TRUE BLOOD
***************** SPOILER ALERT FOR SEASON 3 **********************
INTRODUCTION
Card game for 2-4+ players.
True Blood Book/TV Series Theme.
DISCLAIMER
True Blood is a licensed, copyrighted property.
This is merely a fan site.
GAME END
The game ends at the end of the turn there are no
Cards left in the Character Deck or the Recruitment Track.
VICTORY
The player with the most Blood Points (BP) at the end of the game wins.
Character Cards you control are worth varying amounts of Blood Points.
Certain Combinations of Controlled Character Cards earn Bonus BP.
BLOOD TOKENS
These are earned or stolen by players during play.
Each Blood Token (BT) is worth 1 Blood Point (BP).
INFLUENCE TOKENS
These are currency used to determine Initiative and to recruit Characters.
These come in Denominations of 1, 2, and 5 (you can make change).
A player cannot have less than zero IT.
Influence Tokens (IT) can be saved from turn to turn.
You cannot pay or bid more IT than what you have.
CAPTURE TOKENS
These are placed on your Character cards to indicate if they have been captured.
A Captured Character earns no BP and cannot use Special Abilities.
They do not contribute BP in end game scoring.
INJURY TOKENS
These are placed on your Character cards to indicate if they have been injured.
An Injured Character earns no BP and cannot use Special Abilities.
Characters that are "Regulars" cannot be killed. However they can be the target of
Kill Attempts. Instead of being killed, they are Injured.
Injured Characters do contribute BP in end game scoring.
DICE
Six sided dice are needed.
TURN ORDER TRACK & PAWNS
This is used to keep track of which player goes first each turn.
It has 6 spaces marked 1 to 6.
Each player has a Pawn of a unique color.
Each space holds 1 Pawn.
The first space (position) goes first and so on.
RECRUITMENT TRACK
This track has 5 spaces numbered 1-5.
Each is big enough to hold 1 Face-up Character card.
As Characters are recruited (paid for with Influence Tokens) slide the cards down from
5 to 1 to fill in the empty spaces.
When the fifth space is empty fill it with the top card of the Character Deck.
Cards cost IT equal to their BP value.
A card in the first space costs 1 less IT.
A card in the third space costs 1 extra IT.
A card in the fourth space costs 2 extra IT.
A card in the fifth space costs 3 extra IT.
THE DECKS
There are 2 Decks:
1. The Character Deck
2. The Event Deck
THE CHARACTER DECK
These represent various individuals, groups and locations found in the series.
There are a number a Traits that a card can have.
THE EVENT DECK
Most Event cards are played by players on their turn in Event Phase.
Some event cards are reactionary and are played in reaction to another
Event or aspect of play.
Event cards are discarded when played.
In a multi-player game you can play Negate cards to protect the Characters of
other players.
When you take control of a character it becomes yours: take posession of the card.
SETUP
Each player starts with 10 Blood Tokens.
Each player starts with 5 Influence Tokens.
Remove the Starting Characters and Second Stage Characters from the Character Deck.
Shuffle the Decks.
Randomly place the 5 Starting Characters onto the 5 spaces if the Recruitment Track.
Shuffle the Second Stage Characters together and place them face down on
top of the Character Deck.
TURN SEQUENCE
Each turn has 9 Phases:
1. Influence Phase
2. Initiative Phase
3. Plotting Phase
4. Recruitment Phase
5. Event Phase
6. Action Phase
7. Capture Phase
8. Recovery Phase
9. End Phase
I. INFLUENCE PHASE
Each player gets 10 Influence Tokens (IT) and 2 BT.
II. INITIATIVE PHASE
Determine pawn positions on the Turn Track.
Players secretly bid IT.
Bids are revealed simultaneously.
High bid gets first position and so on.
If tied, players roll high on 1D6.
All Bid Tokens are discarded.
III. PLOTTING PHASE
Each player draws 2 Cards from the Event Deck and put them in their hands.
For 1 IT you may discard an Event Card and draw another.
If the Event Deck runs out, shuffle the discard and draw from it.
IV. RECRUITMENT PHASE
In Turn Order as determined in Initiative Phase, Players may buy
Character Cards from the Recruitment Track:
The track has 5 spaces numbered 1-5.
Each is big enough to hold 1 Face-up Character card.
As Characters are recruited (paid for with Influence Tokens) slide the cards down
from 5 to 1 to fill in the empty spaces.
When the fifth space is empty fill it with the top card of the Character Deck.
Cards cost IT equal to their BP value.
A card in the first space costs 1 less IT.
A card in the third space costs 1 extra IT.
A card in the fourth space costs 2 extra IT.
A card in the fifth space costs 3 extra IT.
V. EVENT PHASE
In Turn Order as determined in Initiative Phase, Players may play Event Cards
from their hands. When playing an Event Card roll 1D6. On 1-3 nothing happens.
On 4+ the Event goes off as described. You may pay 1 IT once to re-roll if
nothing happened.
A player plays all his Events and then the next player plays all his Event
cards and so on.
Event cards are discarded after being played (Successful or not).
VI. ACTION PHASE
Depending on their Traits most Characters can take an action.
If a character has multiple types of Actions available to him he can only pick one.
If a Character has been stolen (owner change) this turn, whether in Event Phase or
earlier in Action Phase, it can take no action for the remainder of the turn.
In Turn Order, as determined in Initiative Phase, Players may have their
Characters attempt one Action each:
Active Trait: Result after Rolling 1D6:
Telepath or Fairy On 3+ Look at Opponent’s hand.
Servant or Minions On 6+ Capture Target Character
Ruler On 4+ Gain 1D6 IT
Law Enforcer On 5+ Opponent loses 2 IT
Murderer On 6+ Kill target Character of Indicated type
Sacrifice On 4+ Kill Character you Control to gain 5 IT
Maenad On 3+ Capture target Human
Businessman/Business On 2+ Gain 1 IT
Dealer On 5 lose 1 BT; On 6 gain 2 IT
Seducer or Obsession On 5+ Gain Control of Specific Character
Maker On 4+ Gain Control of Specific Vampire
Pack Leader On 6+ Gain control of Character of same Racial Type
Informer On 6+ Look at next 3 cards in Character Deck
Spiritual On 6+ Look at next 1D6 cards in Event Deck
Abductor On 6+ Capture Target Character of indicated type
Thief On 5+ Steal 1 IT from Opponent
Healer On 5+ Remove an Injury Token
Flyer On 5+ Rescue a Captured Character
Manipulator On 5+ Steal 1 BT from Opponent
Command Obedience On 6+ Capture Target Character
Rescuer On 6+ Rescue a Captured Character
Attacker On 6+ Injure Target Character
Decadent On 2+ Convert up to 2 IT into BT
Prize or Pacifist On 4+ Gain 1 BT
Revenge or Nemesis On 6+ Kill Specific Character
Some Character Traits are Passive. Always roll for all passive Traits even if the
Character attempts a Active Trait this Phase:
Passive Trait: Result after rolling 1D6:
Mayhem On 5+ All players Draw 1 Event Card and you gain 1 IT
Psychopath On 6+ Draw 1 event Card and lose 1 BT
Young or Stupid On 5 Lose 1 IT; On 6 gain 1 BT
Addict On 5 Lose 1 BT; On 6 draw 1 Event Card
Some Character abilities are Reactionary rather than Active or Passive:
Reactionary Trait: Usage:
Protector On a roll of 5+ on 1D6 negate a Specific Kill or Capture
Martyr Can Substitute for another Character on a Kill
Survivor +1 To Prisoner Rolls
Old Immune to Sex Events and Seduction
When a player has multiple Characters under their control, ALL of
the player's characters perform their actions before moving to the next player.
VII. CAPTURE PHASE
For each Captured Character roll 1D6: This is called the Prisoner Roll:
On a roll of 1 the Character comes under the control of the player that Captured him.
On a roll of 2 the Character Reveals Secrets: The Capturer steals 1 IT.
On a roll of 3 the Character is Tortured: The Owner loses 1 BT.
On a roll of 4-5 Nothing Happens.
On a roll of 6 the Character escapes Capture: Remove the Capture Token.
VIII. RECOVERY PHASE
For each Injured Character roll 1D6: This is called the Recovery Roll:
On a roll of 1-4 the Character remains incapacitated.
On a roll of 5+ the Character is Healed: Remove the Injury Token.
Add 1 to the roll if the Character is a Vampire.
IX. END PHASE
Max hand size is 5 Event Cards.
Discard excess cards.
END GAME SCORING
At the end of the game add up the BT value of all your characters.
Most Characters also give bonus BT if you control certain other Characters.
Also add to this total Blood Tokens you have collected/stolen during play.
CHARACTER DECK CARD LIST
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Name: Notes
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Sookie Stackhouse: 10BT. Regular. Human Fairy. Telepath. Rescuer. Seduce Bill.
+5 BT if you control Bill. Nemesis Lorena. Starting Character.
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Bill Compton: 10BT. Regular. Male Vampire. Seduce Sookie. +5 BT if you control Sookie.
Rescuer. Protector. Maker of Jessica. Starting Character.
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Jason Stackhouse: 9BT. Regular. Male Human. Seduce Human Females.
Rescuer. Stupid. Starting Character. +1 BT per Female Character you control.
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Eric Northman: 9BT. Regular. Male Vampire. Seduce Sookie. Manipulator. Maker of Pam.
Revenge Russell or Talbot. Businessman. +2 BT if you control Sookie, Godric, Pam.
Second Stage. Command Obedience. Flyer.
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Sam Merlotte: 9BT. Regular Male Shapeshifter. Businessman. Rescuer.
Nemesis Maryanne. Rescuer. +2 BT if you control Tara, Daphne, Tommy. Starting Character
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Tara Thornton: 9BT. Regular Human Female. Rescuer. Starting Character. Survivor.
+2 BT if you control Eggs, Sam, Lafayette, Lettie Mae
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Godric: 6BT. Male Vampire. Pacifist. +3 BT if you control Eric. Gain 10 BT if you play
the Suicide Card successfully on Godric. Rescuer. Maker of Eric. Command Obedience.
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The Magister: 4BT. Male Vampire. Immune to Sexual Events. +5 BT if you control the
Authority. Law Enforcer. Command Obedience.
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Franklin Mott: 4BT. Male Vampire. Servant. Psychopath. Obsession for Tara. +5 BT if you
control or capture Tara.
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Maryanne Forrester: 6BT. Female. Maenad. +5 BT if you control Sam. Old. Mayhem.
Sacrifice of Human or Shifter. Can only be killed if killer controls a Shapeshifter.
+5 BT if you control Sam.
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Sophie Ann the Queen: 6BT. Regular Female Vampire. Ruler. Prize. Decadent. Command
Obedience. +3 BT if you control Hadley.
---------------------------------
Rene Lanier: 3BT. Male Human. Murderer of Human Females. Psychopath.
+5 if you control Arlene.
---------------------------------
Lafayette Reynolds: 7BT. Regular. Human Male. Second Stage. Dealer. Prize.
+2 BT if you control Tara, Jesus, or Eric.
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The Authority: 6BT. Group. Regulars. Rulers. Manipulators. Minions
+1 BT for each Vampire you control.
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Hot Shot: 2BT. Location. +3 BT for each Werepanther you control.
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Werewolf Pack: 3BT. Group. Servants. +2 BT for each Werewolf you control.
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Talbot: 4BT. Male Vampire. Decadent. Prize. +5 BT if you control Russell.
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Eggs Benedict: 3BT. Male Human. +3 BT if you control Tara, Maryanne.
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Merlotte Waitress: 1 BT. Female Human. Martyr. +3 BT if you Control Sam, Merlotte’s Bar
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Fellowship of the Sun: 2BT. Group. +2 BT for each Church Character you control.
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Andy Bellefleur: 4BT. Law Enforcer. Regular. Second Stage. +1 BT for each Human you Control
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Adele Stackhouse: 4BT. Old Human Female. Second Stage. +3 BT if you control Sookie, Jason.
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Amy Burlee: 3BT. Human Female. Addict. Abductor of Vampires. +5 BT if you control Jason.
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Hoyt Fortenberry: 4BT. Regular. Male Human. Second Stage. +5 BT if you control Jessica.
Seduce Jessica.
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Jessica Hamby: 6BT. Regular. Female Vampire. Second Stage. Young.
+3 BT if you control Hoyt, Bill.
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Arlene Fowler: 4BT. Regular. Human Female. Second Stage.
+2 BT if you control Terry, Sam, Merlotte’s Bar
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Terry Bellefleur: 4BT. Regular. Human Male. Second Stage.
+2 BT if you control Arlene, Sam, Merlotte’s Bar
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Lettie Mae: 2BT. Old Human Female. Second Stage. +3 BT if you control Tara, Lafayette.
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Merlotte’s Bar: 4BT. Location. Business. +5 BT if you control Sam
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Fangtasia: 4BT. Location. Business. +5 BT if you control Eric. Decadent.
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Pam: 4BT: Regular Female Vampire. Servant. +5 BT if you control Eric.
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Nan Flannigan: 5BT. Regular Female Vampire. Minions. Command Obedience. Law Enforcer.
+5 BT if you Control the Authority.
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Lorena: 6BT. Female Vampire. Second Stage. Maker of Bill.
+5 BT if you Control or Capture Bill.
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Reverend Steve Newlin: 3BT. Human Male. Minions. Church. Manipulator.
+2 BT if you control Sarah, Jason, Godric
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Sarah Newlin: 3 BT. Human Female. Church. Seduce for Jason.
+3 BT if you control Steve, Jason.
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King Russell Edgington: 7BT. Male Vampire. Ruler. Minions. Command Obedience.
+3 BT if you control Talbot, The Queen.
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Rednecks: 1 BT. Human Males. Stupid. Murderers of Vampires
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Thug in Disguise: 1 BT. Human Male. Servant.
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Alcide: 5 BT. Male Werewolf. Regular. Servant. Protector. Rescuer.
+2 BT if you control Sookie, Eric, Debbie.
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Vampire Nest: 2 BT. Group. Mayhem.
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Police Officer: 1 BT. Law Enforcer.
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Blood Drainer Gang. 1 BT. Humans. Murderers of Vampires. Dealers.
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Jesus: 4 BT. Human Male. Spiritual. Seducer of Lafayette.
+5 if you control Lafayette.
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Dallas Vampires: 3 BT. Group. Vampires. Minions.
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Fay Colony: 4 BT. Faeries. Group. Regulars. Protectors of Sookie.
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Barry the Bellhop: 3 BT. Human Male. Telepath.
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Longshadow: 2 BT. Male Vampire. Thief.
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Girl Fangbanger: 1 BT. Female Human. Martyr.
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Boy Fangbanger: 1 BT. Male Human. Martyr.
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Tommy Mickens: 4 BT. Regular. Male Shapeshifter. Young.
+5 BT if you control Sam.
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Debbie: 3 BT. Female Werewolf. Stupid. Attacker. Addict.
+3 BT if you control Alcide, Cooter
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Cooter: 2 BT. Male Werewolf. Stupid. Servant.
+3 BT if you control Russell, Debbie.
-----------------------------------
Claudine: 5 BT. Regular. Female Fairy. Informer.
+5 BT if you control Sookie.
-----------------------------------
Crystal Norris: 4 BT. Regular. Female Werepanther. Survivor. Seducer of Jason.
+5 if you control Jason.
-----------------------------------
Sheriff Bud Deerborn: 3 BT. Old Male Human. Law Enforcer.
-----------------------------------
Miss Jeanette: 2 BT. Human Female. Voodoo Priestess. Thief. Healer.
-----------------------------------
Hadley. 3 BT. Human Female. Informer. +3 BT if you control Sookie, the Queen.
-----------------------------------
Daphne Landry: 3 BT. Female Shapeshifter. Seducer of Sam.
+3 BT if you Control Sam, Maryanne.
------------------------------------
Holly the Wiccan: 2 BT. Human Female. Witch. Spiritual.
+2 BT if you control Tara, Arlene, Sam.
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Eddie: 2 BT. Male Vampire. Dealer. +5 BT if you control Lafayette.
-------------------------------------
Street Prostitute: 1 BT. Human Male. Businessman. Martyr.
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Bar Hussy: 1 BT. Human Female. Seduce Jason. Martyr.
EVENT DECK CARD LIST
Name: Notes:
Kidnapping Capture Character
Staked Kill Vampire
Wooden Bullet Kill Vampire
Dirty Vampire Sex Control Character
Silver Chains Capture Vampire
Vampire Hotel Gain 2D6 IT
Compton Residence Gain 2D6 IT
Stackhouse Residence Gain 1D6 BT
Graveyard Gain 2D6 IT
Mainstreaming Spend 2X IT Gain X BT
Leverage Control Character
Vampire Sex Dreams Control Human
Threats Control Character
Suicide Kill Character
Vampire Politics Control Character
Prisoner Capture Character
All Tied Up Capture Character
Fight Injure Character
Tortured Capture Character
Rape Injure Human Female
Beheaded Kill Vampire
Supernatural Remove Capture Token
Vampire Blood Negate Kill or Remove Injury Token
The True Death Kill Vampire
Daylight Escape Remove Capture Token
Tru-Blood Gain 2D6 IT
Immortal Remove Injury Token from Vampire
Missing Persons Kill or Capture Character
Maker Gain 2D6 IT
Revenge Kill Vampire
Silver Door Capture Vampire
Manhunt Steal 1D6 IT from Opponent
Madness Injure Character
Tear Out Heart Kill Character
V High Control Human
Loyalty Negate Control Event
Healing Powers Negate Kill
Murder Kill Character
Daylight Escape Remove Capture Counter
Mind Control Control Human
Voodoo Ritual Control Human
Out of the Coffin Gain 2D6 IT
God Hates Fangs Opponent Loses 1D6 IT
Vampire Law Opponent Loses 1D6 IT
Marriage Proposal Control Female Character
Gay Sex Control Male Character
Go To Ground Negate Vampire Kill
Arson Kill Vampire or Location
Ritual Sacrifice Kill Character
Transformation Negate Kill Event vs. Super
Slaughter Kill Group
Massacre Kill Group
Poisoned Wound Kill Human
Learn Secret Look at next 4 cards in Character Deck
Sucked Dry Kill Character
Hepatitis Vampire is Injured
Light of Day Kill Vampire
Colloidal Silver Injure Vampire
Vampiric Speed Retarget Event Card
Leadership Control Group
Investigate Use as 5 IT in Initiative Phase
Bad Press Capture Group
Fresh Blood Gain Control of Character on Recruit Track
Glamour Control Human
Mutiny Control Group
Disapear Shuffle target Character back into Deck
Bon Temps Gain 1 BT per 2 Characters you Control
Makeup Sex Gain 1D6 BT
Wild, Naked, & Free Gain 3 BT per Shapeshifter you Control
Howl at the Moon Gain 3 BT per Were you Control
Kings Mansion Gain 1 BT per Vampire you Control
Queens Palace Gain 1 BT per Vampire you Control
The Hunger Control Injured Vampire
Dungeon Capture Character
Mayhem Control Character
Blood Tie Control Human or Vampire
Seduction Control Character
Sex in the Woods Control Character
Vampire Rights Gain 2D6 IT
Make a Deal Control Character
Intrigue Draw 2 Event Cards
Sell V Gain 2D6 IT
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VARIANTS
BASIC GAME
Skip the Action Phase.
LINKS
Wikipedia
CARDSETS AVAILABLE!!!!!!!!!!!!
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