Non-standard tournament ideas by Derek Rawlings Just a couple off of the top of my head: 1) Hack-o-thon: Play begins with a Tension in the ranks in play. Tension in the ranks cannot be burned. Players receive victory points for burning their prey's vampires equal to half the burned vampires capacity (round up), in addition to the victory points earned from ousting prey and table win. The deal with the tension and rounding up is to dissuade people from using weenie decks. Ousting and winning the table still count for something, but the real points come from burning minions. Possibly grant a pool to the Meth who burns a vampire of their prey. Imagine the joy of multiple contestions, coupled with the down and dirty fighting. 2) Low-blood-o-thon: Play begins with a Strained Vitae Suply in play which cannot be burned. Someone can burn the edge to take control of a hunting ground (generic) card (which is a hunting ground like all the rest, only not clan or bloodline specific). This card can later be stolen by burning the edge. All blood gain is halved (round down, minimum 1) (including pool gain). Start play with 24 pool instead of 30. Play with low resources, and resources are difficult to reattain. Note that these names are extremely arbitrary and can easily be changed to something far more witty than I've picked out ;) Derek Rawlings The Rawlings Random Event Variant Prepare a series of envelopes. In each envelope place a piece of paper which explains a mechanical change to the game. On each player's turn they roll a 10 sided die. If they roll a 1, draw an envelope at random, and apply the effect to the current game. Here are the 50 events we'll be using: a.. The Methuselah with the most pool distributes 1 pool to each other Methuselah. b.. The Methuselah with the least pool collects 1 pool from each other Methuselah. c.. All titled vampires are considered to have 1 less vote. Any Methuselah may use a master phase action to add 1 counter to this card. If the number of counters on this card is equal to the number of Methuselahs in the game burn this card. d.. All vampires are considered to have +1 strength until the untap phase of the current Methuselah's next turn. e.. Whenever a Methuselah calls an unsuccessful referendum she burns 2 pool. f.. Any Methuselah may play a master card as an out-of-turn master phase action to cancel the effects of another Methuselah's master phase action. This card may be burned with a vote called at +1 stealth. g.. Whenever a Methuselah would gain pool instead put a number of counters on this card equal to the amount of pool that would be gained. Any vampire may take a D action (that any Methuselah can block) to place all of the counters from this card onto the acting minion. Any Methuselah may burn this card by using a master phase action to discard two master cards. h.. Put 10 counters on this card. The cost of rescuing vampires from torpor may be paid by removing counters from this card. Burn this card if no counters remain on it. i.. Master cards cost 1 additional pool to play. Any minion may take a +1 stealth action to add a counter to this card. If the number of counters on this card is equal to the number of Methuselahs in the game burn this card. j.. All Methuselahs may make 2 additional transfer phase actions during their transfer phase. Any Methuselah may spend 6 transfer phase actions and 1 pool to burn this card. k.. All vampires gain one additional blood when hunting. Any vampire may take a D action (that any Methuselah can block) to burn this card. l.. All Camarilla vampires gain 1 additional vote. Burn this card if a Camarilla vampire enters torpor. m.. All combats have a mandatory press that is only usable to continue combat. Burn this card if a vampire is burned as a result of combat. n.. Sabbat vampires may not have blood hunts called upon them until the untap phase of the current Methuselah's next turn. o.. Each minion gets +1 strength for each round beyond the first that combat lasts. Burn this card when a Methuselah is ousted. p.. The next Methuselah to be ousted is worth 9 pool, rather than the regular 6. q.. The next Methuselah to be ousted is worth 3 pool, rather than the regular 6. r.. All Sabbat vampires may attack Camarilla vampires as a D action, and all Camarilla vampires may attack Sabbat vampires as a D action. Each time a vampire is torpored add a counter to this card. If the number of counters on this card is equal to the number of Methuselahs in the game burn this card. s.. No minion may bleed for more than two (ignore excess) until the untap phase of the current Methuselah's next turn. t.. Whenever a Methuselah loses pool, put it on this card. Any vampire may take a D action (that any Methuselah can block) to move one counter to his Methuselah's pool. If this card is reduced to 0 counters in this way burn it. u.. Any Methuselah may attempt to block any bleed action taken by any other Methuselah. Burn this card if a Methuselah is ousted. v.. Each Methuselah draws 2 vampires from their crypt and places them in their uncontrolled region. w.. At the end of Methuselah's discard phase they may untap a vampire that they control. If they do not untap a vampire in this fashion add a counter to this card. If the number of counters on this card is equal to the number of Methuselahs in the game burn this card. x.. Unless a Methuselah takes a master phase and burns a pool they may not declare a bleed action in there turn. y.. Each Methuselah burns the top card of their crypt. The Methuselah burned the vampire with the greatest capacity gains an amount of pool equal to the burned vampire with the least pool. If two or more vampires have the identical greatest capacity, divide the pool gain equally between those Methuselahs (round down). z.. During each Methuselah's master phase choose a minion in play. That minion burns a blood or life. Burn this card when the next event card is drawn. aa.. All weapons inflict +2 damage. Burn this card if a weapon is burned. ab.. Put 5 counters on this card, each time a minion equips, he may draw 1 counter from this card to pay the cost of the equipment. Burn this card if no counters remain. ac.. Put 2 counters on this card per Methuselah. Methuselahs may use counters from this card to pay for non-transfer pool cards. Burn this card if no counters remain. ad.. Each Methuselah chooses an event card in play. Burn that event card. ae.. During each Methuselah's turn their hand size is considered 2 larger. A player may spend a master phase action to burn 5 cards to burn this card. af.. Each Methuselah may gain an additional master phase action if they skip the discard phase of their turn. A Methuselah may skip their turn to burn this card. ag.. All current Methuselahs must chip in enough money to buy the event card designer 1 drink. A Methuselah may choose not to contribute by burning 2 pool. ah.. A Methuselah may direct bleed actions towards their predator if they burn a blood from the acting minion. Burn this card if a Methuselah is ousted in this fashion. ai.. Burn all locations. A Methuselah may maintain control of a location by burning one pool for each location they intend to keep. aj.. Each Methuselah chooses a ready minion during their master phase, that minion cannot be the target of D actions until the beginning of the choosing Methuselahs next turn. Burn this card if any of the selected minions is put into torpor or burnt. ak.. Each Methuselah burns a vampire in their uncontrolled region. al.. Each Methuselah burns the top 5 cards of their library. For each card that requires a title or specific clan that that Methuselah currently controls gain 2 pool. am.. Each Methuselah plays with an open hand. Burn this card if a Methuselah possesses no ready minions. an.. Methuselahs may only replace cards during each Methuselah's untap phase. If a Methuselah ever has 1 card in hand, burn this card. ao.. All combat cards require an extra blood or life to play. Each time a combat card is played put a counter on this card. If there are a number of counters equal to or greater than 4 multiplied by the number of Methuselahs burn this card. ap.. A blocking minion may set the range of a combat before combat begins by burning a blood. Burn this card if a blocking minion used this ability and was sent to torpor. aq.. Whenever a Methuselah is successfully bled put half the blood (round up) to the side. During that Methuselah's master phase she may transfer 1 of those blood to a ready minion she controls. ar.. Once per action an acting minion may burn 1 blood to cancel a 'untap' or 'act as is untapped' reaction card. Any vampire may take a D action (that any Methuselah can block) to burn this card. as.. Each Methuselah gains 1 pool for every vampire above 8 capacity, and loses 1 pool for every vampire below 4 capacity. at.. Vampires with a capacity above 8 may not block vampires with a capacity below 4 until the untap phase of the current Methuselah's next turn. au.. Reaction cards that change the target of bleed actions cost an additional pool to play. Burn this card if a bleed action result in the loss of more than 3 pool. av.. Strike: combat ends cards cost an additional pool to play. Burn this card if an acting minion ends combat as a strike but still performs a successful action this turn. aw.. When declaring an action, a vampire may burn a blood to have either +1 bleed or +2 strength for the duration of the action. If a vampire under the effect of either bonus goes to torpor burn this card. ax.. Whenever a Methuselah plays a card they may draw an additional card (and discard back to their regular hand size). Burn this card if a player takes a master phase action to discard 5 cards.