Fury of Dracula (Third Edition)

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

Overview

Fury of Dracula is a one-versus-many deduction game inspired by Bram Stoker’s novel. One player controls Dracula as he secretly moves across a map of Europe, spawning vampires and laying traps. Up to four other players control hunters (Lord Godalming, Dr. Seward, Mina Harker, Van Helsing) who must cooperate to track down and destroy Dracula before his influence engulfs Europe. Dracula tracks his movement secretly using a trail of facedown location cards, while hunters move openly on the board.

Components

Setup

  1. Place the game board centrally. Place the influence marker on space “0” of the influence track.
  2. Place the time marker on the yellow Monday (day) space on the time track.
  3. One player chooses to control Dracula (sits near the trail side of the board). Remaining players each choose a hunter. Each player takes a character sheet and figure.
  4. Shuffle all item cards facedown near the board. Shuffle both hunter and Dracula event cards together into a single deck.
  5. Sort hunter combat cards by type (Dodge, Punch, Escape) into three piles. Shuffle encounter cards and Dracula combat cards into separate decks near Dracula.
  6. Organize location cards numerically for Dracula’s location deck.
  7. Place ticket tokens facedown near the board (randomized). Separate remaining tokens by type.
  8. Dracula draws 5 encounter cards for his starting hand.
  9. Place hunters on starting cities: Lord Godalming in Constanta, Dr. Seward in Marseilles, Mina Harker in Brussels, Van Helsing in Amsterdam. (Advanced: each hunter chooses freely.)
  10. Dracula secretly chooses a starting city (not a sea zone, not Castle Dracula, not a city with a hunter), places that location card facedown on the first trail space, and places his figure on the red circle near the trail.

Fewer Than 5 Players: With 3 hunter players, one controls 2 hunters. With 2, each controls 2. With 1, that player controls all 4 hunters.

Turn Structure

The game plays over a series of rounds. Each round has a Hunter Phase then a Dracula Phase.

Hunter Phase

The hunter phase contains both day and night, with dawn and dusk transitions.

Dawn: Advance time marker from night to day. If advancing from Sunday night to Monday day, place 1 despair token on the time track (up to 3). If Dracula is revealed, combat occurs.

Day Actions (in activation order): Each hunter performs one action:

Dusk: Advance time marker from day to night. If Dracula is revealed, combat occurs.

Night Actions (in activation order): Each hunter performs one action (same options except Move is unavailable). During night, event cards are drawn from the bottom of the deck; Dracula icon = Dracula draws it. Hunters in a sea zone during night must pass (no action).

Dracula Phase

  1. Move: Slide all trail cards one space right. Secretly choose a location card from the location deck for a city adjacent to current location (by road or sea). Place it facedown on the first trail space. Dracula cannot move to a location already on the trail.
    • Moving port to sea zone: suffer 2 damage. Sea to sea: suffer 1 damage.
    • If Dracula moves to a city with a hunter, he is revealed.
  2. Place Encounter Card: Choose an encounter card from hand and place facedown on the first trail space (on top of location card). Cannot place if on a sea location or currently revealed. Draw back to 5 encounter cards if below.
  3. Mature Hideouts: If 6 hideouts were on the trail, the 6th slides off. Dracula may resolve that encounter card’s matured effect (e.g., vampire encounters advance the influence track). The location card returns to the location deck.

Actions

Hunter Actions Detail

Railway Movement: Spend a ticket token. White value = max railways using only white railways. Yellow value = max railways using yellow or mixed railways. Some tickets have no yellow value.

Finding the Trail: When a hunter ends movement on a city that is on Dracula’s trail, Dracula must reveal that location card (flip it faceup).

Ambush: When a hunter ends movement on a hideout with encounter cards, Dracula may choose to ambush — reveal and resolve one encounter card (ignoring matured effect).

Search Action: If Dracula does not ambush, a hunter at a location with encounter cards may perform a search action to reveal and resolve all encounter cards there.

Combat

Combat occurs when a hunter is on the same city as Dracula at dawn or dusk.

Setup: Hunter takes Dodge, Punch, and Escape cards (don’t count toward hand limit). Dracula shuffles his combat deck and draws 5 cards.

Each Round:

  1. Both players secretly choose a card (hunter must choose a card with a banner).
  2. Reveal simultaneously.
  3. Check if Dracula’s combat icon matches a highlighted icon on the hunter’s banner — if so, Dracula’s effect is canceled.
  4. Resolve Dracula’s effect (if not canceled), then flip facedown.
  5. Resolve hunter’s effect, card remains in play.
  6. Dracula draws 1 combat card. Hunter’s previous round’s card returns to hand.

Combat Ends When:

Multiple Hunters: If multiple hunters in combat, each chooses a card. Before reveal, Dracula chooses one as the engaged hunter (only that hunter can block Dracula’s card). All hunters’ cards resolve.

Dracula’s Power Cards (Advanced)

Power Effect
Feed Place on trail instead of moving. No encounter card. Recover up to 3 damage.
Dark Call Place on trail instead of moving. No encounter card. Suffer 2 damage, draw 5 encounter cards.
Wolf Form Place on trail with a facedown location card. Suffer 1 damage. Location can be up to 2 road-cities away.
Misdirect Clear a hideout on the trail and place Misdirect on that space. Then move normally. Cannot clear power cards, Castle Dracula, current location, or Hide-associated locations.
Hide Place facedown on trail (looks like a location card). Place an encounter card on it (matured effect cannot resolve). Associated with the previous location on the trail.

Lairs (Advanced)

Instead of maturing a hideout, Dracula may convert it to a lair (3 lair slots on board). Sea locations cannot become lairs. Dracula places an additional encounter card from hand on the lair. Dracula can later return to a lair by placing it back on the first trail space (must follow normal movement rules). Lairs are cleared if all encounter cards are removed.

Scoring / Victory Conditions

Dracula wins by advancing the influence track to space 13. Influence advances from:

Hunters win by dealing 15 total damage to Dracula’s character sheet.

Special Rules & Edge Cases

Character Abilities

Character Abilities
Lord Godalming Wealth: Draw 2 items when supplying in large city. Privilege: Gain 2 ticket tokens on reserve action.
Dr. Seward Physician: When you or another hunter in your city rests, recover 2 damage instead of 1. Prepared: Hand limit of 4 items and 4 events (instead of 3).
Mina Harker Psychic Bond: As an action, if on same city as another hunter, force Dracula to say if he’s in your region. Drained: Always has 1 bite token, always weakened (1 item + 1 event revealed). Defeated by first additional bite.
Van Helsing Leader: When trading, may trade event cards (instead of items) with a hunter in any city. Strong Willed: 2 bite spaces (defeated on 3rd bite).
Dracula Rage: When hunter is defeated, influence +2 + number of despair tokens. Pride: Escape as Mist/Bat canceled if Dracula hasn’t played enough combat cards (must exceed despair token count). Fury of Dracula: +3 influence when placing city/Hide while all 3 despair tokens present.

Damage and Defeat

Special Locations

Tokens on the Board

Table Talk

All communication must be open in Dracula’s presence. Exception: during a trade action, the two trading hunters may communicate privately.

Rumor Tokens (Advanced)

Dracula starts with 1 and gains 1 each time a despair token is placed. After placing an encounter card, Dracula may place 1 rumor token on a hideout in the first 3 trail spaces. If a vampire matures from a hideout with a rumor token, influence advances 3 extra spaces.

Player Reference

Turn Sequence:

  1. Dawn: advance time, combat if Dracula revealed
  2. Day: each hunter takes 1 action (activation order)
  3. Dusk: advance time, combat if Dracula revealed
  4. Night: each hunter takes 1 action (activation order)
  5. Dracula phase: move (place location card on trail), place encounter card, mature if applicable

Hand Limits:

Key Numbers: | Item | Value | |——|——-| | Influence track win | 13 | | Dracula health | 15 | | Trail spaces | 6 | | Lair slots (advanced) | 3 | | Dracula encounter hand | 5 (refill) | | Dracula combat hand | 5 (per combat) | | Hunter combat rounds max | 6 (Dracula cards) | | Despair tokens | 3 (1 per week) | | Sea damage (port to sea) | 2 | | Sea damage (sea to sea) | 1 | | Castle Dracula healing | 5 |