Vampire: The Masquerade – Heritage
Vampire: The Masquerade – Heritage Rulebook
Table of Contents
Table of Contents
Build Your World of Darkness
Vampire: The Masquerade – Heritage is a competitive legacy game. This means you play repeatedly, each time with new pieces, cards, and stickers depending on player choices. Each chapter is self-contained and has a specific winner, while also being part of the ongoing chronicle.
The lore of Vampire: The Masquerade spans millennia of alternative history, clan politics, and bloody feuds. Throughout the chronicle, you will have the opportunity to delve deep into that World of Darkness, but also shape it (and the game itself) in a myriad of ways.
Players already familiar with the World of Darkness will notice some quirks in the way terms are used. "How can a Toreador be embraced into my Nosferatu bloodline? Since when is Talley the 'clan leader' of the Lasombra? Why is this powerful ancilla also a fledgling? Inconceivable!"
A certain level of abstraction is necessary in any game, and we hope such moments allow you to weave your own tales. That Toreador might be a trusted advisor or an enemy blackmailed into servitude. That ancilla might be temporarily weakened from being "convinced" to join you!
Vampire: The Masquerade – Heritage is ultimately a game about ancient monsters scheming in the shadows. It's not possible to consider all the outcomes, and sometimes the best-laid plans are undone by a simple stake through the heart. You can't control everything … but you can always vow revenge!
Components
Note: components marked with an exclamation mark below are only used when unlocked during the chronicle.
- Main Board
- Battleground Boards
- Basic Characters
- Clan Schemes
- Chronicle Characters (!)
- Clan Leaders
- Obligations
- Player Aids
- Chronicle Scoring (!)
- Battleground Schemes
- Battleground Rules
- Basic Missions
- Chronicle Missions (!)
- Chapter Overviews (!)
- Final Mission (!)
- Assets (!)
- Wooden Ankhs
- Boons
- Clan Marker
- Clan Morality
- Clan Politics
- First Player Marker
- Exhaustion / Torpor
- Round Marker
- Power / Infamy (Value 1)
- Power / Infamy (Value 3)
- Sabbat Wars (!)
- Allegiance (!)
- Court Titles (!)
- Timer (!)
- Investigators (!)
- Player Haven (!)
- Player Sheet (!)
- Chronicle Booklet (!)
- Chronicle Deck (!) — Important: do not shuffle!
- Research Deck (!)
- Sticker Sheets (!)
- Card Sleeves (!)
Game Setup
The rules below are used for a basic (non-chronicle) game. For chronicle play, modify the rules with the indicated alternatives.
Throughout this rulebook you will see three kinds of callouts: a Chronicle rules callout marks a rule that changes for chronicle play; a Rules clarification callout expands on a rule; and an Additional information callout gives extra context.
-
Place the main board in the middle of the table. Shuffle and draw 0-5 basic missions onto the main board (this number is player preference in a basic game - use fewer missions for a simpler game).
CHRONICLE: Rather than using basic missions, draw 1 chapter overview and 5 chronicle missions from the chronicle deck.
-
Shuffle and draw 5 characters onto the main board to form the queue. The remaining characters make up the character deck.
-
Place the round marker on the main board in the 1st space.
-
Setup 3 battleground boards in the middle of the table, along with their associated rules and schemes. For the first chapter these are: Of Clans High and Low, The War of the Princes, and The Beast Within.
-
Assign the first player marker randomly.
CHRONICLE: In the initial chapter, assign the first player marker to the oldest player. In all following chapters, assign it to the vanquished (last place) player from the previous chapter.
-
Each player sets up their bloodline: choose a clan, along with player aid, clan schemes, and clan tokens. Choose a clan leader by flipping the card face-up and placing it at the top of your play space.
CHRONICLE: In the initial chapter, the youngest player selects first, while the oldest selects last. In all following chapters, select in reverse order of the previous chapter's outcome (i.e. the victor of the previous chapter selects last).
- Place 3 power and 3 clan boons on your clan leader and the clan marker close by.
- Place the clan morality token on its associated battleground (The Beast Within / The Rise of Humanity).
- Take the clan schemes listed on your clan leader into hand, shuffling the rest together to form a deck.
CHRONICLE: All players with obligations carry out the indicated effects after setting up their bloodline.
Gameplay
Objective
Players recruit characters into their vampiric bloodline to influence the outcome of 3 contested battlegrounds. After the final round, players score victory points according to the outcome of each battleground and the vampires in their bloodline.
The player with the most victory points wins.
Turn Overview
On their turn, a player carries out the following phases in any order:
- Recruit (mandatory): Choose a character from the queue to add to your bloodline. This character is then activated, modifying each battleground according to their attributes.
- Scheme (optional): Form a coterie and exhaust the coterie leader to carry out the effects of a scheme – either clan or battleground.
Turn order moves clockwise around the table, and the round is over when all players have finished their turn.
Check the relevant battleground (The Beast Within / Rise of Humanity) to assign the first player marker. Move the round marker down, and begin the next round.
CHRONICLE: Once per turn, a player may discard an asset to carry out the effect indicated on the player-aid card. A discarded asset cannot be used again for the rest of the chronicle.
Status Effects
- Exhaustion: Cannot be coterie leader.
- Torpor: Not considered part of bloodline.
- Power (1/3): +1VP at end of game.
- Infamy (1/3): -1VP at end of game.
Tokens are always associated with a specific vampire and are placed directly on the card. Infamy and torpor are slightly different for clan leaders. For more information, see the key terms on page 15.
Recruit Phase (mandatory)
Add a character
- Select a character from the queue. Although most characters are free to recruit, those in the left-most spaces cost 3/1 power, unless belonging to the clan you are currently playing.
- Place the recruited character (who is now a vampire) below any vampire in your bloodline to build a pyramid-like structure. These vampires now have a sire-childe relationship. Each sire can only have a maximum of 3 childer.
- Refresh the queue by sliding old characters to the right, and drawing replacements from the character deck. Do this whenever characters are removed from the queue.
- Then activate the recruited vampire and trigger their special abilities.
CHRONICLE: Once per game, a player may recruit a retained character from their haven, rather than from the queue. Follow all the regular rules for the recruit phase.
The recruit phase usually represents a mortal being embraced into your bloodline. However, it can also represent your bloodline adopting existing Vampires as advisors, mercenaries or servants. You can even recruit vampires from different clans!
Activate the recruited vampire
- Vampires are always activated when recruited into a bloodline, but they can also be activated by particular schemes or abilities.
- Modify each battleground according to the activating vampire's attributes (North, South, East, West, Roaming). Check the associated rules, and fully resolve each battleground before moving to the next.
You cannot skip modifying a battleground when a vampire is activated; each effect must be carried out.
When multiple vampires are activated at the same time – for example, when using certain battleground schemes – the activating player chooses the order.
Trigger abilities
- Powerful vampires (called ancillae) have special abilities that are triggered when recruited into a bloodline, but they can also be triggered by particular schemes.
- Carry out the full effect of each of the triggered vampire's abilities before moving to the next (top to bottom).
You cannot skip any ability; all effects must be carried out if a valid target is in play.
Scheme Phase (optional)
- Select any unexhausted vampire in your bloodline to be the coterie leader for the chosen scheme. The coterie leader and their direct childer must satisfy the scheme's archetype requirements. If they do not, a player may move any boon from their bloodline to any vampire in an opponent's bloodline. Add that vampire's archetype to the coterie being formed.
- Place an exhaustion marker on the coterie leader and carry out the full effects of the scheme (top to bottom). Clan schemes are placed in a personal discard pile, while battleground schemes remain available.
New clan schemes are only drawn as a result of certain battlegrounds, or particular schemes and abilities. It is possible to run out of clan schemes during a game. When a player must draw a clan scheme but has none available, nothing happens.
An exhausted vampire cannot be selected as the coterie leader when playing a scheme.
Archetypes
- Warlike: Warriors & Hunters
- Scholarly: Thinkers & Rulers
- Wealthy: Traders & Magnates
- Clandestine: Spies & Scoundrels
Game End
Game Rounds
Each player recruits the same number of characters each game, one per round. The number of rounds is determined by the player count, as indicated on the main board:
| Number of Players | 2 | 3 | 4 |
|---|---|---|---|
| Rounds | 10 | 9 | 8 |
The game ends as soon as the final round is finished.
Missions
At the end of the game, each mission is claimed by the player with the most of the indicated attribute in their bloodline. Ties are broken by counting each clan leader's relevant attributes twice (a warlike clan leader adds two warlike symbols, rather than one). Consult the primogen if players are still tied.
Victory Points
Tally each player's victory points according to the outcome of each battleground and the vampires in their bloodline, as well as their:
- power (+1 VP)
- boons (+1 VP)
- infamy (-1 VP)
- torpor (always 0 VP)
CHRONICLE: Claimed missions do not earn power, but impact the aftermath phase. See page 12.
Vampires in torpor are not considered part of the bloodline, and do not affect VP in any way (including their power, infamy, and boons).
Mark these victory points using your clan markers and the scoreboard on the back of the rulebook.
The player with the most victory points is the winner.
Ties are broken in favor of the player who claimed fewer missions.
Ties and Consulting the Primogen
There are three moments during the chronicle when ties may need to be resolved: determining which player claims a mission, which player wins a chapter, and which player dominates an era. Each has their own initial tie-breaker, but if this fails there is a final step to determine the outcome.
Every tied player declares a different archetype. Shuffle the character deck and draw from it until a declared attribute is revealed. That player wins the tie.
Example Scoring
The Clans High and Low was won by the High Clans. The War of the Princes was won by the Eastern Princes.
| Category | VP |
|---|---|
| Battleground 1 (Of Clans High and Low): 4 × High Clans | +8 VP |
| Battleground 2 (The War of the Princes): 1 × Eastern Princes | +2 VP |
| Battleground 2 (The War of the Princes): 1 × (other) | +1 VP |
| Battleground 3 (The Beast Within) | +3 VP |
| Power | +5 VP |
| Infamy | -4 VP |
| Boons: 3 × Boons | +3 VP |
| Total VP | 18 |
Chronicle Rules
Overview
Vampire: The Masquerade – Heritage is designed to be played as a single, epic chronicle of 21 chapters. At the end of the final chapter, one player is crowned the overall winner.
To start a campaign, all players take part in a prologue: setting up their player sheet, haven, and first retainer. Then play through the first chapter, using the basic game rules in this booklet as well as the red chronicle additions.
The chronicle deck is central to this mode, and contains more than 700 years of vampiric and human history to be revealed from the front in a very specific order. You should never shuffle the chronicle deck. You should also avoid the temptation to peek ahead!
After each chapter, players make decisions and record results in the aftermath step. Every three chapters, the current era comes to an end while the next begins. This marks a turning point in history, exchanging a battleground for a new one and allowing the player who dominated that era to significantly impact the chronicle.
After the 7th era, follow the steps outlined in the Chronicle End section to conclude your campaign.
Prologue
Our story begins in 14th-century Europe. The players are rival childer thrust into bitter conflict after slaying their powerful sire. Now the deed is done and the temporary truce is over …
CHRONICLE: This prologue demonstrates how to use the game's legacy elements, and should be completed prior to beginning your chronicle.
The Prologue is a chance to establish your player character for the coming centuries!
Are you a silver-tongued charlatan, or a solitary hermit alone in the wilderness? Maybe a ruthless assassin seeking vengeance? Choose dots that highlight the experiences and background of your character.
Your title is the first of many gathered through history. It could be the "fairy tale" told by mortals to scare their children, the secret name whispered by your enemies in halls of power, or the military rank earned in long-forgotten battles.
Finally, your retainer is the vampire you turned to at the beginning of this long feud between siblings. He could be a Ventrue priest, able to grow your influence from the pulpit. Or perhaps a Nosferatu wretch using her shady network to uncover secrets.
For each player:
- Take a player envelope (called a haven) and write your name in the indicated space.
- Take a player sheet and write your character name in the indicated space.
- Gain 1 dot in any trait from Resources, Abilities, or Psyche.
- Gain 1 dot in any discipline from Discipline Mastery.
- Write a suitably vampiric title in the indicated space.
Spaces to list your collected assets and titles. Traits score variable points at the end of the chronicle. However, their value hasn't yet been determined, so this is purely thematic at the beginning of the chronicle.
The chronicle is based primarily for a single group of consistent players. However, it is possible for players to drop in and out. Each player carries out a prologue when they join, and gains 1 free dot in any section of their player sheet for each missed chapter.
Your first retainer
Select your first retainer and elevate them to ancilla:
- Draw 3 random cards from the character deck and choose one.
- Flip the card around, upgrading them from a basic character to ancilla.
- A name sticker may optionally be applied and filled in. Decide which clan they have been embraced into, and apply that clan's sticker in the indicated space.
- Return the card to the sleeve and place it in your haven.
You are ready to begin the first chapter. Setup and begin your first game using all the chronicle rules.
Aftermath
An aftermath occurs after each chapter, recording the results and revealing new content for the rest of the chronicle. Carry out the following steps in order.
1. Record Results
Write each player's name and the clan used in the indicated spaces of the chronicle booklet.
2. Resolve chapter overview
Each chapter provides different outcomes for the victor (first place) and vanquished (last place).
Victor: Write your new title in the space indicated on your player sheet. Each title is worth 1 point at the end of the chronicle.
Vanquished: Plotting unlocks clan schemes, making them playable for the rest of the chronicle. Choose the indicated number of clan schemes from the research deck, adding them to the relevant clan deck. Players may only unlock clan schemes of the clan they played in this chapter.
3. Resolve chronicle missions
Each mission is claimed by one of the players. Flip the missions over and gain rewards as detailed on the following page. All unlocked content can be found by drawing from the chronicle deck.
4. Resolve obligations
The winning player adds 1 random obligation to their haven. Each other player removes 1 random obligation from their haven. It is possible to accumulate several obligations by winning repeatedly.
5. Assign new abilities
Each player may place an ability sticker on any ancilla in their bloodline with a free ability slot. The player sheet determines which stickers may be selected, with more powerful abilities requiring higher attribute scores.
6. Select retainers
Each player may move any vampire from their bloodline into their haven (which excludes those in torpor). This character may then be recruited in the next chapter. Only one vampire may be retained in each haven. Vampires unlocked via missions may be retained instead.
Chronicle Deck
1. Basic Characters
New characters become available to recruit as time progresses. Sleeve each card with the basic side visible, and add to the character deck.
2. Chronicle Characters
Chronicle characters are always ancillae, and are unlocked by claiming corresponding missions. If the character does not show a clan affiliation, the claiming player adds the sticker of the clan just played. Then sleeve with either side visible. Chronicle characters may be retained or added immediately to the character deck.
3. Clan Leaders
Additional clan leaders are unlocked by claiming the corresponding mission. The claiming players adds the clan leader to their haven, and may use them instead of the clan leader when playing that clan. If the indicated clan schemes have not yet been unlocked, permanently add them to the clan deck when needed.
4. Chronicle Scoring
The player who dominated the era selects one card, adding the indicated dots to the chronicle scoresheet (at the back of the chronicle booklet). This permanently alters the value of the traits on all player sheets, for the purposes of scoring at the end of the chronicle.
5. Chapter Overview
The chapter overview indicates when one chapter is finished, and the next is about to begin.
6. Chronicle Missions
Each chronicle mission presents a situation that demands a choice. The claiming player selects their response and gains 1 dot on their player sheet.
Each chronicle mission also provides one of three possible rewards:
- ASSET – Add the indicated asset to your haven. You may use it in future chapters.
- UNLOCK – Add the indicated chronicle character or clan leader into play (see above).
- ELEVATE – Select any basic character in your bloodline (which excludes those in torpor). Flip the card around, upgrading them from a basic character to ancilla. Apply the sticker of the clan just played in the indicated space. A name sticker may optionally be applied.
CHRONICLE: Any time a player applies a clan sticker, they may instead apply a Thin Blood sticker. These characters are played as normal, but due to their weakened vampiric lineage do not belong to any clan, so always cost 3/1 power when in the left-most spaces of the queue. Thin Bloods may not be bonded (a powerful sticker ability).
Asset Effects
- Scholarly: Take any clan scheme from your discard pile into hand.
- Warlike: Remove 1-5 characters from the queue.
- Wealthy: Rejuvenate any vampire.
- Clandestine: Trigger the abilities of any vampire in your bloodline.
After the Era
- The end of each era represents a fork in history, as one battleground is removed and another takes its place.
- A number of chronicle scoring cards are revealed at this stage, as well as new cards for the next battleground.
- Check the results of the last three chapters to determine the winner of this era. Ties are broken according to the battleground being resolved, which is shown in the chronicle booklet. The player scoring the most victory points on this battleground in the third chapter wins the tie, and therefore dominates the era.
In this example, the players are tied for era points. So the player who scored the most victory points on the battleground being removed (Of Clans High and Low) dominates the era.
- The player who dominates the era decides how the departing battleground is finally resolved. Select one of the chronicle scoring cards just revealed, and add the indicated dots to the chronicle scoresheet (at the back of the chronicle booklet). This changes the World of Darkness and permanently alters the value of traits on all player sheets.
Players shape their shared world with each successive era, bending history to favor their own traits – at the expense of their rivals.
Chronicle End
Ending the seventh era means resolving a feud centuries in the making.
- Use player sheets and the chronicle scoresheet to determine the final chronicle score of each player.
- Multiply each trait on the player sheet by its value, as indicated on the chronicle scoresheet, to determine chronicle points. These values range from 1-3 points (Resources / Abilities / Psyche), a flat 1 point (Discipline Mastery) or -1 to +1 point (Allegiance) depending on the chronicle scoring cards chosen. Then add 1 chronicle point for each title gained.
- The player with the most chronicle points (CP) ultimately rules the night, and receives the final card of the chronicle deck.
Example scoring. In this example, the player scores: 3 chronicle points from Resources, 2 points from Abilities, 14 points from Psyche, 1 point from Allegiance, 4 points from Discipline Mastery, 6 points from Titles — 30 total chronicle points.
Key Terms
See the clan section for the following abilities: Black Market, Craft Monstrosity, Declare Enemy, Edict, Embrace the Chaos, Invitation, Kiss the Ring, Pack, Usurp.
Activate Modify corresponding battleground. When activating a vampire, modify all three battlegrounds.
Ancilla (pl. Ancillae) Any vampire with one or more special abilities.
Any Opponent The activating player chooses any other player and applies the indicated effect.
Assign Power / Infamy Place power/infamy from the supply onto the indicated vampire.
Attributes Colors indicating a character's qualities in three categories: class, temperament, and geography. Also, the symbol indicating a character's archetype: warlike, scholarly, clandestine or wealthy.
Bloodline Each player's collection of recruited vampires, branching down from (and including) their clan leader. This excludes vampires in torpor unless explicitly stated otherwise.
Childe (pl. Childer) Apart from the clan leader, every vampire in a player's bloodline is the childe of their sire - the vampire directly above them. It is possible for a vampire to be both a childe and a sire.
Clan Boons Boons can be used to help satisfy the archetype requirements of any scheme. When playing a scheme, move any boon from your bloodline (including those from other clans) to any vampire in an opponent's bloodline. Add that vampire's archetype to the coterie being formed. Each clan boon in a player's bloodline is worth +1 victory points at the end of the game.
Clan Leader Vampire at the top of each player's bloodline. If your clan leader would receive infamy, assign it to one of their childer instead. If your clan leader would be placed into torpor, sacrifice one of their childer instead. In both cases the selected childe must not be in torpor. If the clan leader has no available childe, nothing happens.
Coterie Leader The vampire selected to carry out a clan or battleground scheme. "Gain X" effects always refer to the coterie leader.
Coterie Members The coterie leader plus all their direct childer. Unless clan boons have been used, these vampires must meet the scheme's archetype requirements.
Exhaustion An exhausted vampire cannot be selected as the coterie leader when playing a scheme. However, they still join coteries formed by their sire and receive clan boons from other players as normal.
Fledgling Any vampire in a player's bloodline with no childe. It is possible for a vampire to be both a fledgling and an ancilla. However, a fledgling cannot be a sire.
Gain X Place the indicated power/infamy from the supply on the coterie leader or the vampire triggering their ability.
Power (Value 1/3) Characters in the left-most spaces of the queue cost power to be recruited, as indicated on the main board. Each power in a player's bloodline is worth +1 victory points at the end of the game.
Infamy (Value 1/3) Many aggressive schemes and abilities may only target those vampires with infamy. Each infamy in a player's bloodline is worth -1 victory points at the end of the game.
Rejuvenate Remove both exhaustion and torpor tokens from the selected vampire. Unlike other schemes and abilities, this effect may always be applied to vampires in torpor.
Reserve Place clan marker token on any un-reserved character in the queue. This character cannot be recruited by any other player, but can be removed from the queue or usurped. Remove token at the beginning of your next turn.
Remove From The Queue Select any character(s) in the queue and set aside in a discard pile. Then refresh the queue as normal.
Sacrifice If a vampire in your bloodline would be placed into torpor, you may sacrifice by placing one of their childer into torpor instead. A vampire that is already in torpor cannot be sacrificed.
Sire Every vampire in a player's bloodline is a sire (including the clan leader) if they have a vampire directly beneath them (childe). It is possible for a vampire to be both a sire and a childe.
Steal Move the indicated token(s) from the selected vampire to the coterie leader or the vampire triggering their ability.
Torpor A vampire in torpor is effectively removed from the player's bloodline. They cannot:
- Join any coterie (whether as member or leader)
- Gain additional childer
- Receive infamy
- Receive or spend power
- Receive or spend clan boons
- Be the target of schemes or abilities
Vampires in torpor are not included in the player's bloodline when resolving game effects, or scoring victory points. If a vampire in your bloodline would be placed into torpor, you may choose to sacrifice by placing one of their childer into torpor instead.
Trigger Abilities Carry out the full effect of each of the triggered vampire's abilities before moving to the next (top to bottom).
The Clans
Each chapter, you will choose to control one of nine vampire clans, each with a unique mechanic unavailable to the others. Their relative strengths and weaknesses change throughout the chronicle, as new clan schemes are unlocked and specific characters are embraced.
The chart below indicates each clan's complexity to play, the player count at which it tends to be strongest, and the archetype most commonly required by clan schemes.
- Brujah – The Rabble. Complexity: Low. Best at: 2 players. Affinity: Warlike.
- Gangrel – The Animals. Complexity: Medium. Best at: 2-4 players. Affinity: Warlike.
- Lasombra – The Shadows. Complexity: Low. Best at: 4 players. Affinity: Wealthy.
- Malkavian – Vision & Madness. Complexity: Medium. Best at: 2-4 players. Affinity: Clandestine.
- Nosferatu – The Hidden. Complexity: Medium. Best at: 4 players. Affinity: Scholarly.
- Toreador – The Hedonists. Complexity: Low. Best at: 3-4 players. Affinity: Scholarly.
- Tremere – The Warlocks. Complexity: High. Best at: 4 players. Affinity: Warlike.
- Tzimisce – Sovereign Fiends. Complexity: High. Best at: 2-4 players. Affinity: Wealthy.
- Ventrue – The Patricians. Complexity: Medium. Best at: 3-4 players. Affinity: Clandestine.
Each clan features a unique mechanic only found on their clan schemes.
Brujah
Quick to anger and always passionate, the Brujah have been lofty philosophers and activists just as often as they have been unruly rebels. Their deep involvement and unbridled anger in the face of perceived injustice means they should not be antagonized.
The Brujah's ability to declare enemies and make them suffer with follow-up schemes makes them intimidating foes. However, this propensity for direct conflict can be their downfall - punishing enemies is not always enough to improve their own position. More prudent Brujah can use the threat of violence to keep other clans out of their way, without ever needing to get their hands dirty.
Declare Enemy Move this scheme to any vampire in any opponent's bloodline. That vampire is now an enemy.
Enemies in torpor follow all the normal rules, and cannot be targeted by further schemes or abilities. When counting the number of enemies, those in torpor are not included.
Gangrel
The Gangrel are a clan of feral nomads. They hold closer ties to wild places than most kindred and always feel the animalistic aspect of their vampiric curse.
Their pack ability allows the Gangrel to trigger schemes for devastating effect in many different contexts. To form these large packs, they must focus on a single geographic attribute. This feral attachment to certain locations can make the Gangrel vulnerable to attentive opponents. For this reason, it can sometimes be wise to diversify into a second attribute.
Pack All vampires in your bloodline that share the coterie leader's geographic attribute.
Vampires count as their own pack, and may not join those of other attributes.
Lasombra
Clan Lasombra are social Darwinists with a firm belief in their right to rule. These elegant and inhuman predators cannot be seen in mirrors, bodies of water or any reflective surface.
For maximum effect, the Lasombra need to make their 'offers' at just the right time. This ability to directly coerce concessions from opponents doesn't win the Lasombra any friends. The Lasombra should therefore be careful to avoid uniting their opponents; one approach is returning clan boons (very occasionally) to the weakest player.
Kiss the Ring Each opponent may give a boon to your coterie leader, otherwise the negative effect applies to their bloodline.
The negative effect of Kiss the Ring applies only to opponents who do not give a clan boon.
Malkavian
Malkavians are the seers and oracles of the kindred. While their vampiric curse tends to give the power of vision and foresight, every last one is irredeemably insane.
By embracing the chaos, Malkavians completely bypass the queue, ensuring they can always find that crucial attribute. This ability becomes stronger as more ancillae populate the character deck. However, it can be a double-edged sword, as recruiting the wrong ancilla is sometimes catastrophic. Malkavians also lack the means to retaliate or recover from attacks, so should avoid attracting the ire of their opponents.
Embrace the Chaos Declare an attribute. Reveal from the deck until you find a character with this attribute - recruit them, discard the rest. Carry out before and instead of recruit phase.
All the usual recruiting rules apply when embracing the chaos. Remember to activate the new recruit and trigger their abilities.
It is never possible to recruit more than once per turn. If a player has already recruited, they cannot embrace the chaos (and vice versa).
Nosferatu
Hideously deformed by their vampiric curse, Nosferatu are the masters of the underground. They tend to live in secret and trade information for survival.
Clan Nosferatu can manipulate infamy away from themselves and towards rivals. In addition, black market schemes provide a steady income of boons and direct benefits (by using it themselves). One potential danger is providing a new tool that may advantage their opponents more than themselves. For this reason, the Nosferatu should stir up trouble amongst the other players wherever possible - always ready to help clean up the mess.
Black Market Place face-up on table. Each round, 1 player may trigger the effect by placing a boon on the scheme during their turn. Move these boons to the Nosferatu clan leader at end of round.
Black market schemes are not triggered when initially played. The Nosferatu player must move a boon to the black market in order to trigger its effect.
If a black market already has a boon, it may not be triggered again in this round.
Black market schemes remain in play, and there is no limit to the number that can be played.
Toreador
A clan of artists and innovators, Toreador are the most beautiful, sensual, emotional and glamorous creatures of the night. They are responsible for the legends of vampires who seduce and entice their prey with raw sensuality.
The Toreador require a mastery of clan politics to unlock the full effect of their invitation schemes. However, they are also the most attuned to the mortal world, and therefore most adept at manipulating the queue. This becomes increasingly valuable as more powerful ancillae enter the chronicle, and it becomes possible to recruit any character in the deck. Toreador must remain subtle and non-threatening above all.
Invitation Choose any opponent. They may decide to also gain the effect. If so, your coterie leader gains 2 power.
The Toreador player may choose not to invite anyone.
Power gained from invitations is taken from the supply, not the invitee.
The Toreador player chooses the order in which invitation effects are triggered. This order should be determined before the invitee accepts.
When recruiting any character from the deck, all the normal recruiting rules apply, and no other character may be recruited this turn. Shuffle the character deck when finished.
Tremere
The Tremere are known as a clan of warlocks and interlopers after being founded by mages who took their vampiric powers by force. They place a high value on hierarchy and secrecy, wielding powerful blood magic for their own ends.
With a number of aggressive schemes – as well as the ability to quickly adapt their bloodline – Clan Tremere excel at direct conflict. Because their schemes are fuelled by vampires in torpor, they tend to promote violence between all the players. However, an over-reliance on usurpation can make it difficult to plan for the end game, leaving many battlegrounds wasted.
Usurp Replace any vampire in your bloodline (including those in torpor) with a character from the queue. Move all tokens except torpor to the new vampire.
When usurping, all tokens except torpor are moved to the new character.
Usurpation does not count as a recruit. Do not activate the new character or trigger their abilities.
Do not pay power when using usurpation to take characters from the two left-most spaces.
Tzimisce
Clan Tzimisce are scholars and flesh-shapers who have gladly left the human condition behind. Now their focus is on transcending the limits of the vampiric state.
By crafting monstrosities, the Tzimisce are able to pursue strategies impossible for any other clan. These experiments can produce a huge variety of combined effects. However, this reliance on ancillae can place them at the mercy of the queue - and they are severely weakened at the beginning of the chronicle. One useful strategy is crafting monstrosities as a way of denying ancillae for opponents.
Craft Monstrosity Select any ancilla from the queue, placing them beneath any vampire in your bloodline with only the ability visible. The vampire is now an ancilla with this ability.
Craft monstrosity does not count as a recruit. Do not activate or trigger the abilities of the selected ancilla.
All of the selected ancilla's abilities will be added to the monstrosity in your bloodline. It is not possible to add just one or two.
There is no upper limit for the number of ancillae that can be combined into a single monstrosity. Follow all the usual rules for triggering abilities – each occurring in order from top to bottom.
Ventrue
The Ventrue wish to be seen as nobles, rulers and aristocrats. This show of honor and "noblesse oblige" may sometimes conceal their unrivaled desire to control and dominate – but it never truly diminishes.
With their edicts, Clan Ventrue are able to influence an entire chapter using a single scheme. This influence over which characters are recruited, combined with activating coterie leaders, can have a powerful impact on determining battleground outcomes. However, it can become a double-edged sword if opponents are able to simply follow their lead and share in those battlegrounds.
Edict Leave the clan scheme face-up on the table, indicating your selection with an infamy token. Ventrue player triggers the effect when any player recruits the selected attribute. Max. 1 edict.
Only a single edict may be in play at once. Discard the older edict if another is played.
It is not possible to change an edict's target attribute once this has been selected.
Use an infamy token from the supply to indicate selection. This is not worth a victory point at the end of the game for the Ventrue player.
The Battlegrounds
Of Clans High and Low
For centuries, kindred have been divided between those who rule and those who obey through clenched teeth. But the low clans are growing vengeful, while the high clans are growing into bloody tyrants. Which side are you on?
Setup Place a clan politics token on the neutral space of the track.
Play When a high or low clan vampire is activated, move the clan politics token 1 space in that direction.
Decisive Victory If clan politics token reaches the last space of the track, all vampires of that attribute gain 1 power. Return clan politics token to the neutral space.
Resolution Position of the clan politics token determines winning attribute and VP scored. If on the neutral space, neither wins.
Scoring 1-2 VP per vampire of winning attribute.
Each low-clan vampire scores 2 VP.
The Beast Within
All vampires struggle with the inner hunger that calls for ever more blood. Only a consistent moral code – no matter how perverse – can keep this monster in check as the decades flow.
Setup Place each player's clan morality token onto the start position (-3), flipped according to their clan leader's temperament.
Activation When a temperament-matching vampire is activated, compare with player's clan morality token.
Matching: Move up 1 space on the clan morality track.
Not Matching: Flip clan morality token. Move down 1 space on the clan morality track and draw 1 clan scheme.
End of Round Player in highest position takes the 1st player marker.
Scoring X VP according to clan morality token position.
If players are tied for the highest position, the first player marker does not move.
Nothing happens if a clan morality token would be moved up from the highest space or down from the lowest space.
The War of the Princes
Europe churns with turmoil as rival courts vie to control the continent. Vampiric aristocrats trade estates and feeding grounds in an age of excess. But eventually one faction will rise – and they will remember their friends.
Setup Place 7 ankhs onto each geographic home court.
Play When a vampire of a geographic attribute is activated, move an ankh of that faction to any adjacent court not controlled by a rival faction.
Resolution The faction controlling the most courts determines the winning attribute. Tied victories are possible. The central space counts as two courts.
Scoring 2 VP per vampire of winning attribute.
In the case of a tied victory, each vampire of a tied attribute scores 2 VP.
Roaming vampires may activate any attribute, and score 1 VP at the end of the game.
Ankhs may not be moved back into any home court.
Each roaming vampire scores 2 VP.
The following battlegrounds are unlocked later in the chronicle. Only use them once unlocked.
The Inquisition
Tactless carnage between the clans has awakened a group of fanatics within the mortal church. Even these robed fools are bound to stumble across an impetuous vampire eventually. However, if this hunt cannot be stopped, perhaps it can be directed.
Setup Place 1 clan politics token on each warlike / clandestine / scholarly / wealthy vaticanum space.
Play When a high or low clan vampire is activated, move clan politics token in matching warlike/clandestine/scholarly/wealthy column to judices, if not there already. Then flip the clan politics token to match attribute.
Trial: When all Judices places filled, the vampire(s) with most infamy is targeted. If target's suspicion (infamy + matching clan politics tokens) is 5+, place them into torpor. Otherwise target gains 1 infamy.
Shift all tokens back to Vaticanum.
Resolution Attribute with fewer face-up clan politics tokens wins. If both have 2 face-up, neither wins.
Scoring 1 VP per vampire of winning attribute.
Vampires in torpor cannot be targets of the inquisition. Ignore their infamy when determining targets.
Each low-clan vampire scores 1 VP.
The Anarch Revolt
A call to rebellion echoes through Europe. The downtrodden and younger kindred have long been sacrificed to inquisitors or undead rivals, all for the advancement of their elders. Now they rise to overturn the established order and set the night aflame.
Setup Place 4 ankhs onto each North, East, South, and West city.
Play When a vampire of that geographic attribute is activated, take an ankh from the matching city and place on the activating vampire or burn it by placing in the fire. If the 3rd ankh from a city is burned, also burn the 4th ankh.
Respite When the final ankh is removed from a city and placed, each vampire with a matching ankh gains 1 power. Return all matching ankhs from vampires to the city.
Upheaval When a vampire with an ankh is placed into torpor, place the ankh in the fire.
Resolution Cities with 1+ ankhs remain standing. All matching attributes score.
Scoring X VP per vampire of scoring attribute. X = number of burned cities.
Once an Ankh is placed on the fire space, it cannot be returned to the city. Ankhs on fire space do not return to the city during the respite step.
Roaming vampires may activate any attribute.
Each roaming vampire scores 1 VP at the end of the game.
Each North and West vampire scores 2 VP.
The Masquerade
As the living world advances, kindred grudgingly retreat further into the night. Secrecy and obscurity become marks of honor and respect, while those who lapse are quickly punished for their complacency. The danger of a single curious mortal has become too great to ignore.
Setup Place 4 Investigator tokens on investigator space, and 3 ankhs on each North / East / South / West final space.
Play When a vampire of that geographic attribute is activated, advance an investigator 1 space on the matching track.
Breach When an investigator reaches the end space, place an ankh on the activating vampire. Reset the investigator.
Cleanup Gain 2 power when placing a vampire with an ankh into torpor. Return the ankh to the battleground.
Outsider Advance any investigator 2 spaces when a roaming vampire is activated.
Resolution All attributes score.
Scoring X VP per vampire. X = ankhs remaining on matching final space.
Roaming vampires may activate any attribute – but the Investigator is advanced 2 spaces rather than 1.
Each roaming vampire scores 1 VP at the end of the game.
- 0 VP per North vampire
- 3 VP per East vampire
- 1 VP per West vampire
- 2 VP per South vampire
The Court
With the inquisition receding as a threat – derided by mortals now veiled in ignorance – a kind of stability emerges in each city. Several key titles have developed to bring order to the night, none more important than Prince. But uneasy lies the head that wears a crown …
Setup Place 5 clan politics tokens outside city walls, court title tokens on matching spaces, and timer token above harpy space. The titles, in order, are: 1. Harpy, 2. Sheriff, 3. Primogen, 4. Prince.
Play When a high or low clan vampire is activated, move a clan politics token inside city walls, and flip to match attribute.
Hold Vote When all clan politics tokens are inside city walls, either high or low clans are in favor according to face-up tokens. The vampire in favor with most power (and no court title) receives the new title. Reset clan politics tokens and move timer to next title.
Lay Claim Steal their court title when placing any vampire with a title into torpor.
Resolution Prince's high/low clan determines winning attribute.
Scoring 2 VP per vampire of winning attribute. 2 VP per court title in your bloodline.
In the case of ties the title is not received by any vampire. Reset clan politics tokens and move timer to next title.
Vampires in torpor, as well as those already holding a court title, cannot gain titles. Ignore their power when holding votes.
Each low-clan vampire scores 2 VP. In addition, this player scores 4 VP from court titles in their bloodline.
The Rise of Humanity
The world changes faster with each year, a dizzying crescendo of mortal 'progress' that risks leaving behind the unwary kindred. It is no longer wise to ignore the passing fancies of humanity. Keeping up with the kaleidoscope of history means one thing: change.
Setup Place each player's clan morality token onto the start position (8), flipped according to their clan leader's temperament.
Play When a temperament-matching vampire is activated, compare with player's clan morality token.
Matching: Move down 1 space on the track and draw 1 clan scheme.
Not Matching: Flip clan morality token.
End of Round Player in lowest position takes the 1st player marker.
Scoring X VP according to clan morality token position.
Nothing happens if a clan morality token would be moved up from the highest space or down from the lowest space.
If players are tied for the lowest position, the first player marker does not move.
The Sabbat Wars
After centuries of simmering tension, violence once again explodes among powerful kindred factions. Coteries travel the globe in a nocturnal game of cat and mouse that risks destroying the Masquerade forever. Vampires don't grow old by starting battles, but this time you must.
Setup Place all numbered Sabbat Wars tokens face down on matching home spaces.
Place 1 random Camarilla token and 1 random Sabbat token on each region of the battleground.
Randomly assign allegiances, according to the number of players:
- 2 players: Camarilla / Sabbat
- 3 players: Camarilla / Sabbat / Anarch
- 4 players: Camarilla / Camarilla / Sabbat / Sabbat
Each map space can only hold one token. If there is no space for a token to be added to a region, return it to the supply.
Play When a warlike / wealthy / clandestine / scholarly vampire is activated, carry out the corresponding action:
- Warlike: Discard a token in matching region.
- Wealthy: Add token in matching region.
- Clandestine: Flip over a token in matching region.
- Scholarly: Move a token from matching region to any other.
Resolution Reveal all tokens and compare values to determine whether Camarilla or Sabbat control each region. Camarilla / Sabbat win by controlling 3+ regions. Otherwise Anarchs win.
Scoring 9 VP for player(s) of winning allegiance.
The Camarilla players have won by controlling 3 regions.
Thank You!
Vampire: The Masquerade – Heritage is the largest project we've ever launched …
The team at Nice Game Publishing has worked on the game for years, facing all kinds of challenges to deliver an experience that makes us proud. However, none of that would be possible without the trust and enthusiasm of our Kickstarter supporters. This includes the deluxe backers listed below, as well as those who backed other editions or supported the campaign in different ways. From the bottom of our undead hearts: thank you. We hope you enjoy the epic chronicle. Now stay safe and keep out of the sun!
Game Design & Original Concept: Babis Giannios
Game Design & Development: Ash Hauenschild, Simon Schwanhäußer
Character Illustration: Lukas Siegmon
Art Direction & Graphic Design: Christian Schaarschmidt
Additional Graphic Design: Isabel Bollmann
Writing: Ash Hauenschild, Matthew Dawkins
For the latest news and updates on Vampire: The Masquerade – Heritage visit www.vtm-heritage.com.