Year Released: 2006
Designed by: Kevin Wilson & Stephen Hand
Published by: Fantasy Flight Games
Number of Players: 2-5
QUICK EVALUATION
Before I bought the game I read quite a lot about it on BGG, both positive and negative opinions (there are of a few of the latter) and was uncertain whether or not this was a game for me. However, after reading the rules and seeing images of the game, it seemed like fun so I decided to take a chance and buy it.
I can honestly say now that I am really glad I did as I have come to really enjoy this game - I only have one gripe with it as you’ll see later.
OVERVIEW OF THE GAME
In Fury of Dracula(FoD), one player assumes the role of Count Dracula himself while 1-4 other players play cooperatively as the Hunters from Bram Stoker’s novel and must hunt and destroy the evil Count.
Only one side - either Dracula or the group of Hunters - can win the game.
MY EXPERIENCE WITH THIS GAME
I’ve played this game some 6 or 7 times now, most of them as Dracula, although I enjoy playing as a Hunter a bit more. I like the thrill of figuring out and hunting Dracula down - but the game is fun to play on both sides.
GAME COMPONENTS
The components on FoD are great.
The main board depicts Western and Eastern Europe with the major cities and the connections between them. The art is made so that is reminds of old documents and maps. Cities can be connected through roads and/or rail, and there are also sea regions that players can travel through.
Image by kiffist
The game comes with plastic 5 miniatures: one for Dracula and one for each Hunter - Van Helsing, Mina Harker, Dr.Seward and Lord Godalming. The miniatures have good details and nice poses although Dracula’s pose is more dramatic than practical. All Hunter minis are holding weapons and look ready for action, which adds to the theme and immersion of the game.
Image by kilroy_locke
There are 4 dice that come with the game: 1 red custom dice for rail traveling, 1 black six-sided die for the Dracula player and 2 white six-sided dice for the Hunters to use in combat and to resolve a few events.
Image by Ciaran
There are 5 characters sheets that players use to track their health points, bite tokens and keep their weapons and events. I really like these sheets! They feature great illustrations and I think it greatly adds to the game to have your character sheet in front of you loaded with weapons and items.
Image by clyx
Image by kilroy_locke
There are decks of cards for combat, locations (for Dracula), items and events. They are all of good quality and it’s pretty intuitive how to use them. The Event cards have clear text describing the effects of the events and when to use them and the item/weapon cards have icons that determine the result of their use.
Image by manko
This is a customized version!
GAMEPLAY
FoD plays in about 90-120 minutes although it can vary depending on how cunning and/or experienced the Dracula player is. Here is a basic overview of how the game plays:
In each turn, all players get a Movement followed by an Action. Dracula moves in secret around the board and his action is to leave Encounters in the cities he passes through, creating a trail of cities he’s been to. Hunters go around searching for the trail, resolving the encounters Dracula left behind and trying to deduce from these findings where Dracula could be. When a Hunter doesn’t find an Encounter in a city, he may still rest, re-supply or trade with other Hunters if they are on the same city.
To win the game, the Dracula player must try to create 6 new vampires, which work like victory points. For each new day that dawns (usually 6 full rounds), he creates one new vampire, also every time Dracula defeats a Hunter he wins 2 victory points advancing his vampire track in 2 spaces or when he leaves a 'new vampire' encounter behind him that is not found by the players before it 'drops off' his trail.
The Hunters, on the other hand only have one way to win: destroying Count Dracula.
So as you can see, the Hunters must find and kill Dracula before it’s too late, as they only have, at most, 6 days before Dracula creates his vampires.
The Hunters can freely discuss and show their hand of cards to other Hunters and can plan and talk freely to choose the best options available. There is a good amount of variety in range of weapons and special combat conditions that the Hunters need to plan in order to maximize their chances to fight the Count as he himself can be very powerful in combat, especially during nighttime.
In this cat-and-mouse pursuit, the Dracula player is challenged to outsmart the Hunters, moving as unpredictably as possible and using his powers to avoid or fight Hunters in the best options. If he can keep himself alive long enough, that might be enough for him to win. Meanwhile, the Hunters are trying to deduce where Dracula could be by looking at what they have already found of his Trails and trying to figure where he could be. "All right, Drac was in Berlin 2 cities ago, so he could be here, here or here. Now, see, if I was him..." is a very typical discussion among Hunters.
Some mechanics of the game change those basic rules: Dracula has Powers that allow him to move in different ways among other things, while Hunters can benefit from Resolve points which they earn, as a group, for each new day (usually 6 full rounds).
Another way to change the basic rules are the Event cards, which both Dracula and the Hunters use and while they are fun and very thematic, one of them really unbalances the game. The Dracula "Evasion" card allows him to freely move from where he is to any other city in the board (without a Hunter) - so he basically teleports, well, anywhere. This can potentially destroy the game, especially if used near the end, when the Hunters are closing in, after a long and hard-earned chase, just to see Dracula vanish. I’ve seen games where people would just leave the game after such a move and in our group everyone agrees with our variant: remove this card from the game and enjoy. Obviously, Hunters have a few very strong cards as well, like Hypnosis and Sense of Emergency, but none of them can break the game like Evasion does.
Combat in FoD is light, simple and dice-based. Basically attacker and defender will choose a combat card to play, like a weapon or maneuver, roll a dice and compare results. Combat is not really the focus of the game and I think it’s simple enough to add the necessity of finding good weapons and light enough not to make the game tiring. I was skeptical at first, seeing so much depend on dice, but after playing it, I’ve seen that the combat is not the heart of this game and still just enough to keep things flowing.
MY THOUGHTS AND CONCLUSION
I really like Fury of Dracula. It’s a great game to play with gamers and friends and it provides good challenges to both sides of the game. The theme is very richly added to the game and people will come out of the game talking about particular moments of the pursuit that were exciting.
On the other hand, I can see where many people can be put off by the luck factor that the combat system provides - so if you really don’t like dice-based results, this might not be for you. Personally, I don’t think it’s a problem in this game, since it helps to keep the game moving and emphasize the focus of the game on the deduction and pursuit of the Dracula. I’m also not a fan of the 'Evasion' card as it is. I understand that Dracula can use an Event that allows him to get out of tight spots, but I just wish it would be limited somehow.










I rate Fury of Dracula 9/10.
PS: If you plan to play this game, I cannot suggest enough that you get something to hide Dracula's minimap from view and track positions. I use something like this (with wooden cubes to mark Hunters, Drac's position, trail and catacombs):
Image by UniversalHead
This is where you can get the file:
http://boardgamegeek.com/filepage/17420(thumb him up!)






































