Vampire/Werewolf/Witch/Demon Village

I bet this guy is really good at double-tonguing his woodwinds.

Vampire Village is not about building a village for vampires — and thank goodness, after the blandness that was SiliconVania. Instead, it whisks us to exotic Central Europe, where the crossroads of the west have attracted a veritable convention of vampires, werewolves, witches, and demons to feast on the citizens of your hamlet. Not the best spot for a thriving community, but the schools were good. Designed by Maxime Rambourg, half of the team behind The Loop, it’s a hate-drafting game with surprising bite.

So far, so breezy. But I come from a part of the world where we're taught the limits of the Castle Doctrine in high school.

Defending a helpless village.

When I call Vampire Village a hate-drafting game, there’s really no better way to describe it. Pretty much everything revolves around two drafts, and there’s no small measure of cruelty to the whole thing.

The first draft is the less horrible of the two, a straightforward take-one-and-pass-the-rest affair that sees everybody acting at once. This is how you build your village. The cards themselves are straightforward. Most show buildings, another portion of your hamlet that will likely be laid desolate before too long. Many buildings boast shields, color- and direction-coded for defending against besieging beasties, and all but a few populate your town with snacks. I mean villagers. Yes. Villagers. Solid human villagers who most certainly should not be consumed for the raspberry juice within. To prevent said snacking, there are also heroes, who will readily exchange their lives to protect the innocent. Translation: they’re gonna die like chumps.

It’s the second draft that makes Vampire Village so nasty. Everybody at the table draws three cards, showing various monstrosities. Each type is different. Demons can’t be conventionally defended against. Vampires are unburdened by special rules, showing a strength number and nothing else, although they also tend to boast a higher attack ceiling than their compatriots. Werewolves are weaklings until they merge into a pack, at which point they become overwhelming rather quickly, while witches tend to become more powerful when your neighbor has lots of them, forcing you to be a little bit cautious about which cards you pass.

Which is tricky, because from this trio of cards you take one for yourself and pass the others to both of your neighbors. Then the process repeats, resulting in six terrible, horrible, no-good monsters for each player. Only then does the attack begin. Monsters batter themselves against your defenses, sometimes being halted by your shields and heroes or — more often — chowing down on entire neighborhoods.

The whole thing repeats a second time with better buildings and far nastier monsters. Then you tally up your surviving villagers, how many monsters you kept out, and that’s the game.

Anything but werewolf, personally.

Which kind of monster sex do you prefer?

The appeal of Vampire Village lies in its transparency. Where most drafting games are about grabbing what you need, Rambourg makes this one about passing along what your neighbors don’t need. This is less evident in the first draft; there’s only so much you can do with buildings, although in some cases you can withhold a helpful card from a beleaguered neighbor, especially in the second round.

But it’s really the monster draft that does it. Those first few monsters are flipped face-up before the second trio is doled out, giving everybody a glimpse into their neighbors’ weak spots. Similarly, thwarted monsters stick around after the first round, making successful defenders even more likely to stumble going forward. These factors provide an essential crunch to every decision. If the village to your east has successfully warded off a couple of werewolves — an easy enough thing to do — then sending another pup their way might be just the thing to tip them into the chasm. Likewise, you can send a witch to your neighbor because the village to their other side has an entire coven flying around on brooms. Winning is a matter of outrunning your friends rather than escaping the bear behind you, so it’s wise to trip them up every chance you get.

It’s mean. So beautifully mean. But it’s a meanness that falls within a specific Goldilocks Zone. For one thing, it’s a brisk game, maybe thirty minutes long, sufficient to get invested enough to call your friends bastards when they hand over a nasty vampire or a fourth grey werewolf, but not so involved that anybody cares all that much about the fate of their village. If anything, the game presents these buffet drive-bys as grimly comedic. Losing a building kills the weakest attacking monster, turning defeat into… well, still a defeat, but a conveyor belt of defeats that gradually lose steam. Sacrificing a hero still kills a monster, but this time you can eliminate the strongest one instead. That is, if your hero knew how to slay that particular bogeyman. Otherwise they die as poorly as the rest. It’s all so silly, so quick, that there’s very little sting.

He's a rough boy, but I'll always take Nandor the Relentless.

Hm… who to draft…

This doesn’t make Vampire Village a perfect game, mind. While its lightness is a strength, the sense that nothing really matters extends to the game at large. It’s entirely possible to be sitting pretty, having carefully defeated all comers, until a neighbor sends you a single card that sets the grinder into motion. Watching your entire village get stripped bare in the final attack emphasizes this remoteness. Why does it matter so little that fifteen villagers were treated as carelessly as a child handles water balloons? Is lack of investment necessarily a good thing?

By the same token, it’s an easy design to imagine being more robust. As one friend put it, a version of this game that put more oomph into its drafting, perhaps with villages that were a little more clockwork, built with interlacing supports — something like the spaceships from Vlaada Chvátil’s Galaxy Trucker, doomed but for the duct tape holding them together — could have been truly special. As it stands, Vampire Village borders on the disposable. It’s good for a few sessions, puts hate-drafting front and center as one of tabletop gaming’s unsung pleasures, but never truly sings. It’s good. It could have been more than good.

This is pretty dang good, actually, but I didn't want to show you the time my village was literally one remaining card with an arkful of surviving villagers on it.

My meager surviving village.

For a game that’s as light as air, though, Vampire Village is a pleasant surprise. Hate-drafting deserves more time in the limelight, and Rambourg has managed to center the concept without letting it get overly personal.

Unless Geoff sends me another six-value vampire, that is. The bastard.

 

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A complimentary copy was provided.

Posted on April 18, 2024, in Board Game and tagged , , . Bookmark the permalink. 11 Comments.

  1. Thank you for continuing to write wonderfully insightful pieces of gaming journalism. There are so few of you plying this craft, and fewer still who do it with such passion and skill. I’m just a rando saying “Keep up the great work!”

  2. I love your reviews and generally feel there’s enough context to understand what you’re talking about or how mechanics work, but I got a little lost this time. This got a bit verbose as I tried to articulate why I got confused, so sorry about that!

    I’ve surmised that you’re building a village and the drafted monsters are potential bad things that you’re choosing how to divvy up to best hurt your neighbors.

    An extra sentence/clause in the first paragraph would have really helped; nothing really says the monsters are bad things you don’t want until late in the review, and “hate drafting” really refers to the decision process more than the consequences, since usually that’s about denying them something they need.

    I was thinking that you use the monsters that you get from drafting to attack your opponents, so you’re trying to give your opponents cards that weren’t useful to them (“what your neighbors don’t need”), not that you are deliberately trying to give your neighbor cards that will hurt them if they are unable to mitigate.

    Descriptions such as “witches tend to become more powerful when your neighbor has lots of them, forcing you to be a little bit cautious about which cards you pass” contributed to my confusion – even now, I’m second guessing whether or not players activate the cards from the 2nd draft to attack an opponent, or they activate automatically and do bad things to the owner. Does that mean you want your neighbors to have lots of witches so that your own witches are powerful? Or that if you stick someone with a witch and you hold onto a bunch of witches, they’re screwed? Or that if your neighbors have a lot of witches, bad things will happen to you?

    The game sounds interesting, but I’m pretty unclear on what the actual monster/village mechanics are, even at a bird’s eye view. I’m sure the moment I close this tab and look the game up, it’ll be clear, but your reviews are often the first time I hear about a game.

    • Sorry to hear it, Quirken!

      The monsters in front of you are the ones that attack your village. However, you and your neighbors draft them, so only two of the six monsters each round will be chosen directly by you. That also means you’re choosing some of the monsters that attack your immediate neighbors.

      As for your question about witches… the answer is “Both.” Some witch cards are worth a flat attack value, but others are ranked according to how many witches are attacking a neighbor’s village. So passing witches can strengthen the witches attacking you.

      • Sounds like I did eventually interpret it correctly, but I appreciate the clarification!

        The price point is low enough that based on your review, I think it’ll be worth a go, even if it doesn’t have staying power.

  3. I actually came to a similar thought on Galaxy Trucker before I read yours. Seems like it would make for an interesting game to have phase 1 be ala Galaxy Trucker where it’s a mad resource scramble to build a well defended village faster than your neighbors and then a hate draft exactly like this for the second where you stress test your neighbors.

    • I don’t even need it to use Galaxy Trucker’s real-time scramble. Just have the tiles interlock in more interesting ways. This can still be a drafting game. But give that first draft some extra muscle.

  4. Given a wider context (and perhaps a Monsters Manual), my answer to your “monster sex” question is BLOB.

  5. Let’s give to Geoff what Geoff’s: what would Space-biff be without him? ^^

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