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Bloodrush (2026)

2 - 5 persone 5 - 45 min 9+
Al momento questo prodotto non è disponibile presso nessun venditore.

Descrizione: Bloodrush is a quirky survival game from Fitz&Pops Tabletops featuring tile placement, resource management, and push-your-luck mechanisms where vampires hunt for humans in a Far West frontier town. Players strategically place human tiles during setup, then navigate the board using blood as both currency and life force while managing an autonomous mosquito threat that follows programmed movement patterns. The game combines set collection with color-matching bonuses, wraparound "Mario pipe" movement for tactical positioning, and a burst mechanism that punishes greedy blood hoarders, creating a light yet strategic experience where players must balance aggressive hunting with careful resource management to survive until dawn. —description from the publisher SETUP Follow these steps to prepare your game: Phase 1: Determine Turn Order The player who bled last will be Player 1 (starts first) The next player clockwise will be Player 2 (places the Mozzie on the board) Remaining players continue clockwise for turn order Phase 2: Dynamic Human Placement Shuffle all 10 human tiles face-down into a stack Flip the entire stack face-up so only the top tile is visible Players take turns placing one human tile at a time in turn order Placement Rule: Humans can be placed anywhere on the board EXCEPT tiles immediately adjacent to the graveyard Humans can be placed on special tiles (Damage, Clocks, Steps) Continue until all 10 humans are placed Phase 3: Final Setup Player 2 places the Mozzie anywhere on the board Each player places their Vampire tile in the graveyard Each player starts with 5 blood tiles Set the time tracker to dusk (starting position) Shuffle the card deck VICTORY CONDITIONS (RANKED BY PRIORITY) The game concludes when either only one vampire remains alive or all humans have been consumed from the board. Winners are determined in priority order: Survival Victory - Last vampire standing wins immediately (regardless of human collection) Collection Victory - Most human tiles collected when all are taken (count number of tiles) Strategy Bonuses - If tied on tile count, calculate tile values and color-matching bonuses: Base value: Sum of all collected human tile numbers (1-5) 2 humans same color = +1 bonus point 3+ humans same color = +3 bonus points Resource Tiebreaker - Most blood tiles remaining TURN STRUCTURE Each vampire player's turn consists of: 1. PLAYER ACTION (Choose ONE): Pay 1 blood tile to move 1 step - Move orthogonally (up, down, left, right - no diagonal movement) Draw a card: Black card: Roll the die and resolve the action Red card: Keep it or play immediately (can be played at any time) Collect 1 blood tile 2. MOZZIE CONTROL: Choose direction: Straight, left, or right (no U-turn) Roll the die: Move the Mozzie by that number of Steps 3. TIME EFFECTS (If Applicable): Midnight Bonus: Receive blood if on moon symbol Dawn Penalty: Pay blood if on sun symbol SPECIAL CARDS Black Cards (Action Cards - BLOODRUSH logo on back): Coyote Snack (15 cards): Roll the die, take that amount of blood Donkey Ride (10 cards): Roll the die, move that amount of Steps Time Energy (5 cards): Roll the die, move the time forward by that amount Red Cards (Special Cards - Can be played at any time): Bug Commander: Prevents turning the Mozzie left or right (Mozzie can only go straight) Giant Umbrella: Prevents damage during dawn penalty when played Mask of Immunity: Prevents blood damage in any circumstance (Mozzie stepping on Damage tile or player stepping on Damage tile) Carriage Ride: Move one human by one tile in any direction BLOOD MANAGEMENT Start with 5 blood tiles Maximum capacity: 10 blood tiles Cannot collect blood beyond maximum Burst Mechanic: Exceeding 10 blood tiles reduces player to 1 tile and forces graveyard return MOVEMENT AND NAVIGATION Players act as walls - cannot occupy same tile Movement is orthogonal only (up, down, left, right) - no diagonal movement Wraparound Movement ("Mario Pipe"): Players can move seamlessly from any edge square to the opposite edge MOVEMENT STOPPING RULE When any creature (Vampire or Mozzie) encounters a target during movement, their movement stops immediately regardless of remaining Steps: Vampire stepping on Human: Movement stops, collect human Mozzie stepping on Human: Movement stops, human eliminated Mozzie stepping on Vampire: Movement stops, vampire drained Example: If a Mozzie is 1 tile away from a human and rolls 2 Steps, the Mozzie stops after moving 1 Step onto the human and does not continue for the remaining Step. HUMANS AND FEEDING When a vampire steps on a human tile: Collect the tile Gain 5 blood tiles (cannot exceed maximum of 10) Hidden Hazard: If human was placed on a special tile, the underlying effect triggers BEFORE collecting the human's blood MOZZIE RULES Starting position chosen by Player 2 during setup Controlled by players during their turns Moves through all areas except graveyard (flies over) Mozzie encounters: Mozzie → Vampire: Vampire loses all blood except 1, Mozzie returns to starting position Mozzie → Human: Human eliminated, Mozzie stays in current position TIME SYSTEM Dual Time Advancement: Card-Based Movement: Time Energy cards advance time by die roll result Round-Based Movement: Player 1 advances time by 1 hour at the start of each of their turns Time Effects: Midnight Bonus (moon symbols): Gain blood at end of turn Dawn Penalty (sun symbols): Lose blood at end of turn Protection: No dawn penalty when in graveyard, buildings, or mine Mine Special Rule: Players in the mine are also immune to blood damage when Mozzie steps on Damage tiles SPECIAL TILES When Vampire Steps on Special Tile: Damage tiles: Pay blood (triggers before human collection if human is present) Clocks tiles: Time moves Steps tiles: Free movement When Mozzie Steps on Special Tile: All vampires experience effect (except those protected): Damage tiles: Everyone pays blood (except those in graveyard or mine) Clocks tiles: Time moves Steps tiles: Free movement for Mozzie ELIMINATION A vampire is eliminated when: They run out of blood tiles completely Burst: Exceeding 10 blood maximum (return to graveyard with 1 blood) 4+1 PLAYER VARIANT: MOZZIE PLAYER This variant allows a 5th player to control the Mozzie exclusively for groups wanting to include everyone. SETUP CHANGES: Same as standard game, but one player is designated as the Mozzie Player Mozzie Player does not receive a Vampire tile or blood tiles TURN STRUCTURE WITH MOZZIE PLAYER: Vampire Players: Only perform their action (no Mozzie control) Mozzie Player: On their turn, control Mozzie direction and roll for movement MOZZIE PLAYER ROLE: The Mozzie Player plays for fun and group engagement No specific victory condition - they participate to enable 5-player games Their goal is to create chaos and challenge for the vampire players
Minimum 4 characters