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Running a V:TES demo

Prince
v 0.2 — updated on

The First Blood decks are the fastest way to put V:TES in front of new players. This guide covers how to set up a demo at an event (convention, store, GP, meetup) and how to run a ~30-minute guided round that hooks people in without trying to teach the whole game.

NOTE

First Blood decks are not tournament legal: they’re for learning the mechanics. To play a real game they need to be integrated with at least one V5 deck of the same clan. V5 decks, by contrast, are tournament legal (60-card library minimum), although they’re not especially competitive out of the box.

1. Goal of the demo

The goal isn’t to teach V:TES end to end — to really appreciate it you need roughly ten games — but to show how a turn flows, how the core interactions feel, and to let players taste the political game, so they leave wanting to come back.

Keep the demo to 30–45 minutes. A full game runs much longer and loses the showcase effect.

2. What you need

  • 5 First Blood decks (Nosferatu, Toreador, Tremere, Malkavian, Ventrue) already unboxed and split by clan.
  • Pool and blood counters (tokens, coins or dice): 30 per player.

For posters and handouts to hang up or give to attendees, see the appendix at the bottom.

3. Table setup

Start with 20 pool, but with a couple of shortcuts compared to the standard setup, to avoid losing the audience in the first influence-only turns:

  • play open-handed during the first round, so the demo runner can comment on every card played; from round two you can switch to closed hands if the table can handle it;
  • every player starts with one vampire already in play with full blood (= the vampire’s capacity);
  • every player must have a master in hand that’s playable on turn one.

Suggested seating in turn order:

  1. Nosferatu — vampire Cedrick CalhounCedrick Calhoun, opening master Blood DollBlood Doll
  2. Toreador — vampire Catalina VegaCatalina Vega, opening master Art MuseumArt Museum
  3. Tremere — vampire AyelechAyelech, opening master ChantryChantry
  4. Malkavian — vampire Jason “Son” NewberryJason "Son" Newberry, opening master The BarrensThe Barrens
  5. Ventrue — vampire Alexa DraperAlexa Draper, opening master MisdirectionMisdirection

TIP

If nobody has a preference, the demo runner takes the Nosferatu: they play first (handy for showing the others what a typical turn looks like) and they’re also the first to go out if the game continues, freeing them up to talk with other attendees or start a second demo.

TIP

If you have only 4 players, drop the Tremere: seat 3 has the most technical and least flashy sequence.

4. Prepared hands

Each player has 7 cards in hand. The cards listed below are fixed, to showcase the fundamental mechanics in round one; the remaining ones are drawn normally from the clan’s deck. Deal the hands face up and already ordered before starting.

Nosferatu

  • Blood DollBlood Doll
  • RoundhouseRoundhouse
  • Deep SongDeep Song
  • Raven SpyRaven Spy

Toreador

  • Art MuseumArt Museum
  • MajestyMajesty
  • Kine Resources ContestedKine Resources Contested
  • Scalpel TongueScalpel Tongue
  • Voter CaptivationVoter Captivation
  • Scorn of AdonisScorn of Adonis

Tremere

  • ChantryChantry
  • Sniper RifleSniper Rifle
  • Eyes of ArgusEyes of Argus
  • ApportationApportation
  • Theft of VitaeTheft of Vitae
  • Telepathic TrackingTelepathic Tracking
  • Rego MotumRego Motum

Malkavian

  • The BarrensThe Barrens
  • Elder ImpersonationElder Impersonation
  • Cloak the GatheringCloak the Gathering
  • ThreatsThreats

Ventrue

  • MisdirectionMisdirection
  • DeflectionDeflection
  • Freak DriveFreak Drive
  • Second Tradition: DomainSecond Tradition: Domain
  • Political AllyPolitical Ally
  • Enchant KindredEnchant Kindred

Voter CaptivationVoter Captivation works better if it isn’t in the opening hand: put it on top of the library so it’s drawn the moment the Toreador replaces a card after the referendum, for a small surprise effect.
ThreatsThreats can likewise be left on top of the library so it’s drawn at the right moment.
Note: the Malkavian must have no intercept in hand, so the Tremere’s Sniper RifleSniper Rifle equip doesn’t get blocked.

5. Guided play sequence

The first round should run roughly like this — don’t read it as a script, treat it as a track: the goal is to showcase one different kind of action per clan.

Nosferatumaster economy, bleed, combat
  1. Plays Blood DollBlood Doll.
  2. Bleeds with base Deep SongDeep Song; gets blocked.
  3. Plays RoundhouseRoundhouse as strike; Toreador answers with MajestyMajesty.
Toreadorvoting, deal-making, referendum
  1. Plays Art MuseumArt Museum.
  2. Calls a referendum with Kine Resources ContestedKine Resources Contested; the Tremere only has Eyes of ArgusEyes of Argus in hand as intercept.
  3. Pause to explain the political phase: who votes (ready vampires, with extra votes from titles), how the referendum’s terms work; then let the players discuss and negotiate.
  4. Then plays Scalpel TongueScalpel Tongue, Voter CaptivationVoter Captivation, Scorn of AdonisScorn of Adonis.
Tremereequip, weapons
  1. Plays ChantryChantry.
  2. Equips the Sniper RifleSniper Rifle with an equip action.
Malkavianstealth/intercept, bleed redirect
  1. Plays The BarrensThe Barrens.
  2. Bleeds for 2 with 0 stealth; the Ventrue tries to block.
  3. Plays Cloak the GatheringCloak the Gathering (+1 stealth); the Ventrue answers with Second Tradition: DomainSecond Tradition: Domain (intercept).
  4. Closes with Elder ImpersonationElder Impersonation, which prevents the Ventrue from blocking this action → the 2-bleed goes through.
  5. Second action: bleed with ThreatsThreats; the Ventrue plays DeflectionDeflection and redirects the bleed to the next player.
Ventrueallies, untap, bleed with bonuses
  1. Plays Political AllyPolitical Ally.
  2. Untaps with Freak DriveFreak Drive.
  3. Bleeds with Enchant KindredEnchant Kindred.

From here the game can carry on freely — the Nosferatu might equip the Raven SpyRaven Spy, the Toreador might start voting seriously, and so on. When you sense the group has seen enough, wrap up the demo.

TIP

When a player makes a “wrong” move (e.g. an impossible block, voting on a referendum they can’t participate in), correct it by explaining the why of the rule, not just the rule. New players remember the intuition better than the rulebook wording.

6. What to avoid

  • explaining every rule: stick to 4–5 key concepts per round.
  • framing First Blood as a lesser version: it’s a taster of the game, not a downgrade.
  • getting bogged down on edge cases: defer the details to after the demo and keep the game flowing.

7. After the demo

  • Talk about the nearest community: who plays, where, when.
  • Leave a reference to vtesitaly.com, optionally with some informational material.
  • If someone shows real interest, take a contact and invite them to the next local event.
  • If the event is a sanctioned Archon Demo, remember to create it on Archon afterwards (you need to be a Prince or to have a Prince’s support): see Archon Online for Princes.
  • Return the First Blood decks in order — the next person running a demo will thank you.

Posters, flyers and artwork — to print (for booth display, props such as the Edge token) or share digitally (social posts, online flyers). Click to enlarge:

V:TES demo poster 1 V:TES demo poster 2 Generic VEKN flyer — game pitch V:TES 5th Edition cover, illustration by Samuel Araya Edge artwork — the contested token in V:TES

Game quick-reference sheets — combat, politics, actions, and more; to consult during the demo or hand out to anyone who wants to dig deeper (click to enlarge):

V:TES quick-reference sheet (0) V:TES quick-reference sheet (1) V:TES quick-reference sheet (2) V:TES quick-reference sheet (3) V:TES quick-reference sheet (4)

Printable handouts (PDF):

  • Official VEKN New Player Guide (A3, English) — one-page illustrated reference with game zones, turn phases, combat sequence, clans and disciplines; to consult during the demo or hand out to anyone who wants to dig deeper.

References:

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