Abandoning the Flesh
Reaction/Combat
Dementation
Only usable by a vampire being burned. Usable by a vampire in torpor.
[dem] Remove this vampire from the game instead (diablerie, if any, is still successful), and put this card into play. You may not play this card if you already have an Abandoning the Flesh in play. You may tap this card when a vampire with Dementation is bleeding to give that vampire +1 bleed for the current action.

Abbot
Action
+1 stealth action. Requires a Sabbat vampire.
Put this card on this acting Sabbat vampire and untap him or her. This Sabbat vampire gets +1 intercept against (D) actions directed at his or her controller. A vampire may have only one Abbot.

Ablative Skin
Action
Fortitude
+1 stealth action.
[for] Put this card on the acting vampire and put 3 ablative counters on this card. While in combat, this vampire may remove any number of ablative counters from this card to prevent that amount of non-aggravated damage. Burn this card when it has no more ablative counters.
[FOR] As above, but this vampire may also prevent aggravated damage in combat in this way.
DRAFT: [pro] As [for] above.

Acrobatics
Combat
Celerity
1 Blood
[cel] Additional strike.
[CEL] Strike: dodge, with an additional strike.
DRAFT: Strike: dodge.

Admonitions, The
Master
Unique master.
Put this card in play. Tap to discard one card if you control a ready Sabbat vampire. Tap to draw two cards if you control a ready Black Hand vampire. During your discard phase, control of The Admonitions passes counter-clockwise until it is controlled by a Methuselah who controls a ready Sabbat vampire (or is burned if there are none).

Aid from Bats
Combat
Animalism
[ani] Strike: 1R damage, with an optional maneuver.
[ANI] As above, with an optional press.
DRAFT: Do not replace until after combat. Maneuver.

Anarch Revolt
Master
Master.
Put this card in play. A Methuselah who does not control a ready anarch burns 1 pool during his or her untap phase. Any vampire can call a referendum to burn this card as a +1 stealth political action.

Anarchist Uprising
Political Action
Successful referendum means each Methuselah burns 1 pool for each minion he or she controls.

Apportation
Combat
Thaumaturgy
[tha] Press, only usable to continue combat.
[THA] Maneuver.
DRAFT: [aus] Dodge.

Archon Investigation
Master
3 Pool
Master: out-of-turn.
Only usable when a minion is attempting to bleed you and the bleed amount is 4 or more. Burn the acting minion. (The action is not successful.)

Art Scam
Action
Toreador antitribu
+1 stealth action.
Gain 2 pool.
DRAFT: +1 stealth action. Burn the Edge to gain 2 pool.

Art of Love, The
Master
Toreador antitribu
Master.
Take control of an ally controlled by another Methuselah until the end of your turn.
DRAFT: Put this card on a vampire you control. You may burn this card to give this vampire +1 bleed for the current action.

Art of Pain, The
Master
Toreador antitribu
2 Pool
Unique master.
Put this card on a ready Toreador antitribu. This vampire gets +2 strength.

Assault Rifle
Equipment
5 Pool
Weapon: gun.
Strike: 4R damage, with an optional maneuver each combat.

Auto-da-fé
Political Action
Requires a cardinal, regent or Inquisitor.
Choose a vampire with capacity less than 8. Successful referendum means that vampire's controller burns X pool or burns that vampire, where X is the difference between 8 and that vampire's capacity.

Awe
Action Modifier
Presence
X Blood
Only usable during a referendum.
[pre] This vampire gets X+1 votes.
[PRE] As above, but this vampire gets 2X+1 votes.
DRAFT: [pot] This vampire gains X votes.

Backstab
Combat
Celerity
2 Blood
Only usable by a blocking vampire. Only usable on the first round of combat.
[cel] This vampire gets first strike on his or her initial strike this round.
[CEL] As above, with an additional strike.
DRAFT: Additional strike.

Bang Nakh -- Tiger's Claws
Equipment
2 Pool
Melee weapon.
Strike: strength +2 damage.

Banshee Ironwail
Equipment
2 Pool
Unique melee weapon. Cold iron.
Strength+2 damage each strike. Bearer gets -1 stealth on each action. If bearer blocks an action, the acting minion burns 1 blood or life (before combat begins, if any).

Bauble
Action
Vicissitude
2 Blood
+1 stealth action.
[vic] Put this card on the acting vampire. Search your library and put a non-unique, non-location equipment card on another minion you control. Do not pay the cost to equip. The vampire with this card cannot attempt actions, block or vote. You may burn this card and the chosen equipment card during your untap phase or when the minion with the chosen equipment leaves the controlled region.
[VIC] As above, but you may burn this card and the chosen equipment at any time.

Black Forest Base
Master
Master: unique location. Requires a ready Sabbat vampire.
Once each turn, a Sabbat vampire may call a referendum to give his or her controller 2 pool from the blood bank as a +1 stealth political action. Any Changeling may burn this card as a +1 stealth (D) action.

Black Gloves
Equipment
3 Pool
Unique melee weapon.
Strength+1 aggravated damage each strike. Bearer takes 1 damage during strike resolution when this weapon is used, but only once each combat.

Black Metamorphosis
Action
Obtenebration
2 Blood
[obt] Put this card on the acting vampire. This vampire gets one optional additional strike per round. A vampire may have only one Black Metamorphosis.
[OBT] As above, and this vampire gets an optional press each combat.

Black Spiral Buddy
Ally
Gangrel antitribu
4 Pool
Werewolf with 3 life. 1 strength, 0 bleed.
Damage from Black Spiral Buddy's hand strikes is aggravated. Once each combat, Black Spiral Buddy gets an additional strike. If Black Spiral Buddy has fewer than 3 life during your untap phase, he gains 1 life.
DRAFT: Requires a Sabbat vampire. As above, but Black Spiral Buddy burns 2 life when he moves to the ready region.

Blade of Enoch
Equipment
1 Pool
Unique melee weapon.
Strike: strength+1 damage, only usable by a vampire with capacity above 5. Damage inflicted by this weapon on a Brujah or Brujah antitribu is aggravated. This vampire with capacity above 5 is immune to the effects of Frenzy cards.

Blood of the Sabbat
Action
1 Blood
+1 stealth action. Requires a ready archbishop, priscus, cardinal or regent.
Put this card on a Sabbat vampire other than the acting vampire. The vampire with this card gains 1 blood after each successful (D) action he or she performs. A vampire may have only one Blood of the Sabbat.

Bloodbath
Action
1 Blood
+1 stealth action. Requires a ready archbishop, priscus, cardinal or regent.
Move 2 blood from the blood bank to a ready Sabbat vampire with capacity above 4. Put this card on that vampire. The vampire with this card gains 1 additional vote unless he or she has a title. A vampire may have only one Bloodbath.

Blow Torch
Equipment
2 Pool
Weapon.
1 aggravated damage each strike.

Blur
Combat
Celerity
1 Blood
[cel] Additional strike.
[CEL] Two additional strikes.
DRAFT: Maneuver.

Body Flare
Combat
Protean
2 Blood
[pro] Strike: 2 aggravated damage.
[PRO] Strike: 2R aggravated damage.
DRAFT: Only usable in combat with an ally or younger vampire. Strike: 2 aggravated damage.

Bomb
Equipment
1 Pool
Weapon.
Strike: 5R damage. If the bomb is used in combat, the bearer takes 5 damage as well. The minion with this weapon may burn a location as a (D) action. Burn the Bomb after use.

Boxed In
Combat
Do not replace until after combat.
Press.

Brass Knuckles
Equipment
Melee weapon.
Strength+1 damage each strike, only usable once each combat.

Burning Wrath
Combat
Potence
3 Blood
[pot] Strike: hand strike at +1 damage, aggravated.
[POT] Strike: hand strike at +2 damage, aggravated.
DRAFT: [cel] As [pot] above.

Burst of Sunlight
Combat
Thaumaturgy
[tha] Strike: 1R aggravated damage. This striking vampire also takes 1 aggravated damage.
[THA] Strike: 2R aggravated damage. This striking vampire also takes 2 aggravated damage.
DRAFT: [aus] Strike: combat ends.

Cardinal Benediction
Political Action
Requires a Sabbat vampire. Title.
Choose a Sabbat vampire with a capacity over 6. If this referendum passes, put this card on that vampire to represent the Sabbat title of cardinal. Camarilla vampires cannot vote during this referendum.

Cardinal Sin: Insubordination
Reaction
Requires a ready archbishop, priscus, cardinal or regent.
Only usable after a combat involving this vampire and a non-titled Sabbat vampire; only usable if the opposing vampire is ready. Usable by a tapped vampire. The opposing vampire goes into torpor.

Carrion Crows
Combat
Animalism
Only usable before range is chosen.
[ani] The opposing minion takes 1R damage each round of combat during strike resolution. A vampire can play only one Carrion Crows each combat.
[ANI] As above, but for 2R damage.
DRAFT: [pro] As [ani] above, but only for this round.

Catatonic Fear
Combat
Presence
1 Blood
[pre] Strike: combat ends.
[PRE] As above, and inflict 1 damage to the opposing minion once combat ends if the range is close.
DRAFT: [obf] Strike: combat ends.

Changeling
Action Modifier
Vicissitude
[vic] +1 bleed; after playing this card, you cannot play another action modifier to further increase the bleed for this action.
[VIC] +1 stealth.
DRAFT: [ani] As [vic] above.

Cheval de Bataille
Action Modifier
Requires a ready titled Sabbat vampire. Only usable during a referendum.
Any vampire voting against this referendum burns 1 blood when the results are tallied.

Chiropteran Marauder
Combat
Vicissitude
[vic] Maneuver.
[VIC] This vampire burns 1 blood to make the damage from his or her hand strikes aggravated for the current round.
DRAFT: Do not replace until after combat. Maneuver.

Claws of the Dead
Combat
Protean
1 Blood
[pro] For the remainder of this round, damage from this vampire's hand strikes is aggravated.
[PRO] Maneuver.
DRAFT: [vic] As {[pro]} above.

Codex of the Damned
Equipment
Unique equipment.
While the bearer has Thaumaturgy [tha], he or she is considered to have superior Thaumaturgy. Each time the bearer with Thaumaturgy commits diablerie, each other ready vampire you control gains 1 blood, and each one younger than the victim may receive a master: Discipline card from your ash heap, hand, or library (shuffle afterward).

Coma
Combat
Dementation
3 Blood
[dem] Strike: opposing vampire goes into torpor.
[DEM] As above, and that vampire does not untap as normal during his or her controller's next untap phase.
DRAFT: [obf]: Strike: opposing younger vampire goes into torpor.

Combat Shotgun
Equipment
3 Pool
Weapon, Gun.
3R damage each strike, only usable once each round.

Command
Action Modifier
Dominate
[dom] Only usable when an ally attempts to block. The attempt fails and tap that ally. That ally cannot attempt to block this action again.
[DOM] As above, and put this card on the ally. This ally does not untap as normal. During this ally's next untap phase, burn this card.
DRAFT: Only useable when the action is announced. Allies cannot block this action.

Command of the Beast
Action Modifier
Dominate
[dom] +1 bleed; after playing this card, you cannot play another action modifier to further increase the bleed for this action.
[DOM] +1 bleed.
DRAFT: [obt] +1 stealth.

Communal Haven: Cathedral
Master
1 Pool
Master: location.
You may tap this card during your master phase to transfer equipment and/or move blood between any two ready Sabbat vampires you control.

Confusion
Action Modifier
Dementation
After playing this card, you cannot play another action modifier to further increase the bleed for this action. (Only usable on a bleed action.)
[dem] +1 bleed.
[DEM] +1 stealth and +1 bleed.
DRAFT: [dom] As [dem] above.

Consanguineous Boon
Political Action
Boon.
Choose a clan. Successful referendum means each Methuselah gains 1 pool for each member of that clan he or she controls.
DRAFT: As above, but choose two clans.

Conservative Agitation
Political Action
Allocate X points among two or more Methuselahs, where X is the number of Methuselahs in the game. Successful referendum means each Methuselah burns 1 pool for each point assigned.

Corrupt Construction
Ally
Vicissitude
1 Pool
Ghoul with 1 life. 0 strength, 0 bleed.
[vic] When the Construction enters play, you may remove from the game any number of ally, retainer, or vampire cards from your ash heap or hand. The Construction gains one life for each card removed in that way. The Construction gets +1 strength for each life counter it has. During your untap phase, the Construction burns 1 life.
[VIC] As above, and the Construction has an additional life.

Courier
Ally
Nosferatu antitribu
2 Blood
Mortal with 1 life. 0 strength, 1 bleed.
Courier gets -1 intercept when attempting to block a vampire. When a minion you control successfully bleeds, you may look at the top card of the library of the Methuselah being bled, and you may tap the Courier to discard that card.
DRAFT: As above, but the Courier has 0 bleed.

Cracking the Wall
Master
Malkavian antitribu
1 Pool
Master. Do not replace until your discard phase.
Play Rock-Paper-Scissors with any other Methuselah. If you tie, you each discard a card at random. Otherwise, the loser discards his or her hand and draws a new hand.

Creation Rites
Action
1 Blood
+1 stealth action. Requires a ready non-sterile archbishop, priscus, cardinal or regent.
Put this card in play; it becomes a 1-capacity vampire. You may go through your library (shuffle afterward), ash heap or hand to find a Discipline card for this card. You may move a blood from the acting vampire to this vampire. This vampire is not considered unique, cannot act this turn, and is the same clan as the acting vampire.

Cryptic Rider
Action Modifier
1 Blood
Only usable on a successful referendum.
The next referendum a vampire you control calls this turn passes automatically.
DRAFT: The next referendum a vampire you control calls before the end of your next turn passes automatically.

Cull the Herd
Action
1 Blood
+1 stealth action.
(D) Look at another Methuselah's hand. That Methuselah discards all ally or retainer cards in his or her hand. The acting vampire gains 1 blood from the blood bank for each card discarded in this way.

Damned, The
Master
1 Pool
Unique master.
Put this card on a vampire with a capacity below 5. The vampire with this card burns 1 additional blood for each bleeding action he or she successfully performs {(after resolving the action)}.

Danse Macabre
Master
Master.
Choose a ready Sabbat vampire you control. Once this turn, when the chosen Sabbat vampire performs a successful action, he or she may burn a blood to untap after resolving that action.

Daring the Dawn
Action Modifier
Fortitude
[for] Vampires cannot block this action. The acting vampire takes 2 unpreventable aggravated damage after the action resolves.
[FOR] As above, but the acting vampire takes 1 unpreventable aggravated damage.

Darkness Within
Combat
Obtenebration
1 Blood
[obt] Put this card into play before range is determined. Once each round, during strike resolution, move 1 blood or life from the opposing minion to this card (even at long range). Burn this card when combat ends. This vampire gains half of the blood (rounded up) from this card when it is burned. A minion can play only one Darkness Within each combat.
[OBT] As above, with an optional maneuver.

Darksight
Reaction
Obtenebration
1 Blood
[obt] +1 intercept.
[OBT] As above, and if this vampire successfully blocks the acting minion, put this card on the acting minion. The minion with this card gets -1 stealth when attempting to bleed this reacting vampire's controller. Any minion may burn this card as a +1 stealth action.
DRAFT: [dom] Reduce a bleed against you by 1.

Dauntain Black Magician (Changeling)
Ally
Malkavian antitribu
3 Pool
Changeling with 4 life. 3 strength, 0 bleed.
Dauntain Black Magician can steal a master: Discipline card from a vampire and put it on a vampire you control as a (D) action. The Black Magician may burn a Tremere antitribu controlled by your predator as a (D) action; burn the Black Magician if that action is successful.
DRAFT: As above, but with only 3 life.

Decapitate
Combat
Potence
2 Blood
[pot] Strike: hand strike or {use a} melee weapon strike. {This strike is} at +2 damage.
[POT] Only usable when the opposing vampire is going into torpor; not usable by a vampire being burned or going into torpor. Burn the opposing vampire instead of sending that vampire to torpor.
DRAFT: [ani] As [pot] above.

Delaying Tactics
Reaction
1 Blood
Only usable during a referendum.
Cancel the referendum. Untap the acting vampire. The political action card (if any) played to call this referendum is returned to its owner's hand (discard afterward), and the acting Methuselah's minions cannot attempt the same political action again this turn.

Demonstration
Master
Ventrue antitribu
1 Pool
Unique master.
Put this card in play. Tap to cancel the votes of any vampire during the referendum of a political action.
DRAFT: As above, but burn this card to cancel votes instead of tapping it.

Deploy the Hand
Political Action
Requires a ready archbishop, cardinal or regent.
Choose one or more Methuselahs who do not have a target counter. Successful referendum means each chosen Methuselah gets a target counter. During his or her untap phase, a Methuselah with a target counter chooses one of his or her ready minions, who takes 2 unpreventable damage. A Methuselah may burn the Edge to burn his or her target counter.

Depravity
Master
1 Pool
Unique master.
Put this card on a ready vampire you control. This vampire gets +1 stealth when attempting a diablerie action and gets +1 strength. He or she cannot recruit allies or employ retainers.

Derange
Action
Malkavian/Malkavian antitribu
This is a +1 stealth action.
(D) Put this card on a younger vampire. The vampire with this card is considered to be the same clan as the acting vampire. The vampire with this card does not untap as normal. During his or her controller's untap phase, he or she may burn 1 blood to untap. The vampire with this card may move it to another vampire as a (D) action. This card cannot be placed on a Malkavian or Malkavian antitribu.

Direct Intervention
Master
1 Pool
Master: out-of-turn.
Cancel a minion card as it is played. No cost is paid. (If it was an action card, the acting minion doesn't tap. If it was a strike card, the minion chooses another strike.)

Disarm
Combat
Potence
[pot] Only usable at the end of a round of combat in which this vampire successfully inflicted more damage at close range than the opposing vampire. Not usable by a vampire being burned or going into torpor. Put this card on the opposing vampire and send that vampire into torpor. The vampire with this card has -1 strength. He or she may burn this card by burning 3 blood. A vampire can have only one Disarm.
[POT] As above, but the vampire with this card has -2 strength.

Dissolution
Combat
Protean
1 Blood
[pro] Maneuver or press.
[PRO] Maneuver, with an optional press.
DRAFT: [cel] As [pro] above.

Dodge
Combat
Do not replace until after combat.
Strike: dodge.

Dogs of War
Political Action
Brujah antitribu
If this referendum passes, put this card in play. Any Brujah antitribu may enter combat with a ready minion as a (D) action. You may burn this card to cancel a blood hunt called on a Brujah antitribu. Any vampire may call a referendum to burn this card as a +1 stealth political action.

Dragon's Breath Rounds
Combat
Ammo.
Only usable before resolution of a gun's strike. This gun inflicts +2 aggravated damage each strike for the remainder of this combat. Burn the gun after strike resolution. No more than one ammo card can be used on a gun each combat.

Dreams of the Sphinx
Master
1 Pool
Unique master.
Put this card in play. Put a counter on this card each time you tap it. When the third counter is added, burn this card. Tap this card to get +2 hand size until the end of the current turn. Tap during your untap phase to gain an additional pool if you have the Edge. Tap to move a blood from the blood bank to a vampire in your uncontrolled region.

Drum of Xipe Totec
Equipment
2 Pool
Unique equipment.
The vampire with this equipment has superior Celerity [CEL]. This vampire gets one optional maneuver each combat.

Elder Impersonation
Action Modifier
Obfuscate
1 Blood
[obf] +1 stealth.
[OBF] Only usable when a minion attempts to block. The attempt fails (do not tap that blocking minion). That minion cannot attempt to block this action again.
DRAFT: [dem] +1 stealth.

Elysian Fields
Master
Lasombra
2 Pool
Master: unique location.
Tap to give a Lasombra you control +1 stealth for the current action.

Enchant Kindred
Action
Presence
[pre] (D) Bleed with +1 bleed.
[PRE] +1 stealth action. Move 2 blood from the blood bank to a younger vampire in your uncontrolled region.
DRAFT: Do not replace until the end of this action. (D) Bleed at +1 bleed.

Enhanced Senses
Reaction
Auspex
[aus] +1 intercept.
[AUS] +2 intercept.
DRAFT: [ani] +1 intercept.

Esbat
Action
+1 stealth action. Requires a Sabbat vampire.
Move 2 blood from the blood bank to an untapped Sabbat vampire, or move 1 blood to each of two untapped Sabbat vampires.

Escaped Mental Patient
Ally
Malkavian antitribu
2 Pool
Mortal with 1 life. 1 strength, 0 bleed.
Escaped Mental Patient can enter combat with any minion controlled by another Methuselah as a (D) action. The Patient can {strike: hand strike} at +1 damage, aggravated. Burn him at the end of combat if he does so.

Eternal Vigilance
Action
1 Blood
+1 stealth action. Requires a ready archbishop, priscus, cardinal or regent.
Put this card on the acting vampire. During an action, the Sabbat vampire with this card can burn 1 blood to untap and attempt to block. Burn this card if this vampire goes to torpor.

Faceless Night
Action Modifier
Obfuscate
[obf] +1 stealth.
[OBF] +1 stealth, and any minion who attempts to block this action and fails becomes tapped when the action is resolved (before resolving the action).
DRAFT: This acting vampire burns 2 blood to get +1 stealth.

Far Mastery
Action
Dominate
1 Blood
+1 stealth action.
[dom] (D) The acting vampire takes control of a retainer controlled by another vampire.
[DOM] (D) Take control of an ally controlled by another Methuselah.
DRAFT: Search your library for a retainer or ally and move that card to your hand (discard afterward).

Fiendish Tongue
Action
Requires a Sabbat vampire.
(D) Bleed at +1 bleed. Anarch vampires get -1 intercept on this action. If this acting vampire is Tzimisce and the bleed is successful, this Tzimisce may burn 1 blood during your discard phase this turn to untap.

Flamethrower
Equipment
4 Pool
Weapon.
2R aggravated damage each strike.

Flurry of Action
Action
Celerity
[cel] (D) Bleed. If the bleed is successful, draw two cards (discard afterward).
[CEL] (D) Bleed. If the bleed is successful, this vampire untaps.
DRAFT: +1 stealth action. Discard up to three cards (draw afterward).

Force of Will
Action
Fortitude
1 Blood
Only usable by a tapped vampire.
[for] (D) Bleed with +1 bleed. After resolution, this vampire takes 2 unpreventable aggravated damage even if the action is blocked.
[FOR] As above, but with +2 bleed, and the acting vampire takes only 1 unpreventable aggravated damage.
DRAFT: [aus] +1 stealth action. This vampire untaps.

Foreshadowing Destruction
Action Modifier
Dominate
After playing this card, you cannot play another action modifier to further increase the bleed for this action.
[dom] +1 bleed.
[DOM] +3 bleed if the Methuselah you are bleeding has fewer than 10 pool.
DRAFT: [for] As [DOM] above, but for only +1 bleed.

Forger's Hammer
Action Modifier
Potence
Only usable when an action to equip a non-unique melee weapon from your hand is successful.
[pot] Put this card on the weapon. This weapon inflicts +1 damage each strike.
[POT] As above, and the cost of this weapon is reduced by 1 blood or 1 pool.
DRAFT: [cel] As [pot] above.

Forgery
Action
Requires a ready vampire with capacity 5 or more.
(D) Bleed. If the bleed is successful, this acting vampire gains 1 blood.

Forgotten Labyrinth
Action Modifier
Obfuscate
1 Blood
Not usable on a bleed action.
[obf] +2 stealth.
[OBF] +3 stealth.
DRAFT: +1 stealth.

Form of Mist
Combat
Protean
[pro] Strike: dodge.
[PRO] Strike: combat ends. If this vampire is acting, he or she may burn 1 blood after combat ends to continue the action at +1 stealth as if unblocked (this action can still be blocked). A vampire may play only one Form of Mist at superior each action.
DRAFT: [cel] Strike: dodge.

Freak Drive
Action Modifier
Fortitude
1 Blood
[for] Only usable at the end of a successful action (after resolving the action). This vampire untaps.
[FOR] As above, but usable even if the action is blocked (play after combat, if any).
DRAFT: [pro] As [for] above.

Frenzy
Master
Master: out-of-turn. Frenzy.
Only usable before range is chosen. Choose a vampire in combat. In this round, that vampire cannot use equipment and cannot use presses to end combat. This round has a press, only usable to continue combat.

Frontal Assault
Master
Master.
Put this card in play. Each ready minion you control may enter combat with any minion controlled by your prey as a (D) action. You gain 1 pool each time a ready minion controlled by your prey is burned or sent to torpor. During your influence phase, burn this card and burn 1 pool for each ready minion controlled by your prey.

Gang Tactics
Action Modifier
Nosferatu antitribu
Only usable when the action is announced.
If the action is blocked, the resulting combat is at close range. Other effects cannot change this; skip the determine range step during that combat.
DRAFT: As above, but do not replace unstil the end of this action.

Gang Territory
Master
Brujah antitribu
2 Pool
Master: unique location.
During your influence phase, tap to move 1 blood from the blood bank to a Brujah antitribu in your uncontrolled region.

Gangrel Conspiracy
Master
Gangrel antitribu
Master: out-of-turn.
Cancel a blood hunt called on a Gangrel antitribu. You may play this card during your turn.

Garrote
Equipment
1 Pool
Melee weapon.
Strike: strength damage, only usable at close range. If the opposing vampire goes into torpor during the strike resolution step of this strike and the bearer remains ready, the bearer may burn this card to burn the opposing vampire. This is not considered diablerie.

Giant's Blood
Master
Master.
Fill a vampire to full capacity with blood from the blood bank. Only one Giant's Blood can be played in a game.

Glancing Blow
Combat
Do not replace until your next untap phase.
Prevent 1 damage from the opposing minion's strike.

Grooming the Protégé
Master
Master.
Move up to 3 blood from a ready vampire you control to a younger vampire of the same clan in your uncontrolled region.

Guard Dogs
Reaction
Animalism
Only usable by a tapped vampire when you are being bled.
[ani] Untap this reacting vampire.
[ANI] As above, with an optional maneuver during the resulting combat if this vampire successfully blocks this bleed and combat occurs.
DRAFT: This reacting vampire can play reaction cards and attempt to block as though untapped until the current action is concluded.

Guardian Angel
Master
2 Pool
Master.
Put this card on a ready vampire you control. This vampire gets +1 intercept when you are being bled. This vampire may prevent 1 damage each combat. Burn this card if this vampire goes to torpor.

Gurchon Hall
Master
3 Pool
Master: unique location. Requires a ready cardinal {or regent}. Hunting ground.
During your untap phase, you may move 1 blood from the blood bank to each of the two oldest ready vampires you control. A vampire can gain blood from only one hunting ground card each turn.

Harass
Action
(D) Enter combat with a vampire who has 3 or fewer blood or with any tapped minion. This acting minion gets an optional press, only usable to continue, in that combat.

Harvest Rites
Action
1 Blood
+1 stealth action. Requires a Sabbat vampire.
Put this card on this acting Sabbat vampire. Once each turn, when the vampire with this card successfully hunts, he or she gains 1 additional blood. A vampire can have only one Harvest Rites.

Haven Affinity
Master
Tzimisce
1 Pool
Unique master.
Put this card on a Tzimisce. When this Tzimisce blocks, he or she may play combat cards in the resulting combat as if all of his or her Disciplines were at the superior level.

Heart of Nizchetus
Equipment
1 Pool
Unique equipment.
During your untap phase, if the bearer is ready, you may draw up to three cards from your library and then move the same number of cards from your hand to the bottom of your library.

Helicopter
Equipment
3 Pool
Vehicle.
When a minion equips with the Helicopter, tap it. After resolving a successful action, this minion may tap the Helicopter to untap. A minion may have only one vehicle.

Hexaped
Ally
Tremere antitribu
1 Pool
Ally with 3 life. 1 strength, 0 bleed.
Hexaped may give a link counter to any Methuselah as a +1 stealth (D) action. Remove Hexaped from the game if that action succeeds. The Tremere antitribu who recruited it gets +1 bleed and +1 stealth when bleeding the Methuselah with that link counter.

Hidden Pathways
Action
Obfuscate
1 Blood
[obf] Put this card in play. Your minions get +1 stealth on non-bleeding (D) actions against your prey. Any minion may burn this card as a (D) action. A Methuselah may have only one Hidden Pathways in play.
[OBF] As above, but playing this card is a +1 stealth action.

High Ground
Combat
Maneuver, only usable to go to long range. If this minion has flight [FLIGHT] and the opposing minion does not, play before range is determined to set the range for the round to long. A minion may play only one High Ground each round.

Honor the Elders
Political Action
Successful referendum means each ready vampire with capacity of 8 or more gains 1 blood from the blood bank, and each vampire with capacity of 8 or more in any uncontrolled region gains 1 blood from the blood bank.

Horrid Form
Combat
Vicissitude
1 Blood
Only usable before range is chosen.
[vic] This vampire gets +1 strength for the remainder of combat.
[VIC] As above, and this vampire may prevent 1 damage each round for the remainder of combat.
DRAFT: [ani] As [vic] above.

Hungry Coyote, The
Master
2 Pool
Master: unique location.
Whenever a Sabbat vampire you control hunts successfully, he or she gains an additional blood.

IR Goggles
Equipment
Electronic equipment.
This minion gets an optional maneuver each combat.

Immortal Grapple
Combat
Potence
Only usable at close range before strikes are chosen. Grapple.
[pot] Strikes that are not hand strikes may not be used this round (by either combatant). A vampire may play only one Immortal Grapple each round.
[POT] As above, with an optional press. If another round of combat occurs, that round is at close range; skip the determine range step for that round.
DRAFT: [obf] Press.

Improvised Flamethrower
Equipment
2 Pool
Weapon.
Strike: 2R aggravated damage, only usable once per combat. If the opposing minion inflicts any damage on this minion at long range (even if it is prevented), this weapon is burned and the bearer takes 2 aggravated (non-strike) damage.

Inconnu Tutelage
Event
Inconnu.
A Methuselah may spend four transfers and remove a vampire in his or her uncontrolled region from the game to search for any card in his or her library and put it in his or her hand (discarding and shuffling afterward).

Infernal Familiar
Retainer
Thaumaturgy
2 Blood
Demon with 2 life.
[tha] The vampire with this retainer can play a card that requires a Discipline he or she does not have as if he or she had the basic level of that Discipline; if he or she does so, place an investment counter on the Infernal Familiar. If the number of investment counters on the Familiar is greater than this vampire's capacity, burn this vampire.
DRAFT: As above, but with 1 life.

Infernal Pact
Master
Tremere antitribu
1 Pool
Unique master.
Put this card on a Tremere antitribu you control and choose a Discipline. The vampire with this card can play cards that require that Discipline as though he or she has the superior version of that Discipline.
DRAFT: As above, but put this card on any vampire you control.

Information Highway
Master
Master: unique location.
During your influence phase, you get 2 additional transfers.

Information Network
Master
Nosferatu antitribu
1 Pool
Unique master.
Put this card in play. Tap to give a Nosferatu antitribu you control +1 intercept.

Instability
Master
Master.
Only usable if your prey controls the Edge or the Edge is uncontrolled. Your prey may take the Edge if it is uncontrolled. You gain 2 pool. Only one Instability may be played each turn.

Instinctive Reaction
Reaction
Animalism
Only usable when a minion controlled by your predator is acting.
[ani] +1 intercept.
[ANI] As above, with an optional maneuver during the resulting combat if the block succeeds.
DRAFT: [aus] +1 intercept.

Intimidation
Action
Presence
[pre] (D) Bleed with +1 bleed.
[PRE] (D) Bleed with +2 bleed.
DRAFT: [pot] (D) Bleed with +1 bleed.

Ivory Bow
Equipment
1 Pool
Unique weapon.
Strike: 1R aggravated damage.

J. S. Simmons, Esq.
Retainer
Unique mortal with 1 life.
The minion with this retainer gets +1 bleed.

Keep it Simple
Reaction
1 Blood
Reduce a bleed against you by 1 for each point of stealth the acting minion has when this card is played.

Kindred Manipulation
Action Modifier
Ventrue antitribu
1 Blood
Only usable during a referendum.
Change the votes of a younger vampire to votes of your choice.
DRAFT: Cancel the votes of a younger vampire.

Kindred Segregation
Political Action
Successful referendum means that all allies are burned. Any Methuselah can keep an ally or allies he or she controls by repaying their pool cost to recruit.

Kindred Spirits
Action
Dementation
[dem] (D) Bleed any Methuselah. Gain 1 pool if this bleed is successful (for 1 or more).
[DEM] As above, with +1 bleed.
DRAFT: [obf] As [dem] above.

King's Rising
Master
Master.
If you have 5 or fewer pool, gain 3 pool. Otherwise, gain 1 pool. In either case, put this card in play. You cannot use transfers to move counters to or from your uncontrolled minions. If you control the Edge during your untap phase, burn this card.

Kraken's Kiss
Combat
Vicissitude
1 Blood
[vic] Strike: strength+1 ranged damage. If this striking minion takes more than 3 damage this combat, he or she goes to torpor.
[VIC] As above, with an optional press, only usable to continue combat, and once each round for the remainder of combat, this vampire may strike to steal two blood at close or long range.
DRAFT: Strike: 1R damage.

Leather Jacket
Equipment
Equipment.
If the action to equip with the Leather Jacket is successful, untap the acting minion at the end of the turn. Bearer may burn Leather Jacket to prevent all the damage from the opposing minion's strike. A minion may have only one Leather Jacket.

Left for Dead
Master
Master: out-of-turn.
Only usable when an ally would be burned in combat. Combat ends. Put this card on that ally; that ally is not burned. Put 1 life on the ally from the blood bank if he or she has no life. Tap the ally. This ally does not untap as normal. If he or she enters combat, he or she is burned. Burn this card during his or her next untap phase.

Legacy of Caine
Master
Master.
Put this card on a vampire with a capacity above 6 controlled by another Methuselah. This vampire cannot hunt as normal. He or she may hunt by stealing 1 blood from another vampire as a (D) action.

Legwork
Reaction
1 Blood
Do not replace until your next untap phase.
+1 intercept. Not usable by a vampire with more than 0 intercept.

Living Manse
Equipment
Tzimisce
1 Blood
This equipment card represents a location and does not count as an equipment card while it is in play.
The vampire with this location gets +1 bleed. He or she can burn this card before range is determined to end combat. A vampire may have only one Living Manse.

Lobotomy
Action Modifier
Vicissitude
Only usable when recruiting an ally.
[vic] If the action is successful, put this card on the ally and tap the ally. Actions that require Dominate [dom] or Presence [pre] do not affect this ally. This ally has -1 bleed and cannot use maneuvers.
[VIC] As above, but the ally is not tapped.

Lost in Crowds
Action Modifier
Obfuscate
[obf] +1 stealth.
[OBF] +2 stealth.
DRAFT: [pro] +1 stealth.

Lunatic Eruption
Action
Dementation
2 Blood
[dem] (D) Put this card on any ready minion. During his or her minion phase, the minion with this card must enter combat with a ready minion controlled by his or her prey as a (D) action (unless the minion must hunt). Any minion may burn this card as an action.
[DEM] As above, and the minion taking the action to burn this card takes 1 unpreventable damage when this card is burned.

Lupine Assault
Master
1 Pool
Master. Do not replace until your influence phase.
Each Methuselah (including you) discards 5 cards of his or her choice, then draws back up to his or her hand size. Only one Lupine Assault may be played in a game.

Magic of the Smith
Action
Thaumaturgy
1 Blood
+1 stealth action.
[tha] Search your library for an equipment card and equip this acting vampire with it (requirements and cost apply as normal). Shuffle afterward.
[THA] As above, but this is a +3 stealth action.
DRAFT: As [tha] above.

Major Boon
Master
Master: out-of-turn. Boon.
Put this card in play when another Methuselah is successfully bled. Not usable if you control the acting minion. Modifiers to the bleed amount may be played after you play this card. You burn pool for the bleed instead of the target Methuselah (must be at least 1 pool or this card is burned). When you are successfully bled, you may burn this card to have that Methuselah burn pool instead of you.

Marijava Ghoul
Retainer
2 Blood
Ghoul with 2 life.
The minion with this retainer gets +1 stealth when attempting an action that requires Presence [pre].

Marked Path
Action Modifier
Obfuscate
Only usable after a successful (D) action.
[obf] Put this card on the acting vampire. If this vampire performs a (D) action against the same Methuselah or his or her minions, this vampire may burn this card to get +1 stealth.
[OBF] As above, but this vampire may burn this card to get +2 stealth.
DRAFT: [aus] As [obf] above.

Martial Ritus
Action
1 Blood
+1 stealth action. Requires a ready Sabbat vampire.
Put this card on a younger Sabbat vampire and untap this acting vampire. The Sabbat vampire with this card gets +1 strength. During your next untap phase, burn this card.

Martinelli's Ring
Equipment
Unique equipment.
Cards that require Malkavian, Malkavian antitribu, Dementation [dem] or Serpentis [ser] cannot target or be placed on this minion. Burn any cards on this minion that require any of those clans or Disciplines.

Media Influence
Action
Presence
1 Blood
[pre] (D) Bleed with +2 bleed.
[PRE] Each of your untapped vampires gains 1 blood from the blood bank.
DRAFT: [dom] As [pre] above.

Meld with the Land
Combat
Vicissitude
[vic] Strike: combat ends and untap the opposing minion {{(even at long range)}}.
[VIC] Strike: combat ends.
DRAFT: Do not replace until after combat. Strike: dodge.

Minor Irritation
Reaction
Only usable when this vampire successfully blocks an ally or a younger vampire (play before combat, if any).
This vampire doesn't tap for successfully blocking.

Mirror Walk
Action Modifier
Thaumaturgy
Do not replace until your discard phase.
[tha] +1 stealth.
[THA] As [tha] above, and if this action is blocked, the action ends (with no combat).
DRAFT: [obf] As [tha] above.

Mob Connections
Master
Unique master.
Tap to give a press, only usable to continue combat, to a minion you control. Any minion may burn this card as a (D) action.

My Enemy's Enemy
Reaction
Auspex
[aus] +1 intercept.
[AUS] Only usable when a minion controlled by your predator is bleeding you, {{after blocks are declined}}. Tap this reacting vampire. The acting minion is now bleeding your predator's predator.
DRAFT: Requires a ready vampire. As [AUS] above, but not useable on an older vampire.

Mylan Horseed (Goblin)
Ally
1 Pool
Unique changeling with 1 life. 0 strength, 1 bleed.
Mylan can untap a ready non-Camarilla vampire with a capacity above 7 as a +1 stealth action. Once each combat, he may dodge as a strike. Mylan cannot block vampires.

NRA PAC
Event
Government.
Any minion who successfully performs an equip action untaps at the end of the turn.

Nephandus (Mage)
Ally
Tremere antitribu
2 Pool
Mage with 2 life. 0 strength, 1 bleed.
The Nephandus may strike for 1R damage. The Nephandus gets an optional press each combat. Each strike or damaging effect made against the Nephandus by the opposing minion during combat inflicts 1 less damage. The Nephandus may burn a vampire in torpor to gain 1 life as a (D) action.
DRAFT: As above, but with only 1 life.

New Management
Action
Do not replace until the end of this action.
(D) Take control of a location that is free or costs 1 blood or pool.
DRAFT: (D) Burn a location.

Nosferatu Kingdom
Master
Nosferatu antitribu
2 Pool
Master: unique location.
During your influence phase, tap to move 1 blood from the blood bank to a Nosferatu antitribu in your uncontrolled region.

Obedience
Reaction
Dominate
Only usable when this reacting vampire is about to enter combat with an acting younger vampire.
[dom] Untap the acting vampire, do not tap this reacting vampire, and end the current action (and combat). The acting vampire cannot attempt the same action this turn.
[DOM] As above, but do not untap the acting vampire.
DRAFT: As [dom] above, but do not replace until your untap phase.

On the Qui Vive
Reaction
Only usable by a tapped minion. This reacting minion can play reaction cards and attempt to block as though untapped until the current action is concluded. If this minion is an ally, he or she does not untap as normal during his or her next untap phase. A minion may play only one On the Qui Vive between his or her untap phases.

Oubliette
Combat
Obtenebration
1 Blood
[obt] Strike: combat ends.
[OBT] As above, and the opposing minion burns 1 blood (or life) after combat {{(even at long range)}}.
DRAFT: [dom] As [obt] above.

Palla Grande
Master
Toreador antitribu
Unique master.
Put this card in play and put 3 debauchery counters on it. Toreador antitribu get +1 bleed. Remove a debauchery counter from this card at the end of each of your turns. Burn this card if it has no counters.

Parthenon, The
Master
2 Pool
Master: unique location.
Tap during your master phase to get an additional master phase action.

Path of Metamorphosis, The
Master
Tzimisce
1 Pool
Unique master.
Put this card in play. Cards that require Vicissitude [vic] {cost Tzimisce 1 less blood}. Any minion may burn this card as a (D) action; if that minion is a vampire, he or she takes 1 unpreventable damage when this card is burned.

Path of Night, The
Master
Lasombra
1 Pool
Unique master.
Put this card in play. Cards that require Obtenebration [obt] {cost Lasombra 1 less blood}. Any minion may burn this card as a (D) action; if that minion is a vampire, he or she takes 1 unpreventable damage when this card is burned.

Path of the Feral Heart, The
Master
Gangrel antitribu
1 Pool
Unique master.
Put this card in play. Cards that require Protean [pro] {cost Gangrel antitribu 1 less blood}. Any minion may burn this card as a (D) action; if that minion is a vampire, he or she takes 1 unpreventable damage when this card is burned.

Patronage
Action
Toreador antitribu
1 Pool
+1 stealth action.
Untap a younger Toreador antitribu and this acting vampire. You may play only one Patronage per turn.
DRAFT: As above (targeting a younger Toreador antitribu), but do not replace until the end of this action.

Patterns in the Chaos
Action Modifier
Dementation
[dem] Only usable when a bleed is successful. Look at the top card in the library of the Methuselah being bled.
[DEM] Only usable when a bleed is successful. Look at the cards in the hand of the Methuselah being bled.
DRAFT: [OBF] As [DEM] above.

Peace Treaty
Political Action
Successful referendum means all weapons are burned. A Methuselah may keep any of his or her minions' weapons by repaying their pool cost to equip.

Pentex(TM) Loves You!
Master
2 Pool
Master: unique location.
You may tap this card and choose a Sabbat vampire. Once during the current action, the chosen vampire may burn 1 blood to get +1 bleed.

Pentex(TM) Subversion
Master
2 Pool
Unique master.
Put this card on any ready minion. The minion with this card cannot take actions and cannot block actions. This card may be burned by any other minion as a (D) action.

Perfect Clarity
Action Modifier
Thaumaturgy
2 Blood
Only usable when the action is announced.
[tha] Reaction cards that require Dominate [dom] or Presence [pre] do not affect this vampire for the duration of this action.
[THA] As above, and for the remainder of this action, minions opposing this vampire in combat cannot play cards that require Dominate or Presence.
DRAFT: [aus] As [tha] above.

Perpetual Care
Political Action
Successful referendum means each Methuselah burns 2 pool for each vampire in torpor he or she controls.

Pier 13, Port of Baltimore
Equipment
2 Blood
This equipment card represents a unique location and does not count as equipment while in play.
During your influence phase, this minion may equip with a non-location, non-unique equipment card from your hand (requirements and cost apply as normal). This is not an action and cannot be blocked.

Political Antagonist
Ally
Ventrue antitribu
2 Pool
Mortal with 1 life. 1 strength, 1 bleed.
During a political action, the Antagonist may tap to give a Ventrue antitribu +1 intercept.

Political Stranglehold
Political Action
Successful referendum means each Methuselah gains 3 pool for each vampire he or she controls with capacity above 7. Only one Political Stranglehold can be played during a game.

Political Struggle
Action
Lasombra
+1 stealth action.
(D) Put this card on a ready vampire controlled by another Methuselah. The acting vampire may enter combat with the vampire with this card as a +1 stealth (D) action. If the vampire with this card is burned or sent into torpor, this card is burned and the acting vampire gains X votes, where X is the number of non-contested votes the vampire with this card has.

Power Structure
Master
Lasombra
Unique master.
Put this card into play. Tap to give each Lasombra you control 1 additional vote for the current political action.

Powerbase: Mexico City
Master
2 Pool
Master: unique location.
Put 5 blood on this card when it is played. During each of your untap phases, move 1 blood from this card to your pool. Any Sabbat vampire controlled by another Methuselah may move all the blood on the Powerbase to his or her controller's pool as a (D) action. Burn this card if it has no blood.

Powerbase: Montreal
Master
Master: unique location.
During your influence phase, you may move 1 blood from the blood bank to a vampire in your uncontrolled region. Any vampire may steal this location for his or her controller as a (D) action.

Precognition
Reaction
Auspex
[aus] +1 intercept.
[AUS] As above, and this vampire can prevent up to 1 damage during the first round of the resulting combat if he or she successfully blocks this action.
DRAFT: [dem] +1 intercept.

Private Audience
Action Modifier
1 Blood
Requires a ready archbishop, priscus, cardinal or regent. Only usable during a referendum, before any votes are cast.
Non-Sabbat vampires cannot vote on the current referendum.

Propaganda
Action
Presence
2 Blood
[pre] (D) Bleed at +1 bleed. Titled vampires cannot block this action.
[PRE] As above, and the Methuselah you are bleeding taps one of his or her ready untapped minions when the action resolves.
DRAFT: [pot] As [pre] above.

Protected Resources
Master
2 Pool
Master.
Put this card in play. You do not burn more than 2 pool when a minion bleeds you, regardless of the amount of the bleed. Burn this card if a minion you control successfully bleeds.
DRAFT: As above, but don't burn this card unless your minion bleeds for 2 or more.

Psyche!
Combat
Celerity
[cel] Press.
[CEL] Only usable at the end of combat when both combatants are still ready. Begin another combat with the opposing minion.
DRAFT: [obf] Press.

Pulse of the Canaille
Action
Auspex
3 Blood
+1 stealth action.
[aus] For the remainder of this turn, you may look at all Methuselahs' hands.
[AUS] Put this card on the acting vampire. The vampire with this card gets +2 bleed. A vampire can have only one Pulse of the Canaille.
DRAFT: [PRE] As [AUS] above.

Pursuit
Combat
Celerity
[cel] Maneuver.
[CEL] Additional strike.
DRAFT: [pot] Maneuver.

Pushing the Limit
Combat
Potence
1 Blood
[pot] Strike: hand strike or {use a melee weapon strike. This strike is} at +2 damage.
[POT] Strike: hand strike or {use a melee weapon strike. This strike is} at +3 damage.
DRAFT: [ani] As [pot] above.

Quick Meld
Combat
Protean
[pro] Maneuver.
[PRO] As above, and once this round, this vampire may burn 1 blood for an additional maneuver.
DRAFT: [cel] Maneuver.

Quickness
Combat
Celerity
1 Blood
[cel] Additional strike.
[CEL] As above, but this additional strike card does not count against this vampire's additional strike effect limit for this round. A vampire may only play one Quickness each round.
DRAFT: [aus] additional strike.

Rabble Razing
Political Action
Successful referendum means all vampires with capacity below 4 burn 1 blood.

Rack, The
Master
Master: unique location.
When this card is played or the controller of this card changes, the controller chooses a ready vampire he or she controls. During the controller's untap phase, the chosen vampire gains 2 blood. A vampire controlled by another Methuselah can steal this location for his or her controller as a (D) action.

Rafastio Ghoul
Ally
3 Pool
Ghoul with 2 life. 1 bleed, 1 strength.
Rafastio Ghoul can play cards requiring basic Thaumaturgy [tha] as a vampire with a capacity of 3.

Rapid Change
Action Modifier/Combat
Protean
1 Blood
[pro] [ACTION MODIFIER] +1 stealth.
[PRO] [COMBAT] Strike: combat ends.
DRAFT: [obf] [Action Modifier] +1 stealth.

Raptor
Retainer
Animalism
2 Blood
Animal with 1 life.
[ani] The minion with this retainer gets +1 intercept.
[ANI] As above, and when the minion with this retainer is in combat, the opposing minion's controller gets -1 hand size.
DRAFT: As [ani] above.

Rave
Action
+1 stealth action.
Move as much blood (or life) and/or equipment from the acting minion to any ready vampires you control.

Read the Winds
Reaction
Animalism & Auspex
1 Blood
Do not replace until the end of this action.
[ani][aus] +1 intercept. This vampire doesn't tap for successfully blocking this action.
[ANI][AUS] Only usable by a tapped vampire. This vampire untaps and attempts to block with +1 intercept, even if intercept is not yet needed.
DRAFT: [aus] +1 intercept.

Reality Mirror
Combat
Malkavian antitribu
Choose a combat card in the opposing minion's controller's ash heap and use the ability of that card as if that card had been played from your hand (pay cost as normal). If the card requires a Discipline this vampire does not have, you can only use the basic ability of that card. Only one Reality Mirror can be played during a game.

Recruiting Party
Action
Ventrue antitribu
Each Ventrue antitribu in your uncontrolled region gains 1 blood from the blood bank.
DRAFT: As above (targeting Ventrue antitribu).

Recure of the Homeland
Action
Tremere antitribu
+1 stealth action. Only usable by a vampire in torpor. Usable by a tapped vampire.
The acting vampire leaves torpor. If this action is blocked, there is no combat. If the blocking minion is a vampire who can commit diablerie, that vampire may diablerize the acting vampire.
DRAFT: [Tzimisce] As above.

Redirection
Reaction
Dominate
[dom] Only usable when a younger vampire is bleeding you, {{after blocks are declined}}. Tap this reacting vampire. Choose another Methuselah other than the acting vampire's controller. That acting vampire is now bleeding that Methuselah.
[DOM] As above, but the acting vampire can be the same age or older.
DRAFT: [aus] As [dom] above.

Regent
Master
1 Pool
Master. Title.
Put this card on a Sabbat vampire you control with a capacity above 7 to represent the unique Sabbat title of regent. Any Sabbat vampire with a different controller can enter combat with this vampire as a (D) action. If a Sabbat vampire diablerizes this vampire, move this card to the diablerist (before the blood hunt is called).

Resilience
Combat
Fortitude
[for] Prevent 1 damage.
[FOR] Prevent 3 non-aggravated damage.
DRAFT: [pro] Prevent 1 damage.

Restoration
Action
Fortitude
+1 stealth action.
[for] The acting vampire gains 2 blood.
[FOR] The acting vampire gains 3 blood.
DRAFT: [dom] As [for] above.

Restructure
Action
Dementation
1 Blood
[dem] (D) Put this card on any ally. This ally does not untap as normal during his or her controller's untap phase. His or her controller can burn a pool during his or her untap phase to untap this ally.
[DEM] (D) Take control of an ally controlled by another Methuselah.
DRAFT: [dem] (D) Bleed at +1 bleed. Allies cannot block this action.

Revelations
Action
Auspex
1 Blood
+1 stealth action.
[aus] (D) Look at your prey's hand. He or she discards a card of your choice.
[AUS] Put this card in play. Your prey plays with an open hand. Any minion may burn this card as a (D) action.
DRAFT: [pre] As [aus] above.

Revenant
Retainer
Tzimisce
1 Blood
Ghoul with 2 life.
The minion with this retainer gets +1 intercept.
DRAFT: [Tremere antitribu] As above.

Rolling with the Punches
Combat
Fortitude
[for] Prevent 1 damage.
[FOR] This vampire burns 1 blood to prevent all damage from the opposing minion's strikes this round of combat.
DRAFT: [cel] As [for] above.

Rooftop Shadow
Reaction
Celerity
1 Blood
[cel] +1 intercept. Not usable if the acting minion has Celerity.
[CEL] +1 intercept. Not usable if the acting minion has superior Celerity.
DRAFT: [pot] As [cel] above.

Rumble
Action
Requires a Sabbat vampire.
(D) Enter combat with a ready minion controlled by another Methuselah. In that combat, your hand size is increased by one. If this acting vampire is not ready at the end of the action, you burn 1 pool.

Rumor Mill, Tabloid Newspaper, The
Master
1 Pool
Master: unique location.
Tap to choose a vampire. Once during the current action, the chosen vampire may burn 1 blood to get +1 intercept.

Sabbat Inquisitor
Political Action
Requires a ready archbishop, cardinal or regent.
Choose a Sabbat vampire who is not an Inquisitor. If this referendum is successful, put this card on the chosen vampire. This vampire is an Inquisitor and gets +1 bleed. He or she may look at the top card of any Methuselah's crypt as a (D) action; if it is a vampire with Thaumaturgy [tha], burn that card. Any Sabbat vampire may call a referendum to burn this card as a +1 stealth political action.

Sabbat Priest
Political Action
Requires a ready Sabbat vampire.
Choose a ready Sabbat vampire. Successful referendum means that for the remainder of the game, any vampire attempting to block the chosen vampire burns 1 blood.

Sacrament of Carnage
Combat
Potence
1 Blood
[pot] Strike: 2R damage.
[POT] Strike: 3R damage.
DRAFT: [obt] As [pot] above.

San Nicolás de los Servitas
Equipment
Lasombra
2 Blood
This equipment card represents a unique location and does not count as equipment while in play.
Actions directed at this Lasombra cost an additional pool. If this location is burned, the Lasombra with this card takes 2 unpreventable damage. This card cannot be contested. Any card that would contest this location is immediately burned before contesting begins.

Saturday-Night Special
Equipment
1 Pool
Weapon, gun.
1R damage each strike, with an optional maneuver each combat.

Scorpion Sting
Combat
Animalism
[ani] Strike: hand strike at +1 damage.
[ANI] As above, and this strike cannot be dodged.
DRAFT: [pot] As [ani] above.

Scouting Mission
Action
Dominate
[dom] (D) Bleed with +1 bleed.
[DOM] +1 stealth action. Move 2 blood from the blood bank to a younger vampire in your uncontrolled region.
DRAFT: [aus] As [dom] above.

Scrounging
Action
+1 stealth action.
Look at up to 3 cards from the top of your library and move up to 2 of them to your hand (shuffle and discard afterward).

Sermon of Caine
Master
Master.
Move any amount of blood from one of your ready vampires to any combination of your other ready vampires.

Shadow Court Satyr (Changeling)
Ally
Gangrel antitribu
3 Pool
Changeling with 3 life. 1 strength, 1 bleed.
When the Satyr enters play, you may put a combat card from your hand on him. Once each combat, the Satyr may use the ability of that card as if played from your hand. If the card requires a vampire (e.g., costs blood or requires a Discipline), he may use it as a vampire with the basic level of the Discipline (if any).

Shadow Play
Action Modifier
Obtenebration
1 Blood
[obt] +1 stealth.
[OBT] +2 stealth.
DRAFT: [obf] As [obt] above.

Shadow Step
Combat
Obtenebration
[obt] Maneuver.
[OBT] Only usable before range is determined. This vampire burns 2 blood to set the range this round. Skip the determine range step this round.
DRAFT: [dom] As [obt] above.

Shadow Strike
Combat
Obtenebration
1 Blood
[obt] Strike: strength ranged damage, with an optional maneuver.
[OBT] As above, with an optional press.
DRAFT: [pot] As [obf] above.

Shadow of the Beast
Action
Protean
1 Blood
[pro] Put this card on the acting vampire. The vampire with this card gets an optional maneuver each combat. A vampire may have only one Shadow of the Beast.
[PRO] As above, and this vampire gets an optional press each combat.
DRAFT: [ani] As [pro] above.

Shattered Mirror
Reaction
Dementation
Only usable when this vampire successfully blocks an ally or younger vampire bleeding you.
[dem] Put this card on the acting minion and end the action (with no combat). The minion with this card gets -1 bleed. He or she may burn it as an action that costs 1 blood. A minion may have only one Shattered Mirror.
[DEM] As above, and this reacting vampire doesn't tap for successfully blocking the action.

Shroud of Night
Action Modifier
Obtenebration
[obt] +1 stealth, not usable on a bleed action.
[OBT] +1 stealth.
DRAFT: [dom] As [obt] above.

Sibyl's Tongue
Action
Malkavian antitribu
X Blood
+1 stealth action.
This action costs X blood, where X is the number of Sibyl's Tongues in your ash heap. Choose a card by name. Search your library for a copy of that card, show it to all players, and move it to your hand. Discard down to your hand size and shuffle your library afterward.

Sire's Index Finger
Equipment
Unique equipment.
The vampire with this equipment is immune to frenzy cards (including Brujah Frenzy, Drawing Out the Beast, Frenzy, Rötschreck and Terror Frenzy).
DRAFT: As above, and if the equip action is successful, the acting minion untaps.

Skin Trap
Combat
Vicissitude
1 Blood
Play before range is determined.
[vic] Opposing minion may not attempt to dodge this round. A vampire can play only one Skin Trap each round.
[VIC] As above, and opposing minion cannot strike at all this round unless he or she burns 1 blood immediately.
DRAFT: [ani] As [vic] above.

Slaughtering the Herd
Action
Dominate
2 Blood
[dom] (D) Bleed at +2 bleed. Allies cannot block this action.
[DOM] (D) Put this card on a vampire controlled by your predator. Each time that vampire announces an action, he or she moves 1 blood to this acting vampire. That vampire may burn this card by burning 4 blood during his or her controller's minion phase. Burn this card if this acting vampire is sent to torpor or burned.
DRAFT: [pre] As [dom] above.

Slave Auction
Master
1 Pool
Unique master.
Put this card in play with X blood where X is the number of Methuselahs in the game. You may use a master phase action to move 1 blood from this card to your pool. Burn this card if it has no counters.

Song of Serenity
Combat
Animalism
Only usable before range is chosen.
[ani] The opposing minion gets -1 strength this round. A vampire may play only one Song of Serenity each combat.
[ANI] As above, but for the remainder of combat.
DRAFT: [for] As [ani] above.

Soul Burn
Combat
Thaumaturgy
1 Blood
[tha] Strike: 1R damage. This damage cannot be prevented by cards that require Fortitude [for]. If the opposing vampire attempts to strike with a weapon this round, he or she does no damage.
[THA] As above, but for 2R damage.
DRAFT: [cel] Strike: 1R damage.

Soul Gem of Etrius
Equipment
Unique equipment.
If this vampire is burned, draw the top card from your crypt. If it is younger, put the Soul Gem on him or her and move him or her to your ready region with blood from the blood bank equal to his or her capacity; otherwise, move that card to your uncontrolled region (and burn the Soul Gem). If bearer is diablerized, the diablerizing vampire cannot take the Soul Gem.

Special Report
Master
Master: out-of-turn.
Choose a ready vampire you control. That vampire untaps and attempts to block. Once this action you may burn 1 pool to give that vampire +1 intercept.

Spirit Summoning Chamber
Master
Tremere antitribu
2 Pool
Master: unique location.
Tap this card and burn 1 blood from a ready Tremere antitribu you control to search your library for a minion card that requires Thaumaturgy [tha]. Show that card to all players and put it in your hand. Discard down and shuffle afterward.

Sport Bike
Equipment
1 Pool
Vehicle.
The minion with this equipment gets +1 intercept. A minion may have only one vehicle.

Spying Mission
Action Modifier
Obfuscate
[obf] +1 stealth.
[OBF] Only usable when a bleed would be successful. The bleed burns no pool; it is unsuccessful. Instead, put this card on the acting vampire. The next time this vampire successfully bleeds the same Methuselah, burn this card for +2 bleed.
DRAFT: [pro] +1 stealth.

Staredown
Combat
Presence
[pre] Strike: dodge.
[PRE] Strike: combat ends.
DRAFT: [aus] Strike: combat ends.

Stealth Ritus
Action Modifier
1 Blood
Requires a ready Sabbat vampire. Only usable when the action is announced.
Choose another ready Sabbat vampire you control. The chosen vampire burns 1 blood, or this card has no effect. This action gets +1 stealth, even if stealth is not yet needed.

Stunt Cycle
Combat
Potence
Only usable at long range.
[pot] Strike: 3R damage, and prevent 1 damage from the opposing minion's strike during this strike resolution. If the opposing minion has Celerity [cel], he or she can burn 1 blood to prevent all damage from this strike.
[POT] As above, but for 4R damage and prevent 2 damage from the opposing minion's strike.
DRAFT: [obt] Strike: 2R damage.

Succubus
Ally
Tremere antitribu
4 Pool
Demon with 3 life. 1 strength, 0 bleed.
Damage from Succubus's hand strikes is aggravated. Succubus may steal 1 blood or life (gaining a life) from a minion as a +1 stealth (D) action. Once each turn, she may burn 1 life to get +1 bleed for the current action.

Sunrise Service
Action
+1 stealth action. Requires a ready Sabbat vampire.
Put this card on the acting vampire; he or she takes one point of aggravated damage (not preventable). You may burn this card when this vampire declares an action to make that action unblockable.

Superior Mettle
Combat
Fortitude
1 Blood
[for] Prevent all damage from the opposing minion's strike.
[FOR] As above, and each round of this combat, this vampire may burn 1 blood to prevent all damage from the opposing minion's initial strike for that round.
DRAFT: [dom] Strike: dodge.

Survivalist
Ally
Brujah antitribu
2 Pool
Mortal with 1 life. 0 strength, 0 bleed.
Survivalist may strike for 2R damage. He may tap to give a Brujah antitribu you control a maneuver.

Swallowed by the Night
Action Modifier/Combat
Obfuscate
[obf] [ACTION MODIFIER] +1 stealth.
[OBF] [COMBAT] Maneuver.
DRAFT: [Combat] Do not replace until after combat. Maneuver.

Sword of Judgment
Equipment
Brujah antitribu
2 Pool
Unique melee weapon.
Strength+1 damage each strike, with an optional additional strike each round. Only usable by Brujah antitribu.

Talons of the Dead
Master
Gangrel antitribu
2 Pool
Unique master.
Put this card on a Gangrel antitribu you control. Damage from this vampire's hand strikes is aggravated. (D) actions cost this vampire an additional blood. This vampire's controller may use a master phase action to burn this card.

Telepathic Misdirection
Reaction
Auspex
1 Blood
[aus] +1 intercept.
[AUS] Only usable when a minion is bleeding you, after blocks are declined. Tap this reacting vampire. Choose another Methuselah other than the acting minion's controller. The acting minion is now bleeding that Methuselah.
DRAFT: [dom] +1 intercept.

Telepathic Tracking
Combat
Auspex
1 Blood
[aus] Press, only usable to continue combat. If another round of combat occurs, this vampire gets an optional maneuver during that round.
[AUS] Only usable when both combatants are still ready and combat is about to end. The round ends, but combat does not end; another round starts.
DRAFT: [cel] As [aus] above.

Telepathic Vote Counting
Action Modifier
Auspex
Only usable during a referendum.
[aus] Cancel the referendum. If you played a political card to call this referendum, take the card back into your hand (discard afterward). Any votes cast are lost.
[AUS] Force a vampire to abstain from voting. This can cancel that vampire's votes.
DRAFT: [pre] As [aus] above.

Templar
Political Action
Requires a ready titled Sabbat vampire.
Choose a Sabbat vampire. If this referendum is successful, put this card on the chosen vampire. This vampire is a Templar. He or she may enter combat with a ready vampire controlled by another Methuselah as a +1 stealth (D) action. Any Sabbat vampire may call a referendum to burn this card as a +1 stealth political action.

Tension in the Ranks
Master
Unique master.
Put this card in play. Whenever a ready minion is burned or sent to torpor, his or her controller burns 1 pool. Any Methuselah can burn this card by discarding two master cards as a master phase action.

Theft of Vitae
Combat
Thaumaturgy
[tha] Strike: ranged. Steal 1 blood.
[THA] Strike: ranged. Steal 2 blood.
DRAFT: [obt] As [tha] above.

Thoughts Betrayed
Combat
Dominate
2 Blood
Only usable before range is determined on the first round.
[dom] Opposing minion takes 1 additional damage in the first round of combat during normal strike resolution.
[DOM] Opposing minion cannot play any strike cards for the duration of this combat.
DRAFT: [aus] As [dom] above.

Tier of Souls
Action
Animalism
[ani] (D) Move 1 blood from a minion controlled by your prey to this vampire.
[ANI] As above, and put this card on the acting vampire. This vampire gets +1 bleed when bleeding your prey. Any minion may burn this card as a (D) action. A vampire may have only one Tier of Souls.
DRAFT: [vic] As [ani] above.

Tithings
Political Action
Requires a ready Sabbat vampire with a capacity above 6.
Successful referendum means you steal 1 pool from each Methuselah who does not control a vampire with a capacity above 6.

Total Insanity
Action
Dementation
[dem] (D) Put this card on an ally or a younger vampire. The minion with this card has -1 stealth. During this minion's untap phase, add a counter to this card. Burn this card when it has 3 counters on it.
[DEM] As above, and the minion with this card cannot play action cards.
DRAFT: [ani] As [dem] above.

Transfer of Power
Political Action
Successful referendum means you steal 1 pool from each Methuselah who has more pool than you do.

Trap
Combat
Only usable before range is determined on the first round of combat.
During the press step, if any Methuselah has played a card earlier in the current round or during the two previous rounds, the Trap automatically provides a press to continue (either combatant can press to end).

Tribute to the Master
Master
Master.
Move 1 blood from each of your ready vampires to your pool.

Uncontrollable Rage
Action Modifier
Protean
2 Blood
Only usable when the action is announced.
[pro] This vampire's hand strikes inflict +1 damage, aggravated, until the end of the action.
[PRO] As above, but the hand strikes inflict +2 damage, aggravated.
DRAFT: [ani] This vampire's hand strikes inflict +1 damage until the end of the action.

Undead Strength
Combat
Potence
[pot] Strike: hand strike or {use a melee weapon strike. This strike is} at +1 damage.
[POT] Strike: hand strike or {use a melee weapon strike. This strike is} at +2 damage.
DRAFT: [obt] As [pot] above.'

Using the Advantage
Master
Nosferatu antitribu
1 Pool
Master.
Put this card into play. During your untap phase, if you control the Edge, you may tap this card to gain 1 pool.

Vagabond Mystic
Ally
Unique mortal with 2 life. 0 strength, 0 bleed.
Tap Vagabond Mystic to move 1 life counter from the blood bank to an ally you control who has fewer life than his or her starting amount. The Vagabond Mystic cannot block vampires.

Vast Wealth
Master
Master.
Put this card on a ready minion you control. While you control this minion, he or she can equip with the first piece of equipment you find in your library (working down from the top) as a +1 stealth action (requirements and cost apply as normal). Shuffle afterward.

Vendetta
Reaction
Brujah antitribu
Only usable when you are successfully bled for more than 2 pool.
Put this card on the acting minion. Brujah antitribu get +1 strength in combat with the minion with this card. Any ready Brujah antitribu may enter combat with this vampire as a (D) action. Burn this card if this minion goes to torpor.

Ventrue Investment
Master
Ventrue antitribu
Master. Investment.
Put this card in play with 1 blood on it for each Ventrue antitribu you control. You may use a master phase action to move 1 blood from this card to your pool. Burn this card if it has no blood.

Vial of Garou Blood
Equipment
1 Pool
Equipment.
The vampire with this Vial may burn it before range is chosen in a round of combat to get +1 strength and an additional strike each round for the remainder of combat. If he or she does so, he or she cannot use other equipment cards for the remainder of combat.

Visit from the Capuchin
Master
Unique master.
Put this card into play with 4 counters on it. You get +X hand size, where X is the number of counters on this card. Each time you would draw to replace a card (not counting the card to replace the Visit), burn a counter from this card instead. Burn this card if it has no counters.

Voter Captivation
Action Modifier
Presence
Only usable after resolving a successful referendum {called by this acting vampire}.
[pre] The acting vampire gains X blood from the blood bank, where X is the number of votes by which the referendum passed.
[PRE] As above, but move up to 2 of those blood counters to your pool instead of this vampire.
DRAFT: [aus] As [pre] above.

Walk of Flame
Combat
Thaumaturgy
Not usable on the first round of combat.
[tha] Strike: 1R aggravated damage.
[THA] Strike: 2R aggravated damage.
DRAFT: [obt] Strike: 2R damage.

War Ghoul
Ally
Tzimisce
3 Pool
Ghoul with 5 life. 4 strength, 0 bleed.
When War Ghoul enters play, burn an ally or retainer you control. She can enter combat with any ready vampire controlled by another Methuselah as a (D) action. She may prevent 1 damage each round. Tap and burn War Ghoul to burn any location; you cannot use this ability during combat.

War Party
Action
+1 stealth action. Requires an archbishop, priscus, cardinal or regent.
(D) Put this card on a vampire who is not an archbishop, priscus, cardinal or regent. Any vampire may enter combat with that vampire as a +1 stealth (D) action.

Wash
Master
Master: out-of-turn. Trifle. Do not replace until your next untap phase.
Cancel a master card played by your predator or prey as it is played (no cost is paid). That Methuselah gains a master phase action (if the canceled card is an out-of-turn master, the master phase action is gained during that Methuselah's next master phase).

Waste Management Operation
Master
Brujah antitribu
1 Pool
Master: unique location.
Tap during your discard phase to move a card from your ash heap to the bottom of your library.

Weighted Walking Stick
Combat
Only usable before range is determined on the first round.
Put this card on this minion and put 5 counters on this card. While in play, this card represents a melee weapon (equipment) that does strength+1 damage each strike. For each point of damage inflicted by this strike (even if prevented), remove a counter from this card. Burn this card when it has no counters. A minion can have only one Weighted Walking Stick.

White Phosphorus Grenade
Equipment
1 Pool
Weapon.
2R aggravated damage each strike. If White Phosphorus Grenade is used at close range, the minion with this equipment takes 1 aggravated damage. Burn after use.

Wooden Stake
Equipment
Melee weapon.
Strike: strength damage. If more than 1 damage is inflicted on an opposing vampire by this weapon in a given combat, that vampire is sent to torpor. In that case, this card is transferred to that vampire, and he or she doesn't untap as normal during the untap phase as long as he or she remains in torpor.

Yawp Court
Master
Master: unique location. Requires a ready Sabbat vampire.
Tap when a political action is successful, before the referendum, to have a ready untapped Sabbat vampire you control tap and enter combat with the acting vampire. If the acting vampire is still ready at the end of combat, the Sabbat vampire takes 2 damage, and the referendum is conducted as normal.

Young Bloods
Ally
2 Pool
Unique mortal with 3 life. 2 strength, 0 bleed.
The Young Bloods can burn 2 blood from a tapped vampire with a capacity less than 8 as a +1 stealth (D) action. If a vampire controlled by another Methuselah burns the Young Bloods in combat or as an action, he or she gains 2 blood.

Zillah's Tears
Action
+1 stealth action. Requires a ready Sabbat vampire.
Put this card on this acting vampire and move 1 blood from the blood bank to this vampire. This Sabbat vampire can burn this card any time after this turn ends to untap. A vampire can have only one Zillah's Tears.