The conflict was inevitable, really. Ever since the insidious Beast clan began conscripting more heavily, the cunning Rose clan had to keep pace.
As a result, both clans swelled in number and territory too quickly, causing mistrust, infighting, and betrayal. The ensuing war destroyed countless immortals, and each clan's losses were so great that the clan leaders were forced into hiding.
Aside from each clan's leader, only a lucky few managed to escape the carnage, and they were scattered to the winds, isolated.
After lying low for a season, both clan leaders are earnestly searching for survivors, seeking both their own comrades and their adversaries.
Now is the time for each leader to gather his loyal remnants for the final stand against the enemy!
In Blood Bound, a deduction game played in 15-30 Minutes, players assume the roles of members of two clans - the brutal, animalistic warriors of the Clan of the Beast and the graceful, deadly members of the Clan of the Rose - and (with an odd number of players) the human inquisition.
Disguised by a secret identity, they try to kidnap the Elder of the opposing clan or give their lives for the benefit of their own Elder. Malicious attacks, aimed indiscretions, and assistance from others will slowly uncover the truth: Who fights for whom? And who is the Elder?
At the start of the game, each player knows three things:
- Who he is and to which clan he belongs
- That a few other players are his allies, while everyone else is the enemy of both him and his clan
- The clan to which one of his neighbors belongs - although some characters can lie about their clan identity
Now the players have to figure out who the Elder of the opposing team is (if there is one) and capture him. To do this, players need to attack, negotiate and deduce, with an attacked player being required to reveal information, such as his rank or clan affiliation.
Each player has an ability unique to his character, and this ability can be used only at the moment that he reveals his rank. The Assassin forces players to suffer wounds, for example, while the Guardian protects a player of the character's choice.
In the end, if you capture your rival clan's Elder, you win - but if you capture the wrong vampire, you've fallen into the enemy's trap and lose the game.