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
- Castle Dracula game board
- Green Vampire mask
- Red Dracula piece
- Green Vampire piece
- Blue Vampire piece
- 4 player pieces (red, blue, green, yellow)
- 1 Spinner Card (or later editions: 1 normal die 1-6 and 1 special die 3-3-4-4-V-V)
Setup
- Open the game board on a flat surface.
- Place the Red Dracula piece on the red pool of blood in the center of the coffin in the vault.
- Place the Green Vampire on Vampire Perch #1.
- Place the Blue Vampire on Vampire Perch #6.
- Each player chooses a colored piece and places it on the matching start position.
- Each player spins (or rolls the normal die). Highest score goes first; play continues clockwise.
Turn Structure
On your turn:
- Spin the spinner (or roll both dice).
- The red/inner section (special die) shows how many pools of blood Dracula moves along his trail.
- The yellow/outer section (normal die) shows how many yellow stones your piece moves.
- Important: You choose whether to move Dracula first then your piece, or your piece first then Dracula.
Actions
Moving Your Piece
- Move along yellow stone pathways the number shown on the spinner/normal die.
- You may set off in any direction and turn at intersections.
- You cannot land on a stone occupied by another player (you may pass over them).
- You cannot land on or pass over Vampire Perches.
- You cannot pass over either Vampire piece.
- If you cannot move the full number, stay in place and only move Dracula.
Moving Dracula
- Dracula moves clockwise along his blood trail the indicated number of spaces.
- At some intersections, direction is fixed by arrows; at others, the moving player chooses.
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:
- Perches 1-4: Green Vampire
- Perches 5-6: Blue Vampire
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
- If Dracula’s move ends in the same room as a stationary player, or a player’s move ends in Dracula’s room, that player is captured.
- Dracula cannot catch you by passing through your room or vice versa.
- If multiple players are in Dracula’s room, the active player chooses who gets bitten.
- Captured players are taken to the coffin vault and re-enter play from the top of the vault steps on their next turn.
- Dracula resets to the pool of blood in the vault after each capture.
Becoming the Green Vampire
- The first player caught by Dracula becomes the Green Vampire and must wear the Vampire mask.
- The Green Vampire’s goal is to catch another player to transfer the curse.
Special Rules & Edge Cases
Green Vampire Movement
- On your turn as the Green Vampire, you do NOT move Dracula. Instead, you move the Green Vampire using BOTH the inner and outer values added together.
- Vampires cannot pass over or land on stones lit by a Candelabra.
- If the Green Vampire cannot complete the full move, they miss their turn entirely.
- If the special die shows “V”, the Green Vampire must move to the indicated Perch instead of taking a normal move.
Catching as the Green Vampire
- To catch another player, you must approach their space, “shed” the Vampire on that space (transferring the curse), then retreat using remaining movement.
- The newly caught player becomes the Green Vampire and moves from where they were caught.
- The freed player continues from the retreat position.
Blue Vampire
- Moves only between Perches 5 and 6 when indicated by a “V” roll.
- Blocks routes out of the castle but cannot catch anyone.
- If the Blue Vampire blocks your path and you cannot complete your move, you must move away.
Hideyholes
- Landing exactly on an orange Hideyhole space keeps you safe from Dracula and the Green Vampire until your next turn.
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.