Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

Question: Fury of Dracula cards

531 views
Skip to first unread message

Daniel Blum

unread,
Jul 1, 1999, 3:00:00 AM7/1/99
to
Does anyone have a list of the cards that are supposed to be in Games
Workshop's Fury of Dracula? Also, does anyone know how many counters there
are supposed to be? Thanks.

--
____________________________________________________________________________
Dan Blum to...@mcs.net
"Friends, we have passed a night in hell; but now the sun is shining, the
birds are singing, and the radiant form of the dentist consoles the world."


George Fagin

unread,
Jul 2, 1999, 3:00:00 AM7/2/99
to
Daniel Blum <to...@Venus.mcs.net> wrote in article
<7lgp7p$2png$1...@Venus.mcs.net>...

The following came from Games Workshop. It lists all the cards, with
explanations:

Fury of Dracula

Fury of Dracula is a fun, but sadly out of print, simulation game. Three
characters try to track down and stake Dracula on a map of Europe. Along
the way, they encounter various minions and events.

Unfortunately, quality control at production time was not especially
tight. As a result some games, including ours, did not receive the
correct card sheets. And believe me, having the wrong cards changes the
balance of the game significantly! Thus, as a public service, I am
providing the correct number and text for each card. (Games Workshop,
the original publisher, was kind enough to supply xeroxes of the correct
card set.) If you have this
great game, but always felt it was a little skewed towards one side, you
might want to check your card set against this list.


Dracula Cards

Seduction (1)
When a Hunter finds a Vampire Encounter Chit
during his Action Phase, play this whether the Hunter wishes to try and
destroy the Vampire or not. The Hunter is bitten and the Vampire Chit is
taken off the SMC and is placed with the Encounter Set. KEEP

Szgany Reinforcements (1)
Immediately after a hunter has
dealt
with a Szgany Encounter Chit (either by killing it, escaping from it, or
even by avoiding it with the aid of an Event Card) play this. The Hunter
must
encounter a second identical Szgany before doing anything further.
KEEP

Trap (3)
Playing this gives Dracula/Agent +1 to his
initiative Roll for any one round of combat. KEEP

Unearthly Swiftness (1)
After completing his turn Dracula may
play this allowing him to have another turn immediately. He may not
pass in this extra turn however. KEEP

Customs Search (1)
Play this card the instant a Hunter enters any port or crosses the
EastWest Boundary line. He must discard all his Weapon Chits
immediately and miss his next turn - though he may finish his turn in the
usual manner. Dracula may not play this if the Town which the Hunter has
entered contains an encounter chit. KEEP

Night Visit (1)
Play immediately on any bitten Hunter who must instantly take two
wounds. If there are no bitten Hunters, simply discard. PLAY
IMMEDIATELY

Walpurgis Nacht (1)
Dracula may miss a turn and play this. He immediately regains a
number of Blood Points equal to the roll of a die. KEEP

Hour of Darkness (1)
Play this at the start of combat with Hunters, instead of making a
daytime roll. Playing this means that the combat automatically takes
place during the nighttime. KEEP

Sensationalist Press (1)
If the Hunters play a Newspaper Reports Event Card, play
this straight afterwards. You may then declare two Towns aloud only one
of which must be your real location. KEEP

Control Storms (1)
Play on any one Hunter, or one group of Hunters, in a Sea Sector at
the start of their Movement Phase. For their move they are instantly
placed by Dracula, into any Port within three Sea Moves' range. Ignore
the 'Sea Journey' rule when using this card. KEEP

Mishap (4)
The Hunter who gave Dracula this card must miss his next turn.
PLAY IMMEDIATELY

Evasion (1)
Dracula may immediately move from where he is (even from a Sea
Sector) to any Town on the board. The move, as usual, is carried out in
secret. PLAY IMMEDIATELY

Evil Command (1)
At the end of his turn, Dracula may immediately exchange any or all
of his Encounter Chits for new ones (as if Passing). KEEP

Devilish Power (1)
Play this immediately after a Hunter has played an Event Card to
cancel its effects. KEEP

Rage (1)
At the start of combat (straight after rolling for daylight) Dracula
may see all the Weapon Chits of any one Hunter involved. He may then
snatch one of the chits, forcing it to be instantly discarded.
Combat then occurs as normal, but Dracula may not try to escape for 1-6
rounds (roll a die). KEEP

Vampiric Influence (1)
Play no on any one bitten Hunter. If there isn't one, discard. You
may look at all the Hunter's Event Cards/Combat Chits, and the Hunter
must tell you what his next move will be. PLAY IMMEDIATELY

Wild Horses (1)
If a Hunter attacks Dracula play this. The Dracula player may move
the Hunter's Playing Piece away into any adjacent Town. The Hunter then
has another Action Phase in that Town. KEEP

False Tip-Off (1)
When a Hunter attempts to catch a train, instead of rolling on the
Railway Station Chart, play this. The Hunter is automatically
'Delayed Over Papers.' KEEP

Hunter Cards

Mystic Research (1)
Dracula must immediately tell the Hunters which Event Cards he
currently has (i.e. what they are). If he does not have any, then this
card is wasted. PLAY IMMEDIATELY

Water Crossing (2)
Dracula must miss his next turn, even if he is at Sea. PLAY
IMMEDIATELY

Superstitious Carriers (1)
Roll a die. If the roll is 1 or 2, discard with no effects. If the
roll is 3 to 6, Dracula's resting form is thrown into water by
superstitious river-boatmen. The Count must immediately lose two Blood
Points. PLAY IMMEDIATELY

Hypnosis (2)
Any bitten Hunter may play this, or agree to it being played on him.
He must miss a turn (the card is played at the start of his turn) and roll
a die: 1-2 = No effect, his turn and this card are wasted. 3-6 = Dracula
must declare where he is, his next move, and how many Vampires he has
presently deployed. KEEP

Jonathan Harker (1)
Play immediately. Having been told of Dracula's return, this ex-hunter
searches the Town he currently resides in. The Hunter Player must name any
one Town. If Dracula is not there, this is discarded with no effect, but
if he is there, he must say so and Harker attacks him. Treat as normal
combat. Harker has three weapons and never escapes. If he is defeated, he
is turned into a Vampire! PLAY IMMEDIATELY

Re-Equip (2)
Use or discard. The Hunter may exchange (discard) any one of his
Weapon Chits for a Weapon Chit of his choice from the Weapons' Pool.
PLAY IMMEDIATELY

Heroic Leap (1)
If the Hunter attacks Dracula, he may play this. Normal combat does
not take place. Instead, Dracula immediately loses a number of
Blood Points equal to a roll of a die multiplied by two. However, the
Hunter also takes one die roll's worth of Wounds. KEEP

Newspaper Reports (3)
Dracula must immediately reveal his present location to all vampire
Hunters. PLAY IMMEDIATELY

Stormy Seas (1)
A Hunter may play this at the start of his turn. He chooses any Sea
Sector on the board in which there are no Hunters. No character may enter
the named sector for two whole turns. If Dracula is already in the chosen
sector, he must say so and go immediately to an adjacent Port of his
choice--which is also declared. KEEP

Sense of Emergency (3)
The Hunter drawing this may immediately have another turn. PLAY
IMMEDIATELY

Blood Transfusion (4)
If the Hunter plays this at the start of his Movement Phase, he may
remove either one bite or two wounds. Only one of these may be played by a
Hunter per turn. KEEP

Vampiric Lore (1)
If the Hunter finds Local Rumours, he may play this forcing Dracula to
reveal his current location, what his next move will be, and the five chits
presently in his Encounter Set. KEEP

Hired Scouts (2)
Roll a die: 1-2 = 1; 3-4 = 2; 5-6 = 3. You may immediately choose up
to the resulting number of any Towns on the board. Dracula must declare
what, if any, Encounter chits are present in those Towns. PLAY
IMMEDIATELY

Pre-Warned (1)
Upon finding any one Encounter Chit (except Vampire) you may play this,
causing the chit to be discarded without having to encounter it in the
usual manner. Play then continues as normal. KEEP

Chartered Carriage (1)
When the Hunter attempts to catch a train, instead of rolling on the
Railway Station Chart, play this. The Hunter automatically catches an
'Express' train if the Hunter is in the Western half of the board, or a
'Fast' train if he is in the Eastern half. KEEP

Shipping Agents (1)
Once played, this card is left out, beside the mapboard for all to
see. Dracula must declare all Sea Movement (not actual locations) for the
rest of the game. PLAY IMMEDIATELY

Escape Route (1)
Play this just before the start of combat allowing the Hunter to escape
immediately. The combat does not take place and the Hunter stays in the
Town, but he does not take any Weapons or Events at the end of his Action
Phase. KEEP

Good luck (1)
Play this immediately after Dracula has played an Event Card to cancel
its effects. KEEP

Advance Planning (3)
Playing this gives the Hunter +1 to his Initiative Roll for any one
round of combat. KEEP

Excellent Weather (2)
A Hunter who embarks in his Movement Phase may play this
allowing him to make four consecutive Sea Moves instead of just the usual
one. KEEP

Great Strength (1)
Upon receiving a Bite or any Wound injury, no matter how received, play
this to cancel out the damage. The Bite or Wound(s) are not taken.
KEEP

Dawn Raid (1)
Play this at the start of combat with Dracula, instead of making a
daylight roll. Playing this means that the combat automatically takes
place during the daytime. KEEP

Heavenly Host (1)
The Hunter may immediately reallocate any one Host counter on the
board. If there isn't one, use the bonus Host counter. If Dracula is in
the chosen Town, he is revealed and must leave next turn. PLAY
IMMEDIATELY

Updated September 30, 1996


Richard Wein

unread,
Jul 2, 1999, 3:00:00 AM7/2/99
to

Daniel Blum wrote in message <7lgp7p$2png$1...@Venus.mcs.net>...

>Does anyone have a list of the cards that are supposed to be in Games
>Workshop's Fury of Dracula?

Here's my reply to a previous poster who asked about this. He had an earlier
edition and wanted to know how many cards were in the later edition (which I
have):

>Rob Derrick SGI wrote in message <36A8AFF3...@lanl.gov>...
>>
>>Is there anybody out there willing to tell me what I should have,
>>and who could transcribe, xerox, fax, or otherwise convey to me,
>>and to the rest of the FoD world of missing cards, the Text of
>>the missing cards, and maybe which of the cards we do have that
>>we shouldn't (so's we can print new text and glue it o'er old)?
>>
>>These are the cards I've got. I've got a feeling that I don't need
>>that many Blood Transfusions...:
>
>OK. I've just counted up my cards, and here are the results.
>
>Dracula cards are exactly as you listed them:
>> 1 D- Control Storms
>> 1 D- Customs Search
>> 1 D- Devilish Power
>> 1 D- Evasion
>> 1 D- Evil Command
>> 1 D- False Tip-Off
>> 1 D- Hour of Darkness
>> 4 D- Mishap
>> 1 D- Night Visit
>> 1 D- Rage
>> 1 D- Seduction
>> 1 D- Sensationalist Press
>> 1 D- Szgany Reinforcements
>> 3 D- Trap
>> 1 D- Unearthly Swiftness
>> 1 D- Vampiric Influence
>> 1 D- Walpurgis Night
>> 1 D- Wild Horses
>
>Hunter cards are different. I've added the numbers in square brackets:
>>
>> 6 H- Advance Planning [3]
>> 8 H- Blood Transfusion [4]
>> 2 H- Chartered Carriage [1]
>> 2 H- Dawn Raid [1]
>> 2 H- Escape Route [1]
>> 4 H- Excellent Weather [2]
>> 2 H- Good Luck [1]
>> 2 H- Great Strength [1]
>> 2 H- Heavenly Host [1]
>> 2 H- Hypnosis [2]
>> 1 H- Jonathan Harker [1]
>> 1 H- Stormy Seas [1]
>> 1 H- Superstitious Carriers [1]
>> 2 H- Water Crossing [2]
>
>Additional Hunter cards:
>
>Heroic Leap [1] If the Hunter attacks Dracula, he may play this. Normal
>combat does *not* take place. Instead, Dracula immediately loses a number
of
>Blood Points equal to a roll of a dice multiplied by two. However, the
>Hunter also takes one dice roll's worth of wounds. *Keep*
>
>Hired Scouts - [2] Roll a dice: 1-2=1, 3-4=2, 5-6=3. You may immediately


>choose up to the resulting number of any Towns on the board. Dracula must

>declare what, if any, Encounter Chits are present in those Towns. *Play
>Immediately*
>
>Mystic Research - [1] Dracula must immediately tell the Hunters which
Event
>Cards he currently has (ie what they are). If he does not have any, then
>this card is wasted. *Play Immediately*
>
>Newspaper reports - [3] Dracula must immediately reveal his present
>location to all vampire Hunters. *Play Immediately*
>
>Pre-warned - [1] Upon finding any one Encounter Chit (except 'Vampire')


you
>may play this, causing the chit to be discarded without having to encounter

>it in the usual manner. Play then continues as normal. *Keep*
>
>Re-equip - [2] Use or discard. The Hunter may exchange (discard) any one


of
>his Weapon Chits for a Weapon Chit of his choice from the Weapons Pool.

>*Play Immediately*
>
>Sense of Emergency - [3] The Hunter drawing this may immediately have
>another turn. *Play Immediately*
>
>Shipping Agents - [1] Once played, this card is left out, beside the


>mapboard for all to see. Dracula must declare all Sea Movement (not actual

>locations) for the rest of the game. *Play Immediately*
>
>Vampiric Lore - [1] If the Hunter finds Local Rumours, he may play this


>forcing Dracula to reveal his current location, what his next move will be,

>and the five chits presently in his Encounter Set. *Keep*
>
>That gives us both exactly the same number of cards in total.

I hope that helps.

>Also, does anyone know how many counters there
>are supposed to be?

Nope. And I'm not about to go counting those too. ;-)

Richard Wein (Tich)
--------------------------------
Please send email to <insertmyni...@primex.co.uk>, replacing the
first part with the word "tich" (antispam device). See my web pages for
multiplayer PBEM games and EFS Nova at http://homepages.primex.co.uk/~tich/


0 new messages