rec.games.trading-cards.jyhad

VtES Clarifications List

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

LSJ (VtES Rep)

VtES clarifications and statements: ----------------------------------- Play Area Rulings * 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: Playing Cards * You cannot play a card whose cost cannot be paid. Controlled Cards * If control of a card is returned to a player who has been ousted, the card is burned. Master Cards * All master cards are single use unless they say "put this card into play" or are locations. Playing cards "on" other cards qualifies as putting into play. * X Minion cards * A discipline-based 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. Allies * Ignore all "burn blood" effects entirely. :A01: Retainers * Retainers can only be targeted by a strike if combat is at long range. Action Modifiers/Reactions * The cost for action modifiers is paid even if the action is blocked. Combat * Going to torpor/ash heap ends the combat. * If both minions play Strike: Combat Ends, then the strikes resolve simultaneously (as per rules) * Dodges are always strikes, even if a (Jyhad) card forgets to say so. Damage (Combat) * Hand damage: damage from a hand strike. e.g. Damage from a Bastard Sword is *not* hand damage. Voting * You receive extra votes for each "ready" titled vampire you control. :T01: Contesting * If a previously contested card ceases to be contested, it is returned to the active region face up and untapped (if appropriate). :T01: Torpor and Diablerie * The entire action of rescuing or diablerizing (including the target of the action) must be announced when the action is declared. * If the rescuing action is successful, the rescued vampire leaves torpor and is placed in the ready region. :T01: * 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). :V01: Arson - Action * Cannot be attempted against a location which is Contested. Betrayer - Master * Is cumulative. A player can be damaged by multiple Betrayers each turn. 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. Black Cat - Vampire (Bru) (5) * 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. Blood Doll - Master * Multiple Blood Dolls are cumulative. * The ability to play multiple Master cards in no way affects the use of the Blood Doll. Body of Sun - Combat (pt) (4) * The damage done to the striker is not prevented by a dodge. :C01: Bomb - Equipment (1) * 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. Brainwash - Master * Transfers may not be made to the vampire - neither to put blood on nor to move blood off. * Multiple brainwashes may be played on a single vampire. Brujah Frenzy - Master Out-of-Turn * There is no time to play further action modifiers or reactions before combat begins. * 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. Burst of Sunlight - Combat (th) * The damage done to the striker is not prevented by a dodge. :C01: Change of Target - Action Modifier * Is governed by the "same action" rulings. :T02: Chantry - Master: Unique Location (Tre) * Moves the Tremere from torpor to his or her controller's ready region. :T01: Charnas the Imp - Retainer (Tre) (1) * Does nothing to an empty vampire which untaps in torpor. :V01: Cloak the Gathering - Action Modifier (ob) * The superior ability can be used to aid another minion even while the modifying vampire is tapped. * Multiple vampires can use its superior version during a single action. Cryptic Mission - Action (th) * It doesn't damage vampires, so cannot send a vampire to torpor. * The superior version will always give a blood to the acting vampire even if the victim has no blood. * Can target a vampire in torpor. Day Operation - Action Modifier (fo) * May be played on an action that would cause agg damage. Democritus - Vampire (Ven) 10 * Does not affect the cost to contest titles, since the cost to contest is paid in vampire blood, not pool. Disarming Presence - Action Modifier (ps) * Tapping is a side effect, not a cost; tapped vampires can still vote. Elder Intervention - Reaction (2) * Can be used during any bleed attempt made against you, not just ones declared against you. Embrace, The - Action (2) * This card is considered a Vampire only while in play. 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. 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. * The superior form cannot be used by the acting vampire unless he needs the stealth :B01: * The superior form cannot continue an action if played during combat resulting from a successful action. This is because the results of an action are considered to take effect after that action is successful [and because the acting minion doesn't need the stealth -lsj]. Frenzy - Master: Out-of-Turn * May be played even if you have no minions involved in combat. * Only prevents the use of equipment after it is played - it will not cancel the effects of equipment used before it is played. Gird Minions - Master * May be used on a vampire in torpor. Haven Uncovered - Master * Does not allow its victim to be attacked while its victim is in torpor. Infernal Pursuit - Combat (ce) * The card you discard (with superior) need not be one of the cards that you just drew. Kindred Society Games - Master (Tor) * 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. Laptop Computer - Equipment (1) * Only modifies a bleed action while in the possession of the acting minion. Won't modify a bleed if the acting minion loses possession of it, or if the acting minion changes. :E01: Madness Network - Unique Master (Mal) * Malkavians do not have to be Ready to take an action via the Network. (i.e., a Torpored Malk could rescue himself from Torpor) 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 * If you are ousted while you have control of a Demented Malkavian, the Malkavian is burned as normal. Magic of the Smith - Action (th) (1) * You do not search your library until the action is successful. Major Boon - Master Out-of-Turn * May not be played after Spying Mission. Mask of 1000 Faces - Action Modifier (ob) * 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. Masquerade Enforcement - Political Action * Is cumulative. Minion Tap - Master * May be used on a vampire in torpor. Minor Boon - Master Out-of-Turn * Is played after the combat ends, keeping the vampire out of Torpor. Monocle of Clarity - Unique Equipment * Questions can only pertain to the current game. Murder of Crows - Retainer (an) (1) * Follows all Wolf Companion rulings, except that the damage can happen when the combat is at range. Obedience - Reaction (do) * Is governed by the "same action" rulings. :T02: * Cannot be used to avoid combat with a non-acting minion. Protected Resources - Master (2) * All cards which modify the bleed amount (Telepathic Counter, Threats, etc.) are applied before Protected Resources' effect. Pulled Fangs - Combat * Counts up damage successfully inflicted during the round by the minions (retainers, etc. don't count). :C02: * The actions to burn this card may be taken by different vampires, and may be taken on different turns. Rack, The - Master: Unique Location * May not select a new target just for falling out of contention. Renegade Garou - Ally (Gan) (5) * His innate strike is considered to be a hand strike. Rotschreck - Master Out-Of-Turn * Cannot be played in response to aggravated damage done by non-strike cards. (Pulled Fangs, etc.) unless card text says otherwise. :C02: 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. Scorn of Adonis - Action Modifier (Tor) * Each Scorn played may only cause the loss of one pool to a given Methuselah, regardless of how may 'no' votes that Methuselah casts. Skin of Steel - Combat (fo) (1) * Cannot be played except when damaged by a strike. Spying Mission - Action Modifier (ob) * After successfully being played, it must be burned on the next unblocked bleed against the same Methuselah, provided the bleed is not reduced to zero by other modifiers. Succubus Club - Master * You can make as many trades during each untap phase as you like. :T03: Taste of Vitae - combat * The blood is gained immediately, and can be used to heal damage from future strikes, even in the same round. 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] Undead Persistence - combat (fo) * Provides only one optional press. Any further pressing must come from other cards. Uriah Winter - Vampire (Cai) (1) * Can still defect if in torpor, and will remain in torpor if he does so. Vast Wealth - Master * Grants the ability to take an action, namely: to search through the Library for an equipment card. * You only search your library if the action is successful. Wake with Evening's Freshness - Reaction * May be played by your tapped vampire if you are not the acting Minion's controller. The vampire need not attempt to block nor play further reaction cards; that is merely an option. Weather Control - Combat (th) * Multiple Weather Controls are cumulative. Wolf Companion - Retainer (an) (1) * The damage is not a strike, so cannot be prevented by a dodge. * 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. * 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. Wooden Stake - Equipment * Interacts with hand damage modifiers in the same way as a Sengir Dagger. Zip Gun - Combat * The damage done to the bearer is not prevented by a dodge. :C01: Non-Camarilla vampires * Non-Camarilla vampires can call any votes not listed (in rulings) as Camarilla-specific (and not restricted in card text, of course). [TOM 960102] * Non-Camarilla vampires suffer the effects of blocking an Archon or Camarilla Exemplary. Assamites * Assamites cannot commit diablerie because of card text. If an Assamite changes clans, he still cannot commit diablerie. An assamite without such text would be able to Diablerize. Inner Circle members * Inner Circle members don't qualify for Prince/Justicar-only cards. Equipments which are Locations (Loquipment) * If the equipping minion cannot pay for the locquipment, the locquipment is simply burned with no effect. (Only applies to changes in the ability to pay - such as paying for an action modifier or pulling locquipment during a Vast Wealth action. The standard equip attempt cannot be made by a vampire who cannot afford the equipment.) Acquired Ventrue Assets [DS] - Master (Gio) (2) * Can be used during any master phase, not just its controller's. Alexandra [DS] - Vampire (Tor) (11) * Can use her untap ability at any point during the minion phase, including during a poilitical action. Bang Nakh [AH] - Equipment Melee Weapon (2) * Strikes with Bang Nakh are not hand strikes. Banishment [DS] - Political Action * The phrase "from the controlling Methuselah's active region" is redundant, and should be removed :T01: * A banished vampire will return to play when it again has blood >= capacity on it at the end of its Methuselah's influence phase. Blood to Water [AH] - Combat (th) (2) * The "otherwise" refers to the opposing minion *being* an Ally. Blood to Water won't burn vampires. Bureaucratic Overload [DS] - Master * Only vampires must burn an extra blood to attempt political actions. :A01: Carlotta [DS] - Vampire (Gio) (7) * The card being retrieved is announced when the action is declared. Corpse Minion [DS] - Retainer (Tre) (1) * Corpse Minion may be used any number of times during a single action. Darius Styx [DS] - Vampire (Rav) (9) * Darius' ability cannot be used to pull a card from his controller's hand. (Self-directing (D) actions is not allowed by default) Donal O'Connor [DS] - Vampire (Bru) (8) * An empty blocking vampire may still block (and will simply try and fail to burn a blood if the block is successful). Forest of Shadows [DS] - Master: Unique Location (Mal) (3) * May be used anytime it is untapped, even if it has been used previously during the same action (it must be untapped by some method, of course). Goodnight, Sweet Prince [DS] - Master (Rav) (2) * You may kiss your own Crypt goodnight. Heidelburg Castle, Germany [DS] - Master: Unique Location (2) * Heidelburg Castle may not be tapped "in response" to any instant effect (because all effects in VtES are instantaneous except for actions and certain combat effects). * May not be tapped "during" paying some cost -must be tapped before or after. Horrid Reality [DS] - Combat (ch) (2) * If no weapon can be found, the two blood (cost) is simply burned. Incriminating Videotape [DS] - Equipment (1) * If the tape is stolen, then the chosen minion is unable to block the new possessor of the tape (and can now block whoever used to have it). If the tape is removed from play, its effect ends. Inverary, Scotland [DS] - Equipment (1) * The blood that a minion may place on this card is placed as an undirected action, at zero stealth. Jar the Soul [DS] - Action (ne) * Jar the Soul's effect doesn't damage vampires; an empty vampire will simply attempt to burn blood and fail. * If an Ally is targetted, it will only be tapped - it will not lose a blood (life) even if the superior version is used. :A01: Kalinda [AH] - Vampire (Ass) (6) * Burning two blood is not a cost for her +1 bleed +1 stealth action, it is simply an effect of the completed action. Kiss of Ra [AH] - Action Modifier (fo) (3) * Kiss of Ra can be played by an acting vampire in torpor. Leandro [DS] - Vampire (Mal) (11) * The victim Methuslah decides (during her untap) whether to lose a pool or all transfers. Muaziz, Archon of Ulugh Beg [AH] - Vampire (Tre) (7) * Muaziz's ability does not apply to the Blood Hunt card, since it is not a vote, and only votes are "called". Of Noble Blood - Action * The target is chosen when the action is announced. Riposte [DS] - Combat (ce) (1) * The damage is only dealt if the strike was resolved at close range. Rutor's Hand [DS] - Action (th) (1) * Multiple Rutor's Hands are cumulative. Secure Haven [DS] - Master: Unique Location (1) * All Methuselahs (including the target vampire's controller) must pay one extra pool when playing Master cards on the target minion. * Secure Haven will be burned when the target minion is burned. Shackles of Enkindu [DS] - Equipment (Gan) (2) * An Ally does not suffer the "burn 2 blood" effect from being shackled. :A01: Shadow of the Wolf [AH] - Combat (pt) (2) * The +1 damage only applies to the additional strike. Spiritual Protector [DS] - Retainer (Gio) (3) * Spiritual Protector will not restrict the opposing minion if no block occured. Tereza Rotas [DS] - Vampire (Rav) (8) * Tereza Rotas cannot steal the Edge if it is uncontrolled, and if the controller of the Edge loses the edge between the time Tereza begins her action to steal it and the time the action resolves, then the action fizzles. * Tereza Rotas must pay 2 blood for the attempt. This cost is paid even if the action is blocked or otherwise fails. Thoughts Betrayed [DS] - Combat (do) (2) * If the acting vampire uses Thoughts Betrayed, then the Blocking minion is prohibited from doing so. Tomb of Ramses III - Master Unique Location (3) * The Tomb puts blood onto the target vampire whether the transfer was to that same vampire or another vampire. * The blood placed by the Tomb of Ramses is not a "transfer". Toreador Grand Ball [DS] - Master (Tor) (1) * The same vampire can serve as the "second Toreador" for multiple Toreador Grand Balls. Treatment, The [DS] - Master (1) * The action to burn The Treatment is not directed, as printed. * The Treatment does nothing to the target Prince if the Prince is in Torpor with zero blood. :V01: Veiled Sight [DS] - Reaction (ch) (2) * The strike given by the superior version of Veiled Sight is not ranged. Victoria [DS] - Vampire (Mal) (5) * Victoria's special ability can only be used during her controller's master phase. Zombie [DS] - Retainer (Gio) (1) * Follows all Wolf Companion rulings. Vampires/Crypt/Uncontrolled Region * Pander is a clan (while Caitiff still is not). Priscus (Prisci vote) * Prisci are *not* prohibited from voting in the main vote if they have votes. * Only Methuselahs who control Prisci may vote in the Prisci Vote. * Only Prisci votes can be cast in the Prisci sub vote (i.e., the vote received for being a Priscus plus any vote that says it is used in the Prisci Vote). Other votes sources, including the Edge and Political Action cards, cannot be used. Catatonic Fear [SAB] - combat (pre) * The damage from Catatonic Fear is only dealt if the strike was resolved at close range. Code of Milan Suspended [SAB] - political action * The "Methuselah with the edge" is not determined until the vote is successful. If the Meth with the edge burns it for a vote, then a successful Code of Milan vote will have no effect. Communal Haven: Temple [SAB] - master (1) * The Sabbat vampire targetted by a (D) action doesn't get the +1 intercept bonus from Communal Haven: Temple. Derange [SAB] - action (dem) * Derange cannot be moved to a Malkavian Antitribu vampire. Direct Intervention [SAB] - master: out-of-turn (1) * If Direct Intervention is used to cancel a card during a political action, neither card is replaced until the political action is ended. Dirty Little Secrets [SAB] - action modifier (NosA) * If the methuselah you are bleeding doesn't burn any pool (if she calls in a Major Boon, for example), then she doesn't burn any cards from her library for Dirty Little Secrets, either. Ethan Locke [SAB] - vampire (TreA) (9) * Ethan's (D) action is directed at the controller of the skill card, not the controller of the vampire. Fire Dance [SAB] - action * Fire Dance's target vampire is chosen when the action is announced. * Fire Dance is undirected even if you do not control the target. Fleshcraft [SAB] - combat (vis) * The action to burn fleshcraft suffers the -1 stealth penalty as well, so is usually at zero stealth to start (or -1 stealth if superior). Fractured Armament [SAB] - combat (pot) * The inferior version of Fractured Armament is not a damage-dealing strike; the superior version is (so Increased Strength will affect the superior, but not the inferior, for example). Gratiano [SAB] - vampire (Las) (8) * Gratiano can cast his extra Prisci vote if his controller controls a Priscus, even if Gratiano himself is no longer a Priscus. Hidden Strength [SAB] - combat (for) (X) * The 'X' on Hidden Strength is the cost of the card. Legacy of Caine [SAB] - master * When hunting under Legacy of Cain, the hunting vampire can target a vampire in torpor. [RTR 970425] * If the vampire with Lecacy of Cain hunts, he must still take the (D) action vs. a vampire, even if there are no vampires with blood to steal. * When hunting on a target that has no blood to steal, a successful Legacy of Cain hunt action will simply have no effect (stealing zero blood). March Halcyon [SAB] - vampire (Pan) (1) * A Blood/Wild Hunt *can* be called on a vampire that diablerizes March Halcyon when he (the diabolist) is not the acting vampire (e.g., blocking a leave torpor action, w/ Amaranth, etc.) Mind of a Child [SAB] - action (dem) (3) * The action to burn Mind of a Child is undirected. :D01: Mind Rape [SAB] - action (dom) (2) * Control of the vampire reverts to his former controller when the last ego counter on Mind Rape is removed. Pentex(TM) Loves You! [SAB] - master (2) * Pentex's +bleed ability is treated as an action modifier (it can be done at any time during the action). Propaganda [SAB] - action (pre) (2) * The Methuselah being bled with Propaganda can choose a tapped minion to tap if the action is successful. Quickness [SAB] - combat (cel) (1) * Superior Quickness should read: "As above, but this additional strike card (quickness) does not count against this vampire's additional strike effect limit for this round." Reform Body [SAB] - combat+reaction (vis) * Reform Body cannot be played from Torpor, since it is a reaction card. Sword of Judgment [SAB] - equipment (BruA) (2) * Sword of Judgment cannot be used by a non-Brujah-Anti (card text). War Ghoul [SAB] - Ally (Tzi) (3) * If you have no other allies and no retainers in play when War Ghoul is recruited, then you burn War Ghoul to satisfy card text. -- L. Scott Johnson (vte...@wizards.com) Official VtES Net.Rep for Wizards of the Coast. (*) - Subject to review by Rules Team