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

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Ages 14 2-4 Players30-70 MinutesContentsPlayer AidPlayer AidTurn Sequence1. Beginning Phase(City Deck, Ready, Return)2. Action Phase (Perform 2)Draw a card (Unhosted)Recruit a Vampire (Unhosted)Claim the Prince of the City TitlePlay an Action CardMake an Attack (See reverse side)3. End Phase(Torpor/Mending, S.A.D., Draw 2)Attack Sequence1. Attack Declaration2. Intel Step3. Attack Type & (optional) Attack Card4. Block Declaration & Reaction Card(both optional)6. Reveal Cards7. Activate Abilities (optional)8. Damage Reduction & ResolutionAttack TypesPhysicalMentalSocialRangedWhen you defeat or burn a Rival vampire,gain 1 . If defeated, that foe places 1on that vampire and flips it to the side. Paradox Interactive AB (publ)4 Pre Constructed49 Card Player Decks24 AgendaTokens‘1st Player’ Token27 San FranciscoCity Deck Cards Paradox Interactive AB (publ)4 Player Aid Cards80 Blood/Prestige Tokens4 Rival Tokens4 Leader Tokens10 ‘No Influence’Tokens63 Card Crypt PackFor customizing decks.Don’t open until you’veplayed a game or two.12 Card DividersGlossaryFoe: Other players in the game. Your foe during a conflict is theopposing player in that conflict. Not to be confused with Rival.(Page XX.)Active Player: The player who is currently taking their turn.(See page XX.)Agenda : Your chosen mission in the game. Be the first to score13 Agenda points and you win the game! (Page XX.)Haven: The location where your vampires enter play and where theyreturn to at the start of each of your turns. Your Haven offers moreprotection than The Streets. (Page XX.)Blood : Akin to health. When a vampire takes damage, removethat many Blood tokens from them. When a vampire’s Blood tokensare all removed, they are defeated and go into torpor. (Page XX.)Prestige : Your main resource used to recruit vampires, etc.Prestige can also be spent to gain Influence. If you run out ofPrestige, your agenda is reduced to 0 and the game ends. (Page XX.)Blood Potency (BP) : A vampire’s BP is their recruit cost,maximum blood, and prowess. A vampire may only play cards witha BP equal to or less than their own BP stat. (Page XX.)Rival: The player you are trying to knock out of the game. Knockthem out and you win! (Page XX.)Burn: To remove a card from the game.Torpor: Where defeated vampires go. They slowly heal up whilethere and will eventually rejoin the fight. (Page XX.)Character: A vampire under a player’s control. Mortalsare not characters. This rulebook uses the word vampireto maintain the theme of this game. Cards use the genericterm “character.” (Page XX.)Trigger: A circumstance or event that causes an effect to happen.Mostly found on Agenda and vampire cards. (Page XX.)Control: A card you have in play, whether it came from your deckor you acquired it during the game. (Page XX.)Wounded: A vampire with blood equal to half or less of their BloodPotency is Wounded. For example, a vampire with 5 Blood Potencyis Wounded if it has 2 or less blood remaining.Coterie: All of the vampires you control outside of torpor. (Page XX.)Discipline: These are icons that denote abilities vampires have. Theyhave no inherent effects, but having these icons allow vampires tobe more effective when playing certain cards. (Page XX.)2

What is this Game all About? Set UpInside this box you will find 4 individually wrapped player decks,which are ready to be played right out of the box. Punch out all of thetokens, but leave the Crypt Pack sealed until you have played with thebasic decks a few times.Visit VampireRivals.comIn this game, you control a group of vampires who seek to dominatethe city of San Francisco. You do this by attacking your foes, gainingTitles, advancing your Agenda, hunting mortals, etc. Two of themost important concepts in this game are Prestige and Blood.1. F ind the City Deck, with the Golden Gate Bridge motifon the cardback. Remove the 10 Event cards from theCity Deck. Shuffle the Event cards and put 4 of themback into the box without looking at them.PrestigeThese tokens are a resource and your power in the game. If any player'sPrestige is reduced to 0, the game ends. You will use Prestige to recruitvampires, play certain cards, and enable or fight Schemes. Spend yourPrestige wisely so you don’t end up being an easy prey, but be sure torecruit enough vampires to fulfill your strategy and Agenda.2. T ake the rest of the 17 card City Deck,add in the 6 Event cards you did notput back in the box and shuffle, thenplace the 23 card City Deck near themiddle of the table.When Prestige is spent to recruit a vampire, flip those tokens overand place them on that vampire. Those tokens become the blood(health) of that vampire.3. E ach player chooses a different color and grabs 20 value worthof Prestige tokens in that color. Place them in front of you withtheir blue globe side face up. This becomes your personal supplyof Prestige. Leave all of the remaining tokens in a general supplyof tokens near the middle of the table.BloodA vampire’s blood is their health. When a vampire takes damage,remove an equal number of Blood tokens from that vampire and placethem into the general supply. Make change if necessary. When a vampirehas no Blood tokens remaining on them, they go into torpor (a deepsleep), but they will return eventually (see page XX).The General Supply of TokensExtra Prestige/Blood, Agenda, and ‘No Influence’ tokens are kept ina general supply near the middle of the table. If you need to collectPrestige/Blood tokens from the general supply, grab only ones thatmatch your chosen color. It is possible that your foes might give yousome of their Prestige or Blood. Spend/remove your own tokensbefore spending other tokens. Agenda and ‘No Influence’ tokensare all generic and are not colored to match the player colors.HAVENTHE STREETSHow to WinThe game ends when any player is knocked out or any player reaches13 Agenda points. There are 3 ways to win: You win if you are the first player to reach 13 Agenda points. You win if you knock out your Rival. Have the most Agenda points when a foe gets knocked out thatdoesn’t fulfill an above win condition (i.e., Special Affairs Divisionor another player knocks out your Rival, etc.).THE STREETSHAVENTo knock out a foe, you must do one of the following: Cause their Prestige to drop to 0. Defeat the last active vampire in their coterie (vampires in torporare not active).If you knock out a foe other than your Rival (or they are knockedout by effects not controlled by any player), the player holding theirRival token gains 3 Agenda points. A player who is knocked out hastheir agenda permanently set to 0. Then compare agenda scores. Theplayer with the most agenda wins! See tiebreakers and ‘Rare End ofGame Circumstances’ on page XX if you encounter a situation notcovered above.3

4. E ach player selects the clan they wish to play. You can determinethe clan of each deck by looking at the facing card in eachwrapped deck: The clan name and clan symbol can be found at thetop of each vampire card. After opening the wrapper, look at thecardbacks and separate the cards into four stacks as seen below:Library40 CardsFaction Deck7 CardsHaven1 Cardplace them, flip them so the Blood icon is showing. Prestigetokens you move onto your vampire become their blood.9. R andomly determine who goes first and give themthe ‘1st Player’ token. Each player has a number basedon where they are sitting. The player with the ‘1stPlayer Token” is Player 1. The player to their left isPlayer 2, etc. In a 2 player game, your only foe is yourRival. In a 3p game, grab Rival tokens 1 3. In a 4pgame, use tokens 1 4. Place the tokens face down inthe middle of the table and mix them up. Startingwith player 1 and continuing clockwise, each playerin turn grabs a token and flips it over. If you graba token with your player number on it, grab a newone and then throw yours back in face down andmix them up again. When there are 2 players yet tograb a token, if either of their numbers have not beenrevealed by the earlier players, flip the remainingtokens over and each player who doesn’t have atoken grabs one that isn’t their own. This preventsthese players from being left with their own token.Compare your token to the turn order (clockwisefrom player 1). The player whose number is on your token is yourRival for the game. So if you grab token #2, your Rival is player#2—the player one seat clockwise from player 1.Agenda1 CardHere is a little about the strategies in case you havea playstyle preference:Brujah: Brute force punks and warrior poets. All aboutdominating the streets, even at the cost of their own blood.They specialize in Physical and Ranged conflicts.Toreador: Artists, club hoppers, and seekers of beauty.They are the jack of all trades. They fight, scheme, and stealPrestige with panache. They specialize in Social conflicts.10. Shuffle your 40 card deck (your “Library”) and place it underyour Agenda card. Shuffle your remaining 6 vampires and placethem under your Haven card. These remaining vampires areyour “Faction Deck.”Ventrue: Tyrants and kings. All about politics. They playthe long game, gaining power and Titles, and then make theirmove. They use a mix of Social and Mental conflicts. Thisplayer should read the section on Titles on page XX of thisrulebook.11. Draw raw 4 cards from your Library and 1 card from your FactionDDeck. Players 2, 3, and 4 draw 1 additional card from theirFaction Deck. So, player 1 starts with 5 cards in hand, whilethe other players each start with 6. Though they have differentcardbacks, all of these cards are held as one hand of cards. Unlikesome card games, there are no mulligans or reshuffles in this game.Malkavian: Madmen and conspiracy theorists.They specialize in Mental conflicts. They will be playingConspiracy cards, and might seek to involve other playersin their crazy plans. This player should read the rules onConspiracy cards on page XX.Note: If you are playing with fewer than 4 players, your firstfew games should use the clans in the order presented above.Once you understand the game, feel free to use any clan vsany clan or modify your deck. You can even create a deckthat mixes clans! If you would like to reset your decks totheir original contents, you may find the decklists online at:XXXXXXXXXXXXXXXXXXXXXXXXXXx.com!Anatomy of a VampireA vampire’s name is in the upper middle of the card. To the right ofthat is their clan symbol. You can find that clan name written outunder the vampire’s name along with the word “vampire.” Vampiresare characters.Clan5. E ach player grabs their chosen 40 card Library, Haven,Agenda, and set of 7 vampires. Place your Haven and Agendaside by side in front of you, but leave a gap between them andthe edge of the table.NameClan IconBlood Potency6. F ind your vampire with the highest Blood Potency value in theupper left corner and place it face up in front of you. In latergames, you may choose your own starting vampire.AttributesFaction Deck7 Cards7. Y our starting vampire is your Leader. Place a Leader token ofyour color on them. This token grants your Leader 1 Influence,which allows them to participate in various political activities.This token is never removed from your Leader.Disciplines8. T ake Prestige tokens from your starting 20 equal to the BloodPotency of your Leader and place them on your Leader. As youGame TextSet Icon4

HavensThe spiky red blood drop in the upper left corner is the vampire’sBlood Potency (BP). This is the amount of Prestige it takes to recruitthat vampire into your coterie. Once that Prestige is on a vampire,flip it over and it becomes their blood. A vampire’s Blood Potency isalso their maximum blood (health) and prowess: a vampire cannotplay a card with a BP requirement higher than their BP value.Your Haven is your coterie's (somewhat) safespace. It's a place where your vampires gatherat dusk to discuss plans for the night. Wherethings go from there is up to you. Haven cardsare neutral, so no matter what clan (or mix ofclans) you play, you may choose any Haven. Allvampires at your Haven are a single “party,”which is simply a group of vampires.Note: A vampire’s BP value remains constant, unlike their currentblood which can be reduced by damage and other effects.The three icons and numbers in the art box are the vampire’s attributes:This is the Physical attribute. This amount is added to allPhysical attacks (and Physical Reactions that strike back) made bythis vampire. It is also their defense against Physical and Rangedattacks. Reduce all Physical and Ranged damage dealt to thisvampire by the amount listed.Haven cards grant 1 Secrecy to each vampirein your Haven, but not to your vampires in The Streets. HavingSecrecy means that a vampire cannot be attacked unless a foe cangenerate enough “Intel” against them. 1 Intel overcomes 1 Secrecy. 1Intel does not overcome 2 Secrecy. Your foe would need to generate2 or more Intel to overcome that (see page XX).This is the Social attribute. This amount is added to all Socialattacks (and Social Reactions that strike back) made by thisvampire. It is also their defense against Social attacks. Reduce allSocial damage dealt to this vampire by the amount listed.Ability The Leader AbilityEach Haven also has a special Leader Ability.text is treated as if it were game text on your Leader, whether theyare in your Haven or not. If your Leader is out of play, your LeaderAbility turns off until they return.This is the Mental attribute. This amount is added to all Mentalattacks (and Mental Reactions that strike back) made by thisvampire. It is also their defense against Mental attacks. Reduce allMental damage dealt to this vampire by the amount listed.The City DeckThe diamond-shaped icons on the left edge of the game text box arethe vampire’s disciplines. These don’t have any inherent effects, butare referenced on many Action and Attack cards. If your vampire(or often, their party) has the discipline(s) listed on a card, theymight gain extra benefits for playing it.The City Deck is a random deck of 23 cards(after 4 random Events were removed duringsetup) that populates the city of San Franciscowith mortals for you to attack and feed upon,provide events to overcome, and SpecialAffairs Division to deal with. As the gamecontinues, the number of cards in The Streetsmay grow and there is no maximum numberof cards that can be out there at once. “TheStreets” is the middle of the table. It is a sharedzone where players can move their vampires toperform certain actions.Vampires have game text under their illustration. This gives them aspecial ability that only they can do. If there is bold text followed bya colon (:), it’s an activated ability, where you pay a cost to gain aneffect. If there is no bold text or colon, that game text is always on, ormight be triggered by a certain circumstance. See page XX.AgendaSix of the cards in the City Deck are Events. Some Events areOngoing and remain in The Streets for exactly 1 round of play.When an ‘Event Ongoing’ appears, the active player (the onewhose turn it is) puts a Prestige token of their color from the generalsupply onto it. When their turn comes around again, burn each‘Event Ongoing’ in The Streets that has a token of their color onit. Return these tokens to the general supply. Events that don’t havethe word Ongoing resolve immediately (with all players potentiallyaffected) and are then burned.Your Agenda card is your game plan and pathto victory. You win the game if you are the firston your Agenda card. Yourplayer to have 13Agenda’s text may trigger during any player’sturn. Each Agenda card has its own unique wayto score Agenda, but Agenda may be scored inother ways as well. All Agenda points you scorecome from the general supply of tokens andgo onto your Agenda card. Agenda cards areneutral, so no matter what clan (or mix of clans)you play, you may choose any Agenda.When a player needs to draw a City Deck card and there are nonein the deck, shuffle the City Deck discard pile to form a new CityDeck. The City Deck discard pile should be face up next to theCity Deck. Events and burned Mortal cards are not placed into thediscard pile. Place them into the City Deck burned pile instead,which should be far away from the play area.Defeating Citizens and Special Affairs Division can also scoreAgenda. You can see their Agenda value under their Blood stat onthe left side of their card. Their game text also alerts you to theirAgenda value when you defeat them.When you defeat or burn a vampire in your Rival’s coterie, youearn 1 . You do not earn Agenda when you defeat vampirescontrolled by other foes, unless a card says otherwise.5

but not during your Beginning or End Phase. Moving to TheStreets does not cost an action. Vampires in The Streets cannotmove to your Haven or any other location. The Streets is a neutralarea in the center of the table, away from your Haven.Turn Sequence Beginning Phase Action Phase End PhaseReady vampires in your coterie already in The Streets may join anyparty of your coterie in The Streets. You may rearrange your readyvampires as much as you wish into any number of parties, unless anaction is underway.Beginning Phase 1. City Deck StepBurn each City Deck ‘Event Ongoing’ with a token of yourcolor on it. Then place the top card of the City Deck into TheStreets face up. If it’s an Event, resolve it and then burn it. If it’san Ongoing Event, place a token of your color from the generalsupply on it.End PhaseOnce you have completed both of your actions, it’s time for yourEnd Phase. During this phase, you cannot play any cards, resolveany Conspiracies, or use any exhaust abilities except those thatspecifically mention an End Phase step. End Phase steps happen inthis strict order:IMPORTANT: If you have the ‘1st Player’ token and it is yourfirst turn of the game, place a number of face up City Deck cardsequal to the number of players in the game instead. 1. Torpor and Mending StepPut 1 Blood token from the general supply on each of your vampiresin torpor. Torpor abilities also happen now, such as on Bad Penny. 2. Start of Turn Step“At the start of your turn” effects can be found on some cards.These abilities all happen for you now, in the order of yourchoosing. The Prince of the City - San Francisco card is oneexample. Remove all ‘No Influence’ tokens from your vampires.Then, choose any number of vampires you control (possiblyincluding ones in torpor). You may discard 1 card for eachchosen vampire to mend 1 on that vampire. This blood comesfrom the general supply. 3. Ready and Return StepReady (turn upright) all cards you control (includingattachments) and return your vampires to your Haven.When a vampire in torpor has Blood tokens equal to its BloodPotency, ready them and place them back into play at yourHaven. If this occurs outside of the End Phase, they can move toThe Streets and/or act if it is your turn. If it’s your End Phase,they cannot move to The Streets at this time, as that is onlyallowed during the Action Phase.Action PhaseYou get to perform 2 actions during each of your turns. There are 5options to choose from and you may perform the same action twiceduring your turn if you are able. A vampire may perform an actionwhether at their Haven or in The Streets, unless a card or actionspecifies a particular location. 2. End of Turn StepAny card that reads “at the end of your turn” resolves now.These can include Events (The Hunger), Havens (Artist Lofts), andvampires (Bong-Cha Park).Actions require a vampire to exhaust (turn sideways) in order toperform the action. Unhosted Actions do not, but they still costan action to use. Exhausting a vampire does not remove it from itsparty. These actions are explained more fully later. 3. Second Inquisition StepSpec

Blood Potency (BP) : A vampire’s BP is their recruit cost, maximum blood, and prowess. A vampire may only play cards with a BP equal to or less than their own BP stat. (Page XX.) Burn: To remove a card from the game. Character: A vampire under a player’s control. Mortals are not characters. This

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