The Draugr
The Draugr Rulebook
Table of Contents
Table of Contents
To Win
You must slay 4 of the 6 Draugr. If at anytime during Phase 1 all 7 Townspeople, or more than 7 of the cards (a combination of Townspeople and Locations) are corrupted you lose.
Needed to Play
- The deck of 21 cards
- 8 Holy Water and 8 Iron Markers
- 24 Corruption Markers
- 1 Player Counter
- 1 Shepherdess Counter
- 1 special six-sided die
Setup
Separate the 6 Draugr cards and set them aside. Shuffle the remaining 15 cards and place them in 3 rows, 5 cards to a row, face up in front of you. This playing area represents the townspeople and locations you are trying to protect in Stjørdal.
Then shuffle and place 3 face up Draugr cards, face to the left and right of the 3 rows. When done, you will have 3 rows with 7 cards in each.
Place the Player Counter and a supply of 2 Holy Water and 2 Iron Markers on the Town Square Card. This is your starting point.
Place the remaining Holy Water and Iron Markers along with the Corruption Markers and Shepherdess Counter to one side of the playing area as a general pile to draw from later.
Playing the Game
The game is played in rounds consisting of two phases: Corruption and Hunt.
Phase 1 - Corruption
Roll the six-sided die once to see which Draugr will hold sway over Stjørdal for the round and will corrupt Locations and Townspeople in the row they are adjacent to, matching the die face to the image on a Draugr Card.
Roll the die a second time and look at the symbol in the upper left corner of the die. Place a Corruption Marker on each card in that Draugr's row with the matching Corruption Sigil. (See the section on the Shepherdess for protection from this rule.)
If a Townsperson card has been turned over you do not need to place additional Corruption Markers on the card.
Lastly, if either Lady Belthane or Lord Moulton was rolled at the beginning of the phase, roll the die a third time and if the Protective Sigil is shown you must forfeit two Holy Water Markers (to Lady Belthane) or two Iron Markers (to Lord Moulton) from your supply, placing them back in the general pile. If you have only 1 Marker you must forfeit this. If have none of the matching Markers you may skip this step.
If the Draugr rolled during the first step has been slain previously you do not roll the die a second (or third) time and no Corruption Markers are placed.
Draugr card diagram: each Draugr card shows a Corrupting Draugr image and, in its upper left, a Corrupting Sigil; Lady Belthane and Lord Moulton additionally show a Protective Sigil.
If there are now 4 markers on a Townsperson card, that card is turned over and all Corruption Markers are removed. This Townsperson has been corrupted and their Special Action(s) cannot be used again. Location cards are not turned over if they become corrupted with 4 Corruption Markers. Their Special Action(s) may still be used. If during this phase all the Townspeople, or more than 7 of the cards (a combination of Townspeople and Locations) are corrupted you lose. Once a card has had 4 markers placed on it you may not use any Special Actions to remove them.
Phase 2 - The Hunt
You must now move your player marker up to two adjacent cards in distance (The Nunnery and Foundry are the only two cards to supersede this rule). All movement is orthogonal (horizontally and vertically).
You may move one card in one direction and then turn 90 degrees for your second move or move in a straight line across two adjacent cards.
You may not move back to the card you just moved from, nor may you move on to a card occupied in the previous round (i.e. you may not move in a square formation, 4 moves over 2 consecutive rounds, ending where you had begun in the previous round).
Once you have finished moving you may choose a Special Action of that Townsperson or Location. Some cards have only 1 Special Action, some allow for a choice between 2 Special Actions. You do not have to choose a Special Action if you do not wish to.
If you land on a Townsperson card that has been turned over, no Special Action can be chosen.
If a Special Action allows you to add new Holy Water or Iron Markers to your supply, place them on the Town Square card. There are never more than 8 Holy Water or 8 Iron Markers that can be used in the game.
If a Special Action allows you to place Holy Water or Iron Markers on a Draugr, take one from your supply on the Town Square card and place it on a Draugr of your choice. If you match the number of markers as indicated in the upper left of the Draugr card, that Draugr is slain and removed from the game. Return all Holy Water and Iron Markers on that Draugr to your supply.
Example: it takes 4 Iron and 3 Holy Water Markers to slay Doctor Feval.
Once a Draugr is slain and their card removed, slide one of the adjacent Draugr cards up or down so that is partially spans either 2 rows (or if 2 Draugr have been slain, 3 rows). The Draugr now holds sway over 10 (or 15) cards for rolls during the Corruption Phase. If you slay all 3 Draugr on one side, no further Draugr are moved to replace those slain.
The Shepherdess
The Shepherdess has a Special Action. When used, place her Counter on any other card in the playing area. This card is protected from any Corruption Markers being placed on it until the counter is moved to another card. If she becomes corrupted, her counter is removed from the game.
Game End
If you are able to slay 4 of the 6 Draugr you are successful and the other Draugr are forced to flee. If at anytime during Phase 1 all the Townspeople, or more than 7 of the cards (a combination of Townspeople and Locations) are corrupted you lose.