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Nosferatu Is Coming To Town
Nosferatu Is Coming To Town
nosferatu
Is coming
Is coming
To town
OK
B O
L E
RU
by Emmanouil Rovithis
Components
Sample:
Vampiric state indicator card male and female (for Hellen hero)
The cards:
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14 Location cards:
Sample:
3
Roads (paths)/terrain deck:
The cards:
Cards back
* The number and the relative ratio of the cards in each deck are indica-
tive only and can be modified according to the number of players and the
desired level of difficulty and duration of the game. The numbers sug-
gested here are for a 5 player’s game. (Easy level)
4
Weather deck
Sample:
Card back
5
Day / night indicator card
Front Back
Market deck
84 cards:
6 Holy water cards
6 Crucifix cards
12 Stake and hammer cards
6 Weather modification cards
8 Knife cards
10 Revolver cards
10 Riffle cards
10 Hourglass cards
6 Medication cards
2 Horse cards
2 Carriage cards
2 Joker (wildcard) cards
4 Map cards
Card back
6
Exploration deck
68 cards:
Card back
7
Night encounters deck (enemies)
65 cards:
9 Nosferatu cards
5 Bandits of type 1
5 Bandits of type 2
9 Bears
9 Wolves
9 Wild boars
10 Bats (nothing)
On each card, the weapons needed for defense are shown. Also
shown are the wounds the players are dealt if defeated in a fight with
bandits or wild animals (see relevant section).
Card back
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Nosferatu advancement deck (path to Wisborg)
Sample:
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If the last card of a deck is drawn, (applies to market,
roads/terrain/ exploration and night encounters decks) the
corresponding discard pile is shuffled to form a new deck.
Additional components
Players need to provide a pawn and a wooden cube with the cor-
responding color for each hero. In addition, a black pawn (a big-
ger sized pawn) - ideally a black knight chess piece - for Nos-
feratu and a smaller black pawn, (similar to these of the hero’s )
for Knock, the Nosferatu’s minion. (See section: “Nosferatu path
to Wisborg”).
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Game setup
Setup the game according to image below (example setup for a 2 player game)
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31
12
4
18
13a
5
13b
Places row
6
15
7
8
Roads
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ro w
9
16
10
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Player’s area
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Game setup
An example setup for 2 players is shown on the previous page:
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Playing the game
synopsis
Heroes explore through Transylvania, in order to locate and destroy
Count Orlock’s (Nosferatu) coffins. At the same time Nosferatu who
prey’s Hellen, (Hutter’s wife), is travelling by land and sea to Wisborg
bringing with him the plague, the black death.
The (main) objective of the players is a) to destroy all coffins before
Nosferatu reaches Wisborg and b) remain in human state at the end of
the game.
(see “Game end”)
Day phase
In his /her turn the player should perform the following actions:
1. Flips the Day/Night indicator card to Day side.
2. Reveals the top card of the weather deck.
3. Moves or camps for the night
4. Opens and Explores locations.
5. Obtain resources from the markets or other locations
6. Discards the excess cards from his hand. (Maximum number of
cards in hand is 8 - not counting road/terrain cards).
Then the next player takes his/her turn. When all player have completed
the day phase, the first player flips the Day/Night indicator card to Night
side, and the Night phase begins.
Night phase
In his /her turn the player may perform the following actions:
1. Advances Nosferatu pawn on its path to Wisborg.
2. Fight enemies either physical or metaphysical
3. Attack other players if possessed or converter to vampire.
4. Refills his/her hand to 8 cards
When all player have completed the night phase, the game proceeds with
a new round.
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Movement and camping for the night
As the game progresses, locations cards form two rows (see page 11):
A) The “places row” that starts with the Wisborg card and ends
with Nosferatu’s castle card.
B) The “roads/terrain row” which is formed from the three cards
depicting a mountain path, a forest path and a road on a plane.
Until all the places have been opened, only forward movement is al-
lowed on row A. Afterwards the players may also move backwards
without restriction.
In order for a player to move, he/she must draw a card from the
roads deck. If the card drawn is a road on a plane, an extra card may
be drawn unless the player is wounded.
The hero Hutter, if not wounded, may, twice in the game, use his
special ability to draw an additional card (maximum 3 cards).
Then player keeps the road card(s) in his area and move his/her
pawn on the corresponded terrain type (that of the last card drawn)
on the row B. There he/she will camp for the night until he/she can
move again in his/her next turn.
A player can have at any time, no more than 4 road cards in his area.
Road cards don’t count for the player's hand
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Example of a simple movement:
Card drawn:
Movement:
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Moving to a new location:
Example of movement—continued
The red player (Hellen) coming from Wisborg, spent the night in
the forest. She must travel forward to the place “Standing
stones” (which is already opened in a previous round by another
player). Therefore she draws the top road card form the road/
terrain deck. The card is a road on plain card. This allows her to
draw another card. This time she draws a mountain card. Having
all 3 different terrain cards, discards them and advances both her
pawn and cube to the new location. She then proceeds to explore
it. (see below)
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Opening a new location
New location can only be opened by a player whose cube is in the far-
thest location. To do so he/she must discard 3 road/terrain cards, each of
a different type (similarly to movement).
Example:
The red player can open a new location. The grey player cannot.
The grey player must first move to “standing stones”, before he/she
can go to the newly opened town of “Targoviste”
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When a new town or inn, card is opened, 2 cards from the market deck
should be placed face up adjacent to it, representing the market of this
town.
Example: The town of Targoviste is just opened by the red player who
also drew 2 cards from the market deck (a knife and a crucifix) and
placed them face-up next to the town.
If the card drawn is a coffin, the player may keep it and place it in his
area (not in his/her hand) to obtain victory points. To keep (destroy)
the coffin that he/she must have a “stake and hammer” (or a
“joker”card) in his hand and show it to his fellow players. Otherwise
he/she leaves the coffin card face up next to the location, to be
claimed by another player later in the game.
When all locations have been opened, all the remaining cards of the
exploration deck are divided and distributed equally between the loca-
tions excluding Wisborg, Borgo Pass and Nosferatu castle. The cards
are placed face down on top of the location cards.
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To gain the coffin located in the Nosferatu’s castle, a player (or a
group of players) must defeat both the bandit and Nosferatu who
guard the coffin (in that order). (See rules on fighting enemies in the
corresponding section)
The red and the gray players are on the same location
The red and the gray players are NOT on the same location
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Weather cards
There are 4 types of weather cards sunny day, stormy clouds, storm
and rain, thick fog. (see page 5)
On each card, the corresponding effect is shown as well as the card
that cancels it, if played.
The effect of the weather is resolved immediately and simultaneously
by all players.
Any movement caused by the weather effect does not count as a nor-
mal movement action.
Certain cards (i.e. map/compass, carriage and joker) that negate the
weather effect should be played (discarded) at that time.
Hourglass cards.
If played, block the Nosferatu’s advancement (in the
night phase) for the current round. The hourglass token
is placed on the most recently opened Nosferatu ad-
vancement card as an indicator. The token is removed
when the night phase ends.
Joker card
It functions as a wildcard and can substitute any resource
card depicted on it.
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Night phase
When all players have completed their day phase turn, the first
player flips the day/night indicator to the night side .
When the last cards from the advanced deck is opened, the
game ends (See End of Game section)
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Night phase
All players whose pawns are on road and locations other that towns
and the inn, must draw a card from the night encounters deck. This
deck consists of cards representing enemies attacking players. There are
three type of enemies: Wild animals (under the influence of Nosferatu),
bandits (Nosferatu’s minions) and Nosferatu himself (in different poses)
(See images below)
On each enemy card there are icons with the necessary weapons to de-
feat it/him as well as the number of wounds dealt to the player when a
fight is lost.
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fight againts wild animals
Player must have the necessary weapons. If not, he/she loses immediately.
Otherwise he/she discards the weapon cards in the corresponding pile and
rolls ONE die. Any previous wound is subtracted from the number rolled.
If he/she rolls 4, 5 or 6, he/she wins. He/she takes the killed animal card
and places it in his area, to score victory point at the end of the game.
If the payer has more than one of the necessary weapons, he may roll
once again (discarding the weapon card)
If the player loses he/she takes the corresponding number of wound to-
kens placing them on his player card.
The “victorious” animal card, stays face up in the combat location, wait-
ing for the next passing player. (Night phase of the next round). The maxi-
mum allowed number of open enemy cards in any location is two. Any
subsequent card after a lost fight, is discarded.
If the player wins, he/she takes the defeated bandit card and places it in his
area, to score victory point at the end of the game.
If the payer has more than one of the necessary weapons, he may roll once
again (discarding the corresponding card).
If Knock have been activated (the card with the number VIII of Nosferatu’s
advancement path has been opened), the bandit rerolls once.
If the player loses he/she takes the corresponding number of wound tokens
placing them on his player card. Additionally he/she loses 2 resources
cards of his/her choice that remain open (face up) on the fight location to
be claimed (exchanged) later by another player.
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fight against bandits—continued
The “victorious” bandit card, stays face up in the combat location, waiting
for the next passing player. (Night phase of the next round). If an open
enemy card.The maximum allowed number of open enemy cards in any
location is two. Any subsequent card after a lost fight, is discarded.
A player with two of more wound, returns (pawn and cube) to the nearest
town to be healed.
When two or more players are fighting wild animals or bandits on the
same location, they can “join forces” to clear the site: If one player is
defeated, the enemy if fought by the next player who in that case doesn’t
have to draw a card from the night encounter deck.
Otherwise, having discarded the cards, he/she rolls TWO dice, one for him/
herself and one for his/her enemy. The highest roll wins.
If the card with the number VI of the Nosferatu advancement deck has
been opened (i.e. Nosferatu has boarded the ship “Embusa”), player sub-
tracts 1 from his/her roll. If card X has been opened (i.e.. Nosferatu has
arrived to Wisborg) player subtracts 2.
If the payer has more than one copy of the necessary weapons, he may re-
roll once (discarding the corresponding cards).
If the player wins, the Nosferatu card is discarded. If player is defeated he/
she immediately becomes possessed.
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Possessed player
The player in a possessed state flips his player card to possessed side. Then
attacks the player (ONE) who is in the nearest location (place ot terrain/
road).
The attack is resolved by a dice roll. The highest number wins the fight.
The attacked player doesn’t need any special weapon. If he/she loses he/she
becomes possessed too and proceed to attack another player.
The initial possessed players remains thereafter inactive until the end of the
night phase.
All possessed players are healed and become humans again, as soon as the
night phase ends.
He/she immediately attacks any player who wants except of the pos-
sessed and those located in towns or the inn.
When all the fights of the night are over, the last player flips the day/night
indicator on the day side. He/she also removes the hourglass token from
the Nosferatu’s advancement row.
All possessed players are healed immediately, and a new round begins.
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End of game
Condition 2. All human players lose. The winner is the Nosferatu player
(if any) who owns the most coffins. In case of a tie, winner is the Nos-
feratu player who posses the fewer metaphysical weapon cards (ie Cru-
cifix, Holy water and hammer/stakes).
Condition 3. The winner is the Nosferatu player who owns the most
coffins. In case of a tie, winner is the Nosferatu player who has the
fewer metaphysical weapon cards (ie Crucifix, Holy water and hammer/
stakes).
If all players are possessed the winner is the one with the most victory
points (VP). VPs are calculated as per condition 1 (see above).
Final note
House rules are encouraged. The difficulty level of the game may
be modified at will by increasing or decreasing the number and
the relative ratio of the resources, coffins, or weather cards.
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