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Transylvania: Curses & Traitors

Monster and Monster Hunter Guide


Certain card combinations can cause a players Adventurer to be transformed into
one of Transylvanias Monsters. If this occurs the player trades in his/her Character Card and Pawn for the appropriate
Monster Card and Monster Pawn and begins attempting to kill the remaining Adventurers.
The role of the Monster that you are playing

Health indicator:
Place the slider on
10 when taking
this card. Keep
track of battles
that increase or
decrease the
Monsters health.
The Monster dies if
his/her health
drops to zero.

The number of spaces this Monster may move


The number of dice used when the Monster
makes an Attack roll
Blood spatter tokens are used to keep track of
the number of kills this Monster has accrued

The starting Health for this Monster

Once a player is transformed into a Monster of Transylvania, Mind and Spirit traits are no longer important because a
Monster does not roll for Quest Tokens, collect Quest Cards, or trigger Event Cards as they move around the board. The
Attack Trait along with Health and Movement are still used as a Monster but are not modified by card effects.

A Monster wins when he/she kills the number of Adventurers equal to half of the players in the game (rounded up).
3 or 4 player game = 2 Kills to win
5 or 6 player game = 3 Kills to win

Each time that a Monster kills an Adventurer he/she places a blood splatter token on the Character Card. The first
Monster to get the required number of kills wins the game.
An Adventurer that dies holding no Transformation cards regenerates as a new Adventurer on the players next turn. So
it is possible for the same Player to die several times during a game and come back as a new Adventurer each time. This
means that a Monster could kill the same player several times and each time it would count towards the Monsters Kill
count to win the game.

If a Monster dies, the Player responsible for the Monsters death immediately wins the game.
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During a Monsters Turn he/she may do the following actions in any order:
Monsters can move the number of footprint spaces indicated on their Monster Card. There are
no modifications. Movement does not have to be continuous; it may be broken up by Attacks. Movement
spaces may be forfeited, but Monsters must move at least one space per turn. Monsters may continue to
explore new Board Tiles.

Monsters may not end their turn on the Church Tile and they immediately lose
two Health every time they cross onto the Church Tile. Monsters may not move onto the Church Tile if
they do not have enough movement spaces left to get back off again on their turn or if moving onto the
Church Tile would bring their Health to zero.

Because Monsters do not collect Adventure Cards including the Skeleton Key Card
they may only move through locked gates by breaking them down. A Monster may end his turn on a
Lock Token (forfeiting any movement spaces he has left) to break down the gate. The Lock Token is
removed from the board at the beginning of the Monsters next turn and the gate is considered to be
broken and open for all characters for the remainder of the game.

Monsters may attack as many Adventurers as they can reach during their turn.
Monsters may not attack the same player more than one time on a single turn .

Monsters may attack Adventurers and Adventurers may attack Monsters whenever they occupy the same space.
Adventurers may not attack other Adventurers; they can only challenge them for Quest Cards.
Monsters may not attack other Monsters unless there are NO live Adventurers on the board. Only if there are no
Adventurers on the board can Monsters attach each other. If a Monster Kills another Monster the victorious
Monster immediately wins the game. Killing Zombie Minions does NOT count towards winning the game.
Any Adventurer, Monster or Zombie Minion can declare an attack when it is not their turn if another Player moves
through the space occupied by his/her pawn.

1. During the attackers turn he/she moves his/her pawn onto the same space on the board as the intended victim and
declares an attack (or during the victims turn he/she moves onto the space occupied by the attacker who declares
an attack).
2. Both Players then roll the number of dice indicated by their Attack trait with any relevant modifications.
3. Adventurers may then add on any modifiers from Quest Cards that change the final total of the die roll.
4. The player with the highest total wins the fight. The loser takes damage equal to the difference between the two
die rolls. This number is subtracted from the losers current Health.

Each Monster has a unique ability to help him catch and kill his prey .

At the beginning of each turn the Werewolf rolls one die.


If the result is a Full Moon, the Werewolf can increases his movement to 12 spaces and attacks with 12
dice until his next turn at which point he must roll a die again.
There is no modification to the Werewolfs Movement or Attack stats when the die roll is a 1, 2 or 3.

Vampires, unlike other Monster types, may use the Secret Passageways to move around the board. Unlocked
Secret Passageways can be used freely. If a Secret Passageway is locked a Vampire may break down the door to
the Secret Passageway in the same way he would break down a locked gate that is blocking his path.
Because both ends of the Secret Passageway start out locked, a Vampire must spend two turns to travel through a
locked Secret Passageway in which both Lock Tokens are still present (ending one turn on the door to get in the
Secret Passageway and one turn breaking down the door to get back out). If either the entry point or the exit
point of the Secret Passageway has already been unlocked then the Vampire only needs to spend one turn to
remove the remaining Lock Token.

Zombies move more slowly than the other Monster types but make up for their lack of speed with increased
numbers. The Player playing the Zombie has her regular Monster Pawn as well as five Zombie Minion Tokens.
One Zombie Minion Token may be played by the Zombie Player on each turn. A Zombie Minion may be
placed on the board on any space that the Zombie herself inhabited at any time during her turn (the space
she started on, the place she ended her movement or any of the spaces in between).
Zombie Minions have a Movement of 3, a Health of 1, and an Attack of 8. Attack rules for Zombie Minions
are the same as the Attack rules for other Monsters.
Players killed by Zombie Minions count towards the total number of Adventurer deaths needed by the
Zombie player to win the game. However killing a Zombie Minion does not count as killing the Zombie for
an Adventurer to win the game.
A Zombie Minion Token does not count as a Player when determining how many Players can inhabit the
same space on the board so an Adventurer, the Zombie and a Zombie Minion Token can all be on the same
game board space.
Zombie Minion Tokens do not have to be moved each round but they can be moved on other players
turns. If an Adventurer loses Health any or all Zombie Minion Tokens may move up to 3 spaces in the
most direct route towards the injured player.
Zombie Minions roll the same number of Attack dice as the Zombie Player, but they have only one Health,
so if they take damage during the fight they are destroyed and are removed from the board. Zombie
Minions cannot enter the Church Tile or they immediately die.
Zombie Minions removed from the board may be deployed again by the Zombie Player on future turns.
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