1
Complete the five phases
Each game round ("week") consists of: Hunter Phase (Day), Dusk, Hunter Phase (Night), Dawn, and Dracula Phase
2
Advance time at transitions
At Dusk, move the time marker from Day to Night; at Dawn, move from Night to the next Day
3
Check for combat
At Dusk and Dawn, if any Hunter is at Dracula's current location, combat begins
4
Move (Day Only)
Travel by Road, Railway, or Sea to an adjacent location
5
Search
Reveal and resolve any Encounter at your current location
6
Supply
In a large city, draw 1 Item and 1 Event card; in a small city, draw 1 Event card only
8
Trade
Exchange Items and Tickets with another Hunter at the same location
9
Leave a Message
Place one of your Grit markers on an adjacent, unoccupied city for remote trading
10
Use Grit
At the start of your turn, before declaring your action, spend 1 Grit for a special effect
11
Lord Godalming (Wealth)
Once per week, take a train ticket from the discard pile
12
Dr. John Seward (Physician)
The Rest action heals 2 damage if taken in the same location
13
Dr. Van Helsing (Leadership)
Once per week, grant another Hunter an additional action
14
Mina Harker (Psychic Bond)
Once per game, ask Dracula if the location's number is odd/even OR if he is in a port city; Dracula must answer truthfully
15
Step 1: Advance the Trail
All cards on the trail move one space to the right (positions 1-5 become positions 2-6)
16
Step 2: Resolve the Oldest Location
The card leaving position 6 takes effect
17
Step 3: Select New Position
Choose a new location adjacent to the previous position 1
18
Step 4: Set Trap
Place the new location card facedown at position 1 and place an Encounter or Rumour Token on it
19
Step 5: Replenish Hand
Draw Encounter cards up to hand limit
20
Preparation
Hunters take their 3 basic combat cards; Dracula draws 5 combat cards
21
Select cards
All participants secretly choose one combat card and place it facedown
22
Reveal simultaneously
All cards are revealed at the same time
23
Resolve interaction
Check the Combat Matrix for direct counters; if none, the higher initiative value wins
24
Apply effects
Resolve damage, bites, or other effects according to priority: Escape Effects, then Defensive/Counter Effects, then Damage/Bite Effects, then all other effects
25
Block played cards
Cards used this round cannot be played in the next round
26
End combat
Combat concludes after 6 rounds, or if one side is defeated or escapes
27
Claw vs. Fist
Both suffer damage; initiative decides
28
Claw vs. Dodge
Hunter evades; no damage to Hunter
29
Claw vs. Weapon
Hunter prevails; Dracula suffers damage
30
Strength vs. Fist
Hunter suffers heavy damage
31
Strength vs. Dodge
Dodge fails; Hunter suffers damage
32
Fangs vs. Fist
Hunter is bitten; combat ends immediately
33
Fangs vs. Crucifix/Host
Attack is repelled; Dracula suffers 1 damage
34
Mesmerise vs. Any Card
Hunter's card is cancelled and discarded
35
Escape vs. Any Card
Combat ends; escaping side withdraws
36
Apply Bite effects
A bitten Hunter becomes Weakened and must keep one Item card and one Event card revealed in their play area
37
Handle Hunter defeat
Defeat occurs at 0 health or when exceeding a Hunter's bite limit
38
Castle Dracula
If Dracula enters his castle, he is revealed and heals 2 damage
39
The Hospital
A safe location where defeated Hunters recover
40
Sea Travel for Dracula
Dracula suffers 2 damage upon embarking and 1 additional damage for each subsequent move at sea
41
Sea Travel for Hunters
While at sea, Hunters must always move to an adjacent zone during their move phase; they cannot remain stationary or return to a previously occupied sea zone during the same voyage
43
Dark Call
Provides new Encounters
44
Wolf Form
Allows rapid movement
45
Hide
Allows Dracula to remain stationary
46
Misdirect
Removes a location from his trail