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More Bloody Nights

More Bloody Nights Rulebook

Table of Contents

Table of Contents

  • Components
  • Card Descriptions
    • Town Cards
      • Survivors / Dogs
      • Items
      • Events
      • Players
      • Missions
    • Vampire Cards
  • Objective
  • Setup
  • Missions
  • Game Flow
    • Day of Provisioning (odd days)
    • A. Rescue a survivor / Buy an item
    • B. Rescue a dog
    • C. Explore a location
    • D. Rest
    • End of the Provisioning Day
    • Day of Battle (even days)
      • 1. Flee or fight
      • 2. Battle
      • Using the syringe
      • 3. Resolution of the battle
  • Feeding
  • Blood, Life and Death
  • Final Game and Scoring
  • Becoming a Vampire
  • Icons
    • Card Keys and Symbols
    • Effect Keys

Components

  • 90 Town cards
  • 14 Vampire cards
  • 6 Mission cards
  • 12 Blood tokens
  • 1 Leader marker
  • 1 Calendar marker
  • 1 Calendar token
  • 6 Character/vampire tokens
  • 1 Die

Card Descriptions

Town Cards

Survivors / Dogs

  1. Strength: The damage of the survivor.
  2. Cost: Blood points you must spend to obtain it. The cost of dogs is paid in food.
  3. Ability: See the icons section.
  4. Victory points: They decide the winner at the end of the game.
  5. Keys: Define the type of card; used for abilities and missions.

Items

  1. Strength: Added to the damage of the character or survivor who equips it.
  2. Cost: Blood points you must spend to obtain it.
  3. Ability: See the icons section.
  4. Victory points: They decide the winner at the end of the game.
  5. Keys: Define the type of card; used for abilities and missions.

Events

  1. Ability: Resolved immediately when revealed, and affects all players.

Players

  1. Strength: Damage of the player.
  2. Escape value: Base Escape value of the player.
  3. Ability: See the icons section.
  4. Life: Starting lives of the player.
  5. Blood: Starting blood of the player.

Missions

  1. Victory points: They decide the winner at the end of the game.
  2. Objective: Individual objective.

Vampire Cards

  1. Strength: Base strength of the vampire.
  2. Reward: Reward after defeating the vampire.
  3. Escape value: Difficulty of escaping.
  4. Ability: See the icons section.
  5. Location: Determines the vampire's deck.
  6. Victory points: They decide the winner at the end of the game.
  7. Bite: Effect after being defeated by the vampire.

Objective

The game consists of surviving the 30 days and, at the same time, earning victory points. The player with the most points at the end of the game is the winner.

Points can be earned in the following ways:

  • Surviving the 30 days of the game.
  • Rescuing survivors.
  • Buying items.
  • Killing vampires.
  • Completing missions.

Players who become vampires have the objective of killing or converting the rest of the players and, at the same time, earning victory points by feeding on survivors. Players who have been converted can only win if no human survives.

Setup

  1. Each player randomly receives a character token and marks with blood tokens the amount of starting Life and Blood indicated on it.
  2. Each player randomly receives a Mission card, face down. This is the secret objective that they must complete to earn additional points.
  3. Separate the Street cards (white back, no icon) and the Location cards (white back, with icon) according to their location icon. Make a pile of each. [1]
  4. Search the Street deck for the starting item indicated on the character token, if necessary. [2]
  5. Shuffle and place face down each of the piles. [3]
  6. Separate the Vampire cards (black back) according to the location icon on the front. Add the ones that have icons to their respective Location deck. The remaining Vampire cards (without an icon) are shuffled to form a deck next to the Street deck. [4]
  7. Give the Leader marker to the player who most recently donated blood. This will be the first Leader of the game.

Missions

Missions grant the number of victory points indicated on the card if the stated conditions are met at the end of the game:

  1. You gain two extra points for each card with the dog key icon.
  2. You gain two extra points for each card with the police key icon (star).
  3. You gain two extra points for each 3 units of Blood left over at the end of the game.
  4. You gain three extra points for each other player who has been converted into a vampire.

Game Flow

Each turn consists of a Day of Provisioning, in which players may buy new items, rescue survivors and explore locations; followed by a Day of Battle, in which players must fight vampires... or flee in terror.

Day of Provisioning (odd days)

On Days of Provisioning, 5 cards are revealed from the Street deck and placed side by side, forming the Central Row (Image 1).

If an Event card appears, it is resolved immediately and removed from the game. Another card is then revealed in its place until there are 5 cards in the Central Row.

NOTE: Events always affect all players.

Starting with the Leader and proceeding clockwise, players may perform one of the following actions:

  • A. Rescue a survivor / Buy an item

  • B. Rescue a dog

  • C. Explore a location

  • D. Rest

  • If a player has a converted vampire, see Becoming a Vampire (page 6).

A. Rescue a survivor / Buy an item

Choose an item or survivor card from the Central Row and subtract its cost from your Blood marker.

If you rescue a survivor, place it face up next to your character.

If you buy an item, equip it to your character or to one of your rescued survivors.

Your character may carry up to two items (or one item with the two-hands icon), while survivors may carry only one item in one hand.

NOTE: If a player wants to equip an item that occupies hands and has no free hands, they may discard another of their items in order to use it. Under no circumstances may they give items to other players or keep an unequipped item.

Items may be relocated at any time.

B. Rescue a dog

To rescue a dog, discard 1 food card (either human food or the special food for dogs) and place it face up next to your character.

Watch out! The other dogs in your team will become jealous, and you will have to feed them too. Therefore, when you rescue a dog you must discard one extra food card for each dog you have already rescued. E.g.: the first dog costs you 1 food card, the second dog costs you 2 food cards, etc.

C. Explore a location

If a Location card appears in the Central Row, you may enter it and explore it.

Discard the Central Row, shuffle the vampires of the location into the Vampire deck if there are any, shuffle the Location deck and place as many cards as you have discarded from the Central Row.

If there are not enough cards in the Location to complete the Central Row, it will be completed with new cards from the Street deck.

Afterwards, the player may Rescue/Buy, or Rest; in no case may they go back to explore another Location that appeared in the Central Row.

D. Rest

Add 2 units of Blood to your Blood marker and gain a +1 bonus to Escape for this turn.

End of the Provisioning Day

Once all players have performed their actions, the day ends.

The Street cards in the Central Row are discarded, and the Location cards are returned to their respective decks.

Advance one day on the calendar and begin a Day of Battle.

If, when advancing on the calendar, the day is marked in red, the feeding phase is carried out immediately. (Page 5)

Day of Battle (even days)

Reveal the first card of the Vampire deck.

Then, in turn order, the following actions are carried out:

  • If a player has a converted vampire, see Becoming a Vampire (page 6).

1. Flee or fight

All players except the Leader may decide to Flee the battle or fight alongside their companions.

If you decide to try to Flee, roll the die and add or subtract the Escape value of your character.

REMEMBER: the bonuses count!

If the roll exceeds the Escape value of the Vampire, you escape the battle; if the roll equals or does not exceed it, you are obliged to take part in the Battle.

Players who manage to flee are not affected by the vampire's Bite if they fail to defeat it, but they also cannot claim the Reward for defeating it.

2. Battle

All players who have not fled roll the die to attack the vampire. Their strength is counted as follows:

  • 1, 2: Misfire! Count only the strength printed on your character, without using abilities or the strength of other survivors, items or dogs. Event bonuses do count.
  • 3, 4, 5: Successful roll. Count the strength printed on your character and add the strength of your survivors, items, dogs and bonuses.
  • 6: Critical roll! Count double the printed strength of your character and add the strength of your survivors, items, dogs and bonuses.

NOTE: You may discard items with the red X icon ("Discard this card") at any time after rolling the die in order to use them, except if you rolled a misfire (1, 2).

Using the syringe

The syringe may be used during the Battle even if you rolled a misfire, to double your total strength. After the battle is resolved, you will become a vampire and the syringe is removed from the game.

NOTE: You may carry only one syringe at a time. You may not use the syringe if you are the only living human in the game.

  • If a player has a converted vampire, see Becoming a Vampire (page 6).

3. Resolution of the battle

Calculate the strength of the vampire by multiplying its Base Strength by the number of living players, plus the bonus, as follows:

[Base Strength] x [Living Players] + Bonus.

The day marked on the calendar directly affects the vampire's Base Strength: the more days pass, the better fed they are and the stronger they become:

  • Days 1 to 10 (both inclusive): the Base Strength of vampires equals its printed strength.
  • Days 11 to 20 (both inclusive): the Base Strength of vampires equals its printed strength +1.
  • Days 21 to 30 (both inclusive): the Base Strength of vampires equals its printed strength +2.

The number of living players also includes players who have managed to Flee, and it will never be less than 2.

The total strength of the vampire is then compared with the sum of the strength of all participants in the battle:

  • If the sum of the players' strength is greater than the total strength of the vampire, the vampire is defeated.

Every player who participated in the battle adds the vampire's Reward to their Blood marker.

The player who contributed the most strength to the battle keeps the Vampire card as a trophy. In case of a tie, the Leader wins, or else the player who, in turn order, is closest to the Leader.

  • If the sum of the players' strength is equal to or less than the total strength of the vampire, the Bite effect is applied to all participating players. Place the Vampire card under the Vampire deck. It may come up again!

At the end of the Day of Battle, the Leader hands the Leader marker to the player seated to their left.

Advance one day on the calendar and begin a new turn.

If, when advancing on the calendar, the day is marked in red, the feeding phase is carried out immediately.

Feeding

Each player must subtract 2 units of Blood for their character and 2 more units for each survivor.

Players may also use Feeding cards to feed the whole group completely or to reduce the feeding cost.

If a player cannot or does not want to pay the feeding of a survivor, they must discard it or return it to its Location deck. If a player cannot pay their own feeding, they die of starvation automatically and are eliminated from the game.

NOTE: Dogs do not need to be fed during the feeding phase and do not count as survivors.

Blood, Life and Death

If a player must subtract more Blood than they have available on their marker, they may reduce the Life counter by 1 to gain 10 units of Blood (1 Life = 10 Blood).

Likewise, if a player manages to store 10 units of Blood, they are exchanged for 1 Life.

Characters may have more Blood than their starting value, but in no case may they have more than 3 Lives and 9 units of Blood.

Whenever a player, due to a card effect, must lose 1 Life, they may choose between:

  • Subtracting 1 Life from their marker.
  • Sacrificing a survivor and returning it to its Location or to the discard pile. Items may be reassigned as long as the rules are still followed; otherwise, they must also be discarded or returned to their corresponding Location.

NOTE: If a player must lose 1 Life and their Life marker is at 0, subtract all the Blood they have left.

A character dies if it has 0 Lives and 0 units of Blood. A dead character keeps all its cards for final scoring, but cannot take part in the remaining turns until the end of the game.

Final Game and Scoring

The game ends at the end of day 30, or when all players die and, therefore, the vampires win the game.

If at least one player has survived, the victory points are counted:

  • Gain 5 victory points if your character is still alive at the end of the game.
  • Gain 1 victory point for every 3 units of Blood on your marker, rounding down.
  • Gain 3 victory points for every Life on your marker.
  • Gain as many victory points as indicated by the rescued survivors and items.
  • Gain or lose the victory points of the Vampires you have as trophies.
  • Gain points for completing your mission.

The player with the most total victory points is the winner of the game. In case of a tie, the Blood costs of each card are counted, and the player with the highest total cost wins.

Becoming a Vampire

When you become a vampire, whether by your own decision or through the effects of a Bite, your objective in the game changes: you must ensure that the humans do not survive. To do so, you must feed on the survivors of the town, prevent the humans from becoming stronger, or help the vampire on the Days of Battle.

At the moment of "transformation", your character dies (losing all Blood and Lives), turn your character token over and discard all items and dogs. Finally, gain as much Blood as the cost of the survivors in your team and place them next to your player card: they will give you victory points.

Once converted into a vampire, you remain in the same turn order during the Days of Provisioning, but you may only perform one of the following actions:

  • Feed on a survivor from the Central Row. To do so, gain as much Blood as its cost and place it next to your player card: it will give you victory points.
  • Discard an item or dog from the Central Row and gain 1 unit of Blood on your marker (2 Blood if it is a dog).
  • Explore a location in the Central Row. Afterwards, you have another action available (the same as humans).
  • Reserve your action for the Day of Battle.

If you decide to reserve your action for the Day of Battle, you may perform one of the following actions, always before a player rolls the die (whether to flee or to fight):

  • Spend 2 Blood for each -1 penalty you want to give the player. In this way, if you spend 4 Blood you may give -2 to the die roll.
  • Discard an item from a player by spending 5 units of Blood from your marker.
  • Eliminate a survivor of a player by spending 10 units of Blood from your marker. Place the survivor next to your player card: it will give you victory points.

When a player converted into a vampire becomes the Leader, all human players may attempt to flee and skip the Day of Battle. This action may not be performed if only one human player remains.

The vampires win if they manage to eliminate or convert all players before the Sun rises. However, the vampire with the most victory points at the end of the game is declared the winner. (Only the points from eliminated survivors and the vampires won as trophies count.)

Icons

The icon key of the official Spanish rulebook (its last page) is given below in English. The meaning of each symbol is stated, as the printed key gives it; the artwork itself is not described here.

Card Keys and Symbols

  • Event: Event card.
  • Blood: Blood.
  • Victory points: Victory points.
  • Location: Restaurant: Restaurant location.
  • Key: Food: Food key.
  • Gain 3 units of Blood: Gain 3 units of Blood.
  • Multiply your total strength by 2: Multiply your total strength by 2.
  • Key: Police: Police key.
  • Key: Dog: Dog key.
  • All dogs: All dogs.
  • Key: Weapon: Weapon key.
  • Discard this card: Discard this card.
  • Player's team (survivors and characters): Player's team (survivors and characters).
  • This item occupies two hands: This item occupies two hands.
  • Move back two days on the calendar: Move back two days on the calendar.

Effect Keys

  • Card strength: Card strength.
  • Escape value: Escape value.
  • Location: Dog pound: Location: Dog pound.
  • Location: Police station: Location: Police station.
  • This character does not need to be fed: This character does not need to be fed.
  • Lose 3 units of Blood: Lose 3 units of Blood.
  • +2 to Escape rolls: +2 to Escape rolls.
  • -1 to Escape rolls: -1 to Escape rolls.
  • Cannot flee this turn: Cannot flee this turn.
  • Player converted into a vampire: Player converted into a vampire.
  • Immune to cards with the indicated icon: Immune to cards with the indicated icon.
  • This item does not occupy hands / This character cannot carry items: This item does not occupy hands / This character cannot carry items.
  • Reduces this character's feeding by 1 unit of Blood: Reduces this character's feeding by 1 unit of Blood.
  • Discard a card: Discard a card.
  • Start the game with a card with the indicated icon: Start the game with a card with the indicated icon.
  • Lose 1 Life: Lose 1 Life.
  • If you roll a 6, discard this item: If you roll a 6, discard this item.
  • Converts to vampire the player with the lowest roll: Converts to vampire the player with the lowest roll.
  • Feeds your entire team: Feeds your entire team.
  • Discard cards with the indicated icon: Discard cards with the indicated icon.
  • Key: Dog food: Dog food key.
  • Rolls of 2 count as 3: Rolls of 2 count as 3.
  • Rolls of 3 and 4 are misfires: Rolls of 3 and 4 are misfires.
  • Converts to vampire the player with the highest roll: Converts to vampire the player with the highest roll.
  • Reduces the Blood cost of cards with the indicated icon by 1: Reduces the Blood cost of cards with the indicated icon by 1.