Wednesday, August 15, 2012

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:
 icontypeaction
 1. 
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.
 icontypemodifier
 2. 
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.

icontypeallyicontypeequipmenticontyperetainer
 3. 
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.
 icontypepolitical
 4. 
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.
 icontypecombat
 5. 
Combat cards: These are played by minions when in combat (see Combat, sec. 6.4).
 icontypereaction
 6. 
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.
 icontypereflex
 7. 
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).

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