Rules Team Rulings - RTR 11/05/2018
Posted: 11 May 2018, 18:49
Rules Team Rulings - RTR 11/05/2018
http://www.vekn.net/forum/rules-questio ... 11-05-2018
http://www.vekn.net/forum/rules-questio ... 11-05-2018
Ankha wrote:Fellow Methuselahs,
With the release of the new Lost Kindred expansion, the following rule changes will be effective as for June 09, 2018 (changes contained herein do not go into effect for santioned tournaments for 29 days, instead of the regular 30 days.)
Rule change #1: Anarch is a sect.
The anarch trait was tightly associated to the Independent sect until now: if an anarch vampire changed sect, it would lose the anarch trait, and some titles are anarch titles.
Anarch is now a sect on its own (alongside Camarilla, Sabbat, Independent and Laibon). For compatibility, all cards that were previously available to Independent will now also be available to Anarch: Banner of Neutrality, Community Justice, Exclusion Principle, Free States Rant, Haqim's Law: Judgment, and Reckless Agitation. Future cards that require an Independent vampire will not be usable by an Anarch vampire (unless if it is explicitly stated that they can use it too).
Rule change #2: Hunt
Vampires now have a hunt value of 1 by default, that indicates how much blood they gain when hunting (from any source). Cards that increase the amount of blood gained by a hunt now states +X hunt.
Some cards also reduce the amount of blood gained by a hunt (-X hunt). A hunt is not successful if the amount of blood gained is 0 or less (but the hunt action can still be successful), the same way as bleed works.
Rule change #3: Limited effects
Most bleed-increasing action modifier cards used to prevent other bleed-increasing action modifier cards from being played. This is now the default (some cards will contain the optional text "(limited)" to remind players of the rule).
Updated rulebook text:
Bleed Action Modifiers: A minion cannot use more than one action modifier card to increase a bleed during a bleed action. Some bleed action modifiers explicitly state that they do not count against this limit; those can be played before or after modifiers that count against the limit.
Additional Strikes: [...] A minion cannot use more than one card or effect (a source) to gain additional strikes per round of combat. Some additional strike sources explicitly state that they do not count against this limit; those can be played before or after additional strike sources. that count against the limit.
Card changes and errata
Becoming, The
The discipline cards need to be master (has no impact currently)
Count Zaroff
His ability can now be used more than once each turn, if you manage to bring him back from the uncontrolled region during the same turn.
Gotsdam, The Tired Warrior
Gotsdam is no longer immune to frenzy cards. Instead, frenzy cards cannot be played on him.
Laecanus
Laecanus is no longer immune to frenzy cards. Instead, frenzy cards cannot be played on him.
Villein
The amount of blood you can move is now limited to 5.