Antediluvians

Antediluvians by Damnans | Antediluvians by Carlos Fabregat | NEW Antediluvians by Franck Bernard NEW


Antediluvians (by Damnans)

Print size: 12.33 x 8.8 cm

The new modifications are in bold text.

  • Before a game begins, each player must choose one Antediluvian card (different from each other, so that there are not 2 copies of the same Antediluvian in play), and put it in play.
  • Antediluvian cards stay in play until his or her controller is ousted.
  • Antediluvian cards are unique and do not contest. Besides, they cannot be affected by any card or effect in the game.
  • Antediluvian cards grant special merits and flaws to their controllers, as well as to all members of one or more clans in the game.
OPTIONAL RULES
(by
John Smithen)

You may transfer as much blood as you wish to them, and move them into play whenever you wish. They do not affect the game in any way save that mentioned in their text, and cannot be affected by any other cards or minions. Each untap you must remove a blood from the Antediluvian, should you be unable to do so, the antediluvian is removed instead, and its effects cease.

Absimilliard, the Hunter

All Nosferatu and Nosferatu Antitribu in the game pay 1 less blood to play cards requiring Obfuscate.

Once during each of your master phases, you may look at any Methuselah's hand, and he or she discards one card of your choice.

Each time a minion successfully bleeds you, you burn the top card of your library.


Arikel, the Sculptor

All Toreador and Toreador Antitribu in the game pay 1 less blood to play cards requiring Presence.

If a vampire you control with a capacity above 7 is blocked, the controller of the blocking minion burns 1 pool.

You burn 1 pool each time a vampire you control successfully blocks a vampire with superior Presence.


Augustus, the Necromancer

All Giovanni in the game can play cards requiring Necromancy as though they had the superior level of that Discipline.

During your master phase, you may move two cards of your choice from your ash heap to your library. Shuffle your library afterwards.

You cannot discard as normal during your discard phase.


Brujah, the Scholar

All True Brujah in the game pay one less blood to play cards requiring Temporis.

Your hand size is two cards larger. Once during your minion phase,you may untap a ready minion you control.

Blood Hunts cannot be called against a Brujah or Brujah Antitribu successfully diablerizing a vampire you control.


Cappadocius, Lord of Death

All Harbingers of Skulls and Samedi in the game pay 1 less blood to play cards requiring Necromancy and Thanatosis, respectively.

During your master phase, burn the top two cards of any other Methuselah's library.

During your discard phase, you must discard 1 card from your hand.


Dannae, the Wanderer

All Ravnos in the game can play cards requiring Chimerstry as though they had the superior level of that Discipline.

When any of your vampires performs a successful (D) action, you may exchange the card played to perform that action (if any) for another (D) action card in your hand. The former action is cancelled, and the latter is resolved. Draw to your maximun hand size afterwards.

Any minion successfully blocking a vampire you control gains 1 blood or life [from the blood bank].


Ennoia, the Beast

All Gangrel and Gangrel Antitribu in the game can play cards requiring Protean as though they had the superior level of that Discipline. All Ahrimanes in the game pay one less blood to play cards requiring Spiritus.

All your vampires may prevent 1 damage each round of combat.

Bleed actions cost your vampires 1 additional blood.


Haqim, the Judge

All Assamites in the game can play cards requiring Quietus as though the had the superior level of that Discipline.

Your vampires get +1 stealth on each non-bleeding (D) action they perform.

Your vampires cannot attempt to bleed unless they have entered combat (at least once) with a minion controlled by your prey.


Lambech, King of the Night

All Lasombra in the game can play cards requiring superior Obtenebration as though they had the superior level of that Discipline.

Your vampires can take a +1 stealth (D) action to put an abyssal counter on any vampire controlled by your prey. If the number of abyssal counters on a vampire equals his/her capacity, move that vampire to the bottom of his/her controller's ash heap. His/her controller gains X pool, where X is that vampire's capacity.

When you move a vampire from uncontrolled to controlled, burn 1 pool.


Malkav, the Madman

All Malkavian and Malkavian Antitribu in the game pay 1 less blood to play cards requiring Dementation.

Your vampires may bleed any other Methuselah as a (D) action. Gain an additional pool each time one of your vampires bleeds successfully.

Your vampires do not untap as normal. During your untap phase, they may burn 1 blood to untap.


Mekhet, the Metamorphosist

All Tzimisce in the game may play cards requiring Vicissitude as though they had the superior level of that Discipline.

During your untap phase, put a food counter on a vampire you control. If the number of food counters on a vampire equals his or her capacity, burn that vampire and gain 1 pool. Your ready vampires get +X intercept, where X is the number of vampires you have burned this way.


Set, the Serpent

All Followers of Set in the game may play cards requiring Serpentis as though they had the superior level of that Discipline.

Each time a vampire you control puts a corruption counter on any minion controlled by another Methuselah, you gain 1 pool.

Your titled vampires get 1 less vote during referenda.


Tremere, the Warlock

All Tremere and Tremere Antitribu in the game pay one less blood to play cards requiring Thaumaturgy.

Your hand size is one card larger. As a master phase action, you may exchange a chosen card in your library for any card in your hand. Shuffle your library afterwards.

As a master phase action, any Methuselah may tap a vampire you control.


Troile, the Rebel

All Brujah and Brujah Antitribu in the game pay 1 less blood to play cards requiring Celerity.

During your untap phase, if you control a Brujah or Brujah Antitribu, your prey burns 1 pool.

Titled vampires controlled by another Methuselah get +1 bleed when attempting to bleed you.


Veddartha, the Monarch

All Ventrue and Ventrue Antitribu in the game pay 1 less blood to play cards requiring Dominate.

Your ready titled vampires get 1 additional vote during referenda.

Your vampires get -1 stealth when hunting, and if blocked while attempting to hunt, they burn 1 blood.


Zao-lat, the Dragon

All Salubri, Salubri Antitribu, and Baali in the game pay 1 less blood to play cards requiring Obeah, Valeren and Daimoinon, respectively.

Once during any Methuselah's turn, you may look at the top five cards of your library, and may play one of those five cards as if it were in your hand.

Vampires with a capacity above 7 get +1 bleed when bleeding you (Tremere -regardless of their capacity- get an additional +1 bleed).



Antediluvians by Carlos Fabregat

  • Antediluvians cannot be diablerized unless by another Antediluvian.
  • Antediluvians are unaffected by master cards.
  • Antediluvians gain 1 additional blood when hunting.
  • When the following couples of Antediluvians are in combat with each other, each of them gets +1 strength and burns 1 blood before range is chosen:
Arikel vs. Absimilliard | Brujah vs. Troile | Tremere vs. Saulot | Cappadocius vs. Augustus | Haquim vs. Any Antediluvian | Set vs. Lasombra | Malkav vs. An Antediluvian chosen before the game begins | Ennoia vs. Ravanna | Tzimisce vs. Ventrue

Absimilliard, the Hunter
Arikel, the Rose
Ashur, Lord of Death
Augustus Giovanni, the Necromancer
Brujah, The Philosopher
Ennoia, the Beast
 Haquim, The Judge
NEW
Lambech, The Master of the Night NEW
NEW Malkav, The Moon NEW
NEW Ravanna, The Wanderer NEW
NEW Saulot, The Illuminated One NEW
Set, The Serpent
Tremere, the High Wizard
Troile, the Diabolist
NEW Tzimisce, The Shaper NEW


Antediluvian Tournament Rules
(by Franck Bernard aka ZBA)

I want to thank both Damnans and Carlos Fabregat, because they inspired me the rules and the vampires. I created the vampires with the final touch of Stéphane Lavrut, thanks to him.
This game is going to be plaid for the first time in Paris on January, 17th 2004.

Game System

  • Each player begins the game with 15 pool in addition to his or her 30 pool.
  • Each player begins with three uncontrolled vampires and the chosen Antediluvian, uncontrolled too.
  • In addition to normal transfers, each player has five 'Awakening' points each turn. 'Awakening' points work the same way as transfer points, but they can only be used to influence an Antediluvian.
  • Transfer points can not be used to influence an Antediluvian.

Special Rules about Antediluvians

  • Antediluvians gain one additional blood from he blood bank when they successfully hunt.
  • Antediluvians can only be diablerized by another Antediluvian.
  • Antediluvians do not contest.
  • Antediluvians are unaffected by Master cards.
  • If an Antediluvian is burned (via combat or any other way), he or she does not go to his controller's ash heap, but to the uncontrolled region, empty, instead. The player can influence the Antediluvian again by using 'Awakening' points.

Antediluvians


Troile, the Diabolist

POT CEL PRE aus dom
+2 strength,+1 bleed, +1 intercept, +1 stealth
Troile may enter combat with any ready minion controlled by another Methuselah as a +2 stealth(D) action.
Troile gets two additional strike per round of combat.
During your untap phase, if you control a Brujah or a Brujah Antitribu and Troile is ready, your prey burns one pool.


Brujah, the Scholar

POT TEM PRE aus pro
+2 strength,+1 bleed, +1 intercept, +1 stealth
Your hand size is two cards larger.
If Brujah is ready during your minion phase, he can untap another ready minion you control.
As long as Brujah is ready, cost for 'Scarce' feature for True Brujahs is reduced by 2.
Brujah cannot use cards that require Celerity.


Augustus, the Necromancer

NEC DOM POT tha thn
+2 strength,+1 bleed, +1 intercept, +1 stealth
Augustus doesn't tap when playing cards that require Necromancy and cards that require Necromancy cost Augustus 2 less blood to play.
Augustus may prevent one damage and gets one optional maneuver each round of combat.
During your influence phase, if Augustus is ready, you may move two cards from your ash heap in your library. Reshuffle your library afterwards.


Veddartha, the Monarch

FOR DOM PRE aus pot
+1 strength,+2 bleed, +1 intercept, +1 stealth
If Veddartha is ready, she may pay one blood to gain 5 votes in any referenda.
Veddartha can not be targeted by (D) actions.
If Veddartha is ready, all your ready vampires get one additional vote during all referenda.


Saulot, the Dragon

OBE AUS FOR val obf
+1 strength,+1 bleed, +1 intercept, +2 stealth
If Saulot is ready, he may burn one blood to heal any other minion during his Saulot's controller's minion phase. The healed minion gain 4 blood (or life) from the blood bank.
Saulot may prevent 2 damage each round of combat.
If Saulot is ready, and you are bled, he may pay one blood to reduce the bleed amount by three.


Absmilliard, the Hunter

POT OBF ANI for aus
+1 strength,+1 bleed, +1 intercept, +2 stealth
During your master phase, if Absmiliard is ready, you may look at any Methusela's hand and discard one card of your choice.
Absmiliard may prevent two damage and gets an optional press each round of combat.
During your influence phase, if Absmiliard is ready, you may move two blood from Absmiliard to any Nosferatu or Nosferatu Antitribu in your uncontrolled region.


Mekhet, the Metamorphosist

ANI AUS VIC dom tha
+2 strength,+1 bleed, +1 intercept, +1 stealth
Combat cards cost Mekhet 1 less blood to pay.
Damage from Mekhet's hand strikes is aggravated.
Once each round, Mekhet may burn 1 blood to treat aggravated damage as normal.


Set, the Serpent

SER PRE OBF pro aus
+1 strength,+1 bleed, +1 intercept, +2 stealth
Set may prevent one damage each round of combat.
During your minion phase, if Set is ready, he may pay two blood to untap a vampire of capacity less than 5 and take control of him or her until the end of your turn.
During your influence phase, if Set is ready, you may move two blood from Set to any Followers of Set in your uncontrolled region.


Arikel, the Sculptor

CEL AUS PRE dom obf

+1 strength,+2 bleed, +1 intercept, +1 stealth
Arikel gets an optional maneuver, and may pay one blood to get one additional strike each round of combat.
If Arikel is blocked, the controller of the blocking minion must burn one pool and the blocking minion takes one damage (not preventable) before combat begins.
If Arikel is ready, she may burn one blood to gain 4 votes in any referenda.


Tremere, the High Wizard

THA DOM AUS obe vis
+1 strength,+2 bleed, +1 intercept, +1 stealth
Tremere does not have to burn blood to pay the cost of Thaumaturgy cards he plays.
As a master phase action, if Tremere is ready, you may exchange one card in your hand with a chosen card in your library.
Tremere may steal up to 3 blood from any younger vampire as a (D) action.


Ashur, Lord of Death

NEC DOM THN for obf
+1 strength,+1 bleed, +1 intercept, +2 stealth
During your master phase, if Ashur is ready, a Mathusalem of your choice burns the top card of his or her library, if that card is a master card, all your minions gain 1 blood or life from the blood bank (ignore excess blood).
If any vampire has been burned since your last turn, Ashur may move that vampire from any ash heap to your ready region, untapped with two blood from the blood bank on him or her, as an action that costs 1 blood.
Rescuing Ashur from torpor costs 1 less blood.


Ennoia, the Beast

ANI FOR PRO spi pre
+2 strength,+1 bleed, +1 intercept, +1 stealth
Damage from Ennoia's hand strikes is aggravated.
Ennoia may prevent one damage and may pay one blood to get one additional strike each round of combat.
Ennoia can search your library for a Garou ally (ignore clan restrictions) and put it in play at no cost as a +1 stealth action. If the ally is a Cry Wolf, the action is unblockable.


Dannae, the Wanderer

+1 strength,+2 bleed, +1 intercept, +1 stealth
CHI FOR ANI aus dom
Cards that require Chimerstry cost Dannae 2 less blood to play.
Before range is chosen, tap Dannae (if she is ready) to end any combat that does not involve her. This inflicts 1 damage to each participating minion and retainer after combat.
Dannae can send a vampire into torpor as a strike that costs her three blood.


Haqim, the Judge

QUI CEL OBF pre pot
+2 strength,+1 bleed, +1 intercept, +1 stealth
Blood hunts cannot be called on Haqim.
If Haqim is ready, the Blood Curse no longer prevents Assamite from committing diablerie.
Haqim gets two additional strike per round of combat.
Haqim can place a bond counter on any vampire (except an Antediluvian) as a (D) action. A vampire with a bond counter cannot attempt to block Assamites. A vampire may remove his or her bond counter by burning three blood during his or her controller's minion phase.


Malkav, the Mad Man

OBF DOM AUS dem pre
+1 strength,+1 bleed, +2 intercept, +1 stealth
Malkav can bleed any Methuselah as a (D) action.
During your untap phase, check your pool total. All cards cost Malkav an additional blood to play if your pool total is even and Malkav does not have to burn blood to pay the cost of cards he plays if your pool total is odd.
Malkav can cancel the effect of a combat card the opposing minion plays by burning one blood and discarding a Dementation card from your hand (which is not replaced until after combat). If the card is a strike card, the opposing minion chooses a new strike.


Lucian, King of the Night

OBT DOM POT aus pre
+1 strength,+1 bleed, +1 intercept, +2 stealth
If Lucian is ready, he can search your crypt for a vampire with Obtenebration as a +1 stealth (D) action. Show it to all players and place it face down in your uncontrolled region and move 1 blood from the blood bank to that uncontrolled vampire. Shuffle your crypt afterward.
Any minion opposing Lucian in combat takes one damage (not preventable) each round before range is chosen.
Once per turn, when Lucian successfully hunts, untap him at the end of the action.


Baal, Lord of the Seven Hells

DAI OBF PRE pot dom
+2 strength,+1 bleed, +1 intercept, +1 stealth
As long as Baal is ready, cost for 'Infernal' feature for all Infernal minions is reduced to 0.
Baal may prevent two damage and gets an optional maneuver each round of combat.
Once during your minion phase, Baal can burn a blood to untap.


Arnold, the Entity

SAN POT FOR vic pro
+2 strength,+1 bleed, +1 intercept, +1 stealth
As long as Arnold is ready, all Blood Brothers in play belong to the same Circle (Arnold too).
Cards that require Sanguinus cost Arnold 2 less blood to play.
During your influence phase, if Arnold is ready, you may move one blood from Arnold to any Blood Brother in your uncontrolled region.


Claudius the Houngan

THN NEC OBF dom for
+1 strength,+2 bleed, +1 intercept, +1 stealth
Claudius does not have to burn blood to pay the cost of Thanatosis cards he plays.
Once per combat, before range is determined, Claudius may equip with a non-unique weapon from your hand at no cost.
At any moment, Claudius can pay two blood instead of going into torpor.


Evrard Soza, Protector of the Unaligned

POT FOR cel pro
+1 strength,+1 bleed, +1 intercept, +1 stealth
Anarch.
All Caitiff and Pander in play get Soza's bonuses and are considered Anarch.
If a Caitiff or Pander you control is blocked, Soza can tap to untap the acting vampire, and enter combat with the blocking minion instead. Soza cannot commit diablerie.



 

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