#01: Anarch Manifesto, An [TR:C]
Cardtype: Equipment
Equipment.
The anarch with this equipment gets +1 stealth on actions that require an anarch. Titled non-anarch vampires get +1 strength in combat with this minion. A minion may only have one Anarch Manifesto.
[DRAFT]: As above, and a vampire becomes Anarch when he or she equips with this card.
Artist: Heather Kreiter
#02: Anonymous Freight [TR:C]
Cardtype: Action
+3 stealth equip action. Requires a vampire.
Equip this vampire with a non-location equipment card from your hand (requirements and cost apply as normal).
[DRAFT]: As above, but ignore requirements of the equipment.
Artist: Brian LeBlanc
#03: Baseball Bat [TR:C]
Cardtype: Equipment
Cost: 1 pool
Melee weapon. Do not replace until the end of the action.
Strength+1 damage each strike. If the action to equip with Baseball Bat is successful, untap the acting minion at the end of the turn.
Artist: Brian LeBlanc
#04: Blade Clot [TR:R]
Cardtype: Action Modifier/Combat.
Requires an anarch.
Only usable when this anarch diablerizes a vampire with a capacity above 6. Put this card in play with three clot counters. When an anarch you control inflicts hand or melee weapon damage, you may move a clot counter from this card to the opposing minion. A minion with a clot counter goes to torpor or is burned during his or her untap phase. If an older vampire rescues the vampire, burn the clot counter.
Artist: Heather Kreiter
#05: Blood Turnip [TR:R]
Cardtype: Master
Unique master. Requires a ready anarch.
Put this card on any minion. When this minion enters combat, he or she moves this card and 1 blood (or life) to the opposing minion. If the opposing minion is an anarch, that anarch can move this card onto any minion instead (but it must move).
Artist: Tom Biondillo
#06: Chameleon [TR:R]
Cardtype: Action
Cost: X blood
+1 stealth action. Requires a baron.
(D) Take control of a younger vampire with capacity of X who entered play since your last minion phase. That vampire becomes anarch (and independent).
Artist: Jim Parilec
#07: Club Illusion [TR:R]
Cardtype: Master
Cost: 1 pool
Master: unique location.
When any anarch vampire declares a bleed action, he or she can 1 blood to get +1 bleed on that action (only usable once each action).
Artist: Tom Biondillo
#08: Constant Revolution [TR:R]
Cardtype: Action
+1 stealth action. Requires an anarch. Unique.
Put this card in play with 1 counter. During your untap phase, put a counter on this card. During each other Methuselah's untap phase, he or she must burn X pool and/or cards at random from his or her hand, where X is the number of counters on this card. Any vampire may burn this card as a D-action that costs 1 pool.
Artist: Brian LeBlanc
#09: CrimethInc. [TR:C]
Cardtype: Action Modifier.
Disciplines: Protean/Quietus/Thaumathurgy
Requires an anarch. Play after resolving a successful action that requires an anarch or makes this vampire an anarch.
[pro]: Untap this anarch.
[qui]: Untap another ready anarch.
[tha]: Put this card in play. During your minion phase, you may burn a pool to untap a ready anarch you control.
Artist: John Bridges
#10: Crypt's Sons [TR:R]
Cardtype: Retainer
Cost: 1 pool
Unique mortal with 3 life. Requires an anarch.
Whenever this anarch is blocked, he or she may burn a life from the Sons to cancel combat and continue this action as if unblocked. The Sons inflict 1R damage each round of combat during normal strike resolution.
Artist: Brian LeBlanc
#11: Detect Authority [TR:C]
Cardtype: Reaction
Disciplines: Animalism/Serperntis/Thaumaturgy
Requires an anarch.
[ani]: Only usable duringa a (D) action directed at this minion or location you control. The action ends (no cost is paid), unless the acting minion burns 2 blood immediately.
[ser]: +1 intercept.
[tha]: Reduce a bleed against you by 2.
Artist: Peter Bergting
#12: Elixir of Distillation [TR:C]
Cardtype: Equipment
Weapon. Requires an anarch.
Ranged strike: burn 1 blood from the opposing vampire and reduce his or capacity by 1 (capacity cannot be reduced below 1). That reduction last until that vampire's controller uses a master action to tap that vampire. Burn this weapon after use.
Artist: Tom Biondillo
#13: Exclusion Principle [TR:C]
Cardtype: Political Action
Successful referendum means each methuselah gains 1 pool for each ready independent vampire he or she controls.
Artist: Eric Dechamps
#14: Failsafe [TR:R]
Cardtype: Master
Master: unique trifle
Put this card in play. If you have fewer than 3 pool, you may use a master phase action to burn this card and gain 4 pool.
Artist: Tom Biondillo
#15: Final Loosening [TR:R]
Cardtype: Reaction
Disciplines: Auspex/Dementation/Fortitude
Requires an anarch.
[aus]: Play when an action vampire would gain 1 or more blood. The action vampire and this reacting anarch each gain 1 blood instead.
[dem]: Gain 4 votes.
[for]: Only usable when an ally is acting. The action fails and the ally takes 1 damage. Tap this reacting anarch.
Artist: Peter Bergting
#16: Framing, The [TR:R]
Cardtype: Action
Cost: 2 blood
+1 stealth action. Requires an anarch.
(D) Put this card on the acting anarch and choose a ready minion. If the anarch with this card is blocked, this card is burned. The blocking minion enters combat with the chosen minion instead of this anarch (or the action ends with no combat of that combat cannot occur).
Artist: Brian LeBlanc
#17: Garibaldi-Meucci Museum [TR:R]
Cardtype: Master
Master: unique location
Tap and burn 1 pool during your untap phase to exchange a card in your ash heap that requires an anarch for a card from your hand. Tap before range is determined to end combat between an anarch you control and another anarch.
[DRAFT]: As above, and you may tap this card to make a vampire you control an anarch.
Artist: Brian LeBlanc
#18: Grey Thorne [TR:R]
Cardtype: Ally
Cost: 2 blood
Unique ghoul with 2 life. 1 strength, 1 bleed. Requires an anarch.
Grey may play cards that require Celerity or Potence as an anarch vampire. During your untap phase, if grey has only 1 life, any ready anarch may burn a blood to add 1 life to him.
Artist: Matt Dixon
#19: Haven Hunting [TR:C]
Cardtype: Action
+1 stealth action. Requires an anarch.
Put this card in play. At the end of a combat involving an anarch you control, if both combatants are still ready, you may burn this card to have the two combatants begin another combat.
[DRAFT]: (D) Enter combat with a ready minion.
Artist: Matt Dixon
#20: Hell-for-Leather [TR:C]
Cardtype: Combat
Discipline: Animalism/Celerity/Obtenebration
Requires an Anarch. Only one Hell-for-Leather may be played at a given Discipline each combat.
[ani]: Strike: dodge, with and additional strike.
[cel]: Additional strike (that doesn't count against the limit).
[obt]: Play if this anarch is ready and the opposing minion is not. The opposing minion's controller burns 2 pool.
Artist: Peter Bergting
#21: Keystone Kine [TR:C]
Cardtype: Action
Disciplines: Celerity/Necromancy/Obfuscate
Requires an anarch.
[cel] and/or [nec] and/or [obf] (D) Bleed. If using [cel], he or she gains one blood. If using [nec] the bleed is +1 bleed. If using [obf], you many burn an ally controleld by your prey whose cost is not greater than the bleed amount.
Artist: Peter Bergting
#22: Lam Into [TR:C]
Cardtype: Combat
Disciplines: Fortitude/Potence/Vicissitude
Requires an anarch. Do not replace until after combat. Strike: hand strike or use a melee weapon strike..
[for]: This strike is at +1 damage with an optional maneuver.
[pot]: This strike is at +2 damage.
[vic]: This strike is at +1 damage, with an optional press. If another round of combat occurs, range is automatically close.
Artist: Brian LeBlanc
#23: Libertas [TR:C]
Cardtype: Master
Cost: 1 pool.
Master.
Requires an anarch. Put this card on an anarch. Allies cannot block this anarch. Cards that require [dom] or [pre] cost other minions an additional blood while this anarch is acting, attempting to block, or in combat.
Artist: Andrew Trabbold
#24: Monkey Wrench [TR:C]
Cardtype: Action Modifier.
Cost: X blood.
Requires an anarch.
+X bleed. X must be 1, 2 or 3. You cannot play another action modifier to increase this bleed amount.
Artist: Brian LeBlanc
#25: No Confidence [TR:C]
Cardtype: Action Modifier
Play after resolving a successful action that requires an anarch.
Put this card on a titled non-anarch vampire controlled by the target of the action (or by your prey or predator if the action is undirected). A vampire with two No Confidence loses the benefit of his or her title. Burn this card if this acting vampire leaves the ready region.
Artist: Brian LeBlanc
#26: Open War [TR:R]
Cardtype: Action
+1 stealth action. Requires a baron.
Put this card in play. Anarch vampires can enter combat with any minion as a (D) action. They can burn a location as a (D) action that costs 2 pool. Any Methuselah may use a master phase action to move 1 counter from his or her pool to this card. When this card has 4 pool, burn it and gain 4 pool. Only one Open War may be played in a game.
Artist: John Bridges
#27: Patsy [TR:R]
Cardtype: Political Action
Requires a baron. Only usable if you control the Edge.
Choose a titled non-anarch vampire. Successful referendum means that you burn the edge to remove that vampire's title and burn 2 pool from his or her controller.
[DRAFT]: Requires any vampire (and the Edge). Sucessful referendum means your prey burns 3 pool.
Artist: Eric Dechamps
#28: Piper [TR:R]
Cardtype: Master
Master. Requires a ready anarch.
A ready untapped anarch you control employs or recruits a retainer or ally from your hand (requirements and cost apply as normal). This is not an action and cannot be blocked. Tap that anarch.
Artist: Andrew Trabbold
#29: Poacher's Hunting Ground [TR:R]
Cardtype: Master
Master. Location. Hunting Ground. Derivative.
During your untap phase, choose up to X ready anarchs you control who each gain 1 blood, where X is the number of non-derivative hunting grounds controlled by other Methuselahs. A vampire can gain blood from only one hunting ground card each turn.
Artist: Leif Jones
#30: Power of All [TR:C]
Cardtype: Reaction
Cost: 2 blood.
Requires a ready anarch.
Tap this anarch and one other untapped ready anarch you control to cancel a library card as it is played. Usable even if there is no action.
Not usable during your own turn.
[Draft]: As above, but you do not tap another anarch.
Artist: Eric Deschamps
#31: Power of One [TR:C]
Cardtype: Action Modifier
Cost: 1 blood
Disciplines: Obtenebration/Potence/Presence
Requires an anarch.
[obt]: Only usuable when an action is blocked. The blocking minion burns 2 blood or 2 life (before combat if any).
[pot]: +1 bleed.
[pre]: +1 bleed, or +1 bleed and +1 stealth. You cannot play another action modifier to increase this bleed amount.
Artist: Jim Parilec
#32: Revolutionary Council [TR:C]
Cardtype: Political Action
Requires a baron.
Choose X, then choose X ready untapped anarchs you control and allocate 2X points among one or more Methuselahs, locations and equipment. Successful referendum means each chosen anarch is tapped, each Methuselah burns one pool for each point assigned, and each location or equipment assigned a point is burned.
Artist: Brian LeBlanc
#33: Shattering [TR:R]
Cardtype: Action
Cost: 1 blood.
Discipline: Chimerstry/Dementation/Protean
Requires an Anarch.
[chi]: +1 stealth action. Look at another Methuselah's hand and discard a card from it.
[dem]: +2 stealth action. Burn an event (undirected, no matter who controls the event).
[pro]: (D) Inflict 2 unpreventable damage on a ready minion.
Artist: Becky Jollenstein
#34: Shoulder Drop [TR:C]
Cardtype: Combat
Grapple.
Play when you sucessfully inflict damage from a hand strike. After strike resolution, if this minion is still readym the opposing minion take 1 additional damage. The opposing minion cannot press this round. A minion play only one Shoulder Drop each strike.
Artist: Efrem Palacios
#35: Smear Campaign [TR:R]
Cardtype: Master
Cost: 1 pool
Unique Master. Requires a ready anarch.
Put this card in play. Tap during your untap phase and choose a tapped non-anarch minion controlled by your predator or prey to burn a card on that minion. Cannot be used to burn an equipment or a retainer. That minion's controller then takes control of this card.
Artist: Leif Jones
#36: Stealing Years [TR:R]
Cardtype: Action
+1 stealth action. Requires an anarch.
(D) Diablerize an older vampire in torpor and put this card on the acting anarch. Capacity increases by 1. In the resulting blood hunt referendum, each anarch gets an additional vote.
+1 capacity.
Artist: Becky Jollenstein
#37: Steely Tenacity [TR:C]
Cardtype: Action/Combat
Cost: 1 blood
Disciplines: Animalism/Dominate/Quietus
Requires an anarch. Do not replace until the end of this action. When you would replace this card, you make take this card from your ash heap instead.
[ani]: Strike: hand strike or use a melee weapon strike. This strike is at +1 damage, with an optional press.
[dom]: (D) Bleed at +1 bleed.
[qui]: +1 stealth action. (D) Enter combat with a ready minion.
Artist: Peter Bergting
#38: Twilight Camp [TR:R]
Cardtype: Master
Master.
Put this card in play with 4 counters. When you put a non-titled, non-anarch vampire in play from your uncontrolled region, you may burn counter a counter from this card to make that vampire anarch (and Independent). You may burn a counter from this card to add a blood to an anarch as a master phase action. Burn this card when it has no counters.
Artist: Leif Jones
#39: World's a Canvas, The [TR:R]
Cardtype: Action
Cost: 2 blood
Disciplines: Dominate/Obfuscate/Vicissitude
Reqires an anarch
[dom]: (D) Burn half the counters in an uncontrolled minion in your prey's uncontrolled region (round down).
[obf]: +1 stealth action. (D) Burn a location.
[vic]: (D) Burn 4 blood from a ready, titled, non-anarch vampire.
Artist: Brian LeBlanc
#40: Zip Line [TR:C]
Cardtype: Action
+2 stealth action.
Put this card on the acting minion. This minion may burn this card to get +1 stealth.
Artist: Brian LeBlanc
Thursday, May 29, 2008
Twilight Rebellion Full Library Spoilers
Here's the full spoiler list of library cards from the "Twilight Rebellion" expansion: The spanish players also made pictures of all cards and put them into the spanish VtES forum.
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