Fury of Dracula
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Quick thoughts on what keeps this game from being great
This is a good game. However, it is not great, and I think it had that potential. I've only played it twice, and both times with the hunters, but I think I can give my opinion on the game already (unlike Steel Driver, for an example, which I've played 3 times and I'm still unsure of what to make of it)
Let me start by saying what's good about it:
1) The production. Standard FFG stuff, which means t
he game's components are just beautiful. The small number of figures will help the game get pimped (just 5 of them, If I'm not mistaken), so with very little effort you can have the standard grey pieces be made into great color.
2)
The map. It's what really makes this game great. It's very well designed and playtested, the slight deduction element works very well, and I'm usually not so keen on deduction games. People trying to trace Dracula's steps is really cool. The sea movement part is also very fun, a kind of reset button that dracula can press on the chase at the cost of 1 life.
3) The feeling of the game. The theme is really well implemented. People are usually annoyed by the runaway dracula, but that's how it happens in the original book. And, as a runaway monster kind of game, it works perfectly.
Things that aren't so great
1) Combat resolution. I like the all the items and how they all interact with each other. I didn't like fight for initiative (to see which player gets his card to work).
Rolling 1D6 is just not that exciting, they should've made a more convoluted mechanism to get this to work. In the final battle (the last hit against dracula, or the last bite he'll give to a player) it's very anti-climatic: you spend 3 hours to have the thing decided by each player rolling 1D6... If this had more modifiers (terrain, weather, anything) I think there would be more drama added to this. Since this is an ameritrash through and through, narrative is really important here. We can feel the tension rising, and in both my plays of it I found the last die roll to be kind of a let down (in both times, when my side won and when it lost).
2) Another thing, and this will perhaps sound kind of strange: the game is only fun if both players play it correctly. Since the objective of the dracula player is to run away, the ideal situation for that player is so the hunters have no clue to where he is, which means that
the ideal situation for dracula is for the game to be very boring. One or two turns of no clues is ok, but this can drag for more than that. In my second play even the dracula player was kind of bored by the situation, even though he was clearly benefiting from it (since time is on the vampire's side).
3) The manual. Standard FFG stuff, which means the manual is horrible, much longer than necessary. It was annoying to have to go through that mess to find answers to our doubts,but hey, it comes with the package.
Anyway, I rate Fury of Dracula a 7. Great map, great theme, boring D6's and somewhat wonky balance issues. I'd probably play it again if someone suggested it, but won't really be itching for it to find its way to our gaming table frequently.