Played a little VAMP after tea. Two initial thoughts.
The QUEEN twist (the Thrall takes no actions this turn) is *punishing*. My third fight was a room 7 with 2 Hewn and 3 Cutthroats and was absolutely panelled because they did be 4 of my 6 health in the first turn and blocked my movement so next turn, even with 1 block, they did for me. It's a little swings and roundabouts - thanks to the first fight of that run being 5 prisoners and a "heal 1 health when you kill something" I cam out of the run with 5 blood. But that round of "you can't act", with the confined spaces of a 4x4 grid, felt like it would have done for me even if I'd had a lot more health. Maybe "you can't do Harm" or "you roll 1 Die fewer" would feel less painful?
Secondly, comparing it to RUNE and REAP it feels like there are fewer choices to make in combat. I know that'll change once I win a miniboss fight and get a weapon, but the lack of decision as to loadout was noticable. The thing I noticed most mind was the lack of a gear item. Having a perk like "you move if you roll no move" or a little bonus that triggers when you roll doubles, for example, means the round of combat often feel a little different wheras they were quite same-y so far.
HOWEVER, I very much enjoyed the hour or so I spent with the game so far. The spending of Blood in the coffin was interesting, although I'd need to do a few more runs before I can get to grips with it. The conceit of a vampire fighting through dungeons was cool. The combo of random room, random monster, random twist made each encounter fresh (even if it did occasionally mean I started with a cutthroat stood on my head).