Hi! We have been collecting player feedback on the Fifth Edition rulebook Vampire: The Eternal Struggle for several years now, and with the new print run we felt it was time for a little update. No rules have been changed in this 1.1 version, but things have been adjusted, so hopefully the already clarified rules will be even clearer now. Big thanks to all that provided feedback!
English and Spanish versions are available for download as PDF at the links below or on Blackchantry.com/Utilities, and French will follow soon.
Vampire: The Eternal Struggle Fifth Edition Rulebook (PDF)
Vampire: The Eternal Struggle Fifth Edition Rulebook in Spanish (PDF)
Enjoy!
Addendum: List of all changes
In addition to correcting some typos and rearranging the order of the minion card types, we have introduced the following changes in version 1.1 of the Vampire: The Eternal Struggle rulebook.
ADVANCED RULES (clarification) – Page 2
The new rules acknowledge the importance of “Advanced Rules” but suggest new players skip them for a simpler learning experience, deviating from the prior advice.
CARDS (addition) – Page 3
Added text summary: The new addition specifies that the crypt and library constitute independent stacks. During the game, library cards drawn go to the owner’s hand, while crypt cards are moved to the owner’s uncontrolled region, as detailed in Game Setup, Drawing Cards, and Influence Phase sections.
PLAYING A CARD (clarification) – Page 7
The new version specifies that when playing a card, it is placed in the ash heap “upon resolution.” It also clarifies that for certain cards, like action cards, which are not resolved immediately, they are temporarily out of play until reaching resolution.
REQUIREMENTS FOR PLAYING CARDS (addition) – Page 8
The added rule stipulates that costs must be paid using the Methuselah’s or the minion’s own resources. Alternative costs, like burning the Edge or discarding a card, require control of the Edge or using the Methuselah’s resources. Minions can access their controller’s resources to pay costs, such as discarding a card. Optional cost reducers can be applied during card play or upon resolution, providing flexibility. If the card is canceled, the effect is not utilized.
SEQUENCING (clarification) – Page 8
The concept of “impulse” is introduced. After the acting Methuselah plays a card or effect, they now have the “impulse” to play the next one. The impulse then passes to the next Methuselah in a specific order depending on the context: defending Methuselah first during combat or directed actions, followed by clockwise order in group actions, and a defined order in undirected actions. If any Methuselah uses a card or effect, the acting Methuselah regains the impulse.
BURN OPTION (clarification) – Page 17
The new rules clarify that for cards with a burn option icon, a Methuselah can discard it during any unlock phase if they do not control a minion meeting the card’s requirements or if the minion is not a legal target for it.
SELF-CONTESTING (clarification) – Page 17
The updated rules clarify that a player cannot voluntarily contest cards with themselves, emphasizing that if forced, the incoming copy of a unique card is burned.
CONTESTED TITLES (clarification) – Page 18
The new rules specify that contested titles refer to unique titles, and the term “unique title” is explicitly mentioned.
MINION PHASE (clarification) – Page 19
The updated rules broaden the conditions for a minion to be “stuck,” now specifying that if a minion has two or more different mandatory actions or one mandatory action they cannot take, they are unable to perform any actions.
TYPES OF ACTIONS (clarification) – Page 20
The updated rules modify the wording to specify that a minion cannot play the same named action card more than once each turn, even if the minion unlocks.
BLEED (clarification) – Page 20
The new rules clarify that during a bleed action, an action modifier card cannot be played to increase the bleed if another action modifier card is already increasing the bleed amount, unless either of them doesn’t count against the limit.
RESCUE A VAMPIRE FROM TORPOR (clarification) – Page 23
Default cost: The cost of this action being payable by the rescued vampire or splittable between the acting vampire and the rescued one is clarified as an exception to the general rule that states costs must be paid with the vampire’s own resources.
SUMMARY OF THE COURSE OF AN ACTION (clarification) – Page 24
1 . Action is announced: The new rules specify that some cards are played “as the action is announced,” and these cards must be played before regular action modifier cards and reaction cards.
ANNOUNCE THE ACTION (clarification) – Page 25
The updated rules specify that any card required for the action is played face up when the action is announced, but it is temporarily set aside (out of play) until the action resolves.
RESOLVE ANY BLOCK ATTEMPTS (clarification) – Page 26
Who may attempt to block: The new rules clarify that if the target of the action is changed (e.g. a bleed action is redirected), this will reopen block attempts, following the normal rules.
STEALTH AND INTERCEPT 1 (clarification) – Page 26
The updated rules now mention that some cards and other effects can be used to both increase or decrease (even below 0) a minion’s stealth or intercept, as noted on card text.
STEALTH AND INTERCEPT 2 (clarification) – Page 26
The updated rules clarify that if a block attempt fails and all Methuselahs decline to block, the impulse goes back to the acting Methuselah (followed by others) to play more cards and effects before resolving the action.
DETAILED COURSE OF AN ACTION (addition) – Page 27
New section added to the rulebook.
GAINING VOTES (addition) – Page 28
The new rules clarify that a minion may have a special ability granting additional votes or ballots without having a title themselves.
COMBAT (additions and clarification) – Page 29
Addition: The new rules now define the terms “combatant” and “opposing minion”.
Clarification: the only minion cards that can be played in combat are combat cards. “Minion” was missing in the old rulebook.
Addition: ADVANCED RULES: Some combat cards are played by minions “not involved in the current combat”. Minions controlled by ANY Methuselah can play those cards.
DAMAGE RESOLUTION (clarification) – Page 31
The new rules use the term “successfully inflicted” to clarify that only successful damage requires blood to mend.
ENVIRONMENTAL DAMAGE (clarification) – Page 31
The new rules specify that damage not inflicted by a strike (such as environmental damage from Carrion Crows or Murder of Crows) cannot be dodged, reinforcing that dodging only protects from the opponent’s strike.
IMMUNE TO DAMAGE (addition) – Page 32
The definition of “immune to damage” has been added to the rules.
DISCARD PHASE (addition) – Page 37
This rule was absent from the previous version of the rulebook: ‘Each event card may only be played once per game.’
INDEPENDENT (addition) – Page 39
The new rules add the clarification that the titles of Independent vampires, which may include starting votes as listed on card text, are not tied to a specific sect.
GLOSSARY (additions) – Page 41 to 44
Additions: Assamite, combatant, draw, Follower of Set, immune to damage, impulse, opposing minion, performing an action, sect, target, Thaumaturgy.
Clarifications: Limited, steal (a card).
Copyright © 2024 Paradox Interactive AB. www.paradoxinteractive.com. All rights reserved. Vampire: The Eternal Struggle and Vampire: The Masquerade® are trademarks and/or registered trademarks of Paradox Interactive AB. All rights reserved.