L. Scott Johnson#
Includes Rulings, Errata, Clarifications and Statements from: Rules Team
Rulings, Design Team Rulings, Rules Group Answers, Errata sheets, Rulings
Summaries, and Official FAQs Through: 11/10/95
and
Answers from Thomas R Wylie Through: 12/24/95
Rules are the most recent. If V:tES rule supersedes Jyhad rule, V:tES will
be used, since both are ostensibly the same game. Different rules make for
different games (and headaches for rulemongers :-).
Dark Sovereign-specific Rulings, Errata, Clarifications and Statements are
listed in a separate posting, since this one is getting rather long.
Recent additions and changes are marked with
--------------------------------------------------
Terminology
"A Set of ItemX" means one or more ItemX. [TOM 951208]
Library/Hand
If your hand size is reduced, immediately discard down to your new maximum
hand size. [TOM 951212]
Vampires/Crypt/Uncontrolled Region
Caitiff are clanless. [RTR]
All Jyhad vampires with 2 hand damage should be read as having +1 hand damage
instead. [TOM 951208]
Master Cards
Are all one-shot unless they say "put this card into play" or are locations.
[TOM 951217]
Actions
(D) Actions cannot be directed against yourself, or cards under your control,
unless apparent from card text. [TOM 951215]
Retainers
Can only be targeted by a strike if combat is at long range. [RTR]
Are never optional. [RTR]
If damage is dealt to a retainer outside of combat, this permanently reduces
the retainer's life. [TOM 951209]
Equipment
Is always optional. [RTR]
Action Modifiers
The cost for action modifiers is paid even if the action is blocked. [RTR]
Combat
Cannot occur in Torpor. [RTR]
Occurs *after* the block - not as a part of it. [RTR]
Dodges are always strikes, even if a card forgets to say so. [RTR]
Damage Prevention Cards
May only be played during strike resolution. [RTR]
Or when preventable damage is done outside of combat. [TOM 951209]
Stealing all of the blood from a vampire will not burn the vampire in the
advanced (full) game (errata). [RTR]
Voting
A vampire can only have one title. If it is given another one, the old title
is ignored, even if the new title would be a demotion. [RTR]
Contesting
Contested Vampires are out of the game except wrt their titles. A contested
Vampire with a contested Title must yield the Title. [RTR]
Unique cards on Contested cards are out of the game except wrt being
Contested. They are Contested as normal, should the need arise. [RTR]
============================================================================
CARD-SPECIFIC RULINGS
2nd Tradition: Domain, The - Reaction (Prince/Justicar):
Only usable by a tapped Prince or Justicar. This vampire untaps and
attempts to block at +2 intercept. (errata) [RTR]
3rd Tradition: Progeny, The - Action (Prince/Justicar) (1):
The vampire created is of the same clan as the acting vampire. [RTR]
Anarch Troublemaker - Unique Master:
May tap up to two minions. [RTR]
Can only be "activated" during untap. [RTR]
Can only be "activated" during controller's untap. [TOM 950921]
Army of Rats - Action (an):
Having multiple copies out are not cumulative (errata). [RTR]
Arson - Action:
Cannot be attempted against a location which is Contested. [RTR]
Astrid Thomas - Vampire (Tre) (7):
Tremere who have not yet voted can choose to abstain. [RTR]
Asylum Hunting Ground - Master: Unique Location (2):
Costs two pool. The V:tES card is misprinted. [TOM]
Betrayer - Master:
Each of their turns, the person subjected to Betrayer names a vampire.
If the guess is correct, Betrayer is burned. [RTR]
Can be damaged by multiple Betrayers each turn. [RTR]
If the vampire chosen for Betrayer is burned, so is Betrayer. [RTR]
If the vampire chosen for Betrayer becomes contested, Betrayer is
nullified until the contention is resolved, at which time the Betrayer
is reactivated. [RTR]
If a player takes control of the vampire that is the target of the betrayer,
that player takes the pool loss. [RTR]
A Methuselah targeted by more than one Betrayer would have to pay 1 pool
for each Betrayer in order to burn them, even if the same vampire is the
betrayer in each case. [TOM 950921]
Black Cat - Vampire (Bru) (5):
The lower pool cost is used for purposes of cards such as Peace Treaty.
If she is equipped with something and that equipment is transferred to
another minion, then it regains its normal pool value.
Conversely, if a piece of equipment moves onto her, its effective pool cost
is lowered by 1. [RTR]
Does not reduce the cost of Equipment paid for with blood instead of pool,
since card text says "cost 1 less pool". [TOM 951212]
Blood Bond - Action (2):
Is a (D) directed action. [RTR]
Its effect will cease when the targeted vampire leaves play. [RTR]
Blood Doll - Master:
The Methuselah controlling the Vampire gets the benefit of the Blood Doll.
[RTR]
Multiple Blood Dolls are cumulative. [TOM 950725]
The ability to play multiple Master cards in no way affects the use of the
Blood Doll. [TOM 950725]
Blood Rage - Combat (th):
Requires thaumaturgy, not fortitude. [RTR]
Bonding - Action Modifier (do):
The superior form of Bonding cannot be used if you do not need the stealth
at the time you play Bonding. [TOM 951109]
Brainwash - Master:
Transfers may not be made to the vampire - neither to put blood on nor to
move blood off. [RTR]
Brujah Frenzy - Master Out-of-Turn:
There is no time to play further action modifiers or reactions before combat
begins. [TOM 950829]
This card only causes combat. It does not cause a block. [RTR]
Must select a "ready, untapped minion" to send the Brujah into combat with.
If there are no such minions, Brujah Frenzy cannot be played. [RTR]
While it may be played any time a valid target minion exists, it will not
cause combat if combat cannot occur (e.g., the Brujah is attempting the
'leave torpor' action). [RTR] The target minion is still tapped.
Business Pressure - Action Modifier (ps):
Can only be used during a political action. Consider this errata. [RTR]
Cat Burglary - Action (ce):
The inferior version to just bleed at +1 stealth, maximum of 1 bleed. The
superior version is to bleed any player in this manner (errata). [RTR]
Charming Lobby - Action (ps):
This card requires three vampires to be effective: one to play Charming
Lobby, another to call the first vote, and the third to call the second
vote. Only votes which are successfully called apply. [RTR]
A bloodhunt vote does not qualify. [TOM 950921]
Charnas the Imp - Retainer (Tre) (1):
Does nothing to an empty vampire which untaps in torpor. [RTR]
Cannot be damaged by host, but does not stop host from using effects which
would normally damage it. For example, the host can use Body of Sun, but
would not damage Charnas as a result. [RTR]
Chantry - Master: Unique Location (Tre):
Using the Chantry is optional. [RTR]
Cloak the Gathering - Action Modifier (ob):
Its superior ability can be used to aid another minion even while the
modifying vampire is tapped. [RTR]
Multiple vampires can use its superior version during a single action. [RTR]
Computer Hacking - Action:
You can use this to bleed anyone (other than yourself). [RTR]
Cryptic Mission - Action (th):
Its effect doesn't damage vampires, so cannot send a vampire to torpor. [RTR]
The superior version will always give a blood to the acting vampire even
if the victim has no blood. [RTR]
Cryptic Rider - Action Modifier (1):
May only be used after a referendum is successful, not simply a successful
political action (unblocked vote). [RTR]
Dawn Operation - Action Modifier (fo):
Should be read as "If this vampire is blocked..." [RTR]
Deflection - Reaction (do) (1):
Cost is paid from the vampire, not from your pool (errata). [RTR]
Cannot be used to direct a bleed to a Methuselah who would be an
invalid target for a bleed (after Minor Boon, e.g.) [RTR]
Disarming Presence - Action Modifier (ps):
The tapping is a side effect, not a cost, so tapped vampires can still
vote. [RTR]
Disputed Territory - Political Action:
The political action symbol is missing, but it is a political action. [RTR]
Domain Challenge - Political Action:
Tapped minions are counted after the vote is completed. [RTR]
Eagle's Sight - Reaction (au):
Only affects the rule restricting who gets to block an action. The
vampire must still meet all other requirements to block (intercept,
etc.) In particular, Blood Bond, Day Operation, and Seduction are not
circumvented. [RTR]
Elder Kindred Network - Reaction (Ven):
Has no effect on a successful Referendum. [TOM]
Elysium: Arboretum, The - Master: Unique Location:
May be used even if you have no minions in the combat. [RTR]
Embrace, The - Action (2):
The vampire created by this card is of the same clan as the acting
vampire. [RTR]
Enchant Kindred - Action (ps):
May be used to influence another Methuselah's uncontrolled vampire.
If that vampire turns out to not be younger than the acting vampire,
then no blood is placed. For example, if Helena Casimir uses Enchant
Kindred on someone else's vampire that turns out to be Democritus, the
action simply doesn't do anything. The acting player does not find
out that she tried to put blood on Democritus, and only knows that it
must be some 10-blood vampire. This applies to all similar cards,
such as Govern the Unaligned. [RTR]
Fame - Unique Master:
Fame is a unique master card, and should be contested as such. [RTR]
Fast Reaction - Reaction (au):
If someone tries to Fast Reaction when the opposing minion has gone into
torpor, the Fast Reaction does not start a combat. [TOM 951201]
Flesh of Marble - Combat (pt):
Reduces all damage *that was not prevented* to one point. [RTR]
Form of Mist - Combat (pt):
If the superior form is used to continue an action, then all action
modifiers, including stealth and Dawn Operation, are still in effect. [RTR]
The superior version can be used by a blocking vampire, but this will
not cause the action to be continued. [RTR]
Frenzy - Master: Out-of-Turn:
May be played even if you have no minions involved in combat. [RTR]
Ghoul Retainer - Retainer (2):
Read as "Each round of combat, Ghoul uses hands for 1 damage or a weapon
of the employing minion that the minion is not presently using." [RTR]
More than one Ghoul Retainer employed by a Minion could "use" the same
weapon (that the Minion is not using) at the same time. [TOM 950921]
The Ghoul is never the "bearer" of the weapon that it uses. Any side-effect
of using the weapon (e.g. Zip Gun, Grenade) is applied to the Employing
minion, as normal. [TOM 951114]
Gird Minions - Master:
May be used on a vampire in torpor. [RTR]
Glaser Rounds - Combat:
Must wait until the second time a given gun is used in a given combat. [RTR]
Govern the Unaligned - Action (do) (1):
May be used to influence another Methuselah's uncontrolled vampire.
If that vampire turns out to not be younger than the acting vampire,
then no blood is placed. For example, if Helena Casimir uses Govern
the Unaligned on someone else's vampire that turns out to be
Democritus, the action simply doesn't do anything. The acting player
does not find out that she tried to put blood on Democritus, and only
knows that it must be some 10-blood vampire. This applies to all
similar cards, such as Enchant Kindred. [RTR]
Haven Uncovered - Master:
Does not allow its victim to be attacked while its victim is in torpor. [RTR]
Hawg - Equipment, Vehicle:
Grants one (optional) Press each /combat/, not each turn (Jyhad) nor each
round (VtES). [TOM 951224] !NEW!
Hector Sosa - Vampire (Bru) (4):
VtES version is printed incorrectly. He should have superior Potence, as in
Jyhad. [TOM 951201]
Hidden Lurker - Action (ob):
The card is an Action, as printed. [RTR]
High Stakes - Political Action (Ven):
The last two sentences are talking to each player, not just the player
playing High Stakes. [RTR]
Hunting Grounds - Master. Unique Location (Clan) (2):
All Hunting Grounds should be read as "received by a given vampire",
not "given to a vampire". [RTR]
Immortal Grapple - Combat (po):
The "only hand strikes" effect lasts for the entire combat. [TOM 951113]
If a minion is commited to using a strike other than a hand strike (e.g.,
used a maneuver from a gun), then he gets no strike. [TOM 951217]
Infernal Pursuit - Combat (ce):
The card you discard (with superior) need not be one of the cards that you
just drew. [TOM 950924]
Kindred Society Games - Master (Tor):
The last sentence is vague. Replace it with "If the vampire doesn't
untap but instead moves the Society Games on, but there is no tapped
younger vampire to move it to, Society Games is burned instead." [RTR]
If a vampire has two copies of Kindred Society Games played on it, each
copy exerts its own effect on the vampire. Thus, untapping the vampire
normally would require the vampire to burn a total of 2 blood. If the
vampire does not untap normally, then both Games are moved to other
vampire(s), although the vampire could burn 1 blood to prevent one of the
Games from moving on. [RTR]
Life Boon - Master: Out-of-Turn:
If a player is saved more than once by Life Boon, the various Boons
reserve a series of victory points (and ante), rather than competing with
each other for a single victory point and ante. [RTR]
Malkavian Dementia - Master:
You lose control of that Malkavian when you start your untap phase. This
is not an untap effect that you order among your other untap effects; it
happens when the phase begins. You do not untap the Malkavian [RTR]
The Malkavian is simply "not untapped" when returned [TOM 951103]
# The Malkavian is returned tapped, not simply "not untapped" [RTR]
# Losing control of the Demented Malkavian *IS* an effect that you may order
# among your other untap effects (including yielding the Malk) [RTR]
# You *do* untap the Malkavian at the start of your untap phase. [RTR]
If you are ousted while you have control of a Demented Malkavian, the
Malkavian is burned as normal. [RTR]
Madness Network - Unique Master (Mal):
Reaction Cards may not be played on your own turn. Action cards may not be
played except on your own turn. The Madness Network does not change whose
turn it is. [RTR]
Malkavians do not have to be Ready to take an action via the Network.
(i.e., a Torpored Malk could rescue himself from Torpor) [RTR]
Malkavians may block *in addition* to the normally eligible blockers. [RTR]
Major Boon - Master Out-of-Turn:
May only be played on a successful bleed (bleed for 1 or more pool). Only
action modifiers and reaction cards that modify the bleed amount may be
played after the Boon - general action modifiers and reaction cards cannot
be played (e.g., Telepathic Counter and Threats may be played, but not
Deflection) [RTR]
Malkavian Time Auction - Master (Mal):
The Methuselah playing the Time Auction cannot bid (errata). [RTR]
Magic of the Smith - Action (th) (1):
You do not search your library until the action is successful. [TOM 951107]
Costs are paid for with either pool or minion blood, as appropriate (VtES
card text makes this explicit). [TOM 951212]
Mask of 1000 Faces - Action Modifier (ob):
Masking a "leave Torpor" action results in neither Vampire leaving Torpor and
no blood cost being paid. If the action is blocked, the blocking minion
cannot commit diablerie, and combat does not result. [RTR]
The Mask cannot be used to allow a vampire to take over an action he is
explicitly prohibited from taking. [RTR]
All action modifiers remain in effect, but inherent modifiers (a minion's
inherent +1 bleed, e.g.) do not. Effects applied to a minion (e.g.,
Backways) also do not carry over to the new (masking) vampire. [RTR]
The Mask may not be used to take over an inherent action - one that could only
be performed by the acting minion (e.g., Thadius Zho's special action, or
the Muddled Vampire Hunter's special action). [RTR]
Masquerade Endangered - Master: Out-of-Turn:
Multiple copies may be played (by different Meth.s) after a single action,
but all would be burned during the vampire's next untap phase.
[TOM 950921]
Minion Tap - Master:
May be used on a vampire in torpor. [RTR]
Minor Boon - Master Out-of-Turn:
Is played after the combat ends, retracting the vampire from Torpor. [RTR]
Monocle of Clarity - Unique Equipment:
Questions about questions may not be asked [RTR].
Questions can only pertain to the current game. [RTR]
Question about the future are only binding until your next untap. [RTR]
Murder of Crows - Retainer (an) (1):
Follows all Wolf Companion rulings, except that the damage can happen
when the combat is at range. [RTR]
Psyche - Combat (ce):
The superior version re-blocks as well as starts a new combat, neutralizing
any effect from superior Form of Mist. [RTR]
Pulled Fangs - Combat:
Used during the press step, and counts up damage successfully inflicted
during the round by the opposing minion (retainers don't count). [RTR]
The actions to burn this card may be taken by different vampires, and may
be taken on different turns. [RTR]
More than one Pulled Fangs card may be played on a Vampire in the same round.
[RTR]
Rapid Healing - Action (fo):
Read as "If this vampire is blocked..." [RTR]
Rotschreck - Master Out-Of-Turn:
This card affects the Vampire dealing aggravated damage. [RTR]
Sabbat Threat - Political Action P/J:
If the threat counters are lost during the untap phase, then no pool need
be burned for the counters' effect. [TOM 951214]
Scorn of Adonis - Action Modifier (Tor):
May be played at any time during the voting process, and will retroactively
cause the loss of pool to Methuselahs voting 'no' before Scorn is played,
as well as to Methuselahs voting 'no' after Scorn is played. [RTR]
Each Scorn played may only cause the loss of one pool to a given Methuselah,
regardless of how may 'no' votes that Methuselah casts. [RTR]
Society of Leopold - Unique Master:
Moving the Society is a directed action. [RTR]
Soul Gem of Etrius - Unique Equipment:
A vampire of the same age is treated as if he were older. [TOM 951030]
That is, if a vampire of the same age is retrieved from the crypt, it is
simply placed into the uncontrolled area and the Gem burned.
Spying Mission - Action Modifier (ob):
After successfully being played, it must be burned on the next unblocked
bleed against the same Methuselah, provided the bleed is not reduced to
zero by other modifiers. [TOM]
Stake - Equipment: Melee Weapon:
The two points must come from the same stake in order to Paralyze the victim.
If more than one stake is used, then all stakes dealing more than one
damage (individually) are given to the victim. [TOM 950921]
Taste of Vitae - combat:
Counts all blood burned to any cause (healing, card cost, etc.) [RTR]
May be played after any strike resolution step, but will not count
blood lost during future strikes in the same round. [TOM 951217]
The blood is gained immediately, and can be used to heal damage from
future strikes, even in the same round. [TOM 951217]
Undead Persistence - combat (fo):
Provides only one optional press. Any further pressing must come from other
cards. [TOM 951224] !NEW!
Uriah Winter - Vampire (Cai) (1):
Can still defect if in torpor, and will remain in torpor if he does so. [RTR]
Vast Wealth - Master:
Grants the ability to take an action, namely: to search through the Library
for an equipment card. [TOM 950119]
You only search your library if the action is successful. [TOM 951107]
Paying for the equipment found is not optional. If paying the cost will
oust the controlling Methuselah, then she is ousted. [RTR]
If the equipment cannot be legally placed on the vampire, it is burned
without cost. [RTR]
Vast Wealth's ability is turned off if the Vampire does not share the
same controller as Vast Wealth. [RTR]
Costs are paid for with either pool or minion blood, as appropriate (VtES
card text makes this explicit). [TOM 951212]
Ventrue Justicar - Political Action (Ven):
Makes the vampire Justicar of the Ventrue, not Justicar of
the Tremere. Title is misspelled. [RTR]
Voter Captivation - Action Modifier (ps):
Is played *after* the vote is resolved. If the effect of the vote ousts the
acting Methuselah, there is no time to play Voter Captivation to prevent
the ousting. [RTR]
Wake with Evening's Freshness - Reaction:
May be played on any tapped vampire controlled by a Methuselah other the
the acting minion's Methuselah (and not on your own turn). The awakened
vampire need not attempt to block nor play further reaction cards; that
is merely an option. [TOM 951129]
Weather Control - Combat (th):
Multiple Weather Controls are cumulative. [TOM 950710]
Wolf Companion - Retainer (an) (1):
The damage is not a strike, so cannot be prevented by a dodge. [RTR]
The damage is done during normal damage dealing, so a Combat Ends will stop
it, as will sending its controller to torpor during first strike. [RTR]
Only does damage at close range. [RTR]
Does not gain any additional strikes of its controller. [RTR]
As with any retainer, the number of lives is set when it is recruited, and
will not change if its controller's level of Animalism changes. [RTR]
Zip Gun - Combat:
Ammo cards just modify the strike, not the damage done to the wielder. [RTR]
============================================================================
Rules indented with "# " are commented out - they have been overturned and
are no longer part of the official Errata/Clarification/etc.
[TOM] Tom Wylie - WotC Net Representative
[RTR] Ruling, Errata, Clarification, or Statement from Official WotC Rules Team
Ruling (aka Design Team Ruling, aka Rules Group Answers).
--
L. Scott Johnson (sjoh...@math.sc.edu) | These opinions are mine and
http://www.math.sc.edu/~sjohnson | are subject to card text.
Graphics Specialist and V:tES Rulemonger. |