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Structure

Dawn: Advance time marker. Combat if Hunter(s) + Dracula are at the same location (counts as Day for abilities). Remove all Heavenly Hosts
Day – Hunter turn: Perform 1 action, player order is: Lord Godalming, Dr. Seward, Van Helsing, Mina Harker
Dusk: Advance time marker. Combat if Hunter(s) + Dracula are at the same location (counts as Night for abilities). Dracula removes 1 Fog, 1
Roadblock, and 1 Storm. If time goes from Sunday to Monday: +1 despair, +1 rumor (only if new despair was placed).
Night – Hunter turn: Same as Day. You can’t do a movement action and at sea you can’t do an action at all
Dracula Phase: Dracula’s turn to move and set traps
Hunter turn - Perform one of the following actions: Dracula’s phase - Perform the following actions:
 Move: (Not possible at night)  Slide hideouts: Move all current hideouts (meaning, a location /
 Road: Move to an adjacent location power card with any encounter cards and tokens on it) to the right.
 Rail: Move the amount of rail tracks as shown on a If a hideout gets pushed off the trail you must mature it or turn it
ticket. Use the white value if you only travel by into a lair.
white tracks; otherwise use the yellow value. Return  Maturing: play any amount of encounter cards on the
the ticket and shuffle the ticket pool location card for their mature effects. Then clear the
 Sea: You must move to an adjacent sea or port hideout.
If your new location is at the trail, Dracula reveals the  Lairs: You can turn a hideout that isn’t at sea into a lair
location card (it stays revealed afterwards). If it is a lair, or by placing it at one of the 3 lair slots at the side and
you’re at the same location as Dracula and not at sea, he placing an (extra) encounter card on it.
may ambush you to reveal and use several of the  Move: Move to an adjacent location (without using railroads) by
location’s encounter cards (ignore mature effects). Discard placing that location card at the first spot of the trail. If you move to
the encounter unless it’s a vampire or stated otherwise. a lair it gets placed on the trail like a regular location card. Instead
 Supply: Draw an item card (large city only), then draw an of placing a location card, you may place a power card on the trail.
event card (draw from top during day, bottom during Reveal your location card if you’re in the same location as a hunter
night). Keep it if it is a hunter card; otherwise give it to and not at sea.
Dracula at night, or discard it during day. (You can’t Move from port to sea +2 damage
supply at Castle Dracula; you don’t draw an event at Move from sea to sea +1 damage
hospitals) Place Castle Dracula on trail -5 damage
 Search: At a revealed location, resolve all encounter 3 despair when placing a city or “Hide” on trail +3 influence
cards. Ignore the mature effects.  Encounter: Place an encounter card on the hideout if you played a
 Reserve a ticket: Grab a ticket from the ticket pool and location that’s not at sea or revealed, or if you played the “Dark
choose to discard it or keep it (hand limit 2, discard an Call” / “Feed” power card this turn. Draw up back to 5 encounter
earlier ticket if you draw more)(You can’t reserve a ticket cards.
when at Castle Dracula)  Rumor (optional): If you’ve played an encounter card you may
 Trade: Secretly exchange an item or train ticket with place a rumor on one of the first 3 spaces of the trail to generate 3
another player in the same location extra influence if a vampire gets matured in that hideout. Return it
 Rest: Recover 1 health to the rumor pool when its hideout is cleared or its lair is discarded.
 Special: Use a character, item, or event action
 Pass: Don’t perform an action, removes delayed effect

Combat - Hunters always start with a set of Punch, Dodge, and Escape combat cards. After combat everyone stays at the same location
unless a played card says otherwise; Dracula’s combat cards are returned to his deck and shuffled.
1. Choose: Hunter(s) & Dracula both choose 1 combat card (hunters: any card with a banner on it) to play
2. Engage: Dracula chooses which hunter he engages
3. Reveal: All players reveal their combat cards
4. Compare: Dracula compares his combat icons with the engaged hunter. If any of them match, Dracula’s card is cancelled
5. Resolve Dracula’s effect: If it isn’t cancelled, perform the card action, flip it face down and keep it in the play area. If Dracula has
escaped, gained a total of 13 influence (even before being killed), or defeated the hunters; combat ends
6. Resolve Hunter effects: Perform the card action for every Hunter card that Dracula has not cancelled with an ability of his
combat card. If Dracula is killed, the hunters win the game. Cancelled cards are flipped face down.
7. Combat status: If Dracula has played 6 cards, combat ends
8. Refresh hands: Dracula draws the top card of his deck. Every hunter leaves the card they played in this round but takes back the
card played in the previous round

Dracula can move a hunter with bats to an adjacent city Dracula can’t enter or move through this location
instead of the hunter’s action. Remove bats afterwards. If and can’t play “Feed”, “Dark Call”, or “Hide” cards
a player also has delay / fog, bats are activated after those at this location.
Weak Hunter must play with 1 event and 1 item revealed, Hunter can’t move into sea with storm. Dracula
except during combat. can. When placing multiple storms, they must be in
different seas.
Delay You can’t perform an action and must skip an action to Dracula can ignore combat in fog. A hunter can’t
stop being delayed. When delayed, you can’t use cards move in or out of fog, and can’t search in fog. When
that make you delayed. Delayed effect doesn’t stack. placing multiple fogs, they must be in the same city.
Bitten Gain bite, become weakened if player has 1 or more bites. Hunters can’t use blocked roads / railways. Dracula
Become defeated if more bites than bite space on sheet. can use blocked roads.
Setup:
1. Place the board, set the influence track to 0 and the time track to Monday Day
2. Assign roles and give each player their character sheet + figure
3. Shuffle all event cards (Hunter + Dracula cards together in 1 deck), the items cards, encounter cards, and Dracula
combat cards. Sort the hunter combat cards, Dracula location cards + power cards
4. Randomize the tickets, sort all other tokens
5. Dracula draws 5 encounter cards, gains 1 rumor token
6. Hunters choose starting location
7. Dracula chooses starting location and places that location card on the first space of the trail (not at sea, Castle
Dracula, or in the same location as a hunter). Place figure near the first space of the trail.

Goal: Hunters win by killing Dracula in combat (he has 15 damage or more on his character sheet). Dracula wins by getting
13 influence (defeat hunters, mature vampires, gain 3 despair + play location cards, or play the “Fangs” card to get
influence)

Hidden information: Hunters must talk and share information (about cards, etc.) so that Dracula also hears it. Only for
the Trade action can hunters do this in secret. Players can look through the discards, but not for unrevealed cards.

Hand limit: Players have a hand limit for events and items on their character sheet. If they draw cards with a full hand they
must first play a card from their hand (if the timing allows it). Dracula has no hand limit for encounters.

Adjacency: Locations are adjacent when connected by roads, not rails. Ports are adjacent to a sea and vice versa. Seas can
be adjacent to other seas. Hospitals are adjacent to cities and count as a different location when checking for combat, etc.

Escape from combat: If Dracula wants to escape from combat, his Pride ability limits him to do this after he has already
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played as many cards as there is despair +1. So, if there is 1 despair, he can try to leave in the 3 combat round (2 cards are
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played, the 3 card is used to attempt an escape). An escape card can be played before this limit, but its effect will
automatically be cancelled.

Defeating a hunter: Hunters can be defeated by having damage equal to their health value, or if they are bitten and have
no empty bite spaces on their character sheet. If a hunter is defeated, Dracula gains 2 + the current amount of despair
worth of influence. The hunter figure is removed and then placed at the nearest hospital at the following dawn. They lose
their damage, bites, items, and events. Hospitals are adjacent to its city and can’t be moved into voluntarily.

Vampire encounter: Vampire encounters happen at day/night after a search action or an ambush. Combat for vampire
encounters works almost the same as fighting Dracula: he controls the vampires and they receive the damage on their card;
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escape cards are automatically cancelled before the 4 combat round (ignore the despair tokens). Discard vampires if they
are defeated, otherwise they stay face up on the hideout (keeping their damage). Only one hunter can attack a Reckless
Vampire, a New Vampire can be fought by multiple hunters at that location if the other hunters become delayed.

Clearing: Clear a hideout by returning all its location / power cards and discarding all its encounter cards + tokens.

Allies: Allies give an ongoing effect. Hunters can collectively have 1 ally, just like Dracula. New allies replace the old one.

Dracula errors: If Dracula has made an error (moved to an unconnected city, or can’t make a legal move) he will reveal his
current location, clear all other hideouts on the trail, move his current location to the first space on the trail, and suffer 5
damage.

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