Games

Vampire

VIDEO TUTORIAL COMING SOON

 

GOAL:

Collect bone cards to become the Vampire then turn all other players into your minions.

OR

Collect a 5 Leaves, 5 Tracks or 5 Waves to escape the Vampire.

GAMEPLAY:

Each player is dealt 6 cards.

Starting to the left of the dealer each player may discard up to 3 cards. They then end their turn by drawing back to 6 cards.

 

If a player has at least three bone cards they can lay them down face-up and declare themselves the Vampire. They cannot do this if there is already a Vampire.

The Vampire can then “bite” players by moving a face-up bone card in front of that player.

Players can defend themselves from a bite by running, hiding or fleeing. They do this by discarding Track, Leaf or Wave cards of a higher value than the Bone card used to bite them; multiple cards can be used to defend against a bite but they must all be of the same suit.

When a player defends against a bite the bite card returns to play in front of the Vampire.  The card cannot be used to bite again until the Vampires next turn.

A fate card can also be used to defend against a bite. When used the Vampire cannot attempt any other bites against that player this turn.

If a player does not defend against the bite card they are bitten. The card remains in front of them and they discard down to three cards. All bone cards discarded by a bitten player are put in to play for the Vampire.

The Vampire must always leave at least one bone card face up in front of themselves.

At the beginning of the Vampires turn they discard their hand and shuffle all cards into the deck. Then draw 6 cards. This does not happen on the turn that they declare they are the Vampire.

When the Vampire is done biting their turn ends.

 

A bitten player takes their turn after unbitten players.

 

A player that is unbitten can, on their turn, can play feather cards on a bitten players bone cards to heal the bite. If the feather cards stacked on a bite are of greater value than the bone card the Bite is healed. The bone and feather cards are discarded.  If the feathers are not enough to heal the bite the feathers remain stacked on the bite.

A Fate card can also be used to heal bitten players. The Fate card and bone card are discarded.

A fate card can also be used to force the Vampire to discard a bone card. The Vampire can defend against a fate card by running, hiding or fleeing. Their defence must be valued at 10 or higher. The fate card is discarded.

If you collect five track, five leaf or five wave cards you can lay them down and escape the Vampire. You cannot escape the Vampire if you are currently bitten. You cannot escape before a Vampire is declared.

 

A bitten player draws three cards at the start of their turn.

A bitten player can, on their turn, play feather cards or fate cards to heal their bite.

If the bitten player is healed they may proceed with their turn normally.

If the player is not healed they must discard their hand and end their turn.

 

If a Vampire is left with no bone cards face up in front of them they have been slain. The Vampire has lost the game.

If, at the beginning of the Vampires turn all other players remain bitten and unhealed or have escaped, the game ends.

The Vampire wins if there were more people bitten than have escaped.

 

 REVIEW

On your turn:

-          Play feather or fate cards

-          Discard up to 3 cards

-          End your turn and Redraw to 6

On your turn - Bitten:

-          Draw three cards

-          Play feather or fate cards

Still Bitten?

-          Discard hand

ON YOUR TURN – VAMPIRE:

-          Discard your hand and shuffle all discarded cards into the deck

-          Draw 6 cards

-          Put any drawn Bone cards into play

-          “Bite” other players

Graham Wood