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M INOR B LO O D L I N E S (B ETA V 0.

3)
Minor Bloodlines are automated players that you may add On the minor bloodline’s turn
to your games for more variety in multiplayer games or as 1. Roll the D10 to select which vampire in the minor bloodline
opponents in solo games. is activated. If the vampire selected is exhausted, the next
highest number is selected instead (example: from number
Before the game 3 to number 4). Continue until an unexhausted vampire is
1. Print the minor bloodlines on A4 or US Letter paper selected)
2. Choose 1-3 minor bloodlines to add to the game 3. Activate the selected vampire (using the notes for each
3. Assign 3 clan boons to each Clan leader and add any battleground if necessary)
amount of power/infamy as indicated on the sheet. 4. Trigger the ability of the selected vampire (if any)
4. Find a D10 (ten-sided die; not included with Heritage) 5. Exhaust the selected vampire (Exception: the minor blood-
line’s clan leader may never be exhausted/placed into torpor)
Special Ability 6. Hunt: Remove the rightmost unreserved character in the
Each minor bloodline has a passive, ongoing ability carried queue that matches the Minor Bloodline’s hunting preference.
out whenever the condition is met. If none matches, remove the rightmost unreserved character.

Power Level Note: Minor bloodline clan leaders cannot gain infamy. The
Each bloodline also comes with a power level that’s a rough minor bloodline never takes any optional action (such as
indication of their threat in the game. We recommend weaker sacrifice) and refuses all offers (Nosferatu black markets, Tore-
PLs in multiplayer games and stronger ones as 1p challenges. ador invitations, etc) but otherwise follows all standard rules.

B AT T LEG RO U N D ACT I VAT I O N RU L E S

I.Of Clans High and Low: No special rules. of the that color, also place 1 ankh of that color in each empty adjacent court
II.The Beast Within: No special rules. (player choice if not enough ankhs in home province; does not snowball).
III.The War of the Princes: Each clan leader has a favored faction, indicated If the vampire’s geographic attribute is not the favored faction they undermine
by the clan leader’s attribute.Each vampire is linked to a specific focus court from within. Move all ankhs of this color from the focus court to their home
depending on their number (1-10), like this: court.
IV.The Inquisition: No special rules.
V.The Anarch Revolt: When activating a vampire:
If the color is favored (see WotP), protect the city. Otherwise: If vampire is
BLUE they protect and take ankh, If the vampire is YELLOW they support re-
volt and place ankh in fire.
VI.The Masquerade: No special rules.
VII.The Court No special rules.
VIII.The Rise of Humanity: No special rules.
IX.The Sabbat Wars: Minor bloodlines must be assigned either Camarilla or
Sabbat allegiance (may not support the Anarchs). The target of the activation
is always an enemy faction (may not effect tokens of their own faction). If any
tokens are flipped face-up, the target is the highest value enemy token in the
region. Otherwise the target is randomly selected from the region. When acti-
vating a SCHOLARLY vampire:
When activating a vampire: If the activating vampire is BLUE the token is moved clockwise.
If the vampire’s geographic attribute is the favored faction they lend their sup- If the activating vampire is YELLOW the token is moved counter-clockwise.
port. Add an ankh of this color to the focus court. If there are now 2 or more

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