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V:tES Complete Rules Reference (version 2.5)

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L. Scott Johnson

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1996年8月1日 03:00:001996/8/1
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V:tES Complete Rules Reference (version 2.5)
=============================================

Rules and errata compiled by L. Scott Johnson (sjoh...@math.sc.edu).
Proofed and extensively tested by Shane H. W. Travis (tra...@duke.usask.ca).

Changes are identified with exclamation marks in the margin.
References to corrected rules now marked with colons, for ease of searching.

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

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]

E. Cut the Vampire and Library decks of your Prey. (4.2.3) [11.4]

F. 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]
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 VI for details.
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 Prey Methuselah (NO card). (6.4) [12.3.1 p21]
a. Your Prey burns one pool. Bleed Modifiers adjust this amount.
b. You get the Edge if you bleed for one or more pool.
2. Hunt (NO card). Kindred ONLY. (6.4) [12.3.1 p23]
a. This action is at +1 Stealth.
b. A Vampire at full capacity may not hunt. (6.4)
c. Add one blood to the Acting Vampire from the Blood Bank.
3. Employ Retainer (REQ: Retainer card). (6.4) [12.3.1 p21]
a. This action is at +1 Stealth.
b. Put the Retainer on the Acting Minion.
4. Recruit Ally (REQ: Ally card). (6.4) [12.3.1 p23]
a. This action is at +1 Stealth.
b. Put the Ally in the Inactive Region to indicate that it cannot act.
c. Put Life counters on the Ally from the Blood Bank.
5. Equip Minion (REQ: Equipment card). (6.4) [12.3.1 p22]
a. This action is at +1 Stealth.
b. Put the Equipment card on the Acting Minion.
6. Take Equipment from another Minion controlled by the same Methuselah
(NO card). (6.4) [12.3.1 p22]
a. This action is at +1 Stealth.
b. Move the Equipment to the Acting Minion.
c. Any amount Equipment may be taken at one time from the same Minion.
7. Leave Torpor (NO card). (19) [12.3.1 p23]
a. This action is at +1 Stealth.
b. Burn two blood from the Acting Vampire and 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 Bloodhunt 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). (7) [12.3.1 p24]
a. This action is at +1 Stealth.
b. Resolve the Vote. [17.1] See section IV.
11. Play an Action card (REQ: Action card). (3.2.2)
a. This action is undirected and at 0 Stealth, or as set by card text.
b. Resolve the action.
NOTE: If the action starts combat, and combat ends by continuing the
action, then back up to step a. [RTR]
c. Get the Edge if you Bleed any Methuselah for one or more pool.
d. An uncontrolled Vampire may be given more blood than his blood
capacity. Any excess will drain off when he becomes controlled. [TOM]
12. Other actions as allowed by cards already in play (NO card).
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. [RMc]
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 - Move any new Allies to your Ready Region. (6.4) [12.3.1 p24]

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) A Methuselah takes all of the cards she started with back
(out of play) and burns any other cards she controls 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 RESOLVE ACTIONS
----------------------
A. Acting Minion is tapped. (6.3.1) [12.3]

B. Who can attempt to Block (18.1) [13.3.1]
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 nondirected, 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. An attempt to block is resolved as follows: (18.2) [13.3]
1. Pick blocking Minion. (18.2.1)
2. Determine if block is successful. [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]
a. Tap Blocking Minion. [13.3.1]
b. Burn any Action card that was played for the Action.
c. Play any Action modifier or Reaction cards which can be played after
an Action is blocked. [RTR] (reversal)
d. Resolve Combat.
4. If the Stealth of the Acting Minion is greater than the Intercept of
the Blocking Minion then another Minion of that Methuselah can attempt
to block. [13.3.2]

D. If Action was not blocked then the Action is resolved. (6.3.4)
1. Pay cost associated with Action.
2. Resolve Action (resolve vote if Political Action).

NOTE: Action Modifiers may be played only by the Acting Vampire 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 only be played on your own
turn. (3.2.2)

NOTE: Reaction cards can not be played on your own turn. A Minion cannot use
the same Reaction card twice during one Action. (3.2.2) [7.2.2]

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 Card 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 action is completed. Cards
which are "Only Usable During a Political Action" can only be played
during this step (step C.) [RTR]
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]

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.
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.
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 sacrifice the Edge to gain one vote.
If this is done, the Edge returns to the central area.
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 D4. [RTR]

A. Round begins.

B. 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.

C. Establish range. (21) [15.1] Each round begins at close range. (:21)
1. Acting Minion may use a Maneuver to set range to long.
2. If Acting Minion did not use a Maneuver then Blocking may use a
Maneuver to set 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 cancel the 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, then the minion using
the maneuver must use that card for his first strike of the round. [15.1]

D. Strike. (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 either the opposing Minion or,
if the range is long, one of his Retainers. (20.1)
d. Damage modifiers must be played now to affect the strike. [RTR]
2. Resolve Strikes in the following order: [15.3]
a. Strike: Combat Ends. (8.3)
b. Strike: Dodge. (8.3)
NOTE: Damage directed at Retainers cannot be avoided by Strike: Dodge.
c. Strike: First Strike effects. (resolve steps 3-6 before moving on to
step d). (8.3)
d. Other Strike effects. (resolve steps 3-6)
3. Apply damage done by strike. Normal damage is applied before aggravated
damage if a mix of normal and aggravated damage is applied. [RTR]
a. Vampires spend 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 6).
c. Vampires burn one blood for each point of aggravated damage. (21)
d. Allies and Retainers lose one life for each point of damage inflicted.
NOTE: Damage to Retainers can be prevented with cards (20.1) that say
that they can prevent damage to retainers. [RTR]-restating (12) [10]
4. Apply other effects of strikes (simultaneously with step 3).
a. Destroy Equipment. Burn a single Equipment card on the opposing
Minion. Only at close range. (8.3) [15.3]
b. Steal Equipment. Move a single Equipment card from the opposing
Minion to this Minion. Only at close range. (8.3) [15.3]
NOTE: This equipment may not be used by the stealing Minion until
after the current round of Combat. (8.3) [15.3]
c. 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 can be used to heal immediately. (8.3)
d. Paralyze. Sends the opposing Vampire to Torpor, tapped. Mark the
Vampire to show that it has been paralyzed. (22.1)
5. Check for Vampires going to Torpor or Minions or Retainers being burned.
a. If a Vampire cannot pay for all aggravated damage (aggravated
damage > blood) then it is burned without going to torpor. (21)
b. Vampires which have taken at least one point of aggravated damage but
were not burned are placed in Torpor. (21)
c. If a Vampire could not heal all of the damage (damage > blood) then
it is placed in Torpor with no blood. (21)
d. Allies and Retainers that have lost their last life are burned. (21)
6. If one or both Combatants are no longer Ready, Combat ends.
7. Acting Minion has option to gain additional strikes. (21)
8. Blocking Minion has option to gain additional strikes. (21)
9. Resolve steps 1-6 above for each additional strike that a Minion has.
This may mean that step 1 or step 2 may be skipped if the appropriate
Minion does not have an additional strike. (21)

E. Presses at the End of the round of Combat. (21) [15.1]
NOTE: Only Methuselahs with Minions in combat may supply Presses. [TOM]
1. Each round starts without a Press.
2. If a card gives a round a Press, then neither Minion is considered to
have used that Press. [TOM]
3. Presses alternate between 'to continue' and 'to end' Combat.
a. The first Press in a round is used to continue Combat.
b. Any Press used in reply to a Press used to continue Combat is used
to end Combat.
c. Any Press used in reply to a Press used to end Combat is used to
continue Combat.
d. Some presses may be used to either continue or end combat, others
state that the press is only usable as one of the two.
4. 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.
5. Round Ends. If the last Press used was used to continue Combat,
then Combat continues. Repeat Steps A-E.

F. Combat Ends. Retainers heal all damage done to them. (20.1) [12.3.1]


------------------------------------------------------------------------------
------------------------------------------------------------------------------
VI. 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.

------------------------------------------------------------------------------
(#.#) V:tES Rulebook Section Reference
(:#.#) V:tES Corrected Rulebook Section Reference
[#.#] Jyhad Pocket Rulebook Section Reference
[LSJ] L. Scott Johnson - Rulemonger
[TOM] Tom Wylie - WotC NetRep
[RTR] WotC Rules Team Ruling, Errata, Clarification, or Statement
[RMc] Rourke McNamara - Author Jyhad Not-So-Quick-Reference 0.2
--
L. Scott Johnson (sjoh...@math.sc.edu) | In theory there is no difference
http://www.math.sc.edu/~sjohnson | between theory and practice.
Graphics Specialist and V:tES Rulemonger. |

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