Vampire Phases

Untap

Untap all your vampires, allies and master cards.

Gain 1 pool if you have the edge.

Some other effects may occur during this phase.  hunting ground, army of rats...

Master

Play a master card, if you haven’t played an out of turn master.  

Some other effects may occur during or instead of a master action, taking blood off investments...

 Minion

Each untapped minion (ally or vampire) may play an action card  if the card requires a skill, the vampire must have that skill.

The following cards are not actions however require an action to bring into effect, equipment , ally , political action , retainer  These actions are at +1 stealth.

Perform an action that does not require a card, these can be:

  1. Bleeding (0 stealth  action).

  1. Feeding (+1 stealth).

  1. Encountering in torpor (0 stealth  action for another methusular, +2 for your own).

  1. There may be other cards in play that allow an action to take effect.

  1. Moving equipment from one vampire to another.

If the action is not a directed action  then your prey may attempt to block and then your predator may attempt to block this action.

Action modifiers cards  may be played whenever appropriate or whenever the card says it may be played.  The same action modifier card cannot be played twice.  Additional stealth can not be played unless needed.

Other players may play reaction  cards, if appropriate.  Additional intercept cards can not be played unless needed.

If the action is not blocked, the vampire pays the cost, if any and the action is successful.

If the action is blocked, combat ensues only combat cards  may now be played.

 Combat Phases

Some combat cards must be played before range is determined.

Determine Range (Maneuver)

First the acting minion chooses range, either staying at close or by playing a maneuver card and going to long range, the reacting vampire can now play a maneuver to change the range and so on. Range is determined when neither the acting or reacting vampire play any (more) maneuver cards to change range.

Strike

The Acting vampire declares their strike before the reacting vampire. Then the reacting vampire declares their strike, the reacting vampire can determine their strike depending on what the acting vampire does.

A dodge may be a strike.

If a first strike is played, damage from the first strike is resolved before any other strikes.

Damage Resolution

The damage is dealt to the vampires and damage prevention cards may be played here.

Additional damage from other cards may occur during damage resolution.

Additional Strikes

If an additional strike card is played the vampire may also play strike cards. After each strike damage is resolved.

Press

The Acting vampire may chose to press with a press card.  The reacting vampire then has the choice to play a press card to cancel or continue combat and so on.

If the combat continues, both vampires return to close range.

Transfer phase

At the start of the game there is only one transfer allowed, then the next methusuler has two, then three and then four for the remainder of the game.  Some cards may be played to increase the number of transfers.

A transfer is an arbitrary unit.

It costs 1 transfer to move a blood from your pool to an uncontrolled vampire.

It costs 2 transfers to move a blood from an uncontrolled vampire to your pool.

It costs 4 transfers (no pool) to move a vampire from your crypt to your uncontrolled region.

Any vampire with blood counters equal to it’s capacity is moved to your controlled region, and becomes ready.

A vampire may have blood moved to it during a previous phase but does not move to your controlled region until this phase.

Discard phase

Optionally you may discard a card from your hand to your ash heap.

Glossary

Library: deck of green cards. Recommended 50 + 10 per player.

Crypt: deck of brown vampire cards.  No less than 12 cards.

Ash heap: discarded cards or cards that may have been played.

Uncontrolled: vampires that you may influence during your transfer phase. You may have as many vampires as you like in your uncontrolled region.

Ready: Controlled vampires that you can tap during your action phase.

Torpor: Controlled vampires that are not ready and need to be rescued.

Acting vampire: a vampire that performed or attempted to perform an action.

Reacting vampire: a vampire that attempts to block or play reaction cards.

Skills

Animalism   communication with animals, various functions.  Nosferatu and Gangrel

Auspex   ESP, mostly used for intercept and telepathically stop or misdirect bleeds. Malkavian, Toreador and Tremere.

Celerity lightning reflexes, mostly used in combat for additional strikes. Brujah and Toreador.

Dominate mind control, used to control other vampires and increase bleeds. Malkavian, Tremere and Ventrue.

Fortitude damage resistance, used in combat to prevent damage. Gangrel and Ventrue.

Obfuscate hiding, used to gain stealth. Malkavian and Nosferatu.

Potence physical strength, mostly used in combat to increase damage. Brujah and Nosferatu.

Presence crowd control, used to increase bleeds. Brujah, Toreador and Ventrue.

Protean shape shifting, used in combat to deal aggravated damage. Gangrel.

Thurmaturgy magical ability, mostly used in combat to deal aggravated damage or steal blood. Tremere.