In your journey back to a peaceful slumber, both your vampire and the opposing guards move one hexagonal space per turn. Stepping into beams of light from the patrol's lanterns alerts the guards to your presence, but you can predict some of their moves by watching red arrows that show their evening stroll's impending route.
Since there's one of you and many of them, your vampire has a few powers to make things a bit more fair. Beyond drinking the blood of guards to replenish health, you can turn into a bat to fly over obstacles, or turn into a ghost to pass right through them. You're also invisible to the guards during your
As you clear stages, guard counts rise and they start enlisting the help of priests equipped with better lanterns and vials of tossable holy water. In other words, just because you can surpass the first few stages with a cape over your eyes doesn't mean you'll sail through the rest of the game. See how long you can last prowling through towns! Just watch out for those priests - considering their aptitude with holy water, we're fairly certain they were snipers in another life.