Welcome to Blood Bound - the game where vampires sit around a table and stab each other!
The full rules can be found on
FFG's website.
Icons:
Roles
Every player will be assigned one of these roles. Keep in mind that there could be 0, 1 or 2 of any given role in the game (exception: Inquisitor). Each role has a special ability that can be performed
only when you reveal your role. Each role also has a pair of affiliation tokens that provide information on what your role is, and what team you are on. "Colour" refers to a red/blue token appropriate to your team. "Unknown" is a white token.
Rank 1
- Elder - (colour, colour)
/
You are the leader of your clan. When you reveal your role you have the option to take a "quill"
which reverses the ranking order - the player with the
highest number is now the leader.
Rank 2
- Assassin - (unknown, unknown)
When you reveal your role you have the option to assign two wounds to any player; these wounds cannot be intervened. Afterwards the dagger is given to the attacked player.
Rank 3
- Harlequin - (unknown, unknown)
Your clue shows of the
OPPOSITE clan (ie the Red harlequin would show Blue). When you reveal your role you can inspect any two player's role cards.
Rank 4
- Alchemist - (unknown, unknown)
You can use your ability only when you intervene. When doing so, you may heal
OR wound the player you intervene for. If you heal them, they may "hide" one piece of information. They
may choose to return their rank token and thus gain a second use of their power. If you wound them, the wound cannot be intervened.
Rank 5
- Mentalist - (colour, colour)
/
When you reveal your role you have the option to assign one wound to any player; this wound
must be the rank token, if possible; this wound cannot be intervened. Afterwards the dagger is given to the attacked player.
Rank 6
- Guardian - (colour, colour)
/
When you reveal your role you have the option to guard a player. While a player is guarded he cannot be targetted by the dagger, or by any ability that gives wounds. The guard stops once you recieve your third wound.
Rank 7
- Berserker - (colour, unknown)
/
When you reveal your role you have the option to force a wound on your attacker; this wound cannot be intervened. You keep the dagger.
Rank 8
- Mage - (colour, unknown)
/
When you reveal your role you give yourself and one other player a "Staff."
Any player with a "Staff"
MUST take an unknown affiliation token when revealing affiliation,
REGARDLESS of what your role is
Rank 9
- Courtesan - (colour, unknown)
/
When you reveal your role you give one player a "Fan."
Any attacks headed for someone with a "Fan" cannot be intervened.
Special role
Inquisitor
. There is at most one Inquisitor
The inquisitor plays by different rules. He may not target anyone that has 3 wounds (ie, may not end the game). When taking an affiliation token, he may take any token he wishes, even otherwise illegal combinations (red & blue for example). When his role is revealed he may give special "curse" cards to other players. One of these will be a "true curse" - only the Inquisitor knows who has the true curse. If the victorious leader has the true curse, then the Inquisitor wins instead. Additionally, the Inquisitor wins if he is killed.
Clan Leader
Each clan has a leader. Each role has a numerical rank, 1 to 9 that represents status in the clan. The
lowest number is, by default, the leader of the clan, so normally the Elder is the leader, then the Assassin, and so on, since some roles might not be present. However, the Elder's special ability
reverses this ranking for that clan making the highest number the clan leader. The clan leaders are the main targets in the game.
Attacking
Each turn, the player with the dagger attacks another player. Declare your intent to attack someone
in bold and by @ing them. Maybe add a !stab or something, just make it obvious. The attacked player can then either take his wound, or ask for intervention.
Passing
The person with the dagger may give the dagger to another player without stabbing them
Intervening
During normal attacks (not special ability wounds), the attacked player can solicit for interventions. Any player who does not have their
rank token revealed may offer to intervene. The attacked player
MAY accept any one offer - or none at all. Once accepted, the intervening player automatically takes the wound for the attacked player, revealing his rank (and activating his role's power if desired), and the dagger. In effect, the intervening player becomes the attacked player.
Offering to intervene is binding. You may withdraw the offer by posting again, but if the offer is accepted before you withdraw then you take the wound.
Note that since you can normally only take your role token once, and you can only intervene if you haven't, most people can intervene only once.
Taking a Wound
When you take a wound from anything except an intervention or a mentalist attack, you have the option to disclose any of three pieces of hidden information: your role and each of the two affiliation icons on your card. You may not reveal an already-revealed piece of information. For example, if you were Blue 9, you could choose "rank 9", "blue" or "unknown", but if you choose "unknown" the first time and get attacked again you must choose between "rank 9" and "blue"
If you are healed by the Alchemist's ability, then you can re-reveal the piece you take back.
If you choose to reveal your role
by a normal attack, or intervening, not an ability, then you may immediately use your special ability. This is the only time at which you can do so.
The dagger then passes to the wounded player (unless an ability changes who gets the dagger) and the stabbings continue until
morale improves a winner is decided
The number of pieces of information you have revealed is known as the number of wounds you have. Each player can be wounded 3 times.
Winning the game
The game ends when any player takes a fourth wound, after which all roles are revealed.
If the current player gives the fourth wound to the opposing clan's leader, the attacking player's clan wins. Otherwise, the current player's clan loses and the other clan wins.
If the Inquisitor takes the fourth wound, or the leader of the winning clan has the Inquisitor's True Curse, then the Inquisitor wins instead.
No outside communication
You are free to talk as much as you wish, about anything you wish, in this thread, but private communication between players is not allowed.
Game Setup
6-13 players. The clans are equally divided. For example, in an 8 player game, four roles will be randomly selected for Red, and four for Blue. These then get distributed randomly. Note that this means that each clan will very likely have a different set of roles! One clan could have an Elder for a leader, while the other could easily have the Alchemist as the leader. If there are an odd number of players the Inquisitor is included.
At the start of the game everybody gets a piece of information about one of their neighbours. They will get to peek at their neighbour's colour (but note that the Inquisitor will randomly show as blue or red, and the Harlequin will show as the
opposite of what they really are). This is done in a chain, so player 1 shows to player 2 shows to player 3 and so on. This will be included in your initial role PM, along with what you revealed and to who
Strategy
Some roles benefit from revealing their ranks early - particularly the Guardian, who is completely useless if he reveals his role last, while other roles benefit from waiting - in particular the Assassin - for more information. Try to time your role reveal to have maximum effect, but keep in mind how likely it is that you are actually the leader, and thus painting a target on your back. Or front. And even if you are very low ranked, there is still the possibility that your Elder will make you very high ranked if attacked.
One thing to think about is affiliation token reveal order - revealing your first token automatically narrows your role from 9 possibilities to 6, the second brings it to 3, so if your goal is to hide your role then it may not be as effective as you might think.
Of course, it could also be the Inquisitor tricking you into attacking him as the clan leader...
Sign up colourfully.
Posts
Heck, let's do it. !sign up for stabbings (of other people)
I just don't see how the Inquisitor could ever be captured unless one team was sick of playing.
Typically, the Inquisitor will likely try to reveal later or not at all. Once revealed he won't be attacked obviously, but once he does reveal he has those curse cards which can still let him win if he chooses properly.
The way for the Inquisitor to actually win via wounds is to be attacked by the Assassin's special ability with 2 wounds showing. Impersonating some high ranked role, he takes two (token + game ender) and wins
Still sounds very reliant on there being an Assassin on one team, and not an Elder on the other.
So the curse pinning strategy seems like a better, but obviously later, bet.
Although the more I think about it, the more I like the Inquistor's role.
One win condition is based upon incomplete information and misleading someone's Assassin, and the other on information being too complete and nailing the eventual victory down absolutely.
That is, can a Guardian guard an Assassin, get Alchemised, Guard himself, find out the Assassin is actually on the other team, and then spend the rest of the game trying to intervene with everyone to knock his own shields off?
The guardian probably has the toughest single choice, mostly since it happens early, but even then, just protecting your neighbour who showed you your team blindly is often enough. It's enough to simply cause the other team to make a mistake, so they will either have to ignore your guarded person or burn the guard anyway
No. That wouldn't work in multiple ways. First of all, in order to intervene you must not have revealed your rank token, and you do in order to guard. You could guard, get alchemised and then intervene though. Second, self-guarding doesn't really make any sense since what guarding does is make you un-targettable, and so is not allowed. Third, since your guarded target can't take any damage, the only alignment info that you could get would be what was reported by someone else about the start-of-game peek, and even then you wouldn't know it was the assassin unless you had a very specific distribution of roles.
Keep in mind that even in a maximum player game, each clan has 3 missing roles
So, Is a self-guarded player invulnerable and immortal?
Yeah. You cannot guard yourself. And since you protect your guarded target you cant create a loop between the two guardians (which would work, if it were possible to create)
Yes you can.
First a Guard guards the other Guard. And then the other Guard, somehow magically being top rank (highly unlikely or impossible) or otherwise noting that the other team is failing hard and deciding it's worth permanently locking the other Guard, intervenes for one of his team-mates, activates his ability and Guards the other Guard.
The Alchemist can only trigger on a player before he's been guarded as otherwise there's nothing to intervene on, and a Guard that's used his ability on another player before being guarded is unlikely to be guarded by the other Guard.
The only scenario where this could really happen is where Guard 1 guards a high rank player for the other team accidentally, then he gets Alchemised, then the second Guard figures out what's happened, Guards the other guard so as to safeguard his own high rank, and then the first Guard, still sticking to his convictions, guards the second guard because obviously the other guy is wrong.
Twitch Stream
Highest number will show to next highest and so on; lowest will show to highest
Geth roll 11d1000 for table order (mrblarney, discrider, mrbody, GG, kristmas, rend, obifett, preda, jdark, capfalcon, crimsoncoyote)
Geth roll 1d11 for starting player (mrblarney, discrider, mrbody, GG, kristmas, rend, obifett, preda, jdark, capfalcon, crimsoncoyote)