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Till Dawn

Till Dawn Rulebook

Table of Contents

Table of Contents

  • Components
  • Playing the Game
    • 1. Hunt Phase
      • Voting Cards
      • Hunt Cards with the Event Icon
      • Vampires Losing all Health Points while Hunting
    • 2. Decision Phase
      • Ending a Round
    • 3. Interlude Phase
    • 4. Ending the Game
  • Power Cards
  • Event Cards
  • FAQ

Components

  • 8 Character Cards
  • 32 Voting Cards
  • 58 Hunt Cards
  • 15 Power Cards
  • 10 Event Cards
  • 9 Red glass beads
  • 120 Blood Tokens (red acrylic crystals)
  • 78 Coffin Tokens

Playing the Game

At the beginning of each round ("night"), all players are active. A player remains active until they voluntarily return to their coffin for the remainder of that night (see "Decision Phase", below), or until a player loses all their health, or the night track reaches 'sunrise' and the round ends for everyone.

1. Hunt Phase

The current player flips the top card of the Hunt Deck and reads it aloud. After the card has been resolved, it is discarded, with the exception of the Werewolf card (see below). The Hunt deck consists of the following cards:

FEEDING TIME: ALL active players gain blood tokens (red acrylic crystals) equal to the blood number on the card. If the hunt location shown on the card matches a player's favorite hunting ground, that player gains 1 extra Blood token.

THE INVITATION: The Elders have called a meeting. After this Invitation card is drawn, no active players may retire to their coffin until after the next Hunt card is drawn and the Invitation is resolved. The current player drawing the Invitation reads aloud the payoff and the penalty, and all active players secretly select a voting card (one of the moon phases, or you may decline the Invitation) and place it face down in front of them. Players are betting upon which Moon symbol will be revealed when the next active player draws the Hunt card for their turn.

Voting Cards

BLOOD MOON/BLUE MOON: The Hunt Deck is made up of 40% of each of these two symbols.

HUNTING MOON: Only 20% of Hunt cards carry this symbol, so the payoff is higher if the Hunting Moon is revealed.

REFUSE INVITATION: You may defy the Elders only if you have at least 1 acrylic Blood Token to spend (you may not use banked Coffin Tokens). If you do not, you must choose one of the other three Voting Cards.

The Invitation is resolved at the start of the next active player's turn, immediately after they draw their Hunt card and before they do anything else. Players who accepted the invitation receive the payoff or take the penalty depending on whether or not their Voting Card matches exactly the moon symbol on the newly drawn Hunt card. Players selecting the incorrect Moon Phase take the number of injuries indicated on the Invitation card. After resolving the Invitation, the active player resolves the Hunt card effects of the newly drawn card (Feeding Time, Vampire Slayer, etc).

NIGHT LINGERS: The current player moves the red glass bead on the Night Track back the number of spaces indicated on the card. If the Night Track has yet to advance, then nothing happens.

SUN RISING: The current player advances the red glass bead on the Night Track the number of spaces indicated. If the red glass bead reaches the end space, this indicates that the sun has risen and the round ends for all players. Active players lose ALL Blood Tokens (red acrylic tokens, not banked tokens) collected during that night.

VAMPIRE SLAYER: All active players lose the number of health points indicated on the card, unless a player reveals a Power or Event card that protects them.

WEREWOLF ATTACK: The current player loses 3 Health. This card has no effect on any other players. The current player then shuffles the Werewolf Attack card back into the Hunt Deck. Do not shuffle the discards back into the deck, just the Werewolf card.

Hunt Cards with the Event Icon

If the Hunt card has an Event icon, the current player draws an Event card, which is kept hidden from the other players until used. See 'Event Cards', below.

Vampires Losing all Health Points while Hunting

If a Vampire's health is reduced to zero (the skull icon on their Health track), they must return to their coffin for the round. They lose ALL Blood Tokens gained that night, and become inactive.

2. Decision Phase

  1. The player with the Hunt Deck passes it to their left to the next active player.
  2. The new current player asks if any vampires are returning to their coffins for the night. Players who choose to do so flip their Character Cards to their coffin sides, and cash in any Blood Tokens collected that night in exchange for Coffin Tokens. You may make change with previously cashed in Coffin Tokens. Coffin Tokens cannot be lost, nor may they be used while you are active to pay for penalties.
  3. When all players have decided whether to remain active or return to their coffins, the current player starts a new turn by drawing a new Hunt Card and reading it aloud.

Ending a Round

Active players repeat the Hunt and Decision Phases until there are no active vampires or the sun has risen (i.e. the red glass bead has reached the end of the Night Track). If 3 Rounds have been completed the game ends. If not, proceed to the Interlude Phase.

3. Interlude Phase

  1. Gather and reshuffle all the Power cards, even if they were unused by a player that night, then deal a new Power card face down to each player. Players may never have more than one Power card.
  2. Shuffle the Events Deck. Players holding Event Cards keep them; they are not discarded at the end of a round. A Player may not hold more than one Event card.
  3. All players turn their character card face up and place their red glass bead on the 5 Health space (or max health on their card).
  4. Gather the Hunt cards and shuffle them all together to form a new deck. The player who would have drawn next if the round had not ended starts the new round with the Hunt Phase.

4. Ending the Game

After 3 Rounds have been completed, all players total the points on their coffin tokens. The player with the most total points is the winner. In the event of a tie, tied players share victory.

Power Cards

Each player receives 1 Power Card each round, which gives them a special ability.

VAMPIRE POLITICS: Players may make promises with other players regarding how they use their Power (and Event) Cards. We suggest you do not allow those promises to involve the giving or receiving of collected Blood Tokens, although you may allow this if all players agree.

POWERS THAT DOUBLE FEEDING VALUES: If the Hunt Card shows your favorite hunting ground, you do not double the associated bonus. For example, a Feeding Card is revealed with a "3". All players receive 3 blood tokens. You play a Power Card that allows you to double that number to 6. If the Feeding Card also matches your favorite hunting ground, you still receive only 1 bonus Blood Token (for a total of 7).

UNUSED POWERS ARE RECYCLED EACH NIGHT: Powers not used by a Vampire before retiring to their coffin are lost. Keep the card face down until the end of the round, then reshuffle it into the Power Deck as described above.

POWERS THAT CANCEL: Power cards that cancel a played card can only be played on the card most recently played.

POWERS THAT COPY: A power card that copies another power can be used on any power that has been played that night. As such, when power cards have been played they should remain face up next to the player so other players can clearly see them.

Event Cards

Events are special powers that players gain from Hunt Cards. When a Hunt card has an event icon on it, the current player may draw an Event Card. A player may hold only 1 Event card at a time. If the current player already holds an Event Card, they may draw a new one and choose which to discard. They may not play their existing Event card immediately before drawing another one, but must draw a new Event card as soon as the Event Icon is revealed. Vampires that have returned to their coffins may no longer play Event Cards during the round, but may keep their Event card to play in the next round.

FAQ

Q. We ran out of Blood and/or Coffin Tokens during the game. What do we do?

A. Your coven is blessed with fantastic hunting (and lucky draws). The game immediately ends and everyone totals their Blood and Coffin Tokens. Alternatively, you may provide your own substitute tokens to continue the game.