6

This is a common problem in come strategy games where a "tipping point" is reached, after which victory is assured for one player or faction, but the end game conditions are such that play must nevertheless continue. Sid Meier's Civilization tends to have this problem, but it also occurs not infrequently in Go. In the latter case, the losing player will ...


6

If your goal is to keep that same game fun even though you're certain to lose, then perhaps you could rebalance on the fly by choosing a more attainable goal, e.g. "We can't deal 15 damage and win, but how about we try to reach 12." However, if your goal is to have fun playing games, you could also just concede and use the time you save to play again (or ...


4

The lack of Whitby is consistent with earlier editions First Edition Second Edition In all these editions, Manchester exists in the United Kingdom region, but not Whitby. However, Manchester is more or less in its proper location in both of these versions. It would appear that Manchester's seaside location in the 3rd edition is an error, perhaps in an ...


4

4th Edition clarifies this, as determined by the game rules editor on BGG https://boardgamegeek.com/article/30655996#30655996 SEDUCTION (new): Play when a hunter performs a search action and before any hunter cards are resolved. If there is a vampire encounter in this hideout or lair, instead of resolving the encounter, that hunter is bitten. Then, return ...


4

First, what edition are you talking about? If I'm assuming third correctly, then: If combat is at dusk or night, Dracula resolves the “at night” effects of his combat cards. thus dusk = night; dawn = day for combat effects.


3

Fantasy Flight clarified this: The 1 influence point only occurs when it is night and the engaged hunter is mesmerized. source: https://boardgamegeek.com/article/21076368#21076368


3

It doesn't matter. The section in the first page of the Rules Reference from FFG itself, titled Golden Rules says This Rules Reference is the definitive source of rules information. If something in the Rules Reference contradicts the Learn to Play booklet, this document takes precedence. If the rules text of a card or game component ...


2

Stake: Reveal this card before you search. If you reveal a vampire encounter or "Hoax", discard both this card and that card. Seduction: Play when a hunter performs a search action If there is a vampire encounter in this hideout or lair, instead of resolving the encounter, that hunter is bitten. Then, return that encounter card to your hand....


2

In 3rd Edition, no clear ruling exists. For clarity, here's the two card effects in question, as they are in 3rd Edition: Stake [item] Reveal this card before you search. If you reveal a vampire encounter or "Hoax", discard both this card and that card. Note that since Stake is revealed when a hunter searches (not "played"), it isn't ...


2

Correct. When you are defeated you determine the closest hospital (the one that is the fewest roads away) and then the figure is removed from the board and placed at the hospital at the next dawn. If the combat was at dusk, the hunter only skips the night action. If the hunter If the hunter is defeated at dawn they would end up losing both their next night ...


2

Dracula is not allowed to place an encounter card on a sea zone under any circumstances. The Rules Reference entry on "Hideouts" should have specified only non-sea locations are hideouts, which would have removed any ambiguity.


2

No, encounters are placed during the encounter phase of Dracula's turn. Moving by escaping as a bat occurs during dawn or dusk, which is outside this phase so no encounter is placed. The first space location (where the combat was taking place) is cleared, and then the new location card - without an encounter - replaces the cleared location on the first slot ...


2

While passing a Hunter turn has the potential to deny Dracula a card, it will surely make the Hunter turn non-productive. I would consider this to be a wash, generally speaking. Only one situation forces the player to pass: If a hunter is in a sea zone during the night, he must pass. The benefits/detriments of passing will be situation specific. Perhaps ...


2

Dracula has to play something during his movement step. Current location is on the trail and playing any other location card will move Dracula to that location, and we don't want that, so our options are limited to power cards. Let's look at them: Wolf form requires you to place a location card, so that won't work. Misdirect specifically forbids using it on ...


1

TL;DR - At the start of combat you add 3 Combat cards to your hand (1 Dodge, Punch, and Escape). The end of each combat round you pick up any cards played in previous rounds of combat, not including the current rounds cards. Finally, once combat ends you remove the 3 combat cards (1 Dodge, Punch, and Escape) from your hand. Combat ( in short ) Works Like ...


1

From 3rd edition rules reference: Vampire Encounters Combat with a vampire can be initiated from Dracula’s “New Vampire” and “Reckless Vampire” encounter cards. The rules in this section apply only to vampire encounters; when the word “Dracula” is used, it is referring to the Dracula player. † If a hunter either resolves a search action ...


1

The rules say: The bats token functions as a reminder that Dracula can move that hunter to an adjacent city during that hunter’s next action. When the hunter is defeated and moved to another city, it isn't of the hunters own volition, but it is a must and doesn't cost the hunter an action. then: For the purposes of game rules and effects, if a ...


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