Camarilla

The Camarilla is the first sect (publication-wise), and it offers unique and powerful tools to its members, especially when it comes to politics.

Second Tradition: Domain

Second Tradition: Domain
played in 96 decks, typically 3-9 copies

Only available for Princes and Justicars, it is one of the most effective reaction of the game. Not only does it unlock — not just wake — the vampire, it also provides a solid +2 intercept bonus. Furthermore, the reasonable blood cost of one is only paid when the unlock effect is needed.

Parity Shift

Parity Shift
played in 83 decks, typically 2-6 copies

One of the best vote available with its -3/+3 pool effect. The trick is to keep one's pool not too high to be able to continue to play them.

Camarilla's Iron Fist

Camarilla's Iron Fist
played in 30 decks, typically 2-6 copies

The new Camarilla vote released in 2024, it quickly entered the top ranks of Camarilla cards. It is more damage than a Kine Resources Contested, and gives a bit of pool back. It is only playable as long as there are at least three players on the table, though.

Judgment: Camarilla Segregation

Judgment: Camarilla Segregation
played in 27 decks, typically 1-4 copies

A decent pool damaging action, it can account to a serious overall amount if played early enough. Provided the opponents are not Camarilla too, of course.

Anathema

Anathema
played in 19 decks, typically 1-5 copies

A powerful bloat device, but tricky to land: one needs both the stealth and votes to get it through, and a combat module strong enough to trigger it. A vote most often seen played by the Banu Haqim n or the Brujah o.

Camarilla Conclave

Camarilla Conclave
played in 17 decks, typically 1-2 copies

Very helpful in political decks using Justicar or Inner Circle. Both stealth or votes come in handy.

Protected District

Protected District
played in 16 decks, typically 2-11 copies

Solid bleed defense when running Primogens, especially for those who cannot bounce. Typically found in Nosferatu s decks.

Alastor

Alastor
played in 13 decks, typically 2-5 copies

Although only available for Justicars and Inner Circles, this vote let them fetch costly equipment at a bargain, like an Helicopter or an Assault Rifle. Combined with a strong weapon, the option to enter combat becomes dreadful.