Hunter's Guild: The Vampire Forest
Hunter's Guild: The Vampire Forest Rulebook
Table of Contents
Table of Contents
Components
- 100 Day Cards
- 100 Night Cards
- 4 Hunter Cards
- One 20-sided Die
- Rules Sheet
Setup
This game requires 2-4 mortals to play. Each player must select a Hunter Card to represent their game character. The Hunter Card is placed in front of each player. Divide the cards into the Day Deck and the Night Deck & shuffle both decks separately. Keep separate face-up discard piles for both decks.
When a deck runs out reshuffle its discard pile & continue play. Decide who goes first by rolling the die, the highest number rolled leads the hunt. When order has be decided, deal four cards from the Day Deck to each player starting with the player that will lead.
In Hand
Cards in your hand are not "In Play" until placed in front of you. At the end of each turn you may have no more than 8 cards in your hand. Any extra cards must be discarded before the end of your turn.
In Play
These are the cards face up in front of you showing the items you have equipped. These cards consist of weapons, shields & armors. Only one of each is allowed In Play at a time. If a Hunter is using a 2-handed weapon no shield may be equipped. All item cards must be equipped & put In Play during the Day Phase & before the end of each Hunter's turn. In Play cards cannot be modified during the Night Phase or battles. The In Play cards do not count towards your limit of 8 cards In Hand.
Health Gems & Taking Damage
Hunter Cards have 4 Health Gems at the top, right, bottom & left of the card. Each unsuccessful attack on a Creature results in the loss of 1 Health Gem. Turn your Hunter Card counter-clockwise 1 turn to show damage taken to your Health Gems. Once your Hunter Card has taken 4 damage (made one full rotation), your Hunter is mortally wounded & loses all cards In Hand & In Play. On the next Day Phase your Hunter draws 4 new cards from the Day Deck for your turn & you are back in the game.
[Diagram: four Health Gem diamonds, showing the gems lost as damage is taken.]
Armors & Shields
Armors & Shields have Health Gems at the top, right, bottom & left of each card. Health Gems range from 2-4 depending on the item. Armor & Shield cards that are In Play sustain damage before your Hunter Card's Health Gems. The player may choose which item sustains the damage each time they are hit. If you swap out a damaged Shield or Armor, it must be discarded. Non damaged items can be swapped out & returned to your hand.
Weapon Cards
Weapons have attack & damage modifiers listed on each card. The number labeled "ATTACK" is the number added to your roll during an Attack Roll. The number labeled "DAMAGE" is the amount of Health Gem damage the weapon inflicts after a successful Attack Roll. If a Hunter has no weapon card In Play the base damage inflicted is 1.
Vampire Slaying Item Cards
The 4 Vampire Slaying Item Cards consist of: Hammer & Stake, Holy Water, Garlic, & Cross. One of each of these item cards are needed to slay the Vampire & win the game. These cards may be used separately to repel the Vampire's attack. The item card must be discarded if used as a repel.
Game Round
Each game round consists of one Day Phase & one Night Phase.
Day Phase
In turn order, each player draws 1 card from the Day Deck face down and adds it to their hand. Players must place all items they want to equip In Play before the end of their turn during the Day Phase. Players must discard card(s) of their choice if they are over the limit of 8 cards in their hand. After the last player has completed their Day Phase the Night Phase of the round begins.
You may choose to skip your day turn to rest & regain 1 Health Gem to your Hunter Card. This can only be done by non-infected Hunters.
Night Phase
In turn order, each player draws 1 card from the Night Deck face up & plays accordingly.
Creature Cards
If a Creature Card is drawn the player must battle the Creature alone unless "All Slay" is indicated on the card. If the Creature Card is marked with an All Slay icon in the upper left corner all players team up to battle the Creature together. Players still take turns battling in their respected order starting with the player that drew the card. No player is permitted to "Flee" an All Slay battle.
Each Creature Card has a "Level" number represented in the upper right corner of the card. Players roll one 20-sided die to match or exceed this number to try to successfully land an attack. All missed attack rolls are treated as the Creature landing a successful strike on your Hunter. All Creatures inflict one damage per attack, regardless of their level.
[Example cards shown: a Solo Encounter (Skeleton Guard, Level 10) and an All Slay encounter (Troll, Level 17).]
Critical Hit Roll
An instant death blow occurs when a Hunter rolls the exact number matching the Creature's level. Attack modifiers may not be used to generate this Critical Hit number.
Dodge Roll
Rolling a 1 is treated as a Dodge. No damage occurs to the Hunter or Creature. In a solo encounter, roll again & continue battle as normal. In an All Slay encounter, this counts as your turn & play continues to the next Hunter in the respected order.
Loot
Some Creatures have a loot value that is represented by a number on the bottom left corner of the card. Loot is always drawn from the Day Deck.
All Slay Creatures may have 2 Loot values: "Final Slayer" (cross icon) & "Party" (group icon). The Hunter to execute the final killing roll takes the amount indicated for Final Slayer, all others that were involved in the battle & rolled the die at least once, take the number of Loot indicated under Party.
Feed
Some Creatures have a Feed value that is represented by a number on the bottom right corner of the card. Only Infected Hunters may feed off of these slain Creatures. Feeding will regain your Health Gems by the amount indicated on the card.
All Slay Creatures may have 2 Feed values: "Final Slayer" (cross icon) & "Party" (group icon). The Infected Hunter to execute the final killing roll takes the Feed amount for Final Slayer, all other Infected Hunters that were involved in the battle & rolled the die at least once, take the Feed value indicated under Party.
Vampire Card
If you do not have all 4 Vampire Slaying Item Cards when a Vampire card is drawn to win the game you may play one of these item cards to repel his attack. If you do not have a Vampire Slaying Item Card, or chose not to use one, you are infected by the Vampire & must turn over your Hunter Card to reveal your new infected form. All newly Infected Hunters start with full health regardless of what their human Hunter's previous health was. You must remain infected until you play an Antidote card.
Playing as an Infected Hunter
When your Hunter is infected by the Vampire game play is the same with 2 exceptions:
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If you decide to play the Day Phase of a round you lose one Health Gem due to sun damage. Armors and shields do not protect you from going out in the day, the day damage must be taken from your Infected Hunter Card.
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When in battle, an Infected Hunter adds an attack bonus of +3 to all Attack Rolls. If you draw a Vampire card while Infected you must play a Vampire Slaying Item Card to repel the attack or your Hunter is completely under the power of the Vampire & loses all cards In Hand & In Play. On the next Day Round you start over as a new Non-Infected Hunter (the same Hunter Card may be used) & draw 4 new cards from the Day Deck as your turn & you are back in the game.
Winning the Game
The first Hunter to collect all 4 Vampire Slaying Item Cards and draws a Vampire card wins the game!
Card Appendix
Attack Modifiers
These cards can be played after rolling to add the amount displayed on the card to one Attack Roll. You can use multiple cards at once to chain larger attack amounts. This card can only be used once & must be discarded after use.
Surprise Attack
Must be played before rolling. Roll the die 2x & add both amounts for the total Attack Roll. This card can only be used once & must be discarded after use.
Visit Blacksmith
Can only be used during the Day Phase. This restores your equipped armor & shield back to full strength. Card cannot be used by an Infected Hunter. Must be discarded after use.
Dodge
Can be played after you roll an unsuccessful Attack Roll to avoid taking damage. Must be discarded after use.
Flee
Can be played to Flee a solo battle. No Loot or Feed can be collected. Cannot be played during an All Slay. Must be discarded after use.
Antidote
Can be played to cure an Infected Hunter. This card can be played anytime, day or night & during battles. When turning back to your human form you start with full Health Gems regardless of what your Infected Hunter's previous damage was. Cannot be played after a Vampire card is drawn. Must be discarded after use.
Health Modifiers
Health Modifier cards are played to restore your Health Gems. These cards can be used anytime, day or night & during battles. You can use multiple Health Modifier cards at one time. Can only be played by Non-Infected Hunters. Must be discarded after use.
Full Revive
Used when your Hunter is mortally wounded to be revived to full health. Can only be used by Non-Infected Hunters. Must be discarded after use.
Feed
When this card is drawn, ALL Infected Hunters gain back 1 Health Gem.
Bump in the Night
The player who draws this card must pick another player to blindly swap a card with. Both players fan out their cards & each pick from the other's hand. The player who drew the card picks first. Cards must be picked before the new card is added into the player's hands.
Encounter Thieves
Player must discard one card of choice from their hand.
Lose Weapon / Armor / Shield
Player must discard the respected item that is equipped. Applies to In Play items only.
Lost in the Woods
Player loses a Day Phase turn. Card is placed face up near your Hunter Card, then placed into the discard pile at your respected Day Phase turn. Player may not equip items while they are lost. Players that draw this card are still included in All Slays that occur during that same Night Phase.
Loot the Deck
Player can use this card to take any card from the Day Deck discard pile.
Lucky Draw 2 Cards
Must be played as soon as it's drawn. Player takes 2 cards from the Day Deck.
Sunrise
The Night Phase ends after this card is drawn. The Day Phase will begin with the lead Hunter starting first as normal.