Vampire: The Masquerade

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Game End

  1. Game Rounds
  2. Mission
  3. Victory Points
  4. Aftermath
  5. After the era
  6. Chronicle end
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This site is a digital adaptation of the rulebook for Vampire: The Masquerade, and contains content from the rulebook with extra content and features. It is designed as a companion to the rulebook for quick and easy reference, not a replacement.

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Table of Contents

ERRATA

In the cool printed rulebook, the torpor token shows the incorrect icon.

In the printed rulebook, the setup for the Sabbat Wars battleground incorrectly identifies the Camarilla and Sabbat tokens. The A and B icons should be switched.

Two battlegrounds show incorrect roman numerals. The numerals on battleground E should be III; the numerals on battleground G should be V-VII.

Introduction

Our story begins in a dark reflection of medieval Europe. Behind the plots of mortal kings and queens, true monsters rule from the shadows, bending the flow of history to their own obscure purposes. You are one of those monsters.

Take control of vampiric conspiracies, shape bloodlines and form coteries to dominate the shifting battlegrounds of the night. Will you ultimately prevail in this struggle of ages? Or will ancient rivals snatch victory from your fangs at the end of the millennium?

Carpe Noctem.

Build Your World of Darkness

Vampire: The Masquerade – Heritage is a competitive legacy game. This means you play repeatedly, each time with new pieces, cards, and stickers depending on player choices. Each chapter is self-contained and has a specific winner, while also being part of the ongoing chronicle.

The lore of Vampire: The Masquerade spans millennia of alternative history, clan politics, and bloody feuds. Throughout the chronicle, you will have the opportunity to delve deep into that World of Darkness, but also shape it (and the game itself) in a myriad of ways.

Players already familiar with the World of Darkness will notice some quirks in the way terms are used. “How can a Toreador be embraced into my Nosferatu bloodline? Since when is Talley the ‘clan leader’ of the Lasombra? Why is this powerful ancilla also a fledgling? Inconceivable!”

A certain level of abstraction is necessary in any game, and we hope such moments allow you to weave your own tales. That Toreador might be a trusted advisor or an enemy blackmailed into servitude. That ancilla might be temporarily weakened from being “convinced” to join you!

Vampire: The Masquerade – Heritage is ultimately a game about ancient monsters scheming in the shadows. It’s not possible to consider all the outcomes, and sometimes the best-laid plans are undone by a simple stake through the heart. You can’t control everything … but you can always vow revenge!

setup / introduction

Game Setup

The rules below are used for a basic (non-chronicle) game. For chronicle play, modify the rules with the indicated alternatives.

1 title: Place, file: PlaceMainBoard, type: mp4, set: A, caption: Place the main board in the middle of the table. the main board in the middle of the table. title: Shuffle, file: DrawBasicMissions, type: mp4, set: A, caption: Shuffle and draw 0 to 5 basic missions onto the main board. and draw 0-5 basic missions onto the main board (this number is player preference in a basic game - use fewer missions for a simpler game).

Chronicle: Rather than using basic missions, title: draw, file: DrawChronicleMissions, type: mp4, set: B, caption: Draw 1 chapter overview and 5 chronicle missions from the chronicle deck., hide: gallery 1 chapter overview and 5 chronicle missions from the chronicle deck.

2 Shuffle and title: draw, file: DrawFiveCharacters, type: mp4, set: C, caption: Shuffle and draw 5 characters onto the main board., hide: gallery 5 characters onto the main board to form the queue. The remaining characters make up the character deck.

3 title: Place, file: PlaceRoundMarker, type: mp4, set: D, caption: Place the round marker on the main board in the 1st space., hide: gallery the round marker on the main board in the 1st space.

4title: Setup, file: PlaceBattlegrounds, type: mp4, set: E, caption: Setup 3 battleground boards in the middle of the table... 3 battleground boards in the middle of the table , along with their associated title: rulecards, file: PlaceBattlegroundRules, type: mp4, set: E, caption: ... along with their associated rulecards...and title: schemes, file: PlaceBattlegroundSchemes, type: mp4, set: E, caption: ... and schemes.. For the first chapter these are: Of Clans High and Low, The War of the Princes, and The Beast Within.

5 Assign the first player marker randomly.

Chronicle: In the initial chapter, assign the first player marker to the oldest player. In all following chapters, assign it to the vanquished (last place) player from the previous chapter.

6 Each player sets up their bloodline:

title: Choose, file: PlaceClanElements, type: mp4, set: F, caption: Choose a clan along with player aid and clan schemes and clan tokens. a clan, along with player aid, clan schemes, and clan tokens. title: Choose, file: FlipClanLeader, type: mp4, set: F, caption: Choose a clan leader by flipping the card face up and placing it at the top of your play space. a clan leader by flipping the card face-up and placing it at the top of your play space.

Chronicle: In the initial chapter, the youngest player selects first, while the oldest selects last. In all following chapters, select in reverse order of the previous chapter’s outcome (i.e. the victor of the previous chapter selects last).

7 title: Place, file: PlaceClanResources, type: mp4, set: G, caption: Place 3 power and 3 clan boons on your clan leader and the clan marker close by., hide: gallery3 power and 3 clan boons on your clan leader and the clan marker close by.

8 title: Place, file: PlaceClanMorality, type: mp4, set: H, caption: Place the clan morality token on its associated battleground., hide: gallery the clan morality token on its associated battleground (The Beast Within / The Rise of Humanity).

9 title: Take, file: DrawInitialSchemes, type: mp4, set: I, caption: Take the clan schemes listed on your clan leader into hand and shuffle the rest together to form a deck., hide: gallery the clan schemes listed on your clan leader into hand, shuffling the rest together to form a deck.

Chronicle: All players with obligations title: carry out, file: ImplementObligations, type: mp4, set: J, caption: All players with obligations carry out the indicated effects after setting up their bloodline., hide: gallery the indicated effects after setting up their bloodline

Gameplay

gameplay / objective

Objective

Players recruit characters into their vampiric bloodline to influence the outcome of 3 contested battlegrounds. After the final round, players score victory points according to the outcome of each battleground and the vampires in their bloodline.

The player with the most victory points wins.

gameplay / turn overview

Turn Overview

On their turn, a player carries out the following phases in any order:

Recruit (mandatory)

title: Choose, file: RecruitPhaseChoose, type: mp4, set: K, caption: Choose a character from the queue to add to your bloodline. a character from the queue to add to your bloodline. This character is then title: activated, file: RecruitPhaseActivation, type: mp4, set: K, caption: This character is then activated to modify each battleground according to their attributes., modifying each battleground according to their attributes.

and

Scheme (optional)

title: Form a coterie, file: SchemePhaseFormCoterie, type: mp4, set: L, caption: Form a coterie and exhaust the coterie leader. and exhaust the coterie leader to carry out the effects of a scheme – either title: clan, file: SchemePhaseClan, type: mp4, set: L, caption: either clan... or title: battleground, file: SchemePhaseBattleground, type: mp4, set: L, caption: ... or battleground..

Turn order moves clockwise around the table, and the round is over when all players have finished their turn.

title: Check, file: AssignFirstPlayer, type: mp4, set: M, caption: ... assign the first player marker. the relevant battleground (The Beast Within / Rise of Humanity) to assign the first player marker. title: Move, file: MoveRoundMarker, type: mp4, set: M, caption: Move the round marker down. the round marker down, and begin the next round.

Chronicle: Once per turn, a player may discard an asset (title: Warlike, file: DiscardAssetWarlike, type: mp4, set: N, caption: Warlike Asset. / title: Scholarly, file: DiscardAssetScholarly, type: mp4, set: N, caption: Scholarly Asset. / title: Wealthy, file: DiscardAssetWealthy, type: mp4, set: N, caption: Wealthy Asset / title: Clandestine, file: DiscardAssetClandestine, type: mp4, set: N, caption: Clandestine Asset. ) to carry out the effect indicated on the player aid card. A discarded asset cannot be used again for the rest of the chronicle.

Recruit Phase (mandatory) gameplay / add character

Add a character

  1. Select a character from the queue. Although most characters are title: free, file: ChooseRecruitFree, type: mp4, set: O, caption: ... most characters are free to recruit... to recruit, those in the left-most spaces cost title: 3, file: ChooseRecruitPay3, type: mp4, set: O, caption: 3 Power to recruit or title: 1, file: ChooseRecruitPay1, type: mp4, set: O, caption: 1 Power to recruit power (n) unless title: belonging to the clan, file: ChooseRecruitSameClan, type: mp4, set: O, caption: Unless belonging to the clan you are currently playing. you are currently playing .
  2. title: Place, file: PlaceRecruitPyramid, type: mp4, set: P, caption: Build a pyramid like structure., hide: gallerythe recruited character (who is now a vampire) below any vampire in your bloodline to build a pyramid-like structure. These vampires now have a sire-childe relationship. Each sire can only have a maximum of 3 childer.
  3. title: Refresh the queue, file: RefreshQueue, type: mp4, set: Q, caption: Refresh the queue... by sliding old characters to the right, and drawing replacements from the character deck. Do this whenever title: one or more, file: RefreshQueueMultiple, type: mp4, set: Q, caption: ... whenever characters are removed. characters are removed from the queue.
  4. Then title: activate, file: ActivateRecruitedVampire, type: mp4, set: R, caption: Activate the recruited vampire. the recruited vampire and title: trigger their special abilities, file: TriggerAbilitiesRecruitedVampire, type: mp4, set: R, caption: Trigger their special abilities..

Chronicle: Once per game, a player may title: recruit, file: RecruitRetainer, type: mp4, set: S, caption: Recruit a retained character from the haven., hide: gallery a retained character from their haven, rather than from the queue. Follow all the regular rules for the recruit phase.

The recruit phase usually represents a title: mortal, file: EmbraceMortal, type: mp4, set: U, caption: A mortal being embraced. being embraced into your bloodline. However, it can also represent your bloodline adopting title: existing vampires, file: EmbraceAncilla, type: mp4, set: U, caption: An existing vampire being embraced. as advisors, mercenaries or servants. You can even recruit vampires from title: different clans, file: EmbraceOtherClan, type: mp4, set: U, caption: A vampire from a different clan being embraced.!

If the character deck is every completely discarded, immediately shuffle the discarded characters into a new deck. Use this new character deck as normal. If a player is using Embrace the Chaos (the Malkavian special ability) they continue seeking the declared attribute from the top of this deck as normal.

Activate the recruited character gameplay / activate

Vampires are always activated when recruited into a bloodline, but they can also be activated by particular schemes or abilities.

title: Modify, file: RecruitPhaseActivation, type: mp4, set: K, caption: Modify each battleground according to the activating vampire’s attributes, hide: gallery each battleground according to the activating vampire’s . Check the associated rules, and fully resolve each battleground before moving to the next. You cannot skip modifying a battleground when a vampire is activated; each effect must be carried out.

Trigger abilities gameplay / trigger abilities

Powerful vampires (called title: ancillae, file: ExampleAncillae, type: png, set: X, caption: Ancillae have special abilities that are triggered when recruited into a bloodline., hide: gallery) have special abilities that are triggered when recruited into a bloodline, but they can also be triggered by particular schemes.

title: Carry out, file: ExampleTriggerAbilitiesMultiple, type: mp4, set: 1N, caption: Carry out the full effect of each of the triggered abilities, hide: gallery the full effect of each of the triggered vampire’s abilities before moving to the next (top to bottom). You cannot skip any ability; all effects must be carried out if a valid target is in play.

Scheme Phase (optional) gameplay / scheme phase

  1. Select any unexhausted vampire in your bloodline to be the coterie leader for the chosen scheme.

    An exhausted vampire cannot be selected as the coterie leader when playing a scheme.

  2. The coterie leader and their direct childer title: must satisfy, file: CoterieMembers, type: png, set: 1C, caption: The coterie leader and their direct childer must satisfy the scheme’s archetype requirements. the scheme’s archetype requirements. If they do not, a player may title: move, file: UseBoon, type: mp4, set: Z, caption: A player may move any boon from their bloodline to any vampire in an opponent’s bloodline. any boon from their bloodline to any vampire in an opponent’s bloodline. Add that vampire’s archetype to the coterie being formed.
  3. title: Place, file: SchemePhaseClan, type: mp4, set: L, caption: Place an exhaustion marker on the coterie leader, hide: gallery an exhaustion marker on the coterie leader and carry out the full effects of the scheme (top to bottom). Clan schemes are placed in a personal discard pile, while battleground schemes remain available.

New clan schemes are only drawn as a result of b / d battlegrounds, or particular schemes and abilities. It is possible to run out of clan schemes during a game. When a player must draw a clan scheme but has none available, nothing happens.

Token effects

Exhaustion: Cannot be .

Torpor: Not considered part of .

Power (1/3): +1VP at end of game.

Infamy (1/3): -1VP at end of game.

Tokens are always associated with a specific vampire and are title: placed, file: TokensOnCharacters, type: mp4, set: T, caption: Tokens are always associated with a specific vampire, hide: gallerydirectly on the card.

If your would receive infamy, title: assign it, file: ClanLeaderInfamy, type: mp4, set: 1A, caption: If your clan leader would receive infamy assign it to one of their childer instead. to one of their childer instead. If your clan leader would be placed into torpor, title: sacrifice, file: ClanLeaderTorpor, type: mp4, set: 1A, caption: If your clan leader would be placed into torpor sacrifice one of their childer instead. one of their childer instead. In both cases the selected childe must not be in torpor. If the clan leader has no available childer, nothing happens.

Game End

Game Rounds

game end / number rounds

Each player recruits the same number of characters each game, one per round. The number of rounds is determined by the player count, as indicated on the main board:

The game ends as soon as the final round is finished.

Number of players

2

3

4

Rounds

10

9

8

Mission game end / claim missions

At the end of the game, each mission is title: claimed, file: ClaimMissions, type: mp4, set: V, caption: Each mission is claimed by the player with the most of the indicated attribute, hide: galleryby the player with the most of the indicated in their bloodline. Vampires in torpor are not part of the player's bloodline, and do not count towards claiming missions. Ties are broken by counting each 's relevant attribute twice (a warlike clan leader adds two warlike symbols, rather than one). Consult the primogen if players are still tied.

Victory Points

game end / victory points Tally each player’s victory points according to the outcome of each battleground and the vampires in their bloodline, as well as their...

power (+1 VP)

boons (+1 VP)

infamy (-1 VP)

torpor (always 0 VP)

Vampires in torpor are not considered part of the bloodline, and do not affect VP in any way (including their power, infamy, and boons).

Mark these victory points using your clan markers and the scoreboard on the back of the rulebook.

The player with the most victory points is the winner.

Ties are broken in favor of the player who claimed fewer missions.

title: Example Bloodline Scoring, file: ExampleGameScoring, type: png, set: 3V, caption: Example Bloodline Scoring, hide: gallery

Chronicle: Claimed missions do not earn power, but impact the aftermath phase.

Ties and Consulting the Primogen game end / consult primogen

There are three moments during the chronicle when ties may need to be resolved: determining which player claims a mission, which player wins a chapter, and which player dominates an era. Each has their own initial tie-breaker, but if this fails there is a final step to determine the outcome.

Every tied player declares a different archetype. Shuffle the character deck and draw from it until the declared is revealed. That player wins the tie.

Key Terms key terms / header

See clan section for following abilities: Black Market, Craft Monstrosity, Declare Enemy, Edict, Embrace the Chaos, Invitation, Kiss the Ring, Pack, Usurp

Activate

key terms / activate title: Modify, file: ActivateSingle, type: mp4, set: W, caption: Modify corresponding battleground corresponding battleground. When title: activating a vampire, file: ActivateThree, type: mp4, set: W, caption: When activating a vampire modify all three battlegrounds, modify all three battlegrounds.

Ancilla (pl. Ancillae)

key terms / ancilla Any title: vampire, file: ExampleAncillae, type: png, set: X, caption: Any vampire with one or more special abilities, hide: gallerywith one or more special abilities.

Any Opponent

key terms / any opponent The activating player chooses any other player and applies the indicated effect.

Assign Power / Infamy

key terms / assign title: Place, file: AssignPowerInfamy, type: mp4, set: Y, caption: Place power or infamy from the supply onto the indicated vampire, hide: gallery power/infamy from the supply on the indicated vampire.

Attributes

key terms / attributes Colors indicating a character’s qualities in three categories: class A/C, temperament b/d, and geography G / F / e / h. Also, the symbol indicating a character’s archetype: warlike j, scholarly M, clandestine k or wealthy L.

Bloodline

key terms / bloodline Each player’s collection of recruited vampires, branching down from (and including) their clan leader. This excludes vampires in torpor unless explicitly stated otherwise.

Childe (pl. Childer)

key terms / childe Apart from the clan leader, every vampire in a player’s bloodline is the childe of their sire - the vampire directly above them. It is possible for a vampire to be both a childe and a sire.

Clan Boons

key terms / boons Boons can be used to help satisfy the archetype requirements of any scheme.

When playing a scheme, title: move, file: UseBoon, type: mp4, set: Z, caption: Move any boon from your bloodline including those from other clans to any vampire in an opponent bloodline., hide: gallery any boon from your bloodline (including those from other clans) to any vampire in an opponent’s bloodline. Add that vampire’s archetype to the coterie being formed. For game effects, the coterie members still consist only of the coterie leader and their direct childer. Each clan boon in a player’s bloodline is worth +1 victory points at the end of the game.

Clan Leader

key terms / clan leader Vampire at the top of each player’s bloodline. If your clan leader would receive infamy, title: assign, file: ClanLeaderInfamy, type: mp4, set: 1A, caption: If your clan leader would receive infamy assign it to one of their childer instead. it to one of their childer instead. If your clan leader would be placed into torpor, title: sacrifice, file: ClanLeaderTorpor, type: mp4, set: 1A, caption: If your clan leader would be placed into torpor sacrifice one of their childer instead. one of their childer instead. In both cases the selected childe must not be in torpor. If the clan leader has no available childer, nothing happens.

Coterie Leader

key terms / coterie leader The vampire selected to title: carry out, file: CoterieLeader, type: mp4, set: 1B, caption: The vampire selected to carry out a clan or battleground scheme. a clan or battleground scheme. title: Gain power or infamy, file: GainPower, type: mp4, set: 1B, caption: Gain X effects always refer to the coterie leader effects always refer to the coterie leader.

Coterie Members

key terms / coterie member The coterie leader plus all their title: direct childer, file: CoterieMembers, type: png, set: 1C, caption: The coterie leader plus all their direct childer.. This means the maximum coterie size is four (the coterie leader and up to three direct childer), and makes the title: shape of your bloodline, file: CoterieMembers_Additional, type: png, set: 1C, caption: This means the maximum coterie size is four and makes the shape of your bloodline very important. very important. Unless clan boons have been used, these vampires must meet the scheme’s archetype requirements.

Exhaustion

key terms / exhaustion An exhausted vampire cannot be selected as the coterie leader when playing a scheme. However, they still title: join, file: ExhaustionJoinCoterie, type: mp4, set: 1D, caption: However they still join any coterie formed by their sire. any coterie formed by their sire and title: receive, file: ExhaustionReceiveBoon, type: mp4, set: 1D, caption: receive clan boons from other players clan boons from other players as normal.

Fledgling

key terms / fledgling Any vampire in a player's bloodline with title: no childer, file: Fledgling, type: png, set: 1E, caption: Any vampire in a player’s bloodline with no childer.. It is possible for a vampire to be both a fledgling and an ancilla. However, a fledgling cannot be a sire.

Gain X

key terms / gain Place the indicated power/infamy from the supply on the title: coterie leader, file: GainXCoterieLeader, type: mp4, set: 1F, caption: Place the indicated power or infamy from the supply on the coterie leader. or the vampire title: triggering, file: GainXTriggerAbilities, type: mp4, set: 1F, caption: or the vampire triggering their ability their ability.

Power (value 1 /3)

key terms / power Characters in the left-most spaces of the queue title: cost power, file: PayRecruit31, type: mp4, set: 1G, caption: Characters in the left most spaces of the queue cost power to be recruited., hide: gallery to be recruited, as indicated on the main board. Each power in a player’s bloodline is worth +1 victory points at the end of the game.

Infamy (value 1 /3)

key terms / infamy Many aggressive schemes and abilities may only title: target, file: InfamyMakesTarget, type: mp4, set: 1H, caption: Many aggressive schemes and abilities may only target those vampires with infamy., hide: gallery those vampires with infamy. Each infamy in a player’s bloodline is worth -1 victory points at the end of the game.

Rejuvenate

key terms / rejuvenate title: Remove, file: ExampleRejuvenate, type: mp4, set: 1I, caption: Remove both exhaustion and torpor tokens from the selected vampire., hide: gallery both exhaustion and torpor tokens from the selected vampire. Unlike other schemes and abilities, this effect may always be applied to vampires in torpor.

Reserve

key terms / reserve title: Place, file: ExampleReserve, type: mp4, set: 1J, caption: Place clan marker token on any unreserved character in the queue. clan marker token on any unreserved character in the queue. This character cannot be recruited by any other player, but can be title: removed, file: RemoveReserved, type: mp4, set: 1J, caption: This character cannot be recruited by any other player but can be removed from the queue or usurped. from the queue or usurped. Remove token at the beginning of your next turn.

Remove from the queue

key terms / remove queue Select any character(s) in the queue and title: set aside, file: RemovefromQueue, type: mp4, set: 1K, caption: Select any characters in the queue and set aside in a discard pile., hide: gallery in a discard pile. Then refresh the queue as normal.

Sacrifice

key terms / sacrifice If a vampire in your bloodline would be placed into torpor, you may title: sacrifice, file: ExampleSacrifice, type: mp4, set: 1L, caption: Sacrifice by placing one of their childer into torpor instead., hide: gallery by placing one of their childer instead. A vampire that is already in torpor cannot be sacrificed.

Sire

key terms / sire Every vampire in a player’s bloodline (including the clan leader) is a sire if they have a vampire directly beneath them (childe). It is possible for a vampire to be both a sire and a childe.

Steal

key terms / steal title: Move, file: ExampleSteal, type: mp4, set: 1M, caption: Move the indicated tokens from the selected vampire., hide: gallery the indicated token(s) from the selected vampire to the coterie leader or the vampire triggering their ability.

Torpor

key terms / torpor A vampire in torpor is effectively removed from the player’s bloodline. They cannot:

  • Join any coterie (whether as member or leader)
  • Gain additional childer
  • Receive infamy
  • Receive or spend power
  • Receive or spend clan boons
  • Be the target of schemes or abilities

Vampires in torpor are not included in the player’s bloodline when resolving game effects, or scoring victory points.

If a vampire in your bloodline would be placed into torpor, you may choose to sacrifice by placing one of their childer into torpor instead.

Trigger Abilities

key terms / trigger abilities title: Carry out, file: ExampleTriggerAbilitiesMultiple, type: mp4, set: 1N, caption: Carry out the full effect of each of the triggered vampire abilities before moving to the next top to bottom., hide: gallery the full effect of each of the triggered vampire's abilities before moving to the next (top to bottom).

Chronicle Rules

Overview chronicle / overview

Vampire: The Masquerade – Heritage is designed to be played as a single, epic chronicle of 21 chapters. At the end of the final chapter, one player is crowned the overall winner.

To start a campaign, all players take part in a prologue: setting up their player sheet, haven, and first retainer. Then play through the first chapter, using the basic game rules in this booklet as well as the red chronicle additions.

The chronicle deck is central to this mode, and contains more than 700 years of vampiric and human history to be revealed from the front in a very specific order. You should never shuffle the chronicle deck. You should also avoid the temptation to peek ahead!

After each chapter, players make decisions and record results in the aftermath step. Every three chapters, the current era comes to an end while the next begins. This marks a turning point in history, exchanging a battleground for a new one and allowing the player who dominated that era to significantly impact the chronicle.

After the 7th era, follow the steps outlined in the Chronicle End section to conclude your campaign.

Chronicle: This prologue demonstrates how to use the game’s legacy elements, and should be completed prior to beginning your chronicle.

Prologue chronicle / prologue

Our story begins in 14th-century Europe. The players are rival childer thrust into bitter conflict after slaying their powerful sire. Now the deed is done and the temporary truce is over …

The Prologue is a chance to establish your player character for the coming centuries! Are you a silver-tongued charlatan, or a solitary hermit alone in the wilderness? Maybe a ruthless assassin seeking vengeance? Choose dots that highlight the experiences and background of your character.

For each player prologue / for each player

  1. Take a player envelope (called a haven) and title: write, file: WriteNameHaven, type: png, set: 1O, caption: Take a player envelope (called a haven) and write your name in the indicated space, hide: gallery your name on the indicated space.
  2. Take a player sheet and title: write, file: WriteNameSheet, type: png, set: 1P, caption: Take a player sheet and write your character name in the indicated space, hide: gallery your name in the indicated space.
  3. title: Gain, file: GainFreeAttribute, type: png, set: 1Q, caption: Gain 1 dot in any trait from Resources or Abilities or Psyche, hide: gallery 1 dot in any trait from Resources, Abilities, or Psyche.
  4. title: Gain, file: GainFreeDiscipline, type: png, set: 1R, caption: Gain 1 dot in any discipline from Discipline Mastery, hide: gallery 1 dot in any discipline from Discipline Mastery.
  5. title: Write, file: GainFreeTitle, type: png, set: 1S, caption: Write a suitably vampiric title in the indicated space, hide: gallery a suitably vampiric Title in the indicated space.

Traits score variable points at the end of the chronicle. However, their value hasn't yet been determined, so this is purely thematic at the beginning of the chronicle.

Your title is the first of many gathered through history. It could be the "fairy tale" told by mortals to scare their children, the secret name whispered by your enemies in halls of power, or the military rank earned in long-forgotten battles.

Your first retainer prologue / first retainer

Select your first retainer and elevate them to :

  1. title: Draw, file: RetainerRandomDraw, type: png, set: 1T, caption: Draw 3 random cards from the character deck and choose one., hide: gallery 3 random cards from the character deck and choose one.
  2. title: Flip, file: FlipRetainer, type: png, set: 1U, caption: Flip the card around to upgrade them from a basic character to ancilla., hide: gallery the card around, upgrading them from a basic character to ancilla.
  3. Decide which clan they have been embraced into, and title: apply, file: ApplyClanSticker, type: png, set: 1W, caption: Apply that clan’s sticker in the indicated space. the clan's sticker in the indicated space. A name sticker may be optionally applied and title: filled in, file: ApplyNameSticker, type: png, set: 1V, caption: A name sticker may optionally be applied and filled in..
  4. Return the card to the sleeve and title: place, file: FirstRetainerHaven, type: png, set: 1X, caption: Return the card to the sleeve and place it in your haven., hide: gallery it in your haven.

You are ready to begin the first chapter. Setup and begin your first game using all the chronicle rules.

Finally, your retainer is the vampire you turned to at the beginning of this long feud between siblings. He could be a Ventrue priest, able to grow your influence from the puplit. Or perhaps a Nosferatu wretch using her shady network to uncover secrets.

The chronicle is based primarily for a single group of consistent players. However, it is possible for players to drop in and out. Each player carries out a prologue when they join, and gains 1 free dot in any section of their player sheet for each missed chapter.

Aftermath chronicle / aftermath

Before starting the aftermath, it's fine to make space on the table for the legacy elements (chronicle booklets, player envelopes, character sheets etc.) by removing the battlegrounds and the mainboard. You should however leave the players' in place, since they will be needed throught this process. Remove any vampires in torpor. Then take out all cards from the chronicle deck until you reach the next chapter overview card.

An aftermath occurs after each chapter, recording the results and revealing new content for the rest of the chronicle. Carry out the following steps in order.

1 Record results

title: Write, file: RecordGameResults, type: png, set: 1Y, caption: Write each player’s name and the clan used in the indicated spaces of the chronicle booklet, hide: gallery each player's name and the clan used in the indicated spaces of the chronicle booklet. This provides era points, and ultimately determines which player dominates the era.

2 Resolve chapter overview

Each title: chapter overview, file: ExampleChapterOverviewReverse, type: png, set: 2C, caption: Each chapter provides different outcomes for the victor and vanquished., hide: gallery provides different outcomes for the victor (first place) and vanquished (last place).

Victor

title: Write, file: GainVictorTitle, type: png, set: 1Z, caption: Write your new title in the space indicated on your player sheet., hide: gallery your new title in the space indicated on your player sheet. Each title is worth 1 point at the end of the chronicle.

Vanquished

Plotting unlocks clan schemes, making them playable for the rest of the chronicle. title: Choose, file: UnlockPlotSchemes, type: png, set: 2A, caption: Choose the indicated number of clan schemes from the research deck and add them to the relevant clan deck, hide: gallery the indicated number of clan schemes from the research deck, adding them to the relevant clan deck. Players may only unlock clan schemes of the clan they played in this chapter.

3 Resolve chronicle missions

Each mission is title: claimed, file: ClaimMissions, type: mp4, set: 2U, caption: Each mission is claimed by the player with the most of the indicated attribute in their bloodline., hide: gallery by the player with the most indicated in their bloodline. Flip the missions over and gain rewards as detailed in the Chronicle Missions section. All unlocked content can be found by drawing from the chronicle deck.

4 Resolve obligations

The winning player adds 1 random obligation to their haven. Each other player removes 1 random obligation from their haven. It is possible to accumulate several obligations by winning repeatedly.

5 Assign new abilities

Each player may title: place, file: PlaceAbilitySticker, type: png, set: 2Y, caption: Each player may place an ability stick on any ancilla in their bloodline (or haven) with a free ability slot., hide: gallery an ability sticker on any in their bloodline or haven with a free ability slot. The player sheet determines which stickers may be selected, with more powerful abilities requiring higher attribute scores.

6 Select retainers

Each player may move any vampire from their bloodline into their haven (which excludes those in torpor). This character may then be recruited in the next chapter. Only one vampire may be retained in each haven. Vampires unlocked via missions may be retained instead.

Chronicle Deck chronicle / chronicle deck

1 Basic Characters

New characters become available to recruit as time progresses. title: Sleeve, file: UnlockBasicCharacter, type: png, set: 2B, caption: Sleeve each card with the basic side visible and add to the character deck, hide: gallery, hide: gallery each card with the basic side visible, and add to the character deck.

2 Chronicle Characters

Chronicle characters are always ancillae, and are title: unlocked, file: ExampleAncillaUnlockMission, type: png, set: 2D, caption: unlocked by claiming corresponding missions by claiming corresponding missions. If the character does not show a clan affiliation, the claiming player title: adds, file: AddClanStickerAncilla, type: png, set: 2D, caption: claiming player adds the sticker of the clan just played the sticker of the clan just played. Then title: sleeve, file: ChooseSideAncilla, type: png, set: 2D, caption: Sleeve with either side visible with either side visible. Chronicle characters may be retained or added immediately to the character deck.

3 Clan Leaders

Additional clan leaders are unlocked by claiming the corresponding mission. The claiming player title: adds, file: AddClanLeadertoHaven, type: png, set: 2E, caption: Add the clan leader to your haven the clan leader to their haven, and may use them instead when playing that clan. If the indicated clan schemes have not yet been unlocked, permanently title: add, file: ClanLeaderUnlockedSchemes, type: png, set: 2E, caption: permanently add clan schemes to the clan deck when needed them to the deck when needed.

4 Chronicle Scoring

The player who dominated the era title: selects, file: SelectEraOutcome, type: png, set: 2F, caption: dominated the era selects one card one card, title: adding, file: AddDotsChronicleSheet, type: png, set: 2G, caption: Add the indicated dots to the chronicle scoresheet. the indicated dots to the chronicle scoresheet (at the back of the chronicle booklet). This permanently alters the value of the traits on all player sheets, for the purposes of scoring at the end of the chronicle.

5. Chapter Overview

The title: chapter overview, file: ExampleChapterOverviewFront, type: png, set: 2H, caption: The chapter overview indicates when one chapter is finished and the next is about to begin., hide: gallery indicates when one chapter is finished, and the next is about to begin.

6. Chronicle Missions

Each title: chronicle mission, file: ExampleChronicleMissionReverse, type: png, set: 2I, caption: Each chronicle mission presents a situation that demands a choice. presents a situation that demands a choice. The claiming player selects their response and title: gains, file: GainAttributeChronicleMission, type: png, set: 2I, caption: Select a response and gain 1 dot on your player sheet 1 dot on their player sheet.

Each chronicle mission also provides one of three possible rewards:

  • Asset– Add the indicated asset to your haven. You may use it in future chapters.
  • Unlock – Add the indicated chronicle character or clan leader into play (see chronicle characters above).
  • Elevate – Select any basic character in your bloodline (which excludes those in torpor). Flip the card around, title: upgrading, file: ExampleElevateFlip, type: png, set: 2N, caption: Flip the card around to upgrade them from a basic character to ancilla them from a basic character to ancilla. title: Apply, file: ExampleElevateClanSticker, type: png, set: 2N, caption: Apply the sticker of the clan just played in the indicated space the sticker of the clan just played in the indicated space. A name sticker may optionally be applied.

For a more thematic experience, players should make their decision about how to resolve the mission without knowing the rewards (have another player read it to you). We recommend playing this way, but you can also play with full information for a more competitive experience.

Chronicle: Any time a player applies a clan sticker, they may instead apply a title: Thin Blood, file: ThinBloodSticker, type: png, set: 2O, caption: You may instead apply a Thin Blood sticker., hide: gallery sticker. These characters are played as normal, but due to their weakened vampiric lineage do not belong to any clan, so always cost 3/1 power when in the left-most spaces of the queue. Thin Bloods may not be bonded (a powerful sticker ability).

Asset Effects chronicle / asset effects

An image of a wax seal with a feather imprint
SCHOLARLY

title: Take, file: DiscardAssetScholarly, type: mp4, set: N, caption: Take any clan scheme from your discard pile into hand., hide: gallery any clan scheme from your discard pile into hand.

Warlike

title: Remove, file: DiscardAssetWarlike, type: mp4, set: N, caption: Remove 1 to 5 characters from the queue., hide: gallery 1-5 characters from the queue.

Wealthy

title: Rejuvenate, file: DiscardAssetWealthy, type: mp4, set: N, caption: Rejuvenate any vampire., hide: gallery any vampire.

Clandestine

title: Trigger, file: DiscardAssetClandestine, type: mp4, set: N, caption: Trigger the abilities of any vampire in your bloodline., hide: gallery the abilities of any vampire in your bloodline.

After the Era chronicle / after era

  1. The end of each era represents a fork in history, as one battleground is removed and another title: takes, file: BattlegroundSwap, type: png, set: 2P, caption: One battleground is removed and another takes its place., hide: gallery its place.
  2. A number of title: revealed, file: RevealChronicleScoringCards, type: png, set: 2Q, caption: Chronicle scoring cards are revealed at this stage. are revealed at this stage, as well as title: new cards, file: RevealNewBattlegroundCards, type: png, set: 2Q, caption: As well as new cards for the next battleground.new cards for the next battleground.
  3. title: Check the results, file: ExampleEraScoring, type: png, set: 2R, caption: Check the results of the last three chapters to determine the winner of this era., hide: gallery of the last three chapters to determine the winner of this era. Ties are broken according to the battleground being resolved, which is shown in the chronicle booklet. The player scoring the most victory points on this battleground in the third chapter wins the tie, and therefore dominates the era.
  4. The player who dominates the era decides how the departing battleground is finally resolved. title: Select, file: SelectEraOutcome, type: png, set: 2S, caption: Select one of the chronicle scoring cards just revealed. one of the chronicle scoring cards just revealed, and title: add, file: AddDotsChronicleSheet, type: png, set: 2T, caption: Add the indicated dots to the chronicle scoresheet. the indicated dots to the chronicle scoresheet (at the back of the chronicle booklet). This changes the World of Darkness and permanently alters the value of traits on all player sheets.

Players shape their shared world with each successive era, bending history to favor their own traits – at the expense of their rivals.

Chronicle End chronicle / chronicle end

Ending the seventh era means resolving a feud centuries in the making.

  1. Use player sheets and the chronicle scoresheet to determine the final chronicle score of each player.
  2. title: Multiply, file: DetermineChroniclePoints, type: png, set: 2Z, caption: Multiply each trait on the player sheet by its value., hide: gallery each trait on the player sheet by its value, as indicated on the chronicle scoresheet, to determine chronicle points (CP). These values range from 1-3 points (Resources / Abilities / Psyche), a flat 1 point (Discipline Mastery) or -1 to +1 point (Allegiance) depending on the chronicle scoring cards chosen. Then add 1 chronicle point for each title gained.
  3. The player with the most chronicle points ultimately rules the night, and receives the final card of the chronicle deck.

title: Example Chronicle Scoring, file: ExampleChronicleScoring, type: png, set: 3W, caption: Example Chronicle Scoring, hide: gallery

The Clans

clans / overview

Each chapter, you will choose to control one of nine vampire clans, each with a unique mechanic unavailable to the others. Their relative strengths and weaknesses change throughout the chronicle, as new clan schemes are unlocked and specific characters are embraced.

The chart below indicates each clan’s complexity to play, the player count at which it tends to be strongest, and the archetype most comm only required by clan schemes.

Each clan features a unique mechanic only found on their clan schemes. Special Clan Abilities are represented by a bolded keyword on the card. This bolded keyword signifies that the special ability is to be carried out.

Brujah clans / brujah

Quick to anger and always passionate, the Brujah have been lofty philosophers and activists just as often as they have been unruly rebels. Their deep involvement and unbridled anger in the face of perceived injustice means they should not be antagonized.

The Brujah’s ability to declare enemies and make them suffer with follow-up schemes makes them intimidating foes. However, this propensity for direct conflict can be their downfall - punishing enemies is not always enough to improve their own position. More prudent Brujah can use the threat of violence to keep other clans out of their way, without ever needing to get their hands dirty.

DECLARE ENEMY

title: Move, file: DeclareEnemy, type: mp4, set: 2V, caption: Move this scheme to any vampire in any opponent’s bloodline this scheme to any vampire in any opponent's bloodline. That vampire is now an title: enemy, file: EffectEnemy, type: mp4, set: 2V, caption: That vampire is now an enemy.

Enemies in torpor follow all the normal rules, and cannot be targeted by further schemes or abilities. When counting the number of enemies, those in torpor are not included.

Gangrel clans / gangrel

The Gangrel are a clan of feral nomads. They hold closer ties to wild places than most kindred and always feel the animalistic aspect of their vampiric curse.

Their pack ability allows the Gangrel to trigger schemes for devastating effect in many different contexts. To form these large packs, they must focus on a single geographic attribute. This feral attachment to certain locations can make the Gangrel vulnerable to attentive opponents. For this reason, it can sometimes be wise to diversify into a second attribute.

PACK

All vampires in your bloodline that title: share, file: ExamplePack, type: mp4, set: 2W, caption: All vampires in your bloodline that share the coterie leader geographic attribute., hide: gallery the 's G / F / e / h /attribute.

vampires count as their own pack, and may not join those of other attributes.

Lasombra clans / lasombra

Clan Lasombra are social Darwinists with a firm belief in their right to rule. These elegant and inhuman predators cannot be seen in mirrors, bodies of water or any reflective surface.

For maximum effect, the Lasombra need to make their ‘offers’ at just the right time. This ability to directly coerce concessions from opponents doesn’t win the Lasombra any friends. The Lasombra should therefore be careful to avoid uniting their opponents; one approach is returning clan boons (very occasionally) to the weakest player.

KISS THE RING

Each opponent may title: give a boon, file: KissTheRingBoon, type: mp4, set: 2X, caption: Each opponent may give a boon to your coterie leader. to your coterie leader, otherwise the title: negative effect, file: KissTheRingPunish, type: mp4, set: 2X, caption: Otherwise the negative effect applies to their bloodline. applies to their .

The negative effect of Kiss the Ring applies only to opponents who do not give a clan boon.

Malkavian clans / malkavian

Malkavians are the seers and oracles of the kindred. While their vampiric curse tends to give the power of vision and foresight, every last one is irredeemably insane.

By embracing the chaos, Malkavians completely bypass the queue, ensuring they can always find that crucial attribute. This ability becomes stronger as more ancillae populate the character deck. However, it can be a double-edged sword, as recruiting the wrong ancilla is sometimes catastrophic. Malkavians also lack the means to retaliate or recover from attacks, so should avoid attracting the ire of their opponents.

EMBRACE THE CHAOS

Declare an . title: Reveal, file: EmbraceChaosReveal, type: mp4, set: 3F, caption: Reveal from the deck until you find a character with this attribute., hide: gallery from the deck until you find a character with this attribute - recruit them, discard the rest. Carry out before and instead of recruit phase.

All the usual recruiting rules apply when embracing the chaos. Remember to the new recruit and trigger their abilities.

It is never possible to recruit more than once per turn. If a player has already recruited, they cannot embrace the chaos (and vice versa).

Nosferatu clans / nosferatu

Hideously deformed by their vampiric curse, Nosferatu are the masters of the underground. They tend to live in secret and trade information for survival.

Clan Nosferatu can manipulate infamy away from themselves and towards rivals. In addition, black market schemes provide a steady income of boons and direct benefits (by using it themselves). One potential danger is providing a new tool that may advantage their opponents more than themselves. For this reason, the Nosferatu should stir up trouble amongst the other players wherever possible - always ready to help clean up the mess.

BLACK MARKET

title: Place, file: BlackMarketPlace, type: mp4, set: 3G, caption: Place face up on table. face-up on table. Each round, 1 player may title: trigger, file: BlackMarketTrigger, type: mp4, set: 3G, caption: Trigger the effect by placing a boon on the scheme. the effect by placing a boon on the scheme during their turn. title: Move, file: BlackMarketCollect, type: mp4, set: 3G, caption: Move these boons to the Nosferatu clan leader these boons to the Nosferatu clan leader at end of round.

Black market schemes are not triggered when initially played. The Nosferatu player must move a boon to the black market in order to trigger its effect.

If a black market already has a boon, it may not be triggered again in this round.

Black market schemes remain in play, and there is no limit to the number that can be played.

Toreador clans / toreador

A clan of artists and innovators, Toreador are the most beautiful, sensual, emotional and glamorous creatures of the night.They are responsible for the legends of vampires who seduce and entice their prey with raw sensuality.

The Toreador require a mastery of clan politics to unlock the full effect of their invitation schemes. However, they are also the most attuned to the mortal world, and therefore most adept at manipulating the queue. This becomes increasingly valuable as more powerful ancillae enter the chronicle, and it becomes possible to recruit any character in the deck. Toreador must remain subtle and non-threatening above all.

INVITATION

Choose any opponent. They may title: decide, file: InvitationAccept, type: mp4, set: 3H, caption: Choose any opponent. They may decide to also gain the effect. to also gain the effect. If so, your coterie leader title: gains, file: InvitationReward, type: mp4, set: 3H, caption: If so your coterie leader gains 2 power. 2 n.

The Toreador player may choose not to invite anyone.

Power gained from invitations is taken from the supply, not the invitee.

The Toreador player chooses the order in which invitation effects are triggered. This order should be determined before the invitee accepts.

When recruiting any character from the deck, all the normal recruiting rules apply, and no other character may be recruited this turn. Shuffle the character deck when finished.

Tremere clans / tremere

The Tremere are known as a clan of warlocks and interlopers after being founded by mages who took their vampiric powers by force. They place a high value on hierarchy and secrecy, wielding powerful blood magic for their own ends.

With a number of aggressive schemes – as well as the ability to quickly adapt their bloodline – Clan Tremere excel at direct conflict. Because their schemes are fuelled by vampires in torpor, they tend to promote violence between all the players. However, an over-reliance on usurpation can make it difficult to plan for the end game, leaving many battlegrounds wasted.

USURP

title: Replace, file: UsurpReplace, type: mp4, set: 3I, caption: Replace any vampire in your bloodline with a character from the queue. any vampire in your bloodline (including those in torpor) with a character from the queue. title: Move, file: UsurpTokens, type: mp4, set: 3I, caption: Move all tokens except torpor to the new vampire. all tokens except torpor to the new vampire.

When usurping, all tokens except torpor are moved to the new character. The original vampire is discarded from the bloodline.

Usurpation does not count as a recruit. Do not activate the new character or trigger their abilities.

Do not pay power when using usurpation to take characters from the two left-most spaces.

Tzimisce clans / tzimisce

Clan Tzimisce are scholars and flesh-shapers who have gladly left the human condition behind. Now their focus is on transcending the limits of the vampiric state.

By crafting monstrosities, the Tzimisce are able to pursue strategies impossible for any other clan. These experiments can produce a huge variety of combined effects. However, this reliance on ancillae can place them at the mercy of the queue - and they are severely weakened at the beginning of the chronicle. One useful strategy is crafting monstrosities as a way of denying ancillae for opponents.

Craft Monstrosity

title: Select, file: MonstrositySelect, type: mp4, set: 3J, caption: Select any ancilla in the queue any from the queue, title: placing, file: MonstrosityPlace, type: mp4, set: 3J, caption: Place them beneath any vampire in your bloodline them beneath any vampire in your bloodline with only the ability visible. The vampire is now an ancilla with this ability.

Craft monstrosity does not count as a recruit. Do not activate or trigger the abilities of the selected ancilla.

All of the selected ancilla’s abilities will be added to the monstrosity in your bloodline. It is not possible to add just one or two.

There is title: no upper limit, file: MonstrosityMultiple, type: mp4, set: 3J, caption: There is no upper limit for the number of ancillae that can be combined for the number of ancillae that can be combined into a single monstrosity. Follow all the usual rules for triggering abilities – each occuring in order from top to bottom

Do not pay power when using craft monstrosity to take characters from the two left-most spaces.

Ventrue clans / ventrue

The Ventrue wish to be seen as nobles, rulers and aristocrats. This show of honor and “noblesse oblige” may sometimes conceal their unrivaled desire to control and dominate – but it never truly diminishes.

With their edicts, Clan Ventrue are able to influence an entire chapter using a single scheme. This influence over which characters are recruited, combined with activating coterie leaders, can have a powerful impact on determining battleground outcomes. However, it can become a double-edged sword if opponents are able to simply follow their lead and share in those battlegrounds.

Edict

Leave the clan scheme face-up on the table, title: indicating, file: EdictChoice, type: mp4, set: 3K, caption: Leave the clan scheme face up on the table and indicate your selection with a power token. your selection with n. Ventrue player title: triggers, file: EdictTrigger, type: mp4, set: 3K, caption: Trigger the effect when any player recruits the selected attribute. the effect when any player recruits the selected attribute. Max. 1 edict.

Only a single edict may be in play at once. Discard the older edict if another is played.

It is not possible to change an edict’s target attribute once this has been selected.

Use a n from the supply to indicate selection. This is not worth a victory point at the end of the game for the Ventrue player.

Battlegrounds

Battleground A: Era 1

Of Clans High and Low

battlegrounds / clans high low For centuries, kindred have been divided between those who rule and those who obey through clenched teeth. But the low clans are growing vengeful, while the high clans are growing into bloody tyrants. Which side are you on?

Setup

title: Place, file: ClansHighSetup, type: mp4, set: 3L, caption: Place a clan politics token on the neutral space of the track., hide: gallerya clan politics token on the neutral space of the track.

Play

When A/c activated, title: move, file: ClansHighActivation, type: mp4, set: 3M, caption: When activated move the clan politics token one space in that direction., hide: gallery the clan politics token 1 space in that direction.

Decisive Victory

If clan politics token title: reaches, file: ClansHighDecisiveVictory, type: mp4, set: 3M, caption: If clan politics token reaches the last space of the track all vampires of that attribute gain 1 power., the last space of the track, all vampires of that attribute gain 1 n.

title: Return, file: ClansHighReturn, type: mp4, set: 3M, caption: Return clan politics token to the neutral space. clan politics token to the neutral space.

Resolution

Position of the clan politics token title: determines, file: ClansHighResolution, type: png, set: 3M, caption: Position of the clan politics token determines winning attribute and VP scored., hide: gallery winning attribute and VP scored.

If on the neutral space, neither wins.

Scoring

1-2 VP

per vampire of winning attribute

Battleground B: Eras 2-5

The Beast Within

battlegrounds / beast within All vampires struggle with the inner hunger that calls for ever more blood. Only a consistent moral code –no matter how perverse – can keep this monster in check as the decades flow.

Setup

title: Place, file: BeastWithinSetup, type: mp4, set: 3N, caption: Place each clan morality token onto the start position flipped according to their clan leader., hide: gallery each player’s clan morality token onto the start position (-3), flipped according to their clan leader’s b/d.

Activation

When b/d activated, compare with player’s clan morality token.

Matching:

title: Move up, file: BeastWithinMatching, type: mp4, set: 3N, caption: Move up 1 space on the clan morality track., hide: gallery 1 space on the clan morality track.

Not matching:

title: Flip, file: BeastWithinFlip, type: mp4, set: 3N, caption: Flip clan morality token., hide: gallery clan morality token.

title: Move down, file: BeastWithinBackwards, type: mp4, set: 3N, caption: Move down 1 space on the clan morality track., hide: gallery 1 space on the clan morality track and draw 1 clan scheme.

Nothing happens if a clan morality token would be moved up from the highest space or down from the lowest space.

End of Round

Player in highest position title: takes, file: BeastWithinFirstPlayer, type: mp4, set: 3N, caption: Player in highest position takes 1st player marker., hide: gallery the 1st player marker.

Scoring

X VP

title: According, file: BeastWithinResolution, type: png, set: 3N, caption: Score according to clan morality token position., hide: gallery to clan morality token position

If players are tied for the highest position, the first player marker does not move.

Battleground C: Eras 1-2

The War of the Princes

battlegrounds / war princes Europe churns with turmoil as rival courts vie to control the continent. Vampiric aristocrats trade estates and feeding

grounds in an age of excess. But eventually one faction will rise – and they will remember their friends.

Setup

title: Place, file: WarPrincesSetup, type: mp4, set: 3O, caption: Place 7 ankhs on each home court., hide: gallery 7 ankhs onto each G / F / e / h home court.

Play

When G/ F / e/ h activated, title: move, file: WarPrincesActivation, type: mp4, set: 3O, caption: When activated move ankh of that faction to any adjacent court., hide: gallery ankh of that faction to any adjacent court not controlled by a rival faction (i.e. not containing at least one ankh of another faction).

Ankhs may not be moved back into any home court.

I vampires may activate any attribute, and score 1 VP at the end of the game.

Resolution

The faction controlling the most courts title: determines, file: WarPrincesResolution, type: png, set: 3O, caption: The faction controlling the most courts determines the winning attribute., hide: gallery the winning attribute.

Tied victories are possible.

The central space counts as two courts.

Scoring

2 VP

per vampire of winning attribute

In the case of a tied victory, each vampire of a tied attribute scores 2 VP.

Battleground D: Eras II-IV

The Inquisition

battlegrounds / inquisition Tactless carnage between the clans has awakened a group of fanatics within the mortal church. Even these robed fools are bound to stumble across an impetuous vampire eventually. However, if this hunt cannot be stopped, perhaps it can be directed.

Setup

title: Place, file: InquisitionSetup, type: mp4, set: 3P, caption: Place 1 clan politics token on each vaticanum space., hide: gallery 1 clan politics token on each L / K / M / J vaticanum space.

Play

When A/C activated, title: move, file: InquisitionActivation, type: mp4, set: 3P, caption: When activated move clan politics token in matching column to judices. clan politics token in matching L/K/M/J column to judices, if not there already. Then flip the clan politics token to match attribute.

Trial:

When all Judices places are filled, the vampire(s) with most n is title: targeted, file: InquisitionTargets, type: mp4, set: 3P, caption: The vampires with most infamy are targeted.. If target’s suspicion (n + matching clan politics tokens) is title: 5+, file: InquisitionTorpor, type: mp4, set: 3P, caption: If suspicion is 5 or higher place the target into torpor., place them into torpor. Otherwise target title: gains, file: InquisitionInfamy, type: mp4, set: 3P, caption: Otherwise the target gains 1 infamy. 1 n.

title: Shift, file: InquisitionReset, type: mp4, set: 3P, caption: Shift all tokens back to vaticanum., hide: gallery all tokens back to Vaticanum.

Vampires in cannot be targets of the inquisition. Ignore their infamy when determining targets.

Resolution

Attribute with fewer face-up clan politics tokens title: wins, file: InquisitionResolution, type: png, set: 3P, caption: Attribute with fewer face up tokens wins., hide: gallery. If both have 2 face-up, neither wins.

Scoring

1 VP

per vampire of winning attribute

Battleground E: Era 3

The Anarch Revolt

battlegrounds / anarch revolt A call to rebellion echoes through Europe. The downtrodden and younger kindred have long been sacrificed to inquisitors or undead rivals, all for the advancement of their elders. Now they rise to overturn the established order and set the night aflame.

Setup

title: Place, file: RevoltSetup, type: mp4, set: 3Q, caption: Place 4 ankhs onto each city., hide: gallery 4 ankhs onto each G / F / e / h city.

Play

When G / F / e / h activated, take ankh from matching city and title: place, file: RevoltProtect, type: mp4, set: 3Q, caption: When activated take ankh from matching city and place on activating vampire... on activating vampire or title: burn, file: RevoltBurn, type: mp4, set: 3Q, caption: ... or burn by placing in the fire. by placing in the fire.

If the 3rd ankh from a city is burned, title: also burn, file: RevoltDestroy, type: mp4, set: 3Q, caption: If the 3rd ankh from a city is burned also burn the 4th ankh., hide: gallery the 4th ankh.

Once an Ankh is placed on the fire space, it cannot be returned to the city. Ankhs on fire space do not return to the city during respite step.

vampires may activate any attribute.

Respite

When title: final ankh, file: RevoltRespite, type: mp4, set: 3Q, caption: When final ankh removed from a city and placed each vampire with a matching ankh gains 1 power. removed from a city and placed, each vampire with matching ankh gains 1 n. title: Return, file: RevoltRespiteReset, type: mp4, set: 3Q, caption: Return all matching ankhs from vampires to city. all matching ankhs from vampires to city.

Upheaval

When vampire with ankh title: placed into torpor, file: RevoltTorpor, type: mp4, set: 3Q, caption: When vampire with ankh placed into torpor place ankh in fire., hide: gallery , place ankh in fire.

Resolution

Cities with 1+ ankhs remain standing.

All matching attributes score.

Scoring

X VP

per vampire of title: scoring attribute, file: RevoltResolutionA, type: png, set: 3Q, caption: X VP per vampire of scoring attribute., where X = number of title: burned cities, file: RevoltResolutionB, type: png, set: 3Q, caption: Where X equals number of burned cities.

Each vampire scores 1 VP at the end of the game.

Battleground F: Eras 4-6

The Masquerade

battlegrounds / masquerade As the living world advances, kindred grudgingly retreat further into the night. Secrecy and obscurity become marks of honor and respect, while those who lapse are quickly punished for their complacency. The danger of a single curious mortal has become too great to ignore.

Setup

title: Place, file: MasqueradeSetup, type: mp4, set: 3R, caption: Place 3 Investigator tokens on Invistigator space and 3 ankhs on each final space., hide: gallery 4 Investigator tokens on investigator space, and 3 ankhs on each G / F / e / h final space.

Play

When G / F / e / h activated, title: advance, file: MasqueradeActivation, type: mp4, set: 3R, caption: When activated advance an investigator 1 space on the matching track., hide: gallery an investigator 1 space on the matching track.

vampires may activate any attribute – but the Investigator is advanced 2 spaces rather than 1.

Breach

When investigator reaches end space, title: place, file: MasqueradeBreach, type: mp4, set: 3R, caption: When investigator reaches end space place ankh on activating vampire. ankh on activating vampire. title: Reset, file: MasqueradeReset, type: mp4, set: 3R, caption: Reset the investigator. the investigator.

Cleanup

title: Gain, file: MasqueradeTorpor, type: mp4, set: 3R, caption: Gain 2 power when placing vampire with ankh into torpor. 2 n when placing vampire with ankh into torpor. title: Return, file: MasqueradeTorporReset, type: mp4, set: 3R, caption: Return ankh to battleground. ankh to battleground.

Outsider

Advance any investigator 2 spaces when activated.

Resolution

All attributes score.

Scoring

X VP

per vampire where X = ankhs title: remaining, file: MasqueradeResolution, type: png, set: 3R, caption: X equals number of ankhs remaining on matching final space., hide: gallery on matching final space.

Each vampire scores 1 VP at the end of the game.

Battleground G: Eras 5-7

The Court

battlegrounds / court With the inquisition receding as a threat – derided by mortals now veiled in ignorance – a kind of stability emerges in each city. Several key titles have developed to bring order to the night, none more important than Prince. But uneasy lies the head that wears a crown …

Setup

title: Place, file: CourtSetupA, type: mp4, set: 3S, caption: Place 5 clan politics tokens outside city walls... 5 clan politics token outside city walls, court title tokens on title: matching spaces, file: CourtSetupB, type: mp4, set: 3S, caption: ... court title tokens on matching spaces and timer token above harpy space., and timer token above harpy space.

Play

When A/C activated, title: move, file: CourtActivation, type: mp4, set: 3S, caption: When activated move a clan politics token inside city walls and flip to match attribute., hide: gallery a clan politics token inside city walls, and flip to match attribute.

Hold Vote

When all clan politics tokens are inside city walls, either A/C are in favor title: according to, file: CourtVoteFavor, type: mp4, set: 3S, caption: When all clan politics tokens are inside city walls either faction is in favor according to face up tokens. face-up tokens. The vampire in favor with most n (and no court title) title: receives, file: CourtVoteReceive, type: mp4, set: 3S, caption: The vampire in favor with most power receives the new title. the new title. title: Reset, file: CourtVoteReset, type: mp4, set: 3S, caption: Reset clan politics tokens and move timer to next title. clan politics tokens and move timer to next title.

Lay Claim

title: Steal, file: CourtTorpor, type: mp4, set: 3S, caption: Steal their court title when placing any vampire with a title into torpor., hide: gallery their court title when placing any vampire with a title into torpor.

In the case of ties the title is not received by any vampire. Reset clan politics tokens and move timer to next title.

Vampires in torpor, as well as those already holding a court title, cannot gain titles. Ignore their power when holding votes.

Resolution

Prince's A/C determines winning attribute.

Scoring

2 VP

per vampire of title: winning attribute, file: CourtResolutionA, type: png, set: 3S, caption: 2VP per vampire of winning attribute., and per title: court title, file: CourtResolutionB, type: png, set: 3S, caption: 2VP per court title in your bloodline. in your bloodline

Battleground H: Eras 6-7

The Rise of Humanity

battlegrounds / rise humanity The world changes faster with each year, a dizzying crescendo of mortal ‘progress’ that risks leaving behind the unwary kindred. It is no longer wise to ignore the passing fancies of humanity. Keeping up with the kaleidoscope of history means one thing: change.

Setup

title: Place, file: RiseHumanitySetup, type: mp4, set: 3T, caption: Place each clan moirality token onto the start position flipped according to their clan leader., hide: gallery each player’s clan morality token onto the start position (8), flipped according to their clan leader’s b/d.

Play

When b/d activated, compare with player’s clan morality token.

Matching:

title: Move down, file: RiseHumanityMatching, type: mp4, set: 3T, caption: Move down 1 space on the track and draw 1 clan scheme., hide: gallery 1 space on the track and draw 1 clan scheme.

Not matching:

title: Flip, file: RiseHumanityNotMatching, type: mp4, set: 3T, caption: Flip clan morality token., hide: gallery clan morality token.

Nothing happens if a clan morality token would be moved up from the highest space or down from the lowest space.

End of Round

Player in lowest position title: takes, file: RiseHumanityFirstPlayer, type: mp4, set: 3T, caption: Player in lowest position takes the 1st player marker., hide: gallery the 1st player marker.

Scoring

X VP

title: According, file: RiseHumanityResolution, type: png, set: 3T, caption: According to clan morality token position, hide: gallery to clan morality token position

If players are tied for the lowest position, the first player marker does not move.

Battleground I: Era 7

The Sabbat Wars

battlegrounds / clans high low After centuries of simmering tension, violence once again explodes among powerful kindred factions. Coteries travel the globe in a nocturnal game of cat and mouse that risks destroying the Masquerade forever. Vampires don’t grow old by starting battles, but this time you must.

Setup

title: Place, file: SabbatWarsSetupA, type: mp4, set: 3U, caption: Place all numbered Sabbat Wars tokens face down on matching home spaces., hide: gallery all numbered Sabbat Wars tokens face down on matching home spaces.

title: Place, file: SabbatWarsSetupB, type: mp4, set: 3U, caption: Place 1 random Camarilla and 1 random Sabbat token on each region of the battleground., hide: gallery 1 random Camarilla and 1 random Sabbat token on each region of the battleground.

Randomly title: assign allegiances, file: SabbatWarsSetupC, type: mp4, set: 3U, caption: Randomly assign allegiances according to the number of players., hide: gallery , according to the number of players:

2 players: Camarilla / Sabbat

3 players: Camarilla / Sabbat / Anarch

4 players: Camarilla / Camarilla / Sabbat / Sabbat

Play

When G / F / e / h activated, carry out the corresponding action:

Warlike J: title: Discard, file: SabbatWarsWarlike, type: mp4, set: 3U, caption: Discard a token in matching region., hide: gallery a token in matching region.

Wealthy L: title: Add, file: SabbatWarsWealthy, type: mp4, set: 3U, caption: Add token in matching region., hide: gallery token in matching region.

Clandestine k: title: Flip over, file: SabbatWarsClandestine, type: mp4, set: 3U, caption: Flip over a token in matching region., hide: gallery a token in matching region.

Scholarly M: title: Move, file: SabbatWarsScholarly, type: mp4, set: 3U, caption: Move a token from matching region to any other., hide: gallery a token from matching region to any other.

Each map space can only hold one token. If there is no space for a token to be added to a region, return it to the supply.

Resolution

Reveal all tokens and title: compare values, file: SabbatWarsResolution, type: png, set: 3U, caption: Reveal all tokens and compare values determine whether Camarilla or Sabbat control each region., hide: gallery to determine whether Camarilla or Sabbat control each region. Camarilla / Sabbat win by controlling 3+ regions. Otherwise Anarchs win.

Scoring

9 VP

for player(s) of

winning allegiance

FREQUENTLY ASKED QUESTIONS

General

When a vampire is activated, do they have to modify all three battlegrounds? Can the player choose to only modify one or two?

All three battlegrounds are always modified whenever a vampire is activated. The player may not choose to skip any of them (even if it hurts their position).

When a vampire's abilities are triggered, do all effects need to be carried out? Can the player choose to only trigger one or two?

Each effect is carried out whenever a vampire's abilities are triggered. The player may not choose to skip any of them (even if it hurts their position).

When a scheme has multiple effects, or a vampire has multiple abilities, can the player choose the order in which they happen?

No. Scheme effects and triggered abilities are always resolved from top to bottom.

When is the queue refreshed?

Whenever an effect removes one or more characters from the queue, it is immediately refreshed. Note: if an effect indicates to remove multiple characters from the queue, these characters are all removed at once, and only then is the queue refreshed.

Is it possible to 'chain' sacrifice? For example, if a vampire would be placed into torpor, can I place the childe of their childe into torpor instead?

No. To sacrifice, the immediate childe of the targeted vampire must be placed into torpor.

Is it possible to play more than one scheme per turn?

Normally only a single scheme may be played per turn. However, the game effects "play an additonal scheme" allow additional schemes to be played in a single turn.

What's the difference between "activate" and "trigger abilities"?

"Activate" means modify all three battlegrounds according to the vampire's attributes. "Trigger abilities" means carry out the special effects written on the card (if any) from top to bottom. Although both occur when a vampire is recruited into a bloodline, the two effects are distinct. For example: if a game effect activates a vampire, it does not also trigger their abilities (and vice versa).

Do vampires in torpor count when claiming missions?

No. Vampires in torpor are not considered part of the player's bloodline, and do not count when claiming missions.

When an effect refers to 'any' vampire meeting certain criteria, does it apply to all vampires meeting the critera? For example: place any fledgling into torpor.

No. The term 'any' always refers to 'any one' vampire. By way of contrast, the term 'each' always refers to all vampires that meet the criteria.

Is it possible to spend more boons than are necessary to carry out a scheme? Or, is it possible to simply give boons to any vampire in another player's bloodline, even when you are not carrying out a scheme?

No. Boons can only be moved to another player's bloodline when carrying out a scheme, and the additional vampire(s) must be necessary to carry out the scheme.

When a vampire is activated, does it matter which order the battlegrounds are resolved?

It almost never matters in which order the battlegrounds are resolved. However, for the sake of the rare edge cases, and to make sure players don't accidentally skip a battleground, we encourage them to resolve in order from A/C to b/d to G / F / e / h.

When multiple vampires are activated: are battleground effects only carried out once all of the activations are made? Or are battleground effects carried out after each activation?

All battleground effects are always carried out in full after each activation. Example battleground effects are Decisive Victory (Clans High and Low) or Trial (The Inquisition).

What happens if the character deck is completely discarded?

Immediately shuffle the discarded characters into a new deck. Use this new character deck as normal. If a player is using Embrace the Chaos (the Malkavian special ability) they continue seeking the declared attribute from the top of this deck as normal.

Are exhaustion tokens removed at the end of each round?

No. Exhaustion remain in play unless removed via another game effect (unexhaust or rejuvenate).

How does the 'bonded' ability work?

A bonded vampire may not be recruited into any other clan. For instance: a Ventrue vampire with the bonded ability can only be recruited into the Ventrue bloodline in future games.

Chronicle

What is the player order during the aftermath phase? Who applies their sticker first? What about selecting a retainer?

If the player order becomes significant during the aftermath phase (for example, due to the scarcity of ability stickers) player order is determined in favor of the player who claimed fewer missions.

What happens if we run out of stickers for a clan?

The number of stickers available to each clan has deliberately been kept low, in order to prevent any clan from becoming dominant. If a sticker must be applied but none remain for this clan, a Thin Blood sticker must be applied instead. Note: a Thin Blood sticker can be applied at any time a clan sticker would be applied. A player may do this for thematic reasons ("This character doesn't feel like a Gangrel...") or for strategic reasons ("I want want to keep Gangrel stickers for later in the chronicle").

What happens if we run out of Thin Blood stickers?

This is extremely unlikely to happen. However, in this case, apply a sticker from any other clan.

Do unlocked clan leaders return to the player's haven after being used in a chapter, or are they sent to the clan box?

Unlocked clan leaders always return to the haven of the player that unlocked them. It is not possible for another player to use this clan leader. However, any unlocked clan schemes remain unlocked for the rest of the chronicle.

Can I sacrifice when using the ability sticker Rites (Cruelty 6)?

No. For this reason, the clan leader cannot be selected to place into torpor.

Battleground - Clans High and Low

Does it matter which side the clan politics token is flipped to?

We recommend flipping the marker to show which attribute is currently winning. However, when the token is in the neutral space, it doesn't matter which side is flipped up.

Battleground - The War of the Princes

Is it possible to move an ankh into a court already controlled by a rival faction?

No.

Battleground - The Inquisition

What happens when A/C is activated, but that archetype's token is already in judices? Is the token flipped (if necessary) to match the activating vampire's A/C?

Yes. The associated token remains in judices, but is flipped if necessary to match.

Battleground - The Anarch Revolt

What happens during the respite phase if a vampire has more than 1 matching ankh? Do they gain multiple n, or just 1?

The vampire only gains 1 n.

Clan - Malkavian

Can a player recruit more than 10 characters using Embrace the Chaos?

No, it is never possible to recruit more characters into your bloodline than any other player. If a scheme allows a player to recruit a character, this must be carried out instead of their normal recruit phase.

What happens when a Malkavian player uses Embrace the Chaos to recruit an ancilla? Are the full effects of the scheme carried out before or after the vampire's abilities are triggered?

Embrace the Chaos triggers a full recruit phase, including activating the new vampire and triggering their abilities. The remainder of the scheme is only carried out after these steps.

Can a bonded vampire from a non-Malkavian clan be recruited into the Malkavian bloodline using Embrace the Chaos?

No. The bonded ability would take precedence. In this case, discard the character and continue searching for the named attribute.

Clan - tremere

What happens when a vampire declared an enemy by the Brujah is usurped? Does the new vampire become their enemy, or is the Brujah scheme discarded?

The new vampire remains an enemy to the Brujah.

Clan - TZIMISCE

What happens to monstrosities during the aftermath phase?

All ancillae taken using a craft monstrosity scheme are returned to the character deck, and may not be retained.

Expansions

How is expansion content added to the game?

Each expansion includes a rules card explaining the new component types, and how they are used in the chronicle. Each card features an ID number that is used to place the card correctly within the chronicle deck. These cards can either be added to the chronicle deck when first beginning the campaign, or you can check each box after each game to see which components should now be revealed.

What if I don't want to add all the expansion content at the beginning of the chronicle? Can I see which additional content should be added after each chapter?

Yes. You can check the card ID numbers in relation to the chronicle deck, in order to see which cards should be revealed in each aftermath phases. The boardgamegeek user ahkaiser has provided a handy breakdown at this link (spoiler alert).

Is it possible to banish a clan leader?

No. Absolutely not!

Why does the chapter resolution card show an asset? There is no asset token with this name.

The chapter resolution cards each show an additional asset. The victor of this game takes the card itself, which can be played at any time as a regular asset.

Ability Stickers ability stickers

Resources

title: Kindred, file: AbilityStickersKindred, type: png, set: 3A, caption: Kindred title: Mortals, file: AbilityStickersMortals, type: png, set: 3A, caption: Mortals, hide: link title: Wealth, file: AbilityStickersWealth, type: png, set: 3A, caption: Wealth, hide: link

title: Mortals, file: AbilityStickersMortals, type: png, set: 3A, caption: Mortals, hide: gallery

title: Wealth, file: AbilityStickersWealth, type: png, set: 3A, caption: Wealth, hide: gallery

Abilities

title: Subterfuge, file: AbilityStickersSubterfuge, type: png, set: 3B, caption: Subterfuge title: Warfare, file: AbilityStickersWarfare, type: png, set: 3B, caption: Warfare, hide: link title: Occult, file: AbilityStickersOccult, type: png, set: 3B, caption: Occult, hide: link

title: Warfare, file: AbilityStickersWarfare, type: png, set: 3B, caption: Warfare, hide: gallery

title: Occult, file: AbilityStickersOccult, type: png, set: 3B, caption: Occult, hide: gallery

Psyche

title: Cruelty, file: AbilityStickersCruelty, type: png, set: 3C, caption: Cruelty title: Mercy, file: AbilityStickersMercy, type: png, set: 3C, caption: Mercy, hide: link title: Detachment, file: AbilityStickersDetachment, type: png, set: 3C, caption: Detachment, hide: link

title: Mercy, file: AbilityStickersMercy, type: png, set: 3C, caption: Mercy, hide: gallery

title: Detachment, file: AbilityStickersDetachment, type: png, set: 3C, caption: Detachment, hide: gallery

Allegiance

title: Camarilla, file: AbilityStickersCamarilla, type: png, set: 3D, caption: Camarilla title: Anarchs, file: AbilityStickersAnarchs, type: png, set: 3D, caption: Anarchs, hide:link title: Sabbat, file: AbilityStickersSabbat, type: png, set: 3D, caption: Sabbat, hide: link

title: Anarchs, file: AbilityStickersAnarchs, type: png, set: 3D, caption: Anarchs, hide: gallery

title: Sabbat, file: AbilityStickersSabbat, type: png, set: 3D, caption: Sabbat, hide: gallery

Disciplines

title: Animalism, file: AbilityStickersAnimalism, type: png, set: 3E, caption: Animalism title: Blood Sorcery, file: AbilityStickersBloodSorcery, type: png, set: 3E, caption: Blood Sorcery, hide: link title: Auspex, file: AbilityStickersAuspex, type: png, set: 3E, caption: Auspex, hide: link title: Celerity, file: AbilityStickersCelerity, type: png, set: 3E, caption: Celerity, hide: link title: Dominate, file: AbilityStickersDominate, type: png, set: 3E, caption: Dominate, hide: link title: Fortitude, file: AbilityStickersFortitude, type: png, set: 3E, caption: Fortitude, hide: link title: Obfuscate, file: AbilityStickersObfuscate, type: png, set: 3E, caption: Obfuscate, hide: link title: Oblivion, file: AbilityStickersOblivion, type: png, set: 3E, caption: Oblivion, hide: link title: Potence, file: AbilityStickersPotence, type: png, set: 3E, caption: Potence, hide: link title: Presence, file: AbilityStickersPresence, type: png, set: 3E, caption: Presence, hide: link title: Protean, file: AbilityStickersProtean, type: png, set: 3E, caption: Protean, hide: link

title: Blood Sorcery, file: AbilityStickersBloodSorcery, type: png, set: 3E, caption: Blood Sorcery, hide: gallery

title: Auspex, file: AbilityStickersAuspex, type: png, set: 3E, caption: Auspex, hide: gallery

title: Celerity, file: AbilityStickersCelerity, type: png, set: 3E, caption: Celerity, hide: gallery

title: Dominate, file: AbilityStickersDominate, type: png, set: 3E, caption: Dominate, hide: gallery

title: Fortitude, file: AbilityStickersFortitude, type: png, set: 3E, caption: Fortitude, hide: gallery

title: Obfuscate, file: AbilityStickersObfuscate, type: png, set: 3E, caption: Obfuscate, hide: gallery

title: Oblivion, file: AbilityStickersOblivion, type: png, set: 3E, caption: Oblivion, hide: gallery

title: Potence, file: AbilityStickersPotence, type: png, set: 3E, caption: Potence, hide: gallery

title: Presence, file: AbilityStickersPresence, type: png, set: 3E, caption: Presence, hide: gallery

title: Protean, file: AbilityStickersProtean, type: png, set: 3E, caption: Protean, hide: gallery

activate

Modify corresponding battleground. When activating a vampire, modify all three battlegrounds.

ANCILLA

Any vampire with one or more special abilities.

ANY OPPONENT

The activating player chooses any other player and applies the indicated effect.

ATTRIBUTES

Colors indicating a character’s qualities in three categories: class (A/C), temperament (b/d), and geography (G/F/e/h). Also, the symbol indicating a character’s archetype (L/K/M/J).

bLOODLINE

Each player’s collection of recruited vampires, branching down from (and including) their clan leader. This excludes vampires in torpor unless explicitly stated otherwise.

CHILDE

Apart from the clan leader, every vampire in a player’s bloodline is the childe of their sire - the vampire directly above them. It is possible for a vampire to be both a childe and a sire.

BOON

Boons can be used to help satisfy the archetype requirements of any scheme.

clan leader

Vampire at the top of each player’s bloodline.

Coterie Leader

The vampire selected to carry out a clan or battleground scheme. “Gain” effects always refer to the coterie leader.

coterie members

The coterie leader plus all their direct childer.

exhaust

An exhausted vampire cannot be selected as the coterie leader when playing a scheme.

Term

Definition

fledgling

Any vampire in a player’s bloodline with no childer.

rejuvenate

Remove both exhaustion and torpor tokens from the selected vampire.

reserve

Place clan marker token on any unreserved character in the queue.

sire

Every vampire in a player’s bloodline (including the clan leader) is a sire if they have a vampire directly beneath them (childe). It is possible for a vampire to be both a sire and a childe.

torpor

A vampire in torpor is effectively removed from the player’s bloodline. See Key Terms for more information.

Trigger abilities

Carry out the full effect of each of the triggered vampire’s abilities before moving to the next (top to bottom).

TOOL TIPS

Great hovering! Or tapping. You are the sire of tooltips.