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Vampire Radar

Vampire Radar Rulebook

Table of Contents

Table of Contents

  • Contents
  • Winning Conditions
  • Deciding Who Plays the Vampire
  • Flow of the Game
  • Preparations
  • Action
    • Human Actions
    • Vampire Actions
  • For 2 Players
  • Notice

Contents

  • 38 tiles (4 bat tiles, 4 radar tiles, 8 bullet tiles, 7 wall tiles, 15 blank tiles)
  • 4 summary sheets
  • 1 vampire's screen
  • 12 human pawns (3 colors, 4 of each color)
  • 22 tokens (14 bullet tokens, 8 bat tokens)

Winning Conditions

Humans win if:

  • The vampire loses all their hit points.

If one human wins, all human players win.

The vampire wins if they satisfy either of these conditions:

  1. Annihilate all humans.
  2. All the bullets have been used and the humans cannot win.

Deciding Who Plays the Vampire

Choose the player who resembles a vampire the most. For the first game, choose a player who is used to playing tabletop games.

Flow of the Game

Starting with the left of the vampire and going clockwise, the 'human' players are named: Human player 1, Human player 2, and Human player 3.

The flowchart in the source shows the turn order as: Choosing the vampire's starting location; then the Turn of the human (Human player 1, Human player 2, Human player 3, each with Walk (Pick up / Radar) OR Shoot, up to 2); then the Turn of the vampire (Walk OR Attack OR Heal, up to 2, followed by vampire note-taking), which loops back to the Turn of the human.

Preparations

Prepare the field. Set up the tiles to make the field. For the first game, set up the tiles as shown in the source diagram.

Pay attention to the following:

  • Set the tiles in a 6x6 grid.
  • In each of the 4 corners use a blank tile.
  • Don't place tiles with 3 or more connecting walls together.
  • Don't block off an area of the field by walls.
  • Don't place walls outside of the field.
  • Don't place bat tiles next to other bat tiles.
  • Don't set radar tiles next to other radar tiles.
  • Don't place radar tiles next to the 4 corners.

...2 of the blank tiles are spares.

Placing bullet/bat tokens on the field. Place bullet/bat tokens on tiles with the matching symbol.

Placing human pawns on the field. Each 'human' player chooses a color. They place the pawns of their chosen color as shown below.

  • In case of 2 players: the one human player's pawns (red) are placed on each of the four corner tiles of the field.
  • In case of 3 players: the two human players' pawns (red and yellow) are placed in the corner tiles, one of each color per corner pair, as shown in the source diagram.
  • In case of 4 players: the three human players' pawns (red, yellow and black) are placed in the corner tiles as shown in the source diagram.

Bullet tokens. Divide the bullet tokens among the 'human' players. The number of bullets to give out is:

  • In case of 2 players: Human player 1 receives 4 bullet tokens. 2 bullet tokens are marked "Don't Use" in the source diagram.
  • In case of 3 players: Human player 1 receives 3 bullet tokens and Human player 2 receives 3 bullet tokens.
  • In case of 4 players: Human player 1, Human player 2 and Human player 3 each receive 2 bullet tokens.

The Vampire's hit points (HP). Use bat tokens to represent the vampire's hit points. The vampire player takes the number of tokens depending on the number of players, as shown here:

  • 2 players: 4 HP (bat tokens): max 4 HP.
  • 3 players: 4 HP (bat tokens): max 4 HP.
  • 4 players: 4 HP (bat tokens): max 5 HP.

Vampire note-taking. Prepare some paper and a pencil for the vampire player to record their location.

Choosing the vampire's starting location. The vampire chooses a starting location in one of the center tiles (4x4 tiles in the center), then writes the tile location name on the sheet of paper. Making sure that no one sees what is written.

Action

Human Actions

Humans have 2 actions they can choose: walk or shoot the gun. On a 'human' player's turn, then have 2 action points they can use for 0-2 of their pawns.

  • e.g. The player can either "perform 2 actions with 1 pawn" or "have both pawns perform 1 action each".

① Walk

The player's pawn can move to an adjacent tile; it can't move over walls.

When moving onto a bullet you can "pick up a bullet token", when moving onto a radar tile you can "use the radar" without using an additional action point.

  • When a pawn lands on a radar tile: The vampire calls the distance from that pawn to the vampire's current location. Refer to the source's distance example image. Walls are ignored in the calculation of distance. The pawn standing on a radar tile cannot use the radar again without moving and landing on another tile first.

  • When a pawn lands on a bullet tile: The owner of the pawn can take a bullet token from that tile. The maximum number of bullet tokens a player can have is 6.

② Shooting a gun

Player pawns can shoot in a straight line, they can't shoot through walls, and they can't shoot diagonally.

When you shoot, spend 1 of your bullet tokens, and call "which pawn you are using" and "which direction you are shooting". When a bullet hits the vampire, the vampire should give a groan, and then he/she loses 1 HP.

If the pawn that is doing the shooting is on the same tile as the vampire, the shot can be made in any direction and it will hit the vampire.

Vampire Actions

The vampire can either: walk / attack / heal.

The vampire can perform 0-2 actions. If the vampire attacks or heals, the vampire earns an extra bonus action point. This bonus action may be chained. At the end of the turn, the vampire writes their currently tile location number down.

① Walk

The vampire can move to an adjacent tile, and cannot move over walls.

② Attack

When the vampire is next to a pawn, or on the same tile as a pawn, the vampire can attack. The vampire moves to that tile (by writing the location on their paper), then removes all the pawns on that tile. Vampires cannot attack through walls.

If the vampire attacks, he/she earns a bonus action point.

③ Heal

When there is a bat token on the same or adjacent tile to the vampire, the vampire can move to that tile and take the bat token from the tile to recover 1 HP. The vampire cannot heal/move through walls.

If the vampire heals, he/she earns a bonus action point.

For 2 Players

This game can be played with 2 players. Apply the following rules for a 2 player game.

  • Humans have up to 3 action points in a turn.
  • When the vampire uses the Heal action, they do not recover any HPs, they only earn a bonus action point.

Notice

  • Perform 1 action at a time.
  • Don't forget to remove a token and pawn from the field on the turn that the vampire healed, or attacked. This information provides an important clue to the human side players.
  • You can converse with other players. The vampire can try to distract the other players.
  • The vampire can still use the heal action when they have reached their max HP, but they will not gain any more HP. They only earn 1 extra action point.
  • In the case of 3 players or more, a player may be eliminated from the game. The bullet tokens of the eliminated player are now out of the game.
  • If the pawn shooting the gun is on the same tile as the vampire, they can shoot in any direction to hit the vampire.
  • Player pawns cannot shoot other player pawns.
  • The vampire's HP is open information. Place the bat tokens in front of the screen so all players can see how much life the vampire has.