Jagd der Vampire
Jagd der Vampire Rulebook
Table of Contents
Table of Contents
Contents
- 1 rulebook
- 3 quick-reference sheets
- 1 large game board
- 2 bridges
- 1 card dispenser
- 15 Fate cards (3 colours, 5 per colour)
- 30 Magic cards
- 6 vampire figures
- 5 castle towers
- 1 tomato
- 4 onions
- 60 ketchup bottles
- 2 duel dice
Setup
- Figures. Each player places a vampire of his choice on a red start space. The two outer start spaces are used only when there are more than 4 players.
- Towers, tomato, onions. One player hides the tomato and the 4 onions, one each, inside the towers and sets the tower tops on. He does this out of sight, for example under the table top. This player then turns away while another player places the closed towers on the tower spaces of the board. No player may know in which tower the tomato lies!
- Bridges and duel dice. Both bridges and both duel dice are placed at the edge of the board.
- Fate cards. Sort the Fate cards by their 3 colours, shuffle each colour into its own stack, and place the stacks face down into the card dispenser. Stand the filled card dispenser at the edge of the board.
- Magic cards. Shuffle the Magic cards thoroughly and place them as a face-down stack beside the board. Each player draws 3 Magic cards and lays them face up in front of him. Also place 3 Magic cards face up in the framed spaces on the board.
- Ketchup. Each player takes 4 ketchup bottles. The rest stays as a supply in the box.
- Quick-reference sheets. The 3 quick-reference sheets are spread around the board so that every player can use them as a memory aid.
The hunt of the vampires can begin. Play proceeds clockwise. Whoever rolls the highest total with both dice begins.
Objective of the Game
Which tower hides the great tomato?
The route to the towers is shaped by Fate and Magic cards, by duels with other players, by bridges and by ketchup bottles.
Whoever gets the tomato into his possession becomes the new Supreme Vampire.
Basic Move
Move your vampire forward 1, 2 or 3 spaces, without rolling dice. The first space of each move costs nothing. For each further space you must pay 1 ketchup bottle (return the bottle to the supply in the box).
At the end of every turn you always stand on a coloured space. Each time, the top Fate card of the same colour is drawn from the card dispenser. Show this card to the other players, carry out what the fate commands, and then return the card to the bottom of its stack in the card dispenser.
During your turn you may also play up to 3 Magic cards. If one of them is a Tempo card, you may additionally move up to 3 more spaces. You need not pay ketchup for these additional spaces. Magic is free!
Fate Cards
Each stack contains 2 "bad" and 3 "good" Fate cards.
The bad Fate cards mean:
- You must hand over 1, 2 or 3 of your own Magic cards and place them under the supply stack. You decide which ones.
- You must return 1, 2 or 3 of your own ketchup bottles to the supply, but only if you have any!
The good Fate cards mean:
- You may choose and take 1, 2 or 3 of the 3 Magic cards lying face up on the board.
- You may take the number of ketchup bottles shown on the card from the supply.
The best Fate card is the flying vampire. It allows the player who draws it to place his vampire on any space of the same colour, or to look secretly into one of the castle towers. His figure stays where it is. He may not take the contents of the tower. Only the vampire standing in the castle courtyard may do that.
The Fate cards are not shuffled during a game, so their order can be memorised. A careful player therefore moves onto a coloured space when a good Fate card is next in line.
Limits. No player may hold more than 8 ketchup bottles and more than 5 Magic cards. Surplus Magic cards may not be taken. Surplus ketchup bottles must be returned to the supply in the box immediately.
Magic Cards
Magic cards let the vampires strongly influence the course of the game. There are 30 Magic cards in total:
- Ketchup Elixir cards (9 cards: 4 numbered 1, 3 numbered 2, 2 numbered 3). They may be exchanged for ketchup bottles from the supply. They need not be exchanged when you have a duel debt, or when a Fate card demands that you hand over ketchup bottles.
- Glove cards (4 cards). A Glove card allows you to steal one Magic card from another player. A Glove card may not be stolen with a Glove card!
- Tempo cards (3 cards). A Tempo card extends your move by 1, 2 or 3 spaces. You need not pay ketchup for the extra spaces, because magic is free. For example, if you move only 1 space, which costs nothing, and then play a Tempo card and move 3 more spaces, the move has cost you no ketchup bottles.
- Bridge cards (6 cards). A played Bridge card allows you to place a bridge or to move a bridge. A bridge may be moved only when both bridges are already in play.
- Duel cards (8 cards: 2 each of +1, +1, +2 and +3). Duel cards increase the fighting strength of the vampires. They are played only in duels and always count only once.
The broken, interrupted paths can be crossed only with the help of a bridge. Of course, you may also make a detour and move across a bridge that has already been placed.
During one turn each player may play at most 3 Magic cards. Duel cards are not counted towards this limit.
Because the Magic cards of the other players lie face up, you can play tactically. For example:
- Play a Glove card and steal a Bridge card from another player.
- Play the Bridge card and place the bridge to your advantage.
- Play a Tempo card and move up to 6 spaces in total across the freshly placed bridge.
Played Magic cards are placed at once under the supply stack. They always count only once.
Limit. No player may hold more than 5 Magic cards. Surplus cards may not be taken.
During play the players make sure that the 3 Magic cards on the board are always replenished. They are available to every player as a selection whenever he is allowed to take one (for example from a Fate card, from winning a duel, or from possessing an onion).
Duels
Opposing vampires may be jumped over. But the vampires will not always keep out of each other's way. If a player moves onto an occupied space, a duel takes place. Exception: the first space after the start space is a duel-free zone.
Duels are fought with the duel dice. The attacker rolls the red die and the defender rolls the black die. (This matters, because the red die has a point advantage.)
Whoever holds a Duel card may play it before rolling. Duel cards are played only for this purpose and do not fall under the limit of 3 Magic cards per turn. Dice points and Duel card points are added together. The higher total wins the duel. If the totals are tied, the dice are swapped. Each player may again play a Duel card, and this continues until a winner is determined.
The winner of the duel gains:
- 1 Magic card from the board. Replenish the board to 3 Magic cards immediately.
- 2 ketchup bottles, which he receives from the loser (if the loser has any).
- He moves the loser's figure up to 4 spaces, but not:
- onto an occupied space,
- onto a start space,
- onto a black space (castle, dungeon),
- across a chasm without a bridge.
To pay a duel debt, the loser does not need to exchange his Ketchup Elixir cards. If he has ketchup bottles, he pays as many as he can. If he has none, he pays nothing.
Attention! Even after a duel, the player whose turn it is must draw and follow a Fate card!
Supplies
A player who wants to top up his supplies of ketchup bottles and Magic cards may do so instead of moving.
Throw both dice and divide the total between ketchup and Magic cards as you wish. For each 1 point you receive 1 ketchup bottle. For each 2 points you receive 1 Magic card.
Example: the total of the dice is 5. For this you may receive 2 Magic cards and 1 ketchup bottle, or 1 Magic card and 3 ketchup bottles, or 5 ketchup bottles.
Mind the limit! Ketchup bottles are taken from the supply in the box. Magic cards are taken from the selection on the board.
Attention! A player who tops up his supplies may, if he wishes, also draw a Fate card, but then he must follow it. Magic cards may also be played, up to 3 per turn.
The Castle
Whoever wants to conquer the great tomato must sooner or later venture into the creepy castle.
A. A normal move over a bridge onto the black space in the castle. In addition to the ketchup for the move, there is an entry fee (toll): the total of one throw of both dice.
B. The toll is the sum of the two dice, paid in ketchup bottles.
C. If you cannot pay, you are thrown into the dungeon at once. It is therefore not worthwhile to venture into the castle without a supply of ketchup.
D. Once the castle toll has been paid, you may open one castle tower. Is the tomato inside?
- Yes: Congratulations! The new Supreme Vampire, and the winner of the game, is determined.
- An onion: Into the dungeon! The onion may be taken along. Until the end of the game, its owner may take 1 Magic card from the board before each turn (mind the limit). Only 1 Magic card per turn, even if a player owns 2 or more onions.
The Dungeon
The dungeon is an unpleasant place, even for vampires. Whoever sits in it can escape when it is his turn, by one of the following:
- Placing a bridge and then moving on normally.
- Paying 4 ketchup bottles to bribe the dungeon keeper and moving on without a bridge (return the bottles to the supply).
- Paying the points rolled with both dice in ketchup bottles and moving on without a bridge.
A stay in the dungeon may also be used to top up your supplies.
The dungeon is large enough for several vampires. However, they may not duel there, and of course they may not draw a Fate card.