Fury of Dracula is Fantasy Flight's reprint of the 1987 game of the same name. One player is Dracula, running around Europe hiding from the team of hunters trying to bring the Count down. Dracula will forever disappear if the hunters take too long, but defeating him is no easy task - especially once the sun sets. The hunters will need to work together to pick up Dracula's trail and have the strength to defeat him. Dracula, on the other hand, will need to be crafty in his movements and use his available tools wisely to set traps for the hunters and throw them off his trail.
Dracula may be looking for fresh blood, but not everything about this game sucks:
+ Hidden movement - I love the mechanic of hidden movement. Playing as the hunted is usually the most entertaining as you try to outsmart your opponents, but it's also fun for hunters to work together and try to give Dracula as few escape opportunities as possible. The game's length and difficulty does hinge around the Dracula player, though; poor play or mistakes can make the game incredibly easy for the hunters.
(image by Jasly @ BGG)
+ Gorgeous map - I'm a sucker for maps and Fury of Dracula has one of the nicest maps I've seen in a board game. The design is clean and clear and I love the color palette. It is bound to turn some heads when set up.
+ Event cards - On their turn the hunters have the option of drawing an event card. Unlike most decks, they draw from the bottom because the card back designates if the event card goes to that hunter or to Dracula. It's a clever risk-reward system as the event cards give the hunters some nice bonuses and abilities but they risk giving cards to Dracula to make him more powerful or easier for him to escape.
Unfortunately in some ways I find the concept of the game better than the actual implementation:
(image by Filippos @ BGG)
- The hunt - Trying to pick up Dracula's trail or trying to avoid the hunters is a lot of fun. Unfortunately once the hunters pick up Dracula's trail the game can often turn into a big of a slog as they chase him down. Dracula has some tricks up his sleeve during nighttime but during the day it's not too difficult for the hunters to corner. Yes, it will take several rounds of combat for the hunters to ultimately defeat Dracula but it often feels like just a matter of time.
- Combat - I'm really not a fan of the combat system. Ultimately it is functional but highly unintuitive and I generally have to relearn how it works each time we play. There's essentially a rock-paper-scissors style element with card plays and some dice rolling to determine which player wins the battle. My main complaint is that between the charts, symbols and text used there's no way you can just look at a card and even begin to guess how the combat system could possibly work. Once you understand it there's actually some subtleties and I do like that Dracula is far more powerful at night, but I do find combat to be the least interesting part of the game.
(image by Filippos @ BGG)
Fury of Dracula is at its best when Dracula manages to elude the hunters for a couple of days, giving him time to run around and force the hunters to really stretch themselves thin and cover as much ground as possible. When you get that fun game of cat-and-mouse going the game is fantastic. Unfortunately my last couple of plays have been pretty unsatisfying with Dracula getting revealed early via event cards, ending the game long before any buildup happened.
In the end I think Fury of Dracula is good to pull out from time to time for the fun of the hunt but doesn't have quite enough going to keep it hitting the table on a regular basis.
2 comments:
i agree about combat sucking (and about how beautiful the board is).
we enjoyed playing Fury of Dracula right up until combat, at which point the people playing the hunters against me just totally turned off the game completely.
Yeah, that's too bad. We enjoy the game in spite of the combat system but I can see it being a major turnoff for some.
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