A bit surprisingly after the recent Rules Team Rulings of March 3rd, 2018, another RTR has been released on May 11th, 2018 (along with preview of the Gargoyles card for the Lost Kindred expansion). In fact, the RTR 11/05/18 contains of three parts, that is
- Rule change #1: Anarch is a sect.
- Rule change #2: Hunt
- Rule change #3: Limited effects
While the last two are merely clarifications/cleanup of existing effects, the first change is certainly the one with the biggest impact. Being Anarch is no longer a trait (like Black Hand), but Anarch is now a sect like Camarilla or Sabbat. In the past, belonging to the Independent sect was a prerequisite, now Anarchs and Independent are strictly separated, because a vampire can only belong to one sect at a given time.
You can read the full text of the RTR down below as well as in the VEKN.net forum (with the accompanying discussion).
With the release of the new Lost Kindred expansion, the following rule changes will be effective as for June 09, 2018 (changes contained herein do not go into effect for sanctioned tournaments for 29 days, instead of the regular 30 days.)
Rule change #1: Anarch is a sect.
The anarch trait was tightly associated to the Independent sect until now: if an anarch vampire changed sect, it would lose the anarch trait, and some titles are anarch titles.
Anarch is now a sect on its own (alongside Camarilla, Sabbat, Independent and Laibon). For compatibility, all cards that were previously available to Independent (except for Rise of the Nephtali*) will now also be available to Anarch: Banner of Neutrality, Community Justice, Exclusion Principle, Free States Rant, Haqim’s Law: Judgment, and Reckless Agitation. Future cards that require an Independent vampire will not be usable by an Anarch vampire (unless if it is explicitly stated that they can use it too).
*The title of liaison provided by Rise of the Nephtali is an Independent title: only Independent vampires can hold that title.
Effects that would affect (or ignore) Independent vampires now affect (or ignore) Independent and Anarch vampires:
Banner of Neutrality
Requires an Independent or Anarch vampire. Only usable when a Camarilla or Sabbat vampire is bleeding you.
Reduce the bleed amount by 1.
+1 stealth action. Requires an Independent or Anarch vampire.
Burn a vampire who has diablerized a vampire of the same clan as this acting vampire since your last turn.
Successful referendum means each Methuselah gains 1 pool for each ready Independent or Anarch vampire he or she controls.
Free States Rant
Requires an Independent or Anarch vampire.
Allocate X points among one or more ready vampires, where X is half this acting vampire’s capacity rounded up. No 4 or more points can be allocated to each vampire. Successful referendum means each vampire burns 1 blood for each point assigned. In this referendum, non-priscus titles are worth 1 less vote each, priscus title is worth 1 less ballot, and burning the Edge is worth 1 additional vote.
Haqim’s Law: Judgment
Lock a ready Independent or Anarch Assamite you control to put this card on a younger vampire. Every Independent or Anarch Assamite is considered chosen for this contract. Any Independent or Anarch Assamite can enter combat with the attached vampire as a +1 stealth action.
Requires an Independent or Anarch vampire with capacity 5 or more.
Allocate 6 points among two or more other Methuselahs. Successful referendum means each Methuselah burns 1 pool for each point assigned.
Independent. Red List: Germaine gets +2 bleed against a Methuselah who controls a titled non-Independent, non-Anarch vampire.
Once each action, Hillanvale can burn 1 blood and discard one card requiring Melpominee [mel] to get +1 bleed. She gets -1 intercept against non-Independent non-Anarch vampires.
Jan Pieterzoon ADV
Independent: Jan can burn 3 blood to cancel a Gehenna card as it is played.
[MERGED] While Jan is Independent or Anarch and there are any Gehenna cards in play, he gets +3 votes.
Sabbat: During your unlock phase, Matthew can burn 1 blood to lock a younger non-Independent, non-Anarch vampire controlled by your prey.
Rule change #2: Hunt
Vampires now have a hunt value of 1 by default, that indicates how much blood they gain when hunting (from any source). Cards that increase the amount of blood gained by a hunt now states +X hunt.
Some cards also reduce the amount of blood gained by a hunt (-X hunt). A hunt is not successful if the amount of blood gained is 0 or less (but the hunt action can still be successful), the same way as bleed works.
Rule change #3: Limited effects
Most bleed-increasing action modifier cards used to prevent other bleed-increasing action modifier cards from being played. This is now the default (some cards will contain the optional text “(limited)” to remind players of the rule).
Updated rulebook text:
Bleed Action Modifiers: A minion cannot use more than one action modifier card to increase a bleed during a bleed action. Some bleed action modifiers explicitly state that they do not count against this limit; those can be played before or after modifiers that count against the limit.
Additional Strikes: […] A minion cannot use more than one card or effect (a source) to gain additional strikes per round of combat. Some additional strike sources explicitly state that they do not count against this limit; those can be played before or after additional strike sources. that count against the limit.
Bleed increasing action modifiers that previously didn’t restrict the usage of another bleed increasing action modifier work as before are errated:
Command of the Beast
Only usable during a bleed action.
[dom] +1 bleed (limited).
[DOM] +1 bleed that does not count against the limit.
Only usable as the action is announced.
[ser] This action, this vampire gets -1 stealth, +1 strength and can prevent 1 damage each combat.
[SER] As above, with +1 bleed that does not count against the limit, only usable during a bleed action.
Only usable during a bleed action.
Burn the Edge to get +1 bleed that does not count against the limit. You cannot gain the Edge this action (if you would get the Edge, it is burned instead).
Power of One
Requires an anarch.
[obt] Only usable when this anarch is blocked, before combat (if any). The blocking minion burns 2 blood or life.
[pot] Only usable during a bleed action. +1 bleed that does not count against the limit.
[pre] Only usable during a bleed action. +1 bleed, or +1 bleed and +1 stealth (limited).
[aus] [REACTION] +1 intercept.
[tem] [REACTION] Reduce a bleed against you by 2.
[aus][tem] [ACTION MODIFIER][REACTION] Only usable during a referendum. Force a younger vampire to abstain (this can cancel that vampire’s votes and ballots).
[AUS][TEM] [ACTION MODIFIER] Only usable during a bleed action. +2 bleed that does not count against the limit.
Card changes and errata
The discipline cards need to be master (has no impact currently)
His ability can now be used more than once each turn, if you manage to bring him back from the uncontrolled region during the same turn.
Gotsdam, The Tired Warrior
Gotsdam is no longer immune to frenzy cards. Instead, frenzy cards cannot be played on him.
Laecanus is no longer immune to frenzy cards. Instead, frenzy cards cannot be played on him.
The amount of blood you can move is now limited to 5.