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VampiRing
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VampiRing: flash tutorial



You can see a flash tutorial here
VampiRing: Rules
You can even read an Italian rules version , and a Spanish rules version.

VampiRing

Monstrous metamorphosis and bloody fights in the dark world of Vampires


Vampires
Every player leads a family (colour) of three thirsty vampires.
Vampires move round the board assuming different features each others (Man, Wolf or Bat) and from the ones they assumed in the former turn.


Games Variants
There are two variants of VampiRing: in the “Castle” game vampires are invulnerable when on their Home card; in the “Mansion” game Home cards haven’t any effect.


Board and Cards
The board consists of a ring of cards set at random from the beginning. So every game involves a different “ring”.
The game begins with all the members of each family gathered on their own Home card.
Some of cards exert an influence on moves and fights:
  • Home (1 card for each player) vampires of this Home colour are invulnerable only in "Castle" variant

  • Carriage (1 card for each player): vampire moves again immediately (1 step if Man, 2 steps if Wolf, 3 steps if Bat)

  • Parchment (1 card): vampire goes back his Home immediately

  • Tower (1 card): Men are invulnerable and they give 1 wound each Wolf and Bat

  • Forest (1 card): Wolves are invulnerable and they give 1 wound each Man and Bat

  • Cave (1 card): Bats are invulnerable and they give 1 wound each Man and Wolf

  • Garlic (1 card): every wound has doubled in case of fight

  • Mirror (1 card): it reverts the result of any fight

  • Graveyard (1 card): normal rules for movement and fight

  • Cross (1 card): no fight is allowed

Metamorphosis
At the beginning of each turn, before moving, all vampires must change their features.
Because vampires cannot keep the feature assumed in the former turn and for they must assume different features each others, there are only two options:

a) the Man changes in Wolf, the Wolf changes in Bat and the Bat changes in Man. b) the Man changes in Bat, the Bat changes in Wolf and the Wolf changes in Man.


Turns

Every turn all players move at the same time. The move consists in three phases:
1. Metamorphosis: the player must choose a new feature for all his vampires clicking one of the “metamorphosis” buttons.
2. Direction: the player must choose the direction all his vampires will move (clockwise or anticlockwise) clicking one of the “direction” buttons.
3. Confirm: the player tries all the arrangements he wants clicking on the four option-buttons (metamorphosis and directions). He can check the results of combinations observing the black pawns appearing on the board. He must ratify his definitive move clicking the “confirm” button.


Movement

All family’s vampires proceed round the board in the same direction: clockwise or anticlockwise. So, there’s a total of 4 possible final options:

  • the Man changes in Bat, the Bat changes in Wolf, the Wolf changes in Man and all vampires move clockwise

  • the Man changes in Bat, the Bat changes in Wolf, the Wolf changes in Man and all vampires move anticlockwise

  • the Man changes in Wolf, the Wolf changes in Bat, the Bat changes in Man and all vampires move clockwise

  • the Man changes in Wolf, the Wolf changes in Bat, the Bat changes in Man and all vampires move anticlockwise


  • Note: when all the three vampires are gathered on the same card (for instance at the beginning of the game) the possible final options are reduced to two -clockwise and anticlockwise-, because the metamorphosis choice loses importance.

    Although the three vampires advance in the same direction, they proceed differently each others, according to the new features they assumed in the present turn:
  • Man walks and proceeds 1 step

  • Wolf runs and proceeds 2 steps

  • Bat flies and proceeds 3 steps

  • Movement Sample:

    Starting situation   Ending situation



     


    Movement description:
  • Blue vampires moved clockwise. Man moved 1 step, Wolf moved 2 steps and Bat moved 3 steps.

  • Red vampires moved clockwise too. Man moved 1 step, Wolf moved 2 steps and Bat moved 3 steps but he moved another 3 steps because of the Carriage card.

  • Yellow vampires moved anticlockwise. Man moved 1 step, Wolf moved 2 steps but he moved another 4 steps because he found two Carriages cards on his way. Finally Bat moved 3 steps but went back to Home because he reached the Parchment card.
  • Fights
    Once all the players moved, if two or more vampires stop on the same card then a fight could occur. The following laws regulate results of fights:

  • every Man gives 1 wound each Bat

  • every Bat gives 1 wound each Wolf

  • every Wolf gives 1 wound each Man


  • Warning! During a fight vampires get furious and don’t mind enemies’ colour. So members of the same family attack and wound each others too.

    No fight occurs among vampires of the same feature only.

    Combat Samples:

    The card doesn't influence the fight, because there isn't any Man. The Bat hits the Wolf and the blue player suffer 1 damage.

    Here the Man hits both the Bats and red and green players suffer 1 damage each. The card doesn't influence the fight because there isn't any yellow vampire.

    In the "Mansion" version, the yellow Wolf hits both the Men; in the "Castle" version, the blue Man don't suffer any wound because he's at Home.

    Man hits both the red and the yellow vampires. He doesn't suffer any wound because the vampires are on the card where Men are invincible.

    In the "Mansion" version, the Bat hits both the Wolves; in the "Castle" version, the yellow Wolf doesn't suffer any wound because he's at Home.

    In the "Mansion" version the three vampires hit each others following the normal rules; in the "Castle" version, the red Man and Bat don't suffer any wound because they're at Home.


    Blood
    A player loses 1 drop of blood every time one of his vampires get a wound.

    represent the number of blood drops still available
    represent the number of blood drops lost during the last turn
    represent the number of blood drops lost in the former turns

    Haunted Houses
    When all of the 8 drops of the family are lost, the player is eliminated and his vampires removed from the board. Beginning from the next turn, the angry ghosts of these vampires will haunt their own Homes. Anyone who stops on this Haunted Houses card will get 1 wound by them, besides the damages due to normal fighting.

    Winning
    The player who eliminates the last of his opponents wins the game. If all the players lose their own blood drops, there isn't any winner.

    Scoring
    Each player gains as many points as the number of blood drops lost by all players (including himself) until his own elimination.
    The winner, if any, adds to the previous score a number of points equals to the number of his own remaining blood drops multiplied by the number of the starting players. As an example, in a 3 player game the winner gains a total score of 30 points: 8 + 8 points (the number of drops lost by the eliminated players) + 5 (his own lost drops) + 9 (his 3 remaining drops multiplied by the starting number of players).

    Game Credits
    VampiRing was created by Guglielmo Duccoli, with Nicola Lepetit, Roberto Piazzolla and Omar Ruoti.
    Art design by Donatella Ruscitti

    This game was created and designed specially for our website. All rights reserved.
    Reproduction without the written permission of the publisher is expressly forbidden.


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