Portions of the materials are the copyrights and trademarks of White Wolf Publishing AB, and are used with permission. All rights reserved. For more information please visit white-wolf. Vampire: The Eternal Struggle is a trading card game in which two or more players take on the roles of ancient vampires known as Methuselahs.
Methuselahs are considered mere legend by younger vampires. Younger vampires think that they pursue their own ends Throughout the world, Methuselahs manipulate their minions to frustrate the designs of the other Methuselahs, just as they have for as long as they can remember. These eternal struggles, sometimes covert and subtle, sometimes open and spectacular, are collectively known as the Jyhad.
Your goal is to accumulate the most victory points by destroying the influence held by rival Methuselahs. You accomplish this goal by using your influence to gain control of younger vampires and using those vampires to take actions to reduce the influence of rival Methuselahs. Influence is represented by pool counters see Equipment Needed, sec. As Methuselahs are ousted, players earn victory points; the winner is the player with the most victory points at the end of the game see Victory Points, sec.
These pronouns are not intended to identify gender; this is merely a useful method to avoid both cumbersome "he or she" constructions and ambiguity. This rulebook provides the comprehensive rules of the game; don't feel like you have to absorb all the rules at once.
Vampire: The Eternal Struggle is a game of complex strategies that are acquired over time. Once you learn the basics, play the game, and then consult the rulebook when you have questions. Your cards are never transferred to another player permanently as a result of card play. At the end of the game, the cards you began the game with are returned to you. If you are ousted before the end of the game, any of your cards that other players control remain in play until burned as normal.
Each crypt card the amber-backed cards has a set of elements that describe the vampire: his name, blood capacity, clan, Disciplines powers , group and any special abilities or political title he has.
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These elements are described below. Some advanced expansions include other types of crypt cards. Details for these types can be found on the web site.
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A vampire with a larger capacity than another is said to be older, and one with a smaller capacity is younger. A vampire cannot have more blood than his capacity; if an effect puts more blood on him than his capacity allows, the excess is always moved to the blood bank immediately.
An uncontrolled vampire see Play Area, sec.
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During the influence phase, if that stack equals or exceeds his blood capacity, you can reveal the vampire and place him in the ready region see Play Area, sec.
He retains the blood counters used to influence him on his card to serve as his blood see Influence Phase, sec. Each of a vampire's Discipline symbols is in the shape of either a square or a diamond. A square-shaped Discipline symbol means that the vampire has one level of that Discipline, the basic level; he can use only the basic plain text effect listed on a card that requires that Discipline. A Discipline symbol within a diamond signifies that the vampire has an additional level of that Discipline, the superior level, and therefore may opt to use either the basic plain text or the superior bold effect listed on the card but not both.
Some library cards have multiple Discipline symbols on the attribute bar. Some of the effects listed on these cards require one of the Disciplines listed, while other effects require another listed Discipline, and some effects require the vampire to possess several Disciplines.
Each effect shows the icon s of the Discipline s required. The advancement card is a vampire card in all respects, so it can be influenced in the normal manner. In addition, if you already control the advancement or the associated regular "base" vampire and the other version of the vampire is in your uncontrolled region, then you can spend 4 transfers and 1 pool to move the vampire card from your uncontrolled region to the controlled vampire card place the advancement card on top of the base card.
The two cards effectively merge to form a single vampire. The particulars of this merge are as follows.
The counters and cards on the vampire remain. The advancement and the base card are treated as a single vampire card, even if sent to the uncontrolled region somehow, until the vampire is burned. Any effects in play that targeted the vampire now target the merged version.
When merged, the text on the base card still applies, but the rest of the card is ignored capacity, Disciplines, etc.
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The advancement card applies in full. If the advancement card conflicts with the base card a different sect, for example , the advancement card has precedence. Some merged cards have an additional effect that only applies if the card is merged with its base card.
Such an effect is identified in the card text by a "merged" icon. The advanced vampire merged or not will contest other copies of the same vampire advanced or not in play, as usual. Some effects can cancel a card "as it is played.
Even drawing to replace cards comes after this time period. Some cards that have a requirement also have a burn option icon. This icon means that a Methuselah who doesn't control a minion that meets the requirements may discard the card during any Methuselah's unlock phase.
Each Methuselah is limited to one such discard each unlock phase. A drop of blood with a number on the left side of a library card in the middle of the side or in the bottom corner indicates the amount of blood or pool that must be burned to play the card. A number in a red drop represents blood cost the amount of blood the vampire must burn. A number in a white diamond with a skull represents pool cost the amount of pool the Methuselah must burn.
Master cards are cards you play in your role as a Methuselah. There are two types of master cards: out-of-turn and the regular master cards. Some types of regular master cards are: locations and Disciplines and there are other regular master cards that don't have a specific type. Regular master cards are played during your master phase.
You can normally play only one regular master card during your master phase. Out-of-turn master cards can be played during other players' turns. By playing an out-of-turn master card, you are effectively "borrowing" from your next master phase -- that is, playing the card now instead of waiting until your next master phase.
A master card in play is, by default, controlled by the Methuselah who played it, even if it is played on a card controlled by another Methuselah. Minion cards are cards that your vampires and allies collectively referred to as "minions" play. Unless the card states otherwise, a minion card is burned after a minion plays it. By default, a minion card in play is controlled by the controller of the minion it is on.
If a minion card is just in play and not on another controlled card, then it is, by default, controlled by the Methuselah who played it.
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Some allies have the ability to play certain cards "as a vampire. The ally's life represents his blood to pay costs, for example. Any blood he gains or loses as a vampire equates to a gain or loss of life for the ally.
For purposes of that card, the ally has a capacity of 1 by default for use if the card requires an older vampire or a vampire of a given capacity. If the ally gains life in excess of his capacity, it doesn't drain off, and if the effect inflicts aggravated damage on the ally, he burns life as normal. However, if the effect would send the ally to torpor, then he is burned instead. The ally is treated as a vampire only for the effect generated from playing the card.
In particular, the ally is not treated as a vampire for effects the card has from being in play like "the vampire with this card" effects. Action cards: A minion can play an action card to take an action other than the default actions like "hunt". Only one action card can be played for the action; action cards cannot be used to modify other actions.
Action modifier cards: The acting minion can play these cards to modify his action. For example, some action modifiers increase the acting minion's stealth or bleed amount or give him more votes. A minion cannot play the same action modifier more than once during a single action.
Ally, equipment and retainer cards: These action cards represent things that a minion can bring into play by taking an action. It takes one action for each card. A minion cannot bring two equipment cards into play in a single action, for example.
Equipment and retainer cards are played on the minion playing them the acting minion , while allies are put into play and remain independent from the acting minion. Equipment and retainers are burned when the minion they are played on is burned. Political cards: A political action card can be played to call a referendum as an action, or it can be discarded during a referendum to gain a vote. Combat cards: These are played by minions when in combat see Combat, sec.
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Reaction cards: A ready unlocked minion can play a reaction card in response to an action taken by another Methuselah's minion an action taken by one of a Methuselah's minions cannot be reacted to by any of her own minions. A minion cannot play the same reaction card more than once during a single action. A reaction card does not lock the minion using it. Reflex cards: A minion can play a reflex card to cancel a specified kind of card played against him as it is played.
Event cards are played to represent events that affect the World of Darkness as a whole. Once each discard phase, a Methuselah may use a discard phase action to put an event card in play. Each event can only be played once in a game. An event card is controlled by the Methuselah who played it, by default. Seating position can be determined by whatever method the players choose. The player to your left is your prey. She is the player you hope to oust from the game.