rec.games.trading-cards.jyhad

VtES Rulings List

1 message from 1 participant · 01 December 1997
original thread on Google Groups

LSJ (VtES Rep)

VtES Rulings: ------------- Terminology Rulings * "A Set of ItemX" means one or more ItemX. * "Controlled" is synonymous with "in the Active Region". * "Uncontrolled" is synonymous with "in the Inactive Region". * "During phase X, do Y" limits Y to once per phase X. :T03: * "During a political action" means during the resolution (the voting process) Library/Hand/Ash Heap * If your hand size is reduced, immediately discard down to your new maximum hand size. * At the end of a combat (and after an action), replace any "do not replace until after combat" cards that have been played. * Cards that go into an ash heap, hand, or library always go into their owner's ash heap, hand, or library. Playing Cards * All cards are shown when played, incl. equipment, strikes, and political actions. * You cannot pay part of a cost. If, between the time a card is played and the time the cost is paid, you no longer can pay the cost, then no cost is paid and the card is burned without effect. Controlled Cards * A card with a clan symbol only requires a ready member of that clan *when played*. You don't need a clan member to gain control of the card (via Far Mastery, Disputed Territory, etc.) once it's in play. * You cannot move a card onto something that it can't normally be played on. Vampires/Crypt/Uncontrolled Region * Caitiff are clanless. * If a vampire changes Clans, it retains all other Characteristics it had before the switch. This includes any titles (Justicar, Prince, etc.). EXCEPTIONS: Sect (Camarilla/Non-Camarilla) is changed to the new Clan's sect. Clan-based capacity (e.g., from a Seized Praxis) is removed (or added) based on the new clan. Master Cards * If you steal a location, treat it as if you had just brought it into play. (you may retarget Tomb of Ramses, for instance). * The effect of the Master Card is completely defined when the card is played (any targets must be named). Actions * The card used for an action is shown when the action is announced (for equipping, recruiting, employing, calling a vote, etc.) * If a minion cannot pay the cost of an action when the action resolves, the action continues with no effect. * Any action which retrieves an equipment card and says to 'equip' the acting minion with that card is considered an 'equip action'. * If the methuselah loses control of the acting minion before the action is successful, then the action ends. * Cards and abilities that are usable only after a successful action are used after the action is completed, including any oustings. Directed actions * Only actions specified as directed in the rules or with a (D) symbol are directed. * Directed actions cannot be directed against yourself, or cards under your control, unless apparent from card text. Terminology * "Same Action" means: 1) The same inherent (cardless) action taken against the same target. 2) The action taken with the same card played from hand, regardless of target. 3) The same action provided by the same copy of a card in play. (Each action provided by a card in play is a distinct action (and doesn't count as the "same action"). :T02: * "Same Type of Action" means: 1) One of the types of actions defined in the rulebook (6.4, 7, and 19), includined action card versions. 2) An action that is not defined in the rulebook is a "type" based on the card played to take the action, or a type unique to the instance of the card in play that granted the ability to take the action. Blocking * If the target of a directed action is reset, a new "choose blockers" opportunity results. :B02: * Combat occurs *after* the block - not as a part of it. Retainers * Retainers are never optional. * If damage is dealt to a retainer outside of combat, this permanently reduces the retainer's life. * If a retainer which requires a discipline to be employed is brought into play by a means other than "Employ Minion", treat it as if it were brought into play with the basic version of the Discipline. :R01: * Any reference to the employing vampire should be a reference to the employing minion, unless the retainer's ability clearly only applies to a vampire. Equipment * Equipment is always optional. * Equipment is always optional only as the equipment affects the bearer. Other effects (such as Talbot's Chainsaw's untap damage and Incriminating Videotape's affect on the minion who can't block) are not optional. * Equipment only applies while in possession. If needed for an action, the action will fizzle if the acting minion doesn't possess the equipment when the action resolves. :E01: Action Modifiers/Reactions * Action modifiers cannot be played by a vampire in torpor unless that vampire is the acting minion. * Reaction cards cannot be played a vampire in torpor. Combat * Combat cannot occur in Torpor. * Minions of the same controller cannot enter combat with each other. * A manuever or press gained by a combat card can only be used during the current round of combat. A maneuver or press gained by a non-combat card (e.g., action, equipment) can be used in any round of the combat. * If an effect "sets" the range of a round (and therefore skips the maneuver phase), no other effect can be used to reset the range. * A vampire burned in combat does not pass through Torpor. * Cards which are not usable by vampires going to Torpor only check to see if the vampire is currently going to torpor, not if the vampire will be going to Torpor later. E.g., A vampire with Undead Persistence can still play these types of cards. * Hand Strike: any non-ranged, non-weapon strike that deals damage based on the striking minion's hand damage, or any minion's non-ranged damage-dealing innate strike. * Allies without non-ranged damage-dealing innate strikes have no hand strike (not even for zero damage). * If the strike does something in addition to ending combat, that something takes place just after the combat ends. :C03: * Dodges only neutralize the opposing strike's effects on the dodging minion and any non-retainer cards on him. :C01: * If you steal blood that brings you over your capacity, you still steal all of the blood. The part about the excess going to the blood bank is just a reminder of what to do when blood exceeds capacity. * You can gain additional strikes even if you cannot strike. You still cannot strike with the additional strike, however. Damage (Combat) * Damage is only considered to have come from a minion if the damage is from a strike or if an effect specifically states that the damage is dealt by the minion. Damage from other effects is considered "environmental," and has no particular source. :C02: * The damage modifier must be played before the end of the Choose Strike phase in order to affect the current strike. * Ammo cards are played before any strikes take effect regardless of whether those strikes deal damage or not. Thus, if a vampire who plays Dragon's Breath Rounds is targetted by Rotschreck, the combat will end before either strike does anything. * Adding damage to strikes which are not damage dealing strikes will not deal damage (e.g., using Lucky Blow and choosing your Rowan Ring melee weapon won't deal damage) * Additional damage inherets all of the properties of the base damage (So the +1 damage from lucky blow is aggravated for Basilia). * The base damage does not inheret the properties of the additional damage (So a Saturday Night Special with Dragon's Breath Rounds does 1 normal plus 2 aggravated damage). * Effects that increase the damage provided by strike cards affect those cards rather than the striking minion (so the added damage is the same type as the strike's damage, not the base damage). Voting * The is no rigid order enforced for casting votes. Methuselahs (and their minions) can cast their votes at any time, in any order. * A Methuselah can abstain for as long as she likes before casting her votes, up to the 15-second (out-loud) time limit after the last vote is cast. * 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. * Allies can vote, if they manage to get votes (from Alamut, for example). Contesting * Contested Vampires are out of the game except wrt their titles. A contested Vampire with a contested Title must yield the Title. * Unique cards on Contested cards are out of the game except wrt being Contested. They are Contested as normal, should the need arise. Torpor and Diablerie * Only vampires can commit diablerie. Effects that would allow something other than a vampire to commit diablerie are ignored. * Only one Blood Hunt vote can be called for a given diablerie. * "Wild Hunt" [SAB] is another name for Blood Hunt. * If an event (like successful Return to Innocence [AH] with Day Operation) both burns and torporizes a vampire, the controller decides whether the vampire will go into torpor before being burned. * Vampires in Torpor can still commit diablerie, if the opportunity presents itself (in torpor after a Kiss of Ra when blocking a leave torpor action, for example). * A vampire blocking a leave torpor action can diablerize that vampire even if the blocking vampire is burned or goes to torpor. 3rd Tradition: Progeny, The - Action (Prince/Justicar) (1) * The vampire created is of the same clan as the acting vampire. Anarch Troublemaker - Unique Master * May be used to tap one or two vampires your prey controls. Archon - Political Action P/J * If a vampire blocks an Archon, he or she burns 1 blood regardless of which action the Archon was taking. (The use of the semi-colon in the V:TES text implies that the point of blood is burned only when the Archon is using his or her rush ability.) Astrid Thomas - Vampire (Tre) (7) * Tremere who have not yet voted can choose to abstain. * If her votes are canceled by an effect such as Pulled Strings, the other Tremere votes remain as they were. Betrayer - Master * Each of their turns, the person subjected to Betrayer can name a vampire. If the guess is correct, Betrayer is burned. * If the vampire chosen for Betrayer is burned, so is Betrayer. If the vampire chosen for Betrayer becomes contested, Betrayer is nullified until the contention is resolved, at which time the Betrayer is reactivated. If a player takes control of the vampire that is the target of the betrayer, that player takes the pool loss. Black Cat - Vampire (Bru) (5) * The lower pool cost is used for the "cost" of equipment on her. * Does not reduce the cost of Equipment paid for with blood instead of pool Bomb - Equipment (1) * When taking the action to burn a location, the action will fail if the acting minion does not possess the bomb when the action resolves (after being Masked, or if the Bomb was transferred or destroyed somehow). :E01: Bribes - Action Modifier * :P01: Brujah Frenzy - Master Out-of-Turn * Must select a "ready, untapped minion" to send the Brujah into combat with. If there are no such minions, Brujah Frenzy cannot be played. * 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). The target minion is still tapped. Business Pressure - Action Modifier (ps) * Can only be used during a political action. * Each Methuselah must decide how much pool to burn for it during the resolution of the effect. It does not give an ability for the rest of the political action. However, there can be some give and take during the resolution of the effect. For example, each Methuselah can choose to burn one pool at a time as pool is burned for votes. Chantry - Master: Unique Location (Tre) * Using the Chantry is optional. [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. * A bloodhunt vote does not qualify. Charnas the Imp - Retainer (Tre) (1) * 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. Cryptic Rider - Action Modifier (1) * May only be used after a referendum is successful, not simply a successful political action (unblocked vote). Dawn Operation - Action Modifier (fo) * Should be read as "If the acting vampire is blocked..." Delaying Tactics - Reaction * Cancels the political action, but the acting minion is still considered to have taken a political action (for purposes of the "No Repeat Action" rule, if used). Deflection - Reaction (do) (1) * Cannot be used to direct a bleed to a Methuselah who would be an invalid target for a bleed (after Minor Boon, e.g.) * Can be used to redirect the bleed to yourself, thereby granting you another opportunity to block. :B02: Disarming Presence - Action Modifier (ps) * Vampires are tapped when they cast their votes. Domain Challenge - Political Action * Tapped minions are counted after the vote is completed. 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. * Must be played during the 'choose blockers' stage. It may not be used after the action Methuselah asks for "all other blocking attempts". It may be used after your normal position on the choose blocker list (i.e., Prey - Predator - Prey w/ Eagle's sight). Effective Management - Master * Pulls a vampire from the *top* of the Crypt - it in no way allows you to look through your Crypt to select a vampire to pull. Elder Kindred Network - Reaction (Ven) * Has no effect on a successful Referendum. Elysium: Arboretum, The - Master: Unique Location * May not be used if you have no minions in the combat. Embrace, The - Action (2) * The vampire created is of the same clan as the acting vampire. Enchant Kindred - Action (ps) * Superior may ONLY be used in your own uncontrolled region. Flesh of Marble - Combat (pt) * Prevents all damage *that was not prevented* in excess of one point. Form of Mist - Combat (pt) * The superior version can be used by a blocking vampire, but this will not cause the action to be continued. * The superior version only continues the action if it is played by the acting minion. 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." * More than one Ghoul Retainer employed by a Minion could "use" the same weapon (that the Minion is not using) at the same time. * 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. Glaser Rounds - Combat * Must wait until the second time a given gun is used in a given combat. Govern the Unaligned - Action (do) (1) * Superior may ONLY be used in your own uncontrolled region. High Stakes - Political Action (Ven) * The last two sentences are talking to each player, not just the player playing High Stakes. Hunting Grounds - Master. Unique Location (Clan) (2) * All Hunting Grounds should be read as "received by a given vampire", not "given to a vampire". Immortal Grapple - Combat (po) * The "only hand strikes" effect lasts for the entire combat. * 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. 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." 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. * If a player has gone to negative pool, the Life Boon player must give her enough pool to compensate for that. Madness Network - Unique Master (Mal) * Reaction Cards can be played is response to another Methuselah's action on your own turn. Action cards and action modifiers can be played whenever you take an action, even when it is not your turn. * Malkavians may block *in addition* to the normally eligible blockers. Magic of the Smith - Action (th) (1) * Costs are paid for with either pool or minion blood, as appropriate (VtES card text makes this explicit). 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) * Cannot be played in succession. The loss from the play of a Major Boon is due to a card effect, not a bleed. So a second cannot be played to Boon the first. Malkavian Prank - Master (Mal) * The other Methuselahs hold between one and four counters. This may be in excess of their current pool. If you guess correctly, they lose that amount and you gain that amount. If you guess incorrectly, they gain that amount. Mariel, Lady Thunder - vampire (Mal) (7) * If she taps to end combat, the damage is applied just after the combat ends. :C03: Mask of 1000 Faces - Action Modifier (ob) * Ignore any skill or "type of minion" requirement of attempting the action. * 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. * The Mask cannot be used to allow a vampire to take over an action he is explicitly prohibited from taking. * 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). 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. Protected Resources - Master (2) * Limits the blood lost to a bleed action to 2 (per action). It does not reduce the bleed itself, nor does it nullify a bleed of three or more completely. (So an Archon Investigation could still be played on a bleed of four, even though the Methuselah would have only burnt two pool for the successful bleed). Psyche - Combat (ce) * The superior will cancel any "continue action" effect produced during the preceding combat (e.g. Form of Mist) * No new cost need be paid for the block (Archon, Aching Beauty, Donal, etc.) Pulled Fangs - Combat * Is used when a round ends - after presses, or whenever the round ends (if it is ended prematurely). * More than one may be played on a Vampire in the same round. * A vampire not currently entering torpor may play Pulled Fangs, regardless of whether it would go into torpor later. Pulse of the Canaille - Action (au) (3) * Superior should begin with the words, "If this is the first time Pulse of Canaille has been played on the acting vampire..." It is not cumulative. Rack, The - Master: Unique Location * Chooses a vampire *card* - will not automatically target a new copy of that vampire (if the original is burned or yielded). Rapid Healing - Action (fo) * Read as "If this vampire is blocked..." Rat's Warning - Reaction (an) * Can be used during any bleed attempt made against you, not just ones declared against you. 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. :P01: Soul Gem of Etrius - Unique Equipment * A vampire of the same age is treated as if he were older. 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) * Is only played if you know the bleed is successful, i.e., after you would normally play action modifiers. * Is only played after all Reaction cards (as well as other Action Moifiers) have been played. In particular, Telepathic Counter no longer 'beats' Spying Mission unless it is played first (and the bleed is not boosted back to positive). * The bleed it is played on is considered unsuccessful. Previous Spying Missions won't be cashed in during that action. 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. Sudden Reversal - Master: Out of Turn * Can burn a Master card that have been played with Bindusara's ability. Taste of Vitae - combat * May be played after any strike resolution step, but will not count blood lost during future strikes in the same round. Telepathic Counter - reaction (au) * Is played before the bleed is considered successful, so would be played before cards like Spying Mission, which are only played on a successful bleed. Trap - combat * Provides one press each round of combat until three (consecutive) rounds pass with no Methuselah choosing to play a card. Vast Wealth - Master * This action is considered an "equip" action. [RTR] * Paying for the equipment found is not optional. If paying the cost will oust the controlling Methuselah, then she is ousted. * If the equipment cannot be legally placed on the vampire, it is burned without cost. * Vast Wealth's ability is not usable if the Vampire does not share the same controller as Vast Wealth. * Costs are paid for with either pool or minion blood, as appropriate (VtES card text makes this explicit). 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. Wolf Companion - Retainer (an) (1) * Only does damage at close range. * Does not gain any additional strikes of its controller. [RTR] Wooden Stake - Equipment * Tallies damage inflicted over the course of combat. Zip Gun - Combat * Ammo cards just modify the strike, not the damage done to the bearer. * Damage done to the bearer is applied during strike resolution. * Only deal damage to bearer if bearer uses it during combat. Non-Camarilla vampires * Non-Camarilla vampires cannot become princes or primogen members. * If a non-Camarilla begins with votes and later gains a title, he loses the votes he started with, just as if he had lost a title. * Non-Camarilla vampires cannot call Praxis Seizures, Justicar Retribution, Command of the Harpies, Masquerade Enforcement, nor a vote to burn Elysium: the Arboretum. * Non-Camarilla vampires cannot call Camarilla Exemplary. * Non-Camarilla vampires cannot call a vote to burn Masquerade Enforcement. * Non-Camarilla vampires cannot be chosen as an Archon or Camarilla Exemplary. Inner Circle members * Inner Circle members are titled (and would lose their title if they gain another). They derive their votes from their titles (and would lose the votes with the title), but the +2 bleed is independent of the title. Equipments which are Locations (Loquipment) * Loquipment may be put on any ready minion if moved in an ambiguous fashion (by Disputed Territory, e.g.). If the new controller has no minions, the locquipment is burned. (Note: currently all moves are ambiguous - TOM). * Transferring Locquipment via Disputed Territory to the *same* Allies/Retainers * There is no limit to an Ally's life (if some effect gives an Ally more life than it started with, the excess does not drain off). Titles * Blood capacity gained by gaining a title will be lost if the title is lost. Banishment [DS] - Political Action * Disciplines on the vampire will count towards his capacity, since they are master cards. * All minion cards on the vampire become uncontrolled as well, and are immune to contesting or affects like Arson or Cryptic Mission. These cards come back into play when the vampire does. * All master cards on the vampire are still controlled and could be contested. Passive effects remain in effect (Disciplines, e.g.) while active effects cannot be used (Blood Doll, e.g.) * A Banished vampire remembers only two things: how much blood he has and what cards are played on him. Other effects are ended. (e.g., acquired/lost titles, Deevolution, etc.) * Note that "for the rest of the game" effects pointing at the Banished vampire (from some other source) will resume if/when the vampire comes back into play (e.g., Blood Bond). Blood to Water [AH] - Combat (th) (2) * Blood to Water can't be used at long range. Burning Wrath [DS] - Combat (po) (3) * Only the added damage is aggravated, despite the comma. * If the vampire striking with Burning Wrath has negative hand damage, the negative amount reduces the damage done by burning wrath. Clan Loyalty [DS] - Action Modifier (1) * Modifies only the acting minion, not the action, and would not carry over through a Mask of a Thousand Faces modifier. Darius Styx [DS] - Vampire (Rav) (9) * If Darius picks a retainer which requires a Discipline to employ, treat it as if it were employed with the basic version of the Discipline. :R01: Depravity [AH] - Master (1) * The +1 hand damage is always in effect, not just during diablerie attempts. Donal O'Connor [DS] - Vampire (Bru) (8) * The blocking vampire burns 1 blood immediately upon successfully blocking Donal, regardless of whether combat begins. Heidelburg Castle, Germany [DS] - Master: Unique Location (2) * Heidelburg Castle may not be used to move equipment to or from a vampire in combat. Horrid Reality [DS] - Combat (ch) (2) * If the weapon gained is not in play (burned by Destroy Equipment, e.g.) by the end of combat, do not burn it (or do not shuffle it into your library, if superior). Illusions of Kindred [AH] - Combat (ch) (2) * Illusions of Kindred can be played when your crypt is empty. In this case, it simply ends combat. The rest of the effect is lost, since no new opponent can be retrived from the crypt. * There is no room to play Psyche (superior) between the time Illusions of Kindred ends combat and when the new combat begins. So, unless your crypt is empty when you play Illusions of Kindred, Psyche cannot be played. Inverary, Scotland [DS] - Equipment (1) * Increases the vampire's bleed at all times, and therefore will count during Justicar Retribution, etc. Justicar Retribution [DS] - Political Action * Does not count a +bleed that isn't 'active' (Laptop, e.g.) Kherebutu [AH] - Ally (FoS) (5) * Will be ignored completely if he is returned to an empty library - he cannot be drawn out by any means. Kiss of Ra [AH] - Action Modifier (fo) (3) * The would-be blocker has the option to diablerize when he goes to torpor, if the acting vampire was acting from torpor). Legacy of Power [DS] - Reaction P/J/IC (3) * Legacy of Power may be used if one of your vampires is in combat with an ally. In this case, your vampire goes into torpor, and the ally is unaffected. Memory's Fading Glimpse [AH] - Action (ob) (3) * Any cards on the target vampire (e.g., Brainwash, or cards on a Banished vampire) are burned. Of Noble Blood - Action * Of Noble Blood is undirected even if you do not control the target. Phobia [AH] - Action (se) * Phobia gains counters during your master phases only. Possession [DS] - Action (ne) (2) * Superior Possession moves a vampire from your ash heap to your ready region. :T01: Powerbase: Berlin [DS] - Master: Unique Location (Ven) (2) * Blood moved to Powerbase: Berlin by a Ventrue action comes from the Ventrue. Powerbase: Rome [DS] - Master: Unique Location (2) * Blood moved to Powerbase: Rome by a Giovanni action comes from the Giovanni. Purity of the Beast [AH] - Action (1) * Ignore the superior version text on Purity of the Beast. Ravnos Cache [DS] - Master: Unique Location (Rav) (2) * The blood on the Ravnos Cache may be used in place of pool or blood, as appropriate to the cost of the equipment. Riposte [DS] - Combat (ce) (1) * The damage from Riposte is dealt just after the combat ends. Sacrificial Lamb [DS] - Action (ob) (3) * If the target of Sacrificial Lamb has a Soul Gem, the Gem function wins out. Secure Haven [DS] - Master: Unique Location (1) * Only (D) actions targetting the minion are restricted. The minion's retainers and equipment are not immune from attack. * If it is contested, it will not be burned when the target (vampire) goes to torpor, nor will it be burned if it becomes re-controlled while the target vampire is still in torpor. Seeds of Corruption [AH] - Action (th) (2) * "Special ability" includes all non-sect, non-title text. (note that this only means that the affected vampire cannot do anything that he is allowed to do only by special ability - not that he can now overcome some special restriction. Assamites still cannot commit diablerie, for example) * They vampire burns blood for Seeds of Corruption when the action is attempted. Shackles of Enkindu [DS] - Equipment (Gan) (2) * "The shackled minion" refers to the minion the card is put upon (not the Gangrel the card is put upon with the equip action). Soul Stealing [DS] - Action Modifier{/Combat} (ne) * Soul Stealing cannot be used if a vampire is burned as a result of a political action, such as Tradition Upheld. Spiridonas [AH] - Vampire (Tre) (9) * Spiridonas's special ability is treated as an action modifier. Spiritual Protector [DS] - Retainer (Gio) (3) * Spiritual Protector does not restrict the ability of retainers to use equipment. Stefano Giovanni [DS] - Vampire (Gio) (6) * Stefano Giovanni can only burn 1 blood for 1 vote once during a political action. Strained Vitae Supply [DS] - Master * The pool placed on Strained Vitae Supply comes from the Methuselah's pool. Summon the Serpent [AH] - Action (FoS) (2) * Ignore the superior version text on Summon the Serpent. Temptation [AH] - Action (se) (1) * Temptation gains counters during your master phases only. Tomb of Ramses III - Master Unique Location (3) * Tomb of Ramses only counts blood "you transfer" to uncontrolled vampires: i.e., blood that you move from your pool to an uncontrolled vampire by spending a transfer. Toreador Grand Ball [DS] - Master (Tor) (1) * The first Toreador chosen for the Toreador Grand Ball is unblockable on all actions except bleed actions. This remains true even after the vampire attempts a bleed. Triole's Revenge [DS] - Action (Bru) (2) * The Ventrue is burned by Triole's Revenge only if the hunt isn't blocked - even if the benefit of the hunt is reduced to zero (a failed action). * If the victim of Triole's Revenge is prevented from hunting, he may take no action. * The victim of Triole's Revenge cannot take any other actions before hunting, but other minions' actions can be taken before the hunt. Veiled Sight [DS] - Reaction (ch) (2) * The strike option (steal blood) given by the superior version of Veiled Sight may be used once, on any round of the combat. * Veiled Sight may be used even if the acting minion is at zero stealth. Vial of Garou Blood [DS] - Equipment (1) * Using Vial of Garou Blood counts as your one source of additional strikes for each round, so it may not be used if you've already acquired additional strikes this round and prohibits you from playing any further additional strike cards for the rest of the combat. Wasserschloss Anif, Austria [DS] - Master: Unique Location (Tre) (2) * Wasserschloss Anif can only receive blood from one Tremere on any given turn. :T03: Priscus (Prisci vote) * Prisci in general have zero votes (for effects that operate based on the number of votes a vampire has). * If a Priscus is forced to abstain or to change his votes, then this includes his votes in the Prisci Vote as well as his votes (if any) in the main vote. * If the Prisci subvote is in favor of the main vote, then every Priscus is considered to have voted in favor. If the Prisci subvote is against the main vote, then every Priscus is considered to have voted against. It doesn't matter whether any given Priscus voted for or against the subvote, or abstained. :P01: Antonio Delgado [SAB] - vampire (Las) (9) * Antonio Delgado does not untap if the vote isn't successful (doesn't pass). Beast, Leatherface of Detroit [SAB] - vampire (NosA) * Beast can play a Zip Gun, since that is not an equip action. Blood Brother Ambush [SAB] - Action Modifier/Ally (BruA) (2) * Blood Brother Ambush can be used by a BrujahAnti taking an action while in torpor. If this happens, the blocker still gets the oppotunity to commit diablerie. * The blocker can commit diablerie even if he ends up in torpor after the combat with the Blood Brothers (if blocking the action can normally result in diablerie). * The Blood Brother's life total is an effect of putting the card into play normally. If the card comes into play through some other means, then it has 0 life and is burned as soon as it enters play. Blood of Acid [SAB] - combat (Vic) (2) * The effect of Blood of Acid lasts for the duration of combat. * Environmental Damage (Weather Control, etc.) isn't counted by Blood of Acid. :C02: Bloodbath [SAB] - action (1) * If Bloodbath's target already has or subsequently gains a title, then he doesn't get an extra vote from the Bloodbath. If the target loses his title, then he again gets his extra vote from the Bloodbath. Camarilla Vitae Slave [SAB] - retainer (Las) (2) * The vampire keeps his chosen discipline at superior until his controller's next untap phase even if the retainer is burned or stolen. Lambach [SAB] - vampire (Tzi) (10) * Lambach can only burn a blood for aggravated hand damage once per combat. :T03: Legacy of Caine [SAB] - master * If there are no targets (vampires) at all, then the vampire with Legacy of Cain cannot hunt. * The amount gained (stolen) by the Legacy of Cain hunt action is not affected by effects that affect the amount gained by hunting (e.g., Aaron's Feeding Razor). Machine Blitz [SAB] - combat (tha) * Machine Blitz inflicts an amount of ranged damage equal to (or 1 greater than) the amount the chosen weapon would inflict if it were chosen as a strike. This amount is set when Machine Blitz is announced. Nephandus (Mage) [SAB] - ally (TreA) (2) * Each strike or other damaging effect made against Nephandus by the opposing minion is at -1 damage. Reform Body [SAB] - combat+reaction (vis) * Reform Body is both a reaction card and a combat card. To play it, the vampire must be Ready, in combat, and being burned. * If the vampire playing Reform Body was being diablerized, but saved himself with Reform Body, the diablerie is considered unsuccessful. The diabolist gets nothing from the victim, and no Blood/Wild Hunt can be called. * Reform Body cannot be played by vampires who aren't in the active region (burned with Goodnight Sweet Prince or Sabbat Inquisitor, e.g.) Scrying of Secrets [SAB] - action modifier (aus) (1) * Superior Scrying Secrets: you choose which of the bleed action cards is discarded. Shadow Court Satyr [SAB] - ally (GanA) (3) * Shadow Court Satyr can use the ability on the combat card only once per combat. :T03: Shadow Step [SAB] - combat (obt) * Superior Shadow Step has no cost. The two blood is the cost of using the range-setting effect. It cannot be ignored by Dragos, nor used by a vampire with less than two blood. Sword of Judgment [SAB] - equipment (BruA) (2) * Treat Sword of Judgment as "Strike: hand damage +1. The BruAnti with this equipment gets an optional additional strike each round of combat." -- L. Scott Johnson (vte...@wizards.com) Official VtES Net.Rep for Wizards of the Coast. (*) - Subject to review by Rules Team