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V:TES Complete Rules Reference (version 2.13)

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May 26, 1998, 3:00:00 AM5/26/98
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V:TES Complete Rules Reference (version 2.13)
=============================================

Changes are identified with exclamation marks in the margin.
Rules and errata compiled by L. Scott Johnson (vte...@wizards.com).
Proofed and extensively tested by Shane H. W. Travis (tra...@sedsystems.ca).

OUTLINE OVERVIEW
I. Setup
II. Turn Phases
III. How to Perform Actions
IV. How to Resolve a Vote
V. How to Resolve a Combat
VI. How to Resolve Damage
VII. How to Withdraw from the Game

ANNOTATION KEY
(#.#) V:TES Rulebook Section Reference
(:#.#) V:TES Corrected Rulebook Section Reference
[#.#] Jyhad Pocket Rulebook Section Reference
[RTR] WotC Rules Team Ruling, Errata, Clarification, or Statement
[DCI] Official tournament rule change
[TOM] Tom Wylie - WotC NetRep
[LSJ] L. Scott Johnson - Rulemonger and WotC NetRep
[SAB] Sabbat rules differ

------------------------------------------------------------------------------

I. SETUP
-----
A. Determine seating and first player. Turns proceed clockwise. (4.2.6)
1. The player to your left is your Prey. The player to your right is your
Predator. (4.2.1) [11.5] The "Prey" of a Minion is the controlling
Methuselah's Prey. [TOM]
2. If seating changes during the course of the game, then the person
who is then to your left becomes your new Prey. [11.5]

B. Choose Edge Counter and Blood Counters. (1)
1. Place all Blood Counters in the Blood Bank area (central). (4.2.2)
2. The Blood Bank cannot run out of Blood Counters. (4.2.2) [11.3]
3. Place the Edge in the central area. It starts the game uncontrolled.

C. Put 30 pool in each Methuselah's Blood Pool. (4.2.2) [11.2]

D. Shuffle Vampire and Library decks (separately). (4.2.3) [11.4]
1. Each Methuselah's Library deck must contain forty cards. It may have
up to ten additional cards per Methuselah in the game. (1) [5]
2. Each Methuselah's Vampire deck must contain at least twelve cards.
It may contain any number of cards over twelve. (1) [5]
3. You may cut the Vampire and Library decks of your Prey. (4.2.3) [11.4]
4. Each Methuselah antes her top Library card (optional). (13) [11.6]

G. Each Methuselah deals four Crypt cards to her inactive region. (4.2.4)
NOTE: You may look at the cards in your own inactive region whenever you
wish. (4.2.4) [11.4]

H. Each Methuselah deals seven Library cards to her hand. (4.2.5) [11.4]
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 political action are not replaced until after the
action is completed. (7) [17.1] Political Action cards burned for votes
are not replaced until the end of the current turn. [DCI]

II. TURN PHASES
-----------
A. UNTAP PHASE (6.1) [12.1]
NOTE: If, on your prior turn, you announced your intention to Withdraw,
and have successfully fulfilled all requirements, you Withdraw. (10.1)
[18.2] See section VII for details. [SAB]
1. Untap all cards. (6.1) Paralyzed Vampires do not untap. (22.1) [15.3]
2. If you have a contested card which all other Methuselahs have yielded,
it becomes uncontested (controlled) and is untapped. (15)
3. Take the following steps in any order. (6.1) [12.1]
a. (optional) If you have the Edge, add one blood to your pool from the
blood bank. (6.1) [12.1]
b. Contest or Yield your contested cards and titles. (16) [12.1]
i. Pay one pool for each unique card that you are Contesting. (16) [8]
ii. Pay one vampire blood for any title that the vampire is Contesting.
A Vampire may choose to go to Torpor if he has no blood to pay.
Vampires in Torpor must yield. (15.1) [17.2] A Contested Vampire
holding a Contested Title must yield the Title. [TOM]
iii. Burn any card that you are yielding, along with any other cards
or blood on that yielded card. (15) [8]
c. Resolve card effects that occur during the Untap Phase. (6.1) [12.1]
d. (Optional) Announce your intention to Withdraw. (10.1) [18.2]
4. Any vampire in torpor still contesting a title yields. (15.1.3) [17.2]

B. MASTER PHASE (6.2) [12.2]
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. (3.2.1)
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 (6.3) [12.3]
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". (19)
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. (6.4)

1. (D) Bleed Methuselah (Bleed action card or NO card). (6.4) [12.3.1 p21]
NOTE: Must target your Prey (6.4) unless a (D) action card is used, which
can be used to target any Methuselah except yourself. [RTR]
a. Target Methuselah burns one pool. Bleed Modifiers adjust this amount.
b. You get the Edge if you bleed for one or more pool (and don't already
have the Edge).
2. Hunt (NO card). Kindred ONLY. +1 stealth (6.4) [12.3.1 p23]
a. A Vampire at full capacity may not hunt. (6.4)
b. Add one blood to the Acting Vampire from the Blood Bank.
3. Employ Retainer (REQ: Retainer card). +1 stealth (6.4) [12.3.1 p21]
a. Put the Retainer on the Acting Minion.
4. Recruit Ally (REQ: Ally card). +1 stealth (6.4) [12.3.1 p23]
a. Put the Ally in the Inactive Region to indicate that it cannot act.
b. Put Life counters on the Ally from the Blood Bank.
5. Equip Minion (REQ: Equipment card). +1 stealth (6.4) [12.3.1 p22]
a. Put the Equipment card on the Acting Minion.
6. Take Equipment from another Minion controlled by the same Methuselah
+1 stealth (NO card). (6.4) [12.3.1 p22]
a. Move the Equipment to the Acting Minion.
b. Any amount Equipment may be taken at one time from the same Minion.
7. Leave Torpor (Leave Torpor card or NO card). +1 stealth (19) [12.3.1 p23]
a. The cardless action costs two blood if successful [12.3.1 p23].
b. Move the Acting Vampire to the Ready Region (tapped).
8. Rescue a Vampire in Torpor. Kindred ONLY. (NO card) (19)
a. This action is at +1 Stealth if it is in your own Torpor Area.
b. This is (D) action if it is not in your own Torpor Area.
c. 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. (22.1) [15.3]
9. Commit Diablerie. Kindred ONLY. (NO card) (19)
a. This action is at +1 Stealth if target is in your own Torpor Area.
b. This is (D) action if target is not in your own Torpor Area.
c. Burn the target Vampire in Torpor. The Acting Vampire gets all of the
Equipment and blood from the burned Vampire. Other cards on the
burned Vampire are burned as well.
i. Remove blood in excess of capacity from the Diabolist. [RTR]
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 may not be Blocked. (20.2)
NOTE: Only one Bloodhunt vote may be called on each Diablerie. [RTR]
10. Call Vote. Kindred ONLY. (REQ: Political Action card or option given by
card in play). +1 stealth (7) [12.3.1 p24]
a. Resolve the Vote. [17.1] See section IV.
11. Other (REQ: Action card or option from card in play). (3.2.2) [SAB]
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 undirected and at 0 Stealth, or as set by card text.
b. Perform the action. (See step III.)
c. An uncontrolled Vampire may be given more blood than his blood
capacity. Any excess will drain off when he becomes controlled. [TOM]
NOTE: an action which initiates combat cannot be used to initiate combat
with a vampire in torpor. [RTR]

D. INFLUENCE PHASE (9) [12.4]
1. Gain Transfers (aka "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: [12.4]
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 one 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 (5.5) Discard up to ONE card from Hand to Ash Heap. (16)

F. END TURN
1. Move any new Allies to your Ready Region. (6.4) [12.3.1 p24]
2. All political action cards burned for votes are replaced. [DCI] [SAB]

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. (10) [18.1]
You gain six pool unless you would be ousted without it during the same
action. (:10) All cards that a Methuselah controls and/or started with are
burned the moment she is ousted. (11) [9]

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. (3.2.1)

III. HOW TO PERFORM ACTIONS
----------------------
A. Tap Acting Minion. (6.3.1) [12.3]

B. Who can attempt to Block (18.1) [13.3.1]
NOTE: For each block attempt, resolve the attempt (step E.) before
going on to the next attempt).
1. If (D) then only the target Methuselah's Minions can attempt to block.
NOTE: If the target Methuselah is also the Acting Methuselah, then no
Minion may attempt to block. [TOM]
2. If Action is undirected, then rights to block are resolves as follows:
a. The Prey Methuselah can attempt to block.
b. If Prey does not block, then Predator 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: (18.2) [13.3]
1. Pick (untapped) blocking Minion. (18.2.1)
2. Stealth and Intercept. [13.3.2]
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. (:18.2.3) Any cost of the the Reaction is paid.
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. (:18.2.2) Increased stealth lasts until the
action is finished. [13.3.2]
c. Repeat a,b above until neither Minion wishes to play a card.
3. If the Intercept of the Blocker is at least as much as the Stealth of
the Acting Minion, then the Action is blocked. (18.2.4) [13.3.2]
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.)

F. Complete Action.
1. The acting minion becomes prohibited from performing the same type
of action as the current type until the end of the turn. [DCI]
2. If Action was not blocked then the Action is successful. (6.3.4)
EXCEPTION: bleeds of zero or less are not considered successful. [RTR]
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.
! a. Play any Action modifier or Reaction cards which can be played after
! an Action is blocked. [RTR]
! b. Tap Blocking Minion. [13.3.1]
c. Resolve Combat.

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. (:6.3.2.1) The same Minion may not use the
same Action Modifier twice. (3.2.2) [7.2.2] Only Action Modifiers
appropriate to the Action may be played. e.g., you may not use Bonding on
a non-Bleed Action. [RTR] Action Modifiers may be played on your own
actions, even if it is not your turn. [RTR]

NOTE: Reaction cards can be played by other Methuselah's untapped minions.
A Minion can't use the same Reaction card twice during an Action. (3.2.2)
[7.2.2] You can play Reaction cards in response to another Methuselah's
minion's action, even on your own turn. [RTR]


IV. HOW TO RESOLVE A VOTE (7)
-------------------------
NOTE: Herein, the voting process will be called the Referendum, to avoid
confusing the voting process with the votes cast. [LSJ]

A. Replace the Political Action card (if any) used to call the Referendum.

B. Set the Terms of the Referendum.
NOTE: The Terms are not set until the action is successful (remains
unblocked) (18.3)

C. Referendum. No cards are replaced until the end of this step. Cards
which are "Only Usable During a Political Action" can only be played
during this step (step C.) [RTR]
NOTE: If the vote is to be passed automatically (by a Cryptic Rider, for
example), then this step is omitted.
1. Preparatory Step. [RTR]
a. Play cards which are only usable "before votes are cast"
b. Gain votes (which will be held until step 2.) (see D.)
2. Vote Casting Step. [RTR]
a. There is no obligation to vote.
b. Methuselahs have NO inherent votes.
c. Gain votes. (see D.) and Cast votes.
d. (optional) Close the vote after 15 seconds with no new votes.
3. Vote Tally Step. [RTR]
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 has as many or more votes against as it
has for.
b. Cards which depend on the outcome of a Referendum may be played. [RTR]
4. Replace cards played during this step (Step C).
EXCEPTION: Political Action cards burned to gain votes are not replaced
until the end of the current turn. [DCI] [SAB]

D. How to gain votes
NOTE: The votes gained need not be cast. [RTR] (reversal)
1. A PA card played to call the Referendum provides 1 vote. [17.1] (!7)
2. Any Methuselah may burn a political card in her hand to gain one
additional vote per card burned. [17.1] These cards are not replaced
until the end of the current minion phase. [DCI]
3. Methuselahs gain votes for controlling ready titled Vampires.
a. A ready Primogen provides one vote.
b. A ready Prince provides two votes.
c. A ready Justicar provides three votes.
d. Other Minions provide zero votes. [SAB]
e. If a titled Vampire gains another title, the old title is lost, even
if the new title would be a demotion. (:7)
f. A Vampire's Contested title provides no votes. (:7)
4. If you have the Edge, you may burn the Edge to gain one vote.
5. The Acting Vampire can play Action Modifiers to gain votes.
6. Other Methuselahs' untapped Minions may play Reaction cards to gain
votes.
NOTE: Action Modifiers and Reaction cards CANNOT be played during a vote
for a Bloodhunt immediately after a Diablerie. (20.2) [16.3]
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 (8) [15]
--------------------------------
NOTE: If one of the Minions involved in the Combat is a Vampire in Torpor,
then Combat does NOT occur. If the opposing Minion is a ready Vampire,
then he has the opportunity to Diablerize. If the opposing Minion is
also a Vampire in Torpor, or is an Ally, then Combat does NOT occur and
nothing happens. [precedent set by blocking a 'Leave Torpor' action and
by blocking a 'Rapid Healing' action -LSJ]
NOTE: You can't use combat cards if you're not involved in the combat. [TOM]
NOTE: You can only play damage prevention cards during step D.2.b. [RTR]
NOTE: If both of the minions are controlled by the same Methuselah, combat
does not occur. [RTR]

A. Round begins. Each round begins at close range. (:21)

B. (First Round Only): "As Combat Is Entered" effects are played.
1. Acting Minion, then Blocking Minion, then other Methuselahs clockwise
from Acting Methuselah may use "As Combat Is Entered" effects.
2. Repeat step 1 until no Methuselah wishes to use effects.

C. Play Combat cards or use Combat effects of cards in play.
1. Acting Minion, then Blocking Minion, then other Methuselahs clockwise
from Acting Methuselah may use Combat effects before establishing range.
2. Repeat step 1 until no Methuselah wishes to use effects.

D. Establish (set) range. (21) [15.1]
NOTE: "Before range is set" effects must be played before this step, if
they are to be played at all.
1. Acting Minion may use a Maneuver to move the range to long.
2. If Acting Minion did not use a Maneuver then Blocking may use a
Maneuver to move the range to long.
3. 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 cancelling 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. [15.1]

E. Strikes. (8.1) [15.1]
1. Minions announce their strikes (and the targets, where applicable).
a. Acting Minion announces Strike and Target before Blocking Minion does.
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. (20.1)
d. Non-ammo Damage modifiers must be played now to be effective. [RTR]
2. Resolve Strikes.
a. Strikes resolve in the following order. If both strikes are in the
same class, then they resolve simultaneously. [15.3]
! NOTE: Strike: Dodge (8.3) doesn't resolve; it cancels the effect of the
! opposing strike on the dodging minion and non-Retainer cards on him.
i. Strike: Combat Ends. (8.3) (Go to step G). Any damage done by
this strike is applied after combat (after step H).
ii. Any strike done with First Strike. (resolve steps b-d before moving
on to step iii). (8.3)
iii. Any other strikes. (resolve steps b-d)
b. Apply effects of strike(s). Effects are applied simultaneously if the
strikes are both the same type (from step 2.a).
i. Inflict Damage. Damage Prevention cards may be played ONLY during
this step. [RTR] Unprevented damage isn't healed until step c.
ii. Destroy Equipment. Burn a single Equipment card on the opposing
Minion. Default is "only at close range". (8.3) [15.3]
iii. Steal Equipment. Move a single Equipment card from the opposing
Minion to this Minion. Default is "only at close". (8.3) [15.3]
NOTE: Stolen equipment cannot be used the same round it is stolen.
iv. Steal Blood. Removes blood from the opponent and places it on this
Vampire. Blood stolen in excess of this Vampire's blood capacity is
burned. Stolen blood may be used to heal damage (step c). (8.3)
v. Paralyze (Jyhad). Sends the opposing Vampire to Torpor, tapped.
Mark the Vampire to show that it has been Paralyzed. (22.1)
c. Resolve any unprevented damage (see section VI).
d. If one or both Combatants are no longer Ready, go to step F.
3. Acting Minion has option to gain additional strikes. (21)
4. Blocking Minion has option to gain additional strikes. (21)
5. Resolve steps 1-2 above for each additional strike that a Minion has.

F. Presses. (21) [15.1]
NOTE: Only Methuselahs with Minions in combat may supply Presses. [TOM]
1. Each round starts without a Press.
2. Presses alternate between 'to continue' and 'to end' Combat.
a. The first Press in a round is used to continue Combat.
b. Some presses may be used to either continue or end combat, others
state that the press is only usable as one of the two.
3. Each Minion may use any number of Presses, as follows:
a. The Acting Minion gets the first opportunity to use a Press. [RTR]
b. No Minion may use more than one Press in a row.
c. If a card gives a round a Press, then neither Minion is considered to
have used that Press. [TOM]

G. Round Ends. (21) [15.1]
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).

H. Combat Ends. Retainers regain life lost during the combat. (20.1) [12.3.1]

==============================================================================
VI. HOW TO RESOLVE DAMAGE (Heal damage/Prevent Destruction).
--------------------------------------------------------
NOTE: Normal damage is resolved before aggravated damage. [RTR]
NOTE: Damage prevention cards can only be played during the strike resolution
phase of combat (section V.D.2.b). [RTR]
A. Vampires burn one blood to heal each point of normal damage. (8.1)
B. Vampires who cannot heal all of the damage (damage > blood) must spend all
of their blood and then will be placed in torpor after any aggravated
damage is applied (see step C).
C. Vampires burn one blood (to prevent destruction) for each point of
aggravated damage. (21)
D. Allies and Retainers burn one life counter for each point of damage.
E. Check for Vampires going to Torpor or Minions or Retainers burning.
1. If a Vampire cannot pay for all aggravated damage (aggravated damage
in excess of blood) then it is burned without going to torpor. (21)
2. Vampires which have taken at least one point of aggravated damage but
were not burned are placed in Torpor. (21)
3. If a Vampire could not heal all of the damage (damage in excess of
blood) then it is placed in Torpor with no blood. (21)
4. Allies and Retainers that have zero life counters are burned. (21)

==============================================================================
VII. HOW TO WITHDRAW FROM THE GAME (10.1) [18.2]
-------------------------------------------
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. Remove all of your Cards in play. (11) [9]
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.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Searchable database of official card text, errata, and rulings:
http://deckserver.net/cgi-deckserver/rulemonger.cgi/powersearch

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