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This section provides additional rules required to play Fury of Dracula. For further clarifications or specific game effect interactions not covered here, see the Rules Reference.

Dawn And Dusk

During the hunter phase, dawn occurs before day and dusk occurs before night. During dawn and dusk, players advance time and then fight Dracula if he is revealed.

The time track has both day and night spaces. At dawn, the time marker advances from a night space to a day space, and at dusk, the time marker advances from a day space to a night space. Each day and night space has an abbreviation for a day of the week.

When the time tracker advances from Sunday night to Monday day, a week has passed. To indicate this, players place a despair token on one of the three spaces in the center of the time track. There is a small graphic on the time track to remind players to do this.

Despair tokens represent Dracula's creeping influence over the unsuspecting citizens. These tokens have an effect over how much the influence track is advanced when hunters are defeated. Additionally, Dracula's "The Fury of Dracula" ability on his character sheet triggers after all three despair tokens are placed on the board.

Event and Item Cards

Event cards provide both hunters and Dracula with helpful effects and allies. Item cards provide hunters with useful assets that are most commonly used in combat with Dracula.

Event Cards

After a player draws an event card, he must read the card to determine when it is resolved. The top of each event card contains timing text that indicates when the card can be played. Some cards need to be played immediately while other cards can be used later at specific times.

To play an event card, a player reads the text on the card and resolves the described effect. Then, he places that event card faceup in the event discard pile.

Event cards can have multiple effects, and players must decide which effect to use when playing the card-some of these cards can be played as an ally. These cards have an "Ally" effect at the bottom of the card. When a hunter card is played as an ally, it is placed in the ally slot on the board. When a Dracula card is played as an ally, Dracula places that card faceup in his play area.

There can be only one hunter ally in play at a time. If a hunter chooses to use the ally effect on an event card and there is already an ally in play, the old ally is replaced with the new ally. Similarly, Dracula can only have one ally in play at a time. When an ally is removed from play, it is placed faceup in the event discard pile.

Item Cards

When a hunter draws an item card, he takes the top card from the item deck and places it in his hand. Most hunter cards can only be used in combat. These cards each contain a banner. Item cards without a banner describe when they can be played.

What Are Hand Limits

Each hunter sheet has two cards slots, one at the top that is used for item cards and one at the bottom that is used for event cards.

Most hunters have a hand limit of three for each card type (item and event cards), which is depicted by a hand limit icon on his character sheet in that card type's slot.

Hunters can place their cards on these slots if they don't want to hold them in their hands-this is helpful for players who need to manage multiple hands when controlling multiple hunters.

Dracula has a hand limit of four event cards which is shown in the event card slot on the bottom of his character sheet.

Table Talk

During the game, players can talk with each other and share information about the cards in their hands. However, all communication must be open and in the presence of Dracula. If hunters share cards with each other, they must share those cards with Dracula as well.

When a hunter performs a trade action, he and the other hunter who is part of that trade action can trade cards in secret and communicate in private, without Dracula seeing those cards or hearing that conversation.

Ticket Tokens

Ticket tokens allow a hunter to move by railway. A hunter gains ticket tokens by performing a reserve a ticket action.

To move by railway, a hunter must spend one of his ticket tokens by revealing its faceup side. Then, he moves using the values on the ticket token before returning it facedown to the token pool. When moving, a hunter can use white, yellow, or a combination of both colors of railway.

Ticket tokens have white and yellow values, which determine how many railways a hunter can use to move to a new city. If a hunter moves using only white railways, he must use the white value on a ticket token to determine the distance he can move. If a hunter moves using only yellow railways or a combination of white and yellow railways, he must use the yellow values on ticket tokens to determine the distance he can move. If a ticket token does not have a yellow number, it cannot be used to move using yellow railways.

Maturing Encounters

During the Dracula phase, all hideouts on the trail slide to create space for Dracula to place a new card. If there are six hideouts on the trail when this happens, the hideout on the sixth space is matured.

When Dracula matures a hideout, he may resolve the matured effect on that hideout's encounter card, if applicable, and discard the card. Then, Dracula returns the location card in the hideout to the location deck.


The bottom of some encounter cards have a red section that has a "Matured Effect". If a hideout is removed from the trail during the Dracula phase, Dracula may mature any of the encounter cards in that hideout by resolving the text in the "Matured Effect" section on those cards.

Vampire Encounters

There are three encounter cards that contain the word "Vampire" ("New Vampire", "Aristocratic Vampire", and "Reckless Vampire"). These encounters are called vampire encounters. These cards have a "Matured Effect" that, when resolved, advances the influence track.

The matured effect on a vampire encounter instructs a player to clear specific hideouts on the trail. When a hideout is cleared, all location cards in that hideout are returned to the location deck, all encounter cards in that hideout are discarded, and all tokens in that hideout are placed in the token pool.

Finding The Trail

After a hunter ends his movement on a city, Dracula must check all of the cards on the trail. If that location is a hideout on his trail, Dracula reveals the location card from that hideout by flipping it faceup. The revealed location card remains faceup until it is returned to Dracula's location deck.


After a hunter ends his movement on a hideout that has one or more encounter cards in it, Dracula can choose to ambush that hunter. To ambush, Dracula chooses an encounter card in that hideout, then reveals and resolves the card's effect, ignoring the matured effect. After he resolves that card, it is discarded. If Dracula chooses not to ambush, the encounter card remains as part of that hideout, and Dracula may ambush in the future when a hunter ends his movement on that location.

Search Action

If Dracula does not ambush a hunter, it may be because Dracula is hoping to mature newly created vampires. When a hunter is on a location with an encounter card he may perform a search action to resolve all of the encounter effects on those cards, ignoring the matured effect.

Revealing Dracula

If a hunter ends his movement on the city where Dracula is located (the location card on the first space of the trail), Dracula is revealed. When Dracula is revealed, place Dracula's figure on the board on that city. Then, a combat occurs during the next dawn or dusk. Dracula cannot be revealed while he is on a sea zone.


If a hunter is on the same city as Dracula at dawn or dusk, combat occurs.

Before combat begins, the Hunter takes one "Dodge", "Punch", and "Escape" card from the hunter combat card piles and adds them to his hand of item cards-these cards do not count toward his hand limit. Then, Dracula shuffles the Dracula combat deck and draws five cards from it to use during the combat. Players resolve a combat by following these steps:

  1. Choose Combat Cards

    Each player chooses one card from his hand and places it facedown in the play area. The hunter must choose one of his cards that has a banner. This includes item cards with a red banner or combat cards ("Punch", "Dodge", and "Escape") with a yellow banner.

  2. Reveal Combat Cards

    Both players simultaneously reveal their chosen cards.

  3. Compare Combat Icons:

    The players check if the combat icon on Dracula's card matches a highlighted combat icon on the banner of the hunter's card. If it does, the effect on Dracula's revealed combat card is canceled. Then, Dracula flips that card facedown and it remains in the play area.

  4. Resolve Dracula's Effect

    If Dracula's revealed combat card was not canceled, Dracula resolves the effect on the card. Then, he flips that card facedown and it remains in the play area. Remember that Dracula's "Pride" ability on his character sheet restricts when he can play the "Escape as Mist" and "Escape as Bat" combat cards.

  5. Resolve Hunter's Effect

    If the hunter's card was not canceled by resolving Dracula's card, the hunter resolves the effect of his card, and it remains in the play area.

  6. Refresh Hands

    Dracula draws the top card of the Dracula combat deck. During each subsequent round, the combat card the hunter played during the previous round is returned to his hand.

Players continue resolving combat rounds until a combat ends in one of the following ways:

  • Dracula has played six combat cards.
  • Dracula wins the game by advancing the influence track to space "13".
  • The hunters win the game by defeating Dracula.
  • All hunters involved in the combat are bitten, defeated, or have escaped.
  • Dracula resolves "Escape as Bat" or "Escape as Mist". Dracula's "Pride" ability explains the conditions under which these cards resolve.

After combat ends, each hunter in the combat places his hunter combat cards ("Dodge", "Punch", and "Escape") back in the combat card piles near the board. Dracula shuffles all Dracula combat cards into his deck.

Multiple Hunters in Combat

oAllthough the above rules are written with only one hunter in combat, multiple hunters can be in the same combat with Dracula.

If there are multiple hunters in Dracula's current location, each hunter chooses a card. Then, before cards are revealed, Dracula chooses one hunter to be the engaged hunter. Only that hunter can block Dracula's combat card. Then, both hunters' cards are resolved.


Each time a hunter or Dracula suffers damage, he takes a number of damage tokens from the token pool equal to the amount of damage suffered and places them on his character sheet. If a hunter or Dracula recovers damage, he removes a number of damage tokens from his character sheet equal to the amount of damage recovered and returns them to the token pool.

If the total value of damage tokens on a character sheet equal or exceeds that character's health value, that character is defeated.

When a hunter is defeated, at dawn, his figure is placed on a hospital space on the board. Then, the hunter discards all of his event and item cards and returns all damage, bite, and ticket tokens to the token pool. If Dracula has been defeated, the hunters win the game.

Bitten Hunters

When a hunter is bitten, he places a bite token on a bite space on his character sheet. If a hunter has one or more bite tokens on his character sheet, he is weakened. A weakened hunter must keep one event card and one item card revealed. Since Mina is permanently weakened, she always keeps an event card and an item card revealed.

Revealed item and event cards are placed on the item and event cards slots on the top and bottom of each character sheet. These revealed item cards are hidden during combat.

If a hunter is bitten but has no spaces to place his bite token, he is defeated. Therefore, Mina is defeated when she receives her first bite token, while Van Helsing is defeated when he receives his third bite token.

When a hunter is defeated, the influence track is advanced two spaces plus the number of despair tokens on the time track (as described by Dracula's "Rage" ability on his character sheet). At dawn, the hunter is placed on the nearest hospital location. These locations are marked by a double icon.

Combat Example

During the second week, Dracula and Mina are in the same location at dusk, so a combat occurs. Dracula draws five cards from his combat deck, and Mina takes the three hunter combat cards and adds them to her hand of item cards.

Since it is the second week of the game, there is only one despair token on the board. If Dracula wishes to escape, he will have to wait until at least round 3 to play an escape card.

Round 1:

None of the icons on the banner match the icon on "Claws", so it resolves. It is night, so Mina suffers four damage. Then, Dracula flips "Claws" facedown and Mina resolves "Punch", which causes Dracula to suffer one damage.

No one was defeated, so combat continues. Dracula draws one combat card from his combat deck, and Mina leaves "Punch" faceup in front of her.

Round 2:

This time, one of the icons matches "Strength", so it is canceled and flipped facedown. Then, Mina resolves "Dodge", which has no effect.

Dracula draws one combat card from his combat deck. Mina leaves "Dodge" faceup in front of her and takes "Punch" back into her hand.

Round 3:

There are no matching icons and Dracula satisfies the "Pride" ability on his character sheet, so he resolves his card, causing combat to end immediately-before Mina can resolve her "Pistol" card.

Fighting Vampires

If a hunter performs a search action and is instructed to "fight this vampire", a combat occurs. When fighting a vampire, players use the same rules for combat as they would in a combat with Dracula, and Dracula controls his vampires.

Each vampire has a health value printed on its card. When a vampire suffers damage, players follow the same rules used when either a hunter or Dracula suffers damage, placing damage tokens on the vampire encounter card instead of a character sheet.

If the total value of damage tokens on the vampire equal or exceeds its health value, that vampire is defeated and its encounter card is discarded. If a vampire is still alive after a combat ends, any damage that vampire suffers stays on its card.

Dracula cannot play escape cards for his vampires until he has three combat cards in play.

Event And Encounter Tokens

Some event and encounter cards instruct players to place tokens on the board that have lingering game effects, as follows:

Bats Token: Bats tokens are placed under hunter figures as a reminder that Dracula can move that hunter, to an adjacent city as the hunter's next action the next time that hunter is able to perform an action. After moving a hunter, Dracula removes the bats token, placing it in the token pool.

Host Tokens: If the consecrated ground token is placed on a location that is on the trail, that location and any encounters on it are revealed. Dracula cannot enter that location.

If the location is Dracula's current location, he must move to a new location during the next Dracula phase. Heavenly host tokens have the same effect as consecrated ground tokens, but they are removed at dawn.

Fog Token: If a city contains a fog token, hunters cannot perform search actions while on that city. Additionally, hunters cannot move or be moved in a way that would cause them to enter, leave, or pass through a city that contains a fog token.

Dracula may choose to avoid a combat in a city that contains a fog token. At the end of each dusk, one fog token is removed from each city on the board that has at least one fog token.

Roadblock Tokens: A hunter cannot move through a road or railway that contains a roadblock token.

When Dracula places a roadblock token, he places it on either a road or railway-the token is placed on the board with the road or railway side faceup, as appropriate.

At the end of each dusk, Dracula removes one roadblock token from the board.

Storm Tokens: A hunter cannot move into a sea zone that contains a storm token. At the end of dusk, Dracula removes one storm token from the board.

Special Locations

There are some locations on the board that function differently than other locations, as follows:

Castle Dracula: The location card for Castle Dracula has a different back so hunters know when the card is played. When Dracula places this card on the trail, he heals five damage. If a hunter is on Castle Dracula, he cannot supply or reserve a ticket.

Hospitals: Hospitals are spaces on the board attached to cities. There are hospitals in Madrid, Rome, and Budapest. When a hunter is defeated, he is placed at the nearest hospital (measured by roads) at dawn. If there are two equidistant hospitals, Dracula chooses which of those hospitals the hunter is placed at. The hunter figure is placed on the top portion of the hospital location.

Then, the hunter discards all of his event and item cards and returns all damage, bite, and ticket tokens to their respective pools.

While a hunter is at a hospital, he can perform a supply action, but when he does he only draws item cards. During the day, a hunter at a hospital can perform a move action to move from the hospital to the attached city location.

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