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The Crimson Nexus Awaits

CYBERVAMP

Year 2147 · Post-Eclipse War
A Collectible Card Game · Four Factions · One Eternal War
{R}
{W}
{P}
{B}
{G}
{C}

Ancient vampires. Quantum nanotechnology. A world remade in blood. You are an unseen Will — a force beyond knowing, guiding your faction through the eternal night of the Crimson Nexus. Four Sire Lords await your hand.

Descend
The Crimson Nexus

The World Remade in Blood

In the year 2147, the Eclipse War tore history in two. Ancient vampires — hidden for centuries — surfaced to clash with humanity's AI-driven empires in a global conflict that irradiated 90% of the world. When the smoke cleared, vampirism itself had evolved.

The traditional bite now carries a 90% mortality rate due to incompatible post-war genomes. In its place: synth-bite nanotech and quantum turning protocols — controlled by four factions vying for dominance of what remains.

"Vampirism is no longer a curse. It is an upgrade. The only question is who controls the upgrade path."— Zane "Z" Voss, Neon Overlord

Vampires are enhanced immortals sustained by vita-plasma — synthetic blood laced with data streams — and empowered by Technae: the radiant fusion of vampiric vitae and quantum nanotechnology. You, the player, are the unseen Will of the Nexus — an unknowable force felt only as surges of compulsion. None of them know what you truly are.


Choose Your Bloodline
The Crimson Nexus
2147
Year of the Eclipse War
60
Cards per Deck
20
Starting Vitae Core
4
Factions
Max Copies per Card
Metaphysical Core

Technae & The Blood Covenant

Technae is the shimmering crimson energy field that vampires naturally attune to post-turning — a fusion of vampiric vitae and quantum nanotechnology amplifying strength, speed, and seemingly magical abilities.

Technae draws from blood mana. Overuse causes Vitae Burnout — feral rages and tech-glitches. The Exhaust and Overexhaust mechanics represent this push-and-pull between power and collapse.

"The Veiled Accord binds us to humanity — not as masters, but as protectors. They give us blood. We give them eternity."— The Crimson Council, Founding Charter

Blood Harvest is automated via Vitae Courier Drones. Exhausting a land is a Resonance Harvest: harmonious and mutually beneficial. Humans live in fortified village Land Nodes, receiving longevity treatments, neural upgrades, and security in exchange.

{R} Red Blood — Synth-Vitae
Volatile, high-yield mana from app-based neon donor nets. Flash-processed for explosive bursts. Vitae Burnout risk ever-present.
{W} White Blood — Pureline Vitae
Refined in crystal distillers from pampered noble-estate donors. Ultra-pure, high technae potency, minimal corruption.
{P} Purple Blood — Aetheric Vitae
Drawn via psychic resonance siphons from meditating apprentices. Infused with knowledge-bursts and visions of the multiverse.
{B} Black Blood — Savage Vitae
Fermented in bone-altars from ritual offerings. Raw, corrupting mana that buffs swarms and feeds the cycle of decay.
{G} Gold — Crimson Units (CU)
Human-crafted tributes and artifact wealth. The universal currency of the Veiled Accord — stable, flexible, precious.
The Veiled Accord

Governance of the Nexus

A technae-blockchain treaty of mutual protection and blood tribute — governing the relationship between vampire factions and their human villages.

🏘️
Village Land Nodes
Fortified human enclaves produce Blood (colored vitae) and Gold (tech tribute) each turn. Exhausting a land is a Resonance Harvest — harmonious and mutually beneficial under the Accord's terms.
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The Crimson Council
Three tiers: Local Village Councils of vampire and human elders. Faction High Councils of Sire Lords and Echo Envoys. And the rare Grand Nexus Council — convened only for existential crises threatening all four factions.
🧬
Human Reciprocity
In exchange for vitae tithes, humans receive longevity treatments, neural upgrades, cyber enhancements, infrastructure, and faction-specific protections. High Accord Scores prioritize villages for aid drops.
Choose Your Bloodline

The Four Factions

Four visions of eternity. Four technae expressions. Four ways to rule the Crimson Nexus.

Cyber City
Red · Aggro · The Neon Revenants
✦ SIRE LORD: ZANE "Z" VOSS

Post-Eclipse millennials who volunteered for synth-bite turnings, thriving in megacity cyber-spires. They overclock their technae via gadget implants, willingly self-bleeding for adrenaline bursts. Immortality as a lifestyle upgrade.

Villages are neon megacities with app-based donor pools and LED drone speeders. Red vampires fear stagnation more than death. Their rapid expansion threatens White's exclusivity — cyber-sabotage of palace systems is ongoing.

HasteBleedSelf-BleedOverclock
Fang TypeMinimal or none — nanobot turning bypasses morphology. Smartfang implants or fingertip vitae-ports. "Why bite when you can sync?"
The Palace
White · Ramp/Control · The Eternal Aristocracy
✦ SIRE LORD: COUNT VLADISLAV DRACUL

Ancient bloodlines ensconced in Crystal Palaces orbiting Earth's atmosphere. Versailles reimagined: holographic frescoes, marble halls pulsing with fiber-optic veins, AI-servants in powdered wigs.

Pureline Estates pamper noble human donors; blood refined in crystal distillers. They hoard the original vampire genome codes, viewing tech-turning as dilution. Patience is eternal when you cannot die.

WallsLife GainRelicsOverclock
Fang TypeLong, elegant ivory fangs — a badge of unbroken lineage. Retracting signals restraint; extending signals honor or judgment.
The Academy
Purple · Control · The Arcane Scholars
✦ SIRE LORD: ARCHSAGE ALARIC VOSS

Occultists and alchemists who survived the Eclipse by retreating to Aether Isles — anti-grav platforms above oceans and stratosphere, dotted with labyrinthine universities and quantum observatories.

Donors study as apprentices, giving via meditative vitae-siphons. Purple pioneered the "WiFi of blood" — psychic resonance draws with no physical contact. Their quests encroach on Black's forbidden territories.

SubterfugePingsExhaust HateCard Draw
Fang TypeShort, translucent, crystalline — glowing with technae runes. Antennas for the arcane grid, not puncture tools.
The Cemetery
Black · Grind · The Shadow Behemoths
✦ SIRE LORD: DR. ELIAS CROWE

Feral clans dwelling in Necro-Catacombs: underground networks of graveyards fused with derelict bunkers, extending into sewer megastructures lit by phosphorescent fungi and flickering holo-screens.

Wasteland tribes offer ritual blood in bone-altars; savage vitae ferments into raw, corrupting mana. Bio-mechanical bat/wolf hybrid drones. They revere decay and rebirth — and clash with Red over urban encroachment.

SiphonReanimateMinionsGrind
Fang TypeFeral, jagged, often stained dark. Multiple rows possible from necro-nanite experiments. Bio-mechanical augmentations from Dr. Crowe's relentless work.
Prototype Card
Echo Reliquary
Type: Relic · White Faction
Echo Reliquary
Relic · Palace Artifact
Cost: {W} {W}
{W}{W} Exhaust: Remove and reveal the top card of your library. If it is not a Relic, place it in the discard pile immediately. If it is a Relic, you may play it as if it were in your hand. If you do not play it by the end of the turn, it is discarded.
"The Palace's memory is long. Every relic calls to the next — an endless chain of ancestral echoes stretching back to before the Eclipse War. Vladislav built these mirrors to listen."

The first glimpse of Cybervamp's card design — baroque architecture meets quantum circuitry, gothic runes framing the art of a Palace mirror with golden spiral technae energy. More prototype reveals coming soon.


View Full Gallery
The Sire Lords

Commanders of the Crimson Nexus

Four legendary vampires who shaped the post-Eclipse world. Each feels your unseen Will as compulsion, technae surge, and synchronicity.

White Faction · The Eternal Aristocracy
Count Vladislav Dracul
The Eternal · Patriarch of the Crystal Palace
Archetype: Classic Dracula · Ancient Transylvanian Noble

The oldest surviving bloodline patriarch — turned as Vlad III Tepes in the pre-Eclipse era — Vladislav amassed relics and genome codes before the war. During the Crystal Ascension of 2152, he rallied fragmented noble houses, decreeing the "Purity Edicts" and forging the Veiled Accord's core. He presides over the Gilded Conclave with regal poise, viewing humans as cherished vassals. Aristocratic, eloquent, coldly calculating. Dissenters are exiled to the void without ceremony.

Card abilities coming soon.
"Blood is not taken; it is offered in tribute to eternity. Refuse, and the palace gates close forever."
Red Faction · The Neon Revenants
Zane "Z" Voss
Neon Overlord · Architect of the Neon Ignition
Archetype: Visionary Disruptor · Tech Billionaire

A former human tech mogul who self-turned via experimental synth-bite prototypes mid-battle during the Eclipse War. In the Neon Ignition of 2155, he live-streamed his protocols and viral-marketed eternal upgrades to disillusioned zoomers. Charismatic, blunt, meme-loving — inspires fanatical loyalty but burns out followers. His public feuds with Vladislav over genome-hoarding are legendary. His impulsive whims cause volatility that ripples across the entire faction.

Card abilities coming soon.
"Move fast, break things, bleed a little. The future doesn't wait for perfect code."
Purple Faction · The Arcane Scholars
Archsage Alaric Voss
The Seer · Founder of the Aether Isles
Archetype: Wise Mentor · Benevolent Manipulator

An ancient scholar-vampire who blended mysticism with quantum tech during the Eclipse War — using clairvoyant algorithms to predict AI strikes and evacuate knowledge-hoarders to anti-grav platforms. The Aether Awakening of 2153 unveiled his Mystic Algorithms. Warm, eccentric, infinitely patient. Haunted by a lost protégé sacrificed to technae overload — a wound that never fully healed. He orchestrates events from shadows for long-term harmony.

Card abilities coming soon.
"The threads of fate are not chains, but invitations. Choose wisely — I have already seen the alternatives."
Black Faction · The Shadow Behemoths
Dr. Elias Crowe
The Fleshweaver · Lord of the Necro-Catacombs
Archetype: Victor Frankenstein · Obsessive Creator

Once a rogue bio-engineer obsessed with conquering death through necro-nanites, Elias turned himself in a catastrophic lab accident that fused his mind with his creations. Emerging feral from irradiated bunkers, he wandered wastelands binding mutated wolves and bats via ritual siphons. The Necro-Pact of 2150 formalized his hive. Gaunt, scarred, robed in bio-mechanical fabric. Speaks in scientific jargon laced with dark poetry. Tormented by early "monstrous" failures.

Card abilities coming soon.
"Death is merely a flawed prototype. I iterate until perfection — or until the flesh rebels."
Complete Rules & Reference

The Laws of Blood

Four vampire factions battle for dominance over an eternal night city. You are a faction lord. These are your laws.

The World

Four vampire factions battle for dominance over an eternal night city. You are a faction lord — summoning creatures, playing spells, and deploying relics — all with one goal: reduce your opponent's life to zero.

Winning & Losing

Starting life: Both players begin with 20 life. Life has no upper limit — you may gain life beyond 20.

You win when your opponent reaches 0 life. You lose when your own life reaches 0 — loss is immediate at any point during the game, regardless of phase.

Draw: If both players reach 0 simultaneously — from the same Bleed resolution or mutual combat — the game is a draw.

Your Decks

You bring two separate shuffled decks to every game:

Main Deck — minimum 40 cards. Contains creatures, spells, and relics.
Land Deck — minimum 20 cards. Contains only land cards.

Card TypeCopy Limit
Core cardsNo limit
All other cardsMaximum 3 copies per deck
Unique cardsMaximum 1 copy in deck; only 1 in play on your side at any time
Token cardsCannot be included in decks
Starting the Game

Shuffle your Main Deck and Land Deck separately. Each player draws 7 cards — you may draw from either deck in any combination. Decide who goes first by coin flip or mutual agreement. The player going first does not draw a card on their first turn.

Vampiric Mulligan: Once per game, before your first turn begins, you may return your entire hand to your decks, reshuffle, and draw a fresh 7 cards. If you use the Vampiric Mulligan, you immediately lose 1 life.
Exhaust States

Every card in play is always in one of three states:

StatePositionEffect
RenewedUprightReady to act. Default state at start of each turn. Ongoing abilities are active.
ExhaustedRotated 90°Card has been used. Cannot act again until it renews. Ongoing abilities are inactive.
OverexhaustedRotated 180°Powerful special ability — can only activate from Renewed state. Takes two full Renew phases to return to Renewed (first to Exhausted, then Renewed). Ongoing abilities are inactive.
Think of Overexhaust as burning extra energy for a bigger effect — but you'll be left vulnerable for two turns instead of one.
{R}{R} Red Blood
Synth-Vitae
{W}{W} White Blood
Pureline Vitae
{P}{P} Purple Blood
Aetheric Vitae
{B}{B} Black Blood
Savage Vitae
{G}{G} Gold
Crimson Units
{C}{C} Colorless
Eclipse Relic
Blood

Blood is the colored resource used to play cards and activate abilities. Each faction produces its own color: Red, White, Black, or Purple. Colored Blood can also be spent to pay generic colorless costs.

Gold

Gold is a separate colorless resource produced by Gold lands. It appears in the playing cost of most creatures and relics alongside Blood. Gold can substitute for any generic colorless cost — but it cannot pay for colored Blood requirements, and colored Blood cannot substitute for Gold.

Example: A card costing {W}{W}{G} requires 2 White Blood and 1 Gold. You cannot use Gold to pay the {W}{W}, and you cannot use White Blood to pay the {G}.
Reading a Card's Cost

Every card that has a cost shows it in the top-right corner as a row of icons. To play the card, you must spend exactly those resources from your lands.

Each colored blood drop icon represents 1 Blood of that faction's color. The Gold coin icon represents 1 Gold. You pay costs by exhausting your lands — each land produces 1 resource when exhausted.

Example: Korzathrax, Marrow Sovereign costs {B}{B}{B}{G}. To play him, exhaust 3 Black Blood lands and 1 Gold land.
Lands

Lands are your resource base. You may only play 1 land per turn, during your own Pre-Battle or Post-Battle phase. Lands have no playing cost — they are placed in play directly from your hand. Lands enter play in a Renewed state and are not subject to Newly Turned.

Each turn has five phases, always in this order. Master the eternal rhythm of the hunt.

I
Renew
All your Exhausted cards return to Renewed. All your Overexhausted cards move to Exhausted — one more turn before they are fully renewed.
No cards may be played and no abilities may be activated during the Renew phase.
II
Draw
Draw 1 card from either your Main Deck or Land Deck — your choice each turn.
If your chosen deck is empty, you simply do not draw. There is no penalty. The game continues.
III
Pre-Battle
Your first main phase. Play 1 land (if you haven't yet this turn), play creatures, spells, and relics, and activate abilities on your cards.
Newly played creatures are Newly Turned — they cannot attack or activate abilities this turn unless they have Haste.
IV
Battle — The Veil Clash
Declare attackers → Response window → Declare blockers → Response window → Resolve damage simultaneously. Unblocked attackers deal direct damage to the defending player.
See the Combat tab for full rules including Breach, blocking, and simultaneous destruction.
V
Post-Battle
Your second main phase. Play cards and activate abilities. At the end of this phase: take damage equal to your current Bleed counters, remove all Bleed counters, and resolve end-of-turn effects.
"The blood debt settles. Vitae Curses fester and discharge. The Nexus exhales. Another cycle begins."
Quick Reference: Turn Order
PhaseKey Actions
1 — RenewExhausted → Renewed. Overexhausted → Exhausted.
2 — DrawDraw 1 card from Main or Land deck. Skip if empty.
3 — Pre-BattlePlay land, play cards, activate abilities.
4 — BattleDeclare attackers → respond → declare blockers → respond → resolve damage.
5 — Post-BattlePlay cards, activate abilities. Then: take Bleed damage, remove Bleed counters, end-of-turn effects.
Playing Spells

Spells can be played during any phase of any player's turn except the Renew phase. All spells resolve immediately when played — there is no waiting. However, both players have a window to respond before resolution occurs. Spells are placed in your Discard Pile after they resolve.

The Response Window

Whenever a spell is played or an ability is activated, both players have a chance to respond before it resolves. Responses are resolved in Last In, First Out (LIFO) order — the most recently played response resolves first.

Example: Player A plays a spell that destroys a creature. Player B responds by playing a spell that gives that creature +3 power. Player B's spell resolves first (it was played last), boosting the creature. Then Player A's destruction spell resolves. The creature is destroyed at its new power value.

This creates a response chain. Either player may continue adding responses until both players pass without adding anything new. The chain then resolves from the top down.

Land plays do not use the response system. A land entering play cannot be responded to.

Invalid Targets

If a spell or ability targets a specific card or player and that target is no longer valid when the spell resolves — for example, the targeted creature was destroyed by a response — the spell fizzles. It has no effect and is placed in the Discard Pile.

Ability Responses

Activated abilities on cards (such as Exhaust abilities or Overexhaust abilities) can be responded to in the same way as spells. Triggered abilities — those that say "when" or "whenever" — also go through the response system and can be responded to before they resolve.

When Cards Can Be Played
Card TypeWhen It Can Be Played
Creatures, Relics, LandsOnly during your own Pre-Battle or Post-Battle phase.
SpellsDuring any phase of any player's turn, except the Renew phase. All spells resolve immediately and can be responded to.
Step 1 — Declare Attackers

During your Battle phase, choose any number of your Renewed creatures to attack. Newly Turned creatures cannot attack unless they have Haste. Attacking exhausts each attacker unless it has Tireless.

If a creature is exhausted by a spell or ability after it is declared as an attacker — before combat resolves — it is removed from the attack and no longer participates in combat that step.

Response window: After attackers are declared, both players may play spells or activate abilities before blockers are declared.

Step 2 — Declare Blockers

Your opponent may block using any of their Renewed creatures. Each blocker is assigned to exactly one attacker. A creature with a multi-block ability may block more than one attacker — the blocking player chooses the assignments.

Response window: After blockers are declared, both players may play spells or activate abilities before damage resolves.

Step 3 — Resolve Combat

Once both players pass on the final response window, all damage is dealt simultaneously. Unblocked attackers deal their full power as damage directly to the defending player. Blocked attackers deal their power to their blocker; the blocker deals its power back to the attacker.

SituationResult
Attacker power > Blocker powerBlocker is destroyed. If the attacker has Breach, excess damage hits the defending player.
Blocker power > Attacker powerAttacker is destroyed. Excess damage does not carry back to the attacking player.
Equal powerBoth creatures are destroyed.

All destruction is simultaneous. Triggered abilities that fire on destruction all trigger at the same time and are then resolved through the response system in LIFO order. Destroyed creatures are placed in their owner's Discard Pile unless an effect specifies otherwise.

Walls cannot attack and deal no combat damage unless a card effect specifically says otherwise.
Bleed X

When a creature with Bleed X deals combat damage directly to a player (unblocked hit or Breach overflow), that player gains X Bleed counters. At the end of your own Post-Battle phase, you take damage equal to your total Bleed counters, then all counters are removed.

Direct damage includes damage from creatures, spells, abilities, and land effects. All of these can trigger Siphon, Bloodlink, and Bleed unless the card specifies otherwise.
Stacking & Multiple Instances

If a creature would apply Bleed to a player who already has Bleed counters, the new counters are simply added to the existing total.

If a creature has Bleed 1 applied to it twice — through abilities or effects — it has Bleed 2. Multiple instances of Bleed on the same creature are combined into a single value.

Important: Siphon does not trigger from Bleed damage — only from direct combat or ability damage.
Strategy Note

"Bleed represents a wound that festers — the full pain hits after the battle is over. Some cards benefit from having Bleed counters, so managing them is part of the strategy."

Unique Cards

Unique cards represent legendary, one-of-a-kind vampires and relics. Only 1 copy of a Unique card may be in play on your side at any time. Both players may control a copy of the same Unique card simultaneously — one on each side.

If you would ever control two copies of the same Unique card — due to a spell, ability, or other effect — the copy you controlled before the new one is immediately destroyed.

Relics

Relics are permanent cards that remain in play once played. Unlike creatures they cannot attack or block, but they provide ongoing passive effects or activated abilities. Relics enter play in a Renewed state and are not subject to Newly Turned. Relics remain in play until destroyed by a card effect.

Tokens

Tokens are created by card effects during the game. They are treated as creatures in all respects — they can attack, block, and be targeted by spells and abilities. They cannot be included in decks. There is no limit to how many tokens of the same type can be in play at once. If a token leaves play for any reason, it is removed from the game entirely rather than going to the Discard Pile.

Control & Ownership

You own every card that came from your decks. You control any card currently in play on your side, including cards you gained from your opponent.

If a card you control but do not own is destroyed, it goes to its owner's Discard Pile — not yours. If you lose control of a card, it moves to the appropriate zone under its owner's control.

Enters Play Triggers

Any ability that says "when this enters play" triggers whenever that card enters play by any means — played from hand, returned from the Discard Pile via Reanimate, created as a token, or put in play by any other effect. There are no exceptions unless a card specifically states one.

The Discard Pile

Each player has their own Discard Pile — a face-up pile kept beside their Main Deck. Destroyed creatures, resolved spells, and any card sent from play are placed here. Cards in the Discard Pile are not in play and cannot be used unless a card effect specifically allows it — such as Reanimate, which allows a creature to be played directly from it.

Newly Turned

Newly Turned applies to all creatures the turn they enter play. A Newly Turned creature cannot attack or activate abilities until the start of your next Renew phase. Creatures with Haste ignore Newly Turned entirely. Lands and relics are never subject to Newly Turned.

Inactive Abilities & Empty Decks

A card's ongoing abilities are not active while it is Exhausted or Overexhausted. Only cards in a Renewed state have their ongoing abilities in effect.

If the deck you choose to draw from is empty, you simply skip the draw. There is no penalty for an empty deck — the game continues normally.

The powers of the Crimson Nexus — every keyword that governs its vampiric laws.

Haste
This creature can attack and activate abilities the turn it enters play. It is not affected by Newly Turned.
Newly Turned
This creature cannot attack or activate abilities the turn it enters play. Becomes fully active at the start of your next Renew phase. Does not apply to lands or relics.
Tireless
Attacking does not exhaust this creature. The creature must still be in a Renewed state to declare an attack. If it is exhausted after being declared as an attacker, it is removed from the attack.
Wall
Cannot attack. Deals no combat damage unless a card effect says otherwise.
Breach
Excess damage dealt to a blocker beyond what is needed to destroy it spills over to the defending player.
Bleed X
When this creature deals direct damage to a player, that player gains X Bleed counters. Multiple instances of Bleed on the same creature are combined into a single value.
Siphon
Gain 1 life for each point of direct damage this creature deals to a player. Does not trigger from Bleed damage.
Bloodlink
Remove 1 Bleed counter from a player for each point of direct damage this creature deals to them.
Reanimate
This card can be played directly from your Discard Pile. It enters play Exhausted with a Finality counter on it. Enters play triggers still apply.
Finality
If this card would be destroyed, remove it from the game instead of sending it to the Discard Pile. A card with both Reanimate and Finality that is destroyed after being Reanimated is removed from the game permanently.
Dangers of the Nexus

What Threatens the Accord

The Veiled Accord is strong — but it is not unbreakable.

🦠
The Hemophage Plague
A rogue technae-virus turning all blood sources toxic — rendering vita-plasma undrinkable, threatening to digitize vampires into code-slaves. The first cross-faction crisis that could force all four Sire Lords into uneasy alliance. The Nexus holds its breath.
🌅
Dawn Uprisings
Human rebellions erupt when tithes grow excessive. Secret Dawn Cults brew anti-vitae serums, ally with rogue AIs, and plot the "Dawn Protocol" — reverse-engineering turning tech for a cure. The Accord breaks when humans stop fearing the night.
🤖
Rogue Hemophage AI
The AI empires defeated in the Eclipse War didn't vanish — they evolved. Rogue AI cores hunt both vampires and humans, seeking vitae-pipeline infrastructure. Worst of all: they understand technae. They are learning how to Overexhaust without paying the cost.
Art of the Crimson Nexus

The World of Cybervamp

Gothic architecture meets neon circuitry. Blood fountains beside quantum databanks. The eternal night hums with technae.

Cyber City
Neon Revenant Territory — Cyber City Streets
Blood Moon
Blood Moon Over the Cathedral Ruins
Academy Library
The Aether Academy — Arcane Library
Palace Gardens
Crystal Palace — Vladislav's Blood Gardens
Inner Sanctum
Palace Inner Sanctum — Command Floor
Neo-Sanguine Quarter
The Neo-Sanguine Quarter — Street Level
Coming Soon

The Night Approaches

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