L. Scott Johnson#
-----------------------------------------------------------------------------
NOTE: a new rule on the absence of card limits has been added, with my
assumptions on who supports this house rule. Anyone listed there who
does not wich to support this rule, please e-mail me, and accept my
apology. (It is the first rule listed).
Also, I've gone through and marked the places where the DT mis-rulings have
been (temporarily) corrected by the V:tES prelimary rulebook.
-----------------------------------------------------------------------------
House Rules List (net.personality-generated)
============================================
* This list is posted on rec.games.trading-cards.jyhad on the first and
sixteenth of every month, and after any major altercation with a new DTR.
* This is a compilation of opinions from net.users. All net.users are
invited to add to this list (through e-mail to me). The more, the merrier.
* Additions and comments should be sent to: sjoh...@math.sc.edu
Please include the text "house rule" in the subject line.
* NOTE: Some rules are mix-n-match, some are mutually exclusive. Take what
you want and ignore the rest.
* Opposition to a particular house rule is marked with -INI- (instead of
[INI], which indicates support).
* If you want more information on a rule, e-mail the first person listed on
the support line - please don't clutter the newsgroup with it. Thanks.
(Chances are high that any odd rule has been hashed over too much already.)
Fixing what's Broken
--------------------
Bringing unbalancing cards into line, making the game playable.
o. There is no per-card limit applied to either the library nor the crypt.
[LSJ] [JHJ] [CSA] [ASHK] [SHWT] [JRM]
-WotC- (Sanctioned Tourney)
o. Reaction cards can be played by Minions controlled by a Methuselah
other than the Methuselah controlling the acting Minion, regardless of
whose turn it is.
[LSJ] [JHJ] [SHWT] [ASHK] [V:tES]
-JRM-
o. Action cards can always be played by the acting Minion, even if it is not
the controlling Methuselah's turn.
[LSJ] [JHJ] [SHWT] [ASHK] [V:tES]
-JRM-
o. Cards which cannot be used by vampires going to torpor (Pulled Fangs,
Amaranth) cannot be used by a vampire burned in combat, either.
[LSJ] [CSA] [JHJ] [SHWT] [ASHK] [JRM]
Bonding - only one Bonding, Condition, or Threats Card may be used
during a single action.
[LSJ] [CSA] [JHJ] [SHWT] [JC] [JRM]
only modifies the base bleed of the vampire playing it. (And will
thus be cancelled if Masked)
[ASHK]
-JHJ-
Charming Lobby - use as an action to call a vote at +1 stealth. If
successful, call a vote by playing a Political Action card or by naming
a vote allowed by a card in play. If the vote succeeds, the next vote
will pass as well.
[LSJ] [JHJ] [JC] [JRM]
use as an action to call a vote at +1 stealth. If successful, a vote is
called to determine whether the next vote will pass. A successful vote
means the next vote called will pass automatically.
[CSA] [SHWT] [ASHK]
Conditioning - see Bonding.
Dragon Breath Rounds - may not be used in a Zip Gun
[CSA]
Fame - is a unique Master, contested by the vampire exactly as a title
would be contested.
[JF]
Malkavian Madness Network - makes it the turn of the Methuselah controlling
the acting Malkavian. After the action, the original Methuselah can
continue her turn.
[JC] [JF] [CSA]
-JRM-
gives the acting Malkavian's Methuselah the remainder of the Minion Phase,
in which any other Methuselah may play Reaction Cards.
[HAR]
#Monocle of Clarity - may not refer to future questions, answers, statements,
# nor commands. If it invokes a relationship (p -> q), then the answerer
# is free to make p true without regard to her ability to make the
# relationship agree with her answer. Once p is true, the answerer becomes
# bound to make the relationship agree with her answer, if possible.
# [LSJ] [JHJ] [JRM]
#
# The intent of the Monocle is to divine a player's plans and
# intentions, not to force a player to do something against their will.
# [JC] [SHWT] [JRM]
#
# only allows questions which pertain to information about the current
# or past game position, regardless of the original intent of the card.
# The answerer is not committed to any course of action.
# [ASHK]
#
# If it cannot be played responsibly, it should not be allowed in the
# play group.
# [JC] [LSJ] [SHWT]
#
# must be answered with "Yes" or "No" [could be intuited, -lsj]
# [JF] [LSJ]
#
# does not bind the answerer if the answerer can demonstrate that the
# phrasing of the question prevents something from occuring regardless
# of whether the answer was Yes or No (i.e., the question must allow a
# perfect partition of future answerer actions).
# [JF] [LSJ]
#
# may be removed from the game if all players not controlling the
# Monocle of Clarity agree that the questioner abundantly demonstrates
# that he is being a dick and/or formulaically unclever.
# [JF]
Threats - see Bonding.
Zip Gun - may not use Dragon Breath Rounds
[CSA]
Handling Mixed Card Backs (Jyhad vs. V:tES)
-------------------------------------------
Rules to reduce the "marked card" effect. Only needed when mixing the types.
o. Methuselahs deal/draw from the bottom of their crypts and libraries.
[MD] [LSJ] [SHWT]
o. The uncontrolled regions are hidden from other Methuselahs.
[MD]
-JC-
Clarifications and Design Considerations
----------------------------------------
Re_vamp_ing rules that worked satisfactorily anyhow (includes wallpaper).
o. Actions directly affecting another Methuselah are called directed actions.
Actions not directly affecting another Methuselah are called non-directed.
Directed actions are marked with (D) symbols. The (D) symbol is only a
reminder that the action is directed, and does not alter the legal
targets of the action. All directed actions fully describe who may be
targetted by the action. Bleeds, as stated in the rulebook, can only be
directed at your Prey unless card text says otherwise.
NOTE: This was the original concept when the cards were printed.
[CSA] [LSJ] [JHJ] [ASHK] [V:tES]
-JRM-
as above, but Computer Hacking may be directed at any Methuselah.
[SHWT]
o. Master Out-of-Turn cards may be played whenever appropriate in lieu
of you next Master Phase, as per the original rulebook.
NOTE: This was the original concept.
[LSJ] [JHJ] [ASHK]
-SHWT- -CSA- -JRM-
as above, but not during your own Master phase (Sudden Reversal).
[ASHK]
-SHWT-
o. Definition of "same action". For the purposes of cards that prohibit
the "same action", if an action defined in the rulebook (bleed, equip,
recruit ally, recruit retainer, political action, hunt, encounter
vampire in torpor, leave torpor) is accomplished more than once, it is
considered the same action even if the target changes or a different
action card is used. Likewise, any such action accomplished without a
card is considered the same as the same action accomplished with an
action card.
[CSA] [SHWT] [LSJ]
o. A minion may not attempt the same action more than once per turn,
regardless of subsequent untapping.
[LX]
o. No more than one of any particular action modifier may be played or
used during any particular action, even if the acting minion changes.
This does not apply to minions that are not the acting minion when they
play the card.
[CSA]
o. Combat cannot occur with a vampire in torpor. Diablerie is possible
if the opposing minion is a ready vampire, otherwise nothing happens.
[LSJ] [CSA] [JHJ] [JC] [SHWT] [ASHK] [JRM]
o. Strike: Combat Ends resolves during normal strike resolution (still
cancelling first strikes). If the opposing strike is also: End Combat,
then both have their usual effect.
(This simply negates the exception to the normal choose-strike /
resolve-strike order of combat bestowed upon S:CE by the DT).
[LSJ] [CSA] [JHJ] [JC] [SHWT] [ASHK] [JRM] [V:tES]
o. Only Methuselahs other than the acting Methuselah may use additional
political action cards for votes.
[CSA]
-LSJ- -SHWT-
o. Only one Political Action card may be used to gain a vote by each
Methuselah during a vote. (Includes any PA played to call the vote.)
NOTE: This fits the text in the rulebook as well as any other rule does.
[ASHK] [LSJ]
Blood Bond - if it is not a directed action, then it has no target. It's
effect will not cease even if the choosen vampire is burned.
[LSJ] [SHWT]
# is a directed action.
# [CSA] [JHJ] [DTR]
# Blood Rage - requires (th) not (fo).
# [LSJ] [CSA] [JHJ] [JC] [SHWT] [ASHK] [JRM] [DTR]
Chainsaw - is a melee weapon
[CSA] [LX] [JC] [JF] [ASHK] [JRM]
-JHJ-
does 3 damage each strike. Only usable once per round.
[JHJ]
Concealed Weapon - does not require (ob).
[LSJ] [CSA] [JHJ] [JC] [SHWT] [JF] [ASHK] [JRM]
Deflection - replace the superior version with "as above, plus the reacting
vampire can pay 1 blood and not be tapped by Deflection"
[CSA] [ASHK]
-JRM-
Earth Meld - costs 1 blood from the acting vampire.
[CSA] [ASHK] [JRM]
Elder Kindred Network - has no effect if the vote is successful.
[TOM] [LSJ] [CSA] [JHJ] [JC] [SHWT] [ASHK] [JRM]
Enchant Kindred - is at +1 stealth when attempting the superior version.
[LSJ] [CSA] [JHJ] [JC] [SHWT] [ASHK]
-JRM-
Faceless Night - taps any minion who attempts to block when the action
becomes blocked or when the action resolves, as appropriate.
(This allows the blocker to continue to play intercept cards.)
[LSJ] [CSA] [JHJ] [SHWT]
only affects Minions who attempt to block *after* it is played.
[JHJ]
Fame - affects the controller of the card that did the damage that caused
the vampire to enter torpor. If the vampire is sent to torpor by a
special card, such as Day Operation, it affects the controller of that
card. With this rule, Fame is not a unique master.
[CSA] [JC]
-LSJ-
Form of Mist - costs 1 blood from the vampire playing it.
[CSA] [ASHK] [JRM]
Freak Drive - costs 2 blood from the acting vampire.
[CSA] [ASHK]
# Frenzy - may be played even if you have no Minions involved in the Combat.
# [LSJ] [CSA] [JC] [JRM] [DTR]
Hidden Lurker - is an action modifier, not an action. Text as follows:
Usable only by an untapped Vampire other than the Acting Minion after the
Acting Minion is blocked and combat is over. This Vampire now enters
combat with the Blocking Minion. The first round of combat, the
Blocking Minion cannot use any strikes.
Superior: As above, but with an optional Press.
[LSJ] [JC]
Lextalionis - may be called when a Methuselah has gained a victory point
since the start (untap) of your last turn.
[LSJ] [JHJ] [CSA] [JC] [SHWT] [ASHK]
-JRM-
Majesty - costs 1 blood from the vampire playing it.
[CSA] [ASHK] [JRM]
Malkavian Dementia - returns the affected Malkavian untapped.
[JF] [JHJ] [LSJ]
-JRM-
Misdirection - costs 2*X to tap X minions.
[CSA] [ASHK]
Obedience - costs 1 blood from the reacting vampire.
[CSA]
-JRM-
Parity Shift - may only redistribute pool up to the difference between the
selected Methuselah's pool and your own pool.
[LSJ] [CSA] [ASHK] [JHJ]
-JC- -JRM-
Rampage - is not directed (D) when used to burn a location that you control.
[JF] [ASHK] [CSA] [JRM] [LSJ] [JHJ]
Ritual of the Bitter Rose - can only be used when a vampire is diablerized
in combat - not simpy burned.
[ASHK] [LSJ]
Rotschreck - hoses the vampire about to *receive* aggravated damage.
[ASHK] [JHJ] [CSA] [JRM] [DTR (months with only 30 days)]
-JF- -DTR (months that end with Y)-
Sport Bike - is not optional.
[LSJ] [CSA] [SHWT] [ASHK]
-JRM-
Talbot's Chainsaw - does not force it's wielder to attack with it during
the controller's minion phase; it is merely an option.
[JC] [JRM]
-JHJ- -CSA- -SHWT-
Taste of Vitae - only one of these may be played per minion per round.
[LSJ] [CSA] [LX] [JHJ] [JC] [SHWT] [JF] [ASHK] [JRM]
only counts blood lost to damage.
[CSA] [LSJ] [LX] [SHWT] [ASHK] [JRM]
is only usable at close range.
[CSA] [SHWT] [JF] [JRM]
The 2nd Tradition - may be used by an untapped Prince/Justicar for +2
intercept.
[LSJ] [CSA] [JHJ] [JC] [SHWT] [ASHK] [JRM]
may be used by a tapped Prince/Justicar for the untap effect even if the
intercept is not (yet) required.
[LSJ] [CSA] [JHJ] [JC] [SHWT] [ASHK] [JRM]
The 5th Tradition - may not be used to refill the acting vampire
[CSA] [ASHK] [JRM] [LSJ] [JHJ]
The Elysium - may not be used to end a combat that you aren't involved in.
[LSJ] [JHJ]
Wake with Evening's Freshness - costs 1 blood from the reacting vampire.
[CSA] [ASHK]
requires Thaumaturgy.
[JF]
-JHJ- -LSJ- -CSA- -JC- -SHWT-
Game World Considerations
--------------------------
Changes to make the card game feel like, or reflect the mechanics of, the
"real" world (where vampires exist, of course).
o. Actions by vampires in torpor can be blocked by Kindred ONLY.
[LSJ] [CSA] [JHJ] [SHWT] [JRM]
o. Transferring equipment from a vampire in torpor can be done by
Kindred ONLY.
[LSJ] [CSA] [JHJ] [SHWT] [JRM]
#Brujah Frenzy - may be played only on a Ready Brujah. Can only send the
# Acting Brujah into combat with a Ready Minion.
# [LSJ] [CSA] [JC] [SHWT] [ASHK] [JHJ] [DTR]
# -JRM-
#Camarilla Exemplary - does not require an Ally to pay life to attempt to
# block.
# [HAR] [JHJ] [DTR]
# -JRM-
Chainsaw - begins each combat "off". Does 3 damage each strike if it
began the round of combat "on". The minion holding it may use a Strike:
start chainsaw to turn the chainsaw "on". Strike: start chainsaw is
unaffected by Strike: dodge (or other non-attack strike).
[LSJ]
Chantry - may be applied during Untap, not Master phase.
[LSJ] [ASHK] [JHJ]
-JRM-
Day Operation - does not affect the ability of Allies (Kine) to block.
[SHWT] [JHJ] [LSJ]
-JRM-
Enchant Kindred - can only influence vampires in your own uncontrolled region.
[LSJ] [SHWT]
Govern the Unaligned - can only influence vampires in your own uncontrolled
region.
[LSJ] [SHWT]
Haven Uncovered - does not prevent its victim from being attacked in torpor.
[LSJ] [SHWT]
-JRM-
Rotshreck - may only take into account aggravated damage that actually occurs.
If the cause of the damage goes unperformed (due to Combat Ends or
steal/destroy equipment with first strike, e.g.), Rotshreck may not be
used. This does not apply if the damage is merely foiled (by dodge,
fortitude, Merrill Molitor, Blood Rage/Fury, e.g.)
[LSJ] [JHJ] [JC]
is played only during damage resolution. May take into account damage
occurring by means other than strikes, such as Weather Control.
[CSA]
may be played any time the possibility of taking aggravated damage exists.
[LX]
Zip Gun - is a Weapon, but not a Weapon: Gun. (It may not use ammunition).
[CSA] [ASHK]
----------
[ASHK]- Alan S. H. Kwan (kw...@cs.cornell.edu)
[CSA] - Curt Adams (curt...@aol.com)
[HAR] - Harpua (rho...@itsmail1.hamilton.edu)
[JC] - Joseph Cochran (js...@vt.edu)
[JF] - Jon Ferro (fe...@chem.cmu.edu)
[JHJ] - J. Hunter Johnson (jhun...@io.com)
[JRM] - James R. McClure Jr. (jmcc...@e-mail.kdp-baptist.louisville.edu)
[LSJ] - L. Scott Johnson (sjoh...@math.scarolina.edu)
[LX] - Larrx (la...@acs.bu.edu)
[MD] - Marion Delgado (FS...@aurora.alaska.edu)
[SHWT]- Shane H. W. Travis (tra...@duke.usask.ca)
[V:tES] - preliminary copy of the Vampire: the Eternal Struggle rules.
Contributor to the list without his consent:
[TOM] - Thomas R Wylie, WotC Net.Rep (aa...@cats.ucsc.edu)
Necessitator of the list from general acute myopia:-O
[DTR] - Design Team Ruling - aka Don't Tell Richard what we did to his game.
--
-----
L. Scott Johnson (lsc...@crl.com) | The opinions expressed are mine
Graphics Specialist and Jyhad Rulemonger | and subject to card text