To All, I've been batting around how to get a faster paced version of vtes to work, and I think I've hit on something that will not only make for fun, quick games, but will also get the dust off of some unused cards, _and_ give players a forum for seeing some really interesting combat... On to the draft of my rules variant. I hope you like it, I (somewhat egotistically ;-) call it... Z-TES Introduction While Vampire: The Eternal Struggle is one of the single best multiplayer games in gaming history, it is true that games take a relatively long time to finish (sometimes 2 hours or more). What's more, the game itself doesn't lend to the whole variety of combat options being terribly viable as a competitive deck theme. In a multiplayer environment, a focus on intrigue, politics, deal-making and the rest is entirely appropriate. VTES is a better game for the fact that brutish combat doesn't get you as far as cunning and guile. ...HOWEVER. There is something viscerally entertaining about the concept of vampiric combat. It evokes the image of two ancient undead foes squaring off, using their powers to the best of their ability in a fast paced, hard-hitting conflict that is the culmination of eons of maneuvering. What's more, it seems that whole aspects of potentially interesting combat options see little use in VTES, due mostly to the fact that they don't fulfill the primary objective of ousting one's prey. Enter Z-TES. Z-TES is a game representing combat between warring coteries (groups of vampires and their allies bound together by a common cause, be it protection, political ideology, etc) Z-TES is a game with a somewhat different set of rules from VTES. It uses most of the cards of VTES, but with a different setup, and different game objective. While multiplayer Z-TES is conceivable, the base rules are for head to head competition between two players. Games are much faster than full-blown VTES, and focus heavily on combat between vampires. If you are familiar with the rules of VTES, then this game will seem like a focus on one aspect of that game, namely combat. The rules are not much different from VTES, and many things function quite similarly. But when the object of a game is changed, dramatic shifts in strategy result. With that in mind, on to the... Objective: A game of Z-TES is won when your opponent controls no ready minions, while you have at least one ready minion yourself. Matches resulting in all minions in torpor are a draw. Setup: · Determine who goes first by a random method. · Combat Deck (Library is too tame a term): rules of construction: 60-90 cards, no per card limit. Shuffled and cut. · Crypt: Up to 15 vampires (this is a maximum) in the crypt. · Deploy Coterie: You have 25 pool to spend recruiting vampires for your coterie. You may spend less if you wish, but cannot save any pool that aren't spent. The first player selects one vampire from his crypt, deploys it by turning the vampire face up in the ready region, and placing sufficient pool on the card to bring it to full capacity. The next player takes her first vampire and deploys it similarly. Up to five vampires may be fielded in this manner (more may be added during the game). Players take turns deploying vampires until both have fielded their coterie. A player may not field a second copy of a vampire already deployed. Any unused vampires become the crypt for that player. Shuffle the remaining cards, cut, and place them aside. Draw hand. Each player draws seven cards from their Combat deck. Each time a player plays a card, they draw a card (unless a specific card says otherwise). Start of game: The player who goes first may take only one action during her minion phase. The player who goes next may take only two actions during her minion phase. In the next turn, three actions are allowed. In the fourth turn, four action are allowed. On the fifth and subsequent turns, an unlimited number of actions are allowed. The Turn - Phase Overview 1. Untap - All of a players minions untap. Resolve any additional effects that occur during the Untap Phase. 2. Master - A player has one Master phase action to use, and resolves any additional effects that occur during the Master Phase. 3. Action - A player may take actions with her minions. 4. Influence - A player may spend her four influence. 5. Discard - A player may discard a card, and draw a new one. 6. End of Turn - Player's turn ends. A detailed look at each phase UNTAP PHASE not much is different here from VTES. At the beginning of the turn, all vampires must untap. Any additional effects that resolve in this step are dealt with in an order determined by the player. MASTER PHASE A player gets one master phase action (MPA) during this phase. MPAs do not carry over if unused. A player may, due to specific cards, gain more MPAs than the initial one. Each MPA may be used to (1) play a Master card from hand, or (2) generate an effect from a card in play that requires a MPA to use. If there is a pool cost associated with a master card, that cost is paid for with blood or life from any combination of ready minions. ACTION PHASE A player takes actions during this phase with her active minions. Active minions have some or all of the following cardless actions available to them (please pay attention to which types of minions may take each action, since some are changed from VTES): Attack - Any minion may take a 0 stealth (D) action to enter combat with a minion controlled by your opponent. If a minion is a vampire with at least one blood on it, this action is compulsory*, unless that vampire burns a blood. Vampires which choose not to attack in a given action phase must burn their one blood before any non-compulsory actions are taken. Vampires with no blood at the beginning of the action phase ignore this compulsory action. Instead, such a vampire must hunt (see next). Hunt - Any vampire may take a +1 stealth action to gain two blood, up to their current capacity. Vampires that are untapped and empty must hunt as the next action. This is compulsory*, and pre-empts a compulsory attack. Heal Any ally may take a +1 stealth action to gain one life, up to their original life total. Rescue from Torpor - Any of your minions may take a +1 stealth action to rescue a vampire in your torpor. This action costs 2 blood or life, to be spent either by the minion rescuing, the rescued vampire, or split between the two. How a player chooses to pay is announced when the action is declared, before any block attempts. A player may not rescue another player's vampires. Leave Torpor - A vampire in torpor may take a +1 stealth action to leave torpor. This costs 2 blood. If this action is blocked, and the blocking minion is a vampire, the blocking vampire has the opportunity to commit diablerie. Diablerize Opposing Vampire A vampire may take a 0 stealth action to diablerize an opposing vampire that is in torpor. If the action is successful, the target vampire is burned. Any blood or equipment on the target vampire is transferred to the diablerizing vampire. If the target vampire was older, then the player controlling the diablerizing vampire may *All compulsory actions must be taken before any non-compulsory ones. A player may order compulsory actions in any manner they wish. In addition, the following actions may be taken, provided that the player has an appropriate card available. Equip A minion may equip with an equipment card in hand as a +1 stealth action. If there is a pool cost associated with the card, it is paid for with blood or life from the player's minions (a player may divide this cost in any manner they see fit). Blood costs are paid for by the acting minion. Allies may pay for blood costs using their life. Recruit ally A minion may play an ally card in hand, as a +1 stealth action. If there is a pool cost associated with the card, it is paid for with blood or life from the player's minions (a player may divide this cost in any manner they see fit). Blood costs are paid for by the acting minion. Allies may pay for blood costs using their life. Employ retainer A minion may play a retainer card in hand as a +1 stealth action. If there is a pool cost associated with the card, it is paid for with blood or life from the player's minions (a player may divide this cost in any manner they see fit). Blood costs are paid for by the acting minion. Allies may pay for blood costs using their life. Any other carded action There are other card based actions available. Any minion may use these, following card text, provided said minion fulfills any restrictions on who can play the card. Note: Clan and Discipline requirements are still in effect. Barring card specific text to the contrary, allies are excluded from playing equipment, ally or retainer cards that require a discipline. Allies are also excluded from playing any cards that require a clan to play (even if that ally has a particular clan as a part of their own recruitment requirements). Blocking Blocking works just as it does in VTES. Any of your ready untapped minions may block an action, provided they have intercept that equals or exceeds the amount of stealth on an action. An acting minion may add stealth in a response to a block attempt with sufficient intercept to make the block effective. You can only add as much stealth as you need to exceed the current intercept amount (but if this comes from a single source, it can exceed the intercept by any amount). Yadda yadda... You know how this works. See the VTES rulebook if you need a refresher. Influence A player gets four influence to spend in the influence phase. Influence not spent in a give nphase do not carry over into other turns. A player may spend influence as per the following; I. Spend 1 influence to move a blood or life from a minion in play that you control to one of your uncontrolled vampires. II. Spend 2 influence to move a blood from your uncontrolled vampire to one of your minions in play. III. Spend 2 influence to untap an active minion. IV. Spend 4 influence to draw a vampire from your crypt and place it in your uncontrolled region. Discard - A player may choose to discard a card from hand and replace it with a card from their combat deck. End of Turn - Pretty self-explanatory. Other Rules THE EDGE (You were wondering when I'd get to it, weren't you?) The Edge represents a players momentary dominance in the midst of furious melee. A player gains control of the Edge after a combat in which their minion is ready and the opposing minion is not. If you control the Edge during your untap phase, you may move one blood onto any minion you control. You may sacrifice the Edge during a blood Hunt vote to gain one vote. CONTESTING Two copies of the same unique card played by opposing players become contested. The contested cards are removed from play for the duration that they are contested. During a player's untap phase, they must pay a blood or life from a minion in play for each copy they control of a card that is contested, or yield the card by putting it in their discard pile. Note that a player with active minions and no blood automatically yields any cards not paid for. The last uncontested copy of a card comes back into play (untapped) at the beginning its controller's untap phase. NO REPEAT ACTIONS A minion may not attempt the same action twice in a given turn. Note that carded actions are of a type of their own, by card name. In the case of Attacking, the cardless action is not the same as a carded action resulting in a combat (eg. Bum's Rush) even though the result is the same. The actions provided by cards are unique, by card name. What is different from VTES? The following terms are meaningless in Z-TES: Bleed. Vote. Cards referring to these types of actions, etc. should be ignored (for example, a player may not use a basic Govern the Unaligned in Z-TES, but the superior version is still usable). Cards that require a successful bleed or vote to get rid of (eg. Anarch Revolt) are banned from play in Z-TES. Strike: Combat Ends: This strike's effect is changed to the following: Skip the current strike resolution (no other strikes or environmental damage resolve) and go immediately to the press step. No opportunity for subsequent additional strikes is available this round. (This game is for combat, not dancing Presence fairies ;-) The Blood Hunt: Blood Hunt votes are called as normal by a player, but only votes provided by a title, the Edge, or permanent cards in play may be used in the referendum. (Political action cards may not be played for their 1 vote value. Action modifiers and reactions providing votes may not be played.) Loss of pool effects: If a card in play requires that a player lose pool (eg. Army of Rats) that player instead burns blood or life off of a minion or minions she controls (losses may be divided among any number of minions), to fulfill the pool loss. Any pool loss that cannot be paid for (if all minions are empty) is ignored. Note this does not provide a means by which bleeds of any sort generate an effect in Z-TES. A player suffering a pool loss always gets to select which minions pay the blood. Well...Them's the Basics. But of course, the Devil is always in the details... Got questions? So do I. These rules are undergoing continuous improvement according to a rigorous Quality Policy… Your input is needed. One caveat; I will summarily set aside input based on conjecture for the purposes of altering the rules. I will happily engage in debate over rules questions and loopholes, etc. without play-testing, but changes will have to be demonstrated to be necessary by actual gaming. (As with all rules, I'm sure I'll break this one when the loopholes that are glaringly obvious to everyone but me are brought to light ;-) Want me to resolve a dispute over how the rules work? Tell me the situation that happened in your game, and what you did to get past it during the game. Please note, how you resolve problems is at least as important as how I would rule on something. Got feedback? Thanks!!! Any sort of input is great. Email me at guenhwyvar@mindspring.com, or post to rec.games.trading-cards.jyhad. Got spare money in your account and love this idea _SO much_ you have to give some to me? You're my pal. Email me and I'll get you a snail mail address to send that check to. Regards, R. David Zopf Atom Weaver V:EKN Prince of Charlotte, NC