LSJ (VtES Rep)#
V:TES Complete Rules Reference (version 3.1)
=============================================
Rules and errata compiled by L. Scott Johnson (vte...@wizards.com).
OUTLINE OVERVIEW
I. Setup
II. Turn Phases
III. How to Perform Actions
IV. How to Resolve a Referendum
V. How to Resolve a Combat
VI. How to Resolve Damage
VII. How to Withdraw from the Game
ANNOTATION KEY
[#.#] Revised Rulebook Section Reference
[RTR] WotC Rules Team Ruling, Errata, Clarification, or Statement
[DCI] DCI (official tournament) rule
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I. SETUP
-----
A. Determine seating and first player. Turns proceed clockwise. [3]
The player to your left is your Prey. The player to your right is your
Predator. [2.1]
B. Choose Edge Counter and Blood Counters. [2.2]
1. Place all Blood Counters in the Blood Bank area (central).
2. The Blood Bank cannot run out of Blood Counters.
3. Place the Edge in the central area. It starts the game uncontrolled.
C. Put 30 pool in each Methuselah's Blood Pool. [2.2]
D. Shuffle Crypt and Library decks (separately). [2.3]
1. Each Methuselah's Library deck must contain forty cards. It may have
up to ten additional cards per Methuselah in the game. [1.2.1]
2. Each Methuselah's Crypt deck must contain at least twelve cards.
It may contain any number of cards over twelve. [1.2.1]
3. You may cut the Vampire and Library decks of your Prey. [2.3]
4. Each Methuselah antes her top Library card (optional). [2.4]
G. Each Methuselah deals four Crypt cards to her uncontrolled region. [2.3]
NOTE: You may look at the cards in your uncontrolled region whenever you
wish. [2.3]
H. Each Methuselah deals seven Library cards to her hand. [2.3]
1. Library cards are replaced immediately as they are played or discarded.
2. Cards which say "Do Not Replace Until After Combat" are replaced at the
end of the next Combat, or as soon as the action is finished. [RTR]
3. Cards burned during a referendum are not replaced until after the
referendum. [6.3.2]
II. TURN PHASES
-----------
A. UNTAP PHASE [4]
NOTE: If, on your prior turn, you announced your intention to Withdraw,
and have successfully fulfilled all requirements, you Withdraw. [9.2]
See section VII for details.
1. Untap all cards. [4] Paralyzed Vampires do not untap. [6.4.5]
2. If you have a contested card which all other Methuselahs have yielded,
it becomes uncontested (controlled) and is untapped. [4.1]
3. Take the following steps in any order. [4]
a. (Optional) If you have the Edge, add one blood to your pool from the
blood bank. [4]
b. Contest or Yield your contested cards and titles. [4]
i. Pay one pool for each unique card that you are Contesting. [4.1]
ii. Pay one vampire blood for any title that the vampire is Contesting.
Vampires in Torpor must yield. [4.2]
iii. Burn any card that you are yielding, along with any other cards
and counters on that yielded card. [4.1]
c. Resolve card effects that occur during the Untap Phase. [4]
d. (Optional) Announce your intention to Withdraw. [9.2]
B. MASTER PHASE [5]
1. Receive ONE Master Phase Action. You do not receive this Action if you
have played an Out-of-Turn Master since your last turn.
2. Take the following steps in any order and combination.
a. (optional) Use a Master Phase Action to play a Master card.
b. Resolve card effects that occur during the master phase.
3. Lose any unused Master Phase Action(s).
C. MINION PHASE [6]
NOTE: Any untapped Minion may tap to take one of the following actions.
Each Minion's Action is resolved before the next Minion Action begins.
The only action a Vampire in Torpor may take is "Leave Torpor". [6.5.2]
EXCEPTION: any time one or more of your Vampires is Ready and has zero
blood and is not prevented from hunting, your next Minion Action must
be to hunt with each of those Vampires. [6.1.2]
1. Bleed Methuselah (NO card required). [6.1.1] [6.1.6]
NOTE: Targets your Prey, by default [6.1.1]
a. Target Methuselah burns pool equal to the amount of the bleed. [6.1.1]
b. You get the Edge if you bleed for one or more pool (and don't already
have the Edge). [6.1.1]
2. Hunt (NO card required). Kindred ONLY. +1 stealth [6.1.2]
a. Add one blood to the Acting Vampire from the Blood Bank (if the
vampire's capacity is exceeded, the excess is burned).
3. Equip Minion (REQ: Equipment card in hand or on a minion controlled by
the same Methuselah). +1 stealth [6.1.3]
a. Put the Equipment on the Acting Minion.
b. More than one Equipment card may be taken from the same Minion.
4. Employ Retainer (REQ: Retainer card). +1 stealth [6.1.4]
a. Put the Retainer on the Acting Minion.
b. Put Life counters on the Retainer from the Blood Bank.
5. Recruit Ally (REQ: Ally card). +1 stealth [6.1.5]
a. Put the Ally in the Uncontrolled Region to indicate that it cannot act.
b. Put Life counters on the Ally from the Blood Bank.
6. Political Action. Kindred ONLY. (REQ: Political Action card). +1 stealth
[6.1.7]
a. Resolve the Referendum. [6.3] See section IV.
7. Leave Torpor (NO card required). +1 stealth [6.5.2]
a. The cardless action costs two blood if successful.
b. Move the Acting Vampire to the Ready Region (tapped).
8. Rescue a Vampire in Torpor. Kindred ONLY. (NO card required) [6.5.3]
a. This action is at +1 Stealth if it is not directed.
b. Burn two blood. This may be done by taking two blood from either
vampire, or one from each.
NOTE: The acting Methuselah chooses how the blood loss is allocated.
NOTE: Rescuing a Paralyzed Vampire costs no blood.
9. Commit Diablerie. Kindred ONLY. (NO card required) [6.5.4]
a. This action is at +1 Stealth if it is undirected.
b. Burn the target Vampire in Torpor. The Acting Vampire gets all of the
Equipment and blood from the burned Vampire. Other cards and counters
on the burned Vampire are burned. [6.5.5]
i. Remove blood in excess of capacity from the Diabolist.
ii. If the Acting Vampire is younger than the Diablerized Vampire, the
controlling Methuselah may go through her hand, Library, and/or
Ash Heap to find a Skill card to place on the Acting Vampire.
iii. Any Methuselah may immediately call a Blood Hunt vote to burn the
Diabolist. A successful vote means the Acting Vampire is burned.
This is not an Action and cannot be Blocked. [6.5.6]
NOTE: Only one Bloodhunt vote may be called on each Diablerie. [RTR]
10. Other action (REQ: Action card or option from card in play). [6.1.6]
NOTE: Each such action is a type by card name (for Action cards) or
by instance of a card in play. [DCI]
a. This action is at 0 Stealth, or as set by card text.
b. Perform the action. (See step III.)
NOTE: an action which initiates combat cannot be used to initiate combat
with a vampire in torpor. [RTR]
D. INFLUENCE PHASE [7]
1. Gain Transfers (a.k.a. "Influence Phase Actions").
a. On turns 1, 2, and 3, gain only 1, 2, or 3 transfers, respectively.
b. Each turn after the third, gain exactly 4 transfers.
2. You may spend your Transfers in any combination of the following:
a. 1: move one of your pool to one of your uncontrolled Vampires.
b. 2: move one blood from one of your uncontrolled Vampires to your pool.
c. 4: burn one pool and move the top Vampire from your Crypt to your
uncontrolled area.
3. Any remaining Transfers are lost.
4. Any uncontrolled Vampires with Blood equal or greater than their blood
capacity become controlled and move to the Ready area untapped. They
enter the ready region at full capacity (excess counters drain off).
E. DISCARD PHASE. Discard up to ONE card from Hand to Ash Heap. [8]
F. END TURN. Move any new Allies to your Ready Region. [6.1.5]
NOTE: Any time a second copy of a Unique card comes into play, it is Contested.
NOTE: If your Prey is ousted at any time during anyone's turn, then you gain
a Victory Point, even if you are ousted at the same time. You also gain six
pool unless you are ousted at the same time. [9.1]
NOTE: Cards that a Methuselah controls are burned when she is ousted. [1.3]
Cards that she owns but that another Methuselah controls are returned to her
when they are burned or when the game ends.
NOTE: Only one Master Out-of-Turn card may be played (at any time) in lieu of
a Master Phase Action in your next Master Phase. You cannot play a Master
Out-of-Turn card during your own turn. [1.6.2.3]
III. HOW TO PERFORM ACTIONS
----------------------
A. Declare the action and tap the Acting Minion. [6.2.1]
B. Who can attempt to Block [6.2.2.1]
NOTE: For each block attempt, resolve the attempt (step E.) before
going on to the next attempt).
1. If Action is directed, then only the target Methuselah's Minions can
attempt to block.
2. If Action is undirected, then rights to block are resolves as follows:
a. The Prey's Minions can attempt to block.
b. If Prey does not block, then Predator's Minions can attempt to block.
3. Other Methuselah's attempts (if allowed by card text) resolve clockwise
from the Prey. [RTR]
C. If the action remains unblocked, Complete the action (step F.)
D. Action ends
E. An attempt to block is resolved as follows:
1. Pick (untapped) blocking Minion. [6.2.2.1]
2. Stealth and Intercept. [6.2.2.2]
a. Blocking Minion can play a Reaction card to increase Intercept only
if the Acting Minion has Stealth greater than the Blocking Minion's
Intercept.
b. Acting Minion can play an Action Modifier card to increase Stealth
only if the Blocking Minion has at least as much Intercept as the
Acting Minion's Stealth.
c. Repeat a,b above until neither Minion wishes to play a card.
d. Effects of Action Modifiers and Reactions last for the whole action.
3. If the Intercept of the Blocker is at least as much as the Stealth of
the Acting Minion, then the Action is blocked. [6.2.2.2]
Complete the action (step F.)
4. If unblocked (i.e., the Stealth of the Acting Minion is greater than the
Intercept of the Blocking Minion), then move on to the next block
attempt (continue step B.) [6.2.2.1]
F. Complete Action.
1. The acting minion becomes prohibited from performing the same type
of action as the current type for the rest of the turn. [DCI]
2. If Action was not blocked then the Action is successful. [6.2.3]
a. Pay cost associated with Action.
b. Resolve Action (resolve vote if Political Action).
3. If Action was blocked the Action is unsuccessful and blocked. [6.2.3]
a. Play any Action modifier or Reaction cards which can be played after
an Action is blocked. [RTR]
b. Tap Blocking Minion and either Resolve Combat [6.2.3] or allow
Diablerie [6.5.2], as appropriate.
NOTE: Action Modifiers may be played only by the Acting Minion at any time in
the above sequence as allowed by the card. Any cost for playing the modifier
is paid immediately. [6.2.3] The same Minion may not use the same Action
Modifier again in the current action. [1.6.3.2] Only Action Modifiers
appropriate to the Action may be played. e.g., you may not use Bonding on
a non-Bleed Action. [RTR]
NOTE: Reaction cards can be played by other Methuselah's untapped minions.
The same Minion can't use the same Reaction card again during the current
Action. [1.6.3.5]
IV. HOW TO RESOLVE A REFERENDUM [6.3]
---------------------------------
A. Replace any Political Action card used to call the Referendum. [1.6.1.2]
(Done when the card was played - before begining the block attempts.)
NOTE: The Terms are not set until the action is successful (remains
unblocked) [6.3.1]
B. Referendum. No cards are replaced until the end of this step (see B.4).
Cards which are "Only Usable During a Political Action" can only be played
during this step (step B.) [6.3.2]
NOTE: If the vote is to be passed automatically (by a Cryptic Rider, for
example), then this step is omitted.
1. Set the terms of the Referendum. [6.3.2.1]
NOTE: Cards which are only usable "before votes are cast" are played now.
2. Polling. [6.3.2.2]
a. There is no obligation to vote.
b. Methuselahs have NO inherent votes.
c. (optional) End Polling after 15 seconds with no new votes cast.
3. Resolve the Referendum. [6.3.2.3]
a. Determine the outcome of the Referendum.
i. A referendum succeeds if it has more votes for than against.
ii. A referendum fails if it is tied or has more votes against than it
has in favor.
b. If it succeeds, apply the effects of the successful referendum.
c. Cards which depend on the outcome of a Referendum may be played. [RTR]
4. Replace cards played during the Referendum.
D. How to gain votes [6.3.3]
NOTE: The votes gained need not be cast.
1. A Methuselah may gain a vote by using a Political Action card. [6.3.3.1]
a. If the referendum is called with a Political Action card, that card
provides one vote for the acting vampire's controller.
b. A Methuselah may burn a Political Action card to gain a vote. The text
on the card is ignored when this is done.
c. A Methuselah can use only one Political Action card for a vote.
2. Methuselahs gain votes for controlling ready titled Vampires. [6.3.3.2]
a. A ready Primogen or Bishop provides one vote.
b. A ready Prince or Archbishop provides two votes.
c. A ready Justicar or Cardinal provides three votes.
d. A ready Inner Circle member provides four votes.
e. Other Minions provide zero votes, or as listed on card text.
f. If a titled Vampire gains another title, the old title is lost, even
if the new title would be a demotion. [6.3.4]
g. A Contested title provides no votes. [4.2]
3. The Methuselah with the Edge may burn it to gain one vote. [6.3.3.3]
4. The Prisci Block provides three votes. The way these votes are cast is
decided by a sub-referendum, in which only Prisci may vote and each
Priscus gets one vote. The votes may shift as more Prisci vote [6.3.3.4]
5. Other cards, as appropriate, may be used. [6.3.3.5]
NOTE: Action Modifiers and Reaction cards CANNOT be played during a vote
for a Bloodhunt. [6.5.6]
NOTE: Votes gained from Vampires (either from Action Modifiers and
Reactions or from Titles) come from both the Vampire and the
Controlling Methuselah. [RTR]
V. HOW TO RESOLVE A COMBAT [6.4]
-----------------------------
NOTE: Combat cannot occur between two minions with the same controller. [RTR]
NOTE: Combat can only occur between two ready minions. [6.4]
NOTE: If either of the Combatants is burned or goes to torpor during the
course of combat, combat ends (go to step V.E). [6.4.3]
NOTE: The only minion cards that can be played during combat are combat cards,
and those can be played only by the minions involved in the combat.
A. Round begins. Each round begins at close range. [6.4.2]
B. Determine (set) range. [6.4.2]
NOTE: "As combat is entered" and "before range is determined" effects must
be used before this step, if they are to be used at all.
1. Either combatant may use a Maneuver to move the range to long. Acting
minion gets the first opportunity, as always.
2. If either Minion used a Maneuver, then use the following procedure:
a. Opposing Minion has option to use a Maneuver to move the range back to
close, effectively canceling the previous Maneuver.
b. If the Maneuver was canceled then the Minion who played it has an
option to play another Maneuver to make the range long again.
c. Repeat a and b above until a Minion does not Maneuver.
NOTE: Only one Weapon/Strike card may be used to Maneuver by a Minion.
d. If there is an uncanceled Maneuver, then the range is long.
4. If a weapon or a strike card is used to Maneuver, the minion using the
maneuver must use that card for his first strike of the round. [6.4.3.1]
C. Strike. [6.4.3]
1. Minions announce their strikes (and targets, if applicable). [6.4.3.1]
a. Acting Minion announces Strike and Target first. [6.4.3]
b. Non-ranged offensive strikes can only target the opposing Minion.
c. Ranged offensive strikes can target the opposing Minion or, if the
range is long, one of his Retainers (striker's choice). [6.4.7]
d. Non-ammo Damage modifiers must be played now to be effective. [RTR]
2. Resolve Strikes. [6.4.3.2]
a. Strikes resolve in the following order. If both strikes are in the
same class, then they resolve simultaneously.
NOTE: Dodge doesn't resolve; it cancels the effect of the opposing
strike on the dodging minion and non-Retainer cards on him. [6.4.5]
i. Strike: Combat Ends. [6.4.5] (Apply steps E and F). Any damage done
by this strike is applied after combat (after step F).
ii. Any strike done with First Strike. (resolve steps b-d before moving
on to step iii). [6.4.5]
iii. Any other strikes. (resolve steps b-d)
b. Apply effects of strike(s). Effects are applied simultaneously if the
strikes are both of the same type (from step a).
NOTE: Strikes are only effective at close range, by default. [6.4.3.2]
i. Inflict Damage. Damage to minions may be prevented. Unprevented
damage isn't resolved until step c. [6.4.6]
ii. Destroy Equipment. Burn one Equipment card on the opposing Minion.
[6.4.5]
iii. Steal Equipment. Move one Equipment card from the opposing Minion
to this Minion. [6.4.5]
NOTE: Stolen equipment cannot be used on the round it is stolen.
iv. Steal Blood. Removes blood/life from the opponent and places it on
this Vampire. Blood in excess of this Vampire's capacity is burned
immediately. Stolen blood may be used in step c. [6.4.5]
v. Paralyze (from Jyhad). Sends the opposing Vampire to Torpor, tapped.
Mark the Vampire to show that it has been Paralyzed. [6.4.5]
c. Resolve any unprevented damage (see section VI).
3. Combatants have the option to gain additional strikes. [6.4.3.3]
4. Resolve steps 1-2 above for each additional strike. [6.4.3.3]
D. Presses. [6.4.4]
1. Presses alternate between 'to continue' and 'to end' Combat.
a. Each round defaults to 'end combat'.
b. Some presses may be used either to continue or to end combat, others
state that the press is only usable as one of the two.
2. Each Minion may use any number of Presses, as follows:
a. The Acting Minion gets the first opportunity to use a Press.
b. No Minion may cancel his own Press.
E. Round Ends. [6.4.4]
1. Apply any end-of-round effects.
2. If a Press to continue Combat was not matched, then Combat continues
(Go back to step A).
F. Combat Ends. Retainers regain life lost during the combat. [6.4.7]
==============================================================================
VI. HOW TO RESOLVE DAMAGE (Heal damage/Prevent Destruction) [6.4.6]
---------------------------------------------------------------
A. Resolve each point of damage in turn.
NOTE: Normal damage is resolved before aggravated damage.
1. A vampire burns one blood to heal each point of normal damage.
2. A vampire who cannot heal all of the damage (damage > blood) must burn
all his blood healing the damage he can, and the rest remains unhealed.
3. A vampire cannot heal aggaravated damage, so the damage is unhealed.
4. Aggravated damage done to a vampire with unhealed damage will burn him
unless he spends a blood to prevent destruction.
5. An ally or retainer burns one life counter for each point of damage.
B. Check for Vampires going to Torpor or Minions or Retainers burning.
1. If a vampire did not prevent destruction from aggravated damage, then he
is burned without going to torpor.
2. A vampire who has unhealed damage is placed in Torpor.
3. An ally or retainer that has zero life counters is burned.
==============================================================================
VII. HOW TO WITHDRAW FROM THE GAME [9.2]
-----------------------------------
A. Begin your turn with less than a full hand (with an exhausted Library).
B. Announce your intention to Withdraw during your Untap Phase.
C. Keep all of your pool and blood, and keep all of your Minions out of
Combat, until your next Untap Phase.
1. You may spend pool or blood, or have a Minion enter Combat, if you
wish, but this will nullify your attempt to withdraw.
2. The attempt fails if you lose even a single pool or blood, even if you
later gain enough pool or blood to offset the loss.
D. At the start of your next Untap Phase, you withdraw.
1. All cards and counters you control are burned. [1.3]
2. Gain one Victory point.
3. Keep your Ante (if any).
4. Leave the Game.
5. Your Predator receives no pool and no Victory Point when you Withdraw.