1
Spend resolve power (optional)
Before movement, any hunter may spend one resolve point from the track for exactly one power:
2
Move by road
Move up to one city away connected by road
3
Move by rail
Roll the red train die to determine movement:
4
Move by sea
Embark at a port city into a sea region; takes one turn between adjacent sea regions and another to disembark
5
Search and encounter
If moving to a city in Dracula's trail, Dracula reveals that city card and encounter token; the hunter must combat the encounter
6
Resupply in a city
Draw cards based on city size:
7
Rest to heal
Draw 2 event cards (discard hunter events, give Dracula events to Dracula), then restore 2 health
8
Trade items
Exchange items with other hunters in the same city (event cards cannot be traded)
9
Lord Godalming's ability
May reroll the train die once; rolls two white dice during combat against Agents
10
Dr. Seward's ability
May hold a 4th item or event card; only draws one event card when healing (applies to hunters with him)
11
Van Helsing's ability
May resupply, heal, or trade after resolving an encounter
12
Mina Harker's ability
Draws one extra card of her choice after resupplying; starts bitten and must always keep one item and one event face-up
13
Advance time
Move the Day/Night marker one space clockwise (skip if at sea)
14
Move by road
Move up to one city away by road; cannot pass through Heavenly Hosts or Consecrated Grounds markers
15
Move by sea
Embark at a port city and move into sea regions
16
Place location card
Find the destination's location card and place it face-down on the trail, sliding previous cards right
17
Attack hunters
If hunters are at Dracula's location, immediately attack them as a group
18
Place encounter
If no hunters present, place one encounter marker face-down on the current location card
19
Mature encounters
When a location card drops off the trail, optionally reveal and resolve its "Matured" effects
20
Refill encounter hand
Draw encounter markers from the pool to reach maximum hand size (normally 5, or 7 with Dracula's Bride ally)
21
Dark Call (any time)
Pay 2 blood to remain in place, draw 10 encounter markers, add to hand, then discard down to maximum
22
Double Back (any time)
Cross your own trail by placing the card face-up and moving a location card from trail or catacombs on top
23
Hide (any time)
Place face-down to secretly remain in previous location while appearing to move; encounters placed reinforce previous location
24
Feed (night only)
Place face-up to remain in place and regain 1 blood (max 15)
25
Wolf Form (night only)
Pay 1 blood to move up to two cities by road; may pass through hunter-occupied cities without fighting
26
Handle cards dropping off trail
When trail reaches 6 cards and a new one is added, either return the oldest card to the location deck (maturing any encounters) or store it in the Catacombs
27
Store in Catacombs
Place location card and encounters in an empty Catacomb space; may add one additional encounter from hand
28
Clear Catacombs before moving
Return any Catacomb cards to the location deck; encounters return to pool without maturing
29
Illegal move penalty
If Dracula has no legal move or made an illegal previous move, his trail is cleared to one revealed card and he loses blood as if killed in combat (minimum 1 blood)
30
Play event cards before combat
All players may play events affecting combat; Dracula plays first, then hunters in order
31
Build hunter combat deck
Combine three tactics cards (Dodge, Escape, Punch) with item cards having initiative numbers
32
Build Dracula/Agent combat deck
Use Agent Tactics cards for agents; for Dracula, use only Claws, Dodge, and Escape as Man during day, or all eight tactics cards at night
33
Select combat cards
Each combatant secretly selects a combat card (cannot repeat same physical card from previous round)
34
Roll combat dice
Hunter rolls white die; Dracula rolls black die
35
Determine round winner
Highest modified roll wins; ties broken by higher initiative number
36
Apply combat results
Winner looks up loser's card on their tactics card for result:
37
Destroy items
If opponent's card is listed in bold italics, the hunter's card is discarded
38
Hunter bitten
Receives bite token; must keep one item and one event face-up; Dracula gets +1 combat bonus in future fights
39
Hunter reduced to zero health
Dracula gains +2 vampire points; hunter moves to Hospital, discards all items/events, resets health, removes bites, skips next turn
40
Agent killed
Combat ends; resolve remaining encounters, then fight Dracula if present
41
Form a group
Two or more hunters in the same location may choose to move and act together
42
Group movement
Move together during one member's movement phase; one train die roll for entire group
43
Group action
Receive only one action phase per round; only one member benefits from rest or resupply; all may trade
44
Group encounters
Encounters affect all members equally; any member may use items to help all
45
Group combat
All hunters fight; each selects a card; Dracula chooses one target per round
46
Castle Dracula effects
Dracula's location is automatically revealed; no encounters placed; Dracula regains 2 blood after movement; hunters cannot resupply, rest, or trade; Dracula gets +1 combat bonus
47
Hospital of St. Joseph and St. Mary effects
Dracula cannot enter; hunters draw either one event or one item when resupplying; hunters may attempt to cure bites by rolling a die (1: lose 2 health, 2-3: nothing, 4-6: bite removed)