Fury of Dracula Board Game - Buy/Read Reviews

Fury of Dracula

      by  Fantasy Flight Games
Product # FFGVA31
Ages 10 and above
Players 2 to 5
Playing Time 120 min.

It is 1898. Eight years ago, the most evil Count Dracula traveled to London in a bid to create an empire of Un-Dead! In this he was stopped by a small band of God-fearing people who managed to thwart his plans and destroy him within the very shadow of Castle Dracula itself. Or so they thought …

Somehow the Lord of Vampires has survived to plot his terrible revenge upon an unsuspecting living world. And now, nearly a decade later, he is abroad once more spreading his vile plague. This time, however, he has learned from his past mistakes and is acting with even greater cunning than before.

Many scientific men do not understand the terrible force behind the recent spate of mysterious deaths, but there are a few who do. Of this handful, four have joined together once more, bound by oath, to finish properly a job started eight years ago. This time Count Dracula will be destroyed!

But Dracula is no fool. He will not be an unwitting target this time. There is an old score to settle and the Count has vowed that the mortal fools shall know the Fury of Dracula!

The Game
Fury of Dracula pits the deductive skill and dogged tenacity of four mortal Hunters against the immortal cunning and fiendish power of the Un-Dead Count. The Hunters have the benefit of experience, being the only human beings alive who have fought a vampire and prevailed. Dracula has countless minions, supernatural abilities, and infinite patience - after all, time is on his side ...

Originally released in 1987 by Games Workshop, Fury of Dracula has become a beloved classic. This new edition features streamlined, modernized mechanics, as well as updated artwork and components.

2-5. One player takes the role of Dracula, and the other players take on the roles of Van Helsing, Lord Godalming, Dr. Seward, and Mina Harker, the mortal hunters on a quest to destroy him.

On their turn, the hunters each move from city to city on their search for the Un-Dead Count. They may travel via road, rail, or sea, traversing all of Western and Eastern Europe. Upon reaching a city, hunters search for clues to Dracula's location, and may rest (to heal damage) or resupply (to acquire new weapons and potentially-useful event cards).

On his turn, Dracula moves in secret by playing a card facedown into his trail. He also places a deadly encounter on locations he moves through, which serve both as obstacles to the Hunters and as clues to his path. As play progresses, Dracula generates a trail of up to six cards, and when Hunters move to any of those cities the cards are turned face-up - revealing critical information as to Dracula's location ... and inflicting whatever dastardly surprises the Un-Dead Count has left behind on the Hunter who dares pursue him.

When Dracula and a Hunter meet, they do battle! Dracula has a complement of powers and attacks available to him dependant on whether it is day or night when they meet. The Hunters must use whatever weapons and items they have acquired on their travels - some of which may be effective against vampires, others which are only truly useful against the Count's mortal servants. Over each round of combat, players secretly select and then simultaneously reveal their combat maneuver ... will Mina Dodge the Count's Claw, or will she vainly attempt to stave off his Hypnosis with her Pistol?

The Count earns victory points by raising Vampires, defeating Hunters, and through the simple passage of time. If he can advance his Vampire track to six before he is destroyed, he is victorious. The Hunters, for their part, have a very simple goal: destroy Dracula before time runs out.

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