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BLACK CARDS

Banana Peel (Single-use only): Give one of your equipment cards to another
character. If you have none take 1 point of damage
Bloodthirsty Spider (Single-use only): Give 2 points of damage to any
player's character and take 2 points of damage yourself
Butcher Knife (Equipment): If your attack is successful, you give 1 extra
point of damage
Chainsaw (Equipment): If your attack is successful, you give 1 extra point
of damage
Diabolic Ritual (Single-use only): If you are a Shadow you may reveal your
identity and fully heal your damage
Dynamite (Single-use only): Roll both dice and give 3 points of damage to
all characters in that area. On a 7 nothing happens
Handgun (Equipment): All ranges but yours become your attack range (you
cannot attack in your normal range)
Machine Gun (Equipment): Your attack will affect all characters in your
attack range. Apply the same damage to all.
Masamune (Equipment): You MUST attack and you deal D4 damge. You can't
fail
Moody Goblin (Single-use only) (2 copies): Steal an equipment card from any
player's character
Rusted Broad Axe (Equipment): If your attack is successful, you give 1 extra
point of damage
Spiritual Doll (Single-use only): Pick a player and roll D6 1-4 give their
character 3 points of Damage. 5-6 take 3 points of damage
Vampire Bat (Single-use only) (3 copies): Give 2 points of damage to any
player's character and heal 1 point of your own.
WHITE CARDS
Advent (Single-use only): If you are a Hunter you may reveal your identity
and fully heal your damage
Blessing (Single-use only): Pick a player character other than yourself and
they heal D6 damage
Chocolate (Single-use only): If you're Allie, Emi or Unknown, you may reveal
your identity and fully heal your damage
Concealed Knowledge (Single-use only): When your turn is over, it will be
your turn again
Disenchant Mirror (Single-use only): If you are either Vampire or Werewolf

you must reveal your identity


First Aid (Single-use only): Set the damage marker of any player's character
to 7
Flare of Judgement (Single-use only): All OTHER characters take 2 points of
damage
Fortune Brooch (Equipment): You take no damage from the weird woods
location. You may still heal your own damage
Guardian Angel (Single-use only): you take no dmage from another
characthers attack until your next turn
Holy Robe (Equipment): Your attacks do 1 less damage and damage you
take from attacks is reduced by 1 point
Holy Water of healing (Single-use only) (2 copies): Heal 2 points of your
damage
Mystic Compas (Equipment): you may roll twice for movement and choose
which result to use
Silver Rosary (Equipment): If your attack kills another character you get all
their equipment
Spear of Longinus (Equipment): If you're a hunter and attack successful you
may reveal. If you do or are already revealed you give 2 extra damage
Talisman (Equipment): you take no damage from the black cards
Bloodthirsty Spider, Vampire Bat or Dynamite

GREEN CARDS
Aid: If you are Hunter, heal 1 damage (if you have none, take 1 damage)
Anger (2 copies): If you are Hunter or Shadow, give 1 equipment to current
player or take 1 damage
Blackmail (2 copies) If you are Hunter or Neutral , give 1 equipment to
current player or take 1 damage
Bully: If your HP (as indicated on your character card) is less than or equal to
11, take 1 damage
Exorcism: If you are Shadow, take 2 damage
Greed (2 copies) : If Neutral or Shadow give 1 equipment to current player
or take 1 damage
Huddle: If you are Shadow, heal 1 damage (if you have none, take 1
damage)
Nurturance: If you are Neutral, heal 1 damage (if you have none, take 1
damage)
Predicition: Show your character card to current player

Slap (2 copies) : Hunter take 1 damage


Spell: Shadow take 1 damage
Tough Lesson : HP greater than or equal to 12, take 2 damage
BASE SET
Characters:

Neutral:
Allie (8 HP)--- Once per game, you can fully heal your damage (Lethal
damage is still taken, after healing.) Winning condition: You are not dead
when the game is over.
Bob (10 HP)---If you inflict 2 or more damage to a character, you may take an
Equipment card of your choice from that character instead of giving them
damage. Winning condition: You have 5 or more Equipment cards.
Charles (11 HP)---After you attack, you may give yourself 2 points of damage
to attack the same character again. Winning Condition: At the time that you
kill a character, the total number of dead characters is 3 or more.
Daniel (13 HP)---As soon as another player dies, you must reveal your
identity. Winning Condition: You are the first character to die OR the Shadow
characters are dead and you are not.

Hunters:
Emi (10 HP)---When you move, you roll dice as normal or move to an
adjacent Area Card. Winning Condition: All the Shadow characters are dead.
Franklin (12 HP)---Once per game, at the start of your turn, you may pick any
player and give him/her damage equal to the roll of a 6-sided dice. Winning
Condition: All Shadow characters are dead.
George (14 HP)---Once per game, at the start of your turn, you may pick any
player and give him/her damage equal to the roll of a 4-sided dice. Winning
Condition: All Shadow characters are dead.

Shadows:
Unknown (11 HP)---You may lie when given a Hermit Card. You dont have to
reveal your identity to do this. Winning Condition: All the Hunter characters
are dead OR 3 Neutral characters are dead.

Vampire (13 HP)---If you attack a player and inflict damage, you heal 2 points
of your own damage. Winning Condition: All the Hunter characters are dead
Or 3 Neutral characters are dead.
Werewolf (14 HP)---After you are attacked, you can attack that character
immediately. Winning Condition: All the Hunter characters are dead OR 3
Neutral characters are dead. (Note:

EXPANSION
Characters:

Neutral:
Agnes (8 HP)---At the start of your turn, you may change your winning
condition to The person to your immediate left wins. Winning condition:
The person to your immediate right wins.
Bryan (10 HP)---When your attacks kill a player with 12 or less HP, reveal
your identity. Winning condition: When your attacks kill a player with 13 or
more HP.
Catherine (11 HP)--- Heal 1 point of your own damage at the start of your
turn. Winning condition: You are the first to die OR You are one of the last
two surviving players.
David (13 HP)--- Once per game, you may take an Equipment card from the
discard pile. Winning condition: You have three or more of the following:
Talisman, Spear of Longinus, Holy Robe, Silver Rosary.

Hunter:
Ellen (10 HP)--- Once per game, at the start of your turn, choose a character
and void his/her ability until the end of the game. (Note: Players whose
character abilities are voided, cannot use their abilities for the duration of
the game) Winning condition: All Shadow characters are dead.

Fuka (12 HP)--- Once per game, you may set the Health of any character to
7. Winning condition: All Shadow characters are dead.
Gregor (14 HP)--- Once per game, you cannot receive damage until the start
of your next turn. (Can only be used after your turn is over.) Winning
condition: All Shadow characters are dead.

Shadow:
Ultra Soul (11 HP)--- Start of your turn, you may choose to give 3 damage to
a character that is at the Underworld Gate. Winning condition: All Hunter
characters are dead OR 3 Neutral characters are dead.
Valkyrie (13 HP)--- Whenever you attack, deal damage using the 4-sided dice
only. Winning condition: All Hunter characters are dead OR 3 Neutral
characters are dead.
Wight (14 HP)--- Once per game, after your turn is over, you may take an
amount of additional turns after this, equal to the number of dead
characters. Winning condition: All Hunter characters are dead OR 3 Neutral
characters are dead.

SET UP
When played by 4 players:
2 Hunter, 2 Shadow
When played by 5 players:
2 Hunter, 2 Shadow, 1 Neutral
When played by 6 players:
2 Hunter, 2 Shadow, 2 Neutral
When played by 7 players:
2 Hunter, 2 Shadow, 3 Neutral
When played by 8 players:
3 Hunter, 3 Shadow, 2 Neutral

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