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Sequence of Play Action Sequence Types of Actions

1. Untap 1. Announce Action ▪ Bleed (D)


- gain 1 pool from the Edge - may play action modifiers/reactions ▪ Hunt (+1 Stealth)
- Hunting Grounds, Contesting 2. Resolve Block Attempts ▪ Recruit Ally/Retainer (+1 Stealth)
2. Master - D action: only targeted player ▪ Equip (+1 Stealth)
- also do Blood Dolls, investments… - non-D action: Predator or Pray
- block successful if Intercept >= Stealth ▪ Political Action (+1 Stealth)
3. Minion
- may play action modif./reactions ▪ Rescue from torpor (D, costs 2
4. Influence blood)
before or after players try or decline to
- pool to uncontrolled minion: 1 transfer
- uncontrolled minion to pool: 2 transfers
block ▪ Diablerize a vampire in torpor (D)
- move card from crypt: 4 transfers + 1 pool 3. If blocked, go to combat ▪ Action (play an action card)
- merge adv. vampire: 4 transfers + 1 pool action fails, discard card
5. Discard If not blocked, action succeeds Titles
pay cost and apply effect Camarilla
Combat Primogen (1 vote)
1. Choose Range Votes Prince (2 votes, contests by city)
- if political action successful, declare all Justicar (3 votes, contests by clan)
Range starts at Close. Vampire can use Inner Circle (4 votes)
Maneuvers to go to Long or back to Close. terms then vote
- Votes can come from: Sabbat
At long, only R Strikes can be used. Bishop (1 vote)
* cards and effects in play
2. Choose and resolve Strikes * titles Archbishop (2 votes, contests by city)
May use hand Strikes (Damage = Strength), * burning the edge for 1 vote Cardinal (3 votes)
Weapon or Card . Strikes (and then any * political action card used to call the Regent (4 votes, unique, counts as
Additional Strikes) are chosen and resolved vote (if any), worth 1 vote Cardinal)
in pairs (acting vampire announces Strike * any player not calling the vote with a Priscus (all Prisci vote in a sub-
first). political action card may burn a referendum worth 3 votes)
3. Use Press political action card for 1 vote (once Anarch
to continue combat or to end it only) Baron (2 votes, contests by city)
Laibon
Types of Cards Kholo (2 votes, contests by clan)
Magaji (2 votes)
Action: plays as an action

Action Modifier: play to modify your action


Pool Cost
Political Action: plays as an action, to call a vote
(black)
Equipment/Retainer: play as an action, to put in play on the vampire

Ally: play as an action, to put in play as a minion (cannot act on first turn)

Reaction: play to modify someone else’s action (vampire must be untapped)


Blood Cost
(paid by vampire)
Combat: play during combat (red)

Damage Diablerie
1. Regular damage: burn 1 blood per point of damage. If not Diablerie is a D action at +0 stealth. The target must be in Torpor.
enough blood, the vampire is Wounded. If successful, do the following:
2. Aggravated damage: after regular damage resolution, first point 1. Move any amount of blood from the diablerized vampire to the
of Aggravated damage makes the vampire Wounded (if he is diablerist (remove excess blood).
not Wounded yet). 2. Move any equipment as well.
3. Once Wounded, the vampire burns 1 blood per Aggravated 3. Burn the diablerized vampire.
damage point. If not enough blood, he burns. 4. If the diablerized vampire was older than the diablerist , you
4. If the vampire is Wounded but wasn’t Burnt, he goes to Torpor. may go through your hand, library and ash heap to find a
Discipline card and put it on the diablerist.
Vampire can remain in play with 0 blood, but the only action they 5. Vote in the Blood Hunt. Action modifiers and reaction cards are
can take is to Hunt until they have at least 1 blood. not allowed. Cards specifying Political Action are not allowed.
Vampires in Torpor can only take the Rescue from Torpor action Normal votes (from titles or cards in play), burning political
(if they have 2 blood). action cards and burning the Edge are allowed. If the vote
passed, burn the diablerist.

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