|Study Arcane Writings
The Rules for Blood Bound Are Now Online
|Blood Bound | Published 26 September 2013|
Blood Bound is a game of deduction, bluffing, and strategy for six to twelve players. You and your clan of vampires must work together to capture the leader of a rival clan. Since identities are hidden at the start of the game, you can't be sure who is your ally and who is your enemy.
Treachery abounds, and betrayal is inevitable. Will you employ negotiation, clever maneuvers, and your special ability to determine friend from foe? Or will you resort to betrayal and deceit in order to root out your rivals?
Last week, we previewed some of the identity abilities in Blood Bound. Today, we’ll take a look at the nefarious Inquisitor, and his role in a game with an odd number of players. Plus, download the full rules (pdf, 4.6 MB) for Blood Bound from our support page.
During games with odd numbers of players, the Inquisitor is added to the mix of identities. He belongs to neither the Beast nor the Rose clan. Instead, he is a member of a secret order and is working against both teams. If the Inquisitor wins the game, both clans lose.
Instead of a rank, the Inquisitor has a cross icon, and when wounded, he may draw any combination of affiliation tokens. This means he can masquerade as a member of any clan, which can make getting an accurate idea of his rank difficult. If the Inquisitor is captured rather than a clan leader, the Inquisitor alone wins the game, so it could be to his benefit to make himself appear to be a clan leader.
However, making himself a target may put him in the position of needing to pull his rank token and reveal his true identity. If he is revealed, the Inquisitor can use his ability, which allows him to issue True and False Curse cards to other players. These cards are placed face down.
Player who receive curse cards cannot look at them until the end of the game. The Inquisitor attempts to place the True Curse on the leader of the clan who will eventually win the game.
At the end of the game, the winning clan is determined before the curse cards are flipped over. If the True Curse has been successfully placed on the leader of the winning clan, the Inquisitor curses that leader and steals the victory. If any other player has the True Curse card, it has no effect.
If you're eager to study the arcane writings and learn more of backstabbing and betrayal of Blood Bound, download the full rules (pdf, 4.6 MB) for Blood Bound on our support page as you get ready for a game of secrecy, deduction, bluffing, and betrayal. Look for Blood Bound at your local retailer in the coming weeks!
Blood Bound is a game of deduction, bluffing, and betrayal for six to twelve players. Each player belongs to one of two rival vampire clans, and fellow clan members must work together to capture the opposing clan’s leader. The catch? Identities are hidden at the start of the game, disguising ally and enemy alike. By attacking other players and forcing them to reveal information about their identity, players must distinguish friend from foe, and root out the rival leader!