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LORD GODALMING (1) – GAME ROUND SEQUENCE – DAWN AND DAY

DAWN Advance time marker to next Day space


Players may play Event cards that activate at Dawn
Discard all Heavenly Host tokens that have been on the board for 1 full round
Defeated hunters become activated in the nearest Hospital; recover full health and discard all Bite
tokens, Item cards, Event cards, and train tickets
Day combat with Dracula occurs if you are in the same location
DAY Each hunter does ONE of the following:
A) Stand figure upright if delayed
B) Pass
C) Perform one action (only “Move” or “Supply” if in Hospital):
MOVE * May not move into or out of a city that has 1+ Fog tokens
* If moving to city, might reveal Dracula and/or Hideout Location; might be ambushed
By Road * May not move through road blocks
By Railway * May not move through road blocks
Spend ticket token: White # = ONLY white railways
Yellow # = Only yellow OR yellow + white railways
By Sea * May not move into sea zones containing Storm tokens
From port to sea zone OR from sea zone to sea zone OR from sea zone to port
If start turn in a sea zone, MUST move to another sea zone or port
From Hospital – To attached city
SUPPLY If in a large city (but not Castle Dracula) draw 2 Item cards (stop here if in Hospital)
If top of Event deck is a Dracula card, discard it
If top of Event deck is a hunter card, draw it (resolve if “Play Immediately”)
TRADE (If in a city with 1+ other hunters)
Choose 1 hunter in same city and swap any number of Item cards and/or ticket tokens
May look at each others' Event cards (without Dracula seeing) but NOT trade them
RESERVE (If in a city, but not Castle Dracula)
A If already have 2 ticket tokens, discard 1 or 2
TICKET Draw 1 or 2 ticket tokens and may keep or discard 1 or both
REST Recover 1 health (if in the same city as Dr. John Seward, recover 1 extra health)
SEARCH (If in a city with 1+ Encounter cards)
* May not search in a city that has 1+ Fog tokens
Reveal Dracula's Encounter cards and resolve in order of hunter's choosing
SPECIAL Includes: Hunter special ability that requires an action
ACTION Event card that requires an action
DR. JOHN SEWARD (2) – GAME ROUND SEQUENCE – DAWN AND DAY
DAWN Advance time marker to next Day space
Players may play Event cards that activate at Dawn
Discard all Heavenly Host tokens that have been on the board for 1 full round
Defeated hunters become activated in the nearest Hospital; recover full health and discard all Bite
tokens, Item cards, Event cards, and train tickets
Day combat with Dracula occurs if you are in the same location
DAY Each hunter does ONE of the following:
A) Stand figure upright if delayed
B) Pass
C) Perform one action (only “Move” or “Supply” if in Hospital):
MOVE * May not move into or out of a city that has 1+ Fog tokens
* If moving to city, might reveal Dracula and/or Hideout Location; might be ambushed
By Road * May not move through road blocks
By Railway * May not move through road blocks
Spend ticket token: White # = ONLY white railways
Yellow # = Only yellow OR yellow + white railways
By Sea * May not move into sea zones containing Storm tokens
From port to sea zone OR from sea zone to sea zone OR from sea zone to port
If start turn in a sea zone, MUST move to another sea zone or port
From Hospital – To attached city
SUPPLY If in a large city (but not Castle Dracula) draw an Item card (stop here if in Hospital)
If top of Event deck is a Dracula card, discard it
If top of Event deck is a hunter card, draw it (resolve if “Play Immediately”)
TRADE (If in a city with 1+ other hunters)
Choose 1 hunter in same city and swap any number of Item cards and/or ticket tokens
May look at each others' Event cards (without Dracula seeing) but NOT trade them
RESERVE (If in a city, but not Castle Dracula)
A If already have 2 ticket tokens, discard 1
TICKET Draw 1 ticket token and may keep it or discard it
REST Recover 2 health
(Other hunters recover 1 extra health if resting in same city as you)
SEARCH (If in a city with 1+ Encounter cards)
* May not search in a city that has 1+ Fog tokens
Reveal Dracula's Encounter cards and resolve in order of hunter's choosing
SPECIAL Includes: Hunter special ability that requires an action
ACTION Event card that requires an action
VAN HELSING (3) – GAME ROUND SEQUENCE – DAWN AND DAY
DAWN Advance time marker to next Day space
Players may play Event cards that activate at Dawn
Discard all Heavenly Host tokens that have been on the board for 1 full round
Defeated hunters become activated in the nearest Hospital; recover full health and discard all Bite
tokens, Item cards, Event cards, and train tickets
Day combat with Dracula occurs if you are in the same location
DAY Each hunter does ONE of the following:
A) Stand figure upright if delayed
B) Pass
C) Perform one action (only “Move” or “Supply” if in Hospital):
MOVE * May not move into or out of a city that has 1+ Fog tokens
* If moving to city, might reveal Dracula and/or Hideout Location; might be ambushed
By Road * May not move through road blocks
By Railway * May not move through road blocks
Spend ticket token: White # = ONLY white railways
Yellow # = Only yellow OR yellow + white railways
By Sea * May not move into sea zones containing Storm tokens
From port to sea zone OR from sea zone to sea zone OR from sea zone to port
If start turn in a sea zone, MUST move to another sea zone or port
From Hospital – To attached city
SUPPLY If in a large city (but not Castle Dracula) draw an Item card (stop here if in Hospital)
If top of Event deck is a Dracula card, discard it
If top of Event deck is a hunter card, draw it (resolve if “Play Immediately”)
TRADE (If in a city with 1+ other hunters)
Choose 1 hunter in same city and swap any number of Item cards and/or ticket tokens
May look at each others' Event cards (without Dracula seeing) but NOT trade them
...OR...
May trade just Event cards with a hunter in ANY city (secret from Dracula)
RESERVE (If in a city, but not Castle Dracula)
A If already have 2 ticket tokens, discard 1
TICKET Draw 1 ticket token and may keep it or discard it
REST Recover 1 health (if in the same city as Dr. John Seward, recover 1 extra health)
SEARCH (If in a city with 1+ Encounter cards)
* May not search in a city that has 1+ Fog tokens
Reveal Dracula's Encounter cards and resolve in order of hunter's choosing
SPECIAL Includes: Hunter special ability that requires an action
ACTION Event card that requires an action
MINA HARKER (4) – GAME ROUND SEQUENCE – DAWN AND DAY
DAWN Advance time marker to next Day space
Players may play Event cards that activate at Dawn
Discard all Heavenly Host tokens that have been on the board for 1 full round
Defeated hunters become activated in the nearest Hospital; recover full health and discard all Bite
tokens, Item cards, Event cards, and train tickets
Day combat with Dracula occurs if you are in the same location
DAY Each hunter does ONE of the following:
A) Stand figure upright if delayed
B) Pass
C) Perform one action (only “Move” or “Supply” if in Hospital):
MOVE * May not move into or out of a city that has 1+ Fog tokens
* If moving to city, might reveal Dracula and/or Hideout Location; might be ambushed
By Road * May not move through road blocks
By Railway * May not move through road blocks
Spend ticket token: White # = ONLY white railways
Yellow # = Only yellow OR yellow + white railways
By Sea * May not move into sea zones containing Storm tokens
From port to sea zone OR from sea zone to sea zone OR from sea zone to port
If start turn in a sea zone, MUST move to another sea zone or port
From Hospital – To attached city
SUPPLY If in a large city (but not Castle Dracula) draw an Item card (stop here if in Hospital)
If top of Event deck is a Dracula card, discard it
If top of Event deck is a hunter card, draw it (resolve if “Play Immediately”)
TRADE (If in a city with 1+ other hunters)
Choose 1 hunter in same city and swap any number of Item cards and/or ticket tokens
May look at each others' Event cards (without Dracula seeing) but NOT trade them
RESERVE (If in a city, but not Castle Dracula)
A If already have 2 ticket tokens, discard 1
TICKET Draw 1 ticket token and may keep it or discard it
REST Recover 1 health (if in the same city as Dr. John Seward, recover 1 extra health)
SEARCH (If in a city with 1+ Encounter cards)
* May not search in a city that has 1+ Fog tokens
Reveal Dracula's Encounter cards and resolve in order of hunter's choosing
SPECIAL Includes: Hunter special ability that requires an action:
ACTION If you are in the same city as another hunter, use an action to force
Dracula to tell you whether or not he is in the same region as you
Event card that requires an action
LORD GODALMING (1) – GAME ROUND SEQUENCE – DUSK AND NIGHT
DUSK Advance time marker to next Night space
Players may play Event cards that activate at Dusk
Night combat with Dracula occurs if you are in the same location
NIGHT Each hunter does ONE of the following:
A) Stand figure upright if delayed
B) Pass (MUST pass if in a sea zone)
C) Perform one action (only “Supply” if in Hospital):
SUPPLY If in a large city (but not Castle Dracula) draw 2 Item cards (stop here if in Hospital)
Draw from bottom of Event deck
If Dracula Event card, give to Dracula (resolve if “Play Immediately”)
If hunter Event card, keep it (resolve if “Play Immediately”)
TRADE (If in a city with 1+ other hunters)
Choose 1 hunter in same city and swap any number of Item cards and/or ticket tokens
May look at each others' Event cards (without Dracula seeing) but NOT trade them
RESERVE (If in a city, but not Castle Dracula)
A If already have 2 ticket tokens, discard 1 or 2
TICKET Draw 1 or 2 ticket tokens and may keep or discard 1 or both
REST Recover 1 health (if in the same city as Dr. John Seward, recover 1 extra health)
SEARCH (If in a city with 1+ Encounter cards)
* May not search in a city that has 1+ Fog tokens
Reveal Dracula's Encounter cards and resolve in order of hunter's choosing
SPECIAL Includes: Hunter special ability that requires an action
ACTION Event card that requires an action

TRAIN TICKET DISTRIBUTION


Token Quantity
(White/Yellow) (16 total)
1/1 2
1 (White) 3
2/1 3
2/2 4
3/2 4
DR. JOHN SEWARD (2) – GAME ROUND SEQUENCE – DUSK AND NIGHT
DUSK Advance time marker to next Night space
Players may play Event cards that activate at Dusk
Night combat with Dracula occurs if you are in the same location
NIGHT Each hunter does ONE of the following:
A) Stand figure upright if delayed
B) Pass (MUST pass if in a sea zone)
C) Perform one action (only “Supply” if in Hospital):
SUPPLY If in a large city (but not Castle Dracula) draw an Item card (stop here if in Hospital)
Draw from bottom of Event deck
If Dracula Event card, give to Dracula (resolve if “Play Immediately”)
If hunter Event card, keep it (resolve if “Play Immediately”)
TRADE (If in a city with 1+ other hunters)
Choose 1 hunter in same city and swap any number of Item cards and/or ticket tokens
May look at each others' Event cards (without Dracula seeing) but NOT trade them
RESERVE (If in a city, but not Castle Dracula)
A If already have 2 ticket tokens, discard 1
TICKET Draw 1 ticket token and may keep it or discard it
REST Recover 2 health
(Other hunters recover 1 extra health if resting in same city as you)
SEARCH (If in a city with 1+ Encounter cards)
* May not search in a city that has 1+ Fog tokens
Reveal Dracula's Encounter cards and resolve in order of hunter's choosing
SPECIAL Includes: Hunter special ability that requires an action
ACTION Event card that requires an action

TRAIN TICKET DISTRIBUTION


Token Quantity
(White/Yellow) (16 total)
1/1 2
1 (White) 3
2/1 3
2/2 4
3/2 4
VAN HELSING (3) – GAME ROUND SEQUENCE – DUSK AND NIGHT
DUSK Advance time marker to next Night space
Players may play Event cards that activate at Dusk
Night combat with Dracula occurs if you are in the same location
NIGHT Each hunter does ONE of the following:
A) Stand figure upright if delayed
B) Pass (MUST pass if in a sea zone)
C) Perform one action (only “Supply” if in Hospital):
SUPPLY If in a large city (but not Castle Dracula) draw an Item card (stop here if in Hospital)
Draw from bottom of Event deck
If Dracula Event card, give to Dracula (resolve if “Play Immediately”)
If hunter Event card, keep it (resolve if “Play Immediately”)
TRADE (If in a city with 1+ other hunters)
Choose 1 hunter in same city and swap any number of Item cards and/or ticket tokens
May look at each others' Event cards (without Dracula seeing) but NOT trade them
...OR...
May trade just Event cards with a hunter in ANY city (secret from Dracula)
RESERVE (If in a city, but not Castle Dracula)
A If already have 2 ticket tokens, discard 1
TICKET Draw 1 ticket token and may keep it or discard it
REST Recover 1 health (if in the same city as Dr. John Seward, recover 1 extra health)
SEARCH (If in a city with 1+ Encounter cards)
* May not search in a city that has 1+ Fog tokens
Reveal Dracula's Encounter cards and resolve in order of hunter's choosing
SPECIAL Includes: Hunter special ability that requires an action
ACTION Event card that requires an action

TRAIN TICKET DISTRIBUTION


Token Quantity
(White/Yellow) (16 total)
1/1 2
1 (White) 3
2/1 3
2/2 4
3/2 4
MINA HARKER (4) – GAME ROUND SEQUENCE – DUSK AND NIGHT
DUSK Advance time marker to next Night space
Players may play Event cards that activate at Dusk
Night combat with Dracula occurs if you are in the same location
NIGHT Each hunter does ONE of the following:
A) Stand figure upright if delayed
B) Pass (MUST pass if in a sea zone)
C) Perform one action (only “Supply” if in Hospital):
SUPPLY If in a large city (but not Castle Dracula) draw an Item card (stop here if in Hospital)
Draw from bottom of Event deck
If Dracula Event card, give to Dracula (resolve if “Play Immediately”)
If hunter Event card, keep it (resolve if “Play Immediately”)
TRADE (If in a city with 1+ other hunters)
Choose 1 hunter in same city and swap any number of Item cards and/or ticket tokens
May look at each others' Event cards (without Dracula seeing) but NOT trade them
RESERVE (If in a city, but not Castle Dracula)
A If already have 2 ticket tokens, discard 1
TICKET Draw 1 ticket token and may keep it or discard it
REST Recover 1 health (if in the same city as Dr. John Seward, recover 1 extra health)
SEARCH (If in a city with 1+ Encounter cards)
* May not search in a city that has 1+ Fog tokens
Reveal Dracula's Encounter cards and resolve in order of hunter's choosing
SPECIAL Includes: Hunter special ability that requires an action:
ACTION If you are in the same city as another hunter, use an action to force
Dracula to tell you whether or not he is in the same region as you
Event card that requires an action

TRAIN TICKET DISTRIBUTION


Token Quantity
(White/Yellow) (16 total)
1/1 2
1 (White) 3
2/1 3
2/2 4
3/2 4
COMBAT SEQUENCE
Combat occurs when Dracula is in the same city as 1+ hunters at Dawn or Dusk OR
when either a hunter search or a Dracula ambush results in a Vampire encounter
If in a city with 1+ Fog tokens, Dracula may skip combat if he wishes
In a Vampire Encounter combat, Dracula may not play “escape” cards until 3 Combat cards are in play
Hunters use Dodge, Escape, and Punch (yellow banners) + acquired Combat Item cards (red banners)
Dracula shuffles his Combat deck and draws 5 cards
1) Combatants each choose 1 Combat card
If multiple hunters, Dracula chooses 1 hunter to be the engaged hunter for this round
(It's also possible for multiple hunters to fight a “New Vampire”)
2) Combat cards are revealed and resolved
If Dracula's card symbol appears in the banner of the engaged hunter's Combat card,
Dracula's card is cancelled and turned over
If Dracula's card was not cancelled, resolve Dracula's card (applying effects to the engaged
hunter), then turn over Dracula's card
If “Escape as Mist” or “Escape as Bat” have been played before Dracula has played a
number of Combat cards greater than the current Despair level, the card has no effect
If “Escape as Mist” takes effect, combat ends
If “Escape as Bat” takes effect, combat ends and Dracula either stays in same Location
or chooses a Location up to 2 cities away by road that does not pass through, or end in,
any cities with Consecrated Ground or Heavenly Host tokens (if a new Location is
chosen, clear the current Hideout and replace it with the new Location card and the
“Escape as Bat” Combat card)
(“Escape as Bat” can also be played during a Vampire encounter just to end combat)
If all hunters in the combat are bitten, defeated, or have escaped, combat ends
If a hunter is defeated, lay the hunter figure down
For each defeated hunter, Dracula receives 2 Influence +1 Influence per Despair token
that is on the board
If the Influence track reaches 13, Dracula wins the game!
Resolve hunter combat card(s) that have not been cancelled when resolving Dracula's card
If Dracula is defeated, the hunters win the game!
3) If Dracula has played 6 Combat cards, the combat ends immediately
If combat hasn't ended:
The hunter(s) take back into hand the card played in the previous (not current) combat round
Dracula draws the top card of his Combat deck
COMBAT CARD QUANTITIES AND CANCELLATIONS
Claws Fangs Escape as Bat Escape as Mist Mesmerize Plotting Strength
(2) (2) (2) (1) (2) (2) (2)

Dodge (1 each)
Escape (1 each)
Punch (1 each)
Crucifix (2)
Garlic (3)
Heavenly
Host (3)
Holy Circle (2)
Knife (3)
Pistol (4)
Rifle (4)

DRACULA'S WAYS OF GAINING INFLUENCE (13 NEEDED TO WIN)


# of Influence Action
Maturing Vampire encounters (may only mature 1 Vampire per Hideout)
4 Matured Aristocratic Vampire
(+3 with Rumour) (3 of 28 Encounter cards)
4 Matured Reckless Vampire
(+3 with Rumour) (3 of 28 Encounter cards)
3 Matured New Vampire
(+3 with Rumour) (2 of 28 Encounter cards)
Defeating hunters in combat
2 A hunter is defeated by Dracula or a Vampire Encounter through loss of health
(+1/Despair token) or bites
Use of the “Fangs” Combat card
1 If it is Night AND the engaged hunter is Mesmerized AND “Fangs” is resolved
(The hunter Event card “Great Strength” can prevent the bite, but Dracula still
gains 1 Influence)
1 If it is a combat with a Reckless Vampire AND the hunter has been ambushed
by the Vampire AND “Fangs” is resolved
All 3 Despair tokens are on the board
3 Each time Dracula plays either city Location card or “Hide” Power card on Trail
COUNT DRACULA – GAME ROUND SEQUENCE – DAWN, DAY, DUSK, AND NIGHT

DAWN Advance time marker to next Day space

If advancing from Sunday night to Monday day:


Add 1 Despair token to the board if fewer than 3 are in play
Receive 1 Rumour token
Players may play Event cards that activate at Dawn
Day combat occurs, if applicable

Each hunter takes 1 action


DAY
If a hunter moves onto a Hideout or a Lair, you may choose to ambush with any/all Encounter card(s) there

DUSK Advance time marker to next Night space

Players may play Event cards that activate at Dusk


Night combat occurs, if applicable
Remove 1 Fog token from each city that has 1+ Fog tokens
Remove 1 Roadblock token of your choice from the board, if present
Remove 1 Storm token of your choice from the board, if present

Each hunter takes 1 action


NIGHT
Dracula does ONE of the following:

A) Play Power card (see “COUNT DRACULA'S POWER CARDS” reference)


B) Move
1) Slide all cards on your Trail 1 space to the right
If a Hideout slides off the 6th space of the trail, either...
Place the Location card back in the Location deck and discard all cards and tokens from the Hideout
Mature Hideout: Resolve all matured effects on Encounter cards, then discard all cards and tokens from
the Hideout; advance the Influence track if a Vampire is matured
Convert Hideout to Lair: Place the Hideout with its cards and tokens on 1 of the 3 Lair slots on the board
(clearing a Lair to make room, if necessary), then place another Encounter card face down with the Lair
2a) Move by Road:
* You CAN more through Roadblocks
If moving to Castle Dracula, recover up to 5 health
2b) Move by Sea (hunters do NOT reveal your sea zone Locations just by moving into them):
* You CAN move into sea zones containing Storm tokens
From port city to sea zone: Lose 2 health
From sea zone to sea zone: Lose 1 health
From sea zone to port city
3) Create new Hideout:
Place the new Location card on the leftmost space of your Trail
If not in a sea zone AND not currently revealed, place an Encounter card face down with the Hideout
May place a Rumour token on any of the Encounter cards in the first 3 spaces of the Trail (maximum 1
Rumour token per Hideout/Lair)
* You CAN move to a Lair location:
Convert Lair back to a Hideout on the Trail and add another Encounter card, as normal
4) If all 3 Despair tokens are on the board and you have added either a city Location card or your “Hide” Power card to
your Trail, advance the Influence track by 3
5) If you have fewer than 5 Encounter cards in hand, refill your Encounter hand to 5 cards
COUNT DRACULA'S POWER CARDS

DARK CALL * Cannot be played if currently at sea or with a Consecrated Ground or Heavenly Host

-Play instead of a Location card


-No Encounter card is played with it
-Lose 2 health
-Draw 5 Encounter cards (do not discard any, since there is no Encounter hand limit)

FEED * Cannot be played if currently at sea or with a Consecrated Ground or Heavenly Host

-Play instead of a Location card


-No Encounter card is played with it
-Recover up to 3 health

* Cannot be played if currently at sea or with a Consecrated Ground or Heavenly Host


HIDE
* CAN be used with the “Wolf Form” Power card

-Place “Hide” on the first space of the Trail, as if it was a new Location card
-Place an Encounter card with it
-If “Hide” is not the 6th card on the Trail and a hunter ends a move in the city that matches the
Location card that is associated with “Hide” (the one to the right of “Hide” on the Trail), both
Hideouts are revealed and you may ambush the hunter with any number of Encounter cards from
both the Location card and the “Hide” card
-If “Hide” is the 6th card on the Trail it cannot be revealed; you may not ambush the hunters with any
Encounter cards that are with it, and the Encounter cards with it cannot be searched by the hunters
-When the Location card that is associated with “Hide” (the one to the right of “Hide” on the Trail)
slides off the 6th space of the Trail, no matter what happens to that Location card or any Encounter
cards with it, the “Hide” card and its Encounter card are unaffected and slide over to the 6 th space
-When “Hide” slides off the 6th space of the Trail, you may NOT resolve the matured effects of any
Encounter cards that are with it

MISDIRECT * CAN play “Misdirect” while in a sea zone

-Clear any Hideout from your Trail, returning cards to their decks and tokens to their supplies
* May NOT clear a Hideout that contains another Power card, the Castle Dracula Location, your
current Location, or a Location that is associated with the “Hide” Power card
-Place “Misdirect” on the space of the Trail that was cleared
-Play a normal turn by placing either a Location card or a Power card on the 1st space of the Trail
-If not currently at sea, an Encounter card is also placed on the 1st space of the trail, as normal

WOLF FORM

-Lose 1 health
-Play on your Trail along with a Location card of a city that is up to 2 cities away by road from your
current location
* May NOT pass through or enter a city that contains a Consecrated Ground or Heavenly Host token
-An Encounter card is placed with this Hideout, as normal
-You CAN play “Wolf Form” with “Hide” (and an Encounter card) to stay in your current Location
-You CAN play “Wolf Form” if currently in a sea zone to move to an adjacent port or a city 1 road away
from an adjacent port (but may NOT combine with “Hide” to stay in your current sea zone)
-If this Hideout later becomes a Lair, return “Wolf Form” to your hand of Power cards

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