Friday, December 7, 2012

Which cards do you think are the "Benchmarks" of VTES? [Edited]

[Edit added due to the usual insightfulness of ICL]

What do I mean by Benchmark Card?

 These are the cards that I would want to compare new cards against. Some of them are "the staple cards" (middle-of-the-road power), some are examples of "nearly broken but not banned cards" (Pentex Subversion and Voter Cap are DEFINITELY here) and some are "much lower and they are useless".  When I try create ideas for cards, these are some of the cards (or concepts) I test my creations against. [End Edit]


Govern the Unaligned.
This seems to be the benchmark bleed action. The only other bleed action I would posit as a benchmark would be Social Charm/Kindred Spirits.
Govern provides a 2 pool increase (by recycling 1 pool which was spent as blood) or a +2 bleed.
Kindred Spirits (and Social Charm) are both benchmark bleed cards to my mind because they are some of the more powerful free bleed cards. 2 bleed and +1 pool for no cost at Superior Disciplines.

Master Cards

Minion Tap
I would rate this is a benchmark Master card in VTES. It has strong power (converting as much blood as desired into pool) but has a reasonable cost (1 MPA plus making vampires weak).

As underused as this card can be, I think that this is a lower bound for acceptable power for a Master card. This card (and it is far overshadowed by the opportunity power of Pentex Subversion) is reasonably, but not spectacularly priced, for the chance to lunge.

Dreams of the Sphinx
For general utility, few cards beat Dreams of the Sphinx. +2 hand size for a turn. +1 free pool via transfers. And the rarely used +1 pool for the Edge (which is completely overshadowed by the hand size option).

[Edit to address Pentex]
Pentex Subversion
This card is basically close to broken. It's one of the few cards I really think should be banned. Playing this card can basically give someone a VP. I don't think this card should be played, and I don't think more cards should be made which for fairly minimal effort and not much investment, give someone a VP. [End Edit]


This is one of my benchmark reactions, mostly because I think Deflection is drastically overpowered. [Deflection] is one of the few cards people will consider when making crypt decisions regardless of the native disciplines of the deck. Players choose crypts to give them access to [Deflection]. That is telling.  Redirection is slightly more powerful than Telepathic Misdirection, which is a strong card, but only because of the difference in cost. Generally Redirection seems to be a more balanced option.

Confusion of the Eye
This card is far towards the top of the power curve in my mind. The advantages given to Malkavians by this card is far too strong. The other clans with Obfuscate (Assamites, Settites in particular) have access to other ways to get similar results, albeit with more than a single card.


Taste of Vitae
This is a fairly good benchmark for blood gain cards in combat. Some decks intend to use this (or similar blood generating cards) to later convert to pool (say via vampires like Nikolaus Vermeulen, Menele and Ayo Igoli). Others use it to get greater longevity from their minions.

Earth Meld
Earth Meld is again, possibly the closest to broken of any of the combat cards. I still think it should possibly cost 1 blood.

Pushing the Limit
Pushing the Limit is probably a benchmark for a handstrike. [Edit] 1 blood to deal +3 damage with a hand or weapon strike is very good.  Few cards should have a comparable damage output without some kind of drawback. [End Edit]


Weapon: .44 Magnum
The benchmark in general for weapons seems to be:
1 pool for a 2 damage weapon.
+1 pool for adding a maneuver
+1 pool for adding a press or additional
+1 pool for +1 damage
+1 pool for aggravated damage
-1 pool for clan requirements
-1 pool for unique
-X pool for misc. penalties

.44 Magnum is a very solid weapon. It is it's own combat package. Far and away the mainstay of weapon combat.  It does have some rivals in Joumlon's Axe, Baseball Bat and Ivory Bow.  Ivory Bow is potentially under-priced, even though it is unique.

+bleed: Laptop Computer
Spend 1 pool to get +1 bleed... fair trade usually but the unique retainers are spiffy.

Vehicles: Sports Bike
I do think that the Sports Bike is a good benchmark. It's about in the middle. It gives intercept to clans who usually struggle blocking. It isn't conditional intercept. Its cost is fairly low (1 pool) and its only downside is that many of the clans with Fortitude already have a block discipline, so those clans who benefit most from the Sports Bike can't maintain forward pressure while grabbing the bike.

Bowl of Convergeance
The Bowl is Broken. More than the Heart of Cheating (which should be 2 pool and unique in my mind). You give an already strong blocking discipline a free intercept for the cost of an action AND the ability to gain cardless intercept for the otherwise paltry cost of 1 blood. Seems nuts to me.

Action Modifiers (Edited in later)

Voter Captivation
Broken. This card is one of the only cards which gives disproportionate reward for risk. It also adds massive amounts of resource into the game. The game starts with 150 pool of resources (5 players x 30 pool) and one play of this card can result in commonly 8-13 pool of resources. That's an increase of approximately 5-9% of the initial resources for each Voter Cap played. It is easy for this card to create a net increase of 50% of the initial resources in a game throughout a game. Broken. The one card I really want to nerf.

This is at the top of the "bleed modifier" curve. I think there should potentially be a 'pool generating' Presence bleed modifier of comparable power (i.e. +2 bleed & +1 pool at [PRE] for 1 blood).

Neutral Guard
This card, and also to a lesser extent Will-o-Wisp and [Insert name of that irritating Maleficia card], are way towards the top of the curve. Anything that tends to deny interaction should be classed as high on the power curve unless it has some SERIOUS drawbacks (i.e. Day Op/Dawn Op/Daring the Dawn).

Crocodile's Tongue
This card is solid. Above the middle on action modifiers.

Lost in Crowds
This is the top of the OBF-stealth curve. 2 stealth on any action for no cost. More powerful than this without serious limitations (and even Forgotten Labyrinth might be a little easy on restrictions) and its probably close to broken. [End Edit]

Your benchmark cards are...?

Wednesday, December 5, 2012

Deck Idea: I'm Gonna Stake You Good

Deck Name : I'm Gonna Stake you Good!
Author : Juggernaut1981
Description :
The idea is to basically grab Muddled Vampire Hunters and Wooden Stakes, then tag the irritating blockers while you keep gradually bleeding forward at moderate to high stealth. It's not meant to bleed fast.  It is meant to slow down decks around you and especially irritating minions (e.g. Cesewayo, Saulot, Maris Streck, etc) get eaten via Sacrificial Lamb to get back the Stake and also get the blood. There are deliberately low numbers of masters to avoid hand jam because Cloak the Gatherings should cycle out of this deck very fast. Especially since you will need to give the Muddled's stealth so their rushes hit the right target.

Crypt [12 vampires] Capacity min: 4 max: 6 average: 5.1

3x Morel
3x Florentina Lengaue
2x Evan Klein
2x Dr. Douglas Netchurch
2x Antoine, The Lost

Library [88 cards]

Action [20]
4x Call, The
6x Kindred Spirits
4x Nose of the Hound
6x Sacrificial Lamb

Action Modifier [16]
16x Cloak the Gathering

Ally [6]
6x Muddled Vampire Hunter

Combat [18]
6x Concealed Weapon
6x Fake Out
6x Lucky Blow

Equipment [6]
6x Wooden Stake

Event [2]
2x Unmasking, The

Master [8]
4x Blood Doll
2x Charisma
2x Fame

Reaction [12]
6x On the Qui Vive
6x Telepathic Misdirection

Friday, November 30, 2012

How would you change VTES? 8

8. Discard Phase

In your Discard Phase you receive, by default, one Discard Phase Action. You may use only one Discard Phase Action per Discard Phase to put an event card in play. or to You may also use a Discard Phase Action to discard a card from your hand (and draw to replace it as usual); you may use as many Discard Phase Actions in this way as you wish. Some effects may change the number of discard phase actions you receive or may give you alternate ways to use your discard phase actions. Discard phase actions not used in this phase are lost; they cannot be saved for later.

Thursday, November 29, 2012

How would you change VTES? 6B

6.2 Attempting, Blocking and Resolving Actions

During a Minion Phase, minions may attempt actions and these actions may be blocked by other minions. This is the core of a game of VTES: minions taking actions, either having them succeed or having them blocked and personal combat.

6.2.1 Attempting Actions

A minion may attempt any action for which they meet the requirements. These requirements also include enough blood to pay for the cost of the card when the action is declared (it may lose blood during the action to the point where it cannot fully pay for the cost of a card).
To attempt an action you must tap the acting minion and declare the action that minion will attempt.
Declaring an action requires the following:
  • Either play an action card from your hand OR you nominate a card in play which provides an action your minion can attempt
  • If a target must be chosen, then when you declare your action you must declare its target and any other details of the action (e.g. how much blood you will spend, how much blood would be lost by a chosen minion, etc).
  • You must pause play momentarily to see if an action card played from your hand will be cancelled 'as it is played'. If you do not play an action card from your hand, then you may ignore this step.
Once the card has been successfully played (i.e. it was not cancelled as it was played) and you have replaced it, you may play any cards that are played as the "action is announced". Below is an example of such a card.
Type: Action Modifier
Requires: Dominate
Only usable as the acting vampire's action is announced.[dom] Choose a younger vampire. That vampire cannot block this action.
[DOM] As above, but you may choose a vampire the same age or older.

Once all of these cards have been played, along with any cards which may be played "before block attempts are declared" you may then choose to not play any cards at the moment and ask for block attempts.

6.2.2 Blocking Actions Which Minions May Attempt to Block?

During a Directed action, only the minions controlled by the Methuselah who is being targeted by that action (either as a player directly or by targeting any card controlled by that Methuselah, counter in play, card in the ashheap or by card text) may declare a block attempt.
During an Undirected action, both the Prey and Predator of the Methuselah who controls the acting minion may have their minions declare block attempts. The Prey of the acting Methuselah gains the first opportunity to block, as per the Sequencing Rule (insert reference here). After the Prey of the acting Methuselah has declared they will not attempt to block ("declined to block") then the Predator of the acting Methuselah may declare their block attempts, if any.
If a card or effect changes the target of a Directed action, then any minions of the Methuselah who is the new target of that action may declare block attempts.  If a Directed action changes target to a Methuselah who has previously declared no more block attempts, then as a new target of the Directed action, they may declare new block attempts using any minions including those which previously declared block attempts. Any intercept that minion has had from previous block attempts is retained by the minion until the action ends (either by resolving or being canceled). Making a Block Attempt

Once a Methuselah's minion has been chosen to make a block attempt, any card which may be played "When a minion attempts to block" may be played. For an example of such a card, see below.
Crocodile's Tongue
Type: Action Modifier
Requires: Auspex
[aus] Only usable when an ally or a younger vampire attempts to block. That block is canceled (the minion is not tapped). The blocking minion's controller cannot attempt to block this action again. The blocking minion can cancel this card by burning a blood or life.
[AUS] As above, but canceling this card requires an additional blood or life.

At this point, the acting Methuselah may play action modifiers again. Methuselahs can only play cards that grant additional stealth (e.g. "+1 stealth") if the acting minion has stealth which is not greater than the current intercept of the minion attempting to block. Cards cannot be played to gain stealth if the action would already be unblocked.  Other players may respond to each action modifier played using the Sequencing Rule (insert reference here).
A minion attempting to block may play any reactions they wish, but can only play reactions that grant additional intercept (e.g. "+2 intercept") if the minion attempting the action has greater stealth than the blocking minion has intercept. Cards cannot be played to gain intercept if the action would already be blocked.
Once both the acting minion and blocking minion have finished playing cards, using the Sequencing Rule (insert reference here), then a check is made to see if the acting minion has more stealth than the minion attempting to block has intercept. If the acting minion does have more stealth than the minion attempting to block has intercept, then the action will be successful. Otherwise, the minion attempting to block successfully blocks.
If one minion fails to successfully block, other minions may attempt to block the action. If a Methuselah declares that no more of their minions will attempt to block, then the next Methuselah (using the Sequencing Rule) may declare attempts to block the action or declare they will not attempt to block.
Some cards can be played or have their effects trigger when a minion blocks another. Examples of these are:
Change of Target 
Type: Action Modifier
Only usable when this acting minion is blocked (play before combat, if any). Untap the acting minion, do not tap the blocking minion, and end the current action (it is not successful). This minion cannot perform the same action again this turn.
Ghoul Escort
Type: Retainer
Ghoul with 4 life. Requires a ready vampire.
When this vampire is blocked, he or she may burn this retainer and untap instead of entering combat. (This does not untap the blocker.) 

When an acting minion is blocked, the two minions will begin a combat. See the rules for Combat below (insert reference here) for more details on how to resolve a Combat between two minions.

6.2.3 Resolving Actions

Actions can only resolve two ways: successfully or unsuccessfully.
Before an Action can resolve, its cost must be paid. Once the cost is fully paid, the action immediately resolves; no other effect can prevent the action from resolving.
Actions which are canceled, do not resolve either successfully or unsuccessfully by default. However, many of cards which will cancel actions taken by other minions change this. Cards which check for the resolution of an action (either as successful or unsuccessful) cannot be played if the action is canceled. Successful Actions

When an action is not blocked and the cost of the card is fully paid, an action is resolved successfully. It has the full effect as declared. Any card or effect which works after a successful action will be playable now. Unsuccessful Actions

There are two main ways an action can be unsuccessful: blocked or not fully paid.
If an action is blocked by another minion, then that action resolves unsuccessfully.
If an action is unblocked but the acting minion cannot fully pay its cost, then that action resolves unsuccessfully. If a minion has less blood than is required to fully pay the cost of an action, then whatever blood or pool that is available is paid and the action resolves unsuccessfully.
For any unsuccessful action, the declared effects of the card do not occur. Unsuccessful Bleed Actions that are not Blocked

An action that is not blocked is successful.  A bleed action that is not blocked, but does not result in pool damage to another player, is not a successful bleed but it is a successful action.  Cards and effects that require a successful action will be playable after a bleed action that resolves for 0 pool damage. Cards and effects (including the Edge) that require a successful bleed are not playable after a bleed action that resolves for 0 pool damage.

Wednesday, November 28, 2012

How would you change VTES? 6A

6.1 Types of Actions

There are a number of actions which a minion may take without requiring any cards. Any minion may declare a bleed action. In addition there are some actions, which do not require a card from the Methuselah's hand, which can be taken by vampires and others by Imbued.
There are a number of types of actions:
  • bleed,
  • hunt,
  • equip,
  • recruit,
  • political,
  • diablerie,
  • rescue,
  • enter combat and
  • become anarch.
Each of these actions will have more detail below.

6.1.0 Special Conditions on Actions

Some actions have special conditions or terminology, they may be on a variety of cards on their own or as key phrases. These are listed below. Non-repeatable Actions

There are some actions which a minion may only attempt once during a minion phase. A minion may only attempt:
  • any one bleed action
  • any one political action
  • to use an action card from the hand or in play with a specific name
  • to use an action provided by a card in play (such as a vampire's card text or a master card in play)
This rule can be referred to as "the NRA rule" or the "No Repeat Action rule". Mandatory Actions

Minions can have mandatory actions. If not explicitly referenced as a 'mandatory action', any action which include "must take an action to" as part of its text creates a mandatory action. 
All mandatory actions must be taken before any non-mandatory actions are declared. They may be taken in any order.
If a mandatory action occurs during a Minion Phase (e.g. a vampire loses blood so it has 0 blood and is untapped during a minion phase) then it must be taken before any further non-mandatory actions.
If a minion has more than one mandatory action to take in a turn, they cannot take any actions (since there is no way to prioritise the mandatory actions) and remain untapped.

Examples of mandatory actions on cards are:
Lunatic Eruption
Type: Action
Requires: Dementation
Cost: 2 blood
[dem] (D) Put this card on any ready minion. During his or her minion phase, the minion with this card must enter combat with a ready minion controlled by his or her prey as a (D) action (unless the minion must hunt). Any minion may burn this card as an action.
[DEM] As above, and the minion taking the action to burn this card takes 1 unpreventable damage when this card is burned.

Phillipe Rigaud Clan: Gangrel antitribu (group 4)
Capacity: 7
Disciplines: DOM OBF PRO ani aus obt
Sabbat. Black Hand: Phillipe cannot block undirected actions. When any older vampires are in torpor that Phillipe may diablerize, he must attempt a diablerie action (unless he must hunt). Directed Actions

Directed actions are actions that target one or more other Methuselahs. A directed action may target every other Methuselah.
An action is a Directed action if:
  • it chooses a card in play which is controlled by another Methuselah (e.g. a minion they control, an item of equipment, a location in play)
  • it chooses the Methuselah specifically (e.g. "Choose any number of other Methuselahs.")
  • it chooses a Methuselah's pool
  • it chooses a card in a Methuselah's hand or ashheap
  • it chooses a counter or other play token which is controlled by another Methuselah.
The target of a Directed action is the thing or things which are chosen to be affected by the action.
If you declare a Directed action which targets yourself, it becomes an undirected action.
Only the minions of a Methuselah targeted by a Directed action may attempt to block that Directed action. Undirected Actions

Undirected Actions are actions which have no specific target or are actions which would be directed but are directed at you. Some actions are undirected by default.
If you declare a directed action which targets yourself, it becomes an undirected action.
Undirected actions can be blocked by minions controlled by your Prey and Predator; your Prey has the first opportunity to declare block attempts (as per the Sequencing Rule).

6.1.1 Bleed

Bleed actions are an attempt by your minions to destroy resources controlled by another Methuselah. By default a bleed action targets your prey.
Bleed actions are affected by the Non-Repeatable Actions rule (See 6.1.0).
To declare a bleed action, you tap a minion you control and announce the current total bleed amount; vampires and Imbued bleed for 1 by default while Allies will have their default bleed printed on their text.
If this action is not blocked (it is a successful action) then your prey will burn pool equal to the bleed amount.  If a player is forced to burn pool for resolving a bleed action taken by one of your minions, you will gain the Edge.
A bleed action is considered a "successful bleed" if it resolves and causes damage to any player's pool.  A bleed action is considered a "successful action" if it is not blocked by another minion.

6.1.2 Hunt (+1 stealth)

Hunt actions can only be attempted by vampires. It is their own efforts to gain resources such as blood to power their abilities but also limited amount of money or other intangible resources.
Hunt actions have +1 stealth by default.
Vampires who have no blood have a mandatory action to hunt.
To have a vampire hunt, the vampire taps and declares a hunt action. If it is successful, then the vampire gains 1 blood from the blood bank.
If a vampire would gain more blood than their capacity, then the additional blood is lost.

6.1.3 Equip (+1 stealth)

Equip actions are attempts by a minion to gain equipment like electronics, weapons, vehicles, property or protective clothing.
You may Equip with equipment card that are in your hand. To do so, tap the chosen minion and reveal the chosen equipment card (or other action which provides the Equip action). If this action is not blocked, then the chosen equipment will be placed on the acting minion.
A minion may also Equip with equipment cards that are currently in play on another minion you control. To Equip equipment that is on another minion, tap the acting minion and declare the minion which has the equipment and which equipment you will be moving to the acting minion. You may move more than one equipment card in a single equip action.

6.1.4 Employ (+1 stealth)

Employ actions are attempts by a minion to gain a retainer, similar to a personal assistant or a specialist pet. They give bonuses to the minion with the retainer.
Employ actions are at +1 stealth and undirected by default.
You may employ a retainer from your hand. To do so, tap the chosen minion and reveal the chosen retainer (or other action which provides the Employ action). If this action is not blocked, then the chosen equipment will be placed on the acting minion.

6.1.5 Recruit (+1 stealth)

Recruit actions are attempts by a minion to gain another minion, usually mortals, werewolves, or other non-vampiric supernatural creatures.
Recruit actions are at +1 stealth and undirected by default.
You may Recruit an ally from your hand. To do so, tap the chosen minion and reveal the chosen ally (or other action which provides the Recruit action). If this action is not blocked, then the chosen ally will be placed in the uncontrolled region until the end of your Influence Phase when it enters the Ready region.

6.1.6 Political Action (+1 stealth)

Political Actions are attempts by a vampire to utilise the power they have over vampiric society to gain all sorts of benefits for themself.
Political Actions are +1 stealth undirected actions. To do so, tap the chosen minion and reveal the chosen Political action from your hand (or nominate a political action provided by a card in play). If this action is not blocked it resolves into a Political Referendum. A Political action is a successful action regardless of the outcome of the Referendum. Political Referendum

Political Referendums represent the debate between the politically powerful vampires in society.
The first step of a Political Referendum is to declare the terms of that referendum. Once the Methuselah who controls the acting minion declares the terms of the referendum, they cannot be changed. By asking other Methuselahs how they vote, the acting Methuselah has by declared that the terms of the referendum have been set.
For the Referendum to be successful, there must be more votes in favour of the terms of the Referendum than against it. If the Referendum is successful, then the effects declared in the Terms of the Referendum are done. Gaining Votes During a Political Referendum

During a referendum, after the terms have been declared, players may gain votes from a variety of sources.
Some vampires have titles which provide them votes. For more details on titles see (insert reference here).
During a Political Referendum, a player may discard a Political Action from their hand to gain +1 vote. The Methuselah of the acting minion gains +1 vote from any Political Action Card they played to cause the Political Referendum.
During a Political Referendum, a player may burn the Edge to gain +1 vote.
Methuselahs can have their minions react, if they are not the acting minion, to gain votes.

6.1.7 Rescue

Rescue actions are attempts by a vampire to wake another vampire from the state of torpor; which for some vampires has lasted centuries or even millennia.
A vampire that is in the Torpor region can take an action to attempt to rescue themself. This is a +1 stealth undirected action that will cost them 2 blood. If this action is unblocked, then the chosen vampire moves to the ready region after paying the cost. If this action is blocked, the blocking minion may choose to do nothing else or may diablerise the acting minion.
A ready vampire may attempt a Rescue action to move a minion in the Torpor region into the Ready region. This action is a +1 stealth directed action (which will become undirected if you control the target vampire) which costs a total of 2 blood; the cost of this action can be paid in any combination between the acting minion and the target minion.

6.1.8 Diablerie

Diablerie is an attempt by a vampire to permanently destroy a vampire by drinking all of their blood. This action can only be attempted by a ready vampire.
A ready vampire may attempt a Diablerie action on any vampire which is in Torpor; this action cannot be attempted by allies even if they may act "as a vampire". This action is a directed action by default with +0 stealth. However, if you attempt a Diablerie action on a vampire you control it becomes a +1 stealth undirected action. If this action is successful, then the acting vampire will Diablerise the target vampire. Diablerie at other times

Vampires may be Diablerised at other times, such as during a combat and when a vampire is blocked rescuing themself from torpor.
Only a vampire can Diablerise another vampire; allies even acting as vampires or with the ability to act as a vampire may not Diablerise. If a vampire does Diablerise another vampire, the vampire performing the Diablerie takes all of the blood on the other vampire and may take any equipment on the diablerised vampire.
When a vampire is Diablerised, after resolving the Diablerie a Blood-hunt referendum is called. Blood Hunt Referendum

After resolving a diablerie, there is a Blood Hunt Referendum. If a Minion is Immune to Blood Hunts or have the text "Blood hunts may not be called on [this minion]" and have committed diablerie then after resolving that diablerie there will be no Blood Hunt Referendum.
There is no acting minion during a Blood Hunt Referendum.  The terms of a Blood Hunt Referendum are "Burn the vampire who committed diablerie". The vampire is only burned if the referendum is passed by a vote majority.
Since there is no acting minion, no action modifiers or reactions may be played during the referendum. Methuselahs may use effects which are usable during a "referendum" but not a "Political Action" to gain, reduce or alter the votes of minions. They may also burn Political Actions or the Edge as normal for a referendum.

6.1.9 Enter Combat

Enter Combat actions are an attempt by the acting minion to engage the target minion in combat.
A ready vampire may attempt an Enter Combat action only by playing a card from your hand or using the text of a card which is already in play.
If this action is not blocked, then a combat begins between the two minions. For more details on Combat, refer to section (insert reference here).

6.1.10 Become Anarch (+1 stealth)

Any untitled vampire may choose to leave behind their sect and join the Anarch movement; a sect focused on personal freedom above all else.
A ready untitled vampire can attempt a +1 stealth undirected action to become an Independent Anarch vampire. If you do not control an Anarch vampire then this action costs 2 blood. If you already control an Anarch vampire, then this action costs 1 blood.  If this action is unblocked, it is as if the card text of the vampire replaced its current sect and replaced it with "Independent Anarch."
For more details about the Anarch keyword see (insert reference here).

Sunday, November 25, 2012

Gemini's Mirror - Tournament Report

It was nice to have a tournament with 8 people! (Last two local tournaments have had 7 people so they haven't been reported!)

Round 1
Table 1
Martin Hall (!Gangrel Wall)
Paul Azzopardi (G1/2 Brujah Gun Rush)
Michael Tomkins (G2/3 Brujah w/ for Anathema/Archon/Alastor) 2VP
Tim Smith (Edward Vignes) 2VP

Table 2
Will Allison (Weenie DEM bleed) 1VP
Brendan Healy (G2 Tzim Vote)
Nick Miller (Ahrimanes Bleed Toolbox) 3VP+GW
Andrew Chirgwin (Tor Aching Beauty Bleed)

Round 2
Table 1
Nick Miller
Martin Hall 0.5VP
Andrew Chirgwin 2.5VP+GW
Paul Azzopardi

Table 2
Michael Tomkins
Will Allison 1VP
Tim Smith
Brendan Healy 3VP+GW

Round 3
Table 1
Tim Smith 3VP+GW
Nick Miller
Brendan Healy 1VP
Martin Hall

Table 2
Andrew Chirgwin
Michael Tomkins 3VP+GW
Paul Azzopardi
Will Allison 1VP

Since Michael and Tim entered the finals with identical rankings (including TP) they were separated by a die roll which was won my Michael.

Nick Miller > Brendan Healy > Andrew Chirgwin > Michael Tomkins > Tim Smith

The game kept on struggling its way forward with everyone balancing itself out with the one exception that Brendan kept a lot of pool and had minimal pressure from Nick. Most of the players were on 5 or less pool at one stage, when Brendan ousted Andrew and Tim with an Ancilla Empowerment. He then later took out Michael Tomkins and Nick with 8min left on the clock before the timeout of the final.

Final Rank Name Prelim GWs Prelim VPs Final VPs TPs
1 Brendan Healy 1 4 4 126
2 Michael Tomkins 1 5 1 132
2 Tim Smith 1 5 0 132
2 Nick Miller 1 3 0 96
2 Andrew Chirgwin 1 2.5 0 96
6 Will Allison 0 3 144
7 Martin Hall 0 0.5 84
8 Paul Azzopardi 0 0 54

Saturday, November 24, 2012

Wednesday, November 21, 2012

I'd like some artwork...

I'd love to actually get some unique artwork for my VTES Counters... mostly because if I ever considered selling these (instead of making them loot prizes for my own tournaments) then I should get artwork with stronger copyright permissions than just attribution. But at the moment, the best I could offer you is kudos and credit not cash.

Example card

So, if you are an artist who thinks they could make some gothic/horror style art that fits the ideas for each of these counters... then I'd love to hear from you.  Just follow the link there on the left other left, you know the right...

Tuesday, October 16, 2012

Aching Crocodiles

Deck Name : Aching Crocs
Author : Juggernaut1981
Description :
Aching Beauty + Croc Tongue bleeder.

Crypt [12 vampires] Capacity min: 6 max: 9 average: 7.41667

4x Annabelle Triabell     9  AUS CEL PRE dom for  primogen Toreador:3
2x Lucina                 7  AUS PRE cel pro      primogen Toreador:3
2x Antoinette, She Wh     6  AUS PRE cel obf      primogen Toreador:3
2x Sigrid Bekker          6  AUS cel pot pre               Toreador:2
1x Fleurdumal             8  AUS DEM PRE cel tha  prince   Toreador:3
1x Ira Rivers             7  AUS CEL ani pre      prince   Toreador:3

Library [62 cards]

Action [8]
  4x Enchant Kindred
  4x Public Trust

Action Modifier [14]
  6x Aire of Elation
  8x Crocodile's Tongue

Combat [14]
  6x Charismatic Aura
  8x Majesty

Master [13]
  6x Aching Beauty
  2x Art Museum
  2x Direct Intervention
  1x Powerbase: Montreal
  2x Wash

Political Action [1]
  1x Ancient Influence

Reaction [12]
  6x Eyes of Argus
  6x Telepathic Misdirection

I gave a variation of this (turns out I didn't own as many Charismatic Auras as I thought, so I put in some more Enchants Kindreds and Public Trusts) a test run last night.  Bled 10 pool in a turn between two actions without playing the Action cards.  Seems like it could be a good lunge deck, but needs some better blood management potentially.

Saturday, October 13, 2012

VTES Loot: Discipline Trackers

The next bit of VTES Loot I'm planning to make is Discipline Trackers.  Basically they are there to help track things like: (You can find them here)
  • Sanguine Instruction
  • Disciplines of The Great Beast
  • Spontaneous Power
  • Agent of Power
  • Cloak of Blood
  • Infernal Pact
  • Reliquary: Akunanse Remains
  • Trophy: Discipline
  • Vial of Elder Vitae
So, below is a little draft copy...  They would be printed with a different discipline each side. The plan would be to make them in "Clan Sets". For example, the Brujah Set would have Celerity, Potence and Presence on the different sides in different combinations to allow you to play them as needed in different decks.

Monday, October 8, 2012

Australasian Continental Championships

Well congratulations go to Stuart Jaques for winning the Australasian Continental Championships.
Commiserations have to go to Ben Szymkow for entering the Finals with 3GWs & 10VPs and not winning.

Monday, October 1, 2012

AUSNZ Championships

The AUSNZ Continental Championship are just 5 sleeps away...
I've got my Saturday and Sunday decks planned.

I'm not sure exactly how many people will be there, I'm guessing about 30.  Just going to be a little out of it (getting a 7am flight to get to Melbourne at about 8:30am so I've got a chance of checking in my stuff or getting something to eat and a coffee from a laneway cafe before the beginning of the tournament) so I'll have to sleep early Friday night to make sure I'm on my game.

Wednesday, September 26, 2012

Tuesday, September 25, 2012

VTES Memes

The Prince of Melbourne (Stu "Disco Stu" MacLeod) has started a bit of a VTES Meme Craze on the VTES Australia Group in the lead up to the Continental Championships (Melbourne Oct 6 & 7).

So there have been a LOT of crazy stuff turning up.  Here's one that I haven't posted up myself to the group... but there are plenty more turning up and in the pipeline.

Monday, September 24, 2012

How would you change VTES? Strikes

I think we can streamline a lot of things AND put some extra guts into combats.

This hinges partly on other work I've done to suggest changes to keywords.  I do think that First Strike should be a genuine first strike and resolve before all non-First Strike strikes.  This will give Assamites (and other Celerity users) a little bit more fear power.  At the moment, if the minion doesn't have Potence there is little to fear as a vote deck; I'd like to have the Ventrue use their Fortitude for something OTHER than Freak Drives.

One change I think should be made to the rules is to leave Allies with "blood counters" which represent their life.  Theft of Vitae has been ruled for a long time to treat Life and Blood counters as equivalent, I don't see why this can't be extended across the rest of the game.  It would change a number of other cards, such as Impundulu and Succubus  to say "Steal 1 blood from a vampire or ally"; it will also shorten the text on cards like Cryptic Mission "Burn 1 blood from a vampire or ally".  There may be other cards (and rulings) that would need to be changed to incorporate this change, but I don't think it would hurt the game to make these changes (especially if VTES is to go into POD publication).

Strike Types

Note: All of these strikes are Close Range strikes with the obvious exception of Strike: Ranged Weapon.
  • Nondescript
    Nondescript strikes come with no special type.  For example, Strike: 3. This strike would deal 3 damage and ignores strength values. It is does not have a type, so would not be playable while a card such as Immortal Grapple, is in effect. These strikes can also be ranged.
  • Hand
    This strike deals strength damage and is usable only at close. This is the default strike for all minions.
  • Dodge
    This strike resolves at the same time as other normal strikes. This minion experiences no effects from the opposing minion's strike (good or bad).
  • Combat Ends
    When this strike resolves, the press step automatically resolves as "Ending".  This minion experiences no effects from the opposing minion's strike.
  • Burn
    This strike burns a valid target.  Strike: Burn Mortal would burn any mortal as a strike. Strike: Burn Equipment would burn any equipment on the other minion. Strike: Burn Blood does not deal damage but instead causes the opposing minion to burn blood counters; it will also work against allies.  Strike: Burn strikes never deal damage.
  • Torpor
    Strike: Torpor sends an opposing vampire to torpor. This strike has no effect on Allies.
  • Steal
    Strike: Steal allows this minion to take the target from the opposing minion; these strikes never deal damage.  Strike: Steal 2 blood will steal two blood from the opposing minion; this strike will work on allies.  Strike: Steal Equipment will steal an item of equipment from the opposing minion. 
  • ContinueStrike: Continue causes the combat to end and the action to continue.  This is currently phrased as "Strike: Combat Ends and continue the action".  Creating it as its own strike has the potential to streamline card-text but also allow this effect to potentially appear on minions easily.
  • Melee WeaponStrike: Melee Weapon requires the minion to have a melee weapon. It cannot be played without one.
  • Ranged WeaponStrike: Ranged Weapon requires the minion to have a ranged weapon. It cannot be played without one.

Strike 'Modifiers' 

  • Aggravated
    This strike deals aggravated damage. Aggravated damage has no special effect on non-Vampires. When vampires are dealt aggravated damage, they suffer that damage last.  They must burn 1 blood for each normal damage first; if they have no blood but remaining aggravated damage they are burned. If the minion has been dealt X aggravated damage, they must burn X-1 blood to prevent that damage and go to torpor. If there is remaining aggravated damage and no blood left to burn, the vampire is burned instead.
  • First StrikeThis strike is resolved before non-First Strike strikes; all First Strike strikes are resolved simultaneously. If the opposing minion is not ready after resolving this strike, then the minion making this strike suffers no effects from the opposing minion's strike.
  • UnpreventableThe damage dealt by this strike cannot be prevented. However, it can have its type changed (i.e. changed from Aggravated to Normal).
  • Undodgeable
    The opposing minion will gain no benefits from playing Strike: Dodge. They may choose a Strike: Dodge but it the Strike: Dodge will have its effects cancelled.
  • Ranged
    This strike can be made at any range and will affect minions at any range. Ranged strikes are denoted by "R", such as on Thrown Sewer Lid "Strike: 3R".
  • + damageThese strikes are usually based on a minion's strength or on another effect, such as a weapon.  They do not affect the type of damage dealt but only increase the amount of damage dealt.  Using "Strike: Ranged Weapon + 2 damage" with a .44 Magnum would result in "Strike: 4R" as a strike from the .44 Magnum.

Tuesday, September 18, 2012

How would you change VTES? Immunity

Immunity as a Keyword

Immunity already exists as a keyword, usually in reference to damage. It means that a particular type of damage basically cannot be inflicted on the minion with that keyword.  For example "Immune to non-aggravated damage" is equivalent to "No other minion can inflict damage on this minion that is not aggravated".

"Immune to (D) actions" would mean "Other minions cannot target this vampire with (D) actions".
"Immune to political actions" would mean "Other minions cannot choose this vampire during political actions".
"Immune to bloodhunts" would mean "This vampire cannot be the subject of a bloodhunt referendum even if this minion successfully diablerises a minion".

Would you find this to be an easy way to set up a broad keyword (Immune) that would be able to be applied very broadly to have the same effect as the "X is immune to Y" or "X cannot be the target of Y"?

[Edit to include newer ideas]

Immunity to Grapples
I actually, the more I think about it, don't have a problem with a vampire being unaffected by a Grapple and the other minion still affected by it.  The deck intending to play a Grapple is likely to have always intended to work under its constraints.  I also can't see a reason why there shouldn't be the press (at superior) included as well.  Immunity to Grapples would just ensure that the minion with that ability can choose any strike they want, even when a Grapple card is played.

Immunity to Action Modifiers
This is a little more obscure.  However, it would most likely not affect stealth (since that effect is given to the acting minion) but would affect things like "Block Fails", "-x intercept", "tap X", "vampire x cannot block" and so on.  It would basically then come down to the target of the effect.  Does the effect target the acting minion or a blocking/reacting minion. A minion should probably not be immune to all action modifiers, but potentially ones related to a specific discipline (similar to Valerius Maior) "Immune to Presence Action Modifiers" (this would prevent Scalpel Tongue, Perfect Paragon but not prevent Bewitching Oration or Iron Glare).

How would you change VTES? Rulebook Section 10 Sects

10. Vampire Sects and Titles

Some of the various clans of vampires have grouped themselves into sects. Each sect represents clans with similar philosophies and goals. Each sect has its own codes of conduct and its own political structure and titles.
No matter what sect, a vampire cannot have more than one title. If a vampire with a title gains another, he loses the first title, even if the new title would be a demotion. If a vampire with a contested title (see Contested Titles, sec. 4.2) gains a title, he immediately yields the contested title.
(I have no idea why the "Sect" rules have a reference to vampires having multiple titles, seems like it would be much better to have a subsection on titles or even a separate part to the rulebook)
Each vampire's sect is given in its card text, and that may overrides the default sect of that vampire's clan (see the lists in the following sections). If a vampire changes clans (by means of a Clan Impersonation card, for example) to a clan that belongs to a different sect, he changes sects as well.
A vampire must belong to the appropriate sect to receive a title. If a vampire with a title changes clans or sects to a clan or sect inappropriate for his title, he loses the benefit of the title until his clan or sect changes appropriately. If he receives a new title, or if his title is contested (see Contested Titles, sec. 4.2), he immediately yields the old title. (Again, more text that could end up in the titles section).

10.1. Camarilla

One of the major sects is the Camarilla, which is composed of six clans: Brujah, Malkavian, Nosferatu, Toreador, Tremere and Ventrue, as well as the Caitiff, who are technically clanless. Some vampire cards from older sets do not have any sect designation -- these vampires are all Camarilla vampires.
Only Camarilla vampires can hold the Camarilla titles primogen, prince, justicar and Inner Circle member. Additionally, each clan's justicar and Inner Circle titles are unique (see Contested Titles, sec. 4.2) and can only be held by vampires of that clan. The title of prince is associated with a particular city and can be contested by another vampire who claims any title to the same city. The title of primogen is not unique and cannot be contested.

10.1.1 Caitiff

Caitiff are vampires who do not belong to a clan; either they were abandoned by their makers or their vampiric abilities are so diluted and weak it is almost impossible to determine to which clan they may belong.  Caitiff vampires do not form a clan, and any card which requires the a player to choose a clan that player cannot choose Caitiff; they are not a clan.

10.2. Sabbat

The second major sect is the Sabbat, which is composed of 15 clans: the antitribu clans (corrupted versions of some of the main clans) (which are those members of the Camarilla clans who have abandoned the Camarilla and joined the Sabbat) and the Lasombra, Tzimisce, Pander, Ahrimanes, Blood Brothers, Harbingers of Skulls and Kiasyd. These clans' icons all have the Sabbat wax seal underneath. Only Sabbat vampires can hold the Sabbat titles bishop, archbishop, priscus, cardinal and regent. Like Camarilla princes, the title of archbishop is associated with a particular city and can be contested by another vampire who claims any title to the same city. The other Sabbat titles are not unique and cannot be contested. The title of regent is unique (see Contested Titles, sec. 4.2). The regent counts as cardinal by cards and other effects, but has an additional vote as well.
The antitribu clans are distinct from their non-antitribu counterparts. A vampire of one of the antitribu clans does not qualify to play a card that requires the counterpart, and vice versa. Likewise, if a vampire changes sects, his clan doesn't automatically change. For example, a Brujah antitribu who becomes a Camarilla vampire via Writ of Acceptance is still a Brujah antitribu, not a Brujah.

10.3. Laibon

The third major sect is the Laibon, which is composed of just four clans: Akunanse, Guruhi, Ishtarri and Osebo.
Only Laibon can hold the Laibon titles kholo and magaji. The magaji title is not unique and cannot be contested. Clan kholo titles can only be held by a vampire of the appropriate clan, and each is unique to that clan (see "Contested Titles," sec. 4.2).

10.4. Independents

Other clans are not aligned with any of the major sects; they are called Independent. Any clan not listed above as belonging to one of the sects listed above is Independent. These vampires are identified simply as "Independent" on card text. Some vampire cards from older sets are identified as "Non-Camarilla" on card text -- these vampires are all Independent vampires. Independent vampires are "Non-Camarilla", "Non-Sabbat" and "Non-Laibon".
Some Independent vampires may start with votes, as listed on card text. Treat these vampires as if they had titles of their own.

10.5. Anarchs

Anarch is not a sect itself, just a special attribute that some Independent vampires can have. An untitled non-anarch vampire can become an anarch as a +1 stealth undirected action that costs 2 blood (or 1 blood if the controller controls at least 1 other ready anarch). A vampire can also be made an anarch by certain card effects. All anarchs are Independent; becoming an anarch changes the vampire's sect to Independent if he was not Independent already. If the anarch changes sect, then he is no longer anarch. Being anarch has no effect on game play except as defined by cards and effects in play. Some cards can only be played by anarch vampires, for example.
Baron is a title that can only be held by an anarch. A ready baron gets 2 votes. The title of baron is associated with a particular city and can be contested by another vampire who claims the title of prince, archbishop or baron of the same city. If the title is contested with a prince or an archbishop, then the anarch's cost to contest it is increased by 1 blood. If a baron loses his anarch status, he loses the benefit of the title until he becomes anarch again, as usual for titles.

10.6 Sect-related Keywords

Many keywords can be related to a sect.  A vampire must belong to the sect to gain and keep these keywords.  Any vampire that changes sect would lose all of these keywords and would not regain them even if they returned to their prior sect (i.e. If a vampire was Sabbat and had a Sabbat-related keyword it would be lost and would not come back even if that vampire became Sabbat again).
  • Black Hand (Sabbat): The Black Hand are an elite group of vampires within the Sabbat. They have taken the role of assassins, special-operations troops and even as counter-intelligence within the Sabbat.  Other members of the Sabbat are unaware of the identity of the members of the Black Hand.
  • Seraph (Sabbat): There are four Seraphs who lead the Black Hand.  A vampire cannot become a Seraph unless they are first Black Hand.  If a vampire loses the Black Hand keyword, they lose the Seraph keyword as well.

Friday, August 24, 2012

Deck Construction: Module Building

Modular Building of decks is probably a fairly long-standing idea in VTES.  The core of it is that you create a trusted mix of cards which will work for a given discipline/'trick'.

Example Module:

Dominate Powerbleed (24 cards)
6x Govern the Unaligned
4x Foreshadowing Destruction
4x Command the Beast
6x Conditioning
4x Seduction

Dominate Flick/Defence (12 cards)
4x Wake (of whatever sort)
8x Deflection

Presence Vote-Push
4x Bewitching Oration
4x Awe
6x Voter Captivation
4x Optional Versatile Vote-push  (e.g. Iron Glare, Scalpel Tongue)

Pot Grapple Combat
6x Slam
6x Immortal Grapple
6x Torn Signpost

Ani Air Strike Combat
8x Carrion Crows
8x Aid from Bats

Aus Bleed Defence
4x Eyes of Argus
4x Telepathic Misdirection
2x Telepathic Counter
2x My Enemy's Enemy

Now the reason for multiples of 6 would mean that choosing the right combination of 6-card-multiples would then be easy to build decks of 60, 72 and 90 card decks.

I might put up some more of the Deck Modules I can think of, or if there are Deck Modules you use.

Wednesday, August 22, 2012

How would you change VTES? Addition Rulebook 1.6.1

 Rulebook 1.6.1

7. Cancelling cards and effects.
There are two major types of Cancel: "Cancel a card" and "Cancel an effect".  When a card is played, other players may play cards which cancel that card. (As indicated in  When effects are declared, they may also be cancelled by other cards. 
When a card or effect would cancel a card, the cancelled card is considered to have no card text but was still played and still retains its name, type and cost.  The cost is paid for a cancelled card unless there is explicit text which contradicts this rule.
When a card or effect would cancel another effect, the cancelled effect is considered to not resolve; it has no effect.  This means that the card or effect was played successfully.  If a bleed action has its effects cancelled, then it is not a successful bleed action but since it was played successfully it will be successful action if the action is not blocked.

Wednesday, August 15, 2012

How would you change VTES? 4E: Contesting

4. Untap Phase and Contesting

You start your turn with your untap phase. At the beginning of your untap phase, you must untap all of your cards (except your infernal cards, see section 11). Any cards or effects that require or allow you to do something during your untap phase take effect after you have untapped your cards. You may choose the order in which these effects take place. Any effect which must happen at the beginning of the Untap phase must be resolved before you resolve any voluntary Untap phase effect.  Of course, the rest of your Untap phase effects must also be resolved before any effects which must occur at the end of your Untap phase.  If there are multiple effects that must occur either at the beginning or the end of your Untap phase, you may choose the order in which you resolve the effects. Along with effects generated by cards, there are other effects that are resolved during the untap phase:
  • If you have the Edge, you may take one blood counter from the blood bank and add it to your pool.
  • For each card and title you are contesting, you must choose to yield or to pay to contest it (see below).

4.1 Contested Cards

Some of the cards in the game represent unique resources, such as specific locations, equipment or people. These cards will be identified as "unique" in their card text. In addition, all crypt cards represent unique minions. If more than one unique card with the same name is brought into play, that means control of the card is being contested.  Any Unique card can be Contested and will be Contested if another copy of that card enters play.  For the duration of the each contest, all copies of the contested cards are turned face down and are out of play Out of Play. If another uUnique card with the same name is brought into play, it is immediately contested and turned face down as well.
If additional copies of a Contested card would enter play, they are instead placed Out of Play after paying for their cost and also become Contested.  The cost to contest a card is one 1 pool, which you pay during each at the beginning of your untap phases. Instead of paying the cost to contest the card, you may choose to yield the card. You may choose to yield a Contested card by not paying the 1 pool cost; A yielded your copy of the Contested card is burned. Any cards or counters stacked on the yielded card are also burned.
If all other copies of a contested cards contesting your unique card are yielded, then the your copy of the card is untapped and turned face up during your next untap phase, ending the contest.

4.1.1 Contesting Cards with Yourself

If at any time you would Contest a card with yourself, then that play would be illegal; you cannot choose to Contest a card with yourself. If, for some reason, you must contest a card you already control the 'new' copy of the card is burned after any cost is paid. Be careful about putting duplicates of the same unique cards in your deck. You can't control more than one of the same unique card at a time, and you cannot contest cards with yourself (if some effect would force you to contest a card with yourself, then you simply burn the incoming copy of the unique card). On the other hand, you may wish to have a second copy handy in case the first is burned.

4.2 Contested Titles

Some titles are unique. For example, there can be only one Prince or Archbishop of a particular city (see Vampiric Sects, sec. 10 Appendix 1 Keywords). If more than one vampire in play claims the same title, then the title is contested. While the title is being contested the vampires involved in the contest are treated as if they have no title, the title is Out of Play but they remain the vampire is still controlled and may act and block as normal.
Any vampire may continue to contest a Title by burning 1 blood at the beginning of each Untap phase. They may also choose to yield the title by not burning 1 blood.  
The cost to contest a title is one blood, which is paid by the vampire during each of his untap phases. Instead of paying the cost to contest the title, the vampire may choose to yield the title (or may be forced to yield, if he has no blood to pay). Only ready vampires can contest titles -- vampires in torpor must yield during the untap phase. Yielding the title has no other effect on the vampire.
If all other vampires contesting a title with your vampire have yielded the contest, then your vampire acquires the title during your next untap phase, ending the contest.

How would you change VTES? 4F: Rules 2.2

2.2. Blood Bank and the Edge

Each player takes 30 blood counters to form her starting pool. The remaining blood counters are placed in the blood bank -- a common reserve of counters placed so that all players can reach it. Remember that the number of blood counters in the blood bank is limitless -- the bank never runs out.
The Edge (see section 1.2) begins the game uncontrolled and so is placed in the central area as well.

2.2.1 Blood, Pool, Life and Blood Bank

Players should have a large number of small counters to use for Pool, Life and Blood.  At the beginning of the game each player takes 30 counters as their starting Pool.  
When an ally is put into play, it gains counters from the Blood Bank equal to its Life.  
The Blood Bank is theoretically limitless and cannot run out.

2.2.2 The Edge

The Edge represents an advantage you have gained over the other Methuselahs.  It begins the game uncontrolled and is often placed in the center of the table to represent this.  The Edge should be some distinctive object which cannot be mistaken for any other game component; many players use figurines to represent the Edge.

2.2.2a Gaining the Edge

When a minion you control successfully bleeds (i.e. a bleed action taken by a minion you control resolves in dealing damage to another Methuselah's pool) you gain the Edge even if it is controlled by another Methuselah.

2.2.2b Bonus Pool from the Edge

During your Untap phase, if you control the Edge you may gain 1 pool from the Blood Bank.

2.2.2c Burning the Edge

There are times during the game where you may burn the Edge. When the Edge is burned, it is moved to a neutral location where it is clearly not controlled by any one of the Methuselahs.
During a referendum, including the Bloodhunt referendum, you may burn the edge to gain 1 vote.  
Actions may require you to burn the Edge as part of their cost (such as Enticement); you only burn the Edge when the action is not blocked and would be successful.

How would you change VTES? 4X: Appendix 1 - Keyword Glossary

(AFAIK none of this is explicitly structured as a common glossary of keywords in one location. It may be spread through the rules in a variety of places, but it is not a common collection of keywords.  Also, I would like to clearly define some keywords and wish I could go back and edit the text of cards to make these keywords be used.)  This is currently a work in progress, so I will come back to add and edit these.  But for now...

Bound: Keywords can be bound to clans or sects. If the minion changes their properties, then they may no longer be eligible to use the keyword. Examples of bound keywords are Prince, Scarce, Slave and Justicar.

General Keywords

  • Burn: Any effect which burns something either moves counters back to the Blood Bank or moves cards to the Ash Heap.
  • Contest/Contesting: Contesting cards and titles occurs at the beginning of the Untap phase. This makes the cards and/or titles Out of Play. The cost for contesting a card is 1 pool paid by the card's controller.  The cost for contesting a Title is 1 blood paid by the minion with the title.  For more detail regarding the rules on Contesting see the section earlier in the rules.
  • Controlled: A card which is not Out of Play or in the Uncontrolled region.
  • Move: Any effect which will Move a target must have a valid target to choose. That is, you cannot move more counters than currently exist and you cannot move a card from a minion which is not there (e.g. cannot move equipment if there is no equipment). Any effect which would attempt to Move things from a target which do not exist would be an illegal play.
  • Out of Play: Cards which have been removed from the game are Out of Play. This is also the state for Contested Cards (see rules for Contesting Unique Cards or Titles).
  • Ready: A card in the ready region is Ready.
  • Steal: Steal moves the target card or counters from another minion to the minion playing this effect (in general). Steal effects may be used when there is not necessarily a valid target. That is, I can try to Steal 3 blood from a vampire with 1 blood. The Steal effect will take any eligible targets available and any excess effects of the Steal effect will fail (i.e. Stealing 3 blood from a vampire with 1 blood will result in moving 1 blood and the remaining 'steal 2 blood' will fail). This means that Steal Equipment can be played on a minion which has no equipment. 
  • Unique: Any card or title which is Unique can be contested. By default, crypt cards are Unique. By default, allies are non-Unique.
  • Non-Unique: Minions or cards with this keyword cannot be contested; they are not Unique.

Vampire Keywords

Vampire Properties

  • Blood Cursed: Blood Cursed vampires may not diablerise another vampire.
  • Bleed: All vampires have 1 bleed. Vampires with +x bleed have that in addition to their normal 1 bleed. Vampires with -x bleed have the reverse. Allies have their bleed listed at the top of their text; they may have +x bleed listed on their superior text and if so they function the same way. Any minion which successfully completes a bleed action which would resolve for less than 0, instead has that action resolve for 0. This action is successful (it was not blocked) but is not a successful bleed (the target of the action did not burn pool during the action's resolution) and the Edge does not move.
  • Capacity: This is shown on a crypt card in the bottom right inside a red circle. 
  • Clan: This is shown via the clan logo (and also card background) on the crypt card. Caitiff cannot be chosen as a Clan by cards, however if a Caitiff creates another vampire the new vampire will also be a Clan-less Caitiff. Caitiff is not a clan, but a collective name for vampires without a known Clan heritage.
  • Generation: This is a synonym of Capacity. Larger capacity vampires are "older generation" vampires.
  • Infernal: Infernal vampires do not Untap as normal. To untap an Infernal vampire, you must burn 1 pool during your Untap phase.
  • Intercept: All vampires have 0 intercept. Vampires with +x intercept have that in addition to their normal 0 intercept. Vampires with -x intercept have the reverse. Any minion with stealth greater than the blocking minion's intercept will not be blocked, even when the intercept is less than zero.
  • Older: A vampire with a larger capacity.
  • Red List: Red List minions have additional special rules attached to them. See the section "Red List Minions" for additional rules. Traditionally these minions have made themselves enemies of vampire society and typically valuable rewards have been offered for their destruction.
  • Scarce: When a Methuselah would control more than one Scarce minion of the same clan, they must burn 3 pool for each Scarce minion beyond the first. That is, if a Methuselah would control three Scarce minions of the same clan then they would burn 6 pool (3 pool x 2 minions beyond the first).
  • Slave: A Slave vampire is bound to a Clan/s. The Slave cannot take directed actions unless you also control a member of the Clan to which the Slave is bound. 
    When a member of the Clan to which a Slave is bound would enter combat after being blocked, the Slave may take the place of the acting vampire; the Slave enters combat with the blocking minion. The Slave vampire taps before the combat begins and the acting vampire untaps; it does not matter if the Slave could have taken the action on their own.
  • Stealth: All vampires have 0 stealth but some of the Default Actions (see the section on Default Actions) have additional stealth.  Minions with +x stealth have that in addition to their normal 0 stealth.  Minions with -x stealth have the reverse.  Any minion attempting to block with intercept equal to or greater than the acting minion will block the acting minion, even if both the intercept amount and the stealth amount are less than zero.
  • Sterile: Sterile vampires cannot take actions or use effects that would put vampires directly into play; that is they cannot take Breed Actions (see below for more details on Breed Actions).  They can take actions that may indirectly put vampires into play, such as adding counters to an uncontrolled minion.
  • Strength: All vampires have 1 strength.  Minions with "+x strength" have that in addition to their normal strength.  Minions with "-x strength" have the reverse.  Allies have their strength listed at the top of their text; they may have +x strength or -x strength listed on theirtext and if so it functions the same way.  Any strength-based strike which would be for a number less than 0, resolves as if the strike was for 0 damage.
  • Vulnerability: This is bound to a type (commonly Cold Iron).  Damage from the bound source is treated as aggravated damage for minions with this keyword.
  • Younger: A vampire with a smaller capacity.


All vampires belong to a Sect.  A vampire cannot belong to more than one sect.
  • Camarilla: Vampires with this keyword are Camarilla vampires.
  • Sabbat: Vampires with this keyword are Sabbat vampires.
  • Laibon: Vampires with this keyword are Laibon vampires.
  • Independent: Vampires with this keyword are Independent vampires.
  • Anarch: Anarch is a subtype of Independent vampires.  A vampire cannot be Anarch without also being Independent.  If a vampire which is Anarch changes sect to a sect other than Independent, then it also loses its Anarch keyword.
    Any minion may choose to become an Independent Anarch as a +1 stealth action which costs 2 blood if you do not already control an Anarch vampire.  If you do control an Anarch vampire, this action costs 1 blood.

Titles and Votes

  • Primogen: This is a non-Unique Camarilla title worth 1 vote.
  • Bishop: This is a non-Unique Sabbat title worth 1 vote.
  • Archbishop: This is a Unique Sabbat title worth 2 votes.  It is bound to a Domain (e.g. Archbishop of Mexico City) and any other title which is bound to this Domain will lead to contesting of the title.
  • Baron: This is a Unique Independent Anarch title worth 2 votes.  It is bound to a Domain (e.g. Baron of Los Angeles) and any other title which is bound to this Domain will lead to contesting of the title.  Baron's burn +1 blood when contesting their Domain with an Archbishop or Prince.
  • Prince: This is a Unique Camarilla title worth 2 votes. It is bound to a Domain (e.g. Prince of Paris) and any other title which is bound to this Domain will lead to contesting of the title. 
  • Magaji: This is a non-Unique Laibon title worth 2 votes.
  • Kholo: This is a Unique Laibon title worth 2 votes. It is bound to a Laibon Clan.  There can only be one member of a Laibon Clan with this title but this title does not contest between different clans. That is, an Ishtarri Kholo does not contest the title with a Guruhi Kholo but two Ishtarri may contest the Kholo title.
  • Justicar: This is a Unique Camarilla title worth 3 votes.  It is bound to a Clan (e.g. Ventrue Justicar) so it will contest any other vampire of the matching clan and title. The title also becomes inactive if the Justicar changes clan.  Inactive titles cannot be contested.
  • Priscus: This is a non-Unique Sabbat title worth 1 ballot.  All of the Priscii (pl. of Priscus) vote in their own referendum using their ballots.  As a group they cast 3 votes in referendums; even if there is 1 Priscus they are not considered to have voted for or against a referendum.  Priscus may use action modifiers which would give additional votes to gain additional ballots.  Ballots are worth 0 votes in the main referendum.
  • Cardinal: This is a non-Unique Sabbat title worth 3 votes.
  • Imperator: This is a Unique Camarilla title worth 3 votes; only one controlled vampire in the game may be the Imperator.  Imperators may play the card Bloodhunt from their controller's Ashheap as if it was in their hand, as if using the title of Prince.
  • Inner Circle: This is a Unique Camarilla title worth 4 votes.  It is bound to a Clan (e.g. Toreador Inner Circle) so it will contest any other vampire of the matching clan and title.  The title becomes inactive if the Inner Circle changes clan.  Inactive titles cannot be contested.
  • Regent: Regent is a Unique Sabbat title worth 4 votes.  A vampire with the Regent title may play cards as if they were also a Cardinal.
  • x votes: This is a non-Unique title worth x votes. (e.g. "2 votes" is a title).
  • Additional votes: Additional votes do not make a vampire titled.  Any card which gives "+x votes" also does not give a vampire a title.  (e.g. Legendary Vampire does not make the vampire with that card titled)

Action Keywords

  • Bleed Action: Bleed actions are a directed action directed at your prey, by default.  Any minion with a bleed amount may declare a bleed action.
  • Breed: Breed actions put vampires directly into play; moving a crypt card into the ready region is not a Breed action.  Examples of Breed actions are: Third Tradition: Progeny, The Embrace, Tumnimos and Shock Troops.  Command the Legions is not a Breed Action.  Sterile vampires cannot take Breed Actions.
  • Employ: Employ actions put retainers onto a ready minion; the retainer does not need to be placed on the acting minion for the action to be an Employ action.
  • Equip: Equip actions are any action which will put an Equipment Card on the acting minion.  These may be equipment cards from the hand or from another minion in play.  A minion may only gain 1 Equipment Card on a standard Equip action.
  • Hunt: These actions can be taken by a vampire who has no blood.  It can be used in place the the Default Hunt.
  • Mandatory: Mandatory actions must be performed before any voluntary actions.  Some cards may force Mandatory actions on a minion; these Mandatory actions can be performed in any order but all Mandatory actions must be completed before any voluntary actions are declared.  Declaring a voluntary action before all Mandatory actions have been taken is an illegal play.
    Vampires who have 0 blood always have a Mandatory action to hunt; this can occur at any time in a turn and does not make previous voluntary actions illegal.
    If a minion has two Mandatory actions then it does not perform any actions.  If a minion has a Mandatory action that it cannot complete (e.g. a vampire must hunt but is prohibited from hunting) then it does not perform any actions.
  • Political Action: Political actions, if not blocked, resolve in a referendum.  During a political action, action modifiers can be used and reactions may be used by the non-acting minion.
  • Recruit: Recruit actions put Allies into play.  Any card which would put an ally (i.e. not a crypt card or a vampire) into play is a recruit action.  The Summoning at superior Presence [PRE] is a recruit action.
  • Repeatable: A Repeatable action may be performed more than once by a given minion during a minion phase.  Most actions can only be performed once during a minion phase by a given minion.
  • Voluntary: Any action which is chosen by the player, instead of a Mandatory action forced upon a minion, is a Voluntary action.  Cards may check to see if Voluntary actions have been taken or if only Mandatory actions have been taken. Uncontrolled Impulse is an example of such a card.

How would you change VTES? Part 4D

1.6.3. Minion Cards

Minion cards are cards that your vampires and allies (collectively referred to as "minions") play. Unless the card states otherwise, a minion card is burned after a minion plays it.
By default, a minion card in play is controlled by the controller of the minion it is on. If a minion card is just in play and not on another controlled card, then it is, by default, controlled by the Methuselah who played it.
If a Minion Card is played on a minion or another controlled card (e.g. a Master card), then the player who controls the minion or controlled card will control the Minion Card in play.  If a Minion Card is put into play, then it is controlled by the Methuselah who played it.
In many cases, a minion card will have a Discipline symbol, a clan symbol and/or a blood cost; in these cases, the card can only be played by a vampire who meets the requirements.

Some allies have the ability to play certain cards "as a vampire." In these cases, the ally is treated as a vampire for all effects generated by the play of the card, including duration effects (like "for the remainder of combat"). The ally's life represents his blood (to pay costs, for example). Any blood he gains or loses as a vampire equates to a gain or loss of life for the ally. For purposes of that card, the ally has a capacity of 1 by default (for use if the card requires an older vampire or a vampire of a given capacity). If the ally gains life in excess of his capacity, it doesn't drain off since the ally does not technically have a capacity. and if the effect inflicts aggravated damage on the ally, he burns life as normal. Allies are not affected by phenomena such as sunlight and fire in the same way as vampires, so aggravated damage and normal damage burns life without any special consideration for the type of damage.  However, if the effect would send the ally to torpor, then he is burned instead. The ally is treated as a vampire only for the effect generated from playing the card. In particular, the ally is not treated as a vampire for effects the card has from being in play (like "the vampire with this card" effects).
The general types of minion cards are as follows:
Action cards: A minion can play an action card to take an action other than the default actions like "hunt". Only one action card can be played for the action; action cards cannot be used to modify other actions.
Action modifier cards: The acting minion can play these cards to modify his action. They can only be played once a minion has declared an action.  Usually only the acting minion can play Action Modifier cards but there are commonly used exceptions.  For example, some action modifiers increase the acting minion's stealth or bleed amount or give him more votes. A minion cannot play the same action modifier more than once during a single action. Each minion can only play an action modifier with a given name once during an action.

Ally, equipment and retainer cards: These action cards represent things that a minion can bring into play by taking an action. It takes one action for each card. A minion cannot bring two equipment cards into play in a single action, for example. Equipment and retainer cards are played on the minion playing them (the acting minion), while allies are put into play and remain independent from the acting minion become new minions. Equipment and retainers are burned when the minion they are played on is burned.
Political cards: A political action card can be played to call a referendum as an action, or it can be burned from your hand during a referendum to gain a 1 vote. You may only burn 1 political action from your hand in a referendum.
Combat cards: These are played by minions when in combat (see Combat, sec. 6.4).
Reaction cards: A ready untapped minion can play a reaction card in response to an action taken by another Methuselah's minion (an action taken by one of a Methuselah's minions cannot be reacted to by any of her own minions). A minion cannot play the same reaction card more than once during a single action. Minions may play 1 copy of a reaction card during each action. Using a A reaction card does not tap the minion using it.
Reflex cards: A minion can play a reflex card to cancel a specified kind of card played against him as it is played.
8. Powers: These action cards are only playable by Imbueds minions (see the Appendix 2 - Imbued Rules appendix).