vc
Fury of Dracula: Players’ Guide
Dracula wanders the roads of Europe,
planting his Vampire minions, playing a game of
cat and mouse, attempting to seize victory on an
unsuspecting world. The only thing standing
between him and 6 points, is you, the Hunters.
This Players’ Guide is my attempt to aid the
hunters and to reduce the frustration that
Hunters often feel when playing against Dracula.
As in any game, players who know the rules
better, and have a deeper understanding of the
game have a great advantage. Too often it’s the
owner of the game, the one who knows the rules
best, who ends up playing the role of Dracula.
This puts the Hunters at a big disadvantage as
they often aren’t sure of what to do and what
strategies should be employed. Often the
decisions you make on what cards to keep and
which to throw away aren’t tested until many
turns later and leaves players with a feeling of
“how can I prepare if I don’t know what to
prepare for?” By reading this Guide, hopefully
those disadvantages will be overcome.
A Brief Overview of the Game
At its heart, Fury of Dracula is a game of
evasion. Dracula attempts to evade the hunters
long enough to get those 6 points and win the
game. The players’ turns are typically simple:
move, then search (pick up your cards) then pass.
I think it’s important as a player to try and do
this as quickly as possible as the game will
become quite long if you spend each turn
agonizing over whether to draw a card or not.
A strong word of advice: don’t be afraid
to discuss your plans in front of Dracula. This is a
cooperative game, and by randomly wandering
around the map without cohesion just makes it
that much easier for Dracula to win. Keep in
mind you can show each other your cards at any
time, and you aren’t required to show Dracula
either.
What to Expect from: The Event Deck
The event deck consists of 75 cards, 25 of which are for Dracula and 50 for the Hunters. You’ll probably be
drawing an Event card every turn until you meet Dracula (don’t keep drawing cards after that if you can
avoid it as an unlucky draw could see you giving a choice card to Dracula and you losing the game). Let’s
look at our enemy’s deck first and see what he’s capable of doing.
Dracula’s Events
Of the 25 cards in available to Dracula, there are
5 very powerful ones that are worth looking at
closely.
EVASION: Perhaps the most powerful card in the
deck for Drac, this is a play immediately card that
allows Dracula to move to any city on the board
and place a new encounter, effectively an extra
turn. This card can be crippling late game since
all your efforts to track down Dracula have now
been wasted and a new trail is being formed.
This may leave players without enough time to
even get to Dracula before the game ends, since
Hunters don’t move very quickly. If you know
where Drac is and this card hasn’t been played
yet, STOP DRAWING EVENTS!!!! Otherwise you
run the risk of losing Drac and starting the game
over again.
DEVILISH POWER (2): Drac can cancel a player’s
Event card; discard an Ally or Heavenly Host
marker.
UNEARTHLY SWIFTNESS: Drac moves again.
TIME RUNS SHORT: Move the time marker
forward one (except if it’s on Small Hours).
Of the remaining cards, Drac has three Ally cards;
not all that powerful. He also has 6 combat cards,
three which give him a +1 on the die, and 3 other
tricks. There are 6 “delay” cards where Drac can
stop you from boarding trains (2), blow you
around on the ocean (1), block a road or train
track between cities (1), stop a player when they
move across the east/west boundary line or
move into a port (1). Lastly there are 5 other
cards of lesser power.
The Hunters Events
50 card breakdown: 19 Play Immediately, 3 Allies,
and 28 Keep. Here are the most powerful:
HYPNOSIS (2): On a D6, 3-6 means that Dracula
must show his location and any baby vamps in
his trail!
SENSE OF EMERGENCY (2): Same as the Resolve
power, allows you to teleport anywhere on the
map at the cost of a few health.
LONG DAY (2): Moves the time marker back one
(except if it’s on Dawn).
GOOD LUCK (2): Similar to Drac’s DEVILISH
POWER, but also gets rid of road blocks.
CONSECRATED GROUND (1): Effectively seals off
a city so that Drac may not enter or pass through.
Ever.
VAMPIRE LAIR (1): Start a combat with Drac and
if you win he loses a point.
Of the remaining cards, Hunters have three Ally
cards of which Jonathon Harker is the best,
revealing Drac’s 6th trail card (only works on his
6
th
trail card)! Sweet! There are 12 other cards
that reveal or attempt to reveal Drac’s trail in
some way. Twelve cards affecting combat
including 3 “+1 on the die” cards. Five cards
affect travel, 3 for trains, and 2 for sea. Eight
cards for other smaller effects.
POWER
10
REVEAL
12
COMBAT
12
TRAVEL
5
OTHER
8
ALLY
3
What to Expect from: The Equipment Deck
You may only get equipment cards from large
cities, so you’ll be drawing from this deck less
often. Still, you’ll soon have a full complement of
weapons in no time and you’ll need to decide
what ones to keep and what to throw away.
The deck has 40 cards and consists of 7 non-
combat weapons and 33 weapons. Let’s start by
looking at the non-combat cards first.
DOGS (2): Make you immune to 3 of Dracula’s
events, and gives a +4 to initiative in combat,
which means you’re most likely to win ties in
most situations. I’d rather just have a gun. ☺
☺
☺
☺
FAST HORSE (3): Move an extra road and discard.
Okay, I guess…
LOCAL RUMORS (2): reveal an encounter in
Drac’s trail. Good for finding that Baby Vamp.
ANTI- AGENT WEAPONS
PISTOL (5): The best weapon vs. agents! A +1 to
your roll? Great!
SACRED BULLETS (3): A one use weapon that
kicks Agents butts good. Not that great against
Drac.
RIFLE (4): Yup, #3 vs. Agents. Not surprisingly,
not so good vs. Drac.
KNIFE (5): A decent weapon that you can toss
once you acquire one of the above cards. I would
even say throw it for a one shot weapon like
Sacred Bullets as combats aren’t frequent
enough to worry about not getting a new
weapon again soon.
ANTI-DRAC WEAPONS
STAKE (4): Best against Drac, but has a chance of
breaking when used vs. Knives, Pistols and Punch,
win or lose. For best card survival, only whip this
out after those cards have been played (or don’t
use it against agents).
HOLY WATER (3): Hurts Drac good, but is a once
only weapon.
CRUCIFIX (3): #3 vs. Drac. Is defense against a
few Drac encounters.
GARLIC (4): An ideal weapon that prevents Drac
from fleeing for 3 turns so that you may pummel
him.
HEAVENLY HOST (2): May be used in combat to
end combat, but works best to just secure a city.
Best Weapon Set
Pistol
Stake
Garlic
What to Expect from: Dracula’s Encounters
There are two types of encounters, ones that
need to be matured (i.e. are activated once they
have fallen off Drac’s trail) to have full effect,
and those that don’t. There are 45 tiles, and they
are constantly being mixed, so you can never
predict what will be drawn. Here’s what you can
expect.
MATURE ENCOUNTERS (6) Cause various bits of
trouble for the Hunters, especially when
matured.
NEW VAMPIRE (6): Once matured Drac get’s 2
points and his trail is cleared down to one card.
This is his main way to get points in the game.
Hunters encountering this one at night have a 1-
3 chance of being bitten if they don’t have a
Crucifix or Heavenly Host.
COMBAT ENCOUNTERS (8)
When encountered, you’ll be fighting an Agent
armed with a Knife, Rifle, Knife and Pistol, or
everything. They get a +1 to die rolls in Eastern
Europe. If you don’t have a good weapon to use
against an agent, then RUN! The only way you
can kill an agent without a weapon is if you and
they both play Punch and you win the die roll.
Not likely to happen since agents are armed with
weapons. God help you if you encounter the
Pistol agent in Eastern Europe and Drac plays a
trap card (+3).
DELAY ENCOUNTERS (9)
When a Hunter encounters one of these, they
often lose a turn, or may be controlled by Drac
for a turn (BATS (3)).
LOSE CARDS/LIFE ENCOUNTERS (16)
A Hunter encountering one of these will often
lose an event or weapon card, and or life points.
What to Expect from: Dracula’s Powers
Drac has 5 special power cards he can use, two of
which can only be used at night.
HIDE: This card is the most annoying. It allows
Drac to stay an extra turn in a city, confusing the
heck out of everyone cuz you don’t know when
he uses it.
DARK CALL: Drac can draw 10 encounter tiles,
then discards. Typically used when Drac needs a
NEW VAMPIRE tile.
DOUBLE BACK: DRAC can grab a card in his trail
or catacombs and use it for his new location.
FEED: Drac can gain a life point. Night only.
WOLF FORM: Drac may move UP TO 2 cities
away. Still can’t pass through HEAVENLY HOST or
CONSECRATED GROUND city, though he can walk
through a city with a Hunter in it.