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    Rules Booklet

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    It is 1898. Eight years ago, the most evil

    Count Dracula traveled to London in a bid to

    create an empire of Un-Dead! In this he was

    stopped by a small band of God-fearing people

    who managed to thwart his plans and destroy

    him within the very shadow of Castle Draculaitself. Or so they thought

    Somehow the Lord of Vampires has survived to

    plot hi s te rr ibl e re veng e upon an unsuspec ting

    living world. And now, nearly a decade later, he

    is abroad once more spreading his vile plague.

    This time, however, he has learned from his

    past mistake s and is ac ting wit h ev en gr eate r

    cunning than before.

    Many sc ient ifi c men do no t unders tand the ter-

    rible force behind the recent spate of mysterious

    deaths, but there are a few who do. Of this

    handful, four have joined together once more,

    bound by oath, to finish properly a job started

    eight years ago. This time Count Dracula will

    be destroyed!

    But Dracula is no fool. He will not be anunwitting target this time. There is an old score

    to settle and the Count has vowed that the mor-

    tal fools shall know the Fury of Dracula!

    Fury of Dracula is a board game for two tofive players, playable in two to three hours.One player takes on the role of CountDracula, while the other players band togetherand take on the roles of Hunters trying to

    stop him: Professor Abraham Van Helsing,Madam Wilhelmina Harker, Dr. John Seward,and Arthur Holmwood, also known as LordGodalming. These brave people have swornto search for signs of the Count so that theymay find and stop him before he establishes a

    Vampiric empire.

    Game Overview

    In Fury of Dracula, up to four Hunter play-ers are pitted against a single Dracula player.If Dracula wins, the Hunter players all lose. If

    Dracula is defeated, however, the Hunter play-ers win as a team.

    Play proceeds as follows:

    Dracula goes first each turn. To begin, headvances the Day/Night marker on its track.Then, he moves in secret from place to placeusing a deck of Location cards. He leaves dire

    encounters in each city he passes through forthe unwitting Hunters to face later on. Shouldhe enter a city containing a Hunter, he imme-diately attacks the Hunter instead of placingan encounter. Once his move is complete, theDracula player refills his hand of encountermarkers and ends his turn.

    The Hunters then take their turns in a setorder. On a Hunters turn, he may first move

    to a new location. If that location contains anencounter, the Hunter must face it and deal

    with its effects. If Dracula is in the location,the Hunter must battle the Count. If the loca-tion is empty, however, the Hunter may restor resupply to recover Health or to gain valu-able Item or Event cards. Play then passes tothe next Hunter.

    The Hunters work as a team to find and

    defeat Dracula through guesswork, searching,and deduction, while Dracula tries to stay onestep ahead of them long enough to create the

    Vampires he needs to win.

    The Hunters win if they reduce DraculasBlood to 0 or less by finding him and defeat-ing him in combat. Dracula wins if he canadvance his Vampire track to 6 through a

    combination of creating Vampires, defeatingHunters, and surviving from one day to thenext.

    Game Components and

    Preparation

    Enclosed in your Fury of Dracula box, youwill find the following game components:

    1 Rule Book (this book)1 Game Board5 Plastic Miniatures1 Dracula Sheet1 Dracula Reference Map4 Hunter Sheets2 White Hunter Dice

    1 Black Dracula Die1 Red Train Die220 Cards

    75 Event Cards (25 Dracula, 50Hunter)70 Dracula Location Cards40 Item Cards5 Reference Cards12 Hunter Tactics Cards8 Dracula Tactics Cards

    5 Agent Tactics Cards5 Dracula Power Cards

    81 Cardboard Tokens/Markers45 Encounter Markers15 Blood Tokens4 Health Markers4 Bite Tokens3 Heavenly Host Markers1 Consecrated Ground Marker3 Continue Markers2 Time Markers1 Roadblock Marker1 Dracula Vampire Marker1 Hunter Resolve Marker1 Day/Night Marker

    Before you play your first game of Fury ofDracula, carefully punch out the cardboardpieces so that they do not tear. Make sure to

    keep all components out of the reach ofsmall children and animals.

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    Component Overview

    The following is an introductory summary ofthe various components included in Fury ofDracula. This summary should help youidentify the components and understand the

    ways they are used as you read through theserules.

    Game Board

    The game board depicts Western and EasternEurope as it was in 1898, complete with itsmajor surrounding bodies of water. Draculaand the Hunters will travel across the board

    over the course of the game, althoughDraculas position on the board will seldombe visible to the Hunters. See Overview ofthe Game Board on page 22 for a completediscussion of the game boards parts.

    Plastic Miniatures

    These plastic miniatures represent Draculaand the four Hunters. The Hunter miniaturesare placed on the game board to show theHunters locations at all times, while theDracula miniature is only placed on the gameboard when his location is known to theHunters. The rest of the time, the Draculaminiature sits on the Location card at thehead of his Trail.

    Dracula Sheet and

    Reference Map

    The Dracula playerreceives one Draculasheet and one refer-ence map. The

    Dracula sheet is used to track Draculas cur-

    rent Blood points, and the red spaces shownon Draculas Blood track represent theCounts uncanny ability to survive deadly

    wounds. Should Dracula be Killed in com-bat, his Blood Points merely drop to the nextred space on his Blood track. Only if thereare no further red spaces is Dracula actuallydestroyed once and for all after receiveing a

    Killed result in combat.

    The reference map allows the Dracula playerto examine his current location on the gameboard without carelessly giving away informa-tion to the Hunters through the movement ofhis eyes.

    Hunter

    Sheets

    Each Hunter

    player receivesa Huntersheet thatallows themto track their

    current Health and number of Bites. In addi-tion, each Hunter sheet also lists the Huntersspecial abilities and turn order. When settingup the game, be sure to lay out the Hunter

    sheets clockwise around the table, starting tothe left of Dracula and proceeding from low-est to highest turn order. See Overview ofthe Character Sheet on page 23 for a morethorough discussion of the Hunter sheets.

    Hunter and Dracula Dice

    These dice are used to makecombat rolls and resolve the

    random effects of encounters. Two white

    Hunter dice are included to allow for LordGodalmings Strong Body ability duringcombat, while only one black Dracula die isnecessary.

    Train Die

    This red custom die is used when aHunter attempts to catch a train in

    order to move by Rail. See Rail Movementon page 10 for a complete explanation of this

    die.

    Event Cards

    Each Event card repre-sents some special orchance occurrence whichcan help or hinder a play-

    er. Event cards are drawnfrom the bottom of the Event deck by theHunters during their turn. If an Event cardhas a cross on its back, the Hunter takes it. Ifan Event card has a bat on its back, theHunter gives the card to Dracula withoutlooking at its front. See Event Cards onpage 20 for a complete explanation of howEvent cards are played.

    Dracula Location CardsDracula uses this deck ofcards to move in secretacross the board by playingthem in a trail, facedown.Each card represents a city

    or sea zone that he can move through. Thecities are numbered in alphabetical order forease of use, and the sea zones have different

    card backs, so the Hunters always know whenDracula has gone to sea to avoid them. SeeDraculas Hidden Movement on page 11 fora complete explanation of how these cardsare used.

    Item Cards

    Item cards represent usefulequipment and weapons that

    the Hunters can use in their struggle against

    the Count. Unlike Event cards, Item cards canonly be found in large cities by the Hunters,and they never benefit Dracula. Item cardsthat can be used in combat have an initiativevalue on them in their upper left corner. Thisnumber is used to break ties when makingcombat rolls. Items that cannot be used as a

    weapon during combat do not have an initia-tive number. The function of such items isexplained on the card itself.

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    Hunter Tactics Cards

    Every Hunter receivesthree cards representingthe three tactics he can usein combat even if bare-

    handed. These are: Dodge, Escape, and Punch.They have the same back as Item cards, butare distinguished by the word Basic undertheir card title. A Hunter can never lose hisTactics cards, nor do they count against thelimit of three Item cards that each Huntermay keep on his Hunter sheet.

    Dracula Tactics Cards

    The Dracula player

    receives eight cards, with ared back, representing theeight tactics he can use in

    combat. Three of these cards (Claw, Dodge,and Escape (Man)) can be used at any time, asindicated by the sun and moon symbols onthem. The other five can only be used at night(see the Day/Night Marker, below), as indicat-ed by the two moon symbols. Dracula is far

    more dangerous in combat at night, and theHunters should be cautious about facing himthen unless they are well prepared with Itemand Event cards.

    Agent Tactics Cards

    The Dracula player alsoreceives five cards, with ayellow back, representingthe tactics that Draculas

    Agents can use in combat. Agents are the sol-diers and servants of Dracula. Not all Agentscan use every Agent tactic, although they allhave access to Dodgeand Punch. See thedescription of the specific encounter on theback of this rule book to determine whichtactics a particular Agent can use.

    Dracula Power Cards

    Dracula has certain supernaturalpowers that he can call upon whenmoving across Europe. These arerepresented by five Power cards he

    receives at the start of the game:Dark Call, Double Back, Feed, Hide, and WolfForm. For a complete description of howthese powers work, see Draculas Powers,on page 20.

    Reference Cards

    One Reference Card is pro-vided for each player, sum-marizing the actions each

    player may take on his or herturn.

    Encounter Markers

    These cardboard markersrepresent the sinisterforces which serve

    Dracula. The Count leaves a trail of encoun-ters behind him as he moves across Europe.

    When a Hunter moves into a city containingan encounter, the city is revealed (turned face-up) along with the encounter on it. TheHunter must then face the effects of theencounter before he can do anything else (Seethe back page of this rule book for completedetails on encounter effects).

    Blood Tokens

    These tokens are used to track

    Draculas current Blood on hissheet. Dracula can lose Blood for

    several reasons. These include: spendingBlood to activate his powers, being injured incombat, and traveling at sea. Dracula cannotvoluntarily reduce himself to 0 or less

    Blood. If hes ever reduced to that point

    by the Hunters, he is destroyed once and

    for all, and the Hunters win the game.

    Health Markers

    Each Hunter player receives one ofthese markers at the start of thegame and places it on the highestnumber on his Hunters Health

    track. As the Hunter loses Health, the markeris moved to reflect this, and if the Hunterdrops to 0 Health, he is defeated (seeDefeated Hunters, page 20).

    Bite Tokens

    Whenever a Hunter is Bittenby Dracula or one of his

    New Vampires, he receives a Bite token. Hemust place it in an empty Bite box on his

    Hunter sheet. While a Hunter has a Bite tokenon his Hunter sheet, he suffers from certaineffects (see Bitten Hunters, page 19). If aHunter receives a Bite token and has no fur-ther empty Bite boxes, he is defeated (seeDefeated Hunters, page 20).

    Heavenly Host and

    Consecrated Ground

    MarkersBy discarding aHeavenly HostItem card

    or a Consecrated GroundEvent card beforemoving, a Hunter can place one of thesemarkers in a city hes currently in. While themarker remains on a city, Dracula can neverenter or move through that city not evenusing his powers. See Heavenly Hosts andConsecrated Ground on page 23 for a

    more complete description of these markers.

    Continue Markers

    These three markers are used tokeep track of stalemate situationsin combat. See ContinueMarkers on page 18 for moredetails.

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    Heavenly Host ConsecratedGround

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    Time Markers

    These two markers are used to trackthe passage of time during combat

    for various reasons, such as when the GarlicItem card or the RageEvent card are played.

    See Tracking Time in Combat on page 18for more information.

    Roadblock Marker

    This marker is placed when Draculauses his Roadblock Event card, seal-

    ing off one road or rail route to the Hunters.No Hunter may move along that road or railroute as long as this marker remains in place,though Dracula can pass it freely if its on a

    road.

    Dracula Vampire Marker

    This marker is used to trackDraculas progress towards hisgoal of an Un-Dead empire. In

    the standard game, Dracula wins the momenthe manages to advance this marker to six ormore Vampires. He advances this marker by

    successfully maturingNew Vampir eencoun-ters, defeating Hunters, and by just survivingto see another dawn. See Victory forDracula, page 19, for further information.

    Hunter Resolve Marker

    This marker is used to track theHunters force of will and resolveto see Dracula destroyed. Resolve

    points can be spent by the Hunter whose turn

    it is for a variety of effects (see Resolve,page 24).

    Day/Night Marker

    This marker is placed on theDay/Night track of the gameboard to track the current time of

    day. Dracula moves this marker one spaceclockwise around the Day/Night track at thestart of his turn each round (unless he is in a

    sea zone).

    When a new day dawns on the Day/Nighttrack (i.e., the Day/Night marker is movedfrom the Small Hours to Dawn), Draculaadvances his Vampire track by one, while theHunters advance their Resolve track by one.

    It should be noted that the passage of time inFury of Dracula is not intended to be a sim-ulation the Hunters do not literally crosshalf of Europe in a day, nor does time actual-ly stop while Dracula is at sea. Rather, theDay/Night track represents the playing out ofthe cat and mouse game between the Countand the Hunters as each tries to confront theother at the time of their choosing.

    Game Setup

    Perform the following steps to prepare for agame ofFury of Dracula.

    1. Prepare the Playing Area

    Unfold the board and place it in the center ofthe playing area. Make sure there is ample

    space around the edges of the board to placethe Dracula and Hunter sheets. Place theDracula sheet near the board on the side clos-est to the Draculas Trail area. Then, startingto the left of Dracula, place the Hunter sheetsin this order, going clockwise: LordGodalming, Dr. Seward, Dr. Van Helsing, andMina Harker.All four Hunters are used nomatter how many players are playing.

    Next, take the Dracula Vampire marker andplace it on the 0 space on the VampireTrack on the board, and place the Resolvemarker on the 0 space on the Resolve Trackon the board.

    2. Choose Dracula Player

    Select one player (such as the player who ismost familiar with either Fury of Dracula or

    Bram Stokers novel) to be the Dracula player.He should sit next to the Dracula sheet. Givethe Dracula player the following items:

    1 Dracula Reference Map

    1 Dracula Miniature

    1 Black Dracula Die

    1 Dracula Location Deck (70 cards)

    1 Dracula Tactics Deck (8 cards)

    1 Agent Tactics Deck (5 cards)1 Dracula Power Deck (5 cards)

    45 Encounter Markers

    15 Blood Tokens

    The Dracula player places the Blood tokenson the Blood track on his Dracula sheet,places the Dracula miniature at the start ofthe Draculas Trail area on the board, andeither shuffles the encounter markers face-

    down before him or places them in an opaquecontainer (such as a bag or coffee cup). Thisis the encounter pool. He then draws fiveencounter markers at random from theencounter pool. This is Draculas encounterhand.

    Do not shuffle the Location deck. Instead,the Dracula player should quickly look

    through his Location deck to ensure that thecards are in their proper numerical (and thusalphabetical) order.

    3. Assign Hunters

    Each Hunter player should sit near theHunter or Hunters he wants to play. In a two-player game, one player plays Dracula and theother player controls all four Hunters. In athree-player game, each Hunter player con-

    trols two Hunters. In a four-player game, twoHunter players each control one Hunter andthe third Hunter player controls two Hunters(or the extra Hunter can be communally con-trolled by the Hunter players). Finally, in afive-player game, each Hunter player controlsone Hunter.

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    6

    Game Setup

    Dracula sits at the top of the boardand takes:

    1 Dracula Reference Map

    1 Dracula Miniature1 Dracula Location Deck (70 cards)

    1 Dracula Tactics Deck (8 cards)1 Agent Tactics Deck (5 cards)

    1 Dracula Power Deck (5 cards)45 Encounter Markers

    15 Blood Tokens

    The dice and other cardboard components

    of the game should be placed within easyreach of the players.

    The Hunters sit around the otheredges of the board and each take:

    1 Health Marker

    1 Hunter Miniature1 Hunter Tactics Deck (3 Item cards

    with the word Basic undertheir title)

    The Resolve marker is placed on

    the 0 space on the ResolveTrack.

    Each Hunter places a Health

    marker on his maximum Healthvalue on his Hunter sheet.

    In turn order, each Hunter places his miniature in

    any city on the board he wants except for CastleDracula or the Hospital of St. Joseph and St. Mary.

    The Vampire marker is placed on the

    0 space of the Vampire Track.

    The Item and Event cards are shuffledbefore the game, then the bottom card

    of the Event deck is drawn and placedon top of the deck.

    After drawing a hand of 5 encounter mark-ers, Dracula places the rest of them in an

    opaque container or facedown in a pile.It is important that the Dracula player sits atthe top of the board, as shown in this diagram.Remember that the right and left of

    Draculas Trail are defined as being fromthe Dracula players perspective.

    Dracula places his 15 Blood tokens on the Blood track on his Dracula sheet.

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    Give each Hunter the following items forevery Hunter he or she controls:

    1 Health Marker

    1 Hunter Miniature

    1 Hunter Tactics Deck (3 Item cards withthe word Basic under their title)

    The Hunter players should place the Healthmarker for each of the Hunters they controlon the appropriate Health track (found ontheir Hunter sheets). Each marker should goin the space showing the maximum Health forthat Hunter (12 for Lord Godalming, 10 forDr. Seward, and 8 for Van Helsing or Mina

    Harker). The Hunter player should then placethe appropriate Hunter miniature and aTactics deck near each Hunter sheet he con-trols.

    4. Layout Other Items

    Place the white Hunter dice, the red Train die,and the remaining cardboard tokens andmarkers where the players can all reach them.Shuffle the Item deck and set it near theHunter players. Do the same with the Eventdeck, but after shuffling the Event deck, takethe bottom-most card and place it at the

    top of the deck.

    5. Choose Hunter Starting Locations

    Beginning with Lord Godalming, and contin-uing clockwise around the table, each Hunterplayer places his Hunter miniature on any city

    of their choice on the map. More than oneHunter may begin in the same city, but noHunter may begin in a sea zone, Castle

    Dracula, or the Hospital of St. Joseph and

    St. Mary.

    Tip: Hunter players should try to spread outat this stage of the game. If they clump uptoo much at the beginning of the game, it willbe easier for Dracula to avoid them.

    6. Draculas First Turn

    Once all the Hunters have chosen their start-ing locations, Dracula takes his first turn.However, unlike a normal turn, for his firstturn Dracula simply chooses his starting loca-

    tion. Looking through his Location deck,Dracula chooses the card that corresponds tothe city hed like to start in and places it face-down in the left-most space of the DraculasTrail area of the board, then places his minia-ture on top of it. The Location card hechooses cannot correspond to a sea zone, acity with a Hunter currently in it, or CastleDracula. In addition, he cannot use a Powercard during this turn, such as Dark Callor

    Hide.

    Note: The Dracula player should conceal theLocation deck from the Hunters when select-ing cards from it, otherwise the Hunters candeduce information about his location by howdeep in the deck hes pulling cards from.

    Normally, the Dracula player would now playan encounter marker from his hand facedownon the Location card he just played, butDracula does not place an encounter on

    his first turn, nor does he take a

    Timekeeping phase (which would move theDay/Night marker).

    7. Normal Play Begins

    The Day/Night marker is now placed on theDawn space of the Day/Night track (The

    Vampire and Resolve tracks are not advanced,however, since the Day/Night marker did notmove from the Small Hours to Dawn) andnormal play begins, starting with LordGodalming and continuing clockwise.Draculas future turns will follow the standardrules.

    The Game Round

    Each round of play consists of the followingsteps:

    1. Draculas Turn

    A. Timekeeping Phase (Note: Only

    Dracula takes this Phase)

    B. Movement Phase

    C. Action Phase

    2. Lord Godalmings Turn

    A. Movement Phase

    B. Action Phase

    3. Dr. Sewards Turn

    A. Movement PhaseB. Action Phase

    4. Van Helsings Turn

    A. Movement Phase

    B. Action Phase

    5. Mina Harkers Turn

    A. Movement Phase

    B. Action Phase

    Timekeeping Phase

    This phase only occurs at the start ofDraculas turn. If Dracula is currentlylocated in a sea zone, nothing happens

    and Dracula proceeds to his MovementPhase. Otherwise, the Dracula playeradvances the Day/Night marker one spaceclockwise along the Day/Night track.

    If Dracula advances the Day/Night markerfrom the Small Hours (the last space of night)to Dawn (the first space of day) during thisphase, a new day has dawned. Dracula imme-diately advances his Vampire track by one, andthe Hunters advance their Resolve track byone as well (not one for each Hunter, just onetotal). If this brings Dracula to a total of six

    Vampires, the game immediately ends andDracula wins. Otherwise, play proceeds toDraculas Movement Phase.

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    Note:Although the Hunters receive theirResolve now, they can only spend it at thestart of a Hunters turn, as explained in

    Resolve, on page 24.

    Movement Phase

    Both Dracula and the Hunters receive a

    Movement Phase during their turn, andalthough they are similar in function, there aresome key differences in how Dracula and theHunters move.

    Hunter MovementHunters can move in any one of three wayson their turn: by Road, Sea, or Rail. All oftheir movement is carried out in plain sight.Unless he is at sea, a Hunter may choose notto move on his turn, instead remaining in hiscurrent location.

    Dracula MovementDracula can move by Road, but moving bySeaweakens him (costs him Blood) and dueto his proud and traditional aristocratic nature,he refuses to travel by Rail at all. Draculas

    movement is carried out in secret using a trailof facedown cards from his Location deck.Draculas secret movement is explained onpage 11, under Draculas HiddenMovement. Dracula must play a card dur-ing his Movement Phase, although he hascertain Power cards that can allow him toremain in the same location. The Huntersonly get to see where the Count has moved ifthey stumble across his path (or draw an

    appropriate Event card). In addition to hisnormal movement, Draculas powers some-times allow him to move in unusual ways (seeDraculas Powers, page 20).

    Road Movement (Hunter or

    Dracula)When moving by Road, a Hunter or Draculacan move from the city he is currently in to

    any other city directly connected to that cityby a single road.

    Sea Movement (Hunter or Dracula)All sea movement is done through sea zones.These spaces are marked on the map withblue outlines. There are three types of seamove: embarking, sailing, and disembark-ing. A sea voyage consists of embarkingtosea, possibly sailingone or more sea spaces,

    and then disembarkingto a different port thanthe one the player first embarked from. Thusit will normally take a player three turns tocomplete a short sea voyage.

    Embarking

    To embark, Dracula or a Hunter moves froma port city to a sea zone that city has a ship.in.(For example, a Hunter might embark fromHamburg to the North Sea, since Hamburg

    has a dock in the North Sea).

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    Example of Road Movement

    Van Helsing is in Paris. He maymove to Le Havre, Brussels,Strasbourg, Geneva, Clermont-Ferrand, or Nantes by Road. Hemay not move by Road toMarseilles or Bordeaux (since

    they are only connected to Parisby Rail) or Amsterdam (which istwo Roads away). To get to

    Amsterdam, Van Helsing wouldhave to move to Brussels on thisturn and then to Amsterdam onhis next turn.

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    Dracula must spend 1 Blood each time he

    embarks to sea, due to the lack of availableblood and his weakness to running water. IfDracula only has 1 Blood remaining, he can-not embark. Take the spent Blood token off

    the Dracula sheet and place it between theport and sea zone cards in Draculas Trail toindicate that he has paid the Blood cost.

    Sailing

    To sail, Dracula or a Hunter moves from onesea zone to another adjacent sea zone. Seazones are adjacent to one another if their bor-ders are touching (For example, the AtlanticOcean is adjacent to the North Sea, the Irish

    Sea, the English Channel, the Bay of Biscay,and the Mediterranean Sea).

    Dracula must spend 1 Blood every other

    time he sails on a given sea voyage, startingwith his second sailing move. Take the spentBlood token off the Dracula sheet and placeit between the two sea zone cards in DraculasTrail to indicate the last time Dracula paid theBlood cost. This will help the Dracula playerremember when its time to pay it again. Ifsailing again would reduce him to 0 Blood,Dracula must disembark instead.

    Example: Dracula embarks from Hamburg to

    the North Sea. This costs him 1 Blood. On his

    next turn, he sails from the North Sea to the

    Atlant ic Ocean. Sin ce that was on ly hi s fi rs t

    sailing move on this sea voyage, it costs him

    nothing. However, when he now sails from theAtlant ic Ocean to th e Medit er ranean Sea, that

    costs him 1 additional Blood. He could continue

    like this, sailing one sea zone a turn, and los-

    ing 1 Blood every other sailing move, until he

    chooses or is forced to disembark.

    Disembarking

    To disembark, Dracula or a Hunter movesfrom a sea zone to a port city that has a shipin that sea zone (For example, a Hunter mightdisembark from the North Sea to Hamburg,since Hamburg has a dock in the North Sea).

    Dracula never pays Blood to disembark.

    Sea Movement Restrictions

    When moving at sea, players are subject to anumber of restrictions, as listed below:

    1. Characters must always move while at sea.They are passengers on a ship which has a

    schedule to meet, so they cannot choose notto move.

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    Example of Sea Movement

    The diagram to the left shows acomplete sea voyage.

    On turn 1, Mina embarks from

    Nantes into the Bay of Biscay. On turn 2, she sails from the Bayof Biscay to the Atlantic Ocean.

    On turn 3, she sails to theMediterranean Sea. She could nothave returned to the Bay of Biscay,

    since that would be backtracking. On turn 4, Mina disembarks to

    Marseilles. The sea voyage is nowcomplete.

    If she begins a new sea voyage, she

    can move through theMediterranean Sea and the Bay ofBiscay once again.

    If Dracula had made the journey instead of Mina, he would have to pay 1 Blood onturns 1 and 3 of the journey, as shown on his Trail, above. Although the cards in his

    Trail would be placed facedown, they are shown revealed for purposes of this example.

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    2. A Hunter cannot backtrack to a sea zonethey have previously been in on the same sea

    voyage. As with restriction #1, they will find itdifficult to convince a ships captain to turnhis ship around on a whim.

    Example: Van Helsing could not enter the

    Atlant ic Ocean in one turn , move to th e North

    Sea, and then go back to the Atlantic Ocean

    without disembarking in a port and starting anew sea voyage.

    3. Dracula cannot use any of his Powers whileat sea. He is weakened while crossing running

    water and cannot call upon his most potentabilities. This effectively restricts him frombacktracking or staying in place at sea.

    4. A player cannot return to the port heembarked from without first disembarking inanother city and starting a new sea voyage.

    Example: Dr. Seward could not embark from

    Hamburg and then disembark back to

    Hamburg on the next turn. He could, however,

    embark from Hamburg and disembark to

    Amsterdam on hi s next turn , sinc e al though

    both cities have ships in the same sea zone, they

    are still different ports.

    Players doesnt need to decide on a destina-

    tion port in advance. Providing he does notreturn to a sea zone or his starting port, theplayer is free to take any route.

    Action at Sea

    If a player ends his Movement Phase in a

    sea zone, he receives no Action Phase for

    the turn. Play passes clockwise immediately.Hunters cannot have encounters while at sea,Dracula cannot place encounters while at sea,and Hunters and Dracula cant battle eachother while at sea.

    Rail Movement (Hunter Only)Only Hunters can travel by Rail. To do so, theHunter must be in a city with at least one railroute connected to it. The Hunter player thentakes and rolls the Train die to see if he can

    catch a train.

    Rolling the train die produces one of the fivefollowing results:

    Delayed Over Papers

    The local authorities hold the Hunterfor questioning; there is some confu-

    sion over his traveling papers. The Huntersturn immediately ends. He may not move, and

    he does not take an Action Phase this turn.Next turn, he may move on as normal or tryto catch a train again.

    No Departures

    There are no trains about to departin the required direction. The Hunter musteither stay in this city or move by Sea or Roadinstead. He still takes an Action Phase this

    turn and can try to catch a train again nextturn if he so desires.

    Slow Train

    The Hunter catches a one-stop train.He moves from the city hes in toany city directly connected to it by arail route.

    Fast Train

    The Hunter may move up to twocities away by Rail. These cities mustbe connected by Rail routes.

    Express Train

    The Hunter catches an express trainand may move up to three cities

    away by Rail. These cities must be connectedby Rail routes. However, if any part of hisjourney uses one of the rail routes in Eastern

    Europe, then the Hunter may only move upto two cities by Rail, like a Fast Train. This is

    10

    Example of Rail Movement

    Van Helsing is in Nuremburg and

    rolls a 2/3 when catching a train.He could move to Hamburg by wayof Leipzig and Berlin if he wanted,since the rail routes used are all fastrails. However, he could not moveto Prague, since using the slowEastern European rail from Berlinto Prague would reduce his move-ment to 2 cities.

    Moving to Hamburg, Van Helsingwould not face any encounters orrest, resupply, or trade in Leipzig orBerlin. He would take his ActionPhase in Hamburg.

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    due to the poor conditions of the railroad inEastern Europe during the time period cov-ered by the game.

    If a Hunter catches a train (rolls a 1, 2, or2/3), he must use it. He cannot then changehis mind and move by Sea or Road.

    Note: Lord Godalming may use his Wealthability to re-roll the train die, but he mustkeep the second result.

    Finally, a Hunter moving by Rail only hasan Action Phase in the city he moves to,

    not the cities he passes through on the waythere. Thus, if a Hunter uses Rail movement

    to skip over a city containing Dracula or anencounter, he wont know what hes missed.

    Draculas Hidden Movement

    While the Hunters movement is all done inplain sight, Dracula moves in secret. Heaccomplishes this through the use of hisLocation deck. The Location deck contains one

    card for every city (port cities are highlighted inblue) and sea zone on the board that Draculacan move to (there is no card for the Hospitalof St. Joseph and St. Mary, since Dracula can-not move there). These cards are numbered inalphabetical order to make them easier to use.

    Note: Dracula also has five Power cards thathe can use instead of making a normal move.These are explained in Draculas Powers, on

    page 20.

    To use the Location deck, Dracula firstdecides where he wants to move. He mustmove either by Road or by Sea, following therules for the type of movement he chooses.Once he knows his destination, he looksthrough his Location deck until he finds theLocation card corresponding to that city orsea zone. He should be sure to conceal which

    card he selects from the Hunters.Next, he takes the card he has selected and

    places it in the space on Draculas Trail far-thest to his left, sliding any cards (and theencounters on them) already there one spaceto the right. He then places his miniature ontop of the new card. Later, during his Action

    Phase, Dracula will place an encounter on topof the card as well (see Place Encounter onpage 14 for more information).

    Example: Dracula is currently in Manchester.

    Since Manchester isnt a port and Dracula can-

    not travel by Rail, he must move by Road to

    Edinburgh, Liverpool, or London. Deciding on

    London, the Dracula player looks through his

    Location deck and pulls out the London card,

    being careful not to show it to the Hunters. Hethen slides the Manchester card (which is cur-

    rently the left-most card in Draculas Trail) one

    space to the right and places the London card

    facedown in the newly vac ated spot . Fina lly, he

    moves his miniature from the Manchester card

    to the London card to show that he is now in

    London. All that the Hunters see, however, is

    two facedown Location cards. As far as they

    know, Dracula could be anywhere.

    Note that whenever these rules or cardtext refers to the left or right ofDraculas Trail, it means the left orright from the Dracula players per-

    spective. From the Dracula players per-spective, the space next to the Vampiretrack is the left-most space in his Trail(and Draculas current location).

    Moving into a Hunters Location

    If Dracula moves into a city containing aHunter, he plays the Location card faceup.

    Note that moving into a city containing aHunter means that Dracula will have to battlethe Hunter this turn rather than placing anencounter during his Action Phase. This doesnot apply when Dracula moves into a seazone containing a Hunter. In that case, theLocation card is still played facedown and nocombat occurs.

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    Example of Draculas Hidden Movement

    Dracula wishes to move from Le Havre to Nantes, so he takes his Nantes card fromhis Location deck and turns it facedown (1). Then he slides his facedown Le Havrecard to his right (the Hunters left) to make room for the Nantes card (2). After that,he places the Nantes card facedown in the space on his Trail farthest to his left (3),placing a Wolvesencounter facedown on top of it (4). Finally, he places his Draculaminiature on top of the Nantes card as well (5).

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    Revealed Cards in the Trail

    Cards in Draculas Trail (or Catacombs, seebelow), may be revealed for several reasons (aHunter enters that location, certain Eventcards are played, etc.). When a Location card

    is revealed, it is immediately turned faceup. Itremains faceup until returned to the Locationdeck.

    Cards Dropping Off of Draculas Trail

    When Draculas Trail is full (six cards long),each new card placed will cause the oldest(right-most) card to drop off the right endof the Trail. When this happens, the Draculaplayer simply takes that Location card and

    returns it to its proper place in the Locationdeck. If the Location card was still facedown,Dracula should not show it to the Hunters.Leave any encounter that was on top of thedropped Location card next to the Trail fornow. It can be matured at the end ofDraculas Action Phase this turn (seeMaturing Encounters, on page 14).

    Clearing Draculas Trail

    Some cards instruct the Dracula player toclear Draculas Trail down to a certain numberof cards. To do this, the Dracula player startsat the right-most card in his Trail and beginsremoving Location cards from his Trail, pro-ceeding to the left until only the indicatednumber of cards is left. Encounters oncards that are cleared in this fashion may

    not be matured. They are always returned to

    Draculas encounter pool. This means thatNew Vampir eencounters cleared in this man-ner do not advance the Vampire Track.

    Note: In addition to Location cards, one ormore of Draculas Power cards (see page 20)may be in his Trail. For purposes of clearingcards, the Feed, Hide, or Dark Callareremoved or remain in the Trail, depending ontheir position in the Trail, just like Location

    cards. However, the Wolf Fo rm or DoubleBack Power cards are played together with a

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    Cards Dropping Off

    As Dracula adds a seventh card to his Trail, the oldest cardin his Trail falls off to his right (the Hunter left). Later dur-ing his turn, Dracula may choose to mature the encounteron this card.

    Clearing Draculas Trail

    Dracula is instructed to clear his Trail down to 3 cards after maturing a DesecratedSoilencounter. Starting at his right and proceeding to his left, he removes cardsuntil he has only 3 cards remaining in his Trail. Note that Wolf Formand itsattached Location card count as only 1 card for clearing purposes.

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    Location card. For purposes of clearing cardsfrom Draculas Trail, each of these these twoPower cards, together with its attachedLocation card, counts as only one card, asshown in the Clearing Draculas Trail dia-

    gram.

    Draculas Catacombs

    Instead of allowing a Location card to dropoff the end of his Trail, Dracula may insteadopt to place it in his Catacombs. When hedoes this, he moves the Location card (along

    with any encounter marker on it) to one ofthe three Catacomb spaces on the board. Thisallows him to leave up to three encounters in

    place on the board indefinitely. Dracula can-not add another location to the Catacombs ifall three spaces are full (but he can alwaysremove locations from the Catacombs at thestart of his turn, see below).

    In addition, when Dracula moves a Locationcard to the Catacombs, he may take anencounter marker from his encounter handand place it facedown on the square above theCatacomb space, thus reinforcing the location.If a Hunter later enters that location, he willhave to face both encounters (unless the firstends his turn prematurely). Dracula choosesthe order in which the Hunter faces theencounters.

    Dracula may remove any or all of the loca-tions in the Catacombs at the start of his

    turn. He simply returns the Location cards totheir proper places in the Location deck andplaces the encounters back in the encounterpool. Encounters cannot be matured whenremoved from the Catacombs.

    Note: Power cards and sea zone Locationcards can never be placed in the Catacombs.

    Crossing His Own Trail

    Dracula may only move to a location if itscard is available to him. Thus, he cannot nor-mally move back into a location while its cardremains in his Trail or Catacombs. The onlyexception to this rule is when he uses hisDouble Back Power card (see DraculasPowers, page 20). In the unlikely event thatDracula maneuvers himself into a position

    where he has no legal move, he is punished asthough he were caught cheating (seeCheating, on page 25) and then takes histurn as normal (assuming he didnt lose thegame).

    Sea Zone Cards

    Draculas sea zone cards all have differentcard backs identifying them as sea zone cards.Thus, even though they are played facedown,

    the Hunters still know whenever Dracula is atsea, just not exactly where.

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    Using the Catacombs

    When a card falls off of his Trail, Dracula may chooseto place it in his Catacombs. To do this he moves thecard to an empty Catacombs space and then places anencounter from his encounter hand facedown in thebox above the Catacombs space.

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    Action Phase

    Again, both Dracula and the Hunters receivean Action Phase during their turn. However,unlike the Movement Phase, the Hunters andDracula do entirely different things duringtheir Action Phases.

    Draculas Action Phase

    Draculas Action Phase takes place in threesteps:

    1. Take an Action

    First, Dracula must do one of two things dur-ing his Action Phase, depending

    on whether any Hunters arein his current location ornot. Remember thatDracula does not receive

    an Action Phase when he is

    in a sea zone.

    Attack

    If there are one or moreHunters in Draculaslocation, he must

    attack them as agroup. Combatimmediately

    begins (seeCombaton page 15

    and, if thereare multiple

    Hunters,Group Combat onpage 24).

    Place Encounter

    If there are no Hunters in Draculas location,he must place an encounter there for them topossibly find later. The Dracula player selectsone encounter marker from his hand of

    encounters and places it facedown on top ofthe Location card corresponding to his cur-rent location.

    2. Maturing EncountersNext, Dracula may decide to mature anyencounter that was on a Location card thatdropped off his Trail this turn. He simplyreveals the encounter and enacts itsMature d: effects as described on the back

    of this rule book. Assuming that maturing theencounter doesnt cause him to win (or if hechose not to mature the encounter), Draculathen returns the encounter to the encounterpool and continues with his turn.

    Note: Dracula cannot both mature anencounter and send the Location card it wason to the Catacombs he must choose one orthe other.

    3. Refill Encounter HandFinally, Dracula refills his encounter hand toits maximum by drawing encounter markersfrom the encounter pool. Normally,Draculas maximum encounter hand size

    is five markers, but it is increased to sevenwhile the Draculas BridesAlly card is in play.

    Note that the Dracula players encounter handis separate from the Event cards on his sheet.

    Hunters Action Phase

    Hunters do the following during their ActionPhase. Remember that Hunters in a seazone do not receive an Action Phase .

    1. SearchFirst, the Hunter announces his current loca-tion to the Dracula player. If the card corre-sponding to that location is in Draculas Trailor Catacombs, it is immediately revealed.

    What happens next then depends on whetherthere are any encounters in the Hunters cur-rent location or not.

    If There Are Encounters

    If there are any encounters in the Hunterscurrent location, they must be resolved. To dothis, the Dracula player chooses oneencounter in the location and reveals it. Hethen looks up its Encountered: effects onthe back of this rule book and carries themout (including any Agent combat that mightresult, see Combat, on page 15). Once the

    encounter has been resolved, it is returned tothe encounter pool. If there are any moreencounters left at the location (and the firstencounter did not end the Hunters turn),Dracula then chooses a new encounter andresolves it. If there are no further encountersin the Hunters location, the Hunters turnends.

    Exception:Van Helsing may rest, resupply,

    or trade even after having an encounter duringhis turn. However, if Van Helsings encounterstates that it causes his turn to end, or if hefails to kill his opponent in a combatencounter, then Van Helsings turn endsimmediately and he may not rest, resupply, ortrade.

    If There Are No Encounters

    If there are no encounters in the Hunterscurrent location, he may do one of the fol-lowing things:

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    A. Rest

    Resting allows the Hunter to regain Healthwhen he is in desperate straits. However, hedoes so at the risk of giving Event cards toDracula. To rest, the Hunter draws two Event

    cards. Cards with crosses on their backs arediscarded, while cards with bats on theirbacks are given to Dracula. Once these cardshave been handed out (and resolved, if theyare Play Immediately cards), the Hunterregains up to 2 Health.

    Exception: Due to his Physician ability, Dr.Seward and any Hunter in the same city ashim only draw one Event card when resting

    instead of two.

    B. Resupply

    Resupplying allows the Hunter to draw Itemand Event cards. The exact cards that theHunter can draw depend on his current loca-tion:

    Small City: The Hunter can drawone Event card.

    Large City: The Hunter can drawone Event card and/or one Itemcard.

    Castle Dracula: The Hunterdraws no cards.

    Hospital of St. Joseph and St.Mary: The Hunter can draw oneEvent card or one Item card.

    Sea Zone: The Hunter receives noAction Phase while at sea and cannotresupply there.

    Remember that when a Hunter draws anEvent card, he must draw from the bottom

    of the Event deck and give the card toDracula if it has a bat on its back. See Event

    Cards on page 20 for more information.Item cards are placed facedown at the bottomof the Hunter sheets (their backs match thoseshown at the bottom of Hunter sheets). Dr.Seward can normally hold up to four Item

    cards, while the other Hunters can hold onlythree. When a Hunter receives a card or cardsthat would cause him to exceed his limit, hemust discard either the new card(s) or theones already on his Hunter sheet so that heremains within his limit.

    Event cards with the word Keep on them(see Event Cards, page 20) are placed face-down at the top of the Hunter or Dracula

    sheet (their backs match those shown at thetop of the Dracula and Hunter sheets). CountDracula and Dr. Seward can normally hold upto four Event cards, while the other Hunterscan hold only three. When Dracula or aHunter receives a card or cards that wouldcause him to exceed his limit, he must discardeither the new card(s) or the ones already onhis sheet so that he remains within his limit.

    Note: Dr. Seward can hold either four Eventcards or four Item cards, but not four of bothtypes.

    C. Trade

    Trading allows the Hunter to trade Item cardsback and forthwith any one other Hunterin the same city as him. The two Hunterscan trade Item cards with each other in any

    way they see fit, as long as neither goes overtheir limit for Item cards. Event cards, onthe other hand, cannot be tradedwithother Hunters.

    Combat

    Combat occurs between a Hunter and eitherDracula or one of his Agents. It takes place asa series of combat rounds, ending only whenone of the combatants is either killed, defeat-ed, Bitten, or escapes.

    Start of Combat

    At the start of combat, there is an opportuni-ty for all the players not just the players

    with characters at the location of the combat to play cards to affect it. This can include

    Trap,Advan ced Planning, and other Eventcards, however, only Hunters in the combatmay play the GarlicItem card. Dracula getsthe first chance to play a card, then eachHunter player around the table, going clock-

    wise, can play one card each. This continuesuntil all the players have played all the cardsthey want/can.

    Example: Van Helsing enters combat with

    Dracula during the day. Dracula realizes that

    hes in trouble, so he plays a Trap card, givinghimself a +1 bonus to his combat rolls for the

    duration of this combat. None of the Hunters

    have any cards to play, and Dracula has noth-

    ing else to play, so the players move on to the

    next step.

    After all cards have been played, the Dracula

    player and participating Hunter player )theone with a character at the location of thecombat) build their combat decks. This isdone as follows:

    Hunter Player: His combat deck consists ofhis three Tactics cards and any Item cards inhis possession, other than a faceup Dogscard.Only those Item cards with an Initiative num-ber in the upper left may be used in combat,

    but the Hunter player should take all his Itemcards into his hand anyway. The Item cards

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    16

    Combat

    Round 1:VanHelsing plays a Stakecard while Dracula plays a Clawscard.Both players roll a 3, but Dracula has a

    +1 from his Trap card, so he wins thisround. Looking at the Clawscard, he

    finds that Stake is listed next to thesymbol for 2 Wounds, so VanHelsingloses 2 Health, leaving him with 2 Healthremaining. Since neither combatant was

    Killed, Bitten, or defeated, and there wasno End result, combat continues.

    The Stakeand Clawscard are left face-up on the table for Round 2 of thefight. If Van Helsing had another Stakecard, he could play that, but he only hasone, so he must choose another card.

    Round 3:Van Helsing plays a Stakecard again and Dracula plays a Clawsagain. Both players roll a 4, but thistime they each have a +1, so the roll is

    a tie. Looking at the initiative numbers

    in the upper left corners of the cards,Stakehas a 3, while Clawshas a 2, so

    Van Helsing wins this round. Lookingat the Stakecard, he finds that Clawsis listed next to the symbol for Killed,

    so Dracula drops to his next red Bloodspace. Since he has no further redBlood spaces on his Blood track, he is

    destroyed once and for all and theHunters win the game!

    Round 2: This round, Van Helsing andDracula both play Dodgecards. VanHelsing rolls a 4, whileDracula rolls a 2

    (which is increased to a 3 because ofhis Trap card). Van Helsing has thehigher roll, so he looks on his Dodge

    card and finds that Dodge is listednext to the symbol for Continue, so theplayers set a Continue token near them

    and keep going. If they get two moreContinue results in a row, the fight ends.Note that Van Helsing receives a +1 to

    his next roll because he played hisDodgecard and won the combat roll.

    The Stakeand Clawscard return to theplayers hands, while the two Dodgecards are left in their place.

    Dracula plays a Trap card at

    the start of the fight.

    Dracula Van Helsing

    At the start of this fight, both VanHelsing and Dracula have 4Health/Blood remaining.

    VanHelsing is battling CountDracula during the day, so Draculas

    combat deck consists of only threeTactics cards. At night, this battle

    would be very different!

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    that cannot be used in combat serve as bluffs,so that the Dracula player cannot be sureexactly how many cards the Hunter player hasat his disposal.

    Dracula: If the Hunter is fighting Draculapersonally, the Dracula players combat deckconsists of his Dracula Tactics cards. If it iscurrently night, he gets all eight cards. If it isday, he only gets the three cards that show asun on them (Claws, Dodge, and Escape asMan). Since Draculas best combat cards areonly available at night, he is at a significantdisadvantage when fighting during the day.

    Example: Continuing the previous example,Van Helsing takes h is three Tactics cards

    (Punch, Dodge, and Escape) and the It emcards he has (Stake and Fast Horse) to buildhis combat deck. Dracula, on the other hand,

    just takes hi s thre e day time Tac ti cs cards

    (Claws, Dodge, and Escape as Man) to makehis combat deck.

    Agent: If the Hunter is fighting one of

    Draculas Agents, the Dracula players combatdeck consists of his Agent Tactics cards. Hisdeck always includes the Punchand Dodgecards, but the other three (Knife, Pistol, andRifle) are only available if the encounter saysthey can be used.

    After the players have built their combatdecks, its time for the first round of combat

    to begin.

    Combat Rounds

    During each round of combat, the playersinvolved each select one card from their com-bat deck and place it facedown in front ofthem to indicate what they will be doing thatround.

    Note: Hunter players can only select Itemcards with an Initiative number on them.

    Dogs, Fast Horse, Garlic, and Local Rumorscannot be selected as a Hunters tactic for theround.

    After both players have chosen their card for

    the round, the cards are turned faceup, theneach player rolls a black or white die, addingany modifiers from the chart below. This isreferred to as a combat roll.

    Hunter Modifiers

    +1 Advan ce PlanningEvent card playedat start of combat.

    +1 Hunter chose a Pistolcard this roundof combat.

    +1 Hunter chose a Dodgecard last roundof combat and won the combat roll.

    Agent Modifiers

    +1 Agent is a Minion and combat is tak-ing place in Eastern Europe.

    +1 Trap Event card played at start ofcombat.

    +1 Agent chose a Pistolcard this roundof combat.

    +1 Agent chose a Dodgecard last roundof combat and won the combat roll.

    Dracula Modifiers

    +1 A Bitten Hunter other than MinaHarker is participating in the combat.

    +1 The combat is taking place in CastleDracula.

    +1 Trap Event card played at start of

    combat.+1 Dracula chose a Dodgecard lastround of combat and won the combatroll.

    Exception:When Lord Godalming isinvolved in a combat against an Agent, herolls two Hunter dice instead of one, using

    whichever of his two results are higher.

    The player with the highest modified combatroll has won that round of combat, and looks

    on his card to find out the results of theround of combat. To do so, he looks at theright-hand side of his card until he finds thename of his opponents card. Once he findsit, he examines the symbol to the left of the

    box that the name is in and looks it up below.

    Combat Results

    Wound (1 to 4) The loser of theround loses 1 to 4 Health/Blood.

    Continue Nothing happens. Ifthe players receive three Continue

    results in a row (use the Continue markers

    described below to track this), they get anEnd result instead.

    Repel Dracula can only play one ofthese cards next round: Dodge, Escape as

    Bat, Escape as Man, or Escape as Mist. Notethat he can still only play Escape as BatorEscape as Mistif it is night.

    Bite The Hunter is Bitten, andreceives a Bite token to mark this. A Biteresult also ends the combat. For more infor-mation on Bitten Hunters, see page 19.

    Killed If the Hunter is fighting anAgent, the Agent is mortally wounded

    and the fight ends. If the Hunter is fightingDracula, Draculas Blood immediately dropsto the next red space on his Blood track (i.e.,

    if Dracula currently has 11-15 Blood, hedrops to 10 Blood, and if he has 6-10 Blood,he drops to 5 Blood). If Dracula has 5 Bloodor less, he drops to 0 Blood and the Hunters

    win the game. If Dracula has any Bloodremaing, the combat continues.

    End One of the combatantsescapes the battle. The combat ends

    immediately, although it can be started again

    during the next turn.

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    Items Destroyed in Combat

    If the name of his opponents card is listed inbold and i ta l i c s in the combat result ,then the Hunters Item card is destroyed (theopponent must discard that card into the Item

    discard pile).

    Example: Continuing the previous example,

    Van Helsing selects his Stake card andDracula chooses his Claws card. They eachplace the car d they ve se le cted faced own in fr on t

    of themselves. Once both players have chosen

    their card, both cards are turned faceup and

    each player rolls a die. Both Van Helsing and

    Dracula roll a 3, but Dracula receives a +1

    bonus to his roll thanks to his Trap card, giv-ing him a total o f 4.

    Dracula wins the round of combat and looks

    on his Claws card for the result. He finds thename of Van Helsings card (Stake) in the boxmarked with the symbol for 2 Wounds.

    Therefore, Van Helsing loses 2 Health. In this

    instance, that drops him to 2 remaining

    Health. Neither combatant has been killed or

    defeated, and there was no End result, so a newround of combat begins.

    Ties and Initiative

    If the players tie on their combat roll, eachlooks at the initiative number on their card.The player whose card has the highest initia-tive number wins.

    Example: If Van Helsing had rolled a 4, heand Dracula would have tied on their combat

    roll. They would then look at the initiative val-

    ues on their cards. Claws has an initiative of2, while Stake has an initiative of 3.Therefore, Van Helsing would have won.

    More Than One Hunter

    If more than one Hunter is involved in acombat, then see the section for Group

    Combat on page 24.

    Continue Markers

    If the players receive a Continue result duringcombat, place one Continue marker nearthem. If the players receive any other resultbesides Continue, remove all previous

    Continue markers. If they manage to get threeContinue results in a row, the combat immedi-ately stops as though the third Continue result

    was an End result.

    Further Rounds of Combat

    If a combat doesnt end after the first round,the players will have to continue the battle.However, no player can choose the same cardtwice in a row. To ensure this, players leave

    the cards they chose last round faceup infront of them when selecting the next card.

    After cards are selected, combat proceeds asbefore. There is a combat roll, and the winneronce more checks for the results, just like inthe first round. If combat goes to yet anotherround, the players return the cards used tworounds ago to their hands, leaving only thecards from the last round on the table beforeselecting cards again.

    Example: In the second round of combat, Van

    Helsing leaves his Stakefaceup on the table andDracula does the same with his Claws. Theythen each choose a card from those remaining in

    their hand. Should the combat go to a third

    round, they may return the Stake and Claws totheir hand before selecting a new card, leaving

    the cards from the second round faceup on the

    table.

    End of Combat

    Combat always ends if an End result, or threeconsecutive Continue results, are produced. Ineither case, one of the combatants is consid-ered to have escaped.

    Combat also ends if a Hunter is Bitten orreduced to zero Health. If a Hunter isreduced to zero Health, he is defeated. See

    page 20 for more information on defeatedHunters.

    Combat with an Agent ends immediately ifthe Agent is Killed. If there is another

    encounter at that location, it is immediatelyresolved, possibly initiating another battle. Ifthere are no further encounters there andDracula is at the same location, the Hunterbegins a battle with Dracula (see Battling toReach Dracula, below).

    In combat with Dracula, achieving a Killedresult against Dracula does not end the

    combat unless the Count is truly

    destroyed. That is, if a Killed result dropsDracula down to the next red space on hisBlood track, but still leaves him with someBlood, combat continues. If the Count isreduced to zero Blood, not only does combatend, but the Hunters immediately win thegame as a group.

    Battling to Reach Dracula

    If a Hunter fights an Agent in the same loca-

    tion as Dracula and he defeats the Agent, hethen begins a battle against Dracula. However,if the Hunter is defeated or flees from com-bat with the Agent (the combat finishes withan End result), his turn is over and he cannotface Dracula that turn.

    Tracking Time in Combat

    If a Rageor Garliccard is played at the start

    of combat, it is important for the players tokeep track of how many rounds have passedduring the combat. They can use the Timermarkers for this purpose, placing one of themon the 1 on the given cards timer track, andthen advancing it by one after each round ofcombat.

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    Winning the Game

    The game continues until either the Huntersor Dracula wins.

    Victory for the Hunters

    The Hunters win as a group if they canreduce Dracula to 0 or less Blood. Note thatDracula cannot voluntarily reduce himself to0 Blood. He can only be reduced to 0 Bloodthrough combat with a Hunter, or use of theHeroic Leap card.

    Victory for Dracula

    Dracula wins if he can advance his Vampiretrack to 6. The ways he can advance his

    Vampire track include:

    +2 every time he matures aNewVampireencounter. +1 every time a new day dawns (i.e.,

    each time the Day/Night marker movesfrom the Small Hours to Dawn). +2 every time he defeats a Hunter,either by reducing the Hunters Healthto 0, or giving the Hunter enough Bites todefeat him (one for Mina Harker, two foreither Lord Godalming or Dr. Seward,and three for Dr. Van Helsing).

    Other Rules

    The following section of the rule book con-tains other rules that youll need to know, butprobably wont need to refer to as often.

    Bitten Hunters

    Whenever a Hunter has a Bite token on hisHunter sheet (or in Minas case, all the time),he is considered to be Bitten. When Draculabites a Hunter, it allows him to worm his wayinto the Hunters mind, slowly taking it over.This causes the Hunter to suffer the following

    disadvantages:

    A Bitten Hunter must always have oneItem and one Event card faceup (assum-ing he has at least one of the given cardtype; a faceup Dogscard does not count.).Draculas mental link allows him to see

    what the Hunter is planning. Dracula can play certain Event cards onBitten Hunters, such as Vampiric Influen ceandNig ht Vis it. Dracula receives a +1 to his combatrolls when fighting a Bitten Hunter or aGroup of Hunters with a Bitten Hunteramong them.

    Exception: Mina Harker has had time togrow used to her Bite, and she is able to par-tially shield her mind from Dracula, prevent-

    ing him from receiving the +1 to his combatrolls against her. However, if shes in a Groupwith another Bitten Hunter, then Dracula getshis +1 bonus anyway.

    On the other hand, there is one very signifi-cant advantage to being Bitten: A BittenHunter may be the target of a Hypnosiscard,

    which can reveal Draculas current location tothe Hunters. Being Bitten is not necessarily a

    good thing, but at least theres a silver liningto it.

    If a Hunter receives a Bite token and has nofurther empty Bite boxes, he is defeated (seepage 20).

    Lord Godalming and Dr. Seward are defeated

    when they take their second Bite. Helsing,with his more disciplined mind, is defeatedafter taking a third Bite. Mina, on the otherhand, is already fighting off Draculas influ-ence, and is defeated if she receives a singleadditional Bite (which means that Mme.Harker would be wise to avoid Dracula atnight in most instances).

    Card Limits

    Dracula and the Hunters are limited in howmany Item and Event cardsthey can hold. This is shownon their respectivesheets. When the play-ers receive Item cardsor Keep Eventcards, they place

    them facedownon the indi-cated placeson theirsheets.

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    Each Hunter can hold up to three Item cards(counting any faceup Dogs) and up to threeKeep Event cards. Dr. Seward may holdeither a fourth Item card or a fourth Eventcard in the extra space on his Hunter sheet.

    Dracula cannot hold any Item cards, but hecan hold up to four Keep Event cards.

    Remember that a players Tactics cards do notcount against his Item card limit. The HuntersTactics cards have the same back as Item cards,but are distinguished by the word Basicunderneath their title. Tactics cards should bekept faceup next to the character sheets to dis-

    tinguish them from Item cards, as shown in theGame Setup diagram on page 6.

    Defeated Hunters

    When a Hunter is reduced to 0 Health or suf-fers a Bite when he has no more empty Biteboxes on his Hunter sheet, he is defeated. Thefollowing events occur when a Hunter is

    defeated:

    Dracula advances his Vampire track by2. If this brings it to 6 or more, the gameimmediately ends and Dracula wins. The Hunter is immediately moved tothe Hospital of St. Joseph and St. Mary

    where the nuns nurse him back to health. The Hunter discards all of his Item andEvent cards, leaving him with only his

    Tactics cards. The Hunter resets his Health to itsmaximum value and removes all Bitetokens from his Hunter sheet. The Hunter loses his next turn as herecuperates from the terrible injury he hassuffered.

    Event Cards

    Event cards have an element of risk to themthat adds an interesting twist to Fury ofDracula. Dracula cannot draw from the

    Event deck on his own (except through theuse of a Desecrated Soilencounter) and mustrely upon the Hunters to supply him withcards. Why would they do that? Because, eachtime a Hunter draws from the Event deck, hedraws from the bottom of the deck. If hedraws a card with a cross on its back, he getsto keep the card for himself. If he draws acard with a bat on its back, he has to give itto Dracula without looking at its front.

    Although this might make drawing from theEvent deck seem like a foolish thing for theHunters to do, there are twice as manyHunter cards as there are Dracula cards in thedeck, and the Event deck contains many pow-erful information-gathering cards that theHunters will want at their disposal.If there is ever only one card left in the Eventdeck, do not draw it. Instead, shuffle that card

    together with the Event discard pile to form anew Event deck.

    After receiving an Event card, the player looksat its card type down at the bottom of thecard. There are three types: PlayImmediately, Keep, andAlly. Each isdescribed below.

    Play Immediately Cards

    A player who receives a Play Immediatelycard must play it immediately. If its effects arenot useful at the moment, they are wasted.

    After being resolved, the Play Immediatelycard is placed in the discard pile of the Eventdeck.

    Keep Cards

    A player who receives a Keep card maykeep it to play later. Keep cards explain the

    timing and circumstances under which theymay be played.

    Ally Cards

    A player who receives an Ally card must playit immediately or else discard it. Once played,an Ally stays in play until it is replaced byanother Ally. Note that Dracula and theHunters may each have one Ally in play at

    a time. Hunter Allies that are played do notreplace Dracula Allies, and vice versa.

    Draculas Powers

    Dracula has five Powers that he can call uponover the course of the game. These are repre-sented by Power cards, which are kept in hisLocation deck and played into his Trail during

    his Movement Phase in various ways. Draculacannot use a Power card currently in his

    Trail. He must wait for it to drop off theTrail in the usual manner before it becomesavailable for his use once more.

    Three of Draculas Power cards (Dark Call,Double Back, and Hide) may be played anytime, as indicated by the sun and moon sym-

    bols on them. The other two (Feedand WolfForm) can only be used at night, as indicatedby the two moon symbols. Full descriptionsof each of Draculas five Powers are listedbelow.

    Dark Call

    When this card is played, Dracula exerts him-self to call his dark servants to him. TheDracula player plays it onto his Trail like (and

    instead of) a Location card, except that it isplayed faceup and Dracula does not placean encounter marker on it. The Count isconsidered to have remained in his previouslocation. As indicated by the two drops ofblood pictured on the card, Dracula mustspend 2 Blood to play Dark Call(and there-fore must have at least 3 Blood remaining).

    When it is played, the Dracula player draws10 encounter markers from the encounter

    pool, adds them to his hand of encounters,and then discards back down to his maximum

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    encounter hand size, keeping whicheverencounters he wants.

    If Dracula plays this card while in a locationwith a Hunter, he must battle the Hunter dur-ing his Action Phase.

    Double Back

    When this card is played, Dracula crosses hisprevious path, trying to lose the Hunters ordouble back to attack them. The Dracula play-er must use this power if he wishes tocross his own Trail. He plays Double Backfaceup onto his Trail, then takes the Locationcard being crossed from his Trail or

    Catacombs and places it on top of the DoubleBack card. If the Location card was faceup, itstays faceup, and if it was facedown, it staysfacedown. Finally, if he took the Locationfrom his Trail, he slides the cards to the rightto fill the empty spot in the Trail, and placeshis miniature on top of the newly placedcards.

    Note that if Dracula crosses over a Location

    from his Trail (rather than his Catacombs), hisTrail does not grow any longer this turn, andno card drops off this turn.

    If the location had an encounter on it, hekeeps the encounter on that location, but ifthe location came from the Catacombs, hemay only keep one, not both, of the encoun-ters. He chooses which encounter to keep,and the other is returned to his encounterpool. Dracula does not does not place anew encounter on this location.

    The Double Back card stays with the movedcard until it drops off the Trail later on. TheDouble Back card is then returned to theDracula players hand. The Location attachedto it may then either be placed in theCatacombs, or the encounter on it may be

    matured.

    Feed

    This card is only playable at night.When itis played, Dracula moves out into the city tofeed on innocents. The Dracula player plays itinstead of a Location card, but Feed is playedfaceup in his Trail and Dracula does notplace an encounter marker on it. The

    Count is considered to have remained in hisprevious location. Dracula then regains 1Blood (up to his maximum of 15), as indicat-ed by the drop of blood with a + picturedon the card.

    If Dracula plays this card while in a locationwith a Hunter, he must battle the Hunter dur-ing his Action Phase.

    Hide

    This card is the only Power that is played insecret. It is played facedown instead of aLocation card and an encounter is placed ontop of it, just as though it were a Locationcard. However, it represents Dracula hiding inplace (and therefore remaining in his last loca-

    tion) while reinforcing his servants there. If aHunter moves to a location where Draculahas played the Hide card, the Hide card andthe Location card are both revealed, and

    the Hunter must face both encounters

    there, just like a card in the Catacombs. If thelocation where Dracula played this card dropsoff the Track, this card is revealed and dropsoff with it. When this card drops off the

    Trail, it returns to the Dracula playersLocation deck even if he placed the location it

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    Wolf Form Movement

    Dracula is in Bordeux when he plays hisWolf Fo rm Power card. First, he loses 1

    Blood, then he places the Wolf Fo rm cardin his Trail along with a Location card. He

    can move up to 2 cities away, so he hasseveral options available to him, as shown

    in the diagram. Special notes are listedbelow.

    1. Dracula can use Wolf Fo rm to attack or

    pass through a Hunter. Thus, he couldmove to Clermont-Ferrand and attack Van

    Helsing, or he could move through Van

    Helsing to Geneva or Marseilles, and VanHelsing wouldnt be the wiser.

    2. Dracula cannot move through or into acity containing a Heavenly Host or

    Consecrated Ground marker. Thus, hecould not move to Paris because of the

    Host there, nor could he move toStrasbourg, since hed have to pass through

    Paris to get there.

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    was associated with in the Catacomb.Encounters placed on this card can never

    be matured or placed in the Catacomb they are always returned to the encounterpool.

    If Dracula plays this card while in a locationwith a Hunter, it is placed faceup and he mustbattle the Hunter during his Action Phase.

    Wolf Form

    This card is only playable at night. It is per-haps Draculas most devious power. WolfFormallows him to turn into a wolf to racethrough the night, evading pursuit. It is played

    in Draculas Trail faceup, along with a face-down Location card and an encounter markerfor the location. As indicated by the drop ofblood pictured on the card, Dracula mustspend 1 Blood to play Wolf Fo rm (and there-fore must have at least 2 Blood remaining).Dracula is considered to have moved to thefacedown location, which can be up to twocities away by Road. Instead of a Locationcard, the Dracula player may choose to play

    the Hidecard with the W ol f F or m card, ifhe wishes to bluff and stay in place. Whenusing Wolf Fo rm , Dracula can pass through acity containing a Hunter without stopping tofight that Hunter, although he still cannotpass through a city with a Heavenly Host orConsecrated Ground marker.

    If Dracula moves two cities away, he leaves notrace of his passage in the first city he passesthrough he only places an encounter in hisfinal location. Thus, during his Action Phase,Dracula must attack a Hunter in his destina-tion location, but may not attack a Hunter in acity that Dracula passes through in wolfform.

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    Overview of the Game Board

    1. Draculas Trail: The last six locationsthat Dracula moved through are placedhere. In cards and rules text, the leftand right of Draculas Trail are definedas being from the Dracula players per-spective. The space next to the Vampiretrack is Draculas current location.

    2. Dracula Ally:When Dracula has anAlly card in play, it is placed here..

    3. Hunter Ally:When the Hunters havean Ally card in play, it is placed here..

    4. Resolve Track: The Hunter Resolvemarker is placed here to track theHunters current Resolve.

    5. Vampire Track: The Vampire markeris placed here to track how many

    Vampires Dracula has created. Once thistrack reaches 6, Dracula wins the game!

    6. Catacombs: Dracula may place up tothree locations in his Catacombs as theydrop off his Trail. Any location he places

    here has an extra encounter placed on it.7. Day/Night Track: The Day/Nightmarker is placed here to track the time ofday. The three spaces on top of the trackall mean that its day, while the three spacesbelow the track mean that its night.

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    Heavenly Hosts and Consecrated

    Ground

    Hunters may seal Dracula and his power outof certain locations through the use of the

    Heavenly HostItem cards or the ConsecratedGroundEvent card. A Heavenly Host markermust be placed at the current location of theHunter playing the Heavenly Hostcard, whilethe Consecrated Ground marker may beplaced in any city. In either case, all encoun-ters on that location are discarded.

    In the case of Consecrated Ground, if the

    Consecrated Ground marker is placed in alocation in Draculas Trail or Catacombs, thatlocation is instantly revealed. If Dracula is atthe location he must move away from thatlocation at the start of his next turn.

    Dracula may use a Devilish PowerEvent cardto discard a Heavenly Host marker from theboard (although it can be placed again later),but the Consecrated Ground marker stays in

    play for the duration of the game (although itmay be moved by a later Consecrated Ground

    Event card).

    Dracula cannot move through a location con-taining one of these markers. The Locationcard corresponding to it is removed fromDraculas Location deck or Catacombs andplaced faceup next to the board as long as themarker remains in place.

    If the location is in Draculas Trail, it remainsin his Trail until it drops off, then it is placedfaceup on the table. Should the marker everbe removed from the city, the Location cardmay be returned to Draculas Location deck.

    Hunter Groups

    Hunters may join forces to battle Dracula andhis minions together. However, doing soreduces their ability to search for him. Two ormore Hunters that start the round in the samelocation can opt to form a Group. They maynot form or act as a Group if one of them hasalready moved this turn. Groups split up as

    soon as they are moved independently again.

    Hunter Group MovementA Group moves once per game round, duringthe Movement Phase of one of its members.Move all the Hunter miniatures at the sametime. If a Group tries to catch a train, only onedie roll is made (although Lord Godalming canuse his re-roll if hes with the Group), with itsresult affecting the entire Group.

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    Overview of the Character Sheet

    1.Event Card Slots:A Hunter can placeup to three Keep Event cards in theseslots.

    2.Bite Boxes:When a Hunter receives aBite, the token must be placed in anempty Bite Box. If there are no moreempty Bite Boxes, the Hunter is defeated.

    3. Item Card Slots:A Hunter can placeup to three Item cards in these slots.

    4. Turn Order Number: This numberindicates the order in which the Hunterstake their turns. Dracula always goes first.

    5. Special Abilities: The Hunters specialabilities are described here.

    6. Health Track:A Health token isplaced here to track the Hunters currentHealth. If a Hunter is reduced to 0Health, he is defeated.

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    Group Action Phase

    A Group only receives one Action Phase pergame round, taking place immediately after ithas moved. This means that the Group canonly rest, resupply, or trade once a round.Only one member of the group may receivethe rest or resupply benefit, although Groupmembers can freely trade among themselves ifthe Group trades.

    Group Encounters

    Encounters affect the entire Group equally,although any member of a Group can revealItem cards to reduce the effects of anencounter. Thus, for instance, a Group of all

    four Hunters that encounters Wolves wouldeach lose 2 Health. However, this could bereduced by 1 if any Hunter in the Grouprevealed a Pistol, and by another 1 if anyHunter in the Group revealed a Rifle.

    Group Combat

    All of the Hunters in a Group must fight; noone can be held in reserve. The normal com-bat rules are used, but are slightly revised to

    take into account the fact that there are morethan two people involved.

    Each Hunter player in the Group chooses acard at the start of each combat round, whilethe Dracula player must choose one

    Hunter to be his target (he must alwayshave a target, although he can change his tar-get between rounds). The targeted player andDracula then make the combat roll as usual(Remembering that the Hunter player rollstwo Hunter dice if Lord Godalming is in theGroup and they are facing an Agent). TheHunter player may also add any modifiers that

    would apply to any member of the Group. IfDracula wins the combat roll, he looks up histargets card on his card and applies the resultsonly to the target. If the Hunters win, theymay choose which of their cards to use when

    finding the results.

    Example 1: Dracula is fighting all four

    Hunters as a group. He chooses Mina Harker

    as his target and plays Claws. She plays Stake.Dracula wins the roll, so he looks up Stake onhis Claws card and finds that Mina loses 2Health.

    Example 2: As the example above, except that

    this time, Dracula loses the combat roll. The

    other three Hunters played Knife, Crucifix,and Heavenly Host. They can choose any one oftheir four cards and look up Draculas Clawson that card to get the results of combat.

    Group combat ends after any round of com-bat in which an End result is produced, or as

    soon as the first Hunter is Bitten, defeated,or escapes.

    Resolve

    Resolve represents the inner drive of theHunters to defeat the evil that is CountDracula. The Hunters gain one Resolve pointevery time they live to see a new day dawn onthe Day/Night track (i.e., each time theDay/Night marker is moved from the SmallHours to Dawn). Track the Hunters Resolvepoints using the Resolve track on the gameboard. When the Resolve track is at 1 ormore, any Hunter (with or without groupapproval) may spend 1 point of Resolve at thestart of his turn to do any one of the follow-ing. A Hunter can only use one of theseeffects each turn.

    Newspaper Reports: Like the card of thesame name, this effect causes the oldest unre-

    vealed card in Draculas Trail to be revealed.However, it will never reveal Draculas currentlocation.

    Sense of Emergency: Like the card of thesame name, this effect allows the Hunter tomove to anywhere on the board in a single

    move. However, the Hunter must lose a num-ber of Health equal to the number of

    Vampires Dracula still needs to win the game(So, if Dracula needs three more Vampires to

    win, the Hunter loses 3 Health to use thiseffect).

    Inner Strength: The Hunter chooses anyHunter (including himself). The chosenHunter is immediately healed of up to 4points of Health.

    Special Locations

    Two of the locations on the board have spe-cial properties that are described below.

    Castle DraculaDraculas dark seat of power isboth a blessing and a curse forhim. It is there that his power isgreatest, but the accursed Hunters

    have set their spies to watch for his returnthere. This is represented by the followingspecial rules:

    Draculas Location card for CastleDracula is double-sided, so Dracula auto-matically reveals his locationwheneverhe moves there and cannot placeencounterswhile there. However, Dracula has vast stores ofblood hidden away safely within theCastles depths. Each time he ends hisMovement Phase in Castle Dracula, hegains 2 Blood (up to his maximum of 15).

    Although beneficial for Dracula, theCastle contains nothing for the Hunters.

    A Hunter cannot rest, resupply, or tradewhile in Castle Dracula. Finally, Draculas dark strength is at itsgreatest inside the walls of his ancestralhome. Whenever Dracula fights a battle

    while in Castle Dracula, he receives a +1bonus to his combat rolls.

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    The Hospital of St. Joseph

    and St. Mary

    This is a sanctuary for theHunters a place they can go torest and recuperate from their

    injuries when they are pushed beyond the lim-its of their endurance. Its also a place wherethey can go for spiritual rejuvenation as theypursue the Prince of Darkness. As a result,the following special rules apply to theHospital of St. Joseph and St. Mary.

    Dracula can never enter this location(he doesnt even have a card in hisLocation deck corresponding to it), nor

    may any encounters ever be targeted here(such as through a matured Ambushencounter). When resupplying at the Hospital, aHunter draws one Event card or one Itemcard. Finally, the nuns of the Hospital have ablessed font with which they can attemptto purify Bites (other than Minas). As

    with using Holy Waterto remove a Bite,

    the Hunter rolls a die at the start of hisMovement Phase. On a 1, he loses 2Health. On a 2-3, nothing happens. On a4-6, the Bite is successfully removed.

    Odds and Ends

    These rules are included to deal with someissues that can pop up at the table occasional-

    ly when playing Fury of Dracula.

    Cheating

    Hopefully, the Dracula player will never cheaton purpose. But if he makes a move and laterfinds out that he accidentally moved along arail route or made a similarly illegal move, itsimportant to undo the damage and get the

    game underway again. However, Dracula alsoneeds to suffer a penalty to make up for the

    Hunters lost time. We suggest the followingpenalty for a Dracula player who catches him-self (or is caught) cheating. Although it mayseem severe, the hope is that the Dracula play-er will quickly learn to be more careful in thefuture.

    Dracula immediately clears his Trail downto one card and reveals his current location. Additionally, Dracula loses Blood asthough he had just suffered a Killedresult in combat. However, if this wouldreduce him to 0 Blood, it only reduceshim to 1 Blood instead.

    Secrecy at the Table

    The Hunters are free to talk among them-selves and show each other their cards as theysee fit. However, leaving the room to discusstheir strategy in secret or making plans aheadof time is against the spirit of the game. Allconversations should be held in such a waythat the Dracula player can hear and under-stand what is being said. Of course, theHunters are free to remain silent on any movetheyd rather Dracula not overhear.

    Variants

    Game groups vary. Some groups will have afiendishly clever Dracula player, while others

    will have a determined and organized group

    of Hunters. To allow your group to adjustFury of Dracula to meet your needs, weveincluded the following suggestions to increasethe difficulty for Dracula or the Hunters.

    Making the Game Harder for

    Dracula

    There are several ways to make the game

    harder for Dracula. Some of the easiestinclude the following:

    More Vampires

    Dracula needs more Vampires to win. Playingto 8 vampires makes the game much harderfor Dracula, but groups with a particularlyskilled Dracula player might wish to play to 10or even 12 Vampires.

    Fewer Powers

    Remove one or more of Draculas Powersfrom the game. Taking away Draculas Powersreduces his ability to lose the Hunters oncetheyve found his Trail.

    Extra Resolve

    Give the Hunters 2 Resolve every time a new

    day dawns, or allow them to start the gamewith 1 or 2 Resolve.

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    Other Suggestions

    Other variants include makingNewspaperReportsmore potent perhaps it reveals thetwo oldest cards in Draculas Trail instead ofjust the oldest, or maybe it can even revealDraculas current location. Likewise, youcould remove or adjust other cards in theEvent deck, such as the dreaded Evasioncard.Simply be aware that tampering with the gametoo much could have unexpected results, andbe prepared to tweak things over the courseof a couple of games until you have theresults you want.

    Making the Game Easier for

    Dracula

    There are several ways tomake the game easierfor Dracula. Some ofthe easiest include thefollowing:

    Fewer Vampires

    Dracula needsfewer Vampiresto win. It isinadvisable toreduceDraculas goalbelow fourVampires,however, asthat doesnt

    leave enoughtime for the

    Hunters to findand defea