In Fury of Dracula, one player assumes the role of Count Dracula as he spreads his evil influence throughout Europe. Up to four other players govern the fearless and determined team of Dr. Abraham Van Helsing, Dr. John Seward, Lord Arthur Godalming, and Mina Harker. By day these hunters travel thought Europe, searching for clues about Dracula’s whereabouts. By night, they investigate their present locale and prepare for the upcoming day. And by night, Dracula creates new vampires, lays traps for the hunters, and stealthily moves to a new location. Should any hunters find Dracula, or should he find them, they will engage in a brutal fight for their lives.
Dracula is no ordinary vampire, and his four hunters are by no means ordinary mortals. Each has unique abilities that benefit the group in their dangerous pursuit. Lord Arthur Godalming contributes his wealth and his privilege. Being a physician, Dr. John Seward helps his companions recover from wounds. The Dutch professor Dr. Abraham Van Helsing comes to the hunt with informed leadership and profound tenacity. The headstrong Mina Harker, still affected by the bite that Dracula gave her years ago, possesses a psychic bond with the Count that she can use to determine where he may be.
Day and night these hunters search for clues, amass weapons, and prepare for the inevitable battle against the Count. But only in broad daylight may they safely travel between cities by road, railway, or sea. After all, Dracula’s servants are numberless, and not all are confined to the dark of night.
Count Dracula has lived Un-Dead for centuries, if not millennia. He drove the Ottomans out of Romania, and became known as Vlad the Impaler for his brutal, bloody method of dispatching his enemies. He witnessed the devastation of the Black Death and the innovations of the Industrial Revolution. He has infinite wealth, infinite cunning, and countless bloodthirsty progeny scattered throughout Europe.
Dracula awakens in the deepest dark of night, once the hunters have performed their final actions. The hunters move by placing their figures on the board, but Dracula moves by secretly playing location cards. Travel by rail is too public to suit his needs, but he can move by road or by sea. Once established in his new hideout, Dracula goes about his sinister work and creates obstacle for the hunters such as a spy, saboteur, or newly-sired vampire. He possesses an arsenal of power cards that he can use to misdirect the hunters, call upon the aid of his dark servants, metamorphose into a wolf, retreat into the shadows, or recover strength by feeding on warm human blood. Finally, rumor tokens that can be used to mislead hunters or enhance his diabolical and terrible influence.