Thursday, October 15, 2026

"FURY OF DRACULA" (Third Edition)...HAS RISEN FROM THE GRAVE

As an analog precursor to this here bloggo, I used to keep a hand-written board game diary as far back as the early aughts, up until around 2009.  

The classic hidden movement game Fury of Dracula makes three appearances in this diary, with the first being March 25'th, 2006. This was not long after the burgeoning game giant Fantasy Flight published their second edition in 2005, after the original 1987 Games Workshop version languished out of print since the early 90's.

Here's how that particular session played out: 

Me as Dracula, Andrew as Lord Godalming, Deaner as Dr. Seward, Cheryl as Van Helsing and Claudia as Mina Harker.

As with any game with new mechanics, this one took a bit to get started. The Hunters spread out in Europe with Harker in Edinburgh. I opted to start my flight in Zagreb, moving swiftly to Munich, Milan and Genoa. I managed to seed a new Location with a Vampire as the Hunters stumbled upon my Trail in Munich.

My Wolves there had their desired effect as the other Hunters closed in. Mercifully, I got a “Play Immediately” Event that allowed me to flee anywhere in Europe, so I chose Santander in Spain. 

The Hunters kept running around in central and southern Europe while I took a tour of Spain, avoiding Saragossa, which was now “Consecrated Ground.” The Day passed, scoring me a new Vampire Point.

Eventually a card revealed that I was recently in Madrid and the Hunters swarmed towards my general location. Realizing I was trapped, I decided to go to Sea just before I matured a Vampire, which scored me two more points.

The Hunters picked the wrong port to try and kill me at, allowing me to embark in Lisbon. Then disaster struck as Cheryl forced me to turn up both of my Sea Locations, revealing my intent to land in northern Europe. 

As I docked in Hamburg I was forced to flee from Mina’s "Stake" attack. After suffering a “Killed” result, I decided to "Wolf" out. I made for Nuremberg, hoping to convince my pursuers that I was heading to Castle Dracula and throw them off. Another Day came, bringing me to 4 Vampire Points.

Unfortunately, another card forced me to declare my intended destination, so I had a nasty reception in Nuremberg. I managed to survive with five Blood, crawling off to Prague in secret. Andrew managed to puzzle out where I was going and caught up to me, anxious to challenge me at Night.

Tempted by the Bat's 2-city movement, I lost the die roll and got "Staked" into oblivion.

Despite some occasional fits and starts, we all enjoyed this one. I may attempt an alternate strategy next time by attacking someone right off the bat (no pun intended) at Night to try and score a few quick and easy points.

As well, when I was surrounded in Nuremberg, I should have played “Hide” to cause everyone to leave town, but since I wasn’t clear on how it worked, I dropped that idea.

Next time I will try being more “furious” and wily and less, we’ll say...“flee –ish.”   

The next reference was November 8'th, 2009; a sad commentary about how long it takes for us to revisit games. Here's what I had to say that time out:

Hoping to make Fury of Dracula my game turn, I’m going to make an attempt to solo run this to get acclimated to the rules, some of which are a bit fiddly. 

What follows is one of the most woefully-threadbare "examples of play" I've ever written. Between the low effort, and the fact that it's for the antiquated Second Edition, I'm just gonna jump to how the game with actual humans played. This occurred on November 22'nd, 2009, when I played it as Drac against Andrew and Dean. Here's what I had to say about that particular match:

Wow, this is sad. I originally wanted to do my game turn in October and run Fury of Dracula as a Halloween-y sort of theme, but this is the first chance for the heavens coming into alignment.

I take the hard-pressed Dracula role with Andrew helming Godalming and Van Helsing and Dean taking Seward and Mina Harker.

They cast a wide net in placing their Hunters. Godalming is in Spain, Van Helsing is in Northern Europe, Seward is in Italy and Mina is in Eastern Europe.

I try and pick a central place to start with the goal to be more aggressive and try to take out a Hunter quickly under the cover of darkness. I start in Munich and experience and almost immediate setback when I move to Zabreb and my starting location is revealed by a “Newspaper Report.”

Undaunted, I continue with my plan, softening Mina up with Ally Quincy P. Morris. I venture to Budapest then Szeged for the throw down with Mina. The resulting fracas is a joke, with me either mismatching tactics and / or rolling like shit.

This - coupled with the aid of "Holy Water" - soon has me slinking off with my tail between my legs. I flee to Belgrade, then Sophia, with the hopes of getting back to Castle Dracula to heal and make a premature last stand.

I make a nice strike back as a weapon-loaded Seward gets nailed with a "Customs Check." Unfortunately, the Hunters anticipate my move back to my crib, so I’m forced to double back to Sophia, battling again and only just managing to escape.

The Hunters cast a wide net, trapping me in Valona. I heal one Blood there, take some solace with a Maturing Vampire and break a second New Day with a “Time Runs Short" Card.

Unfortunately, that makes me even more powerless. My holiday and healing sows some doubt and, for a moment, Dean and Andrew suspect I’ve snuck away somewhere off to the north west. When they reveal yet another hidden Location with "Hypnosis", they parse out that I can only be in Athens or Valona.

It gets worse. I realize that even using "Wolf Form" is useless since I can’t double back through Zagreb and I can’t go to sea because Andrew played an Ally called "Rufus Smith" and it’s too bloody expensive to move by sea.

I’m cornered in Athens during the daylight and get dusted.

The Hunters have a stark advantage in this one in my opinion. I think there’s too many cards that reveal Drac's Location and the fact that I got my ass kicked when fighting Mina at Night is just fucking sad.

Having said that, I still have an irrational love for this game. Dean said he liked it better this time out while the jury is still out for Andrew. He seems to think he had nothing to do all game, when I think he meant he didn’t fight anything during the game. In his defense, he did get stalled quite a bit by "X" die results or me playing "False Tip Off."

Still, I can’t help but think about the next time I play to try and improve my showing. I was only two points away from victory, so I can’t wait to tackle it again to try and score a "W" for Drac.

In 2015 I sold the Second Edition of the game, upgraded to the Third Edition...and then proceeded never to play it. 

But that drought ends now.

***

EXAMPLE OF PLAY

Preamble: to help you Kind Readers track what's happening, here's the Round Summary and some rough rules:

Hunter's Phase

Dawn: Time advances from a night space to a day space on the track. If a Hunter is in the same city as Dracula at Dawn, Combat occurs immediately.

Day Actions: Each Hunter performs one Action during the day. The options include: 

  • Move (the only time Hunters can travel. If a Hunters ends up in a space along the Trail, it's Revealed and Dracula must decide if he keeps the matching Encounter Card face down in an attempt to "Mature" it - see below - or reveal it to Ambush the Hunter.) 
  • Supply (either turf the top Event - if it's for Drac - or take it into your hand. If the Hunter is currently in a Large City, they also get one Item Card)
  • Rest (heal one damage)
  • Search (challenge Encounters and look for Lairs)
  • Reserve a Ticket (for Train movement)
  • Trade (exchange items/tickets with a fellow Hunter located in the same city)
  • Perform a Hunter-Specific Special Action.

Dusk: Time advances from a day space to a night space on the track. If a Hunter is in the same City as Dracula, Combat occurs.

Night Actions: Each Hunter performs one action during the night. Hunters cannot move during the Night, so they must use this time to Rest, Search, Trade, Supply, or play Event cards. If they opt to Supply, they get an Item but must draw the Event from the bottom of the deck, risking the appearance of a card for Dracula!

Dracula Phase

Once all Hunters have completed both their Day and Night actions, the Count takes his turn:

Movement Step: Dracula slides all existing Location Cards down one space on his Trail. If the oldest card falls off the end of the Trail, any seeded Encounters "Mature," typically advancing Dracula's Influence Track. Dracula then picks a new Location Card connected by a red line to his current position and places it face down at the front of the Trail. Not that he can't move by Train or to a City currently on his Trail.

Encounter Step: Dracula places one face-down Encounter Card from his hand on top of his new Location Card.

Hunter Starting Locations: Godalming begins in Bucharest, Seward in Toulouse, Van Helsing in Amsterdam and Mina in London.

Random Dracula starting location: 1 - U.K., 2 - Spain, 3 - France, 4 - Germany, 5 - Italy, 6 - Eastern Europe, 7 - Balkans. Roll is "6"...the Balkans! Random City (not adjacent to Bucharest): 1 - Varna, 2 - Valona, 3 - Salonica, 4 - Athens. Roll is "2"...Valona! That Location Card is placed on the first step.  

ROUND ONE

Hunter Phase

1) Dawn - Monday

No Combat.

2) Day: Lord Godalming (located in Bucharest, a Large City) decides to use his "Wealth" to procure "Dogs" and a "Knife." He also pulls "Blood Transfusion" from the Event Deck. Dr. Seward does the same, but Toulouse is only a Small City, so no Item for him. His Event Card draw is "Great Strength." Van Helsing (starting in Large City Amsterdam) also Supplies, procuring another "Rifle" and snagging an "Escape Route." Mina in Large City London also needs some defense, so she gets "Silver Bullets" and her Event is "Sister Agatha", which she immediately plays as an Ally. 

3) Dusk: the Time Marker Advances. No Combat.

4) Night: Godalming uses his "Privilege" to draw two Train Tickets. All the Hunters get one each as well.

Dracula Phase

1) Movement Step: He secretly plays the Sarajevo Location Card.

2) Encounter Step:   He plays the "Reckless Vampire" Encounter Card on it along with a Rumor Token! He then draws a new Card (rules note: Drac always has five Encounter Cards in hand at all times). 

ROUND TWO

Hunter Phase

1) Dawn: Tuesday. No Combat.

2) Day: Godalming opts to move via Train. Random Destination: Vienna (1-2) or Sofia (3-6). The roll is "1" so he travels through Szeged and Budapest to get to his destination. (Rules note: Dracula only reveals his Location based on where the Hunters end up, not where they pass thorough by Train.) Seward's random Move: 1 - Bordeaux, 2 - Clermont-Ferrand, 3 - Marseilles, 4- Barcelona, 5 - Saragossa. Rolls is "4"...off to Barcelona! Van Helsing either goes to Brussels (1-3) or Cologne (4-6). He Travels by Road to Brussels with a roll of "1."  Mina performs another Big City Supply Action, getting a "Crucifix" and flushing the top Dracula Event Card ("Summon Storms").

3) Dusk: No Combat.

4) Night: Godalming reserves two more Tickets. Seward - now in Big City Barcelona - risks a Supply Action, snagging "Garlic" and drawing an Event Card, but blind picks it from the bottom of the deck because it's Night. He gets "Johnathan Harker" as an Ally, which replaces Sister Agatha. Van Helsing and Mina both snag Train Tickets. 

Dracula Phase

1) Movement Step: The Count plays the "Belgrade" Location.

2) Encounter Step: After seeding Belgrade with "Rats" he draws a new card. 

ROUND THREE

Hunter Phase

1) Dawn on Wednesday. No Combat. 

2) Day: Godalming could either Move towards 1- Prague, 2 - Munich, 3 - Venice or 4 - Zabreb. Roll is "3". Spends a Train Ticket and moves to Genoa, but no leads turn up there. Seward could either go to Saragossa (1-3) or Alicante (4-6). He rolls a "3" and travels by Road to Saragossa. With everyone streaming towards the west, Van Helsing opts to go east, spending a 3/2 Train Ticket to go from Brussels to Leipzig. Does Mina stay in the U.K. (1-2) or go to sea to join her compatriots (3-6)? On a roll of "1" she either goes to towards Plymouth (1-2), Swansea (3-4) or Manchester (5-6). A roll of "4" sees her travelling by Road to Swansea. 

3) Dusk: No Combat.

4) Night: Godalming risks a Supply in Genoa, a Large City. Gets a "Pistol" and a "Holy Circle" and turfs "Dogs" to drop down to his three card maximum. Picks up the "Rufus Smith" Ally Card and plays it immediately, naming "Dublin" (determined by rolling percentile die randomly) but it's not on the Trail! Seward and Van Helsing both get Train Tickets. Mina gets a 2/2 ticket and turfs her mediocre 1/1. 

Dracula Phase

1) Movement Step: Drac secretly moves to Klausenburg.

2) Encounter Step: The Count drops a "Reckless Vampire" down on his current Location and draws a new card. 

ROUND FOUR

Hunter Phase

1) Dawn on Thursday. No Combat.

2) Day: Does Godalming move towards Florence (1), Milan (2) or East? (4-6)  Roll is "6" so he spends a 2/2 Ticket and back-tracks to Vienna. Does Seward move towards Bordeaux (1), Santander (2), Madrid (3) or Alicante (4)? Roll of "3"...Madrid! Van Helsing will either make for Berlin (1-3) or Nuremberg (4-6). With a "3", he spends a 3/2 Train Ticket and ends up in Prague. Mina will either go to Liverpool (1-2) or into the Irish Sea (4-6). A roll of "4" has her embark!

3) Dusk: No Combat.

4) Night: Godalming gets two Train Tickets and puts a crappy 1/1 back into the pool. Seward risks a Supply and gets "Holy Bullets" and "Heroic Leap." Exploring Large City Prague, Van Helsing does the same, picking up "Dogs" and a "Chartered Carriage." Since Mina is At Sea, she must pass. 

Dracula Phase

1) Movement Step: Off to Bucharest. 

2) Encounter Step: Seeds the location with a cloud of "Bats."

ROUND FIVE

Hunter Phase

1) Dawn of Friday. No Combat occurs. 

2) Day: Godalming will either go to Zabreb (1-2) or via rail through Budapest (3-6). Gets a "2" and enters Zabreb. Seward will either check out Santander (1), Lisbon (2), Cadiz (4), Granada (4) or Alicante (5). Rolls a "1"...off to Santander! Van Helsing spends a 3/2 Train ticket and gets as far as Budapest! Mina moves into the North Atlantic.           

3) Dusk: No Combat happens.

4) Night: Content with both Tickets and Weapons, Godalming opts to pass. Seward gets a 2/2 Train Ticket and discards his 1/1. Van Helsing gets a valuable 3/2 Ticket. Stuck At Sea, Mina must pass.

Dracula Phase

1) Places the "Sofia" Location Card. 

2) Populates the card with "Wolves."

ROUND SIX

Hunter Phase

1) Dawn of Saturday. No Combat.

2) Day: Godalming will either venture to Sarajevo (1-4) or Szeged (5-6). Rolls a "3"...takes the Road to Sarajevo! This reveals the Location Card second to last on the Path. He reveals a "Reckless Vampire" in an Ambush! Seward heads to Bordeaux. Van Helsing spends a 3/2 Train Ticket and rushes off to Bucharest, which is Revealed...along with "Bats!" Nina docks in Nantes!

3) Dusk. the Time Marker moves and Combat occurs!

Combat 

Round One

The "Reckless Vampire" takes five Combat Cards into hand. Godalming takes one each of "Punch", "Dodge" and "Escape" plus his "Knife", "Pistol" and "Holy Circle." 

Godalming reveals "Dodge" versus the Reckless Vampire's "Fangs", the latter of which is nullified thanks to the matching Fangs Icon. 

Round Two

The "Reckless Vampire" picks up a new card. 

Godalming reveals a "Knife" versus the Vampire's "Strength." This time there is no Icon match, so Godalming takes two Damage and the Weapon Card is not just cancelled, it's also discarded because it's Night!

Round Three

The "Reckless Vampire" picks up a new card and Godalming retrieves his Dodge. 

Godalming reveals "Punch" and the Reckless Vampire turns up another "Strength"! (rules note: a Vampire can't play an Escape Card before the fourth round!) Godalming takes two more Damage!   

Round Four

The "Reckless Vampire" picks up a new card.

Godalming produces a "Pistol" and the Vampire attempts a "Claw." With an icon match, the Vampire takes two Damage!

Round Five

The "Reckless Vampire" picks up a new card and Godalming gets his "Punch" back.

The chosen cards are flipped and the Vampire "Escapes as a Bat" since the "Punch" has no icon match. 

The Combat ends!

4) Night: Godalming Rests and Heals one Damage. Sewards draws a dud Train Ticket (a white "1") and immediately throws it back. Van Helsing draws a great 3/2 Ticket and Mina chances a Supply, procuring a Rifle and - unfortunately - handing Drac a disastrous "Darkness Returns" Card!

Dracula Phase

1) He advances the Hideouts, dropping his starting Location off the Path. The Count would love to make this a Lair, but the Hunter's Ally, Johnathan Harker, forces him to Reveal this Location as Valona! The undead fiend then speeds off to Salonica.

2) He drops "Rats" onto the Lair and seeds his current Location with an "Aristocratic Vampire"!

In an incredibly vicious move, Drac plays "Darkness Returns" to cancel the Hunter's next Day Phase! Even worse, the two discarded Dracula Events go back into the draw deck!  

To be continued...?

***

REVIEW

THE GOOD

  • Save the decent miniatures, the game doesn't really have much of a "toy factor", but the production is lush nonetheless. The art design is incredible, the character portraits are all evocative, the tokens look great and the map board is literally suitable for framing.
  • Once you get used to the turn structure, the game clips along at a breezy rate. It's a vast improvement over the second edition, IMHO. 
  • As a fan of the Stoker novel and its various cinematic permutations, the game definately delivers the goods. As a Hunter you're desperately trying find hide and / or hair of any bloodsucking ghouls whilst Drac is doing what he can to sow discord, pestilence and death.  
  • On a more micro level, all of the Items, character abilities and Events perfectly replicate the story's thematic elements in game terms that make sense. For example, the ability to sic a pack of "Dogs" on Rats, Spies, Saboteurs and Wolves just cracks me up.   
  • The rock / paper / scissors style combat is incredibly dramatic and tense. I don't miss the Second Edition's use of dice at all.
  • Related to that, I'm glad they excised the Train movement die as well. Rolling an "X" result when attempting to move was beyond frustrating for a Hunter player.
  • I know it's a minor thematic thing, but I love how the game gets tougher for the Hunters at Night and especially as Despair piles up. This can lead to an incredibly-frantic 11'th hour climax worthy of both novel and cinema.  
  • The Advanced Rules definately address my gripe about Second Edition Drac being kinda anemic. The Power Cards give the Count some amazing rule-breaking abilities, Lairs further endanger Hunters and Rumor Tokens can really accelerate the Influence Track.

THE BAD

  • Fury of Dracula is what I like to refer to as a "pre-internet" game. I.E. it takes over three hours to play. Even though the Third Edition rules have several new end-game accelerants built-in, it's still far from a quick game. We played last Thursday night, starting in earnest around 7:30 and then called it around 11 pm when we realized that Chad's wily Drac would eventually win. I don't consider the play time to be "bad" per se, but gamers with short attention spans should be warned. 
  • Some may gripe about a Hunter's inability to heal while At Sea, but sea voyages in the 1890's were less than restful. Perhaps more baffling is the inability to travel by rail at night, which I know that was done to prevent the Hunters from becoming too agile on the board compared to Drac's Road-only route. Perhaps weaker Train Tickets, usable during day or night, might have been the solution.    
THE UGLY
  • I've seen scads of people pick up the Stardew Valley board game, throw it down on the table and expect to just jump right into it, not realizing what kind of elaborate rules are required to simulate all of the raw code used to bring the video game to life. The same goes for Fury of Dracula: it's derived from a book that's so dense with lore and world-building that it virtually demands a  chonky rules set. This is one of the first times Fantasy Flight included a separate "Learn to Play" and "Rules Reference" book, a model I've gone on record hating. What results from this if the hefty summary of fiddly rules listed at the end of this post. It might not be comprehensive, but it should be somewhat helpful.  
***

Imma level with you, chief: after acquiring lighter hidden movement games like Halloween, Fury of Dracula was kinda on the bubble for me. I'm glad I gave my Third Edition a whirl in an attempt to  redeem those tentative and ancient Second Edition plays. As much as I dig Halloween, it's just nowhere near as deep, immersive, atmospheric and thematically rich an experience as this game is. 

Like King of New York...this is another game in my library that's apparently earned itself an eleventh hour reprieve. But now I'm just curious: is it worth seeking out the Fourth Edition? Is the hella-new Fifth Edition even better? Or did they they dumb it down too much? If you have some personal experience with either of these iterations of the game, let me know in the comments below!    

Until then, I'm gonna give the Third Edition of Fury of Dracula five pips outta six with an incremental tilt up towards that bat-infested belfry!


***

BONUS: IMPORTANT RULES TO REMEMBER (THIRD EDITION)

  • In the basic set up, Hunters are placed in specific locations. Dracula can't start in a sea zone, Castle Dracula or a City occupied by a Hunter. 
  • Dracula doesn't put an Encounter Card on his starting Location.
  • Hunters perform one Day Action each (according to their Activation Order Number) and then one Night Action each. 
  • If a Hunter is At Sea during the Day they must Move. If a Hunter is At Sea during the Night they must pass.
  • Supply Actions performed in a Large City (not a Small City) let Hunters draw the top card from the Item Deck. Then an Event is drawn. During Day, Hunters either either add their Events from the top of the deck into their hand or discard it if it's a Dracula card. At Night, Hunters take from the bottom of the deck and whatever is drawn goes into its respective owner's hand.      
  • Hunters in the same City together can use a Trade Action to swap as many Items and Tickets as they like among themselves.
  • To Reserve a Ticket, players draw a random face down Ticket and place it in their play area. Hunters can have a maximum of two Tickets.
  • Drac can't move by Train. 
  • Naturally, Dracula's newly placed Location Card has to be adjacent to the last one placed.
  • Each time Drac moves into a Sea Zone (port to Sea or Sea to Sea), he suffers one damage. 
  • Drac is immediately Revealed if he moves into a City occupied by a Hunter (and vice versa). Note that Hunters moving by Train don't "move into" any City they pass through, which means those particular Hideouts along the Trail are not Revealed!
  • After Drac moves, he places an Encounter Card on top of the Location Card just played. If revealed (or at Sea), he can't play an Encounter Card.
  • Drac wins when the Influence Track hits 13. This track can be advanced by Maturing Vampires (the exact number of spaces specified on the card), resolving the "Fangs" Combat Card against a mesmerized Hunter (+1) or defeating a Hunter (+2 plus the number of Despair Tokens on the Time Track). 
  • The Hunters win when they've dealt 15 damage to Drac.
  • Add a Despair Token to the board when a week ends. 
  • There can only be one Hunter and Dracula Ally in play at a time.
  • Hunters have a hand limit of three Items and three Event Cards. Drac has a hand limit of four Event Cards. NOTE: in the Advanced game, Drac has no hand limit! 
  • Train Tickets without a yellow number prevents the Hunter from using Yellow Railways.
  • Encounters that slide off the board have "Matured", the effect on the card resolves and the Location goes back into the deck. 
  • If a Vampire Encounter instructs a player to "Clear" a Hideout, the Location is returned to the deck, Encounters are discarded and counters go back into the pool unresolved. 
  • Table talk among the Hunters is out in the open but Trade actions are performed in secret. 
  • If a Hunter ends up in a City along the current Trail, Drac must reveal it and remains face up until returned to the deck. When this occurs, Drac can Ambush that Hunter with the Location's Encounter Card or keep it concealed (if they want to Mature the Vampire there, for example). A Hunter can also do a Search Action to resolve the Encounters, thereby nullifying the Matured effect. 
  • Combat occurs if a Hunter is in the same City as Drac at Dusk or Dawn. 
  • RE: Drac's "Pride" ability, he can't play "Escape as Mist" and "Escape as Bat" until the round after the number of Combat Cards already played is greater than the number of Despair tokens currently on the game board. I.E. if there's only one Despair Token on the board, he has to play three Combat Cards before an "Escape."  
  • Combat ends when: (1) Drac has played six Combat Cards (2) Drac advances the Influence Track to 13 (3) The Hunters defeat Drac (4) All Hunters are Bitten, Defeated or have Escaped. 
  • If there are multiple Hunters in the combat, Drac chooses a Hunter engage with before cards are revealed. 
  • Defeated Hunters are placed on the Hospital space on the board and all of their Event and Item Cards are discarded as well as Damage, Bite and Ticket Tokens. If two Hospitals are equidistant to one another, Drac pics the spot. When in the Hospital, a Hunter can do the Supply Action, but can only draw an Item Card. During the Day, the Hunter's first Move Action shifts their figure from the Hospital into the City.   
  • Bitten / Weakened Hunters must keep one Event and Item Card revealed, but are hidden during Combat.
  • If forced to take a Bite Token they have no space for, that Hunter is Defeated. 
  • If a maturing Vampire minion is still alive after a Combat ends, the damage dealt to it stays on its card. Three Combat Cards must be played by a Vampire before it can play an Escape. 
  • "Bats" let Drac move Hunters to an adjacent City. The token is then discarded.
  • "Consecrated Grounds" / "Heavenly Host" reveal Locations and Encounters along the Trail. Drac can't enter that Location and must move out at next opportunity. While Grounds are permanent, Hosts are removed at Dawn
  • "Fog" Tokens prevent Searches in that City and Hunters can't enter, leave or pass through it. Drac can also choose to avoid Combat there. One Fog Token is removed at the end of every Dusk.
  • "Roadblocks": Prevent Hunter travel along that line. Drac removes one of these at the end of every Dusk.
  • "Storms": Hunters can't enter a Sea Zones with a Storm Token on it. One is removed at the end of dusk.
  • "Castle Dracula": Drac Heals five damage and Hunters can't do the Supply or Reserve a Ticket Actions here.
ADVANCED RULES            

  • Lairs: Drac can either Mature a (non-Sea-based) Hideout or place it into one of the three Lair slots at the top of the board. When this happens, Drac can place another Encounter Card on it! When he moves back to a Lair it can be re-added to the first space on the Trail! This can add yet another Encounter Card! Drac can voluntarily Clear a Lair anytime, but this also happens automatically if there are no Encounter Cards on the Lair.   
  • "Feed": Drac places this card in the first Trail space, stays in his current Location and heals three Health! 
  • "Dark Call": Drac places this card in the first Trail space, stays in his current Location, suffers two damage and then draws five Encounter Cards. 
  • "Wolf Form": place a Location - and this card on top of it - in the first Trail space and suffers one damage. The concealed Location Card can be up to two Cities away by Road! 
  • "Misdirect": Drac Clears a Hideout on the Trail and then plays this card on the now-vacant space. Drac then plays a Location or Power Card on the first space of the Trail as per normal. NOTE: Drac can't use this card to clear a Hideout with a Power Card, Castle Dracula, his current location or a Location associated with "Hide." 
  • "Hide": Drac places this card face down in the first Trail space, places an Encounter on it and stays in his current Location. The Matured Effect on that card cannot be resolved. If a Hunter ends their movement on a Location associated with "Hide", Drac can Ambush a Hunter using Encounter Cards on that Location and the "Hide" Card itself. If the Location with the "Hide" Card is ever revealed, so is the "Hide" Power.   
  • Rumor Tokens: Drac starts with one but gains another every time a Despair Token is placed on the Time Track. Drac can place a Rumor Token on any of the first three Locations on the Trail. If a Vampire Token is Matured from that matching location he advances the Influence Track by an additional three spaces! The Rumor Token stays on Hideout / Lair until the Encounters are cleared off that site or the Lair goes back into Drac's Location Deck ant which time the token goes back into it's appropriate pool.      



Wednesday, October 7, 2026

The Wizards of Wor - "Wiz-War" (Eighth Edition)

Welp, here's another post that'll likely be of little-to-no interest to anyone other than myself. But, you know what they say: if you can't amuse other people, at least entertain yourself.

During a recent gaming convention, I was sitting there with my peeps, looking at all these deep, heavy Eurogames scattered around and I thought to myself:

'Y'know, board games are a lot like movies. You've got your art movies, like Out of Africa or The Piano, which is basically the gaming equivalent of Lisboa or Gallerist. And then there's schlocky trash like Basket Case or The Sword and the Sorcerer...which is like The Texas Chainsaw Massacre Board Game or...Wiz-War!"  

Look, I can appreciate high art just as well as any snob but, gun to head, if I were to design a board game it would definately be more Tom Jolly and less Stefan Feld. 

Related to this: I've been on a quest lately to Marie Condo a good 30% of my game library. Which has me wondering: why am not selling off stuff that's been sitting around collecting dust for literally a dog's age? 

Admission of shame: the last time I played Wiz-War Barrack Obama was still in office. Jezis. 

So, if this game has been idle on my shelf for so long, why haven't I gotten rid of it yet? I almost posted this under my OOP (out of print) series, but apparently you can still buy this thing in an ugly-ass incarnation from Steve Jackson Games, where all decent graphic design goes to die.  

To answer the prevailing question, we have to go back to the Mesozoic Era: IE. the early 80's. The first edition of Wiz-War debuted in 1983. For weird, likely-neurospicy brains such as my own, that's two years after the Wizards of Wor arcade game made its debut. Tin foil hat time: I think Tom Jolly sacrificed many a quarter to that electronic beast and thought: 'What if this...but board game?' Hell, even the names are nearly identical!

As a kid fascinated with fantasy stuff and table-top pursuits, I would have been sorely tempted by Wiz-War if I didn't live in a place where such things were nigh-impossible to come by. By 1983, every dime I could get my grubby l'il mitts on went to D&D and, by the time I hit sixteen, I turned my energies towards making myself vaguely palatable to girls, which turned out to be a fool's errand. As such, I decided to embrace that old adage "when I was no longer a child, I put away childish things."

Counterpoint: in the immortal words of one Bugsworth Bunny: "Whatta maroon!"

When Fantasy Flight was at it's zenith, circa 2010, I'm convinced that CEO Christian T. Petersen was trying to Hoover up the rights to every low-profile / out-of-print board game he'd cut his teeth on and then re-publish it the with the sort of swanky production respect that they deserved. This seemed to include Tom Jolly's entire catalog, not the least of which was Cave Troll, Drakon and, of course, Wiz-War in 2012.      

So excited was I to finally get my hands on the latter, I did a "What's in the Box?!?" episode on my Ewe Toob channel waaaay back in 2014. 

So, why has Wiz-War earned a permanent stay of execution from my game library? Well, here's Fantasy Flight's original (and now sadly non-existent) short-n'-sweet scroll of knowledge right from Board Game Geek:

"In Wiz-War, wizards wage no-spells-barred magical duels deep in an underground labyrinth. This classic board game of magical mayhem for 2-4 players, created by Tom Jolly in 1983, pits players' wizards against each other in a stupendous struggle for magical mastery. Win by stealing other wizards' treasures and hauling them back to your base, or just score points by blasting the other wizards. The last wizard standing always wins.

"Staying true to the spirit of the game that has entertained players for years, as well inspiring an entire genre of games, this 2011 edition of Wiz-War caters to the imagination and the funny bone. Casting an enriched array of spells, your wizards race through an underground maze, avoiding fireballs, werewolves, and psychic storms. Subtle game enhancements by Kevin Wilson and Tom Jolly promote faster play and clarify card effects." 

Looking to devour the entire goofy spell-book from cover-to-cover? Well, swish n' flick on the following link to consume the entire rules tome!

***

EXAMPLE OF PLAY

ROUND ONE

Rules note: Attacks in the first round are prohibited!

Yellow Wizard

1) Time Passes Phase

N/A

2) Move & Cast Phase

Plays "Add" for its boost value of "3", moves five spaces to the south, casts "Destroy Wall" and then moves one space closer to Red's Treasure! 

3) Discard & Draw Phase 

Draws two cards, currently at five.

Red Wizard

1) Time Passes Phase

N/A

2) Move & Cast Phase

Plays "Speedstone" to gain +1 to movement! Then moves three spaces towards the Yellow Wizard and  casts "Create Wall" to undo her foe's wanton destruction! In another defensive move, she shifts backwards one space and drops a massive "Stone Block" in the immediate square to the west, effectively sealing off that path.    

3) Discard & Draw Phase 

Red draws two cards. She has a Carried Item and a Maintained Spell in play plus four cards in hand for a total of six.

Blue Wizard

1) Time Passes Phase

N/A

2) Move & Cast Phase

Plays a "Lifestone" which will let them gain one Life at the start of every turn! Holds off moving.

3) Discard & Draw Phase 

Blue draws two cards. Between the Carried Stone and cards in hand, they're at their hand limit of seven.  

Green Wizard

1) Time Passes Phase

N/A

2) Move & Cast Phase

Carries "Universal Solvent" and then moves three spaces towards Yellow's region.  

3) Discard & Draw Phase 

Green picks up two cards, now at seven with the Solvent in play.

ROUND TWO

The gloves are off...now Attacks can occur!

Yellow Wizard

1) Time Passes Phase

N/A

2) Move & Cast Phase

The Yellow Wizard diverts three spaces, intent on intercepting Green. Plays "Homunculus" but has no Energy to juice it with so it will only last one Round. 

3) Discard & Draw Phase 

After picking up two new cards, Yellow hits his hand limit of seven cards with the Maintained "Homunculus." 

Red Wizard

1) Time Passes Phase

N/A

2) Move & Cast Phase

Spends "Drop Object" to add two to Movement. With her six moves (+1 for "Speedstone") she heads towards the right side of her home board, directly in front of the "wrap-around" exit. Also Carries her "Universal Solvent." 

3) Discard & Draw Phase 

Red draws two new cards and, since she has two Carried Items and one Maintained Spell, she's reached her hand limit of seven.

Blue Wizard

1) Time Passes Phase

N/A. Gains one Life with "Lifestone", now at 16. 

2) Move & Cast Phase

Spends a 5-point Energy Card, then exhausts eight points of movement by passing through the Blue Portal and ending up adjacent to Yellow's Treasure. Finally he Carries a "Fire Cloak."  

3) Discard & Draw Phase 

Picks up two new cards. With two Carried items and six cards in hand, he's forced to throw out a card. Chucks out "Negate Neutral." 

Green Wizard

1) Time Passes Phase

2) Move & Cast Phase

Casts the Anywhere Spell "Thought Steal" on Yellow and takes "Create Wall" and "Lightning Bolt" from them! Steps up one space, then hurls a "Lightning Bolt" with its range bolstered by a discarded  "Waterbolt." (rules note: since this is an Anywhere Spell and not a LOS Spell, the "Homunculus" can't block it!)  It travels two spaces, striking Yellow for three damage, putting them down to twelve. Then, since it was juiced to move through three spaces, it rebounds off the wall and hits him again for another three! Yellow's down to nine! Finally, she casts "Create Wall", which prevents Yellow from moving towards her Treasure!

3) Discard & Draw Phase 

Draws two cards, has the "Solvent" carried, so she's at her hand limit of seven. 

ROUND THREE

Yellow Wizard

1) Time Passes Phase. The "Homunculus" spell ends!

N/A

2) Move & Cast Phase

Casts "Share Life" on Green! They add their Life totals together (15 + 9 = 24) and then divide this by 2, leaving both with 12 Life. He then retreats three spaces back to his home base in an attempt to defend it against a ninja-like Blue Wizard!   

3) Discard & Draw Phase 

Draws two Cards. He now has five in hand.

Red Wizard

1) Time Passes Phase

N/A

2) Move & Cast Phase

Red uses her four Movement points to run in and and pick up Yellow's Treasure! (rules note: when you pick up a Treasure it immediately ends your Move & Cast Phase!)

3) Discard & Draw Phase 

Picks up two cards. Since she currently has nine in total, she drops the "Universal Solvent" in her current space and turfs "Around the Corner."

Blue Wizard

1) Time Passes Phase

N/A. Gains one Life with the "Lifestone." 

2) Move & Cast Phase

Blue plays "Thought Steal" on Yellow and takes "Fools Gold" and "Windrider." He then moves in, helps himself to Yellow's Treasure...thus ending his Move & Cast Phase.

3) Discard & Draw Phase 

Currently has ten cards, so he gets rid of the second "Windrider" they just picked up, a "Waterbolt" and a "Pain Link." 

Green Wizard

1) Time Passes Phase

N/A

2) Move & Cast Phase

Carries "Boomstone", casts "Astral Projection", and then hurls the projectile at Yellow, causing four points of damage. He's down to eight Life! Adds an Energy Card to movement and hauls ass through the south west wrap-around, just two spaces away from Blue's Treasure! 

3) Discard & Draw Phase 

Draws two cards. Between the Carried "Solvent" and five cards in hand, they have six in total. 

To be continued...???

***

REVIEW

THE GOOD

  • It's wild! Even though you can only do one Attack per turn, your ability to optimize this strike (all the while futzing around with your environment) serves up a genuine power trip. Destroying doors and walls, warping through portals and punching rivals in the pie-hole will have you giggling like an infant. 
  • It's totes gorgeous. Fantasy Flight's Eighth Edition is objectively the best the game has ever looked. The figures, the board, the counters, the cards and the game's incredible art design make this the penultimate version of the game.
  • It's got a ton of variety! There are so many cards in the game and different decks to mix and match. As such, the variety of game play is beyond compare.
  • It's nasty! In an era of trite, boring, non-confrontational "cozy" games, it's a breath of fresh air to play something so blatantly and unapologetically aggro. 
  • It's relatively straightforward! Just Move (optionally boosting this with a single Power Card) and perform one Attack if you like. Your freedom to table as many other types of card as you like really makes your turn feel consequential.
THE BAD
  • This is hardly "bad", but the game has some fiddly elements that are easy to telegraph, as evidenced by the bonus section below. For example: we as gamers have been conditioned since birth to treat tabled cards as out of hand. I.E. it's tough to police hand limits when Maintained Cards and Carried Items are supposed to add to the seven card hand limit. And, even though this rule is clearly in place to prevent a match ending too quickly, it's kind of a bummer that your turn stops dead as soon as you grab an opponent's bits n' baubles.
THE UGLY

  • There's nothing strictly "ugly" about the game, save possible arguments that may flare up RE: how the cards interact with each other. There are a lot of cards, to the point where the game can't possibly address how they might all bounce off one other. Sane, rational gamers will likely have no real issue house-ruling this kind of stuff, but rules lawyers will have plenty of ammunition to  make everyone else miserable.    
  • It's really (and I do mean really) easy to get kicked in the crystal balls when you're down. If you have an acute persecution complex and no sense of humor, this ain't the game for you.  
***

If you thought that the limit of my wild, unfounded speculation RE: Wizards of Wor partially inspiring Wiz-War wasn't insane enough, get ready for a real hot take. It's my sincere belief that, sometime during the 80's, a young Richard Garfield played Wiz-War and thought to himself: 'What if this...but portable?' 

Yeah, I know, I know...some of his major influences (D&D, Cosmic Encounter) are already well on the record, but you can't convince me that Wiz-War didn't play some small part in the creation of Magic: the Gathering, even on an unconscious level. Wizards battling it out, blasting each other with spells, transforming into creatures, playing counter-spells and resolving cards in a stack?!? I mean, c'mon... 

So, for being good, anarchic fun (and, I must insist, a major influence on a lot of other awesome games), Wiz-War scores four pips out of six! 

***

BONUS: IMPORTANT RULES TO REMEMBER

  • When you remove a Stun Token, you're still Stunned for that round. Stunned Wizards can either Attack or Move, but never both.
  • Attacks aren't allowed in the first turn.
  • Your base movement is three spaces, but this can be augmented by discarding one (1) Energy Card and getting bonus movement based on the number on the card. Note that Attacks can be performed at any time on your turn, even mid-move.
  • Maximum hand size is seven cards. Carried Items and Maintained Spells count towards this.
  • The first Wizard to score two Victory Points wins the game. Killing rival Wizards earns you a point and dropping off an opponent's Treasure in your own home base space gives you one temporary point. Since it remain there, it can be picked up by anyone. If moved, you lose this temporary Veep.  
  • Wizards can move through and even end their movement in a space with another Wizard.
  • All exit points on the board "wrap around" to the other side. Portals of the same color act in the same way.
  • All Doors on a rival Wizard's home sector are locked by default and will re-lock after you pass through them. 
  • You can Attack (either physically or with a red-icon Attack Spell) once per Turn. Counter Spells (purple) are played out of turn in reaction to an attack. Any number of Blue Energy, Yellow Item and Green Neutral Spells can be played.    
  • You can punch an enemy Wizard in the same space as you for one point of damage.    
  • LOS can be traced through Objects, Treasures, Wizards and Creatures so long as they don't "fill the entire space." 
  • You're considered to be "adjacent" to a target if you're in the same square or the square next to your target.  
  • You can attack through Portals and through "wrap-arounds."
  • If not boosted by Energy, Temporary Magic Cards have a duration of one turn and cannot be boosted after it's been cast. Note that the Boost Value replaces the default value of one; it doesn't add to it. 
  • Temporary and Permanent Spells must be Maintained and, as such, contribute to the seven card "hand" limit.   
  • As an easy visual reminder, mobile objects have round tokens and immobile objects are square. 
  • You can pick up one (1) mobile object for one Movement point. Items can be dropped for free. 
  • Treasures aren't considered Carried Items and, as such, don't take up space in your hand. As a visual reminder, put the Treasure Token in your figure's base. You can only carry one Treasure at a time.
  • Picking up a Treasure immediately ends your Move and Cast Phase.   
  • Portals remain where they are when boards are swapped and / or rotated. 
  • For every three damage dealt to a Wall or Door, a Crack is created. Three Cracks destroy Doors and five destroy Walls. 
  • When a Wizard is killed by a rival Wizard, drop tokens for Carried Items in the same space, discard any Maintained Spells but take all of their remaining in-hand Spell Cards! If the Wizard is killed indirectly, those in-hand cards are discarded.    

Tuesday, September 29, 2026

Don't Count a Good Monster Out! - "King of New York"

After picking up King of Tokyo around 2013, I quickly soured on the game's Temu versions of Godzilla and King Kong as well as its relatively shallow game play. In fact, I sold it as soon as King of New York came along, which - at the very least - seemed a bit more substantial.

Unfortunately, as soon as I cracked the box, I was stunned to see that the new monsters were somehow even more cheesy and infantile than the ones included in the original game. 

I mean, c'mon...lookit dese fuggin' jabronis:

When deeper / official-Toho-branded diversions came along, King of New York began to languish on my shelf for extended periods of time. It didn't help that some of the game's rules were kind of confusing, resulting in it being tabled even less than its simpler predecessor. Ergo, I've had this one in my "possible sell" pile for quite some time.

However, after picking up (and enjoying) King of Tokyo: Godzilla, I thought I'd take a fresh look at it. 

Here's the game's weigh-in right from Iello's webzone:

"King of New York takes the basic principles of King of Tokyo and adds a host of new features. Roll the dice, use tactics and make the right combination. Trampling all the city’s districts and destroying buildings will earn you points. But watch out for military units firing on you with every “OUCH” face you roll. Attract the spotlight and win the title of Superstar. Or become the city’s defender alongside Lady Liberty.

"The first to reach 20 victory points or stay alive will be declared King of New York!"

Want the full ringside color commentary for this kaiju slug-fest? Then follow this link for the blow-by-blow description!

***

EXAMPLE OF PLAY

Instead of using the crap monsters included in the game, I brought the Toho crowd in for this play-through. NOTE: "Evolutions" are included in King of Tokyo Godzilla as well as the King Kong Expansion Pack, but are not included in King of New York. 

Kong and Godzilla start in Staten Island, King Ghidorah in Brooklyn, Rodan in Queens and both Mothra and Hedorah begin in the Bronx.

ROUND ONE

Kong's Turn

1. Roll the Dice 

First Roll: Gets Celebrity x 2, Destruction x 2, an Ouch! and a Heal. Keeps the Celebrity.

Second Roll: Gets one Celebrity, an Attack, a Destruction and an Energy. Keeps the Energy and the Celebrity.

Third Roll: Gets another Energy and an Attack.   

2. Resolve the Dice 

Kong gets one Veep for the "Superstar" Card and collects two Energy. Since no Monsters are in Manhattan, the Attack is ignored. 

3. Move 

Kong arrives in Manhattan, occupying the first 2-4 space and collecting a Veep for doing so! He's at two VP's and two Energy. 

4. Buy Cards 

N/A

5. End Your Turn.

Godzilla's Turn

Plays the "Rugged Armor" Permanent Evolution! 

1. Roll the Dice 

First Roll: Attack x 3 and one each of Energy, Celebrity and Heal. Keeps the three Attack and the Energy.

Second Roll: An Attack and a Celebrity. Re-rolls the Celebrity. 

Third Roll: A single Ouch!

2. Resolve the Dice 

Kong takes a whopping four damage, putting him down to six! He then collects one Energy. Since there are no revealed Military Units in Staten Island yet, the Ouch! has no effect!  

3. Move 

Kong remains resolute so Godzilla marches into Lower Manhattan, taking the bottom 5-6 player space! This nets him his first VP!

4. Buy Cards 

N/A

5. End Your Turn.

King Ghidorah's Turn

Plays the "Monster Zero" Permanent Evolution!

1. Roll the Dice

First Roll: Destruction x 3 and one each of Heal, Ouch! and Energy. Keeps the three Destruction. 

Second Roll: Attack x 2 and a Celebrity. Keeps the two Attack.

Third Roll: one more Attack!

2. Resolve the Dice 

Ghidorah uses his three Destruction to wreck a Power Plant which pivots to a Tank and nets him three Energy. Since three of a kind was rolled, his "Monster Zero" Evolution sparks a spare Energy for a total of four. (Note: the consensus on BGG is that this can only trigger once, despite rolling three Destruction AND three Attack) Kong and Godzilla take three damage each, the latter of which shakes off one damage thanks to his "Rugged Armor." He's down to eight and Kong is at a precarious three Health!

3. Move 

Kong vacates Manhattan and lopes into the Bronx. Godzilla sidesteps into his space and Ghidorah occupies the 5-6 Lower Manhattan spot, earning his first Veep for moving in!

4. Buy Cards 

N/A

5. End Your Turn.

Mothra's Turn

1. Roll the Dice 

First Roll: Destruction x 2, and one each of Star, Ouch!, Energy and Attack. Keeps the Destruction, the Attack and the Energy.

Second Roll: Gets a Star and an Energy. Keeps the latter. 

Third Roll: rolls an Ouch!

2. Resolve the Dice 

The Ouch! has no effect because there are no Military Units...yet! Mothra inadvertently trashes a small Building for her first Victory Point, which becomes a Jeep! Spends the other Destruction to flatten another tenement (okay, I can forgive the first one, but this so-called "Protector of Earth" is officially on probation now!), resulting in another Veep (total of two) and another Jeep! Collects two Energy then spends "Night Flight" to get three more...now at five! One Attack each to Godzilla (at seven) and Ghidorah (at nine).  

3. Move 

Neither creature vacates Manhattan, so Mothra stays put!

4. Buy Cards 

N/A

5. End Your Turn.

Rodan's Turn

Starts by playing the "High Altitude" Permanent Evolution. 

1. Roll the Dice 

First Roll: Attack x 3, Ouch! x 2 and a Heal. Re-rolls the Heal.

Second Roll: A Destruction is rolled. Re-rolls, hoping for a third Ouch!

Third Roll: Another Destruction!

2. Resolve the Dice 

Ouch! x 2...both Hedorah and Mothra take two damage each from the two Jeeps in the Bronx. Godzilla and King Ghidorah both take three points of damage each, putting them down to four and six points respectively! Finally Rodan uses his Destruction to annihilate a small Building for his first Victory Point.

3. Move 

Godzilla clears out to the Bronx and joins Kong, Ghidorah sashays over to the equivalent 2-4 space and Rodan wings into the first 5-6  Lower Manhattan space, gaining his second Victory Point. 

4. Buy Cards 

N/A

5. End Your Turn.

Hedorah's Turn

1. Roll the Dice 

First Roll: Ouch! x 2, then one each of Attack, Heal, Energy and Destruction. Keeps the Heart and the Destruction.

Second Roll: One each of Attack, Energy. Destruction and Heal.  Keeps the Destruction and the Attacks and puts the Heal back into the available die pool.

Third Roll: Gets two Energy and a Star.

2. Resolve the Dice 

Eats a Jeep with the two Destruction and gets back up to ten Health! He then plays the Temporary Evolution "Wires in the City" to gain two bonus Dice Tokens! Picks up two Energy and damages both Ghidorah and Rodan for a point apiece, putting them at five and nine Health respectively! 

3. Move 

Knowing that he's unlikely to hold on for two more turns, Ghidorah flies off to sulk alone in Queens, Rodan segues to the 2-4 Lower Manhattan space and Hedorah occupies the 5-6 player Lower Manhattan spot, collecting its first Victory Point! 

4. Buy Cards 

N/A

5. End Your Turn.

ROUND TWO

Kong's Turn

1. Roll the Dice 

First Roll: Heal x 3 and one each of Energy, Celebrity and Destruction. Keeps all of the Hearts.

Second Roll: Dials up the exact same combo!

Third Roll: Nets an Ouch!, an Attack and an Energy. 

2. Resolve the Dice 

The Ouch! is ignored 'cuz there are no Military Units in Staten Island. After collecting one Energy, Kong Heals three points, putting him back up to six. The three Heal dice also trigger an Evolution so he takes the "Monkey Leap" Temporary Evolution, but doesn't use it yet! Then he Attacks both Rodan (now at eight) and Hedorah (nine Health) for one point each. With no "Celebrity" retained, the "Superstar" card yields nothing!

3. Move 

Both Monsters stay put...and so does Kong. 

4. Buy Cards 

N/A

5. End Your Turn

Godzilla's Turn

Refreshes his "Rugged Armor" Evolution!

1. Roll the Dice 

First Roll: Heal x 2 and one each of Attack, Energy, Destruction and Ouch! Keeps the two Hearts!

Second Roll: Gets one each of Energy, Ouch!, Attack and Heal. Keeps the Heal. 

Third roll: three Attack!

2. Resolve the Dice 

Godzilla claws his way back up to seven Health and triggers an Evolution! He picks up and immediately plays "Heat Ray" then clobbers both Hedorah (Health: two!) and Rodan (Health: four) for four points of damage each!  

3. Move 

This inspires another conga line whereby Rodan leaves for Brooklyn, Hedorah side-steps into the 2-4 Lower Manhattan spot and Godzilla occupies the 5-6 player space, bringing him up to two Veeps. 

4. Buy Cards 

N/A

5. End Your Turn.

King Ghidorah's Turn

1. Roll the Dice 

First Roll: gets Attack x 4 (!!!), an Ouch! and a Heal. Keeps the three Claws and one Heal and re-rolls the rest.

Second Roll: A Destruction and an Ouch! Re-rolls them both.

Third Roll: An Ouch! and a Celebrity. 

2. Resolve the Dice 

Heals two points, one from the die and one for the three Attacks via "Monster Zero". He's back up to seven Health! Both Godzilla and Hedorah get pasted for three damage each (two for Godzilla thanks to his now-tapped "Armor"), putting the King of the Monsters at five Health and the smog monster at three! The lone Celebrity die does nothing. The Ouch! triggers an attack by the Jeep in Queens, so Ghidorah drops down to five Health!

3. Move 

Hedorah oozes off to Staten Island and Godzilla trundles over to the Bronx! Ghidorah takes possession of the 2-4 Lower Manhattan space, bringing his Victory Point total up to two!

4. Buy Cards 

N/A

5. End Your Turn.

Mothra's Turn

1. Roll the Dice 

First Roll: Ouch! x 2 plus one each of Energy, Celebrity, Heal and Destruction. Keeps the Energy and the Heal and re-rolls everything else!

Second Roll: spins up one each of Heal, Destruction, Energy and one Ouch! Keeps the Energy and the Heal.

Third Roll: one Attack and one Destruction. 

2. Resolve the Dice 

Heals back up to full, gains two Energy and Attacks Ghidorah for a point! The one remaining Destruction isn't enough to trash anything.

3. Move 

With only four life left, Ghidorah clears out to Queens. Mothra swoops into the lowest 2-4 space, gaining a Veep and putting her at three!

4. Buy Cards 

Right on thematic point, Mothra buys the "Web Spinner" card for six Energy!

5. End Your Turn.

Rodan's Turn

1. Roll the Dice 

First Roll: Heal x 2, Attack x 2 a Destruction and a Celebrity. Keeps the Hearts and Destruction.

Second Roll: One each of Energy, Ouch! and a Destruction. Keeps the latter. 

Third Roll: Destruction and a Claw.

2. Resolve the Dice 

Rodan regenerates two points, back up to six. He annihilates the Tank for three Veeps, putting him at five! Doesn't resolve the Attack, choosing instead to pick up a Die Token thanks to "High Altitude."  

3. Move 

Reluctantly takes the vacant 5-6 Lower Manhattan space, giving him six Veeps!

4. Buy Cards 

N/A

5. End Your Turn.

Hedorah's Turn

1. Roll the Dice 

Throws in the two Dice Tokens, rolling eight in total!

First roll: Destruction x 3, Celebrity x 2, an Attack and an Ouch! Keeps the Health and the Celebrity.

Second Roll: Ouch x 2, a Destruction, a Celebrity and an Attack. 

Third Roll: Desperate to Heal, Hedorah re-rolls everything, save the one Heart and three Celebrity. Gets a Heart, two Attack and a Destruction.

2. Resolve the Dice 

Hedorah wrestles "Superstar" away from Kong and nets a Veep, now at two! Gets two life points back, but still only at four! He then destroys a small Building for another Victory Point, for a total of three. Finally the stanky blob smacks Mothra and Rodan for two points each!  

3. Move 

Rodan peels off towards Queens and Hedorah takes his place, going up for four Veeps for moving into Manhattan! 

4. Buy Cards 

N/A 

5. End Your Turn.

ROUND THREE

Kong's Turn

1. Roll the Dice 

First Roll: Ouch! x 2, Celebrity x 2, an Attack and a Heal. Retains the Celebrity and the Heart.

Second Roll: One each: Celebrity (kept), Destruction and Energy.

Third Roll: Energy and Destruction.

2. Resolve the Dice 

Clearly jealous of the diverted attention, Kong gets his "Superstar" status back, putting him at three Veeps! He then recovers a point, going back up to seven Health. He then mashes a small Building, earning another Veep for a total of four! Finally, he gains one Energy. 

3. Move 

Shifts over to Brooklyn. 

4. Buy Cards 

Pays three Energy to wreck "Coney Island", gaining three more Veeps for a total of seven!

5. End Your Turn.

Godzilla's Turn

"Rugged Armor" refreshes!

1. Roll the Dice 

First Roll: Heal x 2, Celebrity x 2 and one each of Ouch! and Energy. Re-rolls the latter two.

Second Roll: A Heal and an Energy. Keeps only the Hearts and re-rolls the other three dice.

Third Roll: Gets a Heart, a Destruction and an Attack. 

2. Resolve the Dice 

The Big "G" serves up two damage (+1 thanks to "Heat Ray") to Mothra (six Health) and Hedorah (two Health). Heals four points, back up to nine! This triggers a new Evolution...so he gains and immediately plays "Amphibious"! Unfortunately the Destruction die does nothing.  

3. Move 

Hedorah departs for Brooklyn, but - just as Godzilla goes to take his place - Kong "Monkey Leaps" past him into the 5-6 Lower Manhattan spot, gaining his eighth ("WONDER OF THE WOOOOOORLD!") Victory Point! Cheeky monkey! 

4. Buy Cards 

N/A

5. End Your Turn.

King Ghidorah's Turn

1. Roll the Dice 

First Roll: Ouch! x 2, and one each of Heal, Energy, Celebrity and Attack. Keeps the Heart and two Ouches!

Second Roll: Two Heal and a Destruction.

Third Roll: Re-rolls the Ouches! and gets a Heart and a Claw. 

2. Resolve the Dice 

Monster Zero heals four (back up to eight), triggers an Evolution and retains "Stomp From Above." He then employs his lone Destruction die to trample a small Building for a Veep and Attacks Mothra and Kong for one point of damage each, putting the giant ape at six and the Queen of the Monsters at five. 

3. Move 

Neither Monsters move but Ghidorah joins Hedorah in Brooklyn.

4. Buy Cards 

N/A

5. End Your Turn.

Mothra's Turn

Since she managed to stay in Manhattan for an entire turn cycle, she picks up one Veep (at four) and a free Energy!

1. Roll the Dice 

First Roll: Celebrity x 4 and two Heals! Keeps all of the Celebrity.

Second Roll: One Celebrity and a Destruction! Keeps the Celebrity. 

Third Roll: one Energy.

2. Resolve the Dice 

Takes the "Superstar" status away from Kong and gains two Veeps, now at six! Picks up one Energy.

3. Move 

Shifts into the 2-4 Midtown Manhattan slot!

4. Buy Cards 

N/A

5. End Your Turn.

Rodan's Turn

1. Roll the Dice 

Spends his Extra Die Token to roll seven in total!

First Roll: Heal x 3, Destruction x 2 plus an Energy and an Attack. Re-rolls the Energy!

Second Roll: Another Energy. Re-rolls it.

Third Roll: Another Destruction! 

2. Resolve the Dice 

Rodan uses the three Heal to get back up to seven life. After eating a Jeep for another Health (now at eight), he trashes a small tenement with the third Destruction Die, gaining one Veep for a total of seven. Finally, he smokes Kong (at five) and Mothra (at four) for one point each.

3. Move 

Mothra flaps off to the Bronx and Kong takes the 2-4 space in his current zone. Rodan swoops into the 5-6 player spot in Lower Manhattan, scoring yet another point! He's currently tied with Kong with eight Veeps!  

4. Buy Cards 

N/A

5. End Your Turn.

Hedorah's Turn

1. Roll the Dice 

First Roll: Energy x 2, Celebrity x 3 and a Destruction. Re-rolls everything!

Second Roll: Ouch! x 3, Attack x 2 and a Destruction. Desperate for Healing (he's at two!), he re-rolls everything again!

Third Roll: Destruction x 3, and one each of Celebrity, Energy and Heal!

2. Resolve the Dice 

Hedorah melts a mid-sized Building in Brooklyn for two Destruction and goes up to six Veeps. Gets one measly Health from the die, putting the fiend back up to three. After earning one Energy (total of three), he wrecks a small Building for the last Destruction, putting him at seven Veeps. Unfortunately the lone Celebrity die is useless.  

3. Move 

No-one is leaving Manhattan so nuttin' moves dis blob.

4. Buy Cards 

N/A

5. End Your Turn.

ROUND FOUR

Kong's Turn

Having survived an entire turn cycle in Manhattan, Kong collects one Veep (for a total of nine) and one Energy, bringing him up to two.

1. Roll the Dice 

First Roll: Attack x 2, Destruction x 2 plus one Celebrity and one Energy. Re-rolls the last two.

Second Roll: A Heal and a Celebrity. Re-rolls both.

Third Roll: An Energy and an Ouch!    

2. Resolve the Dice 

No Military Units in Manhattan = no Ouch! Kong picks up an Energy for a total of three and then dismantles a small Building with one Destruction for a Veep, now at ten! Unfortunately the remaining Destruction is stranded. Finally he metes out two damage to everyone outside of Manhattan! Health standings: Godzilla - eight (thanks to Rugged Armor), Ghidorah - six, Mothra - two, Rodan - six and Hedorah - one!

3. Move 

Trundles up to Midtown...with his eyes set on stomping Trump Tower into oblivion. 

4. Buy Cards 

N/A

5. End Your Turn.

Godzilla's Turn

"Rugged Armor" refreshes!

1. Roll the Dice 

First Roll: Attack x 2, Energy x 2 plus one Ouch! and one Superstar. Keeps only the Attack!

Second Roll: Heal x 2, a Superstar and an Ouch! Re-rolls everything!

Third Roll: Destruction x 2, a Heal and an Energy!

2. Resolve the Dice 

With two Destruction he devours the Jeep for a Heal (at nine), +1 for the die (now ten), snags an Energy and then belts both Kong and Rodan for three points of damage (+1 thanks to the "Heat Ray"). 

3. Move 

The two occupants vacate Manhattan, with Kong and Rodan both fleeing to Queens. Godzilla takes up the 2-4 Lower Manhattan space and snags a Veep, putting him at three...tied with Ghidorah for last place! 

4. Buy Cards 

N/A

5. End Your Turn.

King Ghidorah's Turn

1. Roll the Dice 

First Roll: Energy x 3 and one each of Heal, Superstar and Attack. Keeps the Energy, the Attack and the Heal.

Second Roll: Ouch!

Third Roll: Ouch! 

2. Resolve the Dice 

Gets three Energy (now has seven), Heals one for the Energy x 3 ("Monster Zero") and one from the die and goes up to eight, suffers two damage from the Ouch! (back down to six) and then deals a damage to both Godzilla (shrugged off by his now-tapped "Armor") and Rodan, who is at only two life!   

3. Move 

Rodan jets out, but Ghidorah catches him with "Stomp From Above" which finishes him off!!! This pulls Ghidorah into the 5-6 point Manhattan spot, earning him a Veep for a total of four!

4. Buy Cards 

N/A 

5. End Your Turn.

Mothra's Turn

1. Roll the Dice 

First Roll: Attack and Destruction x 2 plus a Celebrity and an Ouch! Keeps the Destruction and chucks everything else.

Second Roll: One each of Ouch!, Heal, Energy and Attack. Keeps only the Heart. 

Third Roll: One each of Destruction, Claw and a Heart!

2. Resolve the Dice 

In a bit of a thematic departure, Mothra eats a Hospital (!!!) using three Destruction and heals three points, putting her back up to five. Gets two more life from the dice, now at seven. Deals one point of hurt each to Ghidorah (at five) and Godzilla (at nine). They both get Web Tokens! 

3. Move 

Both occupants of Manhattan stay in place, and so does Mothra.

4. Buy Cards 

N/A

5. End Your Turn.

Hedorah's Turn

1. Roll the Dice 

First Roll: Destruction x 3, Attack x 2 and an Energy. Keeps two Destruction.

Second Roll: One Heal, Celebrity x 2 and an Ouch! Holds onto the the Heal.

Third Roll: Tragically rolls one each of Energy, Celebrity and an Ouch!

2. Resolve the Dice 

Consumes a Jeep for one Health, up to two but the Heal Die makes it three. Gets one Energy, now has four. The Ouch! triggers, putting him down one point to two. The single Celebrity die, like the goggles, do nothing. 

3. Move 

No one shifts!

4. Buy Cards 

N/A

5. End Your Turn.

To be continued...?

***

REVIEW

THE GOOD

  • All of the "Pros" I would ascribe to King of Tokyo apply here, but New York definately offers more "game." The dice don't have Victory Points, so you're really encouraged to break shit, snag the "Superstar" card and exploit the "Longest Road" / "Largest Army" path with "Lady Liberty." I love the two tracks for Manhattan, especially in a five to six player game. 
  • I also dig the simple mechanic of wrecked buildings instantly becoming military units which then attack monsters via Ouch! results. Such a simple, nay elegant, way to simulate poking a wasp's nest with a stick.
  • The Power Cards are really specific to New York and they legit crack me up. They also seem to be fairly straightforward and easy to interpret. 
  • The Boroughs alone make King of New York feel more like a proper board game.
THE "BAD"
  • Not really a "Con" and more of a warning. This game languished on my shelf for years just because I didn't take the time to properly digest how Movement, especially in conjunction with the different Boroughs and Manhattan. In my defense, one glance at the "Important Rules to Remember" section at the bottom of this post should convince you that there's a lot to it. However, if you actually take a moment to wrap your brain around this stuff, the reward is worth it.  
  • Luck still plays a pretty big part of the game. For me, that's not a deal-breaker but I also know some folks despise this element in a board game. You just kinda hafta embrace the insanity. 
THE UGLY
  • The included monsters suck like the Spaceballs Hoover. C'mon, why can't they be more like this guy:

Thanks to Iello, BTW, for giving us loyal Canadian customers our very own kaiju. Now, if we can just grow this phreak in a lab somewhere and sic it on Mar-A-Lago, we'll be all set.

***
Talk about a classic redemption story. I had this game up for sale and was even entertaining 
offers for it. But then King of Tokyo: Godzilla came along, gave me some decent monsters as well as Evolutions, so I decided to give ti another bash. 

And I'm so glad I did.  

Update: I played this a few days ago with a full compliment of six people and we all had an absolute blast! Vindicated!


So, at the eleventh hour, King of New York earns itself a reprieve! As such, I'm giving it four pips out of six with a HUGE tilt up towards that over-sized primate hanging out (on?) the one-hundred-and-third-floor Top Deck, simultaneously eating a banana and fisting Fay Wray!

Um, by that I mean he has her in his fis...oh, nevermind. 

 
***

BONUS: IMPORTANT RULES TO REMEMBER

  • To prevent unnecessary timing confusion, follow the turn order carefully: 1. Roll the Dice 2. Resolve the Dice 3. Move 4. Buy Cards 5. End Your Turn.
  • Step Three Movement Rules: No one is in Manhattan? You gotta move there! When you arrive, place your standee on the 2-4 Lower Manhattan space. If all Manhattan spaces are still occupied, you can either move to any borough that doesn’t already have two Monsters in it or just remain in your current borough. If you were already in Manhattan, advance to the next zone up along that track! If you were already in Manhattan, you can't move to another borough...unless you've been hurt by another Monster’s attack. Once you're in Upper Manhattan, you no longer move during the Move Phase.
  • You can flush / buy any number of Power Cards so long as your Energy supply holds out. Flip a new card immediately when you buy one. 
  • Attack (Claw) Dice results: Manhattan functions as Tokyo in the original game, with all three sections forming a single Borough. I.E if you're in Manhattan Attack dice injure all Monsters outside Manhattan. If you are not in Manhattan, Attack dice you roll deals damage to all Monsters in Manhattan. If there are no Monsters in Manhattan at the start of your turn, you don’t inflict any damage with Attack dice...it just gives you the authoritah to move in!  
  • If you are hurt by Attack dice while in Manhattan, you may flee (to any Borough that doesn't already have two Monsters in it) and the rival that injured you must move into Manhattan during their Move action. This is this only way you can leave Manhattan. Note: You can only flee from damage caused by Attack Dice, not cards! When a Monster is eliminated by an attack while in Manhattan, the attacking Monster must move into Manhattan during their Move action.
  • Remember to gain a Veep for moving into Manhattan and your residual Veeps / Energy (based on the space you occupy) when you begin a new turn in Manhattan.  
  • Just like in the original game's Tokyo, you can't use Hearts to heal while in Manhattan.
  • Spend Destruction dice to wreck Buildings and Military Units. Destroyed Buildings get flipped to their Unit side. If there are still Buildings in the stack you can wreck this newly revealed  structure if you have enough dice to do it. When you destroy a Military Unit, put it in front of you as a trophy. If you can destroy a Structure or Unit with your remaining dice, you must!
  • Rolling three (or more) Stars earns you the Celebrity card, which gives you a residual Veep for as long as you hold it. It will be taken away by the next Monster to get three or more Stars.
  • If you get stuck with a single Skull (Ouch!) die, you're attacked by the Military Units in your space, taking a point of damage for every Unit in your space. If you get two Skulls, all Monsters in your Borough take the damage. If you roll three Skulls all Monsters in the city take damage! 
  • When you roll three (or more) Skulls, take the "Statue of Liberty" Card. As long as you possess it, you have an extra three Victory Points. You lose these three temporary points as soon as someone else rolls three or more Skulls and takes it away from you.
Optional 5-6 Player Advanced Rules
  • Now a maximum of two Monsters can be stomping around in Manhattan! When a card or an effect targets the Monster in Manhattan, it affects all Monsters in Manhattan.
  • If Manhattan has fewer than two Monsters during your move step, you must move into Manhattan.
  • At the start of the game, when Manhattan is unoccupied, only the first Monster on the first turn must ignore their Attack Dice damage before they move in. If Manhattan is only occupied by one Monster at the end of a turn, the attacking Monster first deals its damage to the Monster in Manhattan, and then moves into Manhattan as well.
  • When you move into Manhattan, if a rival Monster occupies the 2–4 space, you take bottom space of the 5–6 track!
  • When you progress in Manhattan, you move along the same "track": I.E. if you are on 2–4, you will advance to the next 2–4; if you are on 5–6, you will advance to the next 5–6. 
  • If the Monsters in Manhattan are attacked, the Monster on the 2–4 space will first decide if they  will flee. If they do, they go to the Borough of their choice that doesn’t already have two Monsters in it. Then the Monster on the 5–6 space track moves to the 2–4 space in his current zone, unless he also decides to flee.
  • If the Monster in the 2–4 space is ganked, the Monster on the 5–6 space automatically shifts over to the corresponding 2–4 space in his current zone.
  • As soon as fewer than five Monsters are left in the game, only one Monster can be in Manhattan from there on in. If there are still two Monsters in Manhattan, the one on the 5–6 space immediately moves out of Manhattan to the borough of his choice which doesn't have two Monsters in it.