Posted 14 September 2019 - 09:17 AM
😂 you guys! I added the link coz I couldn't attach it for some reason. OK, I'll copy the rules out here...
INTRODUCTION
The forces of darkness dominate the ancient land of Albion.
The villagers tremble as the rotting Zombie Lord summons the undead from the grave to feast and spread their disease.
The Vampire Master commands the brood to turn the villagers into fledglings before the Zombie Lord can add to the festering horde.
The night is now an obscure nebulous as nightmare forces collide with one common goal: turn the villagers into their kind to ensure their survival and dominance.
Welcome to Albion where evil battles for supremacy through the chill of night.
THE PURPOSE
Battle to capture more villagers than your opponent. The player with the most villagers at the end of each Battle takes control of a village. There are 10 villages to dominate before the Final Battle.
SET UP
Place the character cards face down and choose one at random. Each character card can be played as male or female.
Deal 5 cards to each player, plus a 6th mystery card. Place the mystery card face down on top of your character card.
Place the remaining cards face down in the middle.
Place the game counter on hour ONE on the game board.
GAME PLAY
The Vampire Master is fastest and always plays first.
On each turn, a player can:
Play an Attack or a Special card
Discard a card, then pick up another from the middle
Use their mystery card
Each Battle lasts for 10 rounds from Dusk To Dawn.
1 round = Each player has taken 1 turn.
The hours are represented on the game board. The last player to take a turn in each round must move the counter to the next hour.
ATTACKING
Attack cards are unique to each character. For example, the crucifix only affects the vampire and fire only affects the zombie.
Play an attack card – affects are written on each card
Pick up a card from the middle
DEFENDING
A player may use a defence card to thwart an attack - instructions are written on each card. When used, the player can pick up a card from the middle.
A player may use their unique Defence card. In which case, an attacking opponent will feel the effect of their own attack card. The player can use a defence card to thwart their own attack.
If a player does not hold a defence card, they are injured and must discard one of their cards. They must not pick up another from the middle.
All discarded cards are placed down face up.
If the player discards a villager card, the attacking player can capture this card for their own if they used their special attack card. If they capture the villager and have more than maximum 5 cards, they must discard another card from their hand.
NOTE: In the Final Battle, the maximum number of cards a player holds is more than 5.
USING SPECIAL CARDS
There are a number of special cards. Use these cards strategically, they have the ability to improve your health and resurrect your game. Instructions on their affects are written on each card.
USING HEALTH CARDS
The 5 cards each player holds represents the health of their character. Game play becomes more difficult with less cards.
health cards are unique to each character and are exchanged for 2 cards from the middle.
A health card can only be played when it is a players turn.
A player cannot exceed their maximum number of cards (5 cards during a Battle, or more during the Final Battle).
USING POWER CARDS
The 5 cards each player holds represents the health of their character. Game play becomes more difficult with less cards.
A power card allows a player to top up their hand to the maximum number of player cards from the middle – 5 cards during a Battle. The maximum number of cards a player holds is more than 5 in the Final Battle.
A power card can only be played when it is a players turn.
VILLAGER CARDS
Each card has a value. This value represents the number of villagers the card is worth.
The values are counted at the end of each Battle and in the Final Battle.
MYSTERY CARD
The mystery card is an additional card that is placed face down on the character card at the beginning of each Battle.
Players must not look at their mystery card.
It does not count as one in a player’s hand and cannot be discarded. However, it can be used at any time when it is a player turn.
WARNING: A mystery card may cause negative effects. For example, if a player is a vampire and turns over a vampire attack card, the card must be played against that player. In which case, they must use a defence card or be injured.
DISCARDED CARDS
All discarded cards are placed down face-up in the middle.
BATTLES - Capturing a village
At the end of the night as dawn breaks (10 rounds), each player counts the number of villagers they have captured. The player with the most wins the Battle and captures a village.
THE BITE CARD
This special card allows a player to switch characters with their opponent. It is particularly useful if the opponent has captured more villages.
ENDING A WAR - The Final Battle
Once 10 Battles have been fought, it is time for the Final Battle to decide the fate of all of Albion. Each player is dealt extra cards equal to the amount of Battles they have won. This may give players an advantage in the Final Battle.
The winner of the Final Battle will conquer all of Albion and the fate of humanity is sealed.
STARTER PACK
The starter pack consists of:
1 Game board
1 Time counter
2 Character cards
20 Character counters (10 per character)
10 Villager cards
20 Unique attack cards (10 per character)
9 Defence cards
5 Defence cards
2 Unique character defence cards
2 Unique attack-back cards (1 per character)
17 Special cards
4 Unique special cards (2 per character)
8 Unique health cards (4 per character)
2 Power cards
1 Bite card
UNIQUE CHARACTER CARDS
The Vampire
10 Attack cards:
Vampires are extremely resistant to physical damage. Conventional weapons like blades and guns cannot damage their physical form. Only holy items or weapons made of specific materials can inflict injuries on them.
The Stake (3)
Vampires can be destroyed by a stake through the heart.
The Crucifix (3)
The crucifix is a vehicle for faith and channels power to harm vampires.
Holy water (3)
Water is a purifier of evil and having it blessed increases its strength against vampires tenfold.
Special Attack: Vampire Glare (1)
Vampires can plant suggestions into anyone meeting their hypnotic gaze. Your opponent must lose a card. If it is a villager card you can capture it.
1 Defence card:
Shape Shift: Vampires can shape-shift into the shape of a bat, a wolf, or disperse into elemental vapours, thus allowing them to avoid an attack and hit back.
4 Health cards
Blood: If a vampire is wounded, their rate of healing is fast, however most wounds will heal with one night of rest. Luckily, vampires can heal wounds quickly by draining fresh blood from their victim.
2 Special cards:
Moonlight: Have another go.
Feeding frenzy: Replace all the cards in your hand. This card is useful when you have no useful cards.
The Zombie
A zombie is a corpse that has been re-animated with an insatiable hunger for human flesh.
10 Attack cards:
To kill zombies, you need to destroy their brains. However, that’s easier said than done, but there are several tools to aid you.
The Machete (3)
Lop off the cranium with a machete. You need to be accurate; anything less than 100 percent severance just isn't good enough.
The Hammer (3)
A hammer wielded with suitable force will destroy the brain. But be quick, when you're this close, one miss and you’re on the menu.
Fire (3)
Burning should be enough. Just make sure you’re far enough away so they'll be reduced to ashes before they can get to you.
Special Attack: Undead Dread (1)
Zombies may be slow, but they will surprise you when you least expect it. Your opponent must lose a card. If it is a villager card you can capture it.
1 Defence card:
The Horde: There is strength in numbers. An attacker cannot fight effectively surrounded by the zombie horde, thus allowing a zombie to bite back.
4 Health cards
Brains: Injuring a zombie may slow it down, however feeding it some brains will reinvigorate its endless hunger for flesh.
2 Special cards:
Moonlight: Have another go.
Feeding frenzy: Replace all the cards in your hand. This card is useful when you have no useful cards.