The Order of vampire Hunters: Shadroe 'Rat' Decatur Expansion
The Order of vampire Hunters: Shadroe 'Rat' Decatur Expansion Rulebook
Table of Contents
Table of Contents
Special Setup Rule
Nominate one of the Hunters to carry the artifact.
Setup
Entrance: The Hunter that was holding the Zeitverschieber is injured and will not enter the Den. That player should use Rat instead.
Clock: Start – 6. There is no End Time. Play until the Hunters win or lose.
Encounter Deck: 1 Level-1 Encounter Card
Vampire Day Activation Deck: 3 Level-2, 1 Level-3 Cards.
Vampire Night Activation Deck: Use all the Night Activation Cards.
Pete and the Extractor: Not available.
Dashboard: The Hunters use the Large Dashboard in this Hunt.
Standalone Play: Each Hunter randomly draws 1 Special Ability and 1 Equipment Card.
Den Map Key
The Den layout diagram on page 5 of the source is a picture and is not reproduced here. Its component key lists:
- Encounter x 1
- Closed Door x 8
- Open Door x 1
- Tunnel Access 1, 2, & 3
- Window x 2
- Entrance x 1
- Focus x 10
- Lever x 1
- Crate x 2
- Blue Door x 1
- Evaki
- Theyr
Special Rules
This is a special standalone Hunt with no rewards or Downtime. It is intended to be played without the Turned Hunter optional rules.
The Blue Door is Locked at the start of the Hunt. Activate the Lever to unlock the Blue Door. Once Unlocked, it can be Opened normally.
Spawning
For this Hunt, the Vampires spawn at the Tunnel Access Points, beginning with the first Round after the Awakening. Spawn Vampires at the beginning of each Round.
At the beginning of each Round after the Awakening, the first Player takes the number of dice indicated for each Access Point, rolls them and places the Vampires shown in the tables below. Use the correct table for the number of Hunters on the Mission.
- No Hunters in the Room with the Access Point: Roll 3D6.
- 1+ Hunters in the Room with the Access Point: Roll 1D6.
Place the Vampires in the same Area as the Tunnel Access. They will Activate normally on the Turn that they are spawned.
For 2 Hunters:
| Roll | Spawn | Roll | Spawn | Roll | Spawn |
|---|---|---|---|---|---|
| 1 | No Spawn | 3 | No Spawn | 5 | 1 Giant Bat |
| 2 | No Spawn | 4 | 1 Thrall | 6 | 1 Warrior |
For 3 Hunters:
| Roll | Spawn | Roll | Spawn | Roll | Spawn |
|---|---|---|---|---|---|
| 1 | No Spawn | 3 | 1 Thrall | 5 | 1 Warrior |
| 2 | No Spawn | 4 | 1 Burrower | 6 | 1 Upyr |
For 4 Hunters:
| Roll | Spawn | Roll | Spawn | Roll | Spawn |
|---|---|---|---|---|---|
| 1 | No Spawn | 3 | 1 Giant Bat | 5 | 1 Warrior |
| 2 | 1 Thrall | 4 | 1 Burrower | 6 | 1 Upyr |
Past 12
Unlike normal Hunts, the clock is not a time limit and you will play on until the Objectives are met or the Hunters are defeated. After completing Round 12, stop using the Clock to track time, and follow these steps:
- Discard any remaining Activation Cards from the Vampire Activation Deck. Switch to the Activation Cards of the other type (i.e. the first time you follow these steps switch to the Day Vampire Activation Deck) and shuffle all the Activation Cards as the new Vampire Activation Deck.
- Add 1D6 to the spawn rolls (i.e. the first time you follow these steps roll 4D6 or 2D6).
It is very unlikely that you will survive long enough to draw through the Vampire Activation Deck again, but if you do, just follow these steps again.
Note that it is still Night: All Vampires are Awake and there are no Sunlight effects.
Tunnel Access
The Hunters cannot enter the Tunnels in this Hunt. If any card effect states that the Hunters fall into the Tunnel, read it as "The Hunter trips on junk in the Den. Take 1 Wound".
Objectives
Hunters' Primary Objective: The Hunters win if they can destroy both of the Elders.
Downtime
This is a standalone Hunt with no rewards or Downtime.