your tapped cards.
t wo c o n s e c u t i ve g ro u p s . Your ready minions can take • Encounter vampire in torpor [see results. If a block fails, other 2) strike: dodge bishop, 2 VOTES for each ready You may gain one pool if you
actions to harm your opponents Torpor (Controlled) for details] minions can make the attempt. 3) all first strikes prince or archbishop, 3 VOTES for control the Edge. Choose to yield
or to reinforce your position, • Other action (action card or Once a Methuselah declines 4) all other strikes each ready justicar or cardinal, 3 or pay for contested cards. If
and they can attempt to as allowed by card in play) to block, the decision is final. PRESS: Press to continue or end VOTES for the prisci block and 4 multiple effects occur during the
block the actions of other combat. If a press to continue is VOTES for each ready Inner Circle untap phase, you may do them
players’ minions. The cost of an action is paid only not played, combat will end. member. You can also gain a vote in any order.
if the action is successful. by burning the Edge.Tied votes fail.
2. Master Phase —
You receive one master phase
action per turn, typically used to
During your influence phase, you At the beginning of the game, When an uncontrolled vampire • Leave torpor: +1 stealth.
UNCONTROLLED receive a number of transfers players do not receive the usual has a number of blood counters TORPOR Cost: 2 blood. If blocked, the
play a master card. Unused
master phase actions are lost.
(usually four) that you can use in four transfers. Instead, the first equal to his capacity (the number blocking vampire can diablerize.
REGION the following ways: player receives only one transfer, in the circle in the right corner) (CONTROLLED) • Rescue: +1 stealth if you control 3. Minion Phase —
• Move a blood from your pool the second player gets two and at the end of the influence the target, a directed action if not. Your ready, untapped minions
The Uncontrolled Region holds to an uncontrolled vampire for so on, increasing the number of phase, he is placed in the ready A vampire enters the torpor region Cost: 2 blood (paid from either
the vampires you will attempt to when he takes damage that he can’t may tap to take actions.
1 transfer. transfers received by one until a region (face-up and untapped). vampire).
control. There are 4 vampires player reaches the full four. All The blood counters are kept on heal — either by taking more damage
from your crypt here initially, and • Move a blood from an than he has blood or by taking • Diablerie: +1 stealth if you 4. Influence Phase —
uncontrolled vampire to your players then receive the usual the ready vampire, to be used by control the target, a directed Up to four transfers may be spent
you can get more vampires from four transfers. the vampire to heal damage, pay aggravated damage in any amount.
pool for 2 transfers. When aggravated damage is action if not. to move pool to or from your
your crypt by spending influence. the cost of certain cards, etc. Diablerie burns the victim, and
You can look at the vampires • Pay 1 pool to move the next successfully inflicted on a vampire that controlled vampires.
vampire from your crypt to already has unhealed damage, he must the diablerist gets all the
in your uncontrolled region victim’s blood and equipment.
at any time. your uncontrolled region for burn a blood to prevent his 5. Discar
Discard Phase —
4 transfers. destruction. If he doesn’t have enough If the victim had a higher You can discard one card from
blood, he is burned.Vampires in torpor capacity, the diablerist may get your hand (and draw a card from
cannot act (except to “leave torpor”), a Discipline card. A blood hunt your library to replace it) during
block, vote or play reaction cards. (referendum) to burn the this phase.
They are helpless — other vampires diablerist may be called.
can rescue them (costing 2 blood) or Vampires in the torpor region
diablerize them (killing them). are still controlled.

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