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
- 1 game board (map of Europe with cities, roads, railways, sea zones)
- 5 plastic figures (4 hunters + 1 Dracula)
- 5 character sheets (4 hunter sheets + 1 Dracula sheet)
- 70 location cards (60 land + 10 sea)
- 75 event cards (50 hunter + 25 Dracula, shuffled together)
- 38 item cards
- 28 encounter cards
- 13 Dracula combat cards
- 12 hunter combat cards (Dodge, Punch, Escape)
- 5 power cards (Feed, Dark Call, Wolf Form, Misdirect, Hide)
- 4 hunter reference cards
- 1 reference map (for Dracula)
- Damage tokens (24 “1” + 7 “5” = 31 total)
- 16 ticket tokens (facedown, with white/yellow railway values)
- 8 roadblock tokens (double-sided: road/railway)
- 6 storm tokens, 4 fog tokens, 2 bats tokens, 4 bite tokens
- 3 heavenly host tokens, 3 despair tokens, 1 consecrated ground token
- 4 rumor tokens (advanced game)
- 1 influence marker, 1 time marker
Setup
- Place the game board centrally. Place the influence marker on space “0” of the influence track.
- Place the time marker on the yellow Monday (day) space on the time track.
- 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.
- Shuffle all item cards facedown near the board. Shuffle both hunter and Dracula event cards together into a single deck.
- Sort hunter combat cards by type (Dodge, Punch, Escape) into three piles. Shuffle encounter cards and Dracula combat cards into separate decks near Dracula.
- Organize location cards numerically for Dracula’s location deck.
- Place ticket tokens facedown near the board (randomized). Separate remaining tokens by type.
- Dracula draws 5 encounter cards for his starting hand.
- 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.)
- 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:
- Move (day only) — Move by road (1 adjacent city), railway (spend ticket token), or sea (port to adjacent sea zone, or sea to adjacent port/sea). Hunters in a sea zone during day MUST move.
- Supply — Draw 1 item card if in a large city. Then draw 1 event card (day: from top of deck; hunter icon = keep, Dracula icon = discard facedown).
- Trade — Choose another hunter in same city; privately exchange item cards and ticket tokens.
- Special Action — Resolve an event card effect or character sheet ability that specifies “as an action.”
- Reserve a Ticket — Gain 1 ticket token from the pool (max 2 per hunter).
- Rest — Recover 1 damage.
- Search — Reveal and resolve encounter cards at your location (see Search 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
- 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.
- 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.
- 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:
- Both players secretly choose a card (hunter must choose a card with a banner).
- Reveal simultaneously.
- Check if Dracula’s combat icon matches a highlighted icon on the hunter’s banner — if so, Dracula’s effect is canceled.
- Resolve Dracula’s effect (if not canceled), then flip facedown.
- Resolve hunter’s effect, card remains in play.
- Dracula draws 1 combat card. Hunter’s previous round’s card returns to hand.
Combat Ends When:
- Dracula has played 6 combat cards
- Influence track reaches 13 (Dracula wins)
- Dracula is defeated (15 damage; hunters win)
- All hunters in combat are bitten, defeated, or escaped
- Dracula plays Escape as Bat/Mist (subject to Pride ability)
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:
- Maturing vampire encounters (value on card, typically 3-4; +3 more if rumor token present)
- Resolving “Fangs” combat card against a mesmerized hunter (+1)
- Defeating a hunter (+2 plus number of despair tokens on time track)
- “The Fury of Dracula” ability: +3 when placing a city location or Hide on trail while all 3 despair tokens are on the time track
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
- Hunters: defeated when damage equals/exceeds health. Placed at nearest hospital at dawn. Discard all cards and tokens.
- Bitten hunters are weakened (must reveal 1 item + 1 event card). No more bite spaces = defeated.
- Dracula health = 15. If defeated, hunters win immediately.
Special Locations
- Castle Dracula: Different card back (visible when played). Dracula heals 5 damage when placing this. Hunters there cannot supply or reserve tickets.
- Hospitals (Madrid, Rome, Budapest): Defeated hunters placed here. Can supply (items only). Day move action to enter attached city.
Tokens on the Board
- Roadblock: Blocks road or railway. Dracula removes 1 at end of each dusk.
- Storm: Blocks sea zone entry. Removed 1 at end of dusk.
- Fog: No search actions; no movement through. 1 removed per fogged city at dusk.
- Bats: Dracula moves that hunter to adjacent city as their next action, then removes token.
- Consecrated Ground / Heavenly Host: Reveals location on trail. Dracula cannot enter. Heavenly host removed at dawn.
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:
- Dawn: advance time, combat if Dracula revealed
- Day: each hunter takes 1 action (activation order)
- Dusk: advance time, combat if Dracula revealed
- Night: each hunter takes 1 action (activation order)
- Dracula phase: move (place location card on trail), place encounter card, mature if applicable
Hand Limits:
- Hunters: 3 item cards + 3 event cards (Dr. Seward: 4 each)
- Dracula: 4 event cards, no limit on encounter cards
- Hunters: max 2 ticket tokens
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 |