Vampire: The Eternal Struggle


Vampire: The Eternal Struggle is a multiplayer collectible card game published by White Wolf Publishing. It was set in the World of Darkness.

Publication history

The game was designed in 1994 by Richard Garfield and initially published by Wizards of the Coast and was the third CCG ever created. As Garfield's first follow-up to his popular collectible card game, he was eager to prove that the genre was "a form of game as potentially diverse as board games". In 1995 the game was renamed from Jyhad to Vampire: The Eternal Struggle to increase its appeal and distance itself from the Islamic term jihad. Wizards published a player's guide Darkness Unveiled. After the 1996 Sabbat expansion, Wizards of the Coast abandoned the game, and in 2000 White Wolf took over development.
White Wolf announced that Vampire: The Eternal Struggle would cease production on September 10, 2010.
On April 24, 2018, Black Chantry Productions announced the company has obtained the license to produce Vampire: The Eternal Struggle and return the game to print.
Richard Garfield noted that the experiences he had made with the Magic: The Gathering collectible card game had helped him to improve his design of the game. In an interview with Robert Goudie, Garfield particularly notes dedicated multi-player rules, a lack of "land cards", and a more rapid card drawing mechanism.

Setting

The game is set in the World of Darkness, drawing mainly from the role-playing game. After the events of Gehenna ended the official World of Darkness storyline, V:TES is considered a sort of alternative reality of the setting, as it continues though White Wolf publishes no further official products for the roleplaying game.
In V:TES, each player takes on the role of a Methuselah, an ancient and manipulative vampire, who is not itself present in the struggle, but acts from afar. Each Methuselah will try to eliminate all others by nullifying their influence and power. To that end, the Methuselahs will control and manipulate a number of minions to attack and destroy the other Methuselahs' resources.

Gameplay

Overview

The game is ideally played by a group of four or five players, but it can be played by any number of players from two up. Group play with more than six players is rare, as an individual's turn can easily take two to three minutes, causing a slow game for all. Two-player games also suffer from lack of opportunity for the kind of inter-player alliances and treachery that are a large part of the game.
As in most other collectible card games, each player designs his or her own deck. Each deck is built with two components:
'Crypt' - containing cards representing vampires that the player may control during the game.
'Library' - containing cards generally representing assets or actions to be taken during the game.
Most cards in the library can only be used in conjunction with vampires. Some cards have no cost in resources to play, in other cases to put a card in play it must be paid for using 'pool' or the blood on his vampires. Pool represents the player's influence, and if it is reduced to zero the player is out of the game. Therefore, players continually have to make decisions based on how much they want to invest into assets in play and how much to retain to stay alive, especially against other players capable of sudden dangerous 'bleeds'.
Each turn one player directs his minions to perform a number of actions and attacks, which other players' minions may intercept or interrupt. Each player attempts to 'oust' his 'prey' while defending himself from his 'predator. This continues until only one player is left on the table. Ousting one's prey is worth one victory point, and being the last person left at the table is worth an additional victory point. However, ousting one's prey also nets the player 6 pool, and thus makes him stronger and more dangerous to the next prey. This is one of the reasons why other players may suddenly start helping a player in a weak situation, or even gang up on a player who seems to be going for a 'table sweep', making shifting alliances part and parcel of the game.
Gameplay offers many options for alliance or betrayal. Short-term deals and trade-offs are typical. Bluffing is also often used.
Games can take anything from half an hour to three or more hours. In tournament play and in some informal games, a time limit may be imposed, after which all remaining players receive half a victory point in addition to any they may have already received. Standard time limit for a tournament game is 2 hours. Game time varies greatly depending on the number of players and the style of decks played.

Playing styles

There are many ways to win in V:TES, though they all depend on eventually wearing down your prey's pool. Some of the most common styles, as described in official player's guide are:
All the above deck types have various weaknesses, the most glaring being that a deck should theoretically be able to do ALL the above well, to take advantage of evolving game situations, and to counter other styles it may come up against. However, if it uses this 'Toolbox' approach too strongly, it may spread itself too thin, and end up being incapable of following through.

Distinct nature

What sets V:TES apart from most other collectible card games is the strong group play element. In general a player will concentrate on the player to his immediate left, his prey, and a player who succeeds in ousting his prey receives a strong boost by gaining 6 additional pool. This boost of resources might possibly enable him to eventually "sweep the table" and oust every other player. Thus there is a tendency for players to help weaker ones to frustrate the stronger players' dominance. This ensures that most players stay in the game longer, instead of the playing field being reduced quickly to those with the best cards and the greatest skill.
These conditions create a game where players are almost always interacting with the other players for both short- and long-term goals instead of simply waiting for their turns. V:TES is a game of negotiation, skill, and deck-building. Deals and alliances, both for the moment or for the whole game, can play a big role. A whole classification of cards, political cards, are designed with this in mind. When a vote is called each player can cast votes, either by using votes granted from cards in play or by playing cards from the hand.

Sets and expansions

White Wolf releases V:TES cards in base sets, expansion sets and mini expansion sets. The main difference between these are the size of the set and the number of reprints.
All expansion sets from Dark Sovereigns expansion onward are identified by an expansion symbol printed in the upper right corner of cards. In newsgroups and on web pages character codes are used to identify each set, usually an abbreviation of the expansion's name.
Expansion NameTypeSymbolCodeRelease DateTotal cardsNew cardsBooster distribution
JyhadBaseJyhadAugust 16, 199443743711C, 4V, 3U, 1R
Vampire: The Eternal StruggleBaseV:TESSeptember 15, 1995436611C, 4V, 3U, 1R
Dark SovereignsExpansionGothic windowDSDecember 15, 19951738C, 4V, 3U
Ancient HeartsExpansionEye of HorusAHMay 29, 19961796C, 4V, 2U/R
SabbatExpansionCalligraphy SSabbatOctober 28, 199634016C, 5V, 5U, 2R
Sabbat WarBaseInverted spiked ankhSWOctober 31, 2000437 775C, 3V, 2U, 1R or
4C, 3V, 3U, 1R
Final NightsExpansionBroken ankhFNJune 11, 2001386 1707C, 3V, 1R
BloodlinesExpansionAnkh on red blood spatterBLDecember 3, 20011967C, 3V, 1R
Camarilla EditionBaseAnkhCEAugust 19, 2002547 1155C, 3V, 2U, 1R
AnarchsExpansionCombined CE/SW AnkhsAnarchsMay 19, 2003260 1287C, 3V, 1R
Black HandExpansionHandprintBHNovember 17, 2003286 1457C, 3V, 1R
GehennaExpansionStylised ClockGehennaMay 17, 20041507C, 3V, 1R
Tenth AnniversarySpecialFoil "10"TenthDecember 13, 200419010--
Kindred Most WantedExpansionGunKMWFebruary 21, 2005314 1627C, 3V, 1R
Legacies of BloodExpansionSplit ankh LoBNovember 14, 2005461 2367C, 3V, 1R
Nights of ReckoningMini expansionPlus with circleNoRApril 10, 2006606C, 3V, 1R, 1X
Third EditionBaseTri-snake biohazardThirdSeptember 4, 2006537 1605C, 3V, 2U, 1R
Sword of CaineMini expansionBundle of swordsSoCMarch 19, 2007607C, 3V, 1R
Lords of the NightExpansionCrownLotNSeptember 26, 2007295 1757C, 3V, 1R
Blood Shadowed CourtSpecialSilver AnkhBSCApril 16, 20081000--
Twilight RebellionMini expansionTri-snake on Red StarTRMay 28, 2008607C, 3V, 1R
Keepers of TraditionBaseCastle towerKoTNovember 19, 2008457 1765C, 3V, 2U, 1R
Ebony KingdomMini expansionSplit ankh EKMay 27, 2009604C, 3V, 1R, 3C
Heirs to the BloodExpansionThree blood dropsHttBFebruary 3, 2010TBA 1687C, 3V, 1R
Danse MacabreMini expansion Fanged SkullDMOctober 5, 20133434-
The UnalignedMini expansion Broken ColumnTAOctober 4, 20147272-
Storyline RewardsMini expansion SRFebruary 21, 20151313-
Anarchs UnboundMini expansion Burning ankhAUJanuary 17, 20164242
Lost KindredMini expansionBleeding eyeLKJune 10, 20184141

Reception

Vampire: The Eternal Struggle was a popular game among card game players according to a feature in Arcane magazine in 1995, although a common criticism reported from players was its slow play speed. Prior to its re-launch as Vampire: The Eternal Struggle, the game had sold poorly in Israel, allegedly because of its earlier name Jyhad; Arcane considered the old name a mistake, both due to how it allegedly had hurt sales in that region, and because it failed to convey what the game was about.
Steve Faragher of Arcane magazine gave the game a score of 7/10, calling it the most "intriguingly political" card game he had played, and praising its storytelling atmosphere. He appreciated the higher play speed that came with the Vampire: The Eternal Struggle re-launch's revised rules, although fellow Arcane staff member Jon Moore still found the game slow to play.
Martin Klimes reviewed the Ancient Hearts expansion for Arcane magazine, rating it an 8 out of 10 overall. Klimes comments that "There is now pretty much always a good attack you can choose, and almost always a choice of defences against it. Ancient Hearts will add significant interest to your games, which is all you can ask of any expansion."

Awards

In 2004, Inquest Gamer Magazine picked Vampire: The Eternal Struggle as the all-time best multiplayer collectible card games.
In 2006, Inquest Gamer Fan Awards called the Third Edition expansion the 'Best CCG Expansion'.

Reception

From December 2005 to the end of 2007 an online implementation of Vampire: The Eternal Struggle named "Vampire: The Eternal Struggle Online" was available. It was developed and maintained by CCG Workshop. Players could create decks and compete online for a monthly fee. White Wolf Publishing had allowed CCG Workshop to release the Camarilla, Anarchs, Final Nights, Legacies of Blood, Black Hand and Kindred Most Wanted sets for online play.