-> V:TES * "2 hand damage" changed to "+1 hand damage" everywhere except Torn Signpost. * "2 bleed" changed to "+1 bleed" * Anarch Troublemaker - only usable during untap. * Ancient Influence - choosing a vampire is optional. * Archon - attempting to block an Archon burns a blood, not a pool. * Army of Rats - doesn't stack. * Aura Reading - upgraded to "open hand" in inferior. * Blood Doll - grants ability to the controller of the vampire. * Blood Rage - requires Thaumaturgy. * Bonding - restricts further action modifier bleed increases in general. * Bribes - The bribing player gains 1 pool immediately. * Camarilla Exemplary - the vampire may still be blocked by allies. * Conditioning - restricts further action modifier bleed increases in general. * Deal with the Devil - is not replaced before discarding the hand. * Dr. Jest - special ability is optional. * Elder Kindred Network - has no effect on a successful referendum. * Elysium: the Arboretum - Can only be used by the controller of a combatant. * Embrace - is the same clan as the acting vampire, may do more than hunt. * Fame - is unique. * Form of Mist - superior only continues action when played by acting vamp. * Gangrel De-evolution - renamed Gangrel Atavism. * Giant's Blood - can be played only once per game. * Glaser Rounds - increase the damage the minion does, not the gun's damage. * Hawg - changed to "per round" (and errata'ed to "per combat"). * Immortal Grapple - "only hand strikes" effect lasts for the whole combat. * J. S. Simmons, Esq. - benefits only vampires, not allies. * Life Boon - You can take a pool from the target during her untap (not yours). * Magic of the Smith - cost of the equipment is paid in blood or life. * Malkavian Time Auction - the Methuselah cannot bid on her own auction. * Manstopper Rounds - increases damage the minion does, not the gun's damage. * Masquerade Endangered - prevents the vampire from hunting for the turn. * Mob Connections - can only give a press to a vampire. * Mr. Winthrop - doesn't benefit an ally. * Owl Companion - upgraded to "open hand". * Parity Shift - cannot give pool to the Methuselah whose pool is being taken. * Patagia - limited to one per vampire. * Rack - only "works" if the vampire is controlled by the same Methuselah. * Sengir Dagger - inflicts "hand damage" (strength) damage - not just 1 point. * Soul Gem - treats same-aged vampire from the crypt as a younger vampire. * Stake renamed Wooden Stake and changed to deal aggravated damage. * Talbot's Chainsaw - the press is only usable in the first round. * Telepathic Vote Counting - superior is usable before or after victim votes. * Third Tradition: Progeny - is the same clan as the acting vampire.` * Threats - restricts further action modifier bleed increases in general. * Vast Wealth - played on a vampire you control; cost is paid in blood or pool. * Ventrue Justicar - makes the vampire the Ventrue Justicar. Rollbacks (to be played as in previous printing - errata to V:TES): * Melee weapons give strike options, not hand damage (strength) increases. * Academic Hunting Ground - gives a blood during the untap, not master, phase. * Asylumn Hunting Ground - costs 2 pool. * Charming Lobby - calls the first vote as part of resolution. * Curse of Nitocris - is passed only when a *new* Meth. gets the Edge. * Hector Sosa - has superior Potence * Gangrel Atavism - doesn't require control of a Gangrel. * Major Boon - modifiers to the bleed can be played afterward (by anyone). * Malkavian Dementia - doesn't require control of a Malkavian. * Malkavian Prank - if you guess correctly, you steal pool from the other Methuselah; you do not hold out any pool yourself. * Parity Shift - the allocation is announced before voting begins. * Pulled Fangs - the actions to burn are undirected actions. * Pulse of Canaille - inferior allows you to look at all Methuselahs' hands. * Second Tradition - Can be used when untapped. * Tragic Love Affair - doesn't require control of a Toreador. * Smiling Jack - doesn't cause controller to burn 1 pool/blood per counter. * Soul Gem - costs 0 pool; is "activated" upon diablerie. * Torn Signpost - is not a strike option; it adjusts the vampire's hand damage. * Zip Gun - only damages bearer if used in the combat. -> Sabbat * Disguised Weapon - equips an equipment card from your hand. Rollbacks (to be played as in previous printing - errata to Sabbat) * Obedience - cancels combat; blocker doesn't tap. * Undead Persistence - continuously keeps the vampire out of torpor. -> Sabbat War * Non-combat cards with "Do Not Replace" aren't replaced until the end of the action. (Except Wake with Evening's Freshness) * Aggressive Tactics - doesn't require a ready Sabbat vampire. * Antediluvian Awakening - can only be burned during untap. * Antonio Delgado - untaps if the referendum (not just the PA) is successful. * Bauble - retrieves only weapons, not general equipment. * Beast, Leatherface - has a general prohibition on equipment and retainers. * Blood Brother Ambush - is an ally only while in play; has 2 strength. * Blood of Acid - lasts for the current round; doesn't stack. * Bonecraft - affects subsequent strikes, even in the current round. * Caitlin - is a 6 capacity vampire * Cardinal Sin: Failure Mission - the attack is an action; the card is controlled by the Meth. who played it; it is played by the blocker. * Cardinal Sin: Insubordination: played by the combatant. * Catatonic Fear - damage is applied after combat, and only if range was close. * Cats' Guidance - inferior is usable (only) by a tapped vampire. * Code of Milan Suspended - The "Methuselah with the Edge" is selected. * Crimson Sentinel - counters increase the damage done by the weapon. * Deflection - cannot be used to redirect the bleed to yourself. * Detection - victim can burn a blood to untap during his untap phase. * Disarm - doesn't stack; not playable en rout to torpor. * Drawing Out the Beast - doesn't stack; sup. deals damage at press step. * Effective Management - moves the top vampire from your crypt. * Elysium, the Arboretum - ends combat between two Camarilla vampires. * Enchant Kindred - sup. at +1 stealth; only affects your uncontrolled region. * Fame - controller (not prey) loses 3 pool when vampire goes to toror. * Ghouled Street Thug - is an ally; has 1 strength. * Govern the Unaligned - superior only affects your uncontrolled region. * Guard Dogs - Used against any bleed directed at you; only provides a maneuver if you successfully block the bleed. * Hawg - grants one press per combat. * Hidden Lurker - is an action modifier. * Immortal Grapple - "only hand strikes" current round only; doesn't stack. * Legacy of Pander - is not cumulative. * Life Boon - doesn't give a VP if you are ousted before the VP is gained. * Living Manse - can end combat only before range. * March Halcyon - A blood hunt cannot be called on the diablerist. * Mind Rape - sup. steals the target your next minion phase thru end of turn. * Misdirection - costs 1 pool; taps 1 minion. * Obedience - cancels combat before blocker taps. * Orgy of Blood - doesn't require a ready Sabbat vampire. * Powerbase: Mexico City - you cannot steal from your own. * Propaganda - sup: the Methuselah being bled must tap an untapped minion. * Pulled Fangs - inflicts one normal (non-aggravated) damage; doesn't stack. * Pulse of Canaille - inferior allows you to look at all Methuselahs' hands. * Rat's Warning - Used against any bleed directed at you. * Redirection - cannot be used to redirect the bleed to yourself. * Reform Body - use as combat or reaction; usable in torpor. * Scrying Secrets - acting Meth. chooses which card is discarded. * Slaughtering the Herd - requires only dominate. * Taste of Vitae - only counts blood lost to damage; isn't cumulative * Telepathic Misdirection - cannot be used to redirect the bleed to yourself. * Terror Frenzy - sup. makes vampire burn blood per card played; doesn't stack. * Thoughts Betrayed - superior restricts only strike cards. * Tomb of Ramses III - adds counters to itself, not to the vampire. * Torn Signpost - sets the vampire's strength to a new amount. * Trap - provides one press to continue each round if a card has been played in the current round or the previous two rounds. * Undead Persistence - continuously keeps the vampire out of torpor. * Vaulderie - the blocking vampire cannot try to block again. * War Party - requires a Priscus, Archbishop, or Cardinal. * Wake with Evening's Freshness - is not replaced until your next untap phase. * White Phosphorous Grenade - harms bearer when used at close range. * Wooden Stake - doesn't do aggravated damage; simulates old paralyze rules. * Zip Gun - cannot use ammo; is a weapon only while in play. -> Sabbat War 2nd printing * Creation Rites: The acting vampire can move a blood to the vampire. * Greta Kircher: Special ability is explicitly "once per action". * Power Structure: Requires a ready Lasombra. * Trap: Explicity provides a press "each round" if conditions met. Rollbacks (to be played as in previous printing - errata to Sabbat War) * Speed of Thought: has no inherent stealth. -> Final Nights * Assamites are "Blood Cursed" [6.5.5] * Acquired Ventrue Assets: costs no pool; is activated on your own master phase. * Akhenaten: burns himself (not Kherebutu) to burn a Follower of Set. * Alamut: can give only vampires (not allies) votes. * Banishment: can only target younger vampires. * Blood Tears: can prevent damage only in combat. * Clan Loyalty: prevents the blocking vampire from blocking again, as well. * Darius Styx: special ability is restricted to "other" Methuselahs' hands. * Fata Morgana: can be used without the stealth at superior. The normal doesn't restrict future bleed-boosting. * Force of Will: doesn't untap the vampire. * Form of Corruption: only gains a counter if your prey didn't already have the edge. * Heidelberg Castle: cannot be used during an action. * Horrid Reality: only retrieves weapons. * Kalinda: special ability action costs 2 blood. * Kali's Fang: does strength+1 aggravated damage. * Legendary Vampire: only targets recently-influenced vampires. * Phobia: gains counters only during *your* master phase. Remains under your control. * Powerbase: Rome: costs no pool. * Purity of the Beast: costs no blood; doesn't reduce capacity; no superior. * Ravnos Cache: costs no pool. * Regina Giovanni: reduces both blood and pool costs. * Ruins of the Villars Abbey: costs no blood. * Soul Stealing: superior is a combat effect; normal is just action modifier. * Summon the Serpent: puts a blood from the blood bank on the vampire; no superior. * Temptation: gains counters only during *your* master phase. Remains under your control. Rollbacks (errata to FN): * Al-Ashrad: has +1 bleed. * Catacombs: costs 1 blood.