GLOSSARY

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A glossary of terms in the rules text.

Action Card
Allows a player's minion to take a special action in the game.
Action Modifier Card
Allows a player to modify the action of a minion.
Additional Strike
Allows a minion to strike an opposing minion again in a single round of combat.
Aggravated Damage
A special type of damage that sends a vampire directly to torpor, even if the vampire still has blood remaining.
Ally Card
Represents one of the minions a player controls. Unlike vampires, an ally comes from the library and requires the action of another minion to bring him into play.
Ash Heap
The pile in which a player's cards are placed when they cards are burned or discarded.
Bleed
An action that involves one of your minions making a direct assault on the the pool of another player.
Blocking
An attempt by one of your minions to stop or prevent the actions of another player.
Blood Bank
The pool of extra counters available to all players.
Blood Capacity
The maximum amount of blood counters a vampire may have; this also determines the vampire's age.
Blood Counter
A counter that usually represents the amount of strength a vampire has. Blood can represent other concepts as well, such as energy, resources, or morale.
Blood Hunt
A special vote called when a vampire has diablerized another vampire.
Burn
Cards that are burned go to the ash heap. Counters that are burned are returned to the blood bank.
Combat Card
A card that is played during combat to modify the combat.
Combat Ends
A strike which immeadiately ends the current combat and cancels the opposing minion's strike.
Contested Cards
Cards are contested if there are multiple copies of unique cards in play.
Contested Titles
Titles are contested if more than one vampire has an identical title (such as Prince or Justicar).
Crypt
The deck of cards containing a player's vampires.
Diablerie
When one vampire destorys another vampire in torpor, the Diabolist consumes victim's soul and gains another Discipline.
Directed Action
An action that directly effects a single "other" Methuselah or his or her minions.
Dodge
A strike that protects the minion from the opposing strike.
Edge
The Edge is a marker used to show which Methuselah was the last to successfully bleed another Methuselah.
Equipment Card
A card representing a piece of equipment. Equipment is played on a minion to give a minion a lasting bonus or special ability.
First Strike
Strikes dealt with First Strike are resolved before strikes without First Strike.
Hunt
An action that a vampire can take to restore lost, spent, or burned blood counters.
Influence
Influence is the phase of a turn in which a Methuselah may bring new vampires under her control from her uncontrolled region by moving blood counters from her pool onto the vampire.
Intercept
A number that shows how well a minion can block the actions other minions. The intercept number (of the blocking minion) is compared to the stealth number (of the acting minion) to see if the blocking minion can prevent the action.
Library
The deck of cards containing the cards placed in a player's hand during the game.
Life Points
The equivalent of blood counters for retainers and allies. They represent how much life the retainer or ally has remaining.
Maneuver
Maneuvers set the range of a combat. Both players may successively cancel maneuvers until one player relents.
Master Phase Actions
Each master action allows a Methuselah to play a master card during the master phase.
Master Card
The gray-bordered cards that represent a methuselah's own activities.
Minion
A vampire or ally controlled by one of the players.
Nondirected Action
An action that is not directed at a single player or a single player's minions
Out-of-Turn Master Card
This is a type of master card that can only be played during another player's turn. A player loses her next master phase action if she plays one ocf these cards.
Pool
The counters used to represent the influence and status a Methuselah has. A player is ousted from the game if she loses the last counter in her pool.
Predator
The player who is currently trying to oust you from the game.
Press
Allows combat to move to another round. Both players may successively cancel presses until one player relents.
Prey
The player that you are currently trying to oust from the game. You receive a victory point if your prey is ousted.
Reaction Card
A reaction modifies the action of another player's minion.
Ready
A ready minion is a minion that is controlled and not in torpor. A tapped minion can still be 'ready'.
Retainer Card
A card played on a minion to represent a person or creature that gives the minion some lasting bonus or ability
Stealth
A number that shows how difficult a minion is to block. It is compared to the intercept number of the minion that is attempting to block to determine if the block is successful.
Strike
The method by which minions damage each other in combat. Minions can strike using hands, effects from combat cards, or weapons.
Torpor Region
The region that vampires are placed in when they go to torpor. A vampire in torpor only has a few actions available to it.
Transfer
Transfers are used by a player during the influence phase. They can be spent to bring vampires from the uncontrolled region to the ready region.
Victory Points
A measure of your ranking in the game. You a receive a victory point if your prey is ousted and an additional point if you are the last player in the game. The winner is the player with the most victory points at the end of the game.
Withdrawing
The process for bowing out of a game if you run out of cards.
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