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Vampyrjakten

Vampyrjakten Rulebook

Table of Contents

Table of Contents

  • Before You Start
  • Players, Age and Playing Time
  • Contents
  • The Game in Brief
  • Starting the Game
  • Event Tokens
    • Torch
    • Garlic
    • Blood Pool
    • Trapdoor
  • Who Wins
  • Translator's Notes

Before You Start

  • Set up the game board. Each player chooses a game piece and places it on any green starting square, which is a gate (see picture). Turn the piece so that the vampire is not visible and put it in a plastic foot.
  • Do the same with Dracula, and then place Count Dracula in the crypt, the room with the coffin (see picture).
  • The 6 keys are placed in the chapel (the room with the keys).
  • The 21 event tokens (all except the keys) are shuffled and placed on the purple squares, with their purple backs facing up.
  • Roll the die to decide who starts.

Players, Age and Playing Time

  • Category: Children's and Family Game
  • Players: 2-6
  • Age: 5-99 years
  • Playing time: approx. 30 minutes

Contents

  • Rules
  • Game board
  • Die
  • 6 game pieces, humans, which can be turned inside out so that they become vampires
  • 1 Count Dracula piece
  • 7 plastic feet
  • 27 event tokens: 8 torches, 4 garlic, 3 blood pools, 6 trapdoors, 6 keys

The Game in Brief

Your goal is to find a torch, fetch a key from the chapel and be the first player to reach one of the gates.

Or, if you have been turned into a vampire, you must try to catch your friends, bite them and turn them into vampires. The vampire who catches the last of their former friends wins the game.

Starting the Game

  • You must always move your own game piece before you move Dracula. Roll the die and move your piece toward squares where there are tokens. But sometimes you must change strategy and simply flee ... (for the meaning of the tokens, see below).
  • Then roll the die again and move Dracula in a direction where your friends are. Dracula wants to catch your friends, bite them, and turn them into vampires. The transformation happens when Dracula lands on the same square as one of your friends. Turn that piece inside out, and you can see that it is now a vampire (a vampire who also starts hunting you).
  • Even if you have been turned into a vampire, you always move your own game piece first and then Dracula.
  • Each move, you move your piece the number of steps the die shows. There are two exceptions: if the die shows more than what is needed to get into the chapel or out through a gate, you move only as many steps as you need.
  • You are never forced to move your piece onto a square with a vampire. If there is no other way, you stay where you are.
  • For tactical reasons you may want to turn yourself into a vampire. This applies mainly at the end of the game, when becoming a vampire yourself may be your only path to victory. Then you can move your piece onto the same square as a vampire.
  • To leave the castle, you must first fetch a key to unlock one of the gates.
  • All players can leave through any gate, and the keys fit all gates.
  • The keys are hidden in the chapel. Each player must go there and fetch a key, but you must have a torch to take a key out of the chapel.
  • Once you have been turned into a vampire, there is no way out of Vampire Castle!

Event Tokens

Torch

If you land on a TORCH:

  • Take it and place it in front of you on the table with the picture facing up. You must have a torch before you may take a key in the dark chapel. (If you already have a torch, leave it face up on the board.)
  • Vampires (and Dracula) always leave the torch face up on the board, without taking it.
  • A face-up torch can be picked up by any player who lands on it.

Garlic

If you land on GARLIC:

  • Humans are protected on this square until it is shut again the next time. Vampires may not move to a square with an already face-up garlic.
  • When vampires and Dracula turn up a garlic, they skip the next roll, but the player may still move their own piece.
  • The garlic stays for the rest of the game and protects the human standing there from vampires.

Blood Pool

If you land on a BLOOD POOL:

  • Humans must skip the next roll, but may move Dracula.
  • Vampires and Dracula get to roll an extra time and move again.
  • The blood pool stays and applies in the same way for the rest of the game.

Trapdoor

If you land on a TRAPDOOR:

  • Anyone who lands on a trapdoor moves directly to the chapel. NOTE: no one can turn a human into a vampire in the chapel!
  • The trapdoor stays face up for the rest of the game and remains a shortcut to the chapel.

Who Wins

If a player gets out of the castle, the game is over and that player has won.

If all players have been turned into vampires, the player who turned the last opponent into a vampire wins! It is fine to turn a player into a vampire with both your own vampire and with Count Dracula. Have a spine-tingling good time!

Translator's Notes

  • The sheet's phrases "vända ut och in" (turn inside out) and "slår igen" (shut again) are rendered literally. The sheet does not elaborate further on either.
  • Component counts are as printed: 8 + 4 + 3 + 6 + 6 = 27 event tokens, of which 21 (the non-key tokens) are placed on the board at setup.