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Vampyre

Vampyre Rulebook

Table of Contents

Table of Contents

  • Rules of Play
    • Introduction
    • Object of the Game
    • Counters (quick reference list)
  • Explanation of Maps and Counters
    • Transylvania
    • Castle Dracula
    • Counters
    • Materials
  • The Basic Game
    • Preparation for Play - Transylvania
    • Sequence of Play - Transylvania
    • Movement
    • Encounters
    • Searching a Large Hex
    • Combat
    • Combat Code Letters
    • Vampiric Conversion
    • Werewolf Conversion
    • The Standing Stones
    • How to Win
  • The Extended Game
    • Preparation for Play - Castle Dracula
    • Time Inside Castle Dracula
    • Sequence of Play - Castle Dracula
    • Movement
    • Combat
    • Converted Players
    • Restocking the Map
    • Winning the Game
  • Appendix I: Monsters
  • Appendix II: Useful Items

Rules of Play

Introduction

The VAMPYRE game is faithful to Stoker's original novel. It may be played by up to six people, each playing the role of one of Stoker's characters. Many of the game elements are also derived from the book. In Stoker's novel, Dracula did indeed hide coffins in various secret locations so that he would always have a place to hide during the day, should his principal lair be discovered. Dracula did have vampiric brides and could command wolves, rats, bears and other supernatural beings. Effective against these un-dead creatures were The Host, holy water, crucifixes and silver bullets; not to mention the hammer and stake - tools required for dispatching vampires.

Object of the Game

The VAMPYRE Basic Game takes place on the map of Transylvania. The game is a race between the vampire hunters to see who will be the first to find and destroy three of Count Dracula's hidden coffins.

The Extended Game is played on the reverse side of the map, Dracula's Castle, after the players have finished the Basic Game. Here, the players have already destroyed Dracula's hidden coffins. Now they must track down and destroy the Count in his heavily guarded lair.

Counters (quick reference list)

The following list of number and types of playing pieces has been provided for quick reference. Your VAMPYRE game should contain the following counters:

  • 1 Count Dracula
  • 2 Werewolf
  • 1 Ghost
  • 1 Gargoyle
  • 2 Zombie
  • 1 Brides (The Brides of Dracula)
  • 1 Demon
  • 1 Swarm of Rats
  • 3 Gypsies
  • 1 Trap
  • 1 Day Guard
  • 1 Madam Mina Murray
  • 1 Dr. John Seward
  • 1 Lord Godalming
  • 1 Mr. Quincey Morris
  • 1 Jonathan Harker
  • 1 Dr. Van Helsing
  • 2 The Host
  • 2 Knife
  • 1 Gun
  • 1 Silver Crucifix
  • 1 Silver Bullet
  • 1 Holy Water
  • 9 Nothing
  • 8 Coffin
  • 2 Dracula Attacks!
  • 5 Nosferatu
  • 5 Player Werewolf
  • 1 Day
  • 1 Night
  • 10 Bite!

Explanation of Maps and Counters

Transylvania

This map represents a section of the Carpathian Mountains, also known as the Transylvanian Alps or simply Transylvania. The map is broken up by a grid which divides the area into many six-sided spaces known as hexagons. For simplicity these hexagons will be referred to as "hexes".

Each hex represents one space on the game board. The map is made up of several different types of terrain, each with its own special features. These terrain types are detailed below.

Large Hexes: Located across the map are ten oversized hexes labeled Klausenburg, Bistritz, The Old Abbey, Borgo Pass, The Witch's Cottage, The Ruined Castle, The Standing Stones, The Crypts, Targoviste and Castle Dracula. These large hexes are the only locations on the map where Dracula can hide his coffins. In the course of the game, players will visit all of these hexes. Connecting the large hexes is a network of roads. The highways are wide dirt roads partially covered with cobblestones.

Clear Terrain: The unmarked hexes represent "clear" terrain. These lands are low and mostly flat, covered with small farms. All "clear" areas have been rid of wild beasts and are, for the most part, free of supernatural creatures.

Forest Terrain: These tree-filled hexes stand for forested lands. The woods are dark and gloomy. Here, wild animals such as boars, wolves, and even bears have been known to attack travellers without provocation during the hours of darkness.

Mountain Terrain: The mountain hexes are covered with tall, craggy peaks of bare, granite rock. Although shepherds will occasionally graze their herds of sheep and cattle on the lower parts of these hills, the upper reaches are avoided whenever possible. Wolves and bears are known to frequent the mountain slopes after nightfall.

Areas Under Evil Influence (shaded areas): In Transylvania there are certain areas that have fallen under the dark cloak of evil due to Dracula's demonic powers. These once fertile fields and grassy mountainsides are now barren. The lifeless ground is covered with sharp, knifelike stones all pointing upwards as though pushed up out of Hell itself. There is evidence that these dark lands are inhabited by werewolves, demons, and a multitude of other creatures just as foul.

Castle Dracula

The ancestral home of Count Dracula is located in the highest reaches of the Transylvanian Alps. The castle is carved from dark stone and has a high tower and many pointed spires. Gargoyles and other archaic beasts adorn the castle walls.

The representation of Castle Dracula displays an aerial view of the fortress' inner keep and grounds. This map has three kinds of "terrain": gray (castle walls and impassable thorn patches), white (castle grounds, hallways and passages), and green (encounter areas). The green and white areas are divided into spaces for movement by dark green lines.

Counters

The playing pieces in this game are called counters. There are 84 counters in all.

Fifteen of the counters (red) stand for the guardian monsters the players will encounter inside Castle Dracula. They will be used in the Extended Game.

Six of the counters (grey) stand for the players: Jonathan Harker, Madam Mina Murray, Dr. Van Helsing, Lord Godalming, Mr. Quincey Morris and Dr. John Seward.

Twenty-seven of the counters (black) are things that the players find when they "search" one of the large hexes (The Crypts, The Old Abbey, etc.). These pieces are marked "COFFIN", "NOTHING", "HOLY WATER", "THE HOST", "SILVER CRUCIFIX", "KNIFE", "GUN", "SILVER BULLET", and "DRACULA ATTACKS!".

Ten of the counters (black) are used when a vampire hunter is transformed into a nosferatu (vampire player) or player werewolf. These counters will replace the player's original counter.

Two counters are used with the printed clock to keep track of time during the Extended Game. These counters are marked "DAY" and "NIGHT".

The remaining counters are blank. These can be used if a printed counter is lost or damaged.

Materials

Your VAMPYRE game should contain the following items: 1 rulebook (you're holding it), 1 map (printed on both sides), and 84 printed counters. The counters are die-cut from a single sheet and may still be attached to it in places. To insure that the counters are not damaged, use care when removing them (scissors are recommended).

Aside from the parts provided with this game, you will need one or two dice. In addition, paper and pencils should be used to keep track of the "useful items" each player has found, as well as how many times the vampire hunter has been bitten.

The Basic Game

Preparation for Play - Transylvania

Separate all of the playing pieces by color. Set all of the red counters aside, as well as the two counters marked "DAY" and "NIGHT". From the remaining pile of counters, each player selects one of the six vampire hunters as his or her playing piece for the rest of the game. All the unused vampire hunters are set aside and will not be used during the rest of the game. All the counters marked "BITE!" are removed next; however, they should be kept at hand because they will be used later on.

The black counters (there should be 27 of them) are turned face down and thoroughly mixed. Three counters are then placed face down in each large hex except Klausenburg (the vampire hunters have already completely searched this town).

All the players place their playing pieces in Klausenburg. Each player rolls one die. The high roller goes first, and play progresses clockwise from this point. Each player follows this sequence in his or her turn:

Sequence of Play - Transylvania

  1. Movement
  2. Search or check for encounter
  3. Combat
  4. Conversion to nosferatu or werewolf. Possession.

Movement

Starting with the high roller, play proceeds clockwise. Each player rolls one die and moves his or her counter a certain number of hexes in any direction desired. The player may not move through the same hex twice in one turn.

The die roll will allow the player to move a number of spaces that depends on the type of terrain the player enters. The terrain effects are explained below.

Road: A player who moves along a road will move the full number of hexes rolled on the die.

Clear Terrain: Movement through these spaces is only 1-3 hexes. If the die roll is a 1 or 2, the player moves only 1 hex. If the die roll is a 3 or 4, the player moves 2 spaces. If the roll is a 5 or 6, the player moves 3 spaces.

Forest: Players will move only 1-2 spaces in the forest. If the die roll is 1, 2, or 3 the player moves 1 space. If the die roll is 4, 5, or 6 the player moves 2 spaces.

Mountains or Areas Under Evil Influence: Movement through these hexes is limited to one space only, regardless of the die roll.

A player moving through two or more different kinds of terrain does so at the movement rate of the worst type of terrain entered during the entire move. This means that a player rolling a 6 may move 6 spaces if the player remains on the road, 3 spaces if the player enters a "clear" hex during the move, 2 spaces if the player enters the forest, and only one space if the player enters the mountains.

A player must usually move the entire number of spaces determined by the roll of the die. However, the player has the option to stop moving after entering large hexes ("The Crypts, The Old Abbey, etc."), or when entering a hex occupied by an opponent (a creature hostile to the vampire hunters). Ending movement by either of these two methods is always up to the player.

Encounters

At the end of each turn (1 day) each player makes camp. During the night there is a chance that the player will encounter a hostile creature. This chance, and the creature encountered, depends on the terrain in the hex where the player spends the night.

No encounters will occur in any of the large hexes or in "clear" terrain because shelter is readily available in these areas.

A player who ends his or her movement in the mountains, in the forest, or in an area under evil influence, must roll on the appropriate chart to determine any special encounters. NOTE THAT ALL ROADS ARE CONSIDERED THE TERRAIN OF THE SURROUNDING HEX FOR THE PURPOSE OF ENCOUNTERS. To determine if a special encounter takes place, roll two dice and check the appropriate chart.

Forest

RollEncounter
2Vampire
3Bear
4, 5, 6, 7, 8, 9No Encounter
10Boar
11Wolf
12Strange Occurrence

Mountains

RollEncounter
2Vampire
3, 10Bear
4, 11Wolf
5, 6, 7, 8, 9No Encounter
12Strange Occurrence

Areas Under Evil Influence

RollEncounter
2, 3, 9Vampire
4, 5, 6, 7No Encounter
8, 10Werewolf
11Demon
12Strange Occurrence

If the player encounters nothing, his or her turn is over and play proceeds clockwise. If a creature is encountered, the player must fight it immediately. If a "Strange Occurrence" is rolled, roll two dice on the following chart to determine what type of "Strange Occurrence" has befallen the player.

Strange Occurrence

RollOccurrence
2As you pass through a local village, a concerned old woman recognizes your quest and gives you her silver crucifix.
3A strange fog closes around you and unconsciousness swiftly follows. When you awake you find yourself among The Standing Stones.
4Your passage is halted by a fierce storm. Lose one turn.
5You are lost. Let the player on your left move your counter 1-6 hexes (roll one die) from your present location. Terrain effects are ignored.
6When you awaken in the morning, you find that your camp has been ransacked by gypsies. Lose all of your useful items.
7You wake up to the sounds of fluttering wings and find two small punctures on your neck. You have been bitten by a vampire!
8As you make your way through a small village, you meet a friendly priest who gives you a vial of holy water.
9Luckily, you chance upon a skilled metalsmith. Gain a .

Searching a Large Hex

Any player who ends a move in a large hex that contains a face-down counter may "search". To search, the player takes the top counter in the hex and turns it over. There are four different types of counters that will be found.

Nothing: Dracula has eluded the player. The vampire hunter has found nothing and must search elsewhere.

Dracula Attacks!: Dracula has discovered the player's purpose and attacks the vampire hunter. Combat takes place immediately. A "no result" or a "victory" for the player means that Dracula is kept at bay until sunrise, forcing the vampire lord to flee. Failure to defeat Dracula means the player has been bitten. Regardless of the battle's outcome, Dracula will disappear afterwards.

The Host, Holy Water, Knife, Gun, Silver Crucifix, or Silver Bullet: The player has not found one of Dracula's coffins but has had the good fortune to acquire a "useful item". These counters should be kept by the player who finds them. Useful items may not be traded, lent, or taken by other players. For a detailed description of each item and its powers, see Appendix II. The following chart is for quick reference to the items' powers.

Useful Items

ItemPower
KnifeAdds +1 to Melee Combat rolls
GunAdds +2 to Melee Combat rolls
The HostAdds +1 to Supernatural Combat rolls
Silver CrucifixAdds +1 to Supernatural Combat rolls
Holy WaterAutomatically dispels (destroys) one demon
Silver BulletAutomatically slays one non-player werewolf. A player werewolf will be killed permanently with a "V" (victory) result if a silver bullet is used.

Coffin: The player has found and burned one of Dracula's foul resting places. The counter should be kept to prove how many coffins each player has destroyed.

A player who has searched a large hex must visit another large hex and return before searching the area again. After all three counters have been removed from a single location, the area is considered "clean" and may not be searched for the rest of the game. Players may still stop in these areas to avoid spending the night in the wilderness or visit them before returning to hexes that still have counters, if desired.

Combat

In their quest to destroy Dracula, the players will have to fight many different creatures aside from the Count himself. Some of these are merely denizens of the dark forests and high mountains. Chief among these creatures are boar, wolves and bears. Other creatures of a more evil and supernatural origin. These monsters include demons, ghosts, gargoyles and vampires; including, of course, Count Dracula himself.

Combat with these creatures is of two types: Melee (physical) Combat, and Supernatural Combat. The creatures that the players will meet are divided into two groups, based on whether their attack is physical or supernatural. To determine the outcome of any combat, the player rolls a die, adds any bonuses he or she has for useful items (or the time of day in the Extended Game; see Time

Melee Combat (roll plus any bonuses)

Monster123456789
BoarWWVVVVVVV
WolfWWWVVVVVV
BearW

Supernatural Combat (roll plus any bonuses)

Monster12345678
DraculaBBBBBNVV
DemonPPPPVVVV
BridesBBBB

Inside Castle Dracula) and checks the result against the monster being fought.

The combat result is given as a single code letter. The code letters are explained below.

Combat Code Letters

V - Victory: The player has defeated his or her opponent. In the Basic Game this ends the player's turn. Defeated nosferatu and player werewolves are removed and reappear in The Crypts at the start of the owning player's next move (however, a player werewolf killed by a silver bullet is permanently out of the game). A victory result against a "Possessed" vampire hunter will cause a "Wound" on that vampire hunter and end the possession. If a "V" result is attained against Count Dracula, the Count has been driven off by the player.

In the Extended Game, a victory result is usually the same, except that defeated nosferatu and player werewolves will reappear in The Tower. In addition, if this result is attained while fighting Count Dracula, the vampire hunter has succeeded in destroying the Lord of the Vampires and has won the game!

W - Wound: The player has been wounded. If this occurs during the Basic Game, the player's counter is immediately placed in Klausenburg. On the following turn, the player plays as usual (having been healed by the doctors in the city).

In the Extended Game (inside Castle Dracula), two wounds will kill a player. A wounded player has two choices. First, the wounded player can lose his or her next turn and cure the wound during that time. This must be done on the player's turn immediately following the wound. The wound is not considered healed until the end of the turn spent to heal the damage; if the wounded player is attacked and wounded again on the turn spent to heal the damage, the player will die. Second, the player can choose to ignore the wound and continue playing as normal. If the player is wounded again, he or she will die and be removed from play.

The only exception to this rule is a wound from a werewolf. A player who has been bitten twice by a vampire will be weak enough to contract the dread disease of lycanthropy. This will instantly turn the vampire hunter into a player werewolf. For a detailed description of werewolves and lycanthropy, see Appendix II.

N - No Result: The battle has not yet been resolved. The player may not move and must fight the opponent on his or her next turn until one side has won a clear victory (a non-N result). If both of the combatants are players, the battle continues on the soonest turn of either player.

S - Salvation: The player has succeeded in destroying the nosferatu. The vampire player is dead and removed from play. By slaying the nosferatu, the player has saved the vampire player's soul from Satan's grip. This result only affects nosferatu.

B - Bite: The player has been bitten by a vampire! If a player is bitten three times he or she will become a nosferatu, a vampire player. For a detailed account of this phenomenon see Vampiric Conversion. In addition, a character who has been bitten twice will turn into a player werewolf if wounded by a werewolf.

P - Possession: The player's body has been taken over by a demon. In the player's next turn, the possessed individual will move twice his or her normal speed (roll two dice for movement) towards the nearest living player and attack him or her. Possession lasts 1-6 turns (the roll of one die), or until a vampire hunter scores a "V" result on the possessed player in combat. The possessed player does not have to roll for encounters.

F - Fear: The player has lost his or her nerve and has fled, intent on leaving Castle Dracula and Transylvania forever. The player must move back towards The Portcullis. When the player reaches this exit he or she will stop and realize his or her folly. The next turn, the player may begin the vampire hunt anew. This result is only possible in the Extended Game.

I - Immobility: The vampire hunter has been paralyzed by the bite of a gargoyle. The player loses two turns. If the paralyzed character is attacked while immobilized, the attacker subtracts two from the combat roll. This result is only possible in the Extended Game.

Vampiric Conversion

When a player has been bitten three times he or she will become a nosferatu, a player vampire. The vampire hunter counter is replaced with a nosferatu counter. All useful items are lost. On the turn following the third bite, the player will begin attacking the remaining living vampire hunters. To move, the nosferatu rolls only one die for movement, but moves the full roll regardless of terrain. (This is due to the ability of the nosferatu to transform itself into a bat and fly across the Transylvanian countryside.)

Combat between living players and nosferatu can occur in any area on the map of Transylvania except for the ten large hexes. Either the vampire hunter or the nosferatu can attack simply by ending his or her move in the hex occupied by the other. Combat proceeds as normal with the attacker rolling one die and consulting the Supernatural Combat table. Clearly, the living player will want to roll as high as possible while the nosferatu will wish to roll low.

If a vampire player is defeated, (a "Victory" result is attained) the nosferatu dissolves into a cloud of vapor. The nosferatu counter will reappear on the following turn in The Crypts. However, if the special "Salvation" result is indicated, the nosferatu is destroyed and removed from play.

When a vampire player has successfully bitten a vampire hunter, and the nosferatu counter is sated and removed from the board. Two turns later, the nosferatu will reappear at The Crypts, hungry once more.

Werewolf Conversion

A player with two vampire bites who is then wounded by a werewolf does not return to Klausenburg, but immediately becomes a player werewolf. All useful items are lost. A player werewolf must try to attack and kill the surviving vampire hunters. Player werewolves move just like vampire hunters, except they cannot enter the large hexes. Werewolves do not roll for encounters. If defeated in combat, a player werewolf is removed from the board. At the beginning of the owning player's next turn, the werewolf reappears in The Crypts. If the werewolf is defeated with a silver bullet, it is dead and permanently out of play.

The Standing Stones

A player may be cured of vampire bites by visiting the mystic Standing Stones. If the player spends one turn here, the magic of the stones will cure the vampire hunter and erase the evil taint from his or her soul (all the "Bite!" markers the player has accumulated are removed). Each vampire hunter can use the healing powers of the Standing Stones only once during the game.

The Standing Stones will not affect nosferatu in any way.

How to Win

The first player to find three of Dracula's coffins has won the Basic Game. He or she will begin the Extended Game fully healed of all vampire bites and will gain the useful item of his or her choice.

If all of the coffins are found, yet no one has three of them, the player with the highest number of coffins wins. If two or more players have the same number of coffins, each rolls a die and the high roller wins. A player who wins without finding three coffins gains the item of his or her choice, but any bites will not be healed.

The Extended Game

Preparation for Play - Castle Dracula

Take all the red counters (there should be 15 of them), turn them face down, and mix them thoroughly. Flip the map over to show Castle Dracula. Place one of the red counters face down in each green area on the map. Place the vampire hunters in the space marked Portcullis and all the nosferatu and player werewolves in the space marked The Tower. Set the clock at 12 o'clock (noon) using the counter marked "DAY". The Extended Game is now ready to play.

Time Inside Castle Dracula

During each player's turn, the clock is set ahead one hour. This must be done before the player rolls for movement. A player who forgets loses his or her turn, but the clock is not advanced. Note that when a turn is lost for any other reason, the clock is advanced.

During the hours of daylight all supernatural creatures lose part of their strength. Between 6 a.m. (sunrise) and 6 p.m. (sunset) all vampire hunters add +1 to their Supernatural Combat rolls. At sunset the forces of evil regain their awful powers and must once more be fought at their full strength.

Sequence of Play - Castle Dracula

  1. Set Clock
  2. Movement
  3. Reveal Counter
  4. Combat
  5. Conversion to nosferatu or werewolf. Possession.
  6. Restocking the Map (Midnite turn only)

For the most part, play inside Castle Dracula is the same as play in the Basic Game. Any differences are described hereafter.

Movement

Play begins with the winner of the Basic Game and proceeds clockwise. Each player in turn sets the clock ahead one hour and rolls one die. The number rolled is the number of spaces the player will move that turn. Nosferatu, player werewolves, and possessed players also move 1-6 spaces per turn.

A player may not move over the same space twice in one turn, nor move less than his or her full roll. However, when entering a green encounter area with a face-down counter in it, or when entering a space occupied by an opponent, the player may stop moving and attack, if desired.

If the player stops in a green space containing a face-down guardian counter, the player must immediately flip the piece over and fight the revealed guardian. There are only two exceptions to this rule. These are the counters "TRAP" and "SWARM OF RATS". The counters and their effects are described in detail in Appendix I.

Combat

Combat inside Castle Dracula is almost the same as combat in the Basic Game. The only difference is the bonus gained by the vampire hunters during the hours of daylight (see Time Inside Castle Dracula).

When the combat is over, regardless of the outcome, the non-vampire hunter counter is removed from the board. The only exception to this rule is Count Dracula himself. When the piece representing him is revealed, Dracula remains in the room until either he is slain or until the clock reaches midnight.

Converted Players

These are the vampire hunters who are nosferatu, player werewolves, or possessed at the end of the Extended Game or who undergo conversion during the Extended Game. These players begin the Extended Game in The Tower. Like the vampire hunters, all of them will move 1-6 areas each turn, and can go anywhere the vampire hunters do.

Converted players never reveal guardian counters, as their only goal is to attack and destroy the vampire hunters. Immediately after attacking or being attacked, the counter of the converted player is removed, to reappear in The Tower at the beginning of his or her next move. (Of course, nosferatu and player werewolves who are killed permanently and players whose possession is ended will not reappear at The Tower.)

Remember that a nosferatu who bites successfully will not reappear in the tower for two turns.

Restocking the Map

When the clock reaches midnight, all the guardian counters remaining on the board are removed. These pieces are combined with all the guardian counters that were removed earlier that day through combat. The counters are then turned face down, mixed thoroughly, and replaced in the green areas.

A vampire hunter in a green space at midnight, cannot move in his or her turn. Instead, the player must reveal the new counter and clear the area before leaving.

This 24 hour cycle of revealing and restocking will continue until either Dracula is dead or all the players are killed or turned into vampires or werewolves.

Winning the Game

In order to win the Extended Game, Dracula must be destroyed. Although all of the vampire's coffins may have been destroyed in the Basic Game, this is only a small victory if Dracula survives.

When a player turns over the counter marked "COUNT DRACULA", he or she must immediately engage the vampire in Supernatural Combat. If the player is victorious, he or she has succeeded in driving a stake through Dracula's heart and has won the game!

Appendix I: Monsters

Gypsies: The gypsies of Transylvania are a Slavic race without fear or any religion save superstition. One tribe of these Slavs (known as the Szgany) has joined Count Dracula and act as his servants. Although the gypsies speak only their own barbaric tongue, they are strong and very clever. When a player reveals the counter saying "GYPSIES" he or she must roll one die to determine how many gypsies are encountered.

Swarm of Rats: Dracula can summon a host of rodent allies from the dark sewers beneath Castle Dracula and send them to attack the vampire hunter. The player who reveals this counter will lose one turn while fending off the wretched menace.

Trap: Dracula has prepared for the vampire hunter's arrival with several "surprises". When this counter is revealed, a trap door will open beneath the player, dropping him or her into a deep, spike-filled pit. To avoid the trap, the player must roll a 5 or 6 on one die; otherwise the player takes one wound.

Appendix II: Useful Items

Knife: These weapons are quite common throughout Transylvania. A knife will add +1 to any melee combat roll. That is to say, if a player was fighting a gypsy and rolled a 2, he or she would actually have a 3 if he or she were carrying a knife.

Gun: Firearms are more rare than knives but can be most useful in dispatching bears or large numbers of gypsies. A gun will add +2 to all melee combat rolls in the same way as a knife. Note that a gun and a knife together will give a +3 bonus to melee combat. Having more than one knife or one gun will not give any additional benefits.

The Host: The Host is the consecrated bread of the Eucharist. This sacred material is a potent weapon against all forms of supernatural evil. Any player who holds The Host will gain +1 to any supernatural combat die roll.

Silver Crucifix: The crucifix is another powerful weapon against supernatural creatures, for they shy from its holy form and pure substance. A vampire hunter with a silver crucifix will add +1 to any supernatural combat rolls. As with guns and knives, The Host and a silver crucifix will combine bonuses. However, having more than one of either will not increase the bonus further.

Vial of Holy Water: Although each vial contains only a small portion of the blessed liquid, it is a most effective weapon against demons. Any player who has a vial of holy water may automatically dispel (destroy) the first demon who attacks him or her by dashing the holy fluid on the demon's gaseous form. Each vial of holy water may be used only once.

Silver Bullet: Like vampires, werewolves cannot be slain by normal weaponry. The only thing that can kill a werewolf is a weapon made of silver. In this case, the weapon is represented by a silver bullet (a gun is not needed to use this item).

When a player holding a silver bullet is attacked by a non-player werewolf, the bullet may be fired and will automatically slay the beast. However, if the werewolf is a transformed player, the vampire hunter must declare whether the silver bullet will be used before the combat die is rolled. If the player does not use the bullet, combat is resolved as usual, and a defeated player werewolf reappears next turn at either The Crypts or The Tower (depending on the stage of the game).

If the player does use the silver bullet, melee combat is rolled for as usual, adding any appropriate bonuses. If the vampire hunter is wounded, the bullet is lost and the vampire hunter suffers the normal wound effects. But if the vampire hunter is victorious, the werewolf is slain and removed from play.

(The booklet's page 16 also prints the clock face used in the Extended Game, marked with the hours I to XII, around the central oval.)

Like the original quest to kill Dracula, this game is fraught with danger. But that is to be expected, since putting an end to Count Dracula is as challenging an endeavor as can be imagined. Dracula can be killed, both in the original book and in this game. It requires bravery and the willingness to take terrible risks. But hurry - "Denn die Todten reiten schnell" - ("for the dead travel fast").

  • 5 Blank
  • silver bullet
    10You are able to visit a nearby church. Gain The Host.
    11You come upon the body of a recently deceased gypsy. He is carrying a gun.
    12Huge claws pluck you from the ground and you are buffeted into unconsciousness. When you come to, you are in The Crypts.
    W
    W
    W
    V
    V
    V
    V
    V
    1 GypsyWVVVVVVVV
    2 GypsiesWWVVVVVVV
    3 GypsiesWWWVVVVVV
    4 GypsiesWWWWVVVVV
    5 GypsiesWWWWWVVVV
    6 GypsiesWWWWWWVVV
    WerewolfWWWWVVVVV
    Day GuardWWWVVVVVV
    ZombieWWVVVVVVV
    Possessed CharacterWWWVVVVVV
    B
    V
    V
    V
    NosferatuBBBNVVSS
    GhostFFFFVVVV
    GargoyleIIIIVVVV
    VampireBBBBVVVV