Find every Vampire and drive a stake through its heart before midnight strikes.
You are a lone Vampire Hunter, working your way through the mansion alone before midnight strikes.
Time Track — Midnight Approaches
0Vampires Remaining
Latest Discovery
No coffin found yet.
Latest Attack
No attacks yet.
Chronicle of the Hunt
The Vampires Attack
Start a new hunt?
Current progress will be lost.
How to Play — Attack of the Vampires
Objective: Find and kill every Vampire hiding in the mansion before midnight strikes — or before you fall.
Setup
Roll for starting Life Points, re-rolling anything under 10, for a range of 10–20. There are three Vampire chips in the pool. The Time Track starts at 6-6-6-6; when it reaches 1-1-1-1, midnight has struck.
On Your Turn
If you are not already mid-attempt on a Vampire, you search: roll your three blue movement dice. Any sixes rolled are kept; keep rolling only the dice that aren't sixes on later turns. Once all three dice show six, a coffin is found and opened automatically. Roll of 1–3 on the green die means a Vampire is inside, and you immediately begin the attempt to kill it; a 4–6 means it's empty, and your search for the next coffin begins fresh.
Roll 3d6
→
Keep sixes
→
All sixes? Open coffin
Killing a Vampire
Roll 5d6, hoping for three-of-a-kind in any number except ones. Any ones rolled must be set aside permanently. This attempt can take more than one turn: on each of your following turns, re-roll the dice that aren't set-aside ones, once per turn, until it resolves. Collect three ones before three-of-a-kind, and the Vampire attacks you immediately. Land three-of-a-kind first, and the Vampire is destroyed — remove one chip from the pool.
Attacks
Whenever a Vampire attacks — on its own, or all together at midnight — you roll the white d6 and subtract the result from your Life Points. Roll a 6, and you've found garlic: no damage.
If You Fall
If your Life Points reach 0, you are eliminated and the hunt is over — the Vampires win.
Winning & Losing
Kill every Vampire in the pool, and you win. If you are eliminated, the Vampires win.
The Time Track
The four red dice counting down to midnight. One die ticks down each round; when all four show one, the Vampires attack and the Track resets.
Coffin
Found once your three blue movement dice all show six. Rolling it open reveals a Vampire or finds it empty.
A note on this digital version: a found coffin is always opened, and a found Vampire is always immediately fought, since the original rules describe no different outcome for holding back — this matches how the rules are written today.
This and other original games appear in Kenneth P. Langer's 36 New Dice Games.