Dracula

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Dracula is a horror-themed family board game in which players attempt to escape Castle Dracula by moving along yellow stone pathways to reach a HOME doorway. Each turn, players spin a spinner (or roll dice) that simultaneously moves Dracula along his blood trail and the active player’s piece along the pathways. Count Dracula and his Vampires roam the castle, and being caught transforms a player into the Green Vampire. The first player to escape the castle wins.

Components

Setup

  1. Open the game board on a flat surface.
  2. Place the Red Dracula piece on the red pool of blood in the center of the coffin in the vault.
  3. Place the Green Vampire on Vampire Perch #1.
  4. Place the Blue Vampire on Vampire Perch #6.
  5. Each player chooses a colored piece and places it on the matching start position.
  6. Each player spins (or rolls the normal die). Highest score goes first; play continues clockwise.

Turn Structure

On your turn:

  1. Spin the spinner (or roll both dice).
  2. The red/inner section (special die) shows how many pools of blood Dracula moves along his trail.
  3. The yellow/outer section (normal die) shows how many yellow stones your piece moves.
  4. Important: You choose whether to move Dracula first then your piece, or your piece first then Dracula.

Actions

Moving Your Piece

Moving Dracula

Vampire Spin (V Result)

If the special die shows “V”, do not move your piece or Dracula. Instead, move a Vampire to the Perch indicated by the normal die number:

Scoring / Victory Conditions

Winning: The first player to reach a HOME doorway escapes and wins. You do not need an exact roll – any number large enough to exit suffices.

Getting Caught by Dracula

Becoming the Green Vampire

Special Rules & Edge Cases

Green Vampire Movement

Catching as the Green Vampire

Blue Vampire

Hideyholes

Player Reference

Die Result Action
Normal number + Dracula number Move Dracula + Move your piece (choose order)
V on special die Move a Vampire to Perch indicated by normal die

Safety: Hideyholes (exact landing) and Candelabras (block Vampires)

Capture: Same room + stationary = captured. Passing through = safe.

Winning: Reach HOME with enough movement to exit.