Vampire Lord
Playstyle: Balanced · Complexity: 4/6 · Season 2
Who is this character?
A blood-driven controller: bank Blood Power, let bleed tick, steal health back.
How to play Vampire Lord
If after roll 1 5× Droplet for Exsanguinate! are reachable. Keep 5× Droplet and reroll all dice not needed, aiming at Exsanguinate! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Rend. Exsanguinate! deals a documented 10 damage and applies Blood Power, so the 5 committed dice stay on the table.
Mid game: Combine Rend / Possess to build raw damage and Bleed.
Late game: Use Blood Magic / Exsanguinate! with stacked Blood Power for burst damage.
If after roll 1 3× Claw + 2× Droplet for Rend are reachable. Keep 3× Claw + 2× Droplet and reroll all dice not needed, aiming at Rend (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Exsanguinate!. Rend deals a documented 9 damage and applies Blood Power, so the 5 committed dice stay on the table.
Discard a Mesmerize as soon as a large straight is up: Blood Magic turns it into 8 undefendable damage instead of a blockable hit.
If three claws and two droplets are up after roll 2, take Rend: 6 plus up to 3 bonus damage is your strongest hit outside the ultimate.
Trying to 'save' Blood Power past the cap of 5 – excess tokens are simply lost.
Strengths
- Blood Power is a menu: +3 damage, status removal, 2 cards, or lifesteal equal to your attack
- Immortal Flesh steals health and sets bleed – defending feeds you
- Mesmerize forces rerolls – even against ultimates
Weaknesses
- Gouge starts weak (3 on 3 claws)
- Droplet is the rarest face: Blood Thirst (4×) and Exsanguinate! (5×) need rerolls
Key attacks
- GougeStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🖐 Claw is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🖐 Claw · 3 damage
- GlamourStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 👁 Gaze is mostly on the table after roll 1 (84% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 👁 Gaze · 4 damage
- SanguimancyHealing
Healing instead of damage this turn.
Only take it once you have taken enough damage for the healing to land in full – at full health the turn is wasted.
3× 👁 Gaze + 1× 🩸 Droplet · healing: 2 health
- RendBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 3× 🖐 Claw + 2× 🩸 Droplet is missing after roll 1 (32% across all three rolls); otherwise you give up an already safe route.
3× 🖐 Claw + 2× 🩸 Droplet · 6 + 1 per 🖐 Claw (roll 3 dice)
- PossessControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (59% across all three rolls): the effect beats a few extra damage points there.
Small straight (4 in a row) · 7 damage · bleed
- Blood ThirstBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 4× 🩸 Droplet is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.
4× 🩸 Droplet · 5 damage
- Blood MagicControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (25% across all three rolls): the effect beats a few extra damage points there.
Large straight (5 in a row) · 8 damage · bleed
- Exsanguinate!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× 🩸 Droplet (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× 🩸 Droplet · 10 damage
Key statuses & resources
- Mesmerize: Max 1: spend and roll – on 5–6 you force a reroll of one enemy die (even during their ultimate). Glamour, Possess with a gaze/droplet on the follow-up. Against enemy 4×/5× symbol turns – one twisted die kills the whole combo.
- Bleed: negative, triggered by Possess (conditionally) and Blood Magic.
- Blood Power: Sanguimancy +3, Blood Thirst +2, Blood Magic +1, Exsanguinate! +2, end-of-turn bonus when your attack hit a 2-bleed target, Immortal Flesh on 2 gazes.
- Blood Power: Default: 1 for +3 on every hit of 5 damage or more. At 4 tokens: strike first, then heal the full damage back with threshold 4.
- Mesmerize: Glamour, Possess with a gaze/droplet on the follow-up.
- Mesmerize: Against enemy 4×/5× symbol turns – one twisted die kills the whole combo.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- GougeNormal
- Dice requirement:
- 3× 🖐 Claw
- Damage/healing:
- 3 damage
- GlamourUndefendable
- Dice requirement:
- 3× 👁 Gaze
- Damage/healing:
- 4 damage
- Sanguimancy
- Dice requirement:
- 3× 👁 Gaze + 1× 🩸 Droplet
- Damage/healing:
- healing: 2 health
- RendNormal
- Dice requirement:
- 3× 🖐 Claw + 2× 🩸 Droplet
- Damage/healing:
- 6 + 1 per 🖐 Claw (roll 3 dice)
- PossessNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 7 damage
- Key effects:
- bleed
- Blood ThirstUndefendable
- Dice requirement:
- 4× 🩸 Droplet
- Damage/healing:
- 5 damage
- Blood MagicUndefendable
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- 8 damage
- Key effects:
- bleed
Ultimate
- Exsanguinate!Ultimate
- Dice requirement:
- 5× 🩸 Droplet
- Damage/healing:
- 10 damage
Defense
Immortal Flesh The defense roll is made whenever you are attacked. It does not prevent damage directly. Immortal Flesh: 3 dice – 0 prevention, but 2+ claws = bleed on the attacker, 2+ gazes = 1 Blood Power, each droplet steals 1 health (unpreventable).
Special mechanics
- Blood Power economy Token mechanicStart 0, cap 5, four thresholds with one use each per turn: 1 = +3 damage, 2 = remove a status, 3 = 2 cards, 4 = healing equal to the attack damage. Sanguimancy delivers 3 tokens at once. · Maximum: 5
- Mesmerize forced reroll Token mechanicExactly 1 token. Spend and roll: on a 5 or 6 (about 33%) a kept enemy die is rerolled - the only way to still break an enemy ultimate combination. · Maximum: 1
- Bleed attrition Board mechanicBleed stacks up to 2 and ticks in the target's income phase for 1 unpreventable damage per token. A 2-bleed target that was hit during the own turn additionally yields 1 Blood Power at end of turn. · Maximum: 2
- Immortal Flesh without prevention Mechanic3 defense dice, 0 damage prevented: 2 claws (about 50%) apply bleed to the attacker, 2 gazes (about 26%) grant 1 Blood Power, each droplet steals 1 health. The full attack damage lands regardless.
Resources
- Blood PowerMax 5, each threshold once per turn: 1 = +3 on your attack, 2 = remove a status from any player, 3 = draw 2 cards, 4 = heal equal to your successful attack damage. · Sanguimancy +3, Blood Thirst +2, Blood Magic +1, Exsanguinate! +2, end-of-turn bonus when your attack hit a 2-bleed target, Immortal Flesh on 2 gazes. · Default: 1 for +3 on every hit of 5 damage or more. At 4 tokens: strike first, then heal the full damage back with threshold 4.
- MesmerizeMax 1: spend and roll – on 5–6 you force a reroll of one enemy die (even during their ultimate). · Glamour, Possess with a gaze/droplet on the follow-up. · Against enemy 4×/5× symbol turns – one twisted die kills the whole combo.
Upgrades & cards
What changes?
- GougeLevel II
- Damage: 5 damage instead of 3 damage
- Dice requirement: 4× 🖐 Claw instead of 3× 🖐 Claw
- GougeLevel III
- Damage: 7 damage instead of 3 damage
- Dice requirement: 5× 🖐 Claw instead of 3× 🖐 Claw
Hero-specific cards
Not sufficiently verified
This summary follows the current rules revision (2022 leaflet (unversioned)); older printings may differ.
Works well with
- Seraph
Seraph adds the healing that Vampire Lord lacks.
- Barbarian
Barbarian adds the healing that Vampire Lord lacks.
- Cursed Pirate
Cursed Pirate adds the attack denial that Vampire Lord lacks.
Good matchups
- Headless Horseman
Headless Horseman lands spikes up to 14 damage off Dreadful without a long ramp – more than Vampire Lord heals back.
- Black Panther
Black Panther lands spikes up to 11 damage off Kinetic Energy without a long ramp – more than Vampire Lord heals back.
- Jean Grey
Jean Grey lands spikes up to 12 damage off Flame Blast without a long ramp – more than Vampire Lord heals back.
Tough matchups
- Wolverine
Wolverine keeps Vampire Lord tied up with Alpha, many of Vampire Lord's effects get cancelled that way.
- Doctor Strange
Doctor Strange pushes damage through that Vampire Lord barely stops with Immortal Flesh.
- Barbarian
Barbarian keeps Vampire Lord tied up with Concussion and Stun, many of Vampire Lord's effects get cancelled that way.
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