Operation Manual

Hide a character in the city (vampire player only)
e active vampire player can hide one of the characters (revealed or unrevealed)
presently in the castle into the city.
To do this he plays any three vampire combat cards from his hand, takes
a character card from the castle, places it on the bottom of the city,
and draws a new character from the top and place it in the castle.
Use holy water (human player only)
e active human player can use “holy water” to learn a characters identity.
To do this he plays any two “holy water” cards from his hand and asks the vampire
player about the identity of any character (whether in the castle or in the city).
e vampire player must tell whether this character is a vampire or not. If it is
a vampire, the vampire player reveals its token. From now on, this character
is treated as a revealed vampire (see “Revealing the identity of a vampire “).
Otherwise the human player must remember that this character is not a vampire.
If the human player successfully revealed a vampire, he may attack this revealed
vampire immediately if the revealed vampire is in the castle. He may use the holy
water card with the lower value of the two he used for detection, and also add
additional cards from his hand. (If the holy water cards have an equal value,
only one may be used in the combat.)
Combat
Combat is a way to eliminate an opponent’s characters. Only characters in the
castle can take part in combat.
To start a combat, the active player chooses one of the characters in the castle and
declares which other character in the castle it attacks.
I. Choosing a character:
e human player can only attack with a character not revealed as a vampire.
e vampire player must attack with a revealed vampire if at least one revealed
vampire is in the castle. Otherwise he can attack with any non-revealed
character (who might be human or vampire).
e active player must choose one of the other two characters in the castle to
attack. e other player may play cards to support the defending character.
II. Combat:
e combat lasts a maximum of two rounds.
In each round the active player starts by playing one or more valid combat
cards from his hand. e sum of the combat value of the played cards is the
attack value.
en his opponent plays zero or more valid combat cards. e sum of
the points of the played cards is the defence value.
If the attack value is greater than the defence value, the defending character
dies. Otherwise the defender survives and a second combat round occurs.
Cards are played and summed just like in the rst round, with the same
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