DECK CONSTRUCTION Each Methuselah must have at least 12 cards in their crypt and between 60 and 90 cards in their library. There is no maximum limit on the number of cards Methuselahs can have in their crypt. A Methuselah can include any number of copies of a given card in either their library or crypt within the limits indicated above. ADVANCED RULES Each vampire belongs to a specific group, identified by a number above the upper left corner of the text box. A Methuselah’s crypt must be built using vampires from a single group or from two consecutive groups. |
ADVANCED RULES A second Methuselah could contest control of the vampire (see Contested Cards), which means that the Methuselahs are struggling for control of them. |
DECK CONSTRUCTION Group: Each vampire belongs to a specific group, identified by a number above the upper left corner of the text box. A Methuselah’s crypt must be built using vampires from a single group or from two consecutive groups. This does not restrict a Methuselah from stealing vampires from other groups through play, however.
ADVANCED RULES Advanced: An advanced card is a type of vampire card for your crypt. An advanced card looks just like a regular crypt card except that it has an Advanced icon under the clan icon. The advanced card is a vampire card in all respects, so it can be influenced in the normal manner (see Advanced).
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ADVANCED RULES Event Cards: Event cards are put into play during the discard phase to represent events that affect the World of Darkness as a whole (see Event Card). |
ADVANCED RULES Some effects can cancel a card “as it is played.” These effects, as well as wake effects, are the only effects allowed during the “as played” time period of another card. Even drawing to replace cards, comes after this time period. |
ADVANCED RULES Sequencing If two or more Methuselahs want to play a card or effect, the acting Methuselah plays first. At every stage, the acting Methuselah always has the opportunity (called "impulse") to play the next card or effect. So after playing one effect, they may play another and another. Once they are finished, the impulse passes to the next Methuselah in the following order: during combat or an action directed at a single Methuselah, the defending Methuselah first; during an action directed at a set of Methuselahs, those Methuselahs in clockwise order; during an undirected action, the prey first and the predator second. Then every other Methuselah in clockwise order gets the impulse until everyone passes. Note that if at any point any Methuselah uses a card or effect, the acting Methuselah again gets the impulse back. |
ADVANCED RULES Disciplines: A Discipline card is played on a controlled vampire to give them an additional level of a Discipline, either giving a vampire the basic level of a new Discipline or increasing the level of a Discipline from basic to superior. Most of them also increase the capacity of the vampire by 1 (the “+1” in the red circle in the bottom right corner of the card indicates this in that case) along with the Discipline granted, but they do not automatically gain an extra blood to fill the new capacity. Trophy: A trophy may be put into play using a master phase action (or can be retrieved as described in traits: Red List). It has no effect until it is moved to a vampire. Once placed on a vampire, a trophy is controlled by the controller of the vampire it is on, and it cannot be awarded again. Out-of-turn: You may play an out-of-turn master card whenever appropriate during another Methuselah’s turn. Doing so counts against the allotted number of master phase actions you receive in your next master phase, even if the out-of-turn master card is cancelled (see Master Phase). Regardless of the number of master phase actions you normally have, you cannot play a second out-of-turn master card before your next master phase. You cannot play an out-of-turn master card on your own turn. |
ADVANCED RULES A minion card in play is controlled by the controller of the minion it is on. If a minion card is just in play and not on another controlled card, then it is controlled by the Methuselah who played it. |
ADVANCED RULES Allies Allies are minions other than vampires that you as a Methuselah can control. Some allies have the ability to play certain cards “as a vampire.” In these cases, the ally is treated as a vampire for all effects generated by the play of the card, including duration effects (like “for the remainder of combat”). The ally’s life represents their blood (to pay costs etc.). Any blood they gain or lose as a vampire equates to a gain or loss of life for the ally. For purposes of that card, the ally has a capacity of 1 for use if the card requires an older vampire or a vampire of a given capacity. If the ally gains life in excess of their capacity, it does not drain off, and if the effect inflicts aggravated damage on the ally, they burn life as normal. However, if the effect would send the ally to torpor, then they are burned instead. The ally is treated as a vampire only for the effect generated from playing the card. In particular, the ally is not treated as a vampire for effects the card has from being in play (like “the vampire with this card” effects). |
ADVANCED RULES Reflex cards A minion can play a reflex card to cancel a specified kind of card played against them as it is played (see Playing a Card).
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ADVANCED RULES Event Cards Event cards are played to represent events that affect the World of Darkness as a whole. Once each discard phase, a Methuselah may use a discard phase action to put an event card in play. Each event can only be played once in a game. An event card is controlled by the Methuselah who played it.
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ADVANCED RULES “Cancel a card”: A cancelled card has no effect, but it is still considered played. If an action card is cancelled, the minion does not lock (they do not pay for the action card), and they can play the same action card again. If a non-action card is cancelled, its cost should be paid as normal. If a combat card used for a strike is cancelled, the minion who played it must choose a strike which may come from another strike card. |
ADVANCED RULES Some cards have a burn option icon. This icon means that a Methuselah who does not control a minion who meets the requirements of this card or who is a legal target for it, may discard it during ANY Methuselah’s unlock phase and replace it. Each Methuselah is limited to one such discard each unlock phase. |
ADVANCED RULES Contested Cards Some of the cards in the game represent unique resources, such as specific locations, equipment, or people. These cards will be identified as “unique” in their card text. In addition, all crypt cards represent unique minions. If more than one unique card with the same name is brought into play, that means control of the card is being contested. For the duration of the contest, all of the contested cards are turned face down and are out of play. If another unique card with the same name is brought into play, it is immediately contested and turned face down as well. The cost to contest a card is 1 pool, which you pay during each of your unlock phases. Instead of paying the cost to contest the card, you may choose to yield the card. A yielded card is burned. Any cards or counters stacked on the yielded card are also burned. If all other cards contesting your unique card are yielded, then the card is unlocked and turned face up during your next unlock phase, ending the contest. |
DECK CONSTRUCTION CAUTION: Be careful about putting duplicates of the same unique cards in your deck. You cannot control more than one of the same unique card at a time, and you cannot voluntarily contest cards with yourself (if some effect would force you to contest a card with yourself, then you simply burn the incoming copy of the unique card). On the other hand, you may wish to have a second copy handy in case the first is burned. |
ADVANCED RULES Contested Titles Some titles are unique. For example, there can be only one prince or baron of a particular city (see Vampiric Sects). If more than one vampire in play claims the same unique title, then the title is contested. While the title is being contested, the vampires involved in the contest are treated as if they have no title, but they remain controlled and may act and block as normal. The cost to contest a title is 1 blood, which is paid by the vampire during each of their unlock phases. Instead of paying the cost to contest the title, the vampire may choose to yield the title (or may be forced to yield, if they have no blood to pay). Only ready vampires can contest titles. Vampires in torpor must yield during the unlock phase. If all other vampires contesting a title with your vampire have yielded the contest, then your vampire acquires the title during your next unlock phase, ending the contest. The vampire yielding the title will now have no title and loses the benefits of the title for the remainder of the game. |
ADVANCED RULES You can use a master phase action to mark a Red List minion (see Red List). If you’ve played an out-of-turn master card against this master phase (even if it was cancelled), then you gain one fewer master phase actions than normal (see Master Cards). |
DIRECTED AND UNDIRECTED ACTIONS The actions described below are either directed or undirected, depending on their targets (see Who May Attempt to Block). As a convenience, when a card describes an action that is typically directed at another Methuselah, the card’s text will usually include a (D) symbol as a reminder that the action is typically directed. If not it is considered undirected. |
STEALTH AND INTERCEPT The success of an action is determined by two things: Stealth represents the measures the acting minion is taking to conduct their business while not been detected by their enemies. Intercept represents the blocking minion’s efforts to detect and counter an acting minion’s attempts to avoid them. |
Equipment: such as computers, guns, and exotic artefacts. An equipment card is brought into play with an equip action. Equipment can also be moved from one minion to another by performing an action. Retainers: henchmen, attendants, or animals commanded into the service of the minion. A retainer is brought into play with the employ retainer action. Retainers cannot be moved from one minion to another. Allies: non-vampire minions, such as mages, werewolves, or ordinary mortals. An ally is brought into play with the recruit ally action. |
ADVANCED RULES If equipping the equipment requires a Discipline and the equipment is put into play by some means other than equipping, use the basic version of the equipment. |
ADVANCED RULES If employing the retainer requires a Discipline and the retainer is put into play by some means other than employing, use the basic version of the retainer. |
ADVANCED RULES Note that allies brought into play by other means are able to act on the same turn. If recruiting the ally requires a Discipline and the ally is put into play by some means other than recruiting, use the basic version of the ally. |
ADVANCED RULES Become Anarch◼ Who can become Anarch: Any ready untitled non-Anarch vampire. ◼ Cost: 2 blood, or 1 blood if the controller controls at least 1 other ready Anarch. ◼ Default target: None. Undirected action. ◼ Default stealth: +1 stealth. ◼ Effect: If the action is successful, the acting vampire is now of the Anarch sect. |
ADVANCED RULES Some cards are played "as the action is announced", those cards must be played before regular action modifier cards and reaction cards. |
ADVANCED RULES Some combat cards are played by minions "not involved in the current combat". Minions controlled by ANY Methuselah can play |
ADVANCED RULES Some cards may allow a minion to get additional strikes during a round of combat, these are resolved after the normal pair of strikes. If only one minion has additional strikes these are resolved on their own after the normal pair of strikes. |
ADVANCED RULES For additional strikes, any strike can be chosen, even if a maneuver of a strike card or a weapon has been used. |
ADVANCED RULES If a strike card is cancelled, the minion who played it must choose a strike, which might come from another strike card. Additional Strikes: Some cards and effects allow a minion to make additional strikes during the current round of combat. Additional strikes are announced and performed only after the first pair of strikes is completed. The acting minion decides whether or not to gain additional strikes before the opposing minion, as usual. Additional strikes are handled by having another choose strike step and resolve strike step in which only the minions with additional strikes may play strike cards. All additional strikes take place at the same range. This is repeated as necessary. A minion cannot use more than one card or effect to gain additional strikes per round of combat. This rule is reminded on those cards by the “(limited)” card text. |
ADVANCED RULES Allies and retainers treat aggravated damage the same as normal damage. For each point of damage successfully inflicted on an ally or retainer, they burn 1 life counter. An ally or retainer who loses all of their life counters is burned. |
ADVANCED RULES Destroy Equipment: This effect burns an equipment card of the opposing minion. If there is more than one piece of equipment on the opposing minion, the striking minion chooses which one is burned. The equipment can still be used up to the point at which the destroy equipment strike resolves. The effect may specify destroy weapon instead of equipment, in which case a weapon must be chosen. Steal Equipment: This effect is like destroy equipment, except that instead of being burned, the equipment card is moved to the striking minion. The stolen equipment may not be used by the bearer during the current round of combat. The equipment is kept by the stealing minion after combat ends. First Strike: A strike done with first strike is resolved before a normal strike. Thus, if the opposing minion is burned or sent to torpor by a strike done with first strike, their strike will not be resolved at all. If the opposing minion was striking with a weapon that is stolen or destroyed with first strike, then the opposing minion simply loses their strike altogether. If both minions strike with first strike, then the strikes are resolved simultaneously. A strike done with first strike will still not resolve before a combat ends effect (which always resolves first), and a dodge still works against the effects of a strike done with first strike. |
ADVANCED RULES 4. If the victim was older (had a higher capacity) than the diablerist, the diablerist can be given a Discipline: their controller may go through their library, ash heap, and hand to get a master Discipline card to put on the diablerist and then shuffle their library or draw back up to their hand size as necessary. If the Discipline card increases the diablerist’s capacity, the diablerie does not give 1 blood to fill that new capacity. 5. If the victim was Red List, the diablerist may receive trophies (see Trophy). |
ADVANCED RULES Advanced: An advanced card is a type of vampire card for your crypt. An advanced card has a special icon under the clan icon. The advanced card is a vampire card in all respects, so it can be influenced in the normal manner. In addition, if you already control the advanced or the associated regular “base” vampire and the other version of the vampire is in your uncontrolled region, then you can spend 4 transfers and 1 pool counter to move the vampire card from your uncontrolled region to the controlled vampire card (place the advanced card on top of the base card). The two cards effectively merge to form a single vampire.
The particulars of this merge are as follows. The counters and cards on the vampire already in play remain, but any counters or cards (if any) on the vampire coming from the uncontrolled region are burned. The advanced and the base card are treated as a single vampire card, even if sent to the uncontrolled region somehow, until the vampire is burned. Any effects in play that targeted the vampire now target the merged version. When merged, the text on the base card still applies, but the rest of the card is ignored (capacity, Disciplines, etc.). The advanced card applies in full. If the advanced card conflicts with the base card (a different sect, for example), the advanced card has precedence. Some merged cards have an additional effect that only applies if the card is merged with its base card. Such an effect is identified in the card text by a merged icon.
The advanced vampire (merged or not) will contest other copies of the same vampire (advanced or not) in play, as usual. |
ADVANCED RULES You may use a discard phase action to put an event card into play but no more than one per phase. Some effects may change the number of discard phase actions you receive or may give you alternate ways to use your discard phase actions. Each event card may only be played once each game. |
ADVANCED RULES Withdrawing from the Game You can also end your participation in the game by declaring your intent to withdraw from it. If you have exhausted your library and begin your turn with less than a full hand, you have the option to withdraw 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 blood or pool counter, even if you also gain enough to make up for the loss. If you successfully withdraw, you receive 1 victory point to add to any victory points you have already gained. Your predator does not get 1 victory point or any pool for your withdrawal. |
A vampire can only follow one Path. If a vampire follows a new Path, they no longer follow their old Path but follow the new Path instead. A vampire must be Sabbat to receive the benefits of the above Paths. If a Sabbat vampire following a Sabbat Path changes their sect, they lose the benefit of the Path until they change their sect back to Sabbat. Some vampires have a Path already printed on them. During your influence phase, each of your Sabbat vampires not following a Path can burn 1 blood to follow a Sabbat Path from the above list. Following a Path does not change a vampire’s clan, nor does it prevent that vampire from meeting the requirements for their clan’s cards.
For the purpose of these rules, the antitribu clans are distinct from their non-antitribu counterparts. A vampire of one of the antitribu clans does not qualify to play a card that requires the counterpart, and vice versa. Likewise, if a vampire changes sect, their clan does not automatically change.
For example, a Malkavian that becomes Sabbat via Into the Fire is still a Malkavian, not a Malkavian antitribu. A Lasombra who becomes Camarilla is a Camarilla Lasombra.
**Independent**
Any vampire not aligned with any of the major sects is an Independent vampire. These vampires are identified simply as “Independent” in card text. Some Independent vampires may start with votes, as listed on card text. Treat these vampires as if they had titles of their own. These titles are not tied to a sect.
## [**7\. Legacy Sets**](https://www.vekn.net/rulebook/7-legacy-sets)
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| Abombwe | ||
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| Chimerstry | ||
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| Daimoinon | ||
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| Dementation | ||
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| Melpominee | ||
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| Mytherceria | ||
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| Necromancy | ||
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| Obeah | ||
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| Obtenebration | ||
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| Quietus | ||
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| Sanguinus | ||
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| Serpentis | ||
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| Spiritus | ||
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| Temporis | ||
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| Thanatosis | ||
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| Valeren | ||
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| Vicissitude | ||
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| Visceratika |
| Abomination | |
| Ahrimane | |
| Akunanse | |
| Assamitte | |
| Baali | |
| Blood Brother | |
| Brujah | |
| Brujah antitribu | |
| Daughter of Cacophony | |
| Followers of Set | |
| Gangrel | |
| Gangrel antitribu | |
| Gargoyle | |
| Giovanni | |
| Guruhi | |
| Harbinger of Skulls | |
| Ishtarri | |
| Kiasyd | |
| Lasombra | |
| Malkavian | |
| Malkavian antitribu | |
| Nagaraja | |
| Nosferatu | |
| Nosferatu antitribu | |
| Osebo | |
| Pander | |
| Ravnos | |
| Salubri antitribu | |
| Samedi | |
| Toreador | |
| Toreador antitribu | |
| Tremere | |
| Tremere antitribu | |
| True Brujah | |
| Ventrue | |
| Ventrue antitribu |
| Blood Cost | |
| Pool Cost |
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| Animalism | ||
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| Auspex | ||
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| Blood Sorcery (Thaumaturgy) | ||
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| Celerity | ||
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| Dominate | ||
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| Fortitude | ||
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| Obfuscate | ||
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| Potence | ||
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| Presence | ||
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| Protean |
| Banu Haqim (Assamite) | |
| Brujah | |
| Caitiff | |
| Gangrel | |
| Lasombra | |
| Malkavian | |
| Ministry (Followers of Set) | |
| Nosferatu | |
| Ravnos | |
| Salubri | |
| Toreador | |
| Tremere | |
| Tzimisce | |
| Ventrue | |
| Action | |
| Action Modifier | |
| Ally | |
| Combat | |
| Equipment | |
| Event | |
| Political | |
| Reaction | |
| Reflex | |
| Retainer |
| Advanced | |
| Blood Cost | |
| Burn option | |
| Capacity | |
| Directed Action | |
| Merged | |
| Pool Cost |
**
## **1\. Imbued**
Imbued are new crypt cards. An imbued is considered a mortal ally, not a vampire. Imbued have 1 strength and 1 bleed, by default. Their cost is also their starting life, and it is specified on each card individually (like capacity). They have creeds (like clans). They have virtues (like Disciplines, but only one level). When they have zero life, they are incapacitated (like torpor) instead of being burned (see 5 below). Any "burn ally" effect will still burn an imbued, however.
## **2\. Conviction**
## **
**
Conviction is a new card type. It is played in the unlock phase, so it is an "unlock" card, not a master or minion or discard (event) card. During your unlock phase, you may play 1 conviction on each of your imbued. You may play these conviction cards from your hand or from your ash heap.
When an imbued enters play with no conviction, they may gain 1 conviction from your library, hand or ash heap. In addition to their own effects, conviction cards may be spent (burned) to pay the conviction costs which some cards require. Each imbued has a limit of 5 conviction. Any conviction gained above five is burned instead.
**
The imbued unlocks if the action is successful. An imbued may not have two copies of the same power. Some effects or powers are "always on". Others have a card type icon (action, combat, etc.) indicating when and how the effect can be used. To use one of those effects, you must lock the power card (and pay whatever cost the effect requires). Standard rules for using such effects apply (e.g., a reacting minion must be ready and unlocked). "Always on" effects are still on while the power card is locked.
## **4\. Terms and Icons**
**Imbued:** a new minion type which counts as a mortal ally.
**Monster:** any vampire or non-mortal, non-animal ally or retainer.
Creeds | Virtues | ||
| Avenger |
| Vengeance |
| Defender |
| Defense |
| Innocent |
| Innocence |
| Judge |
| Justice |
| Martyr |
| Martyrdom |
| Redeemer |
| Redemption |
| Visionary |
| Vision |
**
When an imbued has no life, they are placed in the incapacitated region (controlled but not ready). Effects which are not usable by an ally being burned are not usable by an imbued being incapacitated. Any minion may burn an incapacitated imbued and take their equipment as a (D) action. If that action is successful, then each ready imbued may burn 1 conviction to inflict 1 unpreventable damage on that acting minion. An imbued may leave the incapacitated region and gain a life (not to exceed their starting life) by burning 3 conviction during their unlock phase.
Note that an imbued gains a life (not to exceed their starting life) if they leave the incapacitated region by any other effect, as well.
## **Card Rulings**
In earlier sets, card effects that deal with crypt cards have generally assumed that crypt cards were all vampires. Now that this is no longer true, some questions arise.
In general, if you (the Methuselah playing the card or activating the effect) can look at the crypt card (_e.g._, because it is in your uncontrolled region or in any ash heap or in play, or if you're "searching" your crypt), then the target crypt card must match the parameters given by the effect. This usually means that imbued cannot be targets of these effects.
If you target a crypt card "blind" (either an unseen card from the crypt or an unseen card in some other Methuselah's uncontrolled region), then work with whatever you find. If the effect only checks/compares the card's "capacity", then treat the imbued's cost (starting life) as its capacity for that comparision.
Those two guidelines should clear up all the ways of interacting with imbued who aren't in play. But for clarity, individual cases are shown below.
The following effects are imbued-compatible:
* **Bear-Baiting** (checking cost as capacity from crypt OK).
* **Brainwash** (targeting unknown uncontrolled card OK).
* **Cairo Int'l Airport** (targeting unknown uncontrolled card OK).
* **Clotho's Gift at \[obf\]** (moving card from crypt OK).
* **Effective Management** (moving card from crypt OK).
* **Gemini** (targeting unknown uncontrolled card OK).
* **Gisela Harden** (targeting unknown uncontrolled card OK).
* **Goodnight, Sweet Prince** (moving card from crypt OK).
* **Innocent Bystander** (removing card from crypt OK).
* **Kindred Intelligence** (moving card from crypt OK).
* **Lázár Dobrescu** (targeting unknown uncontrolled card OK, but the recipient must be a vampire).
* **Memory's Fading Glimpse** (moving unknown uncontrolled card OK).
* **Petra's Resonance** (checking cost as capacity from crypt OK).
* **The Portrait** (checking cost as capacity from crypt OK).
* **San Lorenzo de El Escorial** (targeting unknown uncontrolled card OK).
* **The Soul Gem of Etrius** (can retrieve an imbued, and will even put them in play if they are "younger" than the bearer, but they get no blood or life).
* **The Trick of the Danya** (targeting unknown uncontrolled card OK, but the recipient must be a vampire).
The following effects are not imbued-compatible:
* **Chain of Command** (cannot put imbued into play)
* **Clotho's Gift at \[tem\]** (cannot target imbued in uncontrolled region)
* **Dreams of the Sphinx** (cannot move blood to imbued in uncontrolled region)
* **Illusions of the Kindred** (if the bottom card is an imbued, no new combat begins and the imbued is removed from play)
* **Might of the Camarilla** (won't force a Methuselah to burn an uncontrolled imbued)
* **Recruitment** (search as indicated: vampire)