rec.games.trading-cards.jyhad

Summary of Official Errata, Clarifications, Rulings, and Statements

7 messages from 5 participants · 02 December 1996 – 31 December 1996
original thread on Google Groups

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: 11/13/96 and Answers from Jon Wilkie Through: 11/30/96 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 :-). Expansion-specific Rulings, Errata, Clarifications and Statements are listed in separate postings, since this one is getting rather long. Recent additions and changes are marked with '!NEW!' -------------------------------------------------- Terminology "A Set of ItemX" means one or more ItemX. [RTR] "Active" means "Controlled", not just "Ready". [RTR] :T01: (Extensive changes to the rulebook, replacing "Active" with "Ready" where "Active" was used for the old definition of "Ready"). "Controlled" is synonymous with "in the Active Region". [RTR] "Uncontrolled" is synonymous with "in the Inactive Region". [RTR] Play Area: There are three regions in front of each player: the inactive region, the torpor region, and the ready region. The last two regions are collectively called the active region. :T01: Library/Hand If your hand size is reduced, immediately discard down to your new maximum hand size. [TOM 951212] At the end of a combat (and after an action), replace any "do not replace until after combat" cards that have been played. [TOM 960413] Playing Cards You cannot play a card whose cost cannot be paid. [TOM 960514] 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. [TOM 960514] Controlled Cards If control of a card is returned to a player who has been ousted, the card is burned. [RTR] 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. [TOM 960226] 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] 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 (in strong conflict with the keeping of a clan-based Justicar title -lsj). [RTR 960708] Master Cards Are all one-shot unless they say "put this card into play" or are locations. Playing cards "on" other cards qualifies as putting into play. [TOM 951217] Discipline cards may be played on any controlled vampire, not just your own. [TOM 960630] If you steal a location, treat it as if you had just brought it into play. (you may retarget Tomb of Ramses, for istance). [RTR 961113] !NEW! Minion Cards A discipline card that is put into play is put into play at either basic or superior level. Once in play, you can't change which level it was played at, even if you give the vampire that played it a better ability. [TOM 960403] Actions Each untapped minion you control may take a minion phase action. :T01: (D) Actions cannot be directed against yourself, or cards under your control, unless apparent from card text. [TOM 951215] An untapped ready vampire with no blood must hunt as his next action. :T01: Any action which retrieves an equipment card and says to 'equip' the acting minion with that card is considered an 'equip action'. [TOM 960130] "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. [RTR] :T02: Each action provided by a card in play is a distinct action (and doesn't count as the "same action" to cards like Obedience). [RTR] :T02: If a minion cannot pay the cost of an action when the action resolves, the action continues with no effect. [RTR 961113] !NEW! Allies Ignore all "burn blood" effects entirely. [TOM 960326] :A01: 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] 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. [RTR] :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. [RTR 960530] Equipment Is always optional. [RTR] 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. [RTR] :E01: 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] #If both minions play Strike: Combat Ends, then the acting minion's strike # resolves first (instead of simultaneously). [RTR] If both minions play S:CE, then the strikes resolve simultaneously (as per rules) [RTR 961113] !NEW! Dodges are always strikes, even if a card forgets to say so. [RTR] # Dodges undo all effects of the opposing strike. [RTR] :C01: Dodges only neutralize the opposing strike's effects on the dodging minion and any non-retainer cards on him. [RTR] [TOM 960403] :C01: Strikes which deal damage but are based on strikes which do not deal damage will not deal damage (e.g., using Lucky Blow and choosing your Rowan Ring melee weapon won't deal damage) [RTR] Non-weapon strikes are hand strikes. [RTR 961113] !NEW! Damage from weapons based on hand damage is still hand damage. [JON 961118] !NEW! Damage Modification Cards Must be played before the end of the Choose Strike phase in order to affect the current strike. [RTR] 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 slammed by Rotschreck, the combat will end before either strike does anything. [RTR] Damage Prevention Cards May only be played during strike resolution. [RTR] Or when preventable damage is done outside of combat. [TOM 951209] Cannot be played to prevent more damage than is dealt. [RTR 961113] !NEW! Stealing all of the blood from a vampire will not burn the vampire in the advanced (full) game (errata). [RTR] An optional press or maneuver provided by a combat card must be used during the current round, or not at all. [TOM 960521] A press or maneuver provided by a card played outside of combat (e.g., Bum's Rush, Rats' Warning) may be used during any round. [TOM 960521] Voting You receive extra votes for each ready Primogen, Prince, and Justicar you control. :T01: 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] PAs burned for votes count against your hand size. [RTR 961113] !NEW! Contesting If a previously contested card ceases to be contested, it is returned to play face up and untapped (if appropriate). :T01: 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] Torpor/Diablerie/Burning Vampires If the rescuing action is successful, the rescued vampire leaves torpor and is placed in the ready region. :T01: Blood Hunts Only one Blood Hunt vote can be called for a given diablerie. [RTR] Can only be called by Meths who control Camarilla vampire(s). [JON 961118] !NEW! #No action is directed in some cases and undirected in others. [TOM 951108] # It is unclear whether the Rescue and Diablerize actions are always # directed or always undirected. -lsj Encountering a vampire in torpor (to rescue of diablerize) is a directed action when the target vampire is controlled by another Methuselah, undirected when your control the target vampire. [TOM 960326] If a vampire in torpor takes more damage than he has blood, he loses whatever blood it has left, but is otherwise unaffected (unless the damage was aggravated). [TOM 960423] :V01: 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. [RTR 960708] ============================================================================ 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] Academic Hunting Ground - Unique Location (Tre) (2): Gives blood to vampires during the untap phase, not the master phase. (The VtES version is misprinted). [RTR 960530] 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. [V:tES] Army of Rats - Action (an): Having multiple copies out are not cumulative (errata). [RTR] 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.) [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] If her votes are canceled by an effect such as Pulled Strings, the other Tremere votes remain as they were. [RTR 960530] 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". [RTR] 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 Hunt - Action: Cannot be played on Inner Circle members (Dark Sovereigns). (errata) [RTR] Is a (D) action. [RTR 960708] Blood Rage - Combat (th): Requires thaumaturgy, not fortitude. [RTR] Body of Sun - Combat (pt) (4): The damage done to the striker is not prevented by a dodge. :C01: 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: The damage done to the weilder is not prevented by a dodge. :C01: 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] Multiple brainwashes may be played on a single vampire. [SFC 960819] Brujah Frenzy - Master Out-of-Turn: There is no time to play further action modifiers or reactions before combat begins. [TOM 950829] Brujah Frenzy only causes the affected Brujah to enter combat with a second minion; that minion is not considered to be blocking the Brujah in any way. [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. Burst of Sunlight - Combat (th): The damage done to the striker is not prevented by a dodge. :C01: Business Pressure - Action Modifier (ps): Can only be used during a political action. Consider this errata. [RTR] 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. [RTR 960530] 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] Change of Target - Action Modifier: Is governed by the "same action" rulings. :T02: Will not untap a blocker who was tapped before the block. [RTR 960708] Chantry - Master: Unique Location (Tre): Moves the Tremere from torpor to his or her controller's ready region. :T01: 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. [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] :V01: 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] Employing Chrnas is a directed action. [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] Day Operation - Action Modifier (fo): May be played on an action that would cause agg damage. [TOM 950205] Democritus - Vampire (Ven) 10: Does not affect the cost to contest titles, since the cost to contest is paid in vampire blood, not pool. [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] Disguised Weapon - Combat (ob): # May be played even if you have no weapons in your hand, but in this case, # it would have no effect (even if you draw a weapon to replace it). [RTR] Cannot be played if you don't have a weapon in your hand. Card text (errata): "Usable only before range is chosen. Choose a weapon in your hand. Equip this vampire with that weapon. Pay cost to equip as normal. Superior: As above, but usable when choosing a strike." [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] 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). [TOM 960106] 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. [TOM 950421] Elder Intervention - VtES: Can be used during any bleed attempt made against you, not just ones declared against you. [RTR 960530] 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. [RTR] Superior may ONLY be used in your own uncontrolled region. [RTR 960530] 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] Only prevents the use of equipment after it is played - it will not cancel the effects of equipment used before it is played. [TOM 960326] 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. [RTR] Superior may ONLY be used in your own uncontrolled region. [RTR 960530] 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] Hector Sosa - Vampire (Bru) (4): VtES version is printed incorrectly. He should have superior Potence, as in Jyhad. [RTR] Hidden Lurker - Action (ob): #The card is an Action, as printed. [RTR] Is an action modifier played by a vampire other than the acting vampire. [RTR 960530] 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] Laptop Computer - Equipment (1): Only modifies a bleed action during the resolution of the action. Won't modify a bleed if the acting minion loses possession of it, or if the acting minion changes. [RTR] :E01: 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] May not be played after Spying Mission. [TOM 960309] Malkavian Prank - Master (Mal): Should begin with "Each other Methuselah..." You cannot play a prank on yourself. [RTR 960530] 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] Masquerade Enforcement - Political Action: Is cumulative. [TOM 960413] Minion Tap - Master: May be used on a vampire in torpor. [RTR] Minor Boon - Master Out-of-Turn: Second sentence should just be: "Put this card on the vampire." :T01: 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] Obedience - Reaction (do): Is governed by the "same action" rulings. :T02: Will not untap an acting vampire who had been tapped when he began the action. [RTR 960708] Protected Resources - Master: 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). [TOM 960315] All cards which modify the bleed amount (Telepathic Counter, Threats, etc.) are applied before Protected Resources' effect. [TOM 960413] Psyche - Combat (ce): The superior version re-terminates as well as starts a new combat, neutralizing any effect from superior Form of Mist. [RTR] No new cost need be paid (Archon, Aching Beauty, Donal, etc.) [TOM 960303] Pulled Fangs - Combat: # Is used during the press step. [RTR] [Reaffirmed TOM 960228] Is used when a round ends - after presses, or whenever the round ends (if it is ended prematurely). [RTR 961113] !NEW! 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 may be played on a Vampire in the same round. [RTR] A vampire not currently entering torpor may play Pulled Fangs, regardless of whether it would go into torpor later. [TOM 960531] Can target an Ally (errata), but will have no effect. [RTR 961113] !NEW! 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. [RTR 960530] Rack, The - Master: Unique Location: May not select a new target just for falling out of contention. [RTR] Chooses a vampire *card* - will not automatically target a new copy of that vampire (if the original is burned or yielded). [TOM 960122] Rapid Healing - Action (fo): Read as "If this vampire is blocked..." [RTR] Rat's Warning - Reaction (an): Can be used during any bleed attempt made against you, not just ones declared against you. [RTR 960530] Renegade Garou - Ally (Gan) (5): His innate damage is considered to be hand damage. [RTR 960530] Rotschreck - Master Out-Of-Turn: Should be read as follows: "Play on a vampire that attempts to inflict aggravated damage. Combat ends, and that vampire goes into torpor. During the vampire's controller's next untap phase, burn this card instead of untapping the vampire." [RTR] #Is played when strikes are chosen, not during resolution. [TOM 960521] Can be played in response to aggravated damage done by non-strike cards. (Pulled Fangs, etc.) [RTR 961113] !NEW! Cannot be played in response to Pulled Fangs. [RTR 961113] !NEW! 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] Skin of Steel - Combat (fo) (1): Cannot be played except when damaged by a strike. [TOM 960109] Smiling Jack the Anarch - Unique Master: The second sentence should refer to "each other Methuselah". [RTR] [the VtES version omitted the word 'other', present in Jyhad -lsj] 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. Does not cost pool (errata to the VtES version). [RTR 960530] Spying Mission - Action Modifier (ob): Is only played if you know the bleed is successful, i.e., after you would normally play action modifiers. [TOM 960226] 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). [TOM 960303] 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] #The action is still successful and the controlling Methuselah still gets the # Edge. [TOM 960226] The bleed it is played on is considered unsuccessful. Previous Spying Missions won't be cashed in during that action. [RTR 960530] 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] Sudden Reversal - Master: Out of Turn: Can burn a Master card that have been played with Bindusara's ability. Taste of Vitae - combat: #Counts all blood burned to any cause (healing, card cost, etc.) [RTR] Only counts damage successfully inflicted on the opposing vampire. It will not, for example, give blood for blood spent playing combat cards or stolen blood. [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] Only counts blood lost to damage inflicted by the opposing minion. [TOM 960302] Telepathic Counter - reaction (au): Bleeds can be reduced to negative values. A successful negative bleed is treated as a bleed of zero (and is unsuccessful). [TOM 960419] 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. [RTR] Torn Signpost - combat (po): Sets a vampire's base hand damage to 2 (or 3 if superior). [TOM 960306] Undead Persistence - combat (fo): Provides only one optional press. Any further pressing must come from other cards. [TOM 951224] 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] This action is considered an "equip" action. [RTR] 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 by your tapped vampire if you are not the acting Minion's controller and it is not your turn. The 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] Wooden Stake - Equipment: Interacts with hand damage modifiers in the same way as a Sengir Dagger. [TOM 960510] Zip Gun - Combat: Ammo cards just modify the strike, not the damage done to the wielder. [RTR] The damage done to the weilder is not prevented by a dodge. :C01: ============================================================================ 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 [SFC] Shawn F Carnes - WotC Net Representative [JON] Jon Wilkie (Scalpel) - WotC Net Representative [RTR] Ruling, Errata, Clarification, or Statement from Official WotC Rules Team Ruling (aka Design Team Ruling, aka Rules Group Answers). [V:tES] - Vampire: the Eternal Struggle rulebook/card text change from Jyhad. Cross-Reference: :A##: - Allies: A01 - ignore "Burn Blood" effects. :C##: - Combat: C01 - Effects on the opposing strike of dodging the strike. :E##: - Equipment: E01 - only applies while in possession. :R##: - Retainers: R01 - controlling retainers without an "Employ Retainer" action. :T##: - Terminology: T01 - Change "Active" from "Ready" to "Controlled" T02 - "Same Action" implementation. :V##: - Vampires: V01 - Taking more non-agg damage in Torpor than blood - ignore excess. -- L. Scott Johnson (sjoh...@math.sc.edu) | It's not the same when I'm http://www.math.sc.edu/cgi-bin/sjohnson/home | not in the holodeck Graphics Specialist and V:tES Rulemonger. | - Riker

Justin

In article <57usgp$5...@redwood.cs.sc.edu>, "L. Scott Johnson" <sjoh...@math.scarolina.edu> writes > Non-weapon strikes are hand strikes. [RTR 961113] !NEW! Excuse me? How silly is this? It seems that the following strikes, then, are hand strikes: Burst of Sunlight Walk of Flame Eldritch Glimmer Aid From Bats Any Quietus Card that is only usable at long range Far Fatuus Strike: Dodge cards Torment the Soul Catatonic Fear Coma Well-Aimed Car Thrown Gate Thrown Sewer Lid (the last three are not actually weapons - I'm equipping a Well-Aimed car) This means that you can use Protean/Chimerstry to strike with Far Fatuus and a Wolf Claws for 2R aggravated. Surely this does not make sense. Elisabetta Romana can strike with a Blood Rage that is aggravated and is not preventable by Fortitude.(!!!) This also means that Zack North can use Wolf Claws, Thrown Gate, Fire in the Blood, Increased Strength, Fists of Death for about four ranged aggravated damage ??? (or about double that if you give him superior levels) Surely this is not right??? Justin Grace http://www.bgrace.demon.co.uk/

Justin

In article <57usgp$5...@redwood.cs.sc.edu>, "L. Scott Johnson" <sjoh...@math.scarolina.edu> writes > Damage from weapons based on hand damage is still hand damage. [JON 961118] > !NEW! I thought this was ruled to the contrary. Otherwise, Basilia would be doing aggravated hand damage with a Bang Nakh. Surely this is not right? Would that not also imply that Violet Tremain could use her special ability with just a Bastard Sword? Justin Grace http://www.bgrace.demon.co.uk/

Alec Chang

On Sat, 28 Dec 1996 21:25:53 +0000, Justin <Jus...@bgrace.demon.co.uk> wrote: >In article <57usgp$5...@redwood.cs.sc.edu>, "L. Scott Johnson" ><sjoh...@math.scarolina.edu> writes >> Non-weapon strikes are hand strikes. [RTR 961113] !NEW! > >Excuse me? > >How silly is this? Very. The people at WotC have stupid spells, and then they have _REALLY_ stupid spells. This came along during one of the latter. >It seems that the following strikes, then, are hand strikes: > Burst of Sunlight > Walk of Flame > Eldritch Glimmer > Aid From Bats > Any Quietus Card that is only usable at long range > Far Fatuus > Strike: Dodge cards > Torment the Soul > Catatonic Fear > Coma > Well-Aimed Car > Thrown Gate > Thrown Sewer Lid > (the last three are not actually weapons - I'm equipping a Well-Aimed >car) > >This means that you can use Protean/Chimerstry to strike with Far Fatuus >and a Wolf Claws for 2R aggravated. Surely this does not make sense. No, it doesn't. Consider this ruling to be a complete crock. Actually, the ruling was that any strike at close range which was a non-weapon strike was a hand strike, but even that is completely questionable. Take your pick of the following to accept as your gospel on hand strikes, both are popular and reasonable interpretations of the rules. Beyond the usual "I strike with hands".... Definition 1: Hand Strike: Any Strike which mentions hand damage except for strikes with Melee weapons. Melee weapons only add their damage to hand damage if they are used to strike. Definition 2: Any strike which says "use your hand at +# damage", where # is the amount of damage the strike is being increased by. The only real difference between these two interpretations is if Scorpion sting and Burning wrath are hand strikes, and can be used under an immortal grapple. Scorpion sting's ability to be made aggravated with wolf claws etc is also at stake. But overall, they're about the same thing. I personally subscribe to the 1st definition, but that's just my opinion. Alec Chang

Justin

In article <57usgp$5...@redwood.cs.sc.edu>, "L. Scott Johnson" <sjoh...@math.scarolina.edu> writes > Non-weapon strikes are hand strikes. [RTR 961113] !NEW! Excuse me? How silly is this? It seems that the following strikes, then, are hand strikes: Burst of Sunlight Walk of Flame Eldritch Glimmer Aid From Bats Any Quietus Card that is only usable at long range Far Fatuus Strike: Dodge cards Torment the Soul Catatonic Fear Coma Well-Aimed Car Thrown Gate Thrown Sewer Lid (the last three are not actually weapons - I'm equipping a Well-Aimed car) This means that you can use Protean/Chimerstry to strike with Far Fatuus and a Wolf Claws for 2R aggravated. Surely this does not make sense. Elisabetta Romana can strike with a Blood Rage that is aggravated and is [ quoted text not captured ]

Michal Kranc

Just so u guys know , in my group we decided to completely ignore this ruling as it makes no sense at all to us :) the "Vampire" Mike In article <5a4vao$5...@nr1.vancouver.istar.net>, Jus...@bgrace.demon.co.uk says... > >In article <57usgp$5...@redwood.cs.sc.edu>, "L. Scott Johnson" ><sjoh...@math.scarolina.edu> writes >> Non-weapon strikes are hand strikes. [RTR 961113] !NEW! > [ quoted text not captured ]

staffan.bengtsson

>> Damage from weapons based on hand damage is still hand damage. [JON 961118] >> !NEW! >I thought this was ruled to the contrary. >Otherwise, Basilia would be doing aggravated hand damage with a Bang >Nakh. Surely this is not right? Would that not also imply that Violet >Tremain could use her special ability with just a Bastard Sword? >Justin Grace Basilia and Thetmes that do aggrevated hand damage with melee weapons is ok, but not wolf claws. The ultimate problem is to make a corect rule that fits with both Immortal Grapple and Wolf Claws. And like I see it, it can't be done. Anyway, due to my opinion scorpion sting and Burning Wrath is hand damage like the card say, but they cannot be used with melee weapons.