Vampire: The Masquerade - Vendetta Rulebook - 1jour-1jeu

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.36Chicago. The Camarilla’s North American crown jewel. Prince Kevin Jackson skillfully rose to powerafter a gruesome war with the werewolves, and has been ruling the city with a firm grasp ever since.The Camarilla Kindred of Chicago don a peaceful veneer, happy to fake support for their Prince, butin secret, some are conducting a proxy war to overthrow him Bloody FuryIf you have any Deployed at this Location,this card gets -2 Power.Bring itthat therealizecome to master.”is yourtheatbloodDuring your turn, you maytake 1 of your Drained Allies orVictims and return it to yourAlliance.2“Blood is a debt that grows larger by the night.”0BR037 Clan sheets,1 for each Clan8 Relic cardsChandlDancerer63 Clan cards, 9 for each Clan(2 Starting cards and 7 Clan cards)- G. B.Succubus ClubAfter this Location has beenresolved, each player can takeup to 3 of their Deployedfrom here back into their Pool.AL30Writer30this Allydirectly, withoutof a horizontal desire.”Najia MahtamMiguelNew Money Entrepreneuressiontopponengain anaShawAL08300Fiorenza SavonallarThe Coansende, youIf younzy her.into Frenal 1additio3perpendicular expr1If yourandomare sent intodraw.Frenzy,Drainis a“Dancing3At the end of the third round, the playerwith the most influence will be the winner.and the new Prince of Chicago!” You willon!2Conflicts are resolved at each location, one at a time,at the end of the round, by revealing all cards andapplying their effects. The player with the highestpower wins control of the Ally at that location,earning a new source of blood income, newabilities to exploit, and precious influencepoints. But beware: even if you win aconflict, the losers may still damage you,and if you run out of blood, you will gointo a frenzy and be forced to drain oneof your hard-earned allies!ing ofbeginn play 1se,At thetion PhaResolu ation.each Locnge3You choose a clan at the beginning of the game and you progressively build your hand ofcards over three rounds, crafting your strategy. and reacting to those of your opponents.During each round, you play cards and blood at locations around the city, to increase yourstrength during the upcoming conflicts. Cards can be played either face up or face down,with plenty of possibilities for bluffing and deception.4ChalleWheneveat a diffe r an opponentplays arent Locacardtionthey Lose than this card,1 .BR01The Blood of the Brujah simmers with barely contained rage,exploding at the slightest provocation.GAME OVERVIEWVampire: The Masquerade - Vendetta is a competitive card game of strategy, bluff, anddeduction set in the World of Darkness, a world not unlike our own, seen through adarkened lens (see page 21). During the game, you take control of a scheming vampire andfight to win the support of influential allies and ultimately challenge the throne of Chicago.The Isaac ChaliceA card game of strategy, bluff, and deductionfor 3 to 6 players in 30 minutesthe sargon apocryphaCOMPONENTSVI3211“Wheresmiles.”in men’sdaggerseththere’swe are, Shakespeare, Macbm– Willia“The place to be for Camarilla Kindred.”“I love deadlines. I love the whooshing noise they make as they go by.” - Douglas AdamsYou win all ties.“Her Machiavellian mind is perfectly suited for the Camarilla.” - Prince Jackson30 Ally cards35 Victim cards28 Position tiles(4 for each Clan)4 Location tiles1 Ambition token50 Influence tokens(15 value 3 Influence,35 value 1 Influence)7 Location cards7 Withdraw tokens40 Blood tokens(15 value 3 Blood,25 value 1 Blood)7 Stay tokens8 Diablerie tokens

.4SETUPSETUP1. Randomly determine which player willbe the first player at the start of thegame. This player takes the Ambitiontoken. The Ambition token is used todetermine the turn order and breakties, see the box to the right.2. Place the Location tiles for thisgame in the middle of the table.The number of Locations in playdepends on the number of players:Locations must be placed next to eachother in a line, in increasing order (#1first, then #2, etc.), with the Prince’sHaven always being the last Location.3-4 PLAYERSAMBITION TOKEN, TURN ORDER,AND BREAKING TIESThe turn order is determined by the positionof the Ambition token: during a round, playerstake turns starting with the player with theAmbition token and going clockwise.This is also important when breaking any tiesthat occur during the game: the player whocomes first in turn order wins the tie.3 PLAYERSLOCATIONS 1, 2, AND PRINCE’S HAVEN4 PLAYERSLOCATIONS 1, 2, AND PRINCE’S HAVEN5 PLAYERSLOCATIONS 1, 2, 3, AND PRINCE’S HAVENPRINCE’S HAVEN5. P lace 1 Position tile for your Clan nextto each Location. This is where you willplay your cards at each Location duringthe game. Put any unused Position tilesback into the box, they won’t be needed.55. LOCATION SETUP6. Place the Victim cards in a face-upstack in the middle of the table, nextto the Locations, in reach of all players.This will be the Victims deck.7. Shuffle the Ally cards (both Humansand Vampires) and place them in aface-down stack next to the Victimcards. This will be the Allies deck. ake the Clan cards for your Clan, then8. Tfind the 2 Starting cards (“Hunt” and“Ready”) and set them aside. These cardswill be in your hand at the beginning ofthe first round. Shuffle the rest of yourClan cards and place them, face down,on the relevant space of your Clansheet. This will be your Clan deck.9. Place the Bloodtokens and theInfluence tokens in the middle of thetable, in reach of all players. This will bethe Bank.10. Take 6 Blood tokens and 3 Influencetokens and place them on your Clansheet. This will be your starting Pool.11. Draw 1 Victim card and place it faceup to the right of your Clan sheet. Thecards here are called your “Alliance.”Any additional Victim or Ally cards thatyou acquire during the game will beadded to your Alliance.5 PLAYERSGalleristRashida04. Each player takes 1 Stay and 1 Withdrawtoken. Place these tokens in front ofyou, face down. Any unused tokens canbe put back into the box.33. Shuffle the Clan sheets, randomly draw1 more than the number of players, thenplace them, face up, in the middle of thetable. Starting with the player with theAmbition token and going clockwise,each player chooses 1 Clan sheet. Thiswill determine your Clan for this game;for a brief introduction to the play styleof each deck, see page 22. Place yourClan sheet in front of you. After eachplayer has chosen their Clan, put anyunused Clan sheets back into the box,they won’t be needed.CLAN SHEET SETUPVI3011“A painting is worth a thousand confused art-gallery visitors.” - Ljupka CvetanovaClan DeckPoolStarting Victim

.6Playing the gamePLAYING THE GAME.72. LOCATION SETUPNew Allies are added to all Locations.Place 1 Ally card randomly drawn from the deck, face up, on each Location.These are the rules for games with 4 or 5 players. For the 3-player mode and other gamevariants, see page 18. Resolution - Resolve conflicts at each Location, one by oneAlderwomanAfreya DavisVictim cardCorporate BankerSarah McAleer5216When you acquire this Ally, Gain 1AL29for each Ally or Victim you have.“A banker lends you his umbrella when it’s sunny and wants it back when it rains.” - Mark TwainHuman Ally card42When you acquire this Ally, Gain 3 .3115AL01306“Not all Anarchs are mindless thugs.”Vampire Ally cardAnarch OrganizerMaldavisYoung Managery Fulleto market your3130AL19new ideas.”When“We’llyou acqsmashuire thisthe IvoryTower,Ally, Gainand letthem5 .writhein theAL06dust.”3. HAND BUILDINGIn the first round, each player’s hand will contain their 2 Starting Clan cards (“Hunt”and “Ready”) plus 1 other card from their deck (which will be different for each player).303learnDraw the top 2 cards from your Clan deck and secretly look at them. Choose 1 of thesecards and add it to your hand, then put the other card at the bottom of your Clan deck.“We hang the petty thieves and appoint the great ones to public office.” - Aesop4ge, andPlayers choose Clan cards to add to their hands.3Note: All Victim cards have the same values and noSpecial Abilities; Human Allies may have differentvalues, and some grant you Special Abilities you can useas long as they are in your Alliance; most Vampires grantSpecial Abilities too, but if you are forced to Drain them,you commit Diablerie, the most heinous crime a vampirecan commit in the society of the Camarilla (see page 11).311- Name Description.2- Amount of Influencethe card awards you at theend of the game if it is still in your Alliance.3- Amount of Blood you Gain from the card duringthe Feed Phase.4- Amount of Blood you Gain from the card whenyou Drain it (see page 10).5- Amount of Influencethe card awards you at theend of the game if you Drained it (see page 10).6- Ally’s Special Ability (if any).VI31112ALLY/VICTIM CARDS1Anarch Intelligence ExchangeThe Allies and Victims in your Allianceprovide Blood in this phase (see below).Take the amount of Blood your Allianceallows you to Gain and add it to your Pool.2Anita WainwrightPlayers collect Blood from their Alliances.501. Feed43The Phases in detailrace chan1 Planning - Play cards/Blood in turns; optionally, Drain cards from your Alliance“Emb1 Hand Building - Choose a Clan card to add to your hand3 Location Setup - Add new Allies to all Locations3Note: The Allies are oneof the most importantthings to consider whenchoosing which Locationyou want to play yourcards at during theround. You may wantone because it grantsmore Influence thanthe others, or you mayprefer one that has aSpecial Ability over onethat doesn’t.Bett Feed - Collect Blood from your AlliancerThe game is played over 3 rounds, with each round divided into 5 phases, played in this order:At the end of each round, you will takeall of the cards you played back intoyour hand. You will then add anothercard in the following Hand BuildingPhase.For a more detailed look at thedifferent kinds of Clan cards you mayfind in your deck, see page 9.Note: Since you take all of your played cards backinto your hand at the end of each round, and youwill be replaying them over and over during thegame, your opponents will start to learn yourpossible strategies. However, since you will alsogain a new “surprise” card each round, you’llhave ways to be unpredictable and catch youropponents off guard.“Using Blood Sorcery, the Tremerecan convey devastating attacks on anopponent’s mind and body.”

Playing the gameat the same Location (see page 9) at any point during your turn, you MAY Drain one or more cards from your Alliance(see page 10)The number of Planning turns you will play each round increases during the game:3Show of ForceSteal 1from each Rival.Our Blood is stronger than that of other clans.1223Playing BLOOD34When you play a Clan card, you may alsoplay up to 3 Blood from your Pool onyour Position at the same Location. Bloodplayed at a Location in this way becomes“Deployed Blood ”. You can do this foreach card you play (so, up to 3 Blood eachtime you play a card). Each DeployedBlood will add 1 to your total Power atthat Location during the Conflict Step ofthe Resolution Phase (see page 14).Note: Basically, unless the effect of a card changes the amount of cards in your hand, you will play 1 card eachPlanning turn until you are left with just 1 card in your hand.There are a few terms on the Clan cards that you should be familiar with before playingyour cards—see the Card Glossary on page 24.PLAYING CARDSDuring your turn, you must play 1 Clan card from your hand on your Position at one ofthe Locations. After a card has been played, it becomes a “Deployed card” (see page24). During later turns, you may add additional cards to the same Location or playthem to other Locations, as you wish.You can play your cards either face up or face down. Playing acard face up carries no extra cost; to play a card face down, youmust Spend 1 Blood from your Pool to the Bank (this doesnot count against your limit of playing 3 Blood on thatLocation this turn, see next page).Note that even though it comes with a cost, playing yourClan cards face down may be extremely useful: youcan keep your moves secret; or it may allow you tobluff and play with your opponents’ minds. But youalso need to keep in mind that face-down cardsdon’t have any effect until they are revealed (seepage 13).There are two main types of Clan cards: Activecards and Passive cards (see next page).BR07Bring it on!BR031NUMBER OF PLANNING TURNSWhenever an opponent plays a cardat a different Location than this card,they Lose 1 .3ROUND4ChallengeMeddler you MAY play up to 3 BloodThese cards have effectsthat are triggered byspecific conditions, butonly if they are face upwhen that conditionoccurs. If you play themface down, they willonly be revealed inthe Revelation Step ofthe Resolution Phase,and if their triggeringcondition has passedthey have no effect–butyou can still use themto bluff or confuse youropponents.ropis you MUST play 1 card at one of the Locations (see below)Thesecardsonlytakeeffectduringthe Resolution Phase,regardless of whetherthey were played face upor face down during thePlanning phase. Theyare often more effectivewhen played face down,as you can surprise youropponents, but youmay also want to playthem face up to act asa deterrent, or you maywant or need to saveBlood .rmationUnlike the earlier phases, the Planning Phase is played in turns. Starting with the playerwith the Ambition token, players take turns in clockwise order. During your turn:PASSIVE CLAN CARDSCards with a white backgroundus MaACTIVE CLAN CARDSCards with a black backgroundand InfoPlayers take turns playing cards (and optionally Blood ) at Locations. Additionally, atany point during this phase, you may Drain cards from your Alliance.Tech4. Planning.9Ambr.8You may Speeachspent.nd“The Camarillais rightto look: the Masqat anyface downueradeis essential.”cards:30AL131 cardfor“Instability can also reward youwith great insight.”After playing a card, you may play up to 3 Blood at thesame Location. Take the amount of Bloodyou wantto play from your Pool and move it to your Position atthat Location.

.10Playing the gameDrainINGDIABLERIEAt any point during your turn in the Planning Phase, you may Drain one or more cardsfrom your Alliance to gain some extra Blood , but doing so usually causes you to alsolose some Influence .Diablerie is the term used by vampires to describethe act of drinking all of another vampire’s bloodand drawing their soul into one’s own, to absorbtheir strength. The process causes the “finaldeath,” i.e., the permanent destruction of thevictim of this foul deed. As such, most vampiresconsider it the most heinous crime a vampire cancommit, akin to cannibalism. Still, the practiceholds a great deal of allure for some, becauseabsorbing another vampire’s soul can grantgreater power to the “diablerist.”To Drain a card from your Alliance, rotate it and place it under the left edge of yourClan sheet so that its top left corner is still visible (see picture below). You immediatelyGain the amount of Blood indicated in the corner of the card. At the end of the game,you will receive the amount of Influenceindicated there (instead of the originalvalue granted by the card before you Drained it). Draining a card also makes you loseany Special Ability it may have granted.In this game, you commit Diablerie wheneveryou Drain a Vampire from your Alliance (eitherwillingly or during Frenzy—see page 16). You musttake 1 Diablerie token for each Vampire that youDrain.ad of1.3011tinsteytokensigh.”AL14llesh out50k Knto waablerieactainstake2 DiTais Ally,bloodsVI34manye BlDrainthe tooExample: Louis is playing aClan card. He decides to alsoplay 3from his Pool to theLocation. Additionally, he flipshis 2 Diablerie tokens to take 2additionalfrom the Bank andplay them at the Location, for awhopping total of 5 Deployedplayed in a single turn!Thectoreallyt Defed-Ourd NIf you“I hav3EdwaBurn3aWheaddi n yotiouurcla nal 1 sendn isallanabou .opt“O“I think of myself as a performance artist.” - MadonnaBFace down Diablerie tokens are flipped back faceup at the end of the round (see page 16).VI3411“I think of myself as a performance artist.” - Madonna0Despite the risk, Diablerie can give you morepower. You can use your Diablerie tokens to youradvantage: During the Planning Phase, when youplay a Clan card at a Location, you may also flip1 or more of your Diablerie tokens face down. Foreach Diablerie token that you flip, you take 1from the Bank and place it on your Position at thesame Location, turning it into Deployed . This isin addition to the normal 3 you may play duringyour turn.0Pop-starBe careful! Because of the stigma of Diablerie,each Diablerie token you have counts as -1atthe end of the game. Also, if you ever get a thirdDiablerie token, you are immediately out of thegame!3Lani KahaleBeware, though: The most heinous crime a vampire can commit in the society of theCamarilla is to Drain another vampire. This is called “Diablerie.” If you Drain a Vampirecard, you must add 1 Diablerie token to your Pool—which will cost you Influence at theend of the game (see next page).3.11CPop-starLani KahaleClaudia decides to play her card for the turn face down, which costs her 1 . She would also like to play 3 atthe Location to increase her Power, but she only has 2 left in her Pool (A). She decides to Drain a Victim cardfrom her Alliance, immediately gaining 3 (B) that she can now play at the same Location to complete her turn,a move she hopes will allow her to win a much more valuable Ally (C). On the other hand, this card was worth1before Draining, but it’s now worth 0 .survivalandvicpotornenty, oldintoboy.I aimFrento suzy,yourvive. I aim-1Gato wiinn.”2anAL12

.12Playing the game.135. RESOLUTION5.2 RevelationPlayers resolve the conflicts over Allies at each Location, one at a time.Players reveal the Deployed cards that are still present at the Location.The resolution of each Location follows these 5 steps:After all the Withdrawing players have moved their Clan cards away, reveal the facedown cards of all the players who Stayed. Withdraw Revelation Preparation Conflict AftermathNote: The effects of some Passive Clan cards may be triggered before or during this step (as stated on thecards themselves).All steps must be resolved, in order, for each Location—so, you will play Withdraw,Revelation, Preparation, Conflict, and Aftermath for Location #1, then again for Location#2, and so on. The Prince’s Haven is always resolved last. After all Locations are resolved,the round is over.Active Clan cards, on the other hand, will only take effect during the following steps,depending on the type of card. There are 3 kinds of Active Clan cards: Preparationcards, Conflict cards, and Aftermath cards. They all have a Power value that will add toyour total Power during the Conflict step, but they often also have an effect which isonly applied during a specific step of the Resolution Phase:ConflictPreparationAftermath5.1 WithdrawPlayers may choose to Withdraw from a Location and abandon that conflict.All players who are “at” a Location (i.e., they have at least 1 Deployed card and/or1 Deployed Bloodon their Position there) have a chance to Withdraw from theLocation before the conflict actually starts. Normally, this is done to fake out the otherplayers or if you think the Location has become too dangerous.All players that are at the Location currently being resolved secretly choose eithertheir Stay or their Withdraw token and place the chosen ones, face down, on theirPositions. When all players are ready, reveal your tokens: if you reveal your Stay token,you will join the conflict; if you reveal your Withdraw token, you will go away withouttaking part in it.If you choose to Withdraw, immediately take your Deployed Blood from that Location,if any, and put it back in your Pool. Then, reveal the Clan cards you have played at thecurrent Location and move them all, face up, to your Position at the Prince’s Haven.You will not take any part at all in the conflict at the current Location. If you Withdrawfrom the Prince’s Haven (the final Location to be resolved each round), you simply takeback all of your cards together with your Blood .364Show of ForceBloody FuryFist of CaineSteal 1from each Rival.If you have any Deployed at this Location,this card gets -2 Power.Our Blood is stronger than that of other clans.BR07Effect applied duringthe Preparation Step2Each Rival Loses: 1 in the 1st Round,in the 2nd Round, 3 in the 3rd Round.The Blood of the Brujah simmers with barely contained rage,exploding at the slightest provocation.It is simpler to hold a kine in place or crack their skull open anddrink its insides than to negotiate for a mouthful of blood.Effect applied duringthe Conflict StepEffect applied duringthe Aftermath StepBR01BR04Preparation and Conflict cards can often change who’s going to be the winner at the current Location; Aftermathcards are only applied after the winner has been determined at the end of the Conflict step, but they affect theoutcome of the conflict, often making victory painful for the winning player.5.3 Preparationin HereologAL1041you need.”talk onyour behalfand we’llget thissortedAL09out.”NO0t hitb2sta’t know whawonBackMove Deployedback into your Poolthem.5“Let mePlayThen up to, yo 3to theu ma at thiyPri move s Locatnce’siondowthis andHa s car .ven.thedyexactly whatshaget youArcha51and I’llthene elsek tolike everyoSticyour order2“You place4ist andMarcLibrar3ianel3SpiderBronWebwynPlayers resolve the effects of their Preparation cards.Move Deployed cards tothe Prince’s Haven, face upStarting with the player with the Ambitiontoken and proceeding clockwise, applythe effects of each Preparation card youhave at the current Location. If you havemore than one card at this Location thattriggers during this step, you may decidethe order in which you activate them.Each card must be entirely resolvedbefore activating the next.44VanishYou may choIf you do, Ste ose to Withdraw.al 1 fromeach Rival.VanishSome Nosferatu are proudof their uncowhile othersncealed montake every effostrosity,rt to hide it.NO07You maPreparationy cho Clan CardIf you do, Ste ose to Withdraw.al 1 fromeach Rival.

.14Playing the game5.4 ConflictConflict RewardsPlayers resolve the effects of their Conflictcards, then the winner at the currentLocation is determined.The winner of the conflict (the player with the highest total Power) takes the Ally card from the currentLocation; the player with the second highest total Power takes a Victim card from the deck; the playerwith the third highest Total Power doesn’t get a card. When you obtain a new Ally or Victim card at theend of a conflict, you immediately add it to your Alliance.This step is divided into two sub-steps:depending on their position in the ranking, the round you areThese players also receive Influenceplaying, and which Location is being resolved (see the table below). Trigger the effects of Conflict cardsREWARDS FOR THE Prince's Haven Determine the winner of the Conflict2Apply THE EFFECT OF CONFLICTCARDSThe player that wins a conflict at the Prince’s Haven gets 1 additional Influence . Additionally, aftertaking the Ally card from the Prince’s Haven, they take the Ambition token from the player who had itbefore. They immediately become the new First Player.2Wolf ComWolf CompanionThe printedStarting with the player with the AmbitionPower valueon each of youRivals’ Deploryed cards atthis Locationtoken and proceeding clockwise, applyis halved (rounded down).Thecardprinyouthe effects of each Conflictted Power value on eachave at the current Location. RIfivyouals’haveh of yourDeployed cards at this Lmore than one card at this Location thatoConflictcationClan Cardishalved (routriggers during this step, you decide thended down).order in which you activate them. EachSo you thinkyour enemiecard must be entirely resolvedbefores will only come on two leactivating the next.gs, uh?panionSo you thinkyour enemieswill only com1st (WINNER)e on two legs, uh?GA02ALLY ROUND 1ALLY ROUND 2*3rdVICTIM *VICTIM *ALLY ROUND 32ndVICTIM GA02DETERMINe THE WINNER OF THE CONFLICT* The winner of a conflict at the Prince’s Haven always gets an additionalthey also take the Ambition token.After the effects of all Conflict cards at that Location have been resolved, it’s timeto determine the winner of the conflict there. Each player must calculate their totalPower, which is the sum of: the Power of all their Deployed cards at that Location after applying all effects, plus5.5 Aftermath the amount of Deployed BloodThe effects of Aftermath cards are resolved.they have on their Position at the current Location.Starting with the player with the Ambitiontoken and proceeding clockwise, apply theeffects of each Aftermath card you have at thecurrent Location. If you have more than onecard at this Location that triggers during thisstep, you may decide the order in which youactivate them. Each card must be entirelyresolved before activating the next.The player with the highesttotal Power at that Locationis the winner of the currentConflict. In case of a tie, theplayer who comes first inturn order wins the tie.;is perfectly suitedfor theCamarilla.”- PrinceAL08neurFiorenzNew a SavMoney Entr onaepreNewian mindJacksoYou winn“Her Mach130all ties.iavellB3You win“Her MachA1Fioreneurnza SavMoney Entr onaepre33Note: If only one player has Clancards at a Location after theWithdraw Step, they automaticallywin, but they receive only thereward for ranking first (A). If noplayers have Clan cards at thecurrent Location after the ConflictStep, no rewards will be awarded atthat Location (and the unassignedAlly is removed from the game) (B).1530all ties.iavellian mindis perfectly suitedfor theCamarilla.”- PrinceJacksonAL08CauldronAfter the Aftermath Step has been resolvedat a Location, leave any Deployed cards andmay Sforwill be takenBloodYoutherepennow.d haCardslf round.of the fro(roonlyundeatdthebackendofthem yourdowof Bloodn); If you do,Pooleach Rival Loses 4 .While thereare more efficient ways tofew methodskill,approach this level of cruelty.3Cauldronof BloodYou maySpend half ofthe from you(rounded dowr Pooln); If you do,each Rival Loses 4 .While thereare more efficient ways tofew methodskill,approach thislevel of cruelty.TR05Aftermath Clan Card

.16END OF THE GAMEFRENZYWhen a vampire is “Embraced” (which is the namevampires give to the act of turning a human intoa vampire), an innate demonic predator awakenswithin them. Vampires call this inner demonthe “Beast.” The Beast is responsible for manyof the debased urges vampires feel on a nightlybasis. In times of extreme distress, the Beast canoverwhelm a vampire, forcing them into a state ofpure animalistic fight or flight, which is referredto as “Frenzy.”In this game, you immediately enter Frenzywhenever you find yourself with no Bloodleft in your Pool (this usually happens becauseof the effects of Clan cards played by youropponents, which may force you to lose Bloodin various ways). The player who caused youto enter Frenzy immediately gains 1 Influence .Note: If you are required to lose an amount ofBloodgreater than the amount you currentlyhave in your Pool, you simply lose all of yourBloodbefore entering Frenzy, the excess“damage” does not “carry over.”When you enter Frenzy, to quench the thirst forblood of the Beast within, you are forced to Drainone of the cards from your Alliance chosen atrandom. Take all of the cards from your Alliance(Victims, Humans, and Vampires, ignoring any youhave already Drained), shuffle them, randomlypick 1 and Drain it (see page 10). If you don’t haveany cards available in your Alliance when youfrom your Pool,enter Frenzy, you must lose 1and you Gain only 1 from the Bank.Entering Frenzy may force you to randomly Draina Vampire; if this happens, you commit Diablerie(see page 11).6. END OF THE ROUNDOnce the Resolution Phase has been resolved at all Locations, if it is not the end of thethird round, follow the procedure below to prepare for a new round: discard any Deployed Bloodfrom all Locations to the Bank take all of the Deployed cards you have on the table (on your Position or your Rivals’)back into your hand if you have any face down Diablerie tokensin your Pool, flip them face upIf you just completed the third round,follow the End of Game procedure instead(see next page).END OF THE GAMEAt the end of the third round, the game ends immediately.you gain from the cards in your Alliance, from your DrainedAdd up the InfluenceAllies and Victims, and the Influence tokens in your Pool. Then, subtract 1 Influencefor each Diablerie token that you have in your Pool.The player with the most Influence is the winner! In case of a tie, the tied player withthe most Blood left in their Pool wins. If this is also tied, the tied player playing firstin turn order (starting with the player who took the Ambition token at the end of thelast conflict of the game) wins.CONTRADICTING RULES?This is a game about rule-breaking. As such, there will be times where cards seem tocontradict each other, or this rulebook! Here’s how to resolve these inevitable disputes: The text on the cards always prevails over the rulebook. In case of timing issues between cards (i.e., two cards have the same symbol), theyare resolved in turn order, starting with the player holding the Ambition token andproceeding clockwise (i.e., card(s) played by the player holding the Ambition tokentake effect first, then cards by the next player in turn ordertake effect, etc.). Remember that ties are always resolved in turn order. If a single player has multiple cards that trigger at thesame time, they choose the order in which they areresolved. If an effect cannot be fully applied to its target, applyas much as possible. For example, if a card says youSteal 3 Blood from a player that has only 2 Bloodleft, you only Steal 2 . If an effect can’t be applied, ignore that effect.“You place your order like everyone elseand I’ll get you

Vampire: The Masquerade - Vendetta is a competitive card game of strategy, bluff, and World of Darkness, a world not unlike our own, seen through a darkened lens (see page 21). During the game, you take control of a scheming vampire and fight to win the support of influential allies and ultimately challenge the throne of Chicago.

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converted from a bloodline of the same name from Vampire the Requiem. As always, the documents within are entirely a work of . published in 20th Anniversary Edition Vampire the Masquerade, Vampire the Dark Ages, Dark Ages Vampire, and Vampire the Requiem, published by White Wolf Publishing, a subsidiary of

2 INJSTICE IN TE LOWEST CORTS: ow Municipal Courts Rob Americas Youth Introduction In 2014, A.S., a youth, appeared with her parents before a municipal court judge in Alamosa, Colorado, a small city in the southern part of the state.1 A.S. was sentenced as a juvenile to pay fines and costs and to complete 24 hours of community service.2 A.S.’s parents explained that they were unable to pay .