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9. Ending the Game
9.1. Victory Points
When a Methuselah runs out of pool counters, she is ousted from the game. If you are ousted, all the cards you control are removed from the game. Any of your opponents' cards you control are returned to them at the end of the game. Any of your cards controlled by other Methuselahs remain in play as normal (see The Golden Rule of Card Ownership, sec. 1.3). The game continues until only one Methuselah is left. You get a victory point whenever the Methuselah who is your prey is ousted (no matter how or by whom your prey was ousted). You receive an additional victory point if you are the last player left. At the end of the game, the winner is the player with the most victory points, even if she has been ousted. Along with a victory point, you gain six pool from the blood bank when your prey is ousted.
EXCEPTION: If a player is ousted at the same time that her prey is ousted, the player gets the victory point but does not gain 6 pool.
When your prey is ousted, the next Methuselah to your left (the ousted Methuselah's prey) becomes your new prey, and you become her new predator.
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Richard, Steve, Justin and Lisa are seated clockwise around a table in that order. Steve is reduced to 0 pool first. Steve is Richard's prey, so Richard gains 6 pool and a victory point. Justin is ousted next by Richard. Since now Justin is Richard's prey, Richard gets another 6 pool and another victory point. Now, Richard and Lisa are the only ones left, and so each is prey of the other. All the pool Richard earned doesn't save him from falling, and Lisa gets 6 pool and a victory point. Since Lisa was not ousted at all, she gets an additional victory point. The final score is tied between Lisa and Richard, with 2 victory points each. |
9.2. Withdrawing from the Game
If you have exhausted your library and begin your turn with less than a full hand, you have the option of withdrawing from the game. To exercise this option, you must announce your intent to withdraw during your unlock phase. For the withdrawal to succeed, you must meet the following conditions:
- None of your minions enter combat until your next unlock phase.
- None of your minions lose (or spend) any blood until your next unlock phase.
- You do not lose (or spend) any pool until your next unlock phase.
If you have met these conditions when you would start your unlock phase, you successfully withdraw. The withdrawal fails if you lose a single pool or blood, even if you gain enough to make up for the loss.
If you successfully withdraw, you receive one victory point to add to any victory points you have already gained. Your predator does not get a victory point or any pool for your withdrawal.
8. Discard Phase
In your discard phase you receive, by default, one discard phase action. You may use a discard phase action to put an event card in play (no more than one per phase) or to discard a card from your hand (and draw to replace it as usual). Some effects may change the number of discard phase actions you receive or may give you alternate ways to use your discard phase actions. Discard phase actions not used in this phase are lost; they cannot be saved for later.
7. Influence Phase
Methuselahs vehemently strive to dominate vampire society, but most younger vampires are reluctant to defer to the whims of the ancients. Methuselahs must apply their resources skillfully to entice their younger brethren (and other minions) to do their bidding (often with the minions not even realizing that they are being manipulated).
Your influence phase allows you to devote some of your influence (measured by your pool) to controlling the minions in your uncontrolled region. This phase can also be used to move new minions from your crypt to your uncontrolled region. The activities conducted in this phase are administered through a type of "influence phase action" called a transfer. Transfers, like master phase actions, are not represented by counters and cannot be saved for later use.
Each Methuselah normally receives four transfers at the start of her influence phase. To balance the advantage of going first, however, Methuselahs do not receive the full allotment of transfers during the first three turns. Instead, the Methuselah who has the first turn receives only one transfer on her first influence phase. The Methuselah who plays second gets two transfers on her turn, and the Methuselah who takes the third turn gets three transfers. Thereafter, each Methuselah receives the standard four transfers during her influence phase.
During your influence phase you may spend transfers as follows:
- Spend one transfer to move 1 blood counter from your pool to a minion in your uncontrolled region.
- Spend two transfers to move 1 blood counter from a minion in your uncontrolled region to your pool.
- Spend four transfers and burn a pool to move a vampire from your crypt to your uncontrolled region (drawing from the top, as always).
At any time during this phase, if a vampire has at least as many blood counters as his capacity, the player can move that vampire face up to the ready region, unlocked. The counters are kept on him to represent his blood (counters in excess of his capacity drain off immediately as usual). If the vampire grants additional transfers, those can’t be used on this turn because transfers are gained at the start of the influence phase. Other types of crypt cards are handled similarly.
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Nora comes to her influence phase. She has four transfers to spend, but only 2 pool. She sees that she has built up 8 blood counters on a vampire with a blood capacity of 10, and she thinks she can win the game if she gets it into play. However, she cannot use both counters in her pool to put it into play because that would put her out of the game. She had invested a couple of blood counters in a vampire with a blood capacity of 7 on a previous turn, so she spends two of her four transfers to take back 1 of those counters and put it in her pool. Now she has 3 pool and two transfers left to spend. She spends the two transfers by moving 2 of the 3 blood counters from her pool to the vampire with the blood capacity of 10 and moves that vampire to the ready region. |
For Imbued crypt cards, refer to the Imbued Rules Appendix.
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