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The Order of vampire Hunters: Shadroe 'Rat' Decatur Expansion thumbnail

The Order of vampire Hunters: Shadroe 'Rat' Decatur Expansion

Expansion for The Order of Vampire Hunters

The Order of vampire Hunters: Shadroe 'Rat' Decatur Expansion Rulebook

Table of Contents

Table of Contents

  • Special Setup Rule
  • Setup
    • Den Map Key
  • Special Rules
    • Spawning
    • Past 12
    • Tunnel Access
  • Objectives
  • Downtime

Special Setup Rule

Nominate one of the Hunters to carry the artifact.

Setup

Entrance: The Hunter that was holding the Zeitverschieber is injured and will not enter the Den. That player should use Rat instead.

Clock: Start – 6. There is no End Time. Play until the Hunters win or lose.

Encounter Deck: 1 Level-1 Encounter Card

Vampire Day Activation Deck: 3 Level-2, 1 Level-3 Cards.

Vampire Night Activation Deck: Use all the Night Activation Cards.

Pete and the Extractor: Not available.

Dashboard: The Hunters use the Large Dashboard in this Hunt.

Standalone Play: Each Hunter randomly draws 1 Special Ability and 1 Equipment Card.

Den Map Key

The Den layout diagram on page 5 of the source is a picture and is not reproduced here. Its component key lists:

  • Encounter x 1
  • Closed Door x 8
  • Open Door x 1
  • Tunnel Access 1, 2, & 3
  • Window x 2
  • Entrance x 1
  • Focus x 10
  • Lever x 1
  • Crate x 2
  • Blue Door x 1
  • Evaki
  • Theyr

Special Rules

This is a special standalone Hunt with no rewards or Downtime. It is intended to be played without the Turned Hunter optional rules.

The Blue Door is Locked at the start of the Hunt. Activate the Lever to unlock the Blue Door. Once Unlocked, it can be Opened normally.

Spawning

For this Hunt, the Vampires spawn at the Tunnel Access Points, beginning with the first Round after the Awakening. Spawn Vampires at the beginning of each Round.

At the beginning of each Round after the Awakening, the first Player takes the number of dice indicated for each Access Point, rolls them and places the Vampires shown in the tables below. Use the correct table for the number of Hunters on the Mission.

  • No Hunters in the Room with the Access Point: Roll 3D6.
  • 1+ Hunters in the Room with the Access Point: Roll 1D6.

Place the Vampires in the same Area as the Tunnel Access. They will Activate normally on the Turn that they are spawned.

For 2 Hunters:

RollSpawnRollSpawnRollSpawn
1No Spawn3No Spawn51 Giant Bat
2No Spawn41 Thrall61 Warrior

For 3 Hunters:

RollSpawnRollSpawnRollSpawn
1No Spawn31 Thrall51 Warrior
2No Spawn41 Burrower61 Upyr

For 4 Hunters:

RollSpawnRollSpawnRollSpawn
1No Spawn31 Giant Bat51 Warrior
21 Thrall41 Burrower61 Upyr

Past 12

Unlike normal Hunts, the clock is not a time limit and you will play on until the Objectives are met or the Hunters are defeated. After completing Round 12, stop using the Clock to track time, and follow these steps:

  • Discard any remaining Activation Cards from the Vampire Activation Deck. Switch to the Activation Cards of the other type (i.e. the first time you follow these steps switch to the Day Vampire Activation Deck) and shuffle all the Activation Cards as the new Vampire Activation Deck.
  • Add 1D6 to the spawn rolls (i.e. the first time you follow these steps roll 4D6 or 2D6).

It is very unlikely that you will survive long enough to draw through the Vampire Activation Deck again, but if you do, just follow these steps again.

Note that it is still Night: All Vampires are Awake and there are no Sunlight effects.

Tunnel Access

The Hunters cannot enter the Tunnels in this Hunt. If any card effect states that the Hunters fall into the Tunnel, read it as "The Hunter trips on junk in the Den. Take 1 Wound".

Objectives

Hunters' Primary Objective: The Hunters win if they can destroy both of the Elders.

Downtime

This is a standalone Hunt with no rewards or Downtime.