Vampire: The Masquerade – Heritage

2020 · Fantasie

Vampire: The Masquerade – Heritage

Players take the roles of ancient vampires shaping seven hundred years of vampiric and human history to pursue secrets, evade the inquisition, and manage remnants of humanity. Each session, players draft characters from a shared pool to build their bloodlines, deploy them across historical battlegrounds, and play clan-specific intrigue cards that alter rules and strategies. Missions based on real historical events create changing objectives and conflicts between mortal affairs and vampiric power struggles. Achievements and timeline entries persist between games, some mortal cards may be permanently turned into vampires and returned to the pool, and unlocked challenges, characters, and rewards drive a legacy campaign toward a final climax.

Spelers
2–4 best met 4
Speeltijd
45–90 min
Leeftijd
14+
Complexiteit
3,3 / 5
6,7 op Ludoyavanaf € 66,33HorrorOpen selectieEenmaal-per-spel-vaardighedenLegacy-spel

Waar te koop

Winkelprijzen en tweedehands exemplaren, elke dag gecontroleerd.

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Laagste prijs, afgelopen 12 maanden€ 68,32 – € 84,90

Aan de tafels van Ludoya

Alle statistieken in Ludoya
55
Vastgelegde speelsessies
58
Spelers
1h 41m
Gemiddeld potje
32
In collecties
1
Op verlanglijsten

6,7/10

uit 13 Ludoya-recensies

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Regelvragen

Beantwoord vanuit het spelregelboek door de regelassistent van Ludoya.

How do I set up my bloodline at the start of the game?

Each player prepares their chosen bloodline following the per-player setup steps: take the indicated clan components, place starting cards/markers as shown, and follow the basic (non‑Chronicle) setup sequence on page 3 (setup steps and inventory). (page 3)

What exactly happens on a player’s turn during the Recruit phase—what order do I follow?

Follow the Recruit phase step sequence in the turn overview: perform actions in the listed order (recruit, play assets/missions, resolve effects), applying chronicle and status effects as they appear; the full turn overview and recruit steps are summarized on page 4. (page 4)

When does the game end and how do we score and break ties?

The game ends as described under Game End and Rounds: resolve the final missions/asset effects, total scores per the scoring rules, and apply the tie‑breaking procedure shown in the example final bloodline and scoring rules. See the game end, rounds, missions, scoring and tie‑breaking rules and example on page 5. (page 5)

In the Prologue, how do I select and elevate my first retainer?

The Prologue setup instructs each player to select a retainer from the available pool and elevate them by following the per‑player prologue steps (choose, place, and apply the retainer’s starting effect), with the prologue purpose and elevation procedure given on page 6. (page 6)

How do the Ventrue/Tzimisce High vs Low clan politics work—when do I activate them and how are they scored?

Clan politics (High vs Low) are set up and activated according to the clan politics rules: choose High or Low during setup/activation, use the specified activation timing and effects during play, and score them per the clan politics scoring rules on page 11. (page 11)

What’s the difference between Masquerade and Court actions and how do they affect scoring?

Masquerade and Court are distinct actions with separate setup, play, and scoring procedures—use the action rules, examples, and diagrams for each to resolve their effects and scoring; the full rules and examples are on page 14. (page 14)

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