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I Am Vlad: Prince of Wallachia

I Am Vlad: Prince of Wallachia Rulebook

Table of Contents

Table of Contents

  • II. Way of Winning the Game
  • III. Game Components
  • IV. Prepare the Components for the Game
  • Game Map Assembly
  • Place the Components on the Game Map
  • Place the Components on the Underworld Map
  • Place the Components on the Player Sheet (Sheet with Units' Lives)
  • V. Explanations About the Game Components
  • VI. Each Player's Move - Movement Plus Tactical Actions, Attack
    • First Stage - Moving the Unit on the Game Map
    • Second Stage - Unit's Attack
  • VII. Attack on an Enemy Unit, on a Neutral Unit on the Game Map
  • Attack on Some Neutral Units - Werewolves
  • Attack on Some Neutral Units - Fortress Guards
  • Terms Used

II. Way of Winning the Game

There are three ways of winning the game.

The first one consists of placing 3 Crown Tokens on the symbols drawn on your Player Sheet, in the left upper hand side (crown skull). A Crown Token is acquired when the player's units manage to kill an enemy Vlad hero. In order to get the token, when an enemy Vlad hero is killed, the own unit that defeated him must still be alive after the battle.

The second way of winning the game only occurs when there are not enough remaining Crown Tokens to win it by gathering 3 of them. In this case, the game becomes a death match, the last Vlad hero left alive wins the game. In a death match game, if the last two Vlad heroes left on the map eliminate themselves simultaneously, the winner will be decided by counting the Crown Tokens, the one who has a higher number will be the winner. In case the number of Crown Tokens is equal, then both Vlad heroes will respawn for the second time (an exception to the general rule) in their own bases and will continue the game until one of them is eliminated.

A third way of winning the game is placing the Vlad hero on one of the 4 orange squares in the cursed tower (center of the fortress) and maintaining it there for eight consecutive game rounds. The count begins from the round following the placing of the Vlad hero in the cursed tower and continues each time the player who placed it there has his turn. The player wins the game when it comes to his eighth turn after placing the Vlad hero on one of the four orange squares in the center of the fortress.

III. Game Components

  • 5 Parts that form the Game Map
  • 1 Underworld Map
  • 4 Player Sheets (one for each player)
  • 13 Unit Life Dials
  • 4 plastic figures - Vlad heroes (one for each player)
  • 4 plastic figures - Wallachian Knights (one for each player)
  • 4 plastic figures - Archers (one for each player)
  • 4 plastic figures - Outposts
  • 1 plastic figure - 8 Sided Die (numbers)
  • 1 plastic figure - 6 Sided Die (numbers)
  • 14 Magic Cards for the Vlad heroes
  • 36 Battle Cards for the Vlad heroes
  • 36 Battle Cards for the Archers
  • 36 Battle Cards for the Wallachian Knights
  • 12 Akathist Cards
  • 66 Gold Coins
  • 8 Resurrection Tokens (coffin symbol)
  • 12 Plague Tokens (rat symbol)
  • 8 Impale Tokens (stakes symbol)
  • 14 Healing Potion Tokens (bottle symbol)
  • 8 Crown Tokens (crown skull symbol)
  • 8 "Vlad's Life" Tokens (head symbol)
  • 16 Flag Tokens (flag symbol)
  • 1 Church Bell Token (bell symbol)
  • 1 Curse Token (eye symbol)
  • 1 Time Dial

IV. Prepare the Components for the Game

  1. Assemble the 5 parts of the Game Map into the appropriate positions. (Fig 1.2)

  2. Place the Underworld Map. (Fig 2)

  3. Hand out a Player Sheet to each player. (Fig 3)

Game Map Assembly

When assembling the map, the colour of the eye symbol from each fortress corner must match the colour of the player base situated in the corner of the map. (Fig 1.3)

Map key:

  1. Players base - the starting areas for each player, located in the corners of the map, consist in 3 towers indicated trough symbols for Vlad hero, Archer and Wallachian Knight.
  2. The Churches - situated near each player's base, have a action area of 3 orange squares. There are 4 churches on the map.
  3. Neutral units - werewolfes - the Game Map have 8 areas with this type of neutral units, distributed evenly. Are represented by a group of werewolfes and have an action area of 3 orange squares indicated trough the two crossed swords sign.
  4. Neutral units - fortress guards - are represented by ottomans and are located at all the 4 entrances in the fortress. The action area of each such neutral unit consist in 12 orange squares, indicated trough the two crossed swords sign.
  5. The taverns - there are 4 taverns on the map, situated left to the each entrance in the fortress and indicated trough an orange square with 4 simbols (one in each corner).
  6. The fortress - the large square area in the middle of the map, with 4 entrances guarded by ottomans.
  7. The cursed tower - consist in 4 orange squares situated in the center of the fortress, indicated trough the eye symbol.

Place the Components on the Game Map

  1. Choose each player's colour: each player will choose a colour associated to his pieces from the 4 (white, black, red, blue) and will place his figures (Vlad hero, Archer, Wallachian Knight) in his own base (of the same colour) in the correct position, indicated through symbols on the Game Map (in corners).
  2. Choose the player who will make the first move: this will be made by throwing the six Sided Die (by each player), the one who will have the highest number will begin the game, the rest of the players moving clockwise.
  3. Put the 24 Gold Coins on their symbols, placed next to the werewolves on the Game Map. 3 Gold Coins will be placed on each of these symbols (Fig. 3.1). The rest of the 42 Gold Coins will remain in the game box and will be won by participants during the game.

Place the Components on the Underworld Map

  1. Time Dial: will be placed in the upper left side of the Underworld Map. When the game begins the Time Dial will be set on the first position of the sun next to the drawing with the church bells.
  2. The Neutral Units' Life Dial: will be placed in the upper right hand side of the Underworld Map (Fig. 5). This dial has 36 points that will be used to represent the life of a neutral unit during battle.
  3. Underworld: is the area drawn like a road, segmented on squares numbered from 1 to 16.

Place the Components on the Player Sheet (Sheet with Units' Lives)

  1. The Life Dials for each Vlad hero, Archer and Wallachian Knight should be placed on the perforated circles, one in the frame for the Vlad hero (34 points for life), one in the frame for the Wallachian Knight (28 points for life), and one in the frame for the Archer (24 points for life). Each dial is especially made for the unit it represents, as the amount of life points differs for each of them. There are 12 such dials in the game. (Fig. 6)

  2. The 8 "Vlad's life" Tokens are divided 2 for each participant, according to their colour. They should be placed in the frame drawn on the Player Sheet. (Fig. 7)

  3. The 8 Resurrection Tokens are divided 2 for each participant and should be placed in the frame drawn on the Player Sheet. These can be used to bring back the Archer and Wallachian Knight - once killed - from the Underworld (Fig. 8).

V. Explanations About the Game Components

  1. Time Dial: represents the lapse of time in the game. After each round (one round has one move for each respective player - a player's move implies the movement and / or attack with all three owned units) this dial will be rotated on the next position in the cycle, day - night, clockwise. This game component is very important because it is related to the possibility of engaging in battles of the own units depending on the Battle Cards owned by the player (some can be used only by night or only by day). This component is also related to the possibility of bringing back a killed unit from the Underworld on the Game Map. (Fig. 8.1)

  2. Neutral Units' Life Dial: has 36 points that are used to represent the life of any neutral unit (the werewolves and the fortress guards). When the Vlad hero, Archer or Wallachian Knight attack a neutral unit, the dial's value will be dropped by the attack value made against them. This reduction will be made by rotating the dial counter - clockwise, by the number of points corresponding to the attack value.

  3. Life Dials for Vlad hero, Archer and Wallachian Knight: will be used by players during battle against the other players or neutral units (werewolves, fortress guards). The damage received from them will be taken from the dial that represents the life points of the unit involved in battle (Vlad, Wallachian Knight, Archer). This reduction will be made by rotating the dial counter - clockwise, by a number of points equal to the amount of the damage received.

  4. Underworld (Fig. 2): in this area are sent the Archers and Wallachian Knights that were killed in battle (the Vlad hero respawns directly in his own base), except for the ones attacked with the Impale Token, which are permanently eliminated from the game instead. In order to move a killed Archer or Wallachian Knight (from outside of the Game Map) onto the road in the Underworld, the player must use a Resurrection Token, which he will put inside the game box. Immediately he will throw a Six Sided Die and, according to the result, will place the Archer or Wallachian Knight on that number in the Underworld. Every time it is his turn, he will throw the die and move his figure that many frames towards the exit from the Underworld. When the figure has reached one of the positions 13, 14, 15 or 16, the player has reached an exit and will no longer throw the die for that unit.

REMEMBER: exit is represented by the four positions (13, 14, 15, 16) of game time. In order to bring back the Archer or Wallachian Knight to the Game Map, the position on the Time Dial must match the game time of the Underworld exit that the figure is at- (Fig. 9). If they don't correspond, he has to wait until the two positions match. An Archer or Wallachian Knight that is brought back to the Game Map is placed on any of the orange squares that are next to his own church (the colour the same as the player's).

  1. Outposts: the 4 plastic figures that represent the outposts will remain in the game box, and will be bought by participants during the game (they cost 3 Gold Coins apiece). Each player has the possibility to buy (with Vlad hero, Archer, Wallachian Knight) and place (just with Vlad) only one outpost (THE OUTPOST IS NOT CONSIDERED A UNIT BUT A BUILDING, SO IT'S IMMUNE TO ATTACKS).

How to use: the outpost figure can be placed on the Game Map only next to the place where the Vlad hero is. The outpost figure cannot be placed inside the fortress. The Outpost is an obstacle - the Vlad heroes, Archers, Wallachian Knights and enemy outposts cannot attack over it. The placing spot of the Outpost is permanent throughout all the game (it cannot be moved) and it is necessary to leave a movement space around it (it cannot be placed next to obstacles on the map)- (Fig 11).

Each Outpost has an attack range of 5 squares around it (only linearly- Fig. 12), which means that any enemy that goes through this area (cross like) will automatically take damage directly from the its life points (2 points). An enemy unit that stays in this area will take damage every time the player who owns it has his turn.

For each unit introduced in an Outpost, the automatic damage of the Outpost will increase by 2 points (one unit introduced - damage increases to 4 points, two units introduced - damage is 6 points, three units introduced - damage is 8 points). Damage is applied directly to the life of the attacked unit, as the defense modifier does not apply to this form of attack. Each unit stationed in an Outpost will have its life increased by 1 point per game round (when it's the player's turn to move).

Inside each Outpost there are symbols associated with the units in the game (symbol for Archer, symbol for Wallachian Knight, symbol for Vlad hero), each unit must be placed on the square with the matching symbol. E.g.: if an Archer, following his movement with a maximum of 5 squares, does not get on the associated symbol of the Outpost, he will not be able to be introduced into the Outpost and will remain outside of it. (Fig. 13)

The player's units that are stationed inside the Outpost will still take damage if a curse has fallen on the player who has them (the Outpost does not protect them from this type of damage nor from the damage produced following infestation with the Akathist Card "Plague"). As long as they are stationed in the Outpost they cannot be infested with plague (but they are affected if they had been infested before their entry in the Outpost).

Remember: the units stationed in the outpost cannot attack, but also they cannot be attacked.

  1. Gold Coins: there are 66 Gold Coins in total and 3 will be given to each player who manages to defeat a werewolf located on the Game Map (tokens are taken from where the battle took place). For each enemy Archer or Wallachian Knight killed, the player will receive 3 Gold Coins. For each defeated fortress guard, the player will receive 1 Gold Coin.

How to use: Gold Coins can be used for acquiring an Outpost from the tavern (they cost 3 Gold Coins), purchasing Magic Cards from the tavern (they cost 4 Gold Coins each), acquiring Impale Tokens from the tavern (they cost 1 Gold Coin each), purchasing Healing Potion Tokens from the tavern (they cost 2 Gold Coins each), and acquiring Akathist Cards from any church (they cost 1 Gold Coin). After use, the Gold Coins are put into the game box.

  1. Flag Tokens (flag symbol): the 16 tokens representing each player's flags (4 white, 4 black, 4 blue, 4 red), will remain in the game box and will be won by participants during the game.

To acquire: when one of the players attacks with his own units a fortress gate and manages to defeat the guards there, he will place (on the drawn symbol behind the gate) a Flag Token of his own colour. If in the future he wants to enter the fortress by the same gate, he will not have to fight against the fortress guards there. After placing 4 Flag Tokens (one for each gate), the player gets the right to use the Curse Token, with which he can place a curse upon one of his opponents. (Fig. 14)

  1. Curse Token (eye symbol): the token that represents Anastasia's curse in the fortress will remain in the game box until it is used by one of the players. It can be used only by players who have placed 4 Flag Tokens or who have 2 Crown Tokens (ie: have killed 2 Vlad heroes).

How to use: to curse another player, a player moves his Vlad hero into the cursed tower (on the orange squares). Once here, he may take the Curse Token and place it on the tower (within the fortress wall) of the opponent player's colour. Following this action, the cursed player loses 2 life points from each of his units on the map, each time it is his turn. This will continue each round until another player moves the Curse Token to another colour (against another player) or to the game box (against no one). If the Vlad hero who put the curse on an opponent's head is killed, the Anastasia curse is canceled (token moves in the game box). (Fig. 15)

Attention: The curse is placed on the player, so all of his units are affected, even if they come back into the game (Vlad heroes) or are raised from the dead (Archer or Wallachian Knight).

  1. Crown Tokens (crown skull symbol): the 8 tokens that represent the crown will remain in the game box and will be won by participants during the game.

To acquire: A player receives a Crown Token each time his units kill an enemy Vlad hero. The token is taken from the game box and put on the player's sheet, on the symbol drawn on the upper left hand side- (Fig. 16). For the first crown gained, the player gets +2 for the attack points of all units. For the second crown won, he gets +3 for the attack points and +1 for the defense points of all units - he also gets the right to use the Curse Token. At 3 such accumulated crowns you become the Prince of Wallachia, thus winning the game.

  1. Church Bell Token (bell symbol): will remain in the game box until it will be used by one of the players.

How to use: can be used by any player who manages to place one unit near any church on the map, on the orange squares. Bells can be tolled only when the Time Dial is put on the first position of the sun - there's a bell symbol indicating this. When placing the token on the bell symbol (it is considered that the bells had been tolled), all units located inside the fortress will remain blocked for two game rounds. They cannot move, but can respond to attack and can attack other enemy units in their attack range.

Importantly: units remaining outside the fortress when tolling the bells cannot penetrate it, over the same period of time. When the bell effect disappears (after two game rounds), the token will be moved back into the game box.

Please note that the bells can only be tolled when the Time Dial is on the first position of the sun - there is also a bell symbol indicating this (Fig 17).

  1. Resurrection Tokens (coffin symbol): there are 8 Resurrection Tokens, they will divided 2 for each player when the game begins. Such a token enables a player to place a killed Archer or Wallachian Knight on the road from the Underworld and, after crossing the route, he can be reinstated on the Game Map (with restored life points), in the place where the church of their own colour is (on any orange squares). For Vlad hero these tokens cannot be used because he respawns directly in his own base (he can respawn once).

How to use: you will pick the token from your own Sheet and place it in the game box. Afterwards, throw the Six Sided Die and according to the result, move the killed Archer or Wallachian Knight (located outside the Game Map), directly on the appropriate number in the Underworld. In conclusion, with just 2 tokens you will be able to resurrect the Archer and Wallachian Knight once or one of them twice. (Fig. 18)

Attention: these tokens cannot be used if the Archer or Wallachian Knight was killed using the Impale Token, in which case he will be permanently removed from the game.

  1. Plague Tokens (rat symbol): there are 12 of these tokens in the game. They are used to mark units that are currently infested with the plague (rat symbol). This token is placed on the Player Sheet next to the infected unit, into the frame provided- (Fig. 19). When a unit is cured, the token is flipped upside down (displaying a crossed out rat), which remains on the Player Sheet for the rest of this game, indicating that this unit can not be infected again.

  2. "Vlad's life" Tokens (head symbol): there are 8 such tokens in the game and they mean Vlad's lives. They will be divided 2 for each player when the game begins, placed on the appropriate frame of the Player Sheet- (Fig. 19.1).

How to use: when a player's Vlad hero is killed, he loses one of these tokens and puts it in the game box. Vlad respawns immediately in his own base (with life points restored). When a player has lost both "Vlad's life" tokens, he is removed from the game.

Vlad can only respawn once.

  1. Healing Potion Tokens (bottle symbol): the 14 tokens that mean healing potions (bottle), remain in the game box and are purchased by players during the game (they cost 2 Gold Coins each). Can be purchased from any tavern by placing any unit on the orange square next to it.

How to use: After purchase, these tokens will be placed on the symbol located on the Player Sheet, where they can be used throughout the game. The healing value of such a token is 7 points of life. These 7 points can be used to restore any unit's life or several simultaneously by sharing the healing points. After use, the token will be put in the game box.

  1. Impale Tokens (stakes symbol): these 8 Tokens give the Vlad hero the ability to impale other units. The tokens start in the game box and during the game, can be purchased from any tavern by any unit for the amount of 1 Gold Coin, at which time they are placed in the appropriate frame on the Player Sheet. (Fig. 20)

How to use: can be used only by the Vlad hero, only if he is involved in a fight at that time. They can be used day or night, regardless of the position of the Time Dial. The Impale effect can only be aimed against an enemy Archer or Wallachian Knight, it cannot be used against an enemy Vlad hero. An Impale attack can only be used against an enemy Archer or Wallachian Knight who has 5 life points or less remaining. An Archer or Wallachian Knight attacked with an Impale Token (under the above conditions) is permanently removed from the game and cannot be resurrected. During battle, the Impale Token cancels any card used by the enemy Archer or Wallachian Knight. After its use, this token is put back in the game box.

  1. Magic Cards: there are 14 such cards, they remain in the game box. Will be purchased by players (they cost 4 Gold Coins each), from any tavern, by placing any unit on the orange square next to it. (Fig. 21: the card anatomy - symbol of Hero-Vlad, cost of the Magic Card, Magic attack points, card illustration, symbol of magic, card title, magic defense points, atmospheric text and explanations, card number in deck.) (Fig. 22: Magic Card verso.)

How to use: can be used night and day, regardless of position of the Time Dial. They can be used only by the Vlad hero, only if he is involved in a fight at that time. The effect of a Magic Card can be aimed only against another enemy Vlad hero. In an attack with such a card, an enemy Vlad hero can only defend with another Magic Card (if he has such a card), otherwise, the full attack value will be inflicted.

After using the Magic Card, it cannot be reused by any player (remains on the game table face up).

  1. Battle Cards: there are 108 such cards, when the game starts they are arranged in 3 packs (one pack for each unit existing in the game, e.g.: 36 Battle Cards in the Archer pack, 36 Battle Cards in the Wallachian Knight pack, 36 Battle Cards in the Vlad hero pack). (Fig. 23: card anatomy - symbol of Archer, attack points, the symbol of time when the card can be used (day or night), card illustration, card title, atmospheric text and explanations, defense points, card number in deck.)

Each player will be given from the game box a number of 3 cards for Vlad hero, 3 cards for Wallachian Knight, 3 cards for Archer.

How to use: Battle Cards are specialized on types of units, this means that an Archer card cannot be used by a Vlad hero or a Wallachian Knight and vice versa. If they are used by the specialized unit they create effects against other types of units. E.g.: an Archer can use a Battle Card for attack and will have effect against the Vlad hero (who will respond with a card specific to him). They can be used only by the units they were created for against any enemy unit on the Game Map (another player's units or neutral units).

These cards can be used only if the Time Dial's position corresponds to the type of card you have, namely a night card cannot be used by day and vice versa. They can be used only if the player's units are involved in a fight at that time. Inscribed on these cards are the attack and defense on the left side (attack points in the upper left side, defense points in the down left side). (Fig. 24: Archer card verso and Wallachian Knight card verso. Fig. 25: example of Wallachian Knight card.)

Used Battle Cards are put aside on the table, grouped by the unit type. When all of the available battle cards for a unit type are used, these expired cards are shuffled, placed in the game box, and reused.

  1. Akathist Cards: there are 12 such cards, they will remain in the game box and will be purchased by participants (they cost 1 Gold Coin each) during the game. Each player is allowed to buy from any church, one such card, every time it is his turn.

How to use: can be purchased and used only if one of your units is near one of the 4 churches on the Game Map, on an orange square next to it. The purchased Akathist Card must be put on the game table, and the ability of the card comes into effect immediately.

Important to remember: some cards have a fixed period of time in which they carry out their effect (e.g.: one round or two rounds of game), so until that time expires no player can purchase another Akathist Card.

After using an Akathist Card, it cannot be reused by any player (remains on the game table face up). (Fig. 25.1)

Akathist card anatomy (Fig. 26): general symbol for akathist, card title, akathist card cost, card illustration, rules of the Akathist card, card number in deck.

"Plague" Akathist card: - affects only the unit that drew the card, infecting it with the plague.

The disease can be transmitted. If any unit - self-owned or enemy - enters or is in the attack range of a plagued unit, then it will get the disease.

At each game round, every plagued unit's life will drop by one point, whenever the player that owns it has his turn to move.

Infected units may be healed by moving them to their own church (of the same colour, located near the base).

Units that are cured from the plague become immune and cannot be infected again.

Also, if an infected unit dies and respawns or resurrects, it will be completely cured of plague.

Observation: When a unit gets sick with plague, a Plague Token will be placed on the corresponding spot on the player's sheet (with the rat symbol face-up). When a plagued unit is cured, its corresponding token will be turned upside-down and will remain on the player's sheet for the rest of the game. (Fig. 26.1)

  1. Six Sided Die (6 numbers): the Six Sided Die (6 numbers) will remain in the game box. It will be used by the player (when it's his turn) to advance an Archer or Wallachian Knight that has been sent to the Underworld. The number displayed on the die is the number of squares he advances by. E.g.: the red player must move the Archer that is on the road in the Underworld at position 2. He throws the die and the number 4 is shown, so he will move the Archer to position 6. After another game round it's his turn again and repeats this action, until he reaches one of the positions 13, 14, 15 or 16, when he will return to the GAME MAP (with full life points), respecting the other conditions in the Regulations (chap. V, point 4).

  2. Eight Sided Die (8 numbers): the Eight Sided Die (8 numbers), will remain in the game box. Will be used by the player every time a player's unit attacks the werewolves or fortress guards on the map. The number shown on the die represents the attack value of the neutral units, in response to the player's attack. Remember: Neutral units (werewolves, fortress guards) on the Game Map do not have defense, only attack (given by the Eight Sided Die), so all of the damage inflicted upon the neutral units will be taken directly from their life dial.

However, the attack damage made by these neutral units will first be reduced by the defense value of the player's Battle Card, before it is taken from the life of the player's unit. (Fig. 26.2)

VI. Each Player's Move - Movement Plus Tactical Actions, Attack

A players move has two major stages for each of the player's units that exist at that time of the game. Namely: the first stage is moving the unit plus performing tactical actions, the second stage is the unit's attack. Moving the units on the Game Map and any tactical action can be performed in any order. Tactical actions are: moving units on the road in the Underworld; Outpost purchase and placement; using Resurrection Tokens (coffin), Healing Potion Tokens (bottle), Church Bell Token, Curse Token; buying tokens that are found at any tavern; acquiring and using an Akathist Card. During the game, the stage order should be maintained because once a unit has been used in an attack it can no longer perform tactical actions and cannot be moved. In the game, you can attack directly with one or all units, skipping the movement and tactical actions stage, if the opponent unit is within their attack range.

When it's his turn, each player, before moving, applies any damage to the life of existing units on the game map if the Anastasia Curse is on his head and / or one or more of his units are infected with the "Plague" Akathist Card. He is also forced, before moving, to increase the life points of any units stationed in an Outpost.

First Stage - Moving the Unit on the Game Map

  1. Moving the Vlad hero: the hero can be moved on the Game Map a maximum of 5 squares in any direction. During movement, the Vlad hero cannot move over enemy units, his own units or obstacles on the map. Movement can be different according to actions performed during the game (Vlad hero can be moved between one and five squares according to each strategy) - (Fig. 27).

  2. Moving the Archer: can be moved on the Game Map a maximum of 5 squares in any direction. During movement, the Archer can not move over enemy units, his own units or obstacles on the map. Movement can be different according to actions performed during the game (Archer can be moved between one and five squares according to each strategy)- (Fig.27).

  3. Moving the Wallachian Knight: can be moved on the Game Map a maximum of 5 squares in any direction. During movement, the Wallachian Knight can not move over enemy units, his own units or obstacles on the map. Movement can be different according to actions performed during the game (Wallachian Knight can be moved between one and five squares according to each strategy).

Tactical actions:

a. purchasing one or more Magic Cards from the tavern, can be done by any unit. b. purchasing an Outpost from the tavern (one for each player), can be done by any unit. c. placing the Outpost can only be done by the Vlad hero, next to the spot where he is. d. purchasing one or more Impale Tokens from the tavern, can be done by any unit. e. purchasing one or more Healing Potion Tokens from the tavern, can be done by any unit. f. using one or more Healing Potion Tokens. g. purchasing an Akathist Card from any church, can be done by any unit and is used immediately. h. using the Curse Token can only be done by the Vlad hero, in the cursed tower. i. using the Church Bell Token, can be done by any unit at any church on the Game Map. j. using one or some Resurrection Tokens. k. moving the Archer or Wallachian Knight on the road from the Underworld, is done according to the number shown by the Six Sided Die (the number displayed represents the number of squares the unit is moved).

A player can perform one or more of these tactical actions simultaneously depending on how he placed his units. (E.g.: Archer tolls the Church bells and in the same round the Wallachian Knight buys something at the tavern). (Fig. 27)

After making the tactical actions, any player who has the ability to attack an opponent can request a vassal tax (tribute) from him. This vassal tax consists in paying 2 Gold Coins. This way, the attacked one has the opportunity to avoid the attack, yet he is not forced to accept the attacker's offer. The proposal to pay tribute may come from the attacked one as well, if the attacker has not requested it. If the two players involved do not reach an agreement, actions take their normal course.

Symbols on the squares (Fig. 28):

Church squares symbols:

  • Bell - here the church bell can be tolled;
  • Hand - from here you can buy Akathist Cards;
  • Coffin - here you can bring back resurrected units from the Underworld (for example: if you are the blue player, you can bring back on the Game Map a unit, only at your church- marked with a blue bell);

Tavern square symbols:

  • Magic symbol - from here you can buy Magic Cards;
  • Tower - from here you can buy the Outpost;
  • Bottle - from here you can buy Healing Potions Tokens;
  • Stakes - from here you can buy the Impale Token;

Second Stage - Unit's Attack

  1. Vlad hero's attack: has an attack range on the Game Map of maximum 3 squares in line (straight or diagonally- Fig. 29). Vlad can attack over enemy units and his own units- (Fig. 29), but cannot attack over obstacles on the map- (Fig. 30).

These attack rules do not apply against neutral units.

  1. Archer's attack: has an attack range on the Game Map of a maximum of 4 squares in a line (straight or diagonally- Fig. 31). Archer can attack over enemy units and over his own units- (Fig. 31), but cannot attack over obstacles on the map- (Fig. 32).

These attack rules do not apply against neutral units.

  1. Wallachian Knight's attack: has an attack range on the Game Map of a single square (straight or diagonally), so he can attack enemy units only if he's next to them- (Fig. 33).

VII. Attack on an Enemy Unit, on a Neutral Unit on the Game Map

A unit may attack without moving or performing tactical actions first, however if it does so, it will not be able to move or perform the tactical actions afterwards. A unit can only be attacked if it is within this unit's attacking range, and if there are no obstacles in between them. (Read info about Battle Cards at page 22).

When attacking another unit, the attacking unit must use a single Battle Card, Magic Card, or Impale Token against the enemy. Battle Cards that don't match the current time of day can't be used. The card must also be of the same unit type as the attacking unit type (eg: the Archer may only use Archer Battle Cards).

Battle Cards may be used by any player unit against any other player unit, or against neutral units. Magic Cards may only be used by the Vlad hero against another Vlad hero. Impale Tokens may only be used by the Vlad hero against an enemy Archer or Wallachian Knight, but only if that unit has 5 points of life or less.

The enemy may respond by using a card of his own. This card must match the current time of day, the type of the defending unit, and must be of the same card type (Magic / Battle) as the attacking card. This card will be used to reduce the damage inflicted by the attack, but also to cause damage to the attacker.

The two cards are put on the game table, and the result of the battle is determined by comparing the values of the two cards (own attack minus enemy defense and enemy attack minus own defense- Fig. 34). The resulting points are removed from the number of life points of the attacking and attacked units, on the Players' Sheets. If the defender does not have an appropriate card, or chooses not to use an appropriate card, no reduction is made and the full attack value is inflicted upon the defender.

If Vlad attacks another unit with the Impale Token, the defending unit is not able to respond in any way. If an enemy Archer or Wallachian Knight is attacking Vlad with a Battle Card, he may use the Impale Token to respond. In this case, the attacker's card is cancelled. An Impaled unit is killed and removed from the game altogether; it is not possible to resurrect this unit. The token is consumed in its use.

The game gives you the possibility to attack with all 3 units one enemy unit (if it is in their attack range). From the game box there will be drawn Battle Cards in exchange for the ones that were used (by own units and enemy units) only after the battle has ended.

Example 1: by night, an Archer is attacked by all 3 units of an opponent, he must respond with 3 night cards, if he does not have that many Battle Cards of this kind, for those he can not respond to will drop from his life points all the attack value shown on the attacker's cards. After the battle is over, the players will pick up from the game box the exact number of used cards. The attacker will pick 3 Battle Cards (one for Vlad hero, one for Wallachian Knight, one for Archer) and the attacked one 3 Battle Cards for Archer (if he used 3 cards, if not, he will pick the exact number of cards used to defend himself).

Example 2: The own Vlad hero attacks another opponent Vlad hero using a Magic Card. If the opponent player does not have a Magic Card (didn't buy one) he cannot defend with any other type of card, so will drop from Vlad hero's life points all the attacked written on the attacking card. Magic Cards can be used anytime, without considering the Time Dial's position, night or day. After the battle is over, none of the participants will draw cards from the game box, because Magic Cards are bought from the tavern. (Fig. 34 shows the result of a battle between a Red player Archer card and a Blue player Flag Bearer card: 14-5-9, Red player loses 9 life points; 14-8-6, Blue player loses 6 life points.)

For each enemy unit killed you will be rewarded:

  • for each Archer or Wallachian Knight killed, you will get 3 Gold Coins,
  • for each Vlad hero killed, you will receive a Crown Token (crown skull symbol).

To get those rewards, when the battle is over, the own unit that killed an enemy unit must still be alive. If it dies at the same time as the enemy one, none of the players will receive the reward. If a unit is killed by the damage given by an Outpost, the reward will be received by the player who has the Outpost. If a unit is killed by the effect of an Akathist Card (except Plague), the reward will be collected by the player who used the Akathist Card. If a unit is killed by the effect of the Curse Token, the reward will be collected by the player who put the curse.

Attack on Some Neutral Units - Werewolves

Battle course is different from the one with another player's units: when attacking an enemy unit you can use one card for each unit you attack with; when attacking a werewolf, you can use all of the cards for each unit you attack with until one side surrenders.

To enter the battle, the unit(s) you will be attacking the werewolf (on the Game Map) with must be placed on the combat squares (orange) located near that werewolf. Combat squares have in the upper right or left corner the sign - two crossed swords. These squares can be crossed, but one cannot stay on them because you automatically get in combat with the N.P.C. in that place. (Fig. 35)

If a N.P.C. unit is not killed in a battle, its life is immediately renewed to 36 points, and in the next round, the player removes all of his units in the combat area, otherwise, he's forced to go back into battle (if he does not have Battle Cards, in that round his units only take damage).

When a N.P.C. unit (werewolf) has been defeated (the reward is collected from the Game Map - 3 Gold Coins) the orange squares next to it are no longer considered a combat zone, all units in the game have the freedom to move or stay.

Example 1: attack on a werewolf with Archer, during daytime - consists in using all Archer's day Battle Cards, until the werewolf's life points (36) become zero. If the Archer doesn't have a number of day Battle Cards, which together have an attack of at least 36 points, you should attack with several units simultaneously. The neutral unit, the werewolf, in its turn, responds after every card given by the Archer, with its own attack as shown by the Eight Sided Die, which is thrown by the player involved in battle (neutral units on the map have no defense, so any damage from the attack is applied directly to them without reduction). After the battle is over, the player will pick from the game box the exact number of cards used by the Archer.

Example 2: attack on a werewolf with all 3 units, during daytime - consists of using the day Battle Cards of all the units, until the werewolf's life points (36) become zero. The neutral unit, the werewolf, in its turn, responds after each used card, with its own attack as shown by the Eight Sided Die (neutral units on the map have no defense, so any damage from the attack is applied directly to them without reduction). After the battle is over, the player will pick from the game box the exact number of cards used by his units.

Attack on Some Neutral Units - Fortress Guards

Battle course is different from the one with another player's units: when attacking an enemy unit you can use one card for each unit you attack with; when attacking a fortress guard, you can use all of the cards for each unit you attack with.

To enter the battle, the unit(s) you will be attacking the fortress entry guards with should be placed on the combat squares (orange) located next to the guards, on the access bridge. Combat squares have in the upper right or left corner the sign - two crossed swords. Theses squares can be crossed but cannot be used to stay on them because you automatically get in combat with the N.P.C. in that place. (Fig. 36)

Example 1: attack on a fortress guard with the Archer, during daytime - consists in using all day Battle Cards of the Archer, until the guard's life points (36) become zero. If you don't have with that unit a number of day Battle Cards, which together have an attack of at least 36 points, you should attack with several units simultaneously. The neutral unit, the fortress guard, in its turn, responds after each card given by the Archer, with its own attack as shown by the Eight Sided Die (neutral units on the map have no defense, so any damage from the attack is applied directly to them without reduction). After the battle is over, the player will pick from the game box the exact number of cards used by the Archer.

Example 2: attack on a fortress guard with all 3 units, during daytime - consists of using the units' daily Battle Cards until the guard's life points (36) become zero. The neutral unit, the fortress guard, in its turn, responds after each card used, with its own attack as shown by the Eight Sided Die (neutral units on the map have no defense, so any damage from the attack is applied directly to them without reduction). After the battle is over, the player will pick from the game box the exact number of cards used by his units.

If the units in the combat area fortress do not defeat the fortress guards, they are affected by the guards' damage, and in the following round they either clear the combat area, getting out of the fortress, or stay in the same place, taking further damage from the fortress guards at that gate. You cannot enter the fortress on that access bridge until you defeat the fortress guards in that place.

If a N.P.C. unit is not killed in a battle, its life is immediately renewed to 36 points and in the next round, the player removes his units from the combat area, otherwise, he's forced to go back into battle (if he does not have battle cards, in that round his units only take damage).

When a N.P.C. unit (fortress guard) has been defeated (the corresponding Flag Token is placed on the appropriate symbol of that gate and the reward of 1 Gold Coin is collected from the game box), the orange squares next to it are no longer considered a combat zone for that player - all of his units have the freedom to move or stay.

Terms Used

The player's base: An area represented by three towers with the unit symbols drawn on them, which is placed in one corner of the Game Map and is either red, blue, black or white. The player's base is where each player starts the game with his own resources.

Figures: All the plastic items used during the game, including the units and the Outposts.

Units: These are all the plastic figures (except for the Outposts) that the players use during the game, for tactical actions, reshuffling forces and attack actions.

Hostile units: The units used by the other players during the game, for tactical actions, reshuffling forces and attack actions.

Neutral units - N.P.C. (Non-Player Character): All the units drawn on the Game Map as werewolves or guards, which are not controlled by any player and whose range is clearly delimited on the Game Map.

Heroes: They are the players' units, represented as the Vlad Tepes character, which have unique abilities and features, the only ones that are able to win the game in order to become the Prince of Wallachia. Each player may only control one hero.

Wallachian Knight and Archer: They are the players' units, represented as a Wallachian Knight and an Archer, that have certain features and the role to support the heroes (via tactical and attack actions) while trying to win the game.

Dead Wallachian Knight and Archer: These are the players' units that have been killed and placed outside the Game Map, which can be reintroduced into the game only if they comply with certain conditions, as follows: not having been killed by the use of the Impale Token, if the player has a Resurrect token, they shall walk the road in the Underworld.

Unit Life Dials: They are those round cardboard pieces with numbers on their edges, which stand for the units' life points. They are used during the battles, in order to indicate the life points that the units still have.

The player's turn: The turn is the moment when one player is entitled to reshuffle units, make tactical moves, operate attacks with his units, as per the order set at the beginning of the game. For instance: after the red player's move, it is the blue player's turn to move. A player is entitled to move on each time setting (day or night).

Daytime: It is the period during one tour game that is represented on the Time Dial by the sun. There are two such periods on the dial. This period is resumed during one game and is very important, as it provides the opportunity to use certain cards, to bring back the Wallachian Knight and Archer on the Game Map.

Night time: It is the period during one tour game that is represented on the Time Dial by the moon. There are two such periods on the dial. This period is resumed during one game and is very important, as it provides the opportunity to use certain cards, to bring back the Wallachian Knight and Archer on the Game Map.

Fortress: It is that area in the center of the Game Map that is surrounded by walls and four towers, separated from the rest of the map by an abyss, whose interior can be reached via four bridges watched by guards (neutral units).

Orange squares: They are those orange squares, on which units have to be placed in order to carry out certain kinds of tactical actions. No buildings can be placed over the orange squares, as they are common-interest areas.

Combat squares: They are the orange squares marked (on the inside) by two crossed swords. The units that are stationed on these squares automatically enter combat with the local neutral units.

Free passage and stationing: It is the possibility given to a player's units to be stationed on the combat squares without entering combat with the local neutral units. For instance, take the blue player's units: they enjoy free passage and stationing on the combat squares when the local neutral units have already been defeated (either by any player in the case of werewolves or by the blue player in the case of the guards).

Anastasia's Curse: It is one of the possibilities of a player (after having complied with the conditions set in the Regulations) to lower the life points of an enemy's units, without getting involved in a battle.

Vassal Tax: It is the amount of money that a player requires from an opponent, to prevent the player's units from attacking the opponent's units. The vassal tax is paid in order to avoid a battle.

Akathist: These are the spells that are available to any player, in order to affect the opponents' units on the Game Map, by using Akathist Cards, in exchange for certain fees. Using such spells is risky, because it may also affect the player's units.

Deathmatch: It is the kind of game in which the winner is named after the opponent hero units have been permanently removed. The winner is the last hero alive on the Game Map.